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'''Domains''' are broadly defined as divine concepts worthy of devotion, the source of all [[divine magic]].<ref name="Core-39">{{Cite book/Core Rulebook|39}}</ref>
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'''Domains''' are broadly defined as [[deity|divine]] concepts worthy of devotion, which is the source of all [[divine magic]].<ref name="Core-39">{{Cite book/Core Rulebook (1E)|39}}</ref> Each deity is associated with one or more domains, and each domain has one or more associated or specialized [[subdomain]]s.
  
== Granting Domains ==
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== Granting domains ==
Each of [[Golarion|Golarion's]] [[deities]] exercises dominion over several domains, each comprising an aspect of the deity's portfolio: for example, [[Gozreh]], deity of nature, weather, and the sea, exerts dominion over the Air, Animal, Plant, Water, and Weather domains.<ref name="Core-43">{{Cite book/Core Rulebook|43}}</ref><ref name="CS-163">{{Cite book/Campaign Setting|163}}</ref> This dominion is seldom exclusive; Gozreh, for example, shares control of the Plant domain with [[Erastil]], the god of farming.<ref name="Core-43">{{Cite book/Core Rulebook|43}}</ref><ref name="CS-162">{{Cite book/Campaign Setting|162}}</ref>  
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Each deity exercises dominion over several domains, each comprising an aspect of the deity's portfolio: for example, [[Gozreh]], deity of nature, weather, and the sea, exerts dominion over the [[#Air|Air]], [[#Animal|Animal]], [[#Plant|Plant]], [[#Water|Water]], and [[#Weather|Weather]] domains.<ref name="Core-43">{{Cite book/Core Rulebook (1E)|43}}</ref><ref name="CS-163">{{Cite book/Campaign Setting|163}}</ref> This dominion is seldom exclusive; Gozreh, for example, shares control of the Plant domain with [[Erastil]], the god of farming.<ref name="Core-43">{{Cite book/Core Rulebook (1E)|43}}</ref><ref name="CS-162">{{Cite book/Campaign Setting|162}}</ref>
  
 
The number of domains over which a divine entity can exercise dominion is restricted to the power of the deity. For instance, [[demigod]]s like the [[demon lord]]s may grant four domains.<ref>{{Cite book/The Worldwound Incursion|81}}</ref>
 
The number of domains over which a divine entity can exercise dominion is restricted to the power of the deity. For instance, [[demigod]]s like the [[demon lord]]s may grant four domains.<ref>{{Cite book/The Worldwound Incursion|81}}</ref>
  
 
== Domains ==
 
== Domains ==
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{{See also|Category:Deities by domain}}
 
{{See also|Category:Deities by domain}}
The following are the common domains accessed by the various deities of [[Golarion]].
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 +
The following are common domains accessed by the various deities of [[Golarion]].
  
 
=== Air ===
 
=== Air ===
Divine spellcasters who devote themselves to the Air domain are known to be able to control mist and wind and summon lightning. More experienced Air domain adepts become resistant to damage from electricity. The most advanced masters of the Air domain are able to summon extraplanar air elementals.<ref name="Core-41">{{Cite book/Core Rulebook|41}}</ref>
 
  
<b>Subdomains</b>: Cloud, Lightning<sup>''apocryphal''</sup>, Wind
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: ''See also: [[Subdomain#Air|Subdomains]], [[:Category:Air domain deities|deities]]''
  
<b>Deities</b>: Apollyon, Areshkagal, Baalzebul, Eligos, Findeladlara, Geon, Ghlaunder, Gozreh, Green Faith, Hathor, Hei Feng, Horus, Hshurha, Isph-Aun-Vuln, Libicocco, Llamolaek, Nyarlathotep (Faceless Sphinx), Pazuzu, Pulura, Rull, Seramaydiel, Shelyn, Tjasse, Uaransaph, Ylimancha
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Divine spellcasters who devote themselves to the Air domain are known to be able to control mist and wind and summon lightning. More experienced Air domain adepts become resistant to damage from electricity. The most advanced masters of the Air domain are able to summon extraplanar air elementals.<ref name="Core-41">{{Cite book/Core Rulebook (1E)|41}}</ref>
  
 
=== Animal ===
 
=== Animal ===
Divine spellcasters who devote themselves to the Animal domain are known to be able to communicate with and control animals. More experienced Animal domain adepts develop the ability to summon animal assistance. The most advanced masters of the Animal domain are able to change their form to that of an animal or related creature.<ref name="Core-41">{{Cite book/Core Rulebook|41}}</ref>
 
  
<b>Subdomains</b>: Feather, Fur, Insect<sup>''apocryphal''</sup>
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: ''See also: [[Subdomain#Animal|Subdomains]], [[:Category:Animal domain deities|deities]]''
  
<b>Deities</b>: Aldinach, Alocer, Angazhan, Anogetz, Baphomet, Barbariccia, Bastet, Camazotz, Cernunnos, Daclau-Sar, Daikitsu, Diceid, Ealdeez, Easivra, Erastil, Ghlaunder, Gozreh, Graffiacane, Green Faith, Horus, Jezelda, Kalma, Ketephys, Kitumu, Lao Shu Po, Losarkur, Mazmezz, Murnath, Neith, Ovonovo, Rasvocel, Rowdrosh, Shub-Niggurath, Sun Wukong, Tanagaar, Tjasse, Tresmalvos, Urazra, Uskyeria, Xsistaid, Ylimancha, Zarongel, Zelishkar, Zevgavizeb
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Divine spellcasters who devote themselves to the Animal domain are known to be able to communicate with and control animals. More experienced Animal domain adepts develop the ability to summon animal assistance. The most advanced masters of the Animal domain are able to change their form to that of an animal or related creature.<ref name="Core-41">{{Cite book/Core Rulebook (1E)|41}}</ref>
  
 
=== Artifice ===
 
=== Artifice ===
Divine spellcasters who devote themselves to the Artifice domain are known to be able to create and repair damage to objects. More experienced Artifice domain adepts develop the ability to animate objects and conjure constructs.<ref name="Core-41-42">{{Cite book/Core Rulebook|41-42}}</ref>
 
  
<b>Subdomains</b>: Construct, Industry, Toil, Trap
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{{Disambiguation link|Creation|Creation (disambiguation)}}
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 +
: ''See also: [[Subdomain#Artifice|Subdomains]], [[:Category:Artifice domain deities|deities]]''
  
<b>Deities</b>: Apsu, Bharnarol, Bifrons, Brigh, Cixyron, Daikitsu, Droskar, Eldas, Findeladlara, Haagenti, Khepri, Malthus, Mammon, Mazludeh, Minderhal, Neith, Omrataji, Ose, Ptah, Sabnach, Soralyon, Stygidvod, Torag, Yaezhing, Yamasoth, Yuelral
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Divine spellcasters who devote themselves to the Artifice domain &mdash; sometimes known as the Creation domain &mdash; are known to be able to create and repair damage to objects. More experienced Artifice domain adepts develop the ability to animate objects and conjure constructs.<ref name="Core-41-42">{{Cite book/Core Rulebook (1E)|41-42}}</ref>
  
 
=== Chaos ===
 
=== Chaos ===
Divine spellcasters who devote themselves to the Chaos domain are known to be able to channel chaotic energies to disrupt life functions with a touch. The most advanced Chaos domain masters are able to cause devastating chaotic effects -- from confusion to instant death -- with a single word.<ref name="Core-42">{{Cite book/Core Rulebook|42}}</ref>
 
  
<b>Subdomains</b>: Azata, Demodand, Demon, Entropy, Protean, Revelry, Riot, Whimsy
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: ''See also: [[Subdomain#Chaos|Subdomains]], [[:Category:Chaos domain deities|deities]], [[chaos]]''
  
<b>Deities</b>: Abraxas, Aldinach, Andirifkhu, Angazhan, Apep, Areshkagal, Ashava, Ashukharma, Azathoth, Baphomet, Bastet, Bergelmir, Besmara, Black Butterfly, Bokrug, Calistria, Camazotz, Cayden Cailean, Cernunnos, Chadali, Chavazvug, Chucaro, Count Ranalc, Cthulhu, Cyth-V'sug, Daclau-Sar, Dagon, Dahak, Deskari, Desna, Dretha, Findeladlara, Flauros, Ghlaunder, Gogunta, Gorum, Groetus, Gyronna, Haagenti, Haggakal, Hanspur, Hastur, Hathor, Hei Feng, Hembad, Immonhiel, Isph-Aun-Vuln, Izyagna, Jalaijatali, Jezelda, Jubilex, Kabriri, Keltheald, Ketephys, Kitumu, Kofusachi, Kostchtchie, Kro'akoth, Lady Nanbyo, Lalaci, Lamashtu, Lanishra, Marishi, Mazmezz, Menxyr, Mestama, Mhar, Milani, Murnath, Nephthys, Nightripper, Nocticula, Nulgreth, Nurgal, Nyarlathotep (Black Pharaoh), Nyarlathotep (Faceless Sphinx), Nyarlathotep (Haunter of the Dark), Oaur-Ooung, Orcus, Orgesh, Ovonovo, Pazuzu, Picoperi, Pulura, Ragadahn, Reymenda, Rovagug, Rull, Sekhmet, Selket, Sezelrian, Shamira, Shax, Shiggarreb, Shivaska, Shub-Niggurath, Sifkesh, Sinashakti, Sithhud, Skode, Skrymir, Sobek, Socothbenoth, Sun Wukong, Thamir Gixx, The Lantern King, Thisamet, Thremyr, Thuskchoon, Tjasse, Tolc, Treerazor, Urazra, Urxehl, Valani, Varg, Verex, Xoveron, Yamasoth, Ydersius, Yhidothrus, Yog-Sothoth, Zagresh, Zevgavizeb, Zogmugot, Zura
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Divine spellcasters who devote themselves to the Chaos domain are known to be able to channel chaotic energies to disrupt life functions with a touch. The most advanced Chaos domain masters are able to cause devastating chaotic effects &mdash; from confusion to instant death &mdash; with a single word.<ref name="Core-42">{{Cite book/Core Rulebook (1E)|42}}</ref>
  
 
=== Charm ===
 
=== Charm ===
Divine spellcasters who devote themselves to the Charm domain are known to be able to confuse another person with a touch. More experienced Charm domain adepts develop the ability to influence the actions of another through their beauty and grace. The most advanced Charm domain masters are able to use this ability to completely dominate another's will.<ref name="Core-42">{{Cite book/Core Rulebook|42}}</ref>
 
