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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.

SCALYKIND
(From the Player’s Guide to Faerûn)
DEITIES: Finder Wyvernspur, Sebek, Set, Tiamat, Ubtao
POWER: You can rebuke or command animals (Reptilian creatures and snakes only) as an evil cleric rebukes or commands undead. This ability is usable a number of times per day equal to 3 + your Charisma modifier.

SPELLS:

  • 1) Magic Fang
  • 2) Animal Trance (ophidian and reptilian only)
  • 3) Magic Fang, Greater
  • 4) Poison
  • 5) Animal Growth (ophidian and reptilian only)
  • 6) Eyebite
  • 7) Vipergout
  • 8) Animal Shapes (ophidian and reptilian only)
  • 9) Shapechange (ophidian and reptilian only)

    SEA
    (From the d20 Ultimate Divine Spellbook)
    POWER: You can move at your walk speed when swimming as a move action, with a successful Swim check.

    SPELLS:

  • 1) Obscuring Mist
  • 2) Waterbreathing
  • 3) Protection from Elements (cold only)
  • 4) Control Water
  • 5) Control Winds
  • 6) Chain Lightning
  • 7) Control Weather
  • 8) Summon Nature's Ally VIII (marine creatures only)
  • 9) Elemental Swarm (water spell only)

    SECRETS
    (From the d20 Ultimate Divine Spellbook)
    POWER: By expending one turning attempt you may cast discern lies. When used in this way by this domain your cleric level is treated as doubled. Thus a 2nd level cleric would cast this spell as a 4th level would.

    SPELLS:

  • 1) Obscuring Mist
  • 2) Augury
  • 3) Obscure Object
  • 4) Divination
  • 5) False Vision
  • 6) Scrying
  • 7) Insanity
  • 8) Discern Location
  • 9) Weird

    SLIME
    (From the Player’s Guide to Faerûn)
    DEITY: Ghaunadaur
    POWER: You can rebuke or command oozes as an evil cleric rebukes or commands undead. This ability is usable a number of times per day equal to 3 + your Charisma modifier.

    SPELLS:

  • 1) Grease
  • 2) Melf’s Acid Arrow
  • 3) Poison
  • 4) Rusting Grasp
  • 5) Evard’s Black Tentacles
  • 6) Transmute Rock to Mud
  • 7) Destruction
  • 8) Power Word Blind
  • 9) Implosion

    SMITH
    (From the d20 Ultimate Divine Spellbook)
    POWER: You receive a divine bonus equal to one half your cleric level for all Craft (weaponsmith) or Craft (armoursmith) checks made within a smithy blessed by your priesthood.

    SPELLS:

  • 1) Forge Mastery
  • 2) Make Whole
  • 3) Locate Object
  • 4) Magic Weapon, Greater
  • 5) Righteous Might
  • 6) Blade Barrier
  • 7) Refuge
  • 8) Shield of Law
  • 9) Miracle

    SPELL
    (From the Player’s Guide to Faerûn)
    DEITIES: Azuth, Mystra, Savras, Thoth
    POWER: You gain a +2 bonus on Concentration and Spellcraft checks.

    SPELLS:

  • 1) Mage Armor
  • 2) Silence
  • 3) Anyspell
  • 4) Rary’s Mnemonic Enhancer
  • 5) Break Enchantment
  • 6) Anyspell, Greater
  • 7) Limited Wish
  • 8) Antimagic Field
  • 9) Mordenkainen’s Disjunction

    SPIDER
    (From the Player's Guide to Faerûn)
    DEITIES: Lolth, Selvetarm
    POWER: You may command or rebuke spiders as an evil cleric does undead. You use this ability a number of times per day equal to 3 + your Charisma Modifier.

    SPELLS:

  • 1) Spider Climb
  • 2) Summon Swarm
  • 3) Phantom Steed
  • 4) Giant Vermin
  • 5) Insect Plague (spiders only)
  • 6) Spider Curse
  • 7) Stone Spiders
  • 8) Creeping Doom
  • 9) Spider Shapes

    SPIDER
    (From the d20 Ultimate Divine Spellbook)
    POWER: You may command or rebuke spiders as an evil cleric does undead. You use this ability a number of times per day equal to 3 + your Charisma Modifier.

    SPELLS:

  • 1) Pass Without Trace
  • 2) Spider Climb
  • 3) Web
  • 4) Freedom of Movement
  • 5) Insect Plague (spiders only)
  • 6) Speed of the Spider
  • 7) True Seeing
  • 8) Phase Door
  • 9) Creeping Doom (spiders only)

    SPIRIT
    (From the d20 Ultimate Divine Spellbook)
    POWER: See active Spirits within 60 feet with a successful Spot check (DC 20) and guess their nature and intentions. Dormant Spirits can be spotted at DC 25.

