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Below are the various Domains you may select from. Each deity allows access to certain Domains, so be sure to check what your selected deity allows before choosing. The POWER listed under each Domain is the granted power that the deity bestows upon you for choosing that Domain. The SPELLS are what the deity grants you access to upon your gaining access to each spell level, usable once per day each.

If you are confused on how spells work, because you are a first time gamer, or do not play spellcasters often, PLEASE read this ERRATA on how to read spells. It is extremely useful and is written by D&D official, Skip Williams.

Changes from the FORGOTTEN REALMS Campaign Setting
The list of deities for each domain includes a few changes from the domain list in the FORGOTTEN REALMS Campaign Setting. The addition of the Cold and Repose domains (the latter introduced in Faiths and Pantheons) requires some slight shifting of domains. The affected deities are:
Auril: Air, Cold, Evil, Storm.
Jergal: Fate, Law, Repose, Rune, Suffering.
Kelemvor: Fate, Law, Protection, Repose, Travel.
Osiris: Good, Law, Plant, Repose, Retribution.
Ulutiu: Animal, Cold, Law, Ocean, Protection.
Urogalan: Earth, Halfling, Law, Protection, Repose.

We use D&D domains as well as other d20 systems, so if it is wrong in your D&D book, it is because we have added new domains from other books, some have the same domain name. Please choose which domain you'd like to use. Sometimes they can be completely different from each other (having different powers AND spells).
If the DM wishes, this rule may change or be omitted entirely, so please ask if you are unsure, he may want you to use D&D spells only, so it's important to ask.

CAVERN
(From the Player’s Guide to Faerûn)
DEITIES: Callarduran Smoothhands, Dumathoin, Geb, Ghaunadaur, Grumbar, Gruumish, Luthic, Segojan Earthcaller, Shar
POWER: You gain the Dwarven ability of Stonecunning. If you already have Stonecunning, your racial bonus increases from +2 to +4 on checks to notice unusual stonework.

SPELLS:

  • 1) Detect Secret Doors
  • 2) Darkness
  • 3) Meld Into Stone
  • 4) Leomund's Secure Shelter
  • 5) Passwall
  • 6) Find the Path
  • 7) Maw of Stone
  • 8) Earthquake
  • 9) Imprisonment

    CELESTIAL
    (From the Book of Exalted Deeds)
    DEITIES: Domiel, Pistis Sophia
    POWER: You gain the the supernatural ability to smite evil once per day. Add a +4 bonus to your melee attack roll and your cleric level to your damage. You must declare the smite before making the attack, and the attempt is wasted if the target is not evil.

    SPELLS:

  • 1) Vision of Heaven
  • 2) Consecrate
  • 3) Blessed Sight
  • 4) Lesser Planar Ally
  • 5) Heavenly Lightning
  • 6) Call Faithful Servants
  • 7) Heavenly Lightning Storm
  • 8) Holy Aura
  • 9) Gate

    CHAOS
    (From the Player’s Guide to Faerûn, Player's Handbook 3.5)
    DEITIES: Aerdrie Faenya, Angharradh, Anhur, Bahgtru, Beshaba, Corellon Larethian, Cyric, Deep Sashelas, Dugmaren Brightmantle, Eilistraee, Erevan Ilesere, Erythnul, Fenmarel Mestarine, Finder Wyvernspur, Garagos, Ghaunadaur, Gruumish, Haela Brightaxe, Hanali Celanil, Kiaransalee, Kord, Labelas Enoreth, Lliira, Lolth, Lurue, Malar, Nephthys, Olidammara, Rillifane Rallathil, Sehanine Moonbow, Selûne, Selvetarm, Sharess, Shargaas, Sharindlar, Shaundakul, Shevarash, Solonor Thelandira, Sune, Talona, Talos, Tempus, Thard Harr, Tymora, Umberlee, Urdlen, Uthgar, Valkur, Vhaeraun
    POWER: You cast chaos spells at +1 caster level.

    SPELLS:

  • 1) Protection from Law
  • 2) Shatter
  • 3) Magic Circle against Law
  • 4) Chaos Hammer
  • 5) Dispel Law
  • 6) Animate Objects
  • 7) Word of Chaos
  • 8) Cloak of Chaos
  • 9) Summon Monster IX (chaos spell only)

    CHAOS
    (From the d20 Ultimate Divine Spellbook)
    POWER: You cast chaos spells at +1 caster level.

