Post by Dungeon Master on May 23, 2008 9:47:02 GMT 7
Domains
Madness Domain
Core Deities: Erythnul, Vecna.
Other Deities: Tharizdun.
Granted Power: Your insanity gives you insight. You subtract 1 from all Wisdom-based skill checks and all Will saves. However, once per day, you can see and act with the clarity of true madness: Add one-half your level to a single Wisdom-based skill check or Will save. You must choose to use this benefit before the check or save is rolled.
MADNESS DOMAIN SPELLS
1 Confusion, Lesser: One creature acts randomly for one round.
2 Touch of Madness*: Dazes one creature for 1 round/level.
3 Rage: Subjects gain +2 to Str and Con, +1 on Will saves, -2 to AC.
4 Confusion: Makes subject behave oddly for 1 round/level.
5 Bolts of Bedevilment*: One ray/round, dazes 1d3 rounds.
6 Phantasmal Killer: Fearsome illusion kills one creature or deals 3d6 damage.
7 Insanity: Subject suffers continuous confusion.
8 Maddening Scream*: Subject has -4 AC, no shield, Reflex save on 20 only.
9 Weird: As phantasmal killer, but affects all within 30 ft.
Mind Domain
Core Deities: Boccob, Olidammara, Wee Jas.
Other Deities: None.
Granted Power: Gain a +2 bonus on Bluff, Diplomacy, and Sense Motive checks.
MIND DOMAIN SPELLS
1 Comprehend Languages: Understands all spoken and written languages.
2 Detect Thoughts: Allows "listening" to surface thoughts.
3 Lesser Telepathic Bond*: Link with subject within 30 ft. for 10 min./level.
4 Discern Lies: Reveals deliberate falsehoods.
5 Rary's Telepathic Bond: Link lets allies communicate.
6 Probe Thoughts*: Read subject's memories, one question/round.
7 Brain Spider[M]*: Eavesdrop on thoughts of up to eight other creatures.
8 Mind Blank: Subject is immune to mental/emotional magic and scrying.
9 Weird: As phantasmal killer, but affects all within 30 ft.
Mysticism Domain
Core Deities: None.
Other Deities: None. Neutral, Lawful Neutral, and Chaotic Neutral deities would never have this domain.
Granted Power: Once per day, you may use a free action to channel your deity's power to grant yourself a luck bonus on your saving throws equal to your Charisma modifier (minimum +1). This is a supernatural ability and its effects last for 1 round per cleric level.
MYSTICISM DOMAIN SPELLS
1 Divine Favor: You gain attack, damage bonus, +1/3 levels.
2 Spiritual Weapon: Magical weapon attacks on its own.
3 Visage of the Deity, Lesser*: Your form becomes more like your deity's.
4 Weapon of the Deity*: Your weapon gains enhancement bonus and special ability..
5 Righteous Might: Your size increases, and you gain +4 Strength.
6 Visage of the Deity*: As lesser visage of the deity, but you get celestial or fiendish qualities.
7 Blasphemy/Holy Word[1]: Kills, paralyzes, weakens, or dazes nonevil/nongood subjects.
8 Holy Aura/Unholy Aura[1]: +4 AC, +4 resistance, and SR 25 against evil/good spells.
9 Visage of the Deity, Greater[1]*: As lesser visage of the deity, but you become half-celestial or half-fiendish.
[1] Choose one spell of those given, based on your alignment, that is always your domain spell for this level.
Oracle Domain
Core Deities: Boccob.
Other Deities: Celestian, Cyndor, Istus.
Granted Power: You cast divination spells at +2 caster levels.
ORACLE DOMAIN SPELLS
1 Identify[M]: Determines single feature of magic item.
2 Augury[M, F]: Learns whether an action will be good or bad.
3 Divination[M]: Provides useful advice for specific, proposed action.
4 Scrying[F]: Spies on subject from a distance.
5 Commune[X]: Deity answers one yes-or-no question/level.
6 Legend Lore[M, F]: Learn tales about a person, place, or thing.
7 Scrying, Greater: As scrying, but faster and longer.
8 Discern Location: Exact location of creature or object.
9 Foresight: "Sixth sense" warns of impending danger.
Pact Domain
Core Deities: None.
Other Deities: Bralm, Mouqol.
