Lavarial, Angel of
the Temple
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Beautiful
and fierce, the Angel of the Temple seeks to protect travellers in
night-haunted lands, and to overthrow the crawling legions of Chaos. In many lands, her symbol is the red Temple
Cross on a white field, symbolizing the meeting of paths, purity of purpose,
and blood – both spilled in the service of Law, and saved by miraculous
healing.
The
judge may determine that any Lawful temple near a Chaotic wasteland has an
order dedicated to Lavarial. It is in
these places alone that the ceremony to bond with the Angel may take
place.
Those
who bond with Lavarial are filled with a holy flame that is visible as a halo
to powerful creatures of Law and Chaos.
Such creatures may aid the bonded individual or target him, depending
upon their alignment and relative strength.
A creature bonded with Lavarial gains a damage bonus equal to his
character level against all demons and un-dead, as well as any other
creatures the judge deems strongly bonded to Chaos. In exchange, Lavarial demands that those
who would follow her always come to the aid of innocents against such beings,
protect travellers, and be willing to exchange their lives, if need be, to
fulfil these demands. Failure to act
leads to a loss of Lavarial’s favour, ending her patronage. It may also lead to more stringent
chastisements, for the Angel of the Temple believes in the punishment of
fallen vassals.
There
is a percentage chance equal to 5 x CL that a fallen vassal of Lavarial will
be marked with a permanent sign on his hand or face, which marks him as such,
and which is apparent to followers of Lavarial even through clothing or
magical attempts to hide it. Those who
follow Lavarial are foresworn from associating with such an individual –
indeed, they may suspect him of being an agent of Chaos.
Lawful
Clerics of the Temple lead pilgrimages seeking what help they can
muster. Will you support her? Her demands are not easy, but her aid is
not to be scoffed at either.
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Invoke Patron
check results:
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12-13
|
The
Angel of the Temple has many folk to watch over, and can spend but a moment
for you at this time. She causes a
shield of faith to surround the caster and up to five allies, increasing
their Armour Class by an amount equal to 1+CL for the next seven
minutes. The caster cannot knowingly
select an enemy for this protection, but if any ally selected is of Chaotic
alignment, that character burns from the energies of Lavarial’s shield,
taking 1 point of damage per point of AC bonus attained.
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14-17
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Lavarial
transforms one weapon of the caster’s (or an ally that the caster designates)
into a Holy Weapon. This weapon counts
as a magical weapon and does an increased damage die against all opponents. In addition, the weapon has its critical
range increased by 1 (so that a character who gains a critical hit on a 19-20
instead gains a critical hit on an 18-20) against un-dead and abominations of
Chaos (per the judge’s determination).
The weapon retains this property for 3d10+CL minutes.
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18-19
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If
outdoors, thunder rolls across the sky, forcing all un-dead and Chaos
abominations to make a Will save (DC 10) or cower, losing their next 1d3
actions. A bolt strikes down from the
firmament, striking the caster’s greatest foe for 3d8+CL points of damage
(Reflex save DC 15 for half). If
indoors or underground, there is no thunder, but the bolt shoots forth from
the caster’s outstretched hand at a target of his choosing, and does 4d8+CL
points of damage (Reflex save DC 15 half).
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20-23
|
For
reasons unknown to the caster, his person or his mission is of importance to
the Angel of the Temple. He is bathed
in holy radiance, and his aspect becomes terrible to behold to all un-dead
and any creatures of Chaotic alignment.
These creatures have a –2 penalty to all attack rolls within sight of
the caster (even if they are allies), and must make a DC 10 Will save to
attack the caster – if the save is failed, the action is lost (this does not
prevent the creature from catching the caster in an area of effect attack; it
only affects attacks that specifically target the caster). The caster’s Lawful allies gain a +2 bonus
to attack rolls and damage, and the caster’s Neutral allies gain a +1 bonus
to the same. These effects last for
3d10 + CL rounds.
