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The Demented One
2009-02-01, 03:17 PM
Manifest Divinity
Transmutation
Level: Cleric 9
Components: V, S, DF, XP
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: One minute/level
Saving Throw: None
Spell Resistance: No

You call a spark of your patron deity’s divine numena into your own soul, causing you to blaze with divine radiance. You gain a +2 sacred bonus to all ability scores. Any weapon, armor, or shield you wield or wear gains a +5 enhancement bonus, and any attack you make overcomes damage reduction as if it had your deity’s alignment. In addition, when you cast this spell, you may choose to expend prepared domain spells in order to gain access to additional abilities from the list below, called divinities. For each domain spell you expend, you gain an additional benefit. Expending a spell of 3rd level or higher lets you gain a least divinity; expending a spell of 6th level or higher lets you gain a lesser divinity; expending a spell of 8th level or higher lets you gain a greater divinity; and expending a spell of 9th level lets you gain a grand divinity. You may only gain one divinity of each level. If you choose to gain a divinity, then manifest divinity gains an XP cost based on the divinity's level.

Divinities

Least Divinities

Alacrity
You gain a +10 ft. sacred bonus to all movement forms.

Consecrated Warrior
You gain a sacred bonus equal to your Wisdom modifier on all attack rolls.

Divine Champion
You gain immunity to disease, poison, and fear.

Divine Forewarning
You retain your Dexterity bonus to AC even when flatfooted or attacked by an invisible opponent, and cannot be flanked except by a character whose Rogue level is at least four higher than your caster level.

Evasion
Whenever you successfully make a Reflex save against an effect that allows a save for half damage, then you instead completely negate the damage. You do not gain the benefits of this divinity if you are helpless.

Least Resistance
You gain resistance 5 to all energy types.

Least Vitality
You gain 10 temporary hit points.

Mettle
Whenever you successfully make a Fortitude or Will save against an effect that allows a save for half or partial effect, then you instead completely negate the ability. You do not gain the benefits of this divinity if you are unconscious or sleeping.

Prowess
You gain any Fighter bonus feat that you meet the prerequisites for as a bonus feat.

Sacred Bolstering
The sacred bonus to any one of your ability scores increases to +6.

Lesser Divinities

Blindsense
You gain blindsense out to 60 ft.

Damage Reduction
You gain damage reduction 5/–.

Extended Divinity
This spell’s duration becomes 2 rounds/level.

Fast Healing
You gain fast healing 3.

Flight
You gain a fly speed of 60 ft., with good maneuverability.

Lesser Resistance
You gain resistance 10 to all energy types.

Lesser Vitality
You gain 30 temporary hit points.

Pounce
Whenever you charge, you may make a full attack at the end of it.

Righteous Might
Your size increases by one step, doubling your height and multiplying your weight by 8. Your Strength scores increases by 4, but your Dexterity score decreases by 2. If insufficient room is available for the desired growth, you attain the maximum possible size and may make a Strength check (using your increased Strength) to burst any enclosures in the process. If you fail, you are constrained without harm by the materials enclosing you. Your equipment grows with you.

Warded Life
You gain immunity to death effects.

Greater Divinities

Blindsight
You gain blindsight out to 60 ft.

Energy Immunity
You gain immunity to one energy type of your choice.

Greater Resistance
You gain resistance 20 to all energy types.

Greater Vitality
You gain 50 temporary hit points.

Spell Resistance
You gain spell resistance equal to 12 + your caster level.

Swift Divinity
This spell’s casting time becomes 1 swift action.

Warded Soul
You gain immunity to mind-affecting abilities.

Grand Divinities

Death of Foes
Any melee slashing weapon you wield gains the vorpal special ability.

Deific Might
Your size increases to Colossal, increasing your height to 64 ft. and your weight to 125 tons. Your Strength scores increases by 10, but your Dexterity score decreases by 6. If insufficient room is available for the desired growth, you attain the maximum possible size and may make a Strength check (using your increased Strength) to burst any enclosures in the process. If you fail, you are constrained without harm by the materials enclosing you. Your equipment grows with you.

