Under A Bleeding Sun
A Dark Sun Pathfinder Campaign

Divine Caster Guide

All divine classes are listed at the bottom.

Remember:  All divine classes, except for druids and rangers have a 5% chance of spell failure and a 5% chance of a wild surge.  Druids and Rangers follow the rules out line in the character creation guidelines.

Cleric and domain Guide

The 12 descriptors for the elements are:  acid, air, cold, electricity, fire, light, sonic, darkness, water, earth, force and poison. If a spell has one of these descriptors, and the descriptor is not on your list “()” you do not gain access to those spells.

There is a cleric spell list on the player docs with a comprehensive list of spells.  You can get access to more spells than are on there, but they have to researched and learned, and you must petition your element.

They did a poor job moving elemental clerics over on their class sheets, and hence forth they need the most work.  Below are the associated domains with their elements.

So, if you choose Air, you could cast any spell with the air, sonic or electricity descriptors, but would be cut off from any spell with the earth, darkness, cold, fire, light, force, acid, poison and water descriptors.  You only need to match one descriptor though, so if the spell had both air and water as a descriptor you could still access that spell.  This has no effect on descriptors not on the list (healing, fear, mind-effecting, etc.).

Table 2–2: Athasian Elements
Element Energy Type Domains Typical Worshipers
Air (Air, sonic, electricity) Sonic Sun Flare, Furious Storm, Ill Wind, Rolling Thunder, Soaring Spirit aarakocra, elves
Earth (Earth, darkness, cold) Acid Decaying Touch, Earthen Embrace, Forged Stone, Ruinous Swarm, Mountain’s Fury dwarves, muls, jozhals
Fire (Fire, Light, force) Fire Burning Eyes, Sky Blitz, Mountain’s Fury, Smoldering Spirit, Fiery Wrath dwarves, ssurrans
Magma (Fire, poison, earth) Fire Broken Sands, Dead Heart, Ill Wind, Mountain’s Fury ssurrans
Rain (cold, electricity, air) Electricity Cold Malice, Decaying Touch, Furious Storm, Refreshing Storm Drajis
Silt (Acid, poison, water) Acid Broken Sands, Decaying Touch, Dead Heart, Soul Slayer silt runners, giants
Sun (Light, force, sonic) Fire Sun Flare, Light’s Revelation, Desert Mirage, Fiery Wrath aarakocra
Water (Water, acid, darkness) Acid Desert Mirage, Drowning Despair, Sky Blitz, Living Waters half-elves, lizardfolk

And here are their conversions:

Broken Sands

Worshippers: Magma, Silt

Class Skill: Survival

Weapon: Alak.

Granted Powers:

 

Pass Without Trace: You continually use pass without trace as the spell. This is a supernatural ability.

 

Servant of the Sands (Sp): At 8th level, once per day, you may call upon the aid of a janni as if using lesser planar ally. At 12th level, you may call upon the aid of any type of common efreeti as if using planar ally. At 16th level, you may call upon the aid of a noble efreeti as if using greater planar ally. If you use this power while in desert terrain, you need not make an offering to call the creature(s), and the cost of any service is halved.

 

Broken Sands Domain Spells

1. Sand Pit: Excavates sand in a 10 ft./level wide and deep cone.

2. Curse of the Black Sands: Subject leaves black oily footprints.

3. Sand Spray: Sprays sand or silt as an area attack.

4. Sand TrapM: You entrap an area of sand.

5. Sand Flow: You shift the location of sand dunes.

6. Blade Barrier: Blades encircling you deal 1d6 damage/level.

7. Glass Storm: Creates a whirlwind of broken glass.

8. Molten: Melt sand into glass, or rock into magma.

9. FissureM: Opens a volcanic fissure in natural stone.

Burning Eyes

Worshippers: Fire, Sun

Class Skill: Perception

Weapon: Atlatl.

Granted Power:

 

Fire Eyed: You cannot be dazzled or blinded by light effects, such as spells with the light descriptor. During the day, you gain a competence bonus on perception checks involving sight equal to your cleric level.

Nimbus of Light (Su): At 8th level, you can emit a 30-foot(cone) 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 radius take an amount of damage equal to your cleric level each round that they remain inside the nimbus. Spells and spell-like abilities with the darkness descriptor are automatically dispelled if brought inside this nimbus. These rounds do not need to be consecutive.

 

Burning Eyes Domain Spells

1. Faerie Fire: Outlines subjects with light, canceling blur, concealment, and the like.

2. Clues of Ash: You receive a vision of an item’s destruction

3. Continual FlameM: Makes a permanent, heatless torch.

4. Fire Track: Fiery spark follows tracks.

5. True Seeing: See all things as they really are.

6. Find the Path: Shows most direct way to a location.

7. Watch Fire: Spies through campfires within range.

8. Confessor’s Flame: Uses threat of flame to extract confession.

9. Spirit of Flame: As watch fire, plus you can teleport or cast spells through flames.

Cold Malice

Worshippers: Rain.

Class Skill: stealth

Weapon: Garrote.

