Introduction



Lux et Umbra by Chaos-Draco DeviantArt ©2009-2018 Chaos-Draco
Menace sur le royaume de Diamant Éternel adds two new paladin kits: the Diamond Knight and the Unicorn Rider.

I strongly recommend that you DO NOT select them when you generate your character in order to benefit from all the elements of the scenario: CHARNAME will be able to choose one of these specializations in the course of the adventure. Moreover, they have been specially designed to fit the universe of the Eternal Diamond Kingdom and match its mythology. Also, remember that their abilities will only be really useful during the campaign and may be a handicap during most of the SoA game.

However, if you absolutely want to play them from the beginning of your game, both provide a special quest in SoA that will be integrated in the final campaign.

At last, those kits may benefit from a special mount (a steed for the Knight and a unicorn for the Rider), whose name you will be able to define in installation process.


Menace sur le Royaume de Diamant Éternel > IntroductionBACK TO TOP

Description



Noble Dragon © Anne Stokes.
Diamond Knights belong to the elite paladins. Detected as soon as they are knighted, their martial and moral qualities are tested throughout the course of their career. This is why only a few confirmed paladins, usually cavaliers, are considered worthy of being offered the opportunity to join the Order. If they accept, they loose all their previous characteristics and abilities and receive new ones more suitable for use in battling dragons.

According to legend, this Order of paladins, sometimes erroneously called 'Draconic paladins', would have been created by Diamantor, a silver dragon and Sacred Warder of Bahamut. Diamond Knights are in charge of protecting good-aligned dragon-kind from their natural enemies, the chromatic dragons, at the risk of their own lives, as well as from any others who would prey upon these noble creatures, most notably the minions of Tiamat. They have devoted their lives to those who cannot hope to protect themselves from the awesome power of Tiamat's brood, and they spend most of their time roaming the world in search of their sworn enemies and can be found anywhere evil dragons threaten other creatures.

They have made a special study of dragons and know how to defend against their attacks and how to take advantage of their weak spots to fight them. Bahamut, Lord of the Good Dragons, is their patron, but they are not obliged to worship him and may retain their old allegiance.

PRE-REQUISITES:
  • Must have reached 10 levels of experience.
  • Requires at least 15 Strength, 12 Dexterity, 12 Constitution, 15 Wisdom and 17 Charisma.
ADVANTAGES:
  • May achieve Grand Mastery (5 slots) in long and bastard swords.
  • Like all paladins, he/she is immune to diseases, may heal with Lay On Hands once per day, cast Detect Evil and Protection From Evil once per day per level.
  • Gains spells to strengthen his allies' protections and strike force against dragons, which replace most of the usual paladins divine spells.
DISADVANTAGES:
  • May not turn undead, unless he/she has selected a dragon species as principal foe.
  • May only use slashing weapons and spears.
  • May only wear plate armors and medium shields.
  • As he/she considers fighting at range is contrary to honor, he/she refuses to use throwing weapons, except throwing axes.
  • May not place any slots in Two-Weapon Style.
  • Devoting part of his/her time to study the ecology of the dragons, he/she does not evolve fully in his paladinhood and earns 15% less expérience points.



Special abilities

List of special abilities gained by a Diamond Knight when leveling up.


Level Icon Ability Description
1 Lay on Hands May use this ability once per day to heal a target for 2 Hit Points per level.
Detect Evil May Detect Evil once per day per level.
Protection from Evil May cast this ability once per day per level.
Remove Fear May cast this ability once per day per level.
Immune to disease.
Cure Disease May cure disease once per day.
10 Can speak and understand Draconic language.
Aura of Courage Immune to dragons' Frightful Presence, fear effects and morale failure.
Platinum Skin Knowing how to defend against a dragon's attacks, he/she gains a +2 bonus to Armor Class against attacks made by dragons.
Dragon Foe Gains a +4 bonus to hit and damage rolls against draconic creatures.
Smite Evil Dragon Once per day, a Diamond Knight may attempt to smite an evil dragon with one normal melee attack. This attack receives a to hit bonus roll equal to one tenth of his/her level and deals 1 extra point of damage per level. If the Diamond Knight accidentally smites a dragon that is not evil, or a creature that is not a dragon, the smite has no effect but it is still used up. This ability lasts for one round.
11 Draconic Resistance Gains 5% innate resistance to fire and acid.
12 The Dragon Knight's insight into the tactics and abilities of dragons grants him/her awareness of how best to avoid their magical attacks: Gains +1 bonus to Saving Throw vs. Breath.
13 Draconic Resistance Gains 5% innate resistance to cold and electricity.
14 Draconic Sight This ability allows the Diamond Knight to see all things as they actually are. It is the equivalent of the True Seeing spell and lasts 1 round per level. The Diamond Knight's eyes glow with white light and allows him/her to see all invisible, hidden or mislead creatures, and to dispel all hostile Illusion/Phantasm spells in the area of effect which is roughly a 120-ft. radius around him/her. Draconic Sight bypass the target's Magic Resistance, if any, and only affects enemies; thus, it is unable to dispel the invisibility from a party member.
Moreover, Draconic Sight allows also to detect evil auras from any creature. Any evil creature within the range of the spell will glow red briefly.
15 Principal Foe May select a dragon species as his/her principal foe and gains a +3 bonus to hit rolls against it.
16 Righteous Smite Once per day, the Diamond Knight may channel a bolt of divine energy. Any evil creatures that are caught in the area of effect suffer damage depending on their nature, and are blinded for 2 rounds. Victims are allowed a Saving Throw vs. Spell for half damage and to avoid being blinded.
  • Humanoids and monsters: 1d6 point of damage per level, +1 per level, up to a maximum of 10d6+10.
  • Undead: 1d6 point of damage per level, +1 per level, up to a maximum of 20d6+20. Save at -4 penalty to avoid being blinded.
  • Extraplanar: 1d8 point of damage per level, up to a maximum of 15d8.
  • Demons: 1d6 point of damage per level, up to a maximum of 20d6.
  • Dragons: 1d8 point of damage per level, up to a maximum of 20d8.
20 Platinum Skin The Diamond Knight's skin takes on a slightly metallic sheen and he/she gains an additional +1 bonus to Armor Class.
Vigor of Bahamut Gains 1 Hit Point per level (with retroactive effect at 20th level).
Smite Evil Dragon Gains an additional use of this ability which duration increases by 1 round.
21 Draconic Resistance Gains an additional 5% innate resistance to fire and acid.
22 The Dragon Knight's insight into the tactics and abilities of dragons grants him/her awareness of how best to avoid their magical attacks: Gains an additional +1 bonus to Saving Throw vs. Breath.
23 Draconic Resistance Gains an additional 5% innate resistance to cold and electricity.
25 Bahamut's Grace Charisma increases by 2 points.
30 Platinum Skin The Diamond Knight's skin takes an even more metallic sheen and he/she gains an additional +1 bonus to Armor Class.
Draconic Resistance Gains 5% innate résistance to the elemental energy used by his/her principal foe.
Smite Evil Dragon Gains an additional use of this ability which duration increases by 1 round.
31 Draconic Resistance Gains an additional 5% innate resistance to fire and acid.
Righteous Smite Gains an additional use of this ability.
32 The Dragon Knight's insight into the tactics and abilities of dragons grants him/her awareness of how best to avoid their magical attacks: Gains an additional +1 bonus to Saving Throw vs. Breath.
33 Draconic Resistance Gains an additional 5% innate resistance to cold and electricity.
35 Draconic Resistance Gains an additional 5% innate résistance to the elemental energy used by his/her principal foe.
40 Smite Evil Dragon Gains an additional use of this ability which duration increases by 1 round.
Draconic Resistance Gains an additional 5% innate résistance to the elemental energy used by his/her principal foe.
41 Draconic Resistance Gains an additional 5% innate resistance to fire and acid.
42 The Dragon Knight's insight into the tactics and abilities of dragons grants him/her awareness of how best to avoid their magical attacks: Gains an additional +1 bonus to Saving Throw vs. Breath.
43 Draconic Resistance Gains an additional 5% innate resistance to cold and electricity.
45 Draconic Resistance Gains an additional 5% innate résistance to the elemental energy used by his/her principal foe.
46 Righteous Smite Gains an additional use of this ability.
50 Draconic Resistance Gains an additional 5% innate résistance to the elemental energy used by his/her principal foe.
Smite Evil Dragon Gains an additional use of this ability which duration increases by 1 round.



