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Blasphemy..!
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<blockquote data-quote="SpadeHammerfist" data-source="post: 1529663" data-attributes="member: 15358"><p>From the SRD (3.5) </p><p>Blasphemy</p><p>Evocation [Evil, Sonic]</p><p>Level: Clr 7, Evil 7</p><p>Components: V</p><p>Casting Time: 1 standard action</p><p>Range: 40 ft.</p><p>Area: Nonevil creatures in a 40-ft.-radius spread centered on you</p><p>Duration: Instantaneous</p><p>Saving Throw: None or Will negates; see text</p><p>Spell Resistance: Yes</p><p>Any nonevil creature within the area of a blasphemy spell suffers the following ill effects.</p><p>HD Effect</p><p>Equal to caster level Dazed</p><p>Up to caster level –1 Weakened, dazed</p><p>Up to caster level –5 Paralyzed, weakened, dazed</p><p>Up to caster level –10 Killed, paralyzed, weakened, dazed</p><p>The effects are cumulative and concurrent.</p><p>No saving throw is allowed against these effects.</p><p>Dazed: The creature can take no actions for 1 round, though it defends itself normally.</p><p>Weakened: The creature’s Strength score decreases by 2d6 points for 2d4 rounds.</p><p>Paralyzed: The creature is paralyzed and helpless for 1d10 minutes.</p><p>Killed: Living creatures die. Undead creatures are destroyed.</p><p>Furthermore, if you are on your home plane when you cast this spell, nonevil extraplanar creatures within the area are instantly banished back to their home planes. Creatures so banished cannot return for at least 24 hours. This effect takes place regardless of whether the creatures hear the blasphemy. The banishment effect allows a Will save (at a –4 penalty) to negate.</p><p>Creatures whose Hit Dice exceed your caster level are unaffected by blasphemy.</p><p></p><p>Question 1: does ‘Deathward’ protect against the ‘killed’ part?</p><p>Question 2: what is the weakening? Is it ability damage? Is it ability drain? Does ‘Deathward’ protect against it?</p><p>Question 3: does ‘Freedom of Movement’ protect against the paralysation?</p><p>And the biggie…</p><p> Question 4: dazed!? How many times is any self-respecting DM going to give their powerful evil clerics this spell? By definition these clerics tend to be the PC’s main foes, and therefore will be of higher level (or will have various caster level boosts so that they do daze the PCs)! </p><p>They also always have plenty of thugs with them + one round’s free attacks = TPK! </p><p></p><p>Also, another point, why does Blasphemy daze when Dictum, Holy Word and Word of Chaos all deafen targets of equal level? This makes little sense when all four spells are basically supposed to be the same spell cast by different alignments. </p><p></p><p>Just look at the in-game effects. </p><p>Caster Level = deafened (-4 penalty on initiative checks, auto fails listen checks and 20% spell failure chance) compared dazed (to no action but defence)!</p></blockquote><p></p>
[QUOTE="SpadeHammerfist, post: 1529663, member: 15358"] From the SRD (3.5) Blasphemy Evocation [Evil, Sonic] Level: Clr 7, Evil 7 Components: V Casting Time: 1 standard action Range: 40 ft. Area: Nonevil creatures in a 40-ft.-radius spread centered on you Duration: Instantaneous Saving Throw: None or Will negates; see text Spell Resistance: Yes Any nonevil creature within the area of a blasphemy spell suffers the following ill effects. HD Effect Equal to caster level Dazed Up to caster level –1 Weakened, dazed Up to caster level –5 Paralyzed, weakened, dazed Up to caster level –10 Killed, paralyzed, weakened, dazed The effects are cumulative and concurrent. No saving throw is allowed against these effects. Dazed: The creature can take no actions for 1 round, though it defends itself normally. Weakened: The creature’s Strength score decreases by 2d6 points for 2d4 rounds. Paralyzed: The creature is paralyzed and helpless for 1d10 minutes. Killed: Living creatures die. Undead creatures are destroyed. Furthermore, if you are on your home plane when you cast this spell, nonevil extraplanar creatures within the area are instantly banished back to their home planes. Creatures so banished cannot return for at least 24 hours. This effect takes place regardless of whether the creatures hear the blasphemy. The banishment effect allows a Will save (at a –4 penalty) to negate. Creatures whose Hit Dice exceed your caster level are unaffected by blasphemy. Question 1: does ‘Deathward’ protect against the ‘killed’ part? Question 2: what is the weakening? Is it ability damage? Is it ability drain? Does ‘Deathward’ protect against it? Question 3: does ‘Freedom of Movement’ protect against the paralysation? And the biggie… Question 4: dazed!? How many times is any self-respecting DM going to give their powerful evil clerics this spell? By definition these clerics tend to be the PC’s main foes, and therefore will be of higher level (or will have various caster level boosts so that they do daze the PCs)! They also always have plenty of thugs with them + one round’s free attacks = TPK! Also, another point, why does Blasphemy daze when Dictum, Holy Word and Word of Chaos all deafen targets of equal level? This makes little sense when all four spells are basically supposed to be the same spell cast by different alignments. Just look at the in-game effects. Caster Level = deafened (-4 penalty on initiative checks, auto fails listen checks and 20% spell failure chance) compared dazed (to no action but defence)! [/QUOTE]
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