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Cleric, the Healer


Clerics are servants of deities and the masters of divine magic. Clerics of benevolent gods are noble individuals who dedicate themselves to healing, protection and retribution. Clerics of malicious gods are power-hungry individuals who spread fear through pillage, destruction and sabotaging. Sometimes, clerics are assigned a mission by their ecclesiastical superiors.

All clerics must select two domain powers at the beginning of their career. In addition, clerics have the ability to damage all undead creatures around them. Experienced clerics can resurrect their dead companions.

In terms of fighting ability, clerics are inferior to fighters but better than wizards. They can cast spells even when they are wearing heavy armour.





Hit Dice, Proficiencies, Alignment


D8 Hit Die. Light, medium and heavy armour proficiency, light shield proficiency. Starts with simple-weapons proficiency plus maces proficiency. Clerics can be of any alignment.


Special Abilities


Spells: The leading ability for Cleric spells is Wisdom. A Cleric can activate Divine Spell Scrolls of any spell in the lists of the Paladin, Ranger, Druid and Cleric. Spell picks at level 1: 3 + Wisdom modifier. Spell picks at all other levels: 2. A Cleric can cast somatic spells while holding a light shield, but not a heavy shield or tower shield. Clerics can also cast somatic spells while wielding a two-handed weapon or several weapons at the same time, because switching a weapon from one hand to the other is a free action. A character cannot have more than one summoned creature at a time.


Turn Undead: Clerics can turn undead a maximum number of times per day equal to 1 + base charisma modifier (minimum 1). Activating a domain power reduces the number of available turn undead uses by one. With turn undead, a cleric inflicts 1d6 points of damage per two cleric levels (rounded up) to all enemy undead creatures in a 30' radius cone. Undead who succeed on a willpower save reduce the damage by 50%. The Difficulty Class is 10 + half of cleric's level + cleric's Charisma modifier. Allied undead (including the cleric himself, if he's undead) are cured by the same amount rather than damaged. Undead creatures with turn resistance automatically reduce by 25% (Ghoul, Allip, Shadow, Spectre, Vampire Spawn, Wraith) or 50% (Ghost, Lich, Vampire) all turn damage and damage from positive energy. Turning is a standard action which does not trigger attacks of opportunity.


Domain Powers: During character creation, Clerics must select from the list below two domain powers. Domain powers are either supernatural abilities or spell-like abilities. Some domain powers, like Healing or War, do not need to be activated. Powers that require activation expend one use of Turn Undead every time they are activated. Once your Turn Undead uses are exhausted, you cannot activate any more domain power for the day. Some domain powers, like Death or Fire, can be activated no more than once per day.

Smite: Activating this power gives you a bonus to attack equal to the charisma modifier and a bonus to damage equal to the cleric level, for one melee attack (choose 'Smite' instead of 'Attack'). Missed smite attacks do not reduce your remaining number of uses. Activated as free action. Supernatural. In addition, you cast Divine Power as a level-3 spell, rather than a level-4 spell. This domain is also associated with supremacy, power, rivalry, competition and challenge.

Strength: Activating this power gives you a divine strength bonus that increases with your level (+2 at level 1, +4 at level 3, +6 at level 5, etc) for a single round. This is activated as a free action. Supernatural. In addition, you cast Righteous Might as a level-4 spell, rather than a level-5 spell. This domain is also associated with athleticism, savagery, anger, violence and pillage.

Weakness: A black ray springs from your fingertips. You can perform a long-range ranged touch attack to make a single target exhausted, or fatigued if it succeeds on a Reflex saving throw of Difficulty Class 10 + half of cleric level + wisdom modifier. The effect lasts until the end of combat. Spell-like ability. In addition, you cast Poison as a level-3 close-range spell, rather than a level-4 touch spell. This domain is also associated with decay, corruption, vermin, worms, deterioration, emptiness.

Blood: You gain the Life Drain ability. You can perform a melee touch attack to transfer 1d6+1 Hit Points per two cleric levels rounded up (minimum 1d6+1) from a single living target to yourself. A successful Fortitude saving throw of Difficulty Class 10 + half of cleric level + wisdom modifier reduces the transferred amount by half. Spell-like ability. This domain is also associated with sacrifice, vampirism and lycanthropy.

Wilting: You gain the Wilting ability. You can perform a melee touch attack to deal 1d8+1 points per two cleric levels rounded up of negative-energy damage to a single living target. A Willpower saving throw of Difficulty Class 10 + half of cleric level + wisdom modifier reduces the damage by half. Spell-like ability. In addition, you cast Harm spells as a level-5 spell rather than a level-6 spell. Supernatural. This domain is also associated with despair, dessication and senility.

Death: Once per day, you can perform a melee touch attack that deals negative-energy damage equal to 1d8 points per cleric level to a single living target. No save. This is a death effect (death ward prevents damage). If the Hit Points of the target fall to 0 (or below 0) due to this effect, the cleric gains a divine bonus of +2 to strength until the end of the current encounter. Spell-like ability. You also gain free proficiency with Picks and you cast the spell Slay Living as a level-4 spell, rather than a level-5 spell. Supernatural. This domain is also associated with killing, slaughter, finality and the soul.

