Davrim's Divine Rewrite 2.0

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Davrim's Divine Rewrite 2.0

Postby PGM Davrim » Sat May 09, 2009 3:48 pm

Again, summary:

All priests, regardless of alignment, have a "backbone" list of 10 spells, one per level from levels 1 to 10. Then evil priests have a separate list of 20 spells, one per level levels 1-20. And everybody else has a secondary list of 20 spells, levels 1-20.

Where a spell does "Divine" damage, the precise type is determined by the nature of a priest's deity. All deities with the Purity sphere grant Purity damage and Corruption-sphere deities do Corruption damage with their divine spells. All other deities do Spiritual damage:

"Spiritual damage attacks the motive force animating living creatures, extraplanars and magic-fueled creatures such as constructs and the undead. It has no effect on inanimate physical objects. Extraplanars, being not fully present on this plane, are more vulnerable to spiritual attacks and take an additional 1 point of damage per die."
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Re: Davrim's Divine Rewrite 2.0

Postby PGM Davrim » Sat May 09, 2009 3:48 pm

Backbone list:

Level 1: Smite
Spell Cost: 5, Duration: Instantaneous, Range: 100 feet, Type: Cantrip, Save: Will/2 for half damage, Area of Effect: one target
Description: The priest casts a bolt of divine power at a single target. The bolt takes a form appropriate to the priest's deity and inflicts BC10 Divine damage.
100: The priest suffers BC10 damage for his or her presumption.
1: The deity is pleased with his priest's devotion and inflicts 2BC10 damage.

Level 2: Consecrate/Desecrate
Spell Cost: Special, Duration: Special, Range: Touch, Type: Ritual, Save: Special, Area of Effect: Special
Description: A priest is capable of imbuing objects with divine power beneficial or malign. This spell permits the priest to do so to a variety of objects. All priests know how to consecrate or desecrate two things:
- Water: When water is consecrated or desecrated, it becomes Holy Water or Unholy Water. This ritual takes half an hour, costs 10 power and produces 5 doses of divine water. The ritual also has a materials cost of 2 shields.
- Corpses: A consecrated corpse cannot be raised as undead unless later desecrated. A corpse desecrated by a priest of at least level 10 has a standard chance to rise as undead the night following the desecration, unless the corpse is subsequently consecrated before nightfall. A priest cannot override a consecration or desecration cast by a priest of more than twice her level. This ritual takes five minutes and costs 5 power.
Priests with knowledge of religion may learn other uses for this prayer.
100: This spell has the opposite effect desired: consecrating instead of desecrating or vice versa. The priest is not aware of the mistake.
1: The prayer is unusually effective (GM discretion).

Level 3: Shards of Faith
Spell Cost: 6, Duration: 1 hour, Components S/V, Type: Normal, Range: Touch, Save: N/A, Area of Effect: one weapon per three levels
Description: The priest infuses a bit of divine power into mundane weapons. Up to one mundane weapon for every three caster levels (maximum four) can be blessed, and will do +1 divine damage for the next hour. The blessed weapons count as magical for the purposes of overcoming resistance.
100: The blessed weapons gain no benefit and suffer a -10 CA penalty for the next hour.
1: The blessed weapons do +2 damage and gain a +10 CA bonus.

Level 4: Omen
Spell Cost: 5, Duration: One round, Components M, Type: Normal, Range: Caster, Save: N/A, Area of Effect: Caster.
The caster is able to predict whether a single action will be beneficial or detrimental to himself or his party. Only a single 'Yes' or 'No' answer can be received. If the result is uncertain, no response will be received. Casting this spell requires 25ss of appropriate religious materials (incense, prayer beads, etc.) which are consumed on a successful cast. These may be purchased from the Marketplace or equivalent as 'Omen materials.'
100: An unfriendly power responds to the prayer, granting a response opposite that expected.
1: The caster may ask another question.

Level 5: Divine Flames
Spell Cost: 9, Duration: Instantaneous, Components V, Range: 100', Type: Normal, Save: Will/2 for half damage, Area of Effect: one target
Description: Engulfs a single target with fire, taking a form appropriate to the priest's deity. The target suffers 2BC10 Divine damage and can save versus Will/2 for half damage.
100: The priest is stricken by the flames.
1: The flames deal 3BC10 damage.

Level 6: Divine Fortitude
Spell Cost: 10, Duration: 1 hour, Components S/V, Type: Normal, Range: Touch, Save: N/A, Area of Effect: one target
Description: The priest prays for his deity to bless one target with divine fortitude. For the next hour, that target gains 15 temporary stamina points. Divine priests cannot target evil-aligned targets with Divine Fortitude, nor Dark Divine priests good-aligned targets. A target can only be affected by one Divine Fortitude at a time. Temporary stamina points are lost before permanent stamina.
100: The target suffers 2BC10 damage.
1: The target gains 20 temporary stamina points.

Level 7: Sheltering Hand
Spell Cost: 10, Duration: 1 hour, Components S/V, Type: Normal, Range: 0, Save: N/A, Area of Effect: Self
Description: The priest's deity surrounds him with an aura of light, appearing in a manner befitting the deity's nature. This aura will protect the priest from 15 points of damage from physical or divine sources.
100: The priest suffers 2BC10 damage.
1: The shield will absorb 25 damage of the specified types.

Level 8: Purge
Spell Cost: 8, Duration: Instantaneous, Components V, Type: Normal, Range: 100', Save: Special, Area of Effect: one creature
Description: The priest purges a willing target of a single, temporary condition with a duration measured in rounds, such as fear, nausea, deafness or statistical penalties. Most simple status effects are purged automatically. For more tenacious or complicated effects (GM discretion, includes all those higher than level 20), this spell instead grants an immediate second save with a bonus equal to the priest's level times two.
100: The spell has no effect on its target, but the priest is afflicted by the status he or she was attempting to purge.
1: All effects are dispelled automatically.

