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=== Air ===
=== Air ===
Granted Powers: Elemental Turning: Able to turn elementals as if they were undead.
Granted Powers: Elemental Turning: Able to turn elementals as if they were undead.
<small>'''Spells:''' [[Magic:Call Lightning|Call Lightning]] (3rd Level), [[Magic:Chain Lightning|Chain Lightning]] (6th Level) </small>


=== Animal ===
=== Animal ===
Clerics who take the Animal domain are able summon more powerful allies.
Clerics who take the Animal domain are able summon more powerful allies.


  <small>'''Spells:''' [[Magic:Creeping Doom|Creeping Doom]], [[Magic:Dominate Animal|Dominate Animal]], [[Magic:Hold_Animal|Hold Animal]], [[Magic:Shapechange|Shapechange]]</small>
  <small>'''Spells:''' [[Magic:Cats Grace|Cat's Grace]] (2nd Level), [[Magic:True Seeing|True Seeing]] (3rd Level), [[Magic:Polymorph Self|Polymorph Self]] (5th Level)</small>
 
=== Chaos ===
 
<small>'''Spells:''' [[Magic:Summon Creature IX|Summon Creature IX]]</small>


=== Death ===
=== Death ===
Negative Plane Avatar: Able to summon a shadow that scales according to the cleric's level.
Negative Plane Avatar: Able to summon a shadow that scales according to the cleric's level.


  <small>'''Spells:''' [[Magic:Animate Dead|Animate Dead]], [[Magic:Death Ward|Death Ward]], [[Magic:Destruction|Destruction]], [[Magic:Slay Living|Slay Living]], [[Magic:Wail of the Banshee|Wail of the Banshee]]</small>
  <small>'''Spells:''' [[Magic:Phantasmal Killer|Phantasmal Killer]] (4th Level), [[Magic:Enervation|Enervation]] (5th Level)</small>


=== Destruction ===
=== Destruction ===
Weaken Constructs: Able to damage constructs while using the turn ability.
Weaken Constructs: Able to damage constructs while using the turn ability.
  <small>'''Spells:''' [[Magic:Contagion|Contagion]], [[Magic:Harm|Harm]], [[Magic:Implosion|Implosion]]</small>
  <small>'''Spells:''' [[Magic:Stinking Cloud|Stinking Cloud]] (3rd Level), [[Magic:Acid Fog|Acid Fog]] (6th Level)</small>


=== Earth ===
=== Earth ===
Turn Elementals: Able to turn elementals as if they were undead.
Turn Elementals: Able to turn elementals as if they were undead.
  <small>'''Spells:''' [[Magic:Stoneskin|Stoneskin]]</small>
  <small>'''Spells:''' [[Magic:Stoneskin|Stoneskin]] (4th Level), [[Magic:Energy Buffer|Energy Buffer]] (5th Level)</small>


=== Evil ===
=== Evil ===
Turn Outsiders: Able to turn outsiders as if they were undead
Turn Outsiders: Able to turn outsiders as if they were undead


  <small>'''Spells:''' [[Magic:Protection from Alignment|Protection from Alignment (Good)]], [[Magic:Summon Creature IX|Summon Creature IX]] </small>
  <small>'''Spells:''' [[Magic:Negative Energy Ray|Negative Energy Ray]] (1st Level), [[Magic:Negative Energy Burst|Negative Energy Burst]] (3rd Level), [[Magic:Enervation|Enervation]] (5th Level)</small>


=== Fire ===
=== Fire ===
Turn Elementals: Able to turn elementals as if they were undead.
Turn Elementals: Able to turn elementals as if they were undead.
  <small>'''Spells:''' [[Magic:Resist Elements|Resist Elements]], [[Magic:Wall of Fire|Wall of Fire]]</small>
  <small>'''Spells:''' [[Magic:Wall of Fire|Wall of Fire]] (4th Level), [[Magic:Energy Buffer|Energy Buffer]] (5th Level)</small>


=== Good ===
=== Good ===
Turn Outsider: Able to turn outsiders as if they were undead.
Turn Outsider: Able to turn outsiders as if they were undead.


  <small>'''Spells:''' [[Magic:Aid|Aid]], [[Magic:Protection from Alignment|Protection from Alignment (Evil)]], [[Magic:Summon Creature IX|Summon Creature IX]]</small>
  <small>'''Spells:''' [[Magic:Stoneskin|Stoneskin]] (4th Level), [[Magic:Lesser Planar Binding|Lesser Planar Binding]] (5th Level)</small>


=== Healing ===
=== 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.
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.
  <small>'''Spells:''' [[Magic:Cure Critical Wounds|Cure Critical Wounds]], [[Magic:Cure Light Wounds|Cure Light Wounds]], [[Magic:Cure Moderate Wounds|Cure Moderate Wounds]], [[Magic:Cure Serious Wounds|Cure Serious Wounds]], [[Magic:Mass Heal|Mass Heal]]</small>
  <small>'''Spells:''' [[Magic:Cure Serious Wounds|Cure Serious Wounds]] (2nd Level), [[Magic:Heal|Heal]] (5th Level)</small>


