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Bane (also known as the Black Hand and the Black Lord), is the god of hatred, fear, and tyranny. Bane is a Lawful Evil greater power whose symbol is green rays squeezed forth from a black fist. Bane prefers to keep to the shadows, allowing his servants to carry out his intricate plans. He has no tolerance for failure and seldom thinks twice about submitting even a loyal servant to rigorous tortures to ensure complete obedience to his demanding, regimented doctrine. Bane is one of the Gods of Darkness.

Banite Domains: Destruction, Evil, Fire, Hatred, Tyranny

Destruction Domain
Granted Power: You gain the smite power, the supernatural ability to make a single melee attack with a +4 bonus on attack rolls and a bonus on damage rolls equal to your cleric level (if you hit). You must declare the smite before making the attack. This ability is usable once per day.

Destruction Domain Spells
1. Inflict Light Wounds: Touch attack, 1d8 damage +1/level (max +5).
2. Shatter: Sonic vibration damages objects or crystalline creatures.
3. Contagion: Infects subject with chosen disease.
4. Inflict Critical Wounds: Touch attack, 4d8 damage +1/level (max +20).
5. Inflict Light Wounds, Mass: Deals 1d8 damage +1/level to any creatures.
6. Harm: Deals 10 points/level damage to target.
7. Disintegrate: Makes one creature or object vanish.
8. Earthquake: Intense tremor shakes 80-ft.-radius.
9. Implosion: Kills one creature/round.

Evil Domain
Granted Power: You cast evil spells at +1 caster level.

Evil Domain Spells
1. Protection from Good: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
2. Desecrate (M): Fills area with negative energy, making undead stronger.
3. Magic Circle against Good: As protection from good, but 10-ft. radius and 10 min./level.
4. Unholy Blight: Damages and sickens good creatures.
5. Dispel Good: +4 bonus against attacks by good creatures.
6. Create Undead (M): Create ghouls, ghasts, mummies, or mohrgs.
7. Blasphemy: Kills, paralyzes, weakens, or dazes nonevil subjects.
8. Unholy Aura (F): +4 to AC, +4 resistance, SR 25 against good spells.
9. Summon Monster IX: Calls extraplanar creature to fight for you. (Cast as an evil spell only.)

Fire Domain
Granted Power: Turn or destroy water creatures as a good cleric turns undead. Rebuke, command, or bolster fire 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.

Fire Domain Spells
1. Burning Hands: 1d4/level fire damage (max 5d4).
2. Produce Flame: 1d6 damage +1/ level, touch or thrown.
3. Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type. (Resist cold or fire only.)
4. Wall of Fire: Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 damage +1/level.
5. Fire Shield: Creatures attacking you take fire damage; you’re protected from heat or cold.
6. Fire Seeds: Acorns and berries become grenades and bombs.
7. Fire Storm: Deals 1d6/level fire damage.
8. Incendiary Cloud: Cloud deals 4d6 fire damage/round.
9. Elemental Swarm: Summons multiple fire elementals. (Cast as a fire spell only.)

Greed Domain
Granted Power: You gain a +2 competence bonus on Appraise, Open Lock, and Sleight of Hand checks.

Greed Domain Spells
1. Alarm: Wards an area for 2 hours/level.
2. Knock: Opens locked or magically sealed door.
3. Glyph of Warding (M): Inscription harms those who pass it.
4. Fire Trap (M): Opened object deals 1d4 damage ’+1/level.
5. Fabricate: Transforms raw materials into finished items.
6. Guards and Wards: Array of magical effects protects area.
7. Teleport Object: As teleport, but affects a touched object.
8. Antipathy: Object or location affected by spell repels certain creatures..
9. Time Stop: You act freely for 1d4+1 rounds.

Hatred Domain
Granted Power: Once per day as a free action, choose one opponent. Against that foe you gain a +2 profane bonus on attack rolls, saving throws, and Armor Class for 1 minute.

Hatred Domain Spells
1. Doom: One subject suffers -2 on attacks, damage, saves, and checks.
2. Scare: Panics creatures of less than 6 HD.
3. Bestow Curse: -6 to an ability score; -4 on attack rolls, saves, and checks; or 50% chance of losing each action.
4. Shout: Deafens all within cone and deals 5d6 sonic damage.
5. Righteous Might: Your size increases and you gain combat bonuses.
6. Forbiddance (M): Blocks planar travel, damages creatures of different alignment.
7. Blasphemy: Kills, paralyzes, weakens, or dazes nonevil subjects.
8. Antipathy: Object or location affected by spell repels certain creatures.
9. Wail of the Banshee: Kills one creature/level.

Tyranny Domain
Granted Power: Add +1 to the save DC of any Enchantment (Compulsion) spell you cast.

Tyranny Domain Spells
1. Command: One subject obeys selected command for 1 round.
2. Enthrall: Captivates all within 100’ + 10’/level.
3. Discern Lies: Reveals deliberate falsehoods.
4. Fear: Subjects within cone flee for 1 round/level.
5. Command, Greater: As command, but affects one subject/level.
6. Geas/Quest: As lesser geas, plus it affects any creature.
7. Bigby’s Grasping Hand: Large hand provides cover, pushes or grapples.
8. Charm Monster, Mass: As charm monster, but all within 30’.
9. Dominate Monster: As dominate person, but any creature.


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