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Showing posts with label domains. Show all posts
Showing posts with label domains. Show all posts

Monday, February 18, 2019

Cleric Domains Vol. 3

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And with this post I've finally got a full list of 20 clerical domains to mix and match into ever-stranger deities, belief systems, traditions, and whatnot. Miracles might be subject to change, but I think I've finally done what I've set out to do with my clerics: namely, make them a class I enjoy playing and running for. Deities are customizable. Miracles are flavorful and connect to your particular brand of worship. You play as a preacher, not a paladin with a greater focus on healing, and your devotion extends far beyond a simple 9-box alignment chart.

Domains
1. Animal**
2. Authority*
3. Battle*
4. Blood*
5. Creation*
6. Death**
7. Element
8. Fate**
9. Forge**
10. Greed**
11. Harvest
12. Knowledge*
13. Love
14. Nobility
15. Purity*
16. Storm**
17. Trickery*
18. Undeath
19. Vengeance
20. Wilds*

*These domains are in the original Cleric post

**These domains are in Cleric Domains Vol. 2




Element*
Commands
1. Spend time in areas affiliated with your element, 2. Wear talismans and garments linked to your element, 3. Attack opposed elements, 4. Seek out marvels of your element

Miracles
1. Control Element
Range dice*50ft; Target n/a; Duration sum minutes
You control an fist/person/wagon/house (1/2/3/4 dice)-size amount of your element within range. You can move it and reshape it as you want. If it's part of something that also can control it (like earth in an earth elemental, or water in blood), you need to have 2 or more dice, and they get a save.

2. Summon Elemental
Range touch; Target n/a; Duration dice hours
Summon a dice HD minion made of your element that obeys your commands. Its size is based on its HD, and its attacks deal d6/d8/d10/d12 (1/2/3/4 dice) damage of an appropriate elemental type. It has a relevant movement type (e.g. burrowing for earth, or teleportation for lightning). You can only have HD of elementals summoned equal to your cleric level.

3. Become Element
Range self; Target self; Duration sum minutes
You convert 1 die: a fist or smaller body part, 2 dice: a limb, 3 dice: half your body, 4 dice: your entire body and all your equipment into your element. You also step up the unarmed damage die for attacks with that part of your body, and it deals a relevant type of damage.

*pick or randomly generate an element; a sample (and very non-exhaustive) list is below:
1. Fire, 2. Water, 3. Earth, 4. Air, 5. Ice, 6. Lightning, 7. Ooze, 8. Magma, 9. Radiance, 10. Shadow, 11. Uranium, 12. Surprise

Harvest
Commands
1. Sow seeds for the future, 2. Hope for the best, prepare for the worst, 3. Do honest work, 4. Tend to others' needs

Miracles
1. Fortify
Range touch; Target dice*2 food items; Duration dice hours
Pick dice effects to apply to the targets. Effects can be chosen more than once, but once imbued, targets can't be imbued again.
- Remove diseases/poisons/mold/rot from food/drink
- Change taste
- Advantage on HP rolls during rest
- Heals 1 HP when consumed
- Make it keep dice+1 times longer than it usually would (this effect doesn't wear off).

2. Loaves and Fishes
Range touch; Target 1 food item; Duration dice hours
Divide the target into dice+1 copies of itself. They disintegrate into dust when the duration ends unless consumed first. Each copy only counts for 1 ration.

3. Domesticate
Range 50'; Target dice animals; Duration sum hours
Target becomes placid and will meekly follow you. Targets with over dice HD get a save.

Love
Commands
1. Spread love, not war, 2. Foster kinship between all living things, 3. Bring together those who were destined to be together, 4. Keep true love alive and expose false "love" for the lie it is

Miracles
1. Heart to Heart
Range touch; Target dice+1 creatures; Duration dice hours
The targets gain telepathy, know each other's location, and cannot lie to each other. With 2 dice, targets can voluntarily share memories. With 3 dice, targets can experience each others' senses and move each others' bodies. With 4 dice, continues working even after one target dies.

2. Locate Soulmate
Range n/a; Target 1 creature; Duration instant
You and the target both learn one piece of information at random of the target's soulmate that you don't already know.
1 die: one physical feature (eye color, hair color, current clothing, etc.)
2 dice: one mental feature (favorite food, personality trait, current mental state, etc.)
3 dice: their name
4 dice: their current location

3. Unite
Range touch; Target 1 creature; Duration sum minutes
Target can use dice abilities per round of other creatures voluntarily touching them. This includes but is not limited to class abilities, spells, movement types, languages, etc.

