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Air

You can manipulate lightning, mist, and wind, traffic with air creatures, and are resistant to electricity damage.

Granted Powers
Level 1: Lightning Arc (Spell-Like)

As a standard action, you can unleash an arc of electricity targeting any foe within 30 feet as a ranged touch attack. This arc of electricity deals 1d6 points of electricity damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Level 8: Electricity Resistance (Extraordinary)

At 8th level, you gain resist electricity 10. This resistance increases to 20 at 12th level. At 20th level, you gain immunity to electricity.

Domain Spells
LevelSpell
1Obscuring Mist
2Wind Wall
3Gaseous Form
4Air Walk
5Control Winds
6Chain Lightning
7Control Weather
8Whirlwind
9Elemental Swarm
Animal

You can speak with and befriend animals with ease.

Granted Powers
Level 1: Speak with Animals (Spell-Like)

You can speak with animals, as per the spell, for a number of rounds per day equal to 3 + your cleric level.

Level 4: Animal Companion (Extraordinary)

At 4th level, you gain the service of an animal companion. Your effective druid level for this animal companion is equal to your cleric level – 3. (Druids who take this ability through their nature bond class feature use their druid level – 3 to determine the abilities of their animal companions).

Domain Spells
LevelSpell
1Calm Animals
2Hold Animal
3Dominate Animal
4Summon Nature's Ally IV
5Beast Shape III
6Antilife Shell
7Animal Shapes
8Summon Nature's Ally VIII
9Shapechange
Artifice

You can repair and create objects and understand them as one of perfect mechanisms.

Granted Powers
Level 1: Artificer's Touch (Supernatural)

You can cast mending at will, using your cleric level as the caster level. In addition, you can cause damage to objects and construct creatures by striking them with a melee touch attack. Objects and constructs take 1d6 points of damage +1 for every two cleric levels you possess. This attack bypasses an amount of damage reduction and hardness equal to your cleric level. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Level 8: Dancing Weapons (Supernatural)

At 8th level, you can give a weapon touched the dancing special weapon quality for 4 rounds. You can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th. This ability cannot be used on a natural weapon or unarmed strike.

Domain Spells
LevelSpell
1Animate Rope
2Wood Shape
3Stone Shape
4Minor Creation
5Fabricate
6Major Creation
7Wall of Iron
8Instant Summons
9Prismatic Sphere
Chaos

Your touch infuses life and weapons with chaos, and you revel in all things anarchic.

Granted Powers
Level 1: Touch of Chaos (Spell-Like)

You can imbue a target with chaos as a melee touch attack. For the next round, anytime the target rolls a d20, he must roll twice and take the less favorable result. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Level 8: Chaos Blade (Supernatural)

At 8th level, you can give a weapon touched the anarchic special weapon quality for a number of rounds equal to 1/2 your cleric level. You can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.

Domain Spells
LevelSpell
1Protection from Law
2Align Weapon
3Magic Circle against Law
4Chaos Hammer
5Dispel Law
6Animate Objects
7Word of Chaos
8Cloak of Chaos
9Summon Monster IX
Charm

You can baffle and befuddle foes with a touch or a smile, and your beauty and grace are divine.

Granted Powers
Level 1: Dazing Touch (Spell-Like)

You can cause a living creature to become dazed for 1 round as a melee touch attack. Creatures with more Hit Dice than your cleric level are unaffected. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Level 8: Charming Smile (Spell-Like)

At 8th level, you can cast charm person as a swift action, with a DC of 10 + 1/2 your cleric level + your Wisdom modifier. You can only have one creature charmed in this way at a time. The total number of rounds of this effect per day is equal to your cleric level. The rounds do not need to be consecutive, and you can dismiss the charm at any time as a free action. Each attempt to use this ability consumes 1 round of its duration, whether or not the creature succeeds on its save to resist the effect.

Domain Spells
LevelSpell
1Charm Person
2Calm Emotions
3Suggestion
4Heroism
5Charm Monster
6Geas/Quest
7Insanity
8Demand
9Dominate Monster
Community

Your touch can heal wounds, and your presence instills unity and strengthens emotional bonds.

