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DivineDomains

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Elemental Domains

Air Domain

Granted Power: Gain sonic resistace 5.

  1. Obscuring Mist: Fog surrounds you.
  2. Gust of Wind: Blows away or knocks down smaller creatures.
  3. Wind Wall: Deflects arrows, smaller creatures, and gases.
  4. Air Walk: Subject treads on air as if solid (climb at 45-degree angle)
  5. Control Winds: Change wind direction and speed.
  6. Wind Walk: You and your allies turn vaporous and travel fast.
  7. Control Weather: Changes weather in local area.
  8. Whirlwind: Cyclone inflicts damage and can pick up creatures.
  9. Elemental Swarm*: Summons 2d4 Large, 1d4 Huge elementals.* Cast as an air spell only.

Ash Domain

Granted Power: +4 to saves vs. fire and poison; smoke does not block your sight.

  1. Mephitic Spray (DHE): Smoke nauseates targets.
  2. Heat Metal: Hot metal damages those who touch it.
  3. Magma Blade (DHE): As Flame Blade, plus Strength bonus.
  4. Stinking Cloud: Nauseating vapors, 1 round/level
  5. Ash Storm (DHE): As Ice Storm, but 3d6 Fire damage and 4d6 Bludgeoning.
  6. Cloudkill: Kills 3 HD or less; 4-6 HD save or die.
  7. Wall of Magma (DHE): As Wall of Fire, but solid.
  8. Iron Body: Your body becomes living iron.
  9. Elemental Swarm*: Summons 2d4 Large, 1d4 Huge elementals.* Cast as an ash spell only.

Earth Domain

Granted Power: Gain supernatural immunity to suffocation by earth, rock or stone. Burial does not limit your ability to cast spells with Somatic components, though armor restricts you normally.

  1. Sandspray (DHE): 1d6 subdual damage +1d6/2 levels (max 5d6) in 10' semicircle.
  2. Stone Shape: Sculpts stone into any form.
  3. Meld into Stone: You and your gear merge with stone.
  4. Spike Stones: Creatures in area take 1d8 damage, may be slowed.
  5. Transmute Mud to Rock (or Rock to Mud): Transforms two 10-ft. cubes/level.
  6. Wall of Stone: 20 hp/four levels; can be shaped.
  7. Stoneskin: Stops blows, cuts, stabs, and slashes.
  8. Earthquake: Intense tremor shakes 5-ft./level radius.
  9. Elemental Swarm*: Summons 2d4 Large, 1d4 Huge elementals.* Cast as an earth spell only.

Fire Domain

Granted Power: Gain fire resistance 5.

  1. Produce Flame: 1d4 +1/two levels damage, touch or thrown.
  2. Resist Energy*: Ignore 10 (or more) damage/round against one energy type.
  3. Weapon Afire (DHE): Non-magical weapon gains Flaming Burst power.
  4. Flame Strike: Smites foes with divine fire (1d6/level).
  5. Wall of Fire: Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 +1/level.
  6. Fire Shield: Creatures attacking you take fire damage; you're protected from heat or cold.
  7. Fire Storm: Deals 1d6 fire damage/level.
  8. Incendiary Cloud: Cloud deals 4d6 fire damage/round.
  9. Elemental Swarm**: Summons 2d4 Large, 1d4 Huge elementals.* Resist cold or fire only.
    • Cast as a fire spell only.

Ice Domain

Granted Power: Gain cold resistance 5.

  1. Ice Dagger (DHE): Create a magic weapon which deals cold damage.
  2. Resist Energy*: Ignore 10 (or more) damage/round against one energy type.
  3. Quench: Extinguishes nonmagical fires or one magic item.
  4. Wall of Ice: Ice plane creates wall with 15 hp +1/level, or hemisphere can trap creatures inside.
  5. Ice Strike: As flame strike, but deals cold damage.
  6. Freezing Sphere: Freezing Sphere Freezes water or deals cold damage.
  7. Polar Storm: As fire storm, but deals cold damage.
  8. Polar Ray: Ranged touch attack deals 1d10/level cold damage.
  9. Elemental Swarm**: Summons 2d4 Large, 1d4 Huge elementals.* Resist cold or fire only.
    • Cast as an ice spell only.

Ooze Domain

Granted Power: Gain acid resistance 5.

