|
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
|