Spells: Difference between revisions
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==Alternate Sources== | ==Alternate Sources== | ||
Players of spellcasters are encouraged to customize their characters by finding spells from alternate sources. However, the spells in the ''Player's Handbook'' are considered the baseline available spells. Any new spell available to your character must take the place of one of those spells of equal level. In other words, if you want your [[cleric]] to take ''flame of faith'', a 3rd level cleric spell from ''Complete Divine'', he could give up access to ''invisibility purge'', a 3rd level cleric spell from the ''Player's Handbook''. Note also that you must be able to cast the spell you are giving up, so a lawful cleric could not trade away ''chaos | Players of spellcasters are encouraged to customize their characters by finding spells from alternate sources. However, the spells in the ''Player's Handbook'' are considered the baseline available spells. Any new spell available to your character must take the place of one of those spells of equal level. In other words, if you want your [[cleric]] to take ''flame of faith'', a 3rd level cleric spell from ''Complete Divine'', he could give up access to ''invisibility purge'', a 3rd level cleric spell from the ''Player's Handbook''. Note also that you must be able to cast the spell you are giving up, so a lawful cleric could not trade away ''cloak of chaos'' for a spell from an alternate source, because he cannot cast it. | ||
This rule applies mostly to clerics. | |||
==New Cleric Domain== | ==New Cleric Domain== | ||
Revision as of 10:58, 21 July 2009
Overview
Until recently, arcane magic was completely illegal in Crescent. That is slowly changing as the Jade Imperium's influence and power are being felt by the nation of Crescent. That said, arcanists will still likely face prejudice if they are open about their powers in poloite society. Witch trials are still not unheard-of.
Spell Changes
- Detect Magic
- The spell Detect Magic is modified slightly for this campaign. In the first round of study, the spell will reveal the presence or absence of magical auras, and whether they are of divine or arcane magical origin.
- Animate Object
- In this campaign, the spell Animate Object is modified slightly from its presentation in the Player's Handbook. In addition to being a Cleric spell and Chaos domain spell, it is also a fourth level Wizard/Sorcerer spell.
- Searing Light
- This spell possesses the sub-type [light].
- Heal
- This spell counters and dispels Harm.
- Harm
- This spell counters and dispels Heal.
Alternate Sources
Players of spellcasters are encouraged to customize their characters by finding spells from alternate sources. However, the spells in the Player's Handbook are considered the baseline available spells. Any new spell available to your character must take the place of one of those spells of equal level. In other words, if you want your cleric to take flame of faith, a 3rd level cleric spell from Complete Divine, he could give up access to invisibility purge, a 3rd level cleric spell from the Player's Handbook. Note also that you must be able to cast the spell you are giving up, so a lawful cleric could not trade away cloak of chaos for a spell from an alternate source, because he cannot cast it.
This rule applies mostly to clerics.
New Cleric Domain
Music
Granted Power
You cast Enchantment spells at +1 caster level.
Music Domain Spells
- Joyful Noise: Negate magical silence (from Song & Silence)
- Sound Burst: Deals 1d8 sonic damage to constructs; may stun them
- Sculpt Sound: Creates new sounds or changes existing ones
- Shout: Deafens all within cone and deals 5d6 sonic damage
- Song of Discord: Forces targets to attack each other (from Song & Silence)
- Fanfare: Stuns and deafens targets; deals 4d6 damage to creatures and 2d6 to objects
- Power Word, Stun: Stuns one creature with 150 hp or less
- Irresistible Dance: Forces subject to dance
- Wail of the Banshee: Kills one creature/level