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VishteerGods

Page history last edited by Gillian 2 months ago

Gods and Goddesses of Vishteer

 

In this world, all the Greater Gods and Goddesses are worshipped by almost all races and peoples. Every race and culture knows Aragh, the god of death. They may give him a different name, but his essential portfolio and purpose do not change greatly. Some races or cultures change the relative importance of a God in the structure of their religion (for example in Miran Mikol is almost a lesser God in status while Centarius rules supreme, while in Greenvale Nelora is the most popular God and Mikol is second or third, with Kehret a close competitor).

 

Lesser Gods may only be worshiped by a particular people in a given locale, and may vary more widely in interpretation by their followers. There are also many lesser Gods who have come into worship in an area and then faded. There are even a few lost greater Gods. This, however, is rare. It implies that everyone who knew of and followed a God has died. With Lesser Gods this is not impossible and not even unlikely. But by the time a being has been elevated to Greater God status his or her worship is widespread enough that a total collapse and vanishing implies a vast disruption of culture.

 

Gods and Goddess' Names used in this list are human/Miraborian, see chart below for other names.

Weapons, Armor, Colors and Symbols listed for each God reflect both the way in which the Deity is most commonly portrayed in art and the most preferred choices of his or her followers, but are not in any way limitations forced on priests or followers.

 

Domain Assignments: A cleric of a nonhuman race may always choose a domain that matches his race (ie an elf cleric whether of Nelora or of Soleth may choose the "elf" domain). Not all races have a domain devoted to their kind. Domains which are listed but not assigned to any deity are usually reserved for NPCs (ie slime and spider domains). NOTE: I am listing 5E domains in italics after the 3E domains that are currently the main entry. If I switch entirely to 5e, I will move them to the forefront. At this time there are only 7 5E domains. They are Life, Light, Knowledge, Nature, Tempest, Trickery and War. 3 new 5e domains were introduced by Enworld's En5ider article "Volumes of Forgotten Lore: Divine". They are Protection, Shadow and Travel.

 

Historic Event or Mythic Role: Some Gods and Saints have one or more historic or mythic events associated with them. These are commonly known and  widely accepted as true, unless indicated otherwise in the description. It can be assumed no Knowledge (religion) roll is needed unless listed.

 

Greater Gods:

Aragh: god of death and the journey to death, war and blood. Second son of Nelora and Mikol. Ruler of Hell. Mostly evil and neutral followers with a chaotic bent, but given respect by all as the guide of dead souls.

Alignment: Neutral Evil (worshippers typically lawful or neutral evil, lawful neutral or occasionally true neutral with a few chaotic evil)

Domains: 3E: Death, Destruction, Deathbound, Domination, Evil, Hatred, Inquisition, Pestilence, Pride, Torment, Undeath, War

5E: Death, Tempest, War

Weapons and armor: all simple weapons, all blunt martial weapons. No missile weapons, but thrown are permitted. Any armor. Aragh's favored weapons are the mace and the whip.

Colors/symbol: black, red and gold/ a red teardrop on a black ground, or a black skull on a red ground. Use of "death moth" tattoos is also a common symbol of secret worshippers of Aragh as the God of Pestilence and Torment.

Historical Event or Mythic Role: Aragh greets the spirit of each dead being and takes it from the world of the living to the realms where dead spirits dwell before they eventually return to the living in a new role. In human mythology, he is usually a robed and hooded boatman who escorts the spirit across a river into the new realm. In one very old legend of Aragh, he is represented not as a human, but as a dragonlike humanoid, whose breath brings immense heat, scorching destructive flame, and thus death. It is here that he gains his position as the son of Mikol, god of the sun. In other myths, Aragh is clad in a black cloak made of moth wings.

 

 

Centarius: god of merchants and trade, wealth and artisanry, also of oathtakers and oathbreakers, sometimes thieves, sometimes guardians from thieves. Third son of Nelora and Mikol.

