The following are all of the domains which are available to player character clerics in the Worlds of Adventure campaign.
A cleric’s or druid’s saving throw Difficulty Classes for domain powers (that allow saving throws) are based on her total level in the priest class group, rather than levels of cleric or druid only.
Some domains, some domain powers, and some domain spells have restrictions on who may select them (only worshippers of certain gods, only characters of a certain race or class, etc.); a character who does not satisfy these restrictions cannot select that domain or that domain power, and does not gain access to those spells when selecting the domain.
You gain the ability to speak Auran, the language of air creatures, and can select from the following domain powers.
Wind Blast (Sp): As a standard action, you can unleash a blast of air in a 30-foot line. Make a combat maneuver check against each creature in the line, using your caster level as your base attack bonus and your Wisdom modifier in place of your Strength modifier. Treat the results as a push maneuver. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Electricity Resistance: You gain resistance 5 to lightning and all sonic attacks. This resistance increases to 10 at 12th level, and to 20 at 18th level.
Lightning Arc (Sp): As a standard action, you can unleash an arc of electricity targeting any foe within 30 feet as a ranged touch attack. This arc of electricity deals 1d6 points of electricity damage, plus 1d6 additional points for every three levels you possess past the 1st. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Uplifting Winds: You gain a +4 circumstance bonus on jump checks (see the Athletics skill) as winds help to carry you aloft. At 6th level, you can air walk for up to one round at a time, but you must begin and end your movement on solid ground. At 12th level, you can fly for up to one round at a time, but you must begin and end your movement on solid ground. You can use this ability as many times per day as your cleric level; activating it is a free action.
Thundercloud (Sp): You can, as a standard action, summon a storm cloud. This power functions as fog cloud except that creatures inside the cloud are deafened and take 2d6 points of electricity damage each round from the flashes of thunder and lightning. Once created, you can concentrate on the cloud to move it up to 30 feet each round. You can use this ability for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive.
You gain the ability to speak with animals as a spell-like ability, usable at will.
1st level — Predator’s Grace: You can, as a swift action, grant yourself a +10-foot bonus to your base speed for 1 round. This bonus increases by 5 feet for every 5 cleric levels you possess. In addition, you gain low-light vision for 1 round. If you already possess low-light vision, the range of your sight becomes three times that of a human in dim light for 1 round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
6th level — Scent: You gain the scent special ability. You can detect approaching enemies, sniff out hidden foes, and track by sense of smell.
Alternate domain powers:
1st level — Eyes of the Hawk: You gain a permanent +4 enhancement bonus on Spot checks. In addition, if you can act during a surprise round, you receive a +2 competence bonus on your initiative roll.
Dwarves and gnomes only.
1st level — Artificer’s Touch (Sp): You can cast mending at will, using your cleric level as the caster level to repair damaged objects. In addition, you can cause damage to objects and construct creatures by striking them with a melee touch attack. Objects and constructs take 1d6 points of damage plus 1d6 for every three cleric levels you possess past the 1st. This attack bypasses an amount of damage reduction and hardness equal to your cleric level. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
8th level — Dancing Weapons (Sp): You can give a weapon touched the dancing special weapon quality for 4 rounds. You can use this ability once per day at 8th level, and an additional time per day for every three levels beyond 8th.
Alternate domain powers:
8th level — Aura of Repetition (Sp): You can emit a 30-foot aura of repetition for a number of rounds per day equal to your cleric level. All enemies within this aura must make a Will save each round or repeat their action from the previous round (if possible). Creatures that attacked on the previous round attack again on the following round, although they may change their target. Creatures that moved the previous round must take the same move action again, although they may change their route. Creatures that drank a potion must do so again, even if they can only drink from an empty bottle. Actions that cannot be repeated are wasted. These rounds do not need to be consecutive. Activating this ability is a standard action, though you can maintain it as a free action. Dwarves only.
8th level — Animate Servant (Sp): As a standard action, you can give life to inanimate objects. This ability functions as animate objects, using your cleric level as the caster level. You can use this ability once per day at 8th level, and one additional time per day for every four levels beyond 8th. Gnomes only.
1st level — Touch of Chaos (Sp): You can imbue a target with chaos as a melee touch attack. For the next round, anytime the target rolls a d20, he must roll twice and take the less favorable result. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
8th level — Chaos Blade (Sp): You can cause a weapon to flicker with unstable elemental energy for a number of rounds equal to 1⁄2 your cleric level. On every round in which you make an attack with it, the weapon acts as if it possessed a random elemental property (flaming, frost, shocking, or possibly even more exotic types; determined when you make your first attack in that round). If a weapon already has the elemental special ability which manifested in that round, it deals double the usual amount of elemental energy. You can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.
Alternate domain powers:
1st level — Call of Arvandor: With a touch, you can imbue creatures with the spirit of Arvandor, lifting their spirits and freeing them from bonds. The creatures touched can immediately reroll any failed saving throws against spells and spell-like abilities of the enchantment (charm) and enchantment (compulsion) subschools. In addition, targets receive a +2 sacred bonus on such saving throws and a +2 sacred bonus on CMB checks to escape a grapple. Finally, targets can ignore up to 5 feet of difficult terrain each round, as if they had the Nimble Moves feat. These bonuses last for a number of rounds equal to 1⁄2 your cleric level (minimum 1), although the saving throw reroll only applies when the creature is touched. You can use this ability for a number of rounds per day equal to 3 + your Wisdom modifier. Available only to worshippers of the Court of Stars, the Chaotic Good lords of the eladrins; or to chaotic good elven clerics.
1st level — Faith-Stealing Strike: You can make a single melee attack against a creature capable of casting divine spells. If you damage the creature, it must succeed at a Will save (DC = 10 + 1⁄2 your cleric level + your Wisdom modifier) or be unable to cast any divine spells for 1 round. If you do not damage your target with the attack, this ability is expended with no effect. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. Available only to worshippers of the evil titans.
1st level — Fury of the Abyss: As a swift action, you can give yourself an enhancement bonus equal to 1⁄2 your cleric level (minimum +1) on melee attack and damage rolls. This bonus lasts for 1 round. During this round, you take a −2 penalty to AC. You can use this ability for a number of times per day equal to 3 + your Wisdom modifier. Available only to worshippers of one of the demon lords of the Abyss.
