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Anti-Spells

August 22nd, 2013

Alex Riggs

Obscure Arcana Archive

            Today’s article is devoted to the unfortunately-named, but nonetheless cool, antipaladin, as well as, to a lesser extent, his goody-two-shoes twin, the paladin. These paragons of alignment are innately magical and blessed by their patrons (whether malevolent or benign), but it’s easy to forget this fact because, as a class, they don’t generally get the lion’s share of the spellcasting. The following spells are designed to make some antipaladin- and paladin-specific spells that take advantage of being exclusive to those spell lists to tie themselves into antipaladin and paladin class features in fun and exciting ways.

 

BESTOW GRACE
School enchantment (compulsion) [emotion, mind-affecting]; Level paladin 2
Casting Time 1 standard action
Components V, S, DF
Range close (25 ft. + 10 ft./2 levels)
Target one creature
Duration 1 round/level (D)
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

            Your transfer the divine grace that protects you, causing it to shield another instead. For the spell’s duration, you lose the benefits of your divine grace class feature, and the target gains a bonus equal to your Charisma bonus (minimum +0) on all saving throws. This spell has no effect if you do not have the divine grace class feature.

 

BESTOW SMITE
School evocation [evil or good]; Level antipaladin 3, paladin 3
Casting Time 1 standard action
Components V, S, DF
Range touch
Target creature touched
Duration 1 round/level
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

            You bestow the power of your smite evil or smite good class feature to the touched creature. When you cast this spell, choose a creature other than the target that both you and the target can see. For the spell’s duration, the target gains the benefits of your smite evil or smite good class feature, with the target of the smite being the chosen creature. The touched creature uses both your Charisma modifier and your antipaladin or paladin level for the purposes of this smite, rather than his own. This does not count against the number of times that you can use your smite evil or smite good class feature in a day. You cannot target yourself with this spell. The normal limitations of the smite evil and smite good class features apply normally, so if the creature chosen as the target of the smite is of the wrong alignment, the smite has no effect, as normal.

 

PLAGUE INFUSION
School necromancy [disease, evil]; Level antipaladin 2
Casting Time 1 standard action
Components V, S, DF
Range personal
Target you
Duration 24 hours

            You infect yourself with a disease, as the spell contagion. Others can catch the disease from you through the normal means, and the saving throw DC for characters that are exposed to the disease in this way is the normal saving throw DC for the disease. At the end of the spell’s duration, you become cured of the disease (even if you were not suffering any ill effects from it, due to the plaguebringer class feature), but those who contracted the disease from you remain diseased until they are cured through mundane or magical means.

 

RAY OF CORRUPTION
School evocation [evil]; Level antipaladin 1
Casting Time 1 standard action
Components V, S, DF
Range personal
Target you
Duration 1 round/level

            You increase the energies that fuel your touch of corruption, allowing you to deliver it from a range. For the spell’s duration, you can deliver your touch of corruption class feature with a ranged touch attack with a maximum range of 30 feet, instead of as a melee touch attack. Your touch of corruption ability otherwise functions normally, and using the ability in conjunction with this spell counts against the number of daily uses of the ability that you have.

 

SAP RESILIENCE
School enchantment (compulsion) [emotion, mind-affecting]; Level antipaladin 4
Casting Time 1 standard action
Components V, S, DF
Range close (25 ft. + 10 ft./2 levels)
Target one creature
Duration 1 round/3 levels (D)
Saving Throw Will negates; Spell Resistance yes

            You repurpose the unholy power that protects you from lesser afflictions and redirect it to sap the strength of the target. For the spell’s duration, you lose the benefits of your unholy resilience class feature, and the target suffers a penalty on all saving throws equal to your Charisma bonus (minimum penalty of -0). This spell has no effect if you do not have the unholy resilience class feature.