These are the known domains of Traykon. All deities use these domains, no other domains are available in Traykon. Clerics from other campaigns who have alternate domains lose all benefits of those domains while in Traykon. Alternately, they can gain access to a similar domain that they do not currently have.
Many of these domains have first appeared in official Dungeons and Dragons products. Domains in Bold are original domains created by me or my gamers. Italic domains appear in Defenders of the Faith. Those domains marked with a * appear in the Forgotten Realms campaign setting. All other domains come from in the Player's Handbook. See the footnote for specifics.
Granted Powers: Turn or destroy earth creatures as a good cleric turns undead. Rebuke or command air creatures as an evil cleric rebukes undead. Use these abilities a total number of times per day equal to 3 + your Charisma modifier.
| 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 | Chain Lightning. 1d6 damage/level; secondary bolts. |
| 7. Control Weather | Control Weather. Changes weather in local area. |
| 8. Whirlwind | Whirlwind. Cyclone inflicts damage and can pick up creatures. |
| 9. Elemental Swarm* | Summons 2d4 Large, 1d4 Huge elementals. |
*Cast as an air spell only.
Granted Powers: You cast animal friendship once per day. Knowledge (nature) is a class skill.
| 1. Calm Animals | Calms 2d4 +1/level HD of animals, beasts, and magical beasts |
| 2. Hold Animal | Hold one animal helpless; 1 round/level. |
| 3. Dominate Animal | Subject animal obeys silent mental commands. |
| 4. Repel Vermin | Insects stay 10 ft. away. |
| 5. Commune with Nature | Learn about terrain for one mile/level. |
| 6. Antilife Shell | 10-ft. field hedges out living creatures. |
| 7. Animal Shapes | One ally/level polymorphs into chosen animal. |
| 8. Creeping Doom | Carpet of insects attacks at your command. |
| 9. Shapechange | Transforms you into any creature, and change forms once per round. |
Granted Powers: +2 enhancement bonus to Dexterity, speed increased +10 ft. when in light armor, +2 enhancement bonus on initiative. These are supernatural abilities.
| 1. Blur | Attacks miss subject 20% of time. |
| 2. Cat's Grace | Subject gains 1d4+1 Dex for 1 hr./level. |
| 3. Air Walk | Subject treads on air as if solid (climb at 45-degree angle). |
| 4. Haste | Extra partial action and +4 AC |
| 5. Tree Stride | Step from one tree to another far away. |
| 6. Wind Walk | You and your allies turn vaporous and travel fast. |
| 7. Mass Haste | As haste, affects 1/level subjects. |
| 8. Blink | You randomly vanish and reappear for 1 round/level. |
| 9. Time Stop | You act freely for 1d4+1 rounds. |
Granted Power: You cast chaos spells at +1 caster level.
| 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 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 | +4 AC, +4 resistance, SR 25 against lawful spells. |
| 9. Summon Monster IX* | Calls outsider to fight for you. |
*Cast
as a chaos spell only.
Granted Powers: Use calm emotions as a spell-like ability once per day. Gain +2 bonus on Diplomacy checks.
| 1. Bless | Allies gain +1 attack and +1 on saves against fear. |
| 2. Shield Other | You take half of subject's damage. |
| 3. Prayer | Allies gain +1 on most rolls, and enemies suffer -1. |
| 4. Status | Monitors condition, position of allies. |
| 5. Rary's Telepathic Bond | Link lets allies communicate. |
| 6. Heroes' Feast | Food for 1 creature/level, cures and blesses. |
| 7. Refuge | Alters item to transport its possessor to you. |
| 8. Mass Heal | As heal, but with several subjects. |
| 9. Miracle | Requests a deity's intercession. |
| 1. Detect Secret Doors | Reveals hidden doors within 60 ft. |
| 2. Calm Emotions | Calms 1d6 subjects/level, negating emotion effects. |
| 3. Suggestion | Compels subject to follow stated course of action. |
| 4. Emotion | Arouses strong emotion in subject. |
| 5. Charm Monster | Makes monster believe it is your ally. |
| 6. Geas/quest | Commands subject. |
| 7. Insanity | Subject suffers continuous confusion. |
| 8. Demand | As sending, plus you can send suggestion. |
| 9. Dominate Monster | Controls any creature telepathically. |
Granted Powers: Cast Conjuration (creation) spells at +2 caster levels.
