BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Air Domain

The eighth element of the eight spheres, air. That which which flows and changes it's composition at will, both a source of life and and a power that shows nature's wrath when enraged. Air is the very thing that we move through, both an absence and a presence that nearly all mortal life on land needs to breath.

Granted Powers

Those who choose this domain receive the following powers:

  • Air Blast (Sp): As a standard action, you can shoot out an intense blast of air targeting any foe within 30 feet as a ranged touch attack. This blast of air deals 1d6 points of bludgeoning damage + 1 point for every cleric level you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
  • Air Bubble (Su): At 8th level, you can calm and create air, as well as disperse fog, dust, water, and other particles or liquids for 1 round per cleric level in a 10 foot radius emanation from you in all directions, forming a perfect bubble of air. The wind force in the area is reduced in strength by one step per 4 cleric levels (to a minimum wind force of light), clouds are dispersed, although parts of nonmagical clouds that extend beyond the area are not affected, and liquids are simply displaced. If a magical cloud or wind's point of origin is inside the area of a calm air spell, the whole effect is suppressed; otherwise, only the part inside the area is suppressed. Suppression still counts against the duration of a wind or cloud effect. Magical wind and cloud effects are suppressed only if you succeed at a caster level check (DC 11 + effect's caster level). The rounds do not need to be consecutive.

Domain Spells: 1st—obscuring mist, 2nd—wind wall, 3rd—gaseous form, 4th—air walk, 5th—control winds, 6th—wind walk, 7th—elemental body IV (air only), 8th—whirlwind, 9th—trunade.

Channel Energy

The channel deals bludgeoning damage and the damage dealt is only half the normal amount. Creatures are buffeted with wind until the end of your next turn; this wind gives them a channel penalty on ranged attacks, and their movement is halved if they move toward you.

Subdomains
  • Cloud
  • Wind