Draconspire Additional Domains
Shadow:
Granted Power: You can call forth shadows once per day, this is a swift action. While cloaked in the shadows that swirl about you are granted concealment that provides a 20% miss chance on attacks aimed at you. This effect lasts a number of rounds equal to your charisma modifier and can be dismissed as a free action. The shadow cover can not be negated by natural or magical light.
Diety: Ravis
Shadow Domain Spells
1 Shadow Mace* : Swift, Conjures a mace of shadow stuff.
2 Darkness: 20' Radius of supernatural shadow.
3 Deeper Darkness Object sheds supernatural shadow in 60' radius.
4 Shadow Conjuration: Mimics Conjuration below 4th level but only 20% real.
5 Shadow Evocation: Mimics Evocation below 5th level but only 20% real.
6 Shadow Walk: Step into shadow and travel quickly.
7 Shadow Conjuration, Greater: As Shadow Conjuration but up to 6th level and 60% real.
8 Shadow Evocation, Greater: As Shadow Evocation but up to 7th level and 60% real.
9 Shades : As Shadow Conjuration but up to 8th level and 80% real.
Lies:
Granted Power: Once per day you can call on the God of Lies to gift you with his wit confering a +30 bonus on bluff checks made to convince another of the truth of your words. This works as a supernatural ability and can be invoked as a free action that lasts 10/min per cleric level dismissable by the cleric as a free action. The bonus cannot be used in combat or to communicate a hidden message via innuendo.
Diety: Ravis
Lies Domain Spells
1 Ventriloquism: Throw voice for 1/min level.
2 Misdirection: Misleads divinations for one creature or object.
3 Glibness: You gain +30 bonus on bluff checks, and your lies can escape discernment.
4 Modify Memory: Changes 5 minuites of subjects memory.
5 False Vision: Fools scrying with illusion.
6 Glibness, Greater*: As Glibness but can effect multiple targets.
7 Blasphemy: Kills, paralyzes, weakens, or dazes nonevil subjects.
8 Screen: Illusion hides area from vision, scrying.
9 Prince of Lies*: Lies can have varied effect on target/s.
Truth:
Granted Power: You gain Trustworthy* as a bonus feat.
Diety: Glitanius
Truth Domain Spells
1 Identify: Determines properties of magic item.
2 Zone of Truth: Subjects w/in range cannot lie.
3 Locate Object: Senses direction toward object.
4 Discern Lies: Reveals deliberate falsehoods.
5 True Seeing: Lets you see all things as they really are.
6 Analyze Dweomer: Reveals magical aspects of subject.
7 Vision: As legend lore but quicker and strenuous.
8 Discern Location: Reveals exact location of creature of object.
9 Weight of your Words*: Subject tells the truth or dies.
Balance:
Granted Power: Once per day, as a free action, you may add your wisdom modifier to your armor class. This bonus lasts one round per cleric level.
Diety: Sardack
Balance Domain Spells
1 Make Whole: Repairs an object.
2 Calm Emotions: Calms creatures, negating emotion effects.
3 Dispel Magic: Cancel magical spells and effects.
4 Dismissal: Forces creature to return to native plane.
5 Single Combat*: Protects two combatants in single combat.
6 Banishment: Banishes 2 HD/level of extraplanar creatures.
7 Word of Balance: Kills, paralyzes, weakens, or nauseates non-neutral creatures.
8 Protection from Spells: Confers +8 resistance bonus.
9 Eye for an Eye*: Damage done is returned to attacker.
Fate:
Granted Power: You gain the uncanny dodge ability. If you already have it, you gain improved uncanny dodge instead. These abilities are identical to those described in the barbarian and rouge class descriptions in the player's handbook.
Diety: Sardack
Fate Domain Spells
1 True Strike: You gain +20 on your next attack.
2 Augury: You learn whether an action will be good or bad.
3 Bestow Curse: Various negative effects.
4 Divination: Provides useful advice for specific proposed actions.
5 Mark of Justice: Designate action that will trigger Curse on subject.
6 Geas/Quest: As lesser Geas, plus it affects any creature.
7 Vision: As, legend lore, but quicker and strenuous.
8 Moment of Prescience: You gain insight bonus on single attack, roll, check or save.
9 Foresight: " Sixth sense" warns of impending danger.
Anarchy:
Granted Power: A cleric with the Anarchy domain gains the Smite Law ability. This ability functions in all ways as the Paladin's smite evil ability except it functions only on Lawful creatures and uses the Cleric's level to determine extra damage. A cleric can smite Law once per day per six class levels.
