Cleric Domains

Tetsubo

First Post
Is there a single list somewhere that has of the "official" cleric domains in it? Better yet, a database of all the domains themselves...
 

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I seriously doubt there is a free resource for all this information, as not all is open liscence. Only the Domains int he SRD are open material. Everything else you'll need the actual books, unless someone here has a full list and wishes to flirt with copyright laws.
 

Yeah and I think you need to define your scope of "official". The Dragon magazine has official content and sometimes there is clerical domain listed in there. So it would be really hard to only complie a listing of all the official domains.
 

I have a list of domains approved for Living Greyhawk, including seleted domains from PH, Complete Divine (CD), Races of Destiny (RD), Complete Warrior (CW), Dragonomicon, Libris Mortis, Frostburn, Sandstorm, and Races of the Wild (RW). This list contains only domains for deities listed in the Living Greyhawk campaign, but it's a large subset of the complete list you're looking for.

This list won't do you any good, really, unless you also have the books the domains are listed in, but it will help you review the domains to let you see if you want to buy the books.


CLERIC DOMAINS
This list includes only the domains listed in the LG Deities List, version 2.0. There are a few other domains that are not granted by any LG deity.

AIR DOMAIN
Granted Powers: 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.
*Cast as an air spell only.

ANIMAL DOMAIN
Granted Powers: 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-ft. field hedges out living creatures.
7 Animal Shapes: One ally/level polymorphs into chosen animal. FAQ
8 Summon Nature’s Ally VIII*: Calls creature to fight.
9 Shapechange F: Transforms you into any creature, and change forms once per round. PH Errata, LGCS Clarification, FAQ
*Can only summon animals.

CELERITY DOMAIN CD
Granted Power: Your land speed is faster than normal for your race by +10 feet. This benefit is lost if you are wearing medium or heavy armor or carrying a medium or heavy load.
Celerity Domain Spells
1 Expeditious Retreat: Your speed increases by 30 ft.
2 Cat's Grace: Subject gains +4 to Dex for 1 min./level. FAQ
3 Blur S: Attacks miss subject 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 fast.
7 Cat's Grace, Mass: As cat's grace, affects one subject/level.
8 Blink, Improved. As blink, but safer and with more control. CD
9 Time Stop S: You act freely for 1d4+1 rounds.

CHAOS DOMAIN
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-ft. radius and 10 min./level.
4 Chaos Hammer: Damages and staggers lawful creatures. PH Errata
5 Dispel Law: +4 bonus against attacks by lawful creatures.
6 Animate Objects: Objects attack your foes.
7 Word of Chaos S: Kills, confuses, stuns, or deafens nonchaotic subjects.
8 Cloak of Chaos F: +4 to AC, +4 resistance, SR 25 against lawful spells.
9 Summon Monster IX*: Calls extraplanar creature to fight for you.
*Cast as a chaos spell only.

CITY DOMAIN RD
Granted Power: Add Gather Information and Knowledge (local) to your list of cleric class skills.
City Domain Spells
1 Rooftop Strider: Move across uneven surfaces with ease. RD
2 City Lights: Absorb nearby light to release as blinding flare. RD
3 Winding Alleys: Trap foe in phantasmal maze. RD
4 Commune with City: Learn about city. RD
5 Skyline Runner: You can walk normally on any city surface. RD
6 City Stride: Teleport between two cities. RD
7 Urban Shield: City grants cover to you, not to enemies. RD
8 City’s Might: Gain enhancement to Str and Con, damage reduction, while in city. RD
9 Animate City: City structures attack, slow down enemies. RD

COLD DOMAIN CD
Granted Power: Turn or destroy fire creatures as a good cleric turns undead. You can also rebuke or command ice 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.
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 ft. 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. CD, Frostburn

COMMUNITY DOMAIN CD
Granted Power: Use calm emotions as a spell-like ability once per day. Gain +2 bonus on Diplomacy checks.
Community Domain Spells
1 Bless: Allies gain +1 attack and +1 on saves against fear.
2 Status: Monitors condition, position of allies.
3 Prayer: Allies gain +1 on most rolls, and enemies suffer -1.
4 Tongues S: Speak any language.
5 Rary's Telepathic Bond: Link lets allies communicate.
6 Heroes' Feast: Food for one creature/level cures and blesses.
7 Refuge: Alters item to transport its possessor to you. Costs 1,500 gp.
8 Mordenkainen's Magnificent Mansion: Door leads to extradimensional mansion.
9 Heal, Mass: As heal, but with several subjects.