Level 9: Divine Ward
Spell Cost: 12, Duration: Special, Components S/V, Type: Ritual, Range: Touch, Save: N/A, Area of Effect: Special.
The caster enchants an entryway, object, or portal with his personal symbol of faith. The symbol causes 4BC8 damage to anyone trying to enter or use the area or object. Also, the caster becomes aware once the magic is activated. The symbol will remain for a maximum of 1 week/level of the caster before fading. Followers of the caster's religion, or those who share his alignment, are not affected by the symbol. The Divine Ward may be disarmed as a magical trap to avoid the damage, although this act will alert the caster to its removal if the disarming roll succeeds by less than 25.
100: The caster receives 2BC8 damage from an angry god.
1: No Power points used.

Level 10: Wrath of God
Spell Cost: 13, Duration: Instantaneous, Type: Normal, Components V, Save: Will/2 for half damage, Range: 100', Area of Effect: 1 Creature
Description: The priest calls upon his or her deity to inflict wounds upon a single creature, causing 3BC10 Divine damage.
100: The priest suffers the wounds himself from a displeased deity.
1: The target suffers 4BC10 damage.
Last edited by PGM Davrim on Sat May 09, 2009 7:12 pm, edited 1 time in total.
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Re: Davrim's Divine Rewrite 2.0

Postby PGM Davrim » Sat May 09, 2009 3:48 pm

Divine list:

Level 1: Sense Evil
Spell Cost: 5, Duration: Instantaneous, Range: 0, Type: Normal, Components: V, Save: N/A, Area of Effect: 50' radius
Description: The priest's deity reveals all sources of supernatural evil within 50'.
100: A malign entity answers the priest's prayer and provides deceptive results.
1: The deity reveals the degree of evil of all supernaturally evil sources within range.

Level 2: Inner Light
Spell Cost: 5, Duration: 1 hour, Components: V, Type: Cantrip, Range: 0, Save: N/A, Area of Effect: 20 foot radius
Description: With a brief prayer, the priest is able to call up a gentle light from within his or her own body, illuminating everything within 20 feet of the caster. The light can rest in the priest's hand, form a halo over the head, or other forms appropriate for the priest's faith.
100: The priest is blinded for one minute.
1: 30 foot range. No power points used.

Level 3: Faith Healing
Spell Cost: 6, Duration: Instantaneous, Components: S/V, Type: Normal, Range: Special, Save: N/A, Area of Effect: 1 creature
Description: A gentle light surrounds a target, restoring 2BC8 damage. The priest must touch the target to perform the healing until he or she gains level 10, at which point it may be used on targets within 50'.
100: The priest calls unconscious for BC4 rounds from the effort.
1: The priest heals 3BC8 damage.

Level 4: Covenant
Cost 15, Duration: Special, Components: S/V, Type: Ritual, Range: 10', Area of Effect: Special, Save: N/A
Description: Acting as witness and notary, the caster is able to certify a single oath or contract agreed to by up to one willing creature per three caster levels. If the contract is willingly broken by any of the agreed-upon parties, the caster and all affiliated parties are immediately aware of the violation. The participants also receive a +2 bonus per level of the priest at the time of casting to saves against effects forcing them to violate the Covenent.
100: The caster falsely believes his spell to be a success. Violations of the covenant are not reported to the offended parties.
1: No Power used.

Level 5: Luminance
Spell Cost: 8/2, Duration: 2+(1), Components: V, Type: Normal, Range: 0, Save: Special, Area of Effect: 25' radius
Description: The priest fills the area around him with brilliant white light. This dispels magical darkness effects of equal or lower level in the area of effect. Additionally, the light is painful to fiends and undead, which suffer -25 MA, CA and Speed while in the light.
100: The priest is blinded for three rounds.
1: Penalties increase to -35 MA, CA and Speed.

Level 6: Confession
Spell Cost: 7, Duration: Special, Sustain: 3/question, Components: S/V, Type: Ritual, Range: 10 feet, Save: Special, Area of Effect: one creature
Description: Surrounds the target in a bright, soul-piercing light, rendering the subject unable to lie to the priest. The spell enables the priest to ask one question and receive one answer; it can be sustained for further questions at 3 power each. The target may save versus Will/2 for each question to lie.
100: The target becomes hostile to the priest and immune to any further Confession spells from the priest for one month.
1: The target sees the priest as non-threatening and may volunteer additional truthful information.

Level 7: Holy Healing
Spell Cost: 10, Duration: Instantaneous, Components: S/V, Type: Normal, Range: Touch, Save: N/A, Area of Effect: one target
Description: Heals the injuries of a single non-evil target, restoring 3BC10 stamina.
100: The priest suffers 3BC10 damage in retribution for temerity.
1: The spell heals 4BC10 damage.

Level 8: War Blessing
Spell Cost: 8, Duration: 1 hour, Components: S/V, Type: Normal, Range: Touch, Save: N/A, Area of Effect: 1 target
Description: The priest blesses one person, granting +20 CA, MA and Speed. At level 15, the priest can affect a second target.
100: The targets are cursed with -15 CA, MA and Speed for five rounds
1: Bonuses increase to +30

Level 9: Healing Pulse
Spell Cost: 10, Duration: Instantaneous, Components: V, Type: Normal, Range: 0, Save: N/A, Area of Effect: 25' radius
Description: The priest emits a pulse of white light from his or her body, healing all non-evil creatures in the light for 2BC8 stamina. This also dispels any magical darkness effects of equal or lower level in the area of effect.
100: All non-evil creatures instead suffer BC10 damage.
1: Healing is 3BC8 stamina.

