SPELL LISTS v5.01
SPELL LISTS v5.01
SPELL LISTS v5.01
CLERIC DOMAINS
AIR DOMAIN
Deities: Obad-Hai.
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: Target becomes insubstantial and can fly slowly.
4 Air Walk: Target 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.
ANCESTOR DOMAIN (3.0)
Granted Power: A number of times per day equal to your Charisma bonus (minimum once, even with a Charisma penalty), you
can summon an ancestor and channel some of the ancestor’s karmic power into yourself. This guidance grants you a +4
insight bonus on any skill check.
1 Detect Undead: Reveals undead within 60 ft.
2 Ancestral Vengeance: Ancestral spirit deals 1d6/two levels damage (maximum 5d6), 1d6/level (maximum 10d6) to undead.
3 Speak with Dead: Corpse answers one question/2 levels.
4 Divination: Provides useful advice for specific, proposed action.
5 Atonement: Removes burden of misdeeds from subject.
6 Geas/Quest: As lesser geas, but affects any creature.
7 Legend Lore: Learn tales about a person, place, or thing.
8 Compel (3.0): Changes the alignment of one creature.
9 Foresight: Sixth sense warns of impending danger.
ANIMAL DOMAIN
Deities: Ehlonna, Obad-Hai.
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: Target 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 Shapechange: Transforms you into any creature, and change forms once/round.
† Can only summon animals.
ARTIFICE DOMAIN
Deities: (Olympian) Athena, Hephaestus; (Pharaonic) Imhotep, Onatar, the Traveler, Gond, Bleredd, Tvashtri (Visvakarma).
Granted Power: Gain +4 bonus on Craft checks. You cast conjuration (creation) spells at +1 CL. (Those with access to both the
Artifice and Creation domains cast conjuration [creation] spells at +3 CL).
1 Animate Rope: Makes a rope move at your command.
2 Wood Shape: Rearranges wooden objects to suit you.
3 Stone Shape: Sculpts stone into any shape.
4 Minor Creation: Creates one cloth or wood object.
5 Fabricate: Transforms raw material into finished items.
6 Major Creation: As minor creation, plus stone and metal.
7 Hardening: Increases object’s hardness by 1 point/2 levels.
8 True Creation: As major creation, but permanent.
9 Prismatic Sphere: As prismatic wall, but surrounds on all sides.
BALANCE DOMAIN
Deities: Grumbar, Oghma, Ubtao, Waukeen.
Granted Power: Once per day, as a free action, you can add your Wisdom modifier to your Armor Class. This bonus lasts for 1
round per cleric level.
1 Make Whole: Repairs an object.
2 Calm Emotions: Calms creatures, negating emotion effects.
3 Clarity of Mind: +4 bonus on saves against mind affecting spells and abilities, allows reroll of concealment miss chance.
4 Dismissal: Forces a creature to return to native plane.
5 Sanctuary, Mass: One creature/level can’t be attacked, and can’t attack.
6 Banishment: Banishes 2 HD/level of extraplanar creatures.
7 Word of Balance: Kills, paralyzes, weakens, or nauseates non-neutral creatures.
8 Protection from Spells: Confers +8 resistance bonus.
9 Weighed in the Balance: Harms or heals creatures within 30 feet of you.
BEASTMASTER DOMAIN (3.0)
Deities: Ehlonna, Obad-Hai.
Granted Power: Speak with animals once per day per level as the spell. This is a supernatural ability.
1 Charm Animal:† Makes one animal your friend.
2 Beastmask (3.0): Animals and beasts think Target is one of them.
3 Animal Trance: Fascinates 2d6 HD of animals.
4 Bear’s Heart (3.0): One ally/level +4 Strength and +1d4/level HP.
5 Animal Growth: One animal/2 levels doubles in size.
6 Summon Nature’s Ally III: Calls creature to fight.
7 Animal Shapes: One ally/level polymorphs into chosen animal.
8 Summon Nature’s Ally IV: Calls creature to fight.
9 Shapechange: Transforms you into any creature, and change forms once/round.
† snakes and lizards only
BESTIAL DOMAIN (3.0)
Deities: Karaan, Yeenoghu.
Granted Power: Character gains the scent extraordinary ability.
1 Magic Fang: One natural weapon of Target creature gets +1 on attack and damage rolls.
2 Bull’s Strength: Target gains +4 to Strength for 1 minute/level.
3 Magic Fang, Greater: One natural weapon of Target creature gets +1/four levels on attack and damage rolls (max +5).
4 Claws of the Savage (3.0): Target gains claws that deal damage based on size.
5 Charm Monster: Makes monster believe it is your ally.
6 Hold Monster: As hold person, but any creature.
7 Whirlwind of Teeth (3.0): Creates moving 5-ft/level cylinder that deals 1d8 damage/2 levels each round.
8 Spread of Savagery (3.0): Creatures within 10 ft./level become hostile and savage.
9 Were-Doom (3.0): 1d4 creatures infected with lycanthropy.
BLACKWATER DOMAIN
Deities: Blibdoolpoolp, Sekolah, Yeathan.
Granted Power: You are immune to pressure damage from descending into even the greatest of oceanic depths.
1 Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
2 Pressure Sphere: Water pressure deals 4d6 damage to submerged targets.
3 Evard’s Black Tentacles: Tentacles grapple all within 20-ft spread.
4 Transformation of the Deeps: Grant water breathing, darkvision, and pressure immunity to one creature/3 levels.
5 Blackwater Tentacle: Create blackwater tentacle that attacks your foe.
6 Blackwater Taint: Desecrate water, deal 1d6/2 levels negative energy damage, bestow a negative level.
7 Dark Tide: Infuse water over a large area with negative energy, causing weakness and 1d6 damage/hour.
8 Maelstrom: Conjures a deadly whirlpool to suck in and batter foes.
9 Doom of the Seas: Summons a fiendish kraken under your command.
BLIGHTBRINGER DOMAIN
Deity: Talona.
Granted Power: Rebuke or command blight spawned creatures and evil-aligned animals or plants as an evil cleric rebukes
undead. You may use this ability a number of times per day equal to 3 + your Charisma modifier. This is a supernatural
ability.
1 Hold Animal: Paralyzes one animal for 1 round/level.
2 Snowball Swarm: Snowballs deal 2d6 points of cold damage in 10-ft burst.
3 Contagion: Infects Target with chosen disease.
4 Fear: Subjects within cone flee for 1 round/level.
5 Cone of Cold: 1d6/level cold damage in a 60-ft cone.
6 Finger of Death: Kills one Target or deals 3d6 damage +1/level (max +25).
7 Command Plants: Sway the actions of one or more plant creatures.
8 Horrid Wilting: Deals 1d6/level damage within 30 ft.
9 Energy Drain: Target gains 2d4 negative levels.
CAVERN DOMAIN
Deities: Callarduran Smoothhands, Dumathoin, Geb, Ghaunadaur, Grumbar, Gruumsh, Luthic, Segojan Earthcaller, Shar.
Granted Power: You gain the stonecutting ability (PH 15). If you already have stonecutting, your racial bonus on checks to
notice unusual stonework increases to +4.
1 Detect Secret Doors: Reveals hidden doors within 60 ft.
2 Darkness: 20-ft radius of supernatural darkness.
3 Meld into Stone: You and your gear merge with stone.
4 Leomund’s Secure Shelter: Creates sturdy cottage.
5 Passwall: Creates passage through wood or stone wall.
6 Find the Path: Shows most direct way to location.
7 Maw of Stone: Animates cavern opening or chamber.
8 Earthquake: Intense tremor shakes 80-ft radius.
9 Imprisonment: Entombs Target beneath the earth.
CELERITY DOMAIN
Deities: Ehlonna, Fharlanghn, Olidammara, Xan Yae, Zuoken.
Granted Power: Your land speed is faster than the normal for your race by +10 ft. This benefit is lost if you are wearing
medium or heavy armor or carrying a medium or heavy load.
1 Expeditious Retreat: Your speed increases by 30 ft.
2 Cat’s Grace: Target gains +4 to Dex for 1 minute/level.
3 Blur: Attacks miss Target 20% of the time.
4 Haste: One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves.
5 Tree Stride: Step from one tree to another far away.
6 Wind Walk: You and your allies turn vaporous and travel fast.
7 Cat’s Grace, Mass: As cat’s grace, affects one subject/level.
8 Blink, Greater: Controlled blinking between the Material and Ethereal Planes grants defenses for 1 round/level.
9 Time Stop: You act freely for 1d4+1 rounds.
CELESTIAL DOMAIN
Deities: Domiel, Pistis Sophia.
Granted Power: You gain the supernatural ability to smite evil once per day. Add a +4 bonus to your melee attack roll and your
cleric level to your damage. You must declare the smite before making the attack, and the attempt is wasted if the target is
not evil.
1 Vision of Heaven: Evil creature is dazed for 1 round.
2 Consecrate: Fills area with positive energy, making undead weaker and deathless stronger.
3 Blessed Sight: Evil auras become visible to you.
4 Planar Ally, Lesser: Exchange services with a 6 HD extraplanar creature.
5 Heavenly Lightning: Arcs of radiant lightning deal 3d6 damage to one target per two CLs.
6 Call Faithful Servants: Summons 1d4 lantern archons, coure eladrins, or musteval guardinals.
7 Heavenly Lightning Storm: Arcs of radiant lightning deal 5d6 damage to one target per level.
8 Holy Aura: +4 AC, +4 resistance, and SR 25 against evil spells.
9 Gate: Connects two planes for travel or summoning.
CELESTIAL (ORIENTAL) DOMAIN (3.0)
Granted Power: Rebuke or command spirits as an evil cleric rebukes undead. Use this ability a number of times per day equal
to 3 + your Charisma modifier.
1 Bless: Allies gain +1 to attack, +1 against fear.
2 Commune with Lesser Spirit: Lesser spirit answers one question/2 levels.
3 Substitution (3.0): Half the damage you take is transferred to a figure of a spirit or deity.
4 Spirit Ally, Lesser: Exchange services with an 8 HD spirit.
5 Commune with Greater Spirit: Ask any spirit 1 question/level.
6 Spirit Ally: As lesser spirit ally, but up to 16 HD.
7 Dictum: Kills, paralyzes, slows, or deafens non-lawful subjects.
8 Spirit Ally, Greater: As lesser spirit ally, but up to 24 HD.
9 Gate: Connects two planes for travel or summoning.
CHARM DOMAIN
Deities: (Olympian) Aphrodite, (Asgardian) Freya, Eilistraee, Finder Wyvernspur, Gargauth, Hanali Celanil, Lliira, Milil,
Oghma, Sharess, Sharindlar, Sheela, Peryroyl, Sune.
Granted Power: You can boost your Charisma by 4 points once per day. Activating this power is a free action. The Charisma
increase lasts 1 minute.
1 Charm Person: Makes one person your friend.
2 Calm Emotions: Calms creatures, negating emotion effects.
3 Suggestion: Compels Target to follow stated course of action.
4 Good Hope: Subjects gain +2 on attacks, damage, saves, and checks.
5 Charm Monster: Makes monster believe it is your ally.
6 Geas/Quest: As lesser geas, but affects any creature.
7 Insanity: Target suffers continuous confusion.
8 Demand: Delivers short message and suggestion anywhere, instantly.
9 Dominate Monster: As dominate person, but any creature.
CHAOS DOMAIN
Deities: Corellon Larethian, Erythnul, Gruumsh, Kord, Olidammara.
Granted Power: You cast chaos spells at +1 CL.
1 Protection from Law: +2 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 from law, but 10-ft radius and 10 minute/level.
4 Chaos Hammer: Damages and slows lawful creatures.
5 Dispel Law: +4 bonus against attacks by lawful creatures.
6 Animate Objects: Objects attack your foes.
7 Word of Chaos: Non-chaotic Target is killed, confused, stunned, or deafened.
8 Cloak of Chaos: +4 to AC, +4 resistance, SR 25 against lawful spells.
9 Summon Monster IX: Calls extraplanar creature to fight for you.
CITY DOMAIN
Deities: Olidammara, Urbanus.
Granted Power: Add Gather Information and Knowledge (local) to your list of cleric class skills.
1 Rooftop Strider: Move across uneven surfaces with ease.
2 City Lights: Absorb nearby light to release as blinding flare.
3 Winding Alleys: Trap foe in phantasmal maze.
4 Commune with City: Learn about city.
5 Skyline Runner: You can walk normally on any city surface.
6 City Stride: Teleport between two cities.
7 Urban Shield: City grants cover to you, not to enemies.
8 City’s Might: Gain enhancement to Str and Con, DR, while in city.
9 Animate City: City structures attack, slow down enemies.
COLD DOMAIN
Deities: Bahamut, Telchor, Auril, Iborighu, Levistus, Telchur, Thrym, Ulutiu.
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.
1 Chill Touch: One touch/level deals 1d6 damage and possibly 1 Str damage.
2 Chill Metal: Cold metal damages those who touch it.
3 Sleet Storm: Hampers vision and movement.
4 Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.
5 Wall of Ice: Ice plane creates wall with 15 hp +1/level, or hemisphere can trap creatures inside.
6 Cone of Cold: 1d6/level cold damage in a 60-ft cone.
7 Control Weather: Changes weather in local area.
8 Polar Ray: Ranged touch attack deals 1d6/level cold damage in a 60-ft cone.
9 Obedient Avalanche: Snowy avalanche crushes and buries your foes.
COMMERCE DOMAIN
Deities: Kol Korran, Shinare.
Granted Power: Gain a +10 competence bonus on Profession checks to earn a living (not checks to accomplish specialized
tasks). Add Appraise to your list of cleric class skills.
1 Comprehend Languages: Understand all spoken and written languages.
2 Zone of Truth: Subjects within range cannot lie.
3 Tongues: Speak any language.
4 Glibness: Gain +30 on Bluff checks, and your lies can escape magical discernment.
5 True Seeing: See all things as they really are.
6 Leomund’s Secret Chest: Hides expensive chest on Ethereal Plane; you retrieve it at will.
7 Refuge: Alters item to transport its possessor to you.
8 Analyze Dweomer: Reveals magical aspects of subject.
9 Polymorph Any Object: Changes any Target into anything else.
COMMUNITY DOMAIN
Deities: Estanna, Corellon Larethian, Garl Glittergold, Pelor, Yondalla, Bralm, Rao, Athena, Hephaestus, Hera, Hestia, Hathor,
Frigga.
Granted Power: Use calm emotions as a spell-like ability once per day. Gain +2 bonus on Diplomacy checks.
1 Bless: Allies gain +1 to attack, +1 against fear.
2 Status: Monitors condition, position of allies.
3 Prayer: Allies +1 bonus on most rolls, enemies -1 penalty.
4 Tongues: Speak any language.
5 Rary’s Telepathic Bond: Link lets allies communicate.
6 Heroes’ Feast: Food for one creature/level cures and blesses.
7 Refuge: Alters item to transport its possessor to you.
8 Mordenkainen’s Magnificent Mansion: Door leads to extra-dimensional mansion.
9 Heal, Mass: As heal, but with several subjects.
COMMUNITY (EBERRON) DOMAIN
Deities: Boldrei.
Granted Power: You can use calm emotions as a spell-like ability once per day. You also gain a +2 competence bonus on
Diplomacy checks.
1 Bless: Allies gain +1 to attack, +1 against fear.
2 Status: Monitors condition, position of allies.
3 Prayer: Allies +1 bonus on most rolls, enemies -1 penalty.
4 Status, Greater: As status, but cast some spells through bond.
5 Rary’s Telepathic Bond: Link lets allies communicate.
6 Heroes’ Feast: Food for one creature/level cures and blesses.
7 Refuge: Alters item to transport its possessor to you.
8 Sympathy: Object or location attracts certain creatures.
9 Heal, Mass: As heal, but with several subjects.
COMPETITION DOMAIN
Deities: Kord, Joramy, Llerg.
Granted Power: You relish the chance to prove yourself against your foes. As an extraordinary ability, you gain a +1 bonus on
all opposed checks you make.
1 Remove Fear: Suppresses fear or gives +4 on saves against fear for one Target + one per four levels.
2 Zeal: You gain +4 AC against attacks of opportunity, move through enemies.
3 Prayer: Allies +1 bonus on most rolls, enemies -1 penalty.
4 Divine Power: You gain attack bonus, +6 to Str, and 1 hp/level.
5 Righteous Might: Your size increases, and you gain +4 Strength.
6 Zealot Pact: You automatically gain combat bonuses when you attack someone of opposite alignment.
7 Regenerate: Subject’s severed limbs grow back, cures 4d8 damage +1/level (max +35).
8 Moment of Prescience: You gain insight bonus on a single attack roll, check, or save.
9 Visage of the Deity, Greater: As lesser visage of the deity, but you become half-celestial or half-fiendish.
CORRUPTION DOMAIN
Deities: Ghaunadaur, Demogorgon, The Patient One, Juiblex, Pale Night.
Granted Power: Once per day, character can attack an object and ignore its hardness rating.
1 Doom: One Target takes -2 on attacks, damage, saves, and checks.
2 Blindness/Deafness: Makes Target blinded or deafened.
3 Contagion: Infects Target with chosen disease.
4 Morality Undone: Target becomes evil.
5 Feeblemind: Subject’s Int and Cha drop to 1.
6 Pox: Deals 1d4 Con drain to one creature/level.
7 Insanity: Target suffers continuous confusion.
8 Befoul: Large amount of water becomes poisonous.
9 Despoil: Kills plants, damages objects in 100-ft radius/level.
COURAGE DOMAIN
Deities: Valkar, Heironeous, Yondalla.
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.
1 Remove Fear: Suppresses fear or gives +4 on saves against fear for one Target + one per four levels.
2 Aid: +1 on attack rolls and fear saves, 1d8 temporary hp +1/level (max +10).
3 Cloak of Bravery: You and your allies gain a bonus on saves against fear.
4 Heroism: Gives +2 on attack rolls, saves, skill checks.
5 Valiant Fury: +4 Str, Con; +2 Will saves; extra attack; cures 1d8 hp +1/level (max +20).
6 Heroes’ Feast: Food for one creature/level cures and blesses.
7 Heroism, Greater: Gives +4 bonus on attacks, saves, skill checks; immunity to fear; temporary hp.
8 Lion’s Roar: Deals 1d8/2 levels to enemies; allies get +1 on attacks and saves against fear, plus temporary hp.
9 Cloak of Bravery, Greater: You and your allies become immune to fear and get +2 bonus on attacks.
CRAFT DOMAIN
Deities: Callarduran Smoothhands, Dugmaren Brightmantle, Dumathoin, Flandal Steelskin, Garl Glittergold, Geb, Gond,
Laduguer, Moradin, Thoth.
Granted Power: You cast conjuration (creation) spells at +1 CL and gain Skill Focus as a bonus feat for one Craft skill of your
choice.
1 Animate Rope: Makes a rope move at your command.
2 Wood Shape: Rearranges wooden objects to suit you.
3 Stone Shape: Sculpts stone into any shape.
4 Minor Creation: Creates one cloth or wood object.
5 Wall of Stone: Creates a stone wall that can be shaped.
6 Fantastic Machine: Creates a machine to perform a single simple task.
7 Major Creation: As minor creation, plus stone and metal.
8 Forcecage: Cube or cage of force imprisons all inside.
9 Fantastic Machine, Greater: Creates a machine to perform multiple tasks.
CREATION DOMAIN
Deities: Garl Glittergold, Moradin, Yondalla, (Olympian) Hecate; (Pharaonic) Ptah.
Granted Power: You cast Conjuration (creation) spells at +1 CL.
1 Create Water: Creates 2 gallons/level of pure water.
2 Minor Image: Creates audio and visual illusion of your design.
3 Create Food and Water: Feeds three humans (or one horse)/level.
4 Minor Creation: Creates one cloth or wood object.
5 Major Creation: As minor creation, plus stone and metal.
6 Heroes’ Feast: Food for one creature/level cures and blesses.
7 Permanent Image: Includes sight, sound, and smell.
8 True Creation: As major creation, but permanent.
9 Pavilion of Grandeur: A feast and a great pavilion are created.
DARKNESS DOMAIN
Deities: Lolth, Mask, Set, Shar, Shargaas.
Granted Power: You gain Blind-Fight as a bonus feat.
1 Obscuring Mist: Fog surrounds you.
2 Blindness/Deafness: Makes Target blinded or deafened.
3 Blacklight: Creates a 20-ft radius of supernatural darkness you can see through.
4 Armor of Darkness: Shadow shroud gives +3 +1/4 levels (max +8) deflection AC, +2 on saves vs holy, good, or light effects.
5 Darkbolt: You hurl 1 beam of darkness/2 levels dealing 2d8 damage and may daze target for 1 round.
6 Prying Eyes: Creates 1d4 +1/level floating eyes to scout for you.
7 Nightmare: Sends vision dealing 1d10 damage, fatigue.
8 Power Word Blind: Blinds creature with 200 or fewer hp.
9 Power Word Kill: Kills creature with 100 hp or less.
DEATH DOMAIN
Deities: Nerull, Wee Jas.
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 HP, it dies (no save).
1 Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
2 Death Knell: Kill dying creature; Gain 1d8 temp hp, +2 Str, +1 CL.
3 Animate Dead: 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 Undead: Create ghouls, ghasts, mummies, or mohrgs.
7 Destruction: Kills Target and destroys remains.
8 Create Greater Undead: Create shadows, wraiths, spectres, or devourers.
9 Wail of the Banshee: Kills one creature/level.
DEATHBOUND DOMAIN
Deity: Afflux.
Granted Power: Your limit for creating undead animated with spells increases to three times your CL instead of the normal two
times CL.
1 Chill of the Grave: Ray causes cold damage.
2 Blade of Pain and Fear: Creates blade of gnashing teeth.
3 Fangs of the Vampire King: Caster gains bite attack with +10 bonus that deals 1d6 damage and 1 Con damage.
4 Wither Limb: Caster reduces subject’s speed to 5 ft. or makes it impossible for Target to use objects or cast somatic spells.
5 Revive Undead: Restores undeath to undead that was destroyed up to 1 day/level ago.
6 Awaken Undead: Grant sentience to otherwise mindless undead.
7 Avasculate: Reduce foe to half hp and stun.
8 Avascular Mass: Reduce foe to half hp and stun, entangle in 20-ft radius from victim.
9 Heal, Mass: As heal, but with several subjects.
DEATHLESS DOMAIN
Deities: The Undying Court.
Granted Power: Once per day, you can perform a greater rebuking against deathless creatures in place of one of your turn
undead attempts. The greater rebuking is like a normal rebuking except that the deathless creatures that would be rebuked
are commanded instead.
1 Detect Undead: Reveals undead within 60 ft.
2 Consecrate: Fills area with positive energy, making undead weaker and deathless stronger.
3 Halt Deathless: Immobilizes deathless for 1 round/level.
4 Spirit Steed: Channels an ancient spirit into your steed, increasing its speed and granting other benefits.
5 Hallow: Designates location as holy.
6 Create Deathless: Create undying soldier.
7 Control Deathless: Deathless don’t attack you while under your command.
9 Create Greater Deathless: Create undying councilor.
9 Hero’s Blade: Channel the spirit of a great hero into a melee weapon.
DECAY DOMAIN
Deities: The Keeper.
Granted Power: You may use a touch of decay once per day. Your touch of decay is a supernatural ability that causes
putrescence in organic matter and weakens inorganic matter. You must succeed on a melee touch attack to affect a creature
(using the rules for touch spells). If you touch a living creature including constructs with the living subtype, you deal 1d4
points of Constitution damage. If you touch an undead creature, an object, or a construct without the living construct
subtype, you deal 2d6 ponts of damage +1 point per cleric level.
1 Doom: One Target takes -2 on attacks, damage, saves, and checks.
2 Ray of Enfeeblement: Ray deals 1d6+1/2 levels Str penalty.
3 Contagion: Infects Target with chosen disease.
4 Enervation: Target gains 1d4 negative levels.
5 Blight: Withers one plant or deals 1d6/level damage to plant creatures.
6 Antilife Shell: 10-ft field hedges out living creatures.
7 Withering Palm: Touch attack deals 1 point Str and 1 point Con damage per two CLs.
8 Horrid Wilting: Deals 1d6/level damage within 30 ft.
9 Energy Drain: Target gains 2d4 negative levels.
DEMONIC DOMAIN
Deities: Demogorgon, Graz’zt, Yeenoghu, Orcus, Fraz-Urb’luu.
Granted Power: Character gains +1 profane bonus on attack and damage rolls for unarmed strikes and attacks with natural
weapons.
1 Demonflesh: Caster gains +1 natural armor/5 CLs.
2 Demoncall: Grants +10 profane bonus on one Knowledge (arcana), Knowledge (the planes), or Knowledge (religion) check.
3 Demon Wings: Caster flies at his land speed.
4 Dimensional Anchor: Bars extra-dimensional movement.
5 Planar Binding, Lesser: Traps extraplanar creature of 6 HD or less until it performs a task.
6 Planar Binding: As planar binding, lesser but up to 12 HD.
7 Fiendish Clarity: Caster sees in even magical darkness, sees invisible up to 60 feet, and can detect good.
8 Utterdark: 100-ft/level radius of darkness that evil creatures can see through.
9 Gate: Connects two planes for travel or summoning.
DESTINY DOMAIN
Deities: Heironeous, Glautru, Istus, Lyris, Vecna, Zarus.
Granted Power: Once per day as an immediate action, you can grant a willing creature within 30 feet the ability to reroll an
attack, save, ability check, or skill check. You must be able to see the creature to be affected. You cannot use this power on
yourself. This is a supernatural ability.
1 Omen of Peril: You know how dangerous the future will be.
2 Augury: Learns whether an action will be good or bad.
3 Delay Death: Losing HP doesn’t kill subject.
4 Bestow Curse: -6 to an ability; -4 on attacks, saves, and checks; or 50% chance of losing each action.
5 Stalwart Pact: Target gains combat bonuses automatically when reduced to half HP or lower.
6 Warp Destiny: Reverse failed save or hit in combat.
7 Bestow Curse, Greater: As bestow curse, but more severe penalties.
8 Moment of Prescience: You gain insight bonus on a single attack roll, check, or save.
9 Choose Destiny: Gain two chances for success on every action.
DESTRUCTION DOMAIN
Deities: St. Cuthbert, Hextor.
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.
1 Inflict Light Wounds: Touch attack, 1d8 damage +1/level (max +5).
2 Shatter: Sonic vibration damages objects or crystalline creatures.
3 Contagion: Infects Target with chosen disease.
4 Inflict Critical Wounds: Touch attack, 4d8 damage +1/level (max +20).
5 Inflict Light Wounds, Mass: Deals 1d8 damage +1/level to many 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.
DIABOLIC DOMAIN
Deities: Asmodeus, Baalzebul, Mammon, Mephistopheles.
