Cold Iron Domain

It is beyond the power of any spell to duplicate the antimagic properties of cold iron (though some can manipulate or alter its natural effects), but it is not outside the power of the gods to do so, and through them some servants can gain the ore’s unique abilities as granted powers. The cold iron domain is common among gods of dwarves, smiths, warriors, and those deities who oppose magic and wizards.

The cold iron domain may be selected by a druid using the nature bond class ability.

Granted Powers: You can call on the power of cold iron to harm foes vulnerable to it and make yourself more resilient.

Iron Aura (Su): You can imbue one touched weapon with the ability to strike as a cold iron weapon, regardless of the weapon’s true construction. The weapon retains all the properties, if any, of the material it is actually made of and gains a +1 nonmagical enhancement bonus as if it were a masterwork weapon (masterwork weapons so imbued gain no additional bonus). Ranged weapons with an iron aura bestow the property of cold iron on ammunition fired from them. The iron aura lasts for one minute per cleric level. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Damage Resistance (Ex): At 6th level, you gain DR 2/adamantine. This increases to DR 4/adamantine at 12th level, and DR 6/adamantine at 20th level.

Domain Spells: 1st—obscure object, 2nd—chill metal, 3rd—dispel magic, 4th—lesser globe of invulnerability, 5th—wall of iron, 6th—iron warden, 7th—spell turning, 8th—iron body, 9th—mage’s disjunction.

Section 15: Copyright Notice

Adventurer’s Handbook: Genius Guide Volume 1. Copyright 2010, Super Genius Games. Authors: Owen K.C. Stephens and Stan!

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