Templar Domains

Post/Author/DateTimePost
#1

kalthandrix

Apr 23, 2006 23:24:36
Here are the influence I have put together to cover the SKs(or stolen and/or adapted). I did include influence for Andropinis but not any of the other dead SKs.

Some of the domains are missing granted powers and one of Hamanu's is missing spells- it is late when I have been working on this and I am drawing a blank.

The rest of the bureaus will be finished soon.

Here are my thoughts on how these influence and bureau spell lists should work- the SK domain automatically taking the spot of the assigned spell. this would remove some of the rubber stamp effect on the templar.

Now the bureau spells would be slightly different- they would not be automatically given, but would instead be additional spells that the tempar would be able to select from. If the templar let one bureau for another and had selected spells from his old bureau spell list, he would of course keep them, unless we impliment a spell swap like sorcerers have. The new bureau spell list would now be available for them to select from going forward and if we had the spell swap, the templar could switch out one of his old bureau spells for one of his new ones, but only the bureau for a bureau spell.

As for access to skills and the templar loosing the skill from their class list when they switch bureaus, well this is simple. The skills from the bureaus could still be considered cross-class skills, but only cost the templar within that bureau one skill point to purchase a rank in instead of the two normally required- keeping it as a cross-class skill would mean it was still subject to the max ranks limitation for cross-class skills, but the templar would be able to purchase ranks in his bureaus skills cheaper.

Enjoy, discuss, and stuff...

ENDOWMENT OF DREAD INFLUENCE
Granted Power: You may use a death touch once per day. Your death touch is a supernatural ability that produces a death effect. You must succeed on a melee touch attack against a living creature (using the rules for touch spells). When you touch, roll 1d6 per templar level you possess. If the total at least equals the creature’s current hit points, it dies (no save).
Endowment of Dread Influence Spells
0 Touch of Fatigue: Touch attack fatigues target.
1 Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
2 Death Knell: Kill dying creature and gain 1d8 temporary hp, +2 to Str, and +1 caster level.
3 Animate Dead M: Creates undead skeletons and zombies.
4 Death Ward: Grants immunity to death spells and negative energy effects.
5 Slay Living: Touch attack kills subject.
6 Symbol of Fear M: Triggered rune panics nearby creatures.
7 Destruction F: Kills subject and destroys remains.
8 Waves of Exhaustion: Several targets become exhausted.
9 Wail of the Banshee: Kills one creature/level.

PATH OF DREGOTH INFLUENCE
Granted Powers: For a total time per day of 1 round per templar level you possess, you can act normally regardless of magical effects that impede movement as if you were affected by the spell freedom of movement. This effect occurs automatically as soon as it applies, lasts until it runs out or is no longer needed, and can operate multiple times per day (up to the total daily limit of rounds). This granted power is a supernatural ability.
Path of Dregoth Influence Spells
0 Ghost Sound: Figment sounds.
1 Longstrider: Increases your speed.
2 Locate Object: Senses direction toward object (specific or type).
3 Invisibility: Subject is invisible for 1 min./level or until it attacks.
4 Dimension Door: Teleports you short distance.
5 Seeming: Changes appearance of one person per two levels.
6 Teleport: Instantly transports you as far as 100 miles/level.
7 Find the Path: Shows most direct way to a location.
8 Phase Door: Creates an invisible passage through wood or stone.
9 Etherealness: Travel to Ethereal Plane with companions.

NAGGARAMAKAM LORE INFLUENCE
Granted Power: You cast divination spells at +1 caster level.
Naggaramakam Lore Influence Spells
0 Read Magic: Read scrolls and spellbooks.
1 Comprehend Language: You understand all spoken and written languages.
2 Identify M: Determines properties of magic item.
3 Tongues: Speak any language.
4 Divination M: Provides useful advice for specific proposed actions.
5 True Seeing M: Lets you see all things as they really are.
6 Find the Path: Shows most direct way to a location.
7 Legend Lore M F: Lets you learn tales about a person, place, or thing.
8 Discern Location: Reveals exact location of creature or object.
9 Foresight: “Sixth sense” warns of impending danger.

SHADOWS OF THE KING INFLUENCE
Granted Power: Add half your templar level as competence bonus to all Disguise and Hide. Add Disguise and Hide to your list of templar class skills
Shadows of the King Influence Spells
0 Mage Hand: 5-pound telekinesis.
1 Disguise Self: Changes your appearance.
2 Darkness: 20-ft. radius of supernatural shadow.
3 Nondetection: Hides subject from divination, scrying.
4 Shadow Conjuration: Mimics conjuration below 4th level, but only 20% real.
5 Shadow Evocation: Mimics evocation below 5th level, but only 20% real.
6 Shadow Walk: Step into shadow to travel rapidly.
7 Project Image: Illusory double can talk and cast spells.
8 Shadow Conjuration, Greater: As shadow conjuration, but up to 6th level and 60% real.
9 Shadow Evocation, Greater: As shadow evocation, but up to 7th level and 60% real.

GIFT OF THE OBA INFLUENCE
Granted Powers: (NEEDED)
Gift of the Oba Influence Spells
0 Detect Poison: Detects poison in one creature or object.
1 Entangle: Plants entangle everyone in 40-ft.-radius.
2 Barkskin: Grants +2 (or higher) enhancement to natural armor.
3 Plant Growth: Grows vegetation, improves crops.
4 Command Plants: Sway the actions of one or more plant creatures.
5 Wall of Thorns: Thorns damage anyone who tries to pass.
6 Repel Wood: Pushes away wooden objects.
7 Animate Plants: One or more trees animate and fight for you.
8 Control Plants: Control actions of one or more plant creatures.
9 Shambler: Summons 1d4+2 shambling mounds to fight for you.

BLESSING OF THE RED MOON INFLUENCE
Granted Powers: You gain Track as a bonus feat and Survival is added to your list of templar class skills.
Blessing of the Red Moon Influence Spells
0 Guidance: +1 on one attack roll, saving throw, or skill check.
1 Pass without Trace: One subject/level leaves no tracks.
2 True Strike: +20 on your next attack roll.
3 Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
4 Freedom of Movement: Subject moves normally despite impediments.
5 Invisibility, Greater: As invisibility, but subject can attack and stay invisible.
6 Mirage Arcana: As hallucinatory terrain, plus structures.
7 Ironwood: Magic wood is strong as steel.
8 True Seeing M: Lets you see all things as they really are.
9 Shapechange F: Transforms you into any creature, and change forms once per round.

HAND OF ORONIS INFLUENCE
Granted Power: You can generate a protective ward as a supernatural ability. Grant someone you touch a resistance bonus equal to your templar level on his or her next saving throw. Activating this power is a standard action. The protective ward is an abjuration effect with a duration of 1 hour that is usable once per day.
Hand of Oronis Influence Spells
0 Resistance: Subject gains +1 on saving throws.
1 Sanctuary: Opponents can’t attack you, and you can’t attack.
2 Shield Other F: You take half of subject’s damage.
3 Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
4 Spell Immunity: Subject is immune to one spell per four levels.
5 Spell Resistance: Subject gains SR 12 + level.
6 Antimagic Field: Negates magic within 10 ft.
7 Repulsion: Creatures can’t approach you.
8 Mind Blank: Subject is immune to mental/emotional magic and scrying.
9 Prismatic Sphere: As prismatic wall, but surrounds on all sides.

