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BUG NOTICE:[]

If you take two domains that both grant the same spell- e.g, Time Domain and Travel Domain both granting haste- then it seems like instead of having two seperate level castings of the haste spell, it will only give you one of the domains' version of the spell. (People reported not being able to cast haste at lv 3 or persist it while taking time/travel domain)

Balance Domain[]

Clerics who take the balance domain concern themselves with finding a balance, whether between good and evil, law and chaos, or simply between differing philosophies.

Domain Special Ability and Bonus Spells

Granted power: Once per day, you may add your wisdom modifier as a dodge bonus to your armor class. This bonus lasts for one minute plus one round per caster level.

The cleric gains access to the following spells at the specified spell level: Negate Concealment (2), Sanctuary, Mass (5), Weighed in the Balance (9).

Arboreal Domain[]

Clerics who take the Arboreal Domain ally themselves with the Eladrin of Arborea.

Domain Special Ability and Bonus Spells

Whirling Fury: Once per 6 minutes, you may channel the untamed power of the Court of Stars. During this time, you gain a +6 bonus to dexterity, as well as being under the effect of Haste. This ability lasts one round per cleric level you possess. This is a supernatural ability.

The cleric gains access to the following spells at the specified spell level: Ghaele Ray (3), Planar Call (5), Storm of Shards (7).

Celestial Domain[]

Clerics who take the Celestial domain ally themselves with the Archons of Mount Celestia.

Domain Special Ability and Bonus Spells

Celestial Glory: Once per 6 minutes, you can call forth the holy power of the Archons. During this time, you gain a +6 bonus to Charisma, as well as damage resistance 10/evil. This ability lasts for one round per cleric level you possess. This is a supernatural ability.

The cleric gains access to the following spells at the specified spell level: Heavenly Lightning (3), Planar Call (5), Heavenly Lightning Storm (7).

Demonic Domain[]

Clerics who take the demonic domain ally themselves with the Abyss.

Domain Special Ability and Bonus Spells

Abyssal Frenzy: Once per 6 minutes, you may channel the furious power of the tanar’ri. This power grants you a +6 bonus to both strength and constitution and damage resistance 10/good, but also gives you a -1 penalty to Armor Class. This ability lasts one round per cleric level you possess. This is a supernatural ability.

The cleric gains access to the following spells at the specified spell level: Demonflesh (1), Planar Call (5), Wretched Blight (7).

Diabolic Domain[]

Clerics who take the diabolic domain ally themselves with the Lords of the Nine.

Domain Special Ability and Bonus Spells

Infernal Deceit: Once per 6 minutes, add your class level as a bonus to bluff, diplomacy, and intimidate, as well as damage resistance 10/chaotic. This ability lasts for one round per cleric level you possess. This is a supernatural ability.

The cleric gains access to the following spells at the specified spell level: Hellfire (3), Planar Call (5), Hellfire Storm (7).

Dragon Domain[]

Clerics of draconic deities such as Tiamat and Bahamut may take the dragon domain, as may those of draconic descent.

Domain Special Ability and Bonus Spells

Indomitable Soul: Your physical toughness translates into greater mental resiliency. Where others cave in to magical effects that alter their minds, you stand resolute. Whenever you make a Will save against a mind-affecting or fear ability, you can roll 2d20 and use the higher of the two die rolls.

The cleric gains access to the following spells at the specified spell level: Magic Fang (1), True Seeing (4), Dragon Ally (7).

Entropy Domain[]

Clerics who take the Entropy domain seek the end of all things, leaving broken wreckage and shattered minds in their wake.

Domain Special Ability and Bonus Spells

Entropic Bolt: Once per 10 rounds, you can channel a bolt of entropic energy as a ranged touch attack, dealing 1d8 points of damage per cleric level you possess. Half the damage is sonic damage, and half is entropic damage that cannot be reduced by sonic resistance or immunity.

