Here is a listing of the granted powers & domain spells for the various clerical domains.
AIR DOMAIN Granted Powers: 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.
Air Domain Spells 1 Obscuring Mist
2 Wind Wall
3 Gaseous Form
4 Air Walk
5 Control Winds
6 Chain Lightning
7 Control Weather
8 Whirlwind
9 Elemental Swarm (Air only)
ANCESTOR DOMAIN Granted Power: A number of times per day equal to your Charisma bonus (minimum once,even with a Charisma penalty), you can summon an ancestor and channel some of the ancestor's karmic power into yourself. This guidance grants you a +4 insight bonus on any skill check.
Ancestor Domain Spells 1 Detect Undead
2 Ancestral vengeance
3 Speak with Dead
4 Divination
5 Atonement
6 Geas/Quest
7 Legend Lore
8 Compel
9 Foresight
ANIMAL DOMAIN Granted Powers: You can use speak with animals once per day as a spell-like ability.
Add Knowledge (nature) to your list of cleric class skills.
Animal Domain Spells 1 Calm Animals
2 Hold Animal
3 Dominate Animal
4 Summon Nature’s Ally IV (Animals only)
5 Commune with Nature
6 Antilife Shell
7 Animal Shapes
8 Summon Nature’s Ally VIII (Animals only)
9 Shapechange
ARTIFICE DOMAIN Granted Power: Gain +4 bonus on Craft checks. The character casts conjuration (creation) spells at +1 caster level. (Those with access to both the Artifice and Creation domains cast conjuration [creation] spells at +3 caster level.).
Artifice Domain Spells 1 Animate rope
2 Wood shape
3 Stone shape
4 Minor creation
5 Fabricate
6 Major creation
7 Hardening
8 True creation
9 Prismatic sphere
CELESTIAL DOMAIN Granted Power: Rebuke or command spirits as an evil cleric rebukes undead. Use this ability a number of times per day equal to 3+ your Charisma modifier
Celestial Domain Spells 1 Bless
2 Commune with Lesser Spirit
3 Substitution
4 Lesser Spirit Ally
5 Commune with Greater Spirit
6 Spirit Ally
7 Dictum
8 Greater Spirit Ally
9 Gate
CHAOS DOMAIN Granted Power: You cast chaos spells at +1 caster level.
Chaos Domain Spells 1 Protection from Law
2 Shatter
3 Magic Circle against Law
4 Chaos Hammer
5 Dispel Law
6 Animate Objects
7 Word of Chaos
8 Cloak of Chaos
9 Summon Monster IX (Cast as a Chaos spell only)
CHARM DOMAIN Granted Power: The character can boost his or her Charisma by 4 points once per day. Activating this power is a free action. The Charisma increase lasts 1 minute.
Charm Domain Spells 1 Charm person
2 Calm emotions
3 Suggestion
4 Emotion
5 Charm monster
6 Geas/quest
7 Insanity
8 Demand
9 Dominate monster
COMMUNITY DOMAIN Granted Power: Use calm emotions as a spell-like ability once per day. Gain a +2 competence bonus on Diplomacy checks.
Community Domain Spells 1 Bless
2 Shield other
3 Prayer
4 Status
5 Telepathic bond
6 Heroes’ Feast
7 Refuge
8 Mass heal
9 Miracle
CREATION DOMAIN Granted Power: Cast conjuration (creation) spells at +2 caster level. (Those with access to both the Artifice and Creation domains cast conjuration (creation) spells at +3 caster level.)
Creation Domain Spells 1 Create water
2 Minor image
3 Create food and water
4 Minor creation
5 Major creation
6 Heroes’ feast
7 Permanent image
8 True creation
9 Genesis
DARKNESS DOMAIN Granted Power: Free Blind-Fight feat.
