Agar Smoketallow
Galthea Starchaser
Sir Malachite
Mara Thornhill
Nolin Benholm
Stone Bear
Tao Camber
Velendo of Calphas
Splinder Camberlorn
Priggle
Gembreath
TomTom
Badgerclaw
Raevynn
Icewing
|
Velendo of Calphas
(updated 4/11/04)
| Race |
Human |
| Class & Level |
Cleric 20 |
| Alignment |
Neutral Good |
| Current XP |
198,757 |
| XP for next |
210,000 |
|
|
| Hit Points |
127 |
| Base Move |
30' |
| (+) |
Ability |
Score |
Adj. |
|
Save |
Base |
Ability |
Feat |
Other |
TOTAL |
|
Strength |
6 |
-2 |
|
Fortitude |
+12 |
+2 |
+2 |
+1 |
+17* |
| (+1) |
Dexterity |
15 |
+2 |
|
Reflex |
+6 |
+2 |
+2 |
+1 |
+11 |
| (+1) |
Constitution |
14 |
+2 |
|
Will |
+12 |
+8 |
+2 |
+1 |
+23 |
| (+1) |
Intelligence |
15 |
+2 |
|
|
|
|
|
|
|
| (+2) |
Wisdom |
27 (21) |
+8 |
|
Initiative |
|
+2 |
+4 |
|
+6 |
|
Charisma |
13
(9) |
+1 |
|
|
|
|
|
|
|
Explanation of "Other" above: permanent
resistance
Additional Ability Check Modifiers:
(none)
Additional Saving Throw Modifiers: +4
on saves vs. poison (Ioun Stone); -6 on saves vs. disease (curse)
Armor Type: Bracers of Armor +6,
Large Shield +5
Armor Penalties: -2 Check
AC = 10 + Size + Dex
+ Arm + Shld + Other
26
= 10 + 0 + 2 + 6 +
7 + 1
Explanation of "Other" Above: Dodge
feat
Additional Armor Class Modifiers: Torque
of Flashforward: +1 AC for 2 hours/day.
Attack Adjustments:
+15/+10/+5 (BAB)
-2 (melee weapons only: Str.)
+2 (ranged weapons only: Dex.)
Damage Adjustments:
-2 (melee or thrown)
| WEAPON |
CRITICAL |
RANGE (missile) |
Attack Adj. |
Damage |
| Holy Shield (+1 as weapon) |
20, x2 |
|
+14/+9/+4 |
1d6-1 |
| Staff of Kord, +2 |
20, x2 |
|
+15/+10/+5 |
1d6 |
Special Abilities and Feats
(FEATS)
- Improved Initiative: +4 on Initiative Rolls
- Dodge: +1 dodge bonus to AC.
- Great Fortitude: +2 on all Fortitude Saves.
- Iron Will: +2 on all Will Saves.
- Lightning Reflexes: +2 on all Reflex Saves
- Spell Penetration: +2 on level checks to overcome spell
resistance.
- Extra Turning: Can attempt to Turn Undead 4 extra times
per day.
- Leadership
(CLERIC ABILITIES)
- Cleric spell domains: Earth, Wall
- Turn Undead (8 times per day); can turn (2d6+level+CHA
mod) HD of undead per attempt
- Protection from Evil, 1/week/level
- Sanctuary, 1/day
- Wall of Calphas, 1/day (as Wall of Force, but
shapable)
- Create bricks (at will)
- Turn Air Creatures (Earth Domain ability)
- Control Earth Creatures (Earth Domain ability)
- Grant +20 to next Saving Throw, 1/day (duration: 1 hour)
(Wall Domain ability)
(OTHER ABILITIES)
- Disbelief: approx. once per 3 months (Can
disbelieve some event or object, and cause it not to exist or to have
happened. Only works for self. Granted by the Queen of Faerie)
Skills (109 Total Points)
Max Ranks: 23/11.5
(16+4+4+5+5+5+5+5+5+5+5+5+5+5+5+5+5+5+5+5)
(skills in italics suffer armor/shield check
penalty)
|
Skill
|
Total
|
Class
|
(un)
|
Ability
|
Spent
|
Rank
|
Spec.
