RPGDot Network    
   

 
 
Eternal Lands
Display full image
Pic of the moment
More
pics from the gallery
 
 

Site Navigation

Main
   News
   Forums

Games
   Games Database
   Top 100
   Release List
   Support Files

Features
   Reviews
   Previews
   Interviews
   Editorials
   Diaries
   Misc

Download
   Gallery
   Music
   Screenshots
   Videos

Miscellaneous
   Staff Members
   Privacy Statement


 
Icewind Dale 2: Game Info, Rules (Back to contents)
1) Ability Scores
2) Armor Class and Armor Type
3) Base Attack Bonusses
4) Cleric Domain Spells
5) Damage Reduction
6) Dual Wielding
7) Energy Drain
8) Feats
9) Multiclassing
10) Saving Throws
11) Skills
12) Spell Disruption
13) Use Magic Device

Cleric Domain Spells

When a character takes a level of cleric, they will be required to pick a deity from the following list: Ilmater, Lathander, Selune, Helm, Oghma, Tempus, Bane, Mask, Talos. This is their deity for all cleric levels.

Selecting a deity (reminder: which is mandatory for all clerics) is restricted by alignment. It also gives you two (2) special powers and access to domain spells. Domain spells are a special set of spells. For every cleric spell level the character can cast, he or she may cast one domain spell per day, from a list of two per spell level. These alignment restrictions, powers, and domain spells are listed below. Domain spells have been assigned arbitrary levels for the purposes of fitting into the "domain" and feel of the deity.

Ilmater (LG, NG, LN)
Pain Touch 1/day (Touch weapon that causes a -2 penalty to Str and Dex for 10 rounds)
Ilmater's Endurance 1/day (increase Con by 6 for a number of rounds equal to level)
1st: Minor Elemental Barrier, Protection From Evil
2nd: Unfailing Endurance, Aid
3rd: Magic Circle Against Evil, Cure Serious Wounds
4th: Holy Smite, Emotion: Hope
5th: Feeblemind, Holy Power
6th: Stoneskin, Harm
7th: Holy Word, Impervious Sanctity of Mind
8th: Symbol of Pain, Holy Aura
9th: Horrid Wilting, Summon Monster IX

Lathander (LG, NG, CG, N)
Improved Turning Feat (free)
Lathander's Renewal 1/day (cures 2x cleric level in hit points)
1st: Sunscorch, Faerie Fire
2nd: Lesser Restoration, Bull's Strength
3rd: Agannazar's Scorcher, Negative Energy Protection
4th: Shield of Lathander, Holy Smite
5th: Flame Strike, Raise Dead
6th: Heal, Fire Storm
7th: Greater Restoration, Sunbeam
8th: Aura of Vitality, Resurrection
9th: Meteor Swarm, Mass Heal

Selūne (NG, CG, CN)
Selune's Freedom 1/day (Freedom of Movement that lasts 1 round/level)
Moon Shield 1/day (grants a +3 bonus to spell resistance that lasts 1 round/level)
1st: Faerie Fire, Sanctuary
2nd: Moon Motes, Alicorn Lance
3rd: Moonblade, Protection From Fire
4th: Emotion: Rage, Ghost Armor
5th: Wall of Moonlight, Undead Ward
6th: Antimagic Shell, Entropy Shield
7th: Planar Binding: Air Elemental, Planar Binding: Water Elemental
8th: Planar Binding: Fire Elemental, Planar Binding: Earth Elemental
9th: Prismatic Spray, Elemental Legion

Helm (LG, LN, N, LE)
Helm's Shield 1/day (grants a +2 bonus to saves for a number of rounds equal to level)
Helm's Watch 1/day (grants a +2 miscellaneous bonus to AC for a number of rounds equal to level)
1st: Protection From Evil, Armor of Faith
2nd: Spell Shield, Hold Person
3rd: Exaltation, Glyph of Warding
4th: Death Ward, Defensive Harmony
5th: Greater Command, Dismissal
6th: Circle of Blades, Globe of Invulnerability
7th: Spiritual Wrath, Impervious Sanctity of Mind
8th: Iron Body, Seven Eyes
9th: Aegis, Banishment

