Difference between revisions of "Holy Word (spell)"

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[[File:Holy Word (spell).jpg|right|525px|thumb]]
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'''Holy word''' articulates an evocation of enormous power, capable of blasting the caster's enemies with the divine force of the spoken utterance.  The exact word spoken is left to the imagination of the character; it may be designated as a specific word or selection of words, or may be considered to be something so powerful that the memory of every listener is effaced by the word's power.  Perhaps the character knows the word, and is fearful to speak it aloud when not casting the spell.
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{{Spelltable
 
{{Spelltable
| name = Gate
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| name = Holy Word
| range = 30 ft.
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| range = self
 
| duration = see below
 
| duration = see below
| area of effect = see below
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| area of effect = 30 ft. radius
| casting time = 2 rounds
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| casting time = 2 [[Combat Round|rounds]]
| save = none
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| save = negates; see text
 
| level = [[Cleric 7th Level Spells|cleric (7th)]]
 
| level = [[Cleric 7th Level Spells|cleric (7th)]]
 
}}
 
}}
  
Allows a higher creature from another plane of existence to step through a ‘gate’ between planes, so as to emerge upon the prime material plane.
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The holy word can affect the believer and non-believer alike, though the force of the spell can be selective against the caster's enemies.  Those who hear the word spoken are separated into four groups, as described below.  In each case, a levelled character is considered to have 1 more [[Hit Dice|hit die]] (HD) than the number of levels they possess; for example, a 1st level character has 2 HD.
  
The cleric is able to produce the gate onto other any imagined plane, but has little or no control over what beast will step through the gate. There is a 100% certainty that something will step through that has an intelligence of 8 or greater. Virtually any creature is possible, including heroes who are near demi-gods, titans, angels, demons and devils of all sorts, etc. Extraordinarily powerful creatures, or creatures of less significant strength, may chance to appear.
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'''The Weak''': these are creatures with 4 HD or less. Those who make [[Saving Throws|saving throw]] are made unconscious, remaining so for four hours. The remainder, who fail their save, are killed by the word.
  
Whatever the creature, its first action will be to assess whatever the situation is, and seek to resolve it. If entering into a battle, it will always take the side of the cleric, regardless of the cleric’s religion or purposes.
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'''The Fair''': these are creatures with 4 to 7 HD.  Those who save are knocked insensible and off their feet for 2-8 rounds; they require two rounds after the word is spoken to regain their ability to fight. The remainder who fail their save are rendered [[Paralysation|paralysed]] for 5-30 rounds.
  
If no threat is perceived — or once the threat is resolved — the creature will seek to negotiate with the cleric. Unless the cleric has some specific alternative in mind, typically creatures of the various planes will ask for that which is listed on the gated creature’s demands table (see below).
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'''The Strong''': these are creatures with 8 to 11 HD.  Those who save are [[Stun Lock|stunned]] for 2 rounds. Those who fail their save are groggy, on their feet, counting as stunned creatures that are -4 to their [[Armour Class|armour class]]; they are not considered [[Helpless Defenders|helpless]].
  
Typically, some sort of arrangement is possible — but if no compromise can be reached, the gated creature will seek to fight the party. Obviously, the strength of the party will determine how much haggling the gated creature is willing to do; a very strong party, one that can quite clearly defeat the creature, would likely be able to have demands of a year shortened to a period of weeks, days or even hours. Loss of abilities can be overlooked; promises to commit to activities such as raising a church, taking part in a battle or plundering a town may be postponed for long periods before they must be undertaken.
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'''The Exalted''': these are creatures with 12 or more HD.  Those who save are free to take any action. Those who fail are able to fight at -2 [[Roll to Hit|to hit]], while experiencing a period of deafness for 1-4 rounds.
  
Take note, however, that once a bargain is struck, the gated creature will involve higher creatures—even a demi-god if necessary — to see to it that the agreement is upheld.
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== Alieviation ==
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The holy word can be spoken with less force, if the caster wishes, so that it affects only three of the four groups, or two, or one.  In each case, the severity of the word is reduced by one or more degrees, depending on which groups are to be affected.
  
Always remember it is the cleric who chooses the plane with which to gate; the likely expectations of the creatures beyond should be considered when doing so.
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: '''For example''', if the caster wished only to affect "the weak" and "the fair," then the weak would suffer the consequences normally attributed to ''the strong'' ... while the fair would suffer the consequences normally attributed to ''the exalted''.
  