    SPELLS:

  • 1) Protection from Law
  • 2) Shatter, Garbled Tongue
  • 3) Magic Circle against Law, Rotbreath
  • 4) Chaos Hammer
  • 5) Dispel Law, Animate Sand
  • 6) Animate Objects, Column of Sand
  • 7) Word of Chaos
  • 8) Cloak of Chaos
  • 9) Summon Monster IX (chaos spell only)

    CHARM
    (From the Forgotten Realms: Campaign Setting, Player’s Guide to Faerûn)
    DEITIES: Eilistraee, Finder Wyvernspur, Gargauth, Hanali Celanil, Lliira, Milil, Oghma, Sharess, Sharindlar, Sheela Peryroyl, Sune
    POWER: You can boost your Charisma by 4 points once per day. Activating this power is a free action. The increase lasts 1 minute.

    SPELLS:

  • 1) Charm Person
  • 2) Calm Emotions
  • 3) Suggestion
  • 4) Emotion (Forgotten Realms: Campaign Setting)
    Good Hope (Player's Guide to Faerûn)
  • 5) Charm Monster
  • 6) Geas/Quest
  • 7) Insanity
  • 8) Demand
  • 9) Dominate Monster
    * Both books are from D&D, Forgotten Realms: Campaign Setting came before Player's Guide to Faerûn, so the guide is the more updated version. However DM's should use whichever book they have available for their campaign

    COLD
    (From the Player’s Guide to Faerûn)
    DEITIES: Auril, Ulutiu
    POWER: You can turn or destroy fire creatures like a good cleric turns undead and rebuke or command cold creatures as an evil cleric rebukes undead. Each use of this ability uses up one of your turn uses per day of your turn ability.

    SPELLS:

  • 1) Chill Touch
  • 2) Chill Metal
  • 3) Sleet Storm
  • 4) Ice Storm
  • 5) Wall of Ice
  • 6) Cone of Cold
  • 7) Control Weather
  • 8) Polar Ray
  • 9) Obedient Avalanche

    COMBAT
    (From the d20 Ultimate Divine Spellbook)
    POWER: A cleric with this domain gains proficiency in any two martial weapons and any one exotic weapon.

    SPELLS:

  • 1) True Strike
  • 2) Spiritual Weapon
  • 3) Shadow Blade
  • 4) Magic Weapon, Greater
  • 5) Cloudkill
  • 6) Blade Barrier
  • 7) Stoneskin
  • 8) Iron Blade
  • 9) Axe of Doom

    COMMUNITY
    (From the Book of Exalted Deeds)
    DEITY: Estanna
    POWER: Use calm emotions as a spell-like ability once per day. Gain a +2 compentance bonus on Diplomacy checks.

    SPELLS:

  • 1) Bless
  • 2) Status
  • 3) Prayer
  • 4) Greater Status
  • 5) Rary's Telepathic Bond
  • 6) Heroes' Feast
  • 7) Refuge
  • 8) Sympathy
  • 9) Mass Heal

    CORRUPTION
    (From the Book of Vile Darkness)
    DEITIES: Demogorgon, The Patient One
    POWER: Once per day, character can attack an object and ignore its hardiness rating.

    SPELLS:

  • 1) Doom
  • 2) Blindness/Deafness
  • 3) Contagion
  • 4) Morality Undone
  • 5) Feeblemind
  • 6) Pox
  • 7) Insanity
  • 8) Befoul
  • 9) Despoil

    COURAGE
    (From the Complete Warrior)
    DEITIES: Valkar. At the DM's option, this domain may also be available to the following deities from the Player's Handbook: Heironeous, Yondalla
    POWER: You radiate an aura of courage that grants all allies within 10 feet (including yourself) a +4 morale bonus on saving throws against fear effects. This supernatural ability functions while you are conscious, not unconscious or dead.

    SPELLS:

  • 1) Remove Fear
  • 2) Aid
  • 3) Cloak of Bravery
  • 4) Heroism
  • 5) Valiant Fury
  • 6) Hero's Feast
  • 7) Heroism, Greater
  • 8) Lion's Roar
  • 9) Cloak of Bravery, Greater

    CRAFT
    (From the Player's Guide to Faerûn)
    DEITIES: Callarduran smoothhands, Dugmaren Brightmantle, Dumathoin, Flandal Steelskin, Garl Glittergold, Geb, Gond, Laduguer, Moradin, Thoth
    POWER: You cast creation spells at +1 caster level and gain Skill Focus (a +3 bonus) in the Craft skill of your choice as a bonus feat.

    SPELLS:

  • 1) Animate Rope
  • 2) Wood Shape
  • 3) Stone Shape
  • 4) Minor Creation
  • 5) Wall of Stone
  • 6) Fantastic Machine
  • 7) Major Creation
  • 8) Forcecage
  • 9) Fantastic Machine, Greater

    CRAFT
    (From the d20 Ultimate Divine Spellbook)
    POWER: You get a +3 morale bonus to Craft checks, and add a +1 bonus to make Masterwork items.

