Domaines Cléricaux

1 décembre 2013 par Kazz → Cultes, Règles

Pouvoirs et sorts de domaines cléricaux sur Derenworld

Les domain spells & powers sont exclusivement réservés aux Clercs et Druides; ils ne sont pas accessibles aux autres classes douées de sorts de type clérical ou druidique.
1 sort est a choisir par niveau de sort dans les domaines autorisés par la divinité révérée par le prêtre/druide ; il est possible de panacher plusieurs domaines pour différents niveaux.
Le Power est choisi au moment de la création du personnage ou au moment de son entrée dans la classe de clerc/druide. Ce choix est définitif et irrévocable et ne peut pas être modifié par la suite.
Les sorts et pouvoirs conférés disparaissent en cas de perte involontaire (changement d’alignement, perte de la classe de clerc, changement de divinité…). Si cette perte est réparée par la suite, ce sont les mêmes qui sont réattribués.


Liste des cultes par domaines

    • Air : Ukko, Seker, Tezcatlipoca
    • Animals : Freyya, Pan, Set, Silvanus, Uller
    • Art : Untamo, Balder, Dyonisos, Dyonisos, Oghma, Pan, Thoth
    • Chaos : Xiombarg, Arioch, Cult of the Pit, Kakatal, Pan, Loki
    • Death : Arès, Hades, Hecate, Hel, Tezcatlipoca
    • Destruction : Votishal, Uller, Arès, Hades, Hel, Kakatal, Loviatar, Tezcatlipoca, Thor
    • Earth : Frigga, Hades, Nephtys, Silvanus
    • Evil : Arioch, Cult of the Pit, Cult of the Circles, Loviatar, Set
    • Fate : Votishal, Loviatar, Thoth, Tykho
    • Fire : Apollo, Kakatal, Loki
    • Good : Ukko, Tyr, Balder, Heimdall, Isis, Issek, Osiris, Ra
    • Healing : Apollo, Diancecht, Hermes, Issek, Ra
    • Knowledge : Athena, Oghma, Thoth
    • Law : Ukko, Votishal, Tyr, Athena, Cult of the Circles, Heimdall, Hel, Ptah, Set, Straasha
    • Love : Tyr, Frey, Freyya, Frigga, Isis, Issek
    • Luck : Bes, Geb, Poseido, Tykho
    • Magic : Xiombarg, Untamo, Bast, Hecate, Isis
    • Plants : Dyonisos, Frey, Nephtys, Osiris, Silvanus
    • Protection : Balder, Bast, Bes, Diancecht, Frigga, Geb, Heimdall, Nephtys, Poseido
    • Renewal : Freyya, Osiris, Ptah, Diancecht
    • Sun : Apollo, Frey, Ra, Seker
    • Strength : Bes, Cult of the Pit, Thor
    • Travel : Untamo, Bast, Geb, Hermes, Ptah, Straasha
    • Trickery : Xiombarg, Uller, Hecate, Hermes, Oghma, Tykho, Loki
    • War : Arès, Arioch, Athena, Cult of the Circles, Seker,
    • Water : Poseido, Straasha, Thor

Caractéristiques des domaines

ART
Power : Confère 3 rangs en Skill Perform (au choix). At level 8 gain telepathy power 1/day for your level/2 rds with any willing creature or ESP with any unwilling creature.
Spells:
1 Charm Person
2 Hypnotic Pattern
3 Stone Shape
4 Charm Monster
5 True Seeing
6 Domination
7 Symbol

AIR
Power : Permanent protection from Air creatures / elementals (as protection  from evil spell). At level 12+ you can summon a 8 HD Air Elemental for your level rds. At level 16+ elemental is HD 12.
Spells :
1 Obscuring Mist. Fog surrounds you.
2 Wind Wall. Deflects arrows, smaller creatures, and gases.
3 Gaseous Form. Subject becomes insubstantial and can fly slowly.
4 Air Walk. Subject treads on air as if solid (climb at 45-degree angle).
5 Control Winds. Change wind direction and speed.
6 Control Weather. Changes weather in local area.
7 Whirlwind. Cyclone inflicts damage and can pick up creatures.

