Summer

The summer is the season of sunshine and warm weather. The days are long and hot and natural life reaches it's prime. Summer is the high noon of the year.

This domain symbolizes the climax on the wheel of the seasons. It is associated with adult age, abundance of life force and fullfillment. The domains Abundance, Fire and Sun are related to the domain Summer and it is opposed by Winter and Autumn.

Although or maybe because it is very important, only Dagda grants this domain to his followers.

Deities: Dagda

Granted Powers:

You gain the supernatural ability Summerlight enabling you to evoke summerly conditions around you, usable a number of times per day equal to three + your Charisma modifier. This granted power has got the following effects when used:

Your holy symbol sheds warm light as bright as full daylight in a 60-foot radius and grants cold resistance 5 + 1 per level of your relevant class in it's area. Dim light is shed for an additional 60 feet beyond that, granting cold resistance 2 + 1 per 2 levels in your relevant class. Creatures that take penalties in bright light also take them while within the radius of this magical light. This power is not the equivalent of daylight for the purposes of creatures that are damaged or destroyed by bright light. If your holy symbol is placed inside or under a light- proof covering, the power's effects are blocked until the covering is removed.

The duration of this power is 10 minutes, but it is temporarily negated, if brought into an area of magical darkness (or vice versa), so that the otherwise prevailing light conditions exist in the overlapping areas of effect. This power counters or dispels any darkness spell of third or lower level.

You gain a +4 bonus to saving throws and checks against natural hot weather effects (see Heat dangers, excluding catching on fire and lava effects) and even a failed save will not result in heatstroke and therefore fatigue.

Domain Spells

  1. Light: Object shines like a torch.
  2. Goodberry: 2d4 berries each cure 1 hp (max 8 hp/24 hours).
  3. Heat Metal: Make metal so hot it damages those who touch it.
  4. Searing Light: Ray deals 1d8/two levels damage, more against undead.
  5. Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away.
  6. Insect Plague: Locust swarms attack creatures.
  7. Heroes' Feast: Food for one creature/level cures and grants combat bonuses.
  8. Sunbeam: Beam blinds and deals 4d6 damage.
  9. Sunburst: Blinds all within 10 ft., deals 6d6 damage.
  10. Storm of Vengeance: Storm rains acid, lightning, and hail.

Carrilion Rules Index Spells Index Domain Index

© 2004 by Lorenz Lang, alle Rechte vorbehalten.     ∞     Lorenz.Lang@gmx.de