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Magic in Mystara

T

his page covers information on spells and magical items in the Mystara-3E campaign world.

The first section lists new Mystaran spells organized by spellcasting class and spell level.  The second section lists all cleric domains spell list contains a complete description of the granted power and domain spells for each cleric domain provided by one or more Mystaran Immortals.

The second section provides access to alphabetized lists containing complete spell descriptions of of every new Mystaran spell.

The third section describes new Magic Items specific to the various settings of the Mystara campaign.

Quick Links into this file

New Class Spells

T

his section lists all new Mystaran spells by spellcasting class and spell level. Each spell is listed by name and is linked to its full description in the Alphabetical Spell Lists.  A one-sentence description of each spell's basic effects is also given.
 

Bard Spells

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Cleric Spells

1st-Level Cleric Spells

Detect Water  – Senses the presence of water in whatever direction you face.

2nd-Level Cleric Spells

Predict Weather  – Determines the general weather conditions in the area for the next twelve hours.

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Druid Spells

1st-Level Druid Spells

Predict Weather  – Determines the general weather conditions in the area for the next twelve hours.

6th-Level Druid Spells

Transport via Rock  – Move instantly from one rock to another of the same type.

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Paladin Spells

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Ranger Spells

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Sorcerer and Wizard Spells

6th-Level Sorcerer and Wizard Spells

Stoneform  – Creates an unattended object made out of stone.

7th-Level Sorcerer and Wizard Spells

Ironform  – Creates an unattended object made out of iron.

8th-Level Sorcerer and Wizard Spells

Steelform  – Creates an unattended object made out of steel.

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Cleric Domains

T

his sections lists every domain that is available to the clerics of one or more Mystaran Immortal.  All domains created specifically for the Mystara Campaign settings provide details for their granted power and a complete domain spell list. Spells with their names in bold font and are new and are linked to their full description in the Alphabetical Spell Lists.

Note that all domains are described in full, even those that were inspired by or taken directly from 3E D&D sources that are not yet available as part of the d20-SRD.  We made the decision to do the latter under the argument that the majority of spells for each such domain are open game content and it would not have been difficult for us to independently arrive at the same name, arrangement of spells and a similar if not identical granted power for a domain focused on the same concept.  Such domains are, however, clearly labeled.

Air Domain

This is a core domain from the d20 SRD [d20-SRD]

Immortals: Palartarkan, Thor

Philosophies: Thought

Granted Power: Turn or destroy earth creatures as a good cleric turns undead. Rebuke or command air creatures as an evil cleric rebukes undead. Use these abilities a total number of times per day equal to 3 + the character's Charisma modifier.

Air Domain Spells

  1. Obscuring Mist  – Fog surrounds the caster.
  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 damage/level; secondary bolts.
  7. Control Weather  – Changes weather in local area.
  8. Whirlwind  – Cyclone inflicts damage and can pick up creatures.
  9. Elemental Storm  – Summons multiple elementals. (Cast as an air spell only)

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Animal Domain

This is a core domain from the d20 SRD [d20-SRD]

Immortals: Ahmanni Turtlerider, Calitha Starbrow, Chiron, Crakkak of the Sharp Tooth, Danel Tigerstripes, Faunus, Ka, Mahmatti Running Elk, Malafor the Dolphin-Friend, Ordana, Sharpcrest the Squid Slayer, Tahkati Stormtamer, Terra, Wogar the Wolf Lord, Zirchev

Philosophies: Nature

Granted Power: The character can cast animal friendship once per day. Knowledge (nature) is a class skill.

Animal Domain Spells

  1. Calm Animals  – Calms 2d4 +1/level HD of animals, beasts, and magical beasts
  2. Hold Animal  – Hold one animal helpless; 1 round/level.
  3. Dominate Animal  – Subject animal obeys silent mental commands.
  4. Repel Vermin  – Insects stay 10 ft. away.
  5. Commune with Nature  – Learn about terrain for one mile/level.
  6. Antilife Shell  – 10-ft. field hedges out living creatures.
  7. Animal Shapes  – One ally/level polymorphs into chosen animal.
  8. Creeping Doom  – Carpet of insects attacks at the caster's command.
  9. Shapechange  – Transforms the caster into any creature, and change forms once per round.

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Cavern Domain

This domain was inspired by the domain of the same name from the Forgotten Realms Campaign Sourcebook [FR].

Immortals: Hattani Stoneclaw, Kagyar, Rafiel

Granted Power: You gain the dwarven/earth gnome ability of stonecunning. If you already have stonecunning, your racial bonus for stonecunning increases from +2 to +4 on checks to notice unusual stonework.

Cavern Domain Spells

  1. Detect Secret Doors  – Reveals hidden doors within 60 ft.
  2. Darkness  – 20-ft. radius of supernatural darkness.
  3. Meld into Stone  – The caster and the caster's gear merge with stone.
  4. Secure Shelter  – Creates sturdy cottage.
  5. Passwall  – Breaches walls 1 ft. thick/level.
  6. Find the Path  – Shows most direct way to a location.
  7. Stone Tell † – Talk to natural or worked stone.
  8. Earthquake  – Intense tremor shakes 5-ft./level radius.
  9. Imprisonment  – Entombs subject beneath the earth.

† DMs who own the Forgotten Realms Campaign Sourcebook [FR] should use the original Cavern Domain spell list by replacing Stone Tell with Maw of Stone.

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Chaos Domain

This is a core domain from the d20 SRD [d20-SRD]

Immortals: Alphaks, Bartziluth, Bemarris, Cretia, Demogorgon, Diulanna, Eiryndul, Korotiku, Loki, Orcus, Pearl, Protius, Rad, Ranivorus, Razud, Saasskas the Destroyer, Slizzark the Lurker, Talitha, Cult of Zargon

Philosophies: Chaos, Energy

Granted Power: The character casts chaos spells at +1 caster level.

Chaos Domain Spells

  1. Protection from Law  – +2 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-ft. 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 the caster's foes.
  7. Word of Chaos  – Kills, confuses, stuns, or deafens non-chaotic subjects.
  8. Cloak of Chaos  – +4 AC, +4 resistance, SR 25 against lawful spells.
  9. Summon Monster IX  – Calls outsider to fight for the caster. (Cast as a chaos spell only)

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Charm Domain

This domain is identical to the domain of the same name from the Forgotten Realms Campaign Sourcebook [FR]

Immortals: Brissard, Demogorgon, Kallala of the Seven Veils, Loki, Masauwu, Slizzark the Lurker, Cult of Zargon

Granted Power: You can boost your charisma by 4 points once per day. Activating this power is a free action. The charisma increase lasts 1 minute.

Charm Domain Spells

  1. Charm Person  – Makes one person the caster's friend.
  2. Calm Emotions  – Calms 1d6 creatures/level, negating emotion effects.
  3. Suggestion  – Compels subject to follow stated course of action.
  4. Emotion  – Arouses strong emotion in subject.
  5. Charm Monster  – Makes monster believe it is the caster's ally.
  6. Geas/Quest  – As lesser geas, plus it affects any creature.
  7. Insanity  – Subject suffers continuous confusion.
  8. Demand  – As sending, plus the caster can send suggestion.
  9. Dominate Monster  – As dominate person, but any creature.

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Corruption Domain

Corruption is the dark side of passion, seeking to inspire and persuade to evil through suggestions and lies, and resorting to compulsion when necessary.

Immortals: Atzanteotl, Loki, Masauwu, Saasskas the Destroyer

Philosophies: Entropy

Granted Power: Bluff, Disguise and Intimidate are class skills

Corruption Domain Spells

  1. Charm Person  – Makes one person the caster's friend.
  2. Suggestion  – Compels subject to follow stated course of action.
  3. Emotion  – Arouses strong emotion in subject.
  4. Modify Memory  – Changes 5 minutes of subject's memories.
  5. Dream  – Sends message to anyone sleeping.
  6. Mass Suggestion  – As suggestion, plus one/level subjects.
  7. Demand  – As sending, plus the caster can send suggestion.
  8. Mass Charm  – As charm monster, but all within 30 ft.
  9. Dominate Monster  – As dominate person, but any creature.

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Craft Domain

This domain was inspired by the domain of the same name from the Forgotten Realms Campaign Sourcebook [FR].

Immortals: Benekander, Garl Glittergold, Halav, Hattani Stoneclaw, Kagyar, Khoronus, Minroth, Polunius the Designer, Rad, Rafiel, The Twelve Watchers

Granted Power: You cast creation spells at +1 caster level and gain Skill Focus in the Craft skill of your choice as a free feat.