8th level — Aura of Chaos (Sp): You can surround yourself with a field of wild energies. These energies manifest as a 30-foot aura of chaos for a number of rounds per day equal to your cleric level. All enemies within this aura must declare one type of action at the start of their turn (attack, cast a spell, move, use an item, or activate a special ability) and make a Will save. Creatures that fail the Will save must take an action other than their declared action. If they succeed, they must take the declared action. Creatures cannot select actions that they cannot perform. Activating this ability is a standard action, though you can maintain it as a free action. The rounds of the ability’s duration need not be consecutive. Available only to worshippers of the slaadi lords of Limbo.
1st level — Dazing Touch (Sp): You can cause a living creature to become dazed for 1 round as a melee touch attack. Creatures with more Hit Dice than your cleric level are unaffected. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
8th level — Charming Smile (Sp): You can cast charm person as a swift action, with a DC of 10 + 1⁄2 your cleric level + your Wisdom modifier. You can only have one creature charmed in this way at a time. The total number of rounds of this effect per day is equal to your cleric level. The rounds do not need to be consecutive, and you can dismiss the charm at any time as a free action. Each attempt to use this ability consumes 1 round of its duration, whether or not the creature succeeds on its save to resist the effect.
1st level — Calming Touch (Sp): You can touch a creature as a standard action to heal it of 1d6 points of nonlethal damage, plus 1d6 additional points for every three cleric levels you possess past the 1st. This touch also removes the fatigued, shaken, and sickened conditions (but has no effect on more severe conditions). You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
8th level — Unity: Whenever a spell or effect targets you and one or more allies within 30 feet, you can use this ability to allow your allies to use your saving throw against the effect in place of their own. Each ally must decide individually before the rolls are made. Using this ability is an immediate action. You can use this ability once per day at 8th level, and one additional time per day for every four cleric levels beyond 8th.
Alternate domain powers:
1st level — Synergistic Touch (Sp): You can touch a creature as a standard action to confer upon it the benefits of any one teamwork feat that you possess. This effect persists for a number of rounds equal to 1⁄2 your cleric level (minimum 1). You can use this ability a number of times per day equal to 3 + your Wisdom modifier. Humans and half-elves only.
You receive Blind-Fight as a bonus feat.
1st level — Touch of Darkness (Sp): As a melee touch attack, you can cause a creature’s vision to be fraught with shadows and darkness. The creature touched treats all other creatures as if they had concealment, suffering a 20% miss chance on all attack rolls. This effect lasts for a number of rounds equal to 1⁄2 your cleric level (minimum 1). You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
8th level — Eyes of Darkness: Your vision is not impaired by lighting conditions, even in absolute darkness and magic darkness. You can use this ability for a number of rounds per day equal to 1⁄2 your cleric level. These rounds do not need to be consecutive. Activating this ability is a free action.
Alternate domain powers:
1st level — Night Hunter: As a standard action, you can blend into the shadows of the night, becoming nearly invisible. As long as you are in an area of dim light or darkness, you are invisible (as per invisibility) to creatures without darkvision. This ability lasts for a number of rounds equal to 1⁄2 your cleric level (minimum 1). You can use this ability for a number of times per day equal to 3 + your Wisdom modifier.
8th level — Aura of Forgetfulness (Sp): You can emit a 30-foot aura of forgetfulness for a number of rounds per day equal to your cleric level (these rounds do not need to be consecutive). Creatures you target in this area must make a Will save or have no memory of any time spent inside the area. In addition, spellcasters in the area lose one prepared spell or available spell slot per round spent in the area, starting with 1st-level spells and going up through higher-level spells. Spellcasters are allowed a save each round to negate this loss (this save is separate from the memory loss save). Activating this ability is a standard action, though you can maintain it as a free action. The rounds of its duration need not be consecutive. Available to worshippers of gods of sleep and memory only.
8th level — Moonfire: As a standard action you can shoot a blast of divine moonlight from your eyes, as a ranged touch attack against a single target within 30 feet. Moonfire deals 1d8 points of damage per 2 cleric levels, and the target is dazzled for 1 round per cleric level. Moonfire deals 1d10 points of damage per cleric level against lycanthropes. You can use this ability once per day at 8th level, and one additional time per day for every 4 levels beyond 8th. Available to worshippers of moon deities only.
1st level — Bleeding Touch (Sp): As a melee touch attack, you can inflict a bleeding wound of severity 1d8. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
8th level — Death’s Embrace: You heal damage instead of taking damage from channeled negative energy that targets living creatures. If the channeled negative energy targets undead, you heal hit points just like undead in the area.
Alternate domain powers:
1st level — Death’s Kiss: You can cause a creature to take on some of the traits of the undead with a melee touch attack. Touched creatures are treated as undead for the purposes of effects that heal or cause damage based on positive and negative energy. This effect lasts for a number of rounds equal to 1⁄2 your cleric level (minimum 1). You can use this ability a number of times per day equal to 3 + your Wisdom modifier. Not available to worshippers of death gods who oppose necromancy.
8th level — Killing Blow: Weapons you use become infused with the power of death. Whenever you confirm a critical hit with a melee or ranged weapon, your attack inflicts a bleeding wound of severity equal to 20 minus your cleric level (rounded up to the nearest die size). You can use this ability once per day at 8th level, plus one additional time per day for every four levels beyond 8th.
6th level — Spirit Touch (Sp): As a swift action, you can give your natural weapons or any weapons you wield the ghost touch weapon special ability. You can use this power a number of rounds per day equal to your cleric level. These rounds need not be consecutive. Maintaining this ability (on rounds after the first) is a free action.
1st level — Destructive Smite: You gain the destructive smite power: the supernatural ability to make a single melee attack with a morale bonus on damage rolls equal to 1⁄2 your cleric level (minimum 1). You must declare the destructive smite before making the attack. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
8th level — Destructive Aura (Sp): You can emit a 30-foot aura of destruction for a number of rounds per day equal to your cleric level. Activating this aura is a swift action, and you must also use a swift action on every subsequent round to maintain the aura. All attacks made against targets in this aura (including you) gain a morale bonus on damage equal to 1⁄2 your cleric level and all critical threats are automatically confirmed. These rounds do not need to be consecutive.
Alternate domain powers:
1st level — Painful Smite: Prior to making a melee attack roll, you can choose to convert all damage from that strike into nonlethal damage, adding your Wisdom modifier to the damage. If you succeed in your attack, as a free action you can make an Intimidate check against your target to demoralize the target. You gain a bonus on your Intimidate check equal to the amount of nonlethal damage dealt by the painful smite. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. Humans and half-orcs only.
