Cleric Domain List

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


Air Domain (Player's Handbook 185)

  Core Deities: Bahamut, Obad-Hai.
  Eberron Deities: Balinor.
  Forgotten Realms Deities: Aerdrie Faenya, Akadi, Auril, Set, Shaundakul, Sheela Peryroyl, Valkur.
  Other Deities: Atroa, Rillifane Rallathil, Taiia, Telchur, Zoser.

  Granted Power (Su): Turn or destroy earth creatures as a good Cleric turns 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 each deals 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 (Air only).

Animal Domain (Player's Handbook 186)

  Core Deities: Ehlonna, Obad-Hai.
  Eberron Deities: Balinor.
  Forgotten Realms Deities: Aerdrie Faenya, Baervan Wildwanderer, Chauntea, Fenmarel Mestarine, Gwaeron Windstrom, Lurue, Malar, Mielikki, Nobanion, Sebek, Shiallia, Silvanus, Thard Harr, Ulutiu, Uthgar.
  Other Deities: Beory, Bralm, Eadro, Hiatea, Llerg, Procan, Semuanya, Skerrit, Wastri.

  Granted Power (Sp): You can use speak with animals once per day as a spell-like ability.
  Add Knowledge (nature) to your list of Cleric class skills.

Animal Domain Spells

  1. 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.
  4. Summon Nature's Ally IV*: Calls creature to fight.
  5. Commune with Nature: Learn about terrain for 1 mile/level.
  6. Antilife Shell: 10' field hedges out living creatures.
  7. Animal Shapes: One ally/level polymorphs into chosen animal.
  8. Summon Nature's Ally VIII*: Calls creature to fight.
  9. ShapechangeF: Transforms you into any creature, and change forms once per round.
  10. *Can only summon animals.

Army Domain (Dragon # 317 78)

  Core Deities: None.
  Forgotten Realms Deities: Tempus.
  Other Deities: None.

  Granted Power (Sp): You have the spell-like ability to inspire allies within 30', 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 you speak for 1 round. Using this ability is a full-round action. It lasts a number of rounds equal to your Charisma bonus and can be used once per day..

Army Domain Spells

  1. Bless: Allies gain +1 on attack rolls and saves against fear.
  2. Lighten Load: Carry a greater load than usual for your strength.
  3. Prayer: Allies +1 bonus on most rolls, enemies -1 penalty.
  4. DivinationM: Provides useful advice for specific proposed actions.
  5. Easy March: Travel overland without fatigue.
  6. Heroes' Feast: Food for one creature/level cures and grants combat bonuses.
  7. Scrying, GreaterF: As scrying, but faster and longer.
  8. Heal, Mass: As heal, but with several subjects.
  9. Teleportation Circle: Circle teleports any creature inside to designated spot.

Artifice Domain (Eberron Campaign Setting 104)

  Core Deities: None.
  Eberron Deities: Onatar, the Traveler.
  Forgotten Realms Deities: Gond.
  Other Deities: Bleredd, Tvashtri (Visvakarma).

  Granted Power: Gain +4 competence bonus on Craft checks. You cast creation spells at +1 caster level.

Artifice Domain Spells

  1. Animate Rope: Makes a rope move at your command.
  2. Wood Shape: Rearranges wooden objects to suit you.
  3. Stone Shape: Sculpts stone into any shape.
  4. Minor Creation: Creates one cloth or wood object.
  5. Fabricate: Transforms raw materials into finished items.
  6. Major Creation: As minor creation, plus stone and metal.
  7. HardeningM: Increases hardness of target by 1 per 2 levels.
  8. True CreationX: As major creation, but permanent.
  9. Prismatic sphere: As prismatic wall, but surrounds on all sides.

Avarice Domain (Dragon # 323 63)

  Core Deities: Garl Glittergold, Moradin, Olidammara.
  Eberron Deities: The Keeper, Kol Korran.
  Forgotten Realms Deities: Abbathor, Brandobaris, Cyric, Dumathoin, Finder Wyvernspur, Gargauth, Geb, Hoar, Mask, Nephthys, Shargaas, Velsharoon, Vergadain, Vhaeraun, Waukeen.
  Other Deities: Mouqol, Tharizdun, Xan Yae.

  Granted Power: Once per day, as a standard action, you may determine the most valuable item within 30'. An item's value is determined by its listed gold-piece price. If you cannot see the most valuable item within range, you become aware of its general location (within 5'), but you gain no insight into what the item is. This ability does not tell you the gold piece value of an item.

Avarice Domain Spells

  1. Sticky Fingers: Grants you a +10 bonus on Sleight of Hand checks.
  2. Treasure Scent: Allows you to detect and follow valuable materials by scent.
  3. Locate Object: Senses direction toward object (specific or type).
  4. Shrink Item: Object shrinks to one-sixteenth size.
  5. Telekinesis: Moves object, attacks creature, or hurls object or creature.
  6. Leomund's Secret ChestF: Hides expensive chest on Ethereal Plane; you can retrieve it at will.
  7. Sequester: Subject is invisible to sight and scrying; renders creature comatose.
  8. Discern Location: Reveals exact location of creature or object.
  9. Antipathy: Object or location affected by spell repels certain creatures.

Balance Domain (Spell Compendium 271)

  Core Deities: Boccob.
  Eberron Deities: The Path of Light (il-Yannah).
  Forgotten Realms Deities: Grumbar, Oghma, Ubtao, Waukeen.
  Other Deities: Gilean, Kelanen, Lendys.

  Granted Power: Once per day, as a free action, you can add your Wisdom modifier to your Armor Class. This bonus lasts for one round per Cleric level.

Balance Domain Spells

  1. Make Whole: Repairs an object.
  2. Calm Emotions: Calms creatures, negating emotion effects.
  3. Clarity of Mind: +4 bonus on saves against mind-affecting spells and abilities, allows reroll of concealment miss chance.
  4. Dismissal: Forces a creature to return to native plane.
  5. Sanctuary, Mass: One creature/level can't be attacked, and can't attack.
  6. Banishment: Banishes 2 HD/level of extraplanar creatures.
  7. Word of Balance: Kills, paralyzes, weakens, or nauseates nonneutrsl cratures.
  8. Protection from SpellsMF: Confers +8 resistance bonus.
  9. Weighed in the Balance: Harms or heals creatures within 30' of you.

Beguilement Domain (Dragon # 312 50)

  Core Deities: None.
  Other Deities: None.

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

Beguilement Domain Spells

  1. Hypnotism: Fascinates 2d4 HD of creatures.
  2. Enthrall: Captivates all within 100' + 10' level.
  3. Hypnotic Pattern: Fascinates (2d4 + level) HD of creatures.
  4. Deep Slumber: Puts 10 HD of creatures to sleep.
  5. Confusion: Subjects behave oddly for 1 round/level.
  6. Modify Memory: Changes 5 minutes of subject's memories.
  7. Suggestion, Mass: As suggestion, plus one/level subjects.
  8. Hold Person, Mass: As hold person, but all within 30'.
  9. Otto's Irresistible Dance: Forces subject to dance.

Bestial Domain (Book of Vile Darkness 80)

  Core Deities: None.
  Forgotten Realms Deities: Malar.
  Other Deities: Karaan, Yeenoghu.

  Granted Power: Character gains the scent extraordinary ability.

Bestial Domain Spells

  1. Magic Fang: One natural weapon of subject creature gets +1 on attack and damage rolls.
  2. Bull's Strength: Subject gains +4 to STR for 1 min./level.
  3. Magic Fang, Greater: One natural weapon of subject creature gets +1/4 levels on attack and damage rolls (max +5).
  4. Claws of the Savage: Subject gains claws that deal damage based on size.
  5. Charm Monster: Makes monster believe it is your ally.
  6. Hold Monster: As hold person, but any creature.
  7. Whirlwind of Teeth: Creates moving 5'/level cylinder that deals 1d8 damage/2 levels each round.
  8. Spread of Savagery: Creatures within 10'/level become hostile and savage.
  9. Were-Doom: 1d4 creatures infected with lycanthropy.

Blackwater Domain (Stormwrack 109)

  Core Deities: None.
  Other Deities: Blibdoolpoolp, Sekolah, Yeathan.

  Granted Power: You are immune to pressure damage from descending into even the greatest of oceanic depths.

Blackwater Domain Spells

  1. Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
  2. Pressure Sphere: Water pressure deals 4d6 damage to submerged targets.
  3. Evard's Black Tentacles: Tentacles grapple all within 15' spread.
  4. Transformation of the Deeps: Grant water breathing, darkvision, and pressure immunity to one creature/3 levels.
  5. Blackwater Tentacle: Create blackwater tentacle that attacks your foe.
  6. Blackwater Taint: Desecrate water, deal 1d6/2 levels negative energy damage, bestow a negative level.
  7. Dark Tide: Infuse water over a large area with negative energy, causing weakness and 1d6 damage/hour.
  8. Maelstrom: Water vortex traps and damages creatures and objects.
  9. Doom of the Seas: Summons a fiendish kraken under your command.

Blightbringer Domain (Unapproachable East 34)

  Core Deities: None.
  Forgotten Realms Deities: Talona.
  Other Deities: None.

  Granted Power (Su): Rebuke or command blightspawned creatures and evil-aligned animals or plants as an evil Cleric rebukes undead. You may use this ability a number of times per day equal to 3 + your Charisma modifier. This is a supernatural ability.

Blightbringer Domain Spells

  1. Hold Animal: Paralyzes one animal for 1 round/level.
  2. Maw of Stone: Deals 1d6/two levels cold damage in a 10' radius.
  3. Contagion: Infects subject with chosen disease.
  4. Fear: Subjects within cone flee for 1 round/level.
  5. Cone of Cold: 1d6/level cold damage.
  6. Finger of Death: Kills one subject.
  7. Command Plants: Sway the actions of one or more plant creatures.
  8. Horrid Wilting: Deals 1d6/level damage within 30'.
  9. Energy Drain: Subject gains 2d4 negative levels.

Cavern Domain (Spell Compendium 271)

  Core Deities: Gruumsh.
  Forgotten Realms Deities: Dumathoin, Geb, Ghaunadaur, Grumbar, Luthic, Segojan Earthcaller, Shar.
  Other Deities: Astilabor, Beltar, Callarduran Smoothhands.

  Granted Power: You gain the stonecunning ability (Player's Handbook 15). If you already have stonecunning, your racial bonus on checks to notice unusual stonework increases to +4.

Cavern Domain Spells

  1. Detect Secret Doors: Reveals hidden doors within 60'.
  2. Darkness: 20' radius of supernatural shadow.
  3. Meld into Stone: You and your gear merge with stone.
  4. Leomund's Secure Shelter: Creates sturdy cottage.
  5. Passwall: Creates passage through wood or stone wall.
  6. Find the Path: Shows most direct way to a location.
  7. Maw of Stone: Animates cavern opening or chamber.
  8. Earthquake: Intense tremor shakes 5'/level radius.
  9. Imprisonment: Entombs subject beneath the earth.

Celerity Domain (Spell Compendium 271)

  Core Deities: Ehlonna, Fharlanghn, Olidammara.
  Other Deities: Xan Yae, Zuoken.

  Granted Power: Your land speed is faster than the normal for your race by +10'. This benefit is lost if you are wearing medium or heavy armor or carrying a medium or heavy load.

Celerity Domain Spells

  1. Expeditious Retreat: Your speed increases by 30'.
  2. Cat's Grace: Subject gains +4 to DEX for 1 min./level.
  3. Blur: Attacks miss 20% of the time.
  4. Haste: One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves.
  5. Tree Stride: Step from one tree to another far away.
  6. Wind Walk: You and your allies turn vaporous and travel quickly.
  7. Cat's Grace, Mass: As cat's grace, affects one subject/level.
  8. Blink, Improved: As blink, but safer and with more control.
  9. Time Stop: You act freely for 1d4+1 rounds.

Celestial Domain (Book of Exalted Deeds 86)

  Core Deities: None.
  Other Deities: Domiel, Pistis Sophia.

  Granted Power (Su): You gain the supernatural ability to smite evil once per day. Add a +4 bonus to your melee attack roll and your Cleric level to your damage. You must declare the smite before making the attack, and the attempt is wasted if the target is not evil.

Celestial Domain Spells

  1. Vision of Heaven: Evil creature is dazed for 1 round.
  2. ConsecrateM: Fills area with positive energy, making undead weaker and deathless stronger.
  3. Blessed Sight: Evil auras become visible to you.
  4. Planar Ally, LesserX: Exchange services with a 6 HD extraplanar creature.
  5. Heavenly Lightning: Arcs of radiant lightning deal 3d6 damage to one target per two caster levels.
  6. Call Faithful Servants: Summons 1d4 lantern archons, coure eladrins, or musteval guardinals.
  7. Heavenly Lightning Storm: Arcs of radiant lightning deal 5d6 damage to one target per level.
  8. Holy AuraF: +4 to AC, +4 resistance, and SR 25 against evil spells.
  9. GateX: Connects two planes for travel or summoning.

Chaos Domain (Player's Handbook 186)

  Core Deities: Corellon Larethian, Erythnul, Gruumsh, Kord, Lolth, Olidammara.
  Eberron Deities: Dol Dorn, the Shadow, the Traveler.
  Forgotten Realms Deities: Aerdrie Faenya, Angharradh, Anhur, Bahgtru, Beshaba, Cyric, Dugmaren Brightmantle, Eilistraee, Erevan Ilesere, Fenmarel Mestarine, Finder Wyvernspur, Garagos, Ghaunadaur, Haela Brightaxe, Hanali Celanil, Kiaransalee, Labelas Enoreth, Lliira, Lurue, Malar, Nephthys, Rillifane Rallathil, Sehanine Moonbow, Selûne, Selvetarm, Sheyanna Flaxenstrand, Sharess, Sharindlar, Shaundakul, Shevarash, Solonor Thelandira, Sune, Talona, Talos, Tempus, Thard Harr, Tymora, Umberlee, Urdlen, Uthgar, Valkur, Vhaeraun.
  Other Deities: Aasterinian, Beltar, Deep Sashelas, Demogorgon, Diirinka, Doresain, Evening Glory, Garyx, Gelf Darkhearth, Graz'zt, the Great Mother, Grolantor, the Glutton, Hlal, Hruggek, Istus, Iuz, Karaan, Laogzed, Lirr, Llerg, Merrshaulk, Orcus, Procan, Stronmaus, Taiia, Telchur, Tharizdun, Thrym, Trithereon, Vaprak, Yeenoghu, Zoser.

  Granted Power: You cast chaos 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.
  2. Shatter: Sonic vibration damages objects or crystalline creatures.
  3. Magic Circle Against Law: As protection spells, but 10' radius and 10 min./level.
  4. Chaos Hammer: Damages and staggers lawful creatures.
  5. Dispel Law: +4 bonus against attacks by lawful creatures.
  6. Animate Objects: Objects attack your foes.
  7. Word of Chaos: Kills, confuses, stuns, or deafens nonchaotic subjects.
  8. Cloak of ChaosF: +4 to AC, +4 resistance, SR 25 against lawful spells.
  9. Summon Monster IX: Calls extraplanar creature to fight for you (Chaotic only).

Charity Domain (Dragon # 355 25)

  Core Deities: Pelor.
  Eberron Deities: Arawai, Dol Arrah.
  Forgotten Realms Deities: Eldath, Ilmater, Sharindlar.
  Other Deities: Hiatea, Rao.

  Granted Power: Once per day, as a full-round action, you may reduce your hit points by up two times your class level and touch an ally to give him temporary hit points equal to that amount. For instance, a 5th-level Cleric can give up to 10 hit points to an ally. Your ally retains these temporary hit points for 1 minute per your class level and you cannot reclaim them or use healing magic to regain them prematurely, even to save your own life. At the end of the effect you regain all the hit points you donated, even if your ally suffered injuries during this time.

Charity Domain Spells

  1. Goodberry: 2d4 berries each cure 1 hp (max 8 hp/24 hours).
  2. Aid: +1 on attack rolls, +1 on saves against fear, 1d8 temporary hp +1/level (max +10).
  3. Create Food and Water: Feeds three humans (or one horse)/level.
  4. Imbue with Spell Ability: Transfer spells to subject.
  5. Cure Light Wounds, Mass: Cures 1d8 damage +1/level (max +25) for many creatures.
  6. Heroes' Feast: Food for one creature/level cures and grants combat bonuses.
  7. RefugeM: Alters item to transport its possessor to you.
  8. Mordenkainen's Magnificent MansionF: Door leads to extradimensional mansion.
  9. Heal, Mass: As heal, but with several subjects.

Charm Domain (Spell Compendium 271)

  Core Deities: None.
  Eberron Deities: Kol Korran.
  Forgotten Realms Deities: Eilistraee, Finder Wyvernspur, Gargauth, Hanali Celanil, Lliira, Milil, Oghma, Sharess, Sharindlar, Sheela Peryroyl, Sune.
  Other Deities: Aasterinian, Evening Glory.

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

Charm Domain Spells

  1. Charm Person: Makes one person your friend.
  2. Calm Emotions: Calms creatures, negating emotion effects.
  3. Suggestion: Compels subject to follow stated course of action.
  4. Good Hope: Subjects gain +2 on attack rolls, damage rolls, saves, and checks.
  5. Charm Monster: Makes monster believe it is your ally.
  6. Geas/Quest: As lesser geas, plus it affects any creature.
  7. Insanity: Subject suffers continuous confusion.
  8. Demand: As sending, plus you can send suggestion.
  9. Dominate Monster: As dominate person, but any creature.

Chastity Domain (Dragon # 355 25-26)

  Core Deities: Kord.
  Eberron Deities: Dol Arrah, the Silver Flame.
  Forgotten Realms Deities: Lathander, Selûne, Sharindlar.
  Other Deities: Rao, Zuoken.

  Granted Power: Once per day, you may dispel a single spell effect targeting you as a targeted dispel magic spell. Caster level equals your character level.

Chastity Domain Spells

  1. Shield of Faith: Aura grants +2 or higher deflection bonus.
  2. Restoration, Lesser: Dispels magical ability penalty or regains 1d6 ability damage.
  3. Magic Vestment: Armor or shield gains +1 enhancement/4 levels.
  4. Spell Immunity: Subject is immune to one spell per four levels.
  5. Break Enchantment: Frees subject from enchantments, alterations, curses, and petrification.
  6. Bigby's Interposing Hand: Hand provides cover against one opponent.
  7. Repulsion: Creatures can't approach you.
  8. Antimagic Field: Negates magic within 10'.
  9. Mind Blank: Subject is immune to mental/emotional magic and scrying.

Chromatic Dragon Domain (Dragon # 344 107)

  Core Deities: None.
  Other Deities: None.

  Granted Power: Choose a chromatic dragon color. You cannot later change the kind of dragon. Once per day, you may use a breath weapon similar to the chosen dragon's. This breath weapon deals 1d6 points of damage per five Cleric levels you possess. A successful Reflex save (DC 10 + 1/2 your Cleric level + your Charisma modifier) halves the damage. A black breathes a 60' line of acid, a blue breathes a 60' line of electricity, a green breathes a 30' cone of acid, a red breathes a 30' cone of fire, and a white breathes 30' cone of cold.

Chromatic Dragon Domain Spells

  1. Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
  2. Gust of Wind: Blows away or knocks down smaller creatures.
  3. Claws of Darkness: Claws deal 1d8 cold damage and have reach.
  4. Fear: Subjects within cone flee for 1 round/level.
  5. Rebuking Breath: Your breath weapon rebukes undead.
  6. Symbol of FearM: Triggered rune panics nearby creatures.
  7. Aura of Terror: You gain an aura of fear, or your frightful presence becomes more effective.
  8. Stunning Breath, Greater: Your breath weapon also stuns creatures for 2d4 rounds.
  9. Weird: As phantasmal killer, but affects all within 30'.

City Domain (Races of Destiny 162-163)

  Core Deities: Olidammara.
  Other Deities: Urbanus.

  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.
  2. City Lights: Absorb nearby light to release as blinding flare.
  3. Winding Alleys: Trap foe in phantasmal maze.
  4. Commune with City: Learn about city.
  5. Skyline Runner: You can walk normally on any city surface.
  6. City Stride: Teleport between two cities.
  7. Urban Shield: City grants cover to you, not to enemies.
  8. City's Might: Gain enhancements to STR and CON, damage reduction, while in city.
  9. Animate City: City stuctures attack, slow down enemies.

Cold Domain (Spell Compendium 271)

  Core Deities: Bahamut.
  Forgotten Realms Deities: Auril, Ulutiu.
  Other Deities: Iborighu, Levistus, Telchur, Thrym.

  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 plus your Charisma modifier.

Cold Domain Spells

  1. Chill Touch: One touch/level deals 1d6 damage and possibly 1 STR damage.
  2. Chill Metal: Cold metal damages those who touch it.
  3. Sleet Storm: Hampers vision and movement.
  4. Ice Storm: Hail deals 5d6 damage in cylinder 40' across.
  5. Wall of Ice: Ice plane creates wall with 15 hp +1/level, or hemisphere can trap creatures inside.
  6. Cone of Cold: 1d6/level cold damage.
  7. Control Weather: Changes weather in local area.
  8. Polar Ray: Ranged touch attack deals 1d6/level cold damage.
  9. Obedient Avalanche: Snowy avalanche crushes and buries your foes.

Commerce Domain (Eberron Campaign Setting 105)

  Core Deities: None.
  Eberron Deities: Kol Korran.
  Other Deities: Shinare.

