The next time the target sleeps (within the next 8 hours), she dreams of a rich feast with her favorite foods and drinks.
Cleric Level 1 Spells
A cleric casts divine spells drawn from the cleric spell list, choosing and preparing spells in advance through prayer. Learn more about the Cleric class.
The target of this spell sees and hears a stream of past scenes and pieces of conversations related to local people and events.
Exist comfortably in hot or cold regions.
This spell transforms water into an alcoholic beverage, typically ale, beer, mead, or wine.
Ranged attacks against you have 20% miss chance.
Transforms target's face into a monstrous visage, granting a +4 bonus on Intimidate checks.
Humanoid creatures affected by this spell must trade fairly with others to the best of their knowledge.
While this spell is active, you may reroll one attack roll, combat maneuver check, or skill check before the result of the roll or check is known.
While protected by fastidiousness, your person and your equipment stay clean and dry.
This spell temporarily imbues a potable liquid (including elixirs, extracts, potions, and poisons) with an intoxicant.
A magical fire warms your belly, granting you fire resistance 5 and making your gut hot to the touch (but not enough to damage you or anything else).
Target obeys command to not do something.
You imbue a weapon with a faint silvery glow that dimly illuminates a 5-foot square.
Cause a corpse to grab or trip a foe.
This spell teleports the suit of armor you are wearing off of your body and onto an ally within range; the target must be the same size and general shape as you.
With a single touch, you create temporary hairline fractures in a piece of stone or a creature with the earth subtype.
You fill an enemy's head with waking dreams, a reminder of the pleasures, delights, and terrors to be found in the dream world.
Floating weapons protect you and make ranged attacks.
As part of casting this spell, you can attempt a single Intimidate skill check to make a target act friendly toward you.
You spend 1 hour in quiet meditation, holding the focus component in both hands and walking around a natural area.
Undead can't perceive one subject/level.
You create a suit of armor made of ice.
You anoint a wounded creature with devil's blood or unholy water, giving it fast healing 1.
Touch deals 1d8 damage +1/level (max +5).