The handiwork of the gods is everywhere — in places of natural beauty, in mighty crusades, in soaring temples and in the hearts of worshippers. Like people, gods run the gamut from benevolent to malicious, reserved to intrusive, simple to inscrutable. The gods, however, work mostly through intermediaries — their clerics. Good clerics heal, protect and avenge. Evil clerics pillage, destroy, and sabotage. A cleric uses the power of his god to make his god’s will manifest. And if a cleric uses his god’s power to improve his own lot, that’s to be expected, too.
Adventures: Ideally, a cleric’s adventures support his god’s causes, at least in a general way. A good cleric, for example, helps those in need. If, through noble acts, he can improve the reputation to his god or temple, that’s even better. An evil cleric seeks to increase his own power and that of his deity, so that others will respect and fear both.
Clerics sometimes receive orders, or at least suggestions, from their ecclesiastical superiors, directing them to undertake missions for the church. The clerics and their companions are compensated fairly for these missions, and the church may be especially generous with the casting of needed spells or divine magic items as payment. Of course, clerics are people, too, and they may have any or all the more common motivations for adventuring.
Characteristics: Clerics are masters of divine magic, which is especially good at healing. Even an inexperienced cleric can bring people back from the brink of death, and an experienced cleric can bring back people who have crossed over that brink.
As channellers of divine energy, clerics can affect undead creatures. A good cleric can turn away or even destroy undead; an evil cleric can bring such creatures under his control.
Clerics have some combat training. They can use simple weapons, and they are trained in the use of armour, since armour does not interfere with divine spells the way it does with arcane spells.
Alignment: Like the gods they serve, clerics can be of any alignment. Because people more readily worship good deities than neutral or evil ones, there are more good than evil clerics. Clerics also tend toward law instead of chaos, since lawful religions tend to be more structured and better able to recruit and train clerics than chaotic ones.
Typically, a cleric is the same alignment as his deity, though some clerics are one step away from their respective deities in alignment. For example, most clerics of Heironeous, the god of valour (who is lawful good) are lawful good, but some are lawful neutral or neutral good. Additionally, a cleric may not be neutral (that is, neutral on both the good-evil axis and the lawful-chaotic axis) unless his deity is also neutral.
Religion: Every reasonably well-known deity has clerics devoted to him or her, so clerics can be of any religion. The deity most commonly worshipped by human clerics in civilized lands is Pelor (god of the sun). The majority of non-human clerics are devoted to the chief god of the appropriate racial pantheon. Most clerics are officially ordained members of religious organizations, commonly called churches. Each has sworn to uphold the ideals of his church.
Some clerics devote themselves not to a god but to a cause or a source of divine power. These characters wield magic the way clerics devoted to individual gods do, but they are not associated with any religious institution or any particular practice of worship. A cleric devoted to good and law, for example, may be on friendly terms with the clerics of lawful and good deities and may extol the virtues of a good and lawful life, but he is not a functionary in a church hierarchy.
Background: Most clerics join their churches as young adults, though some are devoted to a god’s service from a young age, and a few feel the call later in life. While some clerics are tightly bound to their churches’ activities on a daily basis, others have more freedom to conduct their lives as they please, so long as they do so in accordance with their gods’ wishes.
Clerics of a given religion are all supposed to get along, though schisms within a church are often more bitter than conflicts between religions. Clerics who share some basic ideals, such as goodness or lawfulness, may find common cause with each other and see themselves as part of an order or body that supersedes any given religion. Clerics of opposed goals, however, are sworn enemies. In civilized lands, open warfare between religions occurs only during civil wars and similar social upheavals, but vicious politicking between opposed churches is common.
Races: All the common races are represented in this class, since the need for religion and divine magic is universal. The clerics of most races, however, are too focused on their religious duties to undertake an adventurer’s life. Crusading, adventuring clerics most often come from the human and dwarf races. Among the savage humanoids, clerics are less common. The exception is troglodytes, who take well to divine magic and are often led by priests, who make a practice of sacrificing and devouring captives.
Other Classes: In an adventuring party, the cleric is everybody’s friend and often the glue that holds the party together. As the one who can channel divine energy, a cleric is a capable healer, and adventurers of every class appreciate being put back together after they’ve taken some hard knocks. Clerics sometimes clash with druids, since druids represent an older, more primal relationship between the mortal and the divine. Mostly, though, the religion of a cleric determines how he gets along with others. A cleric of Olidammara (god of thieves), gets along fine with rogues and ne’er-do-wells, for example, while a cleric of Heironeous (god of valour) rankles at such company.
Role: The cleric serves as a typical group’s primary healer, diviner and defensive specialist. He can hold his own in a fight but usually isn’t well served by charging to the front of combat. The cleric’s domains and spell selection can greatly affect his role as well.
Clerics have the following game statistics.
Abilities: Wisdom determines how powerful a spell a cleric can cast, how many spells he can cast per day, and how hard those spells are to resist (see Spells, below). A high Constitution score improves a cleric’s hit points, and a high Charisma score improves his ability to turn undead.
Alignment: A cleric’s alignment must be within one step of his deity’s (that is, it may be one step away on either the lawful-chaotic axis or the good-evil axis, but not both). Exceptions are the clerics of St. Cuthbert (a lawful neutral deity), who may choose only between lawful good and lawful neutral for their alignment. A cleric may not be neutral unless his deity’s alignment is also neutral.
Hit Die: d8.
The cleric’s class skills (and the key ability for each skill) are:
Domains and Class Skills: A cleric who chooses the Animal or Plant domain adds Knowledge (Nature) (Int) to the cleric class skills listed above. A cleric who chooses the Knowledge domain adds all Knowledge (Int) skills to the list. A cleric who chooses the Travel domain adds Survival (Wis) to the list. A cleric who chooses the Trickery domain adds Bluff (Cha), Disguise (Cha) and Hide (Dex) to the list. See Deity, Domains and Domain Spells for more information.
Skill Points at 1st Level: (2 + Int modifier) × 4.