|
Ab. Adj.
|
Race
|
Item
|
Synergy
|
|
Appraise
|
+2
|
|
y
|
INT
|
|
|
|
+2
|
|
|
|
|
Balance
|
+2
|
|
y
|
DEX
|
|
|
|
+2
|
|
|
|
|
Bluff
|
+1
|
|
y
|
CHA
|
|
|
|
+1
|
|
|
|
|
Climb
|
-2
|
|
y
|
STR
|
|
|
|
-2
|
|
|
|
|
Concentrate
|
+35
|
C
|
y
|
CON
|
23
|
23
|
|
+2
|
|
+10
|
|
|
Craft:
|
|
|
y
|
INT
|
|
|
|
|
|
|
|
|
Craft:
|
|
|
y
|
INT
|
|
|
|
|
|
|
|
|
Craft:
|
|
|
y
|
INT
|
|
|
|
|
|
|
|
|
Decipher Script
|
|
|
|
INT
|
|
|
|
|
|
|
|
|
Diplomacy
|
+21
|
C
|
y
|
CHA
|
20
|
20
|
|
+1
|
|
|
|
|
Disable Device
|
+2
|
|
|
DEX
|
|
|
|
+2
|
|
|
|
|
Disguise
|
+1
|
|
y
|
CHA
|
|
|
|
+1
|
|
|
|
|
Escape Artist
|
+2
|
|
y
|
DEX
|
|
|
|
+2
|
|
|
|
|
Forgery
|
+2
|
|
y
|
INT
|
|
|
|
+2
|
|
|
|
|
Gather Info
|
+1
|
|
y
|
CHA
|
|
|
|
+1
|
|
|
|
|
Handle Animal
|
|
|
|
CHA
|
|
|
|
|
|
|
|
|
Heal
|
+24
|
C
|
y
|
WIS
|
16
|
16
|
|
+8
|
|
|
|
|
Hide
|
+2
|
|
y
|
DEX
|
|
|
|
+2
|
|
|
|
|
Intimidate
|
+1
|
|
y
|
CHA
|
|
|
|
+1
|
|
|
|
|
Jump
|
-2
|
|
y
|
STR
|
|
|
|
-2
|
|
|
|
|
KS: Religion
|
+16
|
C
|
|
INT
|
14
|
14
|
|
+2
|
|
|
|
|
KS: Architecture/Engineering
|
+8
|
C
|
|
INT
|
6
|
6
|
|
+2
|
|
|
|
|
KS:
|
|
|
|
INT
|
|
|
|
|
|
|
|
|
KS:
|
|
|
|
INT
|
|
|
|
|
|
|
|
|
Listen
|
+8
|
|
y
|
WIS
|
|
|
|
+8
|
|
|
|
|
Move Silently
|
+2
|
|
y
|
DEX
|
|
|
|
+2
|
|
|
|
|
Open Locks
|
|
|
|
DEX
|
|
|
|
|
|
|
|
|
Perform
|
+1
|
|
y
|
CHA
|
|
|
|
+1
|
|
|
|
|
Prof: Cook
|
+9
|
C
|
y
|
WIS
|
4
|
4
|
|
+5
|
|
|
|
|
Ride
|
+5
|
|
y
|
DEX
|
6
|
3
|
|
+2
|
|
|
|
|
Search
|
+2
|
|
y
|
INT
|
|
|
|
+2
|
|
|
|
|
Sense Motive
|
+11
|
|
y
|
WIS
|
6
|
3
|
|
+8
|
|
|
|
|
Sleight of Hand
|
|
|
|
DEX
|
|
|
|
|
|
|
|
|
Speak Lang: Dwarvish
|
|
|
|
(none)
|
2
|
1
|
|
|
|
|
|
|
Spellcraft
|
+10
|
|
|
INT
|
8
|
8
|
|
+2
|
|
|
|
|
Spot
|
+8
|
|
y
|
WIS
|
|
|
|
+8
|
|
|
|
|
Survival
|
+8
|
|
y
|
WIS
|
|
|
|
+8
|
|
|
|
|
Swim
|
-2
|
|
y
|
STR
|
|
|
|
-2
|
|
|
|
|
Tumble
|
|
|
|
DEX
|
|
|
|
|
|
|
|
|
Use Magical Device
|
|
|
|
CHA
|
|
|
|
|
|
|
|
|
Use Rope
|
+4
|
|
y
|
DEX
|
4
|
2
|
|
+2
|
|
|
|
Magic Items
Holy Shield of Calphas +5: This large shield is made of solid
stone, but is as light as balsa wood to worshippers of Calphas. Faith
can be channeled into the Shield to make it Immovable. Currently inhabited
by the spirit of St. Morak, which grants worshippers of Calphas a wisdom
bonus of between +2 and +6, depending on how long it’s been wielded.
