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Board Archives => Dungeons & Dragons => D&D Information => Topic started by: Tokilin on May 10, 2015, 09:43:16 AM
Cleric Domains:
Air Domain Spells
- Obscuring Mist: Fog surrounds you.
- Gaseous Form: Subject becomes insubstantial and can fly slowly.
- Air Walk: Subject treads on air as if solid (climb at 45-degree angle).
- Control Winds: Change wind direction and speed.
- Chain Lightning: 1d6/level damage; 1 secondary bolt/level each deals half damage.
- Control Weather: Changes weather in local area.
- Whirlwind: Cyclone deals damage and can pick up creatures.
- Elemental Swarm: Summons multiple elementals.
Animal Domain Spells
- Calm Animals: Calms (2d4 + level) HD of animals.
- Hold Animal: Paralyzes one animal for 1 round/level.
- Dominate Animal: Subject animal obeys silent mental commands.
- Summon Nature's Ally IV*: Calls creature to fight.
- Commune with Nature: Learn about terrain for 1 mile/level.
- Antilife Shell: 10-ft. field hedges out living creatures.
- Animal Shapes: One ally/level polymorphs into chosen animal.
- Summon Nature's Ally VIII*: Calls creature to fight.
- Shapechange: Transforms you into any creature, and change forms once per round.
Chaos Domain Spells
- Protection from Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
- Shatter: Sonic vibration damages objects or crystalline creatures.
- Magic Circle against Law: As protection spells, but 10-ft. radius and 10 min./level.
- Chaos Hammer: Damages and staggers lawful creatures.
- Dispel Law: +4 bonus against attacks by lawful creatures.
- Animate Objects: Objects attack your foes.
- Word of Chaos: Kills, confuses, stuns, or deafens nonchaotic subjects.
- Cloak of ChaosF: +4 to AC, +4 resistance, SR 25 against lawful spells.
- Summon Monster IX: Calls extraplanar creature to fight for you.
Death Domain Spells
- Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
- Death Knell: Kill dying creature and gain 1d8 temporary hp, +2 to Str, and +1 caster level.
- Animate Dead: Creates undead skeletons and zombies.
- Death Ward: Grants immunity to death spells and negative energy effects.
- Slay Living: Touch attack kills subject.
- Create UndeadM: Create ghouls, ghasts, mummies, or mohrgs.
- Destruction: Kills subject and destroys remains.
- Create Greater Undead: Create shadows, wraiths, spectres, or devourers.
- Wail of the Banshee: Kills one creature/level.
Destruction Domain Spells
- Inflict Light Wounds: Touch attack, 1d8 damage +1/level (max +5).
- Shatter: Sonic vibration damages objects or crystalline creatures.
- Contagion: Infects subject with chosen disease.
- Inflict Critical Wounds: Touch attack, 4d8 damage +1/level (max +20).
- Mass Inflict Light Wounds: Deals 1d8 damage +1/level to any creatures.
- Harm: Deals 10 points/level damage to target.
- Disintegrate: Makes one creature or object vanish.
- Earthquake: Intense tremor shakes 80-ft.-radius.
- Implosion: Kills one creature/round.
Earth Domain Spells
- Magic Stone: Three stones become +1 projectiles, 1d6 +1 damage.
- Soften Earth: Turns stone to clay or dirt to sand or mud.
- Stone Shape: Sculpts stone into any shape.
- Spike Stones: Creatures in area take 1d8 damage, may be lowed.
- Wall of Stone: Creates a stone wall that can be shaped.
- Stoneskin: Ignore 10 points of damage per attack.
- Earthquake: Intense tremor shakes 80-ft.-radius.
- Iron Body: Your body becomes living iron.
- Elemental Swarm: Summons multiple elementals.
Evil Domain Spells
- Protection from Good: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
- DesecrateM: Fills area with negative energy, making undead stronger.
- Magic Circle against Good: As protection spells, but 10-ft. radius and 10 min./level.
- Unholy Blight: Damages and sickens good creatures.
- Dispel Good: +4 bonus against attacks by good creatures.
- Create UndeadM: Create ghouls, ghasts, mummies, or mohrgs.
- Blasphemy: Kills, paralyzes, weakens, or dazes nonevil subjects.
- Unholy AuraF: +4 to AC, +4 resistance, SR 25 against good spells.
