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Skip Navigation LinksContent>Magic>Magic Systems>Vancian (Fire & Forget)>Variants>Dominine
Dominine
Vancian
Prepared Casting Gestalt Casting  
   Base System: Wizardry    Base System: Arcanis Magnicus   
Variant: Dominine Dominine Package Deals Dominine Spells Dominine Domain Spells
Sample Dominine: Bakuda Rabusha  (Prepared VPP Model)
VARIANT: Vancian Magic System
NOTE: Dominine is essentially intended to model the Cleric Class of D&D 3e. However, the model is flexible and can be used as a powerful means to model Divine Magic in a wide variety of settings. 
This document will reference one or more fully described Magic Systems below.  To use this variant with one of those Magic Systems, simply use the reference document in its entirety with the exception of sections that have been "overidden" and/or "extended" by this document, as indicated in the section headers below.
The style of Magic described in this document is not a complete Magic System with it's own mechanics; instead it is intended to extend, override, and/or change the look and feel of a more fully described Magic System, which is referred to as a "base Magic System".
DOMININE
NOTE: Practitioners of Dominine (DAHM-en-EEN) are collectively called Domini (DAHM-en-EE). However, in practice followers of individual Patrons are referred to by the Patron they serve, and/or any organization they are in dedicated to serve that Patron.
Domini are generally powerful complements to any adventuring group, but Domini that follow different Patrons run the gamut of character types and motivations. Compared to other professions Domini emphasize spiritual devotion to their patron power, carrying out the doctrine and agenda of their religion. Domini are almost as durable as most warriors, and also wield powerful Magic.
The basic concept of Dominine may be implemented with each of several base Magic Systems as described below.
PREPARED CASTING
To implement Dominine with Prepared Casting simply use the rules set forth in the Wizardry document, except where overridden below. Thus, the Dominine School Skills given below replace the Wizardry School Skills, the guidelines given for creating Magic Items replace the guidelines for doing so in the Wizardry document, and the Packages provided replace those provided for Wizardry.
GESTALT CASTING
To implement Dominine with Gestalt Casting use the rules set forth in the Arcanis Magnicus document, except where overridden below. Thus, the Dominine School Skills given below replace the Arcanis Magnicus School Skills, the guidelines given for creating Magic Items replace the guidelines for doing so in the Arcanis Magnicus document, and the Packages provided replace those provided for Arcanis Magnicus.
OPTIONS
Some settings could support Domini built on either of the base Magic Systems described above concurrently without any ill effect.
EXTEND: Means to Power
Domini act as proxies to higher powers, referred to as Patrons, and are empowered by their Patrons to use granted powers (which are called Spells throughout for consistency, though they need not be called this in actual gameplay). Domini often make use of props such as prayers, hymns, catechisms and the like (incantations), motions with ritual significance (gestures), and Holy Symbols (foci) to assist them in the casting of their Magic.
Domini are entrusted with an ever-greater tap on the Power of their Patron as they advance in wisdom. As they gain experience, their ability to focus the powerful Magical forces granted them by their Patron increases, as does the mental endurance required to focus their will. Essentially, as a Domini progress, their ability to cast larger and more powerful Spells increases assuming the player of such a character spends Experience Points appropriately.
SPELL LEVEL TO ACTIVE POINTS
Domini use the Spell Level to Active Points model of the base Magic System.
NUMBER OF SPELLS KNOWN
Dominine don't "learn" Spells per se. Dominine have a huge array of Spells provided for their usage by the Patron which they serve. A Dominine essentially "knows" all the general Spells of a given Spell Level up to the capacity of their Magic VPP, and can prepare their daily Spells freely from this list so long as they are in good accord with their religion.
This can make Dominine extremely powerful, as each time they expand their Magic VPP they gain a plethora of new Spells. They don't need to use "Magic Skill Rolls" to learn their Magic, and in truth don't even need to understand it. They are simply conduits for their Patron's power.
DOMAINS
In addition to the normal Spellcasting Domini inherit from the base Magic System, they also are granted special access to topical groups of Spells determined by the interests of the Patron they serve. These topical groups are called "Domains".
All Domini must have at least one Domain, and this Domain must be chosen from a list offered by the Domini's chosen Patron.
DOMAIN TALENTS
Domains are bought as Custom Talents that cost 10 Character Points each and which are defined as follows:
DOMAIN ACCESS (Custom Talent)
This Talent allows a Divine Spellcaster access to a Domain Spell List comprising one Spell per Spell Levels 1 through 9, and slightly extended Spellcasting capacity. This Talent is only usable while the Divine Spellcaster is in Good Standing with their Religion.