Dragon Bane

At 15th level, a Diamond Knight may select a dragon species as his/her principal foe and gains a +3 bonus to hit roll against it, as well as specific protections.


Dragon Knight's Level
Species Resistance 15 30 35 40 45 50
White Dragon Cold 20 % 25 % 30 % 35 % 40 % 45 %
Blue Dragon Electricity 20 % 25 % 30 % 35 % 40 % 45 %
Black Dragon Acid 20 % 25 % 30 % 35 % 40 % 45 %
Red Dragon Fire 20 % 25 % 30 % 35 % 40 % 45 %
Green Dragon Poison 20 % 25 % 30 % 35 % 40 % 45 %
Brown Dragon Acid 20 % 25 % 30 % 35 % 40 % 45 %
Yellow Dragon Piercing 20 % 25 % 30 % 35 % 40 % 45 %
Shadow Dragon Blindness 1 Energy Drain 2
Purple Dragon Electricity 20 % 25 % 30 % 35 % 40 % 45 %
Deep Dragon Acid 20 % 25 % 30 % 35 % 40 % 45 %
Rattelyr Dragon Fire 20 % 25 % 30 % 35 % 40 % 45 %
Pyroclastic Dragon Fire 30 % 35 % 40 % 45 % 50 % 55 %
Hex Dragon Poison
Magic
20 % 20 % 25 % 25 % 30 % 30 %
Rust Dragon Acid 30 % 35 %
Rusting effects
40 % 45 % 50 % 55 %
Brainstealer Dragon Mind Blast Brain Extraction Intelligence Drain Psionic
Chaos Dragon Acid
Electricity
Cold
Fire
5 %
5 %
5 %
5 %
10 %

10 %

Chaos Breath

10 %

10 %

15 %
15 %


15 %
15 %
20 %
20 %
20 %
20 %
Howling Dragon Cone of howling sound Cone of maddening wails Wisdom Drain Sound
Vampiric Dragon Charm 3 Energy Drain 2 Constitution Drain
Zombie Dragon Acid
Electricity
Cold
Fire
Poison
5 %
5 %
5 %
5 %
5 %
10 %
10 %
10 %
10 %
10 %
Zombie Dragon putrid claws 15 %
15 %
15 %
15 %
15 %
20 %


20 %

20 %
20 %

20 %
Dracolich Cold 50 % Paralyzing Gaze Paralyzing Touch


Notes :

  • 1 ToB: At 15th level, a Shadow Dragon Bane is immune to Blindness effects.
       EE: A Shadow Dragon Bane gets a 50% chance to be immune to Blindness effects, 60% at 30th level, then an extra 10% chance for every five levels thereafter.
  • 2 ToB: At 30th level, Vampiric Dragon and Shadow Dragon Banes are immune to Energy Drain effects.
       EE: Vampiric Dragon and Shadow Dragon Banes get a 50% chance to be immune to Energy Drain effects at 30th level, then 75% au niveau at 35th level and 100% at 40th level.
  • 3 ToB: At 15th level, a Vampiric Dragon Bane is immune to Charm effects.
       EE: A Vampiric Dragon Bane gets a 50% chance immune to Charm effects, 60% at 30th level, then an extra 10% chance for every five levels thereafter.

Menace sur le Royaume de Diamant Éternel > DescriptionBACK TO TOP

High Level Abilities (HLA)


List of High Level Abilities a Diamond Knight may gain.


Icon Ability Description min Level Nb max
Whirlwind Attack This ability allows the Diamond Knight to unleash a flurry of super-fast blows. It sets one's number of attacks per round to 10, but one's THAC0 and damage suffer a 4 point penalty. The Whirlwind Attack lasts for one round. 14
Greater Whirlwind Attack Requires: Whirlwind Attack

A more powerful version of the Whirlwind Attack, Greater Whirlwind gives the warrior the same bonuses without penalties. Their number of attacks per round are set to 10 for one round.
15 5
Martial Blow Requires: Greater Whirlwind Attack

A high-level paladin manages to perceive weak points in his/her opponent's armor and to concentrate all of the attacks in one round to strike a vital area every time. With this ability, every attack roll made in the next round is a natural 20, a critical hit. However, this ability requires such an effort of concentration the paladin can only use it once a day.
16 1
Draconic Roaring The Diamond Knight emits a powerful yell before leaping into battle. If it turns out to be harmless for his/her allies, it will panic all opponents in a 15-ft. radius if they don't make their Save vs. Spell (with a -1 penalty). The power of this roar increases with the level of the paladin, increasing the save penalty by 1 for every ten levels of the paladin. 14
Draconic Resistance This ability allows the Diamond Knight to temporarily tap a great inner strength and fight off the effects of malevolent magic, once per day. For 4 rounds, his/her Magic Resistance is set to 2% per level up to 25th level, then increases by 1% per level. This is not cumulative with other forms of Magic Resistance, so if he/she already benefits from this amount of Magic Resistance (or greater), the ability is useless. 14
Draconic Hide This ability allows the Diamond Knight to call upon hidden reserves of strength during times of danger to gain 40% resistance to all forms of physical damage. The ability lasts for 1 round for every 2 levels of the paladin. This bonus increases by 2% every two levels after 30th level. 14
Undead Bane Weapon This ability allows a paladin to channel divine power into one of his/her weapons and to make it particularly effective against undead creatures. For the next three rounds, it gains a +2 bonus to hit rolls and deals an extra 2d6 points of damage against undead. At 30th level and every 10 levels thereafter, the weapon gains an additional +1 bonus to hit rolls (up to +5 at 50th level).
Alternatively, this ability can affect up to fifty arrows, bolts, or bullets. The projectiles must be of the same kind, and they have to be together, such as in the same quiver. Projectiles lose the spell effects when fired.
15
Disrupting Weapon Requires: Undead Bane Weapon

This ability allows a paladin to channel divine power into one of his/her weapons to make it deadly to undead. For the next 2 rounds, any undead with less HD than the paladin is utterly destroyed if it fails a Saving Throw vs. Death (with a -1 penalty for every 10 levels of the paladin) when struck. The target's Magic Resistance, if any, does not apply against the destruction effect.
16 2
Dragon Bane The Diamond Knight has made a special study of dragons and is adept at pulling off deliberate attacks that take advantage of a dragon's weak spots. He/She can make a single melee attack against a dragon which deals an extra 2d8 points of damage if it hits. The ability lasts for 2 rounds. 17 5
Dragon Slayer Requires: Dragon Bane

