Domain Spells III

November 12th, 2014

Alex Riggs

Obscure Arcana Archive

                Some time ago, I introduced a new type of spell, which gives you extra benefits if you happen to have a certain domain. There are a lot of domains, and so only a small handful of domains have these spells so far. Today, three more domains get added to that exclusive list: madness, protection, and sun.


School enchantment (compulsion) [mind-affecting]; Level bard 2, cleric/oracle 2, sorcerer/wizard 3, witch 2
Casting Time 1 standard action
Components V, S, DF
Range close (25 ft. + 5 ft./2 levels)
Target one humanoid creature
Duration instantaneous and 1 round/level; see text
Saving Throw Will negates; Spell Resistance yes

                You fill the target’s mind with meaningless nonsense, forcing out anything that might have been there. If the target is under the effects of a charm or compulsion spell or effect, that charm or compulsion spell or effect immediately ends. If the target was suffering from more than one charm or compulsion effect, only the highest-level effect ends (if two or more are tied for highest-level, determine which one is ended randomly from among those). Regardless of whether or not the target was affected by a charm or compulsion effect, he is confused for 1 round per caster level.

                If you have the madness domain, then each round, when the target rolls to determine how he will act that round, he rolls twice, and you choose which result he uses.


School abjuration; Level alchemist 5, cleric/oracle 5, druid 6, inquisitor 5, sorcerer/wizard 5, summoner 5
Casting Time 1 standard action
Components V, S, DF
Range touch
Target creature touched
Duration 1 round/level
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

                You surround the target with a protective ward, granting DR 10/adamantine, and acid, cold, electricity, and fire resistance 10.

                If you have the protection domain, the DR granted by the spell increases to 15/adamantine, and the acid, cold, electricity, and fire resistance increase to 20.


School evocation [light]; Level cleric/oracle 6, druid 6
Casting Time 1 standard action
Components V, S, DF
Range 120 ft.
Area 120-ft.-radius emanation centered on you
Duration 1 round/level
Saving Throw Fortitude partial, Fortitude half, see text; Spell Resistance no

                You fill the affected area with supernaturally bright light. The light level in the area increases to bright light. Additionally, the light blinds creatures with darkvision. Each creature with darkvision in the spell’s area at the time the spell is cast must succeed on a Fortitude save or be blinded for 1d4 minutes. Creatures with darkvision that enter the spell’s area after it was cast must also make a save or be blinded in this way, though any given creature only needs to make this saving throw once per time this spell is cast.

                If you have the sun domain, the light is physically painful to creatures that are weakened by sunlight. Any creature with a weakness to sunlight (including light sensitivity, light blindness, sunlight powerlessness, and other abilities specific to the creature, such as a vampire’s aversion to sunlight), that enters or begins its turn within the affected area suffers 5d6 points of damage. A successful Fortitude save halves this damage.