Domains of

                For convenience, I typed up all of the domains listed in the Player's Handbook and Forgotten Realms campaign setting book. This will make it very easy for someone playing a Cleric to copy/paste their character's domains into a word processor and print them out for reference.

                Spells with a § after the spell name are listed at the bottom of this page. Click on the § to zoom down to the spell entry. Below is a list of all domains available in Qur-tayn. Click on one to zoom down. Click here to jump down to the new spells (listed at the bottom of this page). You can hit your browser's 'back' button to return to the top of the page. Alternatively, you can scroll through the page normally.


all domains listed in alphabetical order...


Air

Domain
Granted Power: Turn or destroy earth creatures as a good cleric turns undead. Rebuke, command, or bolster air creatures as an evil cleric rebukes undead. Use these abilities a total number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability.
1st: Obscuring Mist 4th: Air Walk 7th: Control Weather
2nd: Wind Wall 5th: Control Winds 8th: Whirlwind
3rd: Gaseous Form

6th:

Chain Lightning 9th: Elemental Swarm*

* Cast as an air spell only.


Animal

Domain
Granted Power: You can use speak with animals once per day as a spell-like ability.
1st: Calm Animals 4th: Summon Nature’s Ally IV* 7th: Animal Shapes
2nd: Hold Animal 5th: Commune with Nature 8th: Summon Nature’s Ally VIII*
3rd: Dominate Animal

6th:

Antilife Shell 9th: Shapechange

*Can only summon animals.  


Artifice

Domain
Granted Power: Gain +4 bonus on Craft checks. The character casts conjuration (Creation) spells at +1 caster level. (Those with access to both the Artifice and Creation domains cast conjuration [Creation] spells at +3 caster level.)
1st: Animate Rope 4th: Minor Creation 7th: Hardening
2nd: Wood Shape   5th: Fabricate 8th: True Creation
3rd: Stone Shape

6th:

Major Creation 9th: Prismatic Sphere

Cavern

Domain
Granted Power: You gain the Dwarven ability of stonecunning. If you already have stonecunning, your racial bonus for stonecunning increases from +2 to +4 to notice unusual stonework.
1st: Detect Secret Doors 4th: Leomund's Secure Shelter 7th: Maw of Stone
2nd: Darkness 5th: Passwall 8th: Earthquake
3rd: Meld into Stone

6th:

Find the Path 9th: Imprisonment

Chaos

Domain
Granted Power: You cast chaos spells at +1 caster level.
1st: Protection from Law 4th: Chaos Hammer 7th: Word of Chaos
2nd: Shatter 5th: Dispel Law 8th: Cloak of Chaos
3rd: Magic Circle against Law

6th:

Animate Objects 9th: Summon Monster IX*

*Cast as a chaos spell only.


Charm

Domain
Granted Power: The character can boost his or her Charisma by 4 points once per day. Activating this power is a free action. The Charisma increase lasts 1 minute.
1st: Charm Person 4th: Emotion   7th: Insanity  
2nd: Calm Emotions 5th: Charm Monster 8th: Demand  
3rd: Suggestion

6th:

Geas/quest 9th: Dominate Monster

Community

Domain
Granted Power: Use Calm Emotions as a spell-like ability once per day. Gain a +2 competence bonus on Diplomacy checks.
1st: Bless 4th: Status 7th: Refuge
2nd: Shield Other 5th: Telepathic Bond 8th: Mass Heal
3rd: Prayer

6th:

Heroes’ Feast 9th: Miracle

Craft

Domain
Granted Power: You cast creation spells at +1 caster level and gain a +2 skill bonus to the Craft skill of your choice.
1st: Animate Rope 4th: Minor Creation 7th: Major Creation
2nd: Wood Shape 5th: Wall of Stone 8th: Forcecage
3rd: Stone Shape

6th:

Fantastic Machine§ 9th: Greater Fanstastic Machine§

Creation

Domain
Granted Power: Cast conjuration (Creation) spells at +2 caster level. (Those with access to both the Artifice and Creation domains cast conjuration (Creation) spells at +3 caster level.)
1st: Create Water 4th: Minor Creation 7th: Permanent Image
2nd: Minor Image 5th: Major Creation 8th: True Creation
3rd: Create Food and Water

