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Magic in the Fifth Age

D&D 3e (3.0/3.5) Rules

by James O'Rance


Summary of Conversion: This document is a conversion of the Dragonlance: Fifth Age® rules and A Saga Companion. It contains spellcasting rules, feats, and revised classes for the new magic of the Dragonlance: Fifth Age® campaign, using the Dungeons & Dragons® rules.

The standard time period for D&D Dragonlance® campaigns is the Fourth Age. During this time, most things work exactly as presented in the Dungeons & Dragons rules, especially as regarding magic and character classes.

However, those who have enjoyed the novel Dragons of Summer Flame, the Dragons of a New Age series or the War of Souls series might want to explore the Fifth Age: The Age of Mortals. Whilst the D&D rules regarding skills, feats and combat obviously do not need any alteration, the very different magic available to characters in the Fifth Age requires new spell selection for each class.

These changes are described below.

The New Magic

At the close of the Fourth Age, the gods withdrew from Krynn, taking with them the powers that they had granted to mortals. The holy orders and wizards alike found that their spells were now powerless. For a while it seemed that magic had departed from the world of Krynn.

Over time, new powers were discovered. Some of these are thought to be related to the primordial magic of Krynn, which existed long before the three moons first rose in the heavens. Once known as wild magic, and considered the exclusive domain of ancient beings such as the scions and the dragons, this rediscovered arcane power has come to be known as sorcery. Apparently elemental in nature, sorcery seems incapable of affecting living beings. The power is simply to uncontrollable for such subtle manipulation.

Others turned inward to seek new powers, and discovered something truly miraculous. Called mysticism by its practitioners, it is the power of life and the energy of the soul. Mysticism is an intuitive magic that uses the spark of divine power found within every living being; however, it is unable to affect the material world as sorcery does.

  • Divine Magic: Divine magic in the Fifth Age is represented by mysticism. The cleric and druid classes are no longer viable character classes, and should not be chosen by players. A new class, the mystic, is available instead. Players who create ranger and paladin characters choose one domain of mysticism from which to cast spells (see the mystic, below). Rangers usually take Animism, whereas paladins favour Healing. Rangers and paladins may gain a second Mysticism domain by acquiring the appropriate feat.
  • Arcane Magic: Arcane magic in the Fifth Age is represented by sorcery. The wizard class no longer exists (or rather, wizards no longer cast spells and are not a viable character class). Sorcerers possess new spells and powers, as described by the revised sorcerer below. Players who wish to create a bard character should seek permission from their DM first. A bard chooses one domain of sorcery from which to cast spells (see the revised sorcerer, below), usually Mentalism. Bards may gain a second Sorcery domain by acquiring the appropriate feat.

The Mystic Class

Mystics have the following game statistics.

Abilities: Wisdom determines how powerful a spell a mystic can cast, how many spells the mystic can cast per day, and how hard those spells are to resist. To cast a spell, a mystic must have a Wisdom score of 10 + the spell's level. A mystic gets bonus spells based on Wisdom. The Difficulty Class if a saving throw against a mystic's spell is 10 + the spell's level + the mystic's Wisdom modifier.

Alignment: Any.

Hit Die: d8.

Class Skills

The mystic's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (religion) (Int), Profession (Wis), and Spellcraft (Int). See Chapter 4: Skills of the Player's Handbook for skill descriptions.

Skill Points at 1st level: (2 + Int modifier) x 4.
Skill Points at Each Additional Level: 2 + Int modifier.

