Showing posts with label Good. Show all posts
Showing posts with label Good. Show all posts

Tuesday, January 4, 2011

General Rules: Feats - Divine Companion

Divine Companion [General]
Your animal companion becomes an anarchic, axiomatic, celestial, or fiendish creature.
   Prerequisite: Animal Companion class feature.
   Benefit: Your animal companion gains the anarchic, axiomatic, celestial, or fiendish template. You must choose a companion whose alignment is the same as yours. Subtract one from your effective druid level for purposes of determining the companion's characteristics and special abilities.
   Special: You cannot take this feat and the Elemental Companion, Radiant Companion, or Shadow Companion feats.

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Monday, January 3, 2011

General Rules: Monsters - Celestial, Harmonious Choir of the Words

Celestial, Harmonious Choir of the Words (from Dragon Magazine #353)
Small Outsider (Extraplanar, Good, Incorporeal)

Hit Dice: 10d8 (45 hit points)
Initiative: +9
Speed: Fly 120 feet (perfect)
Armor Class: 26 (+1 size, +5 Dexterity, +10 deflection); touch 26, flat-footed 21
BAB/Grapple: +10/-
Attack: Light ray +17 ranged touch (2d4 Strength and 2d4 Wisdom, 20 x2)
Full Attack: Light ray +17 ranged touch (2d4 Strength and 2d4 Wisdom, 20 x2)
Space/Reach: 5 feet by 5 feet/5 feet
Special Attacks: Bardic music, incarnate vessel, spells, spell-like abilities, turn undead
Special Qualities: Bardic knowledge, damage reduction 10/evil, immunity to acid, electricity, mind-affecting effects, necromantic effects, and polymorphing, dispel silence, glyph mastery, incorporeal, outsider traits, protective aura, spell resistance 23, words of creation
Saves: Fortitude +7, Reflex +12, Will +12
Abilities: Str -, Int 20, Wis 20, Dex 20, Con 10, Cha 20
Skills: Appraise +5 (+7 with related Craft skills), Concentration +13, Craft: Any Three +22, Diplomacy +22, Knowledge: Arcana +22, Knowledge: Any Two others +22, Knowledge: All Others +5, Listen +18, Perform: Singing +22, Sense Motive +20, Spellcraft +2, Spot +18
Feats: Improved Counterspell, Improved Initiative, Skill Augmentation (Diplomacy and Sense Motive), Weapon Focus (Ray)
Environment: Any
Organization: Solitary
Challenge Rating: 12
Treasure: None
Alignment: Usually neutral good
Advancement: 11 - 30 Hit Dice (Small) or by character class

These small, glowing oblong balls of light bear a faint and alien face with runes coming from their mouths. The text streams outward constantly, fading as it reaches the periphery of the celestial's light. The creature's voice is that of dozens of beings speaking in perfect unison. The voices speak an endless stream of gibberish in a mesh of dozens of languages. The colors of the face within the sphere of light and the runes floating from the mouth vary by individual, although most exhibit cooler colors such as blue, green or violet.

A harmonious choir of the words is a living embodiment of the Words of Creation, the words used to create all things at the beginning of everything.it is, in fact, made up of many words, which, like a sentence or a paragraph, come together into a single structure. They are voluble and often friendly, loving nothing so much as deeply intellectual conversations whether among peers or more like tutorials. To a harmonious choir, the wrestling of ideas, the enjoyment of learning, and the beauty of language are their own rewards. They sing frequently, compose poetry, and constantly seek out knowledge, no matter how trivial. Harmonious choirs gladly share their knowledge, but keeping them on topic often proves difficult. Getting a complete answer from a harmonious choir requires a successful DC 15 Bluff or Diplomacy check.

Harmonious choirs of the words speak all known languages.

Combat
Harmonious choirs are creatures of language and song and prefer to avoid combat. If pushed, they do not shy from defending themselves or those under their protection. A harmonious choir usually begins combat by targeting spellcasters with its own spell-like abilities and spells before turning to its light ray.

A harmonious choir's natural weapons are treated as good-aligned for the purpose of overcoming damage reduction. Harmonious choirs often take levels in the bard class. Their bard levels stack with their racial bardic knowledge, bardic music, and spellcasting abilities.

Bardic Knowledge (Ex): As a 10th level bard, with a total bonus of +15.

Bardic Music (Ex): A harmonious choir can duplicate the Bardic Singing abilities countersong, fascinate inspire courage, inspire competence, suggestion, and inspire greatness, up to a total of ten times per day as a 10th level bard.

