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The
Prodigals Blessing
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Level:
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Cler 9
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Components:
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V
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Casting
Time:
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1 Move
action
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Range:
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Personal
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Target:
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You
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Duration:
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1
Min/level
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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
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Level:
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Wiz/Sor
5, Bard 4
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Components:
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S
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Casting
Time:
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1
standard action
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Range:
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Personal
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Target:
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You
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Duration:
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10
Min/level
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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
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Level:
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Wiz/Sor/Bard/cler
3
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Components:
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V
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Casting
Time:
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Instant
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Range:
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Personal
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Target:
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You
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Duration:
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10
Min/level
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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
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Level:
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Wiz/Sor
cler 6
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Components:
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V, C
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Casting
Time:
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Instant
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Range:
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Personal
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Target:
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You
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Duration:
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1
Hour/level
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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
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Level:
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Wiz/Sor
7
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Components:
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V, S
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Casting
Time:
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Standard
action
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Range:
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500+50
per level
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Target:
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Single
Creature
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Duration:
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Instant
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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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