Not updated for 3.5
SPHERE DOMAINS
The Mystaran multiverse is divided into five distinct Spheres of Power: Matter, Time, Thought, Energy and Entropy. All immortals are associated with one of these spheres and give access to the domain related to that sphere (as described below):
Matter
1 Protection From Chaos
2 Soften Earth and Stone
3 Protection From Elements
4 Death Ward
5 Major Creation
6 Stoneskin
7 Transmute Metal to Wood
8 Ironbody
9 Shapechange
Granted power:
You can generate a "Resistive Ward", a spell-like ability to grant the object or person you touch a resistance bonus on the next fortitude saving throw equal to your level+2. This includes unattended non-magical items that would normally not get a saving throw. Activating this power is a standard action. The 'resistive ward' is an abjuration effect with a duration of 1 hour that is usable once per day.
Energy
1 Expeditious Retreat
2 Heat Metal
3 Cure Serious Wounds
4 Haste
5 Flame Strike
6 Animate Objects
7 Word of Chaos
8 Fire Storm
9 Storm of Vengeance
Granted power:
Free Empower Spell Feat
Time
1 True Strike
2 Lesser Restoration
3 Water Breathing
4 Divination
5 Break Enchantment
6 Legend Lore
7 Regenerate
8 Horrid Wilting
9 True Resurrection
Granted power:
Your rate of natural healing is double normal. This includes hit point damage,
temporary hit point damage and temporary ability damage.
Thought
1 Death Watch
2 Detect Thoughts
3 Clairaudience/Clairvoyance
4 Status
5 Control Winds
6 Analyze Dweomer
7 Greater Scrying
8 Discern Location
9 Astral Projection (Foresight*)
Granted power:
You can prepare Identify as a 0 level spell.
*There is currently some debate as to whether Astral Projection should be freely available in Mystara. Foresight would be the alternative, if Astral Projection proves undesirable.
Entropy
1 Entropic Shield
2 Desecrate
3 Inflict Serious Wounds
4 Enervation
5 Slay Living
6 Harm
7 Destruction
8 Symbol (Death only)
9 Power Word Kill
Granted power:
You can cast all Necromancy spells at +1 caster level
OTHER DOMAINS
In the course of allocating domains to the Mystaran Immortals, it has proved desirable to add additional domains, beyond those in the Players Handbook. These are as follows (new spells referenced are described at the end of this document):
Corruption
1 Charm Person
2 Suggestion
3 Emotion
4 Modify Memory
5 Dream
6 Mass Suggestion
7 Demand
8 Mass Charm
9 Dominate Monster
Granted Power: Bluff, Disguise, and Intimidate are class skills.
NOTE: You could say that Corruption is the dark side of Passion, seeking to inspire and persuade to evil through suggestions and lies, and resorting to compulsion if necessary.
Desert Oasis
1 Faerie Fire
2 Warp Wood
3 Plant Growth
4 Control Water
5 Wall of Thorns
6 Transport via Plants
7 Control Weather
8 Horrid Wilting
9 Elemental Swarm (water only)
Granted power:
You can cast any one of the following spells once a day as a spell-like ability:
Detect Animals or Plants, Detect Water and Predict Weather. Knowledge (Nature)
is a class skill.
Fortitude
1 Endure Elements
2 Endurance
3 Protection from Elements
4 Unfailing Endurance (or Death Ward)
5 Spell Resistance
6 Stoneskin
7 Regenerate
8 Iron Body
9 Prismatic Sphere
Granted power:
You gain Endurance as a free Feat.
Hatred
1 Cause Fear
2 Whispering Wind
3 Emotion (Hate only)
4 Poison
5 Slay Living
6 Mass Suggestion
7 Blasphemy
8 Symbol
9 Storm of Vengeance
Granted Power: You must pick a favored enemy. You gain a +1 profane bonus on weapon damage and intimidate, listen, sense motive and spot checks against that enemy. This bonus stacks with any other favoured enemy bonus that you may have.