  Granted Power: Gain a +10 competence bonus on Profession checks to earn a living (not checks to accomplish specialized tasks).
  Add Appraise to your list of Cleric class skills.

Commerce Domain Spells

  1. Comprehend Languages: You understand all spoken and written languages.
  2. Zone of Truth: Subjects within range cannot lie.
  3. Tongues: Speak any language.
  4. Glibness: Gain +30 on Bluff checks, and your lies can escape magical discernment.
  5. True SeeingM: Lets you see all things as they really are.
  6. Leomund's Secret ChestF: Hides expensive chest on Ethereal Plane; you can retrieve it at will.
  7. RefugeM: Alters item to transport its possessor to you.
  8. Analyze DweomerF: Reveals magical aspects of subject.
  9. Polymorph Any Object: Changes any subject into anything else.

Community Domain (Spell Compendium 271-272)

  Core Deities: Corellon Larethian, Garl Glittergold, Pelor, Yondalla.
  Eberron Deities: Boldrei.
  Forgotten Realms Deities: Berronar Truesilver, Cyrrollalee, Eldath, Hathor.
  Other Deities: Allitur, Berei, Bralm, Estanna, Rao.

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

Community Domain Spells

  1. Bless: Allies gain +1 on attack rolls and saves against fear.
  2. Status: Monitors condition, position of allies.
  3. Prayer: Allies +1 bonus on most rolls, enemies -1 penalty.
  4. Tongues: Speak any language.
  5. Rary's Telepathic Bond: Link lets allies communicate.
  6. Heroes' Feast: Food for one creature/level cures and grants combat bonuses.
  7. RefugeM: Alters item to transport its possessor to you.
  8. Mordenkainen's Magnificent MansionF: Door leads to extradimensional mansion.
  9. Heal, Mass: As heal, but with several subjects.

Competition Domain (Spell Compendium 272)

  Core Deities: Hextor, Kord, Kurtulmak.
  Forgotten Realms Deities: Clangeddin Silverbeard.
  Other Deities: Bahgtru, Grolantor, Joramy, Llerg, Maglubiyet, Sekolah.

  Granted Power (Ex): You gain a +1 bonus on opposed checks you make.

Competition Domain Spells

  1. Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject plus one per four levels.
  2. Zeal: You move through foes to attack the enemy you want.
  3. Prayer: Allies +1 bonus on most rolls, enemies -1 penalty.
  4. Divine Power: You gain attack bonus, +6 to STR, and 1 hp/level.
  5. Righteous Might: Your size increases, and you gain combat bonuses.
  6. Zealot PactX: You automatically gain combat bonuses when you attack someone of opposite alignment.
  7. Regenerate: Subject's severed limbs grow back, cures 4d8 damage + 1/level (max +35).
  8. Moment of Prescience: You gain insight bonus on single attack roll, check, or save.
  9. Visage of the Deity, Greater: As lesser visage of the deity, but you become half-celestial or half-fiendish.

Corruption Domain (Fiendish Codex I 88)

  Core Deities: None.
  Forgotten Realms Deities: Ghaunadaur.
  Forgotten Realms Deities: Gargauth, Yurtrus.
  Other Deities: Demogorgon, Juiblex, Pale Night, the Patient One.

  Granted Power: Once per day, you can attack an object and ignore its hardness.

Corruption Domain Spells

  1. Doom: One subject suffers -2 on attacks, damage, saves, and checks.
  2. Blindness/Deafness: Makes subject blinded or deafened.
  3. Contagion: Infects subject with chosen disease.
  4. Morality UndoneM: Subject becomes evil.
  5. Feeblemind: Subject's INT and CHA drop to 1.
  6. Pox: Deals 1d4 CON drain to one creature/level.
  7. Insanity: Subject suffers continuous confusion.
  8. Befoul: Turns large amount of water poisonous
  9. DespoilM: Kills plants and damages objects in 100'/level radius.

Courage Domain (Spell Compendium 272)

  Core Deities: Heironeous, Kord.
  Forgotten Realms Deities: Arvoreen, Clangeddin Silverbeard, Gaerdal Ironhand.
  Other Deities: Azor'alq, Bahgtru, Ilneval, Llerg.

  Granted Power (Su): You radiate an aura of courage that grants all allies within 10' (including yourself) a +4 morale bonus on saving throws against fear effects. 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 plus one per four levels.
  2. Aid: +1 on attack rolls, +1 on saves against fear, 1d8 temporary hp +1/level (max +10).
  3. Cloak of Bravery: You and your allies gain a bonus on saves against fear.
  4. Heroism: Gives +2 bonus on attack rolls, saves, skill checks.
  5. Valiant Fury: +4 STR, CON; +2 Will saves; extra attack.
  6. Heroes' Feast: Food for one creature/level cures and grants combat bonuses.
  7. Heroism, Greater: Gives +4 bonus on attacks, saves, skill checks; immunity to fear; temporary hp.
  8. Lion's Roar: Deals 1d8 points of damage/2 levels to enemies; allies get +1 on attacks and saves against fear, temporary hp.
  9. Cloak of Bravery, Greater: You and your allies become immune to fear and get +2 bonus on attacks.

Craft Domain (Spell Compendium 272)

  Core Deities: Garl Glittergold, Moradin.
  Forgotten Realms Deities: Dugmaren Brightmantle, Dumathoin, Flandal Steelskin, Geb, Gond, Laduguer, Thoth.
  Other Deities: Callarduran Smoothhands.

  Granted Power: You cast conjuration (creation) spells at +1 caster level and gain Skill Focus as a bonus feat for one Craft skill of your choice.

Craft Domain Spells

  1. Animate Rope: Makes a rope move at your command.
  2. Wood Shape: Rearranges wooden objects to suit you.
  3. Stone Shape: Sculpts stone into any shape.
  4. Minor Creation: Creates one cloth or wood object.
  5. Wall of Stone: Creates a stone wall that can be shaped.
  6. Fantastic Machine: Creates a machine to perform a single simple task.
  7. Major Creation: As minor creation, plus stone and metal.
  8. ForcecageM: Cube or cage of force imprisons all inside.
  9. Fantastic Machine, Greater: Creates a machine to perform multiple tasks.

Creation Domain (Spell Compendium 272)

  Core Deities: Garl Glittergold, Moradin, Yondalla.
  Other Deities: Annam, Beory, Berei, Bleredd, Deep Sashelas, Flandal Steelskin, Semuanya.

  Granted Power: You cast conjuration (creation) spells at +1 caster level.

Creation Domain Spells

  1. Create Water: Creates 2 gallons/level of pure water.
  2. Minor Image: As silent image, plus some sound.
  3. Create Food and Water: Feeds three humans (or one horse)/level.
  4. Minor Creation: Creates one cloth or wood object.
  5. Major Creation: As minor creation, plus stone and metal.
  6. Heroes' Feast: Food for one creature/level cures and grants combat bonuses.
  7. Permanent ImageM: Includes sight, sound, and smell.
  8. True CreationX: As major creation, but permanent.
  9. Pavilion of Grandeur: A feast and a great pavilion are created.

Darkness Domain (Spell Compendium 272)

  Core Deities: Lolth.
  Forgotten Realms Deities: Mask, Set, Shar, Shargaas.
  Other Deities: Falazure, Graz'zt, Orcus, the Patient One, the Xammux.

  Granted Power: You gain Blind-Fight as a bonus feat.

Darkness Domain Spells

  1. Obscuring Mist: Fog surrounds you.
  2. Blindness/Deafness: Makes subject blinded or deafened.
  3. Blacklight: Create an aura of total darkness.
  4. Armor of Darkness: Shroud grants deflection bonus, darkvision, and other effects.
  5. Darkbolt: Multiple bolts deal 2d8 damage and daze creatures.
  6. Prying Eyes: 1d4 +1/level floating eyes scout for you.
  7. Nightmare: Sends vision dealing 1d10 damage, fatigue.
  8. Power Word Blind: Blinds creature with 200 hp or less.
  9. Power Word Kill: Kills one creature with 100 hp or less.

Death Domain (Player's Handbook 186)

  Core Deities: Nerull, Wee Jas.
  Eberron Deities: The Keeper, the Blood of Vol.
  Forgotten Realms Deities: Jergal, Kelemvor, Osiris, Urogalan, Velsharoon, Yurtrus.
  Other Deities: Chronepsis, Doresain, Falazure, Glautru, the Great Mother, Grolantor, Incabulos, Laogzed, Memnor, Orcus, Scahrossar, Taiia.

  Granted Power (Su): You may use a death touch once per day. Your death touch is a supernatural ability that produces a death effect. 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).

Death Domain Spells

  1. Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
  2. Death Knell: Kill dying creature and gain 1d8 temporary hp, +2 to STR, and +1 caster level.
  3. Animate Dead: Creates undead skeletons and zombies.
  4. Death Ward: Grants immunity to death spells and negative energy effects.
  5. Slay Living: Touch attack kills subject.
  6. Create UndeadM: Create ghouls, ghasts, mummies, or mohrgs.
  7. DestructionF: Kills subject and destroys remains.
  8. Create Greater Undead: Create shadows, wraiths, spectres, or devourers.
  9. Wail of the Banshee: Kills one creature/level.

Deathbound Domain (Spell Compendium 272-273)

  Core Deities: None.
  Other Deities: Afflux.

  Granted Power: Your limit for creating undead animated with spells increases to three times your caster level instead of the normal two times caster level.

Deathbound Domain Spells

  1. Chill of the Grave: Ray causes cold damage.
  2. Blade of Pain and Fear: Creates blade of gnashing teeth.
  3. Fangs of the Vampire King: Grow vampire fangs.
  4. Wither Limb: Cause enemy's limbs to wither.
  5. Revive Undead: Restores undeath to undead that was destroyed up to 1 day/level ago.
  6. Awaken UndeadX: Grant sentience to otherwise mindless undead.
  7. Avasculate: Reduce foe to half hp and stun foe for 1 round by purging blood vessels.
  8. Avascular Mass: Reduce foe to half hp and stun foe for 1 round by purging blood vessels, which can trap creatures in 20' radius from the victim.
  9. Wail of the Banshee: Kills one creature/level.

Deathless Domain (Eberron Campaign Setting 105)

  Core Deities: None.
  Eberron Deities: The Undying Court.
  Other Deities: None.

  Granted Power (Su): Once per day, you can perform a greater rebuking against deathless creatures in place of one of your turn undead attempts. The greater rebuking is like a normal rebuking except that the deathless creatures that would be rebuked are commanded instead.

Deathless Domain Spells

  1. Detect Undead: Reveals undead within 60'.
  2. ConsecrateM: Fills area with positive energy, making undead weaker and deathless stronger.
  3. Halt Deathless: Immobilizes deathless for 1 round/level.
  4. Spirit Steed: Channels an ancient spirit into your steed, increasing its speed and granting other benefits.
  5. HallowM: Designates location as holy.
  6. Create DeathlessM: Create undying soldier.
  7. Control Deathless: Deathless don't attack you while under your command.
  8. Create Greater DeathlessM: Create undying councilor.
  9. Hero's Blade: Channel the spirit of a great hero into a melee weapon.

Decay Domain (Eberron Campaign Setting 105)

  Core Deities: None.
  Eberron Deities: The Keeper.
  Other Deities: None.

  Granted Power (Su): You may use a touch of decay once per day. Your touch of decay is a supernatural ability that causes putrescence in organic matter and weakens inorganic matter. You must succeed on a melee touch attack to affect a creature (using the rules for touch spells). If you touch a living creature including constructs with the living subtype, you deal 1d4 points of Constitution damage. If you touch an undead creature, an object, or a construct without the living construct subtype, you deal 2d6 ponts of damage +1 point per Cleric level.

Decay Domain Spells

  1. Doom: One subject suffers -2 on attacks, damage, saves, and checks.
  2. Ray of Enfeeblement: Ray deals 1d6 +1/2 levels STR penalty.
  3. Contagion: Infects subject with chosen disease.
  4. Enervation: Subject gains 1d4 negative levels.
  5. Blight: Withers one plant or deals 1d6/level damage to plant creatures.
  6. Antilife Shell: 10' field hedges out living creatures.
  7. Withering Palm: Touch attack deals 1 point STR and 1 point CON damage per two caster levels.
  8. Horrid Wilting: Deals 1d6/level damage within 30'.
  9. Energy Drain: Subject gains 2d4 negative levels.

Demonic Domain (Fiendish Codex I 88-89)

  Core Deities: Lolth.
  Other Deities: Demogorgon, Fraz-Urb'luu, Graz'zt, Orcus, Yeenoghu.

  Granted Power (Su): You gain a +1 profane bonus on attack and damage rolls for unarmed strikes and attacks with natural weapons.

Demonic Domain Spells

  1. Demonflesh: Grants +1 natural armor/5 caster levels.
  2. Demoncall: Grants +10 profane bonus on one Knowledge (arcana), Knowledge (the planes), or Knowledge (religion) check.
  3. Demon Wings: You can fly at your land speed.
  4. Dimensional Anchor: Bars extradimensional movement.
  5. Planar Binding, Lesser: Traps extraplanar creature of 6 HD or less until it performs a task.
  6. Planar Binding: As lesser planar binding, but up to 12 HD.
  7. Fiendish Clarity: Grants you darkvision 60', allows you to see in magical darkness, see invisibility out to 60', and detect good.
  8. Planar Binding, Greater: As lesser planar binding, but up to 18 HD.
  9. GateX: Connects two planes for travel or summoning.

Destiny Domain (Races of Destiny 163)

  Core Deities: Vecna.
  Other Deities: Celestian, Cyndor, Glautru, Istus, Labelas Enoreth, Zarus.

  Granted Power (Su): Once per day as an immediate action, you can grant a willing creature within 30' the ability to reroll an attack, save, ability check, or skill check. You must be able to see the creature to be affected. You cannot use this power on yourself.

Destiny Domain Spells

  1. Omen of Peril: You know how dangerous the future will be.
  2. AuguryMF: Learns whether an action will be good or bad.
  3. Delay Death: Losing hit points doesn't kill subject.
  4. Bestow Curse: -6 to an ability score; -4 on attack rolls, saves, and checks; or 50% chance of losing each action.
  5. Stalwart Pact: You gain combat bonuses automatically when reduced to half points or lower.
  6. Warp Destiny: Reverse failed save or hit in combat.
  7. Bestow Curse, Greater: As bestow curse:, but more severe penalties.
  8. Moment of Prescience: You gain insight bonus on single attack roll, check, or save.
  9. Choose Destiny: Gain two chances for success on every action.

Destruction Domain (Player's Handbook 186)

  Core Deities: St. Cuthbert, Hextor, Lolth, Tiamat.
  Eberron Deities: The Devourer, the Mockery.
  Forgotten Realms Deities: Bane, Cyric, Garagos, Ilneval, Istishia, Kossuth, Talona, Talos, Umberlee, Yurtrus.
  Other Deities: Blibdoolpoolp, Garyx, Gelf Darkhearth, the Glutton, Incabulos, Joramy, Kaelthiere, Karaan, Laogzed, Lendys, Maglubiyet, Merrshaulk, Panzuriel, Pyremius, Rallaster, Shekinester, Taiia, Tharizdun, Thrym, Vaprak, Yeathan, Zoser.

  Granted Power (Su): 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. The 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.
  4. Inflict Critical Wounds: Touch attack, 4d8 damage +1/level (max +20).
  5. Inflict Light Wounds, Mass: Deals 1d8 damage +1/level to many creatures.
  6. Harm: Deals 10 points/level damage to target.
  7. Disintegrate: Makes one creature or object vanish.
  8. Earthquake: Intense tremor shakes 5'/level radius.
  9. Implosion: Kills one creature/round.

Diabolic Domain (Fiendish Codex II 100)

  Core Deities: None.
  Other Deities: Asmodeus, Baalzebul, Mammon, Mephistopheles.

  Granted Power: Once per day, as an immediate action, add your class level as a bonus on a single Bluff, Diplomacy, Intimidate, or Sense Motive check.

Diabilic Domain Spells

  1. Protection from Good: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
  2. Devil's Eye: See through magical darkness up to 30'.
  3. Devil's Ego: Gain +4 to CHA and change type to outsider for 1 min./level.
  4. Hellfire: Explosion of infernal fire deals 1d8 damage/2 levels in 10' radius.
  5. Planar Binding, Lesser: Traps extraplanar creature of 6 HD or less until it performs a task.
  6. Planar Binding: As lesser planar binding, but up to 12 HD.
  7. Hellfire Storm: Explosion of infernal fire deals 1d8 damage/level in 20' radius.
  8. Demand: As sending, plus you can send suggestion.
  9. Investiture of the Pit Fiend: Target gains powerful claw attacks, ability to inflict disease, or ability to inflict terror.

Domination Domain (Spell Compendium 273)

  Core Deities: St. Cuthbert, Gruumsh, Hextor, Tiamat, Wee Jas.
  Forgotten Realms Deities: Laduguer.
  Other Deities: Ilsensine, Memnor, Merrshaulk.

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

Domination Domain Spells

  1. Command: One subject obeys one-word command for 1 round.
  2. Enthrall: Captivates all within 100' + 10' level.
  3. Suggestion: Compels subject to follow stated course of action.
  4. Dominate Person: Controls humanoid telepathically.
  5. Command, Greater: As command, but affects one subject/level.
  6. Geas/Quest: As lesser geas, but affects any creature.
  7. Suggestion, Mass: As suggestion, plus one/level subjects.
  8. True Domination: As dominate person, but save at -4.
  9. Monstrous Thrall: As true domination, but permanent and affects any creature.

Dragon Domain (Spell Compendium 273)

  Core Deities: Bahamut, Tiamat.
  Other Deities: Aasterinian, Astilabor, Chronepsis, Falazure, Garyx, Hlal, Io, Lendys, Tamara.

  Granted Power: Add Bluff and Intimidate to your list of Cleric 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 +1/4 levels on attack and damage rolls (max +5).
  4. Voice of the Dragon: +10 on Bluff, Diplomacy, and Intimidate checks; can use one suggestion.
  5. True SeeingM: Lets you see all things as they really are.
  6. StoneskinM: Ignore 10 points of damage per attack.
  7. Dragon AllyX: As lesser dragon ally, but up to 15 HD.
  8. Suggestion, Mass: As suggestion, plus one/level subjects.
  9. Dominate Monster: As dominate person, but any creature.

Dragon Below Domain (Eberron Campaign Setting 106)

  Core Deities: None.
  Eberron Deities: The Cults of the Dragon Below.
  Other Deities: None.

  Granted Power: You gain Augment Summoning as a bonus feat.

Dragon Below Domain Spells

  1. Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
  2. Death Knell: Kill dying creature and gain 1d8 temporary hp, +2 to STR, and +1 caster level.
  3. Bestow Curse: -6 to an ability score; -4 on attack rolls, saves, and checks; or 50% chance of losing each action.
  4. Planar Ally, LesserX: Exchange services with a 6 HD extraplanar creature.
  5. Slay Living: Touch attack kills subject.
  6. Planar AllyX: As lesser planar ally, but up to 16 HD.
  7. Blasphemy: Kills, paralyzes, weakens, or dazes nonevil subjects.
  8. Planar Ally, GreaterX: As lesser planar ally, but up to 24 HD.
  9. GateX: Connects two planes for travel or summoning.

Dream Domain (Spell Compendium 273)

  Core Deities: None.
  Forgotten Realms Deities: Sehanine Moonbow, Selûne.
  Other Deities: Diirinka, Ilsensine.

  Granted Power: Because you have long delved into dreams and nightmares, you are immune to fear effects.

Dream Domain Spells

  1. Sleep: Puts 4 HD of creatures into magical slumber.
  2. AuguryMF: Learns whether an action will be good or bad.
  3. Deep Slumber: Puts 10 HD of creatures to sleep.
  4. Phantasmal Killer: Fearsome illusion kills subject or deals 3d6 damage.
  5. Nightmare: Sends vision dealing 1d10 damage, fatigue.
  6. Dream Sight: Your spirit can hear and see at a distance for 1 min./level.
  7. Scrying, GreaterF: As scrying, but faster and longer.
  8. Power Word Stun: Stuns creature with 150 hp or less.
  9. Weird: As phantasmal killer, but affects all within 30'.

Drow Domain (Spell Compendium 273)

  Core Deities: Lolth.
  Forgotten Realms Deities: Eilistraee, Ghaunadaur, Kiaransalee, Selvetarm, Vhaeraun.

  Core Deities: None.
  Other Deities: None.

  Granted Power: You gain Lightning Reflexes as a bonus feat.

Drow Domain Spells

  1. Cloak of Dark Power: Cloak protects subject from effects of sunlight.
  2. Clairaudience/Clairvoyance: Hear or see at a distance for 1 minute/level.
  3. Suggestion: Compels subject to follow stated course of action.
  4. Discern Lies: Reveals deliberate falsehoods.
  5. Spiderform: Polymorph into drider or Large spider.
  6. Dispelling Screen, Greater: Targeted dispel magic on any creatures and unattended items, +20 max on caster level check.
  7. Word of Chaos: Kills, confuses, stuns, or deafens nonchaotic subjects.
  8. Planar Ally, GreaterX: As lesser planar ally, but up to 24 HD.
  9. GateX: Connects two planes for travel or summoning.

Dwarf Domain (Spell Compendium 273)

  Core Deities: Moradin.
  Forgotten Realms Deities: Abbathor, Berronar Truesilver, Clangeddin Silverbeard, Deep Duerra, Dugmaren Brightmantle, Dumathoin, Gorm Gulthyn, Haela Brightaxe, Laduguer, Marthammor Duin, Sharindlar, Thard Harr, Vergadain.
  Other Deities: None.

