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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.

GLORY
(From the Book of Exalted Deeds)
DEITIES: Ayailla
POWER: Turn undead with a +2 bonus on a turning check and +1d6 to the turning damage roll.

SPELLS:

  • 1) Disrupt Undead
  • 2) Glorious Raiment
  • 3) Searing Light
  • 4) Celestial Brillance
  • 5) Crown of Flame
  • 6) Bolt of Glory
  • 7) Sunbeam
  • 8) Crown of Glory
  • 9) Blinding Glory

    GLORY PRESTIGE
    (From the Draconomicon)
    Needs no deity (see page 122, the dracolyte prestige class)
    POWER: Turn undead with a +2 bonus on a turning check and +1d6 to the turning damage roll.
    SPELLS:

  • 1) Disrupt Undead
  • 2) Bless Weapon
  • 3) Searing Light
  • 4) Holy Smite
  • 5) Holy Sword
  • 6) Bolt of Glory
  • 7) Sunbeam
  • 8) Crown of Glory
  • 9) Gate

    GNOME
    (From the Player's Guide to Faerûn)
    DEITIES: Baervan Wildwanderer, Baravar Cloakshadow, Callardurun Smoothhands, Flandal Steelskin, Gaerdal Ironhand, Garl Glittergold, Segojan Earthcaller, Urdlen
    POWER: You cast all illusion spells at +1 caster level.

    SPELLS:

  • 1) Silent Image
  • 2) Gembomb
  • 3) Minor Image
  • 4) Minor Creation
  • 5) Hallucinatory Terrain
  • 6) Fantastic Machine
  • 7) Screen
  • 8) Otto's Irresistable Dance
  • 9) Summon Nature's Ally IX (earth elementals or animals only)

    GOOD
    (From the Player’s Guide to Faerûn, Player’s Handbook 3.5)
    DEITIES: Aerdrie Faenya, Angharradh, Anhur Arvoreen, Baervan Wildwanderer, Baravar Cloakshadow, Beronar Truesilver, Chauntea, Clangeddin, Corellon Larethian, Cyrrollalee, Deep Sashelas, Deneir, Dugmaren Brightmantle, Ehlonna, Eilistraee, Eldath, Flandal Steelskin, Gaerdal Ironhand, Garl Glittergold, Gorm Gulthyn, Gwaeron Windstrom, Haela Brightaxe, Hanali Celanil, Hathor, Heironeous, Horus-Re, Ilmater, Isis, Kord, Labelas Enoreth, Lathander, Lliira, Luerue, Marthammor Duin, Mielikki, Milil, Moradin, Mystra, Nephthys, Nobanion, Osiris, Pelor, Rillifane Rallathil, Segojan Earthcaller, Sehanine Moonbow, Selûne, Sharess, Sharindlar, Shiallia, Solonor Thelandira, Sune, Thard Harr, Torm, Tymora, Tyr, Valkur, Yondalla
    POWER: You cast good spells at +1 caster level.

    SPELLS:

  • 1) Protection from Evil
  • 2) Aid
  • 3) Magic Circle against Evil
  • 4) Holy Smite
  • 5) Dispel Evil
  • 6) Blade Barrier
  • 7) Holy Word
  • 8) Holy Aura
  • 9) Summon Monster IX (good only)

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

    SPELLS:

  • 1) Protection from Evil
  • 2) Aid
  • 3) Magic Circle against Evil, Hold Evil
  • 4) Holy Smite
  • 5) Dispel Evil
  • 6) Blade Barrier
  • 7) Holy Word
  • 8) Holy Aura
  • 9) Summon Monster IX (good only), Avatar

    GREED
    (From the Draconomicon, Book of Vile Darkness)
    DEITIES: Mammon (Book of Vile Darkness), Tiamat (Draconomicon)
    POWER: You gain a +2 compentence bonus on Appraise, Open Lock, and Sleight of Hand checks.

    SPELLS:

  • 1) Cheat
  • 2) Entice Gift
  • 3) Knock
  • 4) *Emotion (Book of Vile Darkness)
    Fire Trap (Draconomicon)
  • 5) Fabricate
  • 6) Guards and Wards
  • 7) Teleport Object (Draconomicon)
    *Vanish (Book of Vile Darkness)
  • 8) Phantasmal Thief
  • 9) Sympathy
    * Both books are from D&D, Book of Vile Darkness came before Draconomicon, so the Draconomicon is the more updated version. However DM's should use whichever book they have available for their campaign or whatever god fits their setting best.

