Gods and Religion
The Gods and Their Religions
Taeran deities are gathered in several loose groups, based around worship of the most powerful among them, who are organized along alignment lines on the Good-Evil axis into three factions (Good, Neutral, and Evil). These gods and goddesses, generally called the Thirty by mortal Taerans, are the best known among the common people of the world, and can be found as objects of worship in virtually all corners of Taera and Arite. Each of the Thirty is served or attended by one or more lesser entities called Demigods by mortals, though in fact a few of them are equivalent in raw power to lesser members of the Thirty. Demigods are generally known only in specific areas of the world, except for those who are so powerful they almost count as members of the Thirty themselves, who can be found in many places (though their reach is never as global as the actual Thirty are). The Thirty are nominally ruled by the three gods of Magic, referred to by mortals as the Triad or the Trinity- Damok, Paradox, and Cenob. The Triad are the most powerful gods in the Taeran pantheon, and their decrees are always followed by the lesser gods of the Thirty and Demigod hierarchies (though some individuals follow the commands more closely than others). Some members of the Thirty are actually former Demigods of other members; the best-known examples are Thero and Justice (she was once his Demigod), and Luthor and Helm (Helm was once Luthor's Demigod). It is, therefore, possible that the Thirty may become Thirty-Three or more in the future, though it is virtually certain that the Triad will prevent promotions except in groups of three (one for each alignment group) to maintain the balance between the factions.
As noted in the Core Classes document, Taeran Clerics always worship a specific deity, and cannot be followers of a general alignment, principle, or philosophy. Every Cleric is affiliated with a church of one of the Thirty, though many actually preach the word of (and get their magic from) a Demigod rather than the actual member of the Thirty whose church is involved. Some rare Clerics receive power from more than one deity at a time; this is most common between a member of the Thirty and one of his or her Demigods, but has occasionally happened between two or more members of the Thirty whose alignments are very close. The latter case is probably most common in the case of Clerics who follow a former Demigod and his or her original patron (for example, Thero and Justice).
While Clerics are always associated with specific deities, however, the places those Clerics worship often are not. Large temples are rare and expensive to build, and most towns and villages can afford little more than a chapel or shrine. Most temples on Taera are officially dedicated to several members of the Thirty, and have space set aside for worship of all of the deities so chosen. Such temples are watched over, maintained, and served by Clerics of different religions cooperating with one another. Because the Evil religions generally are not amenable to trust or cooperation, it is quite rare for temples to include space for them unless they are dedicated to exactly one of the Evil deities. Occasionally, one will find a temple dedicated to two or more Lawful Evil gods, but never for Neutral Evil or Chaotic Evil. Most temples with worship space for more than one deity are dominated by one or two of the dedicated gods, and only have actual Clerics or priests for the dominant ones. Since Demigods are closely associated with their patrons, they are an exception to this general rule, and any temple dedicated to a member of the Thirty can be nominally considered dedicated to all of that deity's Demigods as well (regardless of alignment). Temples with actual space set aside for a Demigod, or even more rarely dedicated to one, may also be considered temples to the Demigod's patron deity, though within such a temple the patron is normally worshipped sparingly (if at all).
The Thirty deities who lead the Taeran pantheon are listed below, in their affiliated alignment groupings. Following that is a list of Demigods, though that list should not be considered "complete" since new Demigods appear and disappear fairly often (once every decade or so). Even so, for greater clarity and ease of use by Cleric players, each of the Thirty has an entry listing the Demigods in the list below that have that particular deity as patron. New Demigods may be added to the list with DM permission. The Thirty are each listed with a one- or two-sentence summary of the religion's main credo, or set of beliefs, but the Demigods are generally not (they rarely have much separation between their faith and that of the patron deity anyway). Further, each of the Thirty is associated with a prestige class that exemplifies the religion somehow and draws power from the deity without actually being a Cleric in the normal sense. For some deities these are warrior-types (for example, the Paladin and Holy Guardian), for others they are rogue-types or something even less warlike (for example, the Gambler and Seductress). These prestige classes are detailed in the Holy Exemplars documents, but are listed here with the deities they are associated with. Some Demigods have Holy Exemplars as well, apart from those of their patrons; the Demigods that do are invariably those who are nearly equivalent to members of the Thirty. Those Demigods which sponsor Holy Exemplars have the appropriate prestige classes listed in their entries. Finally, each of the Thirty (and many of the Demigods) has a list of Favored Soul Divine Gifts, which are specifically granted to characters of the Favored Soul class who choose that deity as a patron. Most of the "I and II Gifts" are bonus feats, which do not grant a character any benefit if he or she takes the same feat at a level prior to gaining the bonus; most of the "III and IV Gifts," by contrast, are supernatural abilities.
The Good Ten
Damok: (Rulers, Heroes, High Science & Technology, White Magic)
- Align: Chaotic Good.
- Demigods: HAL 9-Googol (Computers), Jeldorn (Adventure), Milbourne (Blue Psionics), Mira (Teaching), Tachyon (Swiftness).
- Domains: Ruler, Hero, Technology, Magic, Knowledge, Chaos, Good, Protection, Travel, Trickery, Planar, Numbers, Thought, Time, Flight.
- Favored Weapon: Longsword.
- Class Skills: Knowledge (Ancient Technology), Use Ancient Device.
- Credo Summary: People must act to make the world a better place!
- Holy Exemplar: Freedom Knight.
- Home Plane/Realm: Astralagon, a layer of the Heavens of Celestia. Exactly how Damok, a Chaotic god, managed to get his home in the Lawful plane (and perhaps more importantly, keep it there) is not known today, and not something Damok himself ever talks about.
- Special: Damok is the patron of Good-aligned Mage-Priests.
- Favored Soul Divine Gifts: Gift I: Combat Casting; Gift II: Weapon Focus (Longsword); Gift III: Fly as the spell (self only), up to 10 minutes/level per day divided as character chooses; Gift IV: Spell Resistance equal to Favored Soul level + 10.
Amorus: (Love, Beauty)
- Align: Chaotic Good.
- Demigods: Quento (Courtship), Sweet (Sweetness), Varry (Lust/Desire).
- Domains: Love, Beauty, Body, Thought, Pleasure, Life, Chaos, Good, Seduction.
- Favored Weapon: Shortbow.
- Class Skills: Bluff, Sense Motive.
- Credo Summary: Make love, not war. All kinds of love are divine gifts, to be shared as freely as possible.
- Holy Exemplar: Paramour.
- Home Plane/Realm: Xanadu, in the Olympean Glades of Arborea.
- Favored Soul Divine Gifts: Gift I: Endurance; Gift II: Spell Focus (Enchantment); Gift III: Wings (feathered, as in Complete Divine); Gift IV: Charm Monster at will as a standard action.
Bast: (Pleasure, Cats, Stealth)
- Align: Chaotic Good.
- Demigods: Chaav (Happiness/Joy), Felix (Agility), Garafala (Humor).
- Domains: Pleasure, Cats, Stealth, Animal, Luck, Chaos, Good, Magic, Travel, Trickery, Chance, Concealment.
- Favored Weapon: Wrist Razors and Claw Gloves.
- Class Skills: Climb, Move Silently.
- Credo Summary: Cats are happy, graceful, and elegant- be like them.
- Holy Exemplar: Shadowcat Reveller.
- Home Plane/Realm: Felidar(rr), in the layer of Brux in the Wilderness of the Beastlands. The name is usually pronounced using the Tabaxi penchant for rolling their R's, hence the parenthetical (rr) in the written name for this entry.
- Special: Bast does not give her Clerics the ability to Turn Undead. As compensation, they get an extra domain and power at 1st level.
- Favored Soul Divine Gifts: Gift I: Weapon Focus (either Claw Glove or Wrist Razors); Gift II: Weapon Specialization (same weapon chosen for Gift I); Gift III: Spider Climb (self only) constantly, at will, and take damage from falls as though distance were 30 ft. less than actual; Gift IV: Invisibility (self only) at will as a standard action.
Chlimbia: (Magma & Volcanoes, the Sun [of Arite])
- Align: Chaotic Good.
- Demigods: Boom (Explosions), Skweek (Cleansing).
- Domains: Magma, Sun, Chaos, Good, Earth, Fire, Plant, Life, Psionic, Sky, Energy, Destruction.
- Favored Weapon: Light Flail.
- Class Skills: Intimidate, Survival.
- Credo Summary: Magma is the blood of the earth, that warms it and gives it life.
- Holy Exemplar: Sunchild.
- Home Plane/Realm: The Solarium, in the Elemental Plane of Magma. Chlimbia also maintains a home deep inside the Central Sun of Arite itself, called simply the Core, but does not often stay there.
- Favored Soul Divine Gifts: Gift I: Weapon Focus (Light Flail); Gift II: Weapon Specialization (Light Flail); Gift III: Fast Healing 1; Gift IV: Regeneration 1 (replaces Fast Healing ability- only Cold can deal lethal damage to the character).
Denor: (Air, Sky, Flight)
- Align: Neutral Good.
- Demigods: D'Zhan (Desert Wind), Hypnox (Dreams).
- Domains: Air, Sky, Flight, Good, Smoke, Ice, Weather, Sun, Thought, Storm, Winter.
- Favored Weapon: Chatkcha and Throwing Wedge.
- Class Skills: Jump, Listen.
- Credo Summary: The freedom of the sky is everyone's birthright.
- Holy Exemplar: Windrider.
- Home Plane/Realm: The Sky Palace, in the Elemental Plane of Air.
- Special: Denor does not give her Clerics the power to Turn Undead. As compensation, they get an extra domain and power at 1st level.
- Favored Soul Divine Gifts: Gift I: Weapon Focus (either Chatkcha or Throwing Wedge); Gift II: Weapon Specialization (same weapon chosen for Gift I); Gift III: Wings (feathered, as in Complete Divine); Gift IV: Gaseous Form self (or resolidify) at will as a standard action.
Gaeya: (Plants & Forests, Nature, The Elements)
- Align: Neutral Good.
- Demigods: Alzith (Wetlands), Tanil (Hunting), Zobar (Animals).
- Domains: Irrelevant (see below).
- Favored Weapon: Natural.
- Class Skills: Druid class skills.
- Credo Summary: All life is a part of nature, and should live as such.
- Holy Exemplar: Holy Ranger.
- Home Plane/Realm: The Green Mountain, in the layer of Eronia in the Blessed Fields of Elysium. Gaeya also maintains a complex called Druidia, in the Elemental Plane of Wood, but uses it as a training ground for her greatest servants rather than actually living there.
- Special: Gaeya's priesthood is entirely made up of Druids, who do not receive Domain powers. Therefore, though she would certainly have domains if she had Clerics, she effectively has none.
- Favored Soul Divine Gifts: Gift I: Wild Empathy (as Druid of equal level); Gift II: Venom Immunity (as Druid ability of the same name); Gift III: Wild Shape (as Druid of equal level); Gift IV: Regeneration 3 (Fire and Acid can deal lethal damage to the character).
Geb: (Earth, Crops, Mountains)
- Align: Neutral Good.
- Demigods: Imal (Farms), Utumno (Caves & Caverns).
- Domains: Earth, Crops, Mountain, Good, Plant, Magma, Mud, Craft, Wards, Protection, Nature.
- Favored Weapon: Heavy Pick.
- Class Skills: Appraise, Handle Animal.
- Credo Summary: The bounty of the earth keeps all life fed.
- Holy Exemplar: Holy Cropmaster.
- Home Plane/Realm: The Pyramid Cavern, in the Elemental Plane of Earth.
- Favored Soul Divine Gifts: Gift I: Weapon Focus (Heavy Pick); Gift II: Brew Potion (or Grow Frith if the character already has Brew Potion); Gift III: +5 natural armor; Gift IV: Spell Resistance equal to Favored Soul level + 10.
Justice: (Justice, Trials)
- Align: Lawful Good.
- Demigods: Rasa (Innocence), Sturm (Courage).
- Domains: Justice, Trial, Vengeance, Guardian, Thought, Ruler, Light, Honor, Law, Good, Strength, Truth.
- Favored Weapon: Longsword.
- Class Skills: Gather Information, Sense Motive.
- Credo Summary: The guilty must be punished.
- Holy Exemplar: Avenger.
- Home Plane/Realm: Concordia, in the layer of Abellio in the Peaceable Kingdoms of Arcadia.
- Favored Soul Divine Gifts: Gift I: Weapon Focus (Longsword); Gift II: Weapon Specialization (Longsword); Gift III: Wings (feathered, as in Complete Divine); Gift IV: Discern Lies at will by concentration.
Luumpho: (Light, Life, Healing)
- Align: Neutral Good.
- Demigods: Aesa (Fertility), Crela (Birth), Dawn (Dawn), Fuldin (Age).
- Domains: Light, Life, Healing, Animal, Good, Plant, Protection, Wards, Love, Psionic, Body, Harmony
- Favored Weapon: None.
- Class Skills: Hide, Tumble.
- Credo Summary: All life deserves a chance to grow in the light of being.
- Holy Exemplar: Master of Inner Light.
- Home Plane/Realm: Luumina, a demiplane created by the goddess. Luumina has permanent portals to Taera, Arite, the Positive Energy Plane, and the Astral Plane. Although it has no known portals to Elysium, Luumpho herself has been spotted on that Outer Plane from time to time.
- Special: Luumpho's Clerics do not gain proficiency in any weapons, or in Medium or Heavy armors. As compensation, they get two extra domains and powers at 1st level, and +2 on all Turn Undead checks as a class feature. This is an unnamed bonus, so it stacks with all other bonuses.
- Favored Soul Divine Gifts: Gift I: Skill Focus (Heal); Gift II: Nimbus of Light; Gift III: Fast Healing 1; Gift IV: Regeneration 1 (replaces Fast Healing ability- only Evil-aligned weapons, or spells, and powers with the Evil descriptor, can deal lethal damage to the character).
Thero: (War, Strength, Honor)
- Align: Lawful Good.
- Demigods: Aegis (Protection), Bron (Athletics), Xander (Tactics).
- Domains: War, Strength, Honor, Hero, Law, Good, Protection, Guardian, Wards, Battle, Truth, Power.
- Favored Weapon: Greataxe.
- Class Skills: Knowledge (Nobility & Royalty), Knowledge (War).
- Credo Summary: The strong must use their power to protect and nurture the weak.
- Holy Exemplar: Paladin.
- Home Plane/Realm: Palladia, a layer of the Heavens of Celestia.
- Favored Soul Divine Gifts: Gift I: Weapon Focus (Greataxe); Gift II: Weapon Specialization (Greataxe); Gift III: Fast Healing 1; Gift IV: Regeneration 1 (replaces Fast Healing ability- only Evil-aligned weapons, or spells, and powers with the Evil descriptor, can deal lethal damage to the character).
The Neutral Ten
Paradox: (Change, Opposites, Energy, Gray Magic)
- Align: Chaotic Neutral.
- Demigods: Antithesis (Negation), Eris (Confusion), Mentatus (Red Psionics), Orange (Colors), Xansha (Growth).
- Domains: Change, Opposition, Energy, Magic, Chaos, Technology, Numbers, Thought, Elemental, Trickery, Psionic, Discord.
- Favored Weapon: Any one Exotic weapon (chosen at 1st level).
- Class Skills: Bluff, Disguise.
- Credo Summary: Change is good! Make it happen!
- Holy Exemplar: Shifter.
- Home Plane/Realm: The "Changelands," in the Ever-Changing Chaos of Limbo. The true, actual name of this realm, as well as its characteristics, change often and unpredictably (as befits its mercurial owner), but most people outside Paradox's faith refer to the place as the Changelands.
- Special: Paradox is the patron of neutral Mage-Priests.
- Favored Soul Divine Gifts: Gift I: Combat Casting; Gift II: Spell Penetration (or Greater Spell Penetration if the character already has basic Spell Penetration); Gift III: Arcane Sight as the spell, up to 10 minutes/level per day divided as character chooses; Gift IV: Spell Resistance equal to Favored Soul level + 10.
Deceptor: (Chance, Luck, Wealth)
- Align: Chaotic Neutral.
- Demigods: Aleph (Numbers), Morgan (Commerce), Prevo (Travel).
- Domains: Chance, Luck, Wealth, Chaos, Knowledge, Numbers, Travel, Trickery, Vice, Beauty, Craft, Guardian.
- Favored Weapon: Dagger.
- Class Skills: Appraise, Forgery.
- Credo Summary: Life is all about being lucky (or not). It is nothing without risk.
- Holy Exemplar: Gambler.
- Home Plane/Realm: The Golden Casino, in the Ever-Changing Chaos of Limbo.
- Special: Deceptor does not give his Clerics any power over Undead. As compensation, they get an extra domain and power at 1st level.
- Favored Soul Divine Gifts: Gift I: Negotiator; Gift II: Appraise Magic Value; Gift III: Locate Object as the spell, up to 10 minutes/level per day divided as character chooses; Gift IV: Alternate Reality once per day per point of WIS bonus (counting only base WIS and inherent bonuses to it).