  Granted Power: You gain Great Fortitude as a bonus feat.

Dwarf Domain Spells

  1. Magic Weapon: Weapon gains +1 bonus.
  2. Bear's Endurance: Subject gains +4 to CON for 1 minute/level.
  3. Glyph of WardingM: Inscription harms those who pass it.
  4. Magic Weapon, Greater: +1 bonus/4 levels (max +5).
  5. Fabricate: Transforms raw materials into finished items.
  6. Stone Tell: Talk to natural or worked stone.
  7. Dictum: Kills, paralyzes, slows, or deafens nonlawful subjects.
  8. Protection from SpellsMF: Confers +8 resistance bonus.
  9. Elemental Swarm: Summons multiple elementals (Earth only).

Earth Domain (Player's Handbook 186)

  Core Deities: Moradin, Obad-Hai.
  Eberron Deities: Balinor, the Cults of the Dragon Below.
  Forgotten Realms Deities: Bleredd, Chauntea, Dumathoin, Geb, Gond, Grumbar, Laduguer, Luthic, Segojan Earthcaller, Urdlen, Urogalan.
  Other Deities: Beltar, Beory, Callarduran Smoothhands, Grolantor, Skoraeus Stonebones, Taiia.

  Granted Power (Su): 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.
  4. Spike Stones: Creatures in area take 1d8 damage, may be slowed.
  5. Wall of Stone: Creates a stone wall that can be shaped.
  6. StoneskinM: Ignore 10 points of damage per attack.
  7. Earthquake: Intense tremor shakes 5'/level radius.
  8. Iron Body: Your body becomes living iron.
  9. Elemental Swarm: Summons multiple elementals (Earth only).

Elf Domain (Spell Compendium 273)

  Core Deities: Corellon Larethian, Ehlonna.
  Forgotten Realms Deities: Aerdrie Faenya, Angharradh, Eilistraee, Erevan Ilesere, Fenmarel Mestarine, Hanali Celanil, Labelas Enoreth, Rillifane Rallathil, Sehanine Moonbow, Shevarash, Solonor Thelandira.
  Other Deities: Deep Sashelas.

  Granted Power: You gain the Point Blank Shot feat.

Elf Domain Spells

  1. True Strike: +20 on your next attack roll.
  2. Cat's Grace: Subject gains +4 to DEX for 1 min./level.
  3. Snare: Creates a magic booby trap.
  4. Tree Stride: Step from one tree to another far away.
  5. Commune with Nature: Learn about terrain for 1 mile/level.
  6. Find the Path: Shows most direct way to a location.
  7. Liveoak: Oak becomes treant guardian.
  8. Sunburst: Blinds all within 80', deals 6d6 damage.
  9. Antipathy: Object or location affected by spell repels certain creatures.

Emotion Domain (Dragon # 340 54)

  Core Deities: None.
  Other Deities: Linara.

  Granted Power: Your understanding of the mind and emotions allows you to more easily shrug off the effects of mind-affecting spells and effects. You gain a +4 bonus on Will saves to resist mind-affecting spells and spell-like abilities.

Emotion Domain Spells

  1. Detect Emotions: Detects the presence and strength of emotions.
  2. Hypnotism: Fascinates 2d4 HD of creatures.
  3. Rage: Subjects gain +2 to STR and CON, +1 on Will saves, -2 to AC.
  4. Confusion: Subjects behave oddly for 1 round/level.
  5. Crushing Despair: Subjects take -2 on attack rolls, damage rolls, saves, and checks.
  6. Nightmare: Sends vision dealing 1d10 damage, fatigue.
  7. Heroism, Greater: Gives +4 bonus on attacks, saves, skill checks; immunity to fear; temporary hp.
  8. Insanity: Subject suffers continuous confusion.
  9. Weird: As phantasmal killer, but affects all within 30'.

Endurance Domain (Book of Exalted Deeds 86)

  Core Deities: None.
  Forgotten Realms Deities: Ilmater.
  Other Deities: Phieran.

  Granted Power (Su): You can perform a feat of endurance, which is the supernatural ability to gain an enhancement bonus to Constitution equal to one-half your level. Activating the power is a free action, the power lasts one minute, and it is usable once per day.

Endurance Domain Spells

  1. Endure Elements: Exist comfortably in hot or cold environments.
  2. Bear's Endurance: Subject gains +4 to CON for 1 minute/level.
  3. Refreshment: Cures creatures of all nonlethal damage.
  4. SustainM: Recipients need no food or drink for 6 hours/level.
  5. StoneskinM: Ignore 10 points of damage per attack.
  6. Bear's Endurance, Mass: As bear's endurance, affects one subject/level.
  7. Globe of Invulnerability: As lesser globe of invulnerability, plus 4th-level spell effects.
  8. Spell Turning: Reflect 1d4+6 spell levels back at caster.
  9. Iron Body: Your body becomes living iron.

Entropy Domain (Fiendish Codex I 89)

  Core Deities: None.
  Other Deities: Dagon, Obox-ob.

  Granted Power: Once per day as a standard action, you can channel a bolt of Abyssal entropy as a ranged touch attack, dealing 1d8 points of damage per Cleric level you possess. Half the damage is sonic damage, and half is unholy damage that cannot be reduced by sonic resistance or immunity.

Entropy Domain Spells

  1. Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
  2. Vision of Entropy: Confronts target with a vision of the Abyss that causes increasing fear.
  3. Ray of Exhaustion: Ray makes subject exhausted.
  4. Fear: Subjects within cone flee for 1 round/level.
  5. Waves of Fatigue: Several targets become fatigued.
  6. Disintegrate: Makes one creature or object vanish.
  7. Insanity: Subject suffers continuous confusion.
  8. Scintillating Pattern: Twisting colors confuse, stun, or render unconscious.
  9. Abyssal RiftM: Opens a rift in the ground, damaging creatures and structures.

Envy Domain (Spell Compendium 273-274)

  Core Deities: Erythnul, Garl Glittergold, Kurtulmak, Lolth, Nerull.
  Eberron Deities: The Keeper, Kol Korran, the Mockery, Onatar.
  Forgotten Realms Deities: Bane, Beshaba, Cyric, Gargauth, Hoar, Kiaransalee, Mask, Set, Shar, Sharess, Shargaas, Talona, Umberlee, Urdlen, Velsharoon, Vhaeraun, Waukeen.
  Other Deities: Beltar, Tharizdun.

  Granted Power: Add Bluff to your list of Cleric class skills. In addition, you cast spells that damage or drain ability scores or bestow negative levels at +1 caster level.

Envy Domain Spells

  1. Disguise Self: Changes your appearance.
  2. Ray of Enfeeblement: Ray deals 1d6 +1/2 levels STR penalty.
  3. Touch of Idiocy: Subject takes 1d6-point penalty to INT, WIS, and CHA.
  4. Vampiric Touch: Touch deals 1d6/2 levels damage; caster gains damage as hp.
  5. Crushing Despair: Subjects take -2 on attack rolls, damage rolls, saves, and checks.
  6. Magic JarF: Enables possession of another creature.
  7. Limited WishX: Alters reality—within spell limits.
  8. SimulacrumMX: Creates partially real double of a creature.
  9. WishX: As limited wish, but with fewer limits.

Evil Domain (Player's Handbook 186)

  Core Deities: Erythnul, Gruumsh, Hextor, Kurtulmak, Lolth, Nerull, Tiamat, Vecna.
  Eberron Deities: The Devourer, the Fury, the Keeper, the Mockery, the Shadow, the Blood of Vol, the Cults of the Dragon Below.
  Forgotten Realms Deities: Abbathor, Auril, Bahgtru, Beshaba, Cyric, Deep Duerra, Gargauth, Ghaunadaur, Ilneval, Kiaransalee, Laduguer, Loviatar, Luthic, Malar, Mask, Sebek, Selvetarm, Set, Shar, Shargaas, Talona, Talos, Umberlee, Urdlen, Velsharoon, Vhaeraun, Yurtrus.
  Other Deities: Afflux, Beltar, Blibdoolpoolp, Demogorgon, Diirinka, Doresain, Falazure, Garyx, Graz'zt, the Great Mother, the Glutton, Grolantor, Hruggek, Ilsensine, Incabulos, Iuz, Kaelthiere, Laogzed, Maglubiyet, Memnor, Merrshaulk, Orcus, Panzuriel, the Patient One, Pyremius, Rallaster, Scahrossar, Sekolah, Sixin, Surtr, Taiia, Tharizdun, Thrym, Vaprak, the Xammux, Yeathan, Yeenoghu, Zarus.

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

Evil Domain Spells

  1. Protection from Good: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
  2. DesecrateM: Fills area with negative energy, making undead stronger.
  3. Magical Circle against Good: As protection spells, but 10' radius and 10 min./level.
  4. Unholy Blight: Damages and sickens good creatures.
  5. Dispel Good: +4 bonus against attacks by good creatures.
  6. Create UndeadM: Create ghouls, ghasts, mummies, or mohrgs.
  7. Blasphemy: Kills, paralyzes, weakens, or dazes nonevil subjects.
  8. Unholy AuraF: +4 to AC, +4 resistance ,SR 25 against good spells.
  9. Summon Monster IX: Calls extraplanar creature to fight for you (Evil only).

Exorcism Domain (Eberron Campaign Setting 106)

  Core Deities: None.
  Eberron Deities: The Silver Flame.
  Other Deities: None.

  Granted Power (Su): You have the supernatural ability to force possessing spirits out of the bodies they inhabit. You make a Charisma check and consult Table 8-16: Turning Undead, page 159 of the Player's Handbook, using your Cleric level. If the result from the table is at least equal to the HD of the possessing creature, you force it out of the body. If the spirit belongs to a spellcaster using magic jar, the spirt returns to the receptacle. If it is a ghost or a possessing fiend, it becomes ethereal and free-floating again. In any case, the spirt cannot attempt to possess the same victim again for 24 hours.

Exorcism Domain Spells

  1. Protection from Evil: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
  2. Magic Circle against Evil: As protection spells, but 10' radius and 10 min./level.
  3. Remove Curse: Frees object or person from curse.
  4. Dismissal: Forces a creature to return to native plane.
  5. Dispel Evil: +4 bonus against attacks by evil creatures.
  6. Banishment: Banishes 2 HD/level of extraplanar creatures.
  7. Holy Word: Kills, paralyzes, slows, or deafens nongood subjects.
  8. Holy AuraF: +4 to AC, +4 resistance, and SR 25 against evil spells.
  9. Freedom: Releases creature from imprisonment.

Family Domain (Spell Compendium 274)

  Core Deities: Yondalla.
  Forgotten Realms Deities: Berronar Truesilver, Cyrrollalee, Eldath, Hathor, Isis, Lliira, Luthic.
  Other Deities: Mya, Tamara.

  Granted Power (Su): Once per day as a free action, you can protect a number of creatures equal to your Charisma modifier (minimum one creature) with a +4 dodge bonus to AC. This ability lasts 1 round per level. An affected creature loses this porotection if it moves more than 10' from you. You can affect yourself with this ability.

Family Domain Spells

  1. Bless: Allies gain +1 on attack rolls and saves against fear.
  2. Shield OtherF: You take half of subject's damage.
  3. Helping Hand: Ghostly hand leads subject to you.
  4. Imbue with Spell Ability: Transfer spells to subject.
  5. Rary's Telepathic Bond: Link lets allies communicate.
  6. Heroes' Feast: Food for one creature/level cures and grants combat bonuses.
  7. RefugeM: Alters item to transport its possessor to you.
  8. Protection from SpellsMF: Confers +8 resistance bonus.
  9. Prismatic Sphere: As prismatic wall, but surrounds on all sides.

Fate Domain (Spell Compendium 274)

  Core Deities: None.
  Forgotten Realms Deities: Beshaba, Hathor, Hoar, Jergal, Kelemvor, Savras.
  Other Deities: Chronepsis.

  Granted Power (Ex): You gain the uncanny dodge ability. If you have another class that gives you uncanny dodge, your Cleric levels add to that class's levels for determining when you gain the improved uncanny dodge class feature (Player's Handbook 26).

Fate Domain Spells

  1. True Strike: +20 on your next attack roll.
  2. AuguryMF: Learns whether an action will be good or bad.
  3. Bestow Curse: -6 to an ability score; -4 on attack rolls, saves, and checks; or 50% chance of losing each action.
  4. Status: Monitors condition, position of allies.
  5. Mark of Justice: Designates action that will trigger curse on subject.
  6. Geas/Quest: As lesser geas, but affects any creature.
  7. VisionMX: As legend lore, but quicker and strenuous.
  8. Mind Blank: Subject is immune to mental/emotional magic and scrying.
  9. Foresight: "Sixth sense" warns of impending danger.

Feast Domain (Eberron Campaign Setting 106)

  Core Deities: None.
  Eberron Deities: Olladra.
  Other Deities: Gadhelyn.

  Granted Power: You have immunity to ingested poisons and to diseases spread by ingestion.

Feast Domain Spells

  1. Goodberry: 2d4 berries each cure 1 hp (max 8 hp/24 hours).
  2. Delay Poison: Stops poison from harming subject for 1 hour/level.
  3. Create Food and Water: Feeds three humans (or one horse)/level.
  4. Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
  5. Leomund's Secure Shelter: Creates sturdy cottage.
  6. Heroes' Feast: Food for one creature/level cures and grants combat bonuses.
  7. Mordenkainen's Magnificent MansionF: Door leads to extradimensional mansion.
  8. Detoxify: Neutralize poison in 30' radius.
  9. Feast of Champions: Food for one creature/level heals and grants comprehensive bonuses.

Fey Domain (Book of Exalted Deeds 86)

  Core Deities: None.
  Forgotten Realms Deities: Lurue, Mielikki, Nobanion, Rillifane Rallathil.
  Other Deities: Valarian.

  Granted Power: Gain a +4 bonus on saving throws against the spell-like abilities of feys (such as dryads, nymphs, and sprites).

Fey Domain Spells

  1. Faerie Fire: Outlines subject with light, canceling blur, concealment, and the like.
  2. Charm Person: Makes one person your friend.
  3. Inspired Aim: Allies within 40' gain +2 insight bonus on ranged attack rolls.
  4. Blinding Beauty: You become as beautiful as a nymph, and can blind humanoids who look at you.
  5. Tree Stride: Step from one tree to another far away.
  6. Heroes' Feast: Food for one creature/level cures and grants combat bonuses.
  7. Liveoak: Oak becomes treant guardian.
  8. Unearthly Beauty: As blinding beauty, but creatures must save or die.
  9. Summon Nature's Ally IX: Summons creature to fight.

Fire Domain (Player's Handbook 187)

  Core Deities: Obad-Hai.
  Eberron Deities: Onatar.
  Forgotten Realms Deities: Gond, Kossuth, Talos.
  Other Deities: Bleredd, Garyx, Glautru, Joramy, Kaelthiere, Pyremius, Sheyanna Flaxenstrand, Surtr, Taiia.

  Granted Power (Su): 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, touch or thrown.
  3. Resist Energy*: Ignores 10 (or more) points of damage/attack from specified energy type.
  4. Wall of Fire: Deals 2d4 fire damage out to 10' and 1d4 out to 20'. Passing through wall deals 2d6 damage +1/level.
  5. Fire Shield: Creatures attacking you take fire damage, you're protected form 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 (Fire only).
  10. *Resist cold or fire only.

Force Domain (Spell Compendium 274)

  Core Deities: Boccob.
  Other Deities: Annam, Tharizdun.

  Granted Power (Su): By manipulating cosmic forces of inertia, once per day you can reroll any damage roll (for a weapon, a spell, or an ability) and take the better of the two rolls.

Force Domain Spells

  1. Mage Armor: Gives subject +4 armor bonus.
  2. Magic Missile: 1d4+1 damage; +1 missile/2 levels above 1st (max 5).
  3. Blast of Force: Ray deals 1d6 damage/ two caster levels (max 5d6).
  4. Otiluke's Resilient Sphere: Force globe protects but traps one subject.
  5. Wall of Force: Wall is immune to damage.
  6. Repulsion: Creatures can't approach you.
  7. ForcecageM: Cube or cage of force imprisons all inside.
  8. Otiluke's Telekinetic Sphere: As Otiluke's resilient sphere, but you move sphere telekinetically.
  9. Bigby's Crushing Hand: Large hand provides cover, pushes, or crushes your foes.

Forge Domain (Dragonlance Campaign Setting 102)

  Core Deities: None.
  Other Deities: Reorx.

  Granted Power: You gain a +2 insight bonus on Craft and Appraise checks related to stone or metal items.

Forge Domain Spells

  1. Magic Weapon: Weapon gains +1 bonus.
  2. Heat Metal: Make metal so hot it damages those who touch it.
  3. Keen Edge: Doubles normal weapon's threat range.
  4. Minor Creation: Creates one cloth or wood object.
  5. Wall of IronM: 30 hp/4 levels; can topple onto foes.
  6. Major Creation: As minor creation, plus stone and metal.
  7. HardeningM: Increases hardness of target by 1 per 2 levels.
  8. Repel Metal or Stone: Pushes away metal and stone.
  9. Iron Body: Your body becomes living iron.

Fury Domain (Fiendish Codex I 89)

  Core Deities: None.
  Other Deities: Baphomet, Kostchtchie, Yeenoghu.

  Granted Power: Once per day as a free action, you can designate a single creature or object as the target of your fury. You gain a +2 profane bonus on attack rolls against the designated creature or object and deal an extra 2 points of damage with each successful strike upon it. These bonuses persist until you select a new target for your attacks.

Fury Domain Spells

  1. True Strike: +20 on your next attack roll.
  2. Bull's Strength: Subject gains +4 to STR for 1 min./level.
  3. Rage: Subjects gain +2 to STR and CON, +1 on Will saves, -2 to AC.
  4. Divine Power: You gain attack bonus, +6 to STR, and 1 hp/level.
  5. Shout: Deafens all within cone and deals 5d6 sonic damage.
  6. Song of Discord: Forces targets to attack each other.
  7. Abyssal Frenzy: Regresses target to brutish, demonic version of itself.
  8. Shout, Greater: Devastating yell deals 10d6 sonic damage; stuns creatures, damages objects.
  9. Abyssal Frenzy, Mass: As abyssal frenzy, but 1 creature/level.

Gem Dragon Domain (Dragon # 344 107)

  Core Deities: None.
  Other Deities: None.

  Granted Power: Add Autohypnosis, Knowledge (psionics), and Psicraft to your list of Cleric class skills.

Gem Dragon Domain Spells

  1. True Strike: +20 on your next attack roll.
  2. Detect Thoughts: Allows "listening" to surface thoughts.
  3. Mesmerizing Glare: Your gaze fascinates creatures.
  4. Suggestion: Compels subject to follow stated course of action.
  5. Dragonsight: Gain low-light vision, darkvision, and blindsense.
  6. Probe Thoughts: Read subject's memories, one question/round.
  7. True SeeingM: Lets you see all things as they really are.
  8. Mind Blank: Subject is immune to mental/emotional magic and scrying.
  9. Foresight: "Sixth sense" warns of impending danger.

Generosity Domain (Dragon # 355 26-28)

  Core Deities: Fharlanghn, Yondalla.
  Eberron Deities: Arawai, Olladra.
  Forgotten Realms Deities: Chauntea, Cyrrollalee, Tymora.
  Other Deities: Bralm.

  Granted Power: Once per day, as an immediate action you may choose to cast a maximized conjuration (healing) spell without increasing the spell level or casting time.

Generosity Domain Spells

  1. Deathwatch: Reveals how near death subjects within 30' are.
  2. Shield OtherF: You take half of subject's damage.
  3. Detect Thoughts: Allows "listening" to surface thoughts.
  4. Discern Lies: Reveals deliberate falsehoods.
  5. True SeeingM: Lets you see all things as they really are.
  6. Prying Eyes: 1d4 +1/level floating eyes scout for you.
  7. Guards and Wards: Array of magical effects protects area.
  8. Teleport Object: As teleport, but affects a touched object.
  9. Foresight: "Sixth sense" warns of impending danger.

Ghost Domain (Ghostwalk 46)

  Core Deities: None.
  Other Deities: Aluvan.

  Granted Power: Cast ectomancy spells at +1 caster level.

Ghost Domain Spells

  1. Protection from Possession: Warded creature cannot be possessed or mentally controlled.
  2. Hold Person or Ghost: As hold person, but also affecting ghosts.
  3. Undead Bane Weapon: Weapon gains the undead bane property and is considered blessed.
  4. Proper State: Transforms willing incorporeal undead into a ghost.
  5. Contingent Spell Lock: You store prepared spells or slots to use immediately if you become a ghost.
  6. Undeath to Death: Slays 1d4 HD of undead creatures per caster level (max 20d4).
  7. Repel Ectoplasm: As repel wood, but affecting only ectoplasm.
  8. Trap the SoulMF: Imprisons subject within gem (works on ghosts only).
  9. ForcecageM: Cube or cage of force imprisons all inside.

Glory Domain (Spell Compendium 274)

  Core Deities: Heironeous, Pelor.
  Forgotten Realms Deities: Horus-Re, Lathander.
  Other Deities: Ayailla, Pholtus, Rao.

