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    Domains and Deities Version 1.0 Domains and Deities Version 1.0

    This material is based on Open Game Content under the terms of the Open Game License v1.0a and material from the L IVING GREYHAWKCampaign Sourcebook (LGCS) 597 CY.

    Domains and Deities

    This list contains only domains that are open to player characters!

    The following spell lists include spells listed as Open access in the LGCS, as amended by Dispel Confusion articles. These lists include a note for

    each spell that has been modified in the PH Errata or mentioned in an LGCS Clarification, Dispel Confusion article or the Main 3.5e FrequentlyAsked Questions (FAQ) document. Source books include thePlayer's Handbook,Complete Divine, Complete Adventurer,Races of Destiny,Races of StoneandRaces of the Wildbooksand the additional spells from the Spell Compendium.

    This is not an official campaign document. Refer to the latest LGCS for the official list of spells.

    Version 1.0

    Based on the spell list by Ken Jenks (Version 2.3), the LG Deities Document 2.0 and Complete Divine, sorted and edited by Martin Mathes

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    Domains and Deities Version 1.0 Domains and Deities Version 1.0

    AIR DOMAIN

    Granted Powers: Turn or destroy earth creatures as a good clericturns 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

    1 Obscuring Mist: Fog surrounds you.

    2 Wind Wall: Deflects arrows, smaller creatures, and gases.

    3 Gaseous Form: Subject becomes insubstantial and can fly slowly.

    4 Air Walk: Subject treads on air as if solid (climb at 45-degree

    angle).

    5 Control Winds: Change wind direction and speed.

    6 Chain Lightning: 1d6/level damage; 1 secondary bolt/level eachdeals half damage.

    7 Control Weather: Changes weather in local area.8 Whirlwind: Cyclone deals damage and can pick up creatures.

    9 Elemental Swarm*: Summons multiple elementals.

    *Cast as an air spell only.

    Aerdrie Faenya, Atroa, Bahamut, Breeka, Elder Elemental Eye

    [aspect of Tharizdun], Nola, Obad-Hai, Phaulkon, Quetzalcoatl,

    Sheela Peryroyl, Sotillion, Stronmaus, Telchur, Tezcatlipoca [also

    known as Apocatequil], Tlaloc, Vatun, Velnius, Vogan, Wenta

    Granted as bonus domain to a fourth level rainbow servant (CD).

    ANIMAL DOMAIN

    Granted Power: You can usespeak with animals once per day as a

    spell-like ability.Add Knowledge (nature) to your list of cleric class skills.

    Animal Domain Spells1 Calm Animals: Calms (2d4 + level) HD of animals.

    2 Hold Animal: Paralyzes one animal for 1 round/level.

    3 Dominate Animal: Subject animal obeys silent mental commands.FAQ

    4 Summon Natures Ally IV*: Calls creature to fight.

    5 Commune with Nature: Learn about terrain for 1 mile/level.

    6 Antilife Shell: 10-ft. radius field hedges out living creatures.

    7 Animal Shapes: One ally/level polymorphs into chosen animal.PH

    Errata, LGCS Clarification, FAQ

    8 Summon Natures Ally VIII*: Calls creature to fight.

    9 Shapechange F: Transforms you into any creature, and changeforms once per round.Closed by LGCS 597CY

    *Can only summon animals.

    Aerdrie Faenya, Baervan Wildwanderer, Beory, Bralm, Breeka,

    Camazotz [also known as Zotzilaha or Zotz], Damaran, Deep

    Sashelas, Eadro, Ehlonna [Ehlenestra to elves], Fenmarel Mestarine

    Gadhelyn, Hiatea, Karontor, Llerg, Meyanok, Obad-Hai, Phaulkon,

    Procan, Quetzalcoatl, Raxivort, Segojan Earthcaller, Semuanya,

    Skerrit, Solonor Thelandira, Tlazoteotl, Vatun, Wastri, Xerbo,

    Yondalla

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    CELERITY DOMAIN SpC

    Granted Power: Your land speed is faster than normal 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

    1Expeditious Retreat: Your speed increases by 30 ft.

    2Cats Grace: Subject gains +4 to Dex for 1 min./level. FAQ

    3BlurS: Attacks miss subject 20% of the time.4Haste: One creature/level moves faster, +1 on attack rolls, AC and

    Reflex saves.

    5Tree Stride: Step from one tree to another far away.

    6Wind Walk: You and your allies turn vaporous and travel fast.

    7Cats Grace, Mass: As cats grace, affects one subject/level.

    8Blink, Greater: As blink,but safer and with more control. SpC

    9Time StopS: You act freely for 1d4+1 rounds.

    Baervan Wildwanderer, Brandobaris, Corellon Larethian, Ehlonna

    [Ehlenestra to elves], Erevan Ilesere, Fharlanghn, Grankhul,

    Huhueteotl, Istus, Labelas Enoreth, Olidammara, Rillifane Rallathil,

    Sheela Peryroyl, Solonor Thelandira, Vhaeraun, Zuoken

    CHAOS DOMAIN

    Granted Power: You cast [Chaotic] spells at +1 caster level.

    Chaos Domain Spells

    1 Protection from Law: +2 to AC and saves, counter mind control,

    hedge out elementals and outsiders. [Chaotic]

    2 Shatter: Sonic vibration damages objects or crystalline creatures.

    3 Magic Circle against Law: Asprotection from law, but 10-ft.

    radius and 10 min./level. [Chaotic]

    4 Chaos Hammer: Damages and staggers lawful creatures. [Chaotic]PH Errata

    5 Dispel Law: +4 bonus against attacks by lawful creatures.[Chaotic]

    6 Animate Objects: Objects attack your foes.

    7 Word of ChaosS: Kills, confuses, stuns, or deafens nonchaotic

    subjects. [Chaos]

    8 Cloak of Chaos F: +4 to AC, +4 resistance, SR 25 against lawful

    spells. [Chaotic]

    9 Summon Monster IX*: Calls outsider to fight for you. [Chaotic]*Cast as a chaos spell only, so its a Vrock (demon), a Celestial roc,

    Bebilith (demon), a Colossal Fiendish monstrous spider, or a Hezrou

    (demon).

    Aasterinian, Aerdrie Faenya, Bahgtru, Beltar, Berna, Blibdoolpoolp,Camazotz [also known as Zotzilaha or Zotz], Corellon Larethian,

    Dalt, Deep Sashelas, Diirinka, Doresain, Dugmaren Brightmantle,

    Elder Elemental Eye [aspect of Tharizdun], Erevan Ilesere, Erythnul,

    Fenmarel Mestarine, Gadhelyn, Grankhul, Great Mother, Grolantor,

    Gruumsh, Hanali Celanil, Hruggek, Huhueteotl, Hurakon, Istus, Iuz,

    Keptolo, Kiaransali, Kord, Kurell, Kuroth, Labelas Enoreth,Laogzed, Lirr, Llerg, Lolth, Merrshaulk, Norebo, Olidammara,

    Phaulkon, Phyton, Procan, Ralishaz, Raxivort, Rillifane Rallathil,

    Rudd, Sehanine Moonbow, Shargaas, Shekinester, Solonor

    Thelandira, Sotillion, Telchur, Tezcatlipoca [also known as

    Apocatequil], Tharizdun, Thrym, Trithereon, Urdlen, Vaprak, Vatun,

    Vhaeraun, Vogan, Wenta, Ye'Cind, Zagyg, Zinzerena

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    CITY DOMAIN RD

    Granted Power: Add Gather Information and Knowledge (local) to

    your list of cleric class skills.

