Knowledge Domain: Difference between revisions
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* Able to Turn [https://nwn.fandom.com/wiki/Undead Undead]. (See [[Turn Undead]]) | * Able to Turn [https://nwn.fandom.com/wiki/Undead Undead]. (See [[Turn Undead]]) | ||
* Able to Turn [https://nwn.fandom.com/wiki/Construct Constructs] as if they were [https://nwn.fandom.com/wiki/Undead Undead]. (See [[Turn Undead]]) | * Able to Turn [https://nwn.fandom.com/wiki/Construct Constructs] as if they were [https://nwn.fandom.com/wiki/Undead Undead]. (See [[Turn Undead]]) | ||
** Deals Magic damage to target if it cannot be Commanded | |||
===Passive Abilities=== | ===Passive Abilities=== |
Revision as of 14:22, 25 July 2021
A Cleric with Knowledge Domain is imbued with the insight of all that is, was, or will be.
Domain Special Abilities
Active Abilities
- Able to Turn Undead. (See Turn Undead)
- Able to Turn Constructs as if they were Undead. (See Turn Undead)
- Deals Magic damage to target if it cannot be Commanded
Passive Abilities
- (none)
Spell Interactions
- (none)
Domain Spell List
- Identify(1)
- Clairaudience / Clairvoyance(3)]
- True Seeing(4)
- Feeblemind(6)
- Power Word: Stun(7)
- Premonition(8)
- Power Word: Kill(9)
Notes
- Turn Undead has been extensively customized on Arelith. Read more here.