Mythic Vistas: SpirosBlaak - Property Is Theft!
Mythic Vistas: SpirosBlaak - Property Is Theft!
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.