Complete Divine

Classes

ClassDescription
Favored Soul Spontaneous divine spellcaster who gets bonuses with he deity's favored weapon.
Shugenja A divine spellcaster who casts spells by attuning himself to the primal energies around him and focusing such energy through his body to produce magical effects.
Spirit Shaman By bargaining with spirits, the spirit shaman gains power over the natural world and mighty divine magic with which to aid her comrades or smite her enemies.

Feats

General Feats Prerequisite Benefit
Arcane Disciple Knowledge (religion) 4 ranks, Spellcraft 4 ranks, deity’s alignment Add spells from a domain to your class list
Augment Healing Heal 4 ranks Healing spells do +2 per spell level
Domain Focus Access to relevant domain +1 caster levels for one domain
Empower Turning Ability to turn or rebuke undead Can turn more undead
Improved Smiting Cha 13, smite ability Your smite gains an alignment for overcoming DR and +1d6 damage
Practiced Spellcaster Spellcraft 4 ranks Your caster level is +4 but not above your HD
Quicken Turning Ability to turn or rebuke undead Can turn undead as a free action
Spell Focus (Chaos, Evil, Good, Law) Relevant alignment +1 bonus on save DCs for spells with alignment descriptor
Spontaneous Healer Knowledge (religion) 4 ranks, nonevil Swap out your spells for cure spells on your list
Spontaneous Summoner Knowledge (nature) 4 ranks, partly neutral alignment Swap out your spells for summon nature’s ally
Spontaneous Wounder Knowledge (religion) 4 ranks, nongood Swap out your spells for inflict spells on your list
Divine Feats Prerequisite Benefit
Disciple of the Sun Ability to turn or rebuke undead, good alignment Spend an extra turn attempt to destroy undead instead of turning them
Divine Metamagic Ability to turn or rebuke undead Spend turn/rebuke attempts to enhance spells with a metamagic feat
Divine Spell Power Ability to turn or rebuke undead Spend turn/rebuke attempts to increase your caster level
Glorious Weapons Ability to turn or rebuke undead Allies’ weapons gain an alignment for overcoming DR
Domain Spontaneity Ability to turn or rebuke undead Spend turn/rebuke attempt to spontaneously cast a domain spell
Elemental Smiting Ability to turn/rebuke elementals Spend turn/rebuke attempt to smite an elemental
Elemental Healing Ability to turn/rebuke elementals Spend turn/rebuke attempt to heal nearby elementals
Profane Boost Ability to turn/rebuke undead Nearby inflict spells are maximized for 1 round
Sacred Boost Ability to turn/rebuke undead Nearby cure spells are maximized for 1 round
Sacred Healing Heal 8 ranks, ability to turn/ rebuke undead Allies gain fast healing 3 for a short time
True Believer Worship one deity, alignment within one step of deity’s Gain a +3 bonus on one save each day
Item Creation Feats Prerequisite Benefit
Sanctify Relic Any other item creation feat, caster level 7th Make magic items with a divine connection
Metamagic Feats Prerequisite Benefit
Consecrate Spell Any good alignment Spell gains the good descriptor
Corrupt Spell Any evil alignment Spell gains the evil descriptor
Rapid Spell Decrease casting time of some spells
Reach Spell Touch spell becomes a ray with 30-ft. range
Transdimensional Spell Affect incorporeal, ethereal and shadow creatures
Wild Feats Prerequisite Benefit
Boar’s Ferocity Ability to use wild shape Fight while at negative hit points
Cheetah’s Speed Ability to use wild shape Speed becomes 50 ft. for 1 hour
Eagle’s Wings Ability to use wild shape Grow wings for 1 hour
Elephant’s Hide Ability to wild shape into Large creature Gain +7 natural armor bonus for 10 minutes
Extra Wild Shape Ability to use wild shape Gain two additional wild shape uses per day
Fast Wild Shape Ability to use wild shape Wild shape as a move equivalent action
Grizzly’s Claws Ability to use wild shape Gain claws for 1 hour
Lion’s Pounce Ability to use wild shape Make a full attack on a charge
Oaken Resilience Ability to use wild shape Become like a tree and gain plants immunities
Serpent’s Venom Ability to use wild shape Gain a poisonous bite attack for 1 minute
Swim like a Fish Ability to use wild shape Swim underwater for 1 hour
Wolverine’s Rage Ability to use wild shape Enter a rage for 5 rounds

Spells

BARD SPELLS

2ND LEVEL

Wave of Grief: Cone imposes –3 penalty on attacks, checks, and saves.

