Gain darkvision, DR 10/evil, energy immunities, fly 60 ft., protective aura, and truespeech.
Cleric Level 8 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.
Negates magic within 10 ft.
Summon your construct to you.
+4 to AC, +4 resistance, and SR 25 against lawful spells.
Wards targets against attacks, spells, and sickens or nauseates neutral attackers.
As lesser create demiplane, but larger and with planar traits.
Creates shadows, wraiths, spectres, or devourers.
Cures 4d8 damage + 1/level for many creatures.
Curse an area with seven deadly hazards.
Curse an area with eternal night.
Rip out someone's heart.
Teleportation and interplanar travel blocked for 1 day/level.
Reveals exact location of creature or object.
Intense tremor shakes 80-ft.-radius.
Makes a creature friendly.
This spell functions as the planar travel function of gate, except it can be used to travel only between points on the Material Plane and the First World, and it comes with additional dangers.
Deals 1d6/level fire damage.
You take on a terrifying, Large-sized form of yourself and emit an aura that causes creatures to become shaken or frightened.
The target creature becomes stronger, hardier, and imbued with the courage of the greatest megafauna of the tundra.
+4 to AC, +4 resistance, and SR 25 against evil spells.
Deals 4d8 damage + 1/level, affects 1 subject/level.
This spell functions like nature's ravages, except the target corpse ages a number of years equal to up to 1 year per caster level (maximum 20 years at 20th level).
This powerful ward gives the target the ability to get out of trouble and relieves harmful effects and conditions.
Sphere inflicts negative levels.