Mythic Vistas: SpirosBlaak - Property Is Theft!
Mythic Vistas: SpirosBlaak - Property Is Theft!
Mythic Vistas: SpirosBlaak - Property Is Theft!
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4 Discern Lies: Reveals deliberate falsehoods.<br />
5 Mark of Justice: Designates action that will trigger curse on subject.<br />
6 Globe of Invulnerability: As lesser globe of invulnerability, plus<br />
4th-level spell effects.<br />
7 Teleport, Greater: As teleport, but no range limit and no off-target<br />
arrival.<br />
8 Discern Location: Reveals exact location of creature or object.<br />
9 Limited Wish X : Alters reality within spell limits.<br />
Orc<br />
Granted Power: You acquire a worg as a companion. This worg is<br />
completely loyal and responds to your commands. In addition, the<br />
worg gains benefits as if you were a druid and it were an animal<br />
companion, using your cleric level to determine increases to Hit<br />
Dice, saving throws, and so on. If the worg is killed, you gain a new<br />
one when you aain a new level.<br />
Orc Domain Spells<br />
1 Bane: Enemies take –1 on aack rolls and saves against fear.<br />
2 Burning Hands: 1d4/level fire damage (max 5d4).<br />
3 Bestow Curse: –6 to an ability score; –4 on aack rolls, saves, and<br />
checks; or 50% chance of losing each action.<br />
4 Divine Power: You gain aack bonus, +6 to Str, and 1 hp/level.<br />
5 Unhallow M : Designates location as unholy.<br />
6 Circle of Death M : Kills 1d4/level HD of creatures.<br />
7 Harm: Deals 10 points/level damage to target.<br />
8 Finger of Death: Kills one subject.<br />
9 Horrid Wilting: Deals 1d6/level damage within 30 .<br />
Pain<br />
Granted Power: You may use the power inflict excruciating pain once<br />
per day. This is a spell-like ability. You must succeed on a melee aack<br />
against a living creature. If you successfully touch the target, it is<br />
automatically stunned for one round per cleric level you have aained.<br />
Each round aer the first, the subject may aempt a Fortitude save (DC<br />
10 + one-half your cleric level + your Wisdom modifier) each round to<br />
overcome the pain. On a successful save, the subject may act normally.<br />
Pain Domain Spells<br />
1 Inflict Light Wounds: Touch deals 1d8 damage +1/level (max +5).<br />
2 Inflict Moderate Wounds: Touch aack, 2d8 damage +1/level<br />
(max +10).<br />
3 Inflict Serious Wounds: Touch aack, 3d8 damage +1/level (max +15).<br />
4 Inflict Critical Wounds: Touch aack, 4d8 damage +1/level (max +20).<br />
5 Inflict Light Wounds, Mass: Deals 1d8 damage +1/level to many<br />
creatures.<br />
6 Harm: Deals 10 points/level damage to target.<br />
7 Blasphemy: Kills, paralyzes, weakens, or dazes nonevil subjects.<br />
8 Horrid Wilting: Deals 1d6/level damage within 30 .<br />
9 Crushing Hand: Large hand provides cover, pushes, or crushes<br />
your foes.<br />
Pestilence<br />
Granted Power: You may use a withering touch once per day. Your<br />
withering touch is a spell-like ability that is a death effect. You<br />
must succeed on a melee touch aack against a living creature. On<br />
a successful touch, the victim must succeed a Fortitude save (DC<br />
10 + one-half you cleric level + your Wisdom modifier) or he takes<br />
1d2 points of Strength, Dexterity, or Constitution damage (your<br />
choice).<br />
Pestilence Domain Spells<br />
1 Ray of Enfeeblement: Ray deals 1d6 +1 per two levels Str damage.<br />
2 Summon Swarm: Summons swarm of bats, rats, or spiders.<br />
Chapter Twelve: Magic<br />
3 Contagion: Infects subject with chosen disease.<br />
4 Diminish Plants: Reduces size or blights growth of normal plants.<br />
5 Malaise†: Up to 10HD of creatures per caster level –2 to Fortitude<br />
saves.<br />
6 Plant Blight: Reduces yearly plant production by 1d4 x 10% or<br />
reduces a plant creature’s hp by 10%.<br />
7 Creeping Doom: Swarms of centipedes aack at your command.<br />
8 Horrid Wilting: Deals 1d6/level damage within 30 .<br />
9 Plague: The subjects contracts pneumonic plague.<br />
Plague<br />
Granted Power: You are a living extension of disease and contagions.<br />
Wounds caused by your ray aacks fester with disease. Damage<br />
from your ray aack spells do not heal properly and require magical<br />
healing. Without magical healing, these points (whether hit points or<br />
ability damage) heal at a rate of only 1 per day.<br />
Plague Domain Spells<br />
1 Inflict Light Wounds: Touch deals 1d8 damage +1/level (max +5).<br />
2 Summon Swarm: Summons swarm of bats, rats, or spiders.<br />
3 Contagion: Infects subject with chosen disease.<br />
4 Enervation: Subject gains 1d4 negative levels.<br />
5 Insect Plague: Locust swarms aack creatures.<br />
6 Harm: Deals 10 points/level damage to target.<br />
7 Creeping Doom: Swarms of centipedes attack at your<br />
command.<br />
8 Finger of Death: Kills one subject.<br />
9 Energy Drain: Subject gains 2d4 negative levels.<br />
Rage<br />
Granted Power: Once per day you may enter a rage, gaining a +4<br />
bonus to your Strength and Constitution, a +2 bonus to Will save at<br />
the expense of a –2 penalty to your AC. This ability is the same as<br />
the barbarian rage ability, and lasts for 3 rounds plus your newly<br />
improved Constitution modifier. For more details on rage, see the<br />
Barbarian in the PHB. If you already have the rage ability, you gain<br />
one additional use per day.<br />
Rage Domain Spells<br />
1 Inflict Light Wounds: Touch deals 1d8 damage +1/level (max +5).<br />
2 Bull’s Strength: Subject gains +4 to Str for 1 min./level.<br />
3 Haste: One creature/level moves faster, +1 on aack rolls, AC, and<br />
Reflex saves.<br />
4 Rage: Subjects gains +2 to Str and Con, +1 on Will saves, –2 to AC.<br />
5 Righteous Might: Your size increases, and you gain combat bonuses.<br />
6 Heroism, Greater: Gives +4 bonus on aack rolls, saves, skill<br />
checks; immunity to fear; temporary hp.<br />
7 Transformation M : You gain combat bonuses.<br />
8 Iron Body: Your body becomes living iron.<br />
9 Miracle X : Requests a deity’s intercession.<br />
Reptile<br />
Granted Power: You gain immunity to all venom, and a +4 bonus to<br />
saves against all other poisons.<br />
Reptile Domain Spells<br />
1 Magic Fang: One natural weapon of subject creature gets +1 on<br />
aack and damage rolls.<br />
2 Harden Scales†: Target gains damage reduction 1/magic with an<br />
increase of +1/- at 7th, 11th, 15th, and 19 th levels and up if it has<br />
natural armor from scales.<br />
3 Magic Fang, Greater: One natural weapon of subject creature gets<br />
+1/three levels on aack and damage rolls (max +5).<br />
4 Poison: Touch deals 1d10 Con damage, repeats in 1 min.