Revision [6804]

Last edited on 2009-06-11 01:44:02 by NimeaSylvanos [Corruption damage updated]
Additions:
Allows the caster to hurl a bolt of pure astral darkness at any one creature causing BC10 Corruption damage. Note that corruption damage does not heal as regular wounds do, and will require magical healing.
This spell summons a divine entity for every 5 levels of the caster. The entities reflect the god of the priest and will hover over his head until directed to a target, inflicting 3BC6 Corruption damage per entity in a burst of divine energy. The round this spell is cast and every action afterwards, the caster can direct an entity to any creature within 100'. Each target is entitled to a save against Will/2 for half damage. Five rounds after this spell is cast, all of the undirected entities remaining will dissipate harmlessly. Note that corruption damage does not heal as regular wounds do, and will require magical healing.
The Priest exhorts his god's anger to inflict wounds on any one creature causing 3BC10 Corruption damage. Note that corruption damage does not heal as regular wounds do, and will require magical healing.
Allows the caster to create a blast of black-hot fire which is centered on a single creature, who will take 5BC8 Corruption damage. Note that corruption damage does not heal as regular wounds do, and will require magical healing.
Deletions:
Allows the caster to hurl a bolt of pure astral darkness at any one creature causing BC10 Corruption damage. Note that Devas and other Creatures of Pure Good take double damage from this spell.
This spell summons a divine entity for every 5 levels of the caster. The entities reflect the god of the priest and will hover over his head until directed to a target, inflicting 3BC6 Corruption damage per entity in a burst of divine energy. The round this spell is cast and every action afterwards, the caster can direct an entity to any creature within 100'. Each target is entitled to a save against Will/2 for half damage. Five rounds after this spell is cast, all of the undirected entities remaining will dissipate harmlessly. Dark divine entities do double damage against undead, angels, devas, and creatures of pure good and no damage to direct servants of the priest's deity (PCG Discretion).
The Priest exhorts his god's anger to inflict wounds on any one creature causing 3BC10 Corruption damage. Note that undead or naturally good creatures take double damage from this spell.
Allows the caster to create a blast of black-hot fire which is centered on a single creature, who will take 5BC8 Corruption damage. Devas take double damage from this spell.


Revision [6765]

Edited on 2009-05-29 11:58:18 by PgmAnshar [Spam removed, page temporarily locked.]
Deletions:
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Revision [6755]

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Revision [6751]

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Revision [6742]

Edited on 2009-05-26 11:13:47 by LtClerans [Despam]
Additions:
After hearing the confession of a person, and if the Priest judges that the confessor truly feels remorse for his misdeeds and has made proper amends for them (see Inquisition, Level 6), then this spell allows the Priest to forgive the sinner and restore him/her to his previous rank/status/position. Death Knights who have been cursed by their patron, for whatever reason, and who have been stripped of one or more of their Powers because of it, can be reinstated with this spell. This spell will also remove any curses, insanity, disease, alignment change or any other malign effect brought about incidentally (e.g. a 'cursed' magic item) or as punishment for a misdeed. Possession is not dispelled, nor protected, by this spell (nor would a Priest think of bestowing Absolution upon the righteous life force in control of another's body). If the Priest judges the confessor's amendments as insufficient to atone for the wrongdoings committed, he may impose one condition of Penance upon the confessor. If the condition is not fulfilled within a day's time, the effects of the Absolution will be undone. This spell may not be cast on the person casting the spell.
Deletions:
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After hearing the confession of a person, and if the Priest judges that the confessor truly feels remorse for his misdeeds and has made proper amends for them (see Inquisition, Level 6), then this spell allows the Priest to forgive the sinner and restore him/her to his previous‚ rank/status/position. Death Knights who have been cursed by their patron, for whatever reason, and who have been stripped of one or more of their Powers because of it, can be reinstated with this spell. This spell will also remove any curses, insanity, disease, alignment change or any other malign effect brought about incidentally (e.g. a 'cursed' magic item) or as punishment for a misdeed. Possession is not dispelled, nor protected, by this spell (nor would a Priest think of bestowing Absolution upon the righteous life force in control of another's body). If the Priest judges the confessor's amendments as insufficient to atone for the wrongdoings committed, he may impose one condition of Penance upon the confessor. If the condition is not fulfilled within a day's time, the effects of the Absolution will be undone. This spell may not be cast on the person casting the spell.


