Deity Domains

Granted Power(s): Turn or destroy earth creatures as a restoration cleric turns undead. Rebuke, command, or bolster air creatures as a damnation cleric rebukes undead. Use these abilities a total number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability.

Granted Spells (Lv. Name: Description)

1. Obscuring Mist: Fog surrounds you.
2. Wind Wall: Deflects arrows, smaller creatures and gases.
3. Gaseous Form: Subject becomes insubstantial and can fly slowly.
4. Air Walk: Subject treads on air as if solid (climb at 45 degree angle).
5. Control Winds: Change wind direction and speed.
6. Chain Lightning: 1d6/level damage; 1 secondary bolt/level each deals half damage.
7. Control Weather: Changes weather in local area.
8. Whirlwind: Cyclone deals damage and can pick up creatures.
9. Elemental Swarm: Summons multiple elementals (Air only).

### Animal

Deity: Cíneai

Granted Power(s): You can use speak with animals once per day as a spell-like ability. Add Knowledge (nature) to your list of class skills, or +1 if already a class skill.

Granted Spells (Lv. Name: Description)

1. Calm Animals: Calms (2d4 + level) HD of animals.
2. Hold Animal: Paralyzes one animal for 1 round/level.
3. Dominate Animal: Subject animal obeys silent mental commands.
4. Summon Nature's Ally IV\*: Calls creature to fight.
5. Commune with Nature: Learn about terrain for 1 mile/level.
6. Antilife Shell: 10' field hedges out living creatures.
7. Animal Shapes: One ally/level polymorphs into chosen animal.
8. Summon Nature's Ally VIII\*: Calls creature to fight.
9. Shapechange(F): Transforms you into any creature, and change forms once per round (Can only summon animals).

### Balance

Deity: Alexius

Granted Power(s): Once per day, as a free action, you can add your Perception modifier to your Avoidance. This bonus lasts for one round per caster level.

Granted Spells (Lv. Name: Description)

1. Make Whole: Repairs an object.
2. Calm Emotions: Calms creatures, negating emotion effects.
3. Clarity of Mind: +4 bonus on saves against mind-affecting spells and abilities, allows reroll of concealment miss chance.
4. Dismissal: Forces a creature to return to native plane.
5. Sanctuary, Mass: One creature/level can't be attacked, and can't attack.
6. Banishment: Banishes 2 HD/level of extraplanar creatures.
7. Word of Balance: Kills, paralyzes, weakens, or nauseates nonneutrsl cratures.
8. Protection from Spells(MF): Confers +8 resistance bonus.
9. Weighed in the Balance: Harms or heals creatures within 30' of you.

### Chaos

Deity: Cerivus

Granted Power(s): You cast chaos spells at +1 caster level.

Granted Spells (Lv. Name: Description)

1. Protection from Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
2. Shatter: Sonic vibration damages objects or crystalline creatures.
3. Magic Circle Against Law: As protection spells, but 10' radius and 10 min./level.
4. Chaos Hammer: Damages and staggers lawful creatures.
5. Dispel Law: +4 bonus against attacks by lawful creatures.
6. Animate Objects: Objects attack your foes.
7. Word of Chaos: Kills, confuses, stuns, or deafens nonchaotic subjects.
8. Cloak of Chaos(F): +4 to AC, +4 resistance, SR 25 against lawful spells.
9. Summon Monster IX: Calls extraplanar creature to fight for you (Chaotic only).

### Cold

Deity: Leviathan

Granted Power(s): You can turn or destroy fire creatures as a restoration cleric turns undead. You can also rebuke or command cold creatures as a damnation cleric rebukes undead. Use these abilities a total number of times per day equal to 3 plus your Cha modifier.

Granted Spells (Lv. Name: Description)

1. Chill Touch: One touch/level deals 1d6 damage and possibly 1 Str damage.
2. Chill Metal: Cold metal damages those who touch it.
3. Sleet Storm: Hampers vision and movement.
4. Ice Storm: Hail deals 5d6 damage in cylinder 40' across.
5. Wall of Ice: Ice plane creates wall with 15 hp +1/level, or hemisphere can trap creatures inside.
6. Cone of Cold: 1d6/level cold damage.
7. Control Weather: Changes weather in local area.
8. Polar Ray: Ranged touch attack deals 1d6/level cold damage.
9. Obedient Avalanche: Snowy avalanche crushes and buries your foes.