Granted Power: Once per day, character can add her class level as a bonus on a Bluff, Diplomacy, Intimidate, or Sense Motive
check.
1 Devil’s Tail (3.0): Caster gains a spiked tail that deals 1d4 damage.
2 Devil’s Eye: See through magical darkness up to 30 ft.
3 Devil’s Ego: Caster gains 1d4+1 Cha and become an outsider.
4 Hellfire: Explosion of brimstone deals 3d6 damage in 5-ft radius.
5 Planar Binding, Lesser: Traps extraplanar creature of 6 HD or less until it performs a task.
6 Planar Binding: As planar binding, lesser but up to 12 HD.
7 Hellfire Storm: Explosion of brimstone deals 5d6 damage in 20-ft radius.
8 Demand: Delivers short message and suggestion anywhere, instantly.
9 Gate: Connects two planes for travel or summoning.
DIVINATION DOMAIN (3.0)
Deities: Boccob, Obad-Hai, Pelor, Vecna.
Granted Power: You cast divination spells at +2 CLs.
1 Identify: Determines properties of magic item.
2 Augury: Learns whether an action will be good or bad.
3 Divination: Provides useful advice for specific, proposed action.
4 Scrying: Spies on Target from a distance.
5 Commune: Deity answers one yes-or-no question/level.
6 Legend Lore: Learn tales about a person, place, or thing.
7 Scrying, Greater: As scrying, but faster and longer.
8 Discern Location: Reveals exact location of creature or object.
9 Foresight: Sixth sense warns of impending danger.
DOMINATION DOMAIN
Deities: Gruumsh, Hextor, St. Cuthbert, Wee Jas.
Granted Power: You gain the Spell Focus (Enchantment) feat.
1 Command: One Target obeys one-word command for 1 round.
2 Enthrall: Captivates all within 100 ft. + 10 ft./level.
3 Suggestion: Compels Target to follow stated course of action.
4 Dominate Person: Control humanoid telepathically.
5 Command, Greater: As command, but affects one subject/level.
6 Geas/Quest: As lesser geas, but affects any creature.
7 Suggestion, Mass: As suggestion, plus one subject/level.
8 True Domination: As dominate person, but save at -4.
9 Monstrous Thrall: As true domination, but permanent and affects any creature.
DRAGON BELOW DOMAIN
Deities: The Cults of the Dragon Below.
Granted Power: You gain Augment Summoning as a bonus feat.
1 Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
2 Death Knell: Kill dying creature; Gain 1d8 temp hp, +2 Str, +1 CL.
3 Bestow Curse: -6 to an ability; -4 on attacks, saves, and checks; or 50% chance of losing each action.
4 Planar Ally, Lesser: Exchange services with a 6 HD extraplanar creature.
5 Slay Living: Touch attack kills subject.
6 Planar Ally: As lesser planar ally, but up to 12 HD.
7 Blasphemy: Kills, paralyzes, weakens, or dazes non-evil subjects.
8 Planar Ally, Greater: As lesser planar ally, but up to 18 HD.
9 Gate: Connects two planes for travel or summoning.
DRAGON DOMAIN
Deities: Aasterinian, Astilabor, Bahamut, Chronepsis, Falazure, Garyx, Hlal, Io, Lendys, Tamara, Tiamat.
Granted Power: Add Bluff and Intimidate to your list of cleric class skills.
1 Magic Fang: One natural weapon of Target creature gets +1 on attack and damage rolls.
2 Resist Energy: Ignores 10 hp/round from one energy type.
3 Magic Fang, Greater: One natural weapon of Target creature gets +1/four levels on attack and damage rolls (max +5).
4 Voice of the Dragon: +10 on Bluff, Diplomacy, and Intimidate checks; can use one suggestion.
5 True Seeing: See all things as they really are.
6 Stoneskin: Ignore 10 points of damage per attack.
7 Dragon Ally: As lesser dragon ally, but up to 15 HD.
8 Suggestion, Mass: As suggestion, plus one subject/level.
9 Dominate Monster: As dominate person, but any creature.
DREAM DOMAIN
Deities: Diirinka.
Granted Power: Because you have long delved into dreams and nightmares, you are immune to fear effects.
1 Sleep: Puts 4 HD of creatures into magical slumber.
2 Augury: Learns whether an action will be good or bad.
3 Deep Slumber: Puts 10 HD of creatures to sleep.
4 Phantasmal Killer: Fearsome illusion kills Target or deals 3d6 damage.
5 Nightmare: Sends vision dealing 1d10 damage, fatigue.
6 Dream Sight: Your spirit can leave your body and explore for 1 minute/level.
7 Scrying, Greater: As scrying, but faster and longer.
8 Power Word Stun: Stuns creatures with 150 or fewer hp.
9 Weird: As phantasmal killer, but affects all within 30 ft.
DROW DOMAIN
Deities: Eilistraee, Ghaunadaur, Kiaransalee, Lolth, Selvetarm, Vhaeraun.
Granted Power: You gain Lightning Reflexes as a bonus feat.
1 Cloak of Dark Power: Cloak protects Target from effects of sunlight.
2 Clairaudience/Clairvoyance: Hear or see at a distance for 1 minute/level.
3 Suggestion: Compels Target to follow stated course of action.
4 Discern Lies: Reveals deliberate falsehoods.
5 Spiderform: Polymorph into drider or Large spider.
6 Dispelling Screen, Greater: Targeted dispel magic on any creatures and unattended items, +20 max on CL check.
7 Word of Chaos: Non-chaotic Target is killed, confused, stunned, or deafened.
8 Planar Ally, Greater: As lesser planar ally, but up to 18 HD.
9 Gate: Connects two planes for travel or summoning.
DWARF DOMAIN
Deities: Abbathor, Berronar Truesilver, Clangeddin, Deep Duerra, Dugmaren Brightmantle, Dumathoin, Gorm Gulthyn, Haela
Brightaxe, Laduguer, Marthammor Duin, Moradin, Sharindlar, Thard Harr, Vergadain.
Granted Power: You gain Great Fortitude as a bonus feat.
1 Magic Weapon: Weapon gains +1 bonus.
2 Bear’s Endurance: Target gains +4 to Con for 1 minute/level.
3 Glyph of Warding: Inscription harms those who pass it.
4 Magic Weapon, Greater: +1/four levels (max +5).
5 Fabricate: Transforms raw material into finished items.
6 Stone Tell: Talk to natural or worked stone.
7 Dictum: Kills, paralyzes, slows, or deafens non-lawful subjects.
8 Protection from Spells: Confers +8 resistance bonus.
9 Elemental Swarm:† Summons multiple elementals.
† Earth spell only.
EARTH DOMAIN
Deities: Moradin, Obad-Hai.
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.
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 slowed.
5 Wall of Stone: Creates a stone wall that can be shaped.
6 Stoneskin: 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.
ENDURANCE DOMAIN
Deities: Phieran.
Granted Power: You can perform a feat of endurance, which is the supernatural ability to gain an enhancement bonus to
Constitution equal to one-half your level. Activating the power is a free action, the power lasts 1 minute, and it is usable
once per day.
1 Endure Elements: Exist comfortably in hot or cold environments.
2 Bear’s Endurance: Target gains +4 to Con for 1 minute/level.
3 Refreshment: Cures creatures of all non-lethal damage.
4 Sustain: Recipients need no food or drink for 6 hours/level.
5 Stoneskin: Ignore 10 points of damage per attack.
6 Bear’s Endurance, Mass: As bear’s endurance, affects one subject/level.
7 Globe of Invulnerability: As lesser globe of invulnerability, plus 4th-level spell effects.
8 Spell Turning: Reflect 1d4+6 spell levels back at caster.
9 Iron Body: Your body becomes living iron.
ELF DOMAIN
Deities: Aerdrie Faenya, Angharradh, Corellon Larethian, Deep Sashelas, Eilistraee, Erevan Ilesere, Fenmarel Mestarine, Hanali
Celanil, Labelas Enoreth, Rillifane Rallathil, Sehanine Moonbow, Shevarash, Solonor Thelandira.
Granted Power: Free Point Blank Shot feat.
1 True Strike: +20 on your next attack roll.
2 Cat’s Grace: Target gains +4 to Dex for 1 minute/level.
3 Snare: Creates a magic booby trap.
4 Tree Stride: Step from one tree to another far away.
5 Commune with Nature: Learn about terrain for 1 mile/level.
6 Find the Path: Shows most direct way to location.
7 Liveoak: Oak becomes treant guardian.
8 Sunburst: Blinds all within 80 ft., deals 6d6 damage.
9 Antipathy: Object or location affected by spell repels certain creatures.
ENTROPY DOMAIN
Deities: Dagon, Obox-ob.
Granted Power: Once per day as a standard action, you can channel a bolt of Abyssal entropy as a ranged touch attack, dealing
1d8 points of damage per cleric level you possess. Half the damage is sonic damage, and half is unholy damage that cannot
be reduced by sonic resistance or immunity.
1 Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
2 Vision of Entropy: Confronts target with a vision of the Abyss that causes increasing fear.
3 Ray of Exhaustion: Ray makes Target exhausted.
4 Fear: Subjects within cone flee for 1 round/level.
5 Waves of Fatigue: Several targets become fatigued.
6 Disintegrate: Makes one creature or object vanish.
7 Insanity: Target suffers continuous confusion.
8 Scintillating Pattern: Creates twisting colors that confuse, stun, or render subjects unconscious.
9 Abyssal Rift: Opens a rift in the ground, damaging creatures and structures.
ENVY DOMAIN
Deities: None.
Granted Power: Add Bluff to your list of cleric class skills. In addition, you cast spells that damage or drain ability scores or
bestow negative levels at +1 CL.
1 Disguise Self: Disguise own appearance.
2 Ray of Enfeeblement: Ray deals 1d6+1/2 levels Str penalty.
3 Touch of Idiocy: Target takes 1d6 points of Int, Wis, and Cha damage.
4 Vampiric Touch: Touch deals 1d6/two CLs; caster gains damage as hp.
5 Crushing Despair: Subjects take -2 on attack rolls, damage rolls, saves, and checks.
6 Magic Jar: Enables possession of another creature.
7 Limited Wish: Alters reality—within spell limits.
8 Simulacrum: Creates partially real double of a creature.
9 Wish: As limited wish, but with fewer limits.
EVIL DOMAIN
Deities: Erythnul, Gruumsh, Hextor, Nerull, Vecna.
Granted Power: You cast evil spells at +1 CL.
1 Protection from Good: +2 AC and saves, counter mind control, hedge out elementals and outsiders.
2 Desecrate: Fills area with negative energy, making undead stronger.
3 Magic Circle against Good: As protection from good, but 10-ft radius and 10 minute/level.
4 Unholy Blight: Damages and sickens good creatures.
5 Dispel Good: +4 bonus against attacks by good creatures.
6 Create Undead: Create ghouls, ghasts, mummies, or mohrgs.
7 Blasphemy: Kills, paralyzes, weakens, or dazes non-evil subjects.
8 Unholy Aura: +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.
EXORCISM DOMAIN
Deities: Corellon Larethian, Heironeous, Kord, Moradin, Pelor, The Silver Flame.
Granted Power (Su): You have the supernatural ability to force possessing spirits out of the bodies they inhabit. You make a
Charisma check and consult Table 8-16: Turning Undead, page 159 of the Player’s Handbook, using your cleric level. If
the result from the table is at least equal to the HD of the possessing creature, you force it out of the body. If the spirit
belongs to a spellcaster using magic jar, the spirit returns to the receptacle. If it is a ghost or a possessing fiend, it becomes
ethereal and free-floating again. In any case, the spirit cannot attempt to possess the same victim again for 24 hours.
1 Protection from Evil: +2 AC and saves, counter mind control, hedge out elementals and outsiders.
2 Magic Circle against Evil: As protection from evil, but 10-ft radius and 10 minute/level.
3 Remove Curse: Frees object or person from curse.
4 Dismissal: Forces a creature to return to native plane.
5 Dispel Evil: +4 bonus against attacks by evil creatures.
6 Banishment: Banishes 2 HD/level of extraplanar creatures.
7 Holy Word: Kills, paralyzes, slows, or deafens non-good subjects.
8 Holy Aura: +4 AC, +4 resistance, and SR 25 against evil spells.
9 Freedom: Releases creature from imprisonment.
FAMILY DOMAIN
Deities: Berronar Truesilver, Cyrrollalee, Eldath, Hathor, Isis, Lliira, Luthic, Yondalla.
Granted Power: Once per day as a free action, you can protect a number of creatures equal to your Charisma modifier
(minimum one creature) with a +4 dodge bonus to AC. This ability lasts 1 round per level. An affected creature loses this
protection if it moves more than 10 feet from you. You can affect yourself with this ability.
1 Bless: Allies gain +1 to attack, +1 against fear.
2 Shield Other: You take half of subject’s damage.
3 Helping Hand: Ghostly hand leads Target to you.
4 Imbue with Spell Ability: Transfer spells to subject.
5 Rary’s Telepathic Bond: Link lets allies communicate.
6 Heroes’ Feast: Food for one creature/level cures and blesses.
7 Refuge: Alters item to transport its possessor to you.
8 Protection from Spells: Confers +8 resistance bonus.
9 Prismatic Sphere: As prismatic wall, but surrounds on all sides.
FATE DOMAIN
Deities: Lyris, Nerull, Obad-Hai, Beshaba, Hathor, Hoar, Jergal, Kelemvor, Savras.
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.
1 True Strike: +20 on your next attack roll.
2 Augury: Learns whether an action will be good or bad.
3 Bestow Curse: -6 to an ability; -4 on attacks, saves, and checks; or 50% chance of losing each action.
4 Status: Monitors condition, position of allies.
5 Mark of Justice: Designates action that will trigger curse on subject.
6 Geas/Quest: As lesser geas, but affects any creature.
7 Vision: As legend lore, but quicker and strenuous.
8 Mind Blank: Target is immune to mental/emotional magic and scrying.
9 Foresight: Sixth sense warns of impending danger.
FEAST DOMAIN
Deities: Gadhelyn, Olladra.
Granted Power: You have immunity to ingested poisons and to diseases spread by ingestion.
1 Goodberry: 2d4 berries each cure 1 hp (max 8 hp/24 hours).
2 Delay Poison: Stops poison from harming Target for 1 hour/level.
3 Create Food and Water: Feeds three humans (or one horse)/level.
4 Neutralize Poison: Immunizes Target against poison, detoxifies venom in or on subject.
5 Leomund’s Secure Shelter: Creates sturdy cottage.
6 Heroes’ Feast: Food for one creature/level cures and blesses.
7 Mordenkainen’s Magnificent Mansion: Door leads to extra-dimensional mansion.
8 Detoxify: Neutralize poison in 30’ radius.
9 Feast of Champions: Food for one creature/level heals and grants comprehensive bonuses.
FEY DOMAIN
Deities: Valarian.
Granted Power: Gain a +4 bonus on saving throws against the spell-like abilities of fey (such as dryads, nymphs, and sprites).
1 Faerie Fire: Outlines Target with light, canceling blur, concealment, etc.
2 Charm Person: Makes one person your friend.
3 Inspired Aim: Allies within 40 ft. gain +2 insight bonus on ranged attack rolls.
4 Blinding Beauty: You become as beautiful as a nymph, and can blind humanoids who look at you.
5 Tree Stride: Step from one tree to another far away.
6 Heroes’ Feast: Food for one creature/level cures and blesses.
7 Liveoak: Oak becomes treant guardian.
8 Unearthly Beauty: As blinding beauty, but creatures must save or die.
9 Summon Nature’s Ally IX: Calls creature to fight.
FIRE DOMAIN
Deity: Obad-Hai.
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.
1 Burning Hands: 1d4 fire damage/level (max 5d4), 15-foot cone.
2 Produce Flame: 1d6 damage +1/level, touch or thrown.
3 Resist Energy:† Ignores 10 hp/round from one 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 +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 fire damage/level.
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.
††† Fire elementals only.
FLAME DOMAIN (3.0)
Granted Power: You can generate a flame ward, a spell-like ability to grant yourself or someone you touch a resistance bonus
equal to your shaman level on all saving throws against fire spells and effects. Activating this power is a standard action.
The flame ward is an abjuration effect with a duration of 1 minute + 1 minute/level that is usable once per day.
1 Burning Hands: 1d4 fire damage/level (max 5d4), 15-foot cone.
2 Produce Flame: 1d6 damage +1/level, touch or thrown.
3 Animate Fire: Turn Small or smaller fire into animated object.
4 Wall of Fire: Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 +1/level.
5 Fire Breath: You can breathe fire once/round; flame deals 1d8/2 levels (maximum 10d8) damage to one target within 15 ft.
6 Fire Seeds: Acorns and berries become grenades and bombs.
7 Fire Storm: Deals 1d6 fire damage/level.
8 Incendiary Cloud: Cloud deals 4d6 fire damage/round.
9 Internal Fire: Targets die instantly or take 6d6 + 1/level fire damage.
FORCE DOMAIN
Deities: Tharizdun.
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 supernatural ability.
1 Mage Armor: Gives Target +4 armor bonus.
2 Magic Missile: 1d4+1 damage; +1 missile/two levels above 1st (max 5).
3 Blast of Force: Ray deals 1d6 damage/2 CLs (max 5d6).
4 Otiluke’s Resilient Sphere: Force globe protects but traps one subject.
5 Wall of Force: Wall is immune to damage.
6 Repulsion: Creatures can’t approach you.
7 Forcecage: Cube or cage of force imprisons all inside.
8 Otiluke’s Telekinetic Sphere: As Otiluke’s resilient sphere, but you move sphere telekinetically.
9 Bigby’s Crushing Hand: Large hand provides cover, pushes, or crushes your foes.
FURY DOMAIN
Deities: Baphomet, Kostchtchie, Yeenoghu.
Granted Power: Once per day as a free action, you can designate a single creature or object as the target of your fury. You gain
a +2 profane bonus on attack rolls against the designated creature or object and deal an extra 2 points of damage with each
successful strike upon it. These bonuses persist until you select a new target for your attacks.
1 True Strike: +20 on your next attack roll.
2 Bull’s Strength: Target gains +4 to Strength for 1 minute/level.
3 Rage: Grants +2 to Str and Con, +1 on Will saves, -2 to AC.
4 Divine Power: You gain attack bonus, +6 to Str, and 1 hp/level.
5 Shout: Deafens all within cone and deals 5d6 sonic damage.
6 Song of Discord: Forces targets to attack each other.
7 Abyssal Frenzy: Regresses target to brutish, demonic version of itself.
8 Shout, Greater: Devastating yell deals 10d6 sonic damage, stuns creatures, damages objects.
9 Abyssal Frenzy, Mass: As abyssal frenzy, but 1 creature/level.
FURY (ORIENTAL) DOMAIN (3.0)
Granted Power: You gain the smite power, the supernatural ability to make a single melee attack with a +4 attack bonus and a
damage bonus equal to your shaman level (if you hit). You must declare the smite before making the attack. It is usable
once per day.
1 Weapon Bless (3.0): Prepare one weapon for combat against a particular foe.
2 Shatter: Sonic vibration damages objects or crystalline creatures.
3 Castigate: Creatures of different alignment take 2d6 or 5d6 damage and are deafened for 1d4 rounds.
4 Shout: Deafens all within cone and deals 5d6 sonic damage.
5 Circle of Doom (3.0): Deals 1d8 +1/level damage in all directions.
6 Harm: Deals 10 points/level damage to target.
7 Destruction: Kills Target and destroys remains.
8 Earthquake: Intense tremor shakes 80-ft radius.
9 Implosion: Kills one creature/round.
GHOST DOMAIN (3.0)
Deities: Aluvan.
Granted Power: Cast ectomancy spells at +1 CL.
1 Protection from Possession (3.0): Warded creature cannot be possessed or mentally controlled.
2 Halt Undead: Immobilizes undead for 1 round/level.
3 Undead Bane Weapon: Weapon gains undead bane property and is considered good-aligned.
4 Proper State (3.0): Transforms willing incorporeal undead into a ghost.
5 Contingent Spell Lock (3.0): You store prepared spells or slots to use immediately if you become a ghost.
6 Undeath to Death: Destroys 1d4 HD/level undead (max 20d4).
7 Repel Ectoplasm (3.0): As repel wood, but affecting only ectoplasm.
8 Trap the Soul:† Imprisons Target within gem.
9 Forcecage: Cube or cage of force imprisons all inside.
† works on ghosts only
GLORY DOMAIN
Deities: Ayailla, Heironeous, Pelor, Re-Horakhty.
Granted Power: Turn undead with a +2 bonus on the turning check and +1d6 on the turning damage roll.
1 Disrupt Undead: Deals 1d6 damage to one undead.
2 Glorious Raiment: You imbue a garment with divine power.
3 Searing Light: Ray deals 1d8/two levels, 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: Positive energy ray deals extra damage to evil outsiders and undead.
7 Sunbeam: Beam blinds and deals 4d6 damage.
8 Crown of Glory: You gain +4 Charisma and enthrall those who hear you.
9 Blinding Glory: 100-ft/level radius of light that blinds evil creatures.
GLUTTONY DOMAIN
Deities: None.
Granted Power: For a total time per day of 1 round per cleric level you possess, you can increase your size as if you were
affected by the enlarge person spell. Activating the power or ending it is a free action.
1 Goodberry: 2d4 berries each cure 1 hp (max 8 hp/24 hours).
2 Death Knell: Kill dying creature; Gain 1d8 temp hp, +2 Str, +1 CL.
3 Create Food and Water: Feeds three humans (or one horse)/level.
4 Vampiric Touch: Touch deals 1d6/two CLs; caster gains damage as hp.
5 Baleful Polymorph: Transforms Target into harmless animal.
6 Heroes’ Feast: Food for one creature/level cures and blesses.
7 Stone to Flesh: Restores petrified creature.
8 Bite of the King: Swallow enemies whole.
9 Trap the Soul: Imprisons Target within gem.
GNOME DOMAIN
Deities: Baervan Wildwanderer, Baravar Cloakshadow, Callarduran Smoothhands, Flandal Steelskin, Gaerdal Ironhand, Garl
Glittergold, Segojan Earthcaller, Urdlen.
Granted Power: You cast illusion spells at +1 CL.
1 Silent Image: Creates minor illusion of your design.
2 Gembomb: Gem becomes a bomb that deals 1d8 force damage/2 levels.
3 Minor Image: Creates audio and visual illusion of your design.
4 Minor Creation: Creates one cloth or wood object.
5 Hallucinatory Terrain: Makes one type of terrain appear like another (field into forest, or the like).
6 Fantastic Machine: Creates a machine to perform a single simple task.
7 Screen: Illusion hides area from vision, scrying.
8 Otto’s Irresistible Dance: Forces Target to dance.
9 Summon Nature’s Ally IX:† Calls creature to fight.
† Earth elementals or animals only.
GOOD DOMAIN
Deities: Corellon Larethian, Ehlonna, Garl Glittergold, Heironeous, Kord, Moradin, Pelor, Yondalla.
Granted Power: You cast good spells at +1 CL.
1 Protection from Evil: +2 AC and saves, counter mind control, hedge out elementals and outsiders.
2 Aid: +1 on attack rolls and fear saves, 1d8 temporary hp +1/level (max +10).
3 Magic Circle against Evil: As protection from evil, but 10-ft radius and 10 minute/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: Kills, paralyzes, slows, or deafens non-good subjects.
8 Holy Aura: +4 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.
GREED DOMAIN
Deities: Mammon, Tiamat.
Granted Power: Character gains a +2 competence bonus on Appraise, Open Lock, and Pick Pocket checks.
1 Cheat: Caster rerolls when determining the success of a game of chance.
2 Entice Gift: Target gives caster what it’s holding.
3 Knock: Open locked or magically sealed door.
4 Fire Trap: Opened object deals 1d4 +1/level fire damage.
5 Fabricate: Transforms raw material into finished items.
6 Guards and Wards: Array of magical effects protects area.
7 Vanish (3.0): As teleport, but affects a touched object.
8 Phantasmal Thief: Creates an unseen force that steals from others.
9 Sympathy: Object or location attracts certain creatures.
GUARDIAN DOMAIN (3.0)
Granted Power: Once per day, you can add your shaman level to a single saving throw you make.
1 Shield of Faith: Aura grants +2 or higher deflection bonus.
2 Warning: Grants uncanny dodge and +4 insight bonus on Listen and Spot checks.
3 Substitution (3.0): Half the damage you take is transferred to a figure of a spirit or deity.
4 Snake Barrier: Keeps reptiles at bay.
5 Dispel Chaos: +4 bonus against attacks by chaotic creatures.
5 Dispel Evil: +4 bonus against attacks by evil creatures.
5 Dispel Good: +4 bonus against attacks by good creatures.
5 Dispel Law: +4 bonus against attacks by lawful creatures.
6 Stoneskin: Ignore 10 points of damage per attack.
7 Repulsion: Creatures can’t approach you.
8 Surelife: Protects you from death due to hazards.
9 Antipathy: Object or location affected by spell repels certain creatures.
HALFLING DOMAIN
Deities: Arvoreen, Brandobaris, Cyrrollalee, Sheela Peryroyl, Urogalan, Yondalla.
Granted Power: Once per day for 10 minutes, you add your Charisma modifier to your Climb, Jump, Move Silently, and Hide
checks. Activating this ability is a free action.
1 Magic Stone: Three stones become +1 projectiles, 1d6+1 damage.
2 Cat’s Grace: Target gains +4 to Dex for 1 minute/level.
3 Magic Vestment: Armor or shield gains +1 enhancement/4 levels.
4 Freedom of Movement: Target moves normally despite impediments.
5 Mordenkainen’s Faithful Hound: Phantom dog can attack, guard.
6 Move Earth: Digs trenches and build hills.
7 Shadow Walk: Step into shadow to travel rapidly.
8 Word of Recall: Teleports you back to designated place.
9 Foresight: Sixth sense warns of impending danger.
HATRED DOMAIN
Deities: Bane, Ghaunadaur, Gruumsh, Set, Urdlen, the Great Mother.
Granted Power: Once per day as a free action, choose one opponent. Against that foe you gain a +2 profane bonus on attack
rolls, saving throws, and Armor Class for 1 minute.