Granted Powers
Level 1: Calming Touch (Spell-Like)

You can touch a creature as a standard action to heal it of 1d6 points of nonlethal damage + 1 point per cleric level. This touch also removes the fatigued, shaken, and sickened conditions (but has no effect on more severe conditions). You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Level 8: Unity (Supernatural)

At 8th level, whenever a spell or effect targets you and one or more allies within 30 feet, you can use this ability to allow your allies to use your saving throw against the effect in place of their own. Each ally must decide individually before the rolls are made. Using this ability is an immediate action. You can use this ability once per day at 8th level, and one additional time per day for every four cleric levels beyond 8th.

Domain Spells
LevelSpell
1Bless
2Shield Other
3Prayer
4Imbue with Spell Ability
5Telepathic Bond
6Heroes' Feast
7Refuge
8Cure Critical Wounds (mass)
9Miracle
Darkness

You manipulate shadows and darkness.

Granted Powers
Level 1: Touch of Darkness (Spell-Like)

As a melee touch attack, you can cause a creature’s vision to be fraught with shadows and darkness. The creature touched treats all other creatures as if they had concealment, suffering a 20% miss chance on all attack rolls. This effect lasts for a number of rounds equal to 1/2 your cleric level (minimum 1). You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Level 8: Eyes of Darkness (Supernatural)

At 8th level, your vision is not impaired by lighting conditions, even in absolute darkness and magic darkness. You can use this ability for a number of rounds per day equal to 1/2 your cleric level. These rounds do not need to be consecutive.

Domain Spells
LevelSpell
1Obscuring Mist
2Blindness/Deafness
3Deeper Darkness
4Shadow Conjuration
5Summon Monster V
6Shadow Walk
7Power Word Blind
8Greater Shadow Evocation
9Shades
Death

You can cause the living to bleed at a touch, and find comfort in the presence of the dead.

Granted Powers
Level 1: Bleeding Touch (Spell-Like)

As a melee touch attack, you can cause a living creature to take 1d6 points of damage per round. This effect persists for a number of rounds equal to 1/2 your cleric level (minimum 1) or until stopped with a DC 15 Heal check or any spell or effect that heals damage. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Level 8: Death's Embrace (Extraordinary)

At 8th level, you heal damage instead of taking damage from channeled negative energy. If the channeled negative energy targets undead, you heal hit points just like undead in the area.

Domain Spells
LevelSpell
1Cause Fear
2Death Knell
3Animate Dead
4Death Ward
5Slay Living
6Create Undead
7Destruction
8Create Greater Undead
9Wail of the Banshee
Destruction

You revel in ruin and devastation, and can deliver particularly destructive attacks.

Granted Powers
Level 1: Destructive Smite (Supernatural)

You gain the destructive smite power: the supernatural ability to make a single melee attack with a morale bonus on damage rolls equal to 1/2 your cleric level (minimum 1). You must declare the destructive smite before making the attack. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Level 8: Destructive Aura (Supernatural)

At 8th level, you can emit a 30-foot aura of destruction for a number of rounds per day equal to your cleric level. All attacks made against targets in this aura (including you) gain a morale bonus on damage equal to 1/2 your cleric level and all critical threats are automatically confirmed. These rounds do not need to be consecutive.

Domain Spells
LevelSpell
1True Strike
2Shatter
3Rage
4Inflict Critical Wounds
5Shout
6Harm
7Disintegrate
8Earthquake
9Implosion
Earth

You have mastery over earth, stone, and mines.

Granted Powers
Level 1: Acid Dart (Spell-Like)

As a standard action, you can unleash an acid dart targeting any foe within 30 feet as a ranged touch attack. This acid dart deals 1d6 points of acid damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Level 8: Earth Mastery (Extraordinary)

At 8th level, you gain a bonus equal to your cleric level on Acrobatics, Climb, and Perception checks while underground. In addition, you gain a +2 bonus on bull rush and trip attacks against creatures standing on the ground. This ability counts as the Earth Mastery extraordinary ability for the purposes of qualifying for feats and abilities that require it.

