Domains

For the purpose of domain alignment and domain spells, below is a grid of the majority of the Pantheon and their respective domains. Domains from the 3.5e sourcebook, as well as choice 3.5e supplement books, have been added for quick reference.

Gods Domain Chart
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Vaath, God of Consequence

 * Neutral, Lawful
 * Force, Knowledge, Law, Protection
 * Barbarians, Fighters, Monks, Rakuul Judicature, Rangers

Utri, God of the Hunt

 * Neutral, Lawful
 * Animal, Community, Plant, Protection
 * Druids, Elves, Half-Elves, Halflings, Rangers

Nethe, Goddess of Mortality

 * Neutral, Lawful
 * Death, Knowledge, Law, Magic
 * Clerics, Bards, Mages, Orckind

Ziliya, Goddess of Love

 * Neutral, Chaotic
 * Chaos, Charm, Community, Madness
 * Any

Urnngrakh, Goddess of Hate
Strength
 * Neutral, Chaotic
 * Chaos, Destruction,
 * Barbarians, Drow, Orckind, Crusaders

Mehtu'fn, God of Nature

 * Neutral, Chaotic
 * Air, Creation, Earth, Fire, Water, Cold, Weather
 * Druids, Dwarves, Elves, Half-elves, Monks

Talmir, God of the Infinite Void

 * Neutral, Chaotic
 * Celestial, Knowledge, Madness, Magic
 * Drow, Gnomes, Mages

Hinra, Goddess of War

 * Neutral
 * Courage, Glory, Strength, Trickery, War
 * Barbarians, Fighters, Stihl Empire

Clefeb, God of Music

 * Neutral
 * Air, Charm, Protection, Water
 * Bards, Humans, Daran Republic, Rakuul Judicature

Eloka, Goddess of the Equinox

 * Neutral
 * Creation, Dream, Plant, Weather
 * Druids, Elves, Farmers, Hunters

Zekar, Warden of Time

 * Neutral
 * Celestial, Fate, Knowledge, Magic
 * Mages, Wolves of Winter

Aurelia, Goddess of Rebirth

 * Good, Neutral
 * Animal, Creation, Good, Healing, Plant
 * Druids, Elves, Healers

Vilaq, Goddess of Sagacity

 * Good, Neutral
 * Celestial, Knowledge, Protection, Magic
 * Druids, Elves, Mages, Monks, Elders

Ulrik, God of Mercy

 * Good, Neutral
 * Community, Good, Healing, Protection
 * Activists, Charities, Healers

Io, God of Purity

 * Good, Lawful
 * Courage, Good, Glory, Protection
 * Healers, Paladins, Humans, Half-Elves

Volkyr, God of Laws

 * Good, Lawful
 * Community, Knowledge, Law, Protection
 * Politicians, Lawyers, Authority Figures, Paladins

Phineas, God of Opportunity

 * Good, Chaotic
 * Fate, Good, Luck, Trickery
 * Adventurers, Merchants, Rogues

Rillian, God of Greed and Jealousy

 * Evil, Neutral
 * Celestial, Evil, Trickery
 * Drow, Politicians, Rogues

Ur, God of Naught

 * Evil, Neutral
 * Darkness, Destruction, Evil, Force
 * Evil Mages, Drow, Nihilists

Vexis, God of Profanation

 * Evil, Lawful
 * Death, Destruction, Evil, War
 * Drow, Necromancers, Undead Acolytes

Aeslyn, Goddess of Tribulation

 * Evil, Chaotic
 * Chaos, Fate, Luck, Trickery
 * Bards, Halflings, Rogues

Raverus, God of Depravity

 * Evil, Chaotic
 * Destruction, Domination, Evil, Pestilence
 * Evil Barbarians, Evil Fighters, Murderers, Orckind

Segfult, God of Flaws

 * Chaotic Chaotic
 * Chaos, Destruction, Madness, Trickery
 * Chaotic Evil Alignments, Chaotic Good Alignments, Psychopaths

Vona, Keeper of the Night

 * True Neutral
 * Celestial, Darkness, Protection, Magic
 * Druids, Elves, Nocturnal sentience

Sashi, Goddess of the High Seas

 * Chaotic Neutral
 * Courage, Luck, Water, Cold, Weather
 * Pirates, Seafarers

Exos, God of the Ether

 * True Neutral
 * Celestial, Dream, Knowledge, Magic
 * Dreamers, Ethereal Entities, Ghosts

Ith, God of Shadows

 * True Neutral
 * Air, Darkness, Force
 * Creepy weirdos
 * }

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Air
Granted Powers: 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.


