Landscape Domain
Clerics that have Plant or any of the Terrain Domains described in Ultimate Magic as one of their deity’s domains can instead choose the new Landscape domain. The Landscape domain complements the Wilderland Magus multiclass archetype.
Granted Powers: You are a master over the land on which you stand, and can transform or mold it to your will. Knowledge (geography), Perception, Stealth, and Survival are class skills.
Power of the Land (Su): You can tap the natural energies inherent in the land itself. Whenever you cast a spell with the earth descriptor, or one that alters or affects the land itself (such as entangle, spike stone, or transmute rock to mud), you are considerer to be one level higher. This affects all aspects of the spell, including duration, damage, etc. Also, the save DC of any of these spells increases by 2.
Terraform (Su): At 4th level, as a standard action, you may choose any two adjacent squares of natural terrain within 60 feet, and turn it into difficult terrain. You may move through this difficult terrain at your normal speed, and without taking damage or suffering any other impairment.
At 6th level, and every two levels thereafter, you can affect an additional adjacent square of natural terrain, and your range of effect increases by 5 feet, for a total of 10 squares and a maximum range of 100ft at level 20th level. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
At 10th level, you can grant a number of allies up to your Wisdom modifier the ability to move through this difficult terrain at their normal speed, and without taking damage or suffering any other impairment.
At 16th level, you can make the terrain more dangerous to travel through. Any creature ending their turn in this difficult terrain must make a Reflex save (DC 10 + 1/2 land master level + the land master’s Wisdom modifier) or be knocked prone, taking 3d6 piercing damage from the sharp crags created in the terrain.
Domain Spells: 1st—entangle, 2nd—stone call*, 3rd—shifting sands*, 4th—spike growth, 5th—transmute rock to mud, 6th—move earth, 7th—rampart*, 8th—earthquake, 9th—world wave*. (*Advanced Player’s Guide)