This material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.

DOMAINS AND SPELLS

Artifice Domain

Granted Power: Gain +4 bonus on Craft checks. The character casts conjuration (creation) spells at +1 caster level. (Those with access to both the Artifice and Creation domains cast conjuration [creation] spells at +3 caster level.)

Artifice Domain Spells

1Animate rope
2Wood shape
3Stone shape
4Minor creation
5Fabricate
6Major creation
7Hardening
8True creation
9Prismatic sphere

Charm Domain

Granted Power: The character can boost his or her Charisma by 4 points once per day. Activating this power is a free action. The Charisma increase lasts 1 minute.

Charm Domain Spells

1Charm person
2Calm emotions
3Suggestion
4Emotion
5Charm monster
6Geas/quest
7Insanity
8Demand
9Dominate monster

Community Domain

Granted Power: Use calm emotions as a spell-like ability once per day. Gain a +2 competence bonus on Diplomacy checks.

Community Domain Spells

1Bless
2Shield other
3Prayer
4Status
5Telepathic bond
6Heroes’ feast
7Refuge
8Mass heal
9Miracle

Creation Domain

Granted Power: Cast conjuration (creation) spells at +2 caster level. (Those with access to both the Artifice and Creation domains cast conjuration (creation) spells at +3 caster level.)

Creation Domain Spells

1Create water
2Minor image
3Create food and water
4Minor creation
5Major creation
6Heroes’ feast
7Permanent image
8True creation
9Genesis

Darkness Domain

Granted Power: Free Blind-Fight feat.

Darkness Domain Spells

1Obscuring mist
2Blindness
3Blacklight
4Armor of darkness
5Summon monster V (only summons 1d3 shadows)
6Prying eyes
7Nightmare
8Power word, blind
9Power word, kill

Glory Domain

Granted Power: Turn undead with a +2 bonus on the turning check and +1d6 to the turning damage roll.

Glory Domain Spells

1Disrupt undead
2Bless weapon
3Searing light
4Holy smite
5Holy sword
6Bolt of glory
7Sunbeam
8Crown of glory
9Gate

Liberation Domain

Granted Power: The character gains a +2 morale bonus on all saving throws against enchantment spells or effects.

Liberation Domain Spells

1Remove fear
2Remove paralysis
3Remove curse
4Freedom of movement
5Break enchantment
6Greater dispelling
7Refuge
8Mind blank
9Unbinding

Madness Domain

Granted Power: The character gains an Insanity score equal to half his or her class level. For spellcasting (determining bonus spells and DCs), the character uses his or her Wisdom score plus his or her Insanity score in place of Wisdom alone.

For all other purposes, such as skills and saves, use Wisdom minus Insanity in place of Wisdom.

Once per day, the character can see and act with the clarity of true madness. Use the character’s Insanity score as a positive rather than a negative modifier on a single roll involving Wisdom. Choose to use this power before the roll is made.

Madness Domain Spells

1Random action
2Touch of madness
3Rage
4Confusion
5Bolts of bedevilment
6Phantasmal killer
7Insanity
8Maddening scream
9Weird

Nobility Domain

Granted Power: The character has the spell-like ability to inspire allies, giving them a +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls. Allies must be able to hear the character speak for 1 round. Using this ability is a standard action. It lasts a number of rounds equal to the character’s Charisma bonus and can be used once per day.

Nobility Domain Spells

1Divine favor
2Enthrall
3Magic vestment
4Discern lies
5Greater command
6Geas/quest
7Repulsion
8Demand
9Storm of vengeance

Repose Domain

The Repose domain is similar to the Death domain,but is granted by good-aligned deities whose clerics are barred from casting evil spells.

Granted Power: The character may use a death touch once per day. The death touch is a spell-like ability that is a death effect. The character must succeed at a melee touch attack against a living creature (using the rules for touch spells). When the character touches, roll 1d6 per his or her cleric level. If the total at least equals the creature’s current hit points, it dies.

Repose Domain Spells

1Deathwatch
2Gentle repose
3Speak with dead
4Death ward
5Slay living
6Undeath to death
7Destruction
8Surelife
9Wail of the banshee

Rune Domain

Granted Power: Free Scribe Scroll feat.

Rune Domain Spells

1Erase
2Secret page
3Glyph of warding
4Explosive runes
5Lesser planar binding
6Greater glyph of warding
7Instant summons
8Symbol
9Teleportation circle

Scalykind Domain

Granted Power: Rebuke or command animals (reptilian creatures and snakes only) as an evil cleric rebukes or commands undead.

Use this ability a total number of times per day equal to 3 + Charisma modifier.

Scalykind Domain Spells

1Magic fang
2Animal trance†
3Greater magic fang
4Poison
5Animal growth†
6Eyebite
7Creeping doom (composed of tiny snakes)
8Animal shapes†
9Shapechange

†Affects ophidian or reptilian creatures only.

Weather Domain

Granted Power: Survival is a class skill.

