Domains of Traykon

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.
Air, Animal, Celerity, Chaos, Community, Craft*, Creation, Death, Destruction, Disease, Earth, Evil, Fire, Good, Healing, Ice, Knowledge, Law, Luck, Madness, Magic, Nul, Plant, Protection, Shadow, Strength, Sun, Thaumaturgy, Travel, Trickery, War, Water

Air Domain


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 MistFog surrounds you.
2. Wind WallDeflects arrows, smaller creatures, and gases.
3. Gaseous FormSubject becomes insubstantial and can fly slowly.
4. Air WalkSubject treads on air as if solid (climb at 45-degree angle)
5. Control WindsChange wind direction and speed.
6. Chain LightningChain Lightning. 1d6 damage/level; secondary bolts.
7. Control WeatherControl Weather. Changes weather in local area.
8. WhirlwindWhirlwind. Cyclone inflicts damage and can pick up creatures.
9. Elemental Swarm*Summons 2d4 Large, 1d4 Huge elementals.

*Cast as an air spell only.


Animal Domain


Granted Powers: You cast animal friendship once per day. Knowledge (nature) is a class skill.
 
1. Calm AnimalsCalms 2d4 +1/level HD of animals, beasts, and magical beasts
2. Hold AnimalHold one animal helpless; 1 round/level.
3. Dominate AnimalSubject animal obeys silent mental commands.
4. Repel VerminInsects stay 10 ft. away.
5. Commune with NatureLearn about terrain for one mile/level.
6. Antilife Shell10-ft. field hedges out living creatures.
7. Animal ShapesOne ally/level polymorphs into chosen animal.
8. Creeping DoomCarpet of insects attacks at your command.
9. ShapechangeTransforms you into any creature, and change forms once per round.


Celerity Domain


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. BlurAttacks miss subject 20% of time.
2. Cat's GraceSubject gains 1d4+1 Dex for 1 hr./level.
3. Air WalkSubject treads on air as if solid (climb at 45-degree angle).
4. HasteExtra partial action and +4 AC
5. Tree StrideStep from one tree to another far away.
6. Wind WalkYou and your allies turn vaporous and travel fast.
7. Mass HasteAs haste, affects 1/level subjects.
8. BlinkYou randomly vanish and reappear for 1 round/level.
9. Time StopYou act freely for 1d4+1 rounds.


Chaos Domain


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. ShatterSonic vibration damages objects or crystalline creatures.
3. Magic Circle against LawAs protection spells, but 10-ft. radius and 10 min./level
4. Chaos HammerDamages and staggers lawful creatures.
5. Dispel Law+4 bonus against attacks by lawful creatures.
6. Animate ObjectsObjects attack your foes.
7. Word of ChaosKills, 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.


Community Domain


Granted Powers: Use calm emotions as a spell-like ability once per day.  Gain +2 bonus on Diplomacy checks.
 
1. BlessAllies gain +1 attack and +1 on saves against fear.
2. Shield OtherYou take half of subject's damage.
3. PrayerAllies gain +1 on most rolls, and enemies suffer -1.
4. StatusMonitors condition, position of allies.
5. Rary's Telepathic BondLink lets allies communicate.
6. Heroes' FeastFood for 1 creature/level, cures and blesses.
7. RefugeAlters item to transport its possessor to you.
8. Mass HealAs heal, but with several subjects.
9. MiracleRequests a deity's intercession.


Craft Domain

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. Detect Secret DoorsReveals hidden doors within 60 ft.
2. Calm EmotionsCalms 1d6 subjects/level, negating emotion effects.
3. SuggestionCompels subject to follow stated course of action.
4. EmotionArouses strong emotion in subject.
5. Charm MonsterMakes monster believe it is your ally.
6. Geas/questCommands subject.
7. InsanitySubject suffers continuous confusion.
8. DemandAs sending, plus you can send suggestion.
9. Dominate MonsterControls any creature telepathically.

Creation Domain


Granted Powers: Cast Conjuration (creation) spells at +2 caster levels.
 
1. Create WaterCreates 2 gallons/level of pure water.
2. Minor ImageCreates audible and visual illusion of your design.
3. Create Food and WaterFeeds three humans (or one horse)/level.
4. Minor CreationCreates one cloth or wood object.
5. Major CreationAs minor creation, plus stone and metal.
6. Heroes' FeastFood for 1 creature/level, cures and blesses.
7. Permanent ImageIncludes sight, sound, and smell.
8. True Creation¥As major creation, but permanent.
9. Genesis¥Creates a pocket demiplane.


Death Domain

Granted Power: You may use a death touch once per day. Your death touch is a spell-like ability that is a death effect. You must succeed at a melee touch attack against a living creature (using the rules for touch spells). When you touch, roll 1d6 per your cleric level. If the total at least equals the creature’s current hit points, it dies.
 
