Magic

Magic is a way of doing things, a special energy and part of every body and every soul. It's a science and art to find or create shortcuts through the fabric of space and time.

The domain Magic offers spells and powers that affect and explore magic. Those divine casters who choose Magic as their field of interest and devotion gain the astonishing ability to summon a familiar just like a wizard or sorcerer. Whoever wants to unveil this mystery must have a true understanding of magic.

The domain Magic is related to Smithing.

Deities: Oghma, Morrigán, Lugh

Granted Powers:

You gain the spell-like power to Identify any magical item for which the feats Craft Magic Arms and Armor or Forge Ring are not needed as a prerequisite. This power is usable a total number of times per day equal to 3 + your Charisma modifier.

You gain the ability Summon Familiar as a wizard of your relevant class level. Remember that the levels from the classes that grant Summon Familiar stack to determine any familiar abilities that depend on the master's level.

You gain the new feat Magical Scholarship.

Domain Spells

  1. Detect Magic: Detects spells and magic items within 60 ft.
  2. Magic Aura: Alters object's magic aura.
  3. Arcane Sight: Magical auras become visible to you.
  4. Dispel Magic: Cancels magical spells and effects.
  5. Imbue with Spell Ability: Transfer spells to subject.
  6. Spell Resistance: Subject gains SR 12 + level.
  7. Antimagic Field: Negates magic within 10 ft.
  8. Spell Turning: Reflect 1d4+6 spell levels back at caster.
  9. Protection from SpellsMF: Confers +8 resistance bonus.
  10. Mage's Disjunction: Dispels magic, disenchants magic items.

Carrilion Rules Index Spells Index Domain Index

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