Weather Domain Spells

1Obscuring mist
2Fog cloud
3Call lightning
4Sleet storm
5Ice storm
6Control winds
7Control weather
8Whirlwind
9Storm of vengeance

New Spells

Armor of Darkness

Abjuration [Darkness]

Level: Darkness 4

Components: V, S , D F

Casting Time: 1 action

Range: Touch

Target: Creature touched

Duration: 10 minutes/level

Saving Throw: Will negates (harmless)

Spell Resistance: Yes (harmless)

The spell envelops the warded creature in a shroud of shadows. The shroud can, if the caster desires, conceal the wearer’s features. In any case, it grants the recipient a +3 deflection bonus to Armor Class plus an additional +1 for every four caster levels (maximum bonus +8). The subject can see through the armor as if it did not exist and is also afforded darkvision with a range of 60 feet. Finally, the subject gains a +2 bonus on saving throws against any holy, good, or light spells or effects.Undead creatures that are subjects of armor of darkness also gain +4 turn resistance.

Blacklight

Evocation [Darkness]

Level: Darkness 3, Sor/Wiz 3

Components: V, S , M

Casting Time: 1 action

Range: Close (25 ft. + 5 ft./2 levels)

Area: A 20-ft.-radius emanation centered on a creature, object, or point in space

Duration: 1 round/level (D)

Saving Throw: Will negates or none (object)

Spell Resistance: Yes or no (object)

The caster creates an area of total darkness. The darkness is impenetrable to normal vision and darkvision, but the caster can see normally within the blacklit area. Creatures outside the spell’s area, even the caster, cannot see through it.

The spell can be cast on a point in space, but the effect is stationary cast on a mobile object. A character can cast the spell on a creature, and the effect then radiates from the creature and moves as it moves. Unattended objects and points in space do not get saving throws or benefit from spell resistance.

Blacklight counters or dispels any light spell of equal or lower level. The 3rd-level cleric spell daylight counters or dispels blacklight.

Bolt of Glory

Evocation [Good]

Level: Glory 6

Components: V, S , D F

Casting Time: 1 action

Range: Close (25 ft. + 5 ft./level)

Effect: Ray

Duration: Instantaneous

Saving Throw: None

Spell Resistance: Yes

This spell projects a bolt of energy from the Positive Energy Plane against one creature. The caster must succeed at a ranged touch attack to strike the target. A creature struck suffers varying damage, depending on its nature and home plane of existence:

Creature’s Origin/NatureDamageMaximum Value
Material Plane, Elemental Plane, neutral outsider1d6/2 levels7d6
Negative Energy Plane, evil outsider, undead creature1d6/level15d6
Positive Energy Plane, good outsider——

Bolts of Bedevilment

Enchantment [Mind-Affecting]

Level: Madness 5

Components: V, S

Casting Time: One action

Range: Medium (100 ft. + 10 ft./level)

Effect: Ray

Duration: 1 round/level

Saving Throw: Will negates

Spell Resistance: Yes

This spell grants the caster the ability to make one ray attack per round. The ray dazes one living creature, clouding its mind so that it takes no action for 1d3 rounds. The creature is not stunned (so attackers get no special advantage against it), but it can’t move, cast spells, use mental abilities, and so on.

Crown of Glory

Evocation

Level: Glory 8

Components: V, S , M, D F

Casting Time: 1 full round

Range: Personal

Area: 120-ft.-radius emanation centered on you

Duration: 1 minute/level

Saving Throw: Will negates

Spell Resistance: Yes

The caster is imbued with an aura of celestial authority, inspiring awe in all lesser creatures.

The caster gains a +4 enhancement bonus to his or her Charisma score for the duration of the spell. All creatures with fewer than 8 HD or levels cease whatever they are doing and are compelled to pay attention to the caster. Any such creature that wants to take hostile action against the caster must make a successful Will save to do so. Any creature that does not make this saving throw the first time it attempts a hostile action is enthralled for the duration of the spell (as the enthrall spell), as long as it is in the spell’s area, nor will it try to leave the area on its own. Creatures with 8 HD or more may pay attention to the caster, but are not affected by this spell.

When the caster speaks, all listeners telepathically understand him or her, even if they do not understand the language. While the spell lasts, the caster can make up to three suggestions to creatures of fewer than 8 HD in range, as if using the mass suggestion spell (Will save negates); creatures with 8 HD or more aren’t affected by this power. Only creatures within range at the time a suggestion is given are subject to it.

Material Component: worth at least 200 gp.

Genesis

Conjuration (Creation)

Level: Creation 9

Components: V, S , M, X P

Casting Time: 1 week (8 hours/day)

Range: 180 ft.

Effect: A demiplane on the Ethereal Plane centered on your location

Duration: Instantaneous

Saving Throw: None

Spell Resistance: No

This spell creates an immobile, finite plane with limited access—a demi-plane.

Demiplanes created by this power are very small, minor planes. A character can cast this spell only on the Ethereal Plane. When he or she casts it, a local density fluctuation precipitates the creation of a demiplane. At first, the demiplane grows at a rate of a 1-foot-radius per day to an initial maximum radius of 180 feet as the fledgling plane draws substance from surrounding ethereal vapors and protomatter or astral ectoplasm.

