**Note: Yep. F&K's spheres system just didn't work for me. Back to normalish domain looking stuff.
War Domain (Complete!)
[spoiler]Granted Power: You gain bonus feats chosen from the Warlord's or Sohei's list of Combat Feats at 1st, 4th, 8th, 12th, 16th, and 20th levels. You must still meet those feats' prerequisites. For the purposes of qualifying for these feats, and these feats only, treat your ability scores as 2 higher than normal, 3 higher at 6th level, 4 higher at 12th level and 5 higher at 18th level.
The save DCs of spells available with the War Domain are Wisdom based.
Spell Lv - Greater Spells
1st - Magic Circle (Against [Alignment], chosen at casting)
2nd - Haste/Slow
3rd - Shout
4th - Wall of Greater Dispel Magic
5th - Antimagic Field
6th - Greater Shout
7th - Prismatic Wall/Sphere
8th - Heal, Mass
9th - Implosion
Lesser Spells
1st - Mage Armor (includes a +2 shield bonus), Resist Energy, True Strike (+10 to hit), Warning Shout^, Blade of Blood*, Arrow Mind^, Fist of Stone^, Heroics^, Whirling Blade^ (20ft line), Knight's Move (15ft move always)^
2nd - Crown of Protection*, Heroism, Wind Wall, Dance of Blades*, Critical Strike^, Backbiter^, Dispelling Touch*
3rd - Sonic Shield*, Halt*, Benign Transposition^ (Move Action cast time), Ghost Touch Armor^, Iron Silence^
4th - Moment of Prescience, Regroup*, Wraithstrike^, Death Armor^
5th - Daze Monster (no HD limit), Tactical Precision^, Scale Weakening^
6th - Tenser's Transformation, Greater Dispelling Touch, Bladeweave^
7th - True Seeing, Hold Monster
8th - Stoneskin, Toxic Weapon*
9th - Protection from Spells, Foresight (see below)
NOTE: Foresight - Clarification on what the damn thing does: whenever something is about to happen to you, as an immediate action you can take a standard or move action.[/spoiler]
Evoker Domain (Complete!)
[spoiler]Granted Power: Whenever you cast a spell that deals energy damage add 1/2 your caster level +2 to the damage dealt, to a maximum of twice the spell's level. Additionally, you gain energy resistance to cold, electricity, and fire equal to 1/2 your caster level +2.
The save DCs of spells available with the Evoker Domain are Charisma based.
Spell Lv - Greater Spells
1st - Energy Sphere (as Flaming Sphere, but either cold, electric, or fire)
2nd - Force Missiles^ (each missile deals the extra damage from your granted power; one missile/three caster levels)
3rd - Storm Strike^ (as Greater Fireburst, deals electric damage instead)
4th - Fire Shield, Mass
5th - Field of Icy Razors^
6th - Energy Explosion (as Fireball, but either acid, cold, electric, fire, or sonic; failed save pushes enemies to edge of area, prone; successful save just knocks prone, no maximum damage dice)
7th - Wall of Retorts (as Wall of Force, touching it deals 1d6 force damage/level, will halves, if save fails creature is dazed)
8th - Energy Disaster^ (as Firebrand, but either cold, electric, or fire; multiple bursts DO overlap, but allow for multiple saves)
9th - Prismatic Cloud^ (as Solid Fog meets Prismatic Mist, damage dice dealt are per level, str damage effect is 1d6+1/three caster levels Fort halves)
Lesser Spells
1st - Burning Hands, Shocking Grasp, Magic Missile, Protection from Energy, Chill Touch, Lesser Energy Surge*, Energy Orb (Cold, Electric, or Fire)^, Thunderhead^, Babau Slime^, Sonic Blast^
2nd - Battering Ram^, Melf's Acid Arrow, Scorching Ray, Energy Aegis*, Seeking Ray*, Ice Dagger^, Balor Nimbus^
3rd - Kelgore's Grave Mist*, Fire Shield, Shatter, Electric Vengeance*, Combust^
4th - Channeled Evocation (As Channeled Pyroburst, but choice of acid, cold, electric, or fire)*, Persistent Blade^, Polar Ray, Energy Immunity^
5th - Energy Surge*, Heart of [Acid, Cold, Electric, or Fire] (As As the Frost, but one of the four)*, Prismatic Ray^
6th - Slashing Dispel*, Greater Electric Vengeance*, Electric Loop^
7th - Energy Vulnerability*, Prismatic Mist*
8th - Freeze (8d6 initial cold damage)^, Greater Energy Surge*
9th - Detonate*, Prismatic Sphere[/spoiler]
Vivicious Domain (Complete!)
