Air Clerics



May 14, 2005 12:58:34
Here are is a short description of Air clerics that I wrote, and some domains mostly for Air clerics. Unfortunately I had to include a couple of non-SRD spells in one of the domains: The Breath of Life. So unless you have the Complete Divine and Minatures Handbook that domain won't work for you. There are a couple of new spells in the domain list as well, marked with an asterik. I haven't written them up yet, but they are pretty self explanitory variations on exsisting spells.

Anyway, please tell me what you think. I'm currently working on the other elements to expand the number of options available in my game for clerics.

Air: The Element of Air is born of thoughts and dreams. It is a subtle element, yet capable of the dynamic fury of a thunderstorm when necessary. Air is ethereal, invisible and silent, easily forgotten, until one notices its absence or the winds begin to howl. The wind can be felt blowing through one’s fingers, but it cannot be grasped. This is an idea that resonates strongly with the followers of the element. The children of the sky are beings of thought and subtlety, for without thought and idea, all that remains is ignorance and death.

In its pure form, Air is the breath of life, a cool breeze providing relief from the heat of the day filling one’s lungs with life sustaining energy. It is free to wander through the sky, and those choosen by the element are often overtaken by a great wanderlust. Be it of the heart, mind, or body. The desire for freedom, born of slavery, has been known to create a strong connection with the air spirits. Thusly, liberated slaves, especially men of vision, are likely to take up the calling of Air Cleric.

But the wind can be cruel as well, especailly in the harsh deserts of Athas. Violent and capricious when roused, the wind can flay skin from flesh and scatter people and belonging into the sky. The wind is as likely to choose (or be chosen) by those with an unpredictable and violent temper, as those who strive for freedom. Often times, they are one in the same.

Because of their unpredictable nature and love of freedom, elves feel an especially close bond to the element of Air. Indeed many Elmental Singers are born of the winds, for one cannot sing without Air to fill one’s lungs. It is more than mere metaphor to say that elves ‘run like the wind’.

At it’s worst, Air is stagnent and foul, a bed of corruption wrought from broken dreams and inaction. Evil Air Clerics are known for their poisonous words and disturbing apathy at the plight of those around them. They act capricously without regard to the needs or desires of others, chasing after illusioury freedoms which may actually be enslaving themselves or others. Evil Air Clerics often come from the ranks of those who have broken under the weight of their own wills, defiently disregarding even what is in their own hearts.

Whispering Wind Domain
Patron Elements: Air
Granted Power: You gain Skill Focus (Listen) as a free bonus feat. Also, once per week you can automatically succeed at any one listen check.

Whispering Wind Domain Spells:
1 Ventriloquism: Throws voice for 1 min./level.
2 Whispering Wind: Sends a short message 1 mile/level.
3 Clairaudience: Hear at a distance for 1 min./level.
4 Divination: Provides useful advice for specific preposed actions.
5 Commune: Elemental lord answers one yes or no question/level.
6 Find the Path: Shows most direct way to a location.
7 Legend Lore: You learn tales about a person place or thing.
8 Demand: As Sending, plus you can send a Suggestion.
9 Foresight: “Sixth Sense” warns of impending danger.

Howling Wind Domain
Patron Elements: Air, Rain (Thunderclap)
Granted Power: You can make a Great Shout three times per day. Making a Great Shout is a standard action. All opponents who can hear your shout and are within 30ft of you must succeed on a Will save (DC 10 + 1/2 your character level + your Cha modifier), or become shaken for 1d4 rounds. A Great Shout only affects creatures with Hit Dice or levels than you.

Howling Wind Domain Spells:
1 Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
2 Soundburst: Deals 1d8 sonic damage to subjects; may stun them.
3 Deafness: Makes subject deaf.
4 Shout: Deafens all within come and deals 5d6 sonic damage.
5 Fear: Subjects within cone flee for one round/level.
6 Song of Discord: Forces targets to attack each other.
7 Word of Chaos/Dictum/Blasphemy/Holy Word: Kills, confuses, stuns, or deafens non-____ creatures. (Dependant on alignment, only one of these spells is granted by the domain.)
8 Shout, Greater: Devestating shout deals 10d6 sonic damage; stuns creatures, deamages objects.
9 Wail of the Banshee: Kills one creature/level.

