New
Domain
Devotion
Domain
Granted Power: +5 circumstance bonus
to knowledge (religion) checks.
1
Divine Protection
2 Aid
3 Magic Circle Against Heretics
4 Deific Smiting
5 Deny Heresy
6 Blade Barrier
7 Sacred Speech
8 Righteous Presence
9 Miracle
New Spells
Table:
Spells Replaced
This
Spell… |
…Replaces |
Deific Smiting |
Holy
Smite, Unholy Blight, Order’s Wrath, Chaos
Hammer |
Deny Heresy |
Dispel
[Alignment] |
Detect Devotion |
Detect
[Alignment] |
Divine Protection |
Protection from [Alignment] |
Magic Circle against Heretics |
Magic
Circle vs. [Alignment] |
Righteous Presence |
Holy
Aura, Unholy Aura, Shield of Law, Cloak of Chaos |
Sacred Speech |
Holy
Word, Blasphemy, Dictum, Word of Chaos |
Sanctify Site
|
Hallow,
Unhallow |
--
|
Align
Weapon |
Deific Smiting
Evocation
Devotion 4
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: 20-ft.-radius burst
Duration: Instantaneous (1 round);
see text
Saving Throw: Will partial; see text
Spell Resistance: Yes
You
draw down holy power to smite your enemies. Only enemies
and recusants of your faith are harmed by the spell;
other creatures are unaffected.
The
spell deals 1d8 points of damage per two caster levels
(maximum 5d8) to each enemy of your faith in the area
and causes it to become staggered for 1 round. A successful
Will saving throw reduces damage to half and negates
the blinded effect.
The
spell deals only staggers recusants of your faith. Such
a creature can negate this effect with a successful
Will save.
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Deny
Heresy
Abjuration
Clr 5, Devotion 5
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: You and an enchantment or spell
cast by an enemy of your faith on a touched creature
or object
Duration: 1 round/level or until discharged,
whichever comes first
Saving Throw: None
Spell Resistance: No
Shimmering,
white, holy energy surrounds you. This power has two
effects.
First,
you gain a +4 deflection bonus to AC against attacks
by enemies and recusants of your faith.
Second,
with a touch you can automatically dispel any one enchantment
spell cast by an enemy of your faith. Exception: Spells
that can’t be dispelled by dispel magic also can’t
be dispelled by deny heresy. Saving throws and spell
resistance do not apply to this effect. This use discharges
and ends the spell.
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Detect Devotion
Divination
Clr 1
Components: V, S, DF
Casting Time: 1 standard action
Range: 60 ft.
Effect: Cone-shaped emanation
Duration: Concentration, up to 10 min./
level (D)
Saving Throw: None
Spell Resistance: No
You can sense the presence of divine devotion or spells
cast by devoted beings. The amount of information revealed
depends on how long you study a particular area or subject.
1st
Round
Presence or absence of strong devotion to a faith.
2nd
Round
Number of creatures in the area that have strong devotion
to their faith.
3rd
Round
The object of each creature’s devotion.
Each
round, you can turn to detect devotion in a new area.
The spell can penetrate barriers, but 1 foot of stone,
1 inch of common metal, a thin sheet of lead, or 3 feet
of wood or dirt blocks it.
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Divine Protection
Abjuration
Clr 1, Devotion 1
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 min./level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: No; see text
This
spell wards a creature from attacks by enemies and recusants
of your faith, from mental control, and from summoned
creatures summoned by enemies and recusants of your
faith. It creates a magical barrier around the subject
at a distance of 1 foot. The barrier moves with the
subject and has three major effects.
First,
the subject gains a +2 deflection bonus to AC and a
+2 resistance bonus on saves. Both these bonuses apply
against attacks made or effects created by enemies and
recusants of your faith.
Second,
the barrier blocks any attempt to possess the warded
creature (by a magic jar attack, for example) or to
exercise mental control over the creature (including
enchantment (charm) effects and enchantment (compulsion)
effects that grant the caster ongoing control over the
subject, such as dominate person). The protection does
not prevent such effects from targeting the protected
creature, but it suppresses the effect for the duration
of the divine protection effect. If the divine protection
effect ends before the effect granting mental control
does, the would-be controller would then be able to
mentally command the controlled creature. Likewise,
the barrier keeps out a possessing life force but does
not expel one if it is in place before the spell is
cast.
