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Cleric Domains for Starspeaker

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Saelmarian Cleric Domains

Earth Domain

Granted Power: Once per day, as a spell-like ability, you may grant yourself or someone you touch earth affinity.  This abjuration provides a damage reduction 5/-- against stone or earth-based weapons or spell effects.  It also protects the recipient from the first 5 points of damage from such attacks that penetrates the damage reduction, as an endure elements spell.  This effect has a duration of 1 minute + 1 minute/ cleric level.

Earth Domain Spells

1

Magic Stone

6

Stoneskin

2

Soften Earth and Stone

7

Transmute Earth to Metal*

3

Protection from Elements (Earth)

8

Ignore Earth*

4

Spike Stones

9

Elemental Swarm

5

Wall of Stone

 

 

Fire Domain

Granted Power: Once per day, as a spell-like ability, you may grant yourself or someone you touch fire affinity.  This abjuration provides a resistance bonus equal to your cleric level to all saves against fire spells and effects.  It also protects the recipient from the first 5 points of damage actually taken from such attacks, as an endure elements spell.  This effect has a duration of 1 minute + 1 minute/level.

Fire Domain Spells

1

Burning Hands

6

Fire Seeds

2

Heat Metal

7

Transmute Flame to Stone*

3

Protection from Elements (Fire)

8

Ignore Fire*

4 Wall of Fire 9

Elemental Swarm

5 Fire Shield  

 

Metal Domain

Granted Power: Once per day, as a spell-like ability, you may grant yourself or someone you touch metal affinity.  This abjuration provides a damage reduction 1/-- against metal weapons or spell effects.  It also protects the recipient from the first 5 points of damage from such attacks that penetrates the damage reduction, as an endure elements spell.  This effect has a duration of 1 minute + 1 minute/ cleric level.

Metal Domain Spells

1 Keenblade* 6 Blade Barrier
2 Shatter Wood* 7 Transmute Metal to Water*
3 Protection from Elements (Metal) 8

Ignore Metal*

4 Rusting Grasp 9

Elemental Swarm

5 Wall of Iron  

 

Shadow Domain

Granted Power: Once per day per level, as a spell-like ability, you may grant yourself or someone you touch the shadow blend ability of a shadow creature.  In conditions other than full daylight, the ability enables you to disappear into the shadows, giving you nine-tenths concealment.  Artifical illumination, even a light or continual flame spell, does not negate this ability.  A daylight spell, however, will.

Shadow Domain Spells

1

Shadowmist*

6

Greater Shadowstuff*

2

Shadowshape*

7

Shadow Walk

3

Negative Energy Protection

8

Shadowstuff Cloak*

4

Lesser Shadowstuff*

9

Shadowkill*

5

Nightmare

 

 

Water Domain

Granted Power: Once per day, as a spell-like ability, you may grant yourself or someone you touch water affinity.  This abjuration provides a resistance bonus equal to your cleric level to all saves against water spells and effects.  It also protects the recipient from the first 5 points of damage actually taken from such attacks, as an endure elements spell.  This effect has a duration of 1 minute + 1 minute/level.

Water Domain Spells

1 Obscuring Mist 6 Drown*
2 Quench 7 Changewater*
3 Protection from Elements (Water) 8

Ignore Water*

4 Control Water 9

Elemental Swarm

5 Wall of Water*  

 

Wood Domain

Granted Power: Once per day, as a spell-like ability, you may grant yourself or someone you touch wood affinity.  This abjuration provides a damage reduction 2/-- against wooden weapons or spell effects.  It also protects the recipient from the first 5 points of damage from such attacks that penetrates the damage reduction, as an endure elements spell.  This effect has a duration of 1 minute + 1 minute/ cleric level.

Wood Domain Spells

1 Entangle 6 Repel Wood
2 Earthbind* 7 Forest Fire*
3 Protection from Elements (Wood) 8

Ignore Wood*

4 Control plants 9

Elemental Swarm

5 Wall of Thorns

Breath (Air) Domain

Granted Power: Upon selecting this domain, the cleric may choose one of two effects, depending on his or her alignment.  Good-aligned clerics will choose the breath of life, while evil-aligned clerics will choose the ill wind ability.  Neutral clerics may choose either.  Either ability requires the cleric to touch the recipient and is usable only once per day.

            Breath of life enables the cleric to perform one of two minor effects.  He may simply choose to heal himself or another character of damage--1d8+1/level (max +5) as a cure light wounds spell.  Alternatively, the cleric may choose to use the breath of life in an effort to temporarily "cure" himself or a character of the effects of one disease, illness, poison, or other physiological effect, including those caused by poison.  In this case, the ability does not actually remove the affliction, but rather provides one day of protection from its effects.  The ability works automatically on all natural diseases, much like a remove disease spell.  Against magical diseases, the ability allows the victim to make a saving throw with a +4 resistance bonus to stave off the effects of the disease for another day.

            Ill wind basically has the opposite effect.  The cleric has the ability to either inflict light wounds, or to cause a character to suffer from a disease or other affliction (chosen from page 75 of the DMG) of his choosing for 24 hours.  The disease onset is immediate, regardless of the disease's normal incubation period.  None of the effects are permanent, regardless of the disease description.  All effects clear up after 24 hours.  The character may make the normal Fortitude save against either the damage (DC per inflict light wounds spell) or disease effects (DC per DMG), but suffers a -1 penalty per level of the cleric using ill wind.

Breath (Air) Domain Spells

1 Cure/Inflict Light Wounds 6 Heal/Harm
2 Wind Wall 7 Control Weather
3 Gaseous Form 8 Mass Heal/Mass Harm
4 Air Walk 9 Storm of Vengeance
5 Control Winds  

 

Cleric Domains from Other Sources

            The clerics of Saelmaria are able to choose from numerous domains depending on the deity they worship.  These domains include the ones listed in the Player’s Handbook, some listed in the Forgotten Realms Campaign Setting, others from the Defenders of the Faith, some from non-WotC publishers, and some specific to the Starspeaker setting.  Much like the feats and prestige classes, domains will be made available as players and DMs create them--either for this world or for other settings.  Rest assured that any borrowed domains will be properly credited.