8th level — Hateful Aura (Sp): You can emit a 30-foot aura of hatred for a number of rounds per day equal to your cleric level (these rounds need not be consecutive). Enemies within this aura must attempt a Will save (DC = 10 + 1⁄2 your cleric level + your Wisdom modifier). Characters who fail their save are filled with hatred, and cannot consider other characters allies for the purpose of any actions or use any teamwork feats. The effect ends immediately if the creature leaves the aura. Activating this ability is a standard action, though you can maintain it as a free action. Evil humans and half-orcs only.
You gain the ability to speak Terran, the language of earth creatures.
1st level — Magic Stone: As a standard action, you can hurl a pebble or other small piece of stone as a ranged attack with a range increment of 30 feet. You imbue the stone with great kinetic force, making it deal 1d6 points of bludgeoning damage, plus 1d6 additional points for every three cleric levels you possess past the 1st. The stone strikes as a +1 weapon (+2 at 8th level, +3 at 16th level). The stone’s impact also knocks creatures off their feet if your attack roll plus your Wisdom modifier exceeds combat maneuver AC. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
6th level — Tales of Earth (Sp): At 6th level, you can use stone tell once per day, plus one additional time per day for every three cleric levels you possess past the 6th. At 12th level, you gain the ability to use commune with nature once per day; you must be touching solid ground (or be underground) to use this power.
Alternate domain powers:
1st level — Crystal Sight: You can see through stone, earth, or sand as easily as if it were transparent crystal. Your gaze can penetrate a number of feet equal to your cleric level, or 1⁄12th this thickness of metal. You can use this ability a number of rounds per day equal to your cleric level, but these rounds do not need to be consecutive.
1st level — Metal Fist: As a swift action, you can turn your fists into metal for 1 round, allowing you to make unarmed strikes that deal 1d6 points of bludgeoning damage plus your Strength modifier. These unarmed strikes do not provoke attacks of opportunity, but attacking with both uses the two-weapon fighting rules as normal. In addition, these unarmed strikes ignore the hardness of items with a hardness of 10 or less. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. Dwarves only.
1st level — Stone Stability: You receive a +4 bonus to your AC against push, trip, or overrun attempts while standing on the ground. At 5th level, you gain Improved Trip as a bonus feat. You do not need to meet the prerequisites to gain the feat.
8th level — Tunnel Runner: You can move through tunnels and caves with ease. Activating this ability is a standard action, though you can maintain it as a free action. (This part of the ability is spell-like.) You can move across any stone surface as if under the effects of spider climb. You can also see very well in darkness, gaining darkvision out to a range of 60 feet. If you already possess darkvision, extend the range by 60 feet. While underground, you also gain a +8 insight bonus on Stealth? checks and an insight bonus equal to your Wisdom modifier on initiative checks. You can use this ability for 1 minute per day per cleric level you possess. These minutes do not need to be consecutive, but they must be spent in 1-minute increments. Drow only.
1st level — Touch of Evil (Sp): You can cause a creature to become sickened as a melee touch attack. Creatures sickened by your touch count as good for the purposes of spells with the evil descriptor. This ability lasts for a number of rounds equal to 1⁄2 your cleric level (minimum 1). You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
8th level — Scythe of Evil (Sp): You can give a weapon touched the unholy special weapon quality for a number of rounds equal to 1⁄2 your cleric level. You can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.
Alternate domain powers:
1st level — Faith-Stealing Strike: You can make a single melee attack against a creature capable of casting divine spells. If you damage the creature, it must succeed at a Will save (DC = 10 + 1⁄2 your cleric level + your Wisdom modifier) or be unable to cast any divine spells for 1 round. If you do not damage your target with the attack, this ability is expended with no effect. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. Available only to worshippers of the evil titans.
1st level — Fury of the Abyss: As a swift action, you can give yourself an enhancement bonus equal to 1⁄2 your cleric level (minimum +1) on melee attacks, melee damage rolls, and combat maneuver checks. This bonus lasts for 1 round. During this round, you take a −2 penalty to AC. You can use this ability for a number of times per day equal to 3 + your Wisdom modifier. Available only to worshippers of one of the demon lords of the Abyss.
1st level — Hell’s Corruption: You can cause a creature to become more susceptible to corruption as a melee touch attack. Creatures touched take a −2 penalty on all saving throws and must roll all opposed skill checks twice, taking the worse result. This effect lasts for a number of rounds equal to 1⁄2 your cleric level (minimum 1). You can use this ability for a number of times per day equal to 3 + your Wisdom modifier. Available only to worshippers of one of the Lords of the Nine, the devil princes of the Nine Hells of Baator.
8th level — Feed on Fear: As an immediate action upon successfully hitting a creature with a melee attack that’s already suffering from a fear effect, you deal 2d6 extra points of damage and gain that amount in temporary hit points. These temporary hit points last for 24 hours or until lost. You can use this ability once per day at 8th level, and an additional time per day for every 4 levels beyond 8th.
You gain the ability to speak Ignan, the language of fire creatures.
1st level — Fire Bolt (Sp): As a standard action, you can unleash a scorching bolt of divine fire from your outstretched hand. You can target any single foe within 30 feet as a ranged touch attack with this bolt of fire. If you hit the foe, the fire bolt deals 1d6 points of fire damage, plus 1d6 additional points for every three cleric levels you possess past the 1st. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
6th level — Fire Resistance: You gain resist fire 10. This resistance increases to 20 at 12th level, and to 30 at 18th level.
Alternate domain powers:
1st level — Call Fire: As a standard action, you can stretch out your hand toward any visible fire source within 60 feet and beckon it toward you. This causes a ribbon-thin streak of fire to approach you in a straight line through the air. Any creature directly in the fire ribbon’s path takes 1d8 points points of fire damage, plus 1d8 additional points for every three cleric levels you possess past the first; a successful Reflex save (DC = 10 + 1⁄2 your cleric level + your Wisdom modifier) halves this damage. When the ribbon of fire reaches your hand, it lights a flammable object of your choice that you’re holding. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
8th level — Wall of Ashes (Sp): You can create a wall of swirling ashes anywhere within 100 feet. This wall is up to 20 feet high and up to 10 feet long per cleric level you possess. The wall of ash blocks line of sight, and any creature passing through it must make a Fortitude save or be blinded for 1d4 rounds. The wall of ash reveals invisible creatures that are inside it or adjacent to it, although they become invisible again if they move away from the wall. You can use this ability for a number of minutes per day equal to your cleric level, but these minutes do not need to be consecutive.
