[feat] Sacred Spell

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Kregor
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[feat] Sacred Spell

Post by Kregor » Tue Nov 27, 2007 8:41 pm

This is kind of in anticipation of the new saves/resists coming into the game port:
D20 SRD Divine Rules Supplement wrote: Sacred Spell [Metamagic]
Benefit
Half of the damage dealt by a sacred spell results directly from divine power and is therefore not subject to being reduced by protection from energy or similar magic. The other half of the damage dealt by the spell is as normal. A sacred spell uses up a spell slot two levels higher than the spell’s actual level. Only divine spells can be cast as sacred spells.
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Aegir
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Post by Aegir » Tue Nov 27, 2007 8:45 pm

There are loads of feats like this in d20, such as energy alteration, which lets you cast element spells using a different element (fireball that does electricity damage instead, or an earth-based fireball). They're all basically designed to bypass resistances and immunities.
Selveem
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Post by Selveem » Tue Nov 27, 2007 8:48 pm

Um,

but we don't have 'divine' or 'vile' resistances even available.

Are those going to come in as well?
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Post by Aegir » Tue Nov 27, 2007 9:09 pm

There really isn't much in the way of divine or vile resistance in D&D either, thats what makes them particularly nasty. Resistance to them generally falls under basic magic resistance, instead of resistance to their specific type.

There are spells already in game that do half their damage in holy/divine, flamestrike being the primary one. I'm not sure if its coded as such in FK tho'
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