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

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]

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.[5] 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]

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. Druids have been known to bond with the domains of Air, Animal, Earth, Fire, Plant, Water, or Weather.[7] 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.[8]

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.[9] 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.[10] 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.[11] It has been further observed that a few of the "known" subdomains appear to belong to more than one domain.[10]

Core domains

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


Air
Dark Markets cover art.jpg
(Domain)
Deities Gozreh, Shelyn
Subdomains Cloud, Wind
Spells Air domain spells

Source: Core Rulebook, pg(s). 41

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.[6]

The Air domain is reputed to contain the subdomains of Cloud and Wind.[12]
  • A druid may form a bond with this domain and thereby gain additional powers as clerics do.[7]



Animal
Lini.jpg
(Domain)
Deities Erastil, Gozreh
Subdomains Feather, Fur
Spells Animal domain spells

Source: Core Rulebook, pg(s). 41

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.[6]

The Animal domain is reputed to contain the subdomains of Feather and Fur.[12]
  • A druid may form a bond with this domain and thereby gain additional powers as clerics do.[7]



Artifice
Alchemical golem.jpg
(Domain)
Deities Torag
Subdomains Construct, Toil
Spells Artifice domain spells

Source: Core Rulebook, pg(s). 41-42

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.[13]

The Artifice domain is reputed to contain the subdomains of Construct and Toil.[12]



Chaos
Emperor of Scales.jpg
(Domain)
Deities Calistria, Cayden Cailean, Desna, Gorum, Lamashtu, Rovagug
Subdomains Azata, Demon, Protean
Spells Chaos domain spells

Source: Core Rulebook, pg(s). 42

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.[14]

The Chaos domain is reputed to contain the subdomains of Azata, Demon, and Protean.[12]



Charm
Half-janni.jpg
(Domain)
Deities Calistria, Cayden Cailean, Norgorber, Shelyn
Subdomains Love, Lust
Spells Charm domain spells

Source: Core Rulebook, pg(s). 42

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.[14]

The Charm domain is reputed to contain the subdomains of Love and Lust.[12]



Community
Taking it easy.jpg
(Domain)
Deities Erastil
Subdomains Family, Home
Spells Community domain spells

Source: Core Rulebook, pg(s). 42

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.[14]

The Community domain is reputed to contain the subdomains of Family and Home.[12]



Darkness
Shaitan.jpg
(Domain)
Deities Zon-Kuthon
Subdomains Loss, Moon, Night
Spells Darkness domain spells

Source: Core Rulebook, pg(s). 42

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.[14]

The Darkness domain is reputed to contain the subdomains of Loss, Moon and Night.[12]



Death
File:Fungus skeleton.jpg
(Domain)
Deities Norgorber, Pharasma, Urgathoa, Zon-Kuthon
Subdomains Murder, Undead
Spells Death domain spells

Source: Core Rulebook, pg(s). 42-43

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.[15]

The Death domain is reputed to contain the subdomains of Murder and Undead.[12]



Destruction
LoF Player's Guide (clean).jpeg
(Domain)
Deities Gorum, Nethys, Rovagug, Zon-Kuthon
Subdomains Catastrophe, Rage
Spells Destruction domain spells

Source: Core Rulebook, pg(s). 43

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]

The Destruction domain is reputed to contain the subdomains of Catastrophe and Rage.[12]



Earth
Kyonin elf town.jpg
(Domain)
Deities Abadar, Torag
Subdomains Caves, Metal
Spells Earth domain spells

Source: Core Rulebook, pg(s). 43

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]

The Earth domain is reputed to contain the subdomains of Caves and Metal.[12]
  • A druid may form a bond with this domain and thereby gain additional powers as clerics do.[7]



Evil
Pact Hall ritual.jpg
(Domain)
Deities Asmodeus, Lamashtu, Norgorber, Rovagug, Urgathoa, Zon-Kuthon
Subdomains Daemon, Demon, Devil
Spells Evil domain spells

Source: Core Rulebook, pg(s). 43-44

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.[16]

The Evil domain is reputed to contain the subdomains of Daemon, Demon, and Metal.[12]