| 1. Create Water | Creates 2 gallons/level of pure water. |
| 2. Minor Image | Creates audible 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 1 creature/level, cures and blesses. |
| 7. Permanent Image | Includes sight, sound, and smell. |
| 8. True Creation¥ | As major creation, but permanent. |
| 9. Genesis¥ | Creates a pocket demiplane. |
| 1. Cause Fear | One creature flees for 1d4 rounds. |
| 2. Death Knell | Kill dying creature and gain 1d8 temp. hp, +2 Str, and +1 caster level |
| 3. Animate Dead | Creates undead skeletons and zombies. |
| 4. Death Ward | Grants immunity to death spells and effects. |
| 5. Slay Living | Touch attack kills subject. |
| 6. Create Undead | Ghouls, shadows, ghasts, wights, or wraiths. |
| 7. Destruction | Kills subject and destroys remains. |
| 8. Create Greater Undead | Mummies, spectres, vampires, or ghosts. |
| 9. Wail of the Banshee | Kills one creature/level. |
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 cleric level (if you hit). You must declare the smite before making the attack. It is usable once per day.
| 1. Inflict Light Wounds | Touch attack, 1d8 +1/level damage (max +5). |
| 2. Shatter | Sonic vibration damages objects or crystalline creatures. |
| 3. Contagion | Contagion. Infects subject with chosen disease. |
| 4. Inflict Critical Wounds | Touch attack, 4d8 +1/level damage (max +20). |
| 5. Circle of Doom | Deals 1d8 +1/level damage in all directions. |
| 6. Harm | Subject loses all but 1d4 hp. |
| 7. Disintegrate | Makes one creature or object vanish. |
| 8. Earthquake | Intense tremor shakes 5-ft./level radius. |
| 9. Implosion | Kills one creature/round. |
Disease Domain Spells
1. Chill Touch
2. Summon Swarm
3. Contagion
4. Poison
5. Insect Plague
6. Enervation
7. Circle of Death
8. Horrid Wilting
9. Energy Drain
Granted Power: Turn or destroy air creatures as a good cleric turns undead. Rebuke or command earth creatures as an evil cleric rebukes undead. Use these abilities a total number of times per day equal to 3 + your Charisma modifier.
| 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 form. |
| 4. Spike Stones | Creatures in area take 1d8 damage, may be slowed. |
| 5. Wall of Stone | 20 hp/four levels; can be shaped. |
| 6. Stoneskin | Stops blows, cuts, stabs, and slashes. |
| 7. Earthquake | Intense tremor shakes 5-ft./level radius. |
| 8. Iron Body | Your body becomes living iron. |
| 9. Elemental Swarm.* | Summons 2d4 Large, 1d4 Huge elementals. |
*Cast as an earth spell only.
Granted Power: You cast evil spells at +1 caster level.
| 1. Protection from Good | 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 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 | Ghouls, shadows, ghasts, wights, or wraiths. |
| 7. Blasphemy | Kills, paralyzes, weakens, or dazes nonevil subjects. |
| 8. Unholy Aura | +4 AC, +4 resistance, SR 25 against good spells. |
| 9. Summon Monster IX.* | Calls outsider to fight for you. |
*Cast as an evil spell only.
Granted Power: Turn or destroy water creatures as a good cleric turns undead. Rebuke or command fire creatures as an evil cleric rebukes undead. Use these abilities a total number of times per day equal to 3 + your Charisma modifier.
| 1. Burning Hands | 1d4 fire damage/level (max 5d4). |
| 2. Produce Flame | 1d4 +1/two levels damage, touch or thrown. |
| 3. Resist Elements.* | Ignore first 12 damage from one energy type each round. |
| 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 2d4 Large, 1d4 Huge elementals. |
*Resist cold or fire only.
