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
- Align Weapon:
Weapon becomes evil or chaotic.
Cause Fear:
One creature of 5 HD or less flees for 1d4 rounds.
- 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.
- Babau Slime:
Secrete a body-covering acid that damages foes' weapons.
Summon Monster III*:
Calls extraplanar creature to fight for you.
- Balor Nimbus:
Subject's flaming body damages foes in grapple.
Poison:
Touch deals 1d10 Con damage, repeats in 1 minute.
- Slay Living:
Touch attack kills subject.
Summon Monster V*:
Calls extraplanar creature to fight for you.
- Bull's Strength, Mass:
As bull's strength, affects one subject/level.
Harm:
Deals 10 points/level damage to target.
- DestructionF:
Kills subject and destroys remains.
Summon Monster VII*:
Calls extraplanar creature to fight for you.
- Finger of Death:
Kills one subject.
Bodak's Glare:
You slay a creature, which turns into a bodak 24 hours later.
- Implosion:
Kills one creature/round.
Summon Monster IX*:
Calls extraplanar creature to fight for you.
*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
- Endure Elements:
Exist comfortably in hot or cold environments.
Longstrider:
Increases your speed.
- 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.
- Heroism:
Gives +2 bonus on attack rolls, saves, skill checks.
Summon Monster III*:
Calls extraplanar creature to fight for you.
- Neutralize Poison:
Immunizes subject against poison, detoxifies venom in or on subject.
Opalescent Glare:
Kill creatures with a look, or make them very afraid.
- Break Enchantment:
Frees subjects from enchantments, alterations, curses, and petrification.
Summon Monster V*:
Calls extraplanar creature to fight for you.
- Heroes' Feast:
Food for one creature/level cures and grants combat bonuses.
Eagle's Splendor, Mass:
As eagle's splendor, affects one subject/level.
- Spell Turning:
Reflect 1d4+6 spell levels back at caster.
Summon Monster VII*:
Calls extraplanar creature to fight for you.
- 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.
- Freedom:
Releases creature from imprisonment.
Summon Monster IX*:
Calls extraplanar creature to fight for you.
*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
- Bane:
Enemies take -1 on attack rolls and saves against fear.
Disguise Self:
Changes your appearance.
- Darkness:
20' radius of supernatural shadow.
Fox's Cunning:
Subject gains +4 to Int for 1 min./level.
- Detect Thoughts:
Allows "listening" to surface thoughts.
Summon Monster III*:
Calls extraplanar creature to fight for you.
- Deeper Darkness:
Object sheds supernatural shadow in 60' radius.
Suggestion:
Compels subject to follow stated course of action.
- Spell Resistance:
Subject gains SR 12 + level.
Summon Monster V*:
Calls extraplanar creature to fight for you.
- Dominate Person:
Controls humanoid telepathically.
Fox's Cunning, Mass:
As fox's cunning, affects one subject/level.
- Repulsion:
Creatures can't approach you.
Summon Monster VII*:
Calls extraplanar creature to fight for you.
- Demand:
As sending, plus you can send suggestion.
Spell Turning:
Reflect 1d4+6 spell levels back at caster.
- Imprisonment:
Entombs subject beneath the earth.
Summon Monster IX*:
Calls extraplanar creature to fight for you.
*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
- 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.
- Bear's Endurance:
Subject gains +4 to Con for 1 minute/level.
Shield OtherF:
You take half of subject's damage.
- Magic Vestment:
Armor or shield gains +1 enhancement/4 levels.
Summon Monster III*:
Calls extraplanar creature to fight for you.
- Divine Power:
You gain attack bonus, +6 to Str, and 1 hp/level.
Magic Weapon, Greater:
+1 bonus/4 levels (max +5).
- Righteous Might:
Your size increases and you gain combat bonuses.
Summon Monster V*:
Calls extraplanar creature to fight for you.
- Blade Barrier:
Wall of blades deals 1d6/level damage.