Domain Spells
LevelSpell
1Magic Stone
2Soften Earth and Stone
3Stone Shape
4Spike Stones
5Wall of Stone
6Stoneskin
7Earthquake
8Iron Body
9Elemental Swarm
Evil

You are sinister and cruel, and have wholly pledged your soul to the cause of evil.

Granted Powers
Level 1: Touch of Evil (Spell-Like)

You can cause a creature to become sickened as a melee touch attack. Creatures sickened by your touch count as good for the purposes of spells with the evil descriptor. This ability lasts for a number of rounds equal to 1/2 your cleric level (minimum 1). You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Level 8: Scythe of Evil (Supernatural)

At 8th level, you can give a weapon touched the unholy special weapon quality for a number of rounds equal to 1/2 your cleric level. You can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.

Domain Spells
LevelSpell
1Protection from Good
2Align Weapon
3Magic Circle against Good
4Unholy Blight
5Dispel Good
6Create Undead
7Blasphemy
8Unholy Aura
9Summon Monster IX
Fire

You can call forth fire, command creatures of the inferno, and your flesh does not burn.

Granted Powers
Level 1: Fire Bolt (Spell-Like)

As a standard action, you can unleash a scorching bolt of divine fire from your outstretched hand. You can target any single foe within 30 feet as a ranged touch attack with this bolt of fire. If you hit the foe, the fire bolt deals 1d6 points of fire damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Level 8: Fire Resistance (Extraordinary)

At 6th level, you gain resist fire 10. This resistance increases to 20 at 12th level. At 20th level, you gain immunity to fire.

Domain Spells
LevelSpell
1Burning Hands
2Produce Flame
3Fireball
4Wall of Fire
5Fire Shield
6Fire Seeds
7Fire Storm
8Incendiary Cloud
9Elemental Swarm
Glory

You are infused with the glory of the divine, and are a true foe of the undead.

Granted Powers
Level 1: Touch of Glory (Spell-Like)

You can cause your hand to shimmer with divine radiance, allowing you to touch a creature as a standard action and give it a bonus equal to your cleric level on a single Charisma-based skill check or Charisma ability check. This ability lasts for 1 hour or until the creature touched elects to apply the bonus to a roll. You can use this ability to grant the bonus a number of times per day equal to 3 + your Wisdom modifier.

Level 8: Divine Presence (Supernatural)

At 8th level, you can emit a 30-foot aura of divine presence for a number of rounds per day equal to your cleric level. All allies within this aura are treated as if under the effects of a sanctuary spell with a DC equal to 10 + 1/2 your cleric level + your Wisdom modifier. These rounds do not need to be consecutive. Activating this ability is a standard action. If an ally leaves the area or makes an attack, the effect ends for that ally. If you make an attack, the effect ends for you and your allies.

Domain Spells
LevelSpell
1Shield of Faith
2Bless Weapon
3Searing Light
4Holy Smite
5Righteous Might
6Undeath to Death
7Holy Word
8Holy Aura
9Gate
Good

You have pledged your life and soul to goodness and purity.

Granted Powers
Level 1: Touch of Good (Spell-Like)

You can touch a creature as a standard action, granting a sacred bonus on attack rolls, skill checks, ability checks, and saving throws equal to half your cleric level (minimum 1) for 1 round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Level 8: Holy Lance (Supernatural)

At 8th level, you can give a weapon you touch the holy special weapon quality for a number of rounds equal to 1/2 your cleric level. You can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.

Domain Spells
LevelSpell
1Protection from Evil
2Align Weapon
3Magic Circle against Evil
4Holy Smite
5Dispel Evil
6Blade Barrier
7Holy Word
8Holy Aura
9Summon Monster IX
Healing

Your touch staves off pain and death, and your healing magic is particularly vital and potent.

Granted Powers
Level 1: Rebuke Death (Spell-Like)

You can touch a living creature as a standard action, healing it for 1d4 points of damage plus 1 for every two cleric levels you possess. You can only use this ability on a creature that is below 0 hit points. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Level 8: Healer's Blessing (Supernatural)

At 6th level, all of your cure spells are treated as if they were empowered, increasing the amount of damage healed by half (+50%). This does not apply to damage dealt to undead with a cure spell. This does not stack with the Empower Spell metamagic feat.

