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Domains are broadly defined as divine concepts worthy of devotion, the source of all divine magic.[1]

Domains granted

Each of 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.[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]

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.[6] 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.[7]

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.[8]

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.[9]

Druid domains

Druids have been known to bond with only the cleric domains shown in the table below.[8] 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.[10][11]

Animal domains

Crocodile
Eagle
Frog
Monkey
Panther
Serpent
Vermin[12]
Vulture
Wolf

Cleric domains

Air
Animal
Earth
Fire
Plant
Water
Weather

=Terrain Domains=

Aquatic
Arctic
Badlands
Cave
Desert
Jungle
Mountain
Plains
Ruins[12]
Swamp

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.[13] 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.[14] 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.[15] It has been further observed that a few of the "known" subdomains appear to belong to more than one domain.[14]

Core domains

See also: Category:Deities by domain

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

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.[7]

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.[7]

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.[16]

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.[17]

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.[17]

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.[17]

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.[17]

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.[18]

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.[2]

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.[2]

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.[19]

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.[20]

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.[20]

Good

Healing

Knowledge

Law

Liberation

Luck

Madness

Magic

Nobility

Plant

Protection

Repose

Rune

Strength

Sun

Travel

Trickery

War

Water

Weather

Other domains

Scalykind

Void

References

  1. Logan Bonner et al. (2019). Pathfinder Core Rulebook, p. 39. Paizo Inc. ISBN 978-1-64078-168-9
  2. 2.0 2.1 2.2 2.3 Logan Bonner et al. (2019). Pathfinder Core Rulebook, p. 43. Paizo Inc. ISBN 978-1-64078-168-9
  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. Logan Bonner et al. (2019). Pathfinder Core Rulebook, p. 40-41. Paizo Inc. ISBN 978-1-64078-168-9
  7. 7.0 7.1 7.2 Logan Bonner et al. (2019). Pathfinder Core Rulebook, p. 41. Paizo Inc. ISBN 978-1-64078-168-9
  8. 8.0 8.1 Logan Bonner et al. (2019). Pathfinder Core Rulebook, p. 50. Paizo Inc. ISBN 978-1-64078-168-9
  9. Logan Bonner et al. (2019). Pathfinder Core Rulebook, p. 49. Paizo Inc. ISBN 978-1-64078-168-9
  10. Jason Bulmahn, et al. (2011). Ultimate Magic, p. 33ff. Paizo Publishing, LLC. ISBN 978-1-60125-299-9
  11. 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
  12. 12.0 12.1 John Compton et al. (2015). Inner Sea Monster Codex, p. 35. Paizo Inc. ISBN 978-1-60125-752-9
  13. Jason Bulmahn. (2010). Advanced Player's Guide, p. 86. Paizo Publishing, LLC. ISBN 978-1-60125-246-3
  14. 14.0 14.1 Jason Bulmahn. (2010). Advanced Player's Guide, p. 86-97. Paizo Publishing, LLC. ISBN 978-1-60125-246-3
  15. Jason Bulmahn. (2010). Advanced Player's Guide, p. 91. Paizo Publishing, LLC. ISBN 978-1-60125-246-3
  16. Logan Bonner et al. (2019). Pathfinder Core Rulebook, p. 41-42. Paizo Inc. ISBN 978-1-64078-168-9
  17. 17.0 17.1 17.2 17.3 Logan Bonner et al. (2019). Pathfinder Core Rulebook, p. 42. Paizo Inc. ISBN 978-1-64078-168-9
  18. Logan Bonner et al. (2019). Pathfinder Core Rulebook, p. 42-43. Paizo Inc. ISBN 978-1-64078-168-9
  19. Logan Bonner et al. (2019). Pathfinder Core Rulebook, p. 43-44. Paizo Inc. ISBN 978-1-64078-168-9
  20. 20.0 20.1 Logan Bonner et al. (2019). Pathfinder Core Rulebook, p. 44. Paizo Inc. ISBN 978-1-64078-168-9