Difference between revisions of "Exorcism (spell)"

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[[File:Exorcism (spell).jpg|right|525px|thumb]]
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'''Exorcism''' is a spell that banishes possession from its recipient, whether caused by a [[Demonic Possession|demonic entity]], a magical object or a spell such as [[Magic Jar (spell)|magic jar]]. It also serves to counteract effects such as [[Curse|curse]] or [[Charm|charm]], breaking magical influence that binds the mind. Additionally, the spell can free a soul trapped within an object, restoring the being to its original form, whatever that may be.
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{{Spelltable
 
{{Spelltable
 
| name = Exorcise
 
| name = Exorcise
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| level = [[Cleric 4th Level Spells|cleric (4th)]]
 
| level = [[Cleric 4th Level Spells|cleric (4th)]]
 
}}
 
}}
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The [[Spellcasting|casting time]] varies depending on the nature of the affliction. When dispelling spells that influence the mind or body, such as [[Curse|curse]], [[Charm|charm]], [[Hold Person (spell)|hold person]], [[Hypnotism (spell)|hypnotise]] or [[Suggestion (spell)|suggestion]], the casting time is 2 rounds. However, if an entity is involved — such as a possessing demon or magical force — the caster must wrestle with the entity to drive it out, requiring at least three rounds to complete the exorcism.
  
Casts out possession from the spell’s recipient, by some force of object, spell such as magic jar or any demonic force. The spell also counteracts curse or charm, or the egotistical power of a magic object.
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At the beginning of the third round, the caster must roll a [[Ability Checks|check]] against their [[Strength (ability stat)|strength]], [[Constitution (ability stat)|constitution]] and [[Wisdom (ability stat)|wisdom]]. A successful roll in all three attributes successfully casts the possession out.
 
 
The spell will also release a soul trapped in an object, restoring their true form whatever that may be.
 
 
 
Casting time is variable. For the dispelling of spells such as curse, charm, [[Hold Person (spell)|hold person]], [[Hypnotism (spell)|hypnotize]], [[Suggestion (spell)|suggestion]] and the like, the casting time is always 2 rounds. But wherever there is an entity involved, the cleric must ‘wrestle’ with the entity in order to force it from its possession. In such cases, the spell will require at least three rounds to cast.
 
 
 
With the beginning of the third round, the cleric must roll a check against his or her strength, constitution and wisdom; a successful roll of all three will cast the possession out.
 
  
Any failure, however, will cause 2d8 damage to the cleric, and temporarily reduce the ability at which the check failed by two points. This damage will not break the cleric’s concentration, even if the damage ‘stuns’ the cleric. Regardless of the amount of damage, the cleric will be able to wrestle again the following round, rolling against all three stats again (taking into account the changes thereof).
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Once the exorcism begins, the caster cannot stop, nor can they receive any aid or intervention, or the spell will fail. Regardless of success or failure, the caster will require one full day of rest per ability point lost to regain their strength.
  
Repeated failures will eventually reduce the cleric. If the cleric allows any of his or her attributes to drop below 3, the cleric will be killed by the confrontation. If the cleric falls below -3 hit points, and fails their wisdom consciousness check, the cleric will pass out and the spell will be void.
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== Failure ==
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Failure to succeed on any of the rolls inflicts 2d8 damage on the caster and temporarily reduces the failed ability score by two points. This damage does not break the caster's concentration, even if it stuns them. Regardless of injury, the caster may attempt the exorcism again in the next round, rolling against all three ability stats once more — though now suffering from any temporary reductions.
  
The cleric cannot cease in the spell, or receive aid of any kind, or else the spell will be ruined.
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Repeated failures will weaken the caster over time. If any of the caster's attributes drop below 3, they are killed by the confrontation. If the caster falls below -3 hit points and fails their [[Wisdom (ability stat)|wisdom]] consciousness check, they pass out, voiding the spell entirely.
  
Succeed or fail, the cleric will require one complete day of rest for each point of ability temporarily lost in order to regain that ability.
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== Entities ==
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Entities banished by exorcism cannot directly seek revenge upon the caster, though many — particularly [[Demon|demons]] — may attempt to do so indirectly.  Greater demons require the caster to be twice successful in their rolls to cast them out. Demon lords and [[Demi-gods (sage study)|demi-gods]] require three successful rounds to be fully expelled.
  
Demons and other creatures so cast out cannot directly take retribution against the cleric, though some may seek to do so indirectly.
 
  
Greaterdemons will require the cleric to be twice successful in order to be cast out.
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See also,<br>
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[[Abjure (spell)]]<br>
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[[Demonic Possession]]
  
Demon lords and various demi-gods will require the cleric to be thrice successful in order to be cast out.
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[[Category: Clerical Spells]][[Category: Reviewed]]
<br>
 
[[Category:Placeholder]]
 

Latest revision as of 03:06, 13 March 2025

Exorcism (spell).jpg

Exorcism is a spell that banishes possession from its recipient, whether caused by a demonic entity, a magical object or a spell such as magic jar. It also serves to counteract effects such as curse or charm, breaking magical influence that binds the mind. Additionally, the spell can free a soul trapped within an object, restoring the being to its original form, whatever that may be.

Exorcise
Range 10 ft.
Duration permanent
Area of Effect 1 creature or object
Casting Time see below
Saving Throw none
Level cleric (4th)

The casting time varies depending on the nature of the affliction. When dispelling spells that influence the mind or body, such as curse, charm, hold person, hypnotise or suggestion, the casting time is 2 rounds. However, if an entity is involved — such as a possessing demon or magical force — the caster must wrestle with the entity to drive it out, requiring at least three rounds to complete the exorcism.

At the beginning of the third round, the caster must roll a check against their strength, constitution and wisdom. A successful roll in all three attributes successfully casts the possession out.

Once the exorcism begins, the caster cannot stop, nor can they receive any aid or intervention, or the spell will fail. Regardless of success or failure, the caster will require one full day of rest per ability point lost to regain their strength.

Failure

Failure to succeed on any of the rolls inflicts 2d8 damage on the caster and temporarily reduces the failed ability score by two points. This damage does not break the caster's concentration, even if it stuns them. Regardless of injury, the caster may attempt the exorcism again in the next round, rolling against all three ability stats once more — though now suffering from any temporary reductions.

Repeated failures will weaken the caster over time. If any of the caster's attributes drop below 3, they are killed by the confrontation. If the caster falls below -3 hit points and fails their wisdom consciousness check, they pass out, voiding the spell entirely.

Entities

Entities banished by exorcism cannot directly seek revenge upon the caster, though many — particularly demons — may attempt to do so indirectly. Greater demons require the caster to be twice successful in their rolls to cast them out. Demon lords and demi-gods require three successful rounds to be fully expelled.


See also,
Abjure (spell)
Demonic Possession