Craft Domain Spells

  1. Animate Rope  – Makes a rope move at the caster's command.
  2. Wood Shape  – Rearranges wooden objects to suit the caster.
  3. Stone Shape  – Sculpts stone into any form.
  4. Minor Creation  – Creates one cloth or wood object.
  5. Wall of Stone  – Creates a stone wall that can be shaped.
  6. Stoneform  – Creates an unattended object made out of stone.
  7. Major Creation  – As minor creation, plus stone and metal.
  8. Ironform  – Creates an unattended object made out of iron.
  9. Steelform  – Creates an unattended object made out of steel.

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Darkness Domain

This domain was inspired by the domain of the same name from the Forgotten Realms Campaign Sourcebook [FR].

Immortals: Brissard, Hel, Nyx

Granted Power: Free Blind-Fight feat

Darkness Domain Spells

  1. Obscuring Mist  – Fog surrounds the caster.
  2. Blindness/Deafness  – Makes subject blind or deaf.
  3. Deeper Darkness † – Object sheds absolute darkness in 60-ft. radius.
  4. Quench † – Extinguishes nonmagical fires or one magic item.
  5. Wall of Darkness  – Creates wall of magical darkness, deals 2d4 cold damage out to 10 ft. and 1d4 out to 20 ft. 
  6. Prying eyes  – 1d4 floating eyes +1/level scout for the caster.
  7. Nightmare  – Sends vision dealing 1d10 damage, fatigue.
  8. Power Word, Blind  – Blinds 200 hp worth of creatures.
  9. Power Word, Kill  – Kills one tough subject or many weak ones.

† DMs who own the Forgotten Realms Campaign Sourcebook [FR] should use more of the spells from the original Darkness Domain spell list by replacing Deeper Darkness with Blacklight and replacing Quench with Armor of Darkness.

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Death Domain

This is a core domain from the d20 SRD [d20-SRD]

Immortals: Atzanteotl, Danel Tigerstripes, Hel, Madarua, Nyx, Orcus, Thanatos

Philosophies: Evil

Granted Power: The character may use a death touch once per day. The character's 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 the character's cleric level. If the total at least equals the creature's current hit points, it dies.

Death Domain Spells

  1. Cause Fear  – One creature flees for 1d4 rounds.
  2. Death Knell  – Kill dying creature and gain 1d8 temp. hp, +2 STR, and +1 caster level
  3. Animate Dead  – Creates undead skeletons and zombies.
  4. Death Ward  – Grants immunity to death spells and effects. 
  5. Slay Living  – Touch attack kills subject.
  6. Create Undead  – Ghouls, shadows, ghasts, wights, or wraiths.
  7. Destruction  – Kills subject and destroys remains.
  8. Create Greater Undead  – Mummies, specters, vampires, or ghosts.
  9. Wail of the Banshee  – Kills one creature/level.

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Desert Oasis Domain

Immortals: Al Kalim

Granted Power: You can cast any one of the following spells once a day as a spell-like ability: Detect Animals or Plants, Detect Water and Predict Weather. Knowledge (Nature) is a class skill.

Desert Oasis Domain Spells

  1. Faerie Fire  – Outlines subjects with light, canceling blur, concealment, etc.
  2. Warp Wood  – Bends wood (shaft, handle, door, plank).
  3. Plant Growth  – Grows vegetation, improves crops.
  4. Control Water  – Raise or lower bodies of water.
  5. Wall of Thorns  – Thorns damage anyone who tries to pass.
  6. Transport via Plants  – Move instantly from one plant to another of the same species.
  7. Control Weather  – Changes weather in local area.
  8. Horrid Wilting  – Deals 1d8 damage/level within 30 ft.
  9. Elemental Storm  – Summons multiple elementals. (Cast as a water spell only)

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Destruction Domain

This is a core domain from the d20 SRD [d20-SRD]

Immortals: Alphaks, Bagni Gullymaw, Bemarris, Demogorgon, Jammudaru, Odin, Orcus, Ranivorus, Saasskas the Destroyer, Wogar the Wolf Lord, Cult of Zargon

Philosophies: Evil, Entropy

Granted Power: The character gains the smite power, the supernatural ability to make a single melee attack with a +4 attack bonus and a damage bonus equal to the character's cleric level (if the character hits). The character must declare the smite before making the attack. It is usable once per day.

Destruction Domain Spells

  1. Inflict Light Wounds  – Touch attack, 1d8 +1/level damage (max +5).
  2. Shatter  – Sonic vibration damages objects or crystalline creatures.
  3. Contagion  – Infects subject with chosen disease.
  4. Inflict Critical Wounds  – Touch attack, 4d8 +1/level damage (max +20).
  5. Circle of Doom  – Deals 1d8 +1/level damage in all directions.
  6. Harm  – Subject loses all but 1d4 hp.
  7. Disintegrate  – Makes one creature or object vanish.
  8. Earthquake  – Intense tremor shakes 5-ft./level radius.
  9. Implosion  – Kills one creature/level.

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Dwarf Domain

This domain is identical to the domain of the same name from the Forgotten Realms Campaign Sourcebook [FR]

Immortals: Kagyar

Granted Power: Free Great Fortitude feat.

Dwarf Domain Spells

  1. Magic Weapon  – Weapon gains +1 bonus.
  2. Endurance  – Gain 1d4+1 Con for 1 hr./level.
  3. Glyph of Warding  – Inscription harms those who pass it.
  4. Greater Magic Weapon  – +1 bonus/three levels (max +5).
  5. Fabricate  – Transforms raw materials into finished items.
  6. Stone Tell  – Talk to natural or worked stone.
  7. Dictum  – Kills, paralyzes, weakens, or dazes non-lawful subjects.
  8. Protection from Spells  – Confers +8 resistance bonus.
  9. Elemental Storm  – Summons multiple elementals. (Cast as an earth spell only)

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Earth Domain

This is a core domain from the d20 SRD [d20-SRD]

Immortals: Djaea, The High Heroes, Terra
Philosophies: Matter

Granted Power: Turn or destroy air creatures as a good cleric turns undead. Rebuke or command earth creatures as an evil cleric rebukes undead. Use these abilities a total number of times per day equal to 3 + the character's Charisma modifier.

Earth Domain Spells

  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 form.
  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  – Stops blows, cuts, stabs, and slashes.
  7. Earthquake  – Intense tremor shakes 5-ft./level radius.
  8. Iron Body  – The character's body becomes living iron.
  9. Elemental Storm  – Summons multiple elementals. (Cast as an earth spell only)

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Elf Domain

This domain is identical to the domain of the same name from the Forgotten Realms Campaign Sourcebook [FR]

Immortals: Eiryndul, Ilsun

dal, Mealiden Starwatcher, Ordana

Granted Power: Free Point Blank Shot feat.

Elf Domain Spells

  1. True Strike  – Adds +20 bonus to the caster's next attack roll.
  2. Cat's Grace  – Subject gains 1d4+1 Dex for 1 hr./level.
  3. Snare  – Creates a magical booby trap.
  4. Tree Stride  – Step from one tree to another far away.
  5. Commune with Nature  – Learn about terrain for one mile/level.
  6. Find the Path  – Shows most direct way to a location.
  7. Liveoak  – Oak becomes treant guardian.
  8. Sunburst  – Blinds all within 10 ft., deals 3d6 damage.
  9. Antipathy  – Object or location affected by spell repels certain creatures.

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Evil Domain

This is a core domain from the d20 SRD [d20-SRD]

Immortals: Alphaks, Arik of the Hundred Eyes, Atzanteotl, Bagni Gullymaw, Bartziluth, Danel Tigerstripes, Demogorgon, Hel, Jammadaru, Orcus, Ranivorus, Slizzark the Lurker, Talitha, Thanatos, Wogar the Wolflord, Yagrai, Cult of Zargon

Philosophies: Evil, Entropy

Granted Power: The character casts evil spells at +1 caster level.

Evil Domain Spells

  1. Protection from Good  – +2 AC and saves, counter mind control, hedge out elementals and outsiders
  2. Desecrate  – Fills area with negative energy, making undead stronger.
  3. Magic Circle against Good  – As protection spells, but 10-ft. radius and 10 min./level
  4. Unholy Blight  – Damages and sickens good creatures.
  5. Dispel Good  – +4 bonus against attacks by good creatures.
  6. Create Undead  – Ghouls, shadows, ghasts, wights, or wraiths.
  7. Blasphemy  – Kills, paralyzes, weakens, or dazes non-evil subjects.
  8. Unholy Aura  – +4 AC, +4 resistance, SR 25 against good spells.
  9. Summon Monster IX  – Calls outsider to fight for the caster. (Cast as an evil spell only)

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Family Domain

This domain is identical to the domain of the same name from the Forgotten Realms Campaign Sourcebook [FR]

Immortals: Al Kalim, Frey

Granted Power: As a free action, you may protect a number of creatures equal to your Charisma modifier with a +4 dodge bonus to AC. This supernatural ability lasts 1 round per level. An affected creature loses this protection if it moves more than 10 feet from you. You may affect yourself with this ability.