### Darkness

Deity: Caravin

Granted Power(s): You gain Blind-Fight as a bonus feat.

Granted Spells (Lv. Name: Description)

1. Obscuring Mist: Fog surrounds you.
2. Blindness/Deafness: Makes subject blinded or deafened.
3. Blacklight: Create an aura of total darkness.
4. Armor of Darkness: Shroud grants deflection bonus, darkvision, and other effects.
5. Darkbolt: Multiple bolts deal 2d8 damage and daze creatures.
6. Prying Eyes: 1d4 +1/level floating eyes scout for you.
7. Nightmare: Sends vision dealing 1d10 damage, fatigue.
8. Power Word Blind: Blinds creature with 200 hp or less.
9. Power Word Kill: Kills one creature with 100 hp or less.

### Death

Deity: Diabolos

Granted Power(s): You may use a death touch once per day. Your death touch is a supernatural ability that produces a death effect. You must succeed on a melee touch attack against a living creature (using the rules for touch spells). When you touch, roll 1d6 per caster level you possess. If the total at least equals the creature's current hit points, it dies (no save).

Granted Spells (Lv. Name: Description)

1. Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
2. Death Knell: Kill dying creature and gain 1d8 temporary hp, +2 to Str, and +1 caster level.
3. Animate Dead: Creates undead skeletons and zombies.
4. Death Ward: Grants immunity to death spells and negative energy effects.
5. Slay Living: Touch attack kills subject.
6. Create UndeadM: Create ghouls, ghasts, mummies, or mohrgs.
7. Destruction(F): Kills subject and destroys remains.
8. Create Greater Undead: Create shadows, wraiths, spectres, or devourers.
9. Wail of the Banshee: Kills one creature/level.

### Decay

Deity: Miagus

Granted Power(s): You may use a touch of decay once per day. Your touch of decay is a supernatural ability that causes putrescence in organic matter and weakens inorganic matter. You must succeed on a melee touch attack to affect a creature (using the rules for touch spells). If you touch a living creature including constructs with the living subtype, you deal 1d4 points of Vitality damage. If you touch an undead creature, an object, or a construct without the living construct subtype, you deal 2d6 ponts of damage +1 point per caster level.

Granted Spells (Lv. Name: Description)

1. Doom: One subject suffers -2 on attacks, damage, saves, and checks.
2. Ray of Enfeeblement: Ray deals 1d6 +1/2 levels Str penalty.
3. Contagion: Infects subject with chosen disease.
4. Enervation: Subject gains 1d4 negative levels.
5. Blight: Withers one plant or deals 1d6/level damage to plant creatures.
6. Antilife Shell: 10' field hedges out living creatures.
7. Withering Palm: Touch attack deals 1 point Str and 1 point Vit damage per two caster levels.
8. Horrid Wilting: Deals 1d6/level damage within 30ft.
9. Energy Drain: Subject gains 2d4 negative levels.

### Destiny

Deity: Eden

Granted Power(s): Once per day as an immediate action, you can grant a willing creature within 30' the ability to reroll an attack, save, ability check, or skill check. You must be able to see the creature to be affected. You cannot use this power on yourself.

Granted Spells (Lv. Name: Description)

1. Omen of Peril: You know how dangerous the future will be.
2. Augury(MF): Learns whether an action will be good or bad.
3. Delay Death: Losing hit points doesn't kill subject.
4. Bestow Curse: -6 to an ability score; -4 on attack rolls, saves, and checks; or 50% chance of losing each action.
5. Stalwart Pact: You gain combat bonuses automatically when reduced to half points or lower.
6. Warp Destiny: Reverse failed save or hit in combat.
7. Bestow Curse, Greater: As bestow curse:, but more severe penalties.
8. Moment of Prescience: You gain insight bonus on single attack roll, check or save.
9. Choose Destiny: Gain two chances for success on every action.

### Dragon

Deity: Bahamut and Tiamat

Granted Power(s): Add Bluff and Intimidate to your list of class skills, or +1 if already a class skill.