 * 1) Obscuring Mist: Fog surrounds you.
 * 2) Wind Wall: Deflects arrows, smaller creatures, and gases.
 * 3) Gaseous Form: Subject becomes insubstantial and can fly slowly.
 * 4) Air Walk: Subject treads on air as if solid (climb at 45-degree angle).
 * 5) Control Winds: Change wind direction and speed.
 * 6) Chain Lightning: 1d6/level damage; 1 secondary bolt/level each deals half damage.
 * 7) Control Weather: Changes weather in local area.
 * 8) Whirlwind: Cyclone deals damage and can pick up creatures.
 * 9) Elemental Swarm*: Summons multiple elementals.

Gods: Clefeb, Mehtu'fn, Utri

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Animal
Granted Powers: You can use speak with animals once per day as a spell-like ability.

Add Knowledge (nature) to your list of cleric class skills.


 * 1) Calm Animals: Calms (2d4 + level) HD of animals.
 * 2) Hold Animal: Paralyzes one animal for 1 round/level.
 * 3) Dominate Animal: Subject animal obeys silent mental commands.
 * 4) Summon Nature's Ally IV*: Calls creature to fight.
 * 5) Commune with Nature: Learn about terrain for 1 mile/level.
 * 6) Antilife Shell: 10-ft. field hedges out living creatures.
 * 7) Animal Shapes: One ally/level polymorphs into chosen animal.
 * 8) Summon Nature's Ally VIII*: Calls creature to fight.
 * 9) ShapechangeF: Transforms you into any creature, and change forms once per round.
 * Can only summon animals.

Gods: Aurelia, Utri

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Celestial
Granted Powers: 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). This granted power is a supernatural ability.

Add Survival to your list of cleric class skills.

Celestial Domain Spells
 * 1) Longstrider: Increases your speed.
 * 2) Locate Object: Senses direction toward object (specific or type).
 * 3) Fly: Subject flies at speed of 60 ft.
 * 4) Dimension Door: Teleports you short distance.
 * 5) Teleport: Instantly transports you as far as 100 miles/level.
 * 6) Find the Path: Shows most direct way to a location.
 * 7) Greater Teleport: As teleport, but no range limit and no off-target arrival.
 * 8) Phase Door: Creates an invisible passage through wood or stone.
 * 9) Astral ProjectionM: Projects you and companions onto Astral Plane.

Gods: Exos, Rillian, Talmir, Vilaq, Vona

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

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

Gods: Aeslyn, Segfult, Urrngrakh, Ziliya

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Charm
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.
 * Charm Domain Spells
 * 1) Charm Person
 * 2) Calm Emotions
 * 3) Suggestion
 * 4) Heroism
 * 5) Charm Monster
 * 6) Geas/Quest
 * 7) Insanity
 * 8) Demand
 * 9) Dominate Monster

Gods: Clefeb, Ziliya

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Cold
Granted Power: You can turn or destroy fire creatures as a good cleric turns undead. You can also rebuke or command cold 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.

Cold Domain Spells
 * 1) Chill Touch
 * 2) Chill Metal
 * 3) Sleet Storm
 * 4) Ice Storm
 * 5) Wall of Ice
 * 6) Cone of Cold
 * 7) Control Weather
 * 8) Polar Ray
 * 9) Obedient Avalanche

Gods: Eloka, Mehtu'fn, Sashi

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Community
Granted Power: Use calm emotions as a spell-like ability once per day. Gain a +2 competence bonus on Diplomacy checks.
 * Community Domain Spells
 * 1) Bless
 * 2) Shield Other
 * 3) Prayer
 * 4) Status
 * 5) Telepathic Bond
 * 6) Heroes' Feast
 * 7) Refuge
 * 8) Mass Heal
 * 9) Miracle

Gods: Ulrik, Utri, Volkyr, Ziliya

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Courage
Granted Power: You radiate an aura of courage that grants all allies within 10 feet (including yourself) a +4 morale bonus on saving throws against fear effects. This supernatural ability functions while you are conscious, but not if you are unconscious or dead.