When you channel positive energy to harm undead creatures, the save DC to halve the damage is increased by 2.
1st level — Touch of Glory (Sp): You can cause your hand to shimmer with divine radiance, allowing you to touch a creature as a standard action and give it a bonus equal to your cleric level on a single Charisma-based skill check or Charisma ability check. This ability lasts for 1 hour or until the creature touched elects to apply the bonus to a roll. You can use this ability to grant the bonus a number of times per day equal to 3 + your Wisdom modifier.
8th level — Divine Presence (Sp): You can emit a 30-foot aura of divine presence for a number of rounds per day equal to your cleric level. All allies within this aura are treated as if under the effects of a sanctuary spell with a DC equal to 10 + 1⁄2 your cleric level + your Wisdom modifier. These rounds do not need to be consecutive. Activating this ability is a standard action, though you can maintain it as a free action. If an ally leaves the area or makes an attack, the effect ends for that ally. If you make an attack, the effect ends for you and your allies.
Alternate domain powers:
1st level — Honor Bound: With a touch, you can remind a creature of its duties and responsibilities, granting it a new saving throw against each enchantment (charm) or enchantment (compulsion) effect that currently affects it. If the saving throw is successful, the enchantment effect is ended. This power only affects effects that allow a save. If you fail a save against such an effect, you can use this ability as an immediate action to grant yourself an additional save. Once the target (either you or a touched creature) has made one additional save per effect, this ability has no further effect on that particular enchantment effect. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
8th level — Aura of Heroism (Sp): You can emit a 30-foot aura of heroism for a number of rounds per day equal to your cleric level (these rounds do not need to be consecutive). Allies in the area are treated as if they were under the effects of heroism. Activating this ability is a swift action, though you can maintain it as a free action. Humans and half-elves only.
1st level — Touch of Good (Sp): You can touch a creature as a standard action, granting a sacred bonus on attack rolls, skill checks, ability checks, and saving throws equal to half your cleric level (minimum 1) for 1 round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
8th level — Holy Lance (Sp): You can give a weapon you touch the holy special weapon quality for a number of rounds equal to 1⁄2 your cleric level. You can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.
Alternate domain powers:
1st level — Powerful Bond: As a free action, you can open a link to communicate telepathically with a single ally within 60 feet. The telepathic link is two-way and lasts for 1 minute. Unlike normal telepathy, this ability requires a shared language. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
1st level — Call of Arvandor: With a touch, you can imbue creatures with the spirit of Arvandor, lifting their spirits and freeing them from bonds. The creatures touched can immediately reroll any failed saving throws against spells and spell-like abilities of the enchantment (charm) and enchantment (compulsion) subschools. In addition, targets receive a +2 sacred bonus on such saving throws and a +2 sacred bonus on CMB checks to escape a grapple. Finally, targets can ignore up to 5 feet of difficult terrain each round, as if they had the Nimble Moves feat. These bonuses last for a number of rounds equal to 1⁄2 your cleric level (minimum 1), although the saving throw reroll only applies when the creature is touched. You can use this ability for a number of rounds per day equal to 3 + your Wisdom modifier. Available only to worshippers of the Court of Stars, the Chaotic Good lords of the eladrins; or to chaotic good elven clerics.
8th level — Aura of Sanctification (Sp): As an immediate action, you can emit a 30-foot-radius aura of sanctification for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive. Maintaining this ability is a free action (on each round after the first). Within this aura, effects that are specifically harmful to good-aligned creatures are inverted so that they no longer harm good creatures and instead harm evil creatures. Similarly, effects that are specifically beneficial to evil creatures instead become beneficial only to good creatures.
8th level — Protective Aura (Sp): You can emit a 30-foot protective aura as a standard action. Allies in this aura receive a +2 deflection bonus to AC and to Reflex saves against weapon-like attacks, and a +2 resistance bonus on all saving throws. In addition, allies in the area gain the benefits of protection from evil (although the AC bonus and saving throw bonus do not stack with those granted by this effect). You can use this ability for a number of rounds per day equal to your cleric level (these rounds do not have to be consecutive). Maintaining this ability is a free action (on each round after the first). Available only to worshippers of one of the empyreal lords, the Neutral Good paragons of the guardinals.
8th level — Aura of Menace (Sp): You can emit a 30-foot aura of menace as a standard action. Enemies in this aura take a −2 penalty to AC and on attacks and saves as long as they remain inside the aura. You can use this ability for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive. Maintaining this ability is a free action (on each round after the first). Available only to worshippers of one of the tome archons, the Lawful Good rulers of the archons.
Healing spells that you cast from your domain slots are cast at +2 caster level.
1st level — Rebuke Death (Sp): You can touch a living creature as a standard action, healing it for 1d4 points of damage plus 1 for every two cleric levels you possess. You can only use this ability on a creature that is below 0 hit points. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
6th level — Healer’s Blessing: All of your cure spells (as well as the breath of life spell) are treated as if they were empowered, increasing the amount of damage healed by half (+50%). This does not stack with the Empower Spell metamagic feat. When you cast one of these spells from one of your domain spell slots, the spell is maximized instead, healing the maximum possible amount of damage. Neither of these effects applies to damage dealt to undead with a cure spell.
Alternate domain powers:
1st level — Restorative Touch: You can touch a creature, letting the healing power of your deity flow through you to relieve the creature of a minor condition. Your touch can remove the dazed, fatigued, shaken, sickened, or staggered condition. You choose which condition is removed. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
8th level — Gift of Life: You can touch a creature that has died within the past minute to grant it a few moments of life. The dead creature returns to life for a number of rounds equal to your cleric level. Creatures returned to life in this way have a number of hit points equal to half your cleric level, and continue to be affected by any still-active spells, conditions, or afflictions present at the time of their death. At the end of this time, the creature dies again. The creature is free to act as it sees fit during this time. You are granted no control over it. You can use this power once per day at 8th level, plus one additional time per day for every four levels beyond 8th.
1st level — Lore Keeper (Sp): You can touch a creature to learn about its abilities and weaknesses. With a successful touch attack, you gain information as if you made the appropriate Knowledge? skill check with a result equal to 15 + your cleric level + your Wisdom modifier.
6th level — Remote Viewing (Sp): You can use clairvoyance/clairaudience at will as a spell-like ability using your cleric level as the caster level. You can use this ability for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive.
