# CVS $Revision: 13292 $ $Author: amaitland $ -- Thu Jun 19 06:15:07 2008 -- reformated by prettylst.pl v1.38 (build 6737)
SOURCELONG:Revised (v.3.5) System Reference Document	SOURCESHORT:RSRD	SOURCEWEB:http://www.wizards.com/default.asp?x=d20/article/srd35
# Original Entry by: dlm1065

# Domain Name	Required AL		Class Skill				Choose										Innate Spells										Ability											Caster level								Modify VAR						Source Page				Description																																																																							List of Domain Spells by Level
Air																																		ABILITY:Special Ability|AUTOMATIC|Basic Turning|Rebuke Air|Turn Earth																		SOURCEPAGE:SpellListI.rtf	DESC:Turn or destroy earth creatures as a good cleric turns undead. Rebuke, command, or bolster air creatures as an evil cleric rebukes undead. Use these abilities a total number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability																										SPELLLEVEL:DOMAIN|Air=1|Obscuring Mist|Air=2|Wind Wall|Air=3|Gaseous Form|Air=4|Air Walk|Air=5|Control Winds|Air=6|Chain Lightning|Air=7|Control Weather|Air=8|Whirlwind|Air=9|Elemental Swarm
Animal					CSKILL:Knowledge (Nature)												SPELLS:Class|TIMES=1|CASTERLEVEL=max(TL,1)|Speak with Animals,11+WIS																														SOURCEPAGE:SpellListI.rtf	DESC:You can use speak with animals once per day as a spell-like ability.																																																												SPELLLEVEL:DOMAIN|Animal=1|Calm Animals|Animal=2|Hold Animal|Animal=3|Dominate Animal|Animal=4|Summon Nature's Ally IV|Animal=5|Commune with Nature|Animal=6|Antilife Shell|Animal=7|Animal Shapes|Animal=8|Summon Nature's Ally VIII|Animal=9|Shapechange
Chaos			PREALIGN:CG,CN,CE																													ABILITY:Special Ability|VIRTUAL|Aura of Chaos					BONUS:CASTERLEVEL|DESCRIPTOR.Chaotic|1|PRERULE:1,SYS_DOMAIN	BONUS:VAR|AuraChaos|AlignmentAuraBase	SOURCEPAGE:SpellListI.rtf	DESC:You cast chaos spells at +1 caster level.																																																																	SPELLLEVEL:DOMAIN|Chaos=1|Protection from Law|Chaos=2|Shatter|Chaos=3|Magic Circle against Law|Chaos=4|Chaos Hammer|Chaos=5|Dispel Law|Chaos=6|Animate Objects|Chaos=7|Word of Chaos|Chaos=8|Cloak of Chaos|Chaos=9|Summon Monster IX
Death																																																															SOURCEPAGE:SpellListI.rtf	DESC:You may use a death touch once per day. Your death touch is a supernatural ability that produces a death effect. You must succeed on a melee touch attack against a living creature (using the rules for touch spells). When you touch, roll 1d6 per cleric level you possess. If the total at least equals the creature's current hit points, it dies (no save)..													SPELLLEVEL:DOMAIN|Death=1|Cause Fear|Death=2|Death Knell|Death=3|Animate Dead|Death=4|Death Ward|Death=5|Slay Living|Death=6|Create Undead|Death=7|Destruction|Death=8|Create Greater Undead|Death=9|Wail of the Banshee
Destruction																																	ABILITY:Special Ability|AUTOMATIC|Smite																BONUS:VAR|SmiteAnyTimes|1			SOURCEPAGE:SpellListI.rtf	DESC:You gain the smite power, the supernatural ability to make a single melee attack with a +4 bonus on attack rolls and a bonus on damage rolls equal to your cleric level (if you hit). You must declare the smite before making the attack. This ability is usable once per day.																										SPELLLEVEL:DOMAIN|Destruction=1|Inflict Light Wounds|Destruction=2|Shatter|Destruction=3|Contagion|Destruction=4|Inflict Critical Wounds|Destruction=5|Inflict Light Wounds (Mass)|Destruction=6|Harm|Destruction=7|Disintegrate|Destruction=8|Earthquake|Destruction=9|Implosion
