Spells
What would a spellcasting overhaul be without overhauling the spells themselves? This chapter presents the fully reviewed spells and spell lists found in the d20 srd, changed where appropriate to accommodate the changed system.
The veteran d20 reader will find previously unseen spells here. While it was not the author’s original intention to add a lot of new material to the core document, the extensive restructuring left gaping holes in many spell lists and character concepts. Hopefully, these additions will not be out of place in your campaign.
Spell Lists
Spells marked with an asterisk (*) are spells that have no immediate magical ancestor in the d20 SRD. This may be because the spell is based on a psionic counterpart, or because it is a new spell entirely.
Bard Spells
1st-Level Bard Spells
Alarm: Wards an area for 2 hours/level.
Animate Rope: Animates a rope or wine.
Charm: Makes one creature your friend.
Comprehend Languages: You understand all spoken and written languages.
Control Fall: Objects or creatures fall slowly.
Cure Wounds: Cures 1d8 damage +1/level.
Daze: Target creature loses next action.
Detect Magic: Reveals the presence, strength, and school of magical auras.
Detect Secret Doors: Become aware of all secret doors within your line of sight.
Disguise Self: Changes your appearance.
Expeditious Retreat: Your speed increases by 30 ft.
Fear: One creature flees for 1d4 rounds.
Grease: Makes 10-ft. square or one object slippery.
Hideous Laughter: Subject loses actions for 1 round/level.
Identify: Determines properties of magic item.
Image: Creates illusion of your design.
Magic Aura: Alters object’s magic aura.
Mount: Summons magical riding horse for 2 hours/level.
Open and Close: Holds door shut or opens it.
Repair: Makes repairs on an object or construct.
Summon Instrument: Summons one instrument of the caster’s choice.
Random Action: Forces a creature to act randomly.
Remove Fear: Subject gains immunity to fear.
Sleep: Puts 4 HD of creatures into magical slumber.
Unseen Servant: Invisible force obeys your commands.
Ventriloquism: Makes sounds appear out of nowhere.
2nd-Level Bard Spells
Alter Self: Perform minor physical changes on yourself.
Animal Messenger: Sends a Tiny animal to a specific place.
Antipoison: Stops poison from harming subject for 1 hour/level.
Blindness: Negates one of the subject’s senses.
Blur: Attacks miss subject 20% of the time.
Calm Emotions: Calms creatures, negating emotion effects.
Darkness: 20-ft. radius of supernatural shadow.
Enthrall: Captivates all within 100 ft. + 10 ft./level.
Glitterdust: Blinds creatures, outlines invisible creatures.
Heroism: Gives +2 bonus on attack rolls, saves, skill checks.
Hold Person: Paralyzes one humanoid for 1 round/level.
Invisibility: Subject is invisible for 1 min./level or until it attacks.
Locate: Senses direction toward object (specific or type).
Mask Alignment: Protects subject’s alignment from being revealed via divinations.
Mirror Image: Creates decoy duplicates of you.
Pattern: Twisting colors fascinate creatures.
Rage: Subjects are thrown into a fit of anger, with various effects.
Read Thoughts: Detect surface thoughts of creatures in range.
See Invisibility: Reveals invisible creatures or objects.
Shatter: Sonic vibration damages objects or crystalline creatures.
Silence: Negates sound in 20-ft. radius.
Sound Burst: Deals 1d8 sonic damage to subjects; may stun them.
Summon Swarm: Summons swarm of bats, rats, or spiders.
Suggestion: Compels subject to follow stated course of action.
Twin Blade Dance: Stun opponents struck with a pair of weapons.
Wombat’s Boost: Subject gains +4 to an ability score for 1 min./level.
3rd-Level Bard Spells
Blink: You randomly vanish and reappear for 1 round/level.
Clairvoyance: See and hear a distant location.
Confusion: Subjects behave oddly for 1 round/level.
Crushing Despair: Subjects take -2 on attack rolls, damage rolls, saves, and checks.
Dispel Magic: Cancels magical spells and effects.
Gaseous Form: Subject becomes insubstantial and can fly slowly.
Geas (Quest): Commands subject of 7 HD or less.
Glibness: You gain a large bonus on Bluff checks.
Haste: One creature moves faster, +1 on attack rolls, AC, and Reflex saves.
Nondetection: Masks object or creature against scrying.
Remove Curse: Frees object or person from curse.
Scrying: Spies on subject from a distance.
Sepia Snake Sigil: Creates text symbol that immobilizes reader.
Slow: One creature takes only one action/round, -1 to AC, reflex saves, and attack rolls.
Tiny Hut: Creates shelter for ten creatures.
4th-Level Bard Spells
Detect Scrying: Alerts you of magical eavesdropping.
Dimension Door: Teleports you short distance.
Freedom of Movement: Subject moves normally despite impediments.
Hallucinatory Terrain: Makes one type of terrain appear like another.
Modify Memory: Changes 5 minutes of subject’s memories.
Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away.
Shadow Conjuration: Mimics certain conjurations.
Shout: Deafens all within cone and deals 7d6 sonic damage.
5th-Level Bard Spells
Dream: Contact or disturb sleeping creature.
Dominate: Controls humanoid telepathically.
False Vision: Fools scrying with an illusion.
Legend Lore: Lets you learn tales about a person, place, or thing.
Mind Fog: Subjects in fog suffer increasing penalties to Will saves and Wisdom checks.
Mislead: Turns you invisible and creates illusory double.
Shadow Evocation: Mimics certain Evocations.
Shadow Walk: Step into shadow to travel rapidly.
Song of Discord: Forces targets to attack each other.
6th-Level Bard Spells
Animate Objects: Objects attack your foes.
Eyebite: Target becomes panicked, sickened, and/or comatose, depending on HD.
Heroes’ Feast: Food for four creatures cures and grants combat bonuses and immunities.
Irresistible Dance: Forces subject to dance.
Programmed Image: Causes Image spell to be triggered by event.
Sympathetic Vibration: Deals 2d10 damage/round to freestanding structure.
Cleric Domains and Spells
Cleric Spell List
[Domain:General] Spells on this list are accessible to any Cleric, regardless of their deity and alignment. This generic spell list does not have any granted powers associated with it.
(1) Cure Minor Wounds (Free for Clerics): Cures wounds with a touch.
(1) Detect Magic: Reveals the presence, strength, and school of magical auras.
(2) Enthrall: Captivates all within 100 ft. + 10 ft./level.
(2) Wombat’s Boost: Subject gains +4 to an ability score for 1 min./level.
(2) Augury: Learns whether an action will be good or bad.
(3) Dispel Magic: Cancels magical spells and effects.
(5) Commune: Deity answers three yes-or-no questions.
(9) Miracle: Channels divine energy to produce versatile effects.
Air Domain
Granted Powers
Driven Arrows (Su): You can add the lower of your Cleric level and your Wisdom modifier to ranged weapon damage rolls (but not damage caused by ranged spells, spell-like abilities, or supernatural abilities) in place of your strength modifier, if doing so is advantageous to you. This is a supernatural ability that functions continuously.
Shield of Air (Su): Starting at Cleric level 3rd, you can expend your magical focus as an immediate action to deflect a ranged weapon attack made against you so that you take no damage from it. Ranged attacks generated by spell effects, as well as weapons that are travelling ethereally or are composed entirely of force can’t be deflected.
Wind Tunnel (Su): Starting at Cleric level 5th, your ranged weapons are not hampered by conditions of severe wind, including magical wind such as the one generated by the Wind Wall spell.
Elemental Shape (Su): Starting at Cleric level 13th, whenever you cast a Form of the Elemental on yourself to assume the form of an air elemental, the spell’s duration becomes 1 hour per caster level, rather than the spell’s normal duration. This ability is activated as part of casting the spell.
Air Domain Spells
(1) Entropic Shield: Ranged attacks against you have 20% miss chance.
(1) Fog: Fog surrounds you.
(1) Summon Aerial Beast: Summons an airborne creature.
(2) Gust of Wind: Blows away and knocks down creatures.
(3) Call Lightning: Calls down lightning from the sky to blast your enemies.
(3) Gaseous Form: Subject becomes insubstantial and can fly slowly.
(3) Sleet Storm: Sleet hampers vision and movement.
(3) Wind Wall: Deflects arrows, knocks down creatures, blocks gases.
(4) Air Walk: Subject treads on air as if solid (climb at 45-degree angle).
(4) Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.
(4) Summon Air Elemental: Summons an elemental to do your bidding.
(5) Control Winds: Change wind direction and speed.
(6) Chain Lightning: 1d6/level damage to multiple subjects.
(7) Control Weather: Changes weather in local area.
(7) Form of the Elemental: Subject becomes a living creature of the elements.
(8) Whirlwind: Cyclone deals damage and can pick up creatures.
(9) Storm of Vengeance: Storm rains acid, lightning, and hail.
Animal Domain
[Domain:Animal]
Granted Powers You add Handle Animal, Knowledge (nature), and Ride to your list of Cleric class skills.
Wild Empathy (Ex): You gain the Wild Empathy ability, as a Ranger of a level equal to your Cleric level. If you also have levels in Ranger, use your combined number of levels in Cleric and Ranger to determine your effective level for this ability.
Wild ShapeStarting at Cleric level 5th, whenever you cast a Form of the Avian, Form of the Predator, Form of the Fish or Form of the Scout on yourself, the spell’s duration becomes 1 hour per caster level, rather than the spell’s normal duration. This ability is activated as part of casting one of the listed spells.
Animal Domain Spells
(1) Alter Animal’s Size: Animal changes size.
(1) Converse With Nature: Communicate with animals and other unlikely creatures and objects.
(1) Summon Exotic Beast: Summons a creature from the distant lands.
(1) Summon Forest Predator: Summons a predator of the forests.
(1) Summon Reptile: Summons a scaled creature.
(2) Animal Messenger: Sends a Tiny animal to a specific place.
(2) Animal’s Movement: Grants additional movement capabilities.
(2) Hold Animal: Paralyzes one animal for 1 round/level.
(3) Form of the Avian: Subject gains the form of a bird.
(3) Form of the Fish: Subject gains the form of a water-dwelling creature.
(4) Form of the Predator: Subject gains the form of a dangerous beast.
(5) Awaken: Animal or tree gains human intellect.
(5) Baleful Polymorph: Transforms subject into harmless animal.
(7) Animal Shapes: One ally/level polymorphs into a different form.
(9) Shapechange: Transforms you into any creature whose form you know, and change forms once per round.
Chaos Domain
Granted Powers
Anarchic Shield (Ex): You gain damage reduction equal to one-half your Cleric level (minimum 1). Your damage reduction is overcome by lawful-aligned weapons.
Gift of Fate (Su): Starting at Cleric level 5th, you can expend your magical focus when making any single attack roll, skill check, ability check, or saving throw. You roll your d20 twice when making the check, and use the better result. You must decide whether or not to use it before you make the roll in question. Using this ability does not take an action of its own, its activation is done as part of the activity that requires the roll. You can use this ability once per day. At Cleric level 10th, and again at 15th level, you gain an additional use per day.
Anarchic Strike (Ex): Starting at Cleric level 8th, any weapons you use are considered chaotic-aligned for the purpose of overcoming damage reduction.