Dispel Silence (Su): The harmonious choir may dispel magical silence, such as a silence spell, at will. Caster level 10th.

Glyph Mastery (Ex): The harmonious choirs can automatically bypass (with no effect) or dispel any magical glyph, rune, symbol, or writing, including explosive runes, glyphs of warding, and symbols as a 10th level caster. It never suffers from the negative effects of magical writing unless it chooses to.

Incarnate Vessel (Su): Once per round, a harmonious choir can merge its body with another creature on the same plane as itself. This ability is similar to a magic jar spell except it does not require a receptacle. To use this ability, the choir must be manifested and it must try to move into the target's space; moving into the target's space to use the incarnate vessel ability does not provoke attacks of opportunity. The target can resist the attack with a successful DC 20 Will save. A creature that successfully saves is immune to that harmonious choir's incarnate ability for 24 hours and the celestial cannot enter the target's space. If the save fails, the harmonious choir vanishes into the target's body. Protection from good and similar effects ward a creature from this ability. The save DC is Charisma-based.

Protective Aura (Su): All allies within 20 feet who can at least see or hear the harmonious choir (including the harmonious choir itself) gain a +4 sacred bonus to Armor Class and a +4 resistance bonus on saving throws against an evil creature's attacks, spells, and supernatural and spell-like abilities. The harmonious choir can lower or reactivate this aura as a free action. In addition, this aura produces the following continuous effects: Arcane sight, detect evil, know direction, light, speak with animals, speak with plants, tongues, and true seeing. The save DC's are 15 + spell level and are Charisma-based.

Spells: Harmonious choirs cast spells in a manner similar to a sorcerer that has become a bard, as a 10th level caster. They typically know the following spells. The save DCs are 15 + spell level and are Charisma-based:
  • 4th Level: (1 spell slot) Modify memory, rainbow pattern.

  • 3rd Level: (3 spell slots) Confusion, good hope, remove curse, slow.

  • 2nd Level: (4 spell slots) Blindness/deafness, calm emotions, eagle's splendor, mirror image.

  • 1st Level: (5 spell slots) Animate rope, lesser confusion, remove fear, sleep.

  • 0th Level: (3 spell slots) Daze, ghost sound, lullaby, mage hand, mending, prestidigitation.

Spell-Like Abilities: At will - analyze dweomer, commune, daylight, detect thoughts, discern lie, enthrall, flare, legend lore, message, read magic, speak with dead, stone tell. Three times per day - dispel evil, dispel magic, glyph of warding, major image. Once per day - erase, hold person, shatter, shout, suggestion, summon monster V, teleport. Caster level 10th. The save DC's are 15 + spell level and are Charisma-based.

Turn Undead (Su): A harmonious choir of the words can turn undead eight times per day as a 10th level cleric.

Words of Creation (Ex): A harmonious choir can use Words of Creation (see the Book of Exalted Deeds) without taking damage. Using the Words of Creation doubles the effects of the bardic singing abilities inspire courage, inspire competence, inspire greatness, and inspire heroics. For bardic singing abilities that require a Perform check such as countersong or fascinate, the Words of Creation grant the choir a +4 sacred bonus on the check. The Words of Creation also increase the saving throw DC for the suggestion and dominate abilities by +2. The Words of Creation increase the choir's effective caster level for the song of freedom by +2.

The Words of Creation can enhance any process of creation. If the Words of Creation are spoken as part of the casting of a Conjuration (Creation) spell, the duration of the spell is doubled. If they are spoken while using a Craft skill, they grant the crafter a +4 sacred bonus on the Craft check.

The Words of Creation help energize good magic. If used in conjunction with a good spell that has a verbal component, the Words of Creation increase the spell's effective caster level by +1.

If the harmonious choir has discovered a creature's true name, by means such as through the use of legend lore or commune spell-like abilities, it can exercise power over that creature in a number of different ways, each of which requires a full round action. it can impose a -4 penalty on creature saving throws to resist a specific compulsion spell or effect. it can reduce the creature's spell resistance by 4 or reduce the amount of its damage reduction by 5. This reduction lasts for 1 minute. It can cast teleport or greater teleport on the creature without including itself as a target of the spell. It can gain a +6 bonus on its opposed Charisma checks to compel service from the creature after it summons it with a planar binding spell.

Outsider Traits: A harmonious choir of the words has darkvision with a range of 60 feet. It cannot be raised or resurrected.