5TH LEVEL

Blink, Improved: As blink, but safer and with more control.

6TH LEVEL

Bestow Curse, Greater: As bestow curse, but more severe penalties.

BLACKGUARD SPELLS

1ST LEVEL

Divine Sacrifice: You sacrifice hit points to deal extra damage.

Golden Barding: Your mount gets force armor.

Resurgence: You grant subject a second chance at a saving throw.

Traveler’s Mount: Creature moves faster but can’t attack.

2ND LEVEL

Blessed Aim: +2 bonus for allies’ ranged attacks.

Curse of Ill Fortune: Target suffers –3 penalty on attacks, checks, and saves.

Wave of Grief: Cone imposes –3 penalty on attacks, checks, and saves.

Zeal: You move through foes to attack the enemy you want.

3RD LEVEL

Resurgence, Mass: As resurgence, but multiple targets.

4TH LEVEL

Implacable Pursuer: You know where prey is, as long as it’s moving

Revenance: Restores dead creature to life for 1 min./level.

Visage of the Deity, Lesser: You gain +4 Cha and resistance 10 to certain energy types.

Weapon of the Deity: Your weapon gains enhancement bonus and special ability.

Winged Mount: Your mount grows wings and flies at speed of 60 ft.

CLERIC SPELLS

1ST LEVEL

Nimbus of Light: Sunlight illuminates you until released as an attack for 1d8 +1/level damage.

Omen of Peril: You know how dangerous the future will be.

Resurgence: You grant subject a second chance at a saving throw.

Vigor, Lesser: Creature heals 1 hp/round (max 15 rounds).

2ND LEVEL

Brambles: Wooden weapon grows spikes that deal +1 damage/caster level (max +10).

Curse of Ill Fortune: Target suffers –3 penalty on attacks, checks, and saves.

Deific Vengeance: God’s punishment deals 1d6 damage/two caster levels (max 5d6).

Wave of Grief: Cone imposes –3 penalty on attacks, checks, and saves.

3RD LEVEL

Blessed Aim: +2 bonus for allies’ ranged attacks.

Briar Web: Area entangles creatures and thorns deal 2d6 damage.

Chain of Eyes: You send magical sensor to infiltrate an area.

Flame of Faith: Gives weapon the flaming burst quality.

Spikes: As brambles, but weapon gains +2 bonus and doubled threat range.

Telepathic Bond, Lesser: As Rary’s telepathic bond, but you and one other creature.

Vigor: As lesser vigor, but 2 hp/round (max 25 rounds).

Vigor, Mass Lesser: As lesser vigor, but multiple targets (max 25 rounds).

Visage of the Deity, Lesser: You gain +4 Cha and resistance 10 to certain energy types.

Wrack: Renders creature helpless with pain.

4TH LEVEL

Beast Claws: Your hands become slashing natural weapons.

Castigate: Verbal rebuke deafens all who hear and damages those whose alignment differs from yours.

Doomtide: Black mist obscures sight, dazes those inside.

Energy Vortex: Burst of energy centered on you damages nearby creatures.

Recitation: Your allies get bonus on attacks and saves, and your foes get penalties.

Resurgence, Mass: As resurgence, but multiple targets.

Revenance: Restores dead creature to life for 1 min./level.

Weapon of the Deity: Your weapon gains enhancement bonus and special ability.

Weather Eye: You accurate predict weather up to one week ahead.

5TH LEVEL

Dance of the Unicorn: Purifying mist washes the air clean of smoke, dust, and poisons.

Divine Agility: You improve creature’s Reflex saves, Dexterity, and maneuverability in combat.

Dragon Breath: You choose a dragon type and mimic its breath weapon.

Stalwart Pact: You gain combat bonuses automatically when reduced to half hit points or lower.

Subvert Planar Essence: Reduces target’s DR and SR.

Vigor, Greater: As lesser vigor, but 4 hp/round.

6TH LEVEL

Cometfall: Comet falls atop foes, damaging them and knocking them prone.

Vigorous Circle: As mass lesser vigor except 3 hp/round (max 40 rounds).

Visage of the Deity: As lesser visage of the deity, but you become celestial or fiendish.

