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Deities: Godzilla
Granted Powers: The cleric gains energy resistance 5 against
radiation damage. Casts radiation spells at +1 caster level.
Radiation Domain Spells
| 1. Lesser Radiation Burn |
Touch attack, 1d8+1/level radiation damage (max
+5) |
Detect
Radiation |
Detect the presence of radioactive
energy in an area |
| 2. Resist Elements* |
Ignore 12 damage/round of chosen energy type |
| 3. Daylight |
60-ft. radius of bright light |
| 4. Major Radiation Burn |
Touch attack, 4d8+1/level radiation damage (max
+20) |
| 5. Nuclear Body |
Character emits radiation, damaging foes and gaining
radiation resistance |
| 6. Circle of Death |
Kills 1d4 HD/level |
| 7. Radiation Blast |
Inflicts 1d6 radiation damage/level (max 15d6)
to all creatures in the line of effect. |
| 8. Atomic Pulse |
Inflicts 1d6 radiation damage/level (max 20d6)
to all creatures in a 10-ft burst. |
| 9. Power word, Kill |
Kills one tough subject or many weak ones. |
* Must be cast as either a radiation or fire spell
New Spells
Atomic Pulse
Evocation (Radiation)
Level: Radiation 8, Sor/Wiz 9
Components: V, S, M/DF
Casting Time: 1 action
Range: Long (400ft. + 40ft./level)
Area: 10ft./level-radius burst (see below)
Duration: Instantaneous
Saving Throw: Fortitude half
Spell Resistance: Yes
This
spell was created by the worshipers of Godzilla as a tribute to
one of their master's most deadly attacks. When cast, the spell
creates an intense burst of high-powered radiation, which sears
and damages the internal organs of its victims. All creatures except
for the caster caught in the globe take 1d6 points of radiation
damage per caster level (max 20d6). A successful fortitude save
reduces the damage to half. Creatures wearing full-bodied metal
armor receive a +2 resistance bonus to this save.
Solid
objects do not easily impede radiation energy attacks. In order
for a wall to stop the burst, it must be constructed of heavy, leaded
metal. At least a foot is required to impede the radiation. Otherwise,
the burst reaches its full radius, regardless of the obstruction.
Thus, creatures on the opposite side of a wall are still damaged
when this spell is cast, unless the wall has a leaded metal layer
within it.
See
the spell Lesser Radiation Burn for the effects of radiation
damage on living creatures.
Arcane material component: A piece of petrified wood or
a piece of phosphorescent rock.
Detect Radiation
Divination
Level: Brd 1, Clr 1, Radiation 1, Sor/Wiz 1
Components: V, S, M/DF
Casting Time: 1 action
Range: 60ft.
Arena: Quarter circle emanating from you to the extreme of
the range
Duration: Concentration, up to 1 round/level (D)
Saving Throw: None
Spell Resistance: No
You
can detect radioactive energy in an area depending on how long you
study a particular area. This includes monsters with the radiation
subtype
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1st round: Presence or absence of radiation energy
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2nd round: Number or radioactive sources and the
location of each. If the source is out of sight, you discern
the direction but not location. |
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3rd round: The strength and location of the radiation
source. If the radiation source is out of sight, you discern
direction but not location. |
Radiation
strength: The strength of the radiation this spell detects is
determined by HD of the monster with the radiation subtype or the
DC of the ambient radiation. Ambient radiation is described under
the Godzilla entry
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Strength |
Monster HD |
Radiation Attack DC |
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Dim |
Lingering aura |
Lingering Aura |
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Faint |
1 or less |
10 or less |
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Moderate |
2 - 7 |
11 - 12 |
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Strong |
8 - 13 |
13 - 15 |
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Overwhelming |
14+ |
16+ |
Length
Aura Lingers: How long the radiation lingers in the area depends
on its original strength. Radiation attacks leave ambient radiation
over the area they cover, while monsters leave ambient radiation
wherever they move. When the duration ends for the current strength,
it drops to the next lowest strength and lasts for as long as the
new strength, until it eventually disappears.
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Aura Strength |
Damage (DC) |
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Faint |
3d10 hours |
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Moderate |
3d10 x 10 hours |
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Strong |
3d10 years |
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Overwhelming |
3d10 x 10 years |
Exposure
to Lingering Radiation: Lingering radiation is toxic to all
creatures that do not have the radiation subtype. Creatures spending
more than an hour in the area take damage based on the strength
of the aura. A successful fortitude save reduces the damage to half
(round down). To suffer the damage, you must enter the affected
area or touch something that came in contact with the radioactive
monster or attack.