1. Cause FearOne creature flees for 1d4 rounds.
2. Death KnellKill dying creature and gain 1d8 temp. hp, +2 Str, and +1 caster level
3. Animate DeadCreates undead skeletons and zombies.
4. Death WardGrants immunity to death spells and effects.
5. Slay LivingTouch attack kills subject.
6. Create UndeadGhouls, shadows, ghasts, wights, or wraiths.
7. DestructionKills subject and destroys remains.
8. Create Greater UndeadMummies, spectres, vampires, or ghosts.
9. Wail of the BansheeKills one creature/level.

Destruction Domain


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 WoundsTouch attack, 1d8 +1/level damage (max +5).
2. ShatterSonic vibration damages objects or crystalline creatures.
3. ContagionContagion. Infects subject with chosen disease.
4. Inflict Critical WoundsTouch attack, 4d8 +1/level damage (max +20).
5. Circle of DoomDeals 1d8 +1/level damage in all directions.
6. HarmSubject loses all but 1d4 hp.
7. DisintegrateMakes one creature or object vanish.
8. EarthquakeIntense tremor shakes 5-ft./level radius.
9. ImplosionKills one creature/round.


DISEASE

Granted Power:  The priest is immune to all forms of disease, both magical and mundane.  Once per week per level, the priest may cause a random disease in a target by making a successful touch attack.
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

Earth Domain


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 StoneThree stones become +1 projectiles, 1d6+1 damage.
2. Soften Earth and StoneTurns stone to clay or dirt to sand or mud.
3. Stone ShapeSculpts stone into any form.
4. Spike StonesCreatures in area take 1d8 damage, may be slowed.
5. Wall of Stone20 hp/four levels; can be shaped.
6. StoneskinStops blows, cuts, stabs, and slashes.
7. EarthquakeIntense tremor shakes 5-ft./level radius.
8. Iron BodyYour body becomes living iron.
9. Elemental Swarm.*Summons 2d4 Large, 1d4 Huge elementals.

*Cast as an earth spell only.


Evil Domain


Granted Power: You cast evil spells at +1 caster level.
 
1. Protection from GoodProtection from Good. +2 AC and saves, counter mind control, hedge out elementals and outsiders
2. DesecrateFills area with negative energy, making undead stronger.
3. Magic Circle against GoodAs protection spells, but 10-ft. radius and 10 min./level
4. Unholy BlightDamages and sickens good creatures.
5. Dispel Good+4 bonus against attacks by good creatures.
6. Create UndeadGhouls, shadows, ghasts, wights, or wraiths.
7. BlasphemyKills, 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.


Fire Domain


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 Hands1d4 fire damage/level (max 5d4).
2. Produce Flame1d4 +1/two levels damage, touch or thrown.
3. Resist Elements.*Ignore first 12 damage from one energy type each round.
4. Wall of FireDeals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 +1/level.
5. Fire ShieldCreatures attacking you take fire damage; you're protected from heat or cold.
6. Fire SeedsAcorns and berries become grenades and bombs.
7. Fire StormDeals 1d6 fire damage/level.
8. Incendiary CloudCloud 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.


Good Domain


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 EvilAs protection spells, but 10-ft. radius and 10 min./level.
4. Holy SmiteDamages and blinds evil creatures.
5. Dispel Evil+4 bonus against attacks by evil creatures.
6. Blade BarrierBlades encircling you deal 1d6 damage/level.
7. Holy WordKills, 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.


Healing Domain


Granted Power: You cast healing spells at +1 caster level.
 
1. Cure Light WoundsCures 1d8 +1/level damage (max +5).
2. Cure Moderate WoundsCures 2d8 +1/level damage (max +10).
3. Cure Serious WoundsCures 3d8 +1/level damage (max +15).
4. Cure Critical WoundsCures 4d8 +1/level damage (max +20).
5. Healing CircleCures 1d8 +1/level damage in all directions.
6. HealCures all damage, diseases, and mental conditions.
7. RegenerateSubject's severed limbs grow back.
8. Mass HealAs heal, but with several subjects.
9. True ResurrectionAs resurrection, plus remains aren't needed.


ICE

Granted Power:  Turn or destroy Fire creatures as a good cleric turns undead.  Rebuke or command Ice 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.
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

Knowledge Domain


Granted Power: All Knowledge skills are class skills. You cast divinations at +1 caster level.
 
1. Detect Secret DoorsReveals hidden doors within 60 ft.
2. Detect ThoughtsAllows "listening" to surface thoughts.
3. Clairaudience/ClairvoyanceHear or see at a distance for 1 min./level.
4. DivinationProvides useful advice on to specific proposed actions.
5. True SeeingSee all things as they really are.
6. Find the PathShows most direct way to a location.
7. Legend LoreLearn tales about a person, place, or thing.
8. Discern LocationExact location of creature or object.
9. Foresight"Sixth sense" warns of impending danger.


