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[FR 3.5] Deity-specific domains
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<blockquote data-quote="DreamChaser" data-source="post: 1217392" data-attributes="member: 1190"><p><strong>My domains</strong></p><p></p><p>CORRUPTION (NEGATIVE)</p><p>Granted Power: Immune to the effects of natural diseases but can carry and spread them.</p><p>1 Cause Fear</p><p>2 Ghoul Touch</p><p>3 Contagion</p><p>4 Poison</p><p>5 Enervation</p><p>6 Create Undead</p><p>7 Repulsion</p><p>8 Create Greater Undead</p><p>9 Energy Drain</p><p></p><p>DOMINATION (NEUTRAL)</p><p>Granted Power: Once per day, cast a Domination school spell as a free action by making eye contact. Verbal instructions (such as for suggestion) must still be given after the fact. A target can avoid eye contact to protect themselves from this effect.</p><p>1 Charm Person</p><p>2 Enthrall</p><p>3 Suggestion</p><p>4 Lesser Geis</p><p>5 Dominate Person</p><p>6 Geis/Quest</p><p>7 Suggestion, Mass</p><p>8 Charm Monster, Mass</p><p>9 Dominate Monster</p><p></p><p>DREAM (NEUTRAL)</p><p>Granted Power: Thrice per day per cleric level, use the effects of Hypnosis spell on a sleeping (either naturally or magically) creature.</p><p>1 Sleep</p><p>2 Darkness</p><p>3 Clairaudience/Clairvoyance</p><p>4 Lesser Geis</p><p>5 Dream OR Nightmare</p><p>6 Geis/Quest</p><p>7 Insanity</p><p>8 Mass Charm</p><p>9 Temporal Stasis</p><p></p><p>GLAMOUR (NEUTRAL)</p><p>Granted Power: Use the Daze cantrip, once per day per level.</p><p>1 Charm Person</p><p>2 Hypnotic Pattern</p><p>3 Confusion</p><p>4 Rainbow Pattern</p><p>5 Mind Fog</p><p>6 Eyebite</p><p>7 Insanity</p><p>8 Otto’s Irresistable Dance</p><p>9 Mass Charm</p><p></p><p>HARMING (NEGATIVE)</p><p>Granted Power: Once per day per level, make a Wounding attack with a slashing or piercing weapon. If the attack succeeds, the target suffers damage equal to the cleric’s Wisdom modifier for a number of rounds equal to the cleric level.</p><p>1 Inflict Light Wounds</p><p>2 Inflict Moderate Wounds</p><p>3 Inflict Serious Wounds</p><p>4 Inflict Critical Wounds</p><p>5 Inflict Light Wounds, Mass</p><p>6 Harm</p><p>7 Inflict Serious Wounds, Mass</p><p>8 Inflict Critical Wounds, Mass</p><p>9 Implosion</p><p></p><p>HEALING (POSITIVE)</p><p>Granted Power: Double the rate of healing of all who rest within 15’ of the cleric.</p><p>1 Cure Light Wounds</p><p>2 Cure Moderate Wounds</p><p>3 Cure Serious Wounds</p><p>4 Cure Critical Wounds</p><p>5 Cure Light Wounds, Mass</p><p>6 Heal</p><p>7 Cure Serious Wounds, Mass</p><p>8 Cure Critical Wounds, Mass</p><p>9 Heal, Mass</p><p></p><p>MUSIC (NEUTRAL)</p><p>Granted Power: +4 divine bonus to Perform checks involving music.</p><p>1 Sleep</p><p>2 Enthrall</p><p>3 Emotion</p><p>4 Shout</p><p>5 Greater Command</p><p>6 Mind Fog</p><p>7 Mass Suggestion</p><p>8 Otto’s Irresistible Dance</p><p>9 Mass Charm</p><p></p><p>NIGHT (NEGATIVE)</p><p>Granted Power: Gain the Blind Fight feat for free.</p><p>1 Cause Fear</p><p>2 Darkness</p><p>3 Deeper Darkness</p><p>4 Fear</p><p>5 Phantasmal Killer</p><p>6 Mind Fog</p><p>7 Insanity</p><p>8 Power Word: Blind</p><p>9 Astral Projection</p><p></p><p>PASSION (NEUTRAL)</p><p>Granted Power: Make a Sense Motive check to identify the dominant emotion and its intensity in an individual (DC 25) or a group (DC 20). Sense Motive is a class skill. </p><p>1 Charm Person</p><p>2 Enthrall</p><p>3 Emotion</p><p>4 Charm Monster</p><p>5 Mind Fog</p><p>6 Mass Suggestion</p><p>7 Repulsion</p><p>8 Sympathy</p><p>9 Mass Charm</p><p></p><p>PEACE (POSITIVE)</p><p>Granted Power: Gain a +4 bonus against fear and anger emotion effects.</p><p>1 Sanctuary</p><p>2 Calm Emotions</p><p>3 Tongues</p><p>4 Dismissal</p><p>5 Mark of Justice</p><p>6 Heroes’ Feast</p><p>7 Mass Suggestion</p><p>8 Mind Blank</p><p>9 Miracle</p><p></p><p>SHADOW (NEUTRAL)</p><p>Granted Power: Shadow Familiar--the cleric’s shadow is a separate entity and can travel up to 1/2 mile per level away from the cleric. The shadow is incorporeal but is otherwise identical to a standard familiar, including benefits, effects of death (the cleric’s shadow returns to normal and he must summon a new familar as per the rules for replacing a familiar), and advancement of abilities.</p><p>1 Shifting Shadows (Obscuring Mist)</p><p>2 Blur</p><p>3 Major Image</p><p>4 Shadow Conjuration</p><p>5 Shadow Evocation</p><p>6 Veil</p><p>7 Shades</p><p>8 Shadow Walk</p><p>9 Weird</p></blockquote><p></p>
