Deities:
Name: Liberation
Granted Power: You are a spirit of freedom and a staunch foe against all who would enslave and oppress. Liberation (Su): You have the ability to ignore impediments to your mobility. For a number of rounds per day equal to your cleric level, you can move normally regardless of magical effects that impede movement, as if you were affected by freedom of movement. This effect occurs automatically as soon as it applies. These rounds do not need to be consecutive. Freedom's Call (Su): At 8th level, you can emit a 30-foot aura of freedom for a number of rounds per day equal to your cleric level. Allies within this aura are not affected by the confused, grappled, frightened, panicked, paralyzed, pinned, or shaken conditions. This aura only suppresses these effects, and they return once a creature leaves the aura or when the aura ends, if applicable. These rounds do not need to be consecutive.
Name | ||
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School | Casting Time | Source Book |
Save - Res | Level | Comps |
Dur | Range | Recharge |
Effect | ||
Expensive Focus | ||
Expensive Material | ||
XP Cost | ||
Description | ||
Full Description | ||
Remove Fear | ||
Abjuration
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1 standard action | PRPG-O |
Will negates (harmless) - Yes (harmless) | Brd 1, Clr 1, Liberation 1 | V, S |
10 minutes; see text | Close | General |
Targets: One creature plus one additional creature per four levels, no two of which can be more than 30 ft. apart | ||
Suppresses fear or gives +4 on saves against fear for one subject + one per four levels. |
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You instill courage in the subject, granting it a +4 morale bonus against fear effects for 10 minutes. If the subject is under the influence of a fear effect when receiving the spell, that effect is suppressed for the duration of the spell. Remove fear counters and dispels cause fear . |
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Remove Paralysis | ||
Conjuration
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1 standard action | PRPG-O |
Will negates (harmless) - Yes (harmless) | Clr 2, Liberation 2, Pal 2 | V, S |
Instant | Close | General |
Targets: Up to four creatures, no two of which can be more than 30 ft. apart | ||
Frees one or more creatures from paralysis or slow effect. |
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You can free one or more creatures from the effects of temporary paralysis or related magic, including spells and effects that cause a creature to gain the staggered condition. If the spell is cast on one creature, the paralysis is negated. If cast on two creatures, each receives another save with a +4 resistance bonus against the effect that afflicts it. If cast on three or four creatures, each receives another save with a +2 resistance bonus. The spell does not restore ability scores reduced by penalties, damage, or drain. |
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Remove Curse | ||
Abjuration
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1 standard action | PRPG-O |
Will negates (harmless) - Yes (harmless) | Adp 3, Brd 3, Clr 3, Liberation 3, Pal 3, Sor/Wiz 4 | V, S |
Instant | Touch | General |
Target: Creature or object touched | ||
Frees object or person from curse. |
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Remove curse can remove all curses on an object or a creature. If the target is a creature, you must make a caster level check (1d20 + caster level) against the DC of each curse affecting the target. Success means that the curse is removed. Remove curse does not remove the curse from a cursed shield, weapon, or suit of armor, although a successful caster level check enables the creature afflicted with any such cursed item to remove and get rid of it. Remove curse counters and dispels bestow curse . |
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Freedom of Movement | ||
Abjuration
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1 standard action | PRPG-O |
Will negates (harmless) - Yes (harmless) | Brd 4, Clr 4, Drd 4, Liberation 4, Luck 4, Rgr 4 | V, S, M, DF |
10 min./level | Personal or touch | 1 hour |
Target: You or creature touched | ||
Subject moves normally despite impediments to restrict movement. |
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This spell enables you or a creature you touch to move and attack normally for the duration of the spell, even under the influence of magic that usually impedes movement, such as paralysis, solid fog, slow, and web . All combat maneuver checks made to grapple the target automatically fail. The subject automatically succeeds on any combat maneuver checks and Escape Artist checks made to escape a grapple or a pin. The spell also allows the subject to move and attack normally while underwater, even with slashing weapons such as axes and swords or with bludgeoning weapons such as flails, hammers, and maces, provided that the weapon is wielded in the hand rather than hurled. The freedom of movement spell does not, however, grant water breathing . |