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

Glory Domain Spells

  1. Disrupt Undead: Deals 1d6 damage to one undead.
  2. Bless Weapon: Weapon strikes true against evil foes.
  3. Searing Light: Ray deals 1d8/2 levels damage, more against undead.
  4. Holy Smite: Damages and blinds evil creatures.
  5. Holy Sword: Weapon becomes +5, deals +2d6 damage against evil.
  6. Bolt of Glory: Positive energy ray deals extra damage to evil outsiders and undead.
  7. Sunbeam: Beam blinds and deals 4d6 damage.
  8. Crown of Glory: You gain +4 Charisma and inspire your allies.
  9. GateX: Connects two planes for travel or summoning.

Gluttony Domain (Spell Compendium 274)

  Core Deities: Erythnul, Yondalla.
  Eberron Deities: The Devourer, the Keeper, Olladra.
  Forgotten Realms Deities: Cyrrollalee, Garagos, Malar, Sebek, Umberlee, Urdlen, Vergadain.
  Other Deities: Al'Akbar, Allitur, Atroa, Ayailla, Azor'alq, Berei, Callarduran Smoothhands, Deep Sashelas, Delleb, Hiatea, Iallanis, Lirr, Mayaheine, Pholtus, Rao, Sheyanna Flaxenstrand, Stronmaus, Taiia, Trithereon, Urbanus.

  Other Deities: None.

  Granted Power: For a total time per day of 1 round per Cleric level you possess, you can increase your size as if you were affected by the enlarge person spell. Activating the power or ending it is a free action.

Gluttony Domain Spells

  1. Goodberry: 2d4 berries each cure 1 hp (max 8 hp/24 hours).
  2. Death Knell: Kills dying creature; you gain 1d8 temporary hp, +2 to STR, and +1 caster level.
  3. Create Food and Water: Feeds three humans (or one horse)/level.
  4. Vampiric Touch: Touch deals 1d6/2 levels damage; caster gains damage as hp.
  5. Baleful Polymorph: Transforms subject into harmless animal.
  6. Heroes' Feast: Food for one creature/level cures and grants combat bonuses.
  7. Stone to Flesh: Restores petrified creatures.
  8. Bite of the King: Swallow enemies whole.
  9. Trap the SoulMF: Imprisons subject within gem.

Gnome Domain (Spell Compendium 274)

  Core Deities: Garl Glittergold.
  Forgotten Realms Deities: Baervan Wildwanderer, Baravar Cloakshadow, Flandal Steelskin, Gaerdal Ironhand, Segojan Earthcaller, Urdlen.
  Other Deities: Callarduran Smoothhands.

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

Gnome Domain Spells

  1. Silent Image: Creates minor illusion of your design.
  2. GembombM: Gem becomes a bomb that deals 1d8 force damage/2 levels.
  3. Minor Image: As silent image, plus some sound.
  4. Minor Creation: Creates one cloth or wood object.
  5. Hallucinatory Terrain: Makes one type of terrain appear like another (field into forest, or the like).
  6. Fantastic Machine: Creates a machine to perform a single simple task.
  7. Screen: Illusion hides area from vision, scrying.
  8. Otto's Irresistible Dance: Forces subject to dance.
  9. Summon Nature's Ally IX*: Summons creature to fight.
  10. *Earth elementals or animals only.

Good Domain (Player's Handbook 187)

  Core Deities: Bahamut, Corellon Larethian, Ehlonna, Garl Glittergold, Heironeous, Kord, Moradin, Pelor, Yondalla.
  Eberron Deities: The Silver Flame, Arawai, Boldrei, Dol Arrah, Dol Dorn, Olladra, Onatar, the Undying Court.
  Forgotten Realms Deities: Aerdrie Faenya, Angharradh, Anhur, Arvoreen, Baervan Wildwanderer, Baravar Cloakshadow, Berronar Truesilver, Chauntea, Clangeddin Silverbeard, Cyrrollalee, Deneir, Dugmaren Brightmantle, Eilistraee, Eldath, Flandal Steelskin, Gaerdal Ironhand, Gorm Gulthyn, Gwaeron Windstrom, Haela Brightaxe, Hanali Celanil, Hathor, Horus-Re, Ilmater, Isis, Labelas Enoreth, Lathander, Lliira, Lurue, Marthammor Duin, Mielikki, Milil, Mystra, Nephthys, Nobanion, Osiris, Rillifane Rallathil, Segojan Earthcaller, Sehanine Moonbow, Selûne, Sharess, Sharindlar, Shiallia, Solonor Thelandira, Sune, Thard Harr, Torm, Tymora, Tyr, Valkur.
  Other Deities: Al'Akbar, Allitur, Atroa, Ayailla, Azor'alq, Berei, Callarduran Smoothhands, Deep Sashelas, Delleb, Evening Glory, Hiatea, Hlal, Iallanis, Lirr, Mayaheine, Pholtus, Rao, Sheyanna Flaxenstrand, Stronmaus, Taiia, Tamara, Trithereon, Urbanus.

  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.
  2. Aid: +1 on attack rolls, +1 on saves against fear, 1d8 temporary hp +1/level (max +10).
  3. Magic Circle against Evil: As protection spells, but 10' radius and 10 min./level.
  4. Holy Smite: Damages and blinds evil creatures.
  5. Dispel Evil: +4 bonus against attacks by evil creatures.
  6. Blade Barrier: Wall of blades deals 1d6/level damage.
  7. Holy Word: Kills, paralyzes, slows, or deafens nongood subjects.
  8. Holy AuraF: +4 to AC, +4 resistance, and SR 25 against evil spells.
  9. Summon Monster IX: Calls extraplanar creature to fight for you (Good only).

Greed Domain (Spell Compendium 275)

  Core Deities: Erythnul, Tiamat.
  Other Deities: Abbathor, the Glutton, Mammon, Roknar, Urdlen, Vaprak.

  Granted Power: You gain a +2 competence bonus on Appraise, Open Lock, and Sleight of Hand checks.

Greed Domain Spells

  1. Cheat: Caster rerolls when determining the success of a game of chance.
  2. Entice Gift: Subject gives caster what it's holding.
  3. Knock: Opens locked or magically sealed door.
  4. Fire TrapM: Opened object deals 1d4 damage +1/level.
  5. Fabricate: Transforms raw materials into finished items.
  6. Guards and Wards: Array of magical effects protects area.
  7. Teleport Object: As teleport, but affects a touched object.
  8. Phantasmal Thief: Creates an unseen force that steals from others.
  9. SympathyM: Object or location attracts certain creatures.

Halfling Domain (Spell Compendium 275)

  Core Deities: Yondalla.
  Forgotten Realms Deities: Arvoreen, Brandobaris, Cyrrollalee, Sheela Peryroyl, Urogalan.
  Other Deities: None.

  Granted Power: Once per day for 10 minutes, you add your Charisma modifier to your Climb, Jump, Move Silently, and Hide checks. Activating this ability is a free action.

Halfling Domain Spells

  1. Magic Stone: Three stones become +1 projectiles, 1d6 +1 damage.
  2. Cat's Grace: Subject gains +4 to DEX for 1 min./level.
  3. Magic Vestment: Armor or shield gains +1 enhancement/4 levels.
  4. Freedom of Movement: Subject moves normally despite impediments.
  5. Mordenkainen's Faithful Hound: Phantom dog can attack, guard.
  6. Move Earth: Dig trenches and build walls.
  7. Shadow Walk: Step into shadow to travel rapidly.
  8. Word of Recall: Teleports you back to designated place.
  9. Foresight: "Sixth sense" warns of impending danger.

Hatred Domain (Spell Compendium 275)

  Core Deities: Tiamat.
  Forgotten Realms Deities: Bane, Ghaunadaur, Set, Urdlen.
  Other Deities: Beltar, the Great Mother.

  Granted Power: Once per day as a free action, choose one opponent. Against that foe you gain a +2 profane bonus on attack rolls, saving throws, and Armor Class for 1 minute.

Hatred Domain Spells

  1. Doom: One subject suffers -2 on attacks, damage, saves, and checks.
  2. Scare: Panics creatures of less than 6 HD.
  3. Bestow Curse: -6 to an ability score; -4 on attack rolls, saves, and checks; or 50% chance of losing each action.
  4. Rage: Subjects gain +2 to STR and CON, +1 on Will saves, -2 to AC.
  5. Righteous Might: Your size increases, and you gain combat bonuses.
  6. ForbiddanceM: Blocks planar travel, damages creatures of different alignment.
  7. Blasphemy: Kills, paralyzes, weakens, or dazes nonevil subjects.
  8. Antipathy: Object or location affected by spell repels certain creatures.
  9. Wail of the Banshee: Kills one creature/level.

Healing Domain (Player's Handbook 187)

  Core Deities: Pelor.
  Eberron Deities: Olladra.
  Forgotten Relams Deities: Berronar Truesilver, Ilmater, Lurue, Luthic, Sharindlar, Torm.
  Other Deities: Al'Akbar, Callarduran Smoothhands, Glautru, Iallanis, Sheyanna Flaxenstrand, Skerrit, Skoraeus Stonebones, Taiia, Tamara.

  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 (max +20).
  5. Cure Light Wounds, Mass: Cures 1d8 damage +1/level (max +25) for many creatures.
  6. Heal: Cures 10 points/level of damage, all diseases and mental conditions.
  7. Regenerate: Subject's severed limbs grow back, cures 4d8 damage +1/level (+35).
  8. Cure Critical Wounds, Mass: Cures 4d8 damage +1/level (max +40) for many creatures.
  9. Heal, Mass: As heal, but with several subjects.

Herald Domain (Book of Exalted Deeds 87)

  Core Deities: None.
  Other Deities: Barachiel.

  Granted Power: Intimidate is a class skill. You gain a +4 sacred bonus on Diplomacy and Intimidate checks.

Herald Domain Spells

  1. Comprehend Languages: You understand all spoken and written languages.
  2. Enthrall: Captivates all within 100' + 10'/level.
  3. Tongues: Speak any language.
  4. Sending: Delivers short message anywhere, instantly.
  5. Command, Greater: As command, but affects one subject/level.
  6. Dream: Sends message to anyone sleeping.
  7. Aspect of the Deity: As lesser aspect, but you get celestial qualities.
  8. Crown of Glory: You gain +4 Charisma and inspire your allies.
  9. Aspect of the Deity, Greater: As lesser aspect, but gain wings, enhanced ability scores, and various resistances and immunities.

Hope Domain (Dragon # 340 46)

  Core Deities: None.
  Other Deities: The Eternal Light.

  Granted Power: Once per day, when you fail a skill check, attack roll, or saving throw, you may roll 1d6 and add it to the result. This ability is used after the result of the roll or check is revealed, but before any other actions are taken.

Hope Domain Spells

  1. Bless: Allies gain +1 on attack rolls and saves against fear.
  2. Aid: +1 on attack rolls, +1 on saves against fear, 1d8 temporary hp +1/level (max +10).
  3. Heroism: Gives +2 bonus on attack rolls, saves, skill checks.
  4. Good Hope: Subjects gain +2 on attack rolls, damage rolls, saves, and checks.
  5. AtonementFX: Removes burden of misdeeds from subject.
  6. Heroism, Greater: Gives +4 bonus on attacks, saves, skill checks; immunity to fear; temporary hp.
  7. Restoration, GreaterX: As restoration, plus restores all levels and ability scores.
  8. Planar Ally, GreaterX: As lesser planar ally, but up to 24 HD.
  9. MiracleX: Requests a deity's intercession.

Humility Domain (Dragon # 355 28)

  Core Deities: St. Cuthbert.
  Eberron Deities: Arawai, the Undying Court.
  Forgotten Realms Deities: Helm, Ilmater, Thoth.
  Other Deities: Cyndor, Delleb.

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

Humility Domain Spells

  1. Reduce Person: Humanoid creature halves in size.
  2. Hold Person: Paralyzes one humanoid for 1 round/level..
  3. Bestow Curse: -6 to an ability score; -4 on attack rolls, saves, and checks; or 50% chance of losing each action.
  4. Ray of Exhaustion: Ray makes subject exhausted.
  5. Enervation: Subject gains 1d4 negative levels.
  6. Waves of Fatigue: Several targets become fatigued.
  7. Symbol of WeaknessM: Triggered rune weakens nearby creatures.
  8. Spell Turning: Reflect 1d4+6 spell levels back at caster.
  9. Energy Drain: Subject gains 2d4 negative levels.

Hunger Domain (Spell Compendium 275)

  Core Deities: None.
  Other Deities: Doresain, Incabulos, Laogzed.

  Granted Power: You gain a bite attack. If you are Small, your bite attack deals 1d4 points of damage; Medium, 1d6; or Large, 1d8. You are proficient with your bite, and considered armed. If you already have a natural bite attack, use the higher of the two damage values. This is considered a secondary natural attack.

Hunger Domain Spells

  1. Ghoul Light: Light provides turn resistance.
  2. Ghoul Glyph: Glyph wards area, paralyzes victims.
  3. Ghoul Gesture: Ray paralyzes target.
  4. Enervation: Subject gains 1d4 negative levels.
  5. Ghoul Gauntlet: Convert Victim to a ghoul under your control.
  6. Eyes of the King: Summon fiendish dire bats.
  7. Field of Ghouls: Transform dying creatures into ghouls.
  8. Bite of the King: Swallow enemies whole.
  9. Energy Drain: Subject gains 2d4 negative levels.

Hunt Domain (Dragon # 342 89)

  Core Deities: Ehlonna, Obad-Hai.
  Eberron Deities: Balinor.
  Forgotten Realms Deities: Eilistraee, Malar.
  Other Deities: Llerg.

  Granted Power: You gain Track as a bonus feat.

Hunt Domain Spells

  1. Hide from Animals: Animals can’t perceive one subject/level.
  2. Bear's Endurance: Subject gains +4 to CON for 1 minute/level.
  3. Snare: Creates a magic booby trap.
  4. Locate Creature: Indicates direction to familiar creature.
  5. Commune with Nature: Learn about terrain for 1 mile/level.
  6. Find the Path: Shows most direct way to location.
  7. Control Weather: Changes weather in local area.
  8. Discern Location: Reveals exact location of creature or object.
  9. Foresight: "Sixth sense" warns of impending danger.

Illusion Domain (Spell Compendium 275)

  Core Deities: None.
  Forgotten Realms Deities: Akadi, Azuth, Baravar Cloakshadow, Cyric, Mystra, Sehanine Moonbow.
  Other Deities: Aasterinian.

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

Illusion Domain Spells

  1. Silent Image: Creates minor illusion of your design.
  2. Minor Image: As silent image, plus some sound.
  3. Displacement: Attacks miss subject 50%.
  4. Phantasmal Killer: Fearsome illusion kills subject or deals 3d6 damage.
  5. Persistent Image: As major image, but no concentration required.
  6. Mislead: Turns you invisible and creates illusory double.
  7. Project Image: Illusory double can talk and cast spells.
  8. Screen: Illusion hides area from vision, scrying.
  9. Weird: As phantasmal killer, but affects all within 30'.

Inquisition Domain (Spell Compendium 275-276)

  Core Deities: St. Cuthbert, Heironeous, Wee Jas.
  Forgotten Realms Deities: Berronar Truesilver, Clangeddin Silverbeard, Cyrrollalee.
  Other Deities: Allitur, Pholtus, Rao.

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

Inquisition Domain Spells

  1. Detect Chaos: Reveals chaotic creatures, spells, or objects.
  2. Zone of Truth: Subjects within range cannot lie.
  3. Detect Thoughts: Allows "listening" to surface thoughts.
  4. Discern Lies: Reveals deliberate falsehoods.
  5. True SeeingM: Lets you see all things as they really are.
  6. Geas/Quest: As lesser geas, plus it affects any creature.
  7. Dictum: Kills, paralyzes, slows, or deafens nonlawful subjects.
  8. Shield of LawM: +4 AC, +4 resistance, and SR 25 against chaotic spells.
  9. Imprisonment: Entombs subject beneath the earth.

Incarnum Domain (Magic of Incarnum 96)

  Core Deities: None. (Clerics of any deity can select this domain, as well as Clerics who venerate a pantheon or no deity at all.)
  Other Deities: None.

  Granted Power (Ex): You gain Incarnum Spellshaping (Magic of Incarnum 38) as a bonus feat.

Incarnum Domain Spells

  1. Detect Incarnum: Detect soulmelds and essentia within 60'.
  2. Soul BoonI: Grant 1 point of essentia per three caster levels to subject.
  3. Wall of IncarnumIE: Creates wall of incarnum that deals essentia or Wis damage to those attempting to pass through.
  4. Essentia Lock: Target can’t reallocate essentia.
  5. Incarnum WeaponIE: Weapon shaped of incarnum attacks foe.
  6. Incarnum VigorIE: Subject gains fast healing; his healing spells cure extra damage.
  7. Incarnum BladestormIE: Storm of blades deals Wisdom damage to living creatures within.
  8. Incarnum ApotheosisIE: Target’s incarnum receptacles are treated as if invested with maximum essentia; target is immune to effects that reduce his essentia pool or unshape his soulmelds.
  9. Soulmeld Disjunction: One or more of target’s soulmelds are destroyed.

Insight Domain (Dragonlance Campaign Setting 102-103)

  Core Deities: None.
  Other Deities: Zivilyn.

  Granted Power (Ex): You gain uncanny dodge, the extraordinary ability to react to danger before your senses would normally allow you to do so. You retain your Dexterity bonus to AC (if any) regardless of being caught flat-footed or struck by an invisible attacker.   If you gain uncanny dodge from a second class (such as Barbarian or Rogue), you automatically gain improved uncanny dodge, as detailed in those class descriptions.

Insight Domain Spells

  1. True Strike: +20 on your next attack roll.
  2. AuguryMF: Learns whether an action will be good or bad.
  3. Locate Object: Senses direction toward object (specific or type).
  4. DivinationM: Provides useful advice for specific proposed actions.
  5. CommuneX: Deity answers one yes-or-no question/level.
  6. Owl's Wisdom, Mass: As owl's wisdom, affects one subject/level.
  7. Arcane Sight, Greater: As arcane sight, but also reveals magic effects on creatures and objects.
  8. Moment of Prescience: You gain insight bonus on single attack roll, check, or save.
  9. Foresight: "Sixth sense" warns of impending danger.

Joy Domain (Book of Exalted Deeds 87)

  Core Deities: None.
  Forgotten Realms Deities: Lliira.
  Other Deities: Chaav.

  Granted Power: You gain a +4 sacred bonus on Diplomacy checks.

Joy Domain Spells

  1. Vision of Heaven: Evil creature is dazed for 1 round.
  2. Elation: Allies gain +2 to Strength and Dexterity, +5' of speed.
  3. Distilled JoyF: Create ambrosia.
  4. Good Hope: Subjects gain +2 on attack rolls, damage rolls, saves, and checks.
  5. Chaav's Laugh: Good creatures gain +2 on attack rolls and saves against fear, plus 1d8 temporary hp +1/level (max. +20). Evil creatures take –2 on attack rolls and saves against fear.
  6. Heroism, Greater: Gives +4 bonus on attacks, saves, skill checks; immunity to fear; temporary hp.
  7. StarmantleM: Cloak of stars destroys nonmagical weapons on contact and allows wearer a DC 15 Reflex save to reduce damage from magic weapons by half.
  8. SympathyM: Object or location attracts certain creatures.
  9. Otto's Irresistible Dance: Forces subject to dance.

Knowledge Domain (Player's Handbook 187)

  Core Deities: Boccob, Vecna.
  Eberron Deities: Aureon.
  Forgotten Realms Deities: Angharradh, Azuth, Deneir, Dugmaren Brightmantle, Dumathoin, Gond, Gwaeron Windstrom, Labelas Enoreth, Milil, Mystra, Oghma, Savras, Sehanine Moonbow, Shar, Siamorphe, Thoth, Waukeen.
  Other Deities: Afflux, Allitur, Annam, Celestian, Chronepsis, Delleb, the Eternal Light, Hruggek, Ilsensine, Io, Istus, Linara, Lirr, Mouqol, Pholtus, Rao, Rillifane Rallathil, Shekinester, Skoraeus Stonebones, Taiia, Urbanus, Xan Yae, the Xammux, Zuoken.

  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'.
  2. Detect Thoughts: Allows "listening" to surface thoughts.
  3. Clairaudience/Clairvoyance: Hear or see at a distance for 1 minute/level.
  4. DivinationM: Provides useful advice for specific proposed actions.
  5. True SeeingM: Lets you see all things as they really are.
  6. Find the Path: Shows most direct way to a location.
  7. Legend LoreMF: Lets you learn tales about a person, place, or thing.
  8. Discern Location: Reveals exact location of creature or object.
  9. Foresight: "Sixth sense" warns of impending danger.

Kobold Domain

  Core Deities: Kurtulmak.
  Other Deities: None.

  Granted Power: Add Disable Device and Search to your list of Cleric class skills.
  You can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. You can use the Disable Device skill to disarm magic traps. A Cleric with the Kobold domain who beats a trap's DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with their party) without disarming it.

Kobold Domain Spells

  1. Create Trap: Creates a CR 1 trap.
  2. Gnome Blight: Cloud of itchy debilitating pollen sickens living creatures.
  3. Fire TrapM: Opened object deals 1d4 damage +1/level.
  4. Stone Sphere: 5' diameter stone sphere rolls over your enemies.
  5. Transmute Rock to Mud: Transforms two 10' cubes per level.
  6. ContingencyF: Sets trigger condition for another spell.
  7. Ironguard: Subject becomes immune to all metal.
  8. Maze: Traps subject in extradimensional maze.
  9. Transmute Rock to Lava: Transforms one 10' cube with subsequent fire damage and effects.