Alignment; Neutral (worshippers mostly neutral, but all alignments welcome)

Domains: 3E: Balance, Entropy, Law, Pact, Protection, Trade, Travel, Trickery, Wealth

5E: Knowledge, Protection, Travel, Trickery

Weapons and armor: all simple weapons and small/medium martial weapons. Any armor

colors/symbol: gold and silver/ gold scales on a white ground

Historical Event or Mythic Role: It is said that in ancient times, before the use of coin, Centarius sometimes came to barter with the common folk, for his own amusement. It is said that he brought the first diamonds out of the sky with him, and traded them to an ordinary man for nothing more than a promise to always tell the truth. When the man broke that promise, the diamonds he was given changed color, becoming rubies and emeralds, which are sometimes thus called Liar's Stones, or Centarius' blood and tears.

 

Diorel: God of all rivers, lakes and fresh water, first son of Mikol and Nelora.

Alignment: Neutral Good (worshippers mostly neutral good to true neutral, a few chaotic but no evil worshippers)

Domains: 3E: Animal, Courage, Moon, Plant, Renewal, Scalykind, Storm, Water, Weather

5E: Light, Nature, Tempest

Weapons and armor: all simple weapons and all swords, trident. Light and medium armor/shields.

colors/symbol: Blue and white/ a blue or blue and white fish-shape on the reverse ground

 

(Note that while Diorel is the son of Mikol and Nelora, he courted and bedded his mother at one time, producing his only son, Kehret - exactly why this happened is unclear to his earthly followers). 

 

In Valentia Diorel has taken on the secondary aspect of Python - the god of scalykind/snakes and of prophecy. Many of Diorel's temples are to this aspect, and many of the priesthood are prophets or study the art and history of prophecy and the interpretation thereof.

 

Nelora/Elanora: mother goddess of fertility, nature, childbirth, etc... Ruler of Heaven (in human reckoning), patron goddess of humanity.

Alignment: Neutral Good (worshippers are any good alignment, any neutral alignment and a few evil humans)

Domains: 3E: Animal, Community, Creation, Disease, Earth, Family, Healing, Plant, Purification

5E: Life, Light, Nature

Weapons and armor: all simple weapons, sap, flail and net/light and medium armor

Colors/symbol: gold and white, a wheat sheaf

 

Kehret: God of warriors and healers. Son of Nelora by Diorel. Kehret is also sometimes seen as the god of physical strength.

Lawful Neutral (Lawful and Neutral worshippers, both good and evil).

Domains: 3E: Battle, Competition, Death, Earth, Force, Healing, Metal, Nobility, Planning, Strength, Tyranny, War, Wrath

5E: Death, Life, Tempest, War

Weapons and armor: Any

Colors/symbol: red, black and white/ a black spear with a silver or white head or sometimes, alternately, a bull's head.

 

Mikol: God of the sun, light and fire, emotion. Father of Gods, Nelora's mate. He is the Sun's charioteer, the guide of the earth, the creator of all light and life. He is a distant father-god, who rarely interferes on earth, and is not known for walking among his followers.

Alignment: Chaotic Neutral (worshippers can be of any alignment, but usually tend towards good)

Domains: 3E: Chaos, Fate, Fire, Glory, Greed, Healing, Pride, Strength, Sun, Time

5E: Light, Tempest, War

Weapons and armor: simple and martial melee wapons. Any armor.

Colors/symbol: red, white and gold. A red flame on white ground.

 

(Note that Mikol, Kehret and Elanora form a triumvirate of Gods that are commonly worshipped together in Greenvale; despite Kehret's unusual parentage, he is accepted by his grandfather and is not held at fault)

 

Safreth: god of the forests, trees, and woodland beings. Child of Nelora and Diorel. Patron of the Elves. Strongly neutral, he sees cruelty and death as part of the natural balance.