MESSAGE OF NEW KURN INFLUENCE
Granted Power: You cast healing spells at +1 caster level.
Message Of New Kurn Influence Spells
0 Create Water: Creates 2 gallons/level of pure water.
1 Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
2 Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).
3 Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).
4 Cure Critical Wounds: Cures 4d8 damage +1/level (max +20).
5 Cure Light Wounds, Mass: Cures 1d8 damage +1/level (max +25) for many creatures.
6 Heal: Cures 10 points/level of damage, all diseases and mental conditions.
7 Regenerate: Subject’s severed limbs grow back, cures 4d8 damage +1/level (max +35).
8 Cure Critical Wounds, Mass: Cures 4d8 damage +1/level (max +40) for many creatures.
9 Heal, Mass: As heal, but with several subjects.

MIGHT OF THE LION INFLUENCE
Granted Power: You can perform a feat of strength as a supernatural ability. You gain an enhancement bonus to Strength equal to your templar level. Activating the power is a free action, the power lasts 1 round, and it is usable once per day.
Might of the Lion Influence Spells
0 Virtue: Subject gains 1 temporary hp.
1 Enlarge Person: Humanoid creature doubles in size.
2 Bull’s Strength: Subject gains +4 to Str for 1 min./level.
3 Magic Vestment: Armor or shield gains +1 enhancement per four levels.
4 Spell Immunity: Subject is immune to one spell per four levels.
5 Righteous Might: Your size increases, and you gain combat bonuses.
6 Stoneskin M: Ignore 10 points of damage per attack.
7 Transformation M: You gain combat bonuses.
8 Iron Body: Your body becomes living iron.
9 Crushing Hand: Large hand provides cover, pushes, or crushes your foes.

SECRETS OF DESTINY’S KINGDOM INFLUENCE
Granted Power: Once per day, when you fail a saving throw you can immediately reroll the save. You must keep the result of the second roll.
Secrets of Destiny’s Kingdom Influence Spells
0
1
2
3
4
5
6
7
8
9

TEACHINGS OF DARKNESS INFLUENCE
Granted Power: You gain darkvision 30 ft. If you already have darkvision, increase the range of your darkvision by 30 ft.
Teachings of Darkness Influence Spells
0 Flare: Dazzles one creature (–1 on attack rolls).
1 Obscuring Mist: Fog surrounds you.
2 Blindness/Deafness: Makes subject blinded or deafened.
3 Spectral Hand: Creates disembodied glowing hand to deliver touch attacks.
4 Black Tentacles: Tentacles grapple all within 20 ft. spread.
5 Enervation: Subject gains 1d4 negative levels.
6 Prying Eyes: 1d4 +1/level floating eyes scout for you.
7 Shadow Walk: Step into shadow to travel rapidly.
8 Power Word Blind: Blinds creature with 200 hp or less.
9 Trap the Soul M F: Imprisons subject within (the Black).

FIST OF THE DICTATOR INFLUENCE
Granted Power: You have learned the ways of command and do so with an iron fist. Add Intimidate to your list of templar class skills. You may use either your Str or Cha modifier to add as the ability modifier when determining your total bonus to Intimidate checks.
Fist of the Dictator Influence Spells
0 Ray of Frost: Ray deals 1d3 cold damage.
1 Command: One subject obeys selected command for 1 round.
2 Enthrall: Captivates all within 100 ft. + 10 ft./level.
3 Command, Greater: As command, but affects one subject/level.
4 Discern Lies: Reveals deliberate falsehoods.
5 Fear: Subjects within cone flee for 1 round/level.
6 Geas, Lesser: Commands subject of 7 HD or less.
7 Grasping Hand: Hand provides cover, pushes, or grapples.
8 Demand: As sending, plus you can send suggestion.
9 Crushing Hand: Large hand provides cover, pushes, or crushes your foes.

WHISPERS OF THE KING INFLUENCE
Granted Power: You are immune to all fear effects and becoming shaken.
Whispers of the King Influence Spells
0 Message: Whispered conversation at distance.
1 Hideous Laughter: Subject loses actions for 1 round/level.
2 Touch of Idiocy: Subject takes 1d6 points of Int, Wis, and Cha damage.
3 Rage: Subjects gains +2 to Str and Con, +1 on Will saves, –2 to AC.
4 Confusion: Subjects behave oddly for 1 round/level.
5 Mind Fog: Subjects in fog get –10 to Wis and Will checks.
6 Phantasmal Killer: Fearsome illusion kills subject or deals 3d6 damage.
7 Insanity: Subject suffers continuous confusion.
8 Shout, Greater: Devastating yell deals 10d6 sonic damage; stuns creatures, damages objects.
9 Weird: As phantasmal killer, but affects all within 30 ft.

FATE OF DASKINOR INFLUENCE
Granted Power: You can make a pain touch once per day that wracks the victim with physical and mental agony. Make a melee touch attack against a living creature, success causes them to become sickened and shaken for one round per templar level you possess.
Torment of Eldaarich Influence Spells
0 Daze: Humanoid creature of 4 HD or less loses next action.
1 Bane: Enemies take –1 on attack rolls and saves against fear.
2 Scare: Panics creatures of less than 6 HD.
3 Bestow Curse: –6 to an ability score; –4 on attack rolls, saves, and checks; or 50% chance of losing each action.
4 Enervation: Subject gains 1d4 negative levels.
5 Feeblemind: Subject’s Int and Cha drop to 1.
6 Harm: Deals 10 points/level damage to target.
7 Eyebite: Target becomes panicked, sickened, and comatose.
8 Symbol of Pain M: Triggered rune wracks nearby creatures with pain.
9 Horrid Wilting: Deals 1d6/level damage within 30 ft.

Bureaus of the Templarate

Bureau of the King's Games
Granted Power: Gain +2 to Handle Animal and Intimidate checks
Bureau of the King's Games Spells
0 Touch of Fatigue: Touch attack fatigues target.
1 Detect Animals or Plants: Detects kinds of animals or plants.
2 Charm Person: Makes one person your friend.
3 Hold Person: Paralyzes one humanoid for 1 round/level.
4 Charm Monster:Makes monster believe it is your ally.
5 Sand Trap M: You entrap an area of sand.
6 Hold Monster: As hold person, but any creature.
7 Forcecage M: Cube or cage of force imprisons all inside.
8 Summon Monster VIII: Calls extraplanar creature to fight for you.
9 Dominate Monster: As dominate person, but any creature.

