Domains
This is a complete alphabetical list of cleric domains for all books listed in Sources, broken into standard domain and planar domain lists. See Deity, Domains, and Domain Spells for more information.
Domain Lists
Standard Domains
Planar Domains
Standard Domains
Air Domain
Granted Powers: Turn or destroy earth creatures as a good cleric turns undead. Rebuke, command, or bolster air creatures as an evil cleric rebukes undead. Use these abilities a total number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability.
Air Domain Spells
- Obscuring Mist: Fog surrounds you.
- Wind Wall: Deflects arrows, smaller creatures, and gasses.
- Gaseous Form: Subject becomes insubstantial and can fly slowly.
- Air Walk: Subject treads on air as if solid (climb at 45-degree angle).
- Control Winds: Change wind direction and speed.
- Chain Lightning: 1d6/level damage; 1 secondary bolt/level each deals half damage.
- Control Weather: Changes weather in local area.
- Whirlwind: Cyclone deals damage and can pick up creatures.
- Elemental Swarm: Summons multiple elementals. (Cast as an air spell only.)
Source: Player’s Handbook (version 3.5), page 185.
Animal Domain
Granted Powers: You can use speak with animals once per day as a spell-like ability.
Add Knowledge (nature) to your list of cleric class skills.
Animal Domain Spells
- Calm Animals: Calms (2d4 + level) HD of animals.
- Hold Animal: Paralyzes one animal for 1 round/level.
- Dominate Animal: Subject animal obeys silent mental commands.
- Summon Nature’s Ally IV: Calls creature to fight. (Summons animals only.)
- Commune with Nature: Learn about terrain for 1 mile/level.
- Antilife Shell: 10-ft. field hedges out living creatures.
- Animal Shapes: One ally/level polymorphs into chosen animal.
- Summon Nature’s Ally VIII: Calls creature to fight. (Summons animals only.)
- ShapechangeF: Transforms you into any creature, and change forms once per round.
Source: Player’s Handbook (version 3.5), page 186.
Balance Domain
Granted Power: Once per day, as a free action, you can add your Wisdom modifier to your Armor Class. This bonus lasts for 1 round per cleric level.
Balance Domain Spells
- Make Whole: Repairs an object.
- Calm Emotions: Calms creatures, negating emotion effects.
- Clarity of Mind: +4 bonus on saves against mind-affecting spells and abilities, allows reroll of concealment miss chance. (SC)
- Dismissal: Forces a creature to return to native plane.
- Sanctuary, Mass: One creature/level can’t be attacked, and can’t attack. (SC)
- Banishment: Banishes 2 HD/level of extraplanar creatures.
- Word of Balance: Kills, paralyzes, weakens, or nauseates nonneutral creatures. (SC)
- Protection from SpellsMF: Confers +8 resistance bonus.
- Weighed in the Balance: Harms or heals creatures within 30 feet of you. (SC)
Source: Spell Compendium, page 271.
Blackwater Domain
Granted Power: You are immune to pressure damage from descending into even the greatest of oceanic depths.
Blackwater Domain Spells
- Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
- Pressure Sphere: Water pressure deals 4d6 damage to submerged targets.
- Black Tentacles: Tentacles grapple all within 20-ft. spread. ﴾Evard’s black tentacles﴿
- Transformation of the Deeps: Grant water breathing, darkvision, and pressure immunity to one creature/3 levels.
- Blackwater Tentacle: Create blackwater tentacle that attacks your foe.
- Blackwater Taint: Desecrate water, deal 1d6/2 levels negative energy damage, bestow a negative level.
- Dark Tide: Infuse water over a large area with negative energy, causing weakness and 1d6 damage/hour.
- Maelstrom: Water vortex traps and damages creatures and objects.
- Doom of the Seas: Summons a fiendish kraken under your command.
Source: Stormwrack, page 109.
Cavern Domain
Granted Power: You gain the stonecunning ability. If you already have stonecunning, your racial bonus on checks to notice unusual stonework increases to +4.
Cavern Domain Spells
- Detect Secret Doors: Reveals hidden doors within 60 ft.
- Darkness: 20-ft. radius of supernatural shadow.
- Meld into Stone: You and your gear merge with stone.
- Secure Shelter: Creates sturdy cottage. ﴾Leomund’s secure shelter﴿
- Passwall: Creates passage through wood or stone wall.
- Find the Path: Shows most direct way to a location.
- Maw of Stone: Animates cavern opening or chamber.
- Earthquake: Intense tremor shakes 5-ft./level radius.
- Imprisonment: Entombs subject beneath the earth.
Source: Spell Compendium, page 271.
Celerity Domain
Granted Power: Your land speed is faster than the norm for your race by 10 feet. This benefit is lost if you are wearing medium or heavy armor or carrying a medium or heavy load.
Celerity Domain Spells
- Expeditious Retreat: Your speed increases by 30 ft.
- Cat’s Grace: Subject gains +4 to Dex for 1 minute/level.
- Blur: Attacks miss subject 20% of the time.
- Haste: One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves.
- Tree Stride: Step from one tree to another far away.
- Wind Walk: You and your allies turn vaporous and travel fast.
- Cat’s Grace, Mass: As cat’s grace, affects one subject/level.
- Blink, Greater: Controlled blinking between the Material and Ethereal Planes grants defenses for 1 round/level.
- Time Stop: You act freely for 1d4+1 rounds.
Source: Spell Compendium, page 271.
Chaos Domain
Granted Power: You cast chaos spells at +1 caster level.
Chaos Domain Spells
- Protection from Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
- Shatter: Sonic vibration damages objects or crystalline creatures.
- Magic Circle against Law: As protection against law, but 10-ft. radius and 10 minute/level.
- Chaos Hammer: Damages and staggers lawful creatures.
- Dispel Law: +4 deflection bonus against attacks by lawful creatures, plus other uses.
- Animate Objects: Objects attack your foes.
- Word of Chaos: Kills, confuses, stuns, or deafens nonchaotic subjects.
- Cloak of ChaosF: +4 to AC, +4 resistance, SR 25 against lawful spells.
- Summon Monster IX: Calls extraplanar creature to fight for you. (Cast as a chaos spell only.)
Source: Player’s Handbook (version 3.5), page 186.
Charm 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.
Charm Domain Spells
- Charm Person: Makes one person your friend.
- Calm Emotions: Calms creatures, negating emotion effects.
- Suggestion: Compels subject to follow stated course of action.
- Good Hope: Subjects gain +2 on attack rolls, damage rolls, saves, and checks.
- Charm Monster: Makes monster believe it is your ally.
- Geas/Quest: As lesser geas, plus it affects any creature.
- Insanity: Subject suffers continuous confusion.
- Demand: As sending, plus you can send suggestion.
- Dominate Monster: As dominate person, but any creature.
Source: Spell Compendium, page 271.
City Domain
Granted Power: Add Gather Information and Knowledge (local) to your list of cleric class skills.
City Domain Spells
- Rooftop Strider: Move across uneven surfaces with ease.
- City Lights: Absorb nearby light to release as blinding flare.
- Winding Alleys: Trap foe in phantasmal maze.
- Commune with City: Learn about city.
- Skyline Runner: You can walk normally on any city surface.
- City Stride: Teleport between two cities.
- Urban Shield: City grants cover to you, not to enemies.
- City’s Might: Gain enhancement to Str and Con, damage reduction, while in city.
- Animate City: City structures attack, slow down enemies.
Source: Races of Destiny, page 162.
Cold Domain
Granted Power (Su): You can turn or destroy fire creatures as a good cleric turns undead. You can also rebuke or command cold creatures as an evil cleric rebukes undead. Use these abilities a number of times per day equal to 3 + your Cha modifier.
Cold Domain Spells
- Chill Touch: One touch/level deals 1d6 damage and possibly 1 Str damage.
- Chill Metal: Cold metal damages those who touch it.
- Sleet Storm: Hampers vision and movement.
- Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.
- Wall of Ice: Ice plane creates wall with 15 hp +1/level, or hemisphere can trap creatures inside.
- Cone of Cold: 1d6/level cold damage.
- Control Weather: Changes weather in local area.
- Polar Ray: Ranged touch attack deals 1d6/level cold damage.
- Obedient Avalanche: Snowy avalanche crushes and buries your foes. ﴾Zajimarn’s avalanche﴿
Source: Spell Compendium, page 271.
Granted Power: Use calm emotions as a spell-like ability once per day. Gain a +2 bonus on Diplomacy checks.
Community Domain Spells
- Bless: Allies gain +1 on attack rolls and saves against fear.
- Status: Monitors condition, position of allies.
- Prayer: Allies +1 on most rolls, enemies –1 penalty.
- Tongues: Speak any language.
- Telepathic Bond: Link lets allies communicate. ﴾Rary’s telepathic bond﴿
- Heroes’ Feast: Food for one creature/level cures and grants combat bonuses.
- RefugeM: Alters item to transport its possessor to you.
- Mage’s Magnificent MansionF: Door leads to extradimensional mansion. ﴾Mordenkainen’s magnificent mansion﴿
- Heal, Mass: As heal, but with several subjects.
Source: Spell Compendium, page 271.
Competition Domain
Granted Power (Ex): You gain a +1 bonus on opposed checks you make.
Competition Domain Spells
- Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per 4 levels.
- Zeal: You move through foes to attack the enemy you want.
- Prayer: Allies +1 bonus on most rolls, enemies –1 penalty.
- Divine Power: You gain attack bonus, +6 to Str, and 1 hp/level.
- Righteous Might: Your size increases, and you gain combat bonuses.
- Zealot PactX: You automatically gain combat bonuses when you attack someone of opposite alignment.
- Regenerate: Subject’s severed limbs grow back, cures 4d8 damage +1/level (max +35).
- Moment of Prescience: You gain insight bonus on single attack roll, check, or save.
- Visage of the Deity, Greater: As lesser visage of the deity, but you become half-celestial or half-fiendish.
Source: Spell Compendium, page 272.
Courage Domain
Granted Power (Su): You radiate an aura of courage that grants all allies within 10 feet (including yourself) a +4 morale bonus on saving throws against fear effects. This ability functions only while you are conscious.
Courage Domain Spells
- Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per 4 levels.
- Aid: +1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10).
- Cloak of Bravery: You and your allies gain a bonus on saves against fear.
- Heroism: Gives +2 bonus on attack rolls, saves, skill checks.
- Valiant Fury: +4 Str, Con; +2 Will saves, extra attack.
- Heroes’ Feast: Food for one creature/level cures and grants combat bonuses.
- Heroism, Greater: Gives +4 bonus on attack rolls, saves, skill checks; immunity to fear; temporary hp.
- Lion’s Roar: Deals 1d8 points of damage/2 levels to enemies; allies get +1 on attacks and saves against fear, temporary hp.
- Cloak of Bravery, Greater: You and your allies become immune to fear and get +2 bonus on attacks.
Source: Spell Compendium, page 272.
Craft Domain
Granted Power: You cast conjuration (creation) spells at +1 caster level and gain Skill Focus as a bonus feat for one Craft skill of your choice.
Craft Domain Spells
- Animate Rope: Makes a rope move at your command.
- Wood Shape: Rearranges wooden objects to suit you.
- Stone Shape: Sculpts stone into any shape.
- Minor Creation: Creates one cloth or wood object.
- Wall of Stone: Creates a stone wall that can be shaped.
- Fantastic Machine: Creates a machine to perform a single simple task.
- Major Creation: As minor creation, plus stone and metal.
- ForcecageM: Cube or cage of force imprisons all inside.
- Fantastic Machine, Greater: Creates a machine to perform multiple tasks.
Source: Spell Compendium, page 272.
Creation Domain
Granted Power: You cast conjuration (creation) spells at +1 caster level.
Creation Domain Spells
- Create Water: Creates 2 gallons/level of pure water.
- Minor Image: As silent image, plus some sound.
- Create Food and Water: Feeds three humans (or one horse)/level.
- Minor Creation: Creates one cloth or wood object.
- Major Creation: As minor creation, plus stone and metal.
- Heroes’ Feast: Food for one creature/level cures and grants combat bonuses.
- Permanent ImageM: Includes sight, sound, and smell.
- True CreationX: As major creation, but permanent.
- Pavilion of Grandeur: A feast and a great pavilion are created.
Source: Spell Compendium, page 272.
Darkness Domain
Granted Power: You gain Blind-Fight as a bonus feat.
Darkness Domain Spells
- Obscuring Mist: Fog surrounds you.
- Blindness/Deafness: Makes subject blinded or deafened.
- Blacklight: Create an area of total darkness.
- Armor of Darkness: Shroud grants deflection bonus, darkvision, and other effects.
- Darkbolt: Multiple bolts deal 2d8 damage and daze creatures.
- Prying Eyes: 1d4 +1/level floating eyes scout for you.