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24-27
|
Lavarial
bathes the caster and his allies within 100’ in holy radiance from the
Temple, curing Lawful creatures of 3 dice of damage and Neutral creatures of
1 die of damage (as per the Cleric’s Lay on Hands ability, core rulebook,
pages xx to xx). Chaotic allies instead
suffer 1d6 points of damage as the holy radiance burns them.
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|
28-29
|
Holy
radiance erupts from the caster, covering a 100’ radius centred on him. All Lawful creatures within that range are
healed for 5 dice of damage (as per the Cleric’s Lay on Hands ability, core
rulebook, pages xx to xx), all Neutral creatures are healed 2 dice of damage,
and all Chaotic creatures (including Chaotic allies) suffer 2d8 points of
damage. Un-dead and abominations of
Chaos (judge’s determination) suffer twice this damage.
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30-31
|
The
caster, or his mission, is of great importance to Lavarial, for she manifests
a great column of flame to immolate the caster’s greatest enemy or
the most powerful creature of Chaos present that opposes the caster (judge’s
choice). The holy flames do 8d8 damage
to their target, doing full damage even against creatures that are otherwise
immune to fire. The target may make a
Fort save (DC 25) for half damage. In
addition, all un-dead and creatures with a Chaotic alignment within 100’ of
the target take 2d8 points of damage and must make a Will save (DC 15) or
flee at their best speed for 2d8+CL rounds.
Chaotic allies are not exempted from this damage or this save.
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|
32+
|
The
caster, or his mission, is of paramount importance to Lavarial. She manifests up to three great column of
flame to immolate targets selected by the caster. The holy flames do 8d8 damage to their
targets, doing full damage even against creatures that are otherwise immune
to fire. The target may make a Fort
save (DC 25) for half damage unless it is Chaotic or un-dead, in which case
no save is allowed. In addition, all
un-dead and creatures with a Chaotic alignment within 100’ of any target take
5d8 points of damage and must make a Will save (DC 20) or flee at their best
speed for 5d8+CL rounds. Chaotic
allies are not exempted from this damage or this save.
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|
Patron Taint: Lavarial, Angel of the Temple
|
||
|
|
|
For
the most part, patron taint is a misnomer where Lavarial is concerned. Apart from greater dedication to Law, and
to Lavarial’s mission of protecting travellers from the creatures of Chaos,
very little of what follows can be considered true taint. Those who have Lavarial as a patron are
expected to perform missions for the Temple, and the great Chaos Lords may
move against them. When patron taint
is indicated for Lavarial, roll 1d6 on the table below. When a caster has acquired all six taints
at all levels of effect, there is no need to continue rolling any more. The caster also no longer needs to roll for
corruption.
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||
Roll
|
Result
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|
1
|
Dedication to Law: The caster becomes more dedicated to the
cause of Law. When this taint is first
acquired, the caster may no longer knowingly associate with Chaotic beings
without losing the patronage of Lavarial.
When this taint is rolled a second time, the caster learns to speak in
the Lawful alignment tongue if he could not do so already. When this taint is rolled a third time, the
caster can tell if a creature is Chaotic by sight. The caster is not required to slay all
Chaotic creatures, but he must shun their company, or lose the patronage of
Lavarial.
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|
2
|
Mission of the
Temple: The Temple requires the character to fulfil
a particular mission. The first time
this result is rolled, the mission is relatively simply, requiring no more
than 1d4 days of travel, and mandating the defeat of a foe who is 1-2 levels
(or Hit Dice) below the caster. The
second time this is rolled, the mission is more difficult. It may require 1d4 weeks of travel, and the
greatest foe is equal in level (or Hit Dice) to the caster. If this result is rolled a third time, the
mission requires 1d4 months of travel, and the foe has 1d4 more levels (or
Hit Dice) than the caster. Failure at
a mission severs the character’s relationship with Lavarial.
