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    Ogre in the Playground
     
    OldWizardGuy

    Join Date
    Apr 2017
    Location
    Vancouver <-> Dublin
    Gender
    Male

    Default Minor Miracle (limited wish equivalent) & True Atonement (Good-aligned mind control)

    Minor Miracle
    Evocation
    Level: Clr 7, Luck 7
    Components: V, S, XP; see text
    Casting Time: 1 standard action
    Range: See text
    Target, Effect, or Area: See text
    Duration: See text
    Saving Throw: See text
    Spell Resistance: Yes

    A minor miracle lets you create nearly any type of effect. For example, a minor miracle can do any of the following things.

    • Duplicate any cleric spell of 6th level or lower (including spells to which you have access because of your domains)
    • Duplicate any other spell of 5th level or lower.
    • Undo the harmful effects of many spells, such as geas/quest or insanity.
    • Produce any other effect whose power level is in line with the above effects, such as a single creature automatically hitting on its next attack or taking a -7 penalty on its next saving throw.

    As with miracle, the effects of this spell are subject to the approval of your deity.

    A duplicated spell allows saving throws and spell resistance as normal (but the save DC is for a 7th-level spell). When a minor miracle duplicates a spell that has an XP cost, you must pay that cost. When a minor miracle spell duplicates a spell with a material component that costs more than 1,000 gp, you must provide that component.


    Convert your enemies to the cause of Good, without dubiously-ethical compulsion magic!

    True Atonement
    Divination ([Good])
    Level: Good 9
    Components: V, S, M, DF
    Casting Time: See text
    Range: Touch
    Target: One humanoid
    Duration: Instantaneous
    Saving Throw: Will negates; see text
    Spell Resistance: Yes

    Your snarling foe is enraged at your touch - but then grows suddenly serene and remorseful as your benediction brings enlightenment.

    You radically and permanently alter the moral (good vs evil) alignment of a creature to good with your touch, by granting it an epiphany into the nature of the universe. This alteration in alignment is mental as well as moral, and the individual changed by the magic thoroughly enjoys his new outlook. Only a true damnation1, wish or a miracle can restore former alignment, and the affected individual does not make any attempt to return to the former alignment. (In fact, he views the prospect with horror and avoids it in any way possible.) As a good creature, the target is most likely friendly to you. If possible it tries to persuade any of its former friends to join it in enlightenment.

    This spell also causes class and racial alterations. Clerics automatically convert to a deity or cause of good. Blackguards immediately convert all blackguard levels to paladin levels. Evil outsiders gain the Ascendant Fiend template.

    If you cast this spell in combat, the casting time is 1 round. If the target is restrained and you take 10 minutes to cast the spell, the target does not receive a saving throw and you ignore its spell resistance.

    This is not a mind-affecting effect; the creature has been shown the rewards of virtue and the ultimate wages of sin through divination magic and makes a philosophical decision of its own on how to carry on with life.

    Material Component
    A vial of holy water, costing 25 gp.

    1The evil equivalent of this spell, seducing the target with the lure of power and self-indulgence.
    Last edited by rferries; 2017-08-20 at 12:24 PM.