Difference between revisions of "Combine (spell)"

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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.
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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.
  
 
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.
 
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.

Revision as of 16:28, 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