Type to search for a spell, item, class — anything!
Granted Powers: You embrace the Madness that lurks deep in your heart, and can unleash it to drive your foes insane or to sacrifice certain abilities to hone others.
Vision of Madness (Sp): You can give a Creature a Vision of Madness as a melee touch attack. Choose one of the following: attack rolls, Saving Throws, or Skill Checks. The target receives a bonus to the chosen rolls equal to 1/2 your cleric level (minimum +1) and a Penalty to the other two types of rolls equal to 1/2 your cleric level (minimum –1). This effect fades after 3 rounds. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Aura of Madness (Su): At 8th level, you can emit a 30-foot aura of Madness for a number of rounds per day equal to your cleric level. Enemies within this aura are affected by Confusion unless they make a Will save with a DC equal to 10 + 1/2 your cleric level + your Wisdom modifier. The Confusion effect ends immediately when the Creature leaves the area or the aura expires. Creatures that succeed on their Saving Throw are immune to this aura for 24 hours. These rounds do not need to be consecutive.
Domain Spells: 1st—lesser Confusion, 2nd—Touch of Idiocy, 3rd—rage, 4th—Confusion, 5th—Nightmare, 6th—Phantasmal Killer, 7th—Insanity, 8th—Scintillating Pattern, 9th—weird.