LordofBones
Master of Realmslore
1536 Posts |
Posted - 30 Dec 2012 : 11:40:40
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INITIATE OF SAVRAS [INITIATE] You have been initiated into the greatest secrets of the church of Savras. Prerequisites: Patron deity Savras, Greater Spell Focus (Divination), able to cast divination spells of at least 3rd level Benefit: When you cast a divination spell that grants you a numeric benefit, you gain a +3 bonus to the effect.
Once per day, when casting a divination spell with a capped percentage chance based on your caster level, you instantly succeed on the roll.
In addition, you add the following spells to your spell list:
3rd - know greatest enemy 5th - all-seeing eye 8th - haunted visions
All-Seeing Eye Conjuration [creation]/Divination Level: Savras 5 Components: V, S, F, DF Casting Time: standard action Range: Touch Target: A glass orb or ball Effect: Turns into a crystal ball Duration: 1 round/caster level
As you utter the final phrase, the simple orb in your hands shimmers and glows.
Upon completion of this spell, the glass ball in your hand instantly transforms into a crystal ball of varying strength depending on your caster level.
less than 10th: normal crystal ball 11th - 13th: crystal ball with see invisibility 14th - 16th: crystal ball of detect thoughts 17th - 19th: crystal ball of telepathy 20th: crystal ball of true seeing
You may additionally cast any Divination spell you know or have prepared through the all-seeing eye.
Focus: A glass orb.
Haunted Visions Divination [mind-affecting] Level: Savras 8 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature Duration: 1 round per two caster levels Saving Throw: Will negates Spell Resistance: Yes
You watch calmly as your opponent screams and clutches his head madly, overwhelmed by the visions of the future.
When you cast this spell, you afflict one creature within range with the visions of all possible futures. A creature so affected is constantly second-guessing itself, causing it to move at one-quarter land speed, suffer a -10 penalty to Initiative checks, can only take a standard or move action, and is additionally considered to be flat-footed for the duration of the spell.
Spellcasters must succeed at a Concentration check to cast spells while under the effect of haunted visions.
INITIATE OF VELSHAROON [INITIATE] You have been initiated into the greatest secrets of the church of Velsharoon. Prerequisites: Patron deity Velsharoon, Greater Spell Focus (Necromancy), able to cast necromancy spells of at least 3rd level Benefit: Undead creatures always start with an attitude of indifferent towards you.
Once per day, when casting a spell from the school of Necromancy, you can choose to add +2 to the damage dealt (if it inflicts hit point or ability score damage), +2 to the DC (if it offers a saving throw), or +2 to the bonus (if it grants a beneficial effect towards an undead creature).
In addition, you add the following spells to your spell list:
5th - touch of velsharoon 7th - general of undeath 9th - velsharoon's death pact
Touch of Velsharoon Necromancy [Evil] Level: Velsharoon 5 Components: V, S Casting Time: 1 standard action Range: touch, close (25 ft + 5 ft/caster level) Target: Living creature touched Duration: 1 round and permanent Saving Throw: Fortitude partial, Will negates Spell Resistance: Yes
Your hand grows cold and darkens with the pulse of negative energy.
You gain the effects of a lich's damaging and paralyzing touch. In addition, so long as you are under the effect of this spell you benefit from a +1 bonus to Necromancy spell DC and a +1 bonus per two caster levels to the damage of any damage dealing necromancy spell you cast in the next turn.
If you strike an undead creature with your touch, it must succeed at a Will save or fall under your control.
Velsharoon's Death Pact Necromancy [Evil] Level: Velsharoon 9
With the final utterance, you feel a cold chuckle in the back of your mind as a chilling hand reaches into you and shears a portion of your soul.
Closely guarded by the Velsharan clergy, this spell functions as death pact, save that the raise dead effect is instead a resurrection effect, the level loss and Constitution penalty only persist for 24 hours, and that you must make a Fortitude save at the end of the day to avoid permanent level loss.
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Edited by - LordofBones on 30 Dec 2012 14:33:54
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