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Break Enchantment | ||
Abjuration
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1 minute | PRPG-O |
See text - No | Adp 5, Brd 4, Clr 5, Liberation 5, Luck 5, Pal 4, Sor/Wiz 5 | V, S |
Instant | Close | 1 hour |
Targets: Up to one creature per level, all within 30 ft. of each other | ||
Frees subjects from enchantments, transmutations, and curses. |
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This spell frees victims from enchantments, transmutations, and curses. Break enchantment can reverse even an instantaneous effect. For each such effect, you make a caster level check (1d20 + caster level, maximum +15) against a DC of 11 + caster level of the effect. Success means that the creature is free of the spell, curse, or effect. For a cursed magic item, the DC is equal to the DC of the curse. If the spell is one that cannot be dispelled by dispel magic, break enchantment works only if that spell is 5th level or lower. If the effect comes from a permanent magic item, break enchantment does not remove the curse from the item, but it does free the victim from the item's effects. |
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Greater Dispel Magic | ||
Abjuration
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1 standard action | PRPG-O |
None - No | Brd 5, Clr 6, Drd 6, Liberation 6, Sor/Wiz 6 | V, S |
Instant | Medium | General |
Target or Area: One spellcaster, creature, or object; or a 20-ft.-radius burst | ||
Works as dispel magic, but can affect multiple targets. |
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You can use dispel magic to end one ongoing spell that has been cast on a creature or object, to temporarily suppress the magical abilities of a magic item, or to counter another spellcaster's spell. A dispelled spell ends as if its duration had expired. Some spells, as detailed in their descriptions, can't be defeated by dispel magic . Dispel magic can dispel (but not counter) spell-like effects just as it does spells. The effect of a spell with an instantaneous duration can't be dispelled, because the magical effect is already over before the dispel magic can take effect. You choose to use dispel magic in one of two ways: a targeted dispel or a counterspell. Targeted Dispel : One object, creature, or spell is the target of the dispel magic spell. You make one dispel check (1d20 + your caster level) and compare that to the spell with highest caster level (DC = 11 + the spell's caster level). If successful, that spell ends. If not, compare the same result to the spell with the next highest caster level. Repeat this process until you have dispelled one spell affecting the target, or you have failed to dispel every spell. For example, a 7th-level caster casts dispel magic, targeting a creature affected by stoneskin (caster level 12th) and fly (caster level 6th). The caster level check results in a 19. This check is not high enough to end the stoneskin (which would have required a 23 or higher), but it is high enough to end the fly (which only required a 17). Had the dispel check resulted in a 23 or higher, the stoneskin would have been dispelled, leaving the fly intact. Had the dispel check been a 16 or less, no spells would have been affected. You can also use a targeted dispel to specifically end one spell affecting the target or one spell affecting an area (such as a wall of fire ). You must name the specific spell effect to be targeted in this way. If your caster level check is equal to or higher than the DC of that spell, it ends. No other spells or effects on the target are dispelled if your check is not high enough to end the targeted effect. If you target an object or creature that is the effect of an ongoing spell (such as a monster summoned by summon monster ), you make a dispel check to end the spell that conjured the object or creature. If the object that you target is a magic item, you make a dispel check against the item's caster level (DC = 11 + the item's caster level). If you succeed, all the item's magical properties are suppressed for 1d4 rounds, after which the item recovers its magical properties. A suppressed item becomes nonmagical for the duration of the effect. An interdimensional opening (such as a bag of holding ) is temporarily closed. A magic item's physical properties are unchanged: A suppressed magic sword is still a sword (a masterwork sword, in fact). Artifacts and deities are unaffected by mortal magic such as this. You automatically succeed on your dispel check against any spell that you cast yourself. Counterspell : When dispel magic is used in this way, the spell targets a spellcaster and is cast as a counterspell. Unlike a true counterspell, however, dispel magic may not work; you must make a dispel check to counter the other spellcaster's spell. This spell functions like dispel magic, except that it can end more than one spell on a target and it can be used to target multiple creatures. You choose to use greater dispel magic in one of three ways: a targeted dispel, area dispel, or a