Bienvenue sur JeuxOnLine - MMO, MMORPG et MOBA !
Les sites de JeuxOnLine...
 

Panneau de contrĂŽle

Recherche | Retour aux forums

JOL Archives

Les sorts de prĂȘtres?

Par Zanthar le 8/11/2001 Ă  15:17:00 (#12766)

Je souhaiterai savoir s'il y existe une liste exhaustive des sorts de prĂȘtres de DD3... seront-ils conservĂ©s Ă  l'unanimitĂ© dans NWN?

Merci d'avance...

Par XuneVrinn le 8/11/2001 Ă  15:55:00 (#12767)

Débat lancé par Zanthar Chembryl:
Je souhaiterai savoir s'il y existe une liste exhaustive des sorts de prĂȘtres de DD3... seront-ils conservĂ©s Ă  l'unanimitĂ© dans NWN?

Merci d'avance...



CLERIC SPELLS

0-LEVEL CLERIC SPELLS (Orisons)
Create Water Creates 2 gallons/level of pure water.
Cure Minor Wounds Cures 1 point of damage.
Detect Magic Detects spells and magic items within 60 ft.
Detect Poison Detects poison in one creature or small object.
Guidance +1 on one roll, save, or check.
Inflict Minor Wounds Touch attack, 1 point of damage.
Light Object shines like a torch.
Mending Makes minor repairs on an object.
Purify Food and Drink Purifies 1 cu. ft./level of food or water.
Read Magic Read scrolls and spellbooks.
Resistance Subject gains +1 on saving throws.
Virtue Subject gains 1 temporary hp.
   
1st-LEVEL CLERIC SPELLS
Bane Enemies suffer -1 attack, -1 on saves against fear.
Bless Allies gain +1 attack and +1 on saves against fear.
Bless Water Makes holy water.
Cause Fear One creature flees for 1d4 rounds.
Command One subject obeys one-word command for 1 round.
Comprehend Languages Understand all spoken and written languages.
Cure Light Wounds Cures 1d8 +1/level damage (max +5).
Curse Water Makes unholy water.
Deathwatch Sees how wounded subjects within 30 ft. are.
Detect Chaos/Evil/Good/Law Reveals creatures, spells, or objects.
Detect Undead Reveals undead within 60 ft.
Divine Favor You gain attack, damage bonus, +1/three levels.
Doom One subject suffers -2 on attacks, damage, saves, and checks.
Endure Elements Ignores 5 damage/round from one energy type.
Entropic Shield Ranged attacks against you suffer 20% miss chance.
Inflict Light Wounds Touch, 1d8 +1/level damage (max +5).
Invisibility to Undead Undead can't perceive one subject/level.
Magic Stone Three stones gain +1 attack, deal 1d6+1 damage.
Magic Weapon Weapon gains +1 bonus.
Obscuring Mist Fog surrounds you.
Protection from Chaos/Evil/Good/Law +2 AC and saves, counter mind control, hedge out elementals and outsiders.
Random Action One creature acts randomly for one round.
Remove Fear +4 on saves against fear for one subject +1/four levels.
Sanctuary Opponents can't attack you, and you can't attack.
Shield of Faith Aura grants +2 or higher deflection bonus.
Summon Monster I Calls outsider to fight for you.
   
2nd-LEVEL CLERIC SPELLS
Aid +1 attack, +1 on saves against fear, 1d8 temporary hit points.
Animal Messenger Sends a Tiny animal to a specific place.
Augury Learns whether an action will be good or bad.
Bull's Strength Subject gains 1d4+1 Str for 1 hr./level.
Calm Emotions Calms 1d6 subjects/level, negating emotion effects.
Consecrate Fills area with positive energy, making undead weaker.
Cure Moderate Wounds Cures 2d8 +1/level damage (max +10).
Darkness 20-ft. radius of supernatural darkness.
Death Knell Kills dying creature; you gain 1d8 temporary hp, +2 Str, and +1 level.
Delay Poison Stops poison from harming subject for 1 hour/level.
Desecrate Fills area with negative energy, making undead stronger.
Endurance Gain 1d4+1 Con for 1 hr./level.
Enthrall Captivates all within 100 ft. + 10 ft./level.
Find Traps Notice traps as a rogue does.
Gentle Repose Preserves one corpse.
Hold Person Holds one person helpless; 1 round/level.
Inflict Moderate Wounds Touch attack, 2d8 +1/level damage (max +10).
Lesser Restoration Dispels magic ability penalty or repairs 1d4 ability damage.
Make Whole Repairs an object.
Remove Paralysis Frees one or more creatures from paralysis, hold, or slow.
Resist Elements Ignores 12 damage/round from one energy type.
Shatter Sonic vibration damages objects or crystalline creatures.
Shield Other You take half of subject's damage.
Silence Negates sound in 15-ft. radius.
Sound Burst Deals 1d8 sonic damage to subjects; may stun them.
Speak with Animals You can communicate with natural animals.
Spiritual Weapon Magical weapon attacks on its own.
Summon Monster II Calls outsider to fight for you.
Undetectable Alignment Conceals alignment for 24 hours.
Zone of Truth Subjects within range cannot lie.
   
