You cause the victim's attacks to careen wildly, endangering itself and those around it.
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 are able to use the Path of Numbers to substantially boost your combat preparedness, but your foresight comes at a price.
Summon your construct to you.
Make the spirit of one creature manifest.
Having attained the highest and most profane form of magical achievement in your god's service, you are able to call forth his most dreaded creations: the godspawn.
Calms creatures, negating emotion effects.
Postpone hostile action by a haunt or incorporeal undead.
This spell eviscerates the target, drawing forth his life essence as well as his internal organs.
You animate one of the target's fetid organs so that it leads you to the undead creature's most recent controller or the cause of the creature's undeath.
Make a willing target appear to be dead.
A creature of 5 HD or less flees for 1d4 rounds.
You imbue your blood with corrosive acid.
You anoint a wounded creature with the blood of an outsider with the good subtype (such as an angel) or holy water, giving it fast healing 1.
As per celestial healing, except the target gains fast healing 4 and the target radiates the aura of a good cleric.
You harness divine power to create one of four different ceremonies--a funeral, holiday fete, marriage, or naming--and can also create two domain-based ceremonies.
Creates a floating chain of force.
A creature targeted by this spell is held immobile by glowing golden chains composed of pure light.
You allow two chosen champions to fight without interference.
You focus the energy of your mind, body, and spirit into a specific part of your being, granting yourself an exceptional ability to perform certain tasks.
You channel your magical power to fuel the target's spellcasting.
Harms and slows lawful creatures (1d8 damage/2 levels).
This spell makes a creature more charitable, compelling it to aid others rather than use violence.
Create an area of semi-real gore.
Grants immunity to the River Styx and a +4 profane bonus on saves against memory alteration.