Alignment: Neutral (worshippers will have one neutral alignment axis, but the other may take any of the four points)

Domains: 3E: Animal, Plant, Air, Earth, Madness, Moon, Retribution, Weather, Storm

5E: Nature, Tempest

Weapons/armor: all simple weapons, small and medium martial weapons, longbows. Light and medium armor.

Colors/symbol: green, brown, white/ green and brown tree on white ground

 

Sithlar: Goddess of the ocean, salt water, and of wind and weather. Daughter of Nelora and Mikol. Any worshippers who relate to the ocean or the sky for their livelihood. She is sometimes associated with the moon, as a celestial beacon.

Alignment: Neutral (as Safreth, her worshippers will be either Neutral Good or Evil, true Neutral, Lawful or Chaotic Neutral)

Domains: Air, Water, Travel, Healing, Moon, Ocean, Storm, Weather, Windstorm

Light, Nature, Tempest, Travel

Weapons and armor: simple weapons and trident, longspear, whip, net. Light armor.

Colors/symbol: Blue, green and white/ a crested wave on a blue ground

 

Lesser Gods:

 

Anethisba: goddess of ice, cold. Daughter of Sithlar and Diorel. Worshipped in lands of ice and snow.

Alignment: Neutral (her worshippers can be either lawful or chaotic, but tend to be neutral or evil with only a few good)

Domains: Cold, Madness, Retribution, Travel, Water

Nature,Travel

Weapons and armor: Simple melee weapons plus darts, light armor.

Colors/symbol: white, black, green / a white snowflake on a black field; sometimes a green ice crystal.

 

Annik and Owynder : god of wind, goddess of rain. Twin son and daughter of Mikol and Sithlar. Worshipped in the farthest reaches of Mistland as two small children who, when not properly placated with bribes and praise, become unruly and throw tantrums, which form the storms, tornadoes, and even hurricanes that play havoc with the world.  In Miraboria, the Woodsfolk worship them as fierce adolescent brother and sister Anik and Avinder; they are more mature, but still spoiled and chaotic, easily bribed, distracted or offended.

Alignment; chaotic neutral with slight evil tendencies

Domains: Air, Chaos, Cold, Darkness, Light, Water, Weather, Windstorm

Shadow, Tempest

Weapons and Armor: simple melee weapons and the javelin, light armor.

Colors/Symbol: white, black, blue / a lightning bolt and a circle crossed by wavy lines (the wind), often superimposed one on the other.

 

Beara: goddess of beauty in person and nature. Daughter of Nelora and Mikol. Worshipped by bards and artisans.

Alignment: Neutral Good (worshippers tend to be good and neutral with equal aspects of law and chaos)

Domains: Charm, Craft, Good, Mysticism, Protection

Light

Weapons and armor: simple, no ranged/ leather only

Colors/symbol: green and silver/ a silver leaf                                               

 

Beast God: ruler of the Bestial Host, a group (of unknown size) of goblins, orcs, giants and other monstrous humanoids in the central region of Miraboria. He is the god of bestial savagery, blood and ferocity. 

Alignment: chaotic evil

Domains: Chaos, Evil, Destruction.

Death, War

Weapon: Battle Axe

Colors/Symbol: red and brown, a roaring boar's head.

 

Catashli: heavenly courtesan. Nelora's second daughter. Worshipped anywhere, mainly by prostitutes and street-women. In the Pirate Isles and across the Serpent's Teeth, Catashli takes on an aspect of theivery and deceit.

Alignment: Chaotic Neutral (worshippers tend to neutrality and chaos, but many are evil and a fair number are good)

Domains: Compassion, Envy, Healing, Luck, Lust, Trickery

Life

Weapons and armor: tiny and small simple weapons, small martial weapons (excluding lance and pick), hand crossbow. light armor

Colors/symbol: red, gold and green/ a ruby set in gold (typically a ring)                                       

 

Dike: goddess of Justice, Retribution and Penitence; she is a goddess of oaths and promises, who seeks to punish those who break their word. She is also the goddess of repentance and forgiveness, who mends the breaks between those who fail to keep an oath. Sometimes she also represents community, law and order.  A minor goddess, she is the daughter of Centarius and Sithlar.

