Domains
Air
You can manipulate lightning, mist, and wind, traffic with air creatures, and are resistant to electricity damage.
As a standard action, you can unleash an arc of electricity targeting any foe within 30 feet as a ranged touch attack. This arc of electricity deals 1d6 points of electricity damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
At 8th level, you gain resist electricity 10. This resistance increases to 20 at 12th level. At 20th level, you gain immunity to electricity.
| Level | Spell |
|---|---|
| 1 | Obscuring Mist |
| 2 | Wind Wall |
| 3 | Gaseous Form |
| 4 | Air Walk |
| 5 | Control Winds |
| 6 | Chain Lightning |
| 7 | Control Weather |
| 8 | Whirlwind |
| 9 | Elemental Swarm |
Animal
You can speak with and befriend animals with ease.
You can speak with animals, as per the spell, for a number of rounds per day equal to 3 + your cleric level.
At 4th level, you gain the service of an animal companion. Your effective druid level for this animal companion is equal to your cleric level – 3. (Druids who take this ability through their nature bond class feature use their druid level – 3 to determine the abilities of their animal companions).
| Level | Spell |
|---|---|
| 1 | Calm Animals |
| 2 | Hold Animal |
| 3 | Dominate Animal |
| 4 | Summon Nature's Ally IV |
| 5 | Beast Shape III |
| 6 | Antilife Shell |
| 7 | Animal Shapes |
| 8 | Summon Nature's Ally VIII |
| 9 | Shapechange |
Artifice
You can repair and create objects and understand them as one of perfect mechanisms.
You can cast mending at will, using your cleric level as the caster level. In addition, you can cause damage to objects and construct creatures by striking them with a melee touch attack. Objects and constructs take 1d6 points of damage +1 for every two cleric levels you possess. This attack bypasses an amount of damage reduction and hardness equal to your cleric level. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
At 8th level, you can give a weapon touched the dancing special weapon quality for 4 rounds. You can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th. This ability cannot be used on a natural weapon or unarmed strike.
| Level | Spell |
|---|---|
| 1 | Animate Rope |
| 2 | Wood Shape |
| 3 | Stone Shape |
| 4 | Minor Creation |
| 5 | Fabricate |
| 6 | Major Creation |
| 7 | Wall of Iron |
| 8 | Instant Summons |
| 9 | Prismatic Sphere |
Chaos
Your touch infuses life and weapons with chaos, and you revel in all things anarchic.
You can imbue a target with chaos as a melee touch attack. For the next round, anytime the target rolls a d20, he must roll twice and take the less favorable result. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
At 8th level, you can give a weapon touched the anarchic special weapon quality for a number of rounds equal to 1/2 your cleric level. You can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.
| Level | Spell |
|---|---|
| 1 | Protection from Law |
| 2 | Align Weapon |
| 3 | Magic Circle against Law |
| 4 | Chaos Hammer |
| 5 | Dispel Law |
| 6 | Animate Objects |
| 7 | Word of Chaos |
| 8 | Cloak of Chaos |
| 9 | Summon Monster IX |
Charm
You can baffle and befuddle foes with a touch or a smile, and your beauty and grace are divine.
You can cause a living creature to become dazed for 1 round as a melee touch attack. Creatures with more Hit Dice than your cleric level are unaffected. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
At 8th level, you can cast charm person as a swift action, with a DC of 10 + 1/2 your cleric level + your Wisdom modifier. You can only have one creature charmed in this way at a time. The total number of rounds of this effect per day is equal to your cleric level. The rounds do not need to be consecutive, and you can dismiss the charm at any time as a free action. Each attempt to use this ability consumes 1 round of its duration, whether or not the creature succeeds on its save to resist the effect.
| Level | Spell |
|---|---|
| 1 | Charm Person |
| 2 | Calm Emotions |
| 3 | Suggestion |
| 4 | Heroism |
| 5 | Charm Monster |
| 6 | Geas/Quest |
| 7 | Insanity |
| 8 | Demand |
| 9 | Dominate Monster |
Community
Your touch can heal wounds, and your presence instills unity and strengthens emotional bonds.
