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0-level
Create Water // Creates 2 gallons/lvl of pure water
Detect Magic // Detect spells & magic within 60 ft
Detect Poison // Detect poison in one creature or object
Enhanced Diplomacy // Touched creature gains +2 on one diplomacy or intimidate check
Flare // Dazzles one creature (-1 penalty on attack rolls)
Guidance // +1 on one attack roll, saving throw, or skill check
Know Direction // Discern north
Light // Object shines like a torch
Mending // Makes minor repairs on an object
Purify Food and Drink // Purify 1 cu. ft/lvl of food and water
Read Magic // Read scrolls and spellbooks
Resistance // Subject gains +1 on saving throws
Spark // Ignites flammable objects
Stabilize // Cause a dying creature to stabilize
Virtue // Subject gains 1 temporary HP
1st-level
Abstemiousness // Enhance a small handful of food to feed a creature for a day
Advanced Scurvy // A living touched target contracts an advanced form of scurvy
Air Bubble // Creates a small pocket of air around your head or an object
Alter Winds // Increase/decrease strength of natural winds
Ant Haul// Triples carrying capacity of a creature
Aspect of the Falcon // Gives bonus on perception checks and ranged attacks
Aspect of the Nightingale // +2 on perform (sing) and +2 on diplomacy.
Bristle // Trade natural armor bonus for a bonus on attacks with natural weapons
Burning Disarm // A metal object instantly becomes red hot possibly causing the wielder to drop it / get hurt
Call Animal // Calls the nearest wild animal of the designated type with CR =/< your caster level
Calm Animals // Calm 2d4+ lvl HD of animals
Charm Animal // Make one animal your friend
Cheetah's Sprint // A wild surge of energy courses through your body and propels you into a sprint
Cloak of Shade // Reduce effects of sun exposure and heat
Commune with Birds // You can ask birds a question
Cure Light Wounds // Cure 1d8 dmg + 1/lvl (max +5)
Damp Powder // Ruins ammunition loaded in the targeted firearm
Deadeye's Lore //
Decompose Corpse // Turn a corpse into a clean skeleton
Detect Aberration // Reveal presence of abberations
Detect Animals or Plants // Detect kinds of animals/plants
Detect Snares and Pits // Reveal natural or primitive traps
Detect the Faithful // Detect other worshipers of your deity
Diagnose Disease // Detect and identify diseases
Divine Favor // +1 luck bonus on atk and dmg / every 3 levels (max +3)
Dream Feast // Target awakens from normal rest as if ate and drank a nutritious meal
Endothermic Touch // Slow the metabolism and other bodily functions of a creature short term
Endure Elements // Exist comfortably in hot or cold regions
Entangle // Plants entangle everyone in 40 ft radius
Expeditious Excavation // Move 5 ft cubes of earth
Faerie Fire // Outline subjects with light
Feather Step // Ignore movement penalty in difficult terrain
Firebelly // A magical fire warms your belly, grants you fire resistance 5, and you can breathe a cone of fire
Flare Burst // As flare, but all creatures within 10 ft
Frostbite // Target takes cold damage and is fatigued 1d6+1/lvl
Gentle Breeze // Light wind protects one target from clouds, gases, heat, and vapors
Goodberry // 2d4 berries each cure 1 hp (max 8 hp/24 hrs)
Hairline Fractures // Reduce the hardness of a stone object or lower the AC of an earth type creature
Heightened Awareness // Your recall and ability to process information improve
Hide From Animals // Animals can't perceive one subject/lvl
Hydraulic Push // Wave of water bull rushes an enemy
Ice Armor // You create a suite of armor made of ice which offers the same protection as a breastplate
Jump // Subject gets a bonus on Acrobatics checks
Keen Senses // +2 perception and low light vision
Liberating Command // Target makes an escape artist check and gets a bonus on it
Longstrider // Your speed increases by 10 ft
Magic Fang // One natural weapon of subject creature gets +1 atk and dmg
Magic Stone // 3 stones gain +1 atk, deal 1d6+1 dmg
Marid's Mastery // If target and opponent are touching water, +1 bonus on atk and dmg, otherwise -4
Mighty Fist of the Earth // Makes an unarmed strike attack roll against a target at distance
Monkey Fish // Gain a climb speed and a swim speed of 10 ft for a time
Mudball // Range touch attack that cause the target to be blinded
Nature's Paths // The target instinctively knows the shortest, easiest, and fastest way through the woods
Nauseating Dart // Poisonous stinger deals 1d2 dmg and sickens target
Negate Aroma // Subject cannot be tracked by scent
Nereid's Grace // Gain a deflection on AC and CMD = Cha bonus
Obscuring Mist // Fog surrounds you
Pass Without Trace // One subject/lvl leaves no tracks
Produce Flame // 1d6 dmg +1/lvl, touch or thrown
Ray of Sickening // Ray makes subject sickened
Read Weather // You can forecast the weather for the next 48 hours
Recharge Innate Magic // Regain one use of all 0 and 1st level spell like abilities of racial trait
Remove Sickness // Suppress disease, nausea, and sickened condition
Restore Corpse // Skeletal corpse grows flesh
Shillelagh // Cudgel or quarterstaff becomes +1 weapon (2d6 dmg) for 1 min/lvl
Snowball // Ranged touch delivers 1d6/lvl cold damage (max 5d6) and might stagger a foe
Snow Shape // As stone shape except with snow.
