d20 LogoSystem Reference Document v3.5

Divine

NEW DOMAINS

ARTIFICE DOMAIN
Granted Power: Gain +4 bonus on Craft checks. The character casts conjuration (creation) spells at +1 caster level. (Those with access to both the Artifice and Creation domains cast conjuration [creation] spells at +3 caster level.)
Artifice Domain Spells
Spell NameBrief Description
1 Animate RopeMakes a rope move at your command.
2 Wood ShapeRearranges wooden objects to suit you.
3 Stone ShapeSculpts stone into any shape.
4 Minor CreationCreates one cloth or wood object.
5 FabricateTransforms raw materials into finished items.
6 Major CreationAs minor creation, plus stone and metal.
7 HardeningIncreases hardness of target by 1 per 2 levels.
8 True CreationCreates permanent non-magical object.
9 Prismatic sphereAs prismatic wall, but surrounds on all sides.
CHARM DOMAIN
Granted Power: The character can boost his or her Charisma by 4 points once per day. Activating this power is a free action. The Charisma increase lasts 1 minute.
Charm Domain Spells
Spell NameBrief Description
1 Charm PersonMakes one person your friend.
2 Calm EmotionsCalms creatures, negating emotion effects.
3 SuggestionCompels subject to follow stated course of action.
4 HeroismGives +2 on attack rolls, saves, skill checks.
5 Charm MonsterMakes monster believe it is your ally.
6 Geas/QuestAs lesser geas, plus it affects any creature.
7 InsanitySubject suffers continuous confusion.
8 DemandAs sending, plus you can send suggestion.
9 Dominate MonsterAs dominate person, but any creature.
COMMUNITY DOMAIN

Granted Power: Use calm emotions as a spell-like ability once per day. Gain a +2 competence bonus on Diplomacy checks.

Community Domain Spells
Spell NameBrief Description
1 Bless
Allies gain +1 on attack rolls and saves against fear.
2 StatusMonitors condition, position of allies.
3 PrayerAllies +1 bonus on most rolls, enemies –1 penalty.
4 Greater StatusMonitors condition, position of allies.
5 Telepathic BondLink lets allies communicate.
6 Heroes’ FeastFood for one creature/level cures and grants combat bonuses.
7 RefugeAlters item to transport its possessor to you.
8 SympathyObject or location attracts certain creatures.
9 Mass HealAs heal, but with several subjects.
CREATION DOMAIN
Granted Power: Cast conjuration (creation) spells at +2 caster level. (Those with access to both the Artifice and Creation domains cast conjuration (creation) spells at +3 caster level.)
Creation Domain Spells
Spell NameBrief Description
1 Create WaterCreates 2 gallons/level of pure water.
2 Minor ImageAs silent image, plus some sound.
3 Create Food and WaterFeeds three humans (or one horse)/level.
4 Minor CreationCreates one cloth or wood object.
5 Major CreationAs minor creation, plus stone and metal.
6 Heroes’ FeastFood for one creature/level cures and grants combat bonuses.
7 Permanent ImageIncludes sight, sound, and smell.
8 True CreationCreates permanent nonmagical object.
9 GenesisCreates a small demiplane.
DARKNESS DOMAIN
Granted Power: Free Blind-Fight feat.
Darkness Domain Spells
Spell NameBrief Description
1 Obscuring Mist
Fog surrounds you.
2 BlindnessMakes subject blinded.
3 BlacklightCreats magical darkness that the caster can see through.
4 Armor of DarknessShroud obscures caster and grants darkvison and deflection bonus to AC.
5 Summon monster V*Calls extraplanar creature to fight for you.
6 Prying Eyes1d4 +1/level floating eyes scout for you.
7 NightmareSends vision dealing 1d10 damage, fatigue.
8 Power Word, BlindBlinds creature with 200 hp or less.
9 Power Word, KillKills one creature with 100 hp or less.
*only summons 1d3 shadows
GLORY DOMAIN

Granted Power: Turn undead with a +2 bonus on the turning check and +1d6 to the turning damage roll.

Glory Domain Spells
Spell NameBrief Description
1 Disrupt Undead
Deals 1d6 damage to one undead.
2 Bless WeaponWeapon strikes true against evil foes.
3 Searing LightRay deals 1d8/two levels damage, more against undead.
4 Holy SmiteDamages and blinds evil creatures.
5 Holy SwordWeapon becomes +5, deals +2d6 damage against evil.
6 Bolt of GloryFires a magical bolt that deal damage according to the target's type and origin.
7 SunbeamBeam blinds and deals 4d6 damage.
8 Crown of GloryThe caster is imbued with an aura of celestial authority, inspiring awe in all lesser creatures.
9 GateConnects two planes for travel or summoning.
LIBERATION DOMAIN
Granted Power: The character gains a +2 morale bonus on all saving throws against enchantment spells or effects.
Liberation Domain Spells
Spell NameBrief Description
1 Remove Fear
Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.
2 Remove ParalysisFrees one or more creatures from paralysis or slow effect.
3 Remove CurseFrees object or person from curse.
4 Freedom of MovementSubject moves normally despite impediments.
5 Break EnchantmentFrees subjects from enchantments, alterations, curses, and petrification.
6 Greater Dispel Magic
As dispel magic, but up to +20 on check.
7 RefugeAlters item to transport its possessor to you.
8 Mind BlankSubject is immune to mental/emotional magic and scrying.
9 FreedomReleases creature from imprisonment.
MADNESS DOMAIN

Granted Power: The character gains an Insanity score equal to half his or her class level. For spellcasting (determining bonus spells and DCs), the character uses his or her Wisdom score plus his or her Insanity score in place of Wisdom alone.
For all other purposes, such as skills and saves, use Wisdom minus Insanity in place of Wisdom.
Once per day, the character can see and act with the clarity of true madness. Use the character’s Insanity score as a positive rather than a negative modifier on a single roll involving Wisdom. Choose to use this power before the roll is made.