Domain Access: +10 Real Points per Domain
USING DOMAIN TALENTS
A character may cast one Spell per Spell Level per Day chosen from all of their Domains, up to the maximum Spell Level they can cast normally as determined by their normal Spellcasting ability. Thus if a Domini has a Prepared or Gestalt VPP that allows them to cast up to 5th Level Spells, then they may also cast one Domain Spell per day for 1st thru 5th Level Spells in addition to the Spells they can cast from their VPP.
Having multiple Domains does not increase the number of Domain Spells that may be cast per day, they merely expand the list of available options from which a Domini may choose.
NOTE: Some Domain Spells are granted at a Spell Level other than what their Active Points would indicate if the Domain Spell were treated as a normal Spell. For instance the Sun Domain grants Flight of the Phoenix as a 5th Level Spell, though it only has 75 Active Points and would normally be a 4th Level Spell; however the Sun Domain also grants Symbol of Blinding as a 6th Level Spell despite it having 135 Active Points, which would normally be a 8th Level Spell.
EXAMPLE: The player Joe is making a new character named Tyloh, who Joe decides is going to be a Domini of Pipule, the Goddess of Journeys. Pipule grants access to the Travel, Luck, and Knowledge Domains.
The Travel Domain Extention Package gives access to the Travel Domain Spell List which is composed of Spells relative to moving via Magic.
The Luck Domain Extention Package gives access to the Luck Domain Spell List, which is composed of Spells that manipulate probability and good fortune.
The Knowledge Domain Extention Package grants access to the Knowledge Domain Spell List, which is composed of Spells that give the Dominine great insights and the ability to know things normally beyond mortal ken.
Since the character's background concept has Tylah traveling to assuage his curiosity about the world and to discover what's over the horizon, Joe opts for the Travel and Knowledge Extention Packages.
If Tyloh started the campaign with a Divine Magic VPP with 30 Pool (whether Prepared or Gestalt based), he has access to all General Cleric Spells  of Spell Level 0 and 1st Spell level.
Additionally Tyloh can also cast an extra 1st Level Domain Spell each day chosen from either of his two Domains. The 1st Level Travel Spell is Expeditious Retreat, and the 1st Level Knowledge Spell is Detect Secret Doors. He can cast one or the other, but not both.
When Tyloh expands his Divine Magic VPP to 45 Pool, he gains access to all 2nd Level General Cleric Spells  (31 to 45 Active Points), and may also cast one of his 2nd Level Domain Spells (Locate Object or Detect Thoughts) each day in addition to his 1st Level Domain Spell.
GRANTED POWERS
With GM Permission, a Domini may also have one or more Granted Powers appropriate to their Patron's area of concern. A character might start with such abilities or buy them later with Experience Points at the GM's discretion. Granted Powers always cost character points to have.
DOMAIN EXTENTION PACKAGES
All of the Domain Extention Packages provided for use with type of Magic combine a Domain Access Talent with one or more Granted Powers. This might be sufficient for many Patron's; however some Patrons might grant additional abilities beyond those bundled with the Domains.
GOOD STANDING LIMITATION
All Granted Powers should take the "Only Usable While In Good Standing With Faith (can't be removed; -1/4)" Limitation, which as noted can never be removed (i.e. bought off with experience). Following are a few example Granted Powers; GM's should consider listing what Granted Powers certain Patrons offer before hand.
SAMPLE GRANTED POWERS
Following are a few example Granted Powers; GM's should consider listing what Granted Powers certain Patrons offer before hand.
NOTE: Turn Undead, listed below, is a common Granted Power and might even be standard for many religions in some settings.
