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Priesthood.

Posted by GMFor group 0
GM
GM, 105 posts
Sun 7 Jul 2013
at 06:46
  • msg #1

Priesthood

There are many in the world who feel the presence of one or more gods more keenly than others. These men and women often become priests or monks, spending thier lives in temples preaching or healing. Of these men and women, a few stand out as shining examples of their god. These people are given special powers and are guided to ever greater deeds by their god and its servents

In order to become a priest one must take an additional flaw, but not the plus two stat bonus that comes with it. Some proesthoods have additional prerequisites to enter. Each priesthood has its own unique benifits, usually in the form of stances and spells avalable to it. Usually these spells or stances can only be used by someone capable of learning them. They are not bonus stances or spells, but insteadare just added to the spells that they could learn
This message was last edited by the GM at 09:19, Sun 07 July 2013.
GM
GM, 106 posts
Sun 7 Jul 2013
at 06:57
  • msg #2

Laughing Monks

Priests of The Laughing God, laughing monks are often robust good natures men and women who value life and laughter above anything. Known for their charity and love of storytelling laughing monks are welcome nearly anywhere. Monks with character levels are almost always rouges, though the odd warrior has been known to join the ranks, but few wizards have the time or disposition to devote themselves to such sillyness

To become a laughing monk one must have at least 2 ranks of lore and speech, and survive a night of drinking with one the orders leaders.



The gain powers of a laughing monk are as follows

A laughing Monk gains +2 to all speech rolls and gains 1D4 additional pennies when they preform


Tricks
Bard trick: this trick grants +2 to speech rolls and 1D4-1(with one giving 0) extra pennies when preforming. Every additional time you learn this trick you gain one additional penny when preforming.

Stances
Level 1
Charismatic: +2 to all speech rerolls, the number of rerolls are one higher as long as this stance is active

Inspiring rythmes I: all within 10ft who can hear you gain+1 to all armor and attack rolls
Liquid courage I: as a minor action you may take a swig of alcohol to gain one of  the following effects: gain resist 5 of one element of your choice until the start of your next turn, gain damage resist 3 until the start of your next turn , or gain +2 to a stat until the end of your turn.
Improvised performance I: choose a performance specialty when activating this stance, you gain its bonus and can preform with it. When preforming with this specialty use your preform ranks or +4 whichever is higher. When preforming with this specialty you gain 1/2 the normal amount of pennies.

Level 2
Charismatic II: +3
Iron liver: + 3 toughness, all poisons have half the effect
Inspiring rythmes I: all within 10ft who can hear you gain+2 to all armor and attack rolls
Liquid courage I: as a minor action you may take a swig of alcohol to gain one of  the following effects: gain resist 6 of one element of your choice until the start of your next turn, gain damage resist ⁴ until the start of your next turn , or gain +2 to a stat until the end of your turn.

Level 3
Charismatic III: +3 to speech rerolls, two exta rerolls a day

Inspiring rythmes I: all within 10ft who can hear you gain+3 to all armor and attack rolls
Liquid courage I: as a minor action you may take a swig of alcohol to gain one of  the following effects: gain resist 7 of one element of your choice until tth start of your next turn, gain damage resist 6 until the start of your next turn , or gain +2 to a stat until the end of your turn.

Improvised performance I: choose a performance specialty when activating this stance, you gain its bonus and can preform with it. When preforming with this specialty use your preform ranks or +6 whichever is higher. When preforming with this specialty you gain 3/4 the normal amount of pennies.
Level 4
Charismatic Iv:  +4 to speech rerolls. Two rerolls a day
Perfect metabolism: all poisons have the reverse effect while this stance is active.
Inspiring rythmes I: all within 10ft who can hear you gain+4 to all armor and attack rolls
Liquid courage I: as a minor action you may take a swig of alcohol to gain one of  the following effects: gain resist 8 of one element of your choice until the start of your next turn, gain damage resist 6 until the start of your next turn , or gain +3 to a stat until the end of your turn.


Spell
Level 1
Fire
Conversion
Range: medium
Deals fire damage, + 2 damage for each alcoholic beverage drank in the circle

Heavenly music
Aura
Illusionary women appear within the circle and Beguin singing. Those within the aura must make a willpower roll(difficulty 5+1/2 caster level) or become totally enthralled with the music. A character who fails their roll cannot attack or willingly move from the circle that turn. The caster adds their ranks in preform(if any) to the difficulty.