  
<b>Subdomains</b>: Love, Lust
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: ''See also: [[Subdomain#Charm|Subdomains]], [[:Category:Charm domain deities|deities]]''
  
<b>Deities</b>: Ardad Lili, Arshea, Bastet, Belial, Bolka, Calistria, Cayden Cailean, Droskar, Eritrice, Folca, Hathor, Hembad, Isis, Kofusachi, Laivatiniel, Mestama, Naderi, Nalinivati, Nephthys, Nocticula, Norgorber, Picoperi, Scarmiglione, Seramaydiel, Shamira, Shelyn, Socothbenoth, The Green Mother, The Lantern King, Verex, Xsistaid, Zaigasnar, Zepar
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Divine spellcasters who devote themselves to the Charm domain are known to be able to confuse another person with a touch. More experienced Charm domain adepts develop the ability to influence the actions of another through their beauty and grace. The most advanced Charm domain masters are able to use this ability to completely dominate another's will.<ref name="Core-42">{{Cite book/Core Rulebook (1E)|42}}</ref>
  
 
=== Community ===
 
=== Community ===
Divine spellcasters who devote themselves to the Community domain are known to be able to calm and heal companions with a touch. More experienced Community domain adepts develop the ability to establish unity and telepathic communication among their coterie. The most advanced Community domain masters are able to perform astonishing feats of mass healing -- or even conjure what onlookers describe as miracles.<ref name="Core-42">{{Cite book/Core Rulebook|42}}</ref>
 
  
<b>Subdomains</b>: Cooperation, Education, Family, Home
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: ''See also: [[Subdomain#Community|Subdomains]], [[:Category:Community domain deities|deities]]''
  
<b>Deities</b>: Alseta, Arlachramas, Bergelmir, Bes, Bharnarol, Bolka, Daikitsu, Dretha, Erastil, Fandarra, Findeladlara, Folgrit, Ghenshau, Grundinnar, Imbrex, Isis, Jiraviddain, Kurgess, Lorris, Lymnieris, Lythertida, Matravash, Mazludeh, Nephthys, Nivi Rhombodazzle, Shei, Svarozic, Thisamet
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Divine spellcasters who devote themselves to the Community domain are known to be able to calm and heal companions with a touch. More experienced Community domain adepts develop the ability to establish unity and telepathic communication among their coterie. The most advanced Community domain masters are able to perform astonishing feats of mass healing &mdash; or even conjure what onlookers describe as miracles.<ref name="Core-42">{{Cite book/Core Rulebook (1E)|42}}</ref>
  
 
=== Darkness ===
 
=== Darkness ===
Divine spellcasters who devote themselves to the Darkness domain are known to be able to manipulate darkness and shadow to obscure opponents' vision. More experienced Darkness domain adepts develop the ability to see in absolute darkness and summon extraplanar creatures and objects made of pure shadow. The most advanced Darkness domain masters are able to manipulate elemental shadow to create objects and spell effects virtually indistinguishable from their prime material versions.<ref name="Core-42">{{Cite book/Core Rulebook|42}}</ref>
 
  
<b>Subdomains</b>: Loss, Moon, Night
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: ''See also: [[Subdomain#Darkness|Subdomains]], [[:Category:Darkness domain deities|deities]]''
  
<b>Deities</b>: Ahriman, Alazhra, Apep, Apollyon, Ashava, Benorus, Camazotz, Count Ranalc, Deumus, Droskar, Groetus, Kelinahat, Lao Shu Po, Nalmungder, Nephthys, Nightripper, Nocticula, Nyarlathotep (Haunter of the Dark), Set, Shivaska, Slandrais, Tanagaar, Thoth, Tresmalvos, Tsukiyo, Yan-gant-y-tan, Yog-Sothoth, Zon-Kuthon
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Divine spellcasters who devote themselves to the Darkness domain are known to be able to manipulate darkness and shadow to obscure opponents' vision. More experienced Darkness domain adepts develop the ability to see in absolute darkness and summon extraplanar creatures and objects made of pure shadow. The most advanced Darkness domain masters are able to manipulate elemental shadow to create objects and spell effects virtually indistinguishable from their prime material versions.<ref name="Core-42">{{Cite book/Core Rulebook (1E)|42}}</ref>
  
 
=== Death ===
 
=== Death ===
Divine spellcasters who devote themselves to the Death domain are known to be able to cause fear and uncontrollable bleeding in their opponents. More experienced Death domain adepts develop the ability to reanimate corpses. The most advanced Death domain masters are able to create the most powerful forms of undead creatures, or to cause a virtually irrevocable death from which most reanimatory magic is incapable of resurrecting the victim.<ref name="Core-42-43">{{Cite book/Core Rulebook|42-43}}</ref>
 
  
<b>Subdomains</b>: Murder, Plague, Psychopomp (Death), Undead
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: ''See also: [[Subdomain#Death|Subdomains]], [[:Category:Death domain deities|deities]]''
  
<b>Deities</b>: Achaekek, Aesdurath, Ahriman, Ajids, Anubis, Arlachramas, Baalzebul, Cagnazzo, Charon, Circiatto, Corosbel, Damerrich, Deumus, Fandarra, Farfarello, Fumeiyoshi, Gogunta, Hanspur, Jacarkas, Kabriri, Kalma, Lythertida, Mahathallah, Menxyr, Mneoc, Nergal, Norgorber, Orcus, Pavnuri, Pharasma, Ruzel, Set, Shyka, Sithhud, Urgathoa, Venkelvore, Xhamen-Dor, Yaezhing, Yhidothrus, Zagresh, Zon-Kuthon, Zura, Zyphus
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Divine spellcasters who devote themselves to the Death domain are known to be able to cause fear and uncontrollable bleeding in their opponents. More experienced Death domain adepts develop the ability to reanimate corpses. The most advanced Death domain masters are able to create the most powerful forms of undead creatures, or to cause a virtually irrevocable death from which most reanimatory magic is incapable of resurrecting the victim.<ref name="Core-42-43">{{Cite book/Core Rulebook (1E)|42-43}}</ref>
  
 
=== Destruction ===
 
=== Destruction ===
Divine spellcasters who devote themselves to the Destruction domain are known to be able to channel divine energies to cause extraordinarily destructive attacks. The most advanced Destruction domain masters are able to generate a destructive resonance in the body of a creature, causing it to literally collapse in on itself.<ref name="Core-43">{{Cite book/Core Rulebook|43}}</ref>
 
  
<b>Subdomains</b>: Catastrophe, Hatred, Rage, Torture
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: ''See also: [[Subdomain#Destruction|Subdomains]], [[:Category:Destruction domain deities|deities]]''
  
<b>Deities</b>: Ahriman, Anogetz, Apep, Apollyon, Ayrzul, Azathoth, Belial, Bokrug, Daclau-Sar, Dagon, Dahak, Deskari, Dhalavei, Doloras, Draghignazzo, Ealdeez, Eiseth, Feronia, Fumeiyoshi, Ghlaunder, Gorum, Groetus, Gyronna, Hastrikhal, Hei Feng, Hshurha, Iaozrael, Jacarkas, Jubilex, Kelizandri, Lady Nanbyo, Libicocco, Mazmezz, Mhar, Nethys, Ragathiel, Reymenda, Rovagug, Sekhmet, Shax, Shyka, Tamede, Thuskchoon, Tjasse, Treerazor, Venkelvore, Vildeis, Xsistaid, Ymeri, Zaebos, Zagresh, Zaigasnar, Zon-Kuthon, Zyphus
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Divine spellcasters who devote themselves to the Destruction domain are known to be able to channel divine energies to cause extraordinarily destructive attacks. The most advanced Destruction domain masters are able to generate a destructive resonance in the body of a creature, causing it to literally collapse in on itself.<ref name="Core-43">{{Cite book/Core Rulebook (1E)|43}}</ref>
  
 
=== Earth ===
 
=== Earth ===
Divine spellcasters who devote themselves to the Earth domain are known to be able to magically shape earth and stone. More experienced Earth domain adepts develop the ability to create walls of stone to defend themselves, or channel divine energies to give their own skin the durability of solid rock. The most advanced Earth domain masters are able to create devastating earthquakes and summon extraplanar earth elementals.<ref name="Core-43">{{Cite book/Core Rulebook|43}}</ref>
 
  
<b>Subdomains</b>: Caves, Metal,  Petrification<sup>''apocryphal''</sup>, Radiation
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: ''See also: [[Subdomain#Earth|Subdomains]], [[:Category:Earth domain deities|deities]]''
  
<b>Deities</b>: Abadar, Anubis, Ashukharma, Ayrzul, Benorus, Bes, Brigh, Cixyron, Cyth-V'sug, Draghignazzo, Eldas, Fandarra, Green Faith, Imbrex, Magrim, Mammon, Mhar, Minderhal, Murnath, Nalmungder, Nivi Rhombodazzle, Omrataji, Orgesh, Ptah, Quindiovatos, Soralyon, The Green Mother, Torag, Trelmarixian, Valani, Varg, Venkelvore, Wylgart, Xoveron, Yamasoth, Yamatsumi, Yuelral
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Divine spellcasters who devote themselves to the Earth domain are known to be able to magically shape earth and stone. More experienced Earth domain adepts develop the ability to create walls of stone to defend themselves, or channel divine energies to give their own skin the durability of solid rock. The most advanced Earth domain masters are able to create devastating earthquakes and summon extraplanar earth elementals.<ref name="Core-43">{{Cite book/Core Rulebook (1E)|43}}</ref>
  
 
=== Evil ===
 
=== Evil ===
Divine spellcasters who devote themselves to the Evil domain are known to be able to cause opponents to fall ill with a touch. The most advanced Evil domain masters are able to weaken, paralyze, or even slay an opponent by uttering a single blasphemy.<ref name="Core-43-44">{{Cite book/Core Rulebook|43-44}}</ref>
 
  
<b>Subdomains</b>: Cannibalism, Corruption, Daemon, Demodand, Demon, Devil, Fear, Kyton, Plague
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: ''See also: [[Subdomain#Evil|Subdomains]], [[:Category:Evil domain deities|deities]], [[evil]]''
  