    SPELLS:

  • 1) Detect Spirits
  • 2) Detect Dimensional Disturbance
  • 3) Dismissal
  • 4) Power Walk
  • 5) Ethereal Jaunt
  • 6) Awaken
  • 7) Awaken the Land
  • 8) Ethereal/Spiritual Junction
  • 9) Astral Projection

    STORM
    (From the Player’s Guide to Faerûn)
    DEITIES: Aerdrie Faenya, Anhur, Auril, Isis, Istishia, Talos, Umberlee
    POWER: You gain resistance to electricity 5.

    SPELLS:

  • 1) Entropic Shield
  • 2) Gust of Wind
  • 3) Call Lightning
  • 4) Sleet Storm
  • 5) Ice Storm
  • 6) Call Lightning Storm
  • 7) Control Weather
  • 8) Whirlwind
  • 9) Storm of Vengeance

    STORM
    (From the d20 Ultimate Divine Spellbook)
    POWER: You gain a +4 sacred or profane bonus to saves against electricity and cold effects.
    SPELLS:

  • 1) Obscuring Mist
  • 2) Wind Wall
  • 3) Gust of Wind
  • 4) Ice Storm
  • 5) Control Winds
  • 6) Chain Lightning
  • 7) Control Weather
  • 8) Whirlwind
  • 9) Storm of Vengeance

    STRENGTH
    (From the Player's Handbook 3.5, Player’s Guide to Faerûn)
    DEITIES: Anhur, Bahgtru, Clangeddin, St. Cuthbert, Garagos, Gruumsh, Helm, Ilmater, Kord, Lathander, Loviatar, Malar, Pelor, Tempus, Torm, Uthgar
    POWER: You can perform a feat of Strength as a Supernatural ability. You gain an enhancement bonus to Strength equal to your cleric level. Activating this power is a free action, the power lasts one round and is usable once per day.

    SPELLS:

  • 1) Enlarge Person
  • 2) Bulls Strength
  • 3) Magic Vestment
  • 4) Spell Immunity
  • 5) Righteous Might
  • 6) Stoneskin
  • 7) Bigby's Grasping Hand
  • 8) Bigby's Clenched Fist
  • 9) Bigby's Crushing Hand

    STRENGTH
    (From the d20 Ultimate Divine Spellbook)
    POWER: You can perform a feat of Strength as a Supernatural ability. You gain an enhancement bonus to Strength equal to your cleric level. Activing this power is a free action, the power lasts one round and is usable once per day.

    SPELLS:

  • 1) Enlarge Person
  • 2) Bulls Strength
  • 3) Magic Vestment
  • 4) Spell Immunity, Titan's Strength
  • 5) Righteous Might
  • 6) Stone Skin
  • 7) Creeping Hand
  • 8) Clenched Fist
  • 9) Crushing Hand

    SUFFERING
    (From the Player’s Guide to Faerûn)
    DEITIES: Ilmater, Jergal, Kossuth, Loviatar, Talona, Yurtrus
    POWER: You may use pain touch as a spell-like ability once per day. To deliver a pain touch, you must succeed on a melee touch attack against a living creature (using the rules for touch spells). If you hit, your touch bestows a -2 penalty to Strength and Dexterity on the target for 1 minute. Creatures that are immune to critical hits are also immune to this effect.

    SPELLS:

  • 1) Bane
  • 2) Bear’s Endurance
  • 3) Bestow Curse
  • 4) Enervation
  • 5) Symbol of Pain
  • 6) Harm
  • 7) Waves of Exhaustion
  • 8) Horrid Wilting
  • 9) Energy Drain

    SUN
    (From the Player's Handbook 3.5, Player’s Guide to Faerûn)
    DEITIES: Ehlonna, Horus-Re, Lathander, Pelor
    POWER: Once per day, you can perform a greater turning against undead in place of a regular turning. The greater turning is like a normal turning, except the undead creatures that would be turned are destroyed instead.

    SPELLS:

  • 1) Endure Elements
  • 2) Heat Metal
  • 3) Searing Light
  • 4) Fire Shield
  • 5) Flame Strike
  • 6) Fire Seeds
  • 7) Sunbeam
  • 8) Sunburst
  • 9) Prismatic Sphere

    SUN
    (From the d20 Ultimate Divine Spellbook)
    POWER: Once per day, you can perform a Greater turning against Undead in place of a regular turning. The greater turning is like a normal one, except the undead being turn is destroyed instead.

    SPELLS:

  • 1) Endure Elements, Endure Sunlight
  • 2) Heat Metal, Protection from Sunlight, Sunstroke
  • 3) Searing Light
  • 4) Fire Shield
  • 5) Flame Strike
  • 6) Fire Seeds
  • 7) Sunbeam
  • 8) Sunburst
  • 9) Prismatic Sphere

    TIME
    (From the Player’s Guide to Faerûn)
    DEITIES: Grumbar, Labelas Enoreth
    POWER: You gain Improved Initiative as a bonus feat.

