TEXT:  
   
  Dungeons & Dragons 3.5 Edition Index – Clerical Domain Summaries  
   
   
  http://www.crystalkeep.com/d20 
   
  Collected by Chet Erez  (cerez@crystalkeep.com) 
   
   
  April 1, 2005 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Clerical Domains..........................................2 
  Air...........................................................2 
  Animal ....................................................3 
  Artifice....................................................4 
  Balance....................................................5 
  Cavern.....................................................6 
  Celerity....................................................7 
  Celestial ..................................................8 
  Chaos ......................................................9 
  Charm....................................................10 
  Cold.......................................................11 
  Commerce.............................................12 
  Community ...........................................13 
  Community’..........................................14 
  Competition...........................................15 
  Courage.................................................16 
  Craft ......................................................17 
  Creation.................................................18 
  Darkness................................................19 
  Death.....................................................20 
  Deathless...............................................21 
  Decay ....................................................22 
  Destruction............................................23 
  Domination ...........................................24 
  Dragon Below .......................................25 
  Dream....................................................26 
  Drow .....................................................27 
  Dwarf ....................................................28 
  Earth......................................................29 
  Elf .........................................................30 
  Endurance .............................................31 
  Evil........................................................32 
  Exorcism ...............................................33 
  Family ...................................................34 
  Fate........................................................35 
  Feast......................................................36 
  Fey ........................................................37 
  Fire........................................................38 
  Force .....................................................39 
  Glory .....................................................40 
  Gnome...................................................41 
  Good......................................................42 
  Halfling .................................................43 
  Hatred....................................................44 
  Healing..................................................45 
  Herald....................................................46 
  Hunger...................................................47 
  Illusion ..................................................48 
  Inquisition .............................................49 
  Joy.........................................................50 
  Knowledge ............................................51 
  Law .......................................................52 
  Liberation..............................................53 
  Life........................................................54 
  Luck ......................................................55 
  Madness ................................................56 
  Magic ....................................................57 
  Meditation.............................................58 
  Mentalism .............................................59 
  Metal .....................................................60 
  Mind......................................................61 
  Moon.....................................................62 
  Mysticism..............................................63 
  Necromancy ..........................................64 
  Nobility .................................................65 
  Ocean ....................................................66 
  Oracle....................................................67 
  Orc ........................................................68 
  Pact........................................................69 
  Passion ..................................................70 
  Pestilence ..............................................71 
  Planning ................................................72 
  Plant ......................................................73 
  Pleasure.................................................74 
  Portal.....................................................75 
  Portal’....................................................76 
  Protection..............................................77 
  Purification............................................78 
  Renewal.................................................79 
  Repose...................................................80 
  Retribution ............................................81 
  Rune......................................................82 
  Shadow..................................................83 
  Scalykind...............................................84 
  Slime .....................................................85 
  Spell ......................................................86 
  Spider....................................................87 
  Spirit......................................................88 
  Storm.....................................................89 
  Strength.................................................90 
  Suffering ...............................................91 
  Summoner.............................................92 
  Sun ........................................................93 
  Time......................................................94 
  Trade .....................................................95 
  Travel....................................................96 
  Trickery.................................................97 
  Tyrant....................................................98 
  Undead ..................................................99 
  Undeath...............................................100 
  War......................................................101 
  Water...................................................102 
  Watery Death ......................................103 
  Weather...............................................104 
  Weather’..............................................105 
  Wrath...................................................106 
  Spell Tables..............................................107 
  Summon Monster................................107 
  Summon Undead.................................108 
  Summon Nature’s Ally........................109 
  Hallow/Unhallow Table ......................110 
  Weapons of the Deity..........................112 
  Glossary....................................................113 
  Auras...................................................113 
  Ranges.................................................113 
  Levels of Concealment........................114 
  Levels of Cover...................................114 
  Level of Exhaustion ............................114 
  Levels of Fear......................................114 
  Areas of Effect – Shape.......................114 
  Areas of Effect – Fill...........................114 
  Casting Times .....................................114 
  Other Definitions.................................115 
  Appendix..................................................117 
  Revision History..................................117 
  Key to Sourcebooks ............................117 
  
  Dungeons & Dragons 3.5 Edition Index – Clerical Domain Summaries 
   
  April 1, 2005 
   
  Clerical Domain – Air  
   
  Page 2 
  Clerical Domains 
   
   
  Air 
  (PH p185) 
  Rebuke / Control / Bolster Air Elementals –or– Turn / Destroy Earth Elementals, up to 3  + Charisma modifier times per day. 
   
  1st Obscuring Mist(PH p258) 
  <Conj(creat), VS, 1StdAct, 1min/lvl, no SR> 
  – Creates a 20’ radius Spread by 20’ high Cloud 
  of fog centered around the caster.   
  The cloud can be dispersed by Moderate Wind 
  in 4 rounds & a Strong Wind in 1 round.  
  Large amounts of fire, such as a Fireball, will 
  also disperse the cloud. 
  2nd Wind Wall(PH p302) 
  <Evoc[air], VSM(tiny fan, exotic feather)/DF, 1StdAct, 
  Medium-range, 1rnd/lvl> 
  – An Invisible wall of air 2’ wide is created in 
  any continuous shape desired by the caster up 
  to 10’ long per level & 5’ high per level. 
   The wall is total protection from gases 
  (including some breath weapons), gaseous 
  forms, flying creatures up to Small-size, etc.  
  Arrows & bolts are blocked by the wall, & 
  other ranged weapons have a 30% miss 
  chance.  Large ranged weapons, such as a 
  giant’s boulders, are not effected. 
   The wall may be walked through normally. 
  3rd Gaseous Form(PH p234) 
  <Trans, SM(gauze, smoke)/DF, 1StdAct, Touch, 
  2min/lvl(D)> 
  – A willing subject & all his/her gear transform 
  into mist which has Fly 10’/Perfect & can slip 
  through any opening.  While gaseous, the 
  subject has Damage Reduction 10/magic, 
  becomes immune to poison & criticals, has an 
  AC based only on Dexterity, size, Deflection 
  bonuses, & armor bonuses due to Force 
  effects.  The subject cannot attack & can only 
  cast spells with no Verbal, Somatic, Material, 
  or Focus components (due to Metamagics). 
  4th Air Walk(PH p196) 
  <Trans[air], VS/DF, 1StdAct, Touch, 10min/lvl> 
  – The touched subject (up to Gargantuan size)  
  walks on air as if it were solid.  Walking 
  “uphill” is limited to 45 degrees at half-
  movement.  Strong winds can aid or hinder 
  the subject depending on their directions. 
   At the end of this spell, a subject who is still 
  airborne will descend gently at a rate of 60’ 
  per round for 1d6 rounds.  After that, the 
  spell is over & a subject not on the ground 
  will fall normally. 
   A mount that knows the Air Walk Trick will 
  not panic under the effect of this spell. 
  5th Control Winds(PH p214) 
  <Trans[air], VS, 1StdAct, 10min/lvl, FortNeg> 
  – The caster gains control of the direction & 
  strength of the winds in up to a 40’ per level 
  radius around him.  The caster has the option 
  of leaving up to a 40’ radius “eye” of calm air 
  around himself.   
  Direction Choices: 
  - Outward from the caster 
  - Inward to the caster, but going up at the 
  edge of the “eye”, if any. 
  - Clockwise 
  - Counter-clockwise. 
  - Straight, from any one side to the other 
  Strength Choices – increase / decrease by 1 
  category for each 3 levels: 
  Category mph Effect 
   
  Strong 
  21+ Difficult sailing 
  Severe 
  31+ Minor ship / building dmg 
  Windstorm51+ Grounds flyers, uproots trees, 
  flattens light wood buildings 
  Hurricane 75+ Flattens all wood buildings, 
  ships start taking on water 
  Tornado 
  175+ Flattens non-fortified 
  buildings, uproots big trees 
  6th Chain Lightning(PH p208) 
  <Evoc[electricity], VSF(fur, glass rod, silver pins), 
  1StdAct, Long-range, Ref½, SR applies> 
  – Primary target takes 1d6 electrical damage per 
  level (max 20d6).  Up to one secondary target 
  per level (max 20) within 30’ of the primary 
  target takes ½ damage. 
  7th Control Weather(PH p214) 
  <Trans, VS, 10Minutes, 4d12hours> 
  – The caster can modify the weather in a two 
  mile radius (if the caster is a Druid, then the 
  spell effects a three mile radius, plus double 
  duration).  Once the spell is cast, it takes 10 
  minutes for the desired weather to manifest.  
  The weather must be seasonally appropriate. 
  Season 
  Weather Choices 
  Spring 
  Tornado, Thunderstorm, Hot 
  Summer 
  Rain, Heat Wave, Hailstorm 
  Autumn 
  Hot, Cold, Fog, Sleet 
  Winter 
  Frigid Cold, Blizzard, Thaw 
  Any time within the duration, the caster can 
  change the weather again as a Standard 
  Action (followed by another 10 minutes 
  while it manifests). 
  8th Whirlwind(PH p301) 
  <Evoc[air], VS/DF, 1StdAct, Long-range, 1rnd/lvl(D)> 
  – Creates a 30’ tall cyclone that is 30’ wide at 
  the top & 10’ wide at the base.  As a Standard 
  Action, the caster can “program” the cyclone 
  to move when & where he/she desires at a 
  movement of 60’ (& can change it again as 
  another Standard Action). 
   Any creature that comes in contact with the 
  cyclone who is Large-sized or smaller takes 
  3d6 damage (RefNeg, SR applies).  If a 
  Medium-sized or smaller creature fails its 
  first save, it must make a second Reflex save 
  or be picked up by the cyclone & carried with 
  it (taking 1d8 damage per round) until the 
  spell ends or the caster directs the cyclone to 
  put the target down. 
   If the whirlwind moves out of range, it goes out 
  of control.  For 1d3 rounds, it moves 
  randomly & then dissipates. 
  9th Elemental Swarm (air)(PH p226) 
  <Conj(sum)[air], VS, 10Minutes, Medium-range, 
  10min/lvl(D)> 
  – Summons 2d4 Large Air Elementals.  Ten 
  minutes after the spell is completed, 1d4 
  Huge Air Elementals arrive.  Twenty minutes 
  after the spell is completed, 1 Greater Air 
  Elemental appears.  All the Elementals serve 
  the caster for the duration of the spell.  The 
  caster can dismissed any / all the Elementals 
  as desired. 
  
  Dungeons & Dragons 3.5 Edition Index – Clerical Domain Summaries 
   
  April 1, 2005 
   
  Clerical Domain – Animal 
   
  Page 3 
  Animal 
  (PH p186) 
  Speak With Animals(PH p281), once per day. 
  Knowledge (nature) is a class skill. 
   
  1st Calm Animals(PH p207) 
  <Ench(comp)[mind], VS, 1StdAct, Close-range, 
  1min/lvl, SR applies> 
  – Calms 2d4 + 1/lvl HD of Animals, though all 
  targets must be the same type of Animal.  
  Any threat to a target will end the effect.  
  Only Animals trained to attack or guard and 
  Dire Animals are allowed a Will save to 
  negate. 
  2nd Hold Animal(PH p241) 
  <Ench(comp)[mind], VSF(iron nail)/DF, 1StdAct, 
  Medium-range, 1rnd/lvl(D), WillNeg(repeat), SR 
  applies> 
  – One Animal is Held.  It gets a new Will save 
  each round to end the spell. 
  3rd Dominate Animal(PH p224) 
  <Ench(comp)[mind], VS, 1Round, Close-range, 
  1rnd/lvl, WillNeg, SR applies> 
  – Telepathically control one Animal with simple 
  commands.  Self-destructive orders are 
  ignored.  The caster can mentally command 
  the target as a Move Action provided they are 
  within Close-range of each other.   
  4th Summon Nature’s Ally IV(PH p288) 
  <Conj(sum)[variable alignment/element], VS/DF, 
  1Round, Close-range, 1rnd/lvl(D)> 
  – Summons one or more creatures to fight the 
  caster’s enemies.  The creatures can attack on 
  the caster’s initiative starting their first round. 
  Table 
  # 
   
  Summon Nature’s Ally IV 
  1 
  Summon Nature’s Ally III 
  1d3 
  Summon Nature’s Ally II (or less) 1d4+1 
  5th Commune with Nature(PH p211) 
  <Div, VS, 10Minutes, Personal> 
  – By becoming “one with nature”, the caster can 
  know up to 3 facts about the surrounding 
  natural terrain (e.g., location of water, animal 
  population, presence of powerful unnatural 
  creatures).  The caster can learn about an area 
  of 1 mile/level radius above ground & 100’ 
  /level below ground.  Construction, including 
  towns & dungeons, obstructs this spell. 
  6th Antilife Shell(PH p199) 
  <Abj, VS/DF, 1Round, 10min/lvl(D), no save, SR 
  applies> 
  – Creates a 10’ radius Emanation, mobile, 
  invisible sphere around the caster that cannot 
  be entered by Animals, Aberrations, Magical 
  Beasts, Dragons, Fey, Giants, Humanoids, 
  Monstrous Humanoids, Oozes, Plants, & 
  Vermin.   
   The following creature types are immune:  
  Constructs, Elementals, Outsiders, & Undead. 
  7th Animal Shapes(PH p198) 
  <Trans, VS/DF, 1StdAct, Close-range, 1hr/lvl(D)> 
  – One willing subject per level in a 30’ area are 
  polymorphed into an animal of the caster’s 
  choice.  All subject must be turned into the 
  same type of animal.  The caster may dismiss 
  the spell on all of the subjects, or an 
  individual subject may dismiss the spell from 
  himself as a Full-Round Action.  See the 
  Polymorph Table for details. 
  8th Summon Nature’s Ally VIII(PH p289) 
  <Conj(sum)[variable alignment/element], VS/DF, 
  1Round, Close-range, 1rnd/lvl(D)> 
  – Summons one or more creatures to fight the 
  caster’s enemies.  The creatures can attack on 
  the caster’s initiative starting their first round. 
  Table 
  # 
   
  Summon Nature’s Ally VIII 
  1 
  Summon Nature’s Ally VII 
  1d3 
  Summon Nature’s Ally VI (or less) 1d4+1 
  9th Shapechange(PH p277)(PHe)+ 
  <Trans, VSF(1500gp jade circlet), 1StdAct, Personal, 
  10min/lvl(D)> 
  – The caster takes a new form, which can be 
  changed each round as Free Action, which: 
  a) can by any creature type, including those 
  which has Incorporeal or Gaseous forms; 
  b) cannot have more HD than the Caster level 
  (max 25HD); 
  c) may be as small as Fine-size & as large as 
  Colossal-size. 
   The caster gets the following from the new form: 
  a) Strength, Dexterity, & Constitution; 
  b) Extraordinary & Supernatural attacks & 
  qualities. 
   The caster keeps the following from its original 
  form: 
  a) Intelligence, Wisdom, & Charisma; 
  b) hit points (ignore new Constitution score); 
  c) level, class, & alignment; 
  d) base attack bonus & base save bonuses 
  (though these can be modified by the new 
  form’s Str, Dex, & Con); and 
  e) extraordinary abilities, spells, & spell-like 
  abilities (but not supernatural abilities). 
  In addition: 
  a) the new form can cast spells if it is 
  physically capable (i.e., mouth for verbal 
  components, hands for somatic, etc.); 
  b) the caster’s equipment is transformed into 
  analogous equipment for the new form if 
  humanoid shaped, otherwise it is absorbed 
  into the body & suppressed; 
  c) +10 bonus on Disguise checks; 
  d) gain 1 day’s natural healing of hit-points 
  only; and 
  e) if slain, return to original form. 
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Clerical Domain Summaries 
   
  April 1, 2005 
   
  Clerical Domain – Artifice 
   
  Page 4 
   
  Artifice 
  (Eb p104) 
  +4 Competence bonus on Craft checks. 
  Conjuration (creation) spells are at +1 caster level. 
   
  1st Animate Rope(PH p199) 
  <Trans, VS, 1StdAct, Medium-range, 1rnd/lvl> 
  – Animate a 1” diameter rope whose length is 
  50’ + 5’/level (double the length if ½” 
  diameter cord is used & halve the length with 
  2” diameter heavy rope).  It will obey one of 
  the following each Move Action:  “coil”, 
  “coil & knot”, “loop”, “loop & knot”, 
  “uncoil”, etc. 
   Anyone who steps within 1’ of the rope or who 
  is hit by it with a ranged touch attack –and– 
  who fails a Reflex save is Entangled.  To 
  escape, make an Escape Artist check vs. DC 
  20, or a Strength check vs. DC 23, or an 
  attack vs. AC 10 & do 2 hp of damage. 
   An animated rope give a +2 bonus to Use Rope 
  checks. 
  2nd Wood Shape(PH p303) 
  <Trans, VS/DF, 1StdAct, Touch, Instantaneous> 
  – Permanently reshapes a single piece of wood 
  of up to 10 cubic feet + 1 cubic foot per level 
  into a shape of the caster’s choosing, though 
  fine detail is not possible. 
  3rd Stone Shape(PH p284)(PHe)+ 
  <Trans[earth], VS/AM(clay sculpted into the new 
  shape)/DF, 1StdAct, Touch> 
  – Permanently reshapes a single piece of stone 
  of up to 10 cubic feet + 1 cubic foot per level 
  into a shape of the caster’s choosing, though 
  fine detail is not possible. 
  4th Minor Creation(PH p253) 
  <Conj(creat), VSM(tiny piece of substance to be 
  created), 1Minute, 1hr/lvl(D)> 
  – Creates an object of up to 1 cubic foot per 
  level made from wood, cloth, hemp, or other 
  non-living vegetable matter. 
   A Craft check is needed to make complex items 
  5th Fabricate(PH p229) 
  <Trans, VS, 1Round per Unit of raw materials, Close-
  range, Instantaneous> 
  – Converts 1 Unit of raw materials per level into 
  mundane items.  For this spell, a Unit is 1 
  cubic foot of metal –or– 10 cubic feet of 
  other materials.  An appropriate Craft check 
  must be made to determine the quality of the 
  produced items. 
  6th Major Creation(PH p252) 
  <Conj(creat), VSM(tiny piece of substance to be 
  created), 10Minutes, Close-Range> 
  – Creates one object of up to 1 cubic foot per 
  level.  Duration is based on the material 
  created: 
  Wood/Cloth 
  2hrs/lvl 
  Stone/Base Metal 
  1hr/lvl 
  Precious Metal 
  20min/lvl 
  Gem 
  10min/lvl 
  Adamantite, Mithral, 
  Alchemical Silver 1rnd/lvl 
   Note that a Cold Iron item cannot be created. 
   A Craft check is needed to make complex items 
  7th Hardening(MoF p99)(D&D p216)(Eb p112) 
  <Trans, VS, 1StdAct, Touch, Permanent> 
  – Touched object’s Hardness is increased  by 1 
  per 2 levels.  
   A metal or mineral object can have a volume up 
  to 1 cubic foot per level.  An object of 
  another material can be up to 10 cubic feet 
  per level. 
  8th True Creation(CDiv p184) (Eb p117) 
  <Conj(creat), VSM(tiny piece of substance to be 
  created)X(value of created object in gp), 10Minutes, 
  0’ range, Instantaneous> 
  – Creates one nonmagical, nonliving object of 
  up to 1 cubic foot per level. 
   A Craft check is needed to make complex items 
  9th Prismatic Sphere(PH p264) 
  <Abj, V, 1StdAct, 10min/lvl(D)> 
  – Creates a 10’ radius opaque sphere around the 
  caster.  Anyone within 20’ of the sphere who 
  has less than 8HD is Blind for 2d4 x 10 
  minutes.   
   The caster can walk through the sphere without 
  difficulty.  Anyone else trying to go through 
  the wall is effected by each of its colors (SR 
  check required for each color), unless they 
  are dispelled in order.  The colors, in order, 
  are the following: 
  Color 
  Negated  by Effect 
  Red 
  Cone of Cold 
  20hp fire (Ref½) 
  Orange Gust of Wind 
  40hp acid (Ref½) 
  Yellow Disintegrate 
  80hp electricity (Ref½) 
  Green 
  Passwall 
  Death (Fort½ 1d6Con) 
  Blue 
  Magic Missile Flesh to Stone (FortNeg) 
  Indigo 
  Daylight 
  Insanity (WillNeg) 
  Violet 
  Dispel Magic Plane Shift (WillNeg) 
   The sphere is immune to Dispel Magic, Greater 
  Dispel Magic, and Antimagic Sphere, but not 
  Mordenkainen’s Disjunction.
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Clerical Domain Summaries 
   
  April 1, 2005 
   
  Clerical Domain – Balance 
   
  Page 5 
  Balance 
  (PGF p84) (Und p53) 
  Add your Wisdom modifier to your AC for one round per level.  Usable 1/day as a Free Action. 
   
  1st Make Whole(PH p252) 
  <Trans, VS, 1StdAct, Close-range> 
  – Repairs breaks in an object of up to 10 cubic 
  feet per lvl.  This spell cannot repair warping, 
  burning disintegration, melting, being ground 
  into powder, nor can it target Constructs. 
  2nd Calm Emotions(PH p207) 
  <Ench(comp)[mind], VS/DF, 1StdAct, Medium-range, 
  Concentration up to 1rnd/lvl, WillNeg, SR applies> 
  – Calms all creatures in a 20’ radius Spread.  
  Calmed creatures cannot attack, but are able 
  to defend themselves.  If a subject is attacked 
  or threatened, the spell is broken. 
   This spell Suppresses (but doesn’t negate) 
  Barbarian Rage, Bardic Music that Inspires 
  Courage, Fear effects, Confusion effects, and 
  any Morale bonuses. 
  3rd Clarity of Mind(Und p57) 
  <Abj, VS/DF, 1StdAct, Touch, 1hour/lvl> 
  – The touched living creature gains the following: 
  a) +4 Insight bonus on saving throws vs. 
  spells with the Charm, Compulsion, and 
  Glamer sub-schools; 
  b) The miss chance cause by any Glamer 
  spells (such as Blur or Displacement) is 
  reduced by 10%. 
  4th Dismissal(PH p222) 
  <Abj, VS/DF, 1StdAct, Close-range, Instantaneous, 
  WillNeg, SR applies> 
  – Forces an Extraplanar creature to return to its 
  native plane (80%) or a random plane (20%).  
  The target receives its HD as a bonus to its 
  saving throw & the Caster level as a penalty 
  to its saving throw. 
   
  5th Sanctuary, Mass(Und p61) 
  <Abj, VS/DF, 1StdAct, Touch, 1rnd/lvl, no SR> 
  – One touched subject per two levels receives 
  protection from attacks. 
   When an opponent attempt to target the subject 
  with a melee attack, ranged attack, or a 
  targeted spell (as opposed to an area-of-effect 
  spell), the opponent must make a Will save.  
  If successful, the opponent continues its 
  action.  On a failure, the opponent cannot 
  attack the subject, looses the action, and 
  cannot attempt to attack the subject again for 
  the remainder of the duration. 
   If the subject attacks anyone, the spell ends. 
  6th Banishment(PH p202) 
  <Abj, VS/AF(object or substance hated by the target), 
  Close-range, WillNeg, SR applies> 
  – Banishes up to 2 HD per level of Extraplanar 
  creatures in a 30’ area away from the current 
  plane.  Extra hated objects give a +1 on SR 
  Checks and +2 to the spell’s DC. 
  7th Word of Balance(Und p63) 
  <Evoc[sonic], V, 1StdAct, SR applies> 
  – Any Lawful Good, Chaotic Good, Lawful 
  Evil, or Chaotic Evil creatures within a 30’ 
  radius Spread who hears ‘word of balance’ & 
  that has no more HD than the caster suffer 
  from the following effects (no save): 
  up to Caster lvl: 
  Nauseated for 1 round. 
  up to Caster lvl - 1: 
  Weakened for 2d4 rnds 
  & above. 
  up to Caster lvl - 5: 
  Paralyzed for 1d10 min 
  & above. 
  up to Caster lvl - 10: Dead / Destroyed. 
  In addition, if the caster is on his/her home 
  plane of existence, any LG, CG, LE, or CE 
  Extraplanar creature in the area of effect 
  (even if the ‘word of chaos’ cannot be heard) 
  that has no more HD than the caster is driven 
  back to its home plane for at least 1 day 
  (WillNeg at a –4 penalty). 
  8th Protection from Spells(PH p266) 
  <Abj, VSM(500gp diamond)F(1,000gp diamond per 
  subject), 1StdAct, Touch, 10min/lvl> 
  – Up to 1 touched subject per 4 levels gains a  
  +8 Resistance bonus to saving throws against 
  spells & spell-like abilities. 
   The spell ends for any subject that stops 
  carrying his/her focus diamond. 
  9th Weighed in the Balance(Und p63)  
  <Necro, V, 1StdAct, Instantaneous, WillNeg, SR 
  applies> 
  – All creatures in a 30’ radius Spread around the 
  caster benefit or are penalized by how close 
  their alignment is to Neutral and their 
  relationship with the natural world. 
  Type / Alignment 
  Effect 
  LG, CG, LE, CE 
  Inflict Critical Wounds 
  NG, LN, CN, NE 
  Inflict Light Wounds 
  N  
  Cure Critical Wounds 
  any Undead 
  Heal 
   
  
  Dungeons & Dragons 3.5 Edition Index – Clerical Domain Summaries 
   
  April 1, 2005 
   
  Clerical Domain – Cavern 
   
  Page 6 
  Cavern 
  (PGF p85) (FR p62) 
  Gain the dwarven ability ‘Stonecunning’.  If you already have ‘Stonecunning’, then the bonus to observe unusual stone work goes up to +4.  
   
  1st Detect Secret Doors(PH p220) 
  <Div, VS/DF, 1StdAct, Concentration up to 1min/lvl, 
  no save, no SR> 
  – The caster can see secret doors, compartments, 
  caches, etc,  in a 60’ Cone-shaped Emanation.  
  This spell does not locate items that are 
  obscured (i.e., behind boxes or under a rug).  
   The information gained increases each round:  
  1st round – presence of a secret door. 
  2nd round – number of secret doors & the 
  location of each one.  If not in line-of-
  sight, the caster only knows the direction.  
  If not in line-of-sight, the caster only 
  knows the direction. 
  3rd+ rounds – method to open one specific 
  secret door. 
   This spell is blocked by 3’ of wood or dirt, 1’ of 
  stone, 1” of metal, & any amount of lead. 
  2nd Darkness(PH p216) 
  <Evoc[darkness], VM(bat fur, coal)/DF, 1StdAct, 
  Touch, 10min/lvl(D), no SR> 
  – Touched object radiates shadowy illumination 
  in a 20’ radius.  Creatures in the darkness 
  have Concealment (20% miss chance).  
  Darkvision cannot see through this spell. The 
  darkness may be blocked by putting the 
  object in a container. 
   This spell Counters and Dispels spells with the 
  [light] category of equal or lower level. 
  3rd Meld into Stone(PH p252) 
  <Trans[earth], VS/DF, 1StdAct, Personal, 10min/lvl> 
  – The caster (& up to 100 pounds of gear) can 
  step into a block of stone that can entirely 
  contains his/her body & equipment.  The 
  caster remains just under the surface that was 
  entered & is able to hear what is going on 
  outside the stone (but not see).  While in the 
  stone, the caster can target himself/herself 
  with spells. The caster may exit the surface 
  that was entered at any time.   
  The following effect is inflicted on the caster if 
  the target stone is damaged as listed: 
  - Stone Shape:  Take 3d6 damage. 
  - Passwall:  Expelled. 
  - Stone to Flesh –or– not exiting before the 
  duration ends –or– the spell is Dispelled  
  –or– the stone is broken so that the caster 
  can no longer fit within it: Expelled & take 
  5d6 damage. 
  - Transmute Rock to Mud –or– the stone is 
  totally destroyed:  Expelled & Fort save 
  vs. DC 18 or die. 
  4th Leomund’s Secure Shelter(PH p247) 
  <Conj(creat), VSM(bits of stone, lime, sand, water, & 
  wood, string)F(tiny bell, silver wire), 10Minutes, 
  Close-range, 2hrs/lvl(D)> 
  – A 20’x20’ cottage appears, which is made 
  from materials appropriate for the location 
  (stone, timber, or sod).  It has a door, 2 
  shuttered windows, & a fireplace whose 
  chimney is sealed with an iron grate.  The 
  door & shutters are under the effect of Arcane 
  Lock and Alarm.  The chimney grate simply 
  has an Alarm.  An Unseen Servant is also 
  available for the duration.  There are simple 
  furnishings for 8 occupants. 
  5th Passwall(PH p259) 
  <Trans, VSM(sesame seeds), 1StdAct, Touch, 
  1hr/lvl(D)> 
  – Creates a 5’ x 8’ passage through wood, 
  plaster, or stone.  The passage’s depth is 10’ 
  + 5’ per 3 levels (max 25’ total).  If the depth 
  is not enough to pierce the wall, a dead-end 
  passage is created, though another Passwall 
  can be cast at its end to make it longer.    
   If Dispelled, anything in the passage is pushed 
  out the side away from the dispelling. 
  6th Find the Path(PH p230) 
  <Div, VSF(rune stones), 3Rounds, 10min/lvl> 
  – The touched subject knows the shortest, most 
  direct route to the specified location (not 
  objects or people). 
   The subject also knows what actions to take to 
  follow the path, such as the locations of trip 
  wires & the password to a Glyph of Warding.  
  It does not predict the actions of guardians. 
   This spell will get a subject out of a Maze spell 
  in 1 round. 
  7th Maw of Stone(FR p72) 
  <Trans, VS/DF, 1StdAct, Close-range, 10min/lvl(D)> 
  – Animates a natural cave opening or cavern up 
  to 15’ high when a triggering condition (set at 
  cast time) occurs.  The effective Strength of 
  the ‘maw’ is 30 (+7 modifier).  If ‘maw’ has 
  a height, length, -or- width greater than 8’, it 
  is considered ‘Large’. 
  Cave Mouth:  Makes one Grapple check each 
  round on a creature going through it. 
  Cavern:  Makes one Grapple check each 
  round on each creature within it. 
  Medium-sized:   
  a) Base Attack Bonus = Caster Level + 
  Caster’s Wisdom modifier + 7; 
  b) 2d6+10 damage on a Hold; 
  c) AC 15, Hardness 8; 
  d) Cave Mouths have 40hp, while Caverns 
  have 60hp. 
  Large-sized:   
  a) Base Attack Bonus = Caster Level + 
  Caster’s Wisdom modifier + 6; 
  b) +4 Size bonus on Grapple checks; 
  c) 2d8+10 damage on a Hold; 
  d) AC 14, Hardness 8; 
  e) Cave Mouths have 60hp, while Caverns 
  have 90hp. 
  8th Earthquake(PH p225) 
  <Evoc[earth], VS/DF, 1StdAct, Long-range, 1rnd, no 
  SR> 
  – Intense tremor shakes a 80’ radius Spread 
  (shapeable).  The effect depends on the 
  terrain.  The result in [brackets] is halved / 
  avoided with a Reflex save vs. DC 15. 
  Terrain Effect 
  Cave 
  Roof collapses [8d6 damage to 
  anyone below & ‘pinned beneath 
  rubble’]. 
  Cliff 
  Landslide that goes horizontally as 
  far as it fell vertically [8d6 damage 
  & ‘pinned beneath rubble’]. 
  Open 
  [Fall down].  25% chance of falling 
  in a fissure (Reflex save vs. DC 20 to 
  get out before it closes & kills 
  anyone still trapped). 
  Building  Takes 100hp damage (no Hardness) 
  [8d6 damage to all within & ‘pinned 
  beneath rubble’]. 
  Marsh Fissures drain the water. [Sink in 
  mud / quicksand]. 
   Anyone ‘pinned beneath rubble’ takes 1d6 
  subdual damage each minute.  If he/she goes 
  unconscious, make a Constitution check vs. 
  DC 15 or take 1d6 lethal damage per minute. 
  9th Imprisonment(PH p244) 
  <Abj[touch attack], VS, 1StdAct, Touch, WillNeg, SR 
  applies> 
  – Touched target goes into Suspended 
  Animation & is hidden within a sphere deep 
  below the earth.  If the caster knows the 
  target’s name & details about its life, the 
  target receives a –4 penalty on its save. 
   The target can only be freed by the spell 
  Freedom cast in the area where this spell was 
  cast.  If not previously known, only  Wish, 
  Miracle, or Discern Location can find the 
  location where to cast Freedom. 
   
  
  Dungeons & Dragons 3.5 Edition Index – Clerical Domain Summaries 
   
  April 1, 2005 
   
  Clerical Domain – Celerity 
   
  Page 7 
  Celerity 
  (CDiv p137) 
  +10’ land movement when wearing up to Light Armor & carrying up to a Light Load.  
   
  1st Expeditious Retreat(PH p228) 
  <Trans, VS, 1StdAct, Personal, 1min/lvl(D)> 
  – The caster’s base land speed receives a +30’ 
  Enhancement bonus. 
   This spell has no effect on the speed of Flying, 
  Burrowing, Climbing, or Swimming. 
  2nd Cat’s Grace(PH p208) 
  <Trans, VSM(cat hair), 1StdAct, Touch, 1min/lvl> 
  – +4 Enhancement bonus to Dexterity. 
  3rd Blur(PH p206) 
  <Ill(glamer), V, 1StdAct, Touch, 1min/lv(D)> 
  – Attacks miss touched subject 20% of the time. 
  4th Haste(PH p239) 
  <Trans, VSM(licorice root), 1StdAct, Close-range, 
  1rnd/lvl> 
  – One subject/lvl within a 30’ area moves faster: 
  a) +1 bonus on attacks; 
  b) +1 Dodge bonus to AC; 
  c) +30’ Enhancement bonus to all forms of 
  movement (land, climb, swim, burrow, 
  fly), up to double the base movement; 
  d) when making a Full-Round Attack, the 
  subject gets an additional attack at his/her 
  best attack bonus. 
  This spell Counters & Dispels Slow. 
  5th Tree Stride(PH p296) 
  <Conj[teleport], VS/DF, 1StdAct, Personal, until 
  depleted up to 1hr/lvl> 
  – The caster may enter a living tree large 
  enough to fully contains his/her body.  The 
  caster then knows the location of all trees of 
  the same type within range. 
   As a Full-Round action, the caster has the 
  option of teleporting to one of those trees, 
  which counts as one ‘stride’.  The spell is 
  depleted when the caster has made 1 ‘stride’ 
  per level. 
  Type of Tree Range Type of Tree 
  Range 
  oak, ash, yew 3,000’ other Deciduous 1,500’ 
  elm, linden 
  2,000’ any other Tree    500’ 
  While the spell has duration remaining & has 
  not been depleted, the caster may enter & 
  leave trees at will. 
  6th Wind Walk(PH p302) 
  <Trans[air], VS/DF, 1StdAct, Touch, 1hr/lvl(D)> 
  – The caster and one subject per three levels are 
  transformed into a gaseous form, which 
  grants the following: 
  a) Fly 10’/Perfect; 
  b) able to slip through any opening; 
  c) gains Damage Reduction 10/magic; 
  d) immune to poison & criticals; 
  e) has an AC based only on Dexterity, size, 
  Deflection bonuses, & armor bonuses due 
  to Force effects; 
  f) cannot attack 
  g) can only cast spells with no Verbal, 
  Somatic, Material, or Focus components 
  (due to Metamagics); 
  h) if wearing white, most viewers will think 
  the subject is a cloud / mist; 
  i) may invoke a magic wind, which makes 
  the subject Fly speed increase to 60mph 
  with Poor maneuverability; 
  j) each subject may independently spends 5 
  rounds to shift back to solid form.  At any 
  time before the end of the duration, the 
  subject may spend 5 more rounds shifting 
  back to the wind walk form. 
   The caster can dismiss the spell for any or all 
  subject at will. 
   If the spell is within 1 minute of its duration 
  ending, all remaining subjects automatically 
  descend at 60’ per round (or faster if desired) 
  before the spell expires. 
  7th Cat’s Grace, Mass(PH p208) 
  <Trans, VSM(cat hair), 1StdAct, Close-range, 
  1min/lvl> 
  – One subject per level in a 30’ area gains a  
  +4 Enhancement bonus to Dexterity. 
  8th Blink, Improved/Greater(CArc p99)(UE p50)(CDiv p154) 
  <Trans, VS, 1StdAct, Personal, 1rnd/lvl(D)> 
  – The caster flashes in & out of the Ethereal 
  plane at random.  The caster 
  a) has no chance of losing each attack or 
  spell; 
  b) has a 50% chance of any attack or spell 
  targeting him/her being lost (20% if the 
  attacker can see Invisible –or– can effect 
  incorporeal creatures);  
  c) takes ½ damage from area-of-effect attacks 
  & falling;  
  d) can move at 75% of normal rate; 
  e) can step through solid matter up to his/her 
  modified movement rate.  If movement 
  ends before the solid material is exited, the 
  caster takes 1d6 damage per 5’ traveled;  
  f) attacks as if Invisible; & 
  g) the caster can ready an action to avoid a 
  specific attack (including magic).  Unless 
  the attack can effect an incorporeal target, 
  it misses. 
  9th Time Stop(PH p294) 
  <Trans, V, 1StdAct, Personal> 
  – The caster steps out of time, gaining 1d4+1 
  rounds.  During this time, the caster cannot 
  harm others or target other creatures with 
  spells.  Persistent effects, such as fire, cold, or 
  gases can still harm the caster.  The caster 
  cannot pass through antimagic fields. 
   
  
  Dungeons & Dragons 3.5 Edition Index – Clerical Domain Summaries 
   
  April 1, 2005 
   
  Clerical Domain – Celestial 
   
  Page 8 
  Celestial (BoED p86) 
  Smite Evil, 1/day – +4 attack & +(Cleric level) damage vs. an Evil opponent. 
   
  1st Vision of Heaven(BoED p111) 
  <Ench[mind], V, 1StdAct, Close-range, 1rnd, WillNeg, 
  SR applies> 
  – The Evil target receives a glimpse of Heaven, 
  causing it to become Dazed for 1 round. 
   The target has a –1 penalty on Will saves to 
  resist Redemption(BoED p28) for 24 hours. 
  2nd Consecrate(PH p212) 
  <Evoc[good], VSM(holy water, 25gp of silver dust)DF, 
  1StdAct, Close-range, 2hrs/lvl, no SR> 
  – A 20’ radius Emanation is filled with Positive 
  Energy.  The following applies in the area: 
  a) All Charisma checks to Turn and  
  Destroy Undead gain a +3 Sacred bonus. 
  b) Undead cannot be created or summoned. 
  c) Undead in the area receive a –1 Sacred 
  penalty on attacks, damage, & saves. 
  If cast on an altar or other permanent fixture to 
  the caster’s deity, the Sacred bonuses & 
  penalties are doubled.  A caster cannot 
  consecrate an area with a permanent fixture 
  to another deity. 
   If cast in an area sacred to a different deity, the 
  area is cut off from its connection to that 
  deity and its power.  The area does not gain 
  the Undead effecting powers listed above. 
  This spell Counters & Dispels Desecrate. 
  3rd Blessed Sight(BoED p92) 
  <Div, VS, 1StdAct, Personal, 1min/lvl(D)> 
  – The caster’s eyes glow white & he/she can see 
  the Alignment Aura of Evil creatures, spells, 
  or objects in a 120’ Cone-shaped Emanation.  
  Although similar to Detect Evil, this spell 
  does not require concentration & sees the 
  location & strengths of all auras within the 
  emanation on the first round. 
  This spell is blocked by 3’ of wood or dirt, 1’ of 
  stone, 1” of metal, & any amount of lead. 
   An “Overwhelming” aura may Stun a Good-
  aligned caster for 1 round. 
  4th Planar Ally, Lesser(PH p261) 
  <Conj(call)[variable alignment/element], 
  VS/DF/X(100), 10Minutes, no SR> 
  – The caster requests his/her deity send an 
  Elemental or Outsider of up to 6HD (a 
  specific one may be requested by name). 
  Once the ‘ally’ arrives, the caster must negotiate 
  what task it should do & what it gets in 
  return.  The following table gives an idea of 
  the cost in money, items, etc.   
  Time Required 
  Payment 
  up to 1min/lvl 
  100gp / HD 
  up to 1hr/lvl 
  500gp / HD 
  up to 1day/lvl 
  1,000 / HD 
  Difficulty 
  Modifier 
  Matches Alignment 50% less 
  Non-hazardous 
  50% less 
  Very Dangerous 
  100% more 
  Suicidal 
  no deal 
  When the task is complete, the ‘allies’ informs 
  the caster of their deeds & then return home. 
  5th Heavenly Lightning(BoED p100) 
  <Evoc[good], VS, 1StdAct, Close-range, no save, SR 
  applies> 
  – Up to one creature per two Caster levels takes 
  3d6 damage. 
  6th Call Faithful Servants(BoED p93) 
  <Conj(call)[good], VS, 1Minute, Close-range, 
  Instantaneous> 
  – The caster calls 1d4 Lantern Archons (LG), 
  1d4 Coure Eladrins (CG), or 1d4 Musteval 
  Guardinals (NG) to server as guards, soldiers, 
  spies, etc., for up to 1 year.  Only 2HD per 
  Caster level of Celestials can be controlled at 
  any time. 
   Note:  This spell can only be cast by Celestials, 
  and the caster may not have cast a 
  Conjuration spell for 3 days prior to casting 
  this spell. 
  7th Heavenly Lightning Storm(BoED p100) 
  <Evoc[good], VS, 1StdAct, Medium-range, no save, 
  SR applies> 
  – Up to one creature per Caster level takes 5d6 
  damage. 
  8th Holy Aura(PH p241) 
  <Abj[good], VSF(tiny reliquary with a minor relic 
  worth 500gp total), 1StdAct, 1rnd/lvl(D)> 
  – One subject per level within a 20’ radius Burst 
  of the caster gains a radiance, which provides 
  the following: 
  a) +4 Deflection bonus to AC. 
  b) +4 Resistance bonus to saving throws. 
  c) Spell Resistance 25 against Evil spells & 
  spells cast by Evil creatures. 
  d) Blocks any mind control. 
  e) If an Evil creatures successfully hits 
  someone with the aura in melee, the 
  attacker becomes permanently Blind 
  (FortNeg). 
  9th Gate(PH p234) 
  <Conj(creat), VS, 1StdAct, Medium-range, 
  Concentration up to 1rnd/lvl> 
  – Opens a portal to a different plane of existence 
  that is 5’ to 20’ wide.  Creatures on both sides 
  can see through & can travel freely through 
  the opening. 
  -or- 
  <Conj(call)[variable alignment/element], VSX(1,000), 
  1StdAct, Medium-range, Instantaneous, no save, no 
  SR> 
  – Calls & controls one or more Outsiders to 
  perform a task.  The caster may target: 
  a) 2 or more Outsiders of the same type 
  whose total HD is no more than the Caster 
  level are called & controlled. 
  b) a single non-unique / divine Outsider of up 
  to 2x the Caster level can be called & 
  controlled. 
  c) a single non-unique / divine Outsider of 
  more than 2x the Caster level can be called 
  but not controlled. 
  d) a unique / divine Outsider can be called, 
  but it decides whether or not to arrive & it 
  is never controlled. 
  A controlled creature may not attack the caster 
  & may not leave until a task is at least 
  discussed.  The assigned task can be 
  “immediate” or “contractual” term: 
  a) Any task which requires no more than 
  1rnd/lvl to complete can be assigned 
  without a ‘contract’ (i.e., no payment). 
  b) A “long term” task requires a ‘contract’, 
  which entitles the summoned creature(s) to 
  be fairly paid when the task is completed. 
   
  
  Dungeons & Dragons 3.5 Edition Index – Clerical Domain Summaries 
   
  April 1, 2005 
   
  Clerical Domain – Chaos 
   
  Page 9 
  Chaos (PH p186) 
  Cast [chaos] spells at +1 Caster Level. 
   
  1st Protection from Law(PH p266) 
  <Abj[chaos], VSM(silver)/DF, Touch, 1min/lvl(D)> 
  – Subject gains the following: 
  a) +2 Deflection bonus to AC & +2 
  Resistance bonus to saves against the 
  attacks & magic of Lawful creatures; 
  b) Any mind control (such as Magic Jar, 
  Dominate Person, etc.) is Suppressed; &  
  c) Keeps non-Chaotic Summoned creatures 
  1’ away unless they make a Spell 
  Resistance check or the subject attacks. 
  2nd Shatter(PH p278) 
  <Evoc[sonic], VSM(chip of mica)/DF, 1StdAct, Close-
  range, SR applies> 
  – Sonic vibration destroy objects in 1 of 3 ways: 
  a) All non-magic glass, crystal, etc., in a 5’ 
  radius Burst that weigh less than 1 lb/lvl 
  are shattered.  An attended object gets a 
  Will save to negate.  Otherwise, no save. 
  b) A single solid object weighing up to 10 
  lbs/lvl can be shattered.  An attended 
  object gets a Will save to negate. 
  c) A targeted crystalline creature takes 1d6 
  sonic damage per level (max 10d6), 
  Fortitude save for ½. 
  3rd Magic Circle against Law(PH p250) 
  <Abj[chaos], VSM(silver)/DF, Touch, 10min/lvl> 
  – All creatures within a 10’ radius Emanation 
  around the touched subject gain the following 
  a) +2 Deflection bonus to AC & +2 
  Resistance bonus to saves against the 
  attacks & magic of Lawful creatures; 
  b) Any mind control (such as Magic Jar, 
  Dominate Person, etc.) is Suppressed; &  
  c) Keeps non-Chaotic Summoned creatures 
  3’ away unless they make a Spell 
  Resistance check or the subject attacks. 
  -or-  
   <Abj[chaos], VSM(silver)/DF, 1day/lvl, SR applies> 
  – The caster casts this spell while drawing a 3’ 
  diameter circle with silver dust and then casts 
  a Conj(call) spell to call a non-Chaotic 
  creature within 1 round.  The target is trapped 
  within the circle, though it is allowed one 
  Spell Resistance check per day to break the 
  spell.  The trapped creature cannot cross the 
  circle’s boundary or interfere with the circle 
  itself, but it can attack with spells & ranged 
  attacks, teleport away, etc., unless this spell is 
  augmented with Dimensional Anchor. 
  4th Chaos Hammer(PH p208)(PHe)+ 
  <Evoc[chaotic], VS, 1StdAct, Medium-range, Will½, 
  SR applies> 
  – All creatures in a 20’ radius Burst take 
  different effects based on their alignment: 
  Lawful Outsiders – 1d6/lvl (max 10d6) 
  (Will½) & Slowed for 1d6 rnds (WillNeg). 
  Lawful – 1d8 per 2 levels (max 5d8) (Will½) 
  & Slowed for 1d6 rnds (WillNeg). 
  Neutral – 1d4 per 2 lvls (max 5d4) (Will½). 
  Chaotic – no effect. 
  5th Dispel Law(PH p222) 
  <Abj[chaotic][touch attack], VS/DF, 1StdAct, 
  Personal, Until Discharged up to 1rnd/lvl> 
  – The caster gains a flickering aura, which 
  provides a +4 Deflection bonus to AC against 
  Lawful creatures.  The spell can run for its 
  full duration, or it can be discharged in 2 
  ways: 
  a) touch attack on a Lawful creature from 
  another plane will force it home if it fails 
  its SR check (if any) and its Will save.   
  b) touching a Lawful spell or an enchantment 
  cast by a Lawful caster ends the spell as 
  per a successful casting of Dispel Magic. 
  6th Animate Objects(PH p199) 
  <Trans, VS, 1StdAct, Medium-range, 1rnd/lvl> 
  – Animates the equivalent of one Small-sized, 
  non-magical, unattended (i.e., not carried or 
  worn) object per level, which can be used to 
  immediately attack an opponent.  Use the 
  Animated Object creature(MM p13) for the 
  items effected by this spell. 
   The caster may change which objects are 
  animated as a Move Action each round. 
   The caster may animate larger objects in place 
  of a number of Small objects. 
  1 Medium = 2 Small 1 Gargantuan = 16 Small 
  1 Large = 4 Small 
  1 Colossal = 32 Small 
  1 Huge = 8 Small 
  7th Word of Chaos(PH p303) 
  <Evoc[chaotic][sonic], V, 1StdAct, SR applies> 
  – Any non-Chaotic creatures within a 40’ radius 
  Spread who can hear the ‘word of chaos’ & 
  that has no more HD than the caster suffer 
  from the following effects (no save): 
  up to Caster lvl: 
  Deafened for 1d4rnds. 
  up to Caster lvl - 1: 
  Stunned for 1 round 
  & above. 
  up to Caster lvl - 5: 
  Confused for 1d10 min 
  & above. 
  up to Caster lvl - 10: Dead / Destroyed. 
  In addition, if the caster is on his/her home 
  plane of existence, any non-Chaotic 
  Extraplanar creature in the area of effect 
  (even if the ‘word of chaos’ cannot be heard) 
  that has no more HD than the caster is driven 
  back to its home plane for at least 1 day 
  (WillNeg at a –4 penalty). 
  8th Cloak of Chaos(PH p210) 
  <Abj[chaotic], VSF(tiny reliquary with a minor relic 
  worth 500gp total), 1StdAct, 1rnd/lvl(D)> 
  – One subject per level within a 20’ radius Burst 
  of the caster is engulfed in random patterns, 
  which provides the following: 
  a) +4 Deflection bonus to AC. 
  b) +4 Resistance bonus to saving throws. 
  c) Spell Resistance 25 against Lawful spells 
  & spells cast by Lawful creatures. 
  d) Blocks any mind control. 
  e) If a Lawful creature hits the subject in 
  melee, the attacker becomes Confused for 
  1 round (WillNeg). 
  9th Summon Monster IX (chaotic)(PH p288) 
  <Conj(sum)[chaotic], VSF(bag, candle)/DF, 1Round, 
  Close-range, 1rnd/lvl(D)> 
  – Summons one or more Chaotic creatures to 
  fight the caster’s enemies.  The creatures can 
  attack on the caster’s initiative starting their 
  first round. 
  Table 
  # 
   
  Summon Monster IX 
  1 
  Summon Monster VIII 
  1d3 
  Summon Monster VII (or lower) 1d4+1 
  
  Dungeons & Dragons 3.5 Edition Index – Clerical Domain Summaries 
   
  April 1, 2005 
   
  Clerical Domain – Charm 
   
  Page 10 
  Charm (PGF p85)(Eb p105) 
  Gain +4 Charisma for 1 minute, usable once per day as a Free Action. 
   
  1st Charm Person(PH p209) 
  <Ench(charm)[mind], VS, 1StdAct, Close-range, 
  1hr/lvl, WillNeg, SR applies> 
  – One Humanoid considers the caster its ally.  
  Anything the casters says or does will be 
  treated the same way as if a close friend has 
  done it. 
   If the target is in a threatening situation when 
  the spell is cast, it gets a +5 on the save.  Any 
  threats from the caster or his/her allies after 
  the spell is in effect breaks the charm. 
  2nd Calm Emotions(PH p207) 
  <Ench(comp)[mind], VS/DF, 1StdAct, Medium-range, 
  Concentration up to 1rnd/lvl, WillNeg, SR applies> 
  – Calms all creatures in a 20’ radius Spread.  
  Calmed creatures cannot attack, but are able 
  to defend themselves.  If a subject is attacked 
  or threatened, the spell is broken. 
   This spell Suppresses (but doesn’t negate) 
  Barbarian Rage, Bardic Music that Inspires 
  Courage, Fear effects, Confusion effects, and 
  any Morale bonuses. 
  3rd Suggestion(PH p285) 
  <Ench(comp)[mind][language], VM(snake tongue, 
  honeycomb/sweet oil), 1StdAct, Close-range, up to 
  1hr/lvl, WillNeg, SR applies> 
  – The caster give the target 1 or 2 sentences of 
  reasonable sounding instructions.  The 
  instructions may contain a trigger to activate 
  them later or may activate immediately. 
   At the end of the duration, the instructions 
  loose their power, triggered or otherwise. 
  4th Good Hope(PH p237) 
  <Ench(com)[mind], VS, 1StdAct, Medium-range, 
  1min/lvl> 
  – One living creature per level in a 30’ area 
  receives a +2 Morale bonus on All Actions 
  and damage rolls. 
  5th Charm Monster(PH p209) 
  <Ench(charm)[mind], VS, 1StdAct, Close-range, 
  1day/lvl, WillNeg, SR applies> 
  – One living creature considers the caster its 
  ally.  Anything the casters says or does will 
  be treated the same way as if a close friend 
  has done it. 
   If the target is in a threatening situation when 
  the spell is cast, it gets +5 on its save.  Any 
  threats from the caster or his/her allies after 
  the spell is in effect breaks the charm. 
  6th Geas/Quest(PH p234) 
  <Ench(comp)[mind][language], V, 10Minutes, Close-
  range, until discharged(D), no save, SR applies> 
  – One subject obeys the caster’s command “to 
  the letter”, though self-destructive orders 
  break the spell. 
   Open-ended commands, such as “Guard this 
  Door”, last for 1 day per Caster level.  
  Specific tasks must be completed for the spell 
  to be discharged. 
   If the subject is prevented from carrying out the 
  instructions, he/she suffers 3d6 damage each 
  day (no save) & is Sickened (FortNeg).  The 
  effects end after a full day of obeying the 
  instructions. 
   This spell is not effected by Dispel Magic or 
  Break Enchantment, though it can be ended 
  by Limited Wish, Miracle, or Wish.  Remove 
  Curse only works if its Caster level is two 
  higher than this spell’s Caster level. 
  7th Insanity(PH p244) 
  <Ench(comp)[mind], VS, 1StdAct, Medium-range, 
  Instantaneous, WillNeg, SR applies> 
  – One target becomes continuously Confused. 
   Only curable by Greater Restoration, Limited 
  Wish, Miracle, or Wish. 
  8th Demand(PH p217) 
  <Ench(comp)[mind], VSM(copper wire, hair from 
  subject), 10Minutes, 1hr/lvl, Will½> 
  – Sends instructions of 25 words or less to a 
  familiar target anywhere, who may send back 
  a 25 word response immediately. 
   If the target fails its Will save, it is compelled 
  to follow the instructions in the message, if 
  reasonable.  The instructions may activate 
  immediately or may contain a trigger to 
  activate them later.  At the end of the 
  duration, the instructions loose their power, 
  triggered or otherwise. 
  9th Dominate Monster(PH p224) 
  <Ench(comp)[mind], VS, 1Round, Close-range, 
  1day/lvl, WillNeg, SR applies> 
  – Telepathically control one creature.  If the 
  caster & the target do not share a language, 
  control is limited.  The caster knows what the 
  target is experiencing & as a Standard Action, 
  can actually receive full sensory input. 
   The caster can change his/her orders with a 
  Move Action.  Once the target has 
  instructions, he/she will continue trying to 
  carry them out as long as the spell lasts, 
  pausing only to sleep & eat as needed. 
   Actions against the target’s nature result in a 
  new save with a bonus of +4, and self-
  destructive orders are ignored. 
   Once dominated, the caster & target can be any 
  distance from each other.  Protection from 
  Evil, et. al., only Suppress this spell, not 
  Dispel it. 
   A Sense Motive check vs. DC 15 will show that 
  the target is under magic control. 
  
  Dungeons & Dragons 3.5 Edition Index – Clerical Domain Summaries 
   
  April 1, 2005 
   
  Clerical Domain – Cold 
   
  Page 11 
  Cold 
  (PGF p85)(CDiv p137) 
  Rebuke / Control / Bolster Cold Creatures –or– Turn / Destroy Fire Creatures, up to 3+Charisma modifier times per day.  
   
  1st Chill Touch(PH p209) 
  <Necro[touch attack], VS, 1StdAct, SR applies> 
  – Touch attack deals 1d6 Negative Energy 
  damage (no save) and 1 Strength Damage 
  (FortNeg), except to Undead, who become 
  Panicked for 1d4 + 1/lvl rounds (WillNeg). 
   Touch attack may be used 1 time per level. 
  2nd Chill Metal(PH p209) 
  <Trans[cold], VS/DF, 1StdAct, Close-range, 7rnds, SR 
  applies> 
  – The caster causes targeted metal to become 
  freezing cold, after which it thaws.  The metal 
  of 1 creature per 2 levels may be targeted as 
  long as they are within 30’, or the caster may 
  target 25 lbs. per level.  Magic or attended 
  metal get a Will saves to negate.  Damage is 
  determined by the round & the  amount of 
  contact (min damage for just touching, 
  normal damage for wearing): 
  Rnd 1 – none 
  Rnd 6 – 1d4  
  Rnd 2 – 1d4 
  Rnd 7 – none 
  Rnd 3-5 – 2d4  
   This spell Counters and Dispels Heat Metal. 
  3rd Sleet Storm(PH p280) 
  <Conj(creat)[cold], VSM(dust, water)/DF, 1StdAct, 
  Long-range, 1rnd/lvl, no save, no SR> 
  – Blocks all vision in a 40’ radius Spread by 20’ 
  high cylinder.  Moving in the area of effect 
  requires a Balance check vs. DC 10.  Success 
  allows ½ movement, while failing by 5 or 
  more causes the target to fall down. 
  4th Ice Storm(PH p243) 
  <Evoc[cold], VSM(dust, water)/DF, 1Round, Long-
  range, Instantaneous, no save, SR applies> 
  – Hail deals 3d6 Bludgeoning damage + 2d6 
  Cold damage in a 20’ radius by 40’ high 
  cylinder.  Listen checks receive a –4 penalty 
  during the round of hail & movement through 
  the target area is halved. 
   
  5th Wall of Ice(PH p299) 
  <Evoc[cold], VSM(quartz), 1StdAct, Medium-range, 
  1min/lvl> 
  – Creates an anchored sheet of ice.  To breach a 
  10’ section requires 3hp/lvl (Fire does normal 
  damage) –or– a Strength check vs. DC 
  15+Caster level.  The wall has 2 forms: 
  a) Ice Plane – one 10’ square per level that 
  can be stacked vertically or horizontally.  
  Going through a breach does 1d6 +1/lvl 
  Cold damage (no save, but SR applies). 
  b) Hemisphere – maximum radius of 3’ + 
  1’/lvl.  Going through a breach causes no 
  damage. 
   Any creature adjacent to where the wall is 
  being created is allowed a Reflex save to 
  disrupt the spell, causing it to fail. 
  6th Cone of Cold(PH p212) 
  <Evoc[cold], VSM(crystal cone)/DF, 1StdAct, Ref½, 
  SR applies> 
  – 60’ Cone-shaped Burst deals 1d6/lvl Cold 
  damage (max 15d6). 
  7th Control Weather(PH p214) 
  <Trans, VS, 10Minutes, 4d12hours> 
  – The caster can modify the weather in a two 
  mile radius (if the caster is a Druid, then the 
  spell effects a three mile radius, plus double 
  duration).  Once the spell is cast, it takes 10 
  minutes for the desired weather to manifest.  
  The weather must be seasonally appropriate. 
  Season 
  Weather Choices 
  Spring 
  Tornado, Thunderstorm, Hot 
  Summer 
  Rain, Heat Wave, Hailstorm 
  Autumn 
  Hot, Cold, Fog, Sleet 
  Winter 
  Frigid Cold, Blizzard, Thaw 
  Any time within the duration, the caster can 
  change the weather again as a Standard 
  Action (followed by another 10 minutes 
  while it manifests). 
  8th Polar Ray(PH p262) 
  <Evoc[cold][ray], VSF(ceramic prism), 1StdAct, 
  Close-range, no save, SR applies> 
  – Ray does 1d6 Cold dmg per lvl (max 25d6). 
  9th Obedient Avalanche(PGF p108)(CDiv p170) 
  <Conj(creat)[cold], VS, 1StdAct, Medium-range, 
  Instantaneous, no SR> 
  – Creates a mass of snow that falls on a 20’ 
  radius area & expands out from there to a 40’ 
  radius area.  All flames in the 40’ radius are 
  extinguished, even if magical.  Once created, 
  the snow is non-magical and melts normally. 
   All creatures within 20’ of the point of origin 
  take the following effects: 
  a) 1d8 lethal damage per 2 caster levels (max 
  10d8) (Ref½); 
  b) 1d6 Cold damage per 2 caster levels (max 
  10d6) (Ref½); 
  c) Buried under the snow (RefNeg) (see 
  DMG3.5 p90 for details); 
  d) The area is covered with Heavy Snow (see 
  DMG3.5 p94 for details). 
   All creatures from 20’ to 40’ from the point of 
  origin take the following effects: 
  a) 1d4 lethal damage per 2 caster levels (max 
  10d4) (Ref½); 
  b) 1d3 Cold damage per 2 caster levels (max 
  10d3) (Ref½); 
  c) Bull Rushed away from the point of origin 
  at a +13 modifier (RefNeg); 
  d) The area is covered with Snow (see 
  DMG3.5 p94 for details). 
   All small trees & vegetation are uprooted by the 
  avalanche, leaving Light Rubble after the 
  snow has melted.  All structures take 1d6x10 
  hit-points of damage 
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Clerical Domain Summaries 
   
  April 1, 2005 
   
  Clerical Domain – Commerce 
   
  Page 12 
   
  Commerce 
  (Eb p105)  
  +10 Competence bonus on Profession checks made to earn a living (but not checks to accomplish a specific task). 
  Appraise becomes a class skill.  
   
  1st Comprehend Languages(PH p212) 
  <Div, VSM(soot, salt)/DF, 1StdAct, Personal, 
  10min/lvl> 
  – Understands all spoken and written languages 
  of the person or object touched. 
  2nd Zone of Truth(PH p303) 
  <Ench(comp)[mind], VS/DF, Close-range,  
  1min/lvl, WillNeg, SR applies> 
  – Creatures in a 20’ radius Emanation that fail 
  their save cannot lie.  All subject know that 
  the zone is in effect & have the option of not 
  speaking or being evasive. 
  3rd Tongues(PH p294) 
  <Div, VM(small clay ziggurat)/DF, 1StdAct, Touch, 
  10min/lvl, no SR> 
  – The touched subject can understand & speak 
  any intelligent creature’s language. 
  4th Glibness(PH p235)(PHe)+ 
  <Trans, S, 1StdAct, Personal, 10min/lvl(D)> 
  – +30 bonus on Bluff checks to convince people 
  of what the caster claims is the truth (i.e., 
  cannot be used to feint in combat, cause a 
  distraction, pass secret messages, etc.). 
   Spells involved with determining truth (i.e., 
  Discern Lies, Zone of Truth, etc.) must make 
  a Caster Check vs. a DC of 15 + this spell’s 
  Caster level to effect the caster. 
  5th True Seeing(PH p296) 
  <Div, VSM(250gp ointment), 1StdAct, Touch, 1min/lvl> 
  – Within 120 unobstructed feet, the subject can 
  see through normal & magical darkness, see 
  magically hidden secret doors, not effected 
  by Blur & Displacement, not effected by 
  Invisibility, sees through illusions, know the 
  true form of polymorphed creatures & 
  objects, and view the Ethereal Plane. 
   This spell cannot be used in conjunction with 
  scrying magics, such as Clairaudience / 
  Clairvoyance. 
  6th Leomund’s Secret Chest(PH p247) 
  <Conj(sum), VSF(5,000gp chest & a 50gp replica), 
  10Minutes, until discharged> 
  – The caster may place 1 cubic foot of material 
  per level in a specially made chest, despite 
  the actual masterwork chest being only 3’ x’ 
  2’ x 2’.  At the spell’s completion, the chest 
  disappears into the Ethereal Plane (75% 
  chance of failure if there is anything living in 
  the chest). 
   By holding the miniature replica & spending a 
  Standard Action, the caster may summon the 
  chest back to the current location.  If the 
  replica is lost, the chest can not be summoned 
  back, even by a Wish. 
   Each day the chest spends in the Ethereal Plane 
  after the 60 days, there is a cumulative 5% 
  chance that the replica will loose its 
  connection to the original chest, resulting in 
  the later being lost. 
   Items in the chest are not in stasis, so they age 
  normally.  
  7th Refuge(PH p270) 
  <Conj[teleport], VSM(1,500gp trigger object), 
  1StdAct, Touch, until discharged> 
  – A preset teleportation is activated when the 
  trigger object is broken at the same time the 
  command word is spoken.  The caster presets 
  the object to either 
  a) teleport the breaker to the caster’s 
  sanctum; or 
  b) teleport the caster to the breaker’s location. 
  8th Analyze Dweomer(PH p197) 
  <Div, VSF(tiny lens made from ruby/sapphire and gold 
  worth 1,500gp), 1StdAct, Close-range, 1rnd/lvl(D), 
  no SR> 
  – Each round as a Free Action, the caster may 
  learn the magical properties of one object or 
  the spells on one person.  An attended object 
  is allowed a Will save to resist, in which case 
  it is immune to this spell for 24 hours. 
  Target Person:  All active spells on the target, 
  including the effect & its Caster level. 
  Target Object:  How the magic item 
  functions, how to activate it, & the number 
  of remaining charges.  If it has active 
  spells on it, the caster knows their effects 
  & Caster levels. 
  9th Polymorph Any Object(PH p263)(PHe)+ 
  <Trans, VSM(mercury, gum arabic, smoke)/DF, 
  1StdAct, Close-range, FortNeg, SR applies> 
  – Changes any subject into anything else.  
  “Minor” changes can be permanent (e.g., 
  changing a manticore into a shrew), while 
  extreme changes have a limited durations 
  (e.g., changing a pebble into a human). 
   This spell can mimic the following spells:  
  Flesh to Stone, Baleful Polymorph, Stone to 
  Flesh, Transmute Mud to Rock, Transmute 
  Rock to Mud, Transmute Metal to Wood. 
  
  Dungeons & Dragons 3.5 Edition Index – Clerical Domain Summaries 
   
  April 1, 2005 
   
  Clerical Domain – Community 
   
  Page 13 
  Community (BoED p86) (Eb p105) 
  Calm Emotion, usable once per day. 
  +2 Competence bonus on Diplomacy checks.  
   
  1st Bless(PH p205) 
  <Ench(comp)[mind], VS/DF, 1StdAct, 1min/lvl> 
  – All allies within a 50’ radius Burst gain a +1 
  Morale bonus on attacks & +1 Morale bonus 
  on saves vs. fear. 
   This spell Counters and Dispels the spell Bane. 
  2nd Status(PH p284) 
  <Div, VS, 1StdAct, Touch, 1hr/lvl> 
  – Monitors the position (distance & direction) 
  and condition (unharmed, wounded, disabled, 
  staggered, unconscious, dying, dead, etc.) of 
  one touched living subject per 3 levels at any 
  range. 
  3rd Prayer(PH p264) 
  <Ench(comp)[mind], VS/DF, 1StdAct, 1rnd/lvl, no 
  save, SR applies>  
  – All allies within 40’ radius Burst of the caster 
  gain +1 Luck bonus on attacks, damage, 
  saves, & skill checks. 
    All enemies within 40’ radius Burst of the 
  caster suffer a –1 Luck penalty on attacks, 
  damage, saves, & skill checks. 
  4th Status, Greater(BoED p100) 
  <Div, VS/DF, 1StdAct, Touch, 1hr/lvl> 
  – Monitors the position (distance & direction) 
  and condition (unharmed, wounded, disabled, 
  staggered, unconscious, dying, dead, etc.) of 
  one touched living subject per 3 levels at any 
  range. 
   In addition, the caster may cast beneficial 
  ‘touch’ spells of up to 2nd lvl through the link 
  5th Rary’s Telepathic Bond(PH p268) 
  <Div, VSM(eggshells), 1StdAct, Close-range, 
  10min/lvl(D)> 
  – One willing creature per three levels in a 30’ 
  area can be telepathically connected, though 
  the caster does not have to be one of the 
  subjects.  Each subject must be willing & 
  have an Intelligence of 3 or higher. 
   Once connected, the group can communicate at 
  any range.  All subjects can hear all 
  communications of the group & language is 
  not an issue. 
  6th Heroes’ Feast(PH p240) 
  <Conj(create), VS/DF, 10Min, Close-range, 1hr> 
  – Creates a banquet for 1 creature per level.  
  Each creature that spends the full hour eating 
  is cured of all diseases, sickness, & nausea, 
  gains 1d8 + 1 per 2 levels (max +10) 
  Temporary HP, and for the following 12 
  hours is immune to poison, magical fear & 
  gains a +1 Morale bonus to attacks & Will 
  saves. 
  7th Refuge(PH p270) 
  <Conj[teleport], VSM(1,500gp trigger object), 
  1StdAct, Touch, until discharged> 
  – A preset teleportation is activated when the 
  trigger object is broken at the same time the 
  command word is spoken.  The caster presets 
  the object to either 
  a) teleport the breaker to the caster’s 
  sanctum; or 
  b) teleport the caster to the breaker’s location. 
  8th Sympathy(PH p292) 
  <Ench(comp)[mind], VSM(1,500gp of pearls, 
  honey)/DF, 1Hour, Close-range, 2hrs/lvl, Will½, SR 
  applies> 
  – Target object or location (up to 10’ cube per 
  level) attracts a named type of creature (such 
  as Red Dragons) or  specific alignment (such 
  as Lawful Evil).  If a creature of the named 
  type makes its Will save, it can leave the area 
  or object, but must make an other save 10-60 
  minutes later or feel the urge to return. 
   This spell Counters and Dispels Antipathy. 
  9th Heal, Mass(PH p239) 
  <Conj(heal), VS, 1StdAct, Close-range> 
  – One subject per level within a 30’ area is 
  infused with Positive Energy, healing 10hp 
  per level (max 250hp) and being immediately 
  cured of the following:  ability Damage, 
  Blindness, Confusion, Dazed, Dazzled, 
  Deafened, diseased, Exhausted, Fatigued, 
  Feeblemind, insanity, Nauseated, Sickened, 
  Stunned, and / or being poisoned. 
   This spells does not remove Negative Levels, 
  ability Drain, & lost levels. 
   If an Undead is a target of this spell, it takes 
  10hp per level (max 250hp) of Positive 
  Energy damage (SR applies). On a successful 
  save, the target only takes ½ damage and 
  cannot be brought to less than 1hp. 
   
  
  Dungeons & Dragons 3.5 Edition Index – Clerical Domain Summaries 
   
  April 1, 2005 
   
  Clerical Domain – Community’ 
   
  Page 14 
   
  Community’ 
  (CDiv p137) 
  Calm Emotion, usable once per day. 
  +2 Competence bonus on Diplomacy checks.  
   
  1st Bless(PH p205) 
  <Ench(comp)[mind], VS/DF, 1StdAct, 1min/lvl> 
  – All allies within a 50’ radius Burst gain a +1 
  Morale bonus on attacks & +1 Morale bonus 
  on saves vs. fear. 
   This spell Counters and Dispels the spell Bane. 
  2nd Status(PH p284) 
  <Div, VS, 1StdAct, Touch, 1hr/lvl> 
  – Monitors the position (distance & direction) 
  and condition (unharmed, wounded, disabled, 
  staggered, unconscious, dying, dead, etc.) of 
  one touched living subject per 3 levels at any 
  range. 
  3rd Prayer(PH p264) 
  <Ench(comp)[mind], VS/DF, 1StdAct, 1rnd/lvl, no 
  save, SR applies>  
  – All allies within 40’ radius Burst of the caster 
  gain +1 Luck bonus on attacks, damage, 
  saves, & skill checks. 
    All enemies within 40’ radius Burst of the 
  caster suffer a –1 Luck penalty on attacks, 
  damage, saves, & skill checks. 
  4th Tongues(PH p294) 
  <Div, VM(small clay ziggurat)/DF, 1StdAct, Touch, 
  10min/lvl, no SR> 
  – The touched subject can understand & speak 
  any intelligent creature’s language. 
  5th Rary’s Telepathic Bond(PH p268) 
  <Div, VSM(eggshells), 1StdAct, Close-range, 
  10min/lvl(D)> 
  – One willing creature per three levels in a 30’ 
  area can be telepathically connected, though 
  the caster does not have to be one of the 
  subjects.  Each subject must be willing & 
  have an Intelligence of 3 or higher. 
   Once connected, the group can communicate at 
  any range.  All subjects can hear all 
  communications of the group & language is 
  not an issue. 
  6th Heroes’ Feast(PH p240) 
  <Conj(create), VS/DF, 10Min, Close-range, 1hr> 
  – Creates a banquet for 1 creature per level.  
  Each creature that spends the full hour eating 
  is cured of all diseases, sickness, & nausea, 
  gains 1d8 + 1 per 2 levels (max +10) 
  Temporary HP, and for the following 12 
  hours is immune to poison, magical fear & 
  gains a +1 Morale bonus to attacks & Will 
  saves. 
  7th Refuge(PH p270) 
  <Conj[teleport], VSM(1,500gp trigger object), 
  1StdAct, Touch, until discharged> 
  – A preset teleportation is activated when the 
  trigger object is broken at the same time the 
  command word is spoken.  The caster presets 
  the object to either 
  a) teleport the breaker to the caster’s 
  sanctum; or 
  b) teleport the caster to the breaker’s location. 
  8th Mordenkainen’s Magnificent Mansion(PH p256) 
  <Conj(creat), VSF(5gp small ivory portal, 5gp piece of 
  marble, 5hp tiny silver spoon), 1StdAct, Close-
  range, 2hrs/lvl(D)> 
  – Creates an extra-dimensional space of up to 
  three contiguous 10’ cubes per level.  The 
  space is designed for many people to rest 
  comfortably: 
  a) Contains fresh air & food for 12 people/lvl. 
  b) Has 2 Unseen Servants per lvl. 
  c) The floor plan is designated by the caster. 
  The entrance is 8’ tall by 4’ wide & can only be 
  entered by those designated by the caster.  
  Once the caster enters the mansion, the 
  entrance becomes Invisible & sealed, though 
  it may be reopened from the inside. 
  9th Heal, Mass(PH p239) 
  <Conj(heal), VS, 1StdAct, Close-range> 
  – One subject per level within a 30’ area is 
  infused with Positive Energy, healing 10hp 
  per level (max 250hp) and being immediately 
  cured of the following:  ability Damage, 
  Blindness, Confusion, Dazed, Dazzled, 
  Deafened, diseased, Exhausted, Fatigued, 
  Feeblemind, insanity, Nauseated, Sickened, 
  Stunned, and / or being poisoned. 
   This spells does not remove Negative Levels, 
  ability Drain, & lost levels. 
   If an Undead is a target of this spell, it takes 
  10hp per level (max 250hp) of Positive 
  Energy damage (SR applies). On a successful 
  save, the target only takes ½ damage and 
  cannot be brought to less than 1hp. 
   
  
  Dungeons & Dragons 3.5 Edition Index – Clerical Domain Summaries 
   
  April 1, 2005 
   
  Clerical Domain – Competition 
   
  Page 15 
  Competition 
  (CDiv p138) 
  +1 bonus on all Opposed Checks, as an Extraordinary ability. 
   
  1st Remove Fear(PH p271) 
  <Abj, VS, 1StdAct, Close-range, 10min> 
  – One subject + 1 per 4 levels within a 30’ area 
  gains a +4 Morale bonus on saves vs. fear. 
  This spell Counters & Dispels Cause Fear, and 
  Suppresses all other fear effects. 
  2nd Zeal(CDiv p191) 
  <Abj, VS, 1StdAct, Personal, 1rnd/lvl> 
  – The caster designates a foe.  Against all 
  enemies except the designated foe, the caster 
  gain a +4 Deflection bonus to AC against 
  Attacks of Opportunity.  
   The caster also may move through opponent’s 
  spaces as if they were allies as long as he/she 
  ends the movement closer to the designated 
  foe than he/she started. 
  3rd Prayer(PH p264) 
  <Ench(comp)[mind], VS/DF, 1StdAct, 1rnd/lvl, no 
  save, SR applies>  
  – All allies within 40’ radius Burst of the caster 
  gain +1 Luck bonus on attacks, damage, 
  saves, & skill checks. 
    All enemies within 40’ radius Burst of the 
  caster suffer a –1 Luck penalty on attacks, 
  damage, saves, & skill checks. 
  4th Divine Power(PH p224) 
  <Evoc, VS/DF, 1StdAct, Personal, 1rnd/lvl> 
  – The caster gains a +6 Enhancement bonus to 
  Strength, 1 Temporary HP per level, & a 
  Base Attack Bonus as if the caster was a 
  fighter of his/her Character level. 
  5th Righteous Might(PH p273) 
  <Trans, VS/DF, 1StdAct, Personal, 1rnd/lvl(D)> 
  – The caster & his/her equipment enlarge to the 
  next size category, with the following effects: 
  a) the caster & his/her equipment enlarge to 
  the next size category, with all the 
  standard bonuses & penalties; 
  b) +8 Size bonus to Strength; 
  c) +4 Size bonus to Constriction; 
  d) gain Damage Reduction 5/evil (if the caster 
  channels Positive Energy) or 5/good (if the 
  caster channels Negative Energy).  Damage 
  Reduction improved to 10/… at 12th level & 
  15/… at 15th level. 
  6th Zealot Pact(CDiv p191) 
  <Evoc, VS/DF/X(500), 10Minutes, Touch, until 
  discharged then 1rnd/lvl>    
  – When the touched, willing, living creature hits 
  a creature whose alignment is exactly 
  opposite to that of the deity of the Cleric who 
  cast this spell, the target receives the 
  following benefits for 1 round per caster lvl: 
  a) +4 bonus on melee attack rolls; 
  b) double damage; 
  c) all threatened criticals are automatically 
  confirmed; 
  d) melee damage receives alignment 
  descriptors that match the deity (i.e., a pact 
  with a Lawful Good deity result in the 
  target’s damage being [lawful][good]; 
  e) the target can see which creatures within 
  60’ have the opposite alignment of the 
  deity (as per Detect Evil, etc.). 
  f) for the spell’s duration, the target must 
  attack a foe of the opposite alignment each 
  round if possible. 
   If the pact is with a True Neutral deity, then this 
  spell applies to one of the following 
  alignments (chosen as casting time):  Lawful 
  Good, Chaotic Good, Lawful Evil, or Chaotic 
  Evil. 
  7th Regenerate(PH p270) 
  <Conj(heal), VS/DF, 3Rounds, Touch, Instantaneous> 
  – Touched living subject’s missing limbs are 
  restored.  If the severed limb is touching the 
  subject, then it takes 1 round to heal, 
  otherwise the limb regrows in 2d10 rounds. 
  The subject is also healed 4d8 + 1/lvl (max +35) 
  hit points, is no longer Fatigued or Exhausted, 
  & all subdual damage is restored. 
   This spell cannot target Undead. 
  8th Moment of Prescience(PH p255) 
  <Div, VS, 1StdAct, Personal, until discharged up to 
  1hr/lvl> 
  – The caster gains an Insight bonus equal to the 
  Caster level (max +25) to be used one time 
  within 1 hour per level.  The bonus can be 
  used on one attack roll, opposed ability 
  check, opposed skill check, saving throw, or 
  as a bonus to AC against a single attack (even 
  if the caster is Flat-Footed). 
   Only one instance of this spell can be in effect 
  on a person at any time. 
  9th Visage of the Deity, Greater(CDiv p187) 
  <Trans[good], VS/DF, 1StdAct, Personal, 1rnd/lvl> 
  – The caster becomes a ‘Half-Celestial’: 
  a) creature type changes to Outsider (but the 
  caster can be brought back from the dead); 
  b) +4 bonus to Strength; 
  c) +2 bonus to Dexterity; 
  d) +4 bonus to Constitution; 
  e) +2 bonus to Intelligence; 
  f) +4 bonus to Wisdom; 
  g) +4 bonus to Charisma; 
  h) +1 increase of Natural Armor; 
  i) gain Low-light Vision; 
  j) Acid Resistance 10; 
  k) Cold Resistance 10; 
  l) Electrical Resistance 10; 
  m)Spell Resistance 25; 
  n) Damage Reduction 10 / magic; 
  o) gain immunity to diseases; 
  p) +4 Racial bonus on saves vs. poison; & 
  q) gain feathery wings which let the caster 
  Fly at twice his/her ground movement with 
  Good maneuverability. 
  -or- 
  <Trans[evil], VS/DF, 1StdAct, Personal, 1rnd/lvl> 
  – The caster becomes a ‘Half-Fiend’: 
  a) creature type changes to Outsider (but the 
  caster can be brought back from the dead); 
  b) +4 bonus to Strength; 
  c) +4 bonus to Dexterity; 
  d) +2 bonus to Constitution; 
  e) +4 bonus to Intelligence; 
  f) +4 bonus to Wisdom; 
  g) +2 bonus to Charisma; 
  h) +1 increase of Natural Armor; 
  i) gain Darkvision 60’; 
  j) Acid Resistance 10; 
  k) Cold Resistance 10; 
  l) Electricity Resistance 10; 
  m)Fire Resistance 10; 
  n) Spell Resistance 25;  
  o) Damage Reduction 10 / magic;  
  p) gain Poison Immunity;  
  q) gain 1 Bite & 2 Claw attacks (if Medium, 
  Bite does 1d6 & each claw does 1d4; if 
  Small, Bite & each Claw each do 1d3); & 
  r) gain bat-like wings which let the caster Fly 
  at ground movement with Average 
  maneuverability. 
   
