NeoSeraphi
2012-03-06, 02:37 PM
The Direct Damage Domain
http://i992.photobucket.com/albums/af50/Firesnake38/Drawing%20Ideas/Frieza.jpg
He's a cleric of taking over the freaking universe.
Granted Power: Whenever you cast a spell from the Direct Damage domain, you increase the damage dealt by +1 per die (so if you cast death beam and dealt 4d6 damage, you would instead deal 4d6+4 damage).
Spells:
1st: Die Die Missiles- You fire a barrage of negative energy blasts.
2nd: Death Beam- You fire an attack aimed right for the heart.
3rd: Death Wave- You unleash a furious shockwave of negative energy.
4th: Death Storm- An explosion of negative energy.
5th: Cone of Death- You release a cone of destructive force.
6th: Chain of Death- You deliver a powerful blast of negative energy to a single target, which jumps to all of its allies.
7th: Death Saucer- You fire off two deadly sharp blades which slice your opponent in half.
8th: Full-Powered Death Beam- You strike with such deadly power that even a creature's natural resistances are worthless against it.
9th: Death Ball- You form a powerful orb of negative energy over your head, enough to destroy the entire planet.
Spell Descriptions
Die Die Missiles
Evocation
Level: Direct Damage 1
Components: V, S, DF
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Targets: Up to five creatures, no two of which can be more than 15 ft. apart
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
A missile of negative energy darts forth from your fingertip and strikes its target, dealing 1d4+1 points of negative energy damage. A creature who is healed by negative energy damage is instead healed 1d4+1 points of damage.
The missile strikes unerringly, even if the target is in melee combat or has less than total cover or total concealment. Inanimate objects are not damaged by the spell.
For every two caster levels beyond 1st, you gain an additional missile—two at 3rd level, three at 5th, four at 7th, and the maximum of five missiles at 9th level or higher. If you shoot multiple missiles, you can have them strike a single creature or several creatures. A single missile can strike only one creature. You must designate targets before you check for spell resistance or roll damage.
Death Beam
Evocation
Level: Direct Damage 2
Components: V, S, DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One or more rays
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
You blast your enemies with a powerful beam aimed right for the heart. You may fire one ray, plus one additional ray for every four levels beyond 3rd (to a maximum of three rays at 11th level). Each ray requires a ranged touch attack to hit and deals 4d6 points of negative energy damage. A creature healed by negative energy damage instead recovers 4d6 hit points.
The rays may be fired at the same or different targets, but all beams must be aimed at targets within 30 feet of each other and fired simultaneously.
Death Wave
Evocation
Level: Direct Damage 3
Components: V, S, DF
Casting Time: 1 standard action
Range: 120 ft.
Area: 120-ft. line
Duration: Instantaneous
Saving Throw: Will Half
Spell Resistance: Yes
With one powerful slashing motion from your arm, you release a powerful shockwave of death that deals 1d6 points of negative energy damage per caster level (maximum 10d6) to each creature within its area. Creatures healed by negative energy instead recover 1d6 hit points per caster level (maximum 10d6). The attack begins at your fingertips.
Death Storm
Evocation
Level: Direct Damage 4
Components: V, S, DF
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: 20-ft.-radius spread
Duration: Instantaneous
Saving Throw: Will Half
Spell Resistance: Yes
You raise your fist and from below the area you designate, a powerful burst of death erupts forth and deals 1d6 points of negative energy damage per caster level (maximum 10d6) to every creature within the area. Creatures healed by negative energy instead recover 1d6 hit points per caster level (maximum 10d6). Unattended objects also take this damage. The explosion creates almost no pressure.
You point your finger and determine the range (distance and height) at which the death wave is to burst. A glowing, pea-sized bead streaks from the pointing digit and, unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, blossoms into the death wave at that point. (An early impact results in an early detonation.) If you attempt to send the bead through a narrow passage, such as through an arrow slit, you must “hit” the opening with a ranged touch attack, or else the bead strikes the barrier and detonates prematurely.
Cone of Death
Evocation
Level: Direct Damage 5
Components: V, S, DF
Casting Time: 1 standard action
Range: 60 ft.
Area: Cone-shaped burst
Duration: Instantaneous
Saving Throw: Will Half
Spell Resistance: Yes
Cone of death creates a cloud of decay, originating at your hand and extending outward in a cone. It drains life force, dealing 1d6 points of negative energy damage per caster level (maximum 15d6). Creatures healed by negative energy instead recover 1d6 hit points per caster level (maximum 15d6). The cloud immediately evaporates after this damage is dealt.
Chain of Death
Evocation
Level: Direct Damage 6
Components: V, S, DF
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Targets: One primary target, plus one secondary target/level (each of which must be within 30 ft. of the primary target)
Duration: Instantaneous
Saving Throw: Will Half
Spell Resistance: Yes
This spell creates a barrage of death that begins as a single stroke commencing from your fingertips.
The blast deals 1d6 points of negative energy damage per caster level (maximum 20d6) to the primary target. After it strikes, the destruction can arc to a number of secondary targets equal to your caster level (maximum 20). The secondary bolts each strike one target and deal half as much damage as the primary one did (rounded down). Creatures who are healed by negative energy instead recover a number of hit points equal to the damage they would have taken.
