Ideological Domains
Artifice Domain
Granted Power: Gain a +2 Divine bonus to all Craft checks.
- Make Whole: Repairs an object.
- Wood Shape: Rearranges wooden objects to suit you.
- Stone Shape: Sculpts stone into any form.
- Metal Shape (DHE): Sculpts metal into any form.
- Fabricate: Transforms raw materials into finished items.
- Forbiddance: Blocks planar travel, damages creatures of different alignment.
- Refuge: Alters item to transport its possessor to you.
- Symbol (Any): Craft any of the symbol spells as a rune.
- Polymorph Any Object: Changes any subject into anything else.
Battle Domain
Granted Power: Free proficency and Weapon Focus with the deity's favored weapon.
- Divine Favor: You gain attack, damage bonus, +1/three levels.
- Spiritual Weapon: Magic weapon attacks on its own.
- Magic Vestment: Armor or shield gains +1 enhancement/three levels.
- Heroism: Gives +2 bonus on attack rolls, saves, skill checks.
- Righteous Might: Your size increases, and you gain +4 Str.
- Bull's Strength, Mass: As bull's strength, affects one subject/level.
- Heroism, Greater: Gives +4 bonus on attack rolls, saves, skill checks; immunity to fear; temporary hp.
- Antimagic Field: Negates magic within 10 ft.
- Iron Body: Your body becomes living iron.
Blades Domain
Granted Power: Free Weapon Focus Feat (you may choose any bladed weapon).
- True Strike: Adds +20 bonus to your next attack roll.
- Align Weapon: Weapon becomes good, evil, lawful, or chaotic.
- Greater Magic Weapon: +1 bonus/three levels (max +5).
- Martial Avatar (DHE): Weapon gains magical bonuses and special abilities.
- Disrupting Weapon: Melee weapon destroys undead.
- Blade Barrier: Wall of blades deals 1d6/level damage.
- Brilliant Aura (SC): Allies glow and their weapons become brilliant energy weapons +1 damage/2 levels.
- Mordenkainen's Sword: Floating magic blade strikes opponents.
- 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.
- Protection from Law: +2 AC and saves, counter mind control, hedge out elementals and outsiders
- Align Weapon*: Weapon becomes chaotic.
- Magic Circle against Law: As protection spells, but 10-ft. radius and 10 min/level
- Chaos Hammer: Damages and staggers lawful creatures.
- Dispel Law: +4 bonus against attacks by lawful creatures.
- Animate Objects: Objects attack your foes.
- Word of Chaos: Kills, confuses, stuns, or deafens nonchaotic subjects.
- Cloak of Chaos: +4 AC, +4 resistance, SR 25 against lawful spells.
- 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.
- Deathwatch: Sees how wounded subjects within 30 ft. are.
- Gentle Repose: Preserves one corpse.
- Speak with Dead: Corpse answers one question/two levels.
- Death Ward: Grants immunity to death spells and effects.
- Slay Living: Touch attack kills subject.
- Undeath to Death: As Circle of Death, but only affects undead.
- Destruction: Kills subject and destroys remains.
- Symbol of Death: Triggered rune slays nearby creatures.
- 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.
- Inflict Light Wounds: Touch attack, 1d8 +1/level damage (max +5).
- Shatter: Sonic vibration damages objects or crystalline creatures.
- Contagion: Infects subject with chosen disease.
- Inflict Critical Wounds: Touch attack, 4d8 +1/level damage (max +20).
- Slay Living: Touch attack kills subject.
- Blight: Withers one plant or deals 1d6/level damage to plant creature.
- Destruction: Kills subject and destroys remains.
- Inflict Critical Wounds, Mass: Deals 4d8 damage +1/level to many creatures.
- Implosion: Kills one creature/round.
Enslavement Domain
Granted Power: +1 to DC of all Mind-Affecting spells. Intimidation and Sense Motive are class skills.
- Command: One subject obeys one-word command for 1 round.
