Granted Power: You are a great leader, an inspiration to all who follow the teachings of your faith. Inspiring Word (Sp): As a standard action, you can speak an inspiring word to a creature within 30 feet. That creature receives a +2 morale bonus on attack rolls, skill checks, ability checks, and saving throws for a number of rounds equal to 1/2 your cleric level (minimum 1). You can use this power a number of times per day equal to 3 + your Wisdom modifier. Leadership (Ex): At 8th level, you receive Leadership as a bonus feat. In addition, you gain a +2 bonus on your leadership score as long as you uphold the tenets of your deity (or divine concept if you do not venerate a deity).
|School||Casting Time||Source Book|
|Save - Res||Level||Comps|
|Evocation||1 standard action||PRPG-O|
|-||Clr 1, Nobility 1, Pal 1||V, S, DF|
|1 minute||Personal||5 minutes|
You gain +1 per three levels on attack and damage rolls.
Calling upon the strength and wisdom of a deity, you gain a +1 luck bonus on attack and weapon damage rolls for every three caster levels you have (at least +1, maximum +3). The bonus doesn't apply to spell damage.
|Enchantment (Charm) [Language-dependent] [Mind-affecting] [Sonic]||1 round||PRPG-O|
|Will negates; see text - Yes||Brd 2, Clr 2, Nobility 2||V, S|
|1 hour or less||Medium||General|
|Targets: Any number of creatures|
Captivates all within 100 ft. + 10 ft./level.
If you have the attention of a group of creatures, you can use this spell to hold them enthralled. To cast the spell, you must speak or sing without interruption for 1 full round. Thereafter, those affected give you their undivided attention, ignoring their surroundings. They are considered to have an attitude of friendly while under the effect of the spell. Any potentially affected creature of a race or religion unfriendly to yours gets a +4 bonus on the saving throw.
A target with 4 or more HD or with a Wisdom score of 16 or higher remains aware of its surroundings and has an attitude of indifferent. It gains a new saving throw if it witnesses actions that it opposes.
The effect lasts as long as you speak or sing, to a maximum of 1 hour. Those enthralled by your words take no action while you speak or sing and for 1d3 rounds thereafter while they discuss the topic or performance. Those entering the area during the performance must also successfully save or become enthralled. The speech ends (but the 1d3-round delay still applies) if you lose concentration or do anything other than speak or sing.
If those not enthralled have unfriendly or hostile attitudes toward you, they can collectively make a Charisma check to try to end the spell by jeering and heckling. For this check, use the Charisma bonus of the creature with the highest Charisma in the group; others may make Charisma checks to assist. The heckling ends the spell if this check result beats your Charisma check result. Only one such challenge is allowed per use of the spell.
If any member of the audience is attacked or subjected to some other overtly hostile act, the spell ends and the previously enthralled members become immediately unfriendly toward you. Each creature with 4 or more HD or with a Wisdom score of 16 or higher becomes hostile.
|Transmutation||1 standard action||PRPG-O|
|Will negates (harmless, object) - Yes (harmless, object)||Clr 3, Nobility 3, Strength 3, War 3||V, S, DF|
|1 hour/level||Touch||6 hours|
|Target: Armor or shield touched|
Armor or shield gains +1 enhancement per four levels.
You imbue a suit of armor or a shield with an enhancement bonus of +1 per four caster levels (maximum +5 at 20th level).
An outfit of regular clothing counts as armor that grants no AC bonus for the purpose of this spell.
|Divination||1 standard action||PRPG-O|
|Will negates - No||Clr 4, Nobility 4, Pal 3||V, S, DF|
|Concentration, up to 1 round/level||Close||6 hours|
|Targets: One creature/level, no two of which can be more than 30 ft. apart|
Reveals deliberate falsehoods.
Each round, you concentrate on one target, who must be within range. You know if the target deliberately and knowingly speaks a lie by discerning disturbances in its aura caused by lying. The spell does not reveal the truth, uncover unintentional inaccuracies, or necessarily reveal evasions.
Each round, you may concentrate on a different target.
|Enchantment (Compulsion) [Language-dependent] [Mind-affecting]||1 standard action||PRPG-O|
|Will negates - Yes||Clr 5, Nobility 5||V|
|Targets: One creature/level, no two of which can be more than 30 ft. apart|
As command, but affects one subject/level.
You give the subject a single command, which it obeys to the best of its ability at its earliest opportunity. You may select from the following options.
Approach : On its turn, the subject moves toward you as quickly and directly as possible for 1 round. The creature may do nothing but move during its turn, and it provokes attacks of opportunity for this movement as normal.
Drop : On its turn, the subject drops whatever it is holding. It can't pick up any dropped item until its next turn.