Revision [6739]

Edited on 2009-05-26 07:39:53 by BasleTobas [vegetation zones in africa]
Additions:
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After hearing the confession of a person, and if the Priest judges that the confessor truly feels remorse for his misdeeds and has made proper amends for them (see Inquisition, Level 6), then this spell allows the Priest to forgive the sinner and restore him/her to his previous‚ rank/status/position. Death Knights who have been cursed by their patron, for whatever reason, and who have been stripped of one or more of their Powers because of it, can be reinstated with this spell. This spell will also remove any curses, insanity, disease, alignment change or any other malign effect brought about incidentally (e.g. a 'cursed' magic item) or as punishment for a misdeed. Possession is not dispelled, nor protected, by this spell (nor would a Priest think of bestowing Absolution upon the righteous life force in control of another's body). If the Priest judges the confessor's amendments as insufficient to atone for the wrongdoings committed, he may impose one condition of Penance upon the confessor. If the condition is not fulfilled within a day's time, the effects of the Absolution will be undone. This spell may not be cast on the person casting the spell.
Deletions:
After hearing the confession of a person, and if the Priest judges that the confessor truly feels remorse for his misdeeds and has made proper amends for them (see Inquisition, Level 6), then this spell allows the Priest to forgive the sinner and restore him/her to his previous‚ rank/status/position. Death Knights who have been cursed by their patron, for whatever reason, and who have been stripped of one or more of their Powers because of it, can be reinstated with this spell. This spell will also remove any curses, insanity, disease, alignment change or any other malign effect brought about incidentally (e.g. a 'cursed' magic item) or as punishment for a misdeed. Possession is not dispelled, nor protected, by this spell (nor would a Priest think of bestowing Absolution upon the righteous life force in control of another's body). If the Priest judges the confessor's amendments as insufficient to atone for the wrongdoings committed, he may impose one condition of Penance upon the confessor. If the condition is not fulfilled within a day's time, the effects of the Absolution will be undone. This spell may not be cast on the person casting the spell.


Revision [6732]

Edited on 2009-05-22 08:27:40 by LtClerans [Despam]
Additions:
After hearing the confession of a person, and if the Priest judges that the confessor truly feels remorse for his misdeeds and has made proper amends for them (see Inquisition, Level 6), then this spell allows the Priest to forgive the sinner and restore him/her to his previous‚ rank/status/position. Death Knights who have been cursed by their patron, for whatever reason, and who have been stripped of one or more of their Powers because of it, can be reinstated with this spell. This spell will also remove any curses, insanity, disease, alignment change or any other malign effect brought about incidentally (e.g. a 'cursed' magic item) or as punishment for a misdeed. Possession is not dispelled, nor protected, by this spell (nor would a Priest think of bestowing Absolution upon the righteous life force in control of another's body). If the Priest judges the confessor's amendments as insufficient to atone for the wrongdoings committed, he may impose one condition of Penance upon the confessor. If the condition is not fulfilled within a day's time, the effects of the Absolution will be undone. This spell may not be cast on the person casting the spell.
Deletions:
http://www.textbaszelviget.com
After hearing the confession of a person, and if the Priest judges that the confessor truly feels remorse for his misdeeds and has made proper amends for them (see Inquisition, Level 6), then this spell allows the Priest to forgive the sinner and restore him/her to his previous rank/status/position. Death Knights who have been cursed by their patron, for whatever reason, and who have been stripped of one or more of their Powers because of it, can be reinstated with this spell. This spell will also remove any curses, insanity, disease, alignment change or any other malign effect brought about incidentally (e.g. a 'cursed' magic item) or as punishment for a misdeed. Possession is not dispelled, nor protected, by this spell (nor would a Priest think of bestowing Absolution upon the righteous life force in control of another's body). If the Priest judges the confessor's amendments as insufficient to atone for the wrongdoings committed, he may impose one condition of Penance upon the confessor. If the condition is not fulfilled within a day's time, the effects of the Absolution will be undone. This spell may not be cast on the person casting the spell.