    SPELLS:

  • 1) Magic Stone
  • 2) Make Whole
  • 3) Shrink Item
  • 4) Minor Creation
  • 5) Fabricate
  • 6) Major Creation
  • 7) Stone Tell
  • 8) Transmute Metal to Wood
  • 9) Limited Wish

    DARKNESS
    (From the Player's Guide to Faerûn)
    DEITIES: Lolth, Mask, Set, Shar, Shargaas
    POWER: You gain Blind-Fight as a bonus feat.

    SPELLS:

  • 1) Obscuring Mist
  • 2) Blindness/Deafness
  • 3) Blacklight
  • 4) Armor of Darkness
  • 5) Darkbolt
  • 6) Prying Eyes
  • 7) Nightmares
  • 8) Power Word, Blind
  • 9) Power Word, Kill

    DARKNESS
    (From the Book of Vile Darkness)
    DEITIES: Graz'zt, Xammux
    POWER: Character gains the Blind-Fight feat.

    SPELLS:

  • 1) Darkvision
  • 2) Darkbolt
  • 3) Deeper Darkness
  • 4) Damning Darkness
  • 5) Evard's Black Tentacles
  • 6) Wall of Force
  • 7) Shadow Walk
  • 8) Utterdark
  • 9) Screen

    DEAD
    (From the d20 Ultimate Divine Spellbook)
    POWER: You gain the ability to use retributive rebirth - if a turning check results in the destruction of an undead creature, and their creator is within 1 mile, then the cleric may elect to have the departed spirit of the dead return to its mortal shell. The undead then seek out and attempt to slay their creator.

    SPELLS:

  • 1) Detect Return
  • 2) Consecrate
  • 3) Speak with Dead
  • 4) Touch of Return
  • 5) Hallow
  • 6) Heal
  • 7) Resurrection
  • 8) Ruturn, Greater
  • 9) Imprison Soul

    DEATH
    (From the Player’s Guide to Faerûn, Player's Handbook 3.5)
    DEITIES: Nerull, Velsharoon, Wee Jas, Yurtrus
    POWER: You may use a death touch once per day. Your death touch is a supernatural ability that produces a death effect. You must succeed at a melee touch attack against a living creature (using the rules for touch spells). When you touch, roll 1d6 per cleric level you possess. If the total at least equals the creature’s current hit points, it dies. (no save).

    SPELLS:

  • 1) Cause Fear
  • 2) Death Knell
  • 3) Animate Dead
  • 4) Death Ward
  • 5) Slay Living
  • 6) Create Undead
  • 7) Destruction
  • 8) Create Greater Undead
  • 9) Wail of the Banshee

    DEATH
    (From the d20 Ultimate Divine Spellbook)
    POWER: You may use a death touch once per day. Your death touch is a supernatural ability that produces a death effect. You must succeed at a melee touch attack against a living creature. When you touch, roll 1d6 per your cleric level. If the total at least equals the creatures current hit points, it dies.

    SPELLS:

  • 1) Cause Fear, Locate Corpse
  • 2) Death Knell, Death of a Thousand Corpes
  • 3) Animate Dead
  • 4) Death Ward
  • 5) Slay Living
  • 6) Create Undead, Kidnap Soul
  • 7) Destruction
  • 8) Create Undead, Greater
  • 9) Wail of the Banshee, Spectral Gallows

    DEMONIC
    (From the Book of Vile Darkness)
    DEITIES: Demogorgon, Graz'zt, Yeenoghu
    POWER: Character gains a +1 divine bonus on attack and damage rolls for unarmed strikes and attacks with natural weapons.

    SPELLS:

  • 1) Demonflesh
  • 2) Demoncall
  • 3) Demon Wings
  • 4) Dimensional Anchor
  • 5) Lesser Planar Binding
  • 6) Planar Binding
  • 7) Fiendish Clarity
  • 8) Utterdark
  • 9) Gate

    DENIAL
    (From the d20 Book of Erotic Fantasy)
    DEITY: Cevelis
    POWER: Once per day, an opponent you designate may not add its appropriate ability modifier to a single attack, skill check, spell, spell-like ability.
    SPECIAL: This domain may only be chosen by a cleric who serves a deity of love, lust and/or beauty, or has taken a class/prestige class that requires this domain.

    SPELLS:

  • 1) Sanctuary
  • 2) Touch Me Not
  • 3) Dispel Magic
  • 4) Globe of Invulnerability
  • 5) Sanctuary, Mass
  • 6) Repulsion
  • 7) Sequester
  • 8) Mind Blank
  • 9) Peace Aura

    DESTRUCTION
    (From the Player’s Guide to Faerûn, Player's Handbook 3.5)
    DEITIES: Bane, St. Cuthbert, Cyric, Garagos, Hextor, Ilneyal, Istishia, Kossuth, Lolth, Talona, Talos, Umberlee, Yurtrus
    POWER: You gain the smite power, the supernatural ability to make a single melee attack with a +4 bonus on attack rolls and a damage bonus equal to your cleric level (if you hit). You must declare the smite before making the attack. It is useable once per day.

