email: Aelor |
Granted Power: Turn or destroy earth creatures as a good cleric turns undead. Rebuke, command, or bolster air creatures as an evil cleric rebukes undead. Use these abilities a total number of times per day equal to 3 + your Charisma modifier. This Granted Power: is a supernatural ability.
Lv | Spell Name | Brief Description |
---|---|---|
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 | 1d6/level damage; 1 secondary bolt/level each deals half damage. |
7 | Control Weather | Changes weather in local area. |
8 | Whirlwind | Cyclone deals damage and can pick up creatures. |
9 | Elemental Swarm* | Summons multiple elementals. |
* Cast as an air spell only. |
Granted Power: You can use speak with animals once per day as a spell-like ability. Add Knowledge (Nature) to your list of cleric class skills.
Lv | Spell Name | Brief Description |
---|---|---|
1 | Calm Animals | Calms (2d4 + level) HD of animals. |
2 | Hold Animal | Paralyzes one animal for 1 round/level. |
3 | Dominate Animal | Subject animal obeys silent mental commands. |
4 | Summon Nature’s Ally IV* | Calls creature to fight. |
5 | Commune with Nature | Learn about terrain for 1 mile/level. |
6 | Antilife Shell | 10-ft. field hedges out living creatures. |
7 | Animal Shapes | One ally/level polymorphs into chosen animal. |
8 | Summon Nature’s Ally VIII* | Calls creature to fight. |
9 | Shapechange | Transforms you into any creature, and change forms once per round. |
* Can only summon animals. |
Granted Power: Once per day, as a standard action, you may determine the most valuable item within 30 feet. An item's value is determined by its listed gold-piece value. If you cannot see the most valuable item within range, you become aware of its general location (within 5 feet), but you gain no insight into what the item is. This ability does not tell you the gold piece value of an item.
Lv | Spell Name | Brief Description |
---|---|---|
1 | Sticky Fingers | Grants you a +10 bonus on Sleight of Hand checks. [Dragon #323] |
2 | Treasure Scent | Allows you to detect and follow valuable materials by scent. [Dragon #323] |
3 | Locate Object | Senses direction toward object (specific or type). |
4 | Shrink Item | Object shrinks to one-sixteenth size. |
5 | Telekinesis | Moves object, attacks creature, or hurls object or creature. |
6 | Leomund's Secret Chest | Hides expensive chest on Ethereal Plane; you retrieve it at will. |
7 | Sequester | Subject is invisible to sight and scrying; renders creature comatose. |
8 | Discern Location | Reveals exact location of creature or object. |
9 | Antipathy | Object or location affected by spell repels certain creatures. |
Granted Power: You cast chaos spells at +1 caster level.
Lv | Spell Name | Brief Description |
---|---|---|
1 | Protection from Law | +2 to 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 to AC, +4 resistance, SR 25 against lawful spells. |
9 | Summon Monster IX* | Calls extraplanar creature to fight for you. |
* Cast as a chaos spell only. |
Granted Power: You can boost your Charisma by 4 points once per day. Activating this power is a free action. The Charisma increase lasts 1 minute.
Lv | Spell Name | Brief Description |
---|---|---|
1 | Charm Person | Makes one person your friend. |
2 | Calm Emotions | Calms creatures, negating emotion effects. |
3 | Suggestion | Compels subject to follow stated course of action. |
4 | Good Hope | Subjects gain +2 on attack rolls, damage rolls, and checks. |
5 | Charm Monster | Makes monster believe it is your ally. |
6 | Geas/Quest | As lesser geas, plus it affects any creature. |
7 | Insanity | Subject suffers continuous confusion. |
8 | Demand | As sending, plus you can send suggestion. |
9 | Dominate Monster | As dominate person, but any creature. |
Granted Power: You can turn or destroy fire creatures as a good cleric turns undead. You can also rebuke or command cold creatures as an evil cleric rebukes undead. Use these abilities a total number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability.
Lv | Spell Name | Brief Description |
---|---|---|
1 | Chill Touch | One touch/level deals 1d6 damage possibly 1 Str damage. |
2 | Chill Metal | Cold metal damages those who touch it. |
3 | Sleet Storm | Hampers vision and movement. |
4 | Ice Storm | Hail deals 5d6 damage in cylinder 40 ft. across. |
5 | Wall of Ice | Creates ice wall with 15 hp +1/level, or hemisphere can trap creatures inside. |
6 | Cone of Cold | 1d6/level cold damage. |
7 | Control Weather | Changes weather in local area. |
8 | Polar Ray | Ranged touch attack deals 1d6/level cold damage. |
9 | Obedient Avalanche | Snowy avalanche crushes and buries your foes. [Frostburn] |
Granted Power: You cast creation spells at +1 caster level and gain Skill Focus (a +2 bonus) in the Craft skill of your choice.
Lv | Spell Name | Brief Description |
---|---|---|
1 | Animate Rope | Makes a rope move at your command. |
2 | Wood Shape | Rearranges wooden objects to suit you. |
3 | Stone Shape | Sculpts stone into any shape. |
4 | Minor Creation | Creates one cloth or wood object. |
5 | Wall of Stone | Creates a stone wall that can be shaped. |
6 | Fantastic Machine | Creates a massive, illusory construct that can perfom a simple task. |
7 | Major Creation | As minor creation, plus stone and metal. |
8 | Forcecage | Cube or cage of force imprisons all inside. |
9 | Fantastic Machine, Greater | As fantastic machine, except it perform multiple simple tasks. |
Granted Power: You gain the Lightning Relexes feat for free.
Lv | Spell Name | Brief Description |
---|---|---|
1 | Cloak of Dark Power | +4 resistance bonus vs. light or darkness effects and protection from the effects of full sunlight. |
2 | Clairaudience/Clairvoyance | Hear or see at a distance for 1 minutes/level. |
3 | Suggestion | Compels subject to follow stated course of action. |
4 | Discern Lies | Reveals deliberate falsehoods. |
5 | Spiderform | You can polymorph into a drider or Tiny to Large monstrous spider. |
6 | Dispel Magic, Greater | As dispel magic, but +20 on check. |
7 | Word of Chaos | Kills, confuses, stuns, or deafens nonchaotic subjects. |
8 | Planar Ally, Greater | As lesser planar ally but up to 18 HD. |
9 | Gate | Connects two planes for travel or summoning. |
Granted Power: You gain the Blind-Fighting feat for free.