Revision [6727]

Edited on 2009-05-22 03:40:47 by BoccdRonro [labasdron]
Additions:
http://www.textbaszelviget.com
After hearing the confession of a person, and if the Priest judges that the confessor truly feels remorse for his misdeeds and has made proper amends for them (see Inquisition, Level 6), then this spell allows the Priest to forgive the sinner and restore him/her to his previous rank/status/position. Death Knights who have been cursed by their patron, for whatever reason, and who have been stripped of one or more of their Powers because of it, can be reinstated with this spell. This spell will also remove any curses, insanity, disease, alignment change or any other malign effect brought about incidentally (e.g. a 'cursed' magic item) or as punishment for a misdeed. Possession is not dispelled, nor protected, by this spell (nor would a Priest think of bestowing Absolution upon the righteous life force in control of another's body). If the Priest judges the confessor's amendments as insufficient to atone for the wrongdoings committed, he may impose one condition of Penance upon the confessor. If the condition is not fulfilled within a day's time, the effects of the Absolution will be undone. This spell may not be cast on the person casting the spell.
Deletions:
After hearing the confession of a person, and if the Priest judges that the confessor truly feels remorse for his misdeeds and has made proper amends for them (see Inquisition, Level 6), then this spell allows the Priest to forgive the sinner and restore him/her to his previous rank/status/position. Death Knights who have been cursed by their patron, for whatever reason, and who have been stripped of one or more of their Powers because of it, can be reinstated with this spell. This spell will also remove any curses, insanity, disease, alignment change or any other malign effect brought about incidentally (e.g. a 'cursed' magic item) or as punishment for a misdeed. Possession is not dispelled, nor protected, by this spell (nor would a Priest think of bestowing Absolution upon the righteous life force in control of another's body). If the Priest judges the confessor's amendments as insufficient to atone for the wrongdoings committed, he may impose one condition of Penance upon the confessor. If the condition is not fulfilled within a day's time, the effects of the Absolution will be undone. This spell may not be cast on the person casting the spell.


Revision [6137]

Edited on 2008-09-07 02:55:20 by PgmVelkaiva [Updated Demonic Horns --> Turn Undead, removed "Priest Powers" link.]
Additions:
__**[[Priest Priest]]**__, __**[[Spells Spells]]**__
__**Level 2 - Turn Undead**__
Spell Cost: 1 per 3 levels of undead, Duration: 10 rounds, Components: S/V, Type: Normal, Range: Special, Save: Will/2
Surrounds the priest with an aura of divine power that forces undead to retreat from his presence. Undead which are lower than the priest's level must save vs. Will/2 or retreat to at least 50' away; those who fail their saves will flee from his sight when possible. Undead of equal or greater level, if affected, can come no closer than 10'. Undead which are more than 10 levels lower than the priest's are destroyed outright if they fail their saves, and must flee to at least 50' if they succeed. Undead creatures greater than 1.5x the priest's level are unaffected. The lowest-level creatures in range are always affected first.
Fiends are affected in the same way, except that they are banished back to their home plane rather than being destroyed.
Undead and fiends that are Level 10 or higher cannot be destroyed or banished via Turn, although they can still be made to retreat.
100: Priest is stunned for 10 rounds.
1: Affected undead must save vs. Will/3.
Deletions:
__**[[Priest Priest]]**__, __**[[PriestPowers Priest Powers]]**__, __**[[Spells Spells]]**__
__**Level 2 - Demonic Horns**__
Spell Cost: 1/1, Duration: 1(+1), Components: V, Type: Cantrip, Range: 5' diameter, Save: N/A, Area of Effect: Caster.
The caster creates a soft glowing Red light source above his head, almost resembling a set of demon's horns. This is enough light to see the immediate area around the caster, read, and notice fair detail. The caster may sustain this spell unless engaging in combat or spellcasting.
100: The caster is blinded for one round.
1:Initial Duration is doubled. No Power points used.


Revision [5994]

Edited on 2008-08-14 07:13:29 by PgmVelkaiva [Die typo die. Graa.]
Additions:
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.
Deletions:
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.


