Bishop Laurent

Clay_More

First Post
I know, I know: "Oh noes, more spells". But I had an idea about some interesting twists on the school of Enchantment, especially when it was combined with just an ounce of Necromancy, that I wanted to try out. I am not really sure if I am content with the spells, but take a look and let me know what you think. I have been trying to come up with the possibility of some higher level spells to go with the spells presented below, just haven't found any yet.


“Don’t stare too blindly into the fog child, if you look too deep you might find that something from the fog stares back at you. But do not worry, I am a man of the church, I will protect you and your parents from harm. See this holy symbol? It is a symbol of the might of my god, and as long as it is in my hands no harm will come to any of us”
The church was now fully engulfed by the fiendish fog. Through the tinted windows, the congregation could see things moving in the darkness outside, they could hear things scratching against the wooden doors of the consecrated house. But nothing came in. It seemed as if though the holy might of Bishop Laurent was holding these creatures of the night at bay.

New Spells

False Healing
Enchantment (Compulsion)[Mind-Affecting]
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: One creature
Duration: 24 hours
Saving Throw: Will negates
Spell Resistance: Yes

Behold, I am the messiah, I am the savior! I will cure you of your ailments, I will cleanse the foul disease from your body with my holiness!

False Healing causes its target to believe that he has been cured of a wound or disease. The spell has no actual effect, but for its duration the target will not feel any pain or discomfort from one wound or disease affecting him. The spell can only affect one source of pain or discomfort, so if cast on a target with several wounds, only one wound can be affected. The wound will still be visible, as will the effects of any disease on the target, but the target will feel as if though the wound or disease isn’t affecting him.

Proselytize
Enchantment
Level: Sor/Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: Personal
Effect: Caster gains a bonus to Diplomacy checks
Duration: 1 hour

Listen to me, listen to me carefully. I speak only the truth, and nothing but the truth. I am a vessel of my god, and as such no lie is permitted to pass my lips.

Proselytize grants the caster a +5 bonus to all Diplomacy checks for one hour. If the caster is addressing someone who is Shaken, the bonus increases to +10. If the caster is addressing someone who is already part of his Congregation, the bonus increases to +20.

Congregation
Enchantment [Mind-Affecting]
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 hour
Range: Close (25 ft. + 5 ft./2 levels)
Effect: All willing creatures within 60 ft.
Duration: Instantaneous
Saving Throw: None (unwilling creatures automatically resist the spell)
Spell Resistance: No

Gather up, my faithful, gather around me and aid me in this prayer. Together we will banish the creatures of the night from our sight and our combined might will cleanse these lands.

Congregation binds a large host of sentient creatures to the caster. All creatures that are being affected by the spell must willingly accept to become part of the casters congregation. Only creatures with an Intelligence score of 3 or more can be made part of a congregation, and only creatures of the Humanoid or Monstrous Humanoid types.
Any creature that is part of the congregation can at any point choose to leave the congregation, as a free action. Congregation by itself has no other effect, but it is a prerequisite for many other spells.
Material Component: Incense (cost 50 gp).

Mists of Fear
Enchantment [Mind-Affecting]
Level: Sor/Wiz 4
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: A 240 ft. radius spread
Duration: Permanent
Saving Throw: Will negates
Spell Resistance: Yes

Do not leave my sacred church, children! See the mists outside, they herald the coming of a great evil. Only through me can you stay safe, only as part of my congregation can you find salvation!

Mists of Fear covers a large area around you in a thick mist. The mist completely blocks vision as an Obscuring Mist spell. Anyone who enters the Mist of Fear must succeed at a Will Saving Throw. If they fail their Saving Throw, they suffer a –5 penalty to all Saving Throws against Fear for as long as they remain inside the mist. Anyone who succeeds at their Saving Throw must roll a new Saving Throw after every 24 hours as long as they remain within the mist. Once a Saving Throw has been failed, that person will be automatically affected by the Mists of Fear as long as they are inside the area of effect, even if they leave the area and enter it again.
Material Component: A golden bowl filled with unholy water (cost 200 gp).

Heretic
Enchantment (Compulsion)[Mind-Affecting]
Level: Sor/Wiz 5
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

See that blasphemer! See that damned creature! He is not a good man, he is a heretic, he is an abomination against all that we stand for, my faithful flock!

Heretic casts a powerful spell on the target that causes all creatures that are part of your Congregation to view the target far less favorably. When the spell is cast on a target, all members of your Congregation have their attitude towards the target decreased by two categories. For example, if your Congregation views the target Indifferently, their attitude will become Hostile instead. The target will suffer a –20 penalty to any Diplomacy checks made to improve the attitude of a member of the Congregation towards him.

Creature of the Night
Necromancy [Evil]
Level: Sor/Wiz 6
Components: V, S, M
Casting Time: 1 minute
Range: Touch
Target: One corpse
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

See how these pitiful creatures bow before my might? It is my righteousness that they sense, it is my justified fury that they fear. See them cover, but do not dare to approach them without me at your side.

Creature of the Night animates a dead, humanoid corpse into a Stalker. The Stalker is under the casters complete command. It can be ordered to perform any tasks through either verbal or mental commands from its creator. The Stalker will remain animated indefinitely, and it will remain under the control of its creator as long as he is alive. Should its creator ever die, the Stalker will become free-willed.
The Stalker counts towards the maximum amount of undead that the creator can command (which is 4 HD per caster level).
Material Component: A black gem (cost 200 gp).

