
Curete
In Omeria, clerics are derided as "borrowers" of magic— using gods to safely access power. They are also called magi-priests by traditional magic users, but within the churches of The Four Generals they are known as curetes.
Curete is a term which means "warrior priest". Unlike
regular priests limited to the study and teaching of the
will of The Four Generals, curetes use their martial skills
to aid their calling. They do not "adventure" per se but
instead take an active role in investigating, influencing
and improving the world outside the church.
The Four Generals
The world of Casar, The Real and all planes of
existence were created through the violent
convergence of twelve primal energies - the four
major elements and the eight energies of reality
(commonly known as the eight paths of magic). This
event also saw the birth of the dulons - the first
race of creatures. The Four Generals were a part
of this first creation and are, in fact, dulons.
It was the dulons who created the other primal
races - titans, danaavrakti, elves and humans.
Followers of The Four Generals believe that
the humans of The Summer Land (known as
Pressonians) were created specifically by them to
aid in their great mission of arresting the decay of
reality. It is held that the generals walked among the
people in the early days, teaching and guiding them, but
had to suddenly depart Casar in order to continue their
war against entropy. Whether they will return or not
is a matter of much debate, but devout Pressonians
believe their gods still wish them to follow their
teachings either way.
Each of the Four Generals represents one of
the climatic seasons and the underlying major
element that fuels it. As such, they are:
- Ilwyn, God of Summer (fire),
- Thinir, God of Autumn (air),
- Tuteus, God of Winter (water), and
- Asnas, God of Spring (earth).
Pexian scholars, of course, make distinction
between dulons and what is traditionally meant
by the term "gods", but this is considered academic
quibbling by the people of The Summer Land.
They continue to worship, revere, and call upon
The Four Generals whilst welcoming members
of all races to join them.
Churches of The Four Generals
While Pressonian Abjurers and the Monks of the
White Pillar call on The Four Generals collectively,
curetes belong to one of the churches dedicated to
a specific general and their season. Each church
views their role as important and complementary
to the greater mission of The Four Generals.
As the Hand of the Eight approaches, the churches
are dismayed to see their influence wane as even The
Summer Land succumbs to Omeria's prevailing atheism.
Curetes of the Gods of Summer and Spring are still largely
welcomed everywhere, but those of the Gods of Autumn
and Winter are more likely to find cold shoulders than
warm hearths.
Credits
This alternate cleric class has been created by drawing on lore from the Omeria Campaign World created by DMDave.
Northern Omeria map is also from DMDave and can be viewed in full on the Omeria Wiki.
Domain holy symbols were drafted in GIMP 2.8 by the author of this document.
This creation is intended to be fully SRD 5.1 compliant. Please advise if any details have been overlooked.
The Church of Ilwyn
As General Ilwyn represents the season of Summer and its aspects of sunlight, heat, and long days, so does their church.
The Church of Ilwyn believes that it has been called to protect the people - to expose evil to the light and see it burn away. In this way, the church preserves the creation and fights the forces that would erode reality.
Their holy symbol - the "rising sun" - is derived from the helmet of General Ilwyn and the church's priests are garbed in robes of black and gold.
The Church of Thinir
The season of Autumn is a season of maturing and harvest, but also decay and fierce winds. The church believes that it serves General Thinir best by hunting down the unworthy and encouraging the righteous. They seek to nuture healthy growth by removing the forces that drain vitality from the world.
The holy symbol of the Church of Thinir - the "watching eye" - is derived from the helmet of its general and its priests are garbed in robes of bluish-purple and tan.
The Church of Tuteus
Winter is commonly associated, quite rightly, with long nights and sheltering from the bitter cold, but it also the season which lends itself best to reflection and decision- making. General Tuteus, the church holds, would have their church use its innate strength and wisdom to lead the people into making right and proper choices. The pursuit of short-term and emotion-based goals undermines the cohesion of reality.
