JDRQ - Galaxia

Ceithleen

Déesse de l'ordre et de la justice dans le panth�on Cyrkhan.
Description
Titre:La juste
Alignement:Loyal / Bon
Portfolios:Loi, Justice, Gardien, Protection
Domaines:Community, Force, Good, Healing, Law, Protection.
Symbole:Une tour de garde
Rang divin:Intermédiaire
Arme divine:Épé longue
Domaines
Community
Use calm emotions as a spell-like ability once per day. Gain +2 bonus on Diplomacy checks.
Niveau 1:Bless: Allies gain +1 attack and +1 on saves against fear.
Niveau 2:Status: Monitors condition, position of allies
Niveau 3:Prayer: Allies gain +1 on most rolls, and enemies suffer -1.
Niveau 4:Tongues: Speak any language.
Niveau 5:Rary's Telepathic Bond: Link lets allies communicate.
Niveau 6:Heroes Feast: Food for 1 creature/level, cures and blesses.
Niveau 7:Refuge: Alters item to transport its possessor to you.
Niveau 8:Magnificent Mansion: Door leads to extraordimensional mansion.
Niveau 9:Heal, Mass: As heal, but with several subjects.
Source:Spell Compendium / Complete Divine

Force
By manipuling cosmic forces of inertia and force, once per day the cleric can reroll any damage roll (for a weapon, a spell, or an ability) and take the better of the two rolls. This granted power is considered a supernatural ability.
Niveau 1:Mage Armor: Gives subject +4 armor bonus.
Niveau 2:Magic Missile: 1d4+1 damage; +1 missile per two levels above 1st (max 5).
Niveau 3:Blast of force: Ray deals 1d6 damage/two caster levels (max 5d6).
Niveau 4:Resilient Sphere: Force globe protects but traps one subject.
Niveau 5:Wall of Force: Wall is immune to damage.
Niveau 6:Repulsion: Creatures can't approach you.
Niveau 7:Forcecage: Cube or cage of force imprisons all inside.
Niveau 8:Telekinetic Sphere: As Resilient Sphere, but you move sphere telekinetically.
Niveau 9:Crushing Hand: Large hand provides cover, pushes, or crushes your foes.
Source:Spell Compendium / Complete Divine

Good
cast good spells at +1 caster level.
Niveau 1:Protection from Evil: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
Niveau 2:Aid: +1 on attack rolls +1 on saves against fear, 1d8 temporary hp +1/level (max +10).
Niveau 3:Magic Circle against Evil: As protection spells, but 10-ft. radius and 10 min./level.
Niveau 4:Holy Smite: Damages and blinds evil creatures.
Niveau 5:Dispel Evil: +4 bonus against attacks by evil creatures.
Niveau 6:Blade Barrier: Wall of blades deals 1d6/level damage.
Niveau 7:Holy Word: Kills, paralyzes, slows, or deafens nongood subjects.
Niveau 8:Holy Aura: +4 to AC, +4 resistance, and SR 25 against evil spells.
Niveau 9:Summon Monster IX: Calls extraplanar creature to fight for you. Cast as a good spell only.
Source:Player's Handook

Healing
You cast healing spells at +1 caster level.
Niveau 1:Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
Niveau 2:Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).
Niveau 3:Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).
Niveau 4:Cure Critical Wounds: Cures 4d8 damage +1/level (max +20).
Niveau 5:Cure Light Wounds, Mass: Cures 1d8 damage +1/level (max +25) for many creatures.
Niveau 6:Heal: Cures 10 points/level of damage, all diseases and mental conditions.
Niveau 7:Regenerate: Subject’s severed limbs grow back, cures 4d8 damage +1/level (max +35).
Niveau 8:Cure Critical Wounds, Mass: Cures 4d8 damage +1/level (max +40) for many creatures.
Niveau 9:Heal, Mass: As heal, but with several subjects.
Source:Player's Handook

Law
You cast law spells at +1 caster level.
Niveau 1:Protection from Chaos: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
Niveau 2:Calm Emotions: Calms creatures, negating emotion effects.
Niveau 3:Magic Circle against Chaos: As protection spells, but 10-ft. radius and 10 min./level.
Niveau 4:Order’s Wrath: Damages and dazes chaotic creatures.
Niveau 5:Dispel Chaos: +4 bonus against attacks by chaotic creatures.
Niveau 6:Hold Monster: As hold person, but any creature.
Niveau 7:Dictum: Kills, paralyzes, slows, or deafens nonlawful subjects.
Niveau 8:Shield of Law: +4 to AC, +4 resistance, and SR 25 against chaotic spells.
Niveau 9:Summon Monster IX: Calls extraplanar creature to fight for you. Cast as a law spell only.
Source:Player's Handook

Protection
You can generate a protective ward as a supernatural ability. Grant someone you touch a resistance bonus equal to your cleric level on his or her next saving throw. Activating this power is a standard action. The protective ward is an abjuration effect with a duration of 1 hour that is usable once per day.
Niveau 1:Sanctuary: Opponents can’t attack you, and you can’t attack.
Niveau 2:Shield Other: You take half of subject’s damage.
Niveau 3:Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
Niveau 4:Spell Immunity: Subject is immune to one spell per four levels.
Niveau 5:Spell Resistance: Subject gains SR 12 + level.
Niveau 6:Antimagic Field: Negates magic within 10 ft.
Niveau 7:Repulsion: Creatures can’t approach you.
Niveau 8:Mind Blank: Subject is immune to mental/emotional magic and scrying.
Niveau 9:Prismatic Sphere: As prismatic wall, but surrounds on all sides.
Source:Player's Handook