Justice: This power allows you to summon an Inevitable (Damage Reduction 5 / chaotic or bludgeoning, two slams, 1d6 bludgeoning + 1d6 electricity, High BAB), for a number of rounds equal to 1 + charisma modifier (minimum 1). The creature's hit dice number is equal to the cleric's level. Space 1x1 square. Spell-like ability. In addition, you cast the spell Summon Elemental as a standard-action spell rather than a full-round action spell. This domain is also associated with sentencing, balance, harmony, traditions, the law, rituals and ceremonies.

Aberration: This power allows you to summon a Tentacled Horror (four 1d6 attacks, grapple, constrict, High BAB), for a number of rounds equal to 1 + charisma modifier. The creature's hit dice number is equal to the cleric's level. Space 1x1 square. Spell-like ability. In addition, you cast the spell Summon Elemental as a standard-action spell rather than a full-round action spell. This domain is also associated with horror, fear, occultism, demons and dark forces.

Undeath: This power allows you to summon a Ghoul (bite with constitution damage, two claws with paralysis, High BAB), for a number of rounds equal to 1 + charisma modifier. The creature's hit dice number is equal to the cleric's level. Space 1x1 square. Spell-like ability. In addition, you cast the spell Summon Elemental as a standard-action spell rather than a full-round action spell. This domain is also associated with necromancy, evil and malevolence.

Madness: Confusion touch. Touch attack makes a living target confused for 1D6+1 rounds if it fails on a Willpower saving throw of Difficulty Class 12 + half of cleric level + wisdom modifier. Mind-affecting spell-like ability. Additionally, you gain the feat Iron Will for free. This domain is also associated with confusion, indecision, clouds and fog.

Paralysis: Paralysing touch. Touch attack makes a living target held (paralysed) for 1D4+1 rounds if it fails on a Willpower saving throw of Difficulty Class 10 + half of cleric level + wisdom modifier. The target gets a save every round to cancel the effect. Spell-like ability. In addition, the Difficulty Class of your Hold Person and Hold Monster spells increases by one, and you cast Hold Person as a level-1 spell and Hold Monster as a level-5 spell. Supernatural. This domain is also associated with order, loyalty, devotion, commands, compulsion, domination, slavery and tyranny.

Disease: Melee touch attack forces two independent Fortitude saving throws of Difficulty Class 10 + half of cleric level + wisdom modifier), one to avoid becoming Sickened (-2 to saving throws, attack rolls, damage rolls) and one to avoid becoming Nauseated. The effects last 1D4+1 rounds. Spell-like ability. Additionally, you gain the feat Great Fortitude for free. Supernatural. This domain is also associated with sickness, infection, disability and the warding off of disease.

Pandemonium: Once per day, you can create a multicoloured bubble of chaotic energy covering a 15' radius circle. All enemy creatures in the selected area become confused for 1d4+1 rounds. A successful Willpower saving throw of Difficulty class 12 + half of cleric level + wisdom modifier reduces the effect's duration to a single round. Mind-affecting spell-like ability. If a target fails on its saving throw by five points or more, it gains the berserk condition instead. Each round, creatures with the berserk condition must attack the creature nearest to them. This domain is also associated with chaos, change and unpredictability.

Blindness: Once per day, you can produce a caster-centred flash of divine light that makes all living enemies in a 15' radius blind for 1d4+1 rounds. A Willpower saving throw of Difficulty Class 10 + half of cleric level + wisdom modifier negates the effect. Spell-like ability. Additionally, the cleric gains the feat Blind-fight for free. Supernatural. This domain is also associated with clarity, focus, imagination, discovery, light and darkness.

Time: Once per day, you can create a time-dilation bubble covering a 10' radius circle. All enemy creatures in the selected area become slowed for 1d6+2 rounds. A successful Reflex saving throw of Difficulty Class 10 + half of cleric level + wisdom modifier reduces the effect's duration to a single round. Spell-like ability. Additionally, the cleric gains the feat Improved Initiative for free. Supernatural. This domain is also associated with persistence, patience and the past.

Celerity: Once per day, you can accelerate allies in a 10' radius circle. All friendly creatures in the selected area become hasted for a number of rounds. The number of rounds is two from CL 1 to 4, three from CL 5 to 8, four from CL 9 to 12, five from CL 13 to 16 and six from CL 17 to 20. This power is activated as a free action. Spell-like ability. In addition, your summoned air elementals are one level higher. Supernatural. This domain is also associated with accuracy, speed, the air, the wind, birds, messengers and victory.

Fire: Once per day, you can create hellish flames in a 15' radius circle. Everyone in the area takes 1d8+1 points of fire damage per two cleric levels (rounded up). A successful Reflex saving throw of Difficulty Class 10 + half of cleric level + wisdom modifier reduces the damage by half. Spell-like ability. In addition, the damage from your Flame Strike spells increases by 1d6, and your summoned fire elementals are one level higher. Supernatural. This domain is also associated with dragons, hell, the abyss, burning, flames, ashes, punishment, vengeance and retribution.

Storm: Once per day, you can create a thunderstorm covering a 20' radius circle. Everyone in the area takes 1d6+1 points of electricity damage per two cleric levels (rounded up). A successful Reflex saving throw of Difficulty Class 10 + half of cleric level + wisdom modifier reduces the damage by half. Spell-like ability. You also gain free proficiency with Spears. Supernatural. In addition, your summoned water elementals are one level higher. Supernatural. This domain is also associated with the weather, the ocean, the sea, water, salt, navigation and lightning.