Alignment: Lawful neutral herself, she permits most any alignment of worshipper, but despises the gods of chaos. 

Domains: Balance, Community, Destiny, Law, Pact, Retribution, Truth

Weapons and Armor: none in particular

Colors and Symbol: black and white - her symbol is frequently the scales, much like her father's, but more usually abstract or simplified, and never in gold. 

 

Glarias: goddess of the Moon, of luck and of shadows. A minor goddess worshipped only in Miraboria, mostly in the area of western Greenvale, Tallowsland and Irgirth. Very popular with hobytlan.  Unrelated to any other known God or Goddess. Some say she is an alternate of Catashli, but the hobytlan disagree, swearing they brought her with them to this region.

Alignment: Chaotic Good (worshippers are good and neutral, but always chaotic).

Domains: Chaos, Darkness, Good, Knowledge and Light.

Light

Weapons and Armor: leather and the light mace

Colors/symbol: silver and black; a silver crescent moon (often set with a clear crystal to represent the shining light of good in the dark).

Glarias' priests have not been able to receive spells from her, or contact her in any way for about the last 200 years. However, auguries show that she is not "dead", merely unable to communicate. Her worship has nearly died out, but a few still cling to her faith, swearing that she is merely held prisoner somewhere, unable to win free.

 

 

Haldar: god of strength, of the plains and hills, son of Nelora and Safreth. He is commonly known to be a patron of the dwarvish race, along with Mikarathlan.

Alignment: Neutral (worshippers can be of any alignment)

Domains: animal, cavern, competition, earth, metal, plant, strength, weather

Nature

Weapons and armor: all simple weapons, all blunt martial weapons. Light and medium armor.

Colors/symbol: green, brown, gold/ a green triangle (often patinad copper) on a yellow/gold ground 

 

Khutaba: god of the sky, music and light. Son of Mirinha and Timothus. Worshipped by bards, musicians, weather-casters.

Alignment: Neutral (worshippers are frequently chaotic neutral or neutral good, but can be of any alignment)

Domains: air, chaos, craft, magic, Rune, Summoner, Song

Tempest

Weapons and armor: any/any

Colors/symbol: blue, black and white/a white or silver ring, often set with blue stones    

 

Mikar: god of the underdark, evil emotion, treachery. Twin brother of Mikol, sometimes worshipped as his second face rather than a separate being. As Mikol is the sun, Mikar is the moon. Most of the goblinoid races follow Mikar.

In Mistland, most especially across the Serpent's Teeth, Mikar is seen as the God of Pirates, who often sail under the moon's light. 

 

Alignment: Chaotic (many worshippers are evil, but some are neutral, and a rare few are good)

Domains: Darkness, Evil, Madness, Ocean, Orc, Retribution, Sloth, Strength, Trickery

Death,  Shadow Trickery

Weapons and armor: any/any

Colors/symbol: black and red/ a black mace or black and silver - an eye behind a cloud. In the Pirate Isles, the skull and crossbones on a silver moon represent Mikar in his aspect as the Pirate God.

 

Animals commonly dedicated to Mikar include the cat and the rabbit.

 

Mikarathlan: dwarvish god of mountains and stone. Worshipped by dwarves and stone-workers.

Alignment: Lawful Neutral (worshippers are mostly Lawful Good, but may be Lawful Neutral, Neutral Good, or even rarely Lawful Evil)

Domains: Battle, craft, earth, protection, strength

Knowledge, Protection

Weapons and armor: sword except 2 handed, axe, blunt weapons (simple and martial), halberd, sling, spear/ any armor

Colors/symbol: brown, black, gold/ A gold triangle on a black ground 

(often a simple gold or even a copper triangle pierced to hang on a cord) 

 

Mirinha: goddess of fortune, luck and thievery, worshipped mostly in Miraboria by thieves. Daughter of Mikol and Catashli. She is frequently related to the moon, as luck waxes and wanes in much the same manner.

