Header

Advertisement

Righteous Rites

November 26th, 2014

Alex Riggs

Obscure Arcana Archive

 

                Paladins can be a very polarizing group of characters, but whether you love them or hate them, most people will agree that, when done right, they can be pretty darn cool. This group of spells turns the justice dial up to 11, for those of you who want to be as hip as possible when taking down the baddies.

 

GAZE OF JUSTICE
School evocation [good]; Level cleric/oracle 7, paladin 4
Casting Time 1 standard action
Components V, S, DF
Range personal
Target you
Duration 1 round/level

                Your eyes light up with pure, radiant white light, which burns evildoers who would dare look upon you. You gain a gaze attack with a range of 30 feet. Evil creatures affected by this gaze attack suffer 4d6 points of damage and are staggered for 1 round. A successful Fortitude save halves this damage and negates the staggered condition.

 

SENTIENT SWORD
School transmutation; Level antipaladin 2, magus 4, paladin 2
Casting Time 1 round
Components V, S
Range touch
Target weapon touched
Duration 24 hours
Saving Throw Will negates (object); Spell Resistance yes (object)

                You instill a small part of your consciousness into the touched item, granting it sentience. If the touched item is attended, you must succeed on a melee touch attack in order to touch it. The touched item becomes an intelligent item, with a personality based on your own personality. The item’s alignment matches your alignment, and its Intelligence, Wisdom, and Charisma scores are each equal to your own Intelligence, Wisdom, and Charisma scores, respectively, but with a -4 penalty. None of the item’s ability scores can exceed 18, even if your ability score is 22 or higher.

                The item possesses the empathy and speech abilities of an intelligent item, and has senses to a range of 60 feet. Further, when sentient sword is cast, you can expend up to 3 1st-level spells, 2 2nd-level spells, and 1 3rd-level spell, imbuing them into the intelligent item. If you do, then the intelligent item can cast those spells once as a spell-like ability. Its caster level is equal to your caster level, but it uses its own ability score modifiers to determine the saving throw DCs. Each spell level of spells imbued into the item increases its ego by +1.

 

SIN’S REWARD
School evocation [good]; Level cleric/oracle 6, paladin 3
Casting Time 1 standard action
Components V, S, DF
Range close (25 ft. + 5 ft./2 levels)
Target one evil creature
Duration see text
Saving Throw Will negates; Spell Resistance yes

                You disable, and possibly imprison, the target, as the weight of all of the target’s sins is suddenly brought to bear against him. The exact effect of the spell depends on the strength of the target’s evil aura, as defined by detect evil.

                If the target has a faint evil aura, he is dazed for 1 round.

                If the target has a moderate evil aura, he is stunned for 1 round, then dazed for 1d4 rounds thereafter, and finally nauseated for 1d4 rounds after that.

                If the target has a strong evil aura, he is paralyzed for 1 minute per caster level.

                If the target has an overwhelming evil aura, he is affected as though by the spell binding. You may choose which version of binding the target is affected by, but unlike a binding spell, you cannot have assistants aid you in the spell to increase its caster level, nor can you adjust the spell’s saving throw DC by setting a release condition (although you can still choose to set a release condition).