- Nightmare: Sends vision dealing 1d10 damage, fatigue.
- Power Word Blind: Blinds creature with 200 hp or less.
- Power Word Kill: Kills one creature with 100 hp or less.
Source: Spell Compendium, page 272.
Death Domain
Granted Power: You may use a death touch once per day. Your death touch is a supernatural ability that produces a death effect. You must succeed on a melee touch attack against a living creature (using the rules for touch spells). When you touch, roll 1d6 per cleric level you possess. If the total at least equals the creature’s current hit points, it dies (no save).
Death Domain Spells
- Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
- Death Knell: Kill dying creature and gain 1d8 temporary hp, +2 to Str, and +1 caster level.
- Animate DeadM: Creates undead skeletons and zombies.
- Death Ward: Grants immunity to death spells and negative energy effects.
- Slay Living: Touch attack kills subject.
- Create UndeadM: Create ghouls, ghasts, mummies, or mohrgs.
- DestructionF: Kills subject and destroys remains.
- Create Greater UndeadM: Create shadows, wraiths, spectres, or devourers.
- Wail of the Banshee: Kills one creature/level.
Source: Player’s Handbook (version 3.5), page 186.
Deathbound Domain
Granted Power: Your limit for creating undead animated with spells increases to three times your caster level instead of the normal two times caster level.
Deathbound Domain Spells
- Chill of the Grave: Ray causes cold damage.
- Blade of Pain and Fear: Creates blade of gnashing teeth.
- Fangs of the Vampire King: Grow vampire fangs.
- Wither Limb: Cause enemy’s limbs to wither.
- Revive UndeadM: Restores undeath to undead that was destroyed up to 1 day/level ago.
- Awaken UndeadX: Grant sentience to otherwise mindless undead.
- Avasculate: Reduce foe to half hp and stun.
- Avascular Mass: Reduce foe to half hp and stun, entangle in 20-ft. radius from victim.
- Wail of the Banshee: Kills one creature/level.
Source: Spell Compendium, page 272.
Destiny Domain
Granted Power: Once per day as an immediate action, you can grant a willing creature within 30 feet the ability to reroll an attack, save, ability check, or skill check. You must be able to see the creature to be affected. You cannot use this power on yourself. This is a supernatural ability.
Destiny Domain Spells
- Omen of PerilF: You know how dangerous the future will be. (SC)
- AuguryMF: Learns whether an action will be good or bad.
- Delay Death: Losing hit points doesn’t kill subject.
- Bestow Curse: –6 to an ability score; –4 to attack rolls, saves, and checks; or 50% chance of losing each action.
- Stalwart PactM: You gain combat bonuses automatically when reduced to half hit points or lower.
- Warp Destiny: Reverse failed save or hit in combat.
- Bestow Curse, Greater: As bestow curse, but more severe penalties.
- Moment of Prescience: You gain insight bonus on single attack roll, check, or save.
- Choose Destiny: Gain two chances for success on every action.
Source: Races of Destiny, page 163.
Destruction Domain
Granted Power: You gain the smite power, the supernatural ability to make a single melee attack with a +4 bonus on attack rolls and a bonus on damage rolls equal to your cleric level (if you hit). You must declare the smite before making the attack. This ability is usable once per day.
Destruction Domain Spells
- Inflict Light Wounds: Touch attack, 1d8 damage +1/level (max +5).
- Shatter: Sonic vibration damages objects or crystalline creatures.
- Contagion: Infects subject with chosen disease.
- Inflict Critical Wounds: Touch attack, 4d8 damage +1/level (max +20).
- Inflict Light Wounds, Mass: Deals 1d8 damage +1/level to any creatures.
- Harm: Deals 10 points/level damage to target.
- Disintegrate: Makes one creature or object vanish.
- Earthquake: Intense tremor shakes 80-ft.-radius.
- Implosion: Kills one creature/round.
Source: Player’s Handbook (version 3.5), page 186.
Domination Domain
Granted Power: You gain Spell Focus (enchantment) as a bonus feat.
Domination Domain Spells
- Command: One subject obeys selected command for 1 round.
- Enthrall: Captivates all within 100 ft. + 10 ft./level.
- Suggestion: Compels subject to follow stated course of action.
- Dominate Person: Controls humanoid telepathically.
- Command, Greater: As command, but affects one subject/level.
- Geas/Quest: As lesser geas, plus it affects any creature.
- Suggestion, Mass: As suggestion, plus one subject/level.
- True Domination: As dominate person, but save at –4.
- Monstrous Thrall: As true domination, but permanent and affects any creature.
Source: Spell Compendium, page 273.
Dragon Domain
Granted Power: Add Bluff and Intimidate to your list of cleric class skills.
Dragon Domain Spells
- Magic Fang: One natural weapon of subject creature gets +1 on attack rolls and damage rolls.
- Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.
- Magic Fang, Greater: One natural weapon of subject creature gets +1/4 levels on attack rolls and damage rolls (max +5).
- Voice of the Dragon: +10 on Bluff, Diplomacy, and Intimidate checks; can use one suggestion.
- True SeeingM: Lets you see all things as they really are.
- StoneskinM: Ignore 10 points of damage per attack.
- Dragon AllyX: As lesser dragon ally, but up to 15 HD.
- Suggestion, Mass: As suggestion, plus one subject/level.
- Dominate Monster: As dominate person, but any creature.
Source: Spell Compendium, page 273.
Dream Domain
Granted Power: You are immune to fear effects.
Dream Domain Spells
- Sleep: Puts 4 HD of creatures into magical slumber.
- AuguryMF: Learns whether an action will be good or bad.
- Deep Slumber: Puts 10 HD of creatures to sleep.
- Phantasmal Killer: Fearsome illusion kills subject or deals 3d6 damage.
- Nightmare: Sends vision dealing 1d10 damage, fatigue.
- Dream Sight: Your spirit can hear and see at a distance for 1 minute/level.
- Scrying, GreaterF: As scrying, but faster and longer.
- Power Word Stun: Stuns creature with 150 hp or less.
- Weird: As phantasmal killer, but affects all within 30 ft.
Source: Spell Compendium, page 273.
Drow Domain
Granted Power: You gain Lightning Reflexes as a bonus feat.
Drow Domain Spells
- Cloak of Dark Power: Cloak protects subject from effects of sunlight.
- Clairaudience/Clairvoyance: See or hear at a distance for 1 minute/level.
- Suggestion: Compels subject to follow stated course of action.
- Discern Lies: Reveals deliberate falsehoods.
- Spiderform: Polymorph into drider or Large spider.
- Dispelling Screen, Greater: Targeted dispel magic on any creatures and unattended items, +20 max on caster level check. ﴾Otiluke’s greater dispelling screen﴿
- Word of Chaos: Nonchaotic subject is killed, confused, stunned, or deafened.
- Planar Ally, GreaterX: As lesser planar ally, but up to 18 HD.
- GateX: Connects two planes for travel or summoning.
Source: Spell Compendium, page 273.
Dwarf Domain
Granted Power: You gain Great Fortitude as a bonus feat.
Dwarf Domain Spells
- Magic Weapon: Weapon gains +1 bonus.
- Bear’s Endurance: Subject gains +4 to Con for 1 minute/level.
- Glyph of WardingM: Inscription harms those who pass it.
- Magic Weapon, Greater: +1 bonus/4 levels (max +5).
- Fabricate: Transforms raw material into finished items.
- Stone Tell: Talk to natural or worked stone.
- Dictum: Kills, paralyzes, slows, or deafens nonlawful subjects.
- Protection from SpellsMF: Confers +8 resistance bonus.
- Elemental Swarm: Summons multiple elementals. (Earth spell only.)
Source: Spell Compendium, page 273.
Earth Domain
Granted Power: Turn or destroy air creatures as a good cleric turns undead. Rebuke, command, or bolster earth creatures as an evil cleric rebukes undead. Use these abilities a total number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability.
Earth Domain Spells
- Magic Stone: Three stones become +1 projectiles, 1d6 +1 damage.
- Soften Earth and Stone: Turns stone to clay or dirt to sand or mud.
- Stone Shape: Sculpts stone into any shape.
- Spike Stones: Creatures in area take 1d8 damage, may be slowed.
- Wall of Stone: Creates a stone wall that can be shaped.
- StoneskinM: Ignore 10 points of damage per attack.
- Earthquake: Intense tremor shakes 80-ft.-radius.
- Iron Body: Your body becomes living iron.
- Elemental Swarm: Summons multiple elementals. (Cast as an earth spell only.)
Source: Player’s Handbook (version 3.5), page 186.
Elf Domain
Granted Power: You gain the Point Blank Shot feat.
Elf Domain Spells
- True Strike: +20 on your next attack roll.
- Cat’s Grace: Subject gains +4 to Dex for 1 minute/level.
- Snare: Creates a magic booby trap.
- Tree Stride: Step from one tree to another far away.
- Commune with Nature: Learn about terrain for 1 mile/level.
- Find the Path: Shows most direct way to a location.
- Liveoak: Oak becomes treant guardian.
- Sunburst: Blinds all within 80 ft., deals 6d6 damage.
- Antipathy: Object or location affected by spell repels certain creatures.
Source: Spell Compendium, page 273.
Envy Domain
Granted Powers: Add Bluff to your list of cleric class skills. In addition, you cast spells that damage or drain ability scores or bestow negative levels at +1 caster level.
Envy Domain Spells
- Disguise Self: Changes your appearance.
- Ray of Enfeeblement: Ray deals 1d6+1/2 levels Str penalty.
- Touch of Idiocy: Subject takes 1d6-point penalty to Int, Wis, and Cha.
- Vampiric Touch: Touch deals 1d6/2 levels damage; caster gains damage as hp.
- Crushing Despair: Subjects take –2 on attack rolls, damage rolls, saves, and checks.
- Magic JarF: Enables possession of another creature.
- Limited WishX: Alters reality—within spell limits.
- SimulacrumMX: Creates partially real double of a creature.
- WishX: As limited wish, but with fewer limits.
Source: Spell Compendium, page 273.
Evil Domain
Granted Power: You cast evil spells at +1 caster level.
Evil Domain Spells
- Protection from Good: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
- DesecrateM: Fills area with negative energy, making undead stronger.
- Magic Circle against Good: As protection from good spell, but 10-ft. radius and 10 minute/level.
- Unholy Blight: Damages and sickens good creatures.
- Dispel Good: +4 bonus against attacks by good creatures.
- Create UndeadM: Create ghouls, ghasts, mummies, or mohrgs.
- Blasphemy: Kills, paralyzes, weakens, or dazes nonevil subjects.
- Unholy AuraF: +4 to AC, +4 resistance, SR 25 against good spells.
- Summon Monster IX: Calls extraplanar creature to fight for you. (Cast as an evil spell only.)
Source: Player’s Handbook (version 3.5), page 186.
Family Domain
Granted Power (Su): Once per day as a free action, you can protect a number of creatures equal to your Charisma modifier (minimum one creature) with a +4 dodge bonus to AC. This ability lasts 1 round per level. An affected creature loses this protection if it moves more than 10 feet from you. You can affect yourself with this ability.
Family Domain Spells
- Bless: Allies gain +1 on attack rolls and saves against fear.
- Shield OtherF: You take half of subject’s damage.
- Helping Hand: Ghostly hand leads subject to you.
- Imbue with Spell Ability: Transfer spells to subject.
- Telepathic Bond: Link lets allies communicate. ﴾Rary’s telepathic bond﴿
- Heroes’ Feast: Food for one creature/level cures and grants combat bonuses.
- RefugeM: Alters item to transport its possessor to you.
- Protection from SpellsMF: Confers +8 resistance bonus.
- Prismatic Sphere: As prismatic wall, but surrounds on all sides.
Source: Spell Compendium, page 274.
Fate Domain
Granted Power (Ex): You gain the uncanny dodge ability. If you have another class that gives you uncanny dodge, your cleric levels add to that class’s level for determining when you gain the improved uncanny dodge class feature.
Fate Domain Spells
- True Strike: +20 on your next attack roll.
- AuguryMF: Learns whether an action will be good or bad.
- Bestow Curse: –6 to an ability score; –4 on attack rolls, saves, and checks; or 50% chance of losing each action.
- Status: Monitors condition, position of allies.
- Mark of Justice: Designates action that will trigger curse on subject.
- Geas/Quest: As lesser geas, plus it affects any creature.
- VisionMX: As legend lore, but quicker and strenuous.
- Mind Blank: Subject is immune to mental or emotional magic and scrying.
- Foresight: “Sixth sense” warns of impending danger.
Source: Spell Compendium, page 274.
Fire Domain
Granted Power: Turn or destroy water creatures as a good cleric turns undead. Rebuke, command, or bolster fire creatures as an evil cleric rebukes undead. Use these abilities a total number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability.