  
  Dungeons & Dragons 3.5 Edition Index – Clerical Domain Summaries 
   
  April 1, 2005 
   
  Clerical Domain – Courage 
   
  Page 16 
   
  Courage 
  (CWar p114) 
  Aura of Courage – allies within 10’ gain a +4 Morale bonus vs. Fear effects. 
   
  1st Remove Fear(PH p271) 
  <Abj, VS, 1StdAct, Close-range, 10min> 
  – One subject + 1 per 4 levels within a 30’ area 
  gains a +4 Morale bonus on saves vs. fear. 
  This spell Counters & Dispels Cause Fear, and 
  Suppresses all other fear effects. 
  2nd Aid(PH p196) 
  <Ench(comp)[mind], VS/DF, 1StdAct, Touch, 
  1min/lvl> 
  – Touched subject gains a +1 Morale bonus to 
  attack & saving throws vs. fear and gains 
  Temporary HP equal to 1d8 + 1/lvl (max 
  1d8+10). 
  3rd Cloak of Bravery(CWar p117) 
  <Abj[mind], VS, 1StdAct, 10min/lvl> 
  – The caster & all allies within a 60’ radius 
  Emanation gain a Morale bonus to saves vs. 
  Fear equal to the Caster level (max +10). 
  4th Heroism(PH p240) 
  <Ench(comp)[mind], VS, 1StdAct, Touch, 10min/lvl> 
  – The touched creature gains a +2 Morale bonus 
  on attacks, saves, & skill checks. 
  5th Valiant Fury(CWar p118) 
  <Trans, VS/DF, 1StdAct, Close-range, 1rnd/lvl> 
  – The living subject gains the following: 
  a) +4 Morale bonus to Strength & Constitution; 
  b) +2 Morale bonus on Will saves; 
  c) When making a Full Round Attack, the 
  subject gains an extra attack at his/her 
  highest attack bonus.  This does not stack 
  with Haste. 
  6th Heroes’ Feast(PH p240) 
  <Conj(create), VS/DF, 10Min, Close-range, 1hr> 
  – Creates a banquet for 1 creature per level.  
  Each creature that spends the full hour eating 
  is cured of all diseases, sickness, & nausea, 
  gains 1d8 + 1 per 2 levels (max +10) 
  Temporary HP, and for the following 12 
  hours is immune to poison, magical fear & 
  gains a +1 Morale bonus to attacks & Will 
  saves. 
  7th Heroism, Greater(PH p240) 
  <Ench(comp)[mind], VS, 1StdAct, Touch, 1min/lvl> 
  – The touched creature gains a +4 Morale bonus 
  on attacks, saves, & skill checks, immunity to 
  fear effects, and 1 per level (max +20) 
  Temporary HP. 
  8th Lion’s Roar(CWar p118) 
  <Evoc[sonic], VS/DF, 1StdAct> 
  – All within a 120’ radius Burst hear the roar: 
  Allies – +1 Morale bonus on attacks & saves 
  vs. Fear effects and 1d8 + Caster level 
  Temporary HP (max 1d8+20) for 1min/lvl. 
  Enemies – 1d8 per two levels Sonic damage 
  (Fort½) –and– Stunned for 1rnd (FortNeg). 
  9th Cloak of Bravery, Greater(CWar p117) 
  <Abj[mind], VS, 1StdAct, 1hr/lvl> 
  – The caster & all allies within a one mile radius 
  Emanation that have line-of-sight become 
  immune to Fear effects & gain a +2 Morale 
  bonus on attack rolls. 
   
  
  Dungeons & Dragons 3.5 Edition Index – Clerical Domain Summaries 
   
  April 1, 2005 
   
  Clerical Domain – Craft 
   
  Page 17 
  Craft 
  (PGF p85) (FR p92) 
  Conjuration(creation) spells are cast at +1 Caster level. 
  Gain Feat: Skill Focus (craft of your choice). 
   
  1st Animate Rope(PH p199) 
  <Trans, VS, 1StdAct, Medium-range, 1rnd/lvl> 
  – Animate a 1” diameter rope whose length is 
  50’ + 5’/level (double the length if ½” 
  diameter cord is used & halve the length with 
  2” diameter heavy rope).  It will obey one of 
  the following each Move Action:  “coil”, 
  “coil & knot”, “loop”, “loop & knot”, 
  “uncoil”, etc. 
   Anyone who steps within 1’ of the rope or who 
  is hit by it with a ranged touch attack –and– 
  who fails a Reflex save is Entangled.  To 
  escape, make an Escape Artist check vs. DC 
  20, or a Strength check vs. DC 23, or an 
  attack vs. AC 10 & do 2 hp of damage. 
   An animated rope give a +2 bonus to Use Rope 
  checks. 
  2nd Wood Shape(PH p303) 
  <Trans, VS/DF, 1StdAct, Touch, Instantaneous> 
  – Permanently reshapes a single piece of wood 
  of up to 10 cubic feet + 1 cubic foot per level 
  into a shape of the caster’s choosing, though 
  fine detail is not possible. 
  3rd Stone Shape(PH p284)(PHe)+ 
  <Trans[earth], VS/AM(clay sculpted into the new 
  shape)/DF, 1StdAct, Touch> 
  – Permanently reshapes a single piece of stone 
  of up to 10 cubic feet + 1 cubic foot per level 
  into a shape of the caster’s choosing, though 
  fine detail is not possible. 
  4th Minor Creation(PH p253) 
  <Conj(creat), VSM(tiny piece of substance to be 
  created), 1Minute, 1hr/lvl(D)> 
  – Creates an object of up to 1 cubic foot per 
  level made from wood, cloth, hemp, or other 
  non-living vegetable matter. 
   A Craft check is needed to make complex items 
  5th Wall of Stone(PH p299) 
  <Conj(creat)[earth], VS/AM(granite)/DF, 1StdAct, 
  Medium-range, Instantaneous, no SR> 
   – Creates a wall of stone that is one 5’ square 
  per level & 1” thick per 4 levels.  The area 
  can be doubled by halving the thickness.  The 
  stone has a Hardness 8 & each 5’ square has 
  15 hit points per inch of thickness. 
   The wall can be of any shape & will merge into 
  adjoining stone surfaces. 
  6th Fantastic Machine(FR p69) 
  <Ill(shadow), VS/DF, 1StdAct, Medium-range, 
  1min/lvl(D)> 
  – Creates a Large animated object mentally 
  designed by the caster to perform a physical 
  task (up to 25 words) designated at casting 
  time.  The ‘machine’ can be assigned to do 
  the task once or repeatedly. 
  a) Large (tall) size – up to 15’ tall; 
  b) Moves at 40’ over ground; 
  c) Swims at 10’ or Flies at 10’ (clumsy) if 
  only lightly loaded; 
  d) Hardness 10, 22hp, AC 14; 
  e) Saving throws:  Fort +1, Ref +1, Will –4; 
  f) Light load: up to 230 pounds; Medium 
  load: 231 – 460; Heavy load: 461 – 700; 
  Max Lift:  1,400; Drag load: 3,500. 
  g) Excavates 7,000 pounds of loose rock each 
  minute (i.e., 5’ x 5’ x 5’ in 3rnds); 
  h) Excavates 14,000 pounds of sand or dirt 
  each minute. 
  i) Can make a Slam attack once per round at 
  +5 to hit & 1d8+4 damage (x3 damage vs. 
  stone or metal). 
  j) Can make a Ranged Attack by launching 
  Small-sized rocks at +3 to hit, range 
  increment of 150’ (max 10 increments), & 
  2d6+4 damage. 
  7th Major Creation(PH p252) 
  <Conj(creat), VSM(tiny piece of substance to be 
  created), 10Minutes, Close-Range> 
  – Creates one object of up to 1 cubic foot per 
  level.  Duration is based on the material 
  created: 
  Wood/Cloth 
  2hrs/lvl 
  Stone/Base Metal 
  1hr/lvl 
  Precious Metal 
  20min/lvl 
  Gem 
  10min/lvl 
  Adamantite, Mithral, 
  Alchemical Silver 1rnd/lvl 
   Note that a Cold Iron item cannot be created. 
   A Craft check is needed to make complex items 
  8th Forcecage(PH p232) 
  <Evoc[force], VSM(1,500gp ruby powder), 1StdAct, 
  Close-range, 2hrs/lvl(D), no save, no SR> 
  – Creates a six-sided box of invisible force 
  walls.  The walls is immune to all damage & 
  most magic (including Dispel Magic).  The 
  cube can be of two configurations: 
  a) Barred Cage – 20’ cube with 6” bands of 
  force alternating with 6” gaps; or 
  b) Windowless Cell – 10’ cube with six solid 
  walls. 
   Teleportation & Astral travel can escape the 
  spell, but not spells based on Ethereal travel. 
  9th Fantastic Machine, Greater(FR p71) 
  <Ill(shadow), VS/DF, 1StdAct, Medium-range, 
  1min/lvl(D)> 
  – Creates a Large animated object mentally 
  designed by the caster to perform physical 
  tasks.  As a Standard Action, the caster can 
  mentally change the machine’s instructions, 
  giving it a new task. 
  a) Large (tall) size – up to 15’ tall; 
  b) Moves at 60’ over ground; 
  c) Swims at 20’ or Flies at 20’ (poor) if only 
  lightly loaded; 
  d) Hardness 20, 88hp, AC 20; 
  e) Saving throws:  Fort +5, Ref +5, Will +0; 
  f) Light load: up to 520 pounds; Medium 
  load: 521 – 1,040; Heavy load: 1,041 – 
  1,560; Max Lift:  3,120; Drag load: 7,800. 
  g) Excavates 20,000 pounds of loose rock 
  each minute (i.e., 5’ x 5’ x 5’ in 1rnd); 
  h) Excavates 40,000 pounds of sand or dirt 
  each minute. 
  i) Can make Slam attacks at +17 / +12 to hit 
  & 1d8+9 damage (x3 damage vs. stone or 
  metal). 
  j) Can make a Ranged Attack by launching 
  Small-sized rocks at +12 / _7 to hit, range 
  increment of 150’ (max 10 increments), & 
  2d6+9 damage. 
   
  
  Dungeons & Dragons 3.5 Edition Index – Clerical Domain Summaries 
   
  April 1, 2005 
   
  Clerical Domain – Creation 
   
  Page 18 
  Creation (CDiv p138) 
  Conjuration(creation) spells are cast at +1 Caster level. 
   
  1st Create Water(PH p215) 
  <Conj(creat), VS, 1StdAct, Close-range, Instantaneous> 
  – Creates 2 gallons/level of pure water. 
  2nd Minor Image(PH p254) 
  <Ill(figment), VSF(fleece), 1StdAct, Long-range, 
  Concentration + 2rnds, WillDisbelief, no SR> 
  – Creates a visual illusion with some minor 
  sounds (i.e., not speech) of an object, 
  creature, or force as the caster visualizes it.  
  The image can move within an area of (4 + 1 
  per level) 10’ cubes that are contiguous. 
  3rd Create Food and Water(PH p214) 
  <Conj(creat), VS, 10Minutes, Close-range> 
  – Creates enough simple food & water to feed 3 
  humans (or 1 horse) per level for 1 day (after 
  which the food goes bad). 
  4th Minor Creation(PH p253) 
  <Conj(creat), VSM(tiny piece of substance to be 
  created), 1Minute, 1hr/lvl(D)> 
  – Creates an object of up to 1 cubic foot per 
  level made from wood, cloth, hemp, or other 
  non-living vegetable matter. 
   A Craft check is needed to make complex items 
  5th Major Creation(PH p252) 
  <Conj(creat), VSM(tiny piece of substance to be 
  created), 10Minutes, Close-Range> 
  – Creates one object of up to 1 cubic foot per 
  level.  Duration is based on the material 
  created: 
  Wood/Cloth 
  2hrs/lvl 
  Stone/Base Metal 
  1hr/lvl 
  Precious Metal 
  20min/lvl 
  Gem 
  10min/lvl 
  Adamantite, Mithral, 
  Alchemical Silver 1rnd/lvl 
   Note that a Cold Iron item cannot be created. 
   A Craft check is needed to make complex items 
  6th Heroes’ Feast(PH p240) 
  <Conj(create), VS/DF, 10Min, Close-range, 1hr> 
  – Creates a banquet for 1 creature per level.  
  Each creature that spends the full hour eating 
  is cured of all diseases, sickness, & nausea, 
  gains 1d8 + 1 per 2 levels (max +10) 
  Temporary HP, and for the following 12 
  hours is immune to poison, magical fear & 
  gains a +1 Morale bonus to attacks & Will 
  saves. 
  7th Permanent Image(PH p260) 
  <Ill(figment), VSF(fleece, sand), 1StdAct, Long-range, 
  Permanent(D), WillDisbelief, no SR> 
  – Creates an illusion that has visuals, sound, 
  smell, & heat of objects, creatures, etc., as the 
  caster visualizes them.  The image can move 
  within an area of a 20’ cube + 1 10’ cube per 
  level that are contiguous. 
   The caster can move the image with 
  concentration, but otherwise it is static. 
  8th True Creation(CDiv p184) (Eb p117) 
  <Conj(creat), VSM(tiny piece of substance to be 
  created)X(value of created object in gp), 10Minutes, 
  0’ range, Instantaneous> 
  – Creates one nonmagical, nonliving object of 
  up to 1 cubic foot per level. 
   A Craft check is needed to make complex items 
  9th Pavilion of Grandeur(CDiv p172) 
  <Conj(creat), VS/DF, 10Minutes, Close-range, 
  1day/lvl(D)> 
  – Creates an extradimensional space of five 
  contiguous 10’ cubes per level that has a 
  single 10’ by 15’ entrance.  Only those 
  creatures designated by the caster may enter.  
  The entrance may be closed, making it 
  invisible. 
   Creatures within the pavilion receive natural 
  healing at twice their base rate. 
   Everyone who spends 1 full hour dining in the 
  pavilion receives the benefit of a Heroes’ 
  Feast for 12 hours, up to twelve creatures per 
  caster level.
   
  
  Dungeons & Dragons 3.5 Edition Index – Clerical Domain Summaries 
   
  April 1, 2005 
   
  Clerical Domain – Darkness 
   
  Page 19 
  Darkness (FR p62) (D&D p213) 
  Gain Feat: Blind Fighting. 
   
  1st Obscuring Mist(PH p258) 
  <Conj(creat), VS, 1StdAct, 1min/lvl, no SR> 
  – Creates a 20’ radius Spread by 20’ high Cloud 
  of fog centered around the caster.   
  The cloud can be dispersed by Moderate Wind 
  in 4 rounds & a Strong Wind in 1 round.  
  Large amounts of fire, such as a Fireball, will 
  also disperse the cloud. 
  2nd Blindness/Deafness(PH p206) 
  <Necro, V, 1StdAct, Medium-range, Permanent(D), 
  FortNeg, SR applies> 
  – Living subject become a) Blind; or b) Deaf. 
  3rd Blacklight(FR p67)(D&D p216) 
  <Evoc[darkness], VSM(coal, dried eyeball), 1StdAct, 
  Close-range, 1rnd/lvl(D)> 
  – The target creature, object, or location 
  emanates supernatural darkness in a 20’ 
  radius.  Even creatures with Darkvision 
  cannot see through it.  The caster can see 
  through the darkness while in the area of 
  effect, but from outside, the area is opaque to 
  the caster too.  If a creature or an object in a 
  creature’s possession is targeted by this spell, 
  the creature receives a Will save to negate. 
   Counters or Dispels ‘light’ spell of equal or 
  lower level, though Daylight will cancel this 
  spell and be canceled by it. 
  4th Armor of Darkness(FR p67)(D&D p216) 
  <Abj[darkness], VS/DF, 1StdAct, Touch, 10min/lvl> 
  – Touched target is cloaked in shadows: 
  a) Deflection bonus to AC of +3 + (1 per 
  4lvls) (max +8); 
  b) gains Darkvision 60’; 
  c) +2 bonus on Saving Throws vs. ‘light’, 
  ‘good’, and ‘holy’ spells & effects; 
  d) Undead gain +4 Turn Resistance; 
  e) at casting time, the caster can decide if 
  he/she wishes the target’s features to be 
  obscured by shadow. 
  5th Darkbolt(FR p68) 
  <Evoc[darkness][ray], VS, 1StdAct, Medium-range, 
  Will½> 
  – The caster can project 1 ray per 2 lvls (max 7).  
  The rays can all be fired at one time (but all 
  targets must be within a 60’ area) –or– each 
  round the caster may fire one ray (though if 
  he/she skips a round, that ray is lost).  Each 
  ray does the following: 
  a) Living target takes 2d8 damage (no save); 
  b) Any target is Dazed for 1rnd (WillNeg). 
  6th Prying Eyes(PH p267) 
  <Div, VSM(crystal marbles), 1Minute, 1mile, up to 
  1hr/lvl, no SR> 
  – Creates 1d4 + 1/lvl scouts (called “eyes”), 
  which are Fine-sized floating Constructs with 
  AC 18 (due to size), 1hp, 30’ (perfect) 
  movement, makes Hide checks at +16, makes 
  Spot checks at Caster level (max +15), &  has 
  normal vision up to 120’. 
   The caster gives each ‘eye’ instructions of up to 
  25 words on how he/she wants it to scout.  
  Once its mission is done, the ‘eye’ returns to 
  the caster, who learns all the ‘eye’ has 
  experienced at the rate of 1 round per hour 
  the eye has existed.  Once an ‘eye’ has 
  reported, it disappears. 
   An ‘eye’ can be destroyed by taking damage, 
  being Dispelled, or traveling more than 1 
  mile from the caster.  The caster knows when 
  an ‘eye’ is destroyed, but does not know the 
  circumstances. 
  7th Nightmare(PH p257) 
  <Ill(phantasm)[mind][evil], VS, 10Minutes, Unlimited-
  Range, Instantaneous, WillNeg, SR applies> 
  – Causes a sleeping target to have hideous 
  nightmares which deals 1d10 damage and 
  prevents restful sleep, leaving the target 
  Fatigued.  Any subsequent attempts to sleep 
  in the 24 hour period after the spell is cast 
  will also result in nightmares.  Arcane spell 
  casters cannot regain spells during this time. 
   This spell’s DC is adjusted by the caster’s 
  knowledge and connection to the target. 
  Knowledge 
  DC 
  None (must have a Connection) 
  –10 
  Heard of the target 
  –5 
  Met the target 
  +0 
  Know the target well 
  +5 
  Connection 
  DC 
  Likeness or picture 
  +2 
  Possession or garment 
  +5 
  Lock of hair, bit of fingernail, etc. +10 
   If the target is not asleep when the spell is cast, 
  the caster has the option of going into a 
  trance (which leave the caster Defenseless & 
  unaware of his/her surroundings) until the 
  target does fall asleep, at which time the spell 
  acts normally.  If the caster chooses not to go 
  into a trance, the spell is still used up. 
   If Dispel Evil is cast on the target while this 
  spell is being cast, Nightmare is Cancelled 
  and the Nightmare’s caster is Stunned for 10 
  minutes per Caster level of Dispel Evil. 
   Since Elves do not sleep, they are immune to 
  this spell.  
  8th Power Word Blind(PH p263) 
  <Ench(comp)[mind], V, 1StdAct, Close-range, no save, 
  SR applies> 
  – One target creature is Blind:   
  current hp duration 
  current hp duration 
  201+ 
  no effect 
  100–51 
  1d4+1min 
  200–101 1d4+1rnds 
  up to 50
   
  Permanent 
  9th Power Word Kill(PH p263) 
  <Ench(comp)[mind][death], V, 1StdAct, Close-range, 
  no save, SR applies> 
  – One target creature with up to 101hp dies.
  
  Dungeons & Dragons 3.5 Edition Index – Clerical Domain Summaries 
   
  April 1, 2005 
   
  Clerical Domain – Death 
   
  Page 20 
  Death 
  (PH p186) 
  ‘Death Touch’ once per day – As a touch attack on a living creature, roll 1d6 per Cleric level.  If the total is greater than or equal to the touched creature’s current 
  hit-points, it dies.  This is a ‘death effect’. 
   
  1st Cause Fear(PH p208) 
  <Necro[fear][mind], VS, 1StdAct, Close-range, Will½, 
  SR applies> 
  – One living target with up to 5HD is Frightened 
  for 1d4 rounds unless it makes its saving 
  throw.  On a successful save, the target is 
  Shaken for 1 round. 
   This spell Counters and Dispels Remove Fear. 
  2nd Death Knell(PH p217) 
  <Necro[death][evil][touch attack], VS, 1StdAct, 
  Touch, WillNeg, SR applies> 
  – If touched creature with –1 hp (or less) fails its 
  save, it dies and the caster gains +2 Strength, 
  1d8 Temporary HP, and +1 effective Caster 
  level for 10 min per HD of the target creature. 
  3rd Animate Dead(PH p198) 
  <Necro[evil], VSM(25gp/HD black onyx), 1StdAct, 
  Touch> 
  – Permanently animates skeletons and/or 
  zombies from one or more touched corpses.  
  (2 * Caster level) HD of Undead may be 
  animated in one casting & a caster may only 
  have 4HD/lvl Undead under control (if 
  exceeded, caster chooses which are “freed”).  
  Undead controlled via Clerical “Rebuke / 
  Control” ability don’t count against this total 
  4th Death Ward(PH p217) 
  <Necro, VS/DF, 1StdAct, Touch, 1min/lvl> 
  – Grants immunity to death spells & effects, 
  gaining Negative Levels, and Negative 
  Energy damage & ability loss. 
  5th Slay Living(PH p280) 
  <Necro[death][touch attack], VS, 1StdAct, Touch, 
  Fort½, SR applies> 
  – Touched living target dies on a failed saving 
  throw.  On success, target takes 3d6 + 1/level. 
  6th Create Undead(PH p215) 
  <Necro[evil], VSM(black onyx worth 50gp/HD, grave 
  dirt, brackish water), 1Hour, Close-range> 
  – Transforms a dead body into an Undead.  Note 
  that the Undead is not automatically under 
  the creator’s control. 
  Undead 
  Min Lvl 
  Undead 
  Min Lvl 
  Ghoul 
  11 
  Mummy 
  15 
  Ghast 
  12 
  Mohrg 
  18 
  This spell must be cast at night. 
  7th Destruction(PH p218) 
  <Necro[death], VSF(500gp custom silver religious 
  symbol), 1StdAct, Close-range, Fort½, SR applies> 
  – The target dies & its body ceases to exist.  The 
  target’s equipment & possession are left 
  behind.  On a successful save, target takes 
  10d6 damage. 
  8th Create Greater Undead(PH p215) 
  <Necro[evil], VSM(black onyx worth 50gp/HD, grave 
  dirt, brackish water), 1Hour, Close-range> 
  – Transforms a dead body into an Undead.  Note 
  that the Undead is not automatically under 
  the creator’s control. 
  Undead 
  Min Lvl 
  Undead 
  Min Lvl 
  Shadow 
  15 
  Spectre 
  18 
  Wraith 
  16 
  Devourer 
  20 
  This spell must be cast at night. 
  9th Wail of the Banshee(PH p298) 
  <Necro[death][sonic], V, 1StdAct, Close-range, 
  FortNeg, SR applies> 
  – One living creature per level in a 40’ radius 
  Spread dies.  If there are too many targets, 
  count from the point of origin outward. 
   
  
  Dungeons & Dragons 3.5 Edition Index – Clerical Domain Summaries 
   
  April 1, 2005 
   
  Clerical Domain – Deathless 
   
  Page 21 
  Deathless 
  (Eb p105) 
  Greater Rebuking, 1/day – if you successfully Rebuke a Deathless, you Command it instead.  Attempting to do this consumes one of your daily Turn attempts. 
   
  1st Detect Undead(PH p220) 
  <Div, VS/DF, 1StdAct, Concentration up to 1min/lvl, 
  no save, no SR> 
  – The caster can see the Undead Aura of any 
  Undead in a 60’ Cone-shaped Emanation. 
   The information gained increases each round:  
  1st round – presence of Undead. 
  2nd round – number of Undead auras & the 
  strength of the most powerful aura.  If not 
  in line-of-sight, the caster only knows the 
  direction. 
  3rd round – strength & location of each aura. 
   This spell is blocked by 3’ of wood or dirt, 1’ of 
  stone, 1” of metal, & any amount of lead. 
  2nd Consecrate(PH p212) 
  <Evoc[good], VSM(holy water, 25gp of silver dust)DF, 
  1StdAct, Close-range, 2hrs/lvl, no SR> 
  – A 20’ radius Emanation is filled with Positive 
  Energy.  The following applies in the area: 
  a) All Charisma checks to Turn and  
  Destroy Undead gain a +3 Sacred bonus. 
  b) Undead cannot be created or summoned. 
  c) Undead in the area receive a –1 Sacred 
  penalty on attacks, damage, & saves. 
  If cast on an altar or other permanent fixture to 
  the caster’s deity, the Sacred bonuses & 
  penalties are doubled.  A caster cannot 
  consecrate an area with a permanent fixture 
  to another deity. 
   If cast in an area sacred to a different deity, the 
  area is cut off from its connection to that 
  deity and its power.  The area does not gain 
  the Undead effecting powers listed above. 
  This spell Counters & Dispels Desecrate. 
  3rd Halt Deathless(Eb p111) 
  <Necro, VS/DF, 1StdAct, Medium-range, 1rnd/lvl, 
  WillNeg, SR applies> 
  – Immobilizes up to 3 Deathless in a 30’ area.  
  If attacked, that target is immediately freed. 
  4th Spirit Steed(Eb p115) 
  <Necro, V/DF, 1StdAct, Touch, 1hr/lvl> 
  – The touched living Animal gains the following 
  benefits: 
  a) +30’ Enhancement bonus to its Land 
  movement speed; 
  b) Gains Feat: Run.  If the subject already has 
  this feat, its running speed is increase to 
  x6, if it is in no more than Light Armor & 
  carrying no more than a Light load.  
  Otherwise, it runs at x5. 
  c) Ability to ‘Hustle’ for the duration of the 
  spell without becoming Fatigued.  
   At the end of this spell, the subject becomes 
  Fatigued. 
  5th Hallow(PH p238) 
  <Evoc[good], VSM(herbs & incense worth 1,000gp + 
  1,000gp per level of the included spell)/DF, Touch, 
  24Hours, Instantaneous> 
  – Designates a 40’ radius Emanation from touch 
  spot as Holy.  For 1 year, everyone within the 
  Hallowed area has the following benefits: 
  a) +2 Deflection bonus to AC & +2 
  Resistance bonus to saves when attacked 
  by Evil creatures; 
  b) Blocks any mind control; 
  c) Non-Good Summoned & Conjured 
  creatures cannot enter the area unless they 
  make a Spell Resistance check; 
  d) Dead bodies interred within the area 
  cannot become Undead; 
  e) One spell from the Hallow / Unhallow 
  Table can be added to the entire Hallowed 
  area for the full year.  The spell can be 
  designated to effect only followers of the 
  caster’s faith, only those who do not 
  follow the caster’s faith, creatures that 
  share the caster’s alignment, everyone, etc. 
  f) If cast by a Cleric, all Charisma checks to 
  Turn / Destroy Undead gain a +4 Sacred 
  bonus & all Charisma checks to Rebuke / 
  Command Undead receive a –4 Sacred 
  penalty (no SR). 
   This spell Counters Unhallow. 
  6th Create Deathless(Eb p109) 
  <Necro[good], VSM(moonstone worth 50gp/HD, grave 
  dirt, pure water), 1Hour, Close-range, Instantaneous> 
  – Transforms a dead body into a Deathless.  
  Note that the Deathless is not automatically 
  under the creator’s control. 
   This spell typically creates an Undying 
  Soldier(Eb p302). 
  7th Control Deathless(Eb p109) 
  <Necro, VS/DF, 1StdAct, Close-range, 1min/lvl, 
  WillNeg, SR applies> 
  – Up to 2HD of Deathless per level in a 30’ area 
  will not attack the caster.  If the caster gives 
  the Deathless an order, they will obey (even 
  if they do not normally understand your 
  language). 
   When the spell ends, the Deathless will revert 
  to their normal behavior, though intelligent 
  Deathless will remember that the caster 
  controlled them. 
  8th Create Greater Deathless(Eb p110) 
  <Necro[good], VSM(moonstone worth 50gp/HD, grave 
  dirt, pure water), 1Hour, Close-range, Instantaneous> 
  – Transforms a dead body into a Deathless.  
  Note that the Deathless is not automatically 
  under the creator’s control. 
   This spell typically creates an Undying 
  Councilor(Eb p301). 
  9th Hero’s Blade(Eb p112) 
  <Necro, VS, 1StdAct, Touch, 1min/lvl> 
  – The touched melee weapon gains the 
  following benefits: 
  a) has its threat range doubled.  This stacks 
  with Improved Critical, but not with Keen 
  Edge; 
  b) damage is treated as ‘good’ for purposes of 
  overcoming Damage Reduction. 
  c) +2d8 damage to Evil Outsiders & Undead, 
  +2d6 damage to all other Evil creatures; 
  d) +2d12 damage to Evil Outsiders & 
  Undead on a Critical Hit (Undead to not 
  take multiplier damage on the critical), 
  +2d10 damage to all other Evil creatures 
  on a Critical Hit (if vulnerable); 
  e) any Evil creature that takes a Critical Hit is 
  Blinded (WillNeg, SR applies) and 
  Deafened (no save, SR applies) for 1d4 
  rounds; 
  f) any Extraplanar Evil creature that takes a 
  Critical Hit is Banished back to its home 
  plane for at least 24 hours (WillNeg, SR 
  applies).
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Clerical Domain Summaries 
   
  April 1, 2005 
   
  Clerical Domain – Decay 
   
  Page 22 
  Decay (Eb p105) 
  Touch of Decay, 1/day – Make a Touch Attack to cause a target to decay.  Living targets (including Living Constructs) take 1d4 Constitution damage.  Non-
  living Constructs, Undead, and objects take 2d6 + 1 per Cleric level damage. 
   
  1st Doom(PH p225) 
  <Ench(comp)[fear][mind], VS/DF, 1StdAct, Medium-
  range, 1min/lvl, WillNeg, SR applies> 
  – Target living creature becomes Shaken. 
  2nd Ray of Enfeeblement(PH p269) 
  <Necro[ray], VS, 1StdAct, Close-range, 1min/lvl, no 
  save, SR applies> 
  – Target takes a penalty to Strength of 1d6 + 1 
  per 2 levels (max 1d6+5) (min 1 Strength). 
  3rd Contagion(PH p213) 
  <Necro[evil][touch attack], VS, 1StdAct, Touch, 
  FortNeg, SR applies> 
  – Infects touched subject with chosen disease 
  which takes effect without an incubation 
  period. 
  Name 
  DC Dmg 
  Cackle Fever 
  16 
  1d6 Wis 
  Filth Fever 
  12 
  1d3 Dex & 1d3 Con 
  Mindfire 
  12 
  1d4 Int 
  Red Ache 
  15 
  1d6 Str 
  Shakes 
  13 
  1d8 Dex 
  Slimy Doom 
  14 
  1d4 Con 
  Blinding Sickness 16 
  1d4 Str & if the 
  victim takes 2+ Str dmg, must make an 
  additional save or go permanently Blind. 
  4th Enervation(PH p226) 
  <Necro[ray], VS, 1StdAct, Close-range, no save, SR 
  applies> 
  – Target gains 1d4 Negative Levels that fade in 
  1hr/lvl.  
   Undead targeted with this spell gain 1d4 * 5 
  Temporary HP for 1 hour. 
  5th Blight(PH p206) 
  <Necro, VS/DF, 1StdAct, Touch, SR applies> 
  – The touched Plant Creature takes 1d6 damage 
  per level (max 15d6), Fortitude save for ½. If 
  a plant or tree that isn’t considered a creature 
  is targeted by this spell, it dies immediately. 
  6th Antilife Shell(PH p199) 
  <Abj, VS/DF, 1Round, 10min/lvl(D), no save, SR 
  applies> 
  – Creates a 10’ radius Emanation, mobile, 
  invisible sphere around the caster that cannot 
  be entered by Animals, Aberrations, Magical 
  Beasts, Dragons, Fey, Giants, Humanoids, 
  Monstrous Humanoids, Oozes, Plants, & 
  Vermin.   
   The following creature types are immune:  
  Constructs, Elementals, Outsiders, & Undead. 
  7th Withering Palm(Eb p117)(CArc p130) 
  <Necro[touch attack], VS, 1StdAct, Touch, 
  Instantaneous, FortNeg, SR applies> 
  – The touched living subject takes damage to 
  his/her Strength and Constitution equal to one 
  per two levels. 
   If the touch attack was a Critical Hit, the ability 
  loss is a Drain instead of Damage. 
  8th Horrid Wilting(PH p242) 
  <Necro, VSM(sponge)/DF, 1StdAct, Long-range, 
  Fort½, SR applies 
  – All living creatures in a 60’ area takes 1d6 
  damage per level (max 20d6) from 
  dehydration, except for Water Elementals & 
  Plant Creatures, who take 1d8/lvl (max 20d8) 
  instead. 
  9th Energy Drain(PH p226) 
  <Necro[ray], VS, 1StdAct, Close-range, no save, SR 
  applies> 
  – Target gains 2d4 Negative Levels.  
     Undead targeted with this spell gain (2d4 * 5) 
  Temporary HP for 1 hour. 
   
  
  Dungeons & Dragons 3.5 Edition Index – Clerical Domain Summaries 
   
  April 1, 2005 
   
  Clerical Domain – Destruction 
   
  Page 23 
  Destruction (PH p186) 
  ‘Smite’ once per day – Before attacking, declare that Smite is being used.  Add +4 to the attack bonus and add the Cleric level to the damage. 
   
  1st Inflict Light Wounds(PH p244) 
  <Necro[touch attack], VS, 1StdAct, Touch, Will½, SR 
  applies> 
   – Target takes 1d8 + 1/lvl (max +5) Negative 
  Energy Damage. 
  2nd Shatter(PH p278) 
  <Evoc[sonic], VSM(chip of mica)/DF, 1StdAct, Close-
  range, SR applies> 
  – Sonic vibration destroy objects in 1 of 3 ways: 
  a) All non-magic glass, crystal, etc., in a 5’ 
  radius Burst that weigh less than 1 lb/lvl 
  are shattered.  An attended object gets a 
  Will save to negate.  Otherwise, no save. 
  b) A single solid object weighing up to 10 
  lbs/lvl can be shattered.  An attended 
  object gets a Will save to negate. 
  c) A targeted crystalline creature takes 1d6 
  sonic damage per level (max 10d6), 
  Fortitude save for ½. 
  3rd Contagion(PH p213) 
  <Necro[evil][touch attack], VS, 1StdAct, Touch, 
  FortNeg, SR applies> 
  – Infects touched subject with chosen disease 
  which takes effect without an incubation 
  period. 
  Name 
  DC Dmg 
  Cackle Fever 
  16 
  1d6 Wis 
  Filth Fever 
  12 
  1d3 Dex & 1d3 Con 
  Mindfire 
  12 
  1d4 Int 
  Red Ache 
  15 
  1d6 Str 
  Shakes 
  13 
  1d8 Dex 
  Slimy Doom 
  14 
  1d4 Con 
  Blinding Sickness 16 
  1d4 Str & if the 
  victim takes 2+ Str dmg, must make an 
  additional save or go permanently Blind. 
  4th Inflict Critical Wounds(PH p244) 
  <Necro[touch attack], VS, 1StdAct, Touch, Will½, SR 
  applies> 
   – Target takes 4d8 + 1/lvl (max +20) Negative 
  Energy Damage. 
  5th Inflict Light Wounds, Mass(PH p244) 
  <Necro, VS, 1StdAct, Close-range, Will½, SR applies> 
   – One living target per level within a 30’ area 
  takes 1d8 + 1/lvl (max +25) Negative Energy 
  Damage. 
  6th Harm(PH p239) 
  <Necro[touch attack], VS, 1StdAct, Touch, Will½, SR 
  applies> 
  – The touched target is infused with Negative 
  Energy, taking 10hp per level (max 150hp) 
  damage.  On a successful save, the target only 
  takes ½ damage and cannot be brought to less 
  than 1hp. 
   If this spell targets an Undead, the subject is 
  infused with Negative Energy, healing 10hp 
  per level (max 150hp) and being immediately 
  cured of the following:  Blindness, 
  Confusion, Dazed, Dazzled, Deafened, 
  Feeblemind, and / or insanity. 
  7th Disintegrate(PH p222) (PH p272)+ 
  <Trans[ray], VSM(loadstone, dust)/DF, 1StdAct, 
  Medium-range, Fort½, SR applies> 
  – The ray dissolved one creature or a single 
  object of up to a 10’ cube to dust unless the 
  target makes its Fortitude save, in which case 
  it takes 5d6 damage (if this damage brings the 
  target to 0hp, it is disintegrated anyway). 
   If collected, the resulting dust is enough to be 
  used with Resurrection. 
  8th Earthquake(PH p225) 
  <Evoc[earth], VS/DF, 1StdAct, Long-range, 1rnd, no 
  SR> 
  – Intense tremor shakes a 80’ radius Spread 
  (shapeable).  The effect depends on the 
  terrain.  The result in [brackets] is halved / 
  avoided with a Reflex save vs. DC 15. 
  Terrain Effect 
  Cave 
  Roof collapses [8d6 damage to 
  anyone below & ‘pinned beneath 
  rubble’]. 
  Cliff 
  Landslide that goes horizontally as 
  far as it fell vertically [8d6 damage 
  & ‘pinned beneath rubble’]. 
  Open 
  [Fall down].  25% chance of falling 
  in a fissure (Reflex save vs. DC 20 to 
  get out before it closes & kills 
  anyone still trapped). 
  Building  Takes 100hp damage (no Hardness) 
  [8d6 damage to all within & ‘pinned 
  beneath rubble’]. 
  Marsh Fissures drain the water. [Sink in 
  mud / quicksand]. 
   Anyone ‘pinned beneath rubble’ takes 1d6 
  subdual damage each minute.  If he/she goes 
  unconscious, make a Constitution check vs. 
  DC 15 or take 1d6 lethal damage per minute. 
  9th Implosion(PH p243) 
  <Evoc, VS, 1StdAct, Close-range, Concentration up to 
  4 rounds, FortNeg, SR applies> 
  – One targeted corporal creature per round must 
  save or die from its body imploding.  A given 
  creature can only be targeted once per casting 
   
  
  Dungeons & Dragons 3.5 Edition Index – Clerical Domain Summaries 
   
  April 1, 2005 
   
  Clerical Domain – Domination 
   
  Page 24 
  Domination (CDiv p138) 
  Gain Feat: Spell Focus (Enchantment). 
   
  1st Command(PH p211) 
  <Ench(comp)[language][mind], V, 1StdAct, Close-
  range, 1rnd, WillNeg, SR applies> 
  – A living target obeys one of the following 
  one-word command on its turn for 1 round: 
  “Approach” – Moves (i.e., cannot attack, 
  etc.) quickly & directly towards the caster. 
  “Drop” – Drops the objects it is holding & 
  can’t pick them up until next round. 
  “Fall” – Goes Prone for one round, though 
  he/she can act normally (with the normal 
  penalties) while on the ground. 
  “Flee” – Moves (i.e., cannot attack, etc.) 
  quickly & directly away from the caster. 
  “Halt” – Take no actions, though he/she is 
  not considered Helpless. 
  2nd Enthrall(PH p227) 
  <Ench(charm)[language][mind][sonic], VS, 1Round, 
  Medium-range, Concentration up to 1 hour plus 1d3 
  rounds, WillNeg, SR applies> 
  – The caster spends one round getting the 
  audience’s attention & becomes so interesting 
  that it gets the undivided attention of 
  everyone in the area of effect who doesn’t 
  save (including those who enter later).  Races 
  who hate the caster’s race gain a +4 bonus on 
  the save.  The audience’s attitude becomes 
  ‘Friendly’. 
   Targets who failed their save but who have 
  more than 5HD –or– a Wisdom score of at 
  least 16 remain aware of their surroundings & 
  have an attitude of ‘Indifferent’.  They 
  receive a new save if they observe something 
  they oppose. 
   When the performance ends (even if due to a 
  loss of Concentration), the audience will talk 
  among themselves, applaud, etc., for 1d3 
  more rounds.  If anyone in the audience is 
  attacked, the spell cancels immediately and 
  the audience will be upset.  
  One time during the spell, targets who have 
  made their save may try to “heckle” the caster 
  in order to end the spell early.   Make an 
  opposed Charisma check using the heckler 
  with the highest Charisma modifier as a base, 
  +2 per additional heckler who can make a 
  Charisma check of 10. 
  3rd Suggestion(PH p285) 
  <Ench(comp)[mind][language], VM(snake tongue, 
  honeycomb/sweet oil), 1StdAct, Close-range, up to 
  1hr/lvl, WillNeg, SR applies> 
  – The caster give the target 1 or 2 sentences of 
  reasonable sounding instructions.  The 
  instructions may contain a trigger to activate 
  them later or may activate immediately. 
   At the end of the duration, the instructions 
  loose their power, triggered or otherwise. 
  4th Dominate Person(PH p224) 
  <Ench(comp)[mind], VS, 1Round, Close-range, 
  1day/lvl, WillNeg, SR applies> 
  – Telepathically control one Humanoid.  If the 
  caster & the target do not share a language, 
  control is limited.  The caster knows what the 
  target is experiencing & as a Standard Action, 
  can actually receive full sensory input. 
   The caster can change his/her orders with a 
  Move Action.  Once the target has 
  instructions, he/she will continue trying to 
  carry them out as long as the spell lasts, 
  pausing only to sleep & eat as needed. 
   Actions against the target’s nature result in a 
  new save with a bonus of +4, and self-
  destructive orders are ignored. 
   Once dominated, the caster & target can be any 
  distance from each other.  Protection from 
  Evil, et. al., only Suppress this spell, not 
  Dispel it. 
   A Sense Motive check vs. DC 15 will show that 
  the target is under magic control. 
  5th Command, Greater(PH p211) 
  <Ench(comp)[language][mind], V, 1StdAct, Close-
  range, 1rnd, WillNeg(retry), SR applies> 
  – One living target per level within a 30’ area 
  obeys one of the following one-word 
  command on its turn for 1 round per level: 
  “Approach” – Moves (i.e., cannot attack, 
  etc.) quickly & directly towards the caster. 
  “Drop” – Drops the objects it is holding & 
  can’t pick them up. 
  “Fall” – Goes Prone for one round, though 
  he/she can act normally (with the normal 
  penalties) while on the ground. 
  “Flee” – Moves (i.e., cannot attack, etc.) 
  quickly & directly away from the caster. 
  “Halt” – Take no actions, though he/she is 
  not considered Helpless. 
   Each target receives the same one-word 
  command. 
   Targets may attempt their Will save each round 
  until they succeed, ending the effect. 
  6th Geas/Quest(PH p234) 
  <Ench(comp)[mind][language], V, 10Minutes, Close-
  range, until discharged(D), no save, SR applies> 
  – One subject obeys the caster’s command “to 
  the letter”, though self-destructive orders 
  break the spell. 
   Open-ended commands, such as “Guard this 
  Door”, last for 1 day per Caster level.  
  Specific tasks must be completed for the spell 
  to be discharged. 
   If the subject is prevented from carrying out the 
  instructions, he/she suffers 3d6 damage each 
  day (no save) & is Sickened (FortNeg).  The 
  effects end after a full day of obeying the 
  instructions. 
   This spell is not effected by Dispel Magic or 
  Break Enchantment, though it can be ended 
  by Limited Wish, Miracle, or Wish.  Remove 
  Curse only works if its Caster level is two 
  higher than this spell’s Caster level. 
  7th Suggestion, Mass(PH p285) 
  <Ench(comp)[mind][language], VM(snake tongue, 
  honeycomb/sweet oil), 1StdAct, Medium-range, up 
  to 1hr/lvl, WillNeg, SR applies> 
  – The caster gives 1 target per level in a 30’ area 
  1 or 2 sentences of reasonable sounding 
  instructions.  The instructions may contain a 
  trigger to activate them later or may activate 
  immediately. 
   At the end of the duration, the instructions 
  loose their power, triggered or otherwise. 
  8th True Dominate(CDiv p185) 
  <Ench(comp)[mind], VS, 1StdAct, Medium-range, 
  1day/lvl, WillNeg, SR applies> 
  – Telepathically control a Humanoid of up to 
  Medium-size, though control is very limited 
  if the two do not share a language.  Actions 
  against the target’s nature (including self-
  destructive acts) result in a new save with a 
  penalty of –4.  Once dominated, the caster 
  can be any distance from the target and 
  maintain control.  Protection from Evil, et. 
  al., suppress this spell, but does not dispel it. 
  9th Monstrous Thrall(CDiv p169) 
  <Ench(comp)[mind], VS/X(500/HD), 1StdAct,  
  Medium-range, Instantaneous, WillNeg, SR applies> 
  – Telepathically control any one creature 
  permanently, though control is very limited if 
  the two do not share a language.  Actions 
  against the target’s nature (including self-
  destructive acts) result in a new save with a 
  penalty of –4 to resist that specific command.  
  Once dominated, the caster can be any 
  distance from the target and maintain control.  
  Protection from Evil, et. al., suppress this 
  spell, but does not dispel it. 
   
  
  Dungeons & Dragons 3.5 Edition Index – Clerical Domain Summaries 
   
  April 1, 2005 
   
  Clerical Domain – Dragon Below 
   
  Page 25 
  Dragon Below 
  (Eb p106) 
  Gain Feat: Augment Summoning. 
   
  1st Cause Fear(PH p208) 
  <Necro[fear][mind], VS, 1StdAct, Close-range, Will½, 
  SR applies> 
  – One living target with up to 5HD is Frightened 
  for 1d4 rounds unless it makes its saving 
  throw.  On a successful save, the target is 
  Shaken for 1 round. 
   This spell Counters and Dispels Remove Fear. 
  2nd Death Knell(PH p217) 
  <Necro[death][evil][touch attack], VS, 1StdAct, 
  Touch, WillNeg, SR applies> 
  – If touched creature with –1 hp (or less) fails its 
  save, it dies and the caster gains +2 Strength, 
  1d8 Temporary HP, and +1 effective Caster 
  level for 10 min per HD of the target creature. 
  3rd Bestow Curse(PH p203) 
  <Necro, VS, 1StdAct, Touch, Permanent, WillNeg, SR 
  applies> 
  – Touched subject is inflicted with one of the 
  following: 
  a) –6 on one ability (minimum 1);  
  b) –4 penalty on attacks, saves, and skill 
  checks; or 
  c) 50% chance of losing each action. 
   This spell is not effected by Dispel Magic.  It  
  can only be removed by Break Enchantment, 
  Limited Wish, Miracle, Remove Curse, or Wish. 
   This spell Counters the spell Remove Curse. 
  4th Planar Ally, Lesser(PH p261) 
  <Conj(call)[variable alignment/element], 
  VS/DF/X(100), 10Minutes, no SR> 
  – The caster requests his/her deity send an 
  Elemental or Outsider of up to 6HD (a 
  specific one may be requested by name). 
  Once the ‘ally’ arrives, the caster must negotiate 
  what task it should do & what it gets in 
  return.  The following table gives an idea of 
  the cost in money, items, etc.   
  Time Required 
  Payment 
  up to 1min/lvl 
  100gp / HD 
  up to 1hr/lvl 
  500gp / HD 
  up to 1day/lvl 
  1,000 / HD 
  Difficulty 
  Modifier 
  Matches Alignment 50% less 
  Non-hazardous 
  50% less 
  Very Dangerous 
  100% more 
  Suicidal 
  no deal 
  When the task is complete, the ‘allies’ informs 
  the caster of their deeds & then return home. 
  5th Slay Living(PH p280) 
  <Necro[death][touch attack], VS, 1StdAct, Touch, 
  Fort½, SR applies> 
  – Touched living target dies on a failed saving 
  throw.  On success, target takes 3d6 + 1/level. 
  6th Planar Ally(PH p261) 
  <Conj(call)[variable alignment/element], 
  VS/DF/X(250), 10Minutes, no SR> 
  – The caster requests his/her deity send 
  Outsiders or Elementals:  either one of up to 
  12HD or two of the same type whose total 
  HD are not more than 12.  Specific ones may 
  be requested by name. 
   Once the ‘allies’ arrives, the caster must 
  negotiate what task they should do & what 
  they get in return.  The following table gives 
  an idea of the cost in money, items, etc.   
  Time Required 
  Payment 
  up to 1min/lvl 
  100gp / HD 
  up to 1hr/lvl 
  500gp / HD 
  up to 1day/lvl 
  1,000 / HD 
  Difficulty 
  Modifier 
  Matches Alignment 50% less 
  Non-hazardous 
  50% less 
  Very Dangerous 
  100% more 
  Suicidal 
  no deal 
   When the task is complete, the ‘allies’ informs 
  the caster of their deeds & then return home. 
  7th Blasphemy(PH p205)(PHe)+ 
  <Evoc[evil][sonic], V, 1StdAct, SR applies> 
  – Any non-Evil creatures within a 40’ radius 
  Spread who can hear the ‘blasphemy’ & that 
  has no more HD than the caster suffer from 
  the following effects (no save): 
  up to Caster lvl: 
  Dazed for 1 round. 
  up to Caster lvl - 1: 
  Weakened for 2d4 
  rounds & above. 
  up to Caster lvl - 5: 
  Held for 1d10 minutes 
  & above. 
  up to Caster lvl - 10: Dead & above. 
  In addition, if the caster is on his/her home 
  plane of existence, any non-Evil Extraplanar 
  creature in the area of effect (even if the 
  ‘blasphemy’ cannot be heard) that has no 
  more HD than the caster is driven back to its 
  home plane for at least 1 day (WillNeg at a  
  –4 penalty). 
  8th Planar Ally, Greater(PH p261) 
  <Conj(call)[variable alignment/element], 
  VS/DF/X(500), 10Minutes, no SR> 
  – The caster requests his/her deity send 
  Outsiders or Elementals:  either one of up to 
  18HD or up to three of the same type whose 
  total HD are not more than 18.  Specific ones 
  may be requested by name. 
   Once the ‘allies’ arrives, the caster must 
  negotiate what task they should do & what 
  they get in return.  The following table gives 
  an idea of the cost in money, items, etc.   
  Time Required 
  Payment 
  up to 1min/lvl 
  100gp / HD 
  up to 1hr/lvl 
  500gp / HD 
  up to 1day/lvl 
  1,000 / HD 
  Difficulty 
  Modifier 
  Matches Alignment 50% less 
  Non-hazardous 
  50% less 
  Very Dangerous 
  100% more 
  Suicidal 
  no deal 
   When the task is complete, the ‘allies’ informs 
  the caster of their deeds & then return home. 
  9th Gate(PH p234) 
  <Conj(creat), VS, 1StdAct, Medium-range, 
  Concentration up to 1rnd/lvl> 
  – Opens a portal to a different plane of existence 
  that is 5’ to 20’ wide.  Creatures on both sides 
  can see through & can travel freely through 
  the opening. 
  -or- 
  <Conj(call)[variable alignment/element], VSX(1,000), 
  1StdAct, Medium-range, Instantaneous, no save, no 
  SR> 
  – Calls & controls one or more Outsiders to 
  perform a task.  The caster may target: 
  a) 2 or more Outsiders of the same type 
  whose total HD is no more than the Caster 
  level are called & controlled. 
  b) a single non-unique / divine Outsider of up 
  to 2x the Caster level can be called & 
  controlled. 
  c) a single non-unique / divine Outsider of 
  more than 2x the Caster level can be called 
  but not controlled. 
  d) a unique / divine Outsider can be called, 
  but it decides whether or not to arrive & it 
  is never controlled. 
  A controlled creature may not attack the caster 
  & may not leave until a task is at least 
  discussed.  The assigned task can be 
  “immediate” or “contractual” term: 
  a) Any task which requires no more than 
  1rnd/lvl to complete can be assigned 
  without a ‘contract’ (i.e., no payment). 
  b) A “long term” task requires a ‘contract’, 
  which entitles the summoned creature(s) to 
  be fairly paid when the task is completed. 
   
  
  Dungeons & Dragons 3.5 Edition Index – Clerical Domain Summaries 
   
  April 1, 2005 
   
  Clerical Domain – Dream 
   
  Page 26 
  Dream (CDiv p138) 
  Immune to Fear effects. 
   
  1st Sleep(PH p280) 
  <Ench(com)[mind], VSM(sand), 1Round, Medium-
  range, 1min/lvl, WillNeg, SR applies> 
  – Put 4 HD of creatures in a 10’ radius Burst 
  into comatose slumber.  Target are woken by 
  being damaged or with a Standard Action.  
  The lowest HD creatures are put to sleep first. 
  2nd Augury(PH p202) 
  <Div, VSF(25gp casting runes), 1Minute, Personal> 
  – Learn if an action to be taken in the next 30 
  minutes will result in “good results”, “bad 
  results”, “both”, or “nothing”.  Chance of 
  information is 70% + 1%/level (90% max), 
  with failure always resulting in “nothing”.  
  Repeated castings by the same person within 
  a 30 minute period always have the same 
  result. 
  3rd Deep Slumber(PH p217) 
  <Ench(com)[mind], VSM(sand), 1Round, Close-range, 
  1min/lvl, WillNeg, SR applies> 
  – Put 10 HD of creatures in a 10’ radius Burst 
  into comatose slumber.  Target are woken by 
  being damaged or with a Standard Action.  
  The lowest HD creatures are put to sleep first. 
  4th Phantasmal Killer(PH p260) 
  <Ill(phantasm)[fear][mind], VS, 1StdAct, Medium-
  range, WillDisbelief, SR applies> 
  – The targeted creature sees its worst fear 
  (though no one else sees anything).  If the 
  target fails its Will save, it must then make a 
  Fortitude save.  If it fails, the target dies.  If 
  successful, the target takes still 3d6 damage. 
  5th Nightmare(PH p257) 
  <Ill(phantasm)[mind][evil], VS, 10Minutes, Unlimited-
  Range, Instantaneous, WillNeg, SR applies> 
  – Causes a sleeping target to have hideous 
  nightmares which deals 1d10 damage and 
  prevents restful sleep, leaving the target 
  Fatigued.  Any subsequent attempts to sleep 
  in the 24 hour period after the spell is cast 
  will also result in nightmares.  Arcane spell 
  casters cannot regain spells during this time. 
   This spell’s DC is adjusted by the caster’s 
  knowledge and connection to the target. 
  Knowledge 
  DC 
  None (must have a Connection) 
  –10 
  Heard of the target 
  –5 
  Met the target 
  +0 
  Know the target well 
  +5 
  Connection 
  DC 
  Likeness or picture 
  +2 
  Possession or garment 
  +5 
  Lock of hair, bit of fingernail, etc. +10 
   If the target is not asleep when the spell is cast, 
  the caster has the option of going into a 
  trance (which leave the caster Defenseless & 
  unaware of his/her surroundings) until the 
  target does fall asleep, at which time the spell 
  acts normally.  If the caster chooses not to go 
  into a trance, the spell is still used up. 
   If Dispel Evil is cast on the target while this 
  spell is being cast, Nightmare is Cancelled 
  and the Nightmare’s caster is Stunned for 10 
  minutes per Caster level of Dispel Evil. 
   Since Elves do not sleep, they are immune to 
  this spell.  
  6th Dream Sight(CDiv p164) 
  <Div, S/DF, 1Round, Personal, 1min/lvl(D)> 
  – The caster’s body enters a deep sleep and 
  his/her spirit is free too travel as an 
  ‘incorporeal’ form at the rate of 100’ per 
  round.  The spirit can stop when it wishes & 
  is able to see & hear at its current location.  
  The spirit can be blocked, detected, and/or 
  attack as any other ‘incorporeal’ form.  
   The caster may dismiss this spell at any 
  distance from his/her body and awake 
  immediately.  The caster also wakes 
  automatically if his/her body is disturbed.  
  7th Scrying, Greater(PH p275)(PHe)+ 
  <Div(scry), VS, 1Hour, 1hr/lvl, WillNeg, SR applies> 
  – Sends a Magical Sensor to watch & listen to a 
  target creature.  This spell’s DC is adjusted 
  by the caster’s knowledge and connection to 
  the target. 
  Knowledge 
  DC 
  None (must have a Connection) 
  –10 
  Heard of the target 
  –5 
  Met the target 
  +0 
  Know the target well 
  +5 
  Connection 
  DC 
  Likeness or picture 
  +2 
  Possession or garment 
  +5 
  Lock of hair, bit of fingernail, etc. +10 
   If the spell is successful, the caster can see in a 
  10’ radius around the target & the Sensor 
  follows the target up to a rate of 150’. 
   If the spell is resisted, the caster may not 
  attempt to scry on the target again for 1day. 
   Spells that improve the caster’s vision (such as 
  Darkvision) apply when he/she is looking 
  through the Sensor.  In addition, the caster 
  can use the following:  Detect Chaos, Detect 
  Evil, Detect Good, Detect Law, Detect Magic, 
  Message, Read Magic, and Tongues. 
  8th Power Word Stun(PH p263) 
  <Ench(comp)[mind], V, 1StdAct, Close-range, no save, 
  SR applies> 
  – One target creature is Stunned:   
  current hp duration 
  current hp duration 
  151+ 
  no effect 
  100–51 
  2d4 rnds 
  150–101 1d4 rnds 
  up to 50 
  4d4 rnds 
  9th Weird(PH p301) 
  <Ill(phantasm)[fear][mind], VS, 1StdAct, Medium-
  range, WillDisbelief, SR applies> 
  – All creatures in a 30’ area sees their worst fear 
  (though no one else sees anything).  Each 
  target that fails its Will save must then make 
  a Fortitude save.  If it fails, that target dies.  If 
  successful, the target takes still 3d6 damage, 
  is Stunned for 1 round, & takes 1d4 Strength 
  Damage. 
   
  
  Dungeons & Dragons 3.5 Edition Index – Clerical Domain Summaries 
   
  April 1, 2005 
   
  Clerical Domain – Drow 
   
  Page 27 
  Drow 
  (PGF p86) 
  Gain Feat: Lightning Reflexes. 
   
  1st Cloak of Dark Power(FR p68) 
  <Abj, VS, 1StdAct, Touch, 1min/lvl> 
  – The touched subject is surrounded by a dark 
  haze that protects it from sunlight.  In 
  addition, it gains a +4 Resistance bonus on 
  saves vs. light and darkness spells. 
  2nd Clairaudience/Clairvoyance(PH p209) 
  <Div(scry), VSF(small horn for hearing –or– a glass 
  eye for seeing)/DF, 10Minutes, Long-Range, 
  1min/lvl(D), no SR> 
  – Hear –or– see into a known or obvious (i.e., 
  other side of a door) location within range.  
  Once the location is targeted, the Magical 
  Sensor cannot be moved.   
   Magically enhanced senses cannot be used 
  through this spell, though a 10’ radius can be 
  seen in non-magical darkness. 
  3rd Suggestion(PH p285) 
  <Ench(comp)[mind][language], VM(snake tongue, 
  honeycomb/sweet oil), 1StdAct, Close-range, up to 
  1hr/lvl, WillNeg, SR applies> 
  – The caster give the target 1 or 2 sentences of 
  reasonable sounding instructions.  The 
  instructions may contain a trigger to activate 
  them later or may activate immediately. 
   At the end of the duration, the instructions 
  loose their power, triggered or otherwise. 
  4th Discern Lies(PH p221) 
  <Div, VS/DF, 1StdAct, Close-range, Concentration up 
  to 1rnd/lvl, WillNeg, no SR> 
  – Each round, the caster may concentrate on one 
  target within range.  If the target knowingly 
  tells a lie, the caster can see the disturbance in 
  its aura, though not the truth. 
  5th Spiderform(FR p74) 
  <Trans, VS/DF, 1StdAct, Personal, 1hr/lvl(D)> 
  – Take the form of a Drider or a Monstrous 
  Spider from size Tiny to size Large.   
  The caster gets the following from the new 
  form: 
  a) Strength, Dexterity, & Constitution; 
  b) natural armor & weapons;  
  c) natural movement; 
  d) poisonous bite & web-spinning ability. 
  The caster keeps the following from its original 
  form: 
  a) Intelligence, Wisdom, & Charisma; 
  b) hit points (ignore new Constitution score); 
  c) level, class, & alignment; 
  d) base attack bonus & base save bonuses 
  (though these can be modified by the new 
  form’s Str, Dex, & Con);  
  e) extraordinary abilities, spells, & spell-like 
  abilities (but not supernatural abilities); 
  In addition: 
  a) the Drider form allows the caster to cast 
  spells normally; 
  b) the caster’s equipment is transformed into 
  analogous equipment for the new form if 
  humanoid shaped (if he/she becomes a 
  Drider), otherwise it is absorbed into the 
  body & suppressed; 
  c) gain 1 day’s natural healing; and 
  d) if slain, return to original form. 
  6th Dispel Magic, Greater(PH p223)(PHe)+ 
  <Abj, VS, 1StdAct, Medium-range, no SR> 
  – Cancels magical spells and effects on a 
  successful Dispel Check (max +20).  This 
  spell can be used in one of three ways: 
  a) Counterspell – Acts like a standard 
  counterspell except it works against any 
  spell, but a Dispel Check must be made. 
  b) Targeted Dispel – Each ongoing spell 
  effect on one target gets a separate Dispel 
  Check.  If successful, the spell effect is 
  ended (except for those caused by magic 
  items, which are only suppressed for 1d4 
  rounds).   
  c) Area Dispel – Each target in a 20’ radius 
  Burst gets a Dispel Check against each 
  spell in turn (highest caster level spell 
  checked first) until one is dispelled or all 
  checks fail.  Items are not effected. 
   A caster does not need to make a Dispel Check 
  to end a spell he/she cast. 
  7th Word of Chaos(PH p303) 
  <Evoc[chaotic][sonic], V, 1StdAct, SR applies> 
  – Any non-Chaotic creatures within a 40’ radius 
  Spread who can hear the ‘word of chaos’ & 
  that has no more HD than the caster suffer 
  from the following effects (no save): 
  up to Caster lvl: 
  Deafened for 1d4rnds. 
  up to Caster lvl - 1: 
  Stunned for 1 round 
  & above. 
  up to Caster lvl - 5: 
  Confused for 1d10 min 
  & above. 
  up to Caster lvl - 10: Dead / Destroyed. 
  In addition, if the caster is on his/her home 
  plane of existence, any non-Chaotic 
  Extraplanar creature in the area of effect 
  (even if the ‘word of chaos’ cannot be heard) 
  that has no more HD than the caster is driven 
  back to its home plane for at least 1 day 
  (WillNeg at a –4 penalty). 
  8th Planar Ally, Greater(PH p261) 
  <Conj(call)[variable alignment/element], 
  VS/DF/X(500), 10Minutes, no SR> 
  – The caster requests his/her deity send 
  Outsiders or Elementals:  either one of up to 
  18HD or up to three of the same type whose 
  total HD are not more than 18.  Specific ones 
  may be requested by name. 
   Once the ‘allies’ arrives, the caster must 
  negotiate what task they should do & what 
  they get in return.  The following table gives 
  an idea of the cost in money, items, etc.   
  Time Required 
  Payment 
  up to 1min/lvl 
  100gp / HD 
  up to 1hr/lvl 
  500gp / HD 
  up to 1day/lvl 
  1,000 / HD 
  Difficulty 
  Modifier 
  Matches Alignment 50% less 
  Non-hazardous 
  50% less 
  Very Dangerous 
  100% more 
  Suicidal 
  no deal 
   When the task is complete, the ‘allies’ informs 
  the caster of their deeds & then return home. 
  9th Gate(PH p234) 
  <Conj(creat), VS, 1StdAct, Medium-range, 
  Concentration up to 1rnd/lvl> 
  – Opens a portal to a different plane of existence 
  that is 5’ to 20’ wide.  Creatures on both sides 
  can see through & can travel freely through 
  the opening. 
  -or- 
  <Conj(call)[variable alignment/element], VSX(1,000), 
  1StdAct, Medium-range, Instantaneous, no save, no 
  SR> 
  – Calls & controls one or more Outsiders to 
  perform a task.  The caster may target: 
  a) 2 or more Outsiders of the same type 
  whose total HD is no more than the Caster 
  level are called & controlled. 
  b) a single non-unique / divine Outsider of up 
  to 2x the Caster level can be called & 
  controlled. 
  c) a single non-unique / divine Outsider of 
  more than 2x the Caster level can be called 
  but not controlled. 
  d) a unique / divine Outsider can be called, 
  but it decides whether or not to arrive & it 
  is never controlled. 
  A controlled creature may not attack the caster 
  & may not leave until a task is at least 
  discussed.  The assigned task can be 
  “immediate” or “contractual” term: 
  a) Any task which requires no more than 
  1rnd/lvl to complete can be assigned 
  without a ‘contract’ (i.e., no payment). 
  b) A “long term” task requires a ‘contract’, 
  which entitles the summoned creature(s) to 
  be fairly paid when the task is completed. 
  
  Dungeons & Dragons 3.5 Edition Index – Clerical Domain Summaries 
   
  April 1, 2005 
   
  Clerical Domain – Dwarf 
   
  Page 28 
  Dwarf (PGF p86) (FR p62) 
  Gain Feat: Great Fortitude. 
   
  1st Magic Weapon(PH p251) 
  <Trans, VSF(weapon)/DF, 1StdAct, Touch, 1min/lvl> 
  – Touched manufactured weapon gains a +1 
  Enhancement bonus to attack & damage. 
   A Monk’s Unarmed Strike can be the target of 
  this spell. 
  2nd Bear’s Endurance(PH p203) 
  <Trans, VS/DF, 1StdAct, Touch, 1min/lvl> 
  – +4 Enhancement bonus to Constitution. 
  3rd Glyph of Warding(PH p236) 
  <Abj, VSM(200gp diamond dust, incense), 10Minutes, 
  Touch, until discharged> 
  – Caster inscribes a one-use almost invisible 
  rune upon an object or area (up to 5 square 
  feet per level) which is set off when anyone 
  (visible or otherwise) touches or passes it.  
  The caster can set criteria which will keep the 
  glyph from discharging, such as a password, 
  the creature’s race or alignment, or even 
  religion (though the spell can be fooled by 
  Nondetection, Polymorph Self, etc.).  If 
  noticed, a Read Magic along with Spellcraft 
  check vs. DC 13 will identify the effect 
  contained by the glyph.  A glyph can either 
  a) inflict 1d8 per 2 levels (max 5d8) in a 5’ 
  radius of one energy type (acid, cold, 
  electricity, fire, or sonic) (Ref½) and SR 
  applies; or 
  b) store one harmful spell up to 3rd level. 
  4th Magic Weapon, Greater(PH p251) 
  <Trans, VSM(powdered lime, carbon)F(weapon)/DF, 
  1StdAct, Close-range, 1hr/lvl> 
  – Targeted manufactured weapon –or– a 
  bundled group of 50 projectiles gain an 
  Enhancement bonus to attack & damage of 
  +1 per four levels (max +5). 
   A Monk’s Unarmed Strike can be the target of 
  this spell. 
  5th Fabricate(PH p229) 
  <Trans, VS, 1Round per Unit of raw materials, Close-
  range, Instantaneous> 
  – Converts 1 Unit of raw materials per level into 
  mundane items.  For this spell, a Unit is 1 
  cubic foot of metal –or– 10 cubic feet of 
  other materials.  An appropriate Craft check 
  must be made to determine the quality of the 
  produced items. 
  6th Stone Tell(PH p284) 
  <Div, VS/DF, 10Minutes, Personal, 1min/lvl> 
  – The caster can speak to natural or worked 
  stone about what has come into contact with 
  it, what is behind it, etc. 
  7th Dictum(PH p220) 
  <Evoc[lawful][sonic], V, 1StdAct, SR applies> 
  – Any non-Lawful creatures within a 40’ radius 
  Spread who can hear the ‘dictum’ & that has 
  no more HD than the caster suffer from the 
  following effects (no save): 
  up to Caster lvl: 
  Deafened for 1d4rnds. 
  up to Caster lvl - 1: 
  Slowed for 2d4 rounds 
  & above. 
  up to Caster lvl - 5: 
  Held for 1d10 minutes  
  & above. 
  up to Caster lvl - 10: Dead & above. 
  In addition, if the caster is on his/her home 
  plane of existence, any non-Lawful 
  Extraplanar creature in the area of effect 
  (even if the ‘dictum’ cannot be heard) that 
  has no more HD than the caster is driven 
  back to its home plane for at least 1 day 
  (WillNeg at a –4 penalty). 
  8th Protection from Spells(PH p266) 
  <Abj, VSM(500gp diamond)F(1,000gp diamond per 
  subject), 1StdAct, Touch, 10min/lvl> 
  – Up to 1 touched subject per 4 levels gains a  
  +8 Resistance bonus to saving throws against 
  spells & spell-like abilities. 
   The spell ends for any subject that stops 
  carrying his/her focus diamond. 
  9th Elemental Swarm (earth)(PH p226) 
  <Conj(sum)[earth], VS, 10Minutes, Medium-range, 
  10min/lvl(D), no SR> 
  – Summons 2d4 Large Earth Elementals.  Ten 
  minutes after the spell is completed, 1d4 
  Huge Earth Elementals arrive.  Twenty 
  minutes after the spell is completed, 1 Greater 
  Earth Elemental appears.  All the Elementals 
  serve the caster for the duration of the spell.  
  The caster can dismissed any / all the 
  Elementals as desired. 
   
  
  Dungeons & Dragons 3.5 Edition Index – Clerical Domain Summaries 
   
  April 1, 2005 
   
  Clerical Domain – Earth 
   
  Page 29 
  Earth 
  (PH p186) 
  Rebuke / Control / Bolster Earth Elementals –or– Turn / Destroy Air Elementals, up to 3  + Charisma modifier times per day. 
   
  1st Magic Stone(PH p251) 
  <Trans, VS/DF, 1StdAct, Touch, until discharged up to 
  30min> 
  – Up to 3 pebbles gain a +1 Enhancement bonus 
  to attack & deal 1d6 +1 damage (double vs. 
  Undead).  Range increment is 20’. 
  2nd Soften Earth and Stone(PH p280) 
  <Trans[earth], VS/DF, 1StdAct, Close-range, 
  Instantaneous, no SR> 
  – Softens one 10’ square per level of earth or 
  unworked stone to a depth of 1’-4’. 
  Wet Earth → Mud:  Ref save or stuck for 1d2 
  rounds (unable to move, attack, or cast 
  spells).  Those who save can move through 
  the area at ½ speed & can’t run or charge. 
  Dry Earth → Loose Dirt:  ½ speed & cannot 
  run or charge through the effected area. 
  Unworked Stone → Clay:  does not effect 
  movement, but is easier to work / destroy. 
  3rd Stone Shape(PH p284)(PHe)+ 
  <Trans[earth], VS/AM(clay sculpted into the new 
  shape)/DF, 1StdAct, Touch> 
  – Permanently reshapes a single piece of stone 
  of up to 10 cubic feet + 1 cubic foot per level 
  into a shape of the caster’s choosing, though 
  fine detail is not possible. 
  4th Spike Stones(PH p283) 
  <Trans[earth], VS/DF, 1StdAct, Medium-range, 
  1hr/lvl(D), Ref½, SR applies> 
  – One 20’ square per level of rocky ground (or a 
  stone floor) does damage to those walking 
  across it.  For each 5’ that a creature walks / 
  runs through the area of effect, it takes 1d8 
  damage (no save) & have its movement 
  reduced to ½ due to foot injuries (RefNeg). 
   The movement penalty lasts until a) the target 
  receives healing magics; b) a Heal check vs. 
  the spell’s DC; or c) 24 hours go by. 
  5th Wall of Stone(PH p299) 
  <Conj(creat)[earth], VS/AM(granite)/DF, 1StdAct, 
  Medium-range, Instantaneous, no SR> 
   – Creates a wall of stone that is one 5’ square 
  per level & 1” thick per 4 levels.  The area 
  can be doubled by halving the thickness.  The 
  stone has a Hardness 8 & each 5’ square has 
  15 hit points per inch of thickness. 
   The wall can be of any shape & will merge into 
  adjoining stone surfaces. 
  6th Stoneskin(PH p284) 
  <Abj, VSM(250gp diamond, granite), 1StdAct, Touch, 
  until discharged up to 10min/lvl> 
  – Touched creature gains Damage Reduction 
  10/adamantine.  When 10 hp per level (max 
  150 hp) have been prevented, the spell is 
  discharged. 
  7th Earthquake(PH p225) 
  <Evoc[earth], VS/DF, 1StdAct, Long-range, 1rnd, no 
  SR> 
  – Intense tremor shakes a 80’ radius Spread 
  (shapeable).  The effect depends on the 
  terrain.  The result in [brackets] is halved / 
  avoided with a Reflex save vs. DC 15. 
  Terrain Effect 
  Cave 
  Roof collapses [8d6 damage to 
  anyone below & ‘pinned beneath 
  rubble’]. 
  Cliff 
  Landslide that goes horizontally as 
  far as it fell vertically [8d6 damage 
  & ‘pinned beneath rubble’]. 
  Open 
  [Fall down].  25% chance of falling 
  in a fissure (Reflex save vs. DC 20 to 
  get out before it closes & kills 
  anyone still trapped). 
  Building  Takes 100hp damage (no Hardness) 
  [8d6 damage to all within & ‘pinned 
  beneath rubble’]. 
  Marsh Fissures drain the water. [Sink in 
  mud / quicksand]. 
   Anyone ‘pinned beneath rubble’ takes 1d6 
  subdual damage each minute.  If he/she goes 
  unconscious, make a Constitution check vs. 
  DC 15 or take 1d6 lethal damage per minute. 
  8th Iron Body(PH p245) 
  <Trans, VSM(iron from an iron golem or hero’s 
  armor)/DF, 1StdAct, Personal, 1min/lvl(D)> 
  – The caster’s body becomes living iron, which 
  has the following benefits & penalties: 
  a) Damage Reduction 15 / adamantine; 
  b) Immune to Blindness, Criticals, Ability 
  Score Damage, Deafness, Disease, 
  Drowning, Electricity, Poison, & 
  Stunning; 
  c) Immune to any effects that modify a 
  target’s physiology or respiration.  Since 
  the caster cannot breath or drink, he/she 
  cannot play woodwind instruments or 
  drink potions; 
  d) ½ damage from Acid & Fire; 
  e) +6 Enhancement bonus to Strength; 
  f) –6 penalty to Dexterity (min Dex 1) ; 
  g) ½ movement; 
  h) –8 Armor Check penalty; 
  i) 50% Arcane spell failure; 
  j) 10x normal weight & cannot swim; 
  k) Fists to 1d6 normal damage (1d4 if Small); 
  l) Vulnerable to rust-based attacks. 
  9th Elemental Swarm (earth)(PH p226) 
  <Conj(sum)[earth], VS, 10Minutes, Medium-range, 
  10min/lvl(D), no SR> 
  – Summons 2d4 Large Earth Elementals.  Ten 
  minutes after the spell is completed, 1d4 
  Huge Earth Elementals arrive.  Twenty 
  minutes after the spell is completed, 1 Greater 
  Earth Elemental appears.  All the Elementals 
  serve the caster for the duration of the spell.  
  The caster can dismissed any / all the 
  Elementals as desired. 
   
