Religion Based Replacement Magic

New Domain

Devotion Domain
Granted Power: +5 circumstance bonus to knowledge (religion) checks.

1 Divine Protection
2 Aid
3 Magic Circle Against Heretics
4 Deific Smiting
5 Deny Heresy
6 Blade Barrier
7 Sacred Speech
8 Righteous Presence
9 Miracle


New Spells

Table: Spells Replaced

This Spell… …Replaces
Deific Smiting Holy Smite, Unholy Blight, Order’s Wrath, Chaos Hammer
Deny Heresy Dispel [Alignment]
Detect Devotion Detect [Alignment]
Divine Protection Protection from [Alignment]
Magic Circle against Heretics Magic Circle vs. [Alignment]
Righteous Presence Holy Aura, Unholy Aura, Shield of Law, Cloak of Chaos
Sacred Speech Holy Word, Blasphemy, Dictum, Word of Chaos
Sanctify Site
Hallow, Unhallow
-- Align Weapon

Deific Smiting
Evocation
Devotion 4
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: 20-ft.-radius burst
Duration: Instantaneous (1 round); see text
Saving Throw: Will partial; see text
Spell Resistance: Yes
You draw down holy power to smite your enemies. Only enemies and recusants of your faith are harmed by the spell; other creatures are unaffected.

The spell deals 1d8 points of damage per two caster levels (maximum 5d8) to each enemy of your faith in the area and causes it to become staggered for 1 round. A successful Will saving throw reduces damage to half and negates the blinded effect.

The spell deals only staggers recusants of your faith. Such a creature can negate this effect with a successful Will save.

[return to top]

Deny Heresy
Abjuration
Clr 5, Devotion 5
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: You and an enchantment or spell cast by an enemy of your faith on a touched creature or object
Duration: 1 round/level or until discharged, whichever comes first
Saving Throw: None
Spell Resistance: No
Shimmering, white, holy energy surrounds you. This power has two effects.

First, you gain a +4 deflection bonus to AC against attacks by enemies and recusants of your faith.

Second, with a touch you can automatically dispel any one enchantment spell cast by an enemy of your faith. Exception: Spells that can’t be dispelled by dispel magic also can’t be dispelled by deny heresy. Saving throws and spell resistance do not apply to this effect. This use discharges and ends the spell.

[return to top]

Detect Devotion
Divination

Clr 1
Components: V, S, DF
Casting Time: 1 standard action
Range: 60 ft.
Effect: Cone-shaped emanation
Duration: Concentration, up to 10 min./ level (D)
Saving Throw: None
Spell Resistance: No
You can sense the presence of divine devotion or spells cast by devoted beings. The amount of information revealed depends on how long you study a particular area or subject.

1st Round
Presence or absence of strong devotion to a faith.

2nd Round
Number of creatures in the area that have strong devotion to their faith.

3rd Round
The object of each creature’s devotion.

Each round, you can turn to detect devotion 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.

[return to top]

Divine Protection
Abjuration

Clr 1, Devotion 1
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 min./level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: No; see text
This spell wards a creature from attacks by enemies and recusants of your faith, from mental control, and from summoned creatures summoned by enemies and recusants of your faith. It creates a magical barrier around the subject at a distance of 1 foot. The barrier moves with the subject and has three major effects.

First, the subject gains a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by enemies and recusants of your faith.

Second, the barrier blocks any attempt to possess the warded creature (by a magic jar attack, for example) or to exercise mental control over the creature (including enchantment (charm) effects and enchantment (compulsion) effects that grant the caster ongoing control over the subject, such as dominate person). The protection does not prevent such effects from targeting the protected creature, but it suppresses the effect for the duration of the divine protection effect. If the divine protection effect ends before the effect granting mental control does, the would-be controller would then be able to mentally command the controlled creature. Likewise, the barrier keeps out a possessing life force but does not expel one if it is in place before the spell is cast.

