D&D 3E/3.5 [FR 3.5] Deity-specific domains

Seems like I need to post another domain to get things going here... Very well, here you are, Loviatar's new Suffering domain:

Pain Domain
Granted Power: You may use a pain touch once per day. Your pain touch is a supernatural ability that only affects creatures susceptible to critical hits. If your touch attack hits, the creature suffers a -2 penalty to attack rolls, saves, and skill checks for a number of rounds equal to your cleric level.
Add Intimidate to your list of cleric class skills.
1. Angry Ache (BoVD)
2. (Still needs to come up with something...)
3. Wrack (BoVD)
4. Crushing Despair (PHB)
5. Symbol of Pain (PHB)
6. Thousand Needles (BoVD)
7. Wave of Pain (BoVD)
8. Horrid Wilting (PHB)
9. Eternity of Torture (BoVD)

- Cyraneth
 
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Good one! :D Keep it up, I've been considering adding a few more domains to my game as well as the halfling party I've been running takes place far from most of the previous 'home base areas'...
 

My domains

CORRUPTION (NEGATIVE)
Granted Power: Immune to the effects of natural diseases but can carry and spread them.
1 Cause Fear
2 Ghoul Touch
3 Contagion
4 Poison
5 Enervation
6 Create Undead
7 Repulsion
8 Create Greater Undead
9 Energy Drain

DOMINATION (NEUTRAL)
Granted Power: Once per day, cast a Domination school spell as a free action by making eye contact. Verbal instructions (such as for suggestion) must still be given after the fact. A target can avoid eye contact to protect themselves from this effect.
1 Charm Person
2 Enthrall
3 Suggestion
4 Lesser Geis
5 Dominate Person
6 Geis/Quest
7 Suggestion, Mass
8 Charm Monster, Mass
9 Dominate Monster

DREAM (NEUTRAL)
Granted Power: Thrice per day per cleric level, use the effects of Hypnosis spell on a sleeping (either naturally or magically) creature.
1 Sleep
2 Darkness
3 Clairaudience/Clairvoyance
4 Lesser Geis
5 Dream OR Nightmare
6 Geis/Quest
7 Insanity
8 Mass Charm
9 Temporal Stasis

GLAMOUR (NEUTRAL)
Granted Power: Use the Daze cantrip, once per day per level.
1 Charm Person
2 Hypnotic Pattern
3 Confusion
4 Rainbow Pattern
5 Mind Fog
6 Eyebite
7 Insanity
8 Otto’s Irresistable Dance
9 Mass Charm

HARMING (NEGATIVE)
Granted Power: Once per day per level, make a Wounding attack with a slashing or piercing weapon. If the attack succeeds, the target suffers damage equal to the cleric’s Wisdom modifier for a number of rounds equal to the cleric level.
1 Inflict Light Wounds
2 Inflict Moderate Wounds
3 Inflict Serious Wounds
4 Inflict Critical Wounds
5 Inflict Light Wounds, Mass
6 Harm
7 Inflict Serious Wounds, Mass
8 Inflict Critical Wounds, Mass
9 Implosion

HEALING (POSITIVE)
Granted Power: Double the rate of healing of all who rest within 15’ of the cleric.
1 Cure Light Wounds
2 Cure Moderate Wounds
3 Cure Serious Wounds
4 Cure Critical Wounds
5 Cure Light Wounds, Mass
6 Heal
7 Cure Serious Wounds, Mass
8 Cure Critical Wounds, Mass
9 Heal, Mass

MUSIC (NEUTRAL)
Granted Power: +4 divine bonus to Perform checks involving music.
1 Sleep
2 Enthrall
3 Emotion
4 Shout
5 Greater Command
6 Mind Fog
7 Mass Suggestion
8 Otto’s Irresistible Dance
9 Mass Charm

NIGHT (NEGATIVE)
Granted Power: Gain the Blind Fight feat for free.
1 Cause Fear
2 Darkness
3 Deeper Darkness
4 Fear
5 Phantasmal Killer
6 Mind Fog
7 Insanity
8 Power Word: Blind
9 Astral Projection