Nobility
Commands
1. Flaunt your status, 2. Reinforce hierarchy, 3. Do your lord's bidding, 4. Gather power for yourself and your lord

Miracles
1. Assert Status
Range 50'; Target 1 mortal; Duration sum minutes
One target is perceived by all others as dice ranks more or less important than they usually are (i.e. you could make a soldier perceived as the commander on a battlefield, or your party's scholar as a lowly scribe unworthy of note)

2. Summon Servant
Range 10'; Target n/a; Duration sum hours
Summon a servant. They are the platonic ideal of that servant, perfectly obsequious and loyal, with relevant skills in their area of expertise and absolutely none outside of them.
1 die: a butler (no class levels)
2 dice: a cook (level 1 butcher)
3 dice: a bodyguard (level 2 d4: 1-2. fighter, 3. ranger, 4. adept)
4 dice: a advisor (level 2 d4: 1. scholar, 2. wizard, 3. cleric, 4. engineer)

3. Geas
Range touch; Target 1 creature; Duration sum hours/days/months/permanently
Target must obey a prohibition you put on it, or perform a service you demand of it. Whenever it tries to disobey your command, it must save or take dice d6 damage. This command cannot be immediately or drastically self-destructive.

Undeath
Commands
1. Resurrect great powers, 2. Oppose those who would keep the dead buried, 3. Seek out and fulfill the will of the dead, 4. Slay others so they too can join the ranks of the dead

Miracles
1. Reanimate
Range touch; Target 1 corpse; Duration sum hours
The target is imbued with false life, and can move as it did in life (though it's restricted by what parts it still has). It has up to dice HD, and you can command up to cleric level*2 HD of undead. Other undead you resurrect act according to their nature, which is usually hungry and hostile to anything alive - including you, probably.

2. Speak With Dead
Range touch; Target 1 corpse, dead or undead; Duration sum minutes
Animate the targeted corpse's skull and ask it sum/2 (round up) questions. It must answer truthfully, if cryptically. If dice is 2 or greater, you can force an undead to stop all other tasks and answer your questions instead. If dice is 3 or greater, you can issue commands to an undead in addition to asking it questions. If dice is 4 or greater, you can raise the targeted corpse as an undead under your command (as Reanimate) for the duration of the spell.

3. Steal Soul
Range 50'; Target 1 creature with a soul; Duration instant
Make a ranged attack against the target that deals sum necrotic damage and imprisons a proportional amount of their soul in a vessel on your person. This soul can be interrogated as Speak With Dead.

Vengeance
Commands
1. Do unto others as they have done unto you, 2. Keep grudges, 3. Help others settle their own scores, 4. Ensure the right person is punished for their crimes

Miracles
1. Do Unto
Range 100'; Target one creature who has wronged you or someone you know; Duration instant
Make a ranged attack that inflicts a minor petty inconvenience that (among other things) deals d4 damage to the target. For each way in which the inconvenience is ironic, you can upgrade the scale of the inconvenience and the damage die size, up to a maximum of dice times.

2. Hunt Down
Range n/a; Target one creature who has wronged you or someone you know; Duration instant
You learn one random piece of information about the target that you don't already know.
1 die: one physical feature (eye color, hair color, current clothing, etc.)
2 dice: one mental feature (favorite food, personality trait, current mental state, etc.)
3 dice: their name
4 dice: their current location

3. Compel Confession
Range touch; Target one creature; Duration instant
Target confesses to a crime they have committed. For each die, you can ask them one question about it, to get more details. At 2 or more dice, you can specify which crime they confess to, though if they didn't do it they'll just make stuff up and hope it's enough for you.

Monday, January 28, 2019

Cleric Domains Vol. 2

6 more Cleric domains to play with at your leisure! This all started because one of my players for my upcoming game wanted to play a Mohist Engineer/Forge Cleric dedicated to bringing about universal peace through liberal application of siege weaponry, and that was too cool a concept to deny. Also, expect a Volume 3 at some point with 6 more domains, to round it off to an even 20.
image by Julie Dillon
[Animal]*
Commands
1. Protect your animal and its environment
2. Act as your animal does in its place in the ecosystem
3. Promote the societal virtues your animal embodies
4. Defend your animal's honor

Miracles
1. Bestow Shape
Range: touch/self; Target: 1 willing creature; Duration: [dice] hours
Target can speak with animals, who will treat target as a strange kind of [chosen animal]. Target also gains +2 to a relevant stat, and gains either a relevant sense, a natural weapon attack that deals d8+(STR or DEX) damage, or a resistance that [chosen animal] has. If [dice] is 2 or greater, the target becomes that animal. If [dice] is 3 or greater, the target can become a size category larger or smaller than the animal usually is, or become a pack/flock of that animal. If [dice] is 4 or greater, you can force an unwilling creature to save vs. becoming that animal.