Lv | Spell Name | Brief Description |
---|---|---|
1 | Obscuring Mist | Fog surrounds you. |
2 | Blindness/Deafness | Makes subject blind or deaf. |
3 | Blacklight | 20-ft. radius of supernatural darkness you can see through. |
4 | Armor of Darkness | You gain +3 deflection bonus to AC +1/4 levels (+8 max), darkvision to 60 ft. and a +2 bonus to saving throws against good, holy or light spells and effects. |
5 | Darkbolt | You unleash 1 beam of darkness/2 levels for 1d8 points of damage and dazing the target for 1 round. |
6 | Prying Eyes | 1d4 +1/level floating eyes scout for you. |
7 | Nightmare | Sends vision dealing 1d10 damage, fatigue. |
8 | Power Word, Blind | Blinds 200 hp woth of creatures. |
9 | Power Word, Kill | Kills one tough subject or many weak ones. |
Granted Power: You may use a death touch once per day. Your death touch is a supernatural ability that produces a death effect. You must succeed on a melee touch attack against a living creature (using the rules for touch spells). When you touch, roll 1d6 per cleric level you possess. If the total at least equals the creature’s current hit points, it dies (no save).
Lv | Spell Name | Brief Description |
---|---|---|
1 | Cause Fear | One creature of 5 HD or less flees for 1d4 rounds. |
2 | Death Knell | Kill dying creature and gain 1d8 temporary hp, +2 to Str, and +1 caster level. |
3 | Animate Dead | Creates undead skeletons and zombies. |
4 | Death Ward | Grants immunity to death spells and negative energy effects. |
5 | Slay Living | Touch attack kills subject. |
6 | Create Undead | Create ghouls, ghasts, mummies, or mohrgs. |
7 | Destruction | Kills subject and destroys remains. |
8 | Create Greater Undead | Create shadows, wraiths, spectres, r devourers. |
9 | Wail of the Banshee | Kills one creature/level. |
Granted Power: Once per day as an immediate action, you can grant a willing creature within 30 feet the ability to reroll an attack, save, ability check, or skill check. You must be able to see the creature to be affected. You cannot use this power on yourself. This is a supernatural ability.
Lv | Spell Name | Brief Description |
---|---|---|
1 | Omen of Peril | You know how dangerous the future will be. [Races of Destiny] |
2 | Augury | Learns whether an action will be good or bad. |
3 | Delay Death | Losing hit points doesn't kill subjects. [Races of Destiny] |
4 | Bestow Curse | -6 to an ability; -4 on attacks, saves, and checks; or 50% of losing each action. |
5 | Stalwart Pact | Target gains combat bonuses automatically when reduced to half HP or lower. |
6 | Warp Destiny | Reverse failed save or hit in combat. |
7 | Bestow Greater Curse | As bestow curse, but more severe penalties. |
8 | Moment of Prescience | You gain insight bonus on single attack roll, check, or save. |
9 | Choose Destiny | Gain two chances for success on every action. |
Granted Power: You gain the smite power, the supernatural ability to make a single melee attack with a +4 bonus on attack rolls and a bonus on damage rolls equal to your cleric level (if you hit). You must declare the smite before making the attack. This ability is usable once per day.
Lv | Spell Name | Brief Description |
---|---|---|
1 | Inflict Light Wounds | Touch attack, 1d8 damage +1/level (max +5). |
2 | Shatter | Sonic vibration damages objects or crystalline creatures. |
3 | Contagion | Infects subject with chosen disease. |
4 | Inflict Critical Wounds | Touch attack, 4d8 damage +1/level (max +20). |
5 | Inflict Light Wounds, Mass | Deals 1d8 damage +1/level to any creatures. |
6 | Harm | Deals 10 points/level damage to target. |
7 | Disintegrate | Makes one creature or object vanish. |
8 | Earthquake | Intense tremor shakes 5-ft./level radius. |
9 | Implosion | Kills one creature/round. |
Granted Power: Add Bluff and Intimidate to your list of cleric class skills.
Lv | Spell Name | Brief Description |
---|---|---|
1 | Magic Fang | One natural weapon of subject creature gets +1 on attack and damage rolls. |
2 | Resist Energy | Ignores 10 (or more) points of damage/attack from specified energy type. |
3 | Magic Fang, Greater | One natural weapon of subject creature gets +1/three levels on attack and damage rolls (max +5). |
4 | Voice of the Dragon | +10 on Bluff, Diplomacy, and Intimidate checks; can use one suggestion. |
5 | True Seeing | Lets you see all things as they really are. |
6 | Stoneskin | Ignore 10 points of damage per attack. |
7 | Dragon Ally | As lesser dragon ally, but up to 18 HD. |
8 | Suggestion, Mass | As suggestion, plus one subject/level. |
9 | Dominate Monster | As dominate person, but any creature. |
Granted Power: you gain the Great Fortitude feat for free.
Lv | Spell Name | Brief Description |
---|---|---|
1 | Magic Weapon | Weapon gains +1 bonus. |
2 | Bear's Endurance | Subject gains +4 to Con for 1 min./level. |
3 | Glyph of Warding | Inscription harms those who pass it. |
4 | Magic Weapon, Greater | +1 bonus/four levels (max +5). |
5 | Fabricate | Transforms raw materials into finished items. |
6 | Stone Tell | Talk to natural or worked stone. |
7 | Dictum | Kills, paralyzes, slows, or deafens nonlawful subjects. |
8 | Protection from Spells | Confers +8 resistance bonus. |
9 | Elemental Swarm | Summons multiple elementals. |
Granted Power: Turn or destroy air creatures as a good cleric turns undead. Rebuke, command, or bolster earth creatures as an evil cleric rebukes undead. Use these abilities a total number of times per day equal to 3 + your Charisma modifier. This Granted Power: is a supernatural ability.
Lv | Spell Name | Brief Description |
---|---|---|
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 shape. |
4 | Spike Stones | Creatures in area take 1d8 damage, may be lowed. |
5 | Wall of Stone | Creates a stone wall that can be shaped. |
6 | Stoneskin M | Ignore 10 points of damage per attack. |
7 | Earthquake | Intense tremor shakes 5-ft./level radius. |
8 | Iron Body | Your body becomes living iron. |
9 | Elemental Swarm* | Summons multiple elementals. |
* Cast as an earth spell only. |
Granted Power: You gain the Point Blank Shot feat for free.