Incorporeal: A harmonious choir can be harmed only by other incorporeal creatures, +1 or better magic weapons, spells, spell-like abilities, and supernatural abilities. The creature has a 50% change to ignore any damage from a corporeal source except for force effects or attacks made with ghost touch weapons. A harmonious choir can pass through solid objects, but not force effects, at will. Its attacks ignore armor, natural armor, and shields, but deflection bonuses and force effects work normally against them. A harmonious choir always moves silently and cannot be heard with Listen checks if it does not wish to be.

Skills: Harmonious choirs have a +4 racial bonus on all Craft, Knowledge, and Perform checks and the ability to use all Knowledge skills untrained.

Home     Three Worlds     Monsters

General Rules: Monsters - Celestial Creature (Template)

Celestial Creature (from the Monster Manual)

Celestial creatures dwell in the Heavens, the realms of good, although they resemble beings found in the Three Worlds. They are more regal and more beautiful than their earthly counterparts. Celestial creatures often come in metallic colors (usually silver, gold, or platinum). They can be mistaken for half-celestials, more powerful creatures that are created when a celestial mates with a noncelestial creature.

"Celestial" is a template that can be added to any corporeal aberration, animal, dragon, fæy, giant, humanoid, magical beast, monstrous humanoid, plant, or vermin of good or neutral alignment. Animals or vermin become magical beasts, but otherwise the creature type is unchanged. it gains the subtype "good". Celestial creatures encountered in the Three Worlds have the "extraplanar" subtype. A celestial creature uses all of the base creature's abilities except as noted here.

Hit Dice: Same as the base creature.

Speed: Same as the base creature.

Armor Class: Same as the base creature.

Attacks: Same as the base creature.

Damage: Same as the base creature.

Special Attacks: A celestial creature retains all the special abilities of the base creature and also gains the following ones:
  • Smite Evil (Su): Once per day, a celestial creature can make a normal attack to deal additional damage equal to it's Hit Die total (maximum of +20) against an evil opponent.
Hit DiceDamage ReductionAcid, Cold, and Electricity Resistance
1 - 3
-
5
4 - 7
5/+1
5
8 - 11
5/+1
10
12+
10/+1
10
Special Qualities: A celestial creature retains all the special qualities of the base creature, and also gains the following ones:
  • Darkvision with a range of 60 feet.
  • Damage reduction (see table to the right).
  • Acid, cold, and electricity resistance (see table to the right).
  • Spell resistance equal to Hit Dice + 5 (maximum 25).
If the base creature already has one or more of these special qualities, use the better value. If a celestial creature gains damage reduction, its natural weapons are treated as +1 weapons for the purpose of overcoming damage reduction.

Saves: Same as the base creature.
Abilities: Same as the base creature, but Intelligence is at least 3.
Skills: Same as the base creature. All celestial creatures speak Celestial.
Feats: Same as the base creature.
Climate/Terrain: Any land and underground.
Organization: Same as the base creature.
Challenge Rating: Variable (see below):

Hit DiceCR
Up to 3
Same as base creature
3 to 7
Base creature +1
8+
Base creature +2

Treasure: Same as the base creature.
Alignment: Always good (any).
Advancement: Same as the base creature.
Level Adjustment: Same as base creature +2.

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General Rules: Monsters - Celestial, Valiance Angel

Celestial, Valiance Angel (adapted from the Book of Eldritch Might II)
Medium Outsider (Extraplanar, Good)

Hit Dice: 6d8+24 (52 hit points)
Initiative: +9
Speed: 30 feet, fly 80 feet (average)
Armor Class: 26 (+5 Dexterity, +1 dodge, +10 natural); touch 16, flat-footed 20
BAB/Grapple: +6/+9
Attack: Slam +9 melee (1d6+4, bludgeoning, 20 x2)
Full Attack: Slam +9/+4 melee (1d6+4, bludgeoning, 20 x2)
Space/Reach: 5 feet by 5 feet/5 feet
Special Attacks: Spell-like abilities, spells, summon celestial monster
Special Qualities: Darkvision 60 feet, low-light vision, DR 15/+1, detect magic, immunities, outsider traits, resistances, spell resistance 25, teleport, tongues
Saves: Fortitude +9, Reflex +10, Will +7
Abilities: Str 17, Int 21, Wis 14, Dex 21, Con 18, Cha 22
Skills: Concentration +10, Craft: Alchemy +14, Hide +14, Knowledge: Arcana +14, Listen +11, Move Silently +14, Search +14, Spellcraft +15, Spot +11
Feats: Dodge, Improved Initiative
Environment: Any land and underground
Organization: Solitary or team (3 - 6)
Challenge Rating: 10
Treasure: No coins, standard goods, double items
Alignment: Always good (usually lawful)
Advancement: 7 - 9 Hit Dice (Medium); 10 - 12 Hit Dice (Large)

