withintenfeet: (Default)

Feats
Inspiring Leader
Zerxus can spend ten minutes hyping people up, basically, and affect up to six allies within thirty feet of him. Mechanically, this means they would gain 19 temporary hit points; in RP I'd say they're more resilient.

He can't do this again until he rests for at least an hour.

Mounted Combatant
It's easier for him to hit an enemy if their mount is smaller than his.

If anyone attacks Zerxus' mount, he can force them strike at him instead.


Flames of Phlegethos
Any fire damage he casts is particularly effective, and he can choose to make fire wreathe him until his next attack. It sheds bright light for thirty light, and dim light for another thirty; anyone who attacks him physically will suffer from some (14d) fire damage.



Paladin Abilities
Lay On Hands
Zerxus can use this to heal 70 100 hit points per day. I'll try equate that to wounds as needed and be as consistent as I can.

He can expend five of these to heal one disease or poison.

This won't work on undead or robotic characters.

Divine Sense
Eleven times a day, Zerxus can sense the location of any celestial, undead or fiendish presence within sixty feet of him. He can tell where they are, but not who they are.

Undead is pretty easy to extrapolate across canons; I'll let other players tell me if their character would fit the other two. If you don't want this to work at all that's also fine!

Divine Smite
On any melee attack, Zerxus can use a spell slot to add radiant damage. The more powerful the spell, the more damage he can deal.

Typically, it does extra damage if he's striking an undead or fiendish opponent, but that only has to apply if you want it to. (It will definitely apply if he's somehow manipulated into striking himself, though, because I think I'm funny.)

Improved Divine Smite
A smaller level of radiant damage accompanies every strike regardless.

Divine Health
Zerxus is immune to disease.

Aura of Protection
In DnD terms, Zerxus can give himself and every ally within ten thirty feet a bonus on saving throws. RP-wise, I'd say it would give an edge to their abilities - whether it's strength, reaction time, resistance to spells or possession, etc.

Aura of Courage
Zerxus and allies within ten thirty feet of him are immune to Fear. In DnD, this is a specific ability that makes it harder for characters to strike the source and impossible to move towards them. So in-game, I'd say he makes people immune to magic that does this.

Cleansing Touch
Zerxus can end any spell cast on himself or a willing person.

He can do this ten times a day.

Oath of Redemption

Channel Divinity: Emissary of Peace
For ten minutes, Zerxus can boost his charisma. Theoretically, this makes it easier to persuade people.

Channel Divinity: Rebuke the Violent
If an enemy within thirty feet attacks anyone aside from himself, Zerxus can react to deal radiant damage equal to whatever they dealt. In DnD terms, they can make a Wisdom saving throw to take half of that; RP-wise I think that amounts to summoning enough inner strength to shake it off.

Aura of the Guardian
If anyone within ten thirty feet of him is hit, Zerxus can react to take that damage instead.


Protective Spirit
A divine presence mends his wounds in combat. If he ends a fight with less than half his health left, he'll regain some of it (1d6 + 10) automatically.

Emissary of Redemption
When Zerxus chooses not to attack, he receives two benefits. He gains resistance to all types of damage, physical or magical; half of any damage inflicted on him will be reflected back on the attacker as radiant damage.

But I'm going to say he's always vulnerable to radiant damage himself regardless, because being an archdevil and a redeemer at the same time is incredibly difficult.


Paladin SpellsZerxus can use 11 15 spells a day: four first level, three second level, three third level, three fourth level, and two fifth level.


First Level
Bless
Casting Time: 1 Action (<6 Seconds)
Range: Touch
Components: Verbal, Somatic, Component (a sprinkling of holy water)
Duration: Concentration; 1 Minute


He can cast this on three creatures in range (or, if he upcasts it, one additional creature for each level). It will make their attacks more likely to land, and them more likely to succeed on saving throws (avoiding catastrophe).

Command
Casting Time: 1 Action (<6 Seconds)
Range: 60 Feet
Components: Verbal
Duration: 1 Round (6 Seconds)


Zerxus can use a one-word command to a creature he can see within range. The target must resist (via Wisdom saving throw or player decision) or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn't understand his language, or if his command is directly harmful to it.

He can choose to cast it at a higher level, adding an additional creature for each one if they're all within thirty feet of each other.