[spoiler]Granted Power: Whenever you cast a spell that restores hitpoint damage add 1/2 your caster level +2 to the damage restored. Whenever you cast a spell that restores ability damage/drain add 1/three caster levels to the ability damage/drain restored. Whenever you would gain negative levels, or take ability damage/drain, reduce those levels or damage/drain by 1 and by an additional 1 at 5th level, 10th level, 15th level, and 20th level (reducing them by 5 at 20th level).
The save DCs of spells available with the Vivacious Domain are Wisdom based.
Spell Lv - Greater Spells
1st - Cure Light Wounds, Mass
2nd - Vigorous Circle^
3rd - Cure Critical Wounds, Mass
4th - Hallow/Unhallow
5th - Undeath to Death
6th - Heal, Mass
7th - Raise Dead
8th - Greater Restoration, Mass
9th - True Resurrection
Lesser Spells
1st - Cure Light Wounds (can't heal more than 50% max hp), Status, Detect Undead, Hide from Undead, Sanctuary, Undead Bane Weapon, Invest Light Protection (can't be used except during combat encounters)*, Conviction^, Ghost Touch Armor^, Close Wounds^
2nd - Cure Moderate Wounds (can't heal more than 50% max hp), Death Ward, Death Knell, Consecrate, Searing Light, Mark of Judgment*, Healing Spirit*
3rd - Cure Serious Wounds (can't heal more than 50% max hp), Neutralize Poison (can't be used except during combat encounters), Invest Moderate Protection (can't be used except during combat encounters)*, Channeled Divine Health (can't heal more than 50% max hp)*, Righteous Burst*
4th - Cure Critical Wounds (can't heal more than 50% max hp), Lesser Restoration (can't be used except during combat encounters), Bolt of Glory^, Resurgence^
5th - Invest Heavy Protection (can't be used except during combat encounters)*, Renewed Vigor*, Greater Consumptive Field^
6th - Break Enchantment (can't be used except during combat encounters), Panacea (can't be used except during combat encounters)^, Disrupting Weapon
7th - Greater Restoration (can't be used except during combat encounters), Invest Superior Protection (8d4, DR 10/evil; can't be used except during combat encounters)
8th - Heal (can't be used except during combat encounters), Holy Star^
9th - Invest Epic Protection (12d4, DR 15/evil and epic; can't be used except during combat encounters), Revivify^ (can't be used except during combat encounters)[/spoiler]
Retribution Domain (Complete!)
[spoiler]Granted Power: You gain a Vengeance Pool equal to 15 +15/two caster levels (5 at first level, 35 at 18th). Whenever you or an ally are dealt damage add that damage to your Vengeance Pool. For each 10 points in the Vengeance Pool you deal +1 damage whenever you deal damage. For every 30 points in the Vengeance Pool you gain a +1 bonus to attack rolls and to your caster level. At the end of each of your turns remove all points from the Vengeance Pool.
The save DCs of spells available with the Retribution Domain are Charisma based.
Spell Lv - Greater Spells
1st - Inflict Moderate Wounds, Mass
2nd - Crushing Despair
3rd - Righteous Wrath of the Faithful^
4th - Storm of Vengeance
5th - Banishment
6th - Song of Discord^
7th - Opalescent Glare^
8th - Bestow Curse, Mass
9th - Circle of Death
Lesser Spells
1st - Rhino's Rush^, Corrosive Grasp^, Rage, Doom, Cause Fear, Blood Wind^, Critical Strike^, Blade of Blood*, Resist Energy, Black Karma Curse*
2nd - Heat/Chill Metal, Scare, Death Knell, Infernal Wound^, Blade of Pain and Fear^, Curse of Impending Blades^, Earthbind^
3rd - Bane, Divine Retaliation*, Curse of Ill Fortune^, Know Vulnerabilities^, Bands of Steel^
4th - Fear, Awaken Sin^, Blade Barrier, Death Throes^
5th - Mark of Doom*, Shout, Zone of Revelation^
6th - Enervation, Bestow Curse, Trap the Soul
7th - Pulse of Hate*, Rusting Grasp
8th - Greater Shout, Tenser's Transformation
9th - Harm, Greater Bestow Curse[/spoiler]
Necrologia Domain (Near Complete)
[spoiler]Granted Power:
The save DCs of spells available with the Necrologia Domain are Intelligence based.
