Domain Divine Rediscovered Spells

BALANCE DOMAIN Granted Power: Once per day, as a free action, you can add your Wisdom modifier to your Armor Class. This bonus lasts for 1 round per cleric level. Balance Domain Spells 1 Make Whole: Repairs an object. 2 Calm Emotions: Calms creatures, negating emotion effects. 3 Clarity of Mind†: +4 bonus on saves against mind-affecting spells and abilities, allows reroll of concealment miss chance. 4 Dismissal: Forces a creature to return to native plane. 5 Sanctuary, Mass†: One creature/level can’t be attacked, and can’t attack. 6 Banishment: Banishes 2 HD/level of extraplanar creatures. 7 Word of Balance†: Kills, paralyzes, weakens, or nauseates nonneutral creatures. 8 Protection from SpellsMF: Confers +8 resistance bonus. 9 Weighed in the Balance†: Harms or heals creatures within 30 feet of you. CAVERN DOMAIN Granted Power: You gain the stonecunning ability (PH 15). If you already have stonecunning, your racial bonus on checks to notice unusual stonework increases to +4. Cavern Domain Spells 1 Detect Secret Doors: Reveals hidden doors within 60 ft. 2 Darkness: 20-ft. radius of supernatural shadow. 3 Meld into Stone: You and your gear merge with stone. 4 Leomund’s Secure Shelter: Creates sturdy cottage. 5 Passwall: Creates passage through wood or stone wall. 6 Find the Path: Shows most direct way to a location. 7 Maw of Stone†: Animates cavern opening or chamber. 8 Earthquake: Intense tremor shakes 5-ft./level radius. 9 Imprisonment: Entombs subject beneath the earth. CELERITY DOMAIN Granted Power: Your land speed is faster than the norm for your race by 10 feet. This benefit is lost if you are wearing medium or heavy armor or carrying a medium or heavy load. Celerity Domain Spells 1 Expeditious Retreat: Your speed increases by 30 ft. 2 Cat’s Grace: Subject gains +4 to Dex for 1 minute/level. 3 Blur: Attacks miss subject 20% of the time. 4 Haste: One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves. 5 Tree Stride: Step from one tree to another far away. 6 Wind Walk: You and your allies turn vaporous and travel fast. 7 Cat’s Grace, Mass: As cat’s grace, one subject/level. 8 Blink, Greater†: Controlled blinking between the Material and Ethereal Planes grants defenses for 1 round/level. 9 Time Stop: You act freely for 1d4+1 rounds. CHARM DOMAIN Granted Power: You can boost your Charisma by 4 points once per day. Activating this power is a free action. The Charisma increase lasts 1 minute. Charm Domain Spells 1 Charm Person: Makes one person your friend. 2 Calm Emotions: Calms creatures, negating emotion effects. 3 Suggestion: Compels subject to follow stated course of action. 4 Good Hope: Subjects gain +2 on attack rolls, damage rolls, saves, and checks. 5 Charm Monster: Makes monster believe it is your ally. 6 Geas/Quest: As lesser geas, plus it affects any creature. 7 Insanity: Subject suffers continuous confusion. 8 Demand: As sending, plus you can send suggestion. 9 Dominate Monster: As dominate person, but any creature. COLD DOMAIN Granted Power (Su): You can turn or destroy fire creatures as a good cleric turns undead. You can also rebuke or command cold creatures as an evil cleric rebukes undead. Use these abilities a number of times per day equal to 3 + your Cha modifier. Cold Domain Spells 1 Chill Touch: One touch/level deals 1d6 damage and possibly 1 Str damage. 2 Chill Metal: Cold metal damages those who touch it. 3 Sleet Storm: Hampers vision and movement. 4 Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across. 5 Wall of Ice: Ice plane creates wall with 15 hp +1/level, or hemisphere can trap creatures inside. 6 Cone of Cold: 1d6/level cold damage. 7 Control Weather: Changes weather in local area. 8 Polar Ray: Ranged touch attack deals 1d6/level cold damage. 9 Obedient Avalanche†: Snowy avalanche crushes and buries your foes. COMMUNITY DOMAIN Granted Power: Use calm emotions as a spell-like ability once per day. Gain a +2 bonus on Diplomacy checks. Community Domain Spells 1 Bless: Allies gain +1 on attack rolls and saves against fear. 2 Status: Monitors condition, position of allies. 3 Prayer: Allies +1 on most rolls, enemies –1 penalty. 4 Tongues: Speak any language. 5 Rary’s Telepathic Bond: Link lets allies communicate. 6 Heroes’ Feast: Food for one creature/level cures and grants combat bonuses. 7 RefugeM: Alters item to transport its possessor to you. 8 Mordenkainen’s Magnificent MansionF: Door leads to extradimensional mansion. 9 Heal, Mass: As heal, but with several subjects. COMPETITION DOMAIN Granted Power (Ex): You gain a +1 bonus on opposed checks you make. Competition Domain Spells 1 Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per 4 levels. 2 Zeal†: You move through foes to attack the enemy you want. 3 Prayer: Allies +1 bonus on most rolls, enemies –1 penalty. 4 Divine Power: You gain attack bonus, +6 to Str, and 1 hp/ level. 5 Righteous Might: Your size increases, and you gain combat bonuses. 6 Zealot Pact†X: You automatically gain combat bonuses when you attack someone of opposite alignment. 7 Regenerate: Subject’s severed limbs grow back, cures 4d8 damage +1/level (max +35). 8 Moment of Prescience: You gain insight bonus on single attack roll, check, or save. 9 Visage of the Deity, Greater†: As lesser visage of the deity, but you become half-celestial or half-fiendish. COURAGE DOMAIN Granted Power (Su): You radiate an aura of courage that grants all allies within 10 feet (including yourself) a +4 morale bonus on saving throws against fear effects. This ability functions only while you are conscious. Courage Domain Spells 1 Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per 4 levels. 2 Aid: +1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10). 3 Cloak of Bravery: You and your allies gain a bonus on saves against fear. 4 Heroism: Gives +2 bonus on attack rolls, saves, skill checks. 5 Valiant Fury†: +4 Str, Con; +2 Will saves, extra attack. 6 Heroes’ Feast: Food for one creature/level cures and grants combat bonuses. 7 Heroism, Greater: Gives +4 bonus on attack rolls, saves, skill checks; immunity to fear; temporary hp. 8 Lion’s Roar†: Deals 1d8 points of damage/2 levels to enemies; allies get +1 on attacks and saves against fear, temporary hp. 9 Cloak of Bravery, Greater†: You and your allies become immune to fear and get +2 bonus on attacks. CRAFT DOMAIN Granted Power: You cast conjuration (creation) spells at +1 caster level and gain Skill Focus as a bonus feat for one Craft skill of your choice. Craft Domain Spells 1 Animate Rope: Makes a rope move at your command. 2 Wood Shape: Rearranges wooden objects to suit you. 3 Stone Shape: Sculpts stone into any shape. 4 Minor Creation: Creates one cloth or wood object. 5 Wall of Stone: Creates a stone wall that can be shaped. 6 Fantastic Machine†: Creates a machine to perform a single simple task. 7 Major Creation: As minor creation, plus stone and metal. 8 ForcecageM: Cube or cage of force imprisons all inside. 9 Fantastic Machine, Greater† Creates a machine to perform multiple tasks. CREATION DOMAIN Granted Power: You cast conjuration (creation) spells at +1 caster level. Creation Domain Spells 1 Create Water: Creates 2 gallons/level of pure water. 2 Minor Image: As silent image, plus some sound. 3 Create Food and Water: Feeds three humans (or one horse)/level. 4 Minor Creation: Creates one cloth or wood object. 5 Major Creation: As minor creation, plus stone and metal. 6 Heroes’ Feast: Food for one creature/level cures and grants combat bonuses. 7 Permanent ImageM: Includes sight, sound, and smell. 8 True Creation†X: As major creation, but permanent. 9 Pavilion of Grandeur†: A feast and a great pavilion are created. DARKNESS DOMAIN Granted Power: You gain Blind-Fight as a bonus feat. Darkness Domain Spells 1 Obscuring Mist: Fog surrounds you. 2 Blindness/Deafness: Makes subject blinded or deafened. 3 Blacklight† Create an area of total darkness. 4 Armor of Darkness†: Shroud grants deflection bonus, darkvision, and other effects. 5 Darkbolt†: Multiple bolts deal 2d8 damage and daze creatures. 6 Prying Eyes: 1d4 +1/level floating eyes scout for you. 7 Nightmare: Sends vision dealing 1d10 damage, fatigue. 