You mend the target's injuries, curing 3d8+%1 hit points as cure serious wounds, but leaving its body laced with a subtle toxin that remains inert until you activate it.
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.
This spell functions like positive pulse, except that the damage dealt increases to 3d6 plus your caster level, and the bonus on saving throws increases to +8.
You gain a glimpse of a potential reality similar to this one but that never was.
As protection from energy, but you may divide the duration among creatures touched.
You align the target's chakras and soothe any unwanted imperfections found within its physical form, leaving its body pristine and without any pain or weakness.
The target weapons and any ammunition they fire make no sound as part of their normal functions as a weapon.
The target object is enhanced to function as a masterwork item.
Brands a murderer's dominant hand with a glowing red mark, identifying the killer.
You remove all ongoing radiation effects, both primary and secondary, on a single target if you succeed at a caster level check (DC = the Fortitude DC associated with the radiation effect).
Insects, spiders, and other vermin stay 10 ft. away.
You attune the target's internal store of supernatural energy to the cosmos, replenishing its ki pool.
Dead creature cannot be revived.
Restores level and ability score drains.
Wards armor to animate into a Medium combatant when its wearer is knocked unconscious.
Target can breathe water and swim.
Painfully swell a target's joints.
You make a sacrifice to aid in conjuring and commanding a creature called with planar ally, planar binding, or a similar spell.
Delivers short message anywhere, instantly.
When you cast this spell, you create a shadowy spiked chain that shimmers and pulses with darkness.
This spell functions as shield speech, except all creatures within the dome may communicate with each other as if linked by shield speech.
Creates a disk of sunlight on one arm, providing light and dealing 1d6 fire damage to melee attackers.
This spell functions as shield of fortification, except there is a 50%% chance that the critical hit or sneak attack is negated and damage is instead be rolled normally, rather than 25%%.
Reduce the berserk chance of a construct.
You stir a haunt (Pathfinder RPG GameMastery Guide 242) to a limited sense of awareness and consciousness, allowing it to answer questions.