The Church of Tuteus is the most political of the four and its high level officials always seek to hold the reins of power or, at the least, influence those that do.
They call their abstract holy symbol the "meeting of two" and it is derived from the helmet of General Tuteus. Priests of the church are garbed in robes of white and reddish-pink.
The Church of Asnas
The best-known and most widely-liked of those that follow the Four Generals are the members of the Church of Asnas. Their God, General Asnas, represents the season of Spring and its aspects of creation, nature, rebirth and rejuvenation.
The church, just like General Asnas, delights in creating and guarding life. They believe, through their efforts to promote, preserve, and protect life, that they can't help but overcome the entropy afflicting The Real.
The church has never sought power or control and operates much the same as it always has. Its healers and gardeners are welcome all over Omeria and their holy symbol - the "seed of life" (derived from the helmet of General Asnas) is as well-recognized as the green and red robes of their priests.
Curete's Path of Ascension
Regardless of the particular church they belong to, all curetes have to follow the same journey to being high level advocates for their faith:
- Supplicant (1st Level)
- Prophet (2nd Level)
- Priest (6th Level)
- Major Prophet (8th Level)
- High Priest (17th Level)
The abilities and benefits of obtaining each level differs depending on the domain. Suffice it to say, the gifts bestowed on a curete connect directly to the season, major element and/or goal of their deity.
Character Creation
Curetes have the same capabilities, leveling bonuses and starting equipment as more traditional clerics. They also have the same amount and progression of spell slots.
The major difference, however, is in which spells are available for use by the different domains (see Appendix A: Four Generals Curete Allowable Spells).
Curetes and Magic
The chaotic energies that birthed the dimensions and Casar are still present and volatile. Regular magic users have study and discipline or powerful patrons to protect them from the warping effect of drawing upon these energies. Clerics, though, must be faithful to their deity in order to be shielded.
A part of a curetes devotion is a commitment to only performing their domain spells and those that have been sanctioned by their church and, presumably, their deity. As such, the full cleric spell list is not available to them.
Epochal (Pressonian) Law
Due to their grave misuse in Omeria's past, the use of magic from the schools of conjuration, enchantment, and transmutation is forbidden in The Summer Land.
Curetes, however, have a limited exemption when spells come under their deity's overview. Misuse by the curete is viewed as constrained by their god and it is trusted that those who stray will suffer the consequences.
Apostates
A curete dabbling in unsanctioned spells is dubbed "wayward" and will receive discipline from their church as well as some negative effects.
Those who fail to learn their lesson, however, will become "heretic" and find the natural outcome of their conduct much worse than any clerical rebuke. Much like druids, the cleric will have exposed themselves to deeper madness.
The unrepentant offender will become "apostate". They will lose their deity's protection and, before long, their sanity as chaotic and entropic forces assail their psyche.
Once a curete has become apostate, they can only be cured by meditating at a temple to their deity for a minimum of 6 weeks.
Unsanctioned Magic Use Penalties
A DM, at their discretion, can enforce the following penalties for unsanctioned magic use:
Wayward. Accidental or isolated use with a well-argued justification. Roll on Short-term Madness Table (see DMG Ch.8).
Heretic. Intentional or repeated use regardless of reason. Roll on Long-term Madness Table.
Apostate. Consistent breaches or any attempt to "game" the system with madness cures or the like. Roll on Indefinite Madness Table and receive 1d12 psychic damage with each subsequent use.
Summer Domain
Curetes of the Summer domain belong to the Church of Ilwyn. The church sees its main role as protecting the people. It tasks its curetes with a duty to seek out evil and to overcome it. Even the athiestic majority of Omeria's people view the church favorably because of this.
Their god, General Ilwyn, represents the season of Summer with its aspects of sunlight, heat, and long days.