6th:

Heroes’ Feast 9th: Genesis

Darkness

Domain
Granted Power: Free Blind-Fighting feat.
1st: Obscuring Mist 4th: Armor of Darkness§ 7th: Nightmare
2nd: Blindness   5th: Summon Monster V* 8th: Power Word, Blind
3rd: Blacklight§

6th:

Prying Eyes 9th: Power word, Kill

* 1d3 shadows


Death

Domain
Granted Power: You may use a death touch once per day. Your death touch is a supernatural ability that produces a death effect. You must succeed on a melee touch attack against a living creature (using the rules for touch spells). When you touch, roll 1d6 per cleric level you possess. If the total at least equals the creature’s current hit points, it dies (no save).
1st: Cause Fear 4th: Death Ward 7th: Destruction
2nd: Death Knell 5th: Slay Living 8th: Create Greater Undead
3rd: Animate Dead

6th:

Create Undead 9th: Wail of the Banshee

Destruction

Domain
Granted Power: You gain the smite power, the supernatural ability to make a single melee attack with a +4 bonus on attack rolls and a bonus on damage rolls equal to your cleric level (if you hit). You must declare the smite before making the attack. This ability is usable once per day.
1st: Inflict Light Wounds 4th: Inflict Critical Wounds 7th: Disintegrate
2nd: Shatter 5th: Inflict Light Wounds, Mass 8th: Earthquake
3rd: Contagion

6th:

Harm 9th: Implosion

Dwarf

Domain
Granted Power: Free Great Fortitude feat.
1st: Magic Weapon 4th: Greater Magic Weapon 7th: Dictum
2nd: Endurance 5th: Fabricate 8th: Protection from Spells
3rd: Glyph of Warding

6th:

Stone Tell 9th: Elemental Swarm*

* Cast as an Earth spell only.


Earth

Domain
Granted Power: Turn or destroy air creatures as a good cleric turns undead. Rebuke, command, or bolster earth creatures as an evil cleric rebukes undead. Use these abilities a total number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability.
1st: Magic Stone 4th: Spike Stones 7th: Earthquake
2nd: Soften Earth and Stone 5th: Wall of Stone 8th: Iron Body
3rd: Stone Shape

6th:

Stoneskin 9th: Elemental Swarm*

* Cast as an earth spell only.


Evil

Domain
Granted Power: You cast evil spells at +1 caster level.
1st: Protection from Good 4th: Unholy Blight 7th: Blasphemy
2nd: Desecrate 5th: Dispel Good 8th: Unholy Aura
3rd: Magic Circle against Good

6th:

Create Undead 9th: Summon Monster IX*

*Cast as an evil spell only.


Family

Domain
Granted Power: Once per day as a free action, you may protect a number of creatures equal to your Charisma modifier (minimum one creature) with a +4 dodge bonus to AC. This supernatural ability lasts 1 round per level. An affected creature loses this protection if it moves more than 10 feet from you. You may affect yourself with this ability.
1st: Bless 4th: Imbue with Spell Ability 7th: Refuge
2nd: Shield Other 5th: Rary's Telepathic Bond 8th: Protection from Spells
3rd: Helping Hand

6th:

Heroes' Feast 9th: Prismatic Sphere

Fate

Domain
Granted Power: You gain the uncanny dodge ability of a 3rd-level rogue. If you have another class that grants the uncanny dodge ability, treat your level in that class as three higher for determining your uncanny dodge ability.
1st: True Strike 4th: Status 7th: Vision
2nd: Augury 5th: Mark of Justice 8th: Mind Blank
3rd: Bestow Curse

6th:

Geas/Quest 9th: Foresight

Fire

Domain
Granted Power: Turn or destroy water creatures as a good cleric turns undead. Rebuke, command, or bolster fire creatures as an evil cleric rebukes undead. Use these abilities a total number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability.
1st: Burning Hands 4th: Wall of Fire 7th: Fire Storm
2nd: Produce Flame 5th: Fire Shield 8th: Incendiary Cloud
3rd: Resist Energy*

6th:

Fire Seeds 9th: Elemental Swarm**

* Resist cold or fire only.
** Cast as a fire spell only.


