CC 3.7 Spells

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Cleric Domains

Solun

Destiny

The Cleric of Destiny Receives one Luck re-roll per day (as the rogue ability)

At level 12 the cleric receives a +2 divine bonus on the re-roll, making it more likely to succeed.

At level 18 the cleric receives a second luck re-roll.


Level Spell
1 Entropic Shield
2 Augury
3 Clairaudience/Clairvoyance
4 Divination
5 Break Enchantment
6 Find The Path
7 Refuge
8 Moment of Prescience
9 Foresight

Magic

May use half of your cleric level (rounding up) as an effective caster level of another class for the purposes of activating spell completion magic items (such as wands and scrolls). If you also have the class you are emulating then your effective levels and real levels stack.

Level 12 Add Magical Aptitude as a Bonus Skill.

Level 18 Use your full cleric level as an effective caster level for the above ability.


Level Spell
1 Nystuls Magic Aura
2 Identify
3 Dispel Magic
4 Imbue with Spell Like Ability
5 Spell Resistance
6 Analyse Dweomer
7 Spell Turning
8 Protection from Spells
9 Mordekainens Disjunction

The White Moon

The spiritual home of the gods and source of their power, the white moon is one of the most powerful forces upon the world. It moves the seas, controls the cycle of life and houses the souls of the honoured deceased. When the White Moon and the Red Moon move into conjuction it is a sure sign that the war between the gods and the demons is escalating.


Knowledge_The Planes, Diplomacy and Speak Language added as class skills at level 1

Celestial added as a language at level 1

+3 sacred bonus to Knowledge_The Planes and Diplomacy at level 12.

Tongues as a supernatural ability at level 18.


Level Spell
1 Protection From Alignment
2 Summon Monster 2
3 Magic Circle Against Alignment
4 Planar Ally, Lesser
5 Plane Shift
6 Banishment
7 Planar Ally
8 Planar Ally, Greater
9 Gate

Antibus

Antibus' clerics powers are at least partly dependant on which domains they select. A cleric of Antibus turns or destroys evil undead (morghs, wraiths, shadows etc), but controls or bolsters neutral undead (skeletons, Zombies etc) regardless of their domains. A cleric without the Life domain cannot convert his divine draws to healing power, and similarly one without the death domain cannot convert his divine draws to negative energy. Antibus' clerics cannot spontaneously convert their spells into healing or inflict spells (although at higher levels they do gain some spontaneous casting: see cleric).

Life

A Cleric of the Life domain gains an extra d6 when converting one of their Draws to a healing effect. Total 2d6

Level 12 The cleric gains an additional d6 when converting their draw to healing (total 3d6).

Level 18 The cleric gains an additional d6 when converting their draw to healing (total 4d6).


Level Spell
1 Cure Light Wounds
2 Cure Moderate Wounds
3 Cure Serious Wounds
4 Cure Critical Wounds
5 Cure Light Wounds, Mass
6 Heal
7 Regenerate
8 Cure Critical Wounds, Mass
9 Heal, Mass

Death

The cleric of death gains a lesser death touch power. Once per day the cleric of death may attempt the death touch. Make a touch attack against the chosen creature, if you succeed roll a d6 per cleric level, if the total equals or exceeds the touched creatures current hit points it dies instantly with no saving throw.

At level 12, the cleric may attempt this death touch an addition time per day

At level 18, the cleric may now attempt the death touch power three times per day.


Level Spell
1 Detect Undead
2 Gentle Repose
3 Animate Dead
4 Phantasmal Killer
5 Slay Living
6 Antilife Shell
7 Finger of Death
8 Symbol of Death
9 Wail of the Banshee

Disease

A Cleric of Disease may inflict a crippling curse on an enemy once per day. The cleric of disease makes a touch attack against the target, who then makes a fortitude save (DC 10+1/2 clerics level rounding down+Charisma Mod). If the target fails the save they immediately begin suffering from a powerful divine form of mummy rot (Described below).

At level 12 the cleric may use this touch an additional time per day

At level 18 the cleric may now use this ability three times per day.


Divine Curse of Antibus

(Supernatural Disease)

A victim cursed by a Priest of Disease takes 1 point of Strength and Charisma damage per 5 full levels in cleric the caster possessed, each round until cured or until the victim passes a fortitude save (of the original DC). The disease continues after death until one of the victims stats reaches 0, at which point the victims body crumbles to a fine tomb dust and his soul is claimed by the God of Death. This disease is more of a powerful curse and may only be removed by the casting of a remove curse spell, followed by a remove disease, or the victim passing the fortitude save. Heal checks cannot be used to improve the victims chances of surviving other than to grant him a +1 bonus to his next fortitude save (assuming the healer passes a DC25 heal check and has a healing kit).


