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Tiamat, also known as Takhisis, the Dragon Queen, or the Chromatic Dragon, is the evil dragon goddess of wealth, greed, and envy. She is the patron of chromatic dragons, but also for those whose lust for wealth overrides any other goal or concern. Tiamat is a greedy, vain, and arrogant goddess who embodies all the strengths of evil dragonkind, and few of their weaknesses. Tiamat is most concerned with spreading evil, defeating good, and propagating chromatic dragons. She never forgives a slight. Although she is not averse to razing the occasional village, her true schemes are subtle and hard to detect. She has been compared to a puppeteer manipulating her creations from within shadows. The Queen of Evil Dragons demands reverence, homage, supplication, and tribute from her subjects. She is sometimes called “Her Dark Majesty” or simply “Dark Queen”.

Tiamat is the highest of the Dark Gods and rules her minions with an iron fist. She is known to have killed (and taken the powers of) many deities during the War of the Dragons.

Takhisisan Domains: Destruction, Evil, Greed, Hatred, Scalykind, 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.)

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.

Scalykind Domain
Granted Power: Rebuke or command animals (reptilian creatures and snakes only) as an evil cleric rebukes or commands undead. Use this ability a total number of times per day equal to 3 + Charisma modifier.

Scalykind Domain Spells
1. Magic Fang: One natural weapon of subject creature gets +1 on attack and damage rolls.
2. Animal Trance: Fascinates 2d6 HD of animals. (Affects ophidian or reptilian creatures only.)
3. Greater Magic Fang: One natural weapon of subject creature gets +1/four levels on attack and damage rolls (max +5).
4. Poison: Touch deals 1d10 Con damage, repeats in 1 min.
5. Animal Growth: One animal/two levels doubles in size. (Affects ophidian or reptilian creatures only.)
6. Eyebite: Target becomes panicked, sickened, and comatose.
7. Creeping Doom: Swarms of tiny snakes attack at your command.
8. Animal Shapes: One ally/level polymorphs into chosen animal. (Ophidian or reptilian creatures only.)
9. Shapechange: Transforms you into any creature, and change forms once per round.

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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