Ehkahk: (Smoke, Concealment & Hidden Things)
- Align: Chaotic Neutral.
- Demigods: Jynx (Tricks), Masquer (Thieves).
- Domains: Smoke, Concealment, Chaos, Fire, Air, Thought, Time, Stealth, Darkness, Betrayal.
- Favored Weapon: Shuriken.
- Class Skills: Disguise, Knowledge (Cryptography).
- Credo Summary: Everything and everyone has secrets to hide.
- Holy Exemplar: Shrouder.
- Home Plane/Realm: The House of Secrets, in the Elemental Plane of Smoke. The realm's true name is actually unknown, since Ehkahk (befittingly) does not reveal it, but that is what outsiders call the place.
- Special: Ehkahk does not give his Clerics any power over Undead, nor the power of Spontaneous Casting. As compensation, they get two extra domains and powers at 1st level.
- Favored Soul Divine Gifts: Gift I: Stealthy; Gift II: Weapon Focus (Shuriken); Gift III: Silent Spell and Still Spell; Gift IV: Invisibility (self only) at will as a standard action.
Helm: (Observance, Guardianship)
- Align: Lawful Neutral.
- Demigods: Hassan (Fortresses), Minutia (Detail), Visor (Sight).
- Domains: Observation, Guardian, Law, Light, Truth, Knowledge, Protection, Wards, Strength, Psionic, Honor.
- Favored Weapon: Halberd.
- Class Skills: Listen, Spot.
- Credo Summary: Find trouble before it finds you, and you will prosper.
- Holy Exemplar: Holy Guardian.
- Home Plane/Realm: The Observatorium, a demiplane. Helm did not create it himself, but he did find it after many centuries of careful observation and notation of discrepancies in Astral currents.
- Favored Soul Divine Gifts: Gift I: Weapon Focus (Halberd); Gift II: Weapon Specialization (Halberd); Gift III: Blindsight 30 feet; Gift IV: Discern Location 3/day.
Initia: (Time, Fate, Beginnings)
- Align: Neutral.
- Demigods: Bezos (Prophecy), Lao (Acceptance), Lethe (Grief/Sadness), The Patient One (Endings).
- Domains: Time, Fate, Beginning, Planar, Good, Law, Evil, Chaos, Knowledge, Trial, Sky, Change, History, Helplessness.
- Favored Weapon: Net.
- Class Skills: Balance, Knowledge (Puzzles).
- Credo Summary: The weave of time is constantly making new beginnings.
- Holy Exemplar: Warrior of Fate.
- Home Plane/Realm: The Fields of Fate, in the second layer of the Concordant Domain of the Outlands. Initia also controls a realm called the Temple of Time in the first layer of the same plane, where most of her demigods live, but the Temple is not her actual home.
- Favored Soul Divine Gifts: Gift I: Improved Initiative; Gift II: Rapid Spell; Gift III: Quicken Spell (does not increase casting time of spontaneous spells cast by the character- in contrast to normal rules); Gift IV: Alternate Reality once per day per point of WIS bonus (counting only base WIS and inherent bonuses to it).
Keron: (Fire, Crafts, the Forge)
- Align: Neutral.
- Demigods: Hoff (Labor), Trelu (Art/Design).
- Domains: Fire, Craft, Forge, Magma, Smoke, Destruction, Strength, Technology, Energy, Aggression, Noise.
- Favored Weapon: Warhammer.
- Class Skills: Disable Device, Open Lock.
- Credo Summary: The flames of creation never cease to bring forth new marvels.
- Holy Exemplar: Forgemaster.
- Home Plane/Realm: The Anvil, in the Elemental Plane of Fire.
- Favored Soul Divine Gifts: Gift I: Craft Wondrous Item; Gift II: Weapon Focus (Warhammer); Gift III: Any two magical Item Creation feats; Gift IV: Craft Minor Artifact (or Craft Major Artifact if the character already has Craft Minor Artifact).
Luthor: (Law, Truth, Revenge)
- Align: Lawful Neutral.
- Demigods: Holmes (Investigation), MAOK (Duty), Plex (Systems), Urbis (Cities).
- Domains: Law, Truth, Vengeance, Psionic, Thought, Wards, Ruler, Trial, Honor, Harmony, War, Strength, Power.
- Favored Weapon: Greatsword.
- Class Skills: Gather Information, Knowledge (Mathematics).
- Credo Summary: The order of existence is governed by laws and truth.
- Holy Exemplar: Enforcer.
- Home Plane/Realm: The Hall of Justice, a cog in the Clockwork Nirvana of Mechanus. This realm is often assumed to belong to the goddess Justice by people less knowledgeable of planes and religions, and is a reminder that she worked closely with Luthor as a demigoddess- but in fact his realm has carried that name since before Justice herself even existed.
- Favored Soul Divine Gifts: Gift I: Weapon Focus (Greatsword); Gift II: Weapon Specialization (Greatsword); Gift III: Commune once/day for no cost in XP or materials; Gift IV: Discern Lies at will by concentration.
Lyre: (Music & Harmony, Poetry)
- Align: Neutral.
- Demigods: Muse (Inspiration), Vanha (Dance).
- Domains: Harmony, Poetry, Love, Craft, Beauty, Numbers, Thought, Magic, Chance, Observation, Seduction.
- Favored Weapon: None.
- Class Skills: Perform (All), Speak Language.
- Credo Summary: The multiverse resonates with the harmonies of existence.
- Holy Exemplar: Holy Bard.
- Home Plane/Realm: The Amphitheatre, in the first layer of the Concordant Domain of the Outlands.
- Special: Lyre does not give his Clerics any power over Undead, nor proficiency in any kind of armor. As compensation, they get two extra domains and powers at 1st level, and +1 on all Perform checks as a class feature.
- Favored Soul Divine Gifts: Gift I: +2 bonus on Diplomacy checks and any one Perform subskill; Gift II: Spell Focus (Enchantment); Gift III: Major Image as the spell, except no concentration required, up to 5 minutes/level per day divided as character chooses; Gift IV: Charm Monster at will as a standard action.
Marna: (Water, Seas, Ships)
- Align: Neutral.
- Demigods: Leviathan (Aquatic Life), Sekolah (Sea Predators).
- Domains: Water, Sea, Ship, Animal, Destruction, Plant, Mud, Ice, Travel, Weather, Exploration, Storm, Poison.
- Favored Weapon: Trident.
- Class Skills: Balance, Swim.
- Credo Summary: Go with the flow, because it will carry you along whether you want it to or not.
- Holy Exemplar: Mariner.
- Home Plane/Realm: The Coral Dome, in the Elemental Plane of Water.
- Favored Soul Divine Gifts: Gift I: Weapon Focus (Trident); Gift II: Weapon Specialization (Trident); Gift III: Breathe water or air at will, and gain a Swim speed of 60 ft. (or increase existing Swim speed by 30 ft. if character naturally had a Swim speed already); Gift IV: Freedom of Movement (self only) as the spell, constantly.
Methus: (Knowledge, Exploration, History)
- Align: Neutral.
- Demigods: Athentia (Riddles), Mnemosyne (Memory), Rith-Denu (Distance).
- Domains: Knowledge, Exploration, History, Planar, Numbers, Thought, Time, Technology, Psionic, Magic, Opposition, Observation, Truth.
- Favored Weapon: Any one Exotic weapon (chosen at 1st level).
- Class Skills: Autohypnosis, Knowledge (Geography).
- Credo Summary: Through knowledge, all things evolve and grow.
- Holy Exemplar: Holy Sage.
- Home Plane/Realm: The Library of Eternity, in the first layer of the Concordant Domain of the Outlands.
- Special: Methus does not grant his Clerics any power over Undead. As compensation, they get an extra domain and power at 1st level.
- Favored Soul Divine Gifts: Gift I: Self-Sufficient; Gift II: Can use any Knowledge subskill untrained, +1 bonus on all Knowledge subskills; Gift III: Commune once/day for no cost in XP or materials; Gift IV: Moment of Prescience 3/day.
The Evil Ten
Cenob: (Darkness, Death, Pain, Black Magic)
- Align: Neutral Evil.
- Demigods: Dym (Night), Heme (Blood), Maanzecorian (Yellow Psionics), Void (Emptiness), Zuggtmoy (Decay).
- Domains: Darkness, Pain, Death, Magic, Evil, Destruction, Planar, Time, Body, Power, Disease, Psionic, Concealment, Fear, Insanity.
- Favored Weapon: Scythe.
- Class Skills: Autohypnosis, Knowledge (Biology).
- Credo Summary: Nothing is forever; all things come to an end.
- Holy Exemplar: Deathstroke.
- Home Plane/Realm: The Dark Labyrinth, in the layer of Pluton, in the Gray Waste of Hades.
- Special: Cenob is the patron of evil Mage-Priests. He does not give his Clerics proficiency in any armor. As compensation, they get an extra domain and power at 1st level, and +1 on all Turn Undead checks as a class feature. Oddly, for an Evil god, Cenob's Clerics can only Turn Undead, not Rebuke them.
- Favored Soul Divine Gifts: Gift I: Combat Casting; Gift II: Weapon Focus (Scythe); Gift III: Nondetection (self only) as the spell, constantly; Gift IV: Spell Resistance equal to Favored Soul level + 10.
Juiblex: (Mud, Oozes/Slimes/Jellies)
- Align: Chaotic Evil.
- Demigods: Gibble (Erosion), Oodo (Shaping).
- Domains: Mud, Ooze, Chaos, Evil, Water, Earth, Crops, Poison, Disease, Ugliness, Insanity.
- Favored Weapon: Net.
- Class Skills: Knowledge (Dungeoneering), Use Rope.
- Credo Summary: Life came from the slime, and to the slime it must eventually return.
- Holy Exemplar: Oozemaster.
- Home Plane/Realm: Ubbo-Sathla, in the Elemental Plane of Mud/Sludge/Ooze. Juiblex also apparently lives sometimes in the Slime Pits, the 222nd layer of the Abyss, but since he arose to full godhood he has spent more time in his new living home in the Mud.
- Special: Juiblex does not give his Clerics the power to Rebuke Undead. As compensation, they get an extra domain and power at 1st level.
- Favored Soul Divine Gifts: Gift I: +2 bonus on Disguise and Escape Artist checks; Gift II: Verminfriend; Gift III: Fast Healing 1; Gift IV: Regeneration 1 (replaces Fast Healing ability- only Electricity can deal lethal damage to the character).
Mob: (Fear, Anger, Helplessness)
- Align: Neutral Evil.
- Demigods: Kurtulmak (Traps), Pungent (Stench), Strang (Rage).
- Domains: Fear, Anger, Helplessness, Evil, Death, Trickery, Thought, Hate, Aggression, Stealth, Insanity.
- Favored Weapon: Spiked Chain.
- Class Skills: Hide, Intimidate.
- Credo Summary: Survival comes from fear.
- Holy Exemplar: Terrorist.
- Home Plane/Realm: The Chainweb, covering an entire orb of the layer Colothys in the Tarterian Depths of Carceri.
- Special: Mob is loosely associated with the Chainmasters, a sect of warriors who specialize in use of the Spiked Chain. Though they do not technically receive power from him, nor are they considered especially important within the faith, many (if not most) worship him and strive to emulate him.
- Favored Soul Divine Gifts: Gift I: Weapon Focus (Spiked Chain); Gift II: Weapon Specialization (Spiked Chain); Gift III: Frightful Presence (as Dragon of equal level except 30-ft. radius); Gift IV: Hold Monster at will, by concentration.
Nandra: (Storms, Battle, Aggression)
- Align: Chaotic Evil.
- Demigods: Shabron (Nightmares), Stadius (Bloodsports), Wowb (Abuse).
- Domains: Storm, Battle, Aggression, Chaos, Evil, Weather, Air, Winter, Strength, War, Vengeance, Sky, Darkness, Noise.
- Favored Weapon: Javelin.
- Class Skills: Climb, Knowledge (War).
- Credo Summary: Life is a constant struggle. True joy comes from riding the storms of battle.
- Holy Exemplar: Storm Knight.
- Home Plane/Realm: Thunderclap, a layer of the Abyss.
- Special: Nandra does not grant his Clerics the power to Rebuke Undead. As compensation, they get an extra domain and power at 1st level.
- Favored Soul Divine Gifts: Gift I: Rage as Barbarian of equal level; Gift II: Weapon Focus (Javelin), or Weapon Specialization (Javelin) if character already has Weapon Focus (Javelin); Gift III: Fast Healing 1; Gift IV: Regeneration 1 (replaces Fast Healing ability- only Good-aligned weapons, or spells, and powers with the Good descriptor, can deal lethal damage to the character).
Nexus: (Power, Corruption, Disease)
- Align: Lawful Evil.
- Demigods: Intifad (Intrigue), Pizarro (Conquest), Velnimach (Politics).
- Domains: Power, Corruption, Disease, Law, Evil, Protection, Guardian, Thought, Numbers, Vengeance, Concealment, Fear, Seduction, Betrayal.
- Favored Weapon: Spiked Gauntlet.
- Class Skills: Knowledge (Politics), Sense Motive.
- Credo Summary: Power, the domination of the weak by the strong, is the natural way of life.
- Holy Exemplar: Antipaladin.
- Home Plane/Realm: The Seat of Power, in the layer of Malbolge in the Nine Hells of Baator.
- Special: Clerics of Nexus who take the Corruption domain (see full description below) are granted the appearance and power of any one other domain, so that they may infiltrate and corrupt other organizations (even churches). Though these priests are varied in powers and abilities, and only loosely organized as a whole, they are considered just as important and holy to the faith as the Antipaladins are.
- Favored Soul Divine Gifts: Gift I: Persuasive; Gift II: Weapon Focus (Spiked Gauntlet), or Weapon Specialization (Spiked Gauntlet) if character already has Weapon Focus (Spiked Gauntlet); Gift III: Wings (batlike, as in Complete Divine); Gift IV: Contagion at will as a standard action.
Patrin: (Hatred, Ugliness, Prejudice)
- Align: Lawful Evil.
- Demigods: Nin (Curses/Foul Language), Strife (Conflict), Worth (Fitness).
- Domains: Hate, Ugliness, Prejudice, Trial, Law, Evil, Beauty, Body, Wards, Aggression, Honor, History, Fear, Anger.
- Favored Weapon: Whip.
- Class Skills: Knowledge (Local), Use Rope.
- Credo Summary: [THEY] are ruining [OUR] world, and [WE] must protect it from [THEM]. Wipe [THEM] out, all of [THEM]! (The brackets are used to indicate that this credo always changes to insert the speaker's own group and one or more groups foreign to that person, in the places of the US and THEM categories respectively.)
- Holy Exemplar: Knight of Purity.
- Home Plane/Realm: The Palace of the Inheritors, on the cube of Ghralydol in the layer of Avalas, in the Infernal Battlefield of Acheron. Patrin and his forces nominally claim not only the entire cube of Ghralydol, but many other nearby cubes as well, all of which float together through the plane; however, his actual home is the Palace.
- Special: Patrin does not give his Clerics the power to Rebuke Undead. As compensation, they get one extra domain and power at 1st level.
- Favored Soul Divine Gifts: Gift I: +2 bonus on Intimidate and Taunt checks; Gift II: Smite Inferior once/day (as the Knight of Purity ability of the same name); Gift III: Sadism as the spell, up to 10 minutes/level per day divided as character chooses; Gift IV: Know Vulnerabilities at will as a swift action (in contrast to the actual spell).
Thrym: (Ice, Winter)
- Align: Chaotic Evil.
- Demigods: Bokks (Preservation), Kryst (Glitter).
- Domains: Ice, Winter, Chaos, Evil, Water, Air, Storm, Weather, Strength, Battle, Concealment, Darkness, Change, Hero, Protection.
- Favored Weapon: Battleaxe.
- Class Skills: Search, Survival.
- Credo Summary: All things should/will be frozen in perfection.
- Holy Exemplar: Ice Knight.
- Home Plane/Realm: Jotunheim, in the Elemental Plane of Cold/Ice. This realm is known to have a portal to the Heroic Domains of Ysgard, for reasons known only to Thrym himself.
- Favored Soul Divine Gifts: Gift I: Weapon Focus (Battleaxe); Gift II: Weapon Specialization (Battleaxe); Gift III: Wings (batlike, as in Complete Divine); Gift IV: Hypothermia at will as a standard action.
Tinnabula: (Discord, Insanity, Noise)
- Align: Chaotic Evil.
- Demigods: Indifference (Detchament), Paranoia (Distrust), Prickle (Irritation).
- Domains: Insanity, Discord, Noise, Chaos, Evil, Magic, Psionic, Healing, Trickery, Thought, Opposition, Truth, Fear.
- Favored Weapon: None.
- Class Skills: Escape Artist, Tumble.
- Credo Summary: Surprises are fun and good! La la la la laaaa...
- Holy Exemplar: Antibard.
- Home Plane/Realm: The Outside of the Asylum, in the layer of Pandesmos in the Windswept Depths of Pandemonium.
