Sunday, January 2, 2011

Campaign Design - Spells: Channel Celestial

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

Level: Sanctified 7
Components: V, DF, Abstinence, Sacrifice
Casting Time: 1 standard action
Range: Touch
Target, Effect, or Area: You and one willing celestial
Duration: 10 minutes per caster level (D)
Saving Throw: None
Spell Resistance: No

You invite a celestial creature to occupy your body. The celestial must be present when you cast the spell, it must be willing, and it cannot have more then 12 Hit Dice. it need not have the innate spell-like ability to channel its power through mortals, this spell bestows that ability upon the celestial.

Channeling only works if the mortal and the celestial are willing. The celestial does not assume an ethereal form in preparation for possessing the mortal, it simply merges its own form with the mortal's as part of the channeling. Spells such as protection from good block celestial channeling, even if the spell target is willing to channel the celestial. Similarly, spells such as dismissal or dispel good, as well as the special abilities that drive possessing spirits out of their victims, can work on the channeled celestial, even if the mortal wants the celestial to remain.

A mortal channeling a celestial becomes a mortal manifestation of the celestial's power. The celestial can draw on all of the mortal's memories, and the celestial senses what the mortal senses. The mortal and celestial can communicate telepathically, but neither has complete access to the current thoughts of the other. While channeling a celestial, the mortal's Intelligence, Wisdom, and Charisma scores become 5 points lower than the celestial's (or remain the same as the mortal's scores if they are higher). An increase in Wisdom affects the mortal's Will saves, and all three increases might affect bonus spells and saving throw DCs for spells and special abilities.

The mortal can use its own skills and the celestial's skills. If the mortal and the celestial have the same skill, use the skill of whichever has more ranks in the skill, Use the mortal's effective ability scores to determine skill modifiers.

The channeling mortal can use all of the celestial's supernatural and spell-like abilities, and can cast spells known to the celestial if his requisite ability scores are high enough.

The mortal remains in complete control of his own body while channeling the celestial, so celestial's never allow non-good mortals to channel them. he mortal or the celestial can end the channeling at any time, as the free action. When this ours, the celestial appears in an unoccupied space adjacent to the mortal.

If you channel a celestial that was summoned to the Three Worlds by means of a summon monster or similar spell, the channeling ends when the duration of the summoning spell ends, regardless of any remaining duration on the channel celestial spell.

Abstinence component: You must abstain from intoxicants and stimulants for 24 hours before casting this spell. You must not be the subject of any other spell at the time you cast this spell. You must not be suffering from any ability damage, ability drain, or energy drain at the time you cast this spell, including the effects of any previously cast sanctified spell.

Sacrifice: 1d3 points of Strength and Dexterity damage.

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