One of the first clerics
trained by Rahasia, from Hookhill, one of Rahasia's hencmen. Extremely
gifted in the art of war.
Oversees War
College
& Paladins, Trains and Leads Acolytes of War
Loves
Jaques,
Alignment: Lawful
Good
Yr 4: Hell Cleric
Level: 10,
Fighter lvl 2 , Bishop Yr 15 or sooner
Age:
19 (in
Yr 4)
HP:
68
Abilities: I:18,
W: 19 (+7), Con: 14,
St: 14(+2), D: 14, Chr: 17
AC: 30 (+8
bracers,
+5 cloak
(ac) +3 dex, +4 staff)
Base attack:
+8/+3
Saves:
Fort
+11/+12, Ref
+7/+9, Will +16/+18 (base 7/4/7) +1 astral, +2 Hades, +2 vs
evil
No damage from dust
storms,
Fire Resistence 60, Cold Resistence 20
Languages:
Aerdian, Nyrondian, Hachdeshani
Powers (Su)
Wil in 60ft all allies
gain
+2 terrain bonus to attack, tumbling, or movement related rolls
Skills:
- Strategy (Profession Soldier):
+30
(max ranks =15+3 (skill focus)+3(improved stratagey)+7 wis+2 synergy
(knowledge war)
- History of Battles
(knowledge war): +24 (max ranks 13+3 skill focus +5 (book of
war stories)+3 (int)
- Seamstress (1 rank)
- Religion Aerdian
- Religion
nyrondian ( ranks, +)
- Profesion soldier (domain
skill) ( +23/+27) (max ranks 15
- Local history Torich (3
ranks)
- Healing (10 ranks)
- Desert
survival (8 ranks)
- Sense motive (11 ranks)
- Sociology (14 ranks)
- Diplomacy (14 ranks)
Feats
- Spontaneous casting of
Ceremony and Call upon Faith spells (Nyrundian Cleric)
- Beauty of the Goddess
(1d4+1 sacred bonus to chr 1/day) (Cleric
of Ishtar 3rd)
- Fury of Battle (as
Mass
Haste 2/day) (Cleric of Ishtar
6th)
- Multiple True Loves
1/3
lvls (Cleric
of Ishtar 9th)
- True Believer
(+2 one roll 1/day) (1st)
- Skill focus
(strategy)(
3rd)
- Combat Casting (+4
concentration if cast spell while fighting or grappling)(6th)
- Leadership (9th)
- Combat Tactician
(affects
level in allies, make know check to give +1
circumstance bonus to hit, +2 initiative) (12th)
- Imbue weapon (when
casting Ishtarian Bless Weapon spell, the spell version used is the
next level higher) (15th)
- Combat Coordinator
(spend round analyzing battle, then allies get +5 move and +1 attack)
(Human)
- Proficient with
normal,
martial weapons (Fighter)
- Improved Critical
(Gauisarme) (Fighter 1st)
- Raptor Style (Fighter
2nd)
- Eagle's
Swoop: if charge or jump down
at least 10' onto your foe, you may
make a jump check to do extra damage. DC 15 +2 or DC 25 +4. If you fail
the jump check, you miss your foe entirely & if the check
misses by
5 end up prone.
- Falcon's
Feathers:
You may use cloak as a distraction to
feint, using base attack instead of ranks in bluff. Opponent is then
flat footed for next melee attack.
- Hawk's Eye.
As full round action
observe opponent for up to three rounds gaining +2 to hit and damage
for each rnd studying on next attack.
- Uses in tandem
with:
- Exotic Gladiator
armor - helm: when
charging may make an extra attack at max bonus+4, 1d6 damage
and does auto bullrush and
- Boots:
gain an extra trample on prone opponents at max bonus, wings - may jump
additional 15ft (+5 jump) or fall 15 ft with no damage, may glide at
60, adds +5 to bluff for Falcon Feathers attack.
- Set: gives
Frightful
Presence - when you attack or charge, all opponents in 30ft who are
lower hd become shaken for 1d6+chr rounds, will neg DC 10 +1/2 CL +chr
= DC 21)
- Improved Trip (Fighter
3rd) (+4 on str check for trip, doesnt get AOO, get free
attack if trip at same bonus as trip
Feats (bonus)
- +10 Loyalty to Rahasia
- Proficiency with
Hellish Weapons (normal and exotic weapons of hellish
creatures:
glaive, guisarm, spiked chains) (learned while exiled in Hell)
- Insightful Strategy
(Wisdom used as primary stat for strategy instead of intelligence)
(From observing ishtar fight at final battle)
- Improved Strategy (+3
strategy stacks) (book)
Items
- Wand of St Jalpa
-
absorbs
spells as wand of absorption, spell levels can be used in same round to
channel war domain spells or alternately upon absorption the
wand converts all abosrbed spells level into Ishtars
Teachings of Battle which affects 1 person/2 spell levels, medium
range, (adds +5 insight bonus to any ONE war related skill,
ie
profession soldier, jump, tumble, etc, multiple uses on one person do
not stack, a separate skill must be selected).
- War Staff
- Sald, liquid Iron
Golem
from the Pattern of Iron under Tyr
(HP 260, medium sized (5ft), can morph into any shape (disguise +25)
limbs can become +5 weapons (no moving parts) still has all iron golem
traits and also cold spells damage it and slow it (though cold spells
cannot be cast in the Sea of
Dust) Move 80. If killed
or destroyed it reforms in 1d4 days.