1 Doom: One Target takes -2 on attacks, damage, saves, and checks.
2 Scare: Frightens creatures of less than 6 HD.
3 Bestow Curse: -6 to an ability; -4 on attacks, saves, and checks; or 50% chance of losing each action.
4 Rage: Grants +2 to Str and Con, +1 on Will saves, -2 to AC.
5 Righteous Might: Your size increases, and you gain +4 Strength.
6 Forbiddance: Blocks planar travel, damages creatures of different alignment.
7 Blasphemy: Kills, paralyzes, weakens, or dazes non-evil subjects.
8 Antipathy: Object or location affected by spell repels certain creatures.
9 Wail of the Banshee: Kills one creature/level.
HEALING DOMAIN
Deity: Pelor.
Granted Power: You cast healing spells at +1 CL.
1 Cure Light Wounds: Cures 1d8 +1/level damage (max +5).
2 Cure Moderate Wounds: Cures 2d8 +1/level damage (max +10).
3 Cure Serious Wounds: Cures 3d8 +1/level damage (max +15).
4 Cure Critical Wounds: Cures 4d8 +1/level damage (max +20).
5 Cure Light Wounds, Mass: 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 Cure Critical Wounds, Mass: Cures 4d8 damage +1/level (max +40) for many creatures.
9 Heal, Mass: As heal, but with several subjects.
HERALD DOMAIN
Deities: Barachiel.
Granted Power: Intimidate is a class skill. You gain a +4 sacred bonus on Diplomacy and Intimidate checks.
1 Comprehend Languages: Understand all spoken and written languages.
2 Enthrall: Captivates all within 100 ft. + 10 ft./level.
3 Tongues: Speak any language.
4 Sending: Delivers short message anywhere, instantly.
5 Command, Greater: As command, but affects one subject/level.
6 Dream: Sends message to anyone sleeping.
7 Aspect of the Deity: As lesser aspect, but you get celestial qualities.
8 Crown of Glory: You gain +4 Charisma and enthrall those who hear you.
9 Aspect of the Deity, Greater: As lesser aspect, but gain wings, enhanced ability scores, and various resistances and
immunities.
HERO DOMAIN (3.0)
Granted Power: Once per day, you can add your shaman level to a single attack roll.
1 Divine Favor: You gain attack, damage bonus, +1/3 levels.
2 Bull’s Strength: Target gains +4 to Strength for 1 minute/level.
3 Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
4 Divine Power: You gain attack bonus, +6 to Str, and 1 hp/level.
5 Righteous Might: Your size increases, and you gain +4 Strength.
6 Stoneskin: Ignore 10 points of damage per attack.
7 Tenser’s Transformation: You gain combat bonuses.
8 Giant Size: You become Huge or larger.
9 Shapechange: Transforms you into any creature, and change forms once/round.
HUNGER DOMAIN
Deity: Doresain.
Granted Power: You gain a bite attack. If you are Small, your bite attack deals 1d4 points of damage; Medium, 1d6; or Large,
1d8. You are proficient with your bite, and considered armed. If you already have a natural bite attack, use the higher of the
two damage values. This is considered a secondary natural attack.
1 Ghoul Light: Light provides turn resistance.
2 Ghoul Glyph: Glyph wards area, paralyzes victims.
3 Ghoul Gesture: Ray paralyzes subject.
4 Enervation: Target gains 1d4 negative levels.
5 Ghoul Gauntlet: Convert victim to a ghoul under your control.
6 Eyes of the King: Summon fiendish dire bats.
7 Field of Ghouls: Transform dying creatures into ghouls.
8 Bite of the King: Swallow enemies whole.
9 Energy Drain: Target gains 2d4 negative levels.
ILLUSION DOMAIN
Deities: Akadi, Azuth, Baravar Cloakshadow, Cyric, Mystra, Sehanine Moonbow.
Granted Power: You cast all illusion spells at +1 CL.
1 Silent Image: Creates minor illusion of your design.
2 Minor Image: Creates audio and visual illusion of your design.
3 Displacement: Attacks miss Target 50%.
4 Phantasmal Killer: Fearsome illusion kills Target or deals 3d6 damage.
5 Persistent Image: As major image, but no concentration required.
6 Mislead: Turns you invisible and creates illusory double.
7 Project Image: Illusory double can talk and cast spells.
8 Screen: Illusion hides area from vision, scrying.
9 Weird: As phantasmal killer, but affects all within 30 ft.
INCARNUM DOMAIN
Deities: None. Clerics of any deity can select this domain, as well as clerics who venerate a pantheon or no deity at all. Neutral
clerics—those without an alignment component of chaotic, evil, good, or lawful—may not choose this domain.
Granted Power: You gain Incarnum Spellshaping as a bonus feat.
1 Detect Incarnum: Detect soulmelds and essentia within 60 ft.
2 Soul Boon: Grant 1 point of essentia per three CLs to subject.
3 Wall of Incarnum: Creates wall of incarnum that deals essentia or Wisdom damage to those attempting to pass through.
4 Essentia Lock: Target can’t reallocate essentia.
5 Incarnum Weapon: Weapon shaped of incarnum attacks foe.
6 Incarnum Vigor: Target gains fast healing; his healing spells cure extra damage.
7 Incarnum Bladestorm: Storm of blades deals Wisdom damage to living creatures within.
8 Incarnum Apotheosis: Target’s incarnum receptacles are maxed; target immune to essentia reduction/soul meld unshapeing.
9 Soulmeld Disjunction: One or more of target’s soulmelds are destroyed.
INQUISITION DOMAIN
Deities: Heironeous, Pholtus, Moradin, St. Cuthbert.
Granted Power: Gain a +4 bonus on dispel checks.
1 Detect Chaos: Reveals chaotic creatures, spells, or objects.
2 Zone of Truth: Subjects within range cannot lie.
3 Detect Thoughts: Allows listening to surface thoughts.
4 Discern Lies: Reveals deliberate falsehoods.
5 True Seeing: See all things as they really are.
6 Geas/Quest: As lesser geas, but affects any creature.
7 Dictum: Kills, paralyzes, slows, or deafens non-lawful subjects.
8 Shield of Law: +4 AC, +4 resistance, and SR 25 against chaotic spells.
9 Imprisonment: Entombs Target beneath the earth.
JOY DOMAIN
Deities: Chaav.
Granted Power: You gain a +4 sacred bonus on Diplomacy checks.
1 Vision of Heaven: Evil creature is dazed for 1 round.
2 Elation: Allies gain +2 to Strength and Dexterity, +5 ft. of speed.
3 Distilled Joy: Create ambrosia.
4 Good Hope: Subjects gain +2 on attacks, damage, saves, and checks.
5 Chaav’s Laugh: Good +2 on attack/save vs fear, +1d8 temp HP +1/level (max +20). Evil -2 on attack/save vs fear.
6 Heroism, Greater: Gives +4 bonus on attacks, saves, skill checks; immunity to fear; temporary hp.
7 Starmantle: Destroys non-magical weapons on contact; DC 15 Reflex save to half damage from magic weapons.
8 Sympathy: Object or location attracts certain creatures.
9 Otto’s Irresistible Dance: Forces Target to dance.
KNOWLEDGE DOMAIN
Deities: Boccob, Vecna.
Granted Power: Add all Knowledge skills to your list of cleric class skills. You cast divination spells at +1 CL.
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 minute/level.
4 Divination: Provides useful advice for specific, proposed action.
5 True Seeing: See all things as they really are.
6 Find the Path: Shows most direct way to location.
7 Legend Lore: 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.
KOBOLD DOMAIN
Deities: Kurtulmak.
Granted Power: You can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. You can use
the Disable Device skill to disarm magic traps. A cleric with the Kobold domain who beats a trap’s DC by 10 or more with
a Disable Device check can study a trap, figure out how it works, and bypass it (with their party) without disarming it. Add
Disable Device and Search to your list of cleric class skills.
1 Create Trap: Creates a CR 1 trap.
2 Gnome Blight: Cloud of itchy debilitating pollen sickens living creatures.
3 Fire Trap: Opened object deals 1d4 +1/level fire damage.
4 Stone Sphere: 5-ft diameter stone sphere rolls over your enemies.
5 Transmute Rock to Mud: Transforms two 10-ft cubes/level.
6 Contingency: Sets trigger condition for another spell.
7 Ironguard: Target becomes immune to all metal.
8 Maze: Traps Target in extra-dimensional maze.
9 Transmute Rock to Lava: Transforms one 10-ft cube with subsequent fire damage and effects.
LAW DOMAIN
Deities: St. Cuthbert, Heironeous, Hextor, Moradin, Wee Jas, Yondalla.
Granted Power: You cast law spells at +1 CL.
1 Protection from Chaos: +2 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 from chaos, but 10-ft radius and 10 minute/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 non-lawful subjects.
8 Shield of Law: +4 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
Deities: Trithereon, Dennari.
Granted Power: If you are affected by a charm, compulsion, or fear effect and fail your saving throw, you can attempt it again 1
round later at the same DC. You get only this one extra chance to succeed on your saving throw. This granted power is
considered a supernatural ability.
1 Omen of Peril: You know how dangerous the future will be.
2 Undetectable Alignment: Conceals alignment for 24 hours.
3 Rage: Grants +2 to Str and Con, +1 on Will saves, -2 to AC.
4 Freedom of Movement: Target moves normally despite impediments.
5 Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
6 Dispel Magic, Greater: As dispel magic, but +20 on check.
7 Refuge: Alters item to transport its possessor to you.
8 Mind Blank: Target is immune to mental/emotional magic and scrying.
9 Unbinding: Frees everyone in range from spells that constrain or bind.
LIFE DOMAIN
Deities: Arawai, Afflux.
Granted Power: Once per day, you can grant 1d6 temporary HP +1 per cleric level to a creature you touch. These temporary HP
last for a maximum of 1 hour/level.
1 Hide from Undead: Undead can’t perceive one subject/level.
2 Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.
3 Plant Growth: Grows vegetation, improves crops.
4 Death Ward: Grants immunity to death spells and negative energy effects.
5 Disrupting Weapon: Melee weapon destroys undead.
6 Animate Objects: Objects attack your foes.
7 Regenerate: Subject’s severed limbs grow back, cures 4d8 damage +1/level (max +35).
8 Animate Plants: One or more plants animate and fight for you.
9 Heal, Mass: As heal, but with several subjects.
LUCK DOMAIN
Deities: Fharlanghn, Kord, Olidammara.
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 game master 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.
1 Entropic Shield: Ranged attacks against you have 20% miss chance.
2 Aid: +1 on attack rolls and fear saves, 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: Target 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 a single attack roll, check, or save.
9 Miracle: Requests a deity’s intercession.
LUST DOMAIN
Deities: None.
Granted Power: Once per day as a free action, you gain an enhancement bonus to Charisma equal to your cleric level. The
power lasts for 1 round.
1 Charm Person: Makes one person your friend.
2 Invisibility: Target invisible 1 minute/level or until it attacks.
3 Clairaudience/Clairvoyance: Hear or see at a distance for 1 minute/level.
4 Planar Ally, Lesser: Exchange services with a 6 HD extraplanar creature.
5 Scrying: Spies on Target from a distance.
6 Symbol of Persuasion: Triggered rune charms nearby creatures.
7 Refuge: Alters item to transport its possessor to you.
8 Sympathy: Object or location attracts certain creatures.
9 Trap the Soul: Imprisons Target within gem.
MADNESS DOMAIN
Deities: Boccob, Erythnul, Vecna, Tharizdun, Mak Thuum Ngatha, (Olympian) Dionysus.
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.
1 Confusion, Lesser: One creature acts randomly for one round.
2 Touch of Madness: Dazes one creature for 1 round/level.
3 Rage: Grants +2 to Str and Con, +1 on Will saves, -2 to AC.
4 Confusion: Subjects behave oddly for 1 round/level.
5 Bolts of Bedevilment: One ray/round, dazes 1d3 rounds.
6 Phantasmal Killer: Fearsome illusion kills Target or deals 3d6 damage.
7 Insanity: Target suffers continuous confusion.
8 Maddening Scream: Target has -4 AC, no shield, Reflex save on 20 only.
9 Weird: As phantasmal killer, but affects all within 30 ft.
MAGIC DOMAIN
Deities: Boccob, Vecna, Wee Jas.
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.
1 Nystul’s Magic Aura: Alters object’s magic aura.
2 Identify: Determines properties of magic item.
3 Dispel Magic: Cancels spells and magical effects.
4 Imbue with Spell Ability: Transfer spells to subject.
5 Spell Resistance: Target 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 Spells: Confers +8 resistance bonus.
9 Mordenkainen’s Disjunction: Dispels magic, disenchants magic items.
MEDITATION DOMAIN
Deities: The Path of Light.
Granted Power: Once per day, you can cast one spell as though it had the Empower Spell feat applied to it. However, you cast
the spell at its normal level, not at two levels higher, and use the normal casting time of the spell. You need not know the
Empower Spell feat to use this ability.
1 Comprehend Languages: Understand all spoken and written languages.
2 Owl’s Wisdom: Target gains +4 to Wis for 1 minute/level.
3 Locate Object: Senses direction toward object (specific or type).
4 Tongues: Speak any language.
5 Spell Resistance: Target gains SR 12 + level.
6 Find the Path: Shows most direct way to location.
7 Spell Turning: Reflect 1d4+6 spell levels back at caster.
8 Mind Blank: Target is immune to mental/emotional magic and scrying.
9 Astral Projection: Projects you and companions onto the Astral Plane.
MEDITATION (ORIENTAL) DOMAIN (3.0)
Granted Power: Each day, you can prepare one spell as though it had the Empower Spell feat applied to it. However, this spell
is at its normal level, not at two levels higher (as with the regular metamagic feat). You need not know the Empower Spell
feat to use this ability.
1 Trance (3.0): Meditate to learn about nearby spirits.
2 Protection from Charm: Target gains +1/three levels bonus (max +5) on saves against charm and compulsion.
3 That Art Thou (3.0): Extend your senses 30 ft.
4 Dream Sight: Your spirit can leave your body and explore for 1 minute/level.
5 Aiming at the Target: +10 bonus on Concentration checks for previously cast spell.
6 True Seeing: See all things as they really are.
7 Scrying, Greater: As scrying, but faster and longer.
8 Finding the Center: Automatically maintain concentration on previously cast spell.
9 Astral Projection: Projects you and companions onto the Astral Plane.
MENTALISM DOMAIN
Deity: Deep Duerra.
Granted Power: Once per day as a standard action, you can generate a mental ward, granting a creature you touch a resistance
bonus on its next Will saving throw equal to your level +2. The mental ward is an abjuration effect with a duration of 1
hour.
1 Confusion, Lesser: One creature acts randomly for one round.
2 Detect Thoughts: Allows listening to surface thoughts.
3 Clairaudience/Clairvoyance: Hear or see at a distance for 1 minute/level.
4 Modify Memory: Changes 5 minutes of subject’s memories.
5 Mind Fog: Subjects in fog get -10 to Wisdom and Will checks.
6 Rary’s Telepathic Bond: Link lets allies communicate.
7 Antipathy: Object or location affected by spell repels certain creatures.
8 Mind Blank: Target is immune to mental/emotional magic and scrying.
9 Astral Projection: Projects you and companions onto the Astral Plane.
METAL DOMAIN
Deities: Dumathoin, Flandal Steelskin, Gond, Grumbar, Laduguer.
Granted Power: You gain Martial Weapon Proficiency and Weapon Focus as bonus feats for either the light hammer or the
warhammer (your choice).
1 Magic Weapon: Weapon gains +1 bonus.
2 Heat Metal: Make metal so hot it damages those who touch it.
3 Keen Edge: Doubles normal weapon’s threat range.
4 Rusting Grasp: Your touch corrodes iron and alloys.
5 Wall of Iron: 30 hp/4 levels; can topple onto foes.
6 Blade Barrier: Wall of blades deals 1d6/level damage.
7 Transmute Metal to Wood: Metal within 40 ft. becomes wood.
8 Iron Body: Your body becomes living iron.
9 Repel Metal or Stone: Pushes away metal and stone.
METAL (ORIENTAL) DOMAIN (3.0)
Granted Power: You can generate a metal ward, a spell-like ability to grant yourself or someone you touch DR 1/- against
attacks from metal weapons or spell effects. This reduces the damage taken from such attacks by 1 each time damage is
dealt. Activating this power is a standard action. The metal ward is an abjuration effect with a duration of 1 minute +1
minute/level that is usable once per day.
1 Iron Scarf: Ranged attack deals 1d8 damage +1/level.
2 Heat Metal: Make metal so hot it damages those who touch it.
3 Magnetism: Draw iron or steel objects to yourself.
4 Rusting Grasp: Your touch corrodes iron and alloys.
5 Wall of Iron: 30 hp/4 levels; can topple onto foes.
6 Blade Barrier: Wall of blades deals 1d6/level damage.
7 Move Earth: Digs trenches and build hills.
8 Repel Metal or Stone: Pushes away metal and stone.
9 Iron Body: Your body becomes living iron.
MIND DOMAIN
Deities: Boccob, Ilsensine, Olidammara, Vecna, Wee Jas, Zuoken, Ilsensine.
Granted Power: Gain a +2 bonus on Bluff, Diplomacy, and Sense Motive checks. Gain a +2 bonus on Will saves against
enchantment spells and effects.
1 Comprehend Languages: Understand all spoken and written languages.
2 Detect Thoughts: Allows listening to surface thoughts.
3 Telepathic Bond, Lesser: Link with Target within 30 ft. for 10 minutes/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: Listen to thoughts of up to eight other creatures.
8 Mind Blank: Target is immune to mental/emotional magic and scrying.
9 Weird: As phantasmal killer, but affects all within 30 ft.
MOON DOMAIN
Deities: Eilistraee, Hathor, Malar, Sehanine Moonbow, Selûne, Sharindlar.
Granted Power: Turn or destroy lycanthropes as a good cleric turns or destroys undead. You can use this ability a number of
times per day equal to 3 + your Cha modifier.
1 Faerie Fire: Outlines Target with light, canceling blur, concealment, etc.
2 Moonbeam: Moveable beam of light that penetrates darkness and forces lycanthropes to change shape.
3 Moon Blade: Touch attack deals 1d8 +1/2 levels, more to undead, plus scrambles spellcasting.
4 Fear: Subjects within cone flee for 1 round/level.
5 Moon Path: Creates a nearly indestructible bridge that protects those on it.
6 Permanent Image: Includes sight, sound, and smell.
7 Insanity: Target suffers continuous confusion.
8 Animal Shapes: One ally/level polymorphs into chosen animal.
9 Moonfire: Cone of light damages creatures, reveals hidden things, negates electricity damage.
MYSTICISM DOMAIN
Deities: Any good or evil deity. 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.
1 Divine Favor: You gain attack, damage bonus, +1/3 levels.
2 Spiritual Weapon: Magic weapon attacks on its own.
3 Visage of the Deity, Lesser: You gain +4 Cha and resistance 10 to certain energy types.
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: Kills, paralyzes, weakens, or dazes non-evil subjects.
7 Holy Word: Kills, paralyzes, slows, or deafens non-good subjects.
8 Holy Aura: +4 AC, +4 resistance, and SR 25 against evil spells.
8 Unholy Aura: +4 to AC, +4 resistance, SR 25 against good spells.
9 Visage of the Deity, Greater: As lesser visage of the deity, but you become half-celestial or half-fiendish.
Choose one spell of those given, based on your alignment, that is always your domain spell for this level.
NATURE DOMAIN (3.0)
Granted Power: Rebuke or command normal animals or 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.
1 Trance (3.0): Meditate to learn about nearby spirits.
2 Commune with Lesser Spirit: Lesser spirit answers one question/2 levels.
3 Possess Animal: Your soul inhabits and controls an animal’s body.
4 Elemental Ward: Drives elementals away.
5 Commune with Greater Spirit: Ask any spirit 1 question/level.
6 Transport via Plants: Move instantly from one plant to another of the same species.
7 Control Weather: Changes weather in local area.
8 Animal Shapes: One ally/level polymorphs into chosen animal.
9 Shapechange: Transforms you into any creature, and change forms once/round.
NECROMANCER DOMAIN
Deities: The Blood of Vol.
Granted Power: You cast necromancy spells at +1 CL.
1 Ray of Enfeeblement: Ray deals 1d6+1/2 levels Str penalty.
2 Command Undead: Undead creature obeys your commands.
3 Vampiric Touch: Touch deals 1d6/two CLs; caster gains damage as hp.
4 Enervation: Target gains 1d4 negative levels.
5 Waves of Fatigue: Several targets become fatigued.
6 Eyebite: Target becomes panicked, sickened, and comatose.
7 Control Undead: Undead don’t attack you while under your command.
8 Horrid Wilting: Deals 1d6/level damage within 30 ft.
9 Energy Drain: Target gains 2d4 negative levels.
NOBILITY DOMAIN
Deities: Altua, Heironeous, Pelor, Zeus, Hera, Nike, Re-Horakhty, Horus-Re, Lathander, Milil, Nobanion, Red Knight,
Siamorphe, Tem-Et-Nu.
Granted Power: You have the spell-like ability to inspire allies, giving them a +2 morale bonus on saving throws, attack and
damage rolls, ability checks, and skill checks. Allies must be able to hear you speak for 1 round. Using this ability is a
standard action. It lasts a number of rounds equal to your Charisma bonus and can be used once per day.
1 Divine Favor: You gain attack, damage bonus, +1/3 levels.
2 Enthrall: Captivates all within 100 ft. + 10 ft./level.
3 Magic Vestment: Armor or shield gains +1 enhancement/4 levels.
4 Discern Lies: Reveals deliberate falsehoods.
5 Command, Greater: As command, but affects one subject/level.
6 Geas/Quest: As lesser geas, but affects any creature.
7 Repulsion: Creatures can’t approach you.
8 Demand: Delivers short message and suggestion anywhere, instantly.
9 Storm of Vengeance: Storm rains acid, lightning, and hail.
OCEAN DOMAIN
Deities: Aventernus, Deep Sashelas, Istishia, Ulutiu, Umberlee, Valkur, Whale Mother.
Granted Power: You have the supernatural ability to breathe water as if under the effect of a water breathing spell, for up to 1
minute per level. 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 time limit).
1 Endure Elements: Exist comfortably in hot or cold environments.
2 Sound Burst: Deals 1d8 sonic damage to subjects; may stun them.
3 Water Breathing: Subjects can breathe underwater.
4 Freedom of Movement: Target moves normally despite impediments.
5 Wall of Ice: Ice plane creates wall with 15 hp +1/level, or hemisphere can trap creatures inside.
6 Otiluke’s Freezing Sphere: Freezes water or deals cold damage.
7 Waterspout: Water rises up into a whirling vortex that deals 3d8 damage and sucks creatures in.
8 Maelstrom: Water vortex traps and damages creatures and objects.
9 Elemental Swarm: Summons multiple elementals.†
† Cast as a water spell only.
ORACLE DOMAIN
Deities: Boccob, Celestian, Cyndor, Istus.
Granted Power: You cast divination spells at +2 CLs.
1 Identify: Determines properties of magic item.
2 Augury: Learns whether an action will be good or bad.
3 Divination: Provides useful advice for specific, proposed action.
4 Scrying: Spies on Target from a distance.
5 Commune: Deity answers one yes-or-no question/level.
6 Legend Lore: Learn tales about a person, place, or thing.
7 Scrying, Greater: As scrying, but faster and longer.
8 Discern Location: Reveals exact location of creature or object.
9 Foresight: Sixth sense warns of impending danger.
ORC DOMAIN
Deities: Bahgtru, Gruumsh, Ilneval, Luthic, Shargaas, Yurtrus.
Granted Power: You gain the smite power, the ability to make a single melee attack with a bonus on the damage roll equal to
your cleric level (if you hit). You must declare the smite before making the attack. It is usable once per day. If used against
a dwarf or an elf, you get a +4 bonus on the smite attack roll.
1 Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
2 Produce Flame: 1d6 damage +1/level, touch or thrown.
3 Prayer: Allies +1 bonus on most rolls, enemies -1 penalty.
4 Divine Power: You gain attack bonus, +6 to Str, and 1 hp/level.
5 Prying Eyes: Creates 1d4 +1/level floating eyes to scout for you.
6 Eyebite: Target becomes panicked, sickened, and comatose.
7 Blasphemy: Kills, paralyzes, weakens, or dazes non-evil subjects.
8 Cloak of Chaos: +4 to AC, +4 resistance, SR 25 against lawful spells.
9 Power Word Kill: Kills creature with 100 hp or less.
PACT DOMAIN
Deities: Bralm, Mouqol.
Granted Power: Add Appraise, Intimidate, and Sense Motive to your list of cleric class skills.
1 Command: One Target obeys one-word command for 1 round.
2 Shield Other: You take half of subject’s damage.
3 Speak With Dead: Corpse answers one question/2 levels.
4 Divination: Provides useful advice for specific, proposed action.
5 Stalwart Pact: Target gains combat bonuses automatically when reduced to half HP or lower.
6 Zealot Pact: You automatically gain combat bonuses when you attack someone of opposite alignment.
7 Renewal Pact: Creature is automatically healed if adverse condition affects it.
8 Death Pact: Deity brings you back from the dead automatically.
9 Gate: Connects two planes for travel or summoning.
PAIN DOMAIN (3.0)
Deities: Rallaster, Scahrossar.
Granted Power: Character converts damage that he deals in one blow per day into healing for himself, up to 1 point of damage
per level.
1 Angry Ache (3.0): Target takes -2 penalty on attack rolls.
2 Sadism (3.0): For every 10 hp damage caster deals, he gains +1 on attacks, saves, and checks.
3 Wrack: Blinds Target and renders it helpless for 1 round/level, then -2 on attacks, saves, and checks for 3d10 minutes.
4 Liquid Pain (3.0): Extracts one dose of liquid pain from tortured victim.
5 Thousand Needles (3.0): Target takes 2d6 damage and -4 penalty on attacks, saves, and checks.
6 Pox: Deals 1d4 Con drain to one creature/level.
7 Wave of Pain (3.0): Stuns all within cone for 1 round/2 levels.
8 Symbol of Pain: Triggered rune wracks nearby creatures with pain.
9 Eternity of Torture (3.0): Target is rendered helpless, ageless, and has all ability scores except for Con drop to 0.
PASSION DOMAIN
Deities: The Fury.
Granted Power (Su): For a total time per day of 1 round per cleric level, as a free action you can act as if under the effect of the
rage spell. This granted power is a supernatural ability.
