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Primal Magic Domain

Primal Magic
Custom Domains

Primal Magic related domain

For other uses see Primal Magic.

Deities: Beliria

Special: The Primal Domain can only be used by Gestalt creatures

Granted Powers You make easier use of Primal Magic, and treat Primal Magic as a Class skill.

Primal Sense (Ex): You can touch an object or enter an area currently being affected by primal magic to learn about the general effect of the magic. This ability gives generic information about the power of any active effects (similar to Detect Magic). With a Primal Magic check based on Intelligence, you can also attempt to determine the effect and side effects of the magic.

Absorbing Aura (Ex): At 4th level, you can absorb the aura energies of magical auras within five feet of you, masking them from view. Anyone attempting to use detect magic or similar powers to ascertain information regarding the presence or details of these magical aura's will be unable to perceive it. You can absorb a number of aura's equal to 3 + your Charisma modifier, including your own if you have one (most people don't).

Raw Magic Release (Su): At 8th level, you can extract and draw forth your raw magical power as a standard action. Sacrifice a prepared spell, daily allotted spell or power points for a psionic power to "supply" this power to a point within Close range (25 feet + 5 feet per 2 cleric levels). The power will take the shortest route to this point, ignoring any physical and normal magical barriers. Usually, this makes the power go in a direct Line, dealing damage to everything and everyone in there. Affected creatures and objects suffer physical damage equal to 1d6 times the level of the sacrificed spell or power.

Creatures that are in the line can make Reflex save to halve the damage, spell resistance does not apply. The DC of this save is equal to 10 + 1/2 your cleric level + your Wisdom modifier. In certain cases at the DM's discretion, the release of raw magical energy may have special effects, or follow a different path.

You can sacrifice an additional spell or power for every four cleric levels beyond 8th, however you can never sacrifice more total spell levels than you have ranks in Primal Magic per time you use this ability.

The energy stream is continuous during the whole turn. If you use this power again in your next turn, you continue to "supply" power to the same location and can not determine a new location.

Domain Spells

None