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,
many 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 and heavy 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.
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 centered on the cleric. 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: Clerics must select two domain powers during character creation,
from the list below. Domain powers are either supernatural abilities or spell-like abilities.
Some domain powers do not need to be activated (Healing, Destruction, Protection, Magic, Luck,
War). 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 can be activated no more than once per day (Death, Fire, Blindness, Rejuvenation,
Corrosion).
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.
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.
Weakness: A black ray springs from your fingertips. You can perform a medium-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. If the target was fatigued, it becomes exhausted without a
saving throw. The effect lasts until the end of combat. Spell-like ability.
Blood: You gain the Life Drain ability. You can perform a melee touch attack to transfer 1d6+1
HP per two cleric levels rounded up (minimum 1d6+1) from a single living target to yourself. Fortitude save for half. Spell-like ability.
Death: Once per day, you can perform a melee touch attack that deals negative energy damage of
1d6 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.
Justice: This power allows you to summon an Inevitable (damage reduction 5/chaotic or bludgeoning,
two slams, 1d6 bludgeoning + 1d6 shock, 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.
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 + charima modifier. The creature's hit dice number is equal
to the cleric's level. Space 1x1 square. Spell-like ability.
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.
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. Spell-like ability.
Paralysis: Paralyzing touch. Touch attack makes a living target paralyzed 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.
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.
Pandemonium: Once per day, you can create a multicoloured bubble of chaotic energy covering a
10' radius circle. All creatures in the selected area become confused for 1d4+1 rounds. Reflex negates. 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.
Blindness: Once per day, you can produce a caster-centered 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.
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. Willpower negates. Spell-like ability.
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.
Fire: Once per day, you can create hellish flames in a 15' radius circle. Everyone in the area
takes 1d8 points of fire damage per two cleric levels (rounded up). Reflex half. Spell-like ability.
Banishment: The Armor 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.
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). Supernatural.
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). Supernatural.
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.
Rejuvenation: Once per day, you can cure all allies in a 15' radius circle for 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.
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.
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. Supernatural.
Magic: You gain two extra level-1 spell slots (from the start), one extra level-2 slot (upon
reaching CL 3), one extra level-3 slot (upon reaching CL 5) and one extra level-4 slot (upon reaching CL 7). Supernatural.
Corrosion: Once per day, you can select a single enemy within line of sight. Its Armor 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.
Protection: You start with 10 Hit Points (instead of 8 HP) and you gain a +1 permanent divine
bonus to the base Armor Class. This bonus stacks with every other AC bonus and it applies even if you
have lost your dexterity bonus to AC. Supernatural.
War: You gain a +1 permanent divine bonus to the base attack bonus, as well as free proficiency
with One-Handed Blades and Two-Handed Blades. The bonus stacks with every other attack roll bonus. Supernatural.
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. Supernatural.
Spells
LEVEL 1: 14 spells
Bless (Enchantment. 50' radius, Duration Until End of Combat, caster-centered circle spell gives +1
morale bonus to attack roll & willpower saves of allies.)
Bane (Enchantment. 50' radius, Duration Until End of Combat, caster-centered 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 three rounds + one round per level, touch spell gives a +2
deflection bonus to armor class. 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 divine bonus to Armor Class & Saving Throws versus
enemies of that alignment, and immunity to mind control from all enemies. Does not stack with any other
Protection from Alignment spell of the same alignment.)
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 Favor (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: 13 spells
Protection from Energy (Alteration. Touch spell. Select an energy type: fire, cold, acid, shock
or sonic. The recipient gains resistance 15 to damage of that type, up to 10*level absorbed points of
damage. Duration Until End of Combat.)
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 paralyzed and slowed conditions.)
Lesser Restoration (Conjuration. Touch spell, 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. 10' radius circle spell creates magical darkness, all creatures 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 Three rounds + one round per level. 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
sonic effects (like Bard Songs) and language-dependent effects (like the spell Control Person). A silenced
creature that normally uses its ears also takes a -1 penalty to AC, as with the Deafened condition.)