Level 10: Purify
Spell Cost: 11, Duration: Instantaneous, Components: S/V, Type: Normal, Range: Touch, Save: N/A, Area of Effect: one target
Description: With a single touch, the priest is able to purge poisons and diseases from the body. Poisons and diseases of lower or equal level than the priest are purified automatically. Poisons and diseases of higher level have a 10 percent chance per level difference of resisting the removal. (For example, a level 25 disease would have a 50 percent chance to resist removal by a level 20 priest.) Damage caused by removed poisons is automatically cured by this spell.
Purify may also be cast on food or water, removing spoilage, mold, infection or poison from enough food or water for four people per cast.
100: The priest falls unconscious for one hour.
1: Automatically succeeds, even against higher level poisons and diseases.

Level 11: Prophecy
Spell Cost: 10, Duration: five minutes, Components: S/V, Type: Ritual, Range: 0, Save: N/A, Area of Effect: self
Description: The priest settles into a mystic trance, communing with the divine about a challenge he or she faces. After five minutes of trance, the priest prophesies aloud. The prophecy takes the form of one to three sentences, either describing what lies ahead or offering advice, but is usually phrased somewhat cryptically. The priest has no memory of the prophecy. Frivolous requests or those out-of-keeping with the deity's goals will likely be ignored.
100: A malign spirit responds to the priest's prayer and delivers a false prophecy.
1: The priest is also blessed with wisdom to interpret the prophecy precisely.

Level 12: Protective Blessing
Spell Cost: 12, Duration: 1 hour, Components: V, Type: Normal, Range: Touch, Save: N/A, Area of Effect: one creature
Description: The priest bestows his or her deity's blessing on a single non-evil creature, raising Defense and Magic Resistance by 25 for the Duration of the spell. The priest may affect a second target at level 20.
100: The priest's deity inflicts BC10 damage for presumption.
1: Speed and Magic Resistance are raised by 35.

Level 13: Radiant Aura
Spell Cost: 13, Duration: 10 rounds, Components: V, Type: Normal, Range: 0, Area of Effect: 50' radius
Description: Fills a large area with bright warm light. This will dispel darkness effects of equal or lower level. Additionally, evil powers are less effective inside the light. Necromancy, dark divine magic and other supernatural evil effects used against targets in the light do -2 damage per die and have a +25 bonus to saves. This includes natural attacks and abilities from fiends and undead. Evil creatures also find the light uncomfortable and will avoid it if possible, but suffer no compulsion or statistical effects unless specifically vulnerable to light.
100: A dark power blankets the area of effect with magical darkness.
1: Evil creatures within the light suffer -25 CA and MA.

Level 14: Angelic Regalia
Spell Cost: 15, Duration: 5 rounds, Components: S/V, Type: Normal, Range: 100', Save: N/A, Area of Effect: one creature
Description: The priest blesses a single non-evil creature, who becomes surrounded by a glowing aura. The target regenerates three stamina at the end of every round and physical attacks by that creature do +5 Divine damage per attack or spell (divided between multiple weapons as Strength bonuses). These damage bonuses do not stack with other temporary damage bonuses, with the greater bonus applying.
100: The target receives no benefits and is cursed, suffering -30 MA and CA for five rounds.
1: No power used, initial Duration 5 rounds

Level 15: Fire From Heaven
Spell Cost: 15, Duration: Instantaneous, Components: V, Type: Normal, Range: 100', Save: Will/2 for half damage, Area of Effect: one creature
Description: Centers a blast of white flames on a single creature, who suffers 5BC8 Divine damage.
100: The priest is immolated, taking 5BC8 damage.
1: The flames do 5BC10 damage.

Level 16: Minor Miracle
Spell Cost: 15, Duration: Instantaneous, Components: S/V, Type: Ritual, Range: Touch, Save: N/A, Area of Effect: one creature
Description: Allows the priest to cure an individual of almost any single negative effect. Physical ailments such as broken bones, missing limbs and petrification are cured instantly, as are mental and spiritual ailments such as curses, insanity or forced alignment change. The priest may also attempt to remove possession, in which case the possessor is granted a save of Will/2 to resist being forced out of its host. Multiple afflictions require multiple casts.
100: The priest falls unconscious for one hour.
1: The priest cures the target of all physical, mental and spiritual ailments.

Level 17: Shield of Faith
Spell Cost: 15, Duration: 1 hour, Components: S/V, Type: Normal, Range: Caster, Save: N/A, Area of Effect: caster
Description: Surrounds the priest with a glowing nimbus of light that will protect him or her from harm. The next 25 points of damage of any kind from evil sources, or from supernatural evil attacks (including Necromancy spells like Hellfire and supernatural evil effects used by non-evil characters) will be absorbed harmlessly. The priest also receives a +15 bonus to saves against non-damaging effects from those sources. Shield of Faith does not stack with any other shielding effects.
100: The deity inflicts 3BC10 damage on the priest for temerity.
1: The shield will absorb 35 points of damage.

Level 18: Righteous Storm
Spell Cost: 17, Duration: Instantaneous, Components: V, Type: Normal, Range: 100', Save: Will/2 for half damage, Area of Effect: 25' radius.
Description: Summons a burst of divine energy, inflicting 5BC8 Divine damage on all evil creatures within a 25' radius. Affected creatures may save versus Will/2 for half damage.
100: The area of effect is centered on the priest and targets either good or neutral creatures (whichever alignment the priest is).
1: The storm inflicts 5BC10 damage.

Level 19: Summon Celestial
Spell Cost: 50, Duration: Special, Components: S/V, Type: Ritual, Range: Special, Save: Special, Area of Effect: Special
Description: In a ritual that requires three hours' unbroken concentration to perform, the priest can summon one or more celestials loyal to his or her deity into Bierilon. The ritual consumes materials equal to 10 ss per level of extraplanar summoned (i.e., summoning two Level 5 celestials would cost 100 ss in materials, and summoning a single Level 20 celestial would consume 200 ss in materials). These materials are expended even if the spell fails. Additionally, the caster must have a summoning circle, which requires 500 ss in materials to construct and is not transportable. The circle can be re-used.