Fire Domain Spells
- Burning Hands: 1d4/level fire damage (max 5d4).
- Produce Flame: 1d6 damage +1/ level, touch or thrown.
- Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type. (Resist cold or fire only.)
- Wall of Fire: Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 damage +1/level.
- Fire Shield: Creatures attacking you take fire damage; you’re protected from heat or cold.
- Fire Seeds: Acorns and berries become grenades and bombs.
- Fire Storm: Deals 1d6/level fire damage.
- Incendiary Cloud: Cloud deals 4d6 fire damage/round.
- Elemental Swarm: Summons multiple elementals. (Cast as a fire spell only.)
Source: Player’s Handbook (version 3.5), page 187.
Force Domain
Granted Power (Su): By manipulating cosmic forces of inertia, once per day you can reroll any damage roll (for a weapon, a spell, or an ability) and take the better of the two rolls.
Force Domain Spells
- Mage Armor: Gives subject +4 armor bonus.
- Magic Missile: 1d4+1 damage; +1 missile/2 levels above 1st (max 5).
- Blast of Force: Attack deals 1d6 damage/2 levels (max 5d6).
- Resilient Sphere: Force globe protects but traps one subject. ﴾Otiluke’s resilient sphere﴿
- Wall of Force: Wall is immune to damage.
- Repulsion: Creatures can’t approach you.
- ForcecageM: Cube or cage of force imprisons all inside.
- Telekinetic Sphere: As resilient sphere, but you move sphere telekinetically. ﴾Otiluke’s telekinetic sphere﴿
- Crushing Hand: Large hand provides cover, pushes, or crushes your foes. ﴾Bigby’s crushing hand﴿
Source: Spell Compendium, page 274.
Glory Domain
Granted Power: Turn undead with a +2 bonus on the turning check and +1d6 on the turning damage roll.
Glory Domain Spells
- Disrupt Undead: Deals 1d6 damage to one undead.
- Bless Weapon: Weapon strikes true against evil foes.
- Searing Light: Ray deals 1d8/2 levels damage, more against undead.
- Holy Smite: Damages and blinds evil creatures.
- Holy Sword: Weapon becomes +5, deals +2d6 damage against evil.
- Bolt of Glory: Positive energy ray deals extra damage to evil outsiders and undead.
- Sunbeam: Beam blinds and deals 4d6 damage.
- Crown of GloryM: You gain +4 Charisma and inspire your allies.
- GateX: Connects two planes for travel or summoning.
Source: Spell Compendium, page 274.
Gluttony Domain
Granted Power: For a total times per day of 1 round per cleric level you possess, you can increase your size as if you were affected by the enlarge person spell. Activating the power or ending it is a free action.
Gluttony Domain Spells
- Goodberry: 2d4 berries each cure 1 hp (max 8 hit points/24 hours)
- Death Knell: Kills dying creature; you gain 1d8 temporary hp, +2 to Str, and +1 caster level.
- Create Food and Water: Feeds three humans (or one horse)/level.
- Vampiric Touch: Touch deals 1d6/2 levels damage; caster gains damage as hp.
- Baleful Polymorph: Transforms subject into harmless animal.
- Heroes’ Feast: Food for one creature/level cures and grants combat bonuses.
- Stone to Flesh: Restores petrified creatures.
- Bite of the King: Swallow enemies whole.
- Trap the SoulMF: Imprisons subject within gem.
Source: Spell Compendium, page 274.
Good Domain
Granted Power: You cast good spells at +1 caster level.
Good Domain Spells
- Protection from Evil: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
- Aid: +1 on attack rolls, +1 on saves against fear, 1d8 temporary hp +1/level (max +10).
- Magic Circle against Evil: As protection from evil, but 10-ft. radius and 10 minute/level.
- Holy Smite: Damages and blinds evil creatures.
- Dispel Evil: +4 deflection bonus against attacks by evil creatures; plus other uses.
- Blade Barrier: Wall of blades deals 1d6/level damage.
- Holy Word: Kills, paralyzes, slows, or deafens nongood subjects.
- Holy AuraF: +4 to AC, +4 resistance, and SR 25 against evil spells.
- Summon Monster IX: Calls extraplanar creature to fight for you. (Cast as a good spell only.)
Source: Player’s Handbook (version 3.5), page 187.
Gnome Domain
Granted Power: You cast illusion spells at +1 caster level.
Gnome Domain Spells
- Silent Image: Creates minor illusion of your design.
- GembombM: Gem becomes a bomb that deals 1d8 force damage/2 levels.
- Minor Image: As silent image, plus some sound.
- Minor Creation: Creates one cloth or wood object.
- Hallucinatory Terrain: Makes one type of terrain appear like another (field into forest, or the like).
- Fantastic Machine: Creates a machine to perform a single simple task.
- Screen: Illusion hides area from vision, scrying.
- Irresistible Dance: Forces subject to dance. ﴾Otto’s irresistible dance﴿
- Summon Nature’s Ally IX: Summons creature to fight. (Earth elementals or animals only.)
Source: Spell Compendium, page 275.
Greed Domain
Granted Power: You gain a +2 competence bonus on Appraise, Open Lock, and Sleight of Hand checks.
Greed Domain Spells
- Cheat: Caster rerolls when determining the success of a game of chance.
- Entice Gift: Subject gives caster what it’s holding.
- Knock: Opens locked or magically sealed door.
- Fire TrapM: Opened object deals 1d4 damage +1/level.
- Fabricate: Transforms raw material into finished items.
- Guards and Wards: Array of magical effects protects area.
- Teleport Object: As teleport, but affects a touched object.
- Phantasmal Thief: Creates an unseen force that steals from others.
- SympathyM: Object or location attracts certain creatures.
Source: Spell Compendium, page 275.
Halfling Domain
Granted Power: Once per day for 10 minutes, you add your Charisma modifier to your Climb, Jump, Move Silently, and Hide checks. Activating this ability is a free action.
Halfling Domain Spells
- Magic Stone: Three stones gain +1 on attack rolls, deal 1d6+1 damage.
- Cat’s Grace: Subject gains +4 to Dex for 1 minute/level.
- Magic Vestment: Armor or shield gains +1 enhancement/4 levels.
- Freedom of Movement: Subject moves normally despite impediments.
- Mage’s Faithful Hound: Phantom dog can attack, guard. ﴾Mordenkainen’s faithful hound﴿
- Move Earth: Dig trenches and build walls.
- Shadow Walk: Step into shadow to travel rapidly.
- Word of Recall: Teleports you back to designated place.
- Foresight: “Sixth sense” warns of impending danger.
Source: Spell Compendium, page 275.
Hatred Domain
Granted Power (Su): Once per day as a free action, choose one opponent. Against that foe you gain a +2 profane bonus on attack rolls, saving throws, and Armor Class for 1 minute.
Hatred Domain Spells
- Doom: One subject takes –2 on attack rolls, damage rolls, saves, and checks.
- Scare: Panics creatures of less than 6 HD.
- Bestow Curse: –6 to an ability score; –4 on attack rolls, saves, and checks; or 50% chance of losing each action.
- Rage: Gives +2 to Str and Con, +1 on Will saves, –2 to AC.
- Righteous Might: Your size increases and you gain combat bonuses.
- ForbiddanceM: Blocks planar travel, damages creatures of different alignment.
- Blasphemy: Kills, paralyzes, weakens, or dazes non-evil subject.
- Antipathy: Object or location affected by spell repels certain creatures.
- Wail of the Banshee: Kills one creature/level.
Source: Spell Compendium, page 275.
Healing Domain
Granted Power: You cast healing spells at +1 caster level.
Healing Domain Spells
- Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
- Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).
- Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).
- Cure Critical Wounds: Cures 4d8 damage +1/level (max +20).
- Cure Light Wounds, Mass: Cures 1d8 damage +1/level (max +25) for many creatures.
- Heal: Cures 10 points/level of damage, all diseases and mental conditions.
- Regenerate: Subject’s severed limbs grow back, cures 4d8 damage +1/level (max +35).
- Cure Critical Wounds, Mass: Cures 4d8 damage +1/level (max +40) for many creatures.
- Heal, Mass: As heal, but with several subjects.
Source: Player’s Handbook (version 3.5), page 187.
Hunger Domain
Granted Power: You gain a bite attack. If you are Small, your bite attack deals 1d4 points of damage; Medium, 1d6; or Large, 1d8. You are proficient with your bite, and considered armed. If you already have a natural bite attack, use the higher of the two damage values. This is considered a secondary natural attack.
Hunger Domain Spells
- Ghoul Light: Light provides turn resistance.
- Ghoul Glyph: Glyph wards area, paralyzes victims.
- Ghoul Gesture: Ray paralyzes subject.
- Enervation: Subject gains 1d4 negative levels.
- Ghoul Gauntlet: Convert victim to a ghoul under your control.
- Eyes of the King: Summon fiendish dire bats.
- Field of Ghouls: Transform dying creatures into ghouls.
- Bite of the King: Swallow enemies whole.
- Energy Drain: Subject gains 2d4 negative levels.
Source: Spell Compendium, page 275.
Illusion Domain
Granted Power: You cast all illusion spells at +1 caster level.
Illusion Domain Spells
- Silent Image: Creates minor illusion of your design.
- Minor Image: As silent image, plus some sound.
- Displacement: Attacks miss subject 50%.
- Phantasmal Killer: Fearsome illusion kills subject or deals 3d6 damage.
- Persistent Image: As major image, but no concentration required.
- Mislead: Turns you invisible and creates illusory double.
- Project Image: Illusory double can talk and cast spells.
- Screen: Illusion hides area from vision, scrying.
- Weird: As phantasmal killer, but affects all within 30 ft.
Source: Spell Compendium, page 275.
Inquisition Domain
Granted Power: Gain a +4 bonus on dispel checks.
Inquisition Domain Spells
- Detect Chaos: Reveals chaotic creatures, spells, or objects.
- Zone of Truth: Subjects within range cannot lie.
- Detect Thoughts: Allows “listening” to surface thoughts.
- Discern Lies: Reveals deliberate falsehoods.
- True SeeingM: Lets you see all things as they really are.
- Geas/Quest: As lesser geas, plus it affects any creature.
- Dictum: Kills, paralyzes, slows, or deafens nonlawful subjects.
- Shield of LawF: +4 AC, +4 resistance, and SR 25 against chaotic spells.
- Imprisonment: Entombs subject beneath the earth.
Source: Spell Compendium, page 275.
Knowledge Domain
Granted Power: Add all Knowledge skills to your list of cleric class skills. You cast divination spells at +1 caster level.
Knowledge Domain Spells
- Detect Secret Doors: Reveals hidden doors within 60 ft.
- Detect Thoughts: Allows “listening” to surface thoughts.
- Clairaudience/Clairvoyance: Hear or see at a distance for 1 minute/level.
- DivinationM: Provides useful advice for specific proposed actions.
- True SeeingM: Lets you see all things as they really are.
- Find the Path: Shows most direct way to a location.
- Legend LoreMF: Lets you learn tales about a person, place, or thing.
- Discern Location: Reveals exact location of creature or object.
- Foresight: “Sixth sense” warns of impending danger.
Source: Player’s Handbook (version 3.5), page 187.
Law Domain
Granted Power: You cast law spells at +1 caster level.
Law Domain Spells
- Protection from Chaos: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
- Calm Emotions: Calms creatures, negating emotion effects.
- Magic Circle against Chaos: As protection from chaos, but 10-ft. radius and 10 minute/level.
- Order’s Wrath: Damages and dazes chaotic creatures.
- Dispel Chaos: +4 deflection bonus against attacks by chaotic creatures, plus other uses.
- Hold Monster: As hold person, but any creature.
- Dictum: Kills, paralyzes, slows, or deafens nonlawful subjects.
- Shield of LawF: +4 to AC, +4 resistance, and SR 25 against chaotic spells.
- Summon Monster IX: Calls extraplanar creature to fight for you. (Cast as a law spell only.)
Source: Player’s Handbook (version 3.5), page 187.
Liberation Domain
Granted Power (Su): If you are affected by a charm, compulsion, or fear effect and fail your saving throw, you can attempt the save again 1 round later at the same DC. You get only this one extra chance to succeed on your saving throw.
Liberation Domain Spells
- Omen of PerilF: You know how dangerous the future will be.
- Undetectable Alignment: Conceals alignment for 24 hours.
- Rage: Subjects gain +2 to Str and Con, +1 on Will saves, –2 to AC.
- Freedom of Movement: Subject moves normally despite impediments.
- Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
- Dispel Magic, Greater: As dispel magic, but up to +20 on check.
- RefugeM: Alters item to transport its possessor to you.
- Mind Blank: Subject is immune to mental or emotional magic and scrying.
- Unbinding: Frees everyone in range from spells that constrain or bind.
Source: Spell Compendium, page 276.
