Abridged History of the 10th Age
Priestly Spells
Talifer
Level 1
Eager Blade
(Alteration)
Sphere: Combat
Range: Touch | Components: V, S, M |
Duration: 4 rounds, +1/level | Casting Time: 2 |
Area of Effect: one sword | Saving throw: None |
By means of this spell, one slashing sword (including backswords of all kinds, broadswords, arming blades, bastard swords and two-handed swords, but not short swords) of any make is filled with Talifer’s urgency for battle and a measure of his potency: it functions as a weapon of +1 enchantment, and any attack roll of 18 or greater is considered a critical hit. However, while under the influence of this spell, retreat is impossible – the spellcaster must stand and fight to the death, and with whatever foe is nearest at hand. Similarly, he may not cast away or drop the blade, even to his detriment – he cannot be disarmed by mundane means short of removing his hand or fingers, and saves against all magic that would disarm him at +1, or he is permitted a save if none is allowed.
Level 2
Talifer’s Hand
(Necromancy, Conjuration)
Sphere: Necromantic
Range: 0 | Components: V, S, M | |Duration: 2 rounds/level |
Casting Time: 3 |
Area of Effect: the caster | Saving Throw: None |
By means of this spell, a taliferan priest may voluntarily take on some of their god’s infirmities for a measure of his skill. The benefits of this spell are threefold: firstly, they are made swifter and more agile, lowering their armor class by 1 point for every three levels, and their blows are more forceful, dealing 1 extra point of damage for every three levels. Finally, they gain an extraordinary power of retaliation: every foe engaged in melee combat with the priest who attacks him is subject to an immediate attack in response, if possible. The priest may only attack any foe once per round in this way, and make no other attacks of opportunity, though his regular attacks are still carried out.
Upon casting this spell, the priest loses the use of his off-hand for all purposes, which he may only cradle against his chest or let hang limply by his side, and all items held in that hand are dropped – even bucklers and shields strapped to the forearm. Like the Bless spell, this spell may only begin to take affect if cast outside of combat.
The material components of this spell are the caster’s holy symbol and a bandage or sling, which must be applied to the hand.
Level 3
Talifer’s Call to Arms
(Necromancy, Conjuration)
Sphere: Necromantic
Range: 0 | Components: V, S, M |
Duration: 2 rounds/level | Casting Time: 1 rnd. |
Area of Effect: a 30 yd. radius centered on the caster | Saving Throw: None |
This spell functions exactly as the lower-level Talifer’s Hand, except it works on all willing creatures of Chaotic Good alignment within range of the priest who may hear and understand his fervent prayer.
Raya
Level 2
Raya’s Rose
(Enchantment/Charm, Illusion)
Sphere: Charm
Range: 10 yds.
Duration: 1d4 rds.
Area of Effect: 60 ft. Radius
Components: V, S, M
Casting Time: 2
Save: Neg.
When a priest casts this spell, it creates an illusion of a gigantic, glowing rose, beautiful and filigreed. The rose slowly, over the course of 1d4 combat rounds (15-60 seconds) opens, revealing a beautiful figure within it’s heart. This figure appears to be the epitome of form and beauty to all those who observe it, and the magic of the initial spell is such that those who look on the rose will be enchanted into watching the flower slowly unfold.
Enemies of the priest who are within 60 feet of the rose must save vs. spell, or they are mesmerized for the entire period of the rose’s unfolding, plus an additional 1d4 rounds while they hallucinate and stare into its heart. Those who are mesmerized cannot act, except to gawk at the unearthly beauty of the thing before them—they cannot speak, cast spells, or use magic. Any mesmerized enemy who is attacked or otherwise takes damage is freed from the enchantment, though they may accidentally see it again and be enthralled anew: for each round they remain within the 60 foot radius, they must save again or be re-enchanted and fall still.
Any enemies with 4 levels or hit dice, or with a 16 Wisdom or higher, are immune to the effects of the spell.
The material component is a handful of rose petals.se petals.
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