Roderick_BR
2009-01-02, 09:08 AM
Yeah, yeah, I used a name from TVTropes, so what?:smalltongue:
This is something I've been thinking for a while, to give paladins a little power-up.
These spells are inspired on the infamous Iron Heart Surge from Tome of Battle, but using the rules of an existing spell from the Player's handbook, Moment of Prescience. I added some extra conditions as to when it can be used, and it's limits (an effect similar to stunning, but not being an actual stunning effect, so you can't be immune to it, nor lose your Dex bonus, etc).
A lot of the wording came from Moment of Prescience, and it can be flawed in several parts.
All the "discharge" powers can be activated at any time, although it keeps the character from moving until his next turn. Also, a DM can allow a BlackGuard to use it. The long casting time is just to keep a character from quickening it every time he spends it.
Divine Resistance
Divine Resistance
Abjuration
Level: Pal 1
Components: V, S, DF
Casting Time: 1 round + 1 full action
Range: Personal
Target: You
Duration: 1 hour/level or until discharged
This spell grants the paladin an additional protection to his Fort saves in the form of a +2 holy bonus (this bonus stacks with the paladin's Divine Grace).
As an additional power, the paladin can, as a free mental action, discharge the spell, gaining an automatic sucess to his Fort save. This bonus lasts until the beggining of your next turn. You additionally can't take any actions during this time, other than swift actions or attacks of opportunity. Spells that usually doesn't grant saves, but can be identified as a body-afflicting effects (with DM's permission) can grant the paladin a Fort save to end its effect on him. Area effects that lasts more than 1 round are not fully dispelled, but won't affect the paladin, unless he leaves the area and comes back in.
You can’t have more than one Divine Resistance active on you at the same time.
Divine Freedom
Divine Freedom
Abjuration
Level: Pal 2
Components: V, S, DF
Casting Time: 1 round + 1 full action
Range: Personal
Target: You
Duration: 1 hour/level or until discharged
This spell grants the paladin an additional protection to his Reflex saves in the form of a +2 holy bonus (this bonus stacks with the paladin's Divine Grace).
As an additional power, the paladin can, as a free mental action, discharge the spell, gaining an automatic sucess to his Reflex save. This bonus lasts until the beggining of your next turn. You additionally can't take any actions during this time, other than swift actions or attacks of opportunity. Spells that usually doesn't grant saves, but can be identified as a movement-affecting effects (with DM's permission) can grant the paladin a Reflex save to end its effect on him. Area effects that lasts more than 1 round are not fully dispelled, but won't affect the paladin, unless he leaves the area and comes back in.
You can’t have more than one Divine Freedom active on you at the same time.
Divine Willpower
Divine Willpower
Abjuration
Level: Pal 3
Components: V, S, DF
Casting Time: 1 round + 1 full action
Range: Personal
Target: You
Duration: 1 hour/level or until discharged
This spell grants the paladin an additional protection to his Will saves in the form of a +2 holy bonus (this bonus stacks with the paladin's Divine Grace).
As an additional power, the paladin can, as a free mental action, discharge the spell, gaining an automatic sucess to his Will save. This bonus lasts until the beggining of your next turn. You additionally can't take any actions during this time, other than swift actions or attacks of opportunity. Spells that usually doesn't grant saves, but can be identified as a mind-affecting effects (with DM's permission) can grant the paladin a Will save to end its effect on him. Area effects that lasts more than 1 round are not fully dispelled, but won't affect the paladin, unless he leaves the area and comes back in.
You can’t have more than one Divine Willpower active on you at the same time.
Divine Resolve
Divine Resolve
Abjuration
Level: Pal 4
Components: V, S, DF
Casting Time: 1 round + 1 full action
Range: Personal
Target: You
Duration: 1 hour/level or until discharged
This spell grants the paladin an additional protection to all his saves in the form of a +2 holy bonus (this bonus stacks with the paladin's Divine Grace, but none of the other Divine spells) against death effects.
As an additional power, the paladin can, as a free mental action, discharge the spell, becoming completely immune to any death effect. Also, any attack that would drop you to 0 hit points or less, instead, reduces you to 1 HP. You additionally can't take any actions during this time, other than swift actions or attacks of opportunity.