The activities of the denizens of the heavens are very complex and poorly understood by mortals. The valiance angels were once more typical celestials, but devoted themselves to the arcane arts so completely that they soon began to neglect all other duties. Now mysterious patrons of arcanists, they still serve Woda, but often seem more devoted to magic itself than to their celestial patron. They primarily dwell in the Dreamlands, in hidden fortresses delved deep into the dreamlike nothingness.

Valiance angels retain the outlook and demeanor of a traditional celestial - virtuous and kind. Yet they are extremely serious and have no time for simple niceties. They judge all actions as a series of priorities and weigh those priorities logically. Thus, if entreated for help by some needy wizard, they may refuse because other, larger things are afoot - things they may have no time to explain. The valiance are riled by a council of angelic wizards called the Yeven.

These beings appear to be tall, thin, regal-looking humans with wings resembling streams of light that continually flow and pulse - almost like streams of liquid light, loosely intertwined and woven together to merely give the appearance of wings.

Valiance angels speak with all creatures magically and have the ability to read any being's spellbook and understand it, no matter how it is coded or written.

Combat
Valiance angels have a wide variety of powers at their command. First and foremost, they are powerful spellcasters. They prove difficult to affect with magic of any kind and almost never use weapons. Valiance angels hate physical combat - they prefer to settle their differences with magic. If they must, they use their slam attack as a last resort. They always target spellcasting foes first, as they respect them much more highly than others.

Aura of Menace (Su): A righteous aura surrounds valiance angels that fight or get angry. Any hostile creature within a 20-foot radius of a valiance angel must succeed at a DC 19 Will saving throw to resist its effects. Those who fail suffer a -2 morale penalty to attacks, Armor Class, and saving throws for one day or until they successfully hit the valiance angel that generated the aura. A creature that has resisted or broken the effect cannot be affected again by that valiance angel's aura for one day.

Detect Magic (Sp): This spell remains always active for a valiance angel.

Immunities (Ex): Valiance angels are immune to acid, cold, electricity, and petrification attacks.

Keen Vision (Ex): Valiance angels have low-light vision and 60-foot darkvision.

Protective Aura (Su): As a free action, a valiance angel can surround itself with a nimbus of light with a radius of 20 feet. This acts as a double-strength magic circle against evil and as a minor globe of invulnerability, both as cast by a sorcerer with a level equal to the angel's Hit Dice. The aura can be dispelled, but the valiance angel can create it again as a free action on its next turn.

Resistances (Ex): Valiance angels have fire resistance 20. They receive a +4 racial bonus on Fortitude saves against poison.

Spells: All valiance angels cast spells as sorcerers of a level equal to their Hit Dice. They favor a wide range of spells, usually including mage armor, shield, cat's grace, lightning bolt, haste, and a few illusions and divinations.

Spell-Like Abilities (Sp): At will - aid, continual flame, detect evil, discern lies, dispel magic, holy smite, holy word, invisibility, polymorph, remove curse, remove disease, and read magic; Seven times per day - see invisibility and cure light wounds; Once per day - cure critical wounds. These abilities are as the spells cast by a 12th-level sorcerer (DC 16 + spell level).

Summon Celestial Monster (Sp): All valiance angels can summon a celestial creature (as a summon monster spell) with the same number of Hit Dice as themselves with a 100 percent chance of success. They can summon a celestial creature with up to double their own Hit Dice with a 30 percent chance of success. Summoned creatures automatically return whence they came after one hour. A summoned creature that can summon others cannot use this ability for one hour after its own summoning. Valiance angels can use this ability once per day.

Teleport (Su): Valiance angels can teleport without error at will, as the spell cast by a 14th-level sorcerer, except it can transport only itself and up to 50 pounds of objects.

Tongues (Su): Valiance angels can speak with any creature that has a language as though using a tongues spell cast by a 14th-level sorcerer. This ability is always active.