Oghma (NG, LN, N, CN, NE)
Oghma's Knowledge (+1 to all Lore skills)
Identify 1/Day
1st: Identify, Eagle's Splendor
2nd: Charm Person, See Invisible
3rd: Find Traps, Dispel Magic
4th: Malison, Shout
5th: Power Word: Silence, Greater Command
6th: Power Word: Stun, Symbol of Fear
7th: Great Shout, Symbol of Hopelessness
8th: Power Word: Kill, Symbol of Death
9th: Executioner's Eyes, Wail of the Banshee

Tempus (CG, N, CN, CE)
Automatically gains Martial Weapon: Axe and Weapon Focus: Axe feats. Tempus' Strength 1/day (increase Strength by 6 for number of rounds equal to level)
1st: Magic Stone, Bless
2nd: Draw Upon Holy Might, Chant
3rd: Prayer, Animate Dead
4th: Blood Rage, Recitation
5th: Champion's Strength, Chaotic Commands
6th: Circle of Blades, Spiritual Wrath
7th: Power Word: Blind, Summon Monster VII
8th: Power Word: Stun, Summon Monster VIII
9th: Power Word: Kill, Summon Monster IX

Bane (LN, LE, NE)
Tyrant's Dictum (all saves vs. their will spells are at +1 DC)
+1 to all Bluff, Diplomacy, and Intimidate
1st: Command, Bane
2nd: Silence, Horror
3rd: Dire Charm, Rigid Thinking
4th: Cloak of Fear, Emotion: Despair
5th: Greater Command, Domination
6th: Power Word: Silence, Feeblemind
7th: Suffocate, Gate
8th: Flaying, Power Word: Blind
9th: Mass Dominate, Summon Monster IX

Mask (N, LE, NE, CE)
Free Blind-Fight feat
+1 bonus to Hide, Move Silently, and Pick Pockets
1st: Minor Mirror Image, Sleep
2nd: Blindness, Blur
3rd: Mirror Image, Invisibility Sphere
4th: Emotion: Despair, Improved Invisibility
5th: Shadow Monsters, Unholy Blight
6th: Greater Shadow Conjuration, Phantom Blade
7th: Shades, Soul Eater
8th: Mass Invisibility, Blasphemy
9th: Black Blade of Disaster, Executioner's Eyes

Talos (CN, NE, CE)
5 Electrical Resistance
Destructive Blow 1/Day (gain a +2 bonus to hit and damage for a number of rounds equal to level).
1st: Shocking Grasp, Doom
2nd: Death Armor, Gedlee's Electric Loop
3rd: Storm Shell, Lightning Bolt
4th: Protection From Electricity, Static Charge
5th: Slay Living, Ball Lightning
6th: Whirlwind, Chain Lightning
7th: Tremor, Destruction
8th: Fire Storm, Acid Storm
9th: Wail of the Banshee, Horrid Wilting

You actually don't have to choose one when you get to that level; you just pick one to memorize each day (you can only cast one domain spell per day of each cleric spell level you can cast).

E.g.: Crieck of Bane is a 6th level cleric of Bane. He can cast 1st, 2nd and 3rd level cleric spells. Each day, he can memorize one spell from each of the following three pairs:
1st: Command, Bane
2nd: Silence, 15' Radius, Horror
3rd: Dire Charm, Rigid Thinking

Today, he picks Command, Horror, and Dire Charm. Tomorrow, he could pick Bane, Horror, and Rigid Thinking, or any other goofy combination of those spells.

 
 
All original content of this site is copyrighted by RPGWatch. Copying or reproducing of any part of this site is strictly prohibited. Taking anything from this site without authorisation will be considered stealing and we'll be forced to visit you and jump on your legs until you give it back.