Muse
1 Ventriloquism (Songbird*)
2 Stone Shape
3 Sculpt sound
4 Emotion
5 Minor Creation (Otto's Resistible Dance**)
6 Fabricate
7 Permanent Image
8 Sympathy
9 Otto's Irresistable Dance
Granted power:
Perform becomes a class skill. If you have 3 or more ranks of perform, you can
Inspire Courage, Countersong or Fascinate, as per the Bardic Music ability, once
per day.
*Songbird is a more appropriate spell for those who have access to the Magic of
Faerun supplement.
**Otto's Resistable Dance is a more appropriate spell for those who have access
to the Song and Silence supplement.
Night
1. Sleep
2. Silence
3. Deeper Darkness
4. Phantasmal Killer
5. Dream
6. Nightmare
7. Shadow Walk
8. Symbol (Sleep and Fear only)
9. Weird
Granted Powers: You gain Low-light Vision as a supernatural ability. If you already have low-light vision, your range is doubled. You also receive a +2 bonus to resist all sleep or dream related effects.
Reptile
1 Magic Fang
2 Animal Trance
3 Greater Magic Fang
4 Poison
5 Summon Nature's Ally V (Reptiles only)
6 Animal Growth
7 Regenerate
8 Animal Shapes (Reptile only)
9 Shapechange
Power: Free Improved Initiative feat
Romance
1 Ventriloquism
2 Detect Animals and Plants
3 Emotion (Friendship and Hope only)
4 Tongues
5 Rary's Telepathic Bond
6 Geas/Quest
7 Refuge
8 Symbol (Persuasion only)
9 Sympathy
Granted Power: You can boost your Charisma by 4 points once per day. Activating this power is a free action. The Charisma increase lasts 1 minute.
Shadow Elf
1 Obscuring Mist
2 Heat Metal
3 Meld into Stone
4 Neutralize Poison
5 Insect Plague
6 Transport via Rock
7 Shadow Walk
8 Earthquake
9 True Resurrection
Granted Power: You cast stone and shadow related spells at +1 caster Level
Thieves
1 Spider Climb
2 Find Traps
3 Knock
4 Detect Scrying
5 Ethereal Jaunt
6 Greater Dispelling
7 Sequester
8 Discern Location
9 Teleportation Circle
Granted power: You gain a +2 competence bonus to Hide and Move Silently skill checks.
Truth
1 Detect Chaos
2 Zone of Truth
3 Discern Lies
4 Divination
5 True Seeing
6 Probe Thoughts (or Find the Path)
7 Brain Spider (or Dictum)
8 Discern Location
9 Foresight
Granted power:
You gain Sense Motive as a class skill and receive the Sense Motive Skill Focus
feat giving you a +2 bonus in that skill. You have the ability to 'take 10' on
this skill check under any conditions.
Will
1 Bless
2 Remove paralysis
3 Emotion
4 Dismissal
5 Spell resistance
6 Banishment
7 Limited wish
8 Mind blank
9 Freedom
Granted Power: Free Iron Will feat
MODIFIED FORGOTTEN REALMS DOMAINS
Cavern
1 Detect Secret Doors
2 Darkness
3 Meld into Stone
4 Leomund's Secure Shelter
5 Passwall
6 Find the Path
7 Stone Tell [replaces "Maw of Stone"]
8 Earthquake
9 Imprisonment
Granted Power: You gain the dwarven/gnome ability of stonecunning. If you already have stonecunning, your racial bonus for stonecunning increases from +2 to +4 on checks to notice unusual stonework.
Craft
1 Animate Rope
2 Wood shape
3 Stone shape
4 Minor creation
5 Wall of stone
6 Stoneform [Replaces Fantastic Machine]
7 Major creation
8 Forcecage
9 Steelform [Replaces Greater Fantastic Machine]
Granted Power: You cast creation spells at +1 caster level and gain Skill Focus (a +2 bonus) in the Craft skill of your choice.
