The Witchery and Negative Energy Domains

   As a deity, Kevin has Spheres of Influence – each associated with a particular Domain. In fact, he has two at the moment: Witchery and Negative Energy (albeit the technological variety). Given that those are unique spheres, he offers two unique domains.

   The Witchery Domain

   Witchery – or at least the version Kevin uses under the Eclipse Witchcraft rules – involves low-powered, but highly flexible, psychic powers. The Witchery Domain thus focuses on spells that enhance or mimic those powers. It’s granted power is – unsurprisingly – any one Witchcraft Feat or an extra 3d6 Power.

  • L0) Charm Person. Note that this version also costs a point of Power and is affected by defenses against both psionics and magic.
  • L1) Amplify Psychic Power.
  • L2) Psychic Ritual.
  • L3) Magic Circle against Chaos/Evil/Good/Law.
  • L4) Telepathic Bond.
  • L5) Mind Fog.
  • L6) Probe Thoughts (a SRD Psionic Spell)
  • L7) Simulacrum.
  • L8) Mind Blank.
  • L9) Mind Switch True (Psionic).

   Amplify Psychic Power

  • Transmutation, Level 1, Components V,S, Casting Time One Standard Action, Range Touch, Target Creature Touched, Duration Special, Saving Throw None, Spell Resistance No.
  • Provides an enhancement bonus of +1, +1 per two caster levels to a maximum of +5 at caster level 8+, to the effective level of use of a single psychic ability manifested within the next three rounds.

   Psychic Ritual:

  • Transmutation, Level 2, Components V,S, M (at a minimum, something shiny to focus on), Casting Time One Minute, Range Personal, Target You, Duration; Three Hours, Saving Throw None, Spell Resistance No (Harmless).
  • The user may spend one minute conducting a personal ritual designed to focus the latent powers of his or her mind. For the next three hours he or she will be able to use any one psychic feat that he or she could have selected at their current level, but had not. Sadly, only one such feat can be used at a time and the spell may not be used more than (Wis Mod) times per day. The feat selected must be wholly internal (for example, this cannot be used to temporarily acquire a familiar), and any other costs of the feat selected – such as equipment or preparation time – must be met normally.

   The Negative Energy Domain

   Kevin’s Negative Energy domain is even more atypical; his futuristic education has left him much more technically oriented than most deities – and so his notions about “negative energy” are related to cosmology and the Casamir effect, rather than to some sort of “anti-life force”. Given that that also makes them related to psychic powers – at least under the physics he’s used to – he’s given his Negative Energy domain the same granted power as his Witchery domain – any one Witchcraft Feat or an extra 3d6 Power.

  • L0: Suppress Energy.
  • L1: Lesser Disruption.
  • L2: Shield of Darkness.
  • L3: Enervation.
  • L4: Disruption.
  • L5: Ward of Night.
  • L6: Disintegrate.
  • L7: Stargate.
  • L8: Penultimate Shield.
  • L9: Greater Wormhole

   Suppress Energy

  • Conjuration, Level; Zero, Components; V, S, Casting Time; One Standard Action, Range; Close, Effect; Special, Duration; 1d6 Rounds, Saving Throw; Reflex Negates (for attended or otherwise protected objects), Spell Resistance; No.
  • Suppress Energy drains modest amounts of energy from a targeted inorganic system – briefly shutting down computers, disrupting electrical locks and circuits, preventing weapons from firing, keeping matches from lighting, extinguishing small flames, briefly putting out lights, and so on.

   Lesser Disruption

  • Conjuration, Level; One, Components; V, S, Casting Time; One Standard Action, Range; Close, Effect; Ray, Duration; One Minute Per Level, Saving Throw; None, Spell Resistance; No.
  • Lesser Disruption drains energy from organic systems, disrupting their functions. A creature struck by the caster’s ranged touch attack will lose 1d4+1 per two caster levels to a maximum of 1d4+3 points from a caster-selected attribute. An attribute cannot, however, be reduced below 3 by this means.

