Saturday, January 1, 2011

Campaign Design - Clerical Domains: Secrets

Secrets Domain (adapted from Gods, Hamunaptra: Egyptian Adventures, and Relics & Rituals II)
Infernal Power: Vaßatar.
Granted Power: Once per day you may compel a truthful answer to a single question. Creatures with more hit dice than the cleric has levels get a Will save with a DC equal to 10 + the cleric's Charisma modifier to refuse to answer, but even if they save they cannot lie. Creatures queried may omit information or word the answer in a misleading manner, but they cannot lie. You may add Bluff, Decipher Script, Knowledge: Any, and Search to your list of character skills for free.

Secrets Domain Spells
1st: Comprehend languages, detect secret doors, know superior (H:EA), message
2nd: Dead man's eyes (RR), detect thoughts, obscure object
3rd: Mind raid (RR), nondetection
4th: Arcane eye, detect scrying, discern lies, mirror safe (RR)
5th: Inquisition (RR), modify memory, Vaßatar's secret chest, prying eyes
6th: Mislead, true seeing
7th: Greater arcane sight, sequester
8th: Discern location, mind blank
9th: Foresight, mind share (DD), time stop

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