Flux: You cast all Cure, Inflict, Heal and Harm spells as Close-Range spells, rather than Touch spells. If the original spell required a melee touch attack, it now requires a ranged touch attack. Clerics with low Dexterity can combine this power with the feat Zen Archery so that they apply their Wisdom modifier to ranged touch attacks, rather than their Dexterity modifier. Your wilting and curing powers are also affected by this domain, if you have the Wilting domain or Curing domain. Supernatural. In addition, all the water and air elementals you summon benefit from a +1 bonus to their attack rolls. This domain is also associated with rivers, streams, waterfalls, floods, the rain and the wind.

Banishment: The Armour Class bonus provided by the spells Protection from Alignment, Mass Protection from Alignment, Greater Protection from Alignment and Mass Greater Protection from Alignment increases by one point. The difficulty class of the spells Dispel, Greater Dispel, Dismissal and Banishment increases by one point. Supernatural. This domain is also associated with sanctuaries, refuges, shelters, dispelling and exorcism.

Destruction: All your Inflict and Mass Inflict spells are Empowered for free (the damage is multiplied by 1.5, including the per-level bonus points). Your wilting power is also affected, if you have the Wilting domain. You also gain free proficiency with Flails. Supernatural. This domain is also associated with pain, suffering, scourging, torture, torment and hate.

Healing: All your Cure and Mass Cure spells are Empowered for free (the healing is multiplied by 1.5, including the per-level bonus points). Your curing power is also affected, if you have the Curing domain. Supernatural. This domain is also associated with life, beauty, purity, relief, assistance, charity, joy, hope and righteousness.

Devastation: Your Inflict spells (but not Mass Inflict spells) are Maximised for free. You automatically deal the maximum amount of damage. Your wilting power is also affected, if you have the Wilting domain. Supernatural. This domain is also associated with military prowess, raw power and raw energy.

Life: Your Cure spells (but not Mass Cure spells) are Maximised for free. You automatically cure the maximum amount of Hit Points. Your curing power is also affected, if you have the Curing domain. Supernatural. This domain is also associated with spring time, blooming flowers, birds and butterflies.

Curing: With a touch, you remove the blind condition and cure 1d6+1 HP times half your cleric level rounded up. For example, a cleric of level 9 would cure 5d6+5 HPs. Spell-like ability. This domain is also associated with compassion, humility, love, the mending of injuries and redemption.

Restoration: You cast all Cure spells (but not Mass Cure spells) as move-action spells, rather than standard-action spells. Supernatural. This domain is also associated with vitality, sanity, robustness, vigour and longevity.

Rejuvenation: Once per day, you can cure all allies in a 15' radius circle for 1d8+1 HP times half your cleric level rounded up. For example, a cleric of level 9 would cure 5d8+5 HPs. Spell-like ability. In addition, you cast Heal spells as a level-5 spell rather than a level-6 spell. Supernatural. This domain is also associated with benedictions, youth, prosperity, birth, fertility and resurrection.

Sun: You gain the ability to cast scorching rays. You can perform a long-range ranged touch attack that deals 1d8 fire damage per two cleric levels rounded up (No save). Additionally, the target is dazzled for one round (Reflex negates). Spell-like ability. In addition, the damage of your Searing Light spells increases by 1 per two levels. This domain is also associated with angels, truth, diplomacy, friendship, sunlight, sunrays, energy, heat and deserts.

Turning: Your Turn Undead attempts deal an extra 2d6 points of damage, and their Difficulty Class increases by two points. The turning bonus increases to 3d6 at level 7 and 4d6 at level 14. You also gain the feat Extra Turning for free. Supernatural. This domain is also associated with reversion, conversion and transformation.

Silence: All your cure, mass cure, inflict and mass inflict spells are stilled and silenced for free. You also gain the feats Metamagic Silent and Metamagic Still for free. Supernatural. This domain is also associated with serenity, tranquillity, peacefulness and studiousness.

Magic: You gain two extra level-1 spell slots (from the beginning), one extra level-2 spell slot (upon reaching Caster Level 3), one extra level-3 spell slot (upon reaching Caster Level 5), one extra level-4 spell slot (upon reaching Caster Level 7) and one extra level-5 spell slot (upon reaching Caster Level 9). Supernatural. In addition, the damage of your Magic Stone spells increases by one point for each stone. Supernatural. This domain is also associated with sorcery, spells, secrets, keys, codes, dreams, knowledge, books and memory.

Mysticism: You gain the feats Spell Focus and Spell Penetration for free, as well as a +2 bonus on all concentration checks. Supernatural. In addition, the bonus obtained from your Prayer spells increases from 1 to 2. Supernatural. This domain is also associated with enchantments, wisdom, spirituality, prayer and faith.

Disruption: Once per day, as a free action you can select a single enemy within line of sight. Its Armour Class is immediately reduced by a number of points. No save. The effect lasts until the end of combat. The number of points is two from CL 1 to 4, three from CL 5 to 8, four from CL 9 to 12, five from CL 13 to 16 and six from CL 17 to 20. Spell-like ability. In addition, the Difficulty Class of your Bestow Curse spells increases by one. Supernatural. This domain is also associated with markings, symbols, writing, hexes, curses, maledictions and misfortune.