Alignment: Chaotic (worshippers are mostly chaotic, a few neutral, equally likely to be good, neutral or evil). In some places, including Greenvale, Mirinha is known as the goddess of dreams, and the crescent moon is said to contain the stuff of which dreams are made.

Domains: celerity, chaos, dream, fate, illusion, luck, trickery, time

Trickery

Weapons and armor: any simple or martial except two-handed weapons/ light and medium armor.

Colors/symbol: gold and black/ black dice with gold pips; sometimes a gold ring with black pips on face; alternatively, a gold crescent moon with a bright sparkle in the crescent. 

 

Nag and Nagaina: snake god and goddess of poison, death, murder and vengeance. Worshipped by the desperate and corrupt.

Alignment: chaotic evil (worshippers are almost all evil, a few chaotic neutral).

Domains: chaos, envy, hatred, scalykind

Death, Trickery

Weapons and armor; by class, weapons almost always poisoned

colors/symbol; black, a hissing cobra; secret followers of Nag often wear a tattoo on their upper fore-arm or around the wrist. Priests are often tattooed on the chest or back, sometimes both.

 

Nuthiar: the emerald god, artisanry and craftsmanship. Son of Beara, by a mortal. Worshipped in Southern and sometimes Mistland/Miraboria by craftsmen and artisans. He has a mythic reputation for setting the soul free of the bonds of mundane concerns. Nuthiar is sometimes also know as Aragh's companion; he is one of the gods who purifies the souls of the newly dead, preparing them for their journey to the realm of the dead. Nuthiar is also the spouse of Talaia, the goddess of knowledge. 

Alignment: Neutral (worshippers can be of any alignment, but many are good)

Domains: Craft, Divination, Knowledge, Liberation, Magic, Protection

Knowledge, Death, Protection

Weapons and armor: simple weapons, blunt martial weapons/ light armor.

Colors/symbol: emerald green, gold, white/ an emerald-green glass diamond-shape. Sometimes an emerald set in platinum or white gold.

 

 

Ontokoth: god of forge, fire, shaping. Worshipped by fire-users and dwellers. He is said to be the son of Mikol by a dwarven woman. While Mikol is the god of the sun, the father of heaven and the controller of the earth's rotation, Ontokoth is a more limited smithy-god. He is a shaper, not a creator.

Alignment: Lawful (worshippers are usually neutral, but can be good or evil)

Domains: Compassion, Craft, Fire, Law, Pride, Metal, Strength

Knowledge

Weapons and armor: simple weapons, blunt martial weapons/ light and medium armor.

Colors/symbol: grey, red, black/ an anvil with fire behind it

 

Talaia: goddess of knowledge, and seekers after knowledge, of journeys. Daughter of Safreth and a mortal sorceress. Worshipped by wizards, bards and sages everywhere. Talaia is the spouse of Nuthiar, the god of craftsmen. In this role, she is very ancient, possibly dating back in her forms to the days of the First Miraborian Empire. 

Alignment: Neutral (most worshippers are also neutral, but may be any)

Domains: Divination, knowledge, oracle, Portal, Protection, Rune spell, travel

Knowledge

Weapons and armor: simple weapons, also small martial weapons/ light and medium armor

Colors/symbol: white, black/ a half-rolled scroll, sometimes a white quill pen

 

Timothus: protector of young innocents, particularly virgins. Son of Nelora, worshipped only in Mistland, particularly Haven.

