Difference between revisions of "Water Domain"
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(Created page with "=== Granted Power === Turn or destroy fire creatures as a good cleric turns undead. Rebuke, command, or bolster water creatures as an evil cleric rebukes undead. Use these abi...") |
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=== Granted Power === | === Granted Power === | ||
− | Turn or destroy fire creatures as a good cleric turns undead. Rebuke, command, or bolster water creatures as an evil cleric rebukes undead. Use these abilities a total number of times per day equal to 3 + your Charisma modifier. This granted power is a [[Supernatural Ability]]. | + | Turn or destroy fire creatures as a good cleric turns undead. Rebuke, command, or bolster water creatures as an evil cleric rebukes undead. Use these abilities a total number of times per day equal to 3 + your Charisma modifier. This granted power is a [[Supernatural Ability]]. The [[Swim]] skill becomes a class skill*. (Per Randy) |
=== Water Domain Spells === | === Water Domain Spells === |
Latest revision as of 14:28, 28 February 2021
Granted Power
Turn or destroy fire creatures as a good cleric turns undead. Rebuke, command, or bolster water creatures as an evil cleric rebukes undead. Use these abilities a total number of times per day equal to 3 + your Charisma modifier. This granted power is a Supernatural Ability. The Swim skill becomes a class skill*. (Per Randy)
Water Domain Spells
- Obscuring Mist: Fog surrounds you.
- Fog Cloud: Fog obscures vision.
- Water Breathing: Subjects can breathe underwater.
- Control Water: Raises or lowers bodies of water.
- Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.
- Cone of Cold: 1d6/level cold damage.
- Acid Fog: Fog deals acid damage.
- Horrid Wilting: Deals 1d6/level damage within 30 ft.
- Elemental Swarm*: Summons multiple elementals.
- Cast as a water spell only.