8 Power Word Blind: Blinds creature with 200 hp or less. 9 Power Word Kill: Kills one creature with 100 hp or less. DEATHBOUND DOMAIN Granted Power: Your limit for creating undead animated with spells increases to three times your caster level instead of the normal two times caster level. Deathbound Domain Spells 1 Chill of the Grave†: Ray causes cold damage. 2 Blade of Pain and Fear†: Creates blade of gnashing teeth. 3 Fangs of the Vampire King†: Grow vampire fangs. 4 Wither Limb†: Cause enemy’s limbs to wither. 5 Revive Undead†M: Restores undeath to undead that was destroyed up to 1 day/level ago. 6 Awaken Undead†X: Grant sentience to otherwise mindless undead. 7 Avasculate†: Reduce foe to half hp and stun. 8 Avascular Mass†: Reduce foe to half hp and stun, entangle in 20-ft. radius from victim.  9 Wail of the Banshee: Kills one creature/level. DOMINATION DOMAIN Granted Power: You gain Spell Focus (enchantment) as a bonus feat. Domination Domain Spells 1 Command: One subject obeys selected command for 1 round. 2 Enthrall: Captivates all within 100 ft. + 10 ft./level. 3 Suggestion: Compels subject to follow stated course of action. 4 Dominate Person: Controls humanoid telepathically. 5 Command, Greater: As command, but affects one subject/ level. 6 Geas/Quest: As lesser geas, plus it affects any creature. 7 Suggestion, Mass: As suggestion, plus one subject/level. 8 True Domination†: As dominate person, but save at –4. 9 Monstrous Thrall†: As true domination, but permanent and affects any creature. DRAGON DOMAIN Granted Power: Add Bluff and Intimidate to your list of cleric class skills. Dragon Domain Spells 1 Magic Fang: One natural weapon of subject creature gets +1 on attack rolls and damage rolls. 2 Resist Energy: Ignores 10 (or more) points of damage/ attack from specified energy type. 3 Magic Fang, Greater: One natural weapon of subject creature gets +1/4 levels on attack rolls and damage rolls (max +5). 4 Voice of the Dragon†: +10 on Bluff, Diplomacy, and Intimidate checks; can use one suggestion. 5 True SeeingM: Lets you see all things as they really are. 6 StoneskinM: Ignore 10 points of damage per attack. 7 Dragon Ally†X: As lesser dragon ally, but up to 15 HD. 8 Suggestion, Mass: As suggestion, plus one subject/level. 9 Dominate Monster: As dominate person, but any creature. DREAM DOMAIN Granted Power: You are immune to fear effects. Dream Domain Spells 1 Sleep: Puts 4 HD of creatures into magical slumber. 2 AuguryMF: Learns whether an action will be good or bad. 3 Deep Slumber: Puts 10 HD of creatures to sleep. 4 Phantasmal Killer: Fearsome illusion kills subject or deals 3d6 damage. 5 Nightmare: Sends vision dealing 1d10 damage, fatigue. 6 Dream Sight†: Your spirit can hear and see at a distance for 1 minute/level. 7 Scrying, GreaterF: As scrying, but faster and longer. 8 Power Word Stun: Stuns creature with 150 hp or less. 9 Weird: As phantasmal killer, but affects all within 30 ft. DROW DOMAIN Granted Power: You gain Lightning Reflexes as a bonus feat. Drow Domain Spells 1 Cloak of Dark Power†: Cloak protects subject from effects of sunlight. 2 Clairaudience/Clairvoyance: See or hear at a distance for 1 minute/level. 3 Suggestion: Compels subject to follow stated course of action. 4 Discern Lies: Reveals deliberate falsehoods. 5 Spiderform†: Polymorph into drider or Large spider. 6 Dispelling Screen, Greater†: Targeted dispel magic on any creatures and unattended items, +20 max on caster level check. 7 Word of Chaos: Nonchaotic subject is killed, confused, stunned, or deafened. 8 Planar Ally, Greater: As lesser planar ally, but up to 24 HD. 9 GateX: Connects two planes for travel or summoning. DWARF DOMAIN Granted Power: You gain Great Fortitude as a bonus feat. Dwarf Domain Spells 1 Magic Weapon: Weapon gains +1 bonus. 2 Bear’s Endurance: Subject gains +4 to Con for 1 minute/ level. 3 Glyph of WardingM: Inscription harms those who pass it. 4 Magic Weapon, Greater: +1 bonus/4 levels (max +5). 5 Fabricate: Transforms raw material into finished items. 6 Stone Tell: Talk to natural or worked stone. 7 Dictum: Kills, paralyzes, slows, or deafens nonlawful subjects. 8 Protection from SpellsMF: Confers +8 resistance bonus. 9 Elemental Swarm: Summons multiple elementals.* *Earth spell only. ELF DOMAIN Granted Power: You gain the Point Blank Shot feat. Elf Domain Spells 1 True Strike: +20 on your next attack roll. 2 Cat’s Grace: Subject gains +4 to Dex for 1 minute/level. 3 Snare: Creates a magic booby trap. 4 Tree Stride: Step from one tree to another far away. 5 Commune with Nature: Learn about terrain for 1 mile/ level. 6 Find the Path: Shows most direct way to a location. 7 Liveoak: Oak becomes treant guardian. 8 Sunburst: Blinds all within 80 ft., deals 6d6 damage. 9 Antipathy: Object or location affected by spell repels certain creatures. ENVY DOMAIN Granted Powers: Add Bluff to your list of cleric class skills. In addition, you cast spells that damage or drain ability scores or bestow negative levels at +1 caster level. ENVY DOMAIN SPELLS 1 Disguise Self: Changes your appearance. 2 Ray of Enfeeblement: Ray deals 1d6+1/2 levels Str penalty. 3 Touch of Idiocy: Subject takes 1d6-point penalty to Int, Wis, and Cha. 4 Vampiric Touch: Touch deals 1d6/2 levels damage; caster gains damage as hp. 5 Crushing Despair: Subjects take –2 on attack rolls, damage rolls, saves, and checks. 6 Magic JarF: Enables possession of another creature. 7 Limited WishX: Alters reality—within spell limits. 8 SimulacrumMX: Creates partially real double of a creature. 9 WishX: As limited wish, but with fewer limits. FAMILY DOMAIN Granted Power (Su): Once per day as a free action, you can protect a number of creatures equal to your Charisma modifier (minimum one creature) with a +4 dodge bonus to AC. This ability lasts 1 round per level. An affected creature loses this protection if it moves more than 10 feet from you. You can affect yourself with this ability. Family Domain Spells 1 Bless: Allies gain +1 on attack rolls and saves against fear. 2 Shield OtherF: You take half of subject’s damage. 3 Helping Hand: Ghostly hand leads subject to you. 4 Imbue with Spell Ability: Transfer spells to subject. 5 Rary’s Telepathic Bond: Link lets allies communicate. 6 Heroes’ Feast: Food for one creature/level cures and grants combat bonuses. 7 RefugeM: Alters item to transport its possessor to you. 8 Protection from SpellsMF: Confers +8 resistance bonus. 9 Prismatic Sphere: As prismatic wall, but surrounds on all sides. FATE DOMAIN Granted Power (Ex): You gain the uncanny dodge ability. If you have another class that gives you uncanny dodge, your cleric levels add to that class’s level for determining when you gain the improved uncanny dodge class feature (PH 26). Fate Domain Spells 1 True Strike: +20 on your next attack roll. 2 AuguryMF: Learns whether an action will be good or bad. 3 Bestow Curse: –6 to an ability score; –4 on attack rolls, saves, and checks; or 50% chance of losing each action. 4 Status: Monitors condition, position of allies. 5 Mark of Justice: Designates action that will trigger curse on subject. 6 Geas/Quest: As lesser geas, plus it affects any creature. 7 VisionMX: As legend lore, but quicker and strenuous. 8 Mind Blank: Subject is immune to mental/emotional magic and scrying. 9 Foresight: “Sixth sense” warns of impending danger. FORCE DOMAIN Granted Power (Su): By manipulating cosmic forces of inertia, once per day you can reroll any damage roll (for a weapon, a spell, or an ability) and take the better of the two rolls. Force Domain Spells 1 Mage Armor: Gives subject +4 armor bonus. 2 Magic Missile: 1d4+1 damage; +1 missile/2 levels above 1st (max 5). 3 Blast of Force†: Attack deals 1d6 damage/2 levels (max 5d6). 4 Otiluke’s Resilient Sphere: Force globe protects but traps one subject. 5 Wall of Force: Wall is immune to damage. 6 Repulsion: Creatures can’t approach you. 7 ForcecageM: Cube or cage of force imprisons all inside. 8 Otiluke’s Telekinetic Sphere: As Otiluke’s resilient sphere, but you move sphere telekinetically. 