The priest can specify types of celestials to be summoned, but this is an inexact art and there is always a risk that more, fewer, or different creatures will answer the call than requested. There is a base 50% chance of getting exactly the number and type of celestial(s) called, with a 25% chance of skewing high and a 25% chance of skewing low. The specifics of what will happen upon skewing high or low will vary depending on exactly what the caster is trying to summon. Those versed in cosmology are able to tailor their summons more precisely.

The caster can summon up to 1.5 times his own level in extraplanars (i.e., a Level 20 priest can summon up to 30 levels of extraplanar beings). This is a total control limit, not per spell; if a caster already has some extraplanars summoned, and wishes to call more, he must dismiss the old ones or the spell automatically fails.

Upon summoning the extraplanar creature, the priest must persuade the celestial to aid him in his cause. Requests for information will generally be met freely, provided that the information is not sought for selfish or harmful purposes. Requests for more substantial aid are treated more cautiously, especially if the celestial is asked to fight, for most celestials believe the affairs of the mortal world are meant to test those who dwell within it, and many are mindful of the disasters wreaked upon Bierilon the last time they marched through it, during the Godslayer's War. The more powerful the celestial, the greater this reluctance. In general, if there is any chance that the mortal can prevail without the celestial's aid, it will decline to intervene directly.

100: The caster sends his call to the wrong plane and draws the attention of an unusually powerful fiend or elemental.
1: The caster gains a +25 bonus to his control check.

Level 20: Reinvigorate
Spell Cost: 25, Duration: Instantaneous, Components: V, Type: Normal, Range: 50', Area of Effect: 1-2 targets, Save: N/A
Description: The priest calls upon his deity to instantly restore the health of one or two of his or her non-evil allies. This heals three stamina for every level of the priest, either to a single target or split evenly between two targets.
100: The priest suffers 5BC10 Divine damage.
1: The priest's deity blesses the target, giving them +15 CA and MA for the rest of the day.
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Re: Davrim's Divine Rewrite 2.0

Postby PGM Davrim » Sat May 09, 2009 3:49 pm

Dark Divine list:

Level 1: Detect Aura
Spell Cost: 5, Duration: Instantaneous, Range: 100', Type: Normal, Components: V, Save: N/A, Area of Effect: 1 target
Description: The priest's deity grants the priest a glimpse into the soul of one target within 100'. The priest learns that target's alignment and the degree to which they are devoted to good or evil. This prayer also informs the priest if the target is a priest or paladin or divine extraplanar (though not the deity worshipped or nature of the being).
100: An unfriendly divine power responds to the prayer, granting a deceptive response.
1: The spell reveals any deity worshipped. No power used.

Level 2: Malign Radiance
Spell Cost: 5, Duration: 1 hour, Components: V, Type: Cantrip, Range: 0, Save: N/A, Area of Effect: 20 foot radius
Description: Creates a mockery of light for the priest and those around him or her to see by. The area around the priest for 20' is filled with a pale red light that permits all non-good creatures in the area of effect to see, read, and notice normal details. Good creatures can see the light but derive no benefit from it; they require another light source in order to see anything other than an impenetrable red fog.
100: The caster is blinded for one minute.
1: 30 foot range. No power points used.

Level 3: False Healing
Spell Cost: 6, Duration: Instantaneous, Components: S, Type: Normal, Range: Special, Save: N/A, Area of Effect: 1 creature
Description: While dark powers are capable of healing injuries, it is not something that comes easily to them. At this stage, the priest is capable of closing the wounds a single target, healing 2BC8 damage per cast. When used on fiends, undead and other supernatural evil creatures, this is true healing. On other creatures, this healing only lasts eight hours, at which point the wounds reopen and the healed stamina is removed. The damage can heal on its own through other methods. The priest must touch the target to perform the healing until he or she gains level 10, at which point it may be used on targets within 50'.
100: The caster falls unconscious for BC4 rounds from the effort.
1: The priest manages true healing.

Level 4: Sinister Shadows
Spell Cost: 10, Duration: 10 rounds, Components: S/V, Type: Normal, Range: 100', Save: N/A, Area of Effect: 20' radius
Description: Conjures up a globe of pure darkness. Attacks or spells from within the darkness or at targets inside the darkness suffer -50 MA or CA, mitigated (if applicable) by Blindfighting. This dispels magical light effects of equal or lower level in the area of effect.
100: The caster is blinded for five rounds.
1: Good-aligned creatures within the darkness suffer an additional -25 MA and CA.

Level 5: Blindsight
Cost: 5, Duration: 10 rounds, Type: Normal, Components: V, Save: N/A, Range: 0, Area of Effect: Caster
Description: The caster is blessed with unholy sight, capable of seeing through natural and magical darkness without hindrance to a range of up to 200’ feet.
100: The caster is completely blinded for ten rounds.
1: No power spent. Duration doubled.

Level 6: Inquisition
Spell Cost: 7/3, Duration: 1(+1), Components: S/V, Type: Normal, Range: Touch, Save: Special, Area of Effect: One creature.
Description: The priest's deity compels truth from a single creature as the priest asks questions. The creature may lie or refuse to answer, but such disobedience is punished with BC4 non-critting damage. The target may save versus straight Will to mask the pain. The priest may ask one question and receive one answer per round.
100: The caster and target are reversed for purposes of this spell.
1: The target sees the caster as horrifying, and may volunteer additional (truthful) information. No initial Power points used.

Level 7: Dark Healing
Spell Cost: 9, Duration: Instantaneous, Components: S/V, Type: Normal, Range: Touch, Save: N/A, Area of Effect: one target
Description: The priest's deity grants him or her the power of true healing. With a touch, the priest heals one non-good target of 2BC10 damage. If used on fiends or undead, the healing is doubly effective.
100: The priest suffers 2BC10 damage.
1: The prayer heals 3BC10 base damage.