3rd-LEVEL CLERIC SPELLS
Animate Dead Creates undead skeletons and zombies.
Bestow Curse -6 to an ability; -4 on attacks, saves, and checks; or 50% chance of losing each action.
Blindness/Deafness Makes subject blind or deaf.
Contagion Infects subject with chosen disease.
Continual Flame Makes a permanent, heatless torch.
Create Food and Water Feeds three humans (or one horse)/level.
Cure Serious Wounds Cures 3d8 +1/level damage (max +15).
Daylight 60-ft. radius of bright light.
Deeper Darkness Object sheds absolute darkness in 60-ft. radius.
Dispel Magic Cancels magical spells and effects.
Glyph of Warding Inscription harms those who pass it.
Helping Hand Ghostly hand leads subject to you.
Inflict Serious Wounds Touch attack, 3d8 +1/level damage (max +15).
Invisibility Purge Dispels invisibility within 5 ft./level.
Locate Object Senses direction toward object (specific or type).
Magic Circle against Chaos/Evil/Good/Law As protection spells, but 10-ft. radius and 10 min./level.
Magic Vestment Armor or shield gains +1 enhancement/three levels.
Meld into Stone You and your gear merge with stone.
Negative Energy Protection Subject resists level and ability drains.
Obscure Object Masks object against divination.
Prayer Allies gain +1 on most rolls, and enemies suffer -1.
Protection from Elements Absorb 12 damage/level from one kind of energy.
Remove Blindness/Deafness Cures normal or magical conditions.
Remove Curse Frees object or person from curse.
Remove Disease Cures all diseases affecting subject.
Searing Light Ray deals 1d8/two levels, more against undead.
Speak with Dead Corpse answers one question/two levels.
Speak with Plants You can talk to normal plants and plant creatures.
Stone Shape Sculpts stone into any form.
Summon Monster III Calls outsider to fight for you.
Water Breathing Subjects can breathe underwater.
Water Walk Subject treads on water as if solid.
Wind Wall Deflects arrows, smaller creatures, and gases.
   
4th-LEVEL CLERIC SPELLS
Air Walk Subject treads on air as if solid (climb at 45-degree angle).
Control Water Raises, lowers, or parts bodies of water.
Cure Critical Wounds Cures 4d8 +1/level damage (max +20).
Death Ward Grants immunity to death spells and effects.
Dimensional Anchor Bars extradimensional movement.
Discern Lies Reveals deliberate falsehoods.
Dismissal Forces a creature to return to native plane.
Divination Provides useful advice for specific proposed actions.
Divine Power You gain attack bonus, 18 Str, and 1 hp/level.
Freedom of Movement Subject moves normally despite impediments.
Giant Vermin Turns insects into giant vermin.
Greater Magic Weapon +1 bonus/three levels (max +5).
Imbue with Spell Ability Transfer spells to subject.
Inflict Critical Wounds Touch attack, 4d8 +1/level damage (max +20).
Lesser Planar Ally Exchange services with an 8 HD outsider.
Neutralize Poison Detoxifies venom in or on subject.
Poison Touch deals 1d10 Con damage, repeats in 1 min.
Repel Vermin Insects stay 10 ft. away.
Restoration Restores level and ability score drains.
Sending Delivers short message anywhere, instantly.
Spell Immunity Subject is immune to one spell/four levels.
Status Monitors condition, position of allies.
Summon Monster IV Calls outsider to fight for you.
Tongues Speak any language.
   
5th-LEVEL CLERIC SPELLS
Atonement Removes burden of misdeeds from subject.
Break Enchantment Frees subjects from enchantments, alterations, curses, and petrification.
Circle of Doom Deals 1d8 +1/level damage in all directions.
Commune Deity answers one yes-or-no question/level.
Dispel Chaos/Evil/Good/Law +4 bonus against attacks.
Ethereal Jaunt You become ethereal for 1 round/level.
Flame Strike Smites foes with divine fire (1d6/level).
Greater Command As command, but affects one subject/level.
Hallow Designates location as holy.
Healing Circle Cures 1d8 +1/level damage in all directions.
Insect Plague Insect horde limits vision, inflicts damage, and weak creatures flee.
Mark of Justice Designates action that will trigger curse on subject.
Plane Shift Up to eight subjects travel to another plane.
Raise Dead Restores life to subject who died up to 1 day/level ago.
Righteous Might Your size increases, and you gain +4 Str.
Scrying Spies on subject from a distance.
Slay Living Touch attack kills subject.
Spell Resistance Subject gains +12 +1/level SR.
Summon Monster V Calls outsider to fight for you.
True Seeing See all things as they really are.
Unhallow Designates location as unholy.
Wall of Stone 20 hp/four levels; can be shaped.
   
