Sorry to bother you again, but I was reading through the Libris Mortis, and was also wondering if I could switch to one of the new domains listed in there. I'd be trading in the death domain for the deathbound domain. Here's the stats:
Here are the spells the domain grants that are not in the core books (all are in Libris Mortis and are quoted exactly):
CHILL OF
THE GRAVE
Necromancy
Level: Deathbound 1
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./
2 levels)
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
A pale ray erupts from your pointing
fi nger. You must succeed on
a ranged touch attack with the
ray to affect a target. The target
takes 1d10 points of cold damage.
This damage increases to 2d10 at
caster level 4, 3d10 at caster level
7th, and 4d10 at caster level 10th.
BLADE OF
PAIN AND FEAR
Evocation
Level: Assassin 2, blackguard
1, cleric 2, Deathbound 2,
sorcerer/wizard 2
Components: V, S, DF
Casting Time: 1 standard
action
Range: 0 ft.
Effect: Swordlike column of
gnashing teeth
Duration: 1 min./level (D)
Saving Throw: Will partial
Spell Resistance: Yes
A 3-foot-long column of
disembodied gnashing teeth
springs forth from your
hand, screaming and chanting
with unholy vigor. You
make melee touch attacks
with this blade of pain and fear.
The blade deals 1d6 points of
damage +1 point per two caster
levels (maximum +10). Your Strength
modifi er does not apply to the damage.
A creature that you successfully deal
damage to must also make a saving
throw or become frightened.
FANGS OF THE
VAMPIRE KING
Transmutation [Evil]
Level: Assassin 3, blackguard 3, Deathbound
3
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 min./level
You grow vampirelike fangs
that allow you to make bite
attacks with an attack bonus
of +10 plus your Strength
modifi er. Your bite attack deals
1d6 points of damage and 1 point of
Constitution damage. If you make
a full attack with other weapons, you
can also make a bite attack as a secondary
attack (–5 to hit).
WITHER LIMB
Necromancy [Evil]
Level: Deathbound 4
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: Limbs of one humanoid
Duration: Permanent
Saving Throw: Fortitude negates
Spell Resistance: Yes
The caster chooses to wither either the
arms or the legs of a humanoid. Withered
legs force a subject to fall prone while at
the same time reducing the subject’s land
speed to 5 feet. Withered arms make it
impossible for the subject to use objects or
cast spells with somatic components.
A withered limb can be restored by a
successful dispel magic cast by a spellcaster
of a level higher than the level of the wither
limb caster.
REVIVE UNDEAD
Necromancy [Evil]
Level: Deathbound 5, sorcerer/wizard 6
Components: V, S, M
Casting Time: 1 minute
Range: Touch
Target: Destroyed undead creature
touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes (harmless)
Your restore animation to an undead
creature destroyed by hit point loss (even
zombies and skeletons that can’t normally
be reanimated once destroyed). You can
revive a destroyed undead that has been
inactive for up to one day per caster level.
In addition, the subject’s animating spirit
must be free and willing to return. If the
subject’s animating spirit is not willing to
return, the spell does not work; therefore,
subjects that want to revive receive no
saving throw.
Revive undead heals hit point damage
up to a total of 1 hit point per Hit Die to
an undead. The body of the undead to
be revived must be whole. Otherwise,
missing parts are still missing when the
creature is reanimated. None of the dead
creature’s equipment or possessions are
affected in any way by this spell.
An undead that has been turned to
dust by a turning effect can’t be revived
by this spell (because only dust remains
of the undead).
The subject of the spell loses one level
or HD (if it doesn’t have a character class
level, it loses a HD) when it is revived.
This level loss cannot be repaired by
any spell. If the subject is 1st level, it
loses 2 points of Charisma instead. An
undead that was destroyed with spells
prepared has a 50% chance of losing
any given spell upon being revived,
in addition to losing spells for losing a
CHAPTER 4
SPELLS
71
level. A spellcasting undead that doesn’t
prepare spells (such as a sorcerer) has a
50% chance of losing any given unused
spell slot as if it had been used to cast a
spell, in addition to losing spell slots for
losing a level.
Material Component: A black pearl
worth at least 500 gp.
