Mark Chance
Boingy! Boingy!
A thread in the D&D Rules section was looking for information about a Hunger Domain. No one has been able to come up with any, so I decided to do something about it.
Hunger Domain
Granted Power: Esurience, a spell-like ability usable once per day as a melee touch attack, forces your target to make a Fortitude save (DC 10 + one-half your cleric caster level + your Wisdom modifier) or suffer 1d6 points of subdual damage and become fatigued (see p. 84, DMG). This subdual damage and fatigue cannot be healed except by consuming a meal. Creatures that do not derive nourishment from food in a conventional manner (such as undead) are invulnerable to esurience.
Hunger Domain Spells
1 Corruption*. Destroys food and drink, including healing potions
2 Ray of Enfeeblement. Ray reduces Str by 1d6 + 1 points/two levels.
3 Contagion. Infects subject with chosen disease.
4 Blight*. Destroys food, drink, and plant matter, and damages plant creatures.
5 Circle of Doom. Deals 1d8 +1/level damage in all directions.
6 Famine*. Living creatures in a 20-ft.-radius are damaged and fatigued.
7 Aura of Pain*. Creatures within the radius suffer wracking pains.
8 Maw of the Devourer*. Jaws and teeth transform into a deadly attack form.
9 Carnival of Forbidden Flesh*. Compulsion forces intelligent creatures to feed on each other.
* Indicates new spell.
New Spells
Aura of Pain
Transmutation
Level: Hunger 7
Components: V, S, DF
Casting Time: 1 action
Range: 20 ft.
Area: 20-ft.-radius emanation around you
Duration: 1 round/level (D) (see text)
Saving Throw: Fortitude negates
Spell Resistance: Yes
You surround yourself with an emanation that causes intense agony in affected creatures. Any creature within the radius when it first appears must make a Fortitude save or suffer wracking pains that reduce Dexterity by 2 and impose a -4 penalty on attack rolls, skill checks, and ability checks. Any creature within the radius on its initiative turn must also make a Fortitude save or suffer wracking pains. If a creature has resisted the aura of pain, it need not make another Fortitude save against that aura of pain should it remain in the area of effect.
A creature that fails its Fortitude save against aura of pain suffers wracking pains for as long as it remains within the area of effect plus 10 minutes per caster level.
Blight
Necromancy
Level: Hunger 4
Components: V, S
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Area: 10-ft.-radius burst
Duration: Instantaneous
Saving Throw: Will half or Will negates (object) (see text)
Spell Resistance: Yes or Yes (object) (see text)
With this spell, you cause a burst of negative energy that damages living creatures, including plants, and destroys food, drinks, dead plant matter, and healing potions.
Plant creatures caught in the burst suffer 1d4 points of damage per four caster levels (maximum 5d4). A successful Will save halves the damage. Since undead are powered by negative energy, this spell cures them, restoring 1d4 points of damage per four caster levels (maximum 5d4).
Unattended, nonmagical food and drinks are automatically spoilt. Unattended dead plant matter (such as a hemp rope or a wooden door) within the radius is automatically suffers 1d4 points of damage per caster level (maximum 10d4), resisted by hardness as normal. Affected magical objects (such as potion of cure light wounds or a +1 longbow) and attended objects made of dead plant matter are permitted a Will save to negate the damage. Attended or magical food and drink are permitted a Will save to avoid spoilage.
Carnival of Forbidden Flesh
Enchantment (Compulsion) [Evil, Mind-Affecting]
Level: Hunger 9
Components: V, S, DF
Casting Time: 1 action
Range: Long (400 ft. + 40 ft./level)
Area: 60-ft.-radius spread
Target: All intelligent living creatures within the area
Duration: 1 minute/level (D)
Saving Throw: Will negates
Spell Resistance: Yes
By means of this hellish spell, you infect the minds of living creatures with murderous rage and an overwhelming compulsion to consume the raw flesh of their victims. Creatures with Intelligence scores lower than 3 cannot be affected by carnival of forbidden flesh.
Affected creatures are filled with murderous rage. They gain a +2 morale bonus to Will saves, attack rolls, and melee damage rolls. They suffer a -2 penalty to Armor Class and cannot perform actions that require patience or concentration. Affected creatures move to attack in melee combat the closest intelligent living creature, heedless of danger and full of homicidal intent. They continue to fight for the duration of the spell or until killed or otherwise disabled.
If an affected creature slays the target of its rage, the affected creature stops fighting and begins to consume the flesh of its victim. The affected creature continues to gorge itself for the duration of the spell unless attacked, in which case its murderous rage turns onto its attacker.
