Fiery Wings of the Archangel

Asmor

First Post
This is going to be an "ultimate" spell for an E6 campaign I'll be running soon. I'm only going to make it available to a particular domain. However, since I don't have the domain made yet, I present it here as a combination Cleric/Wizard spell, though clerics will get more out of it than wizards thanks to the turning bonuses.

Fiery Wings of the Archangel
Evocation [Fire, Good]
Level: Clr 3, Sor/Wiz 3
Components: V, S, F, DF
Casting Time: 1 full-round action
Range: Personal
Target: You
Duration: 1 round/level

As the hordes of undead pressed on, all hope seemed lost. We'd retreated to the church, the last building not yet overrun, but even its sanctified walls only slowed the advancing legions. It was then that she appeared, a literal light in the darkness. Her wings scattered the zombies like leaves on the wind, and as we looked on, we found the will to fight on-- the will to survive.

You sprout large, fiery wings which can be used to assault foes. The wings do 1d6 fire damage/2 levels (max 5d6) on a successful touch attack. You have reach with the rings and threaten 10 feet around you. If you attack an evil outsider or undead with the wings, they do twice as much damage. The extra damage, however, is not fire, but instead results directly from divine power and is therefore not subject to being reduced by resistance to fire-based attacks.

In addition, if you have the ability to turn (not rebuke) undead or evil outsiders, for the duration of the spell you may turn both with a single turning check. You gain a +2 sacred bonus on your turning checks while this spell is active. As an immediate action, you may end this spell prematurely to boost a turning check, consuming the wings in a fiery conflagration. This provides an additional bonus equal the number of rounds remaining on the spell. For example, if a 5th level cleric consumes the wings 2 rounds after creating them, it gives an additional +3 bonus to the turning check. This ability may be used after rolling the turning check, but before determining the actual results of it.

Finally, the sight of the fiery wings inspires hope and quells fear in the hearts of your allies; anyone who counts you as an ally and can see your wings gains a +4 morale bonus to will saves against fear for the duration of this spell.

Arcane Focus: A large, pristine feather from a swan.
 
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So in E6, this spell has the following effects:

1) Gives you the option of touch attacks for 3d6 damage (6d6 vs. undead). Neither the Cleric nor the Sorcerer/Wizard get iterative attacks. I'm guessing TWF doesn't work with it, but you may want to specify that in the spell. Sounds a lot like Call Lightning.
2) Lets you turn Undead. Decent, I guess, as long as it doesn't allow Sor/Wiz to pick up divine feats. By the way, if there's any way at all to get Persistent Spell in your game, put a cap on the bonus. A cap of the caster level is sensible.
3) +4 saves vs. Fear. *shrug*

I'd say it's a bit on the strong side, but only a bit. IMO lowering the damage to 2d6 (no need to scale it in E6) and keeping it at (CL)d6 vs. undead would be perfect.
 

... 've been out of the game for a while and i dont know what E6 is...
the spell also gives you flying, reach weapon, damage is divine and not suseptble to fire resistence and at a high level can be used as a major boost to turning (15 level cleric ends it right after it starts for a +15 boost to his turn roll which will destroy many undead).
its just mssing some limiting phrases to stop it from being abused and then it would be a cool flavourable spell with a much nicer effect then- "fireball, again"
 

E6 is short for Epic 6. Basic, you can level up to 6th level, but no further. So the highest possible caster level, before feats and special abilities, is 6.

Also, it doesn't grant you flight.
 

ok, here is my take on it-
i think its a cool spell which may be missused as phrased so i suggest the following
1. make it 4th level
2. damage done is fire based only
3. decide wether the wings can be used as two weapons with the appropriate penelties (more cinematic but again must prevent abuse)
4. cap the max bonus gained from early termination of the spell and it must be done before rolling the turn atempt
6. make a higher version maybe 6th that allows flight
 

ceratitis said:
ok, here is my take on it-
i think its a cool spell which may be missused as phrased so i suggest the following
1. make it 4th level
2. damage done is fire based only
3. decide wether the wings can be used as two weapons with the appropriate penelties (more cinematic but again must prevent abuse)
4. cap the max bonus gained from early termination of the spell and it must be done before rolling the turn atempt
6. make a higher version maybe 6th that allows flight
This is for E6. Character levels are capped at level 6, meaning you never get access to level 4+ spells.
 


Heres how I'd change it, (though I haven't tried E6 yet.. I'm working on getting a small group to let me run it for them instead of normal DnD).

1.) Reduce the damage to 1d6, but add in the next ability.
2.) The caster may spend turning attempts as a standard action to fill a 30' burst area around him with holy light. This heals (1/2 CL) points of damage to allies and deals the same amount of damage to undead and demons.
3.) When its expended as part of a turn, make it add its level to the check and the damage dice of the turning. A more powerful turning doesn't do much if you only can affect a couple creatures.

I'd make the spell domain only. Obviously these changes make it useful to a cleric way more than a wizard or sorcerer, as they would only get the fear save bonus and the reach and 1d6 damage. I think the holy light ability fits perfectly into the description and concept of the spell. It burns away the undead and heals your companions at the same time.
 

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