Granted Spells (Lv. Name: Description)

1. Magic Fang: One natural weapon of subject creature gets +1 on attack and damage rolls.
2. Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.
3. Magic Fang, Greater: One natural weapon of subject creature gets +1/4 levels on attack and damage rolls (max +5).
4. Voice of the Dragon: +10 on Bluff, Diplomacy, and Intimidate checks; can use one suggestion.
5. True Seeing(M): Lets you see all things as they really are.
6. Stoneskin(M): Ignore 10 points of damage per attack.
7. Dragon Ally(X): As lesser dragon ally, but up to 15 HD.
8. Suggestion, Mass: As suggestion, plus one/level subjects.
9. Dominate Monster: As dominate person, but any creature.

### Earth

Deity: Hylón

Granted Power(s): Turn or destroy air creatures as a restoration cleric turns undead. Rebuke, command, or bolster earth creatures as a damnation cleric rebukes undead. Use these abilities a total number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability.

Granted Spells (Lv. Name: Description)

1. Magic Stone: Three stones become +1 projectiles, 1d6 +1 damage.
2. Soften Earth and Stone: Turns stone to clay or dirt to sand or mud.
3. Stone Shape: Sculpts stone into any shape.
4. Spike Stones: Creatures in area take 1d8 damage, may be slowed.
5. Wall of Stone: Creates a stone wall that can be shaped.
6. Stoneskin: Ignore 10 points of damage per attack.
7. Earthquake: Intense tremor shakes 5'/level radius.
8. Iron Body: Your body becomes living iron.
9. Elemental Swarm: Summons multiple elementals (Earth only).

### Family

Deity: Phoenix

Granted Power(s): Once per day as a free action, you can protect a number of creatures equal to your Charisma modifier (minimum one creature) with a +4 Avoidance. This ability lasts 1 round per level. An affected creature loses this protection if it moves more than 10' from you. You can affect yourself with this ability.

Granted Spells (Lv. Name: Description)

1. Bless: Allies gain +1 on attack rolls and saves against fear.
2. Shield Other(F): You take half of subject's damage.
3. Helping Hand: Ghostly hand leads subject to you.
4. Imbue with Spell Ability: Transfer spells to subject.
5. Rary's Telepathic Bond: Link lets allies communicate.
6. Heroes' Feast: Food for one creature/level cures and grants combat bonuses.
7. Refuge(M): Alters item to transport its possessor to you.
8. Protection from Spells(MF): Confers +8 resistance bonus.
9. Prismatic Sphere: As prismatic wall, but surrounds on all sides.

### Fire

Deity: Ifrit

Granted Power(s): Turn or destroy water creatures as a restoration cleric turns undead. Rebuke, command, or bolster fire creatures as a damnation cleric rebukes undead. Use these abilities a total number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability.

Granted Spells (Lv. Name: Description)

1. Burning Hands: 1d4/level fire damage (max 5d4).
2. Produce Flame: 1d6 damage +1/level, touch or thrown.
3. Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type (Resist cold or fire only).
4. Wall of Fire: Deals 2d4 fire damage out to 10' and 1d4 out to 20'. Passing through wall deals 2d6 damage +1/level.
5. Fire Shield: Creatures attacking you take fire damage, you're protected form heat or cold.
6. Fire Seeds: Acorns and Berries become grenades and bombs.
7. Fire Storm: Deals 1d6/level fire damage.
8. Incendiary Cloud: Cloud deals 4d6 fire damage/round.
9. Elemental Swarm: Summons multiple elementals (Fire only).

### Force

Deity: Seraphim

Granted Power(s): By manipulating cosmic forces of inertia, once per day you can reroll any damage roll (for a weapon, a spell, or an ability) and take the better of the two rolls.

Granted Spells (Lv. Name: Description)

1. Mage Armor: Gives subject +4 armor bonus.
2. Magic Missile: 1d4+1 damage; +1 missile/2 levels above 1st (max 5).
3. Blast of Force: Ray deals 1d6 damage/ two caster levels (max 5d6).
4. Otiluke's Resilient Sphere: Force globe protects but traps one subject.
5. Wall of Force: Wall is immune to damage.
6. Repulsion: Creatures can't approach you.
7. Forcecage(M): Cube or cage of force imprisons all inside.
8. Otiluke's Telekinetic Sphere: As Otiluke's resilient sphere, but you move sphere telekinetically.
9. Bigby's Crushing Hand: Large hand provides cover, pushes, or crushes your foes.

### Glory

Deity: Ovar

Granted Power(s): Turn/Rebuke undead with a +2 bonus on the check and +1d6 on the damage roll.