The Mystic
Class Level Base Att. Fort Save Ref Save Will Save Special Spells per day
1 +0 +2 +0 +2 5 3 - - - - - - - -
2 +1 +3 +0 +3 6 4 - - - - - - - -
3 +2 +3 +1 +3 6 5 - - - - - - - -
4 +3 +4 +1 +4 6 6 3 - - - - - - -
5 +4 +4 +1 +4 6 6 4 - - - - - - -
6 +5 +5 +2 +5 6 6 5 3 - - - - - -
7 +6/+1 +5 +2 +5 6 6 6 4 - - - - - -
8 +6/+1 +6 +2 +6 6 6 6 5 3 - - - - -
9 +7/+2 +6 +3 +6 6 6 6 6 4 - - - - -
10 +8/+3 +7 +3 +7 6 6 6 6 5 3 - - - -
11 +9/+4 +7 +3 +7 6 6 6 6 6 4 - - - -
12 +10/+5 +8 +4 +8 6 6 6 6 6 5 3 - - -
13 +11/+6/+1 +8 +4 +8 6 6 6 6 6 6 4 - - -
14 +12/+7/+2 +9 +4 +9 6 6 6 6 6 6 5 3 - -
15 +12/+7/+2 +9 +5 +9 6 6 6 6 6 6 6 4 - -
16 +13/+8/+3 +10 +5 +10 6 6 6 6 6 6 6 5 3 -
17 +14/+9/+4 +10 +5 +10 6 6 6 6 6 6 6 6 4 -
18 +15/+10/+5 +11 +6 +11 6 6 6 6 6 6 6 6 5 3
19 +16/+11/+6/+1 +11 +6 +11 6 6 6 6 6 6 6 6 6 4
20 +17/+12/+7/+2 +12 +6 +12 6 6 6 6 6 6 6 6 6 6

Class Features

All of the following are class features of the mystic.

Armour and Weapon Proficiency: Mystics are proficient with all simple weapons. Mystics are proficient with light armour and with shields. Note that armour check penalties for armour heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble. Also, Swim checks suffer a –1 penalty for every 5 pounds of armour and equipment carried.

Spells: A mystic casts divine spells according to Table 13: The Mystic. A mystic's selection of spells is extremely limited. All mystics choose three Mystic domains, and begin play knowing three 0-level spells (also called orisons) and three 1st-level spells, taken from the spell lists of the chosen domains.

A mystic is limited to casting a certain number of spells of each level per day, but he need not prepare his spells in advance. The number of spells he can cast per day is improved by his bonus spells, if any. For instance, at 1st level, the mystic Audeus can cast four 1st-level spells per day – three for being 1st level (see Table 13), plus one thanks to his high Wisdom. However, he knows only three 1st-level spells: charm person, true strike, and detect undead (the 1st-level spells of the Mentalism, Sensitivity, and Spiritualism Domains). In any given day, he can cast charm person four times, cast true strike four times, cast detect undead four times, or cast some combination of the three spells a total of four times. He does not have to decide ahead of time which spells he'll cast.

A mystic may use a higher-level slot to cast a lower-level spell if he so chooses. For example if an 8th-level mystic has used up all of his 3rd-level spell slots for the day but wants to cast another one, he could use a 4th-level slot to do so. The spell is still treated as its actual level, not the level of the slot used to cast it.

Domains: Like clerics, mystics choose Domains from which they can cast their spells. Mystics can choose any three domains from the Mystic Domains (these are different from the Cleric Domains in the Player's Handbook). They do not have a base spell list, not do they gain spells from the cleric or druid base spell lists.

Each domain gives your mystic access to a domain spell at each spell level, from 0 on up, as well as a granted power. Your mystic gets the granted powers of all the domains selected.

Chaotic, Evil, Good, and Lawful Spells: A mystic can't cast spells of an alignment opposed to his own. For example, a good mystic can't cast evil spells. Spells associated with these alignments are identified as such on the "Level" line of the spell description.

Cleric Abilities: Mystics cannot swap prepared spells for healing as a cleric can. Nor can mystics turn or rebuke undead, unless they receive the ability as a granted power.

The Revised Sorcerer Class

Sorcerers in the Fifth Age have the following game statistics.

Abilities: Charisma determines how powerful a spell a sorcerer can cast, how many spells the sorcerer can cast per day, and how hard those spells are to resist. To cast a spell, a sorcerer must have a Charisma score of 10 + the spell's level. A sorcerer gets bonus spells based on Charisma. The Difficulty Class if a saving throw against a sorcerer's spell is 10 + the spell's level + the sorcerer's Charisma modifier.

Alignment: Any.

Hit Die: d4.

