D&D 5E Faiths and Avatars 5E Conversions. Amaunators Glory!!

Zardnaar

Legend
Some 2E spells Im working on adapting.

Amaunaters Uncertainty
Original spell messed with initiative. I've converted it as a single target concentration free slow effect.

Advanced Sunshine
4th level spell but basically creates light, continual light or a fireball your choice.

Illumination
Kind of a timestop effect. You could only ask questions, heal or cast lesser restoration, free action effects that ends the spell.

Sunscepter. Creates a +3 mace that is good vs constructs and outsiders. Big mind control effect though 200-500 HD, no save except 12+ HD or 15+ intelligence. Basically you can boss them around. I've split the effects (pick 1) and based them off spiritual weapon and a short duration mass suggestion.

More or less happy with the 1sttwo not sure about Illumination/Sunscepter. A little bit of power creep is fine (level6 spiritual weapon and Mordenkainen's sword are a bit meh for example). But they might be better off as daylight on steroids type effects. Sun Scepter may be better off as glowing radiant mace in face.










Amaunator


Amaunators Uncertainty (2nd level Enchantment)





Casting Time 1 Action


Range60'


Target: An opponent you can see within range


ComponentsV,M


Duration Up to 1 minute.





Asslow except as noted.





Advanced Sunshine 4th Level


CastingTime 1 Action


Range120'


Target:A point you choose within range


Components V,M


Duration: Special





This spell has several uses. It can





Daylight(transmutation). As the daylight spell except it creates a sphere of light 120' and dispels any darkness spell of 4thlevel or lower.





Fireball(evocation).You can cast a fireball spell





Illumination(transmutation). You create a radiant torch. It functions as a continual flame spell butdoubles the light. This effect lasts until dispelled.





Ilumination(5th leveltransmutation)


CastingTime 1 Action


RangeSelf


Target:Self


ComponentsV,M


Duration: Concentration up to 1 minute.





This spell alters the flow of time around you. Opponents have disadvantage against you on all attack rolls and you gain resistance to all type of damage except cold and psychic damage damage. You gain an additional action on each of your turns. This action can only be used for one of the following effects.





Commune. A servant of your deity is contacted. You may ask a simple yes or no question or a simple question of up to 5 words. The answer is accurate but may include “ I dont know” or similar response.





Cast a spell. You may cast a spell off the cleric spell list up to 4thlevel. This ends the illumination effect.





Heal. As a bonus action you may heal a target within 60' of 2d8+ your spellcasting modifier.





The material component is a vial of holy water and a holy symbol (not consumed).





Sun Scepter (6th level)


CastingTime 1 bonus action


RangeSpecial


Target:See text


ComponentsV, M


Duration:10 minutes





Sunscepter temporary enchants a solid gold mace or scepter into a magical weapon reflecting your deities splendor. Pick one of the following effects.





Radiant Weapon(evocation) Your weapon is infused with the power of the sun. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of you. On a hit, the target takes radiant damage equal to 3d8 + your spellcasting ability modifier. You may also wield the weapon as a normal weapon.

Asa bonus action on your turn, you make a melee spell attack against a creature within 5 feet of you. On a hit, the target takes radiant damage equal to 3d8 + your spellcasting ability modifier.





Constructs and outsiders are vulnerable to the scepters damage. On a critical hit however the scepter is completely destroyed in the process.





Sovereign Right (concentration ,enchantment). You may cast mass suggestion. For the duration of the spell you have advantage on charisma checks.





The material component for this spell is a solid gold scepter or mace worth 2500gp. It is not consumed in the casting of this spells except as noted.
 

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cbwjm

Seb-wejem
You could make Uncertainty trigger off rolling initiative and have targets that fail their save roll with disadvantage (or apply a penalty to their initiative roll). Original spell affected multiple opponents so this could enable the spellcaster to affect multiple opponents and enable the party to get the drop on the enemy rather than a targeted slow effect.

I'd probably still restrict illumination to the caster rather than allowing them to heal others, seems the purpose of the spell is to ask for aid from your deity for yourself.

Sun Sceptre is cool.
 

Zardnaar

Legend
You could make Uncertainty trigger off rolling initiative and have targets that fail their save roll with disadvantage (or apply a penalty to their initiative roll). Original spell affected multiple opponents so this could enable the spellcaster to affect multiple opponents and enable the party to get the drop on the enemy rather than a targeted slow effect.

I'd probably still restrict illumination to the caster rather than allowing them to heal others, seems the purpose of the spell is to ask for aid from your deity for yourself.

Sun Sceptre is cool.

Cheers for ideas.

Illumination as written was something like 7 rounds all at once. Discharging in 1 round.

Various cure spells and freedom of movement any of which end the spell and 4 or 5 cure light wounds.
 

aco175

Legend
Advanced Sunshine is used for fireball most of the time since it was 2e and clerics could not get fireball. I would think most clerics of this god are clerics of light as their thing and get fireball as a 3rd level spell. Especially if these spells are meant for those devoted to the god. I feel the spell can be better targeted to daylight and undead somehow. Maybe a fireball-type effect that does radiant damage but only vs undead and maybe a couple more things that make it more useful like demons and such.

