Magic:Level: Difference between revisions
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[[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. | ||
<b>Class Abbreviations:</b> Brd (bard), Clr (cleric), Drd (druid), Pal (paladin), Rgr (ranger), Sor (sorcerer), Wiz (wizard). | <b>Class Abbreviations:</b> Brd ([[bard]]), Clr ([[cleric]]), Drd ([[druid]]), Pal ([[paladin]]), Rgr ([[ranger]]), Sor ([[sorcerer]]), Wiz ([[wizard]]). | ||
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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: | <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> | ||
=== 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: | <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: | <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: | <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: | <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: | <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 | <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: | <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> | ||
=== Magic === | === Magic === | ||
Extra spells | Extra spells | ||
<small>'''Spells:''' [[Magic: | <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: | 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: | <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: | <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: | <small>'''Spells:''' [[Magic:Searing Light|Searing Light]] (2nd Level), [[Magic:Sunbeam|Sunbeam]] (7th Level)</small> | ||
=== Travel === | === Travel === | ||
Extra spells | Extra spells | ||
<small>'''Spells:''' [[Magic: | <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 | 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: | <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 | 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:Magic | <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: | <small>'''Spells:''' [[Magic:Poison|Poison]] (3rd Level), [[Magic:Ice Storm|Ice Storm]] (5th Level)</small> | ||
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[[Spell Format]] | [[Magic:Spell Format|Spell Format]] | ||
[[Magic:Spell List|Spell List]] | [[Magic:Spell List|Spell List]] |
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)