Level 8: Blood Portent
Spell Cost: 8, Duration: Instantaneous, Components: S/V, Type: Ritual, Range: Touch, Save: N/A, Area of Effect: Special
Description: The priest spills blood worth ten stamina from an intelligent creature into a ritual bowl worth at least 100 ss, and then studies the patterns in the blood. The priest's deity shapes the blood into one to three stylized images related to a challenge the priest faces. Frivolous requests will likely be ignored.
100: A malign power responds to the priest's spell and sends misleading or false images.
1: The priest receives insight into the meaning of the images, enabling him to interpret them precisely.

Level 9: Dark Annointment
Spell Cost: 15, Duration: 3 hours, Components: S/V, Type: Ritual, Range: Touch, Save: N/A, Area of Effect: 1 person/4 levels
Description: This dark ritual provides unholy blessings to up to one willing non-good ally for every four levels of the priest. The ritual's participants spill their own blood, which is then used to anoint their foreheads. This involves a temporary sacrifice of 5 stamina, which cannot be regained until the spell's duration has elapsed. For the next three hours, the participants will detect as evil, gain +15 Defense and Magic Resistance, and do an additional +1 unholy damage per hit.
100: The targets still lose stamina, but gain no benefits.
1: Bonuses increase to +25 Defense and Magic Resistance and +2 unholy damage per hit.

Level 10: Pleasing Face
Spell Cost: 15, Duration: 1 hour/caster level, Components: V, Type: Normal, Range: 0, Area of Effect: Caster, Save: Special
Description: Masks the priest's evil nature with a semblance of good. For the duration of this spell, the priest detects as good to divination effects level 20 and below. Any detectible signs of evil (such as physical marks or dark auras) are likewise masked. Dark Divine damage and healing spells cast by the priest appear to be Divine in origin. Further, the priest will be surrounded by a subtle aura of trustworthiness that can easily sway the unsuspecting. This does not mask any items worn by the priest. If the priest undertakes any act of blatant evil (including casting darker spells such as "Dark Anointment" as well as actions such as murder) while under this spell it will immediately cease.
100: The priest will radiate a dark aura of untrustworthiness for the duration, while receiving none of the normal benefits of this spell.
1: Duration doubled, no power points used.

Level 11: Malign Curse
Spell Cost: 13, Duration: 10 rounds, Components: S/V, Type: Normal, Range: 100', Save: Will/2 for half penalty, Area of Effect: One target per five levels
Description: The priest attacks a number of targets with dark energy, agonizing the soul and causing severe pain. This inflicts a -30 penalty to CA, MA and Speed for the duration. The priest may choose one target per five levels, to a maximum of four at level 20.
100: The caster takes the penalty instead.
1: Penalty increases to -50.

Level 12: Shroud of Darkness
Spell Cost: 12, Duration: 10 rounds, Components: V, Type: Normal, Range: 0, Area of Effect: 25' radius
Description: Covers a 25' radius with impenetrable magical darkness. Non-evil creatures feel uncomfortable inside the darkness, in addition to being unable to see. The priest, fiends and undead are able to see inside the darkness as normal, and inflict +1 damage per die on all attacks as they draw strength from the darkness. This dispels all magical light effects of equal or lower level in the area of effect.
100: The priest is blinded for 10 rounds.
1: Non-evil creatures within the darkness suffer -25 CA and MA.

Level 13: Leech
Spell Cost: 12, Duration: Instantaneous, Components: S/V, Type: Normal, Range: Special, Save: Special, Area of Effect: Special
Description: Allows the priest to rip a single poison or disease out of a creature at touch range. This inflicts 3BC8 Piercing damage as the poison or disease rips out of the target's flesh, hanging in the air as a mass of blood. The priest may then spend a second action within five rounds to attempt to inflict the poison or disease on another target within 50'. If the secondary target fails an Agi/2 save to dodge the blood, he or she will be affected by the poison or disease and must save against the disease (with incubation periods reset to the beginning). If no action is taken within five rounds the mass of infected blood falls to the ground and dissipates harmlessly. Leech automatically succeeds against poisons and diseases equal to or less than the priest's level, but poisons and diseases of higher level have a 10 percent chance per level difference to resist removal, in which case the spell has no effect.
100: The priest rips the poison or disease out normally but infects him- or herself (no save).
1: No poison or disease can resist the spell.

Level 14: Dark Contract
Spell Cost: 30, Duration: Special, Components: S/V, Type: Ritual, Range: Touch, Save: N/A, Area of Effect: One sentient creature
Description: The caster and a single target engage in an hour-long ceremony, the success of which seals an unholy contract signed in the target's own blood. The caster sets forth the wordage of the contract, which must be limited to one sentence per caster level but is otherwise boundless. The target is therefore bound, by the contract’s direction and any included timeframe, to follow out the letter of the oath. Failure to complete the contract will sap the target’s will to live, stealing 10 points of Willpower and Endurance per week and will kill the target when either stat reaches 0.
The target must willingly sign the contract in his or her own blood. He or she must be conscious and unresisting during the entirety of the ritual and must understand the language in which the contract is spoken. The contract can only be broken with the contract's completion, the target’s death, Curse Mastery (Dark Divine 20) or Minor Miracle (Divine 16) by a priest of higher level than the priest who initiated the contract, or by the initiating priest himself. Breaking the contract lifts all penalties incurred.
100: Unbeknownst to the priest, the contract is not binding and carries no penalties for failure to complete.
1: Failure to comply with the contract causes wracking pain, inflicting -30 to CA, MA and Speed until the contract is broken or completed.

Level 15: Pitflame
Spell Cost: 15, Duration: Instantaneous, Components: V, Type: Normal, Range: 100', Save: Will/2 for half damage, Area of Effect: one creature
Description: Engulfs a single creature in a blast of hellfire, inflicting 5BC8 Divine damage.
100: The priest is immolated, taking 5BC8 damage.
1: The flames do 5BC10 damage.