  1. Grease: Makes 10-ft. square or one object slippery.
  2. Soften Earth and Stone: Turns stone to clay or dirt to sand or mud.
  3. Acid Arrow: Ranged touch attack deals 2d4 damage for 1 round + 1 round/three levels.
  4. Rusting Grasp: Your touch corrodes iron and alloys.
  5. Transmute Rock to Mud: Transforms two 10-ft. cubes/level.
  6. Acid Fog: Fog deals acid damage.
  7. Slime Wave (SC): Create a 15 ft. spread of green slime.
  8. Acid Sheath (SC): Sheath of acid damages those who attack you, lets you make touch attacks.
  9. Elemental Swarm*: Summons 2d4 Large, 1d4 Huge elementals.* Cast as an ooze spell only.

Storm Domain

Granted Power: Electricty resistance 5.

  1. Shocking Grasp: Touch delivers 1d6/level electricity damage (max 5d6).
  2. Cloudburst (SC): Rain obscures vision, extinguishes fires, and hampers missiles.
  3. Call Lightning: Calls down lightning bolts (3d6 per bolt) from sky.
  4. Sleet Storm: Hampers vision and movement.
  5. Control Winds: Change wind direction and speed.
  6. Call Lightning Storm: As call lightning, but 5d6 damage per bolt.
  7. Control Weather: Changes weather in local area.
  8. Thunderswarm: Like Meteor Swarm, but does electrical damage.
  9. Elemental Swarm*: Summons 2d4 Large, 1d4 Huge elementals.* Cast as a storm spell only.

Water Domain

Granted Power: Gain Water Breathing as a permanent supernatural ability.

  1. Aura Against Flame (SC): Ignore 10 fire damage/round and put out fires.
  2. Swim (SC): Target gains swim speed of 30'.
  3. Water Breathing: Subjects can breathe underwater.
  4. Control Water: Raise, lower, or part bodies of water.
  5. Cloak of the Sea (SC): Bestows Water Breathing, Freedom of Movement and Invisibility when in the water.
  6. Drown (SC): Target immediately begins to drown.
  7. Waterspout (SC): Moving waterspout on water batters for 3d8 damage, can trap creatures or very small boats.
  8. Maelstrom (SC): Vortex forms in water, sucking in creatures and objects for 3d8 damage per round.
  9. Elemental Swarm*: Summons 2d4 Large, 1d4 Huge elementals.* Cast as a water spell only.

Natural Domains

Animal Domain

Granted Power: You can expend a Divine Energy slot to cast speak with animals as a spell-like ability. Handle Animal and Ride are class skills.

  1. Calm Animals: Calms 2d4 +1/level HD of animals, beasts, and magical beasts.
  2. Share Husk (SC): See & hear using animal's senses.
  3. Greater Magic Fang: One natural weapon of subject creature gets +1 bonus to attack and damage per three caster levels (max +5).
  4. Mass Calm: As calm animals, but any number of targets, and no HD limit.
  5. Animal Growth: One animal/two levels doubles in size, HD.
  6. Antilife Shell: 10-ft. field hedges out living creatures.
  7. Awaken*: Animal gains human intellect.
  8. Animal Shapes: One ally/level polymorphs into chosen animal.
  9. Summon Nature's Ally IX: Calls creature to fight for you.* Can be cast only on an animal (not a tree).

Healing Domain

Granted Power: You cast healing spells at +1 caster level.

  1. Cure Light Wounds: Cures 1d8 +1/level damage (max +5).
  2. Cure Moderate Wounds: Cures 2d8 +1/level damage (max +10).
  3. Cure Serious Wounds: Cures 3d8 +1/level damage (max +15).
  4. Cure Critical Wounds: Cures 4d8 +1/level damage (max +20).
  5. Cure Light Wounds, Mass: Cures 1d8 damage +1/level (max +25) for many creatures.
  6. Heal: Cures all damage, diseases, and mental conditions.
  7. Regenerate: Subject's severed limbs grow back.
  8. Cure Critical Wounds, Mass: Cures 4d8 damage +1/level (max +40) for many creatures.
  9. Mass Heal: As Heal, but with several subjects.

Plant Domain

Granted Power: Rebuke or command plant creatures as an evil cleric rebukes or commands undead, costing a single Divine Energy slot. Knowledge (nature) is a class skill.

