Domäne: Fire and Creation
Bekannte Zauber | SG des RW gg. Zauber | Grad | Zauber/Tag | Zusätzl. Zauber | Zauber gesamt |
---|
alle | 13 | 0 | 6 | 0 | 6 |
alle | 14 | 1 | 4+1 | 1 | 5+1 |
alle | 15 | 2 | 3+1 | 1 | 4+1 |
alle | 16 | 3 | 3+1 | 1 | 4+1 |
alle | 17 | 4 | 2+1 | 0 | 2+1 |
alle | 18 | 5 | 1+1 | 0 | 1+1 |
Verfügbare Zauber
Domain Fire
(turns creatures based created of water like undead 4/day)
1 Burning Hands (5d4 fire damage)
2 Produce Flame (1d6 damage +9, touch or thrown)
3 Resist Energy (Ignores 10 (or more) points dmg/attack specific energy type)
4 Wall of Fire (2d4 fire out to 10ft + 1d4 out to 20ft, passing through 2d6dmg + 9)
5 Fire Shield (protected vs heat and cold, attacker takes damage)
Domain Creation
(caster level for conj. spells +1)
1 Create Water (4 liter/level)
2 Minor Image (silent image with sound)
3 Create Food or Water
4 Minor Creation (cloth or wood object)
5 Major Creation (like Minor with stone and metal)
Spoiler (Anzeigen)
* Create Water: Creates 2 gallons/level of pure water.
* Cure Minor Wounds: Cures 1 point of damage.
* Detect Magic: Detects spells and magic items within 60 ft.
* Detect Poison: Detects poison in one creature or object.
* Guidance: +1 on one attack roll, saving throw, or skill check.
* Inflict Minor Wounds: Touch attack, 1 point of damage.
* Light: Object shines like a torch.
* Mending: Makes minor repairs on an object.
* Purify Food and Drink: Purifies 1 cu. ft./level of food or water.
* Read Magic: Read scrolls and spellbooks.
* Resistance: Subject gains +1 on saving throws.
* Virtue: Subject gains 1 temporary hp.
Spoiler (Anzeigen)
* Bane: Enemies take -1 on attack rolls and saves against fear.
* Bless: Allies gain +1 on attack rolls and saves against fear.
* Bless Water M: Makes holy water.
* Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
* Command: One subject obeys selected command for 1 round.
* Comprehend Languages: You understand all spoken and written languages.
* Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
* Curse Water M: Makes unholy water.
* Deathwatch: Reveals how near death subjects within 30 ft. are.
* Detect Chaos/Evil/Good/Law: Reveals creatures, spells, or objects of selected alignment.
* Detect Undead: Reveals undead within 60 ft.
* Divine Favor: You gain +1 per three levels on attack and damage rolls.
* Doom: One subject takes -2 on attack rolls, saves, and checks.
* Endure Elements: Exist comfortably in hot or cold environments.
* Entropic Shield: Ranged attacks against you have 20% miss chance.
* Hide from Undead: Undead can’t perceive one subject/level.
* Inflict Light Wounds: Touch deals 1d8 damage +1/level (max +5).
* Magic Stone: Three stones gain +1 on attack, deal 1d6 +1 damage.
* Magic Weapon: Weapon gains +1 bonus.
* Obscuring Mist: Fog surrounds you.
* Protection from Chaos/Evil/Good/Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
* Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.
* Sanctuary: Opponents can’t attack you, and you can’t attack.
* Shield of Faith: Aura grants +2 or higher deflection bonus.
* Summon Monster I: Calls extraplanar creature to fight for you.
Spoiler (Anzeigen)
* Aid: +1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10).
* Align Weapon: Weapon becomes good, evil, lawful, or chaotic.
* Augury M F: Learns whether an action will be good or bad.
* Bear’s Endurance: Subject gains +4 to Con for 1 min./level.
* Bull’s Strength: Subject gains +4 to Str for 1 min./level.
* Calm Emotions: Calms creatures, negating emotion effects.
* Consecrate M: Fills area with positive energy, making undead weaker.
* Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).
* Darkness: 20-ft. radius of supernatural shadow.
* Death Knell: Kills dying creature; you gain 1d8 temporary hp, +2 to Str, and +1 level.
* Delay Poison: Stops poison from harming subject for 1 hour/level.
* Desecrate M: Fills area with negative energy, making undead stronger.
* Eagle’s Splendor: Subject gains +4 to Cha for 1 min./level.
* Enthrall: Captivates all within 100 ft. + 10 ft./level.
* Find Traps: Notice traps as a rogue does.
* Gentle Repose: Preserves one corpse.
* Hold Person: Paralyzes one humanoid for 1 round/level.
* Inflict Moderate Wounds: Touch attack, 2d8 damage +1/level (max +10).
* Make Whole: Repairs an object.
* Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level.
* Remove Paralysis: Frees one or more creatures from paralysis or slow effect.
* Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.
* Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.
* Shatter: Sonic vibration damages objects or crystalline creatures.
* Shield Other F: You take half of subject’s damage.
* Silence: Negates sound in 20-ft. radius.
* Sound Burst: Deals 1d8 sonic damage to subjects; may stun them.