9 Bigby’s Crushing Hand: Large hand provides cover, pushes, or crushes your foes. GLORY DOMAIN Granted Power: Turn undead with a +2 bonus on the turning check and +1d6 on the turning damage roll. Glory Domain Spells 1 Disrupt Undead: Deals 1d6 damage to one undead. 2 Bless Weapon: Weapon strikes true against evil foes. 3 Searing Light: Ray deals 1d8/2 levels damage, more against undead. 4 Holy Smite: Damages and blinds evil creatures. 5 Holy Sword: Weapon becomes +5, deals +2d6 damage against evil. 6 Bolt of Glory†: Positive energy ray deals extra damage to evil outsiders and undead. 7 Sunbeam: Beam blinds and deals 4d6 damage. 8 Crown of Glory†M: You gain +4 Charisma and inspire your allies. 9 GateX: Connects two planes for travel or summoning. GLUTTONY DOMAIN Granted Power: For a total time per day of 1 round per cleric level you possess, you can increase your size as if you were affected by the enlarge person spell. Activating the power or ending it is a free action. Gluttony Domain Spells 1 Goodberry: 2d4 berries each cure 1 hp (max 8 hit points/24 hours) 2 Death Knell: Kills dying creature; you gain 1d8 temporary hp, +2 to Str, and +1 caster level. 3 Create Food and Water: Feeds three humans (or one horse)/level. 4 Vampiric Touch: Touch deals 1d6/2 levels damage; caster gains damage as hp. 5 Baleful Polymorph: Transforms subject into harmless animal. 6 Heroes’ Feast: Food for one creature/level cures andgrants combat bonuses. 7 Stone to Flesh: Restores petrified creatures. 8 Bite of the King†: Swallow enemies whole. 9 Trap the SoulMF: Imprisons subject within gem. GNOME DOMAIN Granted Power: You cast illusion spells at +1 caster level. Gnome Domain Spells 1 Silent Image: Creates minor illusion of your design. 2 Gembomb†M: Gem becomes a bomb that deals 1d8 force damage/2 levels. 3 Minor Image: As silent image, plus some sound. 4 Minor Creation: Creates one cloth or wood object. 5 Hallucinatory Terrain: Makes one type of terrain appear like another (field into forest, or the like). 6 Fantastic Machine: Creates a machine to perform a single simple task. 7 Screen: Illusion hides area from vision, scrying. 8 Otto’s Irresistible Dance: Forces subject to dance. 9 Summon Nature’s Ally IX*: Summons creature to fight. *Earth elementals or animals only. GREED DOMAIN Granted Power: You gain a +2 competence bonus on Appraise, Open Lock, and Sleight of Hand checks. Greed Domain Spells 1 Cheat†: Caster rerolls when determining the success of a game of chance. 2 Entice Gift† Subject gives caster what it’s holding. 3 Knock: Opens locked or magically sealed door. 4 Fire TrapM: Opened object deals 1d4 damage +1/level. 5 Fabricate: Transforms raw material into finished items. 6 Guards and Wards: Array of magical effects protects area. 7 Teleport Object: As teleport, but affects a touched object. 8 Phantasmal Thief†: Creates an unseen force that steals from others. 9 SympathyF: Object or location attracts certain creatures. HALFLING DOMAIN Granted Power: Once per day for 10 minutes, you add your Charisma modifier to your Climb, Jump, Move Silently, and Hide checks. Activating this ability is a free action. Halfling Domain Spells 1 Magic Stone: Three stones gain +1 on attack rolls, deal 1d6+1 damage. 2 Cat’s Grace: Subject gains +4 to Dex for 1 minute/level. 3 Magic Vestment: Armor or shield gains +1 enhancement/4 levels. 4 Freedom of Movement: Subject moves normally despite impediments. 5 Mordenkainen’s Faithful Hound: Phantom dog can attack, guard. 6 Move Earth: Dig trenches and build walls. 7 Shadow Walk: Step into shadow to travel rapidly. 8 Word of Recall: Teleports you back to designated place. 9 Foresight: “Sixth sense” warns of impending danger. HATRED DOMAIN Granted Power (Su): Once per day as a free action, choose one opponent. Against that foe you gain a +2 profane bonus on attack rolls, saving throws, and Armor Class for 1 minute. Hatred Domain Spells 1 Doom: One subject takes –2 on attack rolls, damage rolls, saves, and checks. 2 Scare: Panics creatures of less than 6 HD. 3 Bestow Curse: –6 to an ability score; –4 on attack rolls, saves, and checks; or 50% chance of losing each action. 4 Rage: Gives +2 to Str and Con, +1 on Will saves, –2 to AC. 5 Righteous Might: Your size increases and you gain combat bonuses. 6 ForbiddanceM: Blocks planar travel, damages creatures of different alignment. 7 Blasphemy: Kills, paralyzes, weakens, or dazes non-evil subject. 8 Antipathy: Object or location affected by spell repels certain creatures. 9 Wail of the Banshee: Kills one creature/level. HUNGER DOMAIN Granted Power: You gain a bite attack. If you are Small, your bite attack deals 1d4 points of damage; Medium, 1d6; or Large, 1d8. You are proficient with your bite, and considered armed. If you already have a natural bite attack, use the higher of the two damage values. This is considered a secondary natural attack. Hunger Domain Spells 1 Ghoul Light†: Light provides turn resistance. 2 Ghoul Glyph†: Glyph wards area, paralyzes victims. 3 Ghoul Gesture†: Ray paralyzes subject. 4 Enervation: Subject gains 1d4 negative levels. 5 Ghoul Gauntlet†: Convert victim to a ghoul under your control. 6 Eyes of the King† Summon fiendish dire bats. 7 Field of Ghouls†: Transform dying creatures into ghouls. 8 Bite of the King†: Swallow enemies whole. 9 Energy Drain: Subject gains 2d4 negative levels. ILLUSION DOMAIN Granted Power: You cast all illusion spells at +1 caster level. Illusion Domain Spells 1 Silent Image: Creates minor illusion of your design. 2 Minor Image: As silent image, plus some sound. 3 Displacement: Attacks miss subject 50%. 4 Phantasmal Killer: Fearsome illusion kills subject or deals 3d6 damage. 5 Persistent Image: As major image, but no concentration required. 6 Mislead: Turns you invisible and creates illusory double. 7 Project Image: Illusory double can talk and cast spells. 8 Screen: Illusion hides area from vision, scrying. 9 Weird: As phantasmal killer, but affects all within 30 ft. INQUISITION DOMAIN Granted Power: Gain a +4 bonus on dispel checks. Inquisition Domain Spells 1 Detect Chaos: Reveals chaotic creatures, spells, or objects. 2 Zone of Truth: Subjects within range cannot lie. 3 Detect Thoughts: Allows “listening” to surface thoughts. 4 Discern Lies: Reveals deliberate falsehoods 5 True SeeingM: Lets you see all things as they really are. 6 Geas/Quest: As lesser geas, plus it affects any creature. 7 Dictum: Kills, paralyzes, slows, or deafens nonlawful subjects. 8 Shield of LawF: +4 AC, +4 resistance, and SR 25 against chaotic spells. 9 Imprisonment: Entombs subject beneath the earth. LIBERATION DOMAIN Granted Power (Su): If you are affected by a charm, compulsion, or fear effect and fail your saving throw, you can attempt the save again 1 round later at the same DC. You get only this one extra chance to succeed on your saving throw. Liberation Domain Spells 1 Omen of Peril†F: You know how dangerous the future will be. 2 Undetectable Alignment: Conceals alignment for 24 hours. 3 Rage: Subjects gain +2 to Str and Con, +1 on Will saves, –2 to AC. 4 Freedom of Movement: Subject moves normally despite impediments. 5 Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification. 6 Dispel Magic, Greater: As dispel magic, but up to +20 on check. 7 RefugeM: Alters item to transport its possessor to you. 8 Mind Blank: Subject is immune to mental/emotional magic and scrying. 9 Unbinding†: Frees everyone in range from spells that constrain or bind. LUST DOMAIN Granted Power (Su): Once per day as a free action, you gain an enhancement bonus to Charisma equal to your cleric level. The power lasts for 1 round. Lust Domain Spells 1 Charm Person: Makes one person your friend. 2 Invisibility: Subject is invisible for 1 minute/level or until it attacks. 3 Clairaudience/Clairvoyance: See or hear at a distance for 1 minute/level. 4 Planar Ally, LesserX: Exchange services with a 6 HD extraplanar creature. 5 ScryingF: Spies on subject from a distance. 6 Symbol of PersuasionM: Triggered rune charms nearby creatures. 7 RefugeM: Alters item to transport its possessor to you. 8 SympathyF: Object or location attracts certain creatures. 