Chaos Domain Spells
(1) Aligned Protection: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
(1) Discern Alignment: Reveals the subject’s alignment.
(1) Random Action: Forces a creature to act randomly.
(2) Hideous Laughter: Subject loses actions for 1 round/level.
(2) Mask Alignment: Protects subject’s alignment from being revealed via divinations.
(2) Shatter: Sonic vibration damages objects or crystalline creatures.
(4) Fist of the Deity: Smites creatures of opposing alignment.
(5) Atonement: Removes burden of misdeeds from subject.
(5) Dispel Alignment: Protects against creatures of the chosen alignment, discharge to drive creature away.
(5) Reincarnate: Creates a new, random body for a deceased creature to inhabit.
(6) Animate Objects: Objects attack your foes.
(7) Word of God: Kills, paralyzes, hinders, or deafens subjects not of a selected alignment.
(8) Aligned Aura: Protects creatures, better against creatures of an opposing alignment.
Death Domain
[Domain:Death]
Class Skill: You add Intimidate to your list of Cleric class skills.
Granted Powers
Deathtouched Presence (Ex): You gain a +4 bonus on Intimidate checks against living creatures, and a +4 bonus on Diplomacy checks when dealing with intelligent undead creatures. Mindless undead creatures never attack you without provocation. Unless you attack, touch, or cast a spell at a nearby mindless undead creature, it acts as if you weren’t there. This is an ability that functions continuously, requiring no activation.
Leader of the Dead (Ex): Your Cleric levels count more when calculating the number of creatures you can control via spells with the [Minion] descriptor. The number of HD of creatures you can control this way becomes (2 + your charisma modifier) × (2 × your Cleric level + your number of other HD), rather than (2 + your charisma modifier) × (Your number of HD). This is an ability that functions continuously, requiring no activation.
Animation Mastery (Ex): Each week, you can ignore a total number of 5 × your Cleric level points of experience cost associated with casting the spells Animate Dead and Create Undead. This is not cumulative, if you have not cast the spells sufficiently often (or not created powerful enough undead) to put you over your limit in any given week, the excess is wasted. This ability does not require activation, it is used as part of casting one of the referenced spells.
Undead Horde (Ex): Starting at Cleric level 15th, mindless undead with 1 or 2 HD do not count against your limit of controlled Minions.
Death Domain Spells
(1) Fear: One creature flees for 1d4 rounds.
(1) Ray of Enfeeblement: Ray inflicts a strength penalty of 1d6.
(2) Command Undead: Undead creature obeys your commands.
(2) Death Knell: Kill dying creature and gain 1d8 temporary hp, and +2 to Str and your key ability score.
(2) Gentle Repose: Preserves one corpse.
(3) Animate Dead: Creates undead skeletons and zombies.
(3) Contagion: Infects subject with chosen disease.
(3) Speak with Dead: Corpse answers three questions.
(4) Blight: Withers one plant or deals 1d6/level damage to plant creature.
(4) Death Ward: Grants immunity to death spells and negative energy effects.
(5) Slay Living: Touch attack kills subject.
(6) Create Undead: Creates ghouls, and more powerful creatures with augment.
(7) Finger of Death: Kills one subject.
(9) Soul Bind: Traps dead soul to prevent resurrection.
Destruction Domain
Granted Powers
Class Skill: You add Knowledge (architecture and engineering) to your list of Cleric class skills.
Smite (Su): In order to perform a Smite, you must expend your magical focus as part of making an attack. The attack then gains a bonus on the attack roll equal to your Charisma modifier, and a bonus on the damage roll equal to your Cleric level. You must decide whether or not to perform a Smite before making the the attack. If the attack misses, you still expend your magical focus. This is a Supernatural ability, activated as part of making an attack.
Bonus Feat: At Cleric level 4th, you gain the Improved Sunder feat, even if you do not meet the prerequisites.
Effortless Destruction (Ex): Your spells and attacks ignore a number of points of hardness equal to twice your Cleric level.
Destruction Domain Spells
(1) Inflict Wounds: Deals 1d8 damage +1/level.
(2) Energy Bolt*: Deal 3d6 energy damage in a line.
(2) Shatter: Sonic vibration damages objects or crystalline creatures.
(2) Sound Burst: Deals 1d8 sonic damage to subjects; may stun them.
(3) Call Lightning: Calls down lightning from the sky to blast your enemies.
(3) Contagion: Infects subject with chosen disease.
(4) Rusting Grasp: Your touch corrodes iron and alloys.
(5) Disrupting Weapon: Melee weapon destroys undead.
(5) Slay Living: Touch attack kills subject.
(6) Harm: Deals 110 points of damage to target.
(6) Disintegrate: Makes one creature or object vanish.
(7) Earthquake: Intense tremor shakes 80-ft.-radius.
(8) Transmute to Acid*: Transforms a 10’ cube of solid matter into acid.
(9) Implosion: Kills one creature/round.
Earth Domain
Granted Powers
Hardened Weapons (Su): As a swift action, you can expend your magical focus to have any weapons you use bypass damage reduction and hardness as if they were made of adamantine for a number of rounds equal to your Cleric level.
Earth’s Gentle Embrace (Su): Starting at Cleric level 3rd, you never take penalties when moving through terrain that is difficult due to natural rock or earth formations (such as loose stone rubble or slippery mud). Vegetation and artificial terrain features still count as difficult terrain as normal. In addition, whenever you fall on to a natural rock or earth surface, all falling damage you take is nonlethal damage.
Meld into Stone (Su): Starting at Cleric level 5th, whenever you cast a Meld into Stone spell on yourself, the spell’s duration becomes 1 day per caster level, rather than the spell’s normal duration. This ability is activated as part of casting the spell.
Elemental Shape (Su): Starting at Cleric level 13th, whenever you cast a Form of the Elemental on yourself to assume the form of an earth elemental, the spell’s duration becomes 1 hour per caster level, rather than the spell’s normal duration. This ability is activated as part of casting the spell.
Earth Domain Spells
(1) Converse With Nature: Communicate with animals and other unlikely creatures and objects.
(1) Magic Stone: Launches a magical stone, dealing 1d6+1 damage.
(2) Soften Earth and Stone: Turns stone to clay or dirt to sand or mud.
(3) Meld into Stone: Subject and its gear merge with stone.
(3) Mold Material: Sculpts material into any shape.
(3) Summon Earth Elemental: Summons an elemental to do your bidding.
(4) Stoneskin: Ignore 7 points of damage per attack.
(4) Spike Stones: Creatures in area take 4d8 damage, may be slowed.
(5) Commune with Nature: Learn about terrain for 1 mile/level.
(5) Transmute Rock and Mud: Transforms two 10-ft. cubes per level.
(5) Wall of Stone: Creates a stone wall that can be shaped.
(6) Move Earth: Digs trenches and builds hills.
(7) Earthquake: Intense tremor shakes 80-ft.-radius.
(7) Form of the Elemental: Subject becomes a living creature of the elements.
(8) Repel Metal and Stone: Pushes away metal and stone.
(8) Form of the Iron Golem: Subject’s body changes into a creature of living iron.
Evil Domain
Granted Powers
Unholy Shield (Ex): You gain damage reduction equal to one-half your Cleric level (minimum 1). Your damage reduction is overcome by good-aligned weapons.
Gift of Darkness (Su): Starting at Cleric level 5th, whenever you drop (usually by reducing it to -1 HP or below) a sentient (Int 3 or higher), living creature, score a critical hit, damage a cowering or helpless opponent, or cast a spell with the [Evil] descriptor, you can expend your magical focus to gain a +1 profane bonus on attack and damage rolls for one minute. Using this ability does not take an action of its own, its activation is done as part of the activity that allowed you to use it. At Cleric level 10th, the profane bonus increases to +2. At 15th level, it increases to +3, and at 20th level to +4.
Unholy Strike (Ex): Starting at Cleric level 8th, any weapons you use are considered evil-aligned for the purpose of overcoming damage reduction.
Evil Domain Spells
(1) Aligned Protection: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
(1) Discern Alignment: Reveals the subject’s alignment.
(1) Fear: One creature flees for 1d4 rounds.
(2) Blindness: Negates one of the subject’s senses.
(2) Darkness: 20-ft. radius of supernatural shadow.
(2) Desecrate: Fills area with negative energy, making undead stronger.
(2) Mask Alignment: Protects subject’s alignment from being revealed via divinations.
(3) Bestow Curse: -6 to an ability score; -4 on attack rolls, saves, and checks; or 50% chance of losing each action.
(3) Poison: Creates a temporary batch of poison.
(4) Fist of the Deity: Smites creatures of opposing alignment.
(5) Atonement: Removes burden of misdeeds from subject.
(5) Dispel Alignment: Protects against creatures of the chosen alignment, discharge to drive creature away.
(6) Create Undead: Creates ghouls, and more powerful creatures with augment.
(7) Word of God: Kills, paralyzes, hinders, or deafens subjects not of a selected alignment.
(8) Aligned Aura: Protects creatures, better against creatures of an opposing alignment.
Fire Domain
Granted Powers
Friendly Fire (Su): You gain resistance to fire equal to twice your Cleric level. This is a supernatural ability that functions continuously.
Combust (Su): As a standard action, you can set an unattended object within 30’ on fire, or deal 1d3 points of fire damage to a target within 30’ by succeeding on a ranged touch attack against it.
Divine Fire (Su): Starting at Cleric level 5th, you can change 1 / 4 of the fire damage you deal with spells that appear on the Fire domain list into divine damage, which is not subject to fire resistance or other protections from fire. At 10th level, the ratio of damage so converted rises to 1 / 2, and at 15th level to 3 / 4. This is a supernatural ability that is activated as part of casting each spell in question. You can choose to not activate it (to deal more damage to a creature with the cold subtype, for example).
Elemental Shape (Su): Starting at Cleric level 13th, whenever you cast a Form of the Elemental on yourself to assume the form of a fire elemental, the spell’s duration becomes 1 hour per caster level, rather than the spell’s normal duration. This ability is activated as part of casting the spell.
Fire Domain Spells
(1) Faerie Fire: Outlines subjects with light, canceling blur, concealment, and the like.
(1) Light: Causes object to shine like a torch.
(1) Produce Flame: Create a fire in your hand that you can throw or attack with in melee.
(2) Flame Blade: Creates a weapon of pure fire.
(2) Flaming Sphere: Creates rolling ball of fire, 2d6 damage, lasts 1 round/level.
(2) Heat (Chill) Metal: Makes metal extremely hot or extremely cold, damaging those who touch it.
(2) Pyrotechnics: Turns fire into blinding light or choking smoke.
(3) Summon Fire Elemental: Summons an elemental to do your bidding.
(4) Aura of Fire: Enemies within range take damage, more if they attack you.
(4) Flame Strike: Smite foes with divine fire, knocking them down and dealing 7d6 damage.
(4) Wall of Fire: Deals 2d4 fire damage out to 10 ft. Passing through wall deals 7d6 damage.
(6) Deadly Fog: Add elemental component to fog, causing it to deal damage.
(6) Fire Seeds: Acorns and berries become grenades and bombs.
(7) Fire Storm: Deals 13d6 fire damage.
(7) Form of the Elemental: Subject becomes a living creature of the elements.