    HALFLING
    (From the Player's Guide to Faerûn)
    DEITIES: Arvoreen, Brandobaris, Cyrrollalee, Sheela Peryroyl, Urogalan, Yondalla
    POWER: You gain the ability to add your CHA modifier to your Climb, Jump, Move Silently, and Hide checks. This extraordinary ability is a free action that lasts 10 minutes. It can be used once per day.

    SPELLS:

  • 1) Magic Stone
  • 2) Cat's Grace
  • 3) Magic Vestment
  • 4) Freedom of Movement
  • 5) Mordenkainen's Faithful Hound
  • 6) Move Earth
  • 7) Shadow Walk
  • 8) Word of Recall
  • 9) Foresight

    HATRED
    (From the Forgotten Realms: Campaign Setting, Player's Guide to Faerûn)
    DEITIES: Bane, Ghaunadaur, Gruumsh, Set, Urdlen
    POWER: Once per day, as a free action, choose one opponent. Against that opponent you gain a +2 profane bonus on attack rolls, saving throws, and armor class. This supernatural ability lasts for 1 minute.

    SPELLS:

  • 1) Doom
  • 2) Scare
  • 3) Bestow Curse
  • 4) Emotion (hate effect only) (Forgotten Realms: Campaign Setting)
    Song of Discord (Player's Guide to Faerûn)
  • 5) Righteous Might
  • 6) Forbiddance
  • 7) Blasphemy
  • 8) Antipathy
  • 9) Wail of the Banshee
    * 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

    HAUNTING
    (From the d20 Ultimate Divine Spellbook)
    POWER: You may add +2 to the DC of any fear effects you generate or cast.

    SPELLS:

  • 1) Cause Fear
  • 2) Scare
  • 3) Maddening Mist
  • 4) Wall of Fear
  • 5) Nightmare
  • 6) Symbol of Sleep
  • 7) Insanity
  • 8) Energy Drain
  • 9) Wail of the Banshee

    HEALING
    (From the Player’s Guide to Faerûn, Player’s Handbook 3.5)
    DEITIES: Berronar Truesilver, Ilmater, Lurue, Luthic, Pelor, Sharindlar, Torm
    POWER: You cast healing spells at +1 caster level.

    SPELLS:

  • 1) Cure Light Wounds
  • 2) Cure Moderate Wounds
  • 3) Cure Serious Wounds
  • 4) Cure Critical Wounds
  • 5) Cure Light Wounds, Mass
  • 6) Heal
  • 7) Regenerate
  • 8) Cure Critical Wounds, Mass
  • 9) Heal, Mass

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

    SPELLS:

  • 1) Cure Light Wounds, Dancing Bandages
  • 2) Cure Moderate Wounds
  • 3) Cure Serious Wounds
  • 4) Cure Critical Wounds
  • 5) Cure Light Wounds, Mass
  • 6) Heal
  • 7) Regenerate
  • 8) Cure Critical Wounds, Mass
  • 9) Heal, Mass

    HERALD
    (From the Book of Exalted Deeds)
    DEITY: Barachiel
    POWER: Intimidate is a class skill. You gain a +4 sacred bonus on Diplomacy and Intimidate checks.

    SPELLS:

  • 1) Comprehend Languages
  • 2) Enthrall
  • 3) Tongues
  • 4) Sending
  • 5) Greater Command
  • 6) Dream
  • 7) Aspect of the Deity
  • 8) Crown of Glory
  • 9) Greater Aspect of the Deity

    HOME
    (From the d20 Ultimate Divine Spellbook)
    POWER: Once per day you may designate a location 'home' by lighting and tending a hearth there. That area is considered hallowed (as the spell) but only in the following ways: The area is guarded as if by a magic circle against evil. Cha checks to turn undead receive a +4 sacred bonus, whilst commanding undead takes a -4 penelty. As soon as the fire goes out, or 8 hours elapse, the effect ends.

    SPELLS:

  • 1) Sanctuary
  • 2) Tiny Hut
  • 3) Secure Shelter
  • 4) Secure Chest
  • 5) Hallow
  • 6) Heroes' Feast
  • 7) Refuge
  • 8) Screen
  • 9) Elysian Palace

    Page Last Updated April 15th, 2006

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