- Special: Tinnabula does not give her Clerics the power to Rebuke Undead, nor proficiency in Medium or Heavy armors. As compensation, they get two extra domains and powers at 1st level.
- Favored Soul Divine Gifts: Gift I: +2 bonus on Autohypnosis and Taunt checks, can use Autohypnosis untrained; Gift II: Spell Focus (Illusion); Gift III: Major Image as the spell, except no concentration required, up to 5 minutes/level per day divided as character chooses; Gift IV: Phantasmal Killer at will as a standard action.
Tlazolteotl: (Seduction, Vice, Betrayal)
- Align: Chaotic Evil.
- Demigods: Misery (Desperation), Rake (Unfaithful Males), Zanbos (Rape).
- Domains: Seduction, Vice, Betrayal, Chaos, Evil, Body, Love, Beauty, Thought, Life, Poison, Vengeance, Concealment, Stealth, Trickery, Pleasure.
- Favored Weapon: Dagger.
- Class Skills: Move Silently, Sleight of Hand.
- Credo Summary: Men are scum, worthy only of being used and discarded.
- Holy Exemplar: Seductress.
- Home Plane/Realm: Amazonia, an orb in the layer of Cathrys in the Tarterian Depths of Carceri.
- Special: Tlazolteotl does not give her Clerics the ability to Rebuke Undead, nor proficiency in any armor. As compensation, they get two extra domains and powers at 1st level, and +2 profane bonus to Charisma as a class feature (i.e. this bonus is lost if the character loses Clerical powers for some reason).
- Favored Soul Divine Gifts: Gift I: Deft Hands, can use Sleight of Hand untrained; Gift II: Spell Focus (Enchantment); Gift III: Fast Healing 1; Gift IV: Charm Monster at will as a standard action.
Venom: (Destruction, Poison)
- Align: Neutral Evil.
- Demigods: Eihort (Eating), Xin (Killing), Yig (Snakes).
- Domains: Destruction, Poison, Evil, Darkness, Pain, Anger, Hate, War, Fire, Time, Beginning, Energy, Elemental.
- Favored Weapon: Bladed Boomerang and Blowgun.
- Class Skills: Disable Device, Knowledge (Poisons).
- Credo Summary: Destruction makes way for new creation, so everything must be destroyed.
- Holy Exemplar: Despoiler.
- Home Plane/Realm: The Vortex of Doom, in the Negative Energy Plane.
- Special: Venom does not give his Clerics proficiency in any armor. As compensation, they get an extra domain and power at 1st level, and Poison Use as a class feature (Clerics of Venom never risk poisoning themselves when applying poison to a blade).
- Favored Soul Divine Gifts: Gift I: Poison Immunity (bonus feat; see Book of Vile Darkness); Gift II: Dark Speech; Gift III: Psychic Poison (self only) as the spell, constantly active, character may change poison type once/day; Gift IV: Poison at will as a standard action.
The Demigods
Aegis: (Protection)
- Align: Lawful Good.
- Patron: Thero.
- Domains: Good, Law, Protection.
- Favored Weapon: None.
- Class Skills: Sense Motive, Tumble.
- Special:
Aesa: (Fertility)
- Align: Neutral Good.
- Patron: Luumpho.
- Domains: Good.
- Favored Weapon: None.
- Class Skills: Knowledge (Biology, Nature).
- Special:
Aleph: (Numbers)
- Align: Chaotic Neutral.
- Patron: Deceptor.
- Domains: Chaos, Numbers.
- Favored Weapon: None.
- Class Skills: Knowledge (Mathematics, Games & Gambling).
- Special:
Alzith: (Wetlands)
- Align: Neutral Good.
- Patron: Gaeya.
- Domains: Good, Water.
- Favored Weapon: None.
- Class Skills: Survival, Swim.
- Holy Exemplar: Swamp Stalker.
- Special: Alzith is a favored goddess of both Lizardfolk and Grippli, and is accordingly nearly as powerful as a member of the Thirty. She has both Clerics and Druids among her clergy.
- Favored Soul Divine Gifts: Gift I: ; Gift II: ; Gift III: ; Gift IV: .
Antithesis: (Negation)
- Align: Chaotic Evil.
- Patron: Paradox.
- Domains: Chaos, Evil.
- Favored Weapon: None.
- Class Skills: Bluff, Taunt.
- Special:
Athentia: (Riddles)
- Align: Neutral.
- Patron: Methus.
- Domains:
- Favored Weapon: Claw Glove.
- Class Skills: Knowledge (Cryptography, Puzzles).
- Special:
Bezos: (Prophecy)
- Align: Neutral.
- Patron: Initia.
- Domains:
- Favored Weapon: None.
- Class Skills: Knowledge (Arcana), Perform (Chant).
- Special:
Bokks: (Preservation)
- Align: Neutral Evil.
- Patron: Thrym.
- Domains: Evil.
- Favored Weapon: None.
- Class Skills: Knowledge (Chemistry), Use Ancient Device.
- Special: Bokks is one of the few Evil gods whose church works to recover and restore Ancient technology, and is certainly the most active among them. His avatar frequently appears as a robot.
Boom: (Explosions)
- Align: Chaotic Neutral.
- Patron: Chlimbia.
- Domains: Chaos.
- Favored Weapon: None.
- Class Skills: Intimidate, Listen.
- Special: Boom was one of five Demigods involved in the Revolution of Five Elements, a series of events during which the Demigods tried to create new Elemental Planes to supplant or replace the existing ones. Due to the Planar Interdicts placed on all five involved Demigods at the end of the conflict, none of them are actively worshipped on Taera today, though their influence is still felt on other planes.
Bron: (Athletics)
- Align: Neutral Good.
- Patron: Thero.
- Domains: Good.
- Favored Weapon: None.
- Class Skills: Climb, Jump.
- Special:
Chaav: (Happiness/Joy)
- Align: Neutral Good.
- Patron: Bast.
- Domains: Good.
- Favored Weapon: None.
- Class Skills: Perform (any one), Tumble.
- Special:
Crela: (Birth)
- Align: Neutral Good.
- Patron: Luumpho.
- Domains: Good.
- Favored Weapon: None.
- Class Skills: Handle Animal, Knowledge (Biology).
- Holy Exemplar: Womb Guardian.
- Special: Crela is venerated by midwives the world over, and as such is nearly as powerful as a member of the Thirty. Her Clerics do not have proficiency in any armor, but receive the same power of Wild Empathy that Druids and Rangers get as compensation.
- Favored Soul Divine Gifts: Gift I: ; Gift II: ; Gift III: ; Gift IV: .
Dawn: (Dawn)
- Align: Lawful Good.
- Patron: Luumpho.
- Domains: Law, Good.
- Favored Weapon: None.
- Class Skills: Spot, Survival.
- Special:
Dym: (Night)
- Align: Neutral.
- Patron: Cenob.
- Domains:
- Favored Weapon: None.
- Class Skills: Hide, Spot.
- Special:
D'Zhan: (Desert Wind)
- Align: Neutral.
- Patron: Denor.
- Domains:
- Favored Weapon: None.
- Class Skills: Listen, Survival.
- Special:
Eihort: (Eating)
- Align: Chaotic Evil.
- Patron: Venom.
- Domains: Chaos, Evil.
- Favored Weapon: None.
- Class Skills: Handle Animal, Urban Survival.
- Special:
Eris: (Confusion)
- Align: Chaotic Neutral.
- Patron: Paradox.
- Domains: Chaos.
- Favored Weapon: None.
- Class Skills: Bluff, Tumble.
- Holy Exemplar: Discordian.
- Special: Eris has long been one of Paradox's most capable lieutenants, and is nearly as powerful as one of the Thirty. She has recently been accused of instigating the Revolution of Five Elements, though no proof has been brought forward to support the claim (and if it is true, then why the involved Demigods listened to her is anybody's guess). She has not been targetted, as yet, by any of the reprisals which hit their churches, but it may be only a matter of time.
- Favored Soul Divine Gifts: Gift I: ; Gift II: ; Gift III: ; Gift IV: .
Felix: (Agility)
- Align: Chaotic Neutral.
- Patron: Bast.
- Domains: Chaos.
- Favored Weapon: None.
- Class Skills: Balance, Tumble.
- Special: Felix is known to be a former mortal, and is believed to have been the first Tabaxi raised to godhood. His religion is around 2000 years old.
Fuldin: (Age)
- Align: Lawful Good.
- Patron: Luumpho.
- Domains: Law, Good.
- Favored Weapon: None.
- Class Skills: Appraise, Any one Knowledge.
- Special:
Garafala: (Humor)
- Align: Chaotic Good.
- Patron: Bast.
- Domains: Chaos, Good.
- Favored Weapon: None.
- Class Skills: Disguise, Perform (either Comedy or Limerick).
- Credo Summary: Life is more fun if you look for the punch lines instead of the purpose.
- Holy Exemplar: Exalted Jester.
- Special: Given her portfolio, Garafala is technically invoked whenever anybody on Taera or Arite tells a joke or heartily laughs at something, and she is therefore nearly as powerful as a member of the Thirty. Though she and Bast remain quite friendly and close allies, Garafala has been away from the Cat goddess's extraplanar pleasure-palace of late, and there is speculation that she may break away and form her own church in the relatively near future.
- Favored Soul Divine Gifts: Gift I: ; Gift II: ; Gift III: ; Gift IV: .
Gibble: (Erosion)
- Align: Chaotic Evil.
- Patron: Juiblex.
- Domains: Chaos, Evil.
- Favored Weapon: None.
- Class Skills: Climb, Escape Artist.
- Special:
HAL 9-Googol: (Computers)
- Align: Chaotic Good.
- Patron: Damok.
- Domains: Technology, Chaos, Good.
- Favored Weapon: None.
- Class Skills: Knowledge (Cryptography, Mathematics).
- Special:
Hassan: (Fortresses)
- Align: Neutral.
- Patron: Helm.
- Domains:
- Favored Weapon: None.
- Class Skills: Escape Artist, Knowledge (Architecture & Engineering).
- Special:
Heme: (Blood)
- Align: Neutral Evil.
- Patron: Cenob.
- Domains: Evil, Water.
- Favored Weapon: None.
- Class Skills: Knowledge (Biology), Survival.
- Special:
Hoff: (Labor)
- Align: Neutral.
- Patron: Keron.
- Domains:
- Favored Weapon: None.
- Class Skills: any two of Use Ancient Device, Use Magic Device, and Use Psionic Device.
- Special:
Holmes: (Investigation)
- Align: Neutral.
- Patron: Luthor.
- Domains:
- Favored Weapon: None.
- Class Skills: Gather Information, either Survival or Urban Survival.
- Special:
Hypnox: (Dreams)
- Align: Neutral Good.
- Patron: Denor.
- Domains: Good.
- Favored Weapon: None.
- Class Skills: Knowledge (The Planes, Poisons).
- Special:
Imal: (Farms)
- Align: Lawful Good.
- Patron: Geb.
- Domains: Good, Law.
- Favored Weapon: None.
- Class Skills: Knowledge (Local, Nature).
- Special:
Indifference: (Detachment)
- Align: Neutral Evil.
- Patron: Tinnabula.
- Domains: Evil.
- Favored Weapon: None.
- Class Skills: Gather Information, Sense Motive.
- Special: Indifference, like its sibling deity Paranoia, is actually a separate personality of Tinnabula's that acquired its own existence apart from her. The "detachment" it represents is a pathological lack of emotion or empathy, a sort of cold, clinical outlook on the cosmos.
Intifad: (Intrigue)
- Align: Lawful Evil.
- Patron: Nexus.
- Domains: Evil, Law.
- Favored Weapon: None.
- Class Skills: Bluff, Sense Motive.
- Special: Intifad is the twin brother of Velnimach, and they are rarely seen apart when they make personal appearances.
Jeldorn: (Adventure)
- Align: Chaotic Good.
- Patron: Damok.
- Domains: Chaos, Good.
- Favored Weapon: None.
- Class Skills: Survival, Urban Survival.
- Holy Exemplar: None. Given his church's philosophy, any of the varied types of adventurers and adventuring classes could be seen as exemplars by Jeldorn's faithful, so long as they share most of Jeldorn's outlook.
- Special: Unsurprisingly, Jeldorn's church courts adventurers almost exclusively, and counts some of the most successful and powerful ones among its devotees. Jeldorn is accordingly a very powerful Demigod, being almost equivalent to a member of the Thirty.
- Favored Soul Divine Gifts: Gift I: ; Gift II: ; Gift III: ; Gift IV: .
Jynx: (Tricks)
- Align: Chaotic Good.
- Patron: Ehkahk.
- Domains: Chaos, Good.
- Favored Weapon: None.
- Class Skills: Bluff, Disguise.
- Special: Jynx has recently been accused of instigating the Revolution of Five Elements, though no actual proof has been brought forward to support the claim. He has not been targetted, as yet, by any of the reprisals which hit their churches, but it may be only a matter of time.
Kryst: (Glitter)
- Align: Chaotic Neutral.
- Patron: Thrym.
- Domains: Chaos.
- Favored Weapon: None.
- Class Skills: Appraise, Search.
- Special:
Kurtulmak: (Traps)
- Align: Chaotic Evil.
- Patron: Mob.
- Domains: Chaos, Evil.
- Favored Weapon: None.
- Class Skills: Disable Device, Knowledge (Architecture & Engineering).
- Holy Exemplar: Trapmaster.
- Special: Kurtulmak is often venerated by evil tribes of Goblins and Kobolds, and is one of Mob's most capable and ruthless attendents. He is nearly as powerful as a member of the Thirty.
- Favored Soul Divine Gifts: Gift I: ; Gift II: ; Gift III: ; Gift IV: .
Lao: (Acceptance)
- Align: Neutral Good.
- Patron: Initia.
- Domains: Good.
- Favored Weapon: None.
- Class Skills: Listen, Spot.
- Special:
Lethe: (Grief/Sadness)
- Align: Neutral.
- Patron: Initia.
- Domains:
- Favored Weapon: None.
- Class Skills: Handle Animal, Speak Language.
- Special:
Leviathan: (Aquatic Life)
- Align: Neutral Good.
- Patron: Marna.
- Domains: Good, Water.
- Favored Weapon: None.
- Class Skills: Survival, Swim.
- Special:
Maanzecorian: (Yellow Psionics)
- Align: Lawful Evil.
- Patron: Cenob.
- Domains: Psionic, Evil, Law.
- Favored Weapon: None.
- Class Skills: Knowledge (Psionics), Use Psionic Device.
- Holy Exemplar: Psi-Priest (Evil).
- Special: Maanzecorian is most heavily associated with the psionic disciplines of Psychokinesis and Telepathy. As patron of evil-aligned Psionics, Maanzecorian is one of Cenob's most powerful servants, and is nearly as powerful as one of the Thirty.
- Favored Soul Divine Gifts: Gift I: ; Gift II: ; Gift III: ; Gift IV: .
MAOK: (Duty)
- Align: Lawful Neutral.
- Patron: Luthor.
- Domains: Law.
- Favored Weapon: None.
- Class Skills: Listen, Spot.
- Special: MAOK's avatars invariably appear as some form of sentient machine, and it is believed that the deity itself was once such a device that was raised to godhood. Exactly which type MAOK was as a "mortal" is unknown, but many cults it starts have claimed that it was formerly a Death Machine. Its agenda today, whatever its origin, remains a mystery to those outside its religion.
Masquer: (Thieves)
- Align: Chaotic Neutral.
- Patron: Ehkahk.
- Domains: Chaos.
- Favored Weapon: None.
- Class Skills: Open Lock, Sleight of Hand.
- Special:
Mentatus: (Red Psionics)
- Align: Neutral.
- Patron: Paradox.
- Domains: Psionic.
- Favored Weapon: None.
- Class Skills: Autohypnosis, Knowledge (Psionics).
- Holy Exemplar: Psi-Priest (Neutral).
- Special: Mentatus is most heavily associated with the psionic disciplines of Clairsentience and Psychoportation. As patron of neutrally-aligned Psionics, Mentatus is one of Paradox's most powerful servants, and is nearly as powerful as one of the Thirty.
- Favored Soul Divine Gifts: Gift I: ; Gift II: ; Gift III: ; Gift IV: .
Milbourne: (Blue Psionics)
- Align: Chaotic Good.
- Patron: Damok.
- Domains: Psionic, Chaos, Good.
- Favored Weapon: None.
- Class Skills: Knowledge (Biology, Psionics).
- Holy Exemplar: Psi-Priest (Good).
- Special: Milbourne is most heavily associated with the psionic disciplines of Metacreativity and Psychometabolism. As patron of good-aligned Psionics, Milbourne is one of Damok's most powerful servants, and is nearly as powerful as one of the Thirty.
- Favored Soul Divine Gifts: Gift I: ; Gift II: ; Gift III: ; Gift IV: .
Minutia: (Detail)
- Align: Neutral.
- Patron: Helm.
- Domains:
- Favored Weapon: None.
- Class Skills: Search, Spot.
- Special:
Mira: (Teaching)
- Align: Neutral Good.
