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.