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    New Greyhawk God Domains
    Posted on Sun, October 27, 2002 by Dogadmin
    manicmidwife writes "Introducing 16 new domains that reflect the interests of the deities of the Flanaess. Herein may be found the domains of Artistry, The Balance, Entropy, Fitness, Humour, Liberation, Misfortune, Music, Pain, Passion, Peace, Rage, Stars, Swords, Terror and Toad.

    All divine entities appear within the Living Greyhawk Journal #3.

    Author: manicmidwife


    New Greyhawk God Domains

    by

    manicmidwife

    Introducing 16 new domains that reflect the interests of the deities of the Flanaess. Herein may be found the domains of Artistry, The Balance, Entropy, Fitness, Humour, Liberation, Misfortune, Music, Pain, Passion, Peace, Rage, Stars, Swords, Terror and Toad.

    All divine entities appear withing the Living Greyhawk Journal #3.

    Artistry domain:
    Dieties
    : Bleredd, Corellon Larethian, Flandal Steelskin, Garl Glittergold, Hanali Celanil, Lirr, Moradin, Ulaa.
    Granted Powers: Appraise and Forgery are class skills. Craft skill checks gain a +3 bonus.

    1. Unseen servant
    2. Wood shape
    3. Stone shape
    4. Minor creation
    5. Fabricate
    6. Major creation
    7. Drawmij’s instant summons
    8. Polymorph any object
    9. Miracle


    The Balance:
    Deities
    : Boccob, Cyndor, Daoud, Istus, Kelenan, Tsolorandril, Xan Yae, Zuoken
    Granted Powers: Bluff, Gather Information and Sense Motive are class skills. Scry skill checks gain a +2 bonus.

    1. Comprehend languages
    2. Undetectable alignment
    3. Dispel magic
    4. Discern lies
    5. Scrying
    6. Geas / quest
    7. Greater scrying
    8. Discern location
    9. Imprisonment


    Entropy domain:
    Dieties
    : Nerull, Tharizdun, Vecna
    Granted Powers: You gain a minor supernatural resistance to spells and may add +2 to all saves against spell effects.

    1. Ray of Enfeeblement
    2. Deeper Darkness
    3. Blindness / Deafness
    4. Enervation
    5. Break enchantment
    6. Feeblemind
    7. Antimagic Field
    8. Protection from spells
    9. Mordenkainen's Disjunction


    Fitness domain:
    Deities
    : Azor’alq, Arvoreen, Bleredd, Bralm, Clangeddin Silverbeard, Corellon Larethian, Daern, Ehlonna, Flandal Steelskin, Heironeous, Hextor, Kelanen, Kord, Moradin, Solonor Thelandria, St. Cuthbert, Trithereon
    Granted Powers: You gain the Improved Initiative feat for free

    1. Expeditious retreat
    2. Endurance
    3. Haste
    4. Freedom of movement
    5. Righteous might
    6. Stoneskin
    7. Regenerate
    8. Iron body
    9. Freedom


    Humour domain:
    Deities
    : Erevan Ilesere, Garl Glittergold, Olidammara, Roykyn, Wenta, Zagyg
    Granted Powers: You cast humour spells at +1 caster level

    1. Grease
    2. Tasha's hideous laughter
    3. Slow
    4. Imbue with spell ability
    5. Insect plague
    6. Mass suggestion
    7. Reverse gravity
    8. Otto's irresistable dance
    9. Shapechange


    Liberation domain:
    Deities
    : Dalt, Johydee, Lydia, Mayaheine, Trithereon
    Granted Powers: Escape Artist, Intuit Direction and Wilderness Lore are class skills.

    1. Knock
    2. Shield other
    3. Helping Hand
    4. Rusting grasp
    5. Break enchantment
    6. Word of Recall
    7. Refuge
    8. Discern Location
    9. Freedom


    Misfortune domain:
    Deities
    : Incabulos, Ralishaz, Roykyn, Vathris
    Granted power: You cast misfortune spells at +1 caster level

    1. Entangle
    2. Shatter
    3. Blindness / deafness
    4. Contagion
    5. Mind fog
    6. Geas / quest
    7. Insanity
    8. Earthquake
    9. Soul bind


    Music domain:
    Dieties
    : Corellon Larethian, Lydia, Olidammara, Ye'Cind
    Granted Powers: Innuendo, Listen and Perform are class skills. Perform skill checks gain a +2 bonus.

    1. Charm person
    2. Silence
    3. Dispel magic
    4. Restoration
    5. Break enchantment
    6. Animate objects
    7. Greater restoration
    8. Mass charm
    9. Antipathy


    Pain domain:
    Deities
    : Erythnul, Incabulos, Iuz
    Granted Powers: You may cast pain spells as if you had the Maximize Spell feat.

