| | 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 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 DARKNESS DOMAIN Granted Power: Free Blind-Fight feat. Darkness Domain Spells 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 | ???!!!??? | 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 RUNE DOMAIN Granted Power: Free Scribe Scroll feat. Rune Domain Spells 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 |