The Sorcerer Domain System

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Spell Progression Chart

Bloodlines

Arcane Domains

Magical power is his birthright, and arcane energies leap to obey his commands. His very blood is the essence of the mystical forces that underlie creation.

 

He is the sorcerer.

 

This system attempts to evoke in rules terms the magical heritage of the sorcerer that is mentioned in his Core Rulebook I entry, yet not truly followed through in the rules. In this system, the sorcerer is born to power, either by circumstance of birth or by the nature of his ancestors.

 

It should be noted that various potential ancestor creatures may have different sorcerous connotations based on an individual DM's campaign world. If in one setting all dragons are symbols of strength, and are used as such on heraldry and so forth, then adding Strength to the draconic bloodlines might work better in a campaign set in such a place. Consider the differences that would need to be made in Dark Sun, for example, to use this system. Also note that some of the bloodlines have more 'conceptual' grounding, such as the elements. Fire is in many cultures a vital, active force, and so Vitality was created as a domain for Fire Elementals. Such conceptual groundings will need to be catered to individually in a campaign.

In the end, it is  encouraged that you tinker, customize, and do whatever it takes to make this system fit your vision of sorcery!

Some bloodlines have more domains than others. This is usually because certain creatures have more symbolic or mythic significance, such as devils, demons, dragons, titans, and so forth - their flavor is a blend of many ideas. While it adds more choices, any one sorcerer is only going to ever have two domains, so it adds no extra 'power' to those sorcerers who choose such bloodlines.

 

Alt.Sorceror (Domain Based)

Proficiencies: as per PHB
Skills: as per PHB
Familiar: as per PHB
Hit Dice, BAB, Saves: as per PHB

Spells per day: As per PHB
Spells Known: See below

Choose a source of sorcerous powers (bloodline).
At first level, select one domain from that source’s domains, nine 0-level spells from the sorcerer/wizard spell list, and one first level spell from the sorcerer/wizard list.

At second level, select two spells of any level you can cast from the wizard/wizard list and add them to your spells known. At third level, select your second domain from your bloodline’s list of domains.
At every other level at which new domain spells do not become available to you (for example 5th, 7th, 9th, 11th, etc) select any two spells of any level you can cast from the wizard/wizard spell list.

When adding Sorcerer Spells, they may be of any level the sorcerer can cast or lower. Thus, the sorcerer’s spells known may vary depending on where the sorcerer focuses his learning. This allows the sorcerer greater flexibility with the few spell choices he must make.

The symbol ‘#’ signifies a number that will vary, based on the sorcerer’s flexible allocation of new spells on levels 2, 5, 7, 9, 11, 13, 15, 17, 19, and 20. The use of ‘d’ signifies the first arcane domain and its spells. The use of ‘2d’ signifies the spells from both of the sorcerer’s arcane domains. Only one domain spell is learned from each domain, though on odd levels, a sorcerer may learn spells not previously chosen from the alternative spell options on his Domain spell lists.

 

Sorcerer Spells Known

Lvl

0

1

2

3

4

5

6

7

8

9

  Special Abilities

0

6

d

 

 

 

 

 

 

 

 

 

1

9

1+d

 

 

 

 

 

 

 

 

First Domain

2

#

#+d

 

 

 

 

 

 

 

 

+ 2 Sorc. Spells

3

#

#+2d

 

 

 

 

 

 

 

 

Second Domain

4

#

#+2d

2d

 

 

 

 

 

 

 

 

5

#

#+2d

#+2d

 

 

 

 

 

 

 

+ 2 Sorc. Spells

6

#

#+2d

#+2d

2d

 

 

 

 

 

 

 

7

#

#+2d

#+2d

#+2d

 

 

 

 

 

 

+ 2 Sorc. Spells

8

#

#+2d

#+2d

#+2d

2d

 

 

 

 

 

 

9

#

#+2d

#+2d

#+2d

#+2d

 

 

 

 

 

+ 2 Sorc. Spells

10

#

#+2d

#+2d

#+2d

#+2d

2d

 

 

 

 

 

11

#

#+2d

#+2d

#+2d

#+2d

#+2d

 

 

 

 

+ 2 Sorc. Spells

12

#

#+2d

#+2d

#+2d

#+2d

#+2d

2d

 

 

 

 

13

#

#+2d

#+2d

#+2d

#+2d

#+2d

#+2d

 

 

 

+ 2 Sorc. Spells

14

#

#+2d

#+2d

#+2d

#+2d

#+2d

#+2d

2d

 

 

 

15

#

#+2d

#+2d

#+2d

#+2d

#+2d

#+2d

#+2d

 

 

+ 2 Sorc. Spells

16

#

#+2d

#+2d

#+2d

#+2d

#+2d

#+2d

#+2d

2d

 

 

17

#

#+2d

#+2d

#+2d

#+2d

#+2d

#+2d

#+2d

#+2d

 

+ 2 Sorc. Spells

18

#

#+2d

#+2d

#+2d

#+2d

#+2d

#+2d

#+2d

#+2d

2d

 

19

#

#+2d

#+2d

#+2d

#+2d

#+2d

#+2d

#+2d

#+2d

#+2d

+ 1 Sorc. Spell

20

#

#+2d

#+2d

#+2d

#+2d

#+2d

#+2d

#+2d

#+2d

#+2d

+ 1 Sorc. Spell

 

Bloodlines:
These are open to creation and customization. Look upon these as examples only, as the flavor of a sorcerer’s mystic ancestors may change from campaign to campaign.

