Domain

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For information about how domains were handled in Pathfinder First Edition, please see below under Domains (First Edition).

Every deity has particular areas of concern to them and these areas are called domains. Most deities have many domains they consider specially important to them. Some gods share a concern for a particular domain and so, sometimes, the benefits of a particular domain can be accessed by worshippers of several deities.1

Granting domains

Followers of a deity, particularly clerics, may choose to focus their work on one of their deity's domains. In doing so, their god will reveal to them new spells, called domain spells. As a follower gains in power, their deity may further reveal even more powerful domain spells to them, these are termed advanced domain spells.12

List of domains

See also: Category:Deities by 2E domain

Many different domains concern the gods but a list of those domains known to worshippers on Golarion can be found here.3

Three goddesses, Sarenrae, Shelyn, and Desna, discuss matters of importance to them; none shares a primary domain.
Calistria, Asmodeus, Sarenrae and Desna battle Rovagug.

Domains (First Edition)

I.svg

Pathfinder First Edition content
This article covers a term or subject that is relevant to the Pathfinder campaign setting only in the context of the first edition of the Pathfinder Roleplaying Game.

Domains are broadly defined as divine concepts worthy of devotion, which is the source of all divine magic.4 Each deity is associated with one or more domains, and each domain has one or more associated or specialized subdomains.

Granting domains (First Edition)

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.56 This dominion is seldom exclusive; Gozreh, for example, shares control of the Plant domain with Erastil, the god of farming.57

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.8

List of domains (First Edition)

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.9

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.9

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.10

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.11

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.11

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.11

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.11

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.12

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.5

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.5

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.13

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.14

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.14

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.14

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.14

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.15

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.15

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.15

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.15

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.15

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.16

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.16

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.16

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.16

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.16

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.17

Scalykind

See also: Subdomains, deities

Divine spellcasters who devote themselves to the Scalykind domain can dominate reptiles and evoke a fascinating serpentine gaze.18

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.17

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.17

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.17

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.19

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.20

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.19

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.19

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.19

Subdomains (First Edition)

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.21 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.22 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.23 It has been further observed that a few of the "known" subdomains appear to belong to more than one domain.22

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.24

Clerics (First Edition)

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.25 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.9

Druids (First Edition)

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.26

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.27

Druids have been known to bond with only the cleric domains shown in the table below.26 In addition, some druids feel more associated with domains to which no cleric has access; these are called animal and terrain domains.2829

Badlands

See also: Subdomains, deities

Druids who devote themselves to the Badlands domain are at home in harsh winds and dramatic canyons.29

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.29

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.29

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.29

Other druid domains and subdomains

Domain type Domains
Animal domains for druids Crocodile,[citation needed] Eagle,28 Frog,28 Monkey,28 Panther,[citation needed] Serpent,28 Vermin,30 Vulture,[citation needed] Wolf28
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,28 Arctic,28 Badlands,[citation needed] Cave,28 Desert,28 Jungle,28 Mountain,28 Plains,28 Plane of Air,31 Plane of Earth,31 Plane of Fire,31 Plane of Water,31 Ruins,30 Swamp28

References

  1. 1.0 1.1 Sean K Reynolds. “Magic” in Gods and Magic, 112. Paizo Inc., 2008
  2. Logan Bonner, et al. “8: The Age of Lost Omens” in Core Rulebook, 441. Paizo Inc., 2019
  3. This link directs you to the well-curated list of domains at the Archives of Nethys website.
  4. Jason Bulmahn, et al. “Chapter 3: Classes” in Core Rulebook, 39. Paizo Inc., 2009
  5. 5.0 5.1 5.2 5.3 Jason Bulmahn, et al. “Chapter 3: Classes” in Core Rulebook, 43. Paizo Inc., 2009
  6. Erik Mona, et al. “Chapter 3: Religion” in Campaign Setting, 163. Paizo Inc., 2008
  7. Erik Mona, et al. “Chapter 3: Religion” in Campaign Setting, 162. Paizo Inc., 2008
  8. James Jacobs, et al. “Bestiary” in The Worldwound Incursion, 81. Paizo Inc., 2013
  9. 9.0 9.1 9.2 Jason Bulmahn, et al. “Chapter 3: Classes” in Core Rulebook, 41. Paizo Inc., 2009
  10. Jason Bulmahn, et al. “Chapter 3: Classes” in Core Rulebook, 41–42. Paizo Inc., 2009
  11. 11.0 11.1 11.2 11.3 Jason Bulmahn, et al. “Chapter 3: Classes” in Core Rulebook, 42. Paizo Inc., 2009
  12. Jason Bulmahn, et al. “Chapter 3: Classes” in Core Rulebook, 42–43. Paizo Inc., 2009
  13. Jason Bulmahn, et al. “Chapter 3: Classes” in Core Rulebook, 43–44. Paizo Inc., 2009
  14. 14.0 14.1 14.2 14.3 Jason Bulmahn, et al. “Chapter 3: Classes” in Core Rulebook, 44. Paizo Inc., 2009
  15. 15.0 15.1 15.2 15.3 15.4 Jason Bulmahn, et al. “Chapter 3: Classes” in Core Rulebook, 45. Paizo Inc., 2009
  16. 16.0 16.1 16.2 16.3 16.4 Jason Bulmahn, et al. “Chapter 3: Classes” in Core Rulebook, 46. Paizo Inc., 2009
  17. 17.0 17.1 17.2 17.3 Jason Bulmahn, et al. “Chapter 3: Classes” in Core Rulebook, 47. Paizo Inc., 2009
  18. James Jacobs, et al. The Inner Sea World Guide, 217–218. Paizo Inc., 2011
  19. 19.0 19.1 19.2 19.3 Jason Bulmahn, et al. “Chapter 3: Classes” in Core Rulebook, 48. Paizo Inc., 2009
  20. James Jacobs, et al. The Inner Sea World Guide, 217. Paizo Inc., 2011
  21. Paizo Inc., et al. “Chapter 2: Classes” in Advanced Player's Guide, 86. Paizo Inc., 2010
  22. 22.0 22.1 Paizo Inc., et al. “Chapter 2: Classes” in Advanced Player's Guide, 86–97. Paizo Inc., 2010
  23. Paizo Inc., et al. “Chapter 2: Classes” in Advanced Player's Guide, 91. Paizo Inc., 2010
  24. Alexander Augunas, et al. “Acolytes of Apocrypha” in Divine Anthology, 22ff. Paizo Inc., 2016
  25. Jason Bulmahn, et al. “Chapter 3: Classes” in Core Rulebook, 40–41. Paizo Inc., 2009
  26. 26.0 26.1 Jason Bulmahn, et al. “Chapter 3: Classes” in Core Rulebook, 50. Paizo Inc., 2009
  27. Jason Bulmahn, et al. “Chapter 3: Classes” in Core Rulebook, 49. Paizo Inc., 2009
  28. 28.00 28.01 28.02 28.03 28.04 28.05 28.06 28.07 28.08 28.09 28.10 28.11 28.12 28.13 Jason Bulmahn, et al. “Chapter 1: Spellcasters” in Ultimate Magic, 33ff. Paizo Inc., 2011
  29. 29.0 29.1 29.2 29.3 29.4 Savannah Broadway, et al. “Totemism” in Faiths & Philosophies, 24–25. Paizo Inc., 2013
  30. 30.0 30.1 John Compton, et al. Girtablilu” in Inner Sea Monster Codex, 35. Paizo Inc., 2015
  31. 31.0 31.1 31.2 31.3 John Compton, et al. “Unveiling the Elemental Planes” in Planes of Power, 6–7. Paizo Inc., 2016