Paranoia
Enchantment (Compulsion)[Mind-Affecting]
Level: Sor/Wiz 6
Components: V, S
Casting Time: 1 hour
Range: Infinite
Target: All members of the Congregation
Duration: Permanent
Saving Throw: None
Spell Resistance: No

I have dreamt a dream tonight, my children. I dreamt of people coming from the outside world to shake asunder our little community, of people coming to tell lies to us.

Paranoia affects the casters Congregation with a powerful mind-affecting effect that causes all of its members to become highly paranoid and suspicious of outsiders. All members of the Congregation will have an attitude of Unfriendly towards anyone they don’t already know, and anyone trying to affect them with Diplomacy will suffer a –10 penalty to their check.


Stalker
Medium-sized Undead
Hit Dice: 4d12+3 (29 hp)
Initiative: +3
Speed: 40 ft. (8 squares)
Armor Class: 19 (+6 Natural, +3 Dexterity), touch 13, flat-footed 16
Base Attack/Grapple: +2/+3
Attack: Slam +3 melee (1d6+1)
Full Attack: Slam +3 melee (1d6+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Fear Aura
Special Qualities: Darkvision 120 ft., daylight vanish, undead traits
Saves: Fort +1, Ref +4, Will +4
Abilities: Str 12, Dex 17, Con -, Int 6, Wis 10, Cha 10
Feats: Toughness
Skills: Hide +9, Move Silently +9
Environment: Any
Organization: Solitary or group (2-5)
Challenge Rating: 2
Treasure: None
Alignment: Always Neutral-Evil
Advancement: None
Level Adjustment: -

Stalkers are depraved, undead creatures created solely for the purpose of spreading fear. A stalker looks like a bloated, rotten humanoid. The stalker will often be so rotten that it is hard to see exactly which type of creature it was created from. Most stalkers have white, glassy eyes and even though they are undead, the still breathe in deep, troubled heaves. When left to their own accord, stalkers prefer to move together in small packs, preying on lone humanoids of any kind. Even though they have no need to feed, stalkers will often eat those they kill.

Combat
Stalkers are cowardly creatures despite their gruesome appearance. They prefer to fight only when they outnumber their foes. Otherwise, they stay hidden and wait for the right opportunity to battle. They will often employ hit and run tactics, using their high movement speed to run in and kill a single foe before running away again.

Fear Aura (Su): Stalkers emanate an aura of fear that affects all creatures within 60 ft. Anyone that comes inside the area of effect and fails a Will Saving Throw DC 13 become Shaken for 4d4 rounds. Anyone that succeeds their Saving Throw become immune to that Stalkers Fear Aura for 24 hours.

Daylight Vanish (Su): Stalkers are purely nocturnal creatures and as soon as a ray of daylight strikes them, they will evaporate into a thin mist. This mist will slowly dissipate and fall into the ground. Throughout the entire day, the Stalker will rest in the ground in its misty form. As soon as night comes, the mist will rise from the ground and in 1d4+1 rounds the Stalker will form into a solid being once again. During this time, the Stalker is vulnerable to attacks, but unable to take any actions.
 

log in or register to remove this ad

Man: 1 thing: Could you please stop creating campaign (yes, not just adventure, but campaign) ideas in my mind with each new post? please? ;)

Well, other effects would be:

Mass Rage

Mass Confusion (or does it already allow more than one target...?)

"This is no enemy, he was been sent to protect you all."
An illusion over a servant of yours who would not be normally accepted

"This is the only way. You must know it. I must remain here to suffer"
Impulse someone to self sacrifice, only one. Has to be of Good alignament (or maybe just give a +6 on the save to neutral targets and a +12 to Evil targets)
Maybe you get a bonus from his death...

"Now, let you pray to me and through me your prayers be heard"
Choose:
For every 4 persons praying you receive a +1 Bonus on Saves, Attack Rolls, and Skill Checks
For every 6 persons praying you adquire fast healing 1
For evey 8 persons praying you receive a +1 sacred bonus to an ability score
Example: If 18 persons were praying you could choose to gain:
-a +4 on Saves, Attack Rolls, and Skill Checks
-Fast Healing 3
-a +2 to an ability score
- a +1 on saves, Fast Healing 1, and a +1 to an ability score
-etc...
(Duration: 24 hours, casting time: 30 minutes, maximum bonus: +5)

Just ideas...
 

Man: 1 thing: Could you please stop creating campaign (yes, not just adventure, but campaign) ideas in my mind with each new post? please?

Glad to hear it gives some food for the old greys!


Anyways, I thought about your ideas for spells. I definitely like the one that enables the caster to get another person accepted by his Congregation. Could possibly name the spell "Acceptance". Since Bishop Laurent is a Necromancer in addition to an Enchanter, one could easily see a spell such as Acceptance being used to get his "flock" to accept an undead minion or two in their midst.

Mass Rage is also a good idea, a kind of "Holy Zeal" spell, have to look into that. A spell that causes the congregation to gain a temporary bonus similar to rage, and gives anyone trying to affect them with Diplomacy or Mind-Affecting spells a large penalty to reflect the hostility of the congregation.
 

My only question with these is could some of these be specialized cleric spells, such as under a god of trickery. It seems to me it would be easier for a cleric to convince people that he was a cleric than a wizard could. In addition to this, it seems absolutely ideal for a god of trickery to have his clerics attempt to infiltrate other churches and rise to high positions in them as their honor of the god. I mean, imagine if it was revealed in any church that a high cleric were actually of a different faith and was misleading people. The damage to the church may not be healable.

Just an idea.

John
 

Remove ads

Top