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Aura Strength
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Damage (DC)
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Faint
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1 temporary Con (10)
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Moderate
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1d2 temporary Con (11)
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Strong
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1d4 temporary Con* (14)
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Overwhelming
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1d6 temporary Con* (16)
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*
On a roll of 4 or higher, 1 point of Constitution damage becomes permanent.
Note:
Each round, you can turn to detect things 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 block it.
Arcane material component: A piece of petrified wood or
a piece of phosphorescent rock.
Lesser Radiation Burn
Transmutation (Radiation)
Level: Radiation 1, Sor/Wiz 2
Components: V, S
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Fortitude half
Spell Resistance: Yes
The
first radiation class spell learned by clerics of Godzilla is the
lesser radiation burn spell, which channels part of their god's
power into the palm of their hand, allowing them to inflict ghastly
damage on an opponent. A creature targeted by this spell takes 1d8
points of radiation damage, +1 point per caster level (max +5).
A successful fortitude save reduces the damage to half. Creatures
wearing metal armor receive a +2 resistance bonus to their fortitude
saves.
Radiation
damage is vicious, because it attacks the very structure of the
target. Thus, radiation damage takes twice as long to heal, and
is the last damage to be recovered. If magical healing is applied,
the damage healed is halved, and the radiation damage is healed
last. Example: a fighter encounters a sorcerer who casts lesser
radiation burn on him. He takes 4 points of radiation damage.
On the next round, the sorcerer casts magic missile on him, dealing
5 points of damage, before being struck down. The fighter pulls
out a potion of cure light wounds, and is healed for 9 hit
points. The first five go to the damage suffered from the magic
missile, while the other 4 points of healing only recover 2 of the
radiation damage. The fighter still has 2 points of radiation damage
left unhealed. Additionally, radiation damage is treated as fire
when used to overcome regeneration, and inflicts half damage to
creatures that are immune to fire. Constructs, elementals, and incorporeal
undead are immune to radiation damage.
Major Radiation Burn
Transmutation (Radiation)
Level: Radiation 4, Sor/Wiz 4
As
Lesser Radiation Burn, except the touch deals 4d8 points
of radiation damage, +1 per caster level (max +20).
Nuclear Body
Evocation (Radiation)
Level: Radiation 5, Sor/Wiz 6
Components: V, S, M
Casting Time: 1 action
Range: Personal
Target: Caster
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No
One
of the favorite spells of Godzilla's worshipers, this enchantment
infuses the caster with deadly radiogenic energy, causing her to
become a walking nuclear furnace. The caster's body begins to emit
radiation, causing her to glow a bright red, emitting light equivalent
to a light spell. Each round, the spell also negates the
first 30 points of radiation damage suffered by the caster, regardless
of the source.
In
addition, the character emits copious amounts of nuclear energy,
damaging those who draw close to her. Creatures within 10 feet of
the character take 2d4 points of radiation damage per round, while
those from 10-20 feet away take 1d4 points of radiation damage per
round. This damage is halved with a successful fortitude save. Creatures
wearing full-bodied metal armor receive a +2 resistance bonus to
this save. Also, for the duration of the spell, the caster's touch
inflicts damage as per the Lesser Radiation Burn spell.
For
the special properties of radiation damage, see the Lesser Radiation
Burn spell.
Material Component: A piece of petrified wood, or a bit
of sandstone.
Radiation Blast
Evocation (Radiation)
Level: Radiation 7, Sor/Wiz 8
Components: V, S, M/DF
Casting Time: 1 action
Range: Medium (100ft. + 10ft./level)
Area: Beam 5 ft. wide and 100ft. +10ft./level long, starting
at a point right in front of the caster.
Duration: 1 round / level or until all beams are exhausted
Saving Throw: Reflex half
Spell Resistance: Yes
This
spell, created by the worshipers of Godzilla, emulates their god's
most famous attack, his breath weapon. For the duration of the spell,
the caster can spend a standard action to fire a beam of blue, radioactive
energy. The caster can call forth one beam for every 3 caster levels
(max 5 beams at 15th level). The spell ends when the duration is
up or the caster uses all the beams.
All
creatures in the beam are seared by the radiation, taking 1d6 points
of radiation damage per caster level (max 15d6). Fungi, molds, oozes,
slimes, jellies, puddings and fungoid creatures take double damage
from this spell. Creatures caught in the beam may make a reflex
save for half damage.
For
the properties of radiation damage, see the Lesser Radiation Burn
spell.
Arcane Material Components: A piece of phosphorescent rock
and a handful of river sand.
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