Cleric Planar Domain List

Spells in this color are not on the regular Cleric spell list.


Abyss Domain (Spell Compendium 282)

  Core Deities: None.
  Other Deities: None.

  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

  1. Align Weapon: Weapon becomes evil or chaotic.
    Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
  2. Bull's Strength: Subject gains +4 to Str for 1 min./level.
    Death Knell: Kill dying creature and gain 1d8 temporary hp, +2 to Str, and +1 caster level.
  3. Babau Slime: Secrete a body-covering acid that damages foes' weapons.
    Summon Monster III*: Calls extraplanar creature to fight for you.
  4. Balor Nimbus: Subject's flaming body damages foes in grapple.
    Poison: Touch deals 1d10 Con damage, repeats in 1 minute.
  5. Slay Living: Touch attack kills subject.
    Summon Monster V*: Calls extraplanar creature to fight for you.
  6. Bull's Strength, Mass: As bull's strength, affects one subject/level.
    Harm: Deals 10 points/level damage to target.
  7. DestructionF: Kills subject and destroys remains.
    Summon Monster VII*: Calls extraplanar creature to fight for you.
  8. Finger of Death: Kills one subject.
    Bodak's Glare: You slay a creature, which turns into a bodak 24 hours later.
  9. Implosion: Kills one creature/round.
    Summon Monster IX*: Calls extraplanar creature to fight for you.
  10. *Chaotic evil creatures only.

Arborea Domain (Spell Compendium 282-283)

  Core Deities: None.
  Other Deities: None.

  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

  1. Endure Elements: Exist comfortably in hot or cold environments.
    Longstrider: Increases your speed.
  2. Aid: +1 on attack rolls, +1 on saves against fear, 1d8 temporary hp +1/level (max +10).
    Eagle's Splendor: Subject gains +4 Cha for 1 minute/level.
  3. Heroism: Gives +2 bonus on attack rolls, saves, skill checks.
    Summon Monster III*: Calls extraplanar creature to fight for you.
  4. Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
    Opalescent Glare: Kill creatures with a look, or make them very afraid.
  5. Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
    Summon Monster V*: Calls extraplanar creature to fight for you.
  6. Heroes' Feast: Food for one creature/level cures and grants combat bonuses.
    Eagle's Splendor, Mass: As eagle's splendor, affects one subject/level.
  7. Spell Turning: Reflect 1d4+6 spell levels back at caster.
    Summon Monster VII*: Calls extraplanar creature to fight for you.
  8. Heroism, Greater: Gives +4 bonus on attacks, saves, skill checks; immunity to fear; temporary hp.
    Mind Blank: Subject is immune to mental/emotional magic and scrying.
  9. Freedom: Releases creature from imprisonment.
    Summon Monster IX*: Calls extraplanar creature to fight for you.
  10. *Chaotic evil creatures only.

Baator Domain (Spell Compendium 283)

  Core Deities: None.
  Other Deities: None.

  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

  1. Bane: Enemies take -1 on attack rolls and saves against fear.
    Disguise Self: Changes your appearance.
  2. Darkness: 20' radius of supernatural shadow.
    Fox's Cunning: Subject gains +4 to Int for 1 min./level.
  3. Detect Thoughts: Allows "listening" to surface thoughts.
    Summon Monster III*: Calls extraplanar creature to fight for you.
  4. Deeper Darkness: Object sheds supernatural shadow in 60' radius.
    Suggestion: Compels subject to follow stated course of action.
  5. Spell Resistance: Subject gains SR 12 + level.
    Summon Monster V*: Calls extraplanar creature to fight for you.
  6. Dominate Person: Controls humanoid telepathically.
    Fox's Cunning, Mass: As fox's cunning, affects one subject/level.
  7. Repulsion: Creatures can't approach you.
    Summon Monster VII*: Calls extraplanar creature to fight for you.
  8. Demand: As sending, plus you can send suggestion.
    Spell Turning: Reflect 1d4+6 spell levels back at caster.
  9. Imprisonment: Entombs subject beneath the earth.
    Summon Monster IX*: Calls extraplanar creature to fight for you.
  10. *Lawful evil creatures only.

Celestia Domain (Spell Compendium 283)

  Core Deities: None.
  Other Deities: None.

  Requirement: Must be lawful good.
  Granted Power (Su): Once per day as a free action, you can generate an aura of of menace similar to that of the archons. The aura lasts for 1 minute. Any hostile enemy withing a 20' radius of you must succeed on a Will save (DC 10 + 1/2 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 by your aura for 24 hours. Add Sense Motive to your list of cleric class skills.

Celestia Domain Spells

  1. Light of Lunia: You radiate silvery light, which you can expend as two bolts that deal 1d6 damage.
    Shield of Faith: Aura grants +2 or higher deflection bonus.
  2. Bear's Endurance: Subject gains +4 to Con for 1 minute/level.
    Shield OtherF: You take half of subject's damage.
  3. Magic Vestment: Armor or shield gains +1 enhancement/4 levels.
    Summon Monster III*: Calls extraplanar creature to fight for you.
  4. Divine Power: You gain attack bonus, +6 to Str, and 1 hp/level.
    Magic Weapon, Greater: +1 bonus/4 levels (max +5).
  5. Righteous Might: Your size increases and you gain combat bonuses.
    Summon Monster V*: Calls extraplanar creature to fight for you.
  6. Blade Barrier: Wall of blades deals 1d6/level damage.
    Bear's Endurance, Mass: As bear's endurance, affects one subject/level.
  7. Regenerate: Subject's severed limbs grow back, cures 4d8 damage + 1/level (max +35).
    Summon Monster VII*: Calls extraplanar creature to fight for you.
  8. Power Word Stun: Stuns, creatures with 150 or fewer hp.
    Shield of LawM: +4 AC, +4 resistance, and SR 25 against chaotic spells.
  9. Foresight: "Sixth sense" warns of impending danger.
    Summon Monster IX*: Calls extraplanar creature to fight for you.
  10. *Lawful good creatures only.

