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Cleric Domains

Started by Tokilin, May 10, 2015, 09:43:16 AM

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Tokilin

Cleric Domains:


Air Domain Spells

  • Obscuring Mist: Fog surrounds you.
  • Gaseous Form: Subject becomes insubstantial and can fly slowly.
  • Air Walk: Subject treads on air as if solid (climb at 45-degree angle).
  • Control Winds: Change wind direction and speed.
  • Chain Lightning: 1d6/level damage; 1 secondary bolt/level each deals half damage.
  • Control Weather: Changes weather in local area.
  • Whirlwind: Cyclone deals damage and can pick up creatures.
  • Elemental Swarm: Summons multiple elementals.
Animal Domain Spells

  • Calm Animals: Calms (2d4 + level) HD of animals.
  • Hold Animal: Paralyzes one animal for 1 round/level.
  • Dominate Animal: Subject animal obeys silent mental commands.
  • Summon Nature's Ally IV*: Calls creature to fight.
  • Commune with Nature: Learn about terrain for 1 mile/level.
  • Antilife Shell: 10-ft. field hedges out living creatures.
  • Animal Shapes: One ally/level polymorphs into chosen animal.
  • Summon Nature's Ally VIII*: Calls creature to fight.
  • Shapechange: Transforms you into any creature, and change forms once per round.
Chaos Domain Spells

  • Protection from Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
  • Shatter: Sonic vibration damages objects or crystalline creatures.
  • Magic Circle against Law: As protection spells, but 10-ft. radius and 10 min./level.
  • Chaos Hammer: Damages and staggers lawful creatures.
  • Dispel Law: +4 bonus against attacks by lawful creatures.
  • Animate Objects: Objects attack your foes.
  • Word of Chaos: Kills, confuses, stuns, or deafens nonchaotic subjects.
  • Cloak of ChaosF: +4 to AC, +4 resistance, SR 25 against lawful spells.
  • Summon Monster IX: Calls extraplanar creature to fight for you.
Death Domain Spells

  • Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
  • Death Knell: Kill dying creature and gain 1d8 temporary hp, +2 to Str, and +1 caster level.
  • Animate Dead: Creates undead skeletons and zombies.
  • Death Ward: Grants immunity to death spells and negative energy effects.
  • Slay Living: Touch attack kills subject.
  • Create UndeadM: Create ghouls, ghasts, mummies, or mohrgs.
  • Destruction: Kills subject and destroys remains.
  • Create Greater Undead: Create shadows, wraiths, spectres, or devourers.
  • Wail of the Banshee: Kills one creature/level.
Destruction Domain Spells

  • Inflict Light Wounds: Touch attack, 1d8 damage +1/level (max +5).
  • Shatter: Sonic vibration damages objects or crystalline creatures.
  • Contagion: Infects subject with chosen disease.
  • Inflict Critical Wounds: Touch attack, 4d8 damage +1/level (max +20).
  • Mass Inflict Light Wounds: Deals 1d8 damage +1/level to any creatures.
  • Harm: Deals 10 points/level damage to target.
  • Disintegrate: Makes one creature or object vanish.
  • Earthquake: Intense tremor shakes 80-ft.-radius.
  • Implosion: Kills one creature/round.
Earth Domain Spells

  • Magic Stone: Three stones become +1 projectiles, 1d6 +1 damage.
  • Soften Earth: Turns stone to clay or dirt to sand or mud.
  • Stone Shape: Sculpts stone into any shape.
  • Spike Stones: Creatures in area take 1d8 damage, may be lowed.
  • Wall of Stone: Creates a stone wall that can be shaped.
  • Stoneskin: Ignore 10 points of damage per attack.
  • Earthquake: Intense tremor shakes 80-ft.-radius.
  • Iron Body: Your body becomes living iron.
  • Elemental Swarm: Summons multiple elementals.
Evil Domain Spells

  • Protection from Good: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
  • DesecrateM: Fills area with negative energy, making undead stronger.
  • Magic Circle against Good: As protection spells, but 10-ft. radius and 10 min./level.
  • Unholy Blight: Damages and sickens good creatures.
  • Dispel Good: +4 bonus against attacks by good creatures.
  • Create UndeadM: Create ghouls, ghasts, mummies, or mohrgs.
  • Blasphemy: Kills, paralyzes, weakens, or dazes nonevil subjects.
  • Unholy AuraF: +4 to AC, +4 resistance, SR 25 against good spells.
  • Summon Monster IX: Calls extraplanar creature to fight for you.
Fire Domain Spells

