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<blockquote data-quote="ElectricDragon" data-source="post: 7927055" data-attributes="member: 10778"><p><strong><span style="font-size: 22px">Domain Spells</span> </strong></p><p><strong></strong></p><p><strong>Divine Sending</strong></p><p><em>Evocation</em> [see below]</p><p><strong>Level:</strong> Clr 7, Protection 7</p><p><strong>Components:</strong> V, S, M, DF</p><p><strong>Casting Time:</strong> 10 minutes</p><p><strong>Range: </strong>Personal</p><p><strong>Target:</strong> You</p><p><strong>Duration:</strong> 1 day/level</p><p>The character can call upon its deity to place another spell upon the character's person so that the latter spell comes into effect under some condition the character dictates when casting <em>divine sending</em>. The <em>divine sending</em> and companion spell are cast at the same time. The 10-minute casting time is the minimum total for both castings; if the companion spell has a casting time longer than 10 minutes, use that casting time instead.</p><p>The spell to be brought into effect by the <em>divine sending</em> must be one that affects the character's person (<em>heal</em>, <em>righteous might</em>, <em>freedom of movement</em>, <em>neutralize poison</em>, <em>cure critical wounds</em>, and so forth) and be of a spell level no higher than one-third the character's caster level (rounded down, maximum 6th level).</p><p>The conditions needed to bring the spell into effect must be clear, although they can be general. In all cases, the <em>divine sending</em> immediately brings into effect the second spell, the latter being "cast" instantaneously when the prescribed circumstances occur. Note that if complicated or convoluted conditions are prescribed, the whole spell combination (<em>divine sending</em> and the companion magic) may fail when called on. The companion spell occurs based solely on the stated conditions, regardless of whether the character wants it to. The character can use only one <em>divine sending</em> spell at a time; if a second is cast, the first one (if still active) is dispelled. This spell has all the alignment components of its caster's alignment.</p><p><strong>Material Components:</strong> Those of the companion spell, plus a vial of (un)holy water poured into a sanctified basin.</p><p></p><p><strong>Earth Wave</strong></p><p><em>Conjuration</em>.[Earth]</p><p><strong>Level: </strong>Drd 3, Earth 3, Sor/Wiz.4</p><p><strong>Components: </strong>V, S</p><p><strong>Casting Time: </strong>1 standard action</p><p><strong>Range:</strong> Close (25 feet + 5 feet/2 levels)</p><p><strong>Area: </strong>25-ft. cone + 5 feet/3 levels</p><p><strong>Duration: </strong>Instantaneous</p><p><strong>Saving Throw: </strong>Special (see below)</p><p><strong>Spell Resistance: </strong>None</p><p>This is a highly effective spell in slowing down a charging army. The spell targets the ground and forces the ground to ripple up like an ocean wave. The wave is instantaneous and goes from where the caster targets and moves outward, away from the caster in the chosen direction. The earth wave rises up four feet high and rolls on until the end of the cone shape of the spell. The ground resumes its normal shape once the wave has passed.</p><p>Anyone within the area of the spell is affected. Creatures in the area need to make a Balance check with a DC equal to this spell's save DC in order to stay on their feet (not fall down). Creatures that fall down take 3d6 damage from the fall (the earth throws them up in the air then returns to its normal position) and must spend the next round regaining their feet. This spell has been used to break military formations.