|
.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.
Spell
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.
|