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 before the DM declares whether the roll results in success or failure. You must take the result of the reroll, even if it’s worse than the original roll.
Luck Domain Spells
- Entropic Shield: Ranged attacks against you have 20% miss chance.
- Aid: +1 on attack rolls, +1 against fear, 1d8 temporary hp +1/level (max +10).
- Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
- Freedom of Movement: Subject moves normally despite impediments.
- Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
- Mislead: Turns you invisible and creates illusory double.
- Spell Turning: Reflect 1d4+6 spell levels back at caster.
- Moment of Prescience: You gain insight bonus on single attack roll, check, or save.
- MiracleX: Requests a deity’s intercession.
Source: Player’s Handbook (version 3.5), page 187.
Lust Domain
Granted Power (Su): Once per day as a free action, you gain an enhancement bonus to Charisma equal to your cleric level. The power lasts for 1 round.
Lust Domain Spells
- Charm Person: Makes one person your friend.
- Invisibility: Subject is invisible for 1 minute/level or until it attacks.
- Clairaudience/Clairvoyance: See or hear at a distance for 1 minute/level.
- Planar Ally, LesserX: Exchange services with a 6 HD extraplanar creature.
- ScryingF: Spies on subject from a distance.
- Symbol of PersuasionM: Triggered rune charms nearby creatures.
- RefugeM: Alters item to transport its possessor to you.
- SympathyM: Object or location attracts certain creatures.
- Trap the SoulMF: Imprisons subject within gem.
Source: Spell Compendium, page 276.
Madness Domain
Granted Power: You subtract 1 from all Wisdom-based skill checks and all Will saves. However, once per day, you can see and act with the clarity of true madness: Add one-half your level to a single Wisdom-based skill check or Will save. You must choose to use this benefit before the check or save is rolled.
Madness Domain Spells
- Confusion, Lesser: One creature acts randomly for 1 round.
- Touch of Madness: Dazes one creature for 1 round/level.
- Rage: Subjects gain +2 to Str and Con, +1 on Will saves, –2 to AC.
- Confusion: Makes subject behave oddly for 1 round/level.
- Bolts of Bedevilment: One ray/round, dazes 1d3 rounds.
- Phantasmal Killer: Fearsome illusion kills subject or deals 3d6 damage.
- Insanity: Subject suffers continuous confusion.
- Maddening Scream: Subject has –4 AC, no shield, Reflex save on 20 only.
- Weird: As phantasmal killer, but affects all within 30 ft.
Source: Spell Compendium, page 276.
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.
Magic Domain Spells
- Magic Aura: Alters object’s magic aura. ﴾Nystul’s magic aura﴿
- IdentifyM: Determines properties of magic item.
- Dispel Magic: Cancels magical spells and effects.
- Imbue with Spell Ability: Transfer spells to subject.
- Spell Resistance: Subject gains SR 12 + level.
- Antimagic Field: Negates magic within 10 ft.
- Spell Turning: Reflect 1d4+6 spell levels back at caster.
- Protection from SpellsMF: Confers +8 resistance bonus.
- Mage’s Disjunction: Dispels magic, disenchants magic items. ﴾Mordenkainen’s disjunction﴿
Source: Player’s Handbook (version 3.5), page 188.
Mentalism Domain
Granted Power (Sp): Once per day as a standard action, you can generate a mental ward, granting a creature you touch a resistance bonus on its next Will saving throw equal to your level +2. The mental ward is an abjuration effect with a duration of 1 hour.
Mentalism Domain Spells
- Confusion, Lesser: One creature acts randomly for 1 round.
- Detect Thoughts: Allows “listening” to surface thoughts.
- Clairaudience/Clairvoyance: See or hear at a distance for 1 minute/level.
- Modify Memory: Changes 5 minutes of subject’s memories.
- Mind Fog: Subjects in fog get –10 to Wisdom and Will checks.
- Telepathic Bond: Link lets allies communicate. ﴾Rary’s telepathic bond﴿
- Antipathy: Object or location affected by spell repels certain creatures.
- Mind Blank: Subject is immune to mental or emotional magic and scrying.
- Astral ProjectionM: Projects you and companions onto the Astral Plane.
Source: Spell Compendium, page 276.
Granted Power: You gain Martial Weapon Proficiency and Weapon Focus as bonus feats for either the light hammer or the warhammer (your choice).
Metal Domain Spells
- Magic Weapon: Weapon gains +1 bonus.
- Heat Metal: Make metal so hot it damages those who touch it.
- Keen Edge: Doubles normal weapon’s threat range.
- Rusting Grasp: Your touch corrodes iron and alloys.
- Wall of IronM: 30 hp/4 levels; can topple onto foes.
- Blade Barrier: Wall of blades deals 1d6/level damage.
- Transmute Metal to Wood: Metal within 40 ft. becomes wood.
- Iron Body: Your body becomes living iron.
- Repel Metal or Stone: Pushes away metal and stone.
Source: Spell Compendium, page 276.
Mind Domain
Granted Power: You gain a +2 bonus on Bluff, Diplomacy, and Sense Motive checks.
Mind Domain Spells
- Comprehend Languages: You understand all spoken and written languages.
- Detect Thoughts: Allows “listening” to surface thoughts.
- Telepathic Bond, Lesser: Link with subject within 30 ft. for 10 minutes/level.
- Discern Lies: Reveals deliberate falsehoods.
- Telepathic Bond: Link lets allies communicate. ﴾Rary’s telepathic bond﴿
- Probe Thoughts: Read subject’s memories, one question/round.
- Brain Spider: Eavesdrop on thoughts of up to eight other creatures.
- Mind Blank: Subject is immune to mental or emotional magic and scrying.
- Weird: As phantasmal killer, but affects all within 30 ft.
Source: Spell Compendium, page 276.
Moon Domain
Granted Power: Turn or destroy lycanthropes as a good cleric turns or destroys undead. You can use this ability a number of times per day equal to 3 + your Cha modifier.
Moon Domain Spells
- Faerie Fire: Outlines subject with light, canceling blur, concealment, and the like.
- Moonbeam: Forces lycanthropes to regain human shape.
- Moon Blade: Creates sword that does 2d8 damage +1/two levels, scrambles magic.
- Fear: Subjects within cone flee for 1 round/level.
- Moon Path: Creates invisible stair or bridge.
- Permanent ImageM: Includes sight, sound, and smell.
- Insanity: Subject suffers continuous confusion.
- Animal Shapes: One ally/level polymorphs into chosen animal.
- Moonfire: Cone of light damages creatures, reveals hidden things, negates electricity damage.
Source: Spell Compendium, page 277.
Mysticism Domain
Granted Power (Su): Once per day, you can use a free action to channel your deity’s power to grant yourself a luck bonus on your saving throws equal to your Charisma modifier (minimum +1). The effect lasts for 1 round per cleric level.
Mysticism Domain Spells
- Divine Favor: You gain +1/3 levels on attack rolls and damage rolls.
- Spiritual Weapon: Magic weapon attacks on its own.
- Visage of the Deity, Lesser: You gain +4 Cha and resistance 10 to certain energy types. (SC)
- Weapon of the Deity: Your weapon gains enhancement bonus and special ability. (SC)
- Righteous Might: Your size increases and you gain combat bonuses.
- Visage of the Deity: As lesser visage of the deity, but you become celestial or fiendish.
- Blasphemy/Holy Word: Kills, paralyzes, weakens, or dazes non-evil/non-good subjects. (Choose good or evil version based on your alignment.)
- Holy AuraF/Unholy AuraF: +4 AC, +4 resistance, and SR 25 against evil/good spells. (Choose good or evil version based on your alignment.)
- Visage of the Deity, Greater: As lesser visage of the deity, but you become half-celestial or half-fiendish.
Source: Spell Compendium, page 277.
Nobility Domain
Granted Power (Sp): Once per day as a standard action, you can inspire allies, giving them a +2 morale bonus on saving throws, attack rolls and damage rolls, ability checks, and skill checks. Allies must be able to hear you speak for 1 round. This effect lasts for a number of rounds equal to your Charisma bonus (minimum 1 round).
Nobility Domain Spells
- Divine Favor: You gain +1/3 levels on attack rolls and damage rolls.
- Enthrall: Captivates all within 100 ft. + 10 ft./level.
- Magic Vestment: Armor or shield gains +1 enhancement/4 levels.
- Discern Lies: Reveals deliberate falsehoods.
- Command, Greater: As command, but affects one subject/level.
- Geas/Quest: As lesser geas, plus it affects any creature.
- Repulsion: Creatures can’t approach you.
- Demand: As sending, plus you can send suggestion.
- Storm of Vengeance: Storm rains acid, lightning, and hail.
Source: Spell Compendium, page 277. Originally published in Sandstorm, page 106, with a weaker version of the domain power.
Ocean Domain
Granted Power (Su): You have the supernatural ability to breathe water as if under the effect of a water breathing spell, for up to 1 minute per level. 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 time limit).
Ocean Domain Spells
- Endure Elements: Exist comfortably in hot or cold environments.
- Sound Burst: Deals 1d8 sonic damage to subjects, might also stun them.
- Water Breathing: Subjects can breathe underwater.
- Freedom of Movement: Subject moves normally despite impediments.
- Wall of Ice: Ice plane creates wall with 15 hp +1/level, or hemisphere can trap creatures inside.
- Freezing Sphere: Freezes water or deals cold damage. ﴾Otiluke’s freezing sphere﴿
- Waterspout: Waterspout you control picks up and damages foes.
- Maelstrom: Water vortex traps and damages creatures and objects.
- Elemental Swarm: Summons multiple elementals. (Cast as a water spell only.)
Source: Spell Compendium, page 277.
Oracle Domain
Granted Power: You cast all divination spells at +2 caster level.
Oracle Domain Spells
- IdentifyM: Determines properties of magic item.
- AuguryMF: Learns whether an action will be good or bad.
- DivinationM: Provides useful advice for specific proposed action.
- ScryingF: Spies on subject from a distance.
- CommuneX: Deity answers one yes-or-no question/level.
- Legend LoreMF: Lets you learn tales about a person, place, or thing.
- Scrying, GreaterF: As scrying, but faster and longer.
- Discern Location: Reveals exact location of creature or object.
- Foresight: “Sixth sense” warns of impending danger.
Source: Spell Compendium, page 277.
Orc Domain
Granted Power (Su): You gain the smite power, the ability to make a single melee attack with a bonus on the damage roll equal to your cleric level (if you hit). You must declare the smite before making the attack. It is usable once per day. If used against a dwarf or an elf, you get a +4 bonus on the smite attack roll.
Orc Domain Spells
- Cause Fear: One creature of 5 HD or fewer flees for 1d4 rounds.
- Produce Flame: 1d6 damage +1/level, touch or thrown.
- Prayer: Allies +1 on most rolls, enemies –1 penalty.
- Divine Power: You gain attack bonus, +6 to Str, and 1 hp/level.
- Prying Eyes: 1d4 +1/level floating eyes scout for you.
- Eyebite: Subject becomes panicked, sickened, and comatose.
- Blasphemy: Kills, paralyzes, weakens, or dazes non-evil subject.
- Cloak of ChaosF: +4 to AC, +4 resistance, and SR 25 against lawful spells.
- Power Word Kill: Kills one creature with 100 hp or less.
Source: Spell Compendium, page 278.
Pact Domain
Granted Power: Add Appraise, Intimidate, and Sense Motive to your list of cleric class skills.
Pact Domain Spells
- Command: One subject obeys selected command for 1 round.
- Shield OtherF: You take half of subject’s damage.
- Speak with Dead: Corpse answers one question/2 levels.
- DivinationM: Provides useful advice for specific proposed action.
- Stalwart PactM: You gain combat bonuses automatically when reduced to half hit points or lower.
- Zealot PactX: You automatically gain combat bonuses when you attack someone of opposite alignment.
- Renewal PactM: Creature is automatically healed if adverse condition affects it.
- Death PactM: Deity brings subject back from the dead automatically.
- GateX: Connects two planes for travel or summoning.
Source: Spell Compendium, page 278.
Pestilence Domain
Granted Power: You gain immunity to the effects of all diseases, though you can still carry infectious diseases.
Pestilence Domain Spells
- Doom: One subject takes –2 on attacks, damage, saves, and checks.
- Summon Swarm: Summons swarm of bats, rats, or spiders.
- Contagion: Infects subject with chosen disease.
- Poison: Touch deals 1d10 Con damage, repeats in 1 minute.
- Plague of Rats: Summons horde of rats.
- Curse of Lycanthropy: Kills subject and summons wererats.
- Scourge: Inflicts a disease that must be magically cured, one subject/level.
- Horrid Wilting: Deals 1d6/level damage within 30 ft.
- Otyugh Swarm: Creates 3d4 otyughs or 1d3+1 Huge otyughs.
Source: Spell Compendium, page 278.