Law Domain (Player's Handbook 187)

  Core Deities: St. Cuthbert, Heironeous, Hextor, Kurtulmak, Moradin, Tiamat, Wee Jas, Yondalla.
  Eberron Deities: The Silver Flame, Aureon, Boldrei, Dol Arrah, the Blood of Vol, the Path of Light (il-Yannah).
  Forgotten Realms Deities: Arvoreen, Azuth, Berronar Truesilver, Clangeddin Silverbeard, Cyrrollalee, Deep Duerra, Gaerdal Ironhand, Gargauth, Gorm Gulthyn, Helm, Hoar, Horus-Re, Ilmater, Jergal, Kelemvor, Laduguer, Loviatar, Nobanion, Osiris, Red Knight, Savras, Set, Siamorphe, Torm, Tyr, Urogalan, Zarus.
  Other Deities: Al'Akbar, Allitur, Bralm, Cyndor, Delleb, the Eternal Light, Ilsensine, Istus, Lendys, Mayaheine, Osprem, Pholtus, Sekolah, Sixin, Surtr, Taiia, Wastri.

  Granted Power: You cast law 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.
  2. Calm Emotions: Calms creatures, negating emotion effects.
  3. Magic Circle against Chaos: As protection spells, but 10' radius and 10 min./level.
  4. Order's Wrath: Damages and dazes chaotic creatures.
  5. Dispel Chaos: +4 bonus against attacks by chaotic creatures.
  6. Hold Monster: As hold person, but any creature.
  7. Dictum: Kills, paralyzes, slows, or deafens nonlawful subjects.
  8. Shield of LawM: +4 to AC, +4 resistance, and SR 25 against chaotic spells.
  9. Summon Monster IX: Calls extraplanar creature to fight for you (Lawful only).

Liberation Domain (Spell Compendium 276)

  Core Deities: Corellon Larethian, Garl Glittergold.
  Other Deities: Aerdrie Faenya, Lirr, Trithereon.

  Granted Power (Su): If you are affected by a charm, compulsion or fear effect and fail your saving throw, you can attempt it again 1 round later at the same DC. You get only this one extra chance to succeed on your saving throw. This granted power is considered a supernatural ability.

Liberation Domain Spells

  1. Omen of Peril: You know how dangerous the future will be.
  2. Undetectable Alignment: Conceals alignment for 24 hours.
  3. Rage: Subjects gain +2 to STR and CON, +1 on Will saves, -2 to AC.
  4. Freedom of Movement: Subject moves normally despite impediments.
  5. Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
  6. Dispel Magic, Greater: As dispel magic, but up to +20 on check.
  7. RefugeM: Alters item to transport its possessor to you.
  8. Mind Blank: Subject is immune to mental/emotional magic and scrying.
  9. Unbinding: Frees everyone in range from spells that constrain or bind.

Life Domain (Eberron Campaign Setting 106)

  Core Deities: None.
  Eberron Deities: Arawai.
  Other Deities: Afflux.

  Granted Power: Once per day, you can grant 1d6 temporary hit points +1 per Cleric level to a creature you touch. These temporary hit points last for a maximum of 1 hour/level.

Life Domain Spells

  1. Hide from Undead: Undead can't perceive one subject/level.
  2. Restoration, Lesser: Dispels magical ability penalty or regains 1d6 ability damage.
  3. Plant Growth: Grows vegetation, improves crops.
  4. Death Ward: Grants immunity to death spells and negative energy effects.
  5. Disrupting Weapon: Melee weapon destroys undead.
  6. Animate Objects: Objects attack your foes.
  7. Regenerate: Subject's severed limbs grow back, cures 4d8 damage +1/level (+35).
  8. Animate Plants: One or more trees animate and fight for you.
  9. Heal, Mass: As heal, but with several subjects.

Luck Domain (Player's Handbook 187)

  Core Deities: Bahamut, Fharlanghn, Kord, Kurtulmak, Olidammara.
  Eberron Deities: Olladra.
  Forgotten Realms Deities: Aasterinian, Abbathor, Beshaba, Brandobaris, Erevan Ilesere, Haela Brightaxe, Mask, Oghma, Tymora, Vergadain.
  Other Deities: Istus, Taiia.

  Granted Power (Ex): 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 it's worse that the original roll.

Luck Domain Spells

  1. Entropic Shield: Ranged attacks against you have 20% miss chance.
  2. Aid: +1 on attack rolls, +1 on saves against fear, 1d8 temporary hp +1/level (max +10).
  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 subject from enchantments, alterations, curses, and petrification.
  6. Mislead: Turns you invisible and creates illusory double.
  7. Spell Turning: Reflect 1d4+6 spell levels back at caster.
  8. Moment of Prescience: You gain insight bonus on single attack roll, check, or save.
  9. MiracleX: Requests a deity's intercession.

Lung Dragon Domain (Dragon # 344 107)

  Core Deities: None.
  Other Deities: None.

  Granted Power: You gain a +2 competence bonus on Charisma-based skill checks and Charisma checks against creatures of the dragon type or spirit subtype. This bonus increases to +4 against dragon (spirit) creatures.

Lung Dragon Domain Spells

  1. Unseen Servant: Invisible force obeys your commands.
  2. Fog Cloud: Fog obscures vision.
  3. Sign of SealingM: Magical sigil protects door or chest, deals 1d4/level damage (max 10d4) if opened.
  4. Air Walk: Subject treads on air as if solid (climb at 45 degree angle).
  5. Draconic Might: Gain +5 to Str, Con, Cha; +4 natural armor; immunity to magic sleep and paralysis effects.
  6. Sign of Sealing, GreaterM: Magical sigil protects door, chest, or open space, deals 1d6/level damage (max 20d6) if opened.
  7. Control Weather: Changes weather in local area.
  8. Polymorph Any Object: Changes any subject into anything else.
  9. Meteor Swarm: Four exploding spheres each deal 6d6 fire damage.

Lust Domain (Spell Compendium 276)

  Core Deities: Gruumsh, Lolth, Olidammara.
  Eberron Deities: Olladra.
  Forgotten Realms Deities: Beshaba, Eilistraee, Hanali Celanil, Hathor, Isis, Lliira, Loviatar, Luthic, Sharess, Sharindlar, Sheela Peryroyl, Sune.
  Other Deities: None.

  Granted Power: Once per day as a free action, you gain an enhancement bonus to Charisma equal to your Cleric level. The power lasts for 1 round.

Lust Domain Spells

  1. Charm Person: Makes one person your friend.
  2. Invisibility: Subject is invisible for 1 minute/level or until it attacks.
  3. Clairaudience/Clairvoyance: Hear or see at a distance for 1 minute/level.
  4. Planar Ally, LesserX: Exchange services with a 6 HD extraplanar creature.
  5. ScryingF: Spies on subject from a distance.
  6. Symbol of PersuasionM: Triggered rune charms nearby creatures.
  7. RefugeM: Alters item to transport its possessor to you.
  8. SympathyM: Object or location attracts certain creatures.
  9. Trap the SoulMF: Imprisons subject within gem.

Madness Domain (Spell Compendium 276)

  Core Deities: Erythnul, Kurtulmak, Vecna.
  Eberron Deities: The Cults of the Dragon Below.
  Forgotten Realms Deities: Erevan Ilesere, Kiaransalee.
  Other Deities: Abbathor, Blibdoolpoolp, Diirinka, Grolantor, Incabulos, Laogzed, Panzuriel, Pyremius, Tharizdun, Urdlen, Vaprak, Yurtrus.

  Granted Power: Your insanity gives you insight. 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 benefit before the check or save is rolled.

Madness Domain Spells

  1. Confusion, Lesser: One creature acts randomly for one round.
  2. Touch of Madness: Dazes touched target for 1 round/level.
  3. Rage: Subjects gain +2 to STR and CON, +1 on Will saves, -2 to AC.
  4. Confusion: Subjects behave oddly for 1 round/level.
  5. Bolts of Bedevilment: One ray/round, dazes 1d3 rounds.
  6. Phantasmal Killer: Fearsome illusion kills subject or deals 3d6 damage.
  7. Insanity: Subject suffers continuous confusion.
  8. Maddening Scream: Subject has -4 AC, no shield, Reflex save on 20 only.

Magic Domain (Player's Handbook 188)

  Core Deities: Boccob, Vecna, Wee Jas.
  Eberron Deities: Aureon, the Shadow.
  Forgotten Realms Deities: Azuth, Hanali Celanil, Isis, Laduguer, Mystra, Savras, Set, Thoth, Velsharoon.
  Other Deities: Annam, Delleb, Diirinka, Hruggek, Ilsensine, Io, Linara, Lirr, Rillifane Rallathil, Shekinester, Taiia.

  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. Nystul's Magic Aura: Alters object's magic aura.
  2. Identify: Determines properties of magic item.
  3. Dispel Magic: Cancels magical spells and effects.
  4. Imbue with Spell Ability: Transfer spells to subject.
  5. Spell Resistance: Subject gains SR 12 + level.
  6. Antimagic Field: Negates magic within 10'.
  7. Spell Turning: Reflect 1d4+6 spell levels back at caster.
  8. Protection from SpellsMF: Confers +8 resistance bonus.
  9. Mordenkainen's Disjunction: Dispels magic, disenchants magic items.

Meditation Domain (Eberron Campaign Setting 107)

  Core Deities: None.
  Eberron Deities: The Path of Light (il-Yannah).
  Other Deities: None.

  Granted Power: Once per day, you can cast one spell as though it had the Empower Spell feat applied to it. However, you cast the spell at its normal level, not at two levels higher, and use the normal casting time of the spell. You need not know the Empower Spell feat to use this ability.

Meditation Domain Spells

  1. Comprehend Languages: You understand all spoken and written languages.
  2. Owl's Wisdom: Subject gains a +4 bonus to WIS for 1 min./level.
  3. Locate Object: Senses direction toward object (specific or type).
  4. Tongues: Speak any language.
  5. Spell Resistance: Subject gains SR12 + level.
  6. Find the Path: Shows most direct way to location.
  7. Spell Turning: Reflect 1d4+6 spell levels back at caster.
  8. Mind Blank: Subject is immune to mental/emotional magic and scrying.
  9. Astral ProjectionM: Projects you and companions onto Astral Plane.

Mentalism Domain (Spell Compendium 276)

  Core Deities: None.
  Eberron Deities: The Path of Light (il-Yannah).
  Forgotten Realms Deities: Deep Duerra.
  Other Deities: Zuoken.

  Granted Power (Sp): Once per day as a standard action, you can generate a mental ward, granting a creature you touch a resistance bonus on its next Will saving throw equal to your level +2. The mental ward is an abjuration effect with a duration of 1 hour.

Mentalism Domain Spells

  1. Confusion, Lesser: One creature acts randomly for one round.
  2. Detect Thoughts: Allows "listening" to surface thoughts.
  3. Clairaudience/Clairvoyance: Hear or see at a distance for 1 minute/level.
  4. Modify Memory: Changes 5 minutes of subject's memories.
  5. Mind Fog: Subjects in fog get -10 to Wisdom and Will checks.
  6. Rary's Telepathic Bond: Link lets allies communicate.
  7. Antipathy: Object or location affected by spell repels certain creatures.
  8. Mind Blank: Subject is immune to mental/emotional magic and scrying.
  9. Astral ProjectionM: Projects you and companions onto the Astral Plane.

Metal Domain (Spell Compendium 276)

  Core Deities: None.
  Forgotten Realms Deities: Dumathoin, Flandal Steelskin, Gond, Grumbar, Laduguer.
  Other Deities: Astilabor, Bleredd.

  Granted Power: You gain Martial Weapon Proficiency and Weapon Focus as bonus feats for either the light hammer or the warhammer (your choice).

Metal Domain Spells

  1. Magic Weapon: Weapon gains +1 bonus.
  2. Heat Metal: Make metal so hot it damages those who touch it.
  3. Keen Edge: Doubles normal weapon's threat range.
  4. Rusting Grasp: Your touch corrodes iron and alloys.
  5. Wall of IronM: 30 hp/4 levels; can topple onto foes.
  6. Blade Barrier: Wall of blades deals 1d6/level damage.
  7. Transmute Metal to Wood: Metal within 40' becomes wood.
  8. Iron Body: Your body becomes living iron.
  9. Repel Metal or Stone: Pushes away metal and stone.

Metallic Dragon Domain (Dragon # 344 107)

  Core Deities: None.
  Other Deities: None.

  Granted Power: You gain damage reduction 1/adamantine. This increases by 1 per five Cleric levels.

Metallic Dragon Domain Spells

  1. Vision of Glory: Subject gains morale bonus equal to your Cha modifier to one saving throw.
  2. Shield OtherF: You take half of subject's damage.
  3. DiamondsteelM: Metal armor provides damage reduction.
  4. Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
  5. Globe of Invulnerability, Lesser: Stops 1st- through 3rd-level spell effects.
  6. Wall of IronM: 30 hp/4 levels; can topple onto foes.
  7. IronguardF: Subject becomes immune to all metal.
  8. Iron Body: Your body becomes living iron.
  9. Dragon Ally, GreaterX: As lesser dragon ally, but up to 21 HD.

Mind Domain (Spell Compendium 276-277)

  Core Deities: Boccob, Olidammara, Wee Jas.
  Forgotten Realms Deities: Baravar Cloakshadow, Dugmaren Brightmantle, Labelas Enoreth, Laduguer, Vergadain.
  Other Deities: Delleb, Ilsensine, Istus, Iuz, Memnor, Merrshaulk, Panzuriel, Rao, Shekinester, Xan Yae, Zuoken.

  Granted Power: You 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: Link with subject within 30' for 10 minutes/level.
  4. Discern Lies: Reveals deliberate falsehoods.
  5. Rary's Telepathic Bond: Link lets allies communicate.
  6. Probe Thoughts: Read subject's memories, one question/round.
  7. Brain Spider: Eavesdrop on thoughts of up to eight other creatures.
  8. Mind Blank: Subject is immune to mental/emotional magic and scrying.
  9. Weird: As phantasmal killer, but affects all within 30'.

Moon Domain (Spell Compendium 277)

  Core Deities: None.
  Forgotten Realms Deities: Eilistraee, Hathor, Malar, Sehanine Moonbow, Selûne, Sharindlar.
  Other Deities: Celestian.

  Granted Power (Su): Turn or destroy lycanthropes as a good Cleric turns undead. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Moon Domain Spells

  1. Faerie Fire: Outlines subject with light, canceling blur, concealment, and the like.
  2. Moonbeam: Forces lycanthropes to regain human shape.
  3. Moon Blade: Creates sword that does 1d8 damage +1/2 levels, scrambles magic.
  4. Fear: Subjects within cone flee for 1 round/level.
  5. Moon Path: Creates invisible stair or bridge.
  6. Permanent ImageM: Includes sight, sound, and smell.
  7. Insanity: Subject suffers continuous confusion.
  8. Animal Shapes: One ally/level polymorphs into chosen animal.
  9. Moonfire: Cone of light damages creatures, reveals hidden things, negates electricity damage.

Mysticism Domain (Spell Compendium 277)

  Core Deities: Erythnul, Gruumsh, Nerull, Yondalla.
  Forgotten Realms Deities: Sehanine Moonbow, Shargaas.
  Other Deities: Beltar, Blibdoolpoolp, the Great Mother, Grolantor, Hruggek, Ilneval, Pyremius, Rillifane Rallathil, Segojan Earthcaller, Sekolah, Trithereon, Vhaeraun. Neutral, Lawful Neutral, and Chaotic Neutral deities would never have this Domain.

  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

  1. Divine Favor: You gain +1/3 levels on attack rolls and damage rolls.
  2. Spiritual Weapon: Magical weapon attacks on its own.
  3. Visage of the Deity, Lesser: Your form becomes more like your deity's.
  4. Weapon of the Deity: Your weapon gains enhancement bonus and special ability.
  5. Righteous Might: Your size increases, and you gain combat bonuses.
  6. Visage of the Deity: As lesser visage of the deity, but you get celestial or fiendish qualities.
  7. Blasphemy*/Holy Word*: Kills, paralyzes, weakens, or dazes nonevil subjects.
  8. Holy AuraF*/Unholy AuraF*: +4 AC, +4 resistance, and SR 25 against evil/good spells.
  9. Visage of the Deity, Greater: As lesser visage of the deity, but you become half-celestial or half-fiendish.
  10. *Choose good or evil version based on your alignment.

Necromancer Domain (Eberron Campaign Setting 107)

  Core Deities: None.
  Eberron Deities: The Blood of Vol.
  Other Deities: None.

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

Necromancer Domain Spells

  1. Ray of Enfeeblement: Ray deals 1d6 +1/2 levels STR penalty.
  2. Command Undead: Undead creature obeys your commands.
  3. Vampiric Touch: Touch deals 1d6/2 levels damage; caster gains damage as hp.
  4. Enervation: Subject gains 1d4 negative levels.
  5. Waves of Fatigue: Several targets become fatigued.
  6. Eyebite: Target becomes panicked, sickened, and comatose.
  7. Control Undead: Undead don't attack you while under your command.
  8. Horrid Wilting: Deals 1d6/level damage within 30'.
  9. Energy Drain: Subject gains 2d4 negative levels.

Night Domain (Dragon # 342 89)

  Core Deities: None.
  Eberron Deities: The Keeper, the Shadow.
  Forgotten Realms Deities: Eilistraee, Selûne, Shar.
  Other Deities: Celestian.

  Granted Power: You gain low-light vision. If you already have low-light vision you gain darkvision with a range of 30'.

Night Domain Spells

  1. Sleep: Puts 4 HD of creatures into magical slumber.
  2. Deeper Darkness: Object sheds supernatural shadow in 60' radius.
  3. Deep Slumber: Puts 10 HD of creatures to sleep.
  4. Phantom Steed: Magic horse appears for 1 hour/level.
  5. Nightmare: Sends vision dealing 1d10 damage, fatigue.
  6. Shadow Walk: Step into shadow to travel rapidly.
  7. Waves of Exhaustion: Several subjects become exhausted.
  8. Shadow Evocation, Greater: As shadow evocation, but up to 7th level and 60% real.
  9. Shades: As shadow conjuration, but up to 8th level and 80% real.

Nobility Domain (Spell Compendium 277)

  Core Deities: Bahamut, Heironeous, Kord, Pelor.
  Forgotten Realms Deities: Arvoreen, Gaerdal Ironhand, Hanali Celanil, Horus-Re, Lathander, Milil, Nobanion, Red Knight, Siamorphe.
  Other Deities: Mayaheine, Tem-Et-Nu.

  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 +1/3 levels on attack rolls and damage rolls.
  2. Enthrall: Captivates all within 100' + 10'/level.
  3. Magic Vestment: Armor or shield gains +1 enhancement/4 levels.
  4. Discern Lies: Reveals deliberate falsehoods.
  5. Command, Greater: As command, but affects one subject/level.
  6. Geas/Quest: As lesser geas, plus it affects any creature.
  7. Repulsion: Creatures can't approach you.
  8. Demand: As sending, plus you can send suggestion.
  9. Storm of Vengeance: Storm rains acid, lightning, and hail.

Ocean Domain (Spell Compendium 277)

  Core Deities: None.
  Eberron Deities: The Mockery.
  Forgotten Realms Deities: Istishia, Ulutiu, Umberlee, Valkur.
  Other Deities: Aventernus, Deep Sashelas, Whale Mother.

  Granted Power (Su): You have the ability to breathe water as if under the effect of a water breathing spell, for up to 1 minute per level. 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 time limit).

Ocean Domain Spells

  1. Endure Elements: Exist comfortably in hot or cold environments.
  2. Sound Burst: Deals 1d8 sonic damage to subjects, might also stun them.
  3. Water Breathing: Subjects can breathe underwater.
  4. Freedom of Movement: Subject moves normally despite impediments.
  5. Wall of Ice: Ice plane creates wall with 15 hp +1/level, or hemisphere can trap creatures inside.
  6. Otiluke's Freezing Sphere: Freezes water or deals cold damage.
  7. Waterspout: Waterspout you control picks up and damages foes.
  8. Maelstrom: Water vortex traps and damages creatures and objects.
  9. Elemental Swarm: Summons multiple elementals (Water only).

Ooze Domain (Fiendish Codex I 89-90)

  Core Deities: None.
  Other Deities: Juiblex, Zuggtmoy.

  Granted Power (Su): You can rebuke or command oozes as an evil Cleric rebukes or commands undead. This ability is usable a number of times per day equal to 3 + your Charisma modifier.

Ooze Domain Spells

  1. Grease: Makes 10' square or one object slippery.
  2. Web: Fills 20'-radius spread with sticky spiderwebs.
  3. Poison: Touch deals 1d10 CON damage, repeats in 1 min.
  4. Rusting Grasp: Your touch corrodes iron and alloys.
  5. Oozepuppet: You can telekinetically control target ooze.
  6. Transmute Rock to Mud: Transforms two 10' cubes per level.
  7. Slime Wave: Creates a 15' spread of green slime.
  8. Befoul: Turns large amount of water poisonous
  9. Implosion: Kills one creature/round.

Oracle Domain (Spell Compendium 277-278)

  Core Deities: Boccob, Lolth, Vecna.
  Forgotten Realms Deities: Dugmaren Brightmantle, Dumathoin, Labelas Enoreth, Sehanine Moonbow.
  Other Deities: Blibdoolpoolp, Celestian, Cyndor, Delleb, Istus, Shekinester.