[QUOTE="DreamChaser, post: 1217392, member: 1190"] [b]My domains[/b] CORRUPTION (NEGATIVE) Granted Power: Immune to the effects of natural diseases but can carry and spread them. 1 Cause Fear 2 Ghoul Touch 3 Contagion 4 Poison 5 Enervation 6 Create Undead 7 Repulsion 8 Create Greater Undead 9 Energy Drain DOMINATION (NEUTRAL) Granted Power: Once per day, cast a Domination school spell as a free action by making eye contact. Verbal instructions (such as for suggestion) must still be given after the fact. A target can avoid eye contact to protect themselves from this effect. 1 Charm Person 2 Enthrall 3 Suggestion 4 Lesser Geis 5 Dominate Person 6 Geis/Quest 7 Suggestion, Mass 8 Charm Monster, Mass 9 Dominate Monster DREAM (NEUTRAL) Granted Power: Thrice per day per cleric level, use the effects of Hypnosis spell on a sleeping (either naturally or magically) creature. 1 Sleep 2 Darkness 3 Clairaudience/Clairvoyance 4 Lesser Geis 5 Dream OR Nightmare 6 Geis/Quest 7 Insanity 8 Mass Charm 9 Temporal Stasis GLAMOUR (NEUTRAL) Granted Power: Use the Daze cantrip, once per day per level. 1 Charm Person 2 Hypnotic Pattern 3 Confusion 4 Rainbow Pattern 5 Mind Fog 6 Eyebite 7 Insanity 8 Otto’s Irresistable Dance 9 Mass Charm HARMING (NEGATIVE) Granted Power: Once per day per level, make a Wounding attack with a slashing or piercing weapon. If the attack succeeds, the target suffers damage equal to the cleric’s Wisdom modifier for a number of rounds equal to the cleric level. 1 Inflict Light Wounds 2 Inflict Moderate Wounds 3 Inflict Serious Wounds 4 Inflict Critical Wounds 5 Inflict Light Wounds, Mass 6 Harm 7 Inflict Serious Wounds, Mass 8 Inflict Critical Wounds, Mass 9 Implosion HEALING (POSITIVE) Granted Power: Double the rate of healing of all who rest within 15’ of the cleric. 1 Cure Light Wounds 2 Cure Moderate Wounds 3 Cure Serious Wounds 4 Cure Critical Wounds 5 Cure Light Wounds, Mass 6 Heal 7 Cure Serious Wounds, Mass 8 Cure Critical Wounds, Mass 9 Heal, Mass MUSIC (NEUTRAL) Granted Power: +4 divine bonus to Perform checks involving music. 1 Sleep 2 Enthrall 3 Emotion 4 Shout 5 Greater Command 6 Mind Fog 7 Mass Suggestion 8 Otto’s Irresistible Dance 9 Mass Charm NIGHT (NEGATIVE) Granted Power: Gain the Blind Fight feat for free. 1 Cause Fear 2 Darkness 3 Deeper Darkness 4 Fear 5 Phantasmal Killer 6 Mind Fog 7 Insanity 8 Power Word: Blind 9 Astral Projection PASSION (NEUTRAL) Granted Power: Make a Sense Motive check to identify the dominant emotion and its intensity in an individual (DC 25) or a group (DC 20). Sense Motive is a class skill. 1 Charm Person 2 Enthrall 3 Emotion 4 Charm Monster 5 Mind Fog 6 Mass Suggestion 7 Repulsion 8 Sympathy 9 Mass Charm PEACE (POSITIVE) Granted Power: Gain a +4 bonus against fear and anger emotion effects. 1 Sanctuary 2 Calm Emotions 3 Tongues 4 Dismissal 5 Mark of Justice 6 Heroes’ Feast 7 Mass Suggestion 8 Mind Blank 9 Miracle SHADOW (NEUTRAL) Granted Power: Shadow Familiar--the cleric’s shadow is a separate entity and can travel up to 1/2 mile per level away from the cleric. The shadow is incorporeal but is otherwise identical to a standard familiar, including benefits, effects of death (the cleric’s shadow returns to normal and he must summon a new familar as per the rules for replacing a familiar), and advancement of abilities. 1 Shifting Shadows (Obscuring Mist) 2 Blur 3 Major Image 4 Shadow Conjuration 5 Shadow Evocation 6 Veil 7 Shades 8 Shadow Walk 9 Weird [/QUOTE]
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