Darkness Domain Spells 1 Obscuring mist
2 Blindness
3 Blacklight
4 Armor of darkness
5 Summon monster V (only summons 1d3 shadows)
6 Prying eyes
7 Nightmare
8 Power word, blind
9 Power word, kill
DEATH DOMAIN Granted Power: 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).
Death Domain Spells 1 Cause Fear or Ghost Light
2 Death Knell
3 Animate Dead
4 Death Ward or Wall of Bones
5 Slay Living
6 Create Undead
7 Destruction
8 Create Greater Undead
9 Wail of the Banshee
DESTRUCTION DOMAIN Granted Power: 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.
Destruction Domain Spells 1 Inflict Light Wounds
2 Shatter
3 Contagion
4 Inflict Critical Wounds
5 Inflict Light Wounds, Mass
6 Harm
7 Disintegrate
8 Earthquake
9 Implosion
DIVINATION DOMAINS Granted Power: You cast Divination spells at +2 caster levels
Divination Domain Spells 1 Identify
2 Augury
3 Divination
4 Scrying
5 Commune with Greater Spirit
6 Legend Lore
7 Greater Scrying
8 Discern Location
9 Foresight
EARTH DOMAIN Granted Power: 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.
Earth Domain Spells 1 Magic Stone
2 Soften Earth and Stone
3 Stone Shape
4 Spike Stones
5 Wall of Stone
6 Stoneskin
7 Earthquake
8 Iron Body
9 Elemental Swarm (Earth only)
EVIL DOMAIN Granted Power: You cast evil spells at +1 caster level.
Evil Domain Spells 1 Protection from Good
2 Desecrate
3 Magic Circle against Good
4 Unholy Blight
5 Dispel Good
6 Create Undead
7 Blasphemy
8 Unholy Aura
9 Summon Monster IX (Cast as an evil spell only)
FIRE DOMAIN Granted Power: 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. Or you can generate a Flame Ward, a spell-like ability to grant yourself or someone you touch a resitence bonus equal to your Priest level on all saving throws against fire spells and effects. Activating this power is a standard action. The Flame Ward is an abjuration effect with a duration of 1 minute + 1 minute/level that is usable once per day.
Fire Domain Spells 1 Burning Hands
2 Produce Flame
3 Resist Energy (Cold or fire only), Fireform, or Animate Fire
4 Wall of Fire
5 Fire Shield or Fire Breath
6 Fire Seeds or Flame Strike
7 Fire Storm
8 Incendiary Cloud
9 Elemental Swarm (Fire only) or Internl Fire
FURY DOMAIN Granted Power: You gain the Smite power, the supernatural ability to make a single melee attack with a +4 attack bonus and a damage bonus equal to your Priest level (if you hit). You must declare the Smite before making the attack. It is usable once per day.
Fury Domain Spells 1 Weapon Bless
2 Shatter
3 Castigate
4 Shout
5 Circle of Doom
6 Harm
7 Destruction
8 Eathquake
9 Implosion
GOOD DOMAIN Granted Power: You cast good spells at +1 caster level.
Good Domain Spells 1 Protection from Evil
2 Aid
3 Magic Circle against Evil
4 Holy Smite
5 Dispel Evil
6 Blade Barrier
7 Holy Word
8 Holy Aura
9 Summon Monster IX (Cast as a good spell only)
GLORY DOMAIN Granted Power: Turn undead with a +2 bonus on the turning check and +1d6 to the turning damage roll.
Glory Domain Spells 1 Disrupt undead
2 Bless weapon
3 Searing light
4 Holy smite
5 Holy sword
6 Bolt of glory
7 Sunbeam
8 Crown of glory
9 Gate
GUARDIAN DOMAIN Granted Power: Once per day you can add your priest level to a single saving throw you make.
Guardian Domain Spells 1 Shield of Faith
2 Warning
3 Substitution
4 Snake Barrier
5 Dispel Chaos/Evil/Good/Law
6 Stoneskin
7 Repulsion
8 Surelife
9 Antipathy
HEALING DOMAIN Granted Power: You cast healing spells at +1 caster level.
