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Law

LAW
  Granted Power: The ordered nature of your mind gives you a bonus to save versus confusion and stunning equal to your priest level, and sustains your Intelligence at a level equal to your priest level. Furthermore, you gain the Sure Spell feat for free at 1st level.
Offered By: Ekliazeh, Erich, Immotian.
Law Domain Spells:
  1: Protection from Theft (Abjuration)
Level: Law 1
Mana: 2. Persistant. Base Success: 100%.
  This spell protects the caster from having her property stolen, making her preternaturally alert and perceptive with regard to pickpockets -- in game terms, granting her a +4 bonus to saving throws against theft.
  2: Hold Person (Enchantment) [Mind-Affecting]
Level: Priest 3, Mage 3, Law 2, Domination 3, Bard 2, Twilight Huntsman 3
Will negates. Mana: 6. Base Success: 75%.
  Paralyzes one chosen humanoid, provided they fail a Will saving throw.
  3: Iron Sword (Theurgy)
Level: Law 3
Mana: 25. Persistant. Base Success: 100%.
  It is a result of ancient covenants between the ur-gods of light and darkness that certain substances and symbols are anathema to some creatures. It is fitting, then, that clerics of Law can call upon these things and strengthen that ancient contract.
   When a priest casts this spell, she gains several related benefits. When she wields a silver weapon, the material bonus against lycanthropes and devils increases from +2/+2 to +5/+5; she gains a similar benefit from using wrought iron against elves and demons, raising the bonus damage from +2d6 to +5d6. A thrown flask of holy water does 7d6 points of damage rather than 3d6. If she makes the Knowledge (Theology) check to incorporate opposing elements into a Banishment spell, the save DC increases by +5 instead of +2.
  4: Order's Wrath (Evocation) [Lawful]
Level: Law 4
Mana: 8. Short duration. Base Success: 75%.
  Calls a matrix of aligned energies to strike against chaos, inflicting 1d8 points of lawful damage per two caster levels and stunning chaotic creatures who fail a Fortitude save for 1d4 rounds.
  5: Mark of Justice (Enchantment) [Lawful]
Level: Law 5
Mana: 10.
  This spell can be cast in one of two forms; both forms are channeled through a touch attack that causes a tattoo-like mark to appear on the touched creature's body, visible only to creatures who can see invisible or ethereal creatures. The caster receives only one touch, but there is no saving throw to resist the placement of the mark. The mark is a curse and can be removed using a remove curse spell. Neither version of this spell affects Lawful creatures, or creatures who cannot understand law due to not being sapient.
   Mark of Transgression: This version of the spell marks the subject creature as an inveterate criminal, and causes any lawful creatures who perceive him to be automatically hostile to him. There is no saving throw involved in this version of the spell.
   Mark of Punishment: This more corrective version of the Mark causes the subject to suffer gradually-increasing Constitution damage whenever they commit an unlawful act (defined in the current version of the game as striking a lawful creature). A Will saving throw negates this effect, but a seperate save must be made for each unlawful act, and a successful save only prevents damage for that act, not breaks the whole spell.
   In addition to the effects of a specific Mark, a priest who places a Mark of Justice can always perceive the creature that it was placed on, even if walls or other barriers seperate them, as if that creature were the subject of a detection spell.

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