counterspell: Targeted Dispel : This functions as a targeted dispel magic, but it can dispel one spell for every four caster levels you possess, starting with the highest level spells and proceeding to lower level spells. Additionally, greater dispel magic has a chance to dispel any effect that remove curse can remove, even if dispel magic can't dispel that effect. The DC of this check is equal to the curse's DC. Area Dispel : When greater dispel magic is used in this way, the spell affects everything within a 20-foot-radius burst. Roll one dispel check and apply that check to each creature in the area, as if targeted by dispel magic . For each object within the area that is the target of one or more spells, apply the dispel check as with creatures. Magic items are not affected by an area dispel. For each ongoing area or effect spell whose point of origin is within the area of the greater dispel magic spell, apply the dispel check to dispel the spell. For each ongoing spell whose area overlaps that of the greater dispel magic spell, apply the dispel check to end the effect, but only within the overlapping area. If an object or creature that is the effect of an ongoing spell (such as a monster summoned by summon monster ) is in the area, apply the dispel check to end the spell that conjured that object or creature (returning it whence it came) in addition to attempting to dispel one spell targeting the creature or object. You may choose to automatically succeed on dispel checks against any spell that you have cast. Counterspell : This functions as dispel magic but you receive a +4 bonus on your dispel check to counter the other spellcaster's spell. |
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Refuge (M) | ||
Conjuration
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1 standard action | PRPG-O |
None - No | Clr 7, Community 7, Liberation 7, Sor/Wiz 9 | V, S, M |
Permanent until discharged | Touch | General |
Target: Object touched | ||
Materials: A prepared object worth 1,500 gp | ||
Alters item to transport its possessor to your abode. |
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When you cast this spell, you create powerful magic in a specially prepared object. This object contains the power to instantly transport its possessor across any distance within the same plane to your abode. Once the item is so enhanced, you must give it willingly to a creature and at the same time inform it of a command word to be spoken when the item is used. To make use of the item, the subject speaks the command word at the same time that it rends or breaks the item (a standard action). When this is done, the individual and all objects it is wearing and carrying (to a maximum of the character's heavy load) are instantly transported to your abode. No other creatures are affected (aside from a familiar or animal companion that is touching the subject). You can alter the spell when casting it so that it transports you to within 10 feet of the possessor of the item when it is broken and the command word spoken. You will have a general idea of the location and situation of the item possessor at the time the refuge spell is discharged, but once you decide to alter the spell in this fashion, you have no choice whether or not to be transported. |
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Mind Blank | ||
Abjuration
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1 standard action | PRPG-O |
Will negates (harmless) - Yes (harmless) | Liberation 8, Protection 8, Sor/Wiz 8 | V, S |
24 hours | Close | 12 hours |
Target: One creature | ||
Subject is protected from mental/emotional magic and scrying. |
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The subject is protected from all devices and spells that gather information about the target through divination magic (such as detect evil andsee invisible ). This spell also grants a +8 resistance bonus on saving throws against all mind-affecting spells and effects. Mind blank even foils limited wish, miracle, and wish spells when they are used in such a way as to gain information about the target. In the case of scrying that scans an area the creature is in, such as arcane eye the spell works but the creature simply isn't detected. Scrying attempts that are targeted specifically at the subject do not work at all. |
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Freedom | ||
Abjuration
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1 standard action | PRPG-O |
Will negates (harmless) - Yes | Liberation 9, Sor/Wiz 9 | V, S |
Instant | Close or see text | General |
Target: One creature | ||
Releases creature from imprisonment. |
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The subject is freed from spells and effects that restrict movement, including binding, entangle, grappling, imprisonment, maze, paralysis, petrification, pinning, sleep, slow, stunning, temporal stasis, and web . To free a creature from imprisonment or maze you must know its name and background, and you must cast this spell at the spot where it was entombed or banished into the maze . |