Knowledge

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KNOWLEDGE

Knowledge Domain
Granted Power
Add all Knowledge skills to your list of cleric class skills.

Level Name Effect
0 Detection You gain a enhancement bonus to your listen, spot and search checks equal to 1/2 your caster level rounded up. This lasts a number of hours equal to 1/2 your caster level rounded up.
1 Moment of Prescience You gain an insight bonus to your next attack role, skill check, reflex saving throw or you gain an AC bonus for a single round equal to your charisma modifier plus 1/2 your caster level rounded up. Casting this spell is a swift action.
2 Identify You gain knowledge of a single object you are touching. You learn all of its properties magic or otherwise and gain a bonus to appraise the object equal to 1/2 your caster level rounded up plus your charisma modifier.
3 Discern Direction You can choose a single item or person that you have had previous contact with and know the direction in which it is located. This is a feeling at best and you know the general direction in which the focus of the spell is located. If it is a person or an object in the possession of a person then they are entitled to a will save. If they pass the save then they know that someone is looking for them but they don’t know who. If they fail the save then they are oblivious. Either way you can continue to track them. Every minute the target is being tracked they are entitled to another saving throw. This spell lasts a number of minutes equal to 1/2 your caster level rounded up.
4 Foresight You gain a powerful sixth sense in relation to yourself. Once foresight is cast, you receive instantaneous warnings of impending danger or harm. You are never surprised or flat-footed. In addition, the spell gives you a general idea of what action you might take to best protect yourself and gives you a +2 bonus to AC, attack rolls, skill checks and Reflex saves. This spell lasts a number of minutes equal to 1/2 your caster level rounded up.
5 Heighten Senses Your senses become very acute. You can taste any trace of poison even before it touches your lips. You can see the outline of secret doors and traps. You can smell the presence of undead and know their general direction. You can feel the auras of magic items. You can hear the heartbeats of living creatures and know their general direction. The range of the spell is 30ft and the casting time of this spell is 1 min. This lasts a number of minutes equal to 1/2 your caster level rounded up.
6 Scrying You gain the ability to see and hear a creature which may be at any distance. You can look directly around the person if you want but your perception is limited to 20ft centered around the focus of the spell. If the subject succeeds on a Will save, the scrying attempt simply fails. The casting time of this spell is 10 minutes and lasts a number of hours equal to 1/2 your caster level rounded up.
7 Legend Lore You gain insight into a single object. You learn information on the previous owner including their name and the way they look. If there were strong emotions involved with the object and if an important event happened involving the object you receive a vision of that event through the perception of one of the people involved. If people involved with the object are still alive then they receive a will save. If they pass you may still view the event but all the information involved with anyone who passes their save is omitted. The spell takes 10 minutes to casts and you can only cast the spell on an object one time in a 24 hour period.
8 True Seeing You can see everything the way they truly are. You gain dark vision 120ft and you can see the invisible. You can see into and through magical darkness. You notice secret doors, through illusions and see the true form of things that are polymorph or shape changed. This spell last a number of hours equal 1/2 your caster level rounded up.
9 Astral Projection You gain the ability to extend your perception past your physical body. You can choose a location that you are familiar with or a person that you know and your perception instantly moves to that location. You can see, hear, smell and talk but your body is defenseless. You can move and cast spells as though you were actually there but you can not physically manipulate any objects. Your projection has the same stats as you do but can not be damaged my non magical weapons. If the projection is attacked your body takes the damage and if it is destroyed you must make a will save dc 10+ the number of hours the spell has been active or die. If you pass your save then you are exhausted and shaken. The spell takes 10 min to casts and lasts a number of hours equal to 1/2 your caster level rounded up.

This is a domain of Athena.
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Knowledge

Théophagie saethone AshleyMcdniel