Bureau of Intelligence
Granted Power: Gain +2 on Disguise and Gather Information checks
Bureau of Intelligence Spells
0 Guidance: +1 on one attack roll, saving throw, or skill check
1 Disguise Self: Changes your appearance.
2 Zone of Truth: Subjects within range cannot lie.
3 Detect Thoughts: Allows “listening” to surface thoughts.
4 Invisibility, Greater: As invisibility, but subject can attack and stay invisible.
5 True Seeing M: Lets you see all things as they really are.
6 Mislead: Turns you invisible and creates illusory double.
7 Scrying, Greater: As scrying, but faster and longer.
8 Discern Location: Reveals exact location of creature or object.
9 Foresight: “Sixth sense” warns of impending danger.

Bureau of Justice
Granted Power: Gain +2 on Diplomacy and Sense Motive Checks
Bureau of Justice Spells
0 Arcane Mark: Inscribes a personal rune (visible or invisible).
1 Comprehend Languages: You understand all spoken and written languages.
2 Death Mark: Target receives -2 to attack, damage, saving throws, skills and ability checks and loses all Dex bonus to AC.
3 Speak with Dead: Corpse answers one question/two levels.
4 Command, Greater: As command, but affects one subject/level.
5 Mark of Justice: Designates action that will trigger curse on subject.
6 Forbiddance M: Blocks planar travel, damages creatures of different alignment.
7 Confessor’s Flame: Uses threat of flame to extract confession.
8 Binding M: Utilizes an array of techniques to imprison a creature.
9 Imprisonment: Entombs subject beneath the earth.

Bureau of Security
Granted Power: Gain +2 on Search and Spot checks
Bureau of Security Spells
0 Message: Whispered conversation at distance.
1 Alarm: Wards an area for 2 hours/level.
2 Find Traps: Notice traps as a rogue does.
3 Glyph of Warding M: Inscription harms those who pass it.
4 Spell Immunity: Subject is immune to one spell per four levels.
5 Stoneskin M: Ignore 10 points of damage per attack.
6 Antimagic Field: Negates magic within 10 ft.
7 Repulsion: Creatures can’t approach you.
8 Mind Blank: Subject is immune to mental/emotional magic and scrying.
9 Prismatic Wall: Wall’s colors have array of effects.

Bureau of War
Granted Power: Gain +2 on Knowledge (warcraft) and Survival checks
Bureau of War Spells
1 Magic Weapon: Weapon gains +1 bonus.
2 Spiritual Weapon: Magical weapon attacks on its own.
3 Magic Vestment: Armor or shield gains +1 enhancement per four levels.
4 Divine Power: You gain attack bonus, +6 to Str, and 1 hp/level.
5 Flame Strike: Smite foes with divine fire (1d6/level damage).
6 Blade Barrier: Wall of blades deals 1d6/level damage.
7 Power Word Blind: Blinds creature with 200 hp or less.
8 Power Word Stun: Stuns creature with 150 hp or less.
9 Power Word Kill: Kills creature with 100 hp or less.

Bureau of the King's Works
Granted Power: Gain +2 on Knowledge (select one) checks and Literacy (common)
Bureau of the King's Works Spells
0 Mending: Makes minor repairs on an object.
1 Mage Armor: Gives subject +4 armor bonus.
2 Make Whole: Repairs an object.
3 Arcane Sight: Magical auras become visible to you.
4 Globe of Invulnerability, Lesser: Stops 1st- through 3rd-level spell effects.
5 Telekinesis: Moves object, attacks creature, or hurls object or creature.
6 Bear’s Endurance, Mass: As bear’s endurance, affects one subject/level.
7 Control Weather: Changes weather in local area.
8 Dimensional Lock: Teleportation and interplanar travel blocked for one day/level.
9 Crushing Hand: Large hand provides cover, pushes, or crushes your foes.
#2

kalthandrix

Apr 24, 2006 7:13:06
I would also like to say hat these are only drafts- I am really open to tweaking the list out a bit and making the powers petter. So suggestions are welcome.
#3

Sysane

Apr 24, 2006 7:43:59
Kal,

Is it me, or are most of these the core domains from the SRD with a new name and with some minor tweaks?
#4

nytcrawlr

Apr 24, 2006 7:50:23
Yeah, that's what it looks like to me as well.

But I'm assuming that was the intent all along?
#5

ruhl-than_sage

Apr 24, 2006 8:56:10
Gift of Oba Domain granted power: Woodland Stride or Track perhaps
Teachings of Darkness granted power: Darkvision 60ft, if already has darkvision it extends by 30ft.
#6

mystictheurge

Apr 24, 2006 17:06:44
Just some general notes.

Make sure to include which domain goes with which sorcerer-king. Some are obvious as they have the SK's name in the title. Others seem obvious to us, cause we're all Dark Sun fans, but may not be so obvious to someone approaching DS for the first time.

The last domain has two names, one in the main header, one in the "spells" header.
#7

kalthandrix

Apr 24, 2006 21:02:34
Kal,

Is it me, or are most of these the core domains from the SRD with a new name and with some minor tweaks?

Sysane-

Yeah I took some of it from the SRD- why totally recreate the wheel. I took the basic ones and made some changes. Now keep in mind that I am not totally happy with them yet, as i said this is only draft one. Some of them are mine though.

Some of the granted powers are lame and I will change that, but with some minor changes, the core domains will be better in DS.

I have also take some good basic concepts of domains from the Spell Compendium too ;D

Sage- like the powers and I will steal or adapt, thank you my bearded friend.

Mystic Thurge- the name thing will be stated as to whic domain thet apply. As for the two name issue...Well i had a change of heart on the name and it is the top one, unless the other one is better. Then it is that one.

The Hand of Oronis Domain will be changing and the power too- I never really liked it, but the concept will be the same. And the Naggaramakam Lore Domain might change as well- too much like Andy's domain and I think Nibenay should have one that is arcane magic focused.
#8

kalthandrix

Apr 26, 2006 20:24:37
I will have the revised versions and the templar bureaus out this weekend.
#9

ruhl-than_sage

Apr 26, 2006 23:41:57
I don't understand the rational for making the Path of Dregoth be a movement related domain, perhaps you could explain this to me. What am I missing?
#10

kalthandrix

Apr 27, 2006 7:17:21
I don't understand the rational for making the Path of Dregoth be a movement related domain, perhaps you could explain this to me. What am I missing?

The rational behind that was his travels and quests across the universe while he studied about gods. He led the live of a wanderer for a LONG time and he now also has he drey out in disguise, traveling and learning about the tablelands and the events that have occured while he was away.
#11

ruhl-than_sage

Apr 27, 2006 9:32:26
Ahh, yes.... hmmmm, well I think it is good, but I would change it a little to make it a domain that is based around both travel and deception. Throw in some enchanments and its perfect.
#12

kalthandrix

May 10, 2007 7:56:16
Here is the Spells Known chart I use for my campaign - the assigned spells have to be selected either from the templars SK influence or their bureau.

As you can see, I kind of went with an old school flavor by not allowing much of anything for spellcasting ability at 1st level.

Now this progression does allow for a few more spells known, I think it is 59 spells known with this list, whereas the core book has only 52.