Courage Domain Spells
 * 1) Remove Fear
 * 2) Aid
 * 3) Cloak of Bravery
 * 4) Heroism
 * 5) Valiant Fury
 * 6) Heroes' Feast
 * 7) Heroism, Greater
 * 8) Lion's Roar
 * 9) Cloak of Bravery, Greater

Gods: Hinra, Io, Sashi

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Creation
Granted Power: Cast conjuration (creation) spells at +2 caster level.
 * Creation Domain Spells
 * 1) Create Water
 * 2) Minor Image
 * 3) Create Food and Water
 * 4) Minor Creation
 * 5) Major Creation
 * 6) Heroes' Feast
 * 7) Permanent Image
 * 8) True Creation
 * 9) Genesis

Gods: Aurelia, Eloka, Mehtu'fn

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Darkness
Granted Power: Free Blind-Fight feat.
 * Darkness Domain Spells
 * 1) Obscuring Mist
 * 2) Blindness
 * 3) Blacklight (Spell Compendium)
 * 4) Armor of Darkness
 * 5) Summon Shadows
 * 6) Prying Eyes
 * 7) Nightmare
 * 8) Power Word Blind
 * 9) Power Word Kill

Gods: Ith, Ur, Vona

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Death
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).

Death Domain Spells
 * 1) Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
 * 2) Death Knell: Kill dying creature and gain 1d8 temporary hp, +2 to Str, and +1 caster level.
 * 3) Animate DeadM: Creates undead skeletons and zombies.
 * 4) Death Ward: Grants immunity to death spells and negative energy effects.
 * 5) Slay Living: Touch attack kills subject.
 * 6) Create UndeadM: Create ghouls, ghasts, mummies, or mohrgs.
 * 7) DestructionF: Kills subject and destroys remains.
 * 8) Create Greater UndeadM: Create shadows, wraiths, spectres, or devourers.
 * 9) Wail of the Banshee: Kills one creature/level.

Gods: Nethe, Vexis

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Destruction
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.

Destruction Domain Spells
 * 1) Inflict Light Wounds: Touch attack, 1d8 damage +1/level (max +5).
 * 2) Shatter: Sonic vibration damages objects or crystalline creatures.
 * 3) Contagion: Infects subject with chosen disease.
 * 4) Inflict Critical Wounds: Touch attack, 4d8 damage +1/level (max +20).
 * 5) Mass Inflict Light Wounds: Deals 1d8 damage +1/level to any creatures.
 * 6) Harm: Deals 10 points/level damage to target.
 * 7) Disintegrate: Makes one creature or object vanish.
 * 8) Earthquake: Intense tremor shakes 80-ft.-radius.
 * 9) Implosion: Kills one creature/round.

Gods: Raverus, Segfult, Ur, Urrngrakh, Vexis

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Domination
Granted Power: You get the Spell Focus (Enchantment) feat.
 * 1) Command
 * 2) Enthrall
 * 3) Suggestion
 * 4) Dominate Person
 * 5) Greater Command
 * 6) Geas/Quest
 * 7) Suggestion, Mass
 * 8) True Domination
 * 9) Monstrous Thrall

Gods: Raverus

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Dream
Granted Power: Because you have long delved into dreams and nightmares, you are immune to fear effects.

Dream Domain Spells
 * 1) Sleep
 * 2) Augury
 * 3) Deep Slumber
 * 4) Phantasmal Killer
 * 5) Nightmare
 * 6) Dream Sight
 * 7) Scrying, Greater
 * 8) Power Word Stun
 * 9) Weird

Gods: Eloka, Exos

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Earth
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.

Earth Domain Spells
 * 1) Magic Stone: Three stones become +1 projectiles, 1d6 +1 damage.
 * 2) Soften Earth: Turns stone to clay or dirt to sand or mud.
 * 3) Stone Shape: Sculpts stone into any shape.
 * 4) Spike Stones: Creatures in area take 1d8 damage, may be lowed.
 * 5) Wall of Stone: Creates a stone wall that can be shaped.
 * 6) StoneskinM: Ignore 10 points of damage per attack.
 * 7) Earthquake: Intense tremor shakes 80-ft.-radius.
 * 8) Iron Body: Your body becomes living iron.
 * 9) Elemental Swarm*: Summons multiple elementals.
 * Cast as an earth spell only.

