Knowledge Domain: Difference between revisions
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== Domain Special Abilities == | == Domain Special Abilities == | ||
=== | ===Bonus Abilities=== | ||
* Automatically gains [[Animal_language]] at 6th [[Cleric]] level the ability to Learn languages twice as fast and allows above 25% chance of understanding language from Lore | |||
===Activation Abilities=== | |||
* 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 | ** Deals Magic damage to target if it cannot be Commanded | ||
===Spell Interactions=== | ===Spell Interactions=== |
Revision as of 12:05, 12 August 2021
A Cleric with Knowledge Domain is imbued with the insight of all that is, was, or will be.
Domain Special Abilities
Bonus Abilities
- Automatically gains Animal_language at 6th Cleric level the ability to Learn languages twice as fast and allows above 25% chance of understanding language from Lore
Activation 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
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.