Clerical Domains: Difference between revisions

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<span class="DROPCAP">A</span>t character creation, a [[Cleric]] chooses two domains to follow. You may choose from among your [[node/1621|Deity's list of domains]]. Each domain gives your cleric access to a special domain power and additional spells. This increases the total number of spells that a cleric may prepare each day by one per spell level.
At character creation, a [[Cleric]] chooses two domains to follow. You may choose from among your [[Deity Domains|Deity's list of domains]]. Each domain gives your cleric access to a special domain power and additional spells. This increases the total number of spells that a cleric may prepare each day by one per spell level.


Note about turning outsiders: Outsiders get turn [[resistance]] equal to 1/4 their spell resistance (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 1/8 their spell resistance as turn resistance.
Note about turning outsiders: Outsiders get turn [[resistance]] equal to 1/4 their spell resistance (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 1/8 their spell resistance as turn resistance.
*[[Clerical Domains - Air]]
*[[Clerical Domains - Animal]]
*[[Clerical Domains - Death]]
*[[Clerical Domains - Destruction]]
*[[Clerical Domains - Earth]]
*[[Clerical Domains - Evil]]
*[[Clerical Domains - Fire]]
*[[Clerical Domains - Good]]
*[[Clerical Domains - Healing]]
*[[Clerical Domains - Knowledge]]
*[[Clerical Domains - Magic]]
*[[Clerical Domains - Plant]]
*[[Clerical Domains - Protection]]
*[[Clerical Domains - Strength]]
*[[Clerical Domains - Sun]]
*[[Clerical Domains - Travel]]
*[[Clerical Domains - Trickery]]
*[[Clerical Domains - War]]
*[[Clerical Domains - Water]]
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