1 Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
2 Tasha’s Hideous Laughter: Target loses actions for 1 round/level.
3 Confusion: Subjects behave oddly for 1 round/level.
4 Crushing Despair: Subjects take -2 on attack rolls, damage rolls, saves, and checks.
5 Command, Greater: As command, but affects one subject/level.
6 Heroism, Greater: Gives +4 bonus on attacks, saves, skill checks; immunity to fear; temporary hp.
7 Song of Discord: Forces targets to attack each other.
8 Otto’s Irresistible Dance: Forces Target to dance.
9 Dominate Monster: As dominate person, but any creature.
PESTILENCE DOMAIN
Deities: Incabulos, Erythnul, Hextor, Nerull, Wee Jas.
Granted Power: Immunity to the effects of all diseases, though clerics with this power can still carry infectious diseases.
1 Doom: One Target takes -2 on attacks, damage, saves, and checks.
2 Summon Swarm: Summons swarm of bats, rats, or spiders.
3 Contagion: Infects Target with chosen disease.
4 Poison: Touch deals 1d10 points of Con damage, repeats in 1 minute.
5 Plague of Rats: Summons horde of diseased rats.
6 Curse of Lycanthropy: Causes temporary lycanthropy in subject.
7 Scourge: Inflicts a disease that must be magically cured, one subject/level.
8 Create Greater Undead:† Create shadows, wraiths, spectres, or devourers.
9 Otyugh Swarm: Creates 3d4 otyughs or 1d3+1 Huge otyughs.
† May only be used to create mummies.
PLANNING DOMAIN
Deities: Halmyr, Boccob, Vecna, Wee Jas, Gond, Helm, Ilneval, Red Knight, Siamorphe, Ubtao.
Granted Power: You gain Extend Spell as a bonus feat.
1 Deathwatch: Reveals how near death subjects within 30 ft. are.
2 Augury: Learns whether an action will be good or bad.
3 Clairaudience/Clairvoyance: Hear or see at a distance for 1 minute/level.
4 Status: Monitors condition, position of allies.
5 Detect Scrying: Alerts you to magical eavesdropping.
6 Heroes’ Feast: Food for one creature/level cures and blesses.
7 Scrying, Greater: As scrying, but faster and longer.
8 Discern Location: Reveals exact location of creature or object.
9 Time Stop: You act freely for 1d4+1 rounds.
PLANT DOMAIN
Deities: Ehlonna, Obad-Hai.
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.
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 plants 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.
PLEASURE DOMAIN
Deities: Lastai.
Granted Power: You are immune to any effect that damages or drains your Charisma.
1 Remove Fear: Suppresses fear or gives +4 on saves against fear for one Target + one per four levels.
2 Lastai’s Caress: Intense feelings of good leave evil Target cowering, frightened, nauseated, or shaken.
3 Heart’s Ease: Removes fear, despair, confusion, insanity and other mind effects; restores 2d4 Wisdom damage.
4 Remove Fatigue: Removes effects of fatigue as 8 hours of rest.
5 Eagle’s Splendor, Mass: As eagle’s splendor, affects one subject/level.
6 Celestial Blood: Grant energy resistance, +4 on saves against poison, and DR 10/evil.
7 Empyreal Ecstasy: Targets immune to pain/mind effects, half damage from melee/ranged attacks; -4 to skill checks.
8 Spread of Contentment: Calms hostile creatures within 10-ft/level radius.
9 Sublime Revelry: Targets immune to pain and mind-influencing effects, and take half damage from melee and ranged attacks.
PROTECTION DOMAIN
Deities: Corellon Larethian, St. Cuthbert, Fharlanghn, Garl Glittergold, Moradin, Yondalla.
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.
1 Sanctuary: Opponents can’t attack you, and you can’t attack.
2 Shield Other: 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: Target is immune to one spell/four levels.
5 Spell Resistance: Target gains SR 12 + level.
6 Antimagic Field: Negates magic within 10 ft.
7 Repulsion: Creatures can’t approach you.
8 Mind Blank: Target is immune to mental/emotional magic and scrying.
9 Prismatic Sphere: As prismatic wall, but surrounds on all sides.
PORTAL DOMAIN
Deities: Eilistraee, Shaundakul.
Granted Power: You can detect an active or inactive portal as if it were a normal secret door (Search DC 20).
1 Portal Stabilization: Stabilize malfunctioning portal for 1 minute/level.
2 Analyze Portal: Find a nearby portal and discover its properties.
3 Portal View: Turns target portal transparent.
4 Dimension Door: Teleports you short distance.
5 Portal Barricade: Closes portal and prevents it from functioning for 1 hour/level.
6 Portal-to-Portal Redirect: Changes destination of portal for 1 hour/level.
7 Etherealness: Travel to Ethereal Plane with companions.
8 Portal Reformat: Removes or adds one or more keys to portal.
9 Gate: Connects two planes for travel or summoning.
PRIDE DOMAIN
Deities: None.
Granted Power: Whenever you roll a 1 on a saving throw, you can immediately reroll the save. You must keep the result of the
second roll, even if it is another 1.
1 Hypnotism: Fascinates 2d4 HD of creatures.
2 Eagle’s Splendor: Target gains +4 to Charisma for 1 minute/level.
3 Heroism: Gives +2 on attack rolls, saves, skill checks.
4 Divine Power: You gain attack bonus, +6 to Str, and 1 hp/level.
5 Reduce Person, Mass: Reduces several creatures.
6 Forbiddance: Blocks planar travel, damages creatures of different alignment.
7 Heroism, Greater: Gives +4 bonus on attacks, saves, skill checks; immunity to fear; temporary hp.
8 Spell Immunity, Greater: As spell immunity, but up to 8th-level spells.
9 Charm Monster, Mass: As charm monster, but all within 30 ft.
PURIFICATION DOMAIN
Deities: Rao, Wastri.
Granted Power: You cast abjuration spells at +1 CL.
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 CLs (max 5d6).
3 Recitation: Your allies get bonus on attacks and saves, and your foes get penalties.
4 Castigate: Creatures of different alignment take 2d6 or 5d6 damage and are deafened for 1d4 rounds.
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 80 ft., deals 6d6 damage.
9 Visage of the Deity, Greater: As lesser visage of the deity, but you become half-celestial or half-fiendish.
RENEWAL DOMAIN
Deities: Angharradh, Chauntea, Finder Wyvernspur, Kossuth, Lathander, Shiallia, Silvanus.
Granted Power: If you fall below 0 HP, you regain a number of HP equal to 1d8 + your Charisma modifier. This ability
functions once per day. If an attack brings you to -10 HP or lower, you die before this power takes effect.
1 Charm Person: Makes one person your friend.
2 Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.
3 Remove Disease: Cures all diseases affecting subject.
4 Reincarnate: Brings dead Target back to life in random body.
5 Atonement: Removes burden of misdeeds from subject.
6 Heroes’ Feast: Food for one creature/level cures and blesses.
7 Restoration, Greater: As restoration, plus restores all levels and ability scores.
8 Polymorph Any Object: Changes any Target into anything else.
9 Freedom: Releases creature from imprisonment.
REPOSE DOMAIN
Deities: Anubis, Nephthys, Osiris, Jergal, Kelemvor, Urogalan, Aluvan, Dracanish.
Granted Power: You may use a death touch once per day. 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 HP, it dies (no save). The death touch is a supernatural ability that produces a death effect.
1 Deathwatch: Reveals how near death subjects within 30 ft. are.
2 Gentle Repose: Preserves one corpse.
3 Speak with Dead: Corpse answers one question/2 levels.
4 Discern Lies: Reveals deliberate falsehoods.
5 Command, Greater: As command, but affects one subject/level.
6 Undeath to Death: Destroys 1d4 HD/level undead (max 20d4).
7 Destruction: Kills Target and destroys remains.
8 Surelife: Protects you from death due to hazards.
9 Wail of the Banshee: Kills one creature/level.
RETRIBUTION DOMAIN
Deities: Hoar, Horus-Re, Kiaransalee, Loviatar, Osiris, Shevarash, Tyr, Uthgar.
Granted Power: Once per day, if you have been harmed by someone in combat, you can make a strike of vengeance with a
melee or ranged weapon against that foe on your next action. If this strike hits, you deal maximum damage.
1 Shield of Faith: Aura grants +2 or higher deflection bonus.
2 Bear’s Endurance: Target gains +4 to Con for 1 minute/level.
3 Speak with Dead: Corpse answers one question/2 levels.
4 Fire Shield: Creatures attacking you take fire damage; you’re protected from heat or cold.
5 Mark of Justice: Designates action that will trigger curse on subject.
6 Banishment: Banishes 2 HD/level of extraplanar creatures.
7 Spell Turning: Reflect 1d4+6 spell levels back at caster.
8 Discern Location: Reveals exact location of creature or object.
9 Storm of Vengeance: Storm rains acid, lightning, and hail.
REVERED ANCESTOR DOMAIN
Deities: Spirits of the Past.
Granted Powers: You gain Exotic Weapon Proficiency (Valenar double scimitar) as a bonus feat. If you already possess this
feat, you gain Weapon Focus (Valenar double scimitar) instead.
1 Magic Weapon: Weapon gains +1 bonus.
2 Aid: +1 on attack rolls and fear saves, 1d8 temporary hp +1/level (max +10).
3 Heroism: Gives +2 on attack rolls, saves, skill checks.
4 Spirit Steed: Channels an ancient spirit into your steed, increasing its speed and granting other benefits.
5 Glimpse of Eternity: Target takes 1d6 non-lethal damage/level and is confused.
6 Heroism, Greater: Gives +4 bonus on attacks, saves, skill checks; immunity to fear; temporary hp.
7 Vision: As legend lore, but quicker and strenuous.
8 Earthquake: Intense tremor shakes 80-ft radius.
9 Hero’s Blade: Channel the spirit of a great hero into a melee weapon.
RIVER DOMAIN (3.0)
Granted Power: You can swim with great skill (though you cannot breathe water without further magical assistance). You have
a base swimming speed of 30 ft. You do not need to make Swim checks to swim normally. You gain a +8 bonus on any
Swim check to perform some special action or avoid a hazard, and you can always choose to take 10 on these checks, even
if rushed or threatened when swimming. You can use the run action while swimming, provided you swim in a straight line.
1 Obscuring Mist: Fog surrounds you.
2 Animate Water: Turn Small or smaller quantity of water into animated object.
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 Master of the Rolling River (3.0): Wave of water deals 1d8/two levels damage and bull rush.
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.
RUNE DOMAIN
Deities: Deneir, Dugmaren Brightmantle, Jergal, Imhotep, Mystra, Thoth.
Granted Power: You gain Scribe Scroll as a bonus feat.
1 Erase: Mundane or magical writing vanishes.
2 Secret Page: Changes one page to hide its real content.
3 Glyph of Warding: Inscription harms those who pass it.
4 Explosive Runes: Deals 6d6 damage when read.
5 Planar Binding, Lesser: Traps extraplanar creature of 6 HD or less until it performs a task.
6 Glyph of Warding, Greater: As glyph of warding, but up to 10d8 damage or 6th-level spell.
7 Drawmij’s Instant Summons: Prepared object appears in your hand.
8 Symbol of Death: Triggered rune slays nearby creatures.
8 Transcribe Symbol:† Safely moves an untriggered magical symbol to another location.
9 Teleportation Circle: Circle teleports any creature inside to designated spot.
† FR Only
SAND DOMAIN
Deities: Zoser.
Granted Power: Once per day, you can shape a small amount of sand into any solid object you can imagine, up to 8 cubic feet
in volume. You can shape one object or several, up to a number equal to your Wisdom bonus, as long as the total volume
does not exceed 8 cubic feet. You must make a special Wisdom check (d20 + your Wis modifier + 1/2 your cleric level)
against a DC determined by the size and complexity of the item. The item to be created has a base DC of 5, plus the
modifiers on the table below.
Item Complexity Modifier
Fine details +2
Functioning tool +2
Functioning armor/weapon +5
Multiple parts +5
Masterwork version +10
Moving parts +10
Each attempt to create an item requires a number of minutes equal to its DC. You can take 10 or take 20 on this check. Created
items persist for 1 minute per cleric level, and can only be solid objects. The objects created have no magical properties,
though they radiate faint transmutation magic. All items created in this fashion have hardness 5 and HP as follows: Fine 1,
Diminutive 2, Tiny 3, Small 5, Medium 8, Large 10.
1 Waste Strider: Move through the wasteland without penalties.
2 Black Sand: Creates a 20-ft radius area of black sand.
3 Haboob: Swirling grit obscures vision, blows smaller creatures over, and deals non-lethal damage.
4 Blast of Sand: Cone deals 1d6 damage/level.
5 Flaywind Burst: Cone blows away and knocks down smaller creatures and deals 1d6 damage/level.
6 Awaken Sand: A region of sand forms into a Huge, sentient creature.
7 Vitrify: Melts sand into glass.
8 Desert Binding: Imprisons creature as sand in an hourglass or wind in the waste.
9 Summon Desert Ally IX: Calls dustform creature to fight.
SCALYKIND DOMAIN
Deities: Apep, Finder Wyvernspur, Sebek, Set, Tiamat, Ubtao.
Granted Power: Rebuke or command animals (reptilian creatures and snakes only) as an evil cleric rebukes or commands
undead. You can use this ability a number of times per day equal to 3 + your Cha modifier.
1 Magic Fang: One natural weapon of Target creature gets +1 on attack and damage rolls.
2 Animal Trance: Fascinates 2d6 HD of animals.
3 Magic Fang, Greater: One natural weapon of Target creature gets +1/four levels on attack and damage rolls (max +5).
4 Poison: Touch deals 1d10 points of Con damage, repeats in 1 minute.
5 Animal Growth:† One animal/2 levels doubles in size.
6 Eyebite: Target becomes panicked, sickened, and comatose.
7 Vipergout: Spit forth celestial or fiendish vipers that attack your foes.
8 Animal Shapes:† One ally/level polymorphs into chosen animal.
9 Shapechange: Transforms you into any creature, and change forms once/round.
† Affects only ophidian and reptilian creatures.
SEAFOLK DOMAIN
Deities: Aventernus, Eadro, Whale Mother.
Granted Power: You gain Expert Swimmer or Rapid Swimming (your choice) as a bonus feat.
1 Quickswim: Your swim speed increases by 10 ft.
2 Fins to Feet: Transforms tails, tentacles, or finned extremities into humanoid legs and feet.
3 Scales of the Sealord: Add 10 ft. to swim speed or gain swim speed of 15 ft.; add natural armor bonus +1/3 levels.
4 Siren’s Call: Compel one creature/2 levels to submerse itself.
5 Commune with Nature: Learn about terrain for 1 mile/level.
6 Airy Water: Turn normal water into a breathable substance; negate underwater movement and melee attack penalties.
7 Megalodon Empowerment: Gain scent, water breathing, swim speed for 1 hour/level.
8 Depthsurge: Water slam deals 2d6 + CL damage to all within 20-ft radius, pushes targets back, sinks ships.
9 Foresight: Sixth sense warns of impending danger.
SERPENT DOMAIN (3.0)
Granted Power: Rebuke or command snakes as an evil cleric rebukes or commands undead. Use this ability a total number of
times per day equal to 3 + your Charisma modifier.
1 Cobra’s Breath: Cone of poison deals 1d3 Con damage.
2 Camouflage: Target gets +10 on Hide checks.
3 Magic Fang, Greater: One natural weapon of Target creature gets +1/four levels on attack and damage rolls (max +5).
4 Snake Barrier: Keeps reptiles at bay.
5 Animal Growth:† One animal/2 levels doubles in size.
6 Eyebite: Target becomes panicked, sickened, and comatose.
7 Creeping Doom:†† Carpet of insects attacks at your command.
8 Animal Shapes:† One ally/level polymorphs into chosen animal.
9 Shapechange: Transforms you into any creature, and change forms once/round.
† These spells affect snakes only.
†† composed of tiny snakes
SHADOW DOMAIN
Deities: Nerull, The Shadow, Xan Yae.
Granted Power: You gain Blind-Fight as a bonus feat.
1 Obscuring Mist: Fog surrounds you.
2 Darkness: 20-ft radius of supernatural darkness.
3 Deeper Darkness: Object sheds absolute darkness in a 60-ft radius.
4 Shadow Conjuration: Mimics conjuration below 4th level, but only 20% real.
5 Shadow Evocation: Mimics evocation below 5th level, but only 20% real.
6 Shadow Walk: Step into shadow to travel rapidly.
7 Shadow Conjuration, Greater: As shadow conjuration, but up to 6th level and 60% real.
8 Shadow Evocation, Greater: As shadow evocation, but up to 7th level and 60% real.
9 Shades: As shadow conjuration, but up to 8th level and 80% real.
SKY DOMAIN
Deities: Duthila, Lliendil, Tuilviel Glithien.
Granted Power: Your fly speed (or glide speed) improves by 5 feet. Add Spot to your list of cleric class skills.
1 Raptor’s Sight: Gain +5 on Spot checks; range increment penalty halved.
2 Summon Dire Hawk: Summons dire hawk to serve you.
3 Enduring Flight: Carry medium loads at full fly speed; flight duration doubles.
4 Aerial Alacrity: +30 ft. fly speed, +1 AC and Reflex saves while flying, maneuverability improves by one category.
5 Control Winds: Change wind direction and speed.
6 Wind Walk: You and your allies turn vaporous and travel fast.
7 Reverse Gravity: Objects and creatures fall upward.
8 Mastery of the Sky: +2 on attack/damage while airborne; perfect maneuverability.
9 Summon Devoted Roc: Summons powerful roc to serve you.
SLIME DOMAIN
Deities: Ghaunadaur, Juiblex, Zuggtmoy.
Granted Power: Rebuke or command oozes as an evil cleric rebukes or commands undead. You can use this ability a number of
times per day equal to 3 + your Cha modifier.
1 Grease: Makes 10-ft square or one object slippery.
2 Melf’s Acid Arrow: Ranged touch attack; 2d4 damage for 1 round +1 round/three levels.
3 Poison: Touch deals 1d10 points of Con damage, repeats in 1 minute.
4 Rusting Grasp: Your touch corrodes iron and alloys.
5 Evard’s Black Tentacles: Tentacles grapple all within 20-ft spread.
6 Transmute Rock to Mud: Transforms two 10-ft cubes/level.
7 Destruction: Kills Target and destroys remains.
8 Power Word Blind: Blinds creature with 200 or fewer hp.
9 Implosion: Kills one creature/round.
SLOTH DOMAIN
Deities: None.
Granted Power: You are closest to your god while lazing and relaxing. You take no penalty to Armor Class against melee
attacks while prone.
1 Touch of Fatigue: Touch attack fatigues target.
2 Unseen Servant: Invisible force obeys your commands.
3 Deep Slumber: Puts 10 HD of creatures to sleep.
4 Slow: One subject/level takes only one action/round, -1 to AC, reflex saves, and attack rolls.
5 Symbol of Sleep: Triggered rune puts nearby creatures into catatonic slumber.
6 Waves of Fatigue: Several targets become fatigued.
7 Shadow Walk: Step into shadow to travel rapidly.
8 Waves of Exhaustion: Several targets become exhausted.
9 Astral Projection: Projects you and companions onto the Astral Plane.
SPELL DOMAIN
Deities: Azuth, Mystra, Savras, Thoth.
Granted Power: You gain a +2 bonus on Concentration checks and Spellcraft checks.
1 Mage Armor: Gives Target +4 armor bonus.
2 Silence: Negates sound in 20-ft radius.
3 Anyspell: You can read and prepare up to a 2nd-level arcane spell from a scroll or spellbook in a 3rd-level spell slot.
4 Rary’s Mnemonic Enhancer: Prepares extra spells or retains one just cast.
5 Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
6 Anyspell, Greater: As Anyspell, but you can read and prepare any arcane spell up to 5th level in a 6th-level spell slot.
7 Limited Wish: Alters reality—within spell limits.
8 Antimagic Field: Negates magic within 10 ft.
9 Mordenkainen’s Disjunction: Dispels magic, disenchants magic items.
SPIDER DOMAIN
Deities: Lolth, Selvetarm.
Granted Power: Rebuke or command spiders as an evil cleric rebukes or commands undead. You can use this ability a number
of times per day equal to 3 + your Cha modifier.
1 Spider Climb: Grants ability to walk on walls and ceilings.
2 Summon Swarm: Summons swarm of bats, rats, or spiders.
3 Phantom Steed:† Magic horse appears for 1 hour/level.
4 Giant Vermin: Turns centipedes, scorpions, or spiders into giant vermin.
5 Insect Plague: Locust swarms attack creatures.
6 Spider Curse: Turn humanoid Target into a drider.
7 Stone Spiders: Transform pebbles into monstrous spider constructs.
8 Creeping Doom: Carpet of insects attacks at your command.
9 Spider Shapes: Polymorph one creature/level into monstrous spider.
† Has a vermin shape.
SPITE DOMAIN
Deities: Cas.
Granted Power: Sympathetic strike. You can force opponents to take damage they have dealt you. Once per day, you can make
a melee touch attack on the target, and deal damage equal to the damage the target dealt to you in the last round, to a
maximum of 5 hp per divine CL you possess.
1 Bestow Wound: Transfer 1 hp/level of wounds to another.
2 Rage: Grants +2 to Str and Con, +1 on Will saves, -2 to AC.
3 Vampiric Touch: Touch deals 1d6/two CLs; caster gains damage as hp.
4 Pronouncement of Fate: Imposes a -4 penalty on an offender’s attacks, damage, saves, and checks; target loses actions.
5 Fire in the Blood: Your blood becomes a potent corrosive that burns attackers.
6 Cloak of Hate: Target provokes hostile reactions, takes -10 penalty on Diplomacy checks.
7 Pact of Return: If you die as you predict, you are resurrected instantly.
8 Mantle of Pure Spite: Gain a cumulative DR 1/- and a cumulative +1 bonus on attacks, damage, and AC each time a foe
strikes you.
9 Imprison Soul: Traps soul in a small object; target takes 1d4 Con damage/day.
STONE DOMAIN (3.0)
Granted Power: You can generate a stone ward, a spell-like ability to grant yourself or someone you touch DR 5/- against
attacks from stone weapons, creatures (such as earth elementals, gargoyles, clay golems, and stone golems), or spell
effects, or against damage from falling onto earth or stone. This reduces the damage taken from such attacks by 5 each time
damage is dealt. Activating this power is a standard action. The stone ward is an abjuration effect with a duration of 1
minute + 1 minute/level that is usable once per day.
1 Magic Stone: Three stones become +1 projectiles, 1d6+1 damage.
2 Hail of Stone: Rain of stone deals 1d4/level damage (max 5d4).
3 Stone Shape: Sculpts stone into any shape.
4 Spike Stones: Creatures in area take 1d8 damage, may be slowed.
5 Wall of Stone: Creates a stone wall that can be shaped.
6 Stoneskin: Ignore 10 points of damage per attack.
7 Statue: Target can become a statue at will.
8 Earthquake: Intense tremor shakes 80-ft radius.
9 Elemental Swarm:† Summons multiple elementals.
† Cast as an earth spell only.
STORM DOMAIN
Deities: Aerdrie Faenya, Anhur, Auril, Isis, Istishia, Talos, Umberlee, Ishtishia, The Mockery, Procan.
Granted Power: You gain resistance to electricity 5.
1 Entropic Shield: Ranged attacks against you have 20% miss chance.
2 Gust of Wind: Blows away or knocks down smaller creatures.
3 Call Lightning: Calls down lightning bolts (3d6 per bolt) from sky.
4 Sleet Storm: Hampers vision and movement.
5 Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.
6 Summon Monster VI: Calls extraplanar creature to fight for you.
7 Control Weather: Changes weather in local area.
8 Whirlwind: Cyclone deals damage and can pick up creatures.
9 Storm of Vengeance: Storm rains acid, lightning, and hail.
STRENGTH DOMAIN
Deities: St. Cuthbert, Gruumsh, Kord, Pelor.
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.
1 Enlarge Person: Humanoid creature doubles in size.
2 Bull’s Strength: Target gains +4 to Strength for 1 minute/level.
3 Magic Vestment: Armor or shield gains +1 enhancement/4 levels.
4 Spell Immunity: Target is immune to one spell/four levels.
5 Righteous Might: Your size increases, and you gain +4 Strength.
6 Stoneskin: Ignore 10 points of damage per attack.
7 Bigby’s Grasping Hand: Large hand provides cover, pushes, or grapples.
8 Bigby’s Clenched Fist: Large hand provides cover, pushes, or attacks your foes.
9 Bigby’s Crushing Hand: Large hand provides cover, pushes, or crushes your foes.
SUFFERING DOMAIN
Deities: Ilmater, Jergal, Kossuth, Loviatar, Talona, Yurtrus.
Granted Power: You can use a pain touch once per day. Make a melee touch attack against a living creature, which bestows on
that creature a -2 penalty to Strength and Dexterity for 1 minute on a successful attack. This ability does not affect
creatures that have immunity to extra damage from critical hits.
1 Bane: Enemies suffer -1 attack, -1 on saves against fear.
2 Bear’s Endurance: Target gains +4 to Con for 1 minute/level.
3 Bestow Curse: -6 to an ability; -4 on attacks, saves, and checks; or 50% chance of losing each action.
4 Enervation: Target gains 1d4 negative levels.
5 Feeblemind: Subject’s Int and Cha drop to 1.
6 Harm: Deals 10 points/level damage to target.
7 Eyebite: Target becomes panicked, sickened, and comatose.
8 Symbol of Pain: Triggered rune wracks nearby creatures with pain.
9 Horrid Wilting: Deals 1d6/level damage within 30 ft.
SUMMER DOMAIN
Deities: Aurifar, Ishtar, Kikanuti, Solanil, Zoser.
Granted Power: You are considered a native of the waste for purposes of heat resistance (you have 1 level of protection).
During the summer season, you gain a +2 bonus on all Wisdom-based skill checks.
1 Impede Sun’s Brilliance: Diminishes the heat and light of the sun in an area.
2 Sunstroke: Target takes 2d6 non-lethal damage and is fatigued.
3 Protection from Dessication: Absorb 10 points/level of desiccation damage.
4 Skin of the Cactus: Grants natural armor, thorns, and resistance to dehydration.
5 Unearthly Heat: Target is subjected to unearthly heat for 1 round/level.
6 Sunbeam: Beam blinds and deals 4d6 damage.
7 Control Weather: Changes weather in local area.
8 Sunburst: Blinds all within 80 ft., deals 6d6 damage.
9 Storm of Vengeance: Storm rains acid, lightning, and hail.
SUMMONER DOMAIN
Deities: Trithereon.
Granted Power: Add +2 to your CL for all Conjuration (summoning) or Conjuration (calling) spells.