9 Trap the SoulMF: Imprisons subject within gem. MADNESS DOMAIN Granted Power: You subtract 1 from all Wisdom-based skill checks and all Will saves. However, once per day, you can see and act with the clarity of true madness: Add one-half your level to a single Wisdom-based skill check or Will save. You must choose to use this benefit before the check or save is rolled. Madness Domain Spells 1 Confusion, Lesser: One creature acts randomly for 1 round. 2 Touch of Madness†: Dazes one creature for 1 round/level. 3 Rage: Subjects gain +2 to Str and Con, +1 on Will saves, –2 to AC. 4 Confusion: Makes subject behave oddly for 1 round/level. 5 Bolts of Bedevilment†: One ray/round, dazes 1d3 rounds. 6 Phantasmal Killer: Fearsome illusion kills subject or deals 3d6 damage. 7 Insanity: Subject suffers continuous confusion. 8 Maddening Scream†: Subject has –4 AC, no shield, Reflex save on 20 only. 9 Weird: As phantasmal killer, but affects all within 30 ft. MENTALISM DOMAIN Granted Power (Sp): Once per day as a standard action, you can generate a mental ward, granting a creature you touch a resistance bonus on its next Will saving throw equal to your level +2. The mental ward is an abjuration effect with a duration of 1 hour. Mentalism Domain Spells 1 Confusion, Lesser: One creature acts randomly for 1 round. 2 Detect Thoughts: Allows “listening” to surface thoughts. 3 Clairaudience/Clairvoyance: See or hear at a distance for 1 minute/level. 4 Modify Memory: Changes 5 minutes of subject’s memories. 5 Mind Fog: Subjects in fog get –10 to Wisdom and Will checks. 6 Rary’s Telepathic Bond: Link lets allies communicate. 7 Antipathy: Object or location affected by spell repels certain creatures. 8 Mind Blank: Subject is immune to mental/emotional magic and scrying. 9 Astral ProjectionM: Projects you and companions onto the Astral Plane. METAL DOMAIN Granted Power: You gain Martial Weapon Proficiency and Weapon Focus as bonus feats for either the light hammer or the warhammer (your choice). Metal Domain Spells 1 Magic Weapon: Weapon gains +1 bonus. 2 Heat Metal: Make metal so hot it damages those who touch it. 3 Keen Edge: Doubles normal weapon’s threat range. 4 Rusting Grasp: Your touch corrodes iron and alloys. 5 Wall of IronM: 30 hp/4 levels; can topple onto foes. 6 Blade Barrier: Wall of blades deals 1d6/level damage. 7 Transmute Metal to Wood: Metal within 40 ft. becomes wood. 8 Iron Body: Your body becomes living iron. 9 Repel Metal or Stone: Pushes away metal and stone. MIND DOMAIN Granted Power: You gain a +2 bonus on Bluff, Diplomacy, and Sense Motive checks. Mind Domain Spells 1 Comprehend Languages: You understand all spoken and written languages. 2 Detect Thoughts: Allows “listening” to surface thoughts. 3 Telepathic Bond, Lesser: Link with subject within 30 ft. for 10 minutes/level. 4 Discern Lies: Reveals deliberate falsehoods. 5 Rary’s Telepathic Bond: Link lets allies communicate. 6 Probe Thoughts†: Read subject’s memories, one question/ round. 7 Brain Spider†: Eavesdrop on thoughts of up to eight other creatures. 8 Mind Blank: Subject is immune to mental/emotional magic and scrying. 9 Weird: As phantasmal killer, but affects all within 30 ft. MOON DOMAIN Granted Power: Turn or destroy lycanthropes as a good cleric turns or destroys undead. You can use this ability a number of times per day equal to 3 + your Cha modifier. Moon Domain Spells 1 Faerie Fire: Outlines subject with light, canceling blur, concealment, and the like. 2 Moonbeam†: Forces lycanthropes to regain human shape. 3 Moon Blade†: Creates sword that does 2d8 damage +1/two level, scrambles magic. 4 Fear: Subjects within cone flee for 1 round/level. 5 Moon Path†: Creates invisible stair or bridge. 6 Permanent ImageM: Includes sight, sound, and smell. 7 Insanity: Subject suffers continuous confusion. 8 Animal Shapes: One ally/level polymorphs into chosen animal. 9 Moonfire†: Cone of light damages creatures, reveals hidden things, negates electricity damage. MYSTICISM DOMAIN Granted Power (Su): Once per day, you can use a free action to channel your deity’s power to grant yourself a luck bonus on your saving throws equal to your Charisma modifier (minimum +1). The effect lasts for 1 round per cleric level. Mysticism Domain Spells 1 Divine Favor: You gain +1/3 levels on attack rolls and damage rolls. 2 Spiritual Weapon: Magic weapon attacks on its own. 3 Visage of the Deity, Lesser†: You gain +4 Cha and resistance 10 to certain energy types. 4 Weapon of the Deity†: Your weapon gains enhancement bonus and special ability. 5 Righteous Might: Your size increases and you gain combat bonuses. 6 Visage of the Deity†: As lesser visage of the deity, but you become celestial or fiendish. 7 Blasphemy/Holy Word*: Kills, paralyzes, weakens, or dazes non-evil/non-good subjects. 8 Holy Aura/Unholy AuraF*: +4 AC, +4 resistance, and SR 25 against evil/good spells. 9 Visage of the Deity, Greater†: As lesser visage of the deity, but you become half-celestial or half-fiendish. * Choose good or evil version based on your alignment. NOBILITY DOMAIN Granted Power (Sp): Once per day as a standard action, you can inspire allies, giving them a +2 morale bonus on saving throws, attack rolls and damage rolls, ability checks, and skill checks. Allies must be able to hear you speak for 1 round. This effect lasts for a number of rounds equal to your Charisma bonus (minimum 1 round). Nobility Domain Spells 1 Divine Favor: You gain +1/3 levels on attack rolls and damage rolls. 2 Enthrall: Captivates all within 100 ft. + 10 ft./level. 3 Magic Vestment: Armor or shield gains +1 enhancement/4 levels. 4 Discern Lies: Reveals deliberate falsehoods. 5 Command, Greater: As command, but affects one subject/ level. 6 Geas/Quest: As lesser geas, plus it affects any creature. 7 Repulsion: Creatures can’t approach you. 8 Demand: As sending, plus you can send suggestion. 9 Storm of Vengeance: Storm rains acid, lightning, and hail. OCEAN DOMAIN Granted Power (Su): You have the supernatural ability to breathe water as if under the effect of a water breathing spell, for up to 1 minute per level. This effect occurs automatically as soon as it applies, lasts until it runs out or is no longer needed, and can operate multiple times per day (up to the total daily time limit). Ocean Domain Spells 1 Endure Elements: Exist comfortably in hot or cold environments. 2 Sound Burst: Deals 1d8 sonic damage to subjects, might also stun them. 3 Water Breathing: Subjects can breathe underwater. 4 Freedom of Movement: Subject moves normally despite impediments. 5 Wall of Ice: Ice plane creates wall with 15 hp +1/level, or hemisphere can trap creatures inside. 6 Otiluke’s Freezing Sphere: Freezes water or deals cold damage. 7 Waterspout†: Waterspout you control picks up and damages foes. 8 Maelstrom†: Water vortex traps and damages creatures and objects. 9 Elemental Swarm: Summons multiple elementals.* *Cast as a water spell only. ORACLE DOMAIN Granted Power: You cast all divination spells at +2 caster level. Oracle Domain Spells 1 IdentifyM: Determines properties of magic item. 2 AuguryMF: Learns whether an action will be good or bad. 3 DivinationM: Provides useful advice for specific proposed action. 4 ScryingF: Spies on subject from a distance. 5 CommuneX: Deity answers one yes-or-no question/level. 6 Legend LoreMF: Lets you learn tales about a person, place, or thing. 7 Scrying, GreaterF: As scrying, but faster and longer. 8 Discern Location: Reveals exact location of creature or object. 9 Foresight: “Sixth sense” warns of impending danger. ORC DOMAIN Granted Power (Su): You gain the smite power, the ability to make a single melee attack with a bonus on the damage roll equal to your cleric level (if you hit). You must declare the smite before making the attack. It is usable once per day. If used against a dwarf or an elf, you get a +4 bonus on the smite attack roll. Orc Domain Spells 1 Cause Fear: One creature of 5 HD or fewer flees for 1d4 rounds. 2 Produce Flame: 1d6 damage +1/level, touch or thrown. 3 Prayer: Allies +1 on most rolls, enemies –1 penalty. 4 Divine Power: You gain attack bonus, +6 to Str, and 1 hp/ level. 5 Prying Eyes: 1d4 +1/level floating eyes scout for you. 6 Eyebite: Subject becomes panicked, sickened, and comatose. 