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'''Abilities'''  
'''Abilities'''  


Summon Creature spell is cast as if it were the next spell level higher
Summon Creature is cast at one tier higher (Summon I becomes Summon II)


===Cavern Domain===
===Cavern Domain===

Revision as of 13:26, 29 April 2020

Primary Domains

Air Domain

Spells

Call Lightning (3), Chain Lightning (6)

Abilities

Turn Undead

Death Domain

Spells

Phantasmal Killer (4), Enervation (5)

Abilities

Turn Undead

Negative Plane Avatar - The cleric is able to summon a shadow that gains in power as the cleric advances.

Earth Domain

Spells

Stoneskin (4), Energy Buffer (5)

Abilities

Turn Undead

Evil Domain

Spells

Negative Energy Ray (1), Negative Energy Burst (3), Enervation (5)

Abilities

Turn Undead

Fire Domain

Spells

Wall of Fire (4), Energy Buffer (5)

Abilities

Turn Undead

Good Domain

Spells

Stoneskin (4), Lesser Planar Binding (5)

Abilities

Turn Undead

Water Domain

Spells

Poison (3), Ice Storm (5)

Abilities

Turn Undead

Chaos Domain

Spells

Cloud of Bewilderment (3), Confusion (5)

Abilities

Turn Undead

Law Domain

Spells

Clarity (2), Hold Monster (5)

Abilities

Turn Undead

Knowledge Domain

Spells

Identify (1), Knock (2), Clairaudience/Clairvoyance (3), True Seeing (4), Legend Lore (6)

Abilities:

Turn Undead

Magic Domain

Spells

Mage Armor (1), Melf's Acid Arrow (2), Negative Energy Burst (3), Stoneskin (4), Ice Storm (5)

Abilities

Turn Undead

Destruction Domain

Spells

Stinking Cloud (3), Acid Fog (6)

Abilities

Turn Undead

Drow Domain

Spells

Charm person (2), Clairvoyance/Clairaudience (3), Improved Invisibility (5)

Abilities

Racial Power

Turn Undead

Elf Domain

Spells

True Strike (1), Cat's Grace (2)

Abilities

Racial Power

Turn Undead

Dwarf Domain

Spells

Glyph of Warding (2), Greater Magic Weapon (3)

Abilities

Racial Power

Turn Undead

Halfling Domain

Spells

Cat's Grace (2), Freedom of Movement (3)

Abilities

Racial Power

Turn Undead

Gnome Domain

Spells

Color Spray (1), Displacement (3)

Abilities

Racial Power

Turn Undead

Orc Domain

Spells

Prayer (2), Blood Frenzy (3), War Cry (5)

Abilities

Racial Power

Turn Undead

Secondary Domains

Animal Domain

Spells

Cat's Grace (2), True Seeing (3), Polymorph Self (5)

Abilities

Summon Creature is cast at one tier higher (Summon I becomes Summon II)

Cavern Domain

Spells

Darkness (1), One with the Land (2), Call Lightning (4)

Abilities

1/day, gain a temporary +3 Search, +3 Spot, +3 Listen bonus that lasts for one turn/level, usable only in caverns.

Charm Domain

Spells

Charm person (1), Aura of Glory (2), Charm Monster (3)

Abilities:

---

Darkness Domain

Spells

Darkness (1), Blindness/Deafness (2), Shadow Conjuration (4)

Abilities

Ultravision 1/day

"Associated Deities"

Fate Domain

Spells

True Strike (1), See Invisibility (2), Clairaudience/Clairvoyance (3)

Abilities

Bonus Feat - Uncanny Dodge

Fungus Domain

Spells

Barkskin (2), Cloud of Bewilderment (3), Mind Fog (5)

Abilities:

---

Hatred Domain

Spells

Bestow Curse (2), Inflict Critical Wounds (3), Harm (5)

Abilities

1/day, target a particular enemy to gain a +1 AB bonus and a +1 negative energy damage bonus, both versus their racial type, that last for one round/level

Healing Domain

Spells

Cure Serious Wounds (2), Heal (5)

Abilities

Empowered Healing - The following healing spells are cast as if with the empower spell feat: cure light wounds, cure moderate wounds, cure serious wounds, and cure critical wounds.

Cure Minor Wounds, when casting as a spell, is not affected. Healing spells cast via trinkets are also amplified as if cast with empower (1.5x).

