Amanuensis: Copy nonmagical text.
Create Water: Creates 2 gallons/level of pure water.
Cure Minor Wounds: Cures 1 point of damage.
Detect Magic: Detects spells and magic items within 60 ft.
Detect Poison: Detects poison in one creature or object.
Guidance: +1 on one attack roll, saving throw, or skill check.
Inflict Minor Wounds: Touch attack, 1 point of damage.
Light: Object shines like a torch.
Mending: Makes minor repairs on an object.
Purify Food and Drink: Purifies 1 cu. ft./level of food or water.
Read Magic: Read scrolls and spellbooks.
Resistance: Subject gains +1 on saving throws.
Virtue: Subject gains 1 temporary hp.

Anarchic WaterM: Makes chaotic-aligned anarchic water.
Axiomatic WaterM: Makes lawful-aligned axiomatic
Blessed Aim: +2 bonus for allies’ ranged attacks.
Blood Wind: Subject uses natural weapon at range.
Cold Fire: Fire becomes blue and white, emits cold.
Conviction: Subject gains +2 or higher save bonus.
Delay Disease: Ravages of disease staved off for a day.
Dispel Ward: As dispel magic, but affects only wards.
Ebon Eyes: Subject can see through magical darkness.
Faith Healing: Cures 8 hp +1/level (max +5) to worshiper
of your deity.
Foundation of Stone: +2 AC, +4 bonus to resist bull rush
and trip attacks.
Grave Strike: You can sneak attack undead for 1 round.
Guiding Light: +2 on ranged attacks against creatures in
illuminated area.
Healthful Rest: Subjects heal at twice the normal rate.
Ice Gauntlet: A spiked gauntlet of ice forms around
your fist.
Incite: Subjects can’t ready actions or delay.
Inhibit: Subject delays until next round.
Ironguts: Subject gains +5 bonus on saving throws against
Light of Lunia: You radiate silvery light, which you can
expend as 2 bolts that deal 1d6 damage.
Moon Lust: Subject obsesses about moon, is fascinated or
Nightshield: You gain resistance bonus on saves, and spell
absorbs magic missile damage.
Nimbus of Light: Light illuminates you until released as
an attack.
Omen of PerilF: You know how dangerous the future
will be.
Portal Beacon: You grant others knowledge of a magic
portal’s location.
Resist Planar Alignment: Subject can resist penalties
for being of an opposed alignment on an aligned
Outer Plane.
Resurgence: You grant subject a second chance at a
saving throw.
Sign: You gain +4 bonus on next initiative check.
Snowshoes: Subject walks easily on ice and snow.
Spell Flower: Hold the charge on one touch spell per
Summon Undead I: Summons undead to fight for you.
Updraft: Column of wind lifts you aloft.
Vigor, Lesser: Creature heals 1 hp/round (max 15 rounds).
Vision of Glory: Subject gains morale bonus equal to your
Cha modifier to one saving throw.
Wings of the Sea: +30 ft. to subject’s swim speed.
Bane: Enemies take -1 on attack rolls and saves against fear.
Bless: Allies gain +1 on attack rolls and saves against fear.
Bless Water M: Makes holy water.
Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
Command: One subject obeys selected command for 1 round.
Comprehend Languages: You understand all spoken and written languages.
Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
Curse Water M: Makes unholy water.
Deathwatch: Reveals how near death subjects within 30 ft. are.
Detect Chaos/Evil/Good/Law: Reveals creatures, spells, or objects of selected alignment.
Detect Undead: Reveals undead within 60 ft.
Divine Favor: You gain +1 per three levels on attack and damage rolls.
Doom: One subject takes -2 on attack rolls, saves, and checks.
Endure Elements: Exist comfortably in hot or cold environments.
Entropic Shield: Ranged attacks against you have 20% miss chance.
Hide from Undead: Undead can’t perceive one subject/level.
Inflict Light Wounds: Touch deals 1d8 damage +1/level (max +5).
Magic Stone: Three stones gain +1 on attack, deal 1d6 +1 damage.
Magic Weapon: Weapon gains +1 bonus.
Obscuring Mist: Fog surrounds you.
Protection from Chaos/Evil/Good/Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.
Sanctuary: Opponents can’t attack you, and you can’t attack.
Shield of Faith: Aura grants +2 or higher deflection bonus.
Summon Monster I: Calls extraplanar creature to fight for you.

Good Domain
Granted Power
You cast good spells at +1 caster level.

Good Domain Spells
Protection from Evil: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
Aid: +1 on attack rolls, +1 on saves against fear, 1d8 temporary hp +1/level (max +10).
Magic Circle against Evil: As protection spells, but 10-ft. radius and 10 min./level.
Holy Smite: Damages and blinds evil creatures.
Dispel Evil: +4 bonus against attacks by evil creatures.
Blade Barrier: Wall of blades deals 1d6/level damage.
Holy Word F: Kills, paralyzes, slows, or deafens nongood subjects.
Holy Aura: +4 to AC, +4 resistance, and SR 25 against evil spells.
Summon Monster IX*: Calls extraplanar creature to fight for you.
*Cast as a good spell only.

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
Sanctuary: Opponents can’t attack you, and you can’t attack.
Shield Other F: You take half of subject’s damage.
Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
Spell Immunity: Subject is immune to one spell per four levels.
Spell Resistance: Subject gains SR 12 + level.
Antimagic Field: Negates magic within 10 ft.
Repulsion: Creatures can’t approach you.
Mind Blank: Subject is immune to mental/emotional magic and scrying.
Prismatic Sphere: As prismatic wall, but surrounds on all sides.


Ephemeral Drift JayDienerBrazelle