Skill Points at Each Additional Level: 2 + Int modifier.
| Level |
Base Attack Bonus |
Fort Save |
Ref Save |
Will Save |
Special |
| 1st |
+0 |
+2 |
+0 |
+2 |
Turn or Rebuke Undead |
| 2nd |
+1 |
+3 |
+0 |
+3 |
|
| 3rd |
+2 |
+3 |
+1 |
+3 |
|
| 4th |
+3 |
+4 |
+1 |
+4 |
|
| 5th |
+3 |
+4 |
+1 |
+4 |
|
| 6th |
+4 |
+5 |
+2 |
+5 |
|
| 7th |
+5 |
+5 |
+2 |
+5 |
|
| 8th |
+6/+1 |
+6 |
+2 |
+6 |
|
| 9th |
+6/+1 |
+6 |
+3 |
+6 |
|
| 10th |
+7/+2 |
+7 |
+3 |
+7 |
|
| 11th |
+8/+3 |
+7 |
+3 |
+7 |
|
| 12th |
+9/+4 |
+8 |
+4 |
+8 |
|
| 13th |
+9/+4 |
+8 |
+4 |
+8 |
|
| 14th |
+10/+5 |
+9 |
+4 |
+9 |
|
| 15th |
+11/+6/+1 |
+9 |
+5 |
+9 |
|
| 16th |
+12/+7/+2 |
+10 |
+5 |
+10 |
|
| 17th |
+12/+7/+2 |
+10 |
+5 |
+10 |
|
| 18th |
+13/+8/+3 |
+11 |
+6 |
+11 |
|
| 19th |
+14/+9/+4 |
+11 |
+6 |
+11 |
|
| 20th |
+15/+10/+5 |
+12 |
+6 |
+12 |
|
| Level |
0 |
1st |
2nd |
3rd |
4th |
5th |
6th |
7th |
8th |
9th |
| 1st |
3 |
1+1 |
— |
— |
— |
— |
— |
— |
— |
— |
| 2nd |
4 |
2+1 |
— |
— |
— |
— |
— |
— |
— |
— |
| 3rd |
4 |
2+1 |
1+1 |
— |
— |
— |
— |
— |
— |
— |
| 4th |
5 |
3+1 |
2+1 |
— |
— |
— |
— |
— |
— |
— |
| 5th |
5 |
3+1 |
2+1 |
1+1 |
— |
— |
— |
— |
— |
— |
| 6th |
5 |
3+1 |
3+1 |
2+1 |
— |
— |
— |
— |
— |
— |
| 7th |
6 |
4+1 |
3+1 |
2+1 |
1+1 |
— |
— |
— |
— |
— |
| 8th |
6 |
4+1 |
3+1 |
3+1 |
2+1 |
— |
— |
— |
— |
— |
| 9th |
6 |
4+1 |
4+1 |
3+1 |
2+1 |
1+1 |
— |
— |
— |
— |
| 10th |
6 |
4+1 |
4+1 |
3+1 |
3+1 |
2+1 |
— |
— |
— |
— |
| 11th |
6 |
5+1 |
4+1 |
4+1 |
3+1 |
2+1 |
1+1 |
— |
— |
— |
| 12th |
6 |
5+1 |
4+1 |
4+1 |
3+1 |
3+1 |
2+1 |
— |
— |
— |
| 13th |
6 |
5+1 |
5+1 |
4+1 |
4+1 |
3+1 |
2+1 |
1+1 |
— |
— |
| 14th |
6 |
5+1 |
5+1 |
4+1 |
4+1 |
3+1 |
3+1 |
2+1 |
— |
— |
| 15th |
6 |
5+1 |
5+1 |
5+1 |
4+1 |
4+1 |
3+1 |
2+1 |
1+1 |
— |
| 16th |
6 |
5+1 |
5+1 |
5+1 |
4+1 |
4+1 |
3+1 |
3+1 |
2+1 |
— |
| 17th |
6 |
5+1 |
5+1 |
5+1 |
5+1 |
4+1 |
4+1 |
3+1 |
2+1 |
1+1 |
| 18th |
6 |
5+1 |
5+1 |
5+1 |
5+1 |
4+1 |
4+1 |
3+1 |
3+1 |
2+1 |
| 19th |
6 |
5+1 |
5+1 |
5+1 |
5+1 |
5+1 |
4+1 |
4+1 |
3+1 |
3+1 |
| 20th |
6 |
5+1 |
5+1 |
5+1 |
5+1 |
5+1 |
4+1 |
4+1 |
4+1 |
4+1 |
1 In addition to the stated number of spells per day for 1st- through 9th-level spells, a cleric gets a domain spell for each spell level, starting at 1st. The “+1” in the entries on this table represents that spell. Domain spells are in addition to any bonus spells the cleric may receive for having a high Wisdom score.
All of the following are class features of the cleric.
Weapon and Armour Proficiency: Clerics are proficient with all simple weapons, with all types of armour (light, medium and heavy) and with shields (except tower shields).
Every deity has a favoured weapon, and his or her clerics consider it a point of pride to wield that weapon. A cleric who chooses the War domain receives the Weapon Focus feat related to that weapon as a bonus feat. He also receives the appropriate Martial Weapon Proficiency feat as a bonus feat, if the weapon falls into that category.
Aura (Ex): A cleric of a chaotic, evil, good or lawful deity has a particularly powerful aura corresponding to the deity’s alignment (see the detect evil spell for details). Clerics who don’t worship a specific deity but choose the Chaotic, Evil, Good or Lawful domain have a similarly powerful aura of the corresponding alignment.
Spells: A cleric casts divine spells (the same type of spells available to the druid, paladin and ranger), which are drawn from the cleric spell list. However, his alignment may restrict him from casting certain spells opposed to his moral or ethical beliefs; see Chaotic, Evil, Good and Lawful Spells, below. A cleric must choose and prepare his spells in advance (see below).
To prepare or cast a spell, a cleric must have a Wisdom score equal to at least 10 + the spell level (Wis 10 for 0-level spells, Wis 11 for 1st-level spells and so forth). The Difficulty Class for a saving throw against a cleric’s spell is 10 + the spell level + the cleric’s Wisdom modifier.
Like other spellcasters, a cleric can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Cleric. In addition, he receives bonus spells per day if he has a high Wisdom score. A cleric also gets one domain spell of each spell level he can cast, starting at 1st level. When a cleric prepares a spell in a domain spell slot, it must come from one of his two domains (see Deities, Domains and Domain Spells, below).
Clerics do not acquire their spells from books or scrolls, nor do they prepare them through study. Instead, they meditate or pray for their spells, receiving them through their own strength of faith or as divine inspiration. Each cleric must choose a time at which he must spend 1 hour each day in quiet contemplation or supplication to regain his daily allotment of spells. Typically, this hour is at dawn or noon for good clerics and at dusk or midnight for evil ones. Time spent resting has no effect on whether a cleric can prepare spells. A cleric may prepare and cast any spell on the cleric spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.
Deity, Domains and Domain Spells: The cleric’s deity influences his alignment, what magic he can perform, his values and how others see him. You may also choose for your cleric to have no deity. If the typical worshippers of a deity include the members of a race, a cleric must be of the indicated race to choose that deity as his own. (The god may have occasional worshippers of other races, but not clerics.)
When you have chosen an alignment and a deity for your cleric, choose two domains from amongst those belonging to his deity. While the clerics of a particular religion are united in their reverence for their deity, each cleric emphasizes different aspects of the deity’s interests. You can select an alignment domain (Chaos, Evil, Good or Law) for your cleric only if his alignment matches that domain.
