Domain Power II: When adjacent creature is healed, you heal 5 HP.
Domain Power III: Undeads you control explode when killed and deal 5 cold damage to all adjacent creatures.
Domain Power IV:
0th
Vampiric Touch (Maj+Mov):
For 24 hours (or until you rest) you may spend a Major action to deal 5 Cold damage to a touched target; then gain 5 Absorb All.
1st
Soul Harvest (Maj):
For 5 rounds Touched subject is healed 5 hitpoints whenever a creature dies within Close of it.
2nd
Death Knell (Maj):
For 5 rounds Touched Subject gets a +3 spell bonus to Atk and +10 spell bonus to Dmg for 1 round whenever they kill a creature
3rd
Hasten Demise (Maj):
Touched Target takes 5 holy damage every round for 5 rounds.
4th
Summon Undead IV:
5th
Tether Soul (Maj):
Recently Dead Touched Subject is resurrected for 10 minutes with 5 negative levels.
6th
Create Undead:
7th
Final judgement:
After 3 rounds touched creature explodes in profane energy and deals 3d6+50 cold damage to self and every creature within 25' (Ref Halves)
8th
Summon Undead VIII:
9th
Earth Domain
Domain Power I: You gain a +4 magical bonus to damage with natural stone weapons you wield or throw.
Domain Power II: +4 Magical bonus to AC
Domain Power III: Turn into Earth Elemental 10 rounds a day?
Domain Power IV:
0th
1st
Shillelagh (Maj):
For 3 minutes you gain a +4 magical bonus to attacks with weapons made from wood or stone.
2nd
Hurl Boulder (Maj):
The first creature to fail a reflex save in a 30 ft. Line takes 20 Bludgeoning damage.
3rd
Copper Skin (Maj):
Negates the first physical damage taken within 5 rounds for a subject within Close
4th
Wall of Earth (Maj):
30 ft. shapeable line of impenetrable earth blocks line of sight and all movement. Cannot be created where creatures stand.
5th
Earthquake (Maj):
Other creatures within Medium range treats all squares as difficult terrain and must succeed an acrobatics check against your save DC at the end of any move or fall prone.
6th
7th
8th
Adamant skin (Maj):
Negates the first 5 times subject within Close would take physical damage within the 15 rounds
9th
Fire Domain
Domain Power I:
Domain Power II: Res Fire 10
Domain Power III: Teleport from any medium sized source of fire to another within medium range as part of move
Domain Power IV: When you die you deal 100 fire damage to every creature within 10'
0th
Flaming Projection (Maj):
For 24 hours you may spend a Major Action to project a 15' long jet of flame from your hands that deals 1d6 fire damage to all creatures caught in it.
1st
Boiling blood (Imm):
Deal 10 fire damage to target who just damaged you
2nd
Flaming Weapons (Mov):
Attacks made by you or allies within 10' of you deal 3 additional fire damage.
3rd
Dancing Flames (Maj):
Pillar of fire deals 5d6 fire damage for 2 rounds
4th
Fireball (Maj):
5d6 Fire damage in 15' burst within Long Ref/Half
5th
Cauterize (Maj):
Touched subject may sacrifice 5 hp to gain Aborsb All 30
6th
Cloak of flame (Maj):
Nonreach attacks against touched subject suffers 3d6 fire damage for 5 rounds
7th
8th
9th
Healing Domain
Domain Power I:
Domain Power II: Healing domain spells also grants subject 10 temporary hitpoints
Domain Power III:
Domain Power IV:
0th
Share Pain (Maj):
For 24 hours you may spend a Major action to transfer up to 20 hitpoints from yourself to touched subject. This is neither damage nor healing. It cannot be reduced or improved.
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
Strength Domain
Domain Power I:
Domain Power II: Gain 30 HP.
Domain Power III: 3 times per day you may negate a critical hit or sneak attack and turn it into a regular attack.
Domain Power IV:
0th
Surge of Strength (Maj):
For 24 hours you may spend a move action to gain a +8 Magical bonus to Strength.
1st
Powerhouse (Min):
The next time you would deal damage this round you deal 4 additional damage of the same type.
2nd
3rd
Strength of Many (std):
5 subjects within Close gets +4 magical bonus to Strength for 5 rounds.
4th
Strength of One (min):
Touched subject gets +10 magical bonus to strength for 1 round.
5th
6th
7th
8th
9th
Sun Domain
Domain Power I:
Domain Power II: Creatures who damage you with physical attacks takes a -1 stackable penalty to attack for 1 round.
Domain Power III: Creatures ending their turns adjacent to you takes 10 fire damage.
Domain Power IV:
0th
For 24 hours you may spend a Standard action to deal 3 fire damage to a target in sunlight within Medium. The target also takes -1 Magical penalty to attacks for 1 round. [Indirect]
1st
Flash (std):
5 Targets within Medium becomes Dazzled (-1 spell penalty to atk) for 1 round and must make a will save or be blinded for 1 round.
2nd
Bathe in Sunlight (std):
Touched Subject gains Fasthealing 3 for 5 rounds.
3rd
Sunflare (std):
For 3 rounds; Enemies within Close takes 5 fire damage at the start of your turns. Enemies within Close gets a -2 Magical Penalty to AC. Allies within Close gets +2 Magical bonus to AC.
4th
5th
6th
7th
8th
9th
Travel Domain
Domain Power I:
Domain Power II: 1/day upgrade minor to move
Domain Power III: You may ignore difficult terrain.
Domain Power IV:
0th
Marching Step (Maj):
For 24 hours you may spend a move action to move yourself or an allied subject within Close range 5ft. without provoking AoOs.