Zealot Pact: You automatically gain combat bonuses when you attack someone of opposite alignment.

7TH LEVEL

Bestow Curse, Greater: As bestow curse, but more severe penalties.

Renewal Pact: Creature is automatically healed if adverse condition affects it.

Righteous Wrath of the Faithful: Your allies get bonuses, especially if they worship your deity.

Slime Wave: Creates a 15-ft. spread of green slime.

Spell Resistance, Mass: As spell resistance, but multiple targets.

8TH LEVEL

Brain Spider: Listen to thoughts of up to eight other creatures.

Death Pact: Deity brings you back from the dead automatically.

Stormrage: You can fly and fire lightning from your eyes.

9TH LEVEL

Visage of the Deity, Greater: As lesser visage of the deity, but you become half-celestial or half-fiendish.

DOMAINS

CELERITY DOMAIN

Granted Powers: Your land speed is faster than the normal for your race by +10 feet. This benefit is lost if you are wearing medium or heavy armor or carrying a medium or heavy load.

Domain Spells
  1. Expeditious Retreat: Your speed increases by 30 ft.
  2. Cat’s Grace: Subject gains +4 to Dex for 1 min./level.
  3. Blur: Attacks miss subject 20% of the time.
  4. Haste: One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves.
  5. Tree Stride: Step from one tree to another far away
  6. Wind Walk: You and your allies turn vaporous and travel fast.
  7. Cat’s Grace, Mass: As cat’s grace, affects one subject/level.
  8. Blink, Improved: As blink, but safer and with more control.
  9. Time Stop: You act freely for 1d4+1 rounds.
COLD DOMAIN

Granted Powers: You can turn or destroy fire creatures as a good cleric turns undead. You can also rebuke or command cold creatures as an evil cleric rebukes undead. Use these abilities a total number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability

Cold Domain Spells
  1. Chill Touch: One touch/level deals 1d6 damage and possibly 1 Str damage.
  2. Chill Metal: Cold metal damages those who touch it.
  3. Sleet Storm: Hampers vision and movement.
  4. Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.
  5. Wall of Ice: Ice plane creates wall with 15 hp +1/level, or hemisphere can trap creatures inside.
  6. Cone of Cold: 1d6/level cold damage.
  7. Control Weather: Changes weather in local area.
  8. Polar Ray: Ranged touch attack deals 1d6/level cold damage.
  9. Obedient Avalanche: Snowy avalanche crushes and buries your foes.
COMMUNITY DOMAIN

Granted Power: Use calm emotions as a spell-like ability once per day. Gain a +2 competence bonus on Diplomacy checks.

Community Domain Spells
  1. Bless: Allies gain +1 on attack rolls and saves against fear.
  2. Status: Monitors condition, position of allies.
  3. Prayer: Allies +1 bonus on most rolls, enemies –1 penalty.
  4. Tongues: Speak any language.
  5. Telepathic Bond: Link lets allies communicate.
  6. Heroes’ Feast: Food for one creature/level cures and grants combat bonuses.
  7. Refuge: Alters item to transport its possessor to you.
  8. Mordenkainen’s Magnificent Mansion: Door leads to extradimensional mansion.
  9. Mass Heal: As heal, but with several subjects.
COMPETITION DOMAIN

Granted Powers: You relish the chance to prove yourself against your foes. As an extraordinary ability, you gain a +1 bonus on all opposed checks you make.

Competition Domain Spells
  1. Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.
  2. Zeal: You move through foes to attack the enemy you want.
  3. Prayer: Allies +1 bonus on most rolls, enemies –1 penalty.
  4. Divine Power: You gain attack bonus, +6 to Str, and 1 hp/level.
  5. Righteous Might: Your size increases, and you gain combat bonuses.
  6. Zealot Pact: You automatically gain combat bonuses when you attack someone of opposite alignment.
  7. Regenerate: Subject’s severed limbs grow back, cures 4d8 damage +1/level (max +35).
  8. Moment of Prescience: You gain insight bonus on single attack roll, check, or save.
  9. Visage of the Deity, Greater: As lesser visage of the deity, but you become half-celestial or half-fiendish.
CREATION DOMAIN
Granted Power: Cast conjuration (creation) spells at +1 caster level. (Those with access to both the Artifice and Creation domains cast conjuration (creation) spells at +3 caster level.)
Creation Domain Spells
  1. Create Water: Creates 2 gallons/level of pure water.
  2. Minor Image: As silent image, plus some sound.
  3. Create Food and Water: Feeds three humans (or one horse)/level.
  4. Minor Creation: Creates one cloth or wood object.
  5. Major Creation: As minor creation, plus stone and metal.
  6. Heroes’ Feast: Food for one creature/level cures and grants combat bonuses.
  7. Permanent Image: Includes sight, sound, and smell.
  8. True Creation: Creates permanent nonmagical object.
  9. Genesis: Creates a small demiplane.
DOMINATION DOMAIN

Granted Powers: You gain the Spell Focus (Enchantment) feat.