  1. Entangle: Plants entangle everyone in 40-ft.-radius circle.
  2. Barkskin: Grants +3 natural armor bonus (or higher).
  3. Plant Growth: Grows vegetation, improves crops.
  4. Control Plants: Talk to and control plants & fungi.
  5. Wall of Thorns: Thorns damage anyone who tries to pass.
  6. Animate Plants: One or more trees animate and fight for you.
  7. Awaken*: Tree gains human intellect.
  8. Command Plants: Plants animate and vegetation entangles.
  9. Shambler: Summons 1d4+2 shambling mounds to fight for you.* Can be cast only on a tree (not an animal).

Nature's Call

Granted Power: Your summoned creatures last an extra 3 rounds.

  1. Summon Nature's Ally I: Calls creature to fight for you.
  2. Summon Nature's Ally II: Calls creature to fight for you.
  3. Summon Nature's Ally III: Calls creature to fight for you.
  4. Summon Nature's Ally IV: Calls creature to fight for you.
  5. Summon Nature's Ally V: Calls creature to fight for you.
  6. Summon Nature's Ally VI: Calls creature to fight for you.
  7. Summon Nature's Ally VII: Calls creature to fight for you.
  8. Summon Nature's Ally VIII: Calls creature to fight for you.
  9. Summon Nature's Ally IX: Calls creature to fight for you.

    Ideological Domains

    Artifice Domain

    Granted Power: Gain a +2 Divine bonus to all Craft checks.

    1. Make Whole: Repairs an object.
    2. Wood Shape: Rearranges wooden objects to suit you.
    3. Stone Shape: Sculpts stone into any form.
    4. Metal Shape (DHE): Sculpts metal into any form.
    5. Fabricate: Transforms raw materials into finished items.
    6. Forbiddance: Blocks planar travel, damages creatures of different alignment.
    7. Refuge: Alters item to transport its possessor to you.
    8. Symbol (Any): Craft any of the symbol spells as a rune.
    9. Polymorph Any Object: Changes any subject into anything else.

    Battle Domain

    Granted Power: Free proficency and Weapon Focus with the deity's favored weapon.

    1. Divine Favor: You gain attack, damage bonus, +1/three levels.
    2. Spiritual Weapon: Magic weapon attacks on its own.
    3. Magic Vestment: Armor or shield gains +1 enhancement/three levels.
    4. Heroism: Gives +2 bonus on attack rolls, saves, skill checks.
    5. Righteous Might: Your size increases, and you gain +4 Str.
    6. Bull's Strength, Mass: As bull's strength, affects one subject/level.
    7. Heroism, Greater: Gives +4 bonus on attack rolls, saves, skill checks; immunity to fear; temporary hp.
    8. Antimagic Field: Negates magic within 10 ft.
    9. Iron Body: Your body becomes living iron.

    Blades Domain

    Granted Power: Free Weapon Focus Feat (you may choose any bladed weapon).

    1. True Strike: Adds +20 bonus to your next attack roll.
    2. Align Weapon: Weapon becomes good, evil, lawful, or chaotic.
    3. Greater Magic Weapon: +1 bonus/three levels (max +5).
    4. Martial Avatar (DHE): Weapon gains magical bonuses and special abilities.
    5. Disrupting Weapon: Melee weapon destroys undead.
    6. Blade Barrier: Wall of blades deals 1d6/level damage.
    7. Brilliant Aura (SC): Allies glow and their weapons become brilliant energy weapons +1 damage/2 levels.
    8. Mordenkainen's Sword: Floating magic blade strikes opponents.
    9. Black Blade of Disaster (SC): Floating magic blade strikes opponents, may disintegrate them.

    Chaos Domain

    Granted Power: You cast chaos spells at +1 caster level.

    1. Protection from Law: +2 AC and saves, counter mind control, hedge out elementals and outsiders
    2. Align Weapon*: Weapon becomes chaotic.
    3. Magic Circle against Law: As protection spells, but 10-ft. radius and 10 min/level
    4. Chaos Hammer: Damages and staggers lawful creatures.
    5. Dispel Law: +4 bonus against attacks by lawful creatures.
    6. Animate Objects: Objects attack your foes.
    7. Word of Chaos: Kills, confuses, stuns, or deafens nonchaotic subjects.
    8. Cloak of Chaos: +4 AC, +4 resistance, SR 25 against lawful spells.
    9. Summon Monster IX*: Calls outsider to fight for you. * Cast as a chaos spell only.