</p><p>Creatures that are size category: Huge and greater, cannot be knocked prone by this spell. Affected creatures gain a bonus to their Balance checks equal to the number of feet they have more than two. This spell deals bludgeoning damage.</p><p></p><p><strong>Power Word, Guardian</strong></p><p><em>Conjuration</em> (Calling) [See below]</p><p><strong>Level:</strong> Blk 4, Clr 6, Pal 4, Protection 5, Sor/Wiz 6</p><p><strong>Components:</strong> V</p><p><strong>Casting Time:</strong> 1 standard action</p><p><strong>Range:</strong> Close (25 ft. + 5 ft. /2 levels)</p><p><strong>Effect:</strong> One summoned creature</p><p><strong>Duration:</strong> 1 day/level</p><p><strong>Saving Throw:</strong> Fortitude negates</p><p><strong>Spell Resistance:</strong> Yes</p><p>The caster has learned the power word for protect. Upon casting this spell, she calls forth a guardian creature of her choice from the following table to act as a guardian of a person, place, or thing. The caster must explicitly state what is to be guarded, for how long (up to the spell's duration), and where it is to be guarded (if other than its present location) to the guardian once it shows up or the creature immediately leaves. This spell imparts understanding of its responsibilities and the specifics of its duties to the creature. No other communication is provided by the spell.</p><p>If a person is to be guarded; the guardian creature will faithfully follow it and protect it from any molestation for the duration of its service.</p><p>If a place is to be guarded; the guardian creature will prevent anyone but the caster from entering the area.</p><p>If a thing is to be guarded; the guardian creature stops all beings from approaching within 30 feet of the object except the caster.</p><p>The guardian will fight to the death to protect its charge.</p><p>A <em>power word, guardian</em> spell has all the alignment components of the creature called to be a guardian.</p><p><span style="font-size: 12px">A paladin can only call good creatures as guardians. A blackguard can only call evil creatures as guardians.</span></p><p><span style="font-size: 12px">Clerics can only call guardians of either their own alignment or their deity's alignment.</span></p><p></p><table style='width: 100%'><tr><td><strong>Creature Summoned</strong></td><td><strong>Alignment</strong></td></tr><tr><td>Celestial black bear</td><td><p style="text-align: center">LG</p> </td></tr><tr><td>Celestial blink dog</td><td><p style="text-align: center">LG</p> </td></tr><tr><td>Celestial leopard</td><td><p style="text-align: center">LG</p> </td></tr><tr><td>Celestial warhorse, heavy</td><td><p style="text-align: center">LG</p> </td></tr><tr><td>Advanced (3HD) celestial baboon</td><td><p style="text-align: center">NG</p> </td></tr><tr><td>Celestial bison</td><td><p style="text-align: center">NG</p> </td></tr><tr><td>Celestial giant eagle</td><td><p style="text-align: center">NG</p> </td></tr><tr><td>Celestial giant owl</td><td><p style="text-align: center">NG</p> </td></tr><tr><td>Celestial cheetah</td><td><p style="text-align: center">CG</p> </td></tr><tr><td>Celestial dire badger</td><td><p style="text-align: center">CG</p> </td></tr><tr><td>Celestial hippogriff</td><td><p style="text-align: center">CG</p> </td></tr><tr><td>Celestial pegasus</td><td><p style="text-align: center">CG</p> </td></tr><tr><td>Elemental, Small (any)</td><td><p style="text-align: center">N</p> </td></tr><tr><td>Fiendish ape</td><td><p style="text-align: center">LE</p> </td></tr><tr><td>Fiendish dire weasel</td><td><p style="text-align: center">LE</p> </td></tr><tr><td>Hell hound</td><td><p style="text-align: center">LE</p> </td></tr><tr><td>Fiendish snake, Medium constrictor</td><td><p style="text-align: center">LE</p> </td></tr><tr><td>Fiendish boar</td><td><p style="text-align: center">NE</p> </td></tr><tr><td>Fiendish dire bat</td><td><p style="text-align: center">NE</p> </td></tr><tr><td>Fiendish monstrous centipede, Huge</td><td><p style="text-align: center">NE</p> </td></tr><tr><td>Fiendish worg</td><td><p style="text-align: center">NE</p> </td></tr><tr><td>Fiendish crocodile</td><td><p style="text-align: center">CE</p> </td></tr><tr><td>Dretch (demon)</td><td><p style="text-align: center">CE</p> </td></tr><tr><td>Fiendish snake, Large viper</td><td><p style="text-align: center">CE</p> </td></tr><tr><td>Fiendish wolverine</td><td><p style="text-align: center">CE</p> </td></tr></table></blockquote><p></p>
