Modified Domains
for Church & State and Blood &
Iron
Characters with a domain get the listed benefit and access to all spells
listed at each level as was previously available to the one spell listed
for each level.
Fire +1
Caster Level to All Fire Spells, gains Fire/Heat Resistance 5
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Flare or Light
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Burning Hands or Flame Bolt
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Produce Flame or Flaming Sphere
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Resist Elements or Flame Arrow
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Wall of Fire or Fireball
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Fire Shield or Flame Strike
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Fire Seeds or Fire Trap
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Fire Storm or Destruction
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Incendiary Cloud or Delayed Blast Fireball
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Elemental Swarm
Air +1
Caster Level to all Air Spells, gains Cold Resistance 5
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Guidance or Light
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Obscuring Mist or Entropic Shield
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Wind Wall or Whispering Wind
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Gaseous Form or Gust of Wind
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Air Walk or Quench
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Control Winds or Sending
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Repulsion or Wind Walk
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Wall of Force or Reverse Gravity
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Whirlwind or Summon Monster VIII
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Elemental Swarm
Healing
+1 Caster Level to all Healing Spells, +Caster Level HP Healed each day
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Cure Minor Wounds or Disrupt Undead
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Cure Light Wounds or Aid
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Cure Moderate Wounds or Lesser Rest.
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Cure Serious Wounds or Remove Disease
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Cure Critical Wounds or Neutralize Poison
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Healing Circle or Restoration
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Heal or Raise Dead
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Regenerate or Greater Restoration
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Mass Heal or Resurrection
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True Resurrection
Water +1
Caster Level to all Water Spells, Water Breathing
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Create Water or Purify Food and Drink
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Bless Water or Obscuring Mist
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Fog Cloud or Delay Poison
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Water Breathing or Water Walk
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Control Water or Neutralize Poison
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Wall of Ice or Ice Storm
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Cone of Cold or Find the Path
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Summon Monster VII or Acid Fog
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Horrid Wilting or Summon Monster VIII
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Elemental Swarm
Earth +1
Caster Level to all Earth Spells, +10 Balance Bonus
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Resistance or Virtue
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Magic Stone or Protection from Arrows
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Soften Earth and Stone or Endurance
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Stone Shape or Meld into Stone
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Spike Stones or Stoneskin
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Wall of Stone or Transmute Rock to Mud
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Move Earth or Transmute Rock to Mud
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Flesh to Stone or Stone to Flesh
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Iron Body or Earthquake
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Elemental Swarm
Destruction
Smite 1/day (+4 Attack, +Caster Level to Damage on a
successful hit)
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Inflict Minor Wounds or Resistance
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Inflict Light Wounds or Invis. to Undead
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Inflict Moderate Wounds or Shatter
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Inflict Serious Wounds or Contagion
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Inflict Critical Wounds or Poison
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Circle of Doom or Slay Living
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Harm or Circle of Death
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Disintegrate or Destruction
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Horrid Wilting or Finger of Death
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Implosion
Magic Use
Magic Device is Class Skill, +10 circumstance bonus to Use Magic Device and
Spellcraft
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Detect Magic or Read Magic
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Magic Missile or Identify
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Arcane Lock or Obscure Object
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Dispel Magic or Invisibility Purge
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Minor Globe of Invuln. or Remove Curse
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Spell Resistance or Wall of Force
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Greater Dispelling or Analyze Dweomer
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Spell Turning or Globe of Invulnerability
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Protection from Spells or Mord.s Sword
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Miracle
Sun Greater
Turning 1/day, Low Light Vision, Immune to magical Blindness
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Light or Disrupt Undead
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Endure Elements or Detect Undead
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Heat Metal or Daylight
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Searing Light or Halt Undead
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Fire shield or Death Ward
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Flame Strike or Hallow
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Fire Seeds or Greater Dispelling
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Sunbeam or Banishment
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Sunburst or Horrid Wilting
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Prismatic Sphere
Crafts
+1 CL for Conjurations, Can spend spell for bonus to Craft rolls (equal to
level spent +1)
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Mending or Create Water
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Magic Weapon or Endure Elements
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Continual Flame or Make Whole
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Remove Curse or Greater Magic Weapon
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Minor Creation or Repel Vermin
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Fabricate or Major Creation
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Disintegrate or Stone Shape
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Drawmijs Instant Summons or Vanish
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Polymorph Any Object or Maze
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Refuge
Plant +1
Caster Level for Plant Spells, +10 Bonus to Wilderness Lore and Hide (When
in the wild)
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Detect Poison or Know Direction
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Entangle or Pass Without Trace
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Barkskin or Tree Shape
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Plant Growth or Speak with Plants
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Control Plants or Antiplant Shell
