Anarchy

 

Granted Power: Rafar instills his loyal clerics with the ability to uproot civilization wherever it exists. 

Smiite Law (Su): A cleric with the Anarchy domain gains the Smite Law ability. This ability functions in all ways as the Paladin's smite evil ability except it functions only on Lawful creatures and uses the Cleric's level to determine extra damage. A cleric can smite Law once per day per five class levels.

Mind of Bedlam (Su): The servants of Anarchy must learn to shelter their mind in order to accomplish their goals. At 8th level the cleric gains immunity to confusion, feeble mind and command spells. 

Deity: Rafar

 

Anarchy Domain Spells

Spell Level

Spell Name

Spell Description

1st

Detect Law

Reveals lawful creatures within range.

2nd

Anarchy*

Swift, target becomes confused.

3rd

Magic Circle Against Law

As protection spell, but 10’ radius and 10/min per level.

4th

Chaos Hammer

Damages and staggers lawful creatures.

5th

Dispel Law

+4 bonus against attacks by lawful creatures.

6th

Suggestion, Mass

As suggestion plus one subject/level.

7th

Word of Chaos

Kills, confuses, stuns or deafens non-chaotic creatures.

8th

Cloak of Chaos

+4 AC, +4 resistance, SR 25 against lawful spells.

9th

Pure Anarchy*

Swift, target becomes confused permanently and takes wisdom damage.

 

 

Balance

 

Granted Power: The God of Balance lends himself to his faithful when most needed.  

Balanced (Su): As an immediate action, you may add your wisdom modifier to your armor class against a single attack. You may perform this action a number of times equal to 3 + your wisdom modifier. 

Anvil of Sardack (Su): At 8th level you can lower the defense of those you fight, as a swift action you can invoke this power prior to making a melee attack. If the attack is successful the target takes a penalty to its armor class equal to your wisdom modifier for a single round.  Regardless of the result of your attack, no single target may be affected by this power more than once per round. You may use this ability once per day for every 5 levels of cleric you possess. 

Deity: Sardack

 

Balance Domain Spells

Spell Level

Spell Name

Spell Description

1st

Make Whole

Repairs an object.

2nd

Calm Emotions

Calms creatures, negating emotion effects.

3rd

Dispel Magic

Cancel magical spells and effects.

4th

Dismissal

Forces creature to return to native plane.

5th

Single Combat*

Protects two combatants in single combat.

6th

Banishment

Banished 2 HD/level of extraplanar creatures.

7th

Word of Balance

Kills, paralyzes, weakens or nauseates creatures.

8th

Protection from Spells

Confers a +8 resistance bonus.

9th

Eye for an Eye*

Damage done is returned to attacker.

 

Cold

 

Granted Power: Daermonstrix, god of cold, has bestowed his blessings upon you. 

Frozen Soul (Su): You are never hot, and never suffer penalties or need to make checks for being in hot environments as described on page 444 of the core rulebook. However you still take fire damage normally. Beginning at 8th level you gain the evasion ability when rolling reflex saves against fire damage. 

Cold Casting (Su): Beginning at 6th level you may treat your caster level as though it were 1 higher when casting spells with the cold descriptor. At 14th level any spell that you cast with the cold descriptor ignores up to 10 points of cold resistance your target may have, this increases to 20 points at 18th level.  

Deity: Daermonstrix

 

Cold Domain Spells

Spell Level

Spell Name

Spell Description

1st

Chill Touch

One touch/level deals 1D6 damage and possibly 1 STR.

2nd

Frigid Touch***

Target takes cold damage and is staggered.

3rd

Quench

Extinguishes fire.

4th

Ice Storm

Hail deals 5D6 damage in cylinder 40 feet across.

5th

Cone of Cold

1D6/level cold damage.

6th

Freezing Sphere

Freezes water or deals cold damage.

7th

Ice Body***

Your body becomes living ice.

8th

Polar Ray

Ranged touch deals 1D6/level cold damage and 1D4 DEX.

9th

Polar Midnight***

Cold darkness paralyzes and deals damage.

 

 

Color

 

Granted Power: The works of Koolamondo are all around the faithful and faithless alike. You have chosen to worship color, arguably the greatest creation of the Shattered Pantheon. 

Color Ball (Sp): As a standard action, you can unleash a multi colored ball of divine power from your outstretched hand. You can target any single foe within 30 feet as a ranged touch attack. If you hit the foe, the color ball deals 1D6 points of random energy damage +1 point for every two cleric levels you possess. Roll a D4 to determine the type of damage, on a 1 the damage is fire, on a 2 the damage is cold, on a 3 the damage is acid and on a 4 the damage is electric. 

Color Mastery (Su): At 8th level you have learned to mask your spell casting with your mastery of colors. Whenever you cast a spell you can alter the color of its visual effects at will. This increases the DC to identify the spell via a spell craft check by an amount equal to your charisma modifier. 

Deity: Koolamondo

 

Color Domain Spells

Spell Level

Spell Name

Spell Description

1st

Color Spray

Knocks unconscious, blinds and stuns weak creatures.

2nd

Hypnotic Pattern

Fascinates 2D4 + Level HD of creatures.

3rd

Daylight

60 foot radius of bright light.

4th

Rainbow Pattern

Lights fascinate 24 HD of creatures.

5th

True Seeing

Lets you see all things as they really are.

6th

Veil

Changes appearance of a group of creatures.

7th

Prismatic Spray

Ray hits subject with a variety of effects.

8th

Prismatic Wall

Wall’s colors have an array of effects.

9th

Prismatic Sphere

As prismatic wall, but surrounds on all sides.

 

Creation

 

Granted Power: You are one of the few that remember and worship Mockardis. Select one craft skill and add 1 free rank to it, craft is always considered a class skill for you. 

Mind of Making (Ex): You excel in making things, beginning at 1st level you gain a +2 bonus to all craft skills, this bonus increases to +4 at 10th level. 

Makers Perfection (Ex): Beginning at 6th level you no longer risk ruining raw materials when you fail a craft check by 5 or more, you simply do not progress. At 10th level you can make items more quickly than lesser craftsmen, when increasing the DC to make an item quickly you only add 5 to the DC. At 14th level you no longer suffer the penalty for using improvised tools, in addition any normal artisan tool is considered masterwork while you are using it. At 18th level you may make masterwork items simply by increasing the cost of the item and making it at the same time, you no longer need to roll separate checks to create masterwork components. 

Deity: Mockardis

 

Creation Domain Spells

Spell Level

Spell Name

Spell Description

1st

Crafter’s Fortune**

Subject gains a +5 on their next craft check.

2nd

Make Whole

Repairs an object.

