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Blai in Sunnydale
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"Yes, clerics all have two domains that come with powers. Mine are not amazing, they both last for only a round and take as long for me as casting a spell, but the Good one will give you a general bonus to the same things you can spend a Guidance on - they do stack - and the Law one will make it so that if you could usually succeed at something you are about to attempt, you definitely will, though you will not pull off peak performance. I get five of each a day."

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She gets those into the list too, and then contemplates what she has wrought.

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Cleric Spells
Domain powers (5 uses each per day, cast like a spell, last a few seconds)
  • Good: general bonus to Guidance-type things, stacks with Guidance
  • Law: make a likely success into a certainty, but no peak performance

Orisons (unlimited uses per day, 4 slots currently)
  • Guidance: make someone slightly better at something (use within a minute)
  • Create Water: create water
  • Stabilize: make a dying person less dying
  • Bleed: make a dying person more dying
  • Detect Magic: detect magic
  • Detect Fiendish Presence: detect certain kinds of evil beings - 60ft cone range, blocked by lead foil or steel plate
  • Detect Poison: detect poison
  • Read Magic: helps decipher magical scrolls and glyphs (limitations unclear)
  • Light: replaceable with flashlight
  • Mending: mend an object, 5lbs weight limit (currently)
  • Purify Food and Drink: purify food and drink
  • Resistance: brief improvement to "saves"
  • Vigor: hit harder once per cast
  • Virtue: become slightly more robust to injury
  • Spark: replaceable with lighter
  • Scrivener's Chant: replaceable with photocopier

First circle (single use per slot, 4 slots currently plus one domain slot)
  • Divine Favor (domain): make caster hit more accurately and harder
  • Protection from Evil (domain): protect somewhat against being hit or mind-controlled by evil beings
  • Ant Haul: increase carrying capacity
  • Abundant Ammunition: replenish ammunition
  • Endure Elements: protect against weather
  • Bless: hit more accurately, better saves against fear magic - 50ft burst, lasts 5min
  • Bane: opposite of Bless but worse because enemies get saves
  • Comprehend Languages: temporary language understanding
  • Weapons Against Evil: gets past protections against normal weapons
  • Unbreakable Heart: improves saves against some mind-affecting magic
  • Bless Water: create holy water
  • Celestial/Infernal Healing: unlikely to come up
  • Command: command something?
  • Touch of Blindness: blind with a touch?
  • Sure Casting: fortify a spell against resistance
  • Summon Monster 1: summon some monsters
  • Skim: read faster
  • Cultural Adaptation: adapt to a culture?
  • Cure/Inflict Light Wounds: heal or harm slightly
  • Deathwatch: observe deadness of things within cone, lasts 1hr
  • Shield of Faith: become harder to hit
  • Sanctuary: make attacking you directly require Will save, but ends if you attack another
  • Detect Chaos/Evil/Good/Law: detect an alignment
  • Detect Charm/Undead/the Faithful: detect other stuff
  • Protection from Chaos/Evil/Good/Law: protect from an alignment
  • Diagnose Disease: diagnose a disease?
  • Read Weather: predict the weather?
  • Refine Improvised Weapon: improve an improvised weapon?
  • Remove Fear: remove fear
  • Remove Sickness: remove sickness
  • Doom: single-target Bane
  • Entropic Shield: (?)
  • Forbid Action: forbid an(?) action?
  • Sanctify Corpse: prevent a corpse from rising as undead
  • Ray of Sickening: sicken things?
  • Obscuring Mist: create obscuring mist?
  • Spiked Armor: make armor spiky?
  • Hide from Undead: hide from undead?
  • Ironbeard: turn beard to cold iron (useful against certain beings)
  • Liberating Command: makes it easier to escape grasps and bonds
  • Magic Weapon: improve a weapon with magic?
  • Stunning Barrier: makes you harder to hit, may stun what tries anyway