Outsider Traits: Unlike most other living creatures, a valiance angel does not have a dual nature - its soul and body form one unit. When a valiance angel is slain, no soul is set loose. Spells that restore souls to their bodies, such as raise dead, reincarnate, and resurrection, don’t work on a valiance angel. It takes a different magical effect, such as limited wish, wish, miracle, or true resurrection to restore it to life. A valiance angel breathes, but does not need to eat or sleep (although they can do so if they wish).

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General Rules: Monsters - Celestial, Sliver

Celestial, Sliver (from Dragon Magazine #353)
Medium Outsider (Chaotic, Extraplanar, Good)

Hit Dice: 3d8+3 (16 hit points)
Initiative: +4
Speed: 30 feet, fly 60 feet (good)
Armor Class: 17 (+4 Dexterity, +3 deflection); touch 17, flat-footed 13
BAB/Grapple: +3/+4
Attack: Starfire hand +4 melee touch (1d8+3, positive energy, 20 x2)
Full Attack: 2 starfire hands +4 melee touch (1d8+3, positive energy, 20 x2)
Space/Reach: 5 feet by 5 feet/5 feet
Special Attacks: Smite evil, star magic, starfire hand
Special Qualities: Damage reduction 5/evil, immunity to acid, disease, electricity, fire, light, petrification, and poison, outsider traits, low-light vision, pure sight, resistance to cold 10, resistance to sonic 10, spell resistance 15, spells, spell-like abilities, starglow, starshield
Saves: Fortitude +7, Reflex +12, Will +12
Abilities: Str 13, Int 10, Wis 12, Dex 18, Con 13, Cha 15
Skills: Concentration +7, Diplomacy +10, Knowledge: Religion +6, Knowledge: the Planes +6, Listen +9, Sense Motive +7, Spellcraft +6, Spot +9, Survival +1 (+3 on other planes)
Feats: Combat Reflexes, Skill Augmentation (Listen and Spot)
Environment: Any
Organization: Solitary
Challenge Rating: 5
Treasure: Standard (usually silk clothing, diamond and silver jewelry, and aesthetically pleasing magic items)
Alignment: Always chaotic good
Advancement: 4 - 9 Hit Dice (Medium)

These beautiful beings have the shapely form of human women composed of starlight and flame, the illumination of which shines visible in their eyes, hair, and the tips of their fingers. They always appear as beautiful women with long, flowing blue hair and pearly-white skin. They can also grow feathered wings as whim and needs dictate - they must have wings to fly.

Slivers are shining female servitors said to be created from equal parts fire and starlight, who serve Brid. Their celestial mistress often sends these creatures to aid mortals or to show her favor or presence. Although quick to anger and easily offended, slivers try to be friendly and accommodating. Anything pertaining to Brid, her realm, the stars, or the slivers themselves might enrage these celestials if phrased as anything but compliments. When angered, slivers might attack for a round or two or they might just leave. If treated well, slivers sometimes provide guidance and assistance.

Slivers speak celestial and one common language of the three Worlds - usually Aralaic, Rhadynnic, or Sorglish.

Combat
Slivers enter fights with their spells and spell-like abilities, but when need dictates, they do not hesitate to strike with their starfire hands. A sliver's natural weapons, including her starfire hands, are treated as good-aligned, chaotic-aligned, and silver weapons for the purpose of overcoming damage reduction.

Pure Sight (Ex): A sliver can see as if constantly affected by true seeing.

Spells: Slivers cast spells as a 3rd level cleric with access to the Beauty and Joy domains. If a sliver takes levels as a cleric of Brid, those levels stack with this natural spellcasting ability to determine their clerical casting abilities. They typically prepare the following spells. The save DCs are 11 + spell level and are Wisdom-based:
  • 2nd Level: Elation (domain spell), spiritual weapon.

  • 1st Level: Charm person (domain spell), command, cure light wounds x2.

  • 0th Level: Create water, detect magic x2, guidance.

Spell-Like Abilities: At will - dancing lights, daylight, færie fire, moonbeam, tongues (personal only). Three times per day - augury, bless, burning hands, detect evil, produce flame. Once per day - prayer. Caster level 5th. The save DC's are 12 + spell level and are Charisma-based.

Smite Evil (Su): three times per day, a sliver can make a normal melee attack that deals +3 points of damage against an evil foe.

Star Magic (Ex): A sliver casts spells and spell-like abilities at +3 caster level when standing in visible starlight. This benefit does not apply during the day or when the sliver is underground.