3rd

Stone Shape

Sculpts stone into any shape.

4th

Simulacrum, Lesser***

Creates a double of a weak creature.

5th

Fabricate

Transforms raw materials into finished items.

6th

Move Earth

Digs trenches and builds hills.

7th

Create Demiplane, Lesser***

Create your own demiplane.

8th

Polymorph Any Object

Changes a subject into anything else.

9th

Genesis*

Create a new race of living creatures.

 

Decay

 

Granted Power: As a follower of Pox, lord of decay and disease, you gain power over one of the most terrifying and unavoidable aspects of life.  

Touch of Atrophy (Sp): Your touch can wither the flesh off of creature’s bones. As a standard action you can make a touch attack against another creature, if successful this attack deals 1 point of constitution damage. You may use this ability a number of times per day equal to 3 + your wisdom modifier. 

Plague Born (Ex): At 8th level you gain immunity to the negative effects of all diseases, including supernatural magical disease. You can however still contract and carry diseases.  

Deity: Pox

 

Decay Domain Spells

Spell Level

Spell Name

Spell Description

1st

Ray of Enfeeblement

Ray causes 1D6 STR penaly +1 per 2 levels.

2nd

Ghoul Touch

Paralyzes one subject, which exudes stench.

3rd

Contagion

Infects subject with chose disease.

4th

Calcific Touch**

Touch slows target, 1D4 DEX damage.

5th

Blight

Withers one plant or deals damage to a plant creature.

6th

Epidemic***

Infect a subject with a highly contagious disease.

7th

Symbol of Weakness

Triggered rune weakens nearby creatures.

8th

Horrid Wilting

Deals 1D6/level damage within 30 feet.

9th

Cursed Earth***

Plants die, living creatures catch diseases.

 

Dwarfkind: This domain is only selectable by dwarves.

 

Granted Power: Pilbo, mother of dwarves, is your matron mother, she bestows the pinnacle of dwarven perfection upon you. 

Forged Body (Ex): Your devotion to the dwarf mother has increased your physical perfection. At 1st level your racial bonus to poison provided by the Hardy racial trait increases to +4, in addition you gain a +2 racial bonus to saving throws vs. disease. At 6th level your racial bonus against poison increases to +6, at 12th level your racial bonus to disease increases to +4. 

Earthglide (Su): At 8th level you gain a burrow speed equal to your base land speed for a number of rounds per day equal to your charisma modifier. Activating this ability is a free action and the rounds need not be consecutive. At 20th level you gain a permanent burrow speed equal to your base land speed.   

Deity: Pilbo

 

Dwarfkind Domain Spells

Spell Level

Spell Name

Spell Description

1st

Magic Stone

Three stones gain +1 on attack, deal 1D6+1 damage.

2nd

Bear’s Endurance

Subject gains +4 CON for 1 min/level.

3rd

Meld Into Stone

You and your gear merge with stone.

4th

Spike Stones

Creatures in area take 1D8 damage, may also be slowed.

5th

Stoneskin

Grants DR 10/adamantine.

6th

Move Earth

Dig trenches and build hills.

7th

Rampart**

Creates 5 foot thick earthen barrier.

8th

Earthquake

Intense tremor shakes 80 foot radius.

9th

Clashing Rocks**

20D6 damage to target creature.

 

Electricity

 

Granted Power: The primal power of electricity can be harnessed through the tenants of your faith. 

Grounded (Su): When subject to electric damage that allows a saving throw for half you are always considered to have passed your saving throw. If the effect does not allow a saving throw you instead take only half of the electric damage. 

Electric Admixture (Su): Beginning at 6th level, when casting a spell with an energy type other than electric, you may convert half of the elemental damage dice into electric damage. At 12th level you may instead convert all of the elemental damage into electric damage. 

Deity: Calldarop

 

Electricity Domain Spells

Spell Level

Spell Name

Spell Description

1st

Shocking Grasp

Touch deals 1D6/level electricity damage.

2nd

Defensive Shock***

Electricity damages your attackers.

3rd

Protection from Energy

Absorbs 12 points/level of damage, electricity only.

4th

Ball Lightning**

Flying lightning spheres deal 3D6 electricity damage each.

5th

Lightning Arc***

Targets in line take 1D6 electricity damage per level.

6th

Chain Lightning

1D6/level damage and 1 secondary bolt/level.

7th

Lightning Rod***

Absorb electrical attacks and gain immunity to electricity.

8th

Stormbolts**

1D8 damage/level (max 20D8) to targets.

9th

Ride the Lightning***

Transform into electricity.

 

Elfkind: This domain is only selectable by elves.

 

Granted Power: Elves were the first prime race of Draconspire, the tenants of Velmori teach that elvenkind owes its superior station in evolution to being foremost of the gods creations. 

Bond of Adaptation (Varies): Velmori created the elves to survive, your bond to his faith has instilled itself in the fiber of your soul. At 1st level you gain one of the following abilities, you gain an additional ability from the following list at 6th level.

Natural Camouflage (Su):Your skin tone naturally adapts to your surroundings, you gain a racial bonus on all stealth checks equal to your charisma modifier.

Herbivore (Ex): You have learned to survive on the simplest of fares. You can sustain your dietary needs on one pound of plant material every day. A survival check is not required if in an above ground area with heavy to sparse vegetation. However, if required, the survival DC to find suitable food for yourself is 5 in a typical outdoor environment, or 10 in an urban environment or underground.

Twilight Vision (Ex): Your lowlight vision increases to four times as far as a human in conditions of dim light.

Mental Ramparts (Ex): Your mind is fortified for battle. When subject to wisdom, charisma or intelligence damage you take 1 less point of total damage (minimum of 1).   

Mettle (Su): Beginning at 8th level, if you make a successful Will or Fortitude saving throw that would normally reduce a spell's effect, you suffer no effect from the spell at all. Only those spells with a saving throw entry of "Will Partial", "Fortitude Half" or similar entries can be negated by this ability.

 

Deity: Velmori

 

Elfkind Domain Spells

Spell Level

Spell Name

Spell Description

1st

Sanctuary

Opponents can’t attack you, and you can’t attack.

2nd

Enthrall

Captivates all within 100 ft. + 10 ft. per level.

3rd

Nondetection

Hides subject from divination/scrying.

4th

Secure Shelter

Creates a sturdy cottage.

5th

Breath of Life

Cures 5D8 damage +1/level and restores life.

6th

Transport via Plants

Move instantly from one plant to another of the same kind.

7th

Vision

As legend lore but quicker.

8th

Repel Metal or Stone

Pushes away metal or stone.

9th

Siege of Trees, Greater****

As siege of trees but can transform larger trees.