Summer Domain Spells
| Cleric Level | Spells |
|---|---|
| 1st | Hellish Rebuke, Shield of Faith |
| 3rd | Continual Flame, Enhance Ability |
| 5th | Daylight, Spirit Guardians |
| 7th | Fire Shield, Guardian of Faith |
| 9th | Anti-life Shell, Flame Strike |
Supplicant
Those worthy of General Ilwyn's blessing will demonstrate an affinity for the following aspects of Summer:
Purity
Summer is the season of light and revelation. You have an innate connection with innocence and truth.
Bonus Proficiencies. When you select this domain at 1st level, you gain proficiency in the Insight and Animal Handling skills.
Justice
The fire of Summer burns those who harm and oppress.
Just Strike. Also starting at 1st level, your attacks are especially efficient versus evil forces. When combat is initiated, you will sense if your opponent has an evil alignment and, if so, you will have advantage on all attack rolls against them.
Prophet
As the curete grows familiar with the will of their deity, they learn to communicate it to others:
Channel Divinity
Seeing evil overcome is what pleases General Ilwyn the most. Drawing others into this righteous task is holy.
Congregation. Starting at 2nd level, you can use your Channel Divinity to bolster the combat of others against evil forces.
As an action, you present your holy symbol and confer divine energy to up to four other creatures of non-evil alignment. For three rounds, those creatures gain 1d4 to their damage rolls against evil-aligned creatures. At 6th level it becomes 1d6 and at 18th level it becomes 2d4.
Priest
The curete has demonstrated their devotion to General Ilwyn. They receive a special blessing related to the key moment of Summer:
Summer Solstice
The longest day of the year. Light shines on the work of the blessed and much can be achieved unhindered.
Righteous Freedom. Beginning at 6th level, all saving throws against blind, charm and paralyze effects are made at advantage.
Major Prophet
General Ilwyn will pronounce judgment on those opposed to his curete. They are an extension of the General's will:
Summer's Essence
As General Ilwyn represents the element of fire, their wrath manifests with the power of flame.
Wildfire. At 8th level, you gain the ability to infuse your weapon strikes with the searing heat of a conflagration. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 fire damage. When you reach 14th level, the extra damage increases to 2d8. This divine damage is always considered magical.
High Priest
The curete's great devotion enables them to entreat General Ilwyn to bestow upon them a greater blessing:
Summer's Champion
The general empowers the curete's ability to mercilessly cut down evil opponents.
Refining Fire. Starting at 17th level, your Just Strike ability also confers 2d8 extra radiant damage.
Domain Traits
Alignment: Lawful Good or Neutral Good
Main Element: Fire
Holy Symbol: Rising Sun
Dominant Colors: Black and Gold
Autumn Domain
Curetes of the Autumn domain belong to the Church of Thinir. The church sees its main role as weeding out the unworthy. It tasks its curetes with hunting down wrongdoers. The church is unwelcome in many jurisdictions because it often disregards local authorities.
Their god, General Thinir, represents the season of Autumn with its aspects of maturing, harvest, decay and fierce winds.
This domain's main element is air and its dominant colors are bluish-purple and tan.
Autumn Domain Spells
| Cleric Level | Spells |
|---|---|
| 1st | Detect Magic, Hunter's Mark |
| 3rd | Gust of Wind, Zone of Truth |
| 5th | Dispel Magic, Stinking Cloud |
| 7th | Arcane Eye, Blight |
| 9th | Contagion, Passwall |
Supplicant
Those worthy of General Thinir's blessing will demonstrate an affinity for the following aspects of Autumn:
Maturity
Autumn is the season where what is sown is due to be reaped. You have sought wisdom and are now ready to serve. Others can sense your capability.
Bonus Proficiencies. When you select this domain at 1st level, you gain proficiency in the Perception and Persuasion skills.
The Harvest
Reaping waits for no one. The labor is intense and must be timely. You are hardworking and persevere until your work is done.
Industrious. Also starting at 1st level, you have advantage on Constitution checks and your carrying capacity is Strength x 20 (instead of 15).