7 Blasphemy: Kills, paralyzes, weakens, or dazes non-evil subject. 8 Cloak of ChaosF: +4 to AC, +4 resistance, and SR 25 against lawful spells. 9 Power Word Kill: Kills one creature with 100 hp or less. PACT DOMAIN Granted Power: Add Appraise, Intimidate, and Sense Motive to your list of cleric class skills. Pact Domain Spells 1 Command: One subject obeys selected command for 1 round. 2 Shield OtherF: You take half of subject’s damage. 3 Speak With Dead: Corpse answers one question/2 levels. 4 DivinationM: Provides useful advice for specific proposed action. 5 Stalwart Pact†M: You gain combat bonuses automatically when reduced to half hit points or lower. 6 Zealot Pact†X: You automatically gain combat bonuses when you attack someone of opposite alignment. 7 Renewal Pact†M: Creature is automatically healed if adverse condition affects it. 8 Death Pact†M: Deity brings subject back from the dead automatically. 9 GateX: Connects two planes for travel or summoning. PESTILENCE DOMAIN Granted Power: You gain immunity to the effects of all diseases, though you can still carry infectious diseases. Pestilence Domain Spells 1 Doom: One subject takes –2 on attacks, damage, saves, and checks. 2 Summon Swarm: Summons swarm of bats, rats, or spiders. 3 Contagion: Infects subject with chosen disease. 4 Poison: Touch deals 1d10 Con damage, repeats in 1 minute. 5 Plague of Rats† Summons horde of rats. 6 Curse of Lycanthropy†: Kills subject and summons wererats. 7 Scourge†: Inflicts a disease that must be magically cured, one subject/level. 8 Horrid Wilting: Deals 1d6/level damage within 30 ft. 9 Otyugh Swarm†: Creates 3d4 otyughs or 1d3+1 Huge otyughs. PLANNING DOMAIN Granted Power: You gain Extend Spell as a bonus feat. Planning Domain Spells 1 Deathwatch: Reveals how near death subjects within 30 ft. are. 2 AuguryMF: Learns whether an action will be good or bad. 3 Clairaudience/Clairvoyance: Hear or see at a distance for 1 minute/level. 4 Status: Monitors condition, position of allies. 5 Detect Scrying: Alerts you of magical eavesdropping. 6 Heroes’ Feast: Food for one creature/level cures and grants combat bonuses. 7 Scrying, GreaterF: As scrying, but faster and longer. 8 Discern Location: Reveals exact location of creature or object. 9 Time Stop: You act freely for 1d4+1 rounds. PORTAL DOMAIN Granted Power: You can detect an active or inactive portal as if it were a normal secret door (Search DC 20). Portal Domain Spells 1 Summon Monster I: Calls extraplanar creature to fight for you. 2 Analyze Portal: Find a nearby portal and discover its properties. 3 Dimensional Anchor: Bars extradimensional movement. 4 Dimension Door: Teleports you a short distance. 5 Teleport: Instantly transports you as far as 100 miles/level. 6 Banishment: Banishes 2 HD/level of extraplanar creatures. 7 Etherealness: Travel to Ethereal Plane with companions. 8 Maze: Traps subject in extradimensional maze. 9 GateX: Connects two planes for travel or summoning. PRIDE DOMAIN Granted Power: Whenever you roll a 1 on a saving throw, you can immediately reroll the save. You must keep the result of the second roll, even if it is another 1. Pride Domain Spells 1 Hypnotism: Fascinates 2d4 HD of creatures. 2 Eagle’s Splendor: Subject gains +4 Cha for 1 minute/level. 3 Heroism: Gives +2 bonus on attack rolls, saves, skill checks. 4 Divine Power: You gain attack bonus, +6 to Str, and 1 hp/ level. 5 Reduce Person, Mass: Reduces several creatures. 6 ForbiddanceM: Blocks planar travel, damages creatures of different alignment. 7 Heroism, Greater: Gives +4 bonus on attack rolls, saves, skill checks; immunity to fear; temporary hp. 8 Spell Immunity, Greater: As spell immunity, but up to 8th-level spells. 9 Charm Monster, Mass: As charm monster, but all within 30 ft. PURIFICATION DOMAIN Granted Power: You cast all abjuration spells at +1 caster level. Purification Domain Spells 1 Nimbus of Light†: Sunlight illuminates you until released as an attack. 2 Deific Vengeance†: Deity’s punishment deals 1d6 damage/2 levels (max 5d6). 3 Recitation† Your allies get bonus on AC, attacks and saves. 4 Castigate†: Verbal rebuke damages those whose alignment differs from yours. 5 Dance of the Unicorn†: Purifying mist washes the air clean of smoke, dust, and poisons. 6 Fires of Purity†: Subject bursts into magical flame, becoming a dangerous weapon. 7 Righteous Wrath of the Faithful†: Your allies gain extra attack, +3 on attack rolls and damage rolls. 8 Sunburst†: Blinds all within 80 ft., deals 6d6 damage. 9 Visage of the Deity, Greater†: As lesser visage of the deity, but you become half-celestial or half-fiendish. RENEWAL DOMAIN Granted Power (Su): If you fall below 0 hit points, you regain a number of hit points equal to 1d8 + your Charisma modifier. This ability functions once per day. If an attack brings you to –10 hit points or lower, you die before this power takes effect.  Renewal Domain Spells 1 Charm Person: Makes one person your friend. 2 Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage. 3 Remove Disease: Cures all diseases affecting subject. 4 Reincarnate: Brings dead subject back to life in random body. 5 AtonementFX: Removes burden of misdeeds from subject. 6 Heroes’ Feast: Food for one creature/level cures and grants combat bonuses. 7 Restoration, GreaterX: As restoration, plus restores all levels and ability scores. 8 Polymorph Any Object: Changes any subject into anything else. 9 Freedom: Releases creature from imprisonment. RETRIBUTION DOMAIN Granted Power (Su): Once per day, if you have been harmed by someone in combat, you can make a strike of vengeance with a melee or ranged weapon against that foe on your next action. If this strike hits, you deal maximum damage. Retribution Domain Spells 1 Shield of Faith: Aura grants +2 or higher deflection bonus. 2 Bear’s Endurance: Subject gains +4 to Con for 1 minute/ level. 3 Speak with Dead: Corpse answers one question/2 levels. 4 Fire Shield: Creatures attacking you take fire damage; you’re protected from heat or cold. 5 Mark of Justice: Designates action that will trigger curse on subject. 6 Banishment: Banishes 2 HD/level of extraplanar creatures. 7 Spell Turning: Reflect 1d4+6 spell levels back at caster. 8 Discern Location: Reveals exact location of creature or object. 9 Storm of Vengeance: Storm rains acid, lightning, and hail. RUNE DOMAIN Granted Power: You gain Scribe Scroll as a bonus feat. Rune Domain Spells 1 Erase: Mundane or magical writing vanishes. 2 Secret Page: Changes one page to hide its real content. 3 Glyph of WardingM: Inscription harms those who pass it. 4 Explosive Runes: Deals 6d6 damage when read. 5 Planar Binding, Lesser: Traps extraplanar creature of 6 HD or less until it performs a task. 6 Glyph of Warding, Greater: As glyph of warding, but up to 10d8 damage or 6th-level spell. 7 Drawmij’s Instant SummonsM: Prepared object appears in your hand. 8 Symbol of DeathM: Triggered rune slays nearby creatures. 9 Teleportation CircleM: Circle teleports any creature inside to designated spot. SCALYKIND DOMAIN Granted Power: Rebuke or command animals (reptilian creatures and snakes only) as an evil cleric rebukes or commands undead. You can use this ability a number of times per day equal to 3 + your Cha modifier. Scalykind Domain Spells 1 Magic Fang: One natural weapon of subject creature gets +1 on attack rolls and damage rolls. 2 Animal Trance*: Fascinates 2d6 animals. 3 Magic Fang, Greater: One natural attack of subject creature gets +1/4 levels on attack rolls and damage rolls (max +5). 4 Poison: Touch deals 1d10 Con damage, repeats in 1 minute. 5 Animal Growth*: One animal/2 levels doubles in size. 6 Eyebite: Subject becomes panicked, sickened, and comatose. 7 Vipergout: You spit forth celestial or fiendish vipers that attack your foes. 8 Animal Shapes*: One ally/level polymorphs into chosen animal. 9 ShapechangeF: Transforms you into any creature, and change forms once per round. *Affects only ophidian and reptilian creatures. SLIME DOMAIN Granted Power: Rebuke or command oozes as an evil cleric rebukes or commands undead. You can use this ability a number of times per day equal to 3 + your Cha modifier. Slime Domain Spells 1 Grease: Makes 10-ft. square or one object slippery. 