Diety: Rafar
Anarchy Domain Spells
1 Detect Law: Reveals lawful creatures within range.
2 Anarchy*: Swift, Target becomes Confused.
3 Magic Circle Against Law: As protection spell, but 10' radius and 10/min level.
4 Chaos Hammer: Damages and staggers lawful creatures.
5 Dispel Law: +4 bonus against attacks by lawful creatures.
6 Suggestion, Mass: As suggestion, plus one subject/level.
7 Word of Chaos: Kills, confuses, stuns, or defens nonchaotic subjects.
8 Cloak of Chaos: +4 AC, +4 Resistance SR 25 against lawful spells.
9 Pure Anarchy*: Swift, Target becomes Confused permanently, takes WIS Damage.
Undeath:
Granted Power: You gain Extra Turning as a bonus feat.
Diety: Rafar
Undeath Domain Spells
1 Detect Undead: Reveals undead w/in 60'
2 Desecrate: Fills area w/negative energy, making undead stronger.
3 Animate Dead: Creates undead skeletons and zombies.
4 Death Ward: Grants immunity to death spells and negative energy.
5 Inflict Light Wounds, Mass: Deals 1D8 damage +1/per level to many creatures.
6 Create Undead: Creates ghouls, ghasts, mummies or mohrgs.
7 Control Undead: Undead don't attack you while under your command.
8 Create Greater Undead: Creates shadows, wraiths, spectres or devourers.
9 Energy Drain: Subject gains 2D4 negative levels.
Justice:
Granted Power: Once per day as a free action you may invoke a retributive aura. The retributive aura lasts a number of rounds equal to your Wisdom modifier. When under the effects of the retributive aura any melee attack that strikes you adds a +1 retributive bonus to your attacks and damage for the duration of the retributive aura. Retributive bonuses stack.
Diety: Radiance
Justice Domain Spells
1 Divine Favor: You gain +1 per three levels on attack and damage rolls.
2 Shield Other: You take half of subject's damage.
3 Prayer: Allies +1 Bonus on most rolls, enemies -1.
4 Divine Power: You gain attack bonus, +6 Str, and 1 HP/Level.
5 Mark of Justice: Designates action that will trigger curse on subject.
6 Globe of Invulnerability: As lesser globe of invulnerability, plus 4th level spell effects.
7 Forcecage: Cube or cage of force imprisons all inside.
8 Temporal Stasis: Puts subject into suspended animation.
9 Freedom: Releases creature from imprisonment.
* New Spell or Feat
Trustworthy [ General ]
Being a servant of the God of Truth people are more likely to belive you.
You get a + 2 bonus to Diplomacy and Sense Motive checks.
New Spells
Shadow Mace
Evocation [Shadow]
Level: Shadow 1
Components: V, S, DF
Casting Time: 1 Swift Action
Range: 0 ft.
Effect: Shadowstuff Mace
Duration: 1 min. / level
Saving Throw: None
Spell Resistance: Yes
A 3-foot long, mace of shadowstuff springs forth from your hand. You wield this weapon as if it were a light mace. Attacks with the Shadow Mace are melee attacks. The mace deals 1D6 points of bludgeoning damage, and 1D4 points of negative energy damage.
Glibness, Greater
Transmutation
Level: Lies 6
Targets: One creature/per 2 levels, no two of which can be more than 30' apart.
Duration: 1/min. per level.
Saving Throw: Will negates ( harmless )
Spell Resistance: Yes
This spell functions like Glibness, except that up to one creature per two levels can be affected.
Prince of Lies
Enchantment ( Compulsion ) [ Language-Dependent, Mind-Affecting ]
Level: Lies 9
Components: V, DF
Target: One Creature / Round
Casting Time: One standard action
Range: Close ( 25' + 5' / 2 levels )
Target: One creature / per round
Duration: Concentration ( Up to one round per two levels max 10 rounds at 20th level )
Saving Throw: Will negates
Spell Resistance: Yes
You create an uncanny weave of lies that is associated with the target, if the target fails its will save it belives you and follows your suggestions for one round. Each round you may turn your lies on a new target or continue your lies to the same target. Retries from a sucessful save are allowed. However if you fail to effect a target due to spell resistance future retries automaticly fail. The DC to resist Prince of Lies is based on the normal spell DC and the table below.
You may select your suggestions from the following options.
Suicide: The subject performs a full round coup de grace on itself as soon as it can. ( coup de graces provoke attacks of oppritunity ) The subject gets a + 2 bonus to its will save if suicide is suggested. If the target has no means by which to end his life, he will spend his next round doing whatever he can to kill himself.