6th-LEVEL CLERIC SPELLS
Animate Objects Objects attack your foes.
Antilife Shell 10-ft. field hedges out living creatures.
Banishment Banishes 2 HD/level extraplanar creatures.
Blade Barrier Blades encircling you deal 1d6 damage/level.
Create Undead Ghouls, shadows, ghasts, wights, or wraiths.
Etherealness Travel to Ethereal Plane with companions.
Find the Path Shows most direct way to a location.
Forbiddance Denies area to creatures of another alignment.
Geas/Quest As lesser geas, plus it affects any creature.
Greater Dispelling As dispel magic, but up to +20 on check.
Greater Glyph of Warding As glyph of warding, but up to 10d8 damage or 6th level spell.
Harm Subject loses all but 1d4 hp.
Heal Cures all damage, diseases, and mental conditions.
Heroes' Feast Food for one creature/level cures and blesses.
Planar Ally As lesser planar ally, but up to 16 HD.
Summon Monster VI Calls outsider to fight for you.
Wind Walk You and your allies turn vaporous and travel fast.
Word of Recall Teleports you back to designated place.
   
7th-LEVEL CLERIC SPELLS
Blasphemy Kills, paralyzes, weakens, or dazes nonevil subjects.
Control Weather Changes weather in local area.
Destruction Kills subject and destroys remains.
Dictum Kills, paralyzes, weakens, or dazes nonlawful subjects.
Greater Restoration As restoration, plus restores all levels and ability scores
Greater Scrying As scrying, but faster and longer.
Holy Word Kills, paralyzes, weakens, or dazes nongood subjects.
Refuge Alters item to transport its possessor to you.
Regenerate Subject's severed limbs grow back.
Repulsion Creatures can't approach you.
Resurrection Fully restore dead subject.
Summon Monster VII Calls outsider to fight for you.
Word of Chaos Kills, confuses, stuns, or deafens nonchaotic subjects.
   
8th-LEVEL CLERIC SPELLS
Antimagic Field Negates magic within 10 ft.
Cloak of Chaos +4 AC, +4 resistance, and SR 25 against lawful spells.
Create Greater Undead Mummies, spectres, vampires, or ghosts.
Discern Location Exact location of creature or object.
Earthquake Intense tremor shakes 5-ft./level radius.
Fire Storm Deals 1d6 fire damage/level.
Greater Planar Ally As lesser planar ally, but up to 24 HD.
Holy Aura +4 AC, +4 resistance, and SR 25 against evil spells.
Mass Heal As heal, but with several subjects.
Shield of Law +4 AC, +4 resistance, and SR 25 against chaotic spells.
Summon Monster VIII Calls outsider to fight for you.
Symbol Triggered runes have array of effects.
Unholy Aura +4 AC, +4 resistance, and SR 25 against good spells.
   
9th-LEVEL CLERIC SPELLS
Astral Projection Projects you and companions into Astral Plane.
Energy Drain Subject gains 2d4 negative levels.
Gate Connects two planes for travel or summoning.
Implosion Kills one creature/round.
Miracle Requests a deity's intercession.
Soul Bind Traps newly dead soul to prevent resurrection.
Storm of Vengeance Storm rains acid, lightning, and hail.
Summon Monster IX Calls outsider to fight for you.
True Resurrection As resurrection, plus remains aren't needed.

CLERIC DOMAINS

Air Domain

Granted Powers: Turn or destroy earth creatures as a good cleric turns undead. Rebuke or command air creatures as an evil cleric rebukes undead. Use these abilities a total number of times per day equal to 3 + your Charisma modifier.

1. Obscuring Mist Fog surrounds you.
2. Wind Wall Deflects arrows, smaller creatures, and gases.
3. Gaseous Form Subject becomes insubstantial and can fly slowly.
4. Air Walk Subject treads on air as if solid (climb at 45-degree angle)
5. Control Winds Change wind direction and speed.
6. Chain Lightning Chain Lightning. 1d6 damage/level; secondary bolts.
7. Control Weather Control Weather. Changes weather in local area.
8. Whirlwind Whirlwind. Cyclone inflicts damage and can pick up creatures.
9. Elemental Swarm* Summons 2d4 Large, 1d4 Huge elementals.

*Cast as an air spell only.

Animal Domain

Granted Powers: You cast animal friendship once per day. Knowledge (nature) is a class skill.

1. Calm Animals Calms 2d4 +1/level HD of animals, beasts, and magical beasts
2. Hold Animal Hold one animal helpless; 1 round/level.
3. Dominate Animal Subject animal obeys silent mental commands.
4. Repel Vermin Insects stay 10 ft. away.
5. Commune with Nature Learn about terrain for one mile/level.
6. Antilife Shell 10-ft. field hedges out living creatures.
7. Animal Shapes One ally/level polymorphs into chosen animal.
8. Creeping Doom Carpet of insects attacks at your command.
9. Shapechange Transforms you into any creature, and change forms once per round.

Chaos Domain

Granted Power: You cast chaos spells at +1 caster level.