 

Celestials:

Archon

Celestia, Healing, Light, Summoning, Transport

Eladrin

Celestia, Chaos, Light, Summoning

Fiends:

Devilblood/Devilpact

Anathema, Evil, Law, Summoning, Trickery, Tyranny

Demonblood/Demonpact

Anathema, Chaos, Destruction, Evil, Hatred, Summoning

Succubus

Anathema, Beguiling, Chaos, Evil

Dragons:

Bahamut

Air, Celestia, Erudition, Good, Law

Gold Dragon

Erudition, Flame, Good, Law, Luck

Silver Dragon

Air, Erudition, Frost, Good, Law

Green Dragon

Acid, Evil, Law, Plant, Tyranny

Black Dragon

Acid, Chaos, Evil, Wave

Blue Dragon

Erudition, Evil, Glamour, Law, Lightning

Red Dragon

Chaos, Erudition, Evil, Flame,

Brass Dragon

Chaos, Erudition, Flame, Good, Weather

Copper Dragon

Chaos, Good, Stone, Trickery

Tiamat

Anathema, Destruction, Erudition, Evil, Law

Amethyst Dragon

Erudition, Mind, Strength

Crystal Dragon

Beguiling, Chaos, Light, Mind

Emerald Dragon

Erudition, Law, Mind, Music

Sapphire Dragon

Erudition, Law, Mind, Stone

Topaz Dragon

Chaos, Mind, Wave, Weather

Elemental:

Air Elemental

Craft, Erudition, Trickery, Wind

Fire Elemental

Flame, Renewal, Vitality, War

Water Elemental

Beguiling, Change, Destiny, Wave

Earth Elemental

Metal, Protection, Stone, Strength

Air Grue

Destruction, Erudition, Evil, Trickery, Wind

Earth Grue

Destruction, Evil, Stone, Strength

Fire Grue

Destruction, Evil, Flame, War

Water Grue

Change, Destruction, Evil, Wave

Fey:

Dryad

Bewitching Ways, Chaos, Good, Plant, Renewal

Nymph

Beguiling, Chaos, Glamour, Good

Celtic Giant

Chaos, Strength, Wildshape

Sprite

Chaos, Glamour, Wildshape, Wind

Naiad/Siren

Beguiling, Chaos, Fate, Wave

Oread

Beguiling, Chaos, Fate, Stone

Sylph

Beguiling, Chaos, Fate, Wind

Sidhe, Seelie

Bewitching Ways, Destiny, Glamour, Good

Sidhe, Unseelie

Bewitching Ways, Evil, Destiny, Glamour, Misfortune

Pooka

Glamour, Trickery, Wildshape

Genies:

Genie, Dao

Evil, Glamour, Sorcery, Stone

Genie, Djinn

Chaos, Glamour, Good, Sorcery, Wind

Genie, Efreet

Evil, Flame, Glamour, Law, Sorcery

Genie, Marid

Chaos, Glamour, Sorcery, Wave

Giants:

Giant, Cloud

Evil or Good, Strength, Wind

Giant, Fire

Evil, Flame, Law, Strength

Giant, Frost

Chaos, Evil, Frost, Strength

Giant, Hill

Chaos, Evil, Strength

Giant, Stone

Craft, Music, Stone, Strength

Giant, Storm

Chaos, Good, Strength, Weather

Hags:

Hag, Annis

Change, Chaos, Evil, Strength

Hag, Green

Change, Chaos, Evil, Glamour

Hag, Night

Anathema, Erudition, Evil, Sorcery

Hag, Sea

Anathema, Change, Chaos, Evil, Wave,

Hag, Brine (Creature Collection):

Erudition, Evil, Sorcery, Wave

Hag, Cavern (Creature Collection):

Darkness, Evil, Law, Sorcery, Stone

Hag, Ice (Creature Collection):

Evil, Ice, Law, Sorcery

Hag, Moon (Creature Collection):

Evil, Glamour, Law, Sorcery

Hag, Storm (Creature Collection):

Chaos, Evil, Sorcery, Wind

Hag, Swamp (Creature Collection):

Animal, Evil, Law, Plant, Sorcery

Miscellaneous Monsters:

Githyanki

Mind, Evil, Transport

Githzerai

Mind, Transport, War

Lamia

Beguiling, Chaos, Evil, Glamour

Naga, Dark

Chaos, Evil, Poison

Naga, Guardian

Good, Law, Locus, Poison, Sorcery,

Naga, Spirit

Beguiling, Chaos, Evil, Poison, Sorcery

Naga, Water

Poison, Sorcery, Wave

Ogre Mage

Change, Evil, Law, Sorcery

Sphinx, Andro-

Chaos, Good, Healing, Protection

Sphinx, Gyno-

Ars Grammatica, Destiny, Erudition, Soul

Titan

Change, Chaos, Erudition, Good,  Sorcery, Strength

Unicorn

Animal, Celestia, Chaos, Good, Healing

Yuan-Ti

Chaos, Evil, Feral, Mind, Poison

 

 

 

 

 

 

Notes on Arcane Domains

 

Unlike clerics, domain spells do not have their own spell slots. They are simply added to the sorcerer’s list of known spells. Note that Granted Powers in italics use non-core rulebooks, and are optional.

 

Also, optional spell choices are given in the domains for spells beyond the core books; generally, when a spell from outside Core Book I is used, it is included as a better thematic choice than the Core Book I option. The source of these optional spells is marked by an abbreviation:

 

Abbreviation

Source

Publisher

BoEM

The Book of Eldritch Might

Malhavoc Press

DotF

Defenders of the Faith

Wizards of the Coast

R&R

Relics and Rituals

Sword and Sorcery Studios

T&B

Tome and Blood

Wizards of the Coast

MaoF

Magic of Faerun

Wizards of the Coast

MotP

Manual of the Planes

Wizards of the Coast

 

Note that all domains contain at least one spell from Core Book I per level.

 

Note also that any Granted Power that allows the use of, or duplicates, a spell uses the sorcerer’s level to determine any figured properties of the spell (range, duration, etc.) unless otherwise noted.

 

Several Granted Powers make use of the Spell Focus: [Element] feat:

         

Spell Focus [Element]:

Prerequisites: Must be able to cast spells using the chosen element.

