Sunday, January 2, 2011

Campaign Design - Spells: Celestial Aspect

Celestial Aspect (from the Book of Exalted Deeds)
Transmutation [Good]

Level: Sanctified 3
Components: V, Sacrifice
Casting Time: 1 standard action
Range: Touch
Target, Effect, or Area: One creature touched
Duration: 1 minute per caster level (D)
Saving Throw: Fortitude negates (harmless); see text
Spell Resistance: yes (harmless)

The target can assume one of several celestial traits, chosen from the selection below. As a free action, the target can choose a different celestial trait but the target cannot change traits more than once during a given round.
  • Armblade of the Sword Archon: One of the target's arms reshapes into a blade that functions as a +1 flaming longsword or a +1 holy longsword (caster's choice). The caster may also choose to create a short sword version instead of the normal longsword-sized blade. The target cannot be holding anything in the affected arm and the armblade cannot be disarmed or sundered.

  • Eyes of the Firre: Red flames fill the target's eyes. once per round, as a standard action, the target can deal 2d6 points of fire damage to any single creature or object within 60 feet simply by gazing at it (no attack roll required).

  • Horns of the Cervidal: Ramlike horns sprout from the target's head. The target can charge an opponent with its deadly horns. In addition to the normal benefits and hazards of a charge, this tactic allows the creature to make a single gore attack that deals 1d8 points of damage plus 1½ times the target's Strength modifier. Any summoned or called creature struck by the horns is dismissed instantly.

  • Wings of the Astra Deva: Angelic wings sprout from the target's back, allowing the target to fly at a speed of 100 feet with good maneuverability.
Although these attributes change the target's appearance, other celestials do not recognize the target as a celestial being (unless the target happens to actually be a celestial). If the creature tries to disguise itself as a celestial, they must use the normal disguise rules for disguising themselves as a creature of a different race.
Sacrifice: 1d3 points of Strength damage.

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