Elysium Domain (Spell Compendium 283-284)

  Core Deities: None.
  Other Deities: None.

  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

  1. Charm Person: Makes one person your friend.
    Protection from Evil: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
  2. Enthrall: Captivates all within 100' + 10' level.
    Planar Tolerance: Provides long-term protection against overtly damaging planar traits.
  3. Magic Circle against Evil: As protection spells, but 10' radius and 10 min./level.
    Mantle of Good: You gain SR 12 + caster level against spells with the evil descriptor.
  4. Charm Monster: Makes monster believe it is your ally.
    Holy Smite: Damages and blinds evil creatures.
  5. Dispel Evil: +4 bonus against attacks by evil creatures.
    Cure Light Wounds, Mass: Cures 1d8 damage +1/level (max +25) for many creatures.
  6. Find the Path: Shows most direct way to a location.
    Mind Fog: Subjects in fog get -10 to Wisdom and Will checks.
  7. Control Weather: Changes weather in local area.
    Holy Word: Kills, paralyzes, slows, or deafens nongood subjects.
  8. Holy AuraF: +4 to AC, +4 resistance, and SR 25 against evil spells.
    Sunburst: Blinds all within 80', deals 6d6 damage.
  9. Heal, Mass: As heal, but with several subjects.
  10. Moment of Prescience: You gain insight bonus on single attack roll, check, or save.

Hades Domain (Spell Compendium 284)

  Core Deities: None.
  Other Deities: None.

  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

  1. Doom: One subject suffers -2 on attacks, damage, saves, and checks.
    Protection from Good: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
  2. Resist Planar Alignment: Subject can resist penalties for being of an opposed alignment on an aligned Outer Plane.
    Rebuke: Subject is dazed for one round, then shaken.
  3. Magic Circle against Good: As protection spells, but 10' radius and 10 min./level.
    Mantle of Evil: You gain SR 12 + caster level against spells with the good descriptor.
  4. Contagion: Infects subject with chosen disease.
    Unholy Blight: Damages and sickens good creatures.
  5. Crushing Despair: Subjects take -2 on attack rolls, damage rolls, saves, and checks.
    Dispel Good: +4 bonus against attacks by good creatures.
  6. Mind Fog: Subjects in fog get -10 to Wisdom and Will checks.
    Waves of Fatigue: Several targets become fatigued.
  7. Blasphemy: Kills, paralyzes, weakens, or dazes nonevil subjects.
    Plane ShiftF: As many as eight subjects travel to another plane.
  8. Unholy AuraF: +4 AC, +4 resistance, and SR 25 against good spells.
    Waves of Exhaustion: Several subjects become exhausted.
  9. Energy Drain: Subject gains 2d4 negative levels.
    GateX: Connects two planes for travel or summoning.

Limbo Domain (Spell Compendium 284)

  Core Deities: None.
  Other Deities: None.

  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 chaos-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

  1. Confusion, Lesser: One creature acts randomly for one round.
    Protection from Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
  2. Entropic Shield: Ranged attacks against you have 20% miss chance.
    Resist Planar Alignment: Subject can resist penalties for being of an opposed alignment on an aligned Outer Plane.
  3. Magic Circle Against Law: As protection spells, but 10' radius and 10 min./level.
    Mantle of Chaos: You gain SR 12 + caster level against spells with the lawful descriptor.
  4. Chaos Hammer: Damages and staggers lawful creatures.
    Perinarch: Gain greater control over Limbo's morphic essence.
  5. Baleful Polymorph: Transforms subject into harmless animal.
    Dispel Law: +4 bonus against attacks by lawful creatures.
  6. Animate Objects: Objects attack your foes.
    Insanity: Subject suffers continuous confusion.
  7. Song of Discord: Forces targets to attack each other.
    Word of Chaos: Kills, confuses, stuns,
  8. Cloak of ChaosF: +4 to AC, +4 resistance, SR 25 against lawful spells.
    Otto's Irresistible Dance: Forces subject to dance.
  9. Perinarch, Planar: Gain control over a small area of any divinely morphic plane.
    ShapechangeF: Transforms you into any creature, and change forms once per round.

Mechanus Domain (Spell Compendium 284-285)

  Core Deities: None.
  Other Deities: None.

  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

  1. Command: One subject obeys one-word command for 1 round.
    Protection from Chaos: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
  2. Calm Emotions: Calms creatures, negating emotion effects.
    Mechanus Mind: Reformat subject's mind to be coldly calculating.
  3. Magic Circle against Chaos: As protection spells, but 10' radius and 10 min./level.
    Mantle of Law: You gain SR 12 + caster level against spells with the chaotic descriptor.
  4. Discern Lies: Reveals deliberate falsehoods.
    Order's Wrath: Damages and dazes chaotic creatures.
  5. Dispel Chaos: +4 bonus against attacks by chaotic creatures.
    Mark of Justice: Designates action that will trigger curse on subject.
  6. Hold Monster: As hold person, but any creature.
    Wall of Gears: Creates wall of moving gears that deals 1d6 damage/2 levels to creatures within 10'.
  7. Dictum: Kills, paralyzes, slows, or deafens nonlawful subjects.
    Hold Person, Mass: As hold person, but all within 30'.
  8. Iron Body: Your body becomes living iron.
    Shield of LawM: +4 to AC, +4 resistance, and SR 25 against chaotic spells.
  9. Call Marut: A marut performs one duty for you.
    Mordenkainen's Disjunction: Dispels magic, disenchants magic items.