Healing Domain Spells 1 Cure Light Wounds
2 Cure Moderate Wounds
3 Cure Serious Wounds
4 Cure Critical Wounds
5 Mass Cure Light Wounds or Healing Circle
6 Heal
7 Regenerate
8 Mass Cure Critical Wounds or Mass Heal
9 Mass Heal or True Resurrection
HEROISM DOMAIN Granted Power: Once per day, you can add your Priest level to a single attack roll
Heroism Domain Spells 1 Divine facor
2 Bull's Strength
3 Protection from Elements
4 Divine Power
5 Righteous Might
6 Stoneskin
7 Tenser's transformation
8 Giant Size
9 Shapechange
JUSTICE DOMAIN Granted Powers: Sense Motive is a Class Skill. You get +2 bonus to Sense Motive checks.
Justice Domain Spells 1 Detect Evil
2 Hold Person
3 Discern Lies
4 Mark of Justice
5 Atonement
6 Forbiddance
7 Geas/Quest
8 Shield of Law
9 Storm of vengeance
KNOWLEDGE DOMAIN Granted Power: Add all Knowledge skills to your list of cleric class skills. You cast divination spells at +1 caster level.
Knowledge Domain Spells 1 Detect Secret Doors
2 Detect Thoughts
3 Clairaudience/Clairvoyance
4 Divination
5 True Seeing
6 Find the Path
7 Legend Lore
8 Discern Location
9 Foresight
LAW DOMAIN Granted Power: You cast law spells at +1 caster level.
Law Domain Spells 1 Protection from Chaos
2 Calm Emotions
3 Magic Circle against Chaos
4 Order’s Wrath
5 Dispel Chaos
6 Hold Monster
7 Dictum
8 Shield of Law
9 Summon Monster IX (Lawful only)
LIBERATION DOMAIN Granted Power: The character gains a +2 morale bonus on all saving throws against enchantment spells or effects.
Liberation Domain Spells 1 Remove fear
2 Remove paralysis
3 Remove curse
4 Freedom of movement
5 Break enchantment
6 Greater dispelling
7 Refuge
8 Mind blank
9 Unbinding
LUCK DOMAIN Granted Power: 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.
Luck Domain Spells 1 Entropic Shield
2 Aid
3 Protection from Energy or Substitution
4 Freedom of Movement
5 Break Enchantment
6 Mislead
7 Spell Turning
8 Moment of Prescience or Surelife
9 Miracle X
MADNESS DOMAIN Granted Power: The character gains an Insanity score equal to half his or her class level. For spellcasting (determining bonus spells and DCs), the character uses his or her Wisdom score plus his or her Insanity score in place of Wisdom alone. For all other purposes, such as skills and saves, use Wisdom minus Insanity in place of Wisdom. Once per day, the character can see and act with the clarity of true madness. Use the character’s Insanity score as a positive rather than a negative modifier on a single roll involving Wisdom. Choose to use this power before the roll is made.
Madness Domain Spells 1 Random action
2 Touch of madness
3 Rage
4 Confusion
5 Bolts of bedevilment
6 Phantasmal killer
7 Insanity
8 Maddening scream
9 Weird
MAGIC DOMAIN Granted Power: 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.
Magic Domain Spells 1 Magic Aura
2 Identify
3 Dispel Magic
4 Imbue with Spell Ability
5 Spell Resistance
6 Antimagic Field
7 Spell Turning
8 Protection from Spells
9 Mage’s Disjunction
METAL DOMAIN Granted Power: You can generate a Metal Ward, a spell like ability to grant yourself or someione you touch damage reduction 1/- against attacks from metal weapons or spell effects. This reduces the damage taken from such attacks by 1 each time damage is dealt. Activating this power is a standard action. the Metal Ward is an abjuration effect with a duration of 1 minute + 1 minute/level that is usable once per day.
