back to Channeling Spell Lists
Priestly Domain Lists
- Aquatic Forms
Allows the caster to take the forms of various aquatic creatures
- Jellyfish Form
- Starfish Form
- Fish Form
- Crab Form
- Sea Snake Form
- Banishments
Choose demons, elementals, genii, angels, or any other type of extraplanar entity; caster can sense, control, and banish them from this plane
- Detect Entities
- Entity Protection I
- Repel Entity I
- Banish Entity I
- Entity Protection II
- Battlefield Healing
Gives the caster tools for treating multiple targets in a battlefield situation
- Marker*
- Endurance I
- Conveyance
- Channels I*
- Healer's Knowledge*
- Ceremonies
Divinely blessed ceremonies for the social circles in which the priest operates
- Religious
- Dedicate
- Marriage
- Holy Vestment
- Coming of Age
- Chants
Various utility spells dealing with purification and spirits
- Cleansing Chant
- Purification Chant
- Spirit Walk I
- Vision Chant I
- Healing Chant II
- Crusade
Spells focused on war and commanding battle
- Battle Lore
- Troop Forming
- Clarion Call
- Count
- Tactics
- Death Mastery
Spells that kill living creatures
- Aging I
- -
- Touch of Death
- Destroy Life Essence I
- Lesser Death
- Divine Aura
Spells that empower allies around the caster and curse hir enemies
- Aura Sight
- Aura Light
- Aura I
- Courage Aura
- Aura of Life
- Divine Magic
Various utility effects dealing with cancelling, dispelling, and empowering spells
- Detect Magic I
- Spell Blessing I
- Cancel Channeling
- Cancel Essence
- Cancel Mentalism
- Faith's Shield
Spells that fortify the caster's shield to defend hir from harm
- Shield Lore
- Shield Bond
- Shield Defense I
- Shield Block I*
- Shield History
- Holy Defenses
Spells that protect the target from attack
- Blur*
- Shield*
- Airwall
- Prayer I
- Deflections I*
- Holy Discipline
Spells that empower the caster in unarmed combat
- Divine Strength I
- Touch of Corruption I*
- -
- Holy Strike I*
- Touch of Corruption II*
- Holy Element
Choose one element: earth, fire, ice, light (and electricity), water, or wind, or another element approved by the DM. This list confers control over the chosen element.
- Resist Element*
- Control Element
- Element Shield*
- Element Wall
- Turn Elemental
- Holy Symbol
Empowers the caster's holy symbol to grant various benefits
- Minor Symbol
- Symbol Store
- Symbol Prayer I
- Guardian Symbol I
- Symbol Blast I
- Holy Trances
Spells that confer benefits to the caster for remaining in a trance for the spell's duration
- Channeling Trance I
- Focus Trance II
- Self Control I*
- Vision Trance I
- Healing Trance II
- Holy Weapon
Spells that empower the caster's weapon to perform better
- Weapon Bond
- Weapon Symbol
- Draw Weapon*
- Throw*
- Hammer Strike I*
- Holy Wind
Gives the caster power over the wind and weather
- Predict Winds
- Airwall I
- Float
- Breeze Call
- Airwall II
- Holy Wrath
Strengthens the caster against hir enemies.
- Detect Enemies I
- Detect Darkness
- Holy Attack I*
- Holy Blast I
- Holy Strike I*
- Horse Mastery
Gives the caster power over a mount
- Befriend
- Animal Healing
- Riding I
- Tracks
- Charging I*
- Hunting Mastery
Aids the caster in hunt-related tasks
- Tracker I
- Aiming I*
- Nature's Awareness I
- Cleanse Catch
- Tracker II
- Insect Mastery
Gives caster power over bugs and insects
- Repel Insects
- Summon Insects I
- -
- Summon Insects II
- Resist Poison
- Land Forms
Allows the caster to take the form of various land creatures
- Ant Form
- Spider Form
- Rodent Form
- Frog Form
- Chameleon Form
- Nature Domination
Gives caster power over the natural world and creatures
- Animal Sleep I
- Blight I
- Loosen Earth
- Animal Mastery I
- Cracks Call
- Proselytizing
Enhances caster's ability to speak and influence others
- Conversion I
- Voice of Friendship*
- Sounding II
- Voice of Reason*
- Learn Language II
- Serpent Law
Gives the caster power over snakes and serpents
- Snake Eyes
- Charm Snake I
- Summon Viper
- Snake Bite I
- Snake Gaze
- Spirit Domination
Spells that affect spirits and ghosts
- Taint Spirit
- -
- Spirit Burn
- Control Spirit I
- Spirit Trap I
- Spirit Law
Spells that summon, control, and communicate with spirits and ghosts
- Detect Spirit
- Identify Spirit
- Totem Familiar
- Summon Spirit I
- Spirit Tongue
- Spiritual Vision
Empowers the caster's senses and perceptions
- Meditation Trance
- Nightvision
- Faith Guard
- Detect Evil
- Intuitions I
- Stone Mastery
Empowers stones with magical effects
- Small Stone
- Stoneheal
- Stonespeech
- Medium Stone
- Holy Stone I*
- The Hunter
Spells that empower the caster as a legendary hunter
- Creature Lore
- Hunter's Strike I*
- Detect Gate
- Block Summons I*
- Break Control I*
- Time Lore
Affects the target's speed and lets the caster sense time
- Time Drain*
- Sloth I
- Recognition
- Quickness I
- Retrocognition
- Tree Mastery
Gives the caster power over trees
- Treespeech
- Treeform
- Tree Healing
- Wall of Thorns
- Plantskin
- Voodoo Magic
Spells that let the caster empower talismans to bestow magical effects
- Animal Talisman
- Herb Talisman
- Influence Talisman
- Magic Talisman I
- Protection Talisman