    Death Domain

    Granted Power: Gain a +2 Divine bonus to all turn or destroy undead checks.

    1. Deathwatch: Sees how wounded subjects within 30 ft. are.
    2. Gentle Repose: Preserves one corpse.
    3. Speak with Dead: Corpse answers one question/two levels.
    4. Death Ward: Grants immunity to death spells and effects.
    5. Slay Living: Touch attack kills subject.
    6. Undeath to Death: As Circle of Death, but only affects undead.
    7. Destruction: Kills subject and destroys remains.
    8. Symbol of Death: Triggered rune slays nearby creatures.
    9. Soul Bind: Traps newly dead soul to prevent resurrection.

    Destruction Domain

    Granted Power: As a Quickened Supernatural action, you may exchange a Divine Energy slot to smite, which grants you the ability to make a single melee attack with a +4 attack bonus and a damage bonus equal to your cleric level (if you hit). You must declare the smite before making the attack.

    1. Inflict Light Wounds: Touch attack, 1d8 +1/level damage (max +5).
    2. Shatter: Sonic vibration damages objects or crystalline creatures.
    3. Contagion: Infects subject with chosen disease.
    4. Inflict Critical Wounds: Touch attack, 4d8 +1/level damage (max +20).
    5. Slay Living: Touch attack kills subject.
    6. Blight: Withers one plant or deals 1d6/level damage to plant creature.
    7. Destruction: Kills subject and destroys remains.
    8. Inflict Critical Wounds, Mass: Deals 4d8 damage +1/level to many creatures.
    9. Implosion: Kills one creature/round.

    Enslavement Domain

    Granted Power: +1 to DC of all Mind-Affecting spells. Intimidation and Sense Motive are class skills.

    1. Command: One subject obeys one-word command for 1 round.
    2. Hold Person: Holds one person helpless; 1 round/level.
    3. Bestow Curse: -6 to an ability; -4 on attacks, saves, and checks; or 50% chance of losing each action.
    4. Lesser Geas: Commands subject of 7 HD or less.
    5. Command, Greater: As command, but affects one subject/level.
    6. Symbol of Persuasion: Triggered rune charms nearby creatures.
    7. Mass Suggestion: As suggestion, plus one/level subjects.
    8. Mind Fog: Subjects in fog get -10 Wis, Will checks.
    9. Mass Charm: As charm monster, but all within 30 ft.

    Evil Domain

    Granted Power: You cast evil spells at +1 caster level.

    1. Protection from Good: +2 AC and saves, counter mind control, hedge out elementals and outsiders
    2. Align Weapon*: Weapon becomes evil.
    3. Magic Circle against Good: As protection spells, but 10-ft. radius and 10 min./level
    4. Unholy Blight: Damages and sickens good creatures.
    5. Dispel Good: +4 bonus against attacks by good creatures.
    6. Create Undead: Create ghouls, ghasts, mummies, or mohrgs.
    7. Blasphemy: Kills, paralyzes, weakens, or dazes nonevil subjects.
    8. Unholy Aura: +4 AC, +4 resistance, SR 25 against good spells.
    9. Summon Monster IX.*: Calls outsider to fight for you. * Cast as an evil spell only.

    Good Domain

    Granted Power: You cast good spells at +1 caster level.

    1. Protection from Evil: +2 AC and saves, counter mind control, hedge out elementals and outsiders.
    2. Align Weapon*: Weapon becomes good.
    3. Magic Circle against Evil: As protection spells, but 10-ft. radius and 10 min./level.
    4. Holy Smite: Damages and blinds evil creatures.
    5. Dispel Evil: +4 bonus against attacks by evil creatures.
    6. Heal: Cures 10 points/level of damage, all diseases and mental conditions.
    7. Holy Word: Kills, paralyzes, weakens, or dazes nongood subjects.
    8. Holy Aura: +4 AC, +4 resistance, and SR 25 against evil spells.
    9. Summon Monster IX*: Calls outsider to fight for you. * Cast as a good spell only.

    Inquisition Domain

    Granted Power: +1 Divine bonus on Dispel Magic checks.