Lv | Spell Name | Brief Description |
---|---|---|
1 | True Strike | +20 on your next attack roll. |
2 | Cat's Grace | Subject gains 1d4+1 Dex for 1 hour/level. |
3 | Snare | Creates a magic booby trap. |
4 | Tree Stride | Step from one tree to another far away. |
5 | Commune with Nature | Learn about terrain for 1 mile/level. |
6 | Find the Path | Shows most direct way to a location. |
7 | Liveoak | Oak becomes treant guardian. |
8 | Sunburst | Blinds all within 10 ft., deals 6d6 damage. |
9 | Antipathy | Object or location affected by spell repels certain creatures. |
Granted Power: Add Bluff to your list of cleric class skills. In addition, you cast spells that damage or drain ability scores or bestow negative levels at +1 caster level.
Lv | Spell Name | Brief Description |
---|---|---|
1 | Disguise Self | Changes your appearance. |
2 | Ray of Enfeeblement | Ray deals 1d6+1 per two levels damage. |
3 | Touch of Idiocy | Subject takes id6 points of Int, Wis, and Cha damage. |
4 | Vampiric Touch | Touch deals 1d6/two levels damage; caster gains damage as hp. |
5 | Crushing Despair | Subjects take -2 on attack rolls, damage to saves, and checks. |
6 | Magic Jar | Enables possession of another creature. |
7 | Limited Wish | Alters reality-within spell limits. |
8 | Simulacrum | Creates partially real double of a creature. |
9 | Wish | As limited wish, but with fewer limits. |
Granted Power: You cast evil spells at +1 caster level.
Lv | Spell Name | Brief Description |
---|---|---|
1 | Protection from Good | +2 to 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 | Create ghouls, ghasts, mummies, or mohrgs. |
7 | Blasphemy | Kills, paralyzes, weakens, or dazes nonevil subjects. |
8 | Unholy Aura | +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. |
Granted Power: As a free action, you may protect a number of creatures equal to your Charisma modifier (minimum one creature) with a +2 dodge bonus to AC. This supernatural ability lasts 1 round per level. An affected creature loses this protection if it moves more than 10 feet from you. You may affect yourself with this ability.
Lv | Spell Name | Brief Description |
---|---|---|
1 | Bless | Allies gain +1 on attack rolls and saves against fear. |
2 | Shield Other | You take half of subject's damage. |
3 | Helping Hand | Ghostly hand leads subject to you. |
4 | Imbue With Spell Ability | Transfer spells to subject. |
5 | Rary's Telepathic Bond | Link lets allies communicate. |
6 | Heroes' Feast | Food for one creature/level cures and grants combat bonuses. |
7 | Refuge | Alters item to transport its possessor to you. |
8 | Protection from Spells | Confers +8 resistance bonus. |
9 | Prismatic Sphere | As prismatic wall, but surrounds on all sides. |
Granted Power: You gain the uncanny dodge ability, allowing you to retain your Dexterity bonus to AC (if any) even if caught flat-footed or struck by an invisible attacker. However, you still lose your Dexterity bonus to AC if immobilized. If you have another class that gives you uncanny dodge, your cleric levels add to that class's level for determining when you gain the improved uncanny dodge class feature.
Lv | Spell Name | Brief Description |
---|---|---|
1 | True Strike | +20 on your next attack roll. |
2 | Augury | Learns whether an action will be good or bad. |
3 | Bestow Curse | -6 to an ability; -4 on attacks, saves, and checks; or 50% of losing each action. |
4 | Status | Monitors condition, position of allies. |
5 | Mark of Justice | Designates action that will trigger curse on subject. |
6 | Geas/Quest | As lesser geas, plus it affects any creature. |
7 | Vision | As legend lore, but quicker and strenuous. |
8 | Mind Blank | Subject is immune to mental/emotional magic and scrying. |
9 | Foresight | Sixth sense warns of impending danger. |
Granted Power: Turn or destroy water creatures as a good cleric turns undead. Rebuke, command, or bolster fire creatures as an evil cleric rebukes undead. Use these abilities a total number of times per day equal to 3 + your Charisma modifier. This Granted Power: is a supernatural ability.
Lv | Spell Name | Brief Description |
---|---|---|
1 | Burning Hands | 1d4/level fire damage (max 5d4). |
2 | Produce Flame | 1d6 damage +1/ level, touch or thrown. |
3 | Resist Energy* | Ignores 10 (or more) points of damage/attack from specified energy type. |
4 | Wall of Fire | Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 damage +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/level fire damage. |
8 | Incendiary Cloud | Cloud deals 4d6 fire damage/round. |
9 | Elemental Swarm** | Summons multiple elementals. |
* Resist cold or fire only. | ||
** Cast as a fire spell only. |
Granted Power:You cast all illusion spells at +1 caster level.
Lv | Spell Name | Brief Description |
---|---|---|
1 | Silent Image | Creates minor illusion of your design. |
2 | Gem Bomb | Converts five gems into bombs that deal 1d8 force damage/two levels. |
3 | Minor Image | As silent image, plus some sound. |
4 | Minor Creation | Creates one cloth or wood object. |
5 | Hallucinatory Terrain | Makes one type of terrain appear like another (field into forest, or the like). |
6 | Fantastic Machine | Creates illusory many-armed machine that functions as Large animated object. |
7 | Screen | Illusion hides area from vision, scrying. |
8 | Otto's Irresistable Dance | Forces subject to dance. |
9 | Summon Nature's Ally IX | Calls earth elemental or animal to fight. |
Granted Power: You cast good spells at +1 caster level.
Lv | Spell Name | Brief Description |
---|---|---|
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 temp 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 | 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. |
Granted Power: You gain the ability to add your Charisma modifier to your Climb, Jump, Move Silently, and Hide checks. This extraordinary ability is a free action that lasts 10 minutes. It can be used once per day.
Lv | Spell Name | Brief Description |
---|---|---|
1 | Magic Stone | Three stones gain +1 on attack, deal 1d6 +1 damage. |
2 | Cat's Grace | Subject gains 1d4+1 Dex for 1 hour/level. |
3 | Magic Vestment | Armor or shield gains +1 enhancement per four levels. |
4 | Freedom of Movement | Subject moves normally despite impediments. |
5 | Mordek's Faithful Hound | Phantom dog can guard, attack. |
6 | Move Earth | Digs trenches and builds hills. |
7 | Shadow Walk | Step into shadow to travel rapidly. |
8 | Word of Recall | Teleports you back to designated place. |
9 | Foresight | Sixth sense warns of impending danger. |
Granted Power: Once per day, as a free action, choose one opponent. Against the opponent you gain a +2 profane bonus on attack rolls, saving throws, and Armor Class. This supernatural ability lasts 1 minute.
