Powers and weaknesses so far
Powers and Abilities: Omnilingualism.
Resistances to the following:
Statistics Reduction,
Death Manipulation,
Ice Manipulation,
Acid Manipulation,
Poison Manipulation,
Electricity Manipulation,
Petrification,
Transmutation,
Magic,
Sealing, and
Fire Manipulation | Archdevil WIP |
Superhuman Physical Characteristics, Mind Reading,
Regenerationn (Mid-Godly, all gods can survive complete erasure of the body, mind and soul from the sphere of annihilation),
Soul Manipulation,
Non-Physical Interaction,
Corruption (All three types),
Immortality (Types 1, 3, 5, 8 Avatars possess 6 and 9, see
here for details),
Magic,
Dimensional Travel,
Probability Manipulation (All deities passively increase probably completely in their favor, so most of their actions have a 100% chance of success, although they cannot make something with a 0% chance of happening possible),
Truesight (Lets him see through illusions, natural and magical illusions, know the original form of shapeshifters, and see souls and concepts),
Acausality (Types 1 and 4)
Space-
Time Manipulation,
Non-Corporeal,
Reality Warping,
Shapeshifting,
Size Manipulation,
One Hit Kill (Deities of significant power can instantly kill a designated foe, or a mass amount of targets, with a thought),
Forcefield Creation,
Creation,
Mind Manipulation (With various spells like mark of justice. Especially effective against those who are lawful or evil),
Morality Manipulation,
Healing,
Memory Manipulation (Wiped out all traces and knowledge of he who was original name,
even from the knowledge of other gods who already resist mind altering effects), Regenerationn Negation (Up to Mid-Godly, killed he who was),
Teleportation,
Darkness Manipulation,
Sap Strength Spell,
Telepathy,
Curse Manipulation,
Impriso Soul,
Earthquake,
Shield of Law,
Gate Spell,
Energy Drai,
Conceptual Manipulation (Type 2),
Resurrection,
Summoning,
Abstract Existence (Type 2, reliant on the concept of sin),
Death Manipulation,
Power Bestowal,
Holy Manipulation,
Life Manipulation,
Necromancy,
Illusion Creation, Power Word Stun,
Anti-Chaos Spells, Imprisonment Spells allows you to
put someone in eternal sleep, create a
pocket reality warded against Multiversal+ range, trap them in a gemstone, lock them in a magical sphere that can't be teleported out of, or lock them in chains that
block movement and all abilities,
Destruction Spell,
Scrying,
Fear Gaze,
Remove Curse,
Aura of Submissio,
Power Nullification, Omnilingualism, And others. Extreme
Resistances to the following:
Statistics Reduction,
Death Manipulation,
Ice Manipulation,
Acid Manipulation,
Disease Manipulation,
Power Nullification,
Mind Manipulation,
Morality Manipulation,
Chaos Manipulation,
Electricity Manipulation,
Disintegratio,
BFR,
Sleep Manipulation,
Paralysis Inducement,
Petrification,
Transmutation,
Magic,
Sealing,
Poison Manipulation,
Space-
Time Manipulation, and
Status Effect Inducement | All previous to a much higher degree and
Precognition (Greater Gods can sense anything releated to their portfolios multiple weeks in advance. In Asmodeus' case his portfolio is Indulgence)
Weaknesses: Cannot rapidly regenerate from damage inflicted by evil weapons or spells | None notable | Cannot rapidly regenerate from damage inflicted by holy or bless weapons of sufficient power | None notable | None notable
Keys: Solar | Avatar | Archdevil | Lesser God | Greater God
I'll get all the Solar Spells down in a bit
Spell-Like Abilities: At will—aid, animate objects, commune, continual flame, dimensional anchor, greater dispel magic, holy smite (DC 21), imprisonment (DC 26), invisibility (self only), lesser restoration (DC 19), remove curse (DC 20), remove disease (DC 20), remove fear (DC 18), resist energy, summon monster VII, speak with dead (DC 20), waves of fatigue; 3/day—blade barrier (DC 23), earthquake (DC 25), heal (DC 23), mass charm monster (DC 25), permanency, resurrection, waves of exhaustion; 1/day—greater restoration (DC 24), power word blind, power word kill, power word stun, prismatic spray (DC 24), wish. Caster level 20th. The save DCs are Charisma-based. The following abilities are always active on a solar's person, as the spells (caster level 20th): detect evil, detect snares and pits, discern lies (DC 21), see invisibility, true seeing. They can be dispelled, but the solar can reactivate them as a free action.
Spells: Solars can cast divine spells as 20th-level clerics. A solar has access to two of the following domains: Air, Destruction, Good, Law, or War (plus any others from its deity). The save DCs are Wisdom-based. Typical Cleric Spells Prepared (6/8/8/8/7/7/6/6/5/5; save DC 17 + spell level):
0—create water, detect magic, guidance (2), resistance (2) 1st—bless (2), cause fear, divine favor (2), entropic shield, obscuring mist*, shield of faith
2nd—align weapon, bear's endurance (2), bull's strength (2), consecrate, eagle's splendor, spiritual weapon*
3rd—daylight, invisibility purge, magic circle against evil, magic vestment*, prayer (2), protection from energy, wind wall
4th—death ward (2), dismissal (2), divine power*, neutralize poison (2)
5th—break enchantment, control winds*, dispel evil, plane shift, righteous might (2), symbol of pain
6th—banishment, chain lightning*, heroes' feast, mass cure moderate wounds, undeath to death, word of recall;
7th—control weather*, destruction, dictum, ethereal jaunt, holy word, regenerate
8th—fire storm, holy aura, mass cure critical wounds (2), whirlwind*
9th— etherealness, elemental swarm (air)*, mass heal, miracle, storm of vengeance.
And in 2e this was there at will stuff
A solar has spells as a 15th-level priest with major access to all spheres. In addition to the powers common to aasimon, solars have the following spell-like powers:
animate object (3 times per day),
antipathy/sympathy (3 times per day),
astral spell (once per day),
commune,
confusio (3 times per day),
control weather,
creeping doom (once per day),
dispel evil,
dispel magic,
Drawmij's instant summons,
earthquake (3 times per day),
finger of death (once per day),
fire storm (once per day),
heal,
holy word (3 times per day),
imprisonment (once per day),
improved invisibility,
infraVision (240 feet, always active),
mass charm (3 times per day),
permanency (3 times per day),
polymorph any object or self (once per day),
power word (any variety, once per day),
prismatic spray (once per day),
restoratio (once per day),
Resurrection (3 times per day),
shape change (3 times per day),
symbol (any variety, 3 times per day),
vanish (3 times per day),
Vision (once per day),
wind walk (7 times per day), and
wish (once per day).