1. Protection from Law +2 AC and saves, counter mind control, hedge out elementals and outsiders
2. Shatter Sonic vibration damages objects or crystalline creatures.
3. Magic Circle against Law As protection spells, but 10-ft. radius and 10 min./level
4. Chaos Hammer Damages and staggers lawful creatures.
5. Dispel Law +4 bonus against attacks by lawful creatures.
6. Animate Objects Objects attack your foes.
7. Word of Chaos Kills, confuses, stuns, or deafens nonchaotic subjects.
8. Cloak of Chaos +4 AC, +4 resistance, SR 25 against lawful spells.
9. Summon Monster IX* Calls outsider to fight for you.

*Cast as a chaos spell only.

Death Domain

Granted Power: You may use a death touch once per day. Your death touch is a spell-like ability that is a death effect. You must succeed at a melee touch attack against a living creature (using the rules for touch spells). When you touch, roll 1d6 per your cleric level. If the total at least equals the creature’s current hit points, it dies.

1. Cause Fear One creature flees for 1d4 rounds.
2. Death Knell Kill dying creature and gain 1d8 temp. hp, +2 Str, and +1 caster level
3. Animate Dead Creates undead skeletons and zombies.
4. Death Ward Grants immunity to death spells and effects.
5. Slay Living Touch attack kills subject.
6. Create Undead Ghouls, shadows, ghasts, wights, or wraiths.
7. Destruction Kills subject and destroys remains.
8. Create Greater Undead Mummies, spectres, vampires, or ghosts.
9. Wail of the Banshee Kills one creature/level.

Destruction Domain

Granted Power: You gain the smite power, the supernatural ability to make a single melee attack with a +4 attack bonus and a damage bonus equal to your cleric level (if you hit). You must declare the smite before making the attack. It is usable once per day.

1. Inflict Light Wounds Touch attack, 1d8 +1/level damage (max +5).
2. Shatter Sonic vibration damages objects or crystalline creatures.
3. Contagion Contagion. Infects subject with chosen disease.
4. Inflict Critical Wounds Touch attack, 4d8 +1/level damage (max +20).
5. Circle of Doom Deals 1d8 +1/level damage in all directions.
6. Harm Subject loses all but 1d4 hp.
7. Disintegrate Makes one creature or object vanish.
8. Earthquake Intense tremor shakes 5-ft./level radius.
9. Implosion Kills one creature/round.

Earth Domain

Granted Power: Turn or destroy air creatures as a good cleric turns undead. Rebuke or command earth creatures as an evil cleric rebukes undead. Use these abilities a total number of times per day equal to 3 + your Charisma modifier.

1. Magic Stone Three stones become +1 projectiles, 1d6+1 damage.
2. Soften Earth and Stone Turns stone to clay or dirt to sand or mud.
3. Stone Shape Sculpts stone into any form.
4. Spike Stones Creatures in area take 1d8 damage, may be slowed.
5. Wall of Stone 20 hp/four levels; can be shaped.
6. Stoneskin Stops blows, cuts, stabs, and slashes.
7. Earthquake Intense tremor shakes 5-ft./level radius.
8. Iron Body Your body becomes living iron.
9. Elemental Swarm.* Summons 2d4 Large, 1d4 Huge elementals.

*Cast as an earth spell only.

Evil Domain

Granted Power: You cast evil spells at +1 caster level.

1. Protection from Good Protection from Good. +2 AC and saves, counter mind control, hedge out elementals and outsiders
2. Desecrate 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 Ghouls, shadows, ghasts, wights, or wraiths.
7. Blasphemy Kills, paralyzes, weakens, or dazes nonevil subjects.
8. Unholy Aura +4 AC, +4 resistance, SR 25 against good spells.
9. Summon Monster IX.* Calls outsider to fight for you.

*Cast as an evil spell only.

Fire Domain

Granted Power: Turn or destroy water creatures as a good cleric turns undead. Rebuke or command fire creatures as an evil cleric rebukes undead. Use these abilities a total number of times per day equal to 3 + your Charisma modifier.

1. Burning Hands 1d4 fire damage/level (max 5d4).
2. Produce Flame 1d4 +1/two levels damage, touch or thrown.
3. Resist Elements.* Ignore first 12 damage from one energy type each round.
4. Wall of Fire Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 +1/level.
5. Fire Shield Creatures attacking you take fire damage; you're protected from heat or cold.
6. Fire Seeds Acorns and berries become grenades and bombs.
7. Fire Storm Deals 1d6 fire damage/level.
8. Incendiary Cloud Cloud deals 4d6 fire damage/round.
9. Elemental Swarm.** Summons 2d4 Large, 1d4 Huge elementals.

*Resist cold or fire only.

**Cast as a fire spell only.

Good Domain

Granted Power: You cast good spells at +1 caster level.

1. Protection from Evil +2 AC and saves, counter mind control, hedge out elementals and outsiders.
2. Aid +1 attack, +1 on saves against fear, 1d6 temporary hit points.
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 Blades encircling you deal 1d6 damage/level.
7. Holy Word Kills, paralyzes, weakens, or dazes nongood subjects.
8. Holy Aura +4 AC, +4 resistance, and SR 25 against evil spells.
9. Summon Monster IX.* Calls outsider to fight for you.

