Showing posts with label Forseti. Show all posts
Showing posts with label Forseti. Show all posts

Saturday, January 1, 2011

Campaign Design - Clerical Domains: Celestia

Celestia Domain (from the Spell Compendium)
Divine Power: Forseti.
Requirement: Must be lawful good.
Granted Power: Once per day, as a free action, you can generate an aura of menace similar to that of the archons. The aura lasts for 1 minute. Any hostile enemy within a 20-foot radius of you must succeed at a Will save (DC 10 + ½ your cleric level + your Charisma modifier) to resist its effects. Those who fail take a -2 penalty on attack rolls, Armor Class, and saving throws for 24 hours or until they successfully hit you. A creature that has resisted or broken the effect cannot be affected again by your aura for 24 hours. Knowledge: Religion and Sense Motive are synergy skills for you.

Celestia Domain Spells
1st: Light of Lunia (SC), shield of faith
2nd: Bear's endurance, shield other
3rd: Magic vestment, summon monster III [lawful good creatures only]
4th: Divine power, greater magic weapon
5th: Righteous might, summon monster V [lawful good creatures only]
6th: Blade barrier, mass bear's endurance
7th: Regenerate, summon monster VII [lawful good creatures only]
8th: Power word, stun, shield of law
9th: Foresight, summon monster IX [lawful good creatures only]

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Campaign Design - Clerical Domains: Victory

Victory Domain (adapted from Gods)
Divine Power: Forseti.
Granted Power: You can dominate the minds of your enemies, turning them into obedient vassals. You cast all mind-affecting divine spells at +1 caster level.

Victory Spells
1st: Command
2nd: Hold person
3rd: Dominate animal
4th: Divine power
5th: Greater command
6th: Mass suggestion
7th: Power word: stun
8th: Command plants
9th: Dominate monster

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Campaign Design - Clerical Domains: Leadership

Leadership Domain (adapted from Gods)
Divine Power: Forseti.
Granted Power: Once per day as a standard action, you may grant all allies within a 60-foot radius of you a +1 competence bonus to all attacks, skill checks, and saves. This is a supernatural ability that lasts for a number of rounds equal to your cleric level.

Leadership Spells
1st: Remove fear
2nd: Enthrall
3rd: Suggestion
4th: Emotion
5th: Dominate person
6th: Mass suggestion
7th: Demand
8th: Mass charm
9th: Dominate monster

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Campaign Design - Clerical Domains: Crusader

Crusader Domain (from SpirosBlaak; originally Lavayne Domain)
Divine Power: Forseti.
Granted Power: You may cast protection from evil once per day cast at your cleric caster level. This is a spell-like ability.

Crusader Domain Spells
1st: Bless
2nd: Shield other
3rd: Death ward
4th: Holy sword
5th: Mark of justice
6th: Forbiddance
7th: Banishment
8th: Shield of law
9th: Miracle

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Campaign Design - Clerical Domains: Exorcism

Exorcism Domain
Divine Power: Forseti
Granted Power: You have the supernatural ability to force possessing spirits out of the bodies they inhabit. You make a Charisma check and consult Table 8-16: Turning Undead, page 159 of the Player's Handbook, using your cleric level. If the result from the table is at least equal to the Hit Dice of the possessing creature, you force it out of the body. If the spirit belongs to a spell caster using magic jar, the spirit returns to the receptacle. If the spirit is a ghost or a possessing fiend, it becomes ethereal and free-floating again. In any case, the spirit cannot attempt to possess the same victim again for twenty-four hours.

Exorcism Domain Spells
1st: Protection from evil
2nd: Magic circle against evil
3rd: Remove curse
4th: Dismissal
5th: Dispel evil
6th: Banishment
7th: Holy word
8th: Holy aura
9th: Freedom

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Campaign Design - Clerical Domains: Courage

Courage Domain (as modified by SpirosBlaak)
Divine Power: Forseti.
Granted Power: You radiate an aura of courage that grants all allies within 10 feet (including yourself) a +4 morale bonus on saving throws against fear effects. This is a supernatural ability and functions only while you are conscious.

Additional Granted Power: You and any allies within a 10-foot radius gain a second saving throw against fear effects if your initial save fails. This is a supernatural ability.

Courage Domain Spells
1st: Remove fear
2nd: Aid, warrior's heart (SB)
3rd: Cloak of bravery rally (SB)
4th: Freedom of movement, heroism
5th: Righteous might, valiant fury
6th: Heroes' feast
7th: Greater heroism, true seeing
8th: Holy aura, lion's roar
9th: Greater cloak of bravery, protection from spells

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