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Additions to Cleric spell list

4th Level

Chaos Hammer
Holy Smite
Order's Wrath
Unholy Blight

Additions to Paladin spell list

4th Level

Chaos Hammer
Holy Smite
Order's Wrath
Unholy Blight

Clockwork Soul Sorcerer

At 7th sorcerer level, Clockwork Soul Sorcerer can substitute a spell on the Clockwork Magic spell list with Order's Wrath.

Spells

Holy Smite

4th-level evocation

Casting time: 1 action
Range: 100 feet
Components: V,S
Duration: Instantaneous

You draw down holy power to smite your enemies. Only evil and neutral
creatures are harmed by the spell; good creatures are unaffected.

Each creature in a 20-foot radius sphere centered on a point you
choose within range must make a Charisma saving throw. The effect
spreads around corners. Each evil creature in the area takes 4d8
points of damage and is blinded for 1 round. If it is an evil
outsider, the creature takes an additional 3d6 points of damage. A
successful save reduces damage to half and negates the blinded effect.

The spell deals only half damage to creatures who are neither good nor
evil, and they are not blinded. Such a creature can reduce that damage
by half (down to one-quarter of the roll) with a successful save.

The caster must be good.

At Higher Levels. When you cast this spell using a spell slot of 5th
level or higher, the damage increases by 1d8 for each slot level above
4th.

Unholy Blight

4th-level evocation

Casting time: 1 action
Range: 100 feet
Components: V,S
Duration: Instantaneous

You call up unholy power to smite your enemies. The power takes the
form of a cold, cloying miasma of greasy darkness. Only good and
neutral (not evil) creatures are harmed by the spell.

Each creature in a 20-foot radius sphere centered on a point you
choose within range must make a Charisma saving throw. The effect
spreads around corners. Each good creature in the area takes 4d8
points of damage and is poisoned for 1d4 rounds. If it is a good
outsider, the creature takes an additional 3d6 points of damage. A
successful save reduces damage to half and negates the poisoned
effect.

The spell deals only half damage to creatures who are neither good nor
evil, and they are not poisoned. Such a creature can reduce that
damage by half (down to one-quarter of the roll) with a successful
save.

The caster must be evil.

At Higher Levels. When you cast this spell using a spell slot of 5th
level or higher, the damage increases by 1d8 for each slot level above
4th.

Order's Wrath

4th-level evocation

Casting time: 1 action
Range: 100 feet
Components: V,S
Duration: Instantaneous

You channel lawful power to smite enemies. The power takes the form
of a three- dimensional grid of energy. Only chaotic and neutral (not
lawful) creatures are harmed by the spell.

Each creature in a 20-foot radius sphere centered on a point you
choose within range must make a Charisma saving throw. The effect
spreads around corners. Each chaotic creature in the area takes 4d8
points of damage and is restrained for 1 round. If it is a chaotic
outsider, the creature takes an additional 3d6 points of damage. A
successful save reduces damage to half and negates the restrained
effect.

The spell deals only half damage to creatures who are neither lawful
nor chaotic, and they are not restrained. Such a creature can reduce
that damage by half (down to one-quarter of the roll) with a
successful save.

The caster must be lawful.

At Higher Levels. When you cast this spell using a spell slot of 5th
level or higher, the damage increases by 1d8 for each slot level above
4th.

Chaos Hammer

4th-level evocation

Casting time: 1 action
Range: 100 feet
Components: V,S
Duration: Instantaneous

You unleash chaotic power to smite your enemies. The power takes the
form of a multicolored explosion of leaping, rico- cheting
energy. Only lawful and neutral (not chaotic) creatures are harmed by
the spell.

Each creature in a 20-foot radius sphere centered on a point you
choose within range must make a Charisma saving throw. The effect
spreads around corners. Each lawful creature in the area takes 4d8
points of damage and suffers a -2 penalty to AC, attack rolls, damage
rolls and Dexterity saves for 1d6 rounds. If it is a lawful outsider,
the creature takes an additional 3d6 points of damage. A successful
save reduces damage to half and negates the penalties.

The spell deals only half damage to creatures who are neither lawful
nor chaotic, and they do not suffer the penalties. Such a creature can
reduce that damage by half (down to one-quarter of the roll) with a
successful save.

The caster must be chaotic.

At Higher Levels. When you cast this spell using a spell slot of 5th
level or higher, the damage increases by 1d8 for each slot level above
4th.

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