Alternate domain powers:
1st level — Recall: With a touch, you can cause a creature to recall some bit of forgotten lore or information. The creature can retry any Knowledge? skill check it has made within the past minute, gaining a insight bonus on the check equal to your Wisdom modifier. You can use this ability a number times per day equal to 3 + your Wisdom modifier.
1st level — Touch of Law (Sp): You can touch a willing creature as a standard action, infusing it with the power of divine order and allowing it to treat all attack rolls, skill checks, ability checks, and saving throws for 1 round as if the natural d20 roll resulted in an 11. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
8th level — Staff of Order (Sp): You can give a weapon touched the ability to resist the effects of chaos, for a number of rounds equal to 1⁄2 your cleric level. Whenever an ability or magical effect that has a randomly determined effect would affect the weapon’s wielder, the wielder instead chooses the specific version of the effect that takes place, if the level of the effect is not greater than your cleric level. (For example, if someone used a wand of wonder on the wielder, he would be able to select which effect took place.) After one random magical effect is thus ordered, this power fades from the affected weapon. You can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th. Activating this ability is a standard action.
Alternate domain powers:
1st level — Hell’s Corruption: You can cause a creature to become more susceptible to corruption as a melee touch attack. Creatures touched take a −2 penalty on all saving throws and must roll all opposed skill checks twice, taking the worse result. This effect lasts for a number of rounds equal to 1⁄2 your cleric level (minimum 1). You can use this ability for a number of times per day equal to 3 + your Wisdom modifier. Available only to worshippers of one of the Lords of the Nine, the devil princes of the Nine Hells of Baator.
1st level — Touch of Loyalty: As a standard action, you can touch a willing creature, granting it a +4 sacred bonus on saving throws to resist charm, compulsion, and fear effects for 1 hour. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
8th level — Aura of Menace (Sp): You can emit a 30-foot aura of menace as a standard action. Enemies in this aura take a −2 penalty to AC and on attacks and saves as long as they remain inside the aura. You can use this ability for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive. Activating this ability is a standard action, though you can maintain it as a free action. Available only to worshippers of one of the tome archons, the Lawful Good rulers of the archons.
1st level — Liberation: You have the ability to ignore impediments to your mobility. For a number of rounds per day equal to your cleric level, you can move normally regardless of magical effects that impede movement, as if you were affected by freedom of movement. This effect occurs automatically as soon as it applies. These rounds do not need to be consecutive.
8th level — Freedom’s Call (Sp): You can emit a 30-foot aura of freedom for a number of rounds per day equal to your cleric level (these rounds do not need to be consecutive). Allies within this aura are not affected by the confused, grappled, frightened, panicked, paralyzed, pinned, or shaken conditions. This aura only suppresses these effects, and they return once a creature leaves the aura or when the aura ends, if applicable. Activating this ability is a standard action, and you must spend a swift action in subsequent rounds to maintain it.
Alternate domain powers:
1st level — Liberty’s Blessing (Sp): You touch a willing creature as a standard action, granting it a boon. A creature with this boon can, as a swift action, make a saving throw against a single spell or effect it is suffering from that grants a save. The DC of the saving throw is equal to the original DC of the spell or effect. If the saving throw is successful, the effect ends. This boon lasts for 1 minute or until successfully used to remove a spell or effect, whichever duration is shorter. You can use this ability for a number of times equal to 3 + your Wisdom modifier.
1st level — Bit of Luck (Sp): You can touch a willing creature as a standard action, giving it a bit of luck. For the next round, any time the target rolls a d20, he may roll twice and take the more favorable result. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
6th level — Good Fortune: You can reroll any one roll that you have just made before the results of the roll are revealed. You must take the result of the reroll, even if it’s worse than the original roll. You can use this ability once per day at 6th level, and one additional time per day for every six cleric levels beyond 6th.
Alternate domain powers:
1st level — Malign Eye: As a standard action, you can afflict one target within 30 feet with your malign eye, causing it to take a −2 penalty on all saving throws against your spells. The effect lasts for 1 minute or until the target hits you with an attack. You can use this ability for a number of times per day equal to 3 + your Wisdom modifier. Available to non-Good-aligned clerics only.
8th level — Tugging Strands (Sp): As an immediate action, you can force a creature within line of sight to reroll any one roll that it has just made before the result of the roll is revealed. The result of the reroll must be taken, even if it is worse than the original roll. You can use this ability once per day at 8th level, and one additional time per day for every 6 levels beyond 8th.
1st level — Vision of Madness (Sp): You can give a creature a vision of madness as a melee touch attack. Choose one of the following: attack rolls, saving throws, or skill checks. The target receives a bonus to the chosen rolls equal to 1⁄2 your cleric level (minimum +1) and a penalty to the other two types of rolls equal to 1⁄2 your cleric level (minimum −1). This effect fades after 3 rounds. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
8th level — Aura of Madness (Sp): You can emit a 30-foot aura of madness for a number of rounds per day equal to your cleric level (these rounds do not need to be consecutive). Enemies within this aura are affected by confusion unless they make a Will save with a DC equal to 10 + 1⁄2 your cleric level + your Wisdom modifier. The confusion effect ends immediately when the creature leaves the area or the aura expires. Creatures that succeed on their saving throw are immune to this aura for 24 hours. Activating this ability is a standard action, though you can maintain it as a free action.
Alternate domain powers:
1st level — Insane Focus: You can touch a willing creature as a standard action, granting it a +4 bonus on all saving throws made against mind-affecting effects and immunity to confusion. This bonus lasts for 1 minute. If the creature fails a saving throw against a mind-affecting effect during this period, it loses its immunity to confusion and is immediately confused for one round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
1st level — Fearful Touch: As a standard action, you can make a melee touch attack against a creature, causing it to experience terrible hallucinations for 1 round. During this time, the creature loses any immunity to fear effects it might possess (if that immunity is granted by class abilities or magic, but not if it is a feature of the creature’s type), and takes a −2 penalty on attack rolls made against you. In addition, the creature takes a −4 penalty on Will saves made against fear effects. This power is a mind-affecting effect. You can use this ability for a number of times per day equal to 3 + your Wisdom modifier.
Humans, elves, half-elves, and half-orcs only.
You can use mage-exclusive magic items as if you were a mage of one-half your cleric level (this effective mage level does not stack with any actual mage levels that you may have).
