Will said:
And it's not like our party can safely use the Holy version that often because we have neutral members in the party. Great.
Use it anyway. Maybe they'll have a revelation; maybe they'll be replaced by PCs who are Good.
Casting a [Good] spell is always a Good act, even if it slaughters "innocents", right? I mean, it's their own damn fault for not being Good!
- - -
Anyway, fixing Blasphemy. Here's one solution.
Blasphemy [Evil, Sonic]
Level: Clr 7, Evil 7
Components: V
Casting Time: 1 standard action
Range: 40 ft.
Area: Nonevil effects and creatures in a 40-ft.-radius spread centered on you
Duration: Instantaneous
Saving Throw: None or Will negates; see text
Spell Resistance: No or yes; see text
You utter a single word of terrible unholy potency. This blasphemous utterance strips away protective wards, dismisses summoned monsters, and hampers nonevil creatures.
First, the utterance dispels or suppresses any 'unattended' spells, effects or items with a nonevil alignment descriptor. Effects with a short duration (
consecrate) are dispelled; effects with a long duration (
forbiddence, hallow) are suppressed for 1 minute, as are unattended items with a nonevil alignment descriptor (such as a +2 Axiomatc Warhammer).
Second, the blasphemous word targets nonevil creatures in the area. If a creature is the subject of one or more spells or effects with the Good descriptor, the highest level such effect is dispelled automatically, but the creature is otherwise not affected.
A nonevil summoned creature who isn't warded by any Good effects may be dismissed. The blasphemer makes a caster level check as though he had cast
greater dispelling on the nonevil summoned creature. Even if he fails to dismiss the creature, it is affected as any other nonevil creature (see below).
A nonevil creature who isn't warded by any Good effects, but who is wielding a weapon or wearing armor with a nonevil alignment descriptor, may choose to use his nonevil weapon or armor to "block" the blasphemy. Doing so suppresses the item for 1 minute, and the creature is otherwise not affected.
Otherwise, the nonevil creature chooses one of the following effects:
- Dazed for 1 round
- 2d6 penalty to strength for 5 rounds
- Sickened for 1 minute
- 5d10 untyped damage
Cheers, -- N