Revision [5990]

Edited on 2008-08-14 07:09:14 by PgmVelkaiva [Woops, Fav beat me to it. Replaced some more "necro"s with "priest," added Dirk's suggestion for bun]
Additions:
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. Fiends count as their own levels. Elementals and creatures of Ombrathond count as 1.5 times their actual levels. Celestials count as twice their actual levels. The same multiplier applies to the creature's effective level for purposes of determining the control check.
Upon summoning the extraplanar creature, the caster must succeed in a contested Will check to control it. The priest and the summoned creature each roll d100 and add their Wills to the result; the higher total wins. For every level that the priest is higher over the total of all creatures summoned with the spell, he gains a +10 bonus to his roll. For every level that he is lower, the extraplanar gets a +10 bonus. If multiple creatures are summoned, each rolls a separate Will check, but the same modifiers apply to each roll.
A fiend that has escaped control, but is still inside its summoning circle, may save vs. Will/2 to break free of its confines. If it fails, the priest can send it back to its home plane without further consequence. If the fiend is already out of the circle (such as if it is performing extended tasks and slips control while doing that), it is automatically freed. A free-willed fiend remains in Bierilon until "slain," which banishes it back to its home plane. If multiple fiends are in a summoning circle, and one of them breaks free, all of them can escape.
Example: Darc the Evul, a Level 20 priest (he converted since the necro example) with 50 Will, summons three barghests, each of which counts as a Level 10 fiend, for 30 total levels of fiends in one spell. Upon arrival, he rolls a d100 to control them and gets a 55. His total is 105 (50 Will + 55 on the d100). Because there are three barghests, each of them gets a +100 bonus to its Will check ([30 -20] x 10 = 100). Barghest A rolls a 60. Barghest B rolls a 44. Barghest C rolls an 80. Darc fails to control any of his summoned fiends. If any one of them succeeds in its Will/2 check to escape, he will probably get eaten for lunch. If not, he can banish them and try again.
Deletions:
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. 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 necromancer 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. Fiends count as their own levels. Elementals and creatures of Ombrathond count as 1.5 times their actual levels. Celestials count as twice their actual levels. The same multiplier applies to the creature's effective level for purposes of determining the control check.
Upon summoning the extraplanar creature, the caster must succeed in a contested Will check to control it. The necromancer and the summoned creature each roll d100 and add their Wills to the result; the higher total wins. For every level that the priest is higher over the total of all creatures summoned with the spell, he gains a +10 bonus to his roll. For every level that he is lower, the extraplanar gets a +10 bonus. If multiple creatures are summoned, each rolls a separate Will check, but the same modifiers apply to each roll.
A fiend that has escaped control, but is still inside its summoning circle, may save vs. Will/2 to break free of its confines. If it fails, the necromancer can send it back to its home plane without further consequence. If the fiend is already out of the circle (such as if it is performing extended tasks and slips control while doing that), it is automatically freed. A free-willed fiend remains in Bierilon until "slain," which banishes it back to its home plane. If multiple fiends are in a summoning circle, and one of them breaks free, all of them can escape.
Example: Darc the Evul, a Level 20 necromancer with 50 Will, summons three barghests, each of which counts as a Level 10 fiend, for 30 total levels of fiends in one spell. Upon arrival, he rolls a d100 to control them and gets a 55. His total is 105 (50 Will + 55 on the d100). Because there are three barghests, each of them gets a +100 bonus to its Will check ([30 -20] x 10 = 100). Barghest A rolls a 60. Barghest B rolls a 44. Barghest C rolls an 80. Darc fails to control any of his summoned fiends. If any one of them succeeds in its Will/2 check to escape, he will probably get eaten for lunch. If not, he can banish them and try again.


Revision [5986]