Gnome

Domain
Granted Power: You cast all illusion spells at +1 caster level. If you also have the Illusion domain, you cast illusion spells at +3 caster level.
1st: Silent Image 4th: Minor Creation 7th: Screen
2nd: Gembomb§ 5th: Hallucinatory Terrain 8th: Otto's Irresistible Dance
3rd: Minor Image

6th:

Fantastic Machine§ 9th: Summon Nature's Ally*

* Earth elementals or animals only.


Good

Domain
Granted Power: You cast good spells at +1 caster level.
1st: Protection from Evil 4th: Holy Smite 7th: Holy Word
2nd: Aid 5th: Dispel Evil 8th: Holy Aura
3rd: Magic Circle against Evil

6th:

Blade Barrier 9th: Summon Monster IX*

* Cast as a good spell only.


Hatred

Domain
Granted Power: Once per day as a free action, choose one opponent. Against that opponent you gain a +2 profane bonus on attack rolls, saving throws and Armor Class. This supernatural ability lasts 1 minute.
1st: Doom 4th: Emotion* 7th: Blasphemy
2nd: Scare 5th: Righteous Might 8th: Antipathy
3rd: Bestow Curse

6th:

Forbiddance 9th: Wail of the Banshee

* 'hate' effect only.


Healing

Domain
Granted Power: You cast healing spells at +1 caster level.
1st: Cure Light Wounds 4th: Cure Critical Wounds 7th: Regenerate
2nd: Cure Moderate Wounds 5th: Cure Light Wounds, Mass 8th: Cure Critical Wounds, Mass
3rd: Cure Serious Wounds

6th:

Heal 9th: Heal, Mass

Ice

Domain
Granted Power: If you are already immune to cold, you become a cold-natured being and are healed for any cold damage taken and resist fire 5. (If you are vulnerable to fire, reduce the damage by 5 before doubling.)

If you are not immune to cold, your cold resistance increases by 5. 

1st: Iceglide§ 4th: Ice Storm 7th: Forcecage
2nd: Snowball Swarm§ 5th: Cone of Cold 8th: Freezing Cloud*
3rd: Sleet Storm

6th:

Otiluke's Freezing Sphere 9th: Imprisonment

* see Incendiary Cloud.


Illusion

Domain
Granted Power: You cast all illusion spells at +1 caster level. If you also have the Gnome domain, you cast all illusion spells at +3 caster levels.
1st: Silent Image 4th: Phantasmal Killer 7th: Project Image
2nd: Minor Image 5th: Persistent Image 8th: Screen
3rd: Displacement

6th:

Mislead 9th: Weird

Knowledge

Domain
Granted Power: +2 skill check bonus on all Knowledge skills (still must have at least one rank to use the skill).

 You cast divination spells at +1 caster level.

1st: Detect Secret Doors 4th: Divination 7th: Legend Lore
2nd: Detect Thoughts 5th: True Seeing 8th: Discern Location
3rd: Clairaudience/Clairvoyance

6th:

Find the Path 9th: Foresight

Law

Domain
Granted Power: You cast law spells at +1 caster level.
1st: Protection from Chaos 4th: Order’s Wrath 7th: Dictum
2nd: Calm Emotions 5th: Dispel Chaos 8th: Shield of Law
3rd: Magic Circle against Chaos

6th:

Hold Monster 9th: Summon Monster IX*

* 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 before the DM declares whether the roll results in success or failure. You must take the result of the reroll, even if it’s worse than the original roll.
1st: Entropic Shield 4th: Freedom of Movement 7th: Spell Turning
2nd: Aid 5th: Break Enchantment 8th: Moment of Prescience
3rd: Protection from Energy

6th:

Mislead 9th: Miracle

Magic

Domain
Granted Power: Use scrolls, wands, and other devices with spell completion or spell trigger activation as a wizard of one-half your cleric level (at least 1st level). For the purpose of using a scroll or other magic device, if you are also a wizard, actual wizard levels and these effective wizard levels stack.
1st: Magic Aura 4th: Imbue with Spell Ability 7th: Spell Turning
2nd: Identify 5th: Spell Resistance 8th: Protection from Spells
3rd: Dispel Magic

6th:

Antimagic Field 9th: Mage’s Disjunction

Madness

Domain
Granted Power:

The character gains an Insanity score equal to half his or her class level. For spellcasting (determining bonus spells and DCs), the character uses his or her Wisdom score plus his or her Insanity score in place of Wisdom alone. (For all other purposes, such as skills and saves, use Wisdom minus Insanity in place of Wisdom.)