Class Skills

The sorcerer's class skills (and the key ability for each skill) are Alchemy (Int), Concentration (Con), Craft (Int), Knowledge (arcana) (Int), Profession (Wis), and Spellcraft (Int). See Chapter 4: Skills of the Player's Handbook for skill descriptions.

Skill Points at 1st level: (2 + Int modifier) x 4.
Skill Points at Each Addiitonal Level: 2 + Int modifier.

Class Features

All of the following are class features of the sorcerer.

Armour and Weapon Proficiency: Sorcerers are proficient with all simple weapons. Sorcerers are proficient with light armour and with shields. Note that armour check penalties for armour heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble. Also, Swim checks suffer a –1 penalty for every 5 pounds of armour and equipment carried.

Spells: A sorcerer casts divine spells according to Table 14: The Sorcerer. A sorcerer's selection of spells is extremely limited. All sorcerers choose three Sorcery domains, and begin play knowing three 0-level spells (also called cantrips) and three 1st-level spells, taken from the spell lists of the chosen domains.

A sorcerer is limited to casting a certain number of spells of each level per day, but she need not prepare her spells in advance. The number of spells she can cast per day is improved by her bonus spells, if any. For instance, at 1st level, the sorcerer Ti'ikka can cast four 1st-level spells per day – three for being 1st level (see Table 14), plus one thanks to her high Charisma. However, she knows only three 1st-level spells: bless water, produce flame, and summon nature's ally I (the 1st-level spells of the Hydromancy, Pyromancy, and Summoning Domains). In any given day, she can cast bless water four times, cast produce flame four times, cast summon nature's ally I four times, or cast some combination of the three spells a total of four times. She does not have to decide ahead of time which spells she'll cast.

A sorcerer may use a higher-level slot to cast a lower-level spell if she so chooses. For example if an 8th-level sorcerer has used up all of her 3rd-level spell slots for the day but wants to cast another one, she could use a 4th-level slot to do so. The spell is still treated as its actual level, not the level of the slot used to cast it.

Domains: Like mystics, sorcerers choose Domains from which they can cast their spells. Sorcerers can choose any three domains from the Sorcery Domains (these are separate from the Cleric Domains). They do not have a base spell list, not do they gain spells from the cleric or wizard base spell lists.

Each domain gives your mystic access to a domain spell at each spell level, from 0 on up, as well as a granted power. Your mystic gets the granted powers of all the domains selected.

The Sorcerer
Class Level Base Att. Fort Save Ref Save Will Save Special Spells per day
1 +0 +0 +0 +2 5 3 - - - - - - - -
2 +1 +0 +0 +3 6 4 - - - - - - - -
3 +1 +1 +1 +3 6 5 - - - - - - - -
4 +2 +1 +1 +4 6 6 3 - - - - - - -
5 +2 +1 +1 +4 6 6 4 - - - - - - -
6 +3 +2 +2 +5 6 6 5 3 - - - - - -
7 +3 +2 +2 +5 6 6 6 4 - - - - - -
8 +4 +2 +2 +6 6 6 6 5 3 - - - - -
9 +4 +3 +3 +6 6 6 6 6 4 - - - - -
10 +5 +3 +3 +7 6 6 6 6 5 3 - - - -
11 +5 +3 +3 +7 6 6 6 6 6 4 - - - -
12 +6/+1 +4 +4 +8 6 6 6 6 6 5 3 - - -
13 +6/+1 +4 +4 +8 6 6 6 6 6 6 4 - - -
14 +7/+2 +4 +4 +9 6 6 6 6 6 6 5 3 - -
15 +7/+2 +5 +5 +9 6 6 6 6 6 6 6 4 - -
16 +8/+4 +5 +5 +10 6 6 6 6 6 6 6 5 3 -
17 +8/+4 +5 +5 +10 6 6 6 6 6 6 6 6 4 -
18 +9/+5 +6 +6 +11 6 6 6 6 6 6 6 6 5 3
19 +9/+5 +6 +6 +11 6 6 6 6 6 6 6 6 6 4
20 +10/+5 +6 +6 +12 6 6 6 6 6 6 6 6 6 6

Other Abilities: Revised sorcerers cannot summon a familiar, nor can they learn new spells from arcane tomes as a standard sorcerer can. These abilities rely on powers that no longer exist in the Fifth Age.