Corruption
Transmutation
Level: Hunger 1
Components: V, S
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Area: 5-ft.-radius burst
Duration: Instantaneous
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)
With this spell, you destroy food, drinks, and magical healing potions caught in the 5-foot radius burst. Unattended, nonmagical food and drinks are automatically spoilt. Potions of healing (such as potion of cure light wounds) and attended or magical food and drinks are permitted a Will save to negate the effects. A potion of healing receives a bonus to the Will save equal to its spell level. For example, a potion of cure moderate wounds receives a +2 bonus.
Famine
Necromancy
Level: Hunger 6
Components: V, S, DF
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Area: 20-ft.-radius burst
Duration: Instantaneous
Saving Throw: Fortitude half
Spell Resistance: Yes
A burst of negative energy inflicts 2d8 points of subdual damage +1 point per caster level (maximum +20) to living creatures caught in the burst. Creatures failing their Fortitude saves are also fatigued (see p. 84, DMG). Subdual damage and fatigue cannot be healed except by consuming a meal.
Famine has a special effect on undead creatures. Undead creatures caught in the burst gain a +1 profane bonus to attack rolls, damage rolls, and saving throw for 1d4 rounds + 1 round per caster level.
Maw of the Devourer
Transmutation
Level: Hunger 8
Components: V, S
Casting Time: 1 action
Range: Personal
Target: You
Duration: 10 minutes/level (D)
Your jaws and teeth change, increasing the size of your mouth dramatically as well as filling it with razor-sharp fangs. In lieu of your normal attacks, you can make a single bite attack per round at your base attack bonus with a +5 enhancement bonus to attack and damage rolls. Your bite inflicts 1d8 points of slashing damage (no Strength bonus but include the +5 enhancement bonus) and has a critical hit threat range of 19-20. Upon a successful critical hit, you sever the head of a Large or smaller opponent.
Legal
This document is published under the terms of the Open Gaming License (see below). All materials within this document are designated as Open Gaming Content.
License
OPEN GAME LICENSE Version 1.0a
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.
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15 COPYRIGHT NOTICE
Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
System Rules Document Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on original material by E. Gary Gygax and Dave Arneson.
Hunger Domain Copyright 2003, Mark L. Chance.

Hunger Domain
Granted Power: Esurience, a spell-like ability usable once per day as a melee touch attack, forces your target to make a Fortitude save (DC 10 + one-half your cleric caster level + your Wisdom modifier) or suffer 1d6 points of subdual damage and become fatigued (see p. 84, DMG). This subdual damage and fatigue cannot be healed except by consuming a meal. Creatures that do not derive nourishment from food in a conventional manner (such as undead) are invulnerable to esurience.
Hunger Domain Spells
1 Corruption*. Destroys food and drink, including healing potions
2 Ray of Enfeeblement. Ray reduces Str by 1d6 + 1 points/two levels.
3 Contagion. Infects subject with chosen disease.
4 Blight*. Destroys food, drink, and plant matter, and damages plant creatures.
5 Circle of Doom. Deals 1d8 +1/level damage in all directions.
6 Famine*. Living creatures in a 20-ft.-radius are damaged and fatigued.
7 Aura of Pain*. Creatures within the radius suffer wracking pains.
8 Maw of the Devourer*. Jaws and teeth transform into a deadly attack form.
9 Carnival of Forbidden Flesh*. Compulsion forces intelligent creatures to feed on each other.
* Indicates new spell.
New Spells
Aura of Pain
Transmutation
Level: Hunger 7
Components: V, S, DF
Casting Time: 1 action
Range: 20 ft.
Area: 20-ft.-radius emanation around you
Duration: 1 round/level (D) (see text)
Saving Throw: Fortitude negates
Spell Resistance: Yes
You surround yourself with an emanation that causes intense agony in affected creatures. Any creature within the radius when it first appears must make a Fortitude save or suffer wracking pains that reduce Dexterity by 2 and impose a -4 penalty on attack rolls, skill checks, and ability checks. Any creature within the radius on its initiative turn must also make a Fortitude save or suffer wracking pains. If a creature has resisted the aura of pain, it need not make another Fortitude save against that aura of pain should it remain in the area of effect.
A creature that fails its Fortitude save against aura of pain suffers wracking pains for as long as it remains within the area of effect plus 10 minutes per caster level.