COMPETITION DOMAIN CD
Granted Power: You relish the chance to prove yourself against your foes. As an extraordinary ability, you gain a +1 bonus on all opposed checks you make.
Competition Domain spells
1 Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.
2 Zeal: You move through foes to attack the enemy you want. CD
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. PH Errata,
6 Zealot Pact X: You automatically gain combat bonuses when you attack someone of opposite alignment. CD
7 Regenerate: Subject’s severed limbs grow back, cures 4d8 damage +1/level (max +35).
8 Moment of Precience: You gain insight bonus on single attack roll, check, or save CD
9 Visage of the Deity, Greater: As lesser visage of the deity, but you become half-celestial or half-fiendish. CD

COURAGE DOMAIN CW
Granted Power: You radiate an aura of courage that grants all allies within 10 feet (including yourself) a +4 morale bonus on saving throws against fear. This supernatural ability functions while you are conscious, but not if you are unconscious or dead.
Courage Domain Spells
1 Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.
2 Aid: +1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10).
3 Cloak of Bravery: You and your allies gain a bonus on saves against fear. CW
4 Heroism: Gives +2 on attack rolls, saves, skill checks.
5 Valiant Fury: +4 Str, Con; +2 Will saves; extra attack; cures 1d8 hp +1/level (max +20). CW
6 Heroes’ Feast: Food for one creature/level cures and grants combat bonuses.
7 Heroism, Greater: Gives +4 bonus on attack rolls, saves, skill checks; immunity to fear; temporary hp.
8 Lion’s Roar: Deals 1.8 points of damage per two levels to enemies; allies get +1 on attacks and saves against fear, plus temporary hit points. CW
9 Cloak of Bravery, Greater: You and your allies become immune to fear and get +2 bonus on attacks. CW

CREATION DOMAIN CD
Granted Power: 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 blesses.
7 Permanent Image: Includes sight, sound, and smell.
8 True Creation: As major creation, but permanent. CD
9 Pavilion of Grandeur: A feast and a great pavilion are created. CD

DEATH DOMAIN
Granted Power: 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 M: Creates undead skeletons and zombies. Costs 25 gp per HD.
4 Death Ward: Grants immunity to death spells and negative energy effects.
5 Slay Living: Touch attack kills subject.
6 Create Undead M: Create ghouls, ghasts, mummies, or mohrgs. Costs 50 gp per HD.
7 Finger of Death: Kills one subject. (replaces Destruction per LGCS)
8 Create Greater Undead M: Create shadows, wraiths, spectres, or devourers. Costs 50 gp per HD.
9 Wail of the Banshee S: Kills one creature/level.

DESTINY DOMAIN RD
Granted Power: Once per day as an immediate action, you can grant another visible, willing creature within 30 feet the ability to reroll an attack, save, ability check or skill check.
Destiny Domain Spells
1 Omen of Peril F: You know how dangerous the future will be. CD, RD
2 Augury M F: Learns whether an action will be good or bad.
3 Delay Death: Losing hit points doesn't kill subject. RD
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 X: You gain combat bonuses automatically when reduced to half hit points or lower. CD, RD
6 Warp Destiny: Reverse failed save or hit in combat. RD
7 Bestow Curse, Greater: As bestow curse, but more severe penalties. CD, RD
8 Moment of Prescience: You gain insight bonus on single attack roll, check, or save. CD
9 Choose Destiny: Gain two chances for success on every action. RD

DESTRUCTION DOMAIN
Granted Power: You gain the smite power, the supernatural ability to make a single melee attack with a +4 bonus on attack rolls and a bonus on damage rolls equal to your cleric level (if you hit). You must declare the smite before making the attack. This ability is usable once per day.
Destruction Domain Spells
1 Inflict Light Wounds: Touch attack, 1d8 damage +1/level (max +5).
2 Shatter: Sonic vibration damages objects or crystalline creatures.
3 Contagion: Infects subject with chosen disease.
4 Inflict Critical Wounds: Touch attack, 4d8 damage +1/level (max +20).
5 Inflict Light Wounds, Mass: Deals 1d8 damage +1/level to any creatures.
6 Harm: Deals 10 points/level damage to target. FAQ
7 Disintegrate: Makes one creature or object vanish.
8 Earthquake: Intense tremor shakes 80-ft.-radius.
9 Implosion: Kills one creature/round.

DOMINATION DOMAIN CD
Granted Power: You gain the Spell Focus (Enchantment) feat.
Domination Domain Spells
1 Command S: One subject obeys one-word command for 1 round.
2 Enthrall: Captivates all within 100 ft. + 10 ft./level.
3 Suggestion S: Compels subject to follow stated course of action.
4 Dominate Person: Controls humanoid telepathically.
5 Command, Greater S: As command, but affects one subject/level.
6 Geas/Quest: As lesser geas, plus it affects any creature.
7 Suggestion, Mass S: As suggestion, plus one/level subjects.
8 True Domination: As dominate person, but save at -4. CD
9 Monstrous Thrall: As dominate person, but permanent and affects any creature. CD

DRAGON DOMAIN Dragonomicon
Granted Power: Add Bluff and Intimidate to your list of class skills.
Dragon Domain Spells
1 Magic Fang: One natural weapon of subject creature gets +1 on attack and damage rolls.
2 Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.
3 Magic Fang, Greater: One natural weapon of subject creature gets +1/four levels on attack and damage rolls (max +5).
4 Voice of the Dragon: +10 on Bluff, Diplomacy, and Intimidate checks, can use one suggestion.
5 True Seeing M: Lets you see all things as they really are. Costs 250 gp.
6 Stoneskin M: Ignore 10 points of damage per attack. Costs 250 gp.
7 Dragon Ally X: Exchange services with a 18 HD dragon
8 Suggestion, Mass S: As suggestion, plus one subject/level.
9 Dominate Monster: As dominate person, but any creature.

