Sunday, January 2, 2011

Campaign Design - Spells: Gaze of Truth

Gaze of Truth (from Relics & Rituals)
Divination

Level: Paladin 1
Components: S, DF
Casting Time: 1 standard action
Range: Personal
Target, Effect, or Area: You
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

Gaze of truth is the divine gift to paladins bestowed by Rúadan, whose vision is the searing truthful vision of the dead. You cast gaze of truth upon your own eyes. You may then gaze upon any one creature or object within Close range (25 feet + 5 feet per 2 caster levels), including yourself, to determine whether the creature or object is currently under the sway of a mind-controlling dweomer or shrouded by illusion magic. Once you have cast the spell upon yourself, you must immediately gaze upon the creature or object in question or the spell is lost. It is a good idea to have the subject of the spell already chosen and within the spell's range before casting it.

The power of this spell is enhanced as you gain experience. When you first obtains the ability to cast this spell, you are only able to determine whether or not the subject is currently under the effect of a magical enchantment. At 3rd level, you are able to detect both enchantment and illusion dweomers. At 5th level, you can see through any illusion magic to reveal the true nature of the subject viewed and can identify the exact nature of the magic at work. At 8th level, you learn of any special requests or requirements placed upon the targeted creature by a mind-affecting dweomer. For example, you would know the instructions of a geas laid upon a creature or would know what a creature had been asked to do while under the sway of a suggestion.

You holy symbol must be present at the casting of the spell as the divine focus. The symbol need not be wielded by you, but must be displayed somewhere on your person - engraved on your armor or painted on your shield.

Armor of Light

When you cast all four of the spells of the divine brother paladins and invoke the divine power of the Holy Mother Eiur, you create magical armor for yourself called the armor of light. The five required spells are gaze of truth, hand of justice, heart of valor, limbs of endurance, and soul of mercy. In order to achieve this armor, you must cast all five spells in succession upon your person, taking no more than one round in between spells. Once invoked, the armor of light lasts as long as the heart of valor spell cast to create the armor remains in effect. When you finish casting all five spells, other creatures seeing you will see divine mists begin to swirl around your body, which then seem to meld into your body in the form of mystical, slightly luminescent armor.

Once you have "put on" the armor of light, you gain many powers in addition to the benefits provided by the individual component spells. First, the armor magnifies the five virtues within you, and this, in turn increases several of your abilities by two points: Mercy increases Wisdom, Endurance increases Constitution, Valor increases Strength, Truth enhances Intelligence, and Justice enhances Dexterity. Second, you gain a sacred bonus of +3 to Armor Class. Third, the armor of light gives you a sacred bonus to saving throws against spells cast by creatures that are either evil or chaotic. Finally, the armor of light casts light in a 60 foot radius around you. This light will supersede any magical darkness or shadow-creating spells of 3rd level or lower whose area of effect overlaps the light effect of the armor.

The armor of light is an abjuration effect, and may be dispelled as if it were a separate 4th-level spell you had cast upon yourself.

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