Variant Cleric: Guardian of the Blessed Flame

The cleric of Fire is a big concept, and one that deserved the cleric of a belief. My hope is that it’s replacement domain effects let both the pyromaniac and the believers of the fire of life coexist. This also contains a dangerous spell that spreads fire like it’s namesake, Wildfire.

Guardian of the Blessed Flame (Cleric Archetype)

Hope of the Eternal Flame
Fire does not discriminate, it purifies everything that it touches. A Guardian of the Blessed Flame cannot use spells that distinguish between members of the faith. If such spells can function on non-members of the faith, all creatures are considered non-members. A Guardian of the Eternal Flame must have a neutral component of his alignment.

Touch of Purification (Su)
Whenever you cast a Conjuration (Healing) spell on a target that is affected by a poison or disease, roll d20 + Cleric Level + Charisma modifier against the disease or poison with the highest Save DC. If you beat the save DC, the effect is immediately removed.

Whenever you damage a creature with a Fire or Negative energy spell or with Channel Energy, and that creature is brought below 0 hp, they must immediately roll a Fortitude save (DC 10 + 1/2 Cleric level + Charisma modifier). If they fail, they are immediately burned into ash. This is an affect that affects objects.

Purging Flames
A Guardian of the Blessed Flame cannot choose to heal with his channel energy. Channel energy’s damage is fire damage, and every odd cleric level after 1st, channel gains 3d6 damage instead of 1d6. He can also change the saving throw to Reflex half. If he does so, the channel dice increases to d8s.

You can take feats that improve the Channel Energy feature, but this ability neither channels positive or negative energy.

Spontaneous Casting
This character cannot spontaneously cast cure or inflict spells. Instead, they spontaneously cast spells from the below list. If the spell is not normally on the cleric list, it is added to the list. This otherwise acts as the cleric’s spontaneous casting.

1: Burning Disarm
2: Burning Arc
3: Draconic Reservoir (Fire only)
4: Blessing of Fervor
5: Greater Shield of Dawn
6: Wildfire (see below)
7: Firebrand
8: Wall of Lava

Scion of Fire
The Guardian of the Blessed Flame only gains the Fire domain. However, he gains the spells from any 2 subdomains of the Fire domain as domain spells. If he wants the other class features from a subdomain, he must replace features of the Fire domain as usual.

Flame Surge (Su)
At 1st level, the guardian of the Blessed Flame gains 2 extra channel attempts. He may also when he is preparing spells choose to sacrifice any number of his domain spell slots to gain a number of channel attempts equal to the total spell level of all spells sacrificed.

Flames of Innovation (Su)
At 5th level, you can bring to life the inner flame of a creature, raising them to incredible levels. As a standard action, you can choose 1 friendly creature within 30 feet to take 1d6 divine damage. If they take any damage from this, they are under the effect of Haste for 1 round. Until you take a free action to stop the damage, they continue to take the damage and gain the Haste effect.

At 8th level, you can have them take 2d6 damage to let them reroll any 1 d20 each round (of their choice). This damage is separate from the Haste effect.

At 11th level, you can have them take 4d6 damage to gain the benefit of any two combat feats that they qualify for the duration of this effect.

At 15th level, you can have them take 8d6 damage to gain 1 full round action each round. For the purposes of spellcasting, all damage from this ability is ongoing damage.

If you are the appropriate level, you can increase the damage taken to give multiple effects. For example, you can have the target take 5d6 damage to give them Haste, Point Blank Shot, and Precise Shot.

School: Evocation(Fire)
Level: Sor/Wiz 6, Druid 6
Components: V, S
Casting time: 1 standard action
Duration: Concentration + 1 minute
Range: Long (400 ft + 40ft/Caster Level)
Area: 60ft burst
Saving Throw: Reflex partial or Fortitude partial (object) (see text)
Spell Resistance: No

You call forth a massive wildfire which quickly spreads across from a point on the ground. This wildfire then passes across any flammable surfaces, slowburning their whole surface, even if the surface is outside of the spell’s radius. The spell does not instantly spread to living creatures (but see the further effect).