 

You have a natural connection to a certain element and can draw upon it more effectively than other spell casters. Upon taking this feat, you must choose your elemental affinity; any spells you cast that use the element type that you have chosen receive +2 DC to saving throws to avoid their effects. This increase to save DC functions regardless of the magical schools of any spells of the appropriate elemental type. This feat does not stack with “Bloodline of Fire” (FRCS) or similar hereditary feats that affect spell save DC, but it does stack with Spell Focus [School].

 

Example: For example 'Spell Focus: Fire' would work on Flame Strike (Evocation), Flame Arrow (Conjuration), and Fire Trap (Abjuration). In short it would add a +2 to the DC of all spells of the Fire type.

 

 

The Arcane Domains

 

Acid

Granted Power: Acid Resistance 5. Upon gaining 6th level, once per day you may imbue a melee weapon you touch with an Acid Burst enhancement. This functions for one minute, and is identical to Flame Burst, except the extra damage inflicted is considered acid.

 

1. Endure Elements/ Acidic Curse (BoEM)/ Corrosive Grasp (MaoF)

2. Melf's Acid Arrow/ Mark of Acid (www.montecook.com)

3. Stinging Cloud (Stinking Cloud)/ Protection from Elements

4. Corrosive Touch (Rusting Grasp)/ Acid Orb (T&B)

5. Cloudkill/ Mestil’s Acid Sheath (MaoF)

6. Acid Fog/Acid Storm (MaoF)

7. Delayed Acidsplash (Delayed Fireball + Energy Substitution:Acid)/Crumble (MaoF)

8. Caustic Cloud (Incendiary Cloud with Energy Substitution:Acid)

9. Corrosive Armageddon (Energy Substituted Meteor Swarm:Acid)

 

Anathema
Granted Power: You may speak the language of your bloodline, if any (Abyssal if you are of demon-blood, Infernal if you are of devil-blood, Draconic if you are a descendant of Tiamat, etc.). You may Detect Good at will. Intimidate is a class skill for you. At 5th level, your familiar gains the “Fiend” Template.

 

1. Protection from Good/ Guilt (BoEM)/ Smite [Good] (R&R)
2. Darkness/ Death Knell
3. Darkvision/ Demonhide (as Dragonskin from BoEM)
4. Contagion/ Chains of Vengeance (BoEM)/ Negative Energy Wave (T&B)
5. Lesser Planar Ally (Evil only)/ Nightmare/ Spiritwall (T&B)
6. Spell Resistance
7. Unholy Word (As Holy Word, but affecting good-aligned creatures)
8. Horrid Wilting/ Blackflame (R&R)
9. Greater Planar Ally (Evil Only)/ Greater Aspect of the Deity (DotF)

 

Animal

Granted Powers: You may Speak with Animals once per day for every five levels you possess. Knowledge (Nature) is a class skill. You may mask your own scent with that of an animal of your choice for 1 hour a day per five class levels. This increases attempts to track you by scent +15 DC while the ability is in effect.

 

1. Calm Animals

2. Hold Animal/ Animal Infusion (RR)

3. Dominate Animal/ Animal Spy (RR)

4. Repel Vermin

5. Commune with Nature

6. Antilife Shell

7. Animal Shapes

8. Creeping Doom

9. Shapechange

 

Ars Grammatica

Granted Power: You gain Scribe Scroll as a bonus feat. You gain one bonus language, of your bloodline if possible. Decipher Script is a class skill for you.

 

1. Erase/ Message

2. Secret Page/ Mark of Fire (BoEM)

3. Glyph of Warding/ Sepia Snake Sigil/ Amanuensis (MaoF)

4. Explosive Runes

5. Sending/ Permanency

6. Greater Glyph of Warding

7. Power Word, Stun/ Drawmij’s Instant Summons

8. Demand/ Symbol

9. Gate

 

Beguiling
Granted Power: +2 to saving throws vs. enchantments, and Spell Focus: enchantment as a bonus feat. You gain Bluff and Diplomacy as class skills.


1. Charm Person
2. Calm Emotions/ Enthrall/ Eagle’s Splendor (T&B)
3. Suggestion
4. Emotion
5. Dominate Person
6. Eyebite
7. Insanity
8. Demand
9. Dominate Monster

 

Bewitching Ways
Granted Power: Anyone who swears a binding oath with you, and later breaks it, is afflicted as if the Doom spell were permanently cast upon them. Upon gaining 8th level this is upgraded to a Bestow Curse spell. Diplomacy and Intimidate are gained as class skills.

 

1. Command
2. Glitterdust
3. Hold Person
4. Bestow Curse
5. Dream
6. Geas/Quest
7. Spell Turning
8. Binding
9. Wish

 

Celestia
Granted Power: You gain Celestial as a known language and you may Detect Good at will. At 5th level, your familiar gains the “Celestial” template.

1. Protection From Evil
2. Divine Favor/Aura of Glory (MaoF)
3. Magic Circle against Evil/ Lesser Aspect of the Deity (DotF)
4. Holy Smite
5. Lesser Planar Ally (Celestial Only)
6. Dispel Evil
7. Holy Word
8. Greater Planar Ally (Celestial Only)
9. Gate

 

Change
Granted Power: Bluff and Disguise are class skills; +2 to Bluff and Disguise checks. You also gain a “Touch of Reversion”: Once per day, you may make a touch attack against a polymorphed being (or any other being in an alternate or shape-changed form), and if successful you may attempt a Greater Dispelling upon the effect that caused the change of form. If the Dispelling succeeds, the target returns to its natural form. Note that this is not targeting the spell (or lack thereof) itself, but rather determines the success of the Touch of Reversion.