2. Summon Animal
Range: N/A; Target: N/A; Duration: [sum]*10 minutes
[sum] [dice]HD [chosen animal] flock to you. They will follow simple instructions that are in line with your Commands for [sum]*10 minutes

3. Survival Instinct
Range: touch/self; Target: 1 creature; Duration: [sum] hours
Target has Advantageous Terrain as a Ranger for your chosen animal's home terrain. When foraging for food, they know what is edible, and can gain sustenance from anything your chosen animal could eat. Target knows the tracks of local predators and prey and can follow them unerringly. Target cannot get lost in this terrain.

*pick an animal when you get this domain. You can pick this domain more than once, and take a different animal for its commands and miracles.

Death
Commands
1. Let none cheat death
2. Help others pass on in peace when their time comes
3. Remind others that death will come for them
4. Release trapped souls from the world

Miracles
1. Speak With Dead
Range: touch; Target: 1 corpse, dead or undead; Duration: [sum] minutes
Animate the targeted corpse's skull and ask it [sum] questions. It must answer truthfully, if cryptically. If [dice] is 2 or greater, you can force an undead to stop all other tasks and answer your questions instead. If [dice] is 3 or greater, you can issue commands to an undead in addition to asking it questions. If [dice] is 4 or greater, you can raise the targeted corpse as an undead under your command for the duration of the spell.

2. Blight
Range: touch; Touch: creature or up to [sum] acres of land; Duration: [sum] days
Either inflict or lift a blighting curse, which significantly diminishes crop growth, befouls wells, turns milk sour, weakens animals and children, lowers fertility of both soil and people. Any creature born under a Blight must save or roll a permanent mutation. Blighted creatures treat their Strength, Dexterity, and Constitution modifiers as -[dice], cannot heal wounds, and have disadvantage on saves vs. disease or poison.

3. Exorcise
Range: within a drawn circle; Target: circle; Duration: [sum] hours
Spirits, undead, and (if you so desire) unbelievers cannot enter the circle. All such within the circle must save (on cast/each hour/each minute/each turn, [dice] = 1/2/3/4) vs. being violently expelled from the circle, taking [dice]d8 damage. If the circle is broken, the effect ends.

Fate
Commands
1. Ensure that prophecy comes to pass
2. Prevent the misuse of magic, for it oft damages the strings of fate
3. Be the hand of karmic balance in the world
4. Uncover the past, in order to better know the future

Miracles
1. Second Chance
Range: 100ft; Target 1 creature; Duration: instant
Target rerolls a die that rolled its worst possible value. This works on the GM too.

2. Foretell
Range: N/A; Target: something you have a sympathetic link to; Duration: instant
You can ask one question about the future of the target within the next [sum] days/months/years/decades ([dice] = 1/2/3/4). When you next sleep, the answer is revealed to you metaphorically in a dream.

3. Snip Fatestrings
Range: 100ft; Target: 1 creature; Duration: instant
Target loses [sum]*[dice] years off their life. The shock of this forces them to save vs. fear. If this brings their lifespan to less than their current age, they save vs. death. If they pass that save, you can't cast this on them anymore, and their existence is a karmic imbalance that you must personally correct.

Forge
Commands
1. Create masterworks
2. Practice what you preach
3. Build to last
4. Take no shortcuts

Miracles
1. Find Materials
Range: N/A; Target: material; Duration: [sum] hours
You learn the direction to the nearest source of a material that you can name or describe. If [dice] is 2 or greater, you also learn how large that source is.

2. Shape Metal
Range: touch; Target: N/A; Duration: [dice] minutes
Your hands can mold metal as if it was clay, or cut it like knives through butter.