A high-level Diamond Knight's intimate knowledge of vital spots on dragons allows him/her to strike blows against a dragon that deal tremendous damage. With this ability, every melee attack roll against evil dragons made in the next 2 rounds may strike a vital area and deal extra damage:
  • 15th level: 10% chance to score critical hits and deals 1d8 extra damage.
  • 20th level: 15% chance to score critical hits and deals 1d8 extra damage.
  • 25th level: 20% chance to score critical hits and deals 2d8 extra damage.
  • 30th level: 25% chance to score critical hits and deals 2d8 extra damage.
  • 35th level: 30% chance to score critical hits and deals 3d8 extra damage.
  • 40th level: 35% chance to score critical hits and deals 3d8 extra damage.
  • 45th level: 40% chance to score critical hits and deals 4d8 extra damage.
  • 50th level: 45% chance to score critical hits and deals 4d8 extra damage.
The benefit of this ability does not stack with any other ability or effect that alters a weapon's effects.
18 2
Draconic Vulnerability This ability lowers a dragon's Magic Resistance by 5% +1% per level of the paladin and bypass the target's Magic Resistance, if any. Unlike the 5th-level wizard spell Lower Resistance, it affects only dragons and allows a Saving Throw vs. Spell (with a -1 penalty for every 5 levels of the paladin). A successful save halves the Magic Resistance reduction (2,5% + 0,5% per level of the paladin). This effect is not cumulative when cast upon the same creature and will last until its duration expires (1 round per level) because it and cannot be dispelled. 17
Diamond Spray A blast of diamond-like shards springs from the Diamond Knight's hand and extends outward in a horizontal glittering arc of about 120 degrees in front of him/her. The cone dazzles evil creatures in the area for 2d6 rounds. It also deals 1d6 points of damage per caster level (up to a maximum of 10d6). The damage affects only evil creatures. A successful Saving Throw vs. Spell (with a -4 penalty) reduces the damage by half but does not negate the dazzling effect.
Casting this ability requires to sacrifice diamond dust worth at least 100 gp.
15
Barding of Light This ability belongs to the Diamond Knights favorite ones because it allows them to protect their mounts when fighting dragons. It creates a magical field of force that envelops the steed in a protective, shimmering aura of light. The luminous armor resembles a suit of dazzling Plate barding (AC 1), but it is weightless, cumulative with Dexterity bonuses to Armor Class, and does not restrict movement or mobility in any way. Nor does it prevent exceptional mounts from spellcasting. In addition, the armor's brightness causes opponents to take a -4 penalty on melee attacks made against the mount. It lasts until successfully dispelled or until the duration expires (1 turn + 1 round per level).
The exact nature of the barding depends on the knight's level: a Field plate (AC 0) at 30th level and a Full plate barding (AC -1) at 40th level.
Furthermore, if his/her mount already equips a barding, the paladin may use a variant of this ability that grants his/her mount a bonus to Armor Class: +6 for a Plate mail, +7 for a Field plate and +8 for a Full plate.
But in return, the Knight must sacrifice temporarily 1d2 points of Strength for the duration of the ability (1d3 for a Full plate barding of light).
14
Winged Mount The Diamond Knight calls upon a special favor from Bahamut to improve his/her steed's combat skills. The creature functions at double its normal movement rate-as it would wear Horseshoes of a Zephyr- and attack rate, gains a -2 initiative bonus and a +2 bonus to its to hit and damage rolls. If any, spellcasting and spell effects are not affected. In addition, the steed seems to move floating 4 inches above the ground. This means it can cross or stand above non-solid or unstable surfaces that would not support its weight. Thus it leaves no tracks (neither footprints nor scent) on any sort of ground, may not set off pressure traps, is immune to anything that might affect its movement, such as spider webs, Grease and Entangle spells. Finally, from long range, this visual effect misleads its opponents who will have trouble targeting it with ranged weapons (+5 bonus to AC vs. missile attacks).
This ability also negates the effects of a Slow spell and is not cumulative with itself or with other similar magic. The effects last for their duration (1 round per level) or until dispelled.
15
Spiritual Charger The Diamond Knight summons forth a deceased dragon slayer paladin's soul to come to his/her assistance. A lance-wielding knight of pure force, bearing the symbol of Bahamut, springs into being and immediately obeys and serves him/her until he is slain or until the spell duration expires (4 rounds + 1 round per level). The Spiritual Charger has the same level as the Diamond Knight who summoned him, attacks with a +2 bonus to hit rolls and deals 2d8 points of damage, +1 for every 5 levels of the knight (up to a maximum of 10 at 50th level).
Starting at 30th level, there is a 33% chance (+ 2% per each extra level of the paladin) that the Charger appears with his trusty steed.
20 1
Spiritual Cavalry Requires: Spiritual Charger

This ability is similar to Spiritual Charger, except that a Spiritual Charger is summoned for every 10 levels of the Diamond Knight, starting à 25th level (up to a maximum of 3 at 45th level). The Spiritual Charger has the same level as the Diamond Knight who summoned him, attacks with a +3 bonus to hit rolls and deals 2d12 points of damage, +2 for evry 5 levels of the knight (up to a maximum of 10 at 50th level).
Tous les cinq niveaux intermédiaires, le chevalier apparaît accompagné de son fidèle destrier.
De plus, une créature attaquée de taille grande ou plus petite doit réussir un jet de Vigueur ou tombé au sol et être piétiné, subissant 1d8 points de dégâts supplémentaires.
25 1
Protection from Undead, 10' radius This ability is similar to Protection from Evil, 10' radius, and protects the paladin from undead creatures. In addition, all allied creatures within a 15-ft. radius are affected individually by Protection from Undead. It creates a magical barrier around the recipients at a distance of one foot that moves with them: All attacks made by undead creatures against the protected creature receive a penalty of -2 to each attack roll, and any saving throws caused by such attacks are made by the protected creature with a +2 bonus. This effect lasts for the duration (5 rounds per level) or until dispelled. 14
Mass Death Ward This ability is similar to the cleric 4th-level spell Death Ward, except that it affects multiple allies close to the paladin. It protects them from all forms of death magic for the duration of the spell. This includes, but is not limited to, Disintegrate; Power Word, Kill; Death Spell; and Finger of Death. This effect lasts for the duration (1 turn + 1 round per level) or until dispelled. 22
Holy Storm The Knight unleashes a driving and chilling rain pounds down on a fixed area (a 33-ft. radius centered on the point selected by the caster). The storm reduces hearing and visibility, resulting in a -4 penalty on to hit rolls. The rain damages evil creatures, dealing 2d6 points of damage per round (evil outsiders take double damage). In addition, each round, a bolt of frost strikes a randomly selected evil outsider within the spell's area, dealing 5d6 points of cold damage. After the spell's duration expires (one round per level of the caster), the rain disappears.
This ability must be cast outside; otherwise, it will not work, and it is wasted.
14 1
Axiomatic Storm Requires: Holy Storm

The Knight unleashes a driving and acidic rain that pounds down on a fixed area (a 33-ft. radius centered on the point selected by the caster). The storm reduces hearing and visibility, resulting in a -4 penalty on to hit rolls. The rain damages chaotic creatures, dealing 2d6 points of damage per round (chaotic outsiders take double damage). In addition, every five rounds, a bolt of acid strikes a randomly selected chaotic outsider within the spell's area, dealing 5d6 points of acid damage. After the spell's duration expires (one round per level of the caster), the rain disappears.
This ability must be cast outside; otherwise, it will not work, and it is wasted.
15 1
Mass Cure Light Wounds The paladin must picture the faces of his/her fellow party members clearly and focus on the unity of the group. Upon completion, all party members within a 15-ft. radius centered on the point selected by the caster are healed 1d8 Hit Points + 1 per caster level (up to a maximum of +25). Curing is permanent only insofar as the creatures do not sustain further damage; caused wounds will heal—or can be cured—just as any normal injury.
The spell does not affect creatures without corporeal bodies or of extraplanar origin. Since undead are powered by negative energy and the caster channels positive energy to cure, this spell deals damage to undead creatures in its area rather than curing them. Each affected undead may apply magic resistance, and roll a successful Saving Throw vs. Spell to halve damage.
17 5
Mass Cure Medium Wounds Requires: Mass Cure Light Wounds

The paladin must picture the faces of his/her fellow party members clearly and focus on the unity of the group. Upon completion, all party members within a 15-ft. radius centered on the point selected by the caster are healed 2d8 Hit Points + 1 per caster level (up to a maximum of +30). Curing is permanent only insofar as the creatures do not sustain further damage; caused wounds will heal—or can be cured—just as any normal injury.
The spell does not affect creatures without corporeal bodies or of extraplanar origin. Since undead are powered by negative energy and the caster channels positive energy to cure, this spell deals damage to undead creatures in its area rather than curing them. Each affected undead may apply magic resistance, and roll a successful Saving Throw vs. Spell to halve damage.
19 3
Mass Cure Requires: Mass Cure Medium Wounds

The paladin must picture the faces of his/her fellow party members clearly and focus on the unity of the group. Upon completion, all party members within a 15-ft. radius centered on the point selected by the caster are healed 3d8 Hit Points + 1 per caster level (up to a maximum of +35). Curing is permanent only insofar as the creatures do not sustain further damage; caused wounds will heal—or can be cured—just as any normal injury.
The spell does not affect creatures without corporeal bodies or of extraplanar origin. Since undead are powered by negative energy and the caster channels positive energy to cure, this spell deals damage to undead creatures in its area rather than curing them. Each affected undead may apply magic resistance, and roll a successful Saving Throw vs. Spell to halve damage.
22 1
Heroes' Feast The paladin brings forth a great feast, including table, chairs, service, and all the necessary food and drink. The feast takes 1 hour to consume, and the beneficial effects do not set in until this hour is over. Those partaking of the feast are cured of all diseases, sickness, and nausea; are immune to poison for 12 hours; and gains 1d8 temporary hit points +1 point per two caster levels (up to a maximum of 1d8 +10) after imbibing the nectar-like beverage that is part of the feast. In addition, the ambrosial food that is consumed grants them a +1 bonus on attack and saves rolls for 12 hours. During this period, they are also immune to fear. If the feast is interrupted for any reason, the spell is ruined and all its effects are negated.
Note: if the Food Management component is installed, these effects match a 8 hours water and food consumption.
19 1
Feast of Champions Requires: Heroes' Feast