Granted Spells (Lv. Name: Description)

1. Disrupt Undead: Deals 1d6 damage to one undead.
2. Bless Weapon: Weapon strikes true against evil foes.
3. Searing Light: Ray deals 1d8/2 levels damage, more against undead.
4. Holy Smite: Damages and blinds evil creatures.
5. Holy Sword: Weapon becomes +5, deals +2d6 damage against evil.
6. Bolt of Glory: Positive energy ray deals extra damage to evil outsiders and undead.
7. Sunbeam: Beam blinds and deals 4d6 damage.
8. Crown of Glory: You gain +4 Charisma and inspire your allies.
9. Gate(X): Connects two planes for travel or summoning.

### Greed

Deity: Valefor

Granted Power(s): You gain a +2 competence bonus on Appraise, Open Lock, and Sleight of Hand checks.

Granted Spells (Lv. Name: Description)

1. Cheat: Caster rerolls when determining the success of a game of chance.
2. Entice Gift: Subject gives caster what it's holding.
3. Knock: Opens locked or magically sealed door.
4. Fire Trap(M): Opened object deals 1d4 damage +1/level.
5. Fabricate: Transforms raw materials into finished items.
6. Guards and Wards: Array of magical effects protects area.
7. Teleport Object: As teleport, but affects a touched object.
8. Phantasmal Thief: Creates an unseen force that steals from others.
9. Sympathy(M): Object or location attracts certain creatures.

### Inquisition

Deity: Fortiamas

Granted Power(s): Gain a +4 bonus on dispel checks.

Granted Spells (Lv. Name: Description)

1. Detect Chaos: Reveals chaotic creatures, spells, or objects.
2. Zone of Truth: Subjects within range cannot lie.
3. Detect Thoughts: Allows "listening" to surface thoughts.
4. Discern Lies: Reveals deliberate falsehoods.
5. True Seeing(M): Lets you see all things as they really are.
6. Geas/Quest: As lesser geas, plus it affects any creature.
7. Dictum: Kills, paralyzes, slows, or deafens nonlawful subjects.
8. Shield of Law(M): +4 AC, +4 resistance, and SR 25 against chaotic spells.
9. Imprisonment: Entombs subject beneath the earth.

### Knowledge

Deity: Bahamut

Granted Power(s): Add all Knowledge skills to your list of class skills, or +1 if already a class skill.. You cast divination spells at +1 caster level.

Granted Spells (Lv. Name: Description)

1. Detect Secret Doors: Reveals hidden doors within 60'.
2. Detect Thoughts: Allows "listening" to surface thoughts.
3. Clairaudience/Clairvoyance: Hear or see at a distance for 1 minute/level.
4. DivinationM: Provides useful advice for specific proposed actions.
5. True Seeing(M): Lets you see all things as they really are.
6. Find the Path: Shows most direct way to a location.
7. Legend Lore(MF): Lets you learn tales about a person, place, or thing.
8. Discern Location: Reveals exact location of creature or object.
9. Foresight: "Sixth sense" warns of impending danger.

### Law

Deity: Fortiamas

Granted Power(s): You cast law spells at +1 caster level.

Granted Spells (Lv. Name: Description)

1. Protection from Chaos: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
2. Calm Emotions: Calms creatures, negating emotion effects.
3. Magic Circle against Chaos: As protection spells, but 10' radius and 10 min./level.
4. Order's Wrath: Damages and dazes chaotic creatures.
5. Dispel Chaos: +4 bonus against attacks by chaotic creatures.
6. Hold Monster: As hold person, but any creature.
7. Dictum: Kills, paralyzes, slows, or deafens nonlawful subjects.
8. Shield of Law(M): +4 to AC, +4 resistance, and SR 25 against chaotic spells.
9. Summon Monster IX: Calls extraplanar creature to fight for you (Lawful only).

### Life

Deity: Phoneix

Granted Power(s): Once per day, you can grant 1d6 temporary hit points +1 per caster level to a creature you touch. These temporary hit points last for a maximum of 1 hour/level.

Granted Spells (Lv. Name: Description)

1. Hide from Undead: Undead can't perceive one subject/level.
2. Restoration, Lesser: Dispels magical ability penalty or regains 1d6 ability damage.
3. Plant Growth: Grows vegetation, improves crops.
4. Death Ward: Grants immunity to death spells and negative energy effects.
5. Disrupting Weapon: Melee weapon destroys undead.
6. Animate Objects: Objects attack your foes.
7. Regenerate: Subject's severed limbs grow back, cures 4d8 damage +1/level (max +35).
8. Animate Plants: One or more trees animate and fight for you.
9. Heal, Mass: As heal, but with several subjects.

