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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.

KNOWLEDGE
(From the Player’s Guide to Faerûn, Player’s Handbook 3.5)
DEITIES: Angharradh, Azuth, Boccob, Deep Sashelas, Deneir, Dugmaren Brightmantle, Damathoin, Gond, Gwaeron Windstrom, Labelas Enoreth, Milil, Mystra, Oghma, Savras, Sehanine Moonbow, Shar, Siamorphe, Thoth, Tyr, Vecna, Waukeen
POWER: Add all knowledge skills to your list of cleric class skills. You cast divinations at +1 caster level.

SPELLS:

  • 1) Detect Secret Doors
  • 2) Detect Thoughts
  • 3) Clairaudience/Clairvoyance
  • 4) Divination
  • 5) True Seeing
  • 6) Find the Path
  • 7) Legend Lore
  • 8) Discern Location
  • 9) Foresight

    KNOWLEDGE
    (From the d20 Ultimate Divine Spellbook)
    POWER: Add all knowledge skills to your list of cleric class skills. You cast divinations at +1 caster level.

    SPELLS:

  • 1) Detect Secret Doors, Protect Book, Summarise
  • 2) Detect Thoughts, Burning Truth
  • 3) Clairaudience/Clairvoyance, Restore Page, Scribe
  • 4) Divination
  • 5) True Seeing
  • 6) Find the Path, Restore Book
  • 7) Legend Lore
  • 8) Discern Location
  • 9) Foresight, Mindcrypt

    LAW
    (From the Player’s Guide to Faerûn, Player’s Handbook 3.5)
    DEITIES: Arvoreen, Azuth, Bane, Berronar Truesilver, Clangeddin, St. Cuthburt, Cyrrollalee, Deep Duerra, Gaerdal Ironhand, Garagauth, Garl Glittergold, Gorm Gulthyn, Heironeous, Helm, Hextor, Hoar, Horus-Re, Ilmater, Jergal, Kelemvor, Laduguer, Loviatar, Moradin, Nobanion, Osiris, Red Knight, Savras, Set, Siamorphe, Tiamat, Torm, Tyr, Ulutiu, Urogalan, We Jas, Yondalla
    POWER: You cast law spells at +1 caster level.

    SPELLS:

  • 1) Protection from Chaos
  • 2) Calm Emotions
  • 3) Magic Circle against Chaos
  • 4) Order's Wrath
  • 5) Dispel Chaos
  • 6) Hold Monster
  • 7) Dictum
  • 8) Shield of Law
  • 9) Summon Monster IX (cast as a lawful spell only)

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

    SPELLS:

  • 1) Protection from Chaos
  • 2) Calm Emotions, Bandit's Lament
  • 3) Magic Circle against Chaos
  • 4) Order's Wrath
  • 5) Dispel Chaos
  • 6) Hold Monster
  • 7) Dictum
  • 8) Shield of Law
  • 9) Summon Monster IX (cast as a lawful spell only)

    LIGHT
    (From the d20 Ultimate Divine Spellbook)
    POWER: With a touch, you can infuse a creature with light. This is a spell-like ability that you may use once per day. You must make a successful melee touch attack (using the rules for touch spells). When you touvh, there is a burst of light. Creatures with a special vulnerability or aversion to any kind of light are affected by the light by which they are vulnerable, regardless of light conditions. The effect lasts for one minute per cleric level, even if the creatures move away into the darkness. If the creature would normally be destroyed in light (such as a vampire) roll 1d6 per your cleric level. If the total at least equals the creature's current hit points, it is destroyed.

    SPELLS:

  • 1) Divine Weapon
  • 2) Heart of Purity
  • 3) Searing Light
  • 4) Defensive Radiance
  • 5) Ray of Light
  • 6) Divine Strike
  • 7) Sunbeam
  • 8) Solar Prison
  • 9) Call Forth the Sacred Heroes

    LOVE
    (From the d20 Ultimate Divine Spellbook)
    POWER: You may invoke the power of love and passion once per day as a standard action. For a number of rounds equal to your cleric level, you gain a +2 morale bonus to all Charisma based checks and rolls.

    SPELLS:

  • 1) Charm Person
  • 2) Enthrall
  • 3) Prayer
  • 4) Tongues
  • 5) Break Enchantment
  • 6) Dream
  • 7) Limited Wish
  • 8) Holy Aura
  • 9) Sympathy

    LUCK
    (From the d20 Ultimate Divine Spellbook)
    POWER: You gain the power of good fortune, which is usable once per day. This extraordinary ability allows you to reroll one roll that you just made. You must take the result of the reroll, even if its worse than the original.

    SPELLS:

  • 1) Entropic Shield
  • 2) Aid
  • 3) Protection from Elements, Bestow Curse
  • 4) Freedom of Movement
  • 5) Break Enchantment
  • 6) Mislead, Misfortune
  • 7) Spell Turning, Contingency
  • 8) Momement of Prescience
  • 9) Miracle

    LUCK
    (From the Player’s Guide to Faerûn, Player’s Handbook 3.5)
    DEITIES: Abbathor, Beshaba, Brandobaris, Erevan Ilesere, Fharlanghn, Haela Brightaxe, Kord, Mask, Oghma, Olidammara, Tymora, Vergadain
    POWER: You gain the power of good fortune, which is useable once per day. This extraordinary ability allows you to reroll one roll that you just made before the DM declares whether the roll results in success or failure. You must take the result of the reroll, even if its worse than the original.

    SPELLS:

  • 1) Entropic Shield
  • 2) Aid
  • 3) Protection from Energy
  • 4) Freedom of Movement
  • 5) Break Enchantment
  • 6) Mislead
  • 7) Spell Turning
  • 8) Momement of Prescience
  • 9) Miracle

    Page Last Updated April 23rd, 2006

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