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Magic (Domain)

Brian Hill edited this page Oct 5, 2026 · 1 revision

Magic (Domain)

MAGIC
  Granted Power: You gain Use Magic Device and Decipher Script as bonus class skills. You gain a bonus to them equal to one-third your priest level.
Offered By: Hesani, Maeve, Xavias.
Magic Domain Spells:
  1: Nystrom's Magical Aura (Enchantment/Illusion)
Level: Mage 1, Magic 1
Mana: 3. Persistant. Base Success: 90%.
    Casting this spell imbues a chosen item with a surreal quality of power and mystique that misleads the intuition and divinations of others into believing that items is a powerful magical treasure surpassing all others, and they will be led by the spell to covet it intensely. Intelligent, tool-using monsters will seek to acquire this item, and will equip it in preferance to others if this possess it. Thus, this spell can be used as a kind of trap, causing monsters to not use their real magical equipment in favour of fakes, or as a thrown lure to draw a monster to a specific location.
   The item is also much more desirable to thieves and pickpockets than a normal item of its type would be, but most merchants have devised a way of detecting the use of this spell. Selling an item affected by this spell is a chaotic act; if the seller is not evil, it is also an evil one.
  2: Mana Theft (Weavecraft)
Level: Mage 2, Magic 2
Will partial. Mana: 5. Long duration. Base Success: 60%.
  By casting this spell, you turn your body into a natural conduit for magical energies, allowing you to steal the mana of other creatures with a successful touch attack. Your touch causes other creatures to lose 1d8 points of mana for every caster level, and you gain a similar amount -- up to a maximum of whatever the target had to lose. A Will save allows the target to halve the mana loss. Mana Theft cannot replace mana allocated to persistant spells like Mage Armour, and any mana above the caster's normal maximum fades after a brief period -- although mana stolen from a victim does not regenerate.
   Channeling magical energies in this manner is draining and costs you a point of Fatigue when the spell is first cast. A single casting gives you two touches for every caster level you have.
  3: Dispel Magic (Abjuration)
Level: Druid 3, Priest 3, Mage 3, Magic 3, Bard 3, Paladin 3
Mana: 15. Base Success: 75%.
  Negates standing magical effects within a 30 foot (3 square) radius globe, if the opposed caster level check (made once for each effect) succeeds.
  4: Wandwierd (Abjuration)
Level: Mage 4, Magic 4, Bard 4
Mana: 35. Persistant. Base Success: 100%.
  Creates a zone 90 feet (9 squares) in radius that moves with the caster in which nobody other than the caster can use wands.
  5: Magic Resistance (Abjuration)
Level: Priest 4, Protection 5, Magic 5, Bard 5, Abjurer 5, Paladin 4
Mana: 35. Persistant. Base Success: 100%.
  Grants you a +5% bonus to your magic resistance per caster level.

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