Prophet
As the curete grows familiar with the will of General Thinir, they learn to communicate it to others:
Channel Divinity
Not all things are worthy of the general. Leaves fall and plants wilt. Strong winds erode and scour. And what is not gathered, rots.
Decay. Starting at 2nd level, you can use your Channel Divinity to focus the corroding power of Autumn into your attacks.
When you make your next damage roll in combat, your target must make a Constitution saving throw. They take necrotic damage equal to 2d8 + your Wisdom modifier on a failed saving throw and half as much damage on a successful one.
Priest
The curete has demonstrated their devotion to General Thinir. They receive a special blessing related to the key moment of Autumn:
Autumnal Equinox
The moment where the day and night are equally balanced. From here, though, the days will shorten and the shadows deepen. You have much to do and little time to do it.
Expedite. Beginning at 6th level, unless you are in an airless environment, you gain the following benefits:
- Your movement speed increases by 10.
- Difficult terrain doesn't cost you extra movement.
- You gain one extra attack per day.
Major Prophet
General Thinir will pronounce judgment on those opposed to their curete. They are an extension of the general's will:
Power of Autumn
As General Thinir draws on the element of air, their wrath manifests with the power of the wind.
Duststorm. At 8th level, you gain the ability to infuse your weapon strikes with the fierce fury of flying particles. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 slashing damage. When you reach 14th level, the extra damage increases to 2d8. This divine damage is always considered magical.
High Priest
The curete's great devotion enables them to entreat General Thinir to bestow upon them a greater blessing.
Weather the Storm
The general provides you extra protection from eroding effects.
Evergreen. At 17th level, you gain resistance to acid, poison and necrotic damage from nonmagical weapons.
Domain Traits
Alignment: Any Good
Main Element: Air
Holy Symbol: Watching Eye
Dominant Colors: Bluish-purple and Tan
Winter Domain
Curetes of the Winter domain belong to the Church of Tuteus. The church sees its main role as guiding the people to good choices. It tasks its curetes to gain power and respect so as to prepare for governance. The church no longer has the prominence it once did but is working towards a return of the old order.
Their god, General Tuteus, represents the season of Winter with its aspects of long nights, reflection, sheltering, and the bitter cold.
Winter Domain Spells
| Cleric Level | Spells |
|---|---|
| 1st | Goodberry, Create or Destroy Water |
| 3rd | Gentle Repose, Moonbeam |
| 5th | Slow, Water Walk |
| 7th | Divination, Ice Storm |
| 9th | Cone of Cold, Hallow |
Supplicant
Those worthy of General Tuteus' blessing will demonstrate an affinity for the following aspects of Winter:
Mortality
Winter is the season of reflection and passing. You are unperturbed by the forces of life and death. Your cold dispassion makes you feared and respected.
Bonus Proficiencies. When you select this domain at 1st level, you gain proficiency in the Intimidation and Survival skills.
Frigidity
The cold of Winter bites hardest on those who oppose the General's plans.
Frostbite Also starting at 1st level, your attacks add an element of frost damage. Every time you roll for damage add 1d4 cold damage.
Prophet
As the curete grows familiar with the will of their deity, they learn to communicate it to others:
Channel Divinity
General Tuteus believes that humans must be ready to preserve the bindings of reality. There must not be dissent.
Conformity Starting at 2nd level, you can use your Channel Divinity to confound your opponents.
As an action, you present your holy symbol and evoke the overwhelming will of your deity. Up to 4 opponents must make an intelligence save or suffer the stunned condition for 1d4 rounds.
Priest
The curete has demonstrated their devotion to General Asnas. They receive a special blessing related to the key moment of Winter:
Winter Solstice
The longest night of the year. Plans are made, pacts are forged, pressure is applied. You are becoming a master at influencing others.
Politics. Beginning at 6th level, your Deception, Intimidation and Persuasion checks are made at advantage.
Major Prophet
General Tuteus will pronounce judgment on those opposed to her curete. They are an extension of the General's will:
Power of Winter
As General Asnas draws on the element of water, their wrath manifests with the power of ice and snow.