Lv | Spell Name | Brief Description |
---|---|---|
1 | Doom | One subject takes -2 on attack rolls, damage rolls, saves, and checks. |
2 | Scare | Panics creatures of less than 6 HD. |
3 | Bestow Curse | -6 to an ability; -4 on attacks, saves, and checks; or 50% of losing each action. |
4 | Song of Discord | Forces targets to attack each other. |
5 | Righteous Might | Your size increases, and you gain combat bonuses. |
6 | Forbiddance | Blocks planar travel, damages creatures of different alignment. |
7 | Blasphemy | Kills, paralyzes, weakens, or dazes nonevil subjects. |
8 | Antipathy | Object or location affected by spell repels certain creatures. |
9 | Wail of the Banshee | Kills one creature/level. |
Granted Power: You cast healing spells at +1 caster level.
Lv | Spell Name | Brief Description |
---|---|---|
1 | Cure Light Wounds | Cures 1d8 damage +1/level (max +5). |
2 | Cure Moderate Wounds | Cures 2d8 damage +1/level (max +10). |
3 | Cure Serious Wounds | Cures 3d8 damage +1/level (max +15). |
4 | Cure Critical Wounds | Cures 4d8 damage +1/level (max +20). |
5 | Cure Light Wounds, Mass | Cures 1d8 damage +1/level (max +25) for many creatures. |
6 | Heal | Cures 10 points/level of damage, all diseases and mental conditions. |
7 | Regenerate | Target’s lost limbs grow back, cures 4d8 damage +1/level (max +35). |
8 | Cure Critical Wounds, Mass | Cures 4d8 damage +1/level (max +40) for many creatures. |
9 | Heal, Mass | As heal, but with several subjects. |
Granted Power: You cast all illusion spells at +1 caster level.
Lv | Spell Name | Brief Description |
---|---|---|
1 | Silent Image | Creates minor illusion of your design. |
2 | Minor Image | As silent image, plus some sound. |
3 | Displacement | Attacks miss subject 50%. |
4 | Phantasmal Killer | Fearsome illusion kills subject or deals 3d6 damage. |
5 | Persistant Image | As major image, but no concentration required. |
6 | Mislead | Turns you invisible and creates illusory double. |
7 | Project Image | Illusory double can talk and cast spells. |
8 | Screen | Illusion hides area from vision, scrying. |
9 | Weird | As phantasmal killer, but affects all within 30 ft. |
Granted Power: You cast divination spells at +1 caster level. Add all Knowledge skills to your list of cleric class skills.
Lv | Spell Name | Brief Description |
---|---|---|
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 for specific proposed actions. |
5 | True Seeing | Lets you see all things as they really are. |
6 | Find the Path | Shows most direct way to a location. |
7 | Legend Lore | Lets you learn tales about a person, place, or thing. |
8 | Discern Location | Reveals exact location of creature or object. |
9 | Foresight | “Sixth sense” warns of impending danger. |
Granted Power: You cast law spells at +1 caster level.
Lv | Spell Name | Brief Description |
---|---|---|
1 | Protection from Chaos | +2 to AC and saves, counter mind control, hedge out elementals and outsiders. |
2 | Calm Emotions | Calms creatures, negating emotion effects. |
3 | Magic Circle against Chaos | As protection spells, but 10-ft. radius and 10 min./level. |
4 | Order’s Wrath | Damages and dazes chaotic creatures. |
5 | Dispel Chaos | +4 bonus against attacks by chaotic creatures. |
6 | Hold Monster | As hold person, but any creature. |
7 | Dictum | Kills, paralyzes, slows, or deafens nonlawful subjects. |
8 | Shield of Law | +4 to AC, +4 resistance, and SR 25 against chaotic spells. |
9 | Summon Monster IX* | Calls extraplanar creature to fight for you. |
* Cast as a law spell only. |
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 before the DM declares whether the roll results in success or failure. You must take the result of the reroll, even if it’s worse than the original roll.
Lv | Spell Name | Brief Description |
---|---|---|
1 | Entropic Shield | Ranged attacks against you have 20% miss chance. |
2 | Aid | +1 on attack rolls, +1 against fear, 1d8 temporary hp +1/level (max +10). |
3 | Protection from Energy | Absorb 12 points/level of damage from one kind of energy. |
4 | Freedom of Movement | Subject moves normally despite impediments. |
5 | Break Enchantment | Frees subjects from enchantments, alterations, curses, and petrification. |
6 | Mislead | Turns you invisible and creates illusory double. |
7 | Spell Turning | Reflect 1d4+6 spell levels back at caster. |
8 | Moment of Prescience | You gain insight bonus on single attack roll, check, or save. |
9 | Miracle | Requests a deity’s intercession. |
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.
Lv | Spell Name | Brief Description |
---|---|---|
1 | Magic Aura | Alters object’s magic aura. |
2 | Identify | Determines properties of magic item. |
3 | Dispel Magic | Cancels magical spells and effects. |
4 | Imbue with Spell Ability | Transfer spells to subject. |
5 | Spell Resistance | Subject gains SR 12 + level. |
6 | Antimagic Field | Negates magic within 10 ft. |
7 | Spell Turning | Reflect 1d4+6 spell levels back at caster. |
8 | Protection from Spells | Confers +8 resistance bonus. |
9 | Mordek’s Disjunction | Dispels magic, disenchants magic items. |
Granted Power: You gain one free Martial or Exotic Weapon Proficiency. You gain Weapon Focus with your choice of hammer. You need not meet the prerequisites for these feats.
Lv | Spell Name | Brief Description |
---|---|---|
1 | Magic Weapon | Weapon gains +1 bonus. |
2 | Heat Metal | Make metal so hot it damages those who touch it. |
3 | Keen Edge | Doubles normal weapon's threat range. |
4 | Rusting Grasp | Your touch corrodes iron and alloys. |
5 | Wall of Iron | Creates an iron wall with 30 hp/four levels; can topple onto foes. |
6 | Blade Barrier | Wall of blades deals 1d6/level damage. |
7 | Transmute Metal to Wood | Metal within 40 ft. becomes wood. |
8 | Iron Body | Your body becomes living iron. |
9 | Repel Metal or Stone | Pushes away metal and stone. |
Granted Power: Turn or destroy lycanthropes as a good cleric turns undead. Use these abilities a total number of times per day equal to 3 + Cha modifier.