Once per day, the character can see and act with the clarity of true madness. Use the character’s Insanity score as a positive rather than a negative modifier on a single roll involving Wisdom. Choose to use this power before the roll is made.

1st: Random Action 4th: Confusion 7th: Insanity
2nd: Touch of Madness 5th: Bolts of Bedevilment 8th: Maddening Scream
3rd: Rage

6th:

Phantasmal Killer 9th: Weird

Mentalism

Domain
Granted Power: You can generate a mental ward, a spell-like ability to grant someone you touch a resistance bonus on her next Will save equal to your level +2. Activating this power is a standard action and the mental ward is an abjuration effect with a duration of 1 hour that is usable once per day. It can be placed on yourself.
1st: Random Action 4th: Modify Memory 7th: Antipathy
2nd: Detect Thoughts 5th: Mind Fog 8th: Mind Blank
3rd: Clairaudience/-voyance

6th:

Rary's Telepathic Bond 9th: Astral Projection

Metal

Domain
Granted Power: Free Martial or Exotic Weapon Proficiency and Weapon Focus with your choice of hammer.
1st: Magic Weapon 4th: Rusting Grasp 7th: Transmute Metal to Wood
2nd: Heat Metal 5th: Wall of Iron 8th: Iron Body
3rd: Keen Edge

6th:

Blade Barrier 9th: Repel Metal or Stone

Moon

Domain
Granted Power: Turn or destroy lycanthropes as a good Cleric turns or destroys undead. You can use this ability a total number of times per day equal to your Charisma modifier + 3. 
1st: Faerie Fire 4th: Emotion 7th: Insanity
2nd: Moonbeam§ 5th: Moon Path§ 8th: Animal Shapes
3rd: Moon Blade§

6th:

Permanent Image 9th: Moonfire§

Nobility

Domain
Granted Power: The character has the spell-like ability to inspire allies, giving them a +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls. Allies must be able to hear the character speak for 1 round. Using this ability is a standard action. It lasts a number of rounds equal to the character’s Charisma bonus and can be used once per day.
1st: Divine Favor 4th: Discern Lies 7th: Repulsion
2nd: Enthrall 5th: Greater Command 8th: Demand
3rd: Magic Vestment

6th:

Geas/Quest 9th: Storm of Vengeance

Ocean

Domain
Granted Power: You have the supernatural ability to breathe water as if under the effects of a Water Breathing spell, for up to 10 rounds per level. This effect occurs automatically as soon as it applies and can operate multiple times.
1st: Endure Elements 4th: Freedom of Movement 7th: Watersprout§
2nd: Sound Burst 5th: Wall of Ice 8th: Maelstrom§
3rd: Water Breathing

6th:

Otiluke's Freezing Sphere 9th: Elemental Swarm*

* Cast as a water spell only.


Planning

Domain
Granted Power: Free Extend Spell feat.
1st: Deathwatch 4th: Status 7th: Greater Scrying
2nd: Augury 5th: Detect Scrying 8th: Discern Location
3rd: Clairaudience/-voyance

6th:

Heroes' Feast 9th: Time Stop

Plant

Domain
Granted Power: Rebuke or command plant creatures as an evil cleric rebukes or commands undead. Use this ability a total number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability.

+2 Knowledge (Nature) skill bonus.