Persistent Divinity
This spell’s duration becomes 24 hours.


XP Cost
This spell does not normally require you to expend xp, but if you expend domain spells to gain divinities, then it gains an XP cost based on the highest level of divinity you gained. A least divinity incurs a cost of 100 xp; a lesser divinity incurs a cost of 1000 xp; a greater divinity incurs a cost of 2500 xp; and a grand divinity incurs a cost of 5000 xp.

True Recall
Divination
Level: Sorcerer/Wizard 6
Components: V, S, M
Casting Time: See text
Range: Touch
Target: One willing creature
Duration: Instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance Yes (harmless)

You reveal the truths hidden away in a character’ memory. Upon casting this spell, the target relives their memories in an instant, perfectly recalling everything. However, as they recall it, they are treated as seeing everything with the benefit of true seeing–thus, if they met an enemy who was disguised under an illusion, they would see his true face in their memories. You determine how far back the target remembers under the effect of this spell, which determines its casting time:

{table=head]Target Remembers...|Casting Time
One minute back|1 standard action
One day back|1 minute
One week back|10 minutes
One month back|One hour
One year back|One day
Entire lifetime|One week
[/table]

Material Components
A paste worth 250 gp of hallucinogenic mushrooms, fermented nectar, and honey, ingested by the target.

Sacred Union
Universal
Level: Cleric 7
Components: V, S, DF, F, XP
Casting Time: 1 hour
Range: Touch
Target: Two willing creatures
Duration: Permanent
Saving Throw: None
Spell Resistance: No

You call upon your deity to bless two companions, binding them together in a sacred marriage. The two not be legally wedded, but both must be willing to join into the union, and few clerics would perform so sacred a rite lightly or for simple pragmatic benefits. The two gain the benefits of a permanent [/i]status[/i] on each other, and may communicate telepathically at any range. Whenever one of them makes a skill check or saving throw, they may use their partner’s skill ranks or base save modifier if it is higher than their own. Sacred union can be dispelled, but either target may renew its effects simply by touching their partner. The only way it can be permanently dispelled is if one partner renounces it. A creature may only be in a sacred union with one other creature at a time.

Focus
Two rings worth 500 gp each. Each partner presents a ring to the other.

XP Cost
100 xp, spent by each partner.

Summersnow
Transmutation (Cold)
Level: Druid 0, Sorcerer/Wizard 0
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One gallon of water
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

This spell freezes up to a gallon of water in a vessel into magically cold snow. The summersnow remains cold to the touch, and will not melt unless exposed to temperatures greater than 100˚ F. By packing perishable food in this summersnow, it can be preserved for up to one week, plus an additional week for every four caster levels you have. A single casting produces enough summersnow to preserve a single cubic foot worth of food.

Transmute Water to Fire
Transmutation (Fire, Water)
Level: Druid 9, Sorcerer/Wizard 8
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One ten-foot cube of water or one living creature or one gallon of water
Duration: Instantaneous
Saving Throw: See text
Spell Resistance: No

Manipulating elemental energies, you transmute water into liquid flame. You can cast this spell in one of three ways: turning a body of water into a sea of flames, transmuting the water inside a living creature into fire to cause it to spontaneously combust, or turning a vessel of water into a potent explosive.

Sea of Flames: You turn a 10-ft. cube of water into liquid fire. The liquid fire stays in place, unaffected by currents, waves, or other movement, and is not extinguished by normal water. Creatures may swim through the liquid fire as if it were water, but at half speed only. All creatures that are in the water when you cast this spell may attempt a Reflex save if they would be capable of moving out of the area on their next turn. If they succeed, they take an amount of fire damage equal to your level. Creatures that fail their save, or could not escape the area on their next turn, take 1d6 fire damage/level, maximum 20d6. Any creature that enters the liquid fire is also damaged; they are only allowed a save if they move out of the liquid fire in the same round. In addition, all creatures in the liquid fire, even those that can breathe normal water, must immediately begin holding their breath or begin drowning.

