Spirit DomainThe Spirit domain involves the control and manipulation of a creature's immortal soul. The spells to which this domain grants access allow a cleric to exert his influence over a creature's luck, capture or destroy its soul, or even slay it with mighty magic.
Deities: Any evil deity whose portfolio emphasizes trapping and binding souls can grant access to this domain. Logical candidates might include a god who judges the souls of the damned or a lord of the undead.
Granted Power: You may create a spiritual bond between an item you have created (usually a doll or similar object) and a single enemy. Creating this item requires 100 gp and a sample of the hair, skin, fingernails, or other bodily material of the victim.
You may cast any spell of 3rd level or lower with a touch range on the creature without making a touch attack roll by casting the spell on the bonded object. The creature gains a +2 circumstance bonus on its saving throw (if any) against the effect. You must be within long range (400 ft. + 40 ft./level) of your target and have line of effect to it to use the object in this manner.
You may create one of these items per month. but you may not have more than one active at a time. When you create a new bound item, your previous one loses its power.
Spirit Domain Spells- Bane: Enemies take -1 on attack rolls and saves against Fear.
- Scare: Panics creatures of less than 6 HD.
- Bestow Curse: -6 in an ability score: -4 on attack rolls, saves, and chucks; or 50% chance of losing each action.
- Death Ward: Grants immunity to death spells and negative energy effects.
- Enervation: Subject gains 1d4 negative levels.
- Magic Jar: Enables Possession of another creature.
- Eyebite: Target becomes panicked. sickened, and comatose.
- Finger of Death: Kills one subject.
- Soul Bind: Traps newly dead soul to prevent resurrection.