Granted Power:

Ice Bolt (Sp): As a standard action, you can unleash a razor-sharp bolt of ice, targeting any foe within 30 feet as a Ranged attack. This bolt of ice deals 1d4 piercing damage and 1d4 cold damage + 1 point of cold damage for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Cold Resistance (Ex): At 6th level, you gain cold resistance 10. This resistance increases to 20 at 12th level. At 20th level, you gain immunity to cold.

Cold Malice Domain Spells

1. Chill Touch: One touch/level deals 1d6 damage and possibly 1 Str damage.

2. Chill Metal: Cold metal damages those who touch it.

3. Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.

4. Enervation: Subject gains 1d4 negative levels.

5. Cone of Cold: 1d6 cold damage/level.

6. Cerulean Hail: A hailstorm appears and does 3d8 damage and causes weak creatures to flee.

7. Freezing Sphere: Freezes water or deals cold damage.

8. Horrid Wilting: Deals 1d6 damage/level within 30 ft.

      9. Energy Drain: Subject gains 2d4 negative levels.

 

Dead Heart

Worshippers: Magma, Silt.

Class Skill: Intimidate.

Weapon: Impaler.

Granted Power:

Turning Champion: Undead take an extra +1 damage/dice from turning attempts.

Death’s Embrace (Ex): 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.  You still benefit from healing spells as normal.

Dead Heart Domain Spells

1. Death Knell: Kills dying creature; you gain 1d8 temporary hp, +2 Str and +1 level.

2. Speak with Dead: Corpse answers one question/two levels.

3. Animate Dead: Creates undead skeletons and zombies.

4. Vampiric Touch: Touch deals 1d6/two caster levels; caster gains damage as hp.

5. Unliving IdentityMX: Turns a mindless animated undead into a thinking zombie, skeleton, or exoskeleton.

6. Gray Beckoning: Summons gray zombies

7. Finger of Death: Kills one subject.

8. Gray Rift: A hovering rift to the Gray bolsters undead.

9. Vampiric Youthfulness: Increases your lifespan at the expense of another’s.

Decaying Touch

Worshippers: Earth, Silt.

Class Skill: Knowledge (dungeoneering).

Weapon: Carrikal.

Granted Power:

 

Death Touch: 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).

Killing Blow (Su): At 8th level, weapons you use become infused with the power of death. Whenever you confirm a critical hit with a weapon, your attack deals an additional amount of bleed damage equal to half your cleric level. You can use this ability once per day at 8th level, plus one additional time per day for every four levels beyond 8th.

Decaying Touch Domain Spells

1. Return to the Earth*: Turns dead and undead bodies into dust.

2. Rusting Grasp: Your touch corrodes iron and alloys.

3. Contagion: Infects subject with chosen disease.

4. Acid Rain: Conjures an acidic shower.

5. Sands of TimeF: Reverses or accelerates aging of a nonliving object.

6. Disintegrate: Makes one creature or object vanish.

7. Destruction: Kills subject and destroys remains.

8. Power Word, Blind: Blinds 200 hp worth of creatures.

9. Time Stop: You act freely for 1d4+1 rounds.

Granted Powers:

Desert Mirage

Worshippers: Air, Sun, Water.

Class Skill: Perception

Weapon: Alhulak.

Granted Power:

 

Illusionist: You can use a turn attempt to dispel a figment or glamer. Make a caster level check against DC 11 + illusion’s caster level (as if you cast dispel magic). If you are successful, then the illusion is dispelled.

 

Mirage Illusion (Sp): 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.

Desert Mirage Domain Spells

1. Entropic Shield: Ranged attacks against you suffer a 20% miss chance.

2. Glitterdust: Blinds creatures, outlines invisible creatures.

3. Curse of the Choking Sands*: Victim’s touch turns water to dust.

4. Coat of MistsM: Coalesces a magical mist about the subject’s body.

5. Shining Sands: Affected sand reflects light, blinding foes.

6. Mislead: Turns you invisible and creates illusory double.

7. Prismatic Wall: Wall’s colors have array of effects.

8. Horrid Wilting: Deals 1d6 damage/level within 30 ft.

9. Prismatic Sphere: As prismatic wall, but surrounds on all sides.

Drowning Despair

Worshippers: Rain, Water.

Class Skill: Swim.

Weapon: Net.

Granted Power:                  

 

Water Channeling: You do not suffer armor check penalties and encumbrance penalties to Swim checks. Turn or destroy water creatures as a good cleric turns undead. Rebuke, command, or bolster water creatures as an evil cleric rebukes undead.

Water Movement (Su): At 8th level, you gain a swim speed of 60 feet.

 

Drowning Despair Domain Spells

1. Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.

2. Surface Tension*: Affected water acquires rubbery surface

3. Control Tides*: Raises, lowers or parts bodies of water or silt.

4. Lungs of Water*: Conjures water inside victim’s lungs.

5. Water Trap: Body of water becomes death trap.

6. Drown on Dry Land*: Targets can only breathe water.

7. Whirlpool of Doom: You stir the ground into a whirlpool.

8. Flash Flood: Conjures a flood.

      9. Storm of Vengeance: Storm rains acid, lightning, and hail.

 

 

 

Earthen Embrace

Worshippers: Earth.

