Sunday, January 2, 2011

Campaign Design - Spells: Avatar

Avatar (from Relics & Rituals)
Transmutation [Fear]

Level: Cleric/Favored Soul 8
Components: V, S, DF
Casting Time: 1 full round
Range: Personal
Target, Effect, or Area: You
Duration: 1 minute per caster level
Saving Throw: See below
Spell Resistance: See below

When this spell is in effect, the caster experiences several changes in his appearance, behavior, and abilities. After the spell has run its course, the caster is fatigued and must rest in order to recover. The exact nature of the changes that the caster undergoes depend upon his alignment. All effects are in addition to the caster's normal abilities and limitations. All saves required in the descriptions below or which result from the effects produced by the spell are made at the difficulty class of this spell.
  • Chaotic Evil: The caster's skin glows red and his eyes glow like lava. The caster gains a +2 bonus to Armor Class and a +4 morale bonus to damage rolls. He is surrounded by a fire shield as though he had cast it when he cast avatar. As a free action, up to three times during the duration of avatar, the caster may radiate pain to his enemies, the effects of which duplicate circle of doom. Lawful good enemies must make Will saving throws or be affected as by a fear spell.

  • Chaotic Good: The caster is bathed in green radiance and his features grow more earthy. The caster gains a +4 morale bonus on ranged attacks and he may cast dominate animal and control plants twice each during the duration of avatar. Any animals or plants that attempt to attack the caster must make a Will saving throw or lose interest and wander away. Lawful evil creatures must make Will saving throws or be affected as by a fear spell.

  • Chaotic Neutral: The caster's form grows indistinct and the colors of his garments swirl and change. The distortion grants the caster a +2 luck bonus on all rolls. The caster may inherently detect law and may cast protection from law, dispel law, and chaos hammer once each while avatar is in effect. Lawful neutral enemies must make Will saving throws or be affected as by a fear spell.

  • Lawful Evil: The light of burning villages flickers in the caster's eye, and an expression of unrelenting bloodlust spreads across his face. The caster gains a +2 bonus to Armor Class and a +2 morale bonus to all attack and damage rolls. Further, the caster receives the benefit of divine power and his weapon is affected as though by magic weapon for the duration of avatar. All lawful evil creatures and characters in sight of the caster and the caster himself gain a +2 bonus to all Will saving throws due to the caster's fearless, inspirational demeanor. Chaotic good enemies must make Will saving throws or be affected as by a fear spell.

  • Lawful Good: The caster grows taller and straighter, and the fire of righteousness burns in his eyes. The caster gains a +2 bonus to Armor Class and a +2 morale bonus to all attack and damage rolls, as well as +1 hit points per Hit Die for the duration of the spell. The caster can automatically detect evil for the duration of the spell and is considered to have cast dispel evil once a successful casting of avatar is completed, receiving all of the spell's benefits and powers. The caster gains a +5 bonus to all turn undead checks. Chaotic evil enemies must make Will saving throws or be affected as by a fear spell.

  • Lawful Neutral: The caster's face grows stern and impassive. The caster gains a +3 bonus to Armor Class and may inherently detect chaos. The caster may cast protection from chaos, dispel chaos, and order's wrath once each during the duration of avatar. Chaotic neutral enemies must make Will saving throws or be affected as by a fear spell.

  • Neutral Evil: The caster's face grows haggard and shadowy. The caster gains a +2 bonus to Armor Class and all saving throws. For the duration of avatar, the caster can make touch attacks as if they had cast chill touch. In addition, the touch attack can also deliver insanity on one successful touch attack of the caster's choice, and confusion on any two successful touch attacks. The caster cannot deliver both insanity and confusion with the same touch attack. Additionally, each round, good-aligned creatures or characters who wish to attack the caster must make Will saving throws or be overcome with revulsion to do so. Such enemies can still choose another target or attack method that round. Neutral good enemies must make Will saving throws or be affected as by a fear spell.

  • Neutral Good: The caster is surrounded by a pale radiance. As a free action, up to three times during the duration of avatar, the caster may radiate healing energy to his allies, the effects of which duplicate healing circle. In addition, enemies who wish to attack the caster directly or even use hit point damaging area of effect spells that would include the caster in their radius, must make a Will saving throw each round or be unable to take that action. Such enemies can still choose another target or attack method that round. Neutral evil enemies must make Will saving throws or be affected as by a fear spell.
Neutral casters gain no benefit from casting this spell.

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