DREAM DOMAIN CD
Granted Power: Because you have long delved into dreams and nightmares, you are immune to fear effects.
Dream Domain Spells
1 Sleep: Put 2d4 HD of creatures into comatose slumber.
2 Augury M F: 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. CD
7 Scrying, Greater F: As scrying, but faster and longer.
8 Power Word Stun S: Stuns creature with 150 hp or less.
9 Weird: As phantasmal killer, but affects all within 30 ft.

EARTH DOMAIN
Granted Power: Turn or destroy air creatures as a good cleric turns undead. Rebuke, command, or bolster earth creatures as an evil cleric rebukes undead. Use these abilities a total number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability.
Earth Domain Spells
1 Magic Stone: Three stones become +1 projectiles, 1d6 +1 damage.
2 Soften Earth and Stone: Turns stone to clay or dirt to sand or mud.
3 Stone Shape: Sculpts stone into any shape. PH Errata
4 Spike Stones: Creatures in area take 1d8 damage, may be slowed.
5 Wall of Stone: Creates a stone wall that can be shaped.
6 Stoneskin M: Ignore 10 points of damage per attack. Costs 250 gp.
7 Earthquake: Intense tremor shakes 80-ft.-radius.
8 Iron Body: Your body becomes living iron.
9 Elemental Swarm*: Summons multiple elementals.
*Cast as an earth spell only.

EVIL DOMAIN
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 Desecrate M: Fills area with negative energy, making undead stronger. Costs 25 gp and a vial of unholy water.
3 Magic Circle against Good: As protection spells, but 10-ft. 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 Undead M: Create ghouls, ghasts, mummies, or mohrgs. Costs 50 gp per HD.
7 Blasphemy S: Kills, paralyzes, weakens, or dazes nonevil subjects. PH Errata, FAQ
8 Unholy Aura F: +4 to AC, +4 resistance, SR 25 against good spells.
9 Summon Monster IX*: Calls extraplanar creature to fight for you.
*Cast as an evil spell only.

FIRE DOMAIN
Granted Power: Turn or destroy water creatures as a good cleric turns undead. Rebuke, command, or bolster fire creatures as an evil cleric rebukes undead. Use these abilities a total number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability.
Fire Domain Spells
1 Burning Hands: 1d4/level fire damage (max 5d4).
2 Produce Flame: 1d6 damage +1/ level, 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 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 damage +1/level.
5 Fire Shield: Creatures attacking you take fire damage; you’re protected from heat or cold.
6 Fire Seeds: Acorns and berries become grenades and bombs.
7 Fire Storm: Deals 1d6/level fire damage.
8 Incendiary Cloud: Cloud deals 4d6 fire damage/round.
9 Elemental Swarm**: Summons multiple elementals.
*Resist cold or fire only.
**Cast as a fire spell only.

FORCE DOMAIN CD
Granted Power: By manipulating cosmic forces of destruction, once per day the cleric can reroll any damage roll (for a weapon, a spell, or an ability) and take the better of the two rolls. This granted power is considered a supernatural ability.
Force Domain Spells
1 Mage Armor: Gives subject a +4 armor bonus, 1 hour/level.
2 Magic Missile: 1d4+1 damage; +1 missile/two levels above 1st (max 5). FAQ
3 Blast of Force: Ranged touch attack deals 1d6 force damage/two levels (max 5d6); may knock down opponent. CD
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 Forcecage M: Cube of force imprisons all inside. Costs 1,500 gp.
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.

GLORY DOMAIN CD
Granted Power: 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 gains +1 bonus.
3 Searing Light: Ray deals 1d8/two levels, more against undead.
4 Holy Smite: Damages and blinds evil creatures. FAQ
5 Holy Sword: Weapon become +5, does double damage against evil.
6 Bolt of Glory: Ray deals 1d8/2 levels, more against undead. CD
7 Sunbeam: Beam blinds and deals 3d6 damage.
8 Crown of Glory: Gain +4 Cha and enthralls subjects. CD
9 Gate X: Connects two planes for travel or summoning. LGCS Clarification

GOOD DOMAIN
Granted Power: You cast good spells at +1 caster level.
Good Domain Spells
1 Protection from Evil: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
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-ft. radius and 10 min./level.
4 Holy Smite: Damages and blinds evil creatures. FAQ
5 Dispel Evil: +4 bonus against attacks by evil creatures.
6 Blade Barrier: Wall of blades deals 1d6/level damage. FAQ
7 Holy Word F, S: Kills, paralyzes, slows, or deafens nongood subjects.
8 Holy Aura F: +4 to AC, +4 resistance, and SR 25 against evil spells.
9 Summon Monster IX*: Calls extraplanar creature to fight for you.
*Cast as a good spell only.