- Hold Person: Holds one person helpless; 1 round/level.
- Bestow Curse: -6 to an ability; -4 on attacks, saves, and checks; or 50% chance of losing each action.
- Lesser Geas: Commands subject of 7 HD or less.
- Command, Greater: As command, but affects one subject/level.
- Symbol of Persuasion: Triggered rune charms nearby creatures.
- Mass Suggestion: As suggestion, plus one/level subjects.
- Mind Fog: Subjects in fog get -10 Wis, Will checks.
- Mass Charm: As charm monster, but all within 30 ft.
Evil Domain
Granted Power: You cast evil spells at +1 caster level.
- Protection from Good: +2 AC and saves, counter mind control, hedge out elementals and outsiders
- Align Weapon*: Weapon becomes evil.
- Magic Circle against Good: As protection spells, but 10-ft. radius and 10 min./level
- Unholy Blight: Damages and sickens good creatures.
- Dispel Good: +4 bonus against attacks by good creatures.
- Create Undead: Create ghouls, ghasts, mummies, or mohrgs.
- Blasphemy: Kills, paralyzes, weakens, or dazes nonevil subjects.
- Unholy Aura: +4 AC, +4 resistance, SR 25 against good spells.
- 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.
- Protection from Evil: +2 AC and saves, counter mind control, hedge out elementals and outsiders.
- Align Weapon*: Weapon becomes good.
- Magic Circle against Evil: As protection spells, but 10-ft. radius and 10 min./level.
- Holy Smite: Damages and blinds evil creatures.
- Dispel Evil: +4 bonus against attacks by evil creatures.
- Heal: Cures 10 points/level of damage, all diseases and mental conditions.
- Holy Word: Kills, paralyzes, weakens, or dazes nongood subjects.
- Holy Aura: +4 AC, +4 resistance, and SR 25 against evil spells.
- 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.
- Detect Chaos/Evil/Good/Law: Reveals creatures, spells, or objects of selected alignment.
- Zone of Truth: Subjects within range can't lie.
- Zone of Revelation: Reveals hidden and extra-planar things.
- Zone of Respite: Region is proof against interplanar intrusion.
- True Seeing: See all things as they really are.
- Greater Dispelling: As Dispel Magic, but up to +20 on the check.
- Banishment: Banishes 2 HD/level extraplanar creatures.
- Antimagic Field: Negates magic within 10 ft.
- 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.
- Comprehend Languages: Understand all spoken and written languages.
- Augury: Learns whether an action will be good or bad.
- Locate Object: Senses direction toward object (specific or type).
- Divination: Provides useful advice for specific proposed actions.
- True Seeing: See all things as they really are.
- Find the Path: Shows most direct way to a location.
- Scrying, Greater: As scrying, but faster and longer.
- Discern Location: Exact location of creature or object.
- Prying Eyes, Greater: As prying eyes, but eyes have true seeing.
Law Domain
Granted Power: You cast Law spells at +1 caster level.
- Protection from Chaos +2 AC and saves, counter mind control, hedge out elementals and outsiders.
- Align Weapon*: Weapon becomes lawful.
- Magic Circle against Chaos: As protection spells, but 10-ft. radius and 10 min./level
- Order's Wrath: Damages and dazes chaotic creatures.
- Dispel Chaos: +4 bonus against attacks by chaotic creatures.
- Hold Monster: As hold person, but any creature.
- Dictum: Kills, paralyzes, weakens, or dazes nonlawful subjects.
- Shield of Law: +4 AC, +4 resistance, and SR 25 against chaotic spells.
- 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.
- Bless: Allies gain +1 attack and +1 on saves against fear.
- Divine Favor: You gain attack, damage bonus, +1/three levels.
- Prayer: Allies gain +1 on most rolls, and enemies suffer -1.
- Freedom of Movement: Subject moves normally despite impediments.
- Break Enchantment: Frees subjects from enchantments, alterations, curses,and petrification.