1st: Entangle 4th: Command Plants 7th: Animate Plants
2nd: Barkskin 5th: Wall of Thorns 8th: Control Plants
3rd: Plant Growth

6th:

Repel Wood 9th: Shambler

Portal

Domain
Granted Power: You can detect an active or inactive portal (rune gate) as if it were a normal secret door (DC 20).
1st: Summon Monster I 4th: Dimension Door 7th: Etherealness
2nd: Analyze Portal§ 5th: Teleport 8th: Maze
3rd: Dimensional Anchor

6th:

Banishment 9th: Gate

Protection

Domain
Granted Power: You can generate a protective ward as a supernatural ability. Grant someone you touch a resistance bonus equal to your cleric level on his or her next saving throw. Activating this power is a standard action. The protective ward is an abjuration effect with a duration of 1 hour that is usable once per day.
1st: Sanctuary 4th: Spell Immunity 7th: Repulsion
2nd: Shield Other 5th: Spell Resistance 8th: Mind Blank
3rd: Protection from Energy

6th:

Antimagic Field 9th: Prismatic Sphere

Renewal

Domain
Granted Power: If you fall to or below 0 hit points, you regain a number of hit points equal to 1d8 + your Charisma modifier. This supernatural ability functions once per day. If an attack brings you to -10 hit points or less, you die.
1st: Cure Light Wounds 4th: Reincarnate 7th: Greater Restoration
2nd: Lesser Restoration 5th: Atonement 8th: Polymorph any Object
3rd: Remove Disease

6th:

Heroes' Feast 9th: Freedom

Repose

Domain
Granted Power: The character may use a death touch once per day. The death touch is a spell-like ability that is a death effect. The character must succeed at a melee touch attack against a living creature (using the rules for touch spells). When the character touches, roll 1d6 per his or her cleric level. If the total at least equals the creature’s current hit points, it dies.
1st: Deathwatch 4th: Death Ward 7th: Destruction
2nd: Gentle Repose 5th: Slay Living 8th: Surelife
3rd: Speak with Dead

6th:

Undeath to Death 9th: Wail of the Banshee

Retribution

Domain
Granted Power: If you have been harmed by someone in combat, you may make a strike of vengeance with a melee or ranged weapon against that individual on your next action. If this attack hits, you deal maximum damage. You may use this supernatural ability once per day. 
1st: Shield of Faith 4th: Fire Shield 7th: Spell Turning
2nd: Endurance 5th: Mark of Justice 8th: Discern Location
3rd: Speak with Dead

6th:

Banishment 9th: Storm of Vengeance

Rune

Domain
Granted Power: Free Scribe Scroll feat.
1st: Erase 4th: Explosive Runes 7th: Instant Summons
2nd: Secret Page 5th: Lesser Planar Binding 8th: Symbol
3rd: Glyph of Warding

6th:

Greater Glyph of Warding 9th: Teleportation Circle

Scalykind

Domain
Granted Power: Rebuke or command animals (reptilian creatures and snakes only) as an evil cleric rebukes or commands undead.  
1st: Magic Fang   4th: Poison 7th: Creeping Doom ( tiny snakes)
2nd: Animal Trance* 5th: Animal Growth* 8th: Animal Shapes*
3rd: Greater Magic Fang

6th:

Eyebite 9th: Shapechange

* Affects ophidian or reptilian creatures only.


Slime

Domain
Granted Power: Rebuke or command oozes as an evil Cleric rebukes or commands undead. Use this ability a total number of times per day equal to your Charisma modifier + 3.
1st: Grease 4th: Rusting Grasp 7th: Destruction
2nd: Melf's Acid Arrow 5th: Evard's Black Tentacles 8th: Power Word Blind
3rd: Poison

6th:

Transmute Rock to Mud 9th: Implosion

Spell

Domain
Granted Power: +2 skill bonus on Concentration and Spellcraft checks.
1st: Mage Armor 4th: Rary's Mnemonic Enhancer 7th: Limited Wish
2nd: Silence 5th: Break Enchantment 8th: Antimagic Field
3rd: Anyspell§

6th:

Greater Anyspell§ 9th: Mordenkainen's Disjunction

Spider

Domain
Granted Power: Rebuke or command spiders as an evil Cleric rebukes or commands undead. Use this ability a total number of times equal to your Charisma modifier + 3.
1st: Spider Climb 4th: Giant Vermin 7th: Stone Spiders§
2nd: Summon Swarm 5th: Insect Plague 8th: Creeping Doom
3rd: Phantom Steed*

6th:

Spider Curse§ 9th: Spider Shapes§

* has a spider shape.