Compelled Duel
Casting Time: 1 Bonus Action (<6 Seconds)
Range: 30 Feet
Components: Verbal
Duration:Concentration; 1 Minute


If a target fails to resist this (via Wisdom saving throw or player decision), their focus is drawn to Zerxus through divine command. They'll have a harder time attacking anyone but him, and they'll need to resist again to move more than thirty feet away.

The spell ends immediately if he attacks anyone else, an ally attacks the target, or he moves over thirty feet away.

Cure Wounds
Casting Time: 1 Action (<6 Seconds)
Range: Touch
Components: Verbal, Somatic
Duration: Instantaneous


A character he touches will regain health. The amount depends on which level he casts it at.

It won't work on undead or robotic characters.

Detect Evil and Good
Casting Time: 1 Action (<6 Seconds)
Range: Self
Components: Verbal, Somatic
Duration: Concentration; 10 Minutes


For the duration, he'll know if there's a fiend, celestial, fey, elemental, or undead presence within thirty feet of him. He'll also know if anything in that space has been magically consecrated or desecrated.

The spell is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of word or dirt.

Detect Magic
Casting Time: 1 Action (<6 Seconds)
Range: Self
Components: Verbal, Somatic
Duration: Concentration; 10 Minutes


For the duration, Zerxus can sense the presence of magic within 30 feet of him. If he sense magic in this way, he can use another action to see a faint aura around any visible creature or object in the area that bears magic, and learn its school (if it has one).

The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Detect Poison and Disease
Casting Time: 1 Action (<6 Seconds)
Range: Self
Components: Verbal, Somatic, Material (a yew leaf)
Duration: Concentration; 10 Minutes


For up to ten minutes, he can sense the presence and location of poisons, poisonous creatures, and diseases within thirty feet. He can identify any of them.

The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Divine Favour
Casting Time: 1 Bonus Action (<6 Seconds)
Range: Self
Components: Verbal, Somatic
Duration:Concentration; 1 Minute


Until the spell ends, his strikes do extra radiant damage (1d4).

Heroism
Casting Time: 1 Action (<6 Seconds)
Range: Touch
Components: Verbal, Somatic
Duration:Concentration; 1 Minute


A willing creature he touches is imbued with bravery. This means they have heightened resilience and can't be magically frightened. If he upcasts this, he can add another creature for each level.

Protection From Evil and Good
Casting Time: 1 Action (<6 Seconds)
Range: Touch
Components: Verbal, Somatic, Material (Holy water or powdered silver and iron, consumed)
Duration: Concentration; 10 Minutes


Until the spell ends, one willing creature he touches is protected against certain types of creatures - aberrations, celestials, elementals, fey, fiends, and undead.

The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has a higher chance of resisting it.

Purify Food And Drink
Casting Time: 1 Action (<6 Seconds)
Range: 10 Feet
Components: Verbal, Somatic
Duration:


All non-magical food and drink in a five foot radius is purified and rendered free from poison or disease.

Sanctuary
Casting Time: 1 Action (<6 Seconds)
Range: 30 Feet
Components: Verbal, Somatic, Material (a small silver mirror)
Duration:1 Minute


Zerxus can ward anyone within thirty feet of him. Again, this is a Wisdom saving throw for the attacker - if they fail, they must target someone else - so a matter of will power.

Searing Smite
Casting Time: 1 Bonus Action (<6 Seconds)
Range: Self
Components: Verbal
Duration: Concentration; 1 Minute


When Zerxus casts this, his weapon will flare with white-hot intensity as he strikes, dealing 1d6 of fire damage and causing them to ignite in flame. It will burn for one minute, or until they put it out.

When cast at a higher level, an additional 1d6 is added for each slot.

Shield of Faith
Casting Time: 1 Action (<6 Seconds)
Range: 10 Feet
Components: Verbal, Somatic, Material (a small piece of parchment)
Duration: 10 Minutes


A shimmering field envelops the target and makes them harder to hit. (In technical terms, adding two points to their armour class.)

Zerxus needs parchment with holy text written on it, which for him is probably philosophy instead of scripture.

Sleep
Casting Time: 1 Action (<6 Seconds)
Range: 90 Feet
Components: Verbal, Somatic, Material (a pinch of fine sand, rose petals, or a cricket)
Duration:


Theoretically, Zerxus can put any creature within twenty feet of his chosen point to sleep. The further away they are and the more vitality they have, the more difficult this gets. He can choose to pour more power into it (ie, casting at a higher level) but it won't be a guarantee.