The paladin brings forth a magnificent feast, including a grand table, chairs, service, and food and drink. The feast takes 1 hour to consume, and the beneficial effects do not set in until this hour is over. Those partaking of the feast are cured of all diseases, sickness, nausea, fatigue, and exhaustion. Any poison affecting them is neutralized, and they become immune to poison for 12 hours. The nectar-like beverage that is part of the feast cures 2d8 points of damage + 1 point per caster level (up to a maximum of 2d8 +20) and grants 1d8 temporary hit points + 1 point per two caster levels (up to a maximum of 1d8 +10). In addition, the ambrosial food of the feast grants them a +1 bonus on attack and save rolls, and immunity to fear effects for 12 hours. If the feast is interrupted for any reason, the spell is ruined and all its effects are negated
Note: if the Food Management component is installed, these effects match a 8 hours water and food consumption.
22 1


Menace sur le Royaume de Diamant Éternel > High Level Abilities (HLA)BACK TO TOP

Spells


1st Level  •  2nd Level  •  3rd Level  •  4th Level


L11st Level spells


Starting at 10th level, a Diamond Knight may cast the following 1st level divine spells.


Icon Spell School Sphere Casting Range Target Duration TS MR
Agility of a Pegasus Alteration Charm, Elemental (Air) 2 Visual range of the caster Paladin mount (a horse) 3 rounds + 1 round/level none none
The paladin doubles his/her mount's normal movement rate. If any, spellcasting and spell effects are not affected. Unlike the Haste spell, the creature does not gain initiative, to hit and damage rolls bonuses. In addition, the steed seems to move floating 4 inches above the ground. This means it can cross or stand above non-solid or unstable surfaces that would not support its weight. Thus it leaves no tracks (neither footprints nor scent) on any sort of ground, may not set off pressure traps, is immune to anything that might affect its movement, such as spider webs, Grease and Entangle spells.
This spell also negates the effects of a Slow spell and is not cumulative with itself or with other similar magic. The effects last for their duration (3 rounds + 1 per level) or until dispelled.
Barding of Force Invocation Protection 9 33 ft. Paladin mount (a horse) 2 rounds + 1 round/level none none
The paladin conjures forth a magical field of force that protects his/her mount as if it were wearing a Chain mail barding (AC 4). It is weightless, cumulative with Dexterity bonuses to Armor Class, adds no encumbrance, and does not hinder movement. Nor does it prevent exceptional mounts from spellcasting. It lasts until successfully dispelled or until the duration expires.
The exact nature of the barding depends on the paladin level: a Splint mail barding (AC 3) at 15th level, a Plate barding (AC 2) at 20th level, a Field plate (AC 1) at 25th level and a Full plate barding (AC 0) at 30th level.
In addition, if his/her mount already equips a barding, the paladin may use a variant of this spell that grants his/her mount a bonus to Armor Class: +3 for a Chain mail, +4 for a Splint mail and +5 for a Plate mail.
Bless Blade Alteration Combat 2 0 Weapon touched 1 round/level None none
This spell makes a sword particularly powerful against evil opponents which are strike as if the blade had a bonus to hit and damage rolls equal to +1 every 10 levels of the paladin, up to a maximum of +5. Note that this bonus does not apply to its actual enchantment.
In addition, the blade may strike more critical hit rolls, at the rate of an additional 5% chance for every hit roll bonus.
Bless Water Alteration Protection, Creation 9 Touch Flask of water touched Instant None None
The paladin imbues a flask (1 pint) of water with positive energy, turning it into holy water. Holy water damages undead creatures and evil outsiders almost as if it were acid.
The flask breaks if thrown against the body of a corporeal creature. A direct hit by a flask of holy water deals 2d4 points of damage + 2 points per level of the paladin who created it (up to a maximum of 2d4 + 20) to an undead creature or an evil outsider. Each such creature within 5 feet of the point where the flask hits takes 2 points of damage from the splash. Thus incorporeal creatures are immune to these effets.

Unlike priests and with the benevolence of his/her patron Bahamut, Lord of the Good Dragons, the Diamond Knight may choose to create a special type of holy water, starting at level 20:
  • 20th level: holy water blessed by Bahamut, renowned for being specially made to combat Vampires, against which it deals double damage.
  • 30th level: holy water blessed by Bahamut, renowned for being specially made to combat Liches, against which it deals double damage.
  • 40th level: holy water blessed by Bahamut, renowned for being specially made to combat undead and outsider Dragons, against which it deals double damage.
Material Component: 5 pounds of powdered silver (worth 25 gp).
Create Water Invocation Creation, Elemental (Water) 9 20 ft. up to 8 liters per level Instant None None
The paladin may generate up to one liter of water for every two experience level. The water is wholesome and drinkable, just like clean rain water. Water can be created in an area as small as will actually contain the liquid, or in an area three times as large—possibly creating a downpour or filling many small receptacles). Water weighs about 2 pounds per liter.

Material Component: a drop of water.
Detect Evil Divination Divination 2 0 15-ft. radius Instant None None
This spell discovers emanations of evil from any creature. Any evil creature within the range of the spell will glow red briefly.
Favor of a Aquilon Conjuration All 9 Visual range of the caster 15-ft. radius 6 rounds None None
The Diamond Knight calls upon the strength and wisdom of Bahamut to raise the morale of friendly creatures, granting them a +1 bonus to hit and saving throw rolls for every 5 levels of the caster (up to a maximum of 5).
The knight determines at what range the spell will be cast. At the instant the spell is completed, it affects all creatures in a 15-ft. radius centered on the point selected by the paladin (thus, affected creatures leaving the area are still subject to the spell's effects; those entering the area after the casting is completed are not). The spell lasts for 6 rounds.
Knight Cure Light Wounds Necromancy Healing 5 Touch Creature touched Permanent Special Special
When laying his/her hand upon a living creature, the paladin channels positive energy that cures 1d8 Hit Points +1 per caster level (up to a maximum of +5). Curing is permanent only insofar as the creature does not sustain further damage; caused wounds will heal - or can be cured - just as any normal injury.
The spell does not affect creatures without corporeal bodies or of extraplanar origin. Since undead are powered by negative energy, this spell deals damage to them rather than curing them. An affected undead creature may apply magic resistance, and roll a successful Saving Throw vs. Spell to halve damage.
Platinum Armor Abjuration Protection 1 Touch 1 creature 3 rounds + 1 round/level none none
The paladin brings a special favor from Bahamut upon a companion before going into battle. It grants the recipient a temporarily resistance to elemental and magical attacks. A thin film of platinum covers the recipient's skin and absorbs part of damage. Starting with 10% at first level, the Magic Resistance and resistance from elements increases by 1% per level, up to a maximum of 25%.
However, nothing being cost-free with dragons, even with the most benevolent, this protection comes along with a rather substantial financial sacrifice.
Material Component: gemstones worthy 100 gp per protection level.
Platinum Shield Abjuration Protection, Law 1 Touch 1 creature 1 round/level none none
This spell creates a shimmering, magical field around the touched creature that averts attacks. Platinum Shield grants the recipient a +2 bonus to Armor Class, with an additional +1 bonus every 5 levels of the paladin (up to a maximum of 5 at 25th level).
Material Component: A small parchment with a bit of holy text written upon it.
Protection from Winged Flyers Abjuration Protection 1 Touch 1 creature 1 round/level None None
This spell is similar to the Protection from Evil spell, except that the bonuses apply to attacks from creatures that have wings and fly. It creates a magical barrier around the recipient at a distance of one foot. The barrier moves with the recipient and has two major effects: First, all attacks made by creatures that fly with wings against the protected creature receive a penalty of -2 to each attack roll et la cible bénéficie d'un bonus de 2 à ses jets de sauvegarde. In addition, summoned creatures that fly with wings cannot touch the subject.