(9) Soulfire*: Links your soul to that of another creature, at great peril to both of you.
Good Domain
Granted Powers
Holy Shield (Ex):You gain damage reduction equal to one-half your Cleric level (minimum 1). Your damage reduction is overcome by evil-aligned weapons.
Gift of Compassion (Su): Starting at Cleric level 5th, whenever you stabilize a dying creature, take damage due to a Shield Other spell you have cast, use the aid another action, or cast a spell with the [Good] descriptor or one that heals another creature’s hit point damage, you can expend your magical focus to gain a +1 sacred bonus on attack and damage rolls for one minute. Using this ability does not take an action of its own, its activation is done as part of the activity that allowed you to use it. At Cleric level 10th, the sacred bonus increases to +2. At 15th level, it increases to +3, and at 20th level to +4.
Holy Strike (Ex): Starting at Cleric level 8th, any weapons you use are considered good-aligned for the purpose of overcoming damage reduction.
Good Domain Spells
(1) Aligned Protection: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
(1) Bless: Allies gain +1 on attack rolls and +1 on saves against fear.
(1) Discern Alignment: Reveals the subject’s alignment.
(2) Aid: +1 on attack rolls, +1 on saves against fear, 1d8 temporary hp +1/level.
(2) Consecrate: Fills area with positive energy, making undead weaker.
(2) Mask Alignment: Protects subject’s alignment from being revealed via divinations.
(2) Shield Other: You take half of subject’s damage.
(4) Fist of the Deity: Smites creatures of opposing alignment.
(5) Atonement: Removes burden of misdeeds from subject.
(5) Dispel Alignment: Protects against creatures of the chosen alignment, discharge to drive creature away
(6) Blade Barrier: Wall of blades deals 11d6 damage.
(7) Word of God: Kills, paralyzes, hinders, or deafens subjects not of a selected alignment.
(8) Aligned Aura: Protects creatures, better against creatures of an opposing alignment.
Healing Domain
Granted Powers
Healer’s Talents (Sp): You can use the following spells as spell-like abilities a combined number of times per day equal to your Wisdom modifier if you have the required number of ranks in the Heal skill, as indicated for each spell in question:
6 ranks: Remove Fear
8 ranks: Remove Paralysis
10 ranks: Remove Blindness or Deafness
10 ranks: Remove Disease
10 ranks: Remove Curse
Your caster level for these spell-like abilities is equal to your character level.
Positive Energy Infused Spellcasting (Su): Starting at Cleric level 6th, whenever you cast a divine spell, you can expend your magical focus to grant any one creature affected by the spell temporary hit points equal to your Cleric level. At Cleric level 12th, all creatures affected by your divine spells gain this benefit when you expend your magical focus. Temporary hit points do not stack. This is a supernatural ability whose activation is subsumed in casting the spell in question.
Deathwatch (Su): You can determine the condition of all creatures within 30’ of which you are aware. You instantly know whether each creature within the area is dead, near death (alive, with less than 1/4 of its hit points remaining), wounded (alive with less than 1/2 of its hit points remaining), lightly wounded (alive with less than 3/4 of its hit points remaining) or in good health (alive with more than 3/4 of its hit points remaining). You also know if a creature is undead, or neither alive nor dead (such as a construct). You cannot learn the health of such creatures. This is a supernatural ability that functions continuously, requiring no activation.
Healing Domain Spells
(1) Cure Wounds: Cures 1d8 damage +1/level.
(1) Life Link: Monitors status and position of allies.
(1) Remove Fear: Subject gains immunity to fear.
(2) Antipoison: Stops poison from harming subject for 1 hour/level.
(2) Gentle Repose: Preserves one corpse.
(2) Remove Paralysis: Frees one creature from the effects of paralysis.
(2) Restoration: Dispels magical ability penalty or repairs 1d4 ability damage.
(3) Remove Blindness or Deafness: Cures normal or magical conditions impeding senses.
(3) Remove Curse: Frees object or person from curse.
(3) Remove Disease: Cures all diseases affecting subject.
(5) Raise Dead: Brings a creature back from the dead.
(6) Heal: Cures great amounts of of damage, all diseases and mental conditions.
(7) Regenerate: Subject’s severed limbs grow back, grants fast healing.
Knowledge Domain
[Domain:Knowledge]
Granted Powers
Class Skills: Add all Knowledge skills to your list of Cleric class skills.
Lore (Ex): Thanks to long hours of study, you have a wide range of stray knowledge. This ability is identical to the Bard’s Bardic Knowledge class feature, using your Cleric level in place of the Bard level. This counts as Bardic Knowledge for all purposes, including those of prerequisites. If you have Bard levels, you do not use the abilities separately, but your Cleric and Bard levels stack for purposes of determining your bonus on the check.
Applied Knowledge (Ex): Starting at Cleric level 4th, whenever you fight a creature, you may make a knowledge check as appropriate to its type (Arcana for dragons, Local for humanoids, and so on). This check has a DC equal to the one required to identify monsters and their special powers or vulnerabilities (10 + the monster’s HD), but it is separate from that check (if you choose to also roll it). If the check succeeds, you gain a +1 insight bonus on attack and damage rolls against that creature for the remainder of the fight. If the check fails, you gain no bonus and may not try again. Check separately for each creature type involved in the fight. You must be aware of the creature you are fighting in order to roll this check. You do not have to roll all checks at the start of the combat (although it is advantageous to do so as soon as you become aware of your combatants), you may, for example, roll again if creatures of a new type join the combat later on.
At Cleric level 8th, the insight bonus increases to +2, at 12th level it increases to +3, to +4 at 16th level, and +5 at 20th level.
Gift of Knowledge (Su): Starting at Cleric level 5th, you roll your d20 twice when making any single Knowledge check, and use the better result. You must decide whether or not to use it before you make the roll in question. Using this ability does not take an action of its own any more than rolling a Knowledge check usually does. You can use this ability once per day. At Cleric level 10th, and again at 15th level, you gain an additional use per day.
Knowledge Domain Spells
(1) Detect Secret Doors: Become aware of all secret doors within your line of sight.
(1) Detect Poison: Detects poison or disease in one creature or small object.
(1) Comprehend Languages: You understand all spoken and written languages.
(2) Clairvoyance: See and hear a distant location.
(2) Locate: Senses direction toward object (specific or type).
(2) Read Thoughts: Detect surface thoughts of creatures in range.
(2) Sending: Delivers short message, instantly.
(2) Trap Intuition: Notice and disable traps as a rogue does.
(4) Scrying: Spies on subject from a distance.
(5) True Seeing: Lets you see all things as they really are.
(6) Legend Lore: Lets you learn tales about a person, place, or thing.
(8) Absolute Revelation: Reveals exact location of creature or object.
(8) Moment of Prescience: You gain insight bonus on single attack roll, check, or save.
(9) Foresight: ``Sixth sense`` warns of impending danger.
Law Domain
Granted Powers
Axiomatic Shield (Ex): You gain damage reduction equal to one-half your Cleric level (minimum 1). Your damage reduction is overcome by chaotic-aligned weapons.
Gift of Order (Su): Starting at Cleric level 5th, you can expend your magical focus to ”take 12`` on a single attack roll, skill check, ability check, or saving throw. Instead of rolling a d20 for the check, calculate your result as if you had rolled a 12. You can use this ability even under duress. You must decide whether or not to use it before you make the roll in question. Using this ability does not take an action of its own, its activation is done as part of the activity that requires the roll. You can use this ability once per day. At Cleric level 10th, and again at 15th level, you gain an additional use per day.
Axiomatic Strike (Ex): Starting at Cleric level 8th, any weapons you use are considered lawful-aligned for the purpose of overcoming damage reduction.
Law Domain Spells
(1) Command: One subject obeys selected command for 1 round.
(1) Aligned Protection: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
(1) Discern Alignment: Reveals the subject’s alignment.
(2) Calm Emotions: Calms creatures, negating emotion effects.
(2) Hold Person: Paralyzes one humanoid for 1 round/level.
(2) Mask Alignment: Protects subject’s alignment from being revealed via divinations.
(2) Zone of Truth: Subjects within field find it extremely hard to lie.
(4) Fist of the Deity: Smites creatures of opposing alignment.
(4) Geas (Quest): Commands subject of 7 HD or less.
(5) Atonement: Removes burden of misdeeds from subject.
(5) Dispel Alignment: Protects against creatures of the chosen alignment, discharge to drive creature away
(5) Mark of Justice: Designates action that will trigger curse on subject.
(7) Word of God: Kills, paralyzes, hinders, or deafens subjects not of a selected alignment.
(8) Aligned Aura: Protects creatures, better against creatures of an opposing alignment.
Luck Domain
Granted Powers
Extraordinary Luck (Ex): You can expend your magical focus to reroll any single attack roll, skill check, ability check, or saving throw. You must decide whether or not to use this ability after you have rolled the original check, but before the GM has announced the results of that roll. You must abide by the results of the second roll, even if it is worse than the original roll. You cannot use this ability again to reroll a second time (even if you have two magical focuses to expend and have uses of the ability remaining). Using this ability does not take an action of its own, its activation is done as part of the activity that requires the roll. You can use this ability once per day. At Cleric level 4th, and again at levels 8, 12, and 16, you gain an additional use per day.
Implausible Resilience (Ex): When dying due to your hit points being reduced to -1 or below, you have a 50% chance of becoming stable each round rather than a 10% chance.
Implausible Avoidance (Su): Starting at 5th level, falling objects never hit you, effectively making you immune to damage from such objects. This includes damage from objects that are purposefully dropped on top of you (but not normal ranged attacks), as well as traps that deal damage by dropping objects (or roofs, or similar) on you. Even if you never take damage from falling objects, you can still be affected by secondary effects, such as by being buried under rubble. This is a supernatural ability that functions continuously.
Luck Domain Spells
(1) Bless: Allies gain +1 on attack rolls and +1 on saves against fear.
(1) Entropic Shield: Ranged attacks against you have 20% miss chance.
(1) True Strike: +20 on your next attack roll.
(1) Divine Favor: You gain a luck bonus on attack and damage rolls.
(2) Aid: +1 on attack rolls, +1 on saves against fear, 1d8 temporary hp +1/level.
(3) Bestow Curse: -6 to an ability score; -4 on attack rolls, saves, and checks; or 50% chance of losing each action.
(3) Remove Curse: Frees object or person from curse.
(4) Freedom of Movement: Subject moves normally despite impediments.
(6) Mislead: Turns you invisible and creates illusory double.
(7) Spell Turning: Reflect spells back at caster.
(8) Moment of Prescience: You gain insight bonus on single attack roll, check, or save.
(9) Fortune of the Gods*: Make all d20 rolls twice, and choose your preferred result.
Magic Domain
Granted Powers
Class Skill: You add Use Magic Device to your list of Cleric class skills.
Cantrips (Su): You gain the Cantrips class feature, as a Wizard.
Immediate Counterspelling (Su): At fourth level, you gain the ability to counterspell by expending your magical focus as an immediate action. You do not need to take the ready action in your previous round, the entire counterspell attempt is performed as an immediate action. Counterspell attempts are otherwise handled normally (see Counterspells). You can use this ability once per day. At Cleric levels 8, 12 and 16, you gain an additional daily use of this ability.