1. Change Self
2. Alter Self
3. Gaseous Form
4. Polymorph Other
5. Animal Growth/ Ghostform (T&B)
6. Flesh to Stone
7. Tenser’s Transformation
8. Iron Body
9. Shapechange

 

Chaos

Granted Power: Once per day, and an additional time per 5 character levels, you can ignore one failed saving throw against a polymorph spell or effect. You also gain +2 to the DC of “Chaos” spells or at 5th level, your familiar gains the Anarchic template.

 

1. Protection from Law

2. Shatter/ Enkili's Luck (RR)

3. Magic Circle against Law

4. Chaos Hammer

5. Dispel Law

6. Animate Objects

7. Word of Chaos

8. Cloak of Chaos

9. Summon Monster IX (Chaos only)

 

Craft

Granted Power: You gain Appraisal and Disable Device as class skills, and one Item Creation bonus feat of your choice per five levels.

 

1. Animate Rope

2. Wood Shape

3. Stone Shape

4. Minor Creation

5. Wall of Stone/ Fabricate

6. Animate Object/ Fantastic Machine (FR)

7. Major Creation

8. Forcecage

9. Polymorph Any Object/ Greater Fantastic Machine (FR)

 

Death

Granted Power: You may ignore one death effect per day; this includes spells like Slay Living, or the gaze of the Bodak, but not death due to loss of hit points, being reduced to 0 Constitution, or similar circumstances. You gain Intimidate as a class skill.

1. Ray of Enfeeblement/ Grim Feast (R&R)
2. Death Knell/ Sleep of the Dead (R&R)
3. Vampiric Touch
4. Enervation/
5. Slay Living
6. Circle of Death/ Sacrificial Heart (R&R)
7. Destruction/ Soulstrike (R&R)
8. Mind Blank/ Leech Field (R&R)
9. Wail of the Banshee

Destiny/Wyrd
Granted Power: Once per day for every five class levels, the sorcerer may perform an Augury, as the 2nd level Cleric spell. Additionally, Bluff and Sense Motive are gained as class skills.

 

1. True Strike
2. Locate Object
3. Clairaudience| Clairvoyance
4. Scrying
5. Contact Other Plane
6. True Seeing
7. Vision
8. Discern Location
9. Foresight

 

Destruction

Granted Power: Once per day, you may treat one melee or ranged attack as if it were a touch attack, and gain Improved Critical with the weapon you wield for the duration of the round. The attack may be a weapon or a ray.

 

1. Inflict Light Wounds

2. Shatter/ Vangal's Touch (RR)

3. Contagion

4. Inflict Critical Wounds/ Unholy Channel (RR)/ Verminplague (RR)

5. Circle of Doom

6. Harm

7. Disintegrate

8. Earthquake

9. Implosion/ Incapacitate (RR)

Dream

Granted Power: You gain a +2 circumstance bonus per four sorcerer levels to any Bluff, Diplomacy, Intimidate, or Sense Motive against any creature you have touched for one round whilst it slept. In addition, for 24 hours after such contact, any spells of the Enchantment school you cast upon such creatures gain +2 DC. You are immune to Sleep spells.  You gain Bluff, Diplomacy, Intimidate and Sense Motive as class skills.

 

1. Ventriloquism/Sleep

2. Darkness

3. Clairaudience| Clairvoyance / Greater Sleep (BoEM)

4. Confusion/ Shadow Conjuration

5. Dream/ Nightmare

6. Geas/Quest

7. Insanity

8. Mass Charm/Etherealness

9. Temporal Stasis/ Time Stop/ Astral Projection

 

Erudition
Granted Power: All knowledge skills become class skills, and you gain Sense Motive and Gather Information as class skills. You gain +1 skill point per level; if chosen at first level, this adds an extra +4 skill points.

1. Detect Thoughts
2. Tongues
3. Clairaudience/Clairvoyance/ Arcane Sight (T&B)
4. Scrying
5. Prying Eyes
6. True Seeing
7. Vision
8. Discern Location
9. Foresight

 

Evil

Granted Power: You may Detect Good at will. You may rebuke undead as a paladin of equal level, but the rebuking attempts per day are equal to the sorcerer’s charisma modifier, not 3+charisma modifier.

 

1. Protection from Good

2. Desecrate

3. Magic Circle against Good/ Chardun's Torments (RR)

4. Unholy Blight/ Unholy Channel (RR)

5. Dispel Good/ Imbue Shadow (RR)

6. Create Undead

7. Blasphemy

8. Unholy Aura

9. Summon Monster IX (Evil only)

Feral

Granted Power: You gain the bonus feat Unarmed Strike, and may choose to do normal damage with an unarmed strike; such damage is considered slashing. Wilderness Lore becomes a class skill for you. Animal Empathy becomes a cross-class skill for you.

 

1. Spider Climb/ Claws of the Beast (MaoF)/ Blinding Spittle (MaoF)

2. Beasthide (Barkskin)/ Blood Frenzy (MaoF)/ Animal Infusion (R&R)

3. Dominate Animal

4. Polymorph Self/ Gutsnake (MaoF)

5. Commune with Nature

6. Tenser’s Transformation

7. Summon Nature’s Ally VII/ Mormo’s Serpent Hands (R&R)

8. Animal Shapes

9. Shapechange

 

Flame
Granted Power: Fire Resistance: 5. You gain as a bonus feat Spell Focus: Fire, or at 5th level, your familiar gains the “Elemental Creature: Fire” Template.


1. Burning Hands
2. Produce Flame/ Mark of Fire (BoEM)/ Combust (MaoF)
3. Fireball/ Flame of Faith (DotF)
4. Fire Shield/ Chains of Vengeance (BoEM)/ Fire Stride (MaoF)
5. Inferno (Energy Substituted (Fire) Cone of Cold)
6. Delayed Blast Fireball
7. Smoke Travel (Wind Walk)/ Elemental Body (MotP)/ Energy Immunity (T&B)
8. Incendiary Cloud
9. Elemental Swarm (Fire only)

 

Frost
Granted Power: Cold Resistance 5. You also gain as a bonus feat Spell Focus: Cold, or at 5th level, your familiar gains the “Elemental Creature: Cold” Template.
 