Fire
Black Blood aboleth.jpg
(Domain)
Deities Asmodeus, Sarenrae
Subdomains Ash, Smoke
Spells Fire domain spells

Source: Core Rulebook, pg(s). 44

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.[17]

The Fire domain is reputed to contain the subdomains of Ash and Smoke.[12]
  • A druid may form a bond with this domain and thereby gain additional powers as clerics do.[7]



Glory
Channel energy.jpg
(Domain)
Deities Gorum, Iomedae, Sarenrae
Subdomains Heroism, Honor
Spells Glory domain spells

Source: Core Rulebook, pg(s). 44

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.[17]

The Glory domain is reputed to contain the subdomains of Heroism and Honor.[12]


Good

Good
Erebus catacombs fight.jpg
(Domain)
Deities Cayden Cailean, Desna, Erastil, Iomedae, Sarenrae, Shelyn, Torag
Subdomains Angel, Archon, Azata
Spells Good domain spells

Source: Core Rulebook, pg(s). 44


Healing

Healing
Orv monster battle.jpg
(Domain)
Deities Irori, Pharasma, Sarenrae
Subdomains Restoration, Resurrection
Spells Healing domain spells

Source: Core Rulebook, pg(s). 44


Knowledge

Knowledge
Sphinx.jpg
(Domain)
Deities Calistria, Irori, Nethys, Norgorber, Pharasma
Subdomains Memory, Thought
Spells Knowledge domain spells

Source: Core Rulebook, pg(s). 45


Law

Law
Scolding.jpg
(Domain)
Deities Abadar, Asmodeus, Erastil, Iomedae, Irori, Torag, Zon-Kuthon
Subdomains Archon, Devil, Inevitable
Spells Law domain spells

Source: Core Rulebook, pg(s). 45


Liberation

Liberation
Desnan cleric.jpg
(Domain)
Deities Desna
Subdomains Freedom, Revolution
Spells Liberation domain spells

Source: Core Rulebook, pg(s). 45


Luck

Luck
Rooftop chase.jpg
(Domain)
Deities Calistria, Desna, Shelyn
Subdomains Curse, Fate
Spells Luck domain spells

Source: Core Rulebook, pg(s). 45


Madness

Madness
Antipaladin.jpg
(Domain)
Deities Lamashtu
Subdomains Insanity, Nightmare
Spells Madness domain spells

Source: Core Rulebook, pg(s). 45-46


Magic

Magic
Glabrezu fight.jpg
(Domain)
Deities Asmodeus, Nethys, Urgathoa
Subdomains Arcane, Divine
Spells Magic domain spells

Source: Core Rulebook, pg(s). 46


Nobility

Nobility
Barbarian king.jpg
(Domain)
Deities Abadar
Subdomains Leadership, Martyr
Spells Nobility domain spells

Source: Core Rulebook, pg(s). 46


Plant

Plant
Realm of the Fellnight Queen cover.jpg
(Domain)
Deities Erastil, Gozreh
Subdomains Decay, Growth
Spells Plant domain spells

Source: Core Rulebook, pg(s). 46


A druid may form a bond with this domain and thereby gain additional powers as clerics do.[7]

Protection

Protection
Cult of the Ebon Destroyers cover.jpg
(Domain)
Deities Abadar, Nethys, Shelyn, Torag
Subdomains Defense, Purity
Spells Protection domain spells

Source: Core Rulebook, pg(s). 46


Repose

Repose
Groetus holy symbol.jpg
(Domain)
Deities Pharasma
Subdomains Ancestors, Souls
Spells Repose domain spells

Source: Core Rulebook, pg(s). 46-47


Rune

Rune
Pact Stone girallon.jpg
(Domain)
Deities Irori, Nethys
Subdomains Language, Wards
Spells Rune domain spells

Source: Core Rulebook, pg(s). 47


Strength

Strength
Orcs at the gates.jpg
(Domain)
Deities Cayden Cailean, Gorum, Irori, Lamashtu, Urgathoa
Subdomains Ferocity, Resolve
Spells Strength domain spells

Source: Core Rulebook, pg(s). 47


Sun

Sun
Sarenrae portrait.jpg
(Domain)
Deities Iomedae, Sarenrae
Subdomains Day, Light
Spells Sun domain spells

