Домены

Ниже представлен полный список доменов (domains), присутствующих в игре. Принадлежность к тому или иному домену дает клерику дополнительные заклинания и специальные способности (granted powers). К какому именно домену принадлежит клерик зависит от того, какому божеству (deity) он поклоняется.

Глоссарий:

  • Domain - домен
  • Deity - божество, религия
  • Spells - дополнительные заклинания, даваемые доменом
  • Granted Powers - особые способности, даваемые доменом

AirPermalink

Spells:

  • Obscuring Mist (1)
  • Wind Wall (2)
  • Gaseosus Form (3)
  • Dispel Air (4)
  • Chain Lightning (6)

Deities:

Granted Powers: Turn or destroy earth creatures as a good cleric turns undead. Rebuke, command, or bolster air creatures as an evil cleric rebukes undead. Use these abilities a total number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability.

AnimalPermalink

Spells:

  • Calm Animals (1)
  • Hold Animal (2)
  • Dominate Animal (3)
  • Summon Narure’s Ally IV (4)

Deities:

Granted Powers: Add Knowledge (Nature) to your list of cleric class skills.

ChaosPermalink

Spells:

  • Protection From Law (1)
  • Shatter (2)
  • Magic Circle Against Law (3)
  • Chaos Hammer (4)
  • Dispel Law (5)

Deities:

Granted Powers: You can cast chaos spells at +1 caster level.

DeathDeathPermalink

Spells:

  • Cause Fear (1)
  • Death Knell (2)
  • Animate Dead (3)
  • Death Ward (4)
  • Slay Living (5)

Deities:

Granted Powers: You may use a death touch one per day. Your death touch is a supernatural ability that produces a death effect. You must succeed on a melee attack against a living creature (using the rules for touch spells). When you touch, roll 1d6 per cleric level you possess. If the total at least equals the creature’s current hit points, it dies (no save).

DestructionDestructionPermalink

Spells:

  • Inflict Light Wounds (1)
  • Shatter (2)
  • Contagion (3)
  • Inflict Critical Wounds (4)

Deities:

Granted Powers: You gain the smite power, the supernatural ability to make a single melee attack with a +4 bonus on attack rolls and a bonus on damage rolls equal to your cleric level (if you hit). You must declare the smite before making the attack. This ability is usable once per day.

EarthEarthPermalink

Spells:

  • Magic Stone (1)
  • Sorten Earth and Stone (2)
  • Spike Stones (4)
  • Dispel Earth (4)
  • Stoneskin (5)

Deities:

Granted Powers: Turn or destroy air creatures as a good cleric turns undead. Rebuke, command, or bolster earth creatures as an evil cleric rebukes undead. Use these abilities a total number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability.

EvilPermalink

Spells:

  • Protection From Good (1)
  • Desecrate (2)
  • Magic Circle Against Good (3)
  • Unholy Blight (4)
  • Dispel Good (5)

Deities:

Granted Powers: You cast evil spells at +1 caster level.

GoodGoodPermalink

Spells:

  • Protection From Evil (1)
  • Aid (2)
  • Holy Smite (4)
  • Magic Circle Against Evil (3)
  • Dispel Evil (5)

Deities:

Granted Powers: You cast good spells at +1 caster level.

FireFirePermalink

Spells:

  • Burning Hands (1)
  • Produce Flame (2)
  • Resist Elements (3)
  • Dispel Fire (4)
  • Fire Shield (5)

Deities:

Granted Powers: Turn or destroy water creatures as a good cleric turns undead. Rebuke, command, or bolster fire creatures as an evil cleric rebukes undead. Use these abilities a total number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability.

HealingHealingPermalink

Spells:

  • Cure Light Wounds (1)
  • Cure Moderate Wounds (2)
  • Cure Serious Wounds (3)
  • Cure Critical Wounds (4)
  • Cure Light Wounds, Mass (5)

Deities:

Granted Powers: You cast healing spells at +1 caster level.

KnowledgeKnowledgePermalink

Spells:

  • Detect Secret Doors (1)
  • Clairaudence/Clairvoyance (3)
  • True Seeing (5)

Deities:

Granted Powers: Add all Knowledge skills to your list of cleric class skills. You cast divination spells at +1 caster level.