I'll always leave it up to other players if this would work or not.

It will never work on undead characters, or anyone immune to being charmed.

Thunderous Smite
Casting Time: 1 Bonus Action (<6 Seconds)
Range: Self
Components: Verbal
Duration: Concentration; 1 Minute


When Zerxus casts this, his weapon will ring with thunder that's audible for 300 feet, dealing 2d6 thunder damage. If it isn't resisted (via Strength saving throw or player decision) the target is pushed 10 feet away and knocked off its feet.

Wrathful Smite
Casting Time: 1 Bonus Action (<6 Seconds)
Range: Self
Components: Verbal
Duration: Concentration; 1 Minute


When Zerxus casts this, his weapon will deal an extra 1d6 of psychic damage. If it isn't resisted (via Wisdom saving throw or player discretion) the target is frightened of him until the spell ends.


Second Level
Aid
Casting Time: 1 Action (<6 Seconds)
Range: 30 Feet
Components: Verbal, Somatic, Material (a tiny strip of white cloth)
Duration: 8 Hours


Zerxus can increase the toughness/resilience of up to three people for eight hours. The higher level he casts this at, the more resilience they get.

Branding Smite
Casting Time: 1 Bonus Action (<6 Seconds)
Range: Self
Components: Verbal
Duration: Concentration; 1 Minute


When Zerxus casts this, his weapon will gleam with astral radiance as he strikes. The attack deals an extra 2d6 radiant damage to the target, which becomes visible if it's invisible, and the target sheds dim light in a 5-foot radius and can't become invisible until the spell ends.

Calm Emotions
Casting Time: 1 Action (<6 Seconds)
Range: 60 Feet
Components: Verbal, Somatic
Duration:Concentration; 1 Minute


Zerxus can cast this in a twenty foot sphere, and characters can resist or accept as they choose. If he succeeds, he can override any effect making them charmed or frightened, or turn hostility into apathy.

Gentle Repose
Casting Time: 1 Action (<6 Seconds)
Range: Touch
Components: Verbal, Somatic, Material (a pinch of salt and one copper piece placed on each of the corpse’s eyes)
Duration: 10 Days


Zerxus can touch one corpse, and it will be protected from decay and can’t become undead for the duration of the spell.

Hold Person
Casting Time: 1 Action (<6 Seconds)
Range: 60 Feet
Components: Verbal, Somatic, Material (a small, straight piece of iron)
Duration: Concentration; 1 Minute


Zerxus can choose any humanoid character he can see within sixty feet and attempt to paralyse them for one minute or until they break free. (Wisdom saving throw again.)

He can choose to upcast it, adding one person for each extra level.

Lesser Restoration
Casting Time: 1 Action (<6 Seconds)
Range: Touch
Components: Verbal, Somatic
Duration: Instantaneous


With a touch, Zerxus can cure a single disease or temporary conditions of blindness, deafness, paralysis or poisoning.

Locate Object
Casting Time: 1 Action (<6 Seconds)
Range: Self
Components: Verbal, Somatic, Material (a forked twig)
Duration:Concentration; 10 Minutes


Zerxus can name or describe an object that's familiar to him and sense the direction to its location, as long as that object is within 1,000 feet of him. If the object is in motion, he'll sense the direction of its movement.

The spell can locate any object as long as he's seen it up close at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon.

The spell can't locate an object if any thickness of lead, even a thin sheet, blocks a direct path between him and the object.

Magic Weapon
Casting Time: 1 Bonus Action (<6 Seconds)
Range: Touch
Components: Verbal, Somatic
Duration: Concentration; 1 Hour


Zerxus can touch a non-magical weapon and, basically, upgrade it for the duration of the spell. In technical terms it gets a +1 bonus to attack damage rolls, so it's a bit easier to strike true and you do a bit more damage when you do.

When casting this spell using a spell slot of 4th level or higher, the bonus increases to +2.

Protection from Poison
Casting Time:
Range: Touch
Components: Verbal, Somatic
Duration: 1 Hour


Zerxus can touch any creature and make them more resistant to poison, and purge it from them if it already exists.