To a creature or object in any affected square, this spell does 1d6 fire damage per caster level (max 15d6). If you fail this save, you also catch on fire, making it where you are always in a square of this effect, even if you leave the area of the spell (Ref negates). A creature adjacent to a affected square (or within it), or a creature burning from this effect takes 1d6 fire damage per 2 caster levels (max 7d6) (Fortitude half).

Objects that are affected by this spell take 1d6 damage per 2 caster levels (max 7d6).

For every round that you concentrate on this spell, the radius expands 60ft. For every 2 rounds that you concentrate on this spell, the damage die for all damaging effects caused by this spell increases one size (Max 1d12).


Warfare Spells: Enchanted Walls

The concept is simple today, D&D, and most of the material written for it, lives on the scale of the 4-5 man party and the dungeon crawl. However, these spells take a different approach, trying to end up on the scale of armies. In general, Adepts and Bards as 6 level casters will get these at the same time as the full casters without Warcasting, and cannot take Warcasting themselves.

[Warfare] Spells: Warfare spells are designed to be on the scale of the Battlefield, not just a small dungeon crawl. Although this is Pathfinder Material, assume these spells to be appropriate for the Warmage spell list, and the War Weaver can cast these spells 1 level earlier (like the Warcasting Feature, but without the drawbacks). In reference to current homebrew, [Warfare] spells are never considered opposition spells, even if they come from an opposition school.

All [Warfare] Spells cost a slot 1 level higher instead of 3 to Widen, and it does not cost a higher level spell slot to Enlarge a [Warfare] spell.

Warcasting: Any caster (other than an Adept) may take this feature. [Warfare] spells are spells 1 level lower, although all other spells are spells 1 level higher. This affects when it the spell can be first cast and learned. This cannot reduce a spell below 1st level.

A further update so I have mechanics all in one place. This mechanic does not apply to any spell on this post, but does apply to some [Warfare] spells posted later.

Save includes: Some spells in an attempt to affect a massive area, fall out of control and let creatures into the spell the caster originally didn’t want. A creature who is aware of the spellcast and is within the area of the spell can make the saving throw to be included in the spell if they were not already a target. If a spell requires each target to possess a focus, you are treated as having that focus if you succeed on the saving throw. For the purposes of Stalwart and Evasion, this is a Save negates spell, not a Save half, or Save partial spell.

Save includes is not appropriate for offensive spells, nor is it appropriate for buffs that are 1 target/caster level.

Mana Wall
School: Transmutation [Warfare]
Level: Sor/Wiz 3, Cleric 3, Witch 3, Bard 2, Summoner 3, Adept 2
Casting Time: 1 round
Components: V,S
Effect: 1 20ft square/level
Range: Long (400 ft + 40ft/level)
Duration: 10 minutes/level [D]
Saving Throw: Will negates (harmless)
Spell Resistance: No

You put forth a wall that glimmers with a purple haze goes forth where you place it. Any attack that passes through this wall ignores DR/Magic and Regeneration that can be stopped by magic weapons. These attacks also have a 25% chance of hitting incorporeal creatures. Attacks gain no other benefits of being magic (like an enhancement bonus).

A creature that passes through the wall has their weapons, natural attacks, and unarmed strikes gain the above property for 1 round.

Planar Wall
School: Abjuration (Good, Evil, Lawful, or Chaotic) [Warfare]
Level: Sor/Wiz 5, Cleric 4, Witch 5, Bard 4, Summoner 4, Adept 4
Casting Time: 1 round
Components: V,S
Effect: 1 20ft square/level
Range: Long (400 ft + 40ft/level)
Duration: 10 minutes/level [D]
Saving Throw: Will negates (see text, object)
Spell Resistance: Yes (see text, object)

With a little focus, you place a wall that holds some of the planar energy of an aligned plane that you choose. When you cast this spell, choose an Alignment. This spell is that alignment, and any attack that passes through the wall can bypass Damage Reduction and Regeneration of that alignment. The attack gains no other benefits of a Holy, Unholy, Axomatic, or Anarchic weapons.

A creature not of the opposite alignment that passes through the wall has their weapons, natural attacks, and unarmed strikes gain the above property for 1 round.