LawPermalink

Spells:

  • Protection From Chaos (1)
  • Calm Emotions (2)
  • Magic Circle Against Chaos (3)
  • Order’s Wrath (4)
  • Dispel Chaos (5)
  • Hold Monster (6)

Deities:

Granted Powers: You cast law spells at +1 caster level.

LuckPermalink

Spells:

  • Entropic Shield (1)
  • Aid (2)
  • Protection From Elements (3)
  • Freedom of Movement (4)
  • Break Enchantment (5)

Deities:

Granted Powers: You gain the power of good fortune, which is usable once per day. This extraordinary ability allows you to reroll your next failed roll. You have the option of re-rolling your next failed saving throw, your next failed attack roll, or your next failed critical. In the game, a box will appear and you will check one of those three options. In the event that you fail the next roll, the power of luck will give you another chance to succeed.

MagicPermalink

Spells:

  • Identify (2)
  • Dispel Magic (3)
  • Spell Resistance (5)

Deities:

Granted Powers: Use scrolls, wands, and other devices with spell completion or spell trigger activation as a wizard of one-half your cleric level (at least 1st level). For the purpose of using a scroll or other magic device, if you are also a wizard, actual wizard levels and these effective wizard levels stack.

PlantPermalink

Spells:

  • Entangle (1)
  • Barkskin (2)
  • Control Plants (4)

Deities:

Granted Powers: Rebuke or command plant creatures as an evil cleric rebukes or commands undead. Use this ability a total number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability.

ProtectionPermalink

Spells:

  • Sanctuary (1)
  • Protection From Elements (3)
  • Spell Resistance (5)

Deities:

Granted Powers: You can generate a protective ward as a supernatural ability. This grants someone you touch a resistance bonus equal to your cleric level on his or her next saving throw. Activating this power is a standard action. The protective ward is an abjuration effect with a duration of 1 hour that is usable once per day.

StrengthPermalink

Spells:

  • Endure Elements (1)
  • Bull’s Strength (2)
  • Magic Vestment (3)
  • Righteous Might (5)
  • Stoneskin (6)

Deities:

Granted Powers: You can perform a feat of strength as a supernatural ability. You gain an enhancement bonus to Strength equal to your cleric level. Activating the power is a free action, the power lasts 1 round, and it is usable once per day.

SunPermalink

Spells:

  • Endure Elements (1)
  • Heat Metal (2)
  • Searing Light (3)
  • Fire Shield (4)
  • Flame Strike (5)

Deities:

Granted Powers: Once per day, you can perform a greater turning against undead in place of a regular turning. The greater turning is like a normal turning except that the undead creatures that would be turned are destroyed instead.

TravelPermalink

Spells:

  • Longstrider (1)
  • Dimension Door (4)
  • Teleport (5)

Deities:

Granted Powers: For a total time per day of 1 round per cleric level you possess, you can act normally regardless of magical effects that impede movement as if you were affected by the spell Freedom of Movement. This effect occurs automatically as soon as it applies, lasts until it runs out or is no longer needed, and can operate multiple times per day (up to the total daily limit of rounds). This granted power is a supernatural ability. Add Survival to your list of cleric class skills.

TrickeryPermalink

Spells:

  • Invisibility (2)
  • Confusion (4)

Deities:

Granted Powers: Add Bluff and Hide to your list of cleric class skills.

WarPermalink

Spells:

  • Magic Weapon (1)
  • Spiritual Weapon (2)
  • Magic Vestment (3)
  • Divine Power (4)
  • Flame Strike (5)

Deities:

Granted Powers: “Free Martial Weapon Proficiency with deity’s favored weapon (if necessary) and Weapon Focus with the deity’s favored weapon. The favored weapons of the war deities are as follows:

  • Corellon Larethian - longsword
  • Erythnul - morningstar
  • Gruumsh - longspear
  • Hextor - flail
  • Heironeous - longsword”

WaterPermalink

Spells:

  • Obscuring Mist (1)
  • Fog Cloud (2)
  • Dispel Water (4)
  • Ice Storm (5)
  • Cone of Cold (6)

Deities:

Granted Powers: Turn or destroy fire creatures as a good cleric turns undead. Rebuke, command, or bolster water creatures as an evil cleric rebukes undead. Use these abilities a total number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability.