Difference between revisions of "Combine (spell)"

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[[File:Combine (spell).jpg|right|520px|thumb]]
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[[File:Combine (spell).jpg|right|525px|thumb]]
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'''Combine''' is a spell that allows multiple casters of the same [[Religion|faith]] to merge their divine power, temporarily increasing the casting potency of the primary spellcaster. When [[Spellcasting|cast]], the spell raises the effective caster [[Experience Level|level]] by one per supporting caster. This increased level applies both to spell effects and the ability to turn undead, granting a +1 modifier per supporting caster when repelling such creatures.
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{{Spelltable
 
{{Spelltable
 
| name = Combine
 
| name = Combine
 
| range = touch
 
| range = touch
| duration = 40 rounds
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| duration = 40 [[Combat Round|rounds]]
 
| area of effect = special
 
| area of effect = special
 
| casting time = 1 round
 
| casting time = 1 round
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| level = [[Cleric 1st Level Spells|cleric (1st)]]
 
| level = [[Cleric 1st Level Spells|cleric (1st)]]
 
}}
 
}}
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'''For example''', a 7th-level caster who receives support from four others — regardless of their individual levels — would cast spells and turn undead as an 11th-level.
  
Combines the power of several [[Cleric (class)|clerics]], when they are of the same [[Religion|faith]].  The caster the spell is able to raise his or her effective [[Spellcasting|casting effect]] by [[Experience Level|one level]]. A modifier of +1 is also applied when [[Turn Undead (sage ability)|turning undead]]. Thus, a 7th level caster, with four supporting clerics (regardless of their level), would cast spells or turn [[Undead|undead]] as a cleric of the 11th level.
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While this spell enhances the caster's power, it does not grant access to additional spellcasting abilities that a higher level might possess, such as new spell slots or higher-tier spells beyond the caster's natural capability.
  
Though enabling the caster to possess more power, the spell does not enable additional [[Spellcasting|spellcasting]] abilities that a higher level might possess.
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The number of clerics who can contribute their power is limited to one per level of the primary caster. These supportive clerics may be added at any time during the spell's duration, provided they are touched by the caster to initiate the joining. Once connected, all supporting clerics must maintain concentration whenever a spell is cast. If even one of them fails to do so, the combine spell is broken immediately.
  
A limit of one supportive cleric may be added per the level of the caster.  Additional clerics may be touched at any time during the spell's duration.  Supportive clerics must also concentrate as spells are cast — if any fails to do so, the spell is broken.  Once a supportive cleric is touched and the joining made, they must remain within 8 hexes of the caster or else, again, the spell will be broken.
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Additionally, once a cleric has been joined, they must remain within 8 [[Combat Hex|hexes]] of the caster for the spell to remain intact. If a supporting cleric moves beyond this range, their contribution is lost and the spell is disrupted entirely.
  
  
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[[Category: Clerical Spells]][[Category: Don't Review until 2022]]
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[[Category: Clerical Spells]][[Category: Reviewed]]

Latest revision as of 16:33, 12 March 2025

Combine (spell).jpg

Combine is a spell that allows multiple casters of the same faith to merge their divine power, temporarily increasing the casting potency of the primary spellcaster. When cast, the spell raises the effective caster level by one per supporting caster. This increased level applies both to spell effects and the ability to turn undead, granting a +1 modifier per supporting caster when repelling such creatures.

Combine
Range touch
Duration 40 rounds
Area of Effect special
Casting Time 1 round
Saving Throw none
Level cleric (1st)

For example, a 7th-level caster who receives support from four others — regardless of their individual levels — would cast spells and turn undead as an 11th-level.

While this spell enhances the caster's power, it does not grant access to additional spellcasting abilities that a higher level might possess, such as new spell slots or higher-tier spells beyond the caster's natural capability.

The number of clerics who can contribute their power is limited to one per level of the primary caster. These supportive clerics may be added at any time during the spell's duration, provided they are touched by the caster to initiate the joining. Once connected, all supporting clerics must maintain concentration whenever a spell is cast. If even one of them fails to do so, the combine spell is broken immediately.

Additionally, once a cleric has been joined, they must remain within 8 hexes of the caster for the spell to remain intact. If a supporting cleric moves beyond this range, their contribution is lost and the spell is disrupted entirely.


See Clerical Spell Tables