<b>Deities</b>: Abraxas, Achaekek, Aesdurath, Ahriman, Ajids, Alazhra, Aldinach, Alichino, Alocer, Andirifkhu, Angazhan, Anogetz, Apep, Apollyon, Arazni, Ardad Lili, Areshkagal, Arlachramas, Asmodeus, Ayrzul, Baalzebul, Baphomet, Barbariccia, Barbatos, Belial, Bifrons, Braismois, Cagnazzo, Calcabrina, Camazotz, Charon, Chavazvug, Circiatto, Cixyron, Corosbel, Crocell, Cthulhu, Cyth-V'sug, Daclau-Sar, Dagon, Dahak, Deskari, Deumus, Dhalavei, Diceid, Dispater, Doloras, Draghignazzo, Dretha, Droskar, Ealdeez, Eaqueo, Eiseth, Eligos, Farfarello, Flauros, Folca, Fumeiyoshi, Furcas, Gaap, General Susumu, Geon, Geryon, Ghlaunder, Gogunta, Graffiacane, Gyronna, Haagenti, Haborym, Hadregash, Haggakal, Hastrikhal, Hastur, Hshurha, Iaozrael, Isph-Aun-Vuln, Izyagna, Jacarkas, Jezelda, Jiraviddain, Jubilex, Kabriri, Kalma, Kelizandri, Kitumu, Kostchtchie, Kro'akoth, Lady Nanbyo, Laivatiniel, Lamashtu, Lanishra, Lao Shu Po, Libicocco, Lissala, Llamolaek, Lorcan, Lorthact, Losarkur, Mahathallah, Malacoda, Malthus, Mammon, Mazmezz, Menxyr, Mephistopheles, Mestama, Minderhal, Mneoc, Moloch, Murnath, Nalmungder, Nergal, Nightripper, Nocticula, Norgorber, Nulgreth, Nurgal, Nyarlathotep (Black Pharaoh), Nyarlathotep (Faceless Sphinx), Nyarlathotep (Haunter of the Dark), Oaur-Ooung, Orcus, Orgesh, Ose, Osolmyr, Ovonovo, Pavnuri, Pazuzu, Pirias, Quindiovatos, Ragadahn, Rasvocel, Rogorolos, Rovagug, Ruapceras, Rubicante, Rull, Ruzel, Sabnach, Scarmiglione, Set, Sezelrian, Shamira, Shax, Shiggarreb, Shivaska, Shub-Niggurath, Sifkesh, Sithhud, Slandrais, Socothbenoth, Stygidvod, Szuriel, Tamede, Thamir Gixx, The Green Mother, Thremyr, Thuskchoon, Titivilus, Treerazor, Trelmarixian, Tresmalvos, Uaransaph, Urazra, Urgathoa, Uruskreil, Urxehl, Vapula, Varg, Venkelvore, Verex, Vois, Vorasha, Wylgart, Xhamen-Dor, Xhasnaphar, Xoveron, Xsistaid, Yaezhing, Yamasoth, Yan-gant-y-tan, Ydersius, Yhidothrus, Ymeri, Zaebos, Zagresh, Zaigasnar, Zarongel, Zelishkar, Zepar, Zevgavizeb, Zogmugot, Zon-Kuthon, Zura, Zursvaater, Zyphus
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Divine spellcasters who devote themselves to the Evil domain are known to be able to cause opponents to fall ill with a touch. The most advanced Evil domain masters are able to weaken, paralyze, or even slay an opponent by uttering a single blasphemy.<ref name="Core-43-44">{{Cite book/Core Rulebook (1E)|43-44}}</ref>
  
 
=== Fire ===
 
=== Fire ===
Divine spellcasters who devote themselves to the Fire domain are known to be able to magically wield fire. More experienced Fire domain adepts develop the ability to create walls of fire to defend themselves, or channel divine energies to make their bodies resistant to damage from flames. The most advanced Fire domain masters are able to create devastating incendiary effects and summon extraplanar fire elementals.<ref name="Core-44">{{Cite book/Core Rulebook|44}}</ref>
 
  
<b>Subdomains</b>: Arson, Ash, Smoke
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: ''See also: [[Subdomain#Fire|Subdomains]], [[:Category:Fire domain deities|deities]]''
  
<b>Deities</b>: Angradd, Asmodeus, Brigh, Chavazvug, Feronia, Flauros, Furcas, Geon, Green Faith, Haborym, Hastrikhal, Izyagna, Kro'akoth, Lady Nanbyo, Mhar, Moloch, Nurgal, Ptah, Ra, Rubicante, Sarenrae, Sekhmet, Sezelrian, Svarozic, Szuriel, Thisamet, Urxehl, Yamatsumi, Ymeri, Zarongel, Zelishkar, Zursvaater
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Divine spellcasters who devote themselves to the Fire domain are known to be able to magically wield fire. More experienced Fire domain adepts develop the ability to create walls of fire to defend themselves, or channel divine energies to make their bodies resistant to damage from flames. The most advanced Fire domain masters are able to create devastating incendiary effects and summon extraplanar fire elementals.<ref name="Core-44">{{Cite book/Core Rulebook (1E)|44}}</ref>
  
 
=== Glory ===
 
=== Glory ===
Divine spellcasters who devote themselves to the Glory domain are known to be able to channel divine energies to rally their allies and defend themselves from attack. More experienced Glory domain adepts develop the ability to envelop themselves in holy energy, use that energy to lend potency to their attacks, and completely destroy undead creatures.<ref name="Core-44">{{Cite book/Core Rulebook|44}}</ref>
 
  
<b>Subdomains</b>: Heroism, Honor, Hubris<sup>''apocryphal''</sup>, Legend<sup>''apocryphal''</sup>
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: ''See also: [[Subdomain#Glory|Subdomains]], [[:Category:Glory domain deities|deities]]''
  
<b>Deities</b>: Damerrich, General Susumu, Gorum, Iomedae, Jaidz, Kols, Osolmyr, Quindiovatos, Ra, Rubicante, Sarenrae, Shizuru, Skode, Uruskreil
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Divine spellcasters who devote themselves to the Glory domain are known to be able to channel divine energies to rally their allies and defend themselves from attack. More experienced Glory domain adepts develop the ability to envelop themselves in holy energy, use that energy to lend potency to their attacks, and completely destroy undead creatures.<ref name="Core-44">{{Cite book/Core Rulebook (1E)|44}}</ref>
  
 
=== Good ===
 
=== Good ===
Divine spellcasters who devote themselves to the Good domain have pledged their life and soul to goodness and purity.
 
  
<b>Subdomains</b>: Agathion, Archon, Azata, Friendship, Redemption
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: ''See also: [[Subdomain#Good|Subdomains]], [[:Category:Good domain deities|deities]], [[good]]''
  
<b>Deities</b>: Aegirran, Andoletta, Angradd, Apsu, Arqueros, Arshea, Ashava, Benorus, Bergelmir, Bes, Bharnarol, Black Butterfly, Bolka, Cayden Cailean, Cernunnos, Chadali, Chaldira, Chucaro, Dalenydra, Damerrich, Desna, Easivra, Eldas, Erastil, Eritrice, Falayna, Findeladlara, Folgrit, Ghenshau, Grundinnar, Halcamora, Hathor, Hembad, Immonhiel, Iomedae, Irez, Isis, Jaidz, Jalaijatali, Kelinahat, Kelksiomides, Keltheald, Ketephys, Khepri, Kofusachi, Korada, Kroina, Kurgess, Lalaci, Lorris, Lymnieris, Lythertida, Marishi, Mazludeh, Milani, Neith, Neshen, Olheon, Omrataji, Ondisso, Osiris, Picoperi, Pulura, Qi Zhong, Ragathiel, Reymenda, Rowdrosh, Sarenrae, Selket, Seramaydiel, Shei, Shelyn, Shizuru, Sinashakti, Skode, Skrymir, Smiad, Soralyon, Svarozic, Tanagaar, Thisamet, Tolc, Torag, Trudd, Tsukiyo, Uskyeria, Valani, Vildeis, Wadjet, Winlas, Ylimancha, Yuelral, Zohls
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Divine spellcasters who devote themselves to the Good domain pledge their lives and [[soul]]s to goodness and purity. They can lend a [[sacred]] benefit to others, and more experienced disciples of this domain can also add a [[holy]] nature to their weapons.<ref name="Core-44" />
  
 
=== Healing ===
 
=== Healing ===
Your touch staves off pain and death, and your healing magic is particularly vital and potent.
 
  
<b>Subdomains</b>: Medicine<sup>''apocryphal''</sup>, Restoration, Resurrection
+
: ''See also: [[Subdomain#Healing|Subdomains]], [[:Category:Healing domain deities|deities]]''
  
<b>Deities</b>: Bolka, Dalenydra, Immonhiel, Irori, Isis, Jiraviddain, Korada, Lorcan, Lythertida, Marishi, Milani, Osiris, Osolmyr, Pharasma, Qi Zhong, Reymenda, Sarenrae, Sekhmet, Selket, Shei, Vildeis
+
Divine spellcasters who devote themselves to the Healing domain can ease pain and prevent death through potent healing magic. This domain's followers can help bring a creature back from the brink of death, and the healing magic of more experienced healers of this domain is more effective than healers of other domains.<ref name="Core-44" />
  
 
=== Knowledge ===
 
=== Knowledge ===
You are a scholar and a sage of legends. In addition, you treat all Knowledge skills as class skills.
 
  
<b>Subdomains</b>: Aeon, Education, Espionage, Memory, Thought
+
: ''See also: [[Subdomain#Knowledge|Subdomains]], [[:Category:Knowledge domain deities|deities]]''
  
<b>Deities</b>: Abraxas, Andoletta, Bergelmir, Bharnarol, Braismois, Brigh, Calcabrina, Calistria, Charon, Cixyron, Crocell, Dhalavei, Dranngvit, Erecura, Eritrice, Fandarra, Farfarello, Irori, Kabriri, Kelinahat, Kroina, Lissala, Maat, Magdh, Malthus, Mazludeh, Mephistopheles, Nethys, Ng, Norgorber, Nyarlathotep (Black Pharaoh), Nyarlathotep (Faceless Sphinx), Nyarlathotep (Haunter of the Dark), Pavnuri, Pharasma, Ptah, Qi Zhong, Sivanah, Slandrais, Stygidvod, The Lost Prince, Thoth, Thuskchoon, Titivilus, Vapula, Winlas, Yog-Sothoth, Yuelral, Zohls
+
Divine spellcasters who devote themselves to the Knowledge domain are scholars with a broad base of expertise. With a touch, a Knowledge-domain spellcaster can instantly learn about its abilities. Experienced spellcasters of this domain also gain a sense of clairvoyance.<ref name="Core-45">{{Cite book/Core Rulebook (1E)|45}}</ref>
  
 
=== Law ===
 
=== Law ===
You follow a strict and ordered code of laws, and in so doing, achieve enlightenment.
 
