Cruelty Cleric Domain

Granted Power
Those who’s deities delight in acts of malice grant their agents supernatural cruelty. Intimidate checks are at +2, or +4 if using torture. Upon completing an act of cruelty, these fiends can either gain 1d8 temporary hit points or receive a +1 on their next ability, attack, or skill roll.
Cruelty Domain Spells
  1. Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
  2. Death Knell: Kill dying creature and gain 1d8 temporary hp, +2 to Str, and +1 caster level.
  3. Animate Dead: Creates undead skeletons and zombies.
  4. Death Ward: Grants immunity to death spells and negative energy effects.
  5. Slay Living: Touch attack kills subject.
  6. Create Undead: Create ghouls, ghasts, mummies, or mohrgs.
  7. Destruction: Kills subject and destroys remains.
  8. Create Greater Undead: Create shadows, wraiths, spectres, or devourers.
  9. Wail of the Banshee: Kills one creature/level.

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Sound Domain

Gods: Jimi, Spector, Ulrich

Domain Powers: +2 on all skill checks that involve music or speech.

Domain Spells:
0th: Ghost Sound

1st: Command: One subject obeys selected command for 1 round.

2nd: Enthrall: Captivates all within 100 ft. + 10 ft./level.
Resist Energy, Sound: Ignores 10 (or more) points of damage/attack from specified energy type.
Silence: Negates sound in 20-ft. radius.
Sound Burst: Deals 1d8 sonic damage to subjects; may stun them.

3rd: Deafness: Makes subject deafened.
Protection from Sound: Absorb 12 points/level of damage from sound energy.
Remove Deafness: Cures normal or magical conditions.

4th: Sending: Delivers short message anywhere, instantly.
Wall of Sound: Creates a wall of sound.

5th: Symbol of Noise M: Triggered rune wracks nearby creatures with sonic pain.

6th: Greater Shout

7th: Power Word Blind

8th: Power Word Stun

9th: Power Word Kill


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Athiest Domain

An athiest priest does not believe in any gods, instead drawing their power from the faithless and other forces one can believe in. As such, they are a powerful force that works against the holy and unholy powers that be (or be not). Since they do not draw their power from a particular god, they seek not the favors of deities. Instead, they draw power from those in the local populace and vicinity who are unbelievers. Their power differs greatly in different lands. In holy lands, they are neigh powerless, whereas in more godless lands, they usually wield a power equal to clerics of the holier lands.

They wield a non-holy magic, and their spell damage is less healable by their holy and unholy brethren.

They also gain the ability to cast spells to bring about certain non-holy/unholy effects that are otherwise similar to the divine versions. In fact, most spells are available to athiest clerics, though those with holy or unholy in the name or description are strictly forbidden.

The most effective athiest clerics maintain a true neutral alignment, however, all alignments are open to athiests.

At all levels, athiest clerics may attempt to counter any divine magic, called “disbelieving.” This is done similar to the counterspell rules for arcane magic.

Athiest Domain Spells

1st: Shaky Faith – like cause fear but non-holiness.
2nd: Invisibilty to the Faithful – invisibility to anyone of faith. No effect on the faithless.
3rd: Faithlessness – An anti-prayer, same effect but from faithlessness.
4th: Expose – expose one of faith’s hypocrisies.
5th: Fear, Uncertainty, and Doubt – strike fear uncertainty and doubt in the hearts of men.
6th: Faithlessness Strike – Like flame strike, but with faithlesness as the weapon.
7th: Separation of Church and State – create zones where gods cannot meddle in the affairs of men.
8th: Mass Faithlessness – strike fear, uncertainty and doubt in many hearts of men.
9th: Coincidence – like miracle but emanating from a secular place.


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