Gamerlord
2009-06-13, 06:26 AM
A list of feats and spells that aid the powers of darkness, and some that aid its sworn foes, the forces of good.
Darkness's demise [General]
You have been granted the power to destroy the foes of good even more than so, but only on a specific plane of evil.
Prerequisites: Ability to smite evil
Benefits: You gain four extra uses of Smite evil, but they only work on a evil-aligned plane of you choice.
The light cannot hide
Divination [Evil]
Level: Cleric 4
Components: V, S, M
Casting Time: 1 standard action
Range: Medium( 100 ft+10 ft/level)
Area: 30 ft spread
Duration:1 round/level
Saving Throw:see text
Spell Resistance: yes
This spell Instantly dispels any Invisibility, polymorph, alter self,Persitant Image, Minor Image, major image, and Disguise self cast by a good creature(no save).
Neutral creatures get to make a will save to prevent the dispelling.
It has no effect on evil creatures.
Material Component: The eye of a good creature
Hide from the light [General]
You have improved your ability to hide from the foolish forces of good.
Prerequisites: Must be evil
Benefits: You gain a +4 on move silently checks and hide checks, but only if a good creature is within 50 ft of you.
Sense the darkness [General]
The forces of darkness cannot hide from you
Prerequisites: Must be good
Benefits: You gain a +4 on listen and spot checks .
Strike true
Transmutation [good]
Level: Cleric 4
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target:Creature touched
Duration: 1 attack/ 5 levels
Saving Throw: Will negates(harmless)
Spell Resistance: yes(harmless)
Upon shouting the spell, the subject gains a +4 to strength, dexterity,Constitution, and charisma, he also gets a +5 to all ranged and melee attack, but only for a limited number of attacks.
matreial component: The heart of a evil creature
Darkness's demise [General]
You have been granted the power to destroy the foes of good even more than so, but only on a specific plane of evil.
Prerequisites: Ability to smite evil
Benefits: You gain four extra uses of Smite evil, but they only work on a evil-aligned plane of you choice.
The light cannot hide
Divination [Evil]
Level: Cleric 4
Components: V, S, M
Casting Time: 1 standard action
Range: Medium( 100 ft+10 ft/level)
Area: 30 ft spread
Duration:1 round/level
Saving Throw:see text
Spell Resistance: yes
This spell Instantly dispels any Invisibility, polymorph, alter self,Persitant Image, Minor Image, major image, and Disguise self cast by a good creature(no save).
Neutral creatures get to make a will save to prevent the dispelling.
It has no effect on evil creatures.
Material Component: The eye of a good creature
Hide from the light [General]
You have improved your ability to hide from the foolish forces of good.
Prerequisites: Must be evil
Benefits: You gain a +4 on move silently checks and hide checks, but only if a good creature is within 50 ft of you.
Sense the darkness [General]
The forces of darkness cannot hide from you
Prerequisites: Must be good
Benefits: You gain a +4 on listen and spot checks .
Strike true
Transmutation [good]
Level: Cleric 4
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target:Creature touched
Duration: 1 attack/ 5 levels
Saving Throw: Will negates(harmless)
Spell Resistance: yes(harmless)
Upon shouting the spell, the subject gains a +4 to strength, dexterity,Constitution, and charisma, he also gets a +5 to all ranged and melee attack, but only for a limited number of attacks.
matreial component: The heart of a evil creature