PASSION (NEUTRAL)
Granted Power: Make a Sense Motive check to identify the dominant emotion and its intensity in an individual (DC 25) or a group (DC 20). Sense Motive is a class skill.
1 Charm Person
2 Enthrall
3 Emotion
4 Charm Monster
5 Mind Fog
6 Mass Suggestion
7 Repulsion
8 Sympathy
9 Mass Charm

PEACE (POSITIVE)
Granted Power: Gain a +4 bonus against fear and anger emotion effects.
1 Sanctuary
2 Calm Emotions
3 Tongues
4 Dismissal
5 Mark of Justice
6 Heroes’ Feast
7 Mass Suggestion
8 Mind Blank
9 Miracle

SHADOW (NEUTRAL)
Granted Power: Shadow Familiar--the cleric’s shadow is a separate entity and can travel up to 1/2 mile per level away from the cleric. The shadow is incorporeal but is otherwise identical to a standard familiar, including benefits, effects of death (the cleric’s shadow returns to normal and he must summon a new familar as per the rules for replacing a familiar), and advancement of abilities.
1 Shifting Shadows (Obscuring Mist)
2 Blur
3 Major Image
4 Shadow Conjuration
5 Shadow Evocation
6 Veil
7 Shades
8 Shadow Walk
9 Weird
 

Thanks, all. The input is absolutely useful, though more FR-related domains/suggestions would really be appreciated. Anyway, here's another half-done domain for you guys, Talona's new Suffering domain:

Plague Domain
Granted Power: You ignore the effects of any kind of disease, including magical ones. You can still be infected by disease and infect others.
1. (still needs to come up with something...)
2. (still needs to come up with something...)
3. Contagion (PHB)
4. Poison (PHB)
5. Plague of Rats (DotF)
6. Contagious Touch (MotW)
7. Scourge (DotF)
8. (still needs to come up with something...)
9. Epidemic (MotW)

- Cyraneth
 

CORRUPTION (NEGATIVE)
Moander, Talona

DOMINATION (NEUTRAL)
Bane, Cyric

DREAM (NEUTRAL)
???? not sure on this one

GLAMOUR (NEUTRAL)
Garl Glittergold, Liera, Cyric

HARMING (NEGATIVE)
Cyric, Talos, Talona, Malar

HEALING (POSITIVE)
Lothander

MUSIC (NEUTRAL)
Milil

NIGHT (NEGATIVE)
Shar

PASSION (NEUTRAL)
Lliira, Sune

PEACE (POSITIVE)
Eladeth

SHADOW (NEUTRAL)
Shar
 

I agree that there need to be more specific domains to some of the FR deities. I have worked on a Poison Domain for Talona.

POISON DOMAIN
Granted Power: You gain a +1 resistance bonus vs. poison for every level of cleric you possess. Additionally you gain a +2 competence bonus on all Craft checks related to making poisons and antitoxins and Heal checks made to treat poison.

1. Enhance Poison - increase the primary and secondary save DC of one dose of poison by +1.
2. Delay Poison
3. Poison
4. Neutralize Poison
5. Cloudkill
6. Heighten Toxicity - increase the primary and secondary save DC of one dose of poison by +4.
7. Poison's Revenge - ray robs living target of poison immunity.
8. Befoul (BoVD)
9. Rain of Poison aka Tears of Talona - every round a different contact poison falls within the area of effect, each poison dealing permanent damage to a specific attribute.