Darkness
1 Obscuring mist
2 Blindness/deafness
3 Deeper darkness [replaces Blacklight]
4 Quench [replaces Armor of Darkness]
5 Wall of darkness [new spell - replaces Darkbolt]
6 Prying eyes
7 Nightmare
8 Power word, blind
9 Power word, kill
Granted Power: Free Blind-Fight feat
Gnome
1 Grease [replaces silent image]
2 Heat Metal [replaces gembomb]
3 Stoneshape [replaces minor image]
4 Minor Creation
5 Fabricate [replaces hallucinatory terrain]
6 Programmed Image [replaces Fantastic machine]
7 Ironform [replaces screen]
8 Otto's irresistable dance
9 Summon nature's ally (Earth elementals or animals only)
Granted Power: Alchemy and Disable Device are class skills [replaces
illusion spells at +1 caster level]
Moon
1 Faerie Fire
2 Enthrall [replaces moonbeam]
3 Bestow Curse [replaces moon blade]
4 Emotion
5 Dream [replaces moon path]
6 Permanent image
7 Insanity
8 Animal shapes
9 Shapechange [replaces moonfire]
Granted Power: You have 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 you speak for 1 round. Using this ability is a standard action. It lasts a number of rounds equal to your Charisma bonus and can be used once per day.
Ocean
1 Endure elements
2 Sound burst
3 Water breathing
4 Freedom of movement
5 Wall of ice
6 Calm Water [GAZ 9 spell - replaces Otiluke's freezing sphere]
7 Summon Nature's Ally VII (ocean-based animals or water elementals
only) [replaces waterspout]
8 Sea Fury [PC 3 spell - replaces Maelstrom]
9 Elemental swarm (cast as a water spell only)
Granted power: You have the supernatural ability to breathe water as if under the effect of a water breathing spell, for up to 10 rounds per level. This effect occurs automatically as soon as it applies, lasts until it runs our or is no longer needed, and can operate multiple times per day (up to the total daily limit of rounds).
Spell
1 Mage armor
2 Silence
3 Explosive Runes [replaces Anyspell]
4 Rary's mnemonic enhancer
5 Break enchantment
6 Mordenkainen's Lucubration [replaces Greater anyspell]
7 Limited wish
8 Antimagic field
9 Mordenkainen's disjunction
Granted Power: You get +2 bonus on Concentration and Spellcraft checks.
Suffering
1 Chill touch [replaces Bane]
2 Death Knell [replaces Endurance]
3 Contagion [replaces Bestow Curse]
4 Enervation
5 Nightmare [replaces Feeblemind]
6 Harm
7 Eyebite (sicken effect only)
8 Symbol (pain effect only)
9 Horrid Wilting
Granted Power: You may use a pain touch once per day. Make a melee touch attack against a living creature, which bestows on that creature a -2 enhancement penalty to Strength and Dexterity for 1 minute on a successful attack. This spell-like ability does not affect creatures immune to critical hits.
Trade
1 Message
2 Enthrall [replaces gembomb]
3 Locate Object [replaces Eagle's splendor]
4 Sending
5 Fabricate
6 True Seeing
7 Mordenkainen's magnificent mansion
8 Mind blank
9 Discern location
Granted Power: You may use detect thoughts once per day as a spelllike ability, affecting one target and lasting a number of minutes equal to your charisma bonus. Activating this power is a free action.
UNMODIFIED FORGOTTEN REALMS DOMAINS
Charm
1 Charm person
2 Calm emotions
3 Suggestion
4 Emotion
5 Charm monster
6 Geas/Quest
7 Insanity
8 Demand
9 Dominate monster
Granted Power: You can boost your charisma by 4 points once per day. Activating this power is a free action. The charisma increase lasts 1 minute.
Dwarf
1 Magic weapon
2 Endurance
3 Glyph of warding
4 Greater magic weapon
5 Fabricate
6 Stone tell
7 Dictum
8 Protection from spells
9 Elemental swarm (Earth spell only)
Granted Power: Free Great Fortitude feat.
Elf
1 True strike
2 Cat's grace
3 Snare
4 Tree stride
5 Commune with nature
6 Find the path
7 Liveoak
8 Sunburst
9 Antipathy
Granted Power: Free Point Blank Shot feat.
Family
1 Bless
2 Shield other
3 Helping hand
4 Imbue with spell ability
5 Rary's telepathic bond
6 Heroes' feast
7 Refuge
8 Protection from spells
9 Prismatic sphere
Granted Power: As a free action, you may protect a number of creatures equal to your Charisma modifier with a +4 dodge bonus to AC. This supernatural ability lasts 1 round per level. An affected creature loses this protection if it moves more than 10 feet from you. You may affect yourself with this ability.
