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Skip Navigation Links>Domain Packages>Luck
Luck Domain Package
Cost Ability
10 Domain Granted Power
10 Access to Domain Spells
+20 Package Total Cost
DETAILS
Luck
Luck Granted Power
Real Cost: 10 Active Points: 10
Provider: Killer Shrike Source: D&D 3e Core
Keywords
Luck
Description
The character is particularly favored by random benefits.
Effect
2d6 Luck
Domain Access
Air Domain Access
Real Cost: 10 Active Points: 10
Provider: Killer Shrike Source: New Content
Description
See the Dominine Magic System document for specific details about Domains.
Effect
The character has access to a set of Domain Spells that allows them to cast one (1) extra Spell per Spell Level per Day chosen from the Domains available to them.
      The Spells for this Domain are listed below. Note that some Spell Levels may have more than one Spell listed. In such a case the player or GM should select one of the listed Spells as being available for an individual character. This may be determined by the nature of the character's deific patron if the GM prefers (i.e. some patrons might grant Spell A while another patron grants Spell B at Level X).
Spell List
Record Count: 9

Shield
Clerical General Level 1
Domain Luck Level 1
Sphere Combat Level 2
Sphere Protection Level 2
Real Cost: 6 Active Points: 30
Provider: Killer Shrike Source: D&D 3e Core
Effect
+6 with DCV (30 Active Points); Only vs Ranged Attacks (-1), 1 Continuing Charge lasting 1 Minute (-1), Extra Time (Full Phase, Delayed Phase, -3/4), OIF (Holy Symbol; -1/2), Concentration (1/2 DCV; -1/4), Incantations (-1/4), Gestures (-1/4)
Edition
HERO System 5th Edition

Aid
Clerical General Level 2
Domain Good Level 2
Domain Luck Level 2
Sphere All Level 3
Real Cost: 9 Active Points: 42
Provider: Killer Shrike Source: D&D 3e Core
Keywords
Investing
Effect
  • +1 Overall, UBO (+1/4), LOS Not Required To Maintain (+1/2) (17 Active Points); 1 Charge (-2), Extra Time (Extra Phase, Delayed Phase, -1), OIF (Holy Symbol; -1/2), Incantations (-1/4), Gestures (-1/4), Concentration (1/2 DCV; -1/4) (Real Cost: 3)
  • +10 STR, UBO (+1/4), LOS Not Required To Maintain (+1/2) (17 Active Points); Extra Time (Extra Phase, Delayed Phase, -1), 1 Continuing Charge lasting 1 Minute (-1), OIF (Holy Symbol; -1/2), Concentration (1/2 DCV; -1/4), Gestures (-1/4), Incantations (-1/4) (Real Cost: 4)
  • Armor (2 PD/1 ED), UBO (+1/4), LOS Not Required To Maintain (+1/2) (8 Active Points); Extra Time (Extra Phase, Delayed Phase, -1), 1 Continuing Charge lasting 1 Minute (-1), OIF (Holy Symbol; -1/2), Concentration (1/2 DCV; -1/4), Gestures (-1/4), Incantations (-1/4) (Real Cost: 2)
Edition
HERO System 5th Edition

Protection from Energy
Clerical General Level 3
Druidic Natural Level 3
Paladin Investiture Level 3
Ranger Warden Level 3
Wizardry Abjuration Level 3
Domain Luck Level 3
Domain Protection Level 3
Sphere Elemental Level 4
Sphere Protection Level 4
Stregari Conjuring Level 3
Real Cost: 13 Active Points: 60
Provider: Killer Shrike Source: D&D 3e Core
Keywords
Protective
Effect
Armor (0 PD/40 ED), 1 Continuing Charges lasting 1 Day each (+0) (60 Active Points); Must Select 1 SFX (Fire, Cold, Electricity, Sonic) When Cast Which Armor Works Against (-1 1/2), Ablative BODY or STUN (-1), Extra Time Extra Segment, Only to Activate (Delayed Phase; -1/2), Incantations (-1/4), Concentration 1/2 DCV (-1/4), Gestures (-1/4)
Edition
HERO System 5th Edition

Freedom of Movement
Clerical General Level 4
Druidic Natural Level 4
Domain Luck Level 4
Domain Liberation Level 4
Sphere Combat Level 5
Sphere Protection Level 5
Real Cost: 20 Active Points: 70
Provider: Killer Shrike Source: D&D 3e Core
Description
Only allows subject to ignore Entangles, Grabs, and other impediments. Long Term Endurance Lost Paid When Spell Is Cast
Effect
Desolidification (affected by All Physical Attacks), UBO (+1/4), LOS Not Required To Maintain (+1/2) (70 Active Points); Does Not Protect Against Damage (-1), Extra Time (Full Phase, Only to Activate, Delayed Phase, -1/2), Side Effects, Side Effect occurs automatically whenever Power is used (Caster suffers 7 LTE loss; -1/2), Concentration (1/2 DCV; -1/4), 1 Continuing Charge lasting 1 Hour (-1/4)
Edition
HERO System 5th Edition