Warding Bond
Casting Time: 1 Action (<6 Seconds)
Range: Touch
Components: Verbal, Somatic, Material (a pair of platinum rings worth at least 50 gp each)
Duration: Concentration; 1 Hour


This spell wards a willing creature he touches, creating a mystical bond with them. When they're within sixty feet, they're harder to hit or effect (+1 to AC and saving throws) and are resistant to all types of damage. Each time they do take damage, so does he.

The spell ends if he's knocked out or they're separated beyond sixty feet.

Zone of Truth
Casting Time: 1 Action (<6 Seconds)
Range: 60 Feet
Components: Verbal, Somatic
Duration:10 Minutes


Zerxus can create a fifteen foot radius that guards against deception for ten minutes. Anyone within the radius will need to either resist the effect or be compelled not to lie. (Players, of course, can always just decide.) He'll know if they fail or succeed; they will know they're being affected, and can simply not talk if they don't want to.



Third Level
Aura of Vitality
Casting Time: 1 Action (<6 Seconds)
Range: Self
Components: Verbal
Duration: Concentration; 1 Minute


A healing aura radiates from him in a 30-foot radius, centred on him until the spell ends. Every six seconds, he can choose to heal anyone in that radius. (2d6 each time, so 12 at the very most.)
He can do this as many times as possible in that one minute, but he can only effect 10 different creatures.

Blinding Smite
Casting Time: 1 Bonus Action (<6 Seconds)
Range: Self
Components: Verbal
Duration: Concentration; 1 Minute


When Zerxus casts this, his weapon will flare with bright light, doing and 3d8 radiant damage. If the target can't resist (via Constitution saving throw or player choice), they're blinded until they can shake it off.

Counterspell
Casting Time: 1 Reaction (<6 Seconds)
Range: 60 Feet
Components: Somatic
Duration: Instantaneous


Zerxus can attempt to cancel out any spell he sees being cast within sixty feet of him. The more powerful the spell, the more difficult this will be; he can pour more of his own power into casting to compensate but it isn't a sure thing.

Create Food and Water
Casting Time: 1 Action (<6 Seconds)
Range: 30 Feet
Components: Verbal, Somatic
Duration: Instantaneous


Zerxus can create 45 pounds of food and 30 gallons of water on the ground or in containers. The food is bland but nourishing, and will spoil after 24 hours; the water is clean and won't go bad.

Crusader's Mantle
Casting Time: 1 Action (<6 Seconds)
Range: Self
Components: Verbal
Duration: Concentration; 1 Minute


Divine power radiates from Zerxus in a 30-foot radius, centred on him until the spell ends. Every creature inside it, himself included, strikes with an extra burst (1d4, so up to 4 points) of radiant damage.

Daylight
Casting Time: 1 Action (<6 Seconds)
Range: 60 Feet
Components: Verbal, Somatic
Duration:1 Hour


Zerxus picks a point within range, and a 60 foot radius of bright light will spread from it, along with an addition 60 feet of dim light. (Bright light is enough to give most people full range of vision; dim light makes it lightly obscured to anyone without dark vision.)

He can also cast it on any object that isn't currently being worn or carried by someone else, and the light will shine from it until the spell ends.

If it overlaps with darkness created by a weak enough spell (the equivalent of third level or lower) it will dispel that darkness.

Dispel Magic
Casting Time: 1 Action (<6 Seconds)
Range: 120 Feet
Components: Verbal, Somatic
Duration:Instantaneous


Zerxus can choose any creature, object, or magical effect within range and dispel any spell equivalent in power to his own. He can choose to cast at fourth level instead, making it more likely to work.

Elemental Weapon
Casting Time: 1 Action (<6 Seconds)
Range: Touch
Components: Verbal, Somatic
Duration:Concentration; 1 Hour


With a touch, he can transform any non-magical weapon into one the deals elemental damage: acid, cold, fire, lightning, or thunder. For the duration, it will be more accurate (+1 to attack rolls) and do extra damage (1d4 of whichever type was chosen).

If he upcasts this, the attack bonus rises to +2, and damage to 2d4.

Hypnotic Pattern 1 Action (<6 Seconds)
Casting Time:
Range: 120 Feet
Components: Somatic, Material (a glowing stick of incense)
Duration:Concentration; 1 Minute


Zerxus can create a thirty foot cube of twisting colour. Anyone who sees it needs to resist the spell (wisdom saving throw again) or be charmed by it, which will render them incapacitated until they're hit or someone shakes them out of it.