Class Skill: Survival.

Weapon: Bolas.

Granted Power:

Acid Dart (Sp): 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.

Acid Resistance (Ex): At 6th level, you gain resist acid 10. This resistance increases to 20 at 12th level. At 20th level, you gain immunity to acid.

Earthen Embrace Domain Spells

1. Magic Stone: Three stones gain +1 attack, deal 1d6+1 damage.

2. Bear’s Endurance: Subject gains +4 Con for 1 min./level.

3. Secure Shelter: Creates sturdy cottage.

4. Wall of Stone: Creates a stone wall that can be shaped.

5. StoneskinM: Ignore 10 points of damage per attack.

6. Flesh to Stone: Turns subject creature into statue.

7. Whirlpool of Doom: You stir the ground into a whirlpool.

8. Iron Body: Your body becomes living iron.

9. Imprisonment: Entombs subject beneath the earth.

Fiery Wrath

Worshippers: Fire, Sun.

Class Skill: Intimidate.

Weapon: Flail.

Granted Power:

 

Fire Bolt (Sp): 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.

 

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

Fiery Wrath Domain Spells

1. Burning Hands: 1d4 fire damage/level (max: 5d4).

2. Fire Trap: Opened object deals 1d4+1/level damage.

3. Resist Energy**: Ignores 10 (or more) points of damage/attack from specified energy type.

4. SunstrokeF*: Ray attacks induce sunstroke.

5. Elemental Strike*: Smites foes with divine energy (1d6/level).

6. Fire Seeds: Acorns and berries become grenades and bombs.

7. Flame Harvest*: Creates a timed fire trap.

8. Sunburst: Blinds all creatures within 10ft., deals 6d6 damage.

9. Conflagration*: Incinerates a living creature and animates its remains.

** Resist cold or fire only.

 

Forged Stone

Worshippers: Earth.

Class Skill: Perception

Weapon: Maul.

Granted Power:

 

Stone Cunning: You gain the stonecunning ability (PH 15).

Stone Servant (Su): At 8th level, as a standard action, you can give life to stone. This ability functions as animate objects using your cleric level as the caster level. You can use this ability once per day at 8th level, and one additional time per day for every four levels beyond 8th.

Forged Stone Domain Spells

1. Sandstone: Your touch packs sand into sandstone

2. Soften Earth and Stone: Turns stone to clay or dirt to sand or mud.

3. Stone Shape: Sculpts stone into any shape.

4. Spike Stones: Creatures in area take 1d8 damage, may be slowed.

5. Transmute Mud to Rock: Transforms two 10 ft. cubes/level.

6. Move Earth: Digs trenches and build hills.

7. Statue: Subject can become a statue at will.

8. Repel Metal or Stone: Pushes away metal and stone.

9. Legendary StonecraftX: Stretches time with respect to stonecraft labor.

 

 

Furious Storm

Worshippers: Rain.

Class Skill: Acrobatics

Weapon: Small macahuitl.

Granted Power:

 

Eye of the Storm: You get a +4 bonus to resist being bull rushed or tripped, and are treated as one size larger against wind effects (such as gust of wind).

Gale Aura (Su): At 6th level, as a standard action, you can create a 30-foot aura of gale-like winds that slows the progress of enemies. Creatures in the aura cannot take a 5-foot step. Enemies in the aura treat each square that brings them closer to you as difficult terrain. They can move normally in any other direction. You can use this ability for a number of rounds per day equal to your cleric level. The rounds do not need to be consecutive.

Furious Storm Domain Spells

1. Gust of Wind: Blows away or knocks down smaller creatures.

2. Eye of the Storm: Protects 30 ft. radius from effects of storm for 1 hour/level.

3. Sleet Storm: Hampers vision and movement.

4. Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.

5. Control Winds: Change wind direction and speed.

6. Summon Tyr‐StormF: Call a powerful Tyr‐storm.

7. Whirlwind: Cyclone inflicts damage and can pick up creatures.

8. Storm Legion: Transports willing creatures via a natural storm.

9. Storm of Vengeance: Storm rains acid, lightning and hail.

 

Ill Winds

Worshippers: Air, Magma.

Class Skill: Craft (alchemy).

Weapon: Splashbow.

Granted Power:

 

Iron Lungs: You get a +4 bonus to Fortitude saves against poison.

Poisoncloud (Su): At 8th level, you can, as a standard action, summon a storm cloud. This power functions as fog cloud except that creatures inside the cloud are nauseated and take 2d6 points of acid damage each round from poison fog. Once created, you can concentrate on the cloud to move it up to 30 feet each round. 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.