  
  Dungeons & Dragons 3.5 Edition Index – Clerical Domain Summaries 
   
  April 1, 2005 
   
  Clerical Domain – Elf 
   
  Page 30 
  Elf 
  (PGF p86) (FR p63) 
  Gain Feat: Point Blank Shot. 
   
  1st True Strike(PH p296) 
  <Div, VF(tiny archery target), 1StdAct, Personal> 
  – Add +20 Insight bonus to your next attack roll 
  within 1 round.  Also negates miss chance 
  due to Concealment. 
  2nd Cat’s Grace(PH p208) 
  <Trans, VSM(cat hair), 1StdAct, Touch, 1min/lvl> 
  – +4 Enhancement bonus to Dexterity. 
  3rd Snare(PH p280) 
  <Trans, VS/DF, 3Rounds, Touch, until triggered, no 
  save, no SR> 
  – Creates a magical booby trap out of a rope, 
  vine, etc. (Search vs. DC 23 for a Rogue to 
  locate).  Anyone who puts a limb into the 
  snare’s loop is Entangled. 
   If attached to a supple tree, the person is also 
  lifted off the ground & takes 1d6 damage. 
   To escape, make a Strength or Escape Artist 
  check vs. DC 23 or do 5hp damage to the 
  snare (AC 7). 
  4th Tree Stride(PH p296) 
  <Conj[teleport], VS/DF, 1StdAct, Personal, until 
  depleted up to 1hr/lvl> 
  – The caster may enter a living tree large 
  enough to fully contains his/her body.  The 
  caster then knows the location of all trees of 
  the same type within range. 
   As a Full-Round action, the caster has the 
  option of teleporting to one of those trees, 
  which counts as one ‘stride’.  The spell is 
  depleted when the caster has made 1 ‘stride’ 
  per level. 
  Type of Tree Range Type of Tree 
  Range 
  oak, ash, yew 3,000’ other Deciduous 1,500’ 
  elm, linden 
  2,000’ any other Tree    500’ 
  While the spell has duration remaining & has 
  not been depleted, the caster may enter & 
  leave trees at will. 
  5th Commune with Nature(PH p211) 
  <Div, VS, 10Minutes, Personal> 
  – By becoming “one with nature”, the caster can 
  know up to 3 facts about the surrounding 
  natural terrain (e.g., location of water, animal 
  population, presence of powerful unnatural 
  creatures).  The caster can learn about an area 
  of 1 mile/level radius above ground & 100’ 
  /level below ground.  Construction, including 
  towns & dungeons, obstructs this spell. 
  6th Find the Path(PH p230) 
  <Div, VSF(rune stones), 3Rounds, 10min/lvl> 
  – The touched subject knows the shortest, most 
  direct route to the specified location (not 
  objects or people). 
   The subject also knows what actions to take to 
  follow the path, such as the locations of trip 
  wires & the password to a Glyph of Warding.  
  It does not predict the actions of guardians. 
   This spell will get a subject out of a Maze spell 
  in 1 round. 
  7th Liveoak(PH p248) 
  <Trans, VS, 10Minutes, Touch, 1day/lvl(D)> 
  – The touched Huge oak tree becomes a Treant 
  when triggered.  The trigger condition can 
  have up to 1 word per caster level.  The 
  trigger instruction also tell the Treant what to 
  do (often attacking). 
  The caster may only have one pending Liveoak 
  spell at a time & can only cast it on a tree that 
  is near his/her dwelling, a location sacred to 
  the caster, or within 300’ of something the 
  caster wants to guard. 
  8th Sunburst(PH p289) 
  <Evoc[light], VSM(sunstone, fire)/DF, 1StdAct, Long-
  range, Instantaneous, SR applies> 
  – A 80’ radius Burst of light is centered on the 
  caster.  Damage is based on creature type: 
  Type 
  Effect 
  Undead 
  1d6/lvl (max 25d6) (Ref½) & 
  destroyed if vulnerable to sunlight 
  (RefNeg) & Blind (RefNeg). 
  Oozes 
  1d6/lvl (max 25d6) (Ref½). 
  others 
  6d6 (Ref½) & Blind (RefNeg). 
  This spell Dispels any spells with the [darkness] 
  subtype within its area of effect. 
  9th Antipathy(PH p200) 
  <Ench(comp)[mind], VSM(alum, vinegar)/DF, 1Hour, 
  Close-range, 2hrs/lvl, Will½, SR applies> 
  – Target object or location (up to 10’ cube per 
  level) is avoided by a named type of creature 
  (such as Red Dragons) or specific alignment 
  (such as Lawful Evil).  If a creature of the 
  named type makes its Will save, it can enter 
  the area or touch the object, but even this 
  causes a –4 penalty to Dexterity due to the 
  discomfort of the act. 
   This spell Counters and Dispels Sympathy. 
   
  
  Dungeons & Dragons 3.5 Edition Index – Clerical Domain Summaries 
   
  April 1, 2005 
   
  Clerical Domain – Endurance 
   
  Page 31 
  Endurance 
  (BoED p86)  
  ‘Feat of Endurance’ – For one minute, the Cleric gains an Enhancement bonus to Constitution equal to half his/her Cleric level.  Activated as a Free Action.  
  Usable once per day. 
   
  1st Endure Elements(PH p226) 
  <Abj, VS, 1StdAct, Touch, 24hrs> 
  – Touched subject takes no harm (i.e., no 
  Fortitude saves) from being in heat up to 140 
  degrees Fahrenheit –and– cold down to –50. 
  2nd Bear’s Endurance(PH p203) 
  <Trans, VS/DF, 1StdAct, Touch, 1min/lvl> 
  – +4 Enhancement bonus to Constitution. 
  3rd Refreshment(BoED p105) 
  <Conj(heal)[good], VS, 1StdAct> 
  – All creatures within a 20’ radius Burst of the 
  caster are healed of all non-lethal damage, 
  including damage cause by starvation, thirst, 
  environmental conditions, etc. 
  4th Sustain(BoED p109) 
  <Trans, VSM(wine, bread), 1Round, Touch, 6hrs/lvl> 
  – One living subject per two levels does not 
  need to eat or drink for the spell’s duration & 
  has any current penalties from starvation 
  removed.  The subjects can be of any size. 
   When the spell ends, a subject’s appetite returns 
  normally (i.e., is not immediately starving).  
  A subject may eat & drink while under the 
  effect of this spell without penalty. 
  5th Stoneskin(PH p284) 
  <Abj, VSM(250gp diamond, granite), 1StdAct, Touch, 
  until discharged up to 10min/lvl> 
  – Touched creature gains Damage Reduction 10 
  / adamantine.  When 10 hp per level (max 
  150 hp) have been prevented, the spell is 
  discharged. 
  6th Bear’s Endurance, Mass(PH p203) 
  <Trans, VS/DF, 1StdAct, Close-range, 1min/lvl> 
  – One subject per level in a 30’ area gains a  
  +4 Enhancement bonus to Constitution. 
  7th Globe of Invulnerability(PH p236) 
  <Abj, VSM(glass bead), 1StdAct, 1rnd/lvl(D), no SR> 
  – An immobile, slightly shimmering 10’ radius 
  sphere appears around the caster.  Any 0th – 
  4th level spell or spell-like abilities cannot 
  enter the sphere, though those already in 
  effect are merely Suppressed while in the 
  area.  Area of effect spells do not effect 
  anything within the sphere either, though the 
  rest of the area of effect is targeted normally. 
   Spells can be cast out of the sphere or through 
  the sphere without penalty.  Once in effect, 
  anyone (including the caster) can leave and 
  reenter the sphere. 
   This spell can be Dispelled by a targeted Dispel 
  Magic, but not an area Dispel Magic. 
  8th Spell Turning(PH p282)(PHe)+ 
  <Abj, VSM(small silver mirror)/DF, 1StdAct, Personal, 
  until expended up to 10min/lvl> 
  – Reflects ranged targeted spells (i.e., not area-
  of-effect spells or touch attacks) back at their 
  caster.  1d4+6 spell levels are reflect in total. 
   If a spell is partially reflected (i.e., not enough 
  spell levels remaining to totally reflect the 
  spell),  the percentage of remaining ‘levels of 
  reflection’ to the spell’s level is the 
  percentage of the spell being reflected or the 
  percentage of spell damage that is reflected. 
   For example, if a caster has 2 remaining levels 
  of reflection is targeted with an 8th level 
  Polar Ray, the caster with Spell Turning will 
  take 75% of the damage while the caster of 
  Polar Ray will take 25%.  On the other hand, 
  if the caster with Spell Turning was targeted 
  with an 8th level Maze, there would be a 75% 
  chance of him/her being effected & a 25% 
  chance of the caster of the Maze being 
  effected. 
  9th Iron Body(PH p245) 
  <Trans, VSM(iron from an iron golem or hero’s 
  armor)/DF, 1StdAct, Personal, 1min/lvl(D)> 
  – The caster’s body becomes living iron, which 
  has the following benefits & penalties: 
  a) Damage Reduction 15 / adamantine; 
  b) Immune to Blindness, Criticals, Ability 
  Score Damage, Deafness, Disease, 
  Drowning, Electricity, Poison, & 
  Stunning; 
  c) Immune to any effects that modify a 
  target’s physiology or respiration.  Since 
  the caster cannot breath or drink, he/she 
  cannot play woodwind instruments or 
  drink potions; 
  d) ½ damage from Acid & Fire; 
  e) +6 Enhancement bonus to Strength; 
  f) –6 penalty to Dexterity (min Dex 1) ; 
  g) ½ movement; 
  h) –8 Armor Check penalty; 
  i) 50% Arcane spell failure; 
  j) 10x normal weight & cannot swim; 
  k) Fists to 1d6 normal damage (1d4 if Small); 
  l) Vulnerable to rust-based attacks. 
   
  
  Dungeons & Dragons 3.5 Edition Index – Clerical Domain Summaries 
   
  April 1, 2005 
   
  Clerical Domain – Evil 
   
  Page 32 
  Evil (PH p186) 
  Cast [evil] spells at +1 Caster Level. 
   
  1st Protection from Good(PH p266) 
  <Abj[evil], VSM(silver)/DF, Touch, 1min/lvl(D)> 
  – Subject gains the following: 
  a) +2 Deflection bonus to AC & +2 
  Resistance bonus to saves against the 
  attacks & magic of Good creatures; 
  b) Any mind control (such as Magic Jar, 
  Dominate Person, etc.) is Suppressed; &  
  c) Keeps non-Evil Summoned creatures 1’ 
  away unless they make a Spell Resistance 
  check or the subject attacks. 
  2nd Desecrate(PH p218) 
  <Evoc[evil], VSM(unholy water, 25gp of silver 
  dust)DF, 1StdAct, Close-range, 2hrs/lvl> 
  – A 20’ radius Emanation is filled with Negative 
  Energy.  The following applies in the area: 
  a) Undead created or summoned gain +1hp 
  per HD. 
  b) Undead in the area receive a +1 Profane 
  bonus on attacks, damage, & saves. 
  c) All Charisma checks to Turn and  
  Destroy Undead gain a –3 Profane penalty. 
  If cast on an altar or other permanent fixture to 
  the caster’s deity, the Profane bonuses & 
  penalties are doubled and an Animate Dead 
  cast in the area can create (4 * Caster lvl) HD 
  of Undead.  A caster cannot desecrate an area 
  with a permanent fixture to another deity. 
   If cast in an area sacred to a different deity, the 
  area is cut off from its connection to that 
  deity and its power.  The area does not gain 
  the Undead effecting powers listed above. 
  This spell Counters & Dispels Consecrate. 
  3rd Magic Circle against Good(PH p250) 
  <Abj[evil], VSM(silver)/DF, Touch, 10min/lvl> 
  – All creatures within a 10’ radius Emanation 
  around the touched subject gain the following 
  a) +2 Deflection bonus to AC & +2 
  Resistance bonus to saves against the 
  attacks & magic of Good creatures; 
  b) Any mind control (such as Magic Jar, 
  Dominate Person, etc.) is Suppressed; &  
  c) Keeps non-Evil Summoned creatures 3’ 
  away unless they make a Spell Resistance 
  check or the subject attacks. 
  -or-  
   <Abj[evil], VSM(silver)/DF, 1day/lvl, SR applies> 
  – The caster casts this spell while drawing a 3’ 
  diameter circle with silver dust and then casts 
  a Conj(call) spell to call a non-Evil creature 
  within 1 round.  The target is trapped within 
  the circle, though it is allowed one Spell 
  Resistance check per day to break the spell.  
  The trapped creature cannot cross the circle’s 
  boundary or interfere with the circle itself, 
  but it can attack with spells & ranged attacks, 
  teleport away, etc., unless this spell is 
  augmented with Dimensional Anchor. 
  4th Unholy Blight(PH p297) 
  <Evoc[evil], VS, 1StdAct, Medium-range, SR applies> 
  – All creatures in a 20’ radius Burst take 
  different effects based on their alignment: 
  Good Outsiders – 1d6/lvl (max 10d6)(Will½) 
  & Sickened for 1d4 rnds (WillNeg) 
  Good – 1d8 per 2 levels (max 5d8) (Will½)  
  & Sickened for 1d4 rnds (WillNeg). 
  Neutral – 1d4 per 2 lvls (max 5d4) (Will½) 
  Evil – no effect. 
  5th Dispel Good(PH p222) 
  <Abj[evil][touch attack], VS/DF, 1StdAct, Personal, 
  Until Discharged up to 1rnd/lvl> 
  – The caster gains a dark nimbus, which 
  provides a +4 Deflection bonus to AC against 
  Good creatures.  The spell can run for its full 
  duration, or it can be discharged in 2 ways: 
  a) touch attack on a Good creature from 
  another plane will force it home if it fails 
  its SR check (if any) and its Will save.   
  b) touching a Good spell or an enchantment 
  cast by a Good caster ends the spell as per 
  a successful casting of Dispel Magic. 
  6th Create Undead(PH p215) 
  <Necro[evil], VSM(black onyx worth 50gp/HD, grave 
  dirt, brackish water), 1Hour, Close-range> 
  – Transforms a dead body into an Undead.  Note 
  that the Undead is not automatically under 
  the creator’s control. 
  Undead 
  Min Lvl 
  Undead 
  Min Lvl 
  Ghoul 
  11 
  Mummy 
  15 
  Ghast 
  12 
  Mohrg 
  18 
  This spell must be cast at night. 
  7th Blasphemy(PH p205)(PHe)+ 
  <Evoc[evil][sonic], V, 1StdAct, SR applies> 
  – Any non-Evil creatures within a 40’ radius 
  Spread who can hear the ‘blasphemy’ & that 
  has no more HD than the caster suffer from 
  the following effects (no save): 
  up to Caster lvl: 
  Dazed for 1 round. 
  up to Caster lvl - 1: 
  Weakened for 2d4 
  rounds & above. 
  up to Caster lvl - 5: 
  Held for 1d10 minutes 
  & above. 
  up to Caster lvl - 10: Dead & above. 
  In addition, if the caster is on his/her home 
  plane of existence, any non-Evil Extraplanar 
  creature in the area of effect (even if the 
  ‘blasphemy’ cannot be heard) that has no 
  more HD than the caster is driven back to its 
  home plane for at least 1 day (WillNeg at a  
  –4 penalty). 
  8th Unholy Aura(PH p297) 
  <Abj[evil], VSF(tiny reliquary with a minor relic worth 
  500gp total), 1StdAct, 1rnd/lvl(D)> 
  – One subject per level within a 20’ radius Burst 
  of the caster is shrouded in gloom, which 
  provides the following: 
  a) +4 Deflection bonus to AC. 
  b) +4 Resistance bonus to saving throws. 
  c) Spell Resistance 25 against Good spells & 
  spells cast by Good creatures. 
  d) Blocks any mind control. 
  e) If a Good creatures successfully hits 
  someone with the aura in melee, the 
  attacker takes 1d6 Strength Damage 
  (FortNeg). 
  9th Summon Monster IX (evil)(PH p288) 
  <Conj(sum)[evil], VSF(bag, candle)/DF, 1Round, 
  Close-range, 1rnd/lvl(D)> 
  – Summons one or more Evil creatures to fight 
  the caster’s enemies.  The creatures can 
  attack on the caster’s initiative starting their 
  first round. 
  Table 
  # 
   
  Summon Monster IX 
  1 
  Summon Monster VIII 
  1d3 
  Summon Monster VII (or lower) 1d4+1 
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Clerical Domain Summaries 
   
  April 1, 2005 
   
  Clerical Domain – Exorcism 
   
  Page 33 
  Exorcism 
  (Eb p106) 
  You may force possessing spirits out of a subject’s body by making a Turn Check that can turn the possessing creature’s HD.  If successful, the possessor cannot 
  attempt to possess the subject again for at least 24 hours. 
   
  1st Protection from Evil(PH p266) 
  <Abj[good], VSM(silver)/DF, Touch, 1min/lvl(D)> 
  – Subject gains the following: 
  a) +2 Deflection bonus to AC & +2 
  Resistance bonus to saves against the 
  attacks & magic of Evil creatures; 
  b) Any mind control (such as Magic Jar, 
  Dominate Person, etc.) is Suppressed; &  
  c) Keeps non-Good Summoned creatures 1’ 
  away unless they make a Spell Resistance 
  check or the subject attacks. 
  2nd Magic Circle against Evil(PH p249) 
  <Abj[good], VSM(silver)/DF, Touch, 10min/lvl> 
  – All creatures within a 10’ radius Emanation 
  around the touched subject gain the following 
  a) +2 Deflection bonus to AC & +2 
  Resistance bonus to saves against the 
  attacks & magic of Evil creatures; 
  b) Any mind control (such as Magic Jar, 
  Dominate Person, etc.) is Suppressed; &  
  c) Keeps non-Good Summoned creatures 3’ 
  away unless they make a Spell Resistance 
  check or the subject attacks. 
  -or-  
   <Abj[good], VSM(silver)/DF, 1day/lvl, SR applies> 
  – The caster casts this spell while drawing a 3’ 
  diameter circle with silver dust and then casts 
  a Conj(call) spell to call a non-Good creature 
  within 1 round.  The target is trapped within 
  the circle, though it is allowed one Spell 
  Resistance check per day to break the spell.  
  The trapped creature cannot cross the circle’s 
  boundary or interfere with the circle itself, 
  but it can attack with spells & ranged attacks, 
  teleport away, etc., unless this spell is 
  augmented with Dimensional Anchor. 
  3rd Remove Curse(PH p270) 
  <Abj, VS, 1StdAct, Touch> 
  – Touched person or object is freed from all 
  curses upon it, assuming the curse doesn’t 
  explicitly say that this spell is ineffective. 
   This spell Counters & Dispels Bestow Curse. 
  4th Dismissal(PH p222) 
  <Abj, VS/DF, 1StdAct, Close-range, Instantaneous, 
  WillNeg, SR applies> 
  – Forces an Extraplanar creature to return to its 
  native plane (80%) or a random plane (20%).  
  The target receives its HD as a bonus to its 
  saving throw & the Caster level as a penalty 
  to its saving throw. 
  5th Dispel Evil(PH p222) 
  <Abj[good][touch attack], VS/DF, 1StdAct, Personal, 
  until discharged up to 1rnd/lvl> 
  – The caster gains a white radiance, which 
  provides a +4 Deflection bonus to AC against 
  Evil creatures.  The spell can run for its full 
  duration, or it can be discharged in 2 ways: 
  a) touch attack on an Evil creature from 
  another plane will force it home if it fails 
  its SR check (if any) and its Will save.   
  b) touching an Evil spell or an enchantment 
  cast by an Evil caster ends the spell as per 
  a successful casting of Dispel Magic. 
  6th Banishment(PH p202) 
  <Abj, VS/AF(object or substance hated by the target), 
  Close-range, WillNeg, SR applies> 
  – Banishes up to 2 HD per level of Extraplanar 
  creatures in a 30’ area away from the current 
  plane.  Extra hated objects give a +1 on SR 
  Checks and +2 to the spell’s DC. 
  7th Holy Word(PH p242) 
  <Evoc[good][sonic], V, 1StdAct, SR applies> 
  – Any non-Good creatures within a 40’ radius 
  Spread who can hear the ‘holy word’ & that 
  has no more HD than the caster suffer from 
  the following effects (no save): 
  up to Caster lvl: 
  Deafened for 1d4rnds. 
  up to Caster lvl - 1: 
  Blinded for 2d4 rounds 
  & above. 
  up to Caster lvl - 5: 
  Held for 1d10 minutes 
  & above. 
  up to Caster lvl - 10: Dead & above. 
  In addition, if the caster is on his/her home 
  plane of existence, any non-Good Extraplanar 
  creature in the area of effect (even if the ‘holy 
  word’ cannot be heard) that has no more HD 
  than the caster is driven back to its home 
  plane for at least 1 day (WillNeg at a –4 
  penalty). 
  8th Holy Aura(PH p241) 
  <Abj[good], VSF(tiny reliquary with a minor relic 
  worth 500gp total), 1StdAct, 1rnd/lvl(D)> 
  – One subject per level within a 20’ radius Burst 
  of the caster gains a radiance, which provides 
  the following: 
  a) +4 Deflection bonus to AC. 
  b) +4 Resistance bonus to saving throws. 
  c) Spell Resistance 25 against Evil spells & 
  spells cast by Evil creatures. 
  d) Blocks any mind control. 
  e) If an Evil creatures successfully hits 
  someone with the aura in melee, the 
  attacker becomes permanently Blind 
  (FortNeg). 
  9th Freedom(PH p233) 
  <Abj, VS, 1StdAct, Close-range> 
  – Releases target creature from any magics or 
  effects restricting its movement, including 
  Binding, Entangle, Grappling, Maze, 
  Paralysis, Petrifaction (no save needed to 
  survive), Pinning, Sleep, Slow, Stunning, 
  Temporal Stasis, & Web. 
    It is the only effect that can remove the spell 
  Imprisonment, but to do so, it must be cast in 
  the same location as the spell it is dispelling 
  & the caster must know the target’s name & 
  background. 
  
  Dungeons & Dragons 3.5 Edition Index – Clerical Domain Summaries 
   
  April 1, 2005 
   
  Clerical Domain – Family 
   
  Page 34 
  Family 
  (PGF p86) 
  You may protect of a number of individuals (including yourself) equal to your Charisma modifier (minimum of 1) with a +4 Dodge bonus to AC which lasts for 
  1 round per level.  Any individual moves farther than 10’ from you looses the protection.  Usable once per day. 
   
  1st Bless(PH p205) 
  <Ench(comp)[mind], VS/DF, 1StdAct, 1min/lvl> 
  – All allies within a 50’ radius Burst gain a +1 
  Morale bonus on attacks & +1 Morale bonus 
  on saves vs. fear. 
   This spell Counters and Dispels the spell Bane. 
  2nd Shield Other(PH p278) 
  <Abj, VSF(two 50gp platinum rings that must be worn 
  by caster & target), 1StdAct, Close-range, 
  1hr/lvl(D)> 
  – Target gains a +1 Deflection bonus to AC & a 
  +1 Resistance bonus to saves.  Half of all hit-
  point damage that the target takes is actually 
  taken by the caster.  The spell ends 
  immediately if target leaves Close-range. 
  3rd Helping Hand(PH p239) 
  <Evoc, VS/DF, 1StdAct, 1hr/lvl, no save, no SR> 
  – A ghostly hand appears in front of the caster, 
  who describes a person (or creature) to it.  
  The hand then searches for a target matching 
  that description.  The distance the hand has to 
  travel determines how long its takes: 
  Distance Time 
   
  Distance Time 
   
  100’ 
  1 round 
  3 miles 
  2 hours 
  1,000’ 
  1 minute 
  4 miles 
  3 hours 
  1 mile 
  10 minutes 
  5 miles 
  4 hours 
  2 miles 
  1 hour 
  If not creature within 5 miles matches the 
  description, the hand returns to the caster, 
  gestures with an open hand to show it did not 
  find anyone, and the spell ends. 
   Once the hand locates the closest target 
  matching the description, it beckons for the 
  target to follow it, though the target is under 
  no compulsion to do so.  The hand remains 
  10’ in front of the target & matches its speed 
  (up to 240’).  Even if it is ignored, the hand 
  will not search for a second target. 
   The hand is Invisible to everyone except the 
  caster & the subject.  It can pass through 
  cracks, but not solid objects. 
  4th Imbue with Spell Ability(PH p243) 
  <Evoc, VS/DF, 10Minutes, Touch, until discharged(D)> 
  – The caster transfers his/her ability to cast one 
  or more spells into another creature.  The 
  subject must have an Intelligence of at least 5 
  and a Wisdom of at least 9.  Only cleric spells 
  from the schools of Abjuration, Divination, 
  and Conjuration(healing) can be transferred. 
   Until the subject casts the imbued spell(s), the 
  caster does not regain the spell slot 
  corresponding to this spell (typically a 4th 
  level slot). 
   The spells that can be imbued on a subject is 
  based on the subject’s HD: 
  HD Spells Imbued 
  1-2 one 1st level spell 
  3-4 up to two 1st level spells 
  5+  
  up to two 1st level & one 2nd level spells 
  The imbued spells are cast at the caster’s level 
  & the caster is responsible to his/her deity for 
  how the spells are used. 
  5th Rary’s Telepathic Bond(PH p268) 
  <Div, VSM(eggshells), 1StdAct, Close-range, 
  10min/lvl(D)> 
  – One willing creature per three levels in a 30’ 
  area can be telepathically connected, though 
  the caster does not have to be one of the 
  subjects.  Each subject must be willing & 
  have an Intelligence of 3 or higher. 
   Once connected, the group can communicate at 
  any range.  All subjects can hear all 
  communications of the group & language is 
  not an issue. 
  6th Heroes’ Feast(PH p240) 
  <Conj(create), VS/DF, 10Min, Close-range, 1hr> 
  – Creates a banquet for 1 creature per level.  
  Each creature that spends the full hour eating 
  is cured of all diseases, sickness, & nausea, 
  gains 1d8 + 1 per 2 levels (max +10) 
  Temporary HP, and for the following 12 
  hours is immune to poison, magical fear & 
  gains a +1 Morale bonus to attacks & Will 
  saves. 
  7th Refuge(PH p270) 
  <Conj[teleport], VSM(1,500gp trigger object), 
  1StdAct, Touch, until discharged> 
  – A preset teleportation is activated when the 
  trigger object is broken at the same time the 
  command word is spoken.  The caster presets 
  the object to either 
  a) teleport the breaker to the caster’s 
  sanctum; or 
  b) teleport the caster to the breaker’s location. 
  8th Protection from Spells(PH p266) 
  <Abj, VSM(500gp diamond)F(1,000gp diamond per 
  subject), 1StdAct, Touch, 10min/lvl> 
  – Up to 1 touched subject per 4 levels gains a  
  +8 Resistance bonus to saving throws against 
  spells & spell-like abilities. 
   The spell ends for any subject that stops 
  carrying his/her focus diamond. 
  9th Prismatic Sphere(PH p264) 
  <Abj, V, 1StdAct, 10min/lvl(D)> 
  – Creates a 10’ radius opaque sphere around the 
  caster.  Anyone within 20’ of the sphere who 
  has less than 8HD is Blind for 2d4 x 10 
  minutes.   
   The caster can walk through the sphere without 
  difficulty.  Anyone else trying to go through 
  the wall is effected by each of its colors (SR 
  check required for each color), unless they 
  are dispelled in order.  The colors, in order, 
  are the following: 
  Color 
  Negated  by Effect 
  Red 
  Cone of Cold 
  20hp fire (Ref½) 
  Orange Gust of Wind 
  40hp acid (Ref½) 
  Yellow Disintegrate 
  80hp electricity (Ref½) 
  Green 
  Passwall 
  Death (Fort½ 1d6Con) 
  Blue 
  Magic Missile Flesh to Stone (FortNeg) 
  Indigo 
  Daylight 
  Insanity (WillNeg) 
  Violet 
  Dispel Magic Plane Shift (WillNeg) 
   The sphere is immune to Dispel Magic, Greater 
  Dispel Magic, and Antimagic Sphere, but not 
  Mordenkainen’s Disjunction. 
   
  
  Dungeons & Dragons 3.5 Edition Index – Clerical Domain Summaries 
   
  April 1, 2005 
   
  Clerical Domain – Fate 
   
  Page 35 
  Fate (CWar p114) 
  Gain ‘Uncanny Dodge’.  Add your Cleric levels to those of other classes granting you this ability (if any). 
   
  1st True Strike(PH p296) 
  <Div, VF(tiny archery target), 1StdAct, Personal> 
  – Add +20 Insight bonus to your next attack roll 
  within 1 round.  Also negates miss chance 
  due to Concealment. 
  2nd Augury(PH p202) 
  <Div, VSF(25gp casting runes), 1Minute, Personal> 
  – Learn if an action to be taken in the next 30 
  minutes will result in “good results”, “bad 
  results”, “both”, or “nothing”.  Chance of 
  information is 70% + 1%/level (90% max), 
  with failure always resulting in “nothing”.  
  Repeated castings by the same person within 
  a 30 minute period always have the same 
  result. 
  3rd Bestow Curse(PH p203) 
  <Necro, VS, 1StdAct, Touch, Permanent, WillNeg, SR 
  applies> 
  – Touched subject is inflicted with one of the 
  following: 
  a) –6 on one ability (minimum 1);  
  b) –4 penalty on attacks, saves, and skill 
  checks; or 
  c) 50% chance of losing each action. 
   This spell is not effected by Dispel Magic.  It  
  can only be removed by Break Enchantment, 
  Limited Wish, Miracle, Remove Curse, or Wish. 
   This spell Counters the spell Remove Curse. 
  4th Status(PH p284) 
  <Div, VS, 1StdAct, Touch, 1hr/lvl> 
  – Monitors the position (distance & direction) 
  and condition (unharmed, wounded, disabled, 
  staggered, unconscious, dying, dead, etc.) of 
  one touched living subject per 3 levels at any 
  range. 
  5th Mark of Justice(PH p252) 
  <Necro, VS/DF, 10Minutes, Touch, Permanent, no 
  save, SR applies> 
  – The caster draws an indelible mark on the 
  target & states the behavior that will activate 
  a curse.  The caster may choose one of the 
  following curses: 
  a) –6 on one ability (minimum 1);  
  b) –4 penalty on attacks, saves, and skill 
  checks; or 
  c) 50% chance of losing each action. 
   This spell is not effected by Dispel Magic.  It 
  can only be removed by Break Enchantment, 
  Limited Wish, Miracle, or Wish. 
   This spell can be removed with Remove Curse 
  only if its caster level is at least as high as 
  this spell’s caster level. 
  6th Geas/Quest(PH p234) 
  <Ench(comp)[mind][language], V, 10Minutes, Close-
  range, until discharged(D), no save, SR applies> 
  – One subject obeys the caster’s command “to 
  the letter”, though self-destructive orders 
  break the spell. 
   Open-ended commands, such as “Guard this 
  Door”, last for 1 day per Caster level.  
  Specific tasks must be completed for the spell 
  to be discharged. 
   If the subject is prevented from carrying out the 
  instructions, he/she suffers 3d6 damage each 
  day (no save) & is Sickened (FortNeg).  The 
  effects end after a full day of obeying the 
  instructions. 
   This spell is not effected by Dispel Magic or 
  Break Enchantment, though it can be ended 
  by Limited Wish, Miracle, or Wish.  Remove 
  Curse only works if its Caster level is two 
  higher than this spell’s Caster level. 
  7th Vision(PH p298) 
  <Div, VSM(250gp incense)F(200gp ivory strips)X(100), 
  1StdAct, Personal> 
  – The caster “remembers” legends about a target 
  creatures, place, or object by making a Caster 
  Check (max level bonus +25): 
  Connection to Target 
  DC 
  Info Gained 
  Touching 
  20 
  Good 
  Detailed Information 
  25 
  Incomplete 
  Rumors Only 
  30 
  Vague 
  8th Mind Blank(PH p253) 
  <Abj, VS, 1StdAct, Close-range, 1day> 
  – Subject is total immunity to mind-affecting 
  spells & effects, mind reading, detections, 
  and all forms of scrying & divinations.  Even 
  Limited Wish, Wish, & Miracle cannot gain 
  information about the subject.  Scrying spells 
  that come into the subject’s area, such as 
  Arcane Eye, will not even see the subject. 
  9th Foresight(PH p233) 
  <Div, VSM(feather)/DF, 1StdAct, Touch, 10min/lvl> 
  – The caster receives mental warnings about 
  what may harm the touched subject. 
   If the caster placed the spell on himself, he can 
  never be surprised or flat-footed, knows if 
  he/she is being targeted with spells, ranged 
  attacks, sneak attacks, etc., gains a +2 Insight 
  bonus to AC & Reflex saves, & knows in 
  general what to do in order to be safe (such as 
  “close your eyes”, “jump”, “run”). 
   If cast on a different target, the caster gets the 
  warnings & must pass them on verbally to the 
  target.  In this case, neither gets the Insight 
  bonuses. 
   
  
  Dungeons & Dragons 3.5 Edition Index – Clerical Domain Summaries 
   
  April 1, 2005 
   
  Clerical Domain – Feast 
   
  Page 36 
  Feast 
  (Eb p106) 
  You are immune to ingested poisons and diseases spread by ingestion. 
   
  1st Goodberry(PH p237) 
  <Trans, VS/DF, 1StdAct, Touch, 1day/lvl> 
  – When cast on a handful of freshly picked 
  berries, 2d4 become ‘good berries’.  Each can 
  cure 1 hp (max 8 hp per 24 hours) & is as 
  nourishing as a normal meal. 
  2nd Delay Poison(PH p217) 
  <Conj(healing), VS/DF, 1StdAct, Touch, 1hr/lvl> 
  – Touched creature suppresses the effects of 
  current or new poisons in its body until the 
  spell ends. 
  3rd Create Food and Water(PH p214) 
  <Conj(creat), VS, 10Minutes, Close-range> 
  – Creates enough simple food & water to feed 3 
  humans (or 1 horse) per level for 1 day (after 
  which the food goes bad). 
  4th Neutralize Poison(PH p257) 
  <Conj(heal), VSM(charcoal)/DF, 1StdAct, Touch, 
  10min/lvl> 
  – The touched subject or object has all poison 
  removed from it immediately.  If a creature 
  was poisoned, it does not need to make any 
  further saving throws.  This spell does not 
  heal ability damage or drain taken from 
  earlier failed saves. 
   In addition, the subject cannot be poisoned for 
  10 minutes per level.  If the subject is a 
  poisonous creature, it cannot poison anyone 
  for the spell’s duration (WillNeg, SR applies) 
  5th Leomund’s Secure Shelter(PH p247) 
  <Conj(creat), VSM(bits of stone, lime, sand, water, & 
  wood, string)F(tiny bell, silver wire), 10Minutes, 
  Close-range, 2hrs/lvl(D)> 
  – A 20’x20’ cottage appears, which is made 
  from materials appropriate for the location 
  (stone, timber, or sod).  It has a door, 2 
  shuttered windows, & a fireplace whose 
  chimney is sealed with an iron grate.  The 
  door & shutters are under the effect of Arcane 
  Lock and Alarm.  The chimney grate simply 
  has an Alarm.  An Unseen Servant is also 
  available for the duration.  There are simple 
  furnishings for 8 occupants. 
  6th Heroes’ Feast(PH p240) 
  <Conj(create), VS/DF, 10Min, Close-range, 1hr> 
  – Creates a banquet for 1 creature per level.  
  Each creature that spends the full hour eating 
  is cured of all diseases, sickness, & nausea, 
  gains 1d8 + 1 per 2 levels (max +10) 
  Temporary HP, and for the following 12 
  hours is immune to poison, magical fear & 
  gains a +1 Morale bonus to attacks & Will 
  saves. 
  7th Mordenkainen’s Magnificent Mansion(PH p256) 
  <Conj(creat), VSF(5gp small ivory portal, 5gp piece of 
  marble, 5hp tiny silver spoon), 1StdAct, Close-
  range, 2hrs/lvl(D)> 
  – Creates an extra-dimensional space of up to 
  three contiguous 10’ cubes per level.  The 
  space is designed for many people to rest 
  comfortably: 
  a) Contains fresh air & food for 12 people/lvl. 
  b) Has 2 Unseen Servants per lvl. 
  c) The floor plan is designated by the caster. 
  The entrance is 8’ tall by 4’ wide & can only be 
  entered by those designated by the caster.  
  Once the caster enters the mansion, the 
  entrance becomes Invisible & sealed, though 
  it may be reopened from the inside. 
  8th Detoxify(Eb p110) 
  <Conj(heal), VS/DF, 1StdAct, Instantaneous> 
  – All poison & venom within a 30’ radius 
  Spread of the caster is neutralized: 
  a) creatures suffering from poison are cured, 
  though they do not have any subsequent 
  protection and any damage they took 
  remains; 
  b) any creature that generates venom cannot 
  do so for 10 minutes per level; and 
  c) all poison on weapons, traps, in the air, 
  etc., within the area of effect is neutralized. 
  9th Feast of Champions(Eb p111) 
  <Conj(create), VS/DF, 10Min, Close-range, 1hr> 
  – Creates a banquet for 1 creature per level.  
  Each creature that spends the full hour eating 
  is cured of all diseases, sickness, & nausea, 
  heals 2d8 +1 per level (max +20), gains 1d8 
  + 1 per 2 levels (max +10) Temporary HP, 
  and for the following 12 hours is immune to 
  magical fear & gains a +1 Morale bonus to 
  attacks, saving throws, skill checks and 
  ability checks. 
  
  Dungeons & Dragons 3.5 Edition Index – Clerical Domain Summaries 
   
  April 1, 2005 
   
  Clerical Domain – Fey 
   
  Page 37 
  Fey (BoED p86) 
  +4 bonus on saving throws vs. spell-like abilities of Fey.   
   
  1st Faerie Fire(PH p229) 
  <Evoc[light], VS/DF, 1StdAct, Long-range, 
  1min/lvl(D), no save, SR applies> 
  – All objects in a 5’ radius Burst are outlined in 
  the caster’s choice of a blue, green, or violet 
  glow, which is as bright as a candle.   This 
  negates Concealment due to darkness, Blur, 
  Displacement, Invisibility, etc. 
   Magical darkness spell of 2nd level or higher 
  Suppress this spell. 
  2nd Charm Person(PH p209) 
  <Ench(charm)[mind], VS, 1StdAct, Close-range, 
  1hr/lvl, WillNeg, SR applies> 
  – One Humanoid considers the caster its ally.  
  Anything the casters says or does will be 
  treated the same way as if a close friend has 
  done it. 
   If the target is in a threatening situation when 
  the spell is cast, it gets a +5 on the save.  Any 
  threats from the caster or his/her allies after 
  the spell is in effect breaks the charm. 
  3rd Inspired Aim(BoED p101) 
  <Ench(comp)[mind][language], V, 1StdAct, 
  Concentration> 
  – All allies within a 40’ radius Emanation gains 
  a +2 Insight bonus on all ranged attacks. 
  4th Blinding Beauty(BoED p92) 
  <Trans[good], VS, 1StdAct, Personal, 1rnd/lvl> 
  – The caster gains the beauty of a Nymph.  Any 
  Humanoid within 60’ that looks at the caster 
  becomes permanently Blind (FortNeg).  The 
  caster can suppress & unsuppress this ability 
  as a Free Action. 
   Note:  The caster must abstain from sexual 
  intercourse of one week in order to be able to 
  cast this spell. 
  5th Tree Stride(PH p296) 
  <Conj[teleport], VS/DF, 1StdAct, Personal, until 
  depleted up to 1hr/lvl> 
  – The caster may enter a living tree large 
  enough to fully contains his/her body.  The 
  caster then knows the location of all trees of 
  the same type within range. 
   As a Full-Round action, the caster has the 
  option of teleporting to one of those trees, 
  which counts as one ‘stride’.  The spell is 
  depleted when the caster has made 1 ‘stride’ 
  per level. 
  Type of Tree Range Type of Tree 
  Range 
  oak, ash, yew 3,000’ other Deciduous 1,500’ 
  elm, linden 
  2,000’ any other Tree    500’ 
  While the spell has duration remaining & has 
  not been depleted, the caster may enter & 
  leave trees at will. 
  6th Heroes’ Feast(PH p240) 
  <Conj(create), VS/DF, 10Min, Close-range, 1hr> 
  – Creates a banquet for 1 creature per level.  
  Each creature that spends the full hour eating 
  is cured of all diseases, sickness, & nausea, 
  gains 1d8 + 1 per 2 levels (max +10) 
  Temporary HP, and for the following 12 
  hours is immune to poison, magical fear & 
  gains a +1 Morale bonus to attacks & Will 
  saves. 
  7th Liveoak(PH p248) 
  <Trans, VS, 10Minutes, Touch, 1day/lvl(D)> 
  – The touched Huge oak tree becomes a Treant 
  when triggered.  The trigger condition can 
  have up to 1 word per caster level.  The 
  trigger instruction also tell the Treant what to 
  do (often attacking). 
  The caster may only have one pending Liveoak 
  spell at a time & can only cast it on a tree that 
  is near his/her dwelling, a location sacred to 
  the caster, or within 300’ of something the 
  caster wants to guard. 
  8th Unearthly Beauty(BoED p110) 
  <Trans[good], VS, 1StdAct, Personal, 1rnd/lvl> 
  – The caster gains the beauty of a Nymph.  Any 
  Humanoid within 60’ that looks at the caster 
  becomes permanently Blind (FortNeg).  The 
  caster can suppress & unsuppress this ability 
  as a Free Action. 
   Also as a Free Action, the caster can cause all 
  creature within 30’ that are looking at 
  him/her to die (WillNeg). 
   Note:  The caster must abstain from sexual 
  intercourse of one month in order to be able 
  to cast this spell. 
  9th Summon Nature’s Ally IX(PH p289) 
  <Conj(sum)[variable alignment/element], VS/DF, 
  1Round, Close-range, 1rnd/lvl(D)> 
  – Summons one or more creatures to fight the 
  caster’s enemies.  The creatures can attack on 
  the caster’s initiative starting their first round. 
  Table 
  # 
   
  Summon Nature’s Ally IX 
  1 
  Summon Nature’s Ally VIII 
  1d3 
  Summon Nature’s Ally VII (or less) 1d4+1 
   
  
  Dungeons & Dragons 3.5 Edition Index – Clerical Domain Summaries 
   
  April 1, 2005 
   
  Clerical Domain – Fire 
   
  Page 38 
  Fire (PH p187) 
  Rebuke / Control / Bolster Fire  Elementals –or– Turn / Destroy Water Elementals, up to 3  + Charisma modifier times per day. 
   
  1st Burning Hands(PH p207) 
  <Evoc[fire], VS, 1StdAct, Ref½, SR applies> 
  – Creates a 15’ Cone-shaped Burst that does 1d4 
  Fire damage per level (max 5d4).  This can 
  set flammable materials on fire, which 
  requires a Full-Round Action to put out. 
  2nd Produce Flame(PH p265) 
  <Evoc[fire][energy missile][touch attack], VS, 
  1StdAct, Personal, 1min/lvl(D), no save, SR 
  applies> 
  – A flame as bright as a torch (20’ of light) 
  appears in the caster’s hand. 
   The caster can attack with the flame as either a 
  touch attack or an energy missile with a range 
  of 120’.  The flame does 1d6 + 1/level (max 
  +5) Fire damage & can be used every round. 
   Each attack removes 1 minute of duration from 
  the spell.  If the spell is brought to 0 duration, 
  the spell ends after the damage is applied. 
  3rd Resist Energy (fire or cold only)(PH p272) 
  <Abj, VS/DF, 1StdAct, Touch, 10min/lvl> 
  – The touched subject & his/her equipment are 
  protected from one Energy Type.  Each attack 
  doing damage of that type has the hp of 
  damage reduced by the amount listed below. 
  Lvl 
   # 
  Lvl 
   # 
  Lvl 
   # 
  up to 6th 
  10 
  7th – 10th 20 
  11th + 
  30 
  4th Wall of Fire(PH p298) 
  <Evoc[fire], VS/AM(phosphorus)/DF, 1StdAct, 
  Medium-range, Concentrations + 1rnd/lvl, SR 
  applies> 
  – Creates a opaque 20’ tall wall of violet fire 
  that is either 20’ long per level & straight –
  or– a ring 5’ radius per 2 levels.  One side 
  (caster’s choice) causes 2d4 fire damage 
  within 10’ and 1d4 fire damage between 10’ 
  & 20’.  Going through the wall does 2d6 + 
  1/lvl (max +20) Fire damage (2x to Undead). 
   If the wall is created on top of someone, the 
  target gets a Reflex save to jump to one side 
  (taking damage if the wrong side is chosen).  
   20hp of Cold damage in one round will 
  extinguish a 5’ length of wall. 
  5th Fire Shield(PH p230) 
  <Evoc[fire], VS/AM(phosphorous)/DF, 1StdAct, 
  Personal, 1rnd/lvl(D)> 
  – Warm Shield:  The caster is sheathed in blue 
  or violet flames that give off 10’ of light.  
  Creatures succeeding in melee attacks against 
  the caster take 1d6 + 1/lvl (max +15) Fire 
  damage (SR applies).  The caster takes ½ 
  damage from Cold attacks (if the attack has a 
  Reflex save for ½ damage, take no damage 
  on a successful save). 
  -or-   
  <Evoc[cold], VS/AM(fireflies/glow worms)/DF, 
  1StdAct, Personal, 1rnd/lvl(D)> 
  – Cold Shield:  The caster is sheathed in blue or 
  green flames that give off 10’ of light.  
  Creatures succeeding in melee attacks against 
  the caster take 1d6 + 1/lvl (max +15) Cold 
  damage (SR applies).  The caster takes ½ 
  damage from Fire attacks (if the attack has a 
  Reflex save for ½ damage, take no damage 
  on a successful save). 
  6th Fire Seeds(PH p230) 
  <Conj(creat)[fire], VSM(up to 4 acorns –or– up to 8 
  holly berries), Touch, 1StdAct per acorn/holy berry, 
  until detonated up to 10min/lvl> 
  – Create one of the following: 
  Acorn Grenades: Up to 4 touched acorns 
  become throwable weapons.  Requires a 
  ranged touch attack with a maximum 
  range of 100’.  The acorns do a total of 
  1d6/lvl Fire damage (max 20d6), divided 
  up between the acorns as the caster 
  desires.  If hit, the target does not get a 
  saving throw.  Everything within 10’ of 
  where the acorn hits takes 1hp per die of 
  damage that acorn does (Ref½); 
  Holly Berry Bombs: Up to 8 touched holly 
  berries become voice activated bombs 
  (200’ range).  On command, each berry 
  does 1d8 + 1/level Fire damage to 
  everything within 5’ (Ref½). 
  7th Fire Storm(PH p231) 
  <Evoc[fire], VS, 1Round, Medium-range, Ref½, SR 
  applies> 
  – The caster designates 2 contiguous 10’ cubes 
  per level are filled with flame, doing 1d6 fire 
  damage per level (max 20d6).  Natural 
  vegetation & any other plant life are not 
  effected by the flames, and the caster has the 
  option of making Plant Creatures immune too. 
  8th Incendiary Cloud(PH p244) 
  <Conj(creat)[fire], VS, 1StdAct, Medium-range, 
  1rnd/lvl, Ref½, no SR> 
  – Creates a 20’ radius by 20’ high Cloud of 
  smoke.  Anyone within the cloud take 4d6 
  Fire damage each round. 
   The cloud moves away from its starting point at 
  a rate of 10’ per round.  By concentrating, the 
  caster can move the “starting point” 60’ per 
  round, effectively steering the direction the 
  cloud will drift.  Any section of the cloud that 
  goes beyond range is dispelled. 
  The cloud can be dispersed by Moderate Wind 
  in 4 rounds & a Strong Wind in 1 round. 
  9th Elemental Swarm (fire)(PH p226) 
  <Conj(sum)[fire], VS, 10Minutes, Medium-range, 
  10min/lvl(D), no SR> 
  – Summons 2d4 Large Fire Elementals.  Ten 
  minutes after the spell is completed, 1d4 
  Huge Fire Elementals arrive.  Twenty 
  minutes after the spell is completed, 1 Greater 
  Fire Elemental appears.  All the Elementals 
  serve the caster for the duration of the spell.  
  The caster can dismissed any / all the 
  Elementals as desired. 
   
  
  Dungeons & Dragons 3.5 Edition Index – Clerical Domain Summaries 
   
  April 1, 2005 
   
  Clerical Domain – Force 
   
  Page 39 
  Force 
  (CDiv p138) 
  Reroll the damage of a weapon, spell, or an ability and take the better of the two.  Usable 1/day as a Supernatural ability. 
   
  1st Mage Armor(PH p249) 
  <Conj(creat)[force], VSF(leather), 1StdAct, Touch, 
  1hr/lv(D)> 
  – Touched subject gains +4 Armor bonus to AC. 
  2nd Magic Missile(PH p251) 
  <Evoc[force], VS, 1StdAct, Medium-range, no save, 
  SR applies> 
  – Generate one 1d4+1 Force damage missile per 
  2 levels (max 5 missiles) that automatically 
  hit (unless the target has Total Cover or Total 
  Concealment).  All targets must be within a 
  15’ area.  Inanimate objects cannot be 
  targeted. 
  3rd Blast of Force(CDiv p153) 
  <Evoc[force][ray], VS, 1StdAct, Medium-range, 
  Instantaneous, Fort½, SR applies> 
  – Does 1d6 Force damage per 2 lvls (max 5d6) 
  (no save), plus knocked Prone (FortNeg – 
  target applies his/her size & stability modifiers 
  against a Bull Rush to the save roll). 
  4th Otiluke’s Resilient Sphere(PH p258) 
  <Evoc[force], VSM(hemisphere of crystal, hemisphere 
  of gum arabic), 1StdAct, Close-range, 1min/lvl(D), 
  RefNeg, SR applies> 
  – An immobile sphere of Force 1’ per level in 
  diameter protects but traps one subject small 
  enough to fit within it. 
   This spell is Cancelled by Disintegrate. 
  5th Wall of Force(PH p298) 
  <Evoc[force], VSM(clear gem powder), 1StdAct, 
  Close-range, 1min/lvl(D), no SR> 
  – Creates an Invisible, immobile vertical wall of 
  up to one contiguous 10’ square per level. 
   The wall is immune to all damage & most 
  magic (including Dispel Magic).  Spells & 
  breath weapons cannot go through the wall, 
  but gaze attacks & teleportation can. 
  This spell is Dispelled by Disintegrate & 
  Mordenkainen’s Disjunction.  It is immune to 
  Dispel Magic. 
  6th Repulsion(PH p271) 
  <Abj, VS/AF(2 small iron bars with dog statuettes on 
  the ends)/DF, 1StdAct, 1rnd/lvl(D), WillNeg, SR 
  applies> 
  – Creatures cannot approach the caster within an 
  invisible circle of up to 10’ radius per level 
  Emanation.  The circle moves with the caster, 
  but cannot push creatures back.  The caster 
  can still be attacked with spells & ranged 
  weapons. 
  7th Forcecage(PH p232) 
  <Evoc[force], VSM(1,500gp ruby powder), 1StdAct, 
  Close-range, 2hrs/lvl(D), no save, no SR> 
  – Creates a six-sided box of invisible force 
  walls.  The walls is immune to all damage & 
  most magic (including Dispel Magic).  The 
  cube can be of two configurations: 
  a) Barred Cage – 20’ cube with 6” bands of 
  force alternating with 6” gaps; or 
  b) Windowless Cell – 10’ cube with six solid 
  walls. 
   Teleportation & Astral travel can escape the 
  spell, but not spells based on Ethereal travel. 
  8th Otiluke’s Telekinetic Sphere(PH p258) 
  <Evoc[force], VSM(crystal, gum arabic, magnets), 
  1StdAct, Close-range, 1min/lvl(D), RefNeg, SR 
  applies> 
  – A sphere of Force 1’ per level in diameter 
  protects but traps one subject small enough to 
  fit within it. 
   If the contents of the sphere weigh 5,000 
  pounds or less, the caster can telekinetically 
  move the sphere within Medium-range.  
  Moving the sphere requires a Standard Action 
  and results in the sphere moving 30’.  If the 
  caster does not move the sphere or 
  concentration is disturbed, the sphere stops, 
  or falls at a rate of 60’ if in the air (landing at 
  this speed does no damage). 
   The caster can move the sphere from within. 
   This spell is Cancelled by Disintegrate. 
  9th Bigby’s Crushing Hand(PH p203) 
  <Evoc[force], VSF(egg shell)M(snakeskin glove)/DF, 
  1StdAct, Medium-range, 1rnd/lvl(D), SR applies> 
   – Creates a magical 10’x10’ hand which stays 
  in between the creator & a designated target 
  and either 
  a) tries to push the target away (treat as a 
  Bull’s Rush at +18) up to the spell’s range;  
  b) attempts to grapple to target (Touch check: 
  +11 + Caster level + Primary Stat 
  modifier; Grapple check: +16 + Caster 
  level + Primary Stat modifier; Damage: 
  2d6+12 normal damage) 
  The hand may also be directed to interpose itself 
  between the caster and a target, or Bull Rush 
  an opponent with an attack bonus of (Caster 
  level + Primary Stat modifier + 18). 
  The hand also provide a +4 Cover bonus to AC 
  for the caster against that target.  The target 
  can be changed as a Move Action.  The hand 
  has the caster’s normal hit points & saving 
  throw and has an AC of 20. 
   
  
  Dungeons & Dragons 3.5 Edition Index – Clerical Domain Summaries 
   
  April 1, 2005 
   
  Clerical Domain – Glory 
   
  Page 40 
  Glory 
  (CDiv p139) 
  Turn Undead with a +2 bonus on the Turning Check & +1d6 on the Turning Damage Check. 
   
  1st Disrupt Undead(PH p223) 
  <Necro[ray], VS,  1StdAct, Close-range, no save, SR 
  applies> 
  – Deals 1d6 Positive Energy damage to one 
  Undead. 
  2nd Bless Weapon(PH p205) 
  <Trans, VS, 1StdAct, Touch, 1min/lvl> 
  – Touched weapon gains special abilities against 
  an Evil opponent only: 
  a) all “threats” become criticals (this does not 
  apply to weapons with critical-related 
  effects, such as a Vorpal weapon); 
  b) is a ‘good’ and ‘magic’ weapon for 
  purposes of bypassing Damage Reduction.  
  c) can hit Incorporeal opponents as if it had a 
  +1 Enhancement bonus. 
  3rd Searing Light(PH p275) 
  <Evoc[ray], VS, 1StdAct, Medium-range, no save, SR 
  applies> 
  – Deals divine damage based on target: 
  a) if an Undead vulnerable to sunlight, target 
  takes 1d8/lvl (max 10d8); 
  b) all other Undead take 1d6/lvl (max 10d6); 
  c) Constructs & inanimate objects take 
  1d6/2lvls (max 5d6); 
  d) all other targets take 1d8/2lvls (max 5d8). 
  4th Holy Smite(PH p241) 
  <Evoc[good], VS, 1StdAct, Medium-range, SR applies> 
  – All creatures in a 20’ radius Burst take 
  different effects based on their alignment: 
  Evil Outsiders – 1d6/lvl (max 10d6) (Will½) 
  & Blind for 1 round (WillNeg). 
  Evil – 1d8 per 2 levels (max 5d8) (Will½)  
  & Blind for 1 round (WillNeg). 
  Neutral – 1d4 per 2 lvls (max 5d4) (Will½) 
  Good – no effect. 
  5th Holy Sword(PH p242) 
  <Evoc[good], VS, 1StdAct, Touch, 1rnd/lvl> 
  – Touched melee weapon gains the following: 
  a) +5 Enhancement bonus to attacks & dmg; 
  b) +2d6 damage to Evil opponents 
  c) the weapon’s damage is treated as ‘good’ 
  for purposes of overcoming Damage 
  Reduction. 
  d) generates a Magic Circle against Evil.  If 
  the effect is dispelled or ends in any other 
  way, the caster may reactivate it as a Free 
  Action on his/her turn.  The effect ends 
  1rnd after the weapon leaves his/her hand. 
  This spell Suppresses all other enhancements & 
  spells on the target weapon. 
  6th Bolt of Glory(CDiv p155) 
  <Evoc[good][ray], VS/DF, 1StdAct, Close-range, 
  Instantaneous, no save, SR applies> 
  – Ray of positive energy effects its target based 
  on its nature & native plane of existence: 
  Evil Outsiders, Negative Energy Plane 
  natives, and Undead take 1d6 per level 
  (max 15d6). 
  Neutral Outsider and Elemental Plane natives 
  take 1d6 per two levels (max 7d6). 
  All other creatures, including Good Outsiders 
  and Positive Energy Plane natives, take no 
  damage. 
  7th Sunbeam(PH p289) 
  <Evoc[light], VS/DF, 1StdAct, until depleted up to 
  1rnd/lvl, SR applies> 
  – As a Standard Action, the caster can generate 
  one sunbeam per round, up to a total of 1 per 
  3 levels (max 6 sunbeams).  The beam is a 
  60’ long Line. 
   Damage is based on creature type: 
  Type 
  Effect 
  Undead 
  1d6/lvl (max 20d6) (Ref½) & 
  destroyed if vulnerable to sunlight 
  (RefNeg) & Blind (RefNeg). 
  Oozes 
  1d6/lvl (max 20d6) (Ref½). 
  others 
  4d6 (Ref½) & Blind (RefNeg). 
  8th Crown of Glory(CDiv p160) 
  <Evoc[good], VSM(200gp opal)/DF, 1Round, 
  1min/lvl, WillNeg, SR applies> 
  – The caster gains celestial authority with all 
  creatures within a 120’ radius Emanation: 
  a) gains a +4 Enhancement bonus to 
  Charisma; 
  b) all creatures within the area of effect 
  telepathically understand what the caster 
  says. 
  c) those creatures within the area of effect 
  that have 7HD or less stop what they are 
  doing and face the caster for the spell’s 
  duration (as per the spell Enthrall).  The 
  caster may effect them with up to 3 Mass 
  Suggestion spells. 
  9th Gate(PH p234) 
  <Conj(creat), VS, 1StdAct, Medium-range, 
  Concentration up to 1rnd/lvl> 
  – Opens a portal to a different plane of existence 
  that is 5’ to 20’ wide.  Creatures on both sides 
  can see through & can travel freely through 
  the opening. 
  -or- 
  <Conj(call)[variable alignment/element], VSX(1,000), 
  1StdAct, Medium-range, Instantaneous, no save, no 
  SR> 
  – Calls & controls one or more Outsiders to 
  perform a task.  The caster may target: 
  a) 2 or more Outsiders of the same type 
  whose total HD is no more than the Caster 
  level are called & controlled. 
  b) a single non-unique / divine Outsider of up 
  to 2x the Caster level can be called & 
  controlled. 
  c) a single non-unique / divine Outsider of 
  more than 2x the Caster level can be called 
  but not controlled. 
  d) a unique / divine Outsider can be called, 
  but it decides whether or not to arrive & it 
  is never controlled. 
  A controlled creature may not attack the caster 
  & may not leave until a task is at least 
  discussed.  The assigned task can be 
  “immediate” or “contractual” term: 
  a) Any task which requires no more than 
  1rnd/lvl to complete can be assigned 
  without a ‘contract’ (i.e., no payment). 
  b) A “long term” task requires a ‘contract’, 
  which entitles the summoned creature(s) to 
  be fairly paid when the task is completed. 
   
  
  Dungeons & Dragons 3.5 Edition Index – Clerical Domain Summaries 
   
  April 1, 2005 
   
  Clerical Domain – Gnome 
   
  Page 41 
  Gnome 
  (PGF p86) (FR p63)   
  Cast Illusion spells at +1 Caster Level.   
   
  1st Silent Image(PH p279) 
  <Ill(figment), VSF(fleece), 1StdAct, Long-range, 
  Concentration, WillDisbelief, no SR> 
  – Creates a visual-only illusion of an object, 
  creature, or force as the caster visualizes it.  
  The image can move within an area of (4 + 1 
  per level) 10’ cubes that are contiguous. 
  2nd Gembomb(FR p70) 
  <Conj(creat)[force], VSM(up to 5 gems worth at least 
  1gp each), 1StdAct per gem, Touch, until used up to 
  10min/lvl> 
  – The caster programs up to 5 gems to do a total 
  of 1d8 per 2 levels force damage (max 5d8).  
  The caster can put all the damage in one gem, 
  spread it evenly, etc.  Once empowered, the 
  caster can throw each gem up to 100’ (range 
  increment 20’), making a ranged touch attack.  
  The target makes a Reflex save for ½ dmg. 
  3rd Minor Image(PH p254) 
  <Ill(figment), VSF(fleece), 1StdAct, Long-range, 
  Concentration + 2rnds, WillDisbelief, no SR> 
  – Creates a visual illusion with some minor 
  sounds (i.e., not speech) of an object, 
  creature, or force as the caster visualizes it.  
  The image can move within an area of (4 + 1 
  per level) 10’ cubes that are contiguous. 
  4th Minor Creation(PH p253) 
  <Conj(creat), VSM(tiny piece of substance to be 
  created), 1Minute, 1hr/lvl(D)> 
  – Creates an object of up to 1 cubic foot per 
  level made from wood, cloth, hemp, or other 
  non-living vegetable matter. 
   A Craft check is needed to make complex items 
  5th Hallucinatory Terrain(PH p238) 
  <Ill(glamer), VSM(stone, twig, piece of a green plant), 
  10Minutes, Long-range, 2hrs/lvl(D), WillDisbelief, 
  no SR> 
  – Makes one contiguous 30’ cube per level of 
  one type of terrain look, sound, & smell like 
  another (field into forest, etc.).  Structures, 
  equipment, & creatures are not disguised. 
  6th Fantastic Machine(FR p69) 
  <Ill(shadow), VS/DF, 1StdAct, Medium-range, 
  1min/lvl(D)> 
  – Creates a Large animated object mentally 
  designed by the caster to perform a physical 
  task (up to 25 words) designated at casting 
  time.  The ‘machine’ can be assigned to do 
  the task once or repeatedly. 
  a) Large (tall) size – up to 15’ tall; 
  b) Moves at 40’ over ground; 
  c) Swims at 10’ or Flies at 10’ (clumsy) if 
  only lightly loaded; 
  d) Hardness 10, 22hp, AC 14; 
  e) Saving throws:  Fort +1, Ref +1, Will –4; 
  f) Light load: up to 230 pounds; Medium 
  load: 231 – 460; Heavy load: 461 – 700; 
  Max Lift:  1,400; Drag load: 3,500. 
  g) Excavates 7,000 pounds of loose rock each 
  minute (i.e., 5’ x 5’ x 5’ in 3rnds); 
  h) Excavates 14,000 pounds of sand or dirt 
  each minute. 
  i) Can make a Slam attack once per round at 
  +5 to hit & 1d8+4 damage (x3 damage vs. 
  stone or metal). 
  j) Can make a Ranged Attack by launching 
  Small-sized rocks at +3 to hit, range 
  increment of 150’ (max 10 increments), & 
  2d6+4 damage. 
  7th Screen(PH p274) 
  <Ill(glamer), VS, 10Min, Close-range, 1day, no SR> 
  – The caster makes an illusion that obscures any 
  or all objects in an area of one contiguous 30’ 
  cube per level (laid out in any way desired by 
  the caster).  All troops could be obscured in a 
  crossing, or only 1 out of 5 could be shown, 
  etc.  The “rules” of the illusion are set at cast 
  time & are unchangeable. 
   Scrying always sees the illusion, while local 
  onlookers get a Will save to disbelieve if 
  there is a reason to doubt what is seen.   
  8th Otto’s Irresistible Dance(PH p259) 
  <Ench(comp)[mind], V, 1StdAct, Touch, 1d4+1rnds, 
  no save, SR applies>  
  – Touched target starts to dance uncontrollably 
  & cannot take any actions, receives a –4 AC 
  penalty, a –10 penalty to Reflex saves, & 
  cannot effectively use a shield.  The target 
  provokes an attack of opportunity each round. 
  9th Summon Nature’s Ally IX (earth or animal 
  only)(PH p289) 
  <Conj(sum)[variable alignment/element], VS/DF, 
  1Round, Close-range, 1rnd/lvl(D)> 
  – Summons one or more creatures to fight the 
  caster’s enemies.  The creatures can attack on 
  the caster’s initiative starting their first round. 
  Table 
  # 
   
  Summon Nature’s Ally IX 
  1 
  Summon Nature’s Ally VIII 
  1d3 
  Summon Nature’s Ally VII (or less) 1d4+1 
   
  
  Dungeons & Dragons 3.5 Edition Index – Clerical Domain Summaries 
   
  April 1, 2005 
   
  Clerical Domain – Good 
   
  Page 42 
  Good 
  (PH p187) 
  Cast [good] spells at +1 Caster Level. 
   
  1st Protection from Evil(PH p266) 
  <Abj[good], VSM(silver)/DF, Touch, 1min/lvl(D)> 
  – Subject gains the following: 
  a) +2 Deflection bonus to AC & +2 
  Resistance bonus to saves against the 
  attacks & magic of Evil creatures; 
  b) Any mind control (such as Magic Jar, 
  Dominate Person, etc.) is Suppressed; &  
  c) Keeps non-Good Summoned creatures 1’ 
  away unless they make a Spell Resistance 
  check or the subject attacks. 
  2nd Aid(PH p196) 
  <Ench(comp)[mind], VS/DF, 1StdAct, Touch, 
  1min/lvl> 
  – Touched subject gains a +1 Morale bonus to 
  attack & saving throws vs. fear and gains 
  Temporary HP equal to 1d8 + 1/lvl (max 
  1d8+10). 
  3rd Magic Circle against Evil(PH p249) 
  <Abj[good], VSM(silver)/DF, Touch, 10min/lvl> 
  – All creatures within a 10’ radius Emanation 
  around the touched subject gain the following 
  a) +2 Deflection bonus to AC & +2 
  Resistance bonus to saves against the 
  attacks & magic of Evil creatures; 
  b) Any mind control (such as Magic Jar, 
  Dominate Person, etc.) is Suppressed; &  
  c) Keeps non-Good Summoned creatures 3’ 
  away unless they make a Spell Resistance 
  check or the subject attacks. 
  -or-  
   <Abj[good], VSM(silver)/DF, 1day/lvl, SR applies> 
  – The caster casts this spell while drawing a 3’ 
  diameter circle with silver dust and then casts 
  a Conj(call) spell to call a non-Good creature 
  within 1 round.  The target is trapped within 
  the circle, though it is allowed one Spell 
  Resistance check per day to break the spell.  
  The trapped creature cannot cross the circle’s 
  boundary or interfere with the circle itself, 
  but it can attack with spells & ranged attacks, 
  teleport away, etc., unless this spell is 
  augmented with Dimensional Anchor. 
  4th Holy Smite(PH p241) 
  <Evoc[good], VS, 1StdAct, Medium-range, SR applies> 
  – All creatures in a 20’ radius Burst take 
  different effects based on their alignment: 
  Evil Outsiders – 1d6/lvl (max 10d6) (Will½) 
  & Blind for 1 round (WillNeg). 
  Evil – 1d8 per 2 levels (max 5d8) (Will½)  
  & Blind for 1 round (WillNeg). 
  Neutral – 1d4 per 2 lvls (max 5d4) (Will½) 
  Good – no effect. 
  5th Dispel Evil(PH p222) 
  <Abj[good][touch attack], VS/DF, 1StdAct, Personal, 
  until discharged up to 1rnd/lvl> 
  – The caster gains a white radiance, which 
  provides a +4 Deflection bonus to AC against 
  Evil creatures.  The spell can run for its full 
  duration, or it can be discharged in 2 ways: 
  a) touch attack on an Evil creature from 
  another plane will force it home if it fails 
  its SR check (if any) and its Will save.   
  b) touching an Evil spell or an enchantment 
  cast by an Evil caster ends the spell as per 
  a successful casting of Dispel Magic. 
  6th Blade Barrier(PH p205) 
  <Evoc[force], VS, 1StdAct, Medium-range, 
  1min/lvl(D), SR applies> 
  – Creates a 20’ tall wall of spinning blades 
  either of 20’ long per level –or– a ringed wall 
  5’ radius per two levels.  Going through the 
  barrier causes 1d6/lvl (max 15d6) (Ref½). 
    If the barrier is created on top of a creature, it 
  is allowed a Reflex save to get out before it 
  finishes forming (i.e., no damage). 
   The barrier proves a +4 Cover bonus to AC & a 
  +2 Cover bonus to Reflex saves against 
  attacks made through it. 
  7th Holy Word(PH p242) 
  <Evoc[good][sonic], V, 1StdAct, SR applies> 
  – Any non-Good creatures within a 40’ radius 
  Spread who can hear the ‘holy word’ & that 
  has no more HD than the caster suffer from 
  the following effects (no save): 
  up to Caster lvl: 
  Deafened for 1d4rnds. 
  up to Caster lvl - 1: 
  Blinded for 2d4 rounds 
  & above. 
  up to Caster lvl - 5: 
  Held for 1d10 minutes 
  & above. 
  up to Caster lvl - 10: Dead & above. 
  In addition, if the caster is on his/her home 
  plane of existence, any non-Good Extraplanar 
  creature in the area of effect (even if the ‘holy 
  word’ cannot be heard) that has no more HD 
  than the caster is driven back to its home 
  plane for at least 1 day (WillNeg at a –4 
  penalty). 
  8th Holy Aura(PH p241) 
  <Abj[good], VSF(tiny reliquary with a minor relic 
  worth 500gp total), 1StdAct, 1rnd/lvl(D)> 
  – One subject per level within a 20’ radius Burst 
  of the caster gains a radiance, which provides 
  the following: 
  a) +4 Deflection bonus to AC. 
  b) +4 Resistance bonus to saving throws. 
  c) Spell Resistance 25 against Evil spells & 
  spells cast by Evil creatures. 
  d) Blocks any mind control. 
  e) If an Evil creatures successfully hits 
  someone with the aura in melee, the 
  attacker becomes permanently Blind 
  (FortNeg). 
  9th Summon Monster IX(PH p288) 
  <Conj(sum)[good], VSF(bag, candle)/DF, 1Round, 
  Close-range, 1rnd/lvl(D)> 
  – Summons one or more Good creatures to fight 
  the caster’s enemies.  The creatures can 
  attack on the caster’s initiative starting their 
  first round. 
  Table 
  # 
   
  Summon Monster IX 
  1 
  Summon Monster VIII 
  1d3 
  Summon Monster VII (or lower) 1d4+1 
   
  
  Dungeons & Dragons 3.5 Edition Index – Clerical Domain Summaries 
   
  April 1, 2005 
   
  Clerical Domain – Halfling 
   
  Page 43 
  Halfling 
  (PGF p87)  
  Add your Charisma modifier to Climb, Jump, Move Silently, & Hide checks for 10 minutes.  Usable once per day as a Free Action. 
   
  1st Magic Stone(PH p251) 
  <Trans, VS/DF, 1StdAct, Touch, until discharged up to 
  30min> 
  – Up to 3 pebbles gain a +1 Enhancement bonus 
  to attack & deal 1d6 +1 damage (double vs. 
  Undead).  Range increment is 20’. 
  2nd Cat’s Grace(PH p208) 
  <Trans, VSM(cat hair), 1StdAct, Touch, 1min/lvl> 
  – +4 Enhancement bonus to Dexterity. 
  3rd Magic Vestment(PH p251) 
  <Trans, VS/DF, 1StdAct, Touch, 1hr/lvl> 
  – Armor, shield, or clothes gain +1 per four 
  levels Enhancement bonus to AC (max +5). 
  4th Freedom of Movement(PH p233) 
  <Abj, VSM(leather cord)/DF, 1StdAct, Touch, 
  10min/lvl> 
  – Subject moves normally despite magical 
  impediments (Web, Hold Person, etc.). 
   The subject automatically succeeds on any 
  Grapple check to resist being grappled, plus 
  any Grapple check or Escape Artist check to 
  escape a grapple and/or a pin. 
   While under the effect of this spell, the subject 
  can fight underwater. 
  5th Mordenkainen’s Faithful Hound(PH p255) 
  <Conj(creat), VSM(whistle, bone, thread), 1StdAct, 
  Close-range, until triggered up to 1hr/lvl then 
  1rnd/lvl, no SR> 
  – The caster creates an Invisible & stationary 
  watch-dog that can see Invisible and Ethereal 
  creatures & is immune to Figments.  If any 
  creature of at least Small size comes within 
  30’ of the casting point (not counting 
  creatures already in the area when the spell 
  was cast), the watch-dog is triggered & 
  begins to bark. 
  If a creature moves within 5’ of the watch-dog, 
  it stops barking and attacks (+10 attack 
  bonus, 2d6+3 damage) once per round.  The 
  watch-dog attacks with a Readied Action & 
  remains Invisible when it attacks.  The watch-
  dog cannot be killed, only dispelled.  The 
  caster must stay within 100’ of the watch-dog 
  or the spell ends. 
  6th Move Earth(PH p257) 
  <Trans[earth], VSM(dirt, iron blade), 10Minutes per 
  150’square, Long-range> 
  – For each 10 minutes of cast time, 150’ square 
  (up to 10’ deep) of dirt, sand, etc., if moved, 
  up to a maximum of 750’ x 750’ (which 
  would have a casting time of 4hrs 10min).  
  The movement is smooth, so buildings, trees, 
  etc. are not toppled by this spell, though they 
  may be raised or lowered.  This spell cannot 
  be used to tunnel. 
  7th Shadow Walk(PH p277) 
  <Ill(shadow), VS, 1StdAct, Touch, 1hr/lvl(D)> 
  – The caster and up to 1 touched subject per 
  level travel into the Plane of Shadows 
  (unwilling subjects receive a Will save to 
  negate).  Travel can be in two different ways: 
  a) Movement in the Plane of Shadows is 
  faster than in the Material Plane, so the 
  party can effectively travel 50 miles/hour.  
  When the desired destination is reached, 
  the party returns to the Material Plane. 
  b) The party can travel to a plane of existence 
  that borders the Plane of Shadows.  This 
  takes 1d4 hours. 
  8th Word of Recall(PH p303) 
  <Conj[teleport], V, 1StdAct> 
  – Teleports the caster, his/her Maximum Load,  
  & one willing Medium-sized creature per 
  three levels (or the Creature Equivalent) back 
  to a very familiar place that was designated 
  when the spell was memorized.  The start & 
  end locations must be in the same plane of 
  existence. 
  9th Foresight(PH p233) 
  <Div, VSM(feather)/DF, 1StdAct, Touch, 10min/lvl> 
  – The caster receives mental warnings about 
  what may harm the touched subject. 
   If the caster placed the spell on himself, he can 
  never be surprised or flat-footed, knows if 
  he/she is being targeted with spells, ranged 
  attacks, sneak attacks, etc., gains a +2 Insight 
  bonus to AC & Reflex saves, & knows in 
  general what to do in order to be safe (such as 
  “close your eyes”, “jump”, “run”). 
   If cast on a different target, the caster gets the 
  warnings & must pass them on verbally to the 
  target.  In this case, neither gets the Insight 
  bonuses. 
   
  
  Dungeons & Dragons 3.5 Edition Index – Clerical Domain Summaries 
   
  April 1, 2005 
   
  Clerical Domain – Hatred 
   
  Page 44 
  Hatred (PGF p87) 
  Once per day, choose one opponent.  For 1 minute, you gain a +2 Profane bonus on attack, saving throws, & AC vs. that opponent only. 
   
  1st Doom(PH p225) 
  <Ench(comp)[fear][mind], VS/DF, 1StdAct, Medium-
  range, 1min/lvl, WillNeg, SR applies> 
  – Target living creature becomes Shaken. 
  2nd Scare(PH p274) 
  <Necro[fear][mind], VSM(bone chip from an undead), 
  1StdAct, Medium-range, Will½, SR applies> 
  – One living target per three levels within a 30’ 
  area & up to 5HD are Frightened for 1rnd/lvl 
  unless a target makes its saving throw.  On a 
  successful save, the target is Shaken for 1rnd. 
  3rd Bestow Curse(PH p203) 
  <Necro, VS, 1StdAct, Touch, Permanent, WillNeg, SR 
  applies> 
  – Touched subject is inflicted with one of the 
  following: 
  a) –6 on one ability (minimum 1);  
  b) –4 penalty on attacks, saves, and skill 
  checks; or 
  c) 50% chance of losing each action. 
   This spell is not effected by Dispel Magic.  It  
  can only be removed by Break Enchantment, 
  Limited Wish, Miracle, Remove Curse, or Wish. 
   This spell Counters the spell Remove Curse. 
  4th Song of Discord(PH p281) 
  <Ench(comp)[mind][sonic], VS, 1StdAct, Medium-
  range, 1rnd/lvl, WillNeg, SR applies> 
  – All creatures within a 20’ radius Spread have a 
  50% chance each round of attacking the 
  nearest target, whether friend or foe. 
  5th Righteous Might(PH p273) 
  <Trans, VS/DF, 1StdAct, Personal, 1rnd/lvl(D)> 
  – The caster & his/her equipment enlarge to the 
  next size category, with the following effects: 
  a) the caster & his/her equipment enlarge to 
  the next size category, with all the 
  standard bonuses & penalties; 
  b) +8 Size bonus to Strength; 
  c) +4 Size bonus to Constriction; 
  d) gain Damage Reduction 5/evil (if the 
  caster channels Positive Energy) or 5/good 
  (if the caster channels Negative Energy).  
  Damage Reduction improved to 10/… at 
  12th level & 15/… at 15th level. 
  6th Forbiddance(PH p232) 
  <Abj, VSM(1,500gp of holy water & incense + 
  1,500gp per 60’ cube, 1,000gp of additional incense 
  + 1,000gp per 60’ cube if a password is to be 
  added)/DF, 6Rounds, Medium-range, Permanent> 
  – The caster designated an area of one 
  contiguous 60’ cube per level.  Although 
  permanent, the caster  has the option of 
  including a password that allows the speaker 
  to avoid effect ‘b)’. 
  a) The area is sealed against planar travel, 
  blocking Dimensional Door, Teleport, 
  Plane Shift, Astral Travel, Ethereal Travel, 
  and all Summon spells. 
  b) When attempting to enter, each creature is 
  effected based on how close their 
  alignment is to the caster’s alignment: 
  1) same – no save needed to enter. 
  2) different along the law-chaos axis -or- 
  the good-evil axis – 6d6 damage & 
  cannot enter (Will½ & SR applies). 
  3) different along the law-chaos axis -and- 
  the good-evil axis – 12d6 damage & 
  cannot enter (Will½ & SR applies). 
  Dispel Magic on this spell only works if its 
  caster’s level is at least as high as this spell’s 
  level. 
  7th Blasphemy(PH p205)(PHe)+ 
  <Evoc[evil][sonic], V, 1StdAct, SR applies> 
  – Any non-Evil creatures within a 40’ radius 
  Spread who can hear the ‘blasphemy’ & that 
  has no more HD than the caster suffer from 
  the following effects (no save): 
  up to Caster lvl: 
  Dazed for 1 round. 
  up to Caster lvl - 1: 
  Weakened for 2d4 
  rounds & above. 
  up to Caster lvl - 5: 
  Held for 1d10 minutes 
  & above. 
  up to Caster lvl - 10: Dead & above. 
  In addition, if the caster is on his/her home 
  plane of existence, any non-Evil Extraplanar 
  creature in the area of effect (even if the 
  ‘blasphemy’ cannot be heard) that has no 
  more HD than the caster is driven back to its 
  home plane for at least 1 day (WillNeg at a  
  –4 penalty). 
  8th Antipathy(PH p200) 
  <Ench(comp)[mind], VSM(alum, vinegar)/DF, 1Hour, 
  Close-range, 2hrs/lvl, Will½, SR applies> 
  – Target object or location (up to 10’ cube per 
  level) is avoided by a named type of creature 
  (such as Red Dragons) or specific alignment 
  (such as Lawful Evil).  If a creature of the 
  named type makes its Will save, it can enter 
  the area or touch the object, but even this 
  causes a –4 penalty to Dexterity due to the 
  discomfort of the act. 
   This spell Counters and Dispels Sympathy. 
  9th Wail of the Banshee(PH p298) 
  <Necro[death][sonic], V, 1StdAct, Close-range, 
  FortNeg, SR applies> 
  – One living creature per level in a 40’ radius 
  Spread dies.  If there are too many targets, 
  count from the point of origin outward. 
   