GREED DOMAIN Dragonomicon
Granted Power: +2 competence bonus on Appraise, Open Locks, and Sleight of Hand checks.
Greed Domain Spells
1 Cheat: Caster rerolls when determining the success of a game of chance. Dragonomicon
2 Entice Gift: Subject gives caster what it's holding. Dragonomicon
3 Knock S: Opens locked or magically sealed door.
4 Fire Trap M: Opened object deals 1d4 +1/level damage. Costs 25 gp.
5 Fabricate: Transforms raw materials into finished items. LGCS Clarification
6 Guards and Wards: Array of magic effects protect area.
7 Teleport Object S: As teleport, but affects a touched object.
8 Phantasmal Thief: Creates an unseen force that steals from others. Dragonomicon
9 Sympathy M: Object or location attracts certain creatures. Costs 1,500 gp.

HEALING DOMAIN
Granted Power: You cast healing spells at +1 caster level.
Healing Domain Spells
1 Cure Light Wounds: Cures 1d8 damage +1/level (max +5). FAQ
2 Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10). FAQ
3 Cure Serious Wounds: Cures 3d8 damage +1/level (max +15). FAQ
4 Cure Critical Wounds: Cures 4d8 damage +1/level (max +20). FAQ
5 Cure Light Wounds, Mass: Cures 1d8 damage +1/level (max +25) for many creatures. FAQ
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 (max +35).
8 Cure Critical Wounds, Mass: Cures 4d8 damage +1/level (max +40) for many creatures. FAQ
9 Heal, Mass: As heal, but with several subjects.

HUNGER DOMAIN Libris Mortis
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. Libris Mortis
2 Ghoul Glyph: Glyph wards area, paralyzes victims. Libris Mortis
3 Ghoul Gesture: Ray paralyzes target. Libris Mortis
4 Enervation: Subject gains 1d4 negative levels. FAQ
5 Ghoul Gauntlet: Converts victim to a ghoul under your control. Libris Mortis
6 Eyes of the King: Summons fiendish dire bats. Libris Mortis
7 Field of Ghouls: Transforms dying creatures into ghouls. Libris Mortis
8 Bite of the King: Swallow enemies whole. Libris Mortis
9 Energy Drain: Subject gains 2d4 negative levels.

KNOWLEDGE DOMAIN
Granted Power: Add all Knowledge skills to your list of cleric class skills.
You cast divination spells at +1 caster level.
Knowledge Domain Spells
1 Detect Secret Doors: Reveals hidden doors within 60 ft.
2 Detect Thoughts: Allows “listening” to surface thoughts.
3 Clairaudience/Clairvoyance: Hear or see at a distance for 1 min./level.
4 Divination M: Provides useful advice for specific proposed actions. Costs 25 gp.
5 True Seeing M: Lets you see all things as they really are. Costs 250 gp.
6 Find the Path: Shows most direct way to a location.
7 Legend Lore M F: Lets you learn tales about a person, place, or thing. Costs 250 gp.
8 Discern Location: Reveals exact location of creature or object.
9 Foresight: “Sixth sense” warns of impending danger.

INQUISITION DOMAIN CD
Granted Power: Gain a +4 bonus on all 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 Seeing: See all things as they really are. Costs 250 gp.
6 Geas/Quest: As lesser geas, plus it affects any creature.
7 Dictum S: Kills, paralyzes, weakens, or dazes nonlawful subjects.
8 Holy Aura F: +4 AC, +4 resistance, and SR 25 against evil spells.
9 Trap the Soul: Imprisons subject within gem.

LAW DOMAIN
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-ft. 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 S: Kills, paralyzes, slows, or deafens nonlawful subjects.
8 Shield of Law F: +4 to AC, +4 resistance, and SR 25 against chaotic spells.
9 Summon Monster IX*: Calls extraplanar creature to fight for you.
*Cast as a law spell only.

