This page is read only. You can view the source, but not change it. Ask your administrator if you think this is wrong. ====== Law Domain ====== //You follow a strict and ordered code of laws, and in so doing, achieve enlightenment.// ===== Primus - Fist of the Law (Su) ===== <WRAP box> You may spend 1 [[priority:magic#mana|MP]] as a Free Action to cause your attacks to inflict [[game_systems:combat:energy_damage#axiomatic|Axiomatic]] damage. This effect lasts until the beginning of your next turn. </WRAP> ===== Enlightenment - Orderly Combat (Su) ===== <WRAP box> As a Swift Action, you may spend 3 [[priority:magic#mana|MP]] to designate one enemy within Medium range as your opponent. For a number of rounds equal to your Caster Level, or until one of you falls unconscious, you and your selected opponent have the followed forced upon you: * You may only move towards your opponent for the duration of the Orderly Combat. * You may only attack your opponent - hostile effects, including area of effect abilities or spells, only manifest on your opponent. Enemies or allies attempting to interfere with the Orderly Combat by affecting the participants must make a Will save to do so. </WRAP> ===== Zenith - Channel Inevitability (Sp) ===== <WRAP box> You may spend 5 [[priority:magic#mana|MP]] to channel pure axiomatic energy from your god. For a number of minutes equal to your Caster Level, you gain the benefits of the following spells: * [[priority:magic:spells:tier6:true_seeing|]] * [[priority:magic:spells:tier4:discern_lies|]] * [[priority:magic:spells:tier3:tongues|]] In addition, you may place your hand on a creature for 1 minute to implant a Mark of Justice while under the effects of this Talent. The Mark acts as [[priority:magic:spells:tier3:bestow_curse|Bestow Curse]], but it only activates under a specified contingency of your choosing. Typically the contingency is upon breaking a certain rule or committing a specific crime, but you may freely choose any condition. A creature inflicted with this Mark receives no save against the Curse, if it is activated. This process is easy to interrupt, and thus a creature must be willing or sufficiently restrained to prevent interruption. The Mark is permanent, but may be removed by [[priority:magic:spells:tier5:break_enchantment|]] or [[priority:magic:spells:tier3:remove_curse|]], but only if the Caster Level of either spell is greater than your own. </WRAP> ===== Favored Spells ===== * [[priority:magic:spells:tier1:protection|Protection]] * [[priority:magic:spells:tier2:align_weapon|Align Weapon]] * [[priority:magic:spells:tier3:aligned_circle|Aligned Circle]] * [[priority:magic:spells:tier4:order_s_wrath|]] * [[priority:magic:spells:tier5:aligned_dispel|Aligned Dispel]] * [[priority:magic:spells:tier5:hold_monster|]] * [[priority:magic:spells:tier7:dictum|]] * [[priority:magic:spells:tier8:aligned_abjuration|Aligned Abjuration]] * [[priority:magic:spells:tier9:dominate_monster|]]