Each target can attempt a Will saving throw for half damage. You choose secondary targets as you like, but they must all be within 30 feet of the primary target, and no target can be struck more than once. You can choose to affect fewer secondary targets than the maximum.
Death Saucers
Evocation
Level: Direct Damage 7
Components: V, S, DF
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Targets: One living creature
Duration: Instantaneous
Saving Throw: Reflex Partial, Will Half
Spell Resistance: Yes
You create two powerful destructive blades of negative energy and hurl them at your target. You must succeed on two separate ranged attacks to hit with each blade (unlike most spells, this spell does not ignore the target's armor or natural armor bonus to its AC). If you hit with both blades, the creature must make a Reflex saving throw or be decapitated, as if you had rolled a natural 20 on the creature with a vorpal weapon.
Each blade deals 1d6 points of negative energy damage per caster level (max 15d6 per blade). The creature is allowed a Will saving throw for half damage. Creatures that are normally healed by negative energy are instead immune to the effects of this spell (including the decapitation effect).
Full-Powered Death Beam
Evocation
Level: Direct Damage 8
Components: V, S, DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
With deadly accuracy and a cruel smile you point your finger right at the creature's most vital organ. The beam from your finger is too fast for the eye to see, and the creature you targeted drops to the ground, lifeless. You must succeed on a ranged touch attack with the ray to deal damage to a target. The ray deals 3d6 points of negative energy damage per caster level (maximum 75d6). A creature that is healed by negative energy damage instead recovers 3d6 hit points per caster level (maximum 75d6).
Death Ball
Evocation
Level: Direct Damage 9
Components: V, S, DF
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: 100-ft.-radius spread
Duration: Instantaneous
Saving Throw: See text
Spell Resistance: Yes
You create a huge ball of destructive force and launch it towards an area. This massive blast drains life from all creatures in the area and causes a massive explosion that rends the earth itself.
All terrain in the area of effect becomes difficult terrain. This is a true change to the environment and has no duration, nor can it be dispelled, though it can be magically repaired with an appropriate spell, such as stone shape.
All creatures and objects within the area of effect take 20 points of negative energy damage per caster level. A successful Will save reduces this damage to 10 points of negative energy per caster level. Creatures normally healed by negative energy damage instead recover 20 hit points per caster level. Each creature in the area must also make a Fortitude save or be stunned for 1 round, a Reflex save or be knocked prone, and a Will save or become panicked for 1 minute.
http://i992.photobucket.com/albums/af50/Firesnake38/Drawing%20Ideas/Frieza.jpg
He's a cleric of taking over the freaking universe.
Granted Power: Whenever you cast a spell from the Direct Damage domain, you increase the damage dealt by +1 per die (so if you cast death beam and dealt 4d6 damage, you would instead deal 4d6+4 damage).
Spells:
1st: Die Die Missiles- You fire a barrage of negative energy blasts.
2nd: Death Beam- You fire an attack aimed right for the heart.
3rd: Death Wave- You unleash a furious shockwave of negative energy.
4th: Death Storm- An explosion of negative energy.
5th: Cone of Death- You release a cone of destructive force.
6th: Chain of Death- You deliver a powerful blast of negative energy to a single target, which jumps to all of its allies.
7th: Death Saucer- You fire off two deadly sharp blades which slice your opponent in half.
8th: Full-Powered Death Beam- You strike with such deadly power that even a creature's natural resistances are worthless against it.
9th: Death Ball- You form a powerful orb of negative energy over your head, enough to destroy the entire planet.
Spell Descriptions
Die Die Missiles
Evocation
Level: Direct Damage 1
Components: V, S, DF
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Targets: Up to five creatures, no two of which can be more than 15 ft. apart
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
A missile of negative energy darts forth from your fingertip and strikes its target, dealing 1d4+1 points of negative energy damage. A creature who is healed by negative energy damage is instead healed 1d4+1 points of damage.
The missile strikes unerringly, even if the target is in melee combat or has less than total cover or total concealment. Inanimate objects are not damaged by the spell.
For every two caster levels beyond 1st, you gain an additional missile—two at 3rd level, three at 5th, four at 7th, and the maximum of five missiles at 9th level or higher. If you shoot multiple missiles, you can have them strike a single creature or several creatures. A single missile can strike only one creature. You must designate targets before you check for spell resistance or roll damage.
Death Beam
Evocation
Level: Direct Damage 2
Components: V, S, DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One or more rays
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
You blast your enemies with a powerful beam aimed right for the heart. You may fire one ray, plus one additional ray for every four levels beyond 3rd (to a maximum of three rays at 11th level). Each ray requires a ranged touch attack to hit and deals 4d6 points of negative energy damage. A creature healed by negative energy damage instead recovers 4d6 hit points.
The rays may be fired at the same or different targets, but all beams must be aimed at targets within 30 feet of each other and fired simultaneously.