Lv | Spell Name | Brief Description |
---|---|---|
1 | Faerie Fire | Outlines subjects with light, canceling blur, concealment, and the like. |
2 | Moonbeam | Creates a cone of moonlight that causes lycanthropes to assume animal form, penetrates darkness spells of equal or lower level. [FRCS] |
3 | Moon Blade | Touch attack deals 1d8 dmg +1/two levels, more to undead, plus scrambles spellcasting. [FRCS] |
4 | Good Hope | Subjects gain +2 on attack rolls, damage rolls, saves, and checks. |
5 | Moon Path | Grants sanctuary to 1 creature/level. [FRCS] |
6 | Permanent Image | Includes sight, sound, and smell. |
7 | Insanity | Subject suffers continuous confusion. |
8 | Animal Shapes | One ally/level polymorphs into chosen animal. |
9 | Moonfire | Cone of moonlight deals 1d8 dmg/two levels (max 10d8, magical auras glow blue for 1 round/level, illuminates as full moon, negates electricity for 1 round/level). [FRCS] |
Granted Power: You have the supernatural ability to breathe water as id under the effect of a water breathing spell, for up to 10 rounds per level. This effect occurs automatically as soon as it applies, lasts until it runs out or is no longer needed, and can operage multiple times per day (up to the total daily limit of rounds).
Lv | Spell Name | Brief Description |
---|---|---|
1 | Endure Elements | Exist comfortably in hot or cold environments. |
2 | Sound Burst | Deals 1d8 sonic damage to subjects; may stun them. |
3 | Water Breathing | Subjects can breathe underwater. |
4 | Freedom of Movement | Subject moves normally despite impediments. |
5 | Wall of Ice | Creates ice wall with 15 hp +1/level, or hemisphere can trap creatures inside. |
6 | Otiluke's Freezing Sphere | Freezes water or deals cold damage. |
7 | Waterspout | Causes existing water to rise up into a whirling, cylindrical column. [CDiv] |
8 | Maelstrom | Causes a deadly vortex in a body of water at least 120 ft wide and 60 ft deep. [CDiv] |
9 | Elemental Swarm (Water) | Summons multiple elementals. |
Granted Power: You gain the smite power, the supernatural ability to make a single melee attack with 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. If used against a dwarf or elf, you get a +4 bonus on the smite attack roll.
Lv | Spell Name | Brief Description |
---|---|---|
1 | Cause Fear | One creature of 5 HD or less flees for 1d4 rounds. |
2 | Produce Flame | 1d6 damage +1/ level, touch or thrown. |
3 | Prayer | Allies gain +1 bonus on most rolls, enemies -1 penalty. |
4 | Divine Power | You gain attack bonus, +6 to Str, and 1 hp/level. |
5 | Prying Eyes | 1d4 +1/level floating eyes scout for you. |
6 | Eyebite | Target becomes panicked, sickened, and comatose. |
7 | Blasphemy | Kills, paralyzes, weakens, or dazes nonevil subjects. |
8 | Cloak of Chaos | +4 to AC, +4 resistance, SR 25 against lawful spells. |
9 | Power Word, Kill | Kills creature with 100 hp or less. |
Granted Power: Immunity to the effects of all diseases, although clerics with this power may still carry infectious diseases.
Lv | Spell Name | Brief Description |
---|---|---|
1 | Doom | One subject suffers -2 on attacks, damage, saves, and checks. |
2 | Summon Swarm | Summons swarm of bats, rats, or spiders. |
3 | Contagion | Infects subject with chosen disease. |
4 | Poison | Touch deals 1d10 Con damage, reapeats in 1 min. |
5 | Plague of Rats | Summons horde of diseased rats. [CDiv] |
6 | Curse of Lycanthropy | Causes temporary lycanthropy in subject. [CDiv] |
7 | Scourge | Inflicts a disease that must be magically cured, one subject/level. [CDiv] |
8 | Create Greater Undead | May only be used to create mummies. |
9 | Otyugh Swarm | Creates 3d4 otyughs or 1d3+1 Huge otyughs. [CDiv] |
Granted Power: Rebuke or command plant creatures as an evil cleric rebukes or commands undead. Use this ability a total number of times per day equal to 3 + your Charisma modifier. This Granted Power is a supernatural ability. Add Knowledge (Nature) to your list of cleric class skills.
Lv | Spell Name | Brief Description |
---|---|---|
1 | Entangle | Plants entangle everyone in 40-ft.-radius. |
2 | Barkskin | Grants +2 (or higher) enhancement to natural armor. |
3 | Plant Growth | Grows vegetation, improves crops. |
4 | Command Plants | Sway the actions of one or more plant creatures. |
5 | Wall of Thorns | Thorns damage anyone who tries to pass. |
6 | Repel Wood | Pushes away wooden objects. |
7 | Animate Plants | One or more trees animate and fight for you. |
8 | Control Plants | Control actions of one or more plant creatures. |
9 | Shambler | Summons 1d4+2 shambling mounds to fight for you. |
Granted Power: You gain Greater Portal Sense as a bonus feat.
Lv | Spell Name | Brief Description |
---|---|---|
1 | Portal Stabilization | |
2 | Analyze Portal | Detects magic portals. |
3 | Portal View | |
4 | Dimension Door | Teleports you short distance. |
5 | Portal Barricade | |
6 | Portal to Portal Redirect | |
7 | Etherealness | Travel to the plane of Ether with companions. |
8 | Portal Reformat | |
9 | Gate | Connects two planes for travel or summoning. |
Granted Power: You can generate a protective ward as a supernatural ability. Grant someone you touch a resistance bonus equal to your cleric level on his or her next saving throw. 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.
Lv | Spell Name | Brief Description |
---|---|---|
1 | Sanctuary | Opponents can’t attack you, and you can’t attack. |
2 | Shield Other | You take half of subject’s damage. |
3 | Protection from Energy | Absorb 12 points/level of damage from one kind of energy. |
4 | Spell Immunity | Subject is immune to one spell per four levels. |
5 | Spell Resistance | Subject gains SR 12 + level. |
6 | Antimagic Field | Negates magic within 10 ft. |
7 | Repulsion | Creatures can’t approach you. |
8 | Mind Blank | Subject is immune to mental/emotional magic and scrying. |
9 | Prismatic Sphere | As prismatic wall, but surrounds on all sides. |
Granted Power: You are immune to pattern effects. This is a supernatural ability.