Granted Power: Add Appraise, Intimidate, and Sense Motive to your list of cleric class skills.
PACT DOMAIN SPELLS
1 Command: One subject obeys selected command for 1 round.
2 Shield Other: You take half of subject's damage.
3 Speak With Dead: Corpse answers one question/two levels.
4 Divination: Provides useful advice for specific proposed actions.
5 Stalwart Pact[X]*: You gain combat bonuses automatically when reduced to half hit points or lower.
6 Zealot Pact[X]*: You automatically gain combat bonuses when you attack someone of opposite alignment.
7 Renewal Pact[X]*: Creature is automatically healed if adverse condition affects it.
8 Death Pact[M, X]*: Deity brings you back from the dead automatically.
9 Gate: Connects two planes for travel or summoning.
Pestilence Domain
Core Deities: Nerull.
Other Deities: Incabulos.
Granted Power: Immunity to the effects of all diseases, though clerics with this power can still carry infectious diseases.
PESTILENCE DOMAIN SPELLS
1 Doom: One subject suffers -2 on attacks, damage, saves, and checks.
2 Summon Swarm: Summons swarm of bats, rats, or spiders.
3 Contagion: Infects subject with chosen disease.
4 Poison: Touch deals 1d10 Con damage, repeats in 1 min.
5 Plague of Rats*: Summons horde of diseased rats.
6 Curse of Lycanthropy[M]: Causes temporary lycanthropy in subject.
7 Scourge[F]*: Inflicts a disease that must be magically cured, one subject/level.
8 Create Greater Undead[1]: Create shadows, wraiths, spectres, or devourers.
9 Otyugh Swarm: Creates 3d4 otyughs or 1d3+1 Huge otyughs.
[1] May only be used to create mummies.
Purification Domain
Core Deities: None.
Other Deities: Rao, Wastri.
Granted Power: You cast abjuration spells at +1 caster level.
PURIFICATION DOMAIN SPELLS
1 Nimbus of Light*: Sunlight illuminates you until released as an attack for 1d8 +1/level damage.
2 Deific Vengeance*: Deity's punishment deals 1d6 damage/two caster levels (max 5d6).
3 Recitation*: Your allies get bonus on attacks and saves, and your foes get penalties.
4 Castigate*: Verbal rebuke deafens all who hear and damages those whose alignment differs from yours.
5 Dance of the Unicorn*: Purifying mist washes the air clean of smoke, dust, and poisons.
6 Fires of Purity*: Target bursts into magical flame, becoming a dangerous weapon.
7 Righteous Wrath of the Faithful*: Your allies get bonuses, especially if they worship your deity.
8 Sunburst: Blinds all within 10 ft., deals 6d6 damage.
9 Visage of the Deity, Greater*: As lesser visage of the deity, but you become half-celestial or half-fiendish.
Summoner Domain
Core Deities: None.
Other Deities: Trithereon.
Granted Power: Add +2 to your caster level for all Conjuration (summoning) or Conjuration (calling) spells.
SUMMONER DOMAIN SPELLS
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 Lesser Planar Ally: Exchange services with an 8 HD outsider.
5 Summon Monster V: Calls outsider to fight for you.
6 Planar Ally: As lesser planar ally, but up to 16 HD.
7 Summon Monster VII: Calls outsider to fight for you.
8 Greater Planar Ally: As lesser planar ally, but up to 24 HD.
9 Gate: Connects two planes for travel or summoning.
Weather Domain
Core Deities: Fharlanghn, Obad-Hai.
Other Deities: Geshtai.
Granted Power: Inclement weather has less of an effect on you. Rain and snow don't penalize your Spot and Search checks. You can move through snow-covered and icy terrain at your normal movement. Wind effects, whether natural or magical, affect you as if you were one size category larger.
WEATHER DOMAIN SPELLS
1 Obscuring Mist: Fog surrounds you.
2 Gust of Wind: Blows away or knocks down smaller creatures.
3 Call Lightning: Calls down lightning bolts (3d6 per bolt) from sky.
4 Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.
5 Binding Winds*: Air prevents target from moving, hinders ranged attacks.
6 Cloudwalkers*: Targets can walk on clouds, flying at high altitudes.
7 Control Weather: Changes weather in local area.
8 Whirlwind: Cyclone deals damage and can pick up creatures.
9 Whirlwind, Greater*: As whirlwind, but larger and more destructive.
Madness Domain
Core Deities: Erythnul, Vecna.