=== Knowledge ===
=== Knowledge ===
Extra spells
Extra spells
  <small>'''Spells:''' [[Magic:Clairaudience and Clairvoyance|Clairaudience and Clairvoyance]] </small>
  <small>'''Spells:''' [[Magic:Identify|Identify]] (1st Level), [[Magic:Knock|Knock]] (2nd Level), [[Magic:Clairaudience and Clairvoyance|Clairaudience and Clairvoyance]] (3rd Level), [[Magic:True Seeing|True Seeing]] (4th Level), [[Magic:Legend Lore|Legend Lore]] (6th Level)</small>
 
=== Law ===
 
<small>'''Spells:''' [[Magic:Hold Monster|Hold Monster]], [[Magic:Summon Creature IX|Summon Creature IX]]</small>
 
=== Luck ===
 
<small>'''Spells:''' [[Magic:Aid|Aid]], [[Magic:Entropic Shield|Entropic Shield]], [[Magic:Freedom of Movement|Freedom of Movement]], [[Magic:Protection from Elements|Protection from Elements]]</small>


=== Magic ===
=== Magic ===
Extra spells
Extra spells
  <small>'''Spells:''' [[Magic:Dispel Magic|Dispel Magic]], [[Magic:Identify|Identify]], [[Magic:Protection from Spells|Protection from Spells]]</small>
  <small>'''Spells:''' [[Magic:Mage Armor|Mage Armor]] (1st Level), [[Magic:Melfs Acid Arrow|Melf's Acid Arrow]] (2nd Level), [[Magic:Negative Energy Burst|Negative Energy Burst]] (3rd Level), [[Magic:Stoneskin|Stoneskin]] (4th Level), [[Magic:Ice Storm|Ice Storm]] (5th Level)</small>


=== Plant ===
=== Plant ===
Turn Vermin: Able to turn vermin as if they were undead.
Turn Vermin: Able to turn vermin as if they were undead.
  <small>'''Spells:''' [[Magic:Barkskin|Barkskin]]</small>
  <small>'''Spells:''' [[Magic:Barkskin|Barkskin]] (2nd Level), [[Magic:Creeping Doom|Creeping Doom]] (7th Level)</small>


=== Protection ===
=== 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.
Divine Protection: The cleric is able to cast an improved form of [[Magic:Sanctuary|Sanctuary]] with a save DC of 10 + 1 per 2 cleric levels + charisma modifier. The effect has a duration of 5 rounds + 1 round per caster level + charisma modifier. Bonuses from being a [[Cleric#Favored_Cleric|Favored Cleric]] also apply.
  <small>'''Spells:''' [[Magic:Mind Blank|Mind Blank]], [[Magic:Protection from Elements|Protection from Elements]], [[Magic:Sanctuary|Sanctuary]], [[Magic:Spell Resistance Spell|Spell Resistance (Spell)]] </small>
  <small>'''Spells:''' [[Magic:Minor Globe of Invulnerability|Minor Globe of Invulnerabilty]] (4th Level), [[Magic:Energy Buffer|Energy Buffer]] (5th Level)</small>


=== Strength ===
=== 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.
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.
  <small>'''Spells:''' [[Magic:Bulls Strength|Bull's Strength]], [[Magic:Endure Elements|Endure Elements]], [[Magic:Magic Vestment|Magic Vestment]], [[Magic:Stoneskin|Stoneskin]]</small>
  <small>'''Spells:''' [[Magic:Divine Power|Divine Power]] (3rd Level), [[Magic:Stoneskin|Stoneskin]] (5th Level)</small>


=== Sun ===
=== 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.
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.
  <small>'''Spells:''' [[Magic:Endure Elements|Endure Elements]], [[Magic:Searing Light|Searing Light]]</small>
  <small>'''Spells:''' [[Magic:Searing Light|Searing Light]] (2nd Level), [[Magic:Sunbeam|Sunbeam]] (7th Level)</small>


=== Travel ===
=== Travel ===
Extra spells
Extra spells


  <small>'''Spells:''' [[Magic:Expeditious Retreat|Expeditious Retreat]]</small>
  <small>'''Spells:''' [[Magic:Entangle|Entangle]] (1st Level), [[Magic:Web|Web]] (2nd Level), [[Magic:Freedom of Movement|Freedom of Movement]] (3rd Level), [[Magic:Slow|Slow]] (4th Level), [[Magic:Haste|Haste]] (5th Level)</small>


