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| - Turn Outsiders - Able to turn outsiders as if they were undead.
- The Good domain is a deity domain that grants divine spellcasters good spell powers. Their good spells gain potency.
- Granted Power: You cast good spells at +1 caster level. 1.
* Protection from Evil: +2 to AC and saves, counter mind control, hedge out elementals and outsiders. 2.
* Aid: +1 on attack rolls, +1 on saves against fear, 1d8 temporary hp +1/level (max +10). 3.
* Magic Circle against Evil: As protection spells, but 10-ft. radius and 10 min./level. 4.
* Holy Smite: Damages and blinds evil creatures. 5.
* Dispel Evil: +4 bonus against attacks by evil creatures. 6.
* Blade Barrier: Wall of blades deals 1d6/level damage. 7.
* Holy Word F: Kills, paralyzes, slows, or deafens nongood subjects. 8.
* Holy Aura: +4 to AC, +4 resistance, and SR 25 against evil spells. 9.
* Summon Monster IX §: Calls extraplanar creature to fight for you.
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abstract
| - Turn Outsiders - Able to turn outsiders as if they were undead.
- Granted Power: You cast good spells at +1 caster level. 1.
* Protection from Evil: +2 to AC and saves, counter mind control, hedge out elementals and outsiders. 2.
* Aid: +1 on attack rolls, +1 on saves against fear, 1d8 temporary hp +1/level (max +10). 3.
* Magic Circle against Evil: As protection spells, but 10-ft. radius and 10 min./level. 4.
* Holy Smite: Damages and blinds evil creatures. 5.
* Dispel Evil: +4 bonus against attacks by evil creatures. 6.
* Blade Barrier: Wall of blades deals 1d6/level damage. 7.
* Holy Word F: Kills, paralyzes, slows, or deafens nongood subjects. 8.
* Holy Aura: +4 to AC, +4 resistance, and SR 25 against evil spells. 9.
* Summon Monster IX §: Calls extraplanar creature to fight for you. § Cast as a good spell only.
- The Good domain is a deity domain that grants divine spellcasters good spell powers. Their good spells gain potency.
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