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|
3
|
Temptation of
Chaos: This result indicates that a Power of Chaos
offers the character a tempting boon in order to weaken the Temple. The character may accept the boon only by
renouncing Lavarial and ending his relationship with her. The first time this is rolled, the boon is
equivalent to a permanent +1 increase in an ability score or the removal of a
minor corruption. The second time this
is rolled, the boon is equivalent to a permanent +2 increase in an ability
score or the removal of a major corruption.
The third time this is rolled, the boon is equivalent to a permanent
+3 increase in an ability score or the removal of a greater corruption. The judge should tailor the temptation to
match the character. If the character
accepts the boon, his ties to Lavarial are severed. Worse, there is a 5% chance that the Power
of Chaos will not fulfil its end of the deal.
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|
4
|
Un-dead Adversary: An un-dead creature seeks to destroy the
caster. The creature need not attack
directly right away; it may use its cunning and special abilities to
manipulate the situation to its advantage.
When this result is first rolled, the adversary is a minor un-dead
creature, generally of 1d3 fewer Hit Dice than the caster has levels. When this result is rolled a second time,
the un-dead creature has Hit Dice equal to the caster’s level. When this result is rolled a third time,
the un-dead creature has 1d4 Hit Dice more than the caster has levels. The caster need not fear losing Lavarial’s
patronage should the un-dead adversary best him, for he will be dead.
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5
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Beast of Chaos: A rampaging beast of Chaos arises in the
land, and the caster is called upon to slay it. When this is first rolled, the caster has
1d4 months to slay the creature, and it is 1d3 Hit Dice weaker than the
caster’s level. When this is rolled a
second time, the creature has Hit Dice equal to the caster’s level, and the
caster has 1d4 weeks to slay the creature.
When this result comes up a third time, the creature has Hit Dice
equal to the caster’s level +1d6, and the caster has 1d4 days to slay
it. Failure severs the caster’s
relationship with Lavarial.
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6
|
Pilgrimage Through
Fallen Lands: The caster is
called upon to lead a pilgrimage through lands tainted by Chaos. The first time this occurs, the pilgrimage
consists of 2d7 persons, and it is a relatively easy adventure taking no more
than 2d4 days. The second time, the
pilgrimage consists of 4d7 persons, and it is a moderately difficult
adventure, taking up to 2d4 weeks. The
third time, the pilgrimage consists of 7d10 persons, and it is a difficult
adventure, taking up to 4d10 weeks. In
each case, the caster must arrive at the chosen destination with at least 75%
of his charges safe (round up), or his relationship with Lavarial is severed.
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|
Patron
Spells: Lavarial, Angel of the Temple
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|
The Angel of the Temple grants three unique spells,
as follows:
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Level 1: Shield of the Heavens
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Level 2: Miraculous Healing
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Level 3: Smite the Scions of Chaos
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Spellburn: Lavarial,
Angel of the Temple
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||
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|
|
When
a caster utilizes spellburn, roll 1d4 on the table below, or build off the
ideas presented therein to create an event specific to your home campaign.
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||
|
|
|
Roll
|
Spellburn Result
|
|
1
|
Holy
energy courses through the caster, fuelling his spell, but mortal bodies were
not meant to hold the power of the heavens.
The caster is left weak and exhausted (manifested as Strength,
Stamina, and Agility loss).
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|
2
|
The
caster does not pay the spellburn cost immediately, but instead finds himself
loudly singing hosannas to the Power of the Temple as soon as the spell is
cast. This loud singing continues for
10 minutes per point of spellburn, preventing stealth or the casting of other
spells (excepting those the caster need not speak to cast), but the caster
loses only half the normal ability damage associated with the spellburn,
rounded up.
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|
3
|
The
attention of Lavarial turns toward the caster. If the caster’s desired spellburn is for a
purpose that coincides with Lavarial’s cause (defeating the un-dead or
creatures of Chaos, or protecting the innocent), then the caster may have the
effect of up to 10 points of spellburn without cost. However, if the caster requests spellburn
for any other purpose, the cost is twice normal, so that the caster only
gains a +1 bonus to his spell check for every 2 ability score points
sacrificed.
