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Habololy Main 

Magic

Domains

The clerical domains work on Habololy in the same way as is described in the player’s handbook.  Listed below are the domains in which changes have been made from the existing domains and the new domains are listed and described.

 

Chaos

Granted Power: Once per day, the cleric may attempt to disrupt a non-chaotic creature.  The creature, if disrupted, moves one step closer to the alignment of chaotic, lawful to neutral or neutral to chaotic, for one hour plus one hour per level the cleric is higher than the level or hit dice of the creature.  This is an extraordinary ability.  The target receives a Willpower saving throw at DC equal to 10 + half the cleric’s casting level + the cleric’s charisma modifier to avoid this effect.

 

Destruction

Granted Power: The power is similar to the one described in the player’s handbook except that it may be used once per day per

clerical spellcaster level.  It also ignores the hardness of non-magical items.

 

Evil

Granted Power: Once per day, the cleric may attempt to corrupt a non-evil creature.  The creature, if corrupted, moves one step closer to the alignment of evil, good to neutral or neutral to evil, for one hour plus one hour per level the cleric is higher than the level or hit dice of the creature.  This is an extraordinary ability.  The target receives a Willpower saving throw at DC equal to 10 + half the cleric’s casting level + the cleric’s charisma modifier to avoid this effect.

 

Good

Granted Power: The granted power is similar to the corrupt power given to a cleric that possesses the Evil domain.  The difference is that it uplifts the target.  The target goes from evil to neutral or neutral to good.

 

Healing

Granted Power: For all healing spells cast by the cleric, multiply the amount of hit points healed by 150%.  This is applied before other feats which enhance a healing spell.

 

Law

Granted Power: The granted power is similar to the disrupt power given to a cleric that possesses the Chaos domain.  The difference is that it orders the target.  The target goes from chaotic to neutral or neutral to lawful alignment.

 

Liberation

Granted Power: If you are effected by a charm, compulsion, or fear effect and fail your saving throw, you can attempt the save again 1 round later at the same DC.  You get only this one extra chance to succeed on you saving throw.  This is an extraordinary ability that can be used one time on every effect.

 

Liberation Domain Spells

1

Resurgence

Subject makes a second save against an ongoing spell, spell-like ability, or supernatural ability

2

Knock

Opens a locked door, chest, chain, etc; or suspends magical locks

3

Mass Resurgence

As Resurgence except it effects multiple targets

4

Freedom of Movement

Subject moves normally despite impediments

5

Break Enchantment

Frees subjects from enchantments, alterations, curses, and petrification

6

Passwall

Creates a passage through wooden, plaster, or stone wall

7

Phase Door

Creates an invisible passage through wood or stone

8

Mind Blank

Subject is immune to mental/emotional magic and scrying

9

Unbinding

Frees everyone in range from spells that constrain or bind

 

Luck

Granted Power: This ability functions the same as the one described in the player’s handbook except that it is usable once per day per clerical level.  A re-roll may not be re-rolled.

 

Peace

Granted Power: Anyone wishing to attack the cleric must make a Willpower saving throw at DC 10 + the cleric’s clerical levels to do so.  If the cleric attacks at anytime during an encounter, this ability is unusable or ended.  The attack may be physical or magical in nature, and does not have to be directed at a creature being affected by this ability.  This is a supernatural ability.  It only affects living creatures.

 

Peace Domain Spells

1

Calm Animals

Calms 2d4+1/lvl Hit Dice of animals

2

Calm Emotion

Calms 1d6 creatures per level

3

Remove Curse

Frees object or person from curse.

4

Emotion

Arouses strong emotion in subject.

(Hope or Friendship)

5

Atonement

Removes burden of misdeeds

6

Heal

Cures all damage, diseases, and mental conditions.             

7

Refuge

Alters item to transport its possessor to you.

8

Symbol

Triggered rune turns others to caster’s alignment. (of Persuasion)

9

Foresight

“Sixth Sense” warns of impending danger.

 

Protection

Granted Power: Same as described in the player’s handbook, except that the ability may be used once per day per clerical level.  A creature may not have multiple protections from the same cleric at the same time.

 

Psionic

Granted Power: The cleric may communicate telepathically with any being it could normally communicate with via spoken or sign language.  The cleric must know a language that the creature being spoken to knows and be within a reasonable distance of the creature, usually a maximum of one hundred yards.  This is an extraordinary ability that is always active.

 

Psionic Domain Spells

The following powers are described in the psionic’s handbook.  For any level dependant effects, use the cleric’s clerical levels only.  At first level, a cleric must choose either a Telepathic power train or a Clairsentient power train.  Once chosen, the cleric cannot switch to the other.

 

Telepathic

1

Mindlink

You forge a limited mental bond with another creature.

2

Read Thoughts

Detect surface thoughts of creatures in range.

3

Mind Trap

Drain 1d6 power points from anyone who attacks you with a telepathy power.

4

Dominate, Psionic

Control target telepathically.

5

Mind Probe

You discover the subject’s secret thoughts.

6

Mind Switch

You switch minds with another.

7

Mind Blank, Personal

You are immune to scrying and mental effects.

8

Mind Blank, Psionic

Subject immune to mental/emotional effects, scrying and remote viewing.

9

Psychic Chirurgery

You repair psychic damage or impart knowledge of new powers.

 

Clairsentient

1

Precognition

Gain a +2 insight bonus to one roll.

2

Object Reading

You know about an object’s past.

3

Ubiquitous Vision

You have all-around vision

4

Aura Sight

You can read things in others’ auras.

5

True Seeing, Psionic

See all things as they really are.

6

Precognition, Greater

Gain a +4 insight bonus to one roll.

7

Sequester, Psionic

Subject invisible to sight and remote viewing, renders subject comatose.

8

Hypercognition

You can deduce almost anything.

9

Metafaculty

Subject cannot hide name or location from you.

 

Strength

Granted Power: Same as described in the player’s handbook except the ability is usable once per day per clerical level.

 

Sun

Granted Power: May cast the light spell at will.  The daylight spell is considered a 2nd level spell for clerics with the Sun domain.

 

Time

Granted Power: The cleric is always aware of the correct time and the exact amount of time it has taken to perform a particular activity.  A successful Wisdom check at DC 10 will allow the cleric to know the exact time of day down to the minute.  A similar check will reveal the date.  A Wisdom check at DC 15 will allow the cleric to estimate the time it took to perform an action or task down to the second.  To do this, the cleric must have actually performed the action or observed it in its entirety.

 Time Domain Spells

1

True Strike

Add a +20 insight bonus to your next attack roll.

2

Contingent Action*

Prepares a readied action.

 

3

Haste

Extra partial action and +4 AC.

4

Time to Act*

You may make a single skill check in the same round you cast a spell.

5

Permanency

Makes certain spells permanent; costs XP.

6

Contingency

Sets trigger condition for another spell.

7

Vision

Gives information about an event through a vision.

8

20 Minutes*

You make take 20 on a check in a single round.

9

Time Stop

You act freely for 1d4+1 rounds

 

Water

Granted Power: In addition, a cleric that has the Water domain receives the Swim skill as a class skill.

 

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