    1. Chill Touch
    2. Heat metal
    3. Bestow Curse
    4. Poison
    5. Insect plague
    6. Nightmare
    7. Repulsion
    8. Symbol
    9. Energy Drain


    Passion domain:
    Deities
    : Hanali Celanil, Joramy, Kurell, Lydia, Myhriss, Olidammara
    Granted Powers: You cast passion spells at +1 caster level.

    1. Bless
    2. Eagle’s Splendor
    3. Emotion
    4. Lesser geas
    5. Mass suggestion
    6. Geas / quest
    7. Earthquake
    8. Symbol
    9. Sympathy


    Peace domain:
    Deities
    : Allitur, Delleb, Rao, Sotllion, Zodal
    Granted Powers: Read Lips, Sense Motive and Speak Language are class skills. Diplomacy skill checks gain a +2 bonus

    1. Remove Fear
    2. Calm Emotions
    3. Remove Curse
    4. Divination
    5. Atonement
    6. Word of Recall
    7. Control Weather
    8. Symbol
    9. Miracle


    Rage domain:
    Dieties
    : Erythnul, Joramy, Nazarn, Vatun
    Granted Powers: You gain the Barbarian Rage attribute (this does not stack).

    1. True strike
    2. Bull's Strength
    3. Rage *
    4. Emotion
    5. Righteous Might
    6. Tenser’s Transformation
    7. Regeneration
    8. Symbol
    9. Storm of vengeance


    Stars domain:
    Dieties
    : Celestian, Sehanine Moonbow
    Granted Powers: You gain a minor supernatural resistance to cold and may add +2 to all saves against cold effects.

    1. Endure Elements
    2. Silence
    3. Melf's Minute Meteors *
    4. Air Walk
    5. Cone of Cold
    6. Wind walk
    7. Sunbeam
    8. Reverse gravity
    9. Meteor Swarm


    Swords domain:
    Deities
    : Kelanen
    Granted Powers: You gain martial weapon proficiency with all regular swords (short, long, bastard and great). In addition, the cleric is eligible for all "fighter-only" feats that relate to swordplay (eg. weapon specialization) though level, skill and attribute prerequisites still apply.

    1. Magic weapon
    2. Spiritual weapon
    3. Greater magic weapon
    4. Weapon of the deity *
    5. Spellsword *
    6. Blade barrier
    7. Tenser's transformation
    8. Mordenkainen's sword
    9. Black blade of disaster *


    Terror domain:
    Deities
    : Any Evil
    Granted Powers: Turn or destroy good-aligned creatures as a good cleric turns undead. This feature is at +1 caster level, and is usable a total number of times per day equal to 3+ your charisma modifier.

    1. Cause fear
    2. Scare
    3. Blindness / deafness
    4. Fear
    5. Unhallow
    6. Blasphemy
    7. Unholy word
    8. Symbol
    9. Gate


    Toad domain:
    Deities
    : Wastri
    Granted Powers: Rebuke or command amphibious and swamp dwelling creatures as an evil cleric rebukes undead. You may use this ability a total number of times per day equal to 3 + your charisma modifier.

    1. Jump
    2. Barkskin
    3. Water breathing
    4. Poison
    5. Stinking Cloud
    6. Stoneskin
    7. Regenerate
    8. Iron Body
    9. Shapechange


    Thievery domain:
    Deities
    : Brandobaris, Charmalaine, Erevan Illesere, Kurell, Kuroth, Olidammara, Pyremius
    Granted Powers: Disguise, Disable Device and Open Lock are class skills.

    1. Find traps
    2. Blur
    3. Haste
    4. Sending
    5. Ethereal jaunt
    6. True seeing
    7. Shadow walk
    8. Discern location
    9. Foresight


    New spells:

    Black Blade of Disaster:
    Conjuration (Creation) [Force]
    Level: Sor / Wiz 9, Sword 9
    Components: V,S,DF
    Casting Time: 1 Action
    Range: Caster
    Effect: 1 Rift blade
    Duration: 1 round / level
    Saving throw: Fortitude negates
    Spell resistance: Yes

    You create a powerful black, blade-shaped planar rift the size of a longsword. It may be used even if you have no proficiency with swords, and gives a +10 bonus to hit for the first strike. It acts as a +5 weapon and deals 2d12 damage per strike. In addition, the target must make a Fortitude save at +4 or be disintegrated. The blade is effective against magical barriers, such as walls of force, prismatic spheres and even antimagic shells. Targets with a SR check once when the blade strikes. If the blade is successfully resisted then the spell is disrupted. (Adapted from Icewind Dale II game rules and the Wizard's Spell Compendium [2nd ed] Volume 1, p.88). Focus: The cleric's sword.