    City Domain Spells

    1 Rooftop Strider: Move across uneven surfaces with ease. RD

    2 City Lights: Absorb nearby light to release as blinding flare. RD

    3 Winding Alleys: Trap foe in phantasmal maze. RD

    4 Commune with City: Learn about city. RD5 Skyline Runner: You can walk normally on any city surface. RD

    6 City Stride: Teleport between two cities. RD

    7 Urban Shield: City grants cover to you, not to enemies. RD

    8 Citys Might: Gain enhancement to Str and Con, damage

    reduction, while in city. RD

    9 Animate City: City structures attack, slow down enemies. RD

    Muamman Duathal, Olidammara, Zilchus

    COLD DOMAIN SpC

    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 total

    number of times per day equal to 3 + your Cha modifier.

    Cold Domain Spells

    1Chill Touch: One touch/level deals 1d6 damage and possibly 1 Str

    damage.

    2Chill Metal: Cold metal damages those who touch it.

    3Sleet Storm: Hampers vision and movement.

    4Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.

    5Wall of Ice: Ice plane creates wall with 15 hp +1/level, or

    hemisphere can trap creatures inside.

    6Cone of Cold: 1d6/level cold damage (max 15d6).

    7Control Weather: Changes weather in local area.

    8Polar Ray: Ranged touch attack deals 1d6/level cold damage.

    9Obedient Avalanche: Snowy avalanche crushes and buries your

    foes.SpC

    Bahamut, Karontor, Nerull, Telchur, Thrym, Vatun

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    COMMUNITY DOMAIN SpC

    Granted Power: Use calm emotions as a spell-like ability once per

    day. Gain a +2 bonus on Diplomacy checks.

    Community Domain Spells

    1Bless: Allies gain +1 on attack rolls and +1 on saves against fear.

    2Status: Monitors condition, position of allies.

    3Prayer: Allies gain +1 on most rolls, and enemies suffer -1.

    4TonguesS: Speak any language.5Rary's Telepathic Bond: Link lets allies communicate.

    6 Heroes Feast: Food for one creature/level cures and grantscombat bonuses. Notes

    7Refuge M: Alters item to transport its possessor to you. Costs 1,500

    gp.

    8Mordenkainen's Magnificent Mansion F: Door leads to

    extradimensional mansion. FAQ

    9Heal, Mass: As heal,but with several subjects.

    Al'Akbar, Allitur, Bargrivyek, Berei, Berronar Truesilver, Bralm,

    Callarduran Smoothhands, Corellon Larethian, Cyrrollalee,Dumathoin, Eadro, Fortubo, Garl Glittergold, Hanali Celanil, Hiatea,

    Iallanis, Kundo, Luthic, Merikka, Muamman Duathal, Myrhiss,

    Phyton, Rao, Segojan Earthcaller, Tlazoteotl, Uvot, Yondalla, Zodal

    COMPETITION DOMAIN SpC

    Granted Power (Ex): You gain a +1 bonus on all opposed checks

    you make.

    Competition Domain spells

    1Remove Fear: Suppresses fear or gives +4 on saves against fear

    for one subject + one per four levels.

    2Zeal: You move through foes to attack the enemy you want. SpC

    3Prayer: Allies +1 bonus on most rolls, enemies -1 penalty.

    4Divine Power: You gain attack bonus, +6 to Str, and 1 hp/level. Notes

    5Righteous Might: Your size increases, and you gain combat

    bonuses. PH Errata, FAQ

    6Zealot Pact X: You automatically gain combat bonuses when you

    attack someone of opposite alignment. SpC

    7Regenerate: Subjects severed limbs grow back, cures 4d8 damage

    +1/level (max +35).

    8Moment of Precience: You gain insight bonus on single attack

    roll, check, or save

    9 Visage of the Deity, Greater: As lesser visage of the deity, butyou become half-celestial or half-fiendish. [Good] or [Evil] SpC

    Bahgtru, Clangeddin Silverbeard, Grolantor, Hextor, Joramy, Kord,

    Kurtulmak, Llerg, Maglubiyet, Norebo, Rudd, Sekolah

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    Courage Domain SpC

    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. This ability functions only while you are

    conscious.

    Courage Domain Spells

    1 Remove Fear: Suppresses fear or gives +4 on saves against fear

    for one subject + one per four levels.2 Aid: +1 on attack rolls and saves against fear, 1d8 temporary hp

    +1/level (max +10). Notes

    3 Cloak of Bravery: You and your allies gain a bonus on saves

    against fear. SpC

    4 Heroism: Gives +2 on attack rolls, saves, skill checks.

    5 Valiant Fury: +4 Str, Con; +2 Will saves; extra attack; cures 1d8

    hp +1/level. SpC

    6 Heroes Feast: Food for one creature/level cures and grants

    combat bonuses. Notes

    7 Heroism, Greater: Gives +4 bonus on attack rolls, saves, skill

    checks; immunity to fear; temporary hp. Notes

    8 Lions Roar: Deals 1d8 points of damage per two levels to

    enemies; allies get +1 on attacks and saves against fear, plus

    temporary hp. SpCNotes

    9 Cloak of Bravery, Greater: You and your allies become immune

    to fear and get +2 bonus on attacks. SpC

    Arvoreen, Bahgtru, Berna, Clangeddin Silverbeard, Gaerdal

    Ironhand, Heironeous, Ilneval, Kord, Llerg, Nomog-Geaya, Norebo

    CREATION DOMAIN SpC

    Granted Power: Cast Conjuration (creation) spells at +1 caster level.

    Creation Domain Spells

    1Create Water: Creates 2 gallons/level of pure water.

    2Minor Image: Assilent image,plus some sound.

    3Create Food and Water: Feeds three humans (or one horse)/level.

    4Minor Creation: Creates one cloth or wood object.

    5Major Creation: As minor creation,plus stone and metal.

    6Heroes' Feast: Food for one creature/level cures and grants combat

    bonuses. Notes

    7Permanent Image M: Includes sight, sound, and smell. Costs 100gp.

    8True Creation X: As major creation,but permanent. SpC

    9Pavilion of Grandeur: A feast and a great pavilion are created. SpC,

    Notes

    Annam, Beory, Berei, Bleredd, Deep Sashelas, Flandal Steelskin,

    Carl Glittergold, Moradin, Semuanya, Uvot, Wenta, Xanag, Yondalla

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    DESTINY DOMAIN RD

    Granted Power: Once per day as an immediate action, you can grant

    another visible, willing creature within 30 feet the ability to reroll an

    attack, save, ability check or skill check.

    Destiny Domain Spells

    1Omen of Peril SF: You know how dangerous the future will be. SpC

    2 Augury MF: Learns whether an action will be good or bad. Costs

    25 gp.3 Delay Death: Immediate. Losing hit points doesnt kill subject. SpC

    4 Bestow Curse: -6 to an ability score; -4 on attack rolls, saves, andchecks; or 50% chance of losing each action.

    5 Stalwart Pact M: You gain combat bonuses automatically when

    reduced to half hit points or lower. Costs 250 gp. SpC,Notes

    6 Warp Destiny: Immediate. Reverse failed save or hit in combat. RD

    7 Bestow Curse, Greater: As bestow curse, but more severe

    penalties. SpC

    8Moment of Prescience: You gain insight bonus on single attack

    roll, check, or save.

    9 Choose Destiny S: Swift. Gain two chances for success on everyaction. RD

    Celestian, Chronepsis, Cyndor, Huhueteotl, Istus, Labelas Enoreth,Lendor, Rudd, Vecna

    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

    1 Inflict Light Wounds: Touch attack, 1d8 damage +1/level (max

    +5).

    2 Shatter: Sonic vibration damages objects or crystalline creatures.

    3 Contagion: Infects subject with chosen disease. [Evil]

    4 Inflict Critical Wounds: Touch attack, 4d8 damage +1/level.

    5 Inflict Light Wounds, Mass: Deals 1d8 damage +1/level to any

    creatures.