Breath of Life Domain
Patron Elements: Air
Granted Power: As long as there is good clean Air around for you to breathe, you heal twice as fast as normal. Also, once per day you can take a standard action to breath life sustaining Air into a fallen comrades mouth. As long as he wasn’t allready dead he is restored to 1 hp. Alternately this ability can be used to remove fatigue or lessen exhaustion to fatigue on yourself or another. Either way, it take a standard action and prevokes attacks of opportunity.

Breath of Life Domain Spells:
1 Death Watch: Reveals how near death subject within 30ft are.
2 Altruism: Transfers Hp to another.
3 Breathing: Subject can breathe underwater, in earth, or in silt.
4 Death Ward: Grants immunity to death spells and negative energy effects.
5 Dance of the Unicorn#: Purifing mist washes the air clean of smoke, dust, and poisons.
6 Revivify#: Restore recently dead to life with no level loss.
7 Restoration, Greater: As Restoration, plus restores all levels and ability scores.
8 Breathing, Mass*: As Breathing, but affects all within range.
9 Death Pact#: Diety brings you back from the dead automatically

Fury of the Tempest Domain
Patron Elements: Air, Rain
Granted Power: You gain Lightning Resistance 5.

Fury of the Tempest Domain Spells:
1 Entropic Shield: Ranged Attacks have a 20% miss chance against you.
2 Rage: You gain a +2 bonus to Str and Con, +1 on Will saves, and -2 to AC.
3 Call Lightning: Calls down lightning bolts (3d6 damage per bolt) from the sky.
4 Divine Power: You gain attack bonus, +6 to Strength, and +1 hp/level.
5 Call Lightning Storm: As Call Lightning, but 5d6 damage per bolt.
6 Chain Lightning: 1d6 damage/level; 1 secondary bolt/level each deals half damage.
7 Control Weather: Changes Weather in the local area.
8 Wirlwind: Cyclone deals damage and can pick up creatures.
9 Storm of Vengance: Storm rains, acid, lightning, and hail.

Gentle Breeze Domain
Patron Elements: Air
Granted Power: You gain the ability to use the spell Calm Emotions once per day as a standard action.

Gentle Breeze Domain Spells:
1 Feather Fall: Objects or creaures fall slowly
2 Calm Emotions: Calms creatures negating emotions effects.
3 Gaseous Form: Subject becomes insubstanial and can fly slowly.
4 Air Walk: Subject treads on air as if solid (climb at 45-degree angle).
5 Dream: Sends message to anyone sleeping.
6 Wind Walk: You and your allies turn vaporous and travel fast.
7 Control Weather: Changes weather in local area.
8 Mind Blank: Subject is immune to mental/emotional magic and scrying.
9 Etherealness: Travel to the Ethereal plane with companions.

Open Sky Domain
Patron Elements: Air, Sun
Granted Power: You can always determine where you are as long as you can see the sun or stars in the sky (note: this power only allows you to know where you are in relation to places you know, direction and aproximate distance. It doesn’t provide you with any specific information about an unknown area).

Open Sky Domain Spells:
1 Longstrider: Your base speed increases by 10ft for 1 hour/level.
2 Daylight: 60ft radius of bright light.
3 Fly: Subject flies at a speed of 60ft.
4 Freedom of Movement: Subject moves normally despite impediements.
5 Overland Flight: You fly at a speed of 40ft and can hustle over long distances.
6 Find the Path: Shows most direct way to a location.
7 Sunbeam: Beam blinds and deals 4d6 damage.
8 Discern Location: Reveals exact location of creature or object.
9 Sunburst: Blinds all within 10ft does 6d6 damage.

Stolen Breath Domain
Patron Elements: Air, Silt
Granted Power: Three times per day you can make a touch attack, as a standard action, and affect someone as though you had cast Touch of Fatigue.