LIBERATION DOMAIN CD
Granted Power: You gain a +2 morale bonus on all saving throws against enchantment spells or effects.
Liberation Domain Spells
1 Omen of Peril: You know how dangerous the future will be. CD, RD
2 Undetectable Alignment: Conceals alignment for 24 hours.
3 Rage: Gives +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 subjcts from enchantments, alterations, curses, and petrification.
6 Dispel Magic, Creater: As dispel magic, but up to +20 on check.
7 Refuge: Alters item to transport its possessor to you. Costs 1,500 gp.
8 Mind Blank: Subject is immune to mental/emotional magic and scrying.
9 Unbinding: Destroys binding spells within 180 ft. CD

LUCK DOMAIN
Granted Power: You gain the power of good fortune, which is usable once per day. This extraordinary ability allows you to reroll one roll that you have just made before the DM declares whether the roll results in success or failure. You must take the result of the reroll, even if it’s worse than the original roll.
Luck Domain Spells
1 Entropic Shield: Ranged attacks against you have 20% miss chance.
2 Aid: +1 on attack rolls, +1 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 subjects from enchantments, alterations, curses, and petrification.
6 Mislead: Turns you invisible and creates illusory double. FAQ
7 Spell Turning: Reflect 1d4+6 spell levels back at caster. PH Errata
8 Moment of Prescience: You gain insight bonus on single attack roll, check, or save.
9 Miracle X: Requests a deity’s intercession. LGCS Clarification

MADNESS DOMAIN CD
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 before the check or save is rolled.
Madness Domain Spells
1 Random Action: One creature acts randomly for one round.
2 Touch of Madness: Dazes one creature for 1 round/level. CD-NPC Only
3 Rage: Gives +4 Str, +4 Con, +2 morale bonus on Will saves.
4 Confusion: Makes subject behave oddly for 1 round/level.
5 Bolts of Bedevilment: One ray/round, dazes 1d3 rounds. CD
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. CD
9 Weird: As phantasmal killer, but affects all within 30 ft.
Note: This is the Madness Domain presented in the Complete Divine sourcebook. It is different from the domain of the same name listed in the LG Deities List, v1.3. It’s not completely clear which one should be used.

MAGIC DOMAIN
Granted Power: Use scrolls, wands, and other devices with spell completion or spell trigger activation as a wizard of one-half your cleric level (at least 1st level). For the purpose of using a scroll or other magic device, if you are also a wizard, actual wizard levels and these effective wizard levels stack.
Magic Domain Spells
1 Nystul’s Magic Aura: Alters object’s magic aura.
2 Identify: Determines properties of magic item. Costs 100 gp. FAQ
3 Dispel Magic: Cancels magical spells and effects. PH Errata, FAQ
4 Imbue with Spell Ability: Transfer spells to subject.
5 Spell Resistance: Subject gains SR 12 + level.
6 Antimagic Field: Negates magic within 10 ft. FAQ
7 Spell Turning: Reflect 1d4+6 spell levels back at caster. PH Errata
8 Protection from Spells M F: Confers +8 resistance bonus.
9 Mordenkainen’s Disjunction S: Dispels magic, disenchants magic items.

MIND DOMAIN CD
Granted Power: Gain a +2 bonus on Bluff, Diplomacy, and Sense Motive checks.
Mind Domain Spells
1 Comprehend Languages: Understands all spoken and written languages.
2 Detect Thoughts: Allows "listening" to surface thoughts.
3 Rary’s Telepathic Bond, Lesser: As Rary's telepathic bond, but you and one other creature. CD
4 Discern Lies: Reveals deliberate falsehoods.
5 Rary's Telepathic Bond: Link lets allies communicate.
6 Probe Thoughts: You sift through thoughts, learning the answer to one question/round. CD, CD Errata
7 Brain Spider: Listen to thoughts of up to eight other creatures. CD
8 Mind Blank: Subject is immune to mental/emotional magic and scrying.
9 Weird: As phantasmal killer, but affects all within 30 ft.

MYSTICISM DOMAIN CD
Granted Power: You apply your Charisma modifier (if positive) as a bonus on all saving throws. If you already have this ability (for example, because you are a paladin), you add +1 to the bonus.
Mysticism Domain Spells
1 Divine Favor: You gain attack, damage bonus, +1/three levels, +3 max. PH Errata,
2 Spiritual Weapon: Magical weapon attacks on its own.
3 Visage of the Deity, Lesser: Your form becomes more like your deity's. CD
4 Weapon of the Deity: +1 to your weapon's attack and damage, plus a special ability. CD, LGCS Clarification
5 Righteous Might: Your size increases, and you gain combat bonuses. PH Errata,
6 Visage of the Deity: As lesser visage of the deity, but you get celestial or fiendish qualities: CD
7 Blasphemy/Holy Word S: Kills, paralyzes, weakens, or dazes nonevil/nongood creatures. PH Errata, FAQ
8 Holy Aura/Unholy Aura F: +4 AC, +4 resistance, and SR 25 against evil spells.
9 Visage of the Deity, Greater: As lesser visage of the deity, but you become half-celestial or half-fiendish. CD

NOBILITY DOMAIN CW
Granted Power: You have the spell-like ability to inspire allies, giving them a +2 morale bonus on saving throws, attack and damage rolls, ability checks, and skill checks. Allies must be able to hear you speak for 1 round. Using this ability is a standard action. It lasts a number of rounds equal to your Charisma bonus and can be used once per day.
Nobility Domain Spells
1 Divine Favor: You gain +1 per three levels on attack and damage rolls, +3 max. PH Errata,
2 Enthrall: Captivates all within 100 ft. + 10 ft./level.
3 Magic Vestment: Armor or shield gains +1 enhancement per four levels.
4 Discern Lies: Reveals deliberate falsehoods.
5 Command, Greater S: 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.

