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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
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1 |
Resurgence |
Subject makes a second save against an ongoing spell, spell-like
ability, or supernatural ability |
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2 |
Knock |
Opens a locked door, chest, chain, etc; or suspends magical locks |
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3 |
Mass Resurgence |
As Resurgence except it effects multiple targets |
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4 |
Freedom of Movement |
Subject moves normally despite impediments |
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5 |
Break Enchantment |
Frees subjects from enchantments,
alterations, curses, and petrification |
|
6 |
Passwall |
Creates a passage through wooden, plaster, or stone wall |
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7 |
Phase Door |
Creates an invisible passage through wood or stone |
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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 |
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2 |
Calm Emotion |
Calms 1d6 creatures per level |
|
3 |
Remove Curse |
Frees object or person from curse. |
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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. |
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7 |
Refuge |
Alters item to transport its possessor to
you. |
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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. |
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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. |
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5 |
Mind Probe |
You discover the subject’s secret
thoughts. |
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6 |
Mind Switch |
You switch minds with another. |
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7 |
Mind Blank, Personal |
You are immune to scrying and mental
effects. |
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8 |
Mind Blank, Psionic |
Subject immune to mental/emotional
effects, scrying and remote viewing. |
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9 |
Psychic Chirurgery |
You repair psychic damage or impart
knowledge of new powers. |
Clairsentient
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1 |
Precognition |
Gain a +2 insight bonus to one roll. |
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2 |
Object Reading |
You know about an object’s past. |
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3 |
Ubiquitous Vision |
You have all-around vision |
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4 |
Aura Sight |
You can read things in others’ auras. |
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5 |
True Seeing, Psionic |
See all things as they really are. |
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6 |
Precognition, Greater |
Gain a +4 insight bonus to one roll. |
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7 |
Sequester, Psionic |
Subject invisible to sight and remote
viewing, renders subject comatose. |
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8 |
Hypercognition |
You can deduce almost anything. |
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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. |
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2 |
Contingent
Action* |
Prepares a readied
action.
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3 |
Haste |
Extra partial action
and +4 AC. |
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4 |
Time to Act* |
You may make a
single skill check in the same round you cast a spell. |
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5 |
Permanency |
Makes certain spells
permanent; costs XP. |
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6 |
Contingency |
Sets trigger
condition for another spell. |
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7 |
Vision |
Gives information
about an event through a vision. |
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8 |
20 Minutes* |
You make take 20 on
a check in a single round. |
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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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