Blizzard. At 8th level, you gain the ability to infuse your weapon strikes with the icy destruction of a severe snowstorm. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 cold damage. When you reach 14th level, the extra damage increases to 2d8. This divine damage is always considered magical.
High Priest
The curete's great devotion enables them to entreat General Tuteus to bestow a greater blessing on themselves and others:
Winter's Rest
The general empowers the curete's ability to refresh.
Hibernate. Starting at 17th level, a short rest can confer the benefits of a long rest. The effect covers the curete and up to 4 nominated creatures. Once used, this ability will refresh in 7 days.
Domain Traits
Alignment: Lawful Good or Lawful Neutral
Main Element: Water
Holy Symbol: Meeting of Two
Dominant Colors: White and Reddish-pink
Spring Domain
Curetes of the Spring domain belong to the Church of Asnas. The church sees its main role as promoting, preserving and protecting life. It tasks its curetes to find places and positions where their skills can be best put to use. The church has never sought power or control and operates much the same as it always has.
Their god, General Asnas, represents the season of Spring with its aspects of creation, nature, rebirth and rejuvenation.
Spring Domain Spells
| Cleric Level | Spells |
|---|---|
| 1st | Bless, Cure Wounds |
| 3rd | Lesser Restoration, Spike Growth |
| 5th | Plant Growth, Revivify |
| 7th | Death Ward, Stoneskin |
| 9th | Mass Cure Wounds, Raise Dead |
Supplicant
Those worthy of General Asnas' blessing will demonstrate an affinity for the following aspects of Spring:
The Creation
Spring is the season of renewal and new life. You have a natural understanding of the world around you and how it works.
Bonus Proficiencies. When you select this domain at 1st level, you gain proficiency in the Medicine and Nature skills.
Vitality
Spring embodies the power to live and grow, building from a strong foundation.
Seeds of life. Also starting at 1st level, your healing spells have a strong base. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit point equal to 2 + the spell's level.
Prophet
As the curete grows familiar with the will of General Asnas, they learn to communicate it to others:
Channel Divinity
The general's strongest desire is to create and preserve.
Renewal. Starting at 2nd level, you can use your Channel Divinity to heal the badly injured.
As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your cleric level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can’t use this feature on an undead or a construct.
Priest
The curete has demonstrated their devotion to General Asnas. They receive a special blessing related to the key moment of Spring:
Vernal Equinox
The moment where the day and night are equally balanced. From here, there will be longer days and the last vestiges of Winter will be banished.
Equanimity. Beginning at 6th level, the healing spells you cast on others heal you as well. When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 2 + the spell’s level.
Major Prophet
General Asnas will pronounce judgment on those opposed to her curete. They are an extension of the General's will:
Power of Spring
As General Asnas draws on the element of earth, their wrath manifests with the power of stone.
Rockslide. At 8th level, you gain the ability to infuse your weapon strikes with the pummeling pressure of falling rock. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 force damage. When you reach 14th level, the extra damage increases to 2d8. This divine damage is always considered magical.
High Priest
The curete's great devotion enables them to entreat General Asnas to bestow blessings on others:
Spring's Blessing
The general supplements the curete's ability to heal.
Full Bloom. Starting at 17th level, when you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12.