Family Domain Spells

  1. Bless  – Allies gain +1 attack and +1 on saves against fear.
  2. Shield Other  – The caster takes half of subject's damage.
  3. Helping Hand  – Ghostly hand leads subject to the caster.
  4. Imbue with Spell Ability  – Transfer spells to subject.
  5. Telepathic Bond  – Link lets allies communicate.
  6. Heroes' Feast  – Food for one creature/level cures and blesses.
  7. Refuge  – Alters item to transport its possessor to the caster.
  8. Protection from Spells  – Confers +8 resistance bonus.
  9. Prismatic Sphere  – As prismatic wall, but surrounds on all sides.

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Fate Domain

Immortals: Faunus, Freyja, Khoronus, Valerias, Yav

Philosophies: Neutrality, Time

Granted Power: Unity ward: you gain the uncanny dodge ability of a 3rd level rogue. If you have another class that grants the uncanny dodge ability, treat your level in that class as three higher for determining your uncanny dodge ability.

Fate Domain Spells

  1. True Strike  – Adds +20 bonus to the caster's next attack roll.
  2. Augury  – Learns whether an action will be good or bad.
  3. Bestow Curse  – −6 to an ability; −4 on attacks, saves, and checks; or 50% chance of losing each action.
  4. Status  – Monitors condition, position of allies.
  5. Mark of Justice  – Designates action that will trigger curse on subject.
  6. Geas/Quest  – As lesser geas, plus it affects any creature.
  7. Vision  – As legend lore, but quicker and strenuous.
  8. Mind Blank  – Subject is immune to mental/emotional magic and scrying.
  9. Foresight  – "Sixth sense" warns of impending danger.

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Fire Domain

This is a core domain from the d20 SRD [d20-SRD]

Immortals: Alphaks, Benekander, Diamond, Ixion, Loki, Pearl, Rathanos

Philosophy: Energy

Granted Power: Turn or destroy water creatures as a good cleric turns undead. Rebuke or command fire creatures as an evil cleric rebukes undead. Use these abilities a total number of times per day equal to 3 + the character's Charisma modifier.

Fire Domain Spells

  1. Burning Hands  – 1d4 fire damage/level (max 5d4).
  2. Produce Flame  – 1d4 +1/two levels damage, touch or thrown.
  3. Resist Elements  – Ignore first 12 damage from one energy type each round. (Resist cold or fire only)
  4. Wall of Fire  – Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 +1/level.
  5. Fire Shield  – Creatures attacking the caster take fire damage; the caster is protected from heat or cold.
  6. Fire Seeds  – Acorns and berries become grenades and bombs.
  7. Fire Storm  – Deals 1d6 fire damage/level.
  8. Incendiary Cloud  – Cloud deals 4d6 fire damage/round.
  9. Elemental Storm  – Summons multiple elementals. (Cast as a fire spell only)

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Fortitude Domain

Immortals: Bagni Gullymaw, Diulanna, Kagyar, Rafiel, Razud

Philosophies: Matter

Granted Power: You gain Endurance as a free Feat.

Fortitude Domain Spells

  1. Endure Elements  – Ignores 5 dmg/rd from one energy type.
  2. Endurance  – Gain 1d4+1 Con for 1 hr./level.
  3. Protection from Elements  – Absorb 12 damage/level from one kind of energy.
  4. Death Ward † – Grants immunity to death spells and effects.
  5. Spell Resistance  – Subject gains +12 +1/level SR.
  6. Stoneskin  – Stops blows, cuts, stabs, and slashes.
  7. Regenerate  – Subject's severed limbs grow back.
  8. Iron Body  – The character's body becomes living iron.
  9. Prismatic Sphere  – As prismatic wall, but surrounds on all sides.

† DMs who own the Defenders of the Faith supplement [DotF] should replace death ward with unfailing endurance.

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Gnome Domain

Immortals: Garl Glittergold

Granted Power: Alchemy and Disable Device are class skills

Gnome Domain Spells

  1. Grease  – Makes 10-ft. square or one object slippery.
  2. Heat Metal  – Make metal so hot it damages those that touch it.
  3. Stone Shape  – Sculpts stone into any form.
  4. Minor Creation  – Creates one cloth or wood object.
  5. Fabricate  – Transforms raw materials into finished items.
  6. Programmed Image  – As major image, plus triggered by event.
  7. Ironform  – Creates an unattended object made out of iron.
  8. Irresistible Dance  – Forces subject to dance.
  9. Summon Nature's Ally IX  – Calls creature to fight.  (Earth elementals or land animals only)

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Good Domain

This is a core domain from the d20 SRD [d20-SRD]

Immortals: Benekander, Diulanna, Forsetta, Gorm, Halav, The High Heroes, Mealiden Starwatcher, Ordana, Petra, Polunius the Designer, Razud, Tarastia, Thor

Philosophies: Good, Thought

Granted Power: The character casts good spells at +1 caster level.

Good Domain Spells

  1. Protection from Evil  – +2 AC and saves, counter mind control, hedge out elementals and outsiders
  2. Aid  – +1 attack, +1 on saves against fear, 1d6 temporary hit points.
  3. Magic Circle against Evil  – As protection spells, but 10-ft. radius and 10 min./level
  4. Holy Smite  – Damages and blinds evil creatures.
  5. Dispel Evil  – +4 bonus against attacks by evil creatures.
  6. Blade Barrier  – Blades encircling the caster deal 1d6 damage/level.
  7. Holy Word  – Kills, paralyzes, weakens, or dazes non-good subjects.
  8. Holy Aura  – +4 AC, +4 resistance, SR 25 against evil spells.
  9. Summon Monster IX  – Calls outsider to fight for the caster. (Cast as a good spell only)

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Hatred Domain

Immortals: Alphaks, Bemarris, Brissard, Jammadaru, Orcus, Ranivorus, Slizzark the Lurker

Granted Power: You must pick a favored enemy. You gain a +1 profane bonus on weapon damage and intimidate, listen, sense motive and spot checks against that enemy. This bonus stacks with any other favored enemy bonus that you may have.

Hatred Domain Spells

  1. Cause Fear  – One creature flees for 1d4 rounds.
  2. Whispering Wind  – Sends a short message one mile/level.
  3. Emotion  – Arouses strong emotion in subject. (hate and anger only)
  4. Poison  – Touch deals 1d10 Con damage, repeats in 1 min.
  5. Slay Living  – Touch attack kills subject.
  6. Mass Suggestion  – As suggestion, plus one/level subjects.
  7. Blasphemy  – Kills, paralyzes, weakens, or dazes non-evil subjects.
  8. Symbol  – Triggered runes have array of effects.
  9. Storm of Vengeance  – Storm rains acid, lightning, and hail.

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Healing Domain

This is a core domain from the d20 SRD [d20-SRD]

Immortals: Calitha Starbrow, Chardastes, Chiron, Freyja, Terra, The Twelve Watchers, Usamigaras

Philosophies: Good

Granted Power: The character casts healing spells at +1 caster level.

Healing Domain Spells

  1. Cure Light Wounds  – Cures 1d8 +1/level damage (max +5).
  2. Cure Moderate Wounds  – Cures 2d8 +1/level damage (max +10).
  3. Cure Serious Wounds  – Cures 3d8 +1/level damage (max +15).
  4. Cure Critical Wounds  – Cures 4d8 +1/level damage (max +20).
  5. Healing Circle  – Cures 1d8 +1/level damage in all directions.
  6. Heal  – Cures all damage, diseases, and mental conditions.
  7. Regenerate  – Subject's severed limbs grow back.
  8. Mass Heal  – As heal, but with several subjects.
  9. True Resurrection  – As resurrection, plus remains aren't needed.

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Hin Domain

Immortals: The High Heroes

Granted Power: Perform and Diplomacy are class skills. You gain a +2 luck bonus to all Diplomacy checks and all Storytelling and Singing perform checks.

Hin Domain Spells

  1. Magic Stone  – Three stones become +1 projectiles, 1d6+1 damage.
  2. Cat's Grace  – Subject gains 1d4+1 Dex for 1 hr./level.
  3. Protection from Elements  – Absorb 12 damage/level from one kind of energy.
  4. Plant Growth  – Grows vegetation, improves crops.
  5. Shout  – Deafens all within cone and deals 2d6 damage.
  6. Heroes' Feast  – Food for one creature/level cures and blesses.
  7. Move Earth  – Digs trenches and build hills
  8. Repel Metal or Stone  – Pushes away metal and stone.
  9. Foresight  – "Sixth sense" warns of impending danger.