Lv | Spell Name | Brief Description |
---|---|---|
1 | Color Spray | Knocks unconscious, blinds, and/or 1d6 weak creatures. |
2 | Hypnotic Pattern | Fascinates (2d4 + level) HD of creatures. |
3 | Searing Light | Ray deals 1d8/two levels damage, more against undead. |
4 | Faerie Fire | Outlines subjects with light, canceling blur, concealment, and the like. |
5 | Rainbow Pattern | Lights fascinate 24 HD of creatures. |
6 | Rainbow | Creates a rainbow hued +1 longbow with endless supply of magic arrows. [Dragon #321] |
7 | Prismatic Spray | Rays hit subjects with variety of effects. |
8 | Scintillating Pattern | Twisting colors confuse, stun, or render unconscious. |
9 | Prismatic Wall | Wall's colors have array of effects. |
Granted Power: If you fall below 0 hit points, you regain a number of hit points equal to 1d8 + your Charisma modifier. This supernatural ability finctions once per day. If an attack brings you to negative your Constitution hit points or less, you die before this power takes effect.
Lv | Spell Name | Brief Description |
---|---|---|
1 | Charm Person | Makes one person your friend. |
2 | Restoration, Lesser | Dispels magical ability penalty or repairs 1d4 ability damage. |
3 | Remove Disease | Cures all diseases affecting subject. |
4 | Reincarnate | Brings dead subject back in a random body. |
5 | Atonement | Removes burden of misdeeds from subject. |
6 | Heroes' Feast | Food for one creature/level cures and grants combat bonuses. |
7 | Restoration, Greater | As restoration, plus restores all levels and ability scores. |
8 | Polymorph Any Object | Changes any subject into anything else. |
9 | Freedom | Releases creature from imprisonment. |
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 cleric level. If the total at least equals the creature's current hit points, it dies.
Lv | Spell Name | Brief Description |
---|---|---|
1 | Hide From Undead | Undead can't perceive one subject/level. |
2 | Gentle Repose | Preserves one corpse. |
3 | Speak with Dead | Corpse answers one question/two levels. |
4 | Death Ward | Grants immunity to death spells and negative energy effects. |
5 | Slay Living | Touch attack kills subject. |
6 | Undeath to Death | As circle of death, but only affecting undead. |
7 | Destruction | Kills subject and destroys remains. |
8 | Surelife | Protects you from one kind of certain death. [FaP] |
9 | Wail of the Banshee | Kills one creature/level. |
Granted Power: If you have been harmed by someone in combat, you may make a strike of vengeance with a melee or ranged weapon against that individual on your next action. If this attack hits, you deal maximum damage. You may use this supernatural ability once per day.
Lv | Spell Name | Brief Description |
---|---|---|
1 | Shield of Faith | Aura grants +2 or higher deflection bonus. |
2 | Bear's Endurance | Subject gains +4 to Con for 1 min./level. |
3 | Speak with Dead | Corpse answers one question/two levels. |
4 | Fire Shield | Creatures attacking you take fire damage; you’re protected from heat or cold. |
5 | Mark of Justice | Designates action that will trigger curse on subject. |
6 | Banishment | Banishes 2 HD/level of extraplanar creatures. |
7 | Spell Turning | Reflect 1d4+6 spell levels back at caster. |
8 | Discern Location | Reveals exact location of creature or object. |
9 | Storm of Vengence | Storm rains acid, lightning, and hail. |
Granted Power: You gain the Scribe Scroll feat for free.
Lv | Spell Name | Brief Description |
---|---|---|
1 | Erase | Mundane or magical writing vanishes. |
2 | Secret Page | Changes one page to hide its real content. |
3 | Glyph of Warding | Inscription harms those who pass it. |
4 | Explosive Runes | Deals 6d6 damage when read. |
5 | Planar Binding, Lesser | Traps extraplanar creatures of 6 or fewer HD until it performs a task. |
6 | Glyph of Warding, Greater | As glyph of warding, but up to 10d8 damage or 6th-level spell. |
7 | Drawmij's Instant Summons | Prepared object appears in your hand. |
8 | Transcribe Symbol | Safely moves an untriggered magical symbol to another location. |
9 | Teleportation Circle | Circle teleports any creature inside to designated spot. |
Granted Power: Rebuke or command animals (reptilian creatures and snakes only) as an evil cleric rebukes or commands undead. Use these abilities a total of number of times per day equal to 3+ your Cha modifier.
Lv | Spell Name | Brief Description |
---|---|---|
1 | Magic Fang | One natural weapon of subject creature gets +1 on attack and damage rolls. |
2 | Animal Trance | Fascinates 2d6 HD of animals. |
3 | Magic Fang, Greater | One natural weapon of subject creature gets +1/three levels on attack and damage rolls (max +5). |
4 | Poison | Touch deals 1d6 Con damage, repeats in 1 min. |
5 | Animal Growth | One animal/two levels doubles in size. |
6 | Eyebite | Target becomes panicked, sickened, and comatose. |
7 | Vipergout | Spit forth celestial or fiendish vipers that attack your foes. [MoF] |
8 | Animal Shapes | One ally/level polymorphs into chosen animal. |
9 | Shapechange | Transforms you into any creature, and change forms once per round. |
Granted Power: Rebuke or command oozes as an evil cleric rebukes or commands undead. Use these abilities a total of number of times per day equal to 3+ your Cha modifier.
Lv | Spell Name | Brief Description |
---|---|---|
1 | Grease | Makes 10-ft. square or one object slippery. |
2 | Melf's Acid Arrow | Ranged touch attack deals d24 damage for 1 round +1 round/three levels. |
3 | Poison | Touch deals 1d10 Con damage, repeats in 1 min. |
4 | Rusting Grasp | Your touch corrodes iron and alloys. |
5 | Evard's Black Tentacles | Tentacles grapple all within 15 ft. spread. |
6 | Transmute Rock to Mud | Transforms two 10-ft. cubes per level. |
7 | Destruction | Kills subject and destroys remains. |
8 | Power Word, Blind | Blinds creature with 200 hp or less. |
9 | Implosion | Kills one creature/round. |
Granted Power: You get a +2 bonus on Concentration and Spellcraft checks.
Lv | Spell Name | Brief Description |
---|---|---|
1 | Mage Armor | Gives subject +4 armor bonus. |
2 | Silence | Negates sound in 15-ft. radius. |
3 | Anyspell | You can read and prepare any arcane spell up to 2nd level. |
4 | Rary's Mnemonic Enhancer | Wizard only. Prepares extra spells or retains one just cast. |
5 | Break Enchantment | Frees subjects from enchantmenrs, alterations, curses, and petrification. |
6 | Anyspell, Greater | As anyspell, except you can prepare a spell up to 5th level. |
7 | Limited Wish | Alters reality-within spell limits. |
8 | Antimagic Field | Negates magic within 10 ft. |
9 | Mordek's Disjunction | Dispels magic, disenchants magic items. |
Granted Power: Rebuke or command spiders as an evil cleric rebukes or commands undead. Use these abilities a total of number of times per day equal to 3+ your Cha modifier.