**Cast as a fire spell only.
Granted Power: You cast good spells at +1 caster level.
| 1. Protection from Evil | +2 AC and saves, counter mind control, hedge out elementals and outsiders. |
| 2. Aid | +1 attack, +1 on saves against fear, 1d6 temporary hit points. |
| 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 | Blades encircling you deal 1d6 damage/level. |
| 7. Holy Word | Kills, paralyzes, weakens, or dazes nongood subjects. |
| 8. Holy Aura | +4 AC, +4 resistance, and SR 25 against evil spells. |
| 9. Summon Monster IX.* | Calls outsider to fight for you. |
*Cast as a good spell only.
Granted Power: You cast healing spells at +1 caster level.
| 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. Healing Circle | Cures 1d8 +1/level damage in all directions. |
| 6. Heal | Cures all damage, diseases, and mental conditions. |
| 7. Regenerate | Subject's severed limbs grow back. |
| 8. Mass Heal | As heal, but with several subjects. |
| 9. True Resurrection | As resurrection, plus remains aren't needed. |
Ice Domain Spells
1. Ray of Frost
2. Shatter
3. Protection from Elements
4. Quench
5. Ice Storm
6. Wall of Ice
7. Cone of Cold
8. Otiluke's Freezing Sphere
9. Prismatic Spray
Granted Power: All Knowledge skills are class skills. You cast divinations at +1 caster level.
| 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 min./level. |
| 4. Divination | Provides useful advice on to specific proposed actions. |
| 5. True Seeing | See all things as they really are. |
| 6. Find the Path | Shows most direct way to a location. |
| 7. Legend Lore | Learn tales about a person, place, or thing. |
| 8. Discern Location | Exact location of creature or object. |
| 9. Foresight | "Sixth sense" warns of impending danger. |
Granted Power: You cast Law spells at +1 caster level.
| 1. Protection from Chaos | +2 AC and saves, counter mind control, hedge out elementals and outsiders. |
| 2. Calm Emotions | Calms 1d6 creatures/level, negating emotion effects. |
| 3. Magic Circle against Chaos | As protection spells, but 10-ft. radius and 10 min./level |
| 4. Order’s Wrath | Order's Wrath. Damages and dazes chaotic creatures. |
| 5. Dispel Chaos | Dispel Chaos. +4 bonus against attacks by chaotic creatures. |
| 6. Hold Monster | Hold Monster. As hold person, but any creature. |
| 7. Dictum | Dictum. Kills, paralyzes, weakens, or dazes nonlawful subjects. |
| 8. Shield of Law | Shield of Law. +4 AC, +4 resistance, and SR 25 against chaotic spells. |
| 9. Summon Monster IX.* | Summon Monster IX.* Calls outsider to fight for you. |
*Cast as a law spell only.
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. You must take the result of the reroll, even if it’s worse than the original roll.
| 1. Entropic Shield | Entropic Shield. Ranged attacks against you suffer 20% miss chance. |
| 2. Aid | Aid. +1 attack, +1 against fear, 1d8 temporary hit points. |
| 3. Protection from Elements | Protection from Elements. Absorb 12 damage/level from one kind of energy. |
| 4. Freedom of Movement | Freedom of Movement. Subject moves normally despite impediments. |
| 5. Break Enchantment | Break Enchantment. Frees subjects from enchantments, alterations, curses, and petrification. |
| 6. Mislead | Mislead. Turns you invisible and creates illusory double. |
| 7. Spell Turning | Spell Turning. Reflect 1d4+6 spell levels back at caster. |
| 8. Holy Aura | Holy Aura. +4 AC, +4 resistance, and SR 25 against evil spells. |
| 9. Miracle | Miracle. Requests a deity's intercession. |
Granted Power: You gain an "Insanity score" equal to half your class level. For
spell casting, add this score to your Wisdom score and use the result in place of Wisdom alone. For all other purposes, such as skill checks and saving throws, subtract this score from your Wisdom score and use the result in place of Wisdom alone. This means that your spells are very difficult to resist, but you are in general unaware of your surroundings and act imprudently - often erratically.
Once per day, you can see and act with clarity of true madness. Use your Insanity score as a bonus on a single roll involving Wisdom, such as a Listen check or a Will saving throw. Choose to use this power before the roll is made.
| 1. Random Action | One creature acts randomly for one round |
| 2. Touch of Madness¥ | Dazes one creature for 1 round/level. |
| 3. Rage¥ | Gives +4 Str, +4 Con, +2 morale bonus on Will saves. |
| 4. Confusion | Makes subject behave odly for 1 round/level. |
| 5. Bolts of Bedevilment¥ | One ray/round, dazes 1d3 rounds. |
| 6. Phantasmal Killer | Fearsome illusion kills one creature or deals 3d6 damage. |
| 7. Insanity | Subject suffers continuous confusion. |
| 8. Maddening Scream¥ | Subject has -4 AC, no shield, Reflex save on 20 only. |
| 9. Weird | As phantasmal killer, but affects all within 30 ft. |
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 Undetectable Aura | Nystul's Undetectable Aura. Masks magic item's aura. |
| 2. Identify | Identify. Determines single feature of magic item. |
| 3. Dispel Magic | Dispel Magic. Cancels magical spells and effects. |
| 4. Imbue with Spell Ability | Imbue with Spell Ability. Transfer spells to subject. |
| 5. Spell Resistance | Spell Resistance. Subject gains +12 +1/level SR. |
| 6. Antimagic Field | Antimagic Field. Negates magic within 10 ft. |
| 7. Spell Turning | Spell Turning. Reflect 1d4+6 spell levels back at caster. |
| 8. Protection from Spells | Protection from Spells. Confers +8 resistance bonus. |
| 9. Mord’s Disjunction | Mordenkainen's Disjunction. Dispels magic, disenchants magic items. |
* This is a unique domain available only to the T'loric Priests. T'lor is the originator of this domain.Nul Domain Spells
1. Lesser Restoration
2. Dispel Magic
3. Minor Globe of Invulnerability
4. Greater Dispelling
5. Globe of Invulnerability
6. Antimagic Field
7. Spell Turning
8. Protection from Spells
9. Mordenkainen's Disjunction
Granted Powers: Rebuke or command plant creatures as an evil cleric rebukes or commands undead. Use these abilities a total number of times per day equal to 3 + your Charisma modifier.
Knowledge (nature) is a class skill.
| 1. Entangle | Entangle. Plants entangle everyone in 40-ft.-radius circle. |
| 2. Barkskin | Barkskin. Grants +3 natural armor bonus (or higher). |
| 3. Plant Growth | Plant Growth. Grows vegetation, improves crops. |
| 4. Control Plants | Control Plants. Talk to and control plants & fungi. |
| 5. Wall of Thorns | Wall of Thorns. Thorns damage anyone who tries to pass. |
| 6. Repel Wood | Repel Wood. Pushes away wooden objects. |
| 7. Changestaff | Changestaff. Your staff becomes a treant on command. |
| 8. Command Plants | Command Plants. Plants animate and vegetation entangles. |
| 9. Shambler | Shambler. Summons 1d4+2 shambling mounds to fight for you. |
Granted Power: You can generate a protective ward, a spell-like ability to grant someone you touch a resistance bonus on her next saving throw equal to your level. 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 | Sanctuary. Opponents can't attack you, and you can't attack. |
| 2. Shield Other | Shield Other. You take half of subject's damage. |
| 3. Protection from Elements | Protection from Elements. Absorb 12 damage/level from one kind of energy. |
| 4. Spell Immunity | Spell Immunity. Subject is immune to one spell/four levels. |
| 5. Spell Resistance | Spell Resistance. Subject gains +12 +1/level SR. |
| 6. Antimagic Field | Antimagic Field. Negates magic within 10 ft. |
| 7. Repulsion | Repulsion. Creatures can't approach you. |
| 8. Mind Blank | Mind Blank. Subject is immune to mental/emotional magic and scrying. |
| 9. Prismatic Sphere | Prismatic Sphere. As prismatic wall, but surrounds on all sides. |
Shadow Domain Spells
1. Sanctuary
2. Darkness
3. Deeper Darkness
4. Shadow Conjuration
5. Shadow Evocation
6. Etherealness
7. Shadow Walk
8. Screen
9. Astral Projection
Granted Power: You can perform a feat of strength, which is the supernatural ability to gain an enhancement bonus to Strength equal to your level. Activating the power is a free action, the power lasts 1 round, and it’s usable once per day.
| 1. Endure Elements | Endure Elements. Ignores 5 damage/round from one energy type. |
| 2. Bull’s Strength | Bull's Strength. Subject gains 1d4+1 Str for 1 hr./level. |
| 3. Magic Vestment | Magic Vestment. Armor or shield gains +1 enhancement three level. |
| 4. Spell Immunity | Spell Immunity. Subject is immune to one spell/four levels. |
| 5. Righteous Might | Righteous Might. Your size increases, and you gain +4 Str. |
| 6. Stoneskin | Stoneskin. Stops blows, cuts, stabs, and slashes. |
| 7. Bigby’s Grasping Hand | Bigby's Grasping Hand. Hand provides cover, pushes, or grapples. |
| 8. Bigby’s Clenched Fist | Bigby's Clenched Fist. Large hand attacks your foes. |
| 9. Bigby’s Crushing Hand | Bigby's Crushing Hand. As Bigby's grasping hand, but stronger. |
Granted Power: Once per day, you can perform a greater turning against undead in place of a regular turning (or rebuking) attempt. The greater turning is like a normal turning (or rebuking) attempt except that the undead creatures that would be turned (or rebuked or commanded) are destroyed instead.
| 1. Endure Elements.* | Endure Elements.* Ignores 5 damage/round from one energy type. |
| 2. Heat Metal | Heat Metal. Make metal so hot it damages those that touch it. |
| 3. Searing Light | Searing Light. Ray deals 1d8/two levels, more against undead. |
| 4. Fire Shield | Fire Shield. Creatures attacking you take fire damage; you're protected from heat or cold. |
| 5. Flame Strike | Flame Strike. Smite foes with divine fire (1d8/level). |
| 6. Fire Seeds | Fire Seeds. Acorns and berries become grenades and bombs. |
| 7. Sunbeam | Sunbeam. Beam blinds and deals 3d6 damage. |
| 8. Sunburst | Sunburst. Blinds all within 10 ft., deals 3d6 damage. |
| 9. Prismatic Sphere | Prismatic Sphere. As prismatic wall, but surrounds on all sides. |
Thaumaturgy Domain Spells
1. Unseen Servant
2. Obscure Object
3. Lesser Planar Ally
4. Contact Other Plane
5. Planar Ally
6. Banishment
7. Greater Planar Ally
8. Binding
9. Gate
Granted Powers: For a total of 1 round per your cleric level per day, you can act normally regardless of magical effects that impede movement (similar to the effect of 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 is a spell-like ability.
Wilderness Lore is a class skill.
| 1. Expeditious Retreat | Expeditious Retreat. Doubles your speed. |
| 2. Locate Object | Locate Object. Senses direction toward object (specific or type). |
| 3. Fly | Fly. Subject flies at speed of 90. |
| 4. Dimension Door | Dimension Door. Teleports you and up to 500 lb. |
| 5. Teleport | Teleport. Instantly transports you anywhere. |
| 6. Find the Path | Find the Path. Shows most direct way to a location. |
| 7. Teleport without Error | Teleport without Error. As teleport, but no off-target arrival. |
| 8. Phase Door | Phase Door. Invisible passage through wood or stone. |
| 9. Astral Projection | Astral Projection. Projects you and companions into Astral Plane. |
Granted Power: Bluff, Disguise, and Hide are class skills.