Edited on 2008-08-14 00:26:00 by NimeaSylvanos [necromancer -> priest, removed specific name mention]
Additions:
Description: In a ritual that requires three hours' unbroken concentration to perform, the priest can summon one or more fiends from the Abyssal plane. The ritual consumes materials equal to 15 ss per level of fiend summoned (i.e., summoning two Level 5 fiends would cost 150 ss in materials, and summoning a single Level 20 fiend would consume 300 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. 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 necromancer 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. Fiends count as their own levels. Elementals and creatures of Ombrathond count as 1.5 times their actual levels. Celestials count as twice their actual levels. The same multiplier applies to the creature's effective level for purposes of determining the control check.
Upon summoning the extraplanar creature, the caster must succeed in a contested Will check to control it. The necromancer and the summoned creature each roll d100 and add their Wills to the result; the higher total wins. For every level that the priest is higher over the total of all creatures summoned with the spell, he gains a +10 bonus to his roll. For every level that he is lower, the extraplanar gets a +10 bonus. If multiple creatures are summoned, each rolls a separate Will check, but the same modifiers apply to each roll.
If the priest wins the contest, he can give the fiend instructions, which it is bound to obey, or ask it questions, which it is bound to answer truthfully (but not always completely). The fiend will remain in Bierilon for up to one day per caster level; however, for each day after the first that it remains, it gets another contested Will check with the same modifiers to break free of the caster's control. 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). For each question after that limit, the fiend gets another contested Will check to escape control. In either case, the caster will not automatically know that his fiend has broken loose and may be unpleasantly surprised.
Deletions:
Description: In a ritual that requires three hours' unbroken concentration to perform, the necromancer can summon one or more fiends from the Abyssal plane. The ritual consumes materials equal to 15 ss per level of fiend summoned (i.e., summoning two Level 5 fiends would cost 150 ss in materials, and summoning a single Level 20 fiend would consume 300 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.
In order to summon a specific individual, the caster must know that individual's true name. Otherwise, he can 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. 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 necromancer can summon up to 30 levels of extraplanar beings). This is a total control limit, not per spell; if a necromancer already has some extraplanars summoned, and wishes to call more, he must dismiss the old ones or the spell automatically fails. Fiends count as their own levels. Elementals and creatures of Ombrathond count as 1.5 times their actual levels. Celestials count as twice their actual levels. The same multiplier applies to the creature's effective level for purposes of determining the control check.
Upon summoning the extraplanar creature, the caster must succeed in a contested Will check to control it. The necromancer and the summoned creature each roll d100 and add their Wills to the result; the higher total wins. For every level that the necromancer is higher over the total of all creatures summoned with the spell, he gains a +10 bonus to his roll. For every level that he is lower, the extraplanar gets a +10 bonus. If multiple creatures are summoned, each rolls a separate Will check, but the same modifiers apply to each roll.
If the necromancer wins the contest, he can give the fiend instructions, which it is bound to obey, or ask it questions, which it is bound to answer truthfully (but not always completely). The fiend will remain in Bierilon for up to one day per caster level; however, for each day after the first that it remains, it gets another contested Will check with the same modifiers to break free of the caster's control. 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). For each question after that limit, the fiend gets another contested Will check to escape control. In either case, the caster will not automatically know that his fiend has broken loose and may be unpleasantly surprised.


Revision [5985]

Edited on 2008-08-14 00:17:59 by NimeaSylvanos [Spell Update]
Additions:
__**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 necromancer can summon one or more fiends from the Abyssal plane. The ritual consumes materials equal to 15 ss per level of fiend summoned (i.e., summoning two Level 5 fiends would cost 150 ss in materials, and summoning a single Level 20 fiend would consume 300 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.
In order to summon a specific individual, the caster must know that individual's true name. Otherwise, he can 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. 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 necromancer can summon up to 30 levels of extraplanar beings). This is a total control limit, not per spell; if a necromancer already has some extraplanars summoned, and wishes to call more, he must dismiss the old ones or the spell automatically fails. Fiends count as their own levels. Elementals and creatures of Ombrathond count as 1.5 times their actual levels. Celestials count as twice their actual levels. The same multiplier applies to the creature's effective level for purposes of determining the control check.
Upon summoning the extraplanar creature, the caster must succeed in a contested Will check to control it. The necromancer and the summoned creature each roll d100 and add their Wills to the result; the higher total wins. For every level that the necromancer is higher over the total of all creatures summoned with the spell, he gains a +10 bonus to his roll. For every level that he is lower, the extraplanar gets a +10 bonus. If multiple creatures are summoned, each rolls a separate Will check, but the same modifiers apply to each roll.
If the necromancer wins the contest, he can give the fiend instructions, which it is bound to obey, or ask it questions, which it is bound to answer truthfully (but not always completely). The fiend will remain in Bierilon for up to one day per caster level; however, for each day after the first that it remains, it gets another contested Will check with the same modifiers to break free of the caster's control. 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). For each question after that limit, the fiend gets another contested Will check to escape control. In either case, the caster will not automatically know that his fiend has broken loose and may be unpleasantly surprised.
A fiend that has escaped control, but is still inside its summoning circle, may save vs. Will/2 to break free of its confines. If it fails, the necromancer can send it back to its home plane without further consequence. If the fiend is already out of the circle (such as if it is performing extended tasks and slips control while doing that), it is automatically freed. A free-willed fiend remains in Bierilon until "slain," which banishes it back to its home plane. If multiple fiends are in a summoning circle, and one of them breaks free, all of them can escape.
Example: Darc the Evul, a Level 20 necromancer with 50 Will, summons three barghests, each of which counts as a Level 10 fiend, for 30 total levels of fiends in one spell. Upon arrival, he rolls a d100 to control them and gets a 55. His total is 105 (50 Will + 55 on the d100). Because there are three barghests, each of them gets a +100 bonus to its Will check ([30 -20] x 10 = 100). Barghest A rolls a 60. Barghest B rolls a 44. Barghest C rolls an 80. Darc fails to control any of his summoned fiends. If any one of them succeeds in its Will/2 check to escape, he will probably get eaten for lunch. If not, he can banish them and try again.
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.
Deletions:
__**Level 19 - Darkpact**__
Spell Cost: 20, Duration: Special, Components: S/V, Type: Ritual, Range: 10 feet, Save: Will/2, Area of Effect: Two creatures.
This spell imparts an agreement between two parties with the blessing and oversight of the Priest's deity. The agreement itself can be anything: a treaty, a business transaction, a marriage, a taking of vows, etc. If either party willfully breaks the terms of the agreement, then the offender will bear a curse until he receives Absolution (see Level 17 spell). The curse will cause the offender to exude an aura of distrust, hostility, suspicion and disloyalty. No one will ever openly deal with the person, and many violent creatures will seek him out for random bullying.
100: The power of the Covenant lacks the deity's consent. The Priest himself becomes cursed, with effects as in the spell Description.
1: The deity smiles upon the agreement made in his/her name, and blesses both parties with +1 to Luck as long as the agreement remains in effect.