Metal Domain Spells 1 Iron Scarf
2 Heat Metal
3 Magnetism
4 Rusting Grasp
5 Wall of iron
6 Blade barrier
7 Move Earth
8 Repel metal
9 Iron Body
MOON DOMAIN Granted Power: The difficulty class of a saving throw against any of your spells is increases by +2 DC when the moon is in the sky and clearly visible.
Moon Domain Spells 1 Detect Undead
2 Moonbeam
3 Halt Undead
4 Dimension Door
5 Shadow Portal
6 Shadow Walk
7 Sunbeam
8 Sunburst
9 Gate
NATURE DOMAIN Granted Power: Rebuke or command normal animals or plant creatures as an evil cleric rebukes or commands undead. Use this ability a total number of times a day equal to 3 + your Charisma Modifier.
Nature Domain Spells 1 Trance
2 Commune with Lesser Spirit
3 Possess Animal
4 Elemental Ward
5 Commune with Greater Spirit
6 Transport via Plants
7 Control Weather
8 Animal Shapes
9 Shapechange
NIGHT DOMAIN Granted Power: Hide, Move Silently and Spot are Class Skills.
Night Domain Spells 1 Darkvision
2 Darkness
3 Night's Embrace
4 Improved Invisibility
5 Gift of Eoéle
6 Mislead
7 Mass Invisibility
8 Mind Blank
9 Deepest night
NOBILITY DOMAIN Granted Power: The character has the spell-like ability to inspire allies, giving them a +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls. Allies must be able to hear the character speak for 1 round. Using this ability is a standard action. It lasts a number of rounds equal to the character’s Charisma bonus and can be used once per day.
Nobility Domain Spells 1 Divine favour
2 Enthrall
3 Magic vestment
4 Discern lies
5 Greater command
6 Geas/quest
7 Repulsion
8 Demand
9 Storm of vengeance
PLANT DOMAIN Granted Powers: 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. Add Knowledge (nature) to your list of cleric class skills.
Plant Domain Spells 1 Entangle
2 Barkskin
3 Plant Growth
4 Command Plants
5 Wall of Thorns
6 Repel Wood
7 Animate Plants
8 Control Plants
9 Shambler
PROTECTION DOMAIN Granted Power: 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.
Protection Domain Spells 1 Sanctuary
2 Shield Other
3 Protection from Energy
4 Spell Immunity
5 Spell Resistance
6 Antimagic Field
7 Repulsion
8 Mind Blank
9 Prismatic Sphere
REASON DOMAIN Granted Power: You get a +2 bonus on all rolls to disbelieve illusions. Once per day, you may apply a +2 bonus on any one Int check or Int-based skill check.
Reason Domain Spells 1 Detect Chaos
2 Calm Emotions
3 Detect Thoughts
4 Tongues
5 Greater Command
6 True Seeing
7 Vision
8 Purity of Reason
9 Foresight
REPOSE DOMAIN Granted Power: The character may use a death touch once per day. The death touch is a spell-like ability that is a death effect. The character must succeed at a melee touch attack against a living creature (using the rules for touch spells). When the character touches, roll 1d6 per his or her cleric level. If the total at least equals the creature’s current hit points, it dies.
Repose Domain Spells 1 Deathwatch
2 Gentle repose
3 Speak with dead
4 Death ward
5 Slay living
6 Undeath to death
7 Destruction
8 Surelife
9 Wail of the banshee
REPTILIAN DOMAIN Granted Power: Rebuke or command animals (reptilian creatures and snakes only) as an evil cleric rebukes or commands undead. Use this ability a total number of times per day equal to 3 + Charisma modifier.
