Spell Compendium Spell Descriptions

Visage of the Deity, Lesser
Transmutation [Evil or Good]
Level: Blackguard 4, Clr 3, Myst 3, Pal 4
Components: V, S, DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level

As you end your prayer, you can feel the hand of your deity upon you. Your appearance reflects her divine power, and her touch grants you resistance from some of the damage of this world.

You gain a +4 enhancement bonus to Charisma. You also gain resistance to acid 10, cold 10, and electricity 10 if you are good, or resistance to cold 10
and fire 10 if you are evil.

Visage of the Deity
Transmutation [Evil or Good]
Level: Clr 6, Myst 6

This spell functions like lesser visage of the deity, except that you take on many qualities of a celestial or fiendish creature, as follows.

  • You take on a shining, metallic appearance (for good clerics) or a more fearsome appearance (for evil clerics).
  • You gain the ability to smite evil (for good clerics) or good (for evil clerics) once a day. Add your Charisma modifier to your attack roll and your character level to your damage roll against a foe of the appropriate alignment.
  • You gain darkvision out to 60 feet.
  • You gain resistance to acid 20, cold 20, and electricity 20 (for good clerics) or resistance to cold 20 and fire 20 (for evil clerics).
  • You gain damage reduction 10/magic.
  • You gain spell resistance 20.

Your creature type does not change (you do not become an outsider).

Visage of the Deity, Greater
Transmutation [Evil or Good]
Level: Clr 9, Competition 9, Myst 9, Purification 9

This spell functions like lesser visage of the deity, except that you take on many qualities of a half-celestial or half-fiendish creature.

Your creature type changes to outsider for the duration of the spell. Unlike other outsiders, you can be brought back from the dead if you are
killed in this form.

Good clerics undergo the following transformations.

  • You grow feathered wings that allow you to fly at twice your normal speed (good maneuverability).
  • You gain +1 natural armor.
  • You gain low-light vision.
  • You gain resistance to acid 10, cold 10, and electricity 10.
  • You gain immunity to disease.
  • You gain a +4 racial bonus on saving throws against poison.
  • You gain damage reduction 10/magic.
  • You gain spell resistance 25.
  • You gain the following bonuses to your ability scores: +4 Str, +2 Dex, +4 Con, +2 Int, +4 Wis, +4 Cha.

Evil clerics undergo the following transformations.

  • You grow batlike wings that allow you to fly at your normal speed (average maneuverability).
  • You gain +1 natural armor.
  • You gain bite and claw attacks. If you are size Medium or larger, your bite deals 1d6 points of damage and each claw attack deals 1d4 points of damage. If you are Small, your bite deals 1d4 points of damage and each claw attack deals 1d3 points of damage.
  • You gain darkvision out to 60 feet.
  • You gain immunity to poison.
  • You gain resistance to acid 10, cold 10, electricity 10, and fire 10.
  • You gain damage reduction 10/magic.
  • You gain spell resistance 25.
  • You gain the following bonuses to your ability scores: +4 Str, +4 Dex, +2 Con, +4 Int, +2 Cha.

Zealot Pact
Evocation
Level: Clr 6, Competition 6, Pact 6
Components: V, S, DF, XP
Casting Time: 10 minutes
Range: Touch
Target: Willing living creature touched
Duration: Permanent until triggered; then 1 round/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

By binding the subject to your deity, you give it the ability to crush the deity’s enemies.

Once this spell is cast, the zealot pact remains dormant until the subject successfully hits a foe whose alignment is exactly opposite that of your deity. The subject’s subsequent melee attacks gain a +4 bonus and deal double damage. Once the spell is active, the subject must attack foes of opposite alignment every round if able to do so, or the spell effect ends. The subject knows which creatures within 60 feet are of opposite alignment.

If you create a zealot pact with a neutral deity (such as Obad-Hai), choose one alignment from among the following that triggers the zealot pact: lawful good, lawful evil, chaotic evil, or chaotic good.

A creature can be subject to only one zealot pact at a time. Casting zealot pact on a subject that already has an untriggered zealot pact voids the earlier pact.

    XP Cost: 500 XP

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