 

Fate

 

Granted Power: Sardack, the God of Fate, grants you the power to manipulate of your destiny. 

You gain the uncanny dodge abilit­y.If you already have it you gain improved uncanny dodge instead. These abilities are identical to those described in the barbarian and rouge class descriptions in the Core Rulebook. 

Fate Pool: At 6th level you gain a pool of fate points equal to ½ your cleric level plus your charisma modifier, rounded down. Prior to making any d20 roll you may add any number of fate points to the roll. Your fate pool refreshes each day when you prepare spells. 

Deity: Sardack

 

Fate Domain Spells

Spell Level

Spell Name

Spell Description

1st

True Strike

You gain a +20 on your next attack.

2nd

Augury

You learn whether an action will be good or bad.

3rd

Bestow Curse

Various negative effects.

4th

Divination

Provides useful advice for specific proposed actions.

5th

Mark of Justice

Designate action that will trigger curse on subject.

6th

Geas/Quest

As lesser geas plus it affects any creature.

7th

Vision

As legend lore but quicker and strenuous.

8th

Moment of Prescience

You gain an insight bonus on single attack, roll, check, or save.

9th

Foresight

“Sixth sense” warns of impending danger.

 

Gem

 

Granted Power: You have a keen understanding for gems and previous stones. Appraise is always a class skill for you. 

Glitter Bomb (Su): You can infuse a gem with one of your channel energy uses. This allows anyone to use your channel energy ability by spending a standard action to break the gem which does not provoke an attack of opportunity. The gem being infused must have a minimum value of 100GP per 1D6 points to be infused, however you may choose to infuse a gem with less than your full ability to channel. Each time you use this ability your maximum number of channel energy uses per day is decreased by 1, you gain these uses back as normal once the gem holding your use has been used. At any time you may use a full round action to nullify any Glitter Bomb that you have made regardless of your distance to it. Infusing a Glitter Bomb takes 1 full minute per D6 being infused into it.

Hardness Aura (Su): At 6th level you project a hardness aura around your body and gear. This increases the hardness of any item in your possession by 2, this bonus increases to 4 at 12th level and 6 at 18th level. 

Deity: Pallar

 

Gem Domain Spells

Spell Level

Spell Name

Spell Description

1st

Magic Stone

Three stones gain +1 on attack rolls, deal 1D6+1 damage.

2nd

Glitterdust

Blinds creatures, outlines invisible creatures.

3rd

Locate Object

Senses direction toward object.

4th

Stoneskin

Grants DR 10/adamantine.

5th

Treasure Stitching**

Object on cloth becomes embroidered.

6th

Stone Tell

Talk to natural or worked stone.

7th

Refuge

Alters item to transport its possessor to you.

8th

Trap the Soul

Imprisons subject within gem.

9th

Wish

As limited wish but with fewer limits.

 

 

Gravity

 

Granted Power: Xenis, the master of skies and gravity, has granted you power over his most treasured creation. You gain Improved Bull Rush as a bonus feat and can utilize this feat even if you do not meet the prerequisites. 

Inertia Push (Su): You gain the ability to make a ranged bull rush. As a standard action you may make a bull rush attempt against any target within 30 feet, however you may not move with your target. Use of this ability requires you to expend one use of your Channel Energy class feature. You may not use this ability if you do not have a Channel Energy use to expend. 

Slow Fall (Ex): At 4h level you gain Slow Fall 20 ft. as described under the Monk class abilities on page 59 of the Core Rulebook. This ability increases to 40 ft. at 8th level and to 60 ft. at 12th level. 

Deity: Xenis the Sky

 

Gravity Domain Spells

Spell Level

Spell Name

Spell Description

1st

Feather Fall

Object or creature falls slowly.

2nd

Levitate

Subject moves up or down at your direction.

3rd

Fly

Subject flies at a speed of 60 feet.

4th

Telekinetic Charge****

Launches ally through the air.

5th

Telekinesis

Moves object, attacks creatures or hurls objects.

6th

Repulsion

Creatures can’t approach you.

7th

Reverse Gravity

Objects or creatures fall upward.

8th

Telekinetic Sphere

As resilient sphere but you move the sphere.

9th

Antipathy

Object or location affected by your spell repels certain creatures.

 

Humanity: This domain is only selectable by humans or candari.

 

Granted Power: As worshiper of Ser Deckmontaris you excel in the human arts of crafting and professions. At 1st level you gain skill focus in a craft or profession of your choice as a bonus feat. 

Human Versatility (Ex): Beginning at 1st level, each morning, when preparing your spells, you may move a single racial attribute bonus from one ability score to another. You may only ever have one attribute bonus moved off its original ability score at a time and you may not apply this bonus to an ability score that already has a racial ability bonus. 

Human Paragon (Ex): Beginning at 8th level Ser Deckmontaris grants you unnatural vitality for a human, you no longer suffer age related penalties to your physical ability scores but any ability score penalties you have already acquired to this point remain. In addition, your maximum age increases by 50%. At 14th level you gain an additional +2 racial bonus to the ability score of your choice and can no longer be magically aged. 

Deity: Ser Deckmontaris

 

Humanity Domain Spells

Spell Level

Spell Name

Spell Description

1st

Divine Favor

You gain +1 per three levels on attack and damage rolls.

2nd

Augury

Learns whether an action will be good or bad.

3rd

Prayer

Allies get +1 bonus on most rolls, enemies -1 penalty.

4th

Imbue with Spell Ability

Transfer spells to subject.

5th

Righteous Might

Your size increases, and you gain bonuses in combat.

6th

Hero’s Feast

Food for 1 creature/level cures and grants bonuses.

7th

Bestow Grace of the Champion***

Target gains paladin abilities for 1 round/level.

8th

Frightful Aspect****

You take on a frightful aspect of yourself.

9th

Overwhelming Presence***

Creatures bow before you are if you were divine.

 

Justice

 

Granted Power: You uphold Radiance’s ideals of justice. 

Retributive Aura (Su): Once per day as a free action you may invoke a retributive aura. The retributive aura lasts a number of rounds equal to your Wisdom modifier. When under the effects of the retributive aura any melee attack that strikes you adds a +1 retributive bonus to your attacks and damage for the duration of the retributive aura. Retributive bonuses stack. 

Fires of Justice (Su): At 8th level, you can give a weapon you touch the flaming special weapon quality for a number of rounds equal to ½ your cleric level. You can use this ability once per day at 8th level, and an additional time per day for every 4 levels beyond 8. If the target you are striking is chaotic aligned treat the weapon as though it had the flaming burst weapon quality instead.  