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

Oracle Domain Spells

  1. Identify: Determines properties of magic item.
  2. AuguryMF: Learns whether an action will be good or bad.
  3. DivinationM: Provides useful advice for specific, proposed action.
  4. ScryingF: Spies on subject from a distance.
  5. CommuneX: Deity answers one yes-or-no question/level.
  6. Legend LoreMF: Learn tales about a person, place, or thing.
  7. Scrying, GreaterF: As scrying, but faster and longer.
  8. Discern Location: Reveals exact location of creature or object.
  9. Foresight: "Sixth sense" warns of impending danger.

Orc Domain (Spell Compendium 278)

  Core Deities: Gruumsh.
  Forgotten Realms Deities: Bahgtru, Ilneval, Luthic, Shargaas, Yurtrus.
  Other Deities: None.

  Granted Power (Su): You gain the smite power, the 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. It is usable once per day. If used against a dwarf or an elf, you get a +4 bonus on the smite attack roll.

Orc Domain Spells

  1. Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
  2. Produce Flame: 1d6 damage +1/level, touch or thrown.
  3. Prayer: Allies +1 bonus on most rolls, enemies -1 penalty.
  4. Divine Power: You gain attack bonus, +6 to STR, and 1 hp/level.
  5. Prying Eyes: 1d4 +1/level floating eyes scout for you.
  6. Eyebite: Target becomes panicked, sickened, and comatose.
  7. Blasphemy*/Holy Word*: Kills, paralyzes, weakens, or dazes nonevil subjects.
  8. Cloak of ChaosF: +4 to AC, +4 resistance, SR 25 against lawful spells.
  9. Power Word Kill: Kills one creature with 100 hp or less.

Pact Domain (Spell Compendium 278)

  Core Deities: None.
  Forgotten Realms Deities: Abbathor, Cyrrollalee, Vergadain.
  Other Deities: Bralm, Mouqol, Rao.

  Granted Power: Add Appraise, Intimidate, and Sense Motive to your list of Cleric class skills.

Pact Domain Spells

  1. Command: One subject obeys selected command for 1 round.
  2. Shield OtherF: You take half of subject's damage.
  3. Speak with Dead: Corpse answers one question/2 levels.
  4. DivinationM: Provides useful advice for specific proposed actions.
  5. Stalwart Pact: You gain combat bonuses automatically when reduced to half points or lower.
  6. Zealot PactX: You automatically gain combat bonuses when you attack someone of opposite alignment.
  7. Renewal Pact: Creature is automatically healed if adverse condition affects it.
  8. Death Pact: Deity brings you back from the dead automatically.
  9. GateX: Connects two planes for travel or summoning.

Pain Domain (Book of Vile Darkness 81)

  Core Deities: None.
  Forgotten Realms Deities: Cyric, Loviatar.
  Other Deities: Rallaster, Scahrossar.

  Granted Power: Character converts damage that he deals in one blow per day into healing for himself, up to 1 point of damage per level.

Pain Domain Spells

  1. Angry Ache: Subject takes –2 penalty on attack rolls.
  2. Sadism: For every 10 hp damage caster deals, he gains +1 on attacks, saves, and checks.
  3. Wrack: Blinds subject and renders it helpless for 1 round/level, then –2 on attacks, saves, and checks for 3d10 minutes.
  4. Liquid Pain: Extracts one dose of liquid pain from tortured victim.
  5. Thousand Needles: Piercing needles deal 2d6 damage, and target takes –4 penalty on attacks, saves, and checks.
  6. Pox: Deals 1d4 CON drain to one creature/level.
  7. Wave of Pain: Stuns all within cone for 1 round/2 levels.
  8. Symbol of PainM: Triggered rune wracks nearby creatures with pain.
  9. Eternity of Torture: Target is rendered helpless, ageless, and has all ability scores except for CON drop to 0.

Passion Domain (Eberron Campaign Setting 107)

  Core Deities: None.
  Eberron Deities: The Fury.
  Other Deities: None.

  Granted Power (Su): For a total time per day of 1 round per Cleric level, as a free action you can act as if under the effect of the rage spell. This granted power is a supernatural ability.

Passion Domain Spells

  1. Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
  2. Tasha's Hideous Laughter: Subject loses actions for one round/level.
  3. Confusion: Subjects behave oddly for 1 round/level.
  4. Crushing Despair: Subjects take -2 on attack rolls, damage rolls, saves, and checks.
  5. Command, Greater: As command, but affects one subject/level.
  6. Heroism, Greater: Gives +4 bonus on attacks, saves, skill checks; immunity to fear; temporary hp.
  7. Song of Discord: Forces targets to attack each other.
  8. Otto's Irresistible Dance: Forces subject to dance.
  9. Dominate Monster: As dominate person, but any creature.

Patience Domain (Dragon # 355 28-29)

  Core Deities: Bahamut, Wee Jas.
  Eberron Deities: Balinor, the Becoming God, the Undying Court.
  Forgotten Realms Deities: Deneir, Dugmaren Brightmantle, Tyr.
  Other Deities: Xan Yae, Zuoken.

  Granted Power: Once per day, as an immediate action, you may delay the effect of a spell that affects you for 10 rounds. You may choose to use this ability after you know the result of any saving throws for the spell (if any).

Patience Domain Spells

  1. Sanctuary: Opponents can't attack you, and you can't attack.
  2. Delay Poison: Stops poison from harming subject for 1 hour/level.
  3. Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
  4. Slow: One subject/level takes only one action/round, -2 to AC, -2 on attack rolls.
  5. Hold Monster: As hold person, but any creature.
  6. Bear's Endurance, Mass: As bear's endurance, affects one subject/level.
  7. ContingencyF: Sets trigger condition for another spell.
  8. Sequester: Subject is invisible to sight and scrying; renders creature comatose.
  9. Time Stop: You act freely for 1d4+1 rounds.

Pestilence Domain (Spell Compendium 278)

  Core Deities: Lolth, Nerull.
  Forgotten Realms Deities: Kiaransalee, Shargaas.
  Other Deities: Doresain, Incabulos, Urdlen, Yurtrus.

  Granted Power: You gain immunity to the effects of all diseases, though you can still carry infectious diseases.

Pestilence Domain Spells

  1. Doom: One subject suffers -2 on attacks, damage, saves, and checks.
  2. Summon Swarm: Summons swarm of bats, rats, or spiders.
  3. Contagion: Infects subject with chosen disease.
  4. Poison: Touch deals 1d10 CON damage, repeats in 1 minute.
  5. Plague of Rats: Summons horde of rats.
  6. Curse of Lycanthropy: Causes temporary lycanthropy in subject.
  7. Scourge: Inflicts a disease that must be magically cured, one subject/level.
  8. Horrid Wilting: Deals 1d6/level damage within 30'.
  9. Otyugh Swarm: Creates 3d4 otyughs or 1d3+1 Huge otyughs.

Planning Domain (Spell Compendium 278)

  Core Deities: None.
  Forgotten Realms Deities: Gond, Helm, Ilneval, Red Knight, Siamorphe, Ubtao.
  Other Deities: Bralm, Chronepsis.

  Granted Power: You gain Extend Spell as a bonus feat.

Planning Domain Spells

  1. Deathwatch: Reveals how near death subjects within 30' are.
  2. AuguryMF: Learns whether an action will be good or bad.
  3. Clairaudience/Clairvoyance: Hear or see at a distance for 1 minute/level.
  4. Status: Monitors condition, position of allies.
  5. Detect Scrying: Alerts you of magical eavesdropping.
  6. Heroes' Feast: Food for one creature/level cures and grants combat bonuses.
  7. Scrying, GreaterF: As scrying, but faster and longer.
  8. Discern Location: Reveals exact location of creature or object.
  9. Time Stop: You act freely for 1d4+1 rounds.

Plant Domain (Player's Handbook 188)

  Core Deities: Ehlonna, Obad-Hai.
  Eberron Deities: Arawai, Beory.
  Forgotten Realms Deities: Angharradh, Baervan Wildwanderer, Chauntea, Eldath, Fenmarel Mestarine, Gwaeron Windstrom, Mielikki, Osiris, Rillifane Rallathil, Sheela Peryroyl, Shiallia, Silvanus, Solonor Thelandira, Thard Harr, Ubtao.
  Other Deities: Annam, Atroa, Berei, the Eternal Light, Geshtai, Hiatea, Merrshaulk, Semuanya, Skerrit.

  Granted Power (Su): 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' radius.
  2. Barkskin: Grants +2 (or higher) enhancement to natural armor.
  3. Plant Growth: Grows vegetation, improves crops.
  4. Command Plants: Sway the actions of one or more plant creatures.
  5. Wall of Thorns: Thorns damage anyone who tries to pass by.
  6. Repel Wood: Pushes away wooden objects.
  7. Animate Plants: 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.

Pleasure Domain (Book of Exalted Deeds 87)

  Core Deities: None.
  Forgotten Realms Deities: Hanali Celanil, Sharess, Sune.
  Other Deities: Lastai.

  Granted Power: You are immune to any effect that damages or drains your Charisma.

Pleasure Domain Spells

  1. Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject plus one per four levels.
  2. Lastai's CaressF: Intense feelings of good leave evil subject cowering, frightened, nauseated, or shaken.
  3. Heart's Ease: Removes fear, despair, confusion, insanity, and some mind-influencing effects; restores 2d4 points of temporary Wisdom damage.
  4. Remove Fatigue: Removes effects of fatigue as 8 hours of rest.
  5. Eagle's Splendor, Mass: As eagle's splendor, affects one subject/level.
  6. Celestial BloodM: Grant energy resistance, +4 on saves against poison, and damage reduction 10/evil.
  7. Empyreal Ecstasy: Targets immune to pain and mind-influencing effects, and take half damage from melee and ranged attacks; –4 to skill checks.
  8. Spread of ContentmentM: Calms hostile creatures within 10'/level radius.
  9. Sublime Revelry: Targets are immune to pain and mind-influencing effects, and take half damage from melee and ranged attacks.

Portal Domain (Spell Compendium 278)

  Core Deities: None.
  Forgotten Realms Deities: Eilistraee, Shaundakul.
  Other Deities: None.

  Granted Power: You can detect an active or inactive portal as if it were a normal secret door (Search DC 20).

Portal Domain Spells

  1. Summon Monster I: Calls extraplanar creature to fight for you.
  2. Analyze Portal: Find a nearby portal and discover its properties.
  3. Dimensional Anchor: Bars extradimensional movement.
  4. Dimension Door: Teleports you short distance.
  5. Teleport: Instantly transports you as far as 100 miles/level.
  6. Banishment: Banishes 2 HD/level of extraplanar creatures.
  7. Etherealness: Travel to Ethereal Plane with companions.
  8. Maze: Traps subject in extradimensional maze.
  9. GateX: Connects two planes for travel or summoning.

Pride Domain (Spell Compendium 278-279)

  Core Deities: Bahamut, Corellon Larethian, Heironeous, Hextor, Lolth, Moradin, Pelor, Tiamat, Vecna, Wee Jas.
  Eberron Deities: Dol Arrah, the Mockery, Onatar, the Path of Light (il-Yannah).
  Forgotten Realms Deities: Bane, Cyric, Dumathoin, Finder Wyvernspur, Gargauth, Gond, Helm, Horus-Re, Kiaransalee, Nobanion, Oghma, Osiris, Set, Shar, Shevarash, Siamorphe, Sune, Tempus, Torm, Tyr, Ubtao, Umberlee, Velsharoon, Vhaeraun, Waukeen.
  Other Deities: Beltar, Iuz, Memnor, Pholtus, Wastri.

  Granted Power: Whenever your roll a 1 on a saving throw, you can immediately reroll the save. You must keep the result of the second roll if it is another 1.

Pride Domain Spells

  1. Hypnotism: Fascinates 2d4 HD of creatures.
  2. Eagle's Splendor: Subject gains +4 CHA for 1 minute/level.
  3. Heroism: Gives +2 bonus on attack rolls, saves, skill checks.
  4. Divine Power: You gain attack bonus, +6 to STR and 1 hp/level.
  5. Reduce Person, Mass: Reduces several creatures.
  6. ForbiddanceM: Blocks planar travel, damages creatures of different alignment.
  7. Heroism, Greater: Gives +4 bonus on attacks, saves, skill checks; immunity to fear; temporary hp.
  8. Spell Immunity, Greater: As spell immunity, but up to 8th-level spells.
  9. Charm Monster, Mass: As charm monster, but all within 30'.

Protection Domain (Player's Handbook 188)

  Core Deities: Bahamut, Corellon Larethian, St. Cuthbert, Fharlanghn, Garl Glittergold, Moradin, Yondalla.
  Eberron Deities: The Path of Light (il-Yannah).
  Forgotten Realms Deities: Angharradh, Arvoreen, Baravar Cloakshadow, Berronar Truesilver, Chauntea, Deneir, Dumathoin, Eldath, Gaerdal Ironhand, Geb, Gorm Gulthyn, Hanali Celanil, Helm, Kelemvor, Laduguer, Lathander, Marthammor Duin, Nephthys, Rillifane Rallathil, Selûne, Shaundakul, Silvanus, Sune, Tempus, Torm, Tymora, Ubtao, Ulutiu, Urogalan, Valkur, Waukeen.
  Other Deities: Al'Akbar, Astilabor, Berei, Callarduran Smoothhands, Celestian, Cyndor, Deep Sashelas, Eadro, Lendys, Mayaheine, Osprem, Shekinester, Skoraeus Stonebones, Stronmaus, Taiia, Urbanus.

  Granted Power (Su): You can generate a protective ward as 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. The protective ward is an abjuration effect with a duration of 1 hour that is usable once per day.

Protection Domain Spells

  1. Sanctuary: Opponents can't attack you, and you can't attack.
  2. Shield OtherF: You take half of subject's 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 SR12 + level.
  6. Antimagic Field: Negates magic within 10'.
  7. Repulsion: Creatures can't approach you.
  8. Mind Blank: Subject is immune to mental/emotional magic and scrying.
  9. Prismatic Sphere: As prismatic wall, but surrounds on all sides.

Purification Domain (Spell Compendium 279)

  Core Deities: Ehlonna, Pelor.
  Forgotten Realms Deities: Arvoreen, Berronar Truesilver.
  Other Deities: Allitur, Rao, Surtr, Wastri.

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

Purification Domain Spells

  1. Nimbus of Light: Sunlight illuminates you until released as an attack.
  2. Deific Vengeance: Deity's punishment deals 1d6 damage/2 levels (max 5d6).
  3. Recitation: Your allies get bonus on AC, attacks, and saves.
  4. Castigate: Verbal rebuke damages those whose alignment differs from yours.
  5. Dance of the Unicorn: Purifying mist washes the air clean of smoke, dust, and poisons.
  6. Fires of Purity: Subject bursts into magical flame, becoming a dangerous weapon.
  7. Righteous Wrath of the Faithful: Your allies gain extra attack, +3 on attack rolls and damage rolls.
  8. Sunburst: Blinds all within 80', deals 6d6 damage.
  9. Visage of the Deity, Greater: As lesser visage of the deity, but you become half-celestial or half-fiendish.

Radiance Domain (Dragon # 321 68)

  Core Deities: Pelor.
  Eberron Deities: The Path of Light (il-Yannah).
  Forgotten Realms Deities: Horus-Re, Lathander, Lliira.

  Granted Power (Su): You are immune to pattern effects. This is a supernatural ability.

Radiance Domain Spells

  1. Color Spray: Knocks unconscious, blinds, and/or stuns weak creatures.
  2. Hypnotic Pattern: Fascinates (2d4 + level) HD of creatures.
  3. Searing Light: Ray deals 1d8/2 levels damage, more against undead.
  4. Faerie Fire, Widened: Outlines subjects in a 10' radius burst of light, canceling blur, concealment, and the like.
  5. Rainbow Pattern: Lights fascinate 24 HD of creatures.
  6. Rainbow: Creates a longbow with arrows that have a variety of properties.
  7. Prismatic Spray: Rays hit subjects with variety of effects.
  8. Scintillating Pattern: Twisting colors confuse, stun, or render unconscious.
  9. Prismatic Wall: Wall’s colors have array of effects.

Renewal Domain (Spell Compendium 279)

  Core Deities: None.
  Forgotten Realms Deities: Angharradh, Chauntea, Finder Wyvernspur, Kossuth, Lathander, Shiallia, Silvanus.
  Other Deities: Atroa, Beory, Garyx.

  Granted Power (Su): If you fall below 0 hit points, you regain a number of hit points equal to 1d8 + your Charisma modifier. This ability functions once per day. If an attack brings you to -10 hit points or lower, you die before this power takes effect.

Renewal Domain Spells

  1. Charm Person: Makes one person your friend.
  2. Restoration, Lesser: Dispels magical ability penalty or regains 1d6 ability damage.
  3. Remove Disease: Cures all diseases affecting subject.
  4. Riencarnate: Brings dead subject back to life in random body.
  5. AtonementFX: Removes burden of misdeeds from subject.
  6. Heroes' Feast: Food for one creature/level cures and grants combat bonuses.
  7. Restoration, GreaterX: As restoration, plus restores all levels and ability scores.
  8. Polymorph Any Object: Changes any subject into anything else.
  9. Freedom: Releases creature from imprisonment.

Repose Domain (Player's Guide to Faerûn 90)

  Core Deities: Wee Jas.
  Forgotten Realms Deities: Jergal, Kelemvor, Osiris, Sehanine Moonbow, Urogalan.
  Other Deities: Aluvan, Anubis, Dracanish, Osiris.

  Granted Power (Sp): You may use death touch once per day. To deliver a death touch, 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 result equals or exceeds the creature’s current hit points, it dies (no save). Death touch is a supernatural ability and a death effect.

Repose Domain Spells

  1. Deathwatch: Reveals how near death subjects within 30' are.
  2. Gentle Repose: Preserves one corpse.
  3. Speak with Dead: Corpse answers one question/2 levels.
  4. Death Ward: Grants immunity to death spells and negative energy effects.
  5. Slay Living: Touch attack kills subject.
  6. Undeath to Death: Slays 1d4 HD of undead creatures per caster level (max 20d4).
  7. DestructionF: Kills subject and destroys remains.
  8. Surelife: Protects caster from specified natural death.
  9. Wail of the Banshee: Kills one creature/level.

Retribution Domain (Spell Compendium 279)

  Core Deities: St. Cuthbert.
  Forgotten Realms Deities: Hoar, Horus-Re, Kiaransalee, Loviatar, Osiris, Shevarash, Tyr, Uthgar.
  Other Deities: Lendys.

  Granted Power (Su): Once per day, if you have been harmed by someone in combat, you can make a strike of vengeance with a melee or ranged weapon against that foe on your next action. If this strike hits, you deal maximum damage.

Retribution Domain Spells

  1. Shield of Faith: Aura grants +2 or higher deflection bonus.
  2. Bear's Endurance: Subject gains +4 to CON for 1 minute/level.
  3. Speak with Dead: Corpse answers one question/2 levels.
  4. Fire Shield: Creatures attacking you take fire damage; you're protected from heat or cold.
  5. Mark of Justice: Designates action that will trigger curse on subject.
  6. Banishment: Banishes 2 HD/level of extraplanar creatures.
  7. Spell Turning: Reflect 1d4+6 spell levels back at caster.
  8. Discern Location: Reveals exact location of creature or object.
  9. Storm of Vengeance: Storm rains acid, lightning, and hail.

Revered Ancestor Domain (Faiths of Eberron 149-150)

  Core Deities: None.
  Eberron Deities: Spirits of the Past.
  Other Deities: None.

  Granted Power: You gain Exotic Weapon Proficiency (Valenar double scimitar) as a bonus feat. If you already possess that feat, you gain Weapon Focus (Valenar double scimitar) instead.

Revered Ancestor Domain Spells

  1. Magic Weapon: Weapon gains +1 bonus.
  2. Aid: +1 on attack rolls, +1 on saves against fear,
  3. Heroism: Gives +2 bonus on attack rolls, saves, skill checks.
  4. Spirit Steed: Channels an ancient spirit into your steed, increasing its speed and granting other benefits.
  5. Glimpse of Eternity: Target takes 1d6 nonlethal damage/level and is confused.
  6. Heroism, Greater: Gives +4 bonus on attacks, saves, skill checks; immunity to fear; temporary hp.
  7. VisionMX: As legend lore, but quicker and strenuous.
  8. Earthquake: Intense tremor shakes 5'/level radius.
  9. Hero's Blade: Channel the spirit of a great hero into a melee weapon.

Rune Domain (Spell Compendium 279)

  Core Deities: Bocob.
  Forgotten Realms Deities: Deneir, Dugmaren Brightmantle, Jergal, Labelas Enoreth, Mystra, Thoth.
  Other Deities: Cyndor, Delleb, Hlal, Imhotep, Lirr, Tharizdun.

  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 WardingM: Inscription harms those who pass it.
  4. Explosive Runes: Deals 6d6 damage when read.
  5. Planar Binding, Lesser: Traps extraplanar creature of 6 HD or less until it performs a task.
  6. Glyph of Warding, GreaterM: As glyph of warding, but up to 10d8 damage or 6th-level spell.
  7. Instant Summons: Prepared object appears in your hand.
  8. Symbol of Death: Triggered rune slays nearby creatures.
  9. Teleportation Circle: Circle teleports any creature inside to designated spot.

Sand Domain (Sandstorm 107)

  Core Deities: None.
  Other Deities: Zoser.

