Abeyance suppresses the effects of a single curse on a creature.
Cleric 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 targets are able to breathe water, freely.
You purge impure thoughts from the target's mind and fill him with exultant relief at the forgiveness of his sins.
Touch a magical symbol or rune up to 3rd level to absorb and store its effect.
Touch a magical symbol or rune up to 6th level to absorb and store its effect.
Touch a magical symbol or rune up to 9th level to absorb and store its effect.
This spell magically enhances a handful of simple food, imbuing it with enough nutrition to satisfy a Medium or smaller creature for a full day.
Replaces nonmagical ammunition every round.
You infuse the target with power from the Abyss, granting it the fiendish creature simple template.
The caster can transfer the effects of afflictions such as curses, diseases, and poisons from the target creature to himself.
You blast your enemies with rays of nonlethal force.
The subject contracts an advanced form of scurvy.
Recurring afflictions on target trigger immediately, requiring immediate saving throws to avoid effects.
Pain encourages an outsider to obey you.
With a word and a gesture, you instill such apprehension about attacking you in your target that doing so causes it mental distress and pain.
+1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10).
The transmuted creatures can breathe air freely.
Creates a small pocket of air around your head or an object.
This spell functions as air walk, except you can rise no higher than 1 foot off the ground, you cannot pass over liquid, and the air you walk on is less stable than solid ground.
Subject treads on air as if solid (climb or descend at 45-degree angle).
As air walk, but you may divide the duration among creatures touched.
You transform one alchemical item or firearm into another alchemical item or firearm of the same or lesser cost.
Weapon becomes good, evil, lawful, or chaotic.
This spell functions as align weapon, except you divide the duration in 1-minute increments between any number of touched weapons.