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.
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.
| Level | Spell |
|---|---|
| 1 | Bless |
| 2 | Shield Other |
| 3 | Prayer |
| 4 | Imbue with Spell Ability |
| 5 | Telepathic Bond |
| 6 | Heroes' Feast |
| 7 | Refuge |
| 8 | Cure Critical Wounds (mass) |
| 9 | Miracle |
Darkness
You manipulate shadows and darkness.
As a melee touch attack, you can cause a creature’s vision to be fraught with shadows and darkness. The creature touched treats all other creatures as if they had concealment, suffering a 20% miss chance on all attack rolls. This effect lasts for a number of rounds equal to 1/2 your cleric level (minimum 1). You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
At 8th level, your vision is not impaired by lighting conditions, even in absolute darkness and magic darkness. You can use this ability for a number of rounds per day equal to 1/2 your cleric level. These rounds do not need to be consecutive.
| Level | Spell |
|---|---|
| 1 | Obscuring Mist |
| 2 | Blindness/Deafness |
| 3 | Deeper Darkness |
| 4 | Shadow Conjuration |
| 5 | Summon Monster V |
| 6 | Shadow Walk |
| 7 | Power Word Blind |
| 8 | Greater Shadow Evocation |
| 9 | Shades |
Death
You can cause the living to bleed at a touch, and find comfort in the presence of the dead.
As a melee touch attack, you can cause a living creature to take 1d6 points of damage per round. This effect persists for a number of rounds equal to 1/2 your cleric level (minimum 1) or until stopped with a DC 15 Heal check or any spell or effect that heals damage. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
At 8th level, you heal damage instead of taking damage from channeled negative energy. If the channeled negative energy targets undead, you heal hit points just like undead in the area.
| Level | Spell |
|---|---|
| 1 | Cause Fear |
| 2 | Death Knell |
| 3 | Animate Dead |
| 4 | Death Ward |
| 5 | Slay Living |
| 6 | Create Undead |
| 7 | Destruction |
| 8 | Create Greater Undead |
| 9 | Wail of the Banshee |
Destruction
You revel in ruin and devastation, and can deliver particularly destructive attacks.
You gain the destructive smite power: the supernatural ability to make a single melee attack with a morale bonus on damage rolls equal to 1/2 your cleric level (minimum 1). You must declare the destructive smite before making the attack. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
At 8th level, you can emit a 30-foot aura of destruction for a number of rounds per day equal to your cleric level. All attacks made against targets in this aura (including you) gain a morale bonus on damage equal to 1/2 your cleric level and all critical threats are automatically confirmed. These rounds do not need to be consecutive.
| Level | Spell |
|---|---|
| 1 | True Strike |
| 2 | Shatter |
| 3 | Rage |
| 4 | Inflict Critical Wounds |
| 5 | Shout |
| 6 | Harm |
| 7 | Disintegrate |
| 8 | Earthquake |
| 9 | Implosion |
Earth
You have mastery over earth, stone, and mines.
As a standard action, you can unleash an acid dart targeting any foe within 30 feet as a ranged touch attack. This acid dart deals 1d6 points of acid damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
At 8th level, you gain a bonus equal to your cleric level on Acrobatics, Climb, and Perception checks while underground. In addition, you gain a +2 bonus on bull rush and trip attacks against creatures standing on the ground. This ability counts as the Earth Mastery extraordinary ability for the purposes of qualifying for feats and abilities that require it.
| Level | Spell |
|---|---|
| 1 | Magic Stone |
| 2 | Soften Earth and Stone |
| 3 | Stone Shape |
| 4 | Spike Stones |
| 5 | Wall of Stone |
| 6 | Stoneskin |
| 7 | Earthquake |
| 8 | Iron Body |
| 9 | Elemental Swarm |
Evil
You are sinister and cruel, and have wholly pledged your soul to the cause of evil.