If your cleric is not devoted to a particular deity, you still select two domains to represent his spiritual inclinations and abilities. The restriction on alignment domains still applies.
Each domain gives your cleric access to a domain spell at each spell level he can cast, from 1st on up, as well as a granted power. Your cleric gets the granted powers of both the domains selected. With access to two domain spells at a given spell level, a cleric prepares one or the other each day in his domain spell slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in his domain spell slot.
For example, Jozan is a 1st-level cleric of Pelor. He chooses Good and Healing (from Pelor’s domain options) as his two domains. He gets the granted powers of both his selected domains. The Good domain allows him to cast all spells with the good descriptor at +1 caster level (as if he were one level higher as a cleric) as a granted power, and it gives him access to protection from evil as a 1st-level domain spell. The Healing domain allows him to cast all healing sub-school spells of the conjuration school at +1 caster level as a granted power, and it gives him access to cure light wounds as a 1st-level domain spell. When Jozan prepares his spells, he gets one 1st-level spell for being a 1st-level cleric, one bonus 1st-level spell for having a high Wisdom score (15), and one 1st-level domain spell. The domain spell must be one of the two to which he has access, either protection from evil or cure light wounds.
Spontaneous Casting: A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that the cleric did not prepare ahead of time. The cleric can “lose” any prepared spell that is not a domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name). For example, a good cleric who has prepared command (a 1st-level spell) may lose command in order to cast cure light wounds (also a 1st-level spell). Clerics of good deities can cast cure spells in this way because they are especially proficient at wielding positive energy.
An evil cleric (or a neutral cleric of an evil deity), on the other hand, can’t convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is one with “inflict” in its name). Such clerics are especially proficient at wielding negative energy.
A cleric who is neither good nor evil and whose deity is neither good nor evil can convert spells to either cure spells or inflict spells (player’s choice), depending on whether the cleric is more proficient at wielding positive or negative energy. Once the player makes this choice, it cannot be reversed. This choice also determines whether the cleric turns or commands undead (see below).
Exceptions: All lawful neutral clerics of Wee Jas (goddess of death and magic) convert prepared spells to inflict spells, not cure spells. All clerics of St. Cuthbert (god of retribution) and all non-evil clerics of Obad-Hai (god of nature) convert prepared spells to cure spells, not inflict spells.
Chaotic, Evil, Good and Lawful Spells: A cleric can’t cast spells of an alignment opposed to his own or his deity’s (if he has one). For example, a good cleric (or a neutral cleric of a good deity) cannot cast evil spells. Spells associated with particular alignments are indicated by the chaos, evil, good and law descriptors in their spell descriptions.
Turn or Rebuke Undead (Su): Any cleric, regardless of alignment, has the power to affect undead creatures (such as skeletons, zombies, ghosts and vampires) by channelling the power of his faith through his holy (or unholy) symbol.
A good cleric (or a neutral cleric who worships a good deity) can turn or destroy undead creatures. An evil cleric (or a neutral cleric who worships an evil deity) instead rebukes or commands such creatures, forcing them to cower in awe of his power. If your character is a neutral cleric of a neutral deity, you must choose whether his turning ability functions as that of a good cleric or an evil cleric. Once you make this choice, it cannot be reversed. This decision also determines whether the cleric can cast spontaneous cure or inflict spells.
Exceptions: All lawful neutral clerics of Wee Jas (goddess of death and magic) rebuke or command undead. All clerics of St. Cuthbert (god of retribution) and all non-evil clerics of Obad-Hai (god of nature) turn or destroy undead.
A cleric may attempt to turn undead a number of times per day equal to 3 + his Charisma modifier. A cleric with 5 or more ranks in Knowledge (religion) gets a +2 bonus on turning checks against undead.
Bonus Languages: A cleric’s bonus language options include Celestial, Abyssal and Infernal (the languages of good, chaotic evil and lawful evil outsiders, respectively). These choices are in addition to the bonus languages available to the character because of his race.
A cleric who grossly violates the code of conduct required by his god (generally by acting in ways opposed to the god’s alignment or purposes) loses all spells and class features, except for armour and shield proficiencies and proficiency with simple weapons. He cannot thereafter gain levels as a cleric of that god until he atones (see the atonement spell description).
Source: Player’s Handbook (Page 30)
Clerics choose their spells from the following list:
- Anarchic Water:M Makes chaotic-aligned anarchic water.
- Axiomatic Water:M Makes lawful-aligned axiomatic water.
- Bane: Enemies take -1 on attack rolls and saves against fear.
- Bless: Allies gain +1 on attack rolls and saves against fear.
- Bless Water:M Makes holy water.
- Blessed Aim: +2 bonus for allies’ ranged attacks.
- Blood Wind: Subject uses natural weapon at range.
- Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
- Cold Fire: Fire becomes blue and white, emits cold.
- Command: One subject obeys selected command for 1 round.
- Comprehend Languages: You understand all spoken and written languages.
- Conviction: Subject gains +2 or higher save bonus.
- Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
- Curse Water:M Makes unholy water.
- Deathwatch: Reveals how near death subjects within 30 ft. area.
- Delay Disease: Ravages of disease staved off for a day.
- Detect Chaos: Reveals creatures, spells or objects of chaotic alignment.
- Detect Evil: Reveals creatures, spells or objects of evil alignment.
- Detect Good: Reveals creatures, spells or objects of good alignment.
- Detect Law: Reveals creatures, spells or objects of lawful alignment.
- Detect Night Creature: Reveals night creatures within 60 ft.
- Detect Undead: Reveals undead within 60 ft.
- Dispel Ward: As dispel magic, but affects only wards.
- Divine Favour: You gain +1 per three levels on attack and damage rolls.
- Doom: One subject takes -2 on attack rolls, damage rolls, saves and checks.
- Ebon Eyes: Subject can see through magical darkness.
- Endure Elements: Exist comfortably in hot or cold environments.
- Entropic Shield: Ranged attacks against you have 20% miss chance.
- Faith Healing: Cures 8 hp +1/level (max +5) to worshipper of your deity.
- Foundation of Stone: +2 AC, +4 bonus to resist bull rush and trip attacks.
- Grave Strike: You can sneak attack undead for 1 round.
- Guiding Light: +2 on ranged attacks against creatures in illuminated area.
- Healthful Rest: Subjects heal at twice the normal rate.
- Hide from Undead: Undead can’t perceive one subject/level.
- Ice Gauntlet: A spiked gauntlet of ice forms around your fist.
- Incite: Subjects can’t ready actions or delay.
- Inflict Light Wounds: Touch deals 1d8 damage +1/level (max +5).
- Inhibit: Subject delays until next round.
