Imbued Healing

 
Prerequisite(s): Ability to cast conjuration (healing) spells; access to one or more domains
 
Benefit: Whenever you cast a lst-level or higher conjuration (healing) spell, you not only heal your subject of hit point damage, but you also confer on it a carrier effect deriving from a domain to which you have access. If you have access to more than one of the following domains, choose which carrier effect to use each time you use this ability. Each of these carrier effects has a duration of 1 minute per level of the conjuration (healing) spell cast and an equivalent spell level. If you are using domains from publications other than the Player's Handbook, use the Domains from Publications Other Than the Player's Handbook sidebar on page 53 to determine an appropriate domain equivalency.
 
Air: Electricity resistance 5
 
Animal: Scent ability
 
Chaos: +2 sacred (if your deity is good or neutral) or profane (if your deity is evil) bonus on a randomly determined ability score
 
Death: +4 on saving throws against death effects
 
Destruction: +2 sacred (if your deity is good or neutral) or profane (if your deity is evil) bonus on melee damage rolls
 
Earth: Acid resistance 5
 
Evil: DR 3/good
 
Fire: Acid resistance 5
 
Good: DR 3/evil
 
Healing: 1 temporary hit point per level or HD. These temporary hit points last for up to 1 hour.
 
Knowledge: +2 insight bonus on skill and ability checks
 
Law: +4 sacred (if your deity is good or neutral) or profane (if your deity is evil) bonus on saving throws against mind-affecting spells or spell-like abilities
 
Luck: When rolling for damage, treat any die roll result of 1 as 2, unless 1 is the maximum result possible
 
Magic: +2 sacred (if your deity is good or neutral) or profane (if your deity is evil) bonus on saves against spells and spelllike abilities
 
Plant: Light fortification (25% chance to avoid extra damage from critical hits and sneak attacks).
 
Protection: +2 sacred (if your deity is good or neutral) or profane (if your deity is evil) bonus to AC when fighting defensively
 
Strength: +2 on damage rolls with any melee attack
 
Sun: Low-light vision; +2 sacred (if your deity is good or neutral) or profane (if your deity is evil) bonus on Spot checks
 
Travel: +5-foot bonus to base land speed
 
Trickery: +6 sacred (if your deity is good or neutral) or profane (if your deity is evil) bonus on Bluff checks
 
War: +1 on attack rolls with weapons (not natural weapons).
 
Water: +6 sacred (if your deity is good or neutral) or profane (if your deity is evil) bonus on Swim checks
 
Special: When you use a conjuration (healing) spell to deal damage to a target, you cannot confer one of these carrier effects on that target. Different carrier effects can affect the same target concurrently, even if the domains are normally opposed in nature (Law/Chaos, Good/Evil, and so forth). If your conjuration (healing) spell affects multiple creatures, you can choose only one carrier effect per casting. All targets are subject to that same effect.
 
Source: Complete Champion