Level two
Room is spinning
Range aura
Enchantment skill vs agility each turn in aura, if the attack hits target falls prone.

Feel the music
Highest magic skill vs. Will
Range 20ft
 Target breaks into a festive jig for 1D6+1 rounds. While dancing the target takes -3 to attack agility, and armor rolls. While dancing you cannot swim or climb, and and only jump or move at half speed.

Level 3
Drink!!
Aura
Each creature in turn must drink a potion or alcoholic beverage each turn they are in aura. The only way to stop this is to leave the circle or leave the circle.

 Laughter
Aura
When you enter this circle you are wracked with uncontrollable laughter and fall prone. While in this circle you may use a move action to stand but can only move 5 ft a move action. While in the circle you fall prone at the end of each turn, and if you need to hold your breath you may only hold it for one turn due to laughter. While in the aura all your attacks have 1/2 accuracy and deal 1/2 damage.

Level 4
Pass off drunk
Range short
Enchantment vs willpower, if it hit the target is considers to have drank the same number of drink as you, you are considered to have Frankenstein none.

Libations
Aura
This circle takes four extra turns to draw. All potions, poisons, and alcohol in the aura are endless.
This message was last edited by the GM at 18:13, Tue 05 Apr 2016.
GM
GM, 107 posts
Sun 7 Jul 2013
at 09:30
  • msg #3

Blood bound solder

Priests of the blood queen. These gaunt and pale men and women travel the land spreading as much pain and chaos as possible. Many small towns and villages have been nearly wiped out due to blood bounded rituals used to worship the Blood Queen. While most of the blood bound love the death and destruction caused in their wake, some have joined this priesthood in the hopes of finding a way to truly raise a person from the dead, not as a zombie but as a living person. The bulk of blood bound solders are warriors and wizards, though there are a fair amount of rouges among the ranks.

To join this priesthood, you must have two ranks in both lore and necromancy. In addition you must have willingly given either your blood or flesh to an intelligent undead who serves the blood queen.



Bloodbound stances
Level one
 Stance of hunger: each critical you deal heals you equal to 1/4 damage dealt
Stance of pain: targets you hit also take 1d6 damage on th start of thier. Next turn.

Level 2
Pain 2: 2d6

Level 3
Great hunger: each time you hit with a weapon, heal 1d4 damage.
Pain 3: 3d6

Level 4
Pain 4 4d6

Bloodhound spells
False life
Aura
While in aura, gain 2d8 HP, this can exceed your max HP, take 2d10 damage when you leave

Level 2
Undeath
Aura
Any undead in the aura have 2d8 more hp than normal and have +2 to attack and deal an extra 1d6

Level 3
Void
Aura
Any enemy who dies in the aura, no matter how, raise as a level 10 zombie on their next turn. This zombie is under your control,  even if you already have the max number of zombies you can have.

Level 4
Necromancy
Will of the queen
Aura
Choose two skills, these cannot be used in the circle.
This message was last edited by the GM at 17:12, Sun 07 July 2013.
GM
GM, 108 posts
Sun 7 Jul 2013
at 09:43
  • msg #4

Justicar

Priests of the platinum dragon. Justicars are often hard men who see the world in terms of black and white,  though most are fair in their judgements. Justicars are use by most as judges and keepers of peace, in fact they swear an oath never to lie. Traveling justicars often become bounty hunters, hunting evil men who try to avoid justice. Warriors are the main force of the justicars, though there are a goodly number of wizards amoung them, mostly those who prefer acid enchantment and fire matoc

To join This priesthood you must have rank two in lore and insight. In addition, you may never make a speech roll to lie or bluff.



A justicar and all adjacent gain +2 to insight and +2 to all perception rolls

Trick
Trick of cunning: you and all allies within 15ft gain +2 to all rolls vs speech checks, and any enemy making a heroic speech within 15ft has to roll 2 higher. Every additional time you learn this trick add +1 to both these effects.