Law Domain


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 EmotionsCalms 1d6 creatures/level, negating emotion effects.
3. Magic Circle against ChaosAs protection spells, but 10-ft. radius and 10 min./level
4. Order’s WrathOrder's Wrath. Damages and dazes chaotic creatures.
5. Dispel ChaosDispel Chaos. +4 bonus against attacks by chaotic creatures.
6. Hold MonsterHold Monster. As hold person, but any creature.
7. DictumDictum. Kills, paralyzes, weakens, or dazes nonlawful subjects.
8. Shield of LawShield 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.


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. You must take the result of the reroll, even if it’s worse than the original roll.
 
1. Entropic ShieldEntropic Shield. Ranged attacks against you suffer 20% miss chance.
2. AidAid. +1 attack, +1 against fear, 1d8 temporary hit points.
3. Protection from ElementsProtection from Elements. Absorb 12 damage/level from one kind of energy.
4. Freedom of MovementFreedom of Movement. Subject moves normally despite impediments.
5. Break EnchantmentBreak Enchantment. Frees subjects from enchantments, alterations, curses, and petrification.
6. MisleadMislead. Turns you invisible and creates illusory double.
7. Spell TurningSpell Turning. Reflect 1d4+6 spell levels back at caster.
8. Holy AuraHoly Aura. +4 AC, +4 resistance, and SR 25 against evil spells.
9. MiracleMiracle. Requests a deity's intercession.


Madness Domain


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 ActionOne 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. ConfusionMakes subject behave odly for 1 round/level.
5. Bolts of Bedevilment¥One ray/round, dazes 1d3 rounds.
6. Phantasmal KillerFearsome illusion kills one creature or deals 3d6 damage.
7. InsanitySubject suffers continuous confusion.
8. Maddening Scream¥Subject has -4 AC, no shield, Reflex save on 20 only.
9. WeirdAs phantasmal killer, but affects all within 30 ft.


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.
 
1. Nystul’s Undetectable AuraNystul's Undetectable Aura. Masks magic item's aura.
2. IdentifyIdentify. Determines single feature of magic item.
3. Dispel MagicDispel Magic. Cancels magical spells and effects.
4. Imbue with Spell AbilityImbue with Spell Ability. Transfer spells to subject.
5. Spell ResistanceSpell Resistance. Subject gains +12 +1/level SR.
6. Antimagic FieldAntimagic Field. Negates magic within 10 ft.
7. Spell TurningSpell Turning. Reflect 1d4+6 spell levels back at caster.
8. Protection from SpellsProtection from Spells. Confers +8 resistance bonus.
9. Mord’s DisjunctionMordenkainen's Disjunction. Dispels magic, disenchants magic items.


NUL*

Granted Power:  Priest uses spontaneous casting to effect a counterspell instead of a cure or inflict spell.  The counterspell acts as if the priest had the desired spell memorized and available for casting.  This ability even allows the priest to counterspell Arcane spells.  The spell must still be of a level the priest is able to cast.
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
*  This is a unique domain available only to the T'loric Priests.  T'lor is the originator of this domain.

Plant Domain


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. EntangleEntangle. Plants entangle everyone in 40-ft.-radius circle.
2. BarkskinBarkskin. Grants +3 natural armor bonus (or higher).
3. Plant GrowthPlant Growth. Grows vegetation, improves crops.
4. Control PlantsControl Plants. Talk to and control plants & fungi.
5. Wall of ThornsWall of Thorns. Thorns damage anyone who tries to pass.
6. Repel WoodRepel Wood. Pushes away wooden objects.
7. ChangestaffChangestaff. Your staff becomes a treant on command.
8. Command PlantsCommand Plants. Plants animate and vegetation entangles.
9. ShamblerShambler. Summons 1d4+2 shambling mounds to fight for you.


Protection Domain


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. SanctuarySanctuary. Opponents can't attack you, and you can't attack.
2. Shield OtherShield Other. You take half of subject's damage.
3. Protection from ElementsProtection from Elements. Absorb 12 damage/level from one kind of energy.
4. Spell ImmunitySpell Immunity. Subject is immune to one spell/four levels.
5. Spell ResistanceSpell Resistance. Subject gains +12 +1/level SR.
6. Antimagic FieldAntimagic Field. Negates magic within 10 ft.
7. RepulsionRepulsion. Creatures can't approach you.
8. Mind BlankMind Blank. Subject is immune to mental/emotional magic and scrying.
9. Prismatic SpherePrismatic Sphere. As prismatic wall, but surrounds on all sides.