[b][u]Templar Spells Known[/u][/b]<br /> [b] 0 1 2 3 4 5 6 7 8 9[/b] <br /> [b]1[/b] a+3 - - - - - - - - -<br /> [b]2[/b] a+4 a+1 - - - - - - - -<br /> [b]3[/b] a+4 a+2 - - - - - - - -<br /> [b]4[/b] a+4 a+2 a+1 - - - - - - -<br /> [b]5[/b] a+5 a+3 a+2 - - - - - - -<br /> [b]6[/b] a+5 a+3 a+2 a+1 - - - - - -<br /> [b]7[/b] a+5 a+3 a+3 a+2 - - - - - -<br /> [b]8[/b] a+6 a+4 a+3 a+2 a+1 - - - - -<br /> [b]9[/b] a+6 a+4 a+3 a+3 a+2 - - - - -<br /> [b]10[/b] a+6 a+4 a+4 a+3 a+2 a+1 - - - -<br /> [b]11[/b] a+7 a+4 a+4 a+3 a+3 a+2 - - - -<br /> [b]12[/b] a+7 a+5 a+4 a+4 a+3 a+2 a+1 - - -<br /> [b]13[/b] a+7 a+5 a+4 a+4 a+3 a+3 a+2 - - -<br /> [b]14[/b] a+8 a+5 a+5 a+4 a+4 a+3 a+2 a+1 - -<br /> [b]15[/b] a+8 a+5 a+5 a+4 a+4 a+3 a+3 a+2 - -<br /> [b]16[/b] a+8 a+5 a+5 a+5 a+4 a+4 a+3 a+2 a+1 -<br /> [b]17[/b] a+9 a+6 a+5 a+5 a+4 a+4 a+3 a+3 a+2 -<br /> [b]18[/b] a+9 a+6 a+5 a+5 a+5 a+4 a+4 a+3 a+2 a+1<br /> [b]19[/b] a+9 a+6 a+6 a+5 a+5 a+4 a+4 a+3 a+3 a+2<br /> [b]20[/b] a+9 a+6 a+6 a+5 a+5 a+5 a+4 a+4 a+3 a+3
#13

bengeldorn

May 10, 2007 8:50:49
Here is the Spells Known chart I use for my campaign - the assigned spells have to be selected either from the templars SK influence or their bureau.

As you can see, I kind of went with an old school flavor by not allowing much of anything for spellcasting ability at 1st level.

Now this progression does allow for a few more spells known, I think it is 59 spells known with this list, whereas the core book has only 52.

[b][u]Templar Spells Known[/u][/b]<br /> [b] 0 1 2 3 4 5 6 7 8 9[/b] <br /> [b]1[/b] a+3 - - - - - - - - -<br /> [b]2[/b] a+4 a+1 - - - - - - - -<br /> [b]3[/b] a+4 a+2 - - - - - - - -<br /> [b]4[/b] a+4 a+2 a+1 - - - - - - -<br /> [b]5[/b] a+5 a+3 a+2 - - - - - - -<br /> [b]6[/b] a+5 a+3 a+2 a+1 - - - - - -<br /> [b]7[/b] a+5 a+3 a+3 a+2 - - - - - -<br /> [b]8[/b] a+6 a+4 a+3 a+2 a+1 - - - - -<br /> [b]9[/b] a+6 a+4 a+3 a+3 a+2 - - - - -<br /> [b]10[/b] a+6 a+4 a+4 a+3 a+2 a+1 - - - -<br /> [b]11[/b] a+7 a+4 a+4 a+3 a+3 a+2 - - - -<br /> [b]12[/b] a+7 a+5 a+4 a+4 a+3 a+2 a+1 - - -<br /> [b]13[/b] a+7 a+5 a+4 a+4 a+3 a+3 a+2 - - -<br /> [b]14[/b] a+8 a+5 a+5 a+4 a+4 a+3 a+2 a+1 - -<br /> [b]15[/b] a+8 a+5 a+5 a+4 a+4 a+3 a+3 a+2 - -<br /> [b]16[/b] a+8 a+5 a+5 a+5 a+4 a+4 a+3 a+2 a+1 -<br /> [b]17[/b] a+9 a+6 a+5 a+5 a+4 a+4 a+3 a+3 a+2 -<br /> [b]18[/b] a+9 a+6 a+5 a+5 a+5 a+4 a+4 a+3 a+2 a+1<br /> [b]19[/b] a+9 a+6 a+6 a+5 a+5 a+4 a+4 a+3 a+3 a+2<br /> [b]20[/b] a+9 a+6 a+6 a+5 a+5 a+5 a+4 a+4 a+3 a+3
#14

kalthandrix

May 10, 2007 9:06:37
They will have their influence power and bureau skill mod at first level - along with their secular authority - so 1st level is pretty well stacked for abilities and more than balanced out for not getting first level spells.

I will post the rest of the charts I have at home...well when I get home I guess - that will let you see the spells per day and other abilities all in one go.

I guess this also means that I need to finish up the influence and bureau spell lists too - something I should be able to do in the next few days I suppose.
#15

kalthandrix

May 10, 2007 9:39:53
There you are - I posted my spells per day as well - I did it from memory, so it may not exactly match up with what I have a home, but I know I based it off of the spells know kind of.

Now I know some of you will be thinking that it is too little, but I took into account ability mods when designing this stuff, and also going with the 2e flavor of the SKs being somewhat lacking in granting very powerful magic even to their underlings.

Enjoy.
#16

kalthandrix

May 10, 2007 12:25:35
Alright - I have begun to add the bureaus now too - I may be able to get them all done tonight or tomorrow. I will also be adding some explanation as to how some of the stuff works, like changing bureaus and selecting spells from the influence and bureau lists.

I just need my notes from home - damn work!
#17

kalthandrix

May 10, 2007 22:27:57
Here are the revised influences and the bureaus - ther are still a few tweeks I need to make - and one spell list - but overall it is good to go.

It is late, so tomorrow I will post the "how to use" kind of stuff and all that jazz.

Later

Templar Influences

ENDOWMENT OF DREAD INFLUENCE
Granted Power: You may use a death touch once per day. Your death touch is a supernatural ability that produces a death effect. You must succeed on a melee touch attack against a living creature (using the rules for touch spells). When you touch, roll 1d6 per templar level you possess. If the total at least equals the creature’s current hit points, it dies (no save).
Endowment of Dread Influence Spells
0 Touch of Fatigue: Touch attack fatigues target.
1 Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
2 Death Knell: Kill dying creature and gain 1d8 temporary hp, +2 to Str, and +1 caster level.
3 Animate Dead M: Creates undead skeletons and zombies.
4 Death Ward: Grants immunity to death spells and negative energy effects.
5 Slay Living: Touch attack kills subject.
6 Symbol of Fear M: Triggered rune panics nearby creatures.
7 Destruction F: Kills subject and destroys remains.
8 Waves of Exhaustion: Several targets become exhausted.
9 Wail of the Banshee: Kills one creature/level.

