DOMAIN_* Constant Group
From NWN Lexicon
Domain settings (covers Cleric Domains; no other class grants Domains unless custom content is used).
These constants match the domains.2da identifiers.
|DOMAIN_AIR||0||Clerics of the Air domain command power over creatures of the Elemental Planes and gain the ability to cast electrical damage spells.|
|DOMAIN_ANIMAL||1||Clerics who take the Animal domain are able to summon more powerful allies.|
|DOMAIN_DEATH||3||Clerics who take the Death domain can summon an enhanced shadow and gains spells related to death and dying.|
|DOMAIN_DESTRUCTION||4||Clerics who take the Destruction domain are able to damage constructs through force of will and are granted spells that allow them to weaken and destroy their enemies.|
|DOMAIN_EARTH||5||Clerics of the Earth domain command power over creatures of the Elemental Planes and are granted spells that protect against melee and energy damage..|
|DOMAIN_EVIL||6||Clerics who take the Evil domain command power over outsiders and are granted spells that manipulate negative energy.|
|DOMAIN_FIRE||7||Clerics who take the Fire domain command power over creatures of the Elemental Planes and are granted spells that summon and protect against fire.|
|DOMAIN_GOOD||8||Clerics who take the Good domain command power over outsiders and are granted spells that protect themselves and others.|
|DOMAIN_HEALING||9||Clerics who take the Healing domain are able to cure wounds more effectively than their brethren, and they gain access to cure spells at a faster rate.|
|DOMAIN_KNOWLEDGE||10||Clerics who take the Knowledge domain gain access to an improved list of bonus spells.|
|DOMAIN_MAGIC||13||Clerics who take the Magic domain gain access to an improved list of bonus spells.|
|DOMAIN_PLANT||14||Clerics who take the Plant domain are able to repel and destroy vermin and have spells that call upon the power of nature to protect and destroy.|
|DOMAIN_PROTECTION||15||Clerics who take the Protection domain are able to shield themselves from harm using their special abilities and spells.|
|DOMAIN_STRENGTH||16||Clerics who take the Strength domain are able to boost their Strength with divine energy, and gain access to spells that make them stronger and more resilient.|
|DOMAIN_SUN||17||Clerics who take the Sun domain are better able to turn undead than their brethren, and gain spells that are harmful to undead.|
|DOMAIN_TRAVEL||18||Clerics who take the Travel domain gain access to an improved list of bonus spells.|
|DOMAIN_TRICKERY||19||Clerics who take the Trickery domain gain bonuses to Rogue-like skills and gain access to various invisibility spells.|
|DOMAIN_WAR||20||Clerics who take the War domain can summon the power of their deity to become engines of destruction. They also gain access to spells that improve their battle prowess.|
|DOMAIN_WATER||21||Clerics who take the Water domain command power over creatures of the Elemental Planes and are granted spells that weaken or kill opponents.|
This constants group was added in 1.74.8193.8 of NWN:EE.