SHADOW

Granted Power:  The priest gains the extraordinary ability to manipulate shadows.  When in an area of at least light shadows, the priest may make a Hide attempt even when being watched.  The priest also gains a +10 bonus to the Hide skill when in areas of shadow.  Hide is a class skill.
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

Strength Domain


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 ElementsEndure Elements. Ignores 5 damage/round from one energy type.
2. Bull’s StrengthBull's Strength. Subject gains 1d4+1 Str for 1 hr./level.
3. Magic VestmentMagic Vestment. Armor or shield gains +1 enhancement three level.
4. Spell ImmunitySpell Immunity. Subject is immune to one spell/four levels.
5. Righteous MightRighteous Might. Your size increases, and you gain +4 Str.
6. StoneskinStoneskin. Stops blows, cuts, stabs, and slashes.
7. Bigby’s Grasping HandBigby's Grasping Hand. Hand provides cover, pushes, or grapples.
8. Bigby’s Clenched FistBigby's Clenched Fist. Large hand attacks your foes.
9. Bigby’s Crushing HandBigby's Crushing Hand. As Bigby's grasping hand, but stronger.


Sun Domain


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 MetalHeat Metal. Make metal so hot it damages those that touch it.
3. Searing LightSearing Light. Ray deals 1d8/two levels, more against undead.
4. Fire ShieldFire Shield. Creatures attacking you take fire damage; you're protected from heat or cold.
5. Flame StrikeFlame Strike. Smite foes with divine fire (1d8/level).
6. Fire SeedsFire Seeds. Acorns and berries become grenades and bombs.
7. SunbeamSunbeam. Beam blinds and deals 3d6 damage.
8. SunburstSunburst. Blinds all within 10 ft., deals 3d6 damage.
9. Prismatic SpherePrismatic Sphere. As prismatic wall, but surrounds on all sides.


THAUMATURGY

Granted Power:  Rebuke or Command Outsiders 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 (The planes) is a class skill.
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

Travel Domain


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 RetreatExpeditious Retreat. Doubles your speed.
2. Locate ObjectLocate Object. Senses direction toward object (specific or type).
3. FlyFly. Subject flies at speed of 90.
4. Dimension DoorDimension Door. Teleports you and up to 500 lb.
5. TeleportTeleport. Instantly transports you anywhere.
6. Find the PathFind the Path. Shows most direct way to a location.
7. Teleport without ErrorTeleport without Error. As teleport, but no off-target arrival.
8. Phase DoorPhase Door. Invisible passage through wood or stone.
9. Astral ProjectionAstral Projection. Projects you and companions into Astral Plane.


Trickery Domain


Granted Power: Bluff, Disguise, and Hide are class skills.
 
1. Change SelfChange Self. Change own appearance.
2. InvisibilityInvisibility. Subject invisible 10 min./level or until it attacks.
3. NondetectionNondetection. Hides subject from divination, scrying.
4. ConfusionConfusion. Makes subjects behave oddly for 1 round/level.
5. False VisionFalse Vision. Fools scrying with an illusion.
6. MisleadMislead. Turns you invisible and creates illusory double.
7. ScreenScreen. Illusion hides area from vision, scrying.
8. Polymorph Any ObjectPolymorph Any Object. Changes any subject into anything else.
9. Time StopTime Stop. You act freely for 1d4+1 rounds.


War Domain


Granted Power: Free Martial Weapon Proficiency (if necessary) and Weapon Focus with the deity’s favored weapon.
 
1. Magic WeaponMagic Weapon. Weapon gains +1 bonus.
2. Spiritual WeaponSpiritual Weapon. Magical weapon attacks on its own..
3. Magic VestmentMagic Vestment. Armor or shield gains +1 enhancement/three levels.
4. Divine PowerDivine Power. You gain attack bonus, 18 Str, and 1 hp/level.
5. Flame StrikeFlame Strike. Smite foes with divine fire (1d6 damage/level).
6. Blade BarrierBlade Barrier. Blades encircling you deal 1d6 damage/level.
7. Power Word, StunPower Word, Stun. Stuns creature with up to 150 hp.
8. Power Word, BlindPower Word, Blind. Blinds 200 hp worth of creatures.
9. Power Word, KillPower Word, Kill. Kills one tough subject or many weak ones.


Water Domain


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 MistObscuring Mist. Fog surrounds you.
2. Fog CloudFog Cloud. Fog obscures vision.
3. Water BreathingWater Breathing. Subjects can breathe underwater.
4. Control WaterControl Water. Raise, lower, or part bodies of water.
5. Ice StormIce Storm. Hail deals 5d6 damage in cylinder 40 ft. across.
6. Cone of ColdCone of Cold. 1d6 cold damage/level.
7. Acid FogAcid Fog. Fog deals acid damage.
8. Horrid WiltingHorrid 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.


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