PATH OF DREGOTH INFLUENCE
Granted Powers: For a total time per day of 1 round per templar level you possess, you can act normally regardless of magical effects that impede movement as if you were affected by the spell freedom of movement. This effect occurs automatically as soon as it applies, lasts until it runs out or is no longer needed, and can operate multiple times per day (up to the total daily limit of rounds). This granted power is a supernatural ability.
Path of Dregoth Influence Spells
0 Ghost Sound: Figment sounds.
1 Longstrider: Increases your speed.
2 Locate Object: Senses direction toward object (specific or type).
3 Invisibility: Subject is invisible for 1 min./level or until it attacks.
4 Dimension Door: Teleports you short distance.
5 Seeming: Changes appearance of one person per two levels.
6 Teleport: Instantly transports you as far as 100 miles/level.
7 Find the Path: Shows most direct way to a location.
8 Phase Door: Creates an invisible passage through wood or stone.
9 Etherealness: Travel to Ethereal Plane with companions.

NAGGARAMAKAM LORE INFLUENCE
Granted Power: You cast divination spells at +1 caster level.
Naggaramakam Lore Influence Spells
0 Read Magic: Read scrolls and spellbooks.
1 Comprehend Language: You understand all spoken and written languages.
2 Identify M: Determines properties of magic item.
3 Tongues: Speak any language.
4 Divination M: Provides useful advice for specific proposed actions.
5 True Seeing M: Lets you see all things as they really are.
6 Find the Path: Shows most direct way to a location.
7 Legend Lore M F: Lets you learn tales about a person, place, or thing.
8 Discern Location: Reveals exact location of creature or object.
9 Foresight: “Sixth sense” warns of impending danger.

SHADOWS OF THE KING INFLUENCE
Granted Power: Add half your templar level as competence bonus to all Disguise and Hide. Add Disguise and Hide to your list of templar class skills (CHANGE)
Shadows of the King Influence Spells
0 Mage Hand: 5-pound telekinesis.
1 Disguise Self: Changes your appearance.
2 Darkness: 20-ft. radius of supernatural shadow.
3 Nondetection: Hides subject from divination, scrying.
4 Shadow Conjuration: Mimics conjuration below 4th level, but only 20% real.
5 Shadow Evocation: Mimics evocation below 5th level, but only 20% real.
6 Shadow Walk: Step into shadow to travel rapidly.
7 Project Image: Illusory double can talk and cast spells.
8 Shadow Conjuration, Greater: As shadow conjuration, but up to 6th level and 60% real.
9 Shadow Evocation, Greater: As shadow evocation, but up to 7th level and 60% real.

GIFT OF THE OBA INFLUENCE
Granted Powers: You gain the super natural ability to influence the mood of others. To do so, you must spend a full round talking. At the end of that round, everyone whom could hear you must make a Will save DC 10 + your Cha modifier + half your templar level. Those who fail their save have their attatude toward you shifted favoritly by one catagory. Those who succees in their save are uneffected and are immune to your influencial abilty for 24 hours.
Gift of the Oba Influence Spells
0 Detect Poison: Detects poison in one creature or object.
1 Entangle: Plants entangle everyone in 40-ft.-radius.
2 Barkskin: Grants +2 (or higher) enhancement to natural armor.
3 Plant Growth: Grows vegetation, improves crops.
4 Command Plants: Sway the actions of one or more plant creatures.
5 Wall of Thorns: Thorns damage anyone who tries to pass.
6 Repel Wood: Pushes away wooden objects.
7 Animate Plants: One or more trees animate and fight for you.
8 Control Plants: Control actions of one or more plant creatures.
9 Shambler: Summons 1d4+2 shambling mounds to fight for you.

BLESSING OF THE RED MOON INFLUENCE
Granted Powers: Once per day, you can heighten your sences and gain the Scent feature for 10 minutes per templar level.
Blessing of the Red Moon Influence Spells
0 Guidance: +1 on one attack roll, saving throw, or skill check.
1 Pass without Trace: One subject/level leaves no tracks.
2 True Strike: +20 on your next attack roll.
3 Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
4 Freedom of Movement: Subject moves normally despite impediments.
5 Invisibility, Greater: As invisibility, but subject can attack and stay invisible.
6 Mirage Arcana: As hallucinatory terrain, plus structures.
7 Ironwood: Magic wood is strong as steel.
8 True Seeing M: Lets you see all things as they really are.
9 Shapechange F: Transforms you into any creature, and change forms once per round.

HAND OF ORONIS INFLUENCE
Granted Power: You can generate a protective ward as a supernatural ability. Grant someone you touch a resistance bonus equal to your templar level on his or her next saving throw. Activating this power is a standard action. The protective ward is an abjuration effect with a duration of 1 hour that is usable once per day.
Hand of Oronis Influence Spells
0 Resistance: Subject gains +1 on saving throws.
1 Sanctuary: Opponents can’t attack you, and you can’t attack.
2 Shield Other F: You take half of subject’s damage.
3 Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
4 Spell Immunity: Subject is immune to one spell per four levels.
5 Spell Resistance: Subject gains SR 12 + level.
6 Antimagic Field: Negates magic within 10 ft.
7 Repulsion: Creatures can’t approach you.
8 Mind Blank: Subject is immune to mental/emotional magic and scrying.
9 Prismatic Sphere: As prismatic wall, but surrounds on all sides.

MESSAGE OF NEW KURN INFLUENCE
Granted Power: You are able to ease anothers pain at your own expense. You gain the supernatural ability to transfer up to your templar level worth of damage from others and take the damage yourself. You can use this ability multiple times per day, as long as the total number of hit points transfered do not exceed your limit. Using this ability is a full round action that provokes an attack of opportunity.
Message Of New Kurn Influence Spells
0 Create Water: Creates 2 gallons/level of pure water.
1 Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
2 Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).
3 Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).
4 Cure Critical Wounds: Cures 4d8 damage +1/level (max +20).
5 Cure Light Wounds, Mass: Cures 1d8 damage +1/level (max +25) for many creatures.
6 Heal: Cures 10 points/level of damage, all diseases and mental conditions.
7 Regenerate: Subject’s severed limbs grow back, cures 4d8 damage +1/level (max +35).
8 Cure Critical Wounds, Mass: Cures 4d8 damage +1/level (max +40) for many creatures.
9 Heal, Mass: As heal, but with several subjects.

MIGHT OF THE LION INFLUENCE
Granted Power: You can perform a feat of strength as a supernatural ability. You gain an enhancement bonus to Strength equal to your templar level. Activating the power is a free action, the power lasts 1 round, and it is usable once per day.
Might of the Lion Influence Spells
0 Virtue: Subject gains 1 temporary hp.
1 Enlarge Person: Humanoid creature doubles in size.
2 Bull’s Strength: Subject gains +4 to Str for 1 min./level.
3 Magic Vestment: Armor or shield gains +1 enhancement per four levels.
4 Spell Immunity: Subject is immune to one spell per four levels.
5 Stoneskin M: Ignore 10 points of damage per attack.
6 Righteous Might: Your size increases, and you gain combat bonuses.
7 Transformation M: You gain combat bonuses.
8 Iron Body: Your body becomes living iron.
9 Crushing Hand: Large hand provides cover, pushes, or crushes your foes.