1. Chill Touch/Grease
2. Chill Metal/ Ice Knife (T&B)
3. Slow/ Ice Burst (T&B)
4. Ice Storm/ Wall of Ice/ Greater Mark of Frost (BoEM)
5. Cone of Cold
6. Otiluke’s Freezing Sphere/ Freezing Claw (BoEM)
7. Snowblind (Sunbeam)/ Energy Immunity (T&B)
8. Blizzard (energy substitution (cold) form of Incendiary Cloud)
9. Frozen Comet (energy substitution (cold) form of Meteor Swarm)

 

Glamour
Granted Power: The sorcerer gains +4 to saves versus illusion magic. The sorcerer may use Dancing Lights and Ghost Sound once per day if his Charisma is greater than 10. The sorcerer gains the bonus feat Spell Focus: Illusion.

 

1. Ventriloquism
2. Misdirection/Invisibility
3. Major Image
4. Hallucinatory Terrain
5. Mirage Arcana
6. Veil
7. Simulacrum
8. Screen
9. Weird

 

Good

Granted Power: You may Detect Evil at will. You may Turn undead as a paladin of equal level, but the turning attempts per day are equal to the sorcerer’s charisma modifier, not 3+charisma modifier.

 

1. Protection from Evil

2. Aid

3. Magic Circle against Evil

4. Holy Smite/ Cloak of Righteousness (RR)

5. Dispel Evil

6. Blade Barrier

7. Holy Word

8. Holy Aura

9. Summon Monster IX (Good only)

 

Hatred

Granted Power: Once per day, as a Free action, choose one opponent. Against that opponent you gain a +1 profane bonus per four levels on attack rolls, saving throws, and Armor Class; in addition, your spells cast upon that opponent gain +1 DC. This supernatural ability lasts one minute.

 

1. Doom

2. Scare

3. Bestow Curse

4. Emotion (hate effect only)

5. Righteous Might

6. Forbiddance

7. Blasphemy

8. Antipathy

9. Wail of the Banshee

 

Healing

Granted Power: You may use the Deathwatch spell at will. You gain Heal as a class skill.

 

1. Cure Light Wounds

2. Cure Moderate Wounds

3. Cure Serious Wounds

4. Cure Critical Wounds/ Holy Channel (RR)

5. Healing Circle

6. Heal

7. Regenerate/ Greater Healing Circle (RR)

8. Mass Heal

9. True Resurrection

 

Law

Granted Power: Once per day, and an additional time per 5 character levels, you can ignore one failed saving throw against a petrification spell or effect. You also gain a +2 DC to all “Law” spells you cast, or at 5th level, your familiar gains the Axiomatic template.

1. Protection from Chaos

2. Calm Emotions/ Hedrada's Balance (RR)

3. Magic Circle against Chaos

4. Order’s Wrath

5. Dispel Chaos

6. Hold Monster

7. Dictum

8. Shield of Law

9. Summon Monster IX (Lawful only)

 

Light
Granted Power: May use Light spell at will as a spell like ability. For every five levels you posses, you may ignore one failed saving throw against blindness effects.

 
1. Color Spray
2. Searing Light
3. Protection from Elements/ Flashburst (MaoF)
4. Rainbow Pattern/ Fire Orb (T&B) (Effect appears as light rather than fire)

5. True Seeing
6. Disintegrate (brilliant flash of incinerating fire)/ Undeath to Death (T&B)

7. Sunbeam/ Brilliant Aura (MaoF)
8. Sunburst
9. Prismatic Sphere

 

Lightning:

Granted Power: Electricity Resistance 5. Upon attaining 5th level, once per day you may imbue a melee weapon you touch with a Shock enhancement for one minute. Once per day as a Free action, you may reflect any electricity-based spell back on its caster, as Spell Turning, as long as the spell is of a level you can cast.

 

1. Shocking Grasp/ Lesser Electric Orb (T&B)

2. Resist Elements/ Gedlee's Electric Loop (MaoF)

3. Haste/ Lightning Bolt

4. Electric Shield (Energy Substituted Electric Fire Shield)/ Electric Cascade (Energy Substituted Electric Explosive Cascade-MaoF)/ Electric Orb (T&B)

5. Hold Monster/ Ball Lightning (MaoF)

6. Chain Lightning/ Electrical Deluge (BoEM)

7. Electric Storm (Energy Substituted Electric Fire Storm)/ Great Thunderclap (MaoF)

8. Lightning Storm (Energy Substituted Electricity Incendiary Cloud)

9. Dire Tempest (Energy Substituted Electricity Meteor Swarm)

 

Locus
Granted Power: May cast Know Direction at will. Gains Stone Cunning as a dwarf. You gain Sanctum Spell as a bonus metamagic feat (T&B).

 

1. Alarm/Detect Secret Doors

2. Arcane Lock

3. Glyph of Warding/ Clairvoyance| Clairaudiance

4. Mirage Arcana

5. Hallow

6. Stone Tell

7. Find the Path/Guards and Wards

8. Antipathy

9. Earthquake

 

Luck

Granted Power: You gain the power of good fortune, which is usable once per day. This extraordinary ability allows you to re-roll one roll that you have just made. You must take the result of the re-roll, even if it’s worse than the original roll.

1. Entropic Shield

2. Aid/ Tanil's Touch (RR)

3. Protection from Elements

4. Freedom of Movement

5. Break Enchantment

6. Mislead

7. Spell Turning

8. Holy Aura

9. Miracle

 

Metal

Granted Power: You gain a Martial or Exotic Weapon Proficiency as a bonus feat and –5% to your total Arcane Failure chance if using metal armor or a metal shield.