Magic Domain Spells
(1) Magic Aura: Alters object’s magic aura.
(1) Magic Missile: Deal 1d4+1 damage, no save, no touch attack.
(1) Identify: Determines properties of magic item.
(2) Energy Ball*: Deal 3d6 energy damage in a burst.
(3) Invisibility Purge: Suppresses invisibility within 5 ft./level.
(3) Glyph of Warding: Inscription harms those who pass it.
(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.
(7) Spell Turning: Reflect spells back at caster.
(7) Limited Wish: Alters reality - within spell limits.
(9) Mage’s Disjunction: Dispels magic, disenchants magic items.
Planes Domain
Granted Powers:
Class Skills: You add the Speak Language skill for any language spoken by natives of planes other than the material plane to your list of Cleric class skills.
Darkvision (Ex): You gain the Darkvision special quality, out to 60’.
Outsider Assumption (Ex): Starting at Cleric level 4th, you no longer need to eat. At Cleric level 12th, you no longer need to sleep, although you must still rest to regain spell points, as before.
Planar Attunement (Ex): Starting at Cleric level 7th, you can selectively ignore the alignment traits of any plane you visit (treating it as a mildly neutral-aligned plane instead).
Planar Ward (Su): Starting at Cleric level 10th, you are constantly considered to be under the influence of an Aligned Protection spell, warding against one alignment opposite that of your own (for example, if you are a Lawful Good Cleric, you could choose to ward against Chaos or Evil), using your Cleric level as its caster level. A true neutral Cleric gains no benefit from this granted power. You can activate or dismiss this effect as a free action. If you can select to ward against more than one alignment, you can choose to change the alignment each time you re-activate the ability. The effect protects only yourself. You do not gain the benefit of the Aligned Protection’s augment.
Ascension (Ex): At Cleric level 20th, you are transformed into a creature of the planes. You are forevermore treated as an outsider rather than as a humanoid (or whatever your creature type was) for the purpose of spells and magical effects. Unlike other outsiders, you can choose to have spells affect you as if you were a member of you previous creature type (chosen when each individual spell in question is cast).
Planes Domain Spells
(1) Free Step*: Teleports you a very short distance.
(2) Sending: Delivers short message, instantly.
(2) Summon Devil: Summons a devil to fight for you.
(3) Summon Demon: Summons a demon to fight for you.
(4) Dimensional Anchor: Bars extradimensional movement.
(4) Dismissal: Forces a creature to return to native plane.
(4) Planar Ally: Request aid from an extraplanar creature.
(4) Summon Celestial: Summons a celestial to defend you.
(6) Form of the Celestial*: You assume the form of a majestic celestial.
(6) Form of the Fiend*: You assume the form of a terrifying fiend.
(6) Forbiddance: Blocks planar travel, damages creatures of selected alignments.
(7) Plane Shift: As many as eight subjects travel to another plane.
(8) Dimensional Lock: Teleportation and interplanar travel blocked for one day/level within an area.
(9) Gate: Connects two planes for travel or calling.
Plant Domain
Granted Powers
Class Skill: Add Knowledge (nature) to your list of Cleric class skills.
Woodland Stride (Ex): Starting at 2nd level, you may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect you.
Trackless Step (Ex): Starting at 3rd level, a you leave no trail in natural surroundings and cannot be tracked. You may choose to leave a trail if so desired.
Plant Venom Immunity (Ex): At 9th level, you gain immunity to all plant-based poison.
Plant Shape (Su): Starting at Cleric level 9th, whenever you cast a Form of the Treant spell on yourself, the spell’s duration becomes 1 hour per caster level, rather than the spell’s normal duration. This ability is activated as part of casting the spell.
Plant Domain Spells
(1) Converse With Nature: Communicate with animals and other unlikely creatures and objects.
(1) Entangle: Plants entangle everyone in 20-ft.-radius.
(1) Shillelagh: Touched bludgeoning weapon deals damage as if it were larger than it really is.
(2) Barkskin: Grants +2 enhancement to natural armor.
(2) Command Nature’s Allies: Sway the actions of one a elemental, fey, or plant creature.
(2) Form of the Plant: You look exactly like a plant for 1 hour/level.
(3) Plant Growth: You encourage or inhibit the growth of plants in a large area.
(3) Spike Growth: Creatures in area take 4d8 damage, may be slowed.
(3) Summon Nature’s Ally: Summons a natural guardian to aid you.
(5) Form of the Treant: Subject gains the form of a plant creature.
(5) Awaken: Animal or tree gains human intellect.
(5) Wall of Thorns: Thorns damage anyone who tries to pass.
(6) Animate Plants: One or more trees animate and fight for you.
(6) Liveoak: Changes an oak into a treant.
(6) Transport via Plants: Move instantly from one plant to another of the same kind.
(6) Repel Wood: Pushes away wooden objects.
(7) Transmute Metal and Wood: Transmutes a metal item to wood, and back again.
(7) Control Nature’s Allies: You link with a natural creature and make it do as you command.
(9) Awaken Nature’s Wrath: Animates the natural world and causes it to attack intruders.
Protection Domain
Granted Powers
Aura of Protection (Su): You can expend your magical focus as an immediate action to grant every ally within 30’ a +2 sacred bonus to AC (when you learn this domain, an Evil or Neutral Cleric may instead choose to grant a profane bonus. Once made, this choice cannot be changed). This bonus lasts for five rounds. At Cleric levels 6, 12, and 18, the sacred bonus increases by +1.
Retributive Ward (Su): Starting at 5th level, whenever a creature other than you is attacked by a creature within your threatened space, you can expend your magical focus to make an attack of opportunity against the attacker (assuming you have at least one attack of opportunity remaining to you that round). You expend your focus as part of making the attack of opportunity, no action is required.
Protection Domain Spells
(1) Endure Elements: Exist comfortably in hot or cold environments.
(1) Sanctuary: Opponents can’t attack you, and you can’t attack.
(1) Shield of Faith: Creates a magical field around a creature that deflects attacks.
(2) Resistance: Grants a Resistance bonus on saving throws.
(2) Resist Energy: Ignores first 10 (or more) points of damage/attack from specified energy type.
(2) Shield Other: You take half of subject’s damage.
(4) Death Ward: Grants immunity to death spells and negative energy effects.
(4) Spell Immunity: Subject is immune to two spells of 4th level or below.
(4) Stoneskin: Ignore 7 points of damage per attack.
(5) Spell Resistance: Subject gains SR 12 + level.
(6) Antimagic Field: Negates magic within 10 ft.
(6) Antilife Shell: 10-ft. field hedges out living creatures.
(6) Word of Recall: Teleports you back to designated place.
(8) Mind Blank: Subject is immune to mental/emotional magic and scrying.
(9) Prismatic Sphere: As prismatic wall, but surrounds on all sides.
Strength Domain
Granted Powers
Class Skills: You add Climb, Jump, and Swim to your list of Cleric class skills.
Feat of Strength (Su): You can expend your magical focus as part of making a strength check, strength-based skill check, or a grapple check to gain a bonus on the check equal to your Cleric level. Using this ability does not take an action of its own, its activation is done as part of the activity that requires the roll.
Bonus feats: At Cleric levels 2nd, 5th, 9th, 13th and 17th, you gain a bonus feat, selected from the following list:
Athletic, Diehard, Endurance, Great Fortitude, Improved Grapple, Improved Overrun, Improved Unarmed Strike, Run, Skill Focus (Any strength-based skill), Toughness, Trample.
You must meet all prerequisites for the feats, if any.
Strength Domain Spells
(1) Alter Size: Humanoid creature changes size.
(1) Virtue: Gain 5 temporary hit points.
(3) Magic Vestment: Armor or shield gains +2 enhancement bonus.
(3) Maneuvering Hand: Hand composed of force performs combat maneuvers.
(4) Hand of Force: Hand of force manipulates items.
(4) Spell Immunity: Subject is immune to two spells of 4th level or below.
(4) Stoneskin: Ignore 7 points of damage per attack.
(5) Righteous Might: Your size increases, and you gain combat bonuses.
(6) Heroes’ Feast: Food for four creatures cures and grants combat bonuses and immunities.
(6) Juggernaut*: Subject gains the ability to easily destroy objects in its path.
(9) Form of the Titan: The subject takes up the shape and abilities of a powerful outsider.
Sun Domain
Granted Powers
Greater Turning (Su): If you have the Turn Undead feat, it deals 6 points of damage per Cleric level you have, and 1d6 points of damage for every non-Cleric hit die you have.
Sun-blessed Sight (Ex): At Cleric level 3rd, you gain immunity to the conditions of being blinded and dazzled.
Purifying Light (Su): Starting at Cleric level 5th, you can elect to imbue your light spells with purifying energy that harms certain creatures. At the start of your turn, any evil outsiders, undead creatures, and natives of the plane of shadow located within the bright light radius of a spell so imbued take damage equal to your Cleric level. Only spells with the light descriptor that continuously shed light can be imbued in this way. This ability is activated as part of casting the light spell in question.
Power of the Sun (Su): Starting at Cleric level 7th, you can expend your magical focus as part of casting a spell in order to increase its save DC by 1. At Cleric level 14th, it instead increases by 2, and by 3 at Cleric level 20th. This ability can only be used in an area of direct, natural sunlight.
Sun Domain Spells
(1) Endure Elements: Exist comfortably in hot or cold environments.
(1) Light: Causes object to shine like a torch.
(1) Searing Light: Ray scorches foul creatures.
(2) Blade of the Sun*: Weapon shines with brilliant energy for one round.
(3) Invisibility Purge: Suppresses invisibility within 5 ft./level.
(3) Plant Growth: You encourage or inhibit the growth of plants in a large area.
(4) Aura of Fire: Enemies within range take damage, more if they attack you.
(5) Body of Light*: Turn subject into pure energy, removing some vulnerabilities.
(6) Fire Seeds: Acorns and berries become grenades and bombs.
(7) Control Weather: Changes weather in local area.
(8) Sunburst: Blinds creatures and deals damage, more to undead and oozes.
(9) Prismatic Sphere: As prismatic wall, but surrounds on all sides.
Travel Domain
Granted Powers
Class Skills: You add Knowledge (Geography) and Survival to your list of Cleric class skills.
Longstrider (Su): Whenever you cast an Expeditious Retreat spell on yourself as a standard action, the spell’s duration changes to 1 hour per level rather than the spell’s normal duration. This is a supernatural ability activated as part of casting the spell in question.
Efficient Travel (Su): You and a number of travelling companions up to your Wisdom modifier add your Cleric level to the number of miles you can move in one hour of overland travel. This has a corresponding effect on the number of miles you can travel per day. For example, if accompanied by a 5th level Cleric with the Travel domain, a group walking at a speed of 30’ could cover 8 miles per hour of overland travel, rather than 3 miles, and 64 miles per day of overland travel, rather than 24 miles.
If travelling by mount, carriage, or similar assistance, apply this bonus speed to the means of transportation in question, rather than the group’s walking speed.
Safe Teleportation (Su): Starting at Cleric level 9th, you never suffer mishaps when casting the Teleport spell. Reroll all instances of “Mishap” on the Teleportation table until another result is obtained. This is a supernatural ability activated as part of casting the spell.