Stances
Level 1
Truth: +3 to any roll made to oppose a speech or stealth roll.
Dragons fury: while being flanked you gain +2 attack and +1 to critical range.
Honor's Shield: +2 armor +2 willpower
Inescapable: +5ft climb and jump speed

Level 2
Truth II: +4
Justice: +2 to attack and damage, if the target of your attack has dealt damage on its last turn, double this effect.
Dragons fury: while being flanked you gain +4 attack and +2 to critical range.
Honor's Shield: +3 armor +3 willpower
Inescapable: +10ft climb and jump speed

Level 3
Truth III: +5
Dragons fury: while being flanked you gain +6 attack and +3 to critical range.
Honor's Shield: +4 armor +4 willpower
Inescapable: +15ft climb and jump speed

Level 4
 Truth IV: +6
Perfect vision: you can see invisible things, also any enemy within 20 ft doesn't apply any bonuses to stealth other than rank.
Dragons fury: while being flanked you gain +8 attack and +4 to critical range.
Honor's Shield: +5 armor +5 willpower
Inescapable: +20ft climb and jump speed

Spells
Level 1
Dragon scales
Aura
Gain DR 2/- and resist magic 5

Truth
Aura
All invisible and hidden createurs who are in the aura or enter the aura are revield.

Level 2
Truth will win out
Aura
Lies cannot be told in circle

All seeing eye
Aura
All those in the aura gain +10 to insight and perception.

Level 3
Rouges bane
Aura
Anyone who deals sneak attack damage to a target in the circle also takes sneak attack damage

Dragons Blessing
This is not a spell, when you learn this ability you may start placing points into the breath skill

Eyes of truth
This is not a spell. When you gain this ability you see all illusions for what they really are, also the stealth bonus for being invisible is +5 against you  instead of +20.
Level 4
Balance thee scales
Aura
No bonuses from enchantments, items, or skills can be added to rolls, only the base rank may be used.

Rage of the platinum Dragon
Fire skill vs willpower
Range 30ft
Deals fire damage in a 10ft burst. This spell ignores resistance.
This message was last edited by the GM at 01:54, Fri 26 Jan 2018.
GM
GM, 109 posts
Sun 7 Jul 2013
at 12:28
  • msg #5

Order of the courageous

Priests of the risen hero. The order of the courageous is one of the most active churches,  one of its main goals is to help budding heroes rise to greatness. Many of the priests of this order are themselves retired adventures who have taken up the cloth. The order of the courageous is one of the most divided churches in the world, containing members of every race and alignment. No matter what difference, different member will work together with little fighting. Any disputes are settled by the higher up of that sect. The order is made of all classes.

To enter the order of the courageous one must have two ranks of lore and any three magic or weapon skills. In addition you must have done completed at least three quests given to you by one of the order



Stances
Level 1
Knight: +2 to all stack and damage rolls.
Calvary stance: +1 attack +1D6 damage when mounted

Level 2
Knight II: +3
Weapon master: +2 crit range, also all criticals have a 2 in 10 stun chance.
Calvary II: +2 +2D6
Fearless: when fighting an enemy of a higher rank than you, all your attack ignore 2points of damage reduction per difference in rank. Also the targets fastheal is halved until the end of your next turn.

Level 3
Knight III: +4
Calvary III: +3 +3d6

Level 4
Knight IV: +5
Counter: make one free attack against any enemy that hits you with a melee attack.
Calvary IV: +4 +4d6
Fearless II: resistances ignored 4points per rank difference, all healing negated until end of next turn.

Spells
Level 1
Courageous spell
Range: large
Choose an element when drawing this spell, this spell deals that kind of damage ands ignores 1/2 resistance.

Level 2
Protectors grace
Aura
Choose a defense when drawing this spell, all spells that target someone in the circle target that defense.

Level 3
Inner strength
Aura
Choose three stats when drawing this spell, they are increased by 4

Heroism
Aura
Choose a skill while drawing the circle, any creature in the field is treated as having -rank 7 in that skill, unless they have a higher rank
This message was last edited by the GM at 00:52, Mon 09 Nov 2015.
GM
GM, 111 posts
Sun 7 Jul 2013
at 17:32
  • msg #6

Angelic Mediators

Priests of the angelic queen. Mediators are charismatic men and women who often find their way into important positions such as mayors and sheriffs. They use fast talk and deception to make their way through the world, and in civilized places often find themselves working as public defenders or law men, they pride themselves on their almost unnatural knowledge of local law. Angelic Mediators rarely work together, in fact they rarely ever know more than a dozen other Mediators, though everyone who joins this priesthood discribe a similar looking  human female(or sometimes male) offering them something in return for their devotion. Any classes can be an angelic mediator.