  
  Dungeons & Dragons 3.5 Edition Index – Clerical Domain Summaries 
   
  April 1, 2005 
   
  Clerical Domain – Healing 
   
  Page 45 
  Healing 
  (PH p187) 
  Cast Conjuration(healing) spells at +1 Caster Level. 
   
  1st Cure Light Wounds(PH p215) 
  <Conj(heal), VS, 1StdAct, Touch> 
  – Cures 1d8 +1/level damage (max +5) with 
  Positive Energy. 
  2nd Cure Moderate Wounds(PH p216) 
  <Conj(heal), VS, 1StdAct, Touch> 
  – Cures 2d8 +1/level damage (max +10) with 
  Positive Energy. 
  3rd Cure Serious Wounds(PH p216) 
  <Conj(heal), VS, 1StdAct, Touch> 
  – Cures 3d8 +1/level damage (max +15) with 
  Positive Energy. 
  4th Cure Critical Wounds(PH p215) 
  <Conj(heal), VS, 1StdAct, Touch> 
  – Cures 4d8 +1/level damage (max +20) with 
  Positive Energy. 
  5th Cure Light Wounds, Mass(PH p216) 
  <Conj(heal), VS, 1StdAct, Close-range> 
  – Cures 1d8 +1/level damage (max +25) to  
  one creature per level in a 30’ area with 
  Positive Energy. 
  6th Heal(PH p239) 
  <Conj(heal), VS, 1StdAct, Touch> 
  – Touched subject is infused with Positive 
  Energy, healing 10hp per level (max 150hp) 
  and being immediately cured of the 
  following:  Ability Damage, Blindness, 
  Confusion, Dazed, Dazzled, Deafened, 
  Diseased, Exhausted, Fatigued, Feeblemind, 
  Insanity, Nauseated, Sickened, Stunned, and / 
  or being Poisoned. 
   This spells does not remove Negative Levels, 
  ability Drain, & lost levels. 
   If an Undead is the target of this spell, it takes 
  10hp per level (max 150hp) of Positive 
  Energy damage (SR applies). On a successful 
  save, the target only takes ½ damage and 
  cannot be brought to less than 1hp. 
  7th Regenerate(PH p270) 
  <Conj(heal), VS/DF, 3Rounds, Touch, Instantaneous> 
  – Touched living subject’s missing limbs are 
  restored.  If the severed limb is touching the 
  subject, then it takes 1 round to heal, 
  otherwise the limb regrows in 2d10 rounds. 
  The subject is also healed 4d8 + 1/lvl (max +35) 
  hit points, is no longer Fatigued or Exhausted, 
  & all subdual damage is restored. 
   This spell cannot target Undead. 
  8th Cure Critical Wounds, Mass(PH p215) 
  <Conj(heal), VS, 1StdAct, Close-range> 
  – Cures 4d8 +1/level damage (max +40) to  
  one creature per level in a 30’ area with 
  Positive Energy. 
  9th Heal, Mass(PH p239) 
  <Conj(heal), VS, 1StdAct, Close-range> 
  – One subject per level within a 30’ area is 
  infused with Positive Energy, healing 10hp 
  per level (max 250hp) and being immediately 
  cured of the following:  ability Damage, 
  Blindness, Confusion, Dazed, Dazzled, 
  Deafened, diseased, Exhausted, Fatigued, 
  Feeblemind, insanity, Nauseated, Sickened, 
  Stunned, and / or being poisoned. 
   This spells does not remove Negative Levels, 
  ability Drain, & lost levels. 
   If an Undead is a target of this spell, it takes 
  10hp per level (max 250hp) of Positive 
  Energy damage (SR applies). On a successful 
  save, the target only takes ½ damage and 
  cannot be brought to less than 1hp. 
   
  
  Dungeons & Dragons 3.5 Edition Index – Clerical Domain Summaries 
   
  April 1, 2005 
   
  Clerical Domain – Herald 
   
  Page 46 
  Herald (BoED p87) (CDiv p136)+  
  +4 Sacred bonus on Diplomacy & Intimidate checks. 
  Intimidate becomes a class skill.  
   
  1st Comprehend Languages(PH p212) 
  <Div, VSM(soot, salt)/DF, 1StdAct, Personal, 
  10min/lvl> 
  – Understands all spoken and written languages 
  of the person or object touched. 
  2nd Enthrall(PH p227) 
  <Ench(charm)[language][mind][sonic], VS, 1Round, 
  Medium-range, Concentration up to 1 hour plus 1d3 
  rounds, WillNeg, SR applies> 
  – The caster spends one round getting the 
  audience’s attention & becomes so interesting 
  that it gets the undivided attention of 
  everyone in the area of effect who doesn’t 
  save (including those who enter later).  Races 
  who hate the caster’s race gain a +4 bonus on 
  the save.  The audience’s attitude becomes 
  ‘Friendly’. 
   Targets who failed their save but who have 
  more than 5HD –or– a Wisdom score of at 
  least 16 remain aware of their surroundings & 
  have an attitude of ‘Indifferent’.  They 
  receive a new save if they observe something 
  they oppose. 
   When the performance ends (even if due to a 
  loss of Concentration), the audience will talk 
  among themselves, applaud, etc., for 1d3 
  more rounds.  If anyone in the audience is 
  attacked, the spell cancels immediately and 
  the audience will be upset.  
  One time during the spell, targets who have 
  made their save may try to “heckle” the caster 
  in order to end the spell early.   Make an 
  opposed Charisma check using the heckler 
  with the highest Charisma modifier as a base, 
  +2 per additional heckler who can make a 
  Charisma check of 10. 
  3rd Tongues(PH p294) 
  <Div, VM(small clay ziggurat)/DF, 1StdAct, Touch, 
  10min/lvl, no SR> 
  – The touched subject can understand & speak 
  any intelligent creature’s language. 
  4th Sending(PH p275) 
  <Evoc, VSM(copper wire)/DF, 10Minutes, no SR> 
  – Sends a message of 25 words or less to a 
  familiar subject anywhere, who may send 
  back a 25 word response immediately.  If the 
  subject is on another plane of existence, there 
  is a 5% chance of the message being lost. 
  5th Command, Greater(PH p211) 
  <Ench(comp)[language][mind], V, 1StdAct, Close-
  range, 1rnd, WillNeg(retry), SR applies> 
  – One living target per level within a 30’ area 
  obeys one of the following one-word 
  command on its turn for 1 round per level: 
  “Approach” – Moves (i.e., cannot attack, 
  etc.) quickly & directly towards the caster. 
  “Drop” – Drops the objects it is holding & 
  can’t pick them up. 
  “Fall” – Goes Prone for one round, though 
  he/she can act normally (with the normal 
  penalties) while on the ground. 
  “Flee” – Moves (i.e., cannot attack, etc.) 
  quickly & directly away from the caster. 
  “Halt” – Take no actions, though he/she is 
  not considered Helpless. 
   Each target receives the same one-word 
  command. 
   Targets may attempt their Will save each round 
  until they succeed, ending the effect. 
  6th Dream(PH p225) 
  <Ill(phantasm)[mind], VS, 1Minute, Touch> 
  – The touched living subject gains the ability to 
  enter a target’s dream & deliver a one-way, 
  predetermined message of any length (i.e.,  
  Q&A).  The target must be unambiguously 
  identified by name or title & must be able to 
  dream.  If the target is not asleep when the 
  spell is cast, the subject can either cancel the 
  spell –or– stay in a deep trance until the 
  target does go to sleep.    
  7th Visage of the Deity(CDiv p187) 
  <Trans[good], VS/DF, 1StdAct, Personal, 1rnd/lvl> 
  – The caster becomes a ‘Celestial’: 
  a) appearance becomes metallic; 
  b) gain Darkvision 60’; 
  c) Damage Reduction 10 / magic; 
  d) Spell Resistance 20. 
  e) Acid Resistance 20; 
  f) Cold Resistance 20; 
  g) Electricity Resistance 20; & 
  h) Smite Evil (1/day): +Cha bonus on attack 
  roll & +level on damage vs. Evil. 
  -or- 
  <Trans[evil], VS/DF, 1StdAct, Personal, 1rnd/lvl> 
  – The caster becomes ‘Fiendish’: 
  a) appearance becomes fearsome (horns, 
  fangs, etc); 
  b) gain Darkvision 60’; 
  c) Damage Reduction 10 / magic; 
  d) Spell Resistance 20; 
  e) Cold Resistance 20; 
  f) Fire Resistance 20; & 
  g) Smite Good (1/day): +Cha bonus on attack 
  roll & +level on damage vs. Good. 
  8th Crown of Glory(BoED p95) 
  <Evoc[good], VSM(200gp opal)/DF, 1Round, 
  1min/lvlm WillNeg, SR applies> 
  – All creatures with up to 8HD that are within 
  10’ per level of the caster stop what they are 
  doing and face the caster for the spell’s 
  duration.  All targets telepathically 
  understand the caster’s words and will obey 
  them as per the spell Suggestion. 
  9th Visage of the Deity, Greater(CDiv p187) 
  <Trans[good], VS/DF, 1StdAct, Personal, 1rnd/lvl> 
  – The caster becomes a ‘Half-Celestial’: 
  a) creature type changes to Outsider (but the 
  caster can be brought back from the dead); 
  b) +4 bonus to Strength; 
  c) +2 bonus to Dexterity; 
  d) +4 bonus to Constitution; 
  e) +2 bonus to Intelligence; 
  f) +4 bonus to Wisdom; 
  g) +4 bonus to Charisma; 
  h) +1 increase of Natural Armor; 
  i) gain Low-light Vision; 
  j) Acid Resistance 10; 
  k) Cold Resistance 10; 
  l) Electrical Resistance 10; 
  m)Spell Resistance 25; 
  n) Damage Reduction 10 / magic; 
  o) gain immunity to diseases; 
  p) +4 Racial bonus on saves vs. poison; & 
  q) gain feathery wings which let the caster 
  Fly at twice his/her ground movement with 
  Good maneuverability. 
  -or- 
  <Trans[evil], VS/DF, 1StdAct, Personal, 1rnd/lvl> 
  – The caster becomes a ‘Half-Fiend’: 
  a) creature type changes to Outsider (but the 
  caster can be brought back from the dead); 
  b) +4 bonus to Strength; 
  c) +4 bonus to Dexterity; 
  d) +2 bonus to Constitution; 
  e) +4 bonus to Intelligence; 
  f) +4 bonus to Wisdom; 
  g) +2 bonus to Charisma; 
  h) +1 increase of Natural Armor; 
  i) gain Darkvision 60’; 
  j) Acid Resistance 10; 
  k) Cold Resistance 10; 
  l) Electricity Resistance 10; 
  m)Fire Resistance 10; 
  n) Spell Resistance 25;  
  o) Damage Reduction 10 / magic;  
  p) gain Poison Immunity;  
  q) gain 1 Bite & 2 Claw attacks (if Medium, 
  Bite does 1d6 & each claw does 1d4; if 
  Small, Bite & each Claw each do 1d3); & 
  r) gain bat-like wings which let the caster Fly 
  at ground movement with Average 
  maneuverability. 
  
  Dungeons & Dragons 3.5 Edition Index – Clerical Domain Summaries 
   
  April 1, 2005 
   
  Clerical Domain – Hunger 
   
  Page 47 
  Hunger 
  (DR312 p70) 
  Immune to non-magical poisons, diseases, or drugs that require ingestion.  
   
  1st Slow Consumption(BoVD p103) 
  <Necro[evil], VS, 10Min, Touch, 24hrs+, FortNeg> 
  – When cast upon a living, helpless subject who 
  is within the area of effect of a Desecrate or 
  Unhallow spell, the caster does not need to 
  eat & receives double natural healing.  The 
  subject takes 1 Constitution damage & 
  receives no natural  healing.  As long as the 
  caster can touch the subject in each 
  consecutive 24 hour period, the spell repeats 
  each day. 
   
  -or- 
   
  Ray of Enfeeblement(PH p269) 
  <Necro[ray], VS, 1StdAct, Close-range, 1min/lvl, no 
  save, SR applies> 
  – Target takes a penalty to Strength of 1d6 + 1 
  per 2 levels (max 1d6+5) (min 1 Strength). 
  2nd Jaws of Adamantine(DR312 p71) 
  <Trans, VS, 1StdAct, Touch, 1rnd/lvl> 
  – The subject’s mouth enlarges & his/her teeth 
  become as hard as Adamantine.  The new 
  mouth can bite almost anything and does 1d6 
  damage if Medium-sized, 1d4 if Small-sized, 
  etc. 
   The new mouth is not a good combat weapon, 
  receiving a –4 penalty on attacks & only 
  applying ½ the subject’s Strength modifier to 
  the damage. 
   Against inanimate objects, the subject gains 
  his/her full Strength modifier & ignores 
  Hardnesses up to 20. 
  3rd Cannibalize(DR312 p71) 
  <Trans[evil], VS, 1StdAct, Touch, 1rnd/lvl(D)> 
  – The subject gains a Bite attack that does 1d4 
  damage if Medium-sized, 1d3 if Small-sized, 
  etc. 
   For every 3 hp of damage the subject does to a 
  living (i.e., not dead or Undead) creature, the 
  subject gains 1 Temporary HP. 
  4th Caustic Bile(DR312 p71) 
  <Evoc[evil], VS/DF, 1StdAct, Close-range, Ref½, SR 
  applies> 
  – Everything in a 5’ radius Burst takes 1d6 per 
  level Acid damage (max 10d6). 
  5th Enervation(PH p226) 
  <Necro[ray], VS, 1StdAct, Close-range, no save, SR 
  applies> 
  – Target gains 1d4 Negative Levels that fade in 
  1hr/lvl.  Undead targeted with this spell gain 
  1d4 * 5 Temporary HP for 1 hour. 
  6th Insatiable Hunger(DR312 p71) 
  <Trans, VS/DF, 1Round, Medium-range, Permanent, 
  FortNeg, SR applies> 
  – One creature per level in a 30’ area begin 
  starving, no matter how much they eat.  Each 
  suffers the effects of Starvation each hour 
  (instead of each day).  This means that after 
  three hours (and each hour afterwards), the 
  subject must make a Constitution check vs. 
  DC 10 + number of previous checks or take 
  1d6 nonlethal damage.  Anyone taking 
  damage from starvation is Fatigued.  Targets 
  of this spell cannot recover damage due to 
  starvation (either naturally or magically) until 
  this spell is removed. 
  7th Whirlwind of Teeth(BoVD p110) 
  <Evoc[evil], VSM(handful of bloody teeth)/DF, 
  1StdAct, Medium-range, 1rnd/lvl, Ref½> 
  – Creates a cylinder 5’/lvl radius by 10’/lvl tall 
  made of biting mouths.  Any creature within 
  the area takes 1d8 damage per 2 levels (max 
  10d8) each round.  As a Free Action, the 
  caster can move the whirlwind 40’. 
   
  -or- 
   
  Destruction(PH p218) 
  <Necro[death], VSF(500gp custom silver religious 
  symbol), 1StdAct, Close-range, Fort½, SR applies> 
  – The target dies & its body ceases to exist.  The 
  target’s equipment & possession are left 
  behind.  On a successful save, target takes 
  10d6 damage. 
  8th Steal Life(BoVD p106) 
  <Necro[evil], VS, 1StdAct, Close-range, 
  Concentration, FortNeg> 
  – Each round the caster maintains concentration, 
  the target living humanoid takes 1 ability 
  Drain.  The caster chooses which ability to 
  drain first, but cannot drain any single ability 
  again until the other 5 have been drained too 
  (i.e., in each 6 round period, all 6 ability 
  scores will be drained by 1).  When the 
  target’s Constriction drops to 0, the target is 
  dead & no more draining can be done. 
  If the caster is slain while still concentrating on 
  the spell, all drained ability scores are 
  restored. 
  If cast on the night of the full moon, the caster’s 
  body looses 1 week of age for each point of 
  ability score he/she drains. 
  This spell can only be cast in an area under the 
  effect of a Desecrate or Unhallow spell. 
  -or- 
   
  Horrid Wilting(PH p242) 
  <Necro, VSM(sponge)/DF, 1StdAct, Long-range, 
  Fort½, SR applies 
  – All living creatures in a 60’ area takes 1d6 
  damage per level (max 20d6) from 
  dehydration, except for Water Elementals & 
  Plant Creatures, who take 1d8/lvl (max 20d8) 
  instead. 
  9th Gate (portal to the Abyss only)(PH p234) 
  <Conj(creat), VS, 1StdAct, Medium-range, 
  Concentration up to 1rnd/lvl> 
  – Opens a portal to the Abyss that is 5’ to 20’ 
  wide.  Creatures on both sides can see 
  through & can travel freely through the 
  opening. 
   
  
  Dungeons & Dragons 3.5 Edition Index – Clerical Domain Summaries 
   
  April 1, 2005 
   
  Clerical Domain – Illusion 
   
  Page 48 
  Illusion 
  (PGF p87) 
  Cast Illusion spells at +1 Caster Level.   
   
  1st Silent Image(PH p279) 
  <Ill(figment), VSF(fleece), 1StdAct, Long-range, 
  Concentration, WillDisbelief, no SR> 
  – Creates a visual-only illusion of an object, 
  creature, or force as the caster visualizes it.  
  The image can move within an area of (4 + 1 
  per level) 10’ cubes that are contiguous. 
  2nd Minor Image(PH p254) 
  <Ill(figment), VSF(fleece), 1StdAct, Long-range, 
  Concentration + 2rnds, WillDisbelief, no SR> 
  – Creates a visual illusion with some minor 
  sounds (i.e., not speech) of an object, 
  creature, or force as the caster visualizes it.  
  The image can move within an area of (4 + 1 
  per level) 10’ cubes that are contiguous. 
  3rd Displacement(PH p223) 
  <Ill(glamer), VM(displacer beast hide), 1StdAct, 
  Touch, 1rnd/lv(D)> 
  – Attacks miss touched subject 50% of the time. 
  4th Phantasmal Killer(PH p260) 
  <Ill(phantasm)[fear][mind], VS, 1StdAct, Medium-
  range, WillDisbelief, SR applies> 
  – The targeted creature sees its worst fear 
  (though no one else sees anything).  If the 
  target fails its Will save, it must then make a 
  Fortitude save.  If it fails, the target dies.  If 
  successful, the target takes still 3d6 damage. 
  5th Persistent Image(PH p260) 
  <Ill(figment), VSF(fleece, sand), 1StdAct, Long-range, 
  1min/lvl(D), WillDisbelief, no SR> 
  – Creates an illusion that has visuals, sound, 
  smell, & heat of objects, creatures, etc., as the 
  caster visualizes them.  The image can move 
  within an area of (4 + 1 per level) 10’ cubes 
  that are contiguous. 
   The illusion follows a script set up the caster. 
  6th Mislead(PH p255) 
  <Ill(figment)(glamer), S, 1StdAct, Close-range, 
  Concentration + 3rnds, no SR> 
  – Simultaneously, the caster becomes Invisible 
  and an illusionary copy (sight, sound, smell, 
  & touch) of the caster appears within range 
  (with the option of it appearing supper-
  imposed on the caster).  The illusionary copy 
  will then do whatever it was programmed to 
  do at cast time, with no requirement that it 
  stays in range.  A Will save is required to 
  realize the copy isn’t the original. 
   The caster stays Invisible even if he/she attacks, 
  up to 1rnd/lvl(D). 
  7th Project Image(PH p265) 
  <Ill(shadow), VSM(5gp doll of the caster), 1StdAct, 
  Medium-range, 1rnd/lvl(D), WillDisbelief, no SR> 
  – An insubstantial, but otherwise real double of 
  the caster is created.  The caster must 
  maintain line-of-sight with the double or the 
  spell ends. 
   As a Free Action, the caster can choose to see 
  through the double’s eyes & hear through its 
  ears. 
   As a Move Action, the caster can take direct 
  control of the double, otherwise it mimics the 
  caster. 
   Spells can be cast through the double, but 
  otherwise act normally. 
  8th Screen(PH p274) 
  <Ill(glamer), VS, 10Min, Close-range, 1day, no SR> 
  – The caster makes an illusion that obscures any 
  or all objects in an area of one contiguous 30’ 
  cube per level (laid out in any way desired by 
  the caster).  All troops could be obscured in a 
  crossing, or only 1 out of 5 could be shown, 
  etc.  The “rules” of the illusion are set at cast 
  time & are unchangeable. 
   Scrying always sees the illusion, while local 
  onlookers get a Will save to disbelieve if 
  there is a reason to doubt what is seen.   
  9th Weird(PH p301) 
  <Ill(phantasm)[fear][mind], VS, 1StdAct, Medium-
  range, WillDisbelief, SR applies> 
  – All creatures in a 30’ area sees their worst fear 
  (though no one else sees anything).  Each 
  target that fails its Will save must then make 
  a Fortitude save.  If it fails, that target dies.  If 
  successful, the target takes still 3d6 damage, 
  is Stunned for 1 round, & takes 1d4 Strength 
  Damage. 
  
  Dungeons & Dragons 3.5 Edition Index – Clerical Domain Summaries 
   
  April 1, 2005 
   
  Clerical Domain – Inquisition 
   
  Page 49 
  Inquisition 
  (CDiv p139) 
  +4 bonus on all Dispel Checks.   
   
  1st Detect Chaos(PH p218) 
  <Div, VS/DF, 1StdAct, Concentration up to 10min/lvl, 
  no save, no SR> 
  – The caster can see the Alignment Aura of  
  Chaotic creatures, spells, or objects in a 60’ 
  Cone-shaped Emanation. 
   The information gained increases each round:  
  1st round – presence of evil. 
  2nd round – number of evil auras & the 
  strength of the most powerful aura.  If not 
  in line-of-sight, the caster only knows the 
  direction. 
  3rd round – strength & location of each aura. 
   This spell is blocked by 3’ of wood or dirt, 1’ of 
  stone, 1” of metal, & any amount of lead. 
   An “Overwhelming” aura may Stun a lawful-
  aligned caster for 1 round, ending the spell. 
  2nd Zone of Truth(PH p303) 
  <Ench(comp)[mind], VS/DF, Close-range,  
  1min/lvl, WillNeg, SR applies> 
  – Creatures in a 20’ radius Emanation that fail 
  their save cannot lie.  All subject know that 
  the zone is in effect & have the option of not 
  speaking or being evasive. 
  3rd Detect Thoughts(PH p220) 
  <Div[mind], VSF(copper piece)/DF, 1StdAct, 
  Concentration up to 1min/lvl, WillNeg, no SR> 
  – The caster can thoughts from a conscious 
  creature with an Intelligence of at least 1 in a 
  60’ Cone-shaped Emanation. 
   The information gained increases each round:  
  1st round – presence of thoughts. 
  2nd round – number of thinking minds & the 
  Intelligence score of each one.  If not in 
  line-of-sight, the caster only knows the 
  direction.  If any have an Intelligence of at 
  least 26 (assuming it is at least 10 points 
  higher than the caster’s), the caster is 
  Stunned for 1 round & the spell ends. 
  3rd round – Surface thoughts of any mind in 
  the area (WillNeg). 
   This spell is blocked by 3’ of wood or dirt, 1’ of 
  stone, 1” of metal, & any amount of lead. 
   
   
  4th Discern Lies(PH p221) 
  <Div, VS/DF, 1StdAct, Close-range, Concentration up 
  to 1rnd/lvl, WillNeg, no SR> 
  – Each round, the caster may concentrate on one 
  target within range.  If the target knowingly 
  tells a lie, the caster can see the disturbance in 
  its aura, though not the truth. 
  5th True Seeing(PH p296) 
  <Div, VSM(250gp ointment), 1StdAct, Touch, 1min/lvl> 
  – Within 120 unobstructed feet, the subject can 
  see through normal & magical darkness, see 
  magically hidden secret doors, not effected 
  by Blur & Displacement, not effected by 
  Invisibility, sees through illusions, know the 
  true form of polymorphed creatures & 
  objects, and view the Ethereal Plane. 
   This spell cannot be used in conjunction with 
  scrying magics, such as Clairaudience / 
  Clairvoyance. 
  6th Geas/Quest(PH p234) 
  <Ench(comp)[mind][language], V, 10Minutes, Close-
  range, until discharged(D), no save, SR applies> 
  – One subject obeys the caster’s command “to 
  the letter”, though self-destructive orders 
  break the spell. 
   Open-ended commands, such as “Guard this 
  Door”, last for 1 day per Caster level.  
  Specific tasks must be completed for the spell 
  to be discharged. 
   If the subject is prevented from carrying out the 
  instructions, he/she suffers 3d6 damage each 
  day (no save) & is Sickened (FortNeg).  The 
  effects end after a full day of obeying the 
  instructions. 
   This spell is not effected by Dispel Magic or 
  Break Enchantment, though it can be ended 
  by Limited Wish, Miracle, or Wish.  Remove 
  Curse only works if its Caster level is two 
  higher than this spell’s Caster level. 
  7th Dictum(PH p220) 
  <Evoc[lawful][sonic], V, 1StdAct, SR applies> 
  – Any non-Lawful creatures within a 40’ radius 
  Spread who can hear the ‘dictum’ & that has 
  no more HD than the caster suffer from the 
  following effects (no save): 
  up to Caster lvl: 
  Deafened for 1d4rnds. 
  up to Caster lvl - 1: 
  Slowed for 2d4 rounds 
  & above. 
  up to Caster lvl - 5: 
  Held for 1d10 minutes  
  & above. 
  up to Caster lvl - 10: Dead & above. 
  In addition, if the caster is on his/her home 
  plane of existence, any non-Lawful 
  Extraplanar creature in the area of effect 
  (even if the ‘dictum’ cannot be heard) that 
  has no more HD than the caster is driven 
  back to its home plane for at least 1 day 
  (WillNeg at a –4 penalty). 
  8th Shield of Law(PH p278) 
  <Abj[lawful], VSF(tiny reliquary with a minor relic 
  worth 500gp total), 1StdAct, 1rnd/lvl(D)> 
  – One subject per level within a 20’ radius Burst 
  of the caster is surrounded by a blue glow, 
  which provides the following: 
  a) +4 Deflection bonus to AC. 
  b) +4 Resistance bonus to saving throws. 
  c) Spell Resistance 25 against Chaotic spells 
  & spells cast by Chaotic creatures. 
  d) Blocks any mind control. 
  e) If a Chaotic creatures successfully hits 
  someone with the aura in melee, the 
  attacker becomes Slowed for 1rnd/lvl 
  (WillNeg). 
  9th Imprisonment(PH p244) 
  <Abj[touch attack], VS, 1StdAct, Touch, WillNeg, SR 
  applies> 
  – Touched target goes into Suspended 
  Animation & is hidden within a sphere deep 
  below the earth.  If the caster knows the 
  target’s name & details about its life, the 
  target receives a –4 penalty on its save. 
   The target can only be freed by the spell 
  Freedom cast in the area where this spell was 
  cast.  If not previously known, only  Wish, 
  Miracle, or Discern Location can find the 
  location where to cast Freedom. 
  
  Dungeons & Dragons 3.5 Edition Index – Clerical Domain Summaries 
   
  April 1, 2005 
   
  Clerical Domain – Joy 
   
  Page 50 
  Joy 
  (BoED p87)  
  +4 Sacred bonus on Diplomacy checks.  
   
  1st Vision of Heaven(BoED p111) 
  <Ench[mind], V, 1StdAct, Close-range, 1rnd, WillNeg, 
  SR applies> 
  – The Evil target receives a glimpse of Heaven, 
  causing it to become Dazed for 1 round. 
   The target has a –1 penalty on Will saves to 
  resist Redemption(BoED p28) for 24 hours. 
  2nd Elation(BoED p98) 
  <Ench[mind], VS, 1StdAct, 1rnd/lvl> 
  – All allies within an 80’ radius Spread of the 
  caster become full of energy & joy: 
  a) +2 Morale bonus to Strength & Dexterity; 
  b) +5’ movement. 
  3rd Distilled Joy(BoED p96) 
  <Trans, VSF(empty vial), 1Day, Touch> 
  – The caster fills a vial with Ambrosia that is 
  drawn from a touched creature that is feeling 
  joy.  The process does not remove the 
  subject’s feeling; instead the spell solidifies 
  the joy the subject was already giving off. 
   Ambrosia is a magical substance that is used in 
  the creation of some magic items, or drunk to 
  heal 1hp & take the edge of grief & sadness 
  for 1d4+1 hours. 
  4th Good Hope(PH p237) 
  <Ench(com)[mind], VS, 1StdAct, Medium-range, 
  1min/lvl> 
  – One living creature per level in a 30’ area 
  receives a +2 Morale bonus on All Actions 
  and damage rolls. 
  5th Chaav’s Laugh(BoED p94) 
  <Ench(comp)[good][mind], V, 1StdAct, 1min/lvl, 
  WillNeg, SR applies> 
  – All creatures within a 40’ radius Spread 
  around the caster that can hear the spell are 
  effected based on their alignment: 
  Good only: 
  a) +2 Morale bonus on attack rolls & saves 
  vs. Fear; & 
  b) 1d8 + 1/lvl (max 1d8+20) Temporary HP. 
  Evil only: 
  a) –2 Morale penalty on attack rolls & saves 
  vs. Fear. 
  6th Heroism, Greater(PH p240) 
  <Ench(comp)[mind], VS, 1StdAct, Touch, 1min/lvl> 
  – The touched creature gains a +4 Morale bonus 
  on attacks, saves, & skill checks, immunity to 
  fear effects, and 1 per level (max +20) 
  Temporary HP. 
  7th Starmantle(BoED p108) 
  <Abj, VSM(20gp pixie dust), 1StdAct, Touch, 
  1min/lvl(D)> 
  – The touched living creature is surrounded the 
  a cascade of tiny stars that fall from the 
  subject’s shoulders to the ground.  This effect 
  gives off light as a torch & has the following: 
  a) Non-magical weapons (including 
  projectiles) at destroyed & cause no dmg; 
  b) Magical weapons & projectiles do half 
  damage if the subject can make a Reflex 
  save vs. DC 15. 
  8th Sympathy(PH p292) 
  <Ench(comp)[mind], VSM(1,500gp of pearls, 
  honey)/DF, 1Hour, Close-range, 2hrs/lvl, Will½, SR 
  applies> 
  – Target object or location (up to 10’ cube per 
  level) attracts a named type of creature (such 
  as Red Dragons) or  specific alignment (such 
  as Lawful Evil).  If a creature of the named 
  type makes its Will save, it can leave the area 
  or object, but must make an other save 10-60 
  minutes later or feel the urge to return. 
   This spell Counters and Dispels Antipathy. 
  9th Otto’s Irresistible Dance(PH p259) 
  <Ench(comp)[mind], V, 1StdAct, Touch, 1d4+1rnds, 
  no save, SR applies>  
  – Touched target starts to dance uncontrollably 
  & cannot take any actions, receives a –4 AC 
  penalty, a –10 penalty to Reflex saves, & 
  cannot effectively use a shield.  The target 
  provokes an attack of opportunity each round. 
   
  
  Dungeons & Dragons 3.5 Edition Index – Clerical Domain Summaries 
   
  April 1, 2005 
   
  Clerical Domain – Knowledge 
   
  Page 51 
  Knowledge (PH p187) 
  Cast Divinations spells at +1 Caster Level. 
  All Knowledge skills become class skills. 
   
  1st Detect Secret Doors(PH p220) 
  <Div, VS/DF, 1StdAct, Concentration up to 1min/lvl, 
  no save, no SR> 
  – The caster can see secret doors, compartments, 
  caches, etc,  in a 60’ Cone-shaped Emanation.  
  This spell does not locate items that are 
  obscured (i.e., behind boxes or under a rug).  
   The information gained increases each round:  
  1st round – presence of a secret door. 
  2nd round – number of secret doors & the 
  location of each one.  If not in line-of-
  sight, the caster only knows the direction.  
  If not in line-of-sight, the caster only 
  knows the direction. 
  3rd+ rounds – method to open one specific 
  secret door. 
   This spell is blocked by 3’ of wood or dirt, 1’ of 
  stone, 1” of metal, & any amount of lead. 
  2nd Detect Thoughts(PH p220) 
  <Div[mind], VSF(copper piece)/DF, 1StdAct, 
  Concentration up to 1min/lvl, WillNeg, no SR> 
  – The caster can thoughts from a conscious 
  creature with an Intelligence of at least 1 in a 
  60’ Cone-shaped Emanation. 
   The information gained increases each round:  
  1st round – presence of thoughts. 
  2nd round – number of thinking minds & the 
  Intelligence score of each one.  If not in 
  line-of-sight, the caster only knows the 
  direction.  If any have an Intelligence of at 
  least 26 (assuming it is at least 10 points 
  higher than the caster’s), the caster is 
  Stunned for 1 round & the spell ends. 
  3rd round – Surface thoughts of any mind in 
  the area (WillNeg). 
   This spell is blocked by 3’ of wood or dirt, 1’ of 
  stone, 1” of metal, & any amount of lead. 
   
  3rd Clairaudience/Clairvoyance(PH p209) 
  <Div(scry), VSF(small horn for hearing –or– a glass 
  eye for seeing)/DF, 10Minutes, Long-Range, 
  1min/lvl(D), no SR> 
  – Hear –or– see into a known or obvious (i.e., 
  other side of a door) location within range.  
  Once the location is targeted, the Magical 
  Sensor cannot be moved.   
   Magically enhanced senses cannot be used 
  through this spell, though a 10’ radius can be 
  seen in non-magical darkness. 
  4th Divination(PH p224) 
  <Div, VSM(incense, 25gp offering), 10Minutes, 
  Personal> 
  – Learn a useful piece of information 
  concerning a specific goal, event, or activity 
  that will occur within 7 days.  Chance of 
  information is 70% + 1%/level, with the 
  caster knowing if the spell failed. 
  5th True Seeing(PH p296) 
  <Div, VSM(250gp ointment), 1StdAct, Touch, 1min/lvl> 
  – Within 120 unobstructed feet, the subject can 
  see through normal & magical darkness, see 
  magically hidden secret doors, not effected 
  by Blur & Displacement, not effected by 
  Invisibility, sees through illusions, know the 
  true form of polymorphed creatures & 
  objects, and view the Ethereal Plane. 
   This spell cannot be used in conjunction with 
  scrying magics, such as Clairaudience / 
  Clairvoyance. 
  6th Find the Path(PH p230) 
  <Div, VSF(rune stones), 3Rounds, 10min/lvl> 
  – The touched subject knows the shortest, most 
  direct route to the specified location (not 
  objects or people). 
   The subject also knows what actions to take to 
  follow the path, such as the locations of trip 
  wires & the password to a Glyph of Warding.  
  It does not predict the actions of guardians. 
   This spell will get a subject out of a Maze spell 
  in 1 round. 
  7th Legend Lore(PH p246) 
  <Div, VSM(250gp incense)F(200gp ivory strips), 
  Personal> 
  – By only meditating, sleeping, & eating for the 
  listed casting time, the caster “remember” 
  legends about a target creatures, place, or 
  object: 
  Connection to Target 
  Casting Time 
  Touching 
  1d4x10 minutes 
  Detailed Information 
  1d10 days 
  Rumors Only 
  2d6 weeks 
  8th Discern Location(PH p222) 
  <Div, VS/DF, 10Minutes, no save, no SR> 
  – Finds a named creature or object, no mater 
  where it is located (even on other planes!).  
  The caster must have either seen the target 
  creature or have an object that belonged to 
  him/her.  To find an object, the caster must 
  have touched it at least once. 
   This spell bypasses most anti-scrying 
  protections and can only be blocked Mind 
  Blank. 
  9th Foresight(PH p233) 
  <Div, VSM(feather)/DF, 1StdAct, Touch, 10min/lvl> 
  – The caster receives mental warnings about 
  what may harm the touched subject. 
   If the caster placed the spell on himself, he can 
  never be surprised or flat-footed, knows if 
  he/she is being targeted with spells, ranged 
  attacks, sneak attacks, etc., gains a +2 Insight 
  bonus to AC & Reflex saves, & knows in 
  general what to do in order to be safe (such as 
  “close your eyes”, “jump”, “run”). 
   If cast on a different target, the caster gets the 
  warnings & must pass them on verbally to the 
  target.  In this case, neither gets the Insight 
  bonuses. 
   
  
  Dungeons & Dragons 3.5 Edition Index – Clerical Domain Summaries 
   
  April 1, 2005 
   
  Clerical Domain – Law 
   
  Page 52 
  Law (PH p187) 
  Cast [law] spells at +1 Caster Level. 
   
  1st Protection from Chaos(PH p266) 
  <Abj[law], VSM(silver)/DF, Touch, 1min/lvl(D)> 
  – Subject gains the following: 
  a) +2 Deflection bonus to AC & +2 
  Resistance bonus to saves against the 
  attacks & magic of Chaotic creatures; 
  b) Any mind control (such as Magic Jar, 
  Dominate Person, etc.) is Suppressed; &  
  c) Keeps non-Lawful Summoned creatures 1’ 
  away unless they make a Spell Resistance 
  check or the subject attacks. 
  2nd Calm Emotions(PH p207) 
  <Ench(comp)[mind], VS/DF, 1StdAct, Medium-range, 
  Concentration up to 1rnd/lvl, WillNeg, SR applies> 
  – Calms all creatures in a 20’ radius Spread.  
  Calmed creatures cannot attack, but are able 
  to defend themselves.  If a subject is attacked 
  or threatened, the spell is broken. 
   This spell Suppresses (but doesn’t negate) 
  Barbarian Rage, Bardic Music that Inspires 
  Courage, Fear effects, Confusion effects, and 
  any Morale bonuses. 
  3rd Magic Circle against Chaos(PH p249) 
  <Abj[law], VSM(silver)/DF, Touch, 10min/lvl> 
  – All creatures within a 10’ radius Emanation 
  around the touched subject gain the following 
  a) +2 Deflection bonus to AC & +2 
  Resistance bonus to saves against the 
  attacks & magic of Chaotic creatures; 
  b) Any mind control (such as Magic Jar, 
  Dominate Person, etc.) is Suppressed; &  
  c) Keeps non-Lawful Summoned creatures 3’ 
  away unless they make a Spell Resistance 
  check or the subject attacks. 
  -or-  
   <Abj[law], VSM(silver)/DF, 1day/lvl, SR applies> 
  – The caster casts this spell while drawing a 3’ 
  diameter circle with silver dust and then casts 
  a Conj(call) spell to call a non-Lawful 
  creature within 1 round.  The target is trapped 
  within the circle, though it is allowed one 
  Spell Resistance check per day to break the 
  spell.  The trapped creature cannot cross the 
  circle’s boundary or interfere with the circle 
  itself, but it can attack with spells & ranged 
  attacks, teleport away, etc., unless this spell is 
  augmented with Dimensional Anchor. 
  4th Order’s Wrath(PH p258) 
  <Evoc[lawful], VS, 1StdAct, Medium-range, SR 
  applies> 
  – All creatures in a 30’ cube Burst take different 
  effects based on their alignment: 
  Chaotic Outsiders–1d6/lvl(max 10d6)(Will½) 
  & Dazed for 1rnd (WillNeg) 
  Chaotic – 1d8 per 2 levels (max 5d8) (Will½)  
  & Dazed for 1rnd (WillNeg). 
  Neutral – 1d4 per 2 lvls (max 5d4) (Will½) 
  Lawful – no effect. 
  5th Dispel Chaos(PH p222) 
  <Abj[law][touch attack], VS/DF, 1StdAct, Personal, 
  Until Discharged up to 1rnd/lvl> 
  – The caster gains a blue glow, which provides a 
  +4 Deflection bonus to AC against Chaotic 
  creatures.  The spell can run for its full 
  duration, or it can be discharged in 2 ways: 
  a) touch attack on a Chaotic creature from 
  another plane will force it home if it fails 
  its SR check (if any) and its Will save.   
  b) touching a Chaotic spell or an 
  enchantment cast by a Chaotic caster ends 
  the spell as per a successful casting of 
  Dispel Magic. 
  6th Hold Monster(PH p241) 
  <Ench(comp)[mind], VSF(iron nail)/DF, 1StdAct, 
  Medium-range, 1rnd/lvl(D), WillNeg(repeat), SR 
  applies> 
  – One living creature is Held.  It gets a new Will 
  save each round to end the spell. 
  7th Dictum(PH p220) 
  <Evoc[lawful][sonic], V, 1StdAct, SR applies> 
  – Any non-Lawful creatures within a 40’ radius 
  Spread who can hear the ‘dictum’ & that has 
  no more HD than the caster suffer from the 
  following effects (no save): 
  up to Caster lvl: 
  Deafened for 1d4rnds. 
  up to Caster lvl - 1: 
  Slowed for 2d4 rounds 
  & above. 
  up to Caster lvl - 5: 
  Held for 1d10 minutes  
  & above. 
  up to Caster lvl - 10: Dead & above. 
  In addition, if the caster is on his/her home 
  plane of existence, any non-Lawful 
  Extraplanar creature in the area of effect 
  (even if the ‘dictum’ cannot be heard) that 
  has no more HD than the caster is driven 
  back to its home plane for at least 1 day 
  (WillNeg at a –4 penalty). 
  8th Shield of Law(PH p278) 
  <Abj[lawful], VSF(tiny reliquary with a minor relic 
  worth 500gp total), 1StdAct, 1rnd/lvl(D)> 
  – One subject per level within a 20’ radius Burst 
  of the caster is surrounded by a blue glow, 
  which provides the following: 
  a) +4 Deflection bonus to AC. 
  b) +4 Resistance bonus to saving throws. 
  c) Spell Resistance 25 against Chaotic spells 
  & spells cast by Chaotic creatures. 
  d) Blocks any mind control. 
  e) If a Chaotic creatures successfully hits 
  someone with the aura in melee, the 
  attacker becomes Slowed for 1rnd/lvl 
  (WillNeg). 
  9th Summon Monster IX (law)(PH p288) 
  <Conj(sum)[law], VSF(bag, candle)/DF, 1Round, 
  Close-range, 1rnd/lvl(D)> 
  – Summons one or more Lawful creatures to 
  fight the caster’s enemies.  The creatures can 
  attack on the caster’s initiative starting their 
  first round. 
  Table 
  # 
   
  Summon Monster IX 
  1 
  Summon Monster VIII 
  1d3 
  Summon Monster VII (or lower) 1d4+1 
   
  
  Dungeons & Dragons 3.5 Edition Index – Clerical Domain Summaries 
   
  April 1, 2005 
   
  Clerical Domain – Liberation 
   
  Page 53 
  Liberation 
  (CDiv p139) 
  If you are affected by a (charm), (compulsion), or [fear] effect and fail your save, you receive a new saving throw 1 round later at the same DC. 
   
  1st Omen of Peril(CDiv p171) 
  <Div, VF(25gp marked sticks), 1Round, Personal, 
  Instantaneous> 
  – The caster gains a momentary vision which 
  vaguely indicates the level of danger he/she is 
  in for the next hour.  The chance of the vision 
  being correct is 70% + 1% per caster level 
  (max 90%), rolled secretly by the DM. 
   The three possible answers the caster will 
  receive are ‘Safety’, ‘Peril’, or ‘Great 
  Danger’.  If the success roll failed, the caster 
  will randomly get one of the two incorrect 
  answers. 
   The vision is specific to the religion of the 
  caster and does not provide additional 
  information. 
  2nd Undetectable Alignment(PH p297) 
  <Abj, VS, 1StdAct, Close-range, 24hrs> 
  – The target creature or object cannot have its 
  alignment detected. 
  3rd Rage(PH p268) 
  <Ench(comp)[mind], VS, 1StdAct, Medium-range, 
  Concentration + 1rnd/lvl(D)> 
  – One willing, living creature per three levels in 
  a 30’ area gains a +2 Morale bonus to 
  Strength & Constitution, +1 Morale bonus on 
  Will saves, & a –2 penalty to AC for the 
  spell’s duration.  While under the effect of 
  this spell, it is not possible to cast spells or 
  make some skill checks. 
  4th Freedom of Movement(PH p233) 
  <Abj, VSM(leather cord)/DF, 1StdAct, Touch, 
  10min/lvl> 
  – Subject moves normally despite magical 
  impediments (Web, Hold Person, etc.). 
   The subject automatically succeeds on any 
  Grapple check to resist being grappled, plus 
  any Grapple check or Escape Artist check to 
  escape a grapple and/or a pin. 
   While under the effect of this spell, the subject 
  can fight underwater. 
  5th Break Enchantment(PH p207)(DR306 p110)+ 
  <Abj, VS, 1Minute, Close-range, no SR> 
  – Attempts to free 1 subject per level within a 
  30’ area from all Curses, Enchantments, 
  Transmutations, and Petrifaction.  Each effect 
  is subject to a Dispel Check (max +15).  
  Cursed items typically have a DC of 25. 
  If petrifaction is removed from a creature, it 
  does not need to make a saving throw. 
   Effects that cannot be removed by Dispel 
  Magic can be removed by this spell if their 
  level is no more than 5th. 
   This spell breaks effects on creatures.  A cursed 
  item still have its curse, it just may no longer 
  apply to the subject. 
  6th Dispel Magic, Greater(PH p223)(PHe)+ 
  <Abj, VS, 1StdAct, Medium-range, no SR> 
  – Cancels magical spells and effects on a 
  successful Dispel Check (max +20).  This 
  spell can be used in one of three ways: 
  a) Counterspell – Acts like a standard 
  counterspell except it works against any 
  spell, but a Dispel Check must be made. 
  b) Targeted Dispel – Each ongoing spell 
  effect on one target gets a separate Dispel 
  Check.  If successful, the spell effect is 
  ended (except for those caused by magic 
  items, which are only suppressed for 1d4 
  rounds).   
  c) Area Dispel – Each target in a 20’ radius 
  Burst gets a Dispel Check against each 
  spell in turn (highest caster level spell 
  checked first) until one is dispelled or all 
  checks fail.  Items are not effected. 
   A caster does not need to make a Dispel Check 
  to end a spell he/she cast. 
  7th Refuge(PH p270) 
  <Conj[teleport], VSM(1,500gp trigger object), 
  1StdAct, Touch, until discharged> 
  – A preset teleportation is activated when the 
  trigger object is broken at the same time the 
  command word is spoken.  The caster presets 
  the object to either 
  a) teleport the breaker to the caster’s 
  sanctum; or 
  b) teleport the caster to the breaker’s location. 
  8th Mind Blank(PH p253) 
  <Abj, VS, 1StdAct, Close-range, 1day> 
  – Subject is total immunity to mind-affecting 
  spells & effects, mind reading, detections, 
  and all forms of scrying & divinations.  Even 
  Limited Wish, Wish, & Miracle cannot gain 
  information about the subject.  Scrying spells 
  that come into the subject’s area, such as 
  Arcane Eye, will not even see the subject. 
  9th Unbinding(CDiv p185) 
  <Abj, VSM(loadstone, saltpeter)/DF, 1Round> 
  – All binding spells within 180’ radius Burst of 
  the caster are destroyed.  Effected spells 
  include charms, holds, arcane lock, magically 
  created walls (including Wall of Stone, etc.), 
  Guards and Wards, Temporal Stasis, Slow, & 
  Statue.  Pending magical effects, such as 
  Magic Mouth & Imbue with Spell Ability, are 
  discharged. 
   The focus of a Magic Jar is shattered, slaying 
  the life force within it. 
   Geas/Quest spells are negated if their Caster 
  level is lower that this spell’s Caster level.  
   Protection spells are not effected, including 
  Protection from Evil, Shield, etc., though 
  creatures trapped in Magic Circle against 
  Evil are freed. 
   
  
  Dungeons & Dragons 3.5 Edition Index – Clerical Domain Summaries 
   
  April 1, 2005 
   
  Clerical Domain – Life 
   
  Page 54 
  Life (Eb p106) 
  Grant one touched creature 1d6 + 1 per Cleric level Temporary HP for 1 hour per Cleric level.  Usable 1/day. 
   
  1st Hide from Undead(PH p241) 
  <Abj, S/DF, 1StdAct, Touch, 10min/lvl(D), WillNeg, 
  SR applies> 
  – One touched subject per level cannot be 
  perceived by Undead.  Only intelligent 
  Undead are allowed a Will save.  Effected 
  senses include Blindsense, Blindsight, Scent, 
  Tremorsense, Sight, Hearing, or Smell. 
   If any of the spell’s subject touches, attacks 
  (including with spells) or attempts to turn any 
  creature, the spell ends for all the subjects. 
  2nd Restoration, Lesser(PH p272) 
  <Conj(heal), VS, 3Rounds, Touch, Instantaneous> 
  – Touched creature has penalties on one ability 
  score removed -or- has 1d4 ability Damage 
  cured from one ability score. 
   Also, the subject has Fatigue removed or has 
  Exhaustion upgraded to Fatigue. 
   This spell cannot heal permanent ability Drain. 
  3rd Plant Growth(PH p262) 
  <Trans, VS/DF, 1StdAct, Instantaneous> 
  – This spell either 
  a) causes vegetation to grow thick & 
  overgrown in a 100’ radius circle, a 150’ 
  radius half-circle, or a 200’ radius quarter 
  circle (caster may choose plants to be 
  excluded).  The area of effect must be 
  within Long-range.  Movement through 
  the overgrown area is reduced to 5’ (or 10’ 
  for creatures of at least Large size); or 
  b) enhances vegetation within ½ mile to 
  produce exceed its normal production by 
  1/3 in the next year. 
  This spell Counters Diminish Plants. 
  4th Death Ward(PH p217) 
  <Necro, VS/DF, 1StdAct, Touch, 1min/lvl> 
  – Grants immunity to death spells & effects, 
  gaining Negative Levels, and Negative 
  Energy damage & ability loss. 
  5th Disrupting Weapon(PH p223) 
  <Trans, VS, 1StdAct, Touch, 1rnd/lvl> 
  – The touched melee weapon gains the 
  ‘Disrupting’ property.  If an Undead with HD 
  equal or less than the Caster level is hit with 
  the weapon, it must make a Will save or be 
  destroyed (no SR). 
  6th Animate Objects(PH p199) 
  <Trans, VS, 1StdAct, Medium-range, 1rnd/lvl> 
  – Animates the equivalent of one Small-sized, 
  non-magical, unattended (i.e., not carried or 
  worn) object per level, which can be used to 
  immediately attack an opponent.  Use the 
  Animated Object creature(MM p13) for the 
  items effected by this spell. 
   The caster may change which objects are 
  animated as a Move Action each round. 
   The caster may animate larger objects in place 
  of a number of Small objects. 
  1 Medium = 2 Small 1 Gargantuan = 16 Small 
  1 Large = 4 Small 
  1 Colossal = 32 Small 
  1 Huge = 8 Small 
  7th Regenerate(PH p270) 
  <Conj(heal), VS/DF, 3Rounds, Touch, Instantaneous> 
  – Touched living subject’s missing limbs are 
  restored.  If the severed limb is touching the 
  subject, then it takes 1 round to heal, 
  otherwise the limb regrows in 2d10 rounds. 
  The subject is also healed 4d8 + 1/lvl (max +35) 
  hit points, is no longer Fatigued or Exhausted, 
  & all subdual damage is restored. 
   This spell cannot target Undead. 
  8th Animate Plants(PH p199) 
  <Trans, V, 1StdAct, Close-range, 1rnd/lvl> 
  – One Large-sized plant per three levels is 
  animated & can be directed to attack the 
  caster’s opponents.  As a Move Action, the 
  caster can change which plants he/she 
  animates. 
  The caster may animate bigger plants in place of 
  a number of Large plants. 
  1 Huge = 2 Large 
  1 Colossal = 8 Large 
  1 Gargantuan = 4 Large  
  -or- 
  <Trans, V, 1StdAct, Close-range, 1hr/lvl, no SR> 
  – All plants within Close-range Entangle & 
  anchor everyone in the target area who fails a 
  Reflex save.  To become unentangled 
  requires a Full-Round Strength or Escape 
  Artist check vs. DC 20.  Anyone not 
  entangled may move ½ speed through the 
  area of effect.  On the caster’s action, anyone 
  in the area of effect who is not entangled 
  must make a new Reflex save to avoid being 
  entangled again. 
  9th Heal, Mass(PH p239) 
  <Conj(heal), VS, 1StdAct, Close-range> 
  – One subject per level within a 30’ area is 
  infused with Positive Energy, healing 10hp 
  per level (max 250hp) and being immediately 
  cured of the following:  ability Damage, 
  Blindness, Confusion, Dazed, Dazzled, 
  Deafened, diseased, Exhausted, Fatigued, 
  Feeblemind, insanity, Nauseated, Sickened, 
  Stunned, and / or being poisoned. 
   This spells does not remove Negative Levels, 
  ability Drain, & lost levels. 
   If an Undead is a target of this spell, it takes 
  10hp per level (max 250hp) of Positive 
  Energy damage (SR applies). On a successful 
  save, the target only takes ½ damage and 
  cannot be brought to less than 1hp. 
   
  
  Dungeons & Dragons 3.5 Edition Index – Clerical Domain Summaries 
   
  April 1, 2005 
   
  Clerical Domain – Luck 
   
  Page 55 
  Luck 
  (PH p187) 
  ‘Good Fortune’ once per day – A single roll can be rerolled before the DM has declared the roll a success or failure, though the new roll must be kept. 
   
  1st Entropic Shield(PH p227) 
  <Abj, VS, 1StdAct, Personal, 1min/lvl(D)> 
  – Ranged attacks (including rays) that target the 
  caster have a 20% miss chance. 
  2nd Aid(PH p196) 
  <Ench(comp)[mind], VS/DF, 1StdAct, Touch, 
  1min/lvl> 
  – Touched subject gains a +1 Morale bonus to 
  attack & saving throws vs. fear and gains 
  Temporary HP equal to 1d8 + 1/lvl (max 
  1d8+10).   
  3rd Protection from Energy(PH p266) 
  <Abj, VS/DF, 1StdAct, Touch, until depleted up to 
  10min/lvl> 
  – Touched creature is immune to a total of 12 
  damage per level (max 120 hp) from one 
  Energy Type.  Once all the damage has been 
  taken, the spell ends.   
  Note:  This spell takes precedence over Resist 
  Energy.  Only when this spell is depleted will 
  Resist Energy be applied. 
  4th Freedom of Movement(PH p233) 
  <Abj, VSM(leather cord)/DF, 1StdAct, Touch, 
  10min/lvl> 
  – Subject moves normally despite magical 
  impediments (Web, Hold Person, etc.). 
   The subject automatically succeeds on any 
  Grapple check to resist being grappled, plus 
  any Grapple check or Escape Artist check to 
  escape a grapple and/or a pin. 
   While under the effect of this spell, the subject 
  can fight underwater. 
  5th Break Enchantment(PH p207)(DR306 p110)+ 
  <Abj, VS, 1Minute, Close-range, no SR> 
  – Attempts to free 1 subject per level within a 
  30’ area from all Curses, Enchantments, 
  Transmutations, and Petrifaction.  Each effect 
  is subject to a Dispel Check (max +15).  
  Cursed items typically have a DC of 25. 
  If petrifaction is removed from a creature, it 
  does not need to make a saving throw to 
  survive. 
   Effects that cannot be removed by Dispel 
  Magic can be removed by this spell if their 
  level is no more than 5th. 
   This spell breaks effects on creatures.  A cursed 
  item still have its curse, it just may no longer 
  apply to the subject. 
  6th Mislead(PH p255) 
  <Ill(figment)(glamer), S, 1StdAct, Close-range, 
  Concentration + 3rnds, no SR> 
  – Simultaneously, the caster becomes Invisible 
  and an illusionary copy (sight, sound, smell, 
  & touch) of the caster appears within range 
  (with the option of it appearing supper-
  imposed on the caster).  The illusionary copy 
  will then do whatever it was programmed to 
  do at cast time, with no requirement that it 
  stays in range.  A Will save is required to 
  realize the copy isn’t the original. 
   The caster stays Invisible even if he/she attacks, 
  up to 1rnd/lvl(D). 
  7th Spell Turning(PH p282)(PHe)+ 
  <Abj, VSM(small silver mirror)/DF, 1StdAct, Personal, 
  until expended up to 10min/lvl> 
  – Reflects ranged targeted spells (i.e., not area-
  of-effect spells or touch attacks) back at their 
  caster.  1d4+6 spell levels are reflect in total. 
   If a spell is partially reflected (i.e., not enough 
  spell levels remaining to totally reflect the 
  spell),  the percentage of remaining ‘levels of 
  reflection’ to the spell’s level is the 
  percentage of the spell being reflected or the 
  percentage of spell damage that is reflected. 
   For example, if a caster has 2 remaining levels 
  of reflection is targeted with an 8th level 
  Polar Ray, the caster with Spell Turning will 
  take 75% of the damage while the caster of 
  Polar Ray will take 25%.  On the other hand, 
  if the caster with Spell Turning was targeted 
  with an 8th level Maze, there would be a 75% 
  chance of him/her being effected & a 25% 
  chance of the caster of the Maze being 
  effected. 
  8th Moment of Prescience(PH p255) 
  <Div, VS, 1StdAct, Personal, until discharged up to 
  1hr/lvl> 
  – The caster gains an Insight bonus equal to the 
  Caster level (max +25) to be used one time 
  within 1 hour per level.  The bonus can be 
  used on one attack roll, opposed ability 
  check, opposed skill check, saving throw, or 
  as a bonus to AC against a single attack (even 
  if the caster is Flat-Footed). 
   Only one instance of this spell can be in effect 
  on a person at any time. 
  9th Miracle(PH p254) 
  <Evoc, VSX(up to 5,000XP), 1StdAct> 
  – The caster requests his/her deity’s 
  intercession, which it has the option of 
  rejecting.  Requested effects can include: 
  a) duplicating a clerical spell of up to 8th level 
  b) duplicating any spell of up to 7th level, 
  c) removing a permanent harmful effect, 
  d) asking for a favor in line with the deity’s 
  philosophy.  This costs 5,000XP. 
   
  
  Dungeons & Dragons 3.5 Edition Index – Clerical Domain Summaries 
   
  April 1, 2005 
   
  Clerical Domain – Madness 
   
  Page 56 
  Madness (CDiv p139) (Eb p107) 
  Receive a –1 penalty on all Wisdom-based skill checks and Will saves. 
  Once per day, add ½ your level as a bonus a Wisdom-based skill check or a Will save.  Add the bonus before making the roll. 
   
  1st Confusion, Lesser(PH p212) 
  <Ench(comp)[mind], VS, 1StdAct, Close-range, 1rnd, 
  WillNeg, SR applies> 
  – One target is Confused for a single round. 
  2nd Touch of Madness(CDiv p184) (Eb p116) 
  <Ench[mind][touch attack], VS, 1StdAct, Touch, 
  1rnd/lvl, WillNeg, SR applies> 
  – Touched target is Dazed for 1rnd/lvl. 
  3rd Rage(PH p268) 
  <Ench(comp)[mind], VS, 1StdAct, Medium-range, 
  Concentration + 1rnd/lvl(D)> 
  – One willing, living creature per three levels in 
  a 30’ area gains a +2 Morale bonus to 
  Strength & Constitution, +1 Morale bonus on 
  Will saves, & a –2 penalty to AC for the 
  spell’s duration.  While under the effect of 
  this spell, it is not possible to cast spells or 
  make some skill checks. 
  4th Confusion(PH p212) 
  <Ench(comp)[mind], VSM(3 nut shells)/DF, 1StdAct, 
  Medium-range, 1rnd/lvl, WillNeg, SR applies> 
  – All targets within a 15’ radius Burst are 
  Confused. 
  5th Bolts of Bedevilment(CDiv p155) (Eb p109)(EbErrata)+ 
  <Ench[mind][ray], VS, 1StdAct, Medium-range, 
  1rnd/lvl, WillNeg, SR applies> 
  – The caster can make 1 ray attack per round 
  that causes the living target to be Dazed for 
  1d3 rounds. 
  6th Phantasmal Killer(PH p260) 
  <Ill(phantasm)[fear][mind], VS, 1StdAct, Medium-
  range, WillDisbelief, SR applies> 
  – The targeted creature sees its worst fear 
  (though no one else sees anything).  If the 
  target fails its Will save, it must then make a 
  Fortitude save.  If it fails, the target dies.  If 
  successful, the target takes still 3d6 damage. 
  7th Insanity(PH p244) 
  <Ench(comp)[mind], VS, 1StdAct, Medium-range, 
  Instantaneous, WillNeg, SR applies> 
  – One target becomes continuously Confused. 
   Only curable by Greater Restoration, Limited 
  Wish, Miracle, or Wish. 
  8th Maddening Scream(CDiv p168)(Eb p113) 
  <Ench(comp)[mind][touch attack], V, 1StdAct, Touch, 
  1d4+1rnds, no save, SR applies> 
  – Touched target goes into a screaming and 
  twitching fit that does not allow it to take any 
  actions, results in a –4 AC penalty, allows 
  Reflex saves only on a natural 20, and makes 
  it impossible to use a shield. 
  9th Weird(PH p301) 
  <Ill(phantasm)[fear][mind], VS, 1StdAct, Medium-
  range, WillDisbelief, SR applies> 
  – All creatures in a 30’ area sees their worst 
  fear (though no one else sees anything).  
  Each target that fails its Will save must 
  then make a Fortitude save.  If it fails, that 
  target dies.  If successful, the target takes 
  still 3d6 damage, is Stunned for 1 round, 
  & takes 1d4 Strength Damage. 
   
  
  Dungeons & Dragons 3.5 Edition Index – Clerical Domain Summaries 
   
  April 1, 2005 
   
  Clerical Domain – Magic 
   
  Page 57 
  Magic (PH p188) 
  Use ‘spell completion’ or ‘spell trigger’ magic items as a Wizard of half your Cleric level (plus any Wizard levels). 
   
  1st Nystul’s Magic Aura(PH p257) 
  <Ill(glamer), VSF(silk cloth), 1StdAct, Touch, 
  1day/lvl(D), no SR> 
  – Touched object of up to 5 pounds per level 
  gains one of the following magical auras: 
  a) not magical; 
  b) under the effect of a spell specified by the 
  caster; 
  c) having a magical property specified by the 
  caster. 
   Detect Magic, Detect Evil, etc., are always 
  fooled by this spell.  If Identify is cast on the 
  target object, its caster is allowed a Will save 
  (no SR) to see through this spell. 
  2nd Identify(PH p243) 
  <Div, VS/AM(100gp pearl, wine, owl feather)/DF, 
  1Hour, Touch> 
  – Determines all the properties of one magic 
  item. 
  3rd Dispel Magic(PH p223)(PHe)+ 
  <Abj, VS, 1StdAct, Medium-range, no SR> 
  – Cancels magical spells and effects on a 
  successful Dispel Check (max +10).  This 
  spell can be used in one of three ways: 
  a) Counterspell – Acts like a standard 
  counterspell except it works against any 
  spell, but a Dispel Check must be made. 
  b) Targeted Dispel – Each ongoing spell 
  effect on one target gets a separate Dispel 
  Check.  If successful, the spell effect is 
  ended (except for those caused by magic 
  items, which are only suppressed for 1d4 
  rounds).   
  c) Area Dispel – Each target in a 20’ radius 
  Burst gets a Dispel Check against each 
  spell in turn (highest caster level spell 
  checked first) until one is dispelled or all 
  checks fail.  Items are not effected. 
   A caster does not need to make a Dispel Check 
  to end a spell he/she cast. 
  4th Imbue with Spell Ability(PH p243) 
  <Evoc, VS/DF, 10Minutes, Touch, until discharged(D)> 
  – The caster transfers his/her ability to cast one 
  or more spells into another creature.  The 
  subject must have an Intelligence of at least 5 
  and a Wisdom of at least 9.  Only cleric spells 
  from the schools of Abjuration, Divination, 
  and Conjuration(healing) can be transferred. 
   Until the subject casts the imbued spell(s), the 
  caster does not regain the spell slot 
  corresponding to this spell (typically a 4th 
  level slot). 
   The spells that can be imbued on a subject is 
  based on the subject’s HD: 
  HD Spells Imbued 
  1-2 one 1st level spell 
  3-4 up to two 1st level spells 
  5+  
  up to two 1st level & one 2nd level spells 
  The imbued spells are cast at the caster’s level 
  & the caster is responsible to his/her deity for 
  how the spells are used. 
  5th Spell Resistance(PH p282) 
  <Abj, VS/DF, 1StdAct, Touch, 1min/lvl> 
  – Subject gains Spell Resistance of 12 + 1/lvl. 
  6th Antimagic Field(PH p200) 
  <Abj, VSM(iron powder)/DF, 1StdAct, 10min/lvl(D), 
  no save> 
  – Almost all magical effects, spells, spell-like 
  abilities, supernatural abilities, and magic 
  items are suppressed (but not dispelled) 
  within 10’ radius Emanation of the caster.  
  Summoned, conjured, & incorporeal 
  creatures ‘wink out’ until the antimagic field 
  stops overlapping with their last location, at 
  which point they return.  Time spent 
  suppressed counts against duration.  The field 
  is invisible & moves with the caster. 
   Magical creatures, such as Elementals & 
  Golems, can enter the field & even fight, but 
  they cannot use their supernatural & spell-
  like abilities 
   Some spells, such as Wall of Force & Prismatic 
  Sphere are specifically immune to this spell. 
  7th Spell Turning(PH p282)(PHe)+ 
  <Abj, VSM(small silver mirror)/DF, 1StdAct, Personal, 
  until expended up to 10min/lvl> 
  – Reflects ranged targeted spells (i.e., not area-
  of-effect spells or touch attacks) back at their 
  caster.  1d4+6 spell levels are reflect in total. 
   If a spell is partially reflected (i.e., not enough 
  spell levels remaining to totally reflect the 
  spell),  the percentage of remaining ‘levels of 
  reflection’ to the spell’s level is the 
  percentage of the spell being reflected or the 
  percentage of spell damage that is reflected. 
   For example, if a caster has 2 remaining levels 
  of reflection is targeted with an 8th level 
  Polar Ray, the caster with Spell Turning will 
  take 75% of the damage while the caster of 
  Polar Ray will take 25%.  On the other hand, 
  if the caster with Spell Turning was targeted 
  with an 8th level Maze, there would be a 75% 
  chance of him/her being effected & a 25% 
  chance of the caster of the Maze being 
  effected. 
  8th Protection from Spells(PH p266) 
  <Abj, VSM(500gp diamond)F(1,000gp diamond per 
  subject), 1StdAct, Touch, 10min/lvl> 
  – Up to 1 touched subject per 4 levels gains a  
  +8 Resistance bonus to saving throws against 
  spells & spell-like abilities. 
   The spell ends for any subject that stops 
  carrying his/her focus diamond. 
  9th Mordenkainen’s Disjunction(PH p255) 
  <Abj, V, 1StdAct, Close-range, Instantaneous> 
  – All magical effects & items in a 40’ radius 
  Burst are disrupted: 
  a) The caster’s spells & items are safe; 
  b) There is a 1% per caster level chance of 
  destroying an Antimagic Field.  If 
  destroyed, all spells & items within it are 
  effected, otherwise they are immune. 
  c) Spells & magical effects vulnerable to 
  Dispel Magic are dispelled; 
  d) Magic items must make a Will save or 
  loose all their magic.  Items in a creature’s 
  possession may use its Will base if better; 
  e) There is a small chance that any Artifact in 
  the area will have its magic destroyed, but 
  this usually results in the destruction of the 
  spellcaster too. 
   
  
  Dungeons & Dragons 3.5 Edition Index – Clerical Domain Summaries 
   
  April 1, 2005 
   
  Clerical Domain – Meditation 
   
  Page 58 
  Meditation 
  (Eb p107) 
  You may apply Feat: Empower Spell to one spell per day without the spell taking up a higher level slot, taking extra time to cast, or requiring you to have the 
  feat. 
   
  1st Comprehend Languages(PH p212) 
  <Div, VSM(soot, salt)/DF, 1StdAct, Personal, 10min/lvl> 
  – Understands all spoken and written languages 
  of the person or object touched. 
  2nd Owl’s Wisdom(PH p259) 
  <Trans, VSM(owl feather)/DF, 1StdAct, Touch, 1min/lvl> 
  – +4 Enhancement bonus to Wisdom. 
  3rd Locate Object(PH p249) 
  <Div, VSF(forked twig)/DF, 1StdAct, Long-range, 
  1min/lvl, no save, no SR> 
  – Senses direction toward object (specific or 
  type) within range.  A unique object can only 
  be located if the caster has personally viewed 
  it (using a scrying spell does not count).  This 
  spell is blocked by lead. 
  4th Tongues(PH p294) 
  <Div, VM(small clay ziggurat)/DF, 1StdAct, Touch, 
  10min/lvl, no SR> 
  – The touched subject can understand & speak 
  any intelligent creature’s language. 
  5th Spell Resistance(PH p282) 
  <Abj, VS/DF, 1StdAct, Touch, 1min/lvl> 
  – Subject gains Spell Resistance of 12 + 1/lvl. 
  6th Find the Path(PH p230) 
  <Div, VSF(rune stones), 3Rounds, 10min/lvl> 
  – The touched subject knows the shortest, most 
  direct route to the specified location (not 
  objects or people). 
   The subject also knows what actions to take to 
  follow the path, such as the locations of trip 
  wires & the password to a Glyph of Warding.  
  It does not predict the actions of guardians. 
   This spell will get a subject out of a Maze spell 
  in 1 round. 
  7th Spell Turning(PH p282)(PHe)+ 
  <Abj, VSM(small silver mirror)/DF, 1StdAct, Personal, 
  until expended up to 10min/lvl> 
  – Reflects ranged targeted spells (i.e., not area-
  of-effect spells or touch attacks) back at their 
  caster.  1d4+6 spell levels are reflect in total. 
   If a spell is partially reflected (i.e., not enough 
  spell levels remaining to totally reflect the 
  spell),  the percentage of remaining ‘levels of 
  reflection’ to the spell’s level is the 
  percentage of the spell being reflected or the 
  percentage of spell damage that is reflected. 
   For example, if a caster has 2 remaining levels 
  of reflection is targeted with an 8th level 
  Polar Ray, the caster with Spell Turning will 
  take 75% of the damage while the caster of 
  Polar Ray will take 25%.  On the other hand, 
  if the caster with Spell Turning was targeted 
  with an 8th level Maze, there would be a 75% 
  chance of him/her being effected & a 25% 
  chance of the caster of the Maze being 
  effected. 
  8th Mind Blank(PH p253) 
  <Abj, VS, 1StdAct, Close-range, 1day> 
  – Subject is total immunity to mind-affecting 
  spells & effects, mind reading, detections, 
  and all forms of scrying & divinations.  Even 
  Limited Wish, Wish, & Miracle cannot gain 
  information about the subject.  Scrying spells 
  that come into the subject’s area, such as 
  Arcane Eye, will not even see the subject. 
  9th Astral Projection(PH p201) 
  <Necro, VSM(1,000gp jacinth, 5gp silver per subject), 
  30Minutes, Touch> 
  – The caster and up to 1 willing, touched subject 
  per 2 levels have their souls projected into the 
  Astral Plane. While traveling, their bodies are 
  in Suspended Animation.  The travelers have 
  astral copies of all their equipment.  Travel 
  can continue until a subject decides to return 
  to his/her body, the effect is ended with 
  Dispel Magic, or the subject’s body is slain 
  (which kills the subject). 
   
  
  Dungeons & Dragons 3.5 Edition Index – Clerical Domain Summaries 
   
  April 1, 2005 
   
  Clerical Domain – Mentalism 
   
  Page 59 
  Mentalism 
  (PGF p88) 
  Once per day, you may touch a target and give him a Resistance bonus on his next Will save equal to your level + 2.  If not used within an hour, it wears off. 
   
  1st Confusion, Lesser(PH p212) 
  <Ench(comp)[mind], VS, 1StdAct, Close-range, 1rnd, 
  WillNeg, SR applies> 
  – One target is Confused for a single round. 
  2nd Detect Thoughts(PH p220) 
  <Div[mind], VSF(copper piece)/DF, 1StdAct, 
  Concentration up to 1min/lvl, WillNeg, no SR> 
  – The caster can thoughts from a conscious 
  creature with an Intelligence of at least 1 in a 
  60’ Cone-shaped Emanation. 
   The information gained increases each round:  
  1st round – presence of thoughts. 
  2nd round – number of thinking minds & the 
  Intelligence score of each one.  If not in 
  line-of-sight, the caster only knows the 
  direction.  If any have an Intelligence of at 
  least 26 (assuming it is at least 10 points 
  higher than the caster’s), the caster is 
  Stunned for 1 round & the spell ends. 
  3rd round – Surface thoughts of any mind in 
  the area (WillNeg). 
   This spell is blocked by 3’ of wood or dirt, 1’ of 
  stone, 1” of metal, & any amount of lead. 
  3rd Clairaudience/Clairvoyance(PH p209) 
  <Div(scry), VSF(small horn for hearing –or– a glass 
  eye for seeing)/DF, 10Minutes, Long-Range, 
  1min/lvl(D), no SR> 
  – Hear –or– see into a known or obvious (i.e., 
  other side of a door) location within range.  
  Once the location is targeted, the Magical 
  Sensor cannot be moved.   
   Magically enhanced senses cannot be used 
  through this spell, though a 10’ radius can be 
  seen in non-magical darkness. 
  4th Modify Memory(PH p255) 
  <Ench(comp)[mind], VS, 1Round plus up to 5 
  Minutes, Close-range, Permanent, WillNeg, SR 
  applies> 
  – Changes up to 5 minutes of a living subject’s 
  memories.  If the subject fails its Will save, 
  the caster must spend up to 5 uninterrupted 
  minutes picturing the memory.  The caster: 
  a) eliminates the memory  of a real event 
  (though this does not negates magical 
  effects, such as Suggestion), 
  b) changes the memory of a real event; 
  c) adds the memory of an event; or 
  d) “cleans up” the memory of a real event, 
  allowing the subject to remember it clearly 
  and perfectly. 
  5th Mind Fog(PH p253) 
  <Ench(comp)[mind], VS, 1StdAct, Medium-range, 
  30min, WillNeg, SR applies> 
  – All targets who enter the 20’ radius by 20’ 
  high Spread of light vapor receive a –10 
  Competence penalty to Will saving throws & 
  Wisdom checks for as long as they remain in 
  the fog & 2d6 rounds after leaving.  If a 
  target makes its saving throw, it is immune to 
  this casting of the spell. 
   The vapors do not provide Concealment. 
   The vapors can be dispersed by Moderate Wind 
  in 4 rounds & a Strong Wind in 1 round. 
  6th Rary’s Telepathic Bond(PH p268) 
  <Div, VSM(eggshells), 1StdAct, Close-range, 
  10min/lvl(D)> 
  – One willing creature per three levels in a 30’ 
  area can be telepathically connected, though 
  the caster does not have to be one of the 
  subjects.  Each subject must be willing & 
  have an Intelligence of 3 or higher. 
   Once connected, the group can communicate at 
  any range.  All subjects can hear all 
  communications of the group & language is 
  not an issue. 
  7th Antipathy(PH p200) 
  <Ench(comp)[mind], VSM(alum, vinegar)/DF, 1Hour, 
  Close-range, 2hrs/lvl, Will½, SR applies> 
  – Target object or location (up to 10’ cube per 
  level) is avoided by a named type of creature 
  (such as Red Dragons) or specific alignment 
  (such as Lawful Evil).  If a creature of the 
  named type makes its Will save, it can enter 
  the area or touch the object, but even this 
  causes a –4 penalty to Dexterity due to the 
  discomfort of the act. 
   This spell Counters and Dispels Sympathy. 
  8th Mind Blank(PH p253) 
  <Abj, VS, 1StdAct, Close-range, 1day> 
  – Subject is total immunity to mind-affecting 
  spells & effects, mind reading, detections, 
  and all forms of scrying & divinations.  Even 
  Limited Wish, Wish, & Miracle cannot gain 
  information about the subject.  Scrying spells 
  that come into the subject’s area, such as 
  Arcane Eye, will not even see the subject. 
  9th Astral Projection(PH p201) 
  <Necro, VSM(1,000gp jacinth, 5gp silver per subject), 
  30Minutes, Touch> 
  – The caster and up to 1 willing, touched subject 
  per 2 levels have their souls projected into the 
  Astral Plane. While traveling, their bodies are 
  in Suspended Animation.  The travelers have 
  astral copies of all their equipment.  Travel 
  can continue until a subject decides to return 
  to his/her body, the effect is ended with 
  Dispel Magic, or the subject’s body is slain 
  (which kills the subject). 
   