New Feats

These feats are added to those in Chapter 5 of the Player's Handbook for Dragonlance: The Fifth Age campaigns. Note that some of these feats are intended for Fifth Age D&D campaigns, and may not be appropriate for Classic Dragonlance® games.

Additional Spell [Special]

This feat allows characters in the Fifth Age to learn spells not present on the mystic or sorcerer domain spell lists.

Prerequisites: Spellcaster level 1+.

Benefit: The character learns an additional spell, of any level that he can cast. The spell can be chosen from any in the Player's Handbook, provided that it is at least somewhat similar to the character's existing domains. The DM's discretion applies.

Special: This feat can be taken multiple times. Each time it is taken, choose a new additional spell. A character can only have one additional spell at each level of a domain.

Improved Mysticism [Special]

This feat allows characters in the Fifth Age to increase the number of spells available to them at each level.

Prerequisites: Divine spellcaster, Wis 15+.

Benefit: The character gains access to an additional Mysticism domain.

Improved Sorcery [Special]

This feat allows characters in the Fifth Age to increase the number of spells available to them at each level.

Prerequisites: Arcane spellcaster, Cha 15+.

Benefit: The character gains access to an additional Sorcery domain.

Long-Term Spell [Metamagic]

You can cast spells with indefinite duration, by sacrificing some of your power.

Prerequisites: Spellcaster level 3+.

Benefit: A long-term spell lasts indefinitely. Once a long-term spell has been cast, the DM secretly determines its duration (in days, weeks, months, or even years). While the spell lasts, the spell slot used to cast the spell remains "in use" and may not be used to cast other spells. A long-term spell can be ended prematurely with dispel magic.

Long-Term Spell has no effect on spells with a concentration, instantaneous, or permanent duration, or on other spells at the DM's discretion. A long-term spell uses up a spell slot four levels higher than the spell's actual level.

Mystic Familiar [Special]

This feat allows a character to acquire a familiar, in much the same way as a sorcerer or wizard might do in the Fourth Age.

Prerequisites: Access to the Animism domain.

Benefit: You can summon a familiar. See page 51 of the Player's Handbook.

Shapechanging Expertise [Special]

This feat allows a character with natural shapechanging abilities to become familiar with a specific form (such as a dolphin, sea otter, or elf). Sea elves can only choose one form; Mischta and Irda characters can choose any humanoid form.

Prerequisites: Elf (Dargonesti or Dimernesti), Irda, or Mischta race.

Benefit: The character can shift into a familiar form in 1 round, she must rest for 5 rounds afterwards. For 2 rounds after this adjustment period, the character suffers a –2 penalty to all rolls as she remembers the nuances of her new body.

Shapechanged bodies cannot be dispelled; they are solid and take damage just as other bodies do. The character's natural form is always considered familiar.

Normal: If shifting to an unfamiliar form, the character must rest for 1d6+6 rounds, and then suffers a –2 penalty to all rolls for 4 additional rounds.

Special: Mischta can take this feat multiple times. Each time you take the feat, it applies to a new humanoid form.

Mysticism Domains

Alteration Domain

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

Alteration Domain Spells

  1. Virtue. Subject gains 1 temporary hp.
  2. Change Self. Change own appearance.
  3. Delay Poison. Stops poison from harming subject for 1 hour/level.
  4. Water Breathing. Subjects can breathe underwater.
  5. Polymorph Self. You assume a new form.
  6. Animal Growth. One animal/two levels doubles in size, HD.
  7. Liveoak. Oak becomes treant guardian.
  8. Statue. Subject can become a statue at will.
  9. Animal Shapes. One ally/level polymorphs into chosen animal.
  10. Shapechange. Transforms you into any creature, and change forms once per round.

Animism Domain

Granted Power: Once per day you can choose to cast either animal friendship or entangle. Animal Handling and Wilderness Lore are class skills.