Gods: Mehtu'fn

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

Evil Domain Spells
 * 1) Protection from Good: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
 * 2) DesecrateM: Fills area with negative energy, making undead stronger.
 * 3) Magic Circle against Good: As protection spells, but 10-ft. radius and 10 min./level.
 * 4) Unholy Blight: Damages and sickens good creatures.
 * 5) Dispel Good: +4 bonus against attacks by good creatures.
 * 6) Create UndeadM: Create ghouls, ghasts, mummies, or mohrgs.
 * 7) Blasphemy: Kills, paralyzes, weakens, or dazes nonevil subjects.
 * 8) Unholy AuraF: +4 to AC, +4 resistance, SR 25 against good spells.
 * 9) Summon Monster IX*: Calls extraplanar creature to fight for you.
 * Cast as an evil spell only.

Gods: Raverus, Rillian, Ur, Vexis

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Fate
Granted Power: You gain the uncanny dodge ability, allowing you to retain your Dexterity bonus to AC (if any) even if caught flat-footed or struck by an invisible attacker. However, you still lose your dexterity bonus to AC if immobilized. If you have another class that gives you uncanny dodge, your cleric levels add to that class's level for determining when you gain the improved uncanny dodge class feature (see page 25 of the Player's Handbook).

Fate Domain Spells
 * 1) True Strike
 * 2) Augury
 * 3) Bestow Curse
 * 4) Status
 * 5) Mark of Justice
 * 6) Geas/Quest
 * 7) Vision
 * 8) Mind Blank
 * 9) Foresight

Gods: Aeslyn, Phineas, Zekar

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Fire
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.

Fire Domain Spells
 * 1) Burning Hands: 1d4/level fire damage (max 5d4).
 * 2) Produce Flame: 1d6 damage +1/ level, touch or thrown.
 * 3) Resist Energy*: Ignores 10 (or more) points of damage/attack from specified energy type.
 * 4) Wall of Fire: Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 damage +1/level.
 * 5) Fire Shield: Creatures attacking you take fire damage; you’re protected from heat or cold.
 * 6) Fire Seeds: Acorns and berries become grenades and bombs.
 * 7) Fire Storm: Deals 1d6/level fire damage.
 * 8) Incendiary Cloud: Cloud deals 4d6 fire damage/round.
 * 9) Elemental Swarm**: Summons multiple elementals.
 * Resist cold or fire only.
 * Cast as a fire spell only.

Gods: Mehtu'fn

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Force
Granted Power: By manipulating cosmic forces of inertia and force, once per day the cleric can reroll any damage roll (for a weapon, a spell, or an ability) and take the better of the two rolls. This granted power is considered a super-natural ability.

Force Domain Spells
 * 1) Mage Armor
 * 2) Magic Missile
 * 3) Blast of Force
 * 4) Otiluke's Resilient Sphere
 * 5) Wall of Force
 * 6) Repulsion
 * 7) Forcecage
 * 8) Otiluke's Telekinetic Sphere
 * 9) Bigby's Crushing Hand

Gods: Ith, Ur, Vaath

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Glory
Granted Power: Turn undead with a +2 bonus on the turning check and +1d6 to the turning damage roll.
 * Glory Domain Spells
 * 1) Disrupt Undead
 * 2) Bless Weapon
 * 3) Searing Light
 * 4) Holy Smite
 * 5) Holy Sword
 * 6) Bolt of Glory
 * 7) Sunbeam
 * 8) Crown of Glory
 * 9) Gate

Gods: Hinra, Io

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

Good Domain Spells
 * 1) Protection from Evil: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
 * 2) Aid: +1 on attack rolls, +1 on saves against fear, 1d8 temporary hp +1/level (max +10).
 * 3) Magic Circle against Evil: As protection spells, but 10-ft. radius and 10 min./level.
 * 4) Holy Smite: Damages and blinds evil creatures.
 * 5) Dispel Evil: +4 bonus against attacks by evil creatures.
 * 6) Blade Barrier: Wall of blades deals 1d6/level damage.
 * 7) Holy WordF: Kills, paralyzes, slows, or deafens nongood subjects.
 * 8) Holy Aura: +4 to AC, +4 resistance, and SR 25 against evil spells.
 * 9) Summon Monster IX*: Calls extraplanar creature to fight for you.
 * Cast as a good spell only.

Gods: Aurelia, Io, Phineas, Ulrik

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

Healing Domain Spells
 * 1) Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
 * 2) Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).
 * 3) Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).
 * 4) Cure Critical Wounds: Cures 4d8 damage +1/level (max +20).
 * 5) Mass Cure Light Wounds: Cures 1d8 damage +1/level (max +25) for many creatures.
 * 6) Heal: Cures 10 points/level of damage, all diseases and mental conditions.
 * 7) Regenerate: Subject’s severed limbs grow back, cures 4d8 damage +1/level (max +35).
 * 8) Mass Cure Critical Wounds: Cures 4d8 damage +1/level (max +40) for many creatures.
 * 9) Mass Heal: As heal, but with several subjects.