Ill Winds Domain Spells

1. Channel Stench: Emit a vile cone of stench

2. Pyrotechnics: Turns fire into choking smoke.

3. Breeze Lore: Gives you temporary scent ability.

4. Stinking Cloud: Nauseating vapors, 1 round/level.

5. Cloudkill: Kills 3 HD or less; 4–6 HD save or die.

6. Acid Fog: Fog deals acid damage.

7. Poisoned Gale: Poisonous cloud (10 ft. wide, 10ft. high) emanates out from you to the extreme of the range.

8. Incendiary Cloud: Cloud deals 4d6 fire damage/round.

9. Wind Trap: Prepare a magical wind trap to spring on specified conditions.

Light’s Revelation

Worshippers: Fire, Sun.

Class Skill: Sense Motive.

Weapon: Warhammer.

Granted Power:

 

Searing Judgement (Su): Once per day as a standard action you can burn all creatures within 30 ft. who intentionally tell a lie (it must be a falsehood, not a half-truth or incomplete information), dealing 1d6 fire damage/3 cleric levels. This power lasts for 1 minute. Each creature can only be damaged once, regardless of how many lies they tell. This granted power is a supernatural ability.

Aura of Judgement (Su): At 8th level, you can emit a 30-foot aura of menace as a standard action. Enemies in this aura take a –2 penalty to AC and on attacks and saves as long as they remain inside the aura. 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.

Light’s Revelation Domain Spells

1. Detect Secret Doors: Reveals hidden doors within 60 ft.

2. Zone of Truth: Subjects within range cannot lie.

3. Invisibility Purge: Dispels invisibility within 5 ft./level.

4. Discern Lies: Reveals deliberate falsehoods.

5. True Seeing: See all things as they really are.

6. Find the Path: Shows most direct way to a location.

7. Legend Lore: Learn tales about a person, place or thing.

8. Discern Location: Exact location of creature or object.

9. Foresight: “Sixth sense” warns of impending danger.

Living Waters

Worshippers: Rain, Water.

Class Skill: Swim.

Weapon: Trident.

Granted Power:

 

Replenishment: Once per day you can stabilize all dying creatures within a 60 ft. radius centered on you. This granted power is a supernatural ability.

Liquid  Guts (Ex): Beginning at 8th level, you become immune to the sickened condition and receive a +4 bonus to saving throws against effects that would leave you with the nauseated condition.

Living Waters Domain Spells

1. Clear Water: Doubles the benefit of water.

2. Fog Cloud: Fog obscures vision.

3. Worm’s Breath: Subjects can breathe underwater, in silt or earth.

4. Pact of WaterF: Seal a pledge between willing creatures.

5. Sweet Water: Enhances water with life–preserving properties.

6. Awaken Water Spirits: Gives sentience to a body of natural water.

7. Waters of LifeM: Absorb another creature’s ailments.

8. Flash Flood: Conjures a flood.

9. Waterways*: Use water sources as conduit for teleportation.

Mountain’s Fury

Worshippers: Earth, Magma.

Class Skill: Climb.

Weapon: Heartpick.

Granted Power:

Earth Channeling: You do not suffer armor check penalties and encumbrance penalties to Climb checks. You may use a turn attempt to rebuke, commands, or bolster earth creatures as an evil cleric rebukes undead.

Thin Air (Su): At 8th level, as a free action, you can surround yourself with a 5-foot aura of supernaturally thin air that draws the breath from creatures adjacent to you. Creatures beginning their turn in the aura are fatigued (Fortitude negates). A fatigued creature that begins its turn in the aura must save or suffer from altitude sickness, taking 1 point of ability damage to all ability scores. At 16th level, the aura increases to 10 feet. Creatures that do not breathe are immune to this aura. You can use this ability for a number of rounds per day equal to your druid level; the rounds need not be consecutive.

Mountain’s Fury Domain Spells

1. Magic Stone: Three stones gain +1 attack, deal 1d6+1 damage.

2. Heat Metal: Hot metal damages those who touch it.

3. Spike Stones: Creatures in area take 1d8 damage, may be slowed.

4. Oil Spray: A fountain of flammable oil gushes from the ground.

5. Repel Metal or Wood: Pushes away metal or wooden objects.

6. Flesh to Stone: Turns subject creature into statue.

7. Earthquake: Intense tremor shakes 5 ft./level radius.

8. Magma Tunnel: Tunnels through solid rock.

9. FissureM: Opens a volcanic fissure in natural stone.

 

 

Rolling Thunder

Worshippers: Air.

Class Skill: Perception.

Weapon: Skyhammer.

Granted Power:

 

Sound Proof: You cannot be deafened or stunned by sonic spells or abilities. Turn or destroy air creatures like a good cleric turns undead. Rebuke, command, or bolster air creatures as an evil cleric rebukes undead. This granted power is a supernatural ability.

Sonic Resistance (Ex): At 6th level, you gain resist sonic 10. This resistance increases to 20 at 12th level. At 20th level, you gain immunity to sonic.

