Apotheosis

Bane's picture
Apotheosis Transmutation
Level: Valour 9
Components: V,S,DF,XP
Time: 1 full round
Target: Self
Range: Personal/Long(See text)
Area: Personal/Long(See text)
Effect:
Duration: 1 round/level
Save: None
Spell Resistance: No

By casting this spell you call on your god for courage and strength and your god replies by infusing you with a tiny proportion of his might. The spell has the following effects for its duration:

- Your size(and that of your worn equipment) increases by two size categories . You gain a +8 size bonus to Strength, a +4 size bonus to Constitution ,a +4 size bonus to Natural Armor Class, a –2 size penalty to Dexterity (to a minimum effective Dexterity score of 1), a –2 size penalty on attack rolls, and a –2 size penalty to Armor Class due to your increased size.

-Your base attack bonus equals your character level, granting you extra attacks if applicable

-You gain damage reduction 10/holy(if you channel negative energy) or 10/unholy(if you channel positive energy).

-Your appearance changes to match that of your deity. This includes the appearance of your armor and shields, but if you wield a different kind of weapon than your deity's favourite weapon, it isn't altered. Any functions or properties of your equipment remain the same.

-All allies within long range (400 ft. + 40 ft./level) that gaze upon you gain a +1 morale bonus on attacks and a +4 bonus on saves vs fear. Allies that have the same patron deity as you also receive 1d10 temporary hit points and a +1 morale bonus on all saves.

-All opponents within long range (400 ft. + 40 ft./level) that gaze upon you suffer a -1 morale penalty on attacks and a -4 morale penalty on saves versus fear.

-All spells that you cast during the spell's duration and affect your allies are automatically enlarged and widened (as per the metamagic feats) without any increase in spell level.

XP cost:100 XP

Bane's picture
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Joined: 2005-02-02
Apotheosis

'eldersphinx' wrote:
... Blink. Blink.

Yaaaaagh. I really don't think I like this.

Well thank you Sticking out tongue

Quote:
Let's look at what this does, all for one 9th-level spell slot: - A double-strength Righteous Might, with a weird 'size' natural armor bonus (read: effectively unnamed, since it'll stack with anything) and rules on attack and AC penalties that don't match the RAW. (Normally, you'd just grow two size categories and take the appropriate attack and AC penalties - a Large character, frex, would become Gargantuan, exchanging a -1 penalty for a -4.) As a side note, this alone would probably justify a 9th-level spell slot, as you're doubling a 5th-level spell's effect.
Expansion Psychometabolism Level: Psychic warrior 1 Display: Olfactory Manifesting Time: 1 standard action Range: Personal Target: You Duration: 1 round./level (D) Power Points: 1 This power causes instant growth, doubling your height, length, and width and multiplying your weight by 8. This increase changes your size category to the next larger one. You gain a +2 size bonus to Strength, a –2 size penalty to Dexterity (to a minimum effective Dexterity score of 1), a –1 size penalty on attack rolls, and a –1 size penalty to Armor Class due to your increased size. If your new size is Large or larger, you have a space of at least 10 feet and a natural reach of at least 10 feet. This power doesn’t change your speed. If insufficient room is available for the desired growth, you attain the maximum possible size and can make a Strength check (using your increased Strength score) to burst any enclosures in the process. If you fail, you are constrained without harm by the materials enclosing you—you cannot crush yourself to death by increasing your size. All your equipment, worn or carried, is similarly expanded by this power. Melee and projectile weapons deal more damage. Other psionic or magical properties are not affected by this power. Any affected item that leaves your possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown weapons deal their normal damage (projectiles deal damage based on the size of the weapon that fired them). Multiple effects that increase size do not stack, which means (among other things) that you can’t use a second manifestation of this power to further expand yourself. Augment: You can augment this power in one or more of the following ways. 1. If you spend 6 additional power points, this power increases your size by two size categories instead of one. You gain a +4 size bonus to Strength, a –4 size penalty to Dexterity (to a minimum effective Dexterity score of 1), a –2 size penalty on attack rolls, and a –2 size penalty to Armor Class due to your increased size. 2. If you spend 6 additional power points, you can manifest this power as a swift action instead of a standard action. 3. If you spend 2 additional power points, this power’s duration is 1 minute per level rather than 1 round per level.

