Magic:Level: Difference between revisions
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=== Law === | === Law === | ||
<small>'''Spells:''' [[Magic:Summon Creature IX|Summon Creature IX]]</small> | <small>'''Spells:''' [[Magic:Hold Monster|Hold Monster]], [[Magic:Summon Creature IX|Summon Creature IX]]</small> | ||
=== Luck === | === Luck === |
Revision as of 21:36, 22 December 2006
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: 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