| 1. Change Self | Change Self. Change own appearance. |
| 2. Invisibility | Invisibility. Subject invisible 10 min./level or until it attacks. |
| 3. Nondetection | Nondetection. Hides subject from divination, scrying. |
| 4. Confusion | Confusion. Makes subjects behave oddly for 1 round/level. |
| 5. False Vision | False Vision. Fools scrying with an illusion. |
| 6. Mislead | Mislead. Turns you invisible and creates illusory double. |
| 7. Screen | Screen. Illusion hides area from vision, scrying. |
| 8. Polymorph Any Object | Polymorph Any Object. Changes any subject into anything else. |
| 9. Time Stop | Time Stop. You act freely for 1d4+1 rounds. |
Granted Power: Free Martial Weapon Proficiency (if necessary) and Weapon Focus with the deity’s favored weapon.
| 1. Magic Weapon | Magic Weapon. Weapon gains +1 bonus. |
| 2. Spiritual Weapon | Spiritual Weapon. Magical weapon attacks on its own.. |
| 3. Magic Vestment | Magic Vestment. Armor or shield gains +1 enhancement/three levels. |
| 4. Divine Power | Divine Power. You gain attack bonus, 18 Str, and 1 hp/level. |
| 5. Flame Strike | Flame Strike. Smite foes with divine fire (1d6 damage/level). |
| 6. Blade Barrier | Blade Barrier. Blades encircling you deal 1d6 damage/level. |
| 7. Power Word, Stun | Power Word, Stun. Stuns creature with up to 150 hp. |
| 8. Power Word, Blind | Power Word, Blind. Blinds 200 hp worth of creatures. |
| 9. Power Word, Kill | Power Word, Kill. Kills one tough subject or many weak ones. |
Granted Power: Turn or destroy fire creatures as a good cleric turns undead. Rebuke or command water creatures as an evil cleric rebukes undead. Use these abilities a total number of times per day equal to 3 + your Charisma modifier.
| 1. Obscuring Mist | Obscuring Mist. Fog surrounds you. |
| 2. Fog Cloud | Fog Cloud. Fog obscures vision. |
| 3. Water Breathing | Water Breathing. Subjects can breathe underwater. |
| 4. Control Water | Control Water. Raise, lower, or part bodies of water. |
| 5. Ice Storm | Ice Storm. Hail deals 5d6 damage in cylinder 40 ft. across. |
| 6. Cone of Cold | Cone of Cold. 1d6 cold damage/level. |
| 7. Acid Fog | Acid Fog. Fog deals acid damage. |
| 8. Horrid Wilting | Horrid Wilting. Deals 1d8 damage/level within 30 ft. |
| 9. Elemental Swarm.* | Elemental Swarm.* Summons 2d4 Large, 1d4 Huge elementals. |
*Cast as a water spell only.
Spells marked with a ¥ come from Defenders of the Faith.
- Air, Animal, Chaos, Death, Destruction, Earth, Evil, Fire, Good, Healing, Knowledge, Law, Luck, Magic, Plant, Protection, Strength, Sun, Travel, Trickery, War, and Water domains all come from the Player's Handbook (© Wizards of the Coast, Inc.), pages 163 through 166. I have attempted to reproduce all domains from Wizards of the Coast sources as close to their original formatting as HTML will allow.
- Celerity, Community, Creation, and Madness domains all come from the Defenders of the Faith (© Wizards of the Coast, Inc.), pages 78, 79, and 80. I have attempted to reproduce all domains from Wizards of the Coast sources as close to their original formatting as HTML will allow.
- Craft domain comes from the Forgotten Realms campaign book (© Wizards of the Coast, Inc.). I have attempted to reproduce all domains from Wizards of the Coast sources as close to their original formatting as HTML will allow.
- Disease, Ice, Nul, Shadow, and Thaumaturgy are © 2001 Bryan Rutherford.
See the text of the Open Gaming Liscense for usage.
