Turn Outsiders - Able to turn outsiders as if they were undead.
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| - Turn Outsiders - Able to turn outsiders as if they were undead.
- The Evil domain is a deity domain that grants divine spellcasters evil spell powers. Their evil spells gain potency.
- Granted Power: You cast evil spells at +1 caster level. 1.
* Protection from Good: +2 to AC and saves, counter mind control, hedge out elementals and outsiders. 2.
* Desecrate M: Fills area with negative energy, making undead stronger. 3.
* Magic Circle against Good: As protection spells, but 10-ft. radius and 10 min./level. 4.
* Unholy Blight: Damages and sickens good creatures. 5.
* Dispel Good: +4 bonus against attacks by good creatures. 6.
* Create Undead M: Create ghouls, ghasts, mummies, or mohrgs. 7.
* Blasphemy: Kills, paralyzes, weakens, or dazes nonevil subjects. 8.
* Unholy Aura F: +4 to AC, +4 resistance, SR 25 against good 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 evil spells at +1 caster level. 1.
* Protection from Good: +2 to AC and saves, counter mind control, hedge out elementals and outsiders. 2.
* Desecrate M: Fills area with negative energy, making undead stronger. 3.
* Magic Circle against Good: As protection spells, but 10-ft. radius and 10 min./level. 4.
* Unholy Blight: Damages and sickens good creatures. 5.
* Dispel Good: +4 bonus against attacks by good creatures. 6.
* Create Undead M: Create ghouls, ghasts, mummies, or mohrgs. 7.
* Blasphemy: Kills, paralyzes, weakens, or dazes nonevil subjects. 8.
* Unholy Aura F: +4 to AC, +4 resistance, SR 25 against good spells. 9.
* Summon Monster IX §: Calls extraplanar creature to fight for you. § Cast as an evil spell only.
- The Evil domain is a deity domain that grants divine spellcasters evil spell powers. Their evil spells gain potency.
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