Magic:Level: Difference between revisions

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=== 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:Cats Grace|Cat's Grace]] (2nd Level), [[Magic:Aura of Vitality|Aura of Vitality]] (7th Level)</small>
  <small>'''Spells:''' [[Magic:Cats Grace|Cat's Grace]] (2nd Level), [[Magic:Aura of Vitality|Aura of Vitality]] (7th Level)</small>



Revision as of 17:22, 25 May 2013

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: 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: 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 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.

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