    6 Harm: Deals 10 points/level damage to target. FAQ

    7 Disintegrate: Makes one creature or object vanish. FAQ

    8 Earthquake: Intense tremor shakes 80-ft.-radius.

    9 Implosion: Kills one creature/round.

    Bahgtru, Blibdoolpoolp, Camazotz [also known as Zotzilaha or

    Zotz], Falazure, Gendwar Argrim, Gruumsh, Hextor, Huhueteotl,

    Hurakon, Ilneval, Incabulos, Joramy, Katay, Laogzed, Lolth,

    Maglubiyet, Merrshaulk, Meyanok, Mictlantecuhtli, Panzuriel,Pyremius, Ralishaz, Shekinester, St. Cuthbert, Surtr, Tharizdun,

    Thrym, Tiamat, Urdlen, Vaprak, Vara, Vathris, Yurtrus

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    DOMINATION DOMAIN SpC

    Granted Power: You gain Spell Focus (Enchantment) as a bonus

    feat.

    Domination Domain Spells

    1CommandS: One subject obeys one-word command for 1 round.

    2Enthrall: Captivates all within 100 ft. + 10 ft./level.

    3SuggestionS: Compels subject to follow stated course of action.

    4Dominate Person: Controls humanoid telepathically. FAQ5Command, GreaterS: As command,but affects one subject/level.

    6Geas/Quest: As lesser geas,plus it affects any creature.

    7Suggestion, MassS: Assuggestion,plus one/level subjects.

    8True Domination: As dominate person, but save at -4. SpC

    9Monstrous Thrall: As dominate person,but affects any creature.SpC

    Diirinka, Erevan Ilesere, Gruumsh, Hanali Celanil, Hextor, Ilsensine,

    Keptolo, Khurgorbaeyag, Laduguer, Lolth, Memnor, Merrshaulk,

    Myrhiss, Quetzalcoatl, St. Cuthbert, Syrul, Wee Jas, Xanag

    Is granted as bonus domain to a first level warpriest (CD), if the

    cleric rebukes undead.

    DRAGON DOMAIN SpC

    Granted Power: Add Bluff and Intimidate to your list of class skills.

    Dragon Domain Spells

    1 Magic Fang: One natural weapon of subject creature gets +1 on

    attack and damage rolls.

    2 Resist Energy: Ignores 10 (or more) points of damage/attack from

    specified energy type.

    3 Magic Fang, Greater: One natural weapon of subject creature gets

    +1/four levels on attack and damage rolls (max +5).

    4 Voice of the Dragon: +10 on Bluff, Diplomacy, and Intimidate

    checks, can use onesuggestion.SpC Was Dragonomicon

    5 True Seeing M: Lets you see all things as they really are. Costs 250

    gp.

    6 Stoneskin M: Ignore 10 points of damage per attack. Costs 250 gp.

    7 Dragon Ally SX:Exchange services with a 18 HD dragonSpC Was

    Dragonomicon

    8 Suggestion, MassS: Assuggestion,plus one subject/level.

    9 Dominate Monster: As dominate person,but any creature.

    Aasterinian, Bahamut, Chronepsis, Falazure, Io, Tiamat

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    DREAM DOMAIN SpC

    Granted Power: You are immune to fear effects.

    Dream Domain Spells

    1Sleep: Put 4 HD of creatures into comatose slumber.

    2Augury MF: Learns whether an action will be good or bad. Costs

    25 gp.

    3Deep Slumber: Puts 10 HD of creatures to sleep.

    4Phantasmal Killer: Fearsome illusion kills subject or deals 3d6damage.

    5Nightmare: Sends vision dealing 1d10 damage, fatigue.

    6 Dream Sight: Your spirit can hear and see at a distance for 1

    minute/level. SpC

    7Scrying, Greater: Asscrying, but faster and longer.

    8Power Word StunS: Stuns creature with 150 hp or less.

    9Weird: Asphantasmal killer,but affects all within 30 ft.

    Diirinka, Gaknulak, Iisensine, Incabulos, Sehanine Moonbow,

    Sotillion, Tharizdun, Vara, Vecna

    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

    1 Magic Stone: Three stones become +1 projectiles, 1d6 +1 damage.

    2 Soften Earth and Stone: Turns stone to clay or dirt to sand or

    mud.

    3 Stone Shape: Sculpts stone into any shape.PH Errata

    4 Spike Stones: Creatures in area take 1d8 damage, may beslowed.

    5 Wall of Stone: Creates a stone wall that can be shaped.

    6 Stoneskin M: Ignore 10 points of damage per attack. Costs 250 gp.

    7 Earthquake: Intense tremor shakes 80-ft.-radius.

    8 Iron Body: Your body becomes living iron.

    9 Elemental Swarm*: Summons multiple elementals.

    *Cast as an earth spell only.

    Beltar, Beory, Bleredd, Breeka, Callarduran Smoothhands, Daern,

    Deep Sashelas, Dumathoin, Earth Dragon, Elder Elemental Eye

    [aspect of Tharizdun], Flandal Steelskin, Fortubo, Carl Glittergold,

    Grolantor, Jascar, Kundo, Kurtulmak, Laduguer, Luthic, Moradin,Obad-Hai, Segojan Earthcaller, Sheela Peryroyl, Skoraeus

    Stonebones, Thrym, Tlazoteotl, Ulaa, Urdlen, Urogalan, Xanag

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    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

    1 Burning Hands: 1d4/level fire damage (max 5d4).2 Produce Flame: 1d6 damage +1/ level (max +5), touch or thrown.

    3 Resist Energy*: Ignores 10 (or more) points of damage/attackfrom specified energy type.

    4 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.

    5 Fire Shield: Creatures attacking you take fire damage; youre

    protected from heat or cold.

    6 Fire Seeds: Acorns and berries become grenades and bombs.

    7 Fire Storm: Deals 1d6/level fire damage.

    8 Incendiary Cloud: Cloud deals 4d6 fire damage/round.

    9 Elemental Swarm**: Summons multiple elementals.*Resist cold or fire only.

    **Cast as a fire spell only.

    Bleredd, Elder Elemental Eye [aspect of Tharizdun], Flandal

    Steelskin, Hiatea, Huhueteotl, Joramy, Moradin, Nola, Obad-Hai,

    Pyremius, Surtr, Xanag

    FORCE DOMAIN SpC

    Granted Power (Su): By manipulating cosmic forces of destruction,

    once per day the cleric can reroll any damage roll (for a weapon, a

    spell, or an ability) and take the better of the two rolls. This granted

    power is considered a supernatural ability.

    Force Domain Spells

    1Mage Armor: Gives subject +4 armor bonus, 1 hour/level. FAQ

    2Magic Missile: 1d4+1 damage; +1 missile/two levels above 1st

    (max 5). FAQ

    3 Blast of Force: Ranged touch attack deals 1d6 force damage/two

    levels (max 5d6); may knock down opponent. SpC

    4Otiluke's Resilient Sphere: Force globe protects but traps one

    subject.

    5Wall of Force: Vertical wall is immune to damage. Close range.

    6Repulsion F: Creatures can't approach you.

    7Forcecage M: Cube of force imprisons all inside. Costs 1,500 gp.

    8Otiluke's Telekinetic Sphere: As Otiluke's resilient sphere,but

    you move sphere telekinetically.9Bigby's Crushing Hand: Large hand provides cover, pushes, or

    crushes your foes.

    Annam, Boccob, Tharizdun

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    GLORY DOMAIN SpC

    Granted Power: Turn undead with a +2 bonus on the turning check

    and +1d6 on the turning damage roll.

    Glory Domain Spells

    1Disrupt Undead: Ray inflicts 1d6 damage to one undead.

    2Bless Weapon: Weapon strikes true against evil foes.

    3Searing Light: Ray deals 1d8/two levels, more against undead.

    4Holy Smite: Damages and blinds evil creatures. [Good]FAQ

    5Holy Sword: Weapon become +5, does double damage against

    evil. [Good]

    6Bolt of Glory: Positive energy ray deals extra damage to evil

    outsiders and undead. [Good] SpC

    7Sunbeam: Beam blinds and deals 3d6 damage.