Animism Domain Spells

  1. Detect Poison. Detects poison in one creature or small object.
  2. Calm Animals. Calms 2d4 +1/level HD of animals, beasts, and magical beasts
  3. Speak with Animals. You can communicate with natural animals.
  4. Dominate Animal. Subject animal obeys silent mental commands.
  5. Control Plants. Talk to and control plants and fungi.
  6. Commune with Nature. Learn about terrain for one mile/level.
  7. Liveoak. Oak becomes treant guardian.
  8. Creeping Doom. Carpet of insects attacks at your command.
  9. Shambler. Summons 1d4+2 shambling mounds to fight for you.
  10. Summon Nature's Ally IX. Calls creature to fight.

Channeling Domain

Granted Power: You have the supernatural ability to gain an enhancement bonus to Strength, Dexterity, or Constitution, equal to your Wisdom modifier. Activating the power is a free action, the power lasts one round per level, and it is usable once per day.

Channeling Domain Spells

  1. Resistance. Subject gains +1 on saving throws.
  2. Expeditious Retreat. Doubles your speed.
  3. Bull's Strength. Subject gains 1d4+1 Str for 1 hr./level.
  4. Remove Disease. Cures all diseases affecting subject.
  5. Divine Power. You gain attack bonus, 18 Str, and 1 hp/level.
  6. Righteous Might. Your size increases, and you gain +4 Str.
  7. Tenser's Transformation. You gain combat bonuses.
  8. Greater Restoration. Restores all levels and ability score drains.
  9. Mass Haste. Extra partial action and +4 AC, affects one subject/level.
  10. Iron Body. Your body becomes living iron.

Healing Domain

Granted Power: You can lay on hands once per day, curing 1 hp/caster level.

Healing Domain Spells

  1. Cure Minor Wounds. Cures 1 point of damage.
  2. Cure Light Wounds. Cures 1d8 +1/level damage (max +5).
  3. Cure Moderate Wounds. Cures 2d8 +1/level damage (max +10).
  4. Cure Serious Wounds. Cures 3d8 +1/level damage (max +15).
  5. Cure Critical Wounds. Cures 4d8 +1/level damage (max +20).
  6. Healing Circle. Cures 1d8 +1/level damage in all directions.
  7. Heal. Cures all damage, diseases, and mental conditions.
  8. Regenerate. Subject's severed limbs grow back.
  9. Mass Heal. As heal, but with several subjects.
  10. True Resurrection. Fully restore dead subject, even without remains.

Meditation Domain

Granted Power: You have the supernatural ability to gain an enhancement bonus to Intelligence, Wisdom, or Charisma, equal to your Constitution modifier. Activating the power is a free action, the power lasts one round per level, and it is usable once per day.

Meditation Domain Spells

  1. Guidance. +1 on one roll, save, or check.
  2. Remove Fear. +4 on saves against fear for one subject +1/four levels.
  3. Calm Emotions. Calms 1d6 subjects/level, negating emotion effects
  4. Prayer. Allies gain +1 on most rolls, and enemies suffer –1.
  5. Imbue with Spell Ability. Transfer spells to subject.
  6. Atonement. Removes burden of misdeeds from subject.
  7. Etherealness. Travel to Ethereal Plane with companions.
  8. Spell Turning. Reflect 1d4+6 spell levels back at caster.
  9. Protection from Spells. Confers +8 resistance bonus.
  10. Time Stop. You act freely for 1d4+1 rounds.

Mentalism Domain

Granted Powers: You cast charm person once per day. Scry is a class skill.

Mentalism Domain Spells

  1. Daze. Creature loses next action.
  2. Sleep. Put 2d4 HD of creatures into comatose slumber.
  3. Detect Thoughts. Allows "listening" to surface thoughts.
  4. Tongues. Speak any language.
  5. Discern Lies. Reveals deliberate falsehoods.
  6. Greater Command. One subject/level obeys one-word command for 1 round.
  7. Dominate Person. Control humanoid telepathically.
  8. Insanity. Subject suffers continuous confusion.
  9. Mind Blank. Subject is immune to mental/emotional magic and scrying.
  10. Astral Projection. Projects you and companions into Astral Plane.

Necromancy Domain

Granted Power: You can use a death touch once per day. Your death touch is a spell-like ability that is a death effect. You must succeed at a melee touch attack against a living creature (using the rules for touch spells). When you touch, roll 1d6 per your mystic level. If the total at least equals the creature's current hit points, it dies.

