Difference between revisions of "Holy Word (spell)"

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[[File:Holy Word (spell).jpg|right|490px|thumb]]
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[[File:Holy Word (spell).jpg|right|525px|thumb]]
 
'''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''' 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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| duration = see below
 
| duration = see below
 
| area of effect = 30 ft. radius
 
| area of effect = 30 ft. radius
| casting time = 2 rounds
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| casting time = 2 [[Combat Round|rounds]]
| save = negates; see below
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| save = negates; see text
 
| level = [[Cleric 7th Level Spells|cleric (7th)]]
 
| level = [[Cleric 7th Level Spells|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:
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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 Weak''': these are creatures with 4 [[Hit Dice|hit dice]] (HD) or less.  Those who make [[Saving Throws|saving throw]] will be stunned into unconsciousness, and will remain so for four hours; the remainder, who fail their save, will be killed by the word.
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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.
  
'''The Fair''': these are creatures with 4 to 7 HD.  Those who save will be made unconscious for 2-8 rounds; those who fail their save will be [[Paralysation|paralysed]] for 5-30 rounds.
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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.
  
:::::::::::* Creatures of 4 to 7 hit dice will be paralyzed for 5-30 rounds; those who make save will be insensible for 2-8 rounds.
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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]].
:::::::::::* Creatures of 8 to 11 hit dice will be groggy for 2-8 rounds, during which time they will be able to move half their movement rate and attack at –4 ‘to hit.’ Those making save will be stunned for 2 rounds.
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:::::::::::* Creatures of 12 hit dice or more will be deafened for 1-4 rounds, during which time they will move at ¾ their normal movement rate and attack at –2 ‘to hit.’ Those making save will be free to take action.
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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.
   
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<br>
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== Alieviation ==
[[Category:Lacks Image]]
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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.
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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''.
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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.
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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.