Storm

Domain
Granted Power: You gain electricity resistance 5.
1st: Entropic Shield 4th: Sleet Storm 7th: Control Weather
2nd: Gust of Wind 5th: Ice Storm 8th: Whirlwind
3rd: Call Lightning

6th:

Summon Monster VI* 9th: Storm of Vengeance

* Cast as an air spell only.


Strength

Domain
Granted Power: You can perform a feat of strength as a supernatural ability. You gain an enhancement bonus to Strength equal to your cleric level. Activating the power is a free action, the power lasts 1 round, and it is usable once per day.
1st: Enlarge Person 4th: Spell Immunity 7th: Grasping Hand
2nd: Bull’s Strength 5th: Righteous Might 8th: Clenched Fist
3rd: Magic Vestment

6th:

Stoneskin 9th: Crushing Hand

Suffering

Domain
Granted Power: You main use a pain touch once per day. Make a melee touch attack against a living creature, which bestows upon that creature a -2 enhancement penalty to Strength and Dexterity for 1 minute on a successful attack. This spell-like ability does not affect creatures immune to critical hits.
1st: Bane 4th: Enervation 7th: Eyebite*
2nd: Endurance 5th: Feeblemind 8th: Symbol**
3rd: Bestow Curse

6th:

Harm 9th: Horrid Wilting

* 'sicken' effect only.
** 'pain' effect only.


Sun

Domain
Granted Power: Once per day, you can perform a greater turning against undead in place of a regular turning. The greater turning is like a normal turning except that the undead creatures that would be turned are destroyed instead.
1st: Endure Elements 4th: Fire Shield 7th: Sunbeam
2nd: Heat Metal 5th: Flame Strike 8th: Sunburst
3rd: Searing Light

6th:

Fire Seeds 9th: Prismatic Sphere

Time

Domain
Granted Power: Free Improved Initiative feat.
1st: True Strike 4th: Freedom of Movement 7th: Mass Haste
2nd: Gentle Repose 5th: Permanency 8th: Foresight
3rd: Haste

6th:

Contingency 9th: Time Stop

Trade

Domain
Granted Power: You may use Detect Thoughts once per day as a spell-like ability, affecting one target and lasting a number of minutes equal to your Charisma bonus. Activating this power is a free action.
1st: Message 4th: Sending 7th: Mordy's Magnificent Mansion
2nd: Gembomb§ 5th: Fabricate 8th: Mind Blank
3rd: Eagle's Splendor

6th:

True Seeing 9th: Discern Location

Travel

Domain
Granted Power: For a total time per day of 1 round per cleric level you possess, you can act normally regardless of magical effects that impede movement as if you were affected by the spell freedom of movement. 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 limit of rounds).

+2 on Survival skill checks.

1st: Longstrider 4th: Dimension Door 7th: Teleport, Greater
2nd: Locate Object 5th: Teleport 8th: Phase Door
3rd: Fly

6th:

Find the Path 9th: Astral Projection

Trickery

Domain
Granted Power: +2 skill check bonus to Bluff, Disguise, and Hide.
1st: Disguise Self 4th: Confusion 7th: Screen
2nd: Invisibility 5th: False Vision 8th: Polymorph Any Object
3rd: Nondetection

6th:

Mislead 9th: Time Stop

Tyranny

Domain
Granted Power: Add +2 to the saving throw DC of any compulsion you cast.
1st: Command 4th: Fear 7th: Bigby's Grasping Hand
2nd: Enthrall 5th: Greater Command 8th: Mass Charm
3rd: Discern Lies

6th:

Geas/Quest 9th: Dominate Monster

Undeath

Domain
Granted Power: Free Extra Turning feat.
1st: Detect Undead 4th: Death Ward 7th: Control Undead
2nd: Desecrate 5th: Circle of Doom 8th: Create Greater Undead
3rd: Animate Dead

6th:

Create Undead 9th: Energy Drain

War

Domain
Granted Power: Free Martial Weapon Proficiency with deity’s favored weapon (if necessary) and Weapon Focus with the deity’s favored weapon.
1st: Magic Weapon 4th: Divine Power 7th: Power Word Blind
2nd: Spiritual Weapon 5th: Flame Strike 8th: Power Word Stun
3rd: Magic Vestment

6th:

Blade Barrier 9th: Power Word Kill

Water

Domain
Granted Power: Turn or destroy fire creatures as a good cleric turns undead. Rebuke, command, or bolster water creatures as an evil cleric rebukes undead. Use these abilities a total number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability.
1st: Obscuring Mist 4th: Control Water 7th: Acid Fog
2nd: Fog Cloud 5th: Ice Storm 8th: Horrid Wilting
3rd: Water Breathing

6th:

Cone of Cold 9th: Elemental Swarm*

*Cast as a water spell only.