ORACLE DOMAIN CD
Granted Power: You cast divination spells at +2 caster levels.
Oracle Domain Spells
1 Identify M: Determines properties of magic item. Costs 100 gp. FAQ
2 Augury M F: Learns whether an action will be good or bad.
3 Divination M: Provides useful advice for specific proposed actions. Costs 25 gp.
4 Scrying F: Spies on subject from a distance. PH Errata, FAQ
5 Commune X: Deity answers one yes-or-no question/level.
6 Legend Lore M F: Lets you learn tales about a person, place, or thing. Costs 250 gp.
7 Scrying, Greater: As scrying, but faster and longer.
8 Discern Location: Reveals exact location of creature or object.
9 Foresight: “Sixth sense” warns of impending danger.

PACT DOMAIN CD
Granted Power: Add Appraise, Intimidate, and Sense Motive to your list of cleric class skills.
Pact Domain Spells
1 Command S: One subject obeys one-word command for 1 round.
2 Shield Other F: You take half of subject’s damage.
3 Speak with Dead: Corpse answers one question/two levels. FAQ
4 Divination M: Provides useful advice for specific proposed actions. Costs 25 gp.
5 Stalwart Pact X: You gain combat bonuses automatically when reduced to half hit points or lower. CD, RD
6 Zealot Pact X: You automatically gain combat bonuses when you attack someone of opposite alignment. CD
7 Renewal Pact X: Creature is automatically healed if adverse condition affects it. CD
8 Death Pact X: Deity brings you back from the dead automatically. CD
9 Gate X: Connects two planes for travel or summoning. LGCS Clarification

PESTILENCE DOMAIN CD
Granted Power: Immunity to the effects of all diseases, though clerics with this power can still carry infectious diseases.
Pestilence Domain Spells
1 Doom: One subject suffers -2 on attacks, damage, saves, and checks.
2 Summon Monster II: Calls outsider to fight for you.
3 Contagion: Infects subject with chosen disease.
4 Poison: Touch deals 1d10 Con damage, repeats in 1 min.
5 Plague of Rats: Summons horde of diseased rats: CD, CD Errata
6 Curse of Lycanthropy: Causes temporary lycanthropy in subject. CD-NPC Only
7 Scourge: Inflicts a disease that must be magically cured, one subject/level. CD
8 Create Greater Undead: Mummies, spectres, vampires, or ghosts. Costs 50 gp per HD.
9 Otyugh Swarm: Creates 3d4 otyughs or 1d3+1 Huge otyughs. CD-NPC Only

PLANT DOMAIN
Granted Powers: Rebuke or command plant creatures as an evil cleric rebukes or commands undead. Use this ability a total number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability.
Add Knowledge (nature) to your list of cleric class skills.
Plant Domain Spells
1 Entangle: Plants entangle everyone in 40-ft.-radius.
2 Barkskin: Grants +2 (or higher) enhancement to natural armor.
3 Plant Growth: Grows vegetation, improves crops.
4 Command Plants S: Sway the actions of one or more plant creatures.
5 Wall of Thorns: Thorns damage anyone who tries to pass.
6 Repel Wood: Pushes away wooden objects.
7 Animate Plants S: 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.

PROTECTION DOMAIN
Granted Power: 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 Other F: 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 SR 12 + level.
6 Antimagic Field: Negates magic within 10 ft. FAQ
7 Repulsion: Creatures can’t approach you.
8 Mind Blank: Subject is immune to mental/emotional magic and scrying.
9 Prismatic Sphere S: As prismatic wall, but surrounds on all sides.

PURIFICATION DOMAIN CD
Granted Power: You may use a death touch once per day. You must succeed on a melee touch attack against a living creature (using the rules for touch spells). When you touch, roll 1d6 per cleric level you possess. If the total at least equals the creature's current hit points, it dies (no save). The death touch is a supernatural ability that produces a death effect.
Purification Domain Spells
1 Nimbus of Light: Sunlight illuminates you until released as an attack for 1d8 +1/level damage. CD
2 Deific Vengeance: God's punishment deals 1d6 damage/two caster levels (max 5d6). CD
3 Recitation: Your allies get bonus on attacks and saves, and your foes get penalties. CD
4 Castigate: Verbal rebuke deafens all who hear and damages those whose alignment differs from yours. CD
5 Dance of the Unicorn: Purifying mist washes the air clean of smoke, dust and poisons. CD
6 Fires of Purity: Target bursts into magical flame, becomes a dangerous weapon. CD
7 Righteous Wrath of the Faithful: Your allies get bonuses, especially if they worship your deity. CD, CD Errata
8 Sunburst: Blinds all within 10 ft., deals 6d6 damage.
9 Visage of the Deity: As lesser visage of the deity, but you become celestial or fiendish. CD

