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Transmutation | |
Level: | Cleric 2, Paladin 1 |
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Components: | S |
Casting time: | 1 standard action |
Range: | 5-ft.-radius spread |
Target: | Self |
Duration: | 1 round/level (D) |
Saving Throw: | None (harmless) and Reflex half |
Spell Resistance: | No |
A favored spell of many warrior-clergy and front-line crusaders, the karmic justice invocation transforms the pain and injury inflicted by your foes into a blast of retributive force.
While this spell is active, every enemy attack and damage dealing spell or ability that you take adds one karmic charge to the ongoing spell, to a maximum of 10 charges.
When this spell is dismissed as a swift action, the accumulated charges release in a karmic burst of power that deals 1d6 points of damage per charge to any creature within 5 feet (Reflex half), and blasts every creature damaged by the karmic burst back as per an automatic bull rush with a bonus to your opposed check equal to the amount of accumulated charges. You may use your Charisma bonus instead of your Strength bonus for this check, and you don't follow the enemies with the bull rush.
Afterwards for the next 5 rounds, provided at least 3 karmic charges were accumulated you gain a morale bonus to attack rolls, saves and skill checks equal to +1 per 3 charges.
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