Weather

Domain
Granted Power: +4 on Survival skill checks.
1st: Obscuring Mist 4th: Sleet Storm 7th: Control Weather
2nd: Fog Cloud 5th: Ice Storm 8th: Whirlwind
3rd: Call Lightning

6th:

Control Winds 9th: Storm of Vengeance

Armor Of Darkness
Abjuration [Darkness]
Level: Darkness 4
Components: V, S , D F
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: 10 minutes/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

The spell envelops the warded creature in a shroud of shadows. The shroud can, if the caster desires, conceal the wearer’s features. In any case, it grants the recipient a +3 deflection bonus to Armor Class plus an additional +1 for every four caster levels (maximum bonus +8). The subject can see through the armor as if it did not exist and is also afforded darkvision with a range of 60 feet. Finally, the subject gains a +2 bonus on saving throws against any holy, good, or light spells or effects.Undead creatures that are subjects of armor of darkness also gain +4 turn resistance.

Blacklight
Evocation [Darkness]
Level: Darkness 3, Sor/Wiz 3
Components: V, S , M
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Area: A 20-ft.-radius emanation centered on a creature, object, or point in space
Duration: 1 round/level (D)
Saving Throw: Will negates or none (object)
Spell Resistance: Yes or no (object)

The caster creates an area of total darkness. The darkness is impenetrable to normal vision and darkvision, but the caster can see normally within the blacklit area. Creatures outside the spell’s area, even the caster, cannot see through it.

The spell can be cast on a point in space, but the effect is stationary cast on a mobile object. A character can cast the spell on a creature, and the effect then radiates from the creature and moves as it moves. Unattended objects and points in space do not get saving throws or benefit from spell resistance.

Blacklight counters or dispels any light spell of equal or lower level. The 3rd-level cleric spell daylight counters or dispels blacklight.

Bolts Of Bedevilment
Enchantment [Mind-Affecting]
Level: Madness 5
Components: V, S
Casting Time: One action
Range: Medium (100 ft. + 10 ft./level)
Effect: Ray
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes

This spell grants the caster the ability to make one ray attack per round. The ray dazes one living creature, clouding its mind so that it takes no action for 1d3 rounds. The creature is not stunned (so attackers get no special advantage against it), but it can’t move, cast spells, use mental abilities, and so on.

Genesis
Conjuration (Creation)
Level: Creation 9
Components: V, S , M, X P
Casting Time: 1 week (8 hours/day)
Range: 180 ft.
Effect: A demiplane on the Ethereal Plane centered on your location
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

This spell creates an immobile, finite plane with limited access—a demi-plane.

Demiplanes created by this power are very small, minor planes. A character can cast this spell only on the Ethereal Plane. When he or she casts it, a local density fluctuation precipitates the creation of a demiplane. At first, the demiplane grows at a rate of a 1-foot-radius per day to an initial maximum radius of 180 feet as the fledgling plane draws substance from surrounding ethereal vapors and protomatter or astral ectoplasm.

The character determines the environment in the demiplane when he or she first casts genesis, reflecting most any desire he or she can visualize. The caster determines factors such as atmosphere, water, temperature, and the shape of the general terrain. However, the spell cannot create life, nor can it create construction. If desired, these must be brought in by some other fashion.

Once the basic demiplane reaches its maximum size, the character can continue to cast this spell to enlarge the demiplane if he or she is inside the boundaries of the demiplane. In such a case, the radiusof the demiplane increases by 60 feet for each subsequent casting.

If the spell is cast again while outside an existing demi-plane, the casting creates a separate bubble that does not touch or overlap any previously created demiplane.

XP Cost: 5,000 XP.