You can’t have more than one Divine Resolve active on you at the same time.
This is something I've been thinking for a while, to give paladins a little power-up.
These spells are inspired on the infamous Iron Heart Surge from Tome of Battle, but using the rules of an existing spell from the Player's handbook, Moment of Prescience. I added some extra conditions as to when it can be used, and it's limits (an effect similar to stunning, but not being an actual stunning effect, so you can't be immune to it, nor lose your Dex bonus, etc).
A lot of the wording came from Moment of Prescience, and it can be flawed in several parts.
All the "discharge" powers can be activated at any time, although it keeps the character from moving until his next turn. Also, a DM can allow a BlackGuard to use it. The long casting time is just to keep a character from quickening it every time he spends it.
Divine Resistance
Divine Resistance
Abjuration
Level: Pal 1
Components: V, S, DF
Casting Time: 1 round + 1 full action
Range: Personal
Target: You
Duration: 1 hour/level or until discharged
This spell grants the paladin an additional protection to his Fort saves in the form of a +2 holy bonus (this bonus stacks with the paladin's Divine Grace).
As an additional power, the paladin can, as a free mental action, discharge the spell, gaining an automatic sucess to his Fort save. This bonus lasts until the beggining of your next turn. You additionally can't take any actions during this time, other than swift actions or attacks of opportunity. Spells that usually doesn't grant saves, but can be identified as a body-afflicting effects (with DM's permission) can grant the paladin a Fort save to end its effect on him. Area effects that lasts more than 1 round are not fully dispelled, but won't affect the paladin, unless he leaves the area and comes back in.
You can’t have more than one Divine Resistance active on you at the same time.
Divine Freedom
Divine Freedom
Abjuration
Level: Pal 2
Components: V, S, DF
Casting Time: 1 round + 1 full action
Range: Personal
Target: You
Duration: 1 hour/level or until discharged
This spell grants the paladin an additional protection to his Reflex saves in the form of a +2 holy bonus (this bonus stacks with the paladin's Divine Grace).
As an additional power, the paladin can, as a free mental action, discharge the spell, gaining an automatic sucess to his Reflex save. This bonus lasts until the beggining of your next turn. You additionally can't take any actions during this time, other than swift actions or attacks of opportunity. Spells that usually doesn't grant saves, but can be identified as a movement-affecting effects (with DM's permission) can grant the paladin a Reflex save to end its effect on him. Area effects that lasts more than 1 round are not fully dispelled, but won't affect the paladin, unless he leaves the area and comes back in.
You can’t have more than one Divine Freedom active on you at the same time.
Divine Willpower
Divine Willpower
Abjuration
Level: Pal 3
Components: V, S, DF
Casting Time: 1 round + 1 full action
Range: Personal
Target: You
Duration: 1 hour/level or until discharged
This spell grants the paladin an additional protection to his Will saves in the form of a +2 holy bonus (this bonus stacks with the paladin's Divine Grace).
As an additional power, the paladin can, as a free mental action, discharge the spell, gaining an automatic sucess to his Will save. This bonus lasts until the beggining of your next turn. You additionally can't take any actions during this time, other than swift actions or attacks of opportunity. Spells that usually doesn't grant saves, but can be identified as a mind-affecting effects (with DM's permission) can grant the paladin a Will save to end its effect on him. Area effects that lasts more than 1 round are not fully dispelled, but won't affect the paladin, unless he leaves the area and comes back in.
You can’t have more than one Divine Willpower active on you at the same time.
Divine Resolve
Divine Resolve
Abjuration
Level: Pal 4
Components: V, S, DF
Casting Time: 1 round + 1 full action
Range: Personal
Target: You
Duration: 1 hour/level or until discharged
This spell grants the paladin an additional protection to all his saves in the form of a +2 holy bonus (this bonus stacks with the paladin's Divine Grace, but none of the other Divine spells) against death effects.
As an additional power, the paladin can, as a free mental action, discharge the spell, becoming completely immune to any death effect. Also, any attack that would drop you to 0 hit points or less, instead, reduces you to 1 HP. You additionally can't take any actions during this time, other than swift actions or attacks of opportunity.
You can’t have more than one Divine Resolve active on you at the same time.