SECRETS OF DESTINY’S KINGDOM INFLUENCE
Granted Power: Once per day, when you fail a saving throw you can immediately reroll the save. You must keep the result of the second roll.
Secrets of Destiny’s Kingdom Influence Spells
0 Resistance: Subject gains +1 on saving throws.
1 Divine Favor: You gain +1 per three levels on attack and damage rolls.
2 Spiritual Weapon: Magic weapon attacks on its own.
3 Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
4 Globe of Invulnerability, Lesser: Stops 1st- through 3rd-level spell effects.
5 Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
6 Word of Recall: Teleports you back to designated place.
7 Spell Turning: Reflect 1d4+6 spell levels back at caster.
8 Moment of Prescience: You gain insight bonus on single attack roll, check, or save.
9 Time Stop: You act freely for 1d4+1 rounds.

TEACHINGS OF DARKNESS INFLUENCE
Granted Power: You gain darkvision 30 ft. If you already have darkvision, increase the range of your darkvision by 30 ft.
Teachings of Darkness Influence Spells
0 Flare: Dazzles one creature (–1 on attack rolls).
1 Obscuring Mist: Fog surrounds you.
2 Blindness/Deafness: Makes subject blinded or deafened.
3 Spectral Hand: Creates disembodied glowing hand to deliver touch attacks.
4 Black Tentacles: Tentacles grapple all within 20 ft. spread.
5 Enervation: Subject gains 1d4 negative levels.
6 Prying Eyes: 1d4 +1/level floating eyes scout for you.
7 Shadow Walk: Step into shadow to travel rapidly.
8 Power Word Blind: Blinds creature with 200 hp or less.
9 Trap the Soul M F: Imprisons subject within (the Black).

FIST OF THE DICTATOR INFLUENCE
Granted Power: You have learned the ways of command and do so with an iron fist. Add Intimidate to your list of templar class skills. You may use either your Str or Cha modifier to add as the ability modifier when determining your total bonus to Intimidate checks. (CHANGE)
Fist of the Dictator Influence Spells
0 Ray of Frost: Ray deals 1d3 cold damage.
1 Command: One subject obeys selected command for 1 round.
2 Enthrall: Captivates all within 100 ft. + 10 ft./level.
3 Command, Greater: As command, but affects one subject/level.
4 Discern Lies: Reveals deliberate falsehoods.
5 Fear: Subjects within cone flee for 1 round/level.
6 Geas, Lesser: Commands subject of 7 HD or less.
7 Grasping Hand: Hand provides cover, pushes, or grapples.
8 Demand: As sending, plus you can send suggestion.
9 Crushing Hand: Large hand provides cover, pushes, or crushes your foes.

WHISPERS OF THE KING INFLUENCE
Granted Power: You are immune to all fear effects and becoming shaken.
Whispers of the King Influence Spells
0 Message: Whispered conversation at distance.
1 Hideous Laughter: Subject loses actions for 1 round/level.
2 Touch of Idiocy: Subject takes 1d6 points of Int, Wis, and Cha damage.
3 Rage: Subjects gains +2 to Str and Con, +1 on Will saves, –2 to AC.
4 Confusion: Subjects behave oddly for 1 round/level.
5 Mind Fog: Subjects in fog get –10 to Wis and Will checks.
6 Phantasmal Killer: Fearsome illusion kills subject or deals 3d6 damage.
7 Insanity: Subject suffers continuous confusion.
8 Shout, Greater: Devastating yell deals 10d6 sonic damage; stuns creatures, damages objects.
9 Weird: As phantasmal killer, but affects all within 30 ft.

FATE OF DASKINOR INFLUENCE
Granted Power: You can make a pain touch once per day that wracks the victim with physical and mental agony. Make a melee touch attack against a living creature, success causes them to become sickened and shaken for one round per templar level you possess.
Torment of Eldaarich Influence Spells
0 Daze: Humanoid creature of 4 HD or less loses next action.
1 Bane: Enemies take –1 on attack rolls and saves against fear.
2 Scare: Panics creatures of less than 6 HD.
3 Bestow Curse: –6 to an ability score; –4 on attack rolls, saves, and checks; or 50% chance of losing each action.
4 Enervation: Subject gains 1d4 negative levels.
5 Feeblemind: Subject’s Int and Cha drop to 1.
6 Harm: Deals 10 points/level damage to target.
7 Eyebite: Target becomes panicked, sickened, and comatose.
8 Symbol of Pain M: Triggered rune wracks nearby creatures with pain.
9 Horrid Wilting: Deals 1d6/level damage within 30 ft.

Bureaus of the Templarate

A bureau within the templarate is basically a designation of which area of the bureauocratcy that individual templars belong to. As such, at 1st level, templars within each bureau gain certian circumstance bonus' to skills related to their specific job (see below) along with s select list of spells that they can choose from to add to their personal list of known spells. Every 5 class levels, the circumstance bonuse for the templar's bureau related skills gains an additional +1 (+6 at 20th level). Skills marked with an * below are considered to be class skills while the templar is within that specific bureau.

A templar's bureau can be changed once every 5 class levels. The templar looses the circumstance bonus and any spells know that was associated with their old bureau, but gains the new bureau related skills (modified to be equal to the bonus they should have for a templar of their level) and can replace spells known that they had lost from the their new bureau spell list.

Bureau of the King's Games
Granted Skills: Gain +2 to Handle Animal* and Intimidate checks
Bureau of the King's Games Spells
0 Touch of Fatigue: Touch attack fatigues target.
1 Detect Animals or Plants: Detects kinds of animals or plants.
2 Charm Person: Makes one person your friend.
3 Hold Person: Paralyzes one humanoid for 1 round/level.
4 Charm Monster:Makes monster believe it is your ally.
5 Sand Trap M: You entrap an area of sand.
6 Hold Monster: As hold person, but any creature.
7 Forcecage M: Cube or cage of force imprisons all inside.
8 Summon Monster VIII: Calls extraplanar creature to fight for you.
9 Dominate Monster: As dominate person, but any creature.

Bureau of Intelligence
Granted Skills: Gain +2 on Disguise* and Gather Information checks
Bureau of Intelligence Spells
0 Guidance: +1 on one attack roll, saving throw, or skill check
1 Disguise Self: Changes your appearance.
2 Zone of Truth: Subjects within range cannot lie.
3 Detect Thoughts: Allows “listening” to surface thoughts.
4 Invisibility, Greater: As invisibility, but subject can attack and stay invisible.
5 True Seeing M: Lets you see all things as they really are.
6 Mislead: Turns you invisible and creates illusory double.
7 Scrying, Greater: As scrying, but faster and longer.
8 Discern Location: Reveals exact location of creature or object.
9 Foresight: “Sixth sense” warns of impending danger.