Third,
the spell prevents bodily contact by summoned creatures.
This causes the natural weapon attacks of such creatures
to fail and the creatures to recoil if such attacks
require touching the warded creature. creatures summoned
by an ally of your faith are immune to this effect.
The protection against contact by summoned creatures
ends if the warded creature makes an attack against
or tries to force the barrier against the blocked creature.
Spell resistance can allow a creature to overcome this
protection and touch the warded creature.
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Magic Circle against Heretics
Abjuration
Clr 3, Devotion 3
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Effect: 10-ft.-radius emanation from
touched creature
Duration: 10 min./level
Saving Throw: Will negates (harmless)
Spell Resistance: No; see text
All
creatures within the area gain the effects of a divine
protection, and no creatures summoned by enemies of
your faith can enter the area either. You must overcome
a creature’s spell resistance in order to keep
it at bay (as in the third function of divine protection),
but the deflection and resistance bonuses and the protection
from mental control apply regardless of enemies’
spell resistance.
This
spell has an alternative version that you may choose
when casting it. A magic circle against heretics can
be focused inward rather than outward. When focused
inward, the spell binds a called creature(such as those
called by the lesser planar binding, planar binding,
and greater planar binding spells) for a maximum of
24 hours per caster level, provided that you cast the
spell that calls the creature within 1 round of casting
the magic circle. The creature cannot cross the circle’s
boundaries. If a creature too large to fit into the
spell’s area is the subject of the spell, the
spell acts as a normal divine protection spell for that
creature only.
A
magic circle leaves much to be desired as a trap. If
the circle of powdered silver laid down in the process
of spellcasting is broken, the effect immediately ends.
The trapped creature can do nothing that disturbs the
circle, directly or indirectly, but other creatures
can. If the called creature has spell resistance, it
can test the trap once a day. If you fail to overcome
its spell resistance, the creature breaks free, destroying
the circle. A creature capable of any form of dimensional
travel (astral projection, blink, dimension door, etherealness,
gate, plane shift, shadow walk, teleport, and similar
abilities) can simply leave the circle through that
means. You can prevent the creature’s extradimensional
escape by casting a dimensional anchor spell on it,
but you must cast the spell before the creature acts.
If you are successful, the anchor effect lasts as long
as the magic circle does. The creature cannot reach
across the magic circle, but its ranged attacks (ranged
weapons, spells, magical abilities, and the like) can.
The creature can attack any target it can reach with
its ranged attacks except for the circle itself.
You
can add a special diagram (a two-dimensional bounded
figure with no gaps along its circumference, augmented
with various magical sigils) to make the magic circle
more secure. Drawing the diagram by hand takes 10 minutes
and requires a DC 20 Spellcraft check. You do not know
the result of this check. If the check fails, the diagram
is ineffective. You can take 10 when drawing the diagram
if you are under no particular time pressure to complete
the task. This task also takes 10 full minutes. If time
is no factor at all, and you devote 3 hours and 20 minutes
to the task, you can take 20.
A
successful diagram allows you to cast a dimensional
anchor spell on the magic circle during the round before
casting any summoning spell. The anchor holds any called
creatures in the magic circle for 24 hours per caster
level. A creature cannot use its spell resistance against
a magic circle prepared with a diagram, and none of
its abilities or attacks can cross the diagram. If the
creature tries a Charisma check to break free of the
trap (see the lesser planar binding spell), the DC increases
by 5. The creature is immediately released if anything
disturbs the diagram—even a straw laid across
it. However, the creature itself cannot disturb the
diagram either directly or indirectly, as noted above.
This
spell is not cumulative with divine protection and vice
versa.
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Righteous Presence
Abjuration
Clr 8, Devotion 8
Components: V, S, F
Casting Time: 1 standard action
Range: 20 ft
Target(s): One creature/level in a
20-ft.-radius burst centered on you
Duration: 1 round/level (D)
Saving Throw: See text
Spell Resistance: Yes (harmless)
A
brilliant divine radiance surrounds the subjects, protecting
them from attacks, granting them resistance to spells
cast by enemies or recusants of your faith, and causing
such creatures to become blinded when they strike the
subjects. This abjuration has four effects.