Stolen Breath Domain Spells:
1 Sleep: Puts 4 HD of creatures into magical slumber.
2 Silence Creature*: Affected creature cannot make any vocalizations.
3 Contagion: (Respiratory Only) Infects subject with choosen disease.
4 Ray of Exhaustion: Ray makes subject exhausted.
5 Cload Kill: Kills 3 HD or Less, 4-6 HD save or die, 6+ take Con damage.
6 Waves of Fatigue: Several Targets become fatigued.
7 Symbol of Weakness: Triggered rune weakens nearby creatures.
8 Waves of Exhaustion: Several Targets become exhausted.
9 Soul Bind: Traps newly dead soul to prevent Ressurection.

Overlooked Presence Domain
Patron Element: Air
Granted Power: You gain the Blindsense ability whenever there is no more than a gentle breeze around you. You are able to sense the subtle movements of the air and the breathing of creatures nearby. Also, for what it’s worth, you do not desturb the wind currents with your movements or breath when moving at half speed or less.

Overlooked Presence Domain Spells:
1 Silence: Negates sound in 15ft. radius.
2 Invisibility: Subject is Invisible for 1 min/level or until it attack.
3 Nondection: Hides subject or object, from divination, scrying.
4 Detect Scrying: Alerts you of magical easedropping.
5 Zone of Silence: Keeps easedroppers from overhearing conversation.
6 Mislead: Turns you invisible and creates illusory double.
7 Ethereal Juant: You become ethereal for one tound/level.
8 Invisibility, Mass: As Invisibility, but affects all within range.
9 Screen: Illusion hides area from vision, scrying.

Freedom Domain
Patron Element: Air
Granted Power: Once per week, you can break free of any one mind-affecting compulsion, curse, or physical or magical bond (such as ropes, mancles, or a Forcecage). This ability can also be used to escape from any grapple, pin, or even from being swallowed. You must personally be imprisoned or held in order to use this ability. The exact nature of how you break free is up to the DM.

Freedom Domain Spells:
1 Expeditious Retreat: Your speed increases by 30ft for a short while.
2 Remove Paralysis: Frees one or more creatures from paralysis or Slow effect.
3 Remove Curse: Frees object or person from curse.
4 Freedom of Movement: Subject moves normally despite impedements.
5 Break Enchantment: Frees subject from enchantments, alterations, curses, and petrifications.
6 Wind Walk: You and your allies turn vaporous and move fast.
7 Teleport, Greater: As Teleport, but with no range limit or chance of error.
8 Mind Blank: Subject is immune to mental/emotional magic and scrying.
9 Freedom: Subject is freed from imprisonment.


Jun 02, 2005 22:10:22
So? what does everyone think, like them, hate them? Any thoughts?


Jun 02, 2005 22:26:57
I'll playtest them when my campaign starts up in about a week or so.


Jun 03, 2005 11:23:43
Damn, if I've seen them before I could translate them to Portuguese and playstest'em on the international rpg convention we're having this weekend...

The look pretty interesting, tough


Jun 04, 2005 2:21:20
I'll playtest them when my campaign starts up in about a week or so.

Cool . Tell me how it goes as it goes so to speak :D .

I don't particlurly care for the weapon/armor proficiency and skill per domain thing that has been incorporated into the release; which is why I didn't include that information.

I'm actually in the process of reworking the entire cleric spell lists and Domains for my game because the officail version falls a little flat. Darn WoTC restrictions *shakes fist*.


Jun 04, 2005 2:43:24
I actually use a blend of Paizo and rules for my game. Piecemeal seems to work best for me. I like the races (except the Half-Giant) from Pazio, the timeline of, and I pick and choose between their methods of using the classes. Also, I allow any class in any official book. For the most part. But I sigress. I'll definetely let you know how they playtest, RTS. IMAGE(


Oct 12, 2005 23:01:53
Great extra domains. Are you making other domains for the other elements?


Oct 13, 2005 0:11:27
That would be the assumption. He's already done spell lists for all eight. It would be silly of him to just put domains for only 1.