Starfire Hand (Su): Winking motes of light that resemble a cluster of twinkling stars surround a sliver's hands, with which she deals 1d8+3 points of damage to living creatures and 2d8+3 points of damage to undead. In addition, a successful strike with a starfire hand temporarily scrambles magic. On the target's next turn after a hit from a starfire hand, the creature must make a Concentration check to use any spell or spell-like ability. The DC equals 10 + the damage dealt + the spell level.

Starglow (Su): This constantly glowing aura grants a +3 deflection bonus to Armor Class made by evil creatures and a +3 resistance bonus on saving throws made against evil spells and effects, in a 10-foot-radius spread. It also functions as a magic circle against evil effect for the sliver as if cast by a 5th level caster. The aura can be dispelled, but the sliver can create is again, as a free action, at will. The defensive benefits from the magic circle effect are not included in the stat block.

Starshield (Ex): The sliver's innate magic of the starlight grants her a +3 bonus on saving throws against all enchantment, illusion, and necromancy spells and effects with the darkness descriptor.

Outsider Traits: A sliver has darkvision with a range of 60 feet. It cannot be raised or resurrected.

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Sunday, January 2, 2011

Campaign Design - Spells: Cry of Bilskinir

Cry of Bilskinir (adapted from the Book of Exalted Deeds; originally Cry of Ysgard)
Conjuration (Calling)[Good]

Level: Sanctified 7
Components: V, Sacrifice
Casting Time: 1 full round
Range: Close (25 feet + 5 feet per 2 caster levels)
Target, Effect, or Area: Calls 2d4 bariaur defenders of Bilskinir
Duration: Instantaneous; see text
Saving Throw: None
Spell Resistance: No

You call 2d4 bariaur defenders of Bilskinir from the storm plains of Þruþheim to your location. As devoted defenders of Þunor's hall, their animal companions are always eagles. They serve you for up to a year, and you may dismiss them at any time. They are intelligent, so you can assign them different tasks. They can refuse to complete a quest or otherwise take on complex burdens without your supervision.

No matter how many times you cast this spell, you can control no more than four bariaur defenders of Bilskinir; others are released from service and return to Þruþheim immediately. You choose which creatures to release.

Sacrifice: 1d3 points of Strength drain.

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Campaign Design - Spells: Crown of Glory

Crown of Glory (from the Book of Exalted Deeds)
Evocation [Good]

Level: Glory 8, Herald 8
Components: V, S, M/DF
Casting Time: 1 full round
Range: 10 feet per caster level
Target, Effect, or Area: 10-foot per caster level radius emanation, centered on you
Duration: 1 minute per caster level
Saving Throw: Will negates
Spell Resistance: Yes

This spell temporarily bestows the aura of celestial authority upon you, inspiring awe in all lesser creatures who behold your terrible perfection and righteousness. Creatures with fewer than 8 levels or Hit Dice cease whatever they are doing and turn to face you. When you speak, your words are treated as a suggestion spell, and the listeners telepathically understand you, even if they do not understand your language.

Creatures who make successful saving throws are not awed by you and can continue their actions normally. Creatures with more than 8 Hit Dice are immune to the effect of this spell.

Material component: An opal worth at least 200 shillings, carried on your person. The opal shatters upon the completion of the spell. If it is shattered prematurely, the spell ends.

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Campaign Design - Spells: Crown of Flame

Crown of Flame (from the Book of Exalted Deeds)
Evocation [Good]

Level: Cleric/Favored Soul 5, Exalted Arcanist 5, Glory 5
Components: V, Archon
Casting Time: 1 standard action
Range: 10 feet
Target, Effect, or Area: 10-foot-radius emanation, centered on you
Duration: 1 minute per caster level
Saving Throw: None
Spell Resistance: Yes

You become a blazingly hot beacon of the powers of good, searing all evil outsiders, evil undead, and evil fæy within 10 feet of you. Affected creatures take 2d6 points of damage per round.

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Campaign Design - Spells: Crown of Brilliance

Crown of Brilliance (from the Book of Exalted Deeds)
Evocation [Good, Light]

Level: Cleric/Favored Soul 6
Components: V, S, M, Archon
Casting Time: 1 full round
Range: 20 feet
Target, Effect, or Area: 20-foot-radius emanation, centered on you
Duration: 1 round per caster level
Saving Throw: Fortitude partial
Spell Resistance: Yes

A blazing crown of golden light surrounds your head. Creatures you engage in melee combat must make successful Fortitude saving throws or be blinded for 1d4 rounds. Creatures that successfully save, and creatures that have recovered from blindness are still dazzled as long as they remain in melee with you.