    SPELLS:

  • 1) Inflict Light Wounds
  • 2) Shatter
  • 3) Contagion
  • 4) Inflict Critical Wounds
  • 5) Inflict Light Wounds, Mass
  • 6) Harm
  • 7) Disintegrate
  • 8) Earthquake
  • 9) Implosion

    DESTRUCTION
    (From the d20 Ultimate Divine Spellbook)
    POWER: You gain the smite power, the supernatural ability to make a single melee attack with a +4 attack bonus and a damage bonus equal to your cleric level (if you hit). You must declare the smite before making the attack. It is usable once per day.

    SPELLS:

  • 1) Inflict Light Wounds
  • 2) Shatter
  • 3) Contagion
  • 4) Inflict Critical Wounds
  • 5) Inflict Light Wounds Mass, Material Disruption
  • 6) Harm
  • 7) Disintegrate
  • 8) Earthquake
  • 9) Implosion

    DIABOLIC
    (From the Book of Vile Darkness)
    DEITIES: Asmodeus, Baalzebul, Mammon, Mephistopheles
    POWER: Once per day, character can add her class level as a bonus on a Bluff, Diplomacy, Intimidate, or Sense Motive check.

    SPELLS:

  • 1) Devil's Tail
  • 2) Devil's Eye
  • 3) Devil's Ego
  • 4) Hellfire
  • 5) Lessar Planar Binding
  • 6) Planar Binding
  • 7) Hellfire Storm
  • 8) Demand
  • 9) Gate

    DOMINATION PRESTIGE
    (From the Dracononicon)
    Needs no deity (see page 122, the dracolyte prestige class)
    POWER: You gain Spell Focus (enchantment) as a bonus feat.

    SPELLS:

  • 1) Command
  • 2) Enthrall
  • 3) Suggestion
  • 4) Dominate Person
  • 5) Command, Greater
  • 6) Geas/Quest
  • 7) Suggestion, Mass
  • 8) True Domination
  • 9) Monstrous Thrall

    DRAGON
    (From the Draconomicon)
    DEITIES: Aasterinian, Astilabor, Bahamut, Chronepsis, Falazure, Garyx, Hlal, Io, Lendys, Tamara, Tiamat
    POWER: Add Bluff and Intimidate to your list of cleric class skills.

    SPELLS:

  • 1) Magic Fang
  • 2) Resist Energy
  • 3) Magic Fang, Greater
  • 4) Voice of the Dragon
  • 5) True Seeing
  • 6) Stoneskin
  • 7) Dragon Ally
  • 8) Suggestion, Mass
  • 9) Dominate Monster

    DREAM
    (From the d20 Ultimate Divine Spellbook)
    POWER: You may use a sleep touch once per day. Your sleep touch is a supernatural ability that produces a sleep effect. You must succeed on a melee touch attach against a living creature (using the rule for touch spells). When you touch, 1d6 per cleric level you possess. If the total at least equals the creatures current hit points, it falls asleep (no save).

    SPELLS:

  • 1) Sleep
  • 2) Hypnotic Pattern
  • 3) Modify Memory
  • 4) Dream
  • 5) Nightmare
  • 6) Mind Fog
  • 7) Legend Lore
  • 8) Astral Projection
  • 9) Temporal Stasis

    DROW
    (From the Player's Guide to Faerûn)
    DEITIES: Eilistraee, Ghaunadaur, Kiaransalee, Lolth, Selvetarm, Vhaeraun
    POWER: You gain Lightning Reflexes as a bonus feat.

    SPELLS:

  • 1) Cloak of Dark Power
  • 2) Clairaudience/Clairvoyance
  • 3) Suggestion
  • 4) Discern Lies
  • 5) Spiderform
  • 6) Greater Dispelling
  • 7) Word of Chaos
  • 8) Greater Planar Ally
  • 9) Gate

    DWARF
    (From the Player's Guide to Faerûn)
    DEITIES: Abbathor, Berronar Truesilver, Clangeddin, Deep Duerra, Dugmaren Brightmantle, Dumathoin, Gorm Gulthyn, Haela Brightaxe, Laduguer, Marthammor Duin, Moradin, Sharindlar, Thard Harr, Vergadain
    POWER: You gain Great Fortitude as a bonus feat.

    SPELLS:

  • 1) Magic Weapon
  • 2) Bear's Endurance
  • 3) Glyph of Warding
  • 4) Magic Weapon, Greater
  • 5) Fabricate
  • 6) Stone Tell
  • 7) Dictum
  • 8) Protection from Spells
  • 9) Elemental Swarm (earth spell only)

    Page Last Updated June 16th, 2006

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