Water Clerics

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#1

ruhl-than_sage

Nov 18, 2005 22:10:23
After a recent reminder, I found the water cleric domains I had made a long time ago. There are a couple of domains that appeared in Athas.org DS release that have been slightly modified or something I don't remember??? Anyway their are a number of spells in some of these domains that don't actually exsist as of yet.. so not all of them are useful at this point, but I thought I would share what I have.

Water
The element of water is the most rare and precious, on Athas. It is a giver and sustainer of life. Plants would not grow and animals would die of dehydration without it. Water flows moving through almost any opening and filling any container, surrounding all it touches. Water’s nature is mutable taking on the form of whatever holds it, yet easily escaping through any crack to spill out onto the dusty ground. The priests of water share it’s mercurial nature. Their ever flowing minds allow the children of the waves to fill and exploit any circumstance that presents itself, following the path of least resistance to their destiny.
In its pure form water is the essence of life itself. It courses through our bodies in the form of blood. It spills forth from our eyes in the form of tears washing away our sorrows. And it trickles down mountain sides gathering into streams and rivers, pooling into ponds and lakes, and sustaining the growth of all the plants and animals of the world. Those chosen by the living waters often feel a great calling to provide for the health and well being of others and enjoy the natural beauty of all living things.
But Water does not only bring life and growth with it, it can also bring great pain and suffering in its wake. The sorrow of the children of the waves runs deep. The seas, once filled with life and energy, are now a barren choked wasteland of dust and death. And most of the rivers and lakes of days past, have dried up under the relentless gaze of the cruel Sun. Some Cleric of Water seek to make the people of Athas understand the pain and suffering their careless actions have wrought, so that they might learn from the mistakes of the past.
Because of its deep ties to the past, and its calling to restore the vibrant beauty of Athas, many Halflings follow the ways of the Water spirits. Halfling more than any other race, have learned how to step lightly on the earth and live in harmony with nature. And more than anyother race they remember the mistakes of the past that brought them down this road. The weight of responsibility for their ancestors actions hang heavy on their shoulders.
At it’s Worst, Water grows foul and stagnent turning bitter and brakish. Trapped by the mistakes of days long past, it cannot find the way to move forward. Foul things begin to grow within, poisoning all who come to drink from it, and breeding parasites and disease. Evil Water Clerics seek to spread the taint that has infected them so that others may sare in their suffering and know their torments. Evil Water Cleric come from the ranks of those who have suffered great misfourtune for which they can never come to terms with.


Reflecting Pool Domain
Patron Elements: Water
Granted Power: You gain a +2 bonus on saving throws to disbelieve illusions with a visual component. Also, the miss chance imparted by spells such as Blur and Displacement is reduced by 10% against your attacks.

Reflecting Pool Domain Spells:
1 Silent Image: Creates minor illusion of your design.
2 Mirror Image: Creates decoy duplicates of you (1d4+1 per three level, max 8).
3 Displacement: Attacks miss subject 50% of the time.
4 Scrying: Spies on subject from a distance.
5 Hallucinatory Terrain: Makes one type of terrain appear like another (field into forest, or the like).
6 Scrying, Greater: As Scrying, except faster and longer.
7 True Seeing: Lets you see all things as they really are.
8 Spell Turning: Reflect 1d4+6 spell levels back at caster.
9 Maze: Traps subject in extradimentional maze.



Flash Flood Domain
Patron Elements: Water, Rain
Granted Power: You gain Improved Initiative as a free bonus feat.

Flash Flood Domain Spells:
1 Expeditious Retreat: Your base speed increases by 30ft for a short while.
2 Cat’s Grace: Subject gains +4 Dex for one min./level.
3 Sleat Storm: Hampers vision and movement.
4 Blink:You randomly vanish and reappear for one round/level.
5 Control Water: Raises or lowers a body of water.
6 Cat’s Grace, Mass: As Cat’s Grace, affects 1 subject/level.
7 Control Weather: Changes weather in local area.
8 Flash Flood: Conjures a flood.
9 Storm of Vengance: Storm rains acid, lightning, and hail.