    8Crown of Glory: Gain +4 Charisma and inspire your allies with

    combat bonuses. SpC Notes

    9Gate X: Connects two planes for travel or summoning. LGCS Clarification

    Heironeous, Jascar, Nola, Pelor, Pholtus, Rao

    May be chosen as bonus domain for a fifth level radiant servant

    (CD).

    Is granted as bonus domain to a first level warpriest (CD), if the

    cleric turns undead.

    GOOD DOMAIN

    Granted Power: You cast [Good] spells at +1 caster level.

    Good Domain Spells

    1 Protection from Evil: +2 to AC and saves, counter mind control,

    hedge out elementals and outsiders. [Good]

    2 Aid: +1 on attack rolls, +1 on saves against fear, 1d8 temporary hp

    +1/level (max +10). Notes

    3 Magic Circle against Evil: Asprotection from evil, but 10-ft.

    radius and 10 min./level. [Good]

    4 Holy Smite: Damages and blinds evil creatures. [Good]FAQ

    5 Dispel Evil: +4 bonus against attacks by evil creatures. [Good]

    6 Blade Barrier: Wall of blades deals 1d6/level damage (max 15d6).FAQ

    7 Holy Word F,S: Kills, paralyzes, slows, or deafens nongood

    subjects. [Good]

    8 Holy Aura F: +4 to AC, +4 resistance, and SR 25 against evil

    spells. [Good]

    9 Summon Monster IX*: Calls outsider to fight for you. [Good]*Cast as a good spell only, so its a Couatl, a Leonal (guardinal), or a

    Celestial roc.

    Aerdrie Faenya, Al'Akbar, Allitur, Arvoreen, Atroa, Azor'alq,

    Baervan Wildwanderer, Bahamut, Baravar Cloakshadow, Berei,Berronar Truesilver, Clangeddin Silverbeard, Corellon Larethian,

    Cyrrollalee, Dalt, Deep Sashelas, Delleb, Dugmaren Brightmantle,

    Ehlonna [Ehlenestra to elves], Flandal Steelskin, Fortubo, Gaerdal

    Ironhand, Carl Glittergold, Hanali Celanil, Heironeous, Heward,

    Hiatea, Iallanis, Jascar, Johydee, Keoghtom, Kord, Kundo, Labelas

    Enoreth, Lirr, Lydia, Mayaheine, Merikka, Moradin, MuammanDuathal, Murlynd, Myrhiss, Nola, Pelor, Phaulkon, Pholtus, Phyton,

    Rao, Rillifane Rallathil, Segojan Earthcaller, Sehanine Moonbow,

    Shekinester, Skerrit, Solonor Thelandira, Sotillion, St. Cuthbert,

    Stronmaus, Trithereon, Ulaa, Uvot, Vogan, Wenta, Ye'Cind,

    Yondalla, Zodal

    Granted as bonus domain to a first level rainbow servant (CD).

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    GREED DOMAIN SpC

    Granted Power: You gan a +2 competence bonus on Appraise,

    Open Locks, and Sleight of Hand checks.

    Greed Domain Spells

    1 Cheat:Caster rerolls when determining the success of a game of

    chance. SpC

    2 Entice Gift: Subject gives caster what it's holding. SpC

    3 KnockS

    : Opens locked or magically sealed door.4 Fire Trap M: Opened object deals 1d4 +1/level damage. Costs 25

    gp.

    5 Fabricate: Transforms raw materials into finished items. LGCS

    Clarification

    6 Guards and Wards: Array of magic effects protect area.

    7 Teleport ObjectS: As teleport,but affects a touched object.

    8 Phantasmal Thief: Creates an unseen force that steals from others.SpC

    9 Sympathy M: Object or location attracts certain creatures. Costs

    1,500 gp.

    Abbathor, Erythnul, Kurell, Tiamat, Urdlen, Vaprak

    HEALING DOMAIN

    Granted Power: You cast healing spells at +1 caster level.

    Healing Domain Spells

    1 Cure Light Wounds: Cures 1d8 damage +1/level (max +5).

    2 Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).

    3 Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).

    4 Cure Critical Wounds: Cures 4d8 damage +1/level.

    5 Cure Light Wounds, Mass: Cures 1d8 damage +1/level for many

    creatures.

    6 Heal: Cures 10 points/level of damage, all diseases and mental

    conditions.

    7 Regenerate: Subjects severed limbs grow back, cures 4d8 damage

    +1/level (max +35).

    8 Cure Critical Wounds, Mass: Cures 4d8 damage +1/level for

    many creatures.

    9 Heal, Mass: As heal, but with several subjects.

    Al'Akbar, Berna, Berronar Truesilver, Callarduran Smoothhands,Cyrrollalee, Iallanis, Luthic, Myrhiss, Nola, Pelor, Skerrit, Skoraeus

    Stonebones, Sotillion, Vogan, Zodal

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    INQUISITION DOMAIN SpC

    Granted Power: Gain a +4 bonus on dispel checks.

    Inquisition Domain Spells

    1Detect Chaos: Reveals chaotic creatures, spells, or objects.

    2Zone of Truth: Subjects within range cannot lie.

    3Detect Thoughts: Allows ''listening'' to surface thoughts.

    4Discern Lies: Reveals deliberate falsehoods.

    5True SeeingM

    : Lets you see all things as they really are. Costs 250gp.

    6Geas/Quest: As lesser geas,plus it affects any creature.

    7DictumS: Kills, paralyzes, weakens, or deafens nonlawful subjects.

    [Lawful]

    8Shield of Law F: +4 to AC, +4 resistance, and SR 25 against

    chaotic spells. [Lawful]

    9Trap the Soul MF: Imprisons subject within gem.

    Allitur, Berronar Truesilver, Clangeddin Silverbeard, Cyrrollalee,

    Heironeous, Khurgorbaeyag, Pholtus, Rao, St. Cuthbert, Stern Alia,

    Wee Jas

    Granted as a bonus domain to a first level church inquisitor (CD).

    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

    1 Detect Secret Doors: Reveals hidden doors within 60 ft.

    2 Detect Thoughts: Allows listening to surface thoughts.

    3 Clairaudience/Clairvoyance: Hear or see at a distance for 1

    min./level.

    4 Divination M: Provides useful advice for specific proposed actions.

    Costs 25 gp.

    5 True Seeing M: Lets you see all things as they really are. Costs 250

    gp.

    6 Find the Path: Shows most direct way to a location.

    7 Legend Lore MF: Lets you learn tales about a person, place, or

    thing. Costs 250 gp.

    8 Discern Location: Reveals exact location of creature or object.

    9 Foresight: Sixth sense warns of impending danger.

    Allitur, Annam, Bargrivyek, Boccob, Celestian, Chronepsis, Delleb,

    Dugmaren Brightmantle, Dumathoin, Grankhul, Heward, Hruggek,

    Ilsensine, Io, Istus, Katay, Keoghtom, Keptolo, Labelas Enoreth,

    Lendor, Lirr, Lydia, Mouqol, Murlynd, Pholtus, Quetzalcoatl, Rao,Sehanine Moonbow, Shekinester, Skoraeus Stonebones, Stern Alia,

    Syrul, Tharizdun, Tsolorandril, Uvot, Vecna, Vergadain, Xan Yae,

    Xerbo, Ye'Cind, Zagyg, Zilchus

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    LAW DOMAIN

    Granted Power: You cast [Lawful] spells at +1 caster level.