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|
4
|
The
caster can gain up to 10 points of spellburn, and need not pay the cost immediately. If he donates goods valued at no less than
50 gp per point of spellburn to the Temple within a month’s time, no further
cost is required. However, if he fails
to do so, he must pay twice the normal cost of spellburn.
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|
Shield of the Heavens
|
||||
Level: 1 (Lavarial)
|
Range: 100’
|
Duration: Varies
|
Casting
time: 1 action
|
Save: Varies (see text)
|
General
|
The
caster calls upon the beneficence of the heavens to protect those in his
charge. This spell is used primarily
to protect pilgrims in Chaos-tainted lands, but it had obvious uses in other
forms of adventure and exploration as well.
|
|||
Manifestation
|
Roll
1d4: (1) a gentle glow of heavenly
light surrounds the area of the spell, (2) those affected by the spell all
glow softly, as though by an inner light, (3) a holy fear strikes those who
attack the spell’s targets, resulting in the bonuses listed, (4) angelic
music can softly be heard within the range of the spell, so long as it remains
in effect.
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1
|
Lost,
failure, and patron taint.
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2-11
|
Lost. Failure.
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12-15
|
All
non-Chaotic creatures friendly to the caster gain a +1 bonus to Armour Class
and all saves for 1d4+CL minutes, so long as they remain within 100’ of the
caster. Non-Chaotic allied creatures
gain this bonus even if they were not within range when the spell was cast,
so long as they are within range, but protection does not extend beyond this
range.
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|||
16-17
|
As
above. In addition, any Chaotic
creature within range has a –1 penalty to all attack rolls, and a –2 penalty
to all spell check rolls, for the duration of the spell (1d4+CL minutes).
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|||
18-21
|
As
above, but all bonuses and penalties are doubled, and the spell lasts 2d4+CL
minutes.
|
|||
22-23
|
As
above. In addition, un-dead and
creatures strongly tied to Chaos (judge’s determination) must make a DC 10
Will save to enter the spell area.
Once in the spell area, such a creature is uncomfortable, taking a –1
penalty to all attack rolls, skill checks, ability checks, and spell checks
(which stacks with the penalties above), and must make a new Will save each
minute to remain within the spell area.
If this Will save is failed, the creature can do nothing but move
along the fastest route (which is not obviously suicidal) out of the spell
area until it is no longer in the spell area.
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|||
24-26
|
As
above, but the spell duration is 4d8+CL minutes and the Will save is DC 15.
|
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27-31
|
As
above, but the spell duration is 2d7+CL hours, and the Will save is DC 20.
|
|||
32+
|
As
above. In addition, Lawful creatures
are bolstered within the area of
effect, gaining temporary hit points equal to the caster’s CL. A creature only gains these temporary hit
points once. They are the first used
and cannot be healed. The temporary
hit points disappear if a creature leaves the area of effect or the spell
ends, and do not return when a creature re-enters the spell area. A Lawful creature that enters the spell
area, but which has not already been bolstered,
gains this benefit, however. The spell
duration is 2d5 days.
|
|||
|
|
Miraculous Healing
|
||||
Level: 2 (Lavarial)
|
Range: Touch
|
Duration: Instantaneous
|
Casting
time: 1 minute
|
Save: None
|
General
|
The
caster channels divine energy, healing one or more creatures that the caster
can touch for a full minute. This
works similarly to the Cleric’s lay on hands ability (see the core rulebook,
pages 30 to 31) in terms of how the number of dice healed work, but it is not
as powerful, and anytime this spell is cast, the caster becomes indebted to
Lavarial for a favour. In addition,
the holy energy channelled by the caster sears his mortal form for a minimum
of 1 point of spellburn.
|
|||
Manifestation
|
Roll
1d3: (1) The caster’s hands glow as
the target(s) are healed, (2) The caster takes on the appearance of the
wounds to be healed, and then heals them back himself – spellburn to cast
this spell may be due to residual effects of this process, (3) the Voice of the
Angel of the Temple speaks through the caster’s mouth, bidding wounds to heal
and flesh to knit.
