In strange and eldritch runes you find potent magic. You gain
Scribe Scroll as a bonus feat.
Granted Powers
Blast Rune (Sp): As a
Standard Action, you can create a blast rune in any adjacent square. Any creature entering this square takes 1d6 points of damage + 1 point for every two
Cleric levels you possess. This rune deals either acid, cold, electricity, or fire damage, decided when you create the rune. The rune is
Invisible and lasts a number of rounds equal to your
Cleric level or until discharged. You cannot create a blast rune in a square occupied by another creature. This rune counts as a 1st-level spell for the purposes of dispelling. It can be discovered with a DC 26
Perception skill check and disarmed with a DC 26
Disable Device skill check. You can use this ability a number of times per day equal to 3 + your
Wisdom modifier.
Spell Rune (Sp): At 8th level, you can attach another spell that you cast to one of your blast runes, causing that spell to affect the creature that triggers the rune, in addition to the damage. This spell must be of at least one level lower than the highest-level
Cleric spell you can cast and it must target one or more creatures. Regardless of the number of targets the spell can normally affect, it only affects the creature that triggers the rune.
Domain Spells
1st—
Erase, 2nd—
Secret Page, 3rd—
Glyph Of Warding, 4th—
Explosive Runes, 5th—
Planar Binding, Lesser, 6th—
Glyph of Warding, Greater, 7th—
Instant Summons, 8th—
Symbol of Death, 9th—
Teleportation Circle.
Subdomains
Subdomains are more focused than domains, replacing some of the domain's spells and powers with new ones. Subdomains may be chosen in place of a domain if the character is eligible for it.
Language
Replacement Power
The following granted power replaces the spell rune power of the Rune domain.
Rune Shift (Su): At 6th level, as a
Swift Action, you can change the location of one of your blast runes. The rune must be within 30 feet. You can place the blast rune in any square adjacent to you, including one occupied by another creature.
Replacement Domain Spells
1st—
Comprehend Languages, 2nd—
Share Language, 3rd—
Tongues, 5th—
Telepathic Bond.
Legislation
Replacement Power
The following granted power replaces the blast rune power of the Rune domain.
Prohibition (Su): As a
Standard Action, you can command a creature within 30 feet to refrain from committing a particular action (including any referenced in the spell
Forbid Action). If the creature performs the named action before the beginning of your next turn, it takes 1d6 points of damage + 1 point for every 2
Cleric levels you possess and the effect ends. This is a language-dependent effect. You can use this ability a number of times per day equal to 3 + your
Wisdom modifier.
You can attach a spell effect to the prohibition as if it were the spell rune domain ability; the spell takes effect if the creature performs the named action. This spell must be of at least 1 level lower than the highest-level
Cleric spell you can cast, and it must target one or more creatures. Regardless of the number of targets the spell can normally affect, it affects only the creature that triggers the rune. Attaching a spell in this way extends the duration of the prohibition by a number of rounds equal to the spell’s level, or until it is discharged.
Replacement Domain Spells
1st—
Forbid Action, 5th—
Forbid Action, Greater, 9th—
Hold Monster, Mass.
Wards
Replacement Power
The following granted power replaces the spell rune power of the Rune domain.
Warding Rune (Su): At 6th level, when a creature is damaged by your blast rune, it cannot attack you for a number of rounds equal to 1/2 your
Cleric level unless it succeeds at a
Will Save, as per the spell
Sanctuary. Using this ability is an
Immediate Action when a creature triggers one of your blast runes. The ability does not prevent you from being attacked or affected by area of effect spells or abilities. You can use this ability once per day at 8th level, plus one additional time per day at 14th level and 20th level.
Replacement Domain Spells
1st—
Arcane Lock, 4th—
Dimensional Anchor, 6th—
Guards and Wards.
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