Protection: You start with 12 Hit Points (instead of 8 HP) and you gain a +1 permanent divine bonus to the base Armour Class. This bonus stacks with every other AC bonus and it applies even if you have lost your dexterity bonus to AC. Supernatural. In addition, your summoned earth elementals are one level higher, and the Damage Reduction granted by your Righteous Might spells increases by one. Supernatural. This domain is also associated with the earth, defence, fortification, castles, walls, shields, health, constitution, resilience and resistance.

Hunting: You gain the feats Point Blank Shot, Precise Shot and Zen Archery for free, as well as free proficiency with Bows and Crossbows. Supernatural. This domain is also associated with archery, elves, forests, meals, animals and nature.

War: You gain a +1 permanent divine bonus to the base attack bonus, as well as free proficiency with Natural Weapons, Light Swords, One-Handed Swords and Two-Handed Swords. The bonus stacks with every other attack roll bonus. Supernatural. This domain is also associated with leadership, courage, heroism, glory and knightly weapons.

Metal: Whenever you conduct a melee attack, your weapon is treated as being made of adamantine (in addition to its actual material) to allow you to bypass the target's Damage Reduction. You also gain free proficiency with Hammers and a +1 permanent divine bonus to melee damage rolls. Supernatural. This domain is also associated with dwarves, mountains, gold, rocks, buildings and the forging of weapons and armour.

Reach: You gain the feats Extend Spell Range I, Extend Spell Range II and Extend Spell Range III for free. In addition, your Magic Stone spells benefit from a +2 bonus to attack rolls. Supernatural. This domain is also associated with projection, bombardment and siege weapons.

Tactics: You gain the feats Cleave, Great Cleave and Combat Reflexes for free. Additionally, you gain free proficiency with Axes. Supernatural. This domain is also associated with battle experience, competence, skill, planning and organisation.

Travel: Your base speed increases by 10 feet. Additionally, you gain the feats Mobility and Lightning Reflexes for free. Supernatural. This domain is also associated with freedom, liberty, roads, trade, commerce, movement and flow.

Trickery: You gain the feats Improved Trip, Improved Disarm, Improved Sunder and Improved Feint for free. You also gain free proficiency with Reach Weapons. Supernatural. This domain is also associated with entrapment, scheming, intelligence and cunning.

Luck: Your death threshold changes from -10 to -15 and you gain a +1 permanent divine bonus to all saving throws. The bonus stacks with every other saving throw bonus. Additionally, you gain the feat Die Hard for free. Supernatural. This domain is also associated with chance, danger, risk, gambling, fate, destiny and the future.


Spells


LEVEL 1: 14 spells


Bless (Enchantment. 50' radius, Duration Until End of Combat, caster-centred circle spell gives +1 morale bonus to attack roll & willpower saves of allies.)

Bane (Enchantment. 50' radius, Duration Until End of Combat, caster-centred circle spell gives -1 morale penalty to attack roll & willpower saves of enemies.)

Summon Elemental (Conjuration. Select earth, fire, water or air. An elemental of that type and of caster-level Hit Dice is summoned for 4 rounds + 1 per two levels, or until dismissed. Casting time Full-round action. Space 1x1 square.)

Cure Light Wounds (Conjuration. Touch spell cures 1D8 +1 per level up to 5. Hurts undead. Removes the bleeding and dying conditions.)

Inflict Light Wounds (Necromancy. Touch spell deals 1D8 points of negative energy damage +1 per level up to 5. Willpower half. Cures undead.)

Cause Fear (Necromancy. Melee touch causes a single creature to cower for 1d2 rounds (Willpower negates). On a successful save the target is shaken for 1d2 rounds.)

Remove Fear (Alteration. Touch spell, removes the 'shaken' condition. Also improves the 'cowering' condition.)

Remove Fatigue (Alteration. Touch spell, removes the 'fatigued' condition. Also improves the 'exhausted' condition.)

Enhance Weapon (Alteration. Duration Until End of Combat, Touch spell, your manufactured and natural weapons gain a +1 enhancement bonus to attack roll and damage roll.)

Shield of Faith (Alteration. Duration 10 rounds. Touch spell gives a +2 deflection bonus to Armour Class. The bonus increases at levels 6, 12 and 18.)

Protection From Alignment (Enchantment. Duration Until End of Combat, Touch spell. Select Evil, Good, Chaotic, Lawful or Neutral. The recipient gains a +2 aligned bonus to Armour Class & Saving Throws versus enemies of that alignment, and immunity to mind control from all enemies. Does not stack with other Protection from Alignment spells.)

Command (Enchantment. Single living creature in close range falls to the ground and is unable to act for 1 round, Willpower negates.)

Magic Stone (Evocation. Throws three magical stones each dealing 1D6 points of bludgeoning damage, or 2D6 to undead. Requires ranged touch attacks. From caster level 5, the stones deal 2d6/3d6, and from caster level 9, 3d6/4d6.)

Divine Favour (Evocation. 10 rounds. The caster gains bonuses to attack roll, damage roll and saving throws. The bonus is +1 below CL 6, it increases to +2 from CL 6 and to +3 from CL 9.)

LEVEL 2: 12 spells


Protection from Energy (Alteration. Touch spell. Select an energy type: fire, cold, acid, electricity or sonic. The recipient gains resistance 15 to damage of that type, up to 10 x Level absorbed points of damage. Duration Until End of Combat. When this spell is cast by a Druid, the casting time is a Move Action. Energy resistance equal to a number of points is also called Energy Damage Reduction.)

Cure Moderate Wounds (Conjuration. Touch spell cures 2D8 +1 per level up to 10. Hurts undead. Removes the bleeding and dying conditions.)