Break Enchantment
Bardic Abjuration Level 5
Domain Luck Level 5
Domain Liberation Level 5
Real Cost: 15 Active Points: 90
Provider: Killer Shrike Source: D&D 3e Core
Keywords
Anti-Magic
Effect
Dispel Any Curse, Enchantment, Paralysis Effect One At A Time 20d6, Any Curse, Enchantment, Paralysis Effect One At A Time (+1/2) (90 Active Points); 1 Charge (-2), Extra Time (1 Minute, Character May Take No Other Actions, -1 3/4), OIF (Holy Symbol; -1/2), Concentration (1/2 DCV; -1/4), Gestures (-1/4), Incantations (-1/4)
Edition
HERO System 5th Edition

Mislead
Bardic Illusion Level 6
Wizardry Illusion Level 6
Domain Luck Level 6
Domain Trickery Level 6
Stregari Hexcasting Level 6
Real Cost: 27 Active Points: 104
Provider: Killer Shrike Source: D&D 3e Core
Keywords
Figment, Glamer
Effect
  • Sight, Hearing, Mental, Touch and Smell/Taste Groups Images, 1" radius, +/-2 to PER Rolls, Uncontrolled (+1/2) (54 Active Points); 1 Continuing Charge lasting 1 Turn (-1 1/4), Extra Time (Extra Phase, Only to Activate, Delayed Phase, Character May Take No Other Actions, -3/4), Gestures (-1/4), Concentration 1/2 DCV (-1/4), Incantations (-1/4) (Real Cost: 14)
  • Invisibility to Sight, Hearing, Mental, Smell/Taste and Touch Groups, No Fringe (50 Active Points); 1 Continuing Charge lasting 1 Turn (-1 1/4), Extra Time (Extra Phase, Only to Activate, Delayed Phase, Character May Take No Other Actions, -3/4), Gestures (-1/4), Concentration 1/2 DCV (-1/4), Incantations (-1/4) (Real Cost: 13)
Edition
HERO System 5th Edition

Spell Turning
Wizardry Abjuration Level 7
Domain Luck Level 7
Domain Magic Level 7
Real Cost: 20 Active Points: 120
Provider: Killer Shrike Source: D&D 3e Core
Effect
  • Missile Deflection (Any Ranged Attack), Missile Reflection, Lingering up to 1 Turn (+1/2) (60 Active Points); Spells Only (-2), 1 Continuing Charges lasting 1 Turn each (-1 1/2), Gestures (Complex; -1/2), Instant (-1/2), Concentration 1/2 DCV (-1/4), Incantations (-1/4) (Real Cost: 10)
  • +6 with Missile Deflection (30 Active Points); Spells Only (-2), 1 Continuing Charges lasting 1 Turn each (-1 1/4), Missile Deflection Only (-1), Gestures (Complex; -1/2), Extra Time Delayed Phase (-1/4), Incantations (-1/4), Concentration 1/2 DCV (-1/4) (Real Cost: 5)
  • +6 with Missile Reflection (30 Active Points); Spells Only (-2), 1 Continuing Charges lasting 1 Turn each (-1 1/4), Missile Deflection Only (-1), Gestures (Complex; -1/2), Concentration 1/2 DCV (-1/4), Incantations (-1/4), Extra Time Delayed Phase (-1/4) (Real Cost: 5)
Edition
HERO System 5th Edition

Inevitable Outcome
Wizardry Divination Level 8
Domain Luck Level 8
Stregari Divining Level 8
Real Cost: 28 Active Points: 135
Provider: Killer Shrike Source: New Content
Effect
+6 Overall, UBO (+1/4), Trigger (At will; +1/2), Persistent (+1/2) (135 Active Points); 1 Charge (-2), Extra Time (1 Turn (Post-Segment 12), Character May Take No Other Actions, -1 1/2), Concentration 1/2 DCV (-1/4)
Edition
HERO System 5th Edition

Foresight
Druidic Natural Level 9
Wizardry Divination Level 9
Domain Knowledge Level 9
Domain Luck Level 9
Stregari Divining Level 9
Real Cost: 59 Active Points: 148
Provider: Killer Shrike Source: D&D 3e Core
Description
This extremely powerful effect grants its caster unparalleled awareness of impending danger making them almost impossible to surprise or harm. The effect lasts for an hour unless it is dispelled or encounters Anti-Magic. Note that the presence of Anti-Magic would be considered a "danger" that could be detected via the Danger Sense aspect of this effect.
Effect
  • Danger Sense (self only, any danger, Discriminatory, Function as a Sense) (50 Active Points); Extra Time (Extra Segment, Delayed Phase, -3/4), Concentration 1/2 DCV (-1/4), Incantations (-1/4), 1 Continuing Charge lasting 1 Hour (-1/4) 29- (Real Cost: 20)
  • Defense Maneuver I-IV (10 Active Points); Extra Time (Extra Segment, Delayed Phase, -3/4), Concentration 1/2 DCV (-1/4), Incantations (-1/4), 1 Continuing Charge lasting 1 Hour (-1/4) (Real Cost: 4)
  • +8 with DCV (40 Active Points); Extra Time (Extra Segment, Delayed Phase, -3/4), Concentration 1/2 DCV (-1/4), Incantations (-1/4), 1 Continuing Charge lasting 1 Hour (-1/4) (Real Cost: 16)
  • Combat Luck (24 PD/24 ED) (48 Active Points); Extra Time (Extra Segment, Delayed Phase, -3/4), Concentration 1/2 DCV (-1/4), Incantations (-1/4), 1 Continuing Charge lasting 1 Hour (-1/4) (Real Cost: 19)
Edition
HERO System 5th Edition