  
  Dungeons & Dragons 3.5 Edition Index – Clerical Domain Summaries 
   
  April 1, 2005 
   
  Clerical Domain – Metal 
   
  Page 60 
  Metal 
  (PGF p88) 
  Gain Feat: Martial Weapon Proficiency or Feat: Exotic Weapon Proficiency –and– Feat: Weapon Focus with your choice of Hammer (you do not need to meet 
  the prerequisites). 
   
  1st Magic Weapon(PH p251) 
  <Trans, VSF(weapon)/DF, 1StdAct, Touch, 1min/lvl> 
  – Touched manufactured weapon gains a +1 
  Enhancement bonus to attack & damage. 
   A Monk’s Unarmed Strike can be the target of 
  this spell. 
  2nd Heat Metal(PH p239) 
  <Trans[fire], VS/DF, 1StdAct, Close-range, 7rnds, SR 
  applies> 
  – The caster causes targeted metal to become 
  burning hot, after which it cools.  The metal 
  of 1 creature per 2 levels may be targeted as 
  long as they are within 30’, or the caster may 
  target 25 lbs. per level.  Magic or attended 
  metal get a Will saves to negate.  Damage is 
  determined by the round & the  amount of 
  contact (min damage for just touching, 
  normal damage for wearing): 
  Rnd 1 – none 
  Rnd 6 – 1d4  
  Rnd 2 – 1d4 
  Rnd 7 – none 
  Rnd 3-5 – 2d4  
  This spell Counters and Dispels Chill Metal. 
  3rd Keen Edge(PH p245) 
  <Trans, VS, 1StdAct, Close-range, 10min/lvl> 
  – Doubles the threat range of one slashing or 
  piercing weapon or 50 grouped projectiles 
  that do slashing or piercing damage. 
   Does not stack with Feat: Improved Critical or 
  any other threat range improving effect. 
  4th Rusting Grasp(PH p273) 
  <Trans[touch attack],VS/DF, 1StdAct, Touch, 1rnd/lvl, 
  no save, no SR> 
  – The caster’s touch corrodes non-magic iron 
  and alloys, causing one of the following 
  effects per round: 
  a) a touch attack on a ferrous creature does 
  3d6+ 1/lvl (max +15); 
  b) a melee touch attack vs. a non-magic metal 
  weapon destroys the weapon; 
  c) a melee touch vs. non-magic metal armor 
  destroys 1d6 of its AC bonus; or 
  d) up to a 3’ radius of a non-magic metal 
  touched is destroyed. 
  5th Wall of Iron(PH p299) 
  <Conj(creat), VSM(iron, 50gp gold), 1StdAct, 
  Medium-range, Instantaneous, no SR> 
  – Creates a wall of iron that is one 5’ square per 
  level & 1” thick per 4 levels.  The area can be 
  doubled by halving the thickness.  The iron 
  has a Hardness 10 & each 5’ square has 30 hit 
  points per inch of thickness. 
   The wall must be vertical & can merge into 
  adjoining non-living surfaces.  If not 
  supported, the wall will fall over in a random 
  direction unless pushed (Strength check vs. 
  DC 40).  Anything of up to Large-size caught 
  under the wall takes 10d6 damage (Reflex 
  save to negate). 
  6th Blade Barrier(PH p205) 
  <Evoc[force], VS, 1StdAct, Medium-range, 
  1min/lvl(D), SR applies> 
  – Creates a 20’ tall wall of spinning blades 
  either of 20’ long per level –or– a ringed wall 
  5’ radius per two levels.  Going through the 
  barrier causes 1d6/lvl (max 15d6) (Ref½). 
    If the barrier is created on top of a creature, it 
  is allowed a Reflex save to get out before it 
  finishes forming (i.e., no damage). 
   The barrier proves a +4 Cover bonus to AC & a 
  +2 Cover bonus to Reflex saves against 
  attacks made through it. 
  7th Transmute Metal to Wood(PH p294) 
  <Trans, VS/DF, 1StdAct, Long-range, Instantaneous, 
  no save, SR applies> 
  – All metal objects in a 40’ radius Burst are 
  turned to wood.  Any magic item made from 
  metal is considered to have an Spell 
  Resistance of 20 + its caster level, which 
  must be overcome for it to be effected. 
   Restoring an object can only be done with a 
  Limited Wish, Wish, or Miracle. 
  8th Iron Body(PH p245) 
  <Trans, VSM(iron from an iron golem or hero’s 
  armor)/DF, 1StdAct, Personal, 1min/lvl(D)> 
  – The caster’s body becomes living iron, which 
  has the following benefits & penalties: 
  a) Damage Reduction 15/Adamantine; 
  b) Immune to Blindness, Criticals, Ability 
  Score Damage, Deafness, Disease, 
  Drowning, Electricity, Poison, & 
  Stunning; 
  c) Immune to any effects that modify a 
  target’s physiology or respiration.  Since 
  the caster cannot breath or drink, he/she 
  cannot play woodwind instruments or 
  drink potions; 
  d) ½ damage from Acid & Fire; 
  e) +6 Enhancement bonus to Strength; 
  f) –6 penalty to Dexterity (min Dex 1) ; 
  g) ½ movement; 
  h) –8 Armor Check penalty; 
  i) 50% Arcane spell failure; 
  j) 10x normal weight & cannot swim; 
  k) Fists to 1d6 normal damage (1d4 if Small); 
  l) Vulnerable to rust-based attacks. 
  9th Repel Metal or Stone(PH p271) 
  <Abj[earth], VS, 1StdAct, 1rnd/lvl(D), no save, no SR> 
  – All metal & stone objects in a 60’ Line are 
  pushed away from the caster.  Objects less 
  then 500 pounds move 40’ per round.  If 
  unable to move, objects less than 3” in 
  diameter break or bend.  If a creature holds 
  onto an effected object as it is pushed away, it 
  is dragged along. 
   The location & direction of the line of force 
  fixed at casting time & cannot be changed. 
   
  
  Dungeons & Dragons 3.5 Edition Index – Clerical Domain Summaries 
   
  April 1, 2005 
   
  Clerical Domain – Mind 
   
  Page 61 
  Mind 
  (CDiv p140) 
  +2 bonus on Bluff, Diplomacy, & Sense Motive checks. 
   
  1st Comprehend Languages(PH p212) 
  <Div, VSM(soot, salt)/DF, 1StdAct, Personal, 
  10min/lvl> 
  – Understands all spoken and written languages 
  of the person or object touched. 
  2nd Detect Thoughts(PH p220) 
  <Div[mind], VSF(copper piece)/DF, 1StdAct, 
  Concentration up to 1min/lvl, WillNeg, no SR> 
  – The caster can thoughts from a conscious 
  creature with an Intelligence of at least 1 in a 
  60’ Cone-shaped Emanation. 
   The information gained increases each round:  
  1st round – presence of thoughts. 
  2nd round – number of thinking minds & the 
  Intelligence score of each one.  If not in 
  line-of-sight, the caster only knows the 
  direction.  If any have an Intelligence of at 
  least 26 (assuming it is at least 10 points 
  higher than the caster’s), the caster is 
  Stunned for 1 round & the spell ends. 
  3rd round – Surface thoughts of any mind in 
  the area (WillNeg). 
   This spell is blocked by 3’ of wood or dirt, 1’ of 
  stone, 1” of metal, & any amount of lead. 
  3rd Telepathic Bond, Lesser(CDiv p183) 
  <Div[mind], VS, 1StdAct, 10min/lvl> 
  – The caster becomes telepathically connected 
  to one willing creature within 30’ that has an 
  Intelligence of at least 6. 
   Once connected, the subjects can communicate 
  at any range & language is not an issue. 
  4th Discern Lies(PH p221) 
  <Div, VS/DF, 1StdAct, Close-range, Concentration up 
  to 1rnd/lvl, WillNeg, no SR> 
  – Each round, the caster may concentrate on one 
  target within range.  If the target knowingly 
  tells a lie, the caster can see the disturbance in 
  its aura, though not the truth. 
  5th Rary’s Telepathic Bond(PH p268) 
  <Div, VSM(eggshells), 1StdAct, Close-range, 
  10min/lvl(D)> 
  – One willing creature per three levels in a 30’ 
  area can be telepathically connected, though 
  the caster does not have to be one of the 
  subjects.  Each subject must be willing & 
  have an Intelligence of 3 or higher. 
   Once connected, the group can communicate at 
  any range.  All subjects can hear all 
  communications of the group & language is 
  not an issue. 
  6th Probe Thoughts(CDiv p176) (CDivErrata)+ 
  <Div[mind], VS, 1Minute, Close-range, Concentration, 
  WillNeg, SR applies> 
  – The caster may telepathically look into one 
  living target’s memories for answers.  The 
  answer to one question per round can be 
  acquired from the target’s memories.  Since 
  the communication is telepathic, the caster & 
  target do not need to share a language. 
   The target knows it is being mentally probed 
  and may try to disrupt the concentration of 
  the caster or attempt to leave the spell’s range 
   If the target is sleeping, it gets a Will save each 
  round to wake. 
  7th Brain Spider(CDiv p156) 
  <Div[mind], VSM(spider)/DF, 1Round, Long-range, 
  1min/lvl, WillNeg, SR applies> 
  – The caster may eavesdrop on the thoughts of 
  up to 8 targets who fail their Will save & SR 
  check.  It is not necessary to know the 
  target’s language to use this spell.  Each 
  round as a Standard Action, the caster may do 
  one of the following: 
  a) View the group’s surface thoughts; 
  b) View trains of thoughts; 
  c) Gain information about one topic across all 
  the minds; or 
  d) Study the thoughts & memories of one 
  target. 
  If the caster does a) – c) during the round, then 
  he/she can also attempt a Suggestion on one 
  of the targets, though it gets an additional 
  saving throw.  
  8th Mind Blank(PH p253) 
  <Abj, VS, 1StdAct, Close-range, 1day> 
  – Subject is total immunity to mind-affecting 
  spells & effects, mind reading, detections, 
  and all forms of scrying & divinations.  Even 
  Limited Wish, Wish, & Miracle cannot gain 
  information about the subject.  Scrying spells 
  that come into the subject’s area, such as 
  Arcane Eye, will not even see the subject. 
  9th Weird(PH p301) 
  <Ill(phantasm)[fear][mind], VS, 1StdAct, Medium-
  range, WillDisbelief, SR applies> 
  – All creatures in a 30’ area sees their worst fear 
  (though no one else sees anything).  Each 
  target that fails its Will save must then make 
  a Fortitude save.  If it fails, that target dies.  If 
  successful, the target takes still 3d6 damage, 
  is Stunned for 1 round, & takes 1d4 Strength 
  Damage. 
   
  
  Dungeons & Dragons 3.5 Edition Index – Clerical Domain Summaries 
   
  April 1, 2005 
   
  Clerical Domain – Moon 
   
  Page 62 
  Moon 
  (PGF p88) 
  You may Turn / Destroy Lycanthropes, up to 3 + Charisma modifier times per day. 
   
  1st Faerie Fire(PH p229) 
  <Evoc[light], VS/DF, 1StdAct, Long-range, 
  1min/lvl(D), no save, SR applies> 
  – All objects in a 5’ radius Burst are outlined in 
  the caster’s choice of a blue, green, or violet 
  glow, which is as bright as a candle.   This 
  negates Concealment due to darkness, Blur, 
  Displacement, Invisibility, etc. 
   Magical darkness spell of 2nd level or higher 
  Suppress this spell. 
  2nd Moonbeam(FR p73) 
  <Evoc[light], VSM(white powder)/DF, 1StdAct, Close-
  range, 1min/lvl(D)> 
  – A Cone of moonlight is generated from the 
  caster’s hand.  Any lycanthrope in humanoid 
  form inside the cone must make a Will save 
  or transform into its animal form (though 
  nothing forces it to stay in that form).  If the 
  save is successful, the target is immune to the 
  effects of the caster’s Moonbeam for the rest 
  of the day. 
   This spell can penetrate (but not dispel) magical 
  darkness of an equal or lower level than 
  itself. 
  3rd Moon Blade(FR p72) 
  <Evoc, VSM(candy made with winter-green oil), 
  1StdAct, 1min/lvl(D)> 
  – Creates a 3’ “sword” of moonlight.  If the 
  caster has special proficiency with any type 
  of sword, the Moon Blade counts as that 
  weapon for purposes of Weapon Focus, etc.  
  The insubstantial blade does 2d8 + 1/lvl (max 
  +30) to Undead, 1d8 + 1 per 2 lvls (max +15) 
  to all others.  Since the blade is insubstantial, 
  the caster does not get to add its Strength 
  modifier to damage.  If a creature hit by a 
  Moon Blade tries to use a spell or spell-like 
  ability on its next action, it must make a 
  Concentration check vs. DC 10 + damage + 
  spell level to succeed. 
  4th Good Hope(PH p237) 
  <Ench(com)[mind], VS, 1StdAct, Medium-range, 
  1min/lvl> 
  – One living creature per level in a 30’ area 
  receives a +2 Morale bonus on All Actions 
  and damage rolls. 
  5th Moon Path(FR p72) 
  <Evoc[force], VSM(white handkerchief), 1StdAct, 
  Medium-range, 1min/lvl(D)> 
  – Creates a bridge or staircase of glowing white 
  force up to 15’/lvl long.  The path does not 
  need to have its endpoints anchored as it can 
  hover in thin air.  The path can be from 3’ to 
  20’ wide & does not need to be the same all 
  the way along its length.  The path can only 
  be damaged by Disintegrate and similar 
  spells, but can be effected by Dispel Magic. 
  The caster may designate up to 1 subject per 
  level at casting time to have special 
  protection on the path.  While on the path, 
  none of the subjects can be targeted with 
  melee attacks, ranged attacks, or spells unless 
  the attacker makes a Will save vs. DC 15 + 
  the caster’s Wisdom modifier.  If any subject 
  under the special protections makes an attack, 
  the protection is lost by all the subject.  In 
  addition, all subjects adhere to the path as if 
  under the effects of Spider Climb. 
  6th Permanent Image(PH p260) 
  <Ill(figment), VSF(fleece, sand), 1StdAct, Long-range, 
  Permanent(D), WillDisbelief, no SR> 
  – Creates an illusion that has visuals, sound, 
  smell, & heat of objects, creatures, etc., as the 
  caster visualizes them.  The image can move 
  within an area of a 20’ cube + 1 10’ cube per 
  level that are contiguous. 
   The caster can move the image with 
  concentration, but otherwise it is static. 
  7th Insanity(PH p244) 
  <Ench(comp)[mind], VS, 1StdAct, Medium-range, 
  Instantaneous, WillNeg, SR applies> 
  – One target becomes continuously Confused. 
   Only curable by Greater Restoration, Limited 
  Wish, Miracle, or Wish. 
  8th Animal Shapes(PH p198) 
  <Trans, VS/DF, 1StdAct, Close-range, 1hr/lvl(D)> 
  – One willing subject per level in a 30’ area are 
  polymorphed into an animal of the caster’s 
  choice.  All subject must be turned into the 
  same type of animal.  The caster may dismiss 
  the spell on all of the subjects, or an 
  individual subject may dismiss the spell from 
  himself as a Full-Round Action.  See the 
  Polymorph Table for details. 
  9th Moonfire(FR p73) 
  <Evoc[light], VS/DF, 1StdAct, Close-range, 
  Instantaneous, SR applies> 
  – The caster creates a Cone of white moonlight 
  that has the following effects: 
  a) Undead and Shapechangers take 1d6 per 
  level (max 20d6) (Ref½); 
  b) All other living creatures take 1d6 per two 
  levels (max 10d6) (Ref½); 
  c) Creatures that are disguised, polymorphed, 
  or have shapechanged return to their 
  normal form (WillNeg).  Even if the save 
  is successful, the creature has a white 
  outline that shows is normal form for one 
  round per level. 
  d) Everything in the area of effect has a white 
  glow for 1 round per level.  Using an 
  effect  that creates Electricity in this area 
  requires a Caster check. Electricity effects 
  can only enter the area on a Caster check. 
   
  
  Dungeons & Dragons 3.5 Edition Index – Clerical Domain Summaries 
   
  April 1, 2005 
   
  Clerical Domain – Mysticism 
   
  Page 63 
  Mysticism 
  (CDiv p140) 
  Gain a Luck bonus on all saving throws equal to your Charisma modifier (minimum +1) for 1 round per Cleric level.  Activated as a Free Action. 
   
  1st Divine Favor(PH p224) 
  <Evoc, VS/DF, 1StdAct, Personal, 1min> 
  – The caster gains a Luck bonus of +1 per 3 
  levels (min +1, max +6) to attacks & weapon 
  damage. 
  2nd Spiritual Weapon(PH p283) 
  <Evoc[force], VS/DF, 1StdAct, Medium-range, 
  1rnd/lvl(D), no save, SR applies> 
  – The caster summons a religiously appropriate 
  weapon out of Force that does 1d8 +1 per 
  three levels (max +5) damage.  The weapon 
  has the same threat range & critical multiplier 
  as the base weapon. 
   The weapon attacks a designated opponent with 
  the caster’s base attack bonus (including 
  multiple attacks if high enough level).  On the 
  first round and any round it changes targets, 
  the weapon only gets 1 attack.  The caster 
  must spend a Standard Action to change 
  targets, but otherwise does not have to 
  concentrate on the weapon. 
   The weapon must attack from the caster’s 
  direction, gets no flanking bonuses, cannot 
  give someone else a flanking bonus, & cannot 
  be damaged.  An opponent with Spell 
  Resistance receives one SR check the first 
  time attack by the spell. 
  3rd Visage of the Deity, Lesser(CDiv p187) 
  <Trans[good], VS/DF, 1StdAct, Personal, 1rnd/lvl> 
  – The caster becomes more like his/her deity: 
  a) +4 Enhancement bonus to Charisma; 
  b) Acid Resistance 10; 
  c) Cold Resistance 10; & 
  d) Electricity Resistance 10. 
  -or- 
  <Trans[evil], VS/DF, 1StdAct, Personal, 1rnd/lvl> 
  – The caster becomes more like his/her deity: 
  a) +4 Enhancement bonus to Charisma; 
  b) Cold Resistance 10; & 
  c) Fire Resistance 10. 
  4th Weapon of the Deity(CDiv p188) 
  <Trans, V/DF, 1StdAct, Personal, 1rnd/lvl> 
  – When the caster wields his/her deity’s favored 
  weapon, it gains a +1 Enhancement bonus to 
  attack & damage for every 3 levels starting at 
  6th (i.e., +2 at 9th, etc.).  The caster is 
  considered proficient with the weapon.  Only 
  one end of a double weapon is effected. 
   The weapon gains an additional magical 
  enhancement, such as ‘defending’ or 
  ‘flaming’ that is appropriate for the deity.  
  See Weapons of the Deity Table for the list. 
  5th Righteous Might(PH p273) 
  <Trans, VS/DF, 1StdAct, Personal, 1rnd/lvl(D)> 
  – The caster & his/her equipment enlarge to the 
  next size category, with the following effects: 
  a) the caster & his/her equipment enlarge to 
  the next size category, with all the 
  standard bonuses & penalties; 
  b) +8 Size bonus to Strength; 
  c) +4 Size bonus to Constriction; 
  d) gain Damage Reduction 5/evil (if the 
  caster channels Positive Energy) or 5/good 
  (if the caster channels Negative Energy).  
  Damage Reduction improved to 10/… at 
  12th level & 15/… at 15th level. 
  6th Visage of the Deity(CDiv p187) 
  <Trans[good], VS/DF, 1StdAct, Personal, 1rnd/lvl> 
  – The caster becomes a ‘Celestial’: 
  a) appearance becomes metallic; 
  b) gain Darkvision 60’; 
  c) Damage Reduction 10 / magic; 
  d) Spell Resistance 20. 
  e) Acid Resistance 20; 
  f) Cold Resistance 20; 
  g) Electricity Resistance 20; & 
  h) Smite Evil (1/day): +Cha bonus on attack 
  roll & +level on damage vs. Evil. 
  -or- 
  <Trans[evil], VS/DF, 1StdAct, Personal, 1rnd/lvl> 
  – The caster becomes ‘Fiendish’: 
  a) appearance becomes fearsome (horns, 
  fangs, etc); 
  b) gain Darkvision 60’; 
  c) Damage Reduction 10 / magic; 
  d) Spell Resistance 20; 
  e) Cold Resistance 20; 
  f) Fire Resistance 20; & 
  g) Smite Good (1/day): +Cha bonus on attack 
  roll & +level on damage vs. Good. 
  7th Holy Word(PH p242) 
  <Evoc[good][sonic], V, 1StdAct, SR applies> 
  – Any non-Good creatures within a 40’ radius 
  Spread who can hear the ‘holy word’ & that 
  has no more HD than the caster suffer from 
  the following effects (no save): 
  up to Caster lvl: 
  Deafened for 1d4rnds. 
  up to Caster lvl - 1: 
  Blinded for 2d4 rounds 
  & above. 
  up to Caster lvl - 5: 
  Held for 1d10 minutes 
  & above. 
  up to Caster lvl - 10: Dead & above. 
  In addition, if the caster is on his/her home 
  plane of existence, any non-Good Extraplanar 
  creature in the area of effect (even if the ‘holy 
  word’ cannot be heard) that has no more HD 
  than the caster is driven back to its home 
  plane for at least 1 day (WillNeg at a –4 
  penalty). 
  –or– 
   
  Blasphemy(PH p205)(PHe)+ 
  <Evoc[evil][sonic], V, 1StdAct, SR applies> 
  – Any non-Evil creatures within a 40’ radius 
  Spread who can hear the ‘blasphemy’ & that 
  has no more HD than the caster suffer from 
  the following effects (no save): 
  up to Caster lvl: 
  Dazed for 1 round. 
  up to Caster lvl - 1: 
  Weakened for 2d4 
  rounds & above. 
  up to Caster lvl - 5: 
  Held for 1d10 minutes 
  & above. 
  up to Caster lvl - 10: Dead & above. 
  In addition, if the caster is on his/her home 
  plane of existence, any non-Evil Extraplanar 
  creature in the area of effect (even if the 
  ‘blasphemy’ cannot be heard) that has no 
  more HD than the caster is driven back to its 
  home plane for at least 1 day (WillNeg at a  
  –4 penalty). 
  8th Holy Aura(PH p241) 
  <Abj[good], VSF(tiny reliquary with a minor relic 
  worth 500gp total), 1StdAct, 1rnd/lvl(D)> 
  – One subject per level within a 20’ radius Burst 
  of the caster gains a radiance, which provides 
  the following: 
  a) +4 Deflection bonus to AC. 
  b) +4 Resistance bonus to saving throws. 
  c) Spell Resistance 25 against Evil spells & 
  spells cast by Evil creatures. 
  d) Blocks any mind control. 
  e) If an Evil creatures successfully hits 
  someone with the aura in melee, the 
  attacker becomes permanently Blind 
  (FortNeg). 
       –or– 
   
  Unholy Aura(PH p297) 
  <Abj[evil], VSF(tiny reliquary with a minor relic worth 
  500gp total), 1StdAct, 1rnd/lvl(D)> 
  – One subject per level within a 20’ radius Burst 
  of the caster is shrouded in gloom, which 
  provides the following: 
  a) +4 Deflection bonus to AC. 
  b) +4 Resistance bonus to saving throws. 
  c) Spell Resistance 25 against Good spells & 
  spells cast by Good creatures. 
  d) Blocks any mind control. 
  e) If a Good creatures successfully hits 
  someone with the aura in melee, the 
  attacker takes 1d6 Strength Damage 
  (FortNeg). 
  9th Visage of the Deity, Greater(CDiv p187) 
  <Trans[good], VS/DF, 1StdAct, Personal, 1rnd/lvl> 
  – The caster becomes a ‘Half-Celestial’: 
  a) creature type changes to Outsider (but the 
  caster can be brought back from the dead); 
  b) +4 bonus to Strength; 
  c) +2 bonus to Dexterity; 
  d) +4 bonus to Constitution; 
  e) +2 bonus to Intelligence; 
  f) +4 bonus to Wisdom; 
  g) +4 bonus to Charisma; 
  h) +1 increase of Natural Armor; 
  i) gain Low-light Vision; 
  j) Acid Resistance 10; 
  k) Cold Resistance 10; 
  l) Electrical Resistance 10; 
  m)Spell Resistance 25; 
  n) Damage Reduction 10 / magic; 
  o) gain immunity to diseases; 
  p) +4 Racial bonus on saves vs. poison; & 
  q) gain feathery wings which let the caster 
  Fly at twice his/her ground movement with 
  Good maneuverability. 
  -or- 
  <Trans[evil], VS/DF, 1StdAct, Personal, 1rnd/lvl> 
  – The caster becomes a ‘Half-Fiend’: 
  a) creature type changes to Outsider (but the 
  caster can be brought back from the dead); 
  b) +4 bonus to Strength; 
  c) +4 bonus to Dexterity; 
  d) +2 bonus to Constitution; 
  e) +4 bonus to Intelligence; 
  f) +4 bonus to Wisdom; 
  g) +2 bonus to Charisma; 
  h) +1 increase of Natural Armor; 
  i) gain Darkvision 60’; 
  j) Acid Resistance 10; 
  k) Cold Resistance 10; 
  l) Electricity Resistance 10; 
  m)Fire Resistance 10; 
  n) Spell Resistance 25;  
  o) Damage Reduction 10 / magic;  
  p) gain Poison Immunity;  
  q) gain 1 Bite & 2 Claw attacks (if Medium, 
  Bite does 1d6 & each claw does 1d4; if 
  Small, Bite & each Claw each do 1d3); & 
  r) gain bat-like wings which let the caster Fly 
  at ground movement with Average 
  maneuverability. 
  
  Dungeons & Dragons 3.5 Edition Index – Clerical Domain Summaries 
   
  April 1, 2005 
   
  Clerical Domain – Necromancy 
   
  Page 64 
  Necromancy 
  (Eb p107) 
  Cast Necromancy spells at +1 Caster level. 
   
  1st Ray of Enfeeblement(PH p269) 
  <Necro[ray], VS, 1StdAct, Close-range, 1min/lvl, no 
  save, SR applies> 
  – Target takes a penalty to Strength of 1d6 + 1 
  per 2 levels (max 1d6+5) (min 1 Strength). 
  2nd Command Undead(PH p211) 
  <Necro, VSM(bone, raw meat), 1StdAct, Close-range, 
  1day/lvl, WillNeg, SR applies> 
  – One Undead creature becomes friendly 
  towards the caster and will not attack 
  him/her.  Only intelligent Undead area 
  allowed a saving throw.  The caster can give 
  the target orders.  Intelligent Undead must be 
  convinced with a Charisma check, but 
  unintelligent ones will obey even destructive 
  commands (as long as they are simple). 
  3rd Vampiric Touch(PH p298) 
  <Necro[touch attack], VS, 1StdAct, Touch, no save, 
  SR applies> 
  – Touch attack against a living creature deals 
  1d6 per two levels (max 10d6).  Caster gains 
  damage as Temporary HP, which last up to 1 
  hour. 
  4th Enervation(PH p226) 
  <Necro[ray], VS, 1StdAct, Close-range, no save, SR 
  applies> 
  – Target gains 1d4 Negative Levels that fade in 
  1hr/lvl.  
   Undead targeted with this spell gain 1d4 * 5 
  Temporary HP for 1 hour. 
  5th Wave of Fatigue(PH p301) 
  <Necro, VS, 1StdAct, no save, SR applies> 
  – All living creatures in a 30’ Cone-shaped 
  Burst become Fatigued.  Creatures already 
  fatigued receive no additional penalties. 
  6th Eyebite(PH p228) 
  <Necro[evil], VS, 1StdAct, Close-range, Personal, 
  1rnd/3lvls, FortNeg, SR applies>  
  – The caster gains the ability to target a single 
  living creature once per round as a Move 
  Action.  The effect is determined by the 
  target’s HD: 
  10+ HD: Sickened for 10min/lvl 
  5 – 9 HD: Panicked for 1d4 rounds & then 
  Shaken for 10min/lvl & above. 
  up to 4HD:Comatose for 10min/lvl & above. 
  7th Control Undead(PH p214) 
  <Necro, VSM(bone, meat), 1StdAct, Close-range, 
  1min/lvl, WillNeg, SR applies> 
  – Up to 2HD of Undead per level in a 30’ area 
  will not attack the caster.  If the caster gives 
  the Undead an order, they will obey. 
  8th Horrid Wilting(PH p242) 
  <Necro, VSM(sponge)/DF, 1StdAct, Long-range, 
  Fort½, SR applies 
  – All living creatures in a 60’ area takes 1d6 
  damage per level (max 20d6) from 
  dehydration, except for Water Elementals & 
  Plant Creatures, who take 1d8/lvl (max 20d8) 
  instead. 
  9th Energy Drain(PH p226) 
  <Necro[ray], VS, 1StdAct, Close-range, no save, SR 
  applies> 
  – Target gains 2d4 Negative Levels.  
     Undead targeted with this spell gain (2d4 * 5) 
  Temporary HP for 1 hour. 
   
  
  Dungeons & Dragons 3.5 Edition Index – Clerical Domain Summaries 
   
  April 1, 2005 
   
  Clerical Domain – Nobility 
   
  Page 65 
  Nobility 
  (CWar p115) 
  Once per day for a number of rounds equal to your Charisma modifier, give your allies a +2 Morale bonus to attack, saving throws, ability checks, skill checks, & 
  weapon damage. 
   
  1st Divine Favor(PH p224) 
  <Evoc, VS/DF, 1StdAct, Personal, 1min> 
  – The caster gains a Luck bonus of +1 per 3 
  levels (min +1, max +6) to attacks & weapon 
  damage. 
  2nd Enthrall(PH p227) 
  <Ench(charm)[language][mind][sonic], VS, 1Round, 
  Medium-range, Concentration up to 1 hour plus 1d3 
  rounds, WillNeg, SR applies> 
  – The caster spends one round getting the 
  audience’s attention & becomes so interesting 
  that it gets the undivided attention of 
  everyone in the area of effect who doesn’t 
  save (including those who enter later).  Races 
  who hate the caster’s race gain a +4 bonus on 
  the save.  The audience’s attitude becomes 
  ‘Friendly’. 
   Targets who failed their save but who have 
  more than 5HD –or– a Wisdom score of at 
  least 16 remain aware of their surroundings & 
  have an attitude of ‘Indifferent’.  They 
  receive a new save if they observe something 
  they oppose. 
   When the performance ends (even if due to a 
  loss of Concentration), the audience will talk 
  among themselves, applaud, etc., for 1d3 
  more rounds.  If anyone in the audience is 
  attacked, the spell cancels immediately and 
  the audience will be upset.  
  One time during the spell, targets who have 
  made their save may try to “heckle” the caster 
  in order to end the spell early.   Make an 
  opposed Charisma check using the heckler 
  with the highest Charisma modifier as a base, 
  +2 per additional heckler who can make a 
  Charisma check of 10. 
  3rd Magic Vestment(PH p251) 
  <Trans, VS/DF, 1StdAct, Touch, 1hr/lvl> 
  – Armor, shield, or clothes gain +1 per four 
  levels Enhancement bonus to AC (max +5). 
  4th Discern Lies(PH p221) 
  <Div, VS/DF, 1StdAct, Close-range, Concentration up 
  to 1rnd/lvl, WillNeg, no SR> 
  – Each round, the caster may concentrate on one 
  target within range.  If the target knowingly 
  tells a lie, the caster can see the disturbance in 
  its aura, though not the truth. 
  5th Command, Greater(PH p211) 
  <Ench(comp)[language][mind], V, 1StdAct, Close-
  range, 1rnd, WillNeg(retry), SR applies> 
  – One living target per level within a 30’ area 
  obeys one of the following one-word 
  command on its turn for 1 round per level: 
  “Approach” – Moves (i.e., cannot attack, 
  etc.) quickly & directly towards the caster. 
  “Drop” – Drops the objects it is holding & 
  can’t pick them up. 
  “Fall” – Goes Prone for one round, though 
  he/she can act normally (with the normal 
  penalties) while on the ground. 
  “Flee” – Moves (i.e., cannot attack, etc.) 
  quickly & directly away from the caster. 
  “Halt” – Take no actions, though he/she is 
  not considered Helpless. 
   Each target receives the same one-word 
  command. 
   Targets may attempt their Will save each round 
  until they succeed, ending the effect. 
  6th Geas/Quest(PH p234) 
  <Ench(comp)[mind][language], V, 10Minutes, Close-
  range, until discharged(D), no save, SR applies> 
  – One subject obeys the caster’s command “to 
  the letter”, though self-destructive orders 
  break the spell. 
   Open-ended commands, such as “Guard this 
  Door”, last for 1 day per Caster level.  
  Specific tasks must be completed for the spell 
  to be discharged. 
   If the subject is prevented from carrying out the 
  instructions, he/she suffers 3d6 damage each 
  day (no save) & is Sickened (FortNeg).  The 
  effects end after a full day of obeying the 
  instructions. 
   This spell is not effected by Dispel Magic or 
  Break Enchantment, though it can be ended 
  by Limited Wish, Miracle, or Wish.  Remove 
  Curse only works if its Caster level is two 
  higher than this spell’s Caster level. 
  7th Repulsion(PH p271) 
  <Abj, VS/AF(2 small iron bars with dog statuettes on 
  the ends)/DF, 1StdAct, 1rnd/lvl(D), WillNeg, SR 
  applies> 
  – Creatures cannot approach the caster within an 
  invisible circle of up to 10’ radius per level 
  Emanation.  The circle moves with the caster, 
  but cannot push creatures back.  The caster 
  can still be attacked with spells & ranged 
  weapons. 
  8th Demand(PH p217) 
  <Ench(comp)[mind], VSM(copper wire, hair from 
  subject), 10Minutes, 1hr/lvl, Will½> 
  – Sends instructions of 25 words or less to a 
  familiar target anywhere, who may send back 
  a 25 word response immediately. 
   If the target fails its Will save, it is compelled 
  to follow the instructions in the message, if 
  reasonable.  The instructions may activate 
  immediately or may contain a trigger to 
  activate them later.  At the end of the 
  duration, the instructions loose their power, 
  triggered or otherwise. 
  9th Storm of Vengeance(PH p285) 
  <Conj(sum), VS, 1Round, Long-range, Concentration 
  up to 10rnds, SR applies> 
  – Creates a storm cloud that is 360’ radius wide.  
  Unless indicated otherwise, everyone in the 
  area takes the following effects on the 
  specified round: 
  Rnd 1 – Thunder: Deaf 1d4x10min (FortNeg) 
  Rnd 2 – Acid Rain:  1d6 Acid dmg (no save) 
  Rnd 3 – Lightning:  6 targets of the caster’s 
  choice take 10d6 Electrical dmg (Ref ½) 
  Rnd 4 – Hail: 5d6 bludgeoning dmg (no save) 
  Rnd 5-10 – Downpour:  Concealment at 5’, 
  Total Concealment at 10’, movement at ¼, 
  no ranged attacks, spells require 
  Concentration checks vs. DC (spell DC + 
  level of spell being cast). 
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Clerical Domain Summaries 
   
  April 1, 2005 
   
  Clerical Domain – Ocean 
   
  Page 66 
  Ocean (PGF p89) 
  For up to 10 rounds per level, you gain Water Breathing when you need it.  When your need ends, the effect stops, so it can be used multiple times in a day. 
   
  1st Endure Elements(PH p226) 
  <Abj, VS, 1StdAct, Touch, 24hrs> 
  – Touched subject takes no harm (i.e., no 
  Fortitude saves) from being in heat up to 140 
  degrees Fahrenheit –and– cold down to –50. 
  2nd Sound Burst(PH p281) 
  <Evoc[sonic], VS/AF(musical instrument)/DF, 
  1StdAct, Close-range, Fort½, SR applies> 
  – All creatures in a 10’ radius Spread take 1d8 
  Sonic damage (no save) and those that can 
  hear are Stunned for 1 round (FortNeg). 
  3rd Water Breathing(PH p300) 
  <Trans, VSM(straw)/DF, 1StdAct, Touch> 
  – The touched subjects of the spell can breathe 
  underwater.   2hrs/lvl duration is evenly split 
  between all the subjects. 
  4th Freedom of Movement(PH p233) 
  <Abj, VSM(leather cord)/DF, 1StdAct, Touch, 
  10min/lvl> 
  – Subject moves normally despite magical 
  impediments (Web, Hold Person, etc.). 
   The subject automatically succeeds on any 
  Grapple check to resist being grappled, plus 
  any Grapple check or Escape Artist check to 
  escape a grapple and/or a pin. 
   While under the effect of this spell, the subject 
  can fight underwater. 
  5th Wall of Ice(PH p299) 
  <Evoc[cold], VSM(quartz), 1StdAct, Medium-range, 
  1min/lvl> 
  – Creates an anchored sheet of ice.  To breach a 
  10’ section requires 3hp/lvl (Fire does normal 
  damage) –or– a Strength check vs. DC 
  15+Caster level.  The wall has 2 forms: 
  a) Ice Plane – one 10’ square per level that 
  can be stacked vertically or horizontally.  
  Going through a breach does 1d6 +1/lvl 
  Cold damage (no save, but SR applies). 
  b) Hemisphere – maximum radius of 3’ + 
  1’/lvl.  Going through a breach causes no 
  damage. 
   Any creature adjacent to where the wall is 
  being created is allowed a Reflex save to 
  disrupt the spell, causing it to fail. 
  6th Otiluke’s Freezing Sphere(PH p258) 
  <Evoc[cold], VSF(small crystal sphere), 1StdAct, 
  Long-range, Ref½, SR applies> 
  – An icy sphere shoots to the target point & 
  explodes in a 10’ radius Burst, doing 1d6/lvl 
  (max 15d6).  Elementals with the ‘water’ 
  subtype instead take 1d8/lvl (max 15d8). 
   If the icy sphere strikes a body of water, it 
  freezes to a depth of 6” in an area of 100 
  square feet per level (max 1,500 square feet).  
  The water stays frozen for 1 round per level.  
  Any creature swimming on the surface is 
  trapped in the ice, requiring a Strength or 
  Escape Artist check vs. DC 25 to escape. 
   Unlike most spells, the caster can cast this spell 
  and then “hold the charge” (just like a Touch 
  Spell) for up to 1 round per level.  The caster 
  can use the spell normally during that time as 
  a Standard Action.  After 1 round per level 
  has expired, the sphere explodes centered on 
  the caster. 
  7th Waterspout(FR p75) (CDiv p187)(CDivErrata)+ 
  <Conj(creat), VS/DF, 1Round, Long-range, 1rnd/lvl> 
  – Create a 10’ wide by 80’ tall waterspout. 
  a) must be cast in a body of water at least 20’ 
  deep & more than 10’ wide. 
  b) can move up to 30’ per round either under 
  the caster’s direction (which requires 
  Concentration) or following a simple 
  program (e.g., go in a circle, etc.).  
  Changing the program is a Standard 
  Action. 
  c) creatures & objects touched by the 
  waterspout (or those flying / swimming 
  within 10’ of it) must make a Reflex save 
  (SR applies) or take 3d8 damage.  In 
  addition, Medium-size or smaller targets 
  that fail their save are pulled into the 
  waterspout for 1d3 rounds (automatically 
  taking 2d6 per round) before being ejected 
  1d8 x 5’ above the waterspout’s base. 
  8th Maelstrom(FR p72) (CDiv p168)(CDivErrata)+ 
  <Conj(creat), VS/DF, 1FullRond, Long-range, 
  1rnd/lvl> 
  – Create a 120’ wide by 60’ deep whirlpool. 
  a) must be cast in a body of water at least 60’ 
  deep & more than 120’ wide. 
  b) creatures & objects within 50’ of the 
  whirlpool must make a Reflex save or take 
  3d8 damage & be pulled in for 2d4 rounds 
  (automatically taking 3d8 per round) 
  before being ejected.  Large-size and 
  smaller creatures are ejected from the 
  whirlpool’s bottom, while larger creatures 
  are ejected from its top. 
  Note that targets have the option of making a 
  Swim check vs. the spell’s DC instead of a 
  Reflex save. 
  9th Elemental Swarm (water)(PH p226) 
  <Conj(sum)[water], VS, 10Minutes, Medium-range, 
  10min/lvl(D), no SR> 
  – Summons 2d4 Large Water Elementals.  Ten 
  minutes after the spell is completed, 1d4 
  Huge Water Elementals arrive.  Twenty 
  minutes after the spell is completed, 1 Greater 
  Water Elemental appears.  All the Elementals 
  serve the caster for the duration of the spell.  
  The caster can dismissed any / all the 
  Elementals as desired. 
   
  
  Dungeons & Dragons 3.5 Edition Index – Clerical Domain Summaries 
   
  April 1, 2005 
   
  Clerical Domain – Oracle 
   
  Page 67 
  Oracle (CDiv p140) 
  Cast Divination spells as +2 level. 
   
  1st Identify(PH p243) 
  <Div, VS/AM(100gp pearl, wine, owl feather)/DF, 
  1Hour, Touch> 
  – Determines all the properties of one magic item. 
  2nd Augury(PH p202) 
  <Div, VSF(25gp casting runes), 1Minute, Personal> 
  – Learn if an action to be taken in the next 30 
  minutes will result in “good results”, “bad 
  results”, “both”, or “nothing”.  Chance of 
  information is 70% + 1%/level (90% max), 
  with failure always resulting in “nothing”.  
  Repeated castings by the same person within 
  a 30 minute period always have the same 
  result. 
  3rd Divination(PH p224) 
  <Div, VSM(incense, 25gp offering), 10Minutes, 
  Personal> 
  – Learn a useful piece of information 
  concerning a specific goal, event, or activity 
  that will occur within 7 days.  Chance of 
  information is 70% + 1%/level, with the 
  caster knowing if the spell failed. 
  4th Scrying(PH p274)(PHe)+ 
  <Div(scry), VSF(see below)/AM(eye of an eagle, nitric 
  acid, copper, zinc)/DF, 1Hour, 1min/lvl, WillNeg, 
  SR applies> 
  – Sends a Magical Sensor to watch & listen to a 
  target creature.  This spell’s DC is adjusted 
  by the caster’s knowledge and connection to 
  the target. 
  Knowledge 
  DC 
  None (must have a Connection) 
  –10 
  Heard of the target 
  –5 
  Met the target 
  +0 
  Know the target well 
  +5 
  Connection 
  DC 
  Likeness or picture 
  +2 
  Possession or garment 
  +5 
  Lock of hair, bit of fingernail, etc. +10 
   If the spell is successful, the caster can see in a 
  10’ radius around the target & the Sensor 
  follows the target up to a rate of 150’. 
   If the spell is resisted, the caster may not 
  attempt to scry on the target again for 1day. 
   Spells that improve the caster’s vision (such as 
  Darkvision) apply when he/she is looking 
  through the Sensor. 
   The following spells have a 5%/lvl chance of 
  working through the ‘sensor’:  Detect Chaos, 
  Detect Evil, Detect Good, Detect Law, Detect 
  Magic, & Message. 
   Focus is determined by class – Clerics use a 
  Holy Water font (min 100gp), Druids use a 
  natural pool of water, all others uses a 2’x4’ 
  silver mirror (min 1,000gp) 
  5th Commune(PH p211) 
  <Div, VSM(holy/unholy water, incense)X(100)/DF, 
  Personal, 1rnd/lvl> 
  – The caster’s deity answers one yes-or-no 
  question per level.  The topic must be within 
  the deity’s area of interest. 
  6th Legend Lore(PH p246) 
  <Div, VSM(250gp incense)F(200gp ivory strips), 
  Personal> 
  – By only meditating, sleeping, & eating for the 
  listed casting time, the caster “remember” 
  legends about a target creatures, place, or 
  object: 
  Connection to Target 
  Casting Time 
  Touching 
  1d4x10 minutes 
  Detailed Information 
  1d10 days 
  Rumors Only 
  2d6 weeks 
  7th Scrying, Greater(PH p275)(PHe)+ 
  <Div(scry), VS, 1Hour, 1hr/lvl, WillNeg, SR applies> 
  – Sends a Magical Sensor to watch & listen to a 
  target creature.  This spell’s DC is adjusted 
  by the caster’s knowledge and connection to 
  the target. 
  Knowledge 
  DC 
  None (must have a Connection) 
  –10 
  Heard of the target 
  –5 
  Met the target 
  +0 
  Know the target well 
  +5 
  Connection 
  DC 
  Likeness or picture 
  +2 
  Possession or garment 
  +5 
  Lock of hair, bit of fingernail, etc. +10 
   If the spell is successful, the caster can see in a 
  10’ radius around the target & the Sensor 
  follows the target up to a rate of 150’. 
   If the spell is resisted, the caster may not 
  attempt to scry on the target again for 1day. 
   Spells that improve the caster’s vision (such as 
  Darkvision) apply when he/she is looking 
  through the Sensor.  In addition, the caster 
  can use the following:  Detect Chaos, Detect 
  Evil, Detect Good, Detect Law, Detect Magic, 
  Message, Read Magic, and Tongues. 
  8th Discern Location(PH p222) 
  <Div, VS/DF, 10Minutes, no save, no SR> 
  – Finds a named creature or object, no mater 
  where it is located (even on other planes!).  
  The caster must have either seen the target 
  creature or have an object that belonged to 
  him/her.  To find an object, the caster must 
  have touched it at least once. 
   This spell bypasses most anti-scrying 
  protections and can only be blocked Mind 
  Blank. 
  9th Foresight(PH p233) 
  <Div, VSM(feather)/DF, 1StdAct, Touch, 10min/lvl> 
  – The caster receives mental warnings about 
  what may harm the touched subject. 
   If the caster placed the spell on himself, he can 
  never be surprised or flat-footed, knows if 
  he/she is being targeted with spells, ranged 
  attacks, sneak attacks, etc., gains a +2 Insight 
  bonus to AC & Reflex saves, & knows in 
  general what to do in order to be safe (such as 
  “close your eyes”, “jump”, “run”). 
   If cast on a different target, the caster gets the 
  warnings & must pass them on verbally to the 
  target.  In this case, neither gets the Insight 
  bonuses. 
   
  
  Dungeons & Dragons 3.5 Edition Index – Clerical Domain Summaries 
   
  April 1, 2005 
   
  Clerical Domain – Orc 
   
  Page 68 
  Orc (PGF p89) 
  ‘Smite’ once per day – Add +4 bonus to the attack and your Cleric level to the damage.  +4 to hit if target is a Dwarf or Elf. 
   
  1st Cause Fear(PH p208) 
  <Necro[fear][mind], VS, 1StdAct, Close-range, Will½, 
  SR applies> 
  – One living target with up to 5HD is Frightened 
  for 1d4 rounds unless it makes its saving 
  throw.  On a successful save, the target is 
  Shaken for 1 round. 
   This spell Counters and Dispels Remove Fear. 
  2nd Produce Flame(PH p265) 
  <Evoc[fire][energy missile][touch attack], VS, 
  1StdAct, Personal, 1min/lvl(D), no save, SR 
  applies> 
  – A flame as bright as a torch (20’ of light) 
  appears in the caster’s hand. 
   The caster can attack with the flame as either a 
  touch attack or an energy missile with a range 
  of 120’.  The flame does 1d6 + 1/level (max 
  +5) Fire damage & can be used every round. 
   Each attack removes 1 minute of duration from 
  the spell.  If the spell is brought to 0 duration, 
  the spell ends after the damage is applied. 
  3rd Prayer(PH p264) 
  <Ench(comp)[mind], VS/DF, 1StdAct, 1rnd/lvl, no 
  save, SR applies>  
  – All allies within 40’ radius Burst of the caster 
  gain +1 Luck bonus on attacks, damage, 
  saves, & skill checks. 
    All enemies within 40’ radius Burst of the 
  caster suffer a –1 Luck penalty on attacks, 
  damage, saves, & skill checks. 
  4th Divine Power(PH p224) 
  <Evoc, VS/DF, 1StdAct, Personal, 1rnd/lvl> 
  – The caster gains a +6 Enhancement bonus to 
  Strength, 1 Temporary HP per level, & a 
  Base Attack Bonus as if the caster was a 
  fighter of his/her Character level. 
  5th Prying Eyes(PH p267) 
  <Div, VSM(crystal marbles), 1Minute, 1mile, up to 
  1hr/lvl, no SR> 
  – Creates 1d4 + 1/lvl scouts (called “eyes”), 
  which are Fine-sized floating Constructs with 
  AC 18 (due to size), 1hp, 30’ (perfect) 
  movement, makes Hide checks at +16, makes 
  Spot checks at Caster level (max +15), &  has 
  normal vision up to 120’. 
   The caster gives each ‘eye’ instructions of up to 
  25 words on how he/she wants it to scout.  
  Once its mission is done, the ‘eye’ returns to 
  the caster, who learns all the ‘eye’ has 
  experienced at the rate of 1 round per hour 
  the eye has existed.  Once an ‘eye’ has 
  reported, it disappears. 
   An ‘eye’ can be destroyed by taking damage, 
  being Dispelled, or traveling more than 1 
  mile from the caster.  The caster knows when 
  an ‘eye’ is destroyed, but does not know the 
  circumstances. 
  6th Eyebite(PH p228) 
  <Necro[evil], VS, 1StdAct, Close-range, Personal, 
  1rnd/3lvls, FortNeg, SR applies>  
  – The caster gains the ability to target a single 
  living creature once per round as a Move 
  Action.  The effect is determined by the 
  target’s HD: 
  10+ HD: Sickened for 10min/lvl 
  5 – 9 HD: Panicked for 1d4 rounds & then 
  Shaken for 10min/lvl & above. 
  up to 4HD:Comatose for 10min/lvl & above. 
  7th Blasphemy(PH p205)(PHe)+ 
  <Evoc[evil][sonic], V, 1StdAct, SR applies> 
  – Any non-Evil creatures within a 40’ radius 
  Spread who can hear the ‘blasphemy’ & that 
  has no more HD than the caster suffer from 
  the following effects (no save): 
  up to Caster lvl: 
  Dazed for 1 round. 
  up to Caster lvl - 1: 
  Weakened for 2d4 
  rounds & above. 
  up to Caster lvl - 5: 
  Held for 1d10 minutes 
  & above. 
  up to Caster lvl - 10: Dead & above. 
  In addition, if the caster is on his/her home 
  plane of existence, any non-Evil Extraplanar 
  creature in the area of effect (even if the 
  ‘blasphemy’ cannot be heard) that has no 
  more HD than the caster is driven back to its 
  home plane for at least 1 day (WillNeg at a  
  –4 penalty). 
  8th Cloak of Chaos(PH p210) 
  <Abj[chaotic], VSF(tiny reliquary with a minor relic 
  worth 500gp total), 1StdAct, 1rnd/lvl(D)> 
  – One subject per level within a 20’ radius Burst 
  of the caster is engulfed in random patterns, 
  which provides the following: 
  a) +4 Deflection bonus to AC. 
  b) +4 Resistance bonus to saving throws. 
  c) Spell Resistance 25 against Lawful spells 
  & spells cast by Lawful creatures. 
  d) Blocks any mind control. 
  e) If a Lawful creature hits the subject in 
  melee, the attacker becomes Confused for 
  1 round (WillNeg). 
  9th Power Word Kill(PH p263) 
  <Ench(comp)[mind][death], V, 1StdAct, Close-range, 
  no save, SR applies> 
  – One target creature with up to 101hp dies. 
   
  
  Dungeons & Dragons 3.5 Edition Index – Clerical Domain Summaries 
   
  April 1, 2005 
   
  Clerical Domain – Pact 
   
  Page 69 
  Pact (CDiv p140) 
  Appraise, Intimidate, and Sense Motive become Cleric class skills for you. 
   
  1st Command(PH p211) 
  <Ench(comp)[language][mind], V, 1StdAct, Close-
  range, 1rnd, WillNeg, SR applies> 
  – A living target obeys one of the following 
  one-word command on its turn for 1 round: 
  “Approach” – Moves (i.e., cannot attack, 
  etc.) quickly & directly towards the caster. 
  “Drop” – Drops the objects it is holding & 
  can’t pick them up until next round. 
  “Fall” – Goes Prone for one round, though 
  he/she can act normally (with the normal 
  penalties) while on the ground. 
  “Flee” – Moves (i.e., cannot attack, etc.) 
  quickly & directly away from the caster. 
  “Halt” – Take no actions, though he/she is 
  not considered Helpless. 
  2nd Shield Other(PH p278) 
  <Abj, VSF(two 50gp platinum rings that must be worn 
  by caster & target), 1StdAct, Close-range, 
  1hr/lvl(D)> 
  – Target gains a +1 Deflection bonus to AC & a 
  +1 Resistance bonus to saves.  Half of all hit-
  point damage that the target takes is actually 
  taken by the caster.  The spell ends 
  immediately if target leaves Close-range. 
  3rd Speak with Dead(PH p281) 
  <Necro[language], VS/DF, 10Minutes, 10’ range, 
  1min/lvl, no SR> 
  – The caster may ask a mostly intact corpse one 
  question per two levels within the spell’s 
  duration.  If the corpse’s original alignment is 
  different from the caster’s, it gets a Will save 
  (equal to its Will save when it was alive) to 
  avoid answering.  The corpse only knows 
  what it did while it was alive & only speaks 
  languages it knew. 
   Any given corpse can only be targeted with this 
  spell once per week.  Corpses that have been 
  turned into Undead are immune. 
  4th Divination(PH p224) 
  <Div, VSM(incense, 25gp offering), 10Minutes, 
  Personal> 
  – Learn a useful piece of information 
  concerning a specific goal, event, or activity 
  that will occur within 7 days.  Chance of 
  information is 70% + 1%/level, with the 
  caster knowing if the spell failed. 
  5th Stalwart Pact(CDiv p181) 
  <Evoc, VS/DF/X(250), 10Minutes, Touch, until 
  discharged then 1rnd/lvl>    
  – When the touched, willing, living creature is 
  reduced to half his/her hit-points (or less), the 
  target receives the following benefits for 1 
  round per caster level: 
  a) 5 Temporary hit-points per caster level; 
  b) Damage Reduction 5 / magic; & 
  c) +4 Luck bonus on all saving throws. 
  6th Zealot Pact(CDiv p191) 
  <Evoc, VS/DF/X(500), 10Minutes, Touch, until 
  discharged then 1rnd/lvl>    
  – When the touched, willing, living creature hits 
  a creature whose alignment is exactly 
  opposite to that of the deity of the Cleric who 
  cast this spell, the target receives the 
  following benefits for 1 round per caster lvl: 
  a) +4 bonus on melee attack rolls; 
  b) double damage; 
  c) all threatened criticals are automatically 
  confirmed; 
  d) melee damage receives alignment 
  descriptors that match the deity (i.e., a pact 
  with a Lawful Good deity result in the 
  target’s damage being [lawful][good]; 
  e) the target can see which creatures within 
  60’ have the opposite alignment of the 
  deity (as per Detect Evil, etc.). 
  f) for the spell’s duration, the target must 
  attack a foe of the opposite alignment each 
  round if possible. 
   If the pact is with a True Neutral deity, then this 
  spell applies to one of the following 
  alignments (chosen as casting time):  Lawful 
  Good, Chaotic Good, Lawful Evil, or Chaotic 
  Evil. 
  7th Renewal Pact(CDiv p177) 
  <Conj(heal), VSX(500)/DF, 10Minutes, Touch, until 
  triggered> 
  – The touched, willing, living creature becomes 
  the target of a Heal spell when one or more of 
  the following conditions apply to the subject:  
  Ability Damage, Blinded, Confused, Dazed, 
  Dazzled, Deafened, Diseased, Exhausted, 
  Fatigued, Feebleminded, Insanity, Nauseated, 
  Sickened, Stunned, or Poisoned.  
   Any given creature may only have one Renewal 
  Pact in effect on him/her at a given time. 
  8th Death Pact(CDiv p161)(MoF p88) 
  <Necro[evil], VSM(500gp diamond)X(250)/DF, 
  10Minutes, Touch, until discharged> 
  – When killed, the touched, living, willing 
  subject is teleported to a safe location 
  (designated at casting time), subject to a 
  Raise Dead spell, followed by a Heal.  The 
  subject must sacrifice 2 points of Constitution 
  (non-recoverable) when targeted by this spell.  
  The Constitution is still lost even if this spell 
  is dispelled before it discharges. 
  9th Gate(PH p234) 
  <Conj(creat), VS, 1StdAct, Medium-range, 
  Concentration up to 1rnd/lvl> 
  – Opens a portal to a different plane of existence 
  that is 5’ to 20’ wide.  Creatures on both sides 
  can see through & can travel freely through 
  the opening. 
  -or- 
  <Conj(call)[variable alignment/element], VSX(1,000), 
  1StdAct, Medium-range, Instantaneous, no save, no 
  SR> 
  – Calls & controls one or more Outsiders to 
  perform a task.  The caster may target: 
  a) 2 or more Outsiders of the same type 
  whose total HD is no more than the Caster 
  level are called & controlled. 
  b) a single non-unique / divine Outsider of up 
  to 2x the Caster level can be called & 
  controlled. 
  c) a single non-unique / divine Outsider of 
  more than 2x the Caster level can be called 
  but not controlled. 
  d) a unique / divine Outsider can be called, 
  but it decides whether or not to arrive & it 
  is never controlled. 
  A controlled creature may not attack the caster 
  & may not leave until a task is at least 
  discussed.  The assigned task can be 
  “immediate” or “contractual” term: 
  a) Any task which requires no more than 
  1rnd/lvl to complete can be assigned 
  without a ‘contract’ (i.e., no payment). 
  b) A “long term” task requires a ‘contract’, 
  which entitles the summoned creature(s) to 
  be fairly paid when the task is completed. 
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Clerical Domain Summaries 
   
  April 1, 2005 
   
  Clerical Domain – Passion 
   
  Page 70 
  Passion 
  (Eb p107) 
  Each day, you can activate Rage on yourself as a Free Action for 1 round per Cleric level.  The rounds may be used during the day as you wish.  This is a 
  Supernatural ability. 
   
  1st Cause Fear(PH p208) 
  <Necro[fear][mind], VS, 1StdAct, Close-range, Will½, 
  SR applies> 
  – One living target with up to 5HD is Frightened 
  for 1d4 rounds unless it makes its saving 
  throw.  On a successful save, the target is 
  Shaken for 1 round. 
   This spell Counters and Dispels Remove Fear. 
  2nd Tasha’s Hideous Laughter(PH p292) 
  <Ench(comp)[mind], VSM(feather, tiny tarts), 
  1StdAct, Close-range, 1rnd/lvl, WillNeg, SR 
  applies> 
  – One target with 3 or higher Intelligence falls 
  down laughing & can make no action for the 
  duration of the spell (but is not Helpless). 
   A creature of a different type from the caster 
  receive a +4 bonus on its save. 
  3rd Confusion(PH p212) 
  <Ench(comp)[mind], VSM(3 nut shells)/DF, 1StdAct, 
  Medium-range, 1rnd/lvl, WillNeg, SR applies> 
  – All targets within a 15’ radius Burst are 
  Confused. 
  4th Crushing Despair(PH p215) 
  <Ench(comp)[mind], VSM(vial of tears), 1StdAct, 
  1min/lvl, WillNeg, SR applies> 
  – All targets within a 30’ Cone-shaped Burst 
  receive a –2 penalty on All Actions and 
  damage rolls due to great sadness. 
   This spell Counters and Dispels Good Hope. 
  5th Command, Greater(PH p211) 
  <Ench(comp)[language][mind], V, 1StdAct, Close-
  range, 1rnd, WillNeg(retry), SR applies> 
  – One living target per level within a 30’ area 
  obeys one of the following one-word 
  command on its turn for 1 round per level: 
  “Approach” – Moves (i.e., cannot attack, 
  etc.) quickly & directly towards the caster. 
  “Drop” – Drops the objects it is holding & 
  can’t pick them up. 
  “Fall” – Goes Prone for one round, though 
  he/she can act normally (with the normal 
  penalties) while on the ground. 
  “Flee” – Moves (i.e., cannot attack, etc.) 
  quickly & directly away from the caster. 
  “Halt” – Take no actions, though he/she is 
  not considered Helpless. 
   Each target receives the same one-word 
  command. 
   Targets may attempt their Will save each round 
  until they succeed, ending the effect. 
  6th Heroism, Greater(PH p240) 
  <Ench(comp)[mind], VS, 1StdAct, Touch, 1min/lvl> 
  – The touched creature gains a +4 Morale bonus 
  on attacks, saves, & skill checks, immunity to 
  fear effects, and 1 per level (max +20) 
  Temporary HP. 
  7th Song of Discord(PH p281) 
  <Ench(comp)[mind][sonic], VS, 1StdAct, Medium-
  range, 1rnd/lvl, WillNeg, SR applies> 
  – All creatures within a 20’ radius Spread have a 
  50% chance each round of attacking the 
  nearest target, whether friend or foe. 
  8th Otto’s Irresistible Dance(PH p259) 
  <Ench(comp)[mind], V, 1StdAct, Touch, 1d4+1rnds, 
  no save, SR applies>  
  – Touched target starts to dance uncontrollably 
  & cannot take any actions, receives a –4 AC 
  penalty, a –10 penalty to Reflex saves, & 
  cannot effectively use a shield.  The target 
  provokes an attack of opportunity each round. 
  9th Dominate Monster(PH p224) 
  <Ench(comp)[mind], VS, 1Round, Close-range, 
  1day/lvl, WillNeg, SR applies> 
  – Telepathically control one creature.  If the 
  caster & the target do not share a language, 
  control is limited.  The caster knows what the 
  target is experiencing & as a Standard Action, 
  can actually receive full sensory input. 
   The caster can change his/her orders with a 
  Move Action.  Once the target has 
  instructions, he/she will continue trying to 
  carry them out as long as the spell lasts, 
  pausing only to sleep & eat as needed. 
   Actions against the target’s nature result in a 
  new save with a bonus of +4, and self-
  destructive orders are ignored. 
   Once dominated, the caster & target can be any 
  distance from each other.  Protection from 
  Evil, et. al., only Suppress this spell, not 
  Dispel it. 
   A Sense Motive check vs. DC 15 will show that 
  the target is under magic control. 
  
  Dungeons & Dragons 3.5 Edition Index – Clerical Domain Summaries 
   
  April 1, 2005 
   
  Clerical Domain – Pestilence 
   
  Page 71 
  Pestilence 
  (CDiv p141) 
  You are immune to all diseases, though you can still be a carrier. 
   
  1st Doom(PH p225) 
  <Ench(comp)[fear][mind], VS/DF, 1StdAct, Medium-
  range, 1min/lvl, WillNeg, SR applies> 
  – Target living creature becomes Shaken. 
  2nd Summon Swarm(PH p289) 
  <Conj(sum), VS/AM(red cloth)/DF, 1Round, Close-
  range, Concentration+2rnds, no save, no SR> 
  – Summons either a Swarm of Bats(MM p237), 
  a Swarm of Rats(MM p239), or a Swarm of 
  Spiders(MM p239).  The swarm attacks any 
  creatures that are within its area.  If there 
  is no creature to attack, the swarm moves 
  to the nearest creature.  The caster has no 
  control over the swarm’s movement or 
  target. 
  3rd Contagion(PH p213) 
  <Necro[evil][touch attack], VS, 1StdAct, Touch, 
  FortNeg, SR applies> 
  – Infects touched subject with chosen disease 
  which takes effect without an incubation 
  period. 
  Name 
  DC Dmg 
  Cackle Fever 
  16 
  1d6 Wis 
  Filth Fever 
  12 
  1d3 Dex & 1d3 Con 
  Mindfire 
  12 
  1d4 Int 
  Red Ache 
  15 
  1d6 Str 
  Shakes 
  13 
  1d8 Dex 
  Slimy Doom 
  14 
  1d4 Con 
  Blinding Sickness 16 
  1d4 Str & if the 
  victim takes 2+ Str dmg, must make an 
  additional save or go permanently Blind. 
  4th Poison(PH p262) 
  <Necro[touch attack], VS/DF, 1StdAct, Touch, 
  Instantaneous, FortNeg, SR applies> 
  – Touch deals 1d10 Constitution damage, 
  repeats in 1 minute.  DC is 10 + ½ caster 
  level + caster’s Wisdom modifier. 
  5th Plague of Rats(CDiv p174)(CDivErrata)+ 
  <Conj(sum), VS/DF, 1FullRound, Medium-range, 
  1rnd/lvl, no save, no SR> 
  – Summons one Swarm of Rats(MM p239) per two 
  Caster levels (max 6 swarms).  All swarms 
  must be summoned contiguous to at least one 
  other swarm.  Once summoned, the swarms 
  do not move, even to chase creatures. 
  6th Curse of Lycanthropy(CDiv p160) 
  <Necro[touch attack], VSM(pint of animal blood)/DF, 
  1StdAct, Touch, Permanent, FortNeg, SR applies> 
  – If the touched Humanoid fails its saving 
  throw, it becomes a Lycanthrope of type of 
  Animal whose blood was used as the material 
  component on the next full moon.  
   This spell can only be ended with Remove 
  Curse or Break Enchantment. 
  7th Scourge(CDiv p179) 
  <Necro, VSF(whip)/DF, 1StdAct, Long-range, 
  Instantaneous, FortNeg, SR applies> 
  – One living creature per level in a 50’ area are 
  inflicted with magical disease.  Each target 
  must make Fortitude save once per day or 
  take 1d3 Strength & 1d3 Dexterity damage.  
  The disease continues until it is cured with 
  Remove Disease, Restoration, or Heal). 
  8th Create Greater Undead(mummy only)(PH p215) 
  <Necro[evil], VSM(black onyx worth 50gp/HD, grave 
  dirt, brackish water), 1Hour, Close-range> 
  – Transforms a dead body into an Undead.  Note 
  that the Undead is not automatically under 
  the creator’s control. 
  Undead 
  Min Lvl 
  Undead 
  Min Lvl 
  Shadow 
  15 
  Spectre 
  18 
  Wraith 
  16 
  Devourer 
  20 
  This spell must be cast at night. 
  9th Otyugh Swarm(CDiv p172) 
  <Conj(creat), VSF(6,000 lbs. of sewage), 1StdAct, 
  Medium-range, 7days –or– 7months (D)> 
  – Creates 3d4 Otyughs or 1d3+1 Otyughs 
  advanced to 15HD & Huge size.  They will 
  perform a named task for up to 7 days –or– 
  guard the area where they were created for 7 
  months. 
   
  
  Dungeons & Dragons 3.5 Edition Index – Clerical Domain Summaries 
   
  April 1, 2005 
   
  Clerical Domain – Planning 
   
  Page 72 
  Planning (CWar p115) 
  Gain Feat: Extend Spell. 
   
  1st Deathwatch(PH p217) 
  <Necro[evil], VS, 1StdAct, Close-range, 10min/lvl, no 
  save, no SR> 
  – The caster sees the level of health of all things 
  within a 30’ Cone-shaped Emanation.  
  Choices are ‘dead’, ‘undead’, ‘fragile’ (3 or 
  less hp), ‘fighting off dead’ (4 or more hp), & 
  ‘object’. 
   This spell is not fooled by spells & abilities that 
  allow a creature to fake being dead. 
  2nd Augury(PH p202) 
  <Div, VSF(25gp casting runes), 1Minute, Personal> 
  – Learn if an action to be taken in the next 30 
  minutes will result in “good results”, “bad 
  results”, “both”, or “nothing”.  Chance of 
  information is 70% + 1%/level (90% max), 
  with failure always resulting in “nothing”.  
  Repeated castings by the same person within 
  a 30 minute period always have the same 
  result 
  3rd Clairaudience/Clairvoyance(PH p209) 
  <Div(scry), VSF(small horn for hearing –or– a glass 
  eye for seeing)/DF, 10Minutes, Long-Range, 
  1min/lvl(D), no SR> 
  – Hear –or– see into a known or obvious (i.e., 
  other side of a door) location within range.  
  Once the location is targeted, the Magical 
  Sensor cannot be moved.   
   Magically enhanced senses cannot be used 
  through this spell, though a 10’ radius can be 
  seen in non-magical darkness. 
  4th Status(PH p284) 
  <Div, VS, 1StdAct, Touch, 1hr/lvl> 
  – Monitors the position (distance & direction) 
  and condition (unharmed, wounded, disabled, 
  staggered, unconscious, dying, dead, etc.) of 
  one touched living subject per 3 levels at any 
  range. 
  5th Detect Scrying(PH p219) 
  <Div, VSM(piece of mirror, tiny brass trumpet), 
  1StdAct, 24hrs, no save, no SR> 
  – The caster is immediately aware of the 
  existence & location of any Magical Sensors 
  within a 40’ radius Emanation. 
   On a successful Caster check, the caster can get 
  a visual image of the scryer, and his/her 
  distance & direction. 
  6th Heroes’ Feast(PH p240) 
  <Conj(create), VS/DF, 10Min, Close-range, 1hr> 
  – Creates a banquet for 1 creature per level.  
  Each creature that spends the full hour eating 
  is cured of all diseases, sickness, & nausea, 
  gains 1d8 + 1 per 2 levels (max +10) 
  Temporary HP, and for the following 12 
  hours is immune to poison, magical fear & 
  gains a +1 Morale bonus to attacks & Will 
  saves. 
  7th Scrying, Greater(PH p275)(PHe)+ 
  <Div(scry), VS, 1Hour, 1hr/lvl, WillNeg, SR applies> 
  – Sends a Magical Sensor to watch & listen to a 
  target creature.  This spell’s DC is adjusted 
  by the caster’s knowledge and connection to 
  the target. 
  Knowledge 
  DC 
  None (must have a Connection) 
  –10 
  Heard of the target 
  –5 
  Met the target 
  +0 
  Know the target well 
  +5 
  Connection 
  DC 
  Likeness or picture 
  +2 
  Possession or garment 
  +5 
  Lock of hair, bit of fingernail, etc. +10 
   If the spell is successful, the caster can see in a 
  10’ radius around the target & the Sensor 
  follows the target up to a rate of 150’. 
   If the spell is resisted, the caster may not 
  attempt to scry on the target again for 1day. 
   Spells that improve the caster’s vision (such as 
  Darkvision) apply when he/she is looking 
  through the Sensor.  In addition, the caster 
  can use the following:  Detect Chaos, Detect 
  Evil, Detect Good, Detect Law, Detect Magic, 
  Message, Read Magic, and Tongues. 
  8th Discern Location(PH p222) 
  <Div, VS/DF, 10Minutes, no save, no SR> 
  – Finds a named creature or object, no mater 
  where it is located (even on other planes!).  
  The caster must have either seen the target 
  creature or have an object that belonged to 
  him/her.  To find an object, the caster must 
  have touched it at least once. 
   This spell bypasses most anti-scrying 
  protections and can only be blocked Mind 
  Blank. 
  9th Time Stop(PH p294) 
  <Trans, V, 1StdAct, Personal> 
  – The caster steps out of time, gaining 1d4+1 
  rounds.  During this time, the caster cannot 
  harm others or target other creatures with 
  spells.  Persistent effects, such as fire, cold, or 
  gases can still harm the caster.  The caster 
  cannot pass through antimagic fields. 
   
  
  Dungeons & Dragons 3.5 Edition Index – Clerical Domain Summaries 
   
  April 1, 2005 
   
  Clerical Domain – Plant 
   
  Page 73 
  Plant 
  (PH p188) 
  Rebuke / Control Plant Creatures, up to 3  + Charisma modifier times per day. 
  Knowledge (nature) is a class skill. 
   
  1st Entangle(PH p227) 
  <Trans, VS/DF, 1StdAct, Long-range, 1min/lvl, 
  RefNeg, no SR> 
  – All plants in a 40’ radius Spread Entangle & 
  anchor everyone in the target area who fails a 
  Reflex save.  To become unentangled 
  requires a full-round Strength or Escape 
  Artist check vs. DC 20.  Anyone not 
  entangled (including a target that has just 
  broken free) may move ½ speed through the 
  area of effect.  On the caster’s action, anyone 
  in the area of effect who is not entangled 
  must make a new Reflex save to avoid being 
  entangled again. 
  2nd Barkskin(PH p202) 
  <Trans, VS/DF, 1StdAct, Touch, 10min/lvl> 
  – Touched living subject gains Natural Armor 
  bonus to AC of 2 + 1 per 3 levels after 3rd 
  (max +5).  Bonus stacks with a creatures 
  normal Natural Armor bonus. 
  3rd Plant Growth(PH p262) 
  <Trans, VS/DF, 1StdAct, Instantaneous> 
  – This spell either 
  a) causes vegetation to grow thick & 
  overgrown in a 100’ radius circle, a 150’ 
  radius half-circle, or a 200’ radius quarter 
  circle (caster may choose plants to be 
  excluded).  The area of effect must be 
  within Long-range.  Movement through 
  the overgrown area is reduced to 5’ (or 10’ 
  for creatures of at least Large size); or 
  b) enhances vegetation within ½ mile to 
  produce exceed its normal production by 
  1/3 in the next year. 
  This spell Counters Diminish Plants. 
  4th Command Plants(PH p211) 
  <Trans, V, 1StdAct, Close-range, 1day/lvl, WillNeg, 
  SR applies> 
  – Up to (2 * Caster level) HD of plant creatures  
  in a 30’ area become friendly towards the 
  caster and will not attack him/her.  Any 
  attempt to give the creatures orders requires a 
  successful Charisma check. 
  5th Wall of Thorns(PH p300) 
  <Conj(creat), VS, 1StdAct, Medium-range, 
  10min/lvl(D), no save, no SR> 
  – Creates one contiguous 10’ cube of brambles 
  per level, shaped as the caster desires.  The 
  wall’s width can be reduced to 5’ in order to 
  double the amount of area covered.  The 
  caster may target the wall to trap creatures 
  within it. 
   Each round spent moving while in the wall 
  causes 25hp of damage minus the creature’s 
  AC (not including Dexterity & Dodge 
  bonuses).  A creature may move through the 
  wall by making a Strength check as a Full-
  Round Action.  For each 5 points the check 
  exceeds 20, the creature may move 5’ (but 
  still takes damage). 
   It takes 10 minutes to chop a 1’ safe passage 
  through the wall.  The thorns are immune to 
  normal fire, but magic fire will burn down an 
  area in 10 minutes. 
   Creatures who can pass through overgrown area 
  unhindered can walk though the wall at 
  normal speed without taking damage. 
  6th Repel Wood(PH p271) 
  <Trans, VS, 1StdAct, 1min/lvl(D), no save, no SR> 
  – All wooden objects in a 60’ Line are pushed 
  away from the caster.  Wooden objects move 
  40’ per round.  If unable to move, objects less 
  than 3” in diameter snap.  If a creature holds 
  onto a wooden object as it is pushed away, it 
  is dragged along. 
  The location & direction of the line of force 
  fixed at casting time & cannot be changed. 
  7th Animate Plants(PH p199) 
  <Trans, V, 1StdAct, Close-range, 1rnd/lvl> 
  – One Large-sized plant per three levels is 
  animated & can be directed to attack the 
  caster’s opponents.  As a Move Action, the 
  caster can change which plants he/she 
  animates. 
   The caster may animate bigger plants in place 
  of a number of Large plants. 
  1 Huge = 2 Large 
  1 Colossal = 8 Large 
  1 Gargantuan = 4 Large  
  -or- 
  <Trans, V, 1StdAct, Close-range, 1hr/lvl, no SR> 
  – All plants within Close-range Entangle & 
  anchor everyone in the target area who fails a 
  Reflex save.  To become unentangled 
  requires a Full-Round Strength or Escape 
  Artist check vs. DC 20.  Anyone not 
  entangled may move ½ speed through the 
  area of effect.  On the caster’s action, anyone 
  in the area of effect who is not entangled 
  must make a new Reflex save to avoid being 
  entangled again. 
  8th Control Plants(PH p213) 
  <Trans, VS/DF, 1StdAct, Close-range, 1min/lvl, 
  WillNeg, no SR> 
  – Up to 2HD per level of Plant Creatures in a 
  30’ area understand the caster’s commands 
  and will not attack.  The targets will even 
  obey orders that are not suicidal. 
  9th Shambler(PH p277) 
  <Conj(creat), VS, 1StdAct, Medium-range> 
  – Creates 1d4+2 11HD Shambling Mounds 
  within a 30’ area.  The caster can either use 
  them as guards or to perform tasks, in which 
  case they remain for 7 days, or to guard a 
  location within range, in which case they 
  remain for 7 months.  In either case, the 
  creatures are dismissible by the caster. 
  The Shambling Mounds only have their 
  standard fire resistance if they reside in rainy 
  or marshy terrain. 
   
  
  Dungeons & Dragons 3.5 Edition Index – Clerical Domain Summaries 
   
  April 1, 2005 
   
  Clerical Domain – Pleasure 
   
  Page 74 
  Pleasure 
  (BoED p87)  
  You are immune to any effect that damages or drains your Charisma.  
   