1 Summon Monster I: Calls extraplanar creature to fight for you.
2 Summon Monster II: Calls extraplanar creature to fight for you.
3 Summon Monster III: Calls extraplanar creature to fight for you.
4 Planar Ally, Lesser: Exchange services with a 6 HD extraplanar creature.
5 Summon Monster V: Calls extraplanar creature to fight for you.
6 Planar Ally: As lesser planar ally, but up to 12 HD.
7 Summon Monster VII: Calls extraplanar creature to fight for you.
8 Planar Ally, Greater: As lesser planar ally, but up to 18 HD.
9 Gate: Connects two planes for travel or summoning.
SUN DOMAIN
Deities: Ehlonna, Pelor.
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.
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: Smites foes with divine fire (1d6/level).
6 Fire Seeds: Acorns and berries become grenades and bombs.
7 Sunbeam: Beam blinds and deals 4d6 damage.
8 Sunburst: Blinds all within 80 ft., deals 6d6 damage.
9 Prismatic Sphere: As prismatic wall, but surrounds on all sides.
TEMPTATION DOMAIN
Deities: Graz’zt, Malcanthet, Pazuzu.
Granted Power: Select a gender. As long as you wear no armor, you gain a +2 competence bonus on Charisma-based checks
opposed by creatures of this gender. Furthermore, each save DC for any mind-affecting spells or abilities you use against
this gender increases by 1.
1 Charm Person: Makes one person your friend.
2 Beckoning Call: Lures target creature closer to you.
3 Suggestion: Compels Target to follow stated course of action.
4 Charm Monster: Makes monster believe it is your ally.
5 Dominate Person: Control humanoid telepathically.
6 Suggestion, Mass: As suggestion, plus one subject/level.
7 Soul Link: Grants target a boon, allows monitoring, and establishes a telepathic link that enhances enchantments.
8 Sympathy: Object or location attracts certain creatures.
9 Dominate Monster: As dominate person, but any creature.
THIRST DOMAIN
Deities: Azul.
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 3 + your Charisma modifier. You also gain a +2 bonus on Constitution checks to resist dehydration.
1 Parching Touch: One touch/level deals 1d6 dessication damage and possibly 1 Con damage.
2 Desiccate: Deals 1d6/2 levels desiccation damage and dehydrates living creature.
3 Tormenting Thirst: Target is overwhelmed by thirst.
4 Dispel Water: Cancels water spells and effects or dismisses water creatures.
5 Desiccate, Mass: Desiccates several creatures.
6 Symbol of Thirst: Triggered rune overwhelms nearby creatures with thirst.
7 Mephit Mob:† Summons 2d6 mephits of a kind you designate.
8 Horrid Wilting: Deals 1d6/level damage within 30 ft.
9 Energy Drain: Target gains 2d4 negative levels.
† Dust, salt, or sulfur mephits only.
TIME DOMAIN
Deities: Grumbar, Labelas Enoreth.
Granted Power: You gain Improved Initiative as a bonus feat.
1 True Strike: +20 on your next attack roll.
2 Gentle Repose: Preserves one corpse.
3 Haste: One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves.
4 Freedom of Movement: Target moves normally despite impediments.
5 Permanency: Makes certain spells permanent.
6 Contingency: Sets trigger condition for another spell.
7 Legend Lore: Learn tales about a person, place, or thing.
8 Foresight: Sixth sense warns of impending danger.
9 Time Stop: You act freely for 1d4+1 rounds.
TRADE DOMAIN
Deities: Abbathor, Nephthys, Shaundakul, Vergadain, Waukeen.
Granted Power: Once per day as a free action, you can use detect thoughts, affecting one Target and lasting a number of
minutes equal to your Charisma bonus (minimum 1 minute).
1 Message: Whispered conversation at a distance.
2 Gembomb: Gem becomes a bomb that deals 1d8 force damage/2 levels.
3 Eagle’s Splendor: Target gains +4 to Charisma for 1 minute/level.
4 Sending: Delivers short message anywhere, instantly.
5 Fabricate: Transforms raw material into finished items.
6 True Seeing: See all things as they really are.
7 Mordenkainen’s Magnificent Mansion: Door leads to extra-dimensional mansion.
8 Mind Blank: Target is immune to mental/emotional magic and scrying.
9 Discern Location: Reveals exact location of creature or object.
TRANSFORMATION DOMAIN
Deities: No deity includes the Transformation domain as part of its portfolio. Any creature with the shapechanger subtype that
does not worship a specific deity may select this domain as one of its domain choices.
Granted Power: You cast transmutation spells at +1 CL.
1 Enlarge Person: Humanoid creature doubles in size.
2 Alter Self: Assume form of a similar creature.
3 Gaseous Form: Target becomes insubstantial and can fly slowly.
4 Involuntary Shapeshifting: If able to do so, target creature must change shape.
5 Polymorph: Gives one willing Target a new form.
6 Baleful Polymorph: Transforms Target into harmless animal.
7 Doppelganger Transformation: You gain physical and mental bonuses.
8 Polymorph Any Object: Changes any Target into anything else.
9 Shapechange: Transforms you into any creature, and change forms once/round.
TRAVEL DOMAIN
Deities: Fharlanghn.
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.
1 Longstrider: Your speed increases by 10 ft.
2 Locate Object: Senses direction toward object (specific or type).
3 Fly: Target 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 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: Projects you and companions onto the Astral Plane.
TRICKERY DOMAIN
Deities: Boccob, Erythnul, Garl Glittergold, Olidammara, Nerull.
Granted Power: Add Bluff, Disguise, and Hide to your list of cleric class skills.
1 Disguise Self: Disguise own appearance.
2 Invisibility: Target invisible 1 minute/level or until it attacks.
3 Nondetection: Hides Target from divination, scrying.
4 Confusion: Subjects behave oddly for 1 round/level.
5 False Vision: 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 Target into anything else.
9 Time Stop: You act freely for 1d4+1 rounds.
TRUTH DOMAIN
Deities: Church of the Silver Flame, the Path of Light.
Granted Powers: You gain a bonus on Sense Motive checks equal to your cleric level. You cast divination spells at +1 CL.
1 Detect Thoughts: Allows listening to surface thoughts.
2 Zone of Truth: Subjects within range cannot lie.
3 See Invisibility: Reveals invisible creatures or objects.
4 Discern Lies: Reveals deliberate falsehoods.
5 True Seeing: See all things as they really are.
6 Force Shapechange: Forces shapechangers into natural form.
7 Illusion Purge: Dispels illusions within 5 ft./level.
8 Discern Location: Reveals exact location of creature or object.
9 True Seeing, Mass: As true seeing, but affects multiple creatures.
TYRANNY DOMAIN
Deities: Typhos, Hextor, Vecna, Wee Jas, Bane, Tiamat.
Granted Power: Add +1 to the save DC of any compulsion spell you cast.
1 Command: One Target obeys one-word command for 1 round.
2 Enthrall: Captivates all within 100 ft. + 10 ft./level.
3 Discern Lies: Reveals deliberate falsehoods.
4 Fear: Subjects within cone flee for 1 round/level.
5 Command, Greater: As command, but affects one subject/level.
6 Geas/Quest: As lesser geas, but affects any creature.
7 Bigby’s Grasping Hand: Large hand provides cover, pushes, or grapples.
8 Charm Monster, Mass: As charm monster, but all within 30 ft.
9 Dominate Monster: As dominate person, but any creature.
UNDEATH DOMAIN
Deities: Afflux, Kiaransalee, Velsharoon, Orcus.
Granted Power: You gain Extra Turning as a bonus feat.
1 Detect Undead: Reveals undead within 60 ft.
2 Desecrate: Fills area with negative energy, making undead stronger.
3 Animate Dead: Creates undead skeletons and zombies.
4 Death Ward: Grants immunity to death spells and negative energy effects.
5 Circle of Death: Kills 1d4 HD/level.
6 Create Undead: Create ghouls, ghasts, mummies, or mohrgs.
7 Control Undead: Undead don’t attack you while under your command.
8 Create Greater Undead: Create shadows, wraiths, spectres, or devourers.
9 Energy Drain: Target gains 2d4 negative levels.
VILE DARKNESS DOMAIN
Deities: The Patient One, Graz’zt, The Xammux.
Granted Power: You gain the Blind-fight feat.
1 Darkvision: See 60 ft. in total darkness.
2 Darkbolt: You hurl 1 beam of darkness/2 levels dealing 2d8 damage and may daze target for 1 round.
3 Deeper Darkness: Object sheds absolute darkness in a 60-ft radius.
4 Damning Darkness: Darkness deals either 2d6 or 1d6 damage per round.
5 Evard’s Black Tentacles: 1d4+1/level tentacles grapple randomly within 15 ft.
6 Wall of Force: Wall is immune to damage.
7 Shadow Walk: Step into shadow to travel rapidly.
8 Utterdark: 100-ft/level radius of darkness that evil creatures can see through.
9 Screen: Illusion hides area from vision, scrying.
WAR DOMAIN
Deities: Corellon Larethian, Erythnul, Gruumsh, Heironeous, Hextor.
Granted Power: Free Martial Weapon Proficiency with deity’s favored weapon (if necessary) and Weapon Focus with the
deity’s favored weapon.
1 Magic Weapon: Weapon gains +1 bonus.
2 Spiritual Weapon: Magic weapon attacks on its own.
3 Magic Vestment: Armor or shield gains +1 enhancement/4 levels.
4 Divine Power: You gain attack bonus, +6 to Str, and 1 hp/level.
5 Flame Strike: Smites foes with divine fire (1d6/level).
6 Blade Barrier: Wall of blades deals 1d6/level damage.
7 Power Word Blind: Blinds creature with 200 or fewer hp.
8 Power Word Stun: Stuns creatures with 150 or fewer hp.
9 Power Word Kill: Kills creature with 100 hp or less.
WARFORGED DOMAIN
Deities: The Becoming God, Lord of Blades, Oriatar.
Granted Powers: Rebuke. command, or bolster construct creatures as an evil cleric rebukes undead. Use these abilities a total
number of times per day equal to 3 + your Cha modifier. This granted power is a supernatural ability.
1 Repair Light Damage: Repairs 1d8 +1/level damage (max +5) to any construct.
2 Construct Essence, Lesser: Grants a living construct qualities of the construct type.
3 Stone Construct: Construct gains DR 10/adamantine.
4 Repair Critical Damage: Repairs 4d8 damage +1/level (max +20) to any construct.
5 Construct Energy Ward, Greater: Construct gains immunity to specified energy type.
6 Iron Construct: Construct gains DR 15/adamantine and takes half damage from acid and fire.
7 Construct Essence, Mass Lesser: Grants many living constructs qualities of the construct type.
8 Total Repair: Repairs 10 HP/level damage to a construct.
9 Summon Warforged Champion: Summons a mighty warforged titan.
WATER DOMAIN
Deities: Obad-Hai.
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.
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 in a 60-ft cone.
7 Acid Fog: Fog deals acid damage.
8 Horrid Wilting: Deals 1d6/level damage within 30 ft.
9 Elemental Swarm: Summons multiple elementals.
WATERY DEATH DOMAIN
Deities: Blibdoolpoolp, Umberlee.
Granted Power: You gain the ability to smite any non-aquatic creature once per day with one normal melee attack. You add
your Wisdom bonus to your attack roll and deal 1 extra point of damage per divine spellCL.
1 Entangle: Plants entangle everyone in 40-ft radius.
2 Mark of the Outcast: Target takes -5 penalty on Bluff and Diplomacy checks and -2 penalty to AC.
3 Control Water: Raises or lowers bodies of water.
4 Rushing Waters: Wave makes bull rush attack.
5 Dehydrate: Deals Con damage to subject.
6 Drown: Target immediately begins to drown.
7 Contagious Fog: 20-ft radius cloud of fog inflicts disease.
8 Horrid Wilting: Deals 1d6/level damage within 30 ft.
9 Drown, Mass: As drown, but affects multiple subjects.
WEALTH DOMAIN
Deities: Astilabor, Io.
Granted Powers: Add Appraise to your list of cleric class skills. You gain Skill Focus (Appraise) as a bonus feat.
1 Alarm: Wards an area for 2 hours/level.
2 Obscure Object: Masks object against scrying.
3 Glyph of Warding: Inscription harms those who pass it.
4 Detect Scrying: Alerts you to magical eavesdropping.
5 Leomund’s Secret Chest: Hides expensive chest on Ethereal Plane; you retrieve it at will.
6 Forbiddance: Blocks planar travel, damages creatures of different alignment.
7 Sequester: Target is invisible to sight and scrying; renders creature comatose.
8 Discern Location: Reveals exact location of creature or object.
9 Antipathy: Object or location affected by spell repels certain creatures.
WEATHER DOMAIN
Deities: Fharlanghn, Obad-Hai, 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.
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: Subjects can fly outdoors at speed of 60 ft.
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.
WEATHER (EBERRON) DOMAIN
Deities: Arawai, the Devourer, Aerdrie Faenya, Sheela Peryroyl, Solonor Thelandira, Beory, Hiatea, Osprem, Procan,
Stronmaus, Zeus, Thor.
Granted Power: Your vision is unobstructed by non-magical weather conditions. Add Survival to your list of cleric class skills.
You gain a +2 bonus on all weather-related Survival checks.
1 Obscuring Mist: Fog surrounds you.
2 Fog Cloud: Fog obscures vision.
3 Call Lightning: Calls down lightning bolts (3d6 per bolt) from sky.
4 Sleet Storm: Hampers vision and movement.
5 Call Lightning Storm: As call lightning, but 5d6 damage per bolt.
6 Control Winds: Change wind direction and speed.
7 Control Weather: Changes weather in local area.
8 Whirlwind: Cyclone deals damage and can pick up creatures.
9 Storm of Vengeance: Storm rains acid, lightning, and hail.
WINDSTORM DOMAIN
Deities: None.
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.
1 Obscuring Mist: Fog surrounds you.
2 Binding Winds: Air prevents target from moving, hinders ranged attacks.
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 Arc of Lightning: Line of electricity arcs between two creatures (1d6/level damage).
6 Cloudwalkers: Subjects can fly outdoors at speed of 60 ft.
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.
WINTER DOMAIN
Deities: Aengrist, Auril, Hleid, Telchur.
Granted Power: During the winter season, you gain a +2 sacred bonus on all Wisdom-based skill checks.
1 Snowsight: Normal vision in winter weather conditions.
2 Snow Walk: Increase your speed and walk effortlessly on top of snow without leaving tracks or scent.
3 Winter’s Embrace: Creature takes 1d8 cold damage/round and might become exhausted.
4 Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.
5 Blizzard: Temperature drops and powerful blizzard reduces visibility to zero.
6 Death Hail: Summons a storm of death hail.
7 Control Weather: Changes weather in local area.
8 Summon Giants:† Summons outsider giants to fight for you.
9 Fimbulwinter: Creates winter weather for miles around you that lasts for months.
† frost giants only
WOOD DOMAIN (3.0)
Granted Power: Move through natural thorns, briars, overgrown areas, and similar terrain at your normal speed and without
taking damage or other impairment. Any such terrain that is magically manipulated to impede motion still impedes anyone
with this granted power.
1 Animate Wood: Turn Small or smaller wooden item into animated object.
2 Tree Shape: You look exactly like a tree for 1 hour/level.
3 Speak with Plants: You can talk to normal plants and plant creatures.
4 Control Plants: Control actions of one or more plant creatures.
5 Tree Stride: Step from one tree to another far away.
6 Repel Wood: Pushes away wooden objects.
7 Ironwood: Magical wood is as strong as steel.
8 Animate Plants: One or more plants animate and fight for you.
9 Command Plants: Sway the actions of one or more plant creatures.
WRATH DOMAIN
Deities: Kharash.
Granted Power: Once per day, you may make a free attack of opportunity against any opponent that damages you with a melee
attack. This ability does not allow you to make more than one attack of opportunity in a round.
1 Doom: One Target takes -2 on attacks, damage, saves, and checks.
2 Energize Potion: Transforms potion into a grenade that deals energy damage in a 10-ft radius burst.
3 Affliction: Infects evil Target with chosen affliction.
4 Radiant Shield: Creatures attacking you take electricity damage; you’re protected from electricity.
5 Righteous Might: Your size increases, and you gain +4 Strength.
6 Vengeance Halo: Any creature that slays the spell’s recipient takes 1d6/level damage.
7 Righteous Smite: Deals 1d6 damage/level (1d8 damage/level to evil outsiders) in 20-ft radius and blinds evil foes.
8 Last Judgment: Evil creatures are struck dead and sent to Lower Planes.
9 Storm of Vengeance: Storm rains acid, lightning, and hail.
PLANAR DOMAINS
A planar domain counts as both of a cleric’s domain choices. The granted powers of a planar domain are more potent than those
of other domains, and each level offers two spells from which a cleric can choose when preparing spells. Each day, a cleric
with access to a planar domain chooses one of the two spells available to prepare in his domain spell slot for each spell
level. Unlike other domains, planar domains each have an alignment requirement that must be met by a cleric who wants to
access the domain.
A cleric need not select a specific deity to have access to a planar domain. A cleric who devotes himself to a specific alignment
(LG, NG, CG, LN, CN, LE, NE, or CE) rather than a deity can select a planar domain in place of his two normal domain
choices. If the DM wishes, he can make domains specific to other planes, using these as representative guides.
ABYSS DOMAIN
Requirement: Must be chaotic evil.
Deities: Blibdoolpoolp (kuo-toa), Diirinka (derro), Great Mother (beholders), Hruggek (bugbears), Lolth (drow), Merrshaulk
(yuan-ti).
Granted Power: Once per day as a free action, you can channel the furious power of the demons. This power grants you a +4
bonus to Strength but also gives you a -2 penalty to Armor Class. The effect lasts for 5 rounds and cannot be ended
prematurely. Add Intimidate to your list of cleric class skills.
1 Align Weapon:† Weapon becomes good, evil, lawful, or chaotic.
1 Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
2 Bull’s Strength: Target gains +4 to Strength for 1 minute/level.
2 Death Knell: Kill dying creature; Gain 1d8 temp hp, +2 Str, +1 CL.
3 Babau Slime: Secrete a body-covering acid that damages attacking foes.
3 Summon Monster III:†† Calls extraplanar creature to fight for you.
4 Balor Nimbus: Your flaming body damages foes in grapple.
4 Poison: Touch deals 1d10 points of Con damage, repeats in 1 minute.
5 Slay Living: Touch attack kills subject.
5 Summon Monster V:†† Calls extraplanar creature to fight for you.
6 Bull’s Strength, Mass: As bull’s strength, affects one subject/level.
6 Harm: Deals 10 points/level damage to target.
7 Destruction: Kills Target and destroys remains.
7 Summon Monster VII:†† Calls extraplanar creature to fight for you.
8 Finger of Death: Kills one Target or deals 3d6 damage +1/level (max +25).
8 Bodak’s Glare: You slay a creature, which turns into a bodak 24 hours later.
9 Implosion: Kills one creature/round.
9 Summon Monster IX:†† Calls extraplanar creature to fight for you.
† Chaotic or evil only.
†† Chaotic evil creatures only.
ARBOREA DOMAIN
Requirement: Must be chaotic good.
Deities: Corellon Larethian.
Granted Power: Once per day as a free action, you can channel the glory of the eladrin to grant yourself a morale bonus on
weapon damage rolls and saves against charm and fear effects. This bonus is equal to your Charisma bonus (if any) and
lasts for 1 minute. Add Survival to your list of cleric class skills.
1 Endure Elements: Exist comfortably in hot or cold environments.
1 Longstrider: Your speed increases by 10 ft.
2 Aid: +1 on attack rolls and fear saves, 1d8 temporary hp +1/level (max +10).
2 Eagle’s Splendor: Target gains +4 to Charisma for 1 minute/level.
3 Heroism: Gives +2 on attack rolls, saves, skill checks.
3 Summon Monster III:† Calls extraplanar creature to fight for you.
4 Neutralize Poison: Immunizes Target against poison, detoxifies venom in or on subject.
4 Opalescent Glare: Kill evil creatures with a look, or make them very afraid.
5 Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
5 Summon Monster V:† Calls extraplanar creature to fight for you.
6 Heroes’ Feast: Food for one creature/level cures and blesses.
6 Eagle’s Splendor, Mass: As eagle’s splendor, affects one subject/level.
7 Spell Turning: Reflect 1d4+6 spell levels back at caster.
7 Summon Monster VII:† Calls extraplanar creature to fight for you.
8 Heroism, Greater: Gives +4 bonus on attacks, saves, skill checks; immunity to fear; temporary hp.
8 Mind Blank: Target is immune to mental/emotional magic and scrying.
9 Freedom: Releases creature from imprisonment.
9 Summon Monster IX:† Calls extraplanar creature to fight for you.
† Chaotic good creatures only.
BAATOR DOMAIN
Requirement: Must be lawful evil.
Deities: Kurtulmak (kobolds), Sekolah (sahuagin), Tiamat (evil dragons).
Granted Power: You gain the ability to see perfectly in darkness of any kind, even that created by a deeper darkness spell. Add
Bluff to your list of cleric class skills.
1 Bane: Enemies suffer -1 attack, -1 on saves against fear.
1 Disguise Self: Disguise own appearance.
2 Darkness: 20-ft radius of supernatural darkness.
2 Fox’s Cunning: Target gains +4 Int for 1 minute/level.
3 Detect Thoughts: Allows listening to surface thoughts.
3 Summon Monster III:† Calls extraplanar creature to fight for you.
4 Deeper Darkness: Object sheds absolute darkness in a 60-ft radius.
4 Suggestion: Compels Target to follow stated course of action.
5 Spell Resistance: Target gains SR 12 + level.
5 Summon Monster V:† Calls extraplanar creature to fight for you.
6 Dominate Person: Control humanoid telepathically.
6 Fox’s Cunning, Mass: As fox’s cunning, but affects one subject/level.
7 Repulsion: Creatures can’t approach you.
7 Summon Monster VII:† Calls extraplanar creature to fight for you.
8 Demand: Delivers short message and suggestion anywhere, instantly.
8 Spell Turning: Reflect 1d4+6 spell levels back at caster.
9 Imprisonment: Entombs Target beneath the earth.
9 Summon Monster IX:† Calls extraplanar creature to fight for you.
† Lawful evil creatures only.
CELESTIA DOMAIN
Requirement: Must be lawful good.
Deities: Bahamut (good dragons), Heironeous, Moradin, Yondalla.
Granted Power: Once per day as a free action, you can generate an aura of menace similar to that of the archons. The aura lasts
for 1 minute. Any hostile enemy within a 20-ft radius of you must succeed on a Will save (DC 10 + 1/2 your cleric level +
your Cha modifier) to resist its effects. Those who fail take a -2 penalty on attack rolls, Armor Class, and saves for 24
hours or until they successfully hit you. A creature that has resisted or broken the effect cannot be affected again by your
aura for 24 hours. Add Sense Motive to your list of cleric class skills.
1 Light of Lunia: You radiate silvery light, which you can expend as two bolts that deal 1d6 damage.
1 Shield of Faith: Aura grants +2 or higher deflection bonus.
2 Bear’s Endurance: Target gains +4 to Con for 1 minute/level.
2 Shield Other: You take half of subject’s damage.
3 Magic Vestment: Armor or shield gains +1 enhancement/4 levels.
3 Summon Monster III:† Calls extraplanar creature to fight for you.
4 Divine Power: You gain attack bonus, +6 to Str, and 1 hp/level.
4 Magic Weapon, Greater: +1/four levels (max +5).
5 Righteous Might: Your size increases, and you gain +4 Strength.
5 Summon Monster V:† Calls extraplanar creature to fight for you.
6 Blade Barrier: Wall of blades deals 1d6/level damage.
6 Bear’s Endurance, Mass: As bear’s endurance, affects one subject/level.
7 Regenerate: Subject’s severed limbs grow back, cures 4d8 damage +1/level (max +35).
7 Summon Monster VII:† Calls extraplanar creature to fight for you.
8 Power Word Stun: Stuns creatures with 150 or fewer hp.
8 Shield of Law: +4 AC, +4 resistance, and SR 25 against chaotic spells.
9 Foresight: Sixth sense warns of impending danger.
9 Summon Monster IX:† Calls extraplanar creature to fight for you.
† Lawful good creatures only.
ELYSIUM DOMAIN
Requirement: Must be neutral good.
Deities: Pelor.
Granted Power: You gain the ability to smite evil with a single melee attack once per day. You add your Charisma bonus (if
any) to your attack roll and deal an extra 1 point of damage per class level. This smite attack is treated as good-aligned for
the purpose of overcoming DR. At 5th level and every five levels thereafter, you can use this smite attack one additional
time per day.
1 Charm Person: Makes one person your friend.
1 Protection from Evil: +2 AC and saves, counter mind control, hedge out elementals and outsiders.
2 Enthrall: Captivates all within 100 ft. + 10 ft./level.
2 Planar Tolerance: Provides long-term protection against overtly damaging planar traits.
3 Magic Circle against Evil: As protection from evil, but 10-ft radius and 10 minute/level.
3 Mantle of Good: You gain SR 12 + CL against spells with the evil descriptor.
4 Charm Monster: Makes monster believe it is your ally.
4 Holy Smite: Damages and blinds evil creatures.
5 Dispel Evil: +4 bonus against attacks by evil creatures.
5 Cure Light Wounds, Mass: Cures 1d8 damage +1/level (max +25) for many creatures.
6 Find the Path: Shows most direct way to location.
6 Mind Fog: Subjects in fog get -10 to Wisdom and Will checks.
7 Control Weather: Changes weather in local area.
7 Holy Word: Kills, paralyzes, slows, or deafens non-good subjects.
8 Holy Aura: +4 AC, +4 resistance, and SR 25 against evil spells.
8 Sunburst: Blinds all within 80 ft., deals 6d6 damage.
9 Heal, Mass: As heal, but with several subjects.
9 Moment of Prescience: You gain insight bonus on a single attack roll, check, or save.
HADES DOMAIN
Requirement: Must be neutral evil.
Deities: None.
Granted Power: You gain the ability to smite good with a single melee attack once per day. You add your Charisma bonus (if
any) to your attack roll and deal an extra 1 point of damage per class level. This smite attack is treated as evil-aligned for
the purpose of overcoming DR. At 5th level and every five levels thereafter, you can use this smite attack one additional
time per day.