You can cause a creature to become sickened as a melee touch attack. Creatures sickened by your touch count as good for the purposes of spells with the evil descriptor. This ability lasts for a number of rounds equal to 1/2 your cleric level (minimum 1). You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
At 8th level, you can give a weapon touched the unholy special weapon quality for a number of rounds equal to 1/2 your cleric level. You can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.
| Level | Spell |
|---|---|
| 1 | Protection from Good |
| 2 | Align Weapon |
| 3 | Magic Circle against Good |
| 4 | Unholy Blight |
| 5 | Dispel Good |
| 6 | Create Undead |
| 7 | Blasphemy |
| 8 | Unholy Aura |
| 9 | Summon Monster IX |
Fire
You can call forth fire, command creatures of the inferno, and your flesh does not burn.
As a standard action, you can unleash a scorching bolt of divine fire from your outstretched hand. You can target any single foe within 30 feet as a ranged touch attack with this bolt of fire. If you hit the foe, the fire bolt deals 1d6 points of fire damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
At 6th level, you gain resist fire 10. This resistance increases to 20 at 12th level. At 20th level, you gain immunity to fire.
| Level | Spell |
|---|---|
| 1 | Burning Hands |
| 2 | Produce Flame |
| 3 | Fireball |
| 4 | Wall of Fire |
| 5 | Fire Shield |
| 6 | Fire Seeds |
| 7 | Fire Storm |
| 8 | Incendiary Cloud |
| 9 | Elemental Swarm |
Glory
You are infused with the glory of the divine, and are a true foe of the undead.
You can cause your hand to shimmer with divine radiance, allowing you to touch a creature as a standard action and give it a bonus equal to your cleric level on a single Charisma-based skill check or Charisma ability check. This ability lasts for 1 hour or until the creature touched elects to apply the bonus to a roll. You can use this ability to grant the bonus a number of times per day equal to 3 + your Wisdom modifier.
At 8th level, you can emit a 30-foot aura of divine presence for a number of rounds per day equal to your cleric level. All allies within this aura are treated as if under the effects of a sanctuary spell with a DC equal to 10 + 1/2 your cleric level + your Wisdom modifier. These rounds do not need to be consecutive. Activating this ability is a standard action. If an ally leaves the area or makes an attack, the effect ends for that ally. If you make an attack, the effect ends for you and your allies.
| Level | Spell |
|---|---|
| 1 | Shield of Faith |
| 2 | Bless Weapon |
| 3 | Searing Light |
| 4 | Holy Smite |
| 5 | Righteous Might |
| 6 | Undeath to Death |
| 7 | Holy Word |
| 8 | Holy Aura |
| 9 | Gate |
Good
You have pledged your life and soul to goodness and purity.
You can touch a creature as a standard action, granting a sacred bonus on attack rolls, skill checks, ability checks, and saving throws equal to half your cleric level (minimum 1) for 1 round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
At 8th level, you can give a weapon you touch the holy special weapon quality for a number of rounds equal to 1/2 your cleric level. You can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.
| Level | Spell |
|---|---|
| 1 | Protection from Evil |
| 2 | Align Weapon |
| 3 | Magic Circle against Evil |
| 4 | Holy Smite |
| 5 | Dispel Evil |
| 6 | Blade Barrier |
| 7 | Holy Word |
| 8 | Holy Aura |
| 9 | Summon Monster IX |
Healing
Your touch staves off pain and death, and your healing magic is particularly vital and potent.
You can touch a living creature as a standard action, healing it for 1d4 points of damage plus 1 for every two cleric levels you possess. You can only use this ability on a creature that is below 0 hit points. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
At 6th level, all of your cure spells are treated as if they were empowered, increasing the amount of damage healed by half (+50%). This does not apply to damage dealt to undead with a cure spell. This does not stack with the Empower Spell metamagic feat.
| Level | Spell |
|---|---|
| 1 | Cure Light Wounds |
| 2 | Cure Moderate Wounds |
| 3 | Cure Serious Wounds |
| 4 | Cure Critical Wounds |
| 5 | Breath of Life |
| 6 | Heal |
| 7 | Regenerate |
| 8 | Cure Critical Wounds (mass) |
| 9 | Heal (mass) |
Knowledge
You are a scholar and a sage of legends.