* Spiritual Weapon: Magic weapon attacks on its own.
* Status: Monitors condition, position of allies.
* Summon Monster II: Calls extraplanar creature to fight for you.
* Undetectable Alignment: Conceals alignment for 24 hours.
* Zone of Truth: Subjects within range cannot lie.
Spoiler (Anzeigen)
* Animate Dead M: Creates undead skeletons and zombies.
* Bestow Curse: -6 to an ability score; -4 on attack rolls, saves, and checks; or 50% chance of losing each action.
* Blindness/Deafness: Makes subject blinded or deafened.
* Contagion: Infects subject with chosen disease.
* Continual Flame M: Makes a permanent, heatless torch.
* Create Food and Water: Feeds three humans (or one horse)/level.
* Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).
* Daylight: 60-ft. radius of bright light.
* Deeper Darkness: Object sheds supernatural shadow in 60-ft. radius.
* Dispel Magic: Cancels spells and magical effects.
* Glyph of Warding M: Inscription harms those who pass it.
* Helping Hand: Ghostly hand leads subject to you.
* Inflict Serious Wounds: Touch attack, 3d8 damage +1/level (max +15).
* Invisibility Purge: Dispels invisibility within 5 ft./level.
* Locate Object: Senses direction toward object (specific or type).
* Magic Circle against Chaos/Evil/Good/Law: As protection spells, but 10-ft. radius and 10 min./level.
* Magic Vestment: Armor or shield gains +1 enhancement per four levels.
* Meld into Stone: You and your gear merge with stone.
* Obscure Object: Masks object against scrying.
* Prayer: Allies +1 bonus on most rolls, enemies -1 penalty.
* Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
* Remove Blindness/Deafness: Cures normal or magical conditions.
* Remove Curse: Frees object or person from curse.
* Remove Disease: Cures all diseases affecting subject.
* Searing Light: Ray deals 1d8/two levels damage, more against undead.
* Speak with Dead: Corpse answers one question/two levels.
* Stone Shape: Sculpts stone into any shape.
* Summon Monster III: Calls extraplanar creature to fight for you.
* Water Breathing: Subjects can breathe underwater.
* Water Walk: Subject treads on water as if solid.
* Wind Wall: Deflects arrows, smaller creatures, and gases.
Spoiler (Anzeigen)
* Air Walk: Subject treads on air as if solid (climb at 45-degree angle).
* Control Water: Raises or lowers bodies of water.
* Cure Critical Wounds: Cures 4d8 damage +1/level (max +20).
* Death Ward: Grants immunity to death spells and negative energy effects.
* Dimensional Anchor: Bars extradimensional movement.
* Discern Lies: Reveals deliberate falsehoods.
* Dismissal: Forces a creature to return to native plane.
* Divination M: Provides useful advice for specific proposed actions.
* Divine Power: You gain attack bonus, +6 to Str, and 1 hp/level.
* Freedom of Movement: Subject moves normally despite impediments.
* Giant Vermin: Turns centipedes, scorpions, or spiders into giant vermin.
* Imbue with Spell Ability: Transfer spells to subject.
* Inflict Critical Wounds: Touch attack, 4d8 damage +1/level (max +20).
* Magic Weapon, Greater: +1 bonus/four levels (max +5).
* Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
* Planar Ally, Lesser X: Exchange services with a 6 HD extraplanar creature.
* Poison: Touch deals 1d10 Con damage, repeats in 1 min.
* Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away.
* Restoration M: Restores level and ability score drains.
* Sending: Delivers short message anywhere, instantly.
* Spell Immunity: Subject is immune to one spell per four levels.
* Summon Monster IV: Calls extraplanar creature to fight for you.
* Tongues: Speak any language.
Spoiler (Anzeigen)
* Atonement F X: Removes burden of misdeeds from subject.
* Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
* Command, Greater: As command, but affects one subject/level.
* Commune X: Deity answers one yes-or-no question/level.
* Cure Light Wounds, Mass: Cures 1d8 damage +1/level for many creatures.
* Dispel Chaos/Evil/Good/Law: +4 bonus against attacks.
* Disrupting Weapon: Melee weapon destroys undead.
* Flame Strike: Smite foes with divine fire (1d6/level damage).
* Hallow M: Designates location as holy.
* Inflict Light Wounds, Mass: Deals 1d8 damage +1/level to many creatures.
* Insect Plague: Locust swarms attack creatures.
* Mark of Justice: Designates action that will trigger curse on subject.
* Plane Shift F: As many as eight subjects travel to another plane.
* Raise Dead M: Restores life to subject who died as long as one day/level ago.
* Righteous Might: Your size increases, and you gain combat bonuses.
* Scrying F: Spies on subject from a distance.
* Slay Living: Touch attack kills subject.
* Spell Resistance: Subject gains SR 12 + level.
* Summon Monster V: Calls extraplanar creature to fight for you.
* Symbol of Pain M: Triggered rune wracks nearby creatures with pain.
* Symbol of Sleep M: Triggered rune puts nearby creatures into catatonic slumber.
* True Seeing M: Lets you see all things as they really are.
* Unhallow M: Designates location as unholy.
* Wall of Stone: Creates a stone wall that can be shaped.