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*Pathfinder & Starfinder
9th level cleric spell
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<blockquote data-quote="Forrester" data-source="post: 564404" data-attributes="member: 1279"><p>So basically it's a 9th level spell whose only big effect is giving three types of elemental immunity; the DR is more easily pierced than Stoneskin, the +2 bonus to ability scores is pretty trivial (as you can walk around with triple-empowered double-extended Bull's Strengths and such at that level), and the other effects are small and/or can be duplicated by low-level spells (Darkvision, Continual Flame). </p><p></p><p>I gotta say, it's just not very impressive. Compare to Iron Body, for instance -- that gives 50/+3, immunity to a TON of different things (including crits and stunning), and in general is just a far better spell overall. </p><p></p><p>My suggestion, after paging through the Monster Manual section on Celestials: </p><p></p><p>Have it give the caster, for one MINUTE/level:</p><p></p><p>1) True Seeing (or, if you want to weenie it, just See Invis/Darkvision)</p><p>2) Continual Flame</p><p>3) The elemental resistances you speak of (or, if you want to have it line up with Solars, immunity to cold, acid, electricity, and petrification, and fire resistance 20)</p><p>4) DR 20/+4</p><p>5) Protective Aura (a Celestial quality, which gives a double-powered Magic Circle Against Evil and a Minor Globe of Invulnerability)</p><p>6) The celestial Aura of Menace (similar to the effect you're looking for with the intimidate checks) </p><p>7) SR equal to 5+caster level (or maybe just flat SR20 or 25)</p><p>8) The +2 Divine Bonus to all attributes</p><p></p><p>Now that's got the feel of a 9th level spell -- but I don't think it's overpowered. Not quite the SR of Spell Resistance, most of the other effects duplicate low-level spells, and in general not one bennie is overwhelming. But put them all together . . .</p></blockquote><p></p>
[QUOTE="Forrester, post: 564404, member: 1279"] So basically it's a 9th level spell whose only big effect is giving three types of elemental immunity; the DR is more easily pierced than Stoneskin, the +2 bonus to ability scores is pretty trivial (as you can walk around with triple-empowered double-extended Bull's Strengths and such at that level), and the other effects are small and/or can be duplicated by low-level spells (Darkvision, Continual Flame). I gotta say, it's just not very impressive. Compare to Iron Body, for instance -- that gives 50/+3, immunity to a TON of different things (including crits and stunning), and in general is just a far better spell overall. My suggestion, after paging through the Monster Manual section on Celestials: Have it give the caster, for one MINUTE/level: 1) True Seeing (or, if you want to weenie it, just See Invis/Darkvision) 2) Continual Flame 3) The elemental resistances you speak of (or, if you want to have it line up with Solars, immunity to cold, acid, electricity, and petrification, and fire resistance 20) 4) DR 20/+4 5) Protective Aura (a Celestial quality, which gives a double-powered Magic Circle Against Evil and a Minor Globe of Invulnerability) 6) The celestial Aura of Menace (similar to the effect you're looking for with the intimidate checks) 7) SR equal to 5+caster level (or maybe just flat SR20 or 25) 8) The +2 Divine Bonus to all attributes Now that's got the feel of a 9th level spell -- but I don't think it's overpowered. Not quite the SR of Spell Resistance, most of the other effects duplicate low-level spells, and in general not one bennie is overwhelming. But put them all together . . . [/QUOTE]
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9th level cleric spell
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