Spell Lv - Greater Spells
1st - Slay Living (kills creature with 15hp +5/caster level or fewer)
2nd - Doom Scarabs (1d6/caster level damage, max 10d6)*
3rd - Waves of Fatigue
4th - Spiritwall^
5th - Create Greater Undead
6th - Waves of Exhaustion
7th - Avascular Mass^
8th - Plague of Undead^
9th - Avasculate, Mass (no ray attacks, two saves, one against the hitpoint halving, another against the stunning effect)
Lesser Spells
1st - Ray of Clumsiness^, Cause Fear, Command Undead (only one Undead can be commanded at a time), Gentle Repose, Doom, Blade of Blood*, Detect Undead, Inflict Moderate Wounds, Death Knell, Spirit Worm^
2nd - Blade of Pain and Fear^, Vampiric Touch, Halt Undead, False Life, Scare, Undead Torch^, Speak with Dead
3rd - Ray of Enfeeblement, Kelgore's Grace Mist*, Inflict Critical Wounds, Desecrate, Crown of the Grave*
4th - Touch of Idiocy, Spectral Hand, Animate Dead, Fear
5th - Symbol of Pain, Control Undead, Revenance^
6th - Bestow Curse, Symbol of Fear, Create Undead
7th - Bleakness*, Eyebite
8th - Feeblemind, Ghoul Touch
9th - Finger of Death, Withering Palm[/spoiler]
Courage Domain (Complete!)
[spoiler]Granted Power: You gain a +5 bonus to saving throws against Fear effects, which increases by +1 at 4th level and every 4 levels thereafter. You also add 1/2 this bonus (rounded down) to all other saving throws against other mind-afflicting effects. Allies within 15ft gain 1/2 this bonus (rounded down).
The save DCs of spells available with the Courage Domain are Charisma based.
Spell Lv - Greater Spells
1st - Good Hope
2nd - Vigorous Circle^
3rd - Shout
4th - Resurgence, Mass^
5th - Lion's Roar^
6th - Greater Shout
7th - Fierce Pride of the Beastlands^
8th - Energy Immunity, Mass^
9th - Greater Lion's Roar (1d12 damage/two caster levels, allies are healed 1d4 damage/two caster levels, allies gain +4 bonus to all ability scores, in addition to normal effects of Lion's Roar)^
Lesser Spells
1st - Beastland Ferocity^, Ironthunder Horn^, Joyful Noise^, Delusions of Grandeur^, Mindless Rage^, Speak to Allies^, Know Opponent^, Alarm, Cause Fear, Aid
2nd - Remove Fear (Can only be used on a target above 50% hitpoints), Heroism, Scare , Healing Spirit*, Prayer, Death Ward, Crown of Smiting*
3rd - Battlehymn^, Lively Step^, Glyph of Warding, Fell the Greatest Foe^, Righteous Burst*
4th - War Cry^, Alter Fortune*, Hesitate*, Voice of the Dragon^
5th - Allegro^, Chasing Perfection*, Wail of Doom^
6th - Unluck^, Break Enchantment (can't be used except during combat encounters), Righteous Might
7th - Thunder Field*, Greater Glyph of Warding
8th - Symbol of Fear, Greater Visage of the Deity
9th - Heal, Weird[/spoiler]
Travel Domain (Complete!)
[spoiler]Granted Power: You gain the Flawless Stride ability as a Wildheart, and gain a +5 bonus to speed/two caster levels.
The save DCs of spells available with the Travel Domain are Wisdom based.
Spell Lv - Greater Spells
1st - Surestrider, Mass (Surefooted + Longstrider + Mass)^
2nd - Allegro^
3rd - Dimension Shuffle* (enemies that fail a second save are confused 1d4 rounds)
4th - Freedom of Movement, Mass
5th - Fly, Mass
6th - Greater Dimension Door, Mass^
7th - Greater Blink, Mass^
8th - Etherealness
9th - Maze, Mass
Lesser Spells
1st - Longstrider, Comprehend Languages, Feather Fall (immediate action), Jump (+10, swift action casting), Undetectable Alignment, Whispering Wind, Ray of Clumsiness^, Stolen Breath^, Lesser Celerity*, Ray of the Python*
2nd - Regroup*, Swift Dimension Hop*, Grease, Locate Object, Tongues, Benign Transposition (move action casting)^, Iron Silence^
3rd - Spider Climb, Expeditious Retreat, Baleful Transposition (move action casting)^, Zone of Respite^, Downdraft^
4th - Fly, Dimension Step*, Ray of Dizziness^, Blink
5th - Freedom of Movement, Snake's Swiftness (swift action casting)^, Shadow Well^
6th - Baleful Blink*, Shadow Phase^, Translocation Trick (move action casting)^
7th - Gaseous Form, Dimension Door
8th - Greater Blink^, Maze
9th - Ethereal Jaunt, Imprison[/spoiler]
Nature Domain (Complete!)