Planning Domain
Granted Power: You gain Extend Spell as a bonus feat.
Planning Domain Spells
- Deathwatch: Reveals how near death subjects within 30 ft. are.
- AuguryMF: Learns whether an action will be good or bad.
- Clairaudience/Clairvoyance: Hear or see at a distance for 1 minute/level.
- Status: Monitors condition, position of allies.
- Detect Scrying: Alerts you of magical eavesdropping.
- Heroes’ Feast: Food for one creature/level cures and grants combat bonuses.
- Scrying, GreaterF: As scrying, but faster and longer.
- Discern Location: Reveals exact location of creature or object.
- Time Stop: You act freely for 1d4+1 rounds.
Source: Spell Compendium, page 278.
Plant Domain
Granted Powers: Rebuke or command plant creatures as an evil cleric rebukes or commands undead. Use this ability a total number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability. Add Knowledge (nature) to your list of cleric class skills.
Plant Domain Spells
- Entangle: Plants entangle everyone in 40-ft.-radius.
- Barkskin: Grants +2 (or higher) enhancement to natural armor.
- Plant Growth: Grows vegetation, improves crops.
- Command Plants: Sway the actions of one or more plant creatures.
- Wall of Thorns: Thorns damage anyone who tries to pass.
- Repel Wood: Pushes away wooden objects.
- Animate Plants: One or more trees animate and fight for you.
- Control Plants: Control actions of one or more plant creatures.
- Shambler: Summons 1d4+2 shambling mounds to fight for you.
Source: Player’s Handbook (version 3.5), page 188.
Portal Domain
Granted Power: You can detect an active or inactive portal as if it were a normal secret door (Search DC 20).
Portal Domain Spells
- Summon Monster I: Calls extraplanar creature to fight for you.
- Analyze Portal: Find a nearby portal and discover its properties.
- Dimensional Anchor: Bars extradimensional movement.
- Dimension Door: Teleports you a short distance.
- Teleport: Forces a creature to return to native plane.
- Banishment: Banishes 2 HD/level of extraplanar creatures.
- Etherealness: Travel to Ethereal Plane with companions.
- Maze: Traps subject in extradimensional maze.
- GateX: Connects two planes for travel or summoning.
Source: Spell Compendium, page 278.
Pride Domain
Granted Power: Whenever you roll a 1 on a saving throw, you can immediately reroll the save. You must keep the result of the second roll, even if it is another 1.
Pride Domain Spells
- Hypnotism: Fascinates 2d4 HD of creatures.
- Eagle’s Splendor: Subject gains +4 Cha for 1 minute/level.
- Heroism: Gives +2 bonus on attack rolls, saves, skill checks.
- Divine Power: You gain attack bonus, +6 to Str, and 1 hp/level.
- Reduce Person, Mass: Reduces several creatures.
- ForbiddanceM: Blocks planar travel, damages creatures of different alignment.
- Heroism, Greater: Gives +4 bonus on attack rolls, saves, skill checks; immunity to fear; temporary hp.
- Spell Immunity, Greater: As spell immunity, but up to 8th-level spells.
- Charm Monster, Mass: As charm monster, but all within 30 ft.
Source: Spell Compendium, page 278.
Protection Domain
Granted Power: You can generate a protective ward as a supernatural ability. Grant someone you touch a resistance bonus equal to your cleric level on his or her next saving throw. 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.
Protection Domain Spells
- Sanctuary: Opponents can’t attack you, and you can’t attack.
- Shield OtherF: You take half of subject’s damage.
- Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
- Spell Immunity: Subject is immune to one spell per four levels.
- Spell Resistance: Subject gains SR 12 + level.
- Antimagic Field: Negates magic within 10 ft.
- Repulsion: Creatures can’t approach you.
- Mind Blank: Subject is immune to mental or emotional magic and scrying.
- Prismatic Sphere: As prismatic wall, but surrounds on all sides.
Source: Player’s Handbook (version 3.5), page 188.
Purification Domain
Granted Power: You cast all abjuration spells at +1 caster level.
Purification Domain Spells
- Nimbus of Light: Sunlight illuminates you until released as an attack.
- Deific Vengeance: Deity’s punishment deals 1d6 damage/2 levels (max 5d6).
- Recitation: Your allies get bonus on AC, attacks and saves.
- Castigate: Verbal rebuke damages those whose alignment differs from yours.
- Dance of the Unicorn: Purifying mist washes the air clean of smoke, dust, and poisons.
- Fires of Purity: Subject bursts into magical flame, becoming a dangerous weapon.
- Righteous Wrath of the Faithful: Your allies gain extra attack, +3 on attack rolls and damage rolls.
- Sunburst: Blinds all within 80 ft., deals 6d6 damage.
- Visage of the Deity, Greater: As lesser visage of the deity, but you become half-celestial or half-fiendish.
Source: Spell Compendium, page 279.
Renewal Domain
Granted Power (Su): If you fall below 0 hit points, you regain a number of hit points equal to 1d8 + your Charisma modifier. This ability functions once per day. If an attack brings you to –10 hit points or lower, you die before this power takes effect.
Renewal Domain Spells
- Charm Person: Makes one person your friend.
- Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.
- Remove Disease: Cures all diseases affecting subject.
- Reincarnate: Brings dead subject back to life in random body.
- AtonementFX: Removes burden of misdeeds from subject.
- Heroes’ Feast: Food for one creature/level cures and grants combat bonuses.
- Restoration, GreaterX: As restoration, plus restores all levels and ability scores.
- Polymorph Any Object: Changes any subject into anything else.
- Freedom: Releases creature from imprisonment.
Source: Spell Compendium, page 279.
Repose Domain
Granted Power: You may use a death touch once per day. You must succeed on a melee touch attack against a living creature (using the rules for touch spells). When you touch, roll 1d6 per cleric level you possess. If the total at least equals the creature’s current hit points, it dies (no save). The death touch is a supernatural ability that produces a death effect.
Repose Domain Spells
- Deathwatch: Reveals how near death subjects within 30 ft. are.
- Gentle Repose: Preserves one corpse.
- Speak with Dead: Corpse answers one question/two levels.
- Discern Lies: Reveals deliberate falsehoods.
- Command, Greater: As command, but affects one subject/level.
- Undeath to DeathM: Destroys 1d4 HD/level undead (max 20d4).
- DestructionF: Kills subject and destroys remains.
- Surelife: Protects you from death due to hazards.
- Wail of the Banshee: Kills one creature/level.
Source: Sandstorm, page 107.
Retribution Domain
Granted Power (Su): Once per day, if you have been harmed by someone in combat, you can make a strike of vengeance with a melee or ranged weapon against that foe on your next action. If the strike hits, you deal maximum damage.
Retribution Domain Spells
- Shield of Faith: Aura grants +2 or higher deflection bonus.
- Bear’s Endurance: Subject gains +4 to Con for 1 minute/level.
- Speak with Dead: Corpse answers one question/2 levels.
- Fire Shield: Creatures attacking you take fire damage; you’re protected from heat or cold.
- Mark of Justice: Designates action that will trigger curse on subject.
- Banishment: Banishes 2 HD/level of extraplanar creatures.
- Spell Turning: Reflect 1d4+6 spell levels back at caster.
- Discern Location: Reveals exact location of creature or object.
- Storm of Vengeance: Storm rains acid, lightning, and hail.
Source: Spell Compendium, page 279.
Rune Domain
Granted Power: You gain Scribe Scroll as a bonus feat.
Rune Domain Spells
- Erase: Mundane or magical writing vanishes.
- Secret Page: Changes one page to hide its real content.
- Glyph of WardingM: Inscription harms those who pass it.
- Explosive Runes: Deals 6d6 damage when read.
- Planar Binding, Lesser: Traps extraplanar creature of 6 HD or less until it performs a task.
- Glyph of Warding, Greater: As glyph of warding, but up to 10d8 damage or 6th-level spell.
- Instant SummonsM: Prepared object appears in your hand. ﴾Drawmij’s instant summons﴿
- Symbol of DeathM: Triggered rune slays nearby creatures.
- Teleportation CircleM: Circle teleports any creature inside to designated spot.
Source: Spell Compendium, page 279. Originally published in Sandstorm, page 107.
Sand Domain
Granted Power: Once per day, you can shape a small amount of sand into any solid object you can imagine, up to 8 cubic feet in volume. You can shape one object or several, up to a number equal to your Wisdom bonus, as long as the total volume does not exceed 8 cubic feet.
You must make a special Wisdom check (d20 + your Wis modifier + ½ your cleric level) against a DC determined by the size and complexity of the item. The item to be created has a base DC of 5, plus the modifiers on the table below.
| Item Complexity | Modifier |
| Fine details | +2 |
| Functioning tool | +2 |
| Functioning armor/weapon | +5 |
| Multiple parts | +5 |
| Masterwork version | +10 |
| Moving parts | +10 |
Each attempt to create an item requires a number of minutes equal to its DC. You can take 10 or take 20 on this check. Created items persist for 1 minute per cleric level, and can only be solid objects. The objects created have no magical properties, though they radiate faint transmutation magic.
All items created in this fashion have hardness 5 and hit points as follows: Fine 1, Diminutive 2, Tiny 3, Small 5, Medium 8, Large 10.
Sand Domain Spells
- Waste Strider: Move through waste without penalties.
- Black Sand: Creates a 20-ft.-radius area of black sand.
- Haboob: Swirling grit obscures vision, blows smaller creatures over, and deals nonlethal damage.
- Blast of Sand: Cone deals 1d6 damage/level.
- Flaywind Burst: Blows away and knocks down smaller creatures and deals 1d6 damage/level.
- Awaken SandX: A region of sand forms into a Huge, sentient creature.
- Vitrify: Melts sand into glass.
- Desert BindingM: Imprisons creature as sand in an hourglass or wind in the waste.
- Summon Desert Ally IX: Calls dustform creature to fight.
Scalykind Domain
Granted Power: Rebuke or command animals (reptilian creatures and snakes only) as an evil cleric rebukes or commands undead. You can use this ability a number of times per day equal to 3 + your Cha modifier.
Scalykind Domain Spells
- Magic Fang: One natural weapon of subject creature gets +1 on attack rolls and damage rolls.
- Animal Trance: Fascinates 2d6 animals. (Affects only ophidian and reptilian animals.)
- Magic Fang, Greater: One natural attack of subject creature gets +1/4 levels on attack rolls and damage rolls (max +5).
- Poison: Touch deals 1d10 Con damage, repeats in 1 minute.
- Animal Growth: One animal/2 levels doubles in size. (Affects only ophidian and reptilian animals.)
- Eyebite: Subject becomes panicked, sickened, and comatose.
- Creeping Doom: Swarms of centipedes attack at your command. (Composed of tiny snakes.)
- Animal Shapes: One ally/level polymorphs into chosen animal. (Only ophidian and reptilian animals.)
- ShapechangeF: Transforms you into any creature, and change forms once per round.
Source: Spell Compendium, page 279.
Seafolk Domain
Granted Power: You gain Expert Swimmer or Rapid Swimming (your choice) as a bonus feat.
Seafolk Domain Spells
- Quickswim: Your swim speed increases by 10 ft.
- Fins to Feet: Transforms tails and fins into legs and feet.
- Scales of the Sealord: Add 10 ft. to swim speed or gain swim speed of 15 ft.; add natural armor bonus +1/3 levels.
- Siren’s Call: Compel one creature/2 levels to submerse itself.
- Commune with Nature: Learn about terrain for 1 mile/level.
- Airy Water: Turn normal water into a breathable substance; negate underwater movement and melee attack penalties.
- Megalodon Empowerment: Gain scent, water breathing, swim speed for 1 hour/level.
- Depthsurge: Water slam deals 2d6 + caster level damage to all within 20-ft. radius, pushes targets back, sinks ships.
- Foresight: “Sixth sense” warns of impending danger.
Source: Stormwrack, page 110.
Sky Domain
Granted Power: Your fly speed (or glide speed) improves by 5 feet.
Add Spot to your list of cleric class skills.
Sky Domain Spells
- Raptor’s Sight: Gain +5 on Spot checks; range increment penalty halved.
- Summon Dire Hawk: Summons dire hawk to serve you.
- Enduring Flight: Carry medium loads at full fly speed; flight duration is doubled.
- Aerial Alacrity: +30 ft. fly speed, +1 AC and Reflex saves while flying, maneuverability improves by one category.
- Control Winds: Change wind direction and speed.
- Wind Walk: You and your allies turn vaporous and travel fast.
- Reverse Gravity: Objects and creatures fall upward.
- Mastery of the Sky: Gain +2 on attack rolls and damage rolls while airborne; maneuverability becomes perfect; foes incur penalties against you.
- Summon Devoted Roc: Summons powerful roc to serve you.
Source: Races of the Wild, page 174.
