Post by samael on Feb 27, 2014 18:25:56 GMT -5
These are the 7 Virtue Domains possessed by the 7 rulers of Celestia.
Charity Domain: 1/day as a full round action, you may reduce your hit points by two times your class level and touch an ally to give him temporary hit points equal to that amount. For instance, a 5th-level cleric can give up to 10 hit points to an ally. Your ally retains these temporary hit points for 1 minute per your class level and you cannot reclaim them or use healing magic to regain them prematurely, even to save your own life. At the end of the effect you regain all the hit points you donated, even if your ally suffered injuries during this time.
Level / Spell
1 Goodberry: 2d4 berries each cure 1 hp (max 8 hp/24 hours).
2 Aid: +1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10).
3 Create Food and Water: Feeds three humans (or one horse)/level.
4 Imbue with Spell Ability: Transfer spell to subject.
5 Cure Light Wounds, Mass: Cures 1d8 damage +1/level for many creatures.
6 Heroes' Feast: Food for one creature/level cures and grants combat bonuses.
7 Refuge: Alters item to transport its possessor to you.
8 Mordenkainen's Magnificent Mansion: Door leads to extradimensional mansion.
9 Heal, Mass: As heal, but with several subjects.
Purity Domain: 1/day you may dispel a single spell effect targeting you as a targeted dispel magic spell. Caster level equals your character level.
Level / Spell
1 Shield of Faith: Aura grants +2 or higher deflection bonus.
2 Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.
3 Magic Vestment: Armor or shield gains +1 enhancement per four levels.
4 Spell Immunity: Subject is immune to one spell per four levels.
5 Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
6 Bigby's Interposing Hand: Hand provides cover against one opponent.
7 Repulsion: Creatures can't approach you.
8 Antimagic Field: Negates magic within 10 ft.
9 Mind Blank: Subject is immune to mental/emotional magic and scrying.
Vigilance Domain: 1/day as an immediate action you may choose to cast a maximized conjuration (healing) spell without increasing the spell level or casting time. Also, you may add Spot, Listen, and Search as class skills. If you already have these skills as class skills, you instead receive a +2 synergy bonus to these skills.
Level / Spell
1 Death Watch: Reveals how near death subjects within 30 ft. are.
2 Shield Other: You take half of subject's damage.
3 Detect Thoughts: Allows "listening" to surface thoughts.
4 Discern Lies: Reveals deliberate falsehoods.
5 True Seeing: Lets you see all things as they really are.
6 Prying Eyes: 1d4+1/level floating eyes scout for you.
7 Guards and Wards: Array of magic effects protect area.
8 Teleport Object: As teleport, but affects a touched object.
9 Foresight: "Sixth sense" warns of impending danger.
Humility Domain: You cast all divination spells at +1 caster level.
Level / Spell
1 Reduce Person: Humanoid creature halves in size.
2 Hold Person: Paralyzes one humanoid for 1 round/level.
3 Bestow Curse: -6 to an ability score; -4 on attack rolls, saves, and checks; or 50% chance of losing each action.
4 Ray of Exhaustion: Ray makes subject exhausted.
5 Enervation: Subject gains 1d4 negative levels.
6 Waves of Fatigue: Several targets become fatigued.
7 Symbol of Weakness: Triggered rune weakens nearby creatures.
8 Spell Turning: Reflect 1d4+6 spell levels back at caster.
9 Energy Drain: Subject gains 2d4 negative levels.
Patience Domain: 1/day as an immediate action, you may delay the effect of a spell that affects you for a number of rounds equal to half your character level. You may choose to use this ability after you know the result of any saving throws for the spell (if any).
Level / Spell
1 Sanctuary: Opponents can't attack you and you can't attack.
2 Delay Poison: Stops poison from harming subject for 1 hour/level.
3 Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
4 Slow: One subject/level takes only one action/round, -2 to AC, -2 on attack rolls.
5 Hold Monster: As hold person, but any creature.
6 Bear's Endurance Mass: As bear's endurance, but affects one subject/level.
7 Contingency: Sets trigger conditions for another spell.
8 Sequester: Subject is invisible to sight and scrying; renders creature comatose.
9 Time Stop: You act freely for 1d4 + 1 rounds.
Temperance Domain: When you prepare spells you immediately heal 1 hit point per spell level of domain spells you still have prepared from the previous day. For example, if you did not cast your 2nd-level and 4th-level domain spells the previous day you heal back 6 hit points when preparing your spells.
Level / Spell
1 Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.
2 Calm Emotions: Calms creatures, negating emotion effects.
3 Dispel Magic: Cancels spells and magical effects.
4 Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
5 Atonement: Removes burden of misdeeds from subject.
6 Greater Dispel Magic: As dispel magic, but up to +20 on check.
7 Symbol of Stunning: Triggered rune stuns nearby creatures.
8 Shield of Law: +4 to AC, +4 resistance, and SR 25 against chaotic spells.
9 Iron Body: Your body becomes living iron.
Zeal Domain: 1/day you may take 20 on a skill check without increasing the amount of time needed to make the check. You cannot take 20 on checks for which you cannot normally take 20 (such as Balance or Climb checks).
Level / Spell
1 Bless: Allies gain +1 on attack rolls and saves against fear.
2 Consecrate: Fills area with positive energy, making undead weaker.
3 Helping Hand: Ghostly hand leads subject to you.
4 Dismissal: Forces a creature to return to its native plane.
5 Commune: Deity answers one yes-or-no question/level.
6 Dispel Magic, Greater: As dispel magic but up to +20 on the check.
7 Holy Word: Kills, paralyzes, blinds or deafens nongood subjects.
8 Holy Aura: +4 to AC, +4 resistance, and SR 25 against evil spells.
9 Miracle: Request a deity's intercession.
Charity Domain: 1/day as a full round action, you may reduce your hit points by two times your class level and touch an ally to give him temporary hit points equal to that amount. For instance, a 5th-level cleric can give up to 10 hit points to an ally. Your ally retains these temporary hit points for 1 minute per your class level and you cannot reclaim them or use healing magic to regain them prematurely, even to save your own life. At the end of the effect you regain all the hit points you donated, even if your ally suffered injuries during this time.
