Eirwyn

Special Gamic Abilities
Beings born in Eirwyn have the abilities of the law domain, in addition to the one all other lands have, the animal domain. Beings from Eirwyn cannot cast any chaos, or chaos related spells.

Common wild shapes of this land include wolves.

Granted Powers
You can use speak with animals once per day as a spell-like ability.

Add Knowledge (nature) to your list of class skills.

Animal Domain Spells
* Can only summon animals.
 * 1) Calm Animals:  Calms (2d4 + level) HD of animals.
 * 2) Hold Animal:  Paralyzes one animal for 1 round/level.
 * 3) Dominate Animal:  Subject animal obeys silent mental commands.
 * 4) Summon Nature’s Ally IV*:  Calls creature to fight.
 * 5) Commune with Nature:  Learn about terrain for 1 mile/level.
 * 6) Antilife Shell:  10-ft. field hedges out living creatures.
 * 7) Animal Shapes:  One ally/level polymorphs into chosen animal.
 * 8) Summon Nature’s Ally VIII*:  Calls creature to fight.
 * 9) Shapechange F:  Transforms you into any creature, and change forms once per round.

Granted Power
You cast law spells at +1 caster level.

Law Domain Spells
* Cast as a law spell only.
 * 1) Protection from Chaos:  +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
 * 2) Calm Emotions:  Calms creatures, negating emotion effects.
 * 3) Magic Circle against Chaos:  As protection spells, but 10-ft. radius and 10 min./level.
 * 4) Order’s Wrath:  Damages and dazes chaotic creatures.
 * 5) Dispel Chaos:  +4 bonus against attacks by chaotic creatures.
 * 6) Hold Monster:  As hold person, but any creature.
 * 7) Dictum:  Kills, paralyzes, slows, or deafens nonlawful subjects.
 * 8) Shield of Law F:  +4 to AC, +4 resistance, and SR 25 against chaotic spells.
 * 9) Summon Monster IX*:  Calls extraplanar creature to fight for you.