Saturday, January 1, 2011

Campaign Design - Clerical Domains: Light

Light Domain (adapted from The Book of Hallowed Might and Secrets)
Divine Power: Eiur.
Granted Power: With a successful touch attack you can infuse a creature with light. This is a spell-like ability usable once per day. When you touch the target, there is a bust of light. Creatures with special vulnerability or aversion to any kind of light are affected as if by the light to which they are vulnerable, regardless of light conditions. The effect lasts one minute per cleric level, even if the creature moves away into darkness. If the creature would normally be destroyed by light (like a vampire), roll 1d6 per your cleric level. If the total at least equals the creature's current hit points, it is destroyed.

Additional Granted Power: You gain the spell-like ability to bring light to the darkness. This power functions just like dancing lights, flare, or light (your choice at the time of casting) and is usable a number of times per day equal to your Charisma modifier (minimum of once per day) cast as a divine spell at your cleric caster level.

Light Domain Spells
1st: Faerie fire, illuminated weapon (BoHM)
2nd: Daylight, heartglow (BoHM)
3rd: Searing light
4th: Lightning bolt, shield of light (BoHM)
5th: Blazing light (BoHM), true seeing
6th: Undeath to death, waves of light (BoHM)
7th: Sunbeam
8th: Sunburst, sunfire tomb (BoHM)
9th: Miracle, wellspring of soul's light (BoHM)

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