Movie List
Monster Bios
Aliens & SDF
Staff of Toho
Actors
DVDs
Soundtracks
Video Games
Books
Comic Books
Toys
Animation
Television
Box Office
Pictures
Concept Art
Cutting Room
News
Release Dates

Articles
Reviews
Media

Forums
Search
Site Staff
Credits
Updates

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

         1st round: Presence or absence of radiation energy
  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.
  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

        
Strength Monster HD Radiation Attack DC
  Dim Lingering aura
Lingering Aura
  Faint 1 or less
10 or less
  Moderate 2 - 7
11 - 12
  Strong 8 - 13
13 - 15
  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.

        
Aura Strength Damage (DC)
  Faint 3d10 hours
  Moderate 3d10 x 10 hours
  Strong 3d10 years
  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.

        
Aura Strength
Damage (DC)
 
Faint
1 temporary Con (10)
 
Moderate
1d2 temporary Con (11)
 
Strong
1d4 temporary Con* (14)
 
Overwhelming
1d6 temporary Con* (16)
        * 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.