Creatures with light sensitivity and creatures that are harmed by sunlight (such as vampires) must make a Will save if they are within the area of the spell. Creatures that fail their saving throws must move outside the area. Undead within the area take 1d6 points of damage each round they remain in the area.

Material component: An opal worth at least 100 shillings, carried on your person through the duration of the spell. The opal shatters upon completion of the spell, and the spell ends prematurely if the opal is shattered by other means.

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Campaign Design - Spells: Constricting Chains

Constricting Chains (adapted from the Book of Exalted Deeds)
Evocation [Good]

Level: Sanctified 7
Components: V, S, F, Sacrifice
Casting Time: 1 standard action
Range: medium (100 feet + 10 feet per caster level)
Target, Effect, or Area: One creature
Duration: 1 round per caster level
Saving Throw: None
Spell Resistance: No

You call upon the heavenly powers to bind a creature in writhing chains of scintillating light. The creature is entangled, taking a -2 penalty on attack rolls and a -4 penalty to effective Dexterity. Moreover, the chains are anchored to the nearest immobile object - usually the floor - preventing the bound creature from moving. An entangled creature attempting to cast a spell must succeed on a Concentration check (DC 15 + spell level) or lose the spell.

The chains automatically construct the bound creature for 3d6 points of nonlethal damage per round unless the caster, as a free action, commands the chain not to deal damage during any given round.

The constricting chains have Armor Class 20, 5 hit points per caster level (maximum 100 hit points), and damage reduction 10/+1. They are immune to energy-based attacks, nonlethal damage, and all spells except dispel magic, and similar effects. They are not subject to critical hits. Half of all damage dealt to the chains (rounded down) is transferred to the target.

A successful DC 32 Strength check breaks the chains and ends the spell. An entangled creature ca also attempt to escape (requiring 1 minute) with a DC 40 Escape Artist check.

Sacrifice: 1d6 points of Strength drain.

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Campaign Design - Spells: Channel Greater Celestial

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

Level: Sanctified 9
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 24 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 one week 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: 1d6 points of Strength and Dexterity damage.

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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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Campaign Design - Spells: Brid's Laugh

Brid's Laugh (adapted from the Book of Exalted Deeds; originally Chaav's Laugh)
Enchantment (Compulsion)[Good, Mind-Affecting]

Level: Cleric/Favored Soul 5, Joy 5
Components: V
Casting Time: 1 standard action
Range: 40 feet
Target, Effect, or Area: 40-foot-radius spread centered on you
Duration: 1 minute per caster level
Saving Throw: Will negates (see text)
Spell Resistance: Yes

You release a joyous, boisterous laugh that strengthens the resolve of good creatures and weakens the resolve of evil creatures.

Good creatures within the spell's area gain the following benefits for the duration of the spell: A +2 morale bonus on attack rolls and saves against fear effects, plus temporary hit points equal to 1d8 + your caster level (maximum 1d8 + 20).

Evil creatures within the spell's area that fail a Will save suffer a -2 morale penalty on attack rolls and saves against fear effects for the duration of the spell.

Creatures must be able to hear the laugh to be affected by the spell. Creatures that are neither good nor evil are unaffected by Brid's laugh.

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Campaign Design - Spells: Celestial Brilliance

Celestial Brilliance (from the Book of Exalted Deeds)
Evocation [Good, Light]

Level: Cleric/Favored Soul 4, Glory 4, Sorcerer/Wizard 4
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target, Effect, or Area: Object touched
Duration: 1 day per caster level (D)
Saving Throw: None
Spell Resistance: No

The object touched sheds light brighter than bright sunlight, channeled directly from the celestial realms. The light extends to a 120-foot radius: Bright light to 60 feet and dim light in another 60 feet.

Creatures with light sensitivity take twice the usual penalty when they are within 60 feet of the object. Undead creatures suffer 1d6 points of damage each round they are within the bright light. Evil outsiders, as well as undead creatures that are specifically harmed by sunlight, take 2d6 points of damage each round in the bright light.

Celestial brilliance brought into an area of magical darkness (or vice versa) is temporarily negated, so that the otherwise prevailing light conditions exist in the overlapping areas of effect.

Celestial brilliance counters and dispels any darkness spell of equal or lower level, such as deeper darkness.