Reptilian Domain Spells 1 Magic fang
2 Animal trance (Ophidian/reptile only)
3 Greater magic fang
4 Poison
5 Animal growth (Ophidian/reptile only)
6 Eyebite
7 Creeping doom (composed of tiny snakes)
8 Animal shapes (Ophidian/reptile only)
9 Shapechange
RIVER DOMAIN Granted Power: You can swim with great skill (though you cannot breathe water without further magical assistance). You have a base swimming speed of 30 feet. You do not need to make Swim checks to swim normally. You gain a +8 bonus on any Swim check to perform some special action or avoid a hazard, and you can always choose to take 10 on those checks, even if rushed or threatened when swimming. You can use the Run action while swimming, provided you swim in a straight line.
River Domain Spells 1 Obscuring Mist
2 Animate Water
3 Water breathing
4 Control Weather
5 Ice Storm
6 Master of the Rolling River
7 Acid Fog
8 Horrid Wilting
9 Elemental Swarm (Water only)
RUNE DOMAIN Granted Power: Free Scribe Scroll feat.
Rune Domain Spells 1 Erase
2 Secret page
3 Glyph of warding
4 Explosive runes
5 Lesser planar binding
6 Greater glyph of warding
7 Instant summons
8 Symbol
9 Teleportation circle
SEA DOMAIN Granted Power: You have the supernatural ability to breath water as if under the effect of a water breathing spell, for up to 10 rounds per level each day. This effect occurs can operate multiple times per day (up to the total daily limit of rounds).
Sea Domain Spells 1 Obscuring Mist
2. Fog Cloud
3 Water Walk
4 Control Water
5 Control Winds
6 Transport via Water
7 Control Weather
8 Whirlwind
9 Storm of vengeance
SPELL DOMAIN Granted Power: You get a +2 bonus to Knowledge (Arcana) and Spellcraft checks.
Spell Domain Spells 1 Ruornil's Gift
2 Ruornil's Gift
3 Ruornil's Gift
4 Ruornil's Gift
5 Ruornil's Gift
6 Ruornil's Gift
7 Ruornil's Gift
8 Ruornil's Gift
9 Ruornil's Gift
STONE DOMAIN Granted Power: You can generate a Stone Ward, a spell like ability to grant yourself or someione you touch damage reduction 5/- against attacks from metal weapons, creatures (such as earth elementals, gargoyles, clay golems, and stone golems), or spell effects, or against damage from falling onto earth or stone. This reduces the damage taken from such attacks by 5 each time damage is dealt. Activating this power is a standard action. The Stone Ward is an abjuration effect with a duration of 1 minute + 1 minute/level that is usable once per day.
Stone Domain Spells 1 Magic Stone
2 Hail of Stone
3 Stone Shape
4 Spike Stones
5 Wall of Stone
6 Stoneskin
7 Statue
8 Eathquake
9 Elemental Swarm (Earth only)
STORM DOMAIN Granted Power: You gain Electrical Resistance 5.
Storm Domain Spells 1 Obscuring Mist
2 Wind Wall
3 Call Lightning
4 Sleet Storm
5 Ice Storm
6 Control Winds
7 Control Weather
8 Whirlwind
9 Storm of Vengeance
STRENGTH DOMAIN Granted Power: 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.
Strength Domain Spells 1 Enlarge Person
2 Bull’s Strength
3 Magic Vestment
4 Spell Immunity
5 Righteous Might
6 Stoneskin
7 Grasping Hand
8 Clenched Fist
9 Crushing Hand
SUFFERING DOMAIN Granted Power: You may use a pain touch once per day. Make a melee touch attack against a living creature, which sustains a –2 profane penalty to Strength and Dexterity for 1 minute. This spell-like ability does not affect creatures immune to critical hits.
Suffering Domain Spells 1 Doom
2 Bane
3 Bestow Curse
4 Emotion (fear/hate only)
5 Enervation
6 Harm
7 Eyebite
8 Symbol (pain only)
9 Wail of the Banshee
SUN DOMAIN Granted Power: 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.