Rolling Thunder Domain Spells

1. Command: One subject obeys one–word command for one round.

2. Sound Burst: Deals 1d8 sonic damage to subjects; may stun them.

3. Wind Wall: Deflects arrows, smaller creatures, and gases.

4. Shout: Deafens all within cone and deals 2d6 damage.

5. Command, Greater: As command, but affects one subject/level.

6. Power Word, Stun: Stuns creatures up to 150 hp.

7. Shout, Greater: Devastating yell deals 10d6 sonic damage; stuns creatures, damages objects.

8. Power Word, Blind: Blinds 200 hp worth of creatures.

9. Power Word, Kill: Kills one tough subject or many weak ones.

Ruinous Swarm

Worshippers: Earth.

Class Skill: Ride.

Weapon: Lasso.

Granted Power:

 

Vermin Channeling: Rebuke, command, or bolster a vermin as an evil cleric rebukes undead. This granted power is a supernatural ability.

Aura of Vermin (Su): At 8th level, you can emit a 30-foot aura of Vermin as a standard action. Living creatures in this aura (except you) take 1d6 points of damage per round as their flesh rots. They also take a cumulative –1 penalty to Strength each round they remain in the aura. Once outside the aura, the penalty fades at the rate of –1 per round, but it begins building again if they reenter the aura. Plant creatures take 2d6 points of damage per round. 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.

Ruinous Swarm Domain Spells

1. Animal Messenger: Sends a Tiny animal to a specific place.

2. Summon Swarm: Summons swarm of small crawling or flying creatures.

3. Repel Vermin: Insects, spiders and other vermin stay 10 ft. away.

4. Giant Vermin: Turns insects into giant vermin.

5. Insect Plague: Insect horde limits vision, inflicts damage, and causes weak creatures to flee.

6. Infestation: Tiny parasites infest creatures within area.

7. Creeping Doom: Carpet of insects attacks at your command.

8. Sympathy: Object or location attracts certain creatures.

9. Swarm of Anguish: Transforms you into a swarm of agony beetles.

Sky Blitz

Worshippers: Air, Water.

Class Skill: Perception

Weapon: Forearm axe.

Granted Power

Lightning Arc (Sp): 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.

Electricity Resistance (Ex): At 6th level, you gain resist electricity 10. This resistance increases to 20 at 12th level. At 20th level, you gain immunity to electricity.

Sky Blitz Domain Spells

1. Shocking Grasp: Touch delivers 1d6/level electricity damage (max 5d6).

2. Water Shock: Entraps water with electric charge.

3. Call Lightning: Calls down lightning bolts (3d6 per bolt) from the sky.

4. Quench: Extinguishes nonmagical fires or one magic item.

5. Lightning Storm: As call lightning, but 5d6 damage per bolt.

6. Control Weather: Changes weather in local area.

7. Chain Lightning: 1d6 damage/level; secondary bolts.

8. Liquid Lightning: Lightning strikes victim and first person to touch victim.

9. Water Light: Water within range emits light

Smoldering Spirit

Worshippers: Fire.

Class Skill: Intimidate.

Weapon: Shortbow.

Granted Power:

 

Fire Channel: Turn or destroy fire creatures like a good cleric turns undead. Rebuke, command, or bolster a fire creature as an evil cleric rebukes undead. This granted power is a supernatural ability.

Wall of Ashes (Su): At 8th level, you can create a wall of swirling ashes anywhere within 100 feet. This wall is up to 20 feet high and up to 10 feet long per cleric level you possess. The wall of ash blocks line of sight, and any creature passing through it must make a Fortitude save or be blinded for 1d4 rounds. The wall of ash reveals invisible creatures that are inside it or adjacent to it, although they become invisible again if they move away from the wall. You can use this ability for a number of minutes per day equal to your cleric level, but these minutes do not need to be consecutive.

Smoldering Spirit Domain Spells

1. Burning Hands: 1d4 fire damage/level (max: 5d4).

2. Pyrotechnics: Turns fire into blinding light or choking smoke.

3. Fireball: 1d6 damage per level, 20‐ft. radius.

4. Blindscorch: Fire burns the face of one opponent.

5. Fire Shield: Creatures attacking you take fire damage; you’re protected from heat or cold.

6. Delayed Blast Fireball: 1d6 fire damage/level; you can postpone blast for 5 rounds.

7. Elemental Storm: Deals 1d6 energy damage/level.

8. Incendiary Cloud: Could deals 4d6 fire damage/round.

9. Blazing Wreath: Shrouds you in elemental flame.

 

Soaring Spirit

Worshippers: Air.

Class Skill: Escape Artist.

Weapon: Longbow.

Granted Power:

 

Wind Blast (Su): As a standard action, you can unleash a blast of air in a 30-foot line. Make a combat maneuver check against each creature in the line, using your caster level as your base attack bonus and your Wisdom modifier in place of your Strength modifier. Treat the results as a bull rush attempt. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

 

Freedom’s Call (Su): At 8th level, you can emit a 30-foot aura of freedom for a number of rounds per day equal to your cleric level. Allies within this aura are not affected by the confused, grappled, frightened, panicked, paralyzed, pinned, or shaken conditions. This aura only suppresses these effects, and they return once a creature leaves the aura or when the aura ends, if applicable. These rounds do not need to be consecutive.