3. Improve
Range: touch; Target: constructed item; Duration: [sum] minutes
Give the target item [dice] of the following bonuses of your choice:
- a Blacksmith bonus as Engineer (can choose multiple times)
- Change the special ability of a mundane weapon
- Halve the duration that a function of the item takes
- +1 to one function of the item (can choose multiple times, but not stack)

Greed
Commands
1. Acquire wealth
2. Flaunt your wealth
3. Protect your wealth
4. Compel others to acquire wealth

Miracles
1. Command Coins
Range: [dice]*20ft; Target: all coins; Duration: [sum] turns
You have mental control over all coins within range. You can move them as you wish, so long as they stay within range. If you fling them rapidly as projectiles, they deal d4 damage to those hit by at least 1gp, stepped up once for every 10 coins you're hitting them with. If you use them to manipulate objects, they have Strength 4*[dice] and Dexterity 1. If you form them into a shield or armor, it gives +[dice] AC to whatever they're protecting. You can do [dice] things per turn with the coins.

2. Assay
Range: 200ft; Target: one thing; Duration: instant
You know how much the target is worth. If [dice] is 2 or more, you know how much you, personally, could sell it for. If [dice] is 3 or more, you know who made it and how. If [dice] is 4 or more, you know how much it will be worth at all points in the future.

3. Moneychange
Range: touch; Target: item, or creature with HD [dice] or less; Duration: instant
[sum]*5% of the target is rendered into the equivalent % of its value in coinage. If the target is a creature, it gets to save against this effect.

Storm
Commands
1. Follow your instincts
2. Embody the raw power of nature
3. Humble the mighty
4. There's no kill like overkill

Miracles
1. Control Weather
Range: 1 mile; Target: the sky; Duration: [sum] minutes
Change the weather within the radius. You can call or banish any mundane, common weather. 2 or more dice lets you call or banish magical or regional weather. 3 or more dice makes it last [sum] hours. 4 or more dice lets you call natural disasters.

2. Lightning Bolt
Range: 200ft; Target: any; Duration: instant
Target takes [dice]d8 damage. If target is a creature, they get a save. If target is conductive, everything it touches also takes [dice]d8 damage.

3. Command Water
Range: [sum]*20ft; Target: all water; Duration: [sum] rounds
You have mental control over all water within range (no, blood doesn't count as water). You can move it as you wish, so long as it stays within range. If you use it to attack, it deals d4 damage, stepped up once for each gallon you're hitting them with. If you use it to manipulate objects, it has Strength 3*[dice] and Dexterity 6*[dice]. If you use it to make a shield, it steps down the damage of any attack passing through it. You can do [dice] things per turn with the water.

Monday, January 21, 2019

The Cleric

So sometimes I rework stuff because I can't leave well enough alone. This Cleric rework is much more focused on preaching and doing what your religion says than the half-healer half-paladins of modern D&D.

The Cleric
(a GLOG class)
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You're on a mission from God.

Cleric A: Divine Portfolio

Cleric B: Evangelist, Mission from God

Cleric C: Splinter Sect

Cleric D: High Priest, +3 Sect Heresies

Divine Portfolio: Clerics have a set of 1-3 Domains, each with four Commands. For each Command of a domain you directly obey when invoking one of its miracle, it gets +1 die, up to your level. You may add extra dice to a miracle, for each die added this way, roll a die on the Disfavor table, starting with a d6 and stepping the die up each time. If you obeyed no commands and only invoked a miracle using extra dice, roll on the Disfavor table an additional time. You begin with 3 Miracles from your chosen domain.

Disfavor Table
1. Your deity puts before you a test of faith, which you must overcome alone.
2. Poor intentions beget poor outcomes. Roll with disadvantage for the rest of the session.
3. You lose your connection to your divine powers for 24 hours.
4. Misused divine energy sears your eyes. Go blind for a week.
5. You must do penance. Take a vow of poverty, silence, or fasting, and follow it for a month.
6. You lose something of personal value to you.
7. You are wounded through what seems like random chance. Roll a d12 on the Wound Table.
8. You are marked for your sins. Gain a spellscar.
9. You are excommunicated. Those of your faith will ignore you. Those who hunt traitors and exiles will hunt you, and find you, and your judgment shall be swift and merciless.
10+. You are stripped of your divine powers forever.

Evangelist: When you go into town, your sermons draw audiences of (level)d6 believers (and potentially some unbelievers as well). After your sermons, you can hire on a number of believers equal to your level as hirelings. There is a level-in-6 chance of one of them having class levels. All believers, hired or not, will be kind to you and do small domain-appropriate favors for you that do not put themselves in jeopardy.

Mission From God: Pick a command. When you obey it when invoking a miracle, gain an extra die.