Any weapon that is already aligned is allowed a Will Save. If it succeeds, the alignment of the attack doesn’t change, but otherwise, the wall’s alignment overrides the weapon’s alignment, and the Holy, Unholy, Axomatic, and Anarchic weapon properties are suppressed unless it matches the wall’s alignment.

A creature that is the opposite alignment that tries to pass through the wall must make a Will Save, and if it fails, the creature cannot pass through the wall as if it were a solid object for this round. The creature can attempt to pass through next round, but still must succeed at a Will save.

Mythic Spell: If you expend 1 use of Mythic power when casting this spell, attacks that pass through this wall can bypass DR/Mythic or DR/Epic, but only against creatures of the opposite alignment of this spell.

Barricade Portal

Hold Portal has gotten a reputation of being almost a joke spell. Intrinsically, it’s not a very evocative spell. It kinda jams up the door for a couple of minutes, and you have to hope it’s enough. At first look, powerwise, it feels right for a first level spell. However, as I really should talk about in a different post, first level spells need to feel powerful, if very limited. So, I’d like to take a different approach to Hold Portal, and make it feel more powerful

Barricade Portal
School: Abjuration
Level: Sor/Wiz 1, Paladin 1, Anti-Paladin 1
Components: S, F/DF (optional)
Range: Close (25 ft + 5ft/2 caster levels)
Target: 1 portal up to 20 sq. ft./level
Duration: Concentration + 1 round
Saving Throw: None
Spell Resistance: No

The caster links himself to a ward that channels his magical energy to hold a door tight. The door gains 5 hardness, and increases it’s break DC by 5. The door also gains temporary hit points equal to 5 + your caster level (max 15). Even transmutation spells used to try to bypass the door, like Knock or Passwall can be negated by succeeding on a Concentration check DC 15 + 2* the spell slot used for the spell (note unlike spell level, metamagic other than Heighten can increase this DC). [If you use Psionics, it forces a DC 15 + Power Points used from Metacreativity powers that affect the door]. If this check fails against Knock or Keysmith’s aid, Barricade Portal immediately fades, and you are stunned for 1 round.

Optional Focus: If this spell was cast with a Holy Symbol or an ornate door from a doll house (or a house meant for a creature at least 2 sizes smaller than you) worth at least 50 gp, whenever the door takes damage, the caster can take any amount of that damage instead of the door. This damage does not interrupt concentration on this spell.

Basically, this is supposed to be the equivalent of the caster stacking a bunch of things in front of the door. From here, he holds the portal tight, even when the siegers bring out the battle ram or their own mages. Tell me what you think.

Gilded Hand and Keysmith’s Aid

Now that I’m running a Roguey Wizard, I feel like I need a few spells to help that aim. Gilded Hand is a neat little trick that can let you get your hands on the most expensive thing in that poor sap’s pockets, if you think you can focus on a hand moving on it’s own. Keysmith’s Aid is a version of Knock meant for people who actually are skilled in lockpicking.

Gilded Hand
School: Divination
Level: Sor/Wiz 2, Bard 1, Alchemist 1
Components: V, S, M
Casting time: 1 standard action
Range: Personal
Duration: 1 minute/level or until discharged
Spell Resistance: No
Saving Throw: No

After casting this spell, the first Sleight of Hand check that you make to pickpocket a creature that beats a DC 20 allows the caster to grab the most valuable item in the creature’s container. Magic items that have a limited number of charges (like a wand) are assumed that they have maximum possible charges. Items surrounded by more than 3 inches of wood, 1 inch of stone, or a small layer of lead are treated as the value of the outside container. Because of the awkwardness of the movement that this spell induces, a creature being pickpocketed by you gains +5 on their Perception check. Once you successfully pickpocket an item, this spell discharges.

Special: After choosing any subdomains, you may replace the 2nd level spell of the Trickery Domain with this spell. You must make this decision when you choose the Trickery Domain, and cannot change this decision outside of Psychic Reformation, Limited Wish, Wish, or Miracle.

