All content on this site, Flay,
is Copyright 2005 Moritheil.
DnD 3.5, which most of the material is based on, is Copyright Wizards of the
Coast.
Erruni (available to errun clerics, or clerics of an erruni power)
Granted Power: Add Bluff, Sense Motive, and Tumble to your list of cleric class skills.
| Spell Name | Brief Description |
|---|---|
| 1 Protection from Law: | +2 to AC and saves, counter mind control, hedge out elementals and outsiders. |
| 2 Protection from Arrows: | Subject gains DR10/magic to ranged attacks. |
| 3 Blink: | You randomly vanish and reappear for 1 round/level. |
| 4 Restoration M: | Restores level and ability score drains. |
| 5 Call Lightning Storm: | As call lightning, but 5d6 damage per bolt. |
| 6 Heal: | Cures 10 points/level of damage, all diseases and mental conditions. |
| 7 Forcecage: | Cube or cage of force imprisons all inside. |
| 8 Mind Blank: | Subject is immune to mental/emotional magic and scrying. |
| 9 Time Stop: | You act freely for 1d4+1 rounds. |
Fey (available to fey and half-fey clerics, or clerics of a fey power)
Granted Power:
Wild Empathy (Ex): A fey cleric can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The fey cleric rolls 1d20 and adds her fey cleric level and her Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the fey cleric and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.
A fey cleric can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.
| Spell Name | Brief Description |
|---|---|
| 1 Detect Secret Doors: | Reveals hidden doors within 60 ft. |
| 2 Enthrall: | Captivates all within 100 ft. + 10 ft./level. |
| 3 Blink: | You randomly vanish and reappear for 1 round/level. |
| 4 Invisibility, Greater: | As invisibility, but subject can attack and stay invisible. |
| 5 Seeming: | Changes appearance of one person per two levels. |
| 6 Project Image: | Illusory double can talk and cast spells. |
| 7 Irresistible Dance: | Forces subject to dance. |
| 8 Protection from Spells M F: | Confers +8 resistance bonus. |
| 9 Time Stop: | You act freely for 1d4+1 rounds. |
Ooze (available to ooze or half-ooze clerics, or clerics of an ooze power)
Granted Power: Gain the Endurance and Diehard feats.
| Spell Name | Brief Description |
|---|---|
| 1 Protection from Law: | +2 to AC and saves, counter mind control, hedge out elementals and outsiders. |
| 2 See Invisibility: | Reveals invisible creatures or objects. |
| 3 Touch of Idiocy: | Subject takes 1d6 points of Int, Wis, and Cha damage. |
| 4 Restoration M: | Restores level and ability score drains. |
| 5 Acid Fog: | Fog deals 2d6 acid damage.. |
| 6 Summon Monster VI: | Summons an extraplanar ally (Chaos Beast only.) |
| 7 Transformation M: | You gain combat bonuses, and are unable to cast spells. |
| 8 Mind Blank: | Subject is immune to mental/emotional magic and scrying. |
| 9 Shapechange F: | Transforms you into any creature, and change forms once per round. |
Erkor (available to erkor clerics, or clerics of an erkor power)
Granted Power: Gain the Hover feat.
| Spell Name | Brief Description |
|---|---|
| 1 Protection from Arrows:: | Subject gains DR10/magic to ranged attacks. |
| 2 See Invisibility: | Reveals invisible creatures or objects. |
| 3 Wind Wall: | Deflects arrows, smaller creatures, and gases. |
| 4 Animal Growth: | Animals gain 1 size category, DR10/magic, +4 to saving throws |
| 5 Control Winds: | Change wind direction and speed. |
| 6 Summon Monster VI: | Summons an extraplanar ally. |
| 7 Transformation M: | You gain combat bonuses, and are unable to cast spells. |
| 8 Whirlwind: | Cyclone deals damage and can pick up creatures. |
| 9 Shapechange F: | Transforms you into any creature, and change forms once per round. |
Lissavaran (available to lissavaran clerics, or clerics of a lissavaran power)
Granted Power: Gain the Quicken Spell-Like Ability feat, even if you do not meet the prerequisites.
| Spell Name | Brief Description |
|---|---|
| 1 True Strike: | Gain +20 insight bonus to your next attack roll. |
| 2 See Invisibility: | Reveals invisible creatures or objects. |
| 3 Clairaudience/Clairvoyance: | Hear or see at a distance for 1 min./level. |
| 4 Freedom of Movement: | Subject moves normally despite impediments. |
| 5 Spell Resistance: | Subject gains SR 12 + level. |
| 6 Repulsion: | Creatures can’t approach you. |
| 7 Greater Teleport: | Teleport without error. |
| 8 Mind Blank: | Subject is immune to mental/emotional magic and scrying. |
| 9 Mage’s Disjunction: | Dispels magic, disenchants magic items. |
Sanctity (available to exalted divine spellcasters who gain domains)
Granted Power: You gain the effects of Protection from Evil for one hour per divine caster level, per day.
If you ever lose exalted status, you permanently lose this power and access to this domain, and you may not choose another to replace it.
| Spell Name | Brief Description |
|---|---|
| 1 Sanctuary: | Opponents can’t attack you, and you can’t attack. |
| 2 Moment of Clarity: | Grant additional saving throw vs. mind-affecting effect. |
| 3 Perfect Summons: | Summoned creatures are good, attack evil. |
| 4 Radiant ShieldV,S,A: | As fireshield, but lightning. [A: darkness, necromancy spells.] |
| 5 Spell Resistance: | Subject gains SR 12 + level. |
| 6 Repulsion: | Creatures can’t approach you. |
| 7 Starmantle: | Become immune to nonmagical weapons. |
| 8 Last Judgement: | Evil humanoids, monstrous humanoids, and giants die. |
| 9 Armageddon V,S,X: | Summons avorals, an eladrin, and a deva over 3 rounds. |
All content on this site, Flay,
is Copyright 2005 Moritheil.
DnD 3.5, which most of the material is based on, is Copyright Wizards of the
Coast.