Okay, so I wanted to present the domain spells and a few other details for each of the gods and goddesses of Anubia for my Neo School Hack rules. The basic format I chose was each deity having six unique domain spells which only clerics of that deity may cast.
Each god and goddess has certain symbols but there are also universal holy symbols. The Was Sceptre (or Staff) is the symbol of ruling or command; a cleric in possession of one gets to add +1 to any roll based on Charm. The Ankh is the symbol of life; a cleric in possession of one gets to add +1 to any roll based on Commitment or increase the effects of any healing spell by +1 HP. The Sistrum is the symbol of music and merriment; a cleric in possession of one gets to add +1 to any roll influencing positive emotions; some talents also provide for a bonus if a sistrum is played.
Bastet
Symbol: cat, sistrum
- Purr Charm/focus: with a bit of sweet-talking and a purr in your voice you can usually beguile people into seeing things your way; +2 to Charm checks to persuade
- Summon Celestial Lioness/focus-rested: one of the goddess' pets arrives to help; it is yours to command and will stay around for 10 minutes or one action scene:
Celestial Lioness
AC-12
HP: 3
2d10 attack: bite
- Goddess Within/focus-encounter: celestial lioness may cast Remove Disease, Exorcism, Scary Hiss, or Prowl as a cleric of Bastet
- Remove Disease/focus-encounter: with a prayer and pawing gestures you remove one disease from one victim
- Exorcism/focus-encounter: by hissing and making yourself look big and scary you drive out spirits haunting a thing or place or possessing a person; requires a Daring check (with +2) against the spirit's Commitment
- Scary Hiss/focus: winning a Daring check (with +2) against target's commitment and they run away scared; works automatically against minions
- Prowl/continuous: +1 to Cunning checks to sneak around stealthily
Hathor
Symbol: cow, sistrum
- Milk of the Sacred Mother/focus-rested: you pour out holy milk from your cupped hands (up to one pint); it is delicious warm milk which can cure one wound (once per imbiber per day) but also affects undead and other evil creatures as holy water
- Joy Dance/focus: you dance for joy and all those nearby feel it; removes negative emotions such as fear, sadness, despair, anger; creatures may resist with opposed roll of their Commitment vs. cleric's Charm (at +2)
- Horns of Goring/focus: large glowing cow horns sprout from your head, remaining for one minute or one action scene; you may use them to attack, bash things, or just show off (+1 to Brawn checks to intimidate)
- Create Cloud/focus-rested: draw on Hathor's powers as a sky goddess and create a dense cloud with a 30-foot radius; it is so dense that vision is reduced to one foot; lasts 10 minutes or one action scene
- So Hawt/focus-rested: with appropriate moves and a whispered prayer you become irresistible to one creature for one minute or one action scene (creature may attempt to resist with Awareness roll against cleric's Charm roll +2)
- Hew Tunnel/focus-rested: Hathor is patron of miners and with this miracle you create a tunnel 30 feet long and 10 feet wide through natural rock and earth; it lasts only 10 minutes unless professionally shored up with framing of timber or other durable materials
Horus
Symbol: falcon, Wedjat eye
- Sunlight/focus-rested: a ray of sunlight shoots from your right eye; does 1 wound to creatures vulnerable to sunlight
- Moonlight/focus-rested: a ray of moonlight shoots from your right eye; revealing invisible creatures and dispelling illusions (Commitment roll vs. caster's Cunning); lasts 1 minute
- Headlight Eyes/focus: beams of gold and silver light shine from both eyes, providing illumination in darkness (even magical darkness) out to 30 feet; lasts 10 minutes or one action scene
- Wedjat Eye/focus-encounter: you draw the sign of the Wedjat Eye in the air or on a surface, where it glows; evil creatures must succeed at a Daring roll vs the cleric's Commitment roll (with +2) to overcome or will be unable to approach within 30 feet; lasts one action scene or if cast outside of an action scene will last 24 hours or until overcome
- Falcon's Wings/focus-rested: cleric sprouts a set of magnificent falcon's wings; can fly for one action scene or one minute.