Magic Circle
Casting Time: 1 Minute
Range: 10 Feet
Components: Verbal, Somatic, Material (Holy water or 100 gp of powdered silver and iron, consumed on use)
Duration: 1 Hour


Zerxus can create a 10-foot-radius, 20-foot-tall cylinder of magical energy centred anywhere he can see within range. Glowing runes appear wherever it intersects with a material surface.

He can choose one type of creature - celestials, elementals, fey, fiends, or undead - and the circle has the following effects:

- It can't enter the circle by non-magical means.

- It has a harder time hitting anyone within the circle.

- Anyone within the circle can't be charmed, frightened, or possessed by it.

He can choose to cast it in reverse, trapping the chosen creatures inside instead. If cast at a higher level, it adds one hour for each above third.

Remove Curse
Casting Time: 1 Action (<6 Seconds)
Range: Touch
Components: Verbal, Somatic
Duration: Instantaneous


With a touch, Zerxus can remove all curses affecting one creature or object. (If it's a cursed magical object, it will remain cursed, but its connection to anyone else will be severed.)

Revivify
Casting Time: 1 Action (<6 Seconds)
Range: Touch
Components: Verbal, Somatic, Material (a diamond worth 300gp, consumed by the spell)
Duration: Instantaneous


If Zerxus touches a creature that's died within the last minute, they'll return to life with 1 hit point. This can't revive someone who's died of old age or regrow missing body parts.



Fourth Level
Aura of Life
Casting Time: 1 Action (<6 Seconds)
Range: Self
Components: Verbal
Duration: Concentration; 10 Minutes


Life-preserving energy radiates from him in a 30-foot radius, centred on him until the spell ends. Every non-hostile creature in that radius is resistant to necrotic damage, and if they're unconscious they regain 1 hit point.

Aura of Purity
Casting Time: 1 Action (<6 Seconds)
Range: Self
Components: Verbal
Duration: Concentration; 10 Minutes


Purifying energy radiates from him in a 30-foot radius, centred on him until the spell ends. Every non-hostile creature in that radius can’t become diseased, is resistant to poison damage, and has a better chance of fighting off being blinded, charmed, deafened, frightened, paralysed, poisoned, and stunned.

Banishment
Casting Time: 1 Action (<6 Seconds)
Range: Self
Components: Verbal, Somatic, Material (an item distasteful to the target)
Duration: Concentration; 1 Minute


Zerxus can attempt to send one creature to another plane of existence. This wouldn't work on other passengers, but could potentially be used to banish invaders back to where they came from. They'd have to resist it with a Charisma saving throw.

If the spell is interrupted - that is, if he's hit hard enough before the minute is up - they'll reappear exactly where they were, or the nearest unoccupied space.

If he upcasts this, he can add another creature.

Death Ward
Casting Time: 1 Action (<6 Seconds)
Range: Touch
Components: Verbal, Somatic
Duration: 8 Hours


Zerxus can touch one person and give them a measure of protection from death. Any attack that damages them enough to kill them will only nearly kill them; anything that would kill them instantaneously fails entirely.

The spell ends in either circumstance, or until eight hours have passed.

Locate Creature
Casting Time: 1 Action (<6 Seconds)
Range: Self
Components: Verbal, Somatic, Material (a bit of fur from a bloodhound)
Duration: Concentration; 1 Hour


Zerxus can name or describe any creature that's familiar to him and sense the direction to its location, as long as that object is within 1,000 feet of him. If the creature is in motion, he'll sense the direction of its movement.

The spell can locate any creature as long as he's seen it up close at least once, but it won't work if they've transformed into something else.

This spell can’t locate a creature if running water at least 10 feet wide blocks a direct path between him and the creature.

Otiluke's Resilient Sphere (AKA Por'co's Impenetrable Bubble)
Casting Time: 1 Action (<6 Seconds)
Range: 30 Feet
Components: Verbal, Somatic, Material (a hemispherical piece of clear crystal and a matching hemispherical piece of gum arabic)
Duration: 1 Minute


Zerxus can create a sphere of shimmering force than encases any creature that takes up ten square feet or less An unwilling creature will need to dodge out of the way. If they can't, they'll be encased in a barrier that nothing - no physical attacks or spells - can penetrate for one minute.