Level Spell
1 Doom
2 Diminish Plants
3 Contagion
4 Blight
5 Insect Plague
6 Circle of Death
7 Creeping Doom
8 Symbol of Insanity
9 Energy Drain

Reika

Stars

Add Spot and Search as class skills. Abjuration spells are cast at +1 caster level.

Add Alertness as a bonus feat at level 12

Add Spell Focus Abjuration as a bonus feat at level 18


Spells in Italics only function at night, in a place which would normally be under the stars or starlight. Weather conditions do not affect whether or not these spells function,however they do not function indoors or in caves regardless of the time of day, unless those area's can be graced with the light of the stars. These effects or spells always fade with the dawn.


Level Spell
1 Nystuls Magic Aura
2 Knock
3 Phantom Steed (Only at Night)
4 Divination
5 Overland Flight (Only at Night)
6 Starlight Key (Only at Night, Unique Spell)
7 Ethereal Jaunt
8 Antimagic Field
9 Astral Projection

-Water

Turn / Destroy fire creatures as though they were undead and Control / Bolster water creatures as though undead, using your Divine Channel ability. This ability functions as though you were a cleric of half your level (minimum 1) at first level.

Use your cleric level -3 for determining how powerful an elemental creature you can turn at level 12.

Use your full cleric level for determining how powerful an elemental creature you can turn at level 18.


Level Spell
1 Obscuring Mist
2 Fog Cloud
3 Water Breathing
4 Control Water
5 Control Wind
6 Cone of Cold
7 Acid Fog
8 Horrid Wilting
9 Elemental Swarm (Water)

-Peace

You can generate a powerful sanctuary effect around yourself once per day. The DC for the sanctuary is (10+Half Cleric Level+Cha)

You cast Healing spells at +1 caster level at level 12. In addition the DC for your sanctuary effect is raised by 1.

You cast Healing spells at +2 caster Level at level 18. In addition the DC for your sanctuary effect is raised by 2


Level Spell
1 Sanctuary
2 Tasha's Hideous Laughter
3 Calm Emotions
4 Shield Other
5 Spell Resistance
6 Hold Monster
7 Hold Person, Mass
8 Antipathy
9 Otto's Irresistible Dance

Mond

-Fire

Turn / Destroy water creatures as though they were undead and Control / Bolster fire creatures as though undead, using your Divine Channel ability. This ability functions as though you were a cleric of half your level (minimum 1) at first level.

Use your cleric level -3 for determining how powerful an elemental creature you can turn at level 12.

Use your full cleric level for determining how powerful an elemental creature you can turn at level 18.


Level Spell
1 Produce Flame
2 Burning Hands
3 Scorching Ray
4 Fireball
5 Wall of Fire
6 Fire Seeds
7 Fire Storm
8 Incendiary Cloud
9 Elemental Swarm (Fire)

-Agriculture

Weapon Focus Scythe added at first level

Knowledge Nature added to class skills

Skill focus: Knowledge Nature added at 12th level

+2 Divine Bonus to Knowledge Nature, Survival and Profession:Farmer at 18th level


Level Spell
1 Goodberry
2 Soften earth or Stone
3 Plant Growth
4 Repel Vermin
5 Wall of Thorns
6 Move Earth
7 Animate Plants
8 Control Plants
9 Antipathy

-Health

Skill Focus: Heal, as a bonus feat at first level.

Survivalist as bonus feat at 12th level

+3 Divine bonus to Heal and Survival at 18th level. In addition you gain a +1 Divine bonus to your fortitude saves.


Level Spell
1 Detect Poison
2 Slow Poison
3 Neutralise Poison
4 Cure Disease
5 Death Ward
6 Heal
7 Restoration, Greater
8 Regenerate
9 Heal, Mass

Grund

-The Red Moon

The Red moon has strange and unusual powers. When it is aligned with the white moon it brings great destruction, in the forms of tsunami's, earthquakes and terrible twisting winds. The red moon seldom moves close to the mortal world, but when it does it is a portentous time. Mythically the Red Moon is the prison of the demons, and Grund is their Jailor. When the Red Moon looms, the demons grow restless and their powers are more keenly felt.


Knowledge_The Planes, Intimidate and Speak Language added as class skills at level 1

Infernal added as a language at level 1

+2 sacred bonus to Knowledge_The Planes and Intimidate at level 12.

Tongues for 10 minutes per day at level 18.


Level Spell
1 Protection from Alignment
2 Resist Energy
3 Magic Circle against Alignment
4 Dimensional Anchor
5 Plane Shift
6 Banishment
7 Reverse Gravity
8 Earthquake
9 Gate

-War

Martial Weapon Training, Weapon Focus_(Longsword) at first level.

Weapon Specialisation_(Longsword) at 12th level.

Improved Weapon Specialisation_(Longsword) at 18th level.


