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| tridiak11-19-04, 07:42 AM | Greater Hallow Evocation [Good] Level Clr 9(currently) Components V,S,M,DF Casting Time 24hrs Range Touch Duration Instantaneous Area of Effect 5ft radius per caster level Saving Throw See below Spell Resistance See below This spell functions as Hallow with the following differences: •*It must be cast at a Temple, holy place or similar of the Cleric's deity. The caster must ask the deity to bless the area and he can refuse if the area or conditions are unsuitable. The spell must be cast on some holy object of significance to the deity. That is the spell's focus and "centre". It cannot be moved without disrupting the spell. Shifting it "slightly" for maintenance purposes or whatever is allowed. Anything greater than 5ft ends the spell. AMF will suppress the spell if the object is inside of it. It will not end the spell. • Multiple spells can be tied to the area, but the rules must be the same for all spells. The number of spells is one at 17th level and one every 3 levels thereafter. The spells must be similar to the ones listed in Hallow and not offensive to the deity. • Evil divine spell casters are far weaker inside the area. Their effective caster level is half normal and they cannot channel negative energy inside the spell's bounds. eg a 20th level Cleric is considered 10th level inside the area. They temporarily lose access to spell slots and higher level spells. These are suppressed, not erased If they cast a spell outside the area into it, halve their level and if they cannot cast the spell at that level, the spell stops at the area edge. eg 20th cleric casts Implosion at a target inside the area, the spell fails as a 10th level cleric cannot cast that spell. Losing the ability to channel negative energy prohibits undead rebuking and blocks some divine feats. •*Undead cannot enter the area unless they are already inside and AMF or shielded by an epic spell. If caught within the area somehow (AMF ends, teleported in, ...) they gain "virtual negative levels" equal to one-half the casters level. If their HD is not high enough, they are instantly destroyed, otherwise treat as if they have gained negative levels. •*Spells with Evil descriptor and most Necromantic spells automatically fail unless source is a Deity or a major Artifact • the spell overrides Unhallow and dispels it if the Greater Hallow caster is of higher level than the Unhallow caster • Spells with the Good descriptor have +2 ST DC increase •*Spells cast by divine casters of the same god can have the spell modified by one of the following metamagic feats at no cost : Extend Spell, Sacred Spell, Subdual Substitution, Maximise Spell, Spell Focus(+1 DC). The spells casting time is increased to a full round action. Quickened spells cannot be augmented. Spells with longer casting times do not increase but are still augmented. Damage spells modified by the maxmise effect only apply to evil targets. Other targets only take normal damage. eg maximised 10d6 flamestrike does 60hp dmg to evil beings and 35(avg) dmg to non-evil beings. Healing spells are only maximised when applied to non-evil beings Greater Hallow cannot be dispelled except as follows: • Good divine caster of equal level •*Neutral or Evil divine caster 5 levels higher • Deity or Major artifact (arcane or divine) • Epic dispelling spells (arcane or divine) • Greater Dispel Magic heighten to 10th level (arcane or divine) The focus object must be the target of the dispel effect. AMF functions normally. The spell lasts one year. Material Component : Herbs, oils, and incense worth at least 10,000 gp, plus 5000gp gp per level of the spells to be included in the hallowed area + the cast of the spells being used in the area. It is inadvisable to cast this spell on a temple or (un)holy place of another deity, even if they are of the same alignment. The other deity will be highly offended to put it mildly. Sentry Eye Divination[Time] Level Clr 2[Scrying] Components V, S, F Casting Time 1 action Range See Below Effect Magical Sensor Duration one hour/level Saving Throw None Spell Resistance No This spell creates one floating eye per odd caster level which patrols a designated area or follows a certain path. A "base" is set into the ground at some point, the eyes cannot travel greater than 200yds from the base. The base can be a bowl of water, an iron rod, a boulder, a tree. Any object. If the base is moved, the patrol area or path moves changes relative to it. If the base is destroyed, the spell ends. The eyes are 2in in diameter, incorporeal and have a number of hp equal to the caster level. The fly at the maximum rate of 60ft per round. If they run into something they cannot pass through (usually force effects) they "inform" the base. They have spot and listen equal to +3+caster level. Eyes can also be used a a torch. Range is 10ft per caster level. The base controller can switch this off an on at will. At 5th level, they gain See Invisibilty. At 7th level, they gain Dark Vision. At 9th level, they can send images and sound to the base. At 11th level, they can see through magical darkness up to 60ft. At 15th level, they gain True Sight (120ft). If an eye is static, it must spend one minute observing the area so it can use it as a base reference for "spot" and "movement". If an eye is patrolling, it must spend the first two circuits "familiarising" itself with the patrol area. This is used for a base reference for "spot" and "movement". The eye can be commanded to ignore certain sounds, specific symbols, uniforms, etc. They must be simple, reasonably large and not covered. Unused eyes can simple wait at the base. When an eye encounters something, they send one of the following to the controller: "Blocked" - the eye's path is blocked and it cannot proceed "Seen" - eye has seen something or someone that wasn't there previously "Movement" - significant movement spotted. "Heard" - eye "heard" a non-natural noise "Spot" - eye has spotted someone or something "Assault" - eye is under attack Whoever is touching the the base will gain this information, which eye and where relative to the base. Once the eye has spotted or heard something, it will stop and hover in place until ordered to by the base controller. At the controller's option and if the base is suitable, they can see whatever an eye can see. The object must be a mirror, glass, water or something similar. They can also hear what an eye can hear if the base is suitable. If the base is destroyed, all eyes immediately vanish and the spell ends. If dispel magic is cast on the base, the spell ends. Each eye can be dispelled individually. If the base is in an AMF, the eyes stop and become non-functional until the AMF disappears. If there is another Sentry Eye spell nearby and an eye is within it's area, it will get confused and stall. Multiple spells are not a good idea. Anything that blocks scrying will cut communication with the base. If that occurs, the eye will stop and become inert. Base Controller : this is the person who controls the eyes. It does not need to be the caster, but they must be in contact with the base to control them and receive messages. If no-one is touching the base, messages will be missed and remote sight and hearing will not be possible. The controller must be a divine caster or a Diviner (specialist Wizard). The base controller can dispel the spell at anytime. |
| Seeker9511-19-04, 08:58 AM | First glance greater hallow seems okay. However, why would a good cleric be able to dispel a hallow spell? Sentry, however, seems a little over-powered when compared with arcance eye. Turning a 4th level arcane spell into a 2nd level divine spell and making it more powerful just doesn't seem quite right. Start over and keep it closer to arcane eye in mechanics and level. |