Bureau of Justice
Granted Skills: Gain +2 on Diplomacy and Spot* checks
Bureau of Justice Spells
0 Arcane Mark: Inscribes a personal rune (visible or invisible).
1 Comprehend Languages: You understand all spoken and written languages.
2 Death Mark: Target receives -2 to attack, damage, saving throws, skills and ability checks and loses all Dex bonus to AC.
3 Speak with Dead: Corpse answers one question/two levels.
4 Command, Greater: As command, but affects one subject/level.
5 Mark of Justice: Designates action that will trigger curse on subject.
6 Forbiddance M: Blocks planar travel, damages creatures of different alignment.
7 Confessor’s Flame: Uses threat of flame to extract confession.
8 Binding M: Utilizes an array of techniques to imprison a creature.
9 Imprisonment: Entombs subject beneath the earth.

Bureau of Security
Granted Skills: Gain +2 on Search* and Sense Motive checks
Bureau of Security Spells
0 Message: Whispered conversation at distance.
1 Alarm: Wards an area for 2 hours/level.
2 Find Traps: Notice traps as a rogue does.
3 Glyph of Warding M: Inscription harms those who pass it.
4 Spell Immunity: Subject is immune to one spell per four levels.
5 Stoneskin M: Ignore 10 points of damage per attack.
6 Antimagic Field: Negates magic within 10 ft.
7 Repulsion: Creatures can’t approach you.
8 Mind Blank: Subject is immune to mental/emotional magic and scrying.
9 Prismatic Wall: Wall’s colors have array of effects.

Bureau of War
Granted Skills: Gain +2 on Knowledge (warcraft) and Survival* checks
Bureau of War Spells
1 Bless: Allies gain +1 on attack rolls and saves against fear.
2 Protection from Arrows: Subject immune to most ranged attacks.
3 Prayer: Allies +1 bonus on most rolls, enemies –1 penalty.
4 Divine Power: You gain attack bonus, +6 to Str, and 1 hp/level.
5 Klar’s Heart: Enhances combat abilities of all creatures within range.
6 Blade Barrier: Wall of blades deals 1d6/level damage.
7 Spell Turning: Reflect 1d4+6 spell levels back at caster.
8 Symbol of Insanity M: Triggered rune renders nearby creatures insane.
9 Meteor Swarm: Four exploding spheres each deal 6d6 fire damage.

Bureau of the King's Works
Granted Skills: Gain +2 on Knowledge (select one) checks and either Literacy (select on language you can speak) or Speak Language. Unlike other bureau related skills, the ability to speak or read a language does not go away if the templar changes bureaus.
Bureau of the King's Works Spells
0 Mending: Makes minor repairs on an object.
1 Mage Armor: Gives subject +4 armor bonus.
2 Make Whole: Repairs an object.
3 Arcane Sight: Magical auras become visible to you.
4 Globe of Invulnerability, Lesser: Stops 1st- through 3rd-level spell effects.
5 Telekinesis: Moves object, attacks creature, or hurls object or creature.
6 Bear’s Endurance, Mass: As bear’s endurance, affects one subject/level.
7 Control Weather: Changes weather in local area.
8 Dimensional Lock: Teleportation and interplanar travel blocked for one day/level.
9 Crushing Hand: Large hand provides cover, pushes, or crushes your foes.

Templar Spells

0-Level Templar Spells (Orisons)
Cure Minor Wounds: Cures 1 point of damage.
Defiler Scent: Smells presence or absence of defilers.
Detect Magic: Detects spells and magical items within 60 ft.
Detect Poison: Detects poison in one creature or small object.
Guidance: +1 on one attack roll, saving throw, or skill check.
Inflict Minor Wounds: Touch attack, 1 point of damage.
Light: Object shines like a torch.
Mending: Makes minor repairs on an object.
Read Magic: Read scrolls and spellbooks
Resistance: Subject gains +1 on saving throws.
Virtue: Subject gains 1 temporary hp.

1st-Level Templar Spells
Black CairnF: Locates a corpse within 1 mile/level.
Bless: Allies gain +1 attack rolls and +1 on saves against fear.
Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
Comprehend Languages: Understand all spoken and written languages.
Cure Light Wounds: Cures 1d8+1/level damage (max +5).
Deathwatch: Sees how wounded subjects within 30 ft. are.
Detect Secret Doors: Reveals hidden doors within 60 ft.
Detect Undead: Reveals undead within 60 ft.
Divine Favor: You gain attack, damage bonus, +1/ three levels.
Doom: One subject suffers -2 on attacks, damage, saves, and checks.
Endure Elements: Exist comfortably in hot or cold environments.
Hand of the Sorcerer-King: Protects caster from spells.
Hide From Undead: Undead can’t perceive one subject/level.
Inflict Light Wounds: Touch, 1d8+1/level damage (max +5).
Magic Weapon: Weapon gains +1 bonus.
Remove Fear: +4 on saves against fear for one subject +1/four levels.
Sanctuary: Opponents can’t attack you, and you can’t attack.
Shield of Faith: Aura grants +2 or higher deflection bonus.

2nd-Level Templar Spells
Battlefield Healing: Heals quickly, but at a risk of damage.
Bear’s Endurance: Subject gains +4 Con for 1 min./level.
Bull’s Strength: Subject gains +4 Str for 1 min./level.
Calm Emotions: Calms creatures, negating emotion effects.
Cat’s Grace: Subject gains +4 Dex for 1 min./level.
Cure Moderate Wounds: Cures 2d8+1/level damage (max +10).
Death Knell: Kills dying creature; you gain 1d8 temporary hp, +2 Str, and +1 level.
Delay Poison: Stops poison from harming subject for 1 hour/level.
Enthrall: Captivates all within 100 ft. + 10 ft/level.
Gentle Repose: Preserves one corpse.
Hold Person: Holds one person helpless; 1 round/level.
Inflict Moderate Wounds: Touch attack, 2d8+1/level damage (max +10).
Rage: Gives +2 Str and Con, +1 on Will saves, -2 to AC
Remove Paralysis: Frees one or more creatures from paralysis, hold, or slow.
Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.
Restoration, Lesser: Dispels magic ability penalty or repairs 1d4 ability damage.
Return to the Earth: Turns dead and undead bodies into dust.
Silence: Negates sound in 15-ft radius.
Undetectable Alignment: Conceals alignment for 24 hours.
Zone of Truth: Subjects within range cannot lie.

3rd-Level Templar Spells
Animate Dead: Creates undead skeletons and zombies.
Sand Pit: Excavates sand in a 10 ft./level wide and deep cone.
Cure Serious Wounds: Cures 3d8+1/level damage (max +15).
Dedication: Allows target to avoid sleep, consume half food and water, and +1 to attack, damage, saves, ability, and skill checks while pursing a specified task.
Discern Lies: Reveals deliberate falsehoods.
Dispel Magic: Cancels magical spells and effects.
Glyph of Warding: Inscription harms those who pass it.
Image of the Sorcerer-King: Touched creatures must save or become affected by cause fear.
Inflict Serious Wounds: Touch attack, 3d8+1/level damage (max 15).
Locate Object: Senses direction toward object (specific or type).
Magic Vestment: Armor or shield gains +1 enhancement per four levels.
Obscure Object: Masks object against divination.
Prayer: Allies gain +1 on most rolls, and enemies suffer -1.
Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
Remove Disease: Cures all diseases affecting subject.
Sand Spray: Sprays sand or silt as an area attack.
Speak with Dead: Corpse answers one question/two levels.
Surface Walk: Subject treads on unstable surfaces as if solid.
Wind Wall: Deflects arrows, smaller creatures, and gases.
Worm’s Breath: Subjects can breathe underwater, in silt, or earth.

