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The Prodigals Blessing

 

Level:

Cler 9

Components:

V

Casting Time:

1 Move action

Range:

Personal

Target:

You

Duration:

1 Min/level

 

Those who have fallen, or where always bound to one of the dark shadow planes have a unique connection with the good planes for only they can truly appreciate what these offer.

Because of this Connection the greatest Risen Clerics have found a way to blink in and out of the Domain of the power which they serve. For the Duration of this spell the Risen Cleric may as a standard move action disappear into the realm of their power and there they are healed as per the healing spell.

They may then blink back to the place they where at to continue their turn.

 

Sink into the Night

 

Level:

Wiz/Sor 5, Bard 4

Components:

S

Casting Time:

1 standard action

Range:

Personal

Target:

You

Duration:

10 Min/level

 

The Darkness is meant to hide things, and although many evil creatures have learned to see no matter how dark things are, they can be as blind as other creatures. The caster of sink into the darkness shrouds themselves with in darkness, but in a strange sort of way. For they can choose what can see them and what can’t. The Caster could make it so that only good characters can see them.

Because the caster has sunk into insensibility, blind sense and other similar spells and effect will not work to detect them.

 

 

Resist Banishment

 

Level:

Wiz/Sor/Bard/cler 3

Components:

V

Casting Time:

Instant

Range:

Personal

Target:

You

Duration:

10 Min/level

 

The Connection with the material grows stronger for those who have changed their nature. Some casters take advantage of this by making themselves invulnerable to banishment spells and effects.

 

Guiding Star

 

Level:

Wiz/Sor cler 6

Components:

V, C

Casting Time:

Instant

Range:

Personal

Target:

You

Duration:

1 Hour/level

 

The character gets a sense of places they need to go in order to complete some goal, even if the goal is abstract like helping someone see the truth, or getting them to ally with you.

In order to work properly the GM must come up with some location, NPC, etc that could help the character reach its goal. Once the character reaches this location they will have to do, or figure out whatever it is that would assist in their goal. In the case of convincing an ally, this could be retrieving an object the potential ally wants, or a place where the potential ally would be at ease giving the character a +20 to diplomacy rolls.

 

 

Ray Of Light and Dark

 

Level:

Wiz/Sor 7

Components:

V, S

Casting Time:

Standard action

Range:

500+50 per level

Target:

Single Creature

Duration:

Instant

 

With this spell the caster sends froth two beams of energy that are interwoven into each other, one of the beams carries an evil energy and the other carries good energy. The connection between the two energies allows the effects of each beam to affect any target regardless of alignment.

The Dark Beam causes any target to become disabled with horror, mental anguish, and sorrow, effectively disabling the creature. This effect lasts for 2d6 rounds +1 round per caster level.-will save for 1 round of effect.

The Beam of light causes any creature to become incapable of causing another harm for 1d6+1 rounds after the horror effect wares off.-will save for 1 round of effect.

Finally the combination of the two energies causes a d10 of damage per caster level (will for half damage)



















 
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