ARCHIVED TOPIC:
[ The Stuff ]
DATE: December 24, 2002 -- Updated February 19, 2004

.A Preview of The Book of Hallowed Might
New Spells and Feats for Divine Casters

By Monte Cook
Illustration by Arne Swekel

Being good isn't just about fighting evil. It's also about making promises and keeping them. It's about enduring hardships for a noble cause. And it's about both giving and gaining trust. The feats and spells in The Book of Hallowed Might uphold this idea and offer many exciting new options to divine spellcasters.

Illus. Arne SwekelSpell Descriptions
Here is a sampling of four new spells from The Book of Hallowed Might.

Aeonian Lantern
Conjuration (Creation)
Level: Clr 4, Rgr 4
Components: V, S
Casting Time: Standard action
Range: Touch
Effect: A glowing, stationary lantern
Duration: Permanent (D)
Saving Throw: No
Spell Resistance: No

You create a magical glowing lantern. In its eternal light, which is equal to that of a normal lantern (30-foot radius), all foes suffer a -2 morale penalty to attacks, saves, and checks. The lantern can float in mid-air or rest upon a surface, but once created it does not move. It is not a physical object, just a manifestation of light and energy. As such, it cannot be damaged, although it can be extinguished. The caster (and those who learn the specific command word unique to each lantern) can douse the light with a word, returning the light upon command whenever desired.

Many temples or frequent campsites in the wilderness are protected by one or more aeonian lanterns.

Arathan's Spiritual Soldier
Conjuration (Creation)
Level: Clr 8, Hallowed Mage 8
Components: V, S, M
Casting Time: Full round
Range: Medium (100 feet + 10 feet/level)
Effect: A stone golem
Duration: One hour/level
Saving Throw: No
Spell Resistance: No

You conjure a tall stone statue in the form of a shining knight. This statue absorbs any incorporeal undead of 10 HD or less within range, starting with the least powerful undead. Once the spell has drawn at least 25 HD of incorporeal undead into the statue, the imprisoned spirits cause the statue to animate as a stone golem. As long as the golem does not leave the range, it remains under the caster's control. If the golem goes outside the range, if it's destroyed, or if the spell's duration ends, the statue crumbles to dust, destroying the undead. Although, like a normal stone golem, the statue proves impervious to most spells, a successful dispelling will disintegrate the statue and free the undead rather than destroying them. Once the undead have entered the statue, they are no longer able to be turned.

Material Component: A stone statue around 6 inches tall, worth at least 25 gp

Carnivorous Defender
Transmutation
Level: Drd 3
Components: V, S, M
Casting Time: Standard action
Range: Touch
Effect: One nonanimate plant
Duration: One minute/level
Saving Throw: No
Spell Resistance: Yes

You transform an innocuous plant into an animate, carnivorous one that defends you. It wraps around you with leafy vines and grows one mouthlike structure for every three caster levels (maximum five mouths). When a foe attacks you in melee combat, the plant immediately retaliates with a bite that uses your base attack bonus (plus the plant's Strength bonus of +3) and inflicts 1d6+3 points of damage on a hit. The plant strikes only in retaliation, and does so automatically (you cannot command it to stop). Each mouthlike structure can strike only once per round. The plant does not make attacks of opportunity and cannot take special attack actions such as grapple or disarm. The plant has 10 hp + 1 per caster level and shares your Armor Class and saving throws. To be attacked, it must be specifically targeted.

Material Component: A tiny sliver of meat

Ethereal Prison
Transmutation
Level: Clr 4, Hallowed Mage 4
Components: V, S, F
Casting Time: Standard action
Range: Touch
Target: One helpless or willing creature
Duration: Permanent (D)
Saving Throw: None
Spell Resistance: Yes

You send a target (but not her gear) to the Ethereal Plane, where she is held motionless. She does not grow older, and her bodily functions virtually cease. She cannot use any abilities, even purely mental ones. Someone affected by the spell must be either helpless or willing -- often, when granted an option between this type of imprisonment and death, a subject will submit to the spell. Willing targets cannot be tricked or magically compelled. For up to one hour per day, you can mentally communicate with the target, although she is in no way compelled to answer any questions or even respond. This amount of contact is enough for you to use the Reform†, Tempt†, or Redeem† feats, however. The ethereal prison is tied to you, so that when the spell ends, the freed subject appears next to you.

The subject can be found by normal divinatory means. A freedom spell cast at the spot where this spell was cast can free her, as can a dispel magic spell cast successfully by an ethereal caster in range.

Focus: A small silver mirror worth at least 100 gp

Oath Feats

Oaths Without Feats
In very special circumstances, a DM may allow a character to make an oath without having the appropriate feats and still gain the benefits (and obligations). Or, a character may willingly make an oath, forgoing the benefits but accepting the obligations and potential penalties for failure. Characters might do this to show someone their level of seriousness or sincerity, or perhaps to gain a favor.

A new type of feat introduced in this book is the oath feat. Oath feats require a character to swear an oath, usually using the name of his god, although religious belief or faith is not necessary to draw on the power of an oath. There is power in a true oath, and those with real nobility learn to harness that power. To swear an oath, a character must first name a god, a creature who has given him an accolade, or a creature to whom he has sworn an oath of fealty (see the Accolade† or Oath of Fealty† feat descriptions). Then he names -- very specifically -- a task he will accomplish in no more than a year's time. If he does not complete the task in that time, the person named in the oath suffers great shame, and -- if mortal -- a -1 morale penalty to attacks, saves, and checks for one month. After the oath is completed, or after the pledged time expires, he can swear a new oath.