ANIMAL
Power :
Animal Empathy as Extraordinary Ability 3/day.
Spells:
1 Calm Animals. Calms 2d4 +1/level HD of animals, beasts, and magical beasts.
2 Dominate Animal. Subject animal obeys silent mental commands.
3 Repel Vermin. Insects stay 10 ft. away.
4 Commune with Nature. Learn about terrain for one mile/level.
5 Antilife Shell. 10-ft. field hedges out living creatures.
6 Animal Shapes. One ally/level polymorphs into chosen animal.
7 Creeping Doom. Carpet of insects attacks at your command.

CHAOS
Power : add 1 dice of damage / cure to any spell you cast ; pouvoir utilisable 1 fois par jour + 1 fois tous les 4 niveaux passé le 1er (4,8,12…).
Spells:
1 Entropic Shield : ranged attacks miss 20% of time.
2 Shatter. Sonic vibration damages objects or crystalline creatures.
3 Magic Circle against Law. As protection spells, but 10-ft. radius and 10 min./level.
4 Animate Objects. Objects attack your foes.
5 Dispel Law. +4 bonus against attacks by lawful creatures.
6 Word of Chaos. Kills, confuses, stuns, or deafens nonchaotic subjects.
7 Cloak of Chaos. +4 AC, +4 S.T. MR 25% or 75% against lawful spells, 1rd/lv.

DEATH
Powers : As a melee touch attack, you can cause a living creature to take 1d6 points of damage per round, duration = your level. This effect persists for a number of rounds equal to your level  or until stopped with a DC 15 Heal check or any spell or effect that heals damage. Nombre de fois par jour = Widom bonus. A partir du 11e niveau, une de ces attaques devient par surcroît un Death Touch : target ST or dead.
Au 20e niveau, 1 fois par jour, le lancer d’une cérémonie (0 level spell) peut interdire définitivement la résurrection cléricale d’un cadavre sauf par wish divin.
Spells:
1 Cause Fear. One creature flees for 1d4 rounds.
2 Death Knell. Kill dying creature and gain 1d8 temp. hp, +2 Str, and +1 caster level.
3 Animate Dead. Creates undead skeletons and zombies.
4 Death Ward. Grants immunity to death spells and effects.
5 Slay Living. Touch attack kills subject.
6 Create Undead. Ghouls, shadows, ghasts, wights, or wraiths.
7 Wail of the Banshee. Kills one creature/level.

DESTRUCTION
Power : add your level to melee dmg. This power can be used up to your Wisdom bonus / day.
Spells:
1 Inflict Light Wounds. Touch attack, 1d8 +1/level damage.
2 Shatter. Sonic vibration damages objects or crystalline creatures.
3 Contagion. Infects subject with chosen disease.
4 Inflict Critical Wounds. Touch attack, 4d8 +1/level damage.
5 Circle of Doom. Deals 1d8 +1/level damage in all directions.
6 Harm. Subject loses all but 1d4 hp.
7 Earthquake. Intense tremor shakes 5-ft./level radius.

EARTH
Powers : As a ranged attack,  acid dart targeting any foe within 30′, deals 1d6 points of acid damage + 1 point for every two  levels you possess. Use this ability a number of times per day equal to 3 + Wisdom bonus /day.
At level 12, cast freely 1/day at choice either transmute rock to mud or reverse or flesh to stone or reverse.
Spells
1 Magic Stone. Three stones become +1 projectiles, 1d6+1 damage.
2 Entangle
3 Dig.
4 Wall of Stone. Creates a stone wall that can be shaped.
5 Stoneskin. Stops blows, cuts, stabs, and slashes.
6 Move Earth.
7 Earthquake. Intense tremor shakes 5-ft./level radius.