Enhance Poison
Transmutation
Level: Poison 1
Components: V, S, F
Casting Time: 1 full round
Range: 5 feet
Target: Single dose of poison or one poisonous creature
Saving Throw: Fortitude negates (harmless)
Duration: 1 hour/level or until first delivery of poison

This spell increases the primary and secondary save DCs of one dose of injury, contact, or ingested poison by +1. This bonus applies to both the primary and secondary saving throws of the poison and is considered a profane bonus. If the target of the spell is a poisonous creature, then the DC of the first dose of poison delivered by the creature is increased by +1. Any subsequent castings of enhance poison on a target before the expiration of the first casting have no effect.
Focus: The tooth of any venomous creature

Heighten Toxicity
Transmutation
Level: Poison 6
Components: V, S, M, DF
Casting Time: 1 full round
Range: 5 feet
Target: Single dose of poison or one poisonous creature
Saving Throw: Fortitude negates (harmless)
Duration: 1 hour/level or until first delivery of poison
This spell increases the primary and secondary save DCs of one dose of injury, contact, or ingested poison by +4. This bonus applies to both the primary and secondary saving throws of the poison and is considered a profane bonus. If the target of the spell is a poisonous creature, then the DC of the first dose of poison delivered by the creature is increased by +4. Any subsequent castings of heighten toxicity on a target before the expiration of the first casting have no effect.
Material component: A tooth or claw from an intelligent poisonous creature

Poison’s Revenge
Necromancy
Level: Poison 6
Components: V, S, DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: 1 min./level
Saving Throw: Fortitude negates
Spell Resistance: Yes
A purple ray projects from your pointing finger. You must succeed on a ranged touch attack with the ray to strike a target. If an affected target possesses a metabolism, it loses any immunity from poison that it might possess. A creature is considered to have a metabolism if it has a Constitution score.
This spell counters and dispels delay poison and neutralize poison.

The granted power is related to the role that Talonite priests serve as food tasters and makers of poison and poison antidotes. I created spells to fill spell levels 1, 6, 7, and 9. Still working out Rain of Poison spell.

Edit: added spell descriptions
 
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You've got me all excited about new domains again! Here are a few I made today, and I'm working on more:

ILLUSION
Granted Power: Once per day you may cast one illusion spell as if it were affected by either the Silent Spell or Still Spell feat. This does not increase the level of the spell, but it does take a full round action to cast the spell.
1- Silent Image
2- Minor Image
3- Major Image
4- Hallucinatory Terrain
5- Persistent Image
6- Programmed Image
7- Project Image
8- Screen
9- Shades

LIFE
Granted Power: When reduced below 0 hit points, you automatically stabilize.
1- Deathwatch
2- Status
3- Death’s Door
4- Death Ward
5- Raise Dead
6- Heal
7- Resurrection
8- Clone
9- True Resurrection

TRAPS
Granted Power: You gain a +2 bonus on all saving throws against the effects of traps (including secondary poison damage).
1- Alarm
2- Fire Trap
3- Snare
4- Explosive Runes
5- Symbol of Pain
6- Symbol of Fear
7- Symbol of Stunning
8- Symbol of Death
9- Trap the Soul

And the spell I wrote for the Life domain's 3rd level spell:

DEATH’S DOOR
Transmutation
Level: Life 3
Components: V, S, DF
Casting Time: 1 action
Range: Touch
Targets: 1 creature/level
Duration: 1 minute/level
Saving Throw: Fort negates (harmless)
Spell Resistance: Yes (harmless)

This spell extends death’s door for the subjects. Instead of dying at -10 hit points, affected creatures die at -30 hit points.
 

Here's a few more of the ones I've recently done up (inspired, like I said, by this thread...)


COLD
Granted Power: You gain resistance to cold 10. This overlaps (does not stack) with other resistances to cold you gain.
1- Chill Touch
2- Protection from Elements (cold only)
3- Sleet Storm
4- Ice Storm
5- Iceweb
6- Cone of Cold
7- Otiluke’s Freezing Sphere
8- Shroud of Winter
9- Polar Ray

ILLUSION
Granted Power: Once per day you may cast one illusion spell as if it were affected by either the Silent Spell or Still Spell feat. This does not increase the level of the spell, but it does take a full round action to cast the spell.
1- Silent Image
2- Minor Image
3- Major Image
4- Hallucinatory Terrain
5- Persistent Image
6- Programmed Image
7- Project Image
8- Screen
9- Shades

