Acolyte Domains

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Contents

Acolyte Domains and Spells

Cold Domain

  1. Chill Touch
  2. Chill Metal
  3. Sleet Storm
  4. Ice Storm
  5. Wall of Ice
  6. Cone of Cold
  7. Control Weather (Snow/Blizzard Only)
  8. Polar Ray
  9. Obedient Avalanche

Death Domain

  1.  Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
  2. Death Knell: Kill dying creature and gain 1d8 temporary hp, +2 to Str, and +1 caster level.
  3. Animate DeadM: Creates undead skeletons and zombies.
  4. Death Ward: Grants immunity to death spells and negative energy effects.
  5. Slay Living: Touch attack kills subject.
  6. Create UndeadM: Create ghouls, ghasts, mummies, or mohrgs.
  7. DestructionF: Kills subject and destroys remains.
  8. Create Greater UndeadM: Create shadows, wraiths, spectres, or devourers.
  9. Wail of the Banshee: Kills one creature/level. 

Destruction Domain

  1.  Inflict Light Wounds: Touch attack, 1d8 damage +1/level (max +5).
  2. Shatter: Sonic vibration damages objects or crystalline creatures.
  3. Contagion: Infects subject with chosen disease.
  4. Inflict Critical Wounds: Touch attack, 4d8 damage +1/level (max +20).
  5. Mass Inflict Light Wounds: Deals 1d8 damage +1/level to any creatures.
  6. Harm: Deals 10 points/level damage to target.
  7. Disintegrate: Makes one creature or object vanish.
  8. Earthquake: Intense tremor shakes 80-ft.-radius.
  9. Implosion: Kills one creature/round. 

Evil Domain

  1. Protection from Good: +2 to 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. Create Undead: Create ghouls, ghasts, mummies, or mohrgs.
  7. Blasphemy: Kills, paralyzes, weakens, or dazes nonevil subjects.
  8. Unholy Aura: +4 to AC, +4 resistance, SR 25 against good spells.
  9. Inprisonment

Fire Domain

  1. Burning Hands: 1d4/level fire damage (max 5d4).
  2. Produce Flame: 1d6 damage +1/ level, touch or thrown.
  3. Resist Energy*: Ignores 10 (or more) points of damage/attack from specified energy type.
  4. Wall of Fire: Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 damage +1/level.
  5. Fire Shield: Creatures attacking you take fire damage; you’re protected from heat or cold.
  6. Fire Seeds: Acorns and berries become grenades and bombs.
  7. Fire Storm: Deals 1d6/level fire damage.
  8. Incendiary Cloud: Cloud deals 4d6 fire damage/round.
  9. Meteor Swarm

Madness Domain

  1. Lesser Confusion
  2. Touch of Madness
  3. Rage
  4. Confusion
  5. Bolts of Bedevilment
  6. Phantasmal Killer
  7. Insanity
  8. Maddening Scream
  9. Weird 

Strength Domain

  1. Enlarge Person: Humanoid creature doubles in size.
  2. Bull's Strength: Subject gains +4 to Str for 1 min./level.
  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. Righteous Might: Your size increases, and you gain combat bonuses.
  6. Stoneskin: Ignore 10 points of damage per attack.
  7. Grasping Hand: Large hand provides cover, pushes, or grapples.
  8. Clenched Fist: Large hand provides cover, pushes, or attacks your foes.
  9. Crushing Hand: Large hand provides cover, pushes, or crushes your foes. 

Tyranny Domain

  1. Command
  2. Enthrall
  3. Discern Lies
  4. Fear
  5. Command, Greater
  6. Geas/Quest
  7. Bigby's Grasping Hand.
  8. Charm Monster, Mass
  9. Dominate Monster


Undeath Domain

  1. Detect Undead
  2. Desecrate
  3. Animate Dead
  4. Death Ward
  5. Circle of Death
  6. Create Undead
  7. Control Undead
  8. Create Greater undead
  9. Energy Drain

War Domain

  1.  Magic Weapon: Weapon gains +1 bonus.
  2. Spiritual Weapon: Magical weapon attacks on its own.
  3. Magic Vestment: Armor or shield gains +1 enhancement per four levels.
  4. Divine Power: You gain attack bonus, +6 to Str, and 1 hp/level.
  5. Flame Strike: Smite foes with divine fire (1d6/level damage).
  6. Blade Barrier: Wall of blades deals 1d6/level damage.
  7. Power Word Blind: Blinds creature with 200 hp or less.
  8. Power Word Stun: Stuns creature with 150 hp or less.
  9. Power Word Kill: Kills creature with 100 hp or less.
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