Travel+Domain

Granted Powers
For a total time per day of 1 round per [|cleric] level you possess, you can act normally regardless of magical effects that impede movement as if you were affected by the spell [|freedom of movement]. This effect occurs automatically as soon as it applies, lasts until it runs out or is no longer needed, and can operate multiple times per day (up to the total daily limit of rounds). This granted power is a [|supernatural ability]. Add [|Survival] to your list of cleric class skills.

Travel Domain Spells

 * 1) **[|Longstrider]:** Increases your speed.
 * 2) **[|Locate Object]:** Senses direction toward object (specific or type).
 * 3) **[|Water Walk]:** Subject treads on water as if solid.
 * 4) **[|Dimension Door]:** Teleports you short distance.
 * 5) **[|Tree Stride]:** Step from one tree to another far away.
 * 6) **[|Find the Path]:** Shows most direct way to a location.
 * 7) **[|Wind Walk]:** You and your allies turn vaporous and travel fast.
 * 8) **[|Phase Door]:** Creates an invisible passage through wood or stone.
 * 9) **[|Foresight]:** “Sixth sense” warns of impending danger.