DnD/Class Handbooks/Paladins/Call of Duty - Paladin
DnD/Class Handbooks/Paladins/Call of Duty - Paladin
DnD/Class Handbooks/Paladins/Call of Duty - Paladin
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<strong>Call</strong> <strong>of</strong> <strong>Duty</strong> – A <strong>Paladin</strong>’s Sourcebook: Chapter 4: New Magic<br />
bonus to attack rolls. It also causes all evil<br />
creatures within 30ft. to gain a –1 luck penalty to<br />
attack rolls.<br />
If a paladin within the area <strong>of</strong> effect<br />
successfully smites evil, they gain a +2 luck bonus<br />
to damage on the smite, the drums get louder, and<br />
the bonus and penalty to attack rolls granted by<br />
this spell is increased by 1, up to a maximum <strong>of</strong><br />
+4/-4.<br />
The bard version <strong>of</strong> this spell is called drums<br />
<strong>of</strong> victory.<br />
Arcane Focus: A small drum.<br />
Mentor<br />
Conjuration (<strong>Call</strong>ing) [Good]<br />
Level: Pal 2<br />
Component: V, S, DF<br />
Casting Time: 1 hour<br />
Range: 30ft.<br />
Effect: One summoned spirit (see text)<br />
Duration: 1 round/level<br />
Saving Throw: None<br />
Spell Resistance: No<br />
“I can’t do this alone.”<br />
You may summon the spirit <strong>of</strong> a long dead<br />
paladin to give you advice. The mentor is the spirit<br />
<strong>of</strong> a lawful good paladin <strong>of</strong> 10 th level or higher and<br />
must be summoned within sight. This ancient<br />
spirit can only be seen and heard by the caster,<br />
and is incorporeal. It cannot attack or be attacked,<br />
even by incorporeal creatures, and cannot move<br />
from the spot where it was summoned. The DM<br />
may have the same mentor appear each time the<br />
spell is cast, or a different one may respond.<br />
The mentor speaks all languages the caster<br />
speaks. The mentor can give advice that is similar<br />
to the effect <strong>of</strong> a phylactery <strong>of</strong> faithfulness, but also<br />
has the ability to impart advice on more general<br />
matters than religion and alignment.<br />
The DM should roleplay the mentor as an NPC<br />
with a Wisdom <strong>of</strong> 18 and Knowledge (religion)<br />
+10. It is suggested that the DM develop the<br />
personality <strong>of</strong> the mentor, and that it be different in<br />
some way from that <strong>of</strong> the caster. For example, a<br />
very serious paladin might gain a light-hearted<br />
mentor.<br />
The mentor answers any questions as best<br />
it can, but may instead choose to use its time<br />
to lecture the caster on some matter,<br />
ignoring any questions put to it. It usually<br />
takes one round to ask a question and one<br />
round for the mentor to answer.<br />
The mentor knows nothing <strong>of</strong> modern<br />
times or recent history, but much about<br />
paladins and their enemies, and has some<br />
knowledge <strong>of</strong> the paladin who summoned it,<br />
having watched the caster from the time the spell<br />
56<br />
was prepared to the time it was cast. Thus, it is<br />
<strong>of</strong>ten more useful to prepare this spell some time<br />
in advance <strong>of</strong> casting it, so that the mentor can<br />
learn more about you and your situation before<br />
granting advice.<br />
The mentor always answers truthfully, but may<br />
choose not to reply or may be incorrect.<br />
One Soul<br />
Abjuration<br />
Level: Pal 4<br />
Components: V, S, DF<br />
Casting Time: 1 action<br />
Range: Touch<br />
Target: Special Mount touched<br />
Duration: 1 minute / level (D)<br />
Saving Throw: Will negates (harmless)<br />
Spell Resistance: Yes (harmless)<br />
“Partners? No, we are more than that.”<br />
You cannot prepare this spell unless you have<br />
a paladin’s special mount, and must be riding your<br />
special mount when casting it.