Domains: Difference between revisions

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==Primary Domains==
==Primary Domains==
===Air Domain===
===Air Domain===
Spells: Call Lightning (3), Chain Lightning (6)
'''Spells'''
Abilities: Turn Elementals
 
Call Lightning (3), Chain Lightning (6)
 
'''Abilities'''
 
Turn Elementals


===Death Domain===
===Death Domain===
Spells: Phantasmal Killer (4), Enervation (5)
'''Spells'''
Abilities: Negative Plane Avatar - The cleric is able to summon a shadow that gains in power as the cleric advances.
 
Phantasmal Killer (4), Enervation (5)
 
'''Abilities'''
 
Negative Plane Avatar - The cleric is able to summon a shadow that gains in power as the cleric advances.


===Earth Domain===
===Earth Domain===
Spells: Stoneskin (4), Energy Buffer (5)
'''Spells'''
Abilities: Turn Elementals
 
Stoneskin (4), Energy Buffer (5)
 
'''Abilities'''
 
Turn Elementals


===Evil Domain===
===Evil Domain===
Spells: Negative Energy Ray (1), Negative Energy Burst (3), Enervation (5)
'''Spells
Abilities: Turn Outsiders
 
Negative Energy Ray (1), Negative Energy Burst (3), Enervation (5)
 
'''Abilities
 
Turn Outsiders


===Fire Domain===
===Fire Domain===
Spells: Wall of Fire (4), Energy Buffer (5)
'''Spells'''
Abilities: Turn Elementals
 
Wall of Fire (4), Energy Buffer (5)
 
'''Abilities'''
 
Turn Elementals


===Good Domain===
===Good Domain===
Spells: Stoneskin (4), Lesser Planar Binding (5)
 
Abilities: Turn Outsiders
'''Spells'''
 
Stoneskin (4), Lesser Planar Binding (5)
 
'''Abilities'''
 
Turn Outsiders


===Water Domain===
===Water Domain===
Spells: Poison (3), Ice Storm (5)
'''Spells
Abilities: Turn Elementals
 
Poison (3), Ice Storm (5)
 
'''Abilities'''
 
Turn Elementals


===Chaos Domain===
===Chaos Domain===
Spells: Cloud of Bewilderment (3), Confusion (5)
'''Spells'''
Abilities: Turn Outsiders
 
Cloud of Bewilderment (3), Confusion (5)
 
'''Abilities'''
 
Turn Outsiders


===Law Domain===
===Law Domain===

Revision as of 06:12, 18 January 2019

Primary Domains

Air Domain

Spells

Call Lightning (3), Chain Lightning (6)

Abilities

Turn Elementals

Death Domain

Spells

Phantasmal Killer (4), Enervation (5)

Abilities

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 Elementals

Evil Domain

Spells

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

Abilities

Turn Outsiders

Fire Domain

Spells

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

Abilities

Turn Elementals

Good Domain

Spells

Stoneskin (4), Lesser Planar Binding (5)

Abilities

Turn Outsiders

Water Domain

Spells

Poison (3), Ice Storm (5)

Abilities

Turn Elementals

Chaos Domain

Spells

Cloud of Bewilderment (3), Confusion (5)

Abilities

Turn Outsiders

Law Domain

Spells: Clarity (2), Hold Monster (5) Abilities: Turn Outsiders

Knowledge Domain

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

Magic Domain

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

Destruction Domain

Spells: Stinking Cloud (3), Acid Fog (6) Abilities: Turn Constructs

Drow Domain

Spells: Charm person (2), Clairvoyance/Clairaudience (3), Improved Invisibility (5) Abilities: Racial Power

Elf Domain

Spells: True Strike (1), Cat's Grace (2) Abilities: Racial Power

Dwarf Domain

Spells: Glyph of Warding (2), Greater Magic Weapon (3) Abilities: Racial Power

Halfling Domain

Spells: Cat's Grace (2), Freedom of Movement (3) Abilities: Racial Power

Gnome Domain

Spells: Color Spray (1), Displacement (3) Abilities: Racial Power

Orc Domain

Spells: Prayer (2), Blood Frenzy (3), War Cry (5) Abilities: Racial Power

Secondary Domains

Animal Domain

Spells: Cat's Grace (2), True Seeing (3), Polymorph Self (5) Abilities: Summon Creature spell is cast as if it were the next spell level higher

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 minor wounds, cure light wounds, cure moderate wounds, cure serious wounds, and cure critical wounds

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. 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)

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: Exceptional Turning - Add 1d6 to all turning checks to determine the maximum Hit Die of undead turned. Also add 1d4 to the number of undead turned.

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: Turning Boost - same as Sun domain

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.