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L22nd Level spells


Starting at 11th level, a Diamond Knight may cast the following 2nd level divine spells.


Icon Spell School Sphere Casting Range Target Duration TS MR
Bahamut's Claw Evocation Protection 5 Touch Creature touched 1 round/level None None
The Diamond Knight shares part of his/her protective aura of divine energy with a party member who receives a bonus to all saving throws. The bonus varies according to the recipient's alignment : +3 for lawful good characters, +2 for good characters, and +1 for neutral characters. If cast on an ally that does not meet these criteria, the spell has no effect.
Blessed Aim Divination Combat 5 60 ft. 60 ft. radius 1 turn + 1 turn/10 levels None None
Although he/she cannot use any ranged weapons, the Diamond Knight is fully aware that not all his/her companions have a gift for melee combat. This spell grants his/her allies within the area of effect a +2 bonus on all ranged to hit rolls. The effect lasts for the duration or until dispelled.
Detect Caltrops and Traps Divination Divination 5 0 40-ft. radius 5 turns none none
By dint of chasing dragons, the Diamond Knight has sharpened his/her senses to detect traps that plague their lairs. When he/she casts this spell, all traps—concealed normally or magically—of magical or mechanical nature become apparent to him/her. A trap is any device or magical ward that meets three criteria: it can inflict a sudden or unexpected result; the spellcaster would view the result as undesirable or harmful; and the creator specifically intended the harmful or undesirable result as such. Thus traps include glyphs and similar spells or devices.
Elementary Blade Enchantment Combat, Elemental 4 0 Weapon touched 2 rounds + 1 round/level none none
This spell enables the Diamond Knight to have more effective weapons against dragons that are immune to certain energies. It allows him/her to temporarily enchant one of his/her blades to enhance its destructive power in the manner of the Flame Blade spell. For the duration of the spell, the blade shines with a luminous glow and inflicts an additional 1d6 points of damage (+1 for every 2 levels of the knight) with the type of energy chosen when spellcasting (fire, cold, acid, or electricity).
Gargantua's Stew Invocation Creation, Combat, Healing 9 0 Pot with healing stew (1 serving/2 levels) Special Special Special
The caster calls upon Gargantua spirit to fill a specially crafted stew-pot with his potent healing stew. The caster must be hold the pot in hand when Gargantua's Stew is cast; otherwise, the spell fails and is wasted. The spell creates one serving every two caster levels (up to a maximum of 6). A single serving heals 1d6+1 points of damage. Any portion of the stew that is not consumed disappears after 1 hour.
The stew can also be thrown to a single undead creature within 10 feet. If the caster makes a successful range attack, the stew-pot bursts into small fire balls, dealing 1d6+1 points of fire damage per every serving to all undead within a 20-ft. radius, unless they make a Saving Throw vs. Spell for half damage. Note that the damage do not bypass the targets' Magic Resistance, if any.

Note: if the Food Management component of the mod Menace sur le Royaume de Diamant Éternel is installed, eating a serving matches a 8 hours water and food consumption.

Focus: An engraved stew-pot worth at least 50 gp.
Hold Person Enchantment/Charm Charm 5 Visual range of the caster 4-ft. radius 1 turn Neg. oui
This spell holds one or more humans, demihumans, or humanoid creatures rigidly immobile and in place for one turn. This includes: brownies, dryads, dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans, kobolds, lizard men, nixies, orcs, pixies, sprites, troglodytes, and others. Thus, a 10th-level Fighter could be held, while an ogre could not. The effect is centered on the victim selected by the caster. Every enemy within 4 ft. of the target is also affected. Those who succeed on their Saving Throws are totally unaffected by the spell. Undead creatures cannot be held.
Held creatures cannot move or speak, but they remain aware of events around them even though they are helpless to change them. Time passes at a normal rate for the targets and hence being held does not stop any worsening of their condition due to wounds, disease, or poison.
Hydrate Invocation Healing 7 Touch Creature touched Instant Special Special
This spell creates moisture within the body of a living creature, healing damage from dehydration. Hydrate heals 2d8 points +1 point per caster level (up to a maximum of 2d8+10) of dessication damage, removes all nonlethal damage from dehydration, and clears up any lingering effects of the dehydrated condition.
When cast upon a creature of the fire subtype, it deals damage instead of healing. Such a creature can roll a Saving Throw vs. Spell to halve damage.

Note: if the Food Management component of the mod Menace sur le Royaume de Diamant Éternel is installed, these effects match a 8 hours water consumption.
Knight Chant Conjuration/Summoning Combat 9 0 30-ft. radius 1 round/level none special
The Diamond Knight brings a special favor from Bahamut upon him/herself and his/her party and causes harm to his/her enemies. When the Chant spell is completed, all the paladin's allies within the area of effect gain a +1 bonus to attack rolls, minimum damage/healing rolls, and Saving Throws. The paladin's evil enemies suffer the opposite effects. This bonus increases by 1 point for every 10 levels of the Knight. Multiple chants are not cumulative.
Knight's Hammer of Impact Invocation Combat 5 0 Special 2 rounds + 1 round/level None None
The Diamond Knight brings into existence a magical hammer, which he/she can use for the duration of the spell without penalties, even if he/she is not proficient with it. It strikes as a magical weapon with a bonus of +1 for every 10 experience levels of the caster. The base damage inflicted when it scores a hit is exactly the same as a normal war hammer (1d4+1 vs. opponents of man-size or smaller and 1d4 upon larger opponents, plus the magical bonus). In addition, this hammer is particularly well-balanced and increases the chance to score a critical hit by 5% for every bonus granted to the hammer.
Knight's Support Necromancy, Conjuration Combat, Necromantic 5 Visual range of the caster 1 creature 1 round + 1 round/level None None
The Diamond Knight shares part of his/her weapon proficiencies with an ally by drawing on his/her own abilities scores. The recipient gains a +2 bonus to hit, damage and Saving Throws rolls, and a special bonus of 2d8 additional Hit Points for the duration of the spell. Attack and damage bonus bonuses are double against dragons. This spell enables the recipient to actually have more Hit Points than his/her current maximum. The bonus Hit Points are lost first when the recipient takes damage and may not be regained by curative magic. In return, the Knight loses 1d8 Hit Points and suffers a -1 penalty to hit, damage and Saving Throws rolls for the duration of the spell.
Know Alignment Divination Divination 9 30 ft. 1 creature Instant Neg. oui
This spell enables the paladin to exactly read the aura of a creature. The caster must remain stationary and concentrate on the subject for a full round. If the creature rolls a successful Saving Throw vs. Spell, the paladin learns nothing about that particular creature from the casting. When a character is hit by this spell, it will glow red if evil, gold if good, and blue if neutral.
Unlike priests, with leveling up, the paladin has developed a kind of sixth sense that allows him/her to better read the aura of creatures who suffer a -2 penalty to their Saving Throw with an additional penalty of -1 for every ten levels of the paladin.
However, certain magical devices negate the power of the Know Alignment spell.
Lesser Draconic Resistance Alteration Protection, Elemental 5 Touch Creature touched 1 round/level special special
The Diamond Knight grants an ally a limited protection from certain energies he/she selects. The recipient's body is toughened to withstand those energies: The spell absorbs either 50% of all damage dealt by fire and poison, or 33% of all damage dealt by acide, electricity and cold. This spell absorbs only damage, whether magical or non magical, and does not protect from unfortunate side effects, such as drowning in acid (since drowning damage comes from lack of oxygen) or becoming encased in ice.
Protection from Charm Abjuration Protection, Charm 5 40 ft. Special Special None None
This spell renders a single creature immune to charms and lasts or the duration (2 rounds per level) or until dispelled. However, starting at 15th level, il affects all allies within a 30-th. radius around the target, who gain 20% magic resistance + 2% per level of the caster (up to a maximum of 90 %) to charm effects for one round per caster level.

