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Magic: Domains
Charm
Granted Power: You gain diplomacy, bluff, and
sense motive as class skills. You can detect those influenced by
Charm and similar effects using sense motive with a DC of 15.
1. Charm Person
2. Calm Emotions
3. Suggestion
4. Discern Lies
5. Atonement
6. Geas/Quest
7. Mass Suggestion
8. Mass Charm
9. Foresight
Equine
Granted Power: Ride skill is class based. You
also have a +2 bonus to all checks with charisma as their key
ability when the check involves horses and horse-like races.
Further, all spells you cast involving horses and horse-like races
are at +1 caster level. (This includes spells which generate
quasi-real horses such as Phantom Steed.)
1. Mount
2. Speak with Animals
3. Phantom Steed
4. Heal Mount
5. Freedom of Movement
6. Planar Ally
7. Animal Shapes (Equine only)
8. Shape Change (Equine features only)
9. Chariot of Sustarre
Fertility
and Life
Granted Power: Once
per day per level you may
take certain negative effects from others and place them upon
yourself. This extends to disease, negative levels, poison,
blindness, deafness, but not physical damage. (You cant restore
hit points lost from a sword blow for instance.) This a full round
action. If the victim received a saving throw, you also receive a
saving throw. If successful, the effect disappears, if
unsuccessful it is transferred to you.
1. Deathwatch
2. Lesser Restoration
3. Negative Energy Protection
4. Restoration
5. Raise Dead
6. Anti-Death Shell (As Anti-Life but hedges out undead)
7. Greater Restoration
8. Mass Heal
9. True Resurrection
Harvest
Granted Power: You can identify plants which are
fit for consumption. You also have expertise in brewing helpful
remedies (akin to the Dagda's cauldron from which no one walks
away from unsatisfied). If you have the brew potions feat, you can
create potions for 25% less than the standard cost (in gold and in
experience.)
1. Goodberry
2. Plant Growth
3. Create Food/Water
4. Repel Vermin
5. Commune with Nature
6. Heroes Feast
7. Control Weather
8. Sunburst
9. Miracle
Smithing
Granted Power: You gain a +2 to all metalworking
skill checks.
1. Magic Weapon
2. Heat Metal
3. Magic Vestment
4. Greater Magic Weapon
5. Wall of Iron
6. Animate Objects
7. Refuge
8. Iron Body
9. Mordekainen’s Sword
Vengeance
Granted Power:
Once per day you may lower the resistance of a chosen target. You
must make a successful melee touch attack. Once the target has
been struck, they will receive a penalty to their next saving
throw equivalent to 1/2 your cleric level. Using this power is a
standard action.
1. Doom
2. Hold Person
3. Bestow Curse
4. Poison
5. Contagion
6. Harm
7. Discern Location
8. Covetous Curse*
9. Soul Bind
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