You can touch a creature to learn about its abilities and weaknesses. With a successful touch attack, you gain information as if you made the appropriate Knowledge skill check with a result equal to 15 + your cleric level + your Wisdom modifier.
Starting at 6th level, you can use clairvoyance/clairaudience at will as a spell-like ability using your cleric level as the caster level. You can use this ability for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive.
| Level | Spell |
|---|---|
| 1 | Comprehend Languages |
| 2 | Detect Thoughts |
| 3 | Speak with Dead |
| 4 | Divination |
| 5 | True Seeing |
| 6 | Find the Path |
| 7 | Legend Lore |
| 8 | Discern Location |
| 9 | Foresight |
Law
You follow a strict and ordered code of laws, and in so doing, achieve enlightenment.
You can touch a willing creature as a standard action, infusing it with the power of divine order and allowing it to treat all attack rolls, skill checks, ability checks, and saving throws for 1 round as if the natural d20 roll resulted in an 11. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
At 8th level, you can give a weapon touched the axiomatic special weapon quality for a number of rounds equal to 1/2 your cleric level. You can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.
| Level | Spell |
|---|---|
| 1 | Protection from Chaos |
| 2 | Align Weapon |
| 3 | Magic Circle against Chaos |
| 4 | Order's Wrath |
| 5 | Dispel Chaos |
| 6 | Hold Monster |
| 7 | Dictum |
| 8 | Shield of Law |
| 9 | Summon Monster IX |
Luck
You are infused with luck, and your mere presence can spread good fortune.
You can touch a willing creature as a standard action, giving it a bit of luck. For the next round, any time the target rolls a d20, he may roll twice and take the more favorable result. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
At 6th level, as an immediate action, you can reroll any one d20 roll you have just made before the results of the roll are revealed. You must take the result of the reroll, even if it’s worse than the original roll. You can use this ability once per day at 6th level, and one additional time per day for every six cleric levels beyond 6th.
| Level | Spell |
|---|---|
| 1 | True Strike |
| 2 | Aid |
| 3 | Protection from Energy |
| 4 | Freedom of Movement |
| 5 | Break Enchantment |
| 6 | Mislead |
| 7 | Spell Turning |
| 8 | Moment of Prescience |
| 9 | Miracle |
Madness
You embrace the madness that lurks deep in your heart, and can bring that madness to the surface to drive your foes insane.
You can give a creature a vision of madness as a melee touch attack. Choose one of the following: attack rolls, saving throws, or skill checks. The target receives a bonus to the chosen rolls equal to 1/2 your cleric level (minimum +1) and a penalty to the other two types of rolls equal to 1/2 your cleric level (minimum –1). This effect lasts for 3 rounds. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
At 8th level, you can emit a 30-foot aura of madness for a number of rounds per day equal to your cleric level. Enemies within this aura are affected by confusion unless they make a Will save (DC 10 + 1/2 your cleric level + your Wisdom modifier). The confusion effect lasts as long as the enemy is within the aura. These rounds do not need to be consecutive.
| Level | Spell |
|---|---|
| 1 | Lesser Confusion |
| 2 | Touch of Idiocy |
| 3 | Rage |
| 4 | Confusion |
| 5 | Nightmare |
| 6 | Phantasmal Killer |
| 7 | Insanity |
| 8 | Scintillating Pattern |
| 9 | Weird |
Magic
You are a true student of all things mystical, and see divinity in the purity of magic.