Death Wave
Evocation
Level: Direct Damage 3
Components: V, S, DF
Casting Time: 1 standard action
Range: 120 ft.
Area: 120-ft. line
Duration: Instantaneous
Saving Throw: Will Half
Spell Resistance: Yes
With one powerful slashing motion from your arm, you release a powerful shockwave of death that deals 1d6 points of negative energy damage per caster level (maximum 10d6) to each creature within its area. Creatures healed by negative energy instead recover 1d6 hit points per caster level (maximum 10d6). The attack begins at your fingertips.
Death Storm
Evocation
Level: Direct Damage 4
Components: V, S, DF
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: 20-ft.-radius spread
Duration: Instantaneous
Saving Throw: Will Half
Spell Resistance: Yes
You raise your fist and from below the area you designate, a powerful burst of death erupts forth and deals 1d6 points of negative energy damage per caster level (maximum 10d6) to every creature within the area. Creatures healed by negative energy instead recover 1d6 hit points per caster level (maximum 10d6). Unattended objects also take this damage. The explosion creates almost no pressure.
You point your finger and determine the range (distance and height) at which the death wave is to burst. A glowing, pea-sized bead streaks from the pointing digit and, unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, blossoms into the death wave at that point. (An early impact results in an early detonation.) If you attempt to send the bead through a narrow passage, such as through an arrow slit, you must “hit” the opening with a ranged touch attack, or else the bead strikes the barrier and detonates prematurely.
Cone of Death
Evocation
Level: Direct Damage 5
Components: V, S, DF
Casting Time: 1 standard action
Range: 60 ft.
Area: Cone-shaped burst
Duration: Instantaneous
Saving Throw: Will Half
Spell Resistance: Yes
Cone of death creates a cloud of decay, originating at your hand and extending outward in a cone. It drains life force, dealing 1d6 points of negative energy damage per caster level (maximum 15d6). Creatures healed by negative energy instead recover 1d6 hit points per caster level (maximum 15d6). The cloud immediately evaporates after this damage is dealt.
Chain of Death
Evocation
Level: Direct Damage 6
Components: V, S, DF
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Targets: One primary target, plus one secondary target/level (each of which must be within 30 ft. of the primary target)
Duration: Instantaneous
Saving Throw: Will Half
Spell Resistance: Yes
This spell creates a barrage of death that begins as a single stroke commencing from your fingertips.
The blast deals 1d6 points of negative energy damage per caster level (maximum 20d6) to the primary target. After it strikes, the destruction can arc to a number of secondary targets equal to your caster level (maximum 20). The secondary bolts each strike one target and deal half as much damage as the primary one did (rounded down). Creatures who are healed by negative energy instead recover a number of hit points equal to the damage they would have taken.
Each target can attempt a Will saving throw for half damage. You choose secondary targets as you like, but they must all be within 30 feet of the primary target, and no target can be struck more than once. You can choose to affect fewer secondary targets than the maximum.
Death Saucers
Evocation
Level: Direct Damage 7
Components: V, S, DF
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Targets: One living creature
Duration: Instantaneous
Saving Throw: Reflex Partial, Will Half
Spell Resistance: Yes
You create two powerful destructive blades of negative energy and hurl them at your target. You must succeed on two separate ranged attacks to hit with each blade (unlike most spells, this spell does not ignore the target's armor or natural armor bonus to its AC). If you hit with both blades, the creature must make a Reflex saving throw or be decapitated, as if you had rolled a natural 20 on the creature with a vorpal weapon.
Each blade deals 1d6 points of negative energy damage per caster level (max 15d6 per blade). The creature is allowed a Will saving throw for half damage. Creatures that are normally healed by negative energy are instead immune to the effects of this spell (including the decapitation effect).
Full-Powered Death Beam
Evocation
Level: Direct Damage 8
Components: V, S, DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
With deadly accuracy and a cruel smile you point your finger right at the creature's most vital organ. The beam from your finger is too fast for the eye to see, and the creature you targeted drops to the ground, lifeless. You must succeed on a ranged touch attack with the ray to deal damage to a target. The ray deals 3d6 points of negative energy damage per caster level (maximum 75d6). A creature that is healed by negative energy damage instead recovers 3d6 hit points per caster level (maximum 75d6).
Death Ball
Evocation
Level: Direct Damage 9
Components: V, S, DF
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: 100-ft.-radius spread
Duration: Instantaneous
Saving Throw: See text
Spell Resistance: Yes
You create a huge ball of destructive force and launch it towards an area. This massive blast drains life from all creatures in the area and causes a massive explosion that rends the earth itself.
All terrain in the area of effect becomes difficult terrain. This is a true change to the environment and has no duration, nor can it be dispelled, though it can be magically repaired with an appropriate spell, such as stone shape.
All creatures and objects within the area of effect take 20 points of negative energy damage per caster level. A successful Will save reduces this damage to 10 points of negative energy per caster level. Creatures normally healed by negative energy damage instead recover 20 hit points per caster level. Each creature in the area must also make a Fortitude save or be stunned for 1 round, a Reflex save or be knocked prone, and a Will save or become panicked for 1 minute.