    SPELLS:

  • 1) True Strike
  • 2) Gentle Repose
  • 3) Haste
  • 4) Freedom of Movement
  • 5) Permanency
  • 6) Contingency
  • 7) Moment of Prescience
  • 8) Foresight
  • 9) Time Stop

    TRADE
    (From the Player’s Guide to Faerûn)
    DEITIES: Abbathor, Nephthys, Shaundakul, Vergadain, Waukeen
    POWER: You may use detect thoughts once per day as a spell-like ability. Activating this ability is a free action, and it affects one target. The effect lasts a number of minutes equal to your Charisma bonus (minimum 1 round).

    SPELLS:

  • 1) Message
  • 2) Gembomb
  • 3) Eagle’s Splendor
  • 4) Sending
  • 5) Fabricate
  • 6) True Seeing
  • 7) Mordenkainen’s Magnificent Mansion
  • 8) Mind Blank
  • 9) Discern Location

    TRAVEL
    (From the Player's Handbook 3.5, Player’s Guide to Faerûn)
    DEITIES: Akadi, Baervan Wildwanderer, Brandobaris, Fenmarel Mestarine, Fharlanghn, Gwaeron Windstrom, Hoar, Istishia, Kelemvor, Lliira, Marthammor Duin, Mielikki, Oghma, Sehanine Moonbow, Selûne, Sharess, Shaundakul, Tymora, Vhaeraun, Waukeen
    POWER: For a total time per day of 1 round per cleric level you possess, you can act normally regardless of magical effects that impede movement as if you were affected by the spell freedom of movement. This effect occurs automatically as soon as it applies, lasts until it runs out or is no longer needed, and can operate multiple times per day (up to the total daily limit of rounds). This granted power is a supernatural ability. Also add Survival to your list of cleric class skills.

    SPELLS:

  • 1) Longstrider
  • 2) Locate Object
  • 3) Fly
  • 4) Dimension Door
  • 5) Teleport
  • 6) Find the Path
  • 7) Teleport, Greater
  • 8) Phase Door
  • 9) Astral Projection

    TRAVEL
    (From the d20 Ultimate Divine Spellbook)
    POWER: For a total of 1 round per your cleric level per day, you can act normally regardless of magical effects that impede movement (similar to the effect of the spell freedom of movement). The effect occurs automatically as soon as it applies, lasts until it runs out or is no longer needed, and can operate multiple times per day (up to the total daily limit of rounds). This granted power is a supernatural ability. Add Survival to your cleric skill list

    SPELLS:

  • 1) Longstrider
  • 2) Locate Object
  • 3) Fly, Marathon Travel, Flying Carpet
  • 4) Dimension Door
  • 5) Teleport, Fool's Gold
  • 6) Find the Path
  • 7) Teleport Without Error, Vision
  • 8) Phase Door
  • 9) Astral Projection

    TRICKERY
    (From the Player's Handbook 3.5, Player's Guide to Faerûn)
    DEITIES: Abbathor, Akadi, Baravar Cloakshadow, Beshaba, Boccob, Brandobaris, Cyric, Erevan Ilesere, Erythnul, Garagauth, Garl Glittergold, Lolth, Mask, Oghma, Olidammara, Nerull, Sharess, Shargaas, Vergadain, Vhaeraun
    POWER: Add Bluff, Disguise, and Hide to your list of cleric class skills.

    SPELLS:

  • 1) Disguise Self
  • 2) Invisibility
  • 3) Nondetection
  • 4) Confusion
  • 5) False Vision
  • 6) Mislead
  • 7) Screen
  • 8) Polymorph Any Object
  • 9) Time Stop

    TRICKERY
    (From the d20 Ultimate Divine Spellbook)
    POWER: Bluff, Disguise, and Hide are considered class skills.

    SPELLS:

  • 1) Disguise Self, Unravel
  • 2) Invisibility, Garbled Tongue
  • 3) Nondetection, Dramatic Visage
  • 4) Confusion
  • 5) False Vision
  • 6) Mislead, Fool's Emerald
  • 7) Screen, Phantasmal Plague
  • 8) Polymorph Any Object
  • 9) Time Stop

    TRUTH
    (From the d20 Ultimate Divine Spellbook)
    POWER: You gain Gather Information and Sense Motive as class skills.

    SPELLS:

  • 1) Detect Secret Doors
  • 2) Zone of Truth
  • 3) Discern Lies
  • 4) Scrying
  • 5) True Seeing
  • 6) Analyse Dweomer
  • 7) Scrying, Greater
  • 8) Dimensional Lock
  • 9) Fact to Fiction

    TYRANNY
    (From the Complete Warrior, Player's Guide to Faerûn)
    DEITIES: Bane, Hextor, Tiamat, Typhos, Vecna, Wee Jas
    POWER: Add +1 to the save DC* (From the Complete Warrior BUT in the Player’s Guide to Faerûn the DC is +2) of any compulsion spell you cast.
    * Both books are from D&D, Complete Warrior 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

    SPELLS:

  • 1) Command
  • 2) Enthrall
  • 3) Discern Lies
  • 4) Fear
  • 5) Command, Greater
  • 6) Geas/Quest
  • 7) Bigby's Grasping Hand
  • 8) Charm Monster, Mass
  • 9) Dominate Monster

    Page Last Updated June 15th, 2006

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