[QUOTE="ElectricDragon, post: 7927055, member: 10778"] [B][SIZE=6]Domain Spells[/SIZE] Divine Sending[/B] [I]Evocation[/I] [see below] [B]Level:[/B] Clr 7, Protection 7 [B]Components:[/B] V, S, M, DF [B]Casting Time:[/B] 10 minutes [B]Range: [/B]Personal [B]Target:[/B] You [B]Duration:[/B] 1 day/level The character can call upon its deity to place another spell upon the character's person so that the latter spell comes into effect under some condition the character dictates when casting [I]divine sending[/I]. The [I]divine sending[/I] and companion spell are cast at the same time. The 10-minute casting time is the minimum total for both castings; if the companion spell has a casting time longer than 10 minutes, use that casting time instead. The spell to be brought into effect by the [I]divine sending[/I] must be one that affects the character's person ([I]heal[/I], [I]righteous might[/I], [I]freedom of movement[/I], [I]neutralize poison[/I], [I]cure critical wounds[/I], and so forth) and be of a spell level no higher than one-third the character's caster level (rounded down, maximum 6th level). The conditions needed to bring the spell into effect must be clear, although they can be general. In all cases, the [I]divine sending[/I] immediately brings into effect the second spell, the latter being "cast" instantaneously when the prescribed circumstances occur. Note that if complicated or convoluted conditions are prescribed, the whole spell combination ([I]divine sending[/I] and the companion magic) may fail when called on. The companion spell occurs based solely on the stated conditions, regardless of whether the character wants it to. The character can use only one [I]divine sending[/I] spell at a time; if a second is cast, the first one (if still active) is dispelled. This spell has all the alignment components of its caster's alignment. [B]Material Components:[/B] Those of the companion spell, plus a vial of (un)holy water poured into a sanctified basin. [B]Earth Wave[/B] [I]Conjuration[/I].[Earth] [B]Level: [/B]Drd 3, Earth 3, Sor/Wiz.4 [B]Components: [/B]V, S [B]Casting Time: [/B]1 standard action [B]Range:[/B] Close (25 feet + 5 feet/2 levels) [B]Area: [/B]25-ft. cone + 5 feet/3 levels [B]Duration: [/B]Instantaneous [B]Saving Throw: [/B]Special (see below) [B]Spell Resistance: [/B]None This is a highly effective spell in slowing down a charging army. The spell targets the ground and forces the ground to ripple up like an ocean wave. The wave is instantaneous and goes from where the caster targets and moves outward, away from the caster in the chosen direction. The earth wave rises up four feet high and rolls on until the end of the cone shape of the spell. The ground resumes its normal shape once the wave has passed. Anyone within the area of the spell is affected. Creatures in the area need to make a Balance check with a DC equal to this spell's save DC in order to stay on their feet (not fall down). Creatures that fall down take 3d6 damage from the fall (the earth throws them up in the air then returns to its normal position) and must spend the next round regaining their feet. This spell has been used to break military formations. Creatures that are size category: Huge and