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Brian Hill edited this page Oct 5, 2026 · 1 revision

Succor

SUCCOR
  Granted Power: You can speak a soothing word, which causes all hostile, non-intelligent living creatures that fail a Will save in your vicinity (60 feet) to become friendly, provided you have not already harmed them. Additionally, you can use sanctuary as an innate spell-like ability at will.
Offered By: Hesani, Immotian, Mara.
Succor Domain Spells:
  1: Calm Emotions (Enchantment) [Mind-Affecting]
Level: Priest 2, Succor 1
Will negates. Mana: 4. Long duration. Base Success: 90%.
  Causes hostile, intelligent creatures within a 40 foot radius globe who are not evil, have not been given a strong reason to attack you and are of lower CR than you to become friendly.
  2: Create Food and Water (Arcana) [Water]
Level: Priest 3, Succor 2, Paladin 3, Ranger 3
Mana: 8. Base Success: 60%.
  This spell can be cast in one of two forms, as follows:
   Create Food: Casting this version of the spell creates a single food ration suitable as a sizable meal for a human-sized creature. The ration is permanent and nonmagical once created.
   Create Water: This version of the spell calls into existance a pool of water 30 feet (3 squares) in radius, creating any indentation necessary to hold the water without altering or damaging any of the surronding stonework. Once created, the water is permanent and non-magical.
  3: Aura of Abjuration (Abjuration/Weavecraft)
Level: Mage 4, Succor 3
Mana: 40. Persistant. Base Success: 100%.
  This spell evokes an invisible aura around the caster's body that casts away anyone who tries to contact her physically, whether with an unarmed attack or a melee weapon -- thrown or fired weapons do not trigger the effect. For every such attack, the victim must make a Will saving throw or be teleported away from the caster as per the spell phase door. A single successful save renders that given creature immune to the spell for the remainder of the day, but does not break the spell with regard to other creatures.
  4: Heroes' Feast (Theurgy)
Level: Priest 6, Succor 4, Paladin 6
Mana: 40. Persistant. Base Success: 60%.
  Casting this spell conjures a lavish feast, complete with chairs and a grand feast table, with more than sufficient food for all the creatures in the caster's party. The food created has a spiritual quality like the mythical ambrosia, curing ills and replenishing the spirit of all who partake for the full length of the feast. Consuming the feast takes a full hour, so obviously this spell cannot be cast in combat. When in a secure area, casting this spell affects the priest and all allied creatures within 100 feet. Creatures that cannot eat -- undead, constructs, vortices and elementals -- do not benefit, but even outsiders and aberrations can replenish themselves with this spell.
   Those who partake of the feast automatically become satiated. They heal 3d10 points of damage, 3d10 / 5 points of attribute damage, are cured of any diseases they possess and are rendered immune to poison and fear for the rest of the day. Participants gain a +1 morale bonus to all rolls, and a sacred bonus to saving throws equal to the priest's Wisdom modifier. Finally, every participant in the feast is renewed and reinvigorated, regaining a number of fatigue points equal to the total number of participants.
   Holding a heroes' feast requires a minimum of 3 participating characters. If the feast is interrupted by an encounter or other event, no benefit is gained.
  5: Antilife Shell (Abjuration)
Level: Druid 6, Priest 6, Succor 5, Abjurer 6
Mana: 55. Persistant. Base Success: 100%.
  Evokes a 30 foot (3 square) radius globe around you into which living creatures may not enter.

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