Deities: The Undying Court (NG)
Name: Deathless
Granted Power: Once per day, you can perform a greater rebuking against deathless creatures in place of your turn undead attempts. The greater rebuking is like a normal rebuking except that the deathless creatures that would be rebuked are commanded instead.
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Save - Res | Level | Comps | ||||||||||||||||||||
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Detect Undead | ||||||||||||||||||||||
Divination | 1 standard action | SRD | ||||||||||||||||||||
None - No | APeace 1, Arc 1, Blg 1, ChamGwyn 1, Clr 1, Deathless 1, Pal 1, Sor/Wiz 1, Undeath 1 | V, S, M/DF | ||||||||||||||||||||
Concentration, up to 1 min./level (D) | 60 ft. | General | ||||||||||||||||||||
Area: Cone-shaped emanation | ||||||||||||||||||||||
Reveals undead within 60 ft. |
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You can detect the aura that surrounds undead creatures. The amount of information revealed depends on how long you study a particular area. 1st Round: Presence or absence of undead auras. 2nd Round: Number of undead auras in the area and the strength of the strongest undead aura present. If you are of good alignment, and the strongest undead aura's strength is overwhelming (see below), and the creature has HD of at least twice your character level, you are stunned for 1 round and the spell ends. 3rd Round: The strength and location of each undead aura. If an aura is outside your line of sight, then you discern its direction but not its exact location. Aura Strength: The strength of an undead aura is determined by the HD of the undead creature, as given on the following table:
Lingering Aura: An undead aura lingers after its original source is destroyed. If detect undead is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power:
Each round, you can turn to detect undead in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it. |
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Consecrate (M) | ||||||||||||||||||||||
Evocation [Positive] [Good] | 1 standard action | SRD | ||||||||||||||||||||
None - No | APeace 2, Arc 2, Celestial 2, Clr 2, Deathless 2, Exalted Arcanist 2, KotC 2 | V, S, M, DF | ||||||||||||||||||||
2 hours/level | Close | 30 minutes | ||||||||||||||||||||
Area: 20-ft.-radius emanation | ||||||||||||||||||||||
Materials: A vial of holy water and 25 gp worth (5 pounds) of silver dust, all of which must be sprinkled around the area. | ||||||||||||||||||||||
Fills area with positive energy, making undead weaker. |
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This spell blesses an area with positive energy. Each Charisma check made to turn undead within this area gains a +3 sacred bonus. Every undead creature entering a consecrated area suffers minor disruption, giving it a -1 penalty on attack rolls, damage rolls, and saves. Undead cannot be created within or summoned into a consecrated area. If the consecrated area contains an altar, shrine, or other permanent fixture dedicated to your deity, pantheon, or aligned higher power, the modifiers given above are doubled (+6 sacred bonus on turning checks, -2 penalties for undead in the area). You cannot consecrate an area with a similar fixture of a deity other than your own patron. If the area does contain an altar, shrine, or other permanent fixture of a deity, pantheon, or higher power other than your patron, the consecrate spell instead curses the area, cutting off its connection with the associated deity or power. This secondary function, if used, does not also grant the bonuses and penalties relating to undead, as given above. Consecrate counters and dispels desecrate. |
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Halt Deathless | ||||||||||||||||||||||
Ebberon | ||||||||||||||||||||||
Deathless 3 | ||||||||||||||||||||||
General | ||||||||||||||||||||||
Immobilizes deathless for 1 round/level. |
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Spirit Steed | ||||||||||||||||||||||
Ebberon | ||||||||||||||||||||||
Deathless 4 | ||||||||||||||||||||||
General | ||||||||||||||||||||||
Channels an ancient spirit into your steed, increasing its speed and granting other benefits. |
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Hallow (M) | ||||||||||||||||||||||
Evocation [Good] | 1 day | SRD | ||||||||||||||||||||
See text - See text | APeace 5, Arc 5, Clr 5, Deathless 5, Drd 5, Exalted Arcanist 5 | V, S, M, DF | ||||||||||||||||||||
Instant | Touch | General | ||||||||||||||||||||
Area: 40-ft. radius emanating from the touched point | ||||||||||||||||||||||
Materials: Herbs, oils, and incense worth at least 1,000 gp, plus 1,000 gp per level of the spell to be included in the hallowed area. | ||||||||||||||||||||||
Designates location as holy. |
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Hallow makes a particular site, building, or structure a holy site. This has four major effects. First, the site or structure is guarded by a magic circle against evil effect. Second, all Charisma checks made to turn undead gain a +4 sacred bonus, and Charisma checks to command undead take a -4 penalty. Spell resistance does not apply to this effect. (This provision does not apply to the druid version of the spell.) Third, any dead body interred in a hallowed site cannot be turned into an undead creature. Finally, you may choose to fix a single spell effect to the hallowed site. The spell effect lasts for one year and functions throughout the entire site, regardless of the normal duration and area or effect. You may designate whether the effect applies to all creatures, creatures who share your faith or alignment, or creatures who adhere to another faith or alignment. At the end of the year, the chosen effect lapses, but it can be renewed or replaced simply by casting hallow again. Spell effects that may be tied to a hallowed site include aid, bane, bless, cause fear, darkness, daylight, death ward, deeper darkness, detect evil, detect magic, dimensional anchor, discern lies, dispel magic, endure elements, freedom of movement, invisibility purge, protection from energy, remove fear, resist energy, silence, tongues, and zone of truth. Saving throws and spell resistance might apply to these spells effects. (See the individual spell descriptions for details.) An area can receive only one hallow spell (and its associated spell effect) at a time. Hallow counters but does not dispel unhallow. |
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Create Deathless (M) | ||||||||||||||||||||||
Ebberon | ||||||||||||||||||||||
Deathless 6 | ||||||||||||||||||||||
General | ||||||||||||||||||||||
Create undying soldier. |
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Control Deathless | ||||||||||||||||||||||
Ebberon | ||||||||||||||||||||||
Deathless 7 | ||||||||||||||||||||||
30 minutes | ||||||||||||||||||||||
Deathless don't attack you while under your command. |
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Create Greater Deathless (M) | ||||||||||||||||||||||
Ebberon | ||||||||||||||||||||||
Deathless 8 | ||||||||||||||||||||||
General | ||||||||||||||||||||||
Create undying councilor. |
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Hero's Blade | ||||||||||||||||||||||
Ebberon | ||||||||||||||||||||||
Deathless 9 | ||||||||||||||||||||||
General | ||||||||||||||||||||||
Channel the spirit of a great hero into a melee weapon. |