Darkness Domain
The first element of the eight spheres, darkness. Darkness is said to be a powerful and eerie presence hiding in every corner, hiding secrets and one's presence if necessary. It is said that before all else, everything was only a swirling torrent of dark and light and even now the presence of both remains everywhere, determining what is and is not perceived.
Granted Powers
Those who choose this domain receive the following powers:
- Darken (Sp): As a standard action, you can manifest a cloying smog of darkness targeting any foe within 30 feet as a ranged touch attack. This smog deals 1d6 points of dark damage + 1 point for every cleric level you possess. If a creature is killed with this ability, their corpse no longer reflects light and appears as a pitch black silhouette as long as their corpse would be otherwise capable of being identifiable. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
- Eyes of Darkness (Su): At 8th level, your vision is not impaired by lighting conditions, even in absolute darkness and magic darkness. You can use this ability for a number of rounds per day equal to 1/2 your cleric level. These rounds do not need to be consecutive.
Domain Spells: 1st—touch of blindness, 2nd—deeper darkness, 3rd—blacklight, 4th—dark protection, 5th—shroud of darkness, 6th—umbral strike, 7th—elemental body IV (darkness only), 8th—hungry darkness, 9th—a call to smother them.
Channel Energy
The channel deals dark damage and the damage dealt is only half the normal amount. The channel causes the illumination level in the area to drop to darkness. This has no effect in an area that is already dark. At cleric level 10, the illumination level in the area instead drops to become supernaturally dark. This darkness lasts for one minute or until you channel energy again.
Subdomains
- Isolation
- Shadow
- Solitude