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Illusion Domain

This domain is identical to the domain of the same name from the Forgotten Realms Campaign Sourcebook [FR]

Immortals: Cretia, Eiryndul, Korotiku

Philosophies: Chaos

Granted Power: You cast illusion spells at +1 caster level.

Illusion Domain Spells

  1. Silent Image  – Creates minor illusion of the caster's design.
  2. Minor Image  – As silent image, plus some sound.
  3. Displacement  – Attacks miss subject 50%.
  4. Phantasmal Killer  – Fearsome illusion kills subject or deals 3d6 damage
  5. Persistent Image  – As major image, but no concentration required.
  6. Mislead  – Turns the caster invisible and creates illusory double.
  7. Project Image  – Illusory double can talk and cast spells.
  8. Screen  – Illusion hides area from vision, scrying.
  9. Weird  – As phantasmal killer, but affects all within 30 ft.

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Knowledge Domain

This is a core domain from the d20 SRD [d20-SRD]

Immortals: Al Kalim, Eiryndul, Frey, The Great One, Ixion, Ka, Khoronus, Mahattmi Running Elk, Noumena, Odin, Palartarkan, Pflarr, Rad, Razud, Tarastia, The Twelve Watchers, Yav

Philosophies: Thought

Granted Power: All Knowledge skills are class skills. The character casts divinations at +1 caster level.

Knowledge Domain Spells

  1. Detect Secret Doors  – Reveals hidden doors within 60 ft.
  2. Detect Thoughts  – Allows "listening" to surface thoughts.
  3. Clairaudience/Clairvoyance  – Hear or see at a distance for 1 min./level.
  4. Divination  – Provides useful advice on to specific proposed actions.
  5. True Seeing  – See all things as they really are.
  6. Find the Path  – Shows most direct way to a location.
  7. Legend Lore  – Learn tales about a person, place, or thing.
  8. Discern Location  – Exact location of creature or object.
  9. Foresight  – "Sixth sense" warns of impending danger.

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Law Domain

This is a core domain from the d20 SRD [d20-SRD]

Immortals: Al Kalim, Atruaghin, Diamond, Djaea, Forsetta, Hattani Stoneclaw, Noumena, Petra, Rafiel, Tahkati Stormtamer, Tarastia

Philosophies: Law, Matter

Granted Power: The character casts Law spells at +1 caster level.

Law Domain Spells

  1. Protection from Chaos  – +2 AC and saves, counter mind control, hedge out elementals and outsiders
  2. Calm Emotions  – Calms 1d6 creatures/level, negating emotion effects.
  3. Magic Circle against Chaos  – As protection spells, but 10-ft. 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, weakens, or dazes non-lawful subjects.
  8. Shield of Law  – +4 AC, +4 resistance, SR 25 against chaotic spells.
  9. Summon Monster IX  – Calls outsider to fight for the caster. (Cast as a law spell only)

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Luck Domain

This is a core domain from the d20 SRD [d20-SRD]

Immortals: The Shining One, The Twelve Watchers, Valerias

Philosophies: Neutrality

Granted Power: The character gains the power of good fortune, which is usable once per day. This extraordinary ability allows the character to re-roll one roll that the character has just made. The character must take the result of the re-roll, even if it's worse than the original roll.

Luck Domain Spells

  1. Entropic Shield  – Ranged attacks against the caster suffer 20% miss chance.
  2. Aid  – +1 attack, +1 against fear, 1d8 temporary hit points.
  3. Protection from Elements  – Absorb 12 damage/level from one kind of energy.
  4. Freedom of Movement  – Subject moves normally despite impediments.
  5. Break Enchantment  – Frees subjects from enchantments, alterations, curses, and petrifaction.
  6. Mislead  – Turns the caster invisible and creates illusory double.
  7. Spell Turning  – Reflect 1d4+6 spell levels back at caster.
  8. Holy Aura  – +4 AC, +4 resistance, SR 25 against evil spells.
  9. Miracle  – Requests a deity's intercession.

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Magic Domain

This is a core domain from the d20 SRD [d20-SRD]

Immortals: Alphatia, The Great One, Ilsundal, Kallala of the Seven Veils, Koryis, Mahattmi Running Elk, Odin, Palartarkan, Pflarr, Rad, Rathanos, Razud, Slizzark the Lurker, The Twelve Watchers, Usamigaras

Philosophies: Energy

Granted Power: The character gains the power of good fortune, which is usable once per day. This extraordinary ability allows the character to re-roll one roll that the character has just made. The character must take the result of the re-roll, even if it's worse than the original roll.

Magic Domain Spells

  1. Undetectable Aura  – Masks magic item's aura.
  2. Identify  – Determines single feature of magic item.
  3. Dispel Magic  – Cancels magical spells and effects.
  4. Imbue with Spell Ability  – Transfer spells to subject.
  5. Spell Resistance  – Subject gains +12 +1/level SR.
  6. Antimagic Field  – Negates magic within 10 ft.
  7. Spell Turning  – Reflect 1d4+6 spell levels back at caster.
  8. Protection from Spells  – Confers +8 resistance bonus.
  9. Disjunction  – Dispels magic, disenchants magic items.

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Metal Domain

This domain is identical to the domain of the same name from the Forgotten Realms Campaign Sourcebook [FR]

Immortals: Benekander, Diamond, Kagyar

Granted Power: Free Martial or Exotic Weapon Proficiency and Weapon Focus with your choice of hammer.

Metal Domain Spells

  1. Magic Weapon  – Weapon gains +1 bonus.
  2. Heat Metal  – Make metal so hot it damages those that touch it.
  3. Keen Edge  – Doubles normal weapon's threat range.
  4. Rusting Grasp  – The caster's touch corrodes iron and alloys.
  5. Wall of Iron  – 30 hp/four levels; can topple onto foes.
  6. Blade Barrier  – Blades encircling the caster deal 1d6 damage/level.
  7. Transmute Metal to Wood  – Metal within 40 ft. becomes wood.
  8. Iron Body  – The character's body becomes living iron.
  9. Repel Metal or Stone  – Pushes away metal and stone.

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Moon Domain

This domain was inspired by the domain of the same name from the Forgotten Realms Campaign Sourcebook [FR].

Immortals: Pearl

Granted Power: You have 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 you speak for 1 round. Using this ability is a standard action. It lasts a number of rounds equal to your Charisma bonus and can be used once per day.

Moon Domain Spells

  1. Faerie Fire  – Outlines subjects with light, canceling blur, concealment, etc.
  2. Enthrall † – Captivates all within 100 ft. + 10 ft./level.
  3. Bestow Curse † – −6 to an ability; −4 on attacks, saves, and checks; or 50% chance
  4. Emotion  – Arouses strong emotion in subject.
  5. Dream † – Sends message to anyone sleeping.
  6. Permanent Image  – Includes sight, sound, and smell.
  7. Insanity  – Subject suffers continuous confusion.
  8. Animal Shapes  – One ally/level polymorphs into chosen animal.
  9. Shapechange † – Transforms the caster into any creature, and change forms once.

† DMs who own the Forgotten Realms Campaign Sourcebook [FR] should use the original Moon Domain spell list by replacing enthrall with moonbeam, replacing bestow curse with moon blade, replacing dream with moon path, and replacing shapechange with moonfire

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Muse Domain

Immortals: Faunus

Granted Power: Perform becomes a class skill. If you have 3 or more ranks of perform, you can Inspire Courage, Countersong or Fascinate, as per the bardic music ability, once per day.

Muse Domain Spells

  1. Ventriloquism † – Throws voice for 1 min./level.
  2. Stone Shape  – Sculpts stone into any form.
  3. Sculpt Sound  – Creates new sounds or changes existing ones.
  4. Emotion  – Arouses strong emotion in subject.
  5. Minor Creation ‡ – Creates one cloth or wood object.
  6. Fabricate  – Transforms raw materials into finished items.
  7. Permanent Image  – Includes sight, sound, and smell.
  8. Sympathy  – Object or location attracts certain creatures.
  9. Irresistible Dance  – Forces subject to dance.

† DMs who own the Magic of Faerun supplement [FR-Magic] should replace ventriloquism with songbird.

‡ DMs who own the Song and Silence supplement [S&S] should replace minor creation with [Otto's] resistible dance.

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Night Domain

Immortals: Nyx

Granted Power: You gain Low-light Vision as a supernatural ability. If you already have low-light vision, your range is doubled. You also receive a +2 bonus to resist all sleep or dream related effects.