Source: Core Rulebook, pg(s). 47


Travel

Travel
Sothis street.jpg
(Domain)
Deities Abadar, Cayden Cailean, Desna
Subdomains Exploration, Trade
Spells Travel domain spells

Source: Core Rulebook, pg(s). 47-48


Trickery

Trickery
Traps.jpg
(Domain)
Deities Asmodeus, Calistria, Lamashtu, Norgorber
Subdomains Deception, Thievery
Spells Trickery domain spells

Source: Core Rulebook, pg(s). 48


War

War
Shielded caster.jpg
(Domain)
Deities Gorum, Iomedae, Rovagug, Urgathoa
Subdomains Blood, Tactics
Spells War domain spells

Source: Core Rulebook, pg(s). 48


Water

Water
Water elemental.jpg
(Domain)
Deities Gozreh, Pharasma
Subdomains Ice, Oceans
Spells Water domain spells

Source: Core Rulebook, pg(s). 48


A druid may form a bond with this domain and thereby gain additional powers as clerics do.[7]

Weather

Weather
White dragon.jpg
(Domain)
Deities Gozreh, Rovagug
Subdomains Seasons, Storms
Spells Weather domain spells

Source: Core Rulebook, pg(s). 48


A druid may form a bond with this domain and thereby gain additional powers as clerics do.[7]

Other domains

Scalykind

Scalykind
(Domain)
Deities Apsu, Dahak, Ragadahn, Ydersius
Subdomains Dragon, Saurian
Spells Scalykind domain spells

Source: The Inner Sea World Guide, pg(s). 216


Void

Void
(Domain)
Deities Groetus
Subdomains Dark Tapestry, Stars
Spells Void domain spells

Source: The Inner Sea World Guide, pg(s). 217


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. Logan Bonner et al. (2019). Pathfinder Core Rulebook, p. 40-41. Paizo Inc. ISBN 978-1-64078-168-9
  6. 6.0 6.1 6.2 Logan Bonner et al. (2019). Pathfinder Core Rulebook, p. 41. Paizo Inc. ISBN 978-1-64078-168-9
  7. 7.0 7.1 7.2 7.3 7.4 7.5 7.6 7.7 Logan Bonner et al. (2019). Pathfinder Core Rulebook, p. 50. Paizo Inc. ISBN 978-1-64078-168-9
  8. Logan Bonner et al. (2019). Pathfinder Core Rulebook, p. 49. Paizo Inc. ISBN 978-1-64078-168-9
  9. Jason Bulmahn. (2010). Advanced Player's Guide, p. 86. Paizo Publishing, LLC. ISBN 978-1-60125-246-3
  10. 10.0 10.1 Jason Bulmahn. (2010). Advanced Player's Guide, p. 86-97. Paizo Publishing, LLC. ISBN 978-1-60125-246-3
  11. Jason Bulmahn. (2010). Advanced Player's Guide, p. 91. Paizo Publishing, LLC. ISBN 978-1-60125-246-3
  12. 12.00 12.01 12.02 12.03 12.04 12.05 12.06 12.07 12.08 12.09 12.10 12.11 12.12 Jason Bulmahn. (2010). Advanced Player's Guide, p. 87. Paizo Publishing, LLC. ISBN 978-1-60125-246-3
  13. Logan Bonner et al. (2019). Pathfinder Core Rulebook, p. 41-42. Paizo Inc. ISBN 978-1-64078-168-9
  14. 14.0 14.1 14.2 14.3 Logan Bonner et al. (2019). Pathfinder Core Rulebook, p. 42. Paizo Inc. ISBN 978-1-64078-168-9
  15. Logan Bonner et al. (2019). Pathfinder Core Rulebook, p. 42-43. Paizo Inc. ISBN 978-1-64078-168-9
  16. Logan Bonner et al. (2019). Pathfinder Core Rulebook, p. 43-44. Paizo Inc. ISBN 978-1-64078-168-9
  17. 17.0 17.1 Logan Bonner et al. (2019). Pathfinder Core Rulebook, p. 44. Paizo Inc. ISBN 978-1-64078-168-9