Material Component: A piece or hair or other part from the body of a creature with an innate charm or dominate person ability, such as a succubus or vampire.
Silence, 15' Radius Alteration Guardian 5 Visual range of the caster 15-ft. radius sphere 2 rounds/level Neg. Yes
Upon casting this spell, complete silence prevails in the affected area. All sound is stopped: Conversation is impossible and spells cannot be cast. Each creature in the area must make a Saving Throw vs. Spell with a -5 penalty; if the save is failed then they are silenced for the duration of the spell. Note that this spell does not continue to affect the area after being cast; only those in the area at the time of the casting are affected by the silence.
Slayer Blade Alteration Combat, Good 5 0 Weapon touched 1 round/level none none
This spell allows the paladin to make a single bladed weapon (any slashing weapon) deadly to a particular evil foe, whose race he/she chooses when he/she casts the spell. The blade gains a +2 bonus to hit and deals extra 2d6 points of damage against those créatures. The type of foes vary depending on the paladin level.

Material Component: une goutte de sang et 500 po de poussière de rubis.
Slow Poison Necromancy Healing 1 Touch Creature touched Instant None None
When this spell is placed upon a poisoned individual, it greatly slows the effects of venom, actually neutralizing all but the most deadly poisons.

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L33rd Level spells


Starting at 13th level, a Diamond Knight may cast the following 3rd level divine spells.


Icon Spell School Sphere Casting Range Target Duration TS MR
Blessed Sight Divination Divination 2 plus de 36 mètres 120-ft. radius Instant none special
The Diamond Knight can see all things as they actually are. This spell makes his/her eyes glow with white light and allows him/her to see within a 120-ft. radius around him/her all evil auras from any creature that will glow red briefly. This effect is similar to a Detect Evil spell, but does not require concentration and discerns aura location and strength more quickly.
In addition, all invisible creature within the area of effect have their invisibility dispelled. This includes creatures under the effects of Sanctuary, Improved Invisibility, Shadow Door, Invisibility, Mislead, and so on.
Cure Blindness or Deafness Abjuration Necromantic, Healing 9 Touch 1 creature Instant None None
This spells cures blindness or deafness (the caster's choice), whether the effect is normal or magical in nature. The spell does not restore ears or eyes that have been lost, but it repairs them if they are damaged. The cure is permanent, but does not grant the recipient of the spell immunity from further afflictions.
Cure Disease Abjuration Necromantic 1 Touch 1 creature Permanent None None
By laying his/her hands upon a sickly person, the caster can cure almost any disease with this spell. The cure is permanent, but does not grant the recipient of the spell immunity from further afflictions. Blindness, deafness, and feeblemind are also cured with this spell. Some magically created diseases may not be curable by this spell.
Dispel Magic Abjuration Protection 6 Visual range of the caster 15-ft. radius Instant None None
This spell removes magical effects upon anyone within the area. This includes effects given from spells, potions and certain magical items such as wands. It does not, however, affect enchanted magical items or spell protections such as Spell Turning and Spell Deflection. The chance of the dispel succeeding is determined by the level of the caster and the level of the magic being dispelled. The base chance of successfully dispelling is 50%. For every level that the caster of the Dispel Magic is above the original caster, his/her chance of success increases by 5%. For every level that the caster of Dispel Magic is below the original caster, his/her chance of success decreases by 10%. However, despite the difference in levels, there is always at least a 5% chance of success or failure. Thus, if a caster is 10 levels higher than the magic he/she is trying to dispel, there is only a 5% chance of failure. Similarly if the caster is 4 levels lower than the magic he/she is trying to dispel, there is only a 10% chance of success. Intuitively, this spell is almost useless if the target is 5 or more levels higher than the caster.
Note: While this spell dispels the individual effects of Grease, Web, Stinking Cloud, and other such spells, it does not dispel the area of effect.
Draconic Spirit Invocation Combat 6 5 mètres 1 creature 1 turn None None
The Diamond Knight bestows the soul of a great ancient dragon slayer paladin hero on the creature touched, increasing the recipient's skill in battle for a short time. The recipient gains a bonus to Constitution and Strength scores, as well as to hit and damage rolls, equal to +1 for every 10 levels of the paladin. Attack and damage bonuses are double against dragons. No creature can can be affected more than one Draconic Spirit spell simultaneously.
Enchanted Favored Weapon Invocation Combat 6 0 Special 1 turn/10 levels None None
By calling upon Bahamut, the Diamond Knight brings into existence a magical weapon which he/she can use as a normal weapon for the duration of the spell. As he/she can't use range weapons, after the spell is cast, he/she must choose a melee weapons among those he/she is proficient with: longsword, bastard sword, two-handed sword, scimitar, katana, axe or spear. The favorite weapon acts as a magical weapon with a bonus of +1 for every 10 levels in terms of to hit and damage rolls bonuses as well as the type of creatures it can hit. The base damage inflicted when it scores a hit is exactly the same as a normal weapon of the same type. This weapon can only be used by the Diamond Knight and remains in his/her hand for the duration of the spell or until dispelled.

Arcane Material Component: Powdered lime and carbon.
Heal Mount Necromancy Healing 6 Touch Paladin mount (a horse) Permanent None None
This very potent healing spell enables the paladin to channel positive energy into the body of his/her mount to wipe away injuries, afflictions and disease. It dispels a Feeblemind spell and cures those mental disorders caused by spells or injury to the brain such as fear, confusion or berserk. It also immediately neutralizes any poison and cure any diseases that the target might be suffering from, as well as fatigue, nausea, blindness and deafness.
In addition, the peculiar bond shared by the paladin and his/her horse magnifies the quality of healing: this spell not only heals all points of damage suffered due to wounds or injury, but it also restores life energy levels or ability score points permanently drained by a force or monster.
This spell can not affect any creature other than the paladin's special mount (typically a warhorse).
Knight Cure Medium Wounds Necromancy Healing 6 Touch Creature touched Permanent special special
When laying his/her hand upon a living creature, the paladin channels positive energy that cures 2d8 Hit Points +1 per caster level (up to a maximum of +10). Curing is permanent only insofar as the creature does not sustain further damage; caused wounds will heal—or can be cured—just as any normal injury.
The spell does not affect creatures without corporeal bodies or of extraplanar origin. Since undead are powered by negative energy, this spell deals damage to them rather than curing them. An affected undead creature may apply magic resistance, and roll a successful Saving Throw vs. Spell to halve damage.
Mass Draconic Resistance Abjuration Protection, Elemental 6 Visual range of the caster cube de 15 mètres de côté 3 rounds + 1 round/level None None
This spell is similar to Lesser Draconic Resistance, except that it affects multiple allies in a 15-ft. radius centered on the point selected by the Diamond Knight. It confers a limited protection from damage of whichever one of five energy types the paladin selects: acid, cold, electricity, fire or poison. The recipients gain 10% resistance against the energy type chosen, increased by 1% per paladin level. This spell absorbs only damage, whether magical or non magical, and does not protect from unfortunate side effects, such as drowning in acid (since drowning damage comes from lack of oxygen) or becoming encased in ice.
Miscast Magic Enchantment/Charm Chaos 5 Visual range of the caster 1 creature 1 turn Neg. Yes
Any spellcasting creature that is affected by this spell has its casting ability severely disabled. When the creature attempts to cast a spell, it suffers an 80% chance of failure. Creatures can save vs. Spell to avoid the effect, but do so with a -2 penalty.
Remove Curse Abjuration Protection 6 Touch 1 Creature Permanent None None
This spell allows the caster to remove a curse on an object, a person, or in the form of some undesired sending or evil presence. Note that the Remove Curse spell does not remove the curse from a cursed shield, weapon, or suit of armor, although the spell typically enables the person afflicted with any such cursed item to get rid of it. Certain special curses may not be countered by this spell, or may be countered only by a caster of a certain level or higher.
Remove Paralysis Abjuration Protection 6 150 ft. 15-ft. radius Permanent None None
This spell frees all allied creatures within the area from the effects of any paralyzation or related magic (such as a ghoul's touch or a Hold spell).
Sunblade Invocation Combat, Sun 6 0 Special 1 round/level Special None
The paladin causes a brilliant and blazing ray of fiery sunlight to spring forth from his/her hand. This longsword-shaped ray remains in his/her hand for the duration of the spell or until dispelled. It strikes as a +3 magical sword and deals 1d8+3 points of slashing damage, plus an additional 1d6 points points of fire damage. Creatures vulnerable to sunlight, like undead, take double damage. In addition, sunlight rays that emanate from the blade blind the paladin's opponents who suffer a -2 penalty to hit rolls, as long as they stay in melee.