The cleric gains access to the following spells at the specified spell level: Ray of Exhaustion (2), Disintegrate (6), and Scintillating Pattern (8)

Wrath Domain[]

Clerics who take the Wrath domain are tireless enemies of evil, concerning themselves with punishing the wicked for their deeds.

Domain Special Ability and Bonus Spells

Divine Retribution: Once per 60 seconds as a free action, you can use a use of Turn Undead to inflict 1d8 per 2 caster levels in retributive divine damage to the creature which most recently damaged you.

The cleric gains access to the following spells at the specified spell level: Radiant Shield (5), Vengeance Halo (6), and Last Judgment (8).

Domain Spells for Core Domains[]

Air: Call Lightning (3), Chain Lightning (5), Arc of Lightning (6)

Animal: Cats Grace (2), Fang of Balance (3), True Seeing (4), Fang of Balance, Greater (6)

Chaos: Color Spray(1), Cloud of Bewilderment (2), Confusion (3), Prismatic Spray (6), Great Thunderclap (7)

Cold: Hypothermia (3), Ice Storm (4), Polar Ray (8)

Darkness: Blindsight (1), Blindness and Deafness (2), Shadow Conjuration (5), Power Word Blind (7), Mass Deafness/Blindness (8)

Death: Phantasmal Killer (4), Finger of Death (7), Wail of the Banshee (9)

Destruction: Rage (3), Acid Fog (6), Bombardment (8)

Dream: Sleep (1), Phantasmal Killer (4), Hiss of Sleep (7)

Earth: Stoneskin (4), Greater Stoneskin (6), Earthquake (9)

Evil: Mass Contagion (3), Evards Black Tentacle (4), Stygian Ice Storm (7), Weird (9)

Fire: Burning Hands (1), Fireball (3), Firebrand (5), Delayed Blast Fireball (7)

Fury: Enlarge Person (1), Heroism (2), Rage (3), Warcry (4)

Good: Magic Circle vs Alignment (2), Lesser Planar Binding (5), Holy Sword (7)

Healing: Cure Serious Wound (2), Heal (5), Mass Heal (8)

Knowledge: Identify (1), Knock (2), Clairvoyance (3), True Seeing (4), Legend Lore (5). Their bonus feat is Skill Focus: :Lore.

Law: Mass Aid (3), Hold Monster (5), Mechanus Cannon (8), Mass Hold Monster (9)

Luck: Freedom of Movement (3), Lesser Spell Mantle (5), Greater Spell Mantle (7)

Magic: Magic Missile (1), Melf's Acid Arrow (2), Improved Mage Armor (3), Isaac's Lesser Missile Storm (4), Greater Dispel Magic (5), Spell Mantle (6), Blackstaff (8), Greater Spell Mantle (9). Their bonus feat is now Spellcasting Prodigy.

Plant: Entangle (1), Barkskin (2), Poison (3), Mass Camouflage (4), Vine Mine (5)

Protection: Lesser Globe of Invulnerability (4), Energy Immunity (5), Protection from Spells (7), Etherealness (8), Greater Spell Mantle (9)

Strength: Bulls Strength (1), Divine Power (3), Mass Bulls Strength (5)

Sun: Searing Light (2), Sun Beam (7), Sun Burst (8)

Time: Slow (2), Haste (4), Premonition (7), Haste was moved to 4th level making it not useable with persistent spell! Look at Travel for Haste at 3.

Travel: Expeditious Retreat (1), Haste (3)

Trickery: Grease (1), Invisibility (2), Mirror Image (3), Hallucinatory Terrain (4)

Undead: Animate Dead (2), Vampiric Touch (3), Negative Energy Burst (4), Create Greater Undead (7), Control Undead (8). Their bonus feat is now Corpse Crafter.

Water: Poison (3), Ice Storm (5), Drown (7)

**Protection and Death domains' feature abilities are now on 6 minute cooldowns. Strength Domain's feature ability is now on an 8 minute cooldown.

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