- Summon Monster IX: Calls extraplanar creature to fight for you.
Fire Domain Spells
- Burning Hands: 1d4/level fire damage (max 5d4).
- Produce Flame: 1d6 damage +1/ level, touch or thrown.
- Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.
- 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.
- Fire Shield: Creatures attacking you take fire damage; you're protected from heat or cold.
- Fire Seeds: Acorns and berries become grenades and bombs.
- Fire Storm: Deals 1d6/level fire damage.
- Incendiary Cloud: Cloud deals 4d6 fire damage/round.
- Elemental Swarm: Summons multiple elementals.
Good Domain Spells
- Protection from Evil: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
- Aid: +1 on attack rolls, +1 on saves against fear, 1d8 temporary hp +1/level (max +10).
- Magic Circle against Evil: As protection spells, but 10-ft. radius and 10 min./level.
- Holy Smite: Damages and blinds evil creatures.
- Dispel Evil: +4 bonus against attacks by evil creatures.
- Blade Barrier: Wall of blades deals 1d6/level damage.
- Holy WordF: Kills, paralyzes, slows, or deafens nongood subjects.
- Holy Aura: +4 to AC, +4 resistance, and SR 25 against evil spells.
- Summon Monster IX: Calls extraplanar creature to fight for you.
Healing Domain Spells
- Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
- Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).
- Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).
- Cure Critical Wounds: Cures 4d8 damage +1/level (max +20).
- Mass Cure Light Wounds: Cures 1d8 damage +1/level (max +25) for many creatures.
- Heal: Cures 10 points/level of damage, all diseases and mental conditions.
- Regenerate: Subject's severed limbs grow back, cures 4d8 damage +1/level (max +35).
- Mass Cure Critical Wounds: Cures 4d8 damage +1/level (max +40) for many creatures.
- Mass Heal: As heal, but with several subjects.
Knowledge Domain Spells
- Detect Secret Doors: Reveals hidden doors within 60 ft.
- Detect Thoughts: Allows "listening" to surface thoughts.
- Clairaudience/Clairvoyance: Hear or see at a distance for 1 min./level.
- Divination: Provides useful advice for specific proposed actions.
- True Seeing: Lets you see all things as they really are.
- Find the Path: Shows most direct way to a location.
- Legend Lore: Lets you learn tales about a person, place, or thing.
- Discern Location: Reveals exact location of creature or object.
- Foresight: "Sixth sense" warns of impending danger.
Law Domain Spells
- Protection from Chaos: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
- Calm Emotions: Calms creatures, negating emotion effects.
- Magic Circle against Chaos: As protection spells, but 10-ft. radius and 10 min./level.
- Order's Wrath: Damages and dazes chaotic creatures.
- Dispel Chaos: +4 bonus against attacks by chaotic creatures.
- Hold Monster: As hold person, but any creature.
- Dictum: Kills, paralyzes, slows, or deafens nonlawful subjects.
- Shield of LawF: +4 to AC, +4 resistance, and SR 25 against chaotic spells.
- Summon Monster IX: Calls extraplanar creature to fight for you.
Luck Domain Spells
- Entropic Shield: Ranged attacks against you have 20% miss chance.
- Aid: +1 on attack rolls, +1 against fear, 1d8 temporary hp +1/level (max +10).
- Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
- Freedom of Movement: Subject moves normally despite impediments.
- Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
- Mislead: Turns you invisible and creates illusory double.
- Spell Turning: Reflect 1d4+6 spell levels back at caster.
- Moment of Prescience: You gain insight bonus on single attack roll, check, or save.
- Miracle: Requests a deity's intercession.
Magic Domain Spells
- Magic Aura: Alters object's magic aura.
- Identify: Determines properties of magic item.
- Dispel Magic: Cancels magical spells and effects.
- Imbue with Spell Ability: Transfer spells to subject.
- Spell Resistance: Subject gains SR 12 + level.
- Antimagic Field: Negates magic within 10 ft.
- Spell Turning: Reflect 1d4+6 spell levels back at caster.
- Protection from SpellsMF: Confers +8 resistance bonus.
- Mage's Disjunction: Dispels magic, disenchants magic items.
Plant Domain Spells
- Entangle: Plants entangle everyone in 40-ft.-radius.
- Barkskin: Grants +2 (or higher) enhancement to natural armor.
- Plant Growth: Grows vegetation, improves crops.