Travel Domain Spells
(1) Control Fall: Objects or creatures fall slowly.
(1) Expeditious Retreat: Your speed increases by 30 ft.
(1) Free Step*: Teleports you a very short distance.
(2) Locate: Senses direction toward object (specific or type).
(3) Fly: Subject flies at speed of 40 ft.
(3) Helping Hand: Ghostly hand leads subject to you.
(4) Dimension Door: Teleports you short distance.
(4) Freedom of Movement: Subject moves normally despite impediments.
(5) Teleport: Instantly transports you as far as 100 miles/level.
(6) Transport via Plants: Move instantly from one plant to another of the same kind.
(6) Word of Recall: Teleports you back to designated place.
(7) Phase Door: Creates an invisible passage through wood or stone.
(7) Reverse Gravity: Objects and creatures fall in a direction other than down for one round.
(9) Astral Projection: Projects you and companions onto Astral Plane.
Trickery Domain
Granted Powers
Class Skills: Add Bluff, Disguise, and Hide to your list of Cleric class skills.
Master of Diversion (Ex): You can create a diversion to hide or feint in combat as a move action, rather than as a standard action (see the Bluff and Hide skill descriptions, respectively). If you already have the ability to feint in combat as a move action, you can instead feint as a free action.
Pass without Trace (Ex): Starting at Cleric level 3rd, you can move through any type of terrain and leave neither footprints nor scent. Tracking you is impossible. You may choose to leave a trail if so desired.
Poison Use (Ex): Starting at Cleric level 6th, you never risk accidentally poisoning yourself when applying poison to a weapon or using a poisoned weapon.
Camouflage (Ex): Starting at 13th level, you can use the Hide skill even without having cover or concealment.
Trickery Domain Spells
(1) Detect Poison: Detects poison or disease in one creature or small object.
(1) Disguise Self: Changes your appearance.
(1) Magic Aura: Alters object’s magic aura.
(1) Shroud the Weak Mind: Prevents creatures with limited intelligence from perceiving warded subjects.
(2) Invisibility: Subject is invisible for 1 min./level or until it attacks.
(2) Silence: Negates sound in 20-ft. radius.
(3) Nondetection: Masks object or creature against scrying.
(3) Poison: Creates a temporary batch of poison.
(4) Confusion: Subjects behave oddly for 1 round/level.
(5) False Vision: Fools scrying with an illusion.
(6) Animate Objects: Objects attack your foes.
(6) Mislead : Turns you invisible and creates illusory double.
(7) Screen: Illusion hides area from vision, scrying.
(9) Time Stop: You stop time momentarily.
Vermin Domain
[Domain:Vermin]
Granted Powers
Friend of Vermin (Ex): Vermin never attack you without provocation. Unless you attack, touch, or cast a spell at a nearby vermin, it acts as if you weren’t there. This is an ability that functions continuously, requiring no activation.
Lord of Flies (Ex): If you have ranks in the Handle Animal skill, you can use it to handle and train monstrous vermin as if they were animals. For this purpose, treat the vermin as if they had an Intelligence score of 1.
Vermin Shape (Su): Starting at Cleric level 7th, whenever you cast a Form of the Vermin or Form of the Viper on yourself, the spell’s duration becomes 1 hour per caster level, rather than the spell’s normal duration. This ability is activated as part of casting one of the listed spells.
Vermin Venom Immunity (Ex): At Cleric level 9th, you gain immunity to the poison attacks of vermin, and to all poisons derived from vermin.
Vermin Domain Spells
(1) Web Strand*: You entangle a foe in sticky goo.
(1) Summon Vermin: Summons a monstrous vermin to aid you in battle.
(2) Summon Swarm: Summons swarm of bats, rats, or spiders.
(2) Web: Creates sticky spiderwebs between two anchor points.
(3) Poison: Creates a temporary batch of poison.
(4) Form of the Vermin: Subject gains the form of a vermin.
(4) Form of the Viper: Subject gains the form of a snake.
(4) Giant Vermin: Turns centipedes, scorpions, or spiders into giant vermin.
(4) Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away.
(5) Jellyfish Sting*: Slimy tentacle reaches out and paralyzes one victim.
(7) Creeping Doom: Fills subject’s lungs with insects, placing it in mortal danger.
(9) Insect Plague: Swarm of locusts appears, devouring everything within an area.
War Domain
Granted Powers
Heavy Armor Proficiency: You are proficient in heavy armor.
Martial Devotion (Ex): You qualify for feats and prestige classes as if the Cleric class had the good Base Attack Bonus progression (BAB = level), rather than the medium progression (BAB = 3 / 4 level).
Bonus feats: At Cleric level 4th, you gain the Weapon Focus feat with your deity’s favored weapon as a bonus feat. At Cleric level 8th, you gain the Weapon Specialization feat with your deity’s favored weapon as a bonus feat, even if you do not meet the prerequisites. At Cleric level 12th, you gain the Greater Weapon Focus feat with your deity’s favored weapon as a bonus feat, even if you do not meet the prerequisites. At Cleric level 16th, you gain the Greater Weapon Specialization feat with your deity’s favored weapon as a bonus feat, even if you do not meet the prerequisites.
War Domain Spells
(1) Divine Favor: You gain a luck bonus on attack and damage rolls.
(1) Magic Weapon: Weapon gains +1 bonus.
(2) Spiritual Weapon: Magic weapon attacks on its own.
(3) Magic Vestment: Armor or shield gains +2 enhancement bonus.
(4) Divine Power: You gain attack bonus, +6 to Str, and 1 hp/level.
(4) Flame Strike: Smite foes with divine fire, knocking them down and dealing 7d6 damage.
(5) Righteous Might: Your size increases, and you gain combat bonuses.
(6) Blade Barrier: Wall of blades deals 11d6 damage.
(7) Power Word: Overwhelms the minds of lesser creatures with a single word of power.
(9) Immortal Army*: Grant virtual immortality to weaker creatures.
Water Domain
Granted Powers
Class Skill: You add Swim to your list of Cleric class skills.
Create WaterBy expending your magical focus as a standard action, you can create up to two gallons of water per Cleric level. The water is wholesome and drinkable, just like clean rain water.
The water appears within 30’. Water can be created in an area as small as will actually contain the liquid, or in an area three times as large - possibly creating a downpour or filling many small receptacles.
Water weighs about 8 pounds per gallon. One cubic foot of water contains roughly 8 gallons and weighs about 60 pounds.
Swim Speed: You gain a swim speed equal to your land speed. You can then move through water at your speed without making Swim checks. You gain a +8 racial bonus on any Swim check to perform a special action or avoid a hazard. You can always can choose to take 10 on a Swim check, even if distracted or endangered when swimming. You can use the run action while swimming, provided that you swim in a straight line.
Water BreathingStarting at Cleric level 5th, you gain the ability to breathe water as well as you breathe air. This allows you to speak (and provide verbal components to spells) as if you were breathing air.
If you already have the ability to breathe water, but not air, you instead gain the ability to breathe air (you become amphibious). If you are already amphibious, you gain no further benefits.
This is a supernatural ability that functions continuously.
Embrace of the Deep (Su): Starting at Cleric level 10th, you can cause any creature within 30’ to lose its ability to hold its breath while in water. A successful Fortitude save (DC 10 + 1 / 2 your Cleric level + your Wisdom modifier) negates the effect. On a failed save the creature must, if submerged in water, immediately start making Constitution checks or start drowning1. Creatures that do not need to breathe and creatures capable of breathing water are immune to this ability. Using this ability is a mental free action. You cannot force this ability upon the same creature more than once per round. You must have line of sight and line of effect to the creature in question. The creature remains unable to hold its breath until you dismiss the effect (another free action) or until it moves out of range. Its ability to actually breathe is unaffected.
Elemental Shape (Su): Starting at Cleric level 13th, whenever you cast a Form of the Elemental on yourself to assume the form of a water elemental, the spell’s duration becomes 1 hour per caster level, rather than the spell’s normal duration. This ability is activated as part of casting the spell.
Water Domain Spells
(1) Food and Water: Purifies food and water so it is again fit for consumption.
(1) Fog: Fog surrounds you.
(1) Summon Aquatic Creature: Summons a creature of the seas.
(2) Align Water: Vial of water is imbued with the power of an alignment.
(3) Animal’s Movement: Grants additional movement capabilities.
(3) Summon Water Elemental: Summons an elemental to do your bidding.
(3) Water Walk: Subjects tread on water as if solid.
(4) Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.
(4) Rusting Grasp: Your touch corrodes iron and alloys.
(5) Cone of Cold: 9d6 points of cold damage in a cone, and all in area must save or be slowed.
(5) Control Water: Raises or lowers bodies of water, or slows water elemental.
(6) Deadly Fog: Add elemental component to fog, causing it to deal damage.
(7) Control Weather: Changes weather in local area.
(7) Form of the Elemental: Subject becomes a living creature of the elements.
(8) Horrid Wilting: Desiccates nearby creatures.
Rewriting the drowning rules is left as an exercise to the reader.↩
Paladin Spells
1st-Level Paladin Spells
Aligned Protection: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
Bless: Allies gain +1 on attack rolls and +1 on saves against fear.
Bless Weapon: Weapon strikes true against evil foes.
Comprehend Languages: You understand all spoken and written languages.
Cure Wounds: Cures 1d8 damage +1/level.
Cure Minor Wounds (Free for Paladins): Cures wounds with a touch.
Detect Poison: Detects poison or disease in one creature or small object.
Detect Undead: Reveals the presence and strength of undead creatures.
Discern Alignment: Reveals the subject’s alignment.
Divine Favor: You gain a luck bonus on attack and damage rolls.
Endure Elements: Exist comfortably in hot or cold environments.
Light: Causes object to shine like a torch.
Magic Weapon: Weapon gains +1 bonus.
True Strike: +20 on your next attack roll.
Remove Fear: Subject gains immunity to fear.
Virtue: Gain 5 temporary hit points.
2nd-Level Paladin Spells
Aid: +1 on attack rolls, +1 on saves against fear, 1d8 temporary hp +1/level.
Align Water*: Vial of water is imbued with the power of an alignment.
Antipoison: Stops poison from harming subject for 1 hour/level.
Lion’s Charge*: You can make full attack in same round you charge.
Mask Alignment: Protects subject’s alignment from being revealed via divinations.
Resistance: Grants a Resistance bonus on saving throws.
Resist Energy: Ignores first 10 (or more) points of damage/attack from specified energy type.
Restoration: Dispels magical ability penalty or repairs 1d4 ability damage.
Shield Other: You take half of subject’s damage.
Zone of Truth: Subjects within field find it extremely hard to lie.
Wombat’s Boost: Subject gains +4 to an ability score for 1 min./level.
3rd-Level Paladin Spells
Dispel Magic: Cancels magical spells and effects.
Geas (Quest): Commands subject of 7 HD or less.
Heal Mount: As Heal on your special mount.
Keen Edge: Doubles normal weapon’s threat range.
Magic Vestment: Armor or shield gains +2 enhancement bonus.
Remove Blindness or Deafness: Cures normal or magical conditions impeding senses.
Remove Curse: Frees object or person from curse.
Remove Disease: Cures all diseases affecting subject.
