Divine Domains of Azeroth

Warning: This article draws upon the non-canon WoW RPG books. Please maintain good judgement when using the info within.
Divine casters of Azeroth (Druids, Priests, Shamans) recieve special gifts, benefits and powers in addition to their normal spells. These powers are always relevant to the caster's sphere of influence, called Domain. Divine casters from all classes start out with one lesser domain power and in time they recieve a greater domin power as well as a second domain to use powers from.
==Classes and Faiths==
Druids recieve the Animals and Wild domain powers.
*Druids of the Nightmare choose between Destruction, Elements and Madness domains instead.
Priests recieve domain powers based on their faith:
*Ancients of the Night Elves - Animals, Healing and War.
**Priests of Elune substitute Protection for War.
*The Holy Light - Healing, Protection, War.
**Priests of the Holy Light who serve in the Scarlet Crusade substitute Crusader for Protection.
*The Forgotten Shadow - Death, Destruction, Power.
*Cult of the Burning Legion - Death, Destruction, War.
*Cult of the Aspects - Elements, Healing, War (worshippers of Deathwing substitute Destruction for Healing).
*Earthmother - Animals, Elements, Spirits
*Voodoo - Death, Spirits
*Witch Doctors - Healing, Spirits
*Loa - Animals, Spirits
*Hakkar the Soulflayer - Death, Destruction
Shamen recieve the Elements and Spirits domain powers.
*Far Seers substitute Foretelling for Elements.
*Ancestor worshippers can additionally choose the Ancestor domain
==Domain Powers==
Domain name	Lesser power 	Greater power
Ancestors 	Recitation of Blood: By reciting your lineage you invoke the blessings of your ancestors on your allies. 	Blood Pack: You may grant yourself and a number of allies the ability to transfer health between each other.
Animals 	Speak with Animals: You can speak with animals. 	Wild Empathy: You can befriend animals easily and they never attack you unprovoked.
Crusader 	Turn Undead: By channeling your power you can frighten undead into fleeing or cowering before you. At higher levels of power, you can destroy lesser undead or command them. 	Zealot's Strike: Once per day, you may attempt a mighty blow against an enemy.
Death 	Death Touch: Once per day, you may slay a lesser creature with a touch. 	Profane Aura: You exude an aura of corruption and death so powerful that your alignment registers as overwhelmingly evil. This has an effect of bolstering your nearby undead allies against holy might.
Destruction	Hand of Doom: Your damaging spells are more potent. 	Nuke: Once per day, you may imbue a weapon with pure power for a short time. Once such an enchanted weapon strikes, it explodes, damaging everything nearby (including you). The weapon is destroyed in the process. If you don't make a successful strike within the allotted time, the energy dissipates harmlessly.
Elements 	Master of Elements: Your elemental spells are more potent. 	Elemental Resistance Aura: You radiate an aura in which all your allies are more resistant against the force of one element of your choosing. You can change that element at will.
Foretelling	Diviner: Your divination spells are more potent. 	See the Truth: You see things as they really are. Always.
Healing 	Greater Healing: Your healing spells are more potent. 	Flash Heal: With just a little more effort, you can cast your healing spells with nothing more than a single word and gesture.
Madness 	Unreal Vision: Used to the whispers in your head and the blurring between reality and fantasy, you understand that your senses might lie to you at any moment. You're more resistant against charms and illusions.	Share Vision: Once a day you can share your mad vision of reality with another. This has the effect of stunning them upon a successful touch.
Power 	Bolster Undead: By channelling your power, you may strengthen undead in your vicinity. 	Personal Power: Once per day, you can assert your will on reality and bolster your personal power. This improves the potency of your spells for a short while.
Protection 	Shielding Power: Your protective spells are more potent. 	Protective Aura: You radiate an aura in which you and your allies suffer less damage from physical attacks.
Spirits 	Spirit Power: Your spirit-based spells are more potent. 	Far Sight: By calling upon the spirits, you gain the ability to see farther and more accurately than normal.
War 	
Martial Proficiency: You train and become adept at using your faith's signature weapon. Those are:
*Ancients: bow or moonglaive.
*Cenarius: longspear.
*The Holy Light: longsword or warhammer.
*The Burning Legion: greatsword or morningstar.
*Cult of the Aspects: halberd.	Holy Strike: You may imbue your faith’s favoured weapon with the power of your convictions and belief, effectively enchanting it with holy might for a short time.
Wild 	Swiftpaws: You move faster while in animal form. 	Adamantite Fang: While in animal form, your fangs and claws become harder and sharper, even allowing you to shred metal.
Note: I've adapted and altered the powers a little to better suit WoW roleplay.
==Roleplaying tips==
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