Updating
Opal the Sun Dragon Working Draft.
When they're all the domains, it's literally ALL OF THEM, not a selection.
It's perfectly legal to have a dragon be able to cast cleric list spells as arcane spells and NOT give it domains, so it might have been deliberate.
Or we just forgot.
I'd give him druid spells too. He is Lord of the Neutral Dragons after all, and what's more neutral in D&D than a Druid?
Putting together the above would make:
Spells: Opal is a 20th-level sorcerer and a 20th-level cleric. He can cast cleric spells and spells from cleric domains as arcane spells and can also cast druid spells as arcane spells or cleric spells. Opal has access to
all the domains available to the neutral dragons he rules (For the amber, jacinth, jade, moonstone, Mystaran jade, Mystaran onyx, and pearl dragons, these are Animal, Charm, Darkness, Healing, Knowledge, Luck, Plant, Trickery, Water and Weather). In his natural form, Opal can cast his spells with but a word.
Let's see:
Amber Dragon—No Domains, but can cast druid spells as arcane spells.
REVISED to Plant and Travel
Jacinth Dragon—No Domains?
REVISED to Charm, Magic, and Sun
Jade Dragon—Plant and Trickery
Moonstone Dragon—Healing and Knowledge
Mystaran Jade Dragon—Charm, Knowledge, and Plant
Mystaran Onyx Dragon—Animal, Darkness, and Water
Pearl Dragon—Luck and Weather
I'll fill in the Domain Lists later:
Opal the Sun Dragon Domains
1st level—Animal, Charm, Darkness, Healing, Knowledge, Luck, Magic, Plant, Sun, Travel, Trickery, Water, Weather.
Domain Spells—
calm animals,
charm person,
obscuring mist,
cure light wounds,
detect secret doors,
entropic shield,
magic aura,
entangle,
endure elements,
longstrider,
disguise self,
obscuring mist,
obscuring mist.
2nd level—Animal, Charm, Darkness, Healing, Knowledge, Luck, Magic, Plant, Sun, Travel, Trickery, Water, Weather.
Domain Spells—
hold animal,
calm emotions,
blindness,
cure moderate wounds,
detect thoughts,
aid,
identify,
barkskin,
heat metal,
locate object,
invisibility,
fog cloud,
fog cloud.
3rd level—Animal, Charm, Darkness, Healing, Knowledge, Luck, Magic, Plant, Sun, Travel, Trickery, Water, Weather.
Domain Spells—
dominate animal,
suggestion,
blacklight,
cure serious wounds,
clairaudience/clairvoyance,
protection from energy,
dispel magic,
plant growth,
searing light,
fly,
nondetection,
water breathing,
call lightning.
4th level—Animal, Charm, Darkness, Healing, Knowledge, Luck, Magic, Plant, Sun, Travel, Trickery, Water, Weather.
Domain Spells—
summon nature's ally IV ¹,
heroism,
armor of darkness,
cure critical wounds,
divination,
freedom of movement,
imbue with spell ability,
command plants,
fire shield,
dimension door,
confusion,
control water,
sleet storm.
5th level—Animal, Charm, Darkness, Healing, Knowledge, Luck, Magic, Plant, Sun, Travel, Trickery, Water, Weather.
Domain Spells—
commune with nature,
charm monster,
summon monster V ²,
mass cure light wounds,
true seeing,
break enchantment,
spell resistance,
wall of thorns,
flame strike,
teleport,
false vision,
ice storm,
call lightning storm.
6th level—Animal, Charm, Darkness, Healing, Knowledge, Luck, Magic, Plant, Sun, Travel, Trickery, Water, Weather.
Domain Spells—
antilife shell,
geas/quest,
prying eyes,
heal,
find the path,
mislead,
antimagic field,
repel wood,
fire seeds,
find the path,
mislead,
cone of cold,
control winds.
7th level—Animal, Charm, Darkness, Healing, Knowledge, Luck, Magic, Plant, Sun, Travel, Trickery, Water, Weather.
Domain Spells—
animal shapes,
insanity,
nightmare,
regenerate,
legend lore,
spell turning,
spell turning,
animate plants,
sunbeam,
greater teleport,
screen,
acid fog,
control weather.
8th level—Animal, Charm, Darkness, Healing, Knowledge, Luck, Magic, Plant, Sun, Travel, Trickery, Water, Weather.
Domain Spells—
summon nature's ally VIII ¹,
demand,
power word blind,
mass cure critical wounds, discern location,
moment of prescience,
protection from spells,
control plants,
sunburst,
phase door,
polymorph any object,
horrid wilting,
whirlwind.
9th level—Animal, Charm, Darkness, Healing, Knowledge, Luck, Magic, Plant, Sun, Travel, Trickery, Water, Weather.
Domain Spells—
shapechange,
dominate monster,
power word kill,
mass heal, foresight,
miracle,
mage's disjunction,
shambler,
prismatic sphere,
astral projection,
time stop,
elemental swarm³,
storm of vengeance.
1 Can only summon animals.
2 Can only summon 1d3 shadows.
3 Cast as a water spell only.