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Wall of Thorns or Tree Stride
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Repel Wood or Transport via Plants
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Changestaff or Transmute Metal to Wood
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Command Plants or Repel Metal or Stone
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Shambler
Animal
+1 Caster Level of Animal Spells, +10 Bonus to Handle Animal and Animal Empathy
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Animal Friendship or Invisibility to Animals
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Calm Animals or Magic Fang
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Hold Animal or Charm Person or Animal
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Dominate Animal or Speak with Animal
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Repel Vermin or Greater Magic Fang
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Commune with Nature or Animal Growth
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Antilife Shell or Awaken
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Creeping Doom or Giant Vermin
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Animal Shapes or Repel Metal or Stone
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Shapechange
Weather
+20 bonus to any rolls to avoid adverse weather conditions, +10 Knowledge:
Meteorology bonus
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Light or Create Water
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Obscuring Mist or Entropic Shield
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Fog Cloud or Whispering Wind
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Call Lightning or Sleet Storm
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Ice Storm or Leomunds Secure Shelter
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Control Winds or Cloudkill
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Chain Lightning or Control Weather
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Move Earth or Acid Fog
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Whirlwind or Meteor Swarm
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Storm of Vengeance
War
Martial Weapon Prof. (All) or Weapon Prof. and Focus (one).
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Resistance or Virtue
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Magic Weapon (X), Divine Favor (X), Bless (Z), or Remove Fear (Z)
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Spiritual Weapon (Y), Bulls Strength (X), or Shield Other (Z)
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Dispel Magic (Y), Magic Vestment (X), or Prayer (Z)
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Greater Magic Weapon (Y), Divine Power (X), or Tongues (Z)
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Mark of Justice (Y), Flame Strike (X), or Healing Circle (Z)
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Blade Barrier (Y), Greater Dispelling (X), or Heroes Feast (Z)
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Mass Haste (Y), Power Word Stun (X), or Move Earth (Z)
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Earthquake (Y), Power Word Blind (X), or Mass Heal (Z)
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Power Word Kill (X) or Screen (Z)
Protection
Protective Ward (Bonus to next Save =Caster Level 1/day)
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Resistance or Virtue
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Sanctuary or Endure Elements
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Shield Other or Resist Elements
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Magic Vestment or Protection from Elements
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Spell Immunity or Death Ward
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Spell Resistance or Stoneskin
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Antimagic Field or Forbiddance
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Repulsion or Guards and Wards
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Mind Blank or Protection from Spells
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Prismatic Sphere
Trickery
+10 circumstance Bonus to Bluff, Hide, and Move Silently
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Prestidigitation or Ghost Sound
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Change Self or Expeditious Retreat
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Misdirection or Mirror Image
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Nondetection or Suggestion
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Confusion or Polymorph Other
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False Vision or Seeming
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Mislead or Mass Suggestion
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Screen or Phase Door
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Polymorph Any Object or Ottos Irr. Dance
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Time Stop
Death
Permanently benefits from Death Ward, immune to negative levels, and wont
become undead
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Detect Poison or Disrupt Undead
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Doom or Deathwatch
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Deathknell or Spectral Hand
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Negative Energy Prot. or Gentle Repose
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Death Ward or Phantasmal Killer
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Slay Living or Circle of Doom
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Circle of Death or Antilife Shell
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Destruction or Control Undead
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Trap the Soul or Greater Restoration
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Soul Bind
Luck Good
Fortune (reroll any roll 1/day), Sense Fate and Fortune at will
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Guidance or Mending
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Entropic Shield or True Strike
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Augury or Resist Elements
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Protection from Elements or Dispel Magic
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Freedom of Movement or Divination
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Break Enchantment or Dispel Alignment
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Contingency or Greater Dispelling
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Spell Turning or Limited Wish
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Discern Location or Symbol
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Time Stop
Emotion
+10 Will save vs. all attempts to magically change emotions of the priest
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Resistance or Virtue
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Remove Fear or Charm Person
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Enthrall or Calm Emotions
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Suggestion or Charm Monster
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Confusion or Emotion
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Dominate Person or Break Enchantment
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True Seeing or Mass Suggestion
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Antipathy or Power Word Stun
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Mind Blank or Sympathy
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Dominate Monster
Prosperity
+10 bonus to Charisma rolls to attract sexual partners,
+10 to Fort vs. diseases
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Resistance or Virtue
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Sleep or Charm Person
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Endurance or Delay Poison
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Remove Disease or Neutralize Poison
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Status or Polymorph Self
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Scrying or Break Enchantment
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Heal or Forbiddance
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Regenerate or Mord.s Mag. Mansion
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Mind Blank or Mass Charm
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Summon Monster IX
Growth
Immune to Effects that would cause the priest to shrink or lose mass (e.g.
