Celestia

CELESTIA DOMAIN

Requirement: Must be lawful good.
Granted Power (Su): Once per day as a free action, you can generate an aura of menace similar to that of the archons. The aura lasts for 1 minute. Any hostile enemy within a 20-foot radius of you must succeed on a Will save (DC 10 + 1/2 your cleric level + your Cha modifier) to resist its effects. Those who fail take a –2 penalty on attack rolls, Armor Class, and saves for 24 hours or until they successfully hit you. A creature that has resisted or broken the effect cannot be affected again by your aura for 24 hours.
Add Sense Motive to your list of cleric class skills.

Celestia Domain Spells

1 Light of Lunia†: You radiate silvery light, which you can expend as two bolts that deal 1d6 damage.
Shield of Faith: Aura grants +2 or higher deflection bonus.

2 Bear’s Endurance: Subject gains +4 to Con for 1 minute/ level.
Shield OtherF: You take half of subject’s damage.

3 Magic Vestment: Armor or shield gains +1 enhancement/4 levels.
Summon Monster III: Calls extraplanar creature to fight for you.*

4 Divine Power: You gain attack bonus, +6 to Strength, and 1 hp/level.
Magic Weapon, Greater: +1 bonus/4 levels (max +5).

5 Righteous Might: Your size increases, and you gain combat bonuses.
Summon Monster V: Calls extraplanar creature to fight for you.*

6 Blade Barrier: Wall of blades deals 1d6/level damage.
Bear’s Endurance, Mass: As bear’s endurance, affects one subject/level.

7 Regenerate: Subject’s severed limbs grow back, cures 4d8 damage +1/level (max +35).
Summon Monster VII: Calls extraplanar creature to fight for you.*

8 Power Word Stun: Stuns creatures with 150 or fewer hp.
Shield of LawF: +4 to AC, +4 resistance, and SR 25 against chaotic spells.

9 Foresight: “Sixth sense” warns of impending danger.
Summon Monster IX: Calls extraplanar creature to fi ght for you.*

  • Lawful good creatures only.
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