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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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