Midnight Frost Domain
Patron Element: Water
Granted Power: You gain cold resistance 5.

Midnight Frost Domain Spells:
1 Chill Touch: One touch/level deals 1d6 damage and possibly 1 Str damage.
2 Darkness: 20ft. radius of supernatural shadows.
3 Deeper Darkness: Object sheds shadows in 60ft radius.
4 Solid Fog: Blocks vision, slows movement.
5 Nightmare: Sends vision dealing 1d10 damage, fatigue.
6 Cone of Cold: 1d6/level cold damage.
7 Otiluke’s Freezing Sphere: Freezes water or deals cold damage.
8 Polar Ray: Ranged touch attack deals 1d6/level cold damage.
9 Energy Drain: Subject gains 2d4 negative levels.


Changing the Vessel Domain
Patron Elements: Water
Granted Power: You gain Skill Focus (Escape Artist) as a free bonus feat. Escape Artist is always considered a class skill for you.

Changing Vessel Domain Spells:
1 Reduce Person: Humaniod creature halves in size.
2 Alterself:Assume form of a similar creature.
3 Fluid Form*: Subject becomes liquid and can move slowly.
4 Polymorph: (Self Only) Change into new form.
5 Body of Water*: Subject’s body becomes fluid and impervious to many kinds of damage.
6 Baleful Polymorph: Transforms subject into harmless animal.
7 Regenerate: Severed limbs grow back, cures 4d8 damage +1/level.
8 Animal Shapes: One ally/level polymorphs into choosen animal.
9 Shapechange: Transforms you into any creature and changeshapes once per round.


Living Waters Domain
Patron Elements: Water
Granted Power: Clean water you carry on yourself continously for 24 hours becomes enchanted: all who drink at least one quart are healed 1d8 damage. Drinking more than one quart per day has no additional effect. You can enchant only 1+your Wisdom modifier quarts at a time.

Living Waters Domain Spells:
1 Bless Water: Makes holy water.
2 Status: Monitors condition, position of allies.
3 Fulfill:One quart of enchanted water fill hunger, heals ability damage.
4 Pact of Water: Seal a pact between willing creatures.
5 Sweet Water: Enchants water with life preserving properties.
6 Awaken Water Spirits: Gives sentience to a natural body of water.
7 Waters of Life: Absorb another creatures aliments.
8 Living Waters*: Makes a body of water holy and consecrates the surrounding area.
9 Waterways: Use natural water sources for supernatural transportation.



Despair of the Drowned Domain
Patron Elements: Water
Granted Power: Armor and equipment penalties do not apply to you when swimming, as long as you have both hands free.

Despair of the Drowned Domain Spells:
1 Touch of Fatigue: Touch attack fatigues target.
2 Surface Tension: Affected water aquires rubbery surface.
3 Control Water: Raises ,lowers, or parts a body of water.
4 Lungs of Water: Conjures water inside victims lungs.
5 Water Trap: Body of water becomes deadly trap.
6 Drown on Dry Land: Subject can only breath water.
7 Whirlpool of Doom: You stir the ground into a whirlpool.
8 Flash Flood: Wave of water smashes everything in its path and floods area.
9 Lungs of Water, Mass*: As Lungs of Water, affects 1 person/2 levels.


Babbling Brooke Domain
Patron Elements: Water
Granted Power: Speak Language is always considered a class skill for you.

Babbling Brooke Domain Spells:
1 Magic Mouth: Speaks once when triggered.
2 Tongues: Speak any language.
3 Glibness: You gain a +30 bonus on bluff checks and your lies can escape magical detection.
4 Speak with Water*: Converse with any body of water, learning what has recently expirienced.
5 Commune: Elemental Lord answers one yes or no question/level.
6 Water Lore*: Converse with any body of water to learn about the past, or learn where water used to flow and the location of any body of water, wadi, or flood plain nearby.
7 Awaken Water Spirits: Gives sentience to a natural body of water.
8 Insanity: Subject suffers from continous Confusion.
9 Foresight: “Sixth Sense” warns of impending danger.


