Cleric: Difference between revisions

Jump to navigation Jump to search
71 bytes added ,  19 November 2023
no edit summary
No edit summary
No edit summary
Line 84: Line 84:
|Sense Planar II, Holy Support II
|Sense Planar II, Holy Support II
|(2/Rest) Gain Abjure Unholy, which counts as a spell for abilities that interact with spells. You can cast this unique spell 2/Rest.
|(2/Rest) Gain Abjure Unholy, which counts as a spell for abilities that interact with spells. You can cast this unique spell 2/Rest.
{| class="wikitable"
________________________________________________________
|+
'''Abjure Unholy'''
!'''Abjure Unholy'''
<u>Tags</u>: Divine, Spell, Warding  
Tags: Divine, Spell, Warding  


APC: 5     
<u>APC</u>: 5     


Range: 60 ft     
<u>Range</u>: 60 ft     


Requires: Verbal, Gesture     
<u>Requires</u>: Verbal, Gesture     


Duration: 10 minsChoose a point within range. A powerful warding circle springs up in a 5 ft radius around that point. The circle conjures an accompanying invisible cylinder that is 15 ft tall. The cylinder does not block LoS but does block LoE. The cylinder is solid to the touch, preventing passage into or out of the circle. Spells, effects, and abilities that include a physical source of [[damage]](such as arrows, fire, or acid) cannot penetrate this barrier. A creature within the barrier can attempt to escape by making a CHA check against 10 + your magic attribute. On a success the creature can move through the barrier, taking 2d10 psychic damage.  When you cast this spell, choose a creature type: avadri, celestial, eldritch, fae, or fiend. Creatures of that type that are stuck in your circle can only attempt to escape if you have taken damage since your last turn, and must roll 2d20 and use the lower when trying to escape. You may choose to end the spell early.
<u>Duration</u>: 10 mins
|}
 
Choose a point within range. A powerful warding circle springs up in a 5 ft radius around that point. The circle conjures an accompanying invisible cylinder that is 15 ft tall. The cylinder does not block LoS but does block LoE. The cylinder is solid to the touch, preventing passage into or out of the circle. Spells, effects, and abilities that include a physical source of [[damage]](such as arrows, fire, or acid) cannot penetrate this barrier.
 
A creature within the barrier can attempt to escape by making a CHA check against 10 + your magic attribute. On a success the creature can move through the barrier, taking 2d10 psychic damage.   
 
When you cast this spell, choose a creature type: avadri, celestial, eldritch, fae, or fiend. Creatures of that type that are stuck in your circle can only attempt to escape if you have taken damage since your last turn, and must roll 2d20 and use the lower when trying to escape.  
 
You may choose to end the spell early.
|''Cleric, Exorcist''
|''Cleric, Exorcist''
|-
|-

Navigation menu