Gaming
 

Domain

From NWNWiki

Clerics receive two domains, which give them access to a special domain power and/or additional spells.

Details about the 19 domains are on the cleric domain category page.

[edit] Domains and turning outsiders

Outsiders get turn resistance equal to their spell resistance rating (only clerics of the good or evil domains may turn them without the planar turning feat). If you have the planar turning feat they are weakened and only have 1/2 their spell resistance as turn resistance.

[edit] Domain list

A cleric chooses two domains at their first class level, ideally representing the deity they have chosen to follow. Each domain adds at least two spells to the cleric's spell list, as well as possibly granting a special power. The cleric gets the granted powers of both the domains selected.

Cleric domain Special ability Spell level
1234567
air turn elementals call lightning chain lightning
animal stronger summon I-VIII cat's grace true seeing polymorph self
death negative plane avatar phantasmal killer enervation
destruction turn constructs stinking cloud acid fog
earth turn elementals stoneskin energy buffer
evil turn outsiders negative energy ray negative energy burst enervation
fire turn elementals wall of fire energy buffer
good turn outsiders stoneskin lesser planar binding
healing empowered healing cure serious wounds heal
knowledge extra spells identify knock clairaudience/
clairvoyance
true seeing legend lore
magic extra spells mage armor Melf's acid arrow negative energy burst stoneskin ice storm
plant turn vermin barkskin creeping doom
protection divine protection minor globe of invulnerability energy buffer
strength divine strength divine power stoneskin
sun exceptional turning searing light sunbeam
travel extra spells entangle web freedom of movement slow haste
trickery divine trickery invisibility invisibility sphere improved invisibility
war battle mastery cat's grace aura of vitality
water turn elementals poison ice storm