1st
Travellers Boon (std):
touched subject heals 1hp for every 5' moved for 3 turns up to 10 hp/round.
2nd
Haste (std)
Touched subject gets +1atk, +1AC, +1 Ref, Extra attack with full attack and Doubled move.
3rd
Quicksilver Step (imm):
You may move 15' provoking AoOs as normal.
4th
Dimension Door (std):
Teleport to any place within Long range.
5th
Lone Wanderer (mov):
For 8 rounds, as long as no creature is within 10' of you, you gain +8 magical bonus to Attack, AC and saves.
6th
Torterous Ground (std):
For 3 rounds target within Medium takes 1 damage for every 5' moved.
7th
8th
9th
Trickery Domain
Domain Power I:
Domain Power II: Once per turn when you take damage you may move 5' and leave a copy in vacated square, or place an illusory copy of you in an adjacent square. This copy lasts 1 round.
Domain Power III: Acolyte level copies lasts 2 rounds. You may have spells originate, and trace cover from any illusory copy of you. Range and concealment is still calculated from your actual position.
Domain Power IV: Any Domain Power III or below.
0th
Head Games (Maj):
For 24 hours you may create small grade illusions that fools only sight. They dissipate if they leave your touch. This gives +5 to disguise checks.
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
War Domain
Domain Power I: Weapon proficiency & +2 feat bonus to atk and dmg with Deity's favored weapon.
Domain Power II: Res Physical 3
Domain Power III: +6 magical bonus to Con
Domain Power IV:
0th
1st
Bless (Maj):
5 Subjects within Close gets +2 magical bonus to attacks for 5 rounds
2nd
Victorious Rally (Maj):
For 5 rounds subject within Close is healed 2 HP every time he hits an opponent with a melee attack.
3rd
4th
5th
6th
7th
8th
9th
Water Domain
Domain Power I:
Domain Power II: 1/day minor to get Res Physical 30 for 1 round
Domain Power III: You gain a 30' swim speed and the ability to breathe water.
Domain Power IV: As a move action you may cast Invisibility on yourself when you are touching a source of water of at least your own size.
0th
Chill of the Depths (Maj):
For 24 hours you may spend a standard action to deal 5 Cold damage to all Adjacent enemies.
1st
2nd
3rd
4th
5th
Healing Spring (Maj):
Start of each round for 4 rounds you may heal 3 subjects in close for 8 hp
6th
7th
8th
9th
Design notes for all domains
Notes
General writeup Focus - Type
Initiate Blessing
Acolyte Blessing
Inquisitor Blessing
Hierophant Blessing
|3rd |Marchbreaker (mov): Enemies treat ground within 10' of you as difficult terrain for 10 rounds. |Affects touched subject instead. |
When one target takes damage the other takes X damage.
Trickery Spell - Divide remaining hitpoints between you and mirror, it moves when you move, it cannot attack. As minor action switch between mirror and you.
Tinker Class, has totems/turrets
Air Domain - Fog, mobility, lightning
3rd Lightning Bolt
6th Air Walk (Std): 5 Touched Subject gain a fly speed of 60' for 10 minutes Focus: Subjects gains fly speed for 24 hours.
Animal Domain - Use or Become Animals
1st Animal Messenger
2nd Reassert (std) touched subject is cured of one condition Subject cured of two conditions
3rd Polymorph
7th Greater Polymorph
Chaos Domain - Alignment Domain, remove?
Death Domain - Death & undeath related effects
Destruction Domain - Destruction of matter
1st Foehammer (mov): +3 damage on melee attacks for 3 rounds Focus: lasts 5 rounds
Earth Domain - Beckon & control erff. Bludgeoning.
Evil Domain - Alignment Domain, remove?
Fire Domain - Fire fire fire.
Good Domain - Alignment Domain, remove?
Healing Domain - The source of all healing spells?
1st Cure Light Wounds (std): Heal touched subject for 8 hitpoints. Focus: Heal subject within close.
2nd Stitch (Min): Heal touched subject for 5 hitpoints. Focus: Cast time becomes Minor Action
3rd Cure Moderate Wounds (std): Heal touched subject for 24 hitpoints. Focus: Heal subject within close.
4th Balance (Std): Subjects within close may pay 1 hp to heal another subject within close 1 hp. Focus: Subjects are healed 2 hp for every hp spent.
5th Cure Serious Wounds (std): Heal touched subject for 40 hitpoints. Focus: Heal subject within close.
6th Fortify (Mov): Heal subject 10 hitpoints and remove any two conditions Focus: Remove all conditions from subject.
7th Cure Critical Wounds (std): Heal touched subject for 56 hitpoints. Focus: Heal subject within close.
8th Mend the soul (Std): Heal subject 20 hitpoints and reduce ability damage by 5 divided as you choose. Focus: Also reduce negative levels by 3
9th Resurrection (Std): Recently Dead Close Subject is resurrected at 20 HP with 5 negative levels. Focus: Subject is resurrected without negative levels.
Knowledge Domain - Identification, divination, knowledge skill spells
Law Domain - Alignment Domain, remove?
Luck Domain - Random effects?
Magic Domain - Mana/esoteric magic-based effects
3rd Dispel Magic
6th Greater Dispel Magic
9th DIsjunction
Plant Domain - Plants, woodlands
Protection Domain - Abjuration centric
Strength Domain - Personal Buffs
Sun Domain - Light and anti-undead
Travel Domain - Mobility & overland spells
Trickery Domain - Illusions
War Domain - Party buffs
Water Domain - Water control, ice control
Luck: 1d2 to determine effect?
rules/homebrew/heartbreaker/spell_divine.txt · Last modified: 2019/05/14 17:48 (external edit)