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Trickery Domain

Trickery Domain Granted Power

(PH 189)
 
    • Transform Artist: Add a +2 Supernatural bonus to Bluff, Disguise, and Hide and add them to your list of cleric class skills.
  • You gain the following cantrips: Lesser Illusion, Magic Hand, Dancing Lights, Prestidigitation.

 

Trickery Domain Spells

  1. Disguise Self: Disguise own appearance.
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    Disguise Self - Illusion (Glamer)
    LevelBrd 1, Sor/Wiz 1, Trickery 1
    Components V S
    XP Cost
    Casting Time1 standard action
    RangePersonal
    TargetYou
    Duration10 min./level (D)
    Saving Throw
    Spell Resistance
    Description
    You make yourself—including clothing, armor, weapons, and equipment—look different. You can seem 1 foot shorter or taller, thin, fat, or in between. You cannot change your body type. Otherwise, the extent of the apparent change is up to you. You could add or obscure a minor feature or look like an entirely different person.

    The spell does not provide the abilities or mannerisms of the chosen form, nor does it alter the perceived tactile (touch) or audible (sound) properties of you or your equipment.

    If you use this spell to create a disguise, you get a +10 bonus on the Disguise check.

    A creature that interacts with the glamer gets a Will save to recognize it as an illusion.
  3. Invisibility: Subject invisible 1 min./level or until it attacks.
  4. Show spoiler
    Invisibility - Illusion (Glamer)
    LevelBrd 2, Sor/Wiz 2, Trickery 2
    Components V S M
    XP Cost
    Casting Time1 standard action
    RangePersonal or touch
    TargetYou or a creature or object weighing no more than 100 lb./level
    Duration1 min./level (D)
    Saving ThrowWill negates (harmless) or Will negates (harmless, object)
    Spell Resistance Yes (harmless) or Yes (harmless, object)
    Description
    The creature or object touched becomes invisible, vanishing from sight, even from darkvision. If the recipient is a creature carrying gear, that vanishes, too. If you cast the spell on someone else, neither you nor your allies can see the subject, unless you can normally see invisible things or you employ magic to do so.

    Items dropped or put down by an invisible creature become visible; items picked up disappear if tucked into the clothing or pouches worn by the creature. Light, however, never becomes invisible, although a source of light can become so (thus, the effect is that of a light with no visible source). Any part of an item that the subject carries but that extends more than 10 feet from it becomes visible.

    Of course, the subject is not magically silenced, and certain other conditions can render the recipient detectable (such as stepping in a puddle). The spell ends if the subject attacks any creature. For purposes of this spell, an attack includes any spell targeting a foe or whose area or effect includes a foe. (Exactly who is a foe depends on the invisible character’s perceptions.) Actions directed at unattended objects do not break the spell. Causing harm indirectly is not an attack. Thus, an invisible being can open doors, talk, eat, climb stairs, summon monsters and have them attack, cut the ropes holding a rope bridge while enemies are on the bridge, remotely trigger traps, open a portcullis to release attack dogs, and so forth. If the subject attacks directly, however, it immediately becomes visible along with all its gear. Spells such as bless that specifically affect allies but not foes are not attacks for this purpose, even when they include foes in their area.

    Invisibility can be made permanent (on objects only) with a permanency spell.
    Arcane Material Component

    An eyelash encased in a bit of gum arabic.
    • Nondetection: Hides subject from divination, scrying.
    • Confusion: Subjects behave oddly for 1 round/level.
    • False Vision: Fools scrying with an illusion.
    • Mislead: Turns you invisible and creates illusory double.
    • Screen: Illusion hides area from vision, scrying.
    • Polymorph Any Object: Changes any subject into anything else.
    • Time Stop: You act freely for 1d4+1 rounds.

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