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Spell List
CLERIC DOMAINS
AIR DOMAIN
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.
Air Domain Spells
Spell Name |
Brief Description |
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. |
* Cast as an air spell only. |
ANIMAL DOMAIN
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.
Animal Domain Spells
ARTIFICE DOMAIN
Note: Non-Core, From
Divine Section
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.)
Artifice Domain Spells
CHAOS DOMAIN
Granted Power: You cast chaos spells at +1 caster level.
Chaos Domain Spells
Spell Name |
Brief Description |
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 Chaos F:
|
+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. |
CHARM DOMAIN
Note: Non-Core, From
Divine Section
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
Spell Name |
Brief Description |
1
Charm Person
|
Makes one person your friend. |
2
Calm Emotions
|
Calms creatures, negating emotion effects. |
3
Suggestion
|
Compels subject to follow stated course of action. |
4
Heroism
|
Gives +2 on attack rolls, saves, skill checks. |
5
Charm Monster
|
Makes monster believe it is your ally. |
6
Geas/Quest
|
As lesser geas, plus it affects any creature. |
7
Insanity
|
Subject suffers continuous
confusion.
|
8
Demand
|
As sending, plus you can send suggestion. |
9
Dominate Monster
|
As dominate person, but any creature. |
COMMUNITY DOMAIN
Note: Non-Core, From
Divine Section
Granted Power: Use calm emotions as a spell-like ability
once per day. Gain a +2 competence bonus on Diplomacy checks.
Community Domain Spells
Spell Name |
Brief Description |
1
Bless
|
Allies gain +1 on attack rolls and saves against fear.
|
2
Status
|
Monitors condition, position of allies. |
3
Prayer
|
Allies +1 bonus on most rolls, enemies –1 penalty.
|
4
Greater Status
|
Monitors condition, position of allies. |
5
Telepathic Bond
|
Link lets allies communicate. |
6
Heroes’ Feast
|
Food for one creature/level cures and grants combat bonuses.
|
7
Refuge
|
Alters item to transport its possessor to you. |
8
Sympathy
|
Object or location attracts certain creatures. |
9
Mass Heal
|
As heal, but with several subjects. |
CREATION DOMAIN
Note: Non-Core, From
Divine Section
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.)
Creation Domain Spells
DARKNESS DOMAIN
Note: Non-Core, From
Divine Section
Granted Power: Free
Blind-Fight feat.
Darkness Domain Spells
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).
Death Domain Spells
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.
Destruction Domain Spells
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.
Earth Domain Spells
Spell Name |
Brief Description |
1
Magic Stone:
|
Three stones become +1 projectiles, 1d6 +1 damage. |
2
Soften Earth and Stone:
|
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
Stoneskin M:
|
Ignore 10 points of damage per attack. |
7
Earthquake:
|
Intense tremor shakes 5-ft./level radius. |
8
Iron Body:
|
Your body becomes living iron. |
9
Elemental Swarm*:
|
Summons multiple elementals. |
* Cast as an earth spell only. |
EVIL DOMAIN
Granted Power: You cast evil spells at +1 caster level.
Evil Domain Spells
Spell Name |
Brief Description |
1
Protection from Good:
|
+2 to AC and saves, counter mind control, hedge out
elementals and outsiders.
|
2
Desecrate M:
|
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 Undead M:
|
Create ghouls, ghasts, mummies, or mohrgs. |
7
Blasphemy:
|
Kills, paralyzes, weakens, or dazes nonevil subjects. |
8
Unholy Aura F:
|
+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. |
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.
Fire Domain Spells
Spell Name |
Brief Description |
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. |
GLORY DOMAIN
Note: Non-Core, From
Divine Section
Granted Power: Turn undead with a +2 bonus on the turning
check and +1d6 to the turning damage roll.
Glory Domain Spells
Spell Name |
Brief Description |
1
Disrupt Undead
|
Deals 1d6 damage to one undead. |
2
Bless Weapon
|
Weapon strikes true against evil foes. |
3
Searing Light
|
Ray deals 1d8/two levels damage, more against undead. |
4
Holy Smite
|
Damages and
blinds
evil creatures.
|
5
Holy Sword
|
Weapon becomes +5, deals +2d6 damage against evil. |
6
Bolt of Glory
|
Fires a magical bolt that deal damage according to the
target's type and origin.
|
7
Sunbeam
|
Beam
blinds
and deals 4d6 damage.
|
8
Crown of Glory
|
The caster is imbued with an aura of celestial authority,
inspiring awe in all lesser creatures.
|
9
Gate
|
Connects two planes for travel or summoning. |
GOOD DOMAIN
Granted Power: You cast good spells at +1 caster level.
Good Domain Spells
Spell Name |
Brief Description |
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 Word F:
|
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. |
HEALING DOMAIN
Granted Power: You cast healing spells at +1 caster level.
Healing Domain Spells
KNOWLEDGE DOMAIN
Granted Power: Add all
Knowledge
skills to your list of cleric class skills.
You cast divination spells at +1 caster level.
Knowledge Domain Spells
LAW DOMAIN
Granted Power: You cast law spells at +1 caster level.
Law Domain Spells
Spell Name |
Brief Description |
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 Law F:
|
+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. |
LIBERATION DOMAIN
Note: Non-Core, From
Divine Section
Granted Power: The character
gains a +2 morale bonus on all saving throws against enchantment
spells or effects.