Slime Domain
Granted Power: Rebuke or command oozes as an evil cleric rebukes or commands undead. You can use this ability a number of times per day equal to 3 + your Cha modifier.
Slime Domain Spells
- Grease: Makes 10-ft. square or one object slippery.
- Acid Arrow: Ranged touch attack; 2d4 damage for 1 round +1 round/three levels.﴾Melf’s acid arrow﴿
- Poison: Touch deals 1d10 Con damage, repeats in 1 minute.
- Rusting Grasp: Your touch corrodes iron and alloys.
- Black Tentacles: Tentacles grapple all within 20-ft. spread. ﴾Evard’s black tentacles﴿
- Transmute Rock to Mud: Transforms two 10-ft. cubes per level.
- DestructionF: Kills subject and destroys remains.
- Power Word Blind: Blinds creature with 200 hp or less.
- Implosion: Kills one creature/round.
Source: Spell Compendium, page 280.
Sloth Domain
Granted Powers: You are closest to your god while lazing and relaxing. You take no penalty to Armor Class against melee attacks while prone.
Sloth Domain Spells
- Touch of Fatigue: Touch attack fatigues subject.
- Unseen Servant: Invisible force obeys your commands.
- Deep Slumber: Puts 10 HD of creatures to sleep.
- Slow: One subject/level takes only one action/round, –2 to AC, –2 on attack rolls.
- Symbol of SleepM: Triggered rune puts nearby creatures into catatonic slumber.
- Waves of Fatigue: Several subjects become fatigued.
- Shadow Walk: Step into shadow to travel rapidly.
- Waves of Exhaustion: Several subjects become exhausted.
- Astral ProjectionM: Projects you and companions onto the Astral Plane.
Source: Spell Compendium, page 280.
Spell Domain
Granted Power: You gain a +2 bonus on Concentration checks and Spellcraft checks.
Spell Domain Spells
- Mage Armor: Gives subject +4 armor bonus.
- Silence: Negates sound in 15-ft. radius.
- Anyspell: Prepare any arcane spell up to 2nd level.
- Mnemonic EnhancerF: Prepares extra spells or retains one just cast. ﴾Rary’s mnemonic enhancer﴿
- Break Enchantment: Frees subjects from enchantments, alternations, curses, and petrification.
- Anyspell, Greater: Prepare any arcane spell up to 5th level.
- Limited WishX: Alters reality—within spell limits.
- Antimagic Field: Negates magic within 10 ft.
- Mage’s Disjunction: Dispels magic, disenchants magic items. ﴾Mordenkainen’s disjunction﴿
Source: Spell Compendium, page 280.
Spider Domain
Granted Power: Rebuke or command spiders as an evil cleric rebukes or commands undead. You can use this ability a number of times per day equal to 3 + your Cha modifier.
Spider Domain Spells
- Spider Climb: Grants ability to walk on walls and ceilings.
- Summon Swarm: Summons swarm of bats, rats, or spiders.
- Phantom Steed: Magic horse appears for 1 hour/level. (Has vermin shape.)
- Giant Vermin: Turns centipedes, scorpions, or spiders into giant vermin.
- Insect Plague: Locust swarms attack creatures.
- Spider Curse: Turn humanoid subject into a drider.
- Stone Spiders: Transform pebbles into monstrous spider constructs.
- Creeping Doom: Swarms of centipedes attack at your command.
- Spider Shapes: Polymorph one creature/level into monstrous spider.
Source: Spell Compendium, page 280.
Storm Domain
Granted Power: You gain resistance to electricity 5.
Storm Domain Spells
- Entropic Shield: Ranged attacks against you have 20% miss chance.
- Gust of Wind: Blows away or knocks down smaller creatures.
- Call Lightning: Calls down lightning bolts (3d6 per bolt) from sky.
- Sleet Storm: Hampers vision and movement.
- Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.
- Summon Monster VI: Calls extraplanar creature to fight for you.
- Control Weather: Changes weather in local area.
- Whirlwind: Cyclone deals damage and can pick up creatures.
- Storm of Vengeance: Storm rains acid, lightning, and hail.
Source: Spell Compendium, page 280.
Strength Domain
Granted Power: You can perform a feat of strength as a supernatural ability. You gain an enhancement bonus to Strength equal to your cleric level. Activating the power is a free action, the power lasts 1 round, and it is usable once per day.
Strength Domain Spells
- Enlarge Person: Humanoid creature doubles in size.
- Bull’s Strength: Subject gains +4 to Str for 1 minute/level.
- Magic Vestment: Armor or shield gains +1 enhancement per four levels.
- Spell Immunity: Subject is immune to one spell per four levels.
- Righteous Might: Your size increases, and you gain combat bonuses.
- StoneskinM: Ignore 10 points of damage per attack.
- Grasping Hand: Hand provides cover, pushes, or grapples. ﴾Bigby’s grasping hand﴿
- Clenched Fist: Large hand provides cover, pushes, or attacks your foes. ﴾Bigby’s clenched fist﴿
- Crushing Hand: Large hand provides cover, pushes, or crushes your foes. ﴾Bigby’s crushing hand﴿
Source: Player’s Handbook (version 3.5), page 188.
Suffering Domain
Granted Power (Sp): You can use a pain touch once per day. Make a melee touch attack against a living creature, which bestows on that creature a –2 penalty to Strength and Dexterity for 1 minute on a successful attack. This ability does not affect creatures that have immunity to extra damage from critical hits.
Suffering Domain Spells
- Bane: Enemies take –1 on attack rolls and saves against fear.
- Bear’s Endurance: Subject gains +4 to Con for 1 minute/level.
- Bestow Curse: –6 to an ability score; –4 on attack rolls, saves, and checks; or 50% chance of losing each action.
- Enervation: Subject gains 1d4 negative levels.
- Feeblemind: Subject’s Int and Cha drop to 1.
- Harm: Deals 10 points/level damage to subject.
- Eyebite: Subject becomes panicked, sickened, and comatose.
- Symbol of PainM: Triggered rune wracks nearby creatures with pain.
- Horrid Wilting: Deals 1d6/level damage within 30 ft.
Source: Spell Compendium, page 280.
Summer Domain
Granted Power: You are considered a native of the waste for purposes of heat resistance (you have 1 level of protection). During the summer season, you gain a +2 bonus on all Wisdom-based skill checks.
Summer Domain Spells
- Impede Sun’s Brilliance: Diminishes the heat and light of the sun in an area.
- Sunstroke: Target takes 2d6 nonlethal damage and is fatigued.
- Protection from Desiccation: Absorb 10 points/level of dessication damage.
- Skin of the Cactus: Grants natural armor, thorns, and resistance to dehydration.
- Unearthly Heat: Target is subjected to unearthly heat for 1 round/level.
- Sunbeam: Beam blinds and deals 4d6 damage.
- Control Weather: Changes weather in local area.
- Sunburst: Blinds all within 10 ft., deals 6d6 damage.
- Storm of Vengeance: Storm rains acid, lightning, and hail.
Source: Sandstorm, page 107.
Summoner Domain
Granted Power: You cast all conjuration (summoning) and conjuration (calling) spells at +2 caster level.
Summoner Domain Spells
- Summon Monster I: Calls extraplanar creature to fight for you.
- Summon Monster II: Calls extraplanar creature to fight for you.
- Summon Monster III: Calls extraplanar creature to fight for you.
- Planar Ally, LesserX: Exchange services with a 6 HD extraplanar creature.
- Summon Monster V: Calls extraplanar creature to fight for you.
- Planar AllyX: As lesser planar ally, but up to 12 HD.
- Summon Monster VII: Calls extraplanar creature to fight for you.
- Planar Ally, GreaterX: As lesser planar ally, but up to 18 HD.
- GateX: Connects two planes for travel or summoning.
Source: Spell Compendium, page 281.
Sun Domain
Granted Power: Once per day, you can perform a greater turning against undead in place of a regular turning. The greater turning is like a normal turning except that the undead creatures that would be turned are destroyed instead.
Sun Domain Spells
- Endure Elements: Exist comfortably in hot or cold environments.
- Heat Metal: Make metal so hot it damages those who touch it.
- Searing Light: Ray deals 1d8/two levels, more against undead.
- Fire Shield: Creatures attacking you take fire damage; you’re protected from heat or cold.
- Flame Strike: Smite foes with divine fire (1d6/level damage).
- Fire Seeds: Acorns and berries become grenades and bombs.
- Sunbeam: Beam blinds and deals 4d6 damage.
- Sunburst: Blinds all within 80 ft., deals 6d6 damage.
- Prismatic Sphere: As prismatic wall, but surrounds on all sides.
Source: Player’s Handbook (version 3.5), page 188.
Thirst Domain
Granted Power: Rebuke or command oozes as an evil cleric rebukes or commands undead. Use this ability a total number of times per day equal to 3 + your Charisma modifier. You also gain a +2 bonus on Constitution checks to resist dehydration.
Thirst Domain Spells
- Parching Touch: One touch/level deals 1d6 damage and possibly 1 Con damage.
- Desiccate: Deals 1d6/2 levels dessication damage and dehydrates living creature.
- Tormenting Thirst: Subject is overwhelmed by thirst.
- Dispel Water: Cancels water spells and effects or dismisses water creatures.
- Desiccate, Mass: Desiccates several creatures.
- Symbol of ThirstM: Triggered rune overwhelms nearby creatures with thirst.
- Mephit Mob: Summons multiple dust, salt, or sulfur mephits only.
- Horrid Wilting: Deals 1d6 damage /level within 30 ft.
- Energy Drain: Subject gains 2d4 negative levels.
Time Domain
Granted Power: You gain Improved Initiative as a bonus feat.
Time Domain Spells
- True Strike: +20 on your next attack roll.
- Gentle Repose: Preserves one corpse.
- Haste: One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves.
- Freedom of Movement: Subject moves normally despite impediments.
- PermanencyX: Makes certain spells permanent.
- ContingencyF: Sets trigger condition for another spell.
- Legend LoreMF: Lets you learn tales about a person, place, or thing.
- Foresight: “Sixth sense” warns of impending danger.
- Time Stop: You act freely for 1d4+1 rounds.
Source: Spell Compendium, page 281.
Trade Domain
Granted Power (Sp): Once per day as a free action, you can use detect thoughts, affecting one subject and lasting a number of minutes equal to your Charisma bonus (minimum 1 minute).
Trade Domain Spells
- Message: Whispered conversation at a distance.
- GembombM: Gem becomes a bomb that deals 1d8 force damage/2 levels.
- Eagle’s Splendor: Subject gains +4 to Charisma for 1 minute/level.
- Sending: Delivers short message anywhere, instantly.
- Fabricate: Transforms raw material into finished items.
- True SeeingM: Lets you see all things as they really are.
- Mage’s Magnificent MansionF: Door leads to extradimensional mansion. ﴾Mordenkainen’s magnificent mansion﴿
- Mind Blank: Subject is immune to mental or emotional magic and scrying.
- Discern Location: Reveals exact location of creature or object.
Source: Spell Compendium, page 281.
Travel Domain
Granted Powers: For a total time per day of 1 round per cleric level you possess, you can act normally regardless of magical effects that impede movement as if you were affected by 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 granted power is a supernatural ability.
Add Survival to your list of cleric class skills.
Travel Domain Spells
- Longstrider: Increases your speed.
- Locate Object: Senses direction toward object (specific or type).
- Fly: Subject flies at speed of 60 ft.
- Dimension Door: Teleports you short distance.
- Teleport: Instantly transports you as far as 100 miles/level.
- Find the Path: Shows most direct way to a location.
- Teleport, Greater: As teleport, but no range limit and no off-target arrival.
- Phase Door: Creates an invisible passage through wood or stone.
- Astral ProjectionM: Projects you and companions onto Astral Plane.
Source: Player’s Handbook (version 3.5), page 188.
Trickery Domain
Granted Power: Add Bluff, Disguise, and Hide to your list of cleric class skills.
Trickery Domain Spells
- Disguise Self: Changes your appearance.
- Invisibility: Subject invisible 1 minute/level or until it attacks.
- NondetectionM: Hides subject from divination, scrying.
- Confusion: Subjects behave oddly for 1 round/level.
- False VisionM: Fools scrying with an illusion.
- Mislead: Turns you invisible and creates illusory double.
- Screen: Illusion hides area from vision, scrying.
- Polymorph Any Object: Changes any subject into anything else.
- Time Stop: You act freely for 1d4+1 rounds.
Source: Player’s Handbook (version 3.5), page 189.
Tyranny Domain
Granted Power: Add +1 to the save DC of any enchantment (compulsion) spell you cast.
Tyranny Domain Spells
- Command: One subject obeys selected command for 1 round.
- Enthrall: Captivates all within 100 ft. + 10 ft./level.
- Discern Lies: Reveals deliberate falsehoods.
