Deities:
Name: Community
Granted Power: Your touch can heal wounds, and your presence instills unity and strengthens emotional bonds. Calming Touch (Sp): You can touch a creature as a standard action to heal it of 1d6 points of nonlethal damage + 1 point per cleric level. This touch also removes the fatigued, shaken, and sickened conditions (but has no effect on more severe conditions). You can use this ability a number of times per day equal to 3 + your Wisdom modifier. Unity (Su): At 8th level, whenever a spell or effect targets you and one or more allies within 30 feet, you can use this ability to allow your allies to use your saving throw against the effect in place of their own. Each ally must decide individually before the rolls are made. Using this ability is an immediate action. You can use this ability once per day at 8th level, and one additional time per day for every four cleric levels beyond 8th.
Name | ||
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School | Casting Time | Source Book |
Save - Res | Level | Comps |
Dur | Range | Recharge |
Effect | ||
Expensive Focus | ||
Expensive Material | ||
XP Cost | ||
Description | ||
Full Description | ||
Bless | ||
Enchantment
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1 standard action | PRPG-O |
None - Yes (harmless) | Adp 1, Clr 1, Community 1, Pal 1 | V, S, DF |
1 min./level | 50 ft. | 30 minutes |
Area: The caster and all allies within a 50-ft. burst, centered on the caster | ||
Allies gain +1 on attack rolls and saves against fear. |
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Bless fills your allies with courage. Each ally gains a +1 morale bonus on attack rolls and on saving throws against fear effects. Bless counters and dispels bane . |
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Shield Other (F) | ||
Abjuration
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1 standard action | PRPG-O |
Will negates (harmless) - Yes (harmless) | Clr 2, Community 2, Pal 2, Protection 2 | V, S, F |
1 hour/level (D) | Close | 24 hours |
Target: One creature | ||
Focus: A pair of platinum rings worth 50 gp worn by both you and the target | ||
You take half of subject's damage. |
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This spell wards the subject and creates a mystic connection between you and the subject so that some of its wounds are transferred to you. The subject gains a +1 deflection bonus to AC and a +1 resistance bonus on saves. Additionally, the subject takes only half damage from all wounds and attacks (including those dealt by special abilities) that deal hit point damage. The amount of damage not taken by the warded creature is taken by you. Forms of harm that do not involve hit points, such as charm effects, temporary ability damage, level draining, and death effects, are not affected. If the subject suffers a reduction of hit points from a lowered Constitution score, the reduction is not split with you because it is not hit point damage. When the spell ends, subsequent damage is no longer divided between the subject and you, but damage already split is not reassigned to the subject. If you and the subject of the spell move out of range of each other, the spell ends. |
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Prayer | ||
Enchantment
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1 standard action | PRPG-O |
None - Yes | Clr 3, Community 3, Pal 3 | V, S, DF |
1 round/level | 40 ft. | 5 minutes |
Area: All allies and foes within a 40-ft.-radius burst centered on you | ||
Allies get +1 bonus on most rolls, enemies –1 penalty. |
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You bring special favor upon yourself and your allies while bringing disfavor to your enemies. You and each of your allies gain a +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks, while each of your foes takes a –1 penalty on such rolls. |
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Status | ||
Divination
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1 standard action | PRPG-O |
Will negates (harmless) - Yes (harmless) | Clr 2, Community 4 | V, S |
1 hour/level | Touch | 24 hours |
Targets: One living creature touched per three levels | ||
Monitors condition, position of allies. |
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When you need to keep track of comrades who may get separated, status allows you to mentally monitor their relative positions and general condition. You are aware of direction and distance to the creatures and any conditions affecting them: unharmed, wounded, disabled, staggered, unconscious, dying, nauseated, panicked, stunned, poisoned, diseased, confused, or the like. Once the spell has been cast upon the subjects, the distance between them and the caster does not affect the spell as long as they are on the same plane of existence. If a subject leaves the plane, or if it dies, the spell ceases to function for it. |
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Telepathic Bond | ||
Divination
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1 standard action | PRPG-O |
None - No | Community 5, Sor/Wiz 5 | V, S, M |
10 min./level (D) | Close | 4 hours |
Targets: You plus one willing creature per three levels, no two of which can be more than 30 ft. apart | ||
Link lets allies communicate. |