Level 16: Infernal Sacrifice
Spell Cost: 50, Duration: Special, Components: S/V, Type: Ritual, Range: Touch, Save: N/A, Area of Effect: Special
Description: This darkest of rituals requires the sacrifice of a pure or innocent creature, such as a child or a paladin devoted to a good deity. The rites observed in the torturous, three-hour death trap the creature's soul in a specially prepared unholy symbol worth at least 500 ss. The spiritually-exhausting ritual also require the priest to expend 100 experience points.

The soul of the sacrifice is unable to be resurrected while trapped.

The unholy symbol containing the trapped symbol can then be drawn upon to provide its bearer with power. The benefits, chosen during the sacrificial rituals in concert with the Magical Theory committee, can include one of the following:

- +5 to any combat statistic or +10 to any general statistic
- One use per day of a magical effect equivalent to level 15 or less
- Three uses per day of a magical effect equivalent to level 5 or less
- Another effect of equivalent strength determined with the Magical Theory committee

The sacrifice of creatures of at least level 15 allows the creation of more powerful unholy symbols.

The trapped soul exists in constant torment and is dimly aware of the dark uses it is being put to. Knowingly drawing on the powers of trapped soul is an act of extreme evil, and users can feel the trapped soul's screams when activating the unholy symbol. This use invariably tarnishes the soul of those who use it even with the noblest of goals. The unholy symbol itself radiates palpable evil detectible even without the aid of spells.

The trapped soul can be released by the priest with a touch. Without the priest's cooperation, it can only be freed with the destruction of the unholy symbol, which requires a Minor Miracle (Divine level 16) followed by smiting the symbol with a weapon which has been Consecrated (Divine Backbone level 2). Once freed, the soul can move to the afterlife and, if willing, be resurrected.

The forcible liberation in this manner of a trapped soul causes a backlash on the priest, permanently reducing his or her Willpower by 5 points and inflicting penalties of -20 MA and Speed for one month.

A priest may have one soul trapped in this manner at a time, with an additional allowed at level 20 and every 10 levels after that. A priest may only cast Infernal Sacrifice once every six months due to the strain of the ritual.

100: The soul breaks free, escaping to the afterlife. The backlash inflicts -20 MA and Speed on the priest for one month.
1: The trapped soul yields unusual power, granting additional abilities or more powerful ones, determined in concert with the Magical Theory committee.

Level 17: Nether Wave
Spell Cost: 17, Duration: Instantaneous, Components: V, Type: Normal, Range: 100', Save: Will/2 for half damage, Area of Effect: 25' radius
Description: A pulse of soul-draining negative energy erupts from a single point within 100', momentarily engulfing everything within a 25' radius. This causes 5BC8 divine damage, but does not affect fiends or undead.
100: The storm is centered on the priest and affects fiends and undead.
1: The spell inflicts 6BC8 damage.

Level 18: Wrack
Spell Cost: 20, Duration: Instantaneous, Components: S/V, Type: Normal, Range: 50', Save: End/2, Area of Effect: one target
Description: The priest exhorts his deity's vengeance on the body of a single living target within 50'. The spell inflicts one point of Divine damage per caster level and is capable of causing critical injuries as if physical damage. The target may save versus End/2 to suffer half damage. A subject may only suffer one critical injury from Wrack per day. The priest may also reverse this spell to heal physical ailments such as broken bones, missing limbs and petrification. This healing is painful, inflicting 5BC8 Divine damage, and can only be done at touch range.
100: The priest suffers one point of damage per level and any applicable injuries.
1: The spell deals 1.5 damage per level if used offensively. No power used.

Level 19: Summon Fiend
Spell Cost: 50, Duration: Special, Components: S/V, Type: Ritual, Range: Special, Save: Special, Area of Effect: Special.

Description: In a ritual that requires three hours' unbroken concentration to perform, the priest can summon one or more fiends loyal to his or her deity from the Abyssal plane. The ritual consumes materials equal to 10 ss per level of fiend summoned (i.e., summoning two Level 5 fiends would cost 100 ss in materials, and summoning a single Level 20 fiend would consume 200 ss in materials). These materials are expended even if the spell fails. Additionally, the caster must have a summoning circle, which requires 500 ss in materials to construct and is not transportable. The circle can be re-used.

The caster must specify types of fiends to be summoned, but this is an inexact art and there is always a risk that more, fewer, or different fiends will answer the call than requested. There is a base 50% chance of getting exactly the number and type of fiend(s) called, with a 25% chance of skewing high and a 25% chance of skewing low. The specifics of what will happen upon skewing high or low will vary depending on exactly what the caster is trying to summon. Those versed in cosmology are able to tailor their summons more precisely.

The caster can summon up to 1.5 times his own level in extraplanars (i.e., a Level 20 priest can summon up to 30 levels of extraplanar beings). This is a total control limit, not per spell; if a priest already has some extraplanars summoned, and wishes to call more, he must dismiss the old ones or the spell automatically fails.

Upon summoning the extraplanar creature, the caster persuade the fiend to provide assistance. To do this, the priest must usually either ask for assistance with a task in line with his or her deity's goals, or bribe the fiend.

If the priest wins the fiend's allegiance, he can give the fiend instructions, which it will usually obey, or ask it questions, which it will likely answer truthfully (but not always completely). The fiend will remain in Bierilon for up to one day per caster level. If the caster chooses to interrogate the fiend rather than giving it orders, he may ask one question for every four levels he possesses (fractions rounded down). After that limit, the fiend will usually return home.

100: The caster accidentally draws the attention of a much more powerful fiend than desired.
1: The caster gains a +25 bonus to his control check.

