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|[[Stonecunning]]||[[Darkness]]||||||||[[Find the Path]]||Pass Wall||Earthquake|||||Mass Pass Wall| | |[[Stonecunning]]||[[Darkness]]||||||||[[Find the Path]]||Pass Wall||Earthquake|||||Mass Pass Wall| | ||
|- | |- | ||
![[Chaos (domain)|Chaos | ![[Chaos (domain)|Chaos]] | ||
|[[Slippery mind]]||[[Color Spray]]||||||||[[Confusion]]||||Chaos|||| | |[[Slippery mind]]||[[Color Spray]]||||||||[[Confusion]]||||Chaos|||| | ||
|- | |- | ||
![[Cold (domain)|Cold | ![[Cold (domain)|Cold]] | ||
|[[Resistance to energy|Cold resistance 5]]||||[[Creeping Cold]]||[[Hypothermia]]||||||||||||[[Polar Ray]] | |[[Resistance to energy|Cold resistance 5]]||||[[Creeping Cold]]||[[Hypothermia]]||||||||||||[[Polar Ray]] | ||
|- | |- | ||
![[Darkness (domain)|Darkness | ![[Darkness (domain)|Darkness]] | ||
|[[Blind Fight]]||||[[Blindness/Deafness|Blindness Deafness]]||Conjure Shadows||Call Shadow Pack||[[Shadow Conjuration]]||||[[Power Word, Blind]]|||| | |[[Blind Fight]]||||[[Blindness/Deafness|Blindness Deafness]]||Conjure Shadows||Call Shadow Pack||[[Shadow Conjuration]]||||[[Power Word, Blind]]|||| | ||
|- | |- | ||
| Line 65: | Line 65: | ||
|Extra spells||[[Identify]]||[[Knock]]||[[Clairaudience/Clairvoyance|Clairaudience Clairvoyance]]||[[True seeing]]||[[Legend lore]]|||||||| | |Extra spells||[[Identify]]||[[Knock]]||[[Clairaudience/Clairvoyance|Clairaudience Clairvoyance]]||[[True seeing]]||[[Legend lore]]|||||||| | ||
|- | |- | ||
![[Law (domain)|Law | ![[Law (domain)|Law]] | ||
|[[Iron Will]]||[[Lionheart]]||||||||[[Hold Monster]]||||[[Mass Hold Person]]|||| | |[[Iron Will]]||[[Lionheart]]||||||||[[Hold Monster]]||||[[Mass Hold Person]]|||| | ||
|- | |- | ||
![[Luck (domain)|Luck | ![[Luck (domain)|Luck]] | ||
|[[Luck of Heroes]]||||||[[Freedom of Movement]]||||||||||[[Spell Mantle, Greater]]|| | |[[Luck of Heroes]]||||||[[Freedom of Movement]]||||||||||[[Spell Mantle, Greater]]|| | ||
|- | |- | ||
![[Magic (domain)|Magic]] | ![[Magic (domain)|Magic]] | ||
|Extra spells||[[Mage armor]]||[[Melf's acid arrow]]||[[Assay resistance]]||||[[Greater Dispel Magic]]||[[Spell mantle]]||||[[Blackstaff]]|| | |Extra spells||[[Mage armor]]||[[Melf's acid arrow]]||[[Assay resistance]]||||[[Greater Dispel Magic]]||[[Spell mantle]]||||[[Blackstaff]]|| | ||
|- | |||
![[Moon (domain)|Moon]] | |||
|Turn Shapechangers, Lycanthropes, Wildshaped & Polymorphed||Faerie Fire||||Moon Blade||||||||||||Moonfire | |||
|- | |||
![[Planning (domain)|Planning]] | |||
|||Augury||Clairaudience/Clairvoyance||||||||||Greater Scrying||||Battle Precognition | |||
|- | |- | ||
![[Plant (domain)|Plant]] | ![[Plant (domain)|Plant]] | ||
| | |||[[Entangle]]||[[Barkskin]]||[[Poison_(spell)|Poison]]||[[Mass camouflage]]||[[Vine Mine]]|||||||| | ||
|- | |||
![[Portal (domain)|Portal]] | |||
|[[Woodland stride]]||Stabilize Portal||||Analyze Portal||||Teleport||Seal Portal||||||Teleportation Circle | |||
|- | |- | ||
![[Protection (domain)|Protection]] | ![[Protection (domain)|Protection]] | ||
|Divine protection||||||||[[Globe of Invulnerability, Lesser]]||[[Energy immunity]]|||||||| | |Divine protection||||||||[[Globe of Invulnerability, Lesser]]||[[Energy immunity]]|||||||| | ||