 

1. Magic Weapon/ Shelgarn's Persistent Blade (MaoF)

2. Heat Metal

3. Keen Edge

4. Rusting Grasp/ Ghorus Toth's Metal Melt (MaoF)

5. Wall of Iron

6. Blade Barrier

7. Brazen Cast (Statue, but appears made of metal)/ Greater Ironguard (MaoF)

8. Iron Body

9. Bigby's Crushing Hand*

 

Mind

Granted Power: Sense Motive, Auto-Hypnosis (optional Psionics Handbook Skill) and Innuendo are class skills. You gain Iron Will as a bonus feat, and a +2 competence bonus on attempts to detect Scrying and similar methods of remote viewing.

 

1. Hypnotism

2. Detect Thoughts/ Owl's Wisdom (T&B)

3. Clairaudience/Clairvoyance

4. Scrying

5. Rary's Telepathic Bond

6. Legend Lore

7. Insanity

8. Mind Blank

9. Astral Projection

 

Misfortune

Granted Power: Once per day, you may place a hex upon a target that lasts until it is activated. This requires a touch attack and a failed Will save against DC: 10 + sorcerer level. The next time the target is involved in a combat and is struck by an attack that threatens a critical hit, the roll to verify the critical hit automatically succeeds. The hex is then expended.

 

1. Bane

2. Tasha’s Hideous Laughter/ Enkili's Prank (R&R)

3. Displacement/ Unbuckle (R&R)

4. Bestow Curse/ Backlash (MaoF)

5. Nightmare

6. Mislead

7. Insanity

8. Binding

9. Imprisonment

 

Music

Granted Power: Perform is a class skill for you. Once per day per five sorcerer levels, you may perform a Counter-Song, as if you were a Bard.

 

1. Ventriloquism/ Amplify (MaoF)/Disquietude (MaoF)

2. Shatter/ Balagarn's Iron Horn (MaoF)/ Mark of Sound (www.montecook.com)

3. Suggestion/ Nightmare Lullaby (MaoF)

4. Emotion/ Haunting Tune (MaoF)

5. Dream/ War Cry (MaoF)

6. Mass Haste

7. Repulsion/ Great Thunderclap (MaoF)

8. Otto's Irresistible Dance

9. Wail of the Banshee

 

Plant/Flora

Granted Power: You are immune to natural plant-derived poisons. Additionally, you gain Woodland Stride, as per the 2nd level Druid ability, and gain +4 to resist the special abilities or qualities of plant-type creatures.

 

1. Entangle/Adhere to Wood (R&R)

2. Barkskin/ Sethel’s Stick Servant (R&R)

3. Speak With Plants/ Thorn Throw (R&R)

4. Control Plants/ Livewood (R&R)

5. Wall of Thorns/ Gutroot (R&R)

6. Repel Wood/ Transport Via Plants

7. Changestaff

8. Command Plants

9. Shambler

 

Poison
Granted Power: You may apply poison to your weaponry as an assassin. You may Detect Poison at will and at 5th level, your familiar gains a poisonous bite (effects identical to medium sized spider venom); if your familiar already has a poisonous attack, the DC of saves to avoid the poison’s effects are increased by 1.


1. Delay Poison/ Blinding Spittle (MaoF)/ Sethris' Potency (R&R)
2. Blindness|Deafness/ Endurance
3. Stinking Cloud/ Devlin’s Venomblade (BoEM)/ Spider Poison (MaoF)
4. Neutralize Poison/ Poison
5. Cloudkill
6. Summon Monster (Fiendish/Celestial viper, huge snake only)
7. Creeping Doom
8. Horrid Wilting
9. Body of Venom* (See Appendix I)

 

Protection

Granted Power: Armor you wear upon your body (i.e. not shields) has its Arcane Failure chance reduced by 5%. You gain Damage Reduction 1/-; this increases by 1 point per 4 sorcerer levels you possess.

 

1. Sanctuary/ Minor Symbol of Divinity (RR)

2. Shield Other

3. Protection from Elements/ Divine Raiment (RR)

4. Spell Immunity/ Ironheart (RR)

5. Spell Resistance

6. Antimagic Field/ Taldock's Spell Inhibitor (RR)

7. Repulsion

8. Mind Blank

9. Prismatic Sphere

 

Sorcery
Granted Power: Detect Magic at will (spell-like ability). Gain one bonus metamagic feat of your choice.
 
1. Identify
2. Nondetection/ Greater Magical Flow Enhancement (BoEM)/Eagle’s Splendor (T&B)
3. Dispel Magic
4. Imbue with Spell Ability/ Spell Trap (BoEM)
5. Spell Resistance
6. Globe of Invulnerability
7. Spell Turning
8. Protection from Spells
9. Mordenkeinen’s Disjunction/ Arcane Form (BoEM)/ Alamanther’s Return (MaoF)/ Absorption (T&B)

 

Soul Domain
Granted Power: Each day, for each sorcerer level you possess, you may ignore one negative level received from energy draining; the level is in effect not drained. This is a supernatural ability. You gain Sense Motive as a class skill.

 

1: Deathwatch
2: Speak With Dead
3: Negative Energy Protection/ Halt Undead
4: Death Ward
5: Reincarnate/ Status
6: Antilife Shell
7: Greater Restoration
8: Clone
9: True Resurrection/ Astral Projection

 

Stone
Granted Power: You gain +1 natural armor, Acid Resistance 5, and the bonus feat Spell Focus: Earth, or at 5th level, your familiar gains the “Elemental Creature: Earth” Template.
 