*Cast as a good spell only.

Healing Domain

Granted Power: You cast healing spells at +1 caster level.

1. Cure Light Wounds Cures 1d8 +1/level damage (max +5).
2. Cure Moderate Wounds Cures 2d8 +1/level damage (max +10).
3. Cure Serious Wounds Cures 3d8 +1/level damage (max +15).
4. Cure Critical Wounds Cures 4d8 +1/level damage (max +20).
5. Healing Circle Cures 1d8 +1/level damage in all directions.
6. Heal Cures all damage, diseases, and mental conditions.
7. Regenerate Subject's severed limbs grow back.
8. Mass Heal As heal, but with several subjects.
9. True Resurrection As resurrection, plus remains aren't needed.

Knowledge Domain

Granted Power: All Knowledge skills are class skills. You cast divinations at +1 caster level.

1. Detect Secret Doors Reveals hidden doors within 60 ft.
2. Detect Thoughts Allows "listening" to surface thoughts.
3. Clairaudience/Clairvoyance Hear or see at a distance for 1 min./level.
4. Divination Provides useful advice on to specific proposed actions.
5. True Seeing See all things as they really are.
6. Find the Path Shows most direct way to a location.
7. Legend Lore Learn tales about a person, place, or thing.
8. Discern Location Exact location of creature or object.
9. Foresight "Sixth sense" warns of impending danger.

Law Domain

Granted Power: You cast Law spells at +1 caster level.

1. Protection from Chaos +2 AC and saves, counter mind control, hedge out elementals and outsiders.
2. Calm Emotions Calms 1d6 creatures/level, negating emotion effects.
3. Magic Circle against Chaos As protection spells, but 10-ft. radius and 10 min./level
4. Order’s Wrath Order's Wrath. Damages and dazes chaotic creatures.
5. Dispel Chaos Dispel Chaos. +4 bonus against attacks by chaotic creatures.
6. Hold Monster Hold Monster. As hold person, but any creature.
7. Dictum Dictum. Kills, paralyzes, weakens, or dazes nonlawful subjects.
8. Shield of Law Shield of Law. +4 AC, +4 resistance, and SR 25 against chaotic spells.
9. Summon Monster IX.* Summon Monster IX.* Calls outsider to fight for you.

*Cast as a law spell only.

Luck Domain

Granted Power: You gain the power of good fortune, which is usable once per day. This extraordinary ability allows you to reroll one roll that you have just made. You must take the result of the reroll, even if it’s worse than the original roll.

1. Entropic Shield Entropic Shield. Ranged attacks against you suffer 20% miss chance.
2. Aid Aid. +1 attack, +1 against fear, 1d8 temporary hit points.
3. Protection from Elements Protection from Elements. Absorb 12 damage/level from one kind of energy.
4. Freedom of Movement Freedom of Movement. Subject moves normally despite impediments.
5. Break Enchantment Break Enchantment. Frees subjects from enchantments, alterations, curses,and petrification.
6. Mislead Mislead. Turns you invisible and creates illusory double.
7. Spell Turning Spell Turning. Reflect 1d4+6 spell levels back at caster.
8. Holy Aura Holy Aura. +4 AC, +4 resistance, and SR 25 against evil spells.
9. Miracle Miracle. Requests a deity's intercession.

Magic Domain

Granted Power: Use scrolls, wands, and other devices with spell completion or spell trigger activation as a wizard of one-half your cleric level (at least 1st level). For the purpose of using a scroll or other magic device, if you are also a wizard, actual wizard levels and these effective wizard levels stack.

1. Nystul’s Undetectable Aura Nystul's Undetectable Aura. Masks magic item's aura.
2. Identify Identify. Determines single feature of magic item.
3. Dispel Magic Dispel Magic. Cancels magical spells and effects.
4. Imbue with Spell Ability Imbue with Spell Ability. Transfer spells to subject.
5. Spell Resistance Spell Resistance. Subject gains +12 +1/level SR.
6. Antimagic Field Antimagic Field. Negates magic within 10 ft.
7. Spell Turning Spell Turning. Reflect 1d4+6 spell levels back at caster.
8. Protection from Spells Protection from Spells. Confers +8 resistance bonus.
9. Mord’s Disjunction Mordenkainen's Disjunction. Dispels magic, disenchants magic items.

Plant Domain

Granted Powers: Rebuke or command plant creatures as an evil cleric rebukes or commands undead. Use these abilities a total number of times per day equal to 3 + your Charisma modifier.

Knowledge (nature) is a class skill.

1. Entangle Entangle. Plants entangle everyone in 40-ft.-radius circle.
2. Barkskin Barkskin. Grants +3 natural armor bonus (or higher).
3. Plant Growth Plant Growth. Grows vegetation, improves crops.
4. Control Plants Control Plants. Talk to and control plants & fungi.
5. Wall of Thorns Wall of Thorns. Thorns damage anyone who tries to pass.
6. Repel Wood Repel Wood. Pushes away wooden objects.
7. Changestaff Changestaff. Your staff becomes a treant on command.
8. Command Plants Command Plants. Plants animate and vegetation entangles.
9. Shambler Shambler. Summons 1d4+2 shambling mounds to fight for you.