It is also Velendo’s holy symbol.
Necklace of Iron Body: putting on this necklace casts Iron
Body on the wearer, as by a 15th level wizard. Usable 1/day.
(Currently loaned to Mara)
Bracers of Armor, +6
Mindlink Headband: Allows mental communication for about
an hour with others wearing similar headbands.
Rod of Authority: adds +4 to effective character level when
turning undead.
Ioun Stone of Protection from Poison: A pale green Ioun Stone
that grants +4 on saves vs. poison
Clasp of the Crown Eternal: A cloak pin that can be used
to signal anyone else also wearing a Clasp. It conveys the identity,
direction, and approximate distance to the person signalling.
Rod of Security: Takes people to a small enclosed valley
in Haven, the plane of Calphas’ afterlife.
Scroll of Restoration
Scroll of Scry
Rod of Thunder & Lightning: A wooden staff of Kord that
also functions as a +2 Staff. It has these powers:
"Varak" Strikes as a +3 light mace, and a struck opponent
is Stunned (DC13 Fort Save) (1/day)
"Torom" When a foe is struck, staff does normal
damage for a +2 light mace, +2d6 electricity damage. Even if the
foe isn’t struck, it still does 2d6 electricity damage if the to-hit
roll was good enough for a touch attack.. (1/day)
"Quoris" Thunderclap, as a Shout spell (DC14
Fort Save, 2d6 sonic damage, target deafened 2d6 rounds) (1/day)
"Nothros" Lightning Bolt, 9d6 damage, DC14 Ref
Save for half, 5’ x 200’ (1/day)
"Ashantir" As Quoris and Nothros, with 1’s
and 2’s counting as 3’s on the damage dice. (1/week)
Gargoyle of Warding (in the church of Calphas in Rampart)
Rod of the Python (loaned to Rockland, in the Shrine in
the Greyflames)
Wand of Maximized Dispel Magic O
O (2 charges remaining)
Tree Token: Can be turned into a large tree. Usable
once. (loaned to Proty)
Cloak of Charisma +4 (gift from the Church of Psorga)
Torc of Combat Precognition: +1 Insight Bonus to AC, usable
2 hours/day (crafted by Tom-Tom)
Crystal Belt of Concentration: +10 to Concentration Checks
Grimrod: Can Maximize any spell 6th level or lower,
3/day; also can Quicken any spell 6th level or lower, 1/day.
Necklace of Water Breathing: 1/day, lasting an hour
Boots of Flying: Can fly as the spell for 2 hours
per day; not necessarily continuous.
Ring of Darkvision
Ring of Second Chances: Will automatically cast heal
on the wearer if they drop below 10% of their maximum hit points. Only
works once per person, period.
Talisman of the Lizard: A silver lizard with gems for eyes,
this allows the wearer to use a Turning attempt to cast any cure
spell at short range, rather than touch. Casting in this way is
a full round action.
Nymph Orb: A candle that when lit, and the smoke allowed to
spread, can be used to cast a powerful mass suggestion.
Cube of Force: (as in the DMG, but immobile while in
use)
Velendo has a contingency cast upon him such that if he is
ever paralyzed, held, or otherwise incapacitiated in a way that
it would reverse the effect, a freedom of movement spell
will affect him.
