![]() The damage bonus doesn't apply to spell damage. Since the undead are powered by negative energy, this spell deals damage to them instead of curing their wounds.Ĭalling upon the strength and wisdom of a deity, you gain a +1 luck bonus on attack and weapon damage rolls for every three caster levels you have (at least +1, maximum +3). When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage +1 point per caster level (maximum +5). Creatures with 6 or more HD are immune to this effect. ![]() If the subject succeeds at a Will save, it is shaken for 1 round. The affected creature becomes frightened. Each ally gains a +1 morale bonus on attack rolls and on saving throws against fear effects. Bane counters and dispels bless.īless fills your allies with courage. Each affected creature takes a –1 penalty on attack rolls and a –1 penalty on saving throws against fear effects. Dismissing a spell is a standard action that does not spend spell slots and does not provoke attacks of opportunity.īane fills your enemies with fear and doubt. You must be out of combat and within 100-feet range of the spell's effect. A successful save halves the damage.Īfter the battle, you can dismiss area spell effect at will. The target takes 1d3 points of divine damage. You unleash your divine powers against a single target. The creature gets a +1 competence bonus on a single attack roll, saving throw, or skill check. This spell imbues the subject with a touch of divine guidance. With a touch, you infuse a creature with a tiny surgeof life, granting the subject 1 temporary hit point. ![]() You must make a ranged touch attack to hit, and if the ray hits an undead creature, it deals 1d6 points of damage to it. The orb deals 1–3 (1d3) points of acid damage. You must succeed on a ranged touch attack to hit your target. You fire a small orb of acid at the target. If you cast this spell while another casting is still in effect, the previous casting is dispelled. You can only have one light spell active at any one time. This spell causes a touched object to glow like a torch, shedding normal light in a 20-foot radius from the point touched. You imbue the subject with magical energy that protects it from harm, granting it a +1 resistance bonus on saves. Humanoids of 5 or more HD are not affected. A creature that makes the initial save to resist this spell is merely staggered for 1 round.This spell clouds the minds of a humanoid creature with 4 of fewer Hit Dice so that it takes no actions. A creature that recovers from this spell early after being affected by it for at least 1 round takes 1d6 points of Wisdom drain and is staggered for 1d4 rounds. Each round on its turn, a target of this spell may attempt a new saving throw to end the effect this is a full-round action that does not provoke attacks of opportunity. These creatures are considered to be helpless for the duration of the spell. A flying creature incapable of hovering must land immediately in order to prostrate itself. A creature that fails a save against this spell falls to the ground and prostrates itself before you, believing it bows before a divine presence. Your presence inspires incredible awe in those nearby. Saving Throw Will negates, see text Spell Resistance yes Targets one creature/level, no two of which can be more than 30 ft. School enchantment (compulsion) Level bard 6, cleric 9, inquisitor 6, sorcerer/wizard 9
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