1 Doom: One Target takes -2 on attacks, damage, saves, and checks.
1 Protection from Good: +2 AC and saves, counter mind control, hedge out elementals and outsiders.
2 Resist Planar Alignment: Target can resist penalties for being of an opposed alignment on an aligned Outer Plane.
2 Rebuke: Target is dazed 1 round, then shaken.
3 Magic Circle against Good: As protection from good, but 10-ft radius and 10 minute/level.
3 Mantle of Evil: You gain SR 12 + CL against spells with the good descriptor.
4 Contagion: Infects Target with chosen disease.
4 Unholy Blight: Damages and sickens good creatures.
5 Crushing Despair: Subjects take -2 on attack rolls, damage rolls, saves, and checks.
5 Dispel Good: +4 bonus against attacks by good creatures.
6 Mind Fog: Subjects in fog get -10 to Wisdom and Will checks.
6 Waves of Fatigue: Several targets become fatigued.
7 Blasphemy: Kills, paralyzes, weakens, or dazes non-evil subjects.
7 Plane Shift: Up to eight subjects travel to another plane.
8 Unholy Aura: +4 to AC, +4 resistance, SR 25 against good spells.
8 Waves of Exhaustion: Several targets become exhausted.
9 Energy Drain: Target gains 2d4 negative levels.
9 Gate: Connects two planes for travel or summoning.
LIMBO DOMAIN
Requirement: Must be chaotic neutral.
Deities: None.
Granted Power: You gain the ability to smite law with a single melee attack once per day. You add your Charisma bonus (if
any) to your attack roll and deal an extra 1 point of damage per class level. This smite attack is treated as chaotic-aligned
for the purpose of overcoming DR. At 5th level and every five levels thereafter, you can use this smite attack one
additional time per day.
1 Confusion, Lesser: One creature acts randomly for one round.
1 Protection from Law: +2 AC and saves, counter mind control, hedge out elementals and outsiders.
2 Entropic Shield: Ranged attacks against you have 20% miss chance.
2 Resist Planar Alignment: Target can resist penalties for being of an opposed alignment on an aligned Outer Plane.
3 Magic Circle against Law: As protection from law, but 10-ft radius and 10 minute/level.
3 Mantle of Chaos: You gain SR 12 + CL against spells with the lawful descriptor.
4 Chaos Hammer: Damages and slows lawful creatures.
4 Perinarch: Gain greater control over Limbo’s morphic essence.
5 Baleful Polymorph: Transforms Target into harmless animal.
5 Dispel Law: +4 bonus against attacks by lawful creatures.
6 Animate Objects: Objects attack your foes.
6 Insanity: Target suffers continuous confusion.
7 Song of Discord: Forces targets to attack each other.
7 Word of Chaos: Non-chaotic Target is killed, confused, stunned, or deafened.
8 Cloak of Chaos: +4 to AC, +4 resistance, SR 25 against lawful spells.
8 Otto’s Irresistible Dance: Forces Target to dance.
9 Perinarch, Planar: Gain control over a small area of any divinely morphic plane.
9 Shapechange: Transforms you into any creature, and change forms once/round.
MECHANUS DOMAIN
Requirement: Must be lawful neutral.
Deities: None.
Granted Power: You gain the ability to smite chaos with a single melee attack once per day. You add your Charisma bonus (if
any) to your attack roll and deal an extra 1 point of damage per class level. This smite attack is treated as lawful-aligned for
the purpose of overcoming DR. At 5th level and every five levels thereafter, you can use this smite attack one additional
time per day.
1 Command: One Target obeys one-word command for 1 round.
1 Protection from Chaos: +2 AC and saves, counter mind control, hedge out elementals and outsiders.
2 Calm Emotions: Calms creatures, negating emotion effects.
2 Mechanus Mind: Reformat subject’s mind to be coldly calculating.
3 Magic Circle against Chaos: As protection from chaos, but 10-ft radius and 10 minute/level.
3 Mantle of Law: You gain SR 12 + CL against spells with the chaotic descriptor.
4 Discern Lies: Reveals deliberate falsehoods.
4 Order’s Wrath: Damages and dazes chaotic creatures.
5 Dispel Chaos: +4 bonus against attacks by chaotic creatures.
5 Mark of Justice: Designates action that will trigger curse on subject.
6 Hold Monster: As hold person, but any creature.
6 Wall of Gears: Creates wall of moving gears that deals 1d6 damage/2 levels to creatures within 10 ft.
7 Dictum: Kills, paralyzes, slows, or deafens non-lawful subjects.
7 Hold Person, Mass: As hold person, but all within 30 ft.
8 Iron Body: Your body becomes living iron.
8 Shield of Law: +4 AC, +4 resistance, and SR 25 against chaotic spells.
9 Call Marut: A marut performs one duty for you.
9 Mordenkainen’s Disjunction: Dispels magic, disenchants magic items.
DRACONIC FEATS
DRACONIC LEGACY
Description: You have realized greater arcane power through your draconic heritage. This is a Draconic Feat.
Prerequisite: Any four draconic feats.
Benefit: Based on your draconic heritage, add the following spells to your list of spells known. Each spell is added at the level
that a spellcaster would normally gain it unless otherwise indicated.
Special: If any of the spells you would gain from this feat are spells you already know, you can pick another spell that a sorcerer
would ordinarily have available to him at that same level.
Black.
1 Charm Animal: Makes one animal your friend. (snakes and lizards only).
3 Deeper Darkness: Object sheds absolute darkness in a 60-ft radius.
5 Insect Plague: Locust swarms attack creatures.
Blue.
1 Ventriloquism: Throws voice for 1 minute/level.
3 Major Image: As silent image, plus sound, smell, and thermal effects.
5 Mirage Arcana: As hallucinatory terrain, plus structures.
Brass.
1 Endure Elements: Exist comfortably in hot or cold environments.
3 Tongues: Speak any language.
5 Control Winds: Change wind direction and speed.
Bronze.
1 Speak with Animals: You can communicate with natural animals.
3 Water Breathing: Subjects can breathe underwater.
5 Control Water: Raises or lowers bodies of water.
Copper.
1 Silent Image: Creates minor illusion of your design.
3 Stone Shape: Sculpts stone into any shape.
5 Wall of Stone: Creates a stone wall that can be shaped.
Gold.
1 Bless: Allies gain +1 to attack, +1 against fear.
3 Daylight: 60-ft radius of bright light.
5 Dispel Evil: +4 bonus against attacks by evil creatures.
Green.
1 Charm Person: Makes one person your friend.
3 Plant Growth: Grows vegetation, improves crops.
5 Dominate Person: Control humanoid telepathically.
Red.
1 Detect Secret Doors: Reveals hidden doors within 60 ft.
3 Suggestion: Compels Target to follow stated course of action.
5 True Seeing: See all things as they really are.
Silver.
1 Feather Fall: Objects or creatures fall slowly.
3 Wind Wall: Deflects arrows, smaller creatures, and gases.
5 Air Walk: Target treads on air as if solid (climb at 45-degree angle).
White.
1 Obscuring Mist: Fog surrounds you.
3 Sleet Storm: Hampers vision and movement.
5 Wall of Ice: Ice plane creates wall with 15 hp +1/level, or hemisphere can trap creatures inside.
EXALTED FEATS
BLESSED OF THE SEVEN SISTERS
Description: As a result of a personal connection to one of the Seven Sisters, you have a taste of Mystra’s special favor. This is
an Exalted Feat.
Prerequisite: Able to cast 6th-level arcane spells.
Benefit: You may add the following spells to the spell list of one arcane spellcasting class that grants you access to 6th-level
spells. If you have a spellbook, you may add these spells to your spellbook as normal. If you cast spells spontaneously in
the manner of a sorcerer or bard, you may immediately, as an additional benefit of this feat, swap any one spell that you
know for a spell of the same level from the below list. After you take this feat, you may swap spells known according to
the usual rules for your class.
1 Ray of Hope: Target gains +2 bonus on attacks, saves, and checks.
1 Vision of Heaven: Evil creature is dazed for 1 round.
2 Ease Pain: Remove lingering effects of pain.
3 Blessed Sight: Evil auras become visible to you.
4 Sword of Conscience: Evil creature confesses crimes, takes Wisdom damage.
5 Crown of Flame: Aura burns evil outsiders, undead, and fey for 2d6 points of damage/round.
5 Sacred Guardian: You know status of Target and can teleport or scry without error.
6 Crown of Brilliance: Holy light blinds or dazzles foes, repels light-sensitive creatures, and damages undead.
7 Righteous Smite: Deals 1d6 damage/level (1d8 damage/level to evil outsiders) in 20-ft radius and blinds evil foes.
GENERAL FEATS
IMPROVED ONEIROMANCY
Description: With the Improved Oneiromancy feat, you gain additional dream-related spellcasting abilities.
Prerequisite: Dreamcasting, Oneiromancy, spellcaster.
Benefit: Your spell list expands to include a number of dream-related spells, regardless of what sort of caster you might be. You
must still learn or prepare these spells normally; they are added to your class list, not necessarily to the list of spells you
personally know.
1 Restful Slumber: Sleep soundly, without nightmares.
4 Dream Walk: As many as eight subjects enter a dreamscape.
4 Manifest Desire: Target’s greatest desire appears before her.
4 Manifest Nightmare: Target’s greatest fear appears before him, making him shaken or panicked.
5 Dreaming Puppet: Control the physical body of a sleeping creature.
7 Dream Sight: Your spirit can leave your body and explore for 1 minute/level.
WINTER’S CHAMPION
Description: Your paladin spell list is enhanced.
Prerequisite: Paladin level 1st.
Benefit: When you gain this feat, you may add the 1st-, 2nd-, 3rd-, and 4th-level spells granted by the Cold and Winter domains
as paladin spells of the same levels. You do not gain the ability to cast spells of these domains of 5th level or higher, nor do
you gain the granted powers of the domains.
Special: If you have any levels of cleric, these additional domains are not available to your cleric levels, since they are
technically paladin spells in this case.
1 Chill Touch: One touch/level deals 1d6 damage and possibly 1 Str damage.
1 Snowsight: Normal vision in winter weather conditions.
2 Chill Metal: Cold metal damages those who touch it.
2 Snow Walk: Increase your speed and walk effortlessly on top of snow without leaving tracks or scent.
3 Sleet Storm: Hampers vision and movement.
3 Winter’s Embrace: Creature takes 1d8 cold damage/round and might become exhausted.
4 Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.
INITIATE FEATS
If you have more than one qualifying spellcasting class before taking any of these feats, you must decide to which class’s
spell list to add the spells. All spells must go to the same spell list. Only one spell list can benefit from an initiate feat. No character
can have more than one initiate feat, since such a feat presumes a deep level of commitment to a single deity (Or sub-organization of a
deity). If any of the following spells are also available to a spellcaster through a domain they have taken, you can cast that spell as a
regular spell, not just a domain spell. Losing the favor of your patron deity causes you to lose access to the feat until an Atonement is
performed.
ARCANE INSIGHT
Description: By immersing yourself in the teachings of Boccob, you have unearthed magical secrets and gained special insight
into arcane spellcasting.
Prerequisites: Cleric level 3rd, deity Boccob.
Benefits: Add Knowledge (arcana) to your list of cleric class skills. You gain a +2 insight bonus on Spellcraft checks. In
addition, you may add the following spells to your cleric spell list:
1 True Strike: +20 on your next attack roll.
3 Arcane Sight: Magical auras become visible to you.
5 Rary’s Telepathic Bond: Link lets allies communicate.
7 Arcane Sight, Greater: As arcane sight, but also reveals magic effects on creatures and objects.
8 Moment of Prescience: You gain insight bonus on a single attack roll, check, or save.
DREAD TYRANNY
Description: A devoted student of Hextor’s militant teachings, you are skilled at intimidating and dominating weaker beings.
Prerequisites: Cleric level 3rd, Str 13, deity Hextor.
Benefits: Add Intimidate to your list of cleric class skills. You add your Strength bonus in addition to your Charisma bonus on
Intimidate checks. Furthermore, when you use a lethal weapon to deal nonlethal damage, you lessen the penalty on attack
rolls by 2 (-2 penalty instead of -4). In addition, you may add the following spells to your cleric spell list:
2 Scare: Frightens creatures of less than 6 HD.
4 Evard’s Black Tentacles: Tentacles grapple all within 20-ft spread.
5 Dominate Person: Control humanoid telepathically.
6 Eyebite: Target becomes panicked, sickened, and comatose.
8 Demand: Delivers short message and suggestion anywhere, instantly.
9 Dominate Monster: As dominate person, but any creature.
EDGEWALKER SENTINEL
Description: The techniques and training of the Edgewalker rangers help you battle creatures from other worlds.
Prerequisites: Favored enemy (any outsider).
Benefit: Add Knowledge (the planes) to your list of ranger or scout class skills. When you select this feat, gain a +1 bonus
against one of your preexisting outsider favored enemies. In addition, you can cast the following spells as if they were on
the ranger spell list at the indicated level.
Special: You can take this feat multiple times. Each time you take the feat, it applies to a different kind of outsider favored
enemy you have.
1 Protection from Chaos: +2 AC and saves, counter mind control, hedge out elementals and outsiders.
1 Protection from Evil: +2 AC and saves, counter mind control, hedge out elementals and outsiders.
1 Protection from Good: +2 AC and saves, counter mind control, hedge out elementals and outsiders.
1 Protection from Law: +2 AC and saves, counter mind control, hedge out elementals and outsiders.
3 Magic Circle against Chaos: As protection from chaos, but 10-ft radius and 10 minute/level.
3 Magic Circle against Evil: As protection from evil, but 10-ft radius and 10 minute/level.
3 Magic Circle against Good: As protection from good, but 10-ft radius and 10 minute/level.
3 Magic Circle against Law: As protection from law, but 10-ft radius and 10 minute/level.
4 Dismissal: Forces a creature to return to native plane.
ETERNAL STRENGTH
Description: You have taken Kord’s fighting ways to heart. Throwing yourself into every brawl, you draw upon your mighty
deity’s strength.
Prerequisites: Cleric level 5th, Str 13, deity Kord.
Benefits: You gain a +4 bonus on saving throws to resist effects that deal Strength damage or cause Strength drain. In addition,
you may add the following spells to your cleric spell list:
3 Heroism: Gives +2 on attack rolls, saves, skill checks.
5 Waves of Fatigue: Several targets become fatigued.
6 Heroism, Greater: Gives +4 bonus on attacks, saves, skill checks; immunity to fear; temporary hp.
7 Waves of Exhaustion: Several targets become exhausted.
FAR HORIZONS
Description: By dedicating yourself to the philosophies of Fharlanghn, you have become a more world-wise and capable
traveler.
Prerequisites: Cleric level 1st, deity Fharlanghn.
Benefits: Add Climb, Jump, and Swim to your list of cleric class skills. Furthermore, you always know the direction of north
from your current position. You cannot use this extraordinary ability in any environment where “north” does not exist. In
addition, you may add the following spells to your cleric spell list:
1 Expeditious Retreat: Your speed increases by 30 ft.
3 Leomund’s Tiny Hut: Creates shelter for ten creatures.
5 Overland Flight: You fly at a speed of 40 ft. and can hustle over long distances.
6 Shadow Walk: Step into shadow to travel rapidly.
GATEKEEPER INITIATE
Description: You have been trained in the ancient druidic tradition of the Gatekeepers, founded originally to ward off an
extraplanar assault by aberrations.
Prerequisites: Ability to spontaneously cast summon nature’s ally.
Benefits: You get a +2 bonus on saving throws against the supernatural and spell-like abilities of aberrations. Add Knowledge
(the planes) to your list of druid class skills. You may use Knowledge (the planes) rather than Knowledge (dungeoneering)
when making skill checks to identify aberrations and their special abilities. In addition, you can cast the following spells as
if they were on the druid spell list at the indicated level:
1 Protection from Evil: +2 AC and saves, counter mind control, hedge out elementals and outsiders.
2 Zone of Natural Purity: Aberrations in area become weaker, fey and plants become stronger.
3 Dimensional Anchor: Bars extra-dimensional movement.
4 Nature’s Wrath: Damages and dazes aberrations. Damages other creatures.
5 Banishment: Banishes 2 HD/level of extraplanar creatures.
6 Dimensional Lock: Teleportation and interplanar travel blocked for one day/level.
7 Return to Nature: Reduces Intelligence and magical abilities of target.
8 Mind Blank: Target is immune to mental/emotional magic and scrying.
9 Imprisonment: Entombs Target beneath the earth.
GREENSINGER INITIATE
Description: You have embraced the druidic traditions of the Greensingers, a chaotic Eldeen Reaches sect with close ties to the
fey.
Prerequisites: Ability to spontaneously cast summon nature’s ally.
Benefit: Add Bluff, Hide, and Perform to your list of druid class skills. In addition, you can cast the following spells as if they
were on the druid spell list at the indicated level:
1 Charm Person: Makes one person your friend.
2 Daze Monster: Living creature of 6 HD or less loses next action.
3 Displacement: Attacks miss Target 50%.
4 Charm Monster: Makes monster believe it is your ally.
5 Hold Monster: As hold person, but any creature.
6 Cat’s Grace, Mass: As cat’s grace, affects one subject/level.
7 Ethereal Jaunt: You become ethereal for 1 round/level.
8 Charm Monster, Mass: As charm monster, but all within 30 ft.
9 Etherealness: Travel to Ethereal Plane with companions.
INITIATE OF AASTERINIAN
Description: You live for the moment, reveling in new experiences without fear of consequence.
Prerequisites: Cleric level 3rd, dragonblood subtype, deity Aasterinian.
Benefits: Add Bluff, Disguise, Speak Language, and Sleight of Hand to your list of cleric, class skills. If you are a spellscale,
you also gain a +2 competence bonus on Bluff, Disguise, and Sleight of Hand checks. In addition, you add the following
spells to your cleric spell list:
1 Expeditious Retreat: Your speed increases by 30 ft.
2 Soul of Anarchy: +5 on Escape Artist/Avoiding being grappled, you are treated as being chaotic-aligned.
4 Invisibility, Greater: As invisibility, but Target can attack and stay invisible.
6 Shadow Walk: Step into shadow to travel rapidly.
INITIATE OF AMAUNATOR
Description: You have been initiated into the greatest secrets of Amaunator’s faith.
Prerequisites: Cleric or paladin 4th, Heretic of the Faith (Risen Sun), Heretic of the Faith (Three-Faced Sun), or Servant of the
Fallen (Amaunator).
Benefits: You can spontaneously cast any spell on your spell list that has the fire descriptor. This ability works like
spontaneously casting cure spells does. In addition, you can add the following spells to your cleric or paladin spell list:
2 Augury: Learns whether an action will be good or bad.
3 Haste: One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves.
4 Order’s Wrath: Damages and dazes chaotic creatures.
8 Sunburst: Blinds all within 80 ft., deals 6d6 damage.
9 Time Stop: You act freely for 1d4+1 rounds.
INITIATE OF ANHUR
Description: You have been initiated into the greatest secrets of Anhur’s church.
Prerequisites: Cleric or ranger 5th, patron deity Anhur.
Benefits: You take no penalty on Listen checks for being distracted or asleep. You can make attacks of opportunity when you
are flatfooted as though you had the Combat Reflexes feat. You do not gain extra attacks of opportunity in a round from
this ability. In addition, you add the following spells to your cleric or ranger spell list:
1 Bless Weapon: Weapon strikes true against evil foes.
2 Spiritual Weapon: Magic weapon attacks on its own. (ranger only)
2 Thunderstroke: 1d6/level damage lightning strike to one target.
INITIATE OF ARVOREEN
Description: You have been initiated into the greatest secrets of Arvoreen’s church.
Prerequisites: Halfling, cleric or paladin 4th, patron deity Arvoreen.
Benefits: Add Hide and Move Silently to your list of cleric or paladin class skills. In addition, you add the following spells to
your cleric or paladin spell list:
1 Enlarge Person: Humanoid creature doubles in size.
1 Low-Light Vision: See twice as far under current light.
1 Message: Whispered conversation at a distance.
3 Blade Thirst: Slashing weapon glows and gains +3 bonus.
3 Safe Clearing: As sanctuary, but protects an area and lasts 1 hour/level.
INITIATE OF ASTILABOR
Description: You share your deity’s desire to acquire and protect treasure, and she has recognized this by granting you an edge
in achieving these goals.
Prerequisites: Cleric level 3rd, dragonblood subtype, deity Astilabor.
Benefits: Add Disable Device, Open Lock, and Search to your list of cleric class skills. In addition, you add the following spells
to your cleric spell list:
1 Hoard Gullet: Gain a second stomach to store objects in, similar to a bag of holding.
2 Knock: Open locked or magically sealed door.
3 Nondetection: Hides Target from divination, scrying.
7 Sequester: Target is invisible to sight and scrying; renders creature comatose.
INITIATE OF BAHAMUT
Description: The Platinum Dragon has entrusted you with great power in the battle against evil.
Prerequisites: Cleric level 3rd, dragonblood subtype, deity Bahamut.
Benefits: Once per day, you can smite evil (as the paladin class feature), using your cleric level as your paladin level. If you
have the ability to smite evil from another class, your cleric levels and levels in that class stack for the purpose of
determining the extra damage dealt by your smite evil ability. If you are a dragonborn, you can instead smite evil twice per
day. In addition, you add the following spells to your cleric spell list:
1 Feather Fall: Objects or creatures fall slowly.
3 Wingblast: Create wings that can transform into a gust of wind or obscuring mist.
5 Lord of the Sky: Gain flight and one use of lightning bolt; slow airborne creatures.
7 Aspect of the Platinum Dragon: Take the form of an aspect of Bahamut.
INITIATE OF BANE
Description: You have been initiated into the greatest secrets of Bane’s church.
Prerequisites: Cleric level 5th, patron deity Bane.
Benefits: You gain frightful presence—the ability to strike fear into your opponents with your hostile actions. When you attack
or charge, each enemy within 30 feet of you must make a successful Will save (DC 10 + 1/2 your cleric level + your
Charisma modifier) or become shaken for 1d4 rounds. In addition, you may add the following spells to your cleric spell
list:
3 Mystic Lash: Creates energy whip that deals 1d6 electricity damage/three levels (max 4d6) and stuns for 1 round.
5 Battletide: Targets take -2 penalty on saving throws, attack rolls, and weapon damage rolls to grant you benefits.
6 Stone Walk: Links two stones for teleportation.
7 Undeath after Death: Deals 2 Con damage and causes Target to rise as a crypt spawn after death.
INITIATE OF BARAVAR CLOAKSHADOW
Description: You have been initiated into the greatest secrets of Baravar Cloakshadow’s church.
Prerequisites: Gnome, cleric or paladin 4th, patron deity Baravar Cloakshadow.
Benefits: You can spend a turn/rebuke attempt as a standard action to recognize all visible illusion effects within 60 feet of you.
If the illusion has a save entry that includes “disbelief” (such as silent image), you are immediately awarded an
automatically successful save against that illusion. Illusions that have no visible effect (such as invisibility) are not revealed
by this action. In addition, you add the following spells to your cleric or paladin spell list:
1 Camouflage: Target gets +10 on Hide checks.
2 Invisibility: Target invisible 1 minute/level or until it attacks.
2 Invisibility, Swift: Invisibility lasts 1 round.
3 Displacement: Attacks miss Target 50%.
4 Dimension Door: Teleports you short distance.
INITIATE OF CYRIC
Description: You have been initiated into the greatest secrets of Cyric’s church.
Prerequisites: Cleric level 3rd, patron deity Cyric.
Benefits: You gain complete immunity to normal and magical fear. In addition, you may add the following spells to your cleric
spell list:
2 Black Talon: Gain claw, +5 ft. reach, +1/4 levels profane to attack rolls, 1d6 damage +1/level negative damage (max +10).
4 Dread Blast: Fires a ray of negative energy that deals 4d8 damage +1/level (max +20) and dazes target for 1 round.
4 Skull of Secrets: Intangible skull stores message and can be triggered to breathe fire.
5 Skull Eyes: Grants you a gaze attack that acts as either charm monster or confusion.
7 Triple Mask: Creates three shadow duplicates of you.
INITIATE OF EILISTRAEE
Description: You have been initiated into the greatest secrets of Eilistraee’s church.
Prerequisites: Drow or half-drow, cleric or ranger 4th, patron deity Eilistraee.
Benefits: Once per day, you can spend one of the daily uses of your racial spell-like abilities (dancing lights, darkness, or faerie
fire) to produce a magic missile effect (CL equals class level). In addition, you add the following spells to your cleric or
ranger spell list:
1 Eilistraee’s Moonfire: Touch melee attack of 2d6 damage +1/level.
3 Spellsong, Lesser: Instantly prepare any 1st level spell you could normally cast.
6 Spellsong: Instantly prepare any 4th level spell you could normally cast. (cleric only)
INITIATE OF FALAZURE
Description: Your celebration of death and decay has opened up new magical secrets involving the living and undead.
Prerequisites: Cleric level 3rd, dragonblood subtype, deity Falazure.
Benefits: When you cast an inflict spell on an undead creature, you add the spell’s level to the damage healed by the spell. In
addition, you add the following spells to your cleric spell list:
1 Rot of Ages: Cloud of rotting debris sickens or nauseates one creature, provides concealment for others.
3 Vampiric Touch: Touch deals 1d6/two CLs; caster gains damage as hp.
5 Waves of Fatigue: Several targets become fatigued.
7 Waves of Exhaustion: Several targets become exhausted.
INITIATE OF GARYX
Description: You channel the cleansing fire of destruction, as wielded by your deity.
Prerequisites: Cleric level 5th, dragonblood subtype, deity Garyx.
Benefits: Once per day, you can apply the effect of the Empower Spell metamagic feat to any fire spell you cast without
adjusting the spell’s level or casting time. The maximum level of spell that you can affect with this ability is equal to one-
third your CL. In addition, you add the following spells to your cleric spell list:
2 Flaming Sphere: Creates rolling ball of fire, 2d6 damage, lasts 1 round/level.
4 Ferocity of Sanguine Rage: Gain bonus on melee damage rolls and one use of true strike.
6 Dragonshape, Lesser: Take the form of a Large red dragon.
7 Haze of Smoldering Stone: Volcanic stones deal 4d6 bludgeoning and 8d6 fire damage in a 60-ft cone.
INITIATE OF GHAUNADAUR
Description: You have learned the dread secrets of the god of oozes, slimes, jellies, and outcasts.
Prerequisites: Cleric level 3rd, patron deity Ghaunadaur.
Benefits: You can command or rebuke oozes as an evil cleric commands or rebukes undead. You can use this supernatural
ability a number of times per day equal to 3 + your Cha modifier. In addition, you add the following spells to your cleric
spell list:
1 Corrosive Grasp: 1 touch/level deals 1d8 acid damage.
2 Blindsight: Target gains blindsight 30 ft. for 1 minute/level.
3 Amorphous Form: Target becomes pudding-like and can slip through cracks quickly.
5 Slime Hurl: Hurl up to three globs of green slime.
7 Mantle of the Slime Lord: Non-intelligent oozes do not attack you, and you gain some ooze immunities.
INITIATE OF GOND
Description: You have been initiated into the greatest secrets of Gond’s church.