    1. Detect Chaos/Evil/Good/Law: Reveals creatures, spells, or objects of selected alignment.
    2. Zone of Truth: Subjects within range can't lie.
    3. Zone of Revelation: Reveals hidden and extra-planar things.
    4. Zone of Respite: Region is proof against interplanar intrusion.
    5. True Seeing: See all things as they really are.
    6. Greater Dispelling: As Dispel Magic, but up to +20 on the check.
    7. Banishment: Banishes 2 HD/level extraplanar creatures.
    8. Antimagic Field: Negates magic within 10 ft.
    9. Selene's Disjunction: Dispels magic, disenchants magic items.

    Knowlege Domain

    Granted Power: All Knowledge skills are class skills. You cast divinations at +1 caster level.

    1. Comprehend Languages: Understand all spoken and written languages.
    2. Augury: Learns whether an action will be good or bad.
    3. Locate Object: Senses direction toward object (specific or type).
    4. Divination: Provides useful advice for specific proposed actions.
    5. True Seeing: See all things as they really are.
    6. Find the Path: Shows most direct way to a location.
    7. Scrying, Greater: As scrying, but faster and longer.
    8. Discern Location: Exact location of creature or object.
    9. Prying Eyes, Greater: As prying eyes, but eyes have true seeing.

    Law Domain

    Granted Power: You cast Law spells at +1 caster level.

    1. Protection from Chaos +2 AC and saves, counter mind control, hedge out elementals and outsiders.
    2. Align Weapon*: Weapon becomes lawful.
    3. Magic Circle against Chaos: As protection spells, but 10-ft. radius and 10 min./level
    4. Order's Wrath: Damages and dazes chaotic creatures.
    5. Dispel Chaos: +4 bonus against attacks by chaotic creatures.
    6. Hold Monster: As hold person, but any creature.
    7. Dictum: Kills, paralyzes, weakens, or dazes nonlawful subjects.
    8. Shield of Law: +4 AC, +4 resistance, and SR 25 against chaotic spells.
    9. Summon Monster IX*: Calls outsider to fight for you. * Cast as a law spell only.

    Luck Domain

    Granted Power: You gain the power of good fortune, which is usable once per day. This extraordinary ability allows you to reroll one roll that you have just made. You must take the result of the reroll, even if it's worse than the original roll.

    1. Bless: Allies gain +1 attack and +1 on saves against fear.
    2. Divine Favor: You gain attack, damage bonus, +1/three levels.
    3. Prayer: Allies gain +1 on most rolls, and enemies suffer -1.
    4. Freedom of Movement: Subject moves normally despite impediments.
    5. Break Enchantment: Frees subjects from enchantments, alterations, curses,and petrification.
    6. Word of Recall: Teleports you back to designated place.
    7. Limited Miracle (DHE): Requests a deity s intercession.
    8. Moment of Prescience: You gain insight bonus on single attack roll, check, or save.
    9. Miracle: Requests a deity's intercession.

    Magic Domain

    Granted Power: You can convert your Divine Energy slots (i.e. Turn Undead attempts) into Greater Dispellings.

    1. Prestidigitation: Performs minor tricks.
    2. Identify: Determines single feature of magic item.
    3. Imbue with Spell Ability: Transfer spells to subject.
    4. Spell Immunity: Subject is immune to one spell/four levels.
    5. Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
    6. Spell Resistance: Subject gains SR 12 + level.
    7. Spell Turning: Reflect 1d4+6 spell levels back at caster.
    8. Antimagic Field: Negates magic within 10 ft.
    9. Contingency: Sets trigger condition for another spell.

    Moon Domain

    Granted Power: You are immunity to Lycanthropy.

    1. Faerie Fire: Outlines subjects with light, canceling blur, concealment, etc.
    2. Moonbeam (SC): Movable beam of light that penetrates darkness and forces lycanthropes to change shape.
    3. Moon Blade (SC): Touch attack deals 1d8 +1/2 levels (more to undead), and scrambles spellcasting.
    4. Scrying: Spies on subject from a distance.
    5. Moonpath (SC): Creates a nearly insubstantial bridge that protects those on it.
    6. True Seeing: See all things as they really are.
    7. Greater Scrying: As scrying, but faster and longer.
    8. Lunar Gravity (DHE): As Reverse Gravity, but only functions outside in view of the moon.
    9. Moonfire (SC): Cone deals 1d8/2 levels to living, 1d8/level to undead and shapechangers.

    Music Domain

    Granted Power: You may use Divine Energy slots to Countersong. (Countersong roll is 1d20 + Level + Cha bonus.) Also, Perform is a class skill.