  1st Remove Fear(PH p271) 
  <Abj, VS, 1StdAct, Close-range, 10min> 
  – One subject + 1 per 4 levels within a 30’ area 
  gains a +4 Morale bonus on saves vs. fear. 
  This spell Counters & Dispels Cause Fear, and 
  Suppresses all other fear effects. 
  2nd Lastai’s Caress(BoED p102) 
  <Ench(comp)[good][mind][touch attack], VSM(peach 
  seed), 1StdAct, Touch, 1rnd/lvl, no save, SR applies> 
  – The caster must know the touched subject to 
  be Evil for this spell to take effect.  
   The caster has the option of having the target 
  Shaken for the spell’s duration, or to have a 
  random effect occur each round: 
  d4  
  Effect 
   
  d4 
  Effect  
  1  
  Cowering 
  3 
  Nauseated 
  2  
  Frightened 
  4 
  Shaken 
  3rd Heart’s Ease(BoED p100) 
  <Ench(comp)[mind], VS/DF, 1StdAct, Close-range, 
  Permanent> 
  – Once touched subject per level has ‘emotional 
  wounds’ healed: 
  a) ends Fear & Despair effects, including any 
  similar [mind] effects (but not (charm) or 
  (comp) effects); 
  b) Dispels Confusion and Insanity; 
  c) restores 2d4 Wisdom damage (but not 
  drain); 
  d) removes the lingering effects of torture; & 
  e) generally makes the subject feel good. 
  4th Remove Fatigue(BoED p105) 
  <Trans, S, 10Min, Touch, Instantaneous> 
  – Up to one living subject per two levels gains 
  the benefit of 8 hours of sleep. 
   If a subject is Exhausted, it is now Fatigued (&  
  1 hour of rest will remove this state). 
   If a subject is Fatigued, it is now rested.  
   If a subject is rested, it does not need to sleep 
  again for 24 hours. 
   Note:  This spell has no effect on restoring 
  spells. 
  5th Eagle’s Splendor, Mass(PH p225) 
  <Trans, VSM(eagle feather/dung)/DF, 1StdAct, Close-
  range, 1min/lvl> 
  – One subject per level in a 30’ area gains a +4 
  Enhancement bonus to Charisma. 
  6th Celestial Blood(BoED p94) 
  <Abj[good], VSM(holy water), 1Round, Touch, 
  1min/lvl> 
  – The touched non-Evil creature gains the 
  following protections: 
  a) Acid Resistance 10; 
  b) Cold Resistance 10; 
  c) Electricity Resistance 10; 
  d) +4 bonus to saves vs. poison; & 
  e) Damage Reduction 10 / evil. 
  7th Empyreal Ecstasy(BoED p98) 
  <Abj, VS/DF, 1Round, 30’ range, 1min/lvl(D), 
  WillNeg, SR applies> 
  – One subject per level feels extremely good: 
  a) Any lingering pain effects are ended, 
  including those from Symbol of Pain, etc.  
  It does not dispel ongoing magical pain 
  effects. 
  b) Becomes immune to new [mind] spells & 
  effects (though any already in effect 
  remain); 
  c) Only takes ½ damage from melee & 
  ranged attacks; 
  d) All skill checks receive a –4 penalty; 
  e) Casting spells requires a Concentration 
  check vs. DC 15. 
  8th Spread of Contentment(BoED p107) 
  <Ench(comp)[mind], VSM(feather of a lammasu), 
  1Hour, Long-range, 1hr/lvl(D), no save, SR 
  applies> 
  – Non-summoned creatures in a 10’ per level 
  radius Burst become calm & more pleasant. 
  Old Attitude 
  New Attitude   
  Hostile 
  Indifferent  
  Unfriendly 
  Indifferent 
  Indifferent 
  Friendly 
  Friendly 
  Helpful 
   Creatures that have been magically enrages & 
  forced to attack have that effect cancelled. 
   This spell Counters Spread of Savagery (from 
  Book of Vile Darkness). 
  9th Sublime Revelry(BoED p109) 
  <Abj, VS/DF, 1Round, Close-range, 1min/lvl(D)> 
  – One subject per level in a 30’ area feels 
  extremely good: 
  a) Any lingering pain effects are ended, 
  including those from Symbol of Pain, etc.  
  It does not dispel ongoing magical pain 
  effects. 
  b) Becomes immune to new [mind] spells & 
  effects.  Any already in effect are 
  Suppressed; 
  c) Only takes ½ damage from melee & 
  ranged attacks. 
   
  
  Dungeons & Dragons 3.5 Edition Index – Clerical Domain Summaries 
   
  April 1, 2005 
   
  Clerical Domain – Portal 
   
  Page 75 
  Portal 
  (PGF p89) 
  Detect an active or inactive Portal as if it was a secret door (DC 20). 
   
  1st Summon Monster I(PH p285) 
  <Conj(sum)[variable alignment/element], VSF(bag, 
  candle)/DF, 1Round, Close-range, 1rnd/lvl(D)> 
  – Summons one creature from the ‘Summon 
  Monster I’ Table to fight the caster’s enemy.  
  The creature can attack on the caster’s 
  initiative starting its first round. 
  2nd Analyze Portal(FR p66) 
  <Div, VSM(lens, mirror)/DF, 1 min, 60’, 
  Concentration up to 1rnd/lvl(D)> 
  – Detects and analyzes Portals within 60’ in a 
  90 degree arc.  Detection takes 1 round, as 
  does each Portal property identified by a 
  Caster check vs. DC 17. 
  3rd Dimensional Anchor(PH p221)(PH p250)+ 
  <Abj[ray], VS, 1StdAct, Medium-range, 1min/lvl, no 
  save, no SR> 
  – Target creature or object is encased in a green 
  glow & cannot travel extradimensionally.  
  This includes spells & spell-like abilities such 
  as Astral Projection, Blink, Etherealness, 
  Gate, Maze, Shadow Walk, Teleport, etc.  It 
  does not extend the duration of Summoning 
  spells. 
  -or- 
  <Abj, VSF(calling diagram), 1StdAct, Medium-range, 
  24hrs/lvl, no save, no SR> 
  – Target creature within the Calling Diagram 
  cannot leave it or travel extradimensionally.  
  This includes spells & spell-like abilities such 
  as Astral Projection, Blink, Etherealness, 
  Gate, Maze, Shadow Walk, Teleport, etc.  It 
  does not extend the duration of Summoning 
  spells. 
  -or- 
  <Abj, VS, 1StdAct, Medium-range, no save, no SR> 
  – Target creature within a Magic Circle against 
  Good, etc., cannot leave it or travel 
  extradimensionally for the remainder of the 
  Magic Circle’s duration.  This includes spells 
  & spell-like abilities such as Astral 
  Projection, Blink, Etherealness, Gate, Maze, 
  Shadow Walk, Teleport, etc.  It does not 
  extend the duration of Summoning spells. 
  4th Dimension Door(PH p221) 
  <Conj[teleport], V, 1StdAct, Long-range> 
  – Teleports the caster anywhere within range 
  that can visualized or described by direction. 
   The caster may bring up to his/her maximum 
  carry load with this spell and one willing, 
  Medium-sized subject per three levels (or the 
  Creature Equivalent).  All subjects must be 
  touching, with the caster touching at least one 
  subject. 
  If the target location is occupied, the caster (and 
  anyone with him/her) take 1d6 damage & are 
  shunted in a random direction 100’.   
  The caster cannot act again until the next round. 
  5th Teleport(PH p292) 
  <Conj[teleport], V, 1StdAct, Touch> 
  – The caster (carrying Maximum load) & one 
  willing Medium-size creature per three levels 
  (or the Creature Equivalent) are instantly 
  transported up to 100 miles per level.  The 
  destination must be pictured by the caster. 
  How 
  On 
  Off 
  Similar   
  Familiar 
  Target Target Area 
  Mishap 
  Familiar 
  01-97 98-99 100 
  — 
  Studied 
  01-94 95-97 98-99 100 
  Visited 
  01-88 89-94 95-98 99-100 
  Seen Once 01-76 77-88 89-96 97-100 
  False Dest.(d20+80) — 
  81-92 93-100 
  6th Banishment(PH p202) 
  <Abj, VS/AF(object or substance hated by the target), 
  Close-range, WillNeg, SR applies> 
  – Banishes up to 2 HD per level of Extraplanar 
  creatures in a 30’ area away from the current 
  plane.  Extra hated objects give a +1 on SR 
  Checks and +2 to the spell’s DC. 
  7th Etherealness(PH p228) 
  <Trans, VS, 1StdAct, Touch, 1min/lvl(D)> 
  – The caster & up to 1 subject per 3 levels 
  becomes ethereal, along with their 
  equipment. 
  8th Dimensional Lock(PH p221) 
  <Abj, VS, 1StdAct, Medium-range, 1day/lvl, no save,  
  SR applies> 
  – An immobile 20’ radius Emanation with a 
  glowing green border is blocked from 
  extradimensionally into or out of that area.  
  Spells & spell-like abilities such as Astral 
  Projection, Blink, Etherealness, Gate, Maze, 
  Shadow Walk, Teleport, etc., are blocked.  It 
  does not extend the duration of Summoning 
  spells. 
  9th Gate(PH p234) 
  <Conj(creat), VS, 1StdAct, Medium-range, 
  Concentration up to 1rnd/lvl> 
  – Opens a portal to a different plane of existence 
  that is 5’ to 20’ wide.  Creatures on both sides 
  can see through & can travel freely through 
  the opening. 
  -or- 
  <Conj(call)[variable alignment/element], VSX(1,000), 
  1StdAct, Medium-range, Instantaneous, no save, no 
  SR> 
  – Calls & controls one or more Outsiders to 
  perform a task.  The caster may target: 
  a) 2 or more Outsiders of the same type 
  whose total HD is no more than the Caster 
  level are called & controlled. 
  b) a single non-unique / divine Outsider of up 
  to 2x the Caster level can be called & 
  controlled. 
  c) a single non-unique / divine Outsider of 
  more than 2x the Caster level can be called 
  but not controlled. 
  d) a unique / divine Outsider can be called, 
  but it decides whether or not to arrive & it 
  is never controlled. 
  A controlled creature may not attack the caster 
  & may not leave until a task is at least 
  discussed.  The assigned task can be 
  “immediate” or “contractual” term: 
  a) Any task which requires no more than 
  1rnd/lvl to complete can be assigned 
  without a ‘contract’ (i.e., no payment). 
  b) A “long term” task requires a ‘contract’, 
  which entitles the summoned creature(s) to 
  be fairly paid when the task is completed. 
   
  
  Dungeons & Dragons 3.5 Edition Index – Clerical Domain Summaries 
   
  April 1, 2005 
   
  Clerical Domain – Portal’ 
   
  Page 76 
  Portal’ (Und p53) 
  Gain Feat: Portal Sensitive. 
   
  1st Portal Stabilization(Und p60) 
  <Trans, VS/DF, 1Round, Close-range, 1min/lvl> 
  – The touched, malfunctioning Portal becomes 
  more stable for the spell’s duration.  When 
  checking for a malfunction, add 30% to the 
  Portal Malfunction Table (FR p61). 
  2nd Analyze Portal(FR p66) 
  <Div, VSM(lens, mirror)/DF, 1 min, 60’, 
  Concentration up to 1rnd/lvl(D)> 
  – Detects and analyzes Portals within 60’ in a 
  90 degree arc.  Detection takes 1 round, as 
  does each Portal property identified by a 
  Caster check vs. DC 17. 
  3rd Portal View(Und p60) 
  <Div(scry), VSF(glass eye)/DF, 10Minutes, Close-range, 
  1min/lvl> 
  – The target closed Portal shows those on the 
  caster’s side what is on the other side (i.e., its 
  destination).  The Portal is not open and 
  spells cannot be cast through it. 
  4th Dimension Door(PH p221) 
  <Conj[teleport], V, 1StdAct, Long-range> 
  – Teleports the caster anywhere within range 
  that can visualized or described by direction. 
   The caster may bring up to his/her maximum 
  carry load with this spell and one willing, 
  Medium-sized subject per three levels (or the 
  Creature Equivalent).  All subjects must be 
  touching, with the caster touching at least one 
  subject. 
  If the target location is occupied, the caster (and 
  anyone with him/her) take 1d6 damage & are 
  shunted in a random direction 100’.   
  The caster cannot act again until the next round. 
  5th Portal Barricade(Und p60) 
  <Trans, VS/DF, 1StdAct, Close-range, 1hr/lvl(D)> 
  – The target Portal is closed and cannot be 
  opened for the spell’s duration. 
  6th Portal-to-Portal Redirect(Und p60) 
  <Trans, VS/DF, Close-range, 1hr/lvl> 
  – The target Portal has its destination changed 
  to another Portal that the caster has traveled 
  through for the spell’s duration.  The current 
  Portal’s other properties, such as ‘one-way’, 
  are unchanged. 
  7th Etherealness(PH p228) 
  <Trans, VS, 1StdAct, Touch, 1min/lvl(D)> 
  – The caster & up to 1 subject per 3 levels 
  becomes ethereal, along with their 
  equipment. 
  8th Portal Reformat(Und p60) 
  <Trans, VSX(250)/DF, 10Minutes, Close-range, 
  Instantaneous> 
  – The caster can permanently add or remove 
  ‘keys’ to the target Portal.  The caster must 
  have studied the Portal, typically with 
  Analyze Portal. 
  9th Gate(PH p234) 
  <Conj(creat), VS, 1StdAct, Medium-range, 
  Concentration up to 1rnd/lvl> 
  – Opens a portal to a different plane of existence 
  that is 5’ to 20’ wide.  Creatures on both sides 
  can see through & can travel freely through 
  the opening. 
  -or- 
  <Conj(call)[variable alignment/element], VSX(1,000), 
  1StdAct, Medium-range, Instantaneous, no save, no 
  SR> 
  – Calls & controls one or more Outsiders to 
  perform a task.  The caster may target: 
  a) 2 or more Outsiders of the same type 
  whose total HD is no more than the Caster 
  level are called & controlled. 
  b) a single non-unique / divine Outsider of up 
  to 2x the Caster level can be called & 
  controlled. 
  c) a single non-unique / divine Outsider of 
  more than 2x the Caster level can be called 
  but not controlled. 
  d) a unique / divine Outsider can be called, 
  but it decides whether or not to arrive & it 
  is never controlled. 
  A controlled creature may not attack the caster 
  & may not leave until a task is at least 
  discussed.  The assigned task can be 
  “immediate” or “contractual” term: 
  a) Any task which requires no more than 
  1rnd/lvl to complete can be assigned 
  without a ‘contract’ (i.e., no payment). 
  b) A “long term” task requires a ‘contract’, 
  which entitles the summoned creature(s) to 
  be fairly paid when the task is completed. 
   
  
  Dungeons & Dragons 3.5 Edition Index – Clerical Domain Summaries 
   
  April 1, 2005 
   
  Clerical Domain – Protection 
   
  Page 77 
  Protection 
  (PH p188) 
  ‘Protective Ward’ once per day – The touched target receives a Resistance bonus on his/her next saving throw equal to your Cleric level.  If not used in one hour, 
  the ward dissipates.  Activation is a Standard Action. 
   
  1st Sanctuary(PH p274) 
  <Abj, VS/DF, 1StdAct, Touch, 1rnd/lvl, no SR> 
  – When an opponent attempt to target the 
  subject with a melee attack, ranged attack, or 
  a targeted spell (as opposed to an area-of –
  effect spell), the opponent must make a Will 
  save.  If successful, the opponent continues 
  its action.  On a failure, the opponent cannot 
  attack the subject & looses the action & 
  cannot attempt to attack the subject again for 
  the remainder of the duration. 
   If the subject attacks anyone, the spell ends. 
  2nd Shield Other(PH p278) 
  <Abj, VSF(two 50gp platinum rings that must be worn 
  by caster & target), 1StdAct, Close-range, 
  1hr/lvl(D)> 
  – Target gains a +1 Deflection bonus to AC & a 
  +1 Resistance bonus to saves.  Half of all hit-
  point damage that the target takes is actually 
  taken by the caster.  The spell ends 
  immediately if target leaves Close-range. 
  3rd Protection from Energy(PH p266) 
  <Abj, VS/DF, 1StdAct, Touch, until depleted up to 
  10min/lvl> 
  – Touched creature is immune to a total of 12 
  damage per level (max 120 hp) from one 
  Energy Type.  Once all the damage has been 
  taken, the spell ends.   
  Note:  This spell takes precedence over Resist 
  Energy.  Only when this spell is depleted will 
  Resist Energy be applied. 
  4th Spell Immunity(PH p281) 
  <Abj, VS/DF, 1StdAct, Touch, 10min/lvl> 
  – Touched subject gains unbeatable Spell 
  Resistance to one spell per four caster levels.  
  The spell must be 4th level or less & allow an 
  SR check.  The subject gains immunity to a 
  spell whether is cast as a spell or used as a 
  spell-like ability. 
   A given subject may only have a single Spell 
  Immunity or Greater Spell Immunity in effect 
  at one time. 
  5th Spell Resistance(PH p282) 
  <Abj, VS/DF, 1StdAct, Touch, 1min/lvl> 
  – Subject gains Spell Resistance of 12 + 1/lvl. 
  6th Antimagic Field(PH p200) 
  <Abj, VSM(iron powder)/DF, 1StdAct, 10min/lvl(D), 
  no save> 
  – Almost all magical effects, spells, spell-like 
  abilities, supernatural abilities, and magic 
  items are suppressed (but not dispelled) 
  within 10’ radius Emanation of the caster.  
  Summoned, conjured, & incorporeal 
  creatures ‘wink out’ until the antimagic field 
  stops overlapping with their last location, at 
  which point they return.  Time spent 
  suppressed counts against duration.  The field 
  is invisible & moves with the caster. 
   Magical creatures, such as Elementals & 
  Golems, can enter the field & even fight, but 
  they cannot use their supernatural & spell-
  like abilities 
   Some spells, such as Wall of Force & Prismatic 
  Sphere are specifically immune to this spell. 
  7th Repulsion(PH p271) 
  <Abj, VS/AF(2 small iron bars with dog statuettes on 
  the ends)/DF, 1StdAct, 1rnd/lvl(D), WillNeg, SR 
  applies> 
  – Creatures cannot approach the caster within an 
  invisible circle of up to 10’ radius per level 
  Emanation.  The circle moves with the caster, 
  but cannot push creatures back.  The caster 
  can still be attacked with spells & ranged 
  weapons. 
  8th Mind Blank(PH p253) 
  <Abj, VS, 1StdAct, Close-range, 1day> 
  – Subject is total immunity to mind-affecting 
  spells & effects, mind reading, detections, 
  and all forms of scrying & divinations.  Even 
  Limited Wish, Wish, & Miracle cannot gain 
  information about the subject.  Scrying spells 
  that come into the subject’s area, such as 
  Arcane Eye, will not even see the subject. 
  9th Prismatic Sphere(PH p264) 
  <Abj, V, 1StdAct, 10min/lvl(D)> 
  – Creates a 10’ radius opaque sphere around the 
  caster.  Anyone within 20’ of the sphere who 
  has less than 8HD is Blind for 2d4 x 10 
  minutes.   
   The caster can walk through the sphere without 
  difficulty.  Anyone else trying to go through 
  the wall is effected by each of its colors (SR 
  check required for each color), unless they 
  are dispelled in order.  The colors, in order, 
  are the following: 
  Color 
  Negated  by Effect 
  Red 
  Cone of Cold 
  20hp fire (Ref½) 
  Orange Gust of Wind 
  40hp acid (Ref½) 
  Yellow Disintegrate 
  80hp electricity (Ref½) 
  Green 
  Passwall 
  Death (Fort½ 1d6Con) 
  Blue 
  Magic Missile Flesh to Stone (FortNeg) 
  Indigo 
  Daylight 
  Insanity (WillNeg) 
  Violet 
  Dispel Magic Plane Shift (WillNeg) 
   The sphere is immune to Dispel Magic, Greater 
  Dispel Magic, and Antimagic Sphere, but not 
  Mordenkainen’s Disjunction. 
   
  
  Dungeons & Dragons 3.5 Edition Index – Clerical Domain Summaries 
   
  April 1, 2005 
   
  Clerical Domain – Purification 
   
  Page 78 
  Purification (CDiv p141) 
  Cast Abjuration spells at +1 Caster level. 
   
  1st Nimbus of Light(CDiv p170) 
  <Evoc[light], VS/DF, 1StdAct, Personal, until 
  discharged up to 1min/lvl(D)> 
  – The caster is surrounded by radiance, which 
  gives of bright light in a 30’ radius and 
  shadowy light 30’ past that. 
   As a Move Action, the caster can concentrate 
  the light around his/her arm, after which the 
  caster can may a ranged touch attack at a 
  target within 30’ as a Standard Action.  If it 
  hits, the spell does 1d8 + 1 per round since 
  the spell was cast (max 1d8 + caster level). 
   Making the ranged attack ends the spell. 
  2nd Deific Vengeance(CDiv p161) 
  <Conj(sum), VS/DF, 1StdAct, Close-range, 
  Instantaneous, Will½, SR applies> 
  – A single target takes 1d6 per two levels (max 
  5d6), unless it is Undead, in which is takes 
  1d6 per level (max 10d6). 
  3rd Recitation(CDiv p176)(UE p52) 
  <Conj(creat), VSF(sacred text)/DF, 1StdAct, 1rnd/lvl, 
  no save, SR applies> 
  – All allies within a 60’ radius Burst of the 
  caster gain a +2 (or +3 if they worship the 
  caster’s deity) Luck bonus on attacks & 
  saving throws, while any enemies in the burst 
  suffer a –2 penalty on attacks & saves. 
  4th Castigate(CDiv p158) 
  <Evoc[sonic], V, 1StdAct, Instantaneous, Fort½, SR 
  applies> 
  – Enemies within 10’ of the caster are effected 
  by a sermon, even if they do not understand 
  the language: 
  Alignment 
  Effect 
  Same 
  Deaf for 1d4rnds (Fort½) 
  Within 1 Step 
  1hp/lvl (max 10) (Fort½) 
  Further 
  1d4/lvl (max 10d4) (Fort½) 
  5th Dance of the Unicorn(CDiv p161) 
  <Abj, VS, 1StdAct, Personal, 1min/lvl(D)> 
  – The caster is surrounded by a purifying 
  transparent mist that extends out in a radius 
  of 5’ per level.  
   Within this radius, all nonmagical contaminants 
  (including inhaled poison) are negated.  
  Magical effects, including the breath of a 
  Green Dragon, Acid Fog, Cloudkill, etc., are 
  either negated (if their caster level is less than 
  or equal to this spell’s caster level) or all 
  target receive a +4 bonus on their saving 
  throw (if the effect’s caster level is higher). 
  6th Fires of Purity(CDiv p165) 
  <Evoc[fire], VS/DF, 1StdAct, Touch, 1rnd/lvl, RefNeg, 
  SR applies> 
  – The touched (usually willing) creature is 
  engulfed in magical flames that do not harm 
  it and gains the following benefits: 
  a) melee attacks do +1d6 + 1 per caster level 
  (max +1d6+15) Fire damage (no save, SR 
  applies) and Catches Fire (RefNeg); 
  b) any creature that strikes the subject with a 
  non-reach weapon 1d6 + 1/lvl (max 
  1d6+15) Fire damage (no save, SR 
  applies) and Catches Fire (RefNeg); 
  c) subject takes half damage from Fire-based 
  attacks.  If the attack allows a Reflex save, 
  the subject takes no damage on a 
  successful save. 
  7th Righteous Wrath of the Faithful(CDiv p178)(CDivErrata)+ 
  <Ench(comp)[mind], VS/DF, 1StdAct, 1rnd/lvl> 
  – All allies within a 30’ radius Burst of the 
  caster are filled with a divine fury whose 
  strength depends on the subject’s religion: 
  a) Subjects who worship the same deity as 
  the caster: 
  1) One extra attack per round at his/her 
  highest attack bonus. 
  2) +2 Morale bonus to attacks, damage, & 
  saves. 
  3) +3 Morale bonus on saves vs. Mind-
  Affecting spells & effects. 
  4) 2d8 Temporary HP. 
  5) At the end of the spell, the subject is 
  Fatigued for 10 minutes. 
  b) Others: 
  1) +1 Morale bonus on attacks & saving 
  throws vs. Fear spells & effects. 
  2) 1d8 Temporary HP. 
  8th Sunburst(PH p289) 
  <Evoc[light], VSM(sunstone, fire)/DF, 1StdAct, Long-
  range, Instantaneous, SR applies> 
  – A 80’ radius Burst of light is centered on the 
  caster.  Damage is based on creature type: 
  Type 
  Effect 
  Undead 
  1d6/lvl (max 25d6) (Ref½) & 
  destroyed if vulnerable to sunlight 
  (RefNeg) & Blind (RefNeg). 
  Oozes 
  1d6/lvl (max 25d6) (Ref½). 
  others 
  6d6 (Ref½) & Blind (RefNeg). 
  This spell Dispels any spells with the [darkness] 
  subtype within its area of effect. 
  9th Visage of the Deity, Greater(CDiv p187) 
  <Trans[good], VS/DF, 1StdAct, Personal, 1rnd/lvl> 
  – The caster becomes a ‘Half-Celestial’: 
  a) creature type changes to Outsider (but the 
  caster can be brought back from the dead); 
  b) +4 bonus to Strength; 
  c) +2 bonus to Dexterity; 
  d) +4 bonus to Constitution; 
  e) +2 bonus to Intelligence; 
  f) +4 bonus to Wisdom; 
  g) +4 bonus to Charisma; 
  h) +1 increase of Natural Armor; 
  i) gain Low-light Vision; 
  j) Acid Resistance 10; 
  k) Cold Resistance 10; 
  l) Electrical Resistance 10; 
  m)Spell Resistance 25; 
  n) Damage Reduction 10 / magic; 
  o) gain immunity to diseases; 
  p) +4 Racial bonus on saves vs. poison; & 
  q) gain feathery wings which let the caster 
  Fly at twice his/her ground movement with 
  Good maneuverability. 
  -or- 
  <Trans[evil], VS/DF, 1StdAct, Personal, 1rnd/lvl> 
  – The caster becomes a ‘Half-Fiend’: 
  a) creature type changes to Outsider (but the 
  caster can be brought back from the dead); 
  b) +4 bonus to Strength; 
  c) +4 bonus to Dexterity; 
  d) +2 bonus to Constitution; 
  e) +4 bonus to Intelligence; 
  f) +4 bonus to Wisdom; 
  g) +2 bonus to Charisma; 
  h) +1 increase of Natural Armor; 
  i) gain Darkvision 60’; 
  j) Acid Resistance 10; 
  k) Cold Resistance 10; 
  l) Electricity Resistance 10; 
  m)Fire Resistance 10; 
  n) Spell Resistance 25;  
  o) Damage Reduction 10 / magic;  
  p) gain Poison Immunity;  
  q) gain 1 Bite & 2 Claw attacks (if Medium, 
  Bite does 1d6 & each claw does 1d4; if 
  Small, Bite & each Claw each do 1d3); & 
  r) gain bat-like wings which let the caster Fly 
  at ground movement with Average 
  maneuverability. 
   
  
  Dungeons & Dragons 3.5 Edition Index – Clerical Domain Summaries 
   
  April 1, 2005 
   
  Clerical Domain – Renewal 
   
  Page 79 
  Renewal (PGF p90) 
  If your hit points falls below 0, but are still more than –10, you gain 1d8 + Charisma hit points. This effect happens automatically once per day. 
   
  1st Charm Person(PH p209) 
  <Ench(charm)[mind], VS, 1StdAct, Close-range, 
  1hr/lvl, WillNeg, SR applies> 
  – One Humanoid considers the caster its ally.  
  Anything the casters says or does will be 
  treated the same way as if a close friend has 
  done it. 
   If the target is in a threatening situation when 
  the spell is cast, it gets a +5 on the save.  Any 
  threats from the caster or his/her allies after 
  the spell is in effect breaks the charm. 
  2nd Restoration, Lesser(PH p272) 
  <Conj(heal), VS, 3Rounds, Touch, Instantaneous> 
  – Touched creature has penalties on one ability 
  score removed -or- has 1d4 ability Damage 
  cured from one ability score. 
   Also, the subject has Fatigue removed or has 
  Exhaustion upgraded to Fatigue. 
   This spell cannot heal permanent ability Drain. 
  3rd Remove Disease(PH p271) 
  <Conj(heal), VS, 1StdAct, Touch, Instantaneous> 
  – Cures all diseases affecting subject, as well as 
  parasites, Green Slime, etc. 
  4th Reincarnate(PH p270) 
  <Trans, VSM(1,000 rare oils & unguents)/DF, 
  Instantaneous, Touch> 
  – If cast on a body dead up to one week whose 
  soul is willing & able to return, then a new 
  Humanoid body of a random type is 
  mystically created for the soul to enter.  The 
  target retains his/her Intelligence, Wisdom, 
  Charisma, and memories.  The target loose 
  one class level, but retains all other level-
  based advantages (including skill ranks, base 
  attack bonus, base hit points, etc.).  The new 
  body’s Strength, Dexterity, & Constitution is 
  determined by removing any previous Racial 
  Modifiers & applying the new body’s Racial 
  Modifiers (see the Reincarnation Forms 
  Table in the Creature Index). 
  5th Atonement(PH p201) 
  <Abj, VSM(incense)F(500gp prayer beads)X(up to 
  500)/DF, 1Hour, Touch, no save, SR applies> 
  – Removes burden of misdeeds from a truly 
  repentant touched subject.  If the misdeeds 
  were committed willingly & knowingly, then 
  the caster must expend 500XP.  Uses include: 
  a) removing magical alignment changes; 
  b) restoring a paladin, cleric, or druid who 
  had lost his/her class abilities. 
  c) a fully willing & understanding subject can 
  redeemed/tempted into taking the same 
  alignment as the caster.  No duress, 
  compulsion, or magical influence can be 
  involved in making the subject want to be 
  redeemed.   
  6th Heroes’ Feast(PH p240) 
  <Conj(create), VS/DF, 10Min, Close-range, 1hr> 
  – Creates a banquet for 1 creature per level.  
  Each creature that spends the full hour eating 
  is cured of all diseases, sickness, & nausea, 
  gains 1d8 + 1 per 2 levels (max +10) 
  Temporary HP, and for the following 12 
  hours is immune to poison, magical fear & 
  gains a +1 Morale bonus to attacks & Will 
  saves. 
  7th Restoration, Greater(PH p272) 
  <Conj(heal), VSX(500), 10Minutes, Touch, 
  Instantaneous> 
  – Touched creature is restored as follows: 
  a)  all Negative Energy Level are removed; 
  b) all lost Experience Level are restored if 
  that were drained within 1/week per level; 
  c) removes all ability penalties and temporary 
  ability Damage; 
  d) restores all permanently Drained points;  
  e) eliminates Fatigue and Exhaustion; and 
  f) removes insanity, Confusion, & similar 
  mental effects. 
  8th Polymorph Any Object(PH p263)(PHe)+ 
  <Trans, VSM(mercury, gum arabic, smoke)/DF, 
  1StdAct, Close-range, FortNeg, SR applies> 
  – Changes any subject into anything else.  
  “Minor” changes can be permanent (e.g., 
  changing a manticore into a shrew), while 
  extreme changes have a limited durations 
  (e.g., changing a pebble into a human). 
   This spell can mimic the following spells:  
  Flesh to Stone, Baleful Polymorph, Stone to 
  Flesh, Transmute Mud to Rock, Transmute 
  Rock to Mud, Transmute Metal to Wood. 
  9th Freedom(PH p233) 
  <Abj, VS, 1StdAct, Close-range> 
  – Releases target creature from any magics or 
  effects restricting its movement, including 
  Binding, Entangle, Grappling, Maze, 
  Paralysis, Petrification (no save needed to 
  survive), Pinning, Sleep, Slow, Stunning, 
  Temporal Stasis, & Web. 
    It is the only effect that can remove the spell 
  Imprisonment, but to do so, it must be cast in 
  the same location as the spell it is dispelling 
  & the caster must know the target’s name & 
  background. 
   
  
  Dungeons & Dragons 3.5 Edition Index – Clerical Domain Summaries 
   
  April 1, 2005 
   
  Clerical Domain – Repose 
   
  Page 80 
  Repose 
  (PGF p90) 
  ‘Death Touch’ once per day – As a touch attack on a living creature, roll 1d6 per Cleric level.  If the total is greater than or equal the touched creature’s hit-
  points, it dies (no save).  This is a  Death effect. 
   
  1st Hide from Undead(PH p241) 
  <Abj, S/DF, 1StdAct, Touch, 10min/lvl(D), WillNeg, 
  SR applies> 
  – One touched subject per level cannot be 
  perceived by Undead.  Only intelligent 
  Undead are allowed a Will save.  Effected 
  senses include Blindsense, Blindsight, Scent, 
  Tremorsense, Sight, Hearing, or Smell. 
   If any of the spell’s subject touches, attacks 
  (including with spells) or attempts to turn any 
  creature, the spell ends for all the subjects. 
  2nd Gentle Repose(PH p234) 
  <Necro, VSM(salt, copper piece per eye)/DF, 1StdAct, 
  Touch, 1day/lvl> 
  – Prevents the touched corpse from rotting.  
  Time spells under the effect of this spell does 
  not count towards the time limit of the corpse 
  being brought back by Raise Dead, etc. 
  3rd Speak with Dead(PH p281) 
  <Necro[language], VS/DF, 10Minutes, 10’ range, 
  1min/lvl, no SR> 
  – The caster may ask a mostly intact corpse one 
  question per two levels within the spell’s 
  duration.  If the corpse’s original alignment is 
  different from the caster’s, it gets a Will save 
  (equal to its Will save when it was alive) to 
  avoid answering.  The corpse only knows 
  what it did while it was alive & only speaks 
  languages it knew. 
   Any given corpse can only be targeted with this 
  spell once per week.  Corpses that have been 
  turned into Undead are immune. 
  4th Death Ward(PH p217) 
  <Necro, VS/DF, 1StdAct, Touch, 1min/lvl> 
  – Grants immunity to death spells & effects, 
  gaining Negative Levels, and Negative 
  Energy damage & ability loss. 
  5th Slay Living(PH p280) 
  <Necro[death][touch attack], VS, 1StdAct, Touch, 
  Fort½, SR applies> 
  – Touched living target dies on a failed saving 
  throw.  On success, target takes 3d6 + 1/level. 
  6th Undeath to Death(PH p297) 
  <Necro[death], VSM(500gp of diamond power)/DF, 
  1StdAct, Medium-range, WillNeg, SR applies> 
   – Destroys 1d4 HD per level (max 20d4) of 
  Undead in a 40’ radius Burst.  The lowest HD 
  creatures in the area are effected first & 
  creatures with 9 or more HD are immune. 
  7th Destruction(PH p218) 
  <Necro[death], VSF(500gp custom silver religious 
  symbol), 1StdAct, Close-range, Fort½, SR applies> 
  – The target dies & its body ceases to exist.  The 
  target’s equipment & possession are left 
  behind.  On a successful save, target takes 
  10d6 damage. 
  8th Surelife(PGF p115) 
  <Abj, VSM(special ointment), 1Round, Personal, 
  1min/lvl> 
  – The caster, but not his/her possessions, are 
  protected from a named natural condition that 
  would be fatal, such as an avalanche or 
  boiling oil. 
  9th Wail of the Banshee(PH p298) 
  <Necro[death][sonic], V, 1StdAct, Close-range, 
  FortNeg, SR applies> 
  – One living creature per level in a 40’ radius 
  Spread dies.  If there are too many targets, 
  count from the point of origin outward. 
   
  
  Dungeons & Dragons 3.5 Edition Index – Clerical Domain Summaries 
   
  April 1, 2005 
   
  Clerical Domain – Retribution 
   
  Page 81 
  Retribution (FR p65) 
  ‘Strike of Vengeance’ once per day – When you have been harmed in combat, you may make an attack on the one who harmed you with a melee or ranged 
  weapon on your next action.  If it hits, you do maximum damage. 
   
  1st Shield of Faith(PH p278) 
  <Abj, VSM(holy writings), 1StdAct, Touch, 1min/lvl> 
  – Touched subject is surrounded by a magical 
  aura that grants a Deflection bonus to AC of 
  2 +1 per six levels (max total bonus is +5). 
  2nd Bear’s Endurance(PH p203) 
  <Trans, VS/DF, 1StdAct, Touch, 1min/lvl> 
  – +4 Enhancement bonus to Constitution. 
  3rd Speak with Dead(PH p281) 
  <Necro[language], VS/DF, 10Minutes, 10’ range, 
  1min/lvl, no SR> 
  – The caster may ask a mostly intact corpse one 
  question per two levels within the spell’s 
  duration.  If the corpse’s original alignment is 
  different from the caster’s, it gets a Will save 
  (equal to its Will save when it was alive) to 
  avoid answering.  The corpse only knows 
  what it did while it was alive & only speaks 
  languages it knew. 
   Any given corpse can only be targeted with this 
  spell once per week.  Corpses that have been 
  turned into Undead are immune. 
  4th Fire Shield(PH p230) 
  <Evoc[fire], VS/AM(phosphorous)/DF, 1StdAct, 
  Personal, 1rnd/lvl(D)> 
  – Warm Shield:  The caster is sheathed in blue 
  or violet flames that give off 10’ of light.  
  Creatures succeeding in melee attacks against 
  the caster take 1d6 + 1/lvl (max +15) Fire 
  damage (SR applies).  The caster takes ½ 
  damage from Cold attacks (if the attack has a 
  Reflex save for ½ damage, take no damage 
  on a successful save). 
  -or-   
  <Evoc[cold], VS/AM(fireflies/glow worms)/DF, 
  1StdAct, Personal, 1rnd/lvl(D)> 
  – Cold Shield:  The caster is sheathed in blue or 
  green flames that give off 10’ of light.  
  Creatures succeeding in melee attacks against 
  the caster take 1d6 + 1/lvl (max +15) Cold 
  damage (SR applies).  The caster takes ½ 
  damage from Fire attacks (if the attack has a 
  Reflex save for ½ damage, take no damage 
  on a successful save). 
  5th Mark of Justice(PH p252) 
  <Necro, VS/DF, 10Minutes, Touch, Permanent, no 
  save, SR applies> 
  – The caster draws an indelible mark on the 
  target & states the behavior that will activate 
  a curse.  The caster may choose one of the 
  following curses: 
  a) –6 on one ability (minimum 1);  
  b) –4 penalty on attacks, saves, and skill 
  checks; or 
  c) 50% chance of losing each action. 
   This spell is not effected by Dispel Magic.  It 
  can only be removed by Break Enchantment, 
  Limited Wish, Miracle, or Wish. 
   This spell can be removed with Remove Curse 
  only if its caster level is at least as high as 
  this spell’s caster level. 
  6th Banishment(PH p202) 
  <Abj, VS/AF(object or substance hated by the target), 
  Close-range, WillNeg, SR applies> 
  – Banishes up to 2 HD per level of Extraplanar 
  creatures in a 30’ area away from the current 
  plane.  Extra hated objects give a +1 on SR 
  Checks and +2 to the spell’s DC. 
  7th Spell Turning(PH p282)(PHe)+ 
  <Abj, VSM(small silver mirror)/DF, 1StdAct, Personal, 
  until expended up to 10min/lvl> 
  – Reflects ranged targeted spells (i.e., not area-
  of-effect spells or touch attacks) back at their 
  caster.  1d4+6 spell levels are reflect in total. 
   If a spell is partially reflected (i.e., not enough 
  spell levels remaining to totally reflect the 
  spell),  the percentage of remaining ‘levels of 
  reflection’ to the spell’s level is the 
  percentage of the spell being reflected or the 
  percentage of spell damage that is reflected. 
   For example, if a caster has 2 remaining levels 
  of reflection is targeted with an 8th level 
  Polar Ray, the caster with Spell Turning will 
  take 75% of the damage while the caster of 
  Polar Ray will take 25%.  On the other hand, 
  if the caster with Spell Turning was targeted 
  with an 8th level Maze, there would be a 75% 
  chance of him/her being effected & a 25% 
  chance of the caster of the Maze being 
  effected. 
  8th Discern Location(PH p222) 
  <Div, VS/DF, 10Minutes, no save, no SR> 
  – Finds a named creature or object, no mater 
  where it is located (even on other planes!).  
  The caster must have either seen the target 
  creature or have an object that belonged to 
  him/her.  To find an object, the caster must 
  have touched it at least once. 
   This spell bypasses most anti-scrying 
  protections and can only be blocked Mind 
  Blank. 
  9th Storm of Vengeance(PH p285) 
  <Conj(sum), VS, 1Round, Long-range, Concentration 
  up to 10rnds, SR applies> 
  – Creates a storm cloud that is 360’ radius wide.  
  Unless indicated otherwise, everyone in the 
  area takes the following effects on the 
  specified round: 
  Rnd 1 – Thunder: Deaf 1d4x10min (FortNeg) 
  Rnd 2 – Acid Rain:  1d6 Acid dmg (no save) 
  Rnd 3 – Lightning:  6 targets of the caster’s 
  choice take 10d6 Electrical dmg (Ref ½) 
  Rnd 4 – Hail: 5d6 bludgeoning dmg (no save) 
  Rnd 5-10 – Downpour:  Concealment at 5’, 
  Total Concealment at 10’, movement at ¼, 
  no ranged attacks, spells require 
  Concentration checks vs. DC (spell DC + 
  level of spell being cast). 
   
  
  Dungeons & Dragons 3.5 Edition Index – Clerical Domain Summaries 
   
  April 1, 2005 
   
  Clerical Domain – Rune 
   
  Page 82 
  Rune 
  (PGF p90) 
  Gain Feat: Scribe Scroll. 
   
  1st Erase(PH p227) 
  <Trans, VS, 1StdAct, Close-range> 
  – One scroll or two pages of unattended non-
  magical writing are 90% likely to be erased 
  (100% if physically touched).  One magical 
  rune (Explosive Runes, Glyph of Warding, 
  Arcane Marks, or Sepia Snake Sigil) has a 
  90% chance of being erased, but it must be 
  touched and a Caster check vs. DC 15 (a 
  natural 1 or 2 is always a failure).  If the 
  check fails, then the magic rune is set off. 
  2nd Secret Page(PH p275) 
  <Trans, VSM(fish scales, will-o’-wisp essence), 
  10Minutes, Touch, Permanent, no SR> 
  – The touched page looks like something totally 
  different (such as a map or poetry) unless a 
  key-word is used.  Using the key-word again 
  returns the page to its disguised state. 
   If this spell is Dispelled, the hidden material is 
  destroyed too. 
   True Seeing reveals the nature of this spell, but 
  must be used in conjunction with 
  Comprehend Languages to see the hidden 
  message. 
  3rd Glyph of Warding(PH p236) 
  <Abj, VSM(200gp diamond dust, incense), 10Minutes, 
  Touch, until discharged> 
  – Caster inscribes a one-use almost invisible 
  rune upon an object or area (up to 5 square 
  feet per level) which is set off when anyone 
  (visible or otherwise) touches or passes it.  
  The caster can set criteria which will keep the 
  glyph from discharging, such as a password, 
  the creature’s race or alignment, or even 
  religion (though the spell can be fooled by 
  Nondetection, Polymorph Self, etc.).  If 
  noticed, a Read Magic along with Spellcraft 
  check vs. DC 13 will identify the effect 
  contained by the glyph.  A glyph can either 
  a) inflict 1d8 per 2 levels (max 5d8) in a 5’ 
  radius of one energy type (acid, cold, 
  electricity, fire, or sonic) (Ref½) and SR 
  applies; or 
  b) store one harmful spell up to 3rd level. 
  4th Explosive Runes(PH p228) 
  <Abj[force], VS, 1StdAct, Touch, until discharged(D)> 
  – Touched object weighing no more than 10 lbs. 
  (typically a book) is magically trapped with 
  runes.  Anyone reading them takes 6d6 Force 
  damage (no save).  Those within 10’ of the 
  explosion receive a Reflex save for half 
  damage.  The trapped object also takes the 
  damage.  The caster & anyone the caster 
  designated at cast-time do not set off the 
  runes. 
  5th Planar Binding, Lesser(PH p261) 
  <Conj(call)[variable alignment/element], VS, 
  10Minutes, Close-range, WillNeg> 
  – Calls & traps a named type or specific 
  Outsider or Elemental of up to 6HD until it 
  performs a task.  Before casting this spell, the 
  caster must prepare a ‘holding area’ within 
  range with either an inward-focused Magic 
  Circle or a Calling Diagram. 
  Steps in a binding: 
  1) Target gets a Will save (but no SR) to 
  avoid being Called into the ‘holding area’. 
  2) Target can try to escape from the ‘holding 
  area’ with a Spell Resistance check, 
  dimensional travel (which can be blocked 
  with Dimensional Anchor), or a Charisma 
  check vs. DC (15 + ½ Caster level + 
  Caster’s Charisma modifier).  Success 
  means it can flee or attack. 
  3) Caster requests a service & offers a 
  reward.  The difficulty of the 1st & the 
  generosity of the 2nd results in a bonus of  
  0 - +6.  The Caster & the Target then make 
  an opposed Charisma check, with success 
  meaning the Target accepted the Caster’s 
  offer.  If the Caster rolls a ‘1’, then the 
  Target escapes immediately. 
  Steps 2) & 3) are repeated every day until a) the 
  Target accepts; b) the Target escapes; or c) 
  the Target is dismissed with a separate spell. 
  If the Target accepts, it will follow the wording 
  of the task & then report back when it is 
  done.  Open-ended tasks (i.e., “guard this 
  door”) last up to 1 day per Caster level. 
  6th Glyph of Warding, Greater(PH p237) 
  <Abj, VSM(400gp diamond dust, incense), 10Minutes, 
  Touch, until discharged> 
  – Caster inscribes a one-use almost invisible 
  rune upon an object or area (up to 5 square 
  feet per level) which is set off when anyone 
  (visible or otherwise) touches or passes it.  
  The caster can set criteria which will keep the 
  glyph from discharging, such as a password, 
  the creature’s race or alignment, or even 
  religion (though the spell can be fooled by 
  Nondetection, Polymorph Self, etc.).  If 
  noticed, a Read Magic along with Spellcraft 
  check vs. DC 13 will identify the effect 
  contained by the glyph.  A glyph can either 
  a) inflict 1d8 per 2 levels (max 10d8) in a 5’ 
  radius of one energy type (acid, cold, 
  electricity, fire, or sonic) (Ref½) and SR 
  applies; or 
  b) store one harmful spell up to 6th level. 
  7th Drawmij’s Instant Summons(PH p225) 
  <Conj(sum), VSM(1,000gp sapphire), 1StdAct, until 
  discharged> 
  – This spell allows a target object to be located 
  or summoned to the caster by breaking the 
  material component sapphire.  The target 
  object can weigh no more than 10 pounds  
  –or- not be longer than 6’ and must have the 
  caster’s Arcane Mark on it.  When this spell 
  is cast, the target object’s name is invisible 
  marked on the sapphire. 
  At any point in the future, the sapphire can be 
  broken by the caster while he/she speaks a 
  word of activation.  At that point, one of two 
  things happens: 
  a) If the target object is in the possession of a 
  creature, the caster immediately knows the 
  name and location of the possessor. 
  b) Otherwise, the target object is teleported 
  into the caster’s grasp, even if it was on 
  another plane of existence. 
  8th Transcribe Symbol(PGF p116) 
  <Abj, VSF(piece of slate), 1StdAct, Personal, until 
  discharged up to 10min/lvl> 
  – The caster may “pick up” one touched, 
  untriggered Glyph of Warding or Symbol by 
  making a Caster check vs. DC (20 + the 
  spell’s level).  Failure means the rune goes 
  off.  If successfully picked up, the caster must 
  maintain Concentration until he/she can find 
  a suitable place to “put down” the rune again.  
  If Concentration is lost or the duration is 
  exceeded, the rune goes off.  Once “put 
  down”, the rune acts normally in its new 
  location. 
  9th Teleportation Circle(PH p293) 
  <Conj[teleport], VM(1,000gp amber), 10Minutes, 
  Touch, 10min/lvl(D), no save, SR applies> 
  – Create an almost invisible circle up to 5’ 
  radius on the floor, ground, etc.  Anyone 
  stepping into the circle is teleported safely to 
  a familiar destination in the same plane of 
  existence chosen at casting time. 
   
  
  Dungeons & Dragons 3.5 Edition Index – Clerical Domain Summaries 
   
  April 1, 2005 
   
  Clerical Domain – Shadow 
   
  Page 83 
  Shadow 
  (Eb p108) 
  Gain Feat: Blind-Fight. 
   
  1st Obscuring Mist(PH p258) 
  <Conj(creat), VS, 1StdAct, 1min/lvl, no SR> 
  – Creates a 20’ radius Spread by 20’ high Cloud 
  of fog centered around the caster.   
  The cloud can be dispersed by Moderate Wind 
  in 4 rounds & a Strong Wind in 1 round.  
  Large amounts of fire, such as a Fireball, will 
  also disperse the cloud. 
  2nd Darkness(PH p216) 
  <Evoc[darkness], VM(bat fur, coal)/DF, 1StdAct, 
  Touch, 10min/lvl(D), no SR> 
  – Touched object radiates shadowy illumination 
  in a 20’ radius.  Creatures in the darkness 
  have Concealment (20% miss chance).  
  Darkvision cannot see through this spell. The 
  darkness may be blocked by putting the 
  object in a container. 
   This spell Counters and Dispels spells with the 
  [light] category of equal or lower level. 
  3rd Deeper Darkness(PH p217) 
  <Evoc[darkness], VM(bat fur, coal)/DF, 1StdAct, 
  Touch, 1day/lvl(D), no SR> 
  – Touched object radiates shadowy illumination 
  in a 60’ radius.  Creatures in the darkness 
  have Concealment (20% miss chance).  
  Darkvision cannot see through this spell.  The 
  darkness may be blocked by putting the 
  object in a container. 
   This spell Counters and Dispels spells with the 
  [light] category of equal or lower level. 
   This spell Suppresses Daylight and is 
  suppressed by it, leaving only the natural 
  illumination in the overlapping area. 
  4th Shadow Conjuration(PH p276) 
  <Ill(shadow), VS, 1StdAct, WillDisbelief, SR applies> 
  – Mimics a Wizard/Sorcerer Conj(summoning) 
  or Conj(creation) spell of up to 3rd level.  The 
  spell is 1/5
  th real & the remainder is ‘shadow’. 
   The target of the spell always get a Will save to 
  realize the spell is not entirely real.  The 
  target’s Spell Resistance always applies too.  
  Range & duration match the copied spell. 
   The possible effects fall into 3 categories: 
  Damage Spells (e.g., Melf’s Acid Arrow):   
  Believer – effected by the spell normally, 
  including any normal saving throws. 
  Nonbeliever – takes 1/5
  th damage & any 
  non-damage effect has only a 20% 
  chance of effecting the target. 
  Creating Objects or Substances (e.g., Web):   
  Believer – effected by the spell normally, 
  including any normal saving throws. 
  Nonbeliever – 20% chance of effecting the 
  target. 
  Summon a Creature. (e.g., Summon Swarm):  
  Believer – creature has all its normal 
  abilities & weaknesses, but only has 1/5
  th 
  of its normal hp. 
  Nonbeliever – creature has 1/5
  th of its 
  normal hp, does 1/5
  th of its normal 
  damage, only has 1/5
  th of its normal AC 
  bonus, & its non-damage abilities have 
  only 20% chance of working each time. 
  5th Shadow Evocation(PH p277) 
  <Ill(shadow), VS, 1StdAct, WillDisbelief, SR applies> 
  – Mimics a Wizard/Sorcerer Evocation spell of 
  up to 4th level.  The spell is 1/5
  th real & the 
  remainder is ‘shadow’. 
   The target of the spell always get a Will save to 
  realize the spell is not entirely real (objects 
  always make this save).  The target’s Spell 
  Resistance always applies too.  Range & 
  duration match the copied spell. 
  Believer – effected by the spell normally, 
  including any normal saving throws. 
  Nonbeliever – takes 1/5
  th damage & any non-
  damage effect has only a 20% chance of 
  effecting the target. 
  6th Shadow Walk(PH p277) 
  <Ill(shadow), VS, 1StdAct, Touch, 1hr/lvl(D)> 
  – The caster and up to 1 touched subject per 
  level travel into the Plane of Shadows 
  (unwilling subjects receive a Will save to 
  negate).  Travel can be in two different ways: 
  a) Movement in the Plane of Shadows is 
  faster than in the Material Plane, so the 
  party can effectively travel 50 miles/hour.  
  When the desired destination is reached, 
  the party returns to the Material Plane. 
  b) The party can travel to a plane of existence 
  that borders the Plane of Shadows.  This 
  takes 1d4 hours. 
  7th Shadow Conjuration, Greater(PH p276) 
  <Ill(shadow), VS, 1StdAct, WillDisbelief, SR applies> 
  – Mimics a Wizard/Sorcerer Conj(summoning) 
  or Conj(creation) spell of up to 6th level.  The 
  spell is 3/5
  th real & the remainder is ‘shadow’. 
   The target of the spell always get a Will save to 
  realize the spell is not entirely real.  The 
  target’s Spell Resistance always applies too.  
  Range & duration match the copied spell. 
   The possible effects fall into 3 categories: 
  Damage Spells (e.g., Melf’s Acid Arrow):   
  Believer – effected by the spell normally, 
  including any normal saving throws. 
  Nonbeliever – takes 3/5
  th damage & any 
  non-damage effect has only a 60% 
  chance of effecting the target. 
  Creating Objects or Substances (e.g., Web):   
  Believer – effected by the spell normally, 
  including any normal saving throws. 
  Nonbeliever – 60% chance of effecting the 
  target. 
  Summon a Creature. (e.g., Summon Swarm):  
  Believer – creature has all its normal 
  abilities & weaknesses, but only has 3/5
  th 
  of its normal hp. 
  Nonbeliever – creature has 3/5
  th of its 
  normal hp, does 3/5
  th of its normal 
  damage, only has 3/5
  th of its normal AC 
  bonus, & its non-damage abilities have 
  only 60% chance of working each time. 
  8th Shadow Evocation, Greater(PH p277) 
  <Ill(shadow), VS, 1StdAct, WillDisbelief, SR applies> 
  – Mimics a Wizard/Sorcerer Evocation spell of 
  up to 7th level.  The spell is 3/5
  th real & the 
  remainder is ‘shadow’. 
   The target of the spell always get a Will save to 
  realize the spell is not entirely real (objects 
  always make this save).  The target’s Spell 
  Resistance always applies too.  Range & 
  duration match the copied spell. 
  Believer – effected by the spell normally, 
  including any normal saving throws. 
  Nonbeliever – takes 3/5
  th damage & any non-
  damage effect has only a 60% chance of 
  effecting the target. 
  9th Shades(PH p276) 
  <Ill(shadow), VS, 1StdAct, WillDisbelief, SR applies> 
  – Mimics a Wizard/Sorcerer Conj(summoning) 
  or Conj(creation) spell of up to 8th level.  The 
  spell is 4/5
  th real & the remainder is ‘shadow’. 
   The target of the spell always get a Will save to 
  realize the spell is not entirely real.  The 
  target’s Spell Resistance always applies too.  
  Range & duration match the copied spell. 
   The possible effects fall into 3 categories: 
  Damage Spells (e.g., Melf’s Acid Arrow):   
  Believer – effected by the spell normally, 
  including any normal saving throws. 
  Nonbeliever – takes 4/5
  th damage & any 
  non-damage effect has only a 80% 
  chance of effecting the target. 
  Creating Objects or Substances (e.g., Web):   
  Believer – effected by the spell normally, 
  including any normal saving throws. 
  Nonbeliever – 80% chance of effecting the 
  target. 
  Summon a Creature. (e.g., Summon Swarm):  
  Believer – creature has all its normal 
  abilities & weaknesses, but only has 4/5
  th 
  of its normal hp. 
  Nonbeliever – creature has 4/5
  th of its 
  normal hp, does 4/5
  th of its normal 
  damage, only has 4/5
  th of its normal AC 
  bonus, & its non-damage abilities have 
  only 80% chance of working each time. 
  
  Dungeons & Dragons 3.5 Edition Index – Clerical Domain Summaries 
   
  April 1, 2005 
   
  Clerical Domain – Scaleykind 
   
  Page 84 
  Scalykind 
  (PGF p90) 
  Rebuke / Control Snakes and Reptiles, up to 3  + Charisma modifier times per day. 
   
  1st Magic Fang(PH p250) 
  <Trans, VS/DF, 1StdAct, Touch, 1min/lvl> 
  – One natural weapon of touched creature 
  (including Humanoids) gets +1 Enhancement 
  bonus to attack and damage. 
  2nd Animal Trance (reptiles & snakes only)(PH p198)  
  <Ench(comp)[mind][sonic], VS, 1StdAct, Close-range, 
  Concentration, WillNeg (see below)> 
  – 2d6 HD of Animals or Magical Beasts with 
  Intelligence of 1 or 2 stop what they are 
  doing and watch the caster for the spell’s 
  duration.  Animals not trained to guard or 
  attack do not get a save, though all other 
  effected creatures do.  An effected creature is 
  treated as Fascinated. 
  3rd Magic Fang, Greater(PH p250) 
  <Trans, VS/DF, 1StdAct, Close-range, 1hr/lvl> 
  – One living creature (including a Humanoid) 
  gains one of the following: 
  a) one natural weapon gets an Enhancement 
  bonus to attack and damage of +1 per 4 
  levels (max +5); or 
  b) all natural weapons get a +1 Enhancement 
  bonus on attacks and damage. 
  4th Poison(PH p262) 
  <Necro[touch attack], VS/DF, 1StdAct, Touch, 
  Instantaneous, FortNeg, SR applies> 
  – Touch deals 1d10 Constitution damage, 
  repeats in 1 minute.  DC is 10 + ½ caster 
  level + caster’s Wisdom modifier. 
  5th Animal Growth (reptiles & snakes only)(PH p198) 
  <Trans, VS, 1StdAct, Medium-range, 1min/lvl, 
  FortNeg, SR applies> 
  – One animal per two levels in a 30’ area is 
  increased to the next larger Size Category.  
  The targets also gain Damage Reduction 
  10/magic and a +4 Resistance bonus to 
  Saving Throws. 
   This spell does not grant the caster special 
  influence over the target animals. 
  6th Eyebite(PH p228) 
  <Necro[evil], VS, 1StdAct, Close-range, Personal, 
  1rnd/3lvls, FortNeg, SR applies>  
  – The caster gains the ability to target a single 
  living creature once per round as a Move 
  Action.  The effect is determined by the 
  target’s HD: 
  10+ HD: Sickened for 10min/lvl 
  5 – 9 HD: Panicked for 1d4 rounds & then 
  Shaken for 10min/lvl & above. 
  up to 4HD:Comatose for 10min/lvl & above. 
  7th Vipergout(PGF p117) 
  <Conj(sum)[variable alignment], VSM(snakeskin), 
  1StdAct, Close-range, 1rnd/lvl> 
  – The caster summons either Celestial or 
  Fiendish Medium-sized Vipers.  The caster 
  can “spit” 3 snakes as a Standard Action or 1 
  snake as a Move Action, for a total of 1d4 + 
  3.  Once spat out, a snake moves to the 
  desired target and attacks.  Until the full 
  number of snakes are “spat out”, the caster 
  cannot speak. 
  8th Animal Shapes (reptiles & snakes only)(PH p198) 
  <Trans, VS/DF, 1StdAct, Close-range, 1hr/lvl(D)> 
  – One willing subject per level in a 30’ area are 
  polymorphed into an animal of the caster’s 
  choice.  All subject must be turned into the 
  same type of animal.  The caster may dismiss 
  the spell on all of the subjects, or an 
  individual subject may dismiss the spell from 
  himself as a Full-Round Action.  See the 
  Polymorph Table for details. 
  9th Shapechange(PH p277)(PHe)+ 
  <Trans, VSF(1500gp jade circlet), 1StdAct, Personal, 
  10min/lvl(D)> 
  – The caster takes a new form, which can be 
  changed each round as Free Action, which: 
  a) can by any creature type, including those 
  which has Incorporeal or Gaseous forms; 
  b) cannot have more HD than the Caster level 
  (max 25HD); 
  c) may be as small as Fine-size & as large as 
  Colossal-size. 
   The caster gets the following from the new form: 
  a) Strength, Dexterity, & Constitution; 
  b) Extraordinary & Supernatural attacks & 
  qualities. 
   The caster keeps the following from its original 
  form: 
  a) Intelligence, Wisdom, & Charisma; 
  b) hit points (ignore new Constitution score); 
  c) level, class, & alignment; 
  d) base attack bonus & base save bonuses 
  (though these can be modified by the new 
  form’s Str, Dex, & Con); and 
  e) extraordinary abilities, spells, & spell-like 
  abilities (but not supernatural abilities). 
  In addition: 
  a) the new form can cast spells if it is 
  physically capable (i.e., mouth for verbal 
  components, hands for somatic, etc.); 
  b) the caster’s equipment is transformed into 
  analogous equipment for the new form if 
  humanoid shaped, otherwise it is absorbed 
  into the body & suppressed; 
  c) +10 bonus on Disguise checks; 
  d) gain 1 day’s natural healing of hit-points 
  only; and 
  e) if slain, return to original form. 
   
  
  Dungeons & Dragons 3.5 Edition Index – Clerical Domain Summaries 
   
  April 1, 2005 
   
  Clerical Domain – Slime 
   
  Page 85 
  Slime 
  (PGF p91) 
  Rebuke / Control Oozes, up to 3  + Charisma modifier times per day. 
   
  1st Grease(PH p237) 
  <Conj(creat), VSM(butter/pork rind), 1StdAct, Close-
  range, 1rnd/lvl(D), no SR> 
  – This spell has several uses:  
  a) Make one 10’ square slippery.  Going 
  through the area requires a Reflex save to 
  avoid falling down.  A creature can go 
  through the area at ½ movement by 
  making a Balance check vs. DC 10 (failure 
  of this check by less than 5 allows a Reflex 
  save to avoid falling, while failing by 5 or 
  more guarantees a fall); 
  b) Make one object slippery.  If the object is 
  held, the wielder gets a Reflex save to 
  avoid the effect entirely.  If the save fails 
  (or was not in anyone’s possession when 
  the spell was cast), the object becomes 
  slippery for the duration & is immediately 
  dropped.  A Reflex save is then required 
  each round to hold the object.  
  c) Make one person slippery.  The subject 
  gains a +10 Circumstance bonus on 
  Escape Artist checks & on Grapple checks 
  made to resist or escape a grapple, or 
  escape a pin. 
  2nd Melf’s Acid Arrow(PH p253) 
  <Conj(creat)[acid][energy missile], VSM(rhubarb, 
  adder’s stomach) F(dart), 1StdAct, Long-range, no 
  save, no SR> 
  – 2d4 Acid damage for 1 round + 1 round per 3 
  levels (7 rounds max). 
  3rd Poison(PH p262) 
  <Necro[touch attack], VS/DF, 1StdAct, Touch, 
  Instantaneous, FortNeg, SR applies> 
  – Touch deals 1d10 Constitution damage, 
  repeats in 1 minute.  DC is 10 + ½ caster 
  level + caster’s Wisdom modifier. 
  4th Rusting Grasp(PH p273) 
  <Trans[touch attack],VS/DF, 1StdAct, Touch, 1rnd/lvl, 
  no save, no SR> 
  – The caster’s touch corrodes non-magic iron 
  and alloys, causing one of the following 
  effects per round: 
  a) a touch attack on a ferrous creature does 
  3d6+ 1/lvl (max +15); 
  b) a melee touch attack vs. a non-magic metal 
  weapon destroys the weapon; 
  c) a melee touch vs. non-magic metal armor 
  destroys 1d6 of its AC bonus; or 
  d) up to a 3’ radius of a non-magic metal 
  touched is destroyed. 
  5th Evard’s Black Tentacles(PH p228) 
  <Conj(creat), VSM(octopus or squid tentacle), 
  1StdAct, Medium-range, 1rnd/lvl(D), no SR> 
  – A 20’ radius Spread is filled with 10’ 
  tentacles.  The tentacles attempt to Grapple 
  every creature within the area of effect.  Each 
  is considered Large-sized, has a Strength 19, 
  and has a Base Attack Bonus equal to its 
  caster level (i.e., attack of +(8+lvl)).  Anyone 
  grappled takes 1d6+4 lethal damage each 
  round. 
   Even if not grappled, it is only possible to go 
  half movement through the area of effect. 
   The tentacles are immune to damage, but can 
  be dispelled. 
  6th Transmute Rock to Mud(PH p295) 
  <Trans[earth], VSM(clay, water)/DF, 1StdAct, 
  Medium-range, Permanent, no SR> 
  – Transforms two contiguous 10’ cubes per 
  level of non-magical, unworked stone into 
  mud. 
  a) If cast on the ground, the depth of mud 
  cannot exceed 10’.   Movement through 
  the mud is reduced to 5’ & the target 
  receives a –2 penalty on attacks & AC. 
  b) If cast on the ceiling, the mud falls (doing 
  8d6 Ref½, no SR) & pools 5’ deep on the 
  floor. 
  If this spell is not dispelled, the mud dries 
  naturally into dirt. 
  This spell Counters & Dispels Transmute Mud 
  to Rock. 
  7th Destruction(PH p218) 
  <Necro[death], VSF(500gp custom silver religious 
  symbol), 1StdAct, Close-range, Fort½, SR applies> 
  – The target dies & its body ceases to exist.  The 
  target’s equipment & possession are left 
  behind.  On a successful save, target takes 
  10d6 damage. 
  8th Power Word Blind(PH p263) 
  <Ench(comp)[mind], V, 1StdAct, Close-range, no save, 
  SR applies> 
  – One target creature is Blind:   
  current hp duration 
  current hp duration 
  201+ 
  no effect 
  100–51 
  1d4+1min 
  200–101 1d4+1rnds 
  up to 50
   
  Permanent 
  9th Implosion(PH p243) 
  <Evoc, VS, 1StdAct, Close-range, Concentration up to 
  4 rounds, FortNeg, SR applies> 
  – One targeted corporal creature per round must 
  save or die from its body imploding.  A given 
  creature can only be targeted once per casting 
   
  
  Dungeons & Dragons 3.5 Edition Index – Clerical Domain Summaries 
   
  April 1, 2005 
   
  Clerical Domain – Spell 
   
  Page 86 
  Spell 
  (PGF p91) 
  +2 bonus on Concentration & Spellcraft checks. 
   
  1st Mage Armor(PH p249) 
  <Conj(creat)[force], VSF(leather), 1StdAct, Touch, 
  1hr/lv(D)> 
  – Touched subject gains +4 Armor bonus to AC. 
  2nd Silence(PH p279) 
  <Ill(glamer), VS, 1StdAct, Long-range, 1min/lvl(D)> 
  – The caster creates a 20’ radius Emanation that 
  negates sound, including [sonic] & 
  [language] spells & effects. 
   This spell can be targeted on a creature, objects, 
  or a point in space.  If targeting an unwilling 
  creature or an object in its possession, it gets 
  a Will save to negate (SR applies).  If cast on 
  a point in space, the effect is immobile. 
  3rd Anyspell(FR p67) 
  <Trans, VS/DF, 15Minutes, Personal> 
  – The caster prepares an Arcane spell of up to 
  2nd level for later casting.  The spell must be 
  read from a spellbook or a scroll (which is 
  then consumed).  The spell is cast normally 
  (including the need for expensive material 
  components, focuses, & XP costs), but the 
  caster may use his/her holy symbol in place 
  of inexpensive material components.  The 
  caster’s Cleric level is used as the caster level 
  & his/her Wisdom modifier is used as the 
  spell’s primary caster modifier. 
  4th Rary’s Mnemonic Enhancer(PH p268) 
  <Trans, VSF(string, ink from black dragon blood & 
  squid ink)M(50gp ivory plaque), 10Minutes, 
  Personal, Instantaneous> 
  – Either  
  a) Prepare 3 levels of spells normally; or  
  b) Restore a spell up to 3rd level that was cast 
  in the round before this spell was started. 
  5th Break Enchantment(PH p207)(DR306 p110)+ 
  <Abj, VS, 1Minute, Close-range, no SR> 
  – Attempts to free 1 subject per level within a 
  30’ area from all Curses, Enchantments, 
  Transmutations, and Petrifaction.  Each effect 
  is subject to a Dispel Check (max +15).  
  Cursed items typically have a DC of 25. 
  If petrifaction is removed from a creature, it 
  does not need to make a saving throw. 
   Effects that cannot be removed by Dispel 
  Magic can be removed by this spell if their 
  level is no more than 5th. 
   This spell breaks effects on creatures.  A cursed 
  item still have its curse, it just may no longer 
  apply to the subject. 
  6th Anyspell, Greater(FR p70) 
  <Trans, VS/DF, 15Minutes, Personal> 
  – The caster prepares an Arcane spell of up to 
  5th level for later casting.  The spell must be 
  read from a spellbook or a scroll (which is 
  then consumed).  The spell is cast normally 
  (including the need for expensive material 
  components, focuses, & XP costs), but the 
  caster may use his/her holy symbol in place 
  of inexpensive material components.  The 
  caster’s Cleric level is used as the caster level 
  & his/her Wisdom modifier is used as the 
  spell’s primary caster modifier. 
  7th Limited Wish(PH p248) 
  <Univ, VSX(300), 1StdAct> 
  – The caster may cast any one spell, even from 
  another class’ spell list & even from a 
  prohibited school of magic, up to the level 
  listed below: 
   
   
  Wizards Spell 
  Any Class 
  non-prohibited 
  6th 
  5th 
  prohibited 
  5th 
  4th 
  The spell has all the normal restrictions, such as 
  allowing a saving throw, except that it is 
  treated as a 7th level spell & any material 
  components worth less than 1,000gp can be 
  ignored. 
  This spell can also be used to break harmful 
  spells, such as Insanity and Geas/Quest. 
  8th Antimagic Field(PH p200) 
  <Abj, VSM(iron powder)/DF, 1StdAct, 10min/lvl(D), 
  no save> 
  – Almost all magical effects, spells, spell-like 
  abilities, supernatural abilities, and magic 
  items are suppressed (but not dispelled) 
  within 10’ radius Emanation of the caster.  
  Summoned, conjured, & incorporeal 
  creatures ‘wink out’ until the antimagic field 
  stops overlapping with their last location, at 
  which point they return.  Time spent 
  suppressed counts against duration.  The field 
  is invisible & moves with the caster. 
   Magical creatures, such as Elementals & 
  Golems, can enter the field & even fight, but 
  they cannot use their supernatural & spell-
  like abilities 
   Some spells, such as Wall of Force & Prismatic 
  Sphere are specifically immune to this spell. 
  9th Mordenkainen’s Disjunction(PH p255) 
  <Abj, V, 1StdAct, Close-range, Instantaneous> 
  – All magical effects & items in a 40’ radius 
  Burst are disrupted: 
  a) The caster’s spells & items are safe; 
  b) There is a 1% per caster level chance of 
  destroying an Antimagic Field.  If 
  destroyed, all spells & items within it are 
  effected, otherwise they are immune. 
  c) Spells & magical effects vulnerable to 
  Dispel Magic are dispelled; 
  d) Magic items must make a Will save or 
  loose all their magic.  Items in a creature’s 
  possession may use its Will base if better; 
  e) There is a small chance that any Artifact in 
  the area will have its magic destroyed, but 
  this usually results in the destruction of the 
  spellcaster too. 
   
  
  Dungeons & Dragons 3.5 Edition Index – Clerical Domain Summaries 
   
  April 1, 2005 
   
  Clerical Domain – Spider 
   
  Page 87 
  Spider (PGF p91) 
  Rebuke / Control Spiders, up to 3  + Charisma modifier times per day. 
   
  1st Spider Climb(PH p283) 
  <Trans, VSM(live spider, drop of bitumen), 1StdAct, 
  Touch, 10min/lvl> 
  – Touched creature can travel along walls & 
  ceilings like a spider (20’ movement).  The 
  subject does not loose his/her Dex bonus to 
  AC while climbing, nor do opponents gain a 
  bonus to attack the subject. 
   The subject must have bare hands & feet. 
  2nd Summon Swarm (spiders only)(PH p289) 
  <Conj(sum), VS/AM(red cloth)/DF, 1Round, Close-
  range, Concentration+2rnds, no save, no SR> 
  – Summons a Swarm of Spiders(MM p239).  The 
  swarm attacks any creatures that are within 
  its area.  If there is no creature to attack, the 
  swarm moves to the nearest creature.  The 
  caster has no control over the swarm’s 
  movement or target. 
  3rd Phantom Steed (large monstrous spider) 
  (PH p260)(PGF p91)+ 
  <Conj(creat), VS, 10Minutes, 1hr/lvl(D)> 
  – The caster creates a magic Large Monstrous 
  Spider with insubstantial ‘feet’ that make no 
  sound, plus saddle, bit, & bridle.  Only the 
  one person designated by the caster can ride 
  the spider.  The spider has AC 18, 7 + 1/lvl 
  HP, can move at 20’/lvl (max 240’) & can 
  carry its rider plus 10 lbs/lvl.  At higher caster 
  levels, the horse has extra abilities: 
  8th: ride over mud, sand, etc. at normal rate. 
  10th: ride over water at normal rate. 
  12th: ride horizontally across air for 1 round 
  at normal rate. 
  14th: Fly at normal rate/average. 
  4th Giant Vermin(PH p235) 
  <Trans, VS/DF, 1StdAct, Close-range, 1min/lvl> 
  – Enlarge either 3 normal centipedes, 2 normal 
  spiders, or 1 normal scorpion in a 30’ area 
  (all subjects must be the same type).  The 
  target vermin will follow the caster’s 
  extremely simple commands (i.e., “Attack”).  
  Lvl 
  Size 
   
  Lvl 
  Size 
   
  up to 9th  Medium 
  18th – 19th  Gargantuan 
  10th – 13th  Large 
  20th+ 
  Colossal 
  14th – 17th  Huge 
  5th Insect Plague (spiders only)(PH p244) 
  <Conj(sum), VS/DF, 1Round, Long-range, 1min/lvl, 
  no save, no SR> 
  – Summons 1 Spider Swarm(PH p239) per three 
  levels (max 6 swarms).  The swarms must be 
  contiguous, but not overlapping.  Any 
  creature within a swarm is attacked.  The 
  swarms are immobile. 
  6th Spider Curse(FR p74) 
  <Trans[mind], VS/DF, 1StdAct, Medium-range, 
  1day/lvl, WillNeg> 
  – Transforms a Medium-size (or smaller) 
  Humanoid into a Drider or a Monstrous 
  Spider of Tiny to Large size.  The caster 
  maintains telepathic control over the target 
  for the spell’s duration, no matter what the 
  range. 
  The subject gets the following from the new form: 
  a) Strength, Dexterity, & Constitution; 
  b) natural armor & weapons; and 
  c) natural movement, like swimming & flying. 
  The subject keeps the following from its original 
  form: 
  a) Intelligence, Wisdom, & Charisma; 
  b) hit points (ignore new Constitution score); 
  c) level, class, & alignment; 
  d) base attack bonus & base save bonuses 
  (though these can be modified by the new 
  form’s Str, Dex, & Con); and 
  e) extraordinary abilities, spells, & spell-like 
  abilities (but not supernatural abilities). 
  In addition: 
  a) the new form can cast spells if it is 
  physically capable (i.e., mouth for verbal 
  components, hands for somatic, etc.); 
  b) the subject’s equipment is transformed into 
  analogous equipment for the new form if 
  humanoid shaped, otherwise it is absorbed 
  into the body & suppressed; 
  c) all forms have a poison attack that does 
  1d6 Str / 1d6 Str, DC = 16 + caster’s 
  Wisdom modifier; 
  d) if slain, return to original form. 
  7th Stone Spider(FR p75) 
  <Trans, VS/DF, 1FullRnd, Close-range, 1rnd/lvl(D)> 
  – Either 
  a) give 1d3 vermin Damage Reduction 
  10/adamantine; or 
  b) transform 1d3 pebbles into stone 
  Constructs of Monstrous Spiders of any 
  size from Tiny to Huge.  Use the statistics 
  for Monstrous Spiders with the following 
  changes: 
  1) +6 Natural Armor; 
  2) Damage Reduction 30 / magic. 
  3) Poison attack of 1d3 Str / 1d3 Str, DC = 
  17 + Caster’s Wisdom modifier. 
  8th Creeping Doom (spiders only)(PH p214) 
  <Conj(sum), VS, 1Round, Close-range, 1min/lvl, no 
  save, no SR> 
  – Summons one Spider Swarm(MM p239) per 2 
  Caster levels (max 10 swarms), each of which 
  appears where the caster designates within 
  Close-range. The swarms attack any creature 
  with which they come in contact (they may 
  even be summoned around a creature). 
   As a Standard Action, the caster can direct one 
  or more swarms to move towards any 
  opponent within 100’ of the caster.  If the 
  caster is ever more that 100’ away from a 
  swarm, it will continue to attack any 
  opponent in its area, but will remain 
  stationary until the caster returns. 
  9th Spider Shapes(FR p74) 
  <Trans, VS/DF, 1StdAct, Close-range, 1hr/lvl(D)> 
  – Transforms 1 willing subject per level into a 
  Monstrous Spider of Tiny to Huge-size (all 
  subject must be the same size).  Each subject 
  can return to his/her normal form as a Full 
  Round action. 
  Subject gets the following from the new form: 
  a) Strength, Dexterity, & Constitution; 
  b) natural movement, like swimming & flying; 
  c) natural armor & weapons; & 
  d) the creature’s natural poison attack. 
  Subject keeps the following from its original form: 
  a) Intelligence, Wisdom, & Charisma; 
  b) hit points (ignore new Constitution score); 
  c) level, class, & alignment; 
  d) base attack bonus & base save bonuses 
  (though these can be modified by the new 
  form’s Str, Dex, & Con); and 
  e) extraordinary abilities, spells, & spell-like 
  abilities (but not supernatural abilities). 
  In addition: 
  a) the subject’s equipment is transformed into 
  analogous equipment for the new form if 
  humanoid shaped, otherwise it is absorbed 
  into the body & suppressed; 
  b) gain 1 day’s natural healing; and 
  c) if slain, return to original form. 
   
  
  Dungeons & Dragons 3.5 Edition Index – Clerical Domain Summaries 
   
  April 1, 2005 
   
  Clerical Domain – Spirit 
   
  Page 88 
  Spirit 
  (DR312 p37) 
  You can create an item (often a doll) that connects you to a target.  The creation requires 100gp and a sample of the target’s hair, finger-nail, etc.  You may cast a 
  Touch spell on the target as long as he/she is within Long-range & have a Line of Effect, though the target gets a +2 Circumstance bonus on his/her save (if 
  any).  You may only create one “doll” per Month and creating a new one renders the previous one useless. 
   
