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Mythic Vistas: SpirosBlaak - Property Is Theft!

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134<br />

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.

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