  
<b>Subdomains</b>: Archon, Devil, Inevitable, Judgment, Kyton, Legislation, Loyalty, Slavery, Tyranny
+
: ''See also: [[Subdomain#Law|Subdomains]], [[:Category:Law domain deities|deities]], [[law]]''
  
<b>Deities</b>: Abadar, Achaekek, Alichino, Alocer, Alseta, Andoletta, Angradd, Anubis, Apsu, Ardad Lili, Arqueros, Asmodeus, Baalzebul, Barbariccia, Barbatos, Belial, Bifrons, Cagnazzo, Calcabrina, Circiatto, Crocell, Damerrich, Deumus, Dhalavei, Dispater, Doloras, Draghignazzo, Dranngvit, Eaqueo, Easivra, Eiseth, Eldas, Eligos, Erastil, Erecura, Falayna, Farfarello, Folgrit, Furcas, Gaap, General Susumu, Geryon, Ghenshau, Graffiacane, Grundinnar, Haborym, Hadregash, Horus, Iaozrael, Imbrex, Iomedae, Irori, Jiraviddain, Kalma, Kelinahat, Kols, Kroina, Libicocco, Lissala, Lorcan, Lorthact, Losarkur, Lymnieris, Maat, Magdh, Magrim, Mahathallah, Malacoda, Malthus, Mammon, Matravash, Mephistopheles, Minderhal, Moloch, Nergal, Neshen, Olheon, Ose, Osiris, Pirias, Psomeira, Quindiovatos, Ra, Ragathiel, Rasvocel, Rubicante, Ruzel, Sabnach, Scarmiglione, Shizuru, Smiad, Svarozic, Tanagaar, Thoth, Titivilus, Torag, Tsukiyo, Uruskreil, Vapula, Vildeis, Vois, Wadjet, Winlas, Wylgart, Xhasnaphar, Yaezhing, Yan-gant-y-tan, Zaebos, Zepar, Zohls, Zon-Kuthon, Zursvaater
+
Divine spellcasters who devote themselves to the Law domain are strict disciples of legal order. With a touch, a Law-domain spellcaster can lend divine aid to a willing recipient. More experienced devotees of Law can grant [[axiomatic]] powers to a weapon.<ref name="Core-45" />
  
 
=== Liberation ===
 
=== Liberation ===
You are a spirit of freedom and a staunch foe against all who would enslave and oppress.
 
  
<b>Subdomains</b>: Freedom, Revolution, Self-Realization<sup>''apocryphal''</sup>
+
: ''See also: [[Subdomain#Liberation|Subdomains]], [[:Category:Liberation domain deities|deities]]''
  
<b>Deities</b>: Anogetz, Arshea, Black Butterfly, Desna, Eaqueo, Falayna, Feronia, Khepri, Llamolaek, Lorris, Milani, Mneoc, Neshen, Ondisso, Shei, Sun Wukong, Vapula, Xhasnaphar, Zaigasnar
+
Divine spellcasters who devote themselves to the Liberation domain are free-spirited opponents of slavery and oppression. They naturally resist physical impediments, and with experience also learn to extend an [[aura]] of freedom to nearby allies.<ref name="Core-45" />
  
 
=== Luck ===
 
=== Luck ===
You are infused with luck, and your mere presence can spread good fortune.
 
  
<b>Subdomains</b>: Curse, Fate, Imagination
+
: ''See also: [[Subdomain#Luck|Subdomains]], [[:Category:Luck domain deities|deities]]''
  
<b>Deities</b>: Andirifkhu, Bes, Calistria, Chadali, Chaldira, Desna, Graffiacane, Halcamora, Hembad, Irez, Kofusachi, Kurgess, Lalaci, Lao Shu Po, Magdh, Nivi Rhombodazzle, Shelyn, Sinashakti, Uaransaph
+
Divine spellcasters who devote themselves to the Luck domain are themselves lucky, and share their luck with others. Experienced spellcasters of this domain sometimes snatch victory from the edge of defeat, as though fate itself changed its mind about an imminent failure.<ref name="Core-45" />
  
 
=== Madness ===
 
=== Madness ===
You embrace the madness that lurks deep in your heart, and can unleash it to drive your foes insane or to sacrifice certain abilities to hone others.
 
  
<b>Subdomains</b>: Insanity, Nightmare, Truth<sup>''apocryphal''</sup>
+
: ''See also: [[Subdomain#Madness|Subdomains]], [[:Category:Madness domain deities|deities]]''
  
<b>Deities</b>: Ajids, Alichino, Azathoth, Calcabrina, Chucaro, Cthulhu, Eaqueo, Groetus, Gyronna, Haggakal, Hastrikhal, Laivatiniel, Lamashtu, Ose, Osolmyr, Pirias, Set, Shivaska, Shyka, Sifkesh, Sivanah, The Lantern King, The Lost Prince, Trelmarixian, Tsukiyo, Zura
+
Divine spellcasters who devote themselves to the Madness domain embrace their mental or emotional instability, to the point where they can easily spread it to others nearby.<ref name="Core-45" />
  
 
=== Magic ===
 
=== Magic ===
You are a true student of all things mystical, and see divinity in the purity of magic.
 
  
<b>Subdomains</b>: Alchemy<sup>''apocryphal''</sup>, Arcane, Divine, Rites<sup>''apocryphal''</sup>
+
: ''See also: [[Subdomain#Magic|Subdomains]], [[:Category:Magic domain deities|deities]], [[magic]]''
  
<b>Deities</b>: Abraxas, Aesdurath, Alseta, Asmodeus, Barbatos, Chucaro, Circiatto, Irez, Isis, Korada, Kroina, Lorthact, Nalinivati, Nethys, Ng, Nyarlathotep (Black Pharaoh), Nyarlathotep (Faceless Sphinx), Nyarlathotep (Haunter of the Dark), Orcus, Qi Zhong, Sezelrian, Shiggarreb, Shyka, Sivanah, Skrymir, Slandrais, Thoth, Urgathoa, Vorasha, Yuelral
+
Divine spellcasters who devote themselves to the Magic domain have a deep knowledge of mysticism and the magical arts. They can harness magical powers to move objects with ease, and experienced Magic-domain spellcasters can [[dispel]] magic with a touch.<ref name="Core-46">{{Cite book/Core Rulebook (1E)|46}}</ref>
  
 
=== Nobility ===
 
=== Nobility ===
You are a great leader, an inspiration to all who follow the teachings of your faith.
 
  
<b>Subdomains</b>: Aristocracy, Hubris<sup>''apocryphal''</sup>, Leadership, Martyr
+
: ''See also: [[Subdomain#Nobility|Subdomains]], [[:Category:Nobility domain deities|deities]]''
  
<b>Deities</b>: Abadar, Arazni, Count Ranalc, Dispater, Erecura, Eritrice, Folgrit, General Susumu, Horus, Jacarkas, Kols, Lanishra, Lissala, Losarkur, Naderi, Nalinivati, Olheon, Omrataji, Ragathiel, Ruapceras, Seramaydiel, Shamira, Shax, Smiad, Thamir Gixx, The Lost Prince, Trudd, Ydersius, Zaebos
+
Divine spellcasters who devote themselves to the Nobility domain are natural leaders who inspire others with their words. Experienced spellcasters of this domain often attract a following as long as they remain true to their faith.<ref name="Core-46" />
  
 
=== Plant ===
 
=== Plant ===
You find solace in the green, can grow defensive thorns, and can communicate with plants.
 
  
<b>Subdomains</b>: Decay, Growth, Thorns<sup>''apocryphal''</sup>
+
: ''See also: [[Subdomain#Plant|Subdomains]], [[:Category:Plant domain deities|deities]], [[plant]]''
  
<b>Deities</b>: Angazhan, Barbariccia, Cernunnos, Cyth-V'sug, Daikitsu, Diceid, Erastil, Fandarra, Furcas, Gozreh, Green Faith, Halcamora, Immonhiel, Kelksiomides, Ketephys, Lady Nanbyo, Oaur-Ooung, Osiris, Pirias, Shub-Niggurath, Tamede, The Green Mother, Treerazor, Xhamen-Dor, Zyphus
+
Divine spellcasters who devote themselves to the Plant domain are one with plants, and can communicate with them or even take on their traits, such as wooden fists or [[armor]] covered in brambles.<ref name="Core-46" />
  
 
=== Protection ===
 
=== Protection ===
Your faith is your greatest source of protection, and you can use that faith to defend others.
 
  
<b>Subdomains</b>: Defense, Fortifications, Purity, Solitude
+
: ''See also: [[Subdomain#Protection|Subdomains]], [[:Category:Protection domain deities|deities]]''
  
<b>Deities</b>: Abadar, Alseta, Andoletta, Anubis, Arazni, Arqueros, Ashukharma, Bastet, Bes, Chadali, Dalenydra, Dretha, Feronia, Grundinnar, Haborym, Jaidz, Korada, Lorris, Lymnieris, Maat, Milani, Nephthys, Nethys, Olheon, Ondisso, Qi Zhong, Rowdrosh, Selket, Shelyn, Soralyon, Torag, Trudd, Wadjet, Winlas, Wylgart, Xhasnaphar, Yamatsumi
+
Divine spellcasters who devote themselves to the Protection domain defend others as well as themselves. They resist many types of harm, and with experience can share that resistance in the form of an aura.<ref name="Core-46" />
  
 
=== Repose ===
 
=== Repose ===
  
<b>Subdomains</b>: You see death not as something to be feared, but as a final rest and reward for a life well spent. The taint of undeath is a mockery of what you hold dear.
+
: ''See also: [[Subdomain#Repose|Subdomains]], [[:Category:Repose domain deities|deities]]''
  
Ancestors, Psychopomp (Repose), Souls
+
Divine spellcasters who devote themselves to the Repose domain are at peace with death, but stridently oppose undeath. They can put creatures at ease, and with experience can also ward others against premature death.<ref name="Core-46" />
 
 
<b>Deities</b>: Alazhra, Anubis, Ashava, Chavazvug, Corosbel, Dalenydra, Doloras, Fumeiyoshi, Ghenshau, Lorcan, Magrim, Naderi, Osiris, Pharasma, Selket, Shizuru, The Lost Prince, Tsukiyo, Uskyeria, Yhidothrus
 
  
 
=== Rune ===
 
=== Rune ===
In strange and eldritch runes you find potent magic. You gain Scribe Scroll as a bonus feat.
 