### Light

Deity: Seraphim

Granted Power(s): You radiate bright light as a daylight spell, which you may suppress at your leisure. Link

Granted Spells (Lv. Name: Description)

1. Seraphim's searing light
2. Sunbeam
3. Invisibility purge
4. Sunburst
5. True seeing
6. Seraphim's sunny day
7. Scintillating pattern
8. Greater prying eyes
9. Supernova

### Luck

Deity: Eden

Granted Power(s): You gain the power of good fortune, which is usable once per day. This extraordinary ability allows you to reroll one roll that you have just made before the DM declares whether the roll results in success or failure. You must take the result of the reroll, even if it's worse that the original roll.

Granted Spells (Lv. Name: Description)

1. Entropic Shield: Ranged attacks against you have 20% miss chance.
2. Aid: +1 on attack rolls, +1 on saves against fear, 1d8 temporary hp +1/level (max +10).
3. Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
4. Freedom of Movement: Subject moves normally despite impediments.
5. Break Enchantment: Frees subject from enchantments, alterations, curses, and petrification.
6. Mislead: Turns you invisible and creates illusory double.
7. Spell Turning: Reflect 1d4+6 spell levels back at caster.
8. Moment of Prescience: You gain insight bonus on single attack roll, check or save.
9. Miracle(X): Requests a deity's intercession.

### Metal

Deity: Hylón

Granted Power(s): You gain +1 to all attack rolls with weapons primarily made of metal.

Granted Spells (Lv. Name: Description)

1. Magic Weapon: Weapon gains +1 bonus.
2. Heat Metal: Make metal so hot it damages those who touch it.
3. Keen Edge: Doubles normal weapon's threat range.
4. Rusting Grasp: Your touch corrodes iron and alloys.
5. Wall of Iron(M): 30 hp/4 levels; can topple onto foes.
6. Blade Barrier: Wall of blades deals 1d6/level damage.
7. Transmute Metal to Wood: Metal within 40' becomes wood.
8. Iron Body: Your body becomes living iron.
9. Repel Metal or Stone: Pushes away metal and stone.

### Moon

Deity: Volcu

Granted Power(s): Turn or destroy lycanthropes as a restoratoin cleric turns undead. You can use this ability a number of times per day equal to 3 + your Cha modifier.

Granted Spells (Lv. Name: Description)

1. Faerie Fire: Outlines subject with light, canceling blur, concealment, and the like.
2. Moonbeam: Forces lycanthropes to regain human shape.
3. Moon Blade: Creates sword that does 1d8 damage +1/2 levels, scrambles magic.
4. Fear: Subjects within cone flee for 1 round/level.
5. Moon Path: Creates invisible stair or bridge.
6. Permanent Image(M): Includes sight, sound, and smell.
7. Insanity: Subject suffers continuous confusion.
8. Animal Shapes: One ally/level polymorphs into chosen animal.
9. Moonfire: Cone of light damages creatures, reveals hidden things, negates electricity damage.

### Necromancer

Deity: Diabolos

Granted Power(s): You cast necromancy spells at +1 caster level.

Granted Spells (Lv. Name: Description)

1. Ray of Enfeeblement: Ray deals 1d6 +1/2 levels Str penalty.
2. Command Undead: Undead creature obeys your commands.
3. Vampiric Touch: Touch deals 1d6/2 levels damage; caster gains damage as hp.
4. Enervation: Subject gains 1d4 negative levels.
5. Waves of Fatigue: Several targets become fatigued.
6. Eyebite: Target becomes panicked, sickened, and comatose.
7. Control Undead: Undead don't attack you while under your command.
8. Horrid Wilting: Deals 1d6/level damage within 30'.
9. Energy Drain: Subject gains 2d4 negative levels.

### Plant

Deity: Cíneai

Granted Power(s): Rebuke or command plant creatures as an damnation cleric rebukes or commands undead. Use this ability a total number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability. Add Knowledge (nature) to your list of class skills, or +1 if already a class skill.