You can cause your melee weapon to fly from your grasp and strike a foe before instantly returning. As a standard action, you can make a single attack using a melee weapon at a range of 30 feet. This attack is treated as a ranged attack with a thrown weapon, except that you add your Wisdom modifier to the attack roll instead of your Dexterity modifier (damage still relies on Strength). This ability cannot be used to perform a combat maneuver. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
At 8th level, you can use a targeted dispel magic effect as a melee touch attack. You can use this ability once per day at 8th level and one additional time per day for every four cleric levels beyond 8th.
| Level | Spell |
|---|---|
| 1 | Identify |
| 2 | Magic Mouth |
| 3 | Dispel Magic |
| 4 | Imbue with Spell Ability |
| 5 | Spell Resistance |
| 6 | Antimagic Field |
| 7 | Spell Turning |
| 8 | Protection from Spells |
| 9 | Mage's Disjunction |
Plant
You find solace in the green, can grow defensive thorns, and can communicate with plants.
As a free action, your hands can become as hard as wood, covered in rough bark. While this ability is in effect, your unarmed strikes do not provoke attacks of opportunity, deal lethal damage, and gain a bonus on damage rolls equal to 1/2 your cleric level (minimum +1). You can use this ability for a number of rounds per day equal to 3 + your Wisdom modifier. These rounds do not need to be consecutive.
At 6th level, you can cause a host of wooden thorns to burst from your skin as a free action. While bramble armor is in effect, any creature that strikes you with an unarmed strike or a natural attack takes 1d6 + 1 point per two cleric levels piercing damage. You can use this ability for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive.
| Level | Spell |
|---|---|
| 1 | Entangle |
| 2 | Barkskin |
| 3 | Plant Growth |
| 4 | Command Plants |
| 5 | Wall of Thorns |
| 6 | Repel Wood |
| 7 | Animate Plants |
| 8 | Control Plants |
| 9 | Shambler |
Protection
Your faith is your greatest source of protection, and you can use that faith to defend others.
As a standard action, you can touch an ally to grant him your resistance bonus for 1 minute. When you use this ability, you lose your resistance bonus granted by the Protection domain for 1 minute. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
At 8th level, you can emit a 30-foot aura of protection for a number of rounds per day equal to your cleric level. You and your allies within this aura gain a +1 deflection bonus to AC and resistance 5 against all elements (acid, cold, electricity, fire, and sonic). The deflection bonus increases by +1 for every four cleric levels you possess beyond 8th. At 14th level, the resistance against all elements increases to 10. These rounds do not need to be consecutive.
| Level | Spell |
|---|---|
| 1 | Sanctuary |
| 2 | Shield Other |
| 3 | Protection from Energy |
| 4 | Spell Immunity |
| 5 | Spell Resistance |
| 6 | Antimagic Field |
| 7 | Repulsion |
| 8 | Mind Blank |
| 9 | Prismatic Sphere |
Repose
You see death not as something to be feared, but as a final rest and reward for a life well spent.
Your touch can fill a creature with lethargy, causing a living creature you touch to become staggered for 1 round as a melee touch attack. If you touch a staggered living creature, that creature falls asleep for 1 round instead. Undead creatures touched are staggered for a number of rounds equal to your Wisdom modifier. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
At 8th level, you can emit a 30-foot aura that wards against death for a number of rounds per day equal to your cleric level. Living creatures within this aura are immune to death effects, energy drain, and effects that cause negative levels. This ward also prevents stable creatures from losing hit points due to a failed stabilization check. These rounds do not need to be consecutive.
| Level | Spell |
|---|---|
| 1 | Deathwatch |
| 2 | Gentle Repose |
| 3 | Speak with Dead |
| 4 | Death Ward |
| 5 | Slay Living |
| 6 | Undeath to Death |
| 7 | Destruction |
| 8 | Waves of Exhaustion |
| 9 | Wail of the Banshee |
Rune
In strange and eldritch runes you find potent magic.
