Noctis Vigil
2012-02-14, 10:46 PM
I'm sure something like this exists already, but eh. I had the idea pop into my head, and here's my attempt at a 9th level Cleric spell.
Aspect of Divinity
Transmutation
Level: Clr 9
Components: V, S, M, DF, XP (see text)
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 min./level or 10 min./level (see text)
As you cast the spell, you drink the vial of holy water. Your body infuses itself with the might of your deity. You gain all the following for the duration of the spell:
DR20, with the weakness being the opposite alignment from your deity (if good then evil, if lawful than chaotic). If one alignment is neutral, pick a weakness alignment for that axis. A LG Cleric would gain DR20/CE.
Resistance to all elements 30.
Regeneration 10. The weakness here is the same as the weakness to your DR.
Spell Resistance equal to 11 + your caster level. This spell resistance may be lowered or raised at will as a free action to allow friendly spells to affect you.
Any weapon you wield gains the flaming burst and shocking burst properties. If you are good, you also get the holy property; if evil you get the unholy property; if lawful you get the axiomatic property; if chaotic you get the anarchic property. If neutral, you do not get to choose what properties you get.
You grow a pair of feathered wings, granting you a fly speed equal to twice your movement speed (or increasing your existing fly speed by that amount) with perfect maneuverability. If good, the wings are white; if evil, they are black; if neutral, pick white or black at casting.
You gain a bonus to attack and damage equal to your caster level.
If good, you may use the spells daylight, protection from evil, and searing light at will. If evil, you may use deeper darkness, protection from good and bestow curse at will. If neutral, you may use the spells dispel magic, invisibility purge and hold person at will.
Material Component: One vial of holy water created by a Cleric of your deity, drunk during the casting of the spell.
XP Component: 1000 EXP, lost at the end of the spell's duration. Alternatively, you may expend 10000 EXP instead, to increase the spell's duration to 10 min./level.
Aspect of Divinity
Transmutation
Level: Clr 9
Components: V, S, M, DF, XP (see text)
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 min./level or 10 min./level (see text)
As you cast the spell, you drink the vial of holy water. Your body infuses itself with the might of your deity. You gain all the following for the duration of the spell:
DR20, with the weakness being the opposite alignment from your deity (if good then evil, if lawful than chaotic). If one alignment is neutral, pick a weakness alignment for that axis. A LG Cleric would gain DR20/CE.
Resistance to all elements 30.
Regeneration 10. The weakness here is the same as the weakness to your DR.
Spell Resistance equal to 11 + your caster level. This spell resistance may be lowered or raised at will as a free action to allow friendly spells to affect you.
Any weapon you wield gains the flaming burst and shocking burst properties. If you are good, you also get the holy property; if evil you get the unholy property; if lawful you get the axiomatic property; if chaotic you get the anarchic property. If neutral, you do not get to choose what properties you get.
You grow a pair of feathered wings, granting you a fly speed equal to twice your movement speed (or increasing your existing fly speed by that amount) with perfect maneuverability. If good, the wings are white; if evil, they are black; if neutral, pick white or black at casting.
You gain a bonus to attack and damage equal to your caster level.
If good, you may use the spells daylight, protection from evil, and searing light at will. If evil, you may use deeper darkness, protection from good and bestow curse at will. If neutral, you may use the spells dispel magic, invisibility purge and hold person at will.
Material Component: One vial of holy water created by a Cleric of your deity, drunk during the casting of the spell.
XP Component: 1000 EXP, lost at the end of the spell's duration. Alternatively, you may expend 10000 EXP instead, to increase the spell's duration to 10 min./level.