DEITIES OF: Peace, Mercy, Healing, Sun
Clear of Mind: +5 Mental Defense; Only Usable While In Good Standing With Faith (can't be removed; -1/4) plus 25% Mental Damage Reduction; Only Usable While In Good Standing With Faith (can't be removed; -1/4); Real Cost: 16 Points
DEITIES OF: War, Strength, Murder
Deadly Blow: +2d6 Killing, any Weapon, any Circumstance (+2d6 HKA; OIF: Weapon of Opportunity (-1/2); Only Usable While In Good Standing With Faith (can't be removed; -1/4)); Real Cost: 17 Points
DEITIES OF: Magic, Protection, Defense, Anti-magic
Spell Resistance 15-; Only Usable While In Good Standing With Faith (can't be removed; -1/4); Real Cost: 15 points
DEITIES OF: Protection, Defense, Luck, Fate
Divine Favor: 2 Levels of Combat Luck (6 PD/ 6 ED); Only Usable While In Good Standing With Faith (can't be removed; -1/4); Real Cost: 10 points
DEITIES OF: Weather, Lightning, War
Lightning Bolt: 4d6 RKA (Electric), AoE: Any Area (6" Any Area; +1); (120 Active Points); 1 Charge per Day (-2), Concentration (1/2 DCV; -1/4), Extra Time (Full Phase; -1/2), No Range (-1/2); Only Usable While In Good Standing With Faith (can't be removed; -1/4); Real Cost: 27 points
DEITIES OF: Sun, Law, Good, Protection, Love
Turn Undead: +50 PRE Only To Make PRE Attacks (-1), Only vs. Undead Creatures (-1), Full Phase, Delayed Phase (-3/4), Limited Effect (-1), Only Usable While In Good Standing With Faith (can't be removed; -1/4); Real Cost: 10 Points; +5 PRE for 1 point
NOTE: Fantasy HERO for 5th Edition page 107-108 gives rules for how to use PRE to Turn Undead.
DEITIES OF: Terror, Charm, Death, Strength
(Un) Holy Terror: +50 PRE Only To Make PRE Attacks (-1), Full Phase, Delayed Phase (-3/4), Limited Effect (Fear Only; -1), Only Usable While In Good Standing With Faith (can't be removed; -1/4); Real Cost: 12 Points; +4 PRE for 1 point
OVERRIDE: Restrictions
There are a number of restrictions which apply to this type of Magic Use, as follows.
VARIABLE POWER POOL
Dominine has a slightly different selection of modifiers on the Control Cost of their Magic VPP regardless of whether Wizardry or Arcanis Magnicus is used as the base Magic System.
DOMININE PREPARED CASTING VPP
If the base Magic System is Wizardry, replace the Wizardry VPP Control Cost with the following:
DOMINI MAGIC VPP CONTROL COST
  • Only Divine Magic (-1/2)
  • Set List of Spells Available (-0; can't be removed)
  • Uses Domain Model (-0; can't be removed)
  • May Change Spells as a Half Phase Action; No Skill Roll Required; Only to bring in Healing Spells; Expends Charge of Spell swapped out (+1/2)
  • Only Change Spells With Meditation (Requires unmodified Faith Roll and 1 hour of Meditation; -1/2)
  • Only Usable While In Good Standing With Faith (can't be removed; -1/4)
  • All Spells Must Have 1 Charge (-1/4)
  • Variable Limitation (-1/2; each Spell must take -1 of Limitations from Focus (Holy Symbol), Extra Time, Concentration, Incantation, Gesture, Limited Range, or RSR: Magic Skill vs. Spell Resistance in any combination at a MINIMUM)
Total Advantage: +1/2; Total Limitation: -2
Control Cost per Spell Level (15 Pool) = 3.3 Real Points
Total Cost per Spell Level (15 Pool) = 18.3 Real Points
EXPANDED REAL COST LIMIT
Dominine have an Expanded Real Cost Limit on their Magic VPP's; a Domini may prepare Spells with a Real Cost equal to or less than their Magic Pool times 3 (RC Limit = Pool x3) each day. The Pool size is still the upper limit on Active Points however. Also, see Cast Spells and Real Cost below.
EXAMPLE: Ulatha, Dominiess of Alluxamar the Bloody Handed, is a moderately powerful Domini with a 90 Pool Magic VPP; she may prepare up to 270 Real Cost worth of Spells each day, all of which must have 90 or less Active Points. As indicated later, each Spell must also have 1 Charge, and using these Spells "locks out" its Real Cost from the VPP for 1 Day.
MAY HALF-PHASE CHANGE TO HEALING SPELLS
Some Spells on the Spell List are marked as "Healing" or "Harm" in their Subtype field; these Spells may be switched into the Domini's VPP as a Half Phase Action, exchanged for some other Spell of equal or greater Active Points. Domini of benevolent or peaceful Patrons may swap out for Healing Spells, while Domini of malevolent or violent Patrons may swap out for Harm Spells. The swapped out Spell must be of the same "Spell Level" as the Healing Spell or higher.
NOTE: Rather than apply 1/2 Phase Change and No Skill Roll Requires (+1 1/2) to the Control Cost and then apply a major Limitation to restrict the behavior to the intended purpose, I opted for a custom Modifier instead to streamline the process and also to result in a reasonable price for the ability without unreasonably inflating the Active Points of the VPP.