Protection Domain

Granted Power: You can generate a protective ward, a spell-like ability to grant someone you touch a resistance bonus on her next saving throw equal to your level. Activating this power is a standard action. The protective ward is an abjuration effect with a duration of 1 hour that is usable once per day.

1. Sanctuary Sanctuary. Opponents can't attack you, and you can't attack.
2. Shield Other Shield Other. You take half of subject's damage.
3. Protection from Elements Protection from Elements. Absorb 12 damage/level from one kind of energy.
4. Spell Immunity Spell Immunity. Subject is immune to one spell/four levels.
5. Spell Resistance Spell Resistance. Subject gains +12 +1/level SR.
6. Antimagic Field Antimagic Field. Negates magic within 10 ft.
7. Repulsion Repulsion. Creatures can't approach you.
8. Mind Blank Mind Blank. Subject is immune to mental/emotional magic and scrying.
9. Prismatic Sphere Prismatic Sphere. As prismatic wall, but surrounds on all sides.

Strength Domain

Granted Power: You can perform a feat of strength, which is the supernatural ability to gain an enhancement bonus to Strength equal to your level. Activating the power is a free action, the power lasts 1 round, and it’s usable once per day.

1. Endure Elements Endure Elements. Ignores 5 damage/round from one energy type.
2. Bull’s Strength Bull's Strength. Subject gains 1d4+1 Str for 1 hr./level.
3. Magic Vestment Magic Vestment. Armor or shield gains +1 enhancement three level.
4. Spell Immunity Spell Immunity. Subject is immune to one spell/four levels.
5. Righteous Might Righteous Might. Your size increases, and you gain +4 Str.
6. Stoneskin Stoneskin. Stops blows, cuts, stabs, and slashes.
7. Bigby’s Grasping Hand Bigby's Grasping Hand. Hand provides cover, pushes, or grapples.
8. Bigby’s Clenched Fist Bigby's Clenched Fist. Large hand attacks your foes.
9. Bigby’s Crushing Hand Bigby's Crushing Hand. As Bigby's grasping hand, but stronger.

Sun Domain

Granted Power: Once per day, you can perform a greater turning against undead in place of a regular turning (or rebuking) attempt. The greater turning is like a normal turning (or rebuking) attempt except that the undead creatures that would be turned (or rebuked or commanded) are destroyed instead.

1. Endure Elements.* Endure Elements.* Ignores 5 damage/round from one energy type.
2. Heat Metal Heat Metal. Make metal so hot it damages those that touch it.
3. Searing Light Searing Light. Ray deals 1d8/two levels, more against undead.
4. Fire Shield Fire Shield. Creatures attacking you take fire damage; you're protected from heat or cold.
5. Flame Strike Flame Strike. Smite foes with divine fire (1d8/level).
6. Fire Seeds Fire Seeds. Acorns and berries become grenades and bombs.
7. Sunbeam Sunbeam. Beam blinds and deals 3d6 damage.
8. Sunburst Sunburst. Blinds all within 10 ft., deals 3d6 damage.
9. Prismatic Sphere Prismatic Sphere. As prismatic wall, but surrounds on all sides.

Travel Domain

Granted Powers: For a total of 1 round per your cleric level per day, you can act normally regardless of magical effects that impede movement (similar to the effect of the spell freedom of movement). This effect occurs automatically as soon as it applies, lasts until it runs out or is no longer needed, and can operate multiple times per day (up to the total daily limit of rounds). This is a spell-like ability.

Wilderness Lore is a class skill.

1. Expeditious Retreat Expeditious Retreat. Doubles your speed.
2. Locate Object Locate Object. Senses direction toward object (specific or type).
3. Fly Fly. Subject flies at speed of 90.
4. Dimension Door Dimension Door. Teleports you and up to 500 lb.
5. Teleport Teleport. Instantly transports you anywhere.
6. Find the Path Find the Path. Shows most direct way to a location.
7. Teleport without Error Teleport without Error. As teleport, but no off-target arrival.
8. Phase Door Phase Door. Invisible passage through wood or stone.
9. Astral Projection Astral Projection. Projects you and companions into Astral Plane.

Trickery Domain

Granted Power: Bluff, Disguise, and Hide are class skills.

1. Change Self Change Self. Change own appearance.
2. Invisibility Invisibility. Subject invisible 10 min./level or until it attacks.
3. Nondetection Nondetection. Hides subject from divination, scrying.
4. Confusion Confusion. Makes subjects behave oddly for 1 round/level.
5. False Vision False Vision. Fools scrying with an illusion.
6. Mislead Mislead. Turns you invisible and creates illusory double.
7. Screen Screen. Illusion hides area from vision, scrying.
8. Polymorph Any Object Polymorph Any Object. Changes any subject into anything else.
9. Time Stop Time Stop. You act freely for 1d4+1 rounds.