   Shield of Darkness

  • Conjuration, Level; Two, Components; V, S, Casting Time; One Swift Action, Range; Touch, Effect; Personal, Duration; Instant, Saving Throw; None, Spell Resistance; No.
  • Shield of Darkness generates a disk of negative energy similar to the force-shield created by the Shield spell – and will negate up to thirty points of damage from any one attack on the individual so protected.

   Disruption

  • Conjuration, Level; Four, Components; V, S, Casting Time; One Swift Action, Range; Medium Effect; One specific relevant effect or all relevant effects within a thirty foot radius, Duration; Instant, Saving Throw; None, Spell Resistance: No.
  • Disruption is effectively similar to Dispel Magic – but can target Psychic Effects even if the “Psionics are Different” rule is in effect, as well as being able to disrupt technological effects and devices. Unfortunately, other negative energy effects can’t be disrupted.

   Ward of Night

  • Conjuration, Level; Five, Components; V, S, Casting Time; One Standard Action, Range; Touch, Target; Creature Touched, Duration; Ten minutes per caster level or until discharged, Saving Throw; None, Spell Resistance: No.
  • Ward of Night resembles Protection from Energy – however, it is effective against any form of energy. In addition, the black, form-fitting, aura it creates provides a +5 circumstance bonus to attempts to hide in dark conditions or among shadows, as well as to some intimidation checks.

   Stargate (also known as Lesser Wormhole)

  • Conjuration, Level; Seven, Components; V, S, Casting Time; One Full Round, Range; Short, Effect; See Text; Duration; One round per level maximum, Saving Throw; Reflex Negates, Spell Resistance: No.
  • Stargate creates a circular gateway from five to twenty feet in diameter – bypassing the intervening space between two locations in the same dimension and/or linking two dimensions. Sadly, the effect relies on the manipulation of gravitational fields with negative energy, and so only works in worlds with compatible physics. It’s also rather difficult to target precisely; the user will need to be familiar with the coordinates of his or her destination, whether due to having already visited the place or by being able to specify them. Otherwise, the random factors can be extremely large – as in “large numbers of light years”. Even knowing where you’re going is not always enough; the user must make a DC 18 Will check to properly target the gate, otherwise it will usually be off-target by many miles. While it is possible to try and dump victims through a Stargate, that can be dodged.

   Penultimate Shield

  • Conjuration, Level; Eight, Components; V, S, Casting Time; One Swift Action, Range; Close, Target; One creature per caster level within range OR any one structure or vehicle, Duration; Ten minutes per caster level or until discharged, Saving Throw; None, Spell Resistance: No.
  • Save for the fact that it can be erected as a Swift Action, and covers a sizeable group, this is identical to the Ward of Night spell. The protection for each individual target functions, and is dispelled, independently; the targets need not remain clustered after the spell is cast.

   Greater Wormhole

  • Conjuration, Level; Nine, Components; V, S, Casting Time; Three Full Rounds, Range; Special, Target; One major vehicle or structure (and occupants) or up to one hundred individual creatures per caster level (provided that those creatures are in a reasonably tight group, large creatures count as two, huge creatures as four, gargantuan as eight, and colossal as sixteen), Duration; Instant, Saving Throw; Reflex Negates, Spell Resistance: No.
  • While the restrictions on a Greater Wornhole are similar to those of the Stargate spell – including the need to make a Will check to properly target the gate and the physics limitations – a Greater Wormhole can sweep over an area to transport large numbers of creatures to somewhere very far away indeed.
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3 Responses

  1. A minor thing here, but two of the spells for the Negative Energy domain have different spell levels in their description versus what’s in the domain listing.

    Specifically, the Negative Energy domain spells list disruption as being a fourth-level spell, and ward of night as being fifth-level. However, their respective descriptions list disruption as being third-level and ward of night as being fourth-level. Which is correct?

    • The descriptions are wrong. I suspect that’s a cut-and-paste error, since the statistics blocks for the spells are copied from the (one level lower) spells that they’re based on. I shall fix that…

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