ONLY CHANGE SPELLS WITH MEDIATION
To switch out the Spells in their VPP a Domini must spend at least an hour in prayer or religious observation (or some other activity appropriate to the deity such as doing weapon katas for a god of War or singing for a god of Song) either at dusk or dawn as appropriate to the Domini's Patron, and then make a Meditation or Faith Skill Roll at no penalty.
If the Skill Roll is successful the Domini may switch their VPP around as they wish, otherwise they retain their VPP allocation from the previous day. The Domini may try again, taking another hour of meditation or prayer and gaining another roll at the end of this period, but each additional check suffers a cumulative -1 penalty.
If a Domini has both Meditation and a Faith Skill then they may use their Meditation for a Complementary Skill Roll to their Faith Skill Roll.
DOMININE GESTALT CASTING VPP
If the base Magic System is Arcanis Magnicus, replace the Arcanis Magnicus VPP Control Cost with the following:
PARTIALLY COSMIC VPP COST
  • 1/2 Phase Change, No Skill Roll Required (+1 1/2)
  • Only Divine Magic (-1/2)
  • Set List of Spells Available (-0; can't be removed)
  • Uses Domain Model (-0; can't be removed)
  • Only Usable While In Good Standing With Faith (can't be removed; -1/4)
  • All Spells must Use Charges (+/-0)
  • Variable Limitation (All Spells Require -1/2 in Incantations, Gestures, RSR: Spell Resistance, Extra Time, or Concentration; -1/4)
Control Cost per Spell Level (15 Pool) = 8.75 Real Points
Total Cost per Spell Level (15 Pool) = 24 Real Points
COMMON VARIABLE POWER POOL MODIFIERS
The following explain modifiers common to both the Prepared and Gestalt VPP Control Costs.
ONLY DIVINE MAGIC
Dominine Spells are always Divine in nature.
SET LIST OF SPELLS
Dominine have a finite Spell List of Magic Spells available to them which they cannot extend. On the other hand they also instantly have access to all of these Spells as soon as their Magic VPP is large enough to cast them. The relative pros & cons of this arrangement are assumed to balance out for a -0 Limitations. This Limitation may never be removed.
USES DOMAIN MODEL
Domini must use the Domain Model, which is to say the idea of a common general Spell List topically extended by Domain Talents as described previously. They may not mix this method of gaining Spells with other Divine Magic Systems. This is a -0 Limitation that may not be removed.
ONLY USABLE WHILE IN GOOD STANDING WITH FAITH
This is the Catch-22 of Divine Magic use. Power comes easily, but with a major caveat: a requirement of specific behavior and limitations upon how it may be used. In many ways, a Divine caster has more of a Power of Attorney over their Magical abilities than actual direct control. If the Domini violates the tenants of their Patron and/or religion (as determined by the GM), they immediately loose all access to their Magic VPP, their Domains, and any other separate abilities that have taken this Limitation.
The duration of time for which a Domini loses access varies depending on how serious their violation was. For minor infringements they might lose access to their abilities for a only a day or a week, but more serious infractions might require an Atonement (as described below).
This Limitation may not be removed.
ATONEMENT
More of a story element than a mechanical resolution, it is up to the GM to determine what task or tasks are necessary for a Domini to regain "Good Standing" with their Patron or religion. Once the Domini has accomplished their Atonement they regain the use of their abilities.
NOT THE ONLY GAME IN TOWN
At the GM's option, a Domini that has fallen out of favor with their Patron or religion might seek service for a different Patron rather than Atone. Typically, many Fantasy deities have oppositional deities whom they struggle against. It's possible that a Domini that has irritated their own Patron has in the process pleased an enemy Patron.
If the GM allows this, a Domini could seek out and join the service of a rival Patron, regaining their various "Only While In Good Standing" abilities either all at once or apportioned over time at the GM's option. Such a character should be refactored to remove abilities appropriate to the first Patron and replace them with abilities appropriate to the new Patron. The character should be kept at or around the same general power level usually, but the needs of the story might indicate otherwise.
This sort of dodge should usually only work once however, if at all.
SPECIAL EFFECTS (SFX)
Magic Spells have very broad Special Effects. In addition to any specific SFX that a particular Spell might have such Electricity for a Lightning Bolt Spell or Fire for Flamebolt Spell, all Dominine Spells also automatically have the additional SFX of Magic, plus Divine, any "descriptors" of the Spell such as "Healing" or "Mind-Affecting", and the Patron that granted the Magic. These mandatory SFX cannot be altered by any means, including Variable Special Effects.
