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
2
Wood shape
3
Stone shape
4
Minor creation
5
Fabricate
6
Major creation
7
Hardening
8
True creation
9
Prismatic sphere
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
Emotion
5
Charm monster
6
Geas/quest
7
Insanity
8
Demand
9
Dominate monster
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
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
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
Granted
Power:
Free Blind-Fight feat.
Darkness
Domain Spells
1
Obscuring mist
2
Blindness
3
Blacklight
4
Armor of darkness
5
Summon monster V (only summons 1d3 shadows)
6
Prying eyes
7
Nightmare
8
Power word, blind
9
Power word, kill
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
Granted
Power:
The character gains a +2 morale bonus on all saving throws against enchantment
spells or effects.
Liberation
Domain Spells
1
Remove fear
2
Remove paralysis
3
Remove curse
4
Freedom of movement
5
Break enchantment
6
Greater dispelling
7
Refuge
8
Mind blank
9
Unbinding
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
Random action
2
Touch of madness
3
Rage
4
Confusion
5
Bolts of bedevilment
6
Phantasmal killer
7
Insanity
8
Maddening scream
9
Weird
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
1
Divine favor
2
Enthrall
3
Magic vestment
4
Discern lies
5
Greater command
6
Geas/quest
7
Repulsion
8
Demand
9
Storm of vengeance
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
1
Deathwatch
2
Gentle repose
3
Speak with dead
4
Death ward
5
Slay living
6
Undeath to death
7
Destruction
8
Surelife
9
Wail of the banshee
Granted
Power:
Free Scribe Scroll feat.
Rune
Domain Spells
1
Erase
2
Secret page
3
Glyph of warding
4
Explosive runes
5
Lesser planar binding
6
Greater glyph of warding
7
Instant summons
8
Symbol
9
Teleportation circle
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.
Scalykind
Domain Spells
1
Magic fang
2
Animal trance†
3
Greater magic fang
4
Poison
5
Animal growth†
6
Eyebite
7
Creeping doom (composed of tiny snakes)
8
Animal shapes†
9
Shapechange
†Affects
ophidian or reptilian creatures only.
Granted
Power:
Survival is a class skill.
Weather
Domain Spells
1
Obscuring mist
2
Fog cloud
3
Call lightning
4
Sleet storm
5
Ice storm
6
Control winds
7
Control weather
8
Whirlwind
9
Storm of vengeance
NEW SPELLS
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.
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.
Evocation
[Good]
Level: Glory 6
Components: V, S , D F
Casting
Time: 1
action
Range: Close (25 ft. + 5
ft./level)
Effect: Ray
Duration: Instantaneous
Saving
Throw:
None
Spell
Resistance:
Yes
This
spell projects a bolt of energy from the Positive Energy Plane against one
creature. The caster must succeed at a ranged touch attack to strike the
target. A creature struck suffers varying damage, depending on its nature and
home plane of existence:
Creature’s
Origin/Nature |
Damage |
Maximum Value |
Material
Plane, Elemental Plane, neutral outsider |
1d6/2 levels |
7d6 |
Negative
Energy Plane, evil outsider, undead creature |
1d6/level |
15d6 |
Positive
Energy Plane, good outsider |
— |
— |
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.
Evocation
Level: Glory 8
Components: V, S , M, D F
Casting
Time: 1
full round
Range: Personal
Area: 120-ft.-radius emanation
centered on you
Duration: 1 minute/level
Saving
Throw:
Will negates
Spell
Resistance:
Yes
The
caster is imbued with an aura of celestial authority, inspiring awe in all
lesser creatures.
The
caster gains a +4 enhancement bonus to his or her Charisma score for the
duration of the spell. All creatures with fewer than 8 HD or levels cease
whatever they are doing and are compelled to pay attention to the caster. Any
such creature that wants to take hostile action against the caster must make a
successful Will save to do so. Any creature that does not make this saving
throw the first time it attempts a hostile action is enthralled for the
duration of the spell (as the enthrall spell), as long as it is in the
spell’s area, nor will it try to leave the area on its own. Creatures with 8 HD
or more may pay attention to the caster, but are not affected by this spell.
When
the caster speaks, all listeners telepathically understand him or her, even if
they do not understand the language. While the spell lasts, the caster can make
up to three suggestions to creatures of fewer than 8 HD in range, as if using
the mass suggestion spell (Will save negates); creatures with 8 HD or
more aren’t affected by this power. Only creatures within range at the time a suggestion
is given are subject to it.
Material
Component: worth
at least 200 gp.
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.
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.
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.
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.)
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.
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.
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.
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
Component: worth
at least 500 gp.