  
<b>Subdomains</b>: Language, Legislation, Wards
+
: ''See also: [[Subdomain#Rune|Subdomains]], [[:Category:Rune domain deities|deities]], [[rune]]''
  
<b>Deities</b>: Benorus, Bifrons, Braismois, Gaap, Hastur, Irez, Irori, Lissala, Magdh, Magrim, Mephistopheles, Mneoc, Nalinivati, Nethys, Sivanah, Stygidvod, Thoth
+
Divine spellcasters who devote themselves to the Rune domain know the magic inherent in runes. All such spellcasters can enscribe magic [[scroll]]s and leave explosive runes, while experienced Rune-domain spellcasters can layer an additional spell's effects on their own runes.<ref name="Core-47">{{Cite book/Core Rulebook (1E)|47}}</ref>
  
 
=== Scalykind ===
 
=== Scalykind ===
You are a true lord of reptiles, and your gaze can drive weak creatures into unconsciousness.
 
  
<b>Subdomains</b>: Dragon, Saurian, Venom
+
: ''See also: [[Subdomain#Scalykind|Subdomains]], [[:Category:Scalykind domain deities|deities]]''
  
<b>Deities</b>: Apep, Apsu, Ardad Lili, Dahak, Jalaijatali, Nalinivati, Ragadahn, Sobek, Vois, Vorasha, Ydersius
+
Divine spellcasters who devote themselves to the Scalykind domain can dominate [[reptile]]s and evoke a fascinating serpentine gaze.<ref name="ISWG-217-218">{{Cite book/The Inner Sea World Guide|217-218}}</ref>
  
 
=== Strength ===
 
=== Strength ===
In strength and brawn there is truth - your faith gives you incredible might and power.
 
  
<b>Subdomains</b>: Competition, Ferocity, Fist, Resolve, Realization<sup>''apocryphal''</sup>
+
: ''See also: [[Subdomain#Strength|Subdomains]], [[:Category:Strength domain deities|deities]]''
  
<b>Deities</b>: Alocer, Arlachramas, Arshea, Ashukharma, Ayrzul, Baphomet, Cayden Cailean, Dranngvit, Ealdeez, Falayna, Geryon, Gorum, Haagenti, Hadregash, Haggakal, Imbrex, Irori, Kols, Kostchtchie, Kurgess, Lamashtu, Lanishra, Llamolaek, Malacoda, Marishi, Minderhal, Neshen, Nightripper, Nulgreth, Ondisso, Ruapceras, Sabnach, Sobek, Szuriel, Trudd, Urazra, Urgathoa, Uruskreil, Uskyeria, Xoveron, Yamatsumi, Zevgavizeb
+
Divine spellcasters who devote themselves to the Strength domain are granted tremendous physical might that grows with their faith and experience.<ref name="Core-47" />
  
 
=== Sun ===
 
=== Sun ===
You see truth in the pure and burning light of the sun, and can call upon its blessing or wrath to work great deeds.
 
  
<b>Subdomains</b>: Day, Light, Revelation, Thirst<sup>''apocryphal''</sup>
+
: ''See also: [[Subdomain#Sun|Subdomains]], [[:Category:Sun domain deities|deities]], [[sun]]''
  
<b>Deities</b>: Aldinach, Azathoth, Easivra, Horus, Iaozrael, Iomedae, Keltheald, Khepri, Lalaci, Nurgal, Ra, Sarenrae, Shizuru, Skode
+
Divine spellcasters who devote themselves to the Sun domain harness [[positive energy]] from the sun's light, sometimes as a means of opposing the undead or penetrating dense or supernatural darkness.<ref name="Core-47" />
  
 
=== Travel ===
 
=== Travel ===
You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic.
 
  
<b>Subdomains</b>: Exploration, Portal<sup>''apocryphal''</sup>, Trade
+
: ''See also: [[Subdomain#Travel|Subdomains]], [[:Category:Travel domain deities|deities]]''
  
<b>Deities</b>: Abadar, Aegirran, Alazhra, Apsu, Barbatos, Cagnazzo, Cayden Cailean, Count Ranalc, Desna, Dranngvit, Eligos, Folca, Geon, Hanspur, Hathor, Jaidz, Kelizandri, Keltheald, Kofusachi, Kurgess, Matravash, Ng, Pavnuri, Ptah, Rogorolos, Rowdrosh, Sinashakti, Socothbenoth, Sun Wukong, Tolc, Wadjet, Yog-Sothoth, Zarongel, Zohls
+
Divine spellcasters who devote themselves to the Travel domain live their faith through exploration. They are fast movers, and with experience can fold long distances through extradimensional travel.<ref name="Core-47" />
  
 
=== Trickery ===
 
=== Trickery ===
You are a master of illusions and deceptions.
 
  
<b>Subdomains</b>: Ambush, Deception, Espionage, Greed, Innuendo, Thievery
+
: ''See also: [[Subdomain#Trickery|Subdomains]], [[:Category:Trickery domain deities|deities]]''
  
<b>Deities</b>: Achaekek, Aesdurath, Alichino, Andirifkhu, Areshkagal, Asmodeus, Bastet, Besmara, Braismois, Calistria, Camazotz, Chaldira, Corosbel, Dahak, Dhalavei, Dispater, Droskar, Erecura, Folca, Isph-Aun-Vuln, Jezelda, Khepri, Kro'akoth, Laivatiniel, Lamashtu, Lao Shu Po, Lorthact, Mahathallah, Menxyr, Mestama, Nalmungder, Nivi Rhombodazzle, Norgorber, Nyarlathotep (Black Pharaoh), Pazuzu, Picoperi, Ruzel, Sifkesh, Sivanah, Skrymir, Sun Wukong, Thamir Gixx, The Lantern King, Titivilus, Verex, Xhamen-Dor, Yaezhing, Zepar, Zogmugot, Zursvaater
+
Divine spellcasters who devote themselves to the Trickery domain are deceptive by nature, and skilled in lying, disguises, and sneaking around. They can create an illusory copy of their own form, and experienced spellcasters of this domain can change their own appearance as well as that of others around them.<ref name="Core-48">{{Cite book/Core Rulebook (1E)|48}}</ref>
  
 
=== Void ===
 
=== Void ===
You can call upon the cold darkness between the stars to gain flight, travel to other worlds, or summon monsters from beyond to do your bidding.
 
  
<b>Subdomains</b>: Dark Tapestry, Isolation, Stars
+
: ''See also: [[Subdomain#Void|Subdomains]], [[:Category:Void domain deities|deities]], [[void]]''
  
<b>Deities</b>: Azathoth, Black Butterfly, Cthulhu, Groetus, Hastur, Maat, Shub-Niggurath, Uaransaph, Yog-Sothoth
+
Divine spellcasters who devote themselves to the Void domain are one with the darkness of space, with strong ties to distant [[planet]]s and the beings who live on and beyond them.<ref name="ISWG-217">{{Cite book/The Inner Sea World Guide|217}}</ref>
  
 
=== War ===
 
=== War ===
You are a crusader for your god, always ready and willing to fight to defend your faith.
 
  
<b>Subdomains</b>: Blood, Duels, Tactics
+
: ''See also: [[Subdomain#War|Subdomains]], [[:Category:War domain deities|deities]]''
  
<b>Deities</b>: Achaekek, Ajids, Angradd, Arqueros, Besmara, Chaldira, Deskari, Eiseth, Flauros, Fumeiyoshi, General Susumu, Gorum, Hadregash, Iomedae, Izyagna, Kitumu, Kostchtchie, Malacoda, Moloch, Neith, Nergal, Nulgreth, Psomeira, Rovagug, Ruapceras, Sekhmet, Shiggarreb, Smiad, Sobek, Szuriel, Tamede, Thremyr, Urazra, Urgathoa, Varg, Ydersius, Ymeri, Zelishkar, Zursvaater, Zyphus
+
Divine spellcasters who devote themselves to the War domain are fanatic warriors for their deity capable of sharing their passionate faith with others. Talented spellcasters of this domain are often much more capable of handling themselves in physical combat than those of other domains.<ref name="Core-48" />
  
 
=== Water ===
 
=== Water ===
You can manipulate water and mist and ice, conjure creatures of water, and resist cold.
 
  
<b>Subdomains</b>: Flotsam, Flowing, Ice, Oceans, Rivers
+
: ''See also: [[Subdomain#Water|Subdomains]], [[:Category:Water domain deities|deities]]''
  
<b>Deities</b>: Aegirran, Besmara, Bokrug, Charon, Crocell, Dagon, Gaap, Geryon, Gogunta, Gozreh, Hanspur, Hei Feng, Jalaijatali, Jubilex, Kelizandri, Matravash, Naderi, Neith, Oaur-Ooung, Orgesh, Ovonovo, Pharasma, Ragadahn, Rogorolos, Scarmiglione, Sobek, Thremyr, Tolc, Tresmalvos, Vorasha, Wadjet, Yamatsumi, Ylimancha, Zogmugot
+
Divine spellcasters who devote themselves to the Water domain can control water and ice &mdash; and even fire it from their fingertips &mdash; while also resisting the effects of bitter cold.<ref name="Core-48" />
  
 
=== Weather ===
 
=== Weather ===
With power over storm and sky, you can call down the wrath of the gods upon the world below.
 
