FALLEN ANGEL / ARCHANGEL FORMDivine, Cleric 15, Anti-paladin/Paladin 15
Casting time: 4 rounds, standard action.
Duration: 1 round/class level (If the caster has invested levels into any other class, those levels do not count for calculating the duration of this spell.)
Components: S,V
Range: Self/Touch
Alignment: LE or CE / LG or CG
You discovered you are a long-lined descendant of your deity. Thus, infused with total devotion to your deity, you let yourself go to its whim, and thus become an infernal/celestial being for a limited amount of time. You get wings, and feel the knowledge of infernal/divine course through you. You become more skilled, and more confident, and, most of all, more powerful! You feel not only obliged, but almost forced to follow your alignment, and a sense of justice/chaos as you see fit for a follower of your deity.
Restrictions: You cannot cast this spell if you do not match the required alignment, or if the target of this spell does not match your alignment (you can't cast this spell, for example on a LG character if you're a CG character, and vice versa). Also, you can't cast this spell on a character of a class different than those this spell requires, nor can you cast it on a character whose (combined) level of the required class(es) does not match or surpass yours. Anyone in this form that acts outside their alignment willingly loses the form instantly, loses all of their spells, feats, and abilities granted by the classes they had (Basically, your class becomes commoner, your level equal to the highest of the classes you had invested levels in, not the combined value of those same classes.).
Benefits: You gain flight at the speed of 120 feet (good maneuverability) for as long as you are in the form. You gain immunity to any non-magical weapons, items and effects, and you gain immunity elemental damage. You cannot be critically hit; any critical hit made against you is treated as though it hit normally. However, you take 1,5 times the damage dealt by those of the exactly opposite alignment to yours (ONLY THESE POSSIBILITIES: CE vs. LG & LE vs. CG) Your equipment automatically becomes unholy/holy and axiomatic/anarchic (the combination of these that matches your alignment), and baneful towards any creature of the aberration/outsider/undead type. Tiefling characters of ANY evil alignment are affected by your equipment and spells the same way as the creatures of the aforementioned types. If any creature/character/kojigodkurac is both the exact opposite of your alignment AND is any type/race of the aforementioned, damage your weapons would deal is maximized (You only make the attack roll. If you make a critical hit, roll the damage regularly, then add that amount to the maximized amount of damage, and that is the critical hit damage you deal.). If any creature/character/kojigodkurac is both the exact opposite of your alignment AND is any type/race of the aforementioned, damage they deal to you is automatically maximized (They only make the attack roll.). However, creatures of that subtype that are not of the alignment exactly opposite yours are not dealt damage, nor should your character feel any want to harm anything that is outside of required alignment RP. In addition, creatures and characters matching your alignment take only half the total damage you would deal (Halve the damage after rolling and calculating total damage). You also get to select up to 4 spells from the cleric's domain spell list, each of which you can cast infinitely while in the form; you cast those spells without their usually required components, and you cast them as if the spells were quickened and empowered. You can't cast any other spells the turn you caste one of the selected spells, nor the same spell twice per round. Selected spells get a cool-down of 2 rounds. You can't cast any other spells from your list.
DM INFO ONLY: When the duration of the spell is over, the character faints (They do not lose any HP due to this, however.), and is immune to any and all spells. If a party member spends a spell slot to cast something on that character, they spend the spell slot as if the fainted character had been affected. You are encouraged to disclose this information only with the character that was in the form, therefore not affecting the role-play of other players. This effect, however, is obvious to any intelligent opponent (INT 14+).
Sooooo, kaj misliš?