Splinter Sect: Start your own sect! Pick three of the following Heresies. You can pick the same Heresy multiple times.
1. Unbounded Dominion: Choose an additional domain.
2. Deeper Mysteries: Learn a miracle.
3. Upon Closer Reading...: Invert a command. That command is also inverted for all of your believers.
4. Syncretism: Combine two miracles that you know from different domains into a new miracle. This miracle scales with commands from both domains.
5. Divine Provenance: Pick another command for Mission From God.
6. Blessed Indoctrination: When you hire a believer with class levels, those class levels are in Cleric of your domain, with miracles of your choice.

High Priest: To many, your believers could be called cultists. In your sermons, you can make pronouncements that will be followed by your believers to the best of their ability. So long as the pronouncement falls in line with your domains' commands, they will follow unless it puts them directly in jeopardy, and your hireling believers become fanatics who will follow your commands to the death.

Equipment
Cleric A: Holy symbol, holy texts, vestments
Cleric B: Assorted incense and ritual salts, sanctified melee weapon of choice

Domain List
Domains 9-14
Domains 15-20 and full list

1. Authority
Commands:
1. Punish sinners and criminals
2. Convert nonbelievers
3. Spread the rule of law
4. Defend those who obey the law

Miracles:
1. Smite
Range: 100'; Target: 1 creature or object; Duration: instant
Deal [sum] damage to the target. If the target is a creature, and [dice] is greater than 1, you may force the target to fall prostrate. They must save on their turn to stand up.

2. Summon Minor Angel of Judgment
Range: N/A; Target: N/A; Duration: [dice] hours
Summon a minor angel of law adjacent to you. It has [dice] HD, can fly, and projects a [dice]*10' radius field that enforces the law. It follows your commands to the letter, so long as they are consistent with the law. It can and will resolve disputes perfectly in accordance with the law within its field.

3. Empower
Range: touch; Target: 1 creature or self; Duration: [sum] rolls
Target gets +[dice] to their next [sum] of one of the following: attack rolls, saves, STR/DEX/CON ability tests INT/WIS/CHA ability tests. If the target violates the law, this spell ends immediately.

2. Battle
Commands
1. Openly confront your enemies
2. Crush the opposition
3. Fight your own battles
4. Die in battle

Miracles
1. Enrage
Range: 50'; Target: [dice] creatures; Duration: [sum] minutes
Targets become enraged and must save to restrain themselves from resorting to violence to solve even the most trivial of problems. You may also give them +1 to attack and damage rolls as a barbarian's rage.

2. Summon Blessed Armory
Range: touch; Target: N/A; Duration: [sum] minutes
Summon [dice] blessed weapons of your choice. They count as magical and silvered, and the wounds they leave cannot be healed except by magical means.

3. Untouchability
Range: touch; Target: [dice] creatures; Duration: [sum] rounds
Anyone attempting to attack a target must save vs. divine intervention. If they succeed, they don't need to make those saves anymore.

3. Blood
Commands
1. Shed 1+ HP of your own blood.
2. Shed 1+ HP of someone else's blood.
3. Sacrifice an animal with at least 1 HD.
4. Drink 1+ HP of someone else's blood that has been shed previously.

Miracles
1. Blood Servant
Range: self or touch; Target: 1 creature with blood; Duration: [dice] hours
Create a fluid servant made out of blood, with 1HD for each HD sacrificed (minimum 1 HP for 1 HD). It follows your complex commands, squeeze through very small gaps, and can force creatures it attacks to save vs. suffocation.

2. Exsanguinate
Range: 50'; Target: 1 creature with blood; Duration: instant
Deals [sum] damage to the target. You control the exsanguinated blood for [dice] turns. It works as a Mage Hand made out of blood.

3. Hemomancy
Range: Touch; Target: 1 creature's blood; Duration: instant
You learn information about the creature you drink the blood of. 1 die gives you their name, appearance, mental state, and any ailments they suffer from. 2 dice lets you track them by scent. 3 dice gives you their actions for the past 24 hours and lets you experience one memory in that time from their perspective. 4 dice extends that to the past week and 3 memories.

4. Creation
Commands
1. Bring beautiful things into being/prevent them from being destroyed
2. Empower others to create
3. Discover the wonders of god's creation
4. Show others the beauties of creation

Miracles
1. Mend
Range: touch; Target: broken object or wounded creature; Duration: instant
Repair broken mundane item or heal wound of [sum] or less.