Domain Spells
LevelSpell
1Cure Light Wounds
2Cure Moderate Wounds
3Cure Serious Wounds
4Cure Critical Wounds
5Breath of Life
6Heal
7Regenerate
8Cure Critical Wounds (mass)
9Heal (mass)
Knowledge

You are a scholar and a sage of legends.

Granted Powers
Level 1: Lore Keeper (Spell-Like)

You can touch a creature to learn about its abilities and weaknesses. With a successful touch attack, you gain information as if you made the appropriate Knowledge skill check with a result equal to 15 + your cleric level + your Wisdom modifier.

Level 6: Remote Viewing (Spell-Like)

Starting at 6th level, you can use clairvoyance/clairaudience at will as a spell-like ability using your cleric level as the caster level. You can use this ability for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive.

Domain Spells
LevelSpell
1Comprehend Languages
2Detect Thoughts
3Speak with Dead
4Divination
5True Seeing
6Find the Path
7Legend Lore
8Discern Location
9Foresight
Law

You follow a strict and ordered code of laws, and in so doing, achieve enlightenment.

Granted Powers
Level 1: Touch of Law (Spell-Like)

You can touch a willing creature as a standard action, infusing it with the power of divine order and allowing it to treat all attack rolls, skill checks, ability checks, and saving throws for 1 round as if the natural d20 roll resulted in an 11. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Level 8: Staff of Order (Supernatural)

At 8th level, you can give a weapon touched the axiomatic special weapon quality for a number of rounds equal to 1/2 your cleric level. You can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.

Domain Spells
LevelSpell
1Protection from Chaos
2Align Weapon
3Magic Circle against Chaos
4Order's Wrath
5Dispel Chaos
6Hold Monster
7Dictum
8Shield of Law
9Summon Monster IX
Luck

You are infused with luck, and your mere presence can spread good fortune.

Granted Powers
Level 1: Bit of Luck (Spell-Like)

You can touch a willing creature as a standard action, giving it a bit of luck. For the next round, any time the target rolls a d20, he may roll twice and take the more favorable result. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Level 8: Good Fortune (Extraordinary)

At 6th level, as an immediate action, you can reroll any one d20 roll you have just made before the results of the roll are revealed. You must take the result of the reroll, even if it’s worse than the original roll. You can use this ability once per day at 6th level, and one additional time per day for every six cleric levels beyond 6th.

Domain Spells
LevelSpell
1True Strike
2Aid
3Protection from Energy
4Freedom of Movement
5Break Enchantment
6Mislead
7Spell Turning
8Moment of Prescience
9Miracle
Madness

You embrace the madness that lurks deep in your heart, and can bring that madness to the surface to drive your foes insane.

Granted Powers
Level 1: Vision of Madness (Supernatural)

You can give a creature a vision of madness as a melee touch attack. Choose one of the following: attack rolls, saving throws, or skill checks. The target receives a bonus to the chosen rolls equal to 1/2 your cleric level (minimum +1) and a penalty to the other two types of rolls equal to 1/2 your cleric level (minimum –1). This effect lasts for 3 rounds. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Level 8: Aura of Madness (Supernatural)

At 8th level, you can emit a 30-foot aura of madness for a number of rounds per day equal to your cleric level. Enemies within this aura are affected by confusion unless they make a Will save (DC 10 + 1/2 your cleric level + your Wisdom modifier). The confusion effect lasts as long as the enemy is within the aura. These rounds do not need to be consecutive.

Domain Spells
LevelSpell
1Lesser Confusion
2Touch of Idiocy
3Rage
4Confusion
5Nightmare
6Phantasmal Killer
7Insanity
8Scintillating Pattern
9Weird
Magic

You are a true student of all things mystical, and see divinity in the purity of magic.

