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13th Age: Deific Weapon

All week long, we are looking at the new class options in 13 Cleric Domains and Spells. Earlier this week, we looked at the Luck domain and the Spark of Hope spell.

Lets be honest here a second, epic level spells and abilities should just be massively cool. This is the time where you can just ride a dinosaur and have it just eat your enemies. Or maybe through your sword of undead slaying and have it just appear back into your hand. If you’re a bard, you give an epic performance that lets a few high level character and a group of mooks to stand against an entire horde of enemies. So what should a cleric get? How about their deity’s personal weapon?

Download 13 Cleric Domains and Spells for your 13th Age Compatible game at the JBE Shop. You can also download it at DriveThruRPG/RPGNow and the Open Gaming Store.

Deific Weapon

Close-quarters spell
Daily
Effect: Excalibur. Mjolnir. Trishula. Areadbhair. The names of these legendary weapons echo across the ages, wielded by the gods, the icons, and their most powerful servants. The mightiest of the gods’ faithful can call upon these weapons in times of need. When you cast this spell, you must cash in an icon relationship point on which you rolled a 6 at the start of the session. The legendary weapon of your deity manifests in your hand for the rest of the battle, overwriting the appropriate magic item chakra (so any other item you currently have in that chakra slot is rendered inert until the spell wears off). The item grants a +3 bonus and the epic version of two weapon powers from those listed in Chapter 9: Magic Items. (If the two selected powers offer the same situational bonuses, use the higher of the two rather than stacking them.)
Additionally, when the escalation die value is less than or equal to your Charisma modifier, enemies who are direct enemies of your god/pantheon, or enemies of icons with whom you have positive relationships, become vulnerable (16+) to attacks from your deific weapon.
Finally, on a hit by 4+ with this weapon, you ignore any resistances possessed by enemies who are direct enemies of your god/pantheon, or enemies of icons with whom you have positive relationships.

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13th Age: Spark of Hope

Earlier this week, we released 13 Cleric Domains and Spells for the 13th Age Roleplaying Game. Yesterday we shared with you one of the domains inside. Today we want to bring you a 1st level spell, Spark of Hope.

Like the Luck domain, you can take the spark of hope spell at 1st level. Clerics are supposed to be a beacon of hope when all else looks dim, when the battle seems lost. That is exactly what this spell does: it provides a spark of hope when the battle turns against the adventurers, encouraging them to fight on all the harder for just a little longer.

In my own imagination, I see don’t see it so much as the cleric casting this spell as much as the deity channeling their power through the cleric. The cleric is seized by the god’s holy power and shoots beams of light through the eyes, mouth, finger tips, etc and then converging upon the target. How do you see this spell being cast? Share our thoughts in the comments below.

Download 13 Cleric Domains and Spells for your 13th Age Compatible game at the JBE Shop. You can also download it at DriveThruRPG/RPGNow and the Open Gaming Store.

Spark of Hope

Close-quarters spell
Daily
Special: You must be staggered (at 50% or less of your total hp) to cast this spell.
Target: One nearby enemy (or more, depending on the spell level)
Attack: Wisdom + Charisma + Level vs. MD
Hit: The enemy is vulnerable (18+) to all of your allies’ attacks until the end of your next turn.
Additional Effect: All nearby allies gain 1d8 + Wisdom temporary hit points.

3rd level spell Your allies gain 2d8 temporary hit points; the enemy becomes vulnerable (16+).
5th level spell Your allies gain 3d8 temporary hit points; the enemy becomes vulnerable (14+), or you can target two enemies to become vulnerable (16+).
7th level spell Your allies gain 4d8 temporary hit points; the enemy becomes vulnerable (14+), or you can target three enemies to become vulnerable (16+).
9th level spell Your allies gain 5d8 temporary hit points; the enemy becomes vulnerable (12+), or you can target three enemies to become vulnerable (14+).

Adventurer Feat: Affected enemies are also dazed until the end of your next turn.
Champion Feat: Affected enemies are also weakened until the end of your next turn.

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13th Age: Luck Domain

While other games may take a broader-based approach to the cleric class, 13th Age focuses on the classic archetypal clerics: bastions of holiness who protect and heal their allies while debilitating the forces of evil. So when we set out to create new domains and spells for clerics, we wanted to expand that view some. Take the Luck Domain for example. This domain is perfect for clerics of gambling gods as well as trickster gods. The help of such deities is far from consistent, unless the cleric call upon the luck of these deities to help them in their quests. It is this good fortune that we wanted to incorporate into 13th Age and as always, Richard Moore did a smashing job of delivering that.

Download 13 Cleric Domains and Spells for your 13th Age Compatible game at the JBE Shop. You can also download it at DriveThruRPG/RPGNow and the Open Gaming Store.

Domain: Luck

Once per battle on your respective turns as a free action, you and your allies may each adjust the natural value of a single d20 roll downward by 1 (typically to trigger a result which would usually only work on a natural odd or even roll). An ally must be nearby you in order to use this blessing.
Champion Feat: As a free action at any time (typically after an enemy attack is rolled but before its damage and other effects are resolved), you can revoke this benefit for yourself and all allies who have not yet used it in order to add the escalation die to a single ally’s AC or PD (you choose which one is affected). You cannot bestow this defense bonus on yourself.
Epic Feat: As the Champion feat above, except that the escalation die bonus is now granted to AC, PD, and MD.
Invocation of Luck: This battle, you and each of your allies can each separately reduce the difficulty value of a single save in order to end an ongoing condition by one step—Hard (16+) is reduced to Normal (11+), Normal (11+) is reduced to Easy (6+), and an Easy (6+) save automatically succeeds the next time the character would make the roll. This difficulty reduction persists until you or that ally succeeds on the save, or until the battle ends.

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13th Age: Pray for New Domains and Spells

May The Righteous Be Exalted

Liberate the oppressed from the yoke of tyranny! Shape the battlefield through acts of faith and divine allegiances! Shine your holy light where the deepest darkness pervades! Clerics channel their devotion into miraculous deeds that shield their allies from evil and smite foes born of the grave and the pit. Now you can go beyond the core book and expand your character’s repertoire of healing and protection spells, as well as utilize the icon relationship system to shape the story with your character’s unique spiritual journey.

13 Cleric Domains and Spells is the latest in our 13 Class Options series for the 13th Age Roleplaying Game. Inside this 12-page PDF, you will find:

  • 3 New Cleric Domains for worshipers of the deities of Weather, Liberation, and Luck
  • 3 New 1st Level Spells to offer lucky opportunities in a fight, save an ally’s life at the cost of your own blood, and turn the tide of a desperate battle
  • 2 New 3rd Level Spells for limiting opponents’ tactics and sanctifying the ground on which you stand
  • 2 New 5th Level Spells that punish your enemies’ misdeeds and invoke the saints of your religious tradition in battle
  • 2 New 7th Level Spells to overwhelm your foes with the fear of your gods—or open their hearts to redemption
  • 1 New 9th Level Spell that calls forth a legendary weapon from the myths of your patron or pantheon

The Damned Will Cower Before Your Glory in the 13th Age.

Download 13 Cleric Domains and Spells for your 13th Age Compatible game at the JBE Shop. You can also download it at DriveThruRPG/RPGNow and the Open Gaming Store.