  
<b>Subdomains</b>: Monsoon<sup>''apocryphal''</sup>, Seasons, Storms
+
: ''See also: [[Subdomain#Weather|Subdomains]], [[:Category:Weather domain deities|deities]]''
  
<b>Deities</b>: Aegirran, Besmara, Bokrug, Daikitsu, Diceid, Gozreh, Halcamora, Hei Feng, Hshurha, Ketephys, Maat, Ng, Psomeira, Pulura, Rasvocel, Rogorolos, Rovagug, Rull, Set, Sithhud, Trelmarixian, Urxehl, Valani, Vois, Yan-gant-y-tan
+
Divine spellcasters who devote themselves to the Weather domain hold sway over fundamental forces of nature, including storms and lightning. Weather-domain spellcasters can call down storms within seconds, and with experience can precisely target bolts of lightning from above.<ref name="Core-48" />
  
 
== Subdomains ==
 
== Subdomains ==
 +
 +
{{Main|Subdomain}}
 +
 
Some divine scholars theorize that each domain is further divided into two or more subdomains, and that a cleric may find herself bonding with such a subdomain within her deity's portfolio instead of its parent domain.<ref name="APG-86">{{Cite book/Advanced Player's Guide|86}}</ref> This further "specialization" is reported to grant the cleric a somewhat different array of divine powers than those received by clerics who devote themselves to the parent domain.<ref name="APG-86-97">{{Cite book/Advanced Player's Guide|86-97}}</ref> Adherents of this theory further believe that a particular deity's control of a domain does not necessarily grant that deity control over each of its subdomains; Gozreh is reported to command the Water subdomain of Oceans but not that of Ice, and has no authority whatsoever over the Animal subdomains of Feather and Fur.<ref name="APG-91">{{Cite book/Advanced Player's Guide|91}}</ref> It has been further observed that a few of the "known" subdomains appear to belong to more than one domain.<ref name="APG-86-97" />
 
Some divine scholars theorize that each domain is further divided into two or more subdomains, and that a cleric may find herself bonding with such a subdomain within her deity's portfolio instead of its parent domain.<ref name="APG-86">{{Cite book/Advanced Player's Guide|86}}</ref> This further "specialization" is reported to grant the cleric a somewhat different array of divine powers than those received by clerics who devote themselves to the parent domain.<ref name="APG-86-97">{{Cite book/Advanced Player's Guide|86-97}}</ref> Adherents of this theory further believe that a particular deity's control of a domain does not necessarily grant that deity control over each of its subdomains; Gozreh is reported to command the Water subdomain of Oceans but not that of Ice, and has no authority whatsoever over the Animal subdomains of Feather and Fur.<ref name="APG-91">{{Cite book/Advanced Player's Guide|91}}</ref> It has been further observed that a few of the "known" subdomains appear to belong to more than one domain.<ref name="APG-86-97" />
  
== Apocryphal subdomains ==
+
=== Apocryphal subdomains ===
Apocryphal subdomains associated with a particular deity are rare, only accessible via obscure texts called [[apocrypha]] and often only utilized by extreme members of a faith. In the articles below, apocryphal subdomains are clearly marked with a superscript <sup>''apocryphal''</sup> to distinguish them from standard subdomains.<ref name="DAsub">{{Cite book/Divine Anthology|22''ff.''}}</ref>  
+
 
 +
Apocryphal subdomains associated with a particular deity are rare, only accessible via obscure texts called [[apocrypha]] and often only utilized by extreme members of a faith. In the articles below, apocryphal subdomains are clearly marked with a superscript <sup>''apocryphal''</sup> to distinguish them from standard subdomains.<ref name="DAsub">{{Cite book/Divine Anthology|22''ff''}}</ref>  
  
 
== Clerics ==
 
== Clerics ==
A [[cleric]] of any particular deity will tend naturally to align herself with one or two of her deity's domains; by this alignment the cleric gains additional power to shape and wield the divine energies of such domains.<ref name="Core-40-41">{{Cite book/Core Rulebook|40-41}}</ref> For the most part, these so-called "domain powers" are in addition to the cleric's generalist ability to channel divine energies and do not limit the cleric in what magic she can produce: a cleric of Gozreh who gravitates toward the divine energies of the Water domain can even cast spells deriving from the domain of Fire without difficulty. The sole exception to this rule are what have been called the "alignment domains": Law, Chaos, Good, and Evil. The cleric of a Chaotic deity, for example, will not feel compelled to align with the Chaos domain unless she herself shares her deity's chaotic ethos; a cleric of a Lawful deity, being fundamentally opposed to the divine concept of Chaos, will not be able to cast ''any'' divine spell that derives its power solely from that domain.<ref name="Core-41">{{Cite book/Core Rulebook|41}}</ref>
 
  
== Druids ==
+
A [[cleric]] of any particular deity will tend naturally to align herself with one or two of her deity's domains; by this alignment the cleric gains additional power to shape and wield the divine energies of such domains.<ref name="Core-40-41">{{Cite book/Core Rulebook (1E)|40-41}}</ref> For the most part, these so-called "domain powers" are in addition to the cleric's generalist ability to channel divine energies and do not limit the cleric in what magic she can produce: a cleric of Gozreh who gravitates toward the divine energies of the Water domain can even cast spells deriving from the domain of Fire without difficulty. The sole exception to this rule are what have been called the "alignment domains": Law, Chaos, Good, and Evil. The cleric of a Chaotic deity, for example, will not feel compelled to align with the Chaos domain unless she herself shares her deity's chaotic ethos; a cleric of a Lawful deity, being fundamentally opposed to the divine concept of Chaos, will not be able to cast ''any'' divine spell that derives its power solely from that domain.<ref name="Core-41">{{Cite book/Core Rulebook (1E)|41}}</ref>
 +
 
 +
== Druids == <!-- [[Terrain domain]], and [[Druid domain]] redirect here. -->
 +
 
 
Although also a divine spellcaster, a [[druid]] may or may not find herself naturally gravitating toward a particular domain as does the cleric; those who do find an affinity with a particular domain similarly receive additional abilities with the divine energies of that domain.<ref name="Core-50"/>
 
Although also a divine spellcaster, a [[druid]] may or may not find herself naturally gravitating toward a particular domain as does the cleric; those who do find an affinity with a particular domain similarly receive additional abilities with the divine energies of that domain.<ref name="Core-50"/>
  
Like the cleric, a druid is unable to cast spells that rely upon energy from an alignment domain opposed to her own personal ethos or that of her deity.<ref name="Core-49">{{Cite book/Core Rulebook|49}}</ref>  
+
Like the cleric, a druid is unable to cast spells that rely upon energy from an alignment domain opposed to her own personal ethos or that of her deity.<ref name="Core-49">{{Cite book/Core Rulebook (1E)|49}}</ref>  
 +
 
 +
Druids have been known to bond with only the cleric domains shown in the table below.<ref name="Core-50">{{Cite book/Core Rulebook (1E)|50}}</ref> In addition, some druids feel more associated with domains to which no cleric has access; these are called '''animal and terrain domains'''.<ref>{{Cite book/Ultimate Magic|33''ff''}}</ref><ref name="F&P-24-">{{Cite book/Faiths & Philosophies|24''f''}}</ref>
 +
 
 +
=== Badlands ===
 +
 
 +
: ''See also: [[Subdomain#Badlands|Subdomains]], [[:Category:Badlands domain deities|deities]]''
 +
 
 +
Druids who devote themselves to the Badlands domain are at home in harsh winds and dramatic canyons.<ref name="F&P-24-" />
 +
 
 +
=== Crocodile ===
  
Druids have been known to bond with only the cleric domains shown in the table below.<ref name="Core-50">{{Cite book/Core Rulebook|50}}</ref> In addition, some druids feel more associated with domains to which no cleric has access; these are called animal and terrain domains, and are also listed in the table below.<ref>{{Cite book/Ultimate Magic|33''ff''}}</ref><ref>{{Cite book/Faiths & Philosophies|24''f''}}</ref>
+
: ''See also: [[Subdomain#Crocodile|Subdomains]], [[:Category:Crocodile domain deities|deities]], [[crocodile]]''
  
=== Animal domains ===
+
Druids who devote themselves to the Crocodile domain share the ancient reptile's spiritual connections to creation and destruction, as well as its aptitude in ambushing and grappling prey.<ref name="F&P-24-" />
Crocodile, Eagle, Frog, Monkey, Panther, Serpent, Vermin, Vulture, Wolf
 
  
=== Cleric Domains ===
+
=== Panther ===
Air, Animal, Earth, Fire, Plant, Water, Weather
 
  
=== Cleric Subomains ===
+
: ''See also: [[Subdomain#Panther|Subdomains]], [[:Category:Panther domain deities|deities]], [[panther]]''
Cloud, Lightning<sup>''apocryphal''</sup>, Wind
 
Feather, Fur, Insectapocryphal
 
Caves, Metal, Petrification<sup>''apocryphal''</sup>, Radiation
 
Arson, Ash, Smoke
 
Decay, Growth, Thorns<sup>''apocryphal''</sup>
 
Flotsam, Flowing, Ice, Oceans, Rivers
 
Monsoon<sup>''apocryphal''</sup>, Seasons, Storms
 
  
==== Terrain domains ====
+
Druids who devote themselves to the Panther domain share the creature's predatory spirit, keen senses, and stealthiness in darkness.<ref name="F&P-24-" />
Aquatic, Arctic, Badlands, Caves, Desert, Jungle, Mountain, Plains, Plane of Air, Plane of Earth, Plane of Fire, Plane of Water, Ruins, Swamp
+
 
 +
=== Vulture ===
 +
 
 +
: ''See also: [[Subdomain#Vulture|Subdomains]], [[:Category:Vulture domain deities|deities]], [[vulture]]''
 +
 
 +
Druids who devote themselves to the Vulture domain share powers over death and rebirth, much as vultures themselves are harbingers of death.<ref name="F&P-24-" />
 +
 
 +
=== Other druid domains and subdomains ===
 +
 
 +
{{Sectstub}}
 +
 
 +
{| class="tantable tantablerows sortable"
 +
|-
 +
! Domain type
 +
! Domains
 +
|-
 +
| '''Animal domains for druids'''
 +
| Crocodile, Eagle, Frog, Monkey, Panther, Serpent, Vermin,<ref name="ismc35" /> Vulture, Wolf{{Source}}
 +
|-
 +
| '''Cleric domains for druids'''
 +
| Air, Animal, Earth, Fire, Plant, Water, Weather{{Source}}
 +
|-
 +
| '''Cleric subdomains for druids'''
 +
| Cloud, Lightning<sup>''apocryphal''</sup>, Wind, Feather, Fur, Insect<sup>''apocryphal''</sup>, Caves, Metal, Petrification<sup>''apocryphal''</sup>, Radiation, Arson, Ash, Smoke, Decay, Growth, Thorns<sup>''apocryphal''</sup>, Flotsam, Flowing, Ice, Oceans, Rivers, Monsoon<sup>''apocryphal''</sup>, Seasons, Storms{{Source}}
 +
|-
 +
| '''Terrain domains for druids'''
 +
| Aquatic, Arctic, Badlands, Caves, Desert, Jungle, Mountain, Plains, Plane of Air,<ref name="PoP6f">{{Cite book/Planes of Power|6''f''}}</ref> Plane of Earth,<ref name="PoP6f" /> Plane of Fire,<ref name="PoP6f" /> Plane of Water,<ref name="PoP6f" /> Ruins,<ref name="ismc35">{{Cite book/Inner Sea Monster Codex|35}}</ref> Swamp{{Source}}
 +
|}
  
 
== References ==
 
== References ==
 +
 
{{Refs|2}}
 
{{Refs|2}}
  
Line 299: Line 303:
 
[[Category:Divine magic]]
 
[[Category:Divine magic]]
 
[[Category:Magic]]
 
[[Category:Magic]]
 +
[[Category:Clerics]]
 +
[[Category:Druids]]

Revision as of 22:27, 26 July 2019

Domains are broadly defined as divine concepts worthy of devotion, which is the source of all divine magic.[1] Each deity is associated with one or more domains, and each domain has one or more associated or specialized subdomains.