Granted Powers
Level 1: Hand of the Acolyte (Supernatural)

You can cause your melee weapon to fly from your grasp and strike a foe before instantly returning. As a standard action, you can make a single attack using a melee weapon at a range of 30 feet. This attack is treated as a ranged attack with a thrown weapon, except that you add your Wisdom modifier to the attack roll instead of your Dexterity modifier (damage still relies on Strength). This ability cannot be used to perform a combat maneuver. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Level 8: Dispelling Touch (Spell-Like)

At 8th level, you can use a targeted dispel magic effect as a melee touch attack. You can use this ability once per day at 8th level and one additional time per day for every four cleric levels beyond 8th.

Domain Spells
LevelSpell
1Identify
2Magic Mouth
3Dispel Magic
4Imbue with Spell Ability
5Spell Resistance
6Antimagic Field
7Spell Turning
8Protection from Spells
9Mage's Disjunction
Plant

You find solace in the green, can grow defensive thorns, and can communicate with plants.

Granted Powers
Level 1: Wooden Fist (Supernatural)

As a free action, your hands can become as hard as wood, covered in rough bark. While this ability is in effect, your unarmed strikes do not provoke attacks of opportunity, deal lethal damage, and gain a bonus on damage rolls equal to 1/2 your cleric level (minimum +1). You can use this ability for a number of rounds per day equal to 3 + your Wisdom modifier. These rounds do not need to be consecutive.

Level 6: Bramble Armor (Supernatural)

At 6th level, you can cause a host of wooden thorns to burst from your skin as a free action. While bramble armor is in effect, any creature that strikes you with an unarmed strike or a natural attack takes 1d6 + 1 point per two cleric levels piercing damage. You can use this ability for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive.

Domain Spells
LevelSpell
1Entangle
2Barkskin
3Plant Growth
4Command Plants
5Wall of Thorns
6Repel Wood
7Animate Plants
8Control Plants
9Shambler
Protection

Your faith is your greatest source of protection, and you can use that faith to defend others.

Granted Powers
Level 1: Resistant Touch (Spell-Like)

As a standard action, you can touch an ally to grant him your resistance bonus for 1 minute. When you use this ability, you lose your resistance bonus granted by the Protection domain for 1 minute. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Level 8: Aura of Protection (Supernatural)

At 8th level, you can emit a 30-foot aura of protection for a number of rounds per day equal to your cleric level. You and your allies within this aura gain a +1 deflection bonus to AC and resistance 5 against all elements (acid, cold, electricity, fire, and sonic). The deflection bonus increases by +1 for every four cleric levels you possess beyond 8th. At 14th level, the resistance against all elements increases to 10. These rounds do not need to be consecutive.

Domain Spells
LevelSpell
1Sanctuary
2Shield Other
3Protection from Energy
4Spell Immunity
5Spell Resistance
6Antimagic Field
7Repulsion
8Mind Blank
9Prismatic Sphere
Repose

You see death not as something to be feared, but as a final rest and reward for a life well spent.

Granted Powers
Level 1: Gentle Rest (Supernatural)

Your touch can fill a creature with lethargy, causing a living creature you touch to become staggered for 1 round as a melee touch attack. If you touch a staggered living creature, that creature falls asleep for 1 round instead. Undead creatures touched are staggered for a number of rounds equal to your Wisdom modifier. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Level 8: Ward Against Death (Supernatural)

At 8th level, you can emit a 30-foot aura that wards against death for a number of rounds per day equal to your cleric level. Living creatures within this aura are immune to death effects, energy drain, and effects that cause negative levels. This ward also prevents stable creatures from losing hit points due to a failed stabilization check. These rounds do not need to be consecutive.

Domain Spells
LevelSpell
1Deathwatch
2Gentle Repose
3Speak with Dead
4Death Ward
5Slay Living
6Undeath to Death
7Destruction
8Waves of Exhaustion
9Wail of the Banshee
Rune

In strange and eldritch runes you find potent magic.