His Rod of Thunder & Lightning also serves as a spellstaff,
holding the spell mass heal.
By using miracle, Velendo has cast permanency, to give
himself arcane sight and resistance.
Magic Item Slots
Headband/Hat/Helmet: Mindlink Headband
Lenses/Goggles:
Cloak/Cape/Mantle: Cloak of Charisma +4
Jewelry: Torque of Combat Precognition
(Alt: Necklace of Water Breathing)
Armor:
Shield: Holy Shield of Calphas +5 (also +6 WIS)
Robe:
Vest/Shirt:
Bracers: Bracers of Armor +6
Gloves/Gauntlets:
Rings: Darkvision, Second Chances
Belt: Belt of Concentration
Boots: Boots of Flying
Spells
Spheres: Wall, Earth
| Spell level: |
0 |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9
|
| Base |
6 |
5+1 |
5+1 |
5+1 |
5+1 |
5+1 |
4+1 |
4+1 |
4+1 |
4+1
|
| Bonus |
0 |
2 |
2 |
2 |
2 |
1 |
1
|
1
|
1
|
0
|
| Total |
6 |
8 |
8 |
8 |
8 |
7 |
6
|
6 |
6 |
5
|
| 0 Level Spells |
1st- Level Spells |
2nd-Level Spells |
3rd-Level Spells |
4th-Level Spells |
| Create Water |
Wall of Fog |
Wind Wall |
Wall of Light |
Wall of Ice |
| Cure Minor Wounds |
Magic Stone |
Soften Earth &
Stone |
Stone Shape |
Spike Stones |
| Detect Magic |
Bane |
Aid |
Bestow Curse |
Air Walk |
| Detect Poison |
Bless |
Align Weapon |
Blindness/Deafness |
Control Water |
| Guidance |
Bless Water |
Augury |
Continual Flame |
Cure Critical Wounds |
| Inflict Minor Wounds |
Cause Fear |
Bull's Strength |
Create Food & Water |
Death Ward |
| Light |
Command |
Bear's Endurance
|
Cure Serious Wounds |
Dimensional Anchor |
| Mending |
Comp. Language |
Calm Emotions |
Daylight |
Discern Lies |
| Purify Food & Drink |
Cure Light Wounds |
Consecrate |
Deeper Darkness |
Dismissal |
| Read Magic |
Detect Evil/... |
Cure Moderate Wounds |
Dispel Magic |
Divination |
| Resistance |
Detect Undead |
Darkness |
Glyph of Warding |
Divine Power |
| Virtue |
Divine Favor |
Delay Poison |
Helping Hand |
Freedom of Movement |
|
Doom |
Eagle's Splendor |
Inflict Serious Wounds |
Giant Vermin
|
|
Endure Elements |
Enthrall |
Invisibility Purge |
Greater Magic Weapon |
|
Entropic Shield |
Find Traps |
Locate Object |
Imbue w/Spell Ability |
|
Inflict Light Wounds |
Gentle Repose |
Magic Circle vs. Evil/.. |
Inflict Critical Wounds |
|
Invisibility to Undead |
Hold Person |
Magic Vestment |
Planar Ally, Lesser |
|
Magical Stone |
Inflict Moderate Wounds |
Meld into Stone |
Neutralize Poison |
|
Magic Weapon |
Make Whole
|
Obscure Object |
Poison |
|
Obscuring Mist |
Owl's Wisdom |
Prayer |
Repel Vermin |
|
Protection from Evil/... |
Remove Paralysis |
Prot. from Energy |
Restoration |
|
Remove Fear |
Resist Energy |
Remove Blind/Deaf |
Sending |
|
Sanctuary |
Restoration, Lesser |
Remove Curse |
Spell Immunity |
|
Shield of Faith |
Shatter |
Remove Disease |
Summon Monster IV |
|
Summon Monster 1 |
Shield Other |
Searing Light |
Tongues
|
|
|
Silence |
Speak with Dead |
Unfailing Endurance
|
|
|
Sound Burst |
Stone Shape |
|
|
|
Spiritual Weapon |
Summon Monster III |
|
|
|
Status |
Water Breathing |
|
|
|
Summon Monster II |
Water Walk |
|
|
|
Undetectable Alignment
|
Wind Wall |
|
|
|
Zone of Truth
|
|
|
|
|
|
|
|
|
|
|
