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Domain Spells

August 20th, 2014

Alex Riggs

Obscure Arcana Archive

                Today is all about domain spells. No, there are no new spells to appear on domain spell lists. Instead, the following spells can be cast by anyone (at least, you don’t need the domain to cast them), but are more powerful if cast by someone devoted to their particular sphere of influence.

 

BEASTLORD’S BLESSING
School transmutation; Level cleric/oracle 8, druid 8
Casting Time 1 standard action
Components V, S, DF
Range close (25 ft. + 5 ft./2 levels)
Targets up to one willing creature per level, all within 30 ft. of each other
Duration 1 hour/level (D)
Saving Throw none; Spell Resistance yes (harmless)

                This functions as animal shapes, except that each target is also affected by the spell speak with animals for the spell’s duration, and you (if you choose to target yourself) gain a bonus equal to your caster level on all Diplomacy and Handle Animal checks made to influence animals or convince them to provide information or services to you.

                If you have the animal domain, then the targets are affected as though by beast shape IV, instead of beast shape III, by which animal shapes would normally cause them to be affected. Additionally, if you have the animal domain, then for the spell’s duration you can cast charm animal as a spell-like ability at will, and you can cast dominate animal as a spell-like ability up to three times during the spell’s duration.

 

BLESSING OF THE COMMUNITY
School enchantment; Level bard 2, cleric/oracle 5, inquisitor 3, paladin 2, summoner 2
Casting Time 1 standard action
Components V, S, DF
Range close (25 ft. + 5 ft./2 levels)
Targets up to one willing creature per 2 levels, all within 30 ft. of each other
Duration 1 min./level (D)
Saving Throw none; Spell Resistance yes (harmless)

                You create a subtle mental link between the targets, allowing them to draw upon one another for additional strength as long as they are near one another. Each target gains a +2 morale bonus on attack rolls, damage rolls, AC, ability checks, skill checks, and saving throws as long as at least one other target is adjacent to them. If four or more targets are adjacent to them, they receive a +4 bonus, instead.

                If you have the community domain, the initial morale bonus increases to +4, and the bonus for having four or more adjacent affected creatures increases to +6.

 

TOURIST’S BLESSING
School conjuration (teleportation); Level cleric/oracle 8, sorcerer/wizard 8, summoner 6, witch 8
Casting Time 1 standard action
Components V, S, F/DF (a painting or other image of a location on the desired plane)
Range personal or touch
Target you and up to eight willing creatures joining hands
Duration instantaneous
Saving Throw none; Spell Resistance yes (harmless)

                This favorite of planar travelers allows for instantaneous transport nearly anywhere in the multiverse, and functions similarly to a combination of a plane shift and teleport spell. This functions as a teleport spell, except that it can take you to any location on any plane of existence. The chance of success is still dependent on your familiarity with the destination, as per teleport, with a few minor alterations. If the result is “off target,” there is a 50% chance that you arrive on the correct plane, but 5d100 miles from the intended destination, and a 50% chance that you arrive on a plane that borders the plane you were trying to arrive on, in a random location.  If the result is “similar area,” then you arrive on a similar location on a different plane from the one you intended to arrive on (the plane itself may or may not be similar, but the location you arrive in always will be).

                If you have the travel domain, you can roll twice and take the better result whenever you are determining whether or not you arrive at your intended destination.