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Spell List
CLERIC DOMAINS
AIR DOMAIN
Granted Powers: Turn or destroy earth
creatures as a good cleric turns undead. Rebuke, command, or bolster
air creatures as an evil cleric rebukes undead. Use these abilities a
total number of times per day equal to 3 + your Charisma modifier. This
granted power is a supernatural ability.
Air Domain Spells
Spell Name |
Brief Description |
1 Obscuring
Mist: |
Fog surrounds you. |
2 Wind Wall: |
Deflects arrows, smaller creatures, and gases. |
3 Gaseous Form: |
Subject becomes insubstantial and can fly slowly. |
4 Air Walk: |
Subject treads on air as if solid (climb at 45-degree
angle). |
5 Control Winds: |
Change wind direction and speed. |
6 Chain
Lightning: |
1d6/level damage; 1 secondary bolt/level each deals
half damage. |
7 Control
Weather: |
Changes weather in local area. |
8 Whirlwind: |
Cyclone deals damage and can pick up creatures. |
9 Elemental
Swarm*: |
Summons multiple elementals. |
* Cast as an air spell only. |
ANIMAL DOMAIN
Granted Powers: You can use speak with
animals once per day as a spell-like ability.
Add Knowledge (nature) to your list of cleric class skills.
Animal Domain Spells
CHAOS DOMAIN
Granted Power: You cast chaos spells at
+1 caster level.
Chaos Domain Spells
Spell Name |
Brief Description |
1 Protection
from Law: |
+2 to AC and saves, counter mind control, hedge out
elementals and outsiders. |
2 Shatter: |
Sonic vibration damages objects or crystalline
creatures. |
3 Magic
Circle against Law: |
As protection spells, but 10-ft. radius and 10
min./level. |
4 Chaos Hammer: |
Damages and staggers lawful creatures. |
5 Dispel Law: |
+4 bonus against attacks by lawful creatures. |
6 Animate
Objects: |
Objects attack your foes. |
7 Word of Chaos: |
Kills, confuses, stuns, or deafens nonchaotic subjects. |
8 Cloak of Chaos
F: |
+4 to AC, +4 resistance, SR 25 against lawful spells. |
9 Summon
Monster IX*: |
Calls extraplanar creature to fight for you. |
* Cast as a chaos spell only. |
DEATH DOMAIN
Granted Power: You may use a death
touch once per day. Your death touch is a supernatural ability that
produces a death effect. You must succeed on a melee touch attack
against a living creature (using the rules for touch spells). When you
touch, roll 1d6 per cleric level you possess. If the total at least
equals the creature’s current hit points, it dies (no save).
Death Domain Spells
Spell Name |
Brief Description |
1 Cause Fear: |
One creature of 5 HD or less flees for 1d4 rounds. |
2 Death Knell: |
Kill dying creature and gain 1d8 temporary hp, +2 to
Str, and +1 caster level. |
3 Animate Dead
M: |
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
M: |
Create ghouls, ghasts, mummies, or mohrgs. |
7 Destruction
F: |
Kills subject and destroys remains. |
8 Create
Greater Undead M: |
Create shadows, wraiths, spectres, r devourers. |
9 Wail
of the Banshee: |
Kills one creature/level. |
DESTRUCTION DOMAIN
Granted Power: You gain the smite
power, the supernatural ability to make a single melee attack with a +4
bonus on attack rolls and a bonus on damage rolls equal to your cleric
level (if you hit). You must declare the smite before making the
attack. This ability is usable once per day.
Destruction Domain Spells
EARTH DOMAIN
Granted Power: Turn or destroy air
creatures as a good cleric turns undead. Rebuke, command, or bolster
earth creatures as an evil cleric rebukes undead. Use these abilities a
total number of times per day equal to 3 + your Charisma modifier. This
granted power is a supernatural ability.