2 Melf’s Acid Arrow: Ranged touch attack; 2d4 damage for 1 round + 1 round/3 levels. 3 Poison: Touch deals 1d10 Con damage, repeats in 1 minute. 4 Rusting Grasp: Your touch corrodes iron and alloys. 5 Evard’s Black Tentacles: Tentacles grapple all within 15-ft. spread. 6 Transmute Rock to Mud: Transforms two 10-ft. cubes per level. 7 DestructionF: Kills subject and destroys remains. 8 Power Word Blind: Blinds creature with 200 hp or less. 9 Implosion: Kills one creature/round. SLOTH DOMAIN Granted Powers: You are closest to your god while lazing and relaxing. You take no penalty to Armor Class against melee attacks while prone. Sloth Domain Spells 1 Touch of Fatigue: Touch attack fatigues subject. 2 Unseen Servant: Invisible force obeys your commands. 3 Deep Slumber: Puts 10 HD of creatures to sleep. 4 Slow: One subject/level takes only one action/round, –2 to AC, –2 on attack rolls. 5 Symbol of SleepM: Triggered rune puts nearby creatures into catatonic slumber. 6 Waves of Fatigue: Several subjects become fatigued. 7 Shadow Walk: Step into shadow to travel rapidly. 8 Waves of Exhaustion: Several subjects become exhausted. 9 Astral ProjectionM: Projects you and companions onto the Astral Plane. SPELL DOMAIN Granted Power: You gain a +2 bonus on Concentration checks and Spellcraft checks. Spell Domain Spells 1 Mage Armor: Gives subject +4 armor bonus. 2 Silence: Negates sound in 15-ft. radius. 3 Anyspell†: Prepare any arcane spell up to 2nd level. 4 Rary’s Mnemonic EnhancerF: Wizard only. Prepares extra spells or retains one just cast. 5 Break Enchantment: Frees subjects from enchantments, alternations, curses, and petrification. 6 Anyspell, Greater†: Prepare any arcane spell up to 5th level. 7 Limited WishX: Alters reality—within spell limits. 8 Antimagic Field: Negates magic within 10 ft. 9 Mordenkainen’s Disjunction: Dispels magic, disenchants magic items. SPIDER DOMAIN Granted Power: Rebuke or command spiders as an evil cleric rebukes or commands undead. You can use this ability a number of times per day equal to 3 + your Cha modifier. Spider Domain Spells 1 Spider Climb: Grants ability to walk on walls and ceilings. 2 Summon Swarm: Summons swarm of bats, rats, or spiders. 3 Phantom Steed*: Magic mount appears for 1 hour/level. 4 Giant Vermin: Turns centipedes, scorpions, or spiders into giant vermin. 5 Insect Plague: Locust swarms attack creatures. 6 Spider Curse†: Turn humanoid subject into a drider. 7 Stone Spiders†: Transform pebbles into monstrous spider constructs. 8 Creeping Doom: Swarms of centipedes attack at your command. 9 Spider Shapes†: Polymorph one creature/level into monstrous spider.*Has a vermin shape. STORM DOMAIN Granted Power: You gain resistance to electricity 5. Storm Domain Spells 1 Entropic Shield: Ranged attacks against you have 20%miss chance.  2 Gust of Wind: Blows away or knocks down smaller creatures. 3 Call Lightning: Calls down lightning bolts (3d6 per bolt) from sky. 4 Sleet Storm: Hampers vision and movement. 5 Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across. 6 Summon Monster VI*: Calls extraplanar creature to fight for you. 7 Control Weather: Changes weather in local area. 8 Whirlwind: Cyclone deals damage and can pick up creatures. 9 Storm of Vengeance: Storm rains acid, lightning, and hail. SUFFERING DOMAIN Granted Power (Sp): You can use a pain touch once per day. Make a melee touch attack against a living creature, which bestows on that creature a –2 penalty to Strength and Dexterity for 1 minute on a successful attack. This ability does not affect creatures that have immunity to extra damage from critical hits. Suffering Domain Spells 1 Bane: Enemies take –1 on attack rolls and saves against fear. 2 Bear’s Endurance: Subject gains +4 to Con for 1 minute/ level. 3 Bestow Curse: –6 to an ability score; –4 on attack rolls, saves, and checks; or 50% chance of losing each action. 4 Enervation: Subject gains 1d4 negative levels. 5 Feeblemind: Subject’s Int and Cha drop to 1. 6 Harm: Deals 10 points/level damage to subject. 7 Eyebite: Subject becomes panicked, sickened, and comatose. 8 Symbol of PainM: Triggered rune wracks nearby creatures with pain. 9 Horrid Wilting: Deals 1d6/level damage within 30 ft. SUMMONER DOMAIN Granted Power: You cast all conjuration (summoning) and conjuration (calling) spells at +2 caster level. Summoner Domain Spells 1 Summon Monster I: Calls extraplanar creature to fight for you. 2 Summon Monster II: Calls extraplanar creature to fight for you. 3 Summon Monster III: Calls extraplanar creature to fight for you. 4 Planar Ally, LesserX: Exchange services with a 6 HD extraplanar creature. 5 Summon Monster V: Calls extraplanar creature to fight for you. 6 Planar Ally: As lesser planar ally, but up to 16 HD. 7 Summon Monster VII: Calls extraplanar creature to fight for you. 8 Planar Ally, Greater: As lesser planar ally, but up to 24 HD. 9 GateX: Connects two planes for travel or summoning. TIME DOMAIN Granted Power: You gain Improved Initiative as a bonus feat. Time Domain Spells 1 True Strike: +20 on your next attack roll. 2 Gentle Repose: Preserves one corpse. 3 Haste: One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves. 4 Freedom of Movement: Subject moves normally despite impediments. 5 PermanencyX: Makes certain spells permanent. 6 ContingencyF: Sets trigger condition for another spell. 7 Legend LoreMF: Lets you learn tales about a person, place, or thing. 8 Foresight: “Sixth sense” warns of impending danger. 9 Time Stop: You act freely for 1d4+1 rounds. TRADE DOMAIN Granted Power (Sp): Once per day as a free action, you can use detect thoughts, affecting one subject and lasting a number of minutes equal to your Charisma bonus (minimum 1 minute). Trade Domain Spells 1 Message: Whispered conversation at a distance. 2 Gembomb†M: Gem becomes a bomb that deals 1d8 force damage/2 levels. 3 Eagle’s Splendor: Subject gains +4 to Charisma for 1 minute/level. 4 Sending: Delivers short message anywhere, instantly. 5 Fabricate: Transforms raw material into finished items. 6 True SeeingM: Lets you see all things as they really are. 7 Mordenkainen’s Magnificent MansionF: Door leads to extradimensional mansion. 8 Mind Blank: Subject is immune to mental/emotional magic and scrying. 9 Discern Location: Reveals exact location of creature or object. TYRANNY DOMAIN Granted Power: Add +1 to the save DC of any enchantment (compulsion) spell you cast. Tyranny Domain Spells 1 Command: One subject obeys selected command for 1 round. 2 Enthrall: Captivates all within 100 ft. + 10 ft./level. 3 Discern Lies: Reveals deliberate falsehoods. 4 Fear: Subjects within cone flee for 1 round/level. 5 Command, Greater: As command, but affects one subject/ level. 6 Geas/Quest: As lesser geas, plus it affects any creature. 7 Bigby’s Grasping Hand: Hand provides cover, pushes, or grapples. 8 Charm Monster, Mass: As charm monster, but all within 30 ft. 9 Dominate Monster: As dominate person, but any creature. UNDEATH DOMAIN Granted Power: You gain Extra Turning as a bonus feat. Undeath Domain Spells 1 Detect Undead: Reveals undead within 60 ft. 2 DesecrateM: Fills area with negative energy, making undead stronger. 3 Animate DeadM: Creates undead skeletons and zombies. 4 Death Ward: Grants immunity to death spells and negative energy effects. 5 Circle of DeathM: Kills 1d4/level HD of creatures. 6 Create UndeadM: Creates ghouls, ghasts, mummies, or mohrgs. 7 Control Undead: Undead don’t attack you while under your command. 8 Create Greater UndeadM: Create shadows, wraiths, specters, or devourers. 9 Energy Drain: Subject gains 2d4 negative levels. WEALTH DOMAIN Granted Power: Add Appraise to your list of cleric class skills. You gain Skill Focus (Appraise) as a bonus feat. Wealth Domain Spells 1 Alarm: Wards an area for 2 hours/level. 2 Obscure Object: Masks object against scrying. 3 Glyph of WardingM: Inscription harms those who pass it. 4 Detect Scrying: Alerts you of magical eavesdropping. 5 Leomund’s Secret ChestF: Hides expensive chest on Ethereal Plane; you retrieve it at will. 6 ForbiddanceM: Blocks planar travel, damages creatures of different alignment. 