Liberation Domain Spells
Spell Name |
Brief Description |
1
Remove Fear
|
Suppresses fear or gives +4 on saves against fear for one
subject + one per four levels.
|
2
Remove Paralysis
|
Frees one or more creatures from paralysis or slow effect.
|
3
Remove Curse
|
Frees object or person from curse. |
4
Freedom of Movement
|
Subject moves normally despite impediments. |
5
Break Enchantment
|
Frees subjects from enchantments, alterations, curses, and
petrification.
|
6
Greater Dispel Magic
|
As dispel magic, but up to +20 on check. |
7
Refuge
|
Alters item to transport its possessor to you. |
8
Mind Blank
|
Subject is immune to mental/emotional magic and scrying.
|
9
Freedom
|
Releases creature from imprisonment. |
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.
Luck Domain Spells
Spell Name |
Brief Description |
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
Miracle
X:
|
Requests a deity’s intercession. |
MADNESS DOMAIN
Note: Non-Core, From
Divine Section
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
Spell Name |
Brief Description |
1 Random Action
|
???!!!??? |
2
Touch of Madness
|
Dazes
touched target for 1 round per caster level.
|
3
Rage
|
Blood frenzy grants target +4 Str, +4 Con and +2 on Will
saves.
|
4
Confusion
|
Subjects behave oddly for 1 round/level. |
5
Bolts of Bedevilment
|
One ray attack per round. Affected creatures are
dazed
for 1d3 rounds.
|
6
Phantasmal Killer
|
Fearsome illusion kills subject or deals 3d6 damage. |
7
Insanity
|
Subject suffers continuous confusion. |
8
Maddening Scream
|
Makes subject race about caterwauling. |
9
Weird
|
As phantasmal killer, but affects all within 30 ft. |
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.
Magic Domain Spells
NOBILITY DOMAIN
Note: Non-Core, From
Divine Section
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.
Nobility Domain Spells
Spell Name |
Brief Description |
1
Divine Favor
|
You gain +1 per three levels on attack and damage rolls.
|
2
Enthrall
|
Captivates all within 100 ft. + 10 ft./level. |
3
Magic Vestment
|
Armor or shield gains +1 enhancement per four levels. |
4
Discern Lies
|
Reveals deliberate falsehoods. |
5
Greater Command
|
As command, but affects one subject/level. |
6
Geas/Quest
|
As lesser geas, plus it affects any creature. |
7
Repulsion
|
Creatures can’t approach you. |
8
Demand
|
As sending, plus you can send suggestion. |
9
Storm of Vengeance
|
Storm rains acid, lightning, and hail. |
PLANT DOMAIN
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
Spell Name |
Brief Description |
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. |
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.
Protection Domain Spells
REPOSE DOMAIN
Note: Non-Core, From
Divine Section
The Repose domain is similar to the Death domain, but is granted by
good-aligned deities whose clerics are barred from casting evil
spells.
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.
Repose Domain Spells
RUNE DOMAIN
Note: Non-Core, From
Divine Section
Granted Power: Free Scribe
Scroll feat.
Rune Domain Spells
SKALYKIND DOMAIN
Note: Non-Core, From
Divine Section
Granted Power: Rebuke or
command animals (reptilian creatures and snakes only) as an evil
cleric rebukes or commands undead.
Use this ability a total number of times per day equal to 3 +
Charisma modifier.
Skalykind Domain Spells
Spell Name |
Brief Description |
1
Magic Fang
|
One natural weapon of subject creature gets +1 on attack and
damage rolls.
|
2
Animal Trance†
|
Fascinates 2d6 HD of animals. |
3
Greater Magic Fang
|
One natural weapon of subject creature gets +1/four levels
on attack and damage rolls (max +5).
|
4
Poison
|
Touch deals 1d10 Con damage, repeats in 1 min. |
5
Animal Growth†
|
One animal/two levels doubles in size. |
6
Eyebite
|
Target becomes
panicked,
sickened, and comatose.
|
7
Creeping Doom*
|
Swarms of centipedes attack at your command. |
8
Animal Shapes†
|
One ally/level polymorphs into chosen animal. |
9
Shapechange
|
Transforms you into any creature, and change forms once per
round.
|
†Affects ophidian or reptilian creatures only.
|
*Composed of tiny snakes
|
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.
Strength Domain Spells
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.
Sun Domain Spells
Spell Name |
Brief Description |
1
Endure Elements:
|
Exist comfortably in hot or cold environments. |
2
Heat Metal:
|
Make metal so hot it damages those who touch it. |
3
Searing Light:
|
Ray deals 1d8/two levels, more against undead. |
4
Fire Shield:
|
Creatures attacking you take fire damage; you’re
protected from heat or cold.
|
5
Flame Strike:
|
Smite foes with divine fire (1d6/level damage). |
6
Fire Seeds:
|
Acorns and berries become grenades and bombs. |
7
Sunbeam:
|
Beam
blinds
and deals 4d6 damage.
|
8
Sunburst:
|
Blinds
all within 10 ft., deals 6d6 damage.
|
9
Prismatic Sphere:
|
As prismatic wall, but surrounds on all sides. |
TRAVEL DOMAIN
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.
Travel Domain Spells
Spell Name |
Brief Description |
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
Teleport, Greater:
|
As teleport, but no range limit and no off-target arrival.
|
8
Phase Door:
|
Creates an invisible passage through wood or stone. |
9
Astral Projection M:
|
Projects you and companions onto Astral Plane. |
TRICKERY DOMAIN
Granted Power: Add
Bluff,
Disguise, and
Hide
to your list of cleric class skills.
Trickery Domain Spells
WAR DOMAIN
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
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.
Water Domain Spells
WEATHER DOMAIN
Note: Non-Core, From
Divine Section
Granted Power: Survival is a class skill.
Weather Domain Spells
|