4th-Level Templar Spells
Air Walk: Subject treads on air as if solid (climb at 45-degree angle).
Cure Critical Wounds: Cures 4d8+1/level damage (max +20).
Dimensional Anchor: Bars extradimensional movement.
Divine Power: You gain attack bonus, 18 Str and 1 hp/level.
Fool’s Feast: Enhances food for one creature/level and blesses.
Freedom of Movement: Subject moves normally despite impediments.
Geas, Lesser: Commands subject of 7 HD or less.
Inflict Critical Wounds: Touch attack, 4d8 +1/level damage (max+20).
Magic Weapon, Greater: +1 bonus/four levels (max +5).
Neutralize Poison: Detoxifies venom in or on subject.
Pact of WaterF: Seal a pledge between willing creatures.
Sending: Delivers a short message anywhere, instantly.
Status: Monitors condition, position of allies.
Tongues: Speak any language.
Wrath of the Sorcerer-King: Know if a creature has broken the law, and punish him.

5th-Level Templar Spells
Air Lens: Directs intensified sunlight at foes within range.
Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrifaction.
Elemental Strike: Smites foes with divine energy (1d6/level).
Fire Track: Fiery spark follows tracks.
Inflict Light Wounds, Mass: Deals 1d8 +1/level damage to many creatures.
Klar’s Heart: Enhances combat abilities of all creatures within range.
Lungs of Water: Conjures water inside victim’s lungs.
Sandflow: You shift the location of sand dunes.
Scrying: Spies on subject from a distance.
Spell Resistance: Subject gains +12+1/level SR.
Symbol of PainM: Triggered rune wracks nearby creatures with pain.
Symbol of SleepM: Triggered rune puts nearby creatures into catatonic slumber.
True Seeing: See all things as they really are.

6th-Level Templar Spells
Blade Barrier: Blades encircling you deal 1d6 damage/level.
Braxatskin: Your skin hardens, granting armor bonus and damage reduction.
Control Tides: Raises, lowers, or parts bodies of water or silt.
Dispelling, Greater: As dispel magic, but up to +20 on check.
Forbiddance: Denies area to creatures of another alignment.
Geas/Quest: As lesser geas, plus it affects any creature.
Glyph of Warding, Greater: As glyph of warding, but up to 10d8 damage or 6th level spell.
Raise Dead: Restores life to subject who died up to 1 day/level ago.
Slay Living: Touch attack kills subject.
Symbol of FearM: Triggered rune panics nearby creatures.
Symbol of PersuasionM: Triggered rune charms nearby creatures.
Wisdom of the Sorcerer-King: Apply metamagic to one spell of up to 4th level.
Word of Recall: Teleports you back to designated place.

7th-Level Templar Spells
Confessor’s Flame: Uses threat of flame to extract confession.
Crusade: Allies receive +3 bonus to attack rolls, damage rolls, and saving throws, 2d8 hit points, and immunity to magical fear.
Elemental Chariot, Lesser: Enhances chariot with elemental effects.
Glass Storm: Creates a whirlwind of broken glass.
Refuge: Alters item to transport its possessor to you.
Repulsion: Creatures can’t approach you.
Scrying, Greater: As scrying, but faster and longer.
Symbol of StunningM: Triggered rune stuns nearby creatures.
Symbol of WeaknessM: Triggered rune weakens nearby creatures.
Unliving IdentityMX: Turns a mindless animated undead into a thinking zombie, skeleton, or exoskeleton.

8th-Level Templar Spells
Antipathy: Object or location affected by spell repels certain creatures.
Discern Location: Exact location of creature or object.
Finger of Death: Kills one subject.
Poisoned Gale: Poisonous cloud (10 ft. wide, 10 ft. high) emanating out from you to the extreme of the range
Regenerate: Subject’s severed limbs grow back.
Symbol of DeathM: Triggered rune slays nearby creature.
Symbol of InsanityM: Triggered rune renders nearby creatures insane.

9th-Level Templar Spells
Elemental Chariot, Greater: As lesser elemental chariot, but with greater effects.
Elemental Storm: Deals 1d6 energy damage/level.
Energy Drain: Subject gains 2d4 negative levels.
Gray Rift: A hovering rift to the Gray bolsters undead.
Implosion: Kills one creature/round.
Molten: Melt sand into glass, or rock into magma.
Power Word Blind: Blinds 200 hp worth of creatures.
Soul Bind: Traps newly dead soul to prevent resurrection.
Storm of Vengeance: Storm rains acid, lightning, and hail.
#18

cnahumck

May 11, 2007 8:55:44
I like what I see, Kal. Quick question though, The teachings of darkness for Andy might be better as something else. Something to do with silt and sailing perhaps. The Black is something new for Andy, as you know.
#19

brun01

May 11, 2007 9:17:14
Nice to see something balanced and elegant from you once in a while... :P

I like it, altough the names are a bit too long for me.

#20

kalthandrix

May 11, 2007 9:24:02
I like what I see, Kal. Quick question though, The teachings of darkness for Andy might be better as something else. Something to do with silt and sailing perhaps. The Black is something new for Andy, as you know.

It is new - and that is the reason. Any old influence he might have had was replace with this one when he was locked away into the Black - so templars who worship him still and have access to spells would no longer have the old influence, it would have either been changes to this one or they would have had to rechoose.

There will be more coming, the rest of the normal spell lists that I use (which are more or less the same as the ones in the core manual) and some other material to better explain how the influences and bureaus work.

If anyone has suggestions for other burueas, I would like to know. The King's Works (as I will expalin in the fluff I will add) is the workhorse of the city - kind of a catch all which is why that spell list is varied and not really a solid theme.

Also - some (like the War Bureau) will be going through some major changes and others will be getting some polish - suggestions are always welcome.

Also, I expect to be able to complete my High Templar this weekend too, so people will be able to see this all in action
#21

kalthandrix

May 11, 2007 9:25:15
Nice to see something balanced and elegant from you once in a while... :P

I like it, altough the names are a bit too long for me.


All of my stuff drips with awesomeness - as it should :D

And the names stay as they are, so :P
#22

kalthandrix

May 12, 2007 9:38:26
Alright - check post #17.

I made some additional changes to some of the granted powers, completed all the spell lists, and added some goodnedd to the different bureaus.

Their are only two granted powers I am still working on to make some changes (and they are marked with a (CHANGE)) - so we are getting close. I should have all of my templar related stuff posted by the end of the weekend.