Blog Archive

Tuesday, 30 April 2013

Obelisk Domain Spells

Obelisks are fairly huge deals in my world, as they are the epicentre of religions in my world especially in and around communities. This is some of the most common spells from casters who are dedicated to protecting locations.

Obelisk Domain

1st  -  Obelisk Vigilance
2nd  - Obelisk Speak
3rd - Obelisk Window
4th - Obelisk Jump
5th - Obelisk Oath
6th - Obelisk Protection
7th - Obelisk Guardian
8th - Create Obelisk
9th - Obelisk Wrath

Obelisk Vigilance: When at an obelisk, the cleric gains +2 to all of their attacks and damage rolls or they may gain a +2 to all of their saving throws.

Obelisk Speak: All creatures within 200 ft radius of an obelisk understand each other in their native language

Obelisk Window: Cleric can create a scrying window, acts as the 5th level Scrying spell with the obelisk acting as the material focus. It is active for one minute per caster level.

Oath Jump: All obelisks are connected via the magical frequency that binds them, with this spell a cleric can travel from any one obelisk to another. Just like the teleport circle, the obelisk that is traveled to must be either “open” or another cleric must also cast obelisk jump on the one the cleric will travel to. Once opened, the obelisk remains in this state for ten rounds. One creature can travel through per round.

Obelisk Oath: This spell will bind any one subject to the cleric’s specific request. The target does not get a saving throw. The request must be a reasonable one that does not violate the subject’s alignment or beliefs however it does not have to be one that the target likes or wants to obey. In return, the cleric and all of their comrades a well as any members of the same faith are honor-bound to not harm, hinder or in any way violate the target of the oath in any way.

Obelisk Protection: The cleric gains 15/good damage reduction, as well as a +6 divine bonus to their AC when defending either a holy place, person or cause related to their cleric’s faith. This spell will last one hour per level.

Obelisk Guardian: Summons the guardian of the obelisk to serve a task. The guardian cannot move than 200 feet away from the obelisk while performing the task. This spell is usually done in the defense of the obelisk to either destroy attackers or to take creatures directly to the god’s planar home.
Create Obelisk: Creates a new obelisk to function as a divine energy source. This spell takes one complete day to cast, and the priest can cast this spell no more than once a month. After casting this spell, the priest is completely drained of all their spells for one day per their casting level. This is a powerful spell that few priests ever cast more than once or twice in their lifetime.

Obelisk Wrath: The spellcaster can call down 200 d6 worth of divine power within five miles of the obelisk. This spell permanently drains one level from the priest,. It is also uncontrollable; as all life in the radius takes the damage. The epicentre takes the full damage, each ¼ mile away takes 50d6 less damage. Only creatures within 300 meters of the obelisk itself (and any other obelisk) avoid damage. 

Tuesday, 16 April 2013

Holy Vows - Player Choices

Holy Vow

This is my way of giving the players options as to what their character stands for. Most are options that their characters should want to pick, others its an option for them.

There are standard operating items for members of particular races or faiths pick, but individuals always get the chance to choose.

Paladins must choose 3 holy vows, they gain another every 4 levels.
Cleric: 3 vows, if they gain more than 8 levels may have to choose more
Druids & monks 2 vows , they gain another every 5 levels
Some prestige class also must take some of these.


Bravery: Never show fear. Last to retreat but they cannot use this while defending others.

Celibacy: Remain chaste. While sex is never directly role-played in my games, there are times it is implied. So if tempted even by magic or trickery, a paladin would face sanction. Female knights must take this vow, since they would need to give up their adventuring career if they ever got pregnant.

Challenge: You are open to a challenge in any form, at any time. Few times this is lethal or combat, but you must be ready to prove your self worthy without accepting magical or other aids. Duels are common in many places in my world, as most humans and elves use rapier as their exclusive dueling weapon. Most times combat is fought until someone is disarmed or drawing first blood.  All challenges are completed on the spot without any additional magic being employed; but if the person being already has magic weapons or spells, they do not have to be dropped.

Courtesy: Show respect to those of higher level & station. a non-combat one that has probably caused more trouble than anything else. If nobles or spell-casters are spouting off, the character must bite their tongue and remain civil. Doesn't matter what is being said, civility must always be adhered to.

Freedom: Allow no intelligent being to remain in slavery. (Counts as 3) Slavery is an ongoing theme in my world, as certain creatures such as Halflings are often found enslaved. This can be a huge game-breaker, but if played with finesse can add a lot to the game itself. A lot a druids in my world take this and they make sure animals are treated well. 

Humility: Remain humble in spirit, rejecting adulation and reward. Again, like courtesy, players have to watch what they say. The rewards thing is tricky, as they can accept payment, just not the medals or over-payment. If offered reasonable monetary reward for a service, this is fine.

Loyalty: renounce all ties to family, guild, tower & government; live for their order. One that has been taken many times in the past, players just need to make sure they don't associate with other groups. Their dedication to the order is often a background thing, as players are assumed to spend a certain number of days not in the middle of their team missions, and this is what they associate with. Its also a great source of contacts, rumours and information. 

Neutrality: apolitical. This is one of my favorites. They avoid politics or making any kind of comment on the government or monarchy. They have to be careful not to help either side who is involved. Solomo wizards must take this vow.

Minor Faith: Accept no aid from non-allied churches. So they can either go with alignment or ethos, so if LG chaotic is out. They do not have to disrespect, just will not directly or knowingly work with a cleric or that church or group.

Major Faith: Accept no aid from another’s alignment. (Counts as 2) Much more difficult, but have seen it done effectively.

Minor Poverty: surrender 25% of all wealth attained. Probably the easiest to do; make sure you give your spoils away,

Major Poverty: surrender 75% of all wealth attained. (Counts as 2) Easy to adjudicate, hard for the player.

Obedience: obey all leaders & those of higher status in their specific command; one of the most rarely taken as it can be tricky.

Truth: do not lie or misrepresent the truth. This is actually incredibly difficult at times and I've seen it both abused and used as a straight-jacket. It doesn't mean they can't trick or beguile others, they just cannot deliberately lie or tell falsehoods when speaking to someone or something outside of combat. During combat they won't be discussing matters of issue, so it doesn't really come up. Their silence is not an answer, so even if confronted, if they are ever in doubt, its their own faithful option/