Material Component: A counterfeit silver coin

Keysmith’s Aid
School: Transmutation
Level: Sor/Wiz 2, Bard 2, Alchemist 2
Components: V, F
Casting time: 1 standard action
Range: Touch
Target: One door, box, or chest, no larger than 10 sq. ft/level
Duration: Instantaneous
Spell Resistance: No
Saving Throw: No

After touching a door, you start quickly messing with the internal parts of a series of locks. You attempt a Disable Device, Craft(locks), or Profession(locksmith) check with a +5 bonus against every lock on the surface. You can take 10 on any or all of these disable device checks, even if under pressure. If this is used against an Arcane Lock, you are instead allowed to take 20 without increasing the time taken. All locks are undone in the same action of casting the spell and touching the door. Any traps that activate by picking or unlocking the locks do not activate.

Focus: A set of tools suitable for picking or making locks. You still gain all bonuses from the item that you use.

Cryptic Message and Edge of Time

I still need to poke at heroic skill usage, so until then, I want to add a couple more spells that I’ve put together.

Cryptic Message
Level: Wiz/Sor 2, Bard 2
Components: V, S, M
Casting time: 1 round
Effect: 1 page
Duration: 24 hours
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)

You can hide a message within a page of a newspaper by subtly mixing the handwriting or the fonts of the letters used. As you cast the spell, the page rearranges to disguise the coded message. A person who knows what sentence or title to look for can decipher the message as quickly as they can normally read the page. A creature that does not have that sentence can try to decipher the page using a Forgery check.

Linguistics DC
40-Uses no more than 1/10th of the words of the page.
30-Uses no more than 1/5th of the words of the page.
20-Uses no more than 1/3 of the words of the page.
10-Uses no more than 1/2 of the words of the page.
5-Uses more than 1/2 of the words of the page.

A typical typeset newspaper has 400-600 words to a page, while a typical handwritten newspaper has 200-300 words to a page.

Material Component: Either a single page of a newspaper, or a document addressed to a town crier.

Edge of Time
Classes: Sorcerer/Wizard 2, Alchemist 2, Witch 2
Components: M, S, V
Casting time: Standard action
Range: Touch
Duration: 1 round/level
Spell Resistance: No
Saving Throw:Will negates (harmless)

By focusing on the sharp edge of the razorblade, your target can divide time into the smallest segments. Swift and move actions can be readied by using their corresponding action, allowing the target to react to new circumstances more readily. Even the free action touch attack from casting a touch range spell or a single attack during a full-attack action can be readied.

This ability cannot usually be used to evade an attack. When you use this ability with a move action, other creatures have enough time to change their aim or targets of their attacks, abilities, and spells.

Material Component: A straight razor

Special: A character with the Luck domain can choose to have this spell permanently replace their 2nd level Luck Domain spell if they wish. This choice must be made when the character gains the Luck Domain, and cannot be changed short of a Limited Wish, Psychic Reformation, Wish, or Miracle.

Geas, Hostage

When the bad guys really, really need someone to do something, it’s not always the most useful to inflict suffering on the person who fails to do it. Presumably, if you need them specifically to do something, you need them relatively unharmed. This spell raises the stakes, putting someone (usually) that the Geased person cares about as the risk for leaving the forced quest.

Geas, Hostage
School: Enchantment (compulsion) [language-dependent, mind-affecting, evil]
Level: Sor/Wiz 7, Cleric 7, Bard 6
Components: V, F
Casting Time: 10 minutes
Target: 2 creatures within 30 feet of each other
Saving Throw: None
Spell Resistance: No

Hostage Geas places a quest on a creature as per Geas, although it only places this quest on 1 creature, the questor.

If the creature is prevented from obeying the Geas for 24 hours, the second target of the spell, the hostage, takes 2d6 vile damage, and another 4d6 damage as extreme pain tears through his body. If this spell would kill the hostage, the spell stops doing normal damage, and starts converting damage to vile damage. If there is enough vile damage to kill the hostage, the hostage only has enough vile damage to keep it 1 hp from dying, but stable, and the hostage takes 1 Intelligence, Wisdom, and Charisma drain every day as part of a set of semi-lucid nightmares that shred his sense of self instead of taking unhealable damage. The torture from the spell stops 24 hours after the questor resumes the Geas.