- Ironguts: Subject gains +5 bonus on saving throws against poison.
- Light of Lunia: You radiate silvery light, which you can expend as 2 bolts that deal 1d6 damage.
- Magic Stone: Three stones gain +1 on attack, deal 1d6 +1 damage.
- Magic Weapon: Weapon gains +1 bonus.
- Moon Lust: Subject obsesses about moon, is fascinated or dazzled.
- Nightshield: You gain resistance bonus on saves and spell absorbs magic missile damage.
- Nimbus of Light: Light illuminates you until released as an attack.
- Obscuring Mist: Fog surrounds you.
- Omen of Peril:F You know how dangerous the future will be.
- Portal Beacon: You grant others knowledge of a magic portal’s location.
- Protection from Chaos: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
- Protection from Evil: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
- Protection from Good: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
- Protection from Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
- Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.
- Resist Planar Alignment: Subject can resist penalties for being of an opposed alignment on an aligned Outer Plane.
- Resurgence: You grant subject a second chance at a saving throw.
- Sanctuary: Opponents can’t attack you, and you can’t attack.
- Shield of Faith: Aura grants +2 or higher deflection bonus.
- Sign: You gain +4 bonus on next initiative check.
- Snowshoes: Subject walks easily on ice and snow.
- Spell Flower: Hold the charge on one touch spell per forelimb.
- Summon Monster I: Calls extraplanar creature to fight for you.
- Summon Undead I: Summons undead to fight for you.
- Updraft: Column of wind lifts you aloft.
- Vigour, Lesser: Creature heals 1 hp/round (max 15 rounds).
- Vision of Glory: Subject gains morale bonus equal to your Charisma modifier to one saving throw.
- Wings of the Sea: +30 ft. to subject’s swim speed.
- Aid: +1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10).
- Align Weapon: Weapon becomes good, evil, lawful or chaotic.
- Augury:MF Learns whether an action will be good or bad.
- Aura Against Flame: Ignores 10 fire damage/round and extinguishes fires.
- Avoid Planar Effects: Provides temporary protection against overtly damaging planar traits.
- Balor Nimbus: Your flaming body damages foes in grapple.
- Bear’s Endurance: Subject gains +4 to Con for 1 min./level.
- Body Blades: You gain spikes, harm grapplers.
- Brambles: Wooden weapon grows spikes that deal +1 damage/level (max +10).
- Bull’s Strength: Subject gains +4 to Str for 1 min./level.
- Calm Emotions: Calms creatures, negating emotion effects.
- Close Wounds: Cure 1d4 damage +1/level, even on another’s turn.
- Consecrate:M Fills area with positive energy, making undead weaker.
- Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).
- Curse of Ill Fortune: Subject takes -3 penalty on attacks, checks and saves.
- Dark Way: Creates temporary unbreakable bridge supporting up to 200 lb./level.
- Darkness: 20-ft. radius of supernatural shadow.
- Death Knell: Kills dying creature; you gain 1d8 temporary hp, +2 to Str and +1 level.
- Deific Vengeance: Deity’s punishment deals 1d6 damage/2 levels (max 5d6).
- Delay Poison: Stops poison from harming subject for 1 hour/level.
- Desecrate:M Fills area with negative energy, making undead stronger.
- Divine Insight: You gain insight bonus of 5 + caster level on one single skill check.
- Divine Interdiction: Turn/rebuke attempts fail within the area.
- Divine Protection: Allies gain +1 to AC, saves.
- Eagle’s Splendour: Subject gains +4 to Cha for 1 min./level.
- Energized Shield, Lesser: Shield provides user resistance 5, shield bash deals +1d6 damage.
- Enthrall: Captivates all within 100 ft. + 10 ft./level.
- Extend Tentacles: +5 ft. to reach of tentacle attack.
- Expose the Dead: Gain insight bonuses to locate undead or when investigating a corpse.
- Find Traps: Notice traps as a rogue does.
- Frost Breath: Icy breath deals 1d4 damage/2 levels.
- Fuse Arms: Multiple arms/tentacles become one pair of stronger limbs.
- Gentle Repose: Preserves one corpse.
- Ghost Touch Armour: Armour works normally against incorporeal attacks.
- Hand of Divinity: Gives +2 sacred or profane bonus to worshipper of your deity.
- Healing Lorecall: If you have 5 or more ranks in Heal, you can remove harmful conditions with conjuration (healing) spells.
- Hold Person: Paralyzes one humanoid for 1 round/level.
- Infernal Wound: Weapon deals persistent, bleeding wounds.
- Inflict Moderate Wounds: Touch attack, 2d8 damage +1/level (max +10).
- Inky Cloud: Obscures sight underwater beyond 5 ft.
- Iron Silence: Armour touched has no armour check penalty on Hide and Move Silently checks for 1 hour/level.
- Light of Mercuria: You radiate golden light, which you can expend as 2 bolts that deal 1d6 damage, 2d6 against undead and evil outsiders.
- Living Undeath: Subject becomes immune to extra damage from critical hits and sneak attacks.
- Make Whole: Repairs an object.
- Mark of the Outcast: Subject takes -5 penalty on Bluff and Diplomacy checks and -2 penalty to AC.
- Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level.
- Protection from Negative Energy: Ignore 10 points of negative energy damage per attack.
- Protection from Positive Energy: Ignore 10 points of positive energy damage per attack.
- Quick March: Allies’ speed increases by 30 ft. for 1 round.
- Remove Paralysis: Frees one or more creatures from paralysis or slow effect.
- Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.
- Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.
- Shatter: Sonic vibration damages objects or crystalline creatures.
- Shield Other:F You take half of subject’s damage.
- Shroud of Undeath: Negative energy shroud makes undead perceive you as undead.
- Silence: Negates sound in 15-ft. radius.
- Sound Burst: Deals 1d8 sonic damage to subjects; may stun them.
- Spawn Screen: Subject resists being transformed into an undead spawn if slain.
- Spell Immunity, Lesser: As spell immunity, but only 1st- and 2nd-level spells.
- Spiritual Weapon: Magic weapon attacks on its own.
- Stabilize: Cures 1 point of damage to all creatures in area.
- Status: Monitors condition, position of allies.
- Stone Bones: Corporeal undead gains +3 natural armour bonus.
- Summon Elysian Thrush: Summon an Elysian thrush, which accelerates natural healing.
- Summon Monster II: Calls extraplanar creature to fight for you.
- Summon Undead II: Summons undead to fight for you.
- Undetectable Alignment: Conceals alignment for 24 hours.
- Veil of Shadow: Darkness grants you concealment.
- Wave of Grief: Cone imposes -3 penalty on attacks, checks and saves.
- Zone of Truth: Subjects within range cannot lie.