  1st Bane(PH p203) 
  <Ench(comp)[mind][fear], VS/DF, 1StdAct, 1min/lvl, 
  WillNeg, SR applies> 
  – All enemies within 50’ radius Burst suffer a 
  –1 Morale penalty to attacks & –1 Morale 
  penalty on saves vs. fear. 
   This spell Counters and Dispels the spell Bless. 
  2nd Scare(PH p274) 
  <Necro[fear][mind], VSM(bone chip from an undead), 
  1StdAct, Medium-range, Will½, SR applies> 
  – One living target per three levels within a 30’ 
  area & up to 5HD are Frightened for 1rnd/lvl 
  unless a target makes its saving throw.  On a 
  successful save, the target is Shaken for 1rnd. 
  3rd Bestow Curse(PH p203) 
  <Necro, VS, 1StdAct, Touch, Permanent, WillNeg, SR 
  applies> 
  – Touched subject is inflicted with one of the 
  following: 
  a) –6 on one ability (minimum 1);  
  b) –4 penalty on attacks, saves, and skill 
  checks; or 
  c) 50% chance of losing each action. 
   This spell is not effected by Dispel Magic.  It  
  can only be removed by Break Enchantment, 
  Limited Wish, Miracle, Remove Curse, or Wish. 
   This spell Counters the spell Remove Curse. 
  4th Death Ward(PH p217) 
  <Necro, VS/DF, 1StdAct, Touch, 1min/lvl> 
  – Grants immunity to death spells & effects, 
  gaining Negative Levels, and Negative 
  Energy damage & ability loss. 
  5th Enervation(PH p226) 
  <Necro[ray], VS, 1StdAct, Close-range, no save, SR 
  applies> 
  – Target gains 1d4 Negative Levels that fade in 
  1hr/lvl.  
   Undead targeted with this spell gain 1d4 * 5 
  Temporary HP for 1 hour. 
  6th Magic Jar(PH p250) 
  <Necro, VSF(100gp gem), 1StdAct, Medium-range, up 
  to 1hr/lvl, WillNeg, SR applies> 
  – The caster transfers his/her ‘soul’ into the 
  spell’s focus gem (known as the ‘jar’), 
  leaving his/her original body lifeless.  The 
  spell normally ends when the caster’s soul 
  explicitly returns to its original body, or 
  1hr/lvl passes (which forces the soul back to 
  its rightful place).  The jar must be within 
  range when the spell is cast, but the caster 
  does not need line of sight. 
   Once in the jar, the caster can sense all life 
  forces (though not the specifics of what those 
  life forces are) within 10’/lvl, even through 
  solid material.  The caster knows if each life 
  force is powered by Positive Energy or 
  Negative Energy, and if some life forces are 
  more powerful than others (i.e., which has 
  more HD, though the difference must be at 
  least 4HD to be noticed). 
   As a Full-Round action, the caster can attempt 
  to swap his/her soul into a target body, 
  forcing that body’s soul into the jar (where it 
  is helpless).  The target gets a Will save to 
  resist & is immune if under the effect of 
  Protection from Evil or a similar spell.  If the 
  target saves, the caster cannot attempt to take 
  over the target body again during the current 
  spell’s duration.  If the save fails, the caster is 
  in the target’s body & the target’s soul is in 
  the jar. 
  While in the target body, the caster has a mix of 
  his/her mental abilities & the target’s physical 
  abilities, as listed below: 
  The caster gets these from the new body: 
  a) Strength, Dexterity, & Constitution; 
  b) hit points; 
  c) natural armor & weapons;  
  d) natural movement, such as flying 
  e) automatic extraordinary abilities, such 
  as a Troll’s regeneration. 
  The caster does not get the following from 
  the target body: 
  a) ability to use extra limbs in combat; 
  b) extraordinary abilities that require 
  activation & 
  c) spells, spell-like, or supernatural 
  abilities. 
  The caster keeps the following from his/her 
  original form: 
  a) Intelligence, Wisdom, & Charisma; 
  b) level, class, & alignment; 
  c) base attack bonus & base save bonuses 
  (though these can be modified by the 
  new form’s Str, Dex, & Con). 
   If the caster takes a Standard Action or the 
  target body is slain, the caster’s soul is 
  returns to the jar (if it is within range) & the 
  target’s soul goes back to its body (assuming 
  the body is still living).  If the jar is not 
  within Medium-range, the caster & the target 
  both die.  Once back in the jar, the caster can 
  attempt to take over a new target, or transfer 
  to his/her own body. 
    
  The spell ends if the caster transfers back to 
  his/her original body, the jar is destroyed, the 
  jar is targeted with Dispel Magic, or the 
  caster’s body is targeted with Dispel Magic. 
   When the spell ends, the caster’s soul returns to 
  his/her body if it is within Medium-range.  If 
  the body is out of range, the soul cannot 
  return and the caster is dead.  If a target’s 
  soul is in the jar when the spell ends, it also 
  returns to its body if it is within range, 
  otherwise it dies. 
  7th Eyebite(PH p228) 
  <Necro[evil], VS, 1StdAct, Close-range, Personal, 
  1rnd/3lvls, FortNeg, SR applies>  
  – The caster gains the ability to target a single 
  living creature once per round as a Move 
  Action.  The effect is determined by the 
  target’s HD: 
  10+ HD: Sickened for 10min/lvl 
  5 – 9 HD: Panicked for 1d4 rounds & then 
  Shaken for 10min/lvl & above. 
  up to 4HD:Comatose for 10min/lvl & above. 
  8th Finger of Death(PH p230) 
  <Necro[death], VS, 1StdAct, Close-range, 
  Instantaneous, Fort½, SR applies> 
  – The living target dies on a failed saving throw.  
  On success, target takes 3d6 + 1/level (max 
  +25). 
  9th Soul Bind(PH p281) 
  <Necro, VSF(black sapphire worth 1,000gp per HD of 
  target), 1StdAct, Close-range, Permanent, WillNeg, 
  no SR> 
  – When cast on a body which has been dead no 
  more than 1rnd/lvl, the body’s soul becomes 
  trapped in the focus gem.  If the gem is not 
  worth 1,000gp per HD of the target, it 
  shatters & the spell fails. 
   Once the soul is trapped, the spells Clone, Raise 
  Dead, Reincarnation, Resurrection, etc., 
  cannot be successfully cast on the target until 
  this spell is Dispelled, or the gem is shattered. 
   
  
  Dungeons & Dragons 3.5 Edition Index – Clerical Domain Summaries 
   
  April 1, 2005 
   
  Clerical Domain – Storm 
   
  Page 89 
  Storm (PGF p91) 
  Gain Electricity Resistance 5. 
   
  1st Entropic Shield(PH p227) 
  <Abj, VS, 1StdAct, Personal, 1min/lvl(D)> 
  – Ranged attacks (including rays) that target the 
  caster have a 20% miss chance. 
  2nd Gust of Wind(PH p238) 
  <Evoc[air], VSF(tiny bellows), 1StdAct, 1rnd, 
  FortNeg, no SR> 
  – Creates a powerful Line of air 10’ wide by 10’ 
  high by 60’ long starting at the caster.  All 
  Listen checks & ranged attacks within the 
  area of the spell receive a –4 penalty, and 
  open flames are extinguished. 
   The effect of the wind on creatures & objects is 
  based on their size. 
  Size 
  Flying? Blown Back Subdual 
  up to Tiny   Yes 
  2d6 x 10’ 
  2d6 
  up to Tiny   No 
  1d4 x 10’ 
  1d4 per 10’ 
  Small 
    Yes 
  1d6 x 10’ 
  — 
  Small 
    No 
  Prone 
  — 
  Medium 
    Yes 
  1d6 x 5’ 
  — 
  Medium 
    No 
  0’, but can’t advance 
  Large + 
    — 
  No effect 
  3rd Call Lightning(PH p207) 
  <Evoc[electricity], VS, 1Round, Medium-range, 
  1min/lvl, Ref½, SR applies> 
  – The caster can call down one 5’ wide by 30’ 
  tall bolt of lightning per level (max 10 bolts).  
  The caster has the option of calling the first 
  bolt as part of the spell’s casting.  After that, 
  the caster must use a Standard Action to 
  create the bolt.  The bolts can be called down 
  any time within the spell’s duration.  In 
  between bolts, the caster can take other 
  actions, including casting other spells. 
   If cast outside during a storm (or even a Large 
  Air Elemental or Djinni’s whirlwind), each 
  bolt does 3d10 Electricity damage.  
  Otherwise each bolt does 3d6 Electricity 
  damage.  This spell may be used indoors. 
  4th Sleet Storm(PH p280) 
  <Conj(creat)[cold], VSM(dust, water)/DF, 1StdAct, 
  Long-range, 1rnd/lvl, no save, no SR> 
  – Blocks all vision in a 40’ radius Spread by 20’ 
  high cylinder.  Moving in the area of effect 
  requires a Balance check vs. DC 10.  Success 
  allows ½ movement, while failing by 5 or 
  more causes the target to fall down. 
  5th Ice Storm(PH p243) 
  <Evoc[cold], VSM(dust, water)/DF, 1Round, Long-
  range, Instantaneous, no save, SR applies> 
  – Hail deals 3d6 Bludgeoning damage + 2d6 
  Cold damage in a 20’ radius by 40’ high 
  cylinder.  Listen checks receive a –4 penalty 
  during the round of hail & movement through 
  the target area is halved. 
  6th Call Lightning Storm(PH p207) 
  <Evoc[electricity], VS, 1Round, Long-range, 1min/lvl, 
  Ref½, SR applies> 
  – The caster can call down one 5’ wide by 30’ 
  tall bolt of lightning per level (max 15 bolts).  
  The caster has the option of calling the first 
  bolt as part of the spell’s casting.  After that, 
  the caster must use a Standard Action to 
  create the bolt.  The bolts can be called down 
  any time within the spell’s duration.  In 
  between bolts, the caster can take other 
  actions, including casting other spells. 
   If cast outside during a storm (or even a Large 
  Air Elemental or Djinni’s whirlwind), each 
  bolt does 5d10 Electricity damage.  
  Otherwise each bolt does 5d6 Electricity 
  damage.  This spell may be used indoors. 
  7th Control Weather(PH p214) 
  <Trans, VS, 10Minutes, 4d12hours> 
  – The caster can modify the weather in a two 
  mile radius (if the caster is a Druid, then the 
  spell effects a three mile radius, plus double 
  duration).  Once the spell is cast, it takes 10 
  minutes for the desired weather to manifest.  
  The weather must be seasonally appropriate. 
  Season 
  Weather Choices 
  Spring 
  Tornado, Thunderstorm, Hot 
  Summer 
  Rain, Heat Wave, Hailstorm 
  Autumn 
  Hot, Cold, Fog, Sleet 
  Winter 
  Frigid Cold, Blizzard, Thaw 
  Any time within the duration, the caster can 
  change the weather again as a Standard 
  Action (followed by another 10 minutes 
  while it manifests). 
  8th Whirlwind(PH p301) 
  <Evoc[air], VS/DF, 1StdAct, Long-range, 1rnd/lvl(D)> 
  – Creates a 30’ tall cyclone that is 30’ wide at 
  the top & 10’ wide at the base.  As a Standard 
  Action, the caster can “program” the cyclone 
  to move when & where he/she desires at a 
  movement of 60’ (& can change it again as 
  another Standard Action). 
   Any creature that comes in contact with the 
  cyclone who is Large-sized or smaller takes 
  3d6 damage (RefNeg, SR applies).  If a 
  Medium-sized or smaller creature fails its 
  first save, it must make a second Reflex save 
  or be picked up by the cyclone & carried with 
  it (taking 1d8 damage per round) until the 
  spell ends or the caster directs the cyclone to 
  put the target down. 
   If the whirlwind moves out of range, it goes out 
  of control.  For 1d3 rounds, it moves 
  randomly & then dissipates. 
  9th Storm of Vengeance(PH p285) 
  <Conj(sum), VS, 1Round, Long-range, Concentration 
  up to 10rnds, SR applies> 
  – Creates a storm cloud that is 360’ radius wide.  
  Unless indicated otherwise, everyone in the 
  area takes the following effects on the 
  specified round: 
  Rnd 1 – Thunder: Deaf 1d4x10min (FortNeg) 
  Rnd 2 – Acid Rain:  1d6 Acid dmg (no save) 
  Rnd 3 – Lightning:  6 targets of the caster’s 
  choice take 10d6 Electrical dmg (Ref ½) 
  Rnd 4 – Hail: 5d6 bludgeoning dmg (no save) 
  Rnd 5-10 – Downpour:  Concealment at 5’, 
  Total Concealment at 10’, movement at ¼, 
  no ranged attacks, spells require 
  Concentration checks vs. DC (spell DC + 
  level of spell being cast). 
   
  
  Dungeons & Dragons 3.5 Edition Index – Clerical Domain Summaries 
   
  April 1, 2005 
   
  Clerical Domain – Strength 
   
  Page 90 
  Strength 
  (PH p188) 
  ‘Feat of Strength’ – For one round, the Cleric gains an Enhancement bonus to Strength equal to his/her Cleric level.  Activated as a Free Action.  Usable once per 
  day. 
   
  1st Enlarge Person(PH p226) 
  <Trans, VSM(powdered iron), 1Round, Close-range, 
  1min/lvl(D)> 
  – One Humanoid (& all his/her equipment) 
  becomes 1 Size category larger.  Subject 
  gains +2 Size bonus to Strength, –2 Size 
  penalty to Dexterity, and –1 penalty on 
  attacks & AC.  A subject who becomes 
  Large-size gains ‘Reach’. 
   If the subject is within an area too small for 
  his/her new size, the subject may attempt to 
  ‘burst’ his/her surroundings with a Strength 
  check (including the bonus).  If the check 
  fails, the subject is trapped, but takes no 
  damage. 
   An unwilling subject get a Fortitude save & SR 
  applies.  
   This spell Counters & Dispels Reduce Person. 
  2nd Bull’s Strength(PH p207) 
  <Trans, VSM(bull hair)/DF, 1StdAct, Touch, 1min/lvl> 
  – +4 Enhancement bonus to Strength. 
  3rd Magic Vestment(PH p251) 
  <Trans, VS/DF, 1StdAct, Touch, 1hr/lvl> 
  – Armor, shield, or clothes gain +1 per four 
  levels Enhancement bonus to AC (max +5). 
  4th Spell Immunity(PH p281) 
  <Abj, VS/DF, 1StdAct, Touch, 10min/lvl> 
  – Touched subject gains unbeatable Spell 
  Resistance to one spell per four caster levels.  
  The spell must be 4th level or less & allow an 
  SR check.  The subject gains immunity to a 
  spell whether is cast as a spell or used as a 
  spell-like ability. 
   A given subject may only have a single Spell 
  Immunity or Greater Spell Immunity in effect 
  at one time. 
  5th Righteous Might(PH p273) 
  <Trans, VS/DF, 1StdAct, Personal, 1rnd/lvl(D)> 
  – The caster & his/her equipment enlarge to the 
  next size category, with the following effects: 
  a) the caster & his/her equipment enlarge to 
  the next size category, with all the 
  standard bonuses & penalties; 
  b) +8 Size bonus to Strength; 
  c) +4 Size bonus to Constriction; 
  d) gain Damage Reduction 5/evil (if the 
  caster channels Positive Energy) or 5/good 
  (if the caster channels Negative Energy).  
  Damage Reduction improved to 10/… at 
  12th level & 15/… at 15th level. 
  6th Stoneskin(PH p284) 
  <Abj, VSM(250gp diamond, granite), 1StdAct, Touch, 
  until discharged up to 10min/lvl> 
  – Touched creature gains Damage Reduction 
  10/adamantine.  When 10 hp per level (max 
  150 hp) have been prevented, the spell is 
  discharged. 
  7th Bigby’s Grasping Hand(PH p204) 
  <Evoc[force], VSF(leather glove)/DF, 1StdAct, 
  Medium-range, 1rnd/lvl(D), SR applies> 
   – Creates a magical 10’x10’ hand which stays 
  in between the creator & a designated target 
  and either 
  a) tries to push the target away (treat as a 
  Bull’s Rush at +16) up to the spell’s range;  
  b) attempts to grapple to target (Touch check: 
  + 9 + Caster level + Primary Stat modifier; 
  Grapple check: +14 +Caster level + 
  Primary Stat modifier).  Does not harm a 
  grappled opponent. 
  The hand also provide +4 Cover bonus to AC 
  for the caster against that target.  The target 
  can be changed as a Move Action.  The hand 
  has the caster’s maximum hit points & saving 
  throw and has a AC of 20. 
  8th Bigby’s Clenched Fist(PH p203) 
  <Evoc[force], VSF(leather glove)/DF, 1StdAct, 
  Medium-range, 1rnd/lvl(D), SR applies> 
   – Creates a magical 10’x10’ hand which attacks 
  a target designated by the caster once per 
  round.  The caster chooses the target as a 
  Move Action, and the hand may move 60’ 
  and automatically attacks each round.  The 
  hand’s attack bonus is (Caster level + 
  Primary Stat modifier + 10).  Its damage is 
  1d8+12 & Fortitude save or become Stunned 
  for 1 round. 
   The hand may also be directed to interpose 
  itself between the caster and a target, or Bull 
  Rush an opponent with an attack bonus of 
  (Caster level + Primary Stat modifier + 14). 
   The hand has the caster’s normal hit points & 
  saving throw and has AC 20. 
  9th Bigby’s Crushing Hand(PH p203) 
  <Evoc[force], VSF(egg shell)M(snakeskin glove)/DF, 
  1StdAct, Medium-range, 1rnd/lvl(D), SR applies> 
   – Creates a magical 10’x10’ hand which stays 
  in between the creator & a designated target 
  and either 
  a) tries to push the target away (treat as a 
  Bull’s Rush at +18) up to the spell’s range;  
  b) attempts to grapple to target (Touch check: 
  +11 + Caster level + Primary Stat 
  modifier; Grapple check: +16 + Caster 
  level + Primary Stat modifier; Damage: 
  2d6+12 normal damage) 
  The hand may also be directed to interpose itself 
  between the caster and a target, or Bull Rush 
  an opponent with an attack bonus of (Caster 
  level + Primary Stat modifier + 18). 
  The hand also provide a +4 Cover bonus to AC 
  for the caster against that target.  The target 
  can be changed as a Move Action.  The hand 
  has the caster’s normal hit points & saving 
  throw and has an AC of 20. 
   
  
  Dungeons & Dragons 3.5 Edition Index – Clerical Domain Summaries 
   
  April 1, 2005 
   
  Clerical Domain – Suffering 
   
  Page 91 
  Suffering (PGF p91) 
  ‘Pain Touch’ once per day – By making a successful touch attack vs. a living creatures that is vulnerable to critical hits, bestow a –2 penalty to Strength and 
  Dexterity for 1 minute. 
   
  1st Bane(PH p203) 
  <Ench(comp)[mind][fear], VS/DF, 1StdAct, 1min/lvl, 
  WillNeg, SR applies> 
  – All enemies within 50’ radius Burst suffer a 
  –1 Morale penalty to attacks & –1 Morale 
  penalty on saves vs. fear. 
   This spell Counters and Dispels the spell Bless. 
  2nd Bear’s Endurance(PH p203) 
  <Trans, VS/DF, 1StdAct, Touch, 1min/lvl> 
  – +4 Enhancement bonus to Constitution. 
  3rd Bestow Curse(PH p203) 
  <Necro, VS, 1StdAct, Touch, Permanent, WillNeg, SR 
  applies> 
  – Touched subject is inflicted with one of the 
  following: 
  a) –6 on one ability (minimum 1);  
  b) –4 penalty on attacks, saves, and skill 
  checks; or 
  c) 50% chance of losing each action. 
   This spell is not effected by Dispel Magic.  It  
  can only be removed by Break Enchantment, 
  Limited Wish, Miracle, Remove Curse, or Wish. 
   This spell Counters the spell Remove Curse. 
  4th Enervation(PH p226) 
  <Necro[ray], VS, 1StdAct, Close-range, no save, SR 
  applies> 
  – Target gains 1d4 Negative Levels that fade in 
  1hr/lvl.  
   Undead targeted with this spell gain 1d4 * 5 
  Temporary HP for 1 hour. 
  5th Symbol of Pain(PH p290) 
  <Necro[evil], VSM(1,000gp of diamond, 1,000gp of 
  opal, mercury, phosphorus), 10Minutes, Touch, 
  until triggered then 10min/lvl, FortNeg, SR applies> 
  – Creates a magical trap by drawing a symbol.  
  When triggered (see below), the symbol 
  glows & creatures within a 60’ radius 
  Emanation suffer from wracking pain, 
  receiving a –4 penalty to attacks, skill checks, 
  & ability checks for 1 hour after they leave 
  the area of effect.  The triggered symbol 
  remains active for 10min/lvl 
   Any creature who saves is safe until it leaves 
  the 60’ radius.  Reentering requires a new 
  save. 
   The symbol must be in plain sight and is 
  triggered by one or more of following actions 
  is performed within 60’ (chosen at cast time): 
  a) target looks at the symbol; 
  b) target reads the symbol; 
  c) target touches the symbol (including 
  covering it); 
  d) target passes over the symbol; 
  e) target passes through the portal marked 
  with the symbol; 
  f) custom triggering condition based on 
  target’s name, alignment, a visual quality, 
  or a visual action. 
   The caster may include a password, which 
  allows the creature saying the password to 
  not trigger the symbol. 
   The caster may attune multiple creatures to the 
  symbol at cast time (the caster is always 
  considered attuned).  Attuned creatures 
  cannot trigger the symbol & are not effected 
  by it when triggered.  Attuning up to 10 
  people takes an extra hour of cast time, 
  attuning up to 25 takes 24 hours, etc. 
   The specific symbol can be identified with 
  Read Magic and a Spellcraft check vs. DC 
  19, though this may trigger it. 
   This spell can be Dispelled by a targeted Dispel 
  Magic.  It is immune to Erase. 
  6th Harm(PH p239) 
  <Necro[touch attack], VS, 1StdAct, Touch, Will½, SR 
  applies> 
  – The touched target is infused with Negative 
  Energy, taking 10hp per level (max 150hp) 
  damage.  On a successful save, the target only 
  takes ½ damage and cannot be brought to less 
  than 1hp. 
   If this spell targets an Undead, the subject is 
  infused with Negative Energy, healing 10hp 
  per level (max 150hp) and being immediately 
  cured of the following:  Blindness, 
  Confusion, Dazed, Dazzled, Deafened, 
  Feeblemind, and / or insanity. 
  7th Wave of Exhaustion(PH p301) 
  <Necro, VS, 1StdAct, no save, SR applies> 
  – All living creatures in a 60’ Cone-shaped 
  Burst become Exhausted.  Creatures already 
  exhausted receive no additional penalties. 
  8th Horrid Wilting(PH p242) 
  <Necro, VSM(sponge)/DF, 1StdAct, Long-range, 
  Fort½, SR applies 
  – All living creatures in a 60’ area takes 1d6 
  damage per level (max 20d6) from 
  dehydration, except for Water Elementals & 
  Plant Creatures, who take 1d8/lvl (max 20d8) 
  instead. 
  9th Energy Drain(PH p226) 
  <Necro[ray], VS, 1StdAct, Close-range, no save, SR 
  applies> 
  – Target gains 2d4 Negative Levels.  
     Undead targeted with this spell gain (2d4 * 5) 
  Temporary HP for 1 hour. 
   
  
  Dungeons & Dragons 3.5 Edition Index – Clerical Domain Summaries 
   
  April 1, 2005 
   
  Clerical Domain – Summoner 
   
  Page 92 
  Summoner 
  (CDiv p141) 
  Conjuration (calling) & Conjuration (summoning) spells are at +2 Caster level. 
   
  1st Summon Monster I(PH p285) 
  <Conj(sum)[variable alignment/element], VSF(bag, 
  candle)/DF, 1Round, Close-range, 1rnd/lvl(D)> 
  – Summons one creature from the ‘Summon 
  Monster I’ Table to fight the caster’s enemy.  
  The creature can attack on the caster’s 
  initiative starting its first round. 
  2nd Summon Monster II(PH p286) 
  <Conj(sum)[variable alignment/element], VSF(bag, 
  candle)/DF, 1Round, Close-range, 1rnd/lvl(D)> 
  – Summons one or more creatures to fight the 
  caster’s enemies.  The creatures can attack on 
  the caster’s initiative starting their first round. 
  Table 
  # 
   
  Summon Monster II 
  1 
  Summon Monster I 
  1d3 
  3rd Summon Monster III(PH p286) 
  <Conj(sum)[variable alignment/element], VSF(bag, 
  candle)/DF, 1Round, Close-range, 1rnd/lvl(D)> 
  – Summons one or more creatures to fight the 
  caster’s enemies.  The creatures can attack on 
  the caster’s initiative starting their first round. 
  Table 
  # 
   
  Summon Monster III 
  1 
  Summon Monster II 
  1d3 
  Summon Monster I 
  1d4+1 
  4th Planar Ally, Lesser(PH p261) 
  <Conj(call)[variable alignment/element], 
  VS/DF/X(100), 10Minutes, no SR> 
  – The caster requests his/her deity send an 
  Elemental or Outsider of up to 6HD (a 
  specific one may be requested by name). 
  Once the ‘ally’ arrives, the caster must negotiate 
  what task it should do & what it gets in 
  return.  The following table gives an idea of 
  the cost in money, items, etc.   
  Time Required 
  Payment 
  up to 1min/lvl 
  100gp / HD 
  up to 1hr/lvl 
  500gp / HD 
  up to 1day/lvl 
  1,000 / HD 
  Difficulty 
  Modifier 
  Matches Alignment 50% less 
  Non-hazardous 
  50% less 
  Very Dangerous 
  100% more 
  Suicidal 
  no deal 
  When the task is complete, the ‘allies’ informs 
  the caster of their deeds & then return home. 
  5th Summon Monster V(PH p287) 
  <Conj(sum)[variable alignment/element], VSF(bag, 
  candle)/DF, 1Round, Close-range, 1rnd/lvl(D)> 
  – Summons one or more creatures to fight the 
  caster’s enemies.  The creatures can attack on 
  the caster’s initiative starting their first round. 
  Table 
  # 
   
  Summon Monster V 
  1 
  Summon Monster IV 
  1d3 
  Summon Monster III (or lower) 1d4+1 
  6th Planar Ally(PH p261) 
  <Conj(call)[variable alignment/element], 
  VS/DF/X(250), 10Minutes, no SR> 
  – The caster requests his/her deity send 
  Outsiders or Elementals:  either one of up to 
  12HD or two of the same type whose total 
  HD are not more than 12.  Specific ones may 
  be requested by name. 
   Once the ‘allies’ arrives, the caster must 
  negotiate what task they should do & what 
  they get in return.  The following table gives 
  an idea of the cost in money, items, etc.   
  Time Required 
  Payment 
  up to 1min/lvl 
  100gp / HD 
  up to 1hr/lvl 
  500gp / HD 
  up to 1day/lvl 
  1,000 / HD 
  Difficulty 
  Modifier 
  Matches Alignment 50% less 
  Non-hazardous 
  50% less 
  Very Dangerous 
  100% more 
  Suicidal 
  no deal 
   When the task is complete, the ‘allies’ informs 
  the caster of their deeds & then return home. 
  7th Summon Monster VII(PH p287) 
  <Conj(sum)[variable alignment/element], VSF(bag, 
  candle)/DF, 1Round, Close-range, 1rnd/lvl(D)> 
  – Summons one or more creatures to fight the 
  caster’s enemies.  The creatures can attack on 
  the caster’s initiative starting their first round. 
  Table 
  # 
   
  Summon Monster VII 
  1 
  Summon Monster VI 
  1d3 
  Summon Monster V (or lower) 1d4+1 
  8th Planar Ally, Greater(PH p261) 
  <Conj(call)[variable alignment/element], 
  VS/DF/X(500), 10Minutes, no SR> 
  – The caster requests his/her deity send 
  Outsiders or Elementals:  either one of up to 
  18HD or up to three of the same type whose 
  total HD are not more than 18.  Specific ones 
  may be requested by name. 
   Once the ‘allies’ arrives, the caster must 
  negotiate what task they should do & what 
  they get in return.  The following table gives 
  an idea of the cost in money, items, etc.   
  Time Required 
  Payment 
  up to 1min/lvl 
  100gp / HD 
  up to 1hr/lvl 
  500gp / HD 
  up to 1day/lvl 
  1,000 / HD 
  Difficulty 
  Modifier 
  Matches Alignment 50% less 
  Non-hazardous 
  50% less 
  Very Dangerous 
  100% more 
  Suicidal 
  no deal 
   When the task is complete, the ‘allies’ informs 
  the caster of their deeds & then return home. 
  9th Gate(PH p234) 
  <Conj(creat), VS, 1StdAct, Medium-range, 
  Concentration up to 1rnd/lvl> 
  – Opens a portal to a different plane of existence 
  that is 5’ to 20’ wide.  Creatures on both sides 
  can see through & can travel freely through 
  the opening. 
  -or- 
  <Conj(call)[variable alignment/element], VSX(1,000), 
  1StdAct, Medium-range, Instantaneous, no save, no 
  SR> 
  – Calls & controls one or more Outsiders to 
  perform a task.  The caster may target: 
  a) 2 or more Outsiders of the same type 
  whose total HD is no more than the Caster 
  level are called & controlled. 
  b) a single non-unique / divine Outsider of up 
  to 2x the Caster level can be called & 
  controlled. 
  c) a single non-unique / divine Outsider of 
  more than 2x the Caster level can be called 
  but not controlled. 
  d) a unique / divine Outsider can be called, 
  but it decides whether or not to arrive & it 
  is never controlled. 
  A controlled creature may not attack the caster 
  & may not leave until a task is at least 
  discussed.  The assigned task can be 
  “immediate” or “contractual” term: 
  a) Any task which requires no more than 
  1rnd/lvl to complete can be assigned 
  without a ‘contract’ (i.e., no payment). 
  b) A “long term” task requires a ‘contract’, 
  which entitles the summoned creature(s) to 
  be fairly paid when the task is completed. 
   
  
  Dungeons & Dragons 3.5 Edition Index – Clerical Domain Summaries 
   
  April 1, 2005 
   
  Clerical Domain – Sun 
   
  Page 93 
  Sun (PH p188) 
  ‘Greater Turning’ – Make a normal turning action, but all effected Undead are Destroyed.  This consumes one of the day’s “turns”.  Usable once per day. 
   
  1st Endure Elements(PH p226) 
  <Abj, VS, 1StdAct, Touch, 24hrs> 
  – Touched subject takes no harm (i.e., no 
  Fortitude saves) from being in heat up to 140 
  degrees Fahrenheit –and– cold down to –50. 
  2nd Heat Metal(PH p239) 
  <Trans[fire], VS/DF, 1StdAct, Close-range, 7rnds, SR 
  applies> 
  – The caster causes targeted metal to become 
  burning hot, after which it cools.  The metal 
  of 1 creature per 2 levels may be targeted as 
  long as they are within 30’, or the caster may 
  target 25 lbs. per level.  Magic or attended 
  metal get a Will saves to negate.  Damage is 
  determined by the round & the  amount of 
  contact (min damage for just touching, 
  normal damage for wearing): 
  Rnd 1 – none 
  Rnd 6 – 1d4  
  Rnd 2 – 1d4 
  Rnd 7 – none 
  Rnd 3-5 – 2d4  
  This spell Counters and Dispels Chill Metal. 
  3rd Searing Light(PH p275) 
  <Evoc[ray], VS, 1StdAct, Medium-range, no save, SR 
  applies> 
  – Deals divine damage based on target: 
  a) if an Undead vulnerable to sunlight, target 
  takes 1d8/lvl (max 10d8); 
  b) all other Undead take 1d6/lvl (max 10d6); 
  c) Constructs & inanimate objects take 
  1d6/2lvls (max 5d6); 
  d) all other targets take 1d8/2lvls (max 5d8). 
  4th Fire Shield(PH p230) 
  <Evoc[fire], VS/AM(phosphorous)/DF, 1StdAct, 
  Personal, 1rnd/lvl(D)> 
  – Warm Shield:  The caster is sheathed in blue 
  or violet flames that give off 10’ of light.  
  Creatures succeeding in melee attacks against 
  the caster take 1d6 + 1/lvl (max +15) Fire 
  damage (SR applies).  The caster takes ½ 
  damage from Cold attacks (if the attack has a 
  Reflex save for ½ damage, take no damage 
  on a successful save). 
  -or-   
  <Evoc[cold], VS/AM(fireflies/glow worms)/DF, 
  1StdAct, Personal, 1rnd/lvl(D)> 
  – Cold Shield:  The caster is sheathed in blue or 
  green flames that give off 10’ of light.  
  Creatures succeeding in melee attacks against 
  the caster take 1d6 + 1/lvl (max +15) Cold 
  damage (SR applies).  The caster takes ½ 
  damage from Fire attacks (if the attack has a 
  Reflex save for ½ damage, take no damage 
  on a successful save). 
  5th Flame Strike(PH p231) 
  <Evoc[fire], VS/DF, 1StdAct, Medium-range, Ref½, 
  SR applies> 
  – A 40’ tall column of fire with a 10’ radius 
  appears.  1d6 damage per level (max 15d6), 
  half of which is Fire damage & the other half 
  is Untyped Damage. 
  6th Fire Seeds(PH p230) 
  <Conj(creat)[fire], VSM(up to 4 acorns –or– up to 8 
  holly berries), Touch, 1StdAct per acorn/holy berry, 
  until detonated up to 10min/lvl> 
  – Create one of the following: 
  Acorn Grenades: Up to 4 touched acorns 
  become throwable weapons.  Requires a 
  ranged touch attack with a maximum 
  range of 100’.  The acorns do a total of 
  1d6/lvl Fire damage (max 20d6), divided 
  up between the acorns as the caster 
  desires.  If hit, the target does not get a 
  saving throw.  Everything within 10’ of 
  where the acorn hits takes 1hp per die of 
  damage that acorn does (Ref½); 
  Holly Berry Bombs: Up to 8 touched holly 
  berries become voice activated bombs 
  (200’ range).  On command, each berry 
  does 1d8 + 1/level Fire damage to 
  everything within 5’ (Ref½). 
  7th Sunbeam(PH p289) 
  <Evoc[light], VS/DF, 1StdAct, until depleted up to 
  1rnd/lvl, SR applies> 
  – As a Standard Action, the caster can generate 
  one sunbeam per round, up to a total of 1 per 
  3 levels (max 6 sunbeams).  The beam is a 
  60’ long Line. 
   Damage is based on creature type: 
  Type 
  Effect 
  Undead 
  1d6/lvl (max 20d6) (Ref½) & 
  destroyed if vulnerable to sunlight 
  (RefNeg) & Blind (RefNeg). 
  Oozes 
  1d6/lvl (max 20d6) (Ref½). 
  others 
  4d6 (Ref½) & Blind (RefNeg). 
  8th Sunburst(PH p289) 
  <Evoc[light], VSM(sunstone, fire)/DF, 1StdAct, Long-
  range, Instantaneous, SR applies> 
  – A 80’ radius Burst of light is centered on the 
  caster.  Damage is based on creature type: 
  Type 
  Effect 
  Undead 
  1d6/lvl (max 25d6) (Ref½) & 
  destroyed if vulnerable to sunlight 
  (RefNeg) & Blind (RefNeg). 
  Oozes 
  1d6/lvl (max 25d6) (Ref½). 
  others 
  6d6 (Ref½) & Blind (RefNeg). 
  This spell Dispels any spells with the [darkness] 
  subtype within its area of effect. 
  9th Prismatic Sphere(PH p264) 
  <Abj, V, 1StdAct, 10min/lvl(D)> 
  – Creates a 10’ radius opaque sphere around the 
  caster.  Anyone within 20’ of the sphere who 
  has less than 8HD is Blind for 2d4 x 10 
  minutes.   
   The caster can walk through the sphere without 
  difficulty.  Anyone else trying to go through 
  the wall is effected by each of its colors (SR 
  check required for each color), unless they 
  are dispelled in order.  The colors, in order, 
  are the following: 
  Color 
  Negated  by Effect 
  Red 
  Cone of Cold 
  20hp fire (Ref½) 
  Orange Gust of Wind 
  40hp acid (Ref½) 
  Yellow Disintegrate 
  80hp electricity (Ref½) 
  Green 
  Passwall 
  Death (Fort½ 1d6Con) 
  Blue 
  Magic Missile Flesh to Stone (FortNeg) 
  Indigo 
  Daylight 
  Insanity (WillNeg) 
  Violet 
  Dispel Magic Plane Shift (WillNeg) 
   The sphere is immune to Dispel Magic, Greater 
  Dispel Magic, and Antimagic Sphere, but not 
  Mordenkainen’s Disjunction. 
   
  
  Dungeons & Dragons 3.5 Edition Index – Clerical Domain Summaries 
   
  April 1, 2005 
   
  Clerical Domain – Time 
   
  Page 94 
  Time 
  (PGF p91) 
  Gain Feat: Improved Initiative. 
   
  1st True Strike(PH p296) 
  <Div, VF(tiny archery target), 1StdAct, Personal> 
  – Add +20 Insight bonus to your next attack roll 
  within 1 round.  Also negates miss chance 
  due to Concealment. 
  2nd Gentle Repose(PH p234) 
  <Necro, VSM(salt, copper piece per eye)/DF, 1StdAct, 
  Touch, 1day/lvl> 
  – Prevents the touched corpse from rotting.  
  Time spells under the effect of this spell does 
  not count towards the time limit of the corpse 
  being brought back by Raise Dead, etc. 
  3rd Haste(PH p239) 
  <Trans, VSM(licorice root), 1StdAct, Close-range, 
  1rnd/lvl> 
  – One subject/lvl within a 30’ area moves faster: 
  a) +1 bonus on attacks; 
  b) +1 Dodge bonus to AC; 
  c) +30’ Enhancement bonus to all forms of 
  movement (land, climb, swim, burrow, 
  fly), up to double the base movement; 
  d) when making a Full-Round Attack, the 
  subject gets an additional attack at his/her 
  best attack bonus. 
  This spell Counters & Dispels Slow. 
  4th Freedom of Movement(PH p233) 
  <Abj, VSM(leather cord)/DF, 1StdAct, Touch, 
  10min/lvl> 
  – Subject moves normally despite magical 
  impediments (Web, Hold Person, etc.). 
   The subject automatically succeeds on any 
  Grapple check to resist being grappled, plus 
  any Grapple check or Escape Artist check to 
  escape a grapple and/or a pin. 
   While under the effect of this spell, the subject 
  can fight underwater. 
  5th Permanency(PH p259) 
  <Univ, VSX(see below), 2Rounds, Touch> 
  – The targeted spell gains a duration of 
  “Permanent”.  See the Permanency Table for 
  spells that are allowed to become permanent. 
  6th Contingency(PH p213) 
  <Evoc, VSM(quicksilver, eyelash from a magic-using 
  creature)F(1,500gp ivory & gem statue), 10Minutes, 
  Personal, until discharged up to 1day/lvl> 
  – The caster presets a spell to be cast 
  automatically upon himself when a condition 
  (set at cast time) occurs.  An example would 
  be “if I fall more than 10’, cast Feather Fall". 
  The preset spell can be no higher than 1/3
  rd the 
  Caster’s level (rounded up, max 6th).   
  A caster may have only one Contingency-class 
  spell at any given time. 
  7th Moment of Prescience(PH p255) 
  <Div, VS, 1StdAct, Personal, until discharged up to 
  1hr/lvl> 
  – The caster gains an Insight bonus equal to the 
  Caster level (max +25) to be used one time 
  within 1 hour per level.  The bonus can be 
  used on one attack roll, opposed ability 
  check, opposed skill check, saving throw, or 
  as a bonus to AC against a single attack (even 
  if the caster is Flat-Footed). 
   Only one instance of this spell can be in effect 
  on a person at any time. 
  8th Foresight(PH p233) 
  <Div, VSM(feather)/DF, 1StdAct, Touch, 10min/lvl> 
  – The caster receives mental warnings about 
  what may harm the touched subject. 
   If the caster placed the spell on himself, he can 
  never be surprised or flat-footed, knows if 
  he/she is being targeted with spells, ranged 
  attacks, sneak attacks, etc., gains a +2 Insight 
  bonus to AC & Reflex saves, & knows in 
  general what to do in order to be safe (such as 
  “close your eyes”, “jump”, “run”). 
   If cast on a different target, the caster gets the 
  warnings & must pass them on verbally to the 
  target.  In this case, neither gets the Insight 
  bonuses. 
  9th Time Stop(PH p294) 
  <Trans, V, 1StdAct, Personal> 
  – The caster steps out of time, gaining 1d4+1 
  rounds.  During this time, the caster cannot 
  harm others or target other creatures with 
  spells.  Persistent effects, such as fire, cold, or 
  gases can still harm the caster.  The caster 
  cannot pass through antimagic fields. 
   
  
  Dungeons & Dragons 3.5 Edition Index – Clerical Domain Summaries 
   
  April 1, 2005 
   
  Clerical Domain – Trade 
   
  Page 95 
  Trade 
  (PGF p92) 
  As a Free Action, you may activate Detect Thoughts against one target for your Charisma modifier minutes.  Usable once per day. 
   
  1st Message(PH p253) 
  <Trans[language], VSF(copper wire), 1StdAct, 
  Medium-range, 10min/lvl, no SR> 
  – The caster plus 1 creature per level can 
  communicate within range by whispering as 
  long as there is no physical/magical barrier. 
  2nd Gembomb(FR p70) 
  <Conj(creat)[force], VSM(up to 5 gems worth at least 
  1gp each), 1StdAct per gem, Touch, until used up to 
  10min/lvl> 
  – The caster programs up to 5 gems to do a total 
  of 1d8 per 2 levels force damage (max 5d8).  
  The caster can put all the damage in one gem, 
  spread it evenly, etc.  Once empowered, the 
  caster can throw each gem up to 100’ (range 
  increment 20’), making a ranged touch attack.  
  The target makes a Reflex save for ½ dmg. 
  3rd Eagle’s Splendor(PH p225) 
  <Trans, VSM(eagle feather/dung)/DF, 1StdAct, Touch, 
  1min/lvl> 
  – +4 Enhancement bonus to Charisma. 
  4th Sending(PH p275) 
  <Evoc, VSM(copper wire)/DF, 10Minutes, no SR> 
  – Sends a message of 25 words or less to a 
  familiar subject anywhere, who may send 
  back a 25 word response immediately.  If the 
  subject is on another plane of existence, there 
  is a 5% chance of the message being lost. 
  5th Fabricate(PH p229) 
  <Trans, VS, 1Round per Unit of raw materials, Close-
  range, Instantaneous> 
  – Converts 1 Unit of raw materials per level into 
  mundane items.  For this spell, a Unit is 1 
  cubic foot of metal –or– 10 cubic feet of 
  other materials.  An appropriate Craft check 
  must be made to determine the quality of the 
  produced items. 
  6th True Seeing(PH p296) 
  <Div, VSM(250gp ointment), 1StdAct, Touch, 1min/lvl> 
  – Within 120 unobstructed feet, the subject can 
  see through normal & magical darkness, see 
  magically hidden secret doors, not effected 
  by Blur & Displacement, not effected by 
  Invisibility, sees through illusions, know the 
  true form of polymorphed creatures & 
  objects, and view the Ethereal Plane. 
   This spell cannot be used in conjunction with 
  scrying magics, such as Clairaudience / 
  Clairvoyance. 
  7th Mordenkainen’s Magnificent Mansion(PH p256) 
  <Conj(creat), VSF(5gp small ivory portal, 5gp piece of 
  marble, 5hp tiny silver spoon), 1StdAct, Close-
  range, 2hrs/lvl(D)> 
  – Creates an extra-dimensional space of up to 
  three contiguous 10’ cubes per level.  The 
  space is designed for many people to rest 
  comfortably: 
  a) Contains fresh air & food for 12 people/lvl. 
  b) Has 2 Unseen Servants per lvl. 
  c) The floor plan is designated by the caster. 
  The entrance is 8’ tall by 4’ wide & can only be 
  entered by those designated by the caster.  
  Once the caster enters the mansion, the 
  entrance becomes Invisible & sealed, though 
  it may be reopened from the inside. 
  8th Mind Blank(PH p253) 
  <Abj, VS, 1StdAct, Close-range, 1day> 
  – Subject is total immunity to mind-affecting 
  spells & effects, mind reading, detections, 
  and all forms of scrying & divinations.  Even 
  Limited Wish, Wish, & Miracle cannot gain 
  information about the subject.  Scrying spells 
  that come into the subject’s area, such as 
  Arcane Eye, will not even see the subject. 
  9th Discern Location(PH p222) 
  <Div, VS/DF, 10Minutes, no save, no SR> 
  – Finds a named creature or object, no mater 
  where it is located (even on other planes!).  
  The caster must have either seen the target 
  creature or have an object that belonged to 
  him/her.  To find an object, the caster must 
  have touched it at least once. 
   This spell bypasses most anti-scrying 
  protections and can only be blocked Mind 
  Blank. 
   
  
  Dungeons & Dragons 3.5 Edition Index – Clerical Domain Summaries 
   
  April 1, 2005 
   
  Clerical Domain – Travel 
   
  Page 96 
  Travel (PH p188) 
  For a total of 1 round per Cleric level per day, the spell Freedom of Movement will activate automatically if you are ever impeded by a magical effect.  The 
  Freedom of Movement only lasts as long as needed, so the total number of rounds can be split over multiple occurrences. 
  Survival becomes a class skill. 
   
  1st Longstrider(PH p249) 
  <Trans, VSM(dirt), 1StdAct, Personal, 1hr/lvl(D)> 
  – The caster gains a +10’ Enhancement bonus to 
  his/her land movement.  Does not effect the 
  speed of burrowing, climbing, flying, or 
  swimming. 
  2nd Locate Object(PH p249) 
  <Div, VSF(forked twig)/DF, 1StdAct, Long-range, 
  1min/lvl, no save, no SR> 
  – Senses direction toward object (specific or 
  type) within range.  A unique object can only 
  be located if the caster has personally viewed 
  it (using a scrying spell does not count).  This 
  spell is blocked by lead. 
  3rd Fly(PH p232) 
  <Trans, VSF(feather)/DF, 1StdAct, Touch, 10min/lvl> 
  – Subject flies at a speed of 60’ (40’ if in 
  Medium or Heavy Armor –or– if carrying a 
  Medium or Heavy load) with Good 
  maneuverability.  ½ speed going up, 2x speed 
  going down. 
   If spells expires/is dispelled, subject descends 
  at 60’ per round for 1d6 rounds before falling 
  4th Dimension Door(PH p221) 
  <Conj[teleport], V, 1StdAct, Long-range> 
  – Teleports the caster anywhere within range 
  that can visualized or described by direction. 
   The caster may bring up to his/her maximum 
  carry load with this spell and one willing, 
  Medium-sized subject per three levels (or the 
  Creature Equivalent).  All subjects must be 
  touching, with the caster touching at least one 
  subject. 
  If the target location is occupied, the caster (and 
  anyone with him/her) take 1d6 damage & are 
  shunted in a random direction 100’.   
  The caster cannot act again until the next round. 
  5th Teleport(PH p292) 
  <Conj[teleport], V, 1StdAct, Touch> 
  – The caster (carrying Maximum load) & one 
  willing Medium-size creature per three levels 
  (or the Creature Equivalent) are instantly 
  transported up to 100 miles per level.  The 
  destination must be pictured by the caster. 
  How 
  On 
  Off 
  Similar   
  Familiar 
  Target Target Area 
  Mishap 
  Familiar 
  01-97 98-99 100 
  — 
  Studied 
  01-94 95-97 98-99 100 
  Visited 
  01-88 89-94 95-98 99-100 
  Seen Once 01-76 77-88 89-96 97-100 
  False Dest.(d20+80) — 
  81-92 93-100 
  6th Find the Path(PH p230) 
  <Div, VSF(rune stones), 3Rounds, 10min/lvl> 
  – The touched subject knows the shortest, most 
  direct route to the specified location (not 
  objects or people). 
   The subject also knows what actions to take to 
  follow the path, such as the locations of trip 
  wires & the password to a Glyph of Warding.  
  It does not predict the actions of guardians. 
   This spell will get a subject out of a Maze spell 
  in 1 round. 
  7th Teleport, Greater(PH p292) 
  <Conj[teleport], V, 1StdAct, Touch> 
  – The caster (carrying Maximum load) & one 
  willing Medium-size creature per three levels 
  (or the Creature Equivalent) are instantly 
  transported anywhere in the current plane of 
  existence.  The destination must be pictured 
  by the caster.  There is no chance of ending 
  up in the wrong place, but if the caster’s 
  information is somehow false, the spell’s 
  subjects remain in the casting location. 
  8th Phase Door(PH p261) 
  <Conj(creat), V, 1StdAct, Touch, 1use/2lvls> 
  – Creates an ethereal passage 5’ wide by 8’ high 
  with a depth of 10’ + 5’ per 3 levels through 
  wood, plaster, or stone.  The passage is 
  invisible and only usable by the caster and 
  anyone else who can trigger it (set at creation 
  time).  The trigger must be based on 
  observable qualities.  Anyone using the 
  passage can take one other creature through, 
  but this counts as 2 uses. 
  9th Astral Projection(PH p201) 
  <Necro, VSM(1,000gp jacinth, 5gp silver per subject), 
  30Minutes, Touch> 
  – The caster and up to 1 willing, touched subject 
  per 2 levels have their souls projected into the 
  Astral Plane. While traveling, their bodies are 
  in Suspended Animation.  The travelers have 
  astral copies of all their equipment.  Travel 
  can continue until a subject decides to return 
  to his/her body, the effect is ended with 
  Dispel Magic, or the subject’s body is slain 
  (which kills the subject). 
   
  
  Dungeons & Dragons 3.5 Edition Index – Clerical Domain Summaries 
   
  April 1, 2005 
   
  Clerical Domain – Trickery 
   
  Page 97 
  Trickery (PH p189) 
  Bluff, Disguise, & Hide become class skills. 
   
  1st Disguise Self(PH p222) 
  <Ill(glamer), VS, 1StdAct, Personal, 10min/lv(D), 
  WillDisbelief> 
  – The caster can make minor visual changes to 
  his/her appearance.  These include gaining or 
  loosing 1’ of height, gaining or loosing 
  weight, the addition or removal of a beard / 
  scar, etc. 
   This spell provides a +10 on Disguise checks. 
   Anyone interacting with the caster (particularly 
  if they touch him/her) are allowed a Will save 
  to Disbelieve the illusion. 
  2nd Invisibility(PH p245) 
  <Ill(glamer), VSM(eyelash, gum arabic)/DF, 1StdAct, 
  Touch, 1min/lvl(D)> 
   – Touched creature or object is Invisible until it 
  attacks.  Can effect an object of up to 100 
  pounds per level. 
  3rd Nondetection(PH p257) 
  <Abj, VSM(50gp diamond dust), 1StdAct, Touch, 1hr/lvl> 
  – Touched subject (and its possessions) or an 
  object can only be a target of a Locate Object, 
  Crystal Ball, etc., on a Caster check vs. DC 
  (11 + caster level) (+4 if caster is the subject). 
  4th Confusion(PH p212) 
  <Ench(comp)[mind], VSM(3 nut shells)/DF, 1StdAct, 
  Medium-range, 1rnd/lvl, WillNeg, SR applies> 
  – All targets within a 15’ radius Burst are 
  Confused. 
  5th False Vision(PH p229) 
  <Ill(glamer), VSM(250gp jade dust), 1StdAct, Touch, 
  1hr/lvl(D), no save, no SR> 
  – If a Divination (scrying) spell is used within a 
  40’ radius Emanation of the touched object, 
  the Magical Sensor automatically sees & 
  hears an illusion designated by the caster at 
  casting time.  By concentrating, the caster can 
  make the image move within the area of 
  effect, otherwise it is static. 
  6th Mislead(PH p255) 
  <Ill(figment)(glamer), S, 1StdAct, Close-range, 
  Concentration + 3rnds, no SR> 
  – Simultaneously, the caster becomes Invisible 
  and an illusionary copy (sight, sound, smell, 
  & touch) of the caster appears within range 
  (with the option of it appearing supper-
  imposed on the caster).  The illusionary copy 
  will then do whatever it was programmed to 
  do at cast time, with no requirement that it 
  stays in range.  A Will save is required to 
  realize the copy isn’t the original. 
   The caster stays Invisible even if he/she attacks, 
  up to 1rnd/lvl(D). 
  7th Screen(PH p274) 
  <Ill(glamer), VS, 10Min, Close-range, 1day, no SR> 
  – The caster makes an illusion that obscures any 
  or all objects in an area of one contiguous 30’ 
  cube per level (laid out in any way desired by 
  the caster).  All troops could be obscured in a 
  crossing, or only 1 out of 5 could be shown, 
  etc.  The “rules” of the illusion are set at cast 
  time & are unchangeable. 
   Scrying always sees the illusion, while local 
  onlookers get a Will save to disbelieve if 
  there is a reason to doubt what is seen.   
  8th Polymorph Any Object(PH p263)(PHe)+ 
  <Trans, VSM(mercury, gum arabic, smoke)/DF, 
  1StdAct, Close-range, FortNeg, SR applies> 
  – Changes any subject into anything else.  
  “Minor” changes can be permanent (e.g., 
  changing a manticore into a shrew), while 
  extreme changes have a limited durations 
  (e.g., changing a pebble into a human). 
   This spell can mimic the following spells:  
  Flesh to Stone, Baleful Polymorph, Stone to 
  Flesh, Transmute Mud to Rock, Transmute 
  Rock to Mud, Transmute Metal to Wood. 
  9th Time Stop(PH p294) 
  <Trans, V, 1StdAct, Personal> 
  – The caster steps out of time, gaining 1d4+1 
  rounds.  During this time, the caster cannot 
  harm others or target other creatures with 
  spells.  Persistent effects, such as fire, cold, or 
  gases can still harm the caster.  The caster 
  cannot pass through antimagic fields. 
   
  
  Dungeons & Dragons 3.5 Edition Index – Clerical Domain Summaries 
   
  April 1, 2005 
   
  Clerical Domain – Tyrant 
   
  Page 98 
  Tyrant (CWar p115) 
  All Enchantment(compulsion) spells you cast have a +2 DC.  
   
  1st Command(PH p211) 
  <Ench(comp)[language][mind], V, 1StdAct, Close-
  range, 1rnd, WillNeg, SR applies> 
  – A living target obeys one of the following 
  one-word command on its turn for 1 round: 
  “Approach” – Moves (i.e., cannot attack, 
  etc.) quickly & directly towards the caster. 
  “Drop” – Drops the objects it is holding & 
  can’t pick them up until next round. 
  “Fall” – Goes Prone for one round, though 
  he/she can act normally (with the normal 
  penalties) while on the ground. 
  “Flee” – Moves (i.e., cannot attack, etc.) 
  quickly & directly away from the caster. 
  “Halt” – Take no actions, though he/she is 
  not considered Helpless. 
  2nd Enthrall(PH p227) 
  <Ench(charm)[language][mind][sonic], VS, 1Round, 
  Medium-range, Concentration up to 1 hour plus 1d3 
  rounds, WillNeg, SR applies> 
  – The caster spends one round getting the 
  audience’s attention & becomes so interesting 
  that it gets the undivided attention of 
  everyone in the area of effect who doesn’t 
  save (including those who enter later).  Races 
  who hate the caster’s race gain a +4 bonus on 
  the save.  The audience’s attitude becomes 
  ‘Friendly’. 
   Targets who failed their save but who have 
  more than 5HD –or– a Wisdom score of at 
  least 16 remain aware of their surroundings & 
  have an attitude of ‘Indifferent’.  They 
  receive a new save if they observe something 
  they oppose. 
   When the performance ends (even if due to a 
  loss of Concentration), the audience will talk 
  among themselves, applaud, etc., for 1d3 
  more rounds.  If anyone in the audience is 
  attacked, the spell cancels immediately and 
  the audience will be upset.  
  One time during the spell, targets who have 
  made their save may try to “heckle” the caster 
  in order to end the spell early.   Make an 
  opposed Charisma check using the heckler 
  with the highest Charisma modifier as a base, 
  +2 per additional heckler who can make a 
  Charisma check of 10. 
  3rd Discern Lies(PH p221) 
  <Div, VS/DF, 1StdAct, Close-range, Concentration up 
  to 1rnd/lvl, WillNeg, no SR> 
  – Each round, the caster may concentrate on one 
  target within range.  If the target knowingly 
  tells a lie, the caster can see the disturbance in 
  its aura, though not the truth. 
  4th Fear(PH p229) 
  <Necro[fear][mind], VSM(feather), 1StdAct, Will½, 
  SR applies> 
  – All living creatures within a 30’ Cone-shaped 
  Burst are Panicked for 1rnd/lvl.  On a 
  successful save, a creature is Shaken for 1rnd. 
  5th Command, Greater(PH p211) 
  <Ench(comp)[language][mind], V, 1StdAct, Close-
  range, 1rnd, WillNeg(retry), SR applies> 
  – One living target per level within a 30’ area 
  obeys one of the following one-word 
  command on its turn for 1 round per level: 
  “Approach” – Moves (i.e., cannot attack, 
  etc.) quickly & directly towards the caster. 
  “Drop” – Drops the objects it is holding & 
  can’t pick them up. 
  “Fall” – Goes Prone for one round, though 
  he/she can act normally (with the normal 
  penalties) while on the ground. 
  “Flee” – Moves (i.e., cannot attack, etc.) 
  quickly & directly away from the caster. 
  “Halt” – Take no actions, though he/she is 
  not considered Helpless. 
   Each target receives the same one-word 
  command. 
   Targets may attempt their Will save each round 
  until they succeed, ending the effect. 
  6th Geas/Quest(PH p234) 
  <Ench(comp)[mind][language], V, 10Minutes, Close-
  range, until discharged(D), no save, SR applies> 
  – One subject obeys the caster’s command “to 
  the letter”, though self-destructive orders 
  break the spell. 
   Open-ended commands, such as “Guard this 
  Door”, last for 1 day per Caster level.  
  Specific tasks must be completed for the spell 
  to be discharged. 
   If the subject is prevented from carrying out the 
  instructions, he/she suffers 3d6 damage each 
  day (no save) & is Sickened (FortNeg).  The 
  effects end after a full day of obeying the 
  instructions. 
   This spell is not effected by Dispel Magic or 
  Break Enchantment, though it can be ended 
  by Limited Wish, Miracle, or Wish.  Remove 
  Curse only works if its Caster level is two 
  higher than this spell’s Caster level. 
  7th Bigby’s Grasping Hand(PH p204) 
  <Evoc[force], VSF(leather glove)/DF, 1StdAct, 
  Medium-range, 1rnd/lvl(D), SR applies> 
   – Creates a magical 10’x10’ hand which stays 
  in between the creator & a designated target 
  and either 
  a) tries to push the target away (treat as a 
  Bull’s Rush at +16) up to the spell’s range;  
  b) attempts to grapple to target (Touch check: 
  + 9 + Caster level + Primary Stat modifier; 
  Grapple check: +14 +Caster level + 
  Primary Stat modifier).  Does not harm a 
  grappled opponent. 
  The hand also provide +4 Cover bonus to AC 
  for the caster against that target.  The target 
  can be changed as a Move Action.  The hand 
  has the caster’s maximum hit points & saving 
  throw and has a AC of 20. 
  8th Charm Monster, Mass(PH p209) 
  <Ench(charm)[mind], V, 1StdAct, Close-range, 
  1day/lvl, WillNeg, SR applies> 
  – The caster causes one or more creatures to 
  considers the caster its ally.  Anything the 
  casters says or does will be treated the same 
  way as if a close friend has done it. 
   The caster can target one creature of with any 
  number of HD –or– (2 * Caster level) HD of 
  creatures in a 30’ area. 
   If the target is in a threatening situation when 
  the spell is cast, it gets +5 on its save.  Any 
  threats from the caster or his/her allies after 
  the spell is in effect breaks the charm. 
  9th Dominate Monster(PH p224) 
  <Ench(comp)[mind], VS, 1Round, Close-range, 
  1day/lvl, WillNeg, SR applies> 
  – Telepathically control one creature.  If the 
  caster & the target do not share a language, 
  control is limited.  The caster knows what the 
  target is experiencing & as a Standard Action, 
  can actually receive full sensory input. 
   The caster can change his/her orders with a 
  Move Action.  Once the target has 
  instructions, he/she will continue trying to 
  carry them out as long as the spell lasts, 
  pausing only to sleep & eat as needed. 
   Actions against the target’s nature result in a 
  new save with a bonus of +4, and self-
  destructive orders are ignored. 
   Once dominated, the caster & target can be any 
  distance from each other.  Protection from 
  Evil, et. al., only Suppress this spell, not 
  Dispel it. 
   A Sense Motive check vs. DC 15 will show that 
  the target is under magic control. 
   
  
  Dungeons & Dragons 3.5 Edition Index – Clerical Domain Summaries 
   
  April 1, 2005 
   
  Clerical Domain – Undead 
   
  Page 99 
  Undead 
  (DR312 p37) 
  +2 Competence bonus on Turning checks to Turn or Rebuke Undead. 
   
  1st Chill Touch(PH p209) 
  <Necro[touch attack], VS, 1StdAct, SR applies> 
  – Touch attack deals 1d6 Negative Energy 
  damage (no save) and 1 Strength Damage 
  (FortNeg), except to Undead, who become 
  Panicked for 1d4 + 1/lvl rounds (WillNeg). 
   Touch attack may be used 1 time per level. 
  2nd Command Undead(PH p211) 
  <Necro, VSM(bone, raw meat), 1StdAct, Close-range, 
  1day/lvl, WillNeg, SR applies> 
  – One Undead creature becomes friendly 
  towards the caster and will not attack 
  him/her.  Only intelligent Undead area 
  allowed a saving throw.  The caster can give 
  the target orders.  Intelligent Undead must be 
  convinced with a Charisma check, but 
  unintelligent ones will obey even destructive 
  commands (as long as they are simple). 
  3rd Animate Dead(PH p198) 
  <Necro[evil], VSM(25gp/HD black onyx), 1StdAct, 
  Touch> 
  – Permanently animates skeletons and/or 
  zombies from one or more touched corpses.  
  (2 * Caster level) HD of Undead may be 
  animated in one casting & a caster may only 
  have 4HD/lvl Undead under control (if 
  exceeded, caster chooses which are “freed”).  
  Undead controlled via Clerical “Rebuke / 
  Control” ability don’t count against this total. 
  4th Halt Undead(PH p238) 
  <Necro, VSM(sulfur, garlic), 1StdAct, Medium-range, 
  1rnd/lvl, SR applies> 
  – Immobilizes up to 3 Undead in a 30’ area.  
  Target gets a Will save to negate only if it has 
  intelligence.  If attacked, that target is 
  immediately freed. 
  5th Slay Living(PH p280) 
  <Necro[death][touch attack], VS, 1StdAct, Touch, 
  Fort½, SR applies> 
  – Touched living target dies on a failed saving 
  throw.  On success, target takes 3d6 + 1/level. 
  6th Create Undead(PH p215) 
  <Necro[evil], VSM(black onyx worth 50gp/HD, grave 
  dirt, brackish water), 1Hour, Close-range> 
  – Transforms a dead body into an Undead.  Note 
  that the Undead is not automatically under 
  the creator’s control. 
  Undead 
  Min Lvl 
  Undead 
  Min Lvl 
  Ghoul 
  11 
  Mummy 
  15 
  Ghast 
  12 
  Mohrg 
  18 
  This spell must be cast at night. 
  7th Undeath to Death(PH p297) 
  <Necro[death], VSM(500gp of diamond power)/DF, 
  1StdAct, Medium-range, WillNeg, SR applies> 
   – Destroys 1d4 HD per level (max 20d4) of 
  Undead in a 40’ radius Burst.  The lowest HD 
  creatures in the area are effected first & 
  creatures with 9 or more HD are immune. 
  8th Create Greater Undead(PH p215) 
  <Necro[evil], VSM(black onyx worth 50gp/HD, grave 
  dirt, brackish water), 1Hour, Close-range> 
  – Transforms a dead body into an Undead.  Note 
  that the Undead is not automatically under 
  the creator’s control. 
  Undead 
  Min Lvl 
  Undead 
  Min Lvl 
  Shadow 
  15 
  Spectre 
  18 
  Wraith 
  16 
  Devourer 
  20 
  This spell must be cast at night. 
  9th Wail of the Banshee(PH p298) 
  <Necro[death][sonic], V, 1StdAct, Close-range, 
  FortNeg, SR applies> 
  – One living creature per level in a 40’ radius 
  Spread dies.  If there are too many targets, 
  count from the point of origin outward. 
   
  
  Dungeons & Dragons 3.5 Edition Index – Clerical Domain Summaries 
   
  April 1, 2005 
   
  Clerical Domain – Undeath 
   
  Page 100 
  Undeath 
  (FR p66) 
  Gain Feat: Extra Turning. 
   
  1st Detect Undead(PH p220) 
  <Div, VS/DF, 1StdAct, Concentration up to 1min/lvl, 
  no save, no SR> 
  – The caster can see the Undead Aura of any 
  Undead in a 60’ Cone-shaped Emanation. 
   The information gained increases each round:  
  1st round – presence of Undead. 
  2nd round – number of Undead auras & the 
  strength of the most powerful aura.  If not 
  in line-of-sight, the caster only knows the 
  direction. 
  3rd round – strength & location of each aura. 
   This spell is blocked by 3’ of wood or dirt, 1’ of 
  stone, 1” of metal, & any amount of lead. 
  2nd Desecrate(PH p218) 
  <Evoc[evil], VSM(unholy water, 25gp of silver 
  dust)DF, 1StdAct, Close-range, 2hrs/lvl> 
  – A 20’ radius Emanation is filled with Negative 
  Energy.  The following applies in the area: 
  a) Undead created or summoned gain +1hp 
  per HD. 
  b) Undead in the area receive a +1 Profane 
  bonus on attacks, damage, & saves. 
  c) All Charisma checks to Turn and  
  Destroy Undead gain a –3 Profane penalty. 
  If cast on an altar or other permanent fixture to 
  the caster’s deity, the Profane bonuses & 
  penalties are doubled and an Animate Dead 
  cast in the area can create (4 * Caster lvl) HD 
  of Undead.  A caster cannot desecrate an area 
  with a permanent fixture to another deity. 
   If cast in an area sacred to a different deity, the 
  area is cut off from its connection to that 
  deity and its power.  The area does not gain 
  the Undead effecting powers listed above. 
  This spell Counters & Dispels Consecrate. 
  3rd Animate Dead(PH p198) 
  <Necro[evil], VSM(25gp/HD black onyx), 1StdAct, 
  Touch> 
  – Permanently animates skeletons and/or 
  zombies from one or more touched corpses.  
  (2 * Caster level) HD of Undead may be 
  animated in one casting & a caster may only 
  have 4HD/lvl Undead under control (if 
  exceeded, caster chooses which are “freed”).  
  Undead controlled via Clerical “Rebuke / 
  Control” ability don’t count against this total 
  4th Death Ward(PH p217) 
  <Necro, VS/DF, 1StdAct, Touch, 1min/lvl> 
  – Grants immunity to death spells & effects, 
  gaining Negative Levels, and Negative 
  Energy damage & ability loss. 
  5th Inflict Light Wounds, Mass(PH p244) 
  <Necro, VS, 1StdAct, Close-range, Will½, SR applies> 
   – One living target per level within a 30’ area 
  takes 1d8 + 1/lvl (max +25) Negative Energy 
  Damage. 
  6th Create Undead(PH p215) 
  <Necro[evil], VSM(black onyx worth 50gp/HD, grave 
  dirt, brackish water), 1Hour, Close-range> 
  – Transforms a dead body into an Undead.  Note 
  that the Undead is not automatically under 
  the creator’s control. 
  Undead 
  Min Lvl 
  Undead 
  Min Lvl 
  Ghoul 
  11 
  Mummy 
  15 
  Ghast 
  12 
  Mohrg 
  18 
  This spell must be cast at night. 
  7th Control Undead(PH p214) 
  <Necro, VSM(bone, meat), 1StdAct, Close-range, 
  1min/lvl, WillNeg, SR applies> 
  – Up to 2HD of Undead per level in a 30’ area 
  will not attack the caster.  If the caster gives 
  the Undead an order, they will obey. 
  8th Create Greater Undead(PH p215) 
  <Necro[evil], VSM(black onyx worth 50gp/HD, grave 
  dirt, brackish water), 1Hour, Close-range> 
  – Transforms a dead body into an Undead.  Note 
  that the Undead is not automatically under 
  the creator’s control. 
  Undead 
  Min Lvl 
  Undead 
  Min Lvl 
  Shadow 
  15 
  Spectre 
  18 
  Wraith 
  16 
  Devourer 
  20 
  This spell must be cast at night. 
  9th Energy Drain(PH p226) 
  <Necro[ray], VS, 1StdAct, Close-range, no save, SR 
  applies> 
  – Target gains 2d4 Negative Levels.  
     Undead targeted with this spell gain (2d4 * 5) 
  Temporary HP for 1 hour. 
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Clerical Domain Summaries 
   
  April 1, 2005 
   
  Clerical Domain – War 
   
  Page 101 
  War (PH p189) 
  Gain Feat: Martial Weapon Proficiency and Feat: Weapon Focus in the deity’s favored weapon. 
   
  1st Magic Weapon(PH p251) 
  <Trans, VSF(weapon)/DF, 1StdAct, Touch, 1min/lvl> 
  – Touched manufactured weapon gains a +1 
  Enhancement bonus to attack & damage. 
   A Monk’s Unarmed Strike can be the target of 
  this spell. 
  2nd Spiritual Weapon(PH p283) 
  <Evoc[force], VS/DF, 1StdAct, Medium-range, 
  1rnd/lvl(D), no save, SR applies> 
  – The caster summons a religiously appropriate 
  weapon out of Force that does 1d8 +1 per 
  three levels (max +5) damage.  The weapon 
  has the same threat range & critical multiplier 
  as the base weapon. 
   The weapon attacks a designated opponent with 
  the caster’s base attack bonus (including 
  multiple attacks if high enough level).  On the 
  first round and any round it changes targets, 
  the weapon only gets 1 attack.  The caster 
  must spend a Standard Action to change 
  targets, but otherwise does not have to 
  concentrate on the weapon. 
   The weapon must attack from the caster’s 
  direction, gets no flanking bonuses, cannot 
  give someone else a flanking bonus, & cannot 
  be damaged.  An opponent with Spell 
  Resistance receives one SR check the first 
  time attack by the spell. 
  3rd Magic Vestment(PH p251) 
  <Trans, VS/DF, 1StdAct, Touch, 1hr/lvl> 
  – Armor, shield, or clothes gain +1 per four 
  levels Enhancement bonus to AC (max +5). 
  4th Divine Power(PH p224) 
  <Evoc, VS/DF, 1StdAct, Personal, 1rnd/lvl> 
  – The caster gains a +6 Enhancement bonus to 
  Strength, 1 Temporary HP per level, & a 
  Base Attack Bonus as if the caster was a 
  fighter of his/her Character level. 
  5th Flame Strike(PH p231) 
  <Evoc[fire], VS/DF, 1StdAct, Medium-range, Ref½, 
  SR applies> 
  – A 40’ tall column of fire with a 10’ radius 
  appears.  1d6 damage per level (max 15d6), 
  half of which is Fire damage & the other half 
  is Untyped Damage. 
  6th Blade Barrier(PH p205) 
  <Evoc[force], VS, 1StdAct, Medium-range, 
  1min/lvl(D), SR applies> 
  – Creates a 20’ tall wall of spinning blades 
  either of 20’ long per level –or– a ringed wall 
  5’ radius per two levels.  Going through the 
  barrier causes 1d6/lvl (max 15d6) (Ref½). 
    If the barrier is created on top of a creature, it 
  is allowed a Reflex save to get out before it 
  finishes forming (i.e., no damage). 
   The barrier proves a +4 Cover bonus to AC & a 
  +2 Cover bonus to Reflex saves against 
  attacks made through it. 
  7th Power Word Blind(PH p263) 
  <Ench(comp)[mind], V, 1StdAct, Close-range, no save, 
  SR applies> 
  – One target creature is Blind:   
  current hp duration 
  current hp duration 
  201+ 
  no effect 
  100–51 
  1d4+1min 
  200–101 1d4+1 rnds 
  up to 50 
  Permanent 
  8th Power Word Stun(PH p263) 
  <Ench(comp)[mind], V, 1StdAct, Close-range, no save, 
  SR applies> 
  – One target creature is Stunned:   
  current hp duration 
  current hp duration 
  151+ 
  no effect 
  100–51 
  2d4 rnds 
  150–101 1d4 rnds 
  up to 50 
  4d4 rnds 
  9th Power Word Kill(PH p263) 
  <Ench(comp)[mind][death], V, 1StdAct, Close-range, 
  no save, SR applies> 
  – One target creature with up to 101hp dies. 
   
  
  Dungeons & Dragons 3.5 Edition Index – Clerical Domain Summaries 
   
  April 1, 2005 
   
  Clerical Domain – Water 
   
  Page 102 
  Water (PH p189) 
  Rebuke / Control / Bolster Water  Elements –or– Turn / Destroy Fire Elementals, up to 3  + Charisma modifier times per day. 
   
  1st Obscuring Mist(PH p258) 
  <Conj(creat), VS, 1StdAct, 1min/lvl, no SR> 
  – Creates a 20’ radius Spread by 20’ high Cloud 
  of fog centered around the caster.   
  The cloud can be dispersed by Moderate Wind 
  in 4 rounds & a Strong Wind in 1 round.  
  Large amounts of fire, such as a Fireball, will 
  also disperse the cloud. 
  2nd Fog Cloud(PH p232) 
  <Conj(creat), VS, 1StdAct, Medium-range, 10min/lvl> 
  – Creates a 20’ radius Spread by 20’ high Cloud 
  of fog. 
   The cloud can be dispersed by Moderate Wind 
  in 4 rounds & a Strong Wind in 1 round. 
  3rd Water Breathing(PH p300) 
  <Trans, VSM(straw)/DF, 1StdAct, Touch> 
  – The touched subjects of the spell can breathe 
  underwater.   2hrs/lvl duration is evenly split 
  between all the subjects. 
  4th Control Water(PH p214) 
  <Trans[water], VSM(dust (to lower) -or- water (to 
  raise))/DF, 1StdAct, Long-range, 10min/lvl(D)> 
  – Effects 10’/lvl x 10’/lvl x 2’/lvl (shapeable) of 
  water by either: 
  a) lowering the water by 2’/lvl (min of 1”).  
  In large / deep bodies of water, this forms 
  a whirlpool.  This effect will Slow water-
  based creatures / elementals (WillNeg); or, 
  b) raising the water by 2’/lvl.  Boats will slide 
  off the “hump” of the water. 
  5th Ice Storm(PH p243) 
  <Evoc[cold], VSM(dust, water)/DF, 1Round, Long-
  range, Instantaneous, no save, SR applies> 
  – Hail deals 3d6 Bludgeoning damage + 2d6 
  Cold damage in a 20’ radius by 40’ high 
  cylinder.  Listen checks receive a –4 penalty 
  during the round of hail & movement through 
  the target area is halved. 
  6th Cone of Cold(PH p212) 
  <Evoc[cold], VSM(crystal cone)/DF, 1StdAct, Ref½, 
  SR applies> 
  – 60’ Cone-shaped Burst deals 1d6/lvl Cold 
  damage (max 15d6). 
  7th Acid Fog(PH p196) 
  <Conj(creat)[acid], VSM(peas, powdered hoof)/DF, 
  1StdAct, Medium-range, 1rnd/lvl, no save, no SR> 
  – 20’ radius spread by 20’ high Cloud deals 2d6 
  Acid damage per round.  Movement in the 
  cloud is slowed to 5’.  Melee attacks & 
  damage have a –2 penalty & ranged attacks 
  are not possible.  Anyone falling into the 
  cloud is slowed down by 1d6 dmg per 10’. 
   The cloud can be dispersed by Severe Wind in 
  1 round. 
  8th Horrid Wilting(PH p242) 
  <Necro, VSM(sponge)/DF, 1StdAct, Long-range, 
  Fort½, SR applies 
  – All living creatures in a 60’ area takes 1d6 
  damage per level (max 20d6) from 
  dehydration, except for Water Elementals & 
  Plant Creatures, who take 1d8/lvl (max 20d8) 
  instead. 
  9th Elemental Swarm (water)(PH p226) 
  <Conj(sum)[water], VS, 10Minutes, Medium-range, 
  10min/lvl(D), no SR> 
  – Summons 2d4 Large Water Elementals.  Ten 
  minutes after the spell is completed, 1d4 
  Huge Water Elementals arrive.  Twenty 
  minutes after the spell is completed, 1 Greater 
  Water Elemental appears.  All the Elementals 
  serve the caster for the duration of the spell.  
  The caster can dismissed any / all the 
  Elementals as desired. 
   
  
  Dungeons & Dragons 3.5 Edition Index – Clerical Domain Summaries 
   
  April 1, 2005 
   
  Clerical Domain – Watery Death 
   
  Page 103 
  Watery Death (PGF p92) 
  ‘Smite Non-Aquatic Creature’ once per day – Before attacking, declare that Smite is being used.  Add your Wisdom modifier as an attack bonus and add your 
  Cleric level to the damage. 
   