    1. Lesser Confusion: One creature is confused for 1 round.
    2. Calm Emotions: Calms creatures, negating emotion effects.
    3. Enthrall: Captivates all within 100 ft. + 10 ft./level.
    4. Good Hope: Subjects gain +2 on attack rolls, damage rolls, saves, and checks.
    5. Suggestion: Compels subject to follow stated course of action.
    6. Confusion: Subjects behave oddly for 1 round/level.
    7. Song of Discord: Forces targets to attack each other.
    8. Otto's Irrisistable Dance: Forces subject to dance.
    9. Sympathetic Vibration: Deals 2d10 damage/round to freestanding structure.

    Nobility Domain

    Granted Power: You gain a +2 Divine bonus to your Leadership score. Also, your Cleric levels count as Aristocrat levels for taking Aristocrat Feats.

    1. Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.
    2. Calm Emotions: Calms 1d6 subjects/level, negating emotion effects.
    3. Water Walk: Subject treads on water as if solid.
    4. Dismissal: Forces a creature to return to native plane.
    5. Commune: Deity answers one yes-or-no question/level.
    6. Forbiddance: Denies area to creatures of another alignment.
    7. Divine Mote (DHE): Star provides variety of protection, or attacks.
    8. Spell Immunity, Greater: As spell immunity, but up to 8th-level spells.
    9. Foresight: "Sixth sense" warns of impending danger.

    Protection Domain

    Granted Power: You can generate a protective ward, a spell-like ability to grant someone you touch a resistance bonus on her next saving throw equal to your level. Activating this power is standard action. The protective ward is an abjuration effect with a duration of 1 hour that uses one Divine Energy slot.

    1. Sanctuary: Opponents can't attack you, and you can't attack.
    2. Shield Other: You take half of subject's damage.
    3. Protection from Elements: Absorb 12 damage/level from one kind of energy.
    4. Spell Immunity: Subject is immune to one spell/four levels.
    5. Spell Resistance: Subject gains SR 12 +1/level.
    6. Forbiddance: Blocks planar travel, damages creatures of different alignment.
    7. Refuge: Alters item to transport its possessor to you.
    8. Dimensional Lock: Teleportation and interplanar travel blocked for one day/level.
    9. Mind Blank: Subject is immune to mental/emotional magic and scrying.

    Renewal Domain

    Granted Power: You heal wounds at double the normal healing rate.

    1. Cure Light Wounds: Cures 1d8 +1/level damage (max +5).
    2. Lesser Restoration: Dispels magic ability penalty or repairs 1d4 ability damage.
    3. Remove Disease: Cures all diseases affecting subject.
    4. Reincarnate: Brings dead subject back in a random body.
    5. Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
    6. Cure Moderate Wounds, Mass: Cures 2d8 damage +1/level for many creatures.
    7. Restoration, Greater: As restoration, plus restores all levels and ability scores.
    8. Resurrection: Fully restore dead subject.
    9. Mass Heal: As heal, but with several subjects.

    Strength Domain

    Granted Power: You can expend a Divine Energy slot to perform a feat of strength, which is the supernatural ability to gain an enhancement bonus to Strength equal to your level. Activating the power is a Swift action, and the effect lasts 1 round.

    1. Enlarge Person: Humanoid creature doubles in size.
    2. Bull's Strength: Subject gains +4 to Str for 1 min./level.
    3. Rage: Gives +2 to Str and Con, +1 on Will saves, -2 to AC.
    4. Enlarge Person, Mass: Enlarges several creatures.
    5. Righteous Might: Your size increases, and you gain +4 Str.
    6. Bull's Strength, Mass: As bull's strength, affects one subject/ level.
    7. Heroism, Greater: Gives +4 bonus on attack rolls, saves, skill checks; immunity to fear; temporary hp.
    8. Telekinesis: Moves object, attacks creature, or hurls object or creature.
    9. Iron Body: Your body becomes living iron.

    Summoning Domain

    Granted Power: Your summoned creatures last an extra 3 rounds.

    1. Summon Monster I: Calls outsider to fight for you.
    2. Summon Monster II: Calls outsider to fight for you.
    3. Summon Monster III: Calls outsider to fight for you.
    4. Summon Monster IV: Calls outsider to fight for you.
    5. Summon Monster V: Calls outsider to fight for you.
    6. Summon Monster VI: Calls outsider to fight for you.
    7. Summon Monster VII: Calls outsider to fight for you.
    8. Summon Monster VIII: Calls outsider to fight for you.
    9. Summon Monster IX: Calls outsider to fight for you.