Fall : On its turn, the subject falls to the ground and remains prone for 1 round. It may act normally while prone but takes any appropriate penalties.
Flee : On its turn, the subject moves away from you as quickly as possible for 1 round. It may do nothing but move during its turn, and it provokes attacks of opportunity for this movement as normal.
Halt : The subject stands in place for 1 round. It may not take any actions but is not considered helpless.
If the subject can't carry out your command on its next turn, the spell automatically fails.
This spell functions like command except that up to one creature per level may be affected, and the activities continue beyond 1 round. At the start of each commanded creature's action after the first, it gets another Will save to attempt to break free from the spell. Each creature must receive the same command.
|Enchantment (Compulsion) [Language-dependent] [Mind-affecting]||10 minutes||PRPG-O|
|None - Yes||Brd 6, Charm 6, Clr 6, Nobility 6, Sor/Wiz 6||V|
|1 day/level or until discharged (D)||Close||General|
|Target: One living creature|
As lesser geas, but affects any creature.
This spell functions similarly to lesser geas, except that it affects a creature of any HD and allows no saving throw.
If the subject is prevented from obeying the geas/quest for 24 hours, it takes a –3 penalty to each of its ability scores. Each day, another –3 penalty accumulates, up to a total of –12. No ability score can be reduced to less than 1 by this effect. The ability score penalties are removed 24 hours after the subject resumes obeying the geas/quest.
A remove curse spell ends a geas/quest spell only if its caster level is at least two higher than your caster level. Break enchantment does not end a geas/quest, but limited wish, miracle, and wish do.
Bards, sorcerers, and wizards usually refer to this spell as geas, while clerics call the same spell quest .
|Abjuration||1 standard action||PRPG-O|
|Will negates - Yes||Clr 7, Nobility 7, Protection 7, Sor/Wiz 6||V, S, F/DF|
|1 round/level (D)||Up to 10 ft./level||General|
|Area: Up to 10-ft.-radius/level emanation centered on you|
|Focus: A pair of canine statuettes worth 50 gp|
Creatures can't approach you.
An invisible, mobile field surrounds you and prevents creatures from approaching you. You decide how big the field is at the time of casting (to the limit your level allows). Any creature within or entering the field must attempt a save. If it fails, it becomes unable to move toward you for the duration of the spell. Repelled creatures' actions are not otherwise restricted. They can fight other creatures and can cast spells and attack you with ranged weapons. If you move closer to an affected creature, nothing happens. The creature is not forced back. The creature is free to make melee attacks against you if you come within reach. If a repelled creature moves away from you and then tries to turn back toward you, it cannot move any closer if it is still within the spell's area.
|Enchantment (Compulsion) [Mind-affecting]||10 minutes||PRPG-O|
|Will partial - Yes||Charm 8, Nobility 8, Sor/Wiz 8||V, S, M/DF|
|1 round; see text||See text||30 minutes|
|Target: One creature|
As sending, plus you can send suggestion.
This spell functions like sending but the message can also contain a suggestion (see the suggestion spell), which the subject does its best to carry out. A successful Will save negates the suggestion effect but not the contact itself. The demand, if received, is understood even if the subject's Intelligence score is as low as 1. If the message is impossible or meaningless according to the circumstances that exist for the subject at the time the demand is issued, the message is understood but the suggestion is ineffective.
The demand 's message to the creature must be 25 words or less, including the suggestion The creature can also give a short reply immediately.
|Storm of Vengeance|
|Conjuration (Summoning)||1 round||PRPG-O|
|See text - Yes||Clr 9, Drd 9, Nobility 9, Weather 9||V, S|
|Concentration (maximum 10 rounds) (D)||Long||General|
|Effect: 360-ft.-radius storm cloud|
Storm rains acid, lightning, and hail.
You create a huge black storm cloud in the air. Each creature under the cloud must succeed on a Fortitude save or be deafened for 1d4 × 10 minutes. Each round you continue to concentrate, the spell generates additional effects as noted below. Each effect occurs on your turn.
2nd Round : Acid rains down in the area, dealing 1d6 points of acid damage (no save).
3rd Round : You call six bolts of lightning down from the cloud. You decide where the bolts strike. No two bolts may be directed at the same target. Each bolt deals 10d6 points of electricity damage. A creature struck can attempt a Reflex save for half damage.
4th Round : Hailstones rain down in the area, dealing 5d6 points of bludgeoning damage (no save).
5th through 10th Rounds : Violent rain and wind gusts reduce visibility. The rain obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target). Speed is reduced by three-quarters.
Ranged attacks within the area of the storm are impossible. Spells cast within the area are disrupted unless the caster succeeds on a Concentration check against a DC equal to the storm of vengeance 's save DC + the level of the spell the caster is trying to cast.