    Law Domain Spells

    1 Protection from Chaos: +2 to AC and saves, counter mind

    control, hedge out elementals and outsiders. [Lawful]

    2 Calm Emotions: Calms creatures, negating emotion effects.

    3 Magic Circle against Chaos: Asprotection from chaos, but 10-ft.

    radius and 10 min./level. [Lawful]4 Orders Wrath: Damages and dazes chaotic creatures. [Lawful]

    5 Dispel Chaos: +4 bonus against attacks by chaotic creatures.[Lawful]

    6 Hold Monster: As hold person, but any creature.

    7 DictumS: Kills, paralyzes, slows, or deafens nonlawful subjects.

    [Lawful]

    8 Shield of Law F: +4 to AC, +4 resistance, and SR 25 against

    chaotic spells. [Lawful]

    9 Summon Monster IX*: Calls outsider to fight for you. [Lawful]

    *Cast as a law spell only, so its either a Couatl or a Barbed Devil.

    Al'Akbar, Allitur, Arvoreen, Bahamut, Berronar Truesilver, Bralm,

    Chitza-Atlan, Clangeddin Silverbeard, Cyndor, Cyrrollalee, Daern,

    Delleb, Earth Dragon, Fortubo, Gaerdal Ironhand, Gaknulak,Gendwar Argrim, Heironeous, Hextor, Ilsensine, Istus, Jascar, Katay,

    Khurgorbaeyag, Kundo, Kurtulmak, Laduguer, Lendor, Mayaheine,

    Merikka, Mictlantecuhtli, Moradin, Murlynd, Nomog-Geaya,

    Osprem, Pholtus, Quetzalcoatl, Rao, Sekolah, Shekinester, Sixin,

    Squerrik, St. Cuthbert, Stern Alia, Surtr, Tiamat, Tlaloc, Tsolorandril,

    Ulaa, Urogalan, Vathris, Wastri, Wee Jas, Yondalla, Zilchus

    Granted as bonus domain to a seventh level rainbow servant (CD).

    LIBERATION DOMAIN SpC

    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

    1Omen of Peril SF: You know how dangerous the future will be. SpC

    2Undetectable Alignment: Conceals alignment for 24 hours.

    3Rage: Gives +2 morale bonuses to Str and Con, +1 on Will saves,

    -2 to AC.

    4Freedom of Movement: Subject moves normally despiteimpediments.

    5Break Enchantment: Frees subjects from enchantments,

    alterations, curses, and petrification.

    6Dispel Magic, Greater: As dispel magic, but up to +20 on check.

    7 Refuge M: Alters item to transport its possessor to you. Costs 1,500

    gp.

    8Mind Blank: Subject is immune to mental/emotional magic andscrying.

    9Unbinding: Frees everyone within range from spells that constrain

    or bind. SpC

    Aerdrie Faenya, Corellon Larethian, Dalt, Garl Glittergold, Lirr,Lydia, Ralishaz, Trithereon, Ulaa, Wenta, Zodal

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    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 its worse than the original roll.

    Luck Domain Spells

    1 Entropic Shield: Ranged attacks against you have 20% misschance.

    2 Aid: +1 on attack rolls, +1 against fear, 1d8 temporary hp +1/level(max +10). Notes

    3 Protection from Energy: Absorb 12 points/level of damage from

    one kind of energy.

    4 Freedom of Movement: Subject moves normally despite

    impediments.

    5 Break Enchantment: Frees subjects from enchantments,

    alterations, curses, and petrification.

    6 Mislead: Turns you invisible and creates illusory double. FAQ

    7 Spell Turning: Reflect 1d4+6 spell levels back at caster.PH Errata

    8 Moment of Prescience: You gain insight bonus on single attack

    roll, check, or save.

    9 Miracle X: Requests a deitys intercession. LGCS Clarification

    Aasterinian, Abbathor, Bahamut, Brandobaris, Charmalaine, Erevan

    Ilesere, Fharlanghn, Istus, Kord, Kurell, Kuroth, Nazarn, Norebo,

    Olidammara, Procan, Ralishaz, Rudd, Uvot, Vergadain, Zinzerena

    MADNESS DOMAIN SpC

    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

    before the check or save is rolled.

    Madness Domain Spells

    1 Confusion, Lesser: One creature is confusedfor 1 round.

    2Touch of Madness: Dazes one creature for 1 round/level. SpC, Dispel

    Confusion

    3Rage: Gives +2 morale bonuses to Str and Con, +1 on Will saves,-2 to AC.

    4Confusion: Subjects behave oddly for 1 round/level.

    5Bolts of Bedevilment: One ray/round, dazes 1d3 rounds. SpC

    6Phantasmal Killer: Fearsome illusion kills subject or deals 3d6

    damage.

    7Insanity: Subject suffers continuous confusion.

    8Maddening Scream

    S

    : Subject has -4 AC, no shield, Reflex saveon 20 only. SpC

    9Weird: Asphantasmal killer, but affects all within 30 ft.

    Abbathor, Blibdoolpoolp, Diirinka, Elder Elemental Eye [aspect of

    Tharizdun], Erevan Ilesere, Erythnul, Grolantor, Incabulos, Karontor,Kiaransali, Kurell, Kurtulmak, Laogzed, Panzuriel, Pyremius,

    Ralishaz, Roykyn, Tharizdun, Urdlen, Vaprak, Vecna, Yurtrus,

    Zagyg

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    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

    1 Nystuls Magic Aura: Alters objects magic aura.2 Identify: Determines properties of magic item. No M component

    for clerics. FAQ

    3 Dispel Magic: Cancels magical spells and effects.PH Errata, FAQ

    4 Imbue with Spell Ability: Transfer spells to subject.

    5 Spell Resistance: Subject gains SR 12 + level.

    6 Antimagic Field:Negates magic within 10 ft.FAQ

    7 Spell Turning: Reflect 1d4+6 spell levels back at caster.PH Errata

    8 Protection from Spells MF: Confers +8 resistance bonus. Costs

    500 gp.

    9 Miracle X: Requests a deitys intercession. LGCS Clarification, Replaces

    Mordenkainens Disjunction, per LGCS

    Annam, Baravar Cloakshadow, Boccob, Corellon Larethian, Daoud,

    Delleb, Diirinka, Dugmaren Brightmantle, Hanali Celanil, Hruggek,Ilsensine, Io, Laduguer, Lirr, Shekinester, Vecna, Wee Jas, Ye'Cind,

    Zagyg

    Granted as bonus domain to a seventh level seeker of the misty isle

    (CD).

    MIND DOMAIN SpC

    Granted Power: Gain a +2 bonus on Bluff, Diplomacy, and Sense

    Motive checks.

    Mind Domain Spells

    1 Comprehend Languages: You understand all spoken and written

    languages.

    2 Detect Thoughts: Allows "listening" to surface thoughts.

    3 Telepathic Bond, Lesser: As telepathic bond, but you and oneother creature. SpC

    4 Discern Lies: Reveals deliberate falsehoods.

    5 Rary's Telepathic Bond: Link lets allies communicate.

    6 Probe Thoughts: You sift through thoughts, learning the answer to

    one question/round. SpC

    7 Brain Spider: Listen to thoughts of up to eight other creatures. SpC

    8 Mind Blank: Subject is immune to mental/emotional magic and

    scrying.

