Sehanine Moonbow

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Sehanine Moonbow (pronounced SEH-ha-neen MOON-boe), the Lady of Dreams, is the elven goddess of the moon. She is one of the more powerful members of the elven pantheon. The Lady of Dreams actively opposes the nefarious schemes of the Spider Queen and the drow. She is said to be the wife of Corellon Larethian. Sehanine lives in the realm of Arvandor.

Worshipers of Sehanine Moonbow seek out and destroy undead creatures, for Sehanine holds such creatures — with the notable exceptions of baelnorn and other good-aligned undead beings who voluntarily prolong their existence in order to serve their kin — to be blasphemous.

Sehanine Moonbow Domains: Chaos, Elf, Good, Illusion, Knowledge, Moon, Travel

Chaos Domain
Granted Power: You cast chaos spells at +1 caster level.

Chaos Domain Spells
1. Protection from Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
2. Shatter: Sonic vibration damages objects or crystalline creatures.
3. Magic Circle against Law: As protection spells, but 10-ft. radius and 10 min./level.
4. Chaos Hammer: Damages and staggers lawful creatures.
5. Dispel Law: +4 bonus against attacks by lawful creatures.
6. Animate Objects: Objects attack your foes.
7. Word of Chaos: Kills, confuses, stuns, or deafens nonchaotic subjects.
8. Cloak of Chaos (F): +4 to AC, +4 resistance, SR 25 against lawful spells.
9. Summon Monster IX: Calls extraplanar creature to fight for you. (Cast as a chaos spell only.)

Elf Domain
Granted Power: You gain the Point Blank Shot feat.

Elf Domain Spells
1. True Strike: +20 on your next attack roll.
2. Cat’s Grace: Subject gains +4 to Dex for 1 min./level.
3. Snare: Creates a magic booby trap.
4. Tree Stride: Step from one tree to another far away.
5. Commune with Nature: Learn about terrain for 1 mile/level.
6. Find the Path: Shows most direct way to a location.
7. Liveoak: Oak becomes treant guardian.
8. Sunburst: Blinds all within 80’, deals 6d6 damage.
9. Antipathy: Object or location affected by spell repels certain creatures.

Good Domain
Granted Power: You cast good spells at +1 caster level.

Good Domain Spells
1. Protection from Evil: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
2. Aid: +1 on attack rolls, +1 on saves against fear, 1d8 temporary hp +1/level (max +10).
3. Magic Circle against Evil: As protection spells, but 10-ft. radius and 10 min./level.
4. Holy Smite: Damages and blinds evil creatures.
5. Dispel Evil: +4 bonus against attacks by evil creatures.
6. Blade Barrier: Wall of blades deals 1d6/level damage.
7. Holy Word (F): Kills, paralyzes, slows, or deafens nongood subjects.
8. Holy Aura: +4 to AC, +4 resistance, and SR 25 against evil spells.
9. Summon Monster IX: Calls extraplanar creature to fight for you. (Cast as a good spell only.)

Illusion Domain
Granted Power: 1/day the cleric may cast Silent Image. At level 3, Silent Image is replaced by Minor Image. At level 5 Minor Image is replaced by Major Image.

Illusion Domain Spells
1. Silent Image: Creates minor illusion of your design.
2. Invisibility: Subject is invisible for 1 min./level or until it attacks.
3. Displacement: Attacks miss subject 50%.
4. Invisibility, Greater: As invisibility, but subject can attack and stay invisible.
5. Persistent Image: As major image, but no concentration required.
6. Mislead: Turns you invisible and creates illusory double.
7. Project Image: Illusory double can talk and cast spells.
8. Screen: Illusion hides area from vision, scrying.
9. Time Stop: You act freely for 1d4+1 rounds.

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.

Moon Domain
Granted Power: You can turn or destroy lycanthropes as a good cleric turns or destroys undead. This ability is usable a number of times per day equal to 3 + your Charisma modifier.

Moon Domain Spells
1. Faerie Fire: Outlines subjects with light, canceling blur, concealment, and the like.
2. Moonbeam [FR]: Creates a cone of moonlight that causes lycanthropes to assume animal form, penetrates darkness spells of equal or lower level.
3. Moon Blade [FR]: Touch attack deals 1d8 damage +1/two levels, more to undead, plus scrambles spellcasting.
4. Good Hope: Subjects gain +2 on attack rolls, damage rolls, saves, and checks.
5. Moon Path [FR]: Grants sanctuary to 1 creature/level.
6. Permanent Image: Includes sight, sound, and smell.
7. Insanity: Subject suffers continuous confusion.
8. Animal Shapes: One ally/level polymorphs into chosen animal.
9. Moonfire [FR]: Cone of moonlight deals 1d8 damage/two levels (max 10d8, magical auras glow blue for 1 round/level, illuminates as full moon, negates electricity for 1 round/level).

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.

Sehanine Moonbow

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