Hold Person (Enchantment. Single humanoid in medium range is paralyzed for 1 round per level. Willpower negates.)
Shield Other (Enchantment. Duration Until Rest. Select one ally in close range. Whenever the
subject takes damage, half of the damage is applied to him and the other half is applied to you. The spell
ends if either character becomes unconscious, or if the damage would make either character unconscious.)
Elemental Weapon (Alteration. Duration Until End of Combat, Touch spell, Select flaming,
frost or shock, 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. 40' radius caster-centered 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.)
Remove Curse (Alteration. Touch spell removes the mute and cursed conditions.)
Remove Blindness and Deafness (Conjuration. Touch spell removes the blind and deaf conditions.)
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 and Deafness (Necromancy. Single target in medium range must succeed on a fortitude save or become both Blind and Deaf.)
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 divine bonus to Armor Class &
Saving Throws versus enemies of that alignment, and immunity to mind control from all enemies. Does not
stack with any other Protection from Alignment spell of the same alignment.)
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 Armor (Alteration. Duration Until End of Combat, 10' radius circle, the armor 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,
shock 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.)
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: Paralyzed, 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. 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. Caster gains combat and HP bonuses: BAB becomes equal to caster level,
+6 enhancement strength bonus and temporary HPs equal to CL.)
Holy Smite (Evocation. 20' radius circle. Select Good, Evil, Lawful or Chaotic. Creatures of that
alignment 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 1d6 rounds. Creatures of neutral alignment are dealt
half of the damage and they are not slowed. Creatures of the opposed alignment are not harmed at all.)
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 the following conditions: slowed, paralyzed, petrified, feebleminded, controlled,
dominated, cursed, mute, blinded, deaf, stunned, frailty, lowered SR, interposing hand.)
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 shock, 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. You receive a +4 enhancement bonus to Constitution and +8
enhancement bonus to Strength. You gain DR 5/evil if you
are Good or Neutral, and DR 5/good if you are Evil. The DR increases to 10 at CL 12 and 15 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
damage per level divided 50/50 between fire damage and divine damage.)
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 spell automatically casts 'Break Enchantment' centered on the caster whenever one of the
conditions the spell removes is being applied onto the caster: slowed, paralyzed, petrified,
feebleminded, controlled, dominated, cursed, mute, blinded, deaf, stunned, frailty, lowered SR, interposing hand.)
Stoneskin, Personal (Conjuration. Personal. Duration Until Rest. This spell creates a thin protective layer
around your skin. You gain damage reduction 10/-. 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. Single living creature in medium range is paralyzed for 1 round per
level. Willpower negates.)
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 the following conditions, regardless of origin: blinded & deafened,
confused, dazzled, dazed & stunned, fatigued & exhausted, feebleminded, sickened & nauseated, decerebrated,
bleeding, limping & impaired, dying. 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 divine bonus to Armor Class & Saving
Throws versus enemies of that alignment, and immunity to mind control from all enemies. Does not stack with
any other Protection from Alignment spell of the same alignment.)
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-centered 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 1 round per level, select a creature
in close range, no saving throw but SR applies with spell penetration roll receiving a +6 bonus. The target 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)
Mass Blindness (Necromancy. 10' radius circle, all enemies in the area of effect must succeed
on a Reflex save or become blind for 2d4 rounds.)
Bestow Greater Curse (Necromancy. Melee touch. Curses a single living target. The cursed
creature takes a -8 penalty to attack rolls, saving throws and ability checks. Willpower negates. Permanent.)
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: Paralyzed, 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.)
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
Cleric Spell Focus: The DC of all spells with a saving throw increases by 1.
Greater Cleric Spell Focus: The DC of all spells with a saving throw increases by another 1.
Extra Turning: You can use your Turn Undead ability, or activate a domain power, two more times each day.

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