| Both sides previous revisionPrevious revision | |
| paths:devoted_path:domain:evil [2024/11/12 21:14] – [Favored Spells] elfinlocks | paths:devoted_path:domain:evil [2026/03/09 05:41] (current) – hyperlinking CL page elfinlocks |
|---|
| ===== Primus - Devil's Hand (Su) ===== | ===== Primus - Devil's Hand (Su) ===== |
| <WRAP round box> | <WRAP round box> |
| At will, you may mask your alignment, making it indiscernible as long as the Caster Level of the detecting effect is equal to or less than your own. | At will, you may mask your alignment, making it indiscernible as long as the [[priority:magic#caster_level|Caster Level]] of the detecting effect is equal to or less than your own. |
| |
| Additionally, you remain cool and calculated when deal-making - you may spend 5 [[priority:magic#mana|MP]] as an Immediate Action to gain your Caster Level as an bonus on a single social skill check (typically Diplomacy, Bluff, or Intimidate), as long as you are attempting to take full advantage over someone else - square deals aren't made for this handshake. | Additionally, you remain cool and calculated when deal-making - you may spend 5 [[priority:magic#mana|MP]] as an Immediate Action to gain your [[priority:magic#caster_level|Caster Level]] as an bonus on a single social skill check (typically Diplomacy, Bluff, or Intimidate), as long as you are attempting to take full advantage over someone else - square deals aren't made for this handshake. |
| </WRAP> | </WRAP> |
| ===== Enlightenment - Cull the Meek (Su) ===== | ===== Enlightenment - Cull the Meek (Su) ===== |
| ===== Zenith - Torture of the Abyss (Sp) ===== | ===== Zenith - Torture of the Abyss (Sp) ===== |
| <WRAP round box> | <WRAP round box> |
| As a Half Action, you can spend 10 [[priority:magic#mana|MP]] to cause wicked dark rays to spring from your hands and furiously attack a creature within Close (25 ft. + 5 ft./2 CL) range. The attack inflicts 10 points of unholy damage per Caster Level which you possess, and causes the creature to suffer from the [[game_systems:combat:status_conditions#nauseated|Nauseated]] condition for 1d6 rounds afterwards. A successful Fortitude save halves this damage, and reduced the condition to [[game_systems:combat:status_conditions#sickened|Sickened]]. A creature already sickened becomes forcibly nauseated, no save. | As a Half Action, you can spend 10 [[priority:magic#mana|MP]] to cause wicked dark rays to spring from your hands and furiously attack a creature within Close (25 ft. + 5 ft./2 CL) range. The attack inflicts 10 points of unholy damage per [[priority:magic#caster_level|Caster Level]] which you possess, and causes the creature to suffer from the [[game_systems:combat:status_conditions#nauseated|Nauseated]] condition for 1d6 rounds afterwards. A successful Fortitude save halves this damage, and reduced the condition to [[game_systems:combat:status_conditions#sickened|Sickened]]. A creature already sickened becomes forcibly nauseated, no save. |
| |
| You may spend additional Half Actions and 5 MP per turn to continue this effect, but you may only hit a specific creature with it once per turn. If the creature gets out of range, this effect forcibly ends. Although this damage is unholy, it may appear however you wish - I hear lightning is quite popular. | You may spend additional Half Actions and 5 MP per turn to continue this effect, but you may only hit a specific creature with it once per turn. If the creature gets out of range, this effect forcibly ends. Although this damage is unholy, it may appear however you wish - I hear lightning is quite popular. |