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You forge a telepathic bond among yourself and a number of willing creatures, each of which must have an Intelligence score of 3 or higher. Each creature included in the link is linked to all the others. The creatures can communicate telepathically through the bond regardless of language. No special power or influence is established as a result of the bond. Once the bond is formed, it works over any distance (although not from one plane to another). If desired, you may leave yourself out of the telepathic bond forged. This decision must be made at the time of casting. Telepathic bond can be made permanent with a permanency spell, though it only bonds two creatures per casting of permanency . |
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Heroes' Feast | ||
Conjuration
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10 minutes | PRPG-O |
None - No | Brd 6, Clr 6, Community 6 | V, S, DF |
1 hour plus 12 hours; see text | Close | 24 hours |
Effect: Feast for one creature/level | ||
Food for one creature/level cures and grants combat bonuses. |
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You bring forth a great feast, including a magnificent table, chairs, service, and food and drink. The feast takes 1 hour to consume, and the beneficial effects do not set in until this hour is over. Every creature partaking of the feast is cured of all sickness and nausea, receives the benefits of both neutralize poison and remove disease, and gains 1d8 temporary hit points + 1 point per two caster levels (maximum +10) after imbibing the nectar-like beverage that is part of the feast. The ambrosial food grants each creature that partakes a +1 morale bonus on attack rolls and Will saves and a +4 morale bonus on saving throws against poison and fear effects for 12 hours. If the feast is interrupted for any reason, the spell is ruined and all effects of the spell are negated. |
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Refuge (M) | ||
Conjuration
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1 standard action | PRPG-O |
None - No | Clr 7, Community 7, Liberation 7, Sor/Wiz 9 | V, S, M |
Permanent until discharged | Touch | General |
Target: Object touched | ||
Materials: A prepared object worth 1,500 gp | ||
Alters item to transport its possessor to your abode. |
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When you cast this spell, you create powerful magic in a specially prepared object. This object contains the power to instantly transport its possessor across any distance within the same plane to your abode. Once the item is so enhanced, you must give it willingly to a creature and at the same time inform it of a command word to be spoken when the item is used. To make use of the item, the subject speaks the command word at the same time that it rends or breaks the item (a standard action). When this is done, the individual and all objects it is wearing and carrying (to a maximum of the character's heavy load) are instantly transported to your abode. No other creatures are affected (aside from a familiar or animal companion that is touching the subject). You can alter the spell when casting it so that it transports you to within 10 feet of the possessor of the item when it is broken and the command word spoken. You will have a general idea of the location and situation of the item possessor at the time the refuge spell is discharged, but once you decide to alter the spell in this fashion, you have no choice whether or not to be transported. |
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Mass Cure Critical Wounds | ||
Conjuration
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1 standard action | PRPG-O |
Will half (harmless) or Will half; see text - Yes (harmless) or yes; see text | Clr 8, Community 8, Drd 9, Healing 8 | V, S |
Instant | Close | General |
Target: One creature/level, no two of which can be more than 30 ft. apart | ||
Cures 4d8 damage + 1/level for many creatures. |
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This spell functions like cure light wounds, except that it cures 4d8 points of damage + 1 point per caster level (maximum +20). This spell functions like mass cure light wounds, except that it cures 4d8 points of damage + 1 point per caster level (maximum +40). |
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Miracle | ||
Evocation
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1 standard action | PRPG-O |
See text - Yes | Clr 9, Community 9, Luck 9 | V, S; see text |
See text | See text | General |
Target, Effect, or Area: See text | ||
Requests a deity's intercession. |
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You don't so much cast a miracle as request one. You state what you would like to have happen and request that your deity (or the power you pray to for spells) intercede. A miracle can do any of the following things.
Alternatively, a cleric can make a very powerful request. Casting such a miracle costs the cleric 25,000 gp in powdered diamond because of the powerful divine energies involved. Examples of especially powerful miracles of this sort could include the following:
In any event, a request that is out of line with the deity's (or alignment's) nature is refused. A duplicated spell allows saving throws and spell resistance as normal, but the save DCs are as for a 9th-level spell. When a miracle spell duplicates a spell with a material component that costs more than 100 gp, you must provide that component. |