Earth Domain Spells
Spell Name |
Brief Description |
1 Magic Stone: |
Three stones become +1 projectiles, 1d6 +1 damage. |
2 Soften
Earth and Stone: |
Turns stone to clay or dirt to sand or mud. |
3 Stone Shape: |
Sculpts stone into any shape. |
4 Spike Stones: |
Creatures in area take 1d8 damage, may be lowed. |
5 Wall of Stone: |
Creates a stone wall that can be shaped. |
6 Stoneskin M: |
Ignore 10 points of damage per attack. |
7 Earthquake: |
Intense tremor shakes 5-ft./level radius. |
8 Iron Body: |
Your body becomes living iron. |
9 Elemental
Swarm*: |
Summons multiple elementals. |
* Cast as an earth spell only. |
EVIL DOMAIN
Granted Power: You cast evil spells at
+1 caster level.
Evil Domain Spells
Spell Name |
Brief Description |
1 Protection
from Good: |
+2 to AC and saves, counter mind control, hedge out
elementals and outsiders. |
2 Desecrate
M: |
Fills area with negative energy, making undead
stronger. |
3 Magic
Circle against Good: |
As protection spells, but 10-ft. radius and 10
min./level. |
4 Unholy Blight: |
Damages and sickens good creatures. |
5 Dispel Good: |
+4 bonus against attacks by good creatures. |
6 Create Undead
M: |
Create ghouls, ghasts, mummies, or mohrgs. |
7 Blasphemy: |
Kills, paralyzes, weakens, or dazes nonevil subjects. |
8 Unholy Aura
F: |
+4 to AC, +4 resistance, SR 25 against good spells. |
9 Summon
Monster IX*: |
Calls extraplanar creature to fight for you. |
* Cast as an evil spell only. |
FIRE DOMAIN
Granted Power: Turn or destroy water
creatures as a good cleric turns undead. Rebuke, command, or bolster
fire creatures as an evil cleric rebukes undead. Use these abilities a
total number of times per day equal to 3 + your Charisma modifier. This
granted power is a supernatural ability.
Fire Domain Spells
Spell Name |
Brief Description |
1 Burning Hands: |
1d4/level fire damage (max 5d4). |
2 Produce Flame: |
1d6 damage +1/ level, touch or thrown. |
3 Resist Energy*: |
Ignores 10 (or more) points of damage/attack from
specified energy type. |
4 Wall of Fire: |
Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20
ft. Passing through wall deals 2d6 damage +1/level. |
5 Fire Shield: |
Creatures attacking you take fire damage; you’re
protected from heat or cold. |
6 Fire Seeds: |
Acorns and berries become grenades and bombs. |
7 Fire Storm: |
Deals 1d6/level fire damage. |
8 Incendiary
Cloud: |
Cloud deals 4d6 fire damage/round. |
9 Elemental
Swarm**: |
Summons multiple elementals. |
* Resist cold or fire only. |
** Cast as a fire spell only. |
GOOD DOMAIN
Granted Power: You cast good spells at
+1 caster level.
Good Domain Spells
Spell Name |
Brief Description |
1 Protection
from Evil: |
+2 to AC and saves, counter mind control, hedge out
elementals and outsiders. |
2 Aid: |
+1 on attack rolls, +1 on saves against fear, 1d8
temporary hp +1/level (max +10). |
3 Magic
Circle against Evil: |
As protection spells, but 10-ft. radius and 10
min./level. |
4 Holy Smite: |
Damages and blinds evil creatures. |
5 Dispel Evil: |
+4 bonus against attacks by evil creatures. |
6 Blade Barrier: |
Wall of blades deals 1d6/level damage. |
7 Holy Word
F: |
Kills, paralyzes, slows, or deafens nongood subjects. |
8 Holy Aura: |
+4 to AC, +4 resistance, and SR 25 against evil spells. |
9 Summon
Monster IX*: |
Calls extraplanar creature to fight for you. |
* Cast as a good spell only. |
HEALING DOMAIN
Granted Power: You cast healing spells
at +1 caster level.
Healing Domain Spells
KNOWLEDGE DOMAIN
Granted Power: Add all Knowledge skills
to your list of cleric class skills.
You cast divination spells at +1 caster level.
Knowledge Domain Spells
LAW DOMAIN
Granted Power: You cast law spells at
+1 caster level.