Domain Traits
Alignment: Any Good
Main Element: Earth
Holy Symbol: Seed of Life
Dominant Colors: Green and Red
Appendix A: The Four Generals Curete — Allowable Spells
The Four Generals Curete - Allowable Spell Table
| Level | Spell Name | School | Summer | Autumn | Winter | Spring |
|---|---|---|---|---|---|---|
| Cantrips | Guidance | Div | Y | Y | Y | Y |
| Light | Evo | Y | Y | Y | Y | |
| Mending | Tran | — | — | — | Y | |
| Resistance | Abj | Y | Y | Y | Y | |
| Sacred Flame | Evo | Y | Y | Y | Y | |
| Spare the Dying | Nec | Y | Y | Y | Y | |
| Thaumaturgy | Tran | Y | Y | Y | Y | |
| 1st | Bane | Enc | Y | Y | Y | Y |
| Bless | Enc | Y | Y | Y | Y | |
| Command | Enc | — | — | — | — | |
| Create or Destroy Water | Tran | — | — | Y | — | |
| Cure Wounds | Evo | Y | Y | Y | Y | |
| Detect Evil and Good | Div | Y | Y | Y | Y | |
| Detect Magic | Div | Y | Y | Y | Y | |
| Detect Poison and Disease | Div | Y | Y | Y | Y | |
| Guiding Bolt | Evo | Y | Y | Y | Y | |
| Healing Word | Evo | Y | Y | Y | Y | |
| Inflict Wounds | Nec | Y | Y | Y | Y | |
| Protection from Evil and Good | Abj | Y | Y | Y | Y | |
| Purify Food and Drink | Tran | Y | Y | Y | Y | |
| Sanctuary | Abj | Y | Y | Y | Y | |
| Shield of Faith | Abj | Y | Y | Y | Y | |
| 2nd | Aid | Abj | Y | Y | Y | Y |
| Augury | Div | Y | Y | Y | Y | |
| Blindness/Deafness | Nec | Y | Y | Y | Y | |
| Calm Emotions | Enc | Y | — | — | Y | |
| Continual Flame | Evo | Y | Y | Y | Y | |
| Enhance Ability | Tran | Y | — | — | Y | |
| Find Traps | Div | Y | Y | Y | Y | |
| Gentle Repose | Nec | Y | Y | Y | Y | |
| Hold Person | Enc | — | Y | — | — | |
| Lesser Restoration | Abj | Y | Y | Y | Y | |
| Locate Object | Div | Y | Y | Y | Y | |
| Prayer of Healing | Evo | Y | Y | Y | Y | |
| Protection from Poison | Abj | Y | Y | Y | Y | |
| Silence | Ill | Y | Y | Y | Y | |
| Spiritual Weapon | Evo | Y | Y | Y | Y | |
| Warding Bond | Abj | Y | Y | Y | Y | |
| Zone of Truth | Enc | Y | Y | — | — |
The Four Generals Curete - Allowable Spell Table (cont.)
| Level | Spell Name | School | Summer | Autumn | Winter | Spring |
|---|---|---|---|---|---|---|
| 3rd | Animate Dead | Nec | Y | Y | Y | Y |
| Beacon of Hope | Abj | Y | Y | Y | Y | |
| Bestow Curse | Nec | Y | Y | Y | Y | |
| Clairvoyance | Div | Y | Y | Y | Y | |
| Create Food and Water | Con | — | — | Y | Y | |
| Daylight | Evo | Y | Y | Y | Y | |
| Dispel Magic | Abj | Y | Y | Y | Y | |
| Glyph of Warding | Abj | Y | Y | Y | Y | |
| Magic Circle | Abj | Y | Y | Y | Y | |
| Mass Healing Word | Evo | Y | Y | Y | Y | |
| Meld into Stone | Tran | — | — | — | Y | |
| Protection from Energy | Abj | Y | Y | Y | Y | |
| Remove Curse | Abj | Y | Y | Y | Y | |
| Revivify | Nec | Y | Y | Y | Y | |
| Sending | Evo | Y | Y | Y | Y | |
| Speak with Dead | Nec | Y | Y | Y | Y | |
| Spirit Guardians | Con | Y | — | — | — | |
| Tongues | Div | Y | Y | Y | Y | |
| Water Walk | Tran | — | — | Y | — | |
| 4th | Banishment | Abj | Y | Y | Y | Y |
| Control Water | Tran | — | — | Y | — | |
| Death Ward | Abj | Y | Y | Y | Y | |
| Divination | Div | Y | Y | Y | Y | |
| Freedom of Movement | Abj | Y | Y | Y | Y | |
| Guardian of Faith | Con | Y | Y | Y | Y | |
| Locate Creature | Div | Y | Y | Y | Y | |
| Stone Shape | Tran | — | — | — | Y | |
| 5th | Commune | Div | Y | Y | Y | Y |
| Contagion | Nec | Y | Y | Y | Y | |
| Dispel Evil and Good | Abj | Y | Y | Y | Y | |
| Flame Strike | Evo | Y | Y | Y | Y | |
| Geas | Enc | — | — | — | — | |
| Greater Restoration | Abj | Y | Y | Y | Y | |
| Hallow | Evo | Y | Y | Y | Y | |
| Insect Plague | Con | — | Y | — | Y | |
| Legend Lore | Div | Y | Y | Y | Y | |
| Mass Cure Wounds | Evo | Y | Y | Y | Y | |
| Planar Binding | Abj | Y | Y | Y | Y | |
| Raise Dead | Nec | Y | Y | Y | Y | |
| Scrying | Div | Y | Y | Y | Y |
The Four Generals Curete - Allowable Spell Table (cont.)
