Editing
Warriors of Heaven
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
===Celestial Cleric Spells=== '''Protection From Prime:''' 1st level Protection sphere/Abjuration, Casting time 4, duration 3 rounds/level. Otherwise as per the Wizard spell. '''Protection from Silver:''' 1st level Protection sphere/Abjuration, nullifies a single creature's vulnerability to silver weapons for 1 hour/level. '''Create Healing Potion:''' 2nd level Healing sphere/Transmutation, transforms a single container's worth of liquid into a standard healing potion (2d4+2) for 1 day + 1 day/level. '''Divine Weakness:''' 2nd level Combat sphere/Transmutation; reduces the Strength of a single creature within 30 yards to 1 for 1d4 rounds + 1 round/level if they fail a save. If the caster attacks the target or otherwise allows them to be harmed, the spell ends immediately; it was created to temporarily pacify foes so that they can be talked down or captured without killing them. '''Impart Resistance:''' 2nd level Protection sphere/Abjuration, can only be cast by a caster with innate magic resistance. The caster can sacrifice their own Magic Resistance, in 5% increments, and dole the sacrificed Magic Resistance out to as many creatures as they want for as long as they want. '''Renewed Ability:''' 2nd level Charm sphere/Enchantment, can only be cast by a caster with an innate spell-like ability. Instantly restores a depleted use of a spell-like ability. Can only restore spell-like abilities that mimic 3rd level or lower spells. '''Crown of Cold:''' 3rd level Combat & Elemental spheres/Evocation. The caster surrounds themselves with a magical aura of holy frost for 1 round + 1 round/level; for that duration, all innately evil creatures ([[fiend]]s, [[undead]], evil spirits and evil [[fey]]) within 10 feet take 2d4 magical cold damage. Damage from this spell is halved by cold immunity, and it ignores cold resistance of the "take half damage from cold" variety. Evil creatures vulnerable to cold, such as [[yugoloth]]s, take double damage from this spell. '''Crown of Radiance:''' 3rd level Sun sphere/Evocation. A touched creature radiates Continual Light (10ft radius) until dawn. '''Radiant Messenger:''' 3rd level Summoning sphere/Conjuration. Summons a lesser entity from the Plane of Radiance that will deliver a message to an individual of the caster's choice. The message must take no longer than a single round to convey, and the caster must know the recipient's true name and present location for the spell to work. If successful, the entity vanishes by stepping through the nearest light source and teleporting off to the target. It takes 1 hour to deliver a message to a target on the same plane, and 1 day if the target is on a seperate plane. '''Aura of Terror:''' 4th level Charm Sphere/Transmutation and Enchantment. The caster gains a soft aura of shimmering silver and golden hues for 1 round/level. During that time period, intelligent evil creatures that look at the caster must make a save vs. spell at a -2 penalty or be fearstruck, suffering a -4 penalty to morale checks so long as the caster is visible. Creatures with 2 or fewer HD will flee for 1d6+1 rounds, those with 3+ HD will instead only be able to defend themselves for 1d3 rounds. '''Blessed Forgetfulness:''' 4th level Necromantic & Thought Spheres/Transmutation and Enchantment. This spell permanently cures the effect of failed Fear or Horror checks, as well as Madness caused by exposure to [[Pandemonium]] or the [[Abyss]]. It can be reversed to form the spell ''Winged Memory'', which will permanently restore memories of creatures affected by Styx water, the Forget spell, or a Touch of the Styx spell, and can alternatively be used to restore a 1st or 2nd level spell to a spellcaster. '''Inspiration:''' 4th level Divination Sphere/Divination. Can only be cast 1/day. Grants the user the answer to one question or the solution to one problem. '''Protection from Prime 10' Radius:''' 4th level Protection sphere/Abjuration. Aside from its casting time of 7 and its duration of 1 turn/level, this is identical to the Wizard spell of the same name. '''Vengeful Strike:''' 4th level Combat & Guardian spheres/Necromancy. The caster summons ghostly wisps, 1/level, that encircle the spell's single recipient. Each time that the spell's target is successfully wounded or debilitated, one of the wisps expends itself to inflict the exact same damage or effect on the assailant. The spell lasts for 1 turn/level or until all wisps are expended. They cannot retaliate against non-damaging or non-debilitating magical attacks. '''Wound Transfer:''' 4th level Healing