Gods: Aurelia, Ulrik

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Knowledge
Granted Power: Add all Knowledge skills to your list of cleric class skills. You cast divination spells at +1 caster level.

Knowledge Domain Spells
 * 1) Detect Secret Doors: Reveals hidden doors within 60 ft.
 * 2) Detect Thoughts: Allows “listening” to surface thoughts.
 * 3) Clairaudience/Clairvoyance: Hear or see at a distance for 1 min./level.
 * 4) DivinationM: Provides useful advice for specific proposed actions.
 * 5) True SeeingM: Lets you see all things as they really are.
 * 6) Find the Path: Shows most direct way to a location.
 * 7) Legend LoreMF: Lets you learn tales about a person, place, or thing.
 * 8) Discern Location: Reveals exact location of creature or object.
 * 9) Foresight: “Sixth sense” warns of impending danger.

Gods: Exos, Nethe, Talmir, Vaath, Vilaq, Volkyr, Zekar

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

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

Gods: Nethe, Vaath, Volkyr

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Luck
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.

Luck Domain Spells
 * 1) Entropic Shield: Ranged attacks against you have 20% miss chance.
 * 2) Aid: +1 on attack rolls, +1 against fear, 1d8 temporary hp +1/level (max +10).
 * 3) Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
 * 4) Freedom of Movement: Subject moves normally despite impediments.
 * 5) Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
 * 6) Mislead: Turns you invisible and creates illusory double.
 * 7) Spell Turning: Reflect 1d4+6 spell levels back at caster.
 * 8) Moment of Prescience: You gain insight bonus on single attack roll, check, or save.
 * 9) MiracleX: Requests a deity’s intercession.

Gods: Aeslyn, Phineas, Sashi

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Madness
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.
 * Madness Domain Spells
 * 1) Lesser Confusion
 * 2) Touch of Madness
 * 3) Rage
 * 4) Confusion
 * 5) Bolts of Bedevilment
 * 6) Phantasmal Killer
 * 7) Insanity
 * 8) Maddening Scream
 * 9) Weird

Gods: Talmir, Segfult, Ziliya

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Magic
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.

Magic Domain Spells
 * 1) Magic Aura: Alters object’s magic aura.
 * 2) Identify: Determines properties of magic item.
 * 3) Dispel Magic: Cancels magical spells and effects.
 * 4) Imbue with Spell Ability: Transfer spells to subject.
 * 5) Spell Resistance: Subject gains SR 12 + level.
 * 6) Antimagic Field: Negates magic within 10 ft.
 * 7) Spell Turning: Reflect 1d4+6 spell levels back at caster.
 * 8) Protection from SpellsMF: Confers +8 resistance bonus.
 * 9) Mage's Disjunction: Dispels magic, disenchants magic items.

Gods: Exos, Nethe, Talmir, Vilaq, Vona, Zekar

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Pestilence
Granted Power: Immunity to the effects of all diseases, though clerics with this power can still carry infectious diseases.

Pestilence Domain Spells ~ May only be used to create mummies.
 * 1) Doom
 * 2) Summon Swarm
 * 3) Contagion
 * 4) Poison
 * 5) Plague of Rats
 * 6) Curse of Lycanthropy
 * 7) Scourge
 * 8) Create Greater Undead~
 * 9) Otyugh Swarm

Gods: Raverus

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Plant
Granted Powers: 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.

Add Knowledge (nature) to your list of cleric class skills.

Plant Domain Spells
 * 1) Entangle: Plants entangle everyone in 40-ft.-radius.
 * 2) Barkskin: Grants +2 (or higher) enhancement to natural armor.
 * 3) Plant Growth: Grows vegetation, improves crops.
 * 4) Command Plants: Sway the actions of one or more plant creatures.
 * 5) Wall of Thorns: Thorns damage anyone who tries to pass.
 * 6) Repel Wood: Pushes away wooden objects.
 * 7) Animate Plants: One or more trees animate and fight for you.
 * 8) Control Plants: Control actions of one or more plant creatures.
 * 9) Shambler: Summons 1d4+2 shambling mounds to fight for you.