1st level — Hand of the Acolyte: You can cause your melee weapon to fly from your grasp and strike a foe before instantly returning. As a standard action, you can make a single attack using a melee weapon at a range of 30 feet. This attack is treated as a ranged attack with a thrown weapon, except that you add your Wisdom modifier to the attack roll instead of your Dexterity modifier, and you add your Wisdom modifier to the damage roll instead of your Strength modifier. This ability cannot be used to perform a combat maneuver. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
8th level — Dispelling Touch (Sp): You can use a targeted dispel magic effect as a melee touch attack. You can use this ability once per day at 8th level and one additional time per day for every four cleric levels beyond 8th.
Alternate domain powers:
1st level — Arcane Beacon (Sp): As a standard action you can become a beacon of arcane energy until the end of your next turn. The aura emanates 15 feet from you. All arcane spells cast within the aura either gain a +1 bonus to their caster level or increase their saving throw DC by +1. The caster chooses the benefit when she casts the spell. You can use this ability for a number of times per day equal to 3 + your Wisdom modifier.
1st level — Divine Vessel (Sp): Whenever you are the target of a divine spell, you can, as a swift action, grant each ally within 15 feet of you a divine boon. This boon grants a +2 bonus on the next attack roll, skill check, or ability check made before the end of their next turn. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Humans only.
1st level — Inspiring Word (Sp): As a standard action, you can speak an inspiring word to a creature within 30 feet. That creature receives a +2 morale bonus on attack rolls, skill checks, ability checks, and saving throws for a number of rounds equal to 1⁄2 your cleric level (minimum 1). You can use this power a number of times per day equal to 3 + your Wisdom modifier.
8th level — Inspiring Command: As a standard action, you can issue an inspiring command to your allies. The inspiring command affects one ally plus one additional ally for every three cleric levels you possess, who must all be within 30 feet of you. Affected allies gain a +2 insight bonus on attack rolls, AC, and skill checks for 1 round. You can use this ability once per day at 8th level and one additional time per day for every four cleric levels beyond 8th. This is a language-dependent mind-affecting effect.
Alternate domain powers:
8th level — Sacrificial Bond: When an ally within 30 feet takes damage from an attack, you can, as an immediate action, transfer this damage to yourself. This power also transfers any effects that accompany the damage. The damage done to you cannot be reduced in any way. You can use this ability once per day at 8th level, plus one additional time per day at 14th level and 20th level.
Humans, elves, half-elves, and halflings only.
You gain the ability to speak with plants as a spell-like ability, usable at will.
1st level — Wooden Fist: As a free action, your hands can become as hard as wood, covered in tiny thorns. While you have wooden fists, your unarmed strikes do not provoke attacks of opportunity, deal lethal damage, and gain a bonus on damage rolls equal to 1⁄2 your cleric level (minimum +1). You can use this ability for a number of rounds per day equal to 3 + your Wisdom modifier. These rounds do not need to be consecutive.
6th level — Bramble Armor: You can cause a host of wooden thorns to burst from your skin as a free action. While bramble armor is in effect, any foe striking you with an unarmed strike or a melee weapon without reach takes 1d6 points of piercing damage + 1 point per two cleric levels you possess. You can use this ability for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive.
Alternate domain powers:
6th level — Aura of Decay (Sp): You can emit a 30-foot aura of decay as a standard action. Living creatures in this aura (except you) take 1d6 points of damage per round as their flesh rots; this damage increases by 1d6 at 10th level, and again at 16th level. They also take a cumulative −1 penalty to Strength each round they remain in the aura. Once outside the aura, the penalty fades at the rate of −1 per round, but it begins building again if they reenter the aura. Plant creatures take double damage from the aura. You can use this ability for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive. Maintaining this ability (on rounds after the first) is a free action. Non-Good-aligned characters only.
Humans, dwarves, and halflings only.
1st level — Resistant Touch (Sp): As a standard action, you can touch an ally (including yourself) to grant him a +1 resistance bonus on saving throws (which lasts as long as a short buff). This bonus increases by 1 for every 5 levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
8th level — Aura of Protection (Sp): You can emit a 30-foot aura of protection for a number of rounds per day equal to your cleric level (these rounds do not need to be consecutive). You and your allies within this aura gain a +1 deflection bonus to AC and to Reflex saves against weapon-like attacks, and resistance 5 against all damage caused by magical energy (magical fire, negative energy, the divine power of a flame strike spell, etc.). The deflection bonus increases by +1 for every four cleric levels you possess beyond 8th. At 14th level, the resistance against energy increases to 10. Activating this ability is a standard action, and you must spend a swift action in subsequent rounds to maintain it.
Alternate domain powers:
1st level — Taboo: When a creature touches you or strikes you with a melee attack, you can activate this power as an immediate action. That creature takes a −1 penalty on saving throws for 1 minute. This penalty increases by 1 for every 5 levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
8th level — Purifying Touch: You can touch a willing creature with divine power, giving it a saving throw against each effect currently affecting it, using the original saving throw DC of the effect. Each successful saving throw ends the related effect. The creature can choose not to make a save against an effect. You can use this ability once per day at 8th level, plus one additional time per day at 14th and 20th level.
1st level — Gentle Rest (Sp): Your touch can fill a creature with lethargy, causing a living creature to become staggered for 1 round as a melee touch attack. If you touch a staggered living creature, that creature falls asleep for 1 round instead. Undead creatures touched are staggered for a number of rounds equal to your Wisdom modifier. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
8th level — Ward Against Death (Sp): You can emit a 30-foot aura that wards against death for a number of rounds per day equal to your cleric level (these rounds do not need to be consecutive). Living creatures in this area are immune to all death effects, energy drain, and effects that cause negative levels. This ward does not remove negative levels that a creature has already gained, but the negative levels have no effect while the creature is inside the warded area. Activating this ability is a standard action, and you must spend a swift action in subsequent rounds to maintain it.
Alternate domain powers:
6th level — Spirit Touch (Sp): As a swift action, you can give your natural weapons or any weapons you wield the ghost touch weapon special ability. You can use this power a number of rounds per day equal to your cleric level. These rounds need not be consecutive.
8th level — Speak With Dead (Sp): As a standard action, you can ask one question of a dead creature as if using speak with dead. The dead creature you are questioning does not gain a Will saving throw if your alignments are different. You can use this ability for a number of times per day equal to your cleric level.
Dwarves and humans only.
You gain a +4 competence bonus on all Arcane Script checks.