Speak with Animals // You can communicate with creatures.
Spirit Call // All spells from your domain list have their caster level increased by 1, +4 to concentration
Stone Fist // Your unarmed strikes are lethal
Summon Minor Ally // Summon 1d3 Tiny animals
Summon Nature's Ally I // Summon creature to fight
Thorn Javelin // Wield a javelin that sickens opponents when it strikes
Thunderstomp // Trip one creature within range
Touch of Bloodletting // This spell causes existing wounds on a target to bleed profusely
Touch of the Sea // Swim speed becomes 30 ft
Tracking Mark // Treat DCs for survival checks as if 5 lower, +5 to perception checks to notice stealth
Twisted Futures // A creature affected by this spell cannot benefit from effects that allow them advantage
Wave Shield // Water blunts one incoming attack or fire effect
Weaken Powder // Targeted firearm's ammunition halves the firearm's range & a -2 penalty on dmg
Domain: Charm Animal // Make an animal regard you as its trusted friend
Create Water // Creates 2 gallons/lvl of pure water
Detect Magic // Detect spells & magic within 60 ft
Detect Poison // Detect poison in one creature or object
Enhanced Diplomacy // Touched creature gains +2 on one diplomacy or intimidate check
Flare // Dazzles one creature (-1 penalty on attack rolls)
Guidance // +1 on one attack roll, saving throw, or skill check
Know Direction // Discern north
Light // Object shines like a torch
Mending // Makes minor repairs on an object
Purify Food and Drink // Purify 1 cu. ft/lvl of food and water
Read Magic // Read scrolls and spellbooks
Resistance // Subject gains +1 on saving throws
Spark // Ignites flammable objects
Stabilize // Cause a dying creature to stabilize
Virtue // Subject gains 1 temporary HP
1st-level
Abstemiousness // Enhance a small handful of food to feed a creature for a day
Advanced Scurvy // A living touched target contracts an advanced form of scurvy
Air Bubble // Creates a small pocket of air around your head or an object
Alter Winds // Increase/decrease strength of natural winds
Ant Haul// Triples carrying capacity of a creature
Aspect of the Falcon // Gives bonus on perception checks and ranged attacks
Aspect of the Nightingale // +2 on perform (sing) and +2 on diplomacy.