Night Domain Spells

  1. Sleep  – Put 2d4 HD of creatures into comatose slumber.
  2. Silence  – Negates sound in 15-ft. radius.
  3. Deeper Darkness  – Object sheds absolute darkness in 60-ft. radius.
  4. Phantasmal Killer  – Fearsome illusion kills subject or deals 3d6 damage
  5. Dream  – Sends message to anyone sleeping.
  6. Nightmare  – Sends vision dealing 1d10 damage, fatigue.
  7. Shadow Walk  – Step into shadow to travel rapidly.
  8. Symbol  – Triggered runes have array of effects. (Sleep and fear only)
  9. Weird  – As phantasmal killer, but affects all within 30 ft.

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Nobility Domain

This domain is identical to the domain of the same name from the Forgotten Realms Campaign Sourcebook [FR]

Immortals: Atruaghin, Frey, Freyja, Halav, Cult of Halav, Noumena, Odin, Petra

Granted Power: You have the spell-like ability to inspire Allies, giving them a +2 morale bonus to saving throws, attack rolls, ability checks, skill checks and weapon damage rolls. Allies must be able to hear you speak for 1 round. Using this ability is a standard action. It lasts a number of rounds equal to your Charisma bonus and may be used once per day.

Nobility Domain Spells

  1. Divine Favor  – The caster gains attack, damage bonus, +1/three levels.
  2. Enthrall  – Captivates all within 100 ft. + 10 ft./level.
  3. Magic Vestment  – Armor or shield gains +1 enhancement three level.
  4. Discern Lies  – Reveals deliberate falsehoods.
  5. Greater Command  – As command, but affects one subject/level.
  6. Geas/Quest  – As lesser geas, plus it affects any creature.
  7. Repulsion  – Creatures can't approach the caster.
  8. Demand  – As sending, plus the caster can send suggestion.
  9. Storm of Vengeance  – Storm rains acid, lightning, and hail.

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Ocean Domain

This domain was inspired by the domain of the same name from the Forgotten Realms Campaign Sourcebook [FR].

Immortals: Ahmanni Turtlerider, Calitha Starbrow, Crakkak of the Sharp Tooth, Gorrziok the Wave Lord, Kallala of the Seven Veils, Malafor the Dolphin-Friend, Polunius the Designer, Protius, Saasskas the Destroyer, Sharpcrest the Squid Slayer, Slizzark the Lurker

Granted Power: You have the supernatural ability to breathe water as if under the effect of a water breathing spell, for up to 10 rounds per level. This effect occurs automatically as soon as it applies, lasts until it runs our or is no longer needed, and can operate multiple times per day (up to the total daily limit of rounds).

Ocean Domain Spells

  1. Endure Elements  – Ignores 5 dmg/rd from one energy type.
  2. Sound Burst  – Deals 1d8 sonic damage to subjects; may stun them.
  3. Water Breathing  – Subjects can breathe underwater.
  4. Freedom of Movement  – Subject moves normally despite impediments.
  5. Wall of Ice  – Ice plane creates wall with 15 hp +3/level, or hemisphere can trap creatures inside.
  6. Calm Water  – Calms ocean and inland waters in a 360 yard radius circle centered on the caster.
  7. Summon Nature's Ally VII † – Calls creature to fight.  (Water elementals and water-based animals only)
  8. Sea Fury  – Causes a region of sea or lake surface to churn and cause currents of devastating force.
  9. Elemental Swarm  – Summons multiple elementals.  (Cast as a water spell only)

† DMs who own the Forgotten Realms Campaign Sourcebook [FR] should use more of the spells from the original Ocean Domain spell list by replacing Summon Nature's Ally VII with Waterspout.

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Planning Domain

This domain is identical to the domain of the same name from the Forgotten Realms Campaign Sourcebook [FR]

Immortals: Balthac, Djaea, The Great One, Halav, Ixion, Karaash, Khoronus, Noumena, Opal, Pearl, The Shining One, Thanatos

Granted Power: Free Extend Spell feat.

Planning Domain Spells

  1. Deathwatch  – Sees how wounded subjects within 30 ft. are.
  2. Augury  – Learns whether an action will be good or bad.
  3. Clairaudience/Clairvoyance  – Hear or see at a distance for 1 min./level.
  4. Status  – Monitors condition, position of allies.
  5. Detect Scrying  – Alerts the caster of magical eavesdropping.
  6. Heroes' Feast  – Food for one creature/level cures and blesses.
  7. Greater Scrying  – As scrying, but faster and longer.
  8. Discern Location  – Exact location of creature or object.
  9. Time Stop  – The caster acts freely for 1d4+1 rounds.

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Plant Domain

This is a core domain from the d20 SRD [d20-SRD]

Immortals: Calitha Starbrow, Chardastes, Chiron, Djaea, Hattani Stoneclaw, Ilsundal, Mahmatti Running Elk, Ordana, Terra, Zirchev

Philosophies: Nature

Granted Power: Rebuke or command plant creatures as an evil cleric rebukes or commands undead. Use these abilities a total number of times per day equal to 3 + the character's Charisma modifier. Knowledge (nature) is a class skill.

Plant Domain Spells

  1. Entangle  – Plants entangle everyone in 40-ft.-radius circle.
  2. Barkskin  – Grants +3 natural armor bonus (or higher).
  3. Plant Growth  – Grows vegetation, improves crops.
  4. Control Plants  – Talk to and control plants & fungi.
  5. Wall of Thorns  – Thorns damage anyone who tries to pass.
  6. Repel Wood  – Pushes away wooden objects.
  7. Changestaff  – The caster's staff becomes a treant on command.
  8. Command Plants  – Plants animate and vegetation entangles.
  9. Shambler  – Summons 1d4+2 shambling mounds to fight for the caster.

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Portal Domain

This domain was inspired by the domain of the same name from the Forgotten Realms Campaign Sourcebook [FR]

Immortals: Palartarkan

Granted Power: You can detect an active or inactive portal as if it was a normal secret door (DC 20).

Portal Domain Spells

  1. Summon Monster I  – Calls outsider to fight for the caster.
  2. Arcane Lock † – Magically locks a portal or chest.
  3. Dimensional anchor  – Bars extra-dimensional movement.
  4. Dimension Door  – Teleports the caster and up to 500 lb.
  5. Teleport  – Instantly transports the caster anywhere.
  6. Banishment  – Banishes 2 HD/level extra-planar creatures.
  7. Etherealness  – Travel to Ethereal Plane with companions.
  8. Maze  – Traps subject in extra-dimensional maze.
  9. Gate  – Connects two planes for travel or summoning.

† DMs who own the Forgotten Realms Campaign Sourcebook [FR] or the Manual of the Planes supplement [MotP] should use the original Portal Domain spell list by replacing arcane lock with analyze portal.

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Protection Domain

This is a core domain from the d20 SRD [d20-SRD]

Immortals: Ahmanni Turtlerider, Alphatia, Atruaghin, Balthac, Faunus, Frey, Garl Glittergold, Gorrziok the Wave Lord, Halav, The High Heroes, Ilsundal, Ka, Koryis, Madarua, Mealiden Starwatcher, Ordana, Petra, Pflarr, Terra, The Twelve Watchers, Valerias, Vanya, Zirchev

Philosophies: Good

Granted Power: The character can generate a protective ward, a spell-like ability to grant someone the character touches a resistance bonus equal to the character's level on the recipient's next saving throw. Activating this power is a standard action. The protective ward is an abjuration effect with a duration of 1 hour that is usable once per day.

Protection Domain Spells

  1. Sanctuary  – Opponents can't attack the caster, and the caster can't attack.
  2. Shield Other  – The caster takes half of subject's damage.
  3. Protection from Elements  – Absorb 12 damage/level from one kind of energy.
  4. Spell Immunity  – Subject is immune to one spell/four levels.
  5. Spell Resistance  – Subject gains +12 +1/level SR.
  6. Antimagic Field  – Negates magic within 10 ft.
  7. Repulsion  – Creatures can't approach the caster.
  8. Mind Blank  – Subject is immune to mental/emotional magic and scrying.
  9. Prismatic Sphere  – As prismatic wall, but surrounds on all sides.

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Renewal Domain

This domain is identical to the domain of the same name from the Forgotten Realms Campaign Sourcebook [FR]

Immortals: Chardastes, Madarua, Terra

Philosophies: Time, Nature

Granted Power: If you fall below 0 hit points, you regain a number of hit points equal to 1d8 + your Charisma modifier. This supernatural ability functions once per day. If an attack Brings you to −10 hit points or below, you die before this granted power takes effect.