Granted Powers
Level 1: Blast Rune (Supernatural)

As a standard action, you can create a blast rune in any adjacent square. Any creature entering this square takes 1d6 points of damage + 1 point for every two cleric levels you possess. This rune deals either acid, cold, electricity, or fire damage, determined when you create the rune. The rune is invisible and lasts a number of rounds equal to your cleric level or until discharged. You cannot create a blast rune in a square occupied by another creature. This rune counts as a 1st-level spell for the purposes of dispelling. It can be found with a DC 26 Perception check and disabled with a DC 26 Disable Device check. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Level 8: Spell Rune (Supernatural)

At 8th level, you can attach a spell to any rune you create. To use this ability, you must have a domain or other spell prepared that you are willing to sacrifice for the day. When a creature triggers the blast rune, it is also affected by the attached spell, which is discharged from the rune. You still cannot target a creature with the rune spell if that creature is not in range of the spell. Spells that require an attack roll deal their damage in addition to the rune damage.

Domain Spells
LevelSpell
1Erase
2Secret Page
3Glyph of Warding
4Explosive Runes
5Planar Binding, Lesser
6Greater Glyph of Warding
7Instant Summons
8Symbol of Death
9Teleportation Circle
Strength

In strength and brawn there is truth—your faith gives you incredible might and power.

Granted Powers
Level 1: Strength Surge (Spell-Like)

As a standard action, you can touch a creature to give it great strength. For 1 round, the target gains an enhancement bonus equal to 1/2 your cleric level (minimum +1) to melee attacks, combat maneuver checks that rely on Strength, Strength-based skills, and Strength checks. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Level 8: Might of the Gods (Supernatural)

At 8th level, you can add your cleric level as an enhancement bonus to your Strength score for a number of rounds per day equal to your cleric level. This bonus only applies on Strength checks and Strength-based skill checks. These rounds do not need to be consecutive.

Domain Spells
LevelSpell
1Enlarge Person
2Bull's Strength
3Magic Vestment
4Spell Immunity
5Righteous Might
6Stoneskin
7Grasping Hand
8Clenched Fist
9Crushing Hand
Sun

You see truth in the pure and burning light of the sun, and can call upon its blessing or bring its wrath down upon enemies.

Granted Powers
Level 1: Sun's Blessing (Supernatural)

Whenever you channel positive energy to harm undead creatures, add your cleric level to the damage dealt. Undead do not add their channel resistance to their saves when you channel positive energy.

Level 8: Nimbus of Light (Supernatural)

At 8th level, you can emit a 30-foot nimbus of light for a number of rounds per day equal to your cleric level. This acts as a daylight spell. In addition, undead within this area of light take an amount of damage equal to your cleric level each round they remain within the nimbus. Closing your eyes or wearing a blindfold does not protect a creature from this damage, but total cover does. These rounds do not need to be consecutive.

Domain Spells
LevelSpell
1Endure Elements
2Heat Metal
3Searing Light
4Fire Shield
5Flame Strike
6Fire Seeds
7Sunbeam
8Sunburst
9Prismatic Sphere
Travel

You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic.

Granted Powers
Level 1: Agile Feet (Supernatural)

As a free action, you can gain increased mobility for 1 round. For the next round, you ignore all difficult terrain and do not take any penalties for moving through it. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Level 8: Dimensional Hop (Spell-Like)

At 8th level, you can teleport up to 10 feet per cleric level per day as a move action. This teleportation must be used in 5-foot increments and such movement does not provoke attacks of opportunity. You must have line of sight to your destination to use this ability. You can bring other willing creatures with you, but you must expend an equal amount of distance for each creature brought.

Domain Spells
LevelSpell
1Longstrider
2Locate Object
3Fly
4Dimension Door
5Teleport
6Find the Path
7Greater Teleport
8Phase Door
9Astral Projection
Trickery

You are a master of illusions and deceptions.

Granted Powers
Level 1: Copycat (Spell-Like)

You can create an illusory double of yourself as a move action. This double functions as a single mirror image, and lasts for a number of rounds equal to your cleric level, or until the illusory duplicate is dispelled or destroyed. You can have no more than one copycat at a time. This ability does not stack with the mirror image spell. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Level 8: Master's Illusion (Spell-Like)

At 8th level, you can create an illusion that hides the appearance of yourself and any number of allies within 30 feet for 1 round per cleric level. This ability otherwise functions like the spell veil. The save DC to disbelieve this effect is equal to 10 + 1/2 your cleric level + your Wisdom modifier. The rounds do not need to be consecutive.