In canon the one exception is the Disintegrate spell, which can destroy the sphere without damaging anyone inside it. I think the equivalent in other canons would be an energy blast concentrated into one very powerful beam of force.

Staggering Smite
Casting Time: 1 Bonus Action (<6 Seconds)
Range: Self
Components: Verbal
Duration: Concentration; 1 Minute


When Zerxus casts this, his weapon will pierce both body and mind, adding a burst of psychic damage (4d6, or up to 24 points). If they fail to resist it (via Wisdom saving throw or player choice), it becomes harder for them to hit targets until their next attack.

Stoneskin
Casting Time: 1 Action (<6 Seconds)
Range: Touch
Components: Verbal, Somatic, Material (diamond dust worth 100 gp, consumed on use)
Duration:Concentration; 1 Hour


Zerxus can touch any willing creature and makes their skin as hard as stone for one hour.


Fifth Level

Circle of Power
Casting Time: 1 Action (>6 Seconds)
Range: Self (30 foot radius)
Components: Verbal
Duration:Concentration, 10 Minutes


Divine energy radiates from him, distorting and diffusing magical energy. Until the spell ends, the sphere moves with him. For the duration, each friendly creature in the area gets a boost on resisting other magical effects.

Destructive Wave
Casting Time: 1 Action (>6 Seconds)
Range: Self (30 foot radius)
Components: Verbal
Duration: Instantaneous


Zerxus strikes the ground, creating a ripple of divine energy that ripples outwards and causes damage to any creature he chooses. If they have enough constitution to withstand it, they take half damage. If not, they take the full 5d6 thunder and 5d6 radiant as well as being knocked prone.

Dispel Evil and Good
Casting Time: 1 Action (>6 Seconds)
Range: Self
Components: Verbal, Somatic, Material (holy water or powdered silver and iron)
Duration: Concentration, 1 Minute


Zerxus is enveloped by shimmering energy that protects him from certain kinds of creatures. Until the spell ends, celestials, elementals, fey, fiends, and undead have a harder time attacking him.

He can use up all the spell's energy with one of two specific actions:

Break Enchantment: He can touch anyone within reach who's been charmed, frightened, or possessed by one of the above creatures and end that status.

Dismissal: He can attempt to banish any of the above creatures to their home plane; success depends on player choice or Charisma saving throw.

Geas
Casting Time: 1 Minute
Range: 60 Feet
Components: Verbal
Duration:30 Days


In theory, Zerxus can place a magical command on any creature he sees in range, forcing them to either carry out or refrain from a service. It can be anything he wants, aside from something fatal.

They would need to succeed on a Wisdom saving throw or follow that order for the duration. Once a day they can resist it, but it will cause significant (5d10) psychic damage. He can end the spell at any time, or someone else could break it. (Any equivalent to Remove Curse or Greater Restoration, or just someone with a lot of power.)

Obviously this wouldn't happen without full player approval, and he'd consider it a last resort regardless.

Hold Monster
Casting Time: 1 Action (>6 Seconds)
Range: 60 Feet
Components: Verbal, Somatic, Material (a small, straight piece of iron)
Duration:Concentration, 1 Minute


Zerxus can choose any creature he can see in range and attempt to paralyse them. This can be resisted via player choice or Wisdom saving throw.

Holy Weapon
Casting Time: 1 Bonus Action (>6 Seconds)
Range: Touch
Components: Verbal, Somatic
Duration: Concentration, 1 Hour


Zerxus imbues a weapon he touches with holy power. Until the spell ends, the weapon emits bright light in a 30-foot radius and dim light for an additional 30 feet. In addition, weapon attacks made with it deal an extra 2d8 (up to 16) radiant damage on a hit.

He can dismiss this spell and cause the weapon to emit a burst of radiance. Each creature of your that he can see within 30 feet of the weapon must resist the effect via player choice or Constitution saving throw. On failure, the creature takes 4d8 (up to 32) radiant damage, and it is blinded for 1 minute. On a success save, a creature takes half as much damage and isn’t blinded.

Raise Dead
Casting Time: 1 Hour
Range: Touch
Components: Verbal, Somatic, Material (a diamond worth at least 500 gp, which the spell consumes)
Duration: Instantaneous


Zerxus can return any dead creature he touches back to life, as long as they haven't been dead for over ten days. If their soul is both willing and free to do so, it will return to their body. All mortal wounds will be sealed, but missing body parts won't be regrown; if they're missing something vital, the spell won't work.