Renewal Domain Spells

  1. Charm Person  – Makes one person the caster's friend.
  2. Lesser Restoration  – Dispels magic ability penalty or repairs 1d4 ability damage.
  3. Remove Disease  – Cures all diseases affecting subject.
  4. Reincarnate  – Brings dead subject back in a random body.
  5. Atonement  – Removes burden of misdeeds from subject.
  6. Heroes' Feast  – Food for one creature/level cures and blesses.
  7. Greater Restoration  – As restoration, plus restores all levels and ability scores
  8. Polymorph any Object  – Changes any subject into anything else.
  9. Freedom  – Releases creature suffering imprisonment.

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Reptile Domain

Immortals: Demogorgon, Diamond, The Great One, Ka, Opal, Pearl, Cult of Zargon

Granted Power: Free Improved Initiative feat

Reptile Domain Spells

  1. Magic Fang  – One natural weapon of subject creature gets +1 bonus to attack and damage.
  2. Animal Trance  – Fascinates 2d6 HD of animals.
  3. Greater Magic Fang  – One natural weapon of subject creature gets +1 bonus to attack and damage per three caster levels (max +5)
  4. Poison  – Touch deals 1d10 Con damage, repeats in 1 min.
  5. Summon Nature's Ally V  – Calls creature to fight.  (Reptiles only)
  6. Animal Growth  – One animal/two levels doubles in size, HD.
  7. Regenerate  – Subject's severed limbs grow back.
  8. Animal Shapes  – One ally/level polymorphs into chosen animal.  (Reptiles only)
  9. Shapechange  – Transforms the caster into any creature, and change forms once per round.

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Retribution Domain

This domain is identical to the domain of the same name from the Forgotten Realms Campaign Sourcebook [FR]

Immortals: Opal, Tarastia, Yagrai

Granted Power: If you have been harmed by someone in combat, you may make a strike of vengeance with a melee or ranged weapon against that individual on your next action. If this attack hits you deal maximum damage. You may use this supernatural ability once per day.

Retribution Domain Spells

  1. Shield of Faith  – Aura grants +2 or higher deflection bonus.
  2. Endurance  – Gain 1d4+1 Con for 1 hr./level.
  3. Speak with Dead  – Corpse answers one question/two levels.
  4. Fire Shield  – Creatures attacking the caster take fire damage; the caster is protected from heat or cold.
  5. Mark of Justice  – Designates action that will trigger curse on subject.
  6. Banishment  – Banishes 2 HD/level extra-planar creatures.
  7. Spell Turning  – Reflect 1d4+6 spell levels back at caster.
  8. Discern Location  – Exact location of creature or object.
  9. Storm of Vengeance  – Storm rains acid, lightning, and hail.

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Romance Domain

Immortals: Freyja, Valerias

Granted Power: You can boost your Charisma by 4 points once per day. Activating this power is a free action. The Charisma increase lasts 1 minute.

Romance Domain Spells

  1. Ventriloquism  – Throws voice for 1 min./level.
  2. Detect Animals or Plants  – Detects species of animals or plants.
  3. Emotion  – Arouses strong emotion in subject. (Friendship and hope only)
  4. Tongues  – Speak any language.
  5. Telepathic Bond  – Link lets allies communicate.
  6. Geas/Quest  – As lesser geas, plus it affects any creature.
  7. Refuge  – Alters item to transport its possessor to the caster.
  8. Symbol  – Triggered runes have array of effects.  (Persuasion only)
  9. Sympathy  – Object or location attracts certain creatures.

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Rune Domain

This domain is identical to the domain of the same name from the Forgotten Realms Campaign Sourcebook [FR]

Immortals: Odin

Granted Power: Free Scribe Scroll feat.

Rune Domain Spells

  1. Erase  – Mundane or magical writing vanishes.
  2. Secret Page  – Changes one page to hide its real content.
  3. Glyph of Warding  – Inscription harms those who pass it.
  4. Explosive Runes  – Deals 6d6 damage when read.
  5. Lesser Planar Binding  – Traps outsider until it performs a task.
  6. Greater Glyph of Warding  – As glyph of warding, but up to 10d8 damage or 6th level spell.
  7. Instant Summons  – Prepared object appears in the caster's hand.
  8. Symbol  – Triggered runes have array of effects.
  9. Teleportation Circle  – Circle teleports any creature inside to designated spot.

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Shadow Elf Domain

Immortals: Rafiel

Granted Power: You cast stone and shadow related spells at +1 caster Level. Stone related spells are all those that manipulate, create or use stone or rock in solid or molten form. Note that spells with the Earth descriptor are not automatically stone spells but some of them may be depending on their effects. Shadow related spells are all those that have the Shadow descriptor.

Shadow Elf Domain Spells

  1. Obscuring Mist  – Fog surrounds the caster.
  2. Heat Metal  – Make metal so hot it damages those that touch it.
  3. Meld into Stone  – The caster and the caster's gear merge with stone.
  4. Neutralize Poison  – Detoxifies venom in or on subject.
  5. Insect Plague  – Insect horde limits vision, inflicts damage, and weak creatures flee.
  6. Transport via Rock  – Move instantly from one rock to another of the same type.
  7. Shadow Walk  – Step into shadow to travel rapidly.
  8. Earthquake  – Intense tremor shakes 5-ft./level radius.
  9. True Resurrection  – As resurrection, plus remains aren't needed.

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Spell Domain

This domain was inspired by the domain of the same name from the Forgotten Realms Campaign Sourcebook [FR].

Immortals: Alphatia, Koryis, Palartarkan, Pflarr, Rad, Rathanos, Razud, The Twelve Watchers, Usamigaras

Granted Power: You get +2 bonus on Concentration and Spellcraft checks.

Spell Domain Spells

  1. Mage Armor  – Gives subject +4 armor bonus.
  2. Silence  – Negates sound in 15-ft. radius.
  3. Explosive Runes † – Deals 6d6 damage when read.
  4. Mnemonic Enhancer  – Prepares extra spells or retains one just cast.
  5. Break Enchantment  – Frees subjects from enchantments, alterations, curses, and petrifaction.
  6. Lucubration † – Recalls spell of 5th level or less.
  7. Limited Wish  – Alters reality-within spell limits.
  8. Antimagic Field  – Negates magic within 10 ft.
  9. Disjunction  – Dispels magic, disenchants magic items.

† DMs who own the Forgotten Realms Campaign Sourcebook [FR] should use the original Spell Domain spell list by replacing explosive runes with anyspell, and replacing lucubration with greater anyspell.

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Sphere of Energy Domain

Immortals: Alphatia, Bartziluth, Bemarris, Benekander, Eiryndul, Gorm, Ilsundal, Ixion, Mahmatti Running Elk, Mealiden Starwatcher, Palartarkan, Pflarr, Rad, Rafiel, Rathanos, Razud, The Shining One, Slizzark the Lurker, Tahkati Stormtamer, Tarastia, Thor, Usamigaras, Zirchev

Philosophies: Chaos, Energy

Granted Power: Free Empower Spell Feat

Sphere of Energy Domain Spells

  1. Expeditious Retreat  – Doubles the caster's speed.
  2. Heat Metal  – Make metal so hot it damages those that touch it.
  3. Cure Serious Wounds  – Cures 3d8 +1/level damage (max +15).
  4. Haste  – Extra partial action and +4 AC.
  5. Flame Strike  – Smite foes with divine fire (1d6/level).
  6. Animate Objects  – Objects attack the caster's foes.
  7. Word of Chaos  – Kills, confuses, stuns, or deafens non-chaotic subjects.
  8. Fire Storm  – Deals 1d6 fire damage/level.
  9. Storm of Vengeance  – Storm rains acid, lightning, and hail.

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Sphere of Entropy Domain

Immortals: Alphaks, Arik of the Hundred Eyes, Atzanteotl, Brissard, Danel Tigerstripes, Demogorgon, Hel, Jammudaru, Loki, Masauwu, Nyx, Orcus, Ranivorus, Saasskas the Destroyer, Talitha, Thanatos, Yagrai, Cult of Zargon

Philosophies: Evil, Entropy

Granted Power: You can cast all Necromancy spells at +1 caster level

Sphere of Entropy Domain Spells

  1. Entropic Shield  – Ranged attacks against the caster suffer 20% miss chance.
  2. Desecrate  – Fills area with negative energy, making undead stronger.
  3. Inflict Serious Wounds  – Touch attack, 3d8 +1/level damage (max +15).
  4. Enervation  – Subject gains 1d4 negative levels.
  5. Slay Living  – Touch attack kills subject.
  6. Harm  – Subject loses all but 1d4 hp.
  7. Destruction  – Kills subject and destroys remains.
  8. Symbol  – Triggered runes have array of effects.  (Death only)
  9. Power Word Kill

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Sphere of Matter Domain

Immortals: Atruaghin, Chiron, Crakkak of the Sharp Tooth, Cretia, Diamond, Djaea, Faunus, Forsetta, Garl Glittergold, Gorrziok the Wave Lord, The Great One, Hattani Stoneclaw, The High Heroes, Ka, Kagyar, Malafor the Dolphin-Friend, Minroth, Opal, Pearl, Polunius the Designer, Terra, The Twelve Watchers, Valerias, Wogar the Wolf Lord

Philosophies: Law, Matter

Granted Power: You can generate a "Resistive Ward", a spell-like ability to grant the object or person you touch a resistance bonus on the next fortitude saving throw equal to your level+2. This includes unattended non-magical items that would normally not get a saving throw. Activating this power is a standard action. The 'resistive ward' is an abjuration effect with a duration of 1 hour that is usable once per day.