|- | |||
![[Spell (domain)|Spell]] | |||
|Skill Focus Spellcraft||Mage Armor||||||||Anyspell||||||Greater Anyspell|| | |||
|- | |||
![[Spider (domain)|Spider]] | |||
|Turn Spiders||||||||Spiderskin||||Spider Shape||Conjure Spiders||Creeping Doom|| | |||
|- | |||
![[Storm (domain)|Storm]] | |||
|Resist Energy Electricity 5/-||||Gust of Wind||Call Lightning||||Ice Storm||||||Whirlwind|| | |||
|- | |- | ||
![[Strength (domain)|Strength]] | ![[Strength (domain)|Strength]] | ||
|[[Divine Strength]]||[[Bull's Strength]]||||[[Divine Power]]|||||||||||| | |[[Divine Strength]]||[[Bull's Strength]]||||[[Divine Power]]|||||||||||| | ||
|- | |||
![[Suffering (domain)|Suffering]] | |||
|||[[Bear's Endurance]]||||||Enervation||||||Dirge||||Horrid Wilting | |||
|- | |- | ||
![[Sun (domain)|Sun]] | ![[Sun (domain)|Sun]] | ||
|Exceptional turning||||[[Searing Light]]||||||||||[[Sunbeam]]|||| | |Exceptional turning||||[[Searing Light]]||||||||||[[Sunbeam]]|||| | ||
|- | |- | ||
![[Travel (domain)|Travel]] | ![[Travel (domain)|Travel]] | ||
| | |||||||||Dimension Door||Teleport||||Greater Teleport|||| | ||
|- | |- | ||
![[Trickery (domain)|Trickery]] | ![[Trickery (domain)|Trickery]] | ||
|[[Feint]]||[[Grease]]||[[Invisibility]]||||[[Confusion]]|||||||||| | |[[Feint]]||[[Grease]]||[[Invisibility]]||||[[Confusion]]|||||||||| | ||
|- | |- | ||
![[Undeath (domain)|Undeath | ![[Tyranny (domain)|Tyranny]] | ||
|Spell Focus: Enchantment||||Scare||||Fear||||Dominate Person||||Charm Monster||Dominate Monster | |||
|- | |||
![[Undeath (domain)|Undeath]] | |||
|[[Extra Turning]]||||[[Animate Dead]]||||||||||[[Create Greater Undead]]|||| | |[[Extra Turning]]||||[[Animate Dead]]||||||||||[[Create Greater Undead]]|||| | ||
|- | |- | ||
![[War (domain)|War | ![[War (domain)|War]] | ||
|[[Weapon Focus]]||||||||[[Flame Strike]]||||||||[[Power Word, Stun]]|| | |[[Weapon Focus]]||||Caltrops||||[[Flame Strike]]||Tanglefoot||||||[[Power Word, Stun]]|| | ||
|- | |- | ||
![[Water (domain)|Water]] | ![[Water (domain)|Water]] | ||
|[[Evasion]]||||||[[Poison_(spell)|Poison]]||||[[Ice storm]]|||||||| | |[[Evasion]]||||||[[Poison_(spell)|Poison]]||||[[Ice storm]]|||||||| | ||
|} | |} | ||
[[Category:Domains| ]] | [[Category:Domains| ]] | ||
[[Category:Magical concepts]] | [[Category:Magical concepts]] | ||
[[Category:Character attributes]] | [[Category:Character attributes]] | ||
Revision as of 15:35, 5 September 2017
Clerics specialize in two areas of magical expertise called domains. These domains are selected when first becoming a cleric and cannot be changed. Domains grant added spells and sometimes a free feat or special ability.
Domain spells
A cleric gets one bonus domain spell slot at each level they receive a domain spell. When a cleric prepares a spell in a domain spell slot, it should come from one of his two domains (but NWN2 does not enforce this).
Domain List
A cleric chooses two domains at their first class level, ideally representing the deity they have chosen to follow. Each domain gives the cleric access to at least 2 domain spells he can cast that is added to his spell list, as well as possibly gaining a granted power. The cleric gets the granted powers of both the domains selected.