Inflict Moderate Wounds (Necromancy. Touch spell deals 2D8 points of negative energy damage +1 per level up to 10. Willpower half. Heals undead.)

Enhance Ability (Alteration. For 10 rounds, the target gains a +4 enhancement bonus to either Strength, Dexterity, Constitution, Wisdom, Intelligence or Charisma. From CL 9, the bonus increases to +6. From CL 15, the bonus increases to +8.)

Remove Paralysis (Conjuration. Touch spell, removes the paralysed and slowed conditions.)

Lesser Restoration (Conjuration. Touch spell. Removes the fatigued and exhausted conditions. Cures all ability damage, but not ability drain or negative levels.)

Align Weapon (Alteration. Touch spell. Select good {holy}, evil {unholy}, lawful {axiomatic}, chaotic {anarchic} or neutral {balanced}. The recipient gains the corresponding condition, allowing his attacks to bypass DR of the appropriate type. Duration Until End of Combat.)

Darkness (Necromancy. The spell creates a 10' radius opaque field of magical darkness. All creatures within the area of effect gain 50% concealment and the 'Unable to See' condition. Duration 4 rounds + 1 per two levels.)

Sound Burst (Evocation. 10' circle spell deals 1d8 points of sonic damage (no save) and stuns targets for one round, unless they succeed on a Fortitude save. From CL 5, the spell deals 2d8 points of damage, and from CL 7, 3d8 points of damage.)

Silence (Conjuration. Long Range. Duration 4 rounds + 1 per two levels. 20' radius circle. All creatures in the area of effect become silenced. Silenced creatures cannot cast spells with a verbal component and they are immune to sonic damage (like the damage from Sonic Burst and Shout), mind-affecting sound effects (like Bard Songs) and language-dependent effects (like the spell Control Person). Silenced creatures also take a -1 penalty to Armour Class, unless they have the Blindsight ability.)

Hold Person (Enchantment. Select an enemy humanoid in medium range. It is paralysed for 1 round per level (up to 10 rounds) if it fails on a Willpower saving throw. The subject can cast stilled spells, activate a psionic power, or, as a full-round action, attempt to break free by succeeding on another Willpower saving throw.)

Elemental Weapon (Alteration. Duration Until End of Combat, Touch spell, Select flaming, frost or electricity, your manufactured or natural weapons deal 1d6 points of additional damage of that energy type. Does not stack.)

LEVEL 3: 13 spells


Cure Serious Wounds (Conjuration. Touch spell cures 3D8 +1 per level up to 15. Hurts undead. Removes the bleeding and dying conditions.)

Inflict Serious Wounds (Necromancy. Touch spell deals 3D8 points of negative energy damage +1 per level up to 15. Willpower half. Heals undead.)

Prayer (Enchantment. Mind Affecting. No Save. 40' radius caster-centred circle spell gives allies a +1 luck bonus to attack, damage and saving throws, while enemies receive a -1 luck penalty to attack, damage and and saving throws. Duration 1 round per level, up to 10 rounds.)

Remove Curse (Alteration. Touch spell removes the mute and cursed conditions.)

Remove Blindness (Conjuration. Touch spell removes the blind condition.)

Remove Ailment (Conjuration. Touch spell removes the bleeding, dazed, dazzled, sickened, nauseated, stunned, limping and impaired conditions.)

Bestow Curse (Necromancy. Melee touch. Curses a single living target. Each round, a cursed creature has a 50% chance of losing its turn. Willpower negates. Permanent.)

Blindness (Necromancy. Long Range. Single target must succeed on a Reflex save or become Blind permanently.)

Dispel Magic (Alteration. Select Single Effect, Effects on Creature or Effects on Area:
Single Effect: Choose a single creature, then choose an ongoing magical or psionic effect on that creature. It is dispelled if you succeed on a check of 1d20 + level (up to 10) + Spell Focus bonuses versus DC of 11 + level of the mage who created the effect. If the effect is 'summoned', the creature is unsummoned.
Effects on Creature: Choose a single creature. You make a check for each ongoing effect on the creature (but not effects from items). A successful check dispels that effect.
Dispel Area: Select a 20' circle area. For each area effect in the circle, you make a dispel check and for each creature in the circle, you make a dispel check against the ongoing effect of highest caster level. A successful check dispels that effect.)

Mass Protection from Alignment (Enchantment. Duration Until End of Combat. Select Evil, Good, Chaotic, Lawful or Neutral. All allies in a 10' radius circle gain a +2 aligned bonus to Armour Class & Saving Throws versus enemies of that alignment, and immunity to mind control from all enemies. Does not stack with other Protection from Alignment spells.)

Wind Wall (Evocation. This spell affects you and all allies. All arrows and bolts shot at you and your allies suffer a 50% miss chance. Duration 1 round per two levels.)

Searing Light (Evocation. Ranged touch attack. Creatures struck by this sunlight blast take 1d8 points of damage per two caster levels, up to 5d8. Undead creatures instead take 1d6 points of damage per level, up to 10d6. Constructs instead take 1d6 points of damage per two levels, up to 5d6. No save.)

Enhance Armour (Alteration. Duration Until End of Combat, 10' radius circle, the armour or clothing of every ally in the area receives a +1 enhancement bonus for every four CL, up to a +5 bonus at level 20.)