Horrid Wilting)
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Purify Food and Drink or Detect Poison
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Enlarge or Entangle
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Spike Growth or Endurance
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Plant Growth or Remove Disease
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Giant Vermin or Control Plants
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Animal Growth or Wall of Thorns
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Liveoak or Heroes Feast
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Changestaff or Regenerate
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Command Plants or Polymorph Any Object
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Miracle
Gate +10
Open Locks bonus, gains +2 bonus to all d20 rolls when standing in a doorway
or portal
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Open/Close or Detect Magic
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Hold Portal or Detect Secret Doors
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Knock or Rope Trick
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Glyph of Warding or Blink
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Dimensional Anchor or Dimension Door
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Dismissal or Passwall
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Teleport or Banishment
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Plane Shift or Phase Door
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Greater Planar Ally or Teleport w/o Error
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Gate
Judgement
+10 Sense Motive bonus, True Strike 1/day vs. anyone who wounded the priest
in the last day
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Detect Poison or Arcane Mark
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Sanctuary or Ray of Enfeeblement
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Hold Person or Zone of Truth
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Searing Light or Dispel Magic
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Discern Lies or Dimensional Anchor
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True Seeing or Mark of Justice
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Atonement or Geas/Quest
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Forcecage or Greater Dispelling
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Mind Blank or Discern Location
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Imprisonment
Travel
Fast Movement, Freedom of Movement at will for 1 round/day
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Create Water or Purify Food and Drink
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Expeditious Retreat or Endure Elements
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Locate Object or Endurance
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Fly or Phantom Steed
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Dimension Door or Leo.s Secure Shelter
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Teleport or Plane Shift
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Find the Path or Heroes Feast
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Teleport w/o Error or Mord.s Mag. Mans.
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Etherealness or Discern Location
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Astral Projection
Knowledge
+1 CL for Divinations, Can spend spell for bonus to Knowledge rolls (equal
to level spent +1)
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Detect Magic or Detect Poison
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Detect Secret Doors or Detect Undead
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Find Traps or Augury
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Detect Scrying or Locate Object
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Divination or Status
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True Seeing or Contact Other Plane
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Find the Path or Locate Creature
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Legend Lore or Analyze Dweomer
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Discern Location or Vision
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Foresight
Time Unaffected
by harmful time effects (slow, time stop, etc.), always knows correct time
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Guidance or Mending
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Feather Fall or Invisibility to Undead
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Hold Person or Make Whole
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Haste or Slow
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Freedom of Movement or Death Ward
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Hold Monster or Permanency
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Mass Haste or Contingency
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Disintegrate or Regenerate
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Time Stop or Horrid Wilting
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Temporal Stasis
Strength
Feat of Strength 1/day (add Caster Level to Strength for one round)
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Resistance or Mage Hand
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Endure Elements or Divine Favor
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Bulls Strength or Shatter
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Magic Vestment or Divine Power
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Spell Immunity or Polymorph Self
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Righteous Might or Stoneskin
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Bigbys Forceful Hand or Tensers Transfor.
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Bigbys Grasping Hand or Regeneration
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Bigbys Clenched Fist or Iron Body
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Bigbys Crushing Hand