Customize Domain
Type: General
Source: Dragon #325
You open up one of your domains to new sources of magical power.
Prerequisite: At least one domain, ability to cast 3rd-level divine spells.
Benefit: Choose one of your cleric domains. You permanently exchange spells on your domain spell list for similar spells on any spell list you have access to. You customize your domain when you choose this feat; you cannot later change your domain spells or return to your original domain spell list. You can only choose to substitute spells that are of equal or lower level and that adhere to the following restrictions by domain. Note that certain spells gain descriptors depending on how they're cast; you can choose such a spell as a spell with the descriptor you require so long as you only cast the spell in such a manner as to give it that descriptor.
- Air: Spells with the air or electricity descriptors.
- Animal: Spells that specifically affect animals, spells that summon animals, spells that have animals in their name (such as bull's strength and owl's wisdom).
- Chaos: Spells with the chaotic descriptor.
Death: Spells that create death effects or that deal with the undead. - Destruction: Evocation spells that deal damage.
- Earth: Spells with the earth descriptor.
- Evil: Spells with the evil descriptor.
- Fire: Spells with the fire descriptor.
- Good: Spells with the good descriptor.
- Healing: Spells of the healing subschool.
- Knowledge: Divination spells.
- Law: Spells with the lawful descriptor.
- Luck: Abjuration spells or spells that allow a bonus on a d20 roll
- Magic: Any kind of spell, but you must select a spell one level lower than normal.
- Plant: Spells that specifically affect plants, spells that summon plant creatures, spells that have plants in their names (such as treestride)
- Protection: Abjuration spells.
- Strength: Spells that grant a bonus to Strength or cause a penalty to strength.
- Sun: Spells with the light descriptor.
- Travel: Spells that alter speed or provide movement.
- Trickery: Illusion or transmutation spells that alter appearance.
- War: Spells that begin with "mass."
- Water: Spells with the water descriptor and spells that create or modify water.
Special: You can gain this feat multiple times. Each time you take the feat, it applies to a new domain.