Level Spell
1 Bless
2 Align Weapon
3 Shield Other
4 Sending
5 Disrupting Weapon
6 Bulls Strength, Mass
7 Power Word:Blind
8 Power Word:Stun
9 Power Word:Kill

-Thunder

You may hurl lightning as a normal ranged attack out to 30 feet by using one of your divine draws. This is a lightning attack which deals 1d6+your charisma mod+your cleric level of lightning damage.

The Range on your Lightning attack is increased to short range at level 12.

Your Lightning Attack becomes a touch attack at level 18.


Level Spell
1 Shocking Grasp
2 Resist Energy (Electricity)
3 Call Lightning
4 Lightning
5 Call Lightning Storm
6 Geas/Quest
7 Chain Lightning
8 Shout, Greater
9 Storm of Vengeance

Indus

-Earth

Turn / Destroy air creatures as though they were undead and Control / Bolster earth creatures as though undead, using your Divine Channel ability. This ability functions as though you were a cleric of half your level (minimum 1) at first level.

Use your cleric level -3 for determining how powerful an elemental creature you can turn at level 12.

Use your full cleric level for determining how powerful an elemental creature you can turn at level 18.


Level Spell
1 Magic Stone
2 Hold Person
3 Stone Shape
4 Spike Stones
5 Wall of Stone
6 Stoneskin
7 Earthquake
8 Iron Body
9 Elemental Swarm (Earth)

-Wealth

Add Appraise, Bluff and Gather Information to your list of class skills

Gain a +4 divine bonus to appraise checks and diplomacy checks to haggle. May use detect magic once per day as a spell like ability at 11th level.

Gain a +8 divine bonus to appraise checks and diplomacy checks to haggle. May use detect magic three times per day as a spell like ability at 18th level.


Level Spell
1 Identify
2 Detect Thoughts
3 Arcane Sight
4 Discern Lies
5 Glibness
6 Analyse Dweomer
7 Legend Lore
8 Moment of Prescience
9 Sympathy

-Construction

Gain a +4 divine bonus to all craft checks.

Gain the Craft Temporary Magic Items feat as a bonus feat at level 12.

Gain the Craft Permanent Magic Items feat as a bonus feat at level 18.


Level Spell
1 Magic weapon
2 Owls wisdom
3 Magic vestment
4 Greater magic weapon
5 Disrupting Weapon
6 Pemenancy
7 Fabricate
8 Iron Body
9 Miracle

The Watcher in The Dark

-Rain

Spot, Listen, Hide and Move Silently as class skills.

Alertness bonus feat at level 12

Stealthy at level 18


Level Spell
1 Endure Elements
2 Fog Cloud
3 Sleet Storm
4 Plant Growth
5 Ice Storm
6 Acid Fog
7 Control Weather
8 Shield of Law
9 Storm of Vengeance

The Master of Many Faces

-Air

Turn / Destroy earth creatures as though they were undead and Control / Bolster air creatures as though undead, using your Divine Channel ability. This ability functions as though you were a cleric of half your level (minimum 1) at first level.

Use your cleric level -3 for determining how powerful an elemental creature you can turn at level 12.

Use your full cleric level for determining how powerful an elemental creature you can turn at level 18.


Level Spell
1 Expedious Retreat
2 Wind Wall
3 Gaseous Form
4 Air Walk
5 Control Winds
6 Chain Lightning
7 Control Weather
8 Whirlwind
9 Elemental Swarm (Air)

The Laughing God

-Mischief

add Bluff, Disguise, Hide and Move silently as class skills.

add Stealthy at level 12.

add Deceitful at level 18.


Level Spell
1 Disguise Self
2 Invisibility
3 Invisibility Sphere
4 Confusion
5 False Vision
6 Mislead
7 Screen
8 Polymorph any Object
9 Time Stop

New Spells

Starlight Key (Cleric of Reika 6)

V, M, DF

This spell creates a faint shimmering silver key, tiny enough to fit into the palm of your hand. This spell can only be cast at night, and they tiny key persists only until sunrise or until used once. The key can be placed in any lock, regardless of size, where it will unlock any mundane mechanism, unbar bolts from the other side, turn wheels and generally unlock the door, even if not normally possible from the side you are on. It will also dispel any wardings, symbols or arcane or divine locks placed upon the door including wizard lock, fire trap and glyphs of warding or similar of 5th level or lower. This spell requires 50gp of platinum dust which has been immersed in a holy font of Reika for a full month.

Modified Spells

Overland Flight

This spell now requires 500 gold pieces of expesive and specially treated oils and ungulents to be burned or applied to the subjects of the spell. Preparing these ingredients takes three days in an alchemical lab and the base ingredients (cost 300 gold).

Divine Power

This spell now requires a potion of bulls strength, to be consumed when the spell is cast.

Polymorph

As wizards latest fix.

Greater Magic Weapon

This spell now requires 25gp of silver suspended in fine quality wax as a material component.

Magic Vestment

This spell now requires 25gp of silver suspended in fine quality wax as a material component.