The Dragonlance Nexus

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Domain Pact

D&D 3e (3.0/3.5) Rules

by Clive Squire


Domain Pact [Divine]

You exchange one or more of your domain spells for other spells which are not normally on your domain spell list.

Prerequisite: Knowledge (arcana) 2 ranks, Knowledge (religion) 4 ranks, Spellcraft 2 ranks, Domain spell list, able to cast divine spells.

Benefit: You can exchange a domain spell found on your domain spell list for another spell of an equal or lower level, that spell is now treated as a domain spell for you and the exchanged spell is now treated as a normal, non-domain spell. You may exchange one spell per point of your wisdom modifier, and only one spell may be exchanged from any single spell level, regardless of how many domains you have access to on that level.

Spells exchanged in this way should follow some general guidelines. The spell's level of the domain spell must be equal to or lesser than the spells divine spellcasting class that normally can cast the spell as a non-domain spell. In the event that the domain spell is not castable by any divine spellcaster (such as detect secret doors which only those with access to the Knowledge domain or those that are bards, sorcerers or wizards), the domain spell's level is treated as the spell's level.

For example, if a cleric wished to exchange the harm spell from his Destruction domain, he would have to find a 6th level divine spell, as harm is castable as a cleric spell as a 6th level spell. Had a cleric wished to exchange the detect secret doors Knowledge domain spell, he would find a 1st level divine spell.

The spell to be switched should follow in the same line as the domain it is to enter, below are some rough guidelines:

Air: Any spell that has the 'air' descriptor is acceptable or any spell that primarily deals with speed, movement or flying creatures.

Alteration: Any spell from the transmutation school that affects other living creatures.

Animal: Any spell that targets animals (mundane or dire) or affects another creature's natural weapons, natural armour or grants the creature animal-like abilities. Any spell that grants a competence bonus skill (Knowledge (nature) or Survival) roll.

Channelling: Any spell from the transmutation school that affects the caster only.

Chaos: Any spell that has the 'chaos' descriptor or targets lawful creatures or deals specifically with creatures that have the 'chaos' subtype.

Charm: Any spell from the enchantment school with the charm sub-school.

Commerce: Any spell that affects metals or gems or constructs. Any spell that grants a competence bonus skill (Diplomacy & any Profession) roll.

Community: Any spell that affects 2 or more creatures simultaneously. Any spell that grants a competence bonus skill (Diplomacy) roll.

Death: Any spell that has the 'death' descriptor or comes from the necromancy school and affects a targets life force directly.

Destruction: Any spell that deals hit point damage to more than one creature with a single casting.

Earth: Any spell that has the 'earth' descriptor or deals with creatures with that subtype or affect stone, earth or metal or any effect that grants movement through earth or solid objects.

Evil: Any spell that has the 'evil' descriptor or deals with creatures with that subtype or affects good aligned creatures.

Fire: Any spell that has the 'fire' descriptor or deals with creatures with that subtype or affect fire, heat or magma.

Forge: Any spell with the 'creation' sub-school. Any spell that grants a competence bonus skill (any Craft) roll.

Good: Any spell that has the 'good' descriptor or deals with creatures with that subtype or affects evil aligned creatures.

Healing: Any spell that has the 'healing' sub-school. Any spell that grants a competence bonus skill (Heal) roll. Or any spell that adds to the targets Constitution score.

Insight: Any spell from the divination school. Any spell that grants a competence bonus to skill (any Wisdom-based skills) roll or ability (Wisdom) check or grants an insight bonus to anything.

Knowledge: Any spell from the divination school. Any spell that grants a competence bonus to any skill (any Intelligence-based skills) roll or ability (Intelligence) check.

Law: Any spell that has the 'law' descriptor or deals with creatures with that subtype or affects chaotic aligned creatures.

Liberation: Any spell that allows anyone to break free from a condition, effect or place.

Luck: Any spell that grants a luck bonus or a competence bonus to any attack roll, weapon damage roll, skill roll or ability check.

Madness: Any spell which targets the mental capacity of a target, lowering its Intelligence, Wisdom or Charisma.

Magic: Any divine or arcane spell. Arcane spells selected must be one level lower than that of the divine equivalent. So a 3rd-level arcane spell is used as if it were a 4th-level divine spell. For example, the detect secret doors spell, from above, would be classed as a 2nd-level divine spell if a mystic wished to exchange it.

Meditation: Any spell that affects the mental abilities of creatures in a positive manner.

Mentalism: Any spell that affects the mental abilities of creatures in a positive manner.

Necromancy: Any spell from the necromancy school that targets corporeal undead creatures or grants to creatures effects from undead creatures.

Nobility: Any spell that has the 'law' descriptor.

Passion: Any spell that has the 'chaos' descriptor.

Pestilence: Any spell that uses poisons or disease for its effects.

Planning: Any spell from the divination school.

Plant: Any spell that targets or allows casters to summon or mimic plant creatures or abilities.

Protection: Any abjuration spell.

Restoration: Any spell that states 'this spell counters and dispels...'

Rune: Any spell that focuses on the written word.

Sensitivity: Any spell that targets or allows casters to summon or mimic incorporeal undead.

Spell: Any divine spell.

Storm: Any spell that has the 'air' or 'electricity' descriptor or controls winds, rain or weather.

Strength: Any spell that grants a competence bonus to any skill (any Strength-based skills) roll or ability (Strength) check. Or adds to the targets Strength score.

Sun: Any spell with the 'light' descriptor or that specifically targets and damages undead creatures.

Travel: Any spell that grants or improves the creatures speed or modes of travel.

Treachery: Any spell that has the 'compulsion' sub-school.

Trickery: Any spell that is from the illusion school.

War: Any spell that enhances the targets weapons, creates weapons or armour, increases the attack roll of the target.

Water: Any spell that has the 'aquatic' or 'water' descriptors or deals with creatures with that subtype or affect cold, water or waterborne creatures.

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