- Aid, Mass: Allies gain +1 on attack rolls, +1 against fear, 1d8 temporary hp +1/level (max +15).
- Air Breathing: Subjects can breathe air freely.
- Align Weapon, Mass: Allies’ weapons become good, evil, lawful or chaotic.
- Anarchic Storm:M Chaotic-aligned rain falls in 20-ft. radius.
- Animate Dead:M Creates undead skeletons and zombies.
- Antidragon Aura:M Allies gain bonus to AC and saves against dragons.
- Attune Form: Grant creature temporary protection against overtly damaging planar traits.
- Awaken Sin: Subject faces its sins, takes 1d6 non-lethal damage/level (10d6 max).
- Axiomatic Storm:M Lawful-aligned rain falls in 20-ft. radius.
- Bestow Curse: -6 to an ability score; -4 on attack rolls, saves and checks; or 50% chance of losing each action.
- Blade of Pain and Fear: Creates blade of gnashing teeth.
- Blindness/Deafness: Makes subject blinded or deafened.
- Blindsight: Subject gains blindsight 30 ft. for 1 minute/ level.
- Chain of Eyes: See through other creatures’ eyes.
- Checkmate’s Light: Your weapon becomes a +1 axiomatic weapon and bolsters the morale of allies.
- Circle Dance: Indicates direction to known individual.
- Cloak of Bravery: You and your allies gain a bonus on saves against fear.
- Clutch of Orcus: Deals 1d12 damage/round and paralyzes foe.
- Contagion: Infects subject with chosen disease.
- Continual Flame:M Makes a permanent, heatless torch.
- Conviction, Mass: Allies gain +2 or higher save bonus.
- Corona of Cold: Aura of cold protects you, damages others.
- Create Food and Water: Feeds three humans (or one horse)/level.
- Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).
- Darkfire: Dark flames deal 1d6 damage/2 levels, touch or thrown.
- Daylight: 60-ft. radius of bright light.
- Deeper Darkness: Object sheds supernatural shadow in 60-ft. radius.
- Demon Dirge: Demons are stunned and take 3d6 damage/round for 1d4 rounds.
- Detect Metal and Minerals:M Detect the presence of metal and minerals.
- Devil Blight: Damage and stun baatezu; damage other lawful and evil creatures.
- Dispel Magic: Cancels spells and magical effects.
- Downdraft: Flying creatures knocked down.
- Energized Shield: Shield provides user resistance 10, shield bash deals +2d6 damage.
- Energy Vortex: Burst of energy centered on you damages nearby creatures.
- Favourable Sacrifice:M Subject gains better protection the more gems you sacrifice.
- Fell the Greatest Foe: Deal extra damage to creatures larger than you.
- Flame of Faith: Gives weapon the flaming burst special ability.
- Ghost Touch Weapon: Weapon works normally against incorporeal creatures.
- Girallon’s Blessing: Subject gains one additional pair of arms.
- Glyph of Warding:M Inscription harms those who pass it.
- Grace: Silvery light grants +2 Dexterity, +10 feet to land speed, melee attacks treated as good; take -20 to Hide checks.
- Handfang: Grow a fanged mouth in your palm to be used as a touch attack weapon.
- Hamatula Barbs: Subjects grow barbs, which damage foes that attack subject in melee.
- Helping Hand: Ghostly hand leads subject to you.
- Holy Storm:M Good-aligned rain falls in 20-ft. radius.
- Ice Axe: You create a battleaxe made of ice.
- Inflict Serious Wounds: Touch attack, 3d8 damage +1/level (max +15).
- Interplanar Message: You send a short mental message that can reach a subject regardless of planar boundaries.
- Invisibility Purge: Dispels invisibility within 5 ft./level.
- Knight’s Move: You instantly move to flank a subject.
- Know Opponent: Learn strengths and weaknesses of foe.
- Know Vulnerabilities: Determine subject’s vulnerabilities and resistances.
- Light of Venya: You radiate pearly light, which you can expend as 2 bolts that deal 2d6 damage, 4d6 against undead and evil outsiders.
- Locate Object: Senses direction toward object (specific or type).
- Magic Circle against Chaos: As protection from chaos, but 10-ft. radius and 10 min./level.
- Magic Circle against Evil: As protection from evil, but 10-ft. radius and 10 min./level.
- Magic Circle against Good: As protection from good, but 10-ft. radius and 10 min./level.
- Magic Circle against Law: As protection from law, but 10-ft. radius and 10 min./level.
- Magic Vestment: Armour or shield gains +1 enhancement per four levels.
- Mantle of Chaos: You gain SR 12 + caster level against spells with lawful alignment descriptor.
- Mantle of Evil: You gain SR 12 + caster level against spells with good alignment descriptor.
- Mantle of Good: You gain SR 12 + caster level against spells with evil alignment descriptor.
- Mantle of Law: You gain SR 12 + caster level against spells with chaotic alignment descriptor.
- Meld into Stone: You and your gear merge with stone.
- Nauseating Breath: Exhale a cone of nauseating gas.
- Obscure Object: Masks object against scrying.
- Plague Carrier: The target can transmit the disease before showing symptoms.
- Prayer: Allies +1 bonus on most rolls, enemies -1 penalty.
- Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
- Rejuvenative Corpse: Negative energy fills corpse, feeding undead healed.
- Remove Blindness/Deafness: Cures normal or magical conditions.
- Remove Curse: Frees object or person from curse.
- Remove Disease: Cures all diseases affecting subject.
- Resist Energy, Mass: Creatures ignore damage from specified energy type.
- Resurgence, Mass: As resurgence, but multiple subjects.
- Ring of Blades: Blades surround you, damaging other creatures (1d6 damage +1/level).
- Safety: Touched creature knows shortest route to safety.
- Searing Light: Ray deals 1d8/two levels damage, more against undead.
- Shield of Warding: Shield grants +1 bonus on AC and Reflex saves/5 levels (max +5).
- Sink: Subject sinks in water, must make Swim checks.
- Skull Watch: Skull shrieks when creature enters warded area.
- Slashing Darkness: Ray deals 1d8/2 levels damage or heals undead the same amount.
- Snowshoes, Mass: As snowshoes, affects one creature/level.
- Sonorous Hum: Removes need to concentrate to maintain next spell cast.
- Spark of Life: Undead creature loses most immunities.
- Speak with Dead: Corpse answers one question/two levels.
- Spikes: As brambles, but weapon gains +2 bonus and doubled threat range.
- Stone Shape: Sculpts stone into any shape.
- Summon Monster III: Calls extraplanar creature to fight for you.
- Summon Undead III: Summons undead to fight for you.
- Suppress Glyph: You notice but do not trigger magical writing traps.
- Tremor: Subjects knocked prone.
- Unholy Storm:M Evil-aligned rain falls in 20-ft. radius.