1st level — Blast Rune (Sp): As a standard action, you can create a blast rune in any adjacent space. Any creature passing into or through this space takes 1d6 points of damage, plus 1d6 additional points for every three cleric levels you possess past the 1st. This rune deals either acid, cold, electricity, or fire damage, decided when you create the rune. The rune is invisible and lasts a number of rounds equal to your cleric level or until discharged. You cannot create a blast rune that overlaps the space occupied by another creature. This rune counts as a 1st-level spell for the purposes of dispelling. It can be discovered with a DC 26 Search? check. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
8th level — Spell Rune (Sp): You can attach another spell that you cast to one of your blast runes, causing that spell to affect the creature that triggers the rune, in addition to the damage. This spell must be of at least one level lower than the highest-level cleric spell you can cast and it must target one or more creatures. Regardless of the number of targets the spell can normally affect, it only affects the creature that triggers the rune.
Alternate domain powers:
6th level — Rune Shift (Sp): As a swift action, you can change the location of one of your blast runes. The rune must be within 30 feet. You can place the blast rune in any space adjacent to you, even if it overlaps the space occupied by another creature.
8th level — Warding Rune (Sp): When a creature is damaged by your blast rune, it cannot attack you for a number of rounds equal to 1⁄2 your cleric level unless it succeeds at a Will save, as per the spell sanctuary. Using this ability is an immediate action when a creature triggers one of your blast runes. The ability does not prevent you from being attacked or affected by area of effect spells or abilities. You can use this ability once per day at 8th level, plus one additional time per day at 14th level and 20th level.
Humans, half-elves, dwarves, and half-orcs only.
1st level — Strength Surge (Sp): As a standard action, you can touch a creature to give it great strength. For 1 round, the target gains an enhancement bonus equal to 1⁄2 your cleric level (minimum +1) to damage rolls with unarmed strikes or natural weapons, combat maneuver checks that rely on Strength, Strength-based skills, and Strength checks. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
8th level — Might of the Gods: You can add your cleric level as an enhancement bonus to your Strength score for a number of rounds per day equal to your cleric level (these rounds do not need to be consecutive). This bonus only applies on Strength checks and Strength-based skill checks.
Alternate domain powers:
1st level — Ferocious Strike: Whenever you make a melee attack, you can designate that attack as a ferocious strike. If the attack hits, it deals additional damage equal to 1⁄2 your cleric level (minimum +1). You can use this ability a number of times per day equal to 3 + your Wisdom modifier. Half-orcs only.
Humans, elves, half-elves, and halflings only.
1st level — Sun’s Blessing: Whenever you channel positive energy to harm undead creatures, add your cleric level to the damage dealt. Undead do not add their channel resistance to their saves when you channel positive energy.
8th level — Nimbus of Light (Sp): You can emit a 30-foot nimbus of light for a number of rounds per day equal to your cleric level (these rounds do not need to be consecutive). This acts as a daylight spell. In addition, undead within this radius take an amount of damage equal to your cleric level each round that they remain inside the nimbus. Spells and spell-like abilities with the darkness descriptor are automatically dispelled if brought inside this nimbus. Activating this ability is a standard action, though you can maintain it as a free action.
Alternate domain powers:
1st level — Blinding Flash: As a standard action, you can emit a flash of light from your holy symbol or divine focus. The most powerful light emanates out 20 feet from you. Creatures with fewer Hit Dice than your cleric level within this area are blinded for 1d4 rounds unless they succeed at a Fortitude save. All creatures in this area are dazzled for a number of rounds equal to 1⁄2 your cleric level (minimum 1). You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
1st level — Guided Eyes: Whenever you make a skill check to see through a disguise or find something that is hidden or concealed, you gain a +4 sacred bonus on the check.
8th level — Day’s Resurgence (Sp): You can restore a single creature as if it had just completed 8 hours of rest. It takes 10 minutes to use this power. If the use of this power is disrupted, it must be restarted, but it is not lost. At the end of the 10 minutes, a single willing creature that you have touched regains hit points as if it had rested for the night and may make new saving throws against effects that require a save once per day. The target does not suffer any negative effects if such saving throws are failed, but success counts toward removing the affliction (if possible). This ability does not allow a target to prepare spells an additional time per day. You can use this ability once per day at 8th level, plus one additional time per day at 14th level and 20th level.
Humans, half-elves, half-orcs, and halflings only.
Your base speed increases by 10 feet.
1st level — Agile Feet: As a free action, you can gain increased mobility for 1 round. For the next round, you ignore all difficult terrain and do not take any penalties for moving through it. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
8th level — Dimensional Hop (Sp): You can teleport up to 10 feet per cleric level per day as a move action. This teleportation must be used in 5-foot increments and such movement does not provoke attacks of opportunity. You must have line of sight to your destination to use this ability. You can bring other willing creatures with you, but you must expend an equal amount of distance for each creature brought.
Alternate domain powers:
1st level — Door Sight (Sp): You can lay your hand upon any surface and see what is on the other side, as if using clairvoyance. Using this power takes 1 minute, during which time you must be touching the surface you want to see through. You can keep looking for as long as 10 minutes with each use of this power, but must touch the surface and take no other action the entire time. The surface cannot be thicker than 6 inches plus 1 inch per cleric level you possess. You can use this power a number of times per day equal to 3 + your Wisdom modifier.
Humans, half-elves, gnomes, and halflings only.
1st level — Copycat (Sp): You can create an illusory double of yourself as a move action. This double functions as a single mirror image and lasts for a number of rounds equal to your cleric level, or until the illusory duplicate is dispelled or destroyed. You can have no more than one copycat at a time. This ability does not stack with the mirror image spell. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
8th level — Master’s Illusion (Sp): You can create an illusion that hides the appearance of yourself and any number of allies within 30 feet for 1 round per cleric level. This ability otherwise functions like the spell veil. The rounds do not need to be consecutive.
Alternate domain powers:
1st level — Sudden Shift (Sp): In the blink of an eye, you can appear somewhere else. As an immediate action, after you are missed by a melee attack, you can teleport up to 10 feet to a space that you can see. This space must be inside the reach of the creature that attacked you. You can use this power a number of times each day equal to 3 + your Wisdom modifier.
1st level — Guarded Mind: You gain a +2 insight bonus on saving throws against all mind-affecting effects.
8th level — Part the Veil: You can lace spells you cast with the raw madness that waits in the outer darkness. Activating this ability is a swift action that you must use as you cast a spell that targets a single creature and that allows a Will saving throw to negate or reduce the spell’s primary effect. If the target fails to resist the spell, the target is also confused (as the spell) for a number of rounds equal to the spell’s level as visions of the void cause temporary insanity. The victim may attempt a new saving throw each round as a free action to resist the effect for that round only — these additional saving throws apply only to the additional confusion effect and not to the original spell effect. Part the veil is a mind-affecting effect. You can use this ability a number of times per day equal to 1⁄2 your class level.