Gods: Aurelia, Eloka, Utri

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Protection
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.

Protection Domain Spells
 * 1) Sanctuary: Opponents can’t attack you, and you can’t attack.
 * 2) Shield OtherF: You take half of subject’s damage.
 * 3) Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
 * 4) Spell Immunity: Subject is immune to one spell per four levels.
 * 5) Spell Resistance: Subject gains SR 12 + level.
 * 6) Antimagic Field: Negates magic within 10 ft.
 * 7) Repulsion: Creatures can’t approach you.
 * 8) Mind Blank: Subject is immune to mental/emotional magic and scrying.
 * 9) Prismatic Sphere: As prismatic wall, but surrounds on all sides.

Gods: Aurelia, Clefeb, Io, Ulrik, Utri, Vaath, Vilaq, Vona, Volkyr

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Strength
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.

Strength Domain Spells
 * 1) Enlarge Person: Humanoid creature doubles in size.
 * 2) Bull's Strength: Subject gains +4 to Str for 1 min./level.
 * 3) Magic Vestment: Armor or shield gains +1 enhancement per four levels.
 * 4) Spell Immunity: Subject is immune to one spell per four levels.
 * 5) Righteous Might: Your size increases, and you gain combat bonuses.
 * 6) StoneskinM: Ignore 10 points of damage per attack.
 * 7) Grasping Hand: Large hand provides cover, pushes, or grapples.
 * 8) Clenched Fist: Large hand provides cover, pushes, or attacks your foes.
 * 9) Crushing Hand: Large hand provides cover, pushes, or crushes your foes.

Gods: Hinra,Urrngrakh

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Trickery
Granted Power: Add Bluff, Disguise, and Hide to your list of cleric class skills.

Trickery Domain Spells
 * 1) Disguise Self: Disguise own appearance.
 * 2) Invisibility: Subject invisible 1 min./level or until it attacks.
 * 3) NondetectionM: Hides subject from divination, scrying.
 * 4) Confusion: Subjects behave oddly for 1 round/level.
 * 5) False VisionM: Fools scrying with an illusion.
 * 6) Mislead: Turns you invisible and creates illusory double.
 * 7) Screen: Illusion hides area from vision, scrying.
 * 8) Polymorph Any Object: Changes any subject into anything else.
 * 9) Time Stop: You act freely for 1d4+1 rounds.

Gods: Aeslyn, Hinra, Phineas, Rillian, Segfult

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War
Granted Power: Free Martial Weapon Proficiency with deity’s favored weapon (if necessary) and Weapon Focus with the deity’s favored weapon.

War Domain Spells
 * 1) Magic Weapon: Weapon gains +1 bonus.
 * 2) Spiritual Weapon: Magical weapon attacks on its own.
 * 3) Magic Vestment: Armor or shield gains +1 enhancement per four levels.
 * 4) Divine Power: You gain attack bonus, +6 to Str, and 1 hp/level.
 * 5) Flame Strike: Smite foes with divine fire (1d6/level damage).
 * 6) Blade Barrier: Wall of blades deals 1d6/level damage.
 * 7) Power Word Blind: Blinds creature with 200 hp or less.
 * 8) Power Word Stun: Stuns creature with 150 hp or less.
 * 9) Power Word Kill: Kills creature with 100 hp or less.

Gods: Hinra, Vexis

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Water
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.

Water Domain Spells
 * 1) Obscuring Mist: Fog surrounds you.
 * 2) Fog Cloud: Fog obscures vision.
 * 3) Water Breathing: Subjects can breathe underwater.
 * 4) Control Water: Raises or lowers bodies of water.
 * 5) Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.
 * 6) Cone of Cold: 1d6/level cold damage.
 * 7) Acid Fog: Fog deals acid damage.
 * 8) Horrid Wilting: Deals 1d6/level damage within 30 ft.
 * 9) Elemental Swarm*: Summons multiple elementals.
 * Cast as a water spell only.

Gods: Clefeb, Mehtu'fn, Sashi

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Weather
Granted Power: Survival is a class skill.
 * Weather Domain Spells
 * 1) Obscuring Mist
 * 2) Fog Cloud
 * 3) Call Lightning
 * 4) Sleet Storm
 * 5) Call Lightning Storm
 * 6) Control Winds
 * 7) Control Weather
 * 8) Whirlwind
 * 9) Storm of Vengeance

Gods: Eloka, Mehtu'fn, Sashi

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Gods

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