Earth																																		ABILITY:Special Ability|AUTOMATIC|Basic Turning|Rebuke Earth|Turn Air																		SOURCEPAGE:SpellListI.rtf	DESC:Turn or destroy air creatures as a good cleric turns undead. Rebuke, command, or bolster earth creatures as an evil cleric rebukes undead. Use these abilities a total number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability.																										SPELLLEVEL:DOMAIN|Earth=1|Magic Stone|Earth=2|Soften Earth and Stone|Earth=3|Stone Shape|Earth=4|Spike Stones|Earth=5|Wall of Stone|Earth=6|Stoneskin|Earth=7|Earthquake|Earth=8|Iron Body|Earth=9|Elemental Swarm
Evil			PREALIGN:LE,NE,CE																													ABILITY:Special Ability|VIRTUAL|Aura of Evil					BONUS:CASTERLEVEL|DESCRIPTOR.Evil|1|PRERULE:1,SYS_DOMAIN	BONUS:VAR|AuraEvil|AlignmentAuraBase	SOURCEPAGE:SpellListI.rtf	DESC:You cast evil spells at +1 caster level.																																																																	SPELLLEVEL:DOMAIN|Evil=1|Protection from Good|Evil=2|Desecrate|Evil=3|Magic Circle against Good|Evil=4|Unholy Blight|Evil=5|Dispel Good|Evil=6|Create Undead|Evil=7|Blasphemy|Evil=8|Unholy Aura|Evil=9|Summon Monster IX
Fire																																		ABILITY:Special Ability|AUTOMATIC|Basic Turning|Rebuke Fire|Turn Water																		SOURCEPAGE:SpellListI.rtf	DESC:Turn or destroy water creatures as a good cleric turns undead. Rebuke, command, or bolster fire creatures as an evil cleric rebukes undead. Use these abilities a total number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability.																										SPELLLEVEL:DOMAIN|Fire=1|Burning Hands|Fire=2|Produce Flame|Fire=3|Resist Energy|Fire=4|Wall of Fire|Fire=5|Fire Shield|Fire=6|Fire Seeds|Fire=7|Fire Storm|Fire=8|Incendiary Cloud|Fire=9|Elemental Swarm
Good			PREALIGN:LG,NG,CG																													ABILITY:Special Ability|VIRTUAL|Aura of Good					BONUS:CASTERLEVEL|DESCRIPTOR.Good|1|PRERULE:1,SYS_DOMAIN	BONUS:VAR|AuraGood|AlignmentAuraBase	SOURCEPAGE:SpellListI.rtf	DESC:You cast good spells at +1 caster level.																																																																	SPELLLEVEL:DOMAIN|Good=1|Protection from Evil|Good=2|Aid|Good=3|Magic Circle against Evil|Good=4|Holy Smite|Good=5|Dispel Evil|Good=6|Blade Barrier|Good=7|Holy Word|Good=8|Holy Aura|Good=9|Summon Monster IX
Healing																																													BONUS:CASTERLEVEL|SUBSCHOOL.Healing|1|PRERULE:1,SYS_DOMAIN								SOURCEPAGE:SpellListI.rtf	DESC:You cast healing spells at +1 caster level.																																																																SPELLLEVEL:DOMAIN|Healing=1|Cure Light Wounds|Healing=2|Cure Moderate Wounds|Healing=3|Cure Serious Wounds|Healing=4|Cure Critical Wounds|Healing=5|Cure Light Wounds (Mass)|Healing=6|Heal|Healing=7|Regenerate|Healing=8|Cure Critical Wounds (Mass)|Healing=9|Heal (Mass)
Knowledge					CSKILL:TYPE=Knowledge																																					BONUS:CASTERLEVEL|SCHOOL.Divination|1|PRERULE:1,SYS_DOMAIN								SOURCEPAGE:SpellListI.rtf	DESC:All knowledge skills are class skills.  You cast divinations at +1 caster level.																																																										SPELLLEVEL:DOMAIN|Knowledge=1|Detect Secret Doors|Knowledge=2|Detect Thoughts|Knowledge=3|Clairaudience/Clairvoyance|Knowledge=4|Divination|Knowledge=5|True Seeing|Knowledge=6|Find the Path|Knowledge=7|Legend Lore|Knowledge=8|Discern Location|Knowledge=9|Foresight