- Fear: Subjects within cone flee for 1 round/level.
- Command, Greater: As command, but affects one subject/level.
- Geas/Quest: As lesser geas, plus it affects any creature.
- Grasping Hand: Hand provides cover, pushes, or grapples. ﴾Bigby’s grasping hand﴿
- Charm Monster, Mass: As charm monster, but all within 30 ft.
- Dominate Monster: As dominate person, but any creature.
Source: Spell Compendium, page 281.
Undeath Domain
Granted Power: You gain Extra Turning as a bonus feat.
Undeath Domain Spells
- Detect Undead: Reveals undead within 60 ft.
- DesecrateM: Fills area with negative energy, making undead stronger.
- Animate DeadM: Creates undead skeletons and zombies.
- Death Ward: Grants immunity to death spells and negative energy effects.
- Circle of DeathM: Kills 1d4/level HD of creatures.
- Create UndeadM: Creates ghouls, ghasts, mummies, or mohrgs.
- Control Undead: Undead don’t attack you while under your command.
- Create Greater UndeadM: Create shadows, wraiths, specters, or devourers.
- Energy Drain: Subject gains 2d4 negative levels.
Source: Spell Compendium, page 281.
War Domain
Granted Power: Free Martial Weapon Proficiency with deity’s favored weapon (if necessary) and Weapon Focus with the deity’s favored weapon.
War Domain Spells
- Magic Weapon: Weapon gains +1 bonus.
- Spiritual Weapon: Magical weapon attacks on its own.
- Magic Vestment: Armor or shield gains +1 enhancement per four levels.
- Divine Power: You gain attack bonus, +6 to Str, and 1 hp/level.
- Flame Strike: Smite foes with divine fire (1d6/level damage).
- Blade Barrier: Wall of blades deals 1d6/level damage.
- Power Word Blind: Blinds creature with 200 hp or less.
- Power Word Stun: Stuns creature with 150 hp or less.
- Power Word Kill: Kills creature with 100 hp or less.
Source: Player’s Handbook (version 3.5), page 189.
Water Domain
Granted Power: Turn or destroy fire creatures as a good cleric turns undead. Rebuke, command, or bolster water creatures as an evil cleric rebukes undead. Use these abilities a total number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability.
Water Domain Spells
- Obscuring Mist: Fog surrounds you.
- Fog Cloud: Fog obscures vision.
- Water Breathing: Subjects can breathe underwater.
- Control Water: Raises or lowers bodies of water.
- Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.
- Cone of Cold: 1d6/level cold damage.
- Acid Fog: Fog deals acid damage.
- Horrid Wilting: Deals 1d6/level damage within 30 ft.
- Elemental Swarm: Summons multiple elementals. (Cast as a water spell only.)
Source: Player’s Handbook (version 3.5), page 189.
Wealth Domain
Granted Power: Add Appraise to your list of cleric class skills. You gain Skill Focus (Appraise) as a bonus feat.
Wealth Domain Spells
- Alarm: Wards an area for 2 hours/level.
- Obscure Object: Masks object against scrying.
- Glyph of WardingM: Inscription harms those who pass it.
- Detect Scrying: Alerts you of magical eavesdropping.
- Secret ChestF: Hides expensive chest on Ethereal Plane; you retrieve it at will. ﴾Leomund’s secret chest﴿
- ForbiddanceM: Blocks planar travel, damages creatures of different alignment.
- Sequester: Subject is invisible to sight and scrying; renders creature comatose.
- Discern Location: Reveals exact location of creature or object.
- Antipathy: Object or location affected by spell repels certain creatures.
Source: Spell Compendium, page 281.
Weather Domain
It seems likely that this domain has been superseded by the Windstorm domain, as it has exactly the same granted power and very nearly the same domain spell list. For example, binding winds is a 5th-level spell on the Weather domain but a 2nd-level spell on the Windstorm domain. That is because it was a 5th-level spell in Complete Divine but was rewritten as a 2nd-level spell in the later Spell Compendium, which does not have the Weather domain. At the very least, the Weather domain should have to be rewritten to account for this, if possible. It would be easier to simply declare the Weather domain defunct and replace it with the Windstorm domain. Still, if one wants to include it, here it is. Note that spell hyperlinks go to revised Spell Compendium versions rather than older Complete Divine versions.
Granted Power: Inclement weather has less of an effect on you. Rain and snow don’t penalize your Spot and Search checks. You can move through snow-covered and icy terrain at your normal movement. Wind effects, whether natural or magical, affect you as if you were one size category larger.
Weather Domain Spells
- Obscuring Mist: Fog surrounds you.
- Gust of Wind: Blows away or knocks down smaller creatures.
- Call Lightning: Calls down lightning bolts (3d6 per bolt) from sky.
- Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.
- Binding Winds: Air prevents subject from moving, hinders ranged attacks.
- Cloud-Walkers: Subjects can fly outdoors at speed of 60 ft.
- Control Weather: Changes weather in local area.
- Whirlwind: Cyclone deals damage and can pick up creatures.
- Whirlwind, Greater: As whirlwind, but larger and more destructive.
Windstorm Domain
Granted Power: Inclement weather has less of an effect on you. Rain and snow don’t penalize your Spot and Search checks. You can move through snow-covered and icy terrain at your normal movement. Wind effects, whether natural or magical, affect you as if you were one size category larger.
Windstorm Domain Spells
- Obscuring Mist: Fog surrounds you.
- Binding Winds: Air prevents subject from moving, hinders ranged attacks.
- Call Lightning: Calls down lightning bolts (3d6 per bolt) from sky.
- Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.
- Arc of Lightning: Line of electricity arcs between two creatures (1d6/level damage).
- Cloud-Walkers: Subjects can fly outdoors at speed of 60 ft.
- Control Weather: Changes weather in local area.
- Whirlwind: Cyclone deals damage and can pick up creatures.
- Whirlwind, Greater: As whirlwind, but larger and more destructive.
Source: Spell Compendium, page 282.
Winter Domain
Granted Power: During the winter season, you gain a +2 sacred bonus on all Wisdom-based skill checks.
Winter Domain Spells
- Snowsight: Normal vision in winter weather conditions.
- Snow Walk: Increase your speed and walk effortlessly on top of snow without leaving tracks or scent.
- Winter’s Embrace: Subject takes 1d8 damage/round; can cause fatigue.
- Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.
- Blizzard: Temperature drops and powerful blizzard reduces visibility to zero.
- Death Hail: Summons a storm of death hail.
- Control Weather: Changes weather in local area.
- Summon Giants: Frost giants only. Summons outsider giants to fight for you.
- FimbulwinterX: Creates winter weather for miles around you that lasts for months.
Source: Frostburn, page 85.
Wrath Domain
Granted Power: Once per day, you can subtract a number of points from your Wisdom score equal to or less than your cleric level. For every 2 points you subtract from your Wisdom score, add 1 point and add them to your Strength score. You suffer all the effects of reduced Wisdom, including access to spells and bonus spells, reduction of Will saves, and penalties on Wisdom-based skills. This trade between ability scores lasts for 1 round per cleric level and cannot be ended prematurely.
Wrath Domain Spells
- Rhino’s Rush: Next charge deals double damage.
- Bull’s Strength: Subject gains +4 Str for 1 minute/level.
- Rage: Subjects gain +2 to Str and Con, +1 on Will saves, –2 to AC.
- Shout: Deafens all within cone and deals 5d6 sonic damage.
- Righteous Might: Your size increases, and you gain combat bonuses.
- Song of Discord: Forces subjects to attack each other.
- TransformationM: You gain combat bonuses. ﴾Tenser’s (or fighter’s) transformation﴿
- Shout, Greater: Devastating yell deals 10d6 sonic damage; stuns creatures, damages objects.
- Storm of Vengeance: Storm rains acid, lightning, and hail.
Source: Spell Compendium, page 282.
Planar Domains
A planar domain counts as both of a cleric’s domain choices. The granted powers of a planar domain are more potent than those of other domains, and each level offers two spells from which a cleric can choose when preparing spells. Each day, a cleric with access to a planar domain chooses one of the two spells available to prepare in his domain spell slot for each spell level. Unlike other domains, planar domains each have an alignment requirement that must be met by a cleric who wants to access the domain.
A cleric need not select a specific deity to have access to a planar domain. A cleric who devotes himself to a specific alignment (LG, NG, CG, LN, CN, LE, NE, or CE) rather than a deity can select a planar domain in place of his two normal domain choices. If the DM wishes, he can make domains specific to other planes, using these as representative guides.
Abyss Domain
Requirement: Must be chaotic evil.
Granted Power (Su): Once per day as a free action, you can channel the furious power of the demons. This power grants you a +4 bonus to Strength but also gives you a –2 penalty to Armor Class. The effect lasts for 5 rounds and cannot be ended prematurely. Add Intimidate to your list of cleric class skills.
Abyss Domain Spells
- Align Weapon: Weapon becomes evil or chaotic. ﴾PH﴿
Cause Fear: One creature of 5 HD or fewer flees for 1d4 rounds. ﴾PH﴿
- Bull’s Strength: Subject gains +4 to Strength for 1 minute/level. ﴾PH﴿
Death Knell: Kills dying creature; you gain 1d8 temporary hp, +2 to Strength, and +1 caster level. ﴾PH﴿
- Babau Slime: Secrete a body-covering acid that damages foes’ weapons. ﴾SC﴿
Summon Monster III: Calls extraplanar creature to fight for you. (Chaotic evil creatures only.) ﴾PH﴿
- Balor Nimbus: Subject’s flaming body damages foes in grapple. ﴾SC﴿
Poison: Touch deals 1d10 Con damage, repeats in 1 minute. ﴾PH﴿
- Slay Living: Touch attack kills subject. ﴾PH﴿
Summon Monster V: Calls extraplanar creature to fight for you. (Chaotic evil creatures only.) ﴾PH﴿
- Bull’s Strength, Mass: As bull’s strength, affects one subject/level. ﴾PH﴿
Harm: Deals 10 points/level damage to subject. ﴾PH﴿
- DestructionF: Kills subject and destroys remains. ﴾PH﴿
Summon Monster VII: Calls extraplanar creature to fight for you. (Chaotic evil creatures only.) ﴾PH﴿
- Finger of Death: Kills one subject. ﴾PH﴿
Bodak’s GlareF: You slay a creature, which turns into a bodak 24 hours later. ﴾SC﴿
- Implosion: Kills one creature/round. ﴾PH﴿
Summon Monster IX: Calls extraplanar creature to fight for you. (Chaotic evil creatures only.) ﴾PH﴿
Source: Spell Compendium, page 282.
Arborea Domain
Requirement: Must be chaotic good.
Granted Power (Su): Once per day as a free action, you can channel the glory of the eladrin to grant yourself a morale bonus on weapon damage rolls and saves against charm and fear effects. This bonus is equal to your Charisma bonus (if any) and lasts for 1 minute. Add Survival to your list of cleric class skills.
Arborea Domain Spells
- Endure Elements: Exist comfortably in hot or cold environments. ﴾PH﴿
Longstrider: Your speed increases by 10 ft. ﴾PH﴿
- Aid: +1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10). ﴾PH﴿
Eagle’s Splendor: Subject gains +4 to Charisma for 1 minute/level. ﴾PH﴿
- Heroism: Gives +2 on attack rolls, saves, skill checks. ﴾PH﴿
Summon Monster III: Calls extraplanar creature to fight for you. (Chaotic good creatures only.) ﴾PH﴿
- Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject. ﴾PH﴿
Opalescent Glare: Kill creatures with a look, or make them very afraid. ﴾SC﴿
- Break Enchantment: Frees subjects from enchantments, alternations, curses, and petrification. ﴾PH﴿
Summon Monster V: Calls extraplanar creature to fight for you. (Chaotic good creatures only.) ﴾PH﴿
- Heroes’ Feast: Food for one creature/level cures and grants combat bonuses. ﴾PH﴿
Eagle’s Splendor, Mass: As eagle’s splendor, affects one subject/level. ﴾PH﴿
- Spell Turning: Reflect 1d4+6 spell levels back at caster. ﴾PH﴿
Summon Monster VII: Calls extraplanar creature to fight for you. (Chaotic good creatures only.) ﴾PH﴿
- Heroism, Greater: Gives +4 bonus on attack rolls, saves, skill checks; immunity to fear; temporary hp. ﴾PH﴿
Mind Blank: Subject is immune to mental or emotional magic and scrying. ﴾PH﴿
- Freedom: Releases creature from imprisonment. ﴾PH﴿
Summon Monster IX: Calls extraplanar creature to fight for you. (Chaotic good creatures only.) ﴾PH﴿
Source: Spell Compendium, page 282.
Baator Domain
Requirement: Must be lawful evil.