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Campaign Design - Spells: Celestial Blood

Celestial Blood (from the Book of Exalted Deeds)
Abjuration [Good]

Level: Cleric/Favored Soul 6, Pleasure 6
Components: V, S, M
Casting Time: 1 full round
Range: Touch
Target, Effect, or Area: Nonevil creature touched
Duration: 1 minute per caster level
Saving Throw: None
Spell Resistance: Yes (harmless)

You channel holy power to grant the subject some of the protection enjoyed by celestial creatures. The subject gains resistance 10 to acid, cold, and electricity, a +4 bonus on saving throws against poison, and damage reduction 10/evil.

Material component: A vial of holy water, with which you anoint the subject's head.

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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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Campaign Design - Spells: Call Faithful Servants

Call Faithful Servants (from the Book of Exalted Deeds)
Conjuration (Calling)[Good]

Level: Celestial 6, Cleric/Favored Soul 6, Sorcerer/Wizard 5
Components: V, S, Abstinence, Celestial
Casting Time: 1 minute
Range: Close (25 feet + 5 feet per 2 caster levels)
Target, Effect, or Area: 1d4 lantern archons, coure eladrins, or musteval guardinals
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

You call 1d4 lawful good lantern archons, 1d4 chaotic good coure eladrins, or 1d4 neutral good musteval guardinals to your location. They serve you for up to one year as guards, soldiers, spies, or whatever other holy purpose you have.

No matter how many times you cast this spell, you can control no more than 2 Hit Dice worth of celestials per caster level. If you exceed this number, all the newly called creatures fall under your control and any excess servants from previous castings return to their home plane.

Abstinence component: The caster must abstain from casting Conjuration spells for 3 days prior to casting this spell.

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Campaign Design - Spells: Brilliant Emanation

Brilliant Emanation (from the Book of Exalted Deeds)
Evocation [Good]

Level: Sanctified 3
Components: Sacrifice
Casting Time: 1 standard action
Range: Medium (100 feet + 10 feet per caster level)
Target, Effect, or Area: 100-foot + (10-foot per caster level) radius emanation per caster level
Duration: 1d4 rounds
Saving Throw: Fortitude partial
Spell Resistance: Yes

This spell causes a divine glow to radiate from any reflective objects worn or carried by the caster, including metal armor. Evil creatures within the spell's area are blinded unless they succeed on a Fortitude saving throw. Nonevil creatures perceive the brilliant light emanating from the caster, but are not blinded by it and do not suffer any negative effects from it. Evil creatures that make their saving throw are not blinded, but are distracted, taking a -1 penalty on any attack made within the spell's area for the duration of then spell. Creatures must be able to see visible light to be affected by this spell.

Sacrifice: 1d3 points of Strength damage.

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Campaign Design - Spells: Affliction

Affliction (from the Book of Exalted Deeds)
Necromancy [Good]

Level: Cleric/Favored Soul 3, Druid/Spirit Shaman 3, Sorcerer/Wizard 4, Wrath 3
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target, Effect, or Area: Evil creature touched
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes

The subject contracts an affliction selected from the list below, which strikes immediately with no incubation period. Afflictions deal damage only to evil creatures. Any evil creature takes damage equal to that listed plus its Charisma bonus. An evil elemental or undead takes an extra 1 point of damage, and an evil outsider or an evil cleric of a demon lord takes an extra 2 points. Use affliction's normal save DC for the initial saving throw; the DC listed is for subsequent saves.

AfflictionDCDamage
Depraved Decadence181d4 Strength
Eternal Torpor141d6 Dexterity
Raging Desire151d3 Constitution
Consuming Passion171d4 Intelligence
Haunting Conscience161d4 Wisdom
Pride in Vain201d6 Charisma

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Campaign Design - Spells: Bolt of Glory

Bolt of Glory (adapted from the Book of Exalted Deeds)
Evocation [Good]

Level: Exalted Arcanist 6, Glory 6
Components: V, S, DF
Casting Time: 1 standard action
Range: Close (25 feet + 5 feet per 2 caster levels)
Target, Effect, or Area: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

By casting this spell, you project a bolt of energy from the Positive Energy Plane against one creature. You must succeed on a ranged touch attack to strike your target. A creature struck takes varying damage, depending on its nature and home plane of existence:

Creature's OriginDamage
Three Worlds5d8
Elemental, Neutral Outsider5d6
Positive Energy Plane, Good OutsiderNone
Evil Outsider, Undead Creature10d8
Negative Energy Plane, Shadow Realm15d8

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