1. Magic Stone/ Acid Curse (BoEM)
2. Melf’s Acid Arrow/ Lesser Mark of Earth (BoEM)/
3. Stone Shape
4. Stoneskin
5. Wall of stone/ Xorn Movement (MotP)
6. Flesh to stone/ Stone to Flesh
7. Statue/ Elemental Body (MaoF)/ Maw of Stone (MaoF)
8. Acid Cloud (Elemental substituted (acid) Incendiary Cloud)/ Bombardment (MaoF)
9. Elemental Swarm (Earth only)

 

Strength

Granted Power: You can perform a feat of strength, which is the supernatural ability to gain an enhancement bonus to Strength equal to your sorcerer level. Activating the power is a free action, the power lasts 1 round, and it is usable once per day.
 

1. Endure Elements/ Shockwave Strike (RR)

2. Bull’s Strength

3. Magic Vestment

4. Spell Immunity

5. Righteous Might/ Brothers in Arms (RR)

6. Stoneskin

7. Bigby’s Grasping Hand

8. Bigby’s Clenched Fist/ Strength of Kadum (RR)

9. Bigby’s Crushing Hand

 

Summoning
Granted Power: Creatures you conjure or summon gain +1 hit point per hit die and a +1 competence modifier on attack and damage rolls. Knowledge (The Planes) is a class skill.
 
1. Summon Monster I
2. Summon Swarm
3. Phantom Steed
4. Summon Monster IV
5. Lesser Planar Ally (must be related or associated with your bloodline)
6. Summon Monster VI
7. Drawmij’s Instant Summons/Banishment
8. Planar Ally
9. Gate

Transport
Granted Power:
For a total of 1 round per your cleric level per day, you can act normally regardless of magical effects that impede movement (similar to the effect of the spell freedom of movement). This effect occurs automatically as soon as it applies, lasts until it runs out or is no longer needed, and can operate multiple times per day (up to the total daily limit of rounds). This is a supernatural ability.


1. Expeditious Retreat
2. Rope Trick
3. Air Walk
4. Dimension Door
5. Teleport
6. Find the Path/ Teleport Coordinates Transfer (BoEM)
7. Plane Shift
8. Etherealness
9. Gate

 

Trickery

Granted Power: Bluff, Disguise, and Hide are class skills. You gain the bonus feat Spell Focus: Illusion.

1. Change Self/ Reshape Shadows (RR)

2. Enkili's Prank (RR)/ Invisibility

3. Nondetection

4. Confusion/ Ghostdweomer (RR)

5. False Vision

6. Mislead/ Reverse Illusion (RR)

7. Screen

8. Polymorph Any Object

9. Time Stop/ Convert (RR)

 

Tyranny

Granted Power: Add +2 to the DC of any compulsion spell you cast. You gain Intimidate as a class skill, and Skill Focus: Intimidate as a bonus feat.

 

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

 

Undeath
Granted Power: You may cast Invisibility to Undead once per day for every five class levels you possess. You gain Intimidate as a class skill.

 

1. Detect Undead/Chill Touch
2. Desecrate
3. Animate Dead/ Armor of Undeath (R&R)
4. Undead Growth (as Animal Growth on corporeal undead)/ Zombie Form (R&R)
5. Circle of Doom/ Elemental Shroud (BoEM)
6. Create Undead
7. Control Undead
8. Create Greater Undead
9. Energy Drain

 

Vitality
Granted Power: You gain Endurance and Run as bonus feats. Jump and Climb are now class skills.

 

1. Expeditious Retreat/ Smite (R&R)
2. Endurance/ False Life (T&B)
3. Haste/ Life Force Transfer (R&R)/ Cure Light Wounds
4. Restoration/ Ironheart (R&R)
5. Righteous Might
6. Healing Circle
7. Power Word, Stun
8. Holy Aura/ Mantle of Egregious Might (BoEM)/ Great Shout (T&B)
9. Bigby’s Crushing Hand

 

War

Granted Power: You gain as bonus feats a Martial Weapon Proficiency of your choice,  and Weapon Focus with your chosen weapon.

1. Magic Weapon/ Battlecry (RR)

2. Spiritual Weapon

3. Magic Vestment/ Sacred Weapon (RR)

4. Divine Power

5. Flame Strike

6. Blade Barrier

7. Power Word, Stun

8. Power Word, Blind/ Recall Champion (RR)

9. Power Word, Kill

 

Wave
Granted Power: Subject may hold breath for up to 5 x Con in rounds, and may use Speak with Aquatic Animals once per day as if cast by a caster equal to the sorcerer's level. The subject gains a +10 competence bonus to Swim checks, and Swim is considered a class skill. You also gain as a bonus feat Spell Focus: Water, or at 5th level, your familiar gains the “Elemental Creature: Water” Template.

 

1. Obscuring Mist/ Buoyancy Net (R&R)
2. Fog Cloud/Mark of Water (BoEM)/ Aura Against Flame (MaoF)/ Cloudburst (MaoF)
3. Pressure Sphere (R&R)/ Waterbreathing
4. Control Water/ Water's Embrace (R&R)/Greater Mark of Water (BoEM)
5. Dolomar's Limited Liquification (R&R)
6. Summon Monster VIII (Water only)
7. Freezing Curse/Waterspout (MaoF)/Elemental Body (MaoF)
8. Horrid Wilting/Maelstrom (MaoF)
9. Elemental Swarm (water only)

 

Weather

Granted Power: You gain a +4 competence bonus to any saving throws against natural weather-related effects, including dehydration and exposure to cold. Wilderness Lore becomes a class skill. You also gain Electricity Resistance 5.

 

1. Endure Elements

2. Chill Metal/ Heat Metal/ Cloudburst (MaoF)

3. Call Lightning

4. Sleet Storm

5. Control Winds

6. Control Water

7. Control Weather

8. Whirlwind

9. Storm of Vengeance

 

Wildshape
Granted Power: You gain Wilderness Lore and Bluff as class-skills. You may make a saving throw once per day to return to your natural shape if you are polymorphed or otherwise shapechanged. Regardless of who alters your shape, you always retain the ability to speak regardless of the form you are in.