- Patron: Damok.
- Domains: Good, Knowledge.
- Favored Weapon: None.
- Class Skills: Knowledge (any two).
- Special:
Misery: (Desperation)
- Align: Neutral Evil.
- Patron: Tlazolteotl.
- Domains: Evil.
- Favored Weapon: None.
- Class Skills: Appraise, Use Rope.
- Special:
Mnemosyne: (Memory)
- Align: Chaotic Neutral.
- Patron: Methus.
- Domains: Chaos.
- Favored Weapon: None.
- Class Skills: Decipher Script, Any one Knowledge.
- Special:
Morgan: (Commerce)
- Align: Neutral.
- Patron: Deceptor.
- Domains:
- Favored Weapon: None.
- Class Skills: Bluff, Knowledge (Mathematics).
- Special:
Muse: (Inspiration)
- Align: Chaotic Neutral.
- Patron: Lyre.
- Domains: Chaos.
- Favored Weapon: None.
- Class Skills: Any one Perform, Taunt.
- Special:
Nin: (Curses/Foul Language)
- Align: Neutral Evil.
- Patron: Patrin.
- Domains: Evil.
- Favored Weapon: Whip.
- Class Skills: Intimidate, Taunt.
- Credo Summary: Ideal health for all things requires stress relief, which comes from cursing the causes of stress.
- Holy Exemplar: Blasphemer.
- Special: Given his portfolio, Nin is technically invoked whenever anybody on Taera or Arite throws a curse or uses a foul word, and he is therefore nearly as powerful as a member of the Thirty. Patrin maintains a distant relationship with him, and there is speculation that he may break away and form his own church in the relatively near future.
- Favored Soul Divine Gifts: Gift I: ; Gift II: ; Gift III: ; Gift IV: .
Oodo: (Shaping)
- Align: Chaotic Neutral.
- Patron: Juiblex.
- Domains: Chaos.
- Favored Weapon: None.
- Class Skills: Disguise, Forgery.
- Special: Oodo is often associated with the Gels, and may be one of them raised to godhood, but no firm evidence supports this idea other than the fact that his avatar is always a Gel (or some other kind of shapeshifting creature).
Orange: (Colors)
- Align: Chaotic Neutral.
- Patron: Paradox.
- Domains: Chaos.
- Favored Weapon: None.
- Class Skills: Disguise, Spot.
- Special: Orange was one of five Demigods involved in the Revolution of Five Elements, a series of events during which the Demigods tried to create new Elemental Planes to supplant or replace the existing ones. Due to the Planar Interdicts placed on all five involved Demigods at the end of the conflict, none of them are actively worshipped on Taera today, though their influence is still felt on other planes.
Paranoia: (Distrust)
- Align: Chaotic Evil.
- Patron: Tinnabula.
- Domains: Chaos, Evil.
- Favored Weapon: None.
- Class Skills: Sense Motive, Survival.
- Special: Paranoia, like its sibling deity Indifference, is actually a separate personality of Tinnabula's that acquired its own existence apart from her. It represents a pathological lack of trust in others, leading to the belief that the entire cosmos is out to get the paranoid person.
The Patient One: (Endings)
- Align: Neutral Evil.
- Patron: Initia.
- Domains: Evil.
- Favored Weapon: None.
- Class Skills: Knowledge (History, Literature).
- Special:
Pizarro: (Conquest)
- Align: Neutral Evil.
- Patron: Nexus.
- Domains: Evil.
- Favored Weapon: None.
- Class Skills: Intimidate, Jump.
- Special:
Plex: (Systems)
- Align: Lawful Neutral.
- Patron: Luthor.
- Domains: Law.
- Favored Weapon: None.
- Class Skills: Knowledge (Ancient Technology, Mathematics).
- Special:
Prevo: (Travel)
- Align: Neutral.
- Patron: Deceptor.
- Domains: Travel.
- Favored Weapon: None.
- Class Skills: Knowledge (Geography), Survival.
- Credo Summary: Life is a journey- experience it as one.
- Holy Exemplar: Wayfaring Wanderer.
- Special: Being the goddess of Travel, Prevo's religion has no permanent temples, but is entirely staffed with nomadic clergy who are known nearly everywhere. Because her religion is so widely recognized, she is nearly as powerful as a member of the Thirty. Also, since she is so often away from Deceptor's presence, there is speculation that she may break away and form her own church in the relatively near future.
- Favored Soul Divine Gifts: Gift I: ; Gift II: ; Gift III: ; Gift IV: .
Prickle: (Irritation)
- Align: Chaotic Neutral.
- Patron: Tinnabula.
- Domains: Chaos.
- Favored Weapon: None.
- Class Skills: Sense Motive, Taunt.
- Special: Prickle was one of five Demigods involved in the Revolution of Five Elements, a series of events during which the Demigods tried to create new Elemental Planes to supplant or replace the existing ones. Due to the Planar Interdicts placed on all five involved Demigods at the end of the conflict, none of them are actively worshipped on Taera today, though their influence is still felt on other planes.
Pungent: (Stench)
- Align: Chaotic Neutral.
- Patron: Mob.
- Domains: Chaos.
- Favored Weapon: None.
- Class Skills: Handle Animal, Knowledge (Chemistry).
- Special: Pungent was one of five Demigods involved in the Revolution of Five Elements, a series of events during which the Demigods tried to create new Elemental Planes to supplant or replace the existing ones. Due to the Planar Interdicts placed on all five involved Demigods at the end of the conflict, none of them are actively worshipped on Taera today, though their influence is still felt on other planes.
Quento: (Courtship)
- Align: Neutral Good.
- Patron: Amorus.
- Domains: Good.
- Favored Weapon: None.
- Class Skills: Bluff, Sense Motive.
- Special:
Rake: (Unfaithful Males)
- Align: Chaotic Neutral.
- Patron: Tlazolteotl.
- Domains: Chaos.
- Favored Weapon: None.
- Class Skills: Bluff, Move Silently.
- Special:
Rasa: (Innocence)
- Align: Neutral Good.
- Patron: Justice.
- Domains: Good.
- Favored Weapon: None.
- Class Skills: Listen, Spot.
- Special:
Rith-Denu: (Distance)
- Align: Lawful Neutral.
- Patron: Methus.
- Domains: Law.
- Favored Weapon: None.
- Class Skills: Knowledge (Mathematics), Survival.
- Special:
Sekolah: (Sea Predators)
- Align: Neutral Evil.
- Patron: Marna.
- Domains: Evil.
- Favored Weapon: None.
- Class Skills: Intimidate, Survival.
- Holy Exemplar: Sharkmaster.
- Special: Sekolah is the primary god of the Sahuagin, and as such is nearly as powerful as one of the Thirty.
- Favored Soul Divine Gifts: Gift I: ; Gift II: ; Gift III: ; Gift IV: .
Shabron: (Nightmares)
- Align: Neutral Evil.
- Patron: Nandra.
- Domains: Storm, Evil, Weather, Air, Winter, Vengeance, Darkness, Noise, Nightmare, Dream, Magic, Psionics, Insanity.
- Favored Weapon: None.
- Class Skills: Knowledge (Poisons, The Planes).
- Special:
Skweek: (Cleansing)
- Align: Neutral Good.
- Patron: Chlimbia.
- Domains: Good.
- Favored Weapon: None.
- Class Skills: Knowledge (Chemistry), Spot.
- Special:
Stadius: (Bloodsports)
- Align: Chaotic Neutral.
- Patron: Nandra.
- Domains: Chaos.
- Favored Weapon: None.
- Class Skills: Knowledge (Games & Gambling), Tumble.
- Special:
Strang: (Rage)
- Align: Chaotic Evil.
- Patron: Mob.
- Domains: Chaos, Evil.
- Favored Weapon: None.
- Class Skills: Intimidate, Taunt.
- Special:
Strife: (Conflict)
- Align: Lawful Evil.
- Patron: Patrin.
- Domains: Evil, Law.
- Favored Weapon: None.
- Class Skills: Knowledge (War), Taunt.
- Special:
Sturm: (Courage)
- Align: Lawful Good.
- Patron: Justice.
- Domains: Good, Law.
- Favored Weapon: None.
- Class Skills: Autohypnosis, Sense Motive.
- Special:
Sweet: (Sweetness)
- Align: Chaotic Neutral.
- Patron: Amorus.
- Domains: Chaos.
- Favored Weapon: None.
- Class Skills: Handle Animal, Sense Motive.
- Special: Sweet was one of five Demigods involved in the Revolution of Five Elements, a series of events during which the Demigods tried to create new Elemental Planes to supplant or replace the existing ones. Due to the Planar Interdicts placed on all five involved Demigods at the end of the conflict, none of them are actively worshipped on Taera today, though their influence is still felt on other planes.
Tachyon: (Swiftness)
- Align: Chaotic Good.
- Patron: Damok.
- Domains: Chaos, Good
- Favored Weapon: None.
- Class Skills: Balance, Tumble.
- Special:
Tanil: (Hunting)
- Align: Neutral.
- Patron: Gaeya.
- Domains:
- Favored Weapon: None.
- Class Skills: Survival, Urban Survival.
- Holy Exemplar: None. Given her portfolio and philosophy, virtually any Ranger may be considered an exemplar by Tanil's faithful, so long as they view hunting as an end in and of itself rather than a means to an end.
- Special: Tanil is a favored goddess of Rangers the world over, regardless of alignment, and as such is nearly as powerful as one of the Thirty. Some of her priesthood is made up of Druids, but many are Clerics. Occasionally, Druids who have turned Evil in alignment turn to Tanil for power, and continue to receive it, though Gaeya herself frowns on the practice.
- Favored Soul Divine Gifts: Gift I: ; Gift II: ; Gift III: ; Gift IV: .
Trelu: (Art/Design)
- Align: Chaotic Neutral.
- Patron: Keron.
- Domains: Chaos.
- Favored Weapon: None.
- Class Skills: Knowledge (Architecture & Engineering, Literature).
- Special:
Urbis: (Cities)
- Align: Lawful Neutral.
- Patron: Luthor.
- Domains: Law.
- Favored Weapon: None.
- Class Skills: Knowledge (Local), Urban Survival.
- Holy Exemplar: Vigilante.
- Special: Urbis is typically given at least a shrine in every temple of Luthor that exists in a city of significant size (roughly, 5000 inhabitants or more), and is therefore known to the inhabitants of those cities even if they do not actively worship him. Therefore, he receives occasional prayers and supplications even from people who are not part of his normal flock, and is nearly as powerful as one of the Thirty.
- Favored Soul Divine Gifts: Gift I: ; Gift II: ; Gift III: ; Gift IV: .
Utumno: (Caves & Caverns)
- Align: Neutral.
- Patron: Geb.
- Domains: Earth.
- Favored Weapon: None.
- Class Skills: Knowledge (Dungeoneering, Geography).
- Special:
Vanha: (Dance)
- Align: Neutral.
- Patron: Lyre.
- Domains:
- Favored Weapon: None.
- Class Skills: Balance, Perform (Dance).
- Special:
Varry: (Lust/Desire)
- Align: Chaotic Good.
- Patron: Amorus.
- Domains: Chaos, Good.
- Favored Weapon: None.
- Class Skills: Appraise, Bluff.
- Special:
Velnimach: (Politics)
- Align: Lawful Evil.
- Patron: Nexus.
- Domains: Evil, Law.
- Favored Weapon: None.
- Class Skills: Bluff, Sense Motive.
- Special: Velnimach is the twin brother of Intifad, and they are rarely seen apart when they make personal appearances.
Visor: (Sight)
- Align: Lawful Neutral.
- Patron: Helm.
- Domains: Law.
- Favored Weapon: None.
- Class Skills: Search, Spot.
- Special:
Void: (Emptiness)
- Align: Neutral Evil.
- Patron: Cenob.
- Domains: Evil.
- Favored Weapon: None.
- Class Skills: Hide, Move Silently.
- Special:
Worth: (Fitness)
- Align: Lawful Evil.
- Patron: Patrin.
- Domains: Evil, Law.
- Favored Weapon: None.
- Class Skills: Handle Animal, Intimidate.
- Special:
Wowb: (Abuse)
- Align: Chaotic Evil.
- Patron: Nandra.
- Domains: Chaos, Evil.
- Favored Weapon: None.
- Class Skills: Intimidate, Taunt.
- Special:
Xander: (Tactics)
- Align: Lawful Neutral.
- Patron: Thero.
- Domains: Law.
- Favored Weapon: None.
- Class Skills: Knowledge (Geography, War).
- Special:
Xansha: (Growth)
- Align: Chaotic Good.
- Patron: Paradox.
- Domains: Chaos, Good.
- Favored Weapon: None.
- Class Skills: Escape Artist, Jump.
- Special:
Xin: (Killing)
- Align: Chaotic Evil.
- Patron: Venom.
- Domains: Chaos, Evil.
- Favored Weapon: None.
- Class Skills: Hide, Move Silently.
- Special:
Yig: (Snakes)
- Align: Neutral Evil.
- Patron: Venom.
- Domains: Evil.
- Favored Weapon: None.
- Class Skills: Handle Animal, Knowledge (Nature).
- Holy Exemplar: Serpent Soldier.
- Special: Worship of Yig is strongly emphasized in Ophidian culture, and he is often seen as the patron of that race. Accordingly, he is nearly as powerful as a member of the Thirty.
- Favored Soul Divine Gifts: Gift I: ; Gift II: ; Gift III: ; Gift IV: .
Zanbos: (Rape)
- Align: Chaotic Evil.
- Patron: Tlazolteotl.
- Domains: Chaos, Evil.
- Favored Weapon: None.
- Class Skills: Bluff, Intimidate.
- Special:
Zobar: (Animals)
- Align: Neutral.
- Patron: Gaeya.
- Domains: Irrelevant (see below).
- Favored Weapon: Natural.
- Class Skills: Druid class skills.
- Special: Zobar's priesthood is entirely made up of Druids, who do not receive Domain powers. Therefore, though he would certainly have domains if he had Clerics, he effectively has none. Occasionally, Druids who have turned Evil in alignment turn to Zobar for power, and continue to receive it, though Gaeya herself frowns on that practice.
Zuggtmoy: (Decay)
- Align: Chaotic Evil.
- Patron: Cenob.
- Domains: Chaos, Evil.
- Favored Weapon: None.
- Class Skills: Knowledge (Biology, Poisons).
- Special:
New Domains
Note that each god's listed sphere of influence (with the exception of the three branches of Magic) is a domain for Taeran clergy, despite many of them being very similar (and each of those gods offering many other similar domains besides those). This is to allow a wider range of spell selections and granted powers for each individual character- with two of the three most powerful gods being Chaotic, individual choices are of prime importance in Taeran magic (and life for that matter). It should also be noted that Demigods are not listed with the Domains below unless the Domain is a particular Demigod's primary sphere of control, since their Domains tend to follow their patrons' closely, and Clerics of the Demigods are comparatively rare.
Alphabetical Index:
A |
B |
C |
D |
E |
F |
G |
H |
I |
J |
K |
L |
M |
N |
O |
P |
Q |
R |
S |
T |
U |
V |
W |
X |
Y |
Z
- Aggression Domain
Deities: Keron, Mob, Nandra Patrin
Granted Power: You may Rage as a Barbarian of equal level. If you have Barbarian levels, your Cleric levels add to them for determining the limits of your Rage ability.
- Weapon Oath Prepare one weapon for combat against a particular foe.
- Nandra's Touch Target rages as a Barbarian.
- Curse of the Brute Up to +1/level STR, DEX, or CON; both INT and CHA down the same.
- Claws of the Savage Subject gains claws that deal damage based on size.
- Circle of Doom Deals 1d8 +1/level damage in all directions.
- Harm Subject loses all but 1d4 hp.
- Destruction Kills subject and destroys remains.
- Earthquake Intense tremor shakes 5-foot/level radius.
- Implosion Kills one creature/round.
- Anger Domain
Deities: Mob, Patrin, Venom
Granted Power: Once per day per level, you may change one creature's reaction one step towards Hostile, as if a CHA check to influence reactions failed (no save). This is a mind-affecting, spell-like ability that requires a full-round action and provokes attacks of opportunity, and may be used on any creature within 50 feet of you. If you have multiple daily uses, you may affect the same creature more than once, as long as you spend a full round (and one use of the power) for each step.
- Smite Invokes the Smite [Opposing alignment] power.
- Rebuke Verbal rebuke stuns creature for 1 round.
- Castigate Creatures of different alignment take 2d6 or 5d6 damage and are deafened for 1d4 rounds.
- Identify Transgressor Caster learns the identity of one person.
- Doomwail Victims must make Will saving throws or be deafened or paralyzed.
- Mob's Wrath A wave of divine energy deals 1d6 damage/level in all directions.
- Bestow Greater Curse Subject takes -6 penalty to two abilities; -8 penalty on attacks, saves, and checks; or 75% chance of taking no action.
- Great Shout Devastating yell deals 20d6 sonic damage; stuns creatures, damages objects.