Granted Spells (Lv. Name: Description)

1. Entangle: Plants entangle everyone in 40' radius.
2. Barkskin: Grants +2 (or higher) enhancement to natural armor.
3. Plant Growth: Grows vegetation, improves crops.
4. Command Plants: Sway the actions of one or more plant creatures.
5. Wall of Thorns: Thorns damage anyone who tries to pass by.
6. Repel Wood: Pushes away wooden objects.
7. Animate Plants: One or more trees animate and fight for you.
8. Control Plants: Control actions of one or more plant creatures.
9. Shambler: Summons 1d4+2 shambling mounds to fight for you.

### Purification

Deity: Ifrit

Granted Power(s): You cast all abjuration spells at +1 caster level.

Granted Spells (Lv. Name: Description)

1. Nimbus of Light: Sunlight illuminates you until released as an attack.
2. Deific Vengeance: Deity's punishment deals 1d6 damage/2 levels (max 5d6).
3. Recitation: Your allies get bonus on AC, attacks, and saves.
4. Castigate: Verbal rebuke damages those whose alignment differs from yours.
5. Dance of the Unicorn: Purifying mist washes the air clean of smoke, dust, and poisons.
6. Fires of Purity: Subject bursts into magical flame, becoming a dangerous weapon.
7. Righteous Wrath of the Faithful: Your allies gain extra attack, +3 on attack rolls and damage rolls.
8. Sunburst: Blinds all within 80', deals 6d6 damage.
9. Visage of the Deity, Greater: As lesser visage of the deity, but you become half-celestial or half-fiendish.

### Retribution

Deity: Alexius

Granted Power(s): Once per day, if you have been harmed by someone in combat, you can make a strike of vengeance with a melee or ranged weapon against that foe on your next action. If this strike hits, you deal maximum damage.

Granted Spells (Lv. Name: Description)

1. Shield of Faith: Aura grants +2 or higher deflection bonus.
2. Bear's Endurance: Subject gains +4 to Vit for 1 minute/level.
3. Speak with Dead: Corpse answers one question/2 levels.
4. Fire Shield: Creatures attacking you take fire damage; you're protected from heat or cold.
5. Mark of Justice: Designates action that will trigger curse on subject.
6. Banishment: Banishes 2 HD/level of extraplanar creatures.
7. Spell Turning: Reflect 1d4+6 spell levels back at caster.
8. Discern Location: Reveals exact location of creature or object.
9. Storm of Vengeance: Storm rains acid, lightning, and hail.

### Revenge

Deity: Miagus

Granted Power(s): You gain +2 on attack and damage rolls, and +1 DC on spells against creatures which successfully attacked you last round (regardless if they actually dealt damage or not). At 5th level and every five levels beyond, the bonus on attack and damage rises by +2, and +1 for DCs to a maximum of +10 and +5 at 20th level. Link

Granted Spells (Lv. Name: Description)

1. Retort
2. Mark of the outcast - SpC
3. Vampiric touch
4. Locate creature
5. Measure of character
6. Unlucky backlash
7. Discern location
8. Astral invader
9. An eternal curse upon thee

### Shadow

Deity: Caravin

Granted Power(s): You gain the Darkvision trait. Should the character race already come with this trait the distance is doubled.

Granted Spells (Lv. Name: Description)

1. Obscuring Mist: Fog surrounds you.
2. Darkness: 20' radius of supernatural shadow.
3. Deeper Darkness: Object sheds supernatural shadow in 60' radius.
4. Shadow Conjuration: Mimics conjuration below 4th level, but only 20% real.
5. Shadow Evocation: Mimics evocation below 5th level, but only 20% real.
6. Shadow Walk: Step into shadow to travel rapidly.
7. Shadow Conjuration, Greater: As shadow conjuration, but up to 6th level and 60% real.
8. Shadow Evocation, Greater: As shadow evocation, but up to 7th level and 60% real.
9. Shades: As shadow conjuration, but up to 8th level and 80% real.

### Sky

Deity: Volcu

Granted Power(s): Your fly speed (or glide speed) improves by 5'. Add Spot to your list of class skills, or +1 if already a class skill.

