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Magic: Domains

Magic in Eyru Domains Spells Items Artifacts

Charm

Granted Power: You gain diplomacy, bluff, and sense motive as class skills. You can detect those influenced by Charm and similar effects using sense motive with a DC of 15.
1. Charm Person
2. Calm Emotions
3. Suggestion
4. Discern Lies
5. Atonement
6. Geas/Quest
7. Mass Suggestion
8. Mass Charm
9. Foresight

Equine

Granted Power: Ride skill is class based. You also have a +2 bonus to all checks with charisma as their key ability when the check involves horses and horse-like races. Further, all spells you cast involving horses and horse-like races are at +1 caster level. (This includes spells which generate quasi-real horses such as Phantom Steed.)
1. Mount
2. Speak with Animals
3. Phantom Steed
4. Heal Mount
5. Freedom of Movement
6. Planar Ally
7. Animal Shapes (Equine only)
8. Shape Change (Equine features only)
9. Chariot of Sustarre

Fertility and Life

Granted Power: Once per day per level you may take certain negative effects from others and place them upon yourself. This extends to disease, negative levels, poison, blindness, deafness, but not physical damage. (You cant restore hit points lost from a sword blow for instance.) This a full round action. If the victim received a saving throw, you also receive a saving throw. If successful, the effect disappears, if unsuccessful it is transferred to you.
1. Deathwatch
2. Lesser Restoration
3. Negative Energy Protection
4. Restoration
5. Raise Dead
6. Anti-Death Shell (As Anti-Life but hedges out undead)
7. Greater Restoration
8. Mass Heal
9. True
Resurrection

Harvest

Granted Power: You can identify plants which are fit for consumption. You also have expertise in brewing helpful remedies (akin to the Dagda's cauldron from which no one walks away from unsatisfied). If you have the brew potions feat, you can create potions for 25% less than the standard cost (in gold and in experience.)
1. Goodberry
2. Plant Growth
3. Create Food/Water
4. Repel Vermin
5. Commune with Nature
6. Heroes Feast
7. Control Weather
8. Sunburst
9. Miracle

Smithing

Granted Power: You gain a +2 to all metalworking skill checks. 
1. Magic Weapon
2. Heat Metal
3. Magic Vestment
4. Greater Magic Weapon
5. Wall of Iron
6. Animate Objects
7. Refuge
8. Iron Body
9. Mordekainen’s Sword

Vengeance

Granted Power: Once per day you may lower the resistance of a chosen target. You must make a successful melee touch attack. Once the target has been struck, they will receive a penalty to their next saving throw equivalent to 1/2 your cleric level. Using this power is a standard action.  
1. Doom
2. Hold Person
3. Bestow Curse
4. Poison
5. Contagion
6. Harm
7. Discern Location
8. Covetous Curse*
9. Soul Bind

 

 


All original content is © 1999-2002 by Russell Linton.