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Kulan: Knightfall's Heroes of Carnell Game [OOC]

Heroes of Horror has a spell called Resist Taint, which bestows a +4 bonus on saves against taint. It is a 3rd level spell for clerics, druids, paladins, rangers, and sorcerer/wizards.

Comp: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Creature Touched
Duration: 10 min./level
Save: Fort negates (harmless)
Spell Resistance: Yes
 

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How does summoning good aligned creatures work? Any change?
The summoned creature would immediately take 1d3 points of taint when it arrives in the Gloom. It won't be happy to be summoned to such an evil place, but there is no risk that the creature won't answer the summoning.

If the creature is defeated in the Gloom, there is a 5% chance it will die permanently instead of dissolving back to its own plane. For each summoning within one 24 hour period, the risk of death increases by another 5%. So, if Phar casts two summonings within the first 24 hours, the first summoned creature has a 5% chance of dying permanently and the second summoned creature has a 10% chance of dying permanently.

This only occurs if the creature is defeated in combat. If the creature is dismissed by caster or the duration expires normally, there is no risk to the creature's life.
 


I was going to summon a lantern archon to help protect us. They have permanent magic circle against evil around them. I wasn’t sure if they’d have some kind of immunity or resistance to it.
I don't think good outsiders are immune to taint.

Now, since a lantern archon has a permanent Magic Circle against Evil, if that spell protects it from the Gloom's taint (unlikely), then it should be immune. However, the characters will have to stay within the circle at all times. And if the circle is suppressed by magic, then the lantern archon and the character will take the taint damage.

Since the taint is part of the makeup of the plane, however, then Planar Tolerance from p. 159 of the Spell Compendium is the better choice. It works like Avoid Planar Effects but lasts 1 hour/level. It is a 4th level spell for clerics, druids, and rangers. And it is a 5th-level spell for sorcerers and wizards. It targets one creature/level in a 20-ft.-radius burst centered on the caster.

(BTW, looking at main D&D FAQ was no help.)
 






Here's the updated map of the Gloom. Details to be posted about the numbered locations in the next post.

EDIT: And, I just realized I didn't note The Wicked Hills on the map. :rolleyes:

The Gloom_Ver2.png
 
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