=== Trickery ===
=== 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.
Divine Trickery: Bonus to Bluff, Disable Trap, Hide, Move Silently, Open Lock, Persuade, Pick Pocket and Search checks equal to 1 + 1 per 2 cleric levels. This effect lasts for 5 turns + the cleric's Charisma modifier.
  <small>'''Spells:''' [[Magic:Confusion|Confusion]], [[Magic:Improved Invisibility|Improved Invisibility]], [[Magic:Time Stop|Time Stop]]</small>
  <small>'''Spells:''' [[Magic:Invisibility|Invisibility]] (2nd Level), [[Magic:Invisibility Sphere|Invisibility Sphere]] (3rd Level), [[Magic:Improved Invisibility|Improved Invisibility]] (5th Level)</small>


=== War ===
=== 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.
Battle Master: The cleric 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 modifier.
  <small>'''Spells:''' [[Magic:Divine Power|Divine Power]], [[Magic:Magic Vestment|Magic Vestment]], [[Magic:Magic Weapon|Magic Weapon]]</small>
  <small>'''Spells:''' [[Magic:Cats Grace|Cat's Grace]] (2nd Level), [[Magic:Aura of Vitality|Aura of Vitality]] (7th Level)</small>


=== Water ===
=== Water ===
Turn Elementals: Able to turn elementals as if they were undead.
Turn Elementals: Able to turn elementals as if they were undead.
  <small>'''Spells:''' [[Magic:Acid Fog|Acid Fog]], [[Magic:Horrid Wilting|Horrid Wilting]], [[Magic:Ice Storm|Ice Storm]]</small>
  <small>'''Spells:''' [[Magic:Poison|Poison]] (3rd Level), [[Magic:Ice Storm|Ice Storm]] (5th Level)</small>


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Revision as of 18:57, 23 January 2016

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).


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.

Spells: Call Lightning (3rd Level), Chain Lightning (6th Level) 

Animal

Clerics who take the Animal domain are able summon more powerful allies.

Spells: Cat's Grace (2nd Level), True Seeing (3rd Level), Polymorph Self (5th Level)

Death

Negative Plane Avatar: Able to summon a shadow that scales according to the cleric's level.

Spells: Phantasmal Killer (4th Level), Enervation (5th Level)

Destruction

Weaken Constructs: Able to damage constructs while using the turn ability.

Spells: Stinking Cloud (3rd Level), Acid Fog (6th Level)

Earth

Turn Elementals: Able to turn elementals as if they were undead.

Spells: Stoneskin (4th Level), Energy Buffer (5th Level)

Evil

Turn Outsiders: Able to turn outsiders as if they were undead

Spells: Negative Energy Ray (1st Level), Negative Energy Burst (3rd Level), Enervation (5th Level)

Fire

Turn Elementals: Able to turn elementals as if they were undead.

Spells: Wall of Fire (4th Level), Energy Buffer (5th Level)

Good

Turn Outsider: Able to turn outsiders as if they were undead.

Spells: Stoneskin (4th Level), Lesser Planar Binding (5th Level)

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 Serious Wounds (2nd Level), Heal (5th Level)

Knowledge

Extra spells

Spells: Identify (1st Level), Knock (2nd Level), Clairaudience and Clairvoyance (3rd Level), True Seeing (4th Level), Legend Lore (6th Level)

Magic

Extra spells

Spells: Mage Armor (1st Level), Melf's Acid Arrow (2nd Level), Negative Energy Burst (3rd Level), Stoneskin (4th Level), Ice Storm (5th Level)

Plant

Turn Vermin: Able to turn vermin as if they were undead.

Spells: Barkskin (2nd Level), Creeping Doom (7th Level)

Protection

Divine Protection: The cleric is able to cast an improved form of Sanctuary with a save DC of 10 + 1 per 2 cleric levels + charisma modifier. The effect has a duration of 5 rounds + 1 round per caster level + charisma modifier. Bonuses from being a Favored Cleric also apply.

Spells: Minor Globe of Invulnerabilty (4th Level), Energy Buffer (5th Level)

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: Divine Power (3rd Level), Stoneskin (5th Level)

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: Searing Light (2nd Level), Sunbeam (7th Level)

Travel

Extra spells

Spells: Entangle (1st Level), Web (2nd Level), Freedom of Movement (3rd Level), Slow (4th Level), Haste (5th Level)

Trickery

Divine Trickery: Bonus to Bluff, Disable Trap, Hide, Move Silently, Open Lock, Persuade, Pick Pocket and Search checks equal to 1 + 1 per 2 cleric levels. This effect lasts for 5 turns + the cleric's Charisma modifier.

Spells: Invisibility (2nd Level), Invisibility Sphere (3rd Level), Improved Invisibility (5th Level)

War

Battle Master: The cleric 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 modifier.

Spells: Cat's Grace (2nd Level), Aura of Vitality (7th Level)

Water

Turn Elementals: Able to turn elementals as if they were undead.

Spells: Poison (3rd Level), Ice Storm (5th Level)

Spell Format

Spell List