
The following are new cleric domains from the Book of the Righteous. Spell names that are italicized are new spells from the same book.
Beauty Domain
Deities: Aymara
Granted Powers: This domain pertains to intense physical and artistic
beauty; most of the spells present the subjects with such overpowering beauty
that they are unable to properly function. You can perform a feat of beauty,
which is a supernatural ability, to gain an enhancement bonus to your charisma
equal to your level. Activating the power is a free action; it last three rounds
and is usable once per day.
Spells:
Charm Person. Makes one person your freind.
Hypnotic Pattern. Fascinates 2d4+1 HD/level of creatures
Fair Light. Bright light of day increases moral.
Rainbow Pattern. Lights prevent 24 HD of creatures from attacking or moving away.
Mind Fog. Subjects in fog get -10 Wis, Will checks.
Mass Suggestion. As suggestion, plus 1/lvl subjects.
Statue. Subject can become a statue at will.
Sympathy. Object or location attracts certain creatures.
Power Word, Kill. A word so beautiful, those who hear it die.
The Dead Domain
Deities: Mormekar
Granted Powers: The cleric gains the retributive rebirth power.
If in a turning attempt the cleric destroys any undead she can choose to turn
the undead against their creator. If their creator is within 1 mile/cleric
level these retributive undead will seek out there creator and attempt to
destroy them.
Spells:
Detect Return. Detects the raised and resurrected.
Consecrate. Fills area with positive energy, making undead weaker.
Negative Plane Protection. Subject resists level and ability drains.
Touch of Return. Raise dead or resurrection is undone.
Hallow. Designates location as holy.
Heal. Undead lose all but 1d4 hp.
Greater Restoration. As restoration, plus restores all levels and ability scores.
Greater Return. All raised or resurrected creatures in area die.
Imprison Soul. Imprisons a newly dead soul to prevent resurresction.
The Forge Domain
Deities: Korak
Granted Powers: This domain represents all crafts and works of the hand,
not just smithing. You specialize in what is real and receive a +4 bonus
on craft checks and willpower saving throws against illusions. You may
spontaneously cast make whole with any of your domain spell slots.
Spells:
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.
Fabricate. Transforms raw materials into finished items.
Major Creation. As minor creation, plus stone and metal.
Move Earth. Digs trenches and builds hills.
Symbol. Triggered runes have array of effects.
Greater Repair. Mend and recharge magic items.
Home Domain
Deities: Anwyn
Granted Powers: Once per day you may designate a location "home" by
lighting and tending a hearth there. The area within a 30 foot radius of
the hearth is considered hallowed, like the spell, in the following ways: That
area is guarded as if by magic circle against evil; all Charisma checks
to turn undead gain a +4 sacred bonus, and Charisma checks to command undead
suffer a -4 sacred penalty (spell resistance does not apply to this effect). As
soon as the fire is out the location is no longer considered hallowed. A hearth
may be anything from a campfire to a full, stone hearth.
Spells:
Rope Trick. Up to eight creatures hide in extra-dimensional space.
Anwyn's [Leomund's] Tiny Hut. Creates a shelter for 10 creatures.
Anwyn's [Leomund's] Secure Shelter. Creates a sturdy cottage.
Anwyn's [Leomund's] Secret Chest. Hides expensive chest on ethereal plane; you retrieve it at will.
Hallow. Designates location as holy.
Heroes' Feast. Food for one creature/level cures and blesses.
Guards and Wards. Array of magic effects protect area.
Anwyn's [Mord's] Magnificent Mansion. Door leads to extra-dimensional mansion.
Anwyn's Elysian Palace. Door leads to palace in Elysium.
Inspiration Domain
Deities: Zheenkeef, Aymara
Granted Powers: Once per day you can inspire courage, exactly as the bard
ability (see page 28, PHB). Perform is a class skill.
Spells:
Message. Whisper conversations at a distance.
Enthrall. Captivates all within 100ft +10 ft./level.
Afflatus. +10 bonus to next perform or craft roll.
Emotion. Arouses strong emotions in a subject/
Greater Command. As command, but affects one subject/level.
Geas/Quest. As lesser geas, plus it affects any creature.
Insanity. Subject suffers continuous confusion.
Mind Blank. Subject is immune to mental/emotional magic and scrying.
Greater Afflatus. +20 bonus to perform and craft rolls for 1 wk./level.
Justice Domain
Deities: Maal
Granted Powers: This domain pertains to the enforcement of just laws.
You gain a free Martial Weapon Proficiency with longsword and Weapon Focus with
longsword.
Spells:
Command. One subject obeys one-word command for one round.
Zone of Truth. Subjects within range cannot lie.
Blind Oath. Subject is bound to an oath.
Mark of Evil. Blocks simple efforts to raise subject.
Mark of Justice. Designates action that will trigger curse on subject.
Geas/Quest. As lesser geas, plus it affects any creature.
Destruction. Kills subject and destroys remains.
Shibboleth. Damages everyone different from caster.
Storm of Vengeance. Storm rains acid, lightning and hail.
Night Domain
Deities: Urian
Granted Powers: Darkvision 60'; if you already have darkvision, it
becomes full color and you can see through the deeper darkness spell (or
lower level darkness spells).
Spells:
Sleep. Put 2d4 HD of creatures into a comatose slumber.
Darkness. 20-ft Radius of supernatural darkness.
Deeper Darkness. Object sheds absolute darkness in 60-ft radius.
North Star. Caster sees light of the North Star wherever he is.
Dream. Sends a message to anyone sleeping.
Constellation. Enables conversation across any distance.
Moonbeam. Beam drains strength and puts subject into comatose slumber.
Moonglow. +4 AC, +4 resistance for group.
Shooting Star. Deals 12d6 damage, heals 12d6.
Oracle Domain
Deities: Zheenkeef
Granted Powers: You cast oracle spells at +1 caster level.
Spells:
True Strike. Adds +20 Bonus to your next attack roll.
Augury. Learns whether an action will be good or bad.
Divination. Provides useful advice for specific, proposed action.
Scrying. Spies on subject from a distance.
Commune. Deity answers one yes or no question/level.
Legend Lore. Learn tales about a person, place, or thing.
Vision. As legend lore but quicker and strenuous.
Discern Location. Exact location of creature or object.
Foresight. "Sixth sense" warns of impending danger.
Truth Domain
Deities: Tinel
Granted Powers: This domain pertains to the never ending quest for truth
- including secrets. Sense Motive, Gather Information, and Innuendo are class
skills.
Spells:
Detect Secret Doors. Reveals hidden doors within 60 ft.
Zone of Truth. Subjects within range cannot lie.
Discern Lies. Reveals deliberate falsehoods.
Scrying. Spies on subject from a distance.
True Seeing. See all things as they really are.
Analyze Dweomer. Reveals magical aspects of subject.
Great Scrying. As scrying, but faster and longer.
Unveil Secrets. Reveals all magical properties of subject.
Fact to Fiction. Reverses one event from the previous round.