[spoiler]Granted Power: At 1st level you gain the Wild Empathy and Resist Nature's Lure features of the original Druid class. At 2nd level and every even level thereafter you gain a Terrain Mastery selected from the Horizon Walker's list of Terrain Masteries (DMG 189) and all the benefits thereof. Starting at 12th level you may gain Planar Terrain Masteries. At 2nd, 8th, 14th, and 20th levels you can forgo gaining a Terrain Mastery in order to gain a Favored Enemy as the original Ranger class.
The save DCs of spells available with the Nature Domain are Wisdom based.
Spell Lv - Greater Spells
1st - Entangle
2nd - Insect Plague ("summon" spell)
3rd - Sunburst
4th - Control Weather
5th - Creeping Doom ("summon" spell)
6th - Greater Sunburst (30ft radius, 12d6 damage)
7th - Shambler ("summon" spell)
8th - Elemental Swarm ("summon" spell)
9th - Red Tide (sickened for the encounter, nauseated for 1 round)
Lesser Spells
1st - Summon Nature's Ally I ("summon" spell; you can only have a single "summon" spell in effect at a time), Calm Animals, Charm Animal, Detect Animals or Plants, Command Plants, Faerie Fire, Beastland Ferocity^, Shillelagh, Animalistic Power*, Obscuring Mist
2nd - Summon Nature's Ally II ("summon" spell), Find Traps, Gust of Wind, Heat/Chill Metal, Protection from Energy, Dominate Animal, Snare
3rd - Summon Nature's Ally III ("summon" spell), Fog Cloud, Call Lightning, Animal Growth, Wall of Fire
4th - Winter's Embrace^, Summon Nature's Ally IV ("summon" spell), Sunbeam, Burrow^
5th - Lion's Charge^, Summon Nature's Ally V ("summon" spell), Stormtower^
6th - Summon Nature's Ally VI ("summon" spell), Storm of Elemental Fury^, Stormrage^
7th - Summon Nature's Ally VII ("summon" spell), Tremor^
8th - Summon Greater Elemental ("summon" spell)^, Extract Water Elemental^
9th - Summon Elemental Monolith ("summon" spell)^, Whirlwind[/spoiler]
Illusion Domain (Complete!)
[spoiler]Granted Power: You gain a +5 bonus to saves versus Illusion spells and to all Will Disbelief saves, which increases by +1 at 4th level and every 4 levels thereafter. You also add 1/2 this bonus (rounded down) to all other saving throws against other mind-afflicting effects. Allies within 15ft gain 1/2 this bonus (rounded down).
The save DCs of spells available with the Illusion Domain are Intelligence based.
Spell Lv - Greater Spells
1st - Legion of Sentinels*
2nd - Hypnotic Pattern
3rd - Vertigo Field*
4th - Friend to Foe*
5th - Rainbow Pattern
6th - Veil
7th - Illusory Pit^
8th - Scintillating Pattern
9th - Greater Invisibility, Mass
Lesser Spells
1st - Disguise Self, Minor Image, Misdirection, Illusory Script, Crown of Veils*, Phantom Foe^, Wall of Gloom^, Shadow Cache^, Delusions of Grandeur^, Distract Assailant (Swift action cast)^
2nd - Swift Invisibility, Invisibility Purge, Vertigo*, Whelming Blast*, Shadow Binding^, Major Image, Net of Shadows^
3rd - Blur, Invisibility, Illusory Wall, Persistent Image, Phantom Battle*
4th - Blinding Color Surge*, Mirror Image, Mirage Arcana, Mass Whelm*
5th - Swift Greater Invisibility, Vertigo Field*, Sting Ray^
6th - Greater Invisibility, Shadow Spray^, Shadow Well^
7th - Stunning Color Surge (As Blinding Color Surge, except target is stunned and blinded, and you turn invisible as Greater Invisibility for 2 rounds), Greater Mirror Image*
8th - Shifting Paths^, Phantasmal Assailants^
9th - Superior Invisibility^, Overwhelm*[/spoiler]
Destruction Domain (In Progress)
[spoiler]Granted Power:
The save DCs of spells available with the Destruction Domain are Charisma based.