2. Transmute
Range: touch; Target: [sum] inches^3 of material; Duration: instant
Targeted material becomes another material of your choice. 1 die; must be same category of item (metal, food, tool) and all further restrictions. 2 dice; must be same consistency of matter (powdery, sludgy, solid) and all further restrictions. 3 dice; must be same state of matter (solid, liquid, gas, etc.). 4+ dice; no restrictions.

3. Duplicate
Range: touch; Target: item; Duration: [sum] hours
You create a perfect mundane duplicate of the target. If [dice] is 3 or greater, the duplicate also copies one magical property of the target. Duplicate fades away at end of duration.

5. Knowledge
Commands
1. Learn about the world, especially its secrets
2. Distribute knowledge to the masses
3. Speak truth to those who spread falsehoods
4. Recover lost and hidden things and bring them back for all to see

Miracles
1. Identify
Range: touch; Target: item, creature, or effect; Duration: instant
You learn [dice] magical effects that the target has. If [dice] is 2 or greater, you also learn what created it. If [dice] is 3 or greater, you also learn about the target's history. If [dice] is 4 or greater, you learn about how to replicate its effects.

2. Mind Meld
Range: touch; Target: creature; Duration: instant
You have a telepathic connection with the target, can read its surface thoughts, and can have a 2-way telepathic conversation. If [dice] is 2 or greater, you can also read its recent memories. If [dice] is 3 or greater, you can also read its secrets. If [dice] is 4 or greater, you can also wipe its mind.

3. Dowse
Range: N/A; Target: item or creature; Duration: [sum] hours
You learn the direction to an item or creature that you can name or describe; your sense of this follows the target as it moves.

6. Purity
Commands
1. Aid the downtrodden
2. Preserve the proper order of the world
3. Resist and destroy the undead, abominations that they are
4. Ensure that purity begets purity, that the pure do not do impure things

Miracles
1. Cure Disease
Range: touch; Target: living creature; Duration: instant
Target gets to save vs. [dice] diseases afflicting them. If they fail, can't try to cure it again until the disease progresses.

2. Turn Undead
Range: 50'; Target: [sum] HD of undead creatures; Duration: instant
Targets must save vs. fear, if they fail they flee. If [dice] is 3 or greater, they also take [sum] damage even if they pass their save.

3. Heal
Range: touch; Target: living creature; Duration: instant
Target rolls [dice] HD and regains that many hit points. This expends [dice] of their short rests for the day.

7. Trickery
Commands
1. Execute the final stages of your plans
2. Lie
3. Act in secret
4. Subvert authority

Miracles
1. Break Chains
Range: self; Target: physical restraints; Duration: instant
Anything physically restraining you no longer does so. Handcuffs unlock, chains snap, cell doors open, guards' grips loosen involuntarily. If you are imprisoned, you can teleport [sum]*10 feet away to a location where you are free.

2. Chaos
Range: [dice]*50'; Target: [sum] items; Duration: [sum] minutes
In a [dice]*50' radius, you can cause small items to fall, flames to flicker and die, doors and windows to open and close, armor to rattle, and other impressive and distracting theatrical effects.

3. Illusion
Range: 50'; Target: [dice]*5' radius;
You create an illusion (basically a perfect hologram) of whatever object or creature you want. It can
move as long however you dictate, but it cannot make any sound (or smell, touch, etc). Remember that illusions can only add, not subtract. (They can cover up a hole, but not create the illusion of a hole).

8. Wilds
Commands
1. Oppose the spread of civilization
2. Prey upon those below you on the food chain
3. Destroy unnatural abominations like the undead
4. Spread life into dead places like cities

Miracles
1. Call Fauna
Range: N/A; Targets: N/A; Duration: [sum]*10 minutes
[sum] [dice]HD local creatures flock to you. If [dice] is greater than 2, they will follow simple instructions that are in line with your Commands.

2. Grow Flora
Range: [dice]*50'; Targets: [sum] plants; Duration: instant
Targeted plant life grows to [dice]+1 times its size. If [dice] is greater than 2, you can roughly control the shape that it grows in, and have it grab items and creatures (they save vs. grapple).

3. Shatter
Range: 100'; Targets: mortalmade item, construct, or undead; Duration: instant
Deal [sum] damage to target in an explosion of shrapnel that shreds other nearby unnatural items and creatures, dealing [sum/2] damage. This effect chains up to [dice] times.

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