PDA

View Full Version : Kobold Quarterly Exorcism Enhanced, Part 3



PnP News Bot
04-12-2013, 02:02 AM
Originally posted on Friday 04-12-2013 02:01 AM at koboldquarterly.com (http://www.koboldquarterly.com)


http://www.koboldpress.com/k/wp-content/uploads/2010/03/demon-300x214.jpg (http://www.koboldpress.com/k/wp-content/uploads/2010/03/demon.jpg)
In the first part (http://www.koboldpress.com/k/front-page15555.php) of this series, Charles began exploring exorcism in the Pathfinder game and provided us with the cost of failure. In part 2 (http://www.koboldpress.com/k/front-page15571.php), he took us into the commandments exorcists can use, as well as how to handle true names. This time, he provides you with some options that allies might have for assisting an exorcist, as well as some useful spells.Channel EnergyAlthough exorcists do not channel energy, they often have allies that do.
Channeling is useful against possession only if the channeled energy is focused exclusively on the possession victim and no one else. This requires the channeling character to hold a holy item in physical contact with the victim throughout the channeling. If contact is broken, the channeling ends.
If channeling is maintained for multiple rounds without interruption, it weakens the demon. For every 2 continuous rounds of channeling, the demon suffers a cumulative Ė1 sacred penalty to all saving throws and skill checks. This penalty lasts 1 hour after channeling ends.
The turmoil of holy and unholy energy meeting within the victimís body causes intense pain. Even cooperative victims uncontrollably thrash and squirm. In addition to pain, the clash of energies sometimes does actual harm to the victim.


1d20
Effect on Victim


1Ė5
Victim must make a DC 4 Fortitude save each round or both victim and demon fall unconscious for 2d6 rounds.


6Ė7
Victim receives burn damage as if the holy item is hot, 1 point per round. An impression of the itemís surface may be branded onto the victimís skin.


8
After a delay of 1d4 rounds, victim receives corrosive damage as if the holy item is drenched in acid, 1d2 points per round.


9
After delay of 1d4+1 rounds, holy item delivers a single 1d6* jolt of electrical damage to the victim.


10Ė19
No additional effect.


20
GMís choice: Select an effect or invent a new one.


Demons are not helpless against channeling. Every 1d4 rounds they can release a burst of demonic hatred focused on the channeling characterís holy item. The channeling character must make a DC 15 Willpower save to deflect this energy. If successful, the item is unaffected and channeling continues uninterrupted. If unsuccessful, consult the following table:


1d8
Result


1
Item is forcefully hurled away.


2
Item is forcefully hurled away and becomes tainted.


3
Item breaks as if struck.


4
Item crumbles, as if very old or drenched in acid.


5
Item bursts into flames, causing 1d4 fire damage to both channeling character and victim. Fireproof items survive the flames undamaged.


6
Item is unaffected. It was protected by the holy energy coursing through it. Channeling continues uninterrupted.


7
Item appears unaffected, but has become tainted. Channeling appears uninterrupted, but the holy energy is no longer reaching its target.


8
GMís choice: Select a result or invent a new one.


Tainted items appear unharmed at first glance, but subtle alterations to the markings or words drastically change its meaning. Tainted items are useless for channeling or divine focusing.
Make a Joyful NoiseDemons despise the sound of prayer. In cases of possession, the sound of people praying inflicts suffering and weakness upon the demon, causing a Ė1 penalty to its saving throws and skill checks.
To be effective, the prayers must be clearly audible to the demon. The demonís weakness vanishes immediately when the prayers are no longer clearly audible. Naturally, demons do their best to silence or simply drown out prayerful voices.
New SpellsCarcerem in CarnemSchool transmutation
Level inquisitor (exorcist only) 3
Casting Time 1 minute
Components V, S, DF
Range touch
Target one (possessed) creature
Duration 1 hour/level
Saving Throw none; Spell Resistance no
The targetís body becomes a prison for all souls or spirits currently inhabiting it. Exorcisms automatically fail, and demons cannot voluntarily end their possession by leaving the body. Imprisoned souls/spirits are released only by the death of the targetís body.
Some exorcists care more about defeating demons than they do about saving victims. Exorcists use this spell to trap the demon so it will share the victimís death when the victim is slain.
This spell also protects the target from soul-extracting magic such as magic jar.
Dormientes SpiritusSchool enchantment (compulsion) [mind-affecting]
Level inquisitor (exorcist only) 4
Casting Time 1 round
Components V, S, DF
Range touch
Target one (possessed) creature
Duration 10 minutes/level (D)
Saving Throw none; Spell Resistance yes
The targetís spirit is rendered unconscious, allowing the possessing demon to take control. Early-stage possession becomes advanced-stage possession until the spell ends.
This spell does not force a demon to manifest itself; it simply provides an opportunity. Most demons will leap at the chance, but some must be coaxed.
If cast upon someone who isnít possessed, this spell acts as a deep slumber spell.




Find this (http://www.koboldpress.com/k/front-page15575.php) and other great articles at koboldquarterly.com (http://www.koboldquarterly.com/).