Soaring Spirit Domain Spells

1. Feather Fall: Objects or creatures fall slowly.

2. Spider Climb: Grants ability to walk on walls and ceilings.

3. Fly: Subject flies at speed of 60 ft.

4. Air Walk: Subject treads on air as if solid (climb at 45–degree angle).

5. Teleport: Instantly transports you as far as 100 miles/level.

6. Wind Walk: You and your allies turn vaporous and travel fast.

7. Teleport, Greater: As teleport, but no range limit and no off–target arrival.

8. Reverse Gravity: Objects and creatures fall upward.

9. Greater Elemental Chariot*: As elemental chariot, but with greater effects.

Soul Slayer

Worshippers: Silt.

Class Skill: Acrobatics

Weapon: Master’s whip.

Granted Power:

 

Whip Champion: You get a series of bonus combat feats (1st, 8th, 12th, 16th and 20th), if these are generic they only apply for the whip.  At 1st level, you can choose Improved Grapple, Improved Trip or weapon finesse.  At 8th level a Soul Slayer  adds Sepent Lash, Greater Grapple and Greater Trip to bonus feats they can pick.  At 12th level the Soul Slayer adds Fury’s Fall to his list of bonus whip feats.  At 16th level he adds Fury’s Snare, Tripping strike and Improved Grab.  At 20th level he adds riptide attack to his bonus combat whip feats.  He must meet all prerequisites as normal, and they only apply to the whip.

Soul Slayer Domain Spells

1. Ray of Enfeeblement: Ray reduces Str by 1d6 points + 1 point/level.

2. Death Mark: Curses a target marked for death.

3. Death WhipF: Enhances a whip to deal Strength + Dexterity damage.

4. Black Tentacles: 1d4 +1/level tentacles grapple randomly within 15 ft.

5. Slay Living: Touch attack kills subject.

6. Harm: Deals 10 points/level damage to target.

7. Circle of Death: Kills 1d4/level HD of creatures.

8. Trap the Soul: Imprisons subject within gem.

9. Soul Bind: Traps newly dead soul to prevent resurrection.

Sun Flare

Worshippers: Sun.

Class Skill: Perception.

Weapon: Dejada.

Granted Power:

 

Sun Child: You automatically succeed on Fortitude saves against heat caused by natural weather; your water consumption is treated as if you were continually in the shade.

Day’s Resurgence (Su): At 8th level, you can restore a single creature as if it had just completed 8 hours of rest. It takes 10 minutes to use this power. If the use of this power is disrupted, it must be restarted, but it is not lost. At the end of the 10 minutes, a single willing creature that you have touched regains hit points as if it had rested for the night and may make new saving throws against effects that require a save once per day. The target does not suffer any negative effects if such saving throws are failed, but success counts toward removing the affliction (if possible). This ability does not allow a target to prepare spells an additional time per day. You can use this ability once per day at 8th level, plus one additional time per day for every 2 levels beyond 8th.

Sun Flare Domain Spells

1. Color Spray: Knocks unconscious, blinds or stuns 1d6 weak creatures.

2. Daylight: 60‐ft. radius of bright light.

3. Searing Light: Ray deals 1d8/two levels, more against undead.

4. Rainbow Pattern: Lights prevent 24HD of creatures from attacking or moving away.

5. Air Lens: Directs intensified sunlight at foes within range

6. Sunbeam: Beam blinds and deals 4d6 damage.

7. Prismatic Spray: Rays hit subject with a variety of effects.

8. Incendiary Cloud: Cloud deals 4d6 fire damage/round.

9. Prismatic Wall: Wall’s colors have array of effect

Druid Guide

The druid picks a favored land as normal, and picks one domain per the associated elements.  If your druid uses the plant domain you can use the one from Pathfinder- and you can use the growth subdomain if you’d like.  Same with animal domain- but no subdomains.

Associated Domains are the ones the druid can cast between, he chooses two, if the descriptor appears on another chart, and he does not pick it, he does not have access to those spells as seen on the druid spell chart.  Spells without a descriptor, or with a descriptor that does not appear below can be chosen normally.

Earth = Earth, acid

Fire = Fire

Water = Cold, water

Plant = Plant

Sun = Sun, light

animal = animal

Air = air, electricity

Templar Guide

All Templars have access to the spells chosen below.  Each Templar also has special spells depending on which sorcerer king she follows.  On google docs there is a list for each sorcerer king that has their bonus spells.  These spells are in addition to the spells here, and are not domain spells.  A Templar chooses her domains as normal, and they are as they stand in the Core Rules.  Sub-domains might be allowed on a case by case basis.

Templar Spell List

0–Level Templar Spells (Orisons)

Cure Minor Wounds: Cures 1 point of damage.

Defiler Scent*: Smells presence or absence of defilers.

Detect Magic: Detects spells and magical items within 60 ft.

Detect Poison: Detects poison in one creature or small 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.

Read Magic: Read scrolls and spellbooks

Resistance: Subject gains +1 on saving throws.

Virtue: Subject gains 1 temporary hp.

1st–Level Templar Spells

Black Cairn*F: Locates a corpse nearby.

