Sunday, January 2, 2011

Campaign Design - Spells: Sever

Sever (adapted from Relics & Rituals)
Abjuration

Level: Cleric/Favored Soul 7, Sorcerer/Wizard 7
Components: V, S, DF
Casting Time: 1 full round
Range: Medium (100 feet + 10 feet per caster level)
Target, Effect, or Area: One divine spell caster
Duration: Concentration
Saving Throw: Will negates
Spell Resistance: Yes

Sever impedes all contact that a target creature possesses with his divine or infernal patron by temporarily cutting the conduit through which such powers flow. Upon a successful casting, the target is entitled to a Will saving throw. If he fails, the victim is unable to cast any divine spell or use any spell-like or supernatural ability that is of divine nature, such as turning undead. Paladins, clerics, favored souls, rangers, spirit shaman, and druids are adversely affected, and paladins in particular lose a significant number of their special abilities.

The innate abilities of outsiders are not affected by this spell, but an outsider's divine spells are still gifted to them by the power they represent, and they are subject to being severed. This spell can also sever the connection between a warlock and their patron, rendering their warlock abilities unusable for the duration of the spell.

The caster of sever must maintain constant concentration in order to maintain the spell. When the concentration lapses, for whatever reason, the victim's divine connection returns.

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