Magic:Level

From Avlis Wiki
Revision as of 00:05, 24 August 2005 by IceThorn (talk | contribs) (→‎Magic)
Jump to navigation Jump to search

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.

Animal

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

Spells: 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, Create Undead, Wail of the Banshee

Destruction

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

Spells: Contagion, Implosion

Earth

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

Evil

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

Spells: Aura Versus Alignment, Create Undead, Summon Creature IX

Fire

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

Good

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

Spells: Aura Versus Alignment, Summon Creature IX, Undeath's Eternal Foe

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 Light Wounds

Knowledge

Extra spells

Law

Spells: Summon Creature IX

Luck

Magic

Extra spells

Spells: Dispel Magic, Identify

Plant

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

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

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: Endure Elements

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, 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.

Water

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

Spells: Horrid Wilting

Spell Format

Spell List