If the questor dies, the hostage suffers 2 Intelligence, Wisdom, and Charisma drain, but no longer suffers any new effects from this spell unless the questor is raised or the necklace is removed. If the questor is not raised in a year and a day, the hostage is freed, being allowed to remove the necklace safely, and turning the vile damage into normal damage.

Once the Geas is complete, the vile damage turns into normal damage, and the ability drain can be healed.

Unlike Geas, this cannot be used to make the questor fulfill an open-ended task.

The Hostage Geas can be removed by Remove Curse, but it requires a Good caster 2 caster levels higher, or another caster 6 caster levels higher, and the spell must be cast on both the questor and the hostage no more than 24 hours apart by the same caster. This cannot be broken by Break Enchantment or Limited Wish, though it can be broken by Wish or Miracle.

Although this spell is Mind-affecting, the hostage must be immune to mind-affecting effects to stop this spell. It does not matter if the questor is immune to mind-affecting effects.

Focus: A 100gp or more necklace that includes an Oynx (even if magically created), which is placed on the hostage. Removing or breaking the focus does not end the spell, instead destabilizing it. If the focus is removed, the hostage suffers as if the questor was stopped from fulfilling the Geas. If the focus is destroyed, both creatures are forced to suffer as if the questor was stopped from fulfilling the Geas until the Geas is complete.

Note: If you are not familiar with Vile damage, essentially it always comes from an evil source, and cannot be healed outside of very specific methods.

More staple rebuilding: Civilization Cantrips

Now the spells that I want to replace in this set of staple rebuilding are spells that some might think Why even bother with those spells? The thing is that these spells have a way of remapping the world you’re running, and leave a lot of questions on why they haven’t been completely abused yet. While it’s an interesting exercise to put some limits on the traps and tell the world to go crazy, a world built under low-level assumptions should be able to be run as a Swords and Sorcery world, and not as the next Eberron, or the next Utopia. Later on, I want to include a decent fix for traps (which is how a lot of people get infinite castings of the civilization spells), but for now, the goal is to rework the cantrips that let a single level 1 cleric feed and water a sizable city.

Clarify Food and Drink (replaces Purify Food and Drink)
School: Transmutation
Level: Cleric/Oracle 0, Druid 0
Components: V, S
Range: 10 ft
Target: 1 cu. ft/level of contaminated food and water
Duration: 24 hours
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)

With this spell, you filter out some of the most dangerous parts of spoiled food and liquids. Although the food does not return to it’s fresh state, it is still a boon to an adventurer desperate for food. If a creature eats the clarified food within the next 24 hours, the creature rolls twice on any Fortitude saving throws necessary, taking the better roll. The food is still clearly stale and/or spoiled to the touch and taste, however.

While this spell does not prevent subsequent natural decay or spoilage, it still maintains it’s benefit against any new spoilage for 24 hours. Unholy water and similar food and drink of significance is spoiled by purify food and drink, but the spell has no effect on creatures of any type nor upon magic potions. Water weighs about 8 pounds per gallon. One cubic foot of water contains roughly 8 gallons and weighs about 60 pounds.

Delay Dehydration (replaces Create Water)
School: Transmutation
Level: Cleric/Oracle 0, Druid 0
Components: V, S
Range: Touch
Target: 1 creature up to size Large
Duration: 1 hour/level
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)

A boon to adventurers in a desert or elsewhere without safe water, this spell allows you to ignore most of the effects of dehydration. Although this doesn’t restore subdual damage already done by dehydration, the creature affected by this spell suffers none of the other effects. This does allow a creature damaged by dehydration to be healed. This spell does not actually truly replace getting water, however. When the spell ends, unless the creature has gotten 1 day of water for every day of water they have missed, they take all of the effects of dehydration that they had ignored by this spell immediately.

Both of these spells go back to the dungeon survival roots, and while are never the ideal tool, they become the tool that you want if things have gone so far out of control. At the same time, these are really not spells the common folk get a lot of mileage out of. Exactly what a cantrip should be in the age of infinite cantrips. The next part to this is to refactor Purify Food and Drink and Create Water to first level spells, but that’s a task for another time.