Blight
Necromancy
Level: Hunger 4
Components: V, S
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Area: 10-ft.-radius burst
Duration: Instantaneous
Saving Throw: Will half or Will negates (object) (see text)
Spell Resistance: Yes or Yes (object) (see text)
With this spell, you cause a burst of negative energy that damages living creatures, including plants, and destroys food, drinks, dead plant matter, and healing potions.
Plant creatures caught in the burst suffer 1d4 points of damage per four caster levels (maximum 5d4). A successful Will save halves the damage. Since undead are powered by negative energy, this spell cures them, restoring 1d4 points of damage per four caster levels (maximum 5d4).
Unattended, nonmagical food and drinks are automatically spoilt. Unattended dead plant matter (such as a hemp rope or a wooden door) within the radius is automatically suffers 1d4 points of damage per caster level (maximum 10d4), resisted by hardness as normal. Affected magical objects (such as potion of cure light wounds or a +1 longbow) and attended objects made of dead plant matter are permitted a Will save to negate the damage. Attended or magical food and drink are permitted a Will save to avoid spoilage.
Carnival of Forbidden Flesh
Enchantment (Compulsion) [Evil, Mind-Affecting]
Level: Hunger 9
Components: V, S, DF
Casting Time: 1 action
Range: Long (400 ft. + 40 ft./level)
Area: 60-ft.-radius spread
Target: All intelligent living creatures within the area
Duration: 1 minute/level (D)
Saving Throw: Will negates
Spell Resistance: Yes
By means of this hellish spell, you infect the minds of living creatures with murderous rage and an overwhelming compulsion to consume the raw flesh of their victims. Creatures with Intelligence scores lower than 3 cannot be affected by carnival of forbidden flesh.
Affected creatures are filled with murderous rage. They gain a +2 morale bonus to Will saves, attack rolls, and melee damage rolls. They suffer a -2 penalty to Armor Class and cannot perform actions that require patience or concentration. Affected creatures move to attack in melee combat the closest intelligent living creature, heedless of danger and full of homicidal intent. They continue to fight for the duration of the spell or until killed or otherwise disabled.
If an affected creature slays the target of its rage, the affected creature stops fighting and begins to consume the flesh of its victim. The affected creature continues to gorge itself for the duration of the spell unless attacked, in which case its murderous rage turns onto its attacker.
Corruption
Transmutation
Level: Hunger 1
Components: V, S
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Area: 5-ft.-radius burst
Duration: Instantaneous
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)
With this spell, you destroy food, drinks, and magical healing potions caught in the 5-foot radius burst. Unattended, nonmagical food and drinks are automatically spoilt. Potions of healing (such as potion of cure light wounds) and attended or magical food and drinks are permitted a Will save to negate the effects. A potion of healing receives a bonus to the Will save equal to its spell level. For example, a potion of cure moderate wounds receives a +2 bonus.
Famine
Necromancy
Level: Hunger 6
Components: V, S, DF
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Area: 20-ft.-radius burst
Duration: Instantaneous
Saving Throw: Fortitude half
Spell Resistance: Yes
A burst of negative energy inflicts 2d8 points of subdual damage +1 point per caster level (maximum +20) to living creatures caught in the burst. Creatures failing their Fortitude saves are also fatigued (see p. 84, DMG). Subdual damage and fatigue cannot be healed except by consuming a meal.
Famine has a special effect on undead creatures. Undead creatures caught in the burst gain a +1 profane bonus to attack rolls, damage rolls, and saving throw for 1d4 rounds + 1 round per caster level.
Maw of the Devourer
Transmutation
Level: Hunger 8
Components: V, S
Casting Time: 1 action
Range: Personal
Target: You
Duration: 10 minutes/level (D)
Your jaws and teeth change, increasing the size of your mouth dramatically as well as filling it with razor-sharp fangs. In lieu of your normal attacks, you can make a single bite attack per round at your base attack bonus with a +5 enhancement bonus to attack and damage rolls. Your bite inflicts 1d8 points of slashing damage (no Strength bonus but include the +5 enhancement bonus) and has a critical hit threat range of 19-20. Upon a successful critical hit, you sever the head of a Large or smaller opponent.
Legal
This document is published under the terms of the Open Gaming License (see below). All materials within this document are designated as Open Gaming Content.
License
OPEN GAME LICENSE Version 1.0a
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.
1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"Derivative Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement.
2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.
3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.
4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content.
5. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License.
6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.
7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.
8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.
9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.
10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.
11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so.
12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.
13 Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.
14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.
15 COPYRIGHT NOTICE
Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
System Rules Document Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on original material by E. Gary Gygax and Dave Arneson.
Hunger Domain Copyright 2003, Mark L. Chance.

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