 

Deity: Radiance

 

Justice Domain Spells

Spell Level

Spell Name

Spell Description

1st

Divine Favor

You gain +1 per three levels on attack and damage rolls.

2nd

Shield Other

You take half of subject’s damage.

3rd

Prayer

Allies +1 bonus to most rolls, enemies -1.

4th

Divine Power

You gain attack bonus, +6 STR and 1/HP per level.

5th

Mark of Justice

Designates action that will trigger curse on subject.

6th

Globe of Invulnerability

As lesser globe of invulnerability plus 4th level effects.

7th

Forcecage

Cube or cage of force imprisons all inside.

8th

Temporal Stasis

Puts subject into suspended animation.

9th

Freedom

Releases creature from imprisonment.

 

Lies

 

Granted Power: Your tongue is slick, honed by your conviction to the God of Lies. In addition, you may add Bluff to your class skills as a cleric. 

Ravens Tongue (Su): You can call on the God of Lies to gift you with his wit conferring a +10 bonus on bluff checks made to convince another of the truth of your words. This works as a supernatural ability and can be invoked as a free action, the effect lasts 1 round and can be used a number of times per day equal to 3 + your wisdom modifier. The bonus cannot be used in combat or to communicate a hidden message. 

Cutting Lies (Su): The God of Lies grants insight into another’s soul. At 8th level you can speak an utter lie that stuns the intended target. The target of this effect must be able to clearly hear you speak and must share the spoken language with you, using this ability is a standard action that works as a supernatural ability. The target must make a will saving throw, DC = 10 + ½ your cleric level + your charisma modifier. If this check fails the target is stunned for 1 round. No matter the result of this saving throw, the same target cannot be selected for a 2nd time within a 24 hour period. You gain an additional use of this ability for every 4 cleric levels beyond 8.

 

Deity: Ravis

 

Lies Domain Spells

Spell Level

Spell Name

Spell Description

1st

Ventriloquism

Throw voice for 1/min level.

2nd

Misdirection

Misleads divinations for one creature or object.

3rd

Glibness

You gain a +20 bonus on bluff checks and your lies escape discernment.

4th

Modify Memory

Changes 5 minutes of subject’s memory.

5th

False Vision

Fools scrying with illusion.

6th

Glibness, Mass*

As glibness but can affect multiple targets.

7th

Blasphemy

Kills, paralyzes, weakens or dazes multiple targets.

8th

Screen

Illusion hides area from vision or scrying.

9th

Prince of Lies*

Masterful lies have varied effects.

 

Metal

 

Granted Power: The god of metal, Forgaris, gifts his devoted with unprecedented power over his creation. You gain skill focus; profession blacksmith as a bonus feat. 

Resonating Skin (Su): Your skin resonates with the power of Forgaris’ forge. As an immediate action, after being struck with a metal weapon, you can activate this ability. The metal weapon takes damage equal to 1D6 + ½ your cleric level, rounded down and bypassing the weapons hardness. Non magical weapons receive no saving throw, magical weapons are entitled to a reflex saving throw DC 10 + ½ your cleric level + your wisdom modifier for half damage. You can activate this ability a number of times per day equal to 3 + your wisdom modifier. 

Forge Lord (Ex): Beginning at 6th level you gain a bonus to all craft or profession skill checks that relate to metal equal to ½ your cleric level, rounded down. In addition, any artisan or craft tools related to metalworking are treated as masterwork when you use them.

 

Deity: Forgaris

 

Metal Domain Spells

Spell Level

Spell Name

Spell Description

1st

Magic Weapon

Weapon gains +1 bonus.

2nd

Heat Metal

Makes metal so hot it damages those who touch it.

3rd

Magic Weapon, Greater

Weapon gains +1 bonus/four levels (max +5)

4th

Rusting Grasp

Your touch corrodes iron and alloys.

5th

Wreath of Blades****

Mithral daggers fly around you, attacking enemies.

6th

Wall of Iron

30 HP/four levels; can topple onto foes.

7th

Firebrand**

Allies gain flaming weapons, and other abilities.

8th

Iron Body

Your body becomes living iron.

9th

Meteor Swarm

Four exploding spheres each deal 6D6 fire damage.

 

Mind

 

Granted Power: In order to obtain Kire’s favor, you devote yourself to understanding the minds of others. 

Iron Clad Mind (Su): You gain a +2 divine bonus to saving throws against enchantment spells and effects, this bonus increases to +4 at 10th level. 

Thought Scourge (Su): At 8th level, you may add your wisdom modifier to all caster level checks made to overcome spell resistance when casting a spell from the enchantment school.

 

Deity: Kire

 

Mind Domain Spells

Spell Level

Spell Name

Spell Description

1st

Memory Lapse**

Subject forgets events back to last turn.

2nd

Hideous Laughter

Subject loses actions for 1 round per level.

3rd

Suggestion

Compels a subject to follow stated course of action.

4th

Discern Lies

Reveals deliberate falsehoods.

5th

Feeblemind

Subject’s INT and CHA drop to 1.

6th

Battlemind Link***

You and ally gain attack and AC bonuses.

7th

Hold Person, Mass

As hold person but all within 30 feet.

8th

Demand

As sending plus you can send suggestion.

9th

Dominate Monster

As dominate person, but any creature.

 

* New Spell or Feat

** Advanced Players Guide

*** Ultimate Magic

**** Ultimate Combat

 

Oblivion

 

Granted Power: Few would openly embrace the idea of Oblivion or the visions of Randarous, however you have adopted her power for your own. As a result your very soul resists existence. Any attempt to resurrect you from death has a 10% chance of failure. 

Deconstructing Touch (Su): You gain a touch attack imbued with the power of oblivion. At 1st level you may make a touch attack that deals 1D4 points of void damage, a will save DC 10 + half your cleric level + your charisma modifier reduces the damage by 1/2. The damage increases by 1D4 every 2 levels after first to a maximum of 10D4 at 19th level. You are always considered armed when making this attack and do not provoke an attack of opportunity, you may not hold the charge of this attack. 

Brush with Oblivion (Su): Your bond to oblivion strengthens as you grow in power. Beginning at 8th level the chance for resurrection effects to fail when performed on you increases to 20%. In exchange, you gain resistance to death effects. When subject to a spell or effect with the death descriptor, you gain a bonus to your saving throw (if applicable) equal to your charisma modifier. 

Oblivion Fortification (Ex): At 12th level you gain immunity to death from massive damage. 

Deity: Randarous the Void

 

Oblivion Domain Spells

Spell Level

Spell Name

Spell Description

1st

Deathwatch

Reveals how close to death subjects within 30 feet are.

2nd

Feast of Ashes**

A target starves with insatiable hunger.