Sun Domain Spells 1 Endure Elements
2 Heat Metal
3 Searing Light
4 Fire Shield
5 Flame Strike
6 Fire Seeds
7 Sunbeam
8 Sunburst
9 Prismatic Sphere
TERROR DOMAIN Granted Power: You get Skill Focus (Intimidate). Intimidate is a Class Skill.
Terror Domain Spells 1 Cause Fear
2 Scare
3 Emotion
4 Fear
5 Phantasmal Killer
6 Nightmare
7. Eyebite (fear only)
8. Symbol (fear only)
9. Weird
TRADE DOMAIN Granted Power: You may detect thoughts once per day as a spell-like ability. This is a free action that affects one target and has a duration of 1 min. times your Charisma bonus.
Trade Domain Spells 1 Khinasi Trader's Tongue
2 Message
3 Eagle's Splendor
4 Sending
5 Fabricate
6 True Seeing
7 Mordenkainen's Magical Mansion
8 Mind Blank
9 Discern Location
TRAVEL DOMAIN Granted Powers: 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. Add Survival to your list of cleric class skills.
Travel Domain Spells 1 Longstrider or Expeditious Retreat
2 Locate Object
3 Fly
4 Dimension Door
5 Teleport
6 Find the Path
7 Greater Teleport or Teleport without Error
8 Phase Door
9 Astral Projection
TRICKERY DOMAIN Granted Power: Add Bluff, Disguise, and Hide to your list of cleric class skills.
Trickery Domain Spells 1 Disguise Self or Change Self
2 Invisibility
3 Nondetection
4 Confusion
5 False Vision
6 Mislead
7 Screen
8 Polymorph Any Object
9 Time Stop
WAR DOMAIN Granted Power: Free Martial Weapon Proficiency (if necessary) and Weapon Focus with a Small or medium=size simple or martial melee weapon of your choice.
War Domain Spells 1 Magic Weapon
2 Spiritual Weapon
3 Magic Vestment
4 Divine Power
5 Flame Strike
6 Blade Barrier
7 Power Word Blind
8 Power Word Stun
9 Power Word Kill
WATER DOMAIN Granted Power: 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.
Water Domain Spells 1 Obscuring Mist
2 Fog Cloud
3 Water Breathing
4 Control Water
5 Ice Storm
6 Cone of Cold
7 Acid Fog
8 Horrid Wilting
9 Elemental Swarm (Water only)
WEATHER DOMAIN Granted Power: Survival is a class skill.
Weather Domain Spells 1 Obscuring mist
2 Fog cloud
3 Call lightning
4 Sleet storm
5 Ice storm
6 Control winds
7 Control weather
8 Whirlwind
9 Storm of vengeance
WILDERNESS DOMAIN Granted Powers: You get the Track feat. Wilderness Lore is a Class Skill
Wilderness Domain Spells1 Pass without Trace
2 Tree Shape
3 Speak with Animals
4 Speak with Plants
5 Commune with Nature
6 Find the Path
7 Liveoak
8 Control Weather
9 Shapechange
WINTER DOMAIN Granted Power: You get Cold Resistance 5.
Winter Domain Spells 1 Hand of Ice
2 Resist Elements
3 Sleet Storm
4 Ice Storm
5 Cone of Cold
6 Otiluke's Freezing Sphere
7. Control Weather
8 Winter Wolves
9 Fury of Winter
WOOD DOMAIN Granted Power: Move through natural thorns, briars, overgrown areas, and similar terrain at your normal speed and without taking damage or other impairment. Any such terrain that is magically manipulated to impede motion still impedes anyone with this granted power.
Wood Domain Spells 1 Animate Wood
2 Tree Shape
3 Speak with Plants
4 Control Plants
5 Tree Stride
6 Repel Wood
7 Ironwood
8 Changestaff
9 Command Plants
Attachments:Domain Spells.xlsx (28.26 KB)