Regulates mystical balance, making the caster's steps lighter than air.
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.
Transfers your consciousness to an object bearing your likeness.
Captivates all within 100 ft. + 10 ft./level.
Ranged attacks against you have 20% miss chance.
Infect a subject with a highly contagious disease.
You can fire one ray, plus one additional ray for every 4 levels beyond 3rd (to a maximum of three rays at 11th level).
You become ethereal for 1 round/level.
Travel to Ethereal Plane with companions.
Makes a creature friendly.
Transforms target's face into a monstrous visage, granting a +4 bonus on Intimidate checks.
You curse the target with a disfiguring or painful mutation.
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.
This spell functions similarly to modify memory, except you can modify the target's memory only in a specific way.
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.
This spell functions as resurrection except that instead of recalling the dead soul to life, the spell calls a shadow demon with the advanced simple template to possess the body.
Functions as false resurrection, but calls a young belier devil to possess the body.
While protected by fastidiousness, your person and your equipment stay clean and dry.
Each target that fails its saving throw gains light blindness, as per the universal monster rule.
This spell temporarily imbues a potable liquid (including elixirs, extracts, potions, and poisons) with an intoxicant.
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.
Wind walls selectively block attacks.
You disrupt the conjuring energies within a summoned creature, causing it to violently explode.
Shows most direct way to a location.