Prerequisites: Cleric level 1st, patron deity Gond.
Benefits: You may add Disable Device and Open Lock to your list of cleric class skills. In addition, you may add the following
spells to your cleric spell list:
1 Wieldskill: Grants +5 competence bonus on a skill check, or proficiency with a weapon, armor, or shield.
3 Understand Device: Grants an insight bonus equal to CL on Disable Device and Open Lock checks.
6 Fantastic Machine: Creates a machine to perform a single simple task.
INITIATE OF GRUUMSH
Description: The singular eye of the great orc god Gruumsh watches over you.
Prerequisites: Orc or half-orc, ability to cast 2nd-level divine spells, patron deity Gruumsh.
Benefits: Once per day, as a swift action, you can cast any cure spell you have prepared, or you can spontaneously cast an inflict
spell. In addition, you add the following spells to your divine spellcaster list:
2 Battle Line: Creates an area of doom on the battlefield.
3 Bloodspear: Makes one spear into a wounding weapon.
5 Pocket Cave: Creates an extra-dimensional space where you and your allies can hide.
6 Eyebite: Target becomes panicked, sickened, and comatose.
7 Waves of Exhaustion: Several targets become exhausted.
INITIATE OF HELM
Description: You have been initiated into the greatest secrets of Helm’s church.
Prerequisites: Cleric or paladin level 5th, patron deity Helm.
Benefits: You can make attacks of opportunity when you are flat-footed, as though you had the Combat Reflexes feat. You do
not gain additional attacks of opportunity in a round. In addition, you may add the following spells to your cleric or paladin
spell list:
2 Warning: Grants uncanny dodge and +4 insight bonus on Listen and Spot checks.
3 Forceward: Creates a sphere of force that protects against force effects and keeps out incorporeal creatures.
3 Mace of Odo: Creates a glowing mace that deals 1d6 force damage/level (max 10d6) and paralysis, more against undead.
INITIATE OF HLAL
Description: Fueled by faith in your deity, your audacity and bravery truly know no bounds.
Prerequisites: Cleric level 5th, dragonblood subtype, deity Hlal.
Benefits: Three times per day, you can add your CL as a bonus on any Escape Artist check or any grapple check made to avoid
or escape a grapple. You must choose to use this ability before you roll the check. If you have the bardic music class
feature, you can use your bardic music one additional time per day. In addition, you add the following spells to your cleric
spell list:
2 Tasha’s Hideous Laughter: Target loses actions for 1 round/level.
3 Dragonshape, Least: Take the form of a pseudodragon.
6 Heroism, Greater: Gives +4 bonus on attacks, saves, skill checks; immunity to fear; temporary hp.
8 Mind of the Labyrinth: Confuse enemies who try to affect your mind; dominate one such attacker.
INITIATE OF HORUS-RE
Description: You have been initiated into the greatest secrets of Horus- Re’s church.
Prerequisites: Cleric, paladin, or ranger 4th, patron deity Horus-Re.
Benefits: Once per day, you can use wild shape (as the druid ability) to take the shape of a hawk for 1 hour. This is a
supernatural ability. In addition, you add the following spells to your cleric, paladin, or ranger spell list:
1 Command:† One Target obeys one-word command for 1 round.
1 Disk of Solar Vengeance: Resistance to cold and cause fire damage to attackers.
1 Herald’s Call: Creatures of 5 HD or less within 20 ft. slowed for 1 round.
2 Stormvoice: Voice is greatly amplified and you can do 1d8 damage and stun in 15-ft cone.
3 Righteous Fury: †† Gain temporary hp, +4 to Strength.
3 Searing Light:† Ray deals 1d8/two levels, more against undead.
† paladin and ranger only
†† cleric only
INITIATE OF ILMATER
Description: You have been initiated into the greatest secrets of Ilmater’s church.
Prerequisites: Cleric or paladin level 7th, patron deity Ilmater.
Benefits: When you cast any cure spell that would cure more damage than the target has taken, the target gains the excess as
temporary HP. You can bestow a maximum number of temporary HP equal to (The Target’s Hit Dice x 3) in this manner.
These temporary HP last up to 1 hour per CL you possess. A creature that currently has any of these temporary HP also
gains a +2 sacred bonus on Fortitude saves and a +2 sacred bonus on checks made to resist being bull rushed or tripped.
These bonuses end when the last temporary hit point is lost or expires. In addition, you may add the following spells to
your cleric or paladin spell list:
4 Favor of The Martyr: Target becomes immune to subdual damage and pain, or you switch hp totals with target.
4 Glory of the Martyr: Target gains +1 deflection AC and +1 resistance bonus on saves; split damage with you.
4 Pact of Martyrdom: Exchange hit point totals with a target that has less HP then you.
INITIATE OF IO
Description: Your deity has entrusted you with the responsibility of tending to dragonkind.
Prerequisites: Cleric level 3rd, dragonblood subtype, deity Io.
Benefits: You gain a +2 competence bonus on saves against effects created by dragons and creatures of the dragonblood
subtype. This includes spells, spell-like abilities, supernatural abilities, or any other effect with a saving throw DC. (If you
have the draconic or half-dragon template, this bonus improves to +4). You can treat your cleric levels as sorcerer levels
for the purpose of qualifying for draconic feats. In addition, you add the following spells to your cleric spell list:
1 Detect Dragonblood: Detect dragons and dragon blooded creatures within 60 ft.
2 Dragoneye Rune: Create an invisible draconic mark on an object or creature.
2 Magic of the Dragonheart: Enhance the benefits of your draconic feats.
7 Kiss of Draconic Defiance: Hinder nearby spellcasters; counter one spell automatically.
INITIATE OF KOSSUTH
Description: You have faced the fierce elemental flame and unlocked some of the secrets of Kossuth’s church.
Prerequisites: Cleric level 3rd, patron deity Kossuth.
Benefits: All fire elementals that you summon using the summon monster spells have +2 HP per die (instead of average HP). In
addition, you add the following spells to your cleric spell list:
2 Scorch: Jet of flame deals 1d8/2 levels (max 5d8).
4 Fire Stride: Multiple use dimension door that works only through large fires.
5 Shroud of Flame: Target takes 2d6 fire damage per round and deals 1d4 fire damage to creatures within 10-ft.
8 Incendiary Cloud: Cloud deals 4d6 fire damage/round.
INITIATE OF LATHANDER
Description: You have been initiated into the greatest secrets of Lathander’s church.
Prerequisites: Cleric level 1st, patron deity Lathander.
Benefits: You can spontaneously cast any spell on your spell list that has the light descriptor or the word light in its name,
including light, daylight, and searing light. This ability works like spontaneously casting cure spells does. In addition, you
may add the following spells to your cleric spell list:
1 Rosemantle: Target gains a +1/level sacred bonus (max +10) on saves against effects that cause pain, sickness, nausea, or fear.
3 Sunrise: Burst of light blinds and damages creatures.
5 Shield of Lathander: Touched creature gains DR 15/- for 1 round.
7 Shield of Lathander, Greater: Grants DR 20/-, immunity to negative energy/energy drain, and 10 energy resistance all.
9 Undeath’s Eternal Foe: Grants subjects numerous combat advantages against undead opponents.
INITIATE OF LENDYS
Description: Your dedication to justice grants you the ability to ferret out and punish wrongdoers.
Prerequisites: Cleric level 3rd, dragonblood subtype, deity Lendys.
Benefits: Add Gather Information and Sense Motive to your list of cleric class skills. You gain a +1 competence bonus on
Gather Information and Sense Motive checks. In addition, you add the following spells to your cleric spell list:
1 Detect Thoughts: Allows listening to surface thoughts.
2 Soul of Order: +2 on Will saves to resist enchantments, you are treated as being lawful aligned for adjudicating effects.
4 Geas, Lesser: Commands Target of 7 HD or less.
5 Hold Monster: As hold person, but any creature.
7 Justice of the Wyrm King: Create a field of arcane force that deals 4d6 damage to melee attackers.
INITIATE OF LOVIATAR
Description: You have been initiated into the greatest secrets of Loviatar’s church.
Prerequisites: Cleric level 5th, patron deity Loviatar.
Benefits: The first time you take damage in any combat, you gain a +1 morale bonus on attack rolls and saves against fear
effects for 1 minute per cleric level. In addition, you add the following spells to your cleric spell list:
2 Nybor’s Gentle Reminder: Target is dazed 1 round, thereafter -2 on attacks, saves, and checks, and distracted.
3 Mystic Lash: Creates energy whip that deals 1d6 electricity damage/three levels (max 4d6) and stuns for 1 round.
5 Fleshshiver: Target is stunned for 1 round, takes 1d6/level damage, and is nauseated for 1d4+2 rounds.
INITIATE OF MALAR
Description: You have been initiated into the greatest secrets of Malar’s church.
Prerequisites: Cleric or druid level 3rd, patron deity Malar.
Benefits: When you use a summon monster or summon nature’s ally spell to summon a natural or fiendish animal, the animal
gains a +4 enhancement bonus to its Strength and Constitution scores, as though you possessed the Augment Summoning
feat. In addition, you may add the following spells to your cleric or druid spell list:
2 Spectral Stag: Conjures a phantom stag that you can ride or direct to attack a target.
3 Possess Animal: Your soul inhabits and controls an animal’s body.
4 Strength of the Beast: You gain benefits of your lycanthropic animal form while in human form.
INITIATE OF MILIL
Description: You have been initiated into the greatest secrets of Milil’s church.
Prerequisites: Cleric or paladin 4th, Perform (any) 3 ranks, patron deity Milil.
Benefits: Your bard, cleric, and paladin levels stack for the purpose of determining which kinds of bardic music you can use (but
not any other effect related to bardic music). You must still meet the Perform skill rank requirement to use various kinds of
bardic music. In addition, you add the following spells to your cleric or paladin spell list:
1 Harmony: Increased moral bonus when you inspire.
2 Dispel Silence: A dispel only for silence spells and +2 to listen checks while prepared.
3 Reveille: Dead creature speaks a short sentence about what caused its death.
INITIATE OF MYSTRA
Description: You have been initiated into the greatest secrets of Mystra’s church.
Prerequisites: Cleric level 3rd, patron deity Mystra.
Benefits: You can attempt to cast spells even within a dead magic zone or an antimagic field. In a dead magic zone, you must
make a successful CL check against a DC equal to 20 + the level of the spell you are trying to cast. In an antimagic field,
you must make a successful CL check against a DC equal to 11 + the CL of the antimagic field. If this check is successful,
your spell functions normally. In addition, you may add the following spells to your cleric spell list:
2 Spell Shield: Grants +3 resistance bonus on saving throws against spells and spell-like abilities.
3 Anyspell: You can read and prepare up to a 2nd-level arcane spell from a scroll or spellbook in a 3rd-level spell slot.
5 Spell Phylactery: Activates a spell on a scroll when a triggering condition is met.
6 Anyspell, Greater: As Anyspell, but you can read and prepare any arcane spell up to 5th level in a 6th-level spell slot.
6 Spellmantle: Absorbs designated incoming spells and redirects their energy to healing or a previously chosen spell.
7 Holy Star: Glowing light turns spells, gives a cover bonus to AC, or shoots beams of fire.
INITIATE OF NATURE
Description: You have been initiated into the greatest secrets of Eldath’s, Mielikki’s, or Silvanus’s church.
Prerequisites: Cleric or druid level 5th, patron deity Eldath, Mielikki, or Silvanus.
Benefits: You can rebuke or command animals or plant creatures as an evil cleric rebukes or commands undead. You can use
this ability a number of times per day equal to 3 + your Charisma modifier. In addition, you may add the following spells
to your cleric or druid spell list:
3 Mold Touch: Creates 5-ft patch of brown mold.
4 Briartangle: As entangle, except that targets take 1d8 damage +1/two levels each round.
4 Thorn Spray: Ranged attack deals 1d6/level (max 20d6), divided among multiple targets; successful hit sickens.
5 Fireward: As quench, but also suppresses magical fire effects in affected area.
5 Tree Healing: You enter a tree that nourishes and heals you.
INITIATE OF NOBANION
Description: You have been initiated into the greatest secrets of Nobanion’s church.
Prerequisites: Cleric or paladin 4th, patron deity Nobanion.
Benefits: You gain wild empathy (as the druid class feature), usable only on feline and part-feline animals or magical beasts
(such as chimeras, dire lions, dire tigers, dragonnes, and manticores); your effective druid level for the purpose of making
such checks is equal to the sum of your druid, ranger, cleric, and paladin class levels. You also gain the smite power, the
supernatural ability to make a single melee attack once per day with a +4 bonus on the attack roll and a bonus on damage
equal to the sum of your cleric, druid, ranger, and paladin levels. These bonuses only apply if the attack is made against a
follower of Malar or an item of his church; if you accidentally smite a creature or object that doesn’t meet this requirement,
the smite has no effect but is still used. You must declare the smite attempt before making the attack. In addition, you add
the following spells to your cleric or paladin spell list:
2 Lionheart: Target gains immunity to fear.
3 Summon Nature’s Ally II:† Calls creature to fight.
4 Shout: Deafens all within cone and deals 5d6 sonic damage.
† lion only
INITIATE OF SELUNE
Description: You have been initiated into the greatest secrets of Selune’s church.
Prerequisites: Cleric, druid, hathran, or ranger level 3rd, patron deity Selune.
Benefits: You cast augury and divination spells at +5 CL. In addition, you may add the following spells to your cleric, druid,
Harper agent, hathran, or ranger spell list:
1 Handfire: Your hand glows and can make a touch attack dealing 1d8+1/level, more against undead.
3 Moon Blade: Touch attack deals 1d8 +1/2 levels, more to undead, plus scrambles spellcasting.
4 Strength of the Beast: You gain benefits of your lycanthropic animal form while in human form.
4 Wall of Moonlight: Wall deals 4d12 damage to undead and 2d10 damage to evil; counters/dispels darkness.
5 Moon Path: Grants sanctuary to 1 creature/level.
5 Moonweb: Creates a glowing shield that gives +8 bonus to AC and +4 bonus on Reflex saves, plus improved evasion.
INITIATE OF SHAR
Description: You have been initiated into the greatest secrets of Shar’s church.
Prerequisites: Able to cast 1st-level divine spells, patron deity Shar.
Benefits: You add Bluff and Hide to your list of class skills. In addition, you add the following spells to your divine spellcaster
spell list:
1 Disguise Self: Disguise own appearance.
3 Crushing Despair: Subjects take -2 on attack rolls, damage rolls, saves, and checks.
4 Armor of Darkness: Shadow shroud gives +3 +1/4 levels (max +8) deflection AC, +2 on saves vs holy, good, or light effects.
5 Darkbolt: You hurl 1 beam of darkness/2 levels dealing 2d8 damage and may daze target for 1 round.
INITIATE OF TAMARA
Description: You wield the twin powers of mercy and death in service to your draconic patron.
Prerequisites: Cleric level 3rd, dragonblood subtype, deity Tamara.
Benefits: When you cast a cure spell on a good-aligned creature, you add the spell’s level to the damage healed. For example, if
you cast cure moderate wounds, it heals the standard 2d8 + CL points of damage, plus an extra 2 points of damage. In
addition, you add the following spells to your cleric spell list:
0 Disrupt Undead: Deals 1d6 damage to one undead.
1 Chill Touch: One touch/level deals 1d6 damage and possibly 1 Str damage.
5 Undying Vigor of the Dragonlords: Heal yourself of 5d6 or more points of damage.
6 Call of the Twilight Defender: Summon a twilight guardian to fight for you.
7 Sunbeam: Beam blinds and deals 4d6 damage.
INITIATE OF TCHAZZAR
Description: You have been initiated into the greatest mysteries of Tchazzar’s church.
Prerequisites: Cleric or blackguard 3rd or ranger 5th, Servant of a Dragon Ascendant [Tchazzar].
Benefits: You receive a +2 bonus on saving throws against dragon breath weapons and frightful presence. In addition, you add
the following spells to your blackguard, cleric, or ranger spell list:
0 Flare: Dazzles one creature (-1 attack).
2 Flame Blade: Touch attack deals 1d8 +1/two levels damage.
2 Palarandusk’s Fire Breath: Spit a gout of flame as a breath weapon.
3 Fireball: 1d6 damage per level, 20-ft radius.
3 Magic Vestment: Armor or shield gains +1 enhancement/4 levels.
4 Fire Shield: Creatures attacking you take fire damage; you’re protected from heat or cold.
INITIATE OF THE HOLY REALM
Description: You have been initiated into the greatest secrets of one of the faiths of the Holy Realm (Chauntea, Helm,
Lathander, Selune, or Sune).
Prerequisites: Cleric, paladin, or ranger 3rd of Chauntea, Helm, Lathander, Nobanion, Selune, or Sune.
Benefits: You get a +1 sacred bonus on all saving throws while within the Holy Realm or on a quest specifically dedicated to
supporting the Holy Realm. In addition, you add the following spells to your cleric, paladin, or ranger spell list:
1 Alarm: Wards an area for 2 hours/level.
1 Handfire: Your hand glows and can make a touch attack dealing 1d8+1/level, more against undead.
1 Horrible Taste: Touched creature or object nauseates biting or swallowing foes.
1 Rosemantle: Target gains a +1/level sacred bonus (max +10) on saves against effects that cause pain, sickness, nausea, or fear.
2 Lionheart: Target gains immunity to fear.
2 Love Bite: Target feels a kiss or is affected by 2nd level or lower touch attack at range.
2 Warning: Grants uncanny dodge and +4 insight bonus on Listen and Spot checks.
INITIATE OF TIAMAT
Description: Your homage to the creator of evil dragonkind has been rewarded with physical and mental power.
Prerequisites: Cleric level 5th, dragonblood subtype, deity Tiamat.
Benefits: Add Intimidate to your list of cleric class skills. When you make a melee attack against a creature that is shaken,
frightened, or panicked, you deal an extra 1d6 points of damage. In addition, you add the following spells to your cleric
spell list:
1 Charm Person: Makes one person your friend.
4 Curse of the Elemental Lords: Bestow a curse on enemies, making them more susceptible to your energy damage.
5 Dominate Person: Control humanoid telepathically.
7 Glorious Master of the Elements: Channel acid, cold, electricity, or fire damage into ranged touch attacks.
8 Aspect of the Chromatic Dragon: Take the form of an aspect of Tiamat.
INITIATE OF TORM
Description: You have been initiated into the greatest secrets of Torm’s church.
Prerequisites: Cleric or paladin 4th, patron deify Torm.
Benefits: You gain the smite power, the supernatural ability to make a single melee attack once per day with a +4 bonus on the
attack roll and a bonus on damage equal to the sum of your cleric, druid, ranger, and paladin levels. These bonuses only
apply if the attack is made against a follower of Bane or Cyric (including former incarnations or variants of those deities,
such as Bhaal, Myrkul, or Xvim); if you accidentally smite a creature that doesn’t meet this requirement the smite has no
effect but is still used. You must declare the smite attempt before making the attack. In addition, you add the following
spells to your cleric or paladin spell list:
1 Bless Weapon:† Weapon strikes true against evil foes.
1 Command:†† One Target obeys one-word command for 1 round.
4 Hand of the Faithful: Immobile zone of warding stuns those worshiping different deities from yours.
† cleric only
†† paladin only
INITIATE OF TYMORA
Description: You have been initiated into the greatest secrets of Tymora’s church.
Prerequisites: Cleric or ranger 4th, patron deity Tymora.
Benefits: Once per day, you can add a +5 luck bonus on any attack roll, saving throw, skill check, or ability check you have just
made before the DM declares whether the roll results in success or failure. If you have the Luck domain and you use that
domain’s power to reroll this attack, save, or check, the luck bonus applies to the reroll as well. In addition, you add the
following spells to your cleric or ranger spell list:
1 Fleeting Fortune: +5 luck bonus to single skill check.
2 Favor of Tymora: +2 luck bonus to AC.
INITIATE OF TYR
Description: You have been initiated into the greatest secrets of Tyr’s church.
Prerequisites: Cleric level 7th, patron deity Tyr, War domain.
Benefits: You gain a +1 bonus on all damage rolls when attacking with a longsword. In addition, you may add the following
spells to your cleric spell list:
4 Sword and Hammer: As spiritual weapon, but creates a longsword and warhammer of force.
6 Sword and Hammer, Greater: As sword and hammer, but +2 on attack rolls and benefit of Improved Critical feat.
INITIATE OF VARAR
Description: You fervently worship Varae, the serpentine goddess, and guard well the secrets of your faith.
Prerequisites: Extaminaar, cleric level 3rd, patron deity Varae.
Benefits: Once per day, as a standard action, you can transform your skin into shimmering emerald scales. The scales absorb
magic missile damage as the shield spell, and they enable you to pass through walls of force as if they weren’t there. The
emerald scales last for 1 minute per character level. This is a supernatural ability. In addition, you add the following spells
to your cleric spell list:
2 Blinding Spittle: Ranged touch attack blinds subject.
4 Serpent Arrow: Transforms up to eight missiles into Tiny vipers.
6 Veil: Changes appearance of group of creatures.
8 Animal Shapes:† One ally/level polymorphs into chosen animal.
† snakes only
LAW INVIOLATE
Description: Your unshakable faith in St. Cuthbert allows you to better apprehend fugitives or overcome villains who transgress
the law.
Prerequisites: Cleric level 1st, must be lawful, deity St. Cuthbert.
Benefits: Your natural weapons, as well as any weapons you wield, are treated as lawful-aligned for the purpose of overcoming
DR. In addition, you may add the following spells to your cleric spell list:
1 Color Spray: Knocks unconscious, blinds, and/or stuns weak creatures.
2 Daze Monster: Living creature of 6 HD or less loses next action.
3 Suggestion: Compels Target to follow stated course of action.
5 Passwall: Creates passage through wood or stone wall.
6 Suggestion, Mass: As suggestion, plus one subject/level.
8 Power Word Stun: Stuns creatures with 150 or fewer hp.
NIGHTBRINGER INITIATE
Description: You have been trained in the ways of the Nightbringers, a new offshoot of the Children of Winter.
Prerequisites: Non-good alignment, ability to spontaneously cast summon nature’s ally.
Benefits: Add Hide and Move Silently to your list of druid class skills., you may add the following spells to your druid spell list:
1 Inflict Light Wounds: Touch attack, 1d8 damage +1/level (max +5).
2 Darkness: 20-ft radius of supernatural darkness.
3 Deeper Darkness: Object sheds absolute darkness in a 60-ft radius.
4 Enervation: Target gains 1d4 negative levels.
5 Summon Monster V:† Calls extraplanar creature to fight for you.
6 Planar Ally: †† As lesser planar ally, but up to 12 HD.
7 Control Undead: Undead don’t attack you while under your command.
8 Create Greater Undead: ††† Create shadows, wraiths, spectres, or devourers.
9 Gate:†††† Connects two planes for travel or summoning.
† only shadow mastiff
†† only native to Mabar
††† shadows only
†††† to Mabar only
RADIANT FIRE
Description: Pelor has ignited your faith and conviction, making you better able to fight the creatures of darkness.
Prerequisites: Cleric level 3rd, deity Pelor.
Benefits: You gain a +2 insight bonus on damage rolls against creatures with the evil subtype. In addition, you may add the
following spells to your cleric spell list:
2 Scorching Ray: Ranged touch attack deals 4d6 fire damage, +1 ray/four levels (max 3).
3 Summon Monster III:† Calls extraplanar creature to fight for you.
5 Summon Monster V:† Calls extraplanar creature to fight for you.
6 Summon Monster VI:† Calls extraplanar creature to fight for you.
8 Summon Monster VIII:† Calls extraplanar creature to fight for you.
† Fire elementals only.
UNDYING FATE
Description: You have pledged your unswerving obedience to Wee Jas, and she in turn has granted you special insight into life
and death.
Prerequisites: Cleric level 3rd, deity Wee Jas.
Benefits: As a swift action, you can determine how close creatures are to death. This extraordinary ability can be used at will but
otherwise functions like the deathwatch spell. In addition, you may add the following spells to your cleric spell list:
2 False Life: Gain 1d10 temporary hp +1/level (max +10).
3 Halt Undead: Immobilizes undead for 1 round/level.
5 Blight: Withers one plant or deals 1d6/level damage to plant creatures.
7 Finger of Death: Kills one Target or deals 3d6 damage +1/level (max +25).
WARDEN INITIATE
Description: You have been trained in the ancient druidic tradition of the Wardens of the Wood, a sect dedicated to protecting
the eastern plain and the great woods of the Eldeen Reaches.
Prerequisites: Ability to spontaneously cast summon nature’s ally.
Benefits: You gain a +2 deflection bonus to Armor Class when fighting within a forest. Add Climb and Jump to your list of
druid class skills. In addition, you can cast the following spells as if they were on the druid spell list:
1 Protection from Evil: +2 AC and saves, counter mind control, hedge out elementals and outsiders.
2 Detect Thoughts: Allows listening to surface thoughts.
3 Displacement: Attacks miss Target 50%.
4 Locate Creature: Indicates direction to familiar creature.
5 Hold Monster: As hold person, but any creature.
6 Repulsion: Creatures can’t approach you.
7 Banishment: Banishes 2 HD/level of extraplanar creatures.
8 Screen: Illusion hides area from vision, scrying.
9 Hold Monster, Mass: As hold monster, but all within 30 ft.
WHISPERED SECRETS
Description: You revere the Maimed Lord and have devoted your miserable, worthless life to learning but a few of the
Whispered One’s secrets.
Prerequisites: Cleric level 1st, deity Vecna.