INTELLECT
Granted Power: You may always take 10 on any Intelligence-based check. All Knowledge skills are class skills for you.
1- Moment of Insight
2- Fox’s Cunning
3- Gift of Speech (modify spell level entry)
4- Telepathy (modify spell entry)
5- Feeblemind
6- Fox’s Cunning, Mass
7- Extraordinary Intellect (need to write up)- gives +10 to Int
8- Piercing Clarity (modify spell entry)
9- Incarnate Construct (from Savage Species)

LIFE
Granted Power: When reduced below 0 hit points, you automatically stabilize.
1- Deathwatch
2- Status
3- Death’s Door
4- Death Ward
5- Raise Dead
6- Heal
7- Resurrection
8- Clone
9- Incarnate Construct (from Savage Species)

OMNIVORE
Granted Power: +4 bonus on saving throws against ingested effects.
1- Resist Poison
2- Bear’s Endurance
3- Create Food & Drink
4- Greater Magic Fang
5- Sundering Bite
6- Heroes’ Feast
7- Omnivore (modify spell entry)
8- Whirlwind of Teeth (from the Book of Vile Darkness)
9- Devour

PURITY
Granted Power: Your alignment is not subject to involuntary magical change.
1- Resist Poison
2- Remove Disease
3- Neutralize Poison
4- Atonement
5- Break Enchantment
6- Heal
7- Impotent Possessor (from the Book of Vile Darkness)
8- Mind Blank
9- True Purity

SECRECY
Granted Power: Bluff and Hide are class skills. You gain a +1 competence bonus against divination spells cast at you that allow saving throws.
1- Obscuring Mist
2- Moon Rune (update spell level)
3- Nondetection
4- Illusory Wall
5- Mordenkainen’s Private Sanctum
6- Veil
7- Sequester
8- Mind Blank
9- Great Secret

TRAPS
Granted Power: You gain a +2 bonus on all saving throws against the effects of traps (including secondary poison damage).
1- Alarm
2- Fire Trap
3- Snare
4- Explosive Runes
5- Symbol of Pain
6- Symbol of Fear
7- Symbol of Stunning
8- Symbol of Death
9- Trap the Soul

And here are most of the new spells-

DEATH’S DOOR
Transmutation
Level: Life 3
Components: V, S, DF
Casting Time: 1 action
Range: Touch
Targets: 1 creature/level
Duration: 1 minute/level
Saving Throw: Fort negates (harmless)
Spell Resistance: Yes (harmless)

This spell extends death’s door for the subjects. Instead of dying at -10 hit points, affected creatures die at -30 hit points.

DEVOUR
Transmutation
Level: Omnivore 9
Components: V, S, DF
Casting Time: 1 action
Range: Personal
Target: You
Duration: 1 round/level

For the duration of this spell, you gain an incredibly dangerous bite attack. You may employ your bite either as a primary or secondary natural weapon or may make off-hand attacks with it in conjunction with weapons. A successful bite deals 4d10 points of damage, plus your strength bonus. It counts as a magic, piercing and bludgeoning for purposes of penetrating damage reduction; furthermore, it counts as aligned the same as you for purposes of beating DR. Your bite attack threatens a critical hit on a 15-20, and on a successful critical the victim must make a Fort save against this spell’s DC or be completely devoured- sucked into your mouth and destroyed, equipment and all. A victim slain in this way is almost irretrievable; its soul has been eaten, so a wish or miracle must be used to reconstitute the soul before and resurrection magic can succeed.

EXTRAORDINARY INTELLECT
Transmutation
Level: Intellect 7, sor/wiz 8
Duration: 10 minutes/level

As per fox’s cunning, except as noted above. This spell grants the recipient a +10 enhancement bonus to Intelligence. At the spell’s end, the subject becomes fatigued.