As a standard action, you can create a blast rune in any adjacent square. Any creature entering this square takes 1d6 points of damage + 1 point for every two cleric levels you possess. This rune deals either acid, cold, electricity, or fire damage, determined when you create the rune. The rune is invisible and lasts a number of rounds equal to your cleric level or until discharged. You cannot create a blast rune in a square occupied by another creature. This rune counts as a 1st-level spell for the purposes of dispelling. It can be found with a DC 26 Perception check and disabled with a DC 26 Disable Device check. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
At 8th level, you can attach a spell to any rune you create. To use this ability, you must have a domain or other spell prepared that you are willing to sacrifice for the day. When a creature triggers the blast rune, it is also affected by the attached spell, which is discharged from the rune. You still cannot target a creature with the rune spell if that creature is not in range of the spell. Spells that require an attack roll deal their damage in addition to the rune damage.
| Level | Spell |
|---|---|
| 1 | Erase |
| 2 | Secret Page |
| 3 | Glyph of Warding |
| 4 | Explosive Runes |
| 5 | Planar Binding, Lesser |
| 6 | Greater Glyph of Warding |
| 7 | Instant Summons |
| 8 | Symbol of Death |
| 9 | Teleportation Circle |
Strength
In strength and brawn there is truth—your faith gives you incredible might and power.
As a standard action, you can touch a creature to give it great strength. For 1 round, the target gains an enhancement bonus equal to 1/2 your cleric level (minimum +1) to melee attacks, combat maneuver checks that rely on Strength, Strength-based skills, and Strength checks. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
At 8th level, you can add your cleric level as an enhancement bonus to your Strength score for a number of rounds per day equal to your cleric level. This bonus only applies on Strength checks and Strength-based skill checks. These rounds do not need to be consecutive.
| Level | Spell |
|---|---|
| 1 | Enlarge Person |
| 2 | Bull's Strength |
| 3 | Magic Vestment |
| 4 | Spell Immunity |
| 5 | Righteous Might |
| 6 | Stoneskin |
| 7 | Grasping Hand |
| 8 | Clenched Fist |
| 9 | Crushing Hand |
Sun
You see truth in the pure and burning light of the sun, and can call upon its blessing or bring its wrath down upon enemies.
Whenever you channel positive energy to harm undead creatures, add your cleric level to the damage dealt. Undead do not add their channel resistance to their saves when you channel positive energy.
At 8th level, you can emit a 30-foot nimbus of light for a number of rounds per day equal to your cleric level. This acts as a daylight spell. In addition, undead within this area of light take an amount of damage equal to your cleric level each round they remain within the nimbus. Closing your eyes or wearing a blindfold does not protect a creature from this damage, but total cover does. These rounds do not need to be consecutive.
| Level | Spell |
|---|---|
| 1 | Endure Elements |
| 2 | Heat Metal |
| 3 | Searing Light |
| 4 | Fire Shield |
| 5 | Flame Strike |
| 6 | Fire Seeds |
| 7 | Sunbeam |
| 8 | Sunburst |
| 9 | Prismatic Sphere |
Travel
You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic.
As a free action, you can gain increased mobility for 1 round. For the next round, you ignore all difficult terrain and do not take any penalties for moving through it. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
At 8th level, you can teleport up to 10 feet per cleric level per day as a move action. This teleportation must be used in 5-foot increments and such movement does not provoke attacks of opportunity. You must have line of sight to your destination to use this ability. You can bring other willing creatures with you, but you must expend an equal amount of distance for each creature brought.
| Level | Spell |
|---|---|
| 1 | Longstrider |
| 2 | Locate Object |
| 3 | Fly |
| 4 | Dimension Door |
| 5 | Teleport |
| 6 | Find the Path |
| 7 | Greater Teleport |
| 8 | Phase Door |
| 9 | Astral Projection |
Trickery
You are a master of illusions and deceptions.
You can create an illusory double of yourself as a move action. This double functions as a single mirror image, and lasts for a number of rounds equal to your cleric level, or until the illusory duplicate is dispelled or destroyed. You can have no more than one copycat at a time. This ability does not stack with the mirror image spell. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
At 8th level, you can create an illusion that hides the appearance of yourself and any number of allies within 30 feet for 1 round per cleric level. This ability otherwise functions like the spell veil. The save DC to disbelieve this effect is equal to 10 + 1/2 your cleric level + your Wisdom modifier. The rounds do not need to be consecutive.
| Level | Spell |
|---|---|
| 1 | Disguise Self |
| 2 | Invisibility |
| 3 | Nondetection |
| 4 | Confusion |
| 5 | False Vision |
| 6 | Mislead |
| 7 | Screen |
| 8 | Invisibility (Mass) |
| 9 | Time Stop |
Void
You can call upon the cold darkness between the stars to gain flight, travel to other worlds, or summon monsters from beyond to do your bidding.