This will neutralise any mundane disease or poison, but magical afflictions will need to be cured separately.

Unlike Revivify, this takes a heavy toll; in game terms the target takes a −4 penalty to all attack rolls, saving throws, and ability checks, reduced by 1 each day until it's gone. So basically the same as the Death Toll.

Wall of Force
Casting Time: 1 Action (>6 Seconds)
Range: 120 Feet
Components: Verbal, Somatic, Material (a pinch of powder made by crushing a clear gemstone)
Duration:Concentration, 10 Minute


Zerxus can create an invisible wall of force at any point within range, in whatever orientation he chooses. It can be a sphere with a ten foot radius, or a flat surface made of ten 10-by-10 panels. It's always a quarter inch thick, and cannot be physically passed through.

Once again, you'd need the equivalent of a Disintegrate spell to destroy it.

In canon it extends into the Ethereal plane, so in theory it could be impossible to phase through but I'd leave that as a case by case basis. (AKA: Do you want it to work? It will! Do you not? It won't!)


Magic Initiate Feat: Cleric
Thanks to Kahl's blessing, Zerxus is capable of three additional spells.

Cantrips:

Mending
Casting Time: 1 Minute
Range: Touch
Components: Verbal, Somatic, Material (two lodestones)
Duration: Instantaneous


The spells repairs a single break or tear in the object he touches, as long as it doesn't exceed one square foot.

Guidance
Casting Time: 1 Action (6 Seconds)
Range: Touch
Components: Verbal, Somatic
Duration: Concentration; 1 Minute


Zerxus can grant one creature a boost to any of their abilities. (In technical terms, a d4 to any ability check.)

First Level:

Bane
Casting Time: 1 Action (6 Seconds)
Range: 30 Feet
Components: Verbal, Somatic, Material (a drop of blood)
Duration: Concentration; 1 Minute


Zerxus can choose up to three creatures he can see within range. If the spell succeeds, they'll be less effective in either their next attack or their next saving throw (minus a d4).

This depends on either player choice charisma saving throw, but it's against Zerxus's wisdom, so frankly they're likely to succeed either way.


Ritual CastingThis doesn't cost a spell slot.

Ceremony
There are six types of ceremony. Each of them lasts one hour and costs 25 gold pieces' worth of silver powder, which is consumed every time.

Bless Water
He can touch one vial of water and make it holy water.

Coming of Age
He can touch one young adult and boost their abilities for the next 24 hours. Once he does this to someone, he can't repeat it on them.

Dedication
As written, a paladin can touch someone who wishes to be dedicated to their god and give them an extra edge. (See the talk about saving throws above!) As Zerxus is devoted to ideals rather than gods, I'd say this would work on anyone wanting to commit themselves to redemption. Theoretically this would work for someone who wants to worship Asmodeus, but he will not do that in his right mind.
Again, he can't do this more than once on the same person.

Funeral Rite
He can touch one corpse, and for the next seven days they cannot become undead.

Wedding
He can touch adults willing to be married, and make them harder to hit (+2 to AC again) when they're within thirty feet of each other for the next seven days. They can only be granted this again if one partner dies.

Atonement
He can touch a willing character whose alignment has changed and attempt to change it back. In canon, he used this to temporarily revert a man who'd been turned into a demonic puppet.

This will not be a cheap and easy way to graduate someone, just a potential way to revert them to their true form if outside forces twisted their soul. The other player can decide if it works or not. (Or if they want me to leave it up to chance, I can roll for it.)

Devil Abilities
✶ Dark vision for up to 120 feet, unimpeded by most magical darkness
✶ Immune to fire, resistant to mundane weapons and magical effects
✶ Vulnerable to radiant damage and silvered weapons
✶ Doesn't need the same rest as a mortal, or any sustenance at all

Additional Notes
Zerxus needs to prepare spells at the start of each day and hope they'll be what he needs. For the most part he'll focus on defensive and healing spells, because you all stress him the fuck out.

Only one concentration spell can be cast at a time, and can be broken if he's hit hard enough.

Any material components that don't have an assigned cost can be substituted with a holy symbol - in Zerxus's case, his husband's namestone.

The verbal and somatic components of a spell are always required, so gagging and/or binding him are very effective if you can manage it.

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Zerxus Ilerez

September 2023

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