Alignment: Lawful Good (worshippers may be neutral good as well)

Domains: family, healing, protection, luck, compassion, suffering

Life, Protection

Weapons and armor: simple only/ light only
Colors/symbol: white and blue/a unicorn's horn

 

Tuilindo: goddess of faery-folk and earth-dwellers of good and neutral alignments. Patron of the faery creatures and halflings.

Alignment: Neutral Good (all good or neutral, no evil worshippers)

Domains: animal, Dream, Illusion, plant, protection, good, charm, storm

Nature, Protection

Weapons and armor: any/light and medium

Colors/symbol: green, yellow, brown/ an emerald set in gold (usually a ring) or a gold leaf with emerald enameling

Unspeakable One: worshipped by the corrupt Serpent People of the Serpent's Teeth, this deity is almost never worshipped by any other races unless they are mad or have been led deeply astray by a corrupt Serpent Priest in disguise.  

 

Variant Names of the Gods

 

Miraborian Mistlander Narbadan Elvish Dwarvish
Elanora Nelora Nelora Ellerani Elka
Mikol Mikol Mikol Mikol Kol-karthal
Diorel Diorel Diorel Corellon Dorellon
Kehret Kehret Kehret Solonar Kehret
Aragh Aragh Aragh Arekh Aragh
Centarius Centarius Centarius - Dentharus
Sithlar Sithlar Sithlar Sashelas -
Safreth Safreth Satree Rillifane -
- Timothus - - -
Catashli Catashli Catashli - Catashli
Mirinha - Mirinha Erevani -
Mikar Mikar Mikar Mikar Kar-koltath
Beara Beara Beara Hanali Celanil Tellara
Nuthiar Nuthiar - Nuthiar Nuthiar
Khutaba Khutaba - Khurabai -
- Haldar Haldar Haldar -
Talaia Talaia Talaia Talaia Talaia
- - - - Ontokoth
- Karahn - - Karathlan
- - - Tuilindo -
Glarias     Aglarias Akarlias

 


 

Added Clerical Domains 

Balance (Spell Compendium)

Battle

Cavern (Spell Compendium)

Celerity (Spell Compendium)

Charm (Spell Compendium)

Cold (Spell Compendium)

Community (Spell Compendium)

Compassion

Competition (Spell Compendium)

Courage (Spell Compendium)

Craft (Spell Compendium)

Creation (Spell Compendium)

Darkness (Spell Compendium)

Deathbound (Spell Compendium)

Disease

Divination

Domination (Spell Compendium)

Dragon (Spell Compendium)

Dream (Spell Compendium)

Dwarf (Spell Compendium)

Elf (Spell Compendium)

Entropy

Envy (Spell Compendium)

Family (Spell Compendium)

Fate (Spell Compendium)

Force (Spell Compendium)

Glory (Spell Compendium)

Gluttony (Spell Compendium)

Greed (Spell Compendium)

Halfling (Spell Compendium)

Hatred (Spell Compendium)

Hunger (Spell Compendium)

Illusion (Spell Compendium)

Inquisition (Spell Compendium)

Liberation (Spell Compendium)

Lust (Spell Compendium)

Madness (Spell Compendium)

Metal (Spell Compendium)

Moon (Spell Compendium)

Mysticism (Spell Compendium)

Nobility (Spell Compendium)

Ocean (Spell Compendium)

Oracle (Spell Compendium)

Orc (Spell Compendium)

Pact (Spell Compendium)

Pestilence (Spell Compendium)

Planning (Spell Compendium)

Portal (Spell Compendium)

Pride (Spell Compendium)

Purification (Spell Compendium)

Renewal (Spell Compendium)

Retribution (Spell Compendium)

Rune (Spell Compendium)

Scalykind (Spell Compendium)

Slime (Spell Compendium)

Sloth (Spell Compendium)

Song

Spell (Spell Compendium)

Spider (Spell Compendium)

Storm (Spell Compendium)

Suffering (Spell Compendium)

Summoner (Spell Compendium)

Time (Spell Compendium)

Torment

Trade (Spell Compendium)

Tyranny (Spell Compendium)

Undeath (Spell Compendium)

Unspeakable 

Wealth (Spell Compendium)

Weather

Windstorm (Spell Compendium)

Wrath (Spell Compendium)

 


Domain Lists

 

BATTLE

Granted Powers: Free Martial Weapon Proficiency (if necessary) and Weapon Focus with the deity's favored weapon.