FEAR MADE FLESH
Conjuration (Creation)
Level: Fear 8
Components: V, S, DF
Casting Time: 1 action
Range: Medium (100’+10’/level)
Effect: See text
Duration: 1 round/level
Saving Throw: See text
Spell Resistance: No

This spell creates a frightful creature out of fear made into visible form. The creature looks horrifying and any creature within 60’ of it is shaken. The fear made flesh makes incorporeal melee touch attacks with your base attack bonus and a +2 dex bonus. A successful touch affects the target just as a phantasmal killer spell would, except that the save DC is based on fear made flesh’s level. The fear made flesh is incorporeal and flies with perfect maneuverability at a speed of 50’. Its AC is equal to 10 + 2 (dex) + your Wisdom bonus. It can sustain damage equal to 1/3 your full hit points before being destroyed. Fear made flesh can be dispelled, and a remove fear spell cast at it inflicts 3d6 hp of damage to it.

GREAT SECRET
Enchantment (Compulsion) [Mind-Affecting]
Level: Secrecy 9
Components: V, S, M, XP
Casting Time: 10 minutes
Range: See text
Effect: See text
Duration: Permanent
Saving Throw: None
Spell Resistance: No

You choose one fact or piece of information to keep secret, such as the fact that the king has a bastard child. Upon casting this spell, all knowledge of the chosen fact is completely forgotten by all creatures on the plane upon which you cast this spell.

If there is obvious evidence that the great secret exists, it is possible that creatures may be able to puzzle it out. For instance, if the bastard child’s birth was recorded in a book and notations about his true heritage were made before this spell was cast, anyone seeing the notations will have some evidence about the great secret. This spell is generally most successful when cast to further obscure something that is already hidden knowledge.

Material component: A diamond worth at least 5,000 gp, which is crushed during the spell’s casting. XP Cost: 1,000 xp.

MOMENT OF INSIGHT
Divination
Level: Intellect 1
Components: V, S
Casting Time: 1 action
Range: Personal
Target: You
Duration: See text

You gain a +4 insight bonus to a single Knowledge check made by the end of your next turn.

RESIST POISON
Abjuration
Level: Cannabix 2, Clr 2, Drd 2, Omnivore 1, Purity 1, Rng 1
Components: V, S, DF
Casting Time: 1 action
Range: Touch
Targets: One creature plus one per four levels (maximum of four targets)
Duration: 10 minutes/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

While this spell affects a creature, it gains a +3 resistance bonus to all saving throws it makes vs. poison. Better yet, protected creatures gain a special form of damage reduction that eliminates the first two points of damage (whether hit points, nonlethal damage or ability damage or drain) each time the subject takes poison damage.

SHROUD OF WINTER
Conjuration (Creation)
Level: Cold 8
Components: V, S, DF
Casting Time: 1 action
Range: Personal
Effect: 60’ radius emanation centered on you
Duration: 1 round/level
Saving Throw: See text
Spell Resistance: No

Casting shroud of winter brings a horrendous blizzard of shocking fury into existence around you. Within the emanation, all creatures except you are blinded by driving snow, suffer a -10’ penalty to their speed, and must make a Balance check against a slippery surface or fall each round. Scent and sound-based blindsense or blindsight are useless in the blizzard. Missile fire suffers a -6 circumstance penalty, irregardless of the blindness factor. Creatures within the shroud of winter other than you must make a Fortitude save each round or suffer 4d8 points of cold damage. Within the shroud of winter, all Listen checks suffer a -15 circumstance penalty.

Within the shroud of winter, you gain immunity to cold, can see 20’ through the blowing fog and snow, and

SUNDERING BITE
Transmutation
Level: Omnivore 5
Components: V, S, DF
Casting Time: 1 action
Range: Personal
Target: You
Duration: 1 round/level

This spell grants you a deadly bite attack. It counts as a primary natural attack, or you can use it to make off-hand weapon attacks. If you successfully bite a creature you inflict a base 3d4 hp of damage. You also ignore the first 5 points of DR/magic or DR/adamantine.