  1st Entangle(PH p227) 
  <Trans, VS/DF, 1StdAct, Long-range, 1min/lvl, 
  RefNeg, no SR> 
  – All plants in a 40’ radius Spread Entangle & 
  anchor everyone in the target area who fails a 
  Reflex save.  To become unentangled 
  requires a full-round Strength or Escape 
  Artist check vs. DC 20.  Anyone not 
  entangled (including a target that has just 
  broken free) may move ½ speed through the 
  area of effect.  On the caster’s action, anyone 
  in the area of effect who is not entangled 
  must make a new Reflex save to avoid being 
  entangled again. 
  2nd Mark of the Outcast(Und p59) 
  <Necro, VS/DF, 1StdAct, Close-range, Permanent, 
  WillNeg, SR applies> 
  – The target’s face  is marred by a mark visible 
  to normal, low-light, and dark vision.  The 
  target receives a –5 Circumstance penalty on 
  Bluff and Diplomacy checks and a –2 penalty 
  to AC. 
   This spell cannot be dispelled.  It can only be 
  removed by Break Enchantment, Limited 
  Wish, Miracle, Remove Curse, or Wish. 
  3rd Control Water(PH p214) 
  <Trans[water], VSM(dust (to lower) -or- water (to 
  raise))/DF, 1StdAct, Long-range, 10min/lvl(D)> 
  – Effects 10’/lvl x 10’/lvl x 2’/lvl (shapeable) of 
  water by either: 
  a) lowering the water by 2’/lvl (min of 1”).  
  In large / deep bodies of water, this forms 
  a whirlpool.  This effect will Slow water-
  based creatures / elementals (WillNeg); or, 
  b) raising the water by 2’/lvl.  Boats will slide 
  off the “hump” of the water. 
  4th Rushing Waters(Und p61) 
  <Conj(sum)[water], VS/DF, 1StdAct, Medium-range, 
  Instantaneous> 
  – A great wave of water is generated from the 
  spell’s target point out in a 15’ radius Spread.  
  All creatures in the area of effect are targeted 
  with a Bull Rush with a +30 bonus.  Each 
  target that looses its Strength check moves 5’ 
  + 5’ per 5 points which it lost the check.  Any 
  creature moved 5’ or more must make a 
  Reflex save or fall prone. 
   Any normal fire in the area of effect, up to a 
  bonfire, is extinguished. 
  5th Dehydrate(Und p58) 
  <Necro, VS/DF, 1StdAct, Medium-range, Instantaneous, 
  FortNeg, SR applies> 
  – One living target has the water removed from  
  his/her body. 
   If the target is an Ooze, Plant, or has the 
  Aquatic subtype, it takes 1d8 + 1 per 3 levels 
  Constitution damage (max 1d8+5).   
   All other living creatures take 1d6 + 1 per 3 
  levels Constitution damage (max 1d6+5). 
  6th Drown(Und p58) 
  <Conj(creat)[water], VS/DF, 1StdAct, Close-range, 
  Instantaneous, FortNeg, SR applies> 
  – One living target has its lungs filled with 
  water & begins drowning (DMG p304). 
  1st round – Target’s hp drop to 0 & he/she is 
  Unconscious. 
  2nd round – Target’s hp drop to –1 & he/she 
  is Dying.  
  3rd round – Target is Dead. 
   The water cannot be forced from the target’s 
  lungs, but the target can be Stabilized with a 
  Heal check vs. DC 15. 
  7th Contagious Fog(Und p57) 
  <Conj(creat), VS/DF, 1StdAct, Medium-range, 1rnd/lvl, 
  SR applies> 
  – Creates a 30’ radius Spread by 20’ high Cloud 
  of fog that moves 10’ per round away from 
  its caster.  Living creatures in the cloud must 
  make a Fortitude save each round or catch 
  The Shakes with no incubation period.   
   An infected target immediately takes 1d8 
  Dexterity damage and must make a Fortitude 
  save vs. DC 13 each day or take another 1d8 
  Dexterity damage. 
   The vapors are heavier than air & will sink into 
  an opening in the ground, like an ant hill. 
   The cloud can be dispersed by Moderate Wind 
  in 4 rounds, or by a Strong Wind in 1 round. 
  8th Horrid Wilting(PH p242) 
  <Necro, VSM(sponge)/DF, 1StdAct, Long-range, 
  Fort½, SR applies 
  – All living creatures in a 60’ area takes 1d6 
  damage per level (max 20d6) from 
  dehydration, except for Water Elementals & 
  Plant Creatures, who take 1d8/lvl (max 20d8) 
  instead. 
  9th Drown, Mass(Und p58) 
  <Conj(creat)[water], VS/DF, 1StdAct, Close-range, 
  Instantaneous, FortNeg, SR applies> 
  – Any number of living target in a 30’ area have 
  their lungs filled with water & begins to 
  drown (DMG p304). 
  1st round – Target’s hp drop to 0 & he/she is 
  Unconscious. 
  2nd round – Target’s hp drop to –1 & he/she 
  is Dying.  
  3rd round – Target is Dead. 
   The water cannot be forced from a target’s 
  lungs, but a target can be Stabilized with a 
  Heal check vs. DC 15. 
   
  
  Dungeons & Dragons 3.5 Edition Index – Clerical Domain Summaries 
   
  April 1, 2005 
   
  Clerical Domain – Weather 
   
  Page 104 
  Weather 
  (CDiv p141) 
  You do not receive penalties on Spot & Search check when it is raining or snowing. 
  You can move through snow-covered & icy terrain at your normal movement rate. 
  Natural & magical wind effects treat you as if you were one size category larger. 
   
  1st Obscuring Mist(PH p258) 
  <Conj(creat), VS, 1StdAct, 1min/lvl, no SR> 
  – Creates a 20’ radius Spread by 20’ high Cloud 
  of fog centered around the caster.   
  The cloud can be dispersed by Moderate Wind 
  in 4 rounds & a Strong Wind in 1 round.  
  Large amounts of fire, such as a Fireball, will 
  also disperse the cloud. 
  2nd Gust of Wind(PH p238) 
  <Evoc[air], VSF(tiny bellows), 1StdAct, 1rnd, 
  FortNeg, no SR> 
  – Creates a powerful Line of air 10’ wide by 10’ 
  high by 60’ long starting at the caster.  All 
  Listen checks & ranged attacks within the 
  area of the spell receive a –4 penalty, and 
  open flames are extinguished. 
   The effect of the wind on creatures & objects is 
  based on their size. 
  Size 
  Flying? Blown Back Subdual 
  up to Tiny   Yes 
  2d6 x 10’ 
  2d6 
  up to Tiny   No 
  1d4 x 10’ 
  1d4 per 10’ 
  Small 
    Yes 
  1d6 x 10’ 
  — 
  Small 
    No 
  Prone 
  — 
  Medium 
    Yes 
  1d6 x 5’ 
  — 
  Medium 
    No 
  0’, but can’t advance 
  Large + 
    — 
  No effect 
  3rd Call Lightning(PH p207) 
  <Evoc[electricity], VS, 1Round, Medium-range, 
  1min/lvl, Ref½, SR applies> 
  – The caster can call down one 5’ wide by 30’ 
  tall bolt of lightning per level (max 10 bolts).  
  The caster has the option of calling the first 
  bolt as part of the spell’s casting.  After that, 
  the caster must use a Standard Action to 
  create the bolt.  The bolts can be called down 
  any time within the spell’s duration.  In 
  between bolts, the caster can take other 
  actions, including casting other spells. 
   If cast outside during a storm (or even a Large 
  Air Elemental or Djinni’s whirlwind), each 
  bolt does 3d10 Electricity damage.  
  Otherwise each bolt does 3d6 Electricity 
  damage.  This spell may be used indoors. 
  4th Ice Storm(PH p243) 
  <Evoc[cold], VSM(dust, water)/DF, 1Round, Long-
  range, Instantaneous, no save, SR applies> 
  – Hail deals 3d6 Bludgeoning damage + 2d6 
  Cold damage in a 20’ radius by 40’ high 
  cylinder.  Listen checks receive a –4 penalty 
  during the round of hail & movement through 
  the target area is halved. 
   
  5th Binding Winds(MoF p80)(CDiv p153) 
  <Evoc, VS, 1StdAct, Medium-range, Concentration, 
  RefNeg, SR applies> 
  – Creates an immobile barrier of wind that has 
  the following effects on the target: 
  a) the target cannot move through the wind 
  barrier.  A flying target is held in mid-air; 
  b) sonic & language-dependant spells & 
  effects cannot cross in or out of the barrier; 
  c) no sounds of any type can cross the barrier; 
  d) ranged attacks in or out of the barrier 
  receive a –2 penalty to hit. 
  6th Cloudwalkers(CDiv p159) 
  <Trans, VS/DF, 1StdAct, Close-range, 1hr/lvl(D)> 
  – One subject per level within a 30’ area starts 
  to walk on air.  Once the spell is in effect, 
  each subject may act independently.   
  Each subject may “climb” straight up or down at 
  a movement of 30’.  Once a subject is 90’ off 
  the ground, he fly horizontally at a movement 
  of 60’ with Perfect maneuverability.   
   A subject may cancel the spell on himself as a 
  Standard Action.  The caster may dismiss the 
  spell normally, but this effects all subjects. 
  7th Control Weather(PH p214) 
  <Trans, VS, 10Minutes, 4d12hours> 
  – The caster can modify the weather in a two 
  mile radius (if the caster is a Druid, then the 
  spell effects a three mile radius, plus double 
  duration).  Once the spell is cast, it takes 10 
  minutes for the desired weather to manifest.  
  The weather must be seasonally appropriate. 
  Season 
  Weather Choices 
  Spring 
  Tornado, Thunderstorm, Hot 
  Summer 
  Rain, Heat Wave, Hailstorm 
  Autumn 
  Hot, Cold, Fog, Sleet 
  Winter 
  Frigid Cold, Blizzard, Thaw 
  Any time within the duration, the caster can 
  change the weather again as a Standard 
  Action (followed by another 10 minutes 
  while it manifests). 
  8th Whirlwind(PH p301) 
  <Evoc[air], VS/DF, 1StdAct, Long-range, 1rnd/lvl(D)> 
  – Creates a 30’ tall cyclone that is 30’ wide at 
  the top & 10’ wide at the base.  As a Standard 
  Action, the caster can “program” the cyclone 
  to move when & where he/she desires at a 
  movement of 60’ (& can change it again as 
  another Standard Action). 
   Any creature that comes in contact with the 
  cyclone who is Large-sized or smaller takes 
  3d6 damage (RefNeg, SR applies).  If a 
  Medium-sized or smaller creature fails its 
  first save, it must make a second Reflex save 
  or be picked up by the cyclone & carried with 
  it (taking 1d8 damage per round) until the 
  spell ends or the caster directs the cyclone to 
  put the target down. 
   If the whirlwind moves out of range, it goes out 
  of control.  For 1d3 rounds, it moves 
  randomly & then dissipates. 
  9th Whirlwind, Greater(CDiv p189) 
  <Evoc[air], VS/DF, 1StdAct, Medium-range, 
  1rnd/lvl(D), SR applies> 
  – Creates a cyclone that is 20’ radius from top to 
  bottom and 5’ per level tall  As a Move 
  Action, the caster can move the cyclone 60’.   
  a) Ranged attacks cannot pass through the 
  cyclone; 
  b) it extinguishes all flames; 
  c) Listen check fail within the cyclone; 
  d) it uproots trees & vegetation and leaves a 
  trail of Dense Rubble in its wake.  
  e) structures within the cyclone’s radius take 
  2d6 x 10 hp of damage each round. 
   Creatures within range the cyclone are pulled 
  towards it by the distant listed (FortNeg): 
  Size 
  Flying? Range Distance  
  up to Large No 
  60’ 
  1d4 x 10’ +1d4 
  non-lethal / 10’ 
  Huge 
  No 
  40’ 
  Prone 
  Gargantuan+ No 
  40’ 
  Can’t move away 
  up to Huge Yes 
  60’? 
  60’ + 2d6 dmg 
  Gargantuan Yes 
  60’? 
  1d6 x 10’ 
  Colossal 
  Yes 
  60’? 
  1d6 x 5’ 
   
   Creature that start their round within the 
  cyclone take 6d6 dmg per round (no save).  
  After 1d10 rounds, a creature it thrown from 
  the cyclone 4d6 x 5’ horizontally & 4d6 x 5’ 
  vertically (taking falling damage if can’t fly). 
   
  
  Dungeons & Dragons 3.5 Edition Index – Clerical Domain Summaries 
   
  April 1, 2005 
   
  Clerical Domain – Weather’ 
   
  Page 105 
  Weather’ (Eb p108) 
  You do not receive penalties on Spot & Search check due to natural weather. 
  Survival is a Cleric class-skill for you. 
  Receive a +2 bonus on all weather-related Survival checks. 
   
  1st Obscuring Mist(PH p258) 
  <Conj(creat), VS, 1StdAct, 1min/lvl, no SR> 
  – Creates a 20’ radius Spread by 20’ high Cloud 
  of fog centered around the caster.   
  The cloud can be dispersed by Moderate Wind 
  in 4 rounds & a Strong Wind in 1 round.  
  Large amounts of fire, such as a Fireball, will 
  also disperse the cloud. 
  2nd Fog Cloud(PH p232) 
  <Conj(creat), VS, 1StdAct, Medium-range, 10min/lvl> 
  – Creates a 20’ radius Spread by 20’ high Cloud 
  of fog. 
   The cloud can be dispersed by Moderate Wind 
  in 4 rounds & a Strong Wind in 1 round. 
  3rd Call Lightning(PH p207) 
  <Evoc[electricity], VS, 1Round, Medium-range, 
  1min/lvl, Ref½, SR applies> 
  – The caster can call down one 5’ wide by 30’ 
  tall bolt of lightning per level (max 10 bolts).  
  The caster has the option of calling the first 
  bolt as part of the spell’s casting.  After that, 
  the caster must use a Standard Action to 
  create the bolt.  The bolts can be called down 
  any time within the spell’s duration.  In 
  between bolts, the caster can take other 
  actions, including casting other spells. 
   If cast outside during a storm (or even a Large 
  Air Elemental or Djinni’s whirlwind), each 
  bolt does 3d10 Electricity damage.  
  Otherwise each bolt does 3d6 Electricity 
  damage.  This spell may be used indoors. 
  4th Sleet Storm(PH p280) 
  <Conj(creat)[cold], VSM(dust, water)/DF, 1StdAct, 
  Long-range, 1rnd/lvl, no save, no SR> 
  – Blocks all vision in a 40’ radius Spread by 20’ 
  high cylinder.  Moving in the area of effect 
  requires a Balance check vs. DC 10.  Success 
  allows ½ movement, while failing by 5 or 
  more causes the target to fall down. 
  5th Call Lightning Storm(PH p207) 
  <Evoc[electricity], VS, 1Round, Long-range, 1min/lvl, 
  Ref½, SR applies> 
  – The caster can call down one 5’ wide by 30’ 
  tall bolt of lightning per level (max 15 bolts).  
  The caster has the option of calling the first 
  bolt as part of the spell’s casting.  After that, 
  the caster must use a Standard Action to 
  create the bolt.  The bolts can be called down 
  any time within the spell’s duration.  In 
  between bolts, the caster can take other 
  actions, including casting other spells. 
   If cast outside during a storm (or even a Large 
  Air Elemental or Djinni’s whirlwind), each 
  bolt does 5d10 Electricity damage.  
  Otherwise each bolt does 5d6 Electricity 
  damage.  This spell may be used indoors. 
  6th Control Winds(PH p214) 
  <Trans[air], VS, 1StdAct, 10min/lvl, FortNeg> 
  – The caster gains control of the direction & 
  strength of the winds in up to a 40’ per level 
  radius around him.  The caster has the option 
  of leaving up to a 40’ radius “eye” of calm air 
  around himself.   
  Direction Choices: 
  - Outward from the caster 
  - Inward to the caster, but going up at the 
  edge of the “eye”, if any. 
  - Clockwise 
  - Counter-clockwise. 
  - Straight, from any one side to the other 
  Strength Choices – increase / decrease by 1 
  category for each 3 levels: 
  Category mph Effect 
   
  Strong 
  21+ Difficult sailing 
  Severe 
  31+ Minor ship / building dmg 
  Windstorm51+ Grounds flyers, uproots trees, 
  flattens light wood buildings 
  Hurricane 75+ Flattens all wood buildings, 
  ships start taking on water 
  Tornado 
  175+ Flattens non-fortified 
  buildings, uproots big trees 
  7th Control Weather(PH p214) 
  <Trans, VS, 10Minutes, 4d12hours> 
  – The caster can modify the weather in a two 
  mile radius (if the caster is a Druid, then the 
  spell effects a three mile radius, plus double 
  duration).  Once the spell is cast, it takes 10 
  minutes for the desired weather to manifest.  
  The weather must be seasonally appropriate. 
  Season 
  Weather Choices 
  Spring 
  Tornado, Thunderstorm, Hot 
  Summer 
  Rain, Heat Wave, Hailstorm 
  Autumn 
  Hot, Cold, Fog, Sleet 
  Winter 
  Frigid Cold, Blizzard, Thaw 
  Any time within the duration, the caster can 
  change the weather again as a Standard 
  Action (followed by another 10 minutes 
  while it manifests). 
  8th Whirlwind(PH p301) 
  <Evoc[air], VS/DF, 1StdAct, Long-range, 1rnd/lvl(D)> 
  – Creates a 30’ tall cyclone that is 30’ wide at 
  the top & 10’ wide at the base.  As a Standard 
  Action, the caster can “program” the cyclone 
  to move when & where he/she desires at a 
  movement of 60’ (& can change it again as 
  another Standard Action). 
   Any creature that comes in contact with the 
  cyclone who is Large-sized or smaller takes 
  3d6 damage (RefNeg, SR applies).  If a 
  Medium-sized or smaller creature fails its 
  first save, it must make a second Reflex save 
  or be picked up by the cyclone & carried with 
  it (taking 1d8 damage per round) until the 
  spell ends or the caster directs the cyclone to 
  put the target down. 
   If the whirlwind moves out of range, it goes out 
  of control.  For 1d3 rounds, it moves 
  randomly & then dissipates. 
  9th Storm of Vengeance(PH p285) 
  <Conj(sum), VS, 1Round, Long-range, Concentration 
  up to 10rnds, SR applies> 
  – Creates a storm cloud that is 360’ radius wide.  
  Unless indicated otherwise, everyone in the 
  area takes the following effects on the 
  specified round: 
  Rnd 1 – Thunder: Deaf 1d4x10min (FortNeg) 
  Rnd 2 – Acid Rain:  1d6 Acid dmg (no save) 
  Rnd 3 – Lightning:  6 targets of the caster’s 
  choice take 10d6 Electrical dmg (Ref ½) 
  Rnd 4 – Hail: 5d6 bludgeoning dmg (no save) 
  Rnd 5-10 – Downpour:  Concealment at 5’, 
  Total Concealment at 10’, movement at ¼, 
  no ranged attacks, spells require 
  Concentration checks vs. DC (spell DC + 
  level of spell being cast). 
  
  Dungeons & Dragons 3.5 Edition Index – Clerical Domain Summaries 
   
  April 1, 2005 
   
  Clerical Domain – Wrath 
   
  Page 106 
  Wrath (BoED p87)  
  Once per day, you may make a free Attack of Opportunity against any opponent that damages you with a melee attack.  This ability does not allow you to make 
  more than one Attack of Opportunity in a round.  
   
  1st Doom(PH p225) 
  <Ench(comp)[fear][mind], VS/DF, 1StdAct, Medium-
  range, 1min/lvl, WillNeg, SR applies> 
  – Target living creature becomes Shaken. 
  2nd Energize Potion(BoED p98) 
  <Trans, VSM(a magic potion), 1StdAct, Ref½, SR 
  applies> 
  – A touched magical potion can be launched to a 
  spot within Close-range, where it explodes in 
  a 10’ radius Burst, doing 1d6 damage per 
  Spell level of the potion.  The damage is of 
  an Energy Type designated at casting time. 
  3rd Affliction(BoED p89) 
  <Necro[good], VS, 1StdAct, Touch, FortNeg, SR 
  applies> 
  – Infects touched Evil target with chosen 
  Affliction(BoED p34) which takes effect 
  without an incubation period. 
  Name 
  DC Base Damage 
  Depraved Decadence 
  18 
  1d4 Str 
  Eternal Torpor 
  14 
  1d6 Dex 
  Raging Desire 
  15 
  1d3 Con 
  Consuming Passion 
  17 
  1d4 Int 
  Haunting Conscience 
  16 
  1d4 Wis 
  Pride in Vain 
  20 
  1d6 Cha 
   The Base Damage has the target’s Charisma 
  modifier added to it.  If it is an Evil 
  Elemental or Evil Undead, it takes +1 damage  
  If it is an Evil Outsider or an Evil Cleric of an 
  Evil Deity, it takes +2 damage. 
  4th Radiant Shield(BoED p104) 
  <Evoc[electricity][good], VS, 1StdAct, Personal, 
  1rnd/lvl(D)> 
  – The caster is surrounded by a scintillating 
  white aura which gives off bright light in a 
  10’ radius: 
  a) A creatures striking the caster with a non-
  reach weapon (including natural) takes 1d6 
  +1 per Caster level Electrical damage (no 
  save, SR applies); 
  b) The caster takes ½ damage from 
  Electricity attacks (if a Reflex save for ½ 
  damage is allowed, a successful save 
  means the caster takes no damage).  
   Note:  The caster may not have cast a 
  Necromancy spell or a [darkness] spell within 
  24 hours of casting this spell. 
  5th Righteous Might(PH p273) 
  <Trans, VS/DF, 1StdAct, Personal, 1rnd/lvl(D)> 
  – The caster & his/her equipment enlarge to the 
  next size category, with the following effects: 
  a) the caster & his/her equipment enlarge to 
  the next size category, with all the 
  standard bonuses & penalties; 
  b) +8 Size bonus to Strength; 
  c) +4 Size bonus to Constriction; 
  d) gain Damage Reduction 5/evil (if the 
  caster channels Positive Energy) or 5/good 
  (if the caster channels Negative Energy).  
  Damage Reduction improved to 10/… at 
  12th level & 15/… at 15th level. 
  6th Vengeance Halo(BoED p111) 
  <Abj[good], VS/DF, 1StdAct, Close-range, 1min/lvl> 
  – The Good subject has a halo over his/her head 
  for the spell’s duration. 
   If the subject is killed, his/her slayer takes 1d6 
  per level damage (max 20d6) (Ref½, no SR) 
  & the spell ends. 
   Note:  The caster must abstain from alcohol for 
  one week prior to casting this spell. 
  7th Righteous Smite(BoED p106) 
  <Evoc[good], VS, 1StdAct, Medium-range, SR applies> 
  – All creatures within a 20’ radius Spread are 
  affected as per their alignment / creature type: 
  Evil Outsider: 1d8/lvl (max 20d8) (Will½) & 
  Blind for 1d4rnd (WillNeg) 
  other Evil: 
  1d6/lvl (max 20d6) (Will½) & 
  Blind for 1d4rnd (WillNeg) 
  Neutral: 
  1d4/lvl (max 20d4) (Will½). 
  Good: 
  No effect. 
  8th Last Judgment(BoED p102) 
  <Necro[good][death], V, 1Round, Close-range, Will½, 
  SR applies> 
  – One Evil Humanoid, Monstrous Humanoid, or 
  Giant per two levels dies and has its body 
  taken to the Lower Planes unless it makes its 
  Will save.  If the save is successful, the target 
  still takes 3d6 Wisdom damage. 
  Note:  This spell may only be cast by a Celestial. 
  9th Storm of Vengeance(PH p285) 
  <Conj(sum), VS, 1Round, Long-range, Concentration 
  up to 10rnds, SR applies> 
  – Creates a storm cloud that is 360’ radius wide.  
  Unless indicated otherwise, everyone in the 
  area takes the following effects on the 
  specified round: 
  Rnd 1 – Thunder: Deaf 1d4x10min (FortNeg) 
  Rnd 2 – Acid Rain:  1d6 Acid dmg (no save) 
  Rnd 3 – Lightning:  6 targets of the caster’s 
  choice take 10d6 Electrical dmg (Ref ½) 
  Rnd 4 – Hail: 5d6 bludgeoning dmg (no save) 
  Rnd 5-10 – Downpour:  Concealment at 5’, 
  Total Concealment at 10’, movement at ¼, 
  no ranged attacks, spells require 
  Concentration checks vs. DC (spell DC + 
  level of spell being cast). 
   
  
  Dungeons & Dragons 3.5 Edition Index – Clerical Domain Summaries 
   
  April 1, 2005 
   
  Spell Tables 
  Page 107 
   
  Spell Tables 
   
  Summon Monster 
  Creatures with Templates include the creature’s page first, followed by the template’s page. 
  List Constructed from the table on PH p287. 
   
  Summon Monster I 
   
  Celestial Badger [good]  
  (MM p268) & (MM p31) 
  Celestial Dog [good] 
  (MM p271) & (MM p31) 
  Celestial Giant Fire Beetle [good]  
  (MM p285) & (MM p31) 
  Celestial Monkey [good]  
  (MM p276) & (MM p31) 
  Celestial Owl [good]  
  (MM p277) & (MM p31) 
  Celestial Porpoise [good]  
  (MM p278) & (MM p31) 
  Fiendish Dire Rat [evil] 
  (MM p64) & (MM p107) 
  Fiendish Hawk [evil]  
  (MM p273) & (MM p107) 
  Fiendish Monstrous Centipede, Medium [evil]  
  (MM p287) & (MM p107) 
  Fiendish Monstrous Scorpion, Small [evil]  
  (MM p287) & (MM p107) 
  Fiendish Monstrous Spider, Small [evil]  
  (MM p288) & (MM p107) 
  Fiendish Octopus [evil]  
  (MM p276) & (MM p107) 
  Fiendish Raven [evil]  
  (MM p278) & (MM p107) 
  Fiendish Snake, Small Viper [evil]  
  (MM p279) & (MM p107) 
   
  Summon Monster II  
   
  Celestial Giant Bee [good]  
  (MM p284) & (MM p31) 
  Celestial Giant Bombardier Beetle [good]  
  (MM p284) & (MM p31) 
  Celestial Riding Dog [good]  
  (MM p272) & (MM p31) 
  Celestial Eagle [good]  
  (MM p272) & (MM p31) 
  Devil, Lemure [evil][lawful]  
  (MM p57) 
  Fiendish Squid [evil]  
  (MM p281) & (MM p107) 
  Fiendish Wolf [evil]  
  (MM p283) & (MM p107) 
  Fiendish Monstrous Centipede, Large [evil]  
  (MM p287) & (MM p107)  
  Fiendish Monstrous Scorpion, Medium [evil]  
  (MM p287) & (MM p107) 
  Fiendish Shark, Medium [evil]  
  (MM p279) & (MM p107) 
  Fiendish Monstrous Spider, Medium [evil]  
  (MM p288) & (MM p107) 
  Fiendish Snake, Medium Viper [evil]  
  (MM p279) & (MM p107) 
   
  Summon Monster III 
    
  Celestial Bison [good]  
  (MM p269) & (MM p31) 
  Celestial Black Bear [good]  
  (MM p269) & (MM p31) 
  Celestial Dire Badger [good]  
  (MM p62) & (MM p31) 
  Celestial Hippogriff [good]  
  (MM p152) & (MM p31) 
  Demon, Dretch [evil]  
  (MM p42) 
  Elemental, Air (small) [air]  
  (MM p95) 
  Elemental, Earth (small) [earth]  
  (MM p98) 
  Elemental, Fire (small) [fire]  
  (MM p98) 
  Elemental, Water (small) [water]  
  (MM p98) 
  Fiendish Ape  [evil]  
  (MM p268) & (MM p107) 
  Fiendish Boar [evil]  
  (MM p270) & (MM p107) 
  Fiendish Crocodile  [evil]  
  (MM p271) & (MM p107) 
  Fiendish Dire Bat  [evil]  
  (MM p62) & (MM p107) 
  Fiendish Dire Weasel  [evil]  
  (MM p282) & (MM p107)  
  Fiendish Monstrous Centipede, Huge [evil]  
  (MM p287) & (MM p107) 
  Fiendish Snake, Constrictor [evil]  
  (MM p279) & (MM p107) 
  Fiendish Snake, Large Viper [evil]  
  (MM p279) & (MM p107) 
  Fiendish Wolverine [evil]  
  (MM p283) & (MM p107) 
  Hell Hound  [evil][lawful][fire]  
  (MM p151) 
   
  Summon Monster IV 
   
  Archon, Lantern  [good][lawful]  
  (MM p16) 
  Celestial Giant Eagle [good]  
  (MM p93) & (MM p31) 
  Celestial Giant Owl [good]  
  (MM p205) & (MM p31) 
  Celestial Lion  [good]  
  (MM p274) & (MM p31) 
  Elemental, Storm (small) [air]  
  (MM3 p48) 
  Fiendish Dire Wolf  [evil]  
  (MM p65) & (MM p107) 
  Fiendish Giant Praying Mantis [evil]  
  (MM p285) & (MM p107) 
  Fiendish Giant Wasp  [evil]  
  (MM p285) & (MM p107) 
  Fiendish Monstrous Spider, Large [evil]  
  (MM p288) & (MM p107) 
  Fiendish Shark, Large  [evil]  
  (MM p279) & (MM p107) 
  Fiendish Snake, Huge Viper [evil]  
  (MM p279) & (MM p107) 
  Howler  [evil][chaotic]  
  (MM p154) 
  Mephit, Air  [air]  
  (MM p181) 
  Mephit, Dust  [air]  
  (MM p181) 
  Mephit, Earth  [earth]  
  (MM p182) 
  Mephit, Fire  [fire]  
  (MM p182) 
  Mephit, Ice  [air][cold]  
  (MM p182) 
  Mephit, Magma  [fire]  
  (MM p183) 
  Mephit, Ooze  [water]  
  (MM p183) 
  Mephit, Salt  [earth]  
  (MM p184) 
  Mephit, Steam  [fire]  
  (MM p184) 
  Mephit, Water  [water]  
  (MM p184) 
  Yeth Hound  [evil]  
  (MM p260) 
   
  Summon Monster V 
   
  Achaierai  [evil][lawful]  
  (MM p9) 
  Archon, Hound [good][lawful]  
  (MM p16) 
  Celestial Brown Bear [good]  
  (MM p269) & (MM p31) 
  Celestial Giant Stag Beetle [good]  
  (MM p285) & (MM p31) 
  Celestial Griffon [good]  
  (MM p139) & (MM p31) 
  Celestial Sea Cat [good]  
  (MM p220) & (MM p31) 
  Devil, Bearded  [evil][lawful]  
  (MM p52) 
  Elemental, Air (med.) [air]  
  (MM p95) 
  Elemental, Earth (med.) [earth]  
  (MM p98) 
  Elemental, Fire (med.) [fire]  
  (MM p98) 
  Elemental, Water (med.) [water]  
  (MM p98) 
  Fiendish Crocodile, Giant  [evil]  
  (MM p271) & (MM p107) 
  Fiendish Deinonychus  [evil]  
  (MM p60) & (MM p107) 
  Fiendish Dire Ape  [evil]  
  (MM p62) & (MM p107) 
  Fiendish Dire Boar  [evil]  
  (MM p63) & (MM p107) 
  Fiendish Dire Wolverine  [evil]  
  (MM p66) & (MM p107) 
  Fiendish Monstrous Scorpion, Large [evil]  
  (MM p287) & (MM p107) 
  Fiendish Shark, Huge [evil]  
  (MM p279) & (MM p107) 
  Fiendish Tiger  [evil]  
  (MM p281) & (MM p107) 
  Shadow Mastiff 
  (MM p222) 
   
  
  Dungeons & Dragons 3.5 Edition Index – Clerical Domain Summaries 
   
  April 1, 2005 
   
  Spell Tables 
  Page 108 
   
  Summon Monster VI 
   
  Celestial Dire Lion  [good]  
  (MM p63) & (MM p31) 
  Celestial Orca Whale  [good]  
  (MM p283) & (MM p31) 
  Celestial Polar Bear  [good]  
  (MM p269) & (MM p31) 
  Chaos Beast  [chaotic]  
  (MM p33) 
  Devil, Chain  [evil][lawful]  
  (MM p53) 
  Eladrin, Bralani  [good][chaotic]  
  (MM p93) 
  Elemental, Air (large) [air]  
  (MM p95) 
  Elemental, Earth (large) [earth]  
  (MM p98) 
  Elemental, Fire (large) [fire]  
  (MM p98) 
  Elemental, Storm (med.) [air]  
  (MM3 p48) 
  Elemental, Water (large) [water]  
  (MM p98) 
  Fiendish Elasmosaurus [evil]  
  (MM p60) & (MM p107) 
  Fiendish Monstrous Centipede, Gargantuan  [evil]  
  (MM p287) & (MM p107) 
  Fiendish Monstrous Spider, Huge [evil]  
  (MM p288) & (MM p107) 
  Fiendish Rhinoceros [evil]  
  (MM p278) & (MM p107) 
  Fiendish Snake, Giant Constrictor [evil]  
  (MM p279) & (MM p107) 
  Janni  
  (MM p116) 
  Xill  [evil][lawful]  
  (MM p259) 
   
  Summon Monster VII 
   
  Celestial Baleen Whale  [good]  
  (MM p282) & (MM p31) 
  Celestial Elephant   [good]  
  (MM p272) & (MM p31) 
  Demon, Arrow   [evil][chaotic]  
  (MM3 p35) 
  Demon, Babau   [evil][chaotic]  
  (MM p40) 
  Devil, Bone  [evil][lawful]  
  (MM p52) 
  Djinni  [air]  
  (MM p114) 
  Elemental, Air (huge) [air]  
  (MM p95) 
  Elemental, Earth (huge) [earth]  
  (MM p98) 
  Elemental, Fire (huge) [fire]  
  (MM p98) 
  Elemental, Storm (large) [air]  
  (MM3 p48) 
  Elemental, Water (huge) [water]  
  (MM p98) 
  Fiendish Girallon  [evil]  
  (MM p126) & (MM p107) 
  Fiendish Megaraptor   [evil]  
  (MM p60) & (MM p107) 
  Fiendish Monstrous Scorpion, Huge   [evil]  
  (MM p287) & (MM p107) 
  Fiendish Octopus, Giant  [evil]  
  (MM p276) & (MM p107) 
  Guardinal, Avoral  [good]  
  (MM p141) 
  Invisible Stalker  [air]  
  (MM p160) 
  Slaad, Red  [chaotic]  
  (MM p228) 
   
  Summon Monster VIII 
   
  Celestial Cachalot Whale [good][chaotic]  
  (MM p283) & (MM p31) 
  Celestial Dire Bear [good][chaotic]  
  (MM p62) & (MM p31) 
  Celestial Triceratops [good][chaotic]  
  (MM p61) & (MM p31) 
  Demon, Vrock   [evil][chaotic]  
  (MM p48) 
  Devil, Hellcat [evil]  
  (MM p54) 
  Elemental, Air (great) [air]  
  (MM p95) 
  Elemental, Earth (great) [earth]  
  (MM p98) 
  Elemental, Fire (great) [fire]  
  (MM p98) 
  Elemental, Storm (huge) [air]  
  (MM3 p48) 
  Elemental, Water (great) [water]  
  (MM p98) 
  Fiendish Dire Tiger  [evil]  
  (MM p65) & (MM p107) 
  Fiendish Monstrous Centipede, Colossal [evil]  
  (MM p287) & (MM p107) 
  Fiendish Monstrous Spider, Gargantuan  [evil]  
  (MM p288) & (MM p107) 
  Fiendish Squid, Giant  [evil]  
  (MM p281) & (MM p107) 
  Fiendish Tyrannosaurus [evil]  
  (MM p61) & (MM p107) 
  Lillend [good][chaotic]  
  (MM p168) 
  Slaad, Blue  [chaotic]  
  (MM p229) 
   
  Summon Monster IX 
   
  Celestial Roc  [good]  
  (MM p215) & (MM p31) 
  Couatl    
  (MM p37) 
  Demon, Bebilith  [evil][chaotic]  
  (MM p42) 
  Demon, Hezrou [evil][chaotic]  
  (MM p44) 
  Devil, Barbed  [evil][lawful]  
  (MM p51) 
  Elemental, Air (elder) [air]  
  (MM p95) 
  Elemental, Earth (elder) [earth]  
  (MM p98) 
  Elemental, Fire (elder) [fire]  
  (MM p98) 
  Elemental, Storm (greater) [air]  
  (MM3 p48) 
  Elemental, Water (elder) [water]  
  (MM p98) 
  Fiendish Dire Shark [evil]  
  (MM p279) & (MM p107) 
  Fiendish Monstrous Scorpion, Gargantuan [evil]  
  (MM p287) & (MM p107) 
  Fiendish Monstrous Spider, Colossal [evil]  
  (MM p288) & (MM p107) 
  Guardinal, Leonal  [good][chaotic]  
  (MM p142) 
  Night Hag  [evil]  
  (MM p193) 
  Slaad, Green  [chaotic]  
  (MM p230) 
   
   
  Summon Undead 
   
  Summon Undead I 
   
  Skeleton, Medium  
  (MM p226) 
  Zombie, Small 
  (MM p266) 
   
  Summon Undead II  
   
  Skeleton, Large  
  (MM p226) 
  Zombie, Medium 
  (MM p266) 
   
  Summon Undead III 
    
  Ghoul  
  (MM p118) 
  Skeleton, Large  
  (MM p226) 
  Zombie, Medium 
  (MM p266) 
   
  Summon Undead IV 
   
  Allip  
  (MM p10) 
  Ghast  
  (MM p119) 
  Zombie, Huge 
  (MM p266) 
   
  Summon Undead V 
    
  Mummy  
  (MM p190) 
  Shadow  
  (MM p221) 
  Vampire Spawn 
  (MM p253) 
  Wight 
  (MM p255) 
  
  Dungeons & Dragons 3.5 Edition Index – Clerical Domain Summaries 
   
  April 1, 2005 
  Spell Tables 
   
  Page 109 
  Summon Nature’s Ally 
  List constructed from the table on PH p288. 
   
  Summon Nature’s Ally I 
   
  Dire Rat 
  (MM p64) 
  Eagle 
  (MM p272) 
  Monkey 
  (MM p276) 
  Octopus 
  (MM p276) 
  Owl 
  (MM p277) 
  Porpoise 
  (MM p278) 
  Snake, Small Viper 
  (MM p279) 
  Wolf 
  (MM p283)  
   
  Summon Nature’s Ally II 
   
  Bear, Black 
  (MM p269) 
  Crocodile 
  (MM p271) 
  Dire Badger 
  (MM p62) 
  Dire Bat 
  (MM p62)  
  Elemental, Air (small) [air]  
  (MM p95) 
  Elemental, Earth (small) [earth]  
  (MM p98) 
  Elemental, Fire (small) [fire]  
  (MM p98) 
  Elemental, Water (small) [water]  
  (MM p98) 
  Hippogriff 
  (MM p152) 
  Shark, Medium 
  (MM p279) 
  Snake, Medium Viper 
  (MM p279) 
  Squid 
  (MM p281) 
  Wolverine 
  (MM p283) 
   
  Summon Nature’s Ally III 
   
  Ape 
  (MM p268) 
  Dire Weasel 
  (MM p65)  
  Dire Wolf 
  (MM p65) 
  Elemental, Storm (small) [air]  
  (MM3 p48) 
  Giant Eagle 
  (MM p93) 
  Giant Owl 
  (MM p205) 
  Lion 
  (MM p274) 
  Satyr (without pipes)  
  (MM p219) 
  Shark, Large  
  (MM p279) 
  Snake, Constrictor 
  (MM p279) 
  Snake, Large Viper 
  (MM p279) 
  Thoqqua  [earth][fire]  
  (MM p242) 
   
  Summon Nature’s Ally IV 
   
  Arrowhawk, Juvenile  [air] 
  (MM p19) 
  Bear, Brown 
  (MM p269) 
  Crocodile, Giant 
  (MM p271) 
  Deinonychus 
  (MM p60) 
  Dire Ape 
  (MM p62) 
  Dire Boar 
  (MM p63) 
  Dire Wolverine 
  (MM p66) 
  Elemental, Air (med.) [air]  
  (MM p95) 
  Elemental, Earth (med.) [earth]  
  (MM p98) 
  Elemental, Fire (med.) [fire]  
  (MM p98) 
  Elemental, Water (med.) [water]  
  (MM p98) 
  Salamander, Flamebrother  [fire]  
  (MM p218) 
  Sea Cat 
  (MM p220) 
  Shark, Huge  
  (MM p279) 
  Snake, Huge Viper 
  (MM p279) 
  Tiger 
  (MM p281) 
  Tojanida, Juvenile  [water]  
  (MM p243) 
  Unicorn 
  (MM p249) 
   
  Summon Nature’s Ally V 
   
  Arrowhawk, Adult  [air]  
  (MM p19) 
  Bear, Polar 
  (MM p269) 
  Dire Lion 
  (MM p63) 
  Elasmosaurus 
  (MM p60) 
  Elemental, Air (large) [air]  
  (MM p95) 
  Elemental, Earth (large) [earth]  
  (MM p98) 
  Elemental, Fire (large) [fire]  
  (MM p98) 
  Elemental, Storm (med.) [air]  
  (MM3 p48) 
  Elemental, Water (large) [water]  
  (MM p98) 
  Griffon 
  (MM p139) 
  Janni  
  (MM p116) 
  Nixie 
  (MM p235) 
  Rhinoceros 
  (MM p278) 
  Satyr (with pipes) 
  (MM p219)  
  Snake, Giant Constrictor 
  (MM p279) 
  Tojanida, Adult  [water]  
  (MM p243) 
  Whale, Orca 
  (MM p283) 
   
  Summon Nature’s Ally VI 
   
  Dire Bear 
  (MM p63) 
  Elemental, Air (huge) [air]  
  (MM p95) 
  Elemental, Earth (huge) [earth]  
  (MM p98) 
  Elemental, Fire (huge) [fire]  
  (MM p98) 
  Elemental, Storm (large) [air]  
  (MM3 p48) 
  Elemental, Water (huge) [water]  
  (MM p98) 
  Girallon 
  (MM p126) 
  Megaraptor 
  (MM p60) 
  Octopus, Giant 
  (MM p276) 
  Pixie (no special arrows, cannot cast 
  Otto’s Irresistible Dance)  
  (MM p236) 
  Salamander, Average  [fire]  
  (MM p218) 
  Whale, Baleen 
  (MM p282) 
  Xorn, Average  [earth]  
  (MM p260) 
   
  Summon Nature’s Ally VII 
   
  Arrowhawk, Elder  [air]  
  (MM p19) 
  Dire Tiger 
  (MM p65) 
  Djinni 
  (MM p114) 
  Elemental, Air (greater) [air]  
  (MM p95) 
  Elemental, Earth (greater) [earth]  
  (MM p98) 
  Elemental, Fire (greater) [fire]  
  (MM p98) 
  Elemental, Storm (huge) [air]  
  (MM3 p48) 
  Elemental, Water (greater) [water]  
  (MM p98) 
  Invisible Stalker  [air] 
  (MM p160)  
  Pixie (sleep arrows, cannot cast 
  Otto’s Irresistible Dance)  
  (MM p236) 
  Triceratops 
  (MM p61) 
  Tyrannosaurus 
  (MM p61) 
  Whale, Cachalot 
  (MM p283) 
  Xorn, Elder  [earth]  
  (MM p260) 
   
  Summon Nature’s Ally VIII 
   
  Dire Shark 
  (MM p64) 
  Elemental, Storm (greater) [air]  
  (MM3 p48) 
  Roc 
  (MM p215) 
  Salamander, Noble  [fire]  
  (MM p218) 
  Tojanida, Elder  [water]  
  (MM p243)
   
  Summon Nature’s Ally IX 
   
  Elemental, Air (elder) [air]  
  (MM p95) 
  Elemental, Earth (elder) [earth]  
  (MM p98) 
  Elemental, Fire (elder) [fire]  
  (MM p98) 
  Elemental, Water (elder) [water]  
  (MM p98) 
  Grig (with fiddle)  
  (MM p235) 
  Pixie (sleep & memory loss arrows, 
  cannot cast Otto’s Irresistible Dance)  
  (MM p236) 
  Unicorn, Celestial Charger 
  (MM p249) 
  
  Dungeons & Dragons 3.5 Edition Index – Clerical Domain Summaries 
   
  April 1, 2005 
   
  Spell Tables 
   
  Page 110 
  Hallow/Unhallow Table 
   
   
  Spell that can be added to a Hallow(PH p238) / Unhallow(PH p297) Spell 
  GP 
  Cost 
  Detect Magic(PH p219) 
  <Div, VS/DF, 1StdAct, Concentration up to 1min/lvl, no save, no SR> 
  – The caster can see the Magic Aura of a spell or item in a 60’ Cone-shaped Emanation. 
   The information gained increases each round:  
  1st round – presence of magic. 
  2nd round – number of magic auras & the strength of the most powerful aura.  If not in line-of-sight, the caster only knows the direction. 
  3rd round – strength & location of each aura.  If an aura is within line-of-sight, the caster can identify its school with a Spellcraft check vs. DC 
  15 + spell level. 
   This spell is blocked by 3’ of wood or dirt, 1’ of stone, 1” of metal, & any amount of lead. 
  500 
  Bane(PH p203) 
  <Ench(comp)[mind][fear], VS/DF, 1StdAct, 1min/lvl, WillNeg, SR applies> 
  – All enemies within 50’ radius Burst suffer a 
  –1 Morale penalty to attacks & –1 Morale penalty on saves vs. fear. 
   This spell Counters and Dispels the spell Bless. 
  1,000 
  Bless(PH p205) 
  <Ench(comp)[mind], VS/DF, 1StdAct, 1min/lvl> 
  – All allies within a 50’ radius Burst gain a +1 Morale bonus on attacks & +1 Morale bonus on saves vs. fear. 
   This spell Counters and Dispels the spell Bane. 
  1,000 
  Cause Fear(PH p208) 
  <Necro[fear][mind], VS, 1StdAct, Close-range, Will½, SR applies> 
  – One living target with up to 5HD is Frightened for 1d4 rounds unless it makes its saving throw.  On a successful save, the target is Shaken for 
  1 round. 
   This spell Counters and Dispels Remove Fear. 
  1,000 
  Detect Evil(PH p218) 
  <Div, VS/DF, 1StdAct, Concentration up to 10min/lvl, no save, no SR> 
  – The caster can see the Alignment Aura of  
  Evil creatures, spells, or objects in a 60’ Cone-shaped Emanation. 
   The information gained increases each round:  
  1st round – presence of evil. 
  2nd round – number of evil auras & the strength of the most powerful aura.  If not in line-of-sight, the caster only knows the direction. 
  3rd round – strength & location of each aura. 
   This spell is blocked by 3’ of wood or dirt, 1’ of stone, 1” of metal, & any amount of lead. 
   An “Overwhelming” aura may Stun a good-aligned caster for 1 round, ending the spell. 
  1,000 
  Detect Good(PH p219) 
  <Div, VS/DF, 1StdAct, Concentration up to 10min/lvl, no save, no SR> 
  – The caster can see the Alignment Aura of  
  Good creatures, spells, or objects in a 60’ Cone-shaped Emanation. 
   The information gained increases each round:  
  1st round – presence of evil. 
  2nd round – number of evil auras & the strength of the most powerful aura.  If not in line-of-sight, the caster only knows the direction. 
  3rd round – strength & location of each aura. 
   This spell is blocked by 3’ of wood or dirt, 1’ of stone, 1” of metal, & any amount of lead. 
   An “Overwhelming” aura may Stun an evil-aligned caster for 1 round, ending the spell. 
  1,000 
  Endure Elements(PH p226) 
  <Abj, VS, 1StdAct, Touch, 24hrs> 
  – Touched subject takes no harm (i.e., no Fortitude saves) from being in heat up to 140 degrees Fahrenheit –and– cold down to –50. 
  1,000 
  Remove Fear(PH p271) 
  <Abj, VS, 1StdAct, Close-range, 10min> 
  – One subject + 1 per 4 levels within a 30’ area gains a +4 Morale bonus on saves vs. fear. 
  This spell Counters & Dispels Cause Fear, and Suppresses all other fear effects. 
  1,000 
  Aid(PH p196) 
  <Ench(comp)[mind], VS/DF, 1StdAct, Touch, 1min/lvl> 
  – Touched subject gains a +1 Morale bonus to attack & saving throws vs. fear and gains Temporary HP equal to 1d8 + 1/lvl (max 1d8+10). 
  2,000 
  Darkness(PH p216) 
  <Evoc[darkness], VM(bat fur, coal)/DF, 1StdAct, Touch, 10min/lvl(D), no SR> 
  – Touched object radiates shadowy illumination in a 20’ radius.  Creatures in the darkness have Concealment (20% miss chance).  Darkvision 
  cannot see through this spell. The darkness may be blocked by putting the object in a container. 
   This spell Counters and Dispels spells with the [light] category of equal or lower level. 
  2,000 
  Daylight(PH p216) 
  <Evoc[light], VS, 1StdAct, Touch, 10min/lvl(D), no SR> 
  – Touched object gives off bright light in a 60’ radius & dim light for another 60’.  The light may be blocked by putting the object in a container. 
   Treated as ‘sunlight’ for creatures who receive penalties in those conditions, but is not real sunlight so certain Undead are not destroyed. 
   This spell Suppresses Deeper Darkness and is suppressed by it, leaving only the natural illumination in the overlapping area. 
   This spell Counters and Dispels spells with the [darkness] category of equal or lower level. 
  2,000 
  
  Dungeons & Dragons 3.5 Edition Index – Clerical Domain Summaries 
   
  April 1, 2005 
   
  Spell Tables 
   
  Page 111 
  Spell that can be added to a Hallow(PH p238) / Unhallow(PH p297) Spell 
  GP 
  Cost 
  Resist Energy(PH p272) 
  <Abj, VS/DF, 1StdAct, Touch, 10min/lvl> 
  – The touched subject & his/her equipment are protected from one Energy Type.  Each attack doing damage of that type has the hp of damage 
  reduced by the amount listed below. 
  Lvl 
   # 
  Lvl 
   # 
  Lvl 
   # 
  up to 6th 
  10 
  7th – 10th 20 
  11th + 
  30 
  2,000 
  Silence(PH p279) 
  <Ill(glamer), VS, 1StdAct, Long-range, 1min/lvl(D)> 
  – The caster creates a 20’ radius Emanation that negates sound, including [sonic] & [language] spells & effects. 
   This spell can be targeted on a creature, objects, or a point in space.  If targeting an unwilling creature or an object in its possession, it gets a 
  Will save to negate (SR applies).  If cast on a point in space, the effect is immobile. 
  2,000 
  Zone of Truth(PH p303) 
  <Ench(comp)[mind], VS/DF, Close-range,  
  1min/lvl, WillNeg, SR applies> 
  – Creatures in a 20’ radius Emanation that fail their save cannot lie.  All subject know that the zone is in effect & have the option of not speaking 
  or being evasive. 
  2,000 
  Deeper Darkness(PH p217) 
  <Evoc[darkness], VM(bat fur, coal)/DF, 1StdAct, Touch, 1day/lvl(D), no SR> 
  – Touched object radiates shadowy illumination in a 60’ radius.  Creatures in the darkness have Concealment (20% miss chance).  Darkvision 
  cannot see through this spell.  The darkness may be blocked by putting the object in a container. 
   This spell Counters and Dispels spells with the [light] category of equal or lower level. 
   This spell Suppresses Daylight and is suppressed by it, leaving only the natural illumination in the overlapping area. 
  3,000 
  Dispel Magic(PH p223)(PHe)+ 
  <Abj, VS, 1StdAct, Medium-range, no SR> 
  – Cancels magical spells and effects on a successful Dispel Check (max +10).  This spell can be used in one of three ways: 
  a) Counterspell – Acts like a standard counterspell except it works against any spell, but a Dispel Check must be made. 
  b) Targeted Dispel – Each ongoing spell effect on one target gets a separate Dispel Check.  If successful, the spell effect is ended (except for 
  those caused by magic items, which are only suppressed for 1d4 rounds).   
  c) Area Dispel – Each target in a 20’ radius Burst gets a Dispel Check against each spell in turn (highest caster level spell checked first) until 
  one is dispelled or all checks fail.  Items are not effected. 
   A caster does not need to make a Dispel Check to end a spell he/she cast. 
  3,000 
  Invisibility Purge(PH p245) 
  <Evoc, VS, 1StdAct, Personal, 1min/lvl(D), no SR> 
  – Invisibility within 5’ per level is Suppressed. 
  3,000 
  Death Ward(PH p217) 
  <Necro, VS/DF, 1StdAct, Touch, 1min/lvl> 
  – Grants immunity to death spells & effects, gaining Negative Levels, and Negative Energy damage & ability loss. 
  4,000 
  Dimensional Anchor(PH p221)(PH p250)+ 
  <Abj[ray], VS, 1StdAct, Medium-range, 1min/lvl, no save, no SR> 
  – Target creature or object is encased in a green glow & cannot travel extradimensionally.  This includes spells & spell-like abilities such as 
  Astral Projection, Blink, Etherealness, Gate, Maze, Shadow Walk, Teleport, etc.  It does not extend the duration of Summoning spells. 
  -or- 
  <Abj, VSF(calling diagram), 1StdAct, Medium-range, 24hrs/lvl, no save, no SR> 
  – Target creature within the Calling Diagram cannot leave it or travel extradimensionally.  This includes spells & spell-like abilities such as 
  Astral Projection, Blink, Etherealness, Gate, Maze, Shadow Walk, Teleport, etc.  It does not extend the duration of Summoning spells. 
  -or- 
  <Abj, VS, 1StdAct, Medium-range, no save, no SR> 
  – Target creature within a Magic Circle against Good, etc., cannot leave it or travel extradimensionally for the remainder of the Magic Circle’s 
  duration.  This includes spells & spell-like abilities such as Astral Projection, Blink, Etherealness, Gate, Maze, Shadow Walk, Teleport, etc.  It 
  does not extend the duration of Summoning spells. 
  4,000 
  Discern Lies(PH p221) 
  <Div, VS/DF, 1StdAct, Close-range, Concentration up to 1rnd/lvl, WillNeg, no SR> 
  – Each round, the caster may concentrate on one target within range.  If the target knowingly tells a lie, the caster can see the disturbance in its 
  aura, though not the truth. 
  4,000 
  Freedom of Movement(PH p233) 
  <Abj, VSM(leather cord)/DF, 1StdAct, Touch, 10min/lvl> 
  – Subject moves normally despite magical impediments (Web, Hold Person, etc.). 
   The subject automatically succeeds on any Grapple check to resist being grappled, plus any Grapple check or Escape Artist check to escape a 
  grapple and/or a pin. 
   While under the effect of this spell, the subject can fight underwater. 
  4,000 
  Tongues(PH p294) 
  <Div, VM(small clay ziggurat)/DF, 1StdAct, Touch, 10min/lvl, no SR> 
  – The touched subject can understand & speak any intelligent creature’s language. 
  4,000 
   
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Clerical Domain Summaries 
   
  April 1, 2005 
   
  Spell Tables 
   
  Page 112 
  Weapons of the Deity 
   
  Deity 
  Weapon 
  Bahamut 
  +n Frost Heavy-Pick 
  Boccob 
  +n Spell-Storing Quarterstaff 
  Corellon Larethian 
  +n Keen Longsword 
  Ehlonna 
  +n Frost Longsword 
  Erythnul 
  +n Mighty-Cleaving Morningstar 
  Fharlanghn 
  +n Defending Quarterstaff 
  Garl Glittergold 
  +n Returning Battleaxe 
  Gruumsh 
  +n Returning Shortspear 
  Heironeous 
  +n Shock Longsword 
  Hextor 
  +n Mighty-Cleaving Heavy-Flail 
  Kord 
  +n Mighty-Cleaving Greatsword 
  Kurtulmak 
  +n Shock Shortspear 
  Lolth 
  +n Keen Whip 
  Moradin 
  +n Throwing Warhammer 
  Nerull 
  +n Keen Scythe 
  Obad-Hai 
  +n Defending Quarterstaff 
  Olidammara 
  +n Keen Rapier 
  Pelor 
  +n Flaming Heavy-Mace 
  St. Cuthbert 
  +n Mighty-Cleaving Heavy-Mace 
  Vecna 
  +n Frost Dagger 
  Wee Jas 
  +n Dagger of Venom 
  Tiamat 
  +n Flaming Heavy-Pick 
  Yondalla 
  +n Defending Short-Sword 
  -default good- 
  +n Frost Warhammer 
  -default evil- 
  +n Mighty-Cleaving Light-Flail 
  -default neutral- 
  +n Defending Heavy-Mace 
  -default law- 
  +n Flaming Longsword 
  -default chaos- 
  +1 Shock Battleaxe 
   
   
  The value of ‘n’ is determined by the Caster level. 
  Caster Level 
  Enhancement bonus 
  up to 8th 
  +1 
  9th – 11th 
  +2 
  12th – 14th 
  +3 
  15th – 17th 
  +4 
  18th and higher 
  +5 
   
  
  Dungeons & Dragons 3.5 Edition Index – Clerical Domain Summaries 
   
  April 1, 2005 
   
  Glossary 
   
  Page 113 
  Glossary 
   
  Auras 
   
  Alignment Aura(PH p219) 
  Use the following table to determine the strength of the aura seen by Detect Good, Detect Evil, etc. 
   
  Creature / Object 
  Unit 
  Dim 
  Aura 
  Faint 
  Aura 
  Moderate 
  Aura 
  Strong  
  Aura 
  Overwhelming 
  Aura 
  Outsider 
  HD 
  see below 
  up to 1 
  2 – 4 
  5 – 10 
  11+ 
  Undead 
  HD 
  see below 
  up to 2 
  3 – 8 
  9 – 20 
  21+ 
  other Creature 
  HD 
  see below 
  up to 10 
  11 – 25 
  26 – 50 
  51+ 
  Cleric, Paladin or 
  other religious class 
  Class 
  Level 
  see below 
  1st  
  2nd – 4th 
  5th – 10th 
  11th+ 
  Spell or Magic Items 
  with an alignment 
  Caster 
  Level 
  see below 
  up to 2nd 
  3rd – 8th 
  9th – 20th 
  21st + 
  Lingering Aura 
  remains 
  — 
  — 
  1d6 rnds 
  1d6 min 
  1d6 * 10 min 
  1d6 days 
   
  A ‘Lingering Aura’ is left behind by an aligned spell ending or the dead/destruction of an aligned creature or magic item.  The time it lasts depends on the strength 
  of the original aura.  The lingering aura itself is always a ‘Dim Aura’. 
  If a caster sees an ‘Overwhelming Aura’ that is opposite of his/her own alignment and the aura was generate by something with twice the HD / Class Level / Caster 
  level of the caster, the caster is Stunned for one round & the detection spell ends. 
   
  Magic Aura(PH p219) 
  Use the following table to determine the strength of the aura seen by Detect Magic. 
   
  Creature / Object 
  Unit 
  Dim 
  Aura 
  Faint 
  Aura 
  Moderate 
  Aura 
  Strong  
  Aura 
  Overwhelming 
  Aura 
  Active Spell 
  Spell 
  Level 
  see below 
  up to 3rd 
  4th – 6th 
  7th – 9th 
  10th+ 
  Magic Item 
  Caster 
  Level 
  see below 
  up to 5th 
  6th – 11th 
  12th – 20th 
  21st+ 
  Lingering Aura 
  remains 
  — 
  — 
  1d6 rnds 
  1d6 min 
  1d6 * 10 min 
  1d6 days 
   
  A ‘Lingering Aura’ is left behind by an spell ending or the destruction of a magic item.  The time it lasts depends on the strength of the original aura.  The lingering 
  aura itself is always a ‘Dim Aura’. 
   
  Undead Aura(PH p220) 
  Use the following table to determine the strength of the aura seen by Detect Good, Detect Evil, etc. 
   
  Creature / Object 
  Unit 
  Dim 
  Aura 
  Faint 
  Aura 
  Moderate 
  Aura 
  Strong  
  Aura 
  Overwhelming 
  Aura 
  Undead 
  HD 
  see below 
  up to 1 
  2 – 4 
  5 – 10 
  11+ 
  Lingering Aura 
  remains 
  — 
  — 
  1d6 rnds 
  1d6 min 
  1d6 * 10 min 
  1d6 days 
   
  A ‘Lingering Aura’ is left behind by the destruction of an Undead.  The time it lasts depends on the strength of the original aura.  The lingering aura itself is always 
  a ‘Dim Aura’. 
   
  Ranges 
   
  Close-range 
  – 25’ + 5’ per 2 levels. 
  Medium-range – 100’ + 10’ per level. 
  Long-range 
  – 400’ + 40’ per level. 
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Clerical Domain Summaries 
   
  April 1, 2005 
   
  Glossary 
   
  Page 114 
  Levels of Concealment 
   
  Concealment(PH p152) 
  20% miss chance. 
  Total Concealment(PH p152) 
  Must guess at the correct hex.  If the guess is 
  correct, then there is still a 50% miss chance. 
   
  Levels of Cover 
   
  Cover, Hard (such as walls) (PH p150) 
  +4 Cover bonus to AC & +2 Cover bonus to 
  Reflex saves for spell’s whose point of origin 
  is on the other side of the cover. 
  Not subject to Attacks of Opportunity through 
  the cover. 
  Cover, Soft (such as opponents) (PH p150)(PHe)+ 
  +4 Cover bonus to AC against Ranged Attacks. 
  Not subject to Attacks of Opportunity through 
  the cover 
  Full Cover (PH p150) 
  Can’t be targeted  
   
  Level of Exhaustion 
   
  Fatigued(PH p308) 
  Subject cannot move run or change and suffers a 
  –2 penalty of Strength & Dexterity.  Any 
  action that would cause ‘Fatigue’ instead 
  causes the subject to become Exhausted.   
  After 8 hours of complete rest, fatigue is 
  removed. 
  Exhausted(PH p308) 
  Subject can only move at ½ speed and suffers a 
  –6 penalty of Strength & Dexterity.   
  After one hour of complete rest, the subject 
  becomes Fatigued. 
   
  Levels of Fear 
   
  (in order of severity) Shaken, Frightened, Panicked, Cowering
  Shaken(PH p312) 
  Subject suffers a –2 penalty to 
  attacks, skill checks, ability 
  checks, & saving throws. 
  Frightened(PH p309) 
  Subject must flee from the source 
  of the fear.   
  If cornered, the subject can fight 
  with a –2 penalty to attacks, 
  skill checks, ability checks, & 
  saving throws.   
  Panicked(PH p311) 
  Subject drops anything in his/her 
  hands & flees from the source 
  of the fear.   
  If cornered, the subject must use 
  Total Defense.  All skill 
  checks, ability checks, & 
  saving throws have a –2 
  penalty.   
  Cowering(PH p306) 
  Subject is paralyzed with fear and 
  cannot take any actions. –2 
  penalty to AC & looses 
  Dexterity modifier to AC.   
   
   
  Areas of Effect – Shape  
   
  Cone(PH p175) 
  Effect starts at the caster and extends out to the 
  cone’s length in a quarter circle. 
  Line(PH p175) 
  A Line area-of-effect stretches from the caster to 
  the end of range.  All creatures & objects 
  within a hex touched by that line are targeted. 
   
   
  Areas of Effect – Fill  
   
  Burst(PH p175) 
  Cannot go around corners or through Total 
  Cover.  The targets are determined when the 
  spell is cast only. 
  Emanation(PH p175) 
  Cannot go around corners or though Total 
  Cover.  Any creature that enters the 
  emanation during the spell’s duration is 
  effected. 
  Spread(PH p175) 
  Can go around corners, but not though Total 
  Cover. 
   
   
  Casting Times 
   
  Immediate Action(CArc p86) 
  A Swift Action that can be used 
  when it is not your turn.  It still 
  counts as your one Swift 
  Action of the coming turn. 
  You cannot use an Immediate 
  Action when Flat-Footed. 
  Example:  Feather Fall. 
  Swift Action(CArc p86) 
  You may execute one Swift 
  Action each turn during your 
  action.  It takes as much time as 
  a Free Action. 
  Example:  A spell with Feat: 
  Quicken Spell applied to it. 
  Standard Action(PH pXXX) 
  The default casting time for a 
  spell. 
  Full Round Action(PH pXXX) 
  A Full Round Action.  Casting 
  time for many summoning 
  spells.   
   
  
  Dungeons & Dragons 3.5 Edition Index – Clerical Domain Summaries 
   
  April 1, 2005 
   
  Glossary 
   
  Page 115 
  Other Definitions 
   
  All Actions 
  Attack Rolls, Saving Throws, Skill Checks, & 
  Ability Checks. 
  Attitude Categories(PH p72) 
  See table on PH p72. 
  Avert Gaze (i.e., try to avoid eye contact) (MM p309) 
  Gain a 50% chance to avoid a gaze attack, but 
  grant your opponent Concealment (20% miss 
  chance). 
  Blind(PH p305) 
  Subject cannot see, has a 50% chance of missing 
  outright in combat (assuming the correct hex 
  was chosen), receives a –2 penalty on AC & 
  looses Dexterity modifier to AC, moves at ½ 
  speed, suffers a –4 penalty on most Strength 
  & Dexterity skills. 
  Calling Diagram(PH p249) 
  Created by making a Spellcraft roll vs. DC 20 
  and spending 10 minutes (it is possible to 
  ‘Take 10’ or to ‘Take 20’).  When a 
  Conj(call) spell is used with a Calling 
  Diagram & Dimensional Anchor, the called 
  creature cannot leave the diagram either by 
  magic or mundane means.  The captured 
  creature also cannot use any of its abilities, 
  attacks, or even Spell Resistance to escape. 
  The description of a Calling Diagram is 
  contained in the spell Magic Circle against 
  Evil. 
  Caster Check(PH p305) 
  Caster level + 1d20 vs. the indicated DC. 
  Catch Fire 
  Reflex save vs. DC 15 to avoid catching fire.  
  Each round, the subject & its equipment take 
  1d6 fire damage.  A new Reflex save vs. DC 
  15 is allowed each round to put the fire out.  
  +4 bonus for rolling on the ground or having 
  useful help.  The fire goes out automatically 
  if the subject is doused with water, jumps in a 
  lake, etc. 
  Cloud 
  5’ of cloud provides Concealment, while 10’ or 
  more provides Full Concealment. 
  Dispersed by a Moderate Wind (11-20 mph) in 
  four rounds or by a Strong Wing (21+ mph) 
  in one round. 
  Comatose(PH p228) 
  Target enters a catatonic coma & cannot be 
  awaken.  Elves & Half-Elves are vulnerable 
  to this effect. 
  Confused(PH p212) 
  Mental-effect causes the target acts randomly 
  each round that the spell is in effect: 
  01-10:  Attack the caster. 
  11-20:  Act normally. 
  21-50:  Do nothing. 
  51-70:  Run away from the caster at top speed 
  71-00:  Attack the nearest creature (ignoring 
  your familiar). 
  Cowering 
  See above  
  Creature Equivalent 
  Some spells express the amount of load that can 
  be carried and/or teleported as a number of 
  Medium-sized creatures. 
  a) the count does not include that caster; 
  b) each subject, including the caster, can 
  carry Maximum Load; 
  c) one Small-sized (or smaller) creature can 
  be substituted for one Medium-sized 
  creature; 
  d) larger creatures may be substituted 
  according to the following table 
  1 Large-size = 2 Medium-size 
  1 Huge-size = 4 Medium-size 
  1 Gargantuan-size = 8 Medium-size 
  1 Colossal-size = 16 Medium-size 
  Crippled 
  Effectively has 0 hp, & can’t partake in 
  strenuous activity. 
  Dazed(PH p307) 
  Subject can take no actions, but is able to defend 
  itself normally & has not AC penalty. 
  Dazzled(PH p307) 
  Sighted creatures receive a –1 penalty to attack 
  rolls, Spot checks, & Search checks. 
  <ability> Damage 
  Target looses an ability score which heals 
  normally. 
  <ability> Drain 
  Target looses an ability score which can only be 
  healed with magic. 
  Deafened(PH p307) 
  Subject cannot hear, suffers a –4 Initiative 
  penalty, can has a 20% chance of spell failure 
  if the spell has verbal components. 
  Defenseless(PH p257) 
  Helpless, plus always fail saving throws. 
  Dismissible (D)(PH p176) 
  Dismissing a spell requires the caster to be 
  within spell range & use a verbal component.  
  If the original spell did not have a verbal 
  component, a somatic component is used 
  instead.  Either act counts as a Standard 
  Action that does not generate an Attack of 
  Opportunity. 
  Concentration spells can be dismissed as a Free 
  Action on the caster’s action. 
  Dispel Check(PH p307) 
  1d20 + Caster Level (max +N) vs. DC 11 + 
  target spell’s caster level.  ‘N’ is determined 
  by spell. 
  Energy Type 
  Acid, Cold, Electricity, Fire, or Sonic. 
  Entangled(PH p308) 
  Subject receives a –2 penalty to attacks, a –4 
  penalty to effective Dexterity, & must make 
  Concentration checks to cast spells.  If the 
  entanglement is ‘anchored’, the subject 
  cannot move, otherwise the subject can only 
  move at ½ speed, but can’t run or charge.   
  To remove the entangle usually requires a 
  Strength or Escape Artist check whose DC is 
  designated by the effect. 
  Exhausted(PH p308) 
  See above. 
  Fascinated(PH p308) 
  Subject stays still & quiet as long as the effect 
  lasts.  During this time, it receives a –4 
  penalty on Listen & Spot checks. 
  If potentially threatened, the subject receives a 
  new saving throw.  Of obviously threatened, 
  the fascination ends. 
  An ally can “shake” a creature out of fascination 
  as a Standard Action. 
  Fast Healing N 
  Subject heals damage taken during the spell’s 
  duration at the rate of N hit points per round 
  & automatically Stabilizes.  This spell does 
  not heal starvation, thirst, or suffocation 
  damage.  Fast Healing effects do not stack. 
  Fatigued(PH p308) 
  See above. 
  Frightened 
  See above.   
  Held 
  Subject cannot move & is Helpless.  Subject can 
  still breath & think, though. 
  Helpless(PH p309) 
  Subject is immobile & extremely vulnerable.  
  Dexterity is considered 0, so the subject’s AC 
  is at –5.  Melee attacks are at an additional 
  +4.  The subject is vulnerable to sneak attacks 
  & coup de graces. 
  Incorporeal(PH p309) 
  The subject does not have a solid body & is 
  immune to non-magical attacks.  Magic 
  weapons & spells can effect them with a 50% 
  miss chance.  Force effects always effect an 
  incorporeal target.  When attacking, 
  incorporeal creatures ignore Natural Armor 
  bonuses & Armor bonuses (unless generated 
  by a Force effect, such as Mage Armor). 
  Invisible(PH p309) 
  Gain a +2 bonus on attack, and the target looses 
  its Dexterity modifier to AC.  An attacker 
  must guess at the correct hex of the invisible 
  creature.  If the guess is correct, then there is 
  still a 50% miss chance (i.e., Total 
  Concealment). 
  Magical Sensor 
  When using Clairvoyance/Clairaudience, 
  Scrying, or any other “Div(scry)” spell., the 
  spell creates a magical, Invisible spot that is 
  looked and/or listened through.  It cannot be 
  damaged, but can be Dispelled.  It also can be 
  located with See Invisible, Detect Magic, or 
  Detect Scrying. 
  Nauseated(PH p310) 
  Subject cannot attack, cast spells, concentrate, 
  or do anything other than a single move 
  action each round. 
  Negative Energy Damage 
  Harms the living & heals the Undead. 
  
  Dungeons & Dragons 3.5 Edition Index – Clerical Domain Summaries 
   
  April 1, 2005 
   
  Glossary 
   
  Page 116 
  Negative Level(PH p310) 
  For 24 hours, the subject has the following 
  penalties per Negative Level:  –1 to all skill 
  & ability checks, –1 to all attack rolls, –1 to 
  all saving throws; –5 hit points, –1 effective 
  level, looses 1 spell from the highest level 
  castable that is still available for that day.   
  For any Negative Level that is still in effect after 
  24 hours, the subject must make a Fortitude 
  save vs. the DC of the Negative Level (either 
  the spell’s DC or for a monster, 10 + ½ HD + 
  Charisma modifier).  If the subject fails, then 
  he/she loose an actual level permanently 
  (though it may be returned with Restoration 
  or Greater Restoration). 
  Non-Recoverable Level 
  Levels lost by Raise Dead or Resurrection 
  cannot be replaced by any means. 
  Object Equivalent(PH p300) 
  Some spells express the amount of inanimate 
  matter that can be effected as a number of 
  Small-sized objects.  Larger object may be 
  substituted according to the following table 
  1 Small-size = 2 Tiny-size 
  1 Medium-size = 2 Small-size 
  1 Large-size = 4 Small-size 
  1 Huge-size = 8 Small-size 
  1 Gargantuan-size = 16 Small-size 
  1 Colossal-size = 32 Small-size 
  Panicked(PH p311) 
  See above. 
  Primary Stat 
  For Wizards, use Intelligence.   
  For Bards & Sorcerers, use Charisma. 
  For Clerics, Druids, Paladins, & Rangers, use 
  Wisdom. 
  Positive Energy 
  Heals the living & damages the Undead, who 
  typically receives a Will save for ½ damage. 
  Prone(PH p311) 
  The subject is lying on the ground. 
  Attackers gain a +4 bonus with melee attacks, 
  but receive a –4 penalty with ranged attacks. 
  The prone creature receives a –4 penalty on 
  melee attacks & cannot make most ranged 
  attacks. 
  Rubble, Dense(DMG p90) 
  Costs 2 movement to go through each hex. 
  Scent Ability(MM p314) 
  Subject can detect opponents by smell within 
  30’ (60’ downwind, 15’ upwind) & can track 
  by scent. 
  Shaken(PH p312) 
  See above. 
  Sickened(PH p228) 
  Target suffers a –2 penalty on attacks, damage, 
  saves, skill checks, & ability checks. 
  Slowed(PH p280) 
  Subject may only take one Standard or Move 
  Action each round; suffers a –1 penalty to 
  AC, melee attacks, melee damage, & Reflex 
  saves. 
  Staggered(PH p313) 
  Subject can only take one Standard Action or 
  one Move Action each round. 
  Stunned(PH p313) 
  Subject looses Dex bonus to AC, has a –2 
  penalty to AC, and cannot take actions. 
  Suspended Animation 
  Target is unconscious, does not need to eat, 
  drink, or break, and no longer ages. 
  Untyped Damage 
  Damage that is not Acid damage, Cold damage, 
  Electricity damage, Fire damage, Sonic 
  damage, Positive Energy damage, nor 
  Negative Energy damage.  This kind of 
  damage is not blocked by any type of 
  resistance. 
  Weakened 
  Target’s has a 2d6 penalty to Strength for the 
  indicated time. 
  Wind, Moderate (DMG p95) 
  11 – 20 mph 
  Wind, Strong (DMG p95) 
  21 – 30 mph 
  Wind, Severe (DMG p95) 
  31 – 50 mph 
  Temporary HP 
  These hit-points are removed first if the subject 
  is damaged.  They cannot be restored, even 
  by healing. 
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Clerical Domain Summaries 
   
  April 1, 2005 
  Appendix 
   
  Page 117 
  Appendix 
   
  Revision History 
   
  October 1, 2003 
  – Creation of the new D&D 3.5 Spell Index. 
   
   
  Contains Player’s Handbook 3.5. 
  March 12, 2004 
  – Added Complete Warrior & the Book of Exalted Deeds. 
   
   
  Added Dragon #309 – Dragon #313. 
  August 12, 2004 
  – Added Dragon #314. 
   
   
  Added Player’s Guide to Faerûn. 
  October 12, 2004 
  – Added Complete Divine. 
  November 12, 2004 
  – Added Eberron Campaign Setting. 
   
   
  Added Dragon #325. 
   
   
  Added Monster Manual 3.  Change the abbreviation of Monster Manual v3.5 from “MM3.5” to “MM” to avoid confusion with “MM3” 
  April 1, 2005 
  – Added Complete Arcane. 
   
   
  Change the abbreviation of Player’s Handbook v3.5 from “PH3.5” to “PH”. 
   
   
  Change the abbreviation of Dungeonmaster’s Guide v3.5 from “DMG3.5” to “DMG”. 
   
   
  Key to Sourcebooks 
   
  PH 
  – 
  Player’s Handbook v.3.5 
  DMG 
  – 
  Dungeon Master’s Guide v.3.5 
  MM 
  – 
  Monster Manual v.3.5 
  MM3 
  – 
  Monster Manual 3 
   
   
   
  CWar 
  – 
  Complete Warrior 
  CDiv 
  – 
  Complete Divine 
  CArc 
  – 
  Complete Arcane 
   
   
   
  BoED 
  – 
  Book of Exalted Deeds 
  UA 
  – 
  Unearthed Arcana 
   
   
   
  FR 
  – 
  Forgotten Realms Campaign Setting 
  MoF 
  – 
  Magic of Faerûn 
  UE 
  – 
  Unapproachable East 
  LoD 
  – 
  Lords of Darkness 
  RoF 
  – 
  Races of Faerûn 
  SM 
  – 
  Silver Marches 
  Und 
  – 
  Underdark 
  PGF 
  – 
  Player’s Guide to Faerûn 
   
   
   
  Eb 
  – 
  Eberron Campaign Setting 
   
   
   
  DR### 
  – 
  Dragon Magazine (with issue number) 
  DU## 
  – 
  Dungeon Magazine (with issue number) 
   
  3.5up 
  – 
  D&D v.3.5 Accessory Update 
  – 
  http://www.wizards.com/dnd/files/DnD35_update_booklet.zip 
  PHe 
  – 
  Player’s Handbook v.3.5 Errata 
  – 
  http://www.wizards.com/dnd/files/PHB_Errata09242003.zip 
  PGFe 
  – 
  Player’s Guide to Faerûn Errata 
  – 
  http://www.wizards.com/dnd/files/PgtF_Errata07192004.zip 
  CDivErrata 
  – 
  Complete Divine Errata 
  – 
  http://www.wizards.com/dnd/files/CompDiv_Errata09102004.zip  
  EbErrata 
  – 
  Eberron Errata 
  – 
  http://www.wizards.com/dnd/files/Eberron_Errata10222004.zip 
   
   
  Note:  If a Key reference is followed by a “+”, then it is partially superseded the entry above it. 
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/D&D 3.5/DnD3.5Indexes/DnD3.5Index-Spells-ClericalDomains.pdf