Bristle // Trade natural armor bonus for a bonus on attacks with natural weapons
Burning Disarm // A metal object instantly becomes red hot possibly causing the wielder to drop it / get hurt
Call Animal // Calls the nearest wild animal of the designated type with CR =/< your caster level
Calm Animals // Calm 2d4+ lvl HD of animals
Charm Animal // Make one animal your friend
Cheetah's Sprint // A wild surge of energy courses through your body and propels you into a sprint
Cloak of Shade // Reduce effects of sun exposure and heat
Commune with Birds // You can ask birds a question
Cure Light Wounds // Cure 1d8 dmg + 1/lvl (max +5)
Damp Powder // Ruins ammunition loaded in the targeted firearm
Deadeye's Lore //
Decompose Corpse // Turn a corpse into a clean skeleton
Detect Aberration // Reveal presence of abberations
Detect Animals or Plants // Detect kinds of animals/plants
Detect Snares and Pits // Reveal natural or primitive traps
Detect the Faithful // Detect other worshipers of your deity
Diagnose Disease // Detect and identify diseases
Divine Favor // +1 luck bonus on atk and dmg / every 3 levels (max +3)
Dream Feast // Target awakens from normal rest as if ate and drank a nutritious meal
Endothermic Touch // Slow the metabolism and other bodily functions of a creature short term
Endure Elements // Exist comfortably in hot or cold regions
Entangle // Plants entangle everyone in 40 ft radius
Expeditious Excavation // Move 5 ft cubes of earth
Faerie Fire // Outline subjects with light
Feather Step // Ignore movement penalty in difficult terrain
Firebelly // A magical fire warms your belly, grants you fire resistance 5, and you can breathe a cone of fire
Flare Burst // As flare, but all creatures within 10 ft
Frostbite // Target takes cold damage and is fatigued 1d6+1/lvl
Gentle Breeze // Light wind protects one target from clouds, gases, heat, and vapors
Goodberry // 2d4 berries each cure 1 hp (max 8 hp/24 hrs)
Hairline Fractures // Reduce the hardness of a stone object or lower the AC of an earth type creature
Heightened Awareness // Your recall and ability to process information improve
Hide From Animals // Animals can't perceive one subject/lvl
Hydraulic Push // Wave of water bull rushes an enemy
Ice Armor // You create a suite of armor made of ice which offers the same protection as a breastplate
Jump // Subject gets a bonus on Acrobatics checks
Keen Senses // +2 perception and low light vision
Liberating Command // Target makes an escape artist check and gets a bonus on it
Longstrider // Your speed increases by 10 ft
Magic Fang // One natural weapon of subject creature gets +1 atk and dmg
Magic Stone // 3 stones gain +1 atk, deal 1d6+1 dmg
Marid's Mastery // If target and opponent are touching water, +1 bonus on atk and dmg, otherwise -4
Mighty Fist of the Earth // Makes an unarmed strike attack roll against a target at distance
Monkey Fish // Gain a climb speed and a swim speed of 10 ft for a time
Mudball // Range touch attack that cause the target to be blinded
Nature's Paths // The target instinctively knows the shortest, easiest, and fastest way through the woods
Nauseating Dart // Poisonous stinger deals 1d2 dmg and sickens target
Negate Aroma // Subject cannot be tracked by scent
Nereid's Grace // Gain a deflection on AC and CMD = Cha bonus
Obscuring Mist // Fog surrounds you
Pass Without Trace // One subject/lvl leaves no tracks
Produce Flame // 1d6 dmg +1/lvl, touch or thrown
Ray of Sickening // Ray makes subject sickened
Read Weather // You can forecast the weather for the next 48 hours
Recharge Innate Magic // Regain one use of all 0 and 1st level spell like abilities of racial trait
Remove Sickness // Suppress disease, nausea, and sickened condition
Restore Corpse // Skeletal corpse grows flesh
Shillelagh // Cudgel or quarterstaff becomes +1 weapon (2d6 dmg) for 1 min/lvl
Snowball // Ranged touch delivers 1d6/lvl cold damage (max 5d6) and might stagger a foe
Snow Shape // As stone shape except with snow.
Speak with Animals // You can communicate with creatures.
Spirit Call // All spells from your domain list have their caster level increased by 1, +4 to concentration
Stone Fist // Your unarmed strikes are lethal
Summon Minor Ally // Summon 1d3 Tiny animals
Summon Nature's Ally I // Summon creature to fight
Thorn Javelin // Wield a javelin that sickens opponents when it strikes
Thunderstomp // Trip one creature within range
Touch of Bloodletting // This spell causes existing wounds on a target to bleed profusely
Touch of the Sea // Swim speed becomes 30 ft
Tracking Mark // Treat DCs for survival checks as if 5 lower, +5 to perception checks to notice stealth
Twisted Futures // A creature affected by this spell cannot benefit from effects that allow them advantage
Wave Shield // Water blunts one incoming attack or fire effect
Weaken Powder // Targeted firearm's ammunition halves the firearm's range & a -2 penalty on dmg
Domain: Charm Animal // Make an animal regard you as its trusted friend