  Granted Power: Once per day, you can shape a small amount of sand into any solid object you can imagine, up to 8 cubic feet in volume. You can shape one object or several, up to a number equal to your Wisdom bonus, as long as the total volume does not exceed 8 cubic feet.
   You must make a special Wisdom check (d20 + your WIS modifier + ½ your Cleric level) against a DC determined by the size and complexity of the item. The item to be created has a base DC of 5, plus the modifiers on the table below.
Item ComplexityModifier
Fine details+2
Functioning tool+2
Functioning armor/weapon+5
Multiple parts+5
Masterwork version+10
Moving parts+10
   Each attempt to create an item requires a number of minutes equal to its DC. You can take 10 or take 20 on this check. Created items persist for 1 minute per Cleric level, and can only be solid objects. The objects created have no magical properties, though they radiate faint transmutation magic.
   All items created in this fashion have hardness 5 and hit points as follows: Fine 1, Diminutive 2, Tiny 3, Small 5, Medium 8, Large 10.

Sand Domain Spells

  1. Waste Strider: Move through waste without penalties.
  2. Black Sand: Creates a 20'-radius area of black sand.
  3. Haboob: Swirling grit obscures vision, blows smaller creatures over, and deals nonlethal damage.
  4. Blast of Sand: Cone deals 1d6 damage/level.
  5. Flaywind Burst: Blows away and knocks down smaller creatures and deals 1d6 damage/level.
  6. Awaken SandF: A region of sand forms into a Huge, sentient creature.
  7. Vitrify: Melts sand into glass.
  8. Desert BindingM: Imprisons creature as sand in an hourglass or wind in the waste.
  9. Summon Desert Ally IX: Calls dustform creature to fight.

Scalykind Domain (Spell Compendium 279)

  Core Deities: Tiamat.
  Forgotten Realms Deities: Finder Wyvernspur, Sebek, Set, Ubtao.
  Other Deities: Semuanya, Wastri.

  Granted Power (Su): 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

  1. Magic Fang: One natural weapon of subject creature gets +1 on attack and damage rolls.
  2. Animal Trance†: Fascinates 2d6 HD of animals.
  3. Magic Fang, Greater: One natural weapon of subject creature gets +1/4 levels on attack and damage rolls (max +5).
  4. Poison: Touch deals 1d10 CON damage, repeats in 1 min.
  5. Animal Growth†: One animal/2 levels doubles in size.
  6. Eyebite: Target becomes panicked, sickened, and comatose.
  7. Creeping Doom*: Swarms of centipedes attack at your command.
  8. Animal Shapes†: One ally/level polymorphs into chosen animal.
  9. ShapechangeF: Transforms you into any creature, and change forms once per round.
  10. Affects only ophidian and reptilian creatures.
    *Composed of tiny snakes.

Seafolk Domain (Stormwrack 110)

  Core Deities: None.
  Other Deities: Aventernus, Eadro, Whale Mother.

  Granted Power: You gain Expert Swimmer (Stormwrack 92) or Rapid Swimming (Stormwrack 93) (your choice) as a bonus feat.

Seafolk Domain Spells

  1. Quickswim: Your swim speed increases by 10'.
  2. Fins to Feet: Transforms tails and fins into legs and feet.
  3. Scales of the Sealord: Add 10' to swim speed or gain swim speed of 15'; add natural armor bonus +1/3 levels.
  4. Siren's Call: Compel one creature/2 levels to submerse itself.
  5. Commune with Nature: Learn about terrain for 1 mile/level.
  6. Airy Water: Turn normal water into a breathable substance; negate underwater movement and melee attack penalties.
  7. Megalodon Empowerment: Gain scent, water breathing, swim speed for 1 hour/level.
  8. Depthsurge: Water slam deals 2d6 + caster level damage to all within 20' radius, pushes targets back, sinks ships.
  9. Foresight: "Sixth sense" warns of impending danger.

Seduction Domain (Dragon # 312 50)

  Core Deities: None.
  Other Deities: None.

  Granted Power: You gain a +1 bonus on Charisma checks and all opposed Charisma-based skill checks.

Seduction Domain Spells

  1. Charm Person: Makes one person your friend.
  2. Eagle's Splendor: Subject gains +4 CHA for 1 minute/level.
  3. Geas, Lesser: Commands subject of 7 HD or less.
  4. Suggestion: Compels subject to follow stated course of action.
  5. Charm Monster: Makes monster believe it is your ally.
  6. Dominate Person: Controls humanoid telepathically.
  7. Charm Monster, Mass: As charm monster, but all within 30'.
  8. Dominate Monster: As dominate person, but any creature.
  9. Demand: As sending, plus you can send suggestion.

Shadow Domain (Eberron Campaign Setting 108)

  Core Deities: Nerull.
  Eberron Deities: The Shadow.
  Other Deities: Xan Yae.

  Granted Power: You gain Blind-Fight as a bonus feat.

Shadow Domain Spells

  1. Obscuring Mist: Fog surrounds you.
  2. Darkness: 20' radius of supernatural shadow.
  3. Deeper Darkness: Object sheds supernatural shadow in 60' radius.
  4. Shadow Conjuration: Mimics conjuration below 4th level, but only 20% real.
  5. Shadow Evocation: Mimics evocation below 5th level, but only 20% real.
  6. Shadow Walk: Step into shadow to travel rapidly.
  7. Shadow Conjuration, Greater: As shadow conjuration, but up to 6th level and 60% real.
  8. Shadow Evocation, Greater: As shadow evocation, but up to 7th level and 60% real.
  9. Shades: As shadow conjuration, but up to 8th level and 80% real.

Sky Domain (Races of the Wild 174)

  Core Deities: None.
  Other Deities: Aerdrie Faenya, Duthila, Memnor, Rillifane Rallathil, Stronmaus, Tuilviel Glithien.

  Granted Power: Your fly speed (or glide speed) improves by 5'.
  Add Spot to your list of Cleric class skills.

Sky Domain Spells

  1. Raptor's Sight: Gain +5 on Spot checks; range increment penalty halved.
  2. Summon Dire Hawk: Summons dire hawk to serve you.
  3. Enduring Flight: Carry medium loads at full fly speed; flight duration is doubled.
  4. Aerial Alacrity: +30' fly speed, +1 AC and Reflex saves while flying, maneuverability improves by one category.
  5. Control Winds: Change wind direction and speed.
  6. Wind Walk: You and your allies turn vaporous and travel quickly.
  7. Reverse Gravity: Objects and creatures fall upward..
  8. Mastery of the Sky: Gain +2 on attack rolls and damage rolls while airborne; maneuverability becomes perfect; foes incur penalties against you.
  9. Summon Devoted Roc: Summons powerful roc to serve you.

Slime Domain (Spell Compendium 280)

  Core Deities: None.
  Forgotten Realms Deities: Ghaunadaur.
  Other Deities: Ilsensine.

  Granted Power (Su): Rebuke or command oozes as an evil Cleric rebukes or commands undead. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Slime Domain Spells

  1. Grease: Makes 10' square or one object slippery.
  2. Melf's Acid Arrow: Ranged touch attack; 2d4 damage for 1 round + 1 round/3 levels.
  3. Poison: Touch deals 1d10 CON damage, repeats in 1 min.
  4. Rusting Grasp: Your touch corrodes iron and alloys.
  5. Evard's Black Tentacles: Tentacles grapple all within 15' spread.
  6. Transmute Rock to Mud: Transforms two 10' cubes per level.
  7. DestructionF: Kills subject and destroys remains.
  8. Power Word Blind: Blinds creature with 200 hp or less.
  9. Implosion: Kills one creature/round.

Sloth Domain (Spell Compendium 280)

  Core Deities: Olidammara.
  Eberron Deities: Olladra.
  Forgotten Realms Deities: Brandobaris, Cyrrollalee, Erevan Ilesere, Finder Wyvernspur, Gargauth, Hathor, Lliira, Luthic, Mask, Milil, Sharess, Sharindlar, Sheela Peryroyl, Tymora, Vergadain, Waukeen.
  Other Deities: None.

  Granted Power: You are closest to your god while lazing and relaxing. You take no penalty to Armor Class against melee attacks while prone.

Sloth Domain Spells

  1. Touch of Fatigue: Touch attack fatigues subject.
  2. Unseen Servant: Invisible force obeys your commands.
  3. Deep Slumber: Puts 10 HD of creatures to sleep.
  4. Slow: One subject/level takes only one action/round, -2 to AC, -2 on attack rolls.
  5. Symbol of SleepM: Triggered rune puts nearby creatures into catatonic slumber.
  6. Waves of Fatigue: Several targets become fatigued.
  7. Shadow Walk: Step into shadow to travel rapidly.
  8. Waves of Exhaustion: Several subjects become exhausted.
  9. Astral ProjectionM: Projects you and companions onto the Astral Plane.

Spell Domain (Spell Compendium 280)

  Core Deities: Boccob.
  Forgotten Realms Deities: Azuth, Mystra, Savras, Thoth.
  Other Deities: Io.

  Granted Power: You gain a +2 bonus on Concentration checks and Spellcraft checks.

Spell Domain Spells

  1. Mage Armor: Gives subject +4 armor bonus.
  2. Silence: Negates sound in 15' radius.
  3. Anyspell: Prepare any arcane spell up to 2nd level.
  4. Rary's Mnemonic EnhancerF: Prepares extra spells or retains one just cast.
  5. Break Enchantment: Frees subject from enchantments, alterations, curses, and petrification.
  6. Anyspell, Greater: Prepare any arcane spell up to 5th level.
  7. Limited WishX: Alters reality—within spell limits.
  8. Antimagic Field: Negates magic within 10'.
  9. Mordenkainen's Disjunction: Dispels magic, disenchants magic items.

Spider Domain (Spell Compendium 280)

  Core Deities: Lolth.
  Forgotten Realms Deities: Selvetarm.
  Other Deities: None.

  Granted Power (Su): Rebuke or command spiders as an evil Cleric rebukes or commands undead. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Spider Domain Spells

  1. Spider Climb: Grants ability to walk on walls and ceilings.
  2. Summon Swarm: Summons swarm of bats, rats, or spiders.
  3. Phantom Steed*: Magic horse appears for 1 hour/level.
  4. Giant Vermin: Turns centipedes, scorpions, or spiders into giant vermin.
  5. Insect Plague: Locust swarms attack creatures.
  6. Spider Curse: Turn humanoid subject into a drider.
  7. Stone Spiders: Transform pebbles into monstrous spider constructs.
  8. Creeping Doom: Swarms of centipedes attack at your command.
  9. Spider Shapes: Polymorph one creature/level into monstrous spider.
  10. *Has a vermin shape.

Spirit Domain (Dragon # 312 36-37)

  Core Deities: None.
  Other Deities: None.

  Granted Power: You may create a spiritual bond between an item you have created (usually a doll or similar object) and a single enemy. Creating this item requires 100 gp and a sample of the hair, skin, fingernails, or other bodily material of the victim.
   You may cast any spell of 3rd level or lower with a touch range on the creature without making a touch attack roll by casting the spell on the bonded object. The creature gains a +2 circumstance bonus on its saving throw (if any) against the effect. You must be within long range (400 ft. + 40 ft./level) of your target and have line of effect to it to use the object in this manner.
   You may create one of these items per month, but you may not have more than one active at a time. When you create a new bound item, your previous one loses its power.

Spirit Domain Spells

  1. Bane: Enemies take -1 on attack rolls and saves against fear.
  2. Scare: Panics creatures of less than 6 HD.
  3. Bestow Curse: -6 to an ability score; -4 on attack rolls, saves, and checks; or 50% chance of losing each action.
  4. Death Ward: Grants immunity to death spells and negative energy effects.
  5. Enervation: Subject gains 1d4 negative levels.
  6. Magic JarF: Enables possession of another creature.
  7. Eyebite: Target becomes panicked, sickened, and comatose.
  8. Finger of Death: Kills one subject.
  9. Soul BindF: Traps newly dead soul to prevent resurrection.

Spite Domain (Heroes of Horror 126)

  Core Deities: None.
  Other Deities: Cas.

  Granted Power: Sympathetic strike. You can force opponents to take damage they have dealt you. Once per day, you can make a melee touch attack on the target, and deal damage equal to the damage the target dealt to you in the last round, to a maximum of 5 hp per divine caster level you possess.

Spite Domain Spells

  1. Bestow WoundM: Transfer 1 hp/level of wounds to another.
  2. Rage: Subjects gain +2 to STR and CON, +1 on Will saves, -2 to AC.
  3. Vampiric Touch: Touch deals 1d6/2 levels damage; caster gains damage as hp.
  4. Pronouncement of Fate: Impose a –4 penalty on an offender's attacks, damage, saves, and checks; target loses actions.
  5. Fire in the Blood: Your blood becomes a potent corrosive that burns attackers.
  6. Cloak of Hate: Target provokes hostile reactions, takes –10 penalty to Diplomacy checks.
  7. Pact of Return: If you die as you predict, you are resurrected instantly.
  8. Mantle of Pure Spite: Gain a cumulative DR 1/— and a cumulative +1 bonus on attacks, damage, and AC each time a foe strikes you.
  9. Imprison SoulMF: Traps soul in a small object; target takes 1d4 CON damage/day.

Storm Domain (Spell Compendium 280)

  Core Deities: Bahamut.
  Forgotten Realms Deities: Aerdrie Faenya, Anhur, Auril, Isis, Istishia, Talos, Umberlee.
  Other Deities: Procan.

  Granted Power: You gain resistance to electricity 5.

Storm Domain Spells

  1. Entropic Shield: Ranged attacks against you have 20% miss chance.
  2. Gust of Wind: Blows away or knocks down smaller creatures.
  3. Call Lightning: Calls down lightning bolts (3d6 per bolt) from sky.
  4. Sleet Storm: Hampers vision and movement.
  5. Ice Storm: Hail deals 5d6 damage in cylinder 40' across.
  6. Summon Monster VI*: Calls extraplanar creature to fight for you.
  7. Control Weather: Changes weather in local area.
  8. Whirlwind: Cyclone deals damage and can pick up creatures.
  9. Storm of Vengeance: Storm rains acid, lightning, and hail.
  10. *Air spell only.

Strength Domain (Player's Handbook 188)

  Core Deities: St. Cuthbert, Gruumsh, Kord, Pelor.
  Eberron Deities: Dol Dorn.
  Forgotten Realms Deities: Anhur, Bahgtru, Clangeddin Silverbeard, Garagos, Helm, Ilmater, Lathander, Loviatar, Malar, Tempus, Torm, Ulutiu, Uthgar.
  Other Deities: Azor'alq, None, Bralm, the Glutton, the Great Mother, Hruggek, Iallanis, Io, Llerg, Maglubiyet, Sekolah, Sixin, Surtr, Taiia, Tamara, Telchur, Thrym, Vaprak, Zarus, Zuoken.

  Granted Power (Su): 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 one round, and it is usable once per day.

Strength Domain Spells

  1. Enlarge Person: Humanoid creature doubles in size.
  2. Bull's Strength: Subject gains +4 to STR for 1 min./level.
  3. Magic Vestment: Armor or shield gains +1 enhancement/4 levels.
  4. Spell Immunity: Subject is immune to one spell per four levels.
  5. Righteous Might: Your size increases, and you gain combat bonuses.
  6. StoneskinM: Ignore 10 points of damage per attack.
  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, or crushes your foes.

Suffering Domain (Spell Compendium 280-281)

  Core Deities: None.
  Forgotten Realms Deities: Ilmater, Jergal, Kossuth, Loviatar, Talona, Yurtrus.
  Other Deities: None.

  Granted Power (Sp): You can use a pain touch once per day. Make a melee touch attack against a living creature, which bestows on that creature a -2 penalty to Strength and Dexterity for 1 minute on a successful attack. This ability does not affect creatures that have immunity to extra damage from critical hits.

Suffering Domain Spells

  1. Bane: Enemies take -1 on attack rolls and saves against fear.
  2. Bear's Endurance: Subject gains +4 to CON for 1 minute/level.
  3. Bestow Curse: -6 to an ability score; -4 on attack rolls, saves, and checks; or 50% chance of losing each action.
  4. Enervation: Subject gains 1d4 negative levels.
  5. Feeblemind: Subject's INT and CHA drop to 1.
  6. Harm: Deals 10 points/level damage to target.
  7. Eyebite: Target becomes panicked, sickened, and comatose.
  8. Symbol of PainM: Triggered rune wracks nearby creatures with pain.
  9. Horrid Wilting: Deals 1d6/level damage within 30'.

Summer Domain (Sandstorm 107-108)

  Core Deities: None.
  Other Deities: Aurifar, Ishtar, Kikanuti, Solanil, Zoser.

  Granted Power: You are considered a native of the waste for purposes of heat resistance (you have 1 level of protection). During the summer season, you gain a +2 bonus on all Wisdom-based skill checks.

Summer Domain Spells

  1. Impede Sun's Brilliance: Diminishes the heat and light of the sun in an area.
  2. Sunstroke: Target takes 2d6 nonlethal damage and is fatigued.
  3. Protection from Dessication: Absorb 10 points/level of dessication damage.
  4. Skin of the Cactus: Grants natural armor, thorns, and resistance to dehydration.
  5. Unearthly Heat: Target is subjected to unearthly heat for 1 round/level.
  6. Sunbeam: Beam blinds and deals 4d6 damage.
  7. Control Weather: Changes weather in local area.
  8. Sunburst: Blinds all within 80', deals 6d6 damage.
  9. Storm of Vengeance: Storm rains acid, lightning, and hail.

Summoner Domain (Spell Compendium 281)

  Core Deities: None.
  Other Deities: Beltar, Callarduran Smoothhands, Eadro, the Great Mother, Segojan Earthcaller, Skoraeus Stonebones, Trithereon.

  Granted Power: Add +2 to your caster level for all conjuration (summoning) or conjuration (calling) spells.

Summoner Domain Spells

  1. Summon Monster I: Calls extraplanar creature to fight for you.
  2. Summon Monster II: Calls extraplanar creature to fight for you.
  3. Summon Monster III: Calls extraplanar creature to fight for you.
  4. Planar Ally, LesserX: Exchange services with a 6 HD extraplanar creature.
  5. Summon Monster V: Calls extraplanar creature to fight for you.
  6. Planar AllyX: As lesser planar ally, but up to 16 HD.
  7. Summon Monster VII: Calls extraplanar creature to fight for you.
  8. Planar Ally, GreaterX: As lesser planar ally, but up to 24 HD.
  9. GateX: Connects two planes for travel or summoning.

Sun Domain (Player's Handbook 188)

  Core Deities: Ehlonna, Pelor.
  Eberron Deities: Dol Arrah.
  Forgotten Realms Deities: Horus-Re, Lathander.
  Other Deities: Annam, Atroa, Ayailla, Azor'alq, the Eternal Light, Hiatea, Iallanis, Pholtus, Skerrit, Taiia, Tamara.

  Granted Power (Su): 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 1d8/2 levels, more against undead.
  4. Fire Shield: Creatures attacking you take fire damage; you're protected from heat or cold.
  5. Flame Strike: Smite foes with divine fire (1d6/level damage).
  6. Fire Seeds: Acorns and berries become grenades and bombs.
  7. Sunbeam: Beam blinds and deals 4d6 damage.
  8. Sunburst: Blinds all within 80', deals 6d6 damage.
  9. Prismatic Sphere: As prismatic wall, but surrounds on all sides.

Temperance Domain (Dragon # 355 29-30)

  Core Deities: Ehlonna, Heironeous.
  Eberron Deities: Boldrei, Onatar.
  Forgotten Realms Deities: Clangeddin Silverbeard, Ilmater, Red Knight, Tyr, Urogalan.
  Other Deities: Rao, Skoraeus Stonebones.

  Granted Power: When you prepare spells you immediately heal 1 hit point per spell level of domain spells you still have prepared from the previous day. For example, if you did not cast your 2nd-level and 4th-level domain spells the previous day you heal back 6 hit points when preparing your spells.

Temperance Domain Spells

  1. Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject plus one per four levels.
  2. Calm Emotions: Calms creatures, negating emotion effects.
  3. Dispel Magic: Cancels magical spells and effects.
  4. Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
  5. AtonementFX: Removes burden of misdeeds from subject.
  6. Dispel Magic, Greater: As dispel magic, but up to +20 on check.
  7. Symbol of StunningM: Triggered rune stuns nearby creatures.
  8. Shield of LawM: +4 to AC, +4 resistance, and SR 25 against chaotic spells.
  9. Iron Body: Your body becomes living iron.

Temptation Domain (Fiendish Codex I 90)

  Core Deities: None.
  Other Deities: Graz'zt, Malcanthet, Pazuzu.

  Granted Power: Select a gender. As long as you wear no armor, you gain a +2 competence bonus on Charisma-based checks opposed by creatures of this gender. Furthermore, each save DC for any mind-affecting spells or abilities you use against this gender increases by 1.

Temptation Domain Spells

  1. Charm Person: Makes one person your friend.
  2. Beckoning Call: Lures target creature closer to you.
  3. Suggestion: Compels subject to follow stated course of action.
  4. Charm Monster: Makes monster believe it is your ally.
  5. Dominate Person: Controls humanoid telepathically.
  6. Suggestion, Mass: As suggestion, plus one/level subjects.
  7. Soul LinkM: Grants target a boon, allows monitoring, and establishes a telepathic link that enhances enchantments.
  8. SympathyM: Object or location attracts certain creatures.
  9. Dominate Monster: As dominate person, but any creature.

