You gain attack bonuses and 1 hp/level.
Cleric Level 4 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.
You gain a +4 bonus on saving throws against enchantment effects.
You interfere with attempts to predict the target's future by preventing divinations from revealing what the target will do and what will befall the target while under the spell's effects.
You focus your mind on blocking out pain, allowing your body to endure punishments that would be otherwise unbearable.
You conjure a Large, quasi-real creature made of flame.
The spell allows you channel fire into your very being.
Control multiple zombies in human guise.
Worms deal hp and Dex damage.
You cast this spell as you strike a creature with a melee weapon, unarmed strike, or natural attack to unleash a concussive blast of force.
Subject moves normally despite impediments to movement.
You harness fear of frozen environments into a haunt that withers defenses against the cold.
The spell allows you to channel cold into your very being.
Turns centipedes, scorpions, or spiders into giant vermin.
You give the targets the appearance and many of the abilities of sahuagin mutants, with effects as described below.
Developed by priests to catch thieves and skimmers, gilded whispers later spread to other faiths and was adapted to the arcane arts.
This spell functions like true seeing, except as noted above.
Upon casting this spell, a rippling bubble of calm water extends outward from you to a radius of 20 feet and remains centered on you when you move.
The target gains the benefit of shield of faith and your choice of protection from chaos, evil, good, or law.
Dark gray smoke seeps from your eyes, ears, and mouth for the spell's duration, though the smoke doesn't significantly hamper your vision.
You unleash a blast of holy flames that washes over all creatures in the area in a glorious display of divine power.
This spell grants you temporary immunity to fire damage as protection from energy.
You cause a volume of water to become heavier than normal.
Harms and possibly blinds evil creatures (1d8 damage/2 levels).
Give a creature a bite attack and a hunger for its own kind's flesh.