Domination Domain Spells
  1. Command: One subject obeys one-word command for 1 round.
  2. Enthrall: Captivates all within 100 ft. + 10 ft./level.
  3. Suggestion: Compels subject to follow stated course of action.
  4. Dominate Person: Controls humanoid telepathically.
  5. Greater Command: As command, but affects one subject/level.
  6. Geas/Quest: As lesser geas, but affects any creature.
  7. Suggestion, Mass: As suggestion, plus one/level subjects.
  8. True Domination: As dominate person, but save at –4.
  9. Monstrous Thrall: As true domination, but permanent and affects any creature.
DREAM DOMAIN

Granted Powers: Because you have long delved into dreams and nightmares, you are immune to fear effects.

Dream Domain Spells
  1. Sleep: Puts 4 HD of creatures into magical slumber.
  2. Augury: Learns whether an action will be good or bad.
  3. Deep Slumber: Puts 10 HD of creatures to sleep.
  4. Phantasmal Killer: Fearsome illusion kills subject or deals 3d6 damage.
  5. Nightmare: Sends vision dealing 1d10 damage, fatigue.
  6. Dream Sight: Your spirit can hear and see at a distance for 1 min./level.
  7. Scrying, Greater: As scrying, but faster and longer.
  8. Power Word Stun: Stuns creature with 150 hp or less.
  9. Weird: As phantasmal killer , but affects all within 30 ft.
FORCE DOMAIN

Granted Powers: By manipulating cosmic forces of inertia and force, once per day the cleric can reroll any damage roll (for a weapon, a spell, or an ability) and take the better of the two rolls. This granted power is considered a supernatural ability.

Force Domain Spells
  1. Mage Armor: Gives subject +4 armor bonus.
  2. Magic Missile: 1d4+1 damage; +1 missile per two levels above 1st (max 5).
  3. Blast of Force: Ray deals 1d6 damage/two caster levels (max 5d6).
  4. Otiluke’s Resilient Sphere: Force globe protects but traps one subject.
  5. Wall of Force: Wall is immune to damage.
  6. Repulsion: Creatures can’t approach you.
  7. Forcecage: Cube or cage of force imprisons all inside.
  8. Otiluke’s Telekinetic Sphere: As Otiluke’s resilient sphere, but you move sphere telekinetically.
  9. Bigby’s Crushing Hand: Large hand provides cover, pushes, or crushes your foes.
GLORY DOMAIN

Granted Power: Turn undead with a +2 bonus on the turning check and +1d6 to the turning damage roll.

Glory Domain Spells
  1. Disrupt Undead: Deals 1d6 damage to one undead.
  2. Bless Weapon: Weapon strikes true against evil foes.
  3. Searing Light: Ray deals 1d8/two levels damage, more against undead.
  4. Holy Smite: Damages and blinds evil creatures.
  5. Holy Sword: Weapon becomes +5, deals +2d6 damage against evil.
  6. Bolt of Glory: Fires a magical bolt that deal damage according to the target's type and origin.
  7. Sunbeam: Beam blinds and deals 4d6 damage.
  8. Crown of Glory: The caster is imbued with an aura of celestial authority, inspiring awe in all lesser creatures.
  9. Gate: Connects two planes for travel or summoning.
INQUISITION DOMAIN

Granted Powers: Gain a +4 bonus on all dispel checks.