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|||
|
|
|||
1
|
Lost,
failure, and patron taint.
|
|||
2-11
|
Lost. Failure.
|
|||
12-15
|
Failure,
but the spell is not lost.
|
|||
16-17
|
The
caster can affect up to one target, healing 1 die if the target is Lawful.
|
|||
18-21
|
The
caster can affect up to one target, healing 2 dice if the target is Lawful,
or 1 die if the target is Neutral.
|
|||
22-23
|
The
caster can affect up to two creatures, healing 2 dice to Lawful creatures and
1 die to Neutral creatures. If the
caster unknowingly targets a Chaotic creature, that creature instead takes
1d6 points of damage. If the caster
knowingly targets a Chaotic creature, the caster also takes 1d3 damage.
|
|||
24-26
|
As
above, but the caster can affect up to three creatures,
|
|||
27-31
|
The
caster can affect up to three creatures, healing 3 dice to Lawful creatures
and 1 die to Neutral creatures. If the
caster unknowingly targets a Chaotic creature, that creature instead takes
2d6 points of damage. If the caster
knowingly targets a Chaotic creature, the caster also takes 2d3 damage.
|
|||
32-33
|
The
caster can affect up to three creatures, healing 3 dice to Lawful creatures
and 2 dice to Neutral creatures. If
the caster unknowingly targets a Chaotic creature, that creature instead
takes 3d6 points of damage. If the
caster knowingly targets a Chaotic creature, the caster also takes 3d3
damage.
|
|||
34+
|
The
caster can affect up to three creatures, healing 3 dice to Lawful creatures and
2 dice to Neutral creatures. If the
caster unknowingly targets a Chaotic creature, that creature instead takes
3d6 points of damage. If the caster
knowingly targets a Chaotic creature, the caster also takes 3d3 damage. In addition, the caster can heal hit points
or ability damage to Lawful or Neutral targets by taking that damage upon
himself. For example, if an ally has
taken 4 points of Strength damage, the caster may choose to heal 2 points of
that damage – but the caster then has 2 points of Strength damage to contend
with himself.
|
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|
|
Smite the Scions of Chaos
|
||||
Level: 3 (Lavarial)
|
Range: 200’
|
Duration: Instantaneous
|
Casting
time: 1 action
|
Save: See below
|
General
|
The
caster calls upon the Power of the Temple to smite one or more Chaotic
creatures in range. If the caster
attempts to target any Lawful or Neutral creature, that part of the spell
simply does not function (although other potential targets may be affected).
|
|||
Manifestation
|
See
below.
|
|||
1
|
Lost,
failure, and patron taint.
|
|||
2-11
|
Lost. Failure.
|
|||
12-15
|
Failure,
but the spell is not lost.
|
|||
16-17
|
A
bolt from the heavens strikes a single target of the caster’s choosing, doing
6d6 damage (Fort DC 10 for half). If
underground or indoors, the bolt springs forth from some close surface, with
a sound like rolling thunder.
|
|||
18-21
|
One
or more bolts come from the heavens, as above. The caster has 7d7 damage that he can do,
and can divide these seven dice between seven targets, apportion them all to
one target, or any combination between.
In addition to the damage dice, any creature so struck also takes
damage equal to the caster’s CL. Thus,
seven creatures could take 1d7+CL damage each, one creature could take 7d7+CL
damage, the bolts could be divided among two creatures for 3d7+CL and 4d7+CL
damage, and so on. Each target gets a
Fort save (DC 15) for half damage.
|
|||
22-23
|
As
18-21, above. In addition, every
creature with a Chaotic alignment within range must succeed in a DC 10 Will
save or take 1 point of damage from magical backlash.
|
|||
24-26
|
One
or more bolts come from the heavens, as above. The caster has 7d10 damage that he can do,
and can divide these seven dice between seven targets, apportion them all to
one target, or any combination between.