Alternate domain powers:
1st level — It Came from Beyond: Once per day, when you cast a summoning spell, any one creature you summon is more powerful than normal. The creature gains the advanced creature simple template. If you summon more than one creature with a spell, only one of the summoned creatures gains the advanced creature simple template. A summoned creature that gains the advanced creature simple template in this manner appears unnervingly deformed or unnaturally hideous, bringing with it a whiff of the emptiness of the void. This ability works only on spells you cast as a cleric — it does not work on spellcasting abilities gained from any other spellcasting classes you might have.
8th level — Aura of Isolation (Sp): As a standard action, you can create a 20-foot aura that causes enemies within to be overcome with feelings of isolation and loss. Your enemies treat the aura as difficult terrain, as they become sluggish within its area of effect. Furthermore, while within the aura, your enemies cannot provide flanking, nor can they use or benefit from the aid another action. The aura lasts for a number of rounds equal to 3 + your Wisdom modifier, but the rounds need not be consecutive. This is a mind-affecting emotion effect. Maintaining this ability (in rounds after the first) is a free action.
8th level — The Stars Are Right: If you prepare your cleric spells while the stars are visible to you, you may spontaneously cast any of your Void domain spells by swapping out a spell of an equal spell level. Any Void domain spell that you cast while the stars are visible to you heals you of an amount of hit point damage equal to the spell’s level; this effect happens as you cast the spell.
You are proficient with your deity’s favored weapon.
1st level — Battle Rage (Sp): You can touch a creature as a standard action to give it a bonus on melee damage rolls equal to 1⁄2 your cleric level for 1 round (minimum +1). You can do so a number of times per day equal to 3 + your Wisdom modifier.
8th level — Weapon Master: You gain the use of one combat feat for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive and you can change the feat chosen each time you use this ability. You must meet the prerequisites to use this feat.
Alternate domain powers:
1st level — Seize the Initiative: Whenever you and your allies roll for initiative, you can grant one ally within 30 feet the ability to roll twice and take either result. This decision is made before results are revealed. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
8th level — Wounding Blade (Sp): You can make a piercing or slashing weapon you touch strike as a wounding weapon for a number of rounds equal to 1⁄2 your cleric level. You can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th. At 14th level, this ability makes a touched weapon strike as a greater wounding weapon instead.
You gain the ability to speak Aquan, the language of water creatures.
1st level — Surge (Sp): As a standard action, you can cause a mighty wave to appear that pushes or pulls a single creature. Make a combat maneuver check against the target, using your cleric level + your Wisdom modifier as your CMB. If successful, you may pull or push the creature as if using the push or drag combat maneuver. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
6th level — Drench: Your touch can put out torches, campfires, exposed lanterns, and other open flames of nonmagical origin if these are of Large size or smaller. You can also dispel magical fire you touch as dispel magic (caster level equals to your cleric level). You can use this ability a number of times per day equal to 3 + your Wisdom modifier. When used against a creature of fire (such as a fire elemental or an efreeti), this ability deals 1d6 points of damage per 2 levels; a Fortitude saving throw (DC 10 + one-half your cleric level + your Wisdom modifier) halves the damage. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Alternate domain powers:
1st level — Frigid Ray (Sp): As a standard action, you can fire ray of white crystalline motes from your finger, targeting any foe within 30 feet as a ranged touch attack. The ray deals 1d6 points of cold damage, plus 1d6 additional points for every three cleric levels you possess past the 1st. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
1st level — Water Sight: You can see through fog and mist without penalty as long as there is enough light to allow you to see normally. At 7th level, you can use any calm pool of water at least 1 foot in diameter as a scrying device, as if using the scrying spell. At 15th level, this functions like greater scrying. (This scrying is a spell-like ability.) You can use the scrying abilities for a number of rounds per day equal to your cleric level, but these rounds do not need to be consecutive.
8th level — Body of Ice: You can transmute your body and equipment to ice for a period of time. It takes a standard action to take on the form of ice, and you can end the transmutation with a free action on your turn. When you take on the form of ice, you are immune to cold and have DR 5/—, but you take twice the normal amount of damage from fire. You can take on the form of ice for a number of rounds per day equal to your cleric level. The rounds need not be consecutive.
1st level — Storm Burst (Sp): As a standard action, you can create a storm burst targeting any foe within 30 feet as a ranged touch attack. The storm burst deals 1d6 points of nonlethal damage, plus 1d6 additional points for every three cleric levels you possess past the 1st. In addition, the target is buffeted by winds and rain, causing it to take a −2 penalty on attack rolls for 1 round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
6th level — Cold Resistance: You gain resist cold 10. This resistance increases to 20 at 12th level, and to 30 at 18th level.
Alternate domain powers:
1st level — Untouched by the Seasons (Sp): By touching a creature, you can grant it the benefits of endure elements, which has duration as a long buff (see "Buff Spells", on the Spells page, for more about buff durations in Worlds of Adventure). You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
8th level — Deadly Weather (Sp): You can unleash a furious call to the heavens, summoning forth an everchanging storm of destruction for a number of rounds per day equal to your cleric level (these rounds do not need to be consecutive). This storm has a radius of 5 feet per cleric level. Each round, the storm has one of the following effects: driving rain (−4 on all Perception checks and ranged attack rolls), howling winds (−8 on Fly skill checks and ranged attack rolls), heavy snow (all terrain is considered difficult), or lightning bolt (as call lightning). Other effects depending on the weather might also apply (at the GM’s discretion). You choose which effect takes place each round, but no effect may be repeated on the following round.
8th level — Gale Aura (Sp): As a standard action, you can create a 30-foot aura of gale-like winds that slows the progress of enemies. Creatures in the aura cannot take a 5-foot step. Enemies in the aura treat all movement that brings them closer to you as movement through difficult terrain. They can move normally in any other direction. You can use this ability for a number of rounds per day equal to your cleric level. The rounds do not need to be consecutive. Maintaining this ability (in rounds after the first) is a free action.
8th level — Lightning Lord (Sp): You can call down a number of bolts of lightning per day equal to your cleric level. You can call down as many bolts as you want with a single standard action, but no creature can be the target of more than one bolt and no two simultaneous targets can be more than 30 feet apart. This ability otherwise functions as call lightning. At 14th level, this ability otherwise functions as call lightning storm.