7 Sequester: Subject is invisible to sight and scrying; renders creature comatose. 8 Discern Location: Reveals exact location of creature or object. 9 Antipathy: Object or location affected by spell repels certain creatures. WINDSTORM DOMAIN Granted Power: Inclement weather has less of an effect on you. Rain and snow don’t penalize your Spot and Search checks. You can move through snow-covered and icy terrain at your normal movement. Wind effects, whether natural or magical, affect you as if you were one size category larger. Windstorm Domain Spells 1 Obscuring Mist: Fog surrounds you. 2 Binding Winds: Air prevents subject from moving, hinders ranged attacks. 3 Call Lightning: Calls down lightning bolts (3d6 per bolt) from sky. 4 Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.  5 Arc of Lightning†: Line of electricity arcs between two creatures (1d6/level damage). 6 Cloudwalkers†: Subjects can fly outdoors at speed of 60 ft. 7 Control Weather: Changes weather in local area. 8 Whirlwind: Cyclone deals damage and can pick up creatures. 9 Whirlwind, Greater†: As whirlwind, but larger and more destructive. WRATH DOMAIN Granted Power: Once per day, you can subtract a number of points from your Wisdom score equal to or less than your cleric level. For every 2 points you subtract from your Wisdom score, add 1 point to your Strength score. You suffer all the effects of reduced Wisdom, including access to spells and bonus spells, reduction of Will saves, and penalties on Wisdom-based skills. This trade between ability scores lasts for 1 round per cleric level and cannot be ended prematurely. Wrath Domain Spells 1 Rhino’s Rush†: Next charge deals double damage. 2 Bull’s Strength: Subject gains +4 Str for 1 minute/level. 3 Rage: Subjects gain +2 to Str and Con, +1 on Will saves, –2 to AC. 4 Shout: Deafens all within cone and deals 5d6 sonic damage. 5 Righteous Might: Your size increases, and you gain combat bonuses. 6 Song of Discord: Forces subjects to attack each other. 7 Tenser’s TransformationM: You gain combat bonuses. 8 Shout, Greater: Devastating yell deals 10d6 sonic damage; stuns creatures, damages objects. 9 Storm of Vengeance: Storm rains acid, lightning, and hail. PLANAR DOMAINS A planar domain counts as both of a cleric’s domain choices. The granted powers of a planar domain are more potent than those of other domains, and each level offers two spells from which a cleric can choose when preparing spells. Each day, a cleric with access to a planar domain chooses one of the two spells available to prepare in his domain spell slot for each spell level. Unlike other domains, planar domains each have an alignment requirement that must be met by a cleric who wants to access the domain. A cleric need not select a specific deity to have access to a planar domain. A cleric who devotes himself to a specific alignment (LG, NG, CG, LN, CN, LE, NE, or CE) rather than a deity can select a planar domain in place of his two normal domain choices. If the DM wishes, he can make domains specific to other planes, using these as representative guides. ABYSS DOMAIN Requirement: Must be chaotic evil. Granted Power (Su): Once per day as a free action, you can channel the furious power of the demons. This power grants you a +4 bonus to Strength but also gives you a –2 penalty to Armor Class. The effect lasts for 5 rounds and cannot be ended prematurely. Add Intimidate to your list of cleric class skills. Abyss Domain Spells 1 Align Weapon: Weapon becomes evil or chaotic. Cause Fear: One creature of 5 HD or fewer flees for 1d4 rounds. 2 Bull’s Strength: Subject gains +4 to Strength for 1 minute/level. Death Knell: Kills dying creature; you gain 1d8 temporary hp, +2 to Strength, and +1 caster level. 3 Babau Slime: Secrete a body-covering acid that damages foes’ weapons. Summon Monster III: Calls extraplanar creature to fight for you.* 4 Balor Nimbus†: Subject’s flaming body damages foes in grapple. Poison: Touch deals 1d10 Con damage, repeats in 1 minute. 5 Slay Living: Touch attack kills subject. Summon Monster V: Calls extraplanar creature to fight for you.* 6 Bull’s Strength, Mass: As bull’s strength, affects one subject/level. Harm: Deals 10 points/level damage to subject. 7 Destruction: Kills subject and destroys remains. Summon Monster VII: Calls extraplanar creature to fight for you.* 8 Finger of Death: Kills one subject. Bodak’s Glare: You slay a creature, which turns into a bodak 24 hours later. 9 Implosion: Kills one creature/round. Summon Monster IX: Calls extraplanar creature to fight for you.* * Chaotic evil creatures only. ARBOREA DOMAIN Requirement: Must be chaotic good. Granted Power (Su): Once per day as a free action, you can channel the glory of the eladrin to grant yourself a morale bonus on weapon damage rolls and saves against charm and fear effects.This bonus is equal to your Charisma bonus (if any) and lasts for 1 minute. Add Survival to your list of cleric class skills. Arborea Domain Spells 1 Endure Elements: Exist comfortably in hot or cold environments. Longstrider: Your speed increases by 10 ft. 2 Aid: +1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10). Eagle’s Splendor: Subject gains +4 to Charisma for 1 minute/level.3 Heroism: Gives +2 on attack rolls, saves, skill checks. Summon Monster III: Calls extraplanar creature to fight for you.* 4 Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject. Opalescent Glare†: Kill creatures with a look, or make them very afraid. 5 Break Enchantment: Frees subjects from enchantments, alternations, curses, and petrification. Summon Monster V: Calls extraplanar creature to fight for you.* 6 Heroes’ Feast: Food for one creature/level cures and grants combat bonuses. Eagle’s Splendor, Mass: As eagle’s splendor, affects one subject/level. 7 Spell Turning: Reflect 1d4+6 spell levels back at caster. Summon Monster VII: Calls extraplanar creature to fight for you.* 8 Heroism, Greater: Gives +4 bonus on attack rolls, saves, skill checks; immunity to fear; temporary hp. Mind Blank: Subject is immune to mental/emotional magic and scrying. 9 Freedom: Releases creature from imprisonment. Summon Monster IX: Calls extraplanar creature to fight for you* * Chaotic good creatures only. BAATOR DOMAIN Requirement: Must be lawful evil. Granted Power (Su): You gain the ability to see perfectly in darkness of any kind, even that created by a deeper darkness spell. Add Bluff to your list of cleric class skills. Baator Domain Spells 1 Bane: Enemies take –1 on attack rolls and saves against fear. Disguise Self: Changes your appearance. 2 Darkness: 20-ft. radius of supernatural shadow. Fox’s Cunning: Subject gains +4 to Intelligence for 1 minute/level. 3 Detect Thoughts: Allows “listening” to surface thoughts. Summon Monster III: Calls extraplanar creature to fight for you.* 4 Deeper Darkness: Object sheds supernatural shadow in 60-ft. radius. Suggestion: Compels subject to follow stated course of action. 5 Spell Resistance: Subject gains SR 12 + level. Summon Monster V: Calls extraplanar creature to fight for you.* 6 Dominate Person: Controls humanoid telepathically. Fox’s Cunning, Mass: As fox’s cunning, but affects one subject/level. 7 Repulsion: Creatures can’t approach you. Summon Monster VII: Calls extraplanar creature to fight for you.* 8 Demand: As sending, plus you can send suggestion. Spell Turning: Reflect 1d4+6 spell levels back at caster. 9 Imprisonment: Entombs subject beneath the earth. Summon Monster IX: Calls extraplanar creature to fight for you.* * Lawful evil creatures only. CELESTIA DOMAIN Requirement: Must be lawful good. Granted Power (Su): Once per day as a free action, you can generate an aura of menace similar to that of the archons. The aura lasts for 1 minute. Any hostile enemy within a 20-foot radius of you must succeed on a Will save (DC 10 + 1/2 your cleric level + your Cha modifier) to resist its effects. Those who fail take a –2 penalty on attack rolls, Armor Class, and saves for 24 hours or until they successfully hit you. A creature that has resisted or broken the effect cannot be affected again by your aura for 24 hours. Add Sense Motive to your list of cleric class skills. Celestia Domain Spells 1 Light of Lunia†: You radiate silvery light, which you can expend as two bolts that deal 1d6 damage. Shield of Faith: Aura grants +2 or higher deflection bonus. 