Sphere of Matter Domain Spells

  1. Protection from Chaos  – +2 AC and saves, counter mind control, hedge out elementals and outsiders
  2. Soften Earth and Stone  – Turns stone to clay or dirt to sand or mud.
  3. Protection from Elements  – Absorb 12 damage/level from one kind of energy.
  4. Death Ward  – Grants immunity to death spells and effects. 
  5. Major Creation  – As minor creation, plus stone and metal.
  6. Stoneskin  – Stops blows, cuts, stabs, and slashes.
  7. Transmute Metal to Wood  – Metal within 40 ft. becomes wood.
  8. Iron Body  – The character's body becomes living iron.
  9. Shapechange  – Transforms the caster into any creature, and change forms once per round.

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Sphere of Thought Domain

Immortals: Ahmanni Turtlerider, Asterius, Balthac, Diulanna, Frey, Freyja, Halav, Cult of Halav, Karaash, Korotiku, Koryis, Noumena, Odin

Philosophies: Good, Thought

Granted Power: You can prepare Identify as a 0 level spell.

Sphere of Thought Domain Spells

  1. Deathwatch  – Sees how wounded subjects within 30 ft. are.
  2. Detect Thoughts  – Allows "listening" to surface thoughts.
  3. Clairaudience/Clairvoyance  – Hear or see at a distance for 1 min./level.
  4. Status  – Monitors condition, position of allies.
  5. Control Winds  – Change wind direction and speed.
  6. Analyze Dweomer  – Reveals magical aspects of subject.
  7. Greater Scrying  – As scrying, but faster and longer.
  8. Discern Location  – Exact location of creature or object.
  9. Astral Projection  – Projects the caster and companions into Astral Plane.

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Sphere of Time Domain

Immortals: Al Kalim, Calitha Starbrow, Chardastes, Kallala of the Seven Veils, Khoronus, Madarua, Ordana, Petra, Protius, Sharpcrest the Squid Slayer, Vanya, Yav

Philosophies: Neutrality, Time, Nature

Granted Power: Your rate of natural healing is double normal. This includes hit point damage, temporary hit point damage and temporary ability damage.

Sphere of Time Domain Spells

  1. True Strike  – Adds +20 bonus to the caster's next attack roll.
  2. Lesser Restoration  – Dispels magic ability penalty or repairs 1d4 ability damage.
  3. Water Breathing  – Subjects can breathe underwater.
  4. Divination  – Provides useful advice on to specific proposed actions.
  5. Break Enchantment  – Frees subjects from enchantments, alterations, curses, and petrifaction.
  6. Legend Lore  – Learn tales about a person, place, or thing.
  7. Regenerate  – Subject's severed limbs grow back.
  8. Horrid Wilting  – Deals 1d8 damage/level within 30 ft.
  9. True Resurrection  – As resurrection, plus remains aren't needed.

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Storm Domain

This domain is identical to the domain of the same name from the Forgotten Realms Campaign Sourcebook [FR]

Immortals: Ahmanni Turtlerider, Gorm, Protius, Thor

Granted Power: You gain electrical resistance 5.

Storm Domain Spells

  1. Entropic Shield  – Ranged attacks against the caster suffer 20% miss chance.
  2. Gust of Wind  – Blows away or knocks down smaller creatures.
  3. Call Lightning  – Directs lightning bolts (1d10/level) during storms.
  4. Sleet Storm  – Hampers vision and movement.
  5. Ice Storm  – Hail deals 5d6 damage in cylinder 40 ft. across.
  6. Summon Monster VI  – Calls outsider to fight for the caster. (Cast as an air spell only)
  7. Control Weather  – Changes weather in local area.
  8. Whirlwind  – Cyclone inflicts damage and can pick up creatures.
  9. Storm of Vengeance  – Storm rains acid, lightning, and hail.

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Strength Domain

This is a core domain from the d20 SRD [d20-SRD]

Immortals: Bagni Gullymaw, The Great One, Ixion, Petra, Tahkati Stormtamer, Thor

Granted Power: The character can perform a feat of strength, which is the supernatural ability to gain an enhancement bonus to Strength equal to the character's level. Activating the power is a free action, the power lasts 1 round, and is usable once per day.

Strength Domain Spells

  1. Endure Elements  – Ignores 5 dmg/rd from one energy type.
  2. Bull's Strength  – Subject gains 1d4+1 STR for 1 hr/level
  3. Magic Vestment  – Armor or shield gains +1 enhancement three level.
  4. Spell Immunity  – Subject is immune to one spell/four levels.
  5. Righteous Might  – The caster's size increases, and the caster gains +4 STR.
  6. Stoneskin  – Stops blows, cuts, stabs, and slashes.
  7. Grasping Hand  – Hand provides cover, pushes, or grapples.
  8. Clenched Fist  – Large hand attacks the caster's foes.
  9. Crushing Hand  – As grasping hand, but stronger.

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Suffering Domain

This domain was inspired by the domain of the same name from the Forgotten Realms Campaign Sourcebook [FR].

Immortals: Arik of the Hundred Eyes, Atzanteotl, Danel Tigerstripes, Hel, Jammudaru, Talitha, Thanatos

Granted Power: You may use a pain touch once per day. Make a melee touch attack against a living creature, which bestows on that creature a −2enhancement penalty to Strength and Dexterity for 1 minute on a successful attack. This spell-like ability does not affect creatures immune to critical hits.

Suffering Domain Spells

  1. Chill Touch  – 1 touch/level deals 1d6 damage and possibly 1 STR damage.
  2. Death Knell  – Kill dying creature and gain 1d8 temp. hp, +2 STR, and +1 caster level
  3. Contagion  – Infects subject with chosen disease.
  4. Enervation  – Subject gains 1d4 negative levels.
  5. Nightmare  – Sends vision dealing 1d10 damage, fatigue.
  6. Harm  – Subject loses all but 1d4 hp.
  7. Eyebite  – Charm, fear, sicken or sleep one subject. (Sicken only)
  8. Symbol  – Triggered runes have array of effects.  (Pain only)
  9. Horrid Wilting  – Deals 1d8 damage/level within 30 ft.

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Sun Domain

This is a core domain from the d20 SRD [d20-SRD]

Immortals: Djaea, The Great One, Ilsundal, Ixion, Opal

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

Sun Domain Spells

  1. Endure Elements  – Ignores 5 dmg/rd from one energy type. (Endure cold or fire only)
  2. Heat Metal  – Make metal so hot it damages those that touch it.
  3. Searing Light  – Ray deals 1d8/two levels, more against undead.
  4. Fire Shield  – Creatures attacking the caster take fire damage; the caster is protected from heat or cold.
  5. Flame Strike  – Smite foes with divine fire (1d6/level).
  6. Fire Seeds  – Acorns and berries become grenades and bombs.
  7. Sunbeam  – Beam blinds and deals 3d6 damage.
  8. Sunburst  – Blinds all within 10 ft., deals 3d6 damage.
  9. Prismatic Sphere  – As prismatic wall, but surrounds on all sides.

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Thieves Domain

Immortals: Asterius, Brissard, Loki, Talitha, Usamigaras

Granted Power: You gain a +2 competence bonus to Hide and Move Silently skill checks.

Thieves Domain Spells

  1. Spider Climb  – Grants ability to walk on walls and ceilings.
  2. Find Traps  – Notice traps as a rogue does.
  3. Knock  – Opens locked or magically sealed door.
  4. Detect Scrying  – Alerts the caster of magical eavesdropping.
  5. Ethereal Jaunt  – The caster becomes ethereal for 1 round/level.
  6. Greater Dispelling  – As dispel magic, but +20 on check.
  7. Sequester  – Subject is invisible to sight and scrying.
  8. Discern Location  – Exact location of creature or object.
  9. Teleportation Circle  – Circle teleports any creature inside to designated spot.

