Danged Paladins and their "Divine Sacrifice" spell.


3.5/d20/OGL


Am I alone in thinking that this spell is very overpowered, especially for a 1st level Paladin spell? +5D6 damage a round for as many rounds as caster level (1/2 paladin level once they get to 4th) while taking a measely 10 points of damage? Is the fact that you have to wait an entire round to cast the balancing factor here?


You take 10 points of damage for each and every attack you make, regardless of whether you hit or miss. In exchange, you deal an extra 5d6 (that's a mere 17.5 hp on average) damage per hit. Oh, and you can't dismiss or end the spell prematurely.

No, it isn't overpowered. It's very likely suicidal, but it's not overpowered.

P.S. It's also a standard action to cast, so I don't know where you're getting that it takes "an entire round" to cast.


Vegepygmy wrote:

You take 10 points of damage for each and every attack you make, regardless of whether you hit or miss. In exchange, you deal an extra 5d6 (that's a mere 17.5 hp on average) damage per hit. Oh, and you can't dismiss or end the spell prematurely.

No, it isn't overpowered. It's very likely suicidal, but it's not overpowered.

P.S. It's also a standard action to cast, so I don't know where you're getting that it takes "an entire round" to cast.

I mean that you effectively cannot attack in the round you cast.

According to the spell description, you only take damage for attacks that you attempt. So if you don't swing, you don't take damage. The spell does not say wether or not it can be ended prematurely. Why would you assume that you could not?

spell description:
Giving up some of your life force to win
the battle, you empower your next blow
against your foe.
Your first attack each round for the
duration of the spell deals an extra
5d6 points of damage if it hits, and you
take 10 points of damage each time you
make such an attack, whether or not the
attack is successful.


If a spell can be ended prematurely there is a "(D)" next to the duration. This one doesn't have it.

I don't think this is overpowered at all. Consider that at 5th level, this is likely the only spell the paladin has, but a similar leveled wizard likely has a few fireballs. Those fireballs affect multiple targets, attack at range, and deal no damage to the wizard. Meanwhile the paladin is taking 10 damage for a chance to deal 5d6 to one opponent (who is likely in melee range swinging back), and the only way not to take the damage is not to attack. What else can the paladin do to harm enemies?


cthulhudarren wrote:
According to the spell description, you only take damage for attacks that you attempt. So if you don't swing, you don't take damage.

But neither does your enemy...which defeats the purpose of the spell. So what we're talking about here is a spell that allows you to deal (on average) 17.5 more points of damage to your enemies (if you hit) at a cost of 10 points of damage to you (regardless of whether you hit).

Depending on how often you miss, casting this spell could be just as bad (or worse) for you than for your enemies!

cthulhudarren wrote:
The spell does not say wether or not it can be ended prematurely. Why would you assume that you could not?

PHB, page 176:

(D) Dismissible: If the Duration line ends with “(D),” you can dismiss the spell at will. You must be within range of the spell’s effect and must speak words of dismissal, which are usually a modified form of the spell’s verbal component. If the spell has no verbal component, you can dismiss the effect with a gesture. Dismissing a spell is a standard action that does not provoke attacks of opportunity. A spell that depends on concentration is dismissible by its very nature, and dismissing it does not take an action, since all you have to do to end the spell is to stop concentrating on your turn.

As Ghettowedge noted, divine sacrifice has no "(D)" at the end of its Duration line, and it doesn't depend on concentration, so it cannot be dismissed prematurely. Once you cast the spell, you cannot attack anyone in any way without taking damage yourself, until the spell's duration expires.

This spell has "potential for disaster" written all over it.


Thanks for the clarification on the "(D) Dismissible" stuff gentlemangs!

Do we all agree that when the duration says 1 round/level it means paladin caster level (1/2 paladin level starting at 4th) and not paladin level?

Paizo Employee Director of Narrative

cthulhudarren wrote:


Do we all agree that when the duration says 1 round/level it means paladin caster level (1/2 paladin level starting at 4th) and not paladin level?

When a spell uses the word level, it refers to caster level.


Yes, we all agree it means caster level and not paladin level.


It is quite powerful, if you have a lot of hit points. Bear in mind that it only takes effect on the first hit each round, so it doesn't get more powerful with level - or more expensive.

It's a first level spell which works like a Vicious weapon, except that it has shorter duration, deals 5d6 in exchange for the equivalent of 3d6, and it hurts you even when you miss.

Personally, I don't like it. It's a no-brain spell for paladins, and it encourages the paladin to selfishly save his own healing for himself blackguard-style, in order to let himself deal more damage. Another way to look at it is that it lets him channel his healing ability into melee damage.


Jonathan Drain wrote:

It is quite powerful, if you have a lot of hit points. Bear in mind that it only takes effect on the first hit each round, so it doesn't get more powerful with level - or more expensive.

It's a first level spell which works like a Vicious weapon, except that it has shorter duration, deals 5d6 in exchange for the equivalent of 3d6, and it hurts you even when you miss.

Personally, I don't like it. It's a no-brain spell for paladins, and it encourages the paladin to selfishly save his own healing for himself blackguard-style, in order to let himself deal more damage. Another way to look at it is that it lets him channel his healing ability into melee damage.

Still Paladin and Ranger Spells tend to be powerful for their level.

I can see where your coming from in complaining that the spell makes Paladins a little to combat orientated and not helpful enough but I don't actually think its to powerful. I mean for a 4th level character we are talking about a spell that must first be cast (loose a round there) and then can only be used for 2 rounds where it might or might not have the desired effect.

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