Acolyte Domains

From Arinthdnd

Contents

[edit] Acolyte Domains and Spells

[edit] Cold Domain

  1. Chill Touch: 1d6 damage and 1 strength damage.
  2. Chill Metal: 1d4 damage on second and sixth rounds after cast, 2d4 on third, fourth, and fifth. Negated if item dropped.
  3. Sleet Storm: Blocks all sight. To move at half speed DC 10 balance check, failure can't move, 5+ failure falls.
  4. Ice Storm: 3d6 bludgeoning and 2d6 cold damage to every creature in 20ft radius.
  5. Wall of Ice: Creates wall 1inch thick per caster level. Wall is 10 sq.ft per caster level, with 3HP per inch thick. Leaves cold film after destroyed, which deals 1d6+caster level when passed through.
  6. Cone of Cold: 1d6 cold damage per caster level, max 15d6.
  7. Control Weather (Snow/Blizzard Only): Calls forth blizzard. 10 minute casting time, 10 minutes to manifest.
  8. Polar Ray: 1d6 cold damage per caster level, max 25d6.
  9. Obedient Avalanche

[edit] 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 Dead: 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 Undead: Create ghouls, ghasts, mummies, or mohrgs.
  7. DestructionF: Kills subject and destroys remains.
  8. Create Greater Undead: Create shadows, wraiths, spectres, or devourers.
  9. Wail of the Banshee: Kills one creature/level. 

[edit] 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. 

[edit] Evil Domain

  1. Protection from Good: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
  2. Align Weapon (Evil)
  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. Imprisonment: Target imprisoned in suspended animation far below earth. Cannot be located except by Discern Location.

[edit] 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: 4 spheres go toward target, deal 2d6 bludgeoning damage each, then explode in 40ft radius for 6d6 damage each.

[edit] Madness Domain

  1. Lesser Confusion: Single creature becomes confused for one round.
  2. Touch of Madness: Dazes single creature for one round per caster level.
  3. Rage: See Barbarian's rage, except target is not fatigued at end.
  4. Confusion: Confuses all creatures in a 15ft burst.
  5. Bolts of Bedevilment: Allows caster to make one ray attack that dazes target for 1d3 rounds every round for (caster level) rounds.
  6. Phantasmal Killer: Creates beast of fear. Target must make will save to disbelieve, and if believe, fort save to avoid death. 3d6 damage and one round stun if fort save succeeds.
  7. Insanity: Target is continually confused. Can only be removed by Greater Restoration or Heal.
  8. Maddening Scream: For 1d4+1 rounds, target has AC-4, cannot use a shield, and cannot do anything but race around screaming.
  9. Weird: As Phantasmal Killer, only multiple targets, any two of which cannot be more than 30ft apart. 1d4 strength damage if fort save fails.

[edit] 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. 

[edit] Tyranny Domain

  1. Command: Gives creature one command of the following: Approach, drop, fall, flee, halt. Creature obeys to best of its ability.
  2. Enthrall: Enthralls monsters within 100+10xcaster level ft. with less than 4HD or 16 wisdom to be friendly. Said monsters are indifferent and do not act for 1d4 rounds. Will save to get out.
  3. Discern Lies: Concentrating every round, may tell if target is deliberately telling a lie.
  4. Fear: Cone of terror makes every creature within area of effect panicked.
  5. Command, Greater: See command, only affects several creatures, and for indefinite rounds. Creatures affected gain a will save to break out every round. Same command must be made to every creature.
  6. Geas/Quest: Forces one living thing to carry out a quest. Target takes 3d6 damage and makes fort save to avoid being sickened every day it does not attempt to follow the quest.
  7. Bigby's Grasping Hand: 
  8. Charm Monster, Mass: Makes any number of creatures think of you as their trusted ally for 1 day per caster level.
  9. Dominate Monster: Completely control the actions of one creature for 1 day per level.


[edit] Undeath Domain

  1. Detect Undead: Detects if undead have been in caster's area and how long ago.
  2. Desecrate: Creates field where turn undead is penalized and undead are strengthened.
  3. Animate Dead: Creates undead skeletons and zombies.
  4. Death Ward: Subject is immune to death spells and energy drain.
  5. Circle of Death: Slays 1d4 per caster level creatures in 100+10xcaster level ft. Requires crushed black pearl (500gp).
  6. Create Undead: Creates more powerful undead than animate dead based on caster level.
  7. Control Undead: Control several undead creatures for 1 min/level via vocal commands.
  8. Create Greater undead: Like Create Undead, only even MORE powerful undead made based on caster level.
  9. Energy Drain: Touch attack, creature gains 2d4 negative levels.

[edit] 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.
Personal tools