MAHAL
Mahal was an Ainu, one of the Aratar and a Vala, who was responsible for fashioning and crafting the substances of which Arda, the world, was composed. He delighted in the nature of substances and in works of skill, but was not concerned with possession or mastery. Besides the shaping of Arda, Mahal's greatest works were the Two Lamps of the Valar, the vessels of the Sun and Moon, and the Dwarves. He also created Angainor (the chain of Melkor).
Devotees may choose up to two of the following Domains: Artifice, Creation, Earth, or Strength.
Artifice Domain
Granted Power - Gain +4 bonus on Craft checks. The character casts conjuration (creation) spells at +1 caster level. (Those with access to both the Artifice and Creation domains cast conjuration [creation] spells at +3 caster level.)
Artifice Domain Spells
- Animate Rope: Makes a rope move at your command.
- Wood Shape: Form one existing piece of wood into any shape.
- Stone Shape: Sculpts stone into any shape.
- Minor Creation: Creates one cloth or wood object.
- Fabricate: Transforms raw materials into finished items.
- Major Creation: As minor creation, plus stone and metal.
- Hardening: Increases the hardness of materials.
- True Creation: Creates a permanent, nonmagical object of any sort of matter.
- Prismatic Sphere: As prismatic wall, but surrounds on all sides.
Creation Domain
Granted Power - Cast conjuration (creation) spells at +2 caster level. (Those with access to both the Artifice and Creation domains cast conjuration (creation) spells at +3 caster level.)
Creation Domain Spells
- Create Water: Creates 2 gallons/level of pure water.
- Minor Image: As silent image, plus some sound.
- Create Food and Water: Feeds three humans (or one horse)/level.
- Minor Creation: Create nonmagical object of nonliving, vegetable matter.
- Major Creation: As minor creation, except you can create an object of mineral nature: stone, crystal, metal/
- Heroes’ Feast: Bring forth a great feast, including table, chairs, service, and food and drink.
- Permanent Image: As silent image, but includes visual, auditory, olfactory, and thermal elements, and the spell is permanent
- True Creation: Creates a permanent, nonmagical object of any sort of matter.
- Genesis: Creates a finite plane with limited access.
Earth Domain
Granted Power - Turn or destroy air creatures as a good cleric turns undead. Rebuke, command, or bolster earth 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.
Earth Domain Spells
- Magic Stone: Three stones become +1 projectiles, 1d6 +1 damage.
- Soften Earth and Stone: Turns stone to clay or dirt to sand or mud.
- Stone Shape: Sculpts stone into any shape.
- Spike Stones: Creatures in area take 1d8 damage, may be slowed.
- Wall of Stone: Creates a stone wall that can be shaped.
- Stoneskin M: Ignore 10 points of damage per attack.
- Earthquake: Intense tremor shakes 80-ft.-radius.
- Iron Body: Your body becomes living iron.
- Elemental Swarm*: Summons multiple elementals.
*Cast as an earth spell only.
Strength Domain
Granted Power - You can perform a feat of strength as a supernatural ability. You gain an enhancement bonus to Strength equal to your cleric level. Activating the power is a free action, the power lasts 1 round, and it is usable once per day.
Strength Domain Spells
- Enlarge Person: Humanoid creature doubles in size.
- Bull’s Strength: Subject gains +4 to Str for 1 min./level.
- Magic Vestment: Armor or shield gains +1 enhancement per four levels.
- Spell Immunity: Subject is immune to one spell per four levels.
- Righteous Might: Your size increases, and you gain combat bonuses.
- Stoneskin M: Ignore 10 points of damage per attack.
- Grasping Hand: Large hand provides cover, pushes, or grapples.
- Clenched Fist: Large hand provides cover, pushes, or attacks your foes.
- Crushing Hand: Large hand provides cover, pushes, or crushes your foes.
YAVANNA
Yavanna was of the Ainur and Valar, and one of the Aratar who was responsible for the growth of all the fruits and growing things of Arda. She was the spouse of Mahal. Yavanna had created an image of the White Tree Telperion for the Elves, and a line of descendants of that tree continued even down to the time of the War of the Ring.
Devotees may choose up to two of the following Domains: Community, Healing, Luck, or Plant.
Community Domain
Granted Power - Use calm emotions as a spell-like ability once per day. Gain a +2 competence bonus on Diplomacy checks.
Community Domain Spells
- Bless: Allies gain +1 on attack rolls and saves against fear.
- Status: Monitors condition, position of allies.
- Prayer: Allies +1 bonus on most rolls, enemies -1 penalty.
- Greater Status: As status, but can cast a selection of spells through the link.
- Telepathic Bond: Forge a telepathic bond among yourself and a number of willing creatures.
- Heroes’ Feast: Bring forth a great feast, including table, chairs, service, and food and drink.
- Refuge: Alters item to transport its possessor to you.
- Sympathy: Cause an object or location to emanate magical vibrations that attract creatures.
- Mass Heal: As heal, but with several subjects.
Healing Domain
Granted Power - You cast healing spells at +1 caster level.
Healing Domain Spells
- Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
- Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).
- Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).
- Cure Critical Wounds: Cures 4d8 damage +1/level (max +20).
- Cure Light Wounds, Mass: Cures 1d8 damage +1/level (max +25) for many creatures.
- Heal: Cures 10 points/level of damage, all diseases and mental conditions.
- Regenerate: Subject’s severed limbs grow back, cures 4d8 damage +1/level (max +35).
- Cure Critical Wounds, Mass: Cures 4d8 damage +1/level (max +40) for many creatures.
- Heal, Mass: As heal, but with several subjects.
Luck Domain
Granted Power - You gain the power of good fortune, which is usable once per day. This extraordinary ability allows you to reroll one roll that you have just made before the game master declares whether the roll results in success or failure. You must take the result of the reroll, even if it’s worse than the original roll.
Luck Domain Spells
- Entropic Shield: Ranged attacks against you have 20% miss chance.
- Aid: +1 on attack rolls, +1 against fear, 1d8 temporary hp +1/level (max +10).
- Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
- Freedom of Movement: Subject moves normally despite impediments.
- Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
- Mislead: Turns you invisible and creates illusory double.
- Spell Turning: Reflect 1d4+6 spell levels back at caster.
- Moment of Prescience: You gain insight bonus on single attack roll, check, or save.
- Miracle X: Requests a deity’s intercession.
Plant Domain
Granted Powers - Rebuke or command plant creatures as an evil cleric rebukes or commands undead. Use this ability a total number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability.
Add Knowledge (nature) to your list of cleric class skills.
Plant Domain Spells
- Entangle: Plants entangle everyone in 40-ft.-radius.
- Barkskin: Grants +2 (or higher) enhancement to natural armor.
- Plant Growth: Grows vegetation, improves crops.
- Command Plants: Sway the actions of one or more plant creatures.
- Wall of Thorns: Thorns damage anyone who tries to pass.
- Repel Wood: Pushes away wooden objects.
- Animate Plants: One or more trees animate and fight for you.
- Control Plants: Control actions of one or more plant creatures.
- Shambler: Summons 1d4+2 shambling mounds to fight for you.