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View Full Version : D&D 3.x Other Banshee's Keen (bard feat), Divine Blessing (cleric spell)



rferries
2017-10-17, 09:11 AM
Banshee's Keen [General]
You can utter wails of terrible sorrow.

Prerequisites
Ability to cast spells as a 16th-level bard.

Benefit
Add wail of the banshee as a 6th-level spell to your bard spells known.

Special
If you are an elven or fey female, you automatically rise as a ghost after death.

Divine Blessing
Evocation [Good]
Level: Adept 5, Cleric 8
Components: V, S, M, DF
Casting Time: 10 minutes
Range: Touch
Area, Effect, or Target: One creature, or a 2-mile-radius emanation from touched creature or point within community
Duration: 24 hours, 1 day/level, or 1 year
Saving Throw: None
Spell Resistance: No

You pour out the sacred waters from the flask, praying for a blessing upon your town.

By calling upon your deity's power, you bless a champion, commander, community, or harvest, or even ask for divine intervention against some calamity.

Champion
You bless a chosen warrior of your people, imbuing her with great power before a battle. The target gains the benefits of greater heroism and a +6 enhancement bonus to each of her ability scores for 24 hours. The spell has a duration of 24 hours when cast in this way.

Commander
You pray for victory for a general, chieftain, or other warleader of your people during a campaign. All creatures under the target's command (including the target itself) gain the benefits of good hope while they are within 2 miles of him or her. The spell has a duration of one day/level when cast in this way.

Community
You dedicate your town, village, or city and its good works to your deity, and in turn bring prosperity to the faithful. All Appraise, Craft, Gather Information, Handle Animal, Heal, Perform, Profession, Sense Motive, and Survival checks made in the community gain a competence bonus equal to your caster level. The spell has a duration of one day/level when cast in this way.

Harvest
You bless the annual harvest, greatly increasing its bounty. This effect targets plants and livestock within a range of 2 miles, raising their potential productivity over the course of the next year to triple normal. Plants and livestock gain a +8 resistance bonus on saving throws against natural diseases and other mundane hazards over this time.

Divine Intervention
You request that your deity prevent or intercede against some external, large-scale threat to your community. If the threat is a natural disaster (such as an earthquake, forest fire, hurricane, plague, etc.), your deity immediately ends it within a 2-mile radius and prevents any other such disaster for 1 year. In the case of plague, all creatures (both infected and not) gain a +8 resistance bonus on saves against disease for the year while within the area.

In the case of an unnatural threat (such as rampaging monsters, a magical disease, an invading army, etc.), your deity acts in more circumspect ways. The DM is free to describe the aid provided, but it should be at least as useful as the effects described above.

No matter which version of the spell you use, its benefits apply only for worshippers of your deity (e.g. for the harvest version, the crops and livestock of a farmer that does not worship your deity receive no extra productivity and have no bonus on their saves). You cannot target yourself with this spell.

Material Components
A flask of holy water, worth 25 gp.


Credit to AimlessPolymath's Priest class (http://www.giantitp.com/forums/showthread.php?536022-The-Priest-A-Community-Leader) for inspiring Divine Blessing.

Ranged Ranger
2017-10-18, 04:27 PM
Two very flavorful options... I'm assuming Divine Blessing is more for NPCs than PCs...

rferries
2017-10-19, 12:18 AM
Divine Blessing definitely has flavour/backstory applications (Adept blessing harvests etc) but it's generally in line with the power level of Miracle, just for specific purposes.

jqavins
2017-10-19, 02:55 PM
Divine Blessing

Divine Intervention
You request that your deity prevent or intercede against some external, large-scale threat to your community. If the threat is a natural disaster (such as an earthquake, forest fire, hurricane, plague, etc.), your deity immediately ends it within a 2-mile radius and prevents any other such disaster for 1 year. In the case of plague, all creatures (both infected and not) gain a +8 resistance bonus on saves against disease for the year while within the area.

In the case of an unnatural threat (such as rampaging monsters, a magical disease, an invading army, etc.), your deity acts in more circumspect ways. The DM is free to describe the aid provided, but it should be at least as useful as the effects described above.

No matter which version of the spell you use, its benefits apply only for worshippers of your deity (e.g. for the harvest version, the crops and livestock of a farmer that does not worship your deity receive no extra productivity and have no bonus on their saves). You cannot target yourself with this spell.
The last provision (with color and italics I added) could be problematic in many divine intervention cases.


An exhausted rider gallops into the village on an equally exhausted and lathered horse. Excited folk come to see what has driven a rider so hard, only to find that rider and horse alike are badly burned. The rider falls from the saddle as the horse drops dead, and before passing out he tells the onlookers of a wildfire raging a mile away, and approaching rapidly. The village priest (who, for some reason, is 15th level and has access to 8th level spells) gravely sends a boy to the church, telling him to bring the large pitcher of holy water; quickly now, but be careful not to spill any. He casts healing spells on the rider (but alas, has none to spare for the horse). When the boy returns, the priest stands and intones his greatest spell while pouring the holy water out onto the ground of the village square. In the clear, blue sky, clouds appear. The clouds grow and darken, roiling and thundering, then release a deluge over the village and surrounding land. When the fire arrives, it finds no fuel it can burn, and bypasses the village. Sparks and floating embers settle on the roofs of the non-believers who live there, who's houses are inexplicably dry, and those houses burn to the ground.
For months, a band of marauding raiders has been terrorizing the country. Going from town to town, raping, pillaging, and murdering, their numbers have grown, and what was once a mere gang of thugs is now a veritable army. And they are on their way. The town's folks plead with the preacher to ask their god, Shaboom the Great, to protect them. The presence of infidels in town, worshipers of Shanana, is of no importance compared to the approaching hoard. The preacher opens a locked cabinet and withdraws a scroll. Taking the scroll and a chalice of holy water, he steps outside. Reading from the scroll, he spills the water on the ground, then goes back into his house. Miles away, a plague of dysentery sweeps through the raiders' camp, striking young and old, man and woman alike. Nearly all are sickened, and the gang moves along to escape the stink of their soiled camp. But it is no use, as the plague continues to rage. By now there is not a healthy person among them. Many die. The rest are weak and can barely lift a sword. The survivors reach the town, with just enough strength remaining to rob and murder the worshippers of Shanana.