Fate
1 True strike
2 Augury
3 Bestow curse
4 Status
5 Mark of justice
6 Geas/quest
7 Vision
8 Mind blank
9 Foresight
Granted Power: Unity ward: you gain the uncanny dodge ability of a 3rd level rogue. If you have another class that grants the uncanny dodge ability, treat your level in that class as three higher for determining your uncanny dodge ability.
Illusion
1 Silent image
2 Minor image
3 Displacement
4 Phantasmal killer
5 Persistent image
6 Mislead
7 Project image
8 Screen
9 Weird
Granted Power: You cast illusion spells at +1 caster level.
Metal
1 Magic weapon
2 Heat metal
3 Keen edge
4 Rusting grasp
5 Wall of iron
6 Blade barrier
7 Transmute metal to wood
8 Iron body
9 Repel metal or stone
Granted Power: Free Martial or Exotic Weapon Proficiency and Weapon Focus with your choice of hammer.
Nobility
1 Divine favor
2 Enthrall
3 Magic vestment
4 Discern lies
5 Greater command
6 Geas/quest
7 Repulsion
8 Demand
9 Storm of vengeance
Granted Power: You have the spell-like ability to inspire Allies, giving them a +2 morale bonus to saving throws, attack rolls, ability checks, skill checks and weapon damage rolls. Allies must be able to hear you speak for 1 round. Using this ability is a standard action. It lasts a number of rounds equal to your Charisma bonus and may be used once per day.
Planning
1 Deathwatch
2 Augury
3 Clairaudience/clairvoyance
4 Status
5 Detect scrying
6 Heroes' feast
7 Greater scrying
8 Discern location
9 Timestop
Granted Power: Free Extend Spell feat.
Portal
1 Summon monster I
2 Analyze portal* (or Arcane Lock)
3 Dimensional anchor
4 Dimension door
5 Teleport
6 Banishment
7 Etherealness
8 Maze
9 Gate
Granted Power: You can detect an active or inactive portal as if it was a normal secret door (DC 20).
*The Analyze portal spell can be found in the Forgotten Realms Campaign Supplement as well as the Manual of the Planes. If neither supplement is available use Arcane Lock.
Renewal
1 Charm person
2 Lesser restoration
3 Remove disease
4 Reincarnation
5 Atonement
6 Heroes' feast
7 Greater restoration
8 Polymorph any object
9 Freedom
Granted Power: If you fall below 0 hit points, you regain a number of hit points equal to 1d8 + your Charisma modifier. This supernatural ability functions once per day. If an attack Brings you to -10 hit points or below, you die before this granted power takes effect.
Retribution
1 Shield of faith
2 Endurance
3 Speak with dead
4 Fire shield
5 Mark of justice
6 Banishment
7 Spell turning
8 Discern location
9 Storm of vengeance
Granted Power: If you have been harmed by someone in combat, you may make a strike of vengeance with a melee or ranged weapon against that individual on your next action. If this attack hits you deal maximum damage. You may use this supernatural ability once per day.
Rune
1 Erase
2 Secret page
3 Glyph of warding
4 Explosive runes
5 Lesser planar binding
6 Greater glyph of warding
7 Drawmij's instant summons
8 Symbol
9 Teleportation circle
Granted Power: Free Scribe Scroll feat.
Storm
1 Entropic shield
2 Gust of wind
3 Call lightning
4 Sleet storm
5 Ice storm
6 Summon monster VI (as air spell only)
7 Control weather
8 Whirlwind
9 Storm of vengeance
Granted Power: You gain electrical resistance 5.
Tyranny
1 Command
2 Enthrall
3 Discern lies
4 Fear
5 Greater command
6 Geas/quest
7 Bigby's grasping hand
8 Mass charm
9 Dominate monster
Granted Power: Add +2 to the saving throw DC of any compulsion Spell you cast.
Undeath
1 Detect undead
2 Desecrate
3 Animate dead
4 Death ward
5 Circle of doom
6 Create undead
7 Control undead
8 Create greater undead
9 Energy drain
Granted Power: Free Extra Turning feat.