Complete Champion - 3.5e

Page 133

Twilight Green: A distant relative of belladonna, this herb is a deadly poison (ingestion, DC 14 Fortitude negates, primary and secondary damage ld4 Constitution). When used as a component in the casting of any spell that deals negative energy damage, however, twilight green increases that damage by 1 point per spell level. Price: 250 gp. Unicorn Horn: If a horn taken from a unicorn that has died of natural causes is used as a component in the casting of any touch spell that has the healing descriptor, it transforms the spell into a ray with a 30-foot range. Price: 190 gp.

SPECIAL HOLY SYMBOLS Clerics, paladins, and most other divine spellcasters require some sort of holy symbol, both for their spellcasting and to use some of their other divine abilities. Two types of holy symbols—wooden and silver—are described in the Player's Handbook. Neither is more effective than the other. In truth, many different types of holy symbols exist. Each incorporates the symbol of the deity in some way, but the styles and materials used can vary widely. Symbols of the same god might not be exact duplicates—in fact, different sects of a religion might focus on separate aspects of the same deity, and their symbols might reflect that difference. And finally, divine casters who don't follow a particular religion tend to have symbols of their own. This section provides examples of a few unique holy symbols. Each draws upon a different core D&D deity for inspiration but can be adapted to similar deities in other campaign worlds.

COMMON ELEMENTS OF HOLY SYMBOLS Each of the following holy symbols has a unique description and its own special enhancements. However, all have the following elements in common. • Each symbol is made of materials worth at least 100 gp. Even those made of natural materials go through a refin­ ing process that makes them inherently valuable. • Each symbol is durable, with hardness 5 and 10 hit points. • Each symbol is made to fit in one hand, regardless of the size of that hand. Its power lies not in its size, but in its connection to the divine. • To wield a holy symbol, the user must hold it in one hand and brandish it openly. Although some holy symbols can be worn, the wielder must always touch his symbol with at least one hand and display it prominently to use it as a focus for spellcasting, turning checks, and other related uses. Only the use of a metamagic feat such as Still Spell allows a caster to forgo this motion. • Each special symbol costs 350 gp. That price covers all material costs, plus any blessings or rituals needed to consecrate it. This cost also represents the fact that each symbol is of masterwork quality.

WHO CAN USE HOLY SYMBOLS Typically, only clerics and paladins (and a few other divine casters) need to use holy symbols in spellcasting and other

similar actions. However, any spellcaster can gain benefits from using these special holy symbols, assuming that she can cast spells of the appropriate type (see below). Not all symbols work equally well for all spellcasters. Each symbol represents a character's devotion, beliefs, and worship, so both divine and arcane casters can use these symbols as foci for their spells. Even a spell that doesn't normally require a focus can be improved by the use of these symbols. The following rules apply to such use. Alignment: To gain the benefits associated with a special holy symbol, you must be of a compatible alignment—that is, you cannot have an alignment component in opposition to either component of the deity associated with the symbol. For example, Kord is a chaotic good deity, so you could not use his holy symbol for spellcasting if you were either lawful or evil. (The alignment of clerics and other divine casters must be within one step of the deity they worship, as specified in the Player's Handbook) Worship: Although nondivine characters might not pay as much homage to deities as divine casters do, anyone wishing to gain the benefits of using a special holy symbol as a focus must offer up at least a little religious respect. Work with your DM to decide what sort of roleplaying is required for your character to be considered a worshiper of a particular deity. Exclusivity: Most spellcasters pay homage to only one deity at a time, but some—especially nondivine casters— pay homage to an entire pantheon, or perhaps a subset of deities. But even if your game uses a pantheistic approach, you still need to pick an individual deity to use one of the special holy symbols in this section. And furthermore, once you select a particular special holy symbol, you can't swap it for another without abandoning the first deity entirely. If you do want to make such a switch, the DM should work out the roleplaying ramifications of changing faiths with you.

HOLY SYMBOL DESCRIPTIONS Each entry includes a brief physical description of the holy symbol, followed by its benefits. Blood-Face of Erythnul: This rust-colored talisman depicts a face cackling with evil laughter. Swaths of bloodred highlight the open, grinning mouth and the brow ridge, giving the face a wild, almost demonic look. When used as a focus for illusion spells or spells with the chaotic designator, a blood-face of Erythnul increases the save DC by 1. Barbs of Hextor: The shape of this dark-colored, metallic talisman is that of a mailed fist grasping barbed arrows. When used to cast Evil domain spells or spells that have the evil descriptor, this symbol increases your effective caster level by 1. Bolt of Heironeous: Cast in the shape of a hand grasping a lightning bolt, this holy symbol is usually made of silver, gold, or a combination of both. When used to cast Good domain spells or spells that have the good descriptor, this symbol increases your effective caster level by 1. Devastation of Nerull: This symbol is either carved from bone or made from the skeleton of a Diminutive creature, and it always appears to be decaying. Worshipers


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Coliseum of Kord

5min
page 153

Ancient Temple

3min
page 149

Sepulcher of Wee Jas

4min
page 156

Palace of Burning Ice

3min
pages 154-155

Cold Forge of Moradin

2min
page 152

Temple of the First Dawn

10min
pages 157-159

Holy Sites

1min
page 150

The Pantheistic Tournament

3min
page 147

The Ghostly Lair

4min
page 148

Tools

10min
pages 142-144

Clothing

13min
pages 138-141

Squire of Legend

12min
pages 110-112

Special Holy Symbols

9min
pages 133-134

Weapons

3min
page 137

Wooden Blight

2min
page 130

Shadowstriker

8min
pages 108-109

Shadowspy

12min
pages 105-107

Paragnostic Apostle

13min
pages 94-96

Sanctified One

28min
pages 99-104

Paragnostic Initiate

8min
pages 97-98

Ordained Champion

18min
pages 90-93

Mythic Exemplar

18min
pages 86-89

Holt Warden

9min
pages 84-85

Pelor's Shadow Guard

18min
pages 75-79

Forest Reeve

7min
pages 82-83

The Paragnostic Repositories

4min
page 74

The Paragnostic Assembly

9min
pages 72-73

War Domain

3min
page 43

Guardians of the Green

19min
pages 68-71

The Reliquary of Six

2min
page 67

"Water Domain

3min
page 44

Strength Domain

4min
page 40

Trickery Domain

3min
page 42

Earth Domain

2min
page 32

The Dark Churches

5min
page 27

The Shining Light of Pelor

4min
page 22

Destruction Domain

4min
page 31

The Temple of the Twinkling Eye

6min
pages 25-26

The Temple of True Aim

8min
pages 23-24

Scales of Balance

4min
page 21

The Ruby Temple

4min
page 20

The Mighty Arms of Kord

9min
pages 18-19

The Brotherhood of Equals

4min
page 11

Fingers of the Laughing Rogue

4min
page 15

The Fist of Valor

7min
pages 16-17

Fharlanghn's Way

5min
page 14

Introduction

5min
page 4

The Eternal Library

8min
pages 12-13

Assembly of Balance

4min
page 8

The Blessed Bounty of Yondalla

8min
pages 9-10
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