Difference between revisions of "Exorcise (spell)"

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{{Spelltable
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| name = Exorcise
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| range = 10 ft.
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| duration = permanent
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| area of effect = 1 creature or object
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| casting time = see below
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| save = none
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| level = [[Cleric 4th Level Spells|cleric (4th)]]
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}}
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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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The spell will also release a soul trapped in an object, restoring their true form whatever that may be.
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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.
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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.
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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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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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The cleric cannot cease in the spell, or receive aid of any kind, or else the spell will be ruined.
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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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Demons and other creatures so cast out cannot directly take retribution against the cleric, though some may seek to do so indirectly.
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Greaterdemons will require the cleric to be twice successful in order to be cast out.
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Demon lords and various demi-gods will require the cleric to be thrice successful in order to be cast out.
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Revision as of 00:43, 15 February 2020

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

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.

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, hypnotize, 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).

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.

The cleric cannot cease in the spell, or receive aid of any kind, or else the spell will be ruined.

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.

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.

Demon lords and various demi-gods will require the cleric to be thrice successful in order to be cast out.