    Sun Domain

    Granted Power: You gain a +1d6 Divine bonus to Turn damage rolls.

    1. Bless: Allies gain +1 attack and +1 on saves against fear.
    2. Consecrate: Fills area with positive energy, making undead weaker.
    3. Searing Light: Ray deals 1d8/two levels, more against undead.
    4. Death Ward: Grants immunity to death spells and effects.
    5. Disrupting Weapon: Melee weapon destroys undead.
    6. Undeath to Death: Destroys 1d4 HD/level undead (max 20d4).
    7. Sunbeam: Beam blinds and deals 3d6 damage.
    8. Sunburst: Blinds all within 10 ft., deals 3d6 damage.
    9. Undeath's Eternal Foe (SC): Targets receive negative energy protection and immunity to most undead special attacks.

    Travel Domain

    Granted Power: Freedom of Movement for one round. This is a Quickened spell-like ability which uses a Divine Energy slot.

    1. Endure Elements: Exist comfortably in hot or cold environments.
    2. Longstrider: Your speed increases by 10 ft.
    3. Water Walk: Subject treads on water as if solid.
    4. Air Walk: Subject treads on air as if solid (climb at 45-degree angle).
    5. Freedom of Movement: Subject moves normally despite impediments.
    6. Plane Shift: As many as eight subjects travel to another plane.
    7. Ethereal Jaunt: You become ethereal for 1 round/level.
    8. Astral Projection: Projects you and companions into Astral Plane.
    9. Gate*: Connects two planes for travel. * Travel only.

    Trickery Domain

    Granted Power: Bluff, Disguise, and Forgery are class skills.

    1. Sanctuary: Opponents can't attack you, and you can't attack.
    2. Undetectable Alignment: Conceals alignment for 24 hours.
    3. Invisibility: Subject is invisible for 10 min./level or until it attacks.
    4. Suggestion: Compels subject to follow stated course of action.
    5. Glibness: You gain +30 bonus on Bluff checks, and your lies can escape magical discernment.
    6. Confusion: Subjects behave oddly for 1 round/level.
    7. Modify Memory: Changes 5 minutes of subject s memories.
    8. Veil: Changes appearance of group of creatures.
    9. Mind Blank: Subject is immune to mental/emotional magic and scrying.

    Undeath Domain

    Granted Power: Gain a +2 Divine bonus to all rebuke or command undead checks.

    1. Command Undead: Undead creature obeys your commands.
    2. Desecrate: Fills area with negative energy, making undead stronger.
    3. Animate Dead: Creates undead skeletons and zombies.
    4. Iron Bones (SC): Corporeal undead gain +5 natural armor bonus.
    5. Enervation: Subject gains 1d4 negative levels.
    6. Create Undead: Create ghouls, ghasts, mummies, or mohrgs.
    7. Control Undead: Undead don't attack you while under your command.
    8. Create Greater Undead: Create shadows, wraiths, spectres, or devourers.
    9. Energy Drain: Subject gains 2d4 negative levels.

    War Domain

    Granted Power: You can use Divine Energy slot to grant allies Divine attack bonus as a spell-like ability. Bonus is +1 attack in a burst centered on you (5 ft. radius per level), and lasts one minute.

    1. Bless: Allies gain +1 attack and +1 on saves against fear.
    2. Status: Monitors condition, position of allies.
    3. Prayer: Allies gain +1 on most rolls, and enemies suffer -1.
    4. Sending: Delivers short message anywhere, instantly.
    5. Cure Light Wounds, Mass: Cures 1d8 damage +1/level for many creatures.
    6. Bull's Strength, Mass: As bull's strength, affects one subject/ level.
    7. Blade Barrier: Wall of blades deals 1d6/level damage.
    8. Planar Ally, Greater: As lesser planar ally, but up to 18 HD.
    9. Storm of Vengeance: Storm rains acid, lightning, and hail.

Note on Sources:

  • (DHE) -- Demon Haunted Earth -- See the New Spells page on this site for more info.
  • (SC) -- Spell Compendium.
  • Other spells are named as they appear in the SRD

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