Might Of The Champion

School transmutation; Level cleric/oracle 2, paladin 2


Casting Time 1 swift action
Components V, S


Range touch
Target personal
Duration 2 rounds
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)


You or one touched creature temporarily gain +5 Strength (gaining the relevant attack and damage benefits). Your armor and weapons are rendered unbreakable while the might of the champion is upon you, and so you can deliver attacks that cleave stone or massive metal chains or gates, shatter the armor of a foe, and achieve other results that would normally defeat you� your attacks against objects ignore hardness and deliver critical hit damage.

A particular being can only benefit from might of the champion once every 48 hrs. If a second might of the champion is cast on the same individual within 48 hrs. of the expiration of a previous one, its magic dissipates without effect.

Section 15: Copyright Notice

Deep Magic. � 2014 Open Design LLC. Authors: Wolfgang Baur, Tom Benton, Creighton Broadhurst, Jason Bulmahn, Ross Byers, Charles Lee Carrier, Tim Connors, Adam Daigle, Jonathan Drain, Mike Franke, Ed Greenwood, Frank Gori, Jim Groves, Amanda Hamon Kunz, Sam Harris, Brandon Hodge, Phillip Larwood, Jeff Lee, John Ling, Jr., Chris Lozaga, Ben McFarland, Nicholas Milasich, Carlos Ovalle, Richard Pett, Marc Radle, Stephen Radney-MacFarland, Wade Rockett, Stephen Rowe, Adam Roy, Amber E. Scott, Neil Spicer, Owen K.C. Stephens, Joshua Stevens, Christina Stiles, Matt Stinson, Stefen Styrsky, Dan Voyce, and Mike Welham.

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