EVIL
Power : Vampiric touch attack dmg d6+ (your level/2); #AT lvl/2 : you gain 1 hp per physical damage you cause on good creatures, 1/2 hp on non-good creatures. This power can be used 1/day at lvl 1, 2/day at level 8, 3/day at level 15, 4/day at level 21.
Spells
1 Protection from Good. +2 AC and saves, counter mind control, hedge out elementals and outsiders.
2 Desecrate. Fills area with negative energy, making undead stronger.
3 Magic Circle against Good. As protection spells, but 10-ft. radius and 10 min./level.
4 Unholy Blight. Damages and sickens good creatures.
5 Dispel Good. +4 bonus against attacks by good creatures.
6 Blasphemy. Kills, paralyzes, weakens, or dazes nonevil subjects.
7 Unholy Aura. +4 AC, +4 S.T., Magic Resistance 25% or 75% against good spells, 1 rd/level.

FATE
Power :
At level 1, 1/day you can alter the result of any one roll of d20 by up to 2, or d100 by up to 2. The change must be declared before the roll. At level 8 you can alter rolls by ub to 3 for a d20, or up to 5 for a d100. At level 15 you can use this power 2/day.
Spells
1 True Strike: You gain +5 on your next attack roll.
2 Augury: You learn whether an action will be good or bad.
3 Bestow Curse: Subject takes a -4 penalty to any ability score; -2 penalty on attack rolls, saves, and checks
4 Divination: Provides useful advice for specific proposed actions.
5 Improved Commune (always work, even if on an outer plane).
6 Contingency.
7 Precognition.

FIRE
Powers : Resist fire is a lvl 0 spell, sanctuary vs fire using creatures is a lvl 0 spell. At level 12+ you can summon a 8 HD Fire Elemental for your level rds. At level 16+ elemental is HD 12.
Spells
1 Burning Hands. 1d4 fire damage/leve.
2 Produce Flame. 1d4 +1/two levels damage, touch or thrown.
3 Fireball (as MU Spell but max 10d6 dmg)
4 Wall of Fire.
5 Fire Shield. Creatures attacking you take fire damage; you’re protected from heat or cold.
6 Fire Storm. Deals 1d6 fire damage/level.
7 Incendiary Cloud. Cloud deals 4d6 fire damage/round.

GOOD
Power : 1 day, add 50% level (max 5) & according d8 hit points (as « heroism ») against 1 evil creature. This power can be used 1/day at lvl 1, 2/day at level 8, 3/day at level 15, 4/day at level 21.
Spells
1 Protection from Evil. +2 AC and saves, counter mind control,
hedge out elementals and outsiders.
2 Aid. +1 attack, +1 on saves against fear, 1d8 temporary hit points.
3 Magic Circle against Evil. As protection spells, but 10-ft. radius and 10 min./level.
4 Holy Smite. Damages and blinds evil creatures.
5 Dispel Evil. +4 bonus against attacks by evil creatures.
6 Holy Word. Kills, paralyzes, weakens, or dazes nongood subjects.
7 Holy Aura. +4 AC, +4 S.T., MR 25% or MR 75% against evil spells, 1 rd/level.

HEALING
Power : « 1 » rolled on cure spells dices are treated as « 2 ».
Spells
1 Aid
2 Remove Paralysis
3 Cure Disease
4 Healing Circle. Cures 1d8 +1/level damage in all directions.
5 Heal. Cures all damage, diseases, and mental conditions.
6 Regenerate. Subject’s severed limbs grow back.
7 Resurrection. As resurrection, plus remains aren’t needed.

KNOWLEDGE
Power : 2/day force any divination spell to be always successful and always accurate.
Spells
1 Comprehend Languages (incl. written)
2 ESP.
3 Speak with Dead.
4 Divination. Provides useful advice for specific proposed actions.
5 True Seeing. See all things as they really are.
6 Find the Path. Shows most direct way to a location.
7 Legend Lore. Learn tales about a person, place, or thing.

