Water Domain

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Granted Power

Turn or destroy fire creatures as a good cleric turns undead. Rebuke, command, or bolster water creatures as an evil cleric rebukes undead. Use these abilities a total number of times per day equal to 3 + your Charisma modifier. This granted power is a Supernatural Ability. The Swim skill becomes a class skill*. (Per Randy)

Water Domain Spells

  1. Obscuring Mist: Fog surrounds you.
  2. Fog Cloud: Fog obscures vision.
  3. Water Breathing: Subjects can breathe underwater.
  4. Control Water: Raises or lowers bodies of water.
  5. Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.
  6. Cone of Cold: 1d6/level cold damage.
  7. Acid Fog: Fog deals acid damage.
  8. Horrid Wilting: Deals 1d6/level damage within 30 ft.
  9. Elemental Swarm*: Summons multiple elementals.
  • Cast as a water spell only.