Spontaneous Combustion: You transmute the water inside a living creature to fire, causing it to spontaneously combust. It must make a Fortitude save or die as fire consumes it from the inside out. Even on a successful save, it takes 1d6 fire damage/2 levels, maximum 10d6. It may still die from the damage even if it succeed. Creatures with the fire subtype or immunity to fire are immune to this form of transmute water to fire; creatures with resistance to fire gain a +1 bonus on their saving throw for every 5 points of resistance they have. Creatures with the water subtype, oozes, plants, and creatures that are vulnerable to fire take a -4 penalty on their saving throw.

Liquid Explosion: You transmute one gallon of water within a vessel into a potent explosive. It can be hurled as a thrown weapon up to 100 ft., requiring a ranged touch attack to hit a target. When thrown, the vessel breaks, dealing 1d6 fire damage/level, max 20d6, to the creature hit and all other creatures within 10 ft., as well as igniting all combustible materials. Creatures may attempt a Reflex save to half the splash damage, but the creature hit is not allowed a save. You may pour out liquid explosive into multiple vessels, diving up its damage dice among each vessel (for example, a 20th level wizard creates a gallon of liquid explosive, capable of dealing 20d6 damage. He then pours half into another vessel, leaving him with two vessels capable of dealing 10d6 damage each. He could then siphon out a small portion from one to create a liquid explosive capable of dealing 1d6 damage, and leaving the one it was taken from capable of dealing 9d6 damage).

Wandering City
Conjuration (Teleportation)
Level: Sorcerer/Wizard 9
Components: V, M
Casting Time: One hour
Range: Long (400 ft. + 40 ft./level)
Target: All willing creature, objects, and buildings in range
Duration: Instantaneous
Saving Throw: None and Will negates (object)
Spell Resistance: No and Yes (object)

You pull an entire village or neighborhood into the Astral Plane, allowing you to teleport it to a new location. When you cast this spell, all willing creatures, objects, and buildings (but not plant life or natural features) are teleported to a new location anywhere on the same plane. You must have visited the location before, but their is no chance you arrive off target. All teleported creatures and structures remain in the same position, relative to each other, that they were when you teleported them, you cannot rearrange them. If the space a structure or creature would teleport into is occupied, it is shunted harmlessly into the nearest available space. If a structure does not fit entirely into the spell’s area, it is not teleported. If a structure is inhabited by an unwilling creature, they may attempt a Will save to prevent it from being teleported.


Material Components
1,000 gp of mithral dust, mixed with wine and spread around the border of the area to be teleported.

DrakebloodIV
2009-02-01, 03:32 PM
Shouldn't manifest divinity give you an even greater attack bonus if you use your patron gods preferred weapon?

afroakuma
2009-02-01, 03:32 PM
Much excellence do I sense.

I especially like sacred union. But that's just me.

Innis Cabal
2009-02-01, 03:34 PM
Manifest Divinity is pretty powerful, almost powerful enough to be a full PrC. Not only that, but its XP cost is way to low for a spell of its power and level. Its not out and out broken, but its way to powerful for a single spell.


Sacred Union-The XP cost is pretty high, its a neat fluff spell but when comparing its XP cost to a spell so much more powerful then it such as Manifest Divinity its simply not worth it.


Summersnow- Although there are several other spells that do exactly what this does, this spell opens up some serious cheese if your using Frostburn. You might want to say that the snow created can't be used as spell or feat components. Otherwise, this adds to some pretty cheesy builds.