Command: One subject obeys selected command for 1 round.

Comprehend Languages: Understand all spoken and written languages.

Cure Light Wounds: Cures 1d8+1/level damage (max +5).

Deathwatch: Sees how wounded subjects within 30 ft. are.

Detect Undead: Reveals undead within 60 ft.

Divine Favor: You gain attack, damage bonus, +1/three levels.

Doom: One subject suffers –2 on attacks, damage, saves, and checks.

Endure Elements: Exist comfortably in hot or cold environments.

Hand of the Sorcerer‐king*: Protects caster from spells.

Hide From Undead: Undead can’t perceive one subject/level.

Inflict Light Wounds: Touch deals 1d8 damage +1/level (max +5).

Remove Fear: +4 on saves against fear for one subject +1/four levels.

Protection from Evil/Good: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.

Shield of Faith: Aura grants +2 or higher deflection bonus.

2nd–Level Templar Spells

Battlefield Healing*: Stabilizes one creature/level.

Bear’s Endurance: Subject gains +4 Con for 1 min./level.

Cure Moderate Wounds: Cures 2d8+1/level damage (max +10).

Delay Poison: Stops poison from harming subject for 1 hour/level.

Enthrall: Captivates all within 100 ft. + 10 ft/level.

Footsteps of the QuarryM*: Track a specific creature or person.

Hold Person: Holds one person helpless; 1 round/level.

Inflict Moderate Wounds: Touch attack, 2d8 damage +1/level (max +10).

Remove Paralysis: Frees one or more creatures from paralysis, hold, or slow.

Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.

Restoration, Lesser: Dispels magic ability penalty or repairs 1d4 ability damage.

Return to the Earth*: Turns dead and undead bodies into dust.

Silence: Negates sound in 15–ft radius.

Undetectable Alignment: Conceals alignment for 24 hours.

Zone of Truth: Subjects within range cannot lie.

3rd–Level Templar Spells

Cure Serious Wounds: Cures 3d8+1/level damage (max +15).

Dedication*: Allows target to avoid sleep, consume half food and water, and +1 to attack, damage, saves, ability, and skill checks while pursuing a specified task.

Discern Lies: Reveals deliberate falsehoods.

Dispel Magic: Cancels magical spells and effects.

Glyph of Warding: Inscription harms those who pass it.

Image of the Sorcerer‐King*: Touched creatures must save or become affected by cause fear.

Inflict Serious Wounds: Touch attack, 3d8 damage +1/level (max +15).

Lightning Bolt: Electricity deals 1d6/level damage.

Locate Object: Senses direction toward object (specific or type).

Magic Circle against Evil/Good: As protection spells, but 10‐ft. radius and 10 min./level.

Magic Vestment: Armor or shield gains +1 enhancement per four levels.

Protection from Energy: Absorb 12 points/level of damage from one kind of energy.

Remove Disease: Cures all diseases affecting subject.

Sand Pit*: Excavates sand in a 30 ft. wide and 50 ft. deep cone.

Speak with Dead: Corpse answers one question/two levels.

Surface Walk*: Subject treads on unstable surfaces as if solid.

Wind Wall: Deflects arrows, smaller creatures, and gases.

Worm’s Breath*: Subjects can breathe underwater, in silt, or earth.

4th–Level Templar Spells

Air Walk: Subject treads on air as if solid (climb at 45– degree angle).

Command, Greater: As command, but affects one subject/level.

Dimensional Anchor: Bars extradimensional movement.

Fool’s Feast*: Enhances food for one creature/level and blesses.

Freedom of Movement: Subject moves normally despite impediments.

Geas, Lesser: Commands subject of 7 HD or less.

Inflict Critical Wounds: Touch attack, 4d8 damage +1/level (max +20).

Mage SeekerF*: Locate nearby wizard.

Magic Weapon, Greater: +1 bonus/four levels (max +5).

Sending: Delivers a short message anywhere, instantly.

Status: Monitors condition, position of allies.

Tongues: Speak any language.

Wrath of the Sorcerer‐king*: Know if a creature has broken the law, and punish him.

5th–Level Templar Spells

Air Lens: Directs intensified sunlight at foes within range.

Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrifaction.

Elemental Strike*: Smites foes with 1d6/level of divine and elemental energy (max 15d6).

Fire Track*: Fiery spark follows tracks.

Klar’s Heart*: Enhances combat abilities of all creatures within range.

Mark of Justice: Designates action that will trigger curse on subject.

Neutralize Poison: Detoxifies venom in or on subject.

Scrying: Spies on subject from a distance.

Symbol of PainM: Triggered rune wracks nearby creatures with pain.

Symbol of SleepM: Triggered rune puts nearby creatures into catatonic slumber.

True Seeing: See all things as they really are.

6th–Level Templar Spells

Cure Critical Wounds: Cures 4d8+1/level damage (max +20).

Control Tides*: Raises, lowers, or parts bodies of water or silt.

Dispel Magic, Greater: As dispel magic, but up to +20 on check.

Forbiddance: Denies area to creatures of another alignment.