4th-Level Paladin Spells
Body of Light*: Turn subject into pure energy, removing some vulnerabilities.
Death Ward: Grants immunity to death spells and negative energy effects.
Dimension Door: Teleports you short distance.
Freedom of Movement: Subject moves normally despite impediments.
Mark of Justice: Designates action that will trigger curse on subject.
5th-Level Paladin Spells
Aligned Sword: Weapon becomes +5, deals +2d6 damage against one alignment.
Atonement: Removes burden of misdeeds from subject.
Commune: Deity answers three yes-or-no questions.
Dispel Alignment: Protects against creatures of the chosen alignment, discharge to drive creature away.
Disrupting Weapon: Melee weapon destroys undead.
Righteous Might: Your size increases, and you gain combat bonuses.
True Seeing: Lets you see all things as they really are.
6th-Level Paladin Spells
Heal: Cures great amounts of of damage, all diseases and mental conditions.
Mind Blank, Personal*: You are immune to scrying and mental effects.
Plane Shift: As many as eight subjects travel to another plane.
Word of God: Kills, paralyzes, hinders, or deafens subjects not of a selected alignment.
Ranger Spells
1st-Level Ranger Spells
Alarm: Wards an area for 2 hours/level.
Alter Animal’s Size: Animal changes size.
Animal Messenger: Sends a Tiny animal to a specific place.
Animal’s Movement: Grants additional movement capabilities.
Animate Rope: Animates a rope or vine.
Control Fall: Objects or creatures fall slowly.
Cure Wounds: Cures 1d8 damage +1/level.
Detect Poison: Detects poison or disease in one creature or small object.
Endure Elements: Exist comfortably in hot or cold environments.
Entangle: Plants entangle everyone in 20-ft.-radius.
Expeditious Retreat: Your speed increases by 30 ft.
Magic Weapon: Weapon gains +1 bonus.
Shroud the Weak Mind: Prevents creatures with limited intelligence from perceiving warded subjects.
Summon Aerial Beast: Summons an airborne creature.
Summon Aquatic Creature: Summons a creature of the seas.
Summon Exotic Beast: Summons a creature from the distant lands.
Summon Forest Predator: Summons a predator of the forests.
Summon Reptile: Summons a scaled creature.
True Strike: +20 on your next attack roll.
Converse With Nature: Communicate with animals and other unlikely creatures and objects.
2nd-Level Ranger Spells
Antipoison: Stops poison from harming subject for 1 hour/level.
Barkskin: Grants +2 enhancement to natural armor.
Command Nature’s Allies: Sway the actions of one a elemental, fey, or plant creature.
Darkvision: See 30 ft. in total darkness.
Form of the Plant: You look exactly like a plant for 1 hour/level.
Hold Animal: Paralyzes one animal for 1 round/level.
Lion’s Charge*: You can make full attack in same round you charge.
Resistance: Grants a Resistance bonus on saving throws.
Resist Energy: Ignores first 10 (or more) points of damage/attack from specified energy type.
Wind Wall: Deflects arrows, knocks down creatures, blocks gases.
3rd-Level Ranger Spells
Form of the Avian: Subject gains the form of a bird.
Form of the Fish: Subject gains the form of a water-dwelling creature.
Magic Vestment: Armor or shield gains +2 enhancement bonus.
Nondetection: Masks object or creature against scrying.
Locate: Senses direction toward object (specific or type).
Plant Growth: You encourage or inhibit the growth of plants in a large area.
Remove Disease: Cures all diseases affecting subject.
Spike Growth: Creatures in area take 4d8 damage, may be slowed.
Summon Nature’s Ally: Summons a natural guardian to aid you.
Water Walk: Subjects tread on water as if solid.
4th-Level Ranger Spells
Commune with Nature: Learn about terrain for 1 mile/level.
Form of the Predator: Subject gains the form of a dangerous beast.
Freedom of Movement: Subject moves normally despite impediments.
Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away.
5th-level Ranger Spells
Awaken: Animal or tree gains human intellect.
Control Winds: Change wind direction and speed.
Baleful Polymorph: Transforms subject into harmless animal.
Form of the Treant: Subject gains the form of a plant creature.
Wall of Thorns: Thorns damage anyone who tries to pass.
6th-level Ranger Spells
Animate Plants: One or more trees animate and fight for you.
Liveoak: Changes an oak into a treant.
Repel Wood: Pushes away wooden objects.
Transport via Plants: Move instantly from one plant to another of the same kind.
Sorcerer/Wizard Spells
1st-Level Sorcerer/Wizard Spells
Alarm: Wards an area for 2 hours/level.
Aligned Protection: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
Animate Rope: Animates a rope or wine.
Color Spray: Knocks unconscious, blinds, and/or stuns weak creatures.
Control Fall: Objects or creatures fall slowly.
Daze: Target creature loses next action.
Detect Magic: Reveals the presence, strength, and school of magical auras.
Detect Secret Doors: Become aware of all secret doors within your line of sight.
Detect Undead: Reveals the presence and strength of undead creatures.
Disguise Self: Changes your appearance.
Endure Elements: Exist comfortably in hot or cold environments.
Scorching Ray: Deal 1d6 energy damage with a ranged touch attack.
Energized Touch: Touch delivers 1d8 energy damage.
Expeditious Retreat: Your speed increases by 30 ft.
Floating Disk: Creates a versatile 5-ft.-diameter disk of force.
Grease: Makes 10-ft. square or one object slippery.
Identify: Determines properties of magic item.
Light: Causes object to shine like a torch.
Magic Aura: Alters object’s magic aura.
Magic Missile: Deal 1d4+1 damage, no save, no touch attack.
Magic Weapon: Weapon gains +1 bonus.
Mount: Summons magical riding horse for 2 hours/level.
Open and Close: Holds door shut or opens it.
Ray of Enfeeblement: Ray inflicts a strength penalty of 1d6.
Repair: Makes repairs on an object or construct.
Shield: Invisible disc gives +4 to AC.
Sleep: Puts 4 HD of creatures into magical slumber.
Touch of Fatigue: Touch fatigues subject.
True Strike: +20 on your next attack roll.
Unseen Servant: Invisible force obeys your commands.
Ventriloquism: Makes sounds appear out of nowhere.
2nd-Level Sorcerer/Wizard Spells
Acid Arrow: Ranged touch attack for 2d4 acid damage.
Alter Self: Perform minor physical changes on yourself.
Animal’s Movement: Grants additional movement capabilities.
Blindness: Negates one of the subject’s senses.
Blur: Attacks miss subject 20% of the time.
Darkness: 20-ft. radius of supernatural shadow.
Darkvision: See 30 ft. in total darkness.
Energy Ball*: Deal 3d6 energy damage in a burst.
Energy Bolt*: Deal 3d6 energy damage in a line.
False Life: Gain 1d10 temporary hp.
Flaming Sphere: Creates rolling ball of fire, 2d6 damage, lasts 1 round/level.
Ghoul Touch: Paralyzes one subject, which exudes stench that makes those nearby sickened.
Glitterdust: Blinds creatures, outlines invisible creatures.
Gust of Wind: Blows away and knocks down creatures.
Hideous Laughter: Subject loses actions for 1 round/level.
Hold Person: Paralyzes one humanoid for 1 round/level.
Levitate: Subject moves up and down at your direction.
Locate: Senses direction toward object (specific or type).
Pattern: Twisting colors fascinate creatures.
Phantom Trap: Makes item seem trapped.
Protection from Arrows: Subject becomes immune to most ranged attacks.
Resist Energy: Ignores first 10 (or more) points of damage/attack from specified energy type.
See Invisibility: Reveals invisible creatures or objects.
Shatter: Sonic vibration damages objects or crystalline creatures.
Spectral Hand: Creates disembodied glowing hand to deliver touch attacks.
Summon Swarm: Summons swarm of bats, rats, or spiders.
Touch of Idiocy: Subject takes 1d6 points of Int, Wis, or Cha damage.
Web: Creates sticky spiderwebs between two anchor points.
Wombat’s Boost1: Subject gains +4 to an ability score for 1 min./level.
Thanks to Fax Celestis @ Giantitp.com for this joke.↩
3rd-Level Sorcerer/Wizard Spells
Blink: Subject randomly vanishes and reappears for 1 round/level.
Dispel Magic: Cancels magical spells and effects.
Energy Arrow: Arrows deal additional energy damage.
Explosive Runes: Deals 5d6 damage when read.
Gaseous Form: Subject becomes insubstantial and can fly slowly.
Halt Undead: Immobilizes undead for 1 round/level.
Haste: One creature moves faster, +1 on attack rolls, AC, and Reflex saves.
Heroism: Gives +2 bonus on attack rolls, saves, skill checks.
Keen Edge: Doubles normal weapon’s threat range.
Rage: Subjects are thrown into a fit of anger, with various effects.
Sending: Delivers short message, instantly.
Sepia Snake Sigil: Creates text symbol that immobilizes reader.
Shrink Item: Object shrinks to one-sixteenth size.
Sleet Storm: Sleet hampers vision and movement.
Slow: One creature takes only one action/round, -1 to AC, reflex saves, and attack rolls.
Tiny Hut: Creates shelter for ten creatures.
Vampiric Touch: Touch deals 3d6 damage; caster gains damage as hp.
Wind Wall: Deflects arrows, knocks down creatures, blocks gases.
4th-Level Sorcerer/Wizard Spells
Arcane Eye: Invisible floating eye moves 30 ft./round.
Aura of Fire: Enemies within range take damage, more if they attack you.
Bestow Curse: -6 to an ability score; -4 on attack rolls, saves, and checks; or 50% chance of losing each action.
Confusion: Subjects behave oddly for 1 round/level.
Contagion: Infects subject with chosen disease.
Control Water: Raises or lowers bodies of water, or slows water elemental.
Crushing Despair: Subjects take -2 on attack rolls, damage rolls, saves, and checks.
Detect Scrying: Alerts you of magical eavesdropping.
Dimensional Anchor: Bars extradimensional movement.
Hallucinatory Terrain: Makes one type of terrain appear like another.
Hand of Force: Hand of force manipulates items.
Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.
Mold Material: Sculpts material into any shape.
Phantasmal Killer: Fearsome illusion kills subject or renders it unconscious.
Remove Curse: Frees object or person from curse.
Stoneskin: Ignore 7 points of damage per attack.
Telekinesis: Telekinetically throw things around.
Wall of Fire: Deals 2d4 fire damage out to 10 ft. Passing through wall deals 7d6 damage.
Wall of Ice: Ice forms a translucent, shapeable wall.
5th-level Sorcerer/Wizard Spells
Baleful Polymorph: Transforms subject into harmless animal.
Blight: Withers one plant or deals 1d6/level damage to plant creature.
Dream: Contact or disturb sleeping creature.
False Vision: Fools scrying with an illusion.
Feeblemind: Subject’s Int and Cha drop to 1.
Instant Summons: Prepared object appears in your hand.
Interposing Hand: Hand provides cover against one opponent.
Mind Fog: Subjects in fog suffer increasing penalties to Will saves and Wisdom checks.
Mage’s Private Sanctum: Prevents anyone from viewing or scrying an area for 24 hours.
Prying Eyes: Floating eyes scout for you.
Teleport: Instantly transports you as far as 100 miles/level.