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Trade Domain

This domain was inspired by the domain of the same name from the Forgotten Realms Campaign Sourcebook [FR].

Immortals: Asterius, Benekander, Hattani Stoneclaw, Koryis, Minroth, Sharpcrest the Squid Slayer

Granted Power: You may use detect thoughts once per day as a spell- like ability, affecting one target and lasting a number of minutes equal to your charisma bonus. Activating this power is a free action.

Trade Domain Spells

  1. Message  – Whispered conversation at distance.
  2. Enthrall  – Captivates all within 100 ft. + 10 ft./level.
  3. Locate Object  – Senses direction toward object (specific or type).
  4. Sending  – Delivers short message anywhere, instantly.
  5. Fabricate  – Transforms raw materials into finished items.
  6. True Seeing  – See all things as they really are.
  7. Magnificent Mansion  – Door leads to extra-dimensional mansion.
  8. Mind Blank  – Subject is immune to mental/emotional magic and scrying.
  9. Discern Location  – Exact location of creature or object.

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Travel Domain

This is a core domain from the d20 SRD [d20-SRD]

Immortals: Malafor the Dolphin-Friend, Minroth, Palartarkan, Sharpcrest the Squid Slayer, Usamigaras

Granted Power: For a total time per day of 1 round per the character's cleric level, the character can act normally regardless of magical effects that impede movement (similar to the effect of 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 is a spell-like ability.

Travel Domain Spells

  1. Expeditious Retreat  – Doubles the caster's speed.
  2. Locate Object  – Senses direction toward object (specific or type).
  3. Fly  – Subject flies at speed of 90.
  4. Dimension Door  – Teleports the caster and up to 500 lb.
  5. Teleport  – Instantly transports the caster anywhere.
  6. Find the Path  – Shows most direct way to a location.
  7. Teleport without Error  – As teleport, but no off-target arrival.
  8. Phase Door  – Invisible passage through wood or stone.
  9. Astral Projection  – Projects the caster and companions into Astral Plane.

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Trickery Domain

This is a core domain from the d20 SRD [d20-SRD]

Immortals: Asterius, Bartziluth, Brissard, Cretia, Eiryndul, Faunus, Garl Glittergold, Korotiku, Loki, Masauwu, Rad, The Shining One, Thanatos, The Twelve Watchers

Philosophies: Chaos

Granted Power: Bluff, Disguise, and Hide are class skills.

Trickery Domain Spells

  1. Change Self  – Change own appearance.
  2. Invisibility  – Subject invisible 10 min./level or until it attacks.
  3. Nondetection  – Hides subject from divination, scrying.
  4. Confusion  – Makes subjects behave oddly for 1 round/level.
  5. False Vision  – Fools scrying with an illusion.
  6. Mislead  – Turns the caster 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  – The caster acts freely for 1d4+1 rounds.

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Truth Domain

Immortals: Atruaghin, Forsetta, Gorm, Tarastia

Philosophies: Law

Granted Power: You gain Sense Motive as a class skill and receive the Sense Motive Skill Focus feat giving you a +2 bonus in that skill. You have the ability to 'take 10' on this skill check under any conditions.

Truth Domain Spells

  1. Detect Chaos  – Reveals creatures, spells, or objects.
  2. Zone of Truth  – Subjects within range cannot lie.
  3. Discern Lies  – Reveals deliberate falsehoods.
  4. Divination  – Provides useful advice on to specific proposed actions.
  5. True Seeing  – See all things as they really are.
  6. Find the Path † – Shows most direct way to a location.
  7. Dictum † – Kills, paralyzes, weakens, or dazes non-lawful subjects.
  8. Discern Location  – Exact location of creature or object.
  9. Foresight  – "Sixth sense" warns of impending danger.

† DMs who own the Defenders of the Faith supplement [DotF] should replace Find the Path with Probe Thoughts and replace Dictum with Brain Spider.

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Tyranny Domain

This domain is identical to the domain of the same name from the Forgotten Realms Campaign Sourcebook [FR]

Immortals: Arik of the Hundred Eyes, Karaash

Granted Power: Add +2 to the saving throw DC of any compulsion Spell you cast.

Tyranny Domain Spells

  1. Command  – One subject obeys one-word command for 1 round.
  2. Enthrall  – Captivates all within 100 ft. + 10 ft./level.
  3. Discern Lies  – Reveals deliberate falsehoods.
  4. Fear  – Subjects within cone flee for 1 round/level.
  5. Greater Command  – As command, but affects one subject/level.
  6. Geas/Quest  – As lesser geas, plus it affects any creature.
  7. Grasping Hand  – Hand provides cover, pushes, or grapples.
  8. Mass Charm  – As charm monster, but all within 30 ft.
  9. Dominate Monster  – As dominate person, but any creature.

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Undeath Domain

This domain is identical to the domain of the same name from the Forgotten Realms Campaign Sourcebook [FR]

Immortals: Hel, Nyx, Saasskas the Destroyer

Granted Power: Free Extra Turning feat.

Undeath Domain Spells

  1. Detect Undead  – Reveals undead within 60 ft.
  2. Desecrate  – Fills area with negative energy, making undead stronger.
  3. Animate Dead  – Creates undead skeletons and zombies.
  4. Death Ward  – Grants immunity to death spells and effects. 
  5. Circle of Doom  – Deals 1d8 +1/level damage in all directions.
  6. Create Undead  – Ghouls, shadows, ghasts, wights, or wraiths.
  7. Control Undead  – Undead don't attack the caster while under the caster's command.
  8. Create Greater Undead  – Mummies, specters, vampires, or ghosts.
  9. Energy Drain  – Subject gains 2d4 negative levels.

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War Domain

Immortals: Al Kalim, Balthac, Bartziluth, Bemarris, Danel Tigerstripes, Gorm, Halav, Cult of Halav, Hattani Stoneclaw, Karaash, Madarua, Mealiden Starwatcher, Noumena, Odin, Petra, Rafiel, Ranivorus, Tahkati Stormtamer, Thor, Vanya, Wogar the Wolf Lord

Granted Power: Free Martial Weapon Proficiency (if necessary) and Weapon Focus with the deity's favored weapon.

War Domain Spells

  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 three level.
  4. Divine Power  – The caster gain attack bonus, 18 STR, and 1 hp/level.
  5. Flame Strike  – Smite foes with divine fire (1d6/level).
  6. Blade Barrier  – Blades encircling the caster deal 1d6 damage/level.
  7. Power Word, Stun  – Stuns creature with up to 150 hp.
  8. Power Word, Blind  – Blinds 200 hp worth of creatures.
  9. Power Word, Kill  – Kills one tough subject or many weak ones.

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Water Domain

This is a core domain from the d20 SRD [d20-SRD]

Immortals: Calitha Starbrow, Crakkak the Sharp Tooth, Gorrziok the Wave Lord, Kallala of the Seven Veils, Malafor the Dolphin-Friend, Polunius the Designer, Protius

Philosophies: Time

Granted Power: Turn or destroy fire creatures as a good cleric turns undead. Rebuke or command water creatures as an evil cleric rebukes undead. Use these abilities a total number of times per day equal to 3 + the character's Charisma modifier.

Water Domain Spells

  1. Obscuring Mist  – Fog surrounds the caster.
  2. Fog Cloud  – Fog obscures vision.
  3. Water Breathing  – Subjects can breathe underwater.
  4. Control Water  – Raise or lower bodies of water.
  5. Ice Storm  – Hail deals 5d6 damage in cylinder 40 ft. across.
  6. Cone of Cold  – 1d6 cold damage/level.
  7. Acid Fog  – Fog deals acid damage.
  8. Horrid Wilting  – Deals 1d8 damage/level within 30 ft.
  9. Elemental Storm  – Summons multiple elementals. (Cast as a water spell only)

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Will Domain

Immortals: Diulanna, Tahkati Stormtamer, Yagrai

Granted Power: Free Iron Will feat

Will Domain Spells

  1. Bless  – Allies gain +1 attack and +1 on saves against fear.
  2. Remove Paralysis  – Frees one or more creatures from paralysis, hold, or slow.
  3. Emotion  – Arouses strong emotion in subject.
  4. Dismissal  – Forces a creature to return to native plane.
  5. Spell Resistance  – Subject gains +12 +1/level SR.
  6. Banishment  – Banishes 2 HD/level extra-planar creatures.
  7. Limited Wish  – Alters reality-within spell limits.
  8. Mind Blank  – Subject is immune to mental/emotional magic and scrying.
  9. Freedom  – Releases creature suffering imprisonment.

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Alphabetical Spell List

Mystaran Spell List I: A to L

Mystaran Spell List II: M to Z

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Mystaran Magic Items

Sorry, this section is still under construction

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