Other Deities: Tharizdun.
Granted Power: Your insanity gives you insight. You subtract 1 from all Wisdom-based skill checks and all Will saves. However, once per day, you can see and act with the clarity of true madness: Add one-half your level to a single Wisdom-based skill check or Will save. You must choose to use this benefit before the check or save is rolled.
MADNESS DOMAIN SPELLS
1 Confusion, Lesser: One creature acts randomly for one round.
2 Touch of Madness*: Dazes one creature for 1 round/level.
3 Rage: Subjects gain +2 to Str and Con, +1 on Will saves, -2 to AC.
4 Confusion: Makes subject behave oddly for 1 round/level.
5 Bolts of Bedevilment*: One ray/round, dazes 1d3 rounds.
6 Phantasmal Killer: Fearsome illusion kills one creature or deals 3d6 damage.
7 Insanity: Subject suffers continuous confusion.
8 Maddening Scream*: Subject has -4 AC, no shield, Reflex save on 20 only.
9 Weird: As phantasmal killer, but affects all within 30 ft.
Mind Domain
Core Deities: Boccob, Olidammara, Wee Jas.
Other Deities: None.
Granted Power: Gain a +2 bonus on Bluff, Diplomacy, and Sense Motive checks.
MIND DOMAIN SPELLS
1 Comprehend Languages: Understands all spoken and written languages.
2 Detect Thoughts: Allows "listening" to surface thoughts.
3 Lesser Telepathic Bond*: Link with subject within 30 ft. for 10 min./level.
4 Discern Lies: Reveals deliberate falsehoods.
5 Rary's Telepathic Bond: Link lets allies communicate.
6 Probe Thoughts*: Read subject's memories, one question/round.
7 Brain Spider[M]*: Eavesdrop on thoughts of up to eight other creatures.
8 Mind Blank: Subject is immune to mental/emotional magic and scrying.
9 Weird: As phantasmal killer, but affects all within 30 ft.
Mysticism Domain
Core Deities: None.
Other Deities: None. Neutral, Lawful Neutral, and Chaotic Neutral deities would never have this domain.
Granted Power: Once per day, you may use a free action to channel your deity's power to grant yourself a luck bonus on your saving throws equal to your Charisma modifier (minimum +1). This is a supernatural ability and its effects last for 1 round per cleric level.
MYSTICISM DOMAIN SPELLS
1 Divine Favor: You gain attack, damage bonus, +1/3 levels.
2 Spiritual Weapon: Magical weapon attacks on its own.
3 Visage of the Deity, Lesser*: Your form becomes more like your deity's.
4 Weapon of the Deity*: Your weapon gains enhancement bonus and special ability..
5 Righteous Might: Your size increases, and you gain +4 Strength.
6 Visage of the Deity*: As lesser visage of the deity, but you get celestial or fiendish qualities.
7 Blasphemy/Holy Word[1]: Kills, paralyzes, weakens, or dazes nonevil/nongood subjects.
8 Holy Aura/Unholy Aura[1]: +4 AC, +4 resistance, and SR 25 against evil/good spells.
9 Visage of the Deity, Greater[1]*: As lesser visage of the deity, but you become half-celestial or half-fiendish.
[1] Choose one spell of those given, based on your alignment, that is always your domain spell for this level.
Oracle Domain
Core Deities: Boccob.
Other Deities: Celestian, Cyndor, Istus.
Granted Power: You cast divination spells at +2 caster levels.
ORACLE DOMAIN SPELLS
1 Identify[M]: Determines single feature of magic item.
2 Augury[M, F]: Learns whether an action will be good or bad.
3 Divination[M]: Provides useful advice for specific, proposed action.
4 Scrying[F]: Spies on subject from a distance.
5 Commune[X]: Deity answers one yes-or-no question/level.
6 Legend Lore[M, F]: Learn tales about a person, place, or thing.
7 Scrying, Greater: As scrying, but faster and longer.
8 Discern Location: Exact location of creature or object.
9 Foresight: "Sixth sense" warns of impending danger.
Pact Domain
Core Deities: None.
Other Deities: Bralm, Mouqol.
Granted Power: Add Appraise, Intimidate, and Sense Motive to your list of cleric class skills.