REPOSE DOMAIN Sandstorm
Granted Power: You may use a death touch once per day. You must succeed on a melee touch attack against a living creature (using the rules for touch spells). When you touch, roll 1d6 per cleric level you possess. If the total at least equals the creature's current hit points, it dies (no save). The death touch is a supernatural ability that produces a death effect.
Repose Domain Spells
1 Deathwatch: Reveals how near death subjects within 30 ft. are.
2 Gentle Repose: Preserves one corpse.
3 Speak with Dead: Corpse answers one question/two levels.
4 Discern Lies: Reveals deliberate falsehoods.
5 Command, Greater: As command, but affects one subject/level.
6 Undeath to Death: Destroys 1d4 HD/level undead (max 20d4).
7 Destruction: Kills subject and destroys remains.
8 Surelife: Protects you from death due to hazards. Sandstorm
9 Wail of the Banshee: Kills one creature/level.

RUNE DOMAIN Sandstorm
Granted Power: You gain scribe scroll as a bonus feat.
Rune Domain Spells
1 Erase: Mundane or magical writing vanishes.
2 Secret Page: Changes one page to hide its real content.
3 Glyph of Warding M: Inscription harms those who pass it. Costs 200 gp.
4 Explosive Runes: Deals 6d6 damage when read.
5 Planar Binding: (Please e-mail Ken Jenks) Sandstorm
6 Glyph of Warding, Greater M: As glyph of warding, but up to 10d8 damage or 6th-level spell. Costs 400 gp.
7 Drawmij's Instant Summons M: Prepared object appears in your hand. Costs 1,000 gp. LGCS Clarification
8 Transcribe Symbol: (Please e-mail Ken Jenks) Sandstorm
9 Teleportation Circle M S: Circle teleports any creature inside to designated spot. Costs 1,000 gp.

SKY DOMAIN RW
Granted Power: Your fly speed (or glide speed) improves by 5 feet. Add Spot to your list of cleric class skills.
Sky Domain Spells
1 Raptor's Sight: Gain +5 on Spot checks, range increment. RW
2 Summon Dire Hawk: Summons dire hawk to serve you. RW
3 Enduring Flight S: Carry medium loads at full fly speed; fly duration is doubled. RW
4 Aerial Alacrity S: +30 ft. fly speed, +1 AC and Reflex saves while flying. RW
6 Wind Walk: You and your allies turn vaporous and travel fast.
7 Reverse Gravity: Objects and creatures fall upward.
8 Mastery of the Sky S: Gain +2 on all attack rolls and damage while airborne; maneuverability becomes perfect; foes incur penalties against you. RW
9 Summon Devoted Roc: Summons powerful roc to serve you. RW

STRENGTH DOMAIN
Granted Power: You can perform a feat of strength as a supernatural ability. You gain an enhancement bonus to Strength equal to your cleric level. Activating the power is a free action, the power lasts 1 round, and it is usable once per day.
Strength Domain Spells
1 Enlarge Person: Humanoid creature doubles in size.
2 Bull’s Strength: Subject gains +4 to Str for 1 min./level.
3 Magic Vestment: Armor or shield gains +1 enhancement per four levels.
4 Spell Immunity: Subject is immune to one spell per four levels.
5 Righteous Might: Your size increases, and you gain combat bonuses. PH Errata,
6 Stoneskin M: Ignore 10 points of damage per attack. Costs 250 gp.
7 Bigby's Grasping Hand: Large hand provides cover, pushes, or grapples.
8 Bigby's Clenched Fist: Large hand provides cover, pushes, or attacks your foes.
9 Bigby's Crushing Hand: Large hand provides cover, pushes, or crushes your foes.

SUMMER DOMAIN Sandstorm
(Please e-mail Ken Jenks)

SUMMONER DOMAIN CD
Granted Power: Add +2 to your caster level for all Conjuration (summoning) or Conjuration (calling) spells.
Summoner Domain Spells
1 Summon Monster I: Calls outsider to fight for you.
2 Summon Monster II: Calls outsider to fight for you.
3 Summon Monster III: Calls outsider to fight for you.
4 Planar Ally, Lesser X: Exchange services with a 6 HD extraplanar creature. LGCS Clarification
5 Summon Monster V: Calls outsider to fight for you.
6 Planar Ally: As lesser planar ally, but up to 16 HD. LGCS Clarification
7 Summon Monster VII: Calls outsider to fight for you.
8 Greater Planar Ally: As lesser planar ally, but up to 24 HD. LGCS Clarification
9 Gate X: Connects two planes for travel or summoning. LGCS Clarification

SUN DOMAIN
Granted Power: Once per day, you can perform a greater turning against undead in place of a regular turning. The greater turning is like a normal turning except that the undead creatures that would be turned are destroyed instead.
Sun Domain Spells
1 Endure Elements: Exist comfortably in hot or cold environments.
2 Heat Metal: Make metal so hot it damages those who touch it.
3 Searing Light: Ray deals 1d8/two levels, more against undead.
4 Fire Shield: Creatures attacking you take fire damage; 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.
9 Prismatic Sphere S: As prismatic wall, but surrounds on all sides.