First,
each warded creature gains a +4 deflection bonus to
AC and a +4 resistance bonus on saves. Unlike divine
protection, this benefit applies against all attacks,
not just against attacks by enemies and recusants of
your faith.
Second,
each warded creature gains spell resistance 25 against
spells cast by enemies and recusants of your faith.
Third,
the abjuration blocks possession and mental influence,
just as divine protection does.
Finally,
if an enemy or recusant of your faith succeeds on a
melee attack against a warded creature, the offending
attacker is blinded (Fortitude save negates, as blindness/deafness,
but against divine presence’s save DC).
Focus
A tiny reliquary containing some sacred relic. The reliquary
costs at least 500 gp.
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Sacred Speech
Evocation [Sonic]
LevelClr 7, Devotion 7
Components: V
Casting Time: 1 standard action
Range: 40 ft.
Effect: Enemies and recusants of your
faith in a 40-ft.-radius spread centered on you
Duration: Instantaneous
Saving Throw: None or Will negates;
see text
Spell Resistance: Yes
Any enemy or recusant of your faith within the area
that hears the sacred speech of your faith suffers the
following ill effects.
HD
|
Effect |
Equal
to caster level
|
Deafened |
Up
to caster level -1
|
Blinded,
deafened |
Up
to caster level -5
|
Paralyzed,
blinded, deafened |
Up
to caster level -10 |
Killed,
paralyzed, blinded, deafened |
The
effects are cumulative and concurrent. No saving throw
is allowed against these effects.
Deafened
The creature is deafened for 1d4 rounds.
Blinded
The creature is blinded for 2d4 rounds.
Paralyzed
The creature is paralyzed and helpless for 1d10 minutes.
Killed
Living creatures die. Undead creatures are destroyed.
Furthermore,
if you are on your home plane when you cast this spell,
extraplanar creatures they you do not consider to be
allies within the area are instantly banished back to
their home planes. Creatures so banished cannot return
for at least 24 hours. This effect takes place regardless
of whether the creatures hear the sacred speech. The
banishment effect allows a Will save (at a -4 penalty)
to negate.
Creatures
whose HD exceed your caster level are unaffected by
sacred speech.
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Sanctify Site
Evocation
Clr 5, Drd 5
Components: V, S, M, DF
Casting Time: 24 hours
Range: Touch
Area: 40-ft. radius emanating from
the touched point
Duration: Instantaneous
Saving Throw: See text
Spell Resistance: See text
Sanctify
site makes a particular site, building, or structure
a holy site. This has three major effects.
First,
the site or structure is guarded by a magic circle against
heretics effect.
Second,
any dead body interred in a hallowed site cannot be
effected by an spell that targets corpses such as speak
with dead or animate dead.
Finally,
you may choose to fix a single spell effect to the sanctified
site. The spell effect lasts for one year and functions
throughout the entire site, regardless of the normal
duration and area or effect. You may designate whether
the effect applies to all creatures, creatures who share
your faith, or creatures who adhere to another faith.
At the end of the year, the chosen effect lapses, but
it can be renewed or replaced simply by casting sanctify
site again.
Spell
effects that may be tied to a sanctified site include
aid, bane, bless, cause fear, darkness, daylight, death
ward, deeper darkness, detect devotion, detect magic,
dimensional anchor, discern lies, dispel magic, endure
elements, freedom of movement, invisibility purge, protection
from energy, remove fear, resist energy, silence, tongues,
and zone of truth. Saving throws and spell resistance
might apply to these spells’ effects. (See the
individual spell descriptions for details.)
An
area can receive only one sanctify site spell (and its
associated spell effect) at a time.
Material
Component
Herbs, oils, and incense worth at least 1,000 gp, plus
1,000 gp per level of the spell to be included in the
sanctified area.
New
Weapon Quality
Holy
of the God
A Holy of the God weapon is attuned to the will of the
deity whose power was used to create it, dealing additional
damage against non-believers.
-
Against recusants of the god, a Holy of the God weapon
grants an additional +1 holy bonus to attack deals
an additional 1d6 holy damage.
-
Against enemies of the god, a Holy of the God weapon
grants a +2 holy bonus to attack and deals an additional
2d6 holy damage.
-
Against non-allies, a Holy of the God weapon deals
an additional 1 holy damage.
Strong
(no school); CL 8th; Craft Arms and Armor, deific
smite; Price: +2 bonus. |