LAW
Power : permanent +1 to all saves vs Chaotic creatures ;ST  +2 at level 8, +3 at level 15.
Spells :
1 Protection from Chaos. +2 AC and saves, counter mind control, hedge out elementals and outsiders.
2 Atonement.
3 Magic Circle against Chaos. As protection spells, but 10-ft. radius and 10 min./level.
4 Dispel Chaos. +4 bonus against attacks by chaotic creatures.
5 Hold Monster. As hold person, but any creature.
6 Dictum. Kills, paralyzes, weakens, or dazes nonlawful subjects.
7 Shield of Law. +4 AC, +4 S.T., MR 25% or MR 75% against chaotic spells, 1 rd/level.

LOVE
Power: améliore de (your level / 4, rounded up ) n’importe quel jet lié au Charisme, cette faculté devant être déclarée avant le jet. Cette faculté est utilisable (your level /4, rounded up) fois par jour.
Spells
1 Charm
2 Goodberry
3 Prayer
4 Death Ward
5 Atonement
6 Quest (No S.T.)
7 Gate

LUCK
Power : Luck (as stone of Luck) 1/day if lvl < 11, 2/day hereafter.
Spells
1 Entropic Shield. Ranged attacks against you suffer 20% miss chance.
2 Aid. +1 attack, +1 against fear, 1d8 temporary hit points.
3 Protection from Elements. Absorb 12 damage/level from one kind of energy.
4 Free Action
5 Spell Turning. Reflect 1d4+6 spell levels back at caster.
6 Prismatic Wall
7 Miracle. Requests a deity’s intercession.

MAGIC
Power : you can use wizards’ magic items ; at 12th level you can take 1 Magical spell instead of a clerical spell of same level, the level of chosen spell being equal or less than your level / 4 (rounded down).
Spells
1 Identify. Determines single feature of magic item.
2 Extension I
3 Dispel Magic. Cancels magical spells and effects.
4 Magic Resistance. Gain 35% MR 1rd/level.
5 Antimagic Shell. Negates magic within 10 ft.
6 Spell Turning. Reflect 1d4+6 spell levels back at caster.
7 Mordenkainen’s Disjunction.

PLANTS
Power : Command Plants (as command spell target towards plants), save @-2, 3/ day. A compter du 8e niveau, une de ces utilisations ne donne pas lieu à ST. Au 15e niveau, change shape into any common plant 1/day for up to your level hours.
Spells
1 Entangle. Plants entangle everyone in 40-ft.-radius circle.
2 Speak With Plants
3 Barkskin. Grants +3 natural armor bonus (or higher).
4 Wall of Thorns. Thorns damage anyone who tries to pass.
5 Control Plants. Talk to and control plants & fungi.
6 Changestaff. Your staff becomes a treant on command.
7 Shambler. Summons 1d4+2 shambling mounds to fight for you.

PROTECTION
Power : +1 all S.T. 1/ day for 1 hour/level. At level 12 you gain protection from Law/Chaos/Evil/Good (choose type) 10′ rad, 1 day, for your level turns.
Spells
1 Sanctuary. Opponents can’t attack you, and you can’t attack.
2 Mirror Image.
3 Protection from Elements. Absorb 12 damage/level from one kind of energy.
4 Magic Resistance. Gain 35% MR 1rd/level.
5 Cube of Force (as wall but acts as magic item) 1rd / level
6 Mind Blank. Subject is immune to mental/emotional magic and scrying.
7 Prismatic Sphere. As prismatic wall, but surrounds on all sides.