Of course, a god does not look kindly upon being shamed in such a way and always takes appropriate retribution. This may involve stripping the oathbreaker of his class abilities, spellcasting abilities, or something similar. It is, at the very least, a curse that cannot be removed normally by a mortal caster. The character can alleviate the effects of the god's retribution only by completing a difficult quest and seeking atonement from one of the named god's clerics of a higher level than his own. If no such cleric exists, the character must seek out an audience with the god himself (or a direct celestial representative).

Oath of Combat [Oath]
You swear an oath to accomplish a task, and you gain prowess in combat while undertaking that task.
Prerequisites: Wisdom 15, Swear an Oath†
Benefit: You must swear an oath to activate this feat, using the oath swearing guidelines presented on the previous page. While the oath remains in effect, you gain an additional attack at your highest bonus every time you make an attack. For example, if you make three attacks in a full attack action, you make four using this feat. If you take only a standard attack action (making one attack) you make two attacks. The extra attacks are available only in combat pertaining to the fulfillment of the oath.
Special: The DM should be very strict in determining when a combat situation directly pertains to the fulfillment of the oath. For instance, say a character swears an oath to return a kidnapped high priest back to his abbey from imprisonment in the fortress of the Demon-Lich. Combat with the Demon-Lich's vrock guards would earn the character this benefit. A barroom brawl back in town as the character equips herself for the adventure is not pertinent to the quest, nor is a fight ensuing from a random encounter with a pack of hungry griffons she met on the journey to the fortress.

Oath of Fealty [Oath]
You swear an oath to serve a particular individual.
Prerequisite: Swear an Oath†
Benefit: You must swear an oath to activate this feat, using the oath swearing guidelines presented on the previous page, except that this oath carries no time limit. When swearing an oath of fealty to someone, you do so in the name of your deity or other higher power (see Swear an Oath, below). You swear to obey a particular individual's edicts and commands, making that person your lord (also sometimes called a liege lord). You are this lord's vassal and can now swear oaths in this character's name. You gain a +4 circumstance bonus to Bluff, Diplomacy, Gather Information, and Intimidate checks made against those who know of your lord and either respect or fear him.
You may only have one sworn oath of fealty at any given time.
Special: If you go on to commit an act your lord would think ignoble or improper, or you fail to obey his commands, you suffer a -1 morale penalty to attacks, saves, and checks until you have made things right in the eyes of your lord. During that time, you cannot use this feat. If your lord dies (and is not raised), you suffer a -1 morale penalty to attacks, saves, and checks for one month. During that time, you cannot use the benefits of this feat.

Oath of Magic [Oath]
You swear an oath to accomplish a task, and gain greater magical abilities while undertaking that task.
Prerequisites: Wisdom 15, Swear an Oath†
Benefit: You must swear an oath to activate this feat, using the oath swearing guidelines presented here. While the oath remains in effect, you gain the ability to quicken one spell per day, as with the feat Quicken Spell, but with no spell level modification. The quickened spell must be cast toward the fulfillment of the oath.
Special: The DM should be very strict in determining whether a quickened spell's use directly pertains to the fulfillment of the oath.

Swear an Oath [Oath]
You take an oath to accomplish a task, and gain luck while undertaking that task.
Prerequisite: Wisdom 15
Benefit: To swear an oath, you must use the oath swearing guidelines presented on the previous page. Most oaths are sworn in the name of a deity. While the oath remains in effect, you gain a +1 luck bonus to saves and checks pertaining to the fulfillment of that oath. "By the power of Almighty Lothian, I swear to avenge the death of my father!" or "In the holy name of Yaheine, I swear to see that Castle Kimorran is regained from the forces of darkness."
Special: The DM should be very strict in determining whether a save or check directly pertains to the fulfillment of the oath.

 

 

Back to The Stuff Archive Page / Back to Monte's Home Page

 

* "d20 System" and the "d20 System" logo are Trademarks owned by Wizards of the Coast and are used according to the terms of the d20 System License version 3.0. A copy of this License can be found at Wizards' d20 home page. This content is produced under version 1.0, 1.0a, and/or draft versions of the Open Game License, the d20 System Trademark Logo Guide, and System Reference Document by permission of Wizards of the Coast.
Designation of Product Identity: The following items are hereby designated as Product Identity in accordance with Section 1(e) of the Open Game License, version 1.0a: Any and all Malhavoc Press or montecook.com logos and identifying marks and trade dress, including all Malhavoc Press product names, page design, and all illustration.
Designation of Open Game Content: The feats in their entirety and the spell parameters (range, duration, etc.) and game mechanics are Open Game Content.

"New Spells and Feats for Divine Casters" ©2002-2004 Monte J. Cook. All rights reserved.

 
Questions or comments? Check out The Stuff message board.
 
Unless stated otherwise, all content © 2002-2004 Monte Cook. All rights reserved.
 
The Unseelie Court - Proud sponsors of Ideabolt!
Grab an Ideabolt and start hurling.™