  • Burning Hands: 1d4/level fire damage (max 5d4).
  • Produce Flame: 1d6 damage +1/ level, touch or thrown.
  • Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.
  • Wall of Fire: Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 damage +1/level.
  • Fire Shield: Creatures attacking you take fire damage; you're protected from heat or cold.
  • Fire Seeds: Acorns and berries become grenades and bombs.
  • Fire Storm: Deals 1d6/level fire damage.
  • Incendiary Cloud: Cloud deals 4d6 fire damage/round.
  • Elemental Swarm: Summons multiple elementals.
Good Domain Spells

  • Protection from Evil: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
  • Aid: +1 on attack rolls, +1 on saves against fear, 1d8 temporary hp +1/level (max +10).
  • Magic Circle against Evil: As protection spells, but 10-ft. radius and 10 min./level.
  • Holy Smite: Damages and blinds evil creatures.
  • Dispel Evil: +4 bonus against attacks by evil creatures.
  • Blade Barrier: Wall of blades deals 1d6/level damage.
  • Holy WordF: Kills, paralyzes, slows, or deafens nongood subjects.
  • Holy Aura: +4 to AC, +4 resistance, and SR 25 against evil spells.
  • Summon Monster IX: Calls extraplanar creature to fight for you.
Healing Domain Spells

  • Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
  • Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).
  • Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).
  • Cure Critical Wounds: Cures 4d8 damage +1/level (max +20).
  • Mass Cure Light Wounds: Cures 1d8 damage +1/level (max +25) for many creatures.
  • Heal: Cures 10 points/level of damage, all diseases and mental conditions.
  • Regenerate: Subject's severed limbs grow back, cures 4d8 damage +1/level (max +35).
  • Mass Cure Critical Wounds: Cures 4d8 damage +1/level (max +40) for many creatures.
  • Mass Heal: As heal, but with several subjects.
Knowledge Domain Spells

  • Detect Secret Doors: Reveals hidden doors within 60 ft.
  • Detect Thoughts: Allows "listening" to surface thoughts.
  • Clairaudience/Clairvoyance: Hear or see at a distance for 1 min./level.
  • Divination: Provides useful advice for specific proposed actions.
  • True Seeing: Lets you see all things as they really are.
  • Find the Path: Shows most direct way to a location.
  • Legend Lore: Lets you learn tales about a person, place, or thing.
  • Discern Location: Reveals exact location of creature or object.
  • Foresight: "Sixth sense" warns of impending danger.
Law Domain Spells

  • Protection from Chaos: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
  • Calm Emotions: Calms creatures, negating emotion effects.
  • Magic Circle against Chaos: As protection spells, but 10-ft. radius and 10 min./level.
  • Order's Wrath: Damages and dazes chaotic creatures.
  • Dispel Chaos: +4 bonus against attacks by chaotic creatures.
  • Hold Monster: As hold person, but any creature.
  • Dictum: Kills, paralyzes, slows, or deafens nonlawful subjects.
  • Shield of LawF: +4 to AC, +4 resistance, and SR 25 against chaotic spells.
  • Summon Monster IX: Calls extraplanar creature to fight for you.
Luck Domain Spells

  • Entropic Shield: Ranged attacks against you have 20% miss chance.
  • Aid: +1 on attack rolls, +1 against fear, 1d8 temporary hp +1/level (max +10).
  • Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
  • Freedom of Movement: Subject moves normally despite impediments.
  • Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
  • Mislead: Turns you invisible and creates illusory double.
  • Spell Turning: Reflect 1d4+6 spell levels back at caster.
  • Moment of Prescience: You gain insight bonus on single attack roll, check, or save.
  • Miracle: Requests a deity's intercession.
Magic Domain Spells

  • Magic Aura: Alters object's magic aura.
  • Identify: Determines properties of magic item.
  • Dispel Magic: Cancels magical spells and effects.
  • Imbue with Spell Ability: Transfer spells to subject.
  • Spell Resistance: Subject gains SR 12 + level.
  • Antimagic Field: Negates magic within 10 ft.
  • Spell Turning: Reflect 1d4+6 spell levels back at caster.
  • Protection from SpellsMF: Confers +8 resistance bonus.
  • Mage's Disjunction: Dispels magic, disenchants magic items.
Plant Domain Spells