    9 Weird: Asphantasmal killer,but affects all within 30 ft.

    Baravar Cloakshadow, Boccob, Delleb, Dugmaren Brightmantle,

    Ilsensine, Istus, Iuz, Johydee, Labelas Enoreth, Laduguer, Lendor,

    Memnor, Merrshaulk, Olidammara, Panzuriel, Rao, Shekinester,

    Squerrik, Syrul, Vecna, Vergadain, Wee Jas, Xan Yae, Zilchus,

    Zuoken

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    MYSTICISM DOMAIN SpC

    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

    1Divine Favor: You gain attack, damage bonus, +1/three levels, +3

    max.PH Errata

    2Spiritual Weapon: Magical weapon attacks on its own. FAQ

    3Visage of the Deity, Lesser: You gain +4 Cha and resistance 10 tocertain energy types. [Good] or [Evil] SpC

    4Weapon of the Deity S: +1 to your weapon's attack and damage,

    plus a special ability. SpC LGCS Clarification

    5Righteous Might: Your size increases, and you gain combat

    bonuses. PH Errata, FAQ

    6Visage of the Deity: As lesser visage of the deity,but you get

    celestial or fiendish qualities. [Good] or [Evil] SpC

    7Blasphemy/Holy WordS: Kills, paralyzes, weakens or dazes

    nonevil/nongood creatures. [Evil] [Good] PH Errata, FAQ

    8Holy Aura/Unholy Aura F: +4 AC, +4 resistance, and SR 25

    against evil spells. [Good] [Evil]

    9Visage of the Deity, Greater: As lesser visage of the deity,but youbecome half-celestial or half-fiendish. [Good] or [Evil] SpC

    Beltar, Blibdoolpoolp, Erythnul, Fortubo, Great Mother, Grolantor,

    Gruumsh, Hruggek, Huhueteotl, Ilneval, Jascar, Mictlantecuhtli,

    Nerull, Pyremius, Raxivort, Rillifane Rallathil, Segojan Earthcaller,

    Sekolah, Shargaas, Tezcatlipoca [also known as Apocatequil],

    Trithereon, Ulaa, Vhaeraun, Yondalla

    NOBILITY DOMAIN SpC

    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 a number

    of rounds equal to your Charisma bonus (minimum 1 round).

    Nobility Domain Spells

    1 Divine Favor: You gain attack, damage bonus, +1/three levels, +3max. PH Errata

    2 Enthrall: Captivates all within 100 ft. + 10 ft./level.

    3 Magic Vestment: Armor or shield gains +1 enhancement per fourlevels.

    4 Discern Lies: Reveals deliberate falsehoods.

    5 Command, GreaterS: As command,but affects one subject/level.

    6 Geas/Quest: As lesser geas,plus it affects any creature.

    7 Repulsion F: Creatures cant approach you.

    8 Demand: Assending,plus you can sendsuggestion.

    9 Storm of Vengeance: Storm rains acid, lightning, and hail.

    Arvoreen, Gaerdal Ironhand, Hanali Celanil, Heironeous, Kord,

    Kundo, Mayaheine, Murlynd, Pelor

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    ORACLE DOMAIN SpC

    Granted Power: You cast all divination spells at +2 caster levels.

    Oracle Domain Spells

    1Identify: Determines properties of magic item. No M component

    for clerics. FAQ

    2Augury MF: Learns whether an action will be good or bad. Costs

    25 gp.

    3DivinationM

    : Provides useful advice for specific proposed actions.Costs 25 gp.

    4Scrying F: Spies on subject from a distance.PH Errata, FAQ

    5Commune X: Deity answers one yes-or-no question/level.

    6Legend Lore MF: Lets you learn tales about a person, place, or

    thing. Costs 250 gp.

    7Scrying, Greater: Asscrying, but faster and longer.

    8Discern Location: Reveals exact location of creature or object.

    9Foresight: Sixth sense warns of impending danger.

    Blibdoolpoolp, Boccob, Celestian, Cyndor, Delleb, Dugmaren

    Brightmantle, Dumathoin, Flandal Steelskin, Istus, Katay, LabelasEnoreth, Lendor, Lolth, Ralishaz, Sehanine Moonbow, Shekinester,

    Tsolorandril, Vecna

    Granted as bonus domain to a first level divine oracle (CD).

    PACT DOMAIN SpC

    Granted Power: Add Appraise, Intimidate, and Sense Motive to

    your list of cleric class skills.

    Pact Domain Spells

    1CommandS: One subject obeys one-word command for 1 round.

    2Shield Other F: You take half of subjects damage.

    3Speak with Dead: Corpse answers one question/two levels. FAQ

    4Divination M: Provides useful advice for specific proposed actions.Costs 25 gp.

    5 Stalwart Pact M: You gain combat bonuses automatically when

    reduced to half hit points or lower. Costs 250 gp. SpC,Notes

    6Zealot Pact X: You automatically gain combat bonuses when you

    attack someone of opposite alignment. SpC

    7 Renewal Pact M: Creature is automatically healed if adverse

    condition affects it. Costs 500 gp. SpC

    8Death Pact M: Deity brings you back from the dead automatically.

    Costs 1,000 gp. SpC

    9Gate

    X

    : Connects two planes for travel or summoning.

    LGCS Clarification

    Abbathor, Bralm, Cyrrollalee, Mouqol, Rao, Vergadain, Xerbo,

    Zilchus

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    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

    1 Entangle: Plants entangle everyone in 40-ft.-radius.FAQ

    2 Barkskin: Grants +2 (or higher) enhancement to natural armor.

    3 Plant Growth: Grows vegetation, improves crops.

    4 Command PlantsS: Sway the actions of one or more plant

    creatures.

    5 Wall of Thorns: Thorns damage anyone who tries to pass.

    6 Repel Wood: Pushes away wooden objects.

    7 Animate PlantsS: One or more trees animate and fight for you.

    8 Control Plants: Control actions of one or more plant creatures.

    9 Shambler: Summons 1d4+2 shambling mounds to fight for you.

    Annam, Atroa, Baervan Wildwanderer, Beory, Berei, Breeka,Ehlonna [Ehlenestra to elves], Fenmarel Mestarine, Gadhelyn,

    Geshtai, Hiatea, Merikka, Merrshaulk, Obad-Hai, Phyton, Rillifane

    Rallathil, Semuanya, Sheela Peryroyl, Skerrit, Solonor Thelandira,Sotillion, Tlaloc, Tlazoteotl, Uvot, Wenta, Yondalla

    PROTECTION DOMAIN

    Granted Power: You can generate aprotective wardas 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. Theprotective wardis an abjuration

    effect with a duration of 1 hour that is usable once per day.

    Protection Domain Spells

    1 Sanctuary: Opponents cant attack you, and you cant attack.2 Shield Other F: You take half of subjects damage.

    3 Protection from Energy: Absorb 12 points/level of damage from

    one kind of energy.

    4 Spell Immunity: Subject is immune to one spell per four levels.

    5 Spell Resistance: Subject gains SR 12 + level.

    6 Antimagic Field:Negates magic within 10 ft.FAQ

    7 Repulsion F: Creatures cant approach you.

    8 Mind Blank: Subject is immune to mental/emotional magic and

    scrying.

    9 Prismatic Sphere

    S

    : Asprismatic wall, but surrounds on all sides.

    Al'Akbar, Arvoreen, Bahamut, Baravar Cloakshadow, Bargrivyek,

    Berei, Berna, Berronar Truesilver, Callarduran Smoothhands,

    Camazotz [also known as Zotzilaha or Zotz], Celestian, Charmalaine,

    Chitza-Atlan, Corellon Larethian, Cyndor, Cyrrollalee, Daern, Dalt,Deep Sashelas, Dumathoin, Eadro, Earth Dragon, Fharlanghn,

    Fortubo, Gaerdal Ironhand, Gaknulak, Carl Glittergold, Great

    Mother, Hanali Celanil, Jascar, Khurgorbaeyag, Kundo, Laduguer,

    Lendor, Luthic, Mayaheine, Merikka, Moradin, Muamman Duathal,

    Myrhiss, Osprem, Querzalcoatl, Rillifane Rallathil, Shekinester,

    Skoraeus Stonebones, Squerrik, St. Cuthbert, Stern Alia, Stronmaus,Trithereon, Ulaa, Urogalan, Uvot, Yondalla, Zodal

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    PURIFICATION DOMAIN SpC

    Granted Power: You can cast abjuration spells at +1 caster level.