- Vigour: As lesser vigour, but 2 hp/round (max 25 rounds).
- Vigour, Mass Lesser: As lesser vigour, but multiple subjects (max 25 rounds).
- Visage of the Deity, Lesser: You gain +4 Cha and resistance 10 to certain energy types.
- Wall of Light: Creates wall of light, can dazzle creatures.
- Water Breathing: Subjects can breathe underwater.
- Water Walk: Subject treads on water as if solid.
- Weapon of Energy: Weapon deals extra energy damage.
- Weapon of Impact: As keen edge, but aids bludgeoning weapons.
- Weapon of the Deity: Your weapon gains enhancement bonus and special ability.
- Wind Wall: Deflects arrows, smaller creatures and gases.
- Aerial Summoning Dance: Summon a large air elemental with a flying dance.
- Air Walk: Subject treads on air as if solid (climb at 45-degree angle).
- Assay Spell Resistance: +10 bonus on caster level checks to defeat one creature’s spell resistance.
- Astral Hospice:M While on the Astral Plane, open a portal to a demiplane so natural healing can occur.
- Blindsight, Greater: Subject gains blindsight 60 ft. for 1 minute/level.
- Castigate: Verbal rebuke damages those whose alignment differs from yours.
- Consumptive Field: Draw life from all creatures in 30-ft. radius with -1 or fewer hit points.
- Contingent Energy Resistance: Energy damage triggers a resist energy spell.
- Control Water: Raises or lowers bodies of water.
- Cure Critical Wounds: Cures 4d8 damage +1/level (max +20).
- Death Ward: Grants immunity to death spells and negative energy effects.
- Delay Death: Losing hit points doesn’t kill subject.
- Dimensional Anchor: Bars extra-dimensional movement.
- Discern Lies: Reveals deliberate falsehoods.
- Dismissal: Forces a creature to return to native plane.
- Divination:M Provides useful advice for specific proposed actions.
- Divine Power: You gain attack bonus, +6 to Str, and 1 hp/level.
- Freedom of Movement: Subject moves normally despite impediments.
- Giant Vermin: Turns centipedes, scorpions or spiders into giant vermin.
- Glowing Orb:F Creates permanent magical light; you control brightness.
- Hand of the Faithful: Immobile zone of warding stuns those worshipping different deities from yours.
- Holy Transformation, Lesser: You change into protectar, gain abilities.
- Hypothermia: Causes 1d6 cold damage/level, fatigue.
- Imbue with Spell Ability: Transfer spells to subject.
- Infernal Transformation, Lesser: You change into bearded devil, gain abilities.
- Inflict Critical Wounds: Touch attack, 4d8 damage +1/level (max +20).
- Iron Bones: Corporeal undead gains +6 natural armour bonus.
- Life Ward: Grants immunity to healing spells and positive energy effects.
- Lower Spell Resistance: Subject’s spell resistance reduced.
- Magic Weapon, Greater: +1 bonus/four levels (max +5).
- Make Manifest: You cause a creature on a coexistent plane to appear on your plane.
- Moon Bolt: 1d4 Strength damage/3 levels; undead made helpless.
- Negative Energy Aura: 10-ft. radius surrounding you deals 1 hp/3 levels for 1 round/level.
- Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
- Panacea: Removes most afflictions.
- Planar Ally, Lesser:X Exchange services with a 6 HD extraplanar creature.
- Planar Exchange, Lesser: Trade places with one of four lesser planar creatures (your choice).
- Planar Tolerance: Provides long-term protection against overtly damaging planar traits.
- Poison: Touch deals 1d10 Con damage, repeats in 1 min.
- Positive Energy Aura: 10-ft. radius surrounding you heals 1 hp/3 levels for 1 round/level.
- Recitation: Your allies get bonus on AC, attacks and saves.
- Repel Vermin: Insects, spiders and other vermin stay 10 ft. away.
- Resistance, Greater: Subject gains +3 on saving throws.
- Restoration:M Restores level and ability score drains.
- Revenance: Restores dead creature to life for 1 minute/level.
- Sending: Delivers short message anywhere, instantly.
- Shadowblast: Blast of light stuns and damages natives to the Plane of Shadow.
- Shape Metal: Sculpts metal into any shape.
- Sheltered Vitality: Subject gains immunity to fatigue, exhaustion, ability damage and ability drain.
- Shield of Faith, Mass: Allies gain +3 or higher AC bonus.
- Sound Lance: Sonic energy deals 1d8/level damage.
- Spell Immunity: Subject is immune to one spell per four levels.
- Spell Vulnerability: Reduce creature’s spell resistance by 1/caster level (max reduction 15).
- Summon Hound Archon: Summon a hound archon to follow your commands.
- Summon Monster IV: Calls extraplanar creature to fight for you.
- Summon Undead IV: Summons undead to fight for you.
- Tongues: Speak any language.
- Undead Bane Weapon: Weapon gains undead bane property and is considered good-aligned.
- Wall of Chaos: Wall blocks creatures of lawful alignment.
- Wall of Evil: Wall blocks creatures of good alignment.
- Wall of Good: Wall blocks creatures of evil alignment.
- Wall of Law: Wall blocks creatures of chaotic alignment.
- Wall of Sand: Swirling sand blocks ranged attacks, slows movement through.
- Wrack: Renders creature helpless with pain.
- Atonement:FX Removes burden of misdeeds from subject.
- Aura of Evasion:M All within 10 ft. gain evasion against breath weapons.
- Blistering Radiance: Light dazzles creatures, deals 2d6 fire damage in 50-ft.-radius spread.
- Break Enchantment: Frees subjects from enchantments, alterations, curses and petrification.
- Call Zelekhut:X A zelekhut performs one duty for you.
- Command, Greater: As command, but affects one subject/level.
- Commune:X Deity answers one yes-or-no question/level.
- Commune with Earth: Gain knowledge of the earth and its creatures.
- Contagion, Mass: As contagion, but 20-ft. radius.
- Crawling Darkness: Shroud of tentacles conceals and protects you.
- Cure Light Wounds, Mass: Cures 1d8 damage +1/level for many creatures.
- Curse of Ill Fortune, Mass: Enemies take -2 penalty on attack rolls and saves.
- Death Throes: Your body explodes when you die.
- Dispel Chaos: +4 bonus against attacks.
- Dispel Evil: +4 bonus against attacks.
- Dispel Good: +4 bonus against attacks.
- Dispel Law: +4 bonus against attacks.
- Disrupting Weapon: Melee weapon destroys undead.
- Divine Agility: Subject gains +10 to Dexterity for 1 round/level.
- Doomtide: Black mist obscures sight, dazes those inside.
- Dragon Breath: You choose a dragon type and mimic its breath weapon.