Level 20: Curse Mastery
Spell Cost: 50, Duration: Special, Components: S/V, Type: Ritual, Range: Touch, Save: Special, Area of Effect: Special
Description: A powerful dark priest has dominion over curses. The priest may break any curse or other spiritual affliction, though the experience of having a dark deity touch the soul is an unpleasant process for all but the most depraved target and often leads to nightmares. The priest may cast Curse Mastery on him- or herself.

A priest capable of casting this spell is also capable of crafting a Curse Receptacle, an unholy symbol worth at least 500 ss which the priest has Desecrated. A priest may only have one Curse Receptacle at a time. Optionally, when lifting a curse (or other spiritual affliction, at GM discretion), the priest may transfer the curse into his receptacle.

The curse is transferred to the next living creature whose bare skin it touches; an exposed victim must make a save versus the original effect or contract the curse. The priest may also transfer the curse into a physical object in a ritual taking one day and requiring 200 ss in material components. A transfer removes the curse from the receptacle, which may only hold one curse at a time. A Curse Receptacle detects as evil to divination spells.

100: The curse is inflicted upon the priest without being lifted from his or her target.
1: The curse can be transferred to a Curse Receptacle while still leaving room for an additional curse to be stored in the receptacle.
Last edited by PGM Davrim on Sun May 10, 2009 12:47 pm, edited 1 time in total.
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Re: Davrim's Divine Rewrite 2.0

Postby PGM Davrim » Sat May 09, 2009 3:58 pm

A non-exhaustive list of changes:

Divine:
- Sense Evil now detects only supernatural evil
- Faith Healing now works on evil creatures; ranged healing is a secondary effect kicking in at L10
- War Blessing & Protective Blessing now have 1-hour durations and Touch ranges
- Frivolous Prophecy requests will be ignored
- Angelic Regalia has a flat 5-round duration and grants a flat +5 bonus per attack.
- Summon Celestial is now limited to celestials loyal to the priest's deity

Dark Divine:
- False Healing works on good creatures, ranged healing is a secondary effect kicking in at L10
- Frivolous Blood Portent requests will be ignored
- Blindsight and Malign Curse added
- Leech now has an Agi/2 save to avoid the infected blood, followed by the save versus the original poison or disease
- Dark Contract must be entered willingly. It can be removed by Curse Mastery or Minor Miracle cast by a priest of higher level than the dark priest, replacing the previous 5-level buffer.
- Infernal Sacrifice grants additional power for sacrificed creatures of L15 or higher
- Wrack can only inflict one critical injury per target per day
- Summon Fiend is limited to fiends loyal to the priest's deity, who must be persuaded or bribed to help. A lot of Will-contest verbiage removed. Comments on this are welcome.
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Re: Davrim's Divine Rewrite 2.0

Postby Nok Headcrusha » Sat May 09, 2009 6:19 pm

1) The Buff spells getting bumped to 1 hour durations is a great move, definitely makes them of value

2) The additional power of lower spells as the caster advances is great as well, with healing gaining a ranged benefit, and additional targets with the buff/debuff spells. Definitely something I'd like to see added to more spells.

3) Just the overall improvement of the Dark Divine list (both the backbone and the Dark Divine list itself) is a big gain.

All in all a *huge* improvement.
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Re: Davrim's Divine Rewrite 2.0

Postby Pagronith » Sat May 09, 2009 6:51 pm

Level 6 - Divine Fortitude

Don't base the restrictions on religion vs alignment. Do it either religion vs religion or alignment vs alignment, preferably the latter. As it currently stands, Falconians get jipped for this spell being an Evil Purity sphere.

Level 2 - Malign Radiance

Hm... I'm not sure about the non-good portion as this may be a spell used for shrouding under the pretense of needing light.

Level 3 - False Healing

How would this affect creatures that were in need of stabilization? Eight hours is enough to recover stamina after being stabilized but would the limit make them collapse again?
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Re: Davrim's Divine Rewrite 2.0

Postby PGM Davrim » Sat May 09, 2009 7:42 pm

Pagronith wrote:Don't base the restrictions on religion vs alignment. Do it either religion vs religion or alignment vs alignment, preferably the latter. As it currently stands, Falconians get jipped for this spell being an Evil Purity sphere.


That's actually an anachronism from an earlier draft of the list. Updated to read:

Level 6: Divine Fortitude
Spell Cost: 10, Duration: 1 hour, Components S/V, Type: Normal, Range: Touch, Save: N/A, Area of Effect: one target
Description: The priest prays for his deity to bless one target with divine fortitude. For the next hour, that target gains 15 temporary stamina points. Divine priests cannot target evil-aligned targets with Divine Fortitude, nor Dark Divine priests good-aligned targets. A target can only be affected by one Divine Fortitude at a time. Temporary stamina points are lost before permanent stamina.
100: The target suffers 2BC10 damage.
1: The target gains 20 temporary stamina points.


Pagronith wrote:Level 2 - Malign Radiance
Hm... I'm not sure about the non-good portion as this may be a spell used for shrouding under the pretense of needing light.


This is somewhat confusingly-worded. It has one shrouding benefit: if you are illuminated by Malign Radiance, and there are no other significant light sources, good observers will see the red light of the Malign Radiance but will be unable to perceive anyone inside it. If there is other illumination, that illumination takes priority and Malign Radiance is nothing more than mood lighting. So given a choice between, say, an enchanter's Radiance and a dark priest's Malign Radiance for light, a group of na'er-do-wells might prefer Malign Radiance — it'll give you away just like normal light, but good-aligned opponents can't target you inside of it by normal vision or darkvision without other light. On the other hand, the spell is useless for any group containing anyone good-aligned.

Pagronith wrote:Level 3 - False Healing
How would this affect creatures that were in need of stabilization? Eight hours is enough to recover stamina after being stabilized but would the limit make them collapse again?