If you bite an object you inflict double damage and ignore its hardness. You can damage weapons regardless of their enhancement bonus. Furthermore, you gain a +3 competence bonus on bite attacks made to sunder an object and do not provoke attacks of opportunities when you attempt to do so.

TIMESLIP
Transmutation
Level: Time 1
Components: V, S, DF
Casting Time: 1 action
Range: Personal
Target: You
Duration: 1d3 rounds

When you cast timeslip, you appear to vanish into thin air. In actuality you slip 1d3 rounds into the future. To you, everything instantly freezes into the position it will be in when time catches up with you. You may act normally for the 1d3 rounds until time catches up to you, but you cannot affect anything other than yourself until you are resynchronized with the time stream.

TRUE PURITY
Transmutation [Good]
Level: Purity 9
Components: V, S, M, DF
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance Yes

This spell combines several powerful effects. A good-aligned subject is cured of all diseases, poisons, infestations, negative levels, nonlethal damage, ability damage or drain, alignment change and compulsions. She is also healed of 100 hit points of damage. While the spell lasts, she is not subject to disease, poison, infestation, negative levels, ability damage or drain, alignment change or compulsions. She also gains DR 15/evil. Finally, she gains a +6 enhancement bonus to Charisma for the duration.

A non-good creature subjected to this spell receives the same benefits and effects, except that its alignment shifts one step towards Good for the duration of the spell (possibly requiring atonement later).
 

Here are some more:

ABUNDANCE
Granted Power: You ignore the effects of starvation and dehydration twice as long as others. You need half the amount of food that others do (your food doubles in amount as you consume it).
1 Goodberry
2 Plant Growth (enrichment version only)
3 Create Food and Water
4 Minor Creation
5 Proliferation
6 Heroes’ Feast
7 Blessed Abundance
8 Great Feast
9 Harvest

ART
Granted Power: You get a +2 competence bonus on any Craft check to make a work of art or any Perform check to perform a work of art.
1 Paint Memory
2 Alustriel’s Banner
3 Stone Shape
4 Major Image
5 Advanced Illusion
6 Programmed Illusion
7 Captivating Art
8 True Creation (from Defenders of the Faith)
9 Alter Reality

INTOXICATION
Granted Power: Any penalties you suffer from intoxication are halved. You gain a +1 bonus to saving throws vs. poisons.
1 Intoxicate
2 Tasha’s Uncontrollable Hideous Laughter
3 Black Visions
4 Confusion
5 Nightmare
6 Hideous Hallucinations
7 Vision
8 Otto’s Irresistible Dance
9 Wave of Intoxicating Sweetness

PARASITE
Granted Power:
1 Vampiric Ray
2 Death Knell
3 Vampiric Touch
4 Giant Vermin
5 Absorb Strength (modify entry)
6 Rain of Leeches (modify entry)
7 Absorb Vitality
8 Spell Parasite
9 Energy Drain

SEALS
Granted Power:
1 Hold Portal
2 Divine Lock (as per arcane lock)
3 Zone of Respite (from the Manual of the Planes)
4 Feedback
5 Seal Portal (from the Manual of the Planes)
6 Word Lock
7 Crushing Walls
8 Forcecage
9 Imprisonment

SLEEP
Granted Power: You gain the Light Sleeper feat for free.
1 Sleep
2 Silence
3 Deep Slumber
4 Sleep of Babes
5 Symbol of Sleep
6 Dream
7 True Rest
8 Power Word Sleep
9 Temporal Stasis

TRADE
Granted Power: You save 10% on all monetary transactions. (This has no affect on the cost of item creation, however.)
1 Hearty Greeting
2 Eagle’s Splendor
3 Suggestion
4 Verify
5 Lockbox
6 Trade
7 Mass Suggestion
8 Affability
9 Perfect Negotiator

Lots of these spells are either homebrewed or converted from previous editions, I'll be glad to post them if anyone wants! :D
 

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