Necromancy Domain Spells

  1. Inflict Minor Wounds. Touch attack, 1 point of damage.
  2. Chill Touch. 1 touch/level deals 1d6 damage and possibly 1 Str damage.
  3. Death Knell. Kill dying creature and gain 1d8 temp. hp, +2 Str, and +1 caster level.
  4. Animate Dead. Creates undead skeletons and zombies.
  5. Inflict Critical Wounds. Touch attack, 4d8 +1 hp/level damage (max +20).
  6. Slay Living. Touch attack kills subject.
  7. Create Undead. Ghouls, shadows, ghasts, wights, or wraiths.
  8. Destruction. Kills subject and destroys remains.
  9. Create Greater Undead. Mummies, spectres, vampires, or ghosts.
  10. Wail of the Banshee. Kills one creature/level.

Sensitivity Domain

Granted Powers: You cast divinations at +1 caster level. Scry is a class skill.

Sensitivity Domain Spells

  1. Detect Magic. Detects spells and magic items within 60 ft.
  2. True Strike. Adds +20 bonus to your next attack roll.
  3. Augury. Learns whether an action will be good or bad.
  4. Invisibility Purge. Dispels invisibility within 5 ft./level.
  5. Divination. Provides useful advice for specific proposed actions.
  6. True Seeing. See all things as they really are.
  7. Banishment. Banishes 2 HD/level extraplanar creatures.
  8. Legend Lore. Learn tales about a person, place, or thing.
  9. Discern Location. Exact location of creature or object.
  10. Foresight. "Sixth sense" warns of impending danger.

Spiritualism Domain

Granted Power: You can turn undead (good and neutral characters) or rebuke undead (evil characters) as a cleric of the same level.

Spiritualism Domain Spells

  1. Bane. Enemies suffer –1 attack, -1 on saves against fear.
  2. Detect Undead. Reveals undead within 60 ft.
  3. Consecrate or Desecrate. Fills area with positive or negative energy.
  4. Speak with Dead. Corpse answers one question/two levels.
  5. Death Ward. Grants immunity to death spells and effects.
  6. Raise Dead. Restores life to subject who died up to 1 day/level ago.
  7. Forbiddance. Denies area to creatures of another alignment.
  8. Holy Ward or Blasphemy. Kills, paralyzes, weakens, or dazes creatures of opposite alignment.
  9. Holy Aura or Unholy Aura. +4 AC, +4 resistance, and SR 25 against spells of opposite alignment.
  10. Energy Drain. Subject gains 2d4 negative energy levels.

Sorcery Domains

Aeromancy Domain

Granted Power: Rebuke or command air creatures as an evil cleric rebukes undead. You can use this ability a total number of times equal to 3 + your Charisma modifier.

Aeromancy Domain Spells

  1. Ghost Sounds. Figment sounds.
  2. Obscuring Mist. Fog surrounds you.
  3. Wind Wall. Deflects arrows, smaller creatures, and gases.
  4. Gaseous Form. Subject becomes insubstantial and can fly slowly.
  5. Air Walk. Subject treads on air as if solid (climb at 45-degree angle).
  6. Control Winds. Change wind direction and speed.
  7. Chain Lightning. 1d6 damage/level; secondary bolts.
  8. Control Weather. Changes weather in local area.
  9. Whirlwind. Cyclone inflicts damage and can pick up creatures.
  10. Elemental Swarm. * Summons 2d4 Large, 1d4 Huge elementals.

*Cast as an air spell only.

Cryomancy Domain

Granted Power: You cast endure elements* once per day.

Cryomancy Domain Spells

  1. Ray of Frost. Ray deals 1d3 cold damage.
  2. Chill Touch. 1 touch/level deals 1d6 damage and possibly 1 Str damage.
  3. Resist Elements. * Ignores 12 damage/round from one energy type.
  4. Sleet Storm. Hampers vision and movement.
  5. Ice Storm. Hail deals 5d6 damage in cylinder 40 ft. across.
  6. Wall of Ice. Ice plane creates wall with 15 hp +1/level, or hemisphere can trap creatures inside.
  7. Cone of Cold. 1d6 cold damage/level.
  8. Summon Monster VII. ** Summons an outsider to fight for you.
  9. Otiluke's Freezing Sphere. Freezes water or deals cold damage.
  10. Summon Monster IX. ** Summons an outsider to fight for you.