Granting domains

Each deity exercises dominion over several domains, each comprising an aspect of the deity's portfolio: for example, Gozreh, deity of nature, weather, and the sea, exerts dominion over the Air, Animal, Plant, Water, and Weather domains.[2][3] This dominion is seldom exclusive; Gozreh, for example, shares control of the Plant domain with Erastil, the god of farming.[2][4]

The number of domains over which a divine entity can exercise dominion is restricted to the power of the deity. For instance, demigods like the demon lords may grant four domains.[5]

Domains

See also: Category:Deities by domain

The following are common domains accessed by the various deities of Golarion.

Air

See also: Subdomains, deities

Divine spellcasters who devote themselves to the Air domain are known to be able to control mist and wind and summon lightning. More experienced Air domain adepts become resistant to damage from electricity. The most advanced masters of the Air domain are able to summon extraplanar air elementals.[6]

Animal

See also: Subdomains, deities

Divine spellcasters who devote themselves to the Animal domain are known to be able to communicate with and control animals. More experienced Animal domain adepts develop the ability to summon animal assistance. The most advanced masters of the Animal domain are able to change their form to that of an animal or related creature.[6]

Artifice

For other meanings of "Creation", please see Creation (disambiguation).
See also: Subdomains, deities

Divine spellcasters who devote themselves to the Artifice domain — sometimes known as the Creation domain — are known to be able to create and repair damage to objects. More experienced Artifice domain adepts develop the ability to animate objects and conjure constructs.[7]

Chaos

See also: Subdomains, deities, chaos

Divine spellcasters who devote themselves to the Chaos domain are known to be able to channel chaotic energies to disrupt life functions with a touch. The most advanced Chaos domain masters are able to cause devastating chaotic effects — from confusion to instant death — with a single word.[8]

Charm

See also: Subdomains, deities

Divine spellcasters who devote themselves to the Charm domain are known to be able to confuse another person with a touch. More experienced Charm domain adepts develop the ability to influence the actions of another through their beauty and grace. The most advanced Charm domain masters are able to use this ability to completely dominate another's will.[8]

Community

See also: Subdomains, deities

Divine spellcasters who devote themselves to the Community domain are known to be able to calm and heal companions with a touch. More experienced Community domain adepts develop the ability to establish unity and telepathic communication among their coterie. The most advanced Community domain masters are able to perform astonishing feats of mass healing — or even conjure what onlookers describe as miracles.[8]

Darkness

See also: Subdomains, deities

Divine spellcasters who devote themselves to the Darkness domain are known to be able to manipulate darkness and shadow to obscure opponents' vision. More experienced Darkness domain adepts develop the ability to see in absolute darkness and summon extraplanar creatures and objects made of pure shadow. The most advanced Darkness domain masters are able to manipulate elemental shadow to create objects and spell effects virtually indistinguishable from their prime material versions.[8]

Death

See also: Subdomains, deities

Divine spellcasters who devote themselves to the Death domain are known to be able to cause fear and uncontrollable bleeding in their opponents. More experienced Death domain adepts develop the ability to reanimate corpses. The most advanced Death domain masters are able to create the most powerful forms of undead creatures, or to cause a virtually irrevocable death from which most reanimatory magic is incapable of resurrecting the victim.[9]

Destruction

See also: Subdomains, deities

Divine spellcasters who devote themselves to the Destruction domain are known to be able to channel divine energies to cause extraordinarily destructive attacks. The most advanced Destruction domain masters are able to generate a destructive resonance in the body of a creature, causing it to literally collapse in on itself.[2]

Earth

See also: Subdomains, deities

Divine spellcasters who devote themselves to the Earth domain are known to be able to magically shape earth and stone. More experienced Earth domain adepts develop the ability to create walls of stone to defend themselves, or channel divine energies to give their own skin the durability of solid rock. The most advanced Earth domain masters are able to create devastating earthquakes and summon extraplanar earth elementals.[2]

Evil

See also: Subdomains, deities, evil

Divine spellcasters who devote themselves to the Evil domain are known to be able to cause opponents to fall ill with a touch. The most advanced Evil domain masters are able to weaken, paralyze, or even slay an opponent by uttering a single blasphemy.[10]

Fire

See also: Subdomains, deities

Divine spellcasters who devote themselves to the Fire domain are known to be able to magically wield fire. More experienced Fire domain adepts develop the ability to create walls of fire to defend themselves, or channel divine energies to make their bodies resistant to damage from flames. The most advanced Fire domain masters are able to create devastating incendiary effects and summon extraplanar fire elementals.[11]

Glory

See also: Subdomains, deities

Divine spellcasters who devote themselves to the Glory domain are known to be able to channel divine energies to rally their allies and defend themselves from attack. More experienced Glory domain adepts develop the ability to envelop themselves in holy energy, use that energy to lend potency to their attacks, and completely destroy undead creatures.[11]

Good

See also: Subdomains, deities, good

Divine spellcasters who devote themselves to the Good domain pledge their lives and souls to goodness and purity. They can lend a sacred benefit to others, and more experienced disciples of this domain can also add a holy nature to their weapons.[11]

Healing

See also: Subdomains, deities

Divine spellcasters who devote themselves to the Healing domain can ease pain and prevent death through potent healing magic. This domain's followers can help bring a creature back from the brink of death, and the healing magic of more experienced healers of this domain is more effective than healers of other domains.[11]

Knowledge

See also: Subdomains, deities

Divine spellcasters who devote themselves to the Knowledge domain are scholars with a broad base of expertise. With a touch, a Knowledge-domain spellcaster can instantly learn about its abilities. Experienced spellcasters of this domain also gain a sense of clairvoyance.[12]

Law

See also: Subdomains, deities, law

Divine spellcasters who devote themselves to the Law domain are strict disciples of legal order. With a touch, a Law-domain spellcaster can lend divine aid to a willing recipient. More experienced devotees of Law can grant axiomatic powers to a weapon.[12]

Liberation

See also: Subdomains, deities

Divine spellcasters who devote themselves to the Liberation domain are free-spirited opponents of slavery and oppression. They naturally resist physical impediments, and with experience also learn to extend an aura of freedom to nearby allies.[12]

Luck

See also: Subdomains, deities

Divine spellcasters who devote themselves to the Luck domain are themselves lucky, and share their luck with others. Experienced spellcasters of this domain sometimes snatch victory from the edge of defeat, as though fate itself changed its mind about an imminent failure.[12]

Madness

See also: Subdomains, deities

Divine spellcasters who devote themselves to the Madness domain embrace their mental or emotional instability, to the point where they can easily spread it to others nearby.[12]

Magic

See also: Subdomains, deities, magic

Divine spellcasters who devote themselves to the Magic domain have a deep knowledge of mysticism and the magical arts. They can harness magical powers to move objects with ease, and experienced Magic-domain spellcasters can dispel magic with a touch.[13]

Nobility

See also: Subdomains, deities

Divine spellcasters who devote themselves to the Nobility domain are natural leaders who inspire others with their words. Experienced spellcasters of this domain often attract a following as long as they remain true to their faith.[13]

Plant

See also: Subdomains, deities, plant

Divine spellcasters who devote themselves to the Plant domain are one with plants, and can communicate with them or even take on their traits, such as wooden fists or armor covered in brambles.[13]

Protection

See also: Subdomains, deities

Divine spellcasters who devote themselves to the Protection domain defend others as well as themselves. They resist many types of harm, and with experience can share that resistance in the form of an aura.[13]

Repose

See also: Subdomains, deities

Divine spellcasters who devote themselves to the Repose domain are at peace with death, but stridently oppose undeath. They can put creatures at ease, and with experience can also ward others against premature death.[13]

Rune

See also: Subdomains, deities, rune

Divine spellcasters who devote themselves to the Rune domain know the magic inherent in runes. All such spellcasters can enscribe magic scrolls and leave explosive runes, while experienced Rune-domain spellcasters can layer an additional spell's effects on their own runes.[14]

Scalykind

See also: Subdomains, deities

Divine spellcasters who devote themselves to the Scalykind domain can dominate reptiles and evoke a fascinating serpentine gaze.[15]

Strength

See also: Subdomains, deities

Divine spellcasters who devote themselves to the Strength domain are granted tremendous physical might that grows with their faith and experience.[14]

Sun

See also: Subdomains, deities, sun

Divine spellcasters who devote themselves to the Sun domain harness positive energy from the sun's light, sometimes as a means of opposing the undead or penetrating dense or supernatural darkness.[14]

Travel

See also: Subdomains, deities

Divine spellcasters who devote themselves to the Travel domain live their faith through exploration. They are fast movers, and with experience can fold long distances through extradimensional travel.[14]

Trickery

See also: Subdomains, deities

Divine spellcasters who devote themselves to the Trickery domain are deceptive by nature, and skilled in lying, disguises, and sneaking around. They can create an illusory copy of their own form, and experienced spellcasters of this domain can change their own appearance as well as that of others around them.[16]