You gain a +2 insight bonus on saving throws against all mind-affecting effects.
At 8th level, you can lace spells you cast with the raw madness that waits in the outer darkness. Activating this ability is a swift action that you must use as you cast a spell that targets a single creature and that allows a Will saving throw to negate or reduce the spell’s primary effect. If the target fails to resist the spell, the target is also confused for a number of rounds equal to the spell’s level as visions of the void cause temporary insanity. The victim must succeed at a new saving throw each round to end the effect—these additional saving throws apply only to the additional confusion effect and not to the original spell effect. Part the veil is a mind-affecting effect. You can use this ability a number of times per day equal to 1/2 your class level.
| Level | Spell |
|---|---|
| 1 | Feather Fall |
| 2 | Levitate |
| 3 | Fly |
| 4 | Planar Binding, Lesser |
| 5 | Overland Flight |
| 6 | Planar Binding |
| 7 | Reverse Gravity |
| 8 | Planar Binding (Greater) |
| 9 | Interplanetary Teleport |
War
You are a crusader for your god, always ready and willing to fight to defend your faith.
You can touch a creature as a standard action to give it a bonus on melee damage rolls equal to 1/2 your cleric level for 1 round (minimum +1). You can do so a number of times per day equal to 3 + your Wisdom modifier.
At 8th level, you gain use of the Weapon Focus feat for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive. These bonus rounds can be used on any weapon you are proficient with. At 12th level, this benefit applies to Weapon Specialization as well, and at 20th level, it applies to Greater Weapon Focus and Greater Weapon Specialization.
| Level | Spell |
|---|---|
| 1 | Magic Weapon |
| 2 | Spiritual Weapon |
| 3 | Magic Vestment |
| 4 | Divine Power |
| 5 | Flame Strike |
| 6 | Blade Barrier |
| 7 | Power Word Blind |
| 8 | Power Word Stun |
| 9 | Power Word Kill |
Water
You can manipulate water and mist and ice, conjure creatures of water, and resist cold.
As a standard action, you can fire an icicle from your finger, targeting any foe within 30 feet as a ranged touch attack. The icicle deals 1d6 points of cold damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
At 8th level, you gain resist cold 10. This resistance increases to 20 at 12th level. At 20th level, you gain immunity to cold.
| Level | Spell |
|---|---|
| 1 | Obscuring Mist |
| 2 | Fog Cloud |
| 3 | Water Breathing |
| 4 | Control Water |
| 5 | Ice Storm |
| 6 | Cone of Cold |
| 7 | Elemental Body IV |
| 8 | Horrid Wilting |
| 9 | Elemental Swarm |
Weather
With power over storm and sky, you can call down the wrath of the gods upon the world below.
As a standard action, you can create a storm burst targeting any foe within 30 feet as a ranged touch attack. The storm burst deals 1d6 points of nonlethal damage + 1 point for every two cleric levels you possess. In addition, the target is buffeted by winds and rain, causing it to take a –2 penalty on attack rolls for 1 round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
At 8th level, you can call down a number of bolts of lightning per day equal to your cleric level. You can call down as many bolts as you want with a single standard action, but no creature can be the target of more than one bolt and no two targets can be more than 30 feet apart. This ability otherwise functions as call lightning.
| Level | Spell |
|---|---|
| 1 | Obscuring Mist |
| 2 | Fog Cloud |
| 3 | Call Lightning |
| 4 | Sleet Storm |
| 5 | Ice Storm |
| 6 | Control Winds |
| 7 | Control Weather |
| 8 | Whirlwind |
| 9 | Storm of Vengeance |