Granted Spells (Lv. Name: Description)

1. Raptor's Sight: Gain +5 on Spot checks; range increment penalty halved.
2. Summon Dire Hawk: Summons dire hawk to serve you.
3. Enduring Flight: Carry medium loads at full fly speed; flight duration is doubled.
4. Aerial Alacrity: +30' fly speed, +1 AC and Reflex saves while flying, maneuverability improves by one category.
5. Control Winds: Change wind direction and speed.
6. Wind Walk: You and your allies turn vaporous and travel quickly.
7. Reverse Gravity: Objects and creatures fall upward..
8. Mastery of the Sky: Gain +2 on attack rolls and damage rolls while airborne; maneuverability becomes perfect; foes incur penalties against you.
9. Summon Devoted Roc: Summons powerful roc to serve you.

### Slaughter

Deity: Tiamat

Granted Power(s): You gain +1 on the DC of all spells on this domain list and spells with the evil descriptor. You also gain the ability to Coup de Grace as a move action (3 time per day). Link

Granted Spells (Lv. Name: Description)

1. Ray of Enfeeblement
2. Combust - SpC
3. Snake Swiftness, Mass - SpC
4. Fear
5. Cloudkill
6. Disintegrate
7. Finger of Death
8. Soul Bind
9. Wail of the Banshee

### Storm

Deity: Rhamiva

Granted Power(s): You gain +2 resistance to Air, Cold, and Lightning effects.

Granted Spells (Lv. Name: Description)

1. Entropic Shield: Ranged attacks against you have 20% miss chance.
2. Gust of Wind: Blows away or knocks down smaller creatures.
3. Call Lightning: Calls down lightning bolts (3d6 per bolt) from sky.
4. Sleet Storm: Hampers vision and movement.
5. Ice Storm: Hail deals 5d6 damage in cylinder 40' across.
6. Summon Monster VI: Calls extraplanar creature to fight for you (Air spell only).
7. Control Weather: Changes weather in local area.
8. Whirlwind: Cyclone deals damage and can pick up creatures.
9. Storm of Vengeance: Storm rains acid, lightning, and hail.

### Strength

Deity: Ovar

Granted Power(s): You can perform a feat of strength as a supernatural ability. You gain an enhancement bonus to Strength equal to your caster level. Activating the power is a free action, the power lasts one round, and it is usable once per day.

Granted Spells (Lv. Name: Description)

1. Enlarge Person: Humanoid creature doubles in size.
2. Bull's Strength: Subject gains +4 to Str for 1 min./level.
3. Magic Vestment: Armor or shield gains +1 enhancement/4 levels.
4. Spell Immunity: Subject is immune to one spell per four levels.
5. Righteous Might: Your size increases, and you gain combat bonuses.
6. Stoneskin: Ignore 10 points of damage per attack.
7. Bigby's Grasping Hand: Large hand provides cover, pushes or grapples.
8. Bigby's Clenched Fist: Large hand provides cover, pushes or attacks your foes.
9. Bigby's Crushing Hand: Large hand provides cover, pushes, or crushes your foes.

### Sun

Deity: Maritu

Granted Power(s): Once per day, you can perform a greater turning against undead in place of a regular turning. The greater turning is like a normal turning except that the undead creatures that would be turned are destroyed instead.

Granted Spells (Lv. Name: Description)

1. Endure Elements: Exist comfortably in hot or cold environments.
2. Heat Metal: Make metal so hot it damages those who touch it.
3. Searing Light: Ray deals 1d8/2 levels, more against undead.
4. Fire Shield: Creatures attacking you take fire damage; you're protected from heat or cold.
5. Flame Strike: Smite foes with divine fire (1d6/level damage).
6. Fire Seeds: Acorns and berries become grenades and bombs.
7. Sunbeam: Beam blinds and deals 4d6 damage.
8. Sunburst: Blinds all within 80', deals 6d6 damage.
9. Prismatic Sphere: As prismatic wall, but surrounds on all sides.

### Time

Deity: Cerivus

Granted Power(s): You gain Improved Initiative as a bonus feat.

Granted Spells (Lv. Name: Description)

1. True Strike: +20 on your next attack roll.
2. Gentle Repose: Preserves one corpse.
3. Haste: One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves.
4. Freedom of Movement: Subject moves normally despite impediments.
5. Permanency(X): Makes certain spells permanent.
6. Contingency(F): Sets trigger condition for another spell.
7. Legend Lore(MF): Learn tales about a person, place, or thing.
8. Foresight: "Sixth sense" warns of impending danger.
9. Time Stop: You act freely for 1d4+1 rounds.