RENEWAL
Power : 1/day, if you fall between 0 & -10 hit points and , you regain a number of hit points equal to 1d8 + your Charisma modifier.  At level 12, your can never be drained permanently of abilty points or levels ; you always gain 1 save per 24hrs to recover 1 pont or level lost.
Spells
1 Death Door : brings a subject between -10 and -1 hp back to 0 if cast in same round than damage taken.
2 Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.
3 Remove Disease: Cures all diseases affecting subject.
4 Reincarnate: Brings dead subject back in a random body.
5 Atonement: Removes burden of misdeeds from subject.
6 Heroes’ Feast: Food for one creature/level cures and grants combat bonuses.
7 Restoration

STRENGTH
Power : +1 Str to yoursef or any creature your level/4 (rounded up) times day for 1 turn/level. At level 8, you can True Strike(+20 toHit, +5 damage) any creature, 1/day. At level 12 you canuse this True Strike 2/day, at level 16 3/day, at level 20 4/day.
Spells
1 Endure Elements. Ignores 5 damage/round from one energy type.
2 Bull’s Strength. Subject gains 1d4+1 Str for 1 hr./level.
3 Prayer
4 Remove Curse
5 Righteous Might. Your size increases, and you gain +2 Str. (= bull’s strength x2, cumulable)
6 Wall of Force
7 Bigby’s Grasping Hand. Hand provides cover, pushes, or grapples.

SUN
Power : Add your level to turn undead roll, 1 / per day every 8 levels (1,8,16,24). If Channeler, add your level to your Channel power.
Spells
1 Resist Cold.
2 Heat Metal. Make metal so hot it damages those that touch it.
3 Searing Light. Ray deals 1d8/two levels, more against undead.
4 Negative Plane Protection
5 Flame Strike. Smite foes with divine fire (1d8/level).
6 Sunray. Beam blinds and deals 3d6 damage.
7 Prismatic Sphere. As prismatic wall, but surrounds on all sides.

TRAVEL
Power : +1 ST vs Slow & Hold Spells, add 1 immunity to Haste aging effect / day, +2 to all Survival or Navigation checks, +1 to any knowledge check.
Spells
1 Longstrider
2 Locate Object. Senses direction toward object (specific or type).
3 Fly. Subject flies at speed of 90.
4 Haste
5 Teleport. Instantly transports you anywhere.
6 Find the Path. Shows most direct way to a location.
7 Teleport without Error. As teleport, but no off-target arrival.
8 Phase Door. Invisible passage through wood or stone.
7 Astral Projection. Projects you and companions into Astral Plane.

TRICKERY
Power: +2 to all ST vs charm & illusion spells. At level 12 you gain benefit of 1 displacement (as magic item) per day.
Spells
1 Change Self. Change own appearance.
2 Invisibility. Subject invisible 10 min./level or until it attacks.
3 Nondetection. Hides subject from divination, scrying.
4 Confusion. Makes subjects behave oddly for 1 round/level.
5 Phantasmal Killer
6 Polymorph Any Object. Changes any subject into anything else.
7 Time Stop. You act freely for 1d4+1 rounds.

WAR
Power : +1 Hit and damage and free cleave feat with deity’s favorite weapon.
Spells
1 Bless
2 Spiritual Hammer.
3 Divine Power. You gain attack 18 Str and 1 hp/level for 1r/lvl.
4 Flame Strike. Smite foes with divine fire (1d6 damage/level).
5 Blade Barrier. Blades encircling you deal 1d6 damage/level.
6 Power Word, Stun. Stuns creature with up to 150 hp.
7 Power Word, Blind. Blinds 200 hp worth of creatures.

WATER
Power : Dispel Fire Creature 1/day = return an outsider from Fire El. Plane to its plane who misses its ST, or extinguish (cancel) fire-using ability of a creature of P.M. Plane for (lvl/2) rounds ; in both cases affectd creature saves at (lvl/2) penalty. You gain 1 additional Dispel Fire Creature per day every 11 levels.
Spells
1 Creater Water.
2 Water Breathing. Subjects can breathe underwater.
3 Lower Water. Raises or lowers bodies of water.
4 Ice Storm. Hail deals 5d6 damage in cylinder 40 ft. across.
5 Mass Water Breathing : affects your level /2 creatures, doubled duration.
6 Conjure Water Elemental (12 HD)
7 Dessicate : subject brought to 1hp per its HD, no ST, range : Touch, AoE 1 creature.

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