Bear's Endurance, Mass:
As bear's endurance, affects one subject/level.
- Regenerate:
Subject's severed limbs grow back, cures 4d8 damage + 1/level (max +35).
Summon Monster VII*:
Calls extraplanar creature to fight for you.
- Power Word Stun:
Stuns, creatures with 150 or fewer hp.
Shield of LawM:
+4 AC, +4 resistance, and SR 25 against chaotic spells.
- Foresight:
"Sixth sense" warns of impending danger.
Summon Monster IX*:
Calls extraplanar creature to fight for you.
*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
- Charm Person:
Makes one person your friend.
Protection from Evil:
+2 to AC and saves, counter mind control, hedge out elementals and outsiders.
- Enthrall:
Captivates all within 100' + 10' level.
Planar Tolerance:
Provides long-term protection against overtly damaging planar traits.
- 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.
- Charm Monster:
Makes monster believe it is your ally.
Holy Smite:
Damages and blinds evil creatures.
- Dispel Evil:
+4 bonus against attacks by evil creatures.
Cure Light Wounds, Mass:
Cures 1d8 damage +1/level (max +25) for many creatures.
- Find the Path:
Shows most direct way to a location.
Mind Fog:
Subjects in fog get -10 to Wisdom and Will checks.
- Control Weather:
Changes weather in local area.
Holy Word:
Kills, paralyzes, slows, or deafens nongood subjects.
- Holy AuraF:
+4 to AC, +4 resistance, and SR 25 against evil spells.
Sunburst:
Blinds all within 80', deals 6d6 damage.
- Heal, Mass:
As heal, but with several subjects.
- 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
- 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.
- 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.
- 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.
- Contagion:
Infects subject with chosen disease.
Unholy Blight:
Damages and sickens good creatures.
- Crushing Despair:
Subjects take -2 on attack rolls, damage rolls, saves, and checks.
Dispel Good:
+4 bonus against attacks by good creatures.
- Mind Fog:
Subjects in fog get -10 to Wisdom and Will checks.
Waves of Fatigue:
Several targets become fatigued.
- Blasphemy:
Kills, paralyzes, weakens, or dazes nonevil subjects.
Plane ShiftF:
As many as eight subjects travel to another plane.
- Unholy AuraF:
+4 AC, +4 resistance, and SR 25 against good spells.
Waves of Exhaustion:
Several subjects become exhausted.
- 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
- 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.
- 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.
- 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.
- Chaos Hammer:
Damages and staggers lawful creatures.
Perinarch:
Gain greater control over Limbo's morphic essence.
- Baleful Polymorph:
Transforms subject into harmless animal.
Dispel Law:
+4 bonus against attacks by lawful creatures.
- Animate Objects:
Objects attack your foes.
Insanity:
Subject suffers continuous confusion.
- Song of Discord:
Forces targets to attack each other.
Word of Chaos:
Kills, confuses, stuns,
- Cloak of ChaosF:
+4 to AC, +4 resistance, SR 25 against lawful spells.
Otto's Irresistible Dance:
Forces subject to dance.
- 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
- 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.
- Calm Emotions:
Calms creatures, negating emotion effects.
Mechanus Mind:
Reformat subject's mind to be coldly calculating.
- 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.
- Discern Lies:
Reveals deliberate falsehoods.
Order's Wrath:
Damages and dazes chaotic creatures.
- Dispel Chaos:
+4 bonus against attacks by chaotic creatures.
Mark of Justice:
Designates action that will trigger curse on subject.
- 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'.
- Dictum:
Kills, paralyzes, slows,
or deafens nonlawful subjects.
Hold Person, Mass:
As hold person, but all within 30'.
- Iron Body:
Your body becomes living iron.
Shield of LawM:
+4 to AC, +4 resistance, and SR 25 against chaotic spells.
- Call Marut:
A marut performs one duty for you.
Mordenkainen's Disjunction:
Dispels magic, disenchants magic items.