You tap into the awareness and consciousness of a plane with a sentient structure, allowing it to answer questions.
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 commune with the soul of a dead creature.
Harm and possibly blind evil creatures.
If a creature within 100 feet that you can see is speaking a language you understand, you can read its lips with perfect accuracy.
You immediately discover some of the spells that the target knows or has prepared.
Subject is immune to one spell per 4 levels.
As spell immunity, but you may divide the duration among creatures touched.
As spell immunity, but up to 8th-level spells.
As greater spell immunity, but you may divide the duration among creatures touched.
Subject gains SR 12 + level.
A whip of cracking magical might appears in your hand, allowing you lash spells from the mind of enemy spellcasters.
You inflict a curse similar to the spell burn spellblight on a creature.
This spell functions like lesser spellcasting contract, except if the target has 9 HD or more, you can imbue him with one or two 2nd- level spells and one 3rd-level spell.
This spell functions like lesser spellcasting contract, except if the target has 13 HD or more you can imbue him with one or two 4th- level spells and one 5th-level spell.
Imbues target worshipper with prepared spells of any school, usable multiple times.
This spell functions as lesser spellcrash, except that it affects 5th-level or lower prepared spells or spell slots.
This spell functions as lesser spellcrash, except that it affects a 7th-level or lower prepared spells or spell slots.
You create a discordant blast of energy that disrupts the target's available magic.
You disrupt any spell energy affecting your target, causing that energy to crackle with power and harm the target.
This potent spell invokes devastation on a localized (and thankfully temporary) scale.
You create a discordant blast of energy that disrupts the target's available magic and transfers knowledge of that magic to you.
You create a luminescent sphere of orbiting energy that harms incorporeal creatures and dispossesses them of any stolen bodies.
The targeted suit of armor or shield sprouts thousands of tiny iron spikes like porcupine quills.
You can cast this spell only as a response to a target attempting a saving throw against an effect that would cause the fatigued, shaken, sickened, or staggered conditions.