Transmute Rock and Mud: Transforms two 10-ft. cubes per level.
Wall of Force: Create Wall which is immune to damage.
Wall of Stone: Creates a stone wall that can be shaped.
Waves of Fatigue: Several targets become fatigued.
6th-level Sorcerer/Wizard Spells
Antilife Shell: 10-ft. field hedges out living creatures.
Contingency: Allows you to store one spell to be swiftly cast when the need is dire.
Deadly Fog: Add elemental component to fog, causing it to deal damage.
Disintegrate: Makes one creature or object vanish.
Eyebite: Target becomes panicked, sickened, and/or comatose, depending on HD.
Freezing Sphere: Freezes in place and deals cold damage.
Hardening: Increases an object’s hardness.
Shadow Walk: Step into shadow to travel rapidly.
Transformation: You transform into a a hulk skilled in combat.
Transmute Flesh and Stone: Turns subject creature into statue, or the other way around.
True Seeing: Lets you see all things as they really are.
7th-Level Sorcerer/Wizard Spells
Control Weather: Changes weather in local area.
Ethereal Jaunt: Touched creature becomes ethereal for 1 round/level.
Finger of Death: Kills one subject.
Limited Wish: Alters reality - within spell limits.
Mage’s Sword: Floating magic blade strikes opponents.
Mage’s Magnificent Mansion: Door leads to extradimensional mansion.
Phase Door: Creates an invisible passage through wood or stone.
Prismatic Spray: Rays hit subjects with variety of effects.
Refuge: Alters item to transport its possessor to you.
Reverse Gravity: Objects and creatures fall in a direction other than down for one round
Sequester: Subject is invisible to sight and scrying; renders creature comatose.
8th-level Sorcerer/Wizard Spells
Binding: Utilizes an array of techniques to imprison a creature.
Mind Blank: Subject is immune to mental/emotional magic and scrying.
Moment of Prescience: You gain insight bonus on single attack roll, check, or save.
Prismatic Wall: Wall’s colors have array of effects.
Sunburst: Blinds creatures and deals damage, more to undead and oozes.
Telepathic Beacon: Object or location attracts or repels certain creatures.
Temporal Stasis: Puts subject into suspended animation.
9th-level Sorcerer/Wizard Spells
Astral Projection: Projects you and companions onto Astral Plane.
Freedom: Releases creature from imprisonment.
Genesis: You instigate a new demiplane on the Astral Plane.
Imprisonment: Entombs subject beneath the earth.
Prismatic Sphere: As prismatic wall, but surrounds on all sides.
Teleportation Circle: Circle teleports any creature inside to designated spot.
Time Stop: You stop time momentarily.
Wail of the Banshee: Kills multiple creatures.
Wish: As limited wish, but with fewer limits.
Abjurer Spells
(1) Mage Armor: Gives subject +4 armor bonus.
(2) Resistance : Grants a Resistance bonus on saving throws.
(3) Nondetection: Masks object or creature against scrying.
(4) Globe of Invulnerability: Stops low-powered spell effects.
(5) Dismissal: Forces a creature to return to native plane.
(6) Antimagic Field: Negates magic within 10 ft.
(7) Spell Turning: Reflect spells back at caster.
(8) Dimensional Lock: Teleportation and interplanar travel blocked for one day/level within an area.
(9) Mage’s Disjunction: Dispels magic, disenchants magic items.
Conjurer Spells
(1) Fog: Fog surrounds you.
(2) Matter Creation: Creates one cloth or wood object.
(2) Summon Devil: Summons a devil to fight for you.
(3) Summon Demon: Summons a demon to fight for you.
(3) Noxious Vapors: Nauseating vapors, 1 round/level.
(4) Black Tentacles: Tentacles grapple all within 20 ft. spread.
(4) Dimension Door: Teleports you short distance.
(4) Summon Celestial: Summons a celestial to defend you.
(5) Planar Binding: Traps extraplanar creature of 6 HD or less.
(6) Wall of Iron: Flat iron wall appears, may topple on to foes.
(7) Plane Shift: As many as eight subjects travel to another plane.
(8) Maze: Traps subject in extradimensional maze.
(9) Gate: Connects two planes for travel or calling.
Diviner Spells
(1) Comprehend Languages: You understand all spoken and written languages.
(2) Clairvoyance: See and hear a distant location.
(3) Mnemonic Enhancer: You magically enhance your own ability to recall information.
(4) Scrying: Spies on subject from a distance.
(5) Contact Other Plane: Lets you ask question of extraplanar entity.
(6) Legend Lore: Lets you learn tales about a person, place, or thing.
(7) Precognition: You see the future of one creature.
(8) Absolute Revelation: Reveals exact location of creature or object.
(9) Foresight: ``Sixth sense`` warns of impending danger.
Enchanter Spells
(1) Charm: Makes one creature your friend.
(2) Read Thoughts: Detect surface thoughts of creatures in range.
(3) Suggestion: Compels subject to follow stated course of action.
(4) Geas (Quest): Commands subject of 7 HD or less.
(5) Dominate: Controls humanoid telepathically.
(6) Deadly Fright*: Humanoid dies of fright.
(7) Power Word: Overwhelms the minds of lesser creatures with a single word of power.
(8) Irresistible Dance: Forces subject to dance.
(9) Crushing the Essence*: Suppresses all immunities to enchantments for one round.
Evoker Spells
(1) Burn: Creature catches on fire if it takes fire damage.
(1) Ray of Frost: Deal 1d6 cold damage with a ranged touch attack, and target must save or be slowed.
(2) Fireball: Deal 3d6+3 fire damage in a burst that is hard to dodge.
(2) Lightning Bolt: Deal 3d6 electricity damage in a line that sickens.
(2) Pyrotechnics: Turns fire into blinding light or choking smoke.
(3) Maneuvering Hand: Hand composed of force performs combat maneuvers.
(4) Resilient Sphere: Force globe protects but traps one subject.
(4) Shout: Deafens all within cone and deals 7d6 sonic damage.
(5) Cone of Cold: 9d6 points of cold damage in a cone, and all in area must save or be slowed.
(6) Chain Lightning: 1d6/level damage to multiple subjects.
(8) Polar Ray:: Ranged touch attack deals cold damage and immobilizes.
(9) Meteor: Sphere descends, destroys everything.
Illusionist Spells
(1) Image: Creates illusion of your design.
(2) Invisibility: Subject is invisible for 1 min./level or until it attacks.
(2) Mirror Image: Creates decoy duplicates of you.
(3) Hall of Mirrors*: Subject’s movement is randomized.
(4) Shadow Conjuration: Mimics certain conjurations.
(5) Shadow Evocation: Mimics certain Evocations.
(6) Mislead: Turns you invisible and creates illusory double.
(6) Programmed Image: Causes Image spell to be triggered by event.
(7) Simulacrum: Creates partially real double of a creature.
(8) Screen: Illusion hides area from vision, scrying.
(9) Reality Veil*: Creatures live forevermore in world of your imagination.
Necromancer Spells
(1) Fear: One creature flees for 1d4 rounds.
(2) Command Undead: Undead creature obeys your commands.
(2) Gentle Repose: Preserves one corpse.
(4) Animate Dead: Creates undead skeletons and zombies.
(4) Enervation: Subject gains 1d4 negative levels.
(5) Possession: You assume a spirit form and take control of another creature’s body.
(6) Create Undead: Creates ghouls, and more powerful creatures with augment.
(6) Life and Death: Kills living creatures or destroys undead creatures.
(7) Control Undead: You force an undead creature to bow to your will.
(8) Horrid Wilting: Dessicates nearby creatures.
(9) Soul Bind: Traps dead soul to prevent resurrection.
Transmuter Spells
(1) Alter Size: Humanoid creature changes size.
(2) Form of the Scout: Subject gains the form of a nimble creature.
(3) Fly: Subject flies at speed of 40 ft.
(3) Form of the Avian: Subject gains the form of a bird.
(3) Form of the Fish: Subject gains the form of a water-dwelling creature.
(4) Form of the Predator: Subject gains the form of a dangerous beast.
(4) Form of the Vermin: Subject gains the form of a vermin.
(4) Form of the Viper: Subject gains the form of a snake.
(5) Form of the Horror: Subject gains the form of a tentacled monstrosity.
(5) Form of the Treant: Subject gains the form of a plant creature.
(6) Form of the Dragon: Subject gains the form of a mighty dragon.
(7) Form of the Elemental: Subject becomes a living creature of the elements.
(8) Form of the Iron Golem: Subject’s body changes into a creature of living iron.
(9) Shapechange: Transforms you into any creature whose form you know, and change forms once per round.
Where's my favorite spell?
This conversion does not contain all the spells in the d20 srd. Some were merged into others, some were merely renamed, but some truly aren’t here. The most common reason for a spell not being included was it being too limited in scope to justify being a spell of its own under the revised system. This is a list of all SRD spells that do not have a converted spell with the same name. Note that some spells might have changed levels.
Acid Fog: Merged into Deadly Fog.
Acid Splash: See the Cantrips class feature.
Analyze Dweomer: Merged into Identify.
Animal Growth: Merged into Alter Animal’s Size.
Animal Shapes: Removed. Replace with Form of the Predator for item creation and other purposes.
Animal Trance: Removed. Replace with Pattern for item creation and other purposes.
Antipathy: Merged into Telepathic Beacon
Antiplant Shell: Removed. Replace with Antilife Shell for item creation and other purposes.
Arcane Lock: Merged into Open/Close.
Arcane Mark: See the Cantrips class feature.
Arcane Sight, Greater: Merged into Detect Magic.
Arcane Sight: Merged into Detect Magic.
Banishment: Merged into Dismissal.
Bear’s Endurance, Bull’s Strength, Cat’s Grace, Eagle’s Splendor, Fox’s Cunning and Owl’s Wisdom, Mass: Merged into Wombat’s Boost.
Bear’s Endurance, Bull’s Strength, Cat’s Grace, Eagle’s Splendor, Fox’s Cunning and Owl’s Wisdom: Merged into Wombat’s Boost.
Blasphemy/Dictum/Holy Word/Word of Chaos: Merged into Word of God.
Break Enchantment: Merged into Remove Curse.
Burning Hands: Merged into Energized Touch.
Call Lightning Storm: Merged into Call Lightning.
Calm Animals: Removed. Replace with Calm Emotions for item creation and other purposes.
Cause Fear: Renamed Fear.
Changestaff: Merged into Liveoak.
Charm Animal: Isn’t this what Wild Empathy is for? Removed. Replace with Charm for item creation and other purposes.
Charm Monster, Mass: Merged into Charm.
Charm Monster: Merged into Charm.
Charm Person: Renamed Charm.
Chill Touch: Merged into Energized Touch.
Circle of Death: Merged into Life and Death.
Clenched Fist: Pending. Can’t think of more Hand spells.
Clone: Merged into Gentle Repose.
Cloudkill: Merged into Noxious Vapors.
Command Plants: Renamed Command Nature’s Allies.
Continual Flame: Merged into Light.
Control Plants: Renamed Control Nature’s Allies.
Create Greater Undead: Merged into Create Undead.
Create Water: See Water domain.
Crushing Hand: Pending. Can’t think of more Hand spells.