3rd

Speak with Dead

Corpse answers 1 question per two levels.

4th

Rest Eternal**

Dead creature cannot be revived.

5th

Death Ward

Grants bonuses against death spells and negatve energy.

6th

Undeath to Death

Destroys 1D4 HD/Level undead (max 20D4).

7th

Destruction

Kills subject and destroys remains.

8th

Orb of the Void***

Sphere inflicts negative levels.

9th

Implosion

Inflict 10 damage/level to one creature/round.

 

Ooze

 

Granted Power: Vaneriz grants you mastery over oozekind. You gain Turn Oozes* as a bonus feat. 

Slightly Amorphous (Ex): Your vital organs and internal composition become slightly amorphous within you as your bond with Vaneriz strengthens. You gain 10% fortification, any critical hit or sneak attack made against you has a 10% chance of instead becoming a normal attack. This bonus gains +1% to its value for every cleric level you possess to a maximum 30% at 20th level. 

Touched by Vaneriz (Su): As your bond with Vaneriz continues to develop you take on more qualities of an ooze, at 6th level you learn to secrete acid. This acid is supernatural and will not affect your equipment. As a move action you may apply it to any melee weapon you are holding to give it the acidic enhancement for a number of rounds equal to your constitution modifier. At 12th level you may secrete acid in response to being struck in melee, as an immediate action when struck with a natural weapon you may cause your body to secrete acid causing the attacker to take 1D6 + your constitution modifier in acid damage. The total number of times per day that you can use either of these abilities is equal to 3 + your charisma modifier, either use of this ability equals a single use.    

 

Deity: Vaneriz

 

Ooze Domain Spells

Spell Level

Spell Name

Spell Description

1st

Corrosive Touch***

Touch attack deals 1D4 acid/level.

2nd

Resist Energy

Ignores 10 or more points of damage/attack, acid only.

3rd

Blindness/Deafness

Makes subject blinded or deafened.

4th

Touch of Slime***

Touch infests target with green slime.

5th

Corrosive Consumption***

Acidic patch damages an opponent.

6th

Conjure Black Pudding***

Summons a black pudding.

7th

Destruction

Kills subject and destroys remains.

8th

Control Ooozes

As control plants except replace all instances of the word plant with ooze.

9th

Summon Carnivorous Blob*

Summons a carnivorous blob.

 

Reflection

 

Granted Power: The true power of reflection is often underestimated: everything in the world has a possible reflection. You have devoted yourself to the understanding of reflections. 

Improvised Counterspells (Su): When counterspelling an energy based spell, you may use a spell of the same energy type of equal or higher level. 

Ray Reflection (Su): Beginning at 8th level when you take a total defense action you become immune to ray spells and spell like abilities until you end your total defense action, the spells simply reflect off of you with no effect.

 

Deity: Ologos

 

Reflection Domain Spells

Spell Level

Spell Name

Spell Description

1st

Entropic Shield

Ranged attacks against you have a 20% miss chance.

2nd

Mirror Image

Creates decoy duplicates of you.

3rd

Enter Image**

Transfers your consciousness to an object.

4th

Simulacrum, Lesser***

Creates a double of a weak creature.

5th

True Seeing

Lets you see things as they really are.

6th

Mislead

Turns you invisible and creates an illusionary double.

7th

Spell Turning

Reflects 1D4+6 spell levels back at caster.

8th

Shadow Evocation, Greater

As shadow evocation but up to 7th level and 60% real.

9th

Shades

As shadow conjuration but up to 8th level and 80% real.

 

Reg’Ostrankind: This domain is only selectable by Reg’Ostrans

 

Granted Power: Favored of Iez Allafar, the creator of Reg’Ostrans, you strive to reflect the perfection of the race. You gain endurance as a bonus feat. 

Physical Perfection (Su): Your god has granted you the ability to ignore physical detriments. Once per day, as a swift action, for a number or rounds equal to your wisdom modifier, you may ignore the effect of all ability damage, drain or magical penalty to a single physical ability score (strength, dexterity or constitution). You may use this ability a second time per day at 12th level. 

Athletic Acumen (Ex): Your tenants of faith praise physical prowess, beginning at 6th level you gain a pool of athletic points equal to your combined strength, constitution and dexterity modifiers. These points may be used as a free action to modify any strength, constitution or dexterity based skill check, prior to rolling the check you may select any number of available athletic points to add to your roll. Your total available pool is refreshed each day when you prepare your spells. At 14th level your pool of points is increased to twice your combined strength, constitution and dexterity modifiers. 

 

 

Deity: Iez Allafar

 

Reg’Ostrankind Domain Spells

Spell Level

Spell Name

Spell Description

1st

Endure Elements

Exist comfortably in hot or cold regions.

2nd

Bulls Strength

Subject gains +4 to STR for 1 min/level.

3rd

Force Punch***

Target takes forced damage and is pushed away.

4th

Divine Power

You gain attack bonuses and 1HP/level.

5th

Righteous Might

Your size increases, you gain bonuses in combat.

6th

Bear’s Endurance, Mass

As bear’s endurance but affects 1 subject/level.

7th

Symbol of Weakness

Triggered rune weakens nearby creatures.

8th

Iron Body

Your body becomes living iron.

9th

Overwhelming Presence***

Creatures bow before you as if you were divine.

 

 

Reptiles

 

Granted Power: A devout follower of Relk, you have dedicated your life to the worship of reptiles. You gain a +1 bonus to your natural armor as scales begin to encrust your skin. 

Familiar (Ex): You gain the service of a familiar, this functions exactly as if you were a Wizard of your Cleric level, however you must select either a viper, lizard or toad (or any other reptile creature allowed). Details regarding familiars can be found on page 82 of the core rulebook. 

Relk’s Blessing (Ex): You begin to take on the physical qualities of a reptile. At 6th level your eyes develop slits like a reptile. You gain low light vision, if you already have low light vision you gain darkvision with a range of 60 feet. At 12th level you gain one of the following abilities, once selected this ability cannot change.

Flight, you grow leathery wings and gain a flight speed of 60 feet with average maneuverability.

Tail, you grow a spiked tail and can make a secondary attack with it to deal bludgeoning and piercing damage. The tails base damage is 1D8 for a medium creature, or 1D6 for a small creature and applies its users full strength modifier to all damage rolls if made as a secondary attack, apply double your strength modifier to all damage rolls if used as your primary attack.

Hood; you grow a hood around your head and neck, similar to a cobra. At will and as a free action you can inflate your hood, granting you a racial bonus to your intimidate skill equal to half your cleric level.