Benefits: Add Listen and Spot to your list of cleric class skills. Furthermore, you automatically become aware of any attempt to
observe you by means of a divination (scrying) spell or effect. This extraordinary ability does not enable you to discern the
scrier, the type of scrying device or spell used, or the scrier’s location. In addition, you may add the following spells to
your cleric spell list:
1 Disguise Self: Disguise own appearance.
2 Darkvision: See 60 ft. in total darkness.
3 Glibness: Gain +30 on Bluff checks, and your lies can escape magical discernment.
4 Arcane Eye: Invisible floating eye moves 30 ft./round.
5 Prying Eyes: Creates 1d4 +1/level floating eyes to scout for you.
6 Analyze Dweomer: Reveals magical aspects of subject.
8 Mind Blank: Target is immune to mental/emotional magic and scrying.
SHUGENJA ORDERS
ORDER OF THE ALL-SEEING EYE
0 Guidance: +1 on one roll, save, or check.
1 Detect Snares and Pits: Reveals natural or primitive traps.
2 Detect Thoughts: Allows listening to surface thoughts.
3 Clairaudience/Clairvoyance: Hear or see at a distance for 1 minute/level.
4 Divination: Provides useful advice for specific, proposed action.
5 Commune With Nature: Learn about terrain for 1 mile/level.
6 Find the Path: Shows most direct way to location.
7 Legend Lore: Learn tales about a person, place, or thing.
8 Vision: As legend lore, but quicker and strenuous.
9 Foresight: Sixth sense warns of impending danger.
ORDER OF THE CONSUMING FLAME
0 Flare: Dazzles one creature (-1 attack).
1 Burning Hands: 1d4 fire damage/level (max 5d4), 15-foot cone.
2 Produce Flame: 1d6 damage +1/level, touch or thrown.
3 Searing Light: Ray deals 1d8/two levels, more against undead.
4 Fireball: 1d6 damage per level, 20-ft radius.
5 Flame Strike: Smites foes with divine fire (1d6/level).
6 Fires of Purity: Target bursts into magical flame, becoming a dangerous weapon.
7 Fire Storm: Deals 1d6 fire damage/level.
8 Delayed Blast Fireball: 1d6 fire damage/level; you can delay blast for 5 rounds.
9 Meteor Swarm: Four exploding spheres each deal 6d6 fire damage.
ORDER OF THE FORBIDDING WASTELAND
0 Detect Magic: Detects spells and magic items within 60 ft.
1 Remove Fear: Suppresses fear or gives +4 on saves against fear for one Target + one per four levels.
2 Scent: Grants the scent ability for 1 hour/level.
3 Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.
4 Phantom Stag: Magic stag appears for 1 hour/level.
5 Dance of the Unicorn: Purifying mist washes the air clean of smoke, dust, and poisons.
6 Control Weather: Changes weather in local area.
7 Scrying, Greater: As scrying, but faster and longer.
8 Horrid Wilting: Deals 1d6/level damage within 30 ft.
9 Shambler: Summons 1d4+2 shambling mounds to fight for you.
ORDER OF THE GENTLE RAIN
0 Cure Minor Wounds: Cures 1 point of damage.
1 Cure Light Wounds: Cures 1d8 +1/level damage (max +5).
2 Augury: Learns whether an action will be good or bad.
3 Cure Serious Wounds: Cures 3d8 +1/level damage (max +15).
4 Cure Critical Wounds: Cures 4d8 +1/level damage (max +20).
5 Commune: Deity answers one yes-or-no question/level.
6 Heal: Cures 10 points/level of damage, all diseases and mental conditions.
7 Resurrection: Fully restores dead subject.
8 Heal, Mass: As heal, but with several subjects.
9 Soul Bind: Traps newly dead soul to prevent resurrection.
ORDER OF THE IMPENETRABLE CRUCIBLE
0 Resistance: Target gains +1 on saving throws.
1 Magic Weapon: Weapon gains +1 bonus.
2 Sound Burst: Deals 1d8 sonic damage to subjects; may stun them.
3 Magic Weapon, Greater: +1/four levels (max +5).
4 Dismissal: Forces a creature to return to native plane.
5 Death Ward: Grants immunity to death spells and negative energy effects.
6 Banishment: Banishes 2 HD/level of extraplanar creatures.
7 Repulsion: Creatures can’t approach you.
8 Binding: Utilizes an array of techniques to imprison a creature.
9 Imprisonment: Entombs Target beneath the earth.
ORDER OF THE INEFFABLE MYSTERY
0 Resistance: Target gains +1 on saving throws.
1 Entropic Shield: Ranged attacks against you have 20% miss chance.
2 Obscure Object: Masks object against scrying.
3 Dispel Magic: Cancels spells and magical effects.
4 Spell Immunity: Target is immune to one spell/four levels.
5 Spell Resistance: Target 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 Spells: Confers +8 resistance bonus.
9 Mordenkainen’s Disjunction: Dispels magic, disenchants magic items.
ORDER OF THE PERFECT SCULPTURE
0 Mending: Makes minor repairs on an object.
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 Subvert Planar Essence: Reduces target’s DR and SR.
5 Transmute Rock to Mud: Transforms two 10-ft cubes/level.
6 Flesh to Stone: Turns Target creature into statue.
7 Statue: Target can become a statue at will.
8 Earthquake: Intense tremor shakes 80-ft radius.
9 Antipathy: Object or location affected by spell repels certain creatures.
ORDER OF THE SPRING ZEPHYR
0 Daze: Humanoid creature of 4 HD or less loses next action.
1 Disguise Self: Disguise own appearance.
2 Blur: Attacks miss Target 20% of the time.
3 Invisibility: Target invisible 1 minute/level or until it attacks.
4 Air Walk: Target treads on air as if solid (climb at 45-degree angle).
5 Invisibility, Greater: As invisibility, but Target can attack and stay invisible.
6 Veil: Changes appearance of group of creatures.
7 Mislead: Turns you invisible and creates illusory double.
8 Screen: Illusion hides area from vision, scrying.
9 Foresight: Sixth sense warns of impending danger.
SHUGENJA SCHOOLS
AGASHA SCHOOL (PHOENIX CLAN 30)
0 Flare: Dazzles one creature (-1 attack).
1 Burning Hands: 1d4 fire damage/level (max 5d4), 15-foot cone.
2 Produce Flame: 1d6 damage +1/level, touch or thrown.
3 Searing Light: Ray deals 1d8/two levels, more against undead.
4 Fireball: 1d6 damage per level, 20-ft radius.
5 Flame Strike: Smites foes with divine fire (1d6/level).
6 Fires of Purity: Target bursts into magical flame, becoming a dangerous weapon.
7 Fire Storm: Deals 1d6 fire damage/level.
8 Delayed Blast Fireball: 1d6 fire damage/level; you can delay blast for 5 rounds.
9 Meteor Swarm: Four exploding spheres each deal 6d6 fire damage.
ASAHINA SCHOOL (CRANE CLAN 30)
0 Guidance: +1 on one roll, save, or check.
1 Detect Snares and Pits: Reveals natural or primitive traps.
2 Detect Thoughts: Allows listening to surface thoughts.
3 Clairaudience/Clairvoyance: Hear or see at a distance for 1 minute/level.
4 Divination: Provides useful advice for specific, proposed action.
5 Commune With Nature: Learn about terrain for 1 mile/level.
6 Find the Path: Shows most direct way to location.
7 Legend Lore: Learn tales about a person, place, or thing.
8 Vision: As legend lore, but quicker and strenuous.
9 Foresight: Sixth sense warns of impending danger.
IUCHI SCHOOL (UNICORN CLAN 30)
0 Detect Magic: Detects spells and magic items within 60 ft.
1 Remove Fear: Suppresses fear or gives +4 on saves against fear for one Target + one per four levels.
2 Horse’s Nose: Grants the scent ability for 1 hour/level.
3 When Two Become One (3.0): Your spirit merges with your horse’s.
4 Remove Fatigue: Removes effects of fatigue as 8 hours of rest.
5 Dance of the Unicorn: Purifying mist washes the air clean of smoke, dust, and poisons.
6 Control Weather: Changes weather in local area.
7 Scrying, Greater: As scrying, but faster and longer.
8 Horrid Wilting: Deals 1d6/level damage within 30 ft.
9 Shambler: Summons 1d4+2 shambling mounds to fight for you.
KITSU SCHOOL (LION CLAN 30)
0 Cure Minor Wounds: Cures 1 point of damage.
1 Cure Light Wounds: Cures 1d8 +1/level damage (max +5).
2 Commune with Lesser Spirit: Lesser spirit answers one question/2 levels.
3 Cure Serious Wounds: Cures 3d8 +1/level damage (max +15).
4 Cure Critical Wounds: Cures 4d8 +1/level damage (max +20).
5 Commune with Greater Spirit: Ask any spirit 1 question/level.
6 Heal: Cures 10 points/level of damage, all diseases and mental conditions.
7 Resurrection: Fully restores dead subject.
8 Heal, Mass: As heal, but with several subjects.
9 Soul Bind: Traps newly dead soul to prevent resurrection.
KUNI SCHOOL (CRAB CLAN 30)
0 Resistance: Target gains +1 on saving throws.
1 Magic Weapon: Weapon gains +1 bonus.
2 Tetsubo of Earth: Melee attack deals 1d10+1/two levels damage.
3 Magic Weapon, Greater: +1/four levels (max +5).
4 Dismissal: Forces a creature to return to native plane.
5 Dispel Taint (3.0): +4 bonus against attacks by tainted creatures.
6 Banishment: Banishes 2 HD/level of extraplanar creatures.
7 Tomb of Jade (3.0): Entraps and harms Shadowlands creatures.
8 Binding: Utilizes an array of techniques to imprison a creature.
9 Imprisonment: Entombs Target beneath the earth.
SOSHI SCHOOL (SCORPION CLAN 30)
0 Daze: Humanoid creature of 4 HD or less loses next action.
1 Disguise Self: Disguise own appearance.
2 Know the Shadows (3.0): +10 to Hide checks in darkened areas.
3 Invisibility: Target invisible 1 minute/level or until it attacks.
4 Air Walk: Target treads on air as if solid (climb at 45-degree angle).
5 Invisibility, Greater: As invisibility, but Target can attack and stay invisible.
6 Veil: Changes appearance of group of creatures.
7 Mislead: Turns you invisible and creates illusory double.
8 Screen: Illusion hides area from vision, scrying.
9 Foresight: Sixth sense warns of impending danger.
TAMORI SCHOOL (DRAGON CLAN 30)
0 Mending: Makes minor repairs on an object.
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 Holy Smite: Damages and blinds evil creatures.
5 Transmute Rock to Mud: Transforms two 10-ft cubes/level.
6 Flesh to Stone: Turns Target creature into statue.
7 Statue: Target can become a statue at will.
8 Earthquake: Intense tremor shakes 80-ft radius.
9 Antipathy: Object or location affected by spell repels certain creatures.
YOGO SCHOOL (SCORPION CLAN 30)
0 Resistance: Target gains +1 on saving throws.
1 Protection from Taint (3.0): +2 AC and saves, counter mind control, hedge out oni.
2 Obscure Object: Masks object against scrying.
3 Magic Circle against Taint (3.0): As protection from Taint, but 10-ft radius and 10 minute/level.
4 Spell Immunity: Target is immune to one spell/four levels.
5 Spell Resistance: Target 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 Spells: Confers +8 resistance bonus.
9 Jade Aura (3.0): +4 AC, +4 resistance, and 25 SR against evil spells.
SUBSTITUTION LEVELS
GNOME RANGER
Description: Hampered to some extent by her size, the gnome ranger learns to play off her other strengths. By embracing her
connection to burrowing animals, the gnome ranger can attract an animal companion that can support her in combat.
Against her favored enemies, she favors tactics of stealth more than interaction, and she truly shines when she chooses the
traditional foes of her race as favored enemies. Her magic likewise draws on her racial abilities, allowing her to cast
illusions unavailable to most rangers. The combination of these abilities makes the gnome ranger a fearsome ambusher
who fights with the ferocity of the badger.
Prerequisite: To take a gnome ranger substitution level, a character must be a gnome ranger.
Spell Loss: A ranger who selects this substitution feature loses the following spells from her class spell list:
1 snare.
2 barkskin.
3 wind wall.
4 commune with nature, tree stride.
Expanded Spell List: At 8th level, a Gnome Ranger adds the following to his Ranger spell list:
2 Blur: Attacks miss Target 20% of the time.
2 Invisibility: Target invisible 1 minute/level or until it attacks.
2 Misdirection: Misleads divinations for one creature or object.
4 Invisibility, Greater: As invisibility, but Target can attack and stay invisible.
4 Phantasmal Killer: Fearsome illusion kills Target or deals 3d6 damage.
HALF-ELF RANGER
Description: Not all rangers spend their entire lives in the untamed wilds of the forests and hills. Some half-elves find a mix of
rural and urban life to their taste, and temper their wilderness lore with the ability to interact well with a wide range of
individuals. The half-elf ranger is the ultimate investigator and bounty hunter. She finds social skills just as important for
survival as fighting prowess.
Prerequisite: To take a half-elf ranger substitution level, a character must be a half-elf ranger.
Spell Loss: A ranger who selects this substitution feature loses the following spells from her class spell list:
1 detect animals or plants, detect snares and pits, entangle, summon nature’s ally I.
2 snare, speak with plants, summon nature’s ally II.
3 command plants, diminish plants, plant growth, summon nature’s ally II, tree shape.
4 commune with nature, summon nature’s ally IV, tree stride.
Expanded Spell List: At 4th level, a Half-Elf Ranger adds the following to his Ranger spell list:
1 Comprehend Languages: Understand all spoken and written languages.
1 Detect Secret Doors: Reveals hidden doors within 60 ft.
1 Message: Whispered conversation at a distance.
2 Detect Thoughts: Allows listening to surface thoughts.
2 Tongues: Speak any language.
3 Phantom Steed: Magic horse appears for 1 hour/level.
4 Dimension Door: Teleports you short distance.
KOBOLD RANGER
Description: Kobold rangers are not deterred by their size, forging lifelong relationships with their preferred dire weasel
companions, who more than make up for their masters’ physical shortcomings. A kobold ranger is a sentinel for her tribe,
riding the fringes of her lands in search of enemies and threats. Nothing slows a kobold ranger in pursuit of prey.
Prerequisite: To take a kobold ranger substitution level, a character must be a kobold ranger.
Spell Loss: A ranger who selects this substitution feature loses the following spells from her class spell list:
1 entangle.
2 speak with plants, spike growth.
3 command plants, diminish plants, plant growth, tree shape.
4 tree stride.
Expanded Spell List: At 4th level, a Kobold Ranger adds the following to his Ranger spell list:
1 Steal Size: Humanoid creature doubles in size as targeted humanoid halves in size.
2 Local Tremor: Light tremor shakes in a 30-ft line.
2 Soften Earth and Stone: Turns stone to clay or dirt to sand or mud.
3 Meld into Stone: You and your gear merge with stone.
3 Spike Stones: Creatures in area take 1d8 damage, may be slowed.
3 Stone Shape: Sculpts stone into any shape.
3 Stoneskin: Ignore 10 points of damage per attack.
4 Stone Tell: Talk to natural or worked stone.
RAPTORAN SORCERER
Description: The raptoran sorcerer has an almost instinctive command of the magical forces required to manipulate the air
beneath his wings. He loses some versatility in spellcasting but gains the ability to cast additional air-based spells and even
the service of an elemental familiar.
Prerequisite: To take a Raptoran Sorcerer substitution level, a character must be a Raptoran Sorcerer.
Expanded Spell List: At 1st, 5th, or 11th level, a raptoran sorcerer adds the following to his Sorcerer spell list:
4 Air Walk: Target treads on air as if solid (climb at 45-degree angle).
5 Control Winds: Change wind direction and speed.
7 Wind Walk: You and your allies turn vaporous and travel fast.
8 Whirlwind: Cyclone deals damage and can pick up creatures.
RED FALCON
Description: Members of the Order of the Red Falcon serve the Red Knight and have earned fame in Tethyr for their heroics.
They have a reputation for being excellent military tacticians, and even their followers are a cut above the norm.
Prerequisite: To take a Red Falcon substitution level, a character must have the Red Knight as her patron deity and be a paladin.
Expanded Spell List: At 4th level, a Red Falcon adds the following to his paladin spell list:
1 Deathwatch: Reveals how near death subjects within 30 ft. are.
2 Augury: Learns whether an action will be good or bad.
2 Status: Monitors condition, position of allies.
RUBY ROSE KNIGHT
Description: Members of Sune’s order of paladins, the Sisters and Brothers of the Ruby Rose, are known for their charm,
beauty, and aversion to ugliness and evil. They use the power of love to destroy evil and hideous things, and they draw
strength from their many romances.
Prerequisite: To take a Ruby Rose Knight substitution level, a character must have Sune as her patron and be a paladin.
Expanded Spell List: At 3rd level, a Ruby Rose Knight adds the following to her paladin spell list:
2 Love Bite: Target feels a kiss or is affected by 2nd level or lower touch attack at range.
SHOOTING STAR
Description: Rangers of the Order of the Shooting Star serve Mystra by scouting, spying, and dealing with fiends and
monstrosities created by magical experimentation.
Prerequisite: To take a Shooting Star substitution level, a character must have Mystra as her patron deity and be a ranger.
Expanded Spell List: At 8th level, a Shooting Star adds the following to her ranger spell list:
2 See Invisibility: Reveals invisible creatures or objects.
4 Word of Recall: Teleports you back to designated place.
VIGILANT EYE OF HELM
Description: This paladin order of Helm is growing rapidly and impressing the common folk with its members’ humility and
self-sacrifice. The Vigilant Eyes of Helm defend the innocent from threats and develop special ways of recognizing danger
and protecting others.
Prerequisite: To take a Vigilant Eye substitution level, a character must have Helm as his patron deity and be a paladin.
Expanded Spell List: At 1st level, a Vigilant Eye of Helm adds the following to her paladin spell list:
2 See Invisibility: Reveals invisible creatures or objects.
WIZARD DOMAINS
ABJURATION WIZARD DOMAIN
0 Resistance: Target gains +1 on saving throws.
1 Shield: Invisible disc gives +4 to AC, blocks magic missiles.
2 Resist Energy: Ignores 10 hp/round from one energy type.
3 Dispel Magic: Cancels spells and magical effects.
4 Remove Curse: Frees object or person from curse.
5 Mordenkainen’s Private Sanctum: Prevents anyone from viewing or scrying an area for 24 hours.
6 Dispel Magic, Greater: As dispel magic, but +20 on check.
7 Banishment: Banishes 2 HD/level of extraplanar creatures.
8 Mind Blank: Target is immune to mental/emotional magic and scrying.
9 Prismatic Sphere: As prismatic wall, but surrounds on all sides.
ANTIMAGIC WIZARD DOMAIN
0 Detect Magic: Detects spells and magic items within 60 ft.
1 Protection from Chaos: +2 AC and saves, counter mind control, hedge out elementals and outsiders.
1 Protection from Evil: +2 AC and saves, counter mind control, hedge out elementals and outsiders.
1 Protection from Good: +2 AC and saves, counter mind control, hedge out elementals and outsiders.
1 Protection from Law: +2 AC and saves, counter mind control, hedge out elementals and outsiders.
2 Obscure Object: Masks object against scrying.
3 Dispel Magic: Cancels spells and magical effects.
4 Globe of Invulnerability, Lesser: Stops 1st through 3rd-level spell effects.
5 Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
6 Antimagic Field: Negates magic within 10 ft.
7 Spell Turning: Reflect 1d4+6 spell levels back at caster.
8 Protection from Spells: Confers +8 resistance bonus.
9 Mordenkainen’s Disjunction: Dispels magic, disenchants magic items.
BATTLE WIZARD DOMAIN
0 Daze: Humanoid creature of 4 HD or less loses next action.
1 True Strike: +20 on your next attack roll.
2 Protection from Arrows: Target immune to most ranged attacks.
3 Magic Weapon, Greater: +1/four levels (max +5).
4 Fire Shield: Creatures attacking you take fire damage; you’re protected from heat or cold.
5 Bigby’s Interposing Hand: Hand provides cover against one opponent.
6 Tenser’s Transformation: You gain combat bonuses.
7 Power Word Blind: Blinds creature with 200 or fewer hp.
8 Moment of Prescience: You gain insight bonus on a single attack roll, check, or save.
9 Time Stop: You act freely for 1d4+1 rounds.
COLD WIZARD DOMAIN
0 Ray of Frost: Ray deals 1d3 cold damage.
1 Chill Touch: One touch/level deals 1d6 damage and possibly 1 Str damage.
2 Chill Metal: Cold metal damages those who touch it.
3 Sleet Storm: Hampers vision and movement.
4 Wall of Ice: Ice plane creates wall with 15 hp +1/level, or hemisphere can trap creatures inside.
5 Cone of Cold: 1d6/level cold damage in a 60-ft cone.
6 Otiluke’s Freezing Sphere: Freezes water or deals cold damage.
7 Delayed Blast Frostball: 1d6/level cold damage; you can postpone blast for 5 rounds.
8 Polar Ray: Ranged touch attack deals 1d6/level cold damage in a 60-ft cone.
9 Comet Swarm: Four exploding spheres each deal 6d6 fire damage.
CONJURATION WIZARD DOMAIN
0 Acid Splash: Orb deals 1d3 acid damage.
1 Mage Armor: Gives Target +4 armor bonus.
2 Web: Fills 20-ft radius spread with sticky spider webs.
3 Stinking Cloud: Nauseating vapors, 1 round/level.
4 Summon Monster IV: Calls extraplanar creature to fight for you.
5 Wall of Stone: Creates a stone wall that can be shaped.
6 Acid Fog: Fog deals acid damage.
7 Summon Monster VII: Calls extraplanar creature to fight for you.
8 Maze: Traps Target in extra-dimensional maze.
9 Gate: Connects two planes for travel or summoning.
DIVINATION WIZARD DOMAIN
0 Detect Magic: Detects spells and magic items within 60 ft.
1 Detect Secret Doors: Reveals hidden doors within 60 ft.
2 See Invisibility: Reveals invisible creatures or objects.
3 Arcane Sight: Magical auras become visible to you.
4 Arcane Eye: Invisible floating eye moves 30 ft./round.
5 Prying Eyes: Creates 1d4 +1/level floating eyes to scout for you.
6 True Seeing: See all things as they really are.
7 Arcane Sight, Greater: As arcane sight, but also reveals magic effects on creatures and objects.
8 Discern Location: Reveals exact location of creature or object.
9 Foresight: Sixth sense warns of impending danger.
ENCHANTMENT WIZARD DOMAIN
0 Daze: Humanoid creature of 4 HD or less loses next action.
1 Charm Person: Makes one person your friend.
2 Tasha’s Hideous Laughter: Target loses actions for 1 round/level.
3 Suggestion: Compels Target to follow stated course of action.
4 Confusion: Subjects behave oddly for 1 round/level.
5 Hold Monster: As hold person, but any creature.
6 Heroism, Greater: Gives +4 bonus on attacks, saves, skill checks; immunity to fear; temporary hp.
7 Insanity: Target suffers continuous confusion.
8 Charm Monster, Mass: As charm monster, but all within 30 ft.
9 Dominate Monster: As dominate person, but any creature.
EVOCATION WIZARD DOMAIN
0 Light: Object shines like a torch.
1 Magic Missile: 1d4+1 damage; +1 missile/two levels above 1st (max 5).
2 Flaming Sphere: Creates rolling ball of fire, 2d6 damage, lasts 1 round/level.
3 Lightning Bolt: Electricity deals 1d6/level damage.
4 Shout: Deafens all within cone and deals 5d6 sonic damage.
5 Wall of Force: Wall is immune to damage.
6 Bigby’s Forceful Hand: Hand pushes creatures away.
7 Mordenkainen’s Sword: Floating magic blade strikes opponents.
8 Otiluke’s Telekinetic Sphere: As Otiluke’s resilient sphere, but you move sphere telekinetically.
9 Bigby’s Crushing Hand: Large hand provides cover, pushes, or crushes your foes.
FIRE WIZARD DOMAIN
0 Flare: Dazzles one creature (-1 attack).
1 Burning Hands: 1d4 fire damage/level (max 5d4), 15-foot cone.
2 Scorching Ray: Ranged touch attack deals 4d6 fire damage, +1 ray/four levels (max 3).
3 Fireball: 1d6 damage per level, 20-ft radius.
4 Wall of Fire: Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 +1/level.
5 Cone of Fire: 1d6/level Fire damage in a 60-ft cone.
6 Summon Monster VI:† Calls extraplanar creature to fight for you.
7 Delayed Blast Fireball: 1d6 fire damage/level; you can delay blast for 5 rounds.
8 Incendiary Cloud: Cloud deals 4d6 fire damage/round.
9 Meteor Swarm: Four exploding spheres each deal 6d6 fire damage.
† fire creatures only
ILLUSION WIZARD DOMAIN
0 Ghost Sound: Figment sounds.
1 Disguise Self: Disguise own appearance.
2 Invisibility: Target invisible 1 minute/level or until it attacks.
3 Major Image: As silent image, plus sound, smell, and thermal effects.
4 Phantasmal Killer: Fearsome illusion kills Target or deals 3d6 damage.
5 Shadow Evocation: Mimics evocation below 5th level, but only 20% real.
6 Mislead: Turns you invisible and creates illusory double.
7 Invisibility, Mass: As invisibility, but affects all in range.
8 Scintillating Pattern: Creates twisting colors that confuse, stun, or render subjects unconscious.
9 Shades: As shadow conjuration, but up to 8th level and 80% real.
NECROMANCY WIZARD DOMAIN
0 Disrupt Undead: Deals 1d6 damage to one undead.
1 Ray of Enfeeblement: Ray deals 1d6+1/2 levels Str penalty.
2 False Life: Gain 1d10 temporary hp +1/level (max +10).
3 Vampiric Touch: Touch deals 1d6/two CLs; caster gains damage as hp.
4 Fear: Subjects within cone flee for 1 round/level.
5 Waves of Fatigue: Several targets become fatigued.
6 Circle of Death: Kills 1d4 HD/level.
7 Control Undead: Undead don’t attack you while under your command.
8 Horrid Wilting: Deals 1d6/level damage within 30 ft.
9 Energy Drain: Target gains 2d4 negative levels.
STORM WIZARD DOMAIN
0 Ray of Frost: Ray deals 1d3 cold damage.
1 Obscuring Mist: Fog surrounds you.
2 Gust of Wind: Blows away or knocks down smaller creatures.
3 Lightning Bolt: Electricity deals 1d6/level damage.
4 Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.
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 Storm of Vengeance: Storm rains acid, lightning, and hail.
TRANSMUTATION WIZARD DOMAIN
0 Mage Hand: 5-pound telekinesis.
1 Expeditious Retreat: Your speed increases by 30 ft.
2 Levitate: Target moves up and down at your direction.
3 Haste: One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves.
4 Polymorph: Gives one willing Target a new form.
5 Baleful Polymorph: Transforms Target into harmless animal.
6 Disintegrate: Makes one creature or object vanish.
7 Reverse Gravity: Objects and creatures fall upward.
8 Iron Body: Your body becomes living iron.
9 Shapechange: Transforms you into any creature, and change forms once/round.