Battle Domain Spells

  1. Bless
  2. Bull's Strength
  3. Prayer
  4. Keen Edge
  5. Righteous Might
  6. Mass Haste
  7. Holy Word
  8. Holy Aura
  9. True Resurrection

 

COMPASSION

Granted Powers: You may cast light or virtue once per day in addition to your normal spell list.
Compassion Domain Spells

  1. Protection from Evil
  2. Aid
  3. Daylight
  4. Divination
  5. True Seeing
  6. Heroes' Feast
  7. Sunbeam
  8. Holy Aura
  9. Miracle

 

DISEASE Domain

Granted Powers: You are immune to all diseases, including magical diseases such as mummy rot and lycanthropy.

Disease Domain Spells

  1. Ray of Enfeeblement
  2. Stinking Cloud
  3. Contagion
  4. Poison
  5. Cloudkill
  6. Eyebite (Sicken)
  7. Repulsion
  8. Mass Contagion
  9. Power Word Kill

 

DIVINATION Domain

Granted Powers: You cast divination spells at +1 caster level

Divination Domain Spells

  1. True Strike
  2. Augury
  3. Locate Object
  4. Divination
  5. Commune
  6. Analyze Dweomer
  7. Greater Scrying
  8. Discern Location
  9. Foresight

 

ENTROPY Domain

Granted Powers: You may cause unrest in one creature touched. The target suffers a -2 to all rolls for 1 minute. This spell-like ability may be used once per day.

Entropy Domain Spells

  1. Color Spray
  2. Sound Burst
  3. Confusion
  4. Rainbow Pattern
  5. Mislead
  6. Guards and Wards
  7. Prismatic Spray
  8. Symbol (discord effect only)
  9. Mordenkainen's Disjunction

 

SONG Domain

Granted Powers: You can cast Song domain spells without material components. Spells of this domain cannot be affected by the Silent Spell feat. Perform is a class skill.

Song Domain Spells
.

  1. Charm Person
  2. Enthrall
  3. Emotion
  4. Tongues
  5. Dream
  6. Mass Suggestion
  7. Legend Lore
  8. Otto's Irresistible Dance
  9. Mass Charm

 

TORMENT Domain

Granted Powers: You may use the touch of Pain once per day. This imposes -4 penalty on the target's attack rolls, skill checks, and ability checks. The effects last for 1 minute.

Torment Domain Spells

  1. Shocking Grasp
  2. Sound Burst
  3. Stinking Cloud
  4. Contagion
  5. Feeblemind
  6. Nightmare
  7. Eyebite (sicken or fear effect only)
  8. Symbol (pain effect only)
  9. Horrid Wilting

 

Unspeakable Domain

Granted Power: As a swift action you may add a +2 circumstance bonus to the DC of the next mind-affecting spell you cast. You can use this ability as many times a day as your wisdom bonus. 

     1. unhinge*

     2. bewilder*

     3. rage

     4. confusion

     5. secret form*

     6. inscribe yellow sign*

     7. eyebite

     8. insanity

     9. insanity, mass*

* from the Freeport Companion book

 

WEATHER Domain

Granted Powers: You gain a permanent resistance of 5 against fire, cold, or electricity.

  1. Weather Domain Spells
  2. Obscuring Mist
  3. Resist Elements
  4. Gust of Wind
  5. Sleet Storm
  6. Call Lightning
  7. Control Winds
  8. Control Weather
  9. Whirlwind

 

 

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