Difference between revisions of "God Caller (Apath)"
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A divine summoner cannot cast spells of an alignment opposed to his own or that of his patron. Spells with alignments are so noted in spell descriptions. Note that ''summon monster'' spells are aligned, having the same alignment as the creature summoned. | A divine summoner cannot cast spells of an alignment opposed to his own or that of his patron. Spells with alignments are so noted in spell descriptions. Note that ''summon monster'' spells are aligned, having the same alignment as the creature summoned. |
Revision as of 20:30, 30 September 2012
Unofficial rules compendium | |
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- This is a work in progress.
The divine summoner is a summoner with a divine sponsor that uses divine magic.
Class Features
A divine summoner has all class abilities of the normal summoner, except as follows.
Spells
A divine summoner casts divine spells. This means he does not suffer from arcane spell failure. Add and delete the following spells to the divine summoner's spell list:
Spell Level | Added Spells | Removed Spells |
1 | Cure light wounds, sanctuary | Unseen servant |
2 | Aid, cure moderate wounds, delay poison, spiritual weapon | Alter self, twisted space |
3 | Curse serious wounds, remove curse, remove disease | Black tentacles, dimension door |
4 | Cure critical wounds, neutralize poison | Mage’s faithful hound, wall of stone |
5 | Break enchantment, mass cure light wounds | Sequester, simulacrum |
6 | Heal, mass cure moderate wounds | Antipathy, walk trough space |
A divine summoner cannot cast spells of an alignment opposed to his own or that of his patron. Spells with alignments are so noted in spell descriptions. Note that summon monster spells are aligned, having the same alignment as the creature summoned.
Skeleton srew is considered an evil spell when cast by a summoner.
Summary of Changed Class Abilities
The following class abilities are affected by this archetype:
- Spells