War Domain

Granted Power: Free Martial Weapon Proficiency (if necessary) and Weapon Focus with the deity’s favored weapon.

1. Magic Weapon Magic Weapon. Weapon gains +1 bonus.
2. Spiritual Weapon Spiritual Weapon. Magical weapon attacks on its own..
3. Magic Vestment Magic Vestment. Armor or shield gains +1 enhancement/three levels.
4. Divine Power Divine Power. You gain attack bonus, 18 Str, and 1 hp/level.
5. Flame Strike Flame Strike. Smite foes with divine fire (1d6 damage/level).
6. Blade Barrier Blade Barrier. Blades encircling you deal 1d6 damage/level.
7. Power Word, Stun Power Word, Stun. Stuns creature with up to 150 hp.
8. Power Word, Blind Power Word, Blind. Blinds 200 hp worth of creatures.
9. Power Word, Kill Power Word, Kill. Kills one tough subject or many weak ones.

Water Domain

Granted Power: Turn or destroy fire creatures as a good cleric turns undead. Rebuke or command water creatures as an evil cleric rebukes undead. Use these abilities a total number of times per day equal to 3 + your Charisma modifier.

1. Obscuring Mist Obscuring Mist. Fog surrounds you.
2. Fog Cloud Fog Cloud. Fog obscures vision.
3. Water Breathing Water Breathing. Subjects can breathe underwater.
4. Control Water Control Water. Raise, lower, or part bodies of water.
5. Ice Storm Ice Storm. Hail deals 5d6 damage in cylinder 40 ft. across.
6. Cone of Cold Cone of Cold. 1d6 cold damage/level.
7. Acid Fog Acid Fog. Fog deals acid damage.
8. Horrid Wilting Horrid Wilting. Deals 1d8 damage/level within 30 ft.
9. Elemental Swarm.* Elemental Swarm.* Summons 2d4 Large, 1d4 Huge elementals.

*Cast as a water spell only.

Ce sont, lĂ , tous les spells clericaux du Player's Handbook. En tant que prĂȘtre de Baine, tu ne pourras pas accĂ©der aux sorts contraires aux domaines de ta dĂ©itĂ©.

Note qu'un prĂȘtre, dans DD3, peut convertir Ă  tout moment un sort choisi en un soin de mĂȘme niveau et peut mĂȘme y cumuler des talents metamagiques (typiquement un soin avec l'effet maximized).

Quant Ă  savoir si Bioware aura pris le temps d'inclure les sorts et domaines de prĂȘtrise spĂ©cifiques aux Royaumes OubliĂ©s, c'est une excellente question...

Pour le moment, à mes yeux, NWN se profile plus comme un NeverGreyhawke Nights que comme un jeu basé sur les Royaumes Oubliés.

Par Zanthar le 8/11/2001 Ă  17:22:00 (#12768)

Merci pour ces renseignements trĂšs complets!
Vraiment efficace ce Xune!

Par XuneVrinn le 8/11/2001 Ă  17:32:00 (#12769)

Débat lancé par Zanthar Chembryl:
Merci pour ces renseignements trĂšs complets!
Vraiment efficace ce Xune!


Normal, je ne fais pas partie du Zhentarim :p

Par Nameroc Shimeran le 8/11/2001 Ă  18:01:00 (#12770)

On parle de prĂȘtre...

Par XuneVrinn le 8/11/2001 Ă  19:07:00 (#12771)

Débat lancé par Sha'Quessir:
On parle de prĂȘtre...


Moi aussi... les prĂȘtres du FlĂ©au et Cyric sont prĂ©sents aussi bien dans le Zhentarim que le Culte du Dragon, trĂšs cher. ;)

Par Jarak Elerion le 8/11/2001 Ă  21:53:00 (#12772)

Quelle efficacité, Xune !!

Moi ce qui me fait marrer, c'est les sorts de niveau 0 !!
exemple: le grand prĂȘtre Bouledenerfs est attaquĂ© par une horde dĂ©chaĂźnĂ©e de kobolds nains unijambistes borgnes manchots malade et........solitaire... :D

Notre garnd prĂȘtre lance le terrible sort d'attaque niveau 0 inflict minor (ben ça alors.. :eek: ) wound et lui enlĂšve.....1 pt de vie, soit la moitiĂ© de son total ( ben oui, c'est un kobold nain unijambiste borgne machot et malade quand mĂȘme !! :) )
mais il a pitiĂ© de ce pauvre ĂȘtre chĂ©tif, et dĂ©cide de le soigner INTEGRALEMENT avec le sort de niv 0 cure minor wound....
Finalement il le fait briller avec les ort light ( pov' kobold..) et le noie dans 2 gallons d'eau ( ben oui c'est un kobold nain unijam...vous connaissez la suite !) grĂące au sort create water !!

bon voila c'Ă©tait les formidables aventures du grand prĂȘtre Bouledenerfs en direct live du pays desz kobolds nains unijambistes... :rolleyes: ;)

[ 08 novembre 2001: Message édité par : Jarak Elerion ]

Par XuneVrinn le 8/11/2001 Ă  22:41:00 (#12773)

Quelle mauvaise langue, ce Jarak!