    Purification Domain Spells

    1 Nimbus of Light: Sunlight illuminates you until released as an

    attack for 1d8 +1/level damage. SpC

    2 Deific Vengeance: God's punishment deals 1d6 damage/two caster

    levels (max 5d6). SpC

    3 Recitation: Your allies get bonus on attacks and saves.SpC

    4 Castigate S: Verbal rebuke deafens all who hear and damages those

    whose alignment differs from yours. SpC

    5 Dance of the Unicorn: Purifying mist washes the air clean of

    smoke, dust and poisons. SpC

    6 Fires of Purity: Target bursts into magical flame, becomes a

    dangerous weapon. SpC

    7 Righteous Wrath of the Faithful: Your allies get bonuses,

    especially if they worship your deity. SpC

    8 Sunburst: Blinds all within 10 ft., deals 6d6 damage.

    9 Visage of the Deity: As lesser visage of the deity,but you become

    celestial or fiendish. [Good] or [Evil] SpC

    Allitur, Arvoreen, Berronar Truesilver, Ehlonna [Ehlenestra to elves],

    Pelor, Pholtus, Surtr, Wastri

    May be chosen as bonus domain for a fifth level radiant servant

    (CD).

    REPOSE DOMAIN San

    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 Spells1 Deathwatch: Reveals how near death subjects within 30 ft. are.

    [Evil]

    2 Gentle Repose: Preserves one corpse.

    3 Speak with Dead: Corpse answers one question/two levels. FAQ

    4 Discern Lies: Reveals deliberate falsehoods.

    5 Command, GreaterS: As command, but affects one subject/level.

    6 Undeath to Death M: Destroys 1d4/level HD of undead. Costs 500

    gp.

    7 Finger of Death: Kills one subject. Replaces Destruction, per LGCS

    8 Surelife: Protects you from death due to hazards.

    San

    9 Wail of the BansheeS: Kills one creature/level.

    Chitza-Atlan, Chronepsis, Katay, Sehanine Moonbow, Urogalan,

    Wee Jas

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    RUNE DOMAIN San

    Granted Power: You gain scribe scroll as a bonus feat.

    Rune Domain Spells

    1 Erase: Mundane or magical writing vanishes.

    2 Secret Page: Changes one page to hide its real content.

    3 Glyph of Warding M: Inscription harms those who pass it. Costs

    200 gp.

    4 Explosive Runes: Deals 6d6 damage when read.FAQ

    5 Symbol of Sleep M: Triggered rune puts nearby creatures into

    catatonic slumber. Costs 1,000 gp. ReplacesPlanar Binding; per LGCS

    6 Glyph of Warding, Greater M: Asglyph of warding, but up to

    10d8 damage or 6th-level spell. Costs 400 gp.

    7 Drawmij's Instant Summons M: Prepared object appears in your

    hand. Costs 1,000 gp. LGCS Clarification

    8 Transcribe Symbol: Make a caster level check DC 20 + spell level

    to pick up a symbol.San

    9 Teleportation Circle MS: Circle teleports any creature inside to

    designated spot. Costs 1,000 gp.

    Boccob, Cyndor, Delleb, Dugmaren Brightmantle, Katay, Labelas

    Enoreth, Lendor, Lirr, Tharizdun

    SKY DOMAIN RW

    Granted Power: Your fly speed (or glide speed) improves by 5 feet.

    Add Spot to your list of cleric class skills.

    Sky Domain Spells

    1 Raptor's Sight: Gain +5 on Spot checks, range increment. RW

    2 Summon Dire Hawk: Summons dire hawk to serve you. RW

    3 Enduring Flight S: Carry medium loads at full fly speed; fly

    duration is doubled. RW

    4 Aerial Alacrity S: +30 ft. fly speed, +1 AC and Reflex saves while

    flying. RW

    5 Control Winds: Change wind direction and speed.

    6 Wind Walk: You and your allies turn vaporous and travel fast.

    7 Reverse Gravity: Objects and creatures fall upward.

    8 Mastery of the Sky S: Gain +2 on all attack rolls and damage while

    airborne; maneuverability becomes perfect; foes incur penalties

    against you. RW

    9 Summon Devoted Roc: Summons powerful roc to serve you. RW

    Aerdrie Faenya, Memnor, Phaulkon, Querzalcoatl, Stronmaus, Vogan

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    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

    1 Enlarge Person: Humanoid creature doubles in size. FAQ

    2 Bulls Strength: Subject gains +4 to Str for 1 min./level.3 Magic Vestment: Armor or shield gains +1 enhancement per four

    levels.

    4 Spell Immunity: Subject is immune to one spell per four levels.

    5 Righteous Might: Your size increases, and you gain combat

    bonuses. PH Errata, FAQ

    6 Stoneskin M: Ignore 10 points of damage per attack. Costs 250 gp.

    7 Bigby's Grasping Hand: Large hand provides cover, pushes, or

    grapples.

    8 Bigby's Clenched Fist: Large hand provides cover, pushes, or

    attacks your foes.

    9 Bigby's Crushing Hand: Large hand provides cover, pushes, orcrushes your foes.

    Bahgtru, Bleredd, Bralm, Clangeddin Silverbeard, Flandal Steelskin,Great Mother, Gruumsh, Hruggek, Iallanis, Io, Karontor, Kord,

    Llerg, Maglubiyet, Moradin, Nomog-Geaya, Pelor, Sekolah, Sixin,

    St. Cuthbert, Surtr, Telchur, Thrym, Trithereon, Vaprak, Vatun,

    Zuoken

    SUMMER DOMAIN San

    Granted Power: Grants you some protection from heat.

    Summer Domain Spells

    1 Impede Sun's Brilliance: Diminishes light and heat in an area. San

    2 Sunstroke: Target takes 2d6 nonlethal damage and may be

    fatigued. San

    3 Protection from Desiccation: Absorb 10 HP /level of desiccation

    damage. San

    4 Skin of the Cactus: Grants natural armor, thorns and resistance to

    dehydration. San

    5 Unearthly Heat: Target is subjected to unearthly heat for 1round/level. San

    6Sunbeam: Beam blinds and deals 3d6 damage.

    7 Control Weather: Changes weather in local area.

    8 Sunburst: Blinds all within 10 ft., deals 6d6 damage.

    9 Storm of Vengeance: Storm rains acid, lightning, and hail.

    Sotillion

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    SUMMONER DOMAIN SpC

    Granted Power: Add +2 to your caster level for all Conjuration

    (summoning) or Conjuration (calling) spells.

    Summoner Domain Spells

    1 Summon Monster I: Calls outsider to fight for you. [Lawful]

    [Good] [Evil] [Chaotic]

    2 Summon Monster II: Calls outsider to fight for you. [Lawful]

    [Good] [Evil] [Chaotic]3 Summon Monster III: Calls outsider to fight for you. [Lawful]

    [Good] [Evil] [Chaotic]

    4 Planar Ally, Lesser X: Exchange services with a 6 HD extraplanar

    creature. [Lawful] [Good] [Evil] [Chaotic] LGCS Clarification

    5 Summon Monster V: Calls outsider to fight for you. [Lawful]

    [Good] [Evil] [Chaotic]

    6 Planar Ally: As lesser planar ally,but up to 16 HD. [Lawful]

    [Good] [Evil] [Chaotic] LGCS Clarification

    7 Summon Monster VII: Calls outsider to fight for you. [Lawful]

    [Good] [Evil] [Chaotic]

    8 Greater Planar Ally: As lesser planar ally,but up to 24 HD.[Lawful] [Good] [Evil] [Chaotic] LGCS Clarification

    9Gate X: Connects two planes for travel or summoning. LGCS Clarification

    Beltar, Callarduran Smoothhands, Eadro, Great Mother, Segojan

    Earthcaller, Skoraeus Stonebones, Trithereon, Ulaa

    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

    1 Endure Elements: Exist comfortably in hot or cold environments.

    2 Heat Metal: Make metal so hot it damages those who touch it.3 Searing Light: Ray deals 1d8/two levels, more against undead.

    4 Fire Shield: Creatures attacking you take fire damage; youre

    protected from heat or cold.

    5 Flame Strike: Smite foes with divine fire (1d6/level damage, 15d6

    max).