Second circle (single use per slot, 3 slots currently plus 1 domain slot)
  • Qualm (domain only): inflict a qualm
  • Align Weapon (domain (Law)): make a weapon aligned, useful for certain damagings
  • Admonishing Ray: nonlethal damage, doesn't work on undead
  • Aid: Bless and some Virtues
  • Communal Protection from X: divide duration between targets
  • Protection from Outsiders: protect from outsiders
  • Angelic Aspect: caster gets Protected from Evil for the duration, plus some energy resistances and unknown other benefits
  • Share Language: share a language, 24h duration
  • Zone of Truth: creates truth zone, saves are possible
  • Air Step: step on air?
  • Undetectable Alignment: undetectable your alignment
  • Tears to Wine: make a beverage into anti-wine, mental enhancement only
  • Communal Ant Haul: ant haul communally
  • Communal Endure Elements: endure elements communally
  • Augury: weal and/or woe regarding short term plans
  • Burst of Radiance: blinding burst that harms Evil creatures a bit
  • Eagle's Splendor: enhance Splendor
  • Cat's Grace: enhance Grace
  • Bull's Strength: enhance Strength
  • Bear's Endurance: enhance Endurance
  • Owl's Wisdom: enhance Wisdom
  • Suppress Charms and Compulsions: does that
  • Status: monitors condition of allies
  • Spiritual Weapon: independently attacking sword
  • Spear of Purity: combat spell
  • Calm Emotions: does that
  • Darkness: does that
  • Delay Poison/Disease/Pain: does that
  • Sound Burst: does that, sometimes stuns
  • Snow Shape: does that
  • Silence: does that
  • Shatter: destroys objects
  • Greater Detect Magic: see older auras, sometimes last spell cast by a being, can recognize casters (interactions with local system unclear)
  • Enchantment Sight: see enchantments
  • Gentle Repose: preserves a corpse against becoming unresurrectable
  • Grace: slip through crowds without melee exposure
  • Hold Person: paralyze a person (normal, not undead)
  • Lay of the Land: understand local landscape
  • Make Whole: greater Mending - generous volume limit, can do minor magic items
  • Resist Energy: resist fire, acid, something else
  • Remove Paralysis: does that
  • Lesser Restoration: complementary healing to Cures

Third circle (single use per slot, 1 slot currently plus 1 domain slot)
  • Prayer (domain): burst combat buff/debuff
  • Magic Circle Against Evil (domain): helps with ill-advised summonings of evil beings
  • Planar Inquiry: call a minor outsider for a brief consultation or trade
  • Create Food: create abundant food that lasts 24h
  • Accept Affliction: transfer an ailment to self
  • Communal Align Weapon: does that
  • Communal Delay Poison: does that
  • Animate Dead: may be prohibitively evil
  • Aura Sight: ongoingly detect alignments
  • Vision of Hell: display a vision of hell
  • Symbol of Healing: probably not useful here (?)
  • Greater Stunning Barrier: does that
  • Stone Shape: does that
  • Bestow Curse: does that
  • Blindness/Deafness: does that
  • Remove Blindness/Deafness: does that
  • Channel Vigor: flexible buff
  • Continual Flame: create permanent light source using powdered ruby
  • Daylight: make an object glow brightly for an hour, may bother vampires
  • Dispel Magic: counters spells
  • Greater Hide from Undead: does that
  • Invisibility Purge: does that
  • Locate Object: does that
  • Nap Stack: consumes a fancy little pillow to create a fast sleeping zone; can't benefit from one twice in a week
  • Obscure Object: protects something from scrying
  • Protection from Energy: does that
  • Communal Resist Energy: does that
  • Remove Disease: does that
  • Remove Curse: does that
  • Communal Share Language(?): may be higher circle

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"What would you tend to suggest as a spell lineup for patrolling the town between sundown and midnight looking for local vampires? What jumps out at you as useful to test on local phenomena?"

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"Bless. Perhaps Hide from Undead if we might find a nest in a way that doesn't alert them immediately - do they nest? - maybe a Weapons Against Evil in case you've been punching through some resistance without noticing because you don't fight things other than vampires very often and it turns out to be really effective. Sanctify Corpse in case of a victim who might turn. Divine Favor.

"Aid, since you're the only other person in the party. Burst of Radiance. Share Language so we can talk that day at all. Qualm.

"Daylight, and Prayer."

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"Some of them do nest, but I don't find nests that often - Hide From Undead might be mostly useful if we're specifically out looking for one, but it's probably worth testing ahead of time just in case something's weird about it when it comes to local vampires. Weapons Against Evil sounds like a good test. Sanctify Corpse would be nice to have although there are other ways to prevent victims from turning and your spell slots are quite scarce." She pages thoughtfully through her list. "Hmm... how useful are the mental ability enhancement spells? Have you tried them? If they have significant practical benefits and last long enough to get some good thinking done I might want to spend some time thinking with extra Wisdom once a week or so..."

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"They're quite good, each one is I think approximately the difference between a normal person's Wisdom and mine. Each'll last five minutes. It's a good use for them though you should be aware there are occasional stories about someone getting Owl's - in particular, the others don't have this reputation - and then deciding to do something like desert the army or abandon their career."

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"I endeavour to live the kind of life where I notice pretty promptly if I might be making a major decision that a wiser version of me would advise against."

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"It doesn't happen to everyone, it just seems a relevant disclaimer."

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