System Reference Document v3.5



Divine

New Domains

ARTIFICE DOMAIN
Granted Power: Gain +4 bonus on Craft checks. The character casts conjuration (creation) spells at +1 caster level. (Those with access to both the Artifice and Creation domains cast conjuration [creation] spells at +3 caster level.)
Artifice Domain Spells
Spell Name Brief Description
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 materials into finished items.
6 Major Creation As minor creation, plus stone and metal.
7 Hardening Increases hardness of target by 1 per 2 levels.
8 True Creation Creates permanent non-magical object.
9 Prismatic sphere As prismatic wall, but surrounds on all sides.
CHARM DOMAIN
Granted Power: The character can boost his or her Charisma by 4 points once per day. Activating this power is a free action. The Charisma increase lasts 1 minute.
Charm Domain Spells
Spell Name Brief Description
1 Charm Person Makes one person your friend.
2 Calm Emotions Calms creatures, negating emotion effects.
3 Suggestion Compels subject to follow stated course of action.
4 Heroism Gives +2 on attack rolls, saves, skill checks.
5 Charm Monster Makes monster believe it is your ally.
6 Geas/Quest As lesser geas, plus it affects any creature.
7 Insanity Subject suffers continuous confusion.
8 Demand As sending, plus you can send suggestion.
9 Dominate Monster As dominate person, but any creature.
COMMUNITY DOMAIN

Granted Power: Use calm emotions as a spell-like ability once per day. Gain a +2 competence bonus on Diplomacy checks.

Community Domain Spells
Spell Name Brief Description
1 Bless
Allies gain +1 on attack rolls and saves against fear.
2 Status Monitors condition, position of allies.
3 Prayer Allies +1 bonus on most rolls, enemies –1 penalty.
4 Greater Status Monitors condition, position of allies.
5 Telepathic Bond Link lets allies communicate.
6 Heroes’ Feast Food for one creature/level cures and grants combat bonuses.
7 Refuge Alters item to transport its possessor to you.
8 Sympathy Object or location attracts certain creatures.
9 Mass Heal As heal, but with several subjects.
CREATION DOMAIN
Granted Power: Cast conjuration (creation) spells at +2 caster level. (Those with access to both the Artifice and Creation domains cast conjuration (creation) spells at +3 caster level.)
Creation Domain Spells
Spell Name Brief Description
1 Create Water Creates 2 gallons/level of pure water.
2 Minor Image As silent image, plus some sound.
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 grants combat bonuses.
7 Permanent Image Includes sight, sound, and smell.
8 True Creation Creates permanent nonmagical object.
9 Genesis Creates a small demiplane.
DARKNESS DOMAIN
Granted Power: Free Blind-Fight feat.
Darkness Domain Spells
Spell Name Brief Description
1 Obscuring Mist
Fog surrounds you.
2 Blindness Makes subject blinded.
3 Blacklight Creats magical darkness that the caster can see through.
4 Armor of Darkness Shroud obscures caster and grants darkvison and deflection bonus to AC.
5 Summon monster V* Calls extraplanar creature to fight for you.
6 Prying Eyes 1d4 +1/level floating eyes scout for you.
7 Nightmare Sends vision dealing 1d10 damage, fatigue.
8 Power Word, Blind Blinds creature with 200 hp or less.
9 Power Word, Kill Kills one creature with 100 hp or less.
*only summons 1d3 shadows
GLORY DOMAIN

Granted Power: Turn undead with a +2 bonus on the turning check and +1d6 to the turning damage roll.

Glory Domain Spells
Spell Name Brief Description
1 Disrupt Undead
Deals 1d6 damage to one undead.
2 Bless Weapon Weapon strikes true against evil foes.
3 Searing Light Ray deals 1d8/two levels damage, more against undead.
4 Holy Smite Damages and blinds evil creatures.
5 Holy Sword Weapon becomes +5, deals +2d6 damage against evil.
6 Bolt of Glory Fires a magical bolt that deal damage according to the target's type and origin.
7 Sunbeam Beam blinds and deals 4d6 damage.
8 Crown of Glory The caster is imbued with an aura of celestial authority, inspiring awe in all lesser creatures.
9 Gate Connects two planes for travel or summoning.
LIBERATION DOMAIN
Granted Power: The character gains a +2 morale bonus on all saving throws against enchantment spells or effects.
Liberation Domain Spells
Spell Name Brief Description
1 Remove Fear
Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.
2 Remove Paralysis Frees one or more creatures from paralysis or slow effect.
3 Remove Curse Frees object or person from curse.
4 Freedom of Movement Subject moves normally despite impediments.
5 Break Enchantment Frees subjects from enchantments, alterations, curses, and petrification.
6 Greater Dispel Magic
As dispel magic, but up to +20 on check.
7 Refuge Alters item to transport its possessor to you.
8 Mind Blank Subject is immune to mental/emotional magic and scrying.
9 Freedom Releases creature from imprisonment.
MADNESS DOMAIN

Granted Power: The character gains an Insanity score equal to half his or her class level. For spellcasting (determining bonus spells and DCs), the character uses his or her Wisdom score plus his or her Insanity score in place of Wisdom alone.
For all other purposes, such as skills and saves, use Wisdom minus Insanity in place of Wisdom.
Once per day, the character can see and act with the clarity of true madness. Use the character’s Insanity score as a positive rather than a negative modifier on a single roll involving Wisdom. Choose to use this power before the roll is made.