    Melf's Minute Meteors:
    Evocation (Fire)
    Level: Stars 3, Sor / Wiz 3
    Components: V,S,F (DF)
    Casting time: 1 Action
    Range: Medium (100 ft+ 10 ft / level)
    Effect: 1 meteor / level
    Duration: Special
    Saving throw: None
    Spell resistance: Yes

    You create a number of small globes of fire. They cause no harm to you but explode into a small flaming sphere on impact which causes 1d4 points of damage to the creature struck. You may hurl five meteors per round. The meteors are effectively +2 sling stones but without the need for a sling to cast. Misses inflict 1 point of fire damage to creatures within 3 feet of the impact point. Note that targets with fire resistance will not be affected by this spell.
    Focus: Sling stones coated with sulphur. (Adapted from the Complete Wizard's Spell Compendium [2nd ed] Volume 2, p.556)


    Rage:
    Enchantment (Compulsion) [Mind-Affecting]
    Level: Madness 3, Rage 3
    Components: V,S
    Casting Time: 1 action
    Range: Touch
    Target: Creature touched
    Duration: 1 round / level
    Savin Throw: Will negates (harmless)
    Spell Resistance: Yes (harmless)

    You put a creature into a screaming blood frenzy. In this rage, the target gains a +4 to strength, +4 to constitution, and a +2 to morale bonus on Will saves. Unlike a barbarian rage, no penalty to AC is suffered, and no fatigue period comes after the rage is over.


    Spellsword:
    Transmutation
    Level: Swords 5
    Components: V,S,DF
    Casting Time: 10 minutes
    Range: Touch
    Target: Cleric's sword touched
    Duration: Permanents until discharged
    Saving throw: Will negates (object)
    Spell Resistance: Yes (object)

    A variation of the druidic Spellstaff spell, this enables you to infuse / store a spell that you can normally cast into your sword. Only once such spell can be cast on a sword at a time. That spell can then be cast as though it were among those you have prepared but does not count against the normal total for a given day. You must use up applicable components (if any) to cast the spell when it is stored.
    Focus: The sword that stores the spell.


    Weapon of the diety:
    Transmutation
    Level: Clr 4, Pal 4, Swords 4
    Components: V, DF
    Casting Time: 1 action
    Range: Personal
    Target: Your weapon
    Duration: 1 round / level

    You must be using your diety's favoured weapon to cast this spell. You may use this weapon as if you had proficiency with it even if you normally do not. The weapon gains a +1 enhancement bonus on attack and damage rolls and additional special abilities.
    When you reach 9th caster level, the enhancement bonus of the weapon increases to +2. At 12th level, the bonus rises to +3, at 15th level it is +4, and at 18th level it is +5.
    (Adapted from Defenders of the Faith, Rich Redman & James Wyatt, p.92)
    For Kelanen, any sword may be used as the divine focus. The weapon produced is Suredoom, a keen icy burst bastard sword. If you have the improved two-weapon fighting feat, you may instead use this spell to create two longswords for the duration. The first is Swiftdoom, a flaming sword of defending, while the second is Sureguard – a dancing frostbrand.

    Note: Third Edition, 3e, cleric, domain, god, deity"
     
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    Re: New Greyhawk God Domains (Score: 1)
    by Delglath on Sun, October 27, 2002
    (User Info | Send a Message | Journal)
    When I saw this I thought, "Cool! That's exactly what GH needs!" but after reading through them I have to say that, without meaning any offense, I would recommend against using them.

    In addition to giving powerful wizard spells at the same level as a wizard gets them, like Haste, the domain powers are somewhat unbalanced. Some of the spell choices and domain power choices I would even go so far as to argue are not entirely in line with domains title, at least IMO.

    I don't mean to be a ***** by criticising this and of course it's up to individual DM's and whatnot to adjudicate, but I felt it also necessary to point out that I don't think they're quite ready to be incorporated into a game without further tweaking.

    Lastly, there is a PDF coming out soon by Ambient Inc. that will have over 200 new domains including new spells for them. I'm guessing there will be a lot of similar domains to these in there that could adequately fill this niche.



    Re: New Greyhawk God Domains (Score: 1)
    by Shane on Mon, November 04, 2002
    (User Info | Send a Message)
    Yes, I agree. And I have to ask... what does a Spell Save bonus have to do at all with Entropy? The Entropy domain would essentially be a chaos domain, so it sounds to be like someone hasn't checked their dictionary recently.

    And Melf's Minute Meteors has some serious problems: Namely, how does one measure the "three feet" when 3e is based on 5 foot increments. I mean, you can't say "you take a point of damage for having it land within 3 feet of you" when a player could just argue "No, I was on the far edge of my square."




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