    6 Fire Seeds: Acorns and berries become grenades and bombs.

    7 Sunbeam: Beam blinds and deals 4d6 damage.

    8 Sunburst: Blinds all within 10 ft., deals 6d6 damage.

    9 Prismatic SphereS: Asprismatic wall, but surrounds on all sides.

    Annam, Atroa, Azor'alq, Ehlonna [Ehlenestra to elves], Hiatea,

    Iallanis, Lydia, Nola, Pelor, Pholtus, Phyton, Skerrit, Stronmaus,

    Tezcatlipoca [also known as Apocatequil]

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    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 spellfreedom 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

    1 Longstrider: Increases your speed.

    2 Locate Object: Senses direction toward object (specific or type).

    3 Fly: Subject flies at speed of 60 ft.

    4 Dimension DoorS: Teleports you short distance.

    5 TeleportS: Instantly transports you as far as 100 miles/level. FAQ

    6 Find the Path: Shows most direct way to a location.

    7 Teleport, GreaterS: As teleport,but no range limit and no off-

    target arrival.

    8 Phase DoorS: Creates an invisible passage through wood or stone.9 Astral Projection M: Projects you and companions onto Astral

    Plane. Costs 1,000 gp, plus 5 gp/person.

    Aasterinian, Atroa, Baervan Wildwanderer, Bargrivyek, Brandobaris,

    Celestian, Cyndor, Dalt, Damaran, Daoud, Fenmarel Mestarine,

    Fharlanghn, Geshtai, Grankhul, Heward, Io, Kelanen, Keoghtom,

    Keptolo, Lirr, Lydia, Mouqol, Muamman Duathal, Osprem, Procan,

    Rillifane Rallathil, Sehanine Moonbow, Sixin, Velnius, Vhaeraun,

    Ye'Cind

    Granted as bonus domain to a first level seeker of the misty isle

    (CD).

    TRICKERY DOMAIN

    Granted Power: Add Bluff, Disguise, and Hide to your list of cleric

    class skills.

    Trickery Domain Spells

    1 Disguise Self: Disguise own appearance.

    2 Invisibility: Subject is invisible for 1 min./level or until it attacks.FAQ

    3 Nondetection M: Hides subject from divination,scrying. Arcanematerial component costs 50 gp; check with your DM.

    4 Confusion: Subjects behave oddly for 1 round/level.

    5 False Vision M: Fools scrying with an illusion. Arcane materialcomponent costs 250 gp; check with your DM.

    6 Mislead: Turns you invisible and creates illusory double. FAQ

    7 Screen: Illusion hides area from vision, scrying.

    8 Mind Blank: Subject is immune to mental/emotional magic and

    scrying.Changed from Polymorph Any Object by LGCS 597CY

    9 Time StopS: You act freely for 1d4+1 rounds.

    Aasterinian, Abbathor, Baervan Wildwanderer, Baravar

    Cloakshadow, Boccob, Brandobaris, Dalt, Diirinka, Erevan Ilesere,

    Erythnul, Fenmarel Mestarine, Gaknulak, Carl Glittergold, Grankhul,

    Iuz, Johydee, Kurell, Kuroth, Kurtulmak, Lolth, Maglubiyet,

    Memnor, Meyanok, Mouqol, Nerull, Norebo, Olidammara, Raxivort,Roykyn, Sehanine Moonbow, Shargaas, Sixin, Squerrik, Syrul,

    Tezcatlipoca [also known as Apocatequil], Tiamat, Vara, Vergadain,

    Vhaeraun, Xan Yae, Zagyg, Zilchus, Zinzerena

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    WAR DOMAIN

    Granted Power: Free Martial Weapon Proficiency with deitys

    favored weapon (if necessary) and Weapon Focus with the deitys

    favored weapon.

    War Domain Spells

    1 Magic Weapon: Weapon gains +1 bonus.

    2 Spiritual Weapon: Magical weapon attacks on its own. FAQ

    3 Magic Vestment: Armor or shield gains +1 enhancement per fourlevels.

    4 Divine Power: You gain attack bonus, +6 to Str, and 1 hp/level. Notes

    5 Flame Strike: Smite foes with divine fire (1d6/level damage, 15d6

    max).

    6 Blade Barrier: Wall of blades deals 1d6/level damage (max 15d6).FAQ

    7 Power Word BlindS: Blinds creature with 200 hp or less.

    8 Power Word StunS: Stuns creature with 150 hp or less.

    9 Power Word KillS: Kills creature with 100 hp or less.

    Arvoreen, Azor'alq, Beltar, Clangeddin Silverbeard, CorellonLarethian, Erythnul, Gaerdal Ironhand, Gendwar Argrim, Gruumsh,

    Heironeous, Hextor, Ilneval, Joramy, Kelanen, Kurtulmak,

    Maglubiyet, Mayaheine, Mictlantecuhtli, Moradin, Nazarn, Nomog-Geaya, Panzuriel, Phaulkon, Sekolah, Sixin, Solonor Thelandira,

    Stronmaus, Surtr, Tezcatlipoca [also known as Apocatequil], Thrym,

    Varhris, Wastri, Xan Yae, Zuoken

    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

    1 Obscuring Mist: Fog surrounds you.2 Fog Cloud: Fog obscures vision.

    3 Water Breathing: Subjects can breathe underwater.

    4 Control Water: Raises or lowers bodies of water.

    5 Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.

    6 Cone of Cold: 1d6/level cold damage (max 15d6).

    7 Acid Fog: Fog deals acid damage.

    8 Horrid Wilting: Deals 1d6/level damage within 30 ft.

    9 Elemental Swarm*: Summons multiple elementals.

    *Cast as a water spell only.

    Beory, Blibdoolpoolp, Breeka, Deep Sashelas, Eadro, Elder

    Elemental Eye [aspect of Tharizdun], Geshtai, Hurakon, Obad-Hai,

    Osprem, Panzuriel, Phyton, Procan, Semuanya, Tlaloc, Tlazoteotl,

    Velnius, Vogan, Xerbo

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    WINDSTORM DOMAINSpC

    Granted Power: Inclement weather has less of an effect on you.

    Rain and snow dont 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

    1Obscuring Mist: Fog surrounds you.2Binding Winds: Air prevents target from moving, hinders ranged

    attacks. SpC

    3Call Lightning: Calls down lightning bolts (3d6 per bolt) from

    sky. FAQ

    4Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.

    5 Arc of Lightning: Line of electricity between two creatures

    (1d6/level damage, 15d6 max). SpC

    6Cloud-walkers: Subjects can fly outdoors at speed of 60 ft. SpC

    7Control Weather: Changes weather in local area.

    8Whirlwind: Cyclone deals damage and can pick up creatures.

    9Whirlwind, Greater: As whirlwind,but larger and moredestructive. SpC

    Aerdrie Faenya, Beory, Earth Dragon, Fharlanghn, Geshtai, Hiatea,Hurakon, Osprem, Procan, Sheela Peryroyl, Solonor Thelandira,

    Stronmaus, Tezcatlipoca [also known as Apocatequil], Tlaloc,

    Velnius, Vogan

    WINTER DOMAIN Fro

    Granted Power: During the winter season, you gain a +2 sacred

    bonus on all Wisdom-based skill checks.

    Winter Domain Spells

    1 Snowsight:Normal vision in winter weather conditions. Fro

    2 Snow Walk: Increase your speed and walk effortlessly on top of

    snow without leaving tracks or scent. Fro

    3 Winters Embrace: Subject takes 1d8 damage/round; can causefatigue. Fro

    4Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.

    5 Blizzard: Temperature drops and powerful blizzard reducesvisibility to zero. Fro

    6 Death Hail: Summons a storm of death hail. Fro

    7 Control Weather: Changes weather in local area.

    8 Summon Giants (Frost Giants Only): Summons outsider giants

    to fight for you. Fro

    9 Fimbulwinter X: Creates winter weather for miles around you that

    lasts for months. Fro

    Nerull, Telchur, Vatun