Pads; You grow small suction pads on the inside of your hands and under your feet. While barefooted you gain a +5 racial bonus to all acrobatics checks (balance related checks only). In addition, if not wearing hand garments the pads on your hands grant you a +5 racial bonus on all climb checks and to your CMD if an opponent tries to disarm you.

Scales: Your scales harden and extend to cover most of your body, your bonus to natural armor increases to +2, this bonus increases to +3 at 15th level and at 18th level you gain damage reduction 1/Cold Iron.      

 

Deity: Relk

 

Reptiles Domain Spells

Spell Level

Spell Name

Spell Description

1st

Cause Fear

One creature of 5 HD or less flees for 1D4 rounds.

2nd

Pernicious Poison***

Target takes a -4 penalty against poison.

3rd

Poison

Touch deals 1D3 CON damage 1/round for 6 rounds.

4th

Spit Venom***

Spit blinding black adder venom.

5th

Snake Staff**

Transforms staff or other wood into snakes that fight for you.

6th

Summon Natures Ally VI

Summons a creature to fight for you (dinosaurs only).

7th

Regenerate

Subjects limbs grow back, cured 1D8+1/level.

8th

Moment of Prescience

You gain +1/level insight bonus on single attack, check or save.

9th

Summon Froghemoth***

Summons a froghemoth.

 

Sacrifice

 

Granted Power: The Sand God Sendar looks favorably on those that sacrifice in his name, you have taken up the mantle of sacrifice to appease your god. 

Blood Sacrifice (Su): As a standard action you may deal 1 point of constitution damage to yourself to produce a channel energy action, use of this ability does not count as a daily use of your channel energy ability. 

Worthy Sacrifice (Ex): At 6th level the material component cost of all spells that you cast is decreased by 10%, this ability only works on spells that have an actual gold cost associated with the material component within the spell description and not on additional material costs not listed in the spell description, such as the power gained from worthy sacrifice at 12th level. At 12th level you gain the ability to increase the effectiveness of your spells. By expending ruby dust you can treat any spell you cast as though it were enhanced by the quicken, extend, silent, still or empowered metamagic feat without an increase in casting time. Use of this ability does not require the use of a higher spell slot. Only a single metamagic feat may be applied to a spell enhanced in this manner, and this ability consumes an amount of ruby dust equal to 1,000 per the spells level.     

 

Deity: The Sand God

 

Sacrifice Domain Spells

Spell Level

Spell Name

Spell Description

1st

Murderous Command***

Target becomes compelled to kill its ally.

2nd

Hold Person

Paralyzes one humanoid for 1 round per level.

3rd

Healing Thief****

You siphon half of all magical healing that the targeted creature receives.

4th

Terrible Remorse***

Creature is compelled to harm itself.

5th

Dominate Person

Controls humanoid telepathically.

6th

Leashed Shackles***

Target is restricted to a specific location.

7th

Destruction

Kills subject and destroys remains.

8th

Symbol of Death

Triggered rune kills nearby enemies.

9th

Imprisonment

Entombs subject beneath the earth.

 

 

Sand

 

Granted Power: The Sand God Sendar is said to live under the vast desert of Pax Thallos. As such you have dedicated yourself to the mastery of sand. Survival is always considered a class skill for you. 

Sand Breath (Su): As a standard action, you can unleash a cone of sand from your mouth. The cone extends 15 feet and effects all in its path dealing 1D4 points of damage and blinding those in its area for 1 round. A fortitude save DC 10 + ½ of your cleric level and charisma modifier halves the damage and negates the blindness effect. At 3rd level and every 2 levels thereafter the damage increases by 1D4 to a maximum of 5D4 at 9th level. You may use this ability a number of times per day equal to 3 + your charisma modifier.   

Sand Form (Su): At 12th level you gain the ability to assume a sandy humanoid form as a standard action. While in this form you gain the amorphous trait and take no penalties while squeezing through narrow passages up to ½ your size. You can maintain this form for a number of rounds per day equal to 3 + your wisdom modifier. The rounds need not be consecutive however each use of this ability consumes a minimum of 1 round. Dismissing sand form is a swift action.  

 

Deity: The Sand God

 

Sand Domain Spells

Spell Level

Spell Name

Spell Description

1st

Endure Elements

Exist comfortably in hot or cold regions.

2nd

Glitterdust

Blinds creatures and outlines invisible creatures.

3rd

Shifting Sands**

Creates difficult terrain and erases tracks, can carry along some creatures and objects.

4th

Calcific Touch**

Touch attack slows target, 1D4 DEX damage.

5th

Wall of Sand*

Creates a wall of sand that may blind opponents.

6th

Dust Form****

You become an incorporeal creature of dust for a short period of time.

7th

Scouring Winds***

Winds block vision and deal 3D6 damage.

8th

Horrid Wilting

Deals 1D6/level damage to within 30 feet.

9th

Sands of Time*

Immediately trigger a moment of suspended time.

 

 

Scent

 

Granted Power: Kilpfar Sevenstars the crafter of scent, is widely accepted and loved throughout Draconspire. As an acolyte of her order you have a heightened sense of smell. 

Aroma Knowledge (Ex): Your heightened sense of smell allows you to determine many things. By smelling a material or creature you can determine if food is spoiled, if a liquid is poison, if a creature is living or dead or other similar attributes. Once you have smelled a material or creature you can always recall the smell, if smelled again at a later time you automatically remember the previous place and time you smelled it. At 6th level you gain a +2 bonus to all saving throws vs. inhaled substances if allowed. This bonus increases to +4 at 12th level. 

Scent (Ex): At 8th level you gain scent as outlined on page 564 of the core rulebook.

 

Deity: Kilpfar Sevenstars

 

Scent Domain Spells

Spell Level

Spell Name

Spell Description

1st

Goodberry

2D4 berries each cure 1 HP.

2nd

Scent Trail**

Leaves trail or allies to follow.

3rd

Create Food/Water

Feeds three humanoids or 1 horse per level.

4th

River of Wind**

Creates wind that causes nonlethal damage.

5th

Serenity***

Peaceful feelings harm those attempting violence.

6th

Suffocation**

Target quickly suffocates to death.

7th

Repulsion

Creates can’t approach you.

8th

Antipathy

Object or location affected by spells repels certain creatures.

9th

Sympathy

Object or location attracts certain creatures.

 

Shadow

 

Granted Power: You can manipulate shadows as easy as one might manipulate water, as a result you may add Stealth to your list of class skills as a cleric. 

Shadow Cloak (Su): You can call forth shadows to cloak you from your enemies, this is an immediate action. While cloaked in the shadows that swirl about you are granted concealment that provides a 20% miss chance on attacks aimed at you. This effect lasts a number of rounds equal to your charisma modifier (minimum of 1 round even with a negative or no modifier) which may or may not be consecutive as the caller wills. They can be dismissed as a free action. The shadow cover can’t be negated by natural or magical light. 

