| x
|
| Level
0 (Orisons) |
|
1.
Create Water
|
Creates
2 gallons/level of pure water |
|
2.
Cure Mnr. Wounds
|
Cures
1 point of damage |
|
3.
Detect Magic
|
Detects
spells and magic items within 60 ft. |
|
4.
Detect Poison
|
Detects
poison in one creature or small object |
|
5.
Guidance
|
+1
on one roll, save, or check |
|
6.
Inflict Mnr. Wounds
|
Touch
attack, 1 point of damage |
|
7.
Light
|
Object
shines like a torch |
|
8.
Mending
|
Makes
minor repairs on an object |
|
9.
Pur. Food, Drink
|
Purifies
1 cu. ft./level of food or water |
|
10.
Read Magic
|
Read
scrolls and spellbooks |
|
11.
Resistance
|
Subject
gains +1 on saving throws |
|
12.
Virtue
|
Subject
gains 1 temporary hp. |
| x |
| Level
1 |
| 1.
Bane |
Enemies
suffer -1 attack, -1 on saves against fear |
| 2.
Bless |
Allies
gain +1 attack and +1 on saves against fear |
| 3.
Bless Water |
Makes
holy water |
| 4.
Cause Fear |
One
creature flees for 1d4 rounds |
| 5.
Command |
One
subject obeys one-word command for 1 round |
| 6.
Comp. Languages |
Understand
all spoken and written languages |
|
7.
Cure Lt. Wounds
|
Cures
1d8 +1/level damage (max +5) |
| 8.
Deathwatch |
Sees
how wounded subjects within 30 ft. are |
| 9.
Detect C/E/G/L |
Reveals
creatures, spells, or objects |
| 10.
Detect Undead |
Reveals
undead within 60 ft. |
| 11.
Divine Favor |
You
gain attack, damage bonus, +1/three levels |
| 12.
Doom |
One
subject suffers -2 on attacks, damage, saves, and checks |
| 13.
Endure Elements |
Ignores
5 damage/round from one energy type |
| 14.
Entropic Shield |
Ranged
attacks against you suffer 20% miss chance |
| 15.
Inflict Lt. Wounds |
Touch,
1d8 +1/level damage (max +5) |
| 16.
Invis. to Undead |
Undead
can't perceive one subject/level |
| 17.
Magic Stone |
Three
stones gain +1 attack, deal 1d6+1 damage |
| 18.
Magic Weapon |
Weapon
gains +1 bonus |
| 19.
Obscuring Mist |
Fog
surrounds you |
| 20.
Prot. from C/E/L |
+2
AC, saves; counter mind control, hedge out elementals, outsiders |
| 21.
Random Action |
One
creature acts randomly for one round |
| 22.
Remove Fear |
+4
on saves against fear for one subject +1/four levels |
| 23.
Sanctuary |
Opponents
can't attack you, and you can't attack |
| 24.
Shield of Faith |
Aura
grants +2 or higher deflection bonus |
| 25.
Summon Mnstr. I |
Calls
outsider to fight for you |
| x |
| Level
2 |
| 1.
Aid |
+1
on attack rolls, +1 on saves against fear, 1d8 temporary hp
+1/level (max +10). |
| 2.
Align Weapon |
Weapon
becomes good, evil, lawful, or chaotic. |
| 3.
Augury |
Learns
whether an action will be good or bad. |
| 4.
Bear's Endurance |
Subject
gains +4 to Con for 1 min./level. |
| 5.
Bill's Strength |
Subject
gains +4 to Str for 1 min./level. |
| 6.
Calm Emotions |
Calms
creatures, negating emotion effects. |
|
7.
Consecrate
|
Fills
area with positive energy, making undead weaker. |
| 8.
Cure Moderate Wounds |
Cures
2d8 damage +1/level (max +10). |
| 9.
Darkness |
20-ft.
radius of supernatural shadow. |
| 10.
Death Knell |
Kills
dying creature, you gain 1d8 temporary hp, +2 to Str. and +1
level. |
| 11.
Delay Poison |
Stops
poison from harming subject for 1 hour/level. |
| 12.
Desecrate |
Fills
areas with negative energy, making undead stronger. |
| 13.
Eagle's Splendor |
Subject
gains +4 to Cha for 1 min./level. |
| 14.
Enthrall |
Captivates
all within 100 ft. + 10 ft./level. |
| 15.
Find Traps |
Notice
traps as a rogue does. |
| 16.
Gentle Repose |
Preserves
one corpse. |
| 17.
Hold Person |
Paralyzes
one humanoid for 1 round/level. |
| 18.
Inflict Mod. Wounds |
Touch
attack, 2d8 damage +1/level (max +10). |
| 19.
Make Whole |
Repairs
an object. |
| 20.
Owl's Wisdom |
Subject
gains +4 to Wis for 1 min./level. |
| 21.
Remove Paralysis |
Frees
one or more creatures from paralysis or slow effect. |
| 22.
Resist Energy |
Ignores
10 (or more) points of damage/attack from specific energy type. |
| 23.
Restoration, Lesser |
Dispels
magical ability penalty or repairs 1d4 ability damage. |
| 24.
Shatter |
Sonic
vibration damages objects or crystalline creatures. |
| 25.
Shield Other |
You
take half of subject's damage. |
| 26.
Silence |
Negates
sound in 15-ft. radius. |
| 27.
Sound Burst |
Deals
1d8 sonic damage to subjects; may stun them. |
| 28.
Spiritual Weapon |
Magical
weapon attacks on its own. |
| 29.
Status |
Monitors
condition, position of allies. |
| 30.
Summon Monster II |
Calls
extraplanar creature to fight for you. |
| 31.
Undetectable Align. |
Conceals
alignment for 24 hours. |
| 32.
Zone of Truth |
Subjects
within range cannot lie. |
|
|
| Earth
Domain |
| Granted
Power: Turn or destroy air creatures as a good cleric
turns undead. Use these abilities a total number of times per
day equal to 3 + your Charisma modifier. |
| 1. Magic Stone |
Three
stones gain +1 attack, deal 1d6+1 damage |
| 2.
Soften Earth and Stone |
Turns
stone o clay or dirt to sand or mud. |
| x |
| Protection
Domain |
| Granted
Power: You can generate a protective ward, a spell-like
ability to grant someone you touch a resistance bonus on her
next saving throw equal to your level. Activating this power
is a standard action. The protective ward is an abjuration effect
with a duration of 1 hour that is usable once per day. |
| 1.
Sanctuary |
Opponents
can't attack you, and you can't attack |
| 2.
Shield Other |
You
take half of subject's damage. |