Mythic Vistas: SpirosBlaak - Property Is Theft!
Mythic Vistas: SpirosBlaak - Property Is Theft!
Mythic Vistas: SpirosBlaak - Property Is Theft!
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8 Antipathy: Object or location affected by spell repels certain<br />
creatures.<br />
9 Mage’s Magnificent Mansion F : Door leads to extradimensional<br />
mansion.<br />
Humanoid<br />
This is the racial domain of humanoids and goblinoids such as<br />
goblins, hobgoblins, kobolds, bugbears, and their ilk.<br />
Granted Power: You may cast protection from good once per day.<br />
You cast this spell as a caster equal to your cleric level.<br />
Humanoid Domain Spells<br />
1 Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.<br />
2 Summon Swarm: Summons swarm of bats, rats, or spiders.<br />
3 Deeper Darkness: Object sheds supernatural shadow in 60-.<br />
radius.<br />
4 Giant Vermin: Turns centipedes, scorpions, or spiders into giant<br />
vermin.<br />
5 Insect Plague: Locust swarms aack creatures.<br />
6 Forbiddance M : Blocks planar travel, damages creatures of<br />
different alignment.<br />
7 Blasphemy: Kills, paralyzes, weakens, or dazes non-evil subjects.<br />
8 Cloak of Chaos F : +4 to AC, +4 resistance, and SR 25 against<br />
lawful spells.<br />
9 Dominate Monster: As dominate person, but any creature.<br />
Insanity<br />
Granted Power: Enchantment spells you cast are hard to resist. You<br />
gain Spell Focus (enchantment) as a bonus feat.<br />
Insanity Domain Spells<br />
1 Lesser Confusion: One creature is confused for 1 round.<br />
2 Hideous Laughter: Subject loses actions for 1 round/ level.<br />
3 Magic Circle against Law: As protection spells, but 10-. radius<br />
and 10 min./level.<br />
4 Confusion: Subjects behave oddly for 1 round/level.<br />
5 Mind Fog: Subjects in fog get –10 to Wis and Will checks.<br />
6 Eyebite: Target becomes panicked, sickened, and comatose.<br />
7 Insanity: Subject suffers continuous confusion.<br />
8 Storm of Madness †: As insanity, but covers an area.<br />
9 Maze: Traps subject in extradimensional maze.<br />
Lavayne<br />
Granted Power: You may cast protection from evil once per day. You<br />
cast this spell as a caster equal to your cleric level.<br />
Lavayne Domain Spells<br />
1 Bless: Allies gain +1 on aack rolls and saves against fear.<br />
2 Shield Other F : You take half of subject’s damage.<br />
3 Death Ward: Grants immunity to death spells and negative<br />
energy effects.<br />
4 Holy Sword: Weapon becomes +5, deals +2d6 damage against evil.<br />
5 Mark of Justice: Designates action that will trigger curse on subject.<br />
6 Forbiddance M : Blocks planar travel, damages creatures of<br />
different alignment.<br />
7 Banishment: Banishes 2 HD/level of extraplanar creatures.<br />
8 Shield of Law F : +4 to AC, +4 resistance, and SR 25 against chaotic<br />
spells.<br />
9 Miracle X : Requests a deity’s intercession.<br />
Lust<br />
Granted Power: When interacting with creatures ordinarily<br />
aracted to your race and gender, you gain a +3 bonus to all Bluff<br />
and Diplomacy checks.<br />
Chapter Twelve: Magic 133<br />
Lust 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 Feeblemind: Subject’s Int and Cha drop to 1.<br />
6 Geas/Quest: As lesser geas, plus it affects any creature.<br />
7 Refuge M : Alters item to transport its possessor to you.<br />
8 Charm Monster, Mass: As charm monster, but all within 30 .<br />
9 Wish X : As limited wish, but with fewer limits.<br />
Mentor<br />
Granted Power: You may substitute your Wisdom modifier for all<br />
Intelligence-based skills and checks.<br />
Mentor Domain Spells<br />
1 Comprehend Languages: You understand all spoken and wrien<br />
languages.<br />
2 Remembrance†: Instantly remember forgoen facts.<br />
3 Borrow Knowledge†: Temporarily borrow a target’s Knowledge<br />
skill.<br />
4 Modify Memory: Changes 5 minutes of subject’s memories.<br />
5 Scrying F : Spies on subject from a distance.<br />
6 Legend Lore M F : Lets you learn tales about a person, place, or<br />
thing.<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 Astral Projection M : Projects you and companions onto Astral Plane.<br />
Necromancy<br />
Granted Power: Undead under your control are harder to rebuke<br />
and turn. All undead under your control gain +2 turn resistance.<br />
This stacks with any turn resistance the undead might already have<br />
as a racial ability.<br />
Necromancy Domain Spells<br />
1 Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.<br />
2 Spectral Hand: Creates disembodied glowing hand to deliver<br />
touch aacks.<br />
3 Fear: Subjects within cone flee for 1 round/level.<br />
4 Enervation: Subject gains 1d4 negative levels.<br />
5 Circle of Death M : Kills 1d4/level HD of creatures.<br />
6 Magic Jar F : Enables possession of another creature.<br />
7 Finger of Death: Kills one subject.<br />
8 Horrid Wilting: Deals 1d6/level damage within 30 .<br />
9 Clone M F : Duplicate awakens when original dies.<br />
Nobility<br />
Granted Power: Once per day, you<br />
can use any spell you can cast as<br />
though it were quickened by the<br />
Quickened Spell feat. You can only<br />
do this aer you actively adhered<br />
to one of your moral codes of that<br />
same day (see Nobility Domain<br />
Moral Codes sidebar for details).<br />
Nobility Domain Spells<br />
1 Sanctuary: Opponents can’t<br />
aack you, and you can’t aack.<br />
2 Resist Energy: Ignores 10 (or<br />
more) points of damage/aack<br />
from specified energy type.<br />
3 Prayer: Allies +1 bonus on most rolls, enemies –1 penalty.<br />
Nobility Domain Moral Codes<br />
At character creation or adoption of this<br />
domain, develop a list of moral codes to which<br />
your character adheres. The list must have<br />
at least five specific situations your character<br />
might enter into and the reaction your<br />
character would have to them. The reaction<br />
must be one that upholds good, and it must<br />
bear some level of consequence that affects the<br />
character. The GM must approve each code,<br />
and can disallow any code that is not a cause<br />
of good, is too general, or does not have a<br />
consequence of enough cost.<br />
For example, a character might have as one<br />
of her codes: “When dealing with children, I<br />
must do everything possible to protect them<br />
and at any cost.”