Note: A Cure Light Wounds Spell cast by a Domini of Shanamaya the White has the SFX of Divine Healing Magic of the deity Shanamaya.
REQUIRED/FORBIDDEN MODIFIERS
The following requirement is in addition to the Required/Forbidden Modifiers of the base Magic System.
FOCUS (HOLY SYMBOL)
Domini Spells require that a Holy Symbol of their Patron be brandished or at least visible to be cast. The same symbol can be used for all Spells for all religions, though a particularly finicky religion might have several Holy Symbols, with some being appropriate for various tasks based upon their religious significance.
Holy Symbols can also, in some cases, be generally functional items. The Holy Symbol of a War God might be a weapon for instance, while the Holy Symbol of a Protector God might be a shield.
OVERRIDE: Magic School Skills
Dominine does not segregate Magic into Schools; instead each Domini needs a single EGO based Power Skill called "Faith".
Task School
Skill
Focus
Faith PowS: Faith (EGO) Faith serves as a KS: [Patrons] Religion and PS: Domini of [Patron]. A character wishing a broader knowledge of other Religions would still need to take KS: Religion.

ITEM CREATION SKILLS

Investiture KS: Investiture Used by the followers of some Patrons that allow them to literally invest a portion of their Patron's might into a physical form. These items are usually only usable by either a faithful of the granting patron or at least those not found displeasing to that Patron, using a modified version of Independent. (Permanent Magic items)
Scroll Scribing KS: Scroll Scribing Used to create Magic Scrolls holding a readied Spell needing only a few words or a gesture (or the equivalent) to complete. (Ephemeral Magic items)
Wandcrafting KS: Wandcraft Used to create Ephemeral Magic Wands that have a finite amount of Magical energy stored in them allowing them to activate a specific Spell effect a certain number of times. (Ephemeral Magic items)
Alchemy KS: Alchemy Used to create potions, powders, special inks, and the like. (Ephemeral Magic items)
OPTION: FAITH SKILL BASED CANTRIPS
A GM might allow the option for Dominine to use 0 Level Cantrips without having to allocate any points from their VPP to them via the use of their Faith Skill. If the GM allows this, a Dominine can cast any Cantrip on their Known Spells List at will (subject to any initialization Limitations such as Incantations and Gestures) by making a Faith Skill Roll at a flat -2 circumstance penalty.
However, a GM should be careful to allow this only when it is used appropriately, and if players abuse or attempt to min / max with this ability then the privilege should be curtailed.
SPELLCRAFT
Dominine does not interact with Spellcraft.
SPECIALIST DOMINI
Domini are basically all Specialists, in as much as their Domains function to "Specialize" them. There is no mechanical effect to this beyond what is already described above under Domains.
OVERRIDE: Learning New Spells
Domini do not need to learn Spells as described above under Number of Spells Known.
OVERRIDE: Creating New Spells
Domini cannot create new Spells. The Patron they serve provides them with Spells effects, and that is the limit of their capacity to work Magic. If the Patron a Domini serves does not provide an effect, they simply must do without it.
EXTEND: Creating New Magic Items
Some religions represented by Dominine have a healthy tradition of making Magic Items. Dominine can create new Magic Items using the Item Creation Skills indicated on the Skills chart above, and as described on the Item Creation Page.
OVERRIDE: Package Deals
A number of Package Deals for Domini are provided here.

Variations
This style of Magic is very open ended and extendible. With minimal effort, individual GM's can personalize it for their own use.
NEW OR ALTERED DOMAINS
A very simple way to extend or adapt this Magic System is to either add or replace Domains. Through a combination of the Granted Ability that comes with a Domain and the Domain Spell List itself a unique or distinctive "look & feel" can be achieved for followers of various Patrons.
For maximum modularity all new Domain Package Deals should ideally be 20 Character Points exactly. Also, GM's should carefully consider whether characters can buy just the Domain Talents without buying the Domain Packages. This would allow such a character to get access to more Domain Spells which could be unbalancing and should be monitored.
Example: Bob the GM decides to add a new Domain, called the Voice Domain and stocked with Word of Power and Mind-Affecting Charm Spells. The Granted Power is just a simple flat +10 PRE. Bob will use this Domain for a Patron deity he has in mind (see below).
NEW PACKAGE DEALS
Another excellent method to altering the feel of this type of Magic is to create custom formalized Package Deals for each religion that are tied directly into a setting.