Glyph of Warding, Greater: As glyph of warding, but up to 10d8 damage or 6th level spell.

Symbol of FearM: Triggered rune panics nearby creatures.

Symbol of PersuasionM: Triggered rune charms nearby creatures.

Wisdom of the Sorcerer‐king*: Apply metamagic to one spell of up to 4th level.

Word of Recall: Teleports you back to designated place.

7th–Level Templar Spells

Confessor’s Flame*: Uses threat of flame to extract confession.

Crusade*: Allies receive +4 bonus to attack rolls, damage rolls, and saving throws, 2d8 hit points, and immunity to magical fear.

Refuge: Alters item to transport its possessor to you.

Scrying, Greater: As scrying, but faster and longer.

Symbol of StunningM: Triggered rune stuns nearby creatures.

Symbol of WeaknessM: Triggered rune weakens nearby creatures.

8th–Level Templar Spells

Antipathy: Object or location affected by spell repels certain creatures.

Discern Location: Exact location of creature or object.

Finger of Death: Kills one subject.

Poisoned Gale: Poisonous cloud (10 ft. wide, 10ft. high) emanates out from you to the extreme of the range.

Regenerate: Subject’s severed limbs grow back.

Symbol of DeathM: Triggered rune slays nearby creature.

9th–Level Templar Spells

Energy Drain: Subject gains 2d4 negative levels.

Gray Rift*: A hovering rift to the Gray bolsters undead.

Power Word, Blind: Blinds 200 hp worth of creatures.

 Soul Bind: Traps newly dead soul to prevent resurrection.

Shaman/Witch Doctor Guide:

 

For purposes of this guide I am going to make all references to a shaman- but the witch doctor works the same way except the witch doctor must choose spells with the undead descriptor where I reference the fey descriptor and can pick the Death (Undead) Subdomain instead of the Charm Domain at the beginning of each day.

To make the shaman work with-in this setting he is going to have to change slightly.  The shaman pulls their power primarily from the fey, and solicit an elemental host to aid them at the start of each day.  This combination has several effects.

A shaman has a limited number of spells known.  The first spell learned at each level must be one with the Fey descriptor.  After that, 1/2 their spells known(rounded up) must be drawn from the either a non-descriptor, or a descriptor that is not one of the elemental descriptors (acid, air, cold, electricity, fire, light, sonic, darkness, water, earth, force and poison).  Their other spells known are considered “Open” spells and can be picked at the beginning of each day once the element petitioned to has been chosen.

example:   An 8th level shaman has 5 1st level spells, 3 2nd level spells, 2 3rd level spells and 1 4th level spell.  For day 1 we will say that he has petitioned Fire, so he has access to Fire, light and force descriptors.  On day 2 he petitioned water so has access to the water, acid, and darkness descriptors.  These are all pulled off the cleric list.

1st level spells      Known                                    Day 1                                      Day 2

1) Fey –                   Know the Enemy

2) Generic –           Doom

3) Generic –           Cure Light Wounds

4) Open –                                                               Fire – Burning Disarm          Generic – Endure Elements

5)Open-                                                                 Generic – Sanctuary             Evil – Infernal Healing

2nd Level Spells

1) Fey –                   Aid

2) Generic –           Summon Monster II

3) Open-                                                                                Healing – Delay Poison        Undead – Inflict Moderate Wounds

3rd Level Spells

1) Fey –                   Guiding Star

2) Open-                                                                                force – Wrathful Mantle     Water- Water Walk

4th Level

1) Fey –                   Divination

On day 1 the shaman could pick the Charm, Burning Eyes, Sky Blitz, Mountain’s Fury, Smoldering Spirit, or Fiery Wrath domains.

On day 2 the shaman could pick the Charm, Desert Mirage, Drowning Despair, Sky Blitz, or Living Waters domains.

Hope that all this is clear.  If you have any questions please ask

Druid

EArth Cleric

Fire Cleric

Magma Cleric

Rain Cleric

Shaman

Sun Cleric

Templar

Water Cleric

Witch Doctor

Air Cleric

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5 Responses to “Divine Caster Guide”

  1. I was starting to set up a Dark Sun campaign for Pathfinder when I ran across your site. Thank you for amassing this information and putting it all in one place!
    I was wondering though: are the documents for the different classes (divine and non-divine) still available? I tried to click on the links but all of them are dead links… If you could either post active link, I would be most appreciative!

    • Hey Bill. The company who had put them together apparently had multiple copyright infringements, so I was asked to take them down. I still have them though and will send them to your listed email. This was one of my favorite campaign. I actually stopped keeping this updated and have more info on my obsidian portal: if your interested. Anyway, I’ll send that over to you. Good luck, hope you all have a fun time.

      • I am absolutely interested in finding more information on this campaign setting! I thank you in advance for that. I will definitely be checking out your page on Obsidian Portal…

      • Can you please forward those files again? I didn’t get them for some reason. Thank you, once again…

  2. I emailed you, go ahead and send me an email, maybe theres something wrong. underableedingsun @ gmail.com


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