|
|
| 5th-Level Spells |
6th-Level Spells |
7th-Level Spells |
8th-Level Spells |
9th-Level Spells
|
| Mirrored Wall |
Flexible Wall |
Calphas' Castle |
Prismatic Wall |
Sovereign Wall
|
| Wall of Stone |
Stoneskin |
Earthquake |
Iron Body |
Elemental Swarm
|
| Atonement |
Animate Objects |
Control Weather |
Anti-Magic Field |
Astral Projection
|
| Break Enchantment |
Antilife Shell |
Destruction |
Cure Critical Wounds, Mass |
Energy Drain
|
| Command, Greater |
Banishment |
Ethereal Jaunt |
Dimensional Lock |
Etherealness
|
| Commune |
Bear's Endurance, Mass |
Holy Word |
Discern Location |
Gate
|
| Cure Light Wounds, Mass |
Blade Barrier |
Inflict SW, Mass |
Earthquake |
Mass
Heal
|
| Dispel Evil/... |
Bull's Strength, Mass |
Refuge |
Firestorm |
Implosion
|
| Disrupting Weapon |
Cure MW, Mass |
Regenerate |
Holy Aura |
Miracle
|
| Flame Strike |
Dispel Magic, Greater |
Repulsion |
Inflict CW, Mass |
Soul Bind
|
| Hallow |
Eagle's Splendor, Mass |
Resurrection |
Planar Ally, GreaterI |
Storm of Vengeance
|
| Inflict Light Wounds, Mass |
Energy Immunity (DotF) |
Restoration, Greater |
Summon Monster VIII |
Summon Monster IX
|
| Insect Plague |
Find the Path |
Scrying, Greater
|
Symbol of Death
|
True Resurrection
|
Mark of Justice
|
Forbiddance |
Summon Monster VII
|
Symbol of Insanity
|
|
| Plane Shift |
Geas/Quest |
Symbol of Stunning
|
|
|
| Positive Wall (VoC) |
Glyph of Warding, Greater |
Symbol of Weakness
|
|
|
| Raise Dead |
Harm |
|
|
|
| Righteous Might |
Heal |
|
|
|
| Scrying |
Heroes' Feast |
|
|
|
| Spell Resistance |
Inflict MW, Mass
|
|
|
|
| Summon Monster V |
Planar Ally
|
|
|
|
| Symbol of Sleep |
Summon Monster VI
|
|
|
|
| True Seeing |
Symbol of Fear
|
|
|
|
Wallbuilder's Retribution
(Voc)
|
Symbol of Persuation
|
|
|
|
|
Undeath to Death
|
|
|
|
|
Wind Walk
|
|
|
|
|
Word of Recall
|
|
|
|
Wall Domain
Wall of Fog
Conjuration (Creation)
Level: 1
Components: V, S
Casting Time: 1 action
Range: Close (25’ + 5’/2 levels)
Effect: A wall 20’ high, 10’ wide, and up to 90’
long
Duration: 1 minute/level (D)
Saving Throw: None
Spell Resistance: No
This spell creates a wall of misty vapors, that is stationary
once created. The vapors are opaque, and obscure all sight, including
darkvision, beyond 5 feet. A creature 5 feet away has one-half
concealment (attacks have a 20% miss chance). Creatures farther
away have total concealment (50% miss chance, and the attacker cannot
use sight to locate the target).
A moderate wind (11+ mph), such as from the gust of wind
spell, disperses the wall in 4 rounds. A strong wind (21+ mph)
disperses the wall in 1 round. A fireball, flame strike or similar
spell burns away the wall in the explosive or fiery spell’s area.
A wall of fire burns away the wall of fog in the area into
which it deals damage.
This spell does not function underwater.
Wind Wall
Evocation
Level: 2
This is the same as the spell found in the PH, p. 273
Wall of Light
Conjuration (Creation)
Level: 3
Components: V, S, DF
Casting Time: 1 action
Range: Close (25’ + 5’/2 levels)
Effect: Wall whose area is up to one 10-ft. square/level.