- Royal Command/focus-encounter: by the power of Horus you command one creature to obey a one-word command (Save: target's Commitment or Daring vs. Cleric's Brawn or Charm with +2)
Mayet
Symbol: ostrich feather
- Truth Tell/focus-encounter: Target must save (Commitment or Cunning vs. cleric's Commitment at +2) or must tell the truth for the next 10 minutes.
- Soul Balance/focus: the alignment of one creature is revealed to you
- Summer Heat/focus-rested: you evoke the heat of noon in the height of summer; victim must make Brawn check or collapse sweaty and exhausted for 1d6 turns
- Winter Frost/focus-rested: you call down the frost of a deep winter far away; victim must make Brawn check or move frozen at half speed for 1d6 turns
- Spring Showers/focus-rested: you summon a sudden rainstorm, creating a magical mud puddle; victims in the storm will be soaking wet and any in the mud must make Brawn check or be stuck there for 1d6 turns
- Autumn Winds/focus-rested: you call up a small area of intense blustery winds and swirling dry leaves; any in the area must make a Daring check or be baffled and confused for 1d6 turns
Isis/Iset
Symbol: throne, sun disk with cow's horns
- Charm Person/focus: the glow of the goddess entrances your listener and makes them amenable to your wishes; a successful Charm (with +2) and they'll go along with anything (for one action scene or 10 minutes) which doesn't involve violence
- Resurrection/rested-focus: with 10 minutes of prayer and chanting you lure the spirit of a recently deceased (one hour per level of caster) person back to their body; does not heal any injuries to the body. Unwilling spirits may attempt a Commitment to Commitment contest to resist.
- Healing Glow/rested-focus: all friendly creatures within 10 feet heal one wound
- Plant Growth/focus: all plants in a 30-foot radius double in size; if no existing plants, a lush thicket of ordinary bushes or grasses will sprout (flowers optional); lasts 10 minutes or one action scene
- Kite (bird) Transform/rested-focus: you transform into a bird (kite) for 10 minutes or one action scene
- <pick one Wizard spell; may not be changed later>
Khepri
Symbol: scarab beetle, blue lotus
- Busy Beetle/focus-encounter: you perform any normal work task at double speed
- Stench of Dung/encounter: you emit a repulsive stench of dung, affecting living creatures out to 30 feet; all in area must pass a Brawn or Commitment save (at -2) or be incapacitated throwing up and retching
- Summon Scarab Swarm/focus-encounter: you summon a scarab swarm; can either burst forth from the environment (earth/wall/etc.), pour out of an object, or be spewed from cleric's mouth; lasts 10 minutes or one action scene
- Chitin Armor/focus-encounter: your body grows a layer of thick beetle chitin armor; you look creepy but gain +1 AC; lasts 10 minutes or one action scene
- Early to Rise/rested: the power of the dawn energizes you; temporarily gain 1 AP which lasts until dusk
- Summon Giant Scarab Mount/focus-rested: a giant scarab burrows up from somewhere and serves as a riding mount for just the cleric for 24 hours
Anubis
Symbol: flail, black jackal
- Command Mummy/focus-rested: mummies respect Anubis; if you succeed in a Commitment check (with +2) against a mummy it will obey you for one hour; can only be used on one particular mummy once in 24 hours
- Mummify/focus-rested: by the power of Anubis you mummify a creature dead no more than three days; it will remain preserved for 100 years; may be cast in reverse to de-mummify a mummified creature, with undead mummies taking 2 wounds
- Sanctified Repose/focus: you infuse a creature dead no more than 1 hour with holy energies, preserving it for 24 hours; also heals any negative wounds the creature may have (bringing it to 0 wounds)
- Soul Speaker/constant: you can converse with the dead; those unwilling to converse may be compelled by succeeding at a Commitment check (with +2)
- Necroshield/focus: you create a 10 foot radius shell which repels undead, but they may attempt to enter with a Commitment contest (but with +2 for the casting cleric); lasts 10 minutes or one action scene
- Summon Anubi Angel/focus-rested: summon an angelic anubi servant of the Anubis; it is yours to command and will stay around for 10 minutes or one action scene
Anubi Angel
AC-12
HP: 2
2d10 attack: flail
- Double-Sanctified Repose/focus-rested: cast by Anubi Angel, as Sanctified Repose, but recipient may have been dead up to 2 hours and will be preserved for 48 hours
Apep
Symbol: snake or dragon
- Dragon Speak/constant: you know the language of dragons
- Chaos Shadow (darkness and confusion)/focus-encounter: a 30 foot radius area of swirling chaos shadow appears around the caster; all creatures in the chaos must make a Commitment save (at -2) or have vision reduced to 10 feet (20 feet for creatures with low light level vision) and suffer -2 to all rolls; lasts 10 minutes or one action scene
- Chaos Fang/focus-rested: you grow a set of viper fangs, with venom; if you succeed in a bite attack the victim must pass a Brawn save or lose a wound and be blinded for an hour
- Blindness/focus-rested: victim must make a Commitment save (at -2) or be blinded for 1 hour
- Hypnotize/focus-encounter: victim must make a Daring save or follow the caster's commands for up to 1 hour. Victim moves at half speed and cannot fight or cast spells. If victim suffers any pain or injury they are allowed another Daring save to recover their wits.