TRAVEL DOMAIN
Granted Powers: For a total time per day of 1 round per cleric level you possess, you can act normally regardless of magical effects that impede movement as if you were affected by the 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 ft.
4 Dimension Door S: Teleports you short distance.
5 Teleport S: Instantly transports you as far as 100 miles/level.
6 Find the Path: Shows most direct way to a location.
7 Teleport, Greater S: As teleport, but no range limit and no off-target arrival.
8 Phase Door S: Creates an invisible passage through wood or stone.
9 Astral Projection M: Projects you and companions onto Astral Plane. Costs 1,000 gp, plus 5 gp/person.

TRICKERY DOMAIN
Granted Power: Add Bluff, Disguise, and Hide to your list of cleric class skills.
Trickery Domain Spells
1 Disguise Self: Disguise own appearance.
2 Invisibility: Subject invisible 1 min./level or until it attacks.
3 Nondetection M: Hides subject from divination, scrying. Costs 50 gp.
4 Confusion: Subjects behave oddly for 1 round/level.
5 False Vision M: Fools scrying with an illusion. Costs 250 gp.
6 Mislead: Turns you invisible and creates illusory double. FAQ
7 Screen: Illusion hides area from vision, scrying.
8 Polymorph Any Object: Changes any subject into anything else. PH Errata, LGCS Clarification, FAQ
9 Time Stop S: You act freely for 1d4+1 rounds.

TYRANNY DOMAIN CW
Granted Power: Add +1 to the save DC of any compulsion spell you cast.
Tyranny Domain Spells
1 Command S: One subject obeys selected command for 1 round.
2 Enthrall: Captivates all within 100 ft. + 10 ft./level.
3 Discern Lies: Reveals deliberate falsehoods.
4 Fear: Subjects within cone flee for 1 round/level.
5 Command, Greater S: As command, but affects one subject/level.
6 Geas/Quest: As lesser geas, plus it affects any creature.
7 Bigby's Grasping Hand: Hand provides cover, pushes, or grapples.
8 Charm Monster, Mass: As charm monster, but all within 30 ft.
9 Dominate Monster: As dominate person, but any creature.

WAR DOMAIN
Granted Power: Free Martial Weapon Proficiency with deity’s favored weapon (if necessary) and Weapon Focus with the deity’s favored weapon.
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 per four 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. FAQ
7 Power Word Blind S: Blinds creature with 200 hp or less.
8 Power Word Stun S: Stuns creature with 150 hp or less.
9 Power Word Kill S: Kills creature with 100 hp or less.

WATER DOMAIN
Granted Power: Turn or destroy fire creatures as a good cleric turns undead. Rebuke, command, or bolster water creatures as an evil cleric rebukes undead. Use these abilities a total number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability.
Water Domain Spells
1 Obscuring Mist: Fog surrounds you.
2 Fog Cloud: Fog obscures vision.
3 Water Breathing: Subjects can breathe underwater.
4 Control Water: Raises or lowers bodies of water.
5 Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.
6 Cone of Cold: 1d6/level cold damage.
7 Acid Fog: Fog deals acid damage.
8 Horrid Wilting: Deals 1d6/level damage within 30 ft.
9 Elemental Swarm*: Summons multiple elementals.
*Cast as a water spell only.

WEATHER DOMAIN CD
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.
Weather Domain Spells
1 Obscuring Mist: Fog surrounds you.
2 Gust of Wind: Blows away or knocks down smaller creatures.
3 Call Lightning: Calls down lightning bolts (3d6 per bolt) from sky. FAQ
4 Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.
5 Binding Winds: Air prevents target from moving, hinders ranged attacks. CD
6 Cloudwalkers: Targets can walk on clouds, flying at high altitudes. CD
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. CD

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

Edit: Fixed Mind domain, minor typo
 
Last edited:

kjenks said:
MIND DOMAIN CD
Granted Power: Gain a +2 bonus on Bluff, Diplomacy, and Sense Motive checks.
Mysticism Domain Spells
1 Comprehend Languages:

There's a little mistake there (see bold).
Otherwise, thanks for the great list!

-Tatsu
 

I'm also missing the Summer domain (Sandstorm) and spell descriptions for two spells from the Rune domain (Sandstorm).
 



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