{| class="wikitable"
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Thus the power of the spell allows for a threat to be made that is less devastating that an all out assault. If the lesser form is used, it every listener cannot help but understand inherently that the caster could have unleashed a far more potent word, had that been wished. For those listeners who are essentially good people, this will encourage a willingness to listen and to negotiate with the caster; while malevolent creatures will laugh at the caster's poor sense in not unleashing the word's full strength.
|-
 
! plane of origin !! primary
 
|-
 
| [[Gehenna (outer plane)|Gehenna]], Hell || The indentured service of a leveled ally for a period of 1 year. Chance of survival: 3% per point of Charisma.
 
|-
 
| Hades, [[Tartarus (outer plane)|Tartarus]] || The imprisonment of a leveled ally for a period of 1 year. 50% chance of loss of either 1-3 Wisdom or 1-3 Charisma.
 
|-
 
| [[Abyss (outer plane)|Abyss]] || A human of demi-human soul; sacrifice must roll, 4% chance per point of Charisma; failure indicates the soul is not viewed as a gain and another soul must be offered. Death results.
 
|-
 
| [[Pandemonium (outer plane)|Pandemonium]], Limbo || Chosen leveled ally to suffer a random insanity, or the 50% loss of either Wisdom or Intelligence; will resist restoration of either 25% of the time.
 
|-
 
| Asgard, Gladsheim || More than 90% of all allies (henchmen, followers and hirelings) must agree to partake in a given battle at the gated being's behest.
 
|-
 
| Olympus || Leveled allies of the opposite gender must agree to sire and raise of the gated being, until the age of independence.
 
|-
 
| Hunting Grounds || Caster must agree to partake in a vision quest, to visit a geographical location or seek wisdom from an unnatural source.
 
|-
 
| [[Elysium (outer plane)|Elysium]], Twin Paradises || Caster must agree to surrender a sinful behavior: wrath, pride, lust, greed, sloth, gluttony or envy.
 
|-
 
| Seven Heavens, Arcadia || Caster must agree to the establishment of a mission, or give substantial aid to the raising of a church or temple.
 
|-
 
| Nirvana || Caster must give away all possessions and take a vow of poverty, for a period of 1 year.
 
|-
 
| Acheron || More than 90% of all allies (henchmen, followers and hirelings) must agree to raze a village of no less than 100 denizens, leaving no one alive; all wealth gained must be sacrificed to the gated being.
 
|}
 
  
<br>
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[[Category: Clerical Spells]][[Category: Don't Review until 2023]]

Latest revision as of 21:46, 21 June 2022

Holy Word (spell).jpg

Holy word articulates an evocation of enormous power, capable of blasting the caster's enemies with the divine force of the spoken utterance. The exact word spoken is left to the imagination of the character; it may be designated as a specific word or selection of words, or may be considered to be something so powerful that the memory of every listener is effaced by the word's power. Perhaps the character knows the word, and is fearful to speak it aloud when not casting the spell.

Holy Word
Range self
Duration see below
Area of Effect 30 ft. radius
Casting Time 2 rounds
Saving Throw negates; see text
Level cleric (7th)

The holy word can affect the believer and non-believer alike, though the force of the spell can be selective against the caster's enemies. Those who hear the word spoken are separated into four groups, as described below. In each case, a levelled character is considered to have 1 more hit die (HD) than the number of levels they possess; for example, a 1st level character has 2 HD.

The Weak: these are creatures with 4 HD or less. Those who make saving throw are made unconscious, remaining so for four hours. The remainder, who fail their save, are killed by the word.

The Fair: these are creatures with 4 to 7 HD. Those who save are knocked insensible and off their feet for 2-8 rounds; they require two rounds after the word is spoken to regain their ability to fight. The remainder who fail their save are rendered paralysed for 5-30 rounds.

The Strong: these are creatures with 8 to 11 HD. Those who save are stunned for 2 rounds. Those who fail their save are groggy, on their feet, counting as stunned creatures that are -4 to their armour class; they are not considered helpless.

The Exalted: these are creatures with 12 or more HD. Those who save are free to take any action. Those who fail are able to fight at -2 to hit, while experiencing a period of deafness for 1-4 rounds.

Alieviation

The holy word can be spoken with less force, if the caster wishes, so that it affects only three of the four groups, or two, or one. In each case, the severity of the word is reduced by one or more degrees, depending on which groups are to be affected.

For example, if the caster wished only to affect "the weak" and "the fair," then the weak would suffer the consequences normally attributed to the strong ... while the fair would suffer the consequences normally attributed to the exalted.

Thus the power of the spell allows for a threat to be made that is less devastating that an all out assault. If the lesser form is used, it every listener cannot help but understand inherently that the caster could have unleashed a far more potent word, had that been wished. For those listeners who are essentially good people, this will encourage a willingness to listen and to negotiate with the caster; while malevolent creatures will laugh at the caster's poor sense in not unleashing the word's full strength.