- Eclipse/focus-rested: all illumination (including the sun if outdoors in daylight) dims in a 100 foot radius such that vision is reduced to only 5 feet (or 10 feet for creatures with low light level vision); lasts 10 minutes or one action scene
Ra
Symbol: sun disk, hawk
- Noon Sun/focus-rested: the area around the caster is lit with brilliant noontime sunlight from above in a 50' radius; lasts 10 minutes or one action scene
- Solar Halo/focus-encounter: a bright sun disk appears just behind the caster's head, shining brightly ahead in a beam; anyone looking into the beam must pass a Commitment check or be blinded for 1d6 turns
- Falcon Sight/continuous: you have the amazingly keen sight of a falcon, allowing you to see clearly 5 times as far as a normal person; lasts 10 minutes
- Heroism/focus-encounter: the glories of the hero-god fill you (gain +4 on any Commitment or Daring checks; lasts 10 minutes or one action scene)
- Wings of Ra/focus-rested: you grow huge hawk wings allowing you to fly (for one action scene or 1 minute)
- Summon Celestial Falcon/focus-rested: you summon a feathered companion of Ra; it is yours to command and will stay around for 10 minutes or one action scene
Celestial Falcon
AC-12
HP: 2
2d10 attack: talons
- Terrible Talons/encounter: celestial falcon attacks by diving from the sky (at least 50' up), gaining +2 to attack and doing +1 wound
Set
Symbol: Was sceptre
- Darkness/focus: cast 50' radius area of unholy total darkness, impenetrable except for the light of the Noon Sun spell (and even then the casters will engage in a Commitment contest to see which spell prevails); lasts 10 minutes or one action scene
- Storm of the Wastes/focus-encounter: conjure up a wild storm with wind, rain, and thunder with a radius of 50'; all creatures in the area are -4 to attribute checks unless they can first pass a check with that attribute; normal flames are extinguished, everything is soaking wet, and soft earth turns muddy; lasts 10 minutes or one action scene
- Shadow Plague/focus-rested: you inflict a victim with a horrible unholy plague, with huge boils causing 2 wounds and unconsciousness for one hour (victim allowed a Commitment save at -2)
- Command Murder (Psycho Killer)/focus-rested: command one creature within 50 feet to commit murder against one other creature; victim is allowed a Commitment check to refuse to kill a friend or loved one, otherwise a Daring check; lasts 24 hours or until designated victim is dead
- Dismember/focus-rested: conjuring a shadowy blade, lop off a victim's major bodily appendage (hand, leg, foot, wing, tentacle, etc.); victim allowed a Cunning save to evade or lose the appendage and two wounds; range 30 feet
- Raise Undead/focus-rested; you animate a dead creature and bend it to your will; requires a creature still reasonably bodily intact; does not work on creatures protected by the Anubis cleric domain spells of Mummify or Sanctified Repose
Sekhmet
Symbol: lioness, red linen
- Ward Disease/focus: drawing on the protection of the goddess you ward one person from disease for an hour
- Heal Battle Wounds/focus-encounter: you heal up to two wounds on one recipient, but only if those wounds were suffered in combat
- Lion Head/focus-encounter: your head transforms into that of a lion, with big pointy teeth capable of inflicting a wound; lasts 10 minutes or one action scene
- Party Girl/continuous: the clerics of Sekhmet are always ready for a wild good time; +2 to Charm, Daring, or Cunning checks during carousing, parties, concerts, club scenes, and similar situations.
