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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.”

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