* Cold or heat only.
** Cold creatures only.

Divination Domain

Granted Power: You cast divination spells at +1 caster level. Scry and all Knowledge skills are class skills.

Divination Domain Spells

  1. Detect Magic. Detects spells and magic items within 60 ft.
  2. Detect Secret Doors. Reveals hidden doors within 60 ft.
  3. Locate Object. Senses direction toward object (specific or type).
  4. Clairaudience/Clairvoyance. Hear or see at a distance for 1 min./level.
  5. Scrying. Spies on subjects from a distance.
  6. Prying Eyes. 1d4 floating eyes +1/level scout for you.
  7. Analyze Dweomer. Reveals magical aspects of subject.
  8. Greater Scrying. As scrying, but faster and longer.
  9. Discern Location. Exact location of creature or object.
  10. Foresight. "Sixth sense" warns of impending danger.

Electromancy Domain

Granted Power: You can cause an opponent to drop a metallic weapon using magnetic rays. This is a spell-like ability that you can use once per day. Make a ranged touch attack to strike the opponent's weapon; if successful, the opponent drops the weapon within 5 feet.

Electromancy Domain Spells

  1. Flare. Dazzles one creature (–1 to attack).
  2. Shocking Grasp. Touch delivers 1d8 +1/level electricity.
  3. Faerie Fire. Outlines subjects with light, canceling blur, concealment, etc.
  4. Call Lightning. Directs lightning bolts (1d10/level) during storms.
  5. Lightning Bolt. Electricity deals 1d6 damage/level.
  6. Sleet Storm. Hampers vision and movement.
  7. Chain Lighting. 1d6 damage/level; secondary bolts.
  8. Control Weather. Changes weather in local area.
  9. Repel Metal or Stone. Pushes away metal or stone.
  10. Storm of Vengeance. Storm rains acid, lightning, and hail.

Enchantment Domain

Granted Power: Free Scribe Scroll or Brew Potion feat.

Enchantment Domain Spells

  1. Detect Magic. Detects spells and magic items within 60 ft.
  2. Magic Weapon. Weapon gains +1 bonus.
  3. Identify. Determines single feature of magic item.
  4. Dispel Magic. Cancels magical spells and effects.
  5. Greater Magic Weapon. +1/three levels (max +5)
  6. Antimagic Field. Negates magic within 10 ft.
  7. Greater Dispelling. As dispel magic, but +20 on check.
  8. Spell Turning. Reflect 1d4+6 spell levels back at caster.
  9. Protection from Spells. Confers +8 resistance bonus.
  10. Mordenkainen's Disjunction. Dispels magic, disenchants magic items.

Geomancy Domain

Granted Power: Rebuke or control earth creatures as an evil cleric rebukes undead. Use this ability a number of times per day equal to 3 + your Charisma modifier.

Geomancy Domain Spells

  1. Mending. Makes minor repairs on an object.
  2. Magic Stone. Three stones become +1 projectiles, 1d6+1 damage.
  3. Soften Earth and Stone. Turns stone to clay or dirt to sand or mud.
  4. Stone Shape. Sculpts stone into any form.
  5. Spike Stones. Creatures in area take 1d8 damage, may be slowed.
  6. Wall of Stone. 20 hp/four levels, can be shaped.
  7. Move Earth. Digs trenches and builds hills.
  8. Disintegrate. Makes one creature or object vanish.
  9. Earthquake. Intense tremour shakes 5-ft./level radius.
  10. Elemental Swarm. * Summons 2d4 Large, 1d4 Huge elementals.

* Cast as an earth spell only.

Hydromancy Domain

Granted Power: Rebuke or command water creatures as an evil cleric rebukes undead. Use this ability a number of times per day equal to 3 + your Charisma modifier.