Illusion Domain

Spells

Invisibility (2), Displacement (3), Phantasmal Killer (4)

Abilities:

---

Luck Domain

Spells

True Strike (1), Bestow Curse (2), Protection from Spells (6)

Abilities

Bonus Feat - Defensive Roll

Metal Domain

Spells

Shelgarn's Persistent Blade (1), Darkfire (2), Keen Edge (5)

Abilities

1/day, add temporary fire damage to your weapon for one round/level: +1 Fire damage for non-hammer weapons, and +1d4 Fire damage for hammers and great mauls. This should stack with Darkfire.

Nobility Domain

Spells

Rallying Cry (1), Charm Person (2), See Invisibility (3)

Abilities:

---

Ooze Domain

Spells

Grease (1), Stinking Cloud (3), Evard's Black Tentacles (4)

Abilities

Command Slimes

Planning Domain

Spells

Identify (1), See Invisibility (2), Clairaudience/Clairvoyance (3)

Abilities

---

Plant Domain

Spells

Barkskin (2), Creeping Doom (7)

Abilities

Turn Vermin

Portal Domain

Spells

Summon creature III (2), Dismissal (3), Displacement (4)

Abilities

Portal Sense - automatic supernatural ability to detect nearby hidden portals using Wisdom

Protection Domain

Spells

Minor Globe of Invulnerability (4), Energy Buffer (5)

Abilities

Divine Protection - The cleric is able to cast an improved form of Sanctuary that sets the save difficulty class at 10 + Cha Modifier + Cleric Level. This has a duration of 1 round per caster level + the cleric's Charisma modifier

Renewal Domain

Spells

Cure Moderate Wounds (1), Remove disease (2), Restoration (3)

Abilities:

---

Repose Domain

Spells

Remove disease (2), Death ward (3), Undeath to Death (5)

Abilities

Bonus Feat - Favored Enemy (Undead)

Reptilian Domain

Spells

Magic Fang (1), Greater Magic Fang (2), Poison (3)

Abilities

Command Lizards

Retribution Domain

Spells

Death Armor (2), Death ward (3), Elemental Shield (4)

Abilities

Bonus Feat - Divine Might

Rune Domain

Spells

Identify (1), Glyph of Warding (2), Delayed Blast Fireball (4)

Abilities

Bonus Feat - Scribe Scroll

Sea Caves Domain

Spells

Ironguts (1), Drown (5)

Abilities

Underwater Breathing - boosts the length of time which you can stay underwater before drowning

Spells Domain

Spells

Lesser Dispel (1), Shield (2), Lesser Spell Breach (4), Feeblemind (6)

Abilities:

---

Spider Domain

Spells

Web (1), Poison (3)

Abilities

Command Spiders

Strength Domain

Spells

Divine Power (3), Stoneskin (5)

Abilities

Divine Strength- The cleric gains a bonus to Strength equal to 2 + 1 per 3 class levels. This has a duration of 5 rounds + the cleric's Charisma modifier

Storm Domain

Spells

Gust of Wind (2), Call Lightning (3), Ice Storm (5)

Abilities

Bonus Feat - Resist Energy (Electricity)

Suffering Domain

Spells

Ray of Enfeeblement (1), Death Armor (2), Enervation (5)

Abilities

---

Sun Domain

Spells

Searing Light (2), Sunbeam (7)

Abilities

---

Trade Domain

Spells

Identify (1), Knock (2), See Invisibility (3)

Abilities

Bonus Feat - Skill Focus (Appraise)

Travel Domain

Spells

Entangle (1), Web (2), Freedom of Movement (3), Slow (4), Haste (5)

Abilities:

---

Trickery Domain

Spells

Invisibility (2), Invisibility Sphere (3), Improved Invisibility (5)

Abilities

Divine Trickery - Bonus to hide, bluff, search, disable trap, move silently, open lock, and pick pocket checks equal to 1 per 2 caster levels. This effect lasts for 5 turns + the cleric's charisma modifier

Undeath Domain

Spells

Stone Bones (1), Negative Energy Burst (3)

Abilities

---

War Domain

Spells

Cat's Grace (2), Aura of Vitality (7)

Abilities

Battle Mastery - The cleric gains a bonus of 1 + 1 per 5 caster levels to dexterity, constitution, attack rolls and damage. As well, the cleric gains damage reduction twice this amount. The effect will last for 5 rounds + charisma modifier

Racial Powers

Certain racial domains grant a 1/day racial power. This power grants a temporary +1 AB and +1 save bonus versus fear, plus +1 to whatever that race's associated stat is (Str for orcs, Con for dwarves, Dex for elves/drow and halflings, Int for gnomes), and +2 AB versus that race's favored enemy (Elves for orcs and drow, Orcs for dwarves and elves, Goblins for halflings and gnomes) for all friendly members of that race within 30ft, lasting one round/level.