Domain Spells
  1. Detect Chaos: Reveals chaotic creatures, spells, or objects.
  2. Zone of Truth: Subjects within range can’t lie.
  3. Detect Thoughts: Allows “listening” to surface thoughts.
  4. Discern Lies: Reveals deliberate falsehoods.
  5. True Seeing: See all things as they really are.
  6. Geas/Quest: As lesser geas, plus it affects any creature.
  7. Dictum: Kills, paralyzes, weakens, or dazes nonlawful subjects.
  8. Shield of Law: +4 AC, +4 resistance, and SR 25 against chaotic spells.
  9. Imprisonment: Entombs subject beneath the earth.
LIBERATION DOMAIN
Granted Power: If you are affected by a charm, compulsion, or fear effect and fail your saving throw, you can attempt it again 1 round later at the same DC. You get only this one extra chance to succeed on your saving throw. This granted power is considered a supernatural ability.
Liberation Domain Spells
  1. Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.
  2. Remove Paralysis: Frees one or more creatures from paralysis or slow effect.
  3. Remove Curse: Frees object or person from curse.
  4. Freedom of Movement: Subject moves normally despite impediments.
  5. Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
  6. Greater Dispel Magic: As dispel magic, but up to +20 on check.
  7. Refuge: Alters item to transport its possessor to you.
  8. Mind Blank: Subject is immune to mental/emotional magic and scrying.
  9. Freedom: Releases creature from imprisonment.
MADNESS DOMAIN

Granted Power: Your insanity gives you insight. You subtract 1 from all Wisdom-based skill checks and all Will saves. However, once per day, you can see and act with the clarity of true madness: Add one-half your level to a single Wisdom-based skill check or Will save. You must choose to use this benefit before the check or save is rolled.

Madness Domain Spells
  1. Confusion, Lesser
    : One creature acts randomly for one round.
  2. Touch of Madness: Dazes touched target for 1 round per caster level.
  3. Rage: Blood frenzy grants target +4 Str, +4 Con and +2 on Will saves.
  4. Confusion: Subjects behave oddly for 1 round/level.
  5. Bolts of Bedevilment: One ray attack per round. Affected creatures are dazed for 1d3 rounds.
  6. Phantasmal Killer: Fearsome illusion kills subject or deals 3d6 damage.
  7. Insanity: Subject suffers continuous confusion.
  8. Maddening Scream: Makes subject race about caterwauling.
  9. Weird: As phantasmal killer, but affects all within 30 ft.
MIND DOMAIN

Granted Powers: Gain a +2 bonus on Bluff, Diplomacy, and Sense Motive checks.

Domain Spells
  1. Comprehend Languages: Understands all spoken and written languages.
  2. Detect Thoughts: Allows “listening” to surface thoughts.
  3. Lesser Telepathic Bond: Link with subject within 30 ft. for 10 min./level.
  4. Discern Lies: Reveals deliberate falsehoods.
  5. Rary’s Telepathic Bond: Link lets allies communicate.
  6. Probe Thoughts: Read subject’s memories, one question/round.
  7. Brain Spider: Eavesdrop on thoughts of up to eight other creatures.
  8. Mind Blank: Subject is immune to mental/emotional magic and scrying.
  9. Weird: As phantasmal killer, but affects all within 30 ft.
MYSTICISM DOMAIN

Neutral, Lawful Neutral, and Chaotic Neutral deities would never have this domain.

Granted Powers: Once per day, you may use a free action to channel your deity’s power to grant yourself a luck bonus on your saving throws equal to your Charisma modifier (minimum +1). This is a supernatural ability and its effects last for 1 round

Domain Spells
* Choose one spell of those given, based on your alignment, that is always your domain spell for this level.
  1. Divine Favor: You gain attack, damage bonus, +1/3 levels.
  2. Spiritual Weapon: Magical weapon attacks on its own.
  3. Visage of the Deity, Lesser: Your form becomes more like your deity’s.
  4. Weapon of the Deity: Your weapon gains enhancement bonus and special ability..
  5. Righteous Might: Your size increases, and you gain +4 Strength.
  6. Visage of the Deity: As lesser visage of the deity, but you get celestial or fiendish qualities.
  7. Blasphemy/Holy Word*: Kills, paralyzes, weakens, or dazes nonevil/nongood subjects.
  8. Holy Aura/Unholy Aura*: +4 AC, +4 resistance, and SR 25 against evil/good spells.
  9. Visage of the Deity, Greater: As lesser visage of the deity, but you become half-celestial or half-fiendish.
ORACLE DOMAIN

Granted Powers: You cast divination spells at +2 caster levels.