The character determines the environment in the demiplane when he or she first casts _genesis,_reflecting most any desire he or she can visualize. The caster determines factors such as atmosphere, water, temperature, and the shape of the general terrain. However, the spell cannot create life, nor can it create construction. If desired, these must be brought in by some other fashion.

Once the basic demiplane reaches its maximum size, the character can continue to cast this spell to enlarge the demiplane if he or she is inside the boundaries of the demiplane. In such a case, the radiusof the demiplane increases by 60 feet for each subsequent casting.

If the spell is cast again while outside an existing demi-plane, the casting creates a separate bubble that does not touch or overlap any previously created demiplane.

XP Cost: 5,000 XP.

Hardening

Transmutation

Level: Sor/Wiz 6, Artifice 7

Components: V, S

Casting Time: 1 action

Range: Touch

Target: One item of a volume no greater than 10 cu. ft./level

(see text)

Duration: Permanent

Saving Throw: None

Spell Resistance: Yes (object)

This spell increases the hardness of materials. For every two caster levels, increase by 1 the hardness of the material targeted by the spell. This hardness increase improves only the material’s resistance to damage. Nothing else is modified by the improvement.

The hardening spell does not in any way affect resistance to other forms of transformation.

This spell affects up to 10 cubic feet per level of the spellcaster.

If cast upon a metal or mineral, the volume is reduced to 1 cubic foot per level.

Maddening Scream

Enchantment (Compulsion) [Mind-Affecting]

Level: Sor/Wiz 8, Madness 8

Components: V

Casting Time: One action

Range: Touch

Target: Living creature touched

Duration: 1d4+1 rounds

Saving Throw: None

Spell Resistance: Yes

The subject cannot keep him or herself from behaving as though completely mad. This spell makes it impossible for the victim to do anything other than race about caterwauling.

The effect worsens the Armor Class of the creature by 4, makes Reflex saving throws impossible except on a roll of 20, and makes it impossible to use a shield.

Rage

Enchantment

Level: Madness 3

Components: V, S

Casting Time: One action

Range: Touch

Target: Creature touched

Duration: 1 round/level

Saving Throw: Will negates (harmless)

Spell Resistance: Yes (harmless)

The caster can put a creature into a blood frenzy. In this rage, the creature gains +4 to Strength, +4 to Constitution, and a +2 morale bonus on Will saves. (Unlike a barbarian rage, no penalty to AC is suffered, and no fatigue period occurs after the rage is over.)

Surelife

Abjuration

Level: Repose 8

Components: V, S, M

Casting Time: 1 round

Range: Personal

Target: You

Duration: 1 minute/2 levels

This spell allows the caster to protect him or herself against some condition that would ordinarily cause certain death. The character can only protect him or herself against a natural occurrence or condition, not against a spell or the action of a creature. The character must specify the condition against which he or she wishes to protect him or herself, and the spell is effective only against that condition. Should the character be subjected to that condition during the duration of the spell, he or she feels no discomfort and takes no damage from the condition. However, the spell does not protect any items carried on the caster’s person. At the end of the spell’s duration, the condition has full normal effects if the character is still subjected to it.

Touch of Madness

Enchantment [Mind-Affecting]

Level: Madness 2

Components: V, S

Casting Time: One action

Range: Touch

Target: Creature touched

Duration: 1 round/level

Saving Throw: Will negates

Spell Resistance: Yes

The caster may daze one living creature by making a successful touch attack. If the target creature does not make a successful Will save, its mind is clouded and it takes no action for 1 round per caster level. The dazed subject is not stunned (so attackers get no special advantage against it), but it can’t move, cast spells, use mental abilities, and so on.

True Creation

Conjuration (Creation)

Level: Creation 8

Components: V, S , M, X P

Casting Time: 10 minutes

Range: 0 ft.

Effect: Unattended, nonmagical object of nonliving matter, up to

1 cu. ft./level

Duration: Instantaneous

Saving Throw: None

Spell Resistance: No

The caster creates a nonmagical, unattended object of any sort of matter. Items created are permanent and cannot be negated by dispelling magics or negating powers. For all intents and purposes, these items are completely real. The volume of the item created cannot exceed 1 cubic foot per caster level. The caster must succeed at an appropriate skill check to make a complex item.

Unlike the items brought into being by the lower-level spells minor creation and major creation,_objects created by the casting of _true creation can be used as material components.

XP Cost: The item’s gold piece value in XP, or a minimum of 1 XP, whichever is more.

Undeath to Death

Necromancy

Level: Sor/Wiz 6, Clr 6, Repose 6

Components: V, S , M, D F

Casting Time: 1 action

Range: Medium (100 ft. + 10 ft./level)

Area: Several undead creatures within a 50-ft.-radius burst

Duration: Instantaneous

Saving Throw: Will negates

Spell Resistance: Yes

Undeath to death snuffs out the animating forces of undead creatures, killing them instantly. The spell slays 1d4 HD worth of undead creatures per caster level (maximum 20d4). Creatures with the fewest HD are affected first; among creatures with equal HD, those closest to the point of origin of the burst are affected first.

Material Component: worth at least 500 gp.