Lv | Spell Name | Brief Description |
---|---|---|
1 | Spider Climb | Grants ability to walk on walls and ceilings. |
2 | Summon Swarm | Summons swarm of vermin (spiders only). |
3 | Phantom Steed | Magic spider mount appears for 1 hour/level. |
4 | Giant Vermin | Turns centipedes, scorpions, or spiders into giant vermin. |
5 | Insect Plague | Spider swarms attack creatures. |
6 | Spider Curse | You turn a humanoid into a driderlike creature that obeys you. [FRCS] |
7 | Stone Spiders | Transforms 1d3 pebbles into stone constructs that resemble spiders. [FRCS] |
8 | Creeping Doom | Swarms of spiders attack at your command. |
9 | Spider Shapes | As polymorph, except you change up to one willing creature/level into a Tiny to Huge monstrous spider. [FRCS] |
Granted Power: You gain Electricity Resistance 5.
Lv | Spell Name | Brief Description |
---|---|---|
1 | Entropic Shield | Ranged attacks against you have 20% miss chance. |
2 | Gust of Wind | Blows away or knocks down smaller creatures. |
3 | Call Lightning | Calls down lightning bolts (3d6 per bolt) from sky. |
4 | Sleet Storm | Hampers vision and movement. |
5 | Ice Storm | Hail deals 5d6 damage in cylinder 40 ft. across. |
6 | Call Lightning Storm | As call lightning, but 5d6 damage per bolt. |
7 | Control Weather | Changes weather in local area. |
8 | Whirlwind | Cyclone deals damage and can pick up creatures. |
9 | Storm of Vengence | Storm rains acid, lightning, and hail. |
Granted Power: You can perform a feat of strength as a supernatural ability. You gain an enhancement bonus to Strength equal to your cleric level. Activating the power is a free action, the power lasts 1 round, and it is usable once per day.
Lv | Spell Name | Brief Description |
---|---|---|
1 | Enlarge Person | Humanoid creature doubles in size. |
2 | Bull’s Strength | Subject gains +4 to Str for 1 min./level. |
3 | Magic Vestment | Armor or shield gains +1 enhancement per four levels. |
4 | Spell Immunity | Subject is immune to one spell per four levels. |
5 | Righteous Might | Your size increases, and you gain combat bonuses. |
6 | Stoneskin | Ignore 10 points of damage per attack. |
7 | Grasping Hand | Large hand provides cover, pushes, or grapples. |
8 | Clenched Fist | Large hand provides cover, pushes, or attacks your foes. |
9 | Crushing Hand | Large hand provides cover, pushes, or crushes your foes. |
Granted Power: You may use a pain touch once per day. Make a melee touch attack against a living creature, which bestows on that creature a -2 enhancement penalty to Strength and dexterity for 1 minute on a successful attack. This spell-like ability does not affect creature immune to critical hits.
Lv | Spell Name | Brief Description |
---|---|---|
1 | Bane | Enemies take -1 on attack rolls and saves against fear. |
2 | Bear's Endurance | Subject gains +4 to Con for 1 min./level. |
3 | Bestow Curse | -6 to an ability; -4 on attacks, saves, and checks; or 50% of losing each action. |
4 | Enervation | Subject gains 1d4 negative levels. |
5 | Symbol of Pain | Triggered rune wracks nearby creatures with pain. |
6 | Harm | Deals 10 points/level damage to target. |
7 | Waves of Exhaustion | Several targets become exhausted. |
8 | Horrid Wilting | Deals 1d6/level damage within 30 ft. |
9 | Energy Drain | Subject gains 2d4 negative levels. |
Granted Power: Once per day, you can perform a greater turning against undead in place of a regular turning. The greater turning is like a normal turning except that the undead creatures that would be turned are destroyed instead.
Lv | Spell Name | Brief Description |
---|---|---|
1 | Endure Elements | Exist comfortably in hot or cold environments. |
2 | Heat Metal | Make metal so hot it damages those who touch it. |
3 | Searing Light | Ray deals 1d8/two levels, more against undead. |
4 | Fire Shield | Creatures attacking you take fire damage; you’re protected from heat or cold. |
5 | Flame Strike | Smite foes with divine fire (1d6/level damage). |
6 | Fire Seeds | Acorns and berries become grenades and bombs. |
7 | Sunbeam | Beam blinds and deals 4d6 damage. |
8 | Sunburst | Blinds all within 10 ft., deals 6d6 damage. |
9 | Prismatic Sphere | As prismatic wall, but surrounds on all sides. |
Granted Power: You gain the Improved Initiative feat for free.
Lv | Spell Name | Brief Description |
---|---|---|
1 | True Strike | +20 on your next attack roll. |
2 | Gentle Repose | Preserves one corpse. |
3 | Haste | One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves. |
4 | Freedom of Movement | Subject moves normally despite impediments. |
5 | Permanency | Makes certain spells permanent. |
6 | Contingency | Sets trigger condition for another spell. |
7 | Moment of Prescience | You gain insight bonus on single attack roll, check, or save. |
8 | Foresight | Sixth sense warns of impending danger. |
9 | Time Stop | You act freely for 3d4+1 rounds. |
Granted Power: You may use detect thoughts once per day as a spell-like ability, affecting one target and lasting a number of minutes equal to your Charisma bonus. Activating this power is a free action.
Lv | Spell Name | Brief Description |
---|---|---|
1 | Message | Whispered conversation at distance. |
2 | Gembomb | Converts up to five gems into bombs you can lob at enemies. [FRCS] |
3 | Eagle's Splendor | Subject gains 1d4+1 Cha for 1 hour/level. |
4 | Sending | Delivers short message anywhere, instantly. |
5 | Fabricate | Transforms raw materials into finished items. |
6 | True Seeing | Lets you see all things as they really are. |
7 | Mord's Magnificent Mansion | Door leads to extradimensional mansion. |
8 | Mind Blank | Subject is immune to mental/emotional magic and scrying. |
9 | Discern Location | Reveals exact location of creature or object. |
Granted Power: For a total time per day of 1 round per cleric level you possess, you can act normally regardless of magical effects that impede movement as if you were affected by 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 Granted Power is a supernatural ability.
Add Survival to your list of cleric class skills.
