Deity Issues
Domains
With the deities not possessing domains in the traditional way, clerics are left with an interesting opportunity for freedom of choice. There are, of course, some restrictions. A good aligned cleric could not take the domain of Evil, just as a lawful cleric could not take the domain of Chaos. To chose a race oriented domain (such as Halfling of Elven) one must be of the race and worship the deity responsible for creating that race. A few domains are restricted to certain deities. These are as follows:
- Abhirati: Evil Domain
- Alanna: Plant Domain
- Nanami: Death Domain
- Orin: Luck Domain
- Rodrik: War Domain
Requiring a Deity
When the gods walk the earth, those around them find themselves subject to their whims. In some areas, a mortal is free to chose whether or not they worship a deity. Orin is generally regarded with fondness and may be invoked at all parties, regardless of the continent. Rodrik is called upon nearly all as they enter battle. Those who live on Abhirati’s land at the very least pay her open homage; those who do not are subject to sacrifice. No dying soul is beyond Nanami's grasp. Alanna is invoked by nearly all who desire to concieve. There are exceptions, of course. A worshiper of Alanna would not openly display his faith on Morida, just as one of Abhirati's apostates would not display themselves on Silice.
Paladin Spells
Good Aligned Paladin
Spells as per the PHB.
Evil Aligned Paladin
Spells listed are those that are changed out for others.
1st-Level Paladin Spells
- Defile Water: Makes unholy water (as Bless Water).
- Defile Weapon: Weapon strikes true against good foes (as Bless Weapon).
- Inflict Light Wounds: Inflicts 1d8 damage +1/level (max +5).
- Protection from Chaos/Good: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
2nd-Level Paladin Spells
As the spell list. No changes.
3d-Level Paladin Spells
- Inflict Moderate Wounds: Inflicts 2d8 damage +1/level (max +10).
- Darkness: 60-ft. radius of impenetrable darkness.
- Magic Circle against Good: As protection from good, but 10-ft. radius and 10 min./level.
4th-Level Paladin Spells
- Inflict Serious Wounds: Cures 3d8 damage +1/level (max +15).
- Dispell Good: +4 bonus against attacks by good creatures.
- Unholy Sword: Weapon becomes +5, deals +2d6 damage against evil (as Holy Sword).