- Earth Reaver: Eruption deals 7d6 damage to all in area.
- Fallen Soul: Encourage a good or neutral creature to become evil and punish evil creatures for doing good.
- Flame Strike: Smite foes with divine fire (1d6/level damage).
- Hallow:M Designates location as holy.
- Incorporeal Nova: Destroy incorporeal undead.
- Inflict Light Wounds, Mass: Deals 1d8 damage +1/level to many creatures.
- Insect Plague: Locust swarms attack creatures.
- Life’s Grace: Grants immunity to many undead attacks and protection against incorporeal attacks.
- Mark of Justice: Designates action that will trigger curse on subject.
- Plane Shift:F As many as eight subjects travel to another plane.
- Raise Dead:M Restores life to subject who died as long as one day/level ago.
- Revivify:M Restore recently dead to life with no level loss.
- Righteous Might: Your size increases, and you gain combat bonuses.
- Righteous Wrath of the Faithful: Your allies gain extra attack, +3 on attack rolls and damage rolls.
- Sanctuary, Mass: One creature/level can’t be attacked, and can’t attack.
- Scrying:F Spies on subject from a distance.
- Slay Living: Touch attack kills subject.
- Spell Resistance: Subject gains SR 12 + level.
- Stalwart Pact:M You gain combat bonuses automatically when reduced to half hit points or lower.
- Stone Shape, Greater: Sculpts 10 cu. ft. + 10 cu. ft./level of stone into any shape.
- Subvert Planar Essence: Reduces subject’s damage reduction and spell resistance.
- Summon Bearded Devil: Summon a bearded devil to follow your commands.
- Summon Bralani Eladrin: Summon a bralani eladrin to follow your commands.
- Summon Monster V: Calls extraplanar creature to fight for you.
- Summon Undead V: Summons undead to fight for you.
- Sunlight: 60-ft. radius of sunlight.
- Symbol of Pain:M Triggered rune wracks nearby creatures with pain.
- Symbol of Sleep:M Triggered rune puts nearby creatures into catatonic slumber.
- Symbol of Spell Loss: Triggered rune absorbs spells yet to be cast.
- Triadspell: Cast a prepared spell three times.
- True Seeing:M Lets you see all things as they really are.
- Unhallow:M Designates location as unholy.
- Vigour, Greater: As lesser vigour, but 4 hp/round.
- Vulnerability: Reduces an opponent’s damage reduction.
- Wall of Dispel Magic: Creatures passing through a transparent wall become subjects of targeted dispel magic.
- Wall of Stone: Creates a stone wall that can be shaped.
- Zone of Respite: Prevents teleportation and similar effects from functioning in the area.
- Zone of Revelation: Makes invisible and ethereal creatures visible.
- Animate Objects: Objects attack your foes.
- Antilife Shell: 10-ft. field hedges out living creatures.
- Banishment: Banishes 2 HD/level of extraplanar creatures.
- Barghest’s Feast:M Destroy corpse, potentially preventing its return to life.
- Bear’s Endurance, Mass: As bear’s endurance, affects one subject/level.
- Blade Barrier: Wall of blades deals 1d6/level damage.
- Bolt of Glory: Positive energy ray deals extra damage to evil outsiders and undead.
- Bull’s Strength, Mass: As bull’s strength, affects one subject/level.
- Cold Snap: You lower temperature in area.
- Cometfall: Comet falls atop foes, damaging them and knocking them prone.
- Create Undead: Create ghouls, ghasts, mummies or mohrgs.
- Cure Moderate Wounds, Mass: Cures 2d8 damage +1/level for many creatures.
- Dispel Magic, Greater: As dispel magic, but up to +20 on check.
- Eagle’s Splendour, Mass: As eagle’s splendour, affects one subject/level.
- Energy Immunity: Subject and equipment gain immunity to damage of specified energy type.
- Find the Path: Shows most direct way to a location.
- Forbiddance:M Blocks planar travel, damages creatures of different alignment.
- Geas/Quest: As lesser geas, plus it affects any creature.
- Ghost Trap: Incorporeal creatures turn corporeal.
- Glyph of Warding, Greater: As glyph of warding, but up to 10d8 damage or 6th-level spell.
- Harm: Deals 10 points/level damage to target.
- Heal: Cures 10 points/level of damage, all diseases and mental conditions.
- Heroes’ Feast: Food for one creature/level cures and grants combat bonuses.
- Hide the Path:F Area warded against divinations.
- Ice Flowers: Ice and earth deal 1d6 damage/level.
- Inflict Moderate Wounds, Mass: Deals 2d8 damage +1/level to many creatures.
- Lucent Lance: Ambient light forms lance, deals various damage.
- Make Manifest, Mass: As make manifest but affecting all creatures in the area.
- Mantle of the Icy Soul:M Touched creature gains the cold subtype.
- Opalescent Glare: Kill creatures with a look, or make them very afraid.
- Owl’s Wisdom, Mass: As owl’s wisdom, affects one subject/level.
- Planar Ally:X As lesser planar ally, but up to 12 HD.
- Planar Exchange: Trade places with one of three planar creatures (your choice).
- Rejection: Creatures within cone are blasted away from you.
- Resistance, Superior: Subject gains +6 on saving throws.
- Revive Outsider:M You restore life to a dead outsider.
- Sarcophagus of Stone: Sarcophagus entombs subject.
- Spider Plague: Summons Large monstrous spiders to fight for you.
- Stone Body: Your body becomes living stone.
- Summon Babau Demon: Summon a babau demon to follow your commands.
- Summon Monster VI: Calls extraplanar creature to fight for you.
- Symbol of Fear:M Triggered rune panics nearby creatures.
- Symbol of Persuasion:M Triggered rune charms nearby creatures.
- Undeath to Death:M Destroys 1d4 HD/level undead (max 20d4).
- Vigorous Circle: As mass lesser vigour except 3 hp/round (max 40 rounds).
- Visage of the Deity: As lesser visage of the deity, but you become celestial or fiendish.
- Wind Walk: You and your allies turn vaporous and travel fast.
- Word of Recall: Teleports you back to designated place.
- Zealot Pact:X You automatically gain combat bonuses when you attack someone of opposite alignment.
- Bestow Curse, Greater: As bestow curse, but more severe penalties.
- Blasphemy: Kills, paralyzes, weakens, or dazes non-evil subjects.
- Blood to Water: 2d6 Constitution damage to subjects.
- Brain Spider: Eavesdrop on thoughts of up to eight other creatures.
- Brilliant Blade: Weapon or projectiles shed light, ignore armour.
- Call Kolyarut:X A kolyarut performs one duty for you.
- Consumptive Field, Greater: Draw life from all creatures in 30-ft. radius with 9 or fewer hit points.