Madness Domain Spells
Spell Name Brief Description
1 Random Action
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2 Touch of Madness Dazes touched target for 1 round per caster level.
3 Rage Blood frenzy grants target +4 Str, +4 Con and +2 on Will saves.
4 Confusion Subjects behave oddly for 1 round/level.
5 Bolts of Bedevilment One ray attack per round. Affected creatures are dazed for 1d3 rounds.
6 Phantasmal Killer Fearsome illusion kills subject or deals 3d6 damage.
7 Insanity Subject suffers continuous confusion.
8 Maddening Scream Makes subject race about caterwauling.
9 Weird As phantasmal killer, but affects all within 30 ft.
NOBILITY DOMAIN
Granted Power: The character has the spell-like ability to inspire allies, giving them a +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls. Allies must be able to hear the character speak for 1 round. Using this ability is a standard action. It lasts a number of rounds equal to the character’s Charisma bonus and can be used once per day.
Nobility Domain Spells
Spell Name Brief Description
1 Divine Favor
You gain +1 per three levels on attack and damage rolls.
2 Enthrall Captivates all within 100 ft. + 10 ft./level.
3 Magic Vestment Armor or shield gains +1 enhancement per four levels.
4 Discern Lies Reveals deliberate falsehoods.
5 Greater Command As command, but affects one subject/level.
6 Geas/Quest As lesser geas, plus it affects any creature.
7 Repulsion Creatures can’t approach you.
8 Demand As sending, plus you can send suggestion.
9 Storm of Vengeance Storm rains acid, lightning, and hail.
REPOSE DOMAIN
The Repose domain is similar to the Death domain, but is granted by good-aligned deities whose clerics are barred from casting evil spells.

Granted Power: The character may use a death touch once per day. The death touch is a spell-like ability that is a death effect. The character must succeed at a melee touch attack against a living creature (using the rules for touch spells). When the character touches, roll 1d6 per his or her cleric level. If the total at least equals the creature’s current hit points, it dies.

Repose Domain Spells
Spell Name Brief Description
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/two levels.
4 Death Ward Grants immunity to death spells and negative energy effects.
5 Slay Living Touch attack kills subject.
6 Undeath to Death Slays 1d4 HD of undead creatures per caster level (max 20d4).
7 Destruction Kills subject and destroys remains.
8 Surelife Protects caster from specified natural death.
9 Wail of the Banshee Kills one creature/level.
RUNE DOMAIN
Granted Power: Free Scribe Scroll feat.
Rune Domain Spells
Spell Name Brief Description
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 Lesser Planar Binding Traps extraplanar creature of 6 HD or less until it performs a task.
6 Greater Glyph of Warding As glyph of warding, but up to 10d8 damage or 6th-level spell.
7 Instant Summons Prepared object appears in your hand.
8 Symbol of Death Triggered rune slays nearby creatures.
9 Teleportation Circle Circle teleports any creature inside to designated spot.
SKALYKIND DOMAIN
Granted Power: Rebuke or command animals (reptilian creatures and snakes only) as an evil cleric rebukes or commands undead.
Use this ability a total number of times per day equal to 3 + Charisma modifier.
Skalykind Domain Spells
Spell Name Brief Description
1 Magic Fang
One natural weapon of subject creature gets +1 on attack and damage rolls.
2 Animal Trance† Fascinates 2d6 HD of animals.
3 Greater Magic Fang One natural weapon of subject creature gets +1/four levels on attack and damage rolls (max +5).
4 Poison Touch deals 1d10 Con damage, repeats in 1 min.
5 Animal Growth† One animal/two levels doubles in size.
6 Eyebite Target becomes panicked, sickened, and comatose.
7 Creeping Doom*
Swarms of centipedes attack at your command.
8 Animal Shapes† One ally/level polymorphs into chosen animal.
9 Shapechange Transforms you into any creature, and change forms once per round.
Affects ophidian or reptilian creatures only.
*Composed of tiny snakes
WEATHER DOMAIN

Granted Power: Survival is a class skill.

Weather Domain Spells
Spell Name Brief Description
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.
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