### Travel

Deity: Maritu

Granted Power(s): For a total time per day of 1 round per caster level you possess, you can act normally regardless of magical effects that impede movement as if you were affected by the spell freedom of movement. This effect occurs automatically as soon as it applies, lasts until it runs out or is no longer needed, and can operate multiple times per day (up to the total daily limit of rounds). This granted power is a supernatural ability. Add Survival to your list of class skills, or +1 if already a class skill.

Granted Spells (Lv. Name: Description)

1. Longstrider: Increases your speed.
2. Locate Object: Senses direction toward object (specific or type).
3. Fly: Subject flies at speed of 60'
4. Dimension Door: Teleports you short distance.
5. Teleport: Instantly transports you as far as 100 miles/level.
6. Find the Path: Shows most direct way to location.
7. Teleport, Greater: As teleport, but no range limit and no off-target arrival.
8. Phase Door: Creates an invisible passage through wood or stone.
9. Astral Projection(M): Projects you and companions onto Astral Plane.

### Trickery

Deity: Valefor

Granted Power(s): Add Bluff, Disguise, and Hide to your list of cleric class skills, or +1 to each skill if already a class skill.

Granted Spells (Lv. Name: Description)

1. Disguise Self: Disguise own appearance.
2. Invisibility: Subject invisible 1 min./level or until it attacks.
3. Nondetection(M): Hides subject from divination, scrying.
4. Confusion: Subjects behave oddly for 1 round/level.
5. False Vision(M): Fools scrying with an illusion.
6. Mislead: Turns you invisible and creates illusory double.
7. Screen: Illusion hides area from vision, scrying.
8. Polymorph Any Object: Changes any subject into anything else.
9. Time Stop: You act freely for 1d4+1 rounds.

### War

Deity: Bactetis

Granted Power(s): Additional +1 on attack rolls and damage with deity's favored weapon. See this list for deities and their favored weapons in the Religion section.

Granted Spells (Lv. Name: Description)

1. Magic Weapon: Weapon gains +1 bonus.
2. Spiritual Weapon: Magical weapon attacks on its own.
3. Magic Vestment: Armor or shield gains +1 enhancement/4 levels.
4. Divine Power: You gain attack bonus, +6 to Str and 1 hp/level.
5. Flame Strike: Smite foes with divine fire (1d6/level damage).
6. Blade Barrier: Wall of blades deals 1d6/level damage.
7. Power Word Blind: Blinds creature with 200 hp or less.
8. Power Word Stun: Stuns creature with 150 hp or less.
9. Power Word Kill: Kills one creature with 100 hp or less.

### Water

Deity: Leviathan

Granted Power(s): Turn or destroy fire creatures as a restoration cleric turns undead. Rebuke, command, or bolster water creatures as an damnation cleric rebukes undead. Use these abilities a total number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability.

Granted Spells (Lv. Name: Description)

1. Obscuring Mist: Fog surrounds you.
2. Fog Cloud: Fog obscures vision.
3. Water Breathing: Subjects can breathe underwater.
4. Control Water: Raises or lowers bodies of water.
5. Ice Storm: Hail deals 5d6 damage in cylinder 40' across.
6. Cone of Cold: 1d6/level cold damage.
7. Acid Fog: Fog deals acid damage.
8. Horrid Wilting: Deals 1d6/level damage within 30'.
9. Elemental Swarm: Summons multiple elementals (Water only).

### Wrath

Deity: Bactetis

Granted Power(s): Once per day, you can subtract a number of points from your Perception score equal to or less than your caster level. For every 2 points you subtract, add 1 point to your Strength score. You suffer all the effects of reduced Wisdom, including access to spells and bonus spells, reduction of saves, and penalties on skills. This trade between ability scores lasts for 1 round per caster level and cannot be ended prematurely.

Granted Spells (Lv. Name: Description)

1. Rhino's Rush: Next charge deals double damage.
2. Bull's Strength: Subject gains +4 to Str for 1 min./level.
3. Rage: Subjects gain +2 to Str and Con, +1 on Will saves, -2 to AC.
4. Shout: Deafens all within cone and deals 5d6 sonic damage.
5. Righteous Might: Your size increases, and you gain combat bonuses.
6. Song of Discord: Forces targets to attack each other.
7. Tenser's Transformation(M): You gain combat bonuses.
8. Shout, Greater: Devastating yell deals 10d6 sonic damage; stuns creatures, damages objects.
9. Storm of Vengeance: Storm rains acid, lightning, and hail.