To join this priesthood, one must have rank three speech, and rank two in either sneak or lore




Stances
Level 1
Smooth bastard
+3 speech and insight

Level 2
Smooth bastard II: 4
Mind reader: you may make an insight check to read surface thoughts of a target, this attack targets willpower.

Level 3
Smooth bastard III: 5

Level 4
Smooth bastard IV: 6
I didn't do it: whenever you take a penalty to speech or stealth because of  any reason, the penalty is halved.

Spells
Level 1
Distract
Aura
Targets in aura take -2 perception and take an extra 1d6 damage worth of sneak attack damage whenever they are hit by a sneak attack.

Level 2
Mind reader
Aura
You may read the surface thoughts of anyone in the circle as a minor action.

Level 3
Distraction
Medium
This spell deals untyped damage to the ttarget, the next melee attack that hits it is considered  a sneak attack.

Level 4
 Fuck it
Aura
While in this circle gain a +2 to speech and insight checks. If ever you fail a speech, stealth, Insight, or perception roll while in this circle, you may, if able, make a free melee attack. This attack is a sneak attack with +2 attack and deals an extra 3d6 sneak attack.
This message was last edited by the GM at 07:00, Mon 29 July 2013.
GM
GM, 113 posts
Tue 9 Jul 2013
at 16:31
  • msg #7

Stone Knights

Priests of the Mountain king. Stone knights are strong stubborn craftsmen who fight and create in the name of thier god. Most stone knights are miners or smiths, few have any real ambition to travel about. Every major trading outpost  any any mine of decent size has  a small sect of stone knight both working and protecting it. Dwarves make up the bulk of the stone knights, but miners and craftsmen of other races are also included in this priesthood

To become a stone knight you need two ranks of lore and smithing. In addition  you must make and present to another knight an item with a craft Difficulty of 20




Stances
Level 1
Stone: DR 2, resist magic 2

Level 2
Stone II: 3
Weighted to your hand: if you weild a weapon you crafted, it's crit range increas by one, its attack by two, and its base damage by 4

Level 3
Stone III: 4

Level 4
Stone IV: 5
Weighted to your hand II: crit 2 atk 4 damage 8

Spells
Level 1
Earths blessing
Aura
DR 2/- and +2 attack

Level 2
Mountain shield
Aura
+3 to all defenses

Level three
Creation
Aura
Choose an epic ability when drawing this circle, that ability is applied to all item in the circle that it can be placed on.

Level4
Perfect defense
Aura
Armor rolls, agility rolls, toughness rolls, willpower rolls, Damage reduction, fast healing, and magic resistance cannot be lowered while in the circle.
GM
GM, 114 posts
Tue 9 Jul 2013
at 19:27
  • msg #8

Druids

Priests of the sister if the land and of the elk sister. Druids do their best to protect the land and the animals that live in it, the oppose the rape of the land through mining and over farming. In addition to this they also strive to become one with nature, many elders in the order live as little more than hermits, dwelling in caves in the far lonely reaches of the world. Elves make the bulk of the driud order, with humans numbering a close second.

To join this proesthood, you must have rank 2 lore and perception.




Stances
Earths blessing: adjacent ally's gain +2 to all defenses

Level 2
Earths blessing II:  as level I only with +3
Growth: adjacent ally's heal 1d4+2 HP At the start of your turn

Level 3
Earths blessing III: +4

Level 4
Earths blessing IV: +5
Grasping earth: any enemy who moves past you stops moving. They cannot make any more move actions this turn. You may make one attack against them.

Spells
Level one
Animal companion
Aura
See the moon brother spell

Level two
No more death
Aura
No attack rolls may be made in the aura

Level three
Earths smash
Medium
Deals untyped damage, target cannot make attacks ta next turn.

Level 4
Life endures
Aura
Targets in aura gain DR 5/- and heals 1D10+5 HP each turn.
This message was last edited by the GM at 14:11, Tue 30 July 2013.
GM
GM, 116 posts
Mon 29 Jul 2013
at 08:41
  • msg #9

Moon Brothers

The moon brothers are the priests who worship the sister of the moon.  Most moon brothers are hunters, trappers, and mountain men, though many adventurers also find the teachings of the wolf sister appealing. Most of the moon brothers are elven or orcish warriors or rouges, though many humans have found thier place amoung the ranks. The moon brothers main task is to keep the natural order of life and death in balance, they do this by hunting down monsters and people who try to deify this cycle.