Hydromancy Domain Spells

  1. Create Water. Creates 2 gallons/level of pure water.
  2. Bless Water or Curse Water. Makes holy water (good characters) or unholy water (evil characters).
  3. Fog Cloud. Fog obscures vision.
  4. Water Breathing. Subjects can breathe underwater.
  5. Control Water. Raises, lowers, or parts bodies of water.
  6. Ice Storm. Hail deals 5d6 damage in cylinder 40 ft. across.
  7. Acid Fog. Fog deals acid damage.
  8. Otiluke's Freezing Sphere. Freezes water or deals cold damage.
  9. Horrid Wilting. Deals 1d8 damage/level within 30 ft.
  10. Elemental Swarm. * Summons 2d4 Large, 1d4 Huge elementals.

* Cast as a water spell only.

Pyromancy Domain

Granted Power: Rebuke or command fire creatures as an evil cleric rebukes undead. Use this ability a number of times per day equal to 3 + your Charisma modifier.

Pyromancy Domain Spells

  1. Burning Hands. 1d4 fire damage/level (max: 5d4).
  2. Produce Flame. 1d4+1/two levels damage, touch or thrown.
  3. Resist Elements. * Ignores 12 damage/round from one energy type.
  4. Fireball. 1d6 damage per level, 20-ft. radius.
  5. Wall of Fire. Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. passing through the wall deals 2d6+1/level.
  6. Fire Shield. Creatures attacking you take fire damage, you're protected from heat or cold.
  7. Flame Strike. Smite foes with fire (1d8/level).
  8. Fire Arrow
  9. Incendiary Cloud
  10. Elemental Swarm. ** Summons 2d4 Large, 1d4 Huge elementals.

* Resist cold or fire only.
** Cast as a fire spell only.

Spectramancy Domain

Granted Power: You cast dancing lights once per day.

Spectramancy Domain Spells

  1. Light. Object shines like a torch.
  2. Change Self. Changes your appearance.
  3. Invisibility. Subject is invisible for 10 min./level or until it attacks.
  4. Searing Light. Ray deals 1d8/two levels, more against undead.
  5. Rainbow Pattern. Lights prevent 24 HD of creatures from attacking or moving away.
  6. Persistent Image. As major image, but no concentration required.
  7. Mislead. Turns you invisible and creates illusory double.
  8. Prismatic Spray. Rays hit subjects with variety of effects.
  9. Sunburst. Blinds all within 10 ft., deals 3d6 damage.
  10. Prismatic Sphere. As prismatic wall, but surrounds on all sides.

Summoning Domain

Granted Power: You can turn or destroy (banish) summoned creatures as a good cleric turns undead. Use this ability a total number of times per day equal to 3 + your Charisma modifier.

Summoning Domain Spells

  1. Unseen Servant. Creates invisible force that obeys your commands.
  2. Summon Monster I. Calls outsider to fight for you.
  3. Levitate. Subject moves up and down at your direction.
  4. Summon Monster III. Calls outsider to fight for you.
  5. Dimension Door. Teleports you and up to 500 lb.
  6. Teleport. Instantly transports you anywhere.
  7. Planar Binding. Traps outsider (up to 16 HD) until it performs a task.
  8. Teleport without Error. As teleport, but no off-target arrival.
  9. Greater Planar Binding. As planar binding, but up to 24 HD.
  10. Teleportation Circle. Circle teleports any creature inside to designated spot.

Transmutation Domain

Granted Powers: You cast enlarge once per day, on objects only.

Transmutation Domain Spells

  1. Open/Close. Open/close small things.
  2. Animate Rope. Makes a rope move at your command.
  3. Shrink Item. Object shrinks to one-twelfth size.
  4. Keen Edge. Doubles normal weapon's threat range.
  5. Magic Vestment. Armour or shield gains +1 enhancement/three levels.
  6. Fabricate. Transforms raw materials into finished items.
  7. Animate Objects. Objects attack your foes.
  8. Mordenkainen's Sword. Floating magic blade strikes opponents.
  9. Polymorph any Object. Changes any subject into anything else.
  10. Refuge. Alters item to transport its possessor to you.

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