- Word of Recall: Teleports you back to designated place.
- Limited Miracle (DHE): Requests a deity s intercession.
- Moment of Prescience: You gain insight bonus on single attack roll, check, or save.
- 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.
- Prestidigitation: Performs minor tricks.
- Identify: Determines single feature of magic item.
- Imbue with Spell Ability: Transfer spells to subject.
- Spell Immunity: Subject is immune to one spell/four levels.
- Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
- Spell Resistance: Subject gains SR 12 + level.
- Spell Turning: Reflect 1d4+6 spell levels back at caster.
- Antimagic Field: Negates magic within 10 ft.
- Contingency: Sets trigger condition for another spell.
Moon Domain
Granted Power: You are immunity to Lycanthropy.
- Faerie Fire: Outlines subjects with light, canceling blur, concealment, etc.
- Moonbeam (SC): Movable beam of light that penetrates darkness and forces lycanthropes to change shape.
- Moon Blade (SC): Touch attack deals 1d8 +1/2 levels (more to undead), and scrambles spellcasting.
- Scrying: Spies on subject from a distance.
- Moonpath (SC): Creates a nearly insubstantial bridge that protects those on it.
- True Seeing: See all things as they really are.
- Greater Scrying: As scrying, but faster and longer.
- Lunar Gravity (DHE): As Reverse Gravity, but only functions outside in view of the moon.
- 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.
- Lesser Confusion: One creature is confused for 1 round.
- Calm Emotions: Calms creatures, negating emotion effects.
- Enthrall: Captivates all within 100 ft. + 10 ft./level.
- Good Hope: Subjects gain +2 on attack rolls, damage rolls, saves, and checks.
- Suggestion: Compels subject to follow stated course of action.
- Confusion: Subjects behave oddly for 1 round/level.
- Song of Discord: Forces targets to attack each other.
- Otto's Irrisistable Dance: Forces subject to dance.
- 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.
- Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.
- Calm Emotions: Calms 1d6 subjects/level, negating emotion effects.
- Water Walk: Subject treads on water as if solid.
- Dismissal: Forces a creature to return to native plane.
- Commune: Deity answers one yes-or-no question/level.
- Forbiddance: Denies area to creatures of another alignment.
- Divine Mote (DHE): Star provides variety of protection, or attacks.
- Spell Immunity, Greater: As spell immunity, but up to 8th-level spells.
- 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.
- Sanctuary: Opponents can't attack you, and you can't attack.
- Shield Other: You take half of subject's damage.
- Protection from Elements: Absorb 12 damage/level from one kind of energy.
- Spell Immunity: Subject is immune to one spell/four levels.
- Spell Resistance: Subject gains SR 12 +1/level.
- Forbiddance: Blocks planar travel, damages creatures of different alignment.
- Refuge: Alters item to transport its possessor to you.
- Dimensional Lock: Teleportation and interplanar travel blocked for one day/level.
- Mind Blank: Subject is immune to mental/emotional magic and scrying.
Renewal Domain
Granted Power: You heal wounds at double the normal healing rate.
- Cure Light Wounds: Cures 1d8 +1/level damage (max +5).
- Lesser Restoration: Dispels magic ability penalty or repairs 1d4 ability damage.
- Remove Disease: Cures all diseases affecting subject.
- Reincarnate: Brings dead subject back in a random body.
- Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
- Cure Moderate Wounds, Mass: Cures 2d8 damage +1/level for many creatures.
- Restoration, Greater: As restoration, plus restores all levels and ability scores.
- Resurrection: Fully restore dead subject.
- 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.
- Enlarge Person: Humanoid creature doubles in size.
- Bull's Strength: Subject gains +4 to Str for 1 min./level.
- Rage: Gives +2 to Str and Con, +1 on Will saves, -2 to AC.
- Enlarge Person, Mass: Enlarges several creatures.
- Righteous Might: Your size increases, and you gain +4 Str.