Domain Spells
  1. Identify: Determines single feature of magic item.
  2. Augury: Learns whether an action will be good or bad.
  3. Divination: Provides useful advice for specific, proposed action.
  4. Scrying: Spies on subject from a distance.
  5. Commune: Deity answers one yes-or-no question/level.
  6. Legend Lore: Learn tales about a person, place, or thing.
  7. Scrying, Greater: As scrying, but faster and longer.
  8. Discern Location: Exact location of creature or object.
  9. Foresight: “Sixth sense” warns of impending danger.
PACT DOMAIN

Granted Powers: Add Appraise, Intimidate, and Sense Motive to your list of cleric class skills.

Domain Spells
  1. Command: One subject obeys selected command for 1 round.
  2. Shield Other: You take half of subject’s damage.
  3. Speak With Dead: Corpse answers one question/two levels.
  4. Divination: Provides useful advice for specific proposed actions.
  5. Stalwart Pact: You gain combat bonuses automatically when reduced to half hit points or lower.
  6. Zealot Pact: You automatically gain combat bonuses when you attack someone of opposite alignment.
  7. Renewal Pact: Creature is automatically healed if adverse condition affects it.
  8. Death Pact: Deity brings you back from the dead automatically.
  9. Gate: Connects two planes for travel or summoning.
PESTILENCE DOMAIN

Granted Powers: Immunity to the effects of all diseases, though clerics with this power can still carry infectious diseases.

Domain Spells
  1. Doom: One subject suffers –2 on attacks, damage, saves, and checks.
  2. Summon Swarm: Summons swarm of bats, rats, or spiders.
  3. Contagion: Infects subject with chosen disease.
  4. Poison: Touch deals 1d10 Con damage, repeats in 1 min.
  5. Plague of Rats: Summons horde of diseased rats.
  6. Curse of Lycanthropy: Causes temporary lycanthropy in subject.
  7. Scourge: Inflicts a disease that must be magically cured, one subject/level.
  8. Create Greater Undead*: Create shadows, wraiths, spectres, or devourers.
  9. Otyugh Swarm: Creates 3d4 otyughs or 1d3+1 Huge otyughs.

* May only be used to create mummies.

PURIFICATION DOMAIN

Granted Powers: You cast abjuration spells at +1 caster level.

Domain Spells
  1. Nimbus of Light: Sunlight illuminates you until released as an attack for 1d8 +1/level damage.
  2. Deific Vengeance: Deity’s punishment deals 1d6 damage/two caster levels (max 5d6).
  3. Recitation: Your allies get bonus on attacks and saves, and your foes get penalties.
  4. Castigate: Verbal rebuke deafens all who hear and damages those whose alignment differs from yours.
  5. Dance of the Unicorn: Purifying mist washes the air clean of smoke, dust, and poisons.
  6. Fires of Purity: Target bursts into magical flame, becoming a dangerous weapon.
  7. Righteous Wrath of the Faithful: Your allies get bonuses, especially if they worship your deity.
  8. Sunburst: Blinds all within 10 ft., deals 6d6 damage.
  9. Visage of the Deity, Greater: As lesser visage of the deity, but you become half-celestial or half-fiendish.
WEATHER DOMAIN

Granted Power: Inclement weather has less of an effect on you. Rain and snow don’t penalize your Spot and Search checks. You can move through snow-covered and icy terrain at your normal movement. Wind effects, whether natural or magical, affect you as if you were one size category larger.

Weather Domain Spells
  1. Obscuring Mist: Fog surrounds you.
  2. Fog Cloud: Fog obscures vision.
  3. Call Lightning: Calls down lightning bolts (3d6 per bolt) from sky.
  4. Sleet Storm: Hampers vision and movement.
  5. Call Lightning Storm: As call lightning, but 5d6 damage per bolt.
  6. Control Winds: Change wind direction and speed.
  7. Control Weather: Changes weather in local area.
  8. Whirlwind: Cyclone deals damage and can pick up creatures.
  9. Storm of Vengeance: Storm rains acid, lightning, and hail.

DRUID SPELLS

0 LEVEL

Naturewatch: As deathwatch, but on animals and plants.

1ST LEVEL

Beget Bogun: You create a Tiny nature servant.

Camouflage: Grants +10 bonus on Hide checks.

Hawkeye: You gain +5 on spot checks and fire ranged weapons better.

Omen of Peril: You know how dangerous the future will be.

Sandblast: You fire hot sand that deals 1d6 nonlethal damage, stuns enemies.