| Level | Spell Name | School | Summer | Autumn | Winter | Spring |
|---|---|---|---|---|---|---|
| 6th | Blade Barrier | Evo | Y | Y | Y | Y |
| Create Undead | Nec | Y | Y | Y | Y | |
| Find the Path | Div | Y | Y | Y | Y | |
| Forbiddance | Abj | Y | Y | Y | Y | |
| Harm | Nec | Y | Y | Y | Y | |
| Heal | Evo | Y | Y | Y | Y | |
| Heroes' Feast | Con | — | — | Y | — | |
| Planar Ally | Con | Y | — | — | — | |
| True Seeing | Div | Y | Y | Y | Y | |
| Word of Recall | Con | Y | Y | Y | Y | |
| 7th | Conjure Celestial | Con | Y | Y | Y | Y |
| Divine Word | Evo | Y | Y | Y | Y | |
| Etherealness | Tran | — | Y | — | — | |
| Fire Storm | Evo | Y | Y | Y | Y | |
| Plane Shift | Con | — | — | — | — | |
| Regenerate | Tran | Y | Y | Y | Y | |
| Resurrection | Nec | Y | Y | Y | Y | |
| Symbol | Abj | Y | Y | Y | Y | |
| 8th | Antimagic Field | Abj | Y | Y | Y | Y |
| Control Weather | Tran | — | — | Y | — | |
| Earthquake | Evo | Y | Y | Y | Y | |
| Holy Aura | Abj | Y | Y | Y | Y | |
| 9th | Astral Projection | Nec | Y | Y | Y | Y |
| Gate | Con | — | Y | — | — | |
| Mass Heal | Evo | Y | Y | Y | Y | |
| True Resurrection | Nec | Y | Y | Y | Y |
Appendix B: Changing Domain
Very rarely, a curete may have cause to change which general they serve and, therefore, the church to which they report. Each faith desires only fully committed curetes so there will be no objection to a curete leaving. It is the new church which will need to be convinced of the sincerity of the new supplicant's vows.
After surrending any holy symbols, clothing or any other official property to their past church (losing access to all domain abilities, benefits, and spells), the curete will need to present themselves to a major temple for their new faith.
There they will be required to submit to the duties and responsibilities of any other supplicant for a period of 1 year. At the end of this period they will be tasked by the head of the order to perform a deed of service to the relevant general.
The deed of service will be commensurate with the curete's level of experience. They will also be given access to the appropriate class benefits for the duration of the task. Upon successful completion the curete will report back to the head of the order to officially be instated as a full curete at their existing level.
They will not be able to change a second time as no curete would ever be accepted by a third church.
Deed of Service
It is at the DM's discretion as to what will constitute the level-appropriate deed of service required to change domain. The deed should, however, put the character at real risk of death to emphasise the seriousness and rarity of domain changes.