- Spread of Savagery Creatures within 10 ft./level become hostile and savage.
- Battle Domain
Deities: Thero, Nandra, Thrym
Granted Power: Once per encounter, you may call upon the (un)holy power of your god to infuse you with power in the battle; this grants a sacred attack bonus and AC bonus each equal to +1 per 4 levels you have, rounded up. Invoking your god's power is a full-round action that provokes attacks of opportunity, but once invoked the bonus stays for 2 rounds per level, or the duration of the battle, whichever is shorter.
- Divine Favor You gain attack, damage bonus, +1/three levels.
- Protection From Arrows Subject immune to most ranged attacks.
- Divine Raiment Opponents can't attack you, but you can attack.
- Greater Magic Weapon +1 bonus/three levels (max +5).
- Brothers in Arms Allies exchange hit points and STR between themselves.
- Mass Haste As Haste, affects one/level subjects.
- Righteous Wrath of the Faithful As Aid within 30 feet, followers of your deity receive more.
- Strength of Thero Target receives a +1/level bonus to STR.
- Warband Quest As Geas/Quest, but affects a unit of up to 200 individuals- plus, unit members get bonuses, Prayer.
- Beauty Domain
Deities: Amorus, Deceptor, Lyre Patrin, Tlazolteotl
Granted Power: Appraise is a class skill. Also, if you are 5th level or higher, Charm Person, usable a number of times per day equal to your level.
- Sanctuary Opponents can't attack you, and you can't attack.
- Eagle's Splendor Subject gains 1d4+1 CHA for 1 hour/level.
- Glitterdust Blinds creatures, outlines invisible creatures.
- Control Light Adjust light levels up or down.
- Shield of Color Creates a shimmering shield that protects you from attack and shadow magic.
- Dream Sends message to anyone sleeping.
- Incite Enlist a large group to achieve a specified goal.
- Prismatic Spray Rays hit subjects with a variety of effects.
- Prismatic Sphere As Prismatic Wall, but surrounds on all sides.
- Beginning Domain
Deities: Initia, Venom
Granted Power: You can give a Blessing of Beginning once/day. This ability can only be used on one subject who is about to begin a process requiring die rolls to resolve, which will take 8 hours or longer to complete. It grants a bonus of +1 per 4 levels to one specific kind of check that the subject may make during the process- for instance, you could grant a weaponsmith the bonus on his Craft checks to make a new weapon, or a Ranger the bonus on Survival checks when guiding a party or caravan through wilderness. You could grant the Ranger the bonus on attack rolls made during defense of the party or caravan during the journey, instead of the skill check, or could grant it to Survival checks made to forage for food and water, or other such rolls that might be made during the journey, as long as it is one specific kind of roll. This bonus lasts up to 1 day per level. A Blessing of Beginning may only be bestowed before the process begins, so once it expires, it cannot be renewed.
- Create Water Creates 2 gallons/level of pure water.
- Minor Image As Silent Image, plus some sound.
- Create Food and Water Feeds three humans (or one horse)/level.
- Minor Creation Creates one cloth or wood object.
- Major Creation As Minor Creation, plus stone and metal.
- Find the Path Shows most direct way to a location.
- Permanent Image Includes sight, sound, and smell.
- True Creation As Major Creation, but permanent.
- Genesis Creates a pocket demiplane.
- Betrayal Domain
Deities: Ehkahk, Nexus, Tlazolteotl
Granted Power: Turn or destroy Good outsiders as a good Cleric turns undead. Use this ability a total number of times per day equal to 3 + your Charisma modifier.
- Random Action One creature acts randomly for one round.
- Death Knell Kills dying creature; you gain 1d8 temporary hp, +2 STR, and +1 level.
- Bestow Curse -6 to an ability; -4 on attacks, saves, and checks; or 50% chance of losing each action.
- Poison Touch deals 1d10 CON damage, repeats in 1 minute.
- Advice Subject follows your advice, even if complex or self-destructive.
- Black Cure Subject gains temporary hit points equal to its normal maximum, but is unaffected by healing.
- Greater Scrying As Scrying, but faster and longer.
- Brain Spider Eavesdrop on thoughts of up to eight other creatures.
- Soul Bind Traps newly dead soul to prevent Resurrection.
- Body Domain
Deities: Amorus, Luumpho, Cenob, Patrin, Tlazolteotl
Granted Power: By altering the target's inner hormonal balance, you can temporarily raise or lower any one ability score in a creature you touch, once per day, by up to 1 point per 4 levels you have (rounded up). The effect lasts 1d4 minutes + 1 minute per level, and can be removed with Restoration magic if it causes a penalty. Also, you must make a successful touch attack on an unwilling target to use the ability, and if the attack fails, the attempt is wasted for that day. Unwilling targets make a Fortitude save against DC 13 + your level to avoid the effect, but otherwise, it happens as you decide. You must declare which ability score you are affecting, and whether it is to be raised or lowered, before making the attempt.
- Deathwatch Sees how wounded subjects within 30 feet are.
- Body Blades You attack as if armed, deal bonus damage, harm grapplers.
- Remove Disease Cures all diseases affecting subject.
- Status Monitors condition, position of allies.
- Monstrous Regeneration Grants the regeneration ability for 1 round/2 levels.
- Cure Radiation Cures radiation sickness.
- Regenerate Subject's severed limbs grow back.
- Death Pact -2 to CON, in exchange for effects of Word of Recall, Raise Dead, and Heal.
- Timeless Body Subject ignores all spells, powers and attacks for 1d4+1 rounds.
- Cats Domain
Deities: Bast
Granted Power: +5 to all Diplomacy and Sense Motive checks involving cats or catlike creatures, including Tabaxi. If you take this Domain at 1st level, you may start play with a cat for an animal companion, as a Druid does (it is assumed you have cast Feline Friendship on the animal). Also, if you are 5th level or higher, you may assume Cat Form once per day, for up to 10 minutes per level. This is exactly like the spell Polymorph Self, except that you may only take the form of a cat. Catlike creatures such as Displacer Beasts do not count as cats for this power, and you may not assume the form of a Tabaxi, but all other types of actual cats are allowed.
- Feline Friendship As Animal Friendship, but works only on cats.
- Cat's Grace Subject gains 1d4+1 DEX for 1 hour/level.
- Spider Climb Grants ability to walk on walls and ceilings.
- Beast Claws Your hands become slashing weapons (1d6).
- Divine Agility Subject gains Reflex save bonus, 18 DEX, and Spring Attack.
- Summon Felines As Summon Nature's Ally V, but summons only cats and catlike creatures.
- Cat Shapes One ally/level Polymorphs into chosen feline animal.
- Grace of Bast Target receives a +1/level bonus to DEX.
- Nine Lives Subject gets +2/level bonus to 9 saving throws, Uncanny Dodge, and Improved Evasion.
- Chance Domain
Deities: Bast, Deceptor, Lyre
Granted Power: Once per day, you may force the DC of any one roll affecting you, or somebody within 30 feet of you, to become 10, including an attack roll (in which case the defender's AC is effectively 10 for that roll). None of the bonuses or penalties which would normally apply to the roll are used; it becomes a straight 50-50 shot.
- Entropic Shield Ranged attacks against you suffer 20% miss chance.
- Misfortune Bestows a brief bout of ill fortune upon the subject.
- Alternate Reality Touched creature rerolls one result from previous round.
- Divination Provides useful advice for specific proposed actions.
- Thowchi's Luck Spell One creature makes all rolls twice, and takes the better result each time, for 2d10 rounds.
- Alter Occurrence As Alternate Reality, but with 1 reroll/3 levels to select from.
- Fortunate Fate Target immediately receives a Heal if killed by damage.
- Wild Zone 300-foot square around you becomes a Wild Zone for 2d6 × 10 minutes.
- Collapse Probability As Alternate Reality, but you select which result happens out of all possible ones.
- Change Domain
Deities: Paradox, Initia, Thrym
Granted Power: Once per day per your Charisma modifier, you are immune to any one negative change. This change can be damage from one attack, ability damage, or even gaining one or more negative levels, but you must declare you are using your immunity immediately after the change hits you, or you lose your chance. Any further attacks or changes from the same source require you to use the immunity power again (if you have any daily uses left), or suffer the consequences.
- Handfire Your hand glows and can make a touch attack dealing 1d4 +1/level, more against undead.
- Owl's Wisdom Subject gains 1d4+1 WIS for 1 hour/level.
- Blindness/Deafness Makes subject blind or deaf.
- Polymorph Self You assume a new form.
- Polymorph Other Gives one subject a new form.
- Paradox's Triad Cast a prepared spell three times.
- Regenerate Subject's severed limbs grow back.
- Compel Changes the alignment of one creature.
- Shapechange Transforms you into any creature, and change forms once per round.
- Concealment Domain
Deities: Bast, Ehkahk, Cenob Nexus, Thrym, Tlazolteotl
Granted Power: You are immune to all abilities which detect whether you are lying or force you to tell the truth, unless they come directly from a god (the domain power for Truth does not). If you are 10th level or above, you are affected by a permanent Nondetection ability which cannot be dispelled or cancelled except in a Dead Magic or Psionic Static zone (where it normally doesn't metter anyway).
- Pass Without Trace One subject/level leaves no tracks.
- Undetectable Alignment Conceals alignment for 24 hours.
- Invisibility Sphere Makes everyone within 10 feet invisible.
- Illusory Wall Wall, floor, or ceiling looks real, but anything can pass through.
- Mirage Arcana As Hallucinatory Terrain, plus structures.
- Mislead Turns you invisible and creates illusory double.
- Veil Changes appearance of group of creatures.
- Mind Blank Subject is immune to mental/emotional magic and scrying.
- Screen Illusion hides area from vision, scrying.
- Corruption Domain
Deities: Nexus
Granted Power: You gain the ability to mimic any one Domain other than Corruption, including manifesting its granted power(s) and spells. You may change which Domain is being copied once per day, but only one at a time can be copied. The spells and powers you use for the copied Domain are all Illusions, with a Disbelief DC of 15 plus your level. Even healing spells will look real this way, as the full sensory effect of being healed will be copied. The illusions always have the same durations as the powers and/or spells emulated, and clever characters with this Domain will find ways to explain why the effect goes away in the case of such things as healing. Characters who actually have the Domain you are copying get a +5 bonus to notice your Illusions.
- Tongue of Nexus Caster gains +2 bonus on Bluff, Diplomacy, and Gather Information checks.
- Rend the Sovereign Soul Weakens victim's Will to resist.
- Suggestion Compels subject to follow stated course of action.
- Dominate Person Controls humanoid telepathically.
- Mind Fog Subjects in fog get -10 WIS, Will checks.
- Geas/Quest As Lesser Geas, plus it affects any creature.
- Limited Wish Alters reality- within spell limits.
- Demand As Sending, plus you can send Suggestion.
- Wish As Limited Wish, but fewer limits.
- Craft Domain
Deities: Geb, Deceptor, Keron, Lyre
Granted Power: You gain one Item Creation feat (other than a Craft Silmarillium feat) for free, once you reach the prerequisite level to gain it. In addition, +5 ranks in the Craft skill of your choice.
- Animate Rope Makes a rope move at your command.
- Wood Shape Rearranges wooden objects to suit you.
- Stone Shape Sculpts stone into any form.
- Minor Creation Creates one cloth or wood object.
- Wall of Stone 20 hp/four levels; can be shaped.
- Major Creation As Minor Creation, plus stone and metal.
- Move Earth Digs trenches and builds hills.
- Forcecage Cube of force imprisons all inside.
- Mordenkainen's Magnificent Mansion Door leads to extradimensional mansion.
- Crops Domain
Deities: Geb, Juiblex
Granted Power: Create a Farmer's Feast once per week, which is equal to Create Food and Water, except that only food is created, and only fruits, vegetables, and other edible plant matter is created. The food lasts 1 day, and then spoils (Purify Food and Drink will extend this another day).
- Goodberry 2d4 berries each cure 1 hp (max 8 hp/24 hours).
- Create Food and Water Feeds three humans (or one horse)/level.
- Plant Growth Grows vegetation, improves crops.
- Sustain Recipients need no food or drink for 6 hours/level.
- Control Plants Talk to and control plants and fungi.
- Imbue Crop Plant grows sterile Frith that spoils in one hour/level, instead of its normal fruit.
- Control Weather Changes weather in local area.
- Liveoak Oak becomes treant guardian.
- Miracle Growth Target field gets four months' growth in single day.
- Darkness Domain
Deities: Ehkahk, Cenob, Nandra Thrym, Venom
Granted Power: While in darkness equivalent to a moonless night or darker, you cast all spells at +1 caster level. While in natural sunlight (or sunlight stored in Lightstone and released at the same intensity later through concentration), you cast spells at -1 caster level (to a minimum of 1).
- Obscuring Mist Fog surrounds you.
- Darkness 20-foot radius of supernatural darkness.
- Deeper Darkness Object sheds absolute darkness in 60-foot radius.
- Doomtide Black mist obscures vision, dazes creatures.
- Crawling Darkness Cloud of tentacles provides concealment, skill bonuses, and several defenses.
- Shadow Smash Permanently turns object into a shadow version of itself.
- Transmute Flesh to Shadow Transforms one creature into shadows.
- Darkstaff Creates staff of negative energy that drains hit points and levels from foes.
- Power Word, Blind Blinds 200 hp worth of creatures.
- Discord Domain
Deities: Paradox, Tinnabula
Granted Power: Turn or destroy Lawful outsiders as a good Cleric turns undead. Use this ability a total number of times per day equal to 3 + your Charisma modifier.
- Random Action One creature acts randomly for one round.
- Distort Speech Target's speech becomes unintelligible; hampers spellcasting.
- Invisibility To Enemies Hostile creatures can't perceive 1 subject/level.
- Strife Victim sees allies as deadly enemies.
- Advice Subject follows your advice, even if complex or self-destructive.
- Song of Discord Forces targets to attack each other.
- Incite Enlist a large group to achieve a specified goal.
- Mind Seed Subject slowly becomes you.
- Bedlam As Song of Discord, but affects all in range.
- Disease Domain
Deities: Cenob, Juiblex, Nexus
Granted Power: Immunity to the effects of all natural diseases. If you are 5th level or higher, this immunity applies to all diseases, natural or otherwise. Note that because this only grants immunity to the effects of the diseases, as opposed to the diseases themselves, Clerics with this Domain can still be disease carriers.
- Suspend Disease Keeps disease from harming creature for 24 hours.
- Sap Strength Subject becomes exhausted.
- Contagion Infects subject with chosen disease.
- Lycanthropy Transforms one creature into a werebeast.
- Plague of Rats Summons horde of diseased rats.
- Scourge Inflicts a disease that must be magically cured, 1 subject/level.
- Pestilence Subject gains a disease, as do all who touch him or her.
- Chain of Tinnabula Creates plague of Insanity passed by touch.
- Epidemic Infects subject with chosen disease, and subject can infect others.
- Dream Demi-Domain
Deities: Dym, Hypnos, Shabron
Granted Power: Can use Lucid Dreaming untrained. +5 (sacred or profane, depending on deity) bonus on Lucid Dreaming checks.
- Sleep Puts 4 HD of creatures into magical slumber.
- Minor Image As Silent Image, plus some sound.
- Modify Memory Changes 5 minutes of subject's memories.
- Phantasmal Lover 10 minutes with illusion heals subject of damage and diseases.
- Dream Sends message to anyone sleeping.
- Nightmare Sends vision dealing 1d10 damage, fatigue.
- Vision As Legend Lore, but quicker and strenuous.
- Dream Travel Travel to other places through dreams.
- Foresight "Sixth sense" warns of impending danger.
- Elemental Domain
Deities: Paradox, Venom
Granted Power: +4 to Diplomacy checks involving any Elemental-type creatures.
- Endure Elements Ignores 5 damage/round from one energy type.
- Resist Elements Ignores 12 damage/round from one energy type.
- Magic Circle Against Air/Fire/Earth/Water As Magic Circle Against Good/Law/Evil/Chaos, but protects against a chosen element instead.
- Lesser Elemental Ally Exchange services with an 8-HD Elemental.
- Mass Resist Elements As Resist Elements, but affects one subject/level.
- Elemental Ally As Lesser Elemental Ally, but up to 16 HD.
- Elemental Immunity Subject is immune to damage from one form of elemental energy.
- Greater Elemental Ally As Lesser Elemental Ally, but up to 24 HD.
- Elemental Swarm Summons 2d4 Large, 1d4 Huge Elementals.
- Energy Domain
Deities: Chlimbia, Paradox, Keron, Venom
Granted Power: You gain the feat Weapon Focus (Rays) for free.
- Forcewave Deals 1d4+1 damage plus bull rush.
- Force Ladder Creates a movable ladder of force.
- Negative Energy Protection Subject resists level and ability drains.
- Energy Buffer Absorbs 1d6/level points of energy damage (maximum 15d6), regardless of type.
- Force Burst Blast of force deals 1d6 damage/level and stuns.
- Energize Subject gains 1 temporary level.