Detect Magic, super utile
Detect Poison, pour Ă©viter de boire ou manger n'importe quoi
Mending, toujours utile pour réparer un petit objet indispensable
Light Object, pour les badaux humains qui ne voient pas dans le noir
Purify Food and Drink, pour Ă©viter de bouffer des asticots
Read Magic, ça peut aider pour comprendre le sens d'un scroll


Normal, tu es un rongeur... :p

Par Nameroc Shimeran le 8/11/2001 Ă  22:52:00 (#12774)

les sorts de Niv 0 sont avant toute chose des sorts qui permette d'avoir la vie plus facile,ce sont des sorts presque indispensable enfin pour moi....

Par Jarak Elerion le 9/11/2001 Ă  10:57:00 (#12775)

UN rongeur ??
:confus:

mais non, je ne suis ni une marmotte ni un hamster !! ( surtout pas un hamster, si c'est pour avoir Mirt sur le dos... non merci !! :D )

Sinon, c'est vrai que certains sorts peuvent ĂȘtre utile, mais faut avouer que les sorts de soins Ă  1 pt de vie..
Et les rĂŽdeurs, ils ont le droit Ă  quoi lĂ -dedans ?

Par Selith RingweChes le 9/11/2001 Ă  12:03:00 (#12776)

1 point de vie Ă©gale quand mĂȘme le quart de la vie d'un mage ou sorcier alors je pense que lui serait trĂšs content de ce sort

Par Mnementh le 9/11/2001 Ă  13:36:00 (#12777)

Je suis d'accord avec Selith, pour certaines classe un point de plus ou de moins est non n"Ă©gligeable.
De plus les niveau 0 (pour mage, clerc, sorcier, barde...) ne sont pas vraiment des sorts comme ceux de niv 1 et plus (mĂȘme s'ils ont leur utilitĂ©s).Ce sont plus des tours de passe que l'on enseigne au futur prĂȘtre/mage/ensorceleur....au dĂ©but pour le calmer.Ainsi il est trĂšs content de se qu'il peut fair et il fout la paix Ă  son maitre et arrĂȘte de lui demander "MaĂźtre enseignez moi!MaĂźtre Enseignez moi!...............".
OK?

Par matimeo le 9/11/2001 Ă  19:06:00 (#12778)

la vrai utiliter de redonner un pv cest que a 0pv tu nest pas mort, tu est hort combat(comma) et tu pert un pv chaque rd jusqu'a -10pv ou la tu est mort pour vrai. sauf que si tu redonne un pv avant que le pj tombe a -10 cela stop le décompte et le perso y mouru pas cest ti pas chouette ca

matimeo qui a bien lu sont livre de dd3

Par Matthieu Enguehard le 10/11/2001 Ă  5:28:00 (#12779)

Et en plus qui dit plus de sorts dit plus solutions possibles .Ca a peut ĂȘtre l'air bĂȘte , mais si tu dois tuer une crĂ©ature qui n'est sensible qu'a la magie , qu'il ne lui reste que 1 ou 2 points de vie , que le ou les mages du groupe n'ont plus de sorts offenssifs .OK ,c'est peut ĂȘtre un peu tirĂ© par les cheveux , mais c'est le genre de crasse qui t'arrive toujours qu'en t'y pense pas.He bien lĂ  2 solutions:soit t'es champion de course Ă  pieds(Ă  dieu l'XP ) , ou alors tu te bas contre un gob unijambiste(vaut mieux apprendre Ă  courir car c'est plus rare) ; soit tu lance ton pauv sort de niveau0 qui ne t'a jamais servis et que ta complĂštement oubliĂ© , et la Ă  toi les 10XP(un gob inssenssible Ă  la magie , sinon il n'en vaut que 5XP).

P.S: La référence gob=5XP à voir dans la BD KROC le BEAU , histoire totalement délirante d'un gob maudit dans l'univers de AD&D , avec la mise en évidence de certain défaut du jeu(rien n'est parfais en ce bas monde).Malheureusement la BD n'est plus en vente , sauf rares exeptions , dans ce cas a ne pas manquer .

Par matimeo le 12/11/2001 Ă  3:14:00 (#12780)

il y a ti un endroit sur le net ou on peux lire ca cette bd

matimeo qui aime bien les gob unijambiste

Par Caepolla le 12/11/2001 Ă  4:59:00 (#12781)

http://www.bdnet.com/zi/bdweb/images/43/9782906187436_pg.jpg

Je ne crois pas qu'il existe un site qui reproduise toutes les planches. Mais une B.D. avait Ă©tĂ© Ă©ditĂ©e chez Delcourt. Peut-ĂȘtre est-elle toujours en vente en commande ?

JOL Archives 1.0.1
@ JOL / JeuxOnLine