2 Bear’s Endurance: Subject gains +4 to Con for 1 minute/ level. Shield OtherF: You take half of subject’s damage. 3 Magic Vestment: Armor or shield gains +1 enhancement/4 levels. Summon Monster III: Calls extraplanar creature to fight for you.* 4 Divine Power: You gain attack bonus, +6 to Strength, and 1 hp/level. Magic Weapon, Greater: +1 bonus/4 levels (max +5). 5 Righteous Might: Your size increases, and you gain combat bonuses. Summon Monster V: Calls extraplanar creature to fight for you.* 6 Blade Barrier: Wall of blades deals 1d6/level damage. Bear’s Endurance, Mass: As bear’s endurance, affects one subject/level. 7 Regenerate: Subject’s severed limbs grow back, cures 4d8 damage +1/level (max +35). Summon Monster VII: Calls extraplanar creature to fight for you.* 8 Power Word Stun: Stuns creatures with 150 or fewer hp. Shield of Law: +4 to AC, +4 resistance, and SR 25 against chaotic spells. 9 Foresight: “Sixth sense” warns of impending danger. Summon Monster IX: Calls extraplanar creature to fight for you.* * Lawful good creatures only. ELYSIUM DOMAIN Requirement: Must be neutral good. Granted Power (Su): You gain the ability to smite evil with a single melee attack once per day. You add your Charisma bonus (if any) to your attack roll and deal an extra 1 point of damage per class level. This smite attack is treated as good-aligned for the purpose of overcoming damage reduction. At 5th level and every five levels thereafter, you can use this smite attack one additional time per day. Elysium Domain Spells 1 Charm Person: Makes one person your friend. Protection from Evil: +2 to AC and saves, counter mind control, hedge out elementals and outsiders. 2 Enthrall: Captivates all within 100 ft. + 10 ft./level. Planar Tolerance: Provides long-term protection against overtly damaging planar traits. 3 Magic Circle against Evil: As protection spell, but 10-ft.radius and 10 minutes/level. Mantle of Good: You gain SR 12 + caster level against spells with the evil descriptor. 4 Charm Monster: Makes monster believe it is your ally. Holy Smite: Damages and blinds evil creatures. 5 Dispel Evil: +4 bonus against attacks. Cure Light Wounds, Mass: Cures 1d8 damage +1/level for many creatures. 6 Find the Path: Shows most direct way to a location. Mind Fog: Subjects in fog get –10 to Wisdom and Will checks. 7 Control Weather: Changes weather in local area. Holy Word: Kills, paralyzes, blinds, or deafens non-good subjects. 8 Holy AuraF: +4 to AC, +4 resistance and SR 25 against evil spells. Sunburst: Blinds all within 80 ft., deals 6d6 damage. 9 Heal, Mass: As heal, but with several subjects. Moment of Prescience: You gain insight bonus on single attack roll, check, or save. HADES DOMAIN Requirement: Must be neutral evil. Granted Power (Su): You gain the ability to smite good with a single melee attack once per day. You add your Charisma bonus (if any) to your attack roll and deal an extra 1 point of damage per class level. This smite attack is treated as evil-aligned for the purpose of overcoming damage reduction. At 5th level and every five levels thereafter, you can use this smite attack one additional time per day. Hades Domain Spells 1 Doom: One subject takes –2 on attacks, damage, saves, and checks. Protection from Good: +2 to AC and saves, counter mind control, hedge out elementals and outsiders. 2 Resist Planar Alignment†: Subject can resist penalties for being of an opposed alignment on an aligned Outer Plane. Rebuke†: Subject is dazed 1 round, then shaken. 3 Magic Circle against Good: As protection spell, but 10-ft. radius and 10 minutes/level. Mantle of Evil†: You gain SR 12 + caster level against spells with the good descriptor. 4 Contagion: Infects subject with chosen disease.  Unholy Blight: Damages and sickens good creatures. 5 Crushing Despair: Subjects take –2 on attack rolls, damage rolls, saves, and checks. Dispel Good: +4 bonus against attacks by good creatures. 6 Mind Fog: Subjects in fog get –10 to Wisdom and Will checks. Waves of Fatigue: Several subjects become fatigued. 7 Blasphemy: Kills, paralyzes, weakens, or dazes non-evil subject. Plane ShiftF: As many as eight subjects travel to another plane. 8 Unholy AuraF: +4 to AC, +4 resistance, and SR 25 against good spells. Waves of Exhaustion: Several subjects become exhausted. 9 Energy Drain: Subject gains 2d4 negative levels. GateX: Connects two planes for travel or summoning. LIMBO DOMAIN Requirement: Must be chaotic neutral. Granted Power: You gain the ability to smite law with a single melee attack once per day. You add your Charisma bonus (if any) to your attack roll and deal an extra 1 point of damage per class level. This smite attack is treated as chaotic-aligned for the purpose of overcoming damage reduction. At 5th level and every five levels thereafter, you can use this smite attack one additional time per day. Limbo Domain Spells 1 Confusion, Lesser: One creature acts randomly for 1 round. Protection from Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders. 2 Entropic Shield: Ranged attacks against you have 20% miss chance. Resist Planar Alignment†: Subject can resist penalties for being of an opposed alignment on an aligned Outer Plane. 3 Magic Circle against Law: As protection spell, but 10-ft. radius and 10 minutes/level. Mantle of Chaos: You gain SR 12 + caster level against spells with the lawful descriptor. 4 Chaos Hammer: Damages and slows lawful creatures. Perinarch: Gain greater control over Limbo’s morphic essence. 5 Baleful Polymorph: Transforms subject into harmless animal. Dispel Law: +4 bonus against attacks by lawful creatures. 6 Animate Objects: Objects attack your foes. Insanity: Subject suffers continuous confusion. 7 Song of Discord: Forces subjects to attack each other. Word of Chaos: Nonchaotic subject is killed, confused, stunned, or deafened. 8 Cloak of Chaos: +4 to AC, +4 resistance, and SR 25 against lawful spells. Otto’s Irresistible Dance: Forces subject to dance. 9 Perinarch, Planar†: Gain control over a small area of any divinely morphic plane. Shapechange: Transforms you into any creature, and change forms once per round. MECHANUS DOMAIN Requirement: Must be lawful neutral. Granted Power (Su): You gain the ability to smite chaos with a single melee attack once per day. You add your Charisma bonus (if any) to your attack roll and deal an extra 1 point of damage per class level. This smite attack is treated as lawful-aligned for the purpose of overcoming damage reduction. At 5th level and every five levels thereafter, you can use this smite attack one additional time per day. Mechanus Domain Spells 1 Command: One subject obeys selected command for 1 round. Protection from Chaos: +2 to AC and saves, counter mind control, hedge out elementals and outsiders. 2 Calm Emotions: Calms creatures, negating emotion effects. Mechanus Mind: Reformat subject’s mind to be coldly calculating. 3 Magic Circle against Chaos: As protection spell, but 10-ft. radius and 10 minutes/level. Mantle of Law: You gain SR 12 + caster level against spells with the chaotic descriptor. 4 Discern Lies: Reveals deliberate falsehoods. Order’s Wrath: Damages and dazes chaotic creatures. 5 Dispel Chaos: +4 bonus against attacks by chaotic creatures. Mark of Justice: Designates action that will trigger curse on subject. 6 Hold Monster: As hold person, but any creature. Wall of Gears†: Creates wall of moving gears that deals 1d6 damage/2 levels to creatures within 10 ft. 7 Dictum: Kills, paralyzes, slows, or deafens nonlawful subjects. Hold Person, Mass: As hold person, but all within 30 ft. 8 Iron Body: Your body becomes living iron. Shield of Law: +4 to AC, +4 resistance, and SR 25 against chaotic spells. 9 Call Marut: A marut performs one duty for you. Mordenkainen’s Disjunction: Dispels magic, disenchants magic items.

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