In addition to the damage dice, any creature so struck also takes
damage equal to the caster’s CL. Thus,
seven creatures could take 1d10+CL damage each, one creature could take 7d10+CL
damage, the bolts could be divided among two creatures for 3d10+CL and 4d10+CL
damage, and so on. Each target gets a
Fort save (DC 20) for half damage. In
addition, every creature with a Chaotic alignment (including those targeted
by a bolt) within range must succeed in a DC 15 Will save or take 1d3 point
of damage from magical backlash.
|
|||
27-31
|
One
or more bolts come from the heavens, as above. The caster has 7d14 damage that he can do,
and can divide these seven dice between seven targets, apportion them all to
one target, or any combination between.
In addition to the damage dice, any creature so struck also takes
damage equal to the caster’s CL. Thus,
seven creatures could take 1d14+CL damage each, one creature could take
7d14+CL damage, the bolts could be divided among two creatures for 1d14+CL
and 6d14+CL damage, and so on. Each
target gets a Fort save (DC 20) for half damage. In addition, every creature with a Chaotic
alignment within range (including those targeted by a bolt) must succeed in a
DC 15 Will save or take 1d7 point of damage from magical backlash.
|
|||
32-33
|
Up
to seven bolts come from the heavens, as above. Each bolt does 7d16 damage, and must be
targeted at a separate creature. The
creature may make a Fort save (DC 20) for half damage. In addition, all Chaotic creatures within
range (including those targeted by a bolt) must make a DC 15 Will save or
take 3d7 points of damage due to magical backlash.
|
|||
34-35
|
Up
to seven bolts come from the heavens, as above. Each bolt does 7d20 damage, and must be
targeted at a separate creature. The
creature may make a Fort save (DC 20) for half damage. In addition, all Chaotic creatures within
range (including those targeted by a bolt) must make a DC 15 Will save or
take 5d7 points of damage from magical backlash. Finally, the primary weapon (as determined
by the judge or character) of every Lawful creature in range is imbued with
the energy to smite Chaos, and does an extra +1d10 damage to the next Chaotic
creature it strikes.
|
|||
36+
|
Up
to seven bolts come from the heavens, as above. Each bolt utterly obliterates its target,
unless a DC 25 Fort save is successful.
In the case of a successful save, 7d20 damage is done to the target
instead. No more than two bolts may
target the same creature. Every
Chaotic creature in range (including any which survives a bolt) must make a
DC 20 Will save or take 7d7 points of damage from backlash. In addition, the energy to smite Chaos is
embedded in the primary weapon of each Lawful creature in range (as
determined by the judge or character), which does +1d20 damage to the next
Chaotic creature it strikes.
|
I hope the "page xx" don't make it into the final copy ;0)
ReplyDeleteThat taint about not being able to associate with chaotics could really screw up an adventuring party. I would modify it a bit so that the mage cannot enter into compacts or dealings with NEW chaotics.
Please remember that this is draft copy! Every "xx" will be changed to an actual page number without fail.
DeleteThe taint about not being able to associate with Chaotics is intended to make things difficult. Working with an angel whose function is the oppose Chaos isn't going to appeal to all parties.
Patrons can be used as far more than the means to increase your PC Wizard's magical powers. If your group contains Chaotics, a Wizard with Lavarial as a patron may well be a foe or encountered rival.
For what it's worth, I am also working on Michuval, Angel of War, and Illuminael, Angel of Light, and they do not have the same sorts of restrictions.
Obviously, "fear no rule" applies here as well. I think that the widest variety of patrons possible (including variety in both benefits and drawbacks) is a good kick in the creative juices. But you may do whatever you wish in your home game. Indeed, you SHOULD do whatever you wish.
(If I had a party with Chaotics who wanted Lavarial to make an exception, though, I would make them perform a Quest for Lavarial to gain such an exemption. And I would not make it an easy Quest, either!)
Oh, and thank you not only for reading, but also for commenting!
Delete