Magic:Level: Difference between revisions

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[[Category:Magical Concepts|Level]]
[[Category:Spellcasting|{{PAGENAME}}]]
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.
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.


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=== 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:Minor Globe of Invulnerability|Minor Globe of Invulnerabilty]] (4th Level), [[Magic:Energy Buffer|Energy Buffer]] (5th Level)</small>
  <small>'''Spells:''' [[Magic:Minor Globe of Invulnerability|Minor Globe of Invulnerabilty]] (4th Level), [[Magic:Energy Buffer|Energy Buffer]] (5th Level)</small>


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=== Trickery ===
=== Trickery ===
Divine Trickery: Bonus to Hide, Persuade, Search, Disable Trap, Move Silently, Open Lock, and Pick Pockets checks equal to 1 + 1 per 2 cleric 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:Invisibility|Invisibility]] (2nd Level), [[Magic:Invisibility Sphere|Invisibility Sphere]] (3rd Level), [[Magic:Improved Invisibility|Improved Invisibility]] (5th Level)</small>
  <small>'''Spells:''' [[Magic:Invisibility|Invisibility]] (2nd Level), [[Magic:Invisibility Sphere|Invisibility Sphere]] (3rd Level), [[Magic:Improved Invisibility|Improved Invisibility]] (5th Level)</small>



Latest revision as of 22:09, 5 July 2023

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