LEVEL 4: 13 spells


Water Breathing (Alteration. Duration Until Rest, 10' circle spell, the targets gain the ability to breathe water. Without this spell, the PCs take 1d4 points of damage per round when fighting underwater, or when moving outside combat, every 20'.)

Mass Protection from Energy (Alteration. 10' radius circle. Select an energy type: fire, cold, acid, electricity or sonic. All allies in the area gain resistance 15 to damage of that type, up to 1 round per level and up to 10 x Level absorbed points of damage. When this spell is cast by a Druid, the casting time is a Move Action.)

Cure Critical Wounds (Conjuration. Touch spell cures 4D8 +1 per level. Hurts undead. Removes the bleeding and dying conditions.)

Inflict Critical Wounds (Necromancy. Touch spell deals 4D8 +1 per level points of negative energy damage. Willpower half. Heals undead.)

Death Ward (Necromancy. Duration Until End of Combat. Touch spell gives immunity to death effects, negative levels and negative energy.)

Greater Enhance Weapon (Alteration. Duration Until End of Combat, your manufactured and natural weapons gain a +1 enhancement bonus for every four caster levels, up to +5, to attack roll and damage roll.)

Freedom of Movement, Touch (Enchantment. 1 round per level. Touch spell. The recipient is freed from the following conditions: Paralysed, Slowed, Stuck, Entangled, Quicksand. The subject also gains immunity to all these effects for the spell's duration. The spell does not affect the spell Grease, underwater movement, being grappled or pinned or swallowed whole.)

Poison (Necromancy. Melee touch attack inflicts 2d10 points of constitution ability damage to the target. A special fortitude saving throw negates the effect.)

Protection from Ability Loss (Enchantment. Duration Until End of Combat. Touch spell gives immunity to ability damage and drain.)

Greater Restoration (Conjuration. Touch spell. Removes the petrified, fatigued and exhausted conditions. Cures all ability damage and ability drain, but not negative levels.)

Dismissal (Alteration. Extraplanar creature is forced back to its proper plane if it fails on a special Will save. The Difficulty Class is equal to: spell's save DC creature's HD + your caster level.)

Divine Power (Evocation. With this spell, the caster gains combat and HP bonuses. The BAB becomes equal to the caster level. The caster receives a +6 enhancement bonus to Strength and temporary HPs equal to the Caster Level. Duration one round per level.)

Holy Smite (Evocation. 20' radius circle. All enemy creatures in the area of effect are dealt 1d8 points of damage per two caster levels, up to 5d8 (no save). They must also succeed on a Willpower save or become Slowed for 1d4 rounds.)

LEVEL 5: 13 spells


Break Enchantment (Alteration. Affects all allies in a 15' radius circle, for each effect make a Caster Level check (1d20 + level up to 15 + Spell Focus bonus) versus DC 11 + effect's Caster Level. The spell can remove many conditions, including Controlled, Dominated, Blind, Confused, Held.)

Greater Command (Enchantment. 15' radius circle, all living enemies in the area of effect fall to the ground and are unable to act for 1 round per two caster levels, Willpower negates. Each round, as a full-round action, the affected creatures can attempt to break free from the spell with another saving throw.)

Mass Cure Light Wounds (Conjuration. 10' circle spell, living allies are cured for 1D8 + 1 per level, while undead enemies take an equal amount of damage. Removes the bleeding and dying conditions.)

Mass Inflict Light Wounds (Necromancy. 10' circle spell, living enemies are dealt 1D8 + 1 per level points of negative energy damage, while undead allies are healed by an equal amount. Willpower half.)

Raise Dead (Conjuration. Dead player character is brought back to life, loses excess XP for his level. Gold cost 5,000.)

Insect Plague (Conjuration. Long Range. 50' radius, no save, everyone gains the plagued condition, giving -4 penalty to ranged attack rolls, each round 1d6 damage, and the casting or use of power requires a concentration check of DC 16 + plague damage dealt on this round + spell level. Moving through is at half speed. The damage is inflicted upon casting and then every round right before the caster's turn. Entering the area also deals damage.)

Mass Elemental Weapon (Alteration. Duration Until End of Combat, 10' radius circle. Select flaming, frost or electricity, the manufactured or natural weapons of all allies deal 1d6 points of additional damage of the chosen energy type. Does not stack.)

True Seeing (Alteration. Touch spell, Duration Until End of Combat, the recipient gains the true seeing ability.)

Wall of Stone (Conjuration. 2d6 rounds. 5'x25' rectangle. The spell creates a magical wall at the location you specify. A magical wall of stone can be removed by a Dispel or Greater Dispel spell.)

Spell and Power Resistance (Enchantment. Duration Until End of Combat. Touch spell gives Spell Resistance 12 + caster level.)

Slay Living (Necromancy. Melee touch attack kills a living creature, Fortitude saving throw negates.)

Righteous Might (Evocation. Personal spell. For one round per level, your size category increases by one step, providing an increase in damage rolls. You also receive a +4 enhancement bonus to Constitution and +8 enhancement bonus to Strength. You gain Damage Reduction 3 / evil if you are Good or Neutral, and DR 3 / good if you are Evil. The DR increases to 6 at CL 12 and 9 at CL 15. Your space and reach does not change.)

Flame Strike (Evocation. 10' radius circle, everyone in the area of effect takes 1d6 points of fire damage per level, up to 15d6. Reflex half.)