- Gamma Burst Concentrated burst of intense radiation fills area for an instant.
- Empower Subject gains 1d4 temporary levels.
- Absorb Absorb the energy of spells directed against you, and use it to power your own.
- Exploration Domain
Deities: Marna, Methus
Granted Power: Survival and Urban Survival are class skills. You get a +4 bonus on Survival or Urban Survival checks made specifically to determine direction or navigate.
- Compass Magical line points the way to named direction or place.
- Map Creates a map of a 10-foot/level square which lasts 1 minute/level.
- Shortcut Divides travel time to named destination by 2+1/4 levels over 4th.
- Create Campsite Create a campsite for you and up to 3 people/level within a 50-foot radius.
- Teleport Instantly transports you anywhere on the same plane.
- Mass Teleport As Teleport, but affects you and 1 subject/2 levels.
- Teleport Without Error As Teleport, but no off-target arrival, and you can go to another plane.
- Hovering Road Ignore the effects of terrain for 1 hour/level.
- Gate Connects two planes for travel or summoning.
- Fate Domain
Deities: Initia
Granted Power: Once per day, you can make use of the "Balance of Fate," which is the ability to select the result of any one roll affecting you or a creature or object within sight of you. However, since Fate balances itself out in the end, every good result you produce for yourself or your allies this way must be balanced by a bad result later. Each time you use this power, the DM can select a similar roll affecting you or a creature or object near you in the future, and select a roll result which goes against you. The Balance of Fate keeps the balance of all things.
- Bless Allies gain +1 attack and +1 on saves against fear.
- Augury Learns whether an action will be good or bad.
- Prayer Allies gain +1 on most rolls, and enemies suffer -1.
- Divination Provides useful advice for specific proposed actions.
- Spell Phylactery Scroll activates upon you if conditions are met.
- View Future View possible events up to 1 week/level in the future, for up to 1 minute/2 levels.
- Fortunate Fate Target immediately receives a Heal if killed by damage.
- Recall Champion Call a dead hero to aid you.
- Foresight "Sixth sense" warns of impending danger.
- Fear Domain
Deities: Cenob, Mob, Nexus Patrin, Tinnabula
Granted Power: Once per day per level, you may increase the level of fear experienced by one creature, by one step; for instance, from Shaken to Frightened, or Frightened to Panicked. The target must be within 50 feet of you, and must already be at least Shaken for this power to work, though you may use it simultaneously with a fear-causing spell you cast to increase the effect of that spell on one creature. If not used as part of casting a spell, this is a full-round action that provokes attacks of opportunity, and is a spell-like, mind-affecting power. Creatures which are already Panicked cannot become more fearful, and therefore are unaffected.
- Cause Fear One creature flees for 1d4 rounds.
- Smell of Fear Target's aroma triples the chance of wandering encounters.
- Curse of Mob Make a person deathly afraid of something harmless.
- Phantasmal Killer Fearsome illusion kills subject or deals 3d6 damage.
- Strife Victim sees allies as deadly enemies.
- Fear Subjects within cone flee for 1 round/level.
- Nightmare Sends vision dealing 1d10 damage, fatigue.
- Symbol Triggered runes have array of effects [Fear effect only].
- Weird As Phantasmal Killer, but affects all within 30 feet.
- Flight Domain
Deities: Damok, Denor
Granted Power: Levitate once per day per level (maximum of 5 uses). If you are 5th level or higher, Fly once per day, affecting a number of targets equal to your level - 4.
- Feather Fall Objects or creatures fall slowly.
- Levitate Subject moves up and down at your direction.
- Fly Subject flies at speed of 90.
- Air Walk Subject treads on air as if solid (climb at 45-degree angle).
- Mass Fly As Fly, but affects one subject/level within range.
- Wind Walk You and allies turn vaporous and travel fast.
- Justin's Skimmer An improved version of Tenser's Floating Disk that can lift 50 pounds/level, and be used as a transport.
- Otiluke's Telekinetic Sphere As Otiluke's Resilient Sphere, but you move sphere telekinetically.
- Cloudboat Cloud becomes a flying ship for you and your allies.
- Forge Domain
Deities: Keron
Granted Power: Items you create cost only 75% of the normal cost in gold, time, and XP. This ability does not stack with the Metacreativity feat, nor does it stack with the Intense Life Force of High Elves.
- Magic Weapon Weapon gains +1 bonus.
- Make Whole Repairs an object.
- Magic Vestment Armor or shield gains +1 enhancement/three levels (max +5).
- Greater Magic Weapon +1 bonus/three levels (max +5).
- Wall of Iron 30 hp/four levels; can topple onto foes.
- Blade Barrier Blades encircling the caster deal 1d6 damage/level.
- Mordenkainen's Sword Floating magic blade strikes opponents.
- Magic Arsenal Up to one armor, shield, or weapon per level gains +1 enhancement/three levels (max +5).
- Supercharge Already-enhanced armor, weapon, or shield becomes +6 or higher.
- Guardian Domain
Deities: Justice, Thero, Deceptor, Helm, Nexus
Granted Power: As a standard action, by touch, grant a target creature damage reduction 20 vs. the energy form of your choice, or against weapons below +1 enhancement per 4 levels you have (maximum +5). This damage reduction lasts for 1 round for each level you have, or until it absorbs 20 × your level points of damage of the appropriate type, whichever comes first. This power is usable once per day.
- Shield of Faith Aura grants +2 or higher deflection bonus.
- Warning Subject gets +4 to Listen and Spot and retains DEX bonus to AC when flat-footed.
- Substitution Half the damage you take is transferred to a figure of your patron.
- Death Ward Grants immunity to death spells and effects.
- Spell Phylactery Scroll activates upon you if conditions are met.
- Suppress Glyph You notice but do not trigger magical writing traps.
- Fortunate Fate Target immediately receives a Heal if killed by damage.
- Penultimate Protection Protects you from one kind of certain death.
- Imbue Guardian One willing creature becomes an eternally vigilant, immovable guardian.
- Harmony Domain
Deities: Luumpho, Luthor, Lyre
Granted Power: Turn or destroy Chaotic outsiders as a good Cleric turns undead. Use this ability a total number of times per day equal to 3 + your Charisma modifier.
- Luumpho's Empathic Resonance The subject experiences the emotions of those whom he wrongs.
- Harmonize Pools talents of multiple Bards to grant one of them extraordinary ranks in Perform.
- Lesser Telepathic Bond Link with subject within 30 feet for 10 minutes/level.
- Harmonic Chorus Increases save DCs of target's spells by 1d4+1 and damage dealt by such spells by +1/die.
- Brothers in Arms Allies exchange hit points and STR between themselves.
- Eldren's Versatile Vibration Cone of sound deals damage or moves objects.
- Righteous Wrath of the Faithful As Aid within 30 feet, followers of your deity receive more.
- Team Spirit Creatures coordinate activities, with bonuses.
- Echoes of Eternity Gives allies "free time" to work on objective.
- Hate Domain
Deities: Mob, Patrin, Venom
Granted Power: Once per day, as a free action, you may choose one opponent to focus your hatred upon. Against that opponent, you receive a profane bonus to all attack rolls, weapon damage rolls, saving throws, and AC, equal to your Charisma bonus. This enhanced hatred lasts 1 minute.
- Weapon Oath Prepare one weapon for combat against a particular foe.
- Choke Target takes 1d4 points of damage each round from strangling hands.
- Bestow Hate As Emotion, but Hate effect only.
- Cloud of Hate Creatures within cloud make Will saves or attack each other in blind rage.
- Righteous Might Your size increases, and you gain +4 STR.
- Forbiddance Denies area to creatures of another alignment.
- Blasphemy Kills, paralyzes, weakens, or dazes nonevil subjects.
- Antipathy Object or location affected by spell repels certain creatures.
- Shatter Soul Kills a target and fragments its soul.
- Helplessness Domain
Deities: Initia, Mob
Granted Power: Use Rope is a class skill, and you get +10 on your check if you are binding a creature. If you are 5th level or above, Hold Person as a spell-like ability, usable a number of times per day equal to 3 + your Charisma modifier.
- Stupor One helpless subject is put in a state that allows it to be moved but take no other actions.
- Disable Subjects incorrectly believe they are disabled.
- Blindness/Deafness Makes subject blind or deaf.
- Dimensional Anchor Bars extradimensional movement.
- Mindwipe Subject's recent experiences wiped away.
- Vulnerability Reduces an opponent's Damage Reduction.
- Flesh to Stone Turns subject creature into statue.
- Dimensional Lock Teleportation and other forms of dimensional travel are blocked for 1 day/level.
- Imprisonment Entombs subject beneath the earth.
- Hero Domain
Deities: Damok, Thero, Thrym
Granted Power: +1 bonus per 4 levels to save vs. any fear effect. This bonus stacks with any other bonuses you get from magic, class features (of you or companions), or psionic powers.
- Bless Allies gain +1 attack and +1 on saves against fear.
- Hand of Divinity Gives +2 sacred or profane bonus to worshipper of your patron.
- Prayer Allies gain +1 on most rolls, and enemies suffer -1.
- Divine Power You gain attack bonus, 18 STR, and 1 hp/level.
- Atonement Removes burden of misdeeds from subject.
- Energize Subject gains 1 temporary level.
- Righteous Wrath of the Faithful As Aid within 30 feet, followers of your deity receive more.
- Empower Subject gains 1d4 temporary levels.
- Freedom Releases creature suffering Imprisonment.
- History Domain
Deities: Initia, Methus, Patrin
Granted Power: Perfect recall. Twice per day per level, you may automatically answer any question to which you have heard the answer before, without making any sort of check to recall it (even if the situation would normally call for a check, and even if it would apply substantial penalties).
- Comprehend Languages Understands all spoken and written languages.
- Zone of Truth Subjects within range cannot lie.
- Personal Log Writes account of a willing recipient's life into a book, for 1 day/level.
- View Past View events up to 1 year/level in the past, for up to 1 minute/level.
- Group Log As Personal Log, but up to 1 recipient/2 levels.
- Find the Path Shows most direct way to a location.
- Legend Lore Learn tales about a person, place, or thing.
- Vision As Legend Lore, but quicker and strenuous.
- Time Shift Shifts you and everything in a 10 foot radius around you up to 1 day/level into the future or past.
- Honor Domain
Deities: Justice, Thero, Helm Luthor, Patrin
Granted Power: Once per day per level, gain a sacred bonus to any one Diplomacy check. This bonus is equal to one-half your level, rounded up.
- Remove Fear +4 on saves against fear for one subject +1/four levels.
- Bless Weapon Weapon gains +1 bonus.
- Searing Light Ray deals 1d8/2 levels, more against undead.
- Neutralize Poison Detoxifies venom in or on subject.
- Holy/Unholy Sword Weapon becomes +5, deals double damage against evil/good.
- Bolt of Glory Ray deals positive energy damage, more against undead and evil outsiders.
- Righteous Wrath of the Faithful As Aid within 30 feet, followers of your deity receive more.
- Crown of Glory Gain +4 CHA and enthralls subjects.
- Miracle Requests a deity's intercession.
- Ice Domain
Deities: Denor, Marna, Thrym
Granted Power: Balance is a class skill. Also, Ray of Frost, usable once per day per level, plus your Wisdom modifier. +4 to Diplomacy checks against Water or Air creatures.
- Ice Shard Grenadelike weapon deals 1d4 cold damage/level, plus area damage.
- Chill Metal Cold metal damages those who touch it.
- Ice Knife Ranged attack, 1d8 points of cold damage and 2 cold DEX damage.
- Ice Skin Stops cuts, stabs, slashes, and fire damage.
- Otiluke's Polar Screen Blue-white wall of light covers creatures that pass through it in extremely cold ice crystals.
- Cone of Cold 1d6 cold damage/level.
- Farral's Freezing Claw Magical claw deals cold damage with a touch and freezes targets solid.
- Farral's Ice Claw Prison Ice claw grapples and deals normal and cold damage.
- Farral's Field of Icy Razors Creatures in area take normal and cold damage, may be Slowed.
- Insanity Domain
Deities: Cenob, Juiblex, Mob Tinnabula
Granted Power: You are permanently insane, and cannot be cured by any means short of losing your Cleric abilities. You must make a Will save against DC 15 (plus any modifiers the DM feels appropriate) to act in any given round or situation; otherwise, you behave randomly (as if under a Confusion spell). However, you are permanently immune to any and all forms of mind control, including Telepathic psionic powers and psionic attack modes. Creatures attempting to use such powers on you must make a Will save vs. DC 10 + your level, or become Confused themselves for 1d4 rounds.
- Random Action One creature acts randomly for one round.
- Nightmare Lullaby Target is confused as long as you concentrate +2 rounds.
- Masochism For every 10 hp damage caster takes, he or she gains +1 on attacks, saves, and checks.
- Confusion Makes subject behave oddly for 1 round/level.
- Curse of the Putrid Husk Subject is unconscious for 1d10 minutes.
- Phantasmal Killer Fearsome illusion kills one creature or deals 3d6 damage.
- Insanity Subject suffers continuous Confusion.
- Chain of Tinnabula Creates plague of Insanity passed by touch.
- Weird As Phantasmal Killer, but affects all within 30 feet.
- Justice Domain
Deities: Justice
Granted Power: Turn or destroy Evil outsiders as a good Cleric turns undead. Use this ability a total number of times per day equal to 3 + your Charisma modifier.
- Guilt Cause a non-Good creature to pause for thought.
- Luthor's Balance Protects willing recipient from emotional biases.
- Castigate Creatures of different alignment take 2d6 or 5d6 damage and are deafened for 1d4 rounds.
- Hand of Justice Immobile zone of warding stuns those of different patrons.
- Mark of Justice Designates action that will trigger curse on subject.
- Chains of Vengeance Subject rendered helpless; takes fire damage each round.
- Conditional Spell Store a spell in one creature or object until specified trigger condition is met.
- Accounting Learn every transgression the subject has made.
- Brand As Symbol, but glyph is placed on creature instead.
- Life Domain
Deities: Amorus, Chlimbia, Luumpho, Tlazolteotl
Granted Power: Stabilize Self is a class skill, even if you are not psionic. You can stabilize other creatures by touch, once per day per level, without making Heal checks or using curative spells or powers.
- Burial Blessing Prevents a corpse from rising as undead.
- Lesser Restoration Dispels magic ability penalty or repairs 1d4 ability damage.
- Invigorate Dead Restores some life to one dead creature.
- Restoration Restores level and ability score drains.
- Raise Dead Restores life to subject who died up to 1 day/level ago.
- Revive Outsider As Raise Dead, but affects Outsiders.
- Resurrection Fully restore dead subject.
- Recall Champion Call a dead hero to aid you.
- True Resurrection As Resurrection, plus remains aren't needed.
- Light Domain
Deities: Justice, Luumpho, Helm
Granted Power: While in natural sunlight (or sunlight which has been "stored" in Lightstone and released at the same intensity through concentration later), you cast all spells at +1 caster level. While in darkness equivalent to a moonless night or darker, you cast spells at -1 caster level (to a minimum of 1).
- Flare Dazzles one creature (-1 attack).
- Searing Light Ray deals 1d8/2 levels, more against undead.
- Daylight 60-ft. radius of bright light.
- Shadowblast Flash of light destroys all links to the Plane of Shadow in its area, and stuns natives of that plane.
- True Seeing See all things as they really are.
- Prismatic Eye Orb produces individual prismatic rays as touch attacks.
- Masol's Light Blast Incredibly intense 15-foot radius burst of light that causes flash burns and can cause permanent blindness.
- Defenders of Light Summon one or more Illuminated creatures to fight for you.
- Gammacleanse Permanently reduces radiation in area to harmless levels.
- Love Domain
Deities: Amorus, Luumpho, Lyre, Tlazolteotl
Granted Power: Once per day, as a standard action, implant Love in a target humanoid creature, as if it just drank a Potion of Love. The target gets a Will save vs. DC 12 + your Charisma modifier to avoid the effect, but if unsuccessful, the target will become Charmed by the first person he, she, or it sees for 1d3 hours. Furthermore, the target will fall permanently in love with that person if the charmer is of appropriate race and gender.
- Charm Person Makes one person your friend.
- Life Force Transfer Heal others by harming yourself.
- Aura of Peace Creatures near caster have penalties to attack and damage due to an unwillingness to fight.
- Pacifism Target cannot take offensive action.
- Soul Pledge Subject must protect someone until he or she fulfills a life debt.
- Zone of Friendship An area where creatures are more friendly toward one another.
- Mass Pacifism As Pacifism, but affects one target/2 levels.
- Sympathy Object or location attracts certain creatures.
- Zone of Peace As Zone of Friendship, but larger and lasts longer, plus creatures that enter are struck by Pacifism.
- Magma Domain
Deities: Chlimbia, Geb, Keron
Granted Power: Tumble is a class skill. Also, Burning Hands, usable a number of times per day equal to 3 + your Wisdom modifier. +4 to Diplomacy checks against Fire or Earth creatures.