Cure Critical Wounds, Mass: Merged into Cure Wounds.
Cure Critical Wounds: Merged into Cure Wounds.
Cure Light Wounds, Mass: Merged into Cure Wounds.
Cure Light Wounds: Merged into Cure Wounds.
Cure Moderate Wounds, Mass: Merged into Cure Wounds.
Cure Moderate Wounds: Merged into Cure Wounds.
Cure Serious Wounds, Mass: Merged into Cure Wounds.
Dancing Lights: See the Cantrips class feature.
Daylight: Merged into Light.
Daze Monster: Merged into Daze.
Deathwatch: Turned into a Healing domain ability.
Deep Slumber: Merged into Sleep.
Delayed Blast Fireball: Changed into a Metamagic feat. Replace with fireball for item creation and other purposes.
Delay Poison: Merged into Antipoison.
Demand: Removed, replaced with Scrying + the Scry and Die feat. Replace with Suggestion for item creation and other purposes.
Destruction: Merged into Slay Living.
Detect Animals or Plants: Removed. What is this even? Replace with 4 ranks in Spot for item creation and other purposes.
Detect Chaos/Evil/Good/Law: Merged into Discern Alignment.
Detect Snares and Pits: Removed. Replace with Trapfinding for item creation and other purposes.
Detect Thoughts: Renamed Read Thoughts.
Detect Undead: Removed. Replace with Discern Alignment
Diminish Plants: Merged into Plant Growth.
Discern Lies: Removed due to overlap with Zone of Truth.
Discern Location: Renamed Absolute Revelation, due to me thinking that “Discern Location” and “Location” are too similar.
Dispel Chaos/Evil/Good/Law: Merged into Dispel Alignment
Dispel Magic, Greater: Merged into Dispel Magic.
Displacement: Merged into Blur.
Disrupt Undead: Removed. Replace with Align Water for item creation and other purposes.
Divination: Merged into Augury.
Dominate Animal: Merged into Dominate.
Dominate Monster: Merged into Dominate.
Dominate Person: Merged into Dominate.
Doom: Merged into Fear.
Energy Drain: Merged into Enervation.
Enlarge Person, Mass: Merged into Alter Size.
Enlarge Person: Merged into Alter Size.
Erase: Removed. Replace with the Cantrip class feature for item creation and other purposes.
Etherealness: Merged into Ethereal Jaunt.
Fabricate: Merged into Mold Material.
Feather Fall: Merged into Control Fall.
Find the Path: Removed, pending inspiration. Replace with Legend Lore for purposes of item creation.
Find Traps: Renamed Trap Intuition.
Fire Shield: Renamed Aura of Fire.
Fire Trap: Replaced with Explosive Runes.
Flame Arrow: Renamed Energy Arrow.
Flare: Merged into Light.
Flesh to Stone: Merged into Transmute Flesh and Stone
Fog Cloud: Merged into Fog.
Forcecage: Merged into Resilient Sphere.
Forceful Hand: Pending. Can’t think of more Hand spells. Replace with one of the other ”hand`` spells for item creation and other purposes.
Ghost Sound: Removed. Replace with Ventriloquism for item creation and other purposes.
Glyph of Warding, Greater: Merged into Glyph of Warding.
Good Hope: Removed due to redundancy.
Grasping Hand: Pending. Can’t think of more Hand spells.
Guards and Wards: Changed into a magic item.
Guidance: Removed. Replace with Bless for item creation and other purposes.
Hallow/Unhallow: Partially removed, rest merged into Consecrate/Desecrate.
Heal, Mass: Merged into Heal.
Heroism, Greater: Merged into Heroism.
Hide from Animals: Renamed Shroud the Weak Mind.
Hide from Undead: Changed into a Death Domain granted power. Use Invisibility for its other function.
Hold Monster, Mass: Merged into Hold Person.
Hold Monster: Merged into Hold Person.
Hold Person, Mass: Merged into Hold Person.
Hold Portal: Merged into Open/Close.
Holy Sword: Renamed Aligned Sword.
Hypnotic Pattern: Merged into Pattern.
Hypnotism: Merged into Pattern.
Illusory Script: Pending inspiration.
Illusory Wall: Replaced with Image.
Incendiary Cloud: Merged into Deadly Fog.
Inflict Light, Moderate, Serious, and Critical Wounds, Mass: Merged into Inflict Wounds.
Inflict Light, Moderate, Serious, and Critical Wounds: Merged into Inflict Wounds.
Inflict minor wounds: Removed. Replace with Inflict Wounds for item creation and other purposes.
Insanity: Merged into Confusion.
Invisibility Sphere: Merged into Invisibility.
Invisibility, Greater: Merged into Invisibility.
Invisibility, Mass: Merged into Invisibility.
Iron Body: Renamed Form of the Iron Golem.
Ironwood: Merged into Transmute Metal and Wood.
Jump: Merged into Control Fall.
Knock: Merged into Open/Close.
Know Direction: Make a DC 15 Survival check instead.
Lesser Confusion: Renamed Random Action.
Locate Creature: Merged into Locate.
Locate Object: Merged into Locate.
Longstrider: Travel domain granted ability.
Lullaby: Is now a Bard class feature.
Mage Hand: See the Cantrips class feature.
Mage’s Faithful Hound: Removed. replace with Summon Monster for item creation and other purposes.
Mage’s Lucubration: Not appropriate under this ruleset. Replace with Mnemonic Enhancer for item creation and other purposes.
Magic Circle against Chaos/Evil/Good/Law: Merged into Aligned Protection.
Magic Fang, Greater: Merged into Magic Weapon.
Magic Fang: Merged into Magic Weapon.
Magic Jar: Renamed Possession.
Magic Mouth: Merged into Ventriloquism.
Magic Weapon, Greater: Merged into Magic Weapon.
Major Creation: Merged into Matter Creation.
Major Image: Merged into Image.
Mending: Merged into Repair.
Message: Merged into Mental Link.
Minor Creation: Renamed Matter Creation.
Minor Image: Merged into Image.
Mirage Arcana: Merged into Hallucinatory Terrain.
Misdirection: Effectively merged into Magic Aura.
Move Earth: To be put on the Earth domain list.
Neutralize Poison: Merged into Antipoison.
Nightmare: Merged into Dream.
Obscure Object: Merged into Nondetection.
Obscuring Mist: Renamed Fog.
Overland Flight: Merged into Fly.
Owl’s Wisdom, Mass: Merged into Wombat’s Boost.
Pass without Trace: Now a Trickery domain granted power.
Passwall: Removed. Replace with Mold Material for item creation and other purposes.
Permanency: Removed due to changed design.
Permanent Image: Merged into Image.
Persistent Image: Merged into Image.
Phantom Steed: Merged into Mount.
Planar Binding, Greater: Merged into Planar Binding.
Polymorph Any Object: Removed. Replace with Shapechange for item creation and other purposes.
Power Word Kill: Merged into Power Word.
Power Word Stun: Merged into Power Word.
Prayer: Merged into Bless.
Prestidigitation: See the Cantrips class feature.
Prestidigitation: See the Cantrips class feature.
Project Image: Pending inspiration.
Protection from Chaos/Evil/Good/Law: Merged into Aligned Protection.
Protection from Energy: Removed. Replace with Resist Energy for item creation and other purposes.
Protection from Spells: Removed. Replace with Resistance for item creation and other purposes.
Prying Eyes, Greater: Made redundant due to special senses now working through the eyes. Replace with Prying Eyes or True Seeing for item creation and other purposes.
Quench: Removed for reasons of being too damn specific. Replace with Create Water (Water Domain ability) for item creation and other purposes.
Rainbow Pattern: Merged into Pattern.
Ray of Exhaustion: Merged into Touch of Fatigue
Read Magic: See the Cantrips class feature.
Reduce Animal: Merged into Alter Animal’s Size.
Reduce Person, Mass: Merged into Alter Size.
Reduce Person: Merged into Alter Size.
Repulsion: Replaced With Antilife Shell.
Rope Trick: Removed. Replace with Tiny Hut for item creation and other purposes.
Scare: Merged into Fear.
Scrying, Greater: Merged into Scrying.
Secret Chest: Changed into a magic item.
Secret Page: Pending inspiration.
Secure Shelter: Merged into Tiny Hut.
Seeming: Merged into Disguise.
Shades: Merged into Shadow Conjuration
Shadow Conjuration, Greater: Merged into Shadow Conjuration.
Shadow Evocation, Greater: Merged into Shadow Evocation.
Shambler: Removed. Replace with Summon Monster for item creation and other purposes.
Shocking Grasp: Merged into Energized Touch.
Shout, Greater: Merged into Shout.
Silent Image: Renamed Image.
Snare: Merged into Animate Rope.
Solid Fog: Merged into Fog.
Speak with Animals: Merged into Converse with Nature
Speak with Plants: Merged into Converse with Nature.
Speak with Plants: Merged into Converse with Nature.
Spellstaff: Removed. Replace with Shillelagh for item creation and other purposes.
Spider Climb: Merged into Animal’s Movement.
Statue: Removed on account of me not being able to figure out how to make this stuff ever worth a spell known.
Status: Renamed Life Link.
Stinking Cloud: Renamed Noxious Vapors.
Stone Shape: Merged into Mold Material.
Stone Tell: Merged into Converse with Nature.
Stone to Flesh: Merged into Transmute Flesh and Stone
Suggestion, Mass: Merged into Suggestion.
Summon Monster I-IX: Merged into Summon Monster.
Summon Nature’s Ally I-IX: Merged into Summon Monster.
Sunbeam: Merged into Sunburst.
Symbol of Death: Changed into a magic item.
Symbol of Fear: Changed into a magic item.
Symbol of Insanity: Changed into a magic item.
Symbol of Pain: Now a magic item.
Symbol of Persuasion: Changed into a magic item.
Symbol of Sleep: Now a magic item.
Symbol of Stunning: Changed into a magic item.
Symbol of Weakness: Changed into a magic item.
Sympathy: Merged into Telepathic Beacon.
Telekinetic Sphere: Merged into Resilient Sphere.
Telepathic Bond: Merged into Mental Link.
Teleport Object: Merged into Teleport.
Teleport, Greater: Merged into Teleport.
Tongues: Merged into Comprehend Languages.
Transmute Metal to Wood: Renamed Transmute Metal and Wood
Transmute Mud to Rock: Merged into Transmute Rock and Mud.
Transmute Rock to Mud: Merged into Transmute Rock and Mud.
Trap the Soul: Removed. Replace with Soul Bind for item creation and other purposes.
Tree Shape: Renamed Form of the Plant.
Tree stride: Removed due to extreme similarities with Transport via Plants. Replace with Transport via Plants for purposes of item creation.
Undeath to Death:Merged into Life and Death.
Undetectable Alignment: Renamed Mask Alignment.
Veil: Merged into Disguise.
Vision: Merged into Legend Lore
Warp Wood: Removed. Replace with Shatter for item creation and other purposes.
Water Breathing: Merged into Animal’s Movement.
Waves of Exhaustion: Merged into Waves of Fatigue.
Weird: Merged into Phantasmal Killer.
Whispering Wind: Merged into Sending.
Wood Shape: Merged into Mold Material.
Zone of Silence: Merged into Silence.