As long as they are handheld and strike you, they will take damage. It’s important to note that it calls out natural attacks and handheld weapons that strike you, so a bow is not affected, but there’s NO caveat against reach weapons. It punishes an attacker when they hit you, causing them to suffer damage PER SUCCESSFUL hit, so someone could literally beat themselves to death. Critically though, it does NOT offer a saving throw, which is a rarity at this level.Ī bit of a misleading name, as this can allow you to do both cold and fire damage (and unlike many other domain spells, this does NOT limit you to one of the types of damage). On average, this would be 20 points of damage, enough so that it should cause most creatures to get rid of the weapon or armor, at least at the level where this spell becomes available.Ī fairly simple attack spell that deals 1d8 points of damage per two levels, though this damage is almost doubled against undead, with a 1d6 points of damage per level against the undead. This causes metallic items to grow extremely hot, causing a total of 8d4 points of damage, to anyone who cannot rid themselves of the metallic item in question. (It bears remembering that if you have resistance to cold or fire, you become immune to the environmental effects associated with them). If you have one that likes mixing it up with weather effects, then this spell is your friend. This is, unfortunately, an often-overlooked aspect of many games, so its usefulness depends upon your GM. This allows you to endure heat or cold, and avoid the environmental effects associated with them. The spells you get with the Sun domain are as follows: Further, it has the same effect as the daylight spell, increasing the general level of light in the area, and automatically dispelling spells with the descriptor. The second power granted is “Nimbus of Light” – this causes automatic damage (equal to the cleric’s level) to any undead creature within the 30-foot area. A very nice little boost to the undead-hunting cleric. The powers granted are “Sun’s Blessing” – which adds your cleric level to the damage done to undead creatures when channeling positive energy. The Sun domain is described as “You see truth in the pure and burning light of the sun, and can call upon its blessing or wrath to work great deeds.” – As such it can probably be reasoned that your god is one of enlightenment, sun, and potentially righteous anger. The goal for each of these is to provide you with a quick overview of your domain powers, spells, and introduce you to a god or goddess from real-Earth mythology who could be a deity using this particular domain.Īll that said, welcome to this week’s article on the domain of: Sun. Hello everyone, and welcome to another in a series of articles focusing on the Cleric Domains in the Pathfinder Roleplaying Game.
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