Third, the spell prevents bodily contact by summoned creatures. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. creatures summoned by an ally of your faith are immune to this effect. The protection against contact by summoned creatures ends if the warded creature makes an attack against or tries to force the barrier against the blocked creature. Spell resistance can allow a creature to overcome this protection and touch the warded creature.

[return to top]

Magic Circle against Heretics
Abjuration

Clr 3, Devotion 3
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Effect: 10-ft.-radius emanation from touched creature
Duration: 10 min./level
Saving Throw: Will negates (harmless)
Spell Resistance: No; see text
All creatures within the area gain the effects of a divine protection, and no creatures summoned by enemies of your faith can enter the area either. You must overcome a creature’s spell resistance in order to keep it at bay (as in the third function of divine protection), but the deflection and resistance bonuses and the protection from mental control apply regardless of enemies’ spell resistance.

This spell has an alternative version that you may choose when casting it. A magic circle against heretics can be focused inward rather than outward. When focused inward, the spell binds a called creature(such as those called by the lesser planar binding, planar binding, and greater planar binding spells) for a maximum of 24 hours per caster level, provided that you cast the spell that calls the creature within 1 round of casting the magic circle. The creature cannot cross the circle’s boundaries. If a creature too large to fit into the spell’s area is the subject of the spell, the spell acts as a normal divine protection spell for that creature only.

A magic circle leaves much to be desired as a trap. If the circle of powdered silver laid down in the process of spellcasting is broken, the effect immediately ends. The trapped creature can do nothing that disturbs the circle, directly or indirectly, but other creatures can. If the called creature has spell resistance, it can test the trap once a day. If you fail to overcome its spell resistance, the creature breaks free, destroying the circle. A creature capable of any form of dimensional travel (astral projection, blink, dimension door, etherealness, gate, plane shift, shadow walk, teleport, and similar abilities) can simply leave the circle through that means. You can prevent the creature’s extradimensional escape by casting a dimensional anchor spell on it, but you must cast the spell before the creature acts. If you are successful, the anchor effect lasts as long as the magic circle does. The creature cannot reach across the magic circle, but its ranged attacks (ranged weapons, spells, magical abilities, and the like) can. The creature can attack any target it can reach with its ranged attacks except for the circle itself.

You can add a special diagram (a two-dimensional bounded figure with no gaps along its circumference, augmented with various magical sigils) to make the magic circle more secure. Drawing the diagram by hand takes 10 minutes and requires a DC 20 Spellcraft check. You do not know the result of this check. If the check fails, the diagram is ineffective. You can take 10 when drawing the diagram if you are under no particular time pressure to complete the task. This task also takes 10 full minutes. If time is no factor at all, and you devote 3 hours and 20 minutes to the task, you can take 20.

A successful diagram allows you to cast a dimensional anchor spell on the magic circle during the round before casting any summoning spell. The anchor holds any called creatures in the magic circle for 24 hours per caster level. A creature cannot use its spell resistance against a magic circle prepared with a diagram, and none of its abilities or attacks can cross the diagram. If the creature tries a Charisma check to break free of the trap (see the lesser planar binding spell), the DC increases by 5. The creature is immediately released if anything disturbs the diagram—even a straw laid across it. However, the creature itself cannot disturb the diagram either directly or indirectly, as noted above.

This spell is not cumulative with divine protection and vice versa.

[return to top]

Righteous Presence
Abjuration

Clr 8, Devotion 8
Components: V, S, F
Casting Time: 1 standard action
Range: 20 ft
Target(s): One creature/level in a 20-ft.-radius burst centered on you
Duration: 1 round/level (D)
Saving Throw: See text
Spell Resistance: Yes (harmless)
A brilliant divine radiance surrounds the subjects, protecting them from attacks, granting them resistance to spells cast by enemies or recusants of your faith, and causing such creatures to become blinded when they strike the subjects. This abjuration has four effects.