Spell Lv - Greater Spells
1st - Tremor^
2nd - Acid Breath^
3rd - Slime Wave^
4th - Firestorm
5th - Cometfall^
6th - Blood Sirocco^
7th - Tidal Surge^
8th - Bombardment^
9th - Earthquake
Lesser Spells
1st level - Ray of Clumsiness^, Eradicate Earth^, True Strike, Protection from Arrows, Rage, Leomund's Tiny Hut,
2nd level - Miasma of Entropy^, Ray of Stupidity^, Melf's Acid Arrow, Shatter, Dispelling Touch*, 6, 7
3rd level - Giant's Wrath^, Ray of Enfeeblement, Meteoric Strike*, Rust Ray^, Fireball
4th level - Junglerazer^, Touch of Idiocy, Stone Shape, 4
5th level - Evard's Black Tentacles,
6th level - Stone Shape, Ice Storm, Transmute Rock/Mud to Mud/Rock
7th level - Incendiary Cloud,
8th level - Poison, Wrack Earth*
9th level - Disintegrate, Transmute Rock to Lava^[/spoiler]
Pact Domain (In Progress)
[spoiler]Granted Power: Once per encounter, after you or an ally have been dealt damage, with a swift action, you can gain +2 to attack and damage rolls, +2 to AC and saves, +2 to caster level, and +2 to skill and ability checks for 4 rounds. This bonus increases by +1 at 6th level, and every six levels thereafter.
The save DCs of spells available with the Pact Domain are Charisma/Wisdom (?) based.
Spell Lv - Greater Spells
1st -
2nd -
3rd -
4th - Hand of the Faithful^
5th - Heavenly Host/Hellish Horde (Creatures appear 1 round later rather than 10 minutes later...)^
6th -
7th -
8th -
9th - Gate
Lesser Spells
1st - Conviction^, Aid (allies only), Knight's Move (15ft move always)^, Share Talents*, Beastland Ferocity^, Marked Object^, Shocking Grasp, Sanctuary, Shield Other, Mark of the Outcast^
2nd - Divine Protection^, Command, Zone of Truth, Safe Clearing^, Zeal (swift action casting)^, 6, 7
3rd - Quick March^, Weapon of the Deity^, Stay the Hand*, Dimensional Anchor, Contact other Plane
4th - Resurgence^, Black Karma Curse*, Implacable Pursuer^, Call Zelekhut (attacks lawbreakers)^
5th - Revenance^, Blade Brothers*, Suggestion
6th - Zealot Pact^, Friend to Foe*, Call Kolyrut (attacks deal/oath/promise breakers)^
7th - Mass Resurgence^, Hold Monster
8th - Revive Outsider^, Call Marut (attacks undead or creatures that have been killed and brought back from the dead)^
9th - Dominate Monster, Renewal Pact^[/spoiler]
Transmorpher Domain (In Progress)
[spoiler]Granted Power: You gain the Shapeshift alternate class feature presented in Player's Handbook II originally for the Druid class, and all subsequent forms as you gain levels as though your class levels were Druid levels.
The save DCs of spells available through the Transmorpher Domain are Wisdom based.
Spell Lv - Greater Spells
1st - Animalistic Power, Mass*
2nd -
3rd -
4th -
5th - Chasing Perfection, Mass*
6th -
7th -
8th -
9th - Flesh to Stone, Mass
Lesser Spells
1st - Animalistic Power, Astral Mind (+2 Int/Wis/Cha), Weapon Shift^, Greater Magic Weapon, Resist Energy, Darkvision, Stretch Weapon*, Fist of Stone^, Swim, Sharptooth^
2nd - Spider Climb, Dragon Skin^, Dolorous Blow^, Girallon's Blessing^, Spell Vulnerability^, Vulnerability^, Least Dragonshape (Dragon Magic)
3rd - Enlarge Person, Deeper Darkvision^, Evard's Menacing Tentacles*, Tremorsense^, Rust Ray^
4th - Reduce Person, Haste/Slow, Brilliant Blade, Reciprocal Gyre (Dazed for 1 round)^
5th - Chasing Perfection, Fly, Trollshape*
6th - Amorphous Body^, Call of Stone*, Lesser Dragonshape (Dragon Magic)
7th - Gaseous Form, Corporeal Instability^
8th - Giant Size/Minute Form (Complete Arcane), Lord of the Sky (Dragon Magic)
9th - Flesh to Stone, Dragonshape*[/spoiler]
Summoning Domain (In Progress)
[spoiler]Granted Power: Creatures you bind, call, create, or summon gain a +4 bonus to any two ability scores of your choice, a +4 bonus to AC, and a +1 bonus to saving throws. These bonuses increase to +6/+6/+2 at 5th level, +8/+8/+3 at 10th, +10/+10/+4 at 15th, and +12/+12/+5 at 20th.