Sun Scepter seems like the weapon damage is less than what it should be. a 6th level spell that lets you make a magic weapon that deals (3d8+4ish) damage with a bonus action to make another attack. It seems like it would be used for the mass suggestion effect over combat. Clerics already get the boost of an additional 1d8 with hits pushing them to 2d8 so another 1d8 seems a bit meh. Maybe 5d8 base damage for a 6th level spell and maybe allowing 2 attacks as part of the attack action. But is is a bonus action to cast with no concentration and lasts 10 minutes so not sure if this is too much.
 

R_J_K75

Legend
Maybe a fireball-type effect that does radiant damage but only vs undead and maybe a couple more things that make it more useful like demons and such.
Like I said in the other thread on this topic, it's been a long time since I read Faiths and Avatars so my memory may be flawed here, and it all depends how @Zardnaar is portraying Amaunator and what alignment and domains (portfolios) he has in the campaign. But I seem to recall him not caring much one way or the about undead beings as Lathander does/did. So, I wouldn't give it extra radiant damage to undead, et al, in conjunction with the normal fire damage that fireball does. Now I do agree it would be cool if it did radiant damage instead of fire damage, which seems more in line with the deity's domain.
 

Zardnaar

Legend
Like I said in the other thread on this topic, it's been a long time since I read Faiths and Avatars so my memory may be flawed here, and it all depends how @Zardnaar is portraying Amaunator and what alignment and domains (portfolios) he has in the campaign. But I seem to recall him not caring much one way or the about undead beings as Lathander does/did. So, I wouldn't give it extra radiant damage to undead, et al, in conjunction with the normal fire damage that fireball does. Now I do agree it would be cool if it did radiant damage instead of fire damage, which seems more in line with the deity's domain.

I had thought of fireball in light domain. Amaunator also has order domain.

Fireball wasn't unique to his faith but I suspect 99% use of that spell would be fireball in 2E.

Maybe make 4d6 of it radiant damage?
 

Zardnaar

Legend
Advanced Sunshine is used for fireball most of the time since it was 2e and clerics could not get fireball. I would think most clerics of this god are clerics of light as their thing and get fireball as a 3rd level spell. Especially if these spells are meant for those devoted to the god. I feel the spell can be better targeted to daylight and undead somehow. Maybe a fireball-type effect that does radiant damage but only vs undead and maybe a couple more things that make it more useful like demons and such.

Sun Scepter seems like the weapon damage is less than what it should be. a 6th level spell that lets you make a magic weapon that deals (3d8+4ish) damage with a bonus action to make another attack. It seems like it would be used for the mass suggestion effect over combat. Clerics already get the boost of an additional 1d8 with hits pushing them to 2d8 so another 1d8 seems a bit meh. Maybe 5d8 base damage for a 6th level spell and maybe allowing 2 attacks as part of the attack action. But is is a bonus action to cast with no concentration and lasts 10 minutes so not sure if this is too much.

I based it ona radiant spiritual weapon.

Divine strike woukd stack with this spell.

How about as is but I merge the rulership effect into it as command as a bonus action each round?

Spirit guardians at 6d8 also makes a glowing mace obsolete. I think there's is room for sone power creep.

Also looked at Mordenkainens sword but that spell is crap.

Big radiant mace is fine not sure about the amount of damage and side effects. Or bonus action/standard action.
 

R_J_K75

Legend
I had thought of fireball in light domain. Amaunator also has order domain.

Fireball wasn't unique to his faith but I suspect 99% use of that spell would be fireball in 2E.

Maybe make 4d6 of it radiant damage?
Seeing as it actually borrows part of the sunshine for a tenday, maybe consider giving the target the blinded condition for a tenday instead of extra damage, unless they have resistance vs. radiant damage, kind of like a nuclear blast?

From the 2E spell in F&A pg. 29

This spell is a multiuse incantation that can be cast in one of three forms. Unfortunately, the casting of this spell borrows the sunshine for the day it is cast...
Fireball:
A piece of the sun’s energy can be converted into a fireball as though cast by a mage of the casting priest’s level. This lowers the temperature within a 90-mile radius by 1 degree Fahrenheit for a tenday each time it is cast. This aspect of the spell cannot be cast at night or during cloudy days.
 

Zardnaar

Legend
Seeing as it actually borrows part of the sunshine for a tenday, maybe consider giving the target the blinded condition for a tenday instead of extra damage, unless they have resistance vs. radiant damage, kind of like a nuclear blast?

From the 2E spell in F&A pg. 29

This spell is a multiuse incantation that can be cast in one of three forms. Unfortunately, the casting of this spell borrows the sunshine for the day it is cast...
Fireball:
A piece of the sun’s energy can be converted into a fireball as though cast by a mage of the casting priest’s level. This lowers the temperature within a 90-mile radius by 1 degree Fahrenheit for a tenday each time it is cast. This aspect of the spell cannot be cast at night or during cloudy days.

Aware 5E most dumps things like that though. Even in 2E it wasn't much of a restriction.
 


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