First, each warded creature gains a +4 deflection bonus to AC and a +4 resistance bonus on saves. Unlike divine protection, this benefit applies against all attacks, not just against attacks by enemies and recusants of your faith.

Second, each warded creature gains spell resistance 25 against spells cast by enemies and recusants of your faith.

Third, the abjuration blocks possession and mental influence, just as divine protection does.

Finally, if an enemy or recusant of your faith succeeds on a melee attack against a warded creature, the offending attacker is blinded (Fortitude save negates, as blindness/deafness, but against divine presence’s save DC).

Focus
A tiny reliquary containing some sacred relic. The reliquary costs at least 500 gp.

[return to top]

Sacred Speech
Evocation [Sonic]

LevelClr 7, Devotion 7
Components: V
Casting Time: 1 standard action
Range: 40 ft.
Effect: Enemies and recusants of your faith in a 40-ft.-radius spread centered on you
Duration: Instantaneous
Saving Throw: None or Will negates; see text
Spell Resistance: Yes
Any enemy or recusant of your faith within the area that hears the sacred speech of your faith suffers the following ill effects.

HD

Effect

Equal to caster level
Deafened
Up to caster level -1
Blinded, deafened
Up to caster level -5
Paralyzed, blinded, deafened
Up to caster level -10 Killed, paralyzed, blinded, deafened

The effects are cumulative and concurrent. No saving throw is allowed against these effects.

Deafened
The creature is deafened for 1d4 rounds.

Blinded
The creature is blinded for 2d4 rounds.

Paralyzed
The creature is paralyzed and helpless for 1d10 minutes.

Killed
Living creatures die. Undead creatures are destroyed.

Furthermore, if you are on your home plane when you cast this spell, extraplanar creatures they you do not consider to be allies within the area are instantly banished back to their home planes. Creatures so banished cannot return for at least 24 hours. This effect takes place regardless of whether the creatures hear the sacred speech. The banishment effect allows a Will save (at a -4 penalty) to negate.

Creatures whose HD exceed your caster level are unaffected by sacred speech.

[return to top]

Sanctify Site
Evocation

Clr 5, Drd 5
Components: V, S, M, DF
Casting Time: 24 hours
Range: Touch
Area: 40-ft. radius emanating from the touched point
Duration: Instantaneous
Saving Throw: See text
Spell Resistance: See text
Sanctify site makes a particular site, building, or structure a holy site. This has three major effects.

First, the site or structure is guarded by a magic circle against heretics effect.

Second, any dead body interred in a hallowed site cannot be effected by an spell that targets corpses such as speak with dead or animate dead.

Finally, you may choose to fix a single spell effect to the sanctified 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 creatures who adhere to another faith. At the end of the year, the chosen effect lapses, but it can be renewed or replaced simply by casting sanctify site again.

Spell effects that may be tied to a sanctified site include aid, bane, bless, cause fear, darkness, daylight, death ward, deeper darkness, detect devotion, 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 sanctify site spell (and its associated spell effect) at a time.

Material Component
Herbs, oils, and incense worth at least 1,000 gp, plus 1,000 gp per level of the spell to be included in the sanctified area.

New Weapon Quality

Holy of the God
A Holy of the God weapon is attuned to the will of the deity whose power was used to create it, dealing additional damage against non-believers.

  • Against recusants of the god, a Holy of the God weapon grants an additional +1 holy bonus to attack deals an additional 1d6 holy damage.
  • Against enemies of the god, a Holy of the God weapon grants a +2 holy bonus to attack and deals an additional 2d6 holy damage.
  • Against non-allies, a Holy of the God weapon deals an additional 1 holy damage.

Strong (no school); CL 8th; Craft Arms and Armor, deific smite; Price: +2 bonus.

Return to Index

Open Gaming Content

Material on these web pages uses the Open Gaming License. All Open Game Content is contained within white outlined boxes, and is copyright Landon Porter and Paradox-Omni Entertainment.

©Landon Porter