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Mythic Vistas: SpirosBlaak - Property Is Theft!

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4 Summon Monster IV: Calls extraplanar creature to fight for you.<br />

5 Scrying F : Spies on subject from a distance.<br />

6 Wind Walk: You and your allies turn vaporous and travel fast.<br />

7 Repulsion: Creatures can’t approach you.<br />

8 Unholy Aura F : +4 to AC, +4 resistance, and SR 25 against good<br />

spells.<br />

9 Time Stop: You act freely for 1d4+1 rounds.<br />

Corruption<br />

Granted Power: Once per day, you may target a single creature and<br />

know exactly what that creature wants most in the world.<br />

Corruption Domain Spells<br />

1 Charm Person: Makes one person your friend.<br />

2 Enthrall: Captivates all within 100 . + 10 ./level.<br />

3 Suggestion: Compels subject to follow stated course of action.<br />

4 Dominate Person: Controls humanoid telepathically.<br />

5 Mind Fog: Subjects in fog get –10 to Wis and Will checks.<br />

6 Geas/Quest: As lesser geas, plus it affects any creature.<br />

7 Limited Wish X : Alters reality—within spell limits.<br />

8 Demand: As sending, plus you can send suggestion.<br />

9 Wish X : As limited wish, but with fewer limits.<br />

Courage<br />

Granted Power: You and any allies within a 10-foot radius gain a<br />

second saving throw against fear effects if your initial save fails. You<br />

also gain a +2 sacred bonus to all saving throws against fear spells<br />

and effects.<br />

Courage Domain Spells<br />

1 Remove Fear: Suppresses fear or gives +4 on saves against fear for<br />

one subject + one per four levels.<br />

2 Warrior’s Heart†: +1 morale bonus to aacks and saving throws<br />

per combat Encounter Level above caster’s.<br />

3 Rally†: Counter fear and despair effects in given area.<br />

4 Freedom of Movement: Subject moves normally despite<br />

impediments.<br />

5 Righteous Might: Your size increases, and you gain combat<br />

bonuses.<br />

6 Heroes’ Feast: Food for one creature/level cures and grants<br />

combat bonuses.<br />

7 True Seeing M : Lets you see all things as they really are.<br />

8 Holy Aura F : +4 to AC, +4 resistance, and SR 25 against evil spells.<br />

9 Protection from Spells M F : Confers +8 resistance bonus.<br />

Craft<br />

Granted Power: You gain a +2 bonus to all Cra checks.<br />

Craft Domain Spells<br />

1 Mending: Makes minor repairs on an object.<br />

2 Make Whole: Repairs an object.<br />

3 Lesser Crasmanship†: Emulate a single Cra skill at as many<br />

ranks as caster level of experience + his Int modifier.<br />

4 Minor Creation: Creates one cloth or wood object.<br />

5 Greater Crasmanship M †: Bestows use of an Item Creation feat<br />

for 1 hour.<br />

6 Fabricate: Transforms raw materials into finished items.<br />

7 Major Creation: As minor creation, plus stone and metal.<br />

8 Transmute Metal to Wood: Metal within 40 . becomes wood.<br />

9 Refuge M : Alters item to transport its possessor to you.<br />

Darkness<br />

Granted Power: You gain darkvision out to 60 feet (or +60 feet if you<br />

already have darkvision).<br />

Chapter Twelve: Magic 131<br />

Darkness Domain Spells<br />

1 Obscuring Mist: Fog surrounds you.<br />

2 Darkness: 20-. radius of supernatural shadow.<br />

3 Deeper Darkness: Object sheds supernatural shadow in 60-.<br />

radius.<br />

4 Invisibility Sphere: Makes everyone within 10 . invisible.<br />

5 Invisibility, Greater: As invisibility, but subject can aack and<br />

stay invisible.<br />

6 Mislead: Turns you invisible and creates illusory double.<br />

7 Invisibility, Mass: As invisibility, but affects all in range.<br />

8 Power Word Blind: Blinds creature with 200 hp or less.<br />

9 Shadow Evocation, Greater: As shadow evocation, but up to 7th<br />

level and 60% real.<br />

Destiny<br />

Granted Power: Once per day per point of your Wisdom bonus<br />

(minimum of once per day), you gain a +2 insight bonus to any<br />

aack roll, ability check, skill check, or saving throw.<br />

Destiny Domain Spells<br />

1 Strengthen Fate†: +1 to saving throws per 3 levels, distributed as<br />

desired.<br />

2 Augury M F : Learns whether an action will be good or bad.<br />

3 Fate’s Charm†: Re-roll any failed roll.<br />

4 Divination M : Provides useful advice for specific proposed actions.<br />

5 Commune X : Deity answers one yes-or-no question/level.<br />

6 Geas/Quest: As lesser geas, plus it affects any creature.<br />

7 Vision M X : As legend lore, but quicker and strenuous.<br />

8 Discern Location: Reveals exact location of creature or object.<br />

9 Foresight: “Sixth sense” warns of impending danger.<br />

Disease<br />

Granted Power: You are immune to all natural diseases. In addition,<br />

you may add your cleric level to any saving throw against magical<br />

diseases.<br />

Disease Domain Spells<br />

1 Curse Water M : Makes unholy water.<br />

2 Inflict Moderate Wounds: Touch aack, 2d8 damage +1/level<br />

(max +10).<br />

3 Contagion: Infects subject with chosen disease.<br />

4 Poison: Touch deals 1d10 Con damage, repeats in 1 min.<br />

5 Slay Living: Touch aack kills subject.<br />

6 Circle of Death M : Kills 1d4/level HD of creatures.<br />

7 Destruction F : Kills subject and destroys remains.<br />

8 Horrid Wilting: Deals 1d6/level damage within 30 .<br />

9 Energy Drain: Subject gains 2d4 negative levels.<br />

Distraction<br />

Granted Power: Once per day, you may convince a character to take<br />

a course of action that he is already seriously considering. If the<br />

subject of this suggestion succeeds at a Will save against a DC of 10<br />

+ your cleric level + your Charisma modifier, the effect is negated.<br />

The subject takes a penalty (–2 to –10) depending on how aractive<br />

the action is. If a penalty of at least –2 seems inappropriate, the<br />

character is not considering the option sufficiently seriously for the<br />

power to work.<br />

Distraction Domain Spells<br />

1 Indolence†: All targets take –1 to Will saves.<br />

2 Enthrall: Captivates all within 100 . + 10./level.<br />

3 Bestow Curse: –6 to one ability; –4 on aacks, saves, and checks;<br />

or 50% chance of losing each action.<br />

4 Fascination F †: Target becomes obsessed with a particular activity.

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