Domaines |
Community | Use calm emotions as a spell-like ability once per day. Gain +2 bonus
on Diplomacy checks. | Niveau 1: | Bless: Allies gain +1 attack and +1 on saves against fear. | Niveau 2: | Status: Monitors condition, position of allies | Niveau 3: | Prayer: Allies gain +1 on most rolls, and enemies suffer -1. | Niveau 4: | Tongues: Speak any language. | Niveau 5: | Rary's Telepathic Bond: Link lets allies communicate. | Niveau 6: | Heroes Feast: Food for 1 creature/level, cures and blesses. | Niveau 7: | Refuge: Alters item to transport its possessor to you. | Niveau 8: | Magnificent Mansion: Door leads to extraordimensional mansion. | Niveau 9: | Heal, Mass: As heal, but with several subjects. | Source: | Spell Compendium / Complete Divine |
| Force | By manipuling cosmic forces of inertia and force, once per day the
cleric can reroll any damage roll (for a weapon, a spell, or an
ability) and take the better of the two rolls. This granted power is
considered a supernatural ability. | Niveau 1: | Mage Armor: Gives subject +4 armor bonus. | Niveau 2: | Magic Missile: 1d4+1 damage; +1 missile per two levels above 1st (max 5). | Niveau 3: | Blast of force: Ray deals 1d6 damage/two caster levels (max 5d6). | Niveau 4: | Resilient Sphere: Force globe protects but traps one subject. | Niveau 5: | Wall of Force: Wall is immune to damage. | Niveau 6: | Repulsion: Creatures can't approach you. | Niveau 7: | Forcecage: Cube or cage of force imprisons all inside. | Niveau 8: | Telekinetic Sphere: As Resilient Sphere, but you move sphere telekinetically. | Niveau 9: | Crushing Hand: Large hand provides cover, pushes, or crushes your foes. | Source: | Spell Compendium / Complete Divine |
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Good | cast good spells at +1 caster level. | Niveau 1: | Protection from Evil: +2 to AC and saves, counter mind control, hedge out elementals and outsiders. | Niveau 2: | Aid: +1 on attack rolls +1 on saves against fear, 1d8 temporary hp +1/level (max +10). | Niveau 3: | Magic Circle against Evil: As protection spells, but 10-ft. radius and 10 min./level. | Niveau 4: | Holy Smite: Damages and blinds evil creatures. | Niveau 5: | Dispel Evil: +4 bonus against attacks by evil creatures. | Niveau 6: | Blade Barrier: Wall of blades deals 1d6/level damage. | Niveau 7: | Holy Word: Kills, paralyzes, slows, or deafens nongood subjects. | Niveau 8: | Holy Aura: +4 to AC, +4 resistance, and SR 25 against evil spells. | Niveau 9: | Summon Monster IX: Calls extraplanar creature to fight for you. Cast as a good spell only. | Source: | Player's Handook |
| Healing | You cast healing spells at +1 caster
level. | Niveau 1: | Cure Light Wounds: Cures 1d8 damage +1/level (max +5). | Niveau 2: | Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10). | Niveau 3: | Cure Serious Wounds: Cures 3d8 damage +1/level (max +15). | Niveau 4: | Cure Critical Wounds: Cures 4d8 damage +1/level (max +20). | Niveau 5: | Cure Light Wounds, Mass: Cures 1d8 damage +1/level (max +25) for many creatures. | Niveau 6: | Heal: Cures 10 points/level of damage, all diseases and mental conditions. | Niveau 7: | Regenerate: Subject’s severed limbs grow back, cures 4d8 damage +1/level (max +35). | Niveau 8: | Cure Critical Wounds, Mass: Cures 4d8 damage +1/level (max +40) for many creatures. | Niveau 9: | Heal, Mass: As heal, but with several subjects. | Source: | Player's Handook |
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Law | You cast law spells at +1 caster level. | Niveau 1: | Protection from Chaos: +2 to AC and saves, counter mind control, hedge out elementals and outsiders. | Niveau 2: | Calm Emotions: Calms creatures, negating emotion effects. | Niveau 3: | Magic Circle against Chaos: As protection spells, but 10-ft. radius and 10 min./level. | Niveau 4: | Order’s Wrath: Damages and dazes chaotic creatures. | Niveau 5: | Dispel Chaos: +4 bonus against attacks by chaotic creatures. | Niveau 6: | Hold Monster: As hold person, but any creature. | Niveau 7: | Dictum: Kills, paralyzes, slows, or deafens nonlawful subjects. | Niveau 8: | Shield of Law: +4 to AC, +4 resistance, and SR 25 against chaotic spells. | Niveau 9: | Summon Monster IX: Calls extraplanar creature to fight for you. Cast as a law spell only. | Source: | Player's Handook |
| Protection | You can generate a protective ward as a
supernatural ability. Grant someone you
touch a resistance bonus equal to your
cleric level on his or her next saving
throw. Activating this power is a
standard action. The protective ward is
an abjuration effect with a duration of
1 hour that is usable once per day. | Niveau 1: | Sanctuary: Opponents can’t attack you, and you can’t attack. | Niveau 2: | Shield Other: You take half of subject’s damage. | Niveau 3: | Protection from Energy: Absorb 12 points/level of damage from one kind of energy. | Niveau 4: | Spell Immunity: Subject is immune to one spell per four levels. | Niveau 5: | Spell Resistance: Subject gains SR 12 + level. | Niveau 6: | Antimagic Field: Negates magic within 10 ft. | Niveau 7: | Repulsion: Creatures can’t approach you. | Niveau 8: | Mind Blank: Subject is immune to mental/emotional magic and scrying. | Niveau 9: | Prismatic Sphere: As prismatic wall, but surrounds on all sides. | Source: | Player's Handook |
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