Law			PREALIGN:LG,LN,LE																													ABILITY:Special Ability|VIRTUAL|Aura of Law					BONUS:CASTERLEVEL|DESCRIPTOR.Lawful|1|PRERULE:1,SYS_DOMAIN	BONUS:VAR|AuraLaw|AlignmentAuraBase		SOURCEPAGE:SpellListI.rtf	DESC:You cast law spells at +1 caster level.																																																																	SPELLLEVEL:DOMAIN|Law=1|Protection from Chaos|Law=2|Calm Emotions|Law=3|Magic Circle against Chaos|Law=4|Order's Wrath|Law=5|Dispel Chaos|Law=6|Hold Monster|Law=7|Dictum|Law=8|Shield of Law|Law=9|Summon Monster IX
Luck																																																															SOURCEPAGE:SpellListI.rtf	DESC:You gain the power of good fortune, which is usable once per day. This extraordinary ability allows you to reroll one roll that you have just made before the DM declares whether the roll results in success or failure. You must take the result of the reroll, even if it's worse than the original roll.																						SPELLLEVEL:DOMAIN|Luck=1|Entropic Shield|Luck=2|Aid|Luck=3|Protection from Energy|Luck=4|Freedom of Movement|Luck=5|Break Enchantment|Luck=6|Mislead|Luck=7|Spell Turning|Luck=8|Moment of Prescience|Luck=9|Miracle
Magic																																																															SOURCEPAGE:SpellListI.rtf	DESC:Use scrolls, wands, and other devices with spell completion or spell trigger activation as a wizard of one-half your cleric level (at least 1st level). For the purpose of using a scroll or other magic device, if you are also a wizard, actual wizard levels and these effective wizard levels stack.																						SPELLLEVEL:DOMAIN|Magic=1|Magic Aura|Magic=2|Identify|Magic=3|Dispel Magic|Magic=4|Imbue with Spell Ability|Magic=5|Spell Resistance|Magic=6|Antimagic Field|Magic=7|Spell Turning|Magic=8|Protection from Spells|Magic=9|Mage's Disjunction
Plant						CSKILL:Knowledge (Nature)																								ABILITY:Special Ability|AUTOMATIC|Basic Turning|Rebuke Plant																			SOURCEPAGE:SpellListI.rtf	DESC:Rebuke or command plant creatures as an evil cleric rebukes or commands undead. Use this ability a total number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability.																																				SPELLLEVEL:DOMAIN|Plant=1|Entangle|Plant=2|Barkskin|Plant=3|Plant Growth|Plant=4|Command Plants|Plant=5|Wall of Thorns|Plant=6|Repel Wood|Plant=7|Animate Plants|Plant=8|Control Plants|Plant=9|Shambler
Protection																																																														SOURCEPAGE:SpellListI.rtf	DESC:You can generate a protective ward as a supernatural ability. Grant someone you touch a resistance bonus equal to your cleric level on his or her next saving throw. Activating this power is a standard action. The protective ward is an abjuration effect with a duration of 1 hour that is usable once per day.																				SPELLLEVEL:DOMAIN|Protection=1|Sanctuary|Protection=2|Shield Other|Protection=3|Protection from Energy|Protection=4|Spell Immunity|Protection=5|Spell Resistance|Protection=6|Antimagic Field|Protection=7|Repulsion|Protection=8|Mind Blank|Protection=9|Prismatic Sphere
