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===Celestial Wizard Spells=== '''Twilight Touch:''' 1st level Enchantment spell, grants a +1 bonus to all saving throws and ability checks for 1 turn/level. '''Armor of Light:''' 2nd level Abjuration spell, grants the use AC equal to platemail as well as causing them to shed magical light (equal to full daylight) that dispels Darkness and blinds enemies for a -4 attack roll penalty (-6 for light sensitive foes). Lasts for 1 round + 1 round/level. '''Protection from Prime:''' 2nd level Abjuration, functions similarly to ''Protection from Evil'', but only applies to creatures from the [[Prime Material Plane]] and only works on planes ''other'' than the Prime. Lasts for 2 rounds/level. '''Dolorous Motes:''' 3rd level Evocation, the caster can summon clouds of mist filled with flickering motes of light that flood the mind with mental anguish. The caster summons 1 cloud/level (clouds fill a 10'*10'*10' cube) and place them wherever they like within a 120 yard range. Creatures caught in the clouds must save vs. spell or suffer a -4 penalty to attack rolls, proficiency checks, ability checks, and saving throws for as long as they remain in the cloud. Spellcasters also have a (50-Intelligence score)% chance to miscast spells if they fail their saves and remain in a cloud. Escaping a cloud requires forgoing all other actions for the round and making a successful save vs spell, with a cumulative -1 penalty for each failed save. Dolorous Motes last for 1 round/level. '''Shroud Presence:''' 3rd level Illusion, the caster becomes Invisible and Inaudible, save to any creatures designated by the caster at the casting of the spell. Lasts for 1 turn/level and only affects intelligent creatures; undead and nonintelligent ones are immune. '''Windsphere:''' 3rd level Conjuration, the caster summons four swirling balls of air, each of which can be placed on one creature within 120 yards and lasts for 1 round/level. Creatures enveloped in a windsphere are immune to nonmagical hurled and projected missiles, and melee attackers both suffer a -4 penalty to attack rolls and must make a save vs. paralysis with each attack or ha ve their weapon torn from their grasp. '''Arms of the Tree:''' 4th level Transmutation (or Alteration, as it was known then). Allows the wielder to pluck up to four branches, twigs or roots from a living tree and transform them into +1 weapons (sword, bow or quarterstaff for branches, arrows or bolts for twigs, whips for roots) for 1 turn/level. At the spell's end, the weapons magically resume being part of the original tree. '''Bestow Wings:''' 4th level Transmutation (or Alteration, as it was known then). The caster grants a target creature a set of magical wings for 1 turn + 1 turn/level. The caster chooses whether to give the target butterfly, dragonfly, eagle, hornet or swan wings, with different wing types granting different flight speeds, maneuverability and extra effects. Butterfly wings let the target use Blink at-will for the duration, Dragonfly wings grant +2 to saves vs. fire and cold-based magical effects, Eagle wings grant a Dive attack, Hornet wings grant a +4 bonus to saves vs. magical confinement effects, and Swan wings grant a wing buffet attack. '''Diffuse Damage:''' 4th level Transmutation (or Alteration, as it was known then). The caster targets one individual, designated "primary target", and then any number of individuals as "secondary targets". For 1 turn +1 turn/level, all damage done to the primary target is instead divided equally amongst all targets within a 20ft radius of the primary target. '''Phantasmal Terror:''' 4th level Illusion, targets up to 4 creatures/level, targets must pass a save vs. spell or be rendered helpless for 1 round/level. After the spell's primary effect expires, victims must pass a second save vs. spell or flee for 2d6 rounds, with a 50% chance of dropping anything they're holding in the process. '''Phantom Strike:''' 4th level Evocation, for 3 rounds the caster can make a bonus attack against a single creature (chosen when the spell is cast, so you only attack the same creature on each round) with a range of 20 yards. This attack uses the caster's [[THAC0]], does 1d10+2 damage and inflicts a -4 penalty to initiative on a successful hit, and is treated as a +2 blunt weapon for damage resistance purposes. '''Protection from Prime 10' Radius:''' 4th level Evocation, functions as per Protection from Prime, but targets a 10' radius rather than a single creature. '''Starfire:''' 5th level Evocation, causes starlike embers to rain down over 30' radius on a target point or creature within 240 yards for 3 rounds. On each round, creatures in the area of effect take 5d6 damage (save vs. spell modified by Dexterity to halve damage). The burning embers ignite anything made of wood or flammable materials, but a medium or large shield of metal further halves the damage (so half damage on a failed save, quarter damage on a successful save). Creatures with Immunity to Magical Fire are immune to Starfire, but creatures with Immunity to Mundane Fire still take half-damage. '''Summon Leser Equar:''' 5th level Conjuration, summons an [[equar]] for 1 day/level. Of course, the creature's alignment will play a heavy role in how willing it is to cooperate. '''True Arrow:''' 5th level Transmutation (Alteration). Imbues 2d6 arrows or bolts with divine power; for 1 day, these missiles function as +4 weapons, ignore adverse weather or weather-modifying spells, and will steer around any objects or barriers that appear between it and the target after being launched. The missiles can pass through a minor globe of invulnerability, antimagic shell or permanent dispel magic zone, but will lose their +4 bonus when doing so. '''Sentinel of Light:''' 6th level Conjuration, summons a plasmic entity from the Positive Energy Plane in the form of either a disc, a humanoid, a jellyfish, a star, a sword or a worm. Once summoned, it remains as a protector of a designated creature for 1 turn/level of the caster, attacking assailants with traits depending on its form. '''Starmantle:''' 6th level Abjuration, envelops a touched target with a magical aura resembling a cloak of tiny cascading stars. The Starmantle lasts for 1 turn + 2 rounds/level, disintegrates any nonmagical weapons that strike the target before they can inflict damage, and grant the bearer the ability to make a save vs. spell whenever struck by a magical weapon or an unarmed strike; success halves the damage. '''Animate Trees:''' 7th level Transmutation (Alteration), animates trees as loyal allies for 1 turn + 1 round/level, similarly to a [[treant]]. The caster can animate 1 tree per 4 levels. Animated trees can be turned by [[druid]]s, in the same way [[cleric]]s can turn [[undead]]. '''Summon Greater Equar:''' 7th level Conjuration, summons a greater [[equar]] for 1 day/level. The caster must have learned the Summon Lesser Equar spell before they can learn this one, and the Greater Equars have just as much free will as the lesser ones do. '''Elemental Wall:''' 8th level Evocation, the caster summons a barrier made up of either fire, ice, lightning, ooze, smoke, stone, water or wind. This barrier can be either an anchored plane (5ft thick, 10ft square per 2 levels) or a hemispherical shell (radius 3ft + 1ft/level, thickness 3ft). The barrier lasts for 1 turn/level and the caster can change its elemental composition whenever they like so long as they concentrate on the spell. '''Mantle of the Heavens:''' 9th level Abjuration, applies a Starmantle to 1 creature/level within 10 yards with a duration of 1 turn + 2 rounds/level.
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