Madness Domain Spells
Spell NameBrief Description
1 Confusion, Lesser
One creature acts randomly for one round.
2 Touch of MadnessDazes touched target for 1 round per caster level.
3 RageBlood frenzy grants target +4 Str, +4 Con and +2 on Will saves.
4 ConfusionSubjects behave oddly for 1 round/level.
5 Bolts of BedevilmentOne ray attack per round. Affected creatures are dazed for 1d3 rounds.
6 Phantasmal KillerFearsome illusion kills subject or deals 3d6 damage.
7 InsanitySubject suffers continuous confusion.
8 Maddening ScreamMakes subject race about caterwauling.
9 WeirdAs phantasmal killer, but affects all within 30 ft.
NOBILITY DOMAIN
Granted Power: The character has the spell-like ability to inspire allies, giving them a +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls. Allies must be able to hear the character speak for 1 round. Using this ability is a standard action. It lasts a number of rounds equal to the character’s Charisma bonus and can be used once per day.
Nobility Domain Spells
Spell NameBrief Description
1 Divine Favor
You gain +1 per three levels on attack and damage rolls.
2 EnthrallCaptivates all within 100 ft. + 10 ft./level.
3 Magic VestmentArmor or shield gains +1 enhancement per four levels.
4 Discern LiesReveals deliberate falsehoods.
5 Greater CommandAs command, but affects one subject/level.
6 Geas/QuestAs lesser geas, plus it affects any creature.
7 RepulsionCreatures can’t approach you.
8 DemandAs sending, plus you can send suggestion.
9 Storm of VengeanceStorm rains acid, lightning, and hail.
REPOSE DOMAIN
The Repose domain is similar to the Death domain, but is granted by good-aligned deities whose clerics are barred from casting evil spells.

Granted Power: The character may use a death touch once per day. The death touch is a spell-like ability that is a death effect. The character must succeed at a melee touch attack against a living creature (using the rules for touch spells). When the character touches, roll 1d6 per his or her cleric level. If the total at least equals the creature’s current hit points, it dies.

Repose Domain Spells
Spell NameBrief Description
1 Deathwatch
Reveals how near death subjects within 30 ft. are.
2 Gentle ReposePreserves one corpse.
3 Speak with DeadCorpse answers one question/two levels.
4 Death WardGrants immunity to death spells and negative energy effects.
5 Slay LivingTouch attack kills subject.
6 Undeath to DeathSlays 1d4 HD of undead creatures per caster level (max 20d4).
7 DestructionKills subject and destroys remains.
8 SurelifeProtects caster from specified natural death.
9 Wail of the BansheeKills one creature/level.
RUNE DOMAIN
Granted Power: Free Scribe Scroll feat.
Rune Domain Spells
Spell NameBrief Description
1 Erase
Mundane or magical writing vanishes.
2 Secret PageChanges one page to hide its real content.
3 Glyph of WardingInscription harms those who pass it.
4 Explosive RunesDeals 6d6 damage when read.
5 Lesser Planar BindingTraps extraplanar creature of 6 HD or less until it performs a task.
6 Greater Glyph of WardingAs glyph of warding, but up to 10d8 damage or 6th-level spell.
7 Instant SummonsPrepared object appears in your hand.
8 Symbol of DeathTriggered rune slays nearby creatures.
9 Teleportation CircleCircle teleports any creature inside to designated spot.
SKALYKIND DOMAIN
Granted Power: Rebuke or command animals (reptilian creatures and snakes only) as an evil cleric rebukes or commands undead.
Use this ability a total number of times per day equal to 3 + Charisma modifier.
Skalykind Domain Spells
Spell NameBrief Description
1 Magic Fang
One natural weapon of subject creature gets +1 on attack and damage rolls.
2 Animal Trance†Fascinates 2d6 HD of animals.
3 Greater Magic FangOne natural weapon of subject creature gets +1/four levels on attack and damage rolls (max +5).
4 PoisonTouch deals 1d10 Con damage, repeats in 1 min.
5 Animal Growth†One animal/two levels doubles in size.
6 EyebiteTarget becomes panicked, sickened, and comatose.
7 Creeping Doom*
Swarms of centipedes attack at your command.
8 Animal Shapes†One ally/level polymorphs into chosen animal.
9 ShapechangeTransforms you into any creature, and change forms once per round.
Affects ophidian or reptilian creatures only.
*Composed of tiny snakes
WEATHER DOMAIN

Granted Power: Survival is a class skill.

Weather Domain Spells
Spell NameBrief Description
1 Obscuring Mist
Fog surrounds you.
2 Fog CloudFog obscures vision.
3 Call LightningCalls down lightning bolts (3d6 per bolt) from sky.
4 Sleet StormHampers vision and movement.
5 Call Lightning StormAs call lightning, but 5d6 damage per bolt.
6 Control WindsChange wind direction and speed.
7 Control WeatherChanges weather in local area.
8 WhirlwindCyclone deals damage and can pick up creatures.
9 Storm of VengeanceStorm rains acid, lightning, and hail.