- Blood Rage/focus-encounter: the goddess roars within you, granting you +1 attack per round for the next 1d6 rounds
- Flame Blaze/focus-rested: you conjure the heat of battle itself and blast an enemy (range 30', causes 2 wounds, victim may attempt a Daring save)
Sobek
Symbol: crocodile, river
- Sobeki Friend/continuous: crocodiles and other crocodilian creatures will always initially treat you as a friend
- Crocodile Jaws/focus-encounter: you grow a fearsome set of crocodilian jaws (or your teeth get much larger if a sobeki); on a successful attack you inflict one wound and can hang on with an opposed Brawn check and continue to inflict another wound; lasts 10 minutes or one action scene
- Command Crocodile/focus: looking a crocodile in the eyes, you bend it to your will for one hour (only once per particular crocodile per 24 hours)
- Scaly Hide/focus-encounter: your body grows a layer of scaly crocodile skin; gain +1 AC; lasts 10 minutes or one action scene
- Battle Strength/focus-encounter: you evoke the power of Mighty Sobek; gain +2 to Brawn bonus for one hour
- Summon Crocodile/focus-rested: one of the god's pets arrives to help; it is yours to command and will stay around for 10 minutes or one action scene:
Celestial Crocodile
AC-12
HP: 3
2d10 attack: bite
- Death Roll/encounter: after a successful bite, the celestial crocodile may make a successfull Brawn to spin and thrash with victim clamped in your jaws to cause an additional 2 wounds
Thoth
Symbol: papyrus scroll, ibis, baboon
- Know Language/focus-rested: taking a moment to draw on the vast wisdom of the Erudite One, you gain the ability to know any one language for one hour
- Divine Science & Knowledge/focus-rested: taking a moment to draw on the vast wisdom of the Erudite One, you gain the ability to know any one science or area of knowledge for one hour
- Glyph of Warding/focus-rested: you draw a glowing magic hieroglyph (with your finger or other object) which remains for one hour providing +2 to AC and +2 on saves versus magic within a 20-foot radius
- Glyph of Revealing/focus-rested: you draw a glowing magic hieroglyph (with your finger or other object) which remains for one hour and reveals anything invisible within a 30-foot radius
- Glyph of Dispelling/focus-rested: you draw a glowing magic hieroglyph (with your finger or other object) which remains for one hour and dispells any illusions within a 30-foot radius
- Moon Beam/focus-rested: moon beams shoot from your eyes 30 feet in a 45-degree cone, dispelling all illusions and invisibility and revealing any secret doors.
Tawaret
Symbol: "sa" sign, hippopotamus
- Command Hippo/focus: looking a hippo in the eyes, you bend it to your will for one hour (only once per particular hippo per 24 hours)
- Hippo Huge/focus-encounter: you become huge and bulky like a magnificent hippo and also gain +2 Brawn; lasts for one action scene or 10 minuted
- Flood Surge/focus-rested: a huge splash of water sprays out from the caster 30', extinguishing normal flames and knocking creatures off their feet (unless succeed at a Brawn save)
- Lovely Birth/focus-rested: the birth of any one creature (or litter of up to 12 small or medium creatures) will be smooth and easy, with mother and offspring healthy and happy afterwards
- Soul Cleanse/focus-rested: exorcise a living creature of any possessing spirits (spirit allowed a Commitment save but at -2) and remove any curses
- Summon Hippo/focus-rested: one of the god's pets arrives to help; it is yours to command and will stay around for 10 minutes or one action scene
Celestial Hippo
AC-12
HP: 4
2d10 attack: chomp
- Belly Flop/focus: celestial hippo flops on water or other level surface to cast Flood Surge
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