Shadow Skip (Su): At 8th level, you can teleport up to 5 feet per cleric level per day as a move action. This teleportation must be used in 5-foot increments and such movement does not provoke attacks of opportunity. You must have line of sight to your destination to use this ability. You can bring other willing creatures with you, but you must spend an equal amount of distance for each creature brought.  If you begin and end this movement in areas of less than normal illumination the distance increases to 20 feet per cleric level. 

 

Deity: Ravis

 

Shadow Domain Spells

Spell Level

Spell Name

Spell Description

1st

Shadow Mace*

Swiftly conjure a mace of shadow stuff.

2nd

Darkness

20’ radius of supernatural shadow.

3rd

Deeper Darkness

Object sheds supernatural shadow in 60’ radius.

4th

Shadow Conjuration

Mimics conjuration spell below 4th level, but only partially real.

5th

Shadow Evocation

Mimics evocation spell below 5th level, but only partially real.

6th

Shadow Walk

Step into shadow and travel quickly.

7th

Shadow Conjuration, Greater

As shadow conjuration but up to 6th level and 60% real.

8th

Shadow Evocation, Greater

As shadow evocation but up to 7th level and 60% real.

9th

Shades

As shadow conjuration but up to  8th level and 80% real.

 

 

Sound

 

Granted Power: Sound is a primal sense, and your ability to master its facets make you a keen observer of your surroundings. Perception is always a class skill for you. 

Echo Location (Su): Using your sense of hearing you gain blindsense for a number of rounds per day equal to your cleric level, you may activate or turn off this ability as a free action and you do not need to use all of your available rounds consecutively. Your unused rounds are available at any time you could use a free action. This ability does not function in an area devoid of sound, such as in the area of a silence spell. 

Echo Manipulation (Su): At 6th level the DC to resist any spell that you cast with the sonic descriptor is increased by 2. At 12th level you may spend a full round action casting to increase the DC of any spell you cast with the sonic descriptor by an additional 2. This ability does not function in an area devoid of sound, such as in the area of a silence spell.

 

Deity: Bar’Tolk

 

Sound Domain Spells

Spell Level

Spell Name

Spell Description

1st

Force of Words*

Verbal blast can destroy objects.

2nd

Sound Burst

Deals 1D8 sonic damage to subjects, may stun them.

3rd

Shatter

Sonic energy damages objects or crystalline creatures.

4th

Shout

Deafens all within cone and deals 5D6 sonic damage.

5th

Sculpt Sound

Creates new sounds, or changes existing ones.

6th

Discordant Blast**

3D6 sonic damage in 10 foot burst or 30 foot cone that can also bull rush.

7th

Power Word Blind

Blinds creatures with 200 hit points or less.

8th

Shout, Greater

Devastating yell deals 10D6 sonic damage, stuns creatures.

9th

Power Word Kill

Kills one creature with 100 HP or less.

 

 

Taste

Granted Power: Taste is something that every living creature can understand: you have decided to champion this basic yet essential sense. 

Heightened Taste (Ex): Once you have drank a potion it is devoted to memory, you can identify any future potion you have previously consumed automatically by expending a full round in concentration. 

Acidic Spittle (Su): At 8th level you begin to secrete highly acidic saliva. This saliva does not damage metal but corrodes organic material. As a move action you may coat any held weapon with your saliva, when used in this way the saliva will cause an extra 1D6 acid damage in addition to the weapons normal damage, the saliva becomes inert if not used within 1 round of its application. Alternatively you may spit your saliva at another creature as a standard action. This attack requires a ranged touch attack and has a maximum range of 15-feet. If successful your acidic spittle deals 2D6 acid damage when used this way.

 

Deity: Qarrdar

 

Taste Domain Spells

Spell Level

Spell Name

Spell Description

1st

Goodberry

2D4 berries each cure 1 HP (max 8HP/24 hours)

2nd

Feast of Ashes**

A target starves with insatiable hunger.

3rd

Create Food and Water

Feeds three people or one horse per level.

4th

Tongues

Speak and understand any language.

5th

Breath of Life

Cures 5D8 damage +1/level and restores life.

6th

Hero’s Feast

Food for 1 creature/level cures and grants bonuses.

7th

Mage’s Magnificent Mansion

Door leads to extra dimensional mansion.

8th

Euphoric Tranquility**

Makes a creature friendly.

9th

Glorious Feast*

Heals and sates up to 1 target per level.

 

 

Thirvolankind: This domain is only selectable by thirvolans.

 

Granted Power: Ger Gar created Thirvolans to add an element of entertainment to what he considered a bland palate of prime races, a jovial and tricky master, Ger Gar is often regarded with reverence by the majority of his creations. Add bluff to your list of class skills. 

Prankster (Sp): You gain the following spell like abilities each usable one per day, the DC if any is charisma based.

Dancing Lights, Prestidigitation and Ghost Sound. In addition, if you have a charisma score of 11 or higher you gain the following spell like abilities each usable once per day. Snapdragon Fireworks*** and Vocal Alteration***. You gain an additional use per day of these spells at 5th level, 10th level and 15th level. 

Thirvolan Paragon (Ex): Beginning at 8th level, as a swift action, you may act as if you had a Thirvolan racial feat that you would otherwise qualify for. You may use this ability for a number of rounds per day equal to 5 + your charisma modifier, the use need not be consecutive and ending this ability is a free action. At 14th level you may act as if you had two Thirvolan racial feats at the same time that you would otherwise qualify for in the same manner.   

 

Deity: Ger Gar

 

Thirvolankind Domain Spells

Spell Level

Spell Name

Spell Description

1st

Vanish**

As invisibility for 1 round/level.

2nd

Cat’s Grace

Subject gains +4 DEX for 1 min/level.

3rd

Invisibility Sphere

Makes everyone within 10 feet invisible.

4th

Illusionary Wall

Wall, floor or ceiling looks real but anything can pass through.

5th

Fickle Winds***

Wind walls selectively block attacks.

6th

Cat’s Grace, Mass

As cat’s grace, affects 1 subject/level.

7th

Joyful Rapture***

Negates harmful emotions.

8th

Euphoric Tranquility**

Makes a single creature peaceful and friendly.

9th

Foresight

“Sixth sense” warns of impending danger.

 

Truth

 

Granted Power: You are a bastion of Truth and Honesty.

You gain Trustworthy* as a bonus feat.