- Control Weather: Changes weather in local area.
- Cure Serious Wounds, Mass: Cures 3d8 damage +1/level for many creatures.
- Death Dragon: You gain +4 natural armour, +4 deflection and natural attacks.
- Destruction:F Kills subject and destroys remains.
- Dictum: Kills, paralyzes, slows or deafens non-lawful subjects.
- Energy Ebb: Give subject one negative level/round for 1 round/level.
- Ethereal Jaunt: You become ethereal for 1 round/level.
- Evil Glare: Paralyze creatures with your glare.
- Fortunate Fate: Subject immediately receives a heal if it would be killed by damage.
- Holy Star: Mote of energy protects you, attacks foes.
- Holy Transformation: You change into hound archon, gain abilities.
- Holy Word: Kills, paralyzes, blinds or deafens non-good subjects.
- Infernal Transformation: You change into bone devil, gain abilities.
- Inflict Serious Wounds, Mass: Deals 3d8 damage +1/level to many creatures.
- Planar Bubble: Create bubble around creature that emulates its native planar environment.
- Plane Shift, Greater: Plane shift accurately to your desired destination.
- Radiant Assault: 1d6 damage/level, victims dazed or dazzled.
- Refuge:M Alters item to transport its possessor to you.
- Regenerate: Subject’s severed limbs grow back, cures 4d8 damage +1/level (max +35).
- Renewal Pact:M Creature is automatically healed if adverse condition affects it.
- Repulsion: Creatures can’t approach you.
- Restoration, Greater:X As restoration, plus restores all levels and ability scores.
- Restoration, Mass:M As restoration, but multiple subjects.
- Resurrection:M Fully restore dead subject.
- Scrying, Greater: As scrying, but faster and longer.
- Slime Wave: Creates a 15-ft. spread of green slime.
- Spell Resistance, Mass: As spell resistance, but multiple subjects.
- Summon Monster VII: Calls extraplanar creature to fight for you.
- Symbol of Stunning:M Triggered rune stuns nearby creatures.
- Symbol of Weakness:M Triggered rune weakens nearby creatures.
- Symphonic Nightmare:M Discordant noise haunts subject’s sleep.
- Withering Palm: Touch attack deals 1 point Str damage plus 1 point Con damage/2 levels.
- Word of Chaos: Kills, confuses, stuns or deafens non-chaotic subjects.
- Anti-Magic Field: Negates magic within 10 ft.
- Bodak’s Glare:F You slay a creature, which turns into a bodak 24 hours later.
- Brilliant Aura: Allies’ weapons become brilliant energy, ignoring armour.
- Cloak of Chaos:F +4 to AC, +4 resistance, and SR 25 against lawful spells.
- Create Greater Undead:M Create shadows, wraiths, spectres or devourers.
- Cure Critical Wounds, Mass: Cures 4d8 damage +1/level for many creatures.
- Death Pact:M Deity brings subject back from the dead automatically.
- Death Ward, Mass: As death ward, but more subjects.
- Dimensional Lock: Teleportation and interplanar travel blocked for one day/level.
- Discern Location: Reveals exact location of creature or object.
- Earthquake: Intense tremor shakes 5-ft./level radius.
- Fierce Pride of the Beastlands: Summon celestial lions and celestial dire lions to follow your commands.
- Fire Storm: Deals 1d6/level fire damage.
- General of Undeath: Increases your maximum HD of controlled undead by your level.
- Heat Drain: Subjects take 1d6 cold damage/level, you gain equal amount hp.
- Holy Aura:F +4 to AC, +4 resistance and SR 25 against evil spells.
- Inflict Critical Wounds, Mass: Deals 4d8 damage +1/level to many creatures.
- Lion’s Roar: Deals 1d8 points of damage/2 levels to enemies; allies get +1 on attacks and saves against fear, plus temporary hp.
- Planar Ally, Greater:X As lesser planar ally, but up to 18 HD.
- Planar Exchange, Greater: Trade places with one of three greater planar creatures (your choice).
- Shield of Law:F +4 to AC, +4 resistance and SR 25 against chaotic spells.
- Spell Immunity, Greater: As spell immunity, but up to 8th-level spells.
- Stormrage: You can fly and fire lightning from your eyes.
- Summon Monster VIII: Calls extraplanar creature to fight for you.
- Symbol of Death:M Triggered rune slays nearby creatures.
- Symbol of Insanity:M Triggered rune renders nearby creatures insane.
- Unholy Aura:F +4 to AC, +4 resistance and SR 25 against good spells.
- Veil of Undeath: You gain undead traits.
- Wall of Greater Dispel Magic: Creatures passing through a transparent wall become subjects of targeted greater dispel magic.
¶ Cleric Domains
See Faces of Faith: Ancestral Speaker.
See Faces of Faith: Arcane Disciple.
See Faces of Faith: Aspirant.
See Faces of Faith: Benevolent.
See Champion Cleric.
See Cleric Variant: Cloistered Cleric.
See Faces of Faith: Crusader.
See Faces of Faith: Evangelist.
See The Rage Cleric.
See Stormwrack Class Features: Aquatic Cleric.
See Exemplars of Evil: Blasphemous Incantation.
See Dead Levels: Cleric.
See Expedition to Castle Ravenloft Class Features: Destroy Undead.
See Complete Mage Class Features: Divine Counterspell.
See Complete Mage Class Features: Divine Magician.
See Dungeonscape Class Features: Divine Restoration.
¶ Domain Focus
See Lost Ones: Domain Focus.
See Draconic Class Features: Dragonscale Husk
See Drow of the Underdark Class Features: Drow Cleric.
See Eberron Campaign Setting: Cleric.
See Frostburn Class Features: Frostfell Cleric.
See Pathfinder Chronicles: Cleric.
¶ Improved Domain Powers
See Domain Power.
See Turning Undead Variant: Level Check.
See No Turning.
See Peripheral Beliefs.
See Turning Undead Variant: Planar Banishment.
See Complete Champion Class Features: Pool of Healing.
See Expedition to Castle Ravenloft Class Features: Positive Healing.
See Draconic Class Features: Rebuke Dragons
¶ Spontaneous Domain Casting
See Player’s Handbook II: Spontaneous Domain Casting.
See Expedition to Castle Ravenloft Class Features: True Daylight.
¶ Wasteland Cleric
See Sandstorm Class Features: Wasteland Cleric.
See Magic of Incarnum Substitution Levels: Azurin Cleric.
See Races of the Dragon Substitution Levels: Dragonblood Cleric.
See Races of Stone Substitution Levels: Dwarf Cleric.
See Planar Handbook Substitution Levels: Cleric.
See Champions of Valor Substitution Levels: Purple Staff.
See Races of the Wild Substitution Levels: Raptoran Cleric.