 

1. Spider Climb
2. Alter Self
3. Waterbreathing
4. Polymorph Self
5. Animal Growth
6. Tenser's Transformation
7. Statue
8. Etherealness
9. Shapechange

 

Wind
Granted Power: Lightning Resistance 5. You may cast Feather Fall once per day per five class levels. You also gain as a bonus feat Spell Focus: Air/Lightning (your choice) or at 5th level, your familiar gains the “Elemental Creature: Air” Template.
 
1. Obscuring Mist
2. Lesser Mark of Air (BoEM)/ Wind Wall
3. Gaseous Form/ Lightning Bolt
4. Air Walk
5. Control Winds/ Binding Winds (MaoF)
6. Chain Lightning
7. Control Weather/ Elemental Body (MaoF)
8. Thunderstrike (Sunburst)/ Great Shout (T&B)
9. Elemental Swarm (Air only)

 

Appendix I: New Spells

 

Body of Venom
Transmutation

Level: Sor/Wiz 9
Components: V, S, M
Casting Time: 1 action

Range: Personal
Target: You
Duration: 1 round/level (D)

Save: Fortitude negates

 

For the duration of this spell, the caster's body exudes an especially toxic poison from every pore, and their blood is extremely dangerous to living creatures. Any breathing creature within 5' of the caster must make a Fortitude save or be nauseated (as per DMG) until they withdraw. In addition, any living creature touched by the caster (either as a Touch attack, or via unarmed strike) is affected by a powerful poison which has the same DC as the Body of Venom spell (including any bonus due to Spell Focus: Transmutation, etc.). Creatures who attack the caster with natural weapons, such as claws or fangs likewise risk being poisoned.

The poison inflicts 2d6/2d6 ability damage to those who are exposed to it via contact with the caster’s body; the abilities damaged are chosen when the spell is cast, and need not be the same ability if the caster so chooses (i.e. the poison could inflict 2d6 Con/2d6 Con, or 2d6 Dex/ 2d6 Str, or 2d6 Cha/2d6 Wis etc.). If the spell expires, any poisoned creatures that have yet to make their secondary saving throws must immediately do so. For the duration of the spell, the caster is immune to all poisons that have a lower saving throw DC than his Body of Venom spell. For the duration of the spell, the blood of the caster may be used to envenom weapons, though such venomous blood is rendered inert when the spell’s duration expires. For all but the caster who is immune to the venom for the duration of the spell, the standard dangers of applying poison to weapons exist.

 

Material Component: A fang from a wild beast that has been soaked in venom for a fortnight.

 

Appendix II: Miscellaneous Bloodlines

 

Ancestor, Divine

Erudition, Protection, Soul, Any one other specific to ancestor

Ancestor, Mystic

Erudition, Protection, Sorcery, Any one other specific to ancestor

Banshee

Beguiling, Death, Destiny, Music

Arcane Creation – artificial sorcerous beings

Sorcery, Soul, Vitality, any one other

Arcanovore - those who eat magical beasts

Animal, Feral, Poison, Vitality

Dhampyri - mortal children of vampires

Anathema, Beguiling, Death, Wildshape

Divine Child – Evil Death God

Anathema, Death, Evil,

Dreamchild – born of humans & dreamspirits

Change, Dream, Evil or Good, Glamour

Forbidden Union Fiend/Celestial

Anathema, Beguiling, Celestia, Evil, Good

Ghost-Touched

Bewitching Ways, Death/Soul/Undeath, Destiny, Glamour, Locus

Leyline-Born

Erudition, Locus, Sorcery, Stone

Lich, Evil or Good

Evil/Good, Sorcery, Soul, Undeath

Ooze-Blooded

Acid, Trickery, Wildshape

Phoenix

Flame, Soul, Vitality

Polymorphed Union

Beguiling, Change, Sorcery, Transport

Reborn Hero

Destiny, Good, Soul, Vitality

Tainted – Born in evil lands/ under evil signs

Erudition, Evil, Misfortune, Sorcery

Moonchild –descended from lycanthropes

Feral, Evil/Good based on parent, Vitality, Wildshape

 

 

Appendix III: Miscellaneous Domains

This supplemental domain was created to satisfy those who make frequent use of Lolth, Drow, or any of the various related spidery humanoids (Driders, Chitins, etc.) in their campaigns. Of particular use for Forgotten Realms campaigns.

 

Spider

Granted Power: You gain a bite attack that can inject poison. Though your bite only does normal damage for its size (1d4 if Medium, 1d3 if Small), its poison must be saved against on a successful damaging hit or else the target takes 1d4 temporary Constitution damage, followed by secondary damage of 1d4 Charisma. The DC of the fortitude save to avoid the poison’s effects is 15 + sorcerer’s Charisma bonus. At 10th level, the poison’s damage increases to 1d6 Con/1d6 Charisma. Additionally, the sorcerer is immune to the effects of the Web spell.

1.      Spider Climb

2.      Summon Swarm/Spider’s Grace (as Cat’s Grace)

3.      Phantom Steed (has spider shape)

4.      Poison/ Giant Vermin

5.      Insect Plague/ Plague of Rats (DotF)

6.      Circle of Death/ Shadow Walk/Spider Curse(FRC)

7.      Creeping Doom/ Brain Spider(DotF)/ Stone Spiders(FRC)

8.      Horrid Wilting/ Mind Blank

9.      Body of Venom*(see Appendix I)/ Spider Shapes(FRC)

Appendix IV: History

This system was initially proposed and constructed by Basilisk of the EN World boards, spurred on by myself (Vrylakos), with pieces taken from Meepo's version and Ben Mathiesen's version, which branched off from the original EN World thread. ENBoarder Lela suggested what eventually became the Spell Focus [Element] feat and created the Spider domain. Ben Mathiesen also got me to finish the Poison domain, and came up with the seed of the 9th level spell for that domain. Many others contributed thoughts and critique.