Hardening
Transmutation
Level: Sor/Wiz 6, Artifice 7
Components: V, S
Casting Time: 1 action
Range: Touch
Target: One item of a volume no greater than 10 cu. ft./level
(see text)
Duration: Permanent
Saving Throw: None
Spell Resistance: Yes (object)

This spell increases the hardness of materials.  For every two caster levels, increase by 1 the hardness of the material targeted by the spell. This hardness increase improves only the material’s resistance to damage. Nothing else is modified by the improvement.

The hardening spell does not in any way affect resistance to other forms of transformation.

This spell affects up to 10 cubic feet per level of the spellcaster.

If cast upon a metal or mineral, the volume is reduced to 1 cubic foot per level.

Maddening Scream
Enchantment (Compulsion) [Mind-Affecting]
Level: Sor/Wiz 8, Madness 8
Components: V
Casting Time: One action
Range: Touch
Target: Living creature touched
Duration: 1d4+1 rounds
Saving Throw: None
Spell Resistance: Yes

The subject cannot keep him or herself from behaving as though completely mad. This spell makes it impossible for the victim to do anything other than race about caterwauling.

The effect worsens the Armor Class of the creature by 4, makes Reflex saving throws impossible except on a roll of 20, and makes it impossible to use a shield.

Rage
Enchantment
Level: Madness 3
Components: V, S
Casting Time: One action
Range: Touch
Target: Creature touched
Duration: 1 round/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

The caster can put a creature into a blood frenzy. In this rage, the creature gains +4 to Strength, +4 to Constitution, and a +2 morale bonus on Will saves. (Unlike a barbarian rage, no penalty to AC is suffered, and no fatigue period occurs after the rage is over.)

Surelife
Abjuration
Level: Repose 8
Components: V, S, M
Casting Time: 1 round
Range: Personal
Target: You
Duration: 1 minute/2 levels

This spell allows the caster to protect him or herself against some condition that would ordinarily cause certain death. The character can only protect him or herself against a natural occurrence or condition, not against a spell or the action of a creature. The character must specify the condition against which he or she wishes to protect him or herself, and the spell is effective only against that condition. Should the character be subjected to that condition during the duration of the spell, he or she feels no discomfort and takes no damage from the condition. However, the spell does not protect any items carried on the caster’s person. At the end of the spell’s duration, the condition has full normal effects if the character is still subjected to it.

Touch Of Madness
Enchantment [Mind-Affecting]
Level: Madness 2
Components: V, S
Casting Time: One action
Range: Touch
Target: Creature touched
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes

The caster may daze one living creature by making a successful touch attack. If the target creature does not make a successful Will save, its mind is clouded and it takes no action for 1 round per caster level. The dazed subject is not stunned (so attackers get no special advantage against it), but it can’t move, cast spells, use mental abilities, and so on.

True Creation
Conjuration (Creation)
Level: Creation 8
Components: V, S , M, X P
Casting Time: 10 minutes
Range: 0 ft.
Effect: Unattended, nonmagical object of nonliving matter, up to
1 cu. ft./level
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

The caster creates a nonmagical, unattended object of any sort of matter. Items created are permanent and cannot be negated by dispelling magics or negating powers. For all intents and purposes, these items are completely real. The volume of the item created cannot exceed 1 cubic foot per caster level. The caster must succeed at an appropriate skill check to make a complex item.

Unlike the items brought into being by the lower-level spells minor creation and major creation, objects created by the casting of true creation can be used as material components.

XP Cost: The item’s gold piece value in XP, or a minimum of 1 XP, whichever is more.

Undeath to Death
Necromancy
Level: Sor/Wiz 6, Clr 6, Repose 6
Components: V, S , M, D F
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Area: Several undead creatures within a 50-ft.-radius burst
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes

Undeath to death snuffs out the animating forces of undead creatures, killing them instantly. The spell slays 1d4 HD worth of undead creatures per caster level (maximum 20d4). Creatures with the fewest HD are affected first; among creatures with equal HD, those closest to the point of origin of the burst are affected first.

Material Components: worth at least 500 gp.

 


 

Last Update:
Nov. 10th, 2004

Contact the GM:
Zakarius [at] mail [dot] com