Starting at 20th level, the paladin creates a Sunblade of Disruption that may utterly destroy the following undead creatures if they fail their Saving Throw vs. Death (with a penalty increased according to the paladin level, up to a -10 penalty):
  • 20th level: Skeletons (with a penalty from 0 to -10 at 30th level).
  • 22th level: Zombies (with a penalty from 0 to -10 at 32th level).
  • 24th level: Ghouls (with a penalty from 0 to -10 at 34th level).
  • 26th level: Shadows (with a penalty from 0 to -10 at 36th level).
  • 28th level: Ghasts (with a penalty from 0 to -10 at 38th level).
  • 30th level: Wraiths (with a penalty from 0 to -10 at 40th level).
  • 32th level: Skeleton Warriors (with a penalty from 0 to -10 at 42th level).
  • 34th level: Mummies (with a penalty from 0 to at 44th level).
  • 36th level: Spectres (with a penalty from 0 to at 46th level).
  • 38th level: Vampires (with a penalty from 0 to at 48th level).
  • 40th level: Liches (with a penalty from 0 to at 50th level).
Material Component: A light source, which is extinguished in the casting.
Zone of Sweet Air Abjuration Guardian 3 0 Special Instant None None
Zone of Sweet Air repels all noxious elements from poisonous vapors (including magically created vapors such as Cloudkill). This spell will dismiss all clouds in the entire area that the caster is currently in. The spell offers no protection against poisonous vapors created by a dragon's breath weapon (such as the chlorine gas of a green dragon).

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L44th Level spells


Starting at 15th level, a Diamond Knight may cast the following 4th level divine spells.


Icon Spell School Sphere Casting Range Target Duration TS MR
Antidragon Aura Abjuration Protection, Elemental 7 Visual range of the caster cube de 15 mètres de côté 1 round/level None None
The Diamond Knight grants his/her allies a better protection against dragons. They gain a +2 bonus to Armor Class against dragons and a +1 bonus to Saving Throw vs. Breath for every ten levels of the paladin. In addition, they also gain a limited protection from damage of whichever one of five energy types the knight selects: acid, electricity, fire, cold or poison-. The recipients gain 10% resistance against the energy type chosen, increased by 1% per level of the knight. This spell absorbs only damage, whether magical or non magical, and does not protect from unfortunate side effects, such as drowning in acid (since drowning damage comes from lack of oxygen) or becoming encased in ice.

Material Component: A chunk of platinum worth at least 25 gp (slightly less than 1 ounce).
Blood of the Martyr Necromancy Healing, Good 1 Visual range of the caster 1 creature Instant None None
Facing dragons is no sinecure. This is the reason why the Diamond Knight has at his/her disposal a special altruistic healing spell that he/she usually casts in battle to support a companion in great danger. Thus he/she may transfer at least 20 own Hit Points (5 + 1 per level) directly to a creature within visual range. Of course, he/she loses them by suffering damage while the creature takes the transferred Hit Points as if receiving a cure wounds spell. Note that the creature cannot gain more Hit Points than its maximum allows; any excess points are lost.
Death Ward Necromancy Necromantic 9 Visual range of the caster 1 creature 1 turn/level None None
This spell protects the target from all forms of death magic for the duration of the spell. This includes, but is not limited to, Disintegrate; Power Word, Kill; Death Spell; and Finger of Death.
Draconic Might Alteration Combat 9 0 The caster 1 round/level None none
The paladin calls upon his/her patron Bahamut to grant him/her power for a short period. His/Her Strength, Constitution, Dexterity and Charisma are all raised by 5, and he/she gains a +4 bonus to Armor Class. Moreover, he/she gains a special bonus of 1 temporary Hit Point per level. Finally, he/she is immune to magic sleep and paralysis effects. The effects last for the duration of the spell or until dispelled.
Farsight Divination Divination 4 Special Special 3 rounds + 1 round/level None None
When Farsight is cast, the caster is able to view an area of an unexplored map. After casting the spell, simply click on a section of the map that you want to view. For the duration of the spell, the caster can spy on that area, noting creatures and fortifications.
Free Action Abjuration Charm 5 Touch 1 creature 1 turn + 1 round/level None None
While under the effects of this spell, the recipient becomes immune to anything that affects his/her movement. This includes the effects of Web, Hold Person, Grease, and Entangle.
Greater Cloak of Bravery Abjuration Charm 6 60 ft. 30-ft. radius 1 turn + 1 round/level None None
The paladin radiates part of his/her personal aura of courage to instill courage in his/her allies within a 30-ft. radius, raising their morale to its highest and immunising them to fear. The recipients' morale will gradually reset to normal as the duration runs out. If they are affected by magical fear, this is negated. In addition, they are galvanized and gain a +2 bonus to hit rolls.
Holy Sword Invocation Combat, Good 7 0 special 1 round/2 levels None None
The paladin channels holy power into his/her sword that disappears and is replaced with a Holy Sword +5. This sword remains in his/her hand for the duration of the spell or until dispelled. It strikes as a +5 magical sword in terms of to hit and damage bonuses as well as the type of creatures it can hit, and deals an extra 2d6 points points of damage against evil opponents. In addition, the sword also projects a Magic Circle against Evil 10-ft. in diameter (as the spell), centered around the paladin's hand. The circle moves with the paladin and persists as long as he grips the sword. Within its range, the circle of power grants the paladin 50% of Magic Resistance and forbids evil opponents to cast spells. Opponents may not make Saving Throws to resist the circle of power and must leave the range of the circle to regain normal use of their spell and spell-like abilities. At last, the holy sword dispels magic on successful hit; the chance of the dispel succeeding is determined by the level of the paladin.
This spell is not cumulative with Bless Blade or any other spell that might modify the weapon in any way.
Starting at 25th level, the paladin invokes special types of holy sword with additional properties:
  • Protector (25th level): The sword alerts the paladin to the presence of evil within a 60-ft. radius by generating a soft hum. All evil creatures in this radius hear a disturbing siren-like sound, audible only to them. Any affected creature who fails to save vs. Paralysis will continue to hear the siren ringing in his ears for the 1d4+1 rounds, with similar effects as a deafness spell.
  • Revitalizor (30th level): The sword imbues the paladin with part of its energy, enabling him/her to regenerate 1 Hit Point per second as long as he/she wields it.
  • Redeemer (35th level): The Magic Circle against Evil also causes all evil creatures within the area of effect to succumb to the effects of a fear spell if they fail a Saving Throw vs. Spells (with a -4 penalty).
  • Purifier (40th level): The sword grants an extra +3 bonus to hit and damage against undead, and turns undead whose level is lesser or equal or to the paladin level.
Note: Some paladins proficient with axes may invoke a battle axe instead of a sword
Knight Cure Necromancy Healing 7 Visual range of the caster 1 creature Permanent Special Special
At this level of mastery, the paladin does not need to lay his/her hand upon a living creature, but he/she has only to briefly focus on it to channel positive energy that cures 3d8 Hit Points +1 per caster level (up to a maximum of +15). Curing is permanent only insofar as the creature does not sustain further damage; caused wounds will heal - or can be cured - just as any normal injury.
The spell does not affect creatures without corporeal bodies or of extraplanar origin. Since undead are powered by negative energy, this spell deals damage to them rather than curing them. An affected undead creature may apply magic resistance, and roll a successful Saving Throw vs. Spell to halve damage.
Lesser Restoration Necromancy Necromantic 2 Touch Creature touched Permanent None None
When this spell is cast, the life energy level of the recipient is raised. This reverses any previous life energy level drain of the creature by a force or monster. The casting of this spell is very draining on the paladin and he will likely require rest immediately after the casting, as it will cause days' worth of fatigue almost instantaneously.
Mass Platinum Shield Abjuration Protection, Law 2 0 Allied creatures in a 20-ft. radius 1 turn None None
This spell functions like Platinum Shield, except that it affects multiple allies at a distance. It grants them a defensive bonus by bestowing an enchanted coordination on their attacks and defenses. his allows a group of creatures to act as a single unit for a single battle or encounter. The effect is always centered on the caster, but affects all allies within a 20-ft. radius. Those affected can move outside of this area after the spell is cast and still enjoy the benefits of the defensive bonus. Each affected creature gains a +2 bonus to Armor Class, with an additional +1 bonus every 5 levels of the paladin (up to a maximum of 5 at 30th level), for 1 turn or until dispelled.

