As heal, but affects 1 subject/level.
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.
You unleash a blast of holy flames that washes over all creatures in the area in a glorious display of divine power.
Causes positive or negative healing effects on the target to recover only half hit points.
You imbue one touched holy symbol per 3 caster levels with a connection to your own divine power, turning the touched holy symbols into tokens of healing.
This spell grants you temporary immunity to fire damage as protection from energy.
The target creature becomes stronger, hardier, and imbued with the courage of the greatest megafauna of the tundra.
You cause a volume of water to become heavier than normal.
Floating weapons protect you and make ranged attacks.
A blast of hellfire blazes from your hands.
Ghostly hand leads subject to you.
Food for one creature/level cures and grants combat bonuses.
Grants 1 temporary hero point to target creature.
Grants 1 temporary hero point to each target creature in range.
As part of casting this spell, you can attempt a single Intimidate skill check to make a target act friendly toward you.
You spend 1 hour in quiet meditation, holding the focus component in both hands and walking around a natural area.
Undead can't perceive one subject/level.
This spell functions as per hold person, except it affects a fey instead of a humanoid.
Paralyzes one humanoid for 1 round/level.
+4 to AC, +4 resistance, and SR 25 against evil spells.
Create wall or javelins of frozen holy water.
You create a masterwork weapon that has the qualities of ice and holy water.
Deal ongoing damage to evil creatures and apply penalties.
Harms and possibly blinds evil creatures (1d8 damage/2 levels).
Kills, paralyzes, blinds, or deafens nongood subjects.