Traveler’s Mount: Creature moves faster but can’t attack.

Vigor, Lesser: Creature heals 1 hp/round (max 15 rounds).

Wood Wose: Nature spirit does simple tasks for you.

2ND LEVEL

Body of the Sun: Your body emanates fire, dealing 1d4+1 damage.

Brambles: Wooden weapon grows spikes that deal +1 damage/caster level (max +10).

Briar Web: Area entangles creatures and thorns deal 2d6 damage.

Cloudburst: Hampers vision and ranged attacks, puts out normal fires.

Creeping Cold: Creature feels chill that increases with each round.

Decomposition: Wounds deal 1 extra point of damage each round.

Scent: Grants the scent special ability.

3RD LEVEL

Beast Claws: Your hands become slashing natural weapons.

Embrace the Wild: You gain senses and skills of chosen animal.

Fire Wings: Your arms become wings that enable flight, deal 2d6 fire damage.

Infestation of Maggots: Touch attack deals 1d4 Con per round.

Nature’s Favor: Target animal gains an attack and damage bonus of +1/two levels.

Spikes: As brambles, but weapon gains +2 bonus and doubled threat range.

Standing Wave: Magically propels boat or swimming creature.

Vigor: As lesser vigor , but 2 hp/round (max 25 rounds).

Vigor, Mass Lesser: As lesser vigor, but multiple targets (max 25 rounds).

Weather Eye: You accurate predict weather up to one week ahead.

4TH LEVEL

Bottle of Smoke: Uncorking bottle creates fast horse made of smoke.

Camouflage, Mass: As camouflage, but multiple targets.

Chain of Eyes: You send magical sensor to infiltrate an area.

Energy Vortex: Burst of energy centered on you damages nearby creatures.

Forestfold: You gain +20 on Hide and Move Silently checks as long as you don’t move away.

Infestation of Maggots: Maggotlike creatures deal 1d4 Con damage every round.

Languor: Ray slows target and diminishes its Strength.

Murderous Mist: Steam deals 2d6 damage, blinds creatures.

5TH LEVEL

Binding Winds: Air prevents target from moving, hinders ranged attacks.

Phantom Stag: Magic stag appears for 1 hour/level.

Poison Thorns: You grow thorns that poison your attackers.

Quill Blast: You fling quills in spread, dealing 1d6 damage and imposing penalties.

Rejuvenation Cocoon: Energy cocoon shields creature, then heals it.

Vigor, Greater: As lesser vigor, but 4 hp/round.

6TH LEVEL

Anger of the Noonday Sun: Blinds creatures within 10 ft.

Cometfall: Comet falls atop foes, damaging them and knocking them prone.

Contagious Touch: You infect one creature per round with chosen disease.

Crumble: You erode building or other structure.

Enveloping Cocoon: Entraps target creature and denies save for attached spell.

Fires of Purity: Target bursts into magical flame, becoming a dangerous weapon.

Miasma: Gas fills creature’s mouth, suffocating it.

Phantasmal Disorientation: Fools creature’s sense of direction, making movement difficult.

Tidal Surge: Wave of water deals 1d8/two levels damage and bull rushes.

Tortoise Shell: Creature gains +6 natural armor, +1/three caster levels above 11th.

Vigorous Circle: As mass lesser vigor, but 3 hp/round (max 40 rounds).

7TH LEVEL

Brilliant Aura: Allies’ weapons become brilliant energy, ignoring armor.

Cloudwalkers: Targets can walk on clouds, flying at high altitudes.

Creeping Cold, Greater: As creeping cold, but longer duration and more damage.

Poison Vines: Vines grow and poison creatures stuck within them.

Slime Wave: Creates a 15-ft. spread of green slime.

Storm Tower: Swirling clouds absorb electricity and magic missiles and prevent ranged attacks.

8TH LEVEL

Awaken, Mass: As awaken, but multiple creatures.

Phantom Wolf: Incorporeal wolf fights for you.

Stormrage: You can fly and fire lightning from your eyes.

Storm of Elemental Fury: Magic cloud creates windstorm, then hail of stones, then rainstorm, then flame.

9TH LEVEL

Nature’s Avatar: Animal gains +10 on attack and damage, extra attack, and 1d8 hp/caster level.

Phantom Bear: Incorporeal bear fights for you.

Shadow Landscape: Makes natural terrain more dangerous, creates guardians that you command.