To join this priesthood, you must  have rank 2 lore and perception. Also you must ritualistically hunt an animal or monster of your masters choice.




Stances
Level one
Hunters stance
+2 attack and +5ft lad speed

Level 2
Hunter: 3 and 10
Hunters senses: gain 30ft blindsense

Level 3
Hunter 4 and 15

Level 4
Hunter: 5 and 20
Law of the jungle: your weapon has two more damage dice against anything that is prone, poisoned, stunned, slowed, or unaware.

Spells
Level one
Animal companion
Aura(special)
While you are in this circle, target the willpower of one animal you can see, if you win this roll the target animal becomes a loyal friend. You can feel the emotions of this animal at all times, and it understands the meaning of everything you say. The animal will do what you say without question, but usually won't put itself into a situation that will end with its death. This animal remains this way till its death, you may control an animal with this spell that has a number if hit die equal to your level, or a number of animals who's hit die equals your level.

Level 2
Rage
Aura
Targets in circle gain +2 attack and damage while in the circle, and gain DR 2/-

Level 3

Snare
Aura
Any creature but the caster who stands in this circle can not leave it without a difficulty (11+ half level) strength check. A creature may also escape this spell circle by dealing 10 damage to their arm or leg, dealing this date grants a -2 to attack if the arm is wounded or halves landspeed if the leg is wounded. The creature in the circle knows both methods of escape only upon leaving, the creature must roll damage to deal the 10 points of damage.

Level 4
Beast form
Aura
Targets in aura gain 4 str and con, DR 6/-, resist 10 magic, +1 to all defenses, and a claw or bite attack as if it had rank 5 in that skill.
This message was last edited by the GM at 03:16, Mon 09 Aug 2021.
GM
GM, 189 posts
Tue 31 Dec 2013
at 19:13
  • msg #10

Dreamers

Dreamers are unassuming men and women who travel the lands in service of the dreaming sage. Most dreamers are scribes and scholars who follow the dreaming sage to unlock the knowledge he holds.  Most dreamers are wizards or rouges, though any who see to master their second sight will seek out this priesthood. Dreamers can most often be found around historical events that are currently unfolding. It's commen for a dreamer to travel with a band of adventures to witness first hand their future unfold.

To gain access to this peristhood you must have rank 2 lore and perception and partake in a spirit quest given to you by and elder dreamer.




Stances
Level 1
Visions: Gain +2 to all defences on all rolls against the target of your choice

Level 2
Visions II: +3 defences
Sage advice: All adjacent allies gain a +2 bonus to attack rolls and a +1 to crit range

Level 3
Visions III:+4

Level 4
Visions IV: +5
Sage Advice II: +4 attack, +2 critical range


Spells
Level 1
Dreams
Aura* (special)
This cricles effect only takes place when a dreamer spends an extended amount of time in the circle. When the Dreamer spends at least a day in this cirlce he starts to gain the ability to see into the future. The dreamer cannot choose what to see or when he sees it.The longer the dreamer stays in the circel the more he see and the more often he has visions.

Level 2
Visions of death
Medium(targets willpower)
This spell shows the targets visions of its death. It halves the targets fastheal and resistances.

Level 3
Visions of warning
Aura
Everyone in circle gains a +5 on all defense rolls.

Level 4
Sever Fate
Close
Target takes damage and takes a -6 to attack and damage and loses half their fastheal and resistances untill you cast this spell on someone else.
This message was last edited by the GM at 17:03, Thu 17 July 2014.
GM
GM, 406 posts
That dude who makes
Stuff that dosent work
Sun 24 Dec 2017
at 16:51
  • msg #11

The Holy Order of the Paladins

The Order of the Paladins is a tight-knit group of knights, cut-throats, and mages brought together for a singe purpose. Protecting the world from the threat of outsiders. While the Order of Paladins tries to enforce an internal code of conduct it is not uncommon for many of its members to bend such rules for what they see as the “greater good.” Many paladins are sent out to complete specific jobs given to them from the Order; others instead prefer to travel alone or in small groups to hunt out invasions from the outer planes usiung their own methods. Special note, The Order of Paladins does not server any specific god. As such a character may take this priesthood in addition to a normal priesthood.