Thirst Domain (Sandstorm 108)

  Core Deities: None.
  Other Deities: Azul.

  Granted Power (Su): Rebuke or command oozes as an evil Cleric rebukes or commands undead. Use this ability a total number of times per day equal to 3 + your Charisma modifier. You also gain a +2 bonus on Constitution checks to resist dehydration.

Thirst Domain Spells

  1. Parching Touch: One touch/level deals 1d6 damage and possibly 1 CON damage.
  2. Desiccate: Deals 1d6/2 levels desiccation damage and dehydrates living creature.
  3. Tormenting Thirst: Subject is overwhelmed by thirst.
  4. Dispel Water: Cancels water spells and effects or dismisses water creatures.
  5. Desiccate, Mass: Desiccates several creatures.
  6. Symbol of ThirstM: Triggered rune overwhelms nearby creatures with thirst.
  7. Mephit Mob*: Summons multiple mephits.
  8. Horrid Wilting: Deals 1d6/level damage within 30'.
  9. Energy Drain: Subject gains 2d4 negative levels.
  10. *Dust, salt, or sulfur mephits only.

Time Domain (Spell Compendium 281)

  Core Deities: None.
  Forgotten Realms Deities: Grumbar, Labelas Enoreth.
  Other Deities: Cyndor, Chronepsis.

  Granted Power: You gain Improved Initiative as a bonus feat.

Time Domain Spells

  1. True Strike: +20 on your next attack roll.
  2. Gentle Repose: Preserves one corpse.
  3. Haste: One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves.
  4. Freedom of Movement: Subject moves normally despite impediments.
  5. PermanencyX: Makes certain spells permanent.
  6. ContingencyF: Sets trigger condition for another spell.
  7. Legend LoreMF: Learn tales about a person, place, or thing.
  8. Foresight: "Sixth sense" warns of impending danger.
  9. Time Stop: You act freely for 1d4+1 rounds.

Trade Domain (Spell Compendium 281)

  Core Deities: None.
  Forgotten Realms Deities: Abbathor, Nephthys, Shaundakul, Vergadain, Waukeen.
  Other Deities: Aasterinian, Mouqol.

  Granted Power (Sp): Once per day as a free action, you can use detect thoughts, affecting one subject and lasting a number of minutes equal to your Charisma bonus (minimum 1 minute).

Trade Domain Spells

  1. Message: Whispered conversation at a distance.
  2. GembombM: Gem becomes a bomb that deals 1d8 force damage/2 levels.
  3. Eagle's Splendor: Subject gains +4 CHA for 1 minute/level.
  4. Sending: Delivers short message anywhere, instantly.
  5. Fabricate: Transforms raw materials into finished items.
  6. True SeeingM: Lets you see all things as they really are.
  7. Mordenkainen's Magnificent MansionF: Door leads to extradimensional mansion.
  8. Mind Blank: Subject is immune to mental/emotional magic and scrying.
  9. Discern Location: Reveals exact location of creature or object.

Transformation Domain (Races of Eberron 180-181)

  Core Deities: None.
  Other Deities: None.
  Special: Any creature with the shapechanger subtype that does not worship a specific deity may select this domain as one of its domain choices.

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

Transformation Domain Spells

  1. Enlarge Person: Humanoid creature doubles in size.
  2. Alter Self: Assume form of a similar creature.
  3. Gaseous Form: Subject becomes insubstantial and can fly slowly.
  4. Involuntary Shapeshifting: If able to do so, target creature must change shape.
  5. Polymorph: Gives one willing subject a new form.
  6. Baleful Polymorph: Transforms subject into harmless animal.
  7. Doppelganger Transformation: You gain physical and mental bonuses.
  8. Polymorph Any Object: Changes any subject into anything else.
  9. ShapechangeF: Transforms you into any creature, and change forms once per round.

Travel Domain (Player's Handbook 188)

  Core Deities: Fharlanghn.
  Eberron Deities: Kol Korran, the Traveler.
  Forgotten Realms Deities: Akadi, Baervan Wildwanderer, Brandobaris, Fenmarel Mestarine, Gwaeron Windstrom, Hoar, Istishia, Kelemvor, Lliira, Marthammor Duin, Mielikki, Oghma, Sehanine Moonbow, Selûne, Sharess, Shaundakul, Tymora, Vhaeraun, Waukeen.
  Other Deities: Aasterinian, Celestian, Cyndor, Geshtai, Io, Lirr, Mouqol, Osprem, Procan, Rillifane Rallathil, Sixin, Taiia.

  Granted Power (Su): 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 spell freedom 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'
  4. Dimension Door: Teleports you short distance.
  5. Teleport: Instantly transports you as far as 100 miles/level.
  6. Find the Path: Shows most direct way to location.
  7. Teleport, Greater: As teleport, but no range limit and no off-target arrival.
  8. Phase Door: Creates an invisible passage through wood or stone.
  9. Astral ProjectionM: Projects you and companions onto Astral Plane.

Treachery Domain (Dragonlance Campaign Setting 104)

  Core Deities: None.
  Other Deities: Hiddukel.

  Granted Power: Once per day, when you attack a flat-footed opponent, you can deal additional damage equal to 1d6 per two Cleric levels you possess (round up, not down, in this case) with a single melee attack. You must declare that you are using this ability before making the attack, and if you miss the opponent that use of your power is wasted. Creatures immune to critical hits are also immune to this additional damage.

Treachery Domain Spells

  1. Undetectable Alignment: Conceals alignment for 24 hours.
  2. Eagle's Splendor: Subject gains +4 CHA for 1 minute/level.
  3. Bestow Curse: -6 to an ability score; -4 on attack rolls, saves, and checks; or 50% chance of losing each action.
  4. Glibness: Gain +30 on Bluff checks, and your lies can escape magical discernment.
  5. Magic JarF: Enables possession of another creature.
  6. Symbol of PersuasionM: Triggered rune charms nearby creatures.
  7. Eyebite: Target becomes panicked, sickened, and comatose.
  8. Trap the SoulMF: Imprisons subject within gem.
  9. Imprisonment: Entombs subject beneath the earth.

Trickery Domain (Player's Handbook 189)

  Core Deities: Boccob, Erythnul, Garl Glittergold, Kurtulmak, Lolth, Nerull, Olidammara, Tiamat.
  Eberron Deities: The Mockery, the Traveler.
  Forgotten Realms Deities: Abbathor, Akadi, Baravar Cloakshadow, Beshaba, Brandobaris, Cyric, Erevan Ilesere,Gargauth, Mask, Oghma, Sharess, Shargaas, Vergadain, Vhaeraun.
  Other Deities: Aasterinian, Diirinka, Hlal, Iuz, Linara, Maglubiyet, Memnor, Mouqol, Taiia, Xan Yae.

  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 1 min./level or until it attacks.
  3. NondetectionM: Hides subject from divination, scrying.
  4. Confusion: Subjects behave oddly for 1 round/level.
  5. False VisionM: Fools scrying with an illusion.
  6. Mislead: Turns you invisible and creates illusory double.
  7. Screen: Illusion hides area from vision, scrying.
  8. Polymorph Any Object: Changes any subject into anything else.
  9. Time Stop: You act freely for 1d4+1 rounds.

Truth Domain (Races of Eberron 181)

  Core Deities: None.
  Eberron Deities: Church of the Silver Flame, the Path of Light (il-Yannah).
  Other Deities: None.

  Granted Power: You gain a bonus on Sense Motive checks equal to your Cleric level. You cast divination spells at +1 caster level.

Truth Domain Spells

  1. Detect Thoughts: Allows "listening" to surface thoughts.
  2. Zone of Truth: Subjects within range cannot lie.
  3. See Invisibility: Reveals invisible creatures or objects.
  4. Discern Lies: Reveals deliberate falsehoods.
  5. True SeeingM: Lets you see all things as they really are.
  6. Force Shapechange: Forces shapechangers into natural form.
  7. Illusion Purge: Dispels illusions within 5'/level.
  8. Discern Location: Reveals exact location of creature or object.
  9. True Seeing, Mass: As true seeing, but affects multiple creatures.

Tyranny Domain (Spell Compendium 281)

  Core Deities: Gruumsh, Hextor, Tiamat, Vecna.
  Forgotten Realms Deities: Bane.
  Other Deities: The Great Mother, Hruggek, Ilsensine, Iuz, Maglubiyet, Merrshaulk, Sekolah.

  Granted Power: Add +1 to the save DC of any enchantment (compulsion) spell you cast.

Tyranny Domain Spells

  1. Command: One subject obeys selected command for 1 round.
  2. Enthrall: Captivates all within 100' + 10'/level.
  3. Discern Lies: Reveals deliberate falsehoods.
  4. Fear: Subjects within cone flee for 1 round/level.
  5. Command, Greater: As command, but affects one subject/level.
  6. Geas/Quest: As lesser geas, plus it affects any creature.
  7. Bigby's Grasping Hand: Large hand provides cover, pushes or grapples.
  8. Charm Monster, Mass: As charm monster, but all within 30'.
  9. Dominate Monster: As dominate person, but any creature.

Undead Domain (Dragon # 312 37)

  Core Deities: None.
  Other Deities: None.

  Granted Power (Su): You gain a +2 competence bonus on your turning checks to turn or rebuke undead.

Undead Domain Spells

  1. Chill Touch: One touch/level deals 1d6 damage and possibly 1 Str damage.
  2. Command Undead: Undead creature obeys your commands.
  3. Animate Dead: Creates undead skeletons and zombies.
  4. Halt Undead: Immobilizes undead for 1 round/level.
  5. Slay Living: Touch attack kills subject.
  6. Create UndeadM: Creates ghouls, ghasts, mummies or mohrgs.
  7. Undeath to Death: Slays 1d4 HD of undead creatures per caster level (max 20d4).
  8. Create Greater Undead: Create shadows, wraiths, spectres or devourers.
  9. Wail of the Banshee: Kills one creature/level.

Undeath Domain (Spell Compendium 281)

  Core Deities: None.
  Forgotten Realms Deities: Kiaransalee, Velsharoon.
  Other Deities: Afflux, Falazure, Orcus.

  Granted Power: You gain Extra Turning as a bonus feat.

Undeath Domain Spells

  1. Detect Undead: Reveals undead within 60'.
  2. DesecrateM Fills area with negative energy, making undead stronger.
  3. Animate Dead: Creates undead skeletons and zombies.
  4. Death Ward: Grants immunity to death spells and negative energy effects.
  5. Circle of Death: Kills 1d4/level HD of creatures.
  6. Create UndeadM: Creates ghouls, ghasts, mummies or mohrgs.
  7. Control Undead: Undead don't attack you while under your command.
  8. Create Greater Undead: Create shadows, wraiths, spectres or devourers.
  9. Energy Drain: Subject gains 2d4 negative levels.

Vile Darkness Domain (Lords of Madness 208)

  Core Deities: None.
  Other Deities: The Patient One.

  Granted Power: You gain the Blind-Fight feat.

Vile Darkness Domain Spells

  1. Darkvision: See 60' in total darkness.
  2. Darkbolt: Multiple bolts deal 2d8 damage and daze creatures.
  3. Deeper Darkness: Object sheds supernatural shadow in 60' radius.
  4. Damning Darkness: Darkness deals either 2d6 or 1d6 damage per round.
  5. Evard's Black Tentacles: Tentacles grapple all within 15' spread.
  6. Wall of Force: Wall is immune to damage.
  7. Shadow Walk: Step into shadow to travel rapidly.
  8. Utterdark: 100'/level radius of darkness that evil creatures can see through.
  9. Screen: Illusion hides area from vision, scrying.

War Domain (Player's Handbook 189)

  Core Deities: Corellon Larethian, Erythnul, Gruumsh, Heironeous, Hextor.
  Eberron Deities: Dol Arrah, Dol Dorn, the Mockery.
  Forgotten Realms Deities: Anhur, Arvoreen, Clangeddin Silverbeard, Deep Duerra, Gaerdal Ironhand, Garagos, Gorm Gulthyn, Haela Brightaxe, Ilneval, Laduguer, Red Knight, Selvetarm, Shevarash, Solonor Thelandira, Tempus, Tyr, Uthgar.
  Other Deities: Azor'alq, Beltar, Gelf Darkhearth, Hruggek, Joramy, Kaelthiere, Mayaheine, Panzuriel, Sekolah, Stronmaus, Surtr, Taiia, Thrym, Wastri, Xan Yae, Zarus, Zuoken.

  Granted Power: Free Martial Weapon Proficiency with deity's favored weapon (if necessary) and Weapon Focus feat with the deity's favored weapon.
  See this list for deities and their favored weapons.

War Domain Spells

  1. Magic Weapon: Weapon gains +1 bonus.
  2. Spiritual Weapon: Magical weapon attacks on its own.
  3. Magic Vestment: Armor or shield gains +1 enhancement/4 levels.
  4. Divine Power: You gain attack bonus, +6 to STR and 1 hp/level.
  5. Flame Strike: Smite foes with divine fire (1d6/level damage).
  6. Blade Barrier: Wall of blades deals 1d6/level damage.
  7. Power Word Blind: Blinds creature with 200 hp or less.
  8. Power Word Stun: Stuns creature with 150 hp or less.
  9. Power Word Kill: Kills one creature with 100 hp or less.

Warforged Domain (Faiths of Eberron 150)

  Core Deities: None.
  Eberron Deities: The Becoming God, Lord of Blades, Onatar.
  Other Deities: None.

  Granted Power (Su): Rebuke, command, or bolster construct 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.

Warforged Domain Spells

  1. Repair Light Damage: Repairs 1d8 + 1/level damage (max +5) to a construct.
  2. Construct Essence, Lesser: Grants a living construct qualities of the construct type.
  3. Stone ConstructM: Construct gains DR 10/adamantine.
  4. Repair Critical Damage: Repairs 4d8 + 1/level damage (max +20) for a construct.
  5. Construct Energy Ward, Greater: Construct gains immunity to specified energy type.
  6. Iron ConstructM: Construct gains DR 15/adamantine and takes half damage from acid and fire.
  7. Construct Essence, Mass Lesser: Grants many living constructs qualities of the construct type.
  8. Total Repair: Repairs 10/level damage to a construct.
  9. Summon Warforged Champion:: Summons a mighty warforged titan.

Water Domain (Player's Handbook 189)

  Core Deities: Obad-Hai.
  Eberron Deities: The Devourer.
  Forgotten Realms Deities: Auril, Eldath, Isis, Istishia, Sebek, Silvanus, Umberlee.
  Other Deities: Blibdoolpoolp, Beory, Deep Sashelas, Eadro, Geshtai, Osprem, Panzuriel, Procan, Semuanya, Taiia, Yeathan.

  Granted Power (Su): 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' across.
  6. Cone of Cold: 1d6/level cold damage.
  7. Acid Fog: Fog deals acid damage.
  8. Horrid Wilting: Deals 1d6/level damage within 30'.
  9. Elemental Swarm: Summons multiple elementals (Water only).

Wealth Domain (Spell Compendium 281)

  Core Deities: Garl Glittergold.
  Other Deities: Astilabor, Dallah Thaun, Io.

  Granted Power: Add Appraise to your list of Cleric class skills. You gain Skill Focus (Appraise) as a bonus feat.

Wealth Domain Spells

  1. Alarm: Wards an area for 2 hours/level.
  2. Obscure Object: Masks object against scrying.
  3. Glyph of WardingM: Inscription harms those who pass it.
  4. Detect Scrying: Alerts you of magical eavesdropping.
  5. Leomund's Secret ChestF: Hides expensive chest on Ethereal Plane; you can retrieve it at will.
  6. ForbiddanceM: Blocks planar travel, damages creatures of different alignment.
  7. Sequester: Subject is invisible to sight and scrying; renders creature comatose.
  8. Discern Location: Reveals exact location of creature or object.
  9. Antipathy: Object or location affected by spell repels certain creatures.

Weather Domain (Eberron Campaign Setting 108)

  Core Deities: Fharlanghn, Obad-Hai.
  Eberron Deities: Arawai, the Devourer.
  Forgotten Realms Deities: Aerdrie Faenya, Sheela Peryroyl, Solonor Thelandira.
  Other Deities: Beory, Geshtai, Hiatea, Osprem, Procan, Stronmaus.

  Granted Power: Your vision is unobstructed by nonmagical weather conditions. Add Survival to your list of Cleric class skills. You gain a +2 bonus on all weather-related Survival checks.

Weather Domain Spells

  1. Obscuring Mist: Fog surrounds you.
  2. Fog Cloud: Fog obscures vision.
  3. Call Lightning: Calls down lightning bolts (3d6 per bolt) from sky.
  4. Sleet Storm: Hampers vision and movement.
  5. Call Lightning Storm: As call lightning, but 5d6 damage per bolt.
  6. Control Winds: Change wind direction and speed.
  7. Control Weather: Changes weather in local area.
  8. Whirlwind: Cyclone deals damage and can pick up creatures.
  9. Storm of Vengeance: Storm rains acid, lightning, and hail.

Windstorm Domain (Spell Compendium 282)

  Core Deities: Bahamut.
  Other Deities: None.

  Granted Power: Inclement weather has less of an effect on you. Rain and snow don't 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

  1. Obscuring Mist: Fog surrounds you.
  2. Binding Winds: Air prevents subject from moving, hinders ranged attacks.
  3. Call Lightning: Calls down lightning bolts (3d6 per bolt) from sky.
  4. Ice Storm: Hail deals 5d6 damage in cylinder 40' across.
  5. Arc of Lightning: Line of electricity arcs between two creatures (1d6/level damage).
  6. Cloudwalkers: Subjects can fly outdoors at speed of 60'.
  7. Control Weather: Changes weather in local area.
  8. Whirlwind: Cyclone deals damage and can pick up creatures.
  9. Whirlwind, Greater: As whirlwind, but larger and more destructive.

Winter Domain (Frostburn 85)

  Core Deities: None.
  Other Deities: Aengrist, Auril, Hleid, Telchur.

  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.
  2. Snow Walk: Increase your speed and walk effortlessly on top of snow without leaving tracks or scent.
  3. Winter's Embrace: Subject takes 1d8 damage/round; can cause fatigue.
  4. Ice Storm: Hail deals 5d6 damage in cylinder 40' across.
  5. Blizzard: Temperature drops and powerful blizzard reduces visibility to zero.
  6. Death Hail: Summons a storm of death hail.
  7. Control Weather: Changes weather in local area.
  8. Summon Giants (Frost Giants Only): Summons outsider giants to fight for you.
  9. FimbulwinterX: Creates winter weather for miles around you that lasts for months.

Wrath Domain (Spell Compendium 282)

  Core Deities: St. Cuthbert, Erythnul, Gruumsh, Heironeous, Hextor, Kord, Lolth, Moradin, Tiamat.
  Eberron Deities: Balinor, the Fury.
  Forgotten Realms Deities: Anhur, Auril, Bahgtru, Bane, Beshaba, Clangeddin Silverbeard, Garagos, Hoar, Horus-Re, Kossuth, Loviatar, Malar, Selvetarm, Set, Shevarash, Talos, Tempest, Thard Harr, Tyr, Umberlee, Valkur, Yurtrus.
  Other Deities: Beltar, Incabulos, Joramy, Kharash, Llerg, Procan, Pyremius.

  Granted Power: Once per day, you can subtract a number of points from your Wisdom score equal to or less than your Cleric level. For every 2 points you subtract from your Wisdom score, add 1 point and add them to your Strength score. You suffer all the effects of reduced Wisdom, including access to spells and bonus spells, reduction of Will saves, and penalties on Wisdom-based skills. This trade between ability scores lasts for 1 round per Cleric level and cannot be ended prematurely.

Wrath Domain Spells

  1. Rhino's Rush: Next charge deals double damage.
  2. Bull's Strength: Subject gains +4 to STR for 1 min./level.
  3. Rage: Subjects gain +2 to STR and CON, +1 on Will saves, -2 to AC.
  4. Shout: Deafens all within cone and deals 5d6 sonic damage.
  5. Righteous Might: Your size increases, and you gain combat bonuses.
  6. Song of Discord: Forces targets to attack each other.
  7. Tenser's TransformationM: You gain combat bonuses.
  8. Shout, Greater: Devastating yell deals 10d6 sonic damage; stuns creatures, damages objects.
  9. Storm of Vengeance: Storm rains acid, lightning, and hail.

Zeal Domain (Dragon # 355 30)

  Core Deities: Corellon Larethian, St. Cuthbert, Heironeous, Hextor, Kord.
  Eberron Deities: Dol Arrah, Dol Dorn, the Silver Flame.
  Forgotten Realms Deities: Angharradh, Haela Brightaxe, Hanali Celanil, Lathander, Lurue, Torm.

  Granted Power: Once per day you may take 20 on a skill check without increasing the amount of time needed to make the check. You cannot take 20 on checks for which you cannot normally take 20 (such as Balance or Climb checks).

Zeal Domain Spells

  1. Bless: Allies gain +1 on attack rolls and saves against fear.
  2. ConsecrateM: Fills area with positive energy, making undead weaker and deathless stronger.
  3. Helping Hand: Ghostly hand leads subject to you.
  4. Dismissal: Forces a creature to return to native plane.
  5. CommuneX: Deity answers one yes-or-no question/level.
  6. Dispel Magic, Greater: As dispel magic, but up to +20 on check.
  7. Holy Word: Kills, paralyzes, slows, or deafens nongood subjects.
  8. Holy AuraF: +4 to AC, +4 resistance, and SR 25 against evil spells.
  9. MiracleX: Requests a deity's intercession.