Yes, this would stabilize someone. If Joe the Neutral Warrior is at -16 stamina and Darc the Evul casts False Healing on him for 7 stamina, Joe will be healed to -9. If he then recovers stamina naturally to wake up at 1, he'll be able to be awake and move around normally. When the False Healing ends, Joe will lose seven stamina and, if he hasn't gotten any further healing, will fall to -6 stamina.
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Re: Davrim's Divine Rewrite 2.0

Postby PGM Davrim » Thu May 14, 2009 9:29 pm

Any other comments, complaints or suggestions before I bump this upstairs to the GM board for fine-tuning?
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Re: Davrim's Divine Rewrite 2.0

Postby Nok Headcrusha » Fri May 15, 2009 3:12 am

Looks good to me. Lets get this bastard hammered through! :D
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Re: Davrim's Divine Rewrite 2.0

Postby PGM Vivonus » Fri May 15, 2009 12:12 pm

Consecrate/Desecrate: I don’t like the 100 effects. If a priest is praying to Celestia or Ahlrigh, I can’t see them deciding, “oh, they screwed up this prayer. Let’s turn this body into undead instead!”
I’m also not sure I think it should take 1/6 the time and only half the power to consecrate/desecrate a corpse over water.

Divine Flame and Wrath of God: 9/13 power a piece seems really high. 7/10 is more fitting with the general trend for power costs (the ones that cost more are usually AoE, or can be split, or have secondary effects/damage.)

Faith Healing: Nitpicky, but I think it should read, “…until he or she reaches level 10.” Same for False Healing.

War Blessing: I think the cost should be bumped to 10-12 power. Compare to Dark Shield/Blur, which is simply a defense bonus, and lasts for only one hour.
Purify: I’d like to see the amount of food it can purify increase by level. Maybe enough food for two people for every five levels.

Protective Blessing: See War Blessing. Bump it to 15. This is doubling the effect of Dark Shield…then doubling it *again* once the person reaches level 20, for four times the effect.

Curse Mastery: …I’m not entirely sure about the costs. 500 ss to be able to hold on to the curse, and then another 200 ss to be able to, in effect, have a second Curse Receptacle….I’m thinking the secondary object should be 250-300 ss.
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Re: Davrim's Divine Rewrite 2.0

Postby PGM Davrim » Sat Jun 06, 2009 11:55 pm

PGM Vivonus wrote:Consecrate/Desecrate: I don’t like the 100 effects. If a priest is praying to Celestia or Ahlrigh, I can’t see them deciding, “oh, they screwed up this prayer. Let’s turn this body into undead instead!”
I’m also not sure I think it should take 1/6 the time and only half the power to consecrate/desecrate a corpse over water.


The idea is that you pray, but the wrong deity answers the prayer. As for costs/time, I was just picking numbers based on the fact that consecrating a corpse is often done in-tourney, while making holy water is largely done out of tourney.

PGM Vivonus wrote:Divine Flame and Wrath of God: 9/13 power a piece seems really high. 7/10 is more fitting with the general trend for power costs (the ones that cost more are usually AoE, or can be split, or have secondary effects/damage.)


I have no real opinion on this. Those costs were picked when all priests were doing neato Purity damage and not the less-neato Spiritual damage, so I wouldn't be adverse to lowering them. Depends on what others think.

PGM Vivonus wrote:Faith Healing: Nitpicky, but I think it should read, “…until he or she reaches level 10.” Same for False Healing.


Sure.

PGM Vivonus wrote:War Blessing: I think the cost should be bumped to 10-12 power. Compare to Dark Shield/Blur, which is simply a defense bonus, and lasts for only one hour.


10 power works.

PGM Vivonus wrote:Purify: I’d like to see the amount of food it can purify increase by level. Maybe enough food for two people for every five levels.

Sure.

PGM Vivonus wrote:Protective Blessing: See War Blessing. Bump it to 15. This is doubling the effect of Dark Shield…then doubling it *again* once the person reaches level 20, for four times the effect.


Fine with me.

PGM Vivonus wrote:Curse Mastery: …I’m not entirely sure about the costs. 500 ss to be able to hold on to the curse, and then another 200 ss to be able to, in effect, have a second Curse Receptacle….I’m thinking the secondary object should be 250-300 ss.


I'm fine with raising this cost. 300 ss works.
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Re: Davrim's Divine Rewrite 2.0

Postby PGM Casagemas » Thu Jun 25, 2009 5:51 pm

My notes:

  • Consecrate/Desecrate: It should be specified that a Divine priest can only consecrate and a Dark Divine priest can only desecrate. I also think that the costs should be the same for water and corpses -- if it's one spell, it should be the same ritual, in my opinion. Furthermore, you can apparently consecrate/desecrate all kinds of objects (see Infernal Sacrifice, Curse Mastery). So let's say it costs 7 Power, has no materials cost, and takes 10 minutes, regardless of what you're casting it on.
  • Omen: For the 100 effect, "response opposite that expected" should probably be "false response" instead.
  • Purge: Should have "Save: None."
  • Divine Ward: Should have "Duration: One week/level" and "Save: None" (as far as I can tell).
  • Faith Healing: For the 100 effect, the caster should presumably "fall unconscious," not "call unconscious."
  • Luminance: Why is the save special? There doesn't seem to be a save.
  • Confession: Should have "Spell Cost: 7/3, Duration: One question/one question" and "Save: Will/2 for no effect for each question."
  • Minor Miracle: Save should be special.
  • Shield of Faith: Are there any Necromancy spells that would count as "unlike" Hellfire for purposes of this spell? If not, it ought to just affect Necromancy spells in general.
  • Pleasing Face: This again seems to be a spell with no save rather than a special one. I would also lower the cost to 10.
Looks pretty good. I'd be in favor of bringing it to a vote soon.
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Re: Davrim's Divine Rewrite 2.0

Postby Uruva Vende » Tue Jul 27, 2010 6:05 pm

Whatever happened with this proposal?
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