Strength																																																														SOURCEPAGE:SpellListI.rtf	DESC:You can perform a feat of strength as a supernatural ability. You gain an enhancement bonus to Strength equal to your cleric level. Activating the power is a free action, the power lasts 1 round, and it is usable once per day.																																		SPELLLEVEL:DOMAIN|Strength=1|Enlarge Person|Strength=2|Bull's Strength|Strength=3|Magic Vestment|Strength=4|Spell Immunity|Strength=5|Righteous Might|Strength=6|Stoneskin|Strength=7|Grasping Hand|Strength=8|Clenched Fist|Strength=9|Crushing Hand
Sun																																																															SOURCEPAGE:SpellListI.rtf	DESC:Once per day, you can perform a greater turning against undead in place of a regular turning. The greater turning is like a normal turning except that the undead creatures that would be turned are destroyed instead.																																				SPELLLEVEL:DOMAIN|Sun=1|Endure Elements|Sun=2|Heat Metal|Sun=3|Searing Light|Sun=4|Fire Shield|Sun=5|Flame Strike|Sun=6|Fire Seeds|Sun=7|Sunbeam|Sun=8|Sunburst|Sun=9|Prismatic Sphere
Travel					CSKILL:Survival																																																							SOURCEPAGE:SpellListI.rtf	DESC:For a total time per day of 1 round per cleric level you possess, you can act normally regardless of magical effects that impede movement as if you were affected by the spell freedom of movement. This effect occurs automatically as soon as it applies, lasts until it runs out or is no longer needed, and can operate multiple times per day (up to the total daily limit of rounds).This granted power is a supernatural ability.	SPELLLEVEL:DOMAIN|Travel=1|Longstrider|Travel=2|Locate Object|Travel=3|Fly|Travel=4|Dimension Door|Travel=5|Teleport|Travel=6|Find the Path|Travel=7|Teleport (Greater)|Travel=8|Phase Door|Travel=9|Astral Projection
Trickery					CSKILL:Bluff|Disguise|Hide																																																					SOURCEPAGE:SpellListI.rtf	DESC:Bluff, Disguise and Hide are class skills.																																																																	SPELLLEVEL:DOMAIN|Trickery=1|Disguise Self|Trickery=2|Invisibility|Trickery=3|Nondetection|Trickery=4|Confusion|Trickery=5|False Vision|Trickery=6|Mislead|Trickery=7|Screen|Trickery=8|Polymorph Any Object|Trickery=9|Time Stop
War											CHOOSE:WEAPONPROF|1|DEITYWEAPON[WEAPONPROF][FEAT=Weapon Focus]																																										SOURCEPAGE:SpellListI.rtf	DESC:Free Martial Weapon Proficiency with deity's favored weapon (if necessary) and Weapon Focus with the deity's favored weapon.																																																			SPELLLEVEL:DOMAIN|War=1|Magic Weapon|War=2|Spiritual Weapon|War=3|Magic Vestment|War=4|Divine Power|War=5|Flame Strike|War=6|Blade Barrier|War=7|Power Word Blind|War=8|Power Word Stun|War=9|Power Word Kill
Water																																		ABILITY:Special Ability|AUTOMATIC|Basic Turning|Rebuke Water|Turn Fire																		SOURCEPAGE:SpellListI.rtf	DESC:Turn or destroy fire creatures as a good cleric turns undead. Rebuke, command, or bolster water creatures as an evil cleric rebukes undead. Use these abilities a total number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability.																										SPELLLEVEL:DOMAIN|Water=1|Obscuring Mist|Water=2|Fog Cloud|Water=3|Water Breathing|Water=4|Control Water|Water=5|Ice Storm|Water=6|Cone of Cold|Water=7|Acid Fog|Water=8|Horrid Wilting|Water=9|Elemental Swarm

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