and Necromantic spheres/Necromancy. The caster can "heal" an injured creature of up to 1d6 damage per level by transfering the damage to a second willing creature. If the caster attempts to transfer damage that would reduce the volunteer below 1 HP, then that damage is instead inflicted upon the caster. '''Aura of Invincibility:''' 5th level Protection sphere/Abjuration. The target gains immunity to nonmagical damage of all sources, whether caused by unenchanted weapons, falling stonework, acid, nonmagical fire/frost/lightning, or whatever, for 1 round/level. Spells and magical attacks still work. '''Aura of Puissance:''' 5th level Combat sphere/Transmutation. The caster grants a target a +5 bonus to attack and damage rolls with melee and missile attacks for 1 round + 1 round/level. '''Aura of Valor:''' 5th level Combat sphere/Enchantment. The caster can grant 1 creature/level immunity to natural fear and a +4 to saves vs. magical fear for 1 turn/level. '''Crown of Flame:''' 5th level Sun sphere/Evocation. Basically, Crown of Frost, but doing 2d6 magical fire damage. '''Divest:''' 5h level Combat and Thought spheres/Transmutation. The caster can apply one of the following debuffs to a creature within 60 feet: * Creature cannot use a specific innate spell-like ability for 1 day/level. * Creature loses a memorized spell of 4th level or lower. * Creature loses 1%/level magic resistance for 1 day/level. * Creature loses 1 damage immunity for 1 day/level. This can '''not''' be used to remove resistance to weapons. '''Blessed Concoction:''' 6ht level Healing and Protection spheres/Transmutation. The caster transforms a single flask or bottle of liquid into either a Potion of Extra-Healing, Elixir of Health or Potion of Vitality for 1 week + 1 day/level. '''Crown of Brilliance:''' 6th level Sun sphere/Evocation. Target gains a blinding aura around their head for 1 round/2 levels. Creatures trying to fight the target in melee must save vs. spells or be blinded for 1d4 rounds suffering a -4 penalty to attack rolls, AC and saves. Even if they succeed the save, they still take a -2 penalty to attack rolls. Creatures with light sensitivity have it even worse; they have to make a save vs. spell when they get within 30ft of the Crown of Brilliance or flee, and even on a save they still suffer their usual light blindness penalties. Undead other than [[skeleton]]s and [[zombies]] take 1d6 damage per round they remain within 30ft of the Crown. '''Crown of Glory:''' 7th level Sun and Charm spheres/Evocation and Enchantment. For 1/round level, the caster gains an aura of godly power that affects any creature of 6 HD or lower. These creatures must make a save vs. spell or fall to the Crown's effects, which allows them to understand the caster regardless of language and be affected by Suggestion spells. '''Holy Smite:''' 7th level Combat sphere/Evocation. The caster can target a single creature anywhere on the same plane by invoking their true name. If they don't know it, this spell won't work. If it does work, the target immediately drops to 1 HP and is disorientated (-6 penalty to all rolls) flor 2d6 rounds. '''Ray of Life:''' 7th level Healing and Necromantic spheres/Necromancy. The caster zaps a single creature within 60 yards with a beam of concentrated life-force. On a living target, this acts as a Heal. On a corpse, this acts as a Raise Dead. On an undead creature, this inflicts 1d6 damage per HD of the target. It has no effect on [[construct]]s. '''Shield of the Archons:''' 7th level Protection sphere/Abjuration. Can only be cast 1/day. For 1 round/2 levels, the caster is immune to all incoming magical attacks - howeover, there is a cumulative 5% chance each time the shield absorbs an attack that it shatters and is rendered useless. Against area effect spells, as well as breath weapons, the shield grants +4 to saves and -2 hit points per die damage reduction. If the caster is targeted by 2 attacks simultaneously, it will only block the most dangerous attack (as determined by the DM). '''Slay Evil:''' 7th level Necromantic sphere/Necromancy. Instantly annihilates (5 + 1/level) hit dice worth of evil creatures within a 60ft radius. [[Fiend]]s destroyed by this spell can only be revived with a [[Wish]]. Other evil creatures can be restored, but only by a Resurrection or Reincarnation spell. '''Spiritdance:''' 7th level Summoning & Necromantic spheres/Conjuration & Necromancy. By touching the body of a fallen champion, the caster summons the manifestation of that champion's spirit to battle once more for 1 round/level.
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information