- Melt Melt ice and snow or deal 2 points of damage/level (max 10) to cold creatures.
- Fireflow Control fire for 1 minute/level.
- Heat Metal Hot metal damages those who touch it.
- Chains of Vengeance Subject rendered helpless; takes fire damage each round.
- Groundmelt 10-foot radius is covered with lava, dealing 5d6 damage/round for 1 round/level.
- Living Pyre Creature bursts into flames and suffers 2d6 Fire damage per round.
- Eruption Magma erupts in a 30-foot radius, dealing 10d6 damage/round for 1 round/level.
- Earthblood Your blood becomes magma; you radiate heat, gain +1 CON/2 levels, and damage those who attack you.
- Mass Eruption Deal 20d6 damage in a 50-foot radius, for 1 minute/level.
- Mountain Domain
Deities: Geb
Granted Power: Climb is a class skill. Also, gain Stonecunning equal to the racial ability of a Mountain Dwarf, regardless of your race; if you already had Stonecunning, gain a +4 bonus on all checks the ability grants you.
- Create Rock Ranged attack on target for 1d3 damage.
- Earthfast Double Hardness and hit points of stone structure or rock formation.
- Mark of Earth +2 to STR, can throw mass of rock.
- Land Womb You and one creature/level hide within the earth.
- Greater Mark of Earth As Mark of Earth, but subject gains damage reduction and casts a cone of rocks for more damage.
- Stonehold Stony arm trap grapples and damages creatures.
- Master Earth Travel through the earth to any location.
- Bombardment Falling rocks deal 1d8 damage/level and bury targets.
- Fossilize Kills subject creature and petrifies it simultaneously.
- Mud Domain
Deities: Geb, Marna, Juiblex
Granted Power: Escape Artist is a class skill. Also, Grease, usable a number of times per day equal to 3 + your Wisdom modifier. +4 to Diplomacy checks against Earth or Water creatures.
- Grease Makes 10-foot square or one object slippery.
- Acid Hands 1d4 acid damage/level (max 5d4).
- Melf's Acid Arrow Ranged touch attack; 2d4 damage for 1 round + 1 round/3 levels.
- Rusting Grasp Your touch corrodes iron and alloys.
- Transmute Rock to Mud Transforms two 10-foot cubes/level.
- Acid Fog Fog deals acid damage.
- Acid Rain Acidic storm deals damage in a 40-foot radius every round, for 1 round/level.
- Horrid Wilting Deals 1d8 damage/level within 30 feet.
- Splut Target must save or die, and takes 1d6/level acid damage even on a successful save.
- Nature Domain
Deities: Geb
Granted Power: Survival and Knowledge (Nature) are class skills. If you are 5th level or higher, gain Track as a bonus feat.
- Wood Wose Summon minor nature spirit.
- One With the Land Link with nature gives a +2 bonus on nature-related skill checks.
- Gaeya's Exile From Nature Subject is cursed so that wilderness activities are more difficult.
- Nature's Balance You transfer 1d4+1 ability score points to the target for 1 hour/level.
- Vine Mine Vines grow rapidly, giving various effects.
- Crumble 1d6/level (bypassing Hardness) to manufactured object or structure.
- Poison Vines As Vine Mine, but the vines are poisonous.
- Speak With Anything Allows conversation with any creature or object.
- Nature's Avatar Target animal gains +10 attack and damage bonus, Haste, and +1d8 temporary hit points/level.
- Nightmare Demi-Domain
Deities: Dym, Hypnos, Shabron
Granted Power: +10 on Lucid Dreaming checks made to enter another's Dreamscape, change an aspect of another's Dreamscape, or change your personal appearance in Dreams. +5 bonus on Grapple checks made in Dreams.
- Sleep Puts 4 HD of creatures into magical slumber.
- Scare Panics creatures of less than 6 HD.
- Ray of Exhaustion Ray makes subject exhausted.
- Phantasmal Killer Fearsome illusion kills subject or deals 3d6 damage.
- Nightmare Sends vision dealing 1d10 damage, fatigue.
- Dream Sends message to anyone sleeping.
- Waves of Exhaustion Several targets become exhausted.
- Maze Traps subject in extradimensional prison.
- Weird As Phantasmal Killer but affects all within 30 feet.
- Noise Domain
Deities: Keron, Nandra, Tinnabula
Granted Power: Sonic Resistance 5. At 10th level and higher, this increases to Sonic Resistance 10.
- Joyful Noise Negates magical Silence.
- Sound Beam Deafens creatures and deals 2d4 damage to each.
- Fortissimo Doubles volume of sound; +2 on save DCs and +1d6 damage for sonic attacks.
- Shatterfloor Deals 1d4/level sonic damage plus damages floor surface 6 inches deep.
- Doomwail Victims must make Will saving throws or be deafened or paralyzed.
- Disquieting Din Target's actions create inappropriate noises.
- Chimes of Doom Seven chimes get louder, do progressively more damage.
- Cacaphonic Shield Immobile shield blocks sound, deflects missiles, deals 1d6 +1/level and deafens intruders.
- Great Shout Devastating yell deals 20d6 sonic damage; stuns creatures, damages objects.
- Numbers Domain
Deities: Damok, Paradox, Deceptor, Lyre, Methus, Nexus
Granted Power: You can "massage the equation of reality" once per day, to give yourself an insight bonus on any one roll equal to your level. This is an extraordinary ability, and you must declare your intention to use this daily bonus immediately before the roll you use it on.
- Personal Reading Learn details about a person's life, based on his or her true name, or time and place of birth.
- Moment By advising an ally of the mathematically perfect moment to act, grant that character a +4 bonus.
- Detect Dimensions Reveals extradimensional spaces, portals, and gates within 60 feet.
- Probability Control Apply a bonus of +3, +1/5 levels, or penalty of -3, -1/5 levels, to one action the subject intends to take.
- Dimensional Fold As Dimension Door, but no range limit, and door stays open for 1 round (allowing others to follow).
- Extradimensional Manipulation Change or reduce the size of an extradimensional space.
- Physical Mirror Folded space causes objects and missiles entering it to instantly reverse path.
- Gravity Warp Cause 50-foot radius sphere of gravity to center at a point within range.
- Transform Space You and allies can Blink, Teleport Without Error, move at double normal speed, and +10 Jump checks at will within a 300-foot radius.
- Observation Domain
Deities: Helm, Lyre, Methus
Granted power: Listen, Search, Sense Motive, and Spot are class skills.
- Detect Secret Doors Reveals hidden doors within 60 feet.
- See Invisibility Reveals invisible creatures or objects.
- Invisibility Purge Dispels invisibility within 5 feet/level.
- Status Monitors condition, position of allies.
- Scrying Spies on subject from a distance.
- Prying Eyes 1d4 floating eyes +1/level scout for you.
- Greater Scrying As Scrying, but faster and longer.
- Brain Spider Eavesdrop on thoughts of up to eight other creatures.
- Hypercognition You can deduce almost anything.
- Ooze Domain
Deities: Juiblex
Granted Power: Rebuke or command oozes, slimes, and jellies, as an evil Cleric rebukes or commands undead. Use this ability a total number of times per day equal to 3 + your Charisma modifier. Gels receive a Will saving throw (DC 15 + your Charisma modifier + half your level) to resist this effect; if successful, that Gel cannot be affected by your rebuke/command attempts for 1 day. Gels cannot be destroyed by this power, but other oozes may.
- Corrosive Grasp 1 touch/level deals 1d6+1 acid damage.
- Soften Earth and Stone Turns stone to clay or dirt to sand or mud.
- Speak With Oozes You can talk to oozes, slimes, and jellies.
- Evard's Black Tentacles 1d4 +1/level tentacles grapple randomly within 15 feet.
- Wall of Ooze Creates barrier that has 50 hp/4 levels that paralyzes and deals 2d6 damage to all that touch it.
- Transmute Rock to Mud Transforms two 10-foot cubes/level.
- Slime Wave Creates a 15-foot spread of green slime.
- Lesser Avatar Allows cleric to take on aspects of the patron deity.
- Plasmic Form You become any type of Ooze, and can change form or return to your natural form as well.
- Opposition Domain
Deities: Paradox, Methus, Tinnabula
Granted Power: Once per day, you can give one ally (or yourself) a +20 bonus to one opposed check. This check may be a skill check, spell/power resistance check, or any other kind of check that requires opposed rolls to determine the outcome. You must declare you are granting the bonus before any rolls are made.
- Protection From Chaos/Evil/Good/Law +2 AC and saves, counter mind control, hedge out elementals and outsiders.
- Enhance Magical Flow Your spells have +1 to their save DC for 10 minutes/level.
- Magic Circle Against Chaos/Evil/Good/Law As Protection spells, but 10-foot radius and 10 minutes/level.
- Greater Magical Flow As Enhance Magical Flow, but bonus is +2 DC.
- Dispel Chaos/Evil/Good/Law +4 bonus against attacks.
- Banishment Banishes 2 HD/level extraplanar creatures.
- Incite Enlist a large group to achieve a specified goal.
- Compel Changes the alignment of one creature.
- Bigby's Crushing Hand As Bigby's Interposing Hand, but stronger.
- Pain Domain
Deities: Cenob, Venom
Granted Power: Once per day, you may make a Pain attack upon one target. Make a normal attack with your weapon or unarmed strike; if successful, you deal only subdual damage, not normal, but you deal triple damage. If the attack is a critical hit, the extra damage from the critical is normal damage, and stacks with this special subdual damage.
- Nexus's Gentle Reminder Target is dazed 1 round, -1 on attacks, saves, and checks the next, and +2 to STR.
- Sadism For every 10 hp damage caster deals, he or she gains +1 on attacks, saves, and checks.
- Nexus's Mild Admonishment Target is dazed 1d4 rounds, then -1 on attacks, saves, and checks and +2 to STR.
- Liquid Pain Extracts one dose of liquid pain from tortured victim.
- Nexus's Stern Reproof As Nexus's Mild Admonishment, but target must save or die.
- Harm Subject loses all but 1d4 hp.
- Nexus's Wrathful Castigation Target dies or may be dazed and -4 on all saves for 1 round/level.
- Horrid Wilting Deals 1d8 damage/level within 30 feet.
- Eternity of Torture Target is rendered helpless, ageless, and has all ability scores except for CON drop to 0.
- Planar Domain
Deities: Damok, Initia, Methus, Cenob
Granted Power: Strike outsiders, elementals, and astral or ethereal creatures normally, despite damage reduction. This ability grants the power to strike creatures as if using a weapon of +1 per 3 levels you have (maximum of +5), even if the weapon you are using (or if you are using unarmed attacks) has a bonus too low to hurt the target. Use this power a number of times per day equal to your level + your Wisdom modifier.
- Portal Beacon Know exact location of the targeted planar portal relative to you.
- Avoid Planar Effects Survive on any plane for 1 minute/level.
- Attune Form As Avoid Planar Effects, but for 2 hours/level.
- Make Manifest Force a creature on an adjacent plane into yours.
- Plane Shift Up to eight subjects travel to another plane.
- Mass Manifest As Make Manifest, but in a 25-foot radius.
- Seal Portal Permanently seal an interplanar portal or Gate.
- Reality Maelstrom Send everything within a 10-foot radius/level into a random plane.
- Astral Projection Projects you and companions into Astral Plane.
- Pleasure Domain
Deities: Amorus, Bast, Tlazolteotl
Granted Power: Pleasure Touch, usable a number of times per day equal to 3 + your Charisma modifier. This is a supernatural ability to cause complete and total ecstasy in a creature you touch. If you successfully touch the target, it gets no save to avoid the effect, and is required to make a Concentration check against a DC of 5 + your level to take any action other than movement as it is overcome by total pleasure. During this time, any Will saves it makes against Enchantment [Mind-Affecting] or Telepathic [Compulsion] powers which you use on it, carry a penalty of -1 per 3 levels you have. Activating this ability is a standard action, and you must roll a touch attack on an unwilling target to succeed. If the attack fails, the attempt is wasted, but another attempt may be made on the following round if you have any daily uses remaining.
- Regenerate Light Wounds Target heals 1 hp/round.
- Tasha's Hideous Laughter Subject loses actions for 1d3 rounds.
- Ecstasy Overwhelms subject with intense pleasure.
- Phantasmal Lover 10 minutes with illusion heals subject of damage and diseases.
- Regenerate Serious Wounds Target heals 3 hp/round.
- Heroes' Feast Food for one creature/level cures and Blesses.
- Mass Ecstasy As Ecstasy, but affects all within 20 feet.
- Grove of Serenity Creates a small grove of trees that provides rest and healing.
- Phantasmal Orgy As Phantasmal Lover, but affects all within 30 feet.
- Poetry Domain
Deities: Lyre
Granted Power: Perform is a class skill. Also, you have a +5 sacred bonus to all saving throws against sonic attacks.
- Fine-Tuning Makes an instrument masterwork; +2 on Perform checks.
- Know Motivation Sense basic needs and emotions of creatures.
- Castigate Creatures of different alignment take 2d6 or 5d6 damage and are deafened for 1d4 rounds.
- Recitation Allies gain +2 or +3 on attacks and saves, and enemies suffer -2.
- Song of Lyre Bardic song aids divine spell recovery.
- Otto's Resistable Dance Makes listeners dance; -2 penalty to AC, Will saves, Concentration checks, and Spellcraft checks.
- Insidious Rhythm Implants melody in subject's mind; -4 penalty on INT-based skill checks, requires Concentration checks for spellcasting.
- Otto's Irresistable Dance Forces subject to dance.
- Ovation Creatures in range applaud your efforts.
- Poison Domain
Deities: Marna, Juiblex, Tlazolteotl Venom
Granted Power: Immunity to all natural poisons. Above 5th level, this immunity extends to all poisons, natural or otherwise.
- Venom's Potency Increases a natural poison's DC.
- Quillfire Your hand sprouts poisonous quills useful for melee or ranged attacks.
- Poison Touch deals 1d10 Con damage, repeats in 1 min.
- Psychic Poison Poisons those casting divination or mind-affecting spells at object, creature, or area.
- Kiss of Death Creates reusable poison, delivered by touch attack.
- Serpent Hands Turns caster's fingers into venomous snakes.
- Poison Vines As Vine Mine, but the vines are poisonous.
- Befoul Large amount of water becomes poisonous.
- Despoil Kills plants, damages objects in 100-ft. radius/level.
- Power Domain
Deities: Thero, Luthor, Cenob Nexus
Granted Power: Rebuke or command members of your own race, as an evil Cleric rebukes or commands undead. Use this ability a total number of times per day equal to 3 + your Charisma modifier. Chaotic targets may make Will saves (DC 10 + your Charisma modifier + half your level) to avoid the effect, and if successful are unaffected by this power for 1 day. Furthermore, this power never results in destruction, unlike the normal Rebuke/Command Undead ability.
- Command One subject obeys one-word command for 1 round.
- Enthrall Captivates all within 100 feet + 10 feet/level.
- Suggestion Compels subject to follow stated course of action.
- Dominate Person Controls humanoid telepathically.
- Greater Command As Command, but affects one subject/level.
- Geas/Quest As Lesser Geas, but affects any creature.
- Mass Suggestion As Suggestion, plus one/level subjects.
- True Domination As Dominate Person, but save at -4.
- Monstrous Thrall As Dominate Person, but permanent and affects any creature.
- Prejudice Domain
Deities: Patrin
Granted Power: You gain Favored Enemies as a Ranger does, but each Favored Enemy you choose must be a single humanoid (or player-character) race.
- Weapon Attractor Attacks are drawn to the subject creature, dealing more damage.
- Rend the Sovereign Soul Weakens victim's Will to resist.
- Curse of the Brute Up to +1/level STR, DEX, or CON; both INT and CHA down the same.
- Know Vulnerabilities Determine target's vulnerabilities and resistances.
- Locate Inferior Indicates direction to nearest creature of specific type.
- Sacrificial Heart Kills a target by delivering its heart into your hand.
- Incite Enlist a large group to achieve a specified goal.
- Joran's Primal Release Subject other than you becomes bestial savage.
- Genocide Missile strikes one victim, then splits to hit more of the same race.
- Psionic Domain
Deities: Chlimbia, Luumpho, Milbourne, Paradox, Helm, Luthor, Mentatus, Methus, Cenob, Maanzecorian, Tinnabula
Granted Power: Knowledge (Psionics) and Psicraft are class skills. Also, gain a +2 sacred bonus to all saving throws against psionic powers or effects. If you are psionic, gain +2 power points.
- Detect Psionics Detects powers and psionic items within 60 feet.
- Brain Lock Subject cannot move or take any mental actions.
- Dispel Psionics Cancels psionic powers and effects.
- Sense Psionics You sense psionic powers and effects.
- Catapsi Psychic static is a drag on power manifestation.
- Ablating Subject is buffered from one Dispel Psionics effect.
- Emulate Power Manifest any psionic power of 6th level or lower.
- Hypercognition You can deduce almost anything.
- Greater Emulation Manifest any psionic power of 8th level or lower.
