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GOOD
Granted Power: You are surrounded by a sacred aura. Evil creatures that touch you directly (such as with natural attacks) suffer 1d4 points of damage at first level, increasing to 2d4 at 4th, 3d4 at 7th, and so forth.
Offered By: Essiah, Kysul, Mara, Semirath.
Good Domain Spells:
1: Benevolence (Theurgy) [Good]
Level: Good 1
Mana: 5. Persistant. Base Success: 100%.
Casting this spell evokes an air of trustworthyness around you, exposing your fundamental goodness and encouraging other creatures to deal honestly and fairly with you, knowing you will do likewise. The caster thus receives a bonus to Diplomacy and Appraise equal to her caster level (minimum +5).
2: Divine Sacrifice (Theurgy)
Level: Good 2, Paladin 1
Mana: 3.
For 1 round per caster level, you may sacrifice your own life force to strike harder. When you cast the spell, you choose to sacrifice 2, 4, 6, 8 or 10 hit points. Each round, when you make an attack, you lose that many hit points, and your next successful attack deals +1d6 damage for every 2 hit points lost. If you miss, the bonus waits for your next hit, and you lose no more hit points until it is used. The sacrifice is skipped if it would bring you to 0 hit points or below. You can end the spell at any time from the cancel menu.
3: Bolts of Glory (Theurgy)
Level: Good 3
Mana: 15. Base Success: 90%.
Casting this spell allows the priest to produce bolts of pure spiritual goodness, hurling them at foes like missiles. The caster gains one such bolt immediately when the spell is cast, as well as another bolt every turn until she has thrown a number equal to her caster level or cancelled the spell. The bolts inflict 1d8 points of holy damage (which only affects evil creatures) per odd caster level, and cause fear in inherently evil creatures if a Will saving throw is failed. Hitting a target with a bolt of glory requires a ranged attack roll.
4: Holy Smite (Evocation) [Good]
Level: Good 4, Paladin 4
Mana: 8. Short duration. Base Success: 75%.
Calls down holy power to smite evil creatures, inflicting 1d8 points of holy damage per two caster levels and blinding evil creatures who fail a Fortitude save for 1d4 rounds.
5: Dispel Evil (Abjuration) [Good]
Level: Priest 5, Good 5, Abjurer 5, Paladin 3
Mana: 16. Base Success: 75%.
Casting this spell empowers you to drive away evil influences with a touch. It has a tripartite effect:
1. You gain a +4 deflection bonus to DC against attacks by evil creatures, which increases to +6 against inherently evil creatures.
2. You are empowered with a touch attack which can banish evil outsiders of Challenge Rating equal to or lower than your caster level, provided they fail a Will save.
3. If an evil outsider resists your banishment, or you touch an evil creature not subject to the second effect, they are subject to a dispel magic effect with a +10 bonus to the caster level check.
One casting of this spell gives you a single touch. Once that touch lands on an evil creature, the spell ends, and the deflection bonus ends with it.