Skip to main content

Tasoula-Sareniti Godspells

Keywords: TASOULA-GODSPELLS, TASOULA_GODSPELLS, TASOULA-DEITY-SPELLS, TASOULA_DEITY_SPELLS, TASOULA-CLERIC-SPELLS, TASOULA_CLERIC_SPELLS, SLEEPTALK, SARENITI-GODSPELLS, SARENITI_GODSPELLS, SARENITI-DEITY-SPELLS, SARENITI_DEITY_SPELLS, SARENITI-CLERIC-SPELLS, SARENITI_CLERIC_SPELLS
Category: magic:spell

The following is a list of cleric spells granted by the God(dess) of Fate and Dreams for those clerics who follow her domains. The use of these spells is always ic, and will be reacted to accordingly.

Summon Nightmare: Summons the victims deepest darkest fears to leave them paralyzed. Unable to move, cast, or pray for the duration of the spell. If they try speak or cast, they find the only sounds they can make are screams if they try to move or attack they tremble in fear.

RPStat Information:
Spell Type: Ranged
Attack Syntax: 1d20 [To ensure no Critical Failure]
Damage: N/A >
Damage Type: N/a
Automatic Hit / Saving Throw: Yes
Remarks: Victim must succeed on a (WILLPOWER) save against DC 18, as this is a Godspell, to resist being [STUNNED] for a period of [3 Rounds]; Victim may make saving rolls on each turn. It is encouragd to RP these fears out as they will most likely haunt you for sometime.

Dreamdust: Puts the target instantly to sleep, be they willing or unwilling. The caster has the ability to communicate to the victim while they are under the spell via Sleeptalk. Sleeptalk only works if the target is affected by dreamdust.
Syntax: sleeptalk

RP Combat Information:
Spell Type: AoS
Attack Syntax: 1d20 +
Damage: N/A
Damage Type: N/A
Automatic Hit / Saving Throw: Yes
Duration: 3 Rounds
Melee Spell: No
Remarks: Target must succeed on a (WILLPOWER) save against DC 18, as this is a Godspell. Duration 3 rounds unless awakened by a full action, damage or successful DC roll.

Synchronicity: Allows the caster to become 'in sync' with the area around them, so much that they fade into the background unseen and unheard unless a a very noticable sound is made.

RP-Combat Info:
Attack Syntax: 1d20 [Check for Critical Failure]
Damage: N/A
Damage Type: N/A
Duration: 1 round
Remarks: Able to move about freely. It makes a person vanish from sight and undetectable from normal vision or even infravision. It can be cast and works in any sector, though only last for a very short amount of time and is a self only prayer. The casting of another prayer or attack of any kind removes Synchronicity and the caster instantly becomes visible. Player cannot be targeted directly, but can still be hit by AoE.

Winds of Fate: The victim is trapped within a vortex that transports them away from the caster to a random place in the realm doing a moderate amount of damage in the process.

RP Combat Information:
Spell Type: AoS
Attack Syntax: 1d20 +
Damage: 3d4
Damage Type: Harm
Automatic Hit / Saving Throw: Yes
Melee Spell: No
Remarks: Victim makes (WILLPOWER) save against DC 18, as this is a Godspell, to resist being teleported. If victim saves, they are still teleported, but take half damage only. Victim must find their own means of returning if they wish and cannot do so for a certain amount of IC time dependant upon DM's discretion.

Forge Destiny: Grants the caster a boon from the Goddess, making them stronger, faster, health increased, resistance to the elements as well as resistance to magic.

RP-Combat Information:
Spell Type: Buff
Attack Syntax: 1d20 [Check for Critical Failurex]
Damage: N/A
Damage Type: N/A
Duration: 2 rounds
Remarks: Self Only. Grants +1 ST, +2 HP, -2 AC. Target may take an additional physical action (attack). Target is granted resistance of air, fire, cold, lightning, acid and magic for the duration which will immediately reduce any incoming damage of this type by 10. This applies to both natural or magical sources.