Avatar (3.5e Spell)
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|This material is published under the OGL 1.0a.|
Allows caster to take on aspects of a patron deity
|Components:||V, S, DF|
|Casting time:||1 Full round|
A cleric must concentrate and commune with his god intensely for one full round before this spell takes effect. Once in effect, the cleric experiences several changes in his appearance, behavior and abilities. After the spell has run its course, the cleric is considered fatigued and must rest in order to recover.
The exact nature of the changes that the cleric undergoes depends upon his patron deity. All effects are in addition to the cleric's normal abilities and limitations. All Will saves required in the description below are made at a difficult class per this spell.
Lawful Good Deities
The cleric is infused with the god's power of nobility and justice. He grows taller, straighter, and the fire of righteousness burns in his eyes. The cleric gains a +2 AC bonus and a a +2 bonus to all attack and damage rolls, as well as +1 hit points per level, for the duration of the spell. The cleric can automatically detect evil for the duration of the spell and is considered to have just cast dispel evil once a successful casting of this spell is completed, receiving that spell's benefits and powers. The cleric gains a +5 bonus to all undead turn checks. Chaotic evil enemies must make Will saving throws or be affected as by a 'fear spell.
Neutral Good Deities
The cleric's mien soften, and his eyes reflect infinite mercy and kindness. A pale radiance surrounds him, telling all that he bears the blessing of good. As a free action, up to 3 times during the duration of this spell, the cleric may radiate healing energy to his allies, the effects of which duplicate healing circle. In addition, enemies who wish to attack the cleric directly or or even use hit point damage area effect spells that would include in the cleric in the radius, must make a Will saving throw each round or be unable to do so. Such enemies can still choose another target or attack method that round. Neutral evil enemies who can see the cleric must make Will saving throws or be affected as by a fear spell.
Chaotic Good Deities
The cleric is bathed in a gree radiance, and his features grow more earthy. His skin begins to resemble tree bark, and his hair transforms into leaves. The cleric gains a +4 morel bonus to attacks with bow, and he may cast dominate animal and control plants twice each during the duration of ths spell. Any animals or plants that attempt to attack the cleric must make a Will saving throw or lose interest and wader away Lawful evil enemies who can see the cleric must make Will saving throws or be affected as by a fear spell.
Lawful Neutral Deities
The cleric's face grows stern and impassive. His overall demeanor is severe, and his raiment becomes muted, almost gray. The cleric gains a +3 AC bonus and may inherently detect chaos. The cleric may cast protection from chaos', dispel chaos, and order's wrath once each during the duration of this spell. Chaotic neutral enemies who can see the cleric must make Will saving throws or be affected by a fear spell.
Chaotic Neutral Deities
The cleric's form grows indistinct, and the colors of his garments swirl and change. He becomes a living embodiment of disorder and chaos. The distortion grants the cleric a +2 luck bonus to all rolls. The cleric may inherently detect law and my cast protection from law, dispel law, and chaos hammer once each, while this spell in in effect. Lawful neutral enemies who can see the cleric must make Will saving throws or be affected as by a fear spell.
Lawful Evil Deities
The light of burning villages flickers in the cleric's eyes, and an expression of unrelenting bloodlust spreads across his face. The cleric gains a +2 AC bonus and a +2 morale bonus to all attack and damage rolls. Further, the cleric receives the benefits of divine power for the duration of th spell, and if the cleric wields a mace or scepter, it is affected as though by magic weapon for the duration of the spell. All lawful evil creatures and characters in sight of the cleric and the cleric himself gain a +2 bonus to all Will saving throws due to the cleric's fearless, inspiration demeanor. Chaotic good enemies who can see the cleric must make a Wills saving throw or be affected as by a fear spell.
Neutral Evil Deities
The cleric's face grows haggard and shadowy. He grows hunched and mad-eyed. The cleric gains a +2 bonus to all saving throws and to AC. For the duration of the spell, the cleric can make touch attacks as if he had cast chill touch. In addition, the touch attack may also deliver 'insanity on one successful touch attack of the cleric's choice and confusion on any two successful touch attacks. The cleric can not deliver both confusion and insanity on the same touch attack.
Additionally, each round, good-aligned creatures or characters who wish to attack the cleric must make Will saving throws or be too overcome with revulsion to do so. Such enemies can still choose another target or attack method that round.
Neutral good enemies who see the cleric must make Will saving throws or be affected as by a fear spell.
Chaotic Evil Deities
The cleric's skin grows red, and his eyes glow like lava. His body seems to grow squatter but more powerful. The cleric gains a +2 AC bonus and a +4 bonus to damage. He is surrounded by a fire shield (warm version), as though he had cast it when he cast this spell. As a free action, up to three times during the duration of this spell, the cleric may radiate pain to his enemies, the effects of which duplicate circle of doom. Lawful good enemies who can see the cleric must make Will saving throws or be affected as by a fear spell.
Relics & Rituals Copyright 2001, Clark Peterson.
Permission to use this content granted via "Designation of Open Game Content", page 1, Relics & Rituals. Alterations were made to this entry to avoid items designated as product identity or to bring the entry in line with the 3.5 rules set. Avatar is reserved product identity, and not Open Game Content.
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