Level / Spell
1 Goodberry: 2d4 berries each cure 1 hp (max 8 hp/24 hours).
2 Aid: +1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10).
3 Create Food and Water: Feeds three humans (or one horse)/level.
4 Imbue with Spell Ability: Transfer spell to subject.
5 Cure Light Wounds, Mass: Cures 1d8 damage +1/level for many creatures.
6 Heroes' Feast: Food for one creature/level cures and grants combat bonuses.
7 Refuge: Alters item to transport its possessor to you.
8 Mordenkainen's Magnificent Mansion: Door leads to extradimensional mansion.
9 Heal, Mass: As heal, but with several subjects.
Purity Domain: 1/day you may dispel a single spell effect targeting you as a targeted dispel magic spell. Caster level equals your character level.
Level / Spell
1 Shield of Faith: Aura grants +2 or higher deflection bonus.
2 Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.
3 Magic Vestment: Armor or shield gains +1 enhancement per four levels.
4 Spell Immunity: Subject is immune to one spell per four levels.
5 Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
6 Bigby's Interposing Hand: Hand provides cover against one opponent.
7 Repulsion: Creatures can't approach you.
8 Antimagic Field: Negates magic within 10 ft.
9 Mind Blank: Subject is immune to mental/emotional magic and scrying.
Vigilance Domain: 1/day as an immediate action you may choose to cast a maximized conjuration (healing) spell without increasing the spell level or casting time. Also, you may add Spot, Listen, and Search as class skills. If you already have these skills as class skills, you instead receive a +2 synergy bonus to these skills.
Level / Spell
1 Death Watch: Reveals how near death subjects within 30 ft. are.
2 Shield Other: You take half of subject's damage.
3 Detect Thoughts: Allows "listening" to surface thoughts.
4 Discern Lies: Reveals deliberate falsehoods.
5 True Seeing: Lets you see all things as they really are.
6 Prying Eyes: 1d4+1/level floating eyes scout for you.
7 Guards and Wards: Array of magic effects protect area.
8 Teleport Object: As teleport, but affects a touched object.
9 Foresight: "Sixth sense" warns of impending danger.
Humility Domain: You cast all divination spells at +1 caster level.
Level / Spell
1 Reduce Person: Humanoid creature halves in size.
2 Hold Person: Paralyzes one humanoid for 1 round/level.
3 Bestow Curse: -6 to an ability score; -4 on attack rolls, saves, and checks; or 50% chance of losing each action.
4 Ray of Exhaustion: Ray makes subject exhausted.
5 Enervation: Subject gains 1d4 negative levels.
6 Waves of Fatigue: Several targets become fatigued.
7 Symbol of Weakness: Triggered rune weakens nearby creatures.
8 Spell Turning: Reflect 1d4+6 spell levels back at caster.
9 Energy Drain: Subject gains 2d4 negative levels.
Patience Domain: 1/day as an immediate action, you may delay the effect of a spell that affects you for a number of rounds equal to half your character level. You may choose to use this ability after you know the result of any saving throws for the spell (if any).
Level / Spell
1 Sanctuary: Opponents can't attack you and you can't attack.
2 Delay Poison: Stops poison from harming subject for 1 hour/level.
3 Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
4 Slow: One subject/level takes only one action/round, -2 to AC, -2 on attack rolls.
5 Hold Monster: As hold person, but any creature.
6 Bear's Endurance Mass: As bear's endurance, but affects one subject/level.
7 Contingency: Sets trigger conditions for another spell.
8 Sequester: Subject is invisible to sight and scrying; renders creature comatose.
9 Time Stop: You act freely for 1d4 + 1 rounds.
Temperance Domain: When you prepare spells you immediately heal 1 hit point per spell level of domain spells you still have prepared from the previous day. For example, if you did not cast your 2nd-level and 4th-level domain spells the previous day you heal back 6 hit points when preparing your spells.
Level / Spell
1 Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.
2 Calm Emotions: Calms creatures, negating emotion effects.
3 Dispel Magic: Cancels spells and magical effects.
4 Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
5 Atonement: Removes burden of misdeeds from subject.
6 Greater Dispel Magic: As dispel magic, but up to +20 on check.
7 Symbol of Stunning: Triggered rune stuns nearby creatures.
8 Shield of Law: +4 to AC, +4 resistance, and SR 25 against chaotic spells.
9 Iron Body: Your body becomes living iron.
Zeal Domain: 1/day you may take 20 on a skill check without increasing the amount of time needed to make the check. You cannot take 20 on checks for which you cannot normally take 20 (such as Balance or Climb checks).
Level / Spell
1 Bless: Allies gain +1 on attack rolls and saves against fear.
2 Consecrate: Fills area with positive energy, making undead weaker.
3 Helping Hand: Ghostly hand leads subject to you.
4 Dismissal: Forces a creature to return to its native plane.
5 Commune: Deity answers one yes-or-no question/level.
6 Dispel Magic, Greater: As dispel magic but up to +20 on the check.
7 Holy Word: Kills, paralyzes, blinds or deafens nongood subjects.
8 Holy Aura: +4 to AC, +4 resistance, and SR 25 against evil spells.
9 Miracle: Request a deity's intercession.