Desert Oasis Domain
Patron Elements: Water
Granted Power: You are immune to dessication damage and dehydration.

Desert Oasis Domain Spells:
1 Locate Water(ss): Reveals location, size, and quality of water sources.
2 Hydrate(ss): Heals dessication damage.
3 Plant Growth: Grows vegatation, improves crops.
4 Control Water: Lower or raise a body of water.
5 Water Trap(ds): Body of water becomes a death trap.
6 Create Oasis(ds): Conjures a temporary oasis.
7 Word of Recall: Teleports you back to designated place.
8 Waterways(ds): Use natural water sources for supernatural transportation.
9 Create Oasis, Greater: You create a permanenet Oasis by opening a gate to the plane of water.



Clear Waters Domain
Patron Elements: Water
Granted Power: You can see through any liquid as if it were crystal clear.

Clear Waters Domain Spells:
1 Clear Water: Doubles the benefit of water
2 Invisibility: You become invisible, until you attack
3 Purify Water Source*: Purifies a well or small Oasis, removing all toxins and contaminents.
4 Neutalize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
5 True Seeing: Lets you see all things as they truly are.
6 Clear Water, Greater*: As Clear Water and Purify Water Source, Hydrates all who drink.
7 Invisibility, Mass: As Invisibility, but affects all within range.
8 Moment of Presicence: You gain an insight bonus on a single attack roll, check, or save.
9 Foresight: “Sixth Sense” warns of impending danger.



Stagnent Water Domain
Patron Elements: Water
Granted Power: You gain a +4 bonus on all saves vs. liquid poisons and moisture born diseases.

[b]Stagnent Water Domain Spells:
1 Curse Water: Makes water unholy.
2 Foul Water: All water within range becomes stagnent and foul.
3 Contagion: Effects subject with chosen disease.
4 Evards Black Tentacles: Tentacles grapple all within 15ft. radius.
5 Contaminate Water Source*: Contaminates a source of water making it undrinkable.
6 Contagious Touch: Infect one creature per round with chosen disease.
7 Slime Wave(cd): Creates a 15ft. spread of green slime.
8 Waves of Exhaustion: Several creatures become exhausted.
9 The Curse of Black Waters*: Target is cursed transforming him into an amphibious black-touched creature.



Endless Grief Domain
Patron Elements: Water
Granted Power: You gain a +4 bonus on all saving throws vs. mind-affecting magic and effects.

Endless Grief Domain Spells:
1 Uncontrolable Tears: Subject sobs uncontrolably, bluring vision and rendering spell casting impossible.
2 Wave of Grief: Cone imposes -3 penalty on attacks, checks, and saves.
3 Regret*: Creature who has harmed someone drops weapon begs for forgiveness.
4 Crushing Despair: Subjects take -2 on attack rolls, damage rolls, saves, and checks.
5 Nightmare: Sends vision dealing 1d10 damage, fatigue.
6 Song of Discord: Forces targets to attack eachother.
7 Geas/Quest: As Lesser Geas, plus affects any creature.
8 Regret, Mass*: As Regret, but affects all within range.
9 Final Repentance*: Creature commits suicide in repentance for misdeads.
#2

kalthandrix

Nov 19, 2005 7:57:56
Very cool Sage-

I take it that the spells marked with an * are the ones that you are making.
#3

ruhl-than_sage

Nov 19, 2005 8:18:11
Yes.
#4

kalthandrix

Nov 20, 2005 7:46:41
Yes.

You know I love it when you use the big words Sage :P
#5

nytcrawlr

Nov 20, 2005 10:02:06
You know I love it when you use the big words Sage :P

Turns me on too.

Or maybe it's the beard....
#6

Pennarin

Nov 20, 2005 13:58:04
Turns me on too.

Or maybe it's the beard....

Nha, for me its his Rodin Thinker pose....sexy!
#7

ruhl-than_sage

Nov 20, 2005 15:33:52
are you guys done yet?