The Demented One
2009-02-01, 03:59 PM
Manifest Divinity is pretty powerful, almost powerful enough to be a full PrC. Not only that, but its XP cost is way to low for a spell of its power and level. Its not out and out broken, but its way to powerful for a single spell.
It does require you to blow through spell slots if you want anything beyond the basic stat boosts and enhancement bonuses. Maybe 1,000 XP, or 5,000 if persisted would work.


Sacred Union-The XP cost is pretty high, its a neat fluff spell but when comparing its XP cost to a spell so much more powerful then it such as Manifest Divinity its simply not worth it.
Think I'll lower the XP, it's way too high.



Summersnow- Although there are several other spells that do exactly what this does, this spell opens up some serious cheese if your using Frostburn. You might want to say that the snow created can't be used as spell or feat components. Otherwise, this adds to some pretty cheesy builds.
I can't see anything that it'd be bad with...the feat that allows snow components wouldn't work with it, since it's transmutation, and there aren't really any spells that are helped by having a few pounds of snow, as opposed to an actual snow field.

Innis Cabal
2009-02-01, 04:33 PM
Ya you have to blow some spell slots for it, but it allows you to get -class abilities-. Something even the DMG says should not be taken lightly (though in the same book there is the ring of evasion...)

The point remains, this is getting into PrC territory. A level 18 cleric will have the spell slots to blow, making an already powerful class even more powerful. Increasing the XP cost only helps it slightly.

You only have to blow Domain spell slots, some of these abilities are way better then the spells provided by the spell of that level. Add on to that you get +4 to all of your stats, +5 enchancment bonus on all of your weapons and armor and an extra attack with a full attack action.

Its way to powerful for a spell even of 9th level. I see no reason why any cleric wouldn't blow his domain spells to become a powerhouse of combat. With this spell alone your fighter/crusader/warblade will not only be kicked to the cirb, all it takes is some XP to do it.

afroakuma
2009-02-01, 04:37 PM
Also the fact that you can become Colossal, which means your cleric may in fact accidentally literally kick your fighters to the curb.

The Demented One
2009-02-01, 06:27 PM
Ya you have to blow some spell slots for it, but it allows you to get -class abilities-. Something even the DMG says should not be taken lightly (though in the same book there is the ring of evasion...)

The point remains, this is getting into PrC territory. A level 18 cleric will have the spell slots to blow, making an already powerful class even more powerful. Increasing the XP cost only helps it slightly.

You only have to blow Domain spell slots, some of these abilities are way better then the spells provided by the spell of that level. Add on to that you get +4 to all of your stats, +5 enchancment bonus on all of your weapons and armor and an extra attack with a full attack action.

Its way to powerful for a spell even of 9th level. I see no reason why any cleric wouldn't blow his domain spells to become a powerhouse of combat. With this spell alone your fighter/crusader/warblade will not only be kicked to the cirb, all it takes is some XP to do it.
I made a whole suite of changes. Lowered the ability bonuses to +2, nixed the extra attack, limited the number of divinities you can gain to one of each level, upped the level of the spell slots required to gain divinities, and tied the amount of the XP cost to the highest level of divinity you gain. Look better?

dyslexicfaser
2009-02-01, 06:29 PM
I like 'em all, particularly Manifest Destiny. Bonus points for the name.

I mean, with Consecrated Warrior, Righteous Might, Diefic Might and other stuff, your group might as well just be there to shout "The Destroyer is Manifest!" and run away while you Godzilla your enemies.

Do Diefic Might and Righteous Might stack?

Actually, that sounds like a huge amount of fun. Makes me wish I was still playing an 18th level cleric.

In my opinion, though: it's powerful, but considering you're burning 1000xp (or 5000) and sacrificing all nine domain spells (or however many) for a one-encounter 'I win' button, it doesn't seem so bad.

EDIT: oh, and a sneaky snake way of getting this persisted without paying the extra 4000xp Grand Destiny is, of course, to get it persisted with Divine Metamagic. All day stompin's for only 1000xp.