Magic:Level
From Avlis Wiki
This is the relative power level of the spell. This entry includes an abbreviation for each class that can cast this spell. The "Level" entry also indicates if a spell is a domain spell and, if so, what its level is.
Class Abbreviations: Brd (bard), Clr (cleric), Drd (druid), Pal (paladin), Rgr (ranger), Sor (sorcerer), Wiz (wizard).
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Domains
Clerics can select two domains in which to focus. Each domain grants access to a domain spell at each spell level as well as a special ability.
Air
Granted Powers: Elemental Turning: Able to turn elementals as if they were undead.
Animal
Clerics who take the Animal domain are able summon more powerful allies.
Spells: Creeping Doom, Dominate Animal, Hold Animal, Shapechange
Chaos
Spells: Summon Creature IX
Death
Negative Plane Avatar: Able to summon a shadow that scales according to the cleric's level.
Spells: Animate Dead, Death Ward, Destruction, Slay Living, Wail of the Banshee
Destruction
Weaken Constructs: Able to damage constructs while using the turn ability.
Spells: Contagion, Harm, Implosion
Earth
Turn Elementals: Able to turn elementals as if they were undead.
Spells: Stoneskin
Evil
Turn Outsiders: Able to turn outsiders as if they were undead
Spells: Protection from Alignment (Good), Summon Creature IX
Fire
Turn Elementals: Able to turn elementals as if they were undead.
Spells: Resist Elements, Wall of Fire
Good
Turn Outsider: Able to turn outsiders as if they were undead.
Spells: Aid, Protection from Alignment (Evil), Summon Creature IX
Healing
Empower Healing: The following healing spells are cast as if Empowered by the feat: Cure Light Wounds, Cure Moderate Wounds, Cure Serious Wounds, Cure Critical Wounds.
Spells: Cure Critical Wounds, Cure Light Wounds, Cure Moderate Wounds, Cure Serious Wounds, Mass Heal
Knowledge
Extra spells
Spells: Clairaudience and Clairvoyance
Law
Spells: Hold Monster, Summon Creature IX
Luck
Spells: Aid, Entropic Shield, Freedom of Movement, Protection from Elements
Magic
Extra spells
Spells: Dispel Magic, Identify, Protection from Spells
Plant
Turn Vermin: Able to turn vermin as if they were undead.
Spells: Barkskin
Protection
Divine Protection: Available to Clerics of the Protection Domain. The cleric is able to cast an improved form of Sanctuary that sets the save DC at 10 + Chr Modifier + Clerical Level.The effect has a duration of 1 round per caster level + Charisma modifier.
Spells: Mind Blank, Protection from Elements, Sanctuary, Spell Resistance (Spell)
Strength
Divine Strength: The cleric gains a bonus to Strength equal to 2 +1 per 3 cleric levels. The effect lasts for 5 rounds + Charisma modifier.
Spells: Bull's Strength, Endure Elements, Magic Vestment, Stoneskin
Sun
Exceptional Turning: Add 1d6 to all turning checks to determine the maximum HD of undead turned. Also add 1d4 to the number of undead Hit Dice turned.
Spells: Endure Elements, Searing Light
Travel
Extra spells
Spells: Expeditious Retreat
Trickery
Divine Trickery: Bonus to Hide, Persuade, Search, Disable Trap, Move Silently, Open Lock, and Pick Pockets checks equal to 1 per 2 levels. This effect lasts for 5 turns + the cleric's Charisma modifier.
Spells: Confusion, Improved Invisibility, Time Stop
War
Battle Master: The clerics gains a bonus of 1 + 1 per 5 levels to Dexterity, Constitution, Attack Rolls and Damage. As well this bonus modifier is used to grant the cleric damage reduction in the same amount. The effect will last for 5 rounds + charisma modifer.
Spells: Divine Power, Magic Vestment, Magic Weapon
Water
Turn Elementals: Able to turn elementals as if they were undead.
Spells: Acid Fog, Horrid Wilting, Ice Storm
