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A divine character is any character for whom worship of a greater power -- often a deity but sometimes a more abstract force or philosophy -- is an important part of daily life. Giving your character an allegiance to a set of beliefs and a connection to forces beyond the mortal world can enrich the D&D experience, no matter the race and class of your character. Within these pages you'll find divine connections to prowess in battle, stealth, negotiation -- and even arcane magic. Whether you're a cleric of peerless faith, a shadowy killer-for-hire, a crusading paladin, or a wizard in search of greater mysteries, there's something in here for you. Players can read through the entire book without hesitation, and DMs can use the material to generate their own surprises without any help!

From Chapter 7: Domains and Spells
Domains
Madness Domain
Core Deities: Erythnul, Vecna. Other Deities: Tharizdun. Granted Power: Your insanity gives you insight. You subtract 1 from all Wisdom-based skill checks and all Will saves. However, once per day, you can see and act with the clarity of true madness: Add one-half your level to a single Wisdom-based skill check or Will save. You must choose to use this benefit before the check or save is rolled.
MADNESS DOMAIN SPELLS
1 Confusion, Lesser: One creature acts randomly for one round. 2 Touch of Madness*: Dazes one creature for 1 round/level. 3 Rage: Subjects gain +2 to Str and Con, +1 on Will saves, -2 to AC. 4 Confusion: Makes subject behave oddly for 1 round/level. 5 Bolts of Bedevilment*: One ray/round, dazes 1d3 rounds. 6 Phantasmal Killer: Fearsome illusion kills one creature or deals 3d6 damage. 7 Insanity: Subject suffers continuous confusion. 8 Maddening Scream*: Subject has -4 AC, no shield, Reflex save on 20 only. 9 Weird: As phantasmal killer, but affects all within 30 ft.
Mind Domain
Core Deities: Boccob, Olidammara, Wee Jas. Other Deities: None. Granted Power: Gain a +2 bonus on Bluff, Diplomacy, and Sense Motive checks.
MIND DOMAIN SPELLS
1 Comprehend Languages: Understands all spoken and written languages. 2 Detect Thoughts: Allows "listening" to surface thoughts. 3 Lesser Telepathic Bond*: Link with subject within 30 ft. for 10 min./level. 4 Discern Lies: Reveals deliberate falsehoods. 5 Rary's Telepathic Bond: Link lets allies communicate. 6 Probe Thoughts*: Read subject's memories, one question/round. 7 Brain Spider[M]*: Eavesdrop on thoughts of up to eight other creatures. 8 Mind Blank: Subject is immune to mental/emotional magic and scrying. 9 Weird: As phantasmal killer, but affects all within 30 ft.
Mysticism Domain
Core Deities: None. Other Deities: None. Neutral, Lawful Neutral, and Chaotic Neutral deities would never have this domain. Granted Power: Once per day, you may use a free action to channel your deity's power to grant yourself a luck bonus on your saving throws equal to your Charisma modifier (minimum +1). This is a supernatural ability and its effects last for 1 round per cleric level.
MYSTICISM DOMAIN SPELLS
1 Divine Favor: You gain attack, damage bonus, +1/3 levels. 2 Spiritual Weapon: Magical weapon attacks on its own. 3 Visage of the Deity, Lesser*: Your form becomes more like your deity's. 4 Weapon of the Deity*: Your weapon gains enhancement bonus and special ability.. 5 Righteous Might: Your size increases, and you gain +4 Strength. 6 Visage of the Deity*: As lesser visage of the deity, but you get celestial or fiendish qualities. 7 Blasphemy/Holy Word[1]: Kills, paralyzes, weakens, or dazes nonevil/nongood subjects. 8 Holy Aura/Unholy Aura[1]: +4 AC, +4 resistance, and SR 25 against evil/good spells. 9 Visage of the Deity, Greater[1]*: As lesser visage of the deity, but you become half-celestial or half-fiendish.
[1] Choose one spell of those given, based on your alignment, that is always your domain spell for this level.
Oracle Domain
Core Deities: Boccob. Other Deities: Celestian, Cyndor, Istus. Granted Power: You cast divination spells at +2 caster levels.
ORACLE DOMAIN SPELLS
1 Identify[M]: Determines single feature of magic item. 2 Augury[M, F]: Learns whether an action will be good or bad. 3 Divination[M]: Provides useful advice for specific, proposed action. 4 Scrying[F]: Spies on subject from a distance. 5 Commune[X]: Deity answers one yes-or-no question/level. 6 Legend Lore[M, F]: Learn tales about a person, place, or thing. 7 Scrying, Greater: As scrying, but faster and longer. 8 Discern Location: Exact location of creature or object. 9 Foresight: "Sixth sense" warns of impending danger.