Prerequisites: To join the Holy Order of the Paladins one must have 2 Ranks in Lore and Willpower. Also, you must slay an Outsider to prove you worth.

The Paladin and all allies within 10 ft gain a +2 on all armor and defense rolls against Outsiders

Stances

Level One
Sorcerers Bane I : All of your attacks deal +4 damage on spell circles, you gain  magic resistance 2 vs. all Outsiders.

Stand Against Outsiders I: All Outsiders  within 10ft take a -2 on all rolls and have their fast heal(if any) reduced by 1(min. 0).

Blessing of the Mortal Plane I: +1 on armor, agility, toughness, and willpower against all Outsiders.

Make ‘em earn it! I: Whenever an Outsider hits you,  you respond with a quick punch or stab that deals 1D4+1/2 STR in physical damage.

Level two
Sorcerers Bane II: All of your attacks deal +8 damage on spell circles, you gain  magic resistance 3 vs. all Outsiders.

Stand Against Outsiders II: All Outsiders  within 10ft take a -3 on all rolls and have their fast heal(if any) reduced by 2(min. 0).

Blessing of the Mortal Plane II: +2 on armor, agility, toughness, and willpower against all Outsiders.

Killing Blow I: +2 Attack, +1 critical range, +1 critical multiplier against all Outsiders.

Level Three
Sorcerers Bane III: All of your attacks deal +12 damage on spell circles, you gain  magic resistance 4 vs. all Outsiders.

Stand Against Outsiders III: All Outsiders  within 10ft take a -4 on all rolls and have their fast heal(if any) reduced by 3(min. 0).

Blessing of the Mortal Plane III: +3 on armor, agility, toughness, and willpower against all Outsiders.

Make ‘em earn it! II: Whenever an Outsider hits you,  you respond with a quick punch or stab that deals 1D6+ STR physical damage.

</b>Level Four</b>

Sorcerers Bane IV: All of your attacks deal +16 damage on spell circles, you gain  magic resistance 5 vs. all Outsiders.

Stand Against Outsiders IV: All Outsiders  within 10ft take a -5 on all rolls and have their fast heal(if any) reduced by 4(min. 0).

Blessing of the Mortal Plane IV: +4 on armor, agility, toughness, and willpower against all Outsiders.

Killing Blow II: +2 critical range, +3 critical multiplier against all Outsiders.  Criticals made against Outsiders also stun for 1D4 turns.


Tricks

Paladin Trick: whenever you deal damage to an outsider, deal one extra die of the following type(if available) Sneak Attack, bonus elemental damage from skills, Bane epic ability. Every additional time you take this trick increase this extra damage by a further 1D6, up to 5D6 total.

Spells

Level One
Banishment
Medium Range
Your Willpower vs. Willpower
This spell has no effect on creatures that are not Outsiders. This spell deals 1D8+INT damage and has a 5 in 10 chance of stun.

Chains
Close range
This spell uses your agility as attack and targets agility
Targets hit by this spell have their movement speeds cut in half for one turn. Outsiders hit by this spell instead cannot move from this spot for 1D6 turns.

Level Two
Repelling Circle
Aura
Outsiders cannot enter this circle or attack creatures within this circle. Spells cast from Outsiders do not affect creatures within this circle. All rolls made against Outsiders from within this circle gain a +2.

Imprisonment
Aura
Outsiders in this circle cannot leave this circle of their own free will. Outsiders in this circle take a -2 to all of their stats, -4 on all skill rolls, and cannot deal damage.

Level Three
Challenge the Beyond
Close range
Willpower vs. Willpower
Outsiders hit by this spell cannot attack targets other than the caster of this spell until it beats the caster in a willpower vs. willpower contest(a minor action for the outsider). During this time the caster gain a +5 on all attack rolls against target outsider and deal +2D8 untyped damage against target outsider.


Hallow
Aura
All Summon circles within 100ft of this circle cease to function, all gates(both natural and from spellcircles) within 1 mile close. While this aura functions no creature can be summoned or gate opened within a mile of it.

Level Four
Exorcise
Close
Willpower vs. Willpower
Outsiders targeted by this spell gain a +10 to will power rolls against it. If this spell hits an outsider it is expelled by to the point in the outer planes where it was summoned from, if this spell misses this spell instead deals 4D8 untyped damage.
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