greater, cannot be knocked prone by this spell. Affected creatures gain a bonus to their Balance checks equal to the number of feet they have more than two. This spell deals bludgeoning damage. [B]Power Word, Guardian[/B] [I]Conjuration[/I] (Calling) [See below] [B]Level:[/B] Blk 4, Clr 6, Pal 4, Protection 5, Sor/Wiz 6 [B]Components:[/B] V [B]Casting Time:[/B] 1 standard action [B]Range:[/B] Close (25 ft. + 5 ft. /2 levels) [B]Effect:[/B] One summoned creature [B]Duration:[/B] 1 day/level [B]Saving Throw:[/B] Fortitude negates [B]Spell Resistance:[/B] Yes The caster has learned the power word for protect. Upon casting this spell, she calls forth a guardian creature of her choice from the following table to act as a guardian of a person, place, or thing. The caster must explicitly state what is to be guarded, for how long (up to the spell's duration), and where it is to be guarded (if other than its present location) to the guardian once it shows up or the creature immediately leaves. This spell imparts understanding of its responsibilities and the specifics of its duties to the creature. No other communication is provided by the spell. If a person is to be guarded; the guardian creature will faithfully follow it and protect it from any molestation for the duration of its service. If a place is to be guarded; the guardian creature will prevent anyone but the caster from entering the area. If a thing is to be guarded; the guardian creature stops all beings from approaching within 30 feet of the object except the caster. The guardian will fight to the death to protect its charge. A [I]power word, guardian[/I] spell has all the alignment components of the creature called to be a guardian. [SIZE=3]A paladin can only call good creatures as guardians. A blackguard can only call evil creatures as guardians. Clerics can only call guardians of either their own alignment or their deity's alignment.[/SIZE] [TABLE] [TR] [TD][B]Creature Summoned[/B][/TD] [TD][B]Alignment[/B][/TD] [/TR] [TR] [TD]Celestial black bear[/TD] [TD][CENTER]LG[/CENTER][/TD] [/TR] [TR] [TD]Celestial blink dog[/TD] [TD][CENTER]LG[/CENTER][/TD] [/TR] [TR] [TD]Celestial leopard[/TD] [TD][CENTER]LG[/CENTER][/TD] [/TR] [TR] [TD]Celestial warhorse, heavy[/TD] [TD][CENTER]LG[/CENTER][/TD] [/TR] [TR] [TD]Advanced (3HD) celestial baboon[/TD] [TD][CENTER]NG[/CENTER][/TD] [/TR] [TR] [TD]Celestial bison[/TD] [TD][CENTER]NG[/CENTER][/TD] [/TR] [TR] [TD]Celestial giant eagle[/TD] [TD][CENTER]NG[/CENTER][/TD] [/TR] [TR] [TD]Celestial giant owl[/TD] [TD][CENTER]NG[/CENTER][/TD] [/TR] [TR] [TD]Celestial cheetah[/TD] [TD][CENTER]CG[/CENTER][/TD] [/TR] [TR] [TD]Celestial dire badger[/TD] [TD][CENTER]CG[/CENTER][/TD] [/TR] [TR] [TD]Celestial hippogriff[/TD] [TD][CENTER]CG[/CENTER][/TD] [/TR] [TR] [TD]Celestial pegasus[/TD] [TD][CENTER]CG[/CENTER][/TD] [/TR] [TR] [TD]Elemental, Small (any)[/TD] [TD][CENTER]N[/CENTER][/TD] [/TR] [TR] [TD]Fiendish ape[/TD] [TD][CENTER]LE[/CENTER][/TD] [/TR] [TR] [TD]Fiendish dire weasel[/TD] [TD][CENTER]LE[/CENTER][/TD] [/TR] [TR] [TD]Hell hound[/TD] [TD][CENTER]LE[/CENTER][/TD] [/TR] [TR] [TD]Fiendish snake, Medium constrictor[/TD] [TD][CENTER]LE[/CENTER][/TD] [/TR] [TR] [TD]Fiendish boar[/TD] [TD][CENTER]NE[/CENTER][/TD] [/TR] [TR] [TD]Fiendish dire bat[/TD] [TD][CENTER]NE[/CENTER][/TD] [/TR] [TR] [TD]Fiendish monstrous centipede, Huge[/TD] [TD][CENTER]NE[/CENTER][/TD] [/TR] [TR] [TD]Fiendish worg[/TD] [TD][CENTER]NE[/CENTER][/TD] [/TR] [TR] [TD]Fiendish crocodile[/TD] [TD][CENTER]CE[/CENTER][/TD] [/TR] [TR] [TD]Dretch (demon)[/TD] [TD][CENTER]CE[/CENTER][/TD] [/TR] [TR] [TD]Fiendish snake, Large viper[/TD] [TD][CENTER]CE[/CENTER][/TD] [/TR] [TR] [TD]Fiendish wolverine[/TD] [TD][CENTER]CE[/CENTER][/TD] [/TR] [/TABLE] [/QUOTE]
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