AWAKEN UNDEAD
Necromancy [Evil]
Level: Deathbound 6, sorcerer/wizard 7
Components: M, S, V, XP
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: All mindless undead within a
circle 25 ft. in radius + 5 ft./2 levels
Duration: Permanent (D)
Saving Throw: None (harmless)
Spell Resistance: Yes (harmless)
This spell grants intelligence to mindless
undead such as skeletons and zombies.
Undead with Intelligence scores are
unaffected. Mindless undead within
the radius gain Intelligence 4+1d6.
Undead cannot gain more intelligence
than typical of their original kind. A
skeletal dog simply has Intelligence 2,
while a skeletal orc makes the die roll
but can’t have more than Intelligence 8.
Undead do not regain any skills or feats
they had in life.
Undead regain the armor and weapon
profi ciencies they had in life (assume
the undead were formerly warriors
unless your DM specifi es otherwise)
and will don armor and take up weapons
while obeying your commands. A
zombie fi ghter can wear any armor and
wield any simple or martial weapon,
while a zombie warhorse can wear any
armor.
Undead also regain any extraordinary
abilities they had in life, such as poison
or scent.
Awakened undead gain a +2 profane
bonus on their Will saving throws to
resist control undead. Awakened undead
also gain +2 turn resistance (or retain
their own turn resistance, if any, and if
it is better than +2).
Material Component: A humanoid
fingerbone.
XP Cost: 200 XP.
AVASCULATE
Necromancy [Death, Evil]
Level: Deathbound 7, sorcerer/wizard 7
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes
You shoot a ray of necromantic energy
from your outstretched hand, causing
any living creature struck by the ray to
violently purge blood or other vital fl uids
through its skin. You must succeed on a
ranged touch attack to affect the subject.
If successful, the subject is reduced to
half of its current hit points (rounded
down) and stunned for 1 round. On a
successful Fortitude saving throw, the
subject is not stunned.
AVASCULAR MASS
Necromancy [Death, Evil]
Level: Deathbound 8, sorcerer/wizard 8
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: See text
Saving Throw: Fortitude partial and
Refl ex negates; see text
Spell Resistance: Yes
You shoot a ray of necromantic energy
from your outstretched hand, causing
any living creature struck by the ray to
violently purge blood vessels through its
skin. You must succeed on a ranged touch
attack to touch the subject. If the touch
attack is successful, the subject loses
half its hit points (rounded down) and
is stunned for 1 round. On a successful
Fortitude saving throw, the subject is
not stunned.
The purged blood vessels are magically
animate, creating a many-layered mass
of magically strong, adhesive tissue that
trap those caught in them. The avascular
mass instantaneously erupts from
the target, and must be anchored on
last least two opposed points—such as
fl oor and ceiling or opposite walls—or
else the mass collapses and has no effect.
Creatures caught within a 20-foot-radius
avascular mass become entangled. The
original target of the spell is automatically
entangled.
An entangled creature takes a –2
penalty on attack rolls, a –4 penalty to
effective Dexterity, and can’t move. An
entangled character who attempts to cast
a spell must make a Concentration check
or lose the spell. Because the avascular
mass is magically animate, and gradually
tightens on those it holds, the Concentration
check DC is 30.
Anyone within 20 feet of the primary
target when the spell is cast must make
a Refl ex save. If this save succeeds, the
creature is not stuck in the avascular mass
and is free to act, though moving may be
a problem (see below). If the save fails, the
creature is stuck. A stuck creature can
break loose by spending 1 round and
succeeding on a DC 25 Strength check
or a DC 30 Escape Artist check. Once
loose (either from making the initial
Refl ex save or a later Strength check
or Escape Artist check), a creature may
progress through the writhing blood
vessels very slowly. Each round devoted
to moving allows the creature to make
a new Strength check or Escape Artist
check. The creature moves 5 feet for each
full 5 points by which the check result
exceeds 10.
If you have at least 5 feet of avascular
mass between you and an opponent, it
provides cover. If you have at least 20
feet of avascular mass between you, it
provides total cover.
When the secondary duration elapses,
the blood vessel mass becomes only so
much limp, decaying tissue.
prestige class (again from LM, though the book only allows Spell Focus(Necromancy) as it's feat requirement)