Spells
The Emblem of Ea makes use of a number of in-house spells to help provide a certain flavor and theme to our world. The below lists those spells and the house rules for them.
Breath of Life
(for review by Skook)
School: conjuration (healing)
Level: cleric 5, Druid 5, Paladin 4
Casting Time: 1 standard action
Components: V, S
Range: touch
Target: creature touched
Duration: instantaneous
Saving Throw: Will negates (harmless) or Will half, see text; Spell Resistance yes (harmless) or yes, see text
This spell cures 5d8 points of damage + 1 point per caster level (maximum +25). For druids and paladins, the effect becomes 4d8 + 1 point per caster level, with the same maximum.
Unlike other spells that heal damage, breath of life can bring recently slain creatures back to life. If cast upon a creature that has died within 1 round, apply the healing from this spell to the creature. If the healed creature's hit point total is at a negative amount less than its Constitution score, it comes back to life and stabilizes at its new hit point total. If the creature's hit point total is at a negative amount equal to or greater than its Constitution score, the creature remains dead. Creatures brought back to life through breath of life gain a temporary negative level that lasts for 1 day.
Creatures slain by death effects cannot be saved by breath of life.
Like cure spells, breath of life deals damage to undead creatures rather than curing them, and cannot bring them back to life.
Detect Lycanthrope
School: Divination
Level: Ranger 1
Casting Time: 1 standard action
Components: V, S, M/DF (fur from a wolf)
Range: 60 ft.
Area: Cone-shaped emanation
Duration: Concentration, up to 1 minute/ level (D)
Saving Throw: None
Spell Resistance: No
You can detect the aura that surrounds lycanthropes. The amount of information revealed depends on how long you study a particular area.
- 1st Round: Presence or absence of lycanthropes.
- 2nd Round: Number of lycanthropes in the area and the strength of the strongest lycanthrope's aura present.
- 3rd Round: The strength and location of lycanthrope's aura. If an aura is outside your line of sight, then you discern its direction but not its exact location.
- Aura Strength: The strength of a lycanthrope's aura is determined by the HD of the lycanthrope, as given on the table below.
- Lingering Aura: A lycanthrope's cursed aura lingers after its original source is destroyed. If detect lycanthrope is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power, as given on the table below.
HD | Strength | Lingering Aura Duration |
1 or lower | Faint | 1d6 rounds |
2-4 | Moderate | 1d6 minutes |
5-10 | Strong | 1d6 x 10 minutes |
11 or higher | Overwhelming | 1d6 days |
Each round, you can turn to detect lycanthrope in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
Special: During the full moon phase, the number of rounds required to determine the aura strength is reduced by one. During the new moon phase, the number of rounds required is increased by one. Use +today or refer to the DM.
Merciful Blade
School: Transmutation
Level: Pal 1
Components: V, DF, S
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 minute/level (D)
Sometimes, mercy is called for in the martial field. With this prayer, the paladin asks his or her deity to dull the edge of her blades so any weapon she actively wields inflicts subdual damage instead of lethal damage. This does not alter the weapon's damage type, or otherwise change the weapon in any way. Despite the name of the prayer, any sort of weapon wielded by the paladin may be affected. If the weapon is dropped or otherwise discarded, the spell ends for that weapon until it is wielded again by the paladin.
For the purposes of this last-minute spell, the wielding of the weapon is considered its Somatic component.
Orb Spells, All
The following changes apply to orb spells:
- Lesser orb spells are as per Spell Compendium.
- Normal orb spells deal 1d8 damage per 2 caster levels, up to a maximum of 8d8 (at level 16), plus their given special effect.
- The spells must be researched.
Reincarnate
Reincarnate remains the same on Tenebrae, save it's been refocused on theme-related races. War golems are not included, as they are not considered part of the "natural" order, but are created.
Reincarnate Table | ||
Roll | New Race | |
1-7 | Dwarf | |
1-50 | Dwarf, Mountain (Khazad-Aul) | |
51-100 | Dwarf, Storm (Khazad-Mornir) | |
6-14 | Egalrin | |
15-21 | Elf | |
1-34 | Elf, Dawn (Llyranesi) | |
35-67 | Elf, Shadow (Mul'niessa) | |
68-100 | Elf, Wild (Sylvanori) | |
22-28 | Gnome | |
29-35 | Gobber | |
36-42 | Half-elf | |
43-49 | Hobgoblin | |
50-56 | Sith-makar | |
57-63 | Jotunbrud | |
64-70 | Half-orc | |
71-77 | Halflings | |
78-82 | Oruch | |
83-100 | Human |