LEVEL 6: 13 spells


Mass Align Weapon (Alteration. Select good {holy}, evil {unholy}, lawful {axiomatic}, chaotic {anarchic} or neutral {balanced}. 10' radius circle, all allies in the area gain the corresponding condition, allowing attacks to bypass DR of the appropriate type. Duration Until End of Combat.)

Contingent Break Enchantment (Alteration. Duration Until Rest or until discharged. Personal spell. This personal version of Break Enchantment is activated automatically when the caster receives one of the following conditions: Baleful Polymorph, Berserk, Command, Confused, Containment, Controlled, Cowering, Cursed, Dancing, Dazed, Decerebrated, Dominated, Fascinated, Feebleminded, Halted, Held, Hideous Laughter, Muted, Sleeping, Stunned.)

Stoneskin, Personal (Conjuration. Personal. Duration Until Rest. This spell creates a thin protective layer around your skin. You gain Damage Reduction 10 / adamantine and magic. Each point of enhancement of a weapon bypasses four points of DR / magic. For example, a +2 adamantine weapon would bypass eight points out of DR 10 / adamantine and magic. The spell cannot stop more than 10 points of damage per caster level. Cost 250 gold.)

Banishment (Alteration. 15' radius circle. All outsider and extra-planar creatures (including summons) in the area of effect are forced back to their proper plane if they fail on a special Willpower save of DC = spell's save DC creature's HD + caster level. On a successful save they still take 3d6 points of damage.)

Wall of Blades (Evocation. 1 round per two levels, 5'x30' rectangle area effect. Creatures inside the wall take 1d6 points of slashing damage per two caster levels rounded up. Reflex save for half damage. The damage is applied upon the casting of this spell and every round just before the caster acts. Entering the wall also triggers the damage, but if several squares are crossed only the first one deals damage. Casting a spell or activating a power while standing in a Wall of Blades requires a concentration check of DC 12 + half of damage last dealt by the wall of blades + spell level.)

Mass Cure Moderate Wounds (Conjuration. 10' circle spell, living allies are cured for 2D8 + 1 per level, while undead enemies take an equal amount of damage. Removes the bleeding and dying conditions.)

Mass Inflict Moderate Wounds (Necromancy. 10' circle spell, living enemies are dealt 2D8 + 1 per level points of negative energy damage, while undead allies are healed by an equal amount. Willpower half.)

Hold Monster (Enchantment. A single living creature in medium range is paralysed for 1 round per level, up to 10 rounds. Willpower negates. Each round, victims are allowed a new Willpower saving throw to end the effect, using the break free action.)

Greater Dispel Magic Same as Dispel Magic, but your dispel checks are equal to 1d20 + level (up to 20) + Spell Focus bonus.

Heal (Conjuration. Touch spell heals 10 Hit Points per caster level up to 150. It also removes all ability damage (but not ability drain) and many conditions, including Blind, Confused, Nauseated, Stunned. Undead creatures are damaged by the spell, instead.)

Harm (Necromancy. Melee touch attack deals 10 points of negative energy damage per level up to 150. Willpower half. The damage cannot reduce the target's Hit Points below 1. Undead are healed by an equal amount.)

Undeath to Death (Necromancy. 15' radius circle. The spell immediately destroys up to 1d4 Hit Dice per Caster Level of undead in the area of effect, if they fail a Willpower saving throw. Undead with the lowest HD are affected first. Gold cost 500.)

Greater Mass Protection from Alignment (Enchantment. Duration Until End of Combat. Select Evil, Good, Chaotic, Lawful or Neutral. All allies in a 10' radius circle gain a +4 aligned bonus to Armour Class & Saving Throws versus enemies of that alignment, and immunity to mind control from all enemies. Does not stack with other Protection from Alignment spells.)

Greater Protection from Energy (Alteration. Touch spell. Select an energy type: fire, cold, acid, electricity or sonic. The recipient gains resistance 30 to damage of that type, up to 20 x Level absorbed points of damage. Duration Until End of Combat. When this spell is cast by a Druid, the casting time is a Move Action.)

LEVEL 7: 12 spells


Mass Greater Enhance Weapon (Alteration. 10' radius circle, Duration Until End of Combat, the manufactured and natural weapons of all allies in the area gain a +1 enhancement bonus for every four caster levels, up to +5, to attack roll and damage roll.)

Mass Cure Serious Wounds (Conjuration. 10' circle spell, living allies are cured for 3D8 + 1 per level, while undead enemies take an equal amount of damage. Removes the bleeding and dying conditions.)

Mass Inflict Serious Wounds (Necromancy. 10' circle spell, living enemies are dealt 3D8 + 1 per level points of negative energy damage, while undead allies are healed by an equal amount. Willpower half.)

Remove Negative Levels (Enchantment. Touch spell removes all negative levels from an ally.)

Mass Death Ward (Necromancy. Duration Until End of Combat. 10' radius circle, all allies in the area of effect gain immunity to death effects, negative levels and negative energy.)

Holy Word (Evocation. 20' radius caster-centred circle. All living enemies with a number of Hit Dice no higher than the Caster Level are dazed for one round. No save.)

Destruction (Necromancy. Gold cost 500. Select a creature, living or not, in close range. If it fails on a Fortitude saving throw, it is instantly destroyed. If it succeeds on the save, it takes 10d6 points of damage. This damage may kill the creature.)