- Ruler Domain
Deities: Damok, Justice, Luthor
Granted Power: You can perform a feat of impression, which is the supernatural ability to gain an enhancement bonus to Charisma equal to your level. Activating the power is a free action; it lasts 1 round, and is usable once per day.
- Command One subject obeys one-word command for one round.
- Calm Emotions Calms 1d6 subjects/level, negating emotion effects.
- Emotion Arouses strong emotion in subject.
- Lesser Geas Commands subject of 7 HD or less.
- Greater Command As Command, but affects one subject/level.
- Geas/Quest As Lesser Geas, plus it affects any creature.
- Refuge Alters item to transport its possessor to you.
- Demand As Sending, plus you can send Suggestion.
- Dominate Monster As Dominate Person, but any creature.
- Sea Domain
Deities: Marna
Granted Power: Swim is a class skill, and you gain Swim speed equal to your normal land speed +10 feet. You can take 10 on all Swim checks, regardless of conditions or distractions.
- Resist Pressure Subject is immune to crushing damage caused by water pressure.
- Persistence of the Waves Grants +4 CON, -2 STR.
- Waterball Splash deals subdual damage.
- Pressure Sphere Increases water pressure to damage targets.
- Cloak of the Sea Bestows Water Breathing, Freedom of Movement, and Invisibility in water.
- Greater Mark of Water As Mark of Water, but subject can breathe water and Teleport to the surface.
- Drown Creature's lungs fill with water.
- Whirlpool Creates a powerful whirlpool, 50 yards/level in diameter, in a large body of liquid.
- Tsunami Creates a tidal wave in a large body of liquid, under your control.
- Seduction Domain
Deities: Amorus, Lyre, Nexus Tlazolteotl
Granted Power: Once per day you may target a single creature and learn exactly what that creature wants most in the world. Unwilling targets may make a Will save (DC 10 + your level) to avoid the effect; if successful, the attempt is wasted, and you learn nothing.
- Pheromones Gain +5 bonus on CHA-based skill checks.
- Enthrall Captivates all within 100 feet + 10 feet/level.
- Emotion Arouses strong emotion in subject.
- Dominate Person Controls humanoid telepathically.
- Feeblemind Subject's INT drops to 1.
- Geas/Quest As Lesser Geas, plus it affects any creature.
- Refuge Alters item to transport its possessor to you.
- Mass Charm As Charm Monster, but all within 30 feet.
- Wish As Limited Wish, but fewer limits.
- Ship Domain
Deities: Marna
Granted Power: Profession (Sailor) and Profession (Navigator) are class skills. Base and daily movement rates of any ship with you on board are increased or decreased (your choice) by 5% per level, with a maximum change of 50% in either case.
- Bouyancy Net Target is forced to the water's surface.
- Swift Water Enhances the speed of boats and ships.
- Standing Wave Transports across water.
- Live Wood Regenerates damage done to wooden items or creatures.
- Ship Snare Creates a magic trap to slow sea vessels.
- Hold Ship Holds target ship motionless.
- Delay Sinking Damaged ship stops sinking for 1 hour/level.
- Cloudboat Cloud becomes a flying ship for you and your allies.
- Teleport Ship As Teleport, but affects an entire ship and its contents.
- Sky Domain
Deities: Chlimbia, Denor, Initia, Nandra
Granted Power: Cast all Air spells at +1 caster level.
- Compass Magical line points the way to named direction or place.
- Speed of the Wind Grants +4 DEX, -2 CON.
- Call Lightning Directs lightning bolts (1d10/level) during storms.
- Sending Delivers short message anywhere, instantly.
- Big Sky Sky spirits cause fear.
- Wind Walk You and your allies turn vaporous and travel fast.
- Reverse Gravity Objects and creatures fall upward.
- Cloudwalkers Clouds support creatures, allowing flight.
- Cloudboat Cloud becomes a flying ship for you and your allies.
- Smoke Domain
Deities: Denor, Ehkahk, Keron
Granted Power: Hide is a class skill. Also, Obscuring Mist, usable a number of times per day equal to 3 + your Wisdom modifier. +4 sacred bonus to Diplomacy checks against Air or Fire creatures.
- Smoke Image Creates minor illusion of your design, out of smoke.
- Filter Makes subject resistant to inhaled toxins.
- Flicker You randomly vanish and reappear in flashes of smoke and flame for 1 round/2 levels.
- Stinking Cloud Nauseating vapors, 1 round/level.
- Mind Fog Subjects in fog get -10 WIS, Will checks.
- Cloudkill Kills 3 HD or less; 4 to 6 HD save or die.
- Gaseous Form Subject becomes insubstantial and can fly slowly.
- Incendiary Cloud Cloud deals 4d6 points of fire damage/round.
- Mist of Time Cloud lets up to 1 creature/level spend a day in accelerated time.
- Stealth Domain
Deities: Bast, Ehkahk, Mob, Tlazolteotl
Granted Power: Hide and Move Silently are class skills. If you are 5th level or higher, you may use Invisibility on yourself only, once per day, as a free action.
- Disappear Caster becomes invisible for 2 rounds.
- Silence Negates sound in 15-foot radius.
- Invisibility To Enemies Hostile creatures can't perceive 1 subject/level.
- Improved Invisibility As Invisibility, but subject can attack and stay invisible.
- Ethereal Jaunt Caster becomes ethereal for 1 round/level.
- Etherealness Travel to Ethereal Plane with companions.
- Mass Invisibility As Invisibility, but affects all in range.
- Sequester Subject is invisible to sight and scrying.
- Grand Invisibility As Improved Invisibility, but affects all in range.
- Storm Domain
Deities: Denor, Marna, Nandra Thrym
Granted Power: Electricity Resistance 5, and you may use Shocking Grasp as a spell-like ability a number of times per day equal to 3 + your Charisma modifier.
- Jolt Ranged touch attack deals 1d3 electrical damage.
- Cloudburst Rain obscures vision, extinguishes fires, and hampers missiles.
- Call Lightning Directs lightning bolts (1d10/level) during storms.
- Lightning Bolt Electricity deals 1d6 damage/level.
- Touch of the Eel Electrifies target's body, doing damage to any creature that touches it.
- Greater Call Lightning As Call Lightning, but produces twice as many bolts.
- Chain Lightning 1d6 damage/level; secondary bolts.
- Whirlwind Cyclone inflicts damage and can pick up creatures.
- Storm of Vengeance Storm rains acid, lightning, and hail.
- Technology Domain
Deities: Damok, Paradox, Keron, Methus
Granted Power: Knowledge (Ancient Technology) and Use Ancient Device are class skills. Also, once per day, gain a sacred bonus to any one Use Ancient Device check equal to your level. Activating this extraordinary ability is a standard action (you pray to your god for help).
- Discern Function Determines single feature of technological item.
- Shield Invisible disc gives cover and blocks Magic Missiles.
- Laser Intense beam deals 1d4 damage/level to one target.
- Deflector Invisible force around touched subject grants damage reduction of 5 points/3 levels, for 1 minute/level.
- Protection From Technology Absorbs 10 points of damage/level from technological weapons, and prevents hostile machines from approaching you.
- Warp Accelerator One large object moves in a specified direction, and doubles speed each minute, for up to 10 minutes/3 levels.
- Command Machine Intelligent machine obeys your commands without question.
- Hologram Subjects are caught in an illusionary world of your devising.
- Ultrabeam Massive blast of energy concentrates on one target/round, disintegrating or damaging them.
- Thought Domain
Deities: Damok, Amorus, Denor, Justice, Paradox Ehkahk, Luthor, Lyre, Methus, Mob, Nexus, Tinnabula, Tlazolteotl
Granted Power: You may use Detect Thoughts once per day as a standard action (spell-like ability). Also, you cast Enchantment [Mind-Affecting] spells at +1 caster level.
- Thought Capture You can read a thought that was thought in your immediate area, regardless of where the original thinker is.
- Detect Thoughts Allows "listening" to surface thoughts.
- Mindlink You have a mental bond with others.
- Thought Broadcast One creature's thoughts are broadcast for all to "hear."
- Solipsism Illusion which is real for those who believe in it.
- Divine Inspiration Instantly answers a question for you.
- Disbelief Real objects become as illusion to you.
- Mindnet You create a mental network with up to 10 other creatures.
- Degeneration Incoherent thoughts distort the reality of your enemies.
- Time Domain
Deities: Damok, Ehkahk, Initia, Methus, Cenob, Venom
Granted Power: Once per day, use View Past, as if cast by a Wizard of equal level, though you do not actually cast a spell or use components.
- Clock Gives time of day down to the second.
- Nap One creature/level sleeps for 1 hour, but is refreshed as if it were 8.
- Accelerate Healing Subject's natural healing is double the normal rate for 1d4 days.
- View Past View events up to 1 year/level in the past, for up to 1 minute/level.
- Repeat Action Subject exactly repeats its actions from the previous round.
- Skip Day Creatures within a 10-foot radius of you move 24 hours into the future.
- Time Shift Shifts you and everything in a 10 foot radius around you up to 1 day/level into the future or past.
- Reverse Time One creature's actions and their effects over the previous 1-4 rounds are negated and reversed, as are its memories of that time.
- Reversion Negate the effects of undesirable events from the last ten minutes on you and your allies.
- Trial Domain
Deities: Justice, Initia, Luthor, Patrin
Granted Power: The psionic power Animal Affinity, usable as a standard action a number of times per day equal to 3 + your Strength modifier. This power is usable for free (meaning, no cost in psionic power points), but does not grant the knowledge of the power if the character has any psionic class levels, as it comes from the god and not from within. Furthermore, this special god-granted power lasts only 1 minute/level, instead of the normal 1 hour/level. Having this power makes you psionic, though it grants no power points; you can therefore take psionic feats, as long as you fulfill the other prerequisites for taking them.
- Comprehend Languages Understand all spoken and written languages.
- Endurance Gain 1d4+1 CON for 1 hour/level.
- Speak With Dead Corpse answers one question/two levels.
- Unfailing Endurance +4 bonus against weakness or fatigue, endurance bonuses.
- Atonement Removes burden of misdeeds from subject.
- Geas/Quest As Lesser Geas, plus it affects any creature.
- Refuge Alters item to transport its possessor to you.
- Mantle of Egregious Might +4 to AC, attack rolls, saves, and all ability scores.
- Two Minds Doubles the caster's mental actions.
- Truth Domain
Deities: Justice, Thero, Helm Luthor, Methus, Tinnabula
Granted Power: People attempting to tell lies within 15 feet of you (other than characters with the Concealment Domain) must make a Will save opposed by your level + your Charisma modifier + a d20 roll, or their voices rise to a squeaky pitch (making the lie obvious to all who hear it). You yourself are always affected by this ability, so you are unable to tell lies yourself! Merely withholding information does not count as a lie, however.
- Detect Chaos/Evil/Good/Law Reveals creatures, spells, or objects.
- Zone of Truth Subjects within range cannot lie.
- Speak With Dead Corpse answers one question/two levels.
- Discern Lies Reveals deliberate falsehoods.
- True Seeing See all things as they really are.
- Find the Path Shows most direct way to a location.
- Zaekoisy's Thought Probe Read subject's memories, one question/round.
- Discern Location Exact location of creature or object.
- Foresight "Sixth sense" warns of impending danger.
- Ugliness Domain
Deities: Juiblex, Patrin
Granted Power: Intimidate and Taunt are class skills.
- Bane Enemies suffer -1 attack, -1 on saves against fear.
- Scare Panics creatures up to 5 HD (15-foot radius).
- Bestow Curse -6 to an ability; -4 on attacks, saves, and checks; or 50% chance of losing each action.
- Giant Vermin Turns insects into giant vermin.
- Polymorph Other Gives one subject a new form.
- Bestow Greater Curse Subject takes -6 penalty to two abilities; -8 penalty on attacks, saves, and checks; or 75% chance of taking no action.
- Repulsion Creatures can't approach you.
- Antipathy Object or location affected by spell repels certain creatures.
- Mutate One creature mutates, and you partially control the transformation.
- Vengeance Domain
Deities: Justice, Luthor, Nandra, Nexus, Tlazolteotl
Granted Power: Once per day, you may "share the pain" of any strike against you. If an opponent makes a successful attack against you, and you use this ability, it must make a Fortitude save vs. DC 10 + your level, or take the same amount of damage that you did from its attack. The damage type does not change, so (for instance) it would be rather useless to use this power on a dragon's breath weapon. You must declare your intention to use this ability after the attack hits you, but before damage is dealt.
- Battlecry Cone area effect that stuns opponents.
- Bull's Strength Subject gains 1d4+1 STR for 1 hour/level.
- Eye for an Eye Damage dealt to you within 1 round/level is dealt to those who dealt it to you.
- Chains of Vengeance Subject rendered helpless; takes fire damage each round.
- Ethereal Tracker Spirit tracks down a named target for you.
- Geas/Quest As Lesser Geas, plus it affects any creature.
- Chimes of Doom Seven chimes get louder, do progressively more damage.
- Summon the Guilty Teleports named creature that wronged you into your presence.
- Storm of Vengeance Storm rains acid, lightning, and hail.
- Vice Domain
Deities: Deceptor, Tlazolteotl
Granted Power: Once per day, you may force a penalty to one Will save made by a target within Close range of you (25 + 5/level feet), equal to your level. This is a mind-affecting, Compulsion ability, but does not allow a save to avoid it.
- Extract Drug Creates drug from inanimate object.
- Addiction Subject becomes addicted to a drug.
- Helping Hand Ghostly hand leads subject to you.
- Rainbow Pattern Lights prevent 24 HD of creatures from attacking or moving away.
- Kiss of Death Creates reusable poison, delivered by touch attack.
- Quelabi's Dance of Seduction Charms all who view the dancer.
- Mass Addiction As Addiction, but affects all within 30 ft.
- Death Pact -2 to CON, in exchange for effects of Word of Recall, Raise Dead, and Heal.
- Dominate Monster As Dominate Person, but any creature.
- Wards Domain
Deities: Geb, Luumpho, Thero, Helm, Luthor, Patrin
Granted Power: Cast all Abjuration spells at +1 caster level.
- Alarm Wards an area for 2 hours/level.
- Static Veil Area resists scrying attempts.
- Glyph of Warding Inscription harms those who pass it.
- Seal Portal Seals one portal until a condition is met.
- Guards and Wards Array of magic effects protect area.
- Forbiddance Denies area to creatures of another alignment.
- Symbol Triggered runes have array of effects.
- Dimensional Lock Teleportation and other forms of dimensional travel are blocked for 1 day/level.
- Imbue Guardian One willing creature becomes an eternally vigilant, immovable guardian.
- Wealth Domain
Deities: Deceptor
Granted Power: Appraise is a class skill. You pay only ¾ normal price for any goods other than magical or psionic items with a market value of 10000 or above, and any unique items such as artifacts. You pay only half normal price for services, including spellcasting and psionic manifestations (however, any costs added to the price, such as payment for material components or XP components, are not reduced).
- Detect Gold Detects gold or other metals.
- Hornung's Guess Estimates number of individuals within a group.
- Locate Object Senses direction toward object (specific or type).
- Improved Alarm As Alarm, but can detect extraplanar intruders.
- Honest Appraisal Subjects get +20 on Appraise checks; can estimate more accurately.
- Analyze Dweomer Reveals magical aspects of subject.
- Analyze Aura Reveals psionic aspects of subject.
- Vision As Legend Lore, but quicker and strenuous.
- Wish As Limited Wish, but fewer limits.
- Weather Domain
Deities: Denor, Marna, Nandra, Thrym
Granted Power: You cast all Storm, Weather, or Wind-related spells at +1 caster level.
- Predict Weather Accurately predict weather conditions for your area, up to 1 day/level into the future.
- Cloudburst Rain obscures vision, extinguishes fires, and hampers missiles.
- Fog Cloud Fog obscures vision.
- Pacify Storm Calms storms within 1 mile.
- Control Winds Change wind direction and speed.
- Control Weather Changes weather in local area.
- Acid Rain Acidic storm deals damage in a 40-foot radius every round, for 1 round/level.
- Whirlwind Cyclone inflicts damage and can pick up creatures.
- Cyclone Summons a massive, powerful cyclone under your control.
- Winter Domain
Deities: Denor, Nandra, Thrym
Granted Power: Cold Resistance 5. At 10th level and higher, this increases to Cold Resistance 10.
- Snow Storm Deals 1 cold damage/round in 30-foot radius.
- Snilloc's Snowball Snowball deals 1d6 + 1/2 levels cold damage.
- Cold Snap Numbs and injures an opponent with bone-chilling cold.
- Sleet Storm Hampers vision and movement.
- Ice Storm Hail deals 5d6 damage in cylinder 40 feet across.
- Midnight's Creeping Frost Curse Frost slowly covers a structure over several days.
- Blizzard Massive snow storm in a wide radius deals damage and cuts movement to half normal.
- Freezing Fog Fog deals cold damage, covers in ice.
- Avalanche Wave of slush deals 1d4 cold damage/level and moves targets.