- Command Plants: Sway the actions of one or more plant creatures.
- Wall of Thorns: Thorns damage anyone who tries to pass.
- Repel Wood: Pushes away wooden objects.
- Animate Plants: One or more trees animate and fight for you.
- Control Plants: Control actions of one or more plant creatures.
- Shambler: Summons 1d4+2 shambling mounds to fight for you.
Protection Domain Spells
- Sanctuary: Opponents can't attack you, and you can't attack.
- Shield Other: You take half of subject's damage.
- Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
- Spell Immunity: Subject is immune to one spell per four levels.
- Spell Resistance: Subject gains SR 12 + level.
- Antimagic Field: Negates magic within 10 ft.
- Repulsion: Creatures can't approach you.
- Mind Blank: Subject is immune to mental/emotional magic and scrying.
- Prismatic Sphere: As prismatic wall, but surrounds on all sides.
Strength Domain Spells
- Enlarge Person: Humanoid creature doubles in size.
- Bull's Strength: Subject gains +4 to Str for 1 min./level.
- Magic Vestment: Armor or shield gains +1 enhancement per four levels.
- Spell Immunity: Subject is immune to one spell per four levels.
- Righteous Might: Your size increases, and you gain combat bonuses.
- StoneskinM: Ignore 10 points of damage per attack.
- Grasping Hand: Large hand provides cover, pushes, or grapples.
- Clenched Fist: Large hand provides cover, pushes, or attacks your foes.
- Crushing Hand: Large hand provides cover, pushes, or crushes your foes.
Sun Domain Spells
- Endure Elements: Exist comfortably in hot or cold environments.
- Heat Metal: Make metal so hot it damages those who touch it.
- Searing Light: Ray deals 1d8/two levels, more against undead.
- Fire Shield: Creatures attacking you take fire damage; you're protected from heat or cold.
- Flame Strike: Smite foes with divine fire (1d6/level damage).
- Fire Seeds: Acorns and berries become grenades and bombs.
- Sunbeam: Beam blinds and deals 4d6 damage.
- Sunburst: Blinds all within 10 ft., deals 6d6 damage.
- Prismatic Sphere: As prismatic wall, but surrounds on all sides.
Travel Domain Spells
- Longstrider: Increases your speed.
- Locate Object: Senses direction toward object (specific or type).
- Fly: Subject flies at speed of 60 ft.
- Dimension Door: Teleports you short distance.
- Teleport: Instantly transports you as far as 100 miles/level.
- Find the Path: Shows most direct way to a location.
- Greater Teleport: As teleport, but no range limit and no off-target arrival.
- Phase Door: Creates an invisible passage through wood or stone.
- Astral Projection: Projects you and companions onto Astral Plane.
Trickery Domain Spells
- Disguise Self: Disguise own appearance.
- Invisibility: Subject invisible 1 min./level or until it attacks.
- Nondetection: Hides subject from divination, scrying.
- Confusion: Subjects behave oddly for 1 round/level.
- False VisionM: Fools scrying with an illusion.
- Mislead: Turns you invisible and creates illusory double.
- Screen: Illusion hides area from vision, scrying.
- Polymorph Any Object: Changes any subject into anything else.
- Time Stop: You act freely for 1d4+1 rounds.
War Domain Spells
- Magic Weapon: Weapon gains +1 bonus.
- Spiritual Weapon: Magical weapon attacks on its own.
- Magic Vestment: Armor or shield gains +1 enhancement per four levels.
- Divine Power: You gain attack bonus, +6 to Str, and 1 hp/level.
- Flame Strike: Smite foes with divine fire (1d6/level damage).
- Blade Barrier: Wall of blades deals 1d6/level damage.
- Power Word Blind: Blinds creature with 200 hp or less.
- Power Word Stun: Stuns creature with 150 hp or less.
- Power Word Kill: Kills creature with 100 hp or less.
Water Domain Spells
- Obscuring Mist: Fog surrounds you.
- Fog Cloud: Fog obscures vision.
- Water Breathing: Subjects can breathe underwater.
- Control Water: Raises or lowers bodies of water.
- Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.
- Cone of Cold: 1d6/level cold damage.
- Acid Fog: Fog deals acid damage.
- Horrid Wilting: Deals 1d6/level damage within 30 ft.
- Elemental Swarm: Summons multiple elementals.