The caster designates the area of a hemisphere within the spell's range.
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.
This spell allows you to reach into an evil creature's mind to expose and exploit its susceptibility to whichever of the seven so-called "deadly sins" it is most susceptible to.
Touch attack deals 12d6 +1 per level.
Slough off a target's skin.
Drawing upon positive energy, you emulate some of a paladin's power to smite undead.
Transforms wood into snakes to fight for you.
In frozen northern lands, where the earth may be hidden beneath heavy drifts of snow, druids have developed a variation of stone shape that other spellcasters have since learned.
Stone, dirt, and other types of earth within the area become more tightly packed.
You conjure uplifting music from the wilds of Elysium, Heaven, or Nirvana to bolster other musical activities.
Reduce the berserk chance of a construct.
The target of this spell causes several conditions that he suffers from to be lessened in severity one step.
Your dry, rasping whisper fills a living creature of 4 or fewer Hit Dice with unnatural dread.
Traps newly dead soul to prevent resurrection.
Transfers incorporeal undead, trapped souls, or petitioners into a new receptacle.
Note This item is associated with a particular deity that can not be named here.
You identify the stage of a given soul's judgment, or determine its fate post-judgment.
You may only cast this spell if you currently have a familiar.
Deals 1d8 sonic damage to subjects; may stun them.
You create an invisible barrier that surrounds you and moves with you, inhibiting one category of magic.
Ignites flammable objects.
The target becomes resistant to the effects of energy drain and blood drain attacks made by undead creatures, and cannot be made into undead spawn if killed while the spell is in effect.
This spell functions as tongues, except the creature touched gains only the ability to speak and understand a regional human language and the language granted must be one you know.
Corpse answers one question/two levels.
You stir a haunt (Pathfinder RPG GameMastery Guide 242) to a limited sense of awareness and consciousness, allowing it to answer questions.