PACT DOMAIN SPELLS
1 Command: One subject obeys selected command for 1 round.
2 Shield Other: You take half of subject's damage.
3 Speak With Dead: Corpse answers one question/two levels.
4 Divination: Provides useful advice for specific proposed actions.
5 Stalwart Pact[X]*: You gain combat bonuses automatically when reduced to half hit points or lower.
6 Zealot Pact[X]*: You automatically gain combat bonuses when you attack someone of opposite alignment.
7 Renewal Pact[X]*: Creature is automatically healed if adverse condition affects it.
8 Death Pact[M, X]*: Deity brings you back from the dead automatically.
9 Gate: Connects two planes for travel or summoning.
Pestilence Domain
Core Deities: Nerull.
Other Deities: Incabulos.
Granted Power: Immunity to the effects of all diseases, though clerics with this power can still carry infectious diseases.
PESTILENCE DOMAIN SPELLS
1 Doom: One subject suffers -2 on attacks, damage, saves, and checks.
2 Summon Swarm: Summons swarm of bats, rats, or spiders.
3 Contagion: Infects subject with chosen disease.
4 Poison: Touch deals 1d10 Con damage, repeats in 1 min.
5 Plague of Rats*: Summons horde of diseased rats.
6 Curse of Lycanthropy[M]: Causes temporary lycanthropy in subject.
7 Scourge[F]*: Inflicts a disease that must be magically cured, one subject/level.
8 Create Greater Undead[1]: Create shadows, wraiths, spectres, or devourers.
9 Otyugh Swarm: Creates 3d4 otyughs or 1d3+1 Huge otyughs.
[1] May only be used to create mummies.
Purification Domain
Core Deities: None.
Other Deities: Rao, Wastri.
Granted Power: You cast abjuration spells at +1 caster level.
PURIFICATION DOMAIN SPELLS
1 Nimbus of Light*: Sunlight illuminates you until released as an attack for 1d8 +1/level damage.
2 Deific Vengeance*: Deity's punishment deals 1d6 damage/two caster levels (max 5d6).
3 Recitation*: Your allies get bonus on attacks and saves, and your foes get penalties.
4 Castigate*: Verbal rebuke deafens all who hear and damages those whose alignment differs from yours.
5 Dance of the Unicorn*: Purifying mist washes the air clean of smoke, dust, and poisons.
6 Fires of Purity*: Target bursts into magical flame, becoming a dangerous weapon.
7 Righteous Wrath of the Faithful*: Your allies get bonuses, especially if they worship your deity.
8 Sunburst: Blinds all within 10 ft., deals 6d6 damage.
9 Visage of the Deity, Greater*: As lesser visage of the deity, but you become half-celestial or half-fiendish.
Summoner Domain
Core Deities: None.
Other Deities: Trithereon.
Granted Power: Add +2 to your caster level for all Conjuration (summoning) or Conjuration (calling) spells.
SUMMONER DOMAIN SPELLS
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 Lesser Planar Ally: Exchange services with an 8 HD outsider.
5 Summon Monster V: Calls outsider to fight for you.
6 Planar Ally: As lesser planar ally, but up to 16 HD.
7 Summon Monster VII: Calls outsider to fight for you.
8 Greater Planar Ally: As lesser planar ally, but up to 24 HD.
9 Gate: Connects two planes for travel or summoning.
Weather Domain
Core Deities: Fharlanghn, Obad-Hai.
Other Deities: Geshtai.
Granted Power: Inclement weather has less of an effect on you. Rain and snow don't penalize your Spot and Search checks. You can move through snow-covered and icy terrain at your normal movement. Wind effects, whether natural or magical, affect you as if you were one size category larger.
WEATHER DOMAIN SPELLS
1 Obscuring Mist: Fog surrounds you.
2 Gust of Wind: Blows away or knocks down smaller creatures.
3 Call Lightning: Calls down lightning bolts (3d6 per bolt) from sky.
4 Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.
5 Binding Winds*: Air prevents target from moving, hinders ranged attacks.
6 Cloudwalkers*: Targets can walk on clouds, flying at high altitudes.
7 Control Weather: Changes weather in local area.
8 Whirlwind: Cyclone deals damage and can pick up creatures.
9 Whirlwind, Greater*: As whirlwind, but larger and more destructive.