JNAProductions
2017-10-19, 04:57 PM
Do note players can access this spell (Divine Blessing, that is) by level 9.

Also, the Champion thing is a really powerful effect for 25 GP. Like, way too cheap for something that good on a player.

Ranged Ranger
2017-10-19, 05:30 PM
Divine Blessing definitely has flavour/backstory applications (Adept blessing harvests etc) but it's generally in line with the power level of Miracle, just for specific purposes.
Sorry, I didn't mean its power level was inappropriate, just a priest of a community (i.e. usually an NPC) would find it more attractive than an adventurer

The last provision (with color and italics I added) could be problematic in many divine intervention cases.
-SNIP-
jqavins's got a point, might want to drop the no benefit thing for divine intervention, and also make the requirement for champion/commander be on the champion/commander's worship, not the people benefiting from their actions.

rferries
2017-10-19, 10:48 PM
The last provision (with color and italics I added) could be problematic in many divine intervention cases.


An exhausted rider gallops into the village on an equally exhausted and lathered horse. Excited folk come to see what has driven a rider so hard, only to find that rider and horse alike are badly burned. The rider falls from the saddle as the horse drops dead, and before passing out he tells the onlookers of a wildfire raging a mile away, and approaching rapidly. The village priest (who, for some reason, it 15th level and has access to 8th level spells) gravely sends a boy to the church, telling him to bring the large pitcher of holy water; quickly now, but be careful not to spill any. He casts healing spells on the rider (but alas, has none to spare for the horse). When the boy returns, the priest stands and intones his greatest spell while pouring the holy water out onto the ground of the village square. In the clear, blue sky, clouds appear. The clouds grow and darken, roiling and thundering, then release a deluge over the village and surrounding land. When the fire arrives, it finds no fuel it can burn, and bypasses the village. Sparks and floating embers settle on the roofs of the non-believers who live there, who's houses are inexplicably dry, and those houses burn to the ground.
For months, a band of marauding raiders has been terrorizing the country. Going from town to town, raping, pillaging, and murdering, their numbers have grown, and what was once a mere gang of thugs is now a veritable army. And they are on their way. The town's folks plead with the preacher to ask their god, Shaboom the Great, to protect them. The presence of infidels in town, worshipers of Shanana, is of no importance compared to the approaching hoard. The preacher opens a locked cabinet and withdraws a scroll. Taking the scroll and a chalice of holy water, he steps outside. Reading from the scroll, he spills the water on the ground, then goes back into his house. Miles away, a plague of dysentery sweeps through the raiders' camp, striking young and old, man and woman alike. Nearly all are sickened, and the gang moves along to escape the stink of their soiled camp. But it is no use, as the plague continues to rage. By now there is not a healthy person among them. Many die. The rest are weak and can barely lift a sword. The survivors reach the town, with just enough strength remaining to rob and murder the worshippers of Shanana.


Yep! In other words, it's in everyone's best interests to convert (the champion/commander versions fail automatically if cast directly on a non-believer, but the timeframe of all the other effects is such that when you see how everyone else is benefiting you can convert and gain the blessing/protection/prosperity/etc. that your neighbours are enjoying).


Do note players can access this spell (Divine Blessing, that is) by level 9.

Also, the Champion thing is a really powerful effect for 25 GP. Like, way too cheap for something that good on a player.

Level 9? You mean for the adept version? You'd have to be either a 16th-level adept or an archivist or somesuch, in which case the DM should have final approval (same as if you try to cheat in holy sword).

Greater heroism is a 6th-level spell, this is 2 levels higher but with a 24-hour duration.The enhancement bonus is superfluous (at that level the champion will already have +X items for their relevant ability scores), and it does have the "worship the same deity" clause.


Sorry, I didn't mean its power level was inappropriate, just a priest of a community (i.e. usually an NPC) would find it more attractive than an adventurer

jqavins's got a point, might want to drop the no benefit thing for divine intervention, and also make the requirement for champion/commander be on the champion/commander's worship, not the people benefiting from their actions.

Yeah, it's really more a spell for flavour or for specific roleplay incidences (natural disasters, PC's having to lead an army, etc.).

That's an option but it kind of detracts from the flavour - the idea is that the champion is slaying a dragon in the name of Good, or the commander is leading a Crusade/Jihad/etc.

JNAProductions
2017-10-19, 10:49 PM
As an Archivist is how I'd do it, yeah, but I'm sure there are other ways.

Westhart
2017-10-20, 11:32 AM
As an Archivist is how I'd do it, yeah, but I'm sure there are other ways.

Wyrm wizard (Dragon Magic?), but you'll lose CL's I believe.