Domain Spells
LevelSpell
1Disguise Self
2Invisibility
3Nondetection
4Confusion
5False Vision
6Mislead
7Screen
8Invisibility (Mass)
9Time Stop
Void

You can call upon the cold darkness between the stars to gain flight, travel to other worlds, or summon monsters from beyond to do your bidding.

Granted Powers
Level 1: Guarded Mind (Extraordinary)

You gain a +2 insight bonus on saving throws against all mind-affecting effects.

Level 8: Part the Veil (Supernatural)

At 8th level, you can lace spells you cast with the raw madness that waits in the outer darkness. Activating this ability is a swift action that you must use as you cast a spell that targets a single creature and that allows a Will saving throw to negate or reduce the spell’s primary effect. If the target fails to resist the spell, the target is also confused for a number of rounds equal to the spell’s level as visions of the void cause temporary insanity. The victim must succeed at a new saving throw each round to end the effect—these additional saving throws apply only to the additional confusion effect and not to the original spell effect. Part the veil is a mind-affecting effect. You can use this ability a number of times per day equal to 1/2 your class level.

Domain Spells
LevelSpell
1Feather Fall
2Levitate
3Fly
4Planar Binding, Lesser
5Overland Flight
6Planar Binding
7Reverse Gravity
8Planar Binding (Greater)
9Interplanetary Teleport
War

You are a crusader for your god, always ready and willing to fight to defend your faith.

Granted Powers
Level 1: Battle Rage (Supernatural)

You can touch a creature as a standard action to give it a bonus on melee damage rolls equal to 1/2 your cleric level for 1 round (minimum +1). You can do so a number of times per day equal to 3 + your Wisdom modifier.

Level 8: Weapon Master (Extraordinary)

At 8th level, you gain use of the Weapon Focus feat for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive. These bonus rounds can be used on any weapon you are proficient with. At 12th level, this benefit applies to Weapon Specialization as well, and at 20th level, it applies to Greater Weapon Focus and Greater Weapon Specialization.

Domain Spells
LevelSpell
1Magic Weapon
2Spiritual Weapon
3Magic Vestment
4Divine Power
5Flame Strike
6Blade Barrier
7Power Word Blind
8Power Word Stun
9Power Word Kill
Water

You can manipulate water and mist and ice, conjure creatures of water, and resist cold.

Granted Powers
Level 1: Icicle (Spell-Like)

As a standard action, you can fire an icicle from your finger, targeting any foe within 30 feet as a ranged touch attack. The icicle deals 1d6 points of cold damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Level 8: Cold Resistance (Extraordinary)

At 8th level, you gain resist cold 10. This resistance increases to 20 at 12th level. At 20th level, you gain immunity to cold.

Domain Spells
LevelSpell
1Obscuring Mist
2Fog Cloud
3Water Breathing
4Control Water
5Ice Storm
6Cone of Cold
7Elemental Body IV
8Horrid Wilting
9Elemental Swarm
Weather

With power over storm and sky, you can call down the wrath of the gods upon the world below.

Granted Powers
Level 1: Storm Burst (Spell-Like)

As a standard action, you can create a storm burst targeting any foe within 30 feet as a ranged touch attack. The storm burst deals 1d6 points of nonlethal damage + 1 point for every two cleric levels you possess. In addition, the target is buffeted by winds and rain, causing it to take a –2 penalty on attack rolls for 1 round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Level 8: Lightning Lord (Spell-Like)

At 8th level, you can call down a number of bolts of lightning per day equal to your cleric level. You can call down as many bolts as you want with a single standard action, but no creature can be the target of more than one bolt and no two targets can be more than 30 feet apart. This ability otherwise functions as call lightning.

Domain Spells
LevelSpell
1Obscuring Mist
2Fog Cloud
3Call Lightning
4Sleet Storm
5Ice Storm
6Control Winds
7Control Weather
8Whirlwind
9Storm of Vengeance