  • Entangle: Plants entangle everyone in 40-ft.-radius.
  • Barkskin: Grants +2 (or higher) enhancement to natural armor.
  • Plant Growth: Grows vegetation, improves crops.
  • Command Plants: Sway the actions of one or more plant creatures.
  • Wall of Thorns: Thorns damage anyone who tries to pass.
  • Repel Wood: Pushes away wooden objects.
  • Animate Plants: One or more trees animate and fight for you.
  • Control Plants: Control actions of one or more plant creatures.
  • Shambler: Summons 1d4+2 shambling mounds to fight for you.
Protection Domain Spells

  • Sanctuary: Opponents can't attack you, and you can't attack.
  • Shield Other: You take half of subject's damage.
  • Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
  • Spell Immunity: Subject is immune to one spell per four levels.
  • Spell Resistance: Subject gains SR 12 + level.
  • Antimagic Field: Negates magic within 10 ft.
  • Repulsion: Creatures can't approach you.
  • Mind Blank: Subject is immune to mental/emotional magic and scrying.
  • Prismatic Sphere: As prismatic wall, but surrounds on all sides.
Strength Domain Spells

  • Enlarge Person: Humanoid creature doubles in size.
  • Bull's Strength: Subject gains +4 to Str for 1 min./level.
  • Magic Vestment: Armor or shield gains +1 enhancement per four levels.
  • Spell Immunity: Subject is immune to one spell per four levels.
  • Righteous Might: Your size increases, and you gain combat bonuses.
  • StoneskinM: Ignore 10 points of damage per attack.
  • Grasping Hand: Large hand provides cover, pushes, or grapples.
  • Clenched Fist: Large hand provides cover, pushes, or attacks your foes.
  • Crushing Hand: Large hand provides cover, pushes, or crushes your foes.
Sun Domain Spells

  • Endure Elements: Exist comfortably in hot or cold environments.
  • Heat Metal: Make metal so hot it damages those who touch it.
  • Searing Light: Ray deals 1d8/two levels, more against undead.
  • Fire Shield: Creatures attacking you take fire damage; you're protected from heat or cold.
  • Flame Strike: Smite foes with divine fire (1d6/level damage).
  • Fire Seeds: Acorns and berries become grenades and bombs.
  • Sunbeam: Beam blinds and deals 4d6 damage.
  • Sunburst: Blinds all within 10 ft., deals 6d6 damage.
  • Prismatic Sphere: As prismatic wall, but surrounds on all sides.
Travel Domain Spells

  • Longstrider: Increases your speed.
  • Locate Object: Senses direction toward object (specific or type).
  • Fly: Subject flies at speed of 60 ft.
  • Dimension Door: Teleports you short distance.
  • Teleport: Instantly transports you as far as 100 miles/level.
  • Find the Path: Shows most direct way to a location.
  • Greater Teleport: As teleport, but no range limit and no off-target arrival.
  • Phase Door: Creates an invisible passage through wood or stone.
  • Astral Projection: Projects you and companions onto Astral Plane.
Trickery Domain Spells

  • Disguise Self: Disguise own appearance.
  • Invisibility: Subject invisible 1 min./level or until it attacks.
  • Nondetection: Hides subject from divination, scrying.
  • Confusion: Subjects behave oddly for 1 round/level.
  • False VisionM: Fools scrying with an illusion.
  • Mislead: Turns you invisible and creates illusory double.
  • Screen: Illusion hides area from vision, scrying.
  • Polymorph Any Object: Changes any subject into anything else.
  • Time Stop: You act freely for 1d4+1 rounds.
War Domain Spells

  • Magic Weapon: Weapon gains +1 bonus.
  • Spiritual Weapon: Magical weapon attacks on its own.
  • Magic Vestment: Armor or shield gains +1 enhancement per four levels.
  • Divine Power: You gain attack bonus, +6 to Str, and 1 hp/level.
  • Flame Strike: Smite foes with divine fire (1d6/level damage).
  • Blade Barrier: Wall of blades deals 1d6/level damage.
  • Power Word Blind: Blinds creature with 200 hp or less.
  • Power Word Stun: Stuns creature with 150 hp or less.
  • Power Word Kill: Kills creature with 100 hp or less.
Water Domain Spells

  • Obscuring Mist: Fog surrounds you.
  • Fog Cloud: Fog obscures vision.
  • Water Breathing: Subjects can breathe underwater.
  • Control Water: Raises or lowers bodies of water.
  • Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.
  • Cone of Cold: 1d6/level cold damage.
  • Acid Fog: Fog deals acid damage.
  • Horrid Wilting: Deals 1d6/level damage within 30 ft.
  • Elemental Swarm: Summons multiple elementals.
Until next time, this was Toki
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