Law Domain Spells
Spell Name |
Brief Description |
1 Protection
from Chaos: |
+2 to AC and saves, counter mind control, hedge out
elementals and outsiders. |
2 Calm Emotions: |
Calms creatures, negating emotion effects. |
3 Magic
Circle against Chaos: |
As protection spells, but 10-ft. radius and 10
min./level. |
4 Order’s Wrath: |
Damages and dazes chaotic creatures. |
5 Dispel Chaos: |
+4 bonus against attacks by chaotic creatures. |
6 Hold Monster: |
As hold person, but any creature. |
7 Dictum: |
Kills, paralyzes, slows, or deafens nonlawful subjects. |
8 Shield of Law
F: |
+4 to AC, +4 resistance, and SR 25 against chaotic
spells. |
9 Summon
Monster IX*: |
Calls extraplanar creature to fight for you. |
* Cast as a law spell only. |
LUCK DOMAIN
Granted Power: You gain the power of
good fortune, which is usable once per day. This extraordinary ability
allows you to reroll one roll that you have just made before the DM
declares whether the roll results in success or failure. You must take
the result of the reroll, even if it’s worse than the original roll.
Luck Domain Spells
Spell Name |
Brief Description |
1 Entropic
Shield: |
Ranged attacks against you have 20% miss chance. |
2 Aid: |
+1 on attack rolls, +1 against fear, 1d8 temporary hp
+1/level (max +10). |
3 Protection
from Energy: |
Absorb 12 points/level of damage from one kind of
energy. |
4 Freedom
of Movement: |
Subject moves normally despite impediments. |
5 Break
Enchantment: |
Frees subjects from enchantments, alterations, curses,
and petrification. |
6 Mislead: |
Turns you invisible and creates illusory double. |
7 Spell Turning: |
Reflect 1d4+6 spell levels back at caster. |
8 Moment
of Prescience: |
You gain insight bonus on single attack roll, check,
or save. |
9 Miracle X: |
Requests a deity’s intercession. |
MAGIC DOMAIN
Granted Power: Use scrolls, wands, and
other devices with spell completion or spell trigger activation as a
wizard of one-half your cleric level (at least 1st level). For the
purpose of using a scroll or other magic device, if you are also a
wizard, actual wizard levels and these effective wizard levels stack.
Magic Domain Spells
PLANT DOMAIN
Granted Powers: Rebuke or command plant
creatures as an evil cleric rebukes or commands undead. Use this
ability a total number of times per day equal to 3 + your Charisma
modifier. This granted power is a supernatural ability.
Add Knowledge (nature) to your list of cleric class skills.
Plant Domain Spells
Spell Name |
Brief Description |
1 Entangle: |
Plants entangle everyone in 40-ft.-radius. |
2 Barkskin: |
Grants +2 (or higher) enhancement to natural armor. |
3 Plant Growth: |
Grows vegetation, improves crops. |
4 Command Plants: |
Sway the actions of one or more plant creatures. |
5 Wall of
Thorns: |
Thorns damage anyone who tries to pass. |
6 Repel Wood: |
Pushes away wooden objects. |
7 Animate
Plants: |
One or more trees animate and fight for you. |
8 Control Plants: |
Control actions of one or more plant creatures. |
9 Shambler: |
Summons 1d4+2 shambling mounds to fight for you. |
PROTECTION DOMAIN
Granted Power: You can generate a
protective ward as a supernatural ability. Grant someone you touch a
resistance bonus equal to your cleric level on his or her next saving
throw. Activating this power is a standard action. The protective ward
is an abjuration effect with a duration of 1 hour that is usable once
per day.
Protection Domain Spells
STRENGTH DOMAIN
Granted Power: You can perform a feat
of strength as a supernatural ability. You gain an enhancement bonus to
Strength equal to your cleric level. Activating the power is a free
action, the power lasts 1 round, and it is usable once per day.
