Oghma

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Oghma (pronounced OGG-mah), also known as The Lord of Knowledge, is the neutral god of bards, inspiration, invention, and knowledge in Faerûn. Oghma is one of the Gods of Balance.

Oghma’s followers believe that knowledge is most supreme, particularly in its raw form, the idea. An idea has no weight but can move mountains. It has no height but it can dominate a nation. It has no mass but it can push aside empires. Knowledge is the greatest tool of humankind, outweighing anything made by mortal hands. Before anything can exist, the idea must exist.

Oghman Domains: Charm, Knowledge, Luck, Travel, Trickery

Charm Domain
Granted Power: The character can boost his or her Charisma by 4 points once per day. Activating this power is a free action. The Charisma increase lasts 1 minute.

Charm Domain Spells
1. Charm person: Makes one person your friend.
2. Calm emotions: Calms creatures, negating emotion effects.
3. Suggestion: Compels subject to follow stated course of action.
4. Heroism: Gives +2 bonus on attack rolls, saves, skill checks.
5. Charm monster: Makes monster believe it is your ally.
6. Geas/quest: As lesser geas, plus it affects any creature.
7. Insanity: Subject suffers continuous confusion.
8. Demand: As sending, plus you can send suggestion.
9. Dominate monster: As dominate person, but any creature.

Knowledge Domain
Granted Power: Add all Knowledge skills to your list of cleric class skills.
You cast divination spells at +1 caster level.

Knowledge Domain Spells
1. Detect Secret Doors: Reveals hidden doors within 60 ft.
2. Detect Thoughts: Allows “listening” to surface thoughts.
3. Clairaudience/Clairvoyance: Hear or see at a distance for 1 min./level.
4. Divination (M): Provides useful advice for specific proposed actions.
5. True Seeing (M): Lets you see all things as they really are.
6. Find the Path: Shows most direct way to a location.
7. Legend Lore (M,F): Lets you learn tales about a person, place, or thing.
8. Discern Location: Reveals exact location of creature or object.
9. Foresight: “Sixth sense” warns of impending danger.

Luck Domain
Granted Power: You gain the power of good fortune, which is usable once per day. This extraordinary ability allows you to reroll one roll that you have just made before the game master declares whether the roll results in success or failure. You must take the result of the reroll, even if it’s worse than the original roll.

Luck Domain Spells
1. Tanil’s Touch [RR]: Allows the choice of two outcomes when rolling dice.
2. Enkili’s Luck [RR]: Bestows a brief bout of ill fortune upon the subject.
3. Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
4. Freedom of Movement: Subject moves normally despite impediments.
5. Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
6. Mislead: Turns you invisible and creates illusory double.
7. Spell Turning: Reflect 1d4+6 spell levels back at caster.
8. Moment of Prescience: You gain insight bonus on single attack roll, check, or save.
9. Miracle (XP): Requests a deity’s intercession.

Travel Domain
Granted Powers: For a total time per day of 1 round per cleric level you possess, you can act normally regardless of magical effects that impede movement as if you were affected by the spell freedom of movement. This effect occurs automatically as soon as it applies, lasts until it runs out or is no longer needed, and can operate multiple times per day (up to the total daily limit of rounds). This granted power is a supernatural ability.
Add Survival to your list of cleric class skills.

Travel Domain Spells
1. Longstrider: Increases your speed.
2. Locate Object: Senses direction toward object (specific or type).
3. Fly: Subject flies at speed of 60 ft.
4. Dimension Door: Teleports you short distance.
5. Teleport: Instantly transports you as far as 100 miles/level.
6. Find the Path: Shows most direct way to a location.
7. Teleport, Greater: As teleport, but no range limit and no off-target arrival.
8. Phase Door: Creates an invisible passage through wood or stone.
9. Astral Projection (M): Projects you and companions onto Astral Plane.

Trickery Domain
Granted Power: Add Bluff, Disguise, and Hide to your list of cleric class skills.

Trickery Domain Spells
1. Disguise Self: Disguise own appearance.
2. Invisibility: Subject invisible 1 min./level or until it attacks.
3. Nondetection (M): Hides subject from divination, scrying.
4. Confusion: Subjects behave oddly for 1 round/level.
5. False Vision (M): Fools scrying with an illusion.
6. Mislead: Turns you invisible and creates illusory double.
7. Screen: Illusion hides area from vision, scrying.
8. Polymorph Any Object: Changes any subject into anything else.
9. Time Stop: You act freely for 1d4+1 rounds.

Oghma

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