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|This material is published under the OGL|
|Level:||Clr 5, Drd 5|
|Components:||V, S, M, F, DF, XP|
|Casting time:||1 hour|
|Target:||Living creature touched|
This spell removes the burden of evil acts or misdeeds from the subject. The creature seeking atonement must be truly repentant and desirous of setting right its misdeeds. If the atoning creature committed the evil act unwittingly or under some form of compulsion, atonement operates normally at no cost to the character. However, in the case of a creature atoning for deliberate misdeeds and acts of knowing and willful nature, the character must intercede with the character's deity at the cost of 500 experience points in order to expunge the subject's burden. Many casters first assign a subject of this sort a quest or similar penance before casting the atonement spell on its behalf.
Atonement may be cast for one of several purposes, depending on the version selected:
Reverse Magical Alignment Change: If a creature has had its alignment magically changed, atonement returns its alignment to its original status at no cost in experience points.
Restore Class: A paladin who has lost paladin class features due to unwillingly or unwittingly committing an evil act may have paladinhood restored by this spell. Note: A paladin who willingly and deliberately commits an evil act can never regain paladinhood.
Restore Cleric or Druid Spell Powers: A cleric or druid who has lost the ability to cast spells because the character incurred the anger of the character's deity may regain spell powers by seeking atonement from another cleric of the same deity or another druid. If the transgression was intentional, the casting cleric loses 500 XP for his intercession. If the transgression was unintentional, the caster does not lose XP.
Redemption or Temptation: The character may cast this spell upon a creature of an opposing alignment in order to offer it a chance to change its alignment to match the character's. The prospective subject must be present for the entire casting process. Upon completion of the spell, the subject freely chooses whether it retains its original alignment or changes to the character's alignment. No duress, compulsion, or magical influence can force the subject to take advantage of the opportunity offered if it is unwilling to abandon its old alignment. This use of the spell does not work on outsiders (or any creature incapable of changing its alignment naturally).
Focus: The Focus must be worth at least 500 gp.
XP Cost: When cast for the benefit of creatures whose guilt was the result of deliberate acts, the cost to the character is 500 XP per casting (see above).
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