Duration: 1 minute/level (D)
Saving Throw: see below
Spell Resistance: Yes
This spell creates a vertical, opaque barrier of pure
white light. Objects and spells pass freely through the barrier,
but any living creature that passes through it becomes blinded for 1
round/2 caster levels, Fort Save for half duration. Creatures otherwise
immune to blindness are also immune to the effects of this spell.
When created, the Wall of Light will "form-fit"
around solid obstructions and living creatures, and "fill itself in"
if those obstructions are removed.
Wall of Ice
Evocation (Cold)
Level: 4
This is the same as the spell found in the PH, p. 270
Mirrored Wall
Evocation [Force]
Level: 5
Components: V, S, DF
Casting Time: 1 action
Range: Close (25’ + 5’/2 levels)
Effect: Wall whose area is up to one 10-ft. square/level
or a hemisphere with a radius of up to 1’/level
Duration: 1 minute/level (D)
Saving Throw: None
Spell Resistance: No
This spell is identical to a Wall of Force, except
that one side (typically the side facing away from the caster) is mirrored,
such that creatures cannot see through it. Viewed from the other
side, the Mirrored Wall is transparent.
Flexible Wall
Evocation [Force]
Level: 6
Components: V, S, DF
Casting Time: 1 action
Range: Close (25’ + 5’/2 levels)
Effect: Wall whose area is up to one 10-ft. square/level
Duration: 10 minutes/level (D)
Saving Throw: None
Spell Resistance: No
This spell is similar to a Wall of Force, but it
can be of any shape the caster desires, as long as the total surface
area does not exceed 100 square feet per caster level. Also, it will
interpenetrate any non-living matter, and "form-fit" any living plant
matter, allowing it to be cast in a dense jungle, under water, etc.
If any obstructions present at the time of casting are subsequently
removed, it will create corresponding gaps in the Wall.
The Flexible Wall must be continuous.
Calphas’s Comfortable Castle
Conjuration (Creation)
Level: 7
This spell is in all ways identical to the spell Mordenkainen’s
Magnificent Mansion (PH p. 230)
Prismatic Wall
Abjuration
Level: 8
This spell is in most ways identical to the spell Prismatic
Wall as described in the PH (p.238). The only difference is that,
if the Indigo save is failed, the victim’s alignment is changed to NG
and he/she becomes a devout worshipper of Calphas. The same spells
can cure this effect as can cure the Insanity spell.
Sovereign Wall
Evocation [Force]
Level: 9
As Flexible Wall above, with the following differences:
- The area is up to 20’ square per caster level.
- It cannot be affected by a Disintegrate spell.
- It lasts for 2 hours per caster level, and during that time
can only be removed by a Wish, a Sphere of Annihilation
, or Mordenkainen’s Disjunction .
- If any physical obstructions or creatures occupy the space
of the Sovereign Wall when it is cast, and are subsequently
removed, it will "fill itself in."
- If the Sovereign Wall is used to completely seal off an area,
that area cannot be entered via Teleport, Dimension Door
, or similar means. As with a Wall of Force, it blocks ethereal
creatures as well.
The caster can spend 300 XP at the time of casting to make a
Sovereign Wall permanent.
Other Researched Spells
Positive Wall
Abjuration (Good)
Level: Clr 5
Components: V,S,DF
Casting Time: 1 Action
Range: Close (25 ft.' + 5 ft./2 levels)
Effect: A wall whose area is up to one 10-ft. square
per level
Duration: 1 minute/level (D)
Saving Throw: special (see below)
Spell Resistance: No
A Positive Wall spell creates a faintly-visible but translucent
wall of Positive Energy, whose shape is determined by the caster at
the time of casting. Once placed, the Positive Wall is fixed in
place, is immune to damage of all kinds, and is totally unaffected by most
spells (see below), including Dispel Magic. Any spell effect
which destroys a Wall of Force also destroys a Positive Wall
.