Pact Domain
Core Deities: None. Other Deities: Bralm, Mouqol. Granted Power: Add Appraise, Intimidate, and Sense Motive to your list of cleric class skills.
PACT DOMAIN SPELLS
1 Command: One subject obeys selected command for 1 round. 2 Shield Other: You take half of subject's damage. 3 Speak With Dead: Corpse answers one question/two levels. 4 Divination: Provides useful advice for specific proposed actions. 5 Stalwart Pact[X]*: You gain combat bonuses automatically when reduced to half hit points or lower. 6 Zealot Pact[X]*: You automatically gain combat bonuses when you attack someone of opposite alignment. 7 Renewal Pact[X]*: Creature is automatically healed if adverse condition affects it. 8 Death Pact[M, X]*: Deity brings you back from the dead automatically. 9 Gate: Connects two planes for travel or summoning.
Pestilence Domain
Core Deities: Nerull. Other Deities: Incabulos. Granted Power: Immunity to the effects of all diseases, though clerics with this power can still carry infectious diseases.
PESTILENCE DOMAIN SPELLS
1 Doom: One subject suffers -2 on attacks, damage, saves, and checks. 2 Summon Swarm: Summons swarm of bats, rats, or spiders. 3 Contagion: Infects subject with chosen disease. 4 Poison: Touch deals 1d10 Con damage, repeats in 1 min. 5 Plague of Rats*: Summons horde of diseased rats. 6 Curse of Lycanthropy[M]: Causes temporary lycanthropy in subject. 7 Scourge[F]*: Inflicts a disease that must be magically cured, one subject/level. 8 Create Greater Undead[1]: Create shadows, wraiths, spectres, or devourers. 9 Otyugh Swarm: Creates 3d4 otyughs or 1d3+1 Huge otyughs.
[1] May only be used to create mummies.
Purification Domain
Core Deities: None. Other Deities: Rao, Wastri. Granted Power: You cast abjuration spells at +1 caster level.
PURIFICATION DOMAIN SPELLS
1 Nimbus of Light*: Sunlight illuminates you until released as an attack for 1d8 +1/level damage. 2 Deific Vengeance*: Deity's punishment deals 1d6 damage/two caster levels (max 5d6). 3 Recitation*: Your allies get bonus on attacks and saves, and your foes get penalties. 4 Castigate*: Verbal rebuke deafens all who hear and damages those whose alignment differs from yours. 5 Dance of the Unicorn*: Purifying mist washes the air clean of smoke, dust, and poisons. 6 Fires of Purity*: Target bursts into magical flame, becoming a dangerous weapon. 7 Righteous Wrath of the Faithful*: Your allies get bonuses, especially if they worship your deity. 8 Sunburst: Blinds all within 10 ft., deals 6d6 damage. 9 Visage of the Deity, Greater*: As lesser visage of the deity, but you become half-celestial or half-fiendish.
Summoner Domain
Core Deities: None. Other Deities: Trithereon. Granted Power: Add +2 to your caster level for all Conjuration (summoning) or Conjuration (calling) spells.
SUMMONER DOMAIN SPELLS
1 Summon Monster I: Calls outsider to fight for you. 2 Summon Monster II: Calls outsider to fight for you. 3 Summon Monster III: Calls outsider to fight for you. 4 Lesser Planar Ally: Exchange services with an 8 HD outsider. 5 Summon Monster V: Calls outsider to fight for you. 6 Planar Ally: As lesser planar ally, but up to 16 HD. 7 Summon Monster VII: Calls outsider to fight for you. 8 Greater Planar Ally: As lesser planar ally, but up to 24 HD. 9 Gate: Connects two planes for travel or summoning.
Weather Domain
Core Deities: Fharlanghn, Obad-Hai. Other Deities: Geshtai. Granted Power: Inclement weather has less of an effect on you. Rain and snow don't penalize your Spot and Search checks. You can move through snow-covered and icy terrain at your normal movement. Wind effects, whether natural or magical, affect you as if you were one size category larger.
WEATHER DOMAIN SPELLS
1 Obscuring Mist: Fog surrounds you. 2 Gust of Wind: Blows away or knocks down smaller creatures. 3 Call Lightning: Calls down lightning bolts (3d6 per bolt) from sky. 4 Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across. 5 Binding Winds*: Air prevents target from moving, hinders ranged attacks. 6 Cloudwalkers*: Targets can walk on clouds, flying at high altitudes. 7 Control Weather: Changes weather in local area. 8 Whirlwind: Cyclone deals damage and can pick up creatures. 9 Whirlwind, Greater*: As whirlwind, but larger and more destructive.

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