+4 to AC, +4 resistance, and SR 25 against chaotic spells.
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 take half of subject's damage.
You can securely communicate with one creature within range.
This spell functions as shield speech, except all creatures within the dome may communicate with each other as if linked by shield speech.
You shield yourself with darkness, reducing the illumination level in your space to magical darkness and granting you total concealment.
Creates a disk of sunlight on one arm, providing light and dealing 1d6 fire damage to melee attackers.
Creates a sunlight disk dealing 2d6 fire damage to melee attackers and healing you for half the fire damage dealt.
You create a magical barrier that protects a target's vital areas.
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%%.
Fractures shield into orbiting blades that attack adjacent foes for piercing/slashing damage.
You gain five burning wings that grant a fly speed equal to the number of wings × 10 (average maneuverability) for an initial fly speed of 50 feet.
This spell is used to protect one of a tribe's most valuable possessions: its tribal banner.
Creates an electrical arrow that deals 1d8+1/level electricity damage or signals allies.
With a dark incantation and a gesture of your hand over your eyes, you cause a shroud of darkness to descend upon the targets of this spell.
A giant, glowing symbol of wrath appears below you, forcibly repulsing all nearby creatures.
As message, except the only information you can transmit is that you are a worshiper of the designated deity.
You teleport up to one ally per five caster levels to your location.
Negates sound in 20-ft. radius.
You protect an area against casual eavesdropping.
As daylight, except the object touched sheds bright silvery light in a 20-foot radius.
This spell attempts to transfer a magical effect from a creature you touch to yourself.
This spell turns corpses into skeletons that act as crew and obey your commands to the extent of their abilities.
This spell allows you to read written material in a quarter of the time it would normally take to read it.
This spell grants the target the ability to swim through the air.