 

Honest Eyes (Su): You can call on the God of Truth to gift you with his insight conferring a +10 bonus on sense motive checks. This works as a supernatural ability and can be invoked as a free action, the effect lasts 1 round and can be used a number of times per day equal to 3 + your wisdom modifier. 

Speak with Dead (Sp): At 8th level you can use Speak with Dead as a spell like ability once per day, you gain an additional use of this ability for every 4 cleric levels above 8. 

Deity: Glitanius

 

Truth Domain Spells

Spell Level

Spell Name

Spell Description

1st

Identify

Helps determine properties of magic items.

2nd

Zone of Truth

Subjects within range cannot lie.

3rd

Locate Object

Sense direction toward object.

4th

Discern Lies

Reveals deliberate falsehoods.

5th

True Seeing

Lets you see things as they really are.

6th

Analyze Dweomer

Reveals magical aspects of subject.

7th

Vision

As legend lore but quicker and strenuous.

8th

Discern Location

Reveals exact location of creature or object.

9th

Weight of Your Words*

Subject tells the truth or dies.

 

 

Time

 

Granted Power: You have mastered the manipulation of time. Knowledge History is always considered a class skill for you.

 

Initiative Mastery (Su): When rolling initiative you may take a penalty to your check to gain additional actions or benefits later, you may select only one penalty to apply to your initiative and must select the penalty prior to rolling your initiative check.

-1: For the duration of the encounter you gain a +1 competence bonus to all attack rolls made.

-5: Once during the encounter you may take an additional move action.

-10: For the duration of the encounter you gain a +2 competence bonus to all saving throws made.

-15: Once during the encounter you may take an additional standard action.

Delay: By selecting this option you may not act in the 1st normal round of initiative, you are considered flat footed until you act. Beginning after your 1st action in the 2nd round of the encounter you may take an additional turn which does not move your position in the initiative. You may do this once per encounter.   

Age Resistance (Su): Beginning at 6th level, you no longer suffer penalties for aging, and penalties you currently have for age however still remain in effect. You still gain the bonuses for aging based on your actual age. At 12th level you no longer age and cannot be magically aged. A cleric with this power still dies of old age when their time is up. 

Deity: Aaramor

 

Time Domain Spells

Spell Level

Spell Name

Spell Description

1st

Timely Inspiration**

Gives bonus on failed check/attack.

2nd

Delay Pain***

Ignore pain for 1 hour/level.

3rd

Sands of Time***

Target temporarily ages.

4th

Age Resistance, Lesser***

Ignore penalties from middle age.

5th

Threefold Aspect**

Appear older or younger.

6th

Age Resistance***

Ignore penalties from old age.

7th

Age Resistance, Greater***

Ignore penalties from venerable age.

8th

Moment of Prescience

You gain +1/level insight bonus on single attack, check or save.

9th

Time Stop

You act freely for 1D4+1 rounds.

 

 

Undeath

 

Granted Power: Rafar favors those that walk the path between life and undeath. You may add ½ of your cleric level to the amount of hit dice of undead that you can control with Animate Dead or similar spells. 

Minor Undeath (Su): At 1st level, you gain minor fortification, there is a 20% chance that any critical hit or sneak attack directed at you is instead resolved normally. 

Near Dead (Su): At 8th level you gain immunity to ability damage, but not ability drain.

 

Deity: Rafar

 

Undeath Domain Spells

Spell Level

Spell Name

Spell Description

1st

Detect Undead

Reveals undead within 60 feet.

2nd

Desecrate

Fills area with negative energy, making undead stronger.

3rd

Animate Dead

Creates undead skeletons and zombies.

4th

Death Ward

Grant immunity to death spells and negative energy.

5th

Inflict Light Wounds, Mass

Deals 1D8 damage +1/per level to many creatures.

6th

Create Undead

Creates ghouls, ghasts, mummies or mohrgs.

7th

Control Undead

Undead don’t attack you while under your command.

8th

Create Greater Undead

Creates shadows, wraiths, spectres or devourers.

9th

Energy Drain

Subject gains 2D4 negative levels.

 

 

Vermin

 

Granted Power: Veneriz, master of verminkind, has bestowed his blessings upon you. You gain Turn Vermin* as a bonus feat. 

Vermin Friend (Su): Non intelligent vermin do not initially see you as a threat, they will ignore you unless you attack them or otherwise threaten them. 

Chitin (Su): You gain a +1 enhancement bonus to your natural armor at 6th level, this bonus increases to +2 at 12th level and +3 at 18th level as you develop chitin plating on your exposed skin.

 

Deity: Veneriz

 

Vermin Domain Spells

Spell Level

Spell Name

Spell Description

1st

Speak with Vermin*

As speak with animals except with vermin.

2nd

Vomit Swarm**

Produces a swarm that fights for you.

3rd

Vermin Shape I***

Take the form and powers of a vermin.

4th

Giant Vermin

Turns vermin into giant vermin.

5th

Insect Plague

Wasp swarm attacks creatures.

6th

Antilife Shell

10 foot radius field hedges out living creatures.

7th

Creeping Doom

Swarm of centipedes attack at your command.

8th

Sympathy

Object or location attracts certain creatures.

9th

Summon Elder Worm***

Summon a giant purple worm.

 

 

Warmth

 

Granted Power: Infernis, god of fire and heat, has bestowed his blessings upon you. 

Soul Furnace (Su): You are never cold, and never suffer penalties or need to make checks for being in cold environments as described on page 442 of the core rulebook. However you still take cold damage normally. Beginning at 8th level you gain the evasion ability when rolling reflex saves against cold damage. 

Warmth Casting (Su): Beginning at 6th level you may treat your caster level as though it were 1 higher when casting spells with the fire descriptor. At 14th level any spell that you cast with the fire descriptor ignores up to 10 points of fire resistance your target may have, this increases to 20 points at 18th level.  

 

Deity: Infernis

 

Warmth Domain Spells

Spell Level

Spell Name

Spell Description

1st

Endure Elements

Exist comfortably in hot or cold regions.

2nd

Burning Gaze**

Inflict 1D6 fire damage to creatures by looking at them.

3rd

Campfire Wall**

Creates a shelter around a campfire.

4th

Firefall**

Causes fire to burst up, dealing 2D6 fire damage.

5th

Flame Strike

Smite foes with divine fire dealing 1D6/level damage.

6th

Elemental Body II

Turns you into a large elemental, fire only.

7th

Firebrand**

Allies gain flaming weapons, immunity to your fire spells.

8th

Firestorm

Deals 1D6 fire damage/level.

9th

Firey Body**

You gain various fire related powers.

 

* New Spell or Feat

** Advanced Players Guide

*** Ultimate Magic

 

**** Ultimate Combat