- Bull's Strength, Mass: As bull's strength, affects one subject/ level.
- Heroism, Greater: Gives +4 bonus on attack rolls, saves, skill checks; immunity to fear; temporary hp.
- Telekinesis: Moves object, attacks creature, or hurls object or creature.
- Iron Body: Your body becomes living iron.
Summoning Domain
Granted Power: Your summoned creatures last an extra 3 rounds.
- Summon Monster I: Calls outsider to fight for you.
- Summon Monster II: Calls outsider to fight for you.
- Summon Monster III: Calls outsider to fight for you.
- Summon Monster IV: Calls outsider to fight for you.
- Summon Monster V: Calls outsider to fight for you.
- Summon Monster VI: Calls outsider to fight for you.
- Summon Monster VII: Calls outsider to fight for you.
- Summon Monster VIII: Calls outsider to fight for you.
- Summon Monster IX: Calls outsider to fight for you.
Sun Domain
Granted Power: You gain a +1d6 Divine bonus to Turn damage rolls.
- Bless: Allies gain +1 attack and +1 on saves against fear.
- Consecrate: Fills area with positive energy, making undead weaker.
- Searing Light: Ray deals 1d8/two levels, more against undead.
- Death Ward: Grants immunity to death spells and effects.
- Disrupting Weapon: Melee weapon destroys undead.
- Undeath to Death: Destroys 1d4 HD/level undead (max 20d4).
- Sunbeam: Beam blinds and deals 3d6 damage.
- Sunburst: Blinds all within 10 ft., deals 3d6 damage.
- 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.
- Endure Elements: Exist comfortably in hot or cold environments.
- Longstrider: Your speed increases by 10 ft.
- Water Walk: Subject treads on water as if solid.
- Air Walk: Subject treads on air as if solid (climb at 45-degree angle).
- Freedom of Movement: Subject moves normally despite impediments.
- Plane Shift: As many as eight subjects travel to another plane.
- Ethereal Jaunt: You become ethereal for 1 round/level.
- Astral Projection: Projects you and companions into Astral Plane.
- Gate*: Connects two planes for travel. * Travel only.
Trickery Domain
Granted Power: Bluff, Disguise, and Forgery are class skills.
- Sanctuary: Opponents can't attack you, and you can't attack.
- Undetectable Alignment: Conceals alignment for 24 hours.
- Invisibility: Subject is invisible for 10 min./level or until it attacks.
- Suggestion: Compels subject to follow stated course of action.
- Glibness: You gain +30 bonus on Bluff checks, and your lies can escape magical discernment.
- Confusion: Subjects behave oddly for 1 round/level.
- Modify Memory: Changes 5 minutes of subject s memories.
- Veil: Changes appearance of group of creatures.
- 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.
- Command Undead: Undead creature obeys your commands.
- Desecrate: Fills area with negative energy, making undead stronger.
- Animate Dead: Creates undead skeletons and zombies.
- Iron Bones (SC): Corporeal undead gain +5 natural armor bonus.
- Enervation: Subject gains 1d4 negative levels.
- Create Undead: Create ghouls, ghasts, mummies, or mohrgs.
- Control Undead: Undead don't attack you while under your command.
- Create Greater Undead: Create shadows, wraiths, spectres, or devourers.
- 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.
- Bless: Allies gain +1 attack and +1 on saves against fear.
- Status: Monitors condition, position of allies.
- Prayer: Allies gain +1 on most rolls, and enemies suffer -1.
- Sending: Delivers short message anywhere, instantly.
- Cure Light Wounds, Mass: Cures 1d8 damage +1/level for many creatures.
- Bull's Strength, Mass: As bull's strength, affects one subject/ level.
- Blade Barrier: Wall of blades deals 1d6/level damage.
- Planar Ally, Greater: As lesser planar ally, but up to 18 HD.
- Storm of Vengeance: Storm rains acid, lightning, and hail.
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