Unyielding Roots: Creature grows roots that keep it stationary and heal it every round.

Whirlwind, Greater: As whirlwind, but larger and more destructive.

PALADIN SPELLS

1ST LEVEL

Divine Sacrifice: You sacrifice hit points to deal extra damage.

Golden Barding: Your mount gets force armor.

Resurgence: You grant subject a second chance at a saving throw.

Traveler’s Mount: Creature moves faster but can’t attack.

2ND LEVEL

Blessed Aim: +2 bonus for allies’ ranged attacks.

Zeal: You move through foes to attack the enemy you want.

3RD LEVEL

Blessing of Bahamut: You gain damage reduction 10/magic.

Resurgence, Mass: As resurgence, but multiple targets.

4TH LEVEL

Revenance: Restores dead creature to life for 1 min./level.

Sacred Haven: Creature gains AC bonus, and you can monitor and heal it magically.

Spiritual Chariot: Creates ghostly chariot behind your mount.

Visage of the Deity, Lesser: You gain +4 Cha and resistance 10 to certain energy types.

Weapon of the Deity: Your weapon gains enhancement bonus and special ability.

Winged Mount: Your mount grows wings and flies at speed of 60 ft.

RANGER SPELLS

1ST LEVEL

Camouflage: Grants +10 bonus on Hide checks.

Hawkeye: You gain +5 on spot checks and fire ranged weapons better.

Naturewatch: As deathwatch, but on animals and plants.

Traveler’s Mount: Creature moves faster but can’t attack.

2ND LEVEL

Briar Web: Area entangles creatures and thorns deal 2d6 damage.

Nature’s Favor: Target animal gains an attack and damage bonus of +1/two levels.

Scent: Grants the scent special ability.

3RD LEVEL

Bottle of Smoke: Uncorking bottle creates fast horse made of smoke.

Detect Favored Enemy: You know if favored enemies are within 60 ft.

Embrace the Wild: You gain senses and skills of chosen animal.

Forestfold: You gain +20 on Hide and Move Silently checks as long as you don’t move away.

Mark of the Hunter: Rune on creature makes it easier to track and attack.

Phantasmal Decoy: Creates illusory enemy for foe to chase.

4TH LEVEL

Bane Bow: Weapon becomes +5 bane against favored enemy.

Camouflage, Mass: As camouflage, but multiple targets.

Implacable Pursuer: You know where prey is, as long as it’s moving.

SHUGENJA SPELLS

2ND LEVEL
Fire

Flame Blade: Touch attack deals 1d8+2/two levels damage.

3RD LEVEL
Fire

Fire Wings: Your arms become flaming wings; you can fly or burn things.

4TH LEVEL
Air

Hallucinatory Terrain: Makes one type of terrain appear like another (field into forest, or the like).

5TH LEVEL
Fire

Energy Vortex (Fire Only): Burst of energy centered on you damages nearby creatures.

Dragon Breath (Red or Gold Only): You choose a dragon type and mimic its breath weapon.

6TH LEVEL
Fire

Fire Seeds: Acorns and berries become grenades and bombs.

Fires of Purity: Target bursts into magical flame, becoming a dangerous weapon.

Anger of the Noonday Sun: Blinds creatures within 10 ft.

Water

Master of the Rolling River: Wave of water deals 1d8/two levels damage and bull rushes.

7TH LEVEL
Water

Creeping Cold, Greater: As creeping cold, but longer duration and more damage.

8TH LEVEL

SORCERER/WIZARD SPELLS

2ND LEVEL

Body of the Sun: Your body emanates fire, dealing 1d4+1 damage.

Scent: Grants the scent special ability.

3RD LEVEL

Telepathic Bond, Lesser: As Rary’s telepathic bond, but you and one other creature.

4TH LEVEL

Wrack: Renders creature helpless with pain.

5TH LEVEL

Dragon Breath: You choose a dragon type and mimic its breath weapon.

Blink, Improved: As blink, but safer and with more control.

6TH LEVEL

Fires of Purity: Target bursts into magical flame, becoming a dangerous weapon.

Probe Thoughts: You sift through thoughts, learning the answer to one question/round.

Subvert Planar Essence: Reduces target’s DR and SR.

8TH LEVEL

Bestow Curse, Greater: As bestow curse, but more severe penalties.

9TH LEVEL

Unbinding: Frees everyone in range from spells that constrain or bind.