A Positive Wall only hedges undead creatures; all non-undead
creatures, as well as all objects (including missile weapons) and most
spells, are unaffected by the Wall in any way. Even incorporeal undead,
such as Ghosts or Shadows, cannot pass through a Positive Wall.
Only spells and spell-effects from the Necromancy school are blocked by
the wall. Non-Necromancy spells pass freely through the wall in either
direction, even if cast by an undead creature. This means that a Vampire,
for instance, could cast Lightning Bolt through the Wall, or even
Teleport from one side to the other, but could not cast
Enervation through the Wall.
Any undead whose Hit Dice are equal to or higher than the caster
may make a Will Save to ignore a Positive Wall. Each such
undead only makes this save once, upon first contacting the Wall: if
it succeeds, it ignores the Wall from then on. If it fails, the Wall
affects it for the duration. Even if an Undead Creature makes this save,
it still cannot cast Necromantic spells through the Wall.
Any non-undead creature engaged in melee combat with an undead creature,
and who is standing in the same square as any part of a Positive
Wall , has the equivalent of one-half cover. He or she gains
a +4 cover bonus to AC, and a +2 cover bonus to Reflex Saves made against
Necromantic spells.
The Cleric can, if desired, form the Wall into a hemisphere with
a radius of up to 1 foot per level. The Positive Wall
must be continuous and unbroken when formed, though it can be made to
curve around obstacles if possible. If its surface is broken by any
creature or object at the time of casting, the spell fails.
Wallbuilder's Retribution
Abjuration
Level: Clr 4
Components: V,S,DF
Casting Time: 1 Action
Range: Close (25 ft.' + 5 ft./2 levels)
Targets: Up to three creatures, no two of which can
be more than 30 ft. apart
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: Yes (see below)
Wallbuilder's Retribution can be cast on up to three creatures friendly
to the caster. The targets become surrounded by a faint golden
aura made up of hundreds of tiny bricks. The effect of the spell
is different when cast one one target than when cast on two or three.
If cast on a single target, who is a worshipper of Calphas the
Wallbuilder:
If the target is atatcked and damaged by a hostile and
minimally intelligent foe (including by spells which target the spell
recipient), a spray of golden shards will fly from the point of impact
and strike the attacker. These shards can travel up to 25 ft. +
5 ft per 2 caster levels, doing an amount of damage equal to what would
normally have been inflicted by the attack. In addition, the victim
of the attack takes only half damage.
If cast on two or three targets:
As above, but the attacker only takes half as much damage
as it deals, and no damage to the spell recipient is prevented.
The attacker must have at least minimal intelligence, and
have willful intent to harm. The spell does not work, for instance,
against a mindless monster protecting its territory, or a person who
is being compelled to attack by a domination spell. The spell
will also fail if the target instigates a combat for no reason other than
personal gain. (If the target breaks into a house with the intent
to rob it, and the owner fights back, the spell will fail. If the
target is breaking into the stronghold of a known enemy and attacks the
enemy guard, the spell will function normally.
There is no saving throw against the damage done by the spell. If
a creature attacking a spell recipient has Spell Resistance, it must
be checked each time the spell would deal damage.
Typical day's complement of spells:
0): cure minor wounds x 3, purify food & drink, detect
poison, clean,
1): wall of fog, bless, comprehend languages, command
x2, detect evil, obscuring mist, shield of faith
2): soften earth & stone, aid, augury, hold person,
remove paralyisis
3): stone shape, blindness/deafness, daylight, invisibility
purge, prayer, remove disease, searing light x2
4): wall of ice, dim. anchor, restoration, sending, freedom
of movement, neutralize poison, tongues, [open slot]
5): mirrored wall, dispel evil x2, greater command, flame strike,
plane shift, true seeing
6): flexible wall, dispel magic (greater), energy immunity
(x3), heal
7): Calphas' comfortable castle, ethereal jaunt, word of recall,
wind walk (x2), heal
8): iron body, holy aura, firestorm, holy word, [open slot], [open
slot]
9): sovereign wall, miracle (x2), mass heal, gate
(several 7th and 8th level spell slots are filled with lower level spells)
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