Granted Power (Su): You gain the ability to see perfectly in darkness of any kind, even that created by a deeper darkness spell. Add Bluff to your list of cleric class skills.
Baator Domain Spells
- Bane: Enemies take –1 on attack rolls and saves against fear. ﴾PH﴿
Disguise Self: Changes your appearance. ﴾PH﴿
- Darkness: 20-ft. radius of supernatural shadow. ﴾PH﴿
Fox’s Cunning: Subject gains +4 to Intelligence for 1 minute/level. ﴾PH﴿
- Detect Thoughts: Allows “listening” to surface thoughts. ﴾PH﴿
Summon Monster III: Calls extraplanar creature to fight for you. (Lawful evil creatures only.) ﴾PH﴿
- Deeper Darkness: Object sheds supernatural shadow in 60-ft. radius. ﴾PH﴿
Suggestion: Compels subject to follow stated course of action. ﴾PH﴿
- Spell Resistance: Subject gains SR 12 + level. ﴾PH﴿
Summon Monster V: Calls extraplanar creature to fight for you. (Lawful evil creatures only.) ﴾PH﴿
- Dominate Person: Controls humanoid telepathically. ﴾PH﴿
Fox’s Cunning, Mass: As fox’s cunning, affects one subject/level. ﴾PH﴿
- Repulsion: Creatures can’t approach you. ﴾PH﴿
Summon Monster VII: Calls extraplanar creature to fight for you. (Lawful evil creatures only.) ﴾PH﴿
- Demand: As sending, plus you can send suggestion. ﴾PH﴿
Spell Turning: Reflect 1d4+6 spell levels back at caster. ﴾PH﴿
- Imprisonment: Entombs subject beneath the earth. ﴾PH﴿
Summon Monster IX: Calls extraplanar creature to fight for you. (Lawful evil creatures only.) ﴾PH﴿
Source: Spell Compendium, page 283.
Celestia Domain
Requirement: Must be lawful good.
Granted Power (Su): Once per day as a free action, you can generate an aura of menace similar to that of the archons. The aura lasts for 1 minute. Any hostile enemy within a 20-foot radius of you must succeed on a Will save (DC 10 + ½ your cleric level + your Cha modifier) to resist its effects. Those who fail take a –2 penalty on attack rolls, Armor Class, and saves for 24 hours or until they successfully hit you. A creature that has resisted or broken the effect cannot be affected again by your aura for 24 hours.
Add Sense Motive to your list of cleric class skills.
Celestia Domain Spells
- Light of Lunia: You radiate silvery light, which you can expend as two bolts that deal 1d6 damage. ﴾SC﴿
Shield of Faith: Aura grants +2 or higher deflection bonus. ﴾PH﴿
- Bear’s Endurance: Subject gains +4 to Con for 1 minute/level. ﴾PH﴿
Shield OtherF: You take half of subject’s damage. ﴾PH﴿
- Magic Vestment: Armor or shield gains +1 enhancement/4 levels. ﴾PH﴿
Summon Monster III: Calls extraplanar creature to fight for you. (Lawful good creatures only.) ﴾PH﴿
- Divine Power: You gain attack bonus, +6 to Str, and 1 hp/level. ﴾PH﴿
Magic Weapon, Greater: +1 bonus/4 levels (max +5). ﴾PH﴿
- Righteous Might: Your size increases, and you gain combat bonuses. ﴾PH﴿
Summon Monster V: Calls extraplanar creature to fight for you. (Lawful good creatures only.) ﴾PH﴿
- Blade Barrier: Wall of blades deals 1d6/level damage. ﴾PH﴿
Bear’s Endurance, Mass: As bear’s endurance, affects one subject/ level. ﴾PH﴿
- Regenerate: Subject’s severed limbs grow back, cures 4d8 damage +1/level (max +35). ﴾PH﴿
Summon Monster VII: Calls extraplanar creature to fight for you. (Lawful good creatures only.) ﴾PH﴿
- Power Word Stun: Stuns creatures with 150 or fewer hp. ﴾PH﴿
Shield of LawF: +4 to AC, +4 resistance, and SR 25 against chaotic spells. ﴾PH﴿
- Foresight: “Sixth sense” warns of impending danger. ﴾PH﴿
Summon Monster IX: Calls extraplanar creature to fight for you. (Lawful good creatures only.) ﴾PH﴿
Source: Spell Compendium, page 283.
Elysium Domain
Requirement: Must be neutral good.
Granted Power (Su): You gain the ability to smite evil with a single melee attack once per day. You add your Charisma bonus (if any) to your attack roll and deal an extra 1 point of damage per class level. This smite attack is treated as good-aligned for the purpose of overcoming damage reduction. At 5th level and every five levels thereafter, you can use this smite attack one additional time per day.
Elysium Domain Spells
- Charm Person: Makes one person your friend. ﴾PH﴿
Protection from Evil: +2 to AC and saves, counter mind control, hedge out elementals and outsiders. ﴾PH﴿
- Enthrall: Captivates all within 100 ft. + 10 ft./level. ﴾PH﴿
Planar Tolerance: Provides long-term protection against overtly damaging planar traits. ﴾SC﴿
- Magic Circle against Evil: As protection from evil, but 10-ft. radius and 10 minute/level. ﴾PH﴿
Mantle of Good: You gain SR 12 + caster level against spells with the evil descriptor. ﴾SC﴿
- Charm Monster: Makes monster believe it is your ally. ﴾PH﴿
Holy Smite: Damages and blinds evil creatures. ﴾PH﴿
- Dispel Evil: +4 deflection bonus against attacks by evil creatures; plus other uses. ﴾PH﴿
Cure Light Wounds, Mass: Cures 1d8 damage +1/level for many creatures. ﴾PH﴿
- Find the Path: Shows most direct way to a location. ﴾PH﴿
Mind Fog: Subjects in fog get –10 to Wisdom and Will checks. ﴾PH﴿
- Control Weather: Changes weather in local area. ﴾PH﴿
Holy Word: Kills, paralyzes, blinds, or deafens non-good subjects. ﴾PH﴿
- Holy AuraF: +4 to AC, +4 resistance and SR 25 against evil spells. ﴾PH﴿
Sunburst: Blinds all within 80 ft., deals 6d6 damage. ﴾PH﴿
- Heal, Mass: As heal, but with several subjects. ﴾PH﴿
Moment of Prescience: You gain insight bonus on single attack roll, check, or save. ﴾PH﴿
Source: Spell Compendium, page 283.
Hades Domain
Requirement: Must be neutral evil.
Granted Power (Su): You gain the ability to smite good with a single melee attack once per day. You add your Charisma bonus (if any) to your attack roll and deal an extra 1 point of damage per class level. This smite attack is treated as evil-aligned for the purpose of overcoming damage reduction. At 5th level and every five levels thereafter, you can use this smite attack one additional time per day.
Hades Domain Spells
- Doom: One subject takes –2 on attacks, damage, saves, and checks. ﴾PH﴿
Protection from Good: +2 to AC and saves, counter mind control, hedge out elementals and outsiders. ﴾PH﴿
- Resist Planar Alignment: Subject can resist penalties for being of an opposed alignment on an aligned Outer Plane. ﴾SC﴿
Rebuke: Subject is dazed 1 round, then shaken. ﴾Nybor’s gentle reminder﴿ ﴾SC﴿
- Magic Circle against Good: As protection from good spell, but 10-ft. radius and 10 minute/level. ﴾PH﴿
Mantle of Evil: You gain SR 12 + caster level against spells with the good descriptor. ﴾SC﴿
- Contagion: Infects subject with chosen disease. ﴾PH﴿
Unholy Blight: Damages and sickens good creatures. ﴾PH﴿
- Crushing Despair: Subjects take –2 on attack rolls, damage rolls, saves, and checks. ﴾PH﴿
Dispel Good: +4 bonus against attacks by good creatures. ﴾PH﴿
- Mind Fog: Subjects in fog get –10 to Wisdom and Will checks. ﴾PH﴿
Waves of Fatigue: Several subjects become fatigued. ﴾PH﴿
- Blasphemy: Kills, paralyzes, weakens, or dazes non-evil subject. ﴾PH﴿
Plane ShiftF: As many as eight subjects travel to another plane. ﴾PH﴿
- Unholy AuraF: +4 to AC, +4 resistance, and SR 25 against good spells. ﴾PH﴿
Waves of Exhaustion: Several subjects become exhausted. ﴾PH﴿
- Energy Drain: Subject gains 2d4 negative levels. ﴾PH﴿
GateX: Connects two planes for travel or summoning. ﴾PH﴿
Source: Spell Compendium, page 284.
Limbo Domain
Requirement: Must be chaotic neutral.
Granted Power (Su): You gain the ability to smite law with a single melee attack once per day. You add your Charisma bonus (if any) to your attack roll and deal an extra 1 point of damage per class level. This smite attack is treated as chaotic-aligned for the purpose of overcoming damage reduction. At 5th level and every five levels thereafter, you can use this smite attack one additional time per day.
Limbo Domain Spells
- Confusion, Lesser: One creature acts randomly for 1 round. ﴾PH﴿
Protection from Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders. ﴾PH﴿
- Entropic Shield: Ranged attacks against you have 20% miss chance. ﴾PH﴿
Resist Planar Alignment: Subject can resist penalties for being of an opposed alignment on an aligned Outer Plane. ﴾SC﴿
- Magic Circle against Law: As protection from law, but 10-ft. radius and 10 minutes/level. ﴾PH﴿
Mantle of Chaos: You gain SR 12 + caster level against spells with the lawful descriptor. ﴾SC﴿
- Chaos Hammer: Damages and slows lawful creatures. ﴾PH﴿
Perinarch: Gain greater control over Limbo’s morphic essence. ﴾SC﴿
- Baleful Polymorph: Transforms subject into harmless animal. ﴾PH﴿
Dispel Law: +4 deflection bonus against attacks by lawful creatures, plus other uses. ﴾PH﴿
- Animate Objects: Objects attack your foes. ﴾PH﴿
Insanity: Subject suffers continuous confusion. ﴾PH﴿
- Song of Discord: Forces subjects to attack each other. ﴾PH﴿
Word of Chaos: Nonchaotic subject is killed, confused, stunned, or deafened. ﴾PH﴿
- Cloak of ChaosF: +4 to AC, +4 resistance, and SR 25 against lawful spells. ﴾PH﴿
Irresistible Dance: Forces subject to dance. ﴾Otto’s irresistible dance﴿ ﴾PH﴿
- Perinarch, Planar: Gain control over a small area of any divinely morphic plane. ﴾SC﴿
ShapechangeF: Transforms you into any creature, and change forms once per round. ﴾PH﴿
Source: Spell Compendium, page 284.
Mechanus Domain
Requirement: Must be lawful neutral.
Granted Power (Su): You gain the ability to smite chaos with a single melee attack once per day. You add your Charisma bonus (if any) to your attack roll and deal an extra 1 point of damage per class level. This smite attack is treated as lawful-aligned for the purpose of overcoming damage reduction. At 5th level and every five levels thereafter, you can use this smite attack one additional time per day.
Mechanus Domain Spells
- Command: One subject obeys selected command for 1 round. ﴾PH﴿
Protection from Chaos: +2 to AC and saves, counter mind control, hedge out elementals and outsiders. ﴾PH﴿
- Calm Emotions: Calms creatures, negating emotion effects. ﴾PH﴿
Mechanus Mind: Reformat subject’s mind to be coldly calculating. ﴾SC﴿
- Magic Circle against Chaos: As protection from chaos, but 10-ft. radius and 10 minute/level. ﴾PH﴿
Mantle of Law: You gain SR 12 + caster level against spells with the chaotic descriptor. ﴾SC﴿
- Discern Lies: Reveals deliberate falsehoods. ﴾PH﴿
Order’s Wrath: Damages and dazes chaotic creatures. ﴾PH﴿
- Dispel Chaos: +4 deflection bonus against attacks by chaotic creatures, plus other uses. ﴾PH﴿
Mark of Justice: Designates action that will trigger curse on subject. ﴾PH﴿
- Hold Monster: As hold person, but any creature. ﴾PH﴿
Wall of Gears: Creates wall of moving gears that deals 1d6 damage/2 levels to creatures within 10 ft. ﴾SC﴿
- Dictum: Kills, paralyzes, slows, or deafens nonlawful subjects. ﴾PH﴿
Hold Person, Mass: As hold person, but all within 30 ft. ﴾PH﴿
- Iron Body: Your body becomes living iron. ﴾PH﴿
Shield of LawF: +4 to AC, +4 resistance, and SR 25 against chaotic spells. ﴾PH﴿
- Call MarutX: A marut performs one duty for you. ﴾SC﴿
Mage’s Disjunction: Dispels magic, disenchants magic items. ﴾Mordenkainen’s disjunction﴿ ﴾PH﴿
Source: Spell Compendium, page 284.