Revision [5953]

Edited on 2008-08-10 23:14:14 by LtClerans [Lethargy pwned]
Additions:
Spell Cost: 5/3, Duration: 1(+1), Components: S, Type: Ritual, Range: 100 feet, Save: Will/2, Area of Effect: Special.
Deletions:
Spell Cost: 5/3, Duration: 1(+1), Components: S, Type: Normal, Range: 100 feet, Save: Will/2, Area of Effect: Special.


Revision [5540]

Edited on 2008-07-16 03:44:54 by PgmAnshar
Deletions:
vardellalet


Revision [5538]

Edited on 2008-07-16 02:04:04 by BasleTobas [cnatareltr]
Additions:
vardellalet
After hearing the confession of a person, and if the Priest judges that the confessor truly feels remorse for his misdeeds and has made proper amends for them (see Inquisition, Level 6), then this spell allows the Priest to forgive the sinner and restore him/her to his previous rank/status/position. Death Knights who have been cursed by their patron, for whatever reason, and who have been stripped of one or more of their Powers because of it, can be reinstated with this spell. This spell will also remove any curses, insanity, disease, alignment change or any other malign effect brought about incidentally (e.g. a 'cursed' magic item) or as punishment for a misdeed. Possession is not dispelled, nor protected, by this spell (nor would a Priest think of bestowing Absolution upon the righteous life force in control of another's body). If the Priest judges the confessor's amendments as insufficient to atone for the wrongdoings committed, he may impose one condition of Penance upon the confessor. If the condition is not fulfilled within a day's time, the effects of the Absolution will be undone. This spell may not be cast on the person casting the spell.
Deletions:
After hearing the confession of a person, and if the Priest judges that the confessor truly feels remorse for his misdeeds and has made proper amends for them (see Inquisition, Level 6), then this spell allows the Priest to forgive the sinner and restore him/her to his previous rank/status/position. Death Knights who have been cursed by their patron, for whatever reason, and who have been stripped of one or more of their Powers because of it, can be reinstated with this spell. This spell will also remove any curses, insanity, disease, alignment change or any other malign effect brought about incidentally (e.g. a 'cursed' magic item) or as punishment for a misdeed. Possession is not dispelled, nor protected, by this spell (nor would a Priest think of bestowing Absolution upon the righteous life force in control of another's body). If the Priest judges the confessor's amendments as insufficient to atone for the wrongdoings committed, he may impose one condition of Penance upon the confessor. If the condition is not fulfilled within a day's time, the effects of the Absolution will be undone. This spell may not be cast on the person casting the spell.


Revision [4517]

The oldest known version of this page was created on 2008-01-16 09:19:39 by PgmIslington
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