Strength Domain Spells
Spell Name |
Brief Description |
1 Enlarge
Person: |
Humanoid creature doubles in size. |
2 Bull’s
Strength: |
Subject gains +4 to Str for 1 min./level. |
3 Magic
Vestment: |
Armor or shield gains +1 enhancement per four levels. |
4 Spell Immunity: |
Subject is immune to one spell per four levels. |
5 Righteous
Might: |
Your size increases, and you gain combat bonuses. |
6 Stoneskin M: |
Ignore 10 points of damage per attack. |
7 Grasping Hand: |
Large hand provides cover, pushes, or grapples. |
8 Clenched Fist: |
Large hand provides cover, pushes, or attacks your
foes. |
9 Crushing Hand: |
Large hand provides cover, pushes, or crushes your
foes. |
SUN DOMAIN
Granted Power: Once per day, you can
perform a greater turning against undead in place of a regular turning.
The greater turning is like a normal turning except that the undead
creatures that would be turned are destroyed instead.
Sun Domain Spells
Spell Name |
Brief Description |
1 Endure
Elements: |
Exist comfortably in hot or cold environments. |
2 Heat Metal: |
Make metal so hot it damages those who touch it. |
3 Searing Light: |
Ray deals 1d8/two levels, more against undead. |
4 Fire Shield: |
Creatures attacking you take fire damage; you’re
protected from heat or cold. |
5 Flame Strike: |
Smite foes with divine fire (1d6/level damage). |
6 Fire Seeds: |
Acorns and berries become grenades and bombs. |
7 Sunbeam: |
Beam blinds and deals 4d6 damage. |
8 Sunburst: |
Blinds all within 10 ft., deals 6d6 damage. |
9 Prismatic
Sphere: |
As prismatic wall, but surrounds on all sides. |
TRAVEL DOMAIN
Granted Powers: For a total time per
day of 1 round per cleric level you possess, you can act normally
regardless of magical effects that impede movement as if you were
affected by the spell freedom of movement. This effect occurs
automatically as soon as it applies, lasts until it runs out or is no
longer needed, and can operate multiple times per day (up to the total
daily limit of rounds).
This granted power is a supernatural ability.
Add Survival to your list of cleric class skills.
Travel Domain Spells
Spell Name |
Brief Description |
1 Longstrider: |
Increases your speed. |
2 Locate Object: |
Senses direction toward object (specific or type). |
3 Fly: |
Subject flies at speed of 60 ft. |
4 Dimension
Door: |
Teleports you short distance. |
5 Teleport: |
Instantly transports you as far as 100 miles/level. |
6 Find the Path: |
Shows most direct way to a location. |
7 Teleport,
Greater: |
As teleport, but no range limit and no off-target
arrival. |
8 Phase Door: |
Creates an invisible passage through wood or stone. |
9 Astral
Projection M: |
Projects you and companions onto Astral Plane. |
TRICKERY DOMAIN
Granted Power: Add Bluff, Disguise, and Hide to your list
of cleric class skills.
Trickery Domain Spells
Spell Name |
Brief Description |
1 Disguise Self: |
Disguise own appearance. |
2 Invisibility: |
Subject invisible 1 min./level or until it attacks. |
3 Nondetection
M: |
Hides subject from divination, scrying. |
4 Confusion: |
Subjects behave oddly for 1 round/level. |
5 False Vision
M: |
Fools scrying with an illusion. |
6 Mislead: |
Turns you invisible and creates illusory double. |
7 Screen: |
Illusion hides area from vision, scrying. |
8 Polymorph
Any Object: |
Changes any subject into anything else. |
9 Time Stop: |
You act freely for 1d4+1 rounds. |
WAR DOMAIN
Granted Power: Free Martial Weapon
Proficiency with deity’s favored weapon (if necessary) and Weapon Focus
with the deity’s favored weapon.
War Domain Spells
WATER DOMAIN
Granted Power: Turn or destroy fire
creatures as a good cleric turns undead. Rebuke, command, or bolster
water creatures as an evil cleric rebukes undead. Use these abilities a
total number of times per day equal to 3 + your Charisma modifier. This
granted power is a supernatural ability.
Water Domain Spells
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