Futhermore:The size onus to natural AC is in the Monster Manual,it is not weird at all. And considering the penalty to Dex and size penalty to AC,it ends up to amount a measly +1. Not to mention that you become a great target for rays.

Quote:
- The attack bonus of Divine Power, one of the most overblown 4th level spells in the game. Call it +3 spell levels minimum.

Let me remind you that other domains offer shapechange
And considering spell levels, not everytime it is 1+1=2

Quote:
- A Bless effect, with one-tenth the duration but more than twenty times the area of effect. Provides a much better save bonus, too. If we assume the duration nerf counters out half the effect increase (which is real doubtful - the duration nerf is likely pointless at this stage), it's still a minimum of +3 or +4 spell levels.

- A free Aid effect on all allies who worship the same deity. Call it +4 spell levels minimum (yourself and your cohort), and quite possibly +16 or so as the entire party gets to buff. If you're leading an army, yeooouch.

So a +1 bonus on allies and a -1 penalty on enemies. At 20th level. Broken. Sorry but i disagree.
- A Bane effect, same duration and range shifts as the Bless, and allowing no save or spell resistance. The lack of a save likely makes this something like a +7 spell level effect, though that's a complete WAG as there's nothing in the rules to compare against.

So a +1 bonus on allies and a -1 penalty on enemies. At 20th level. Broken. Sorry but i disagree.

Quote:
- Four levels' worth of free metamagic get applied to all buff spells you cast. The spell level of this one isn't even possible to WAG - casting even just half a dozen group buffs that are automatically widened and enlarged provides 24 levels' worth of metamagic gratis.

I think you underestimate the reasoning behind this spell. It is a kind of battletide for important big battles, were there are lot of low level soldiers.

Quote:
So that's 27 spell levels' worth of effect, plus an extra side benefit or three with value impossible to calculate. And takes one action to cast, for the benefits of half a dozen lesser spells. A wee bit overpowered, wouldn't you say? My advice: borrow Greater Aspect of the Deity from Complete Divine - it has the same intent, is already published and playtested, and is a lot, lot, LOT more balanced.
I have played this spell. It was not broken. If you think it is, you can always increase the XP cost. But don't forget 3 factors: -It has an XP cost -It lasts 1 round/level -It makes you a great target for all opponents

eldersphinx's picture
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Joined: 2004-12-06
Apotheosis

... Blink. Blink.

Yaaaaagh. I really don't think I like this.

Let's look at what this does, all for one 9th-level spell slot:
- A double-strength Righteous Might, with a weird 'size' natural armor bonus (read: effectively unnamed, since it'll stack with anything) and rules on attack and AC penalties that don't match the RAW. (Normally, you'd just grow two size categories and take the appropriate attack and AC penalties - a Large character, frex, would become Gargantuan, exchanging a -1 penalty for a -4.) As a side note, this alone would probably justify a 9th-level spell slot, as you're doubling a 5th-level spell's effect.
- The attack bonus of Divine Power, one of the most overblown 4th level spells in the game. Call it +3 spell levels minimum.
- A Bless effect, with one-tenth the duration but more than twenty times the area of effect. Provides a much better save bonus, too. If we assume the duration nerf counters out half the effect increase (which is real doubtful - the duration nerf is likely pointless at this stage), it's still a minimum of +3 or +4 spell levels.
- A free Aid effect on all allies who worship the same deity. Call it +4 spell levels minimum (yourself and your cohort), and quite possibly +16 or so as the entire party gets to buff. If you're leading an army, yeooouch.
- A Bane effect, same duration and range shifts as the Bless, and allowing no save or spell resistance. The lack of a save likely makes this something like a +7 spell level effect, though that's a complete WAG as there's nothing in the rules to compare against.
- Four levels' worth of free metamagic get applied to all buff spells you cast. The spell level of this one isn't even possible to WAG - casting even just half a dozen group buffs that are automatically widened and enlarged provides 24 levels' worth of metamagic gratis.

So that's 27 spell levels' worth of effect, plus an extra side benefit or three with value impossible to calculate. And takes one action to cast, for the benefits of half a dozen lesser spells. A wee bit overpowered, wouldn't you say? My advice: borrow Greater Aspect of the Deity from Complete Divine - it has the same intent, is already published and playtested, and is a lot, lot, LOT more balanced.

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