Lower Spell and Power Resistance (Necromancy. Duration 10 rounds. Select a creature in close range. There is no saving throw but SR applies, with the spell penetration roll receiving a +6 bonus. The target's SR drops by half the caster level. Not cumulative.)

Mass Greater Restoration (Conjuration. 15' radius, all allies in the area of effect lose all ability damage and ability drain, but not negative levels. The spell also removes the fatigued and exhausted conditions.)

Mass Blindness (Necromancy. 30' radius circle. Long Range. All enemies in the area of effect must succeed on a Reflex save or become Blind for one round per two levels, rounded up.)

Malison (Necromancy. Close Range, 10' radius circle. For 10 rounds, all living enemies in the area of effect take a penalty of four points to attack rolls, saving throws, spell resistance and ability checks. Willpower save to reduce the penalty to two points.)

Mass Enhance Ability (Alteration. For 10 rounds, all allies in a 10' circle gain a +6 enhancement bonus to either Strength, Dexterity, Constitution, Wisdom, Intelligence or Charisma. From Caster Level 15, the bonus increases to +8.)

LEVEL 8: 8 spells


Cleansing (Conjuration. Touch spell removes all negative levels, ability drain, ability damage and cures all the conditions cured by Heal and restores Hit Points to the maximum.)

Mass Cure Critical Wounds (Conjuration. 10' circle spell, living allies are cured for 4D8 + 1 per level, while undead enemies take an equal amount of damage. Removes the bleeding and dying conditions.)

Mass Inflict Critical Wounds (Necromancy. 10' circle spell, living enemies are dealt 4D8 + 1 per level points of negative energy damage, while undead allies are healed by an equal amount. Willpower half.)

Fire Storm (Evocation. 15'x40' rectangle spell deals 1D6 fire damage per caster level to all in the area of effect.)

Mass Protection from Ability Loss (Enchantment. Duration Until End of Combat, 10' radius circle spell gives immunity to ability damage and drain.)

Good Fortune (Alteration. Personal spell. Duration Until Rest or until discharged. You gain the Fortuned condition. If your Hit Points fall to the death threshold because of a melee attack, ranged attack or a spell dealing a number of damage dice, you immediately benefit from a Heal spell, and the spell is discharged. Gold cost 500.)

Cloak of Pain (Evocation. 10' radius circle, 1 round per level, all allies in the area of effect gain the Cloak condition. Any non-undead enemy who hits a character in melee must take 1d8 points of negative energy damage + 1 per caster level.)

Mass Freedom of Movement (Enchantment. 1 round per level. All allies in the area of effect are freed from the following conditions: Paralysed, Slowed, Stuck, Entangled, Quicksand. Subjects also gain immunity to all these effects for the spell's duration. The spell does not affect the spell Grease, underwater movement, being grappled or pinned or swallowed whole.)

LEVEL 9: 7 spells


Mass Heal (Conjuration. Medium Range. Casting time full-round action. 10' radius circle spell, heals 10 hit points per level and removes the same conditions as the Heal spell. Undead enemies in the area of effect take damage instead, but they get a Willpower saving throw for half damage.)

Mass Harm (Necromancy. Medium Range. Casting time full-round action. 10' radius circle spell, inflicts 10 points of negative energy damage per level. Enemies get a Willpower saving throw for half damage. The damage cannot reduce the Hit Points of targets below 1. Undead allies in the area of effect are healed rather than damaged.)

True Resurrection (Conjuration. A dead player character is brought back to life with his full Hit Points and Experience Points. Gold cost 25,000.)

Energy Drain (Necromancy. Close Range. Ranged Touch. No save. Living creatures hit by this black ray of negative energy gain 2d6 permanent negative levels. Subjects who gain a number of negative levels equal to or higher than their hit dice instantly die. Spellcasters cannot cast spells of a given level if they don't have the required effective caster level. For example, casting Fireball requires an effective caster level of 5 at least.)

Implosion (Alteration. For four rounds or until dismissed, each round you can select a creature in close range. If it fails on a Fortitude saving throw, it is destroyed instantly. Move action casting time.)

Earthquake (Evocation. 50' radius circle, Long Range, everyone in the area of effect takes 8d8 points of bludgeoning damage, Reflex half. Creatures who failed their save are knocked prone.)

Mass Spell and Power Resistance (Enchantment. Duration Until End of Combat, 15' radius circle, every ally in the area of effect gains Spell Resistance 12 + caster level.)

Cleric Feats


Spell Focus: The Difficulty Class of all cleric spells and spell-like abilities with a saving throw increases by 1.

Greater Spell Focus: The Difficulty Class of all cleric spells and spell-like abilities with a saving throw increases by another 1. Requires: Spell Focus.

Improved Energy Defence: You can cast Protection from Energy, Mass Protection from Energy and Greater Protection from Energy as move-action spells, rather than standard-action spells.

Improved Holy Smite: When you cast the spell Holy Smite, the spell's damage limit of 5d8 is removed and the slow effect lasts 1d6 rounds rather than 1d4 rounds.

Improved Magic Stone: When you cast the spell Magic Stone, each stone deals 1d8 points of damage, rather than 1d6 points of damage.

Improved Sound Burst: When you cast the spell Sound Burst, the damage increases by one point per level.

Extra Turning: You can use your Turn Undead ability, or activate a domain power, two more times each day. In addition, the radius of your Turn Undead ability increases from 30 feet to 45 feet.



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