Material Component: A small parchment with a bit of holy text written upon it.
Negative Plane Protection Abjuration Protection, Necromantic 3 Touch Creature touched 5 rounds + 1 turn/10 levels None None
This spell affords the paladin or the touched creature partial protection from undead monsters with Negative Energy Plane connections (such as vampires), and certain weapons and spells that drain energy levels. The Negative Plane Protection spell opens a channel to the Positive Energy Plane, possibly offsetting the effects of the negative energy attack. A protected creature struck by a negative energy attack is protected against any form of level draining for the duration of the spell. The protected creature suffers only normal Hit Point damage from the attack and does not suffer any drain of experience. The divine aura of protection of the paladin increases the duration of the spell by one turn for every ten levels of the paladin.
This spell cannot be cast on the Negative Energy Plane.
Neutralize Poison Necromancy Healing 1 Touch Creature touched Instant None None
This spell removes all toxins from the body, both natural and magical in nature. When this spell is cast upon a poisoned individual, it immediately neutralizes any poison and restores 10 lost Hit Points. This spell will also cure any diseases that the target might be suffering from, as well as blindness and deafness.
Protection from Lycanthropes, 10' Radius Abjuration Protection 7 30 ft. 10-ft. radius 2 rounds/level None None
This spell is similar to Protection from Evil, 10' radius, and protects the recipient from lycanthropes creatures. In addition, all allied creatures within a 15-ft. radius are affected individually by Protection from Lycanthropes. It creates a magical barrier around the recipients at a distance of one foot that moves with them: All attacks made by lycanthropes creatures against the protected creature receive a penalty of -2 to each attack roll, and any saving throws caused by such attacks are made by the protected creature with a +2 bonus. This effect lasts for the duration (5 rounds per level) or until dispelled.

Material Component: A  small silver dagger.
Protection From Evil, 10' Radius Abjuration Protection 7 Touch 15-ft. radius 1 turn/level None None
When this spell is cast, all allied creatures within a 15-ft. radius are affected individually by Protection From Evil. It creates a magical barrier around the recipients at a distance of one foot. The barrier moves with the recipient and has two major effects: First, all attacks made by evil or evilly enchanted creatures against the protected creature receive a penalty of -2 to each attack roll. Second, summoned demons cannot target protected creatures.
Reject Chaos Invocation Combat, Law, Protection 5 0 40-ft. radius Special Special Special
The paladin calls upon his/her deity to act as a bridge between her and the Prime Material Plane, causing a shock wave that releases magic of tremendous power centered on the paladin and reaching up to a 40-ft. radius. It affects only enemy chaotic creatures within the area of effect. The ill effects vary depending on the target's Hit Dice:
  • Equal to paladin level: Deafened for 5 rounds with a 50% chance of spell failure.
  • Up to paladin level -5: Slowed and deafened for 5 rounds with a 75% chance of spell failure.
  • Up to paladin level -10: Paralyzed, slowed and deafened for 5 rounds.
These effects are instantaneous, cumulative and last for the duration of the spell or until dispelled. No saving throw is allowed to avoid them. Creatures whose HD exceed the paladin level are unaffected.

In addition, a shimmering blue aura of holy energy surrounds the paladin for one turn granting him/her the following traits:
  • A +2 bonus to Armor Class against outsiders.
  • The ability to instantly banished back to its home plane a chaotic extraplanar creature whose hit dices do not exceed the paladin level. The banishment effect allows a Saving Throw vs. Spell (with a -4 penalty, -1 for every 10 levels of the paladin) to negate (magic resistance applies). A creature so banished cannot return for at least 24 hours.
This spell is incredibly powerful, thus it is not possible to cast it twice a day.

Focus: A tiny reliquary containing some sacred relic, worth at least 500 gp.
Reject Evil Invocation Combat, Protection, Good 5 0 40-ft. radius Special Special Special
The paladin calls upon his/her deity to act as a bridge between her and the Prime Material Plane, causing a shock wave that releases magic of tremendous power centered on the paladin and reaching up to a 40-ft. radius. It affects only enemy evil creatures within the area of effect. The ill effects vary depending on the target's Hit Dice:
  • Equal to paladin level: Deafened for 5 rounds with a 50% chance of spell failure.
  • Up to paladin level -5: Slowed and deafened for 5 rounds with a 75% chance of spell failure.
  • Up to paladin level -5: Stunned, slowed and deafened for 5 rounds.
  • Up to paladin level -10: Killed (Saving Throw vs. Death), stunned, slowed and deafened for 5 rounds.
These effects are instantaneous, cumulative and last for the duration of the spell or until dispelled. No saving throw is allowed to avoid them, except vs Death (with a -1 penalty -1 for every 10 levels of the paladin). Creatures whose HD exceed the paladin level are unaffected.

In addition, a shimmering golden aura of holy energy surrounds the paladin for one turn granting him/her the following traits:
  • A +2 bonus to Armor Class against outsiders.
  • The ability to instantly banished back to its home plane an evil extraplanar creature whose hit dices do not exceed the paladin level. The banishment effect allows a Saving Throw vs. Spell (with a -4 penalty, -1 for every 10 levels of the paladin) to negate (magic resistance applies). A creature so banished cannot return for at least 24 hours.
This spell is incredibly powerful, thus it is not possible to cast it twice a day.

Focus: A tiny reliquary containing some sacred relic, worth at least 500 gp.
Righteous Aura Invocation Good, Sun, Healing 1 turn 0 66-ft. radius 1 turn + 1 round/level special none
A ray of sunlight beams down upon the knight who is bathed in an unearthly glow for the duration of the spell, as if a Daylight spell had been cast on him/her, and he/she gains a +4 bonus to Charisma.
If he/she die, his/her body burns away into an explosive blast of energy in a 66-ft. radius burst centered where he/she fell, dealing 2d6 points of damage per caster level (up to a maximum of 20d6) to all evil creatures in the burst area. In addition, the victims are automatically blinded for 2 rounds. Magic resistance cannot prevent this damage, but a successful Saving Throw reduces it to half. Good creatures in the area are healed by the same amount, and undead take double this damage (without any Saving Throw).
The body of the paladin is disintegrated upon explosion, so he/she cannot be raised with a Raise Dead spell. However, spells that do not require an intact body, such as Resurrection, can be used to bring him/her back to life as normal.
Sacred Haven Abjuration Protection, Guardian, Law 6 Touch sphère de 1,5 mètres de rayon 1 round/level None None
The paladin shields one creature in a nimbus of holy energy that prevents any 1st-, 2nd-, 3rd-, or 4th-level spell effects from penetrating, like does a Globe of Invulnerability. However, any type of spell can be cast out of the nimbus without affecting it. 5th- and higher level spells are not affected by the nimbus.
In addition, the holy nimbus grants the recipient a +2 bonus to Armor Class and a significant protection to all forms of physical, magical and energy damage, equal to the level of the paladin. In return, the paladin resistance against these attacks is reduced by 10%. The effects last for the duration of the spell or until dispelled.
Word of Binding Invocation Guardian, Law 6 30 ft. 1 Medium or smaller humanoid or monstrous humanoid 1 round/level Neg. Yes
Sometimes a paladin prefers to capture an enemy to bring him to trial or to question him, rather than kill him. By means of this spell, the paladin creates shining golden manacles around the target's wrists and ankles. A successful Saving Throw vs. Spell (with a -1 penalty for every 10 levels of the paladin) allows the target to dodge the forming manacles; otherwise it is bound at its wrists and ankles.
The manacles automatically scale to fit any medium or smaller humanoid creature. While imprisoned by the manacles, the target cannot do any actions requiring the use of its hands (attack or cast spells) and can move only 5 feet per round.

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Version History


Version Alpha 1.0.0  (date)

  • Initial release.
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