Void

See also: Subdomains, deities, void

Divine spellcasters who devote themselves to the Void domain are one with the darkness of space, with strong ties to distant planets and the beings who live on and beyond them.[17]

War

See also: Subdomains, deities

Divine spellcasters who devote themselves to the War domain are fanatic warriors for their deity capable of sharing their passionate faith with others. Talented spellcasters of this domain are often much more capable of handling themselves in physical combat than those of other domains.[16]

Water

See also: Subdomains, deities

Divine spellcasters who devote themselves to the Water domain can control water and ice — and even fire it from their fingertips — while also resisting the effects of bitter cold.[16]

Weather

See also: Subdomains, deities

Divine spellcasters who devote themselves to the Weather domain hold sway over fundamental forces of nature, including storms and lightning. Weather-domain spellcasters can call down storms within seconds, and with experience can precisely target bolts of lightning from above.[16]

Subdomains

Some divine scholars theorize that each domain is further divided into two or more subdomains, and that a cleric may find herself bonding with such a subdomain within her deity's portfolio instead of its parent domain.[18] This further "specialization" is reported to grant the cleric a somewhat different array of divine powers than those received by clerics who devote themselves to the parent domain.[19] Adherents of this theory further believe that a particular deity's control of a domain does not necessarily grant that deity control over each of its subdomains; Gozreh is reported to command the Water subdomain of Oceans but not that of Ice, and has no authority whatsoever over the Animal subdomains of Feather and Fur.[20] It has been further observed that a few of the "known" subdomains appear to belong to more than one domain.[19]

Apocryphal subdomains

Apocryphal subdomains associated with a particular deity are rare, only accessible via obscure texts called apocrypha and often only utilized by extreme members of a faith. In the articles below, apocryphal subdomains are clearly marked with a superscript apocryphal to distinguish them from standard subdomains.[21]

Clerics

A cleric of any particular deity will tend naturally to align herself with one or two of her deity's domains; by this alignment the cleric gains additional power to shape and wield the divine energies of such domains.[22] For the most part, these so-called "domain powers" are in addition to the cleric's generalist ability to channel divine energies and do not limit the cleric in what magic she can produce: a cleric of Gozreh who gravitates toward the divine energies of the Water domain can even cast spells deriving from the domain of Fire without difficulty. The sole exception to this rule are what have been called the "alignment domains": Law, Chaos, Good, and Evil. The cleric of a Chaotic deity, for example, will not feel compelled to align with the Chaos domain unless she herself shares her deity's chaotic ethos; a cleric of a Lawful deity, being fundamentally opposed to the divine concept of Chaos, will not be able to cast any divine spell that derives its power solely from that domain.[6]

Druids

Although also a divine spellcaster, a druid may or may not find herself naturally gravitating toward a particular domain as does the cleric; those who do find an affinity with a particular domain similarly receive additional abilities with the divine energies of that domain.[23]

Like the cleric, a druid is unable to cast spells that rely upon energy from an alignment domain opposed to her own personal ethos or that of her deity.[24]

Druids have been known to bond with only the cleric domains shown in the table below.[23] In addition, some druids feel more associated with domains to which no cleric has access; these are called animal and terrain domains.[25][26]

Badlands

See also: Subdomains, deities

Druids who devote themselves to the Badlands domain are at home in harsh winds and dramatic canyons.[26]

Crocodile

See also: Subdomains, deities, crocodile

Druids who devote themselves to the Crocodile domain share the ancient reptile's spiritual connections to creation and destruction, as well as its aptitude in ambushing and grappling prey.[26]

Panther

See also: Subdomains, deities, panther

Druids who devote themselves to the Panther domain share the creature's predatory spirit, keen senses, and stealthiness in darkness.[26]

Vulture

See also: Subdomains, deities, vulture

Druids who devote themselves to the Vulture domain share powers over death and rebirth, much as vultures themselves are harbingers of death.[26]

Other druid domains and subdomains

This section is a stub. You can help us by expanding it.
Domain type Domains
Animal domains for druids Crocodile, Eagle, Frog, Monkey, Panther, Serpent, Vermin,[27] Vulture, Wolf[citation needed]
Cleric domains for druids Air, Animal, Earth, Fire, Plant, Water, Weather[citation needed]
Cleric subdomains for druids Cloud, Lightningapocryphal, Wind, Feather, Fur, Insectapocryphal, Caves, Metal, Petrificationapocryphal, Radiation, Arson, Ash, Smoke, Decay, Growth, Thornsapocryphal, Flotsam, Flowing, Ice, Oceans, Rivers, Monsoonapocryphal, Seasons, Storms[citation needed]
Terrain domains for druids Aquatic, Arctic, Badlands, Caves, Desert, Jungle, Mountain, Plains, Plane of Air,[28] Plane of Earth,[28] Plane of Fire,[28] Plane of Water,[28] Ruins,[27] Swamp[citation needed]

References

  1. Jason Bulmahn et al. (2009). Pathfinder RPG Core Rulebook (1E), p. 39. Paizo Publishing, LLC. ISBN 978-1-60125-150-3
  2. 2.0 2.1 2.2 2.3 Jason Bulmahn et al. (2009). Pathfinder RPG Core Rulebook (1E), p. 43. Paizo Publishing, LLC. ISBN 978-1-60125-150-3
  3. Erik Mona et al. (2008). Campaign Setting, p. 163. Paizo Publishing, LLC. ISBN 978-1-60125-112-1
  4. Erik Mona et al. (2008). Campaign Setting, p. 162. Paizo Publishing, LLC. ISBN 978-1-60125-112-1
  5. James Jacobs, Jason Nelson, David Schwartz, and Jerome Virnich. (2013). Bestiary. The Worldwound Incursion, p. 81. Paizo Publishing, LLC. ISBN 978-1-60125-553-2
  6. 6.0 6.1 6.2 Jason Bulmahn et al. (2009). Pathfinder RPG Core Rulebook (1E), p. 41. Paizo Publishing, LLC. ISBN 978-1-60125-150-3
  7. Jason Bulmahn et al. (2009). Pathfinder RPG Core Rulebook (1E), p. 41-42. Paizo Publishing, LLC. ISBN 978-1-60125-150-3
  8. 8.0 8.1 8.2 8.3 Jason Bulmahn et al. (2009). Pathfinder RPG Core Rulebook (1E), p. 42. Paizo Publishing, LLC. ISBN 978-1-60125-150-3
  9. Jason Bulmahn et al. (2009). Pathfinder RPG Core Rulebook (1E), p. 42-43. Paizo Publishing, LLC. ISBN 978-1-60125-150-3
  10. Jason Bulmahn et al. (2009). Pathfinder RPG Core Rulebook (1E), p. 43-44. Paizo Publishing, LLC. ISBN 978-1-60125-150-3
  11. 11.0 11.1 11.2 11.3 Jason Bulmahn et al. (2009). Pathfinder RPG Core Rulebook (1E), p. 44. Paizo Publishing, LLC. ISBN 978-1-60125-150-3
  12. 12.0 12.1 12.2 12.3 12.4 Jason Bulmahn et al. (2009). Pathfinder RPG Core Rulebook (1E), p. 45. Paizo Publishing, LLC. ISBN 978-1-60125-150-3
  13. 13.0 13.1 13.2 13.3 13.4 Jason Bulmahn et al. (2009). Pathfinder RPG Core Rulebook (1E), p. 46. Paizo Publishing, LLC. ISBN 978-1-60125-150-3
  14. 14.0 14.1 14.2 14.3 Jason Bulmahn et al. (2009). Pathfinder RPG Core Rulebook (1E), p. 47. Paizo Publishing, LLC. ISBN 978-1-60125-150-3
  15. James Jacobs et al. (2011). The Inner Sea World Guide, p. 217-218. Paizo Publishing, LLC. ISBN 978-1-60125-269-2
  16. 16.0 16.1 16.2 16.3 Jason Bulmahn et al. (2009). Pathfinder RPG Core Rulebook (1E), p. 48. Paizo Publishing, LLC. ISBN 978-1-60125-150-3
  17. James Jacobs et al. (2011). The Inner Sea World Guide, p. 217. Paizo Publishing, LLC. ISBN 978-1-60125-269-2
  18. Jason Bulmahn. (2010). Advanced Player's Guide, p. 86. Paizo Publishing, LLC. ISBN 978-1-60125-246-3
  19. 19.0 19.1 Jason Bulmahn. (2010). Advanced Player's Guide, p. 86-97. Paizo Publishing, LLC. ISBN 978-1-60125-246-3
  20. Jason Bulmahn. (2010). Advanced Player's Guide, p. 91. Paizo Publishing, LLC. ISBN 978-1-60125-246-3
  21. Alexander Augunas, Russ Brown, John Compton, Alex Riggs, and David Ross. (2016). Divine Anthology, p. 22ff. Paizo Inc. ISBN 978-1-60125-894-6
  22. Jason Bulmahn et al. (2009). Pathfinder RPG Core Rulebook (1E), p. 40-41. Paizo Publishing, LLC. ISBN 978-1-60125-150-3
  23. 23.0 23.1 Jason Bulmahn et al. (2009). Pathfinder RPG Core Rulebook (1E), p. 50. Paizo Publishing, LLC. ISBN 978-1-60125-150-3
  24. Jason Bulmahn et al. (2009). Pathfinder RPG Core Rulebook (1E), p. 49. Paizo Publishing, LLC. ISBN 978-1-60125-150-3
  25. Jason Bulmahn, et al. (2011). Ultimate Magic, p. 33ff. Paizo Publishing, LLC. ISBN 978-1-60125-299-9
  26. 26.0 26.1 26.2 26.3 26.4 Savannah Broadway, Paris Crenshaw, Neall Raemonn Price, David Ross, Owen K.C. Stephens, and James L. Sutter. (2013). Faiths & Philosophies, p. 24f. Paizo Publishing, LLC. ISBN 978-1-60125-543-3
  27. 27.0 27.1 John Compton et al. (2015). Inner Sea Monster Codex, p. 35. Paizo Inc. ISBN 978-1-60125-752-9
  28. 28.0 28.1 28.2 28.3 John Compton, Paris Crenshaw, Eleanor Ferron, Thurston Hillman, and Jessica Price. (2016). Planes of Power, p. 6f. Paizo Inc. ISBN 978-1-60125-883-0