Example: Bob the GM creates a Deus Sancticus Package deal for each of 4 deities in his setting
The Fists of Tzoruul (ZOAR-ool): ("God" of Retribution, Revenge, Regret, Reward, Reversals): worship of Tzoruul caters to those with a grudge to bear; a dynamic force, Tzoruul is an agent of change. Most worshipers of Tzoruul seek vengeance, societal change, or disruption of the status quo. Tzoruul is fairly generous with granting Gifts to the faithful, and Tzoruul's worship is popular among the downtrodden, so there are a lot of different, seperate Cults of Tzoruul scattered around. Tzoruul grants access to the Chaos, Destruction, and Trickery Domains.
The Children of Blaendysh (BLAYN-deesh): ("Goddess" of Acceptance, Hedonism, Gratification, and Fulfillment of Desires), worship of Blendysh has sprung up in parrallel to that of Mhaizen (a War God that has no Domini, only "Gifted" warriors); where the millitant "right" segments of society tends to get sucked into the worship of Mhaizen, the liberal "left" tends to get drawn into the worship of Blendysh. Unsuprisingly members of the two groups do not like one another and often conflict (though usually politically rather than outright violence). Blendysh is sparing with Gifts, and usually give Gifts that are socially applicable. Blanedysh gives access to the Luck, Protection, and Voice Domains.
The Kirchewarders of Verinc (VAIR-enk): ("God" of 'Truth', Hegemony, Solidarity, Unity, Absolutism): Followers of Verinc believe that all other "Gods" are false and only Verinc is a true diety. They miltantly fight against the worshippers of all other gods and are aggressive missionarys. Verinc is generous with Gifts, and many of the more devout followers have one or more. There is but one way to worship Verinc, and thus followers of this religion are one group rather than several small independent clutches and is referred to collectively as the "Versamkirche" (VAIR-sohm-KIRK). They have a written doctrine called the "Way of Unity". Many worshipers of Verinc, called Heiligkamper (HAIL-eg-KOMP-fer), are warriors that seek out and kill worshipers of other outer powers, monsters, infidels and what have you in the name of their god. They can be powerful allies, but are also very dangerous as they tend to see signs of unworthiness in any who are exposed to the truth of Verinc for a while and still dont convert. Verinc gives access to the Destruction, Strength, and War Domains.
The Sheppards of Mherazen (MERRA-zen): ("God of Destiny, Fate, Mortality, Order, Timely Death): Worshipers of Mherazen believe that there is a preordained skein to each mans life. They believe that there is an Order to life, a Fate for each man and woman, which is ideal and beneficial to the majority but that there are disruptive forces which damage this natural order, and which must be counteracted for the good of all. Mherazen grants Gifts only to Domini and the very faithful, and they tend to be awareness or perception oriented though Mherazen does sometimes invest followers, usually temporarily, with awesome powers over life and death to better serve his will. Mherazen grants access to the Death, Knowledge, and Law Domains.

Background
The Dominine Magic System is a close fit to the D&D 3e Cleric concept and can be useful for converting characters from that game.
Previous versions of the D&D organized Divine Magic into Spheres, subdivided into Major and Minor groupings, and various deities gave differing access to Spheres based upon their "Spheres of Influence". Thus a War God might give access to a completely different Spell List than a God of the Sea. I rather liked this system, but unfortunately a lack of a consistent metasystem in the source material resulted in a very disproportionate allocation of Spheres among Specialty Priests; the Priests of some deities were just outright better than other Priests.
D&D 3e re-collated Divine Magic, lumping the base Spell list together, and then extended this core set of general Clerical Spells with a new take on the Sphere of Influence concept called Domains.
There are a number of Domains, and by default each deity gives access to two Domains chosen from a list of typically 3 Domains when a Cleric is first created. Each Domain has a Spell list of one Spell per Spell Level from 1 to 9. For each Spell Level that the Cleric has access to they may prepare/memorize one additional Spell per day, chosen from either one of their Domain Spells for that Spell Level.
Additionally, each Domain grants a special ability, typically usable once per day. Of course, the various Domains aren't very well balanced against one another, with some being obviously better than others, but this still allows for some customization of Cleric devoted to different deities.
This style of Magic is very open ended and extendible, which are good things in my book. With minimal effort individual GM's can personalize it for their own use, and servants of different deities, or "Patrons" as I prefer to think of them, can be made to feel distinctive by mixing and matching various Domains and perhaps Granted Powers.