Lv | Spell Name | Brief Description |
---|---|---|
1 | Longstrider | Increases your speed. |
2 | Locate Object | Senses direction toward object (specific or type). |
3 | Fly | Subject flies at speed of 60 ft. |
4 | Dimension Door | Teleports you short distance. |
5 | Teleport | Instantly transports you as far as 100 miles/level. |
6 | Find the Path | Shows most direct way to a location. |
7 | Teleport, Greater | As teleport, but no range limit and no off-target arrival. |
8 | Phase Door | Creates an invisible passage through wood or stone. |
9 | Astral Projection | Projects you and companions onto Astral Plane. |
Granted Power: Add Bluff, Disguise, and Hide to your list of cleric class skills.
Lv | Spell Name | Brief Description |
---|---|---|
1 | Disguise Self | Disguise own appearance. |
2 | Invisibility | Subject invisible 1 min./level or until it attacks. |
3 | Nondetection | Hides subject from divination, scrying. |
4 | Confusion | Subjects behave oddly for 1 round/level. |
5 | False Vision | Fools scrying with an illusion. |
6 | Mislead | Turns you invisible and creates illusory double. |
7 | Screen | Illusion hides area from vision, scrying. |
8 | Polymorph Any Object | Changes any subject into anything else. |
9 | Time Stop | You act freely for 1d4+1 rounds. |
Granted Power: Add +1 to the save DC of any compulsion spell you cast.
Lv | Spell Name | Brief Description |
---|---|---|
1 | Command | One subject obeys selected command for i round. |
2 | Enthrall | Captivates all within 100 ft. + 10 ft/level. |
3 | Discern Lies | Reveals deliberate falsehoods. |
4 | Fear | Subjects within cone flee for 1 round/level. |
5 | Greater Command | As command, but affects one subject/level. |
6 | Geas/Quest | As lesser geas, plus it affects any creature. |
7 | Grasping Hand | Hand provides cover, pushes, or grapples. |
8 | Mass Charm Person | As charm person, but all within 30 feet. [Races of Destiny] |
9 | Dominate Monster | As dominate person, but any creature. |
Granted Power: You gain the Extra Turning feat for free.
Lv | Spell Name | Brief Description |
---|---|---|
1 | Detect Undead | Reveals undead within 60 ft. |
2 | Desecrate | Fills area with negative energy, making undead stronger. |
3 | Animate Dead | Creates undead skeletons and zombies. |
4 | Death Ward | Grants immunity to death spells and negative energy effects. |
5 | Circle of Death | Kills 1d4/level HD of creatures. |
6 | Create Undead | Create ghouls, ghasts, mummies, or mohrgs. |
7 | Control Undead | Undead don't attack you while under your command. |
8 | Create Greater Undead | Create shadows, wraiths, spectres, or devourers. |
9 | Energy Drain | Subject gains 2d4 negative levels. |
Granted Power: Free Martial Weapon Proficiency with deity’s favored weapon (if necessary) and Weapon Focus with the deity’s favored weapon.
Lv | Spell Name | Brief Description |
---|---|---|
1 | Magic Weapon | Weapon gains +1 bonus. |
2 | Spiritual Weapon | Magical weapon attacks on its own. |
3 | Magic Vestment | Armor or shield gains +1 enhancement per four levels. |
4 | Divine Power | You gain attack bonus, +6 to Str, and 1 hp/level. |
5 | Flame Strike | Smite foes with divine fire (1d6/level damage). |
6 | Blade Barrier | Wall of blades deals 1d6/level damage. |
7 | Power Word, Blind | Blinds creature with 200 hp or less. |
8 | Power Word, Stun | Stuns creature with 150 hp or less. |
9 | Power Word, Kill | Kills creature with 100 hp or less. |
Granted Power: Turn or destroy fire creatures as a good cleric turns undead. Rebuke, command, or bolster water creatures as an evil cleric rebukes undead. Use these abilities a total number of times per day equal to 3 + your Charisma modifier. This Granted Power is a supernatural ability.
Lv | Spell Name | Brief Description |
---|---|---|
1 | Obscuring Mist | Fog surrounds you. |
2 | Fog Cloud | Fog obscures vision. |
3 | Water Breathing | Subjects can breathe underwater. |
4 | Control Water | Raises or lowers bodies of water. |
5 | Ice Storm | Hail deals 5d6 damage in cylinder 40 ft. across. |
6 | Cone of Cold | 1d6/level cold damage. |
7 | Acid Fog | Fog deals acid damage. |
8 | Horrid Wilting | Deals 1d6/level damage within 30 ft. |
9 | Elemental Swarm* | Summons multiple elementals. |
* Cast as a water spell only. |
Granted Power: During the winter season or in winter climates, you gain a +2 sacred bonus on all Wisdom-baed skill checks.
Lv | Spell Name | Brief Description |
---|---|---|
1 | Snowsight | Normal vision in winter weather conditions. [Frostburn] |
2 | Snow Walk | Increase your speed and walk on top of snow without leaving tracks or scent. |
3 | Winter's Embrace | Subject takes 1d8 damage/round; can cause fatigue. [Frostburn] |
4 | Ice Storm | Hail deals 5d6 damage in cylinder 40 ft. across. |
5 | Blizzard | Temperature drops and powerful blizzard reduces visibility to zero. [Frostburn] |
6 | Death Hail | Summons a storm of death hail. [Frostburn] |
7 | Control Weather | Changes weather in local area. |
8 | Summon Giants (Frost) | Summons outsider giants to fight for you. [Frostburn] |
9 | Fimbulwinter | Creates winter weather for miles around you that lasts for months. [Frostburn] |
Granted Power: Once per day, you may subtract a number of points from your Wisdom score equal to or less than your cleric level. For every 2 points you subtract from your Wisdom score, add 1 point to your Strength score. You suffer all the effects of reduced Wisdom including access to spells and bonus spells, reduction of Will saves, and penalties on Wisdom-based skills. This trade between ability scores lasts for 1 round per cleric level and cannot be ended prematurely.
Lv | Spell Name | Brief Description |
---|---|---|
1 | Rhino's Rush | One charge deals increased damage. [Dragon #323] |
2 | Bull's Strength | Subject gains +4 to Srr for 1 min./level. |
3 | Rage | Gives +2 to Str and Con, +1 on Will saves, -2 to AC. |
4 | Shout | Deafens all within cone and deals 5d6 sonic damage. |
5 | Righteous Might | Your size increases, and you gain combat bonuses. |
6 | Song of Discord | Forces targets to attack each other. |
7 | Tenser's Transformation | You gain combat bonuses. |
8 | Greater Shout | Deafens and stuns all within cone and deals 2d6 damage. |
9 | Storm of Vengence | Storm rains acid, lightning, and hail. |