Disarm: The subject drops whatever is in its hand/s ( a free action ). Takes off its shield if it has one ( move action ). And then removes items in whatever order it normally would.
Attack: The subject attacks whomever or whatever you designate to the best of its ability.
Give: The subject will come to you and offer you the item you request if it is on thier person.
Tell: The subject will answer your questions to the best of its knowledge. ( Max three question )
Sign: The subject will sign what you tell him to.
Other options may be available at the DMs discression, the only way to tell what will work is to try. Self-destructive suggestions allways provide a + 2 bonus the the subjects saving throw.
If you know the subjects name: -1
If you know a little of the subjects past: -1
If you know a dark secret of the subject: -2
Previous save failures: -1 this penalty stacks per previous failed save.
Self-destructive: +2
Subject knows you serve Ravis: +1
Weight of Your Words
Enchantment ( Compulsion ) [ Death, Mind Affecting, Language Dependant ]
Level: 9 Truth
Components: V, DF, XP
Casting Time: 1 Full Round
Range: Close 25' + 5' per two levels
Target: One living creature
Duration: 2 Rounds
Saving Throw: None
Spell Resistance: Yes
You call upon Glitanius, God of truth, to pay witness to your questions and judge the target. In the first round of the duration you may ask the target a question as a move equivilant action, the target has a feeling that if he doesn't answer truthfully something bad will happen, although he is not sure what will happen. If the target answers truthfully and fully, or simply does not know, the spell ends. If the target lies, avoids important information, or ignores the question he takes half his current hitpoint total in divine damage no save. In the second round of the duration you may ask the target a question as a move equivilant action, it can be the same question or a new one. If the target answers truthfully and fully, or simply does not know, the spell ends. If the target lies, avoids important information, or ignores the question he is struck dead with no save. If the target cannot hear you or is unable to talk this spell has no effect.
XP Cost: 500 XP.
Anarchy
Enchantment ( Compulsion ) [ Mind Affecting ]
Level: Anarchy 2
Components: V, S, M
Casting Time: 1 Swift Action
Range: Close 25' + 5' per two levels
Target: One living creature
Duration: 1 Round
Saving Throw: Will negates
Spell Resistance: Yes
This spell causes a single target to become Confused for 1 round. See Confusion spell to determine the exact affect on the subject.
Divine Material Component: A small piece of a broken object.
Pure Anarchy
Enchantment ( Compulsion ) [ Mind Affecting ]
Level: Anarchy 9
Components: V, S, M
Casting Time: 1 Swift action
Range: Touch
Target: One living creature
Duration: Permanent
Saving Throw: Will negates
Spell Resistance: Yes
This spell causes a single target to become Confused permanently, as per the spell. This spell cannot be dispelled, but it can be removed with a break enchantment, limited wish, miracle, remove curse, or wish spell by a spellcaster of equal or higher level. While confused the subject takes 1D4 points of Wisdom damage per day with no save.
Divine Material Component: A flawed gem worth at least 1 GP.
Single Combat
Abjuration
Level: 5 Balance, Paladin 4
Components: V, S, DF
Casting Time: 1 Standard action
Range: Close 25' + 5' per 2 levels
Target: Two creatures, each must be in melee threat range of the other.
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: No
This spell wards two creatures engaged in melee combat as though a special version of Sanctuary were cast on them. The spell functions like Sanctuary although each of the two recipients can attack each other with no save required, and without breaking the effect. The two targets of the spell cannot attack anything but each other without first making a will save. Once one of the targets has been defeated the spell ends.
Eye for an Eye
Abjuration
Level: 9 Fate
Components: V, S, DF
Casting Time: 1 Standard action
Range: Personal
Target: You
Duration: 1 round/level
When you take damage from any attack directed at you, an equal amount of damage is returned to the attacker. This damage is the same type that you took. This does not include area of effect spells or other affects that do not target you personaly. Likewise if you attack anyone while under the protection of this spell you take an equal amount of damage. You can still target your allies with helpful spells, in fact when you use such spells while under the effect of Eye for an Eye you also gain the benifits. For example, Coop casts Eye for an Eye and walks over to Ike, while in transit Coop provokes an attack of oppritunity from Orc 1. Orc 1 hits and deals 8 damage to Coop and 8 damage to himself. The next turn Coop casts cure light wounds on Ike healing him for 7 and himself for 7. The real question you should be asking yourself is, why is someone who wields 9th level spells getting hit for 8 damage and healing people for only 7?

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