The save DCs of spells available through the Summoning Domain are Intelligence/Wisdom (?) based.
Spell Lv - Greater Spells
1st - Summon Monster II
2nd -
3rd - Summon Monster V
4th - Banishment
5th - Summon Monster VII
6th -
7th - Summon Monster IX
8th -
9th - Gate
Lesser Spells
1st -
2nd -
3rd -
4th -
5th -
6th -
7th -
8th -
9th - [/spoiler]
Conviction Domain (In Progress)
[spoiler]Granted Power: Choose an alignment you possess when you gain this domain. Good and Evil oppose each other, as do Law and Chaos. You gain the ability to detect your opposition as a Paladin detects evil, and the ability to smite your opposition as a Paladin smites evil, but you gain uses based on character level per encounter rather than per day. You may choose to smite with spells, if you do, you add your Charisma modifier as a bonus to penetrate spell resistance, and the spell deals extra damage (even if it would normally deal no damage) equal to your caster level. Finally, you gain a bonus to AC against your opposition equal to the number of times per encounter you can use your Smite Opposition ability.
The save DCs of spells available through the Conviction Domain are Charisma based.
Spell Lv - Greater Spells
1st - Magic Circle Against Opposition
2nd - Weapon of Faith (You and your allies gain the benefit of Greater Magic Weapon and your weapons gain the Anarchic/Axiomatic/Holy/Unholy property depending on your chosen alignment).
3rd - Aligned Storm (Anarchic Storm/Axiomatic Storm/Holy Storm/Unholy Storm; in the same way that Anarchic Storm unleashes a lightning bolt Holy Storm unleashes a blast of divine flame dealing 5d6 fire damage, and Unholy Storm sends forth a grave chill dealing 5d6 cold damage. The lightning bolt, gout of acid, blast of flame, and grave chill strike any random foe, not just one of opposed alignment)
4th - Cloak of Conviction (Cloak of Chaos/Holy Aura/Shield of Law/Unholy Aura)
5th - Power of Conviction (Holy Word/Blasphemy/Dictum/Word of Chaos)
6th - Summon Monster IX (Cast as a spell of your chosen alignment ONLY)
7th - Castigate (2d6 damage per caster level, maximum 40d6)
8th - Rage of the Outer Planes (As Fire Storm, but dealing fire damage if you chose Good, cold if Evil, acid if Lawful, and electricity if Chaotic. Additionally, you deal double damage to your opposition, and if they fail a fortitude save they are stunned for 1 round)
9th - Final Judgment (As Earthquake, but creatures that share your alignment are unaffected and your opposition takes a -5 penalty to their saving throws)
Lesser Spells
1st -
2nd -
3rd -
4th -
5th -
6th -
7th -
8th -
9th - [/spoiler]
Balance Domain (In Progress)
[spoiler]Granted Power:
[/spoiler]
Knowledge Domain (In Progress)
[spoiler]Granted Power: You gain a bonus to all Knowledge checks equal to 1/2 your caster level +2. Further you gain Knowledge Devotion as a bonus feat. At 5th level and every 5 levels thereafter you gain a bonus skill trick, without needing to spend skill points on it, and without counting against your number of skill tricks by level.
The save DCs of spells available through the Knowledge Domain are Intelligence based.
Lesser Spells
1st -
2nd -
3rd -
4th -
5th -
6th -
7th -
8th -
9th - [/spoiler]
*From Player's Handbook II
^From Spell Compendium
(more spells per level pending, want it to be somewhat comparable to what ToB's get, at least compared with how many domains the casters get)
I dunno, but I think my idea is at least apparent by this point. This is just an example of what I think I'm aiming to do. Magic-Users would gain a number of domains based on the class, and would learn and ready Lesser Spells based on the specific class. What do you think? For the domains I'd like the Lesser Spells to be balanced against ToB type effects in power, relative to their level.