- Daemon spine (allies immune
to fear effects within 5 ft)
- Daemon helm (fear 60 ft.
radius, 35%
MR, head butt 1-6 +2, detect magic, detect evil, know warrior)
- dust devil heart (unaffected
by sandstorms or sandstorm related magic, see further in sandstorm +15
ft)
- bearded devil hide (+5
cloak, adds to AC and fortitude save)
Trophies:
- dune stalker parts (+2
v.
dune stalkers)
- Ketian ears (+2 v.
Ketians on all rolls)
- bearded devil hide
(protection from fire, half cold)
- 2 scrab claws
(spellcatching once) (from x-ray pattern)
- scrab carapace (100%
spell reflective) works for 1 month, recharge for 1 mo. (from x-ray
pattern)
Scrolls:
- word of
recall,
- protection from undead,
- flamestrike,
- cure critical,
- raise dead
Accomplishments:
- Wrote 2nd lvl Know Weapon
Miracle, Her Know Weapon miracle
allowed us to know the ability of
Finerio’s sword-commanding ring and to know Maria’s
abilities.
- fought in Altaruk
- Feb. set up in Hookhill the
War Library (50,000 gp,
5 books, one lets you learn strategy, one teaches swordcraft, one
teaches
tactics, one helps build siege engines, one modern wall defenses
written by a
cleric of Marduke, one gives+3 to strategy (150,000 gp), book of making
2 +1 nonmagical
weapons/month (50,000 gp) written by a priest of Ishtar 300 years ago
v.
strange barbarians.
- Established the system for
prisoners of war in May after
dealing with Ketians.
When Fully preped for battle
Ninevah's Spell lists (not
picked yet)
0-Level
Cleric
Spells
(Orisons) Base 6
1st-Level
Cleric
Spells
2nd-Level
Cleric
Spells
- In
memory (7): Yr 3 (Lvl
11 Base 5 +2 wis = 7)
- Bane:
Enemies take -1 on attack
rolls
and saves against fear.
- Ishtar's
Teachings of Battle:
Bestows +1/level (max +5) to skill checks related to battle (profession
soldier, timing, etc).
- Ishtar's
Power
of Smiting:
Allows paladin to smite 1 extra time per 3 levels (max 5)
- Zone
of Truth:
Subjects within range cannot lie.
- Measure
of The
Warrior:
Learn combat feats of target creature..
- Berserker
Rage:
Grants beserker rage for 1 round/level.
- Cure
Moderate Wounds:
Cures 2d8 damage +1/level (max +10).
- Eagle’s
Splendor:
Subject gains +4 to Cha for 1
min./level.
- with candle at prayer: Move
Unit:
An army unit noves at double rate overland.
- Spells at hand:
- Bane:
Enemies take -1 on attack
rolls
and saves against fear.
- Move
Unit:
An army unit noves at double rate overland.
- Ishtar's
Teachings of Battle:
Bestows +1/level (max +5) to skill checks related to battle (profession
soldier, timing, etc).
- Tell
Offspring:
Determines sex of unborn child.
- Measure
of The
Warrior:
Learn combat feats of target creature..
- Berserker
Rage:
Grants beserker rage for 1 round/level.
- Miracle
of
birth:
Midwifing miracle. Allows fortitude saves for mother and child at
+1/level to survive a birth that would otherwise kill.
- Animal
Fertility:
Makes animals fertile
- Bless
Grainhouses:
Protects foodstores from rotting and necromatic spells.
- Ishtar's
Power
of Smiting:
Allows paladin to smite 1 extra time per 3 levels (max 5)
- Purify
Mud:
Makes animals fertile
- Aid:
+1 on attack
rolls and saves against fear,
1d8
temporary hp +1/level (max +10).
- Align
Weapon:
Weapon becomes good, evil, lawful, or chaotic.
- Augury
M
F:
Learns whether an action will be good or bad.
- Bear’s
Endurance:
Subject gains +4 to Con for 1
min./level.
- Bull’s
Strength:
Subject gains +4 to Str for 1 min./level.
- Calm
Emotions:
Calms creatures, negating emotion effects.
- Consecrate
M:
Fills area with positive energy, making undead weaker.
- Cure
Moderate Wounds:
Cures 2d8 damage +1/level (max +10).
- Delay
Poison:
Stops poison
from harming subject for 1 hour/level.
- Eagle’s
Splendor:
Subject gains +4 to Cha for 1
min./level.
- Enthrall:
Captivates all within 100 ft. + 10 ft./level.
- Find
Traps:
Notice traps as a rogue
does.
- Gentle
Repose:
Preserves one corpse.
- Hold
Person:
Paralyzes one humanoid
for 1 round/level.
- Inflict
Moderate
Wounds:
Touch
attack, 2d8 damage +1/level (max
+10).
- Owl’s
Wisdom:
Subject gains +4 to Wis for 1 min./level.
- Remove
Paralysis:
Frees one or more creatures from paralysis
or slow
effect.
- Resist
Energy:
Ignores 10 (or more) points of damage/attack from specified energy type.
- Restoration,
Lesser:
Dispels magical ability penalty or repairs 1d4 ability
damage.
- Shield
Other F:
You take half of subject’s damage.
- Silence:
Negates sound in 20-ft. radius.
- Spiritual
Weapon:
Magic weapon attacks on its own.
- Status:
Monitors condition, position of allies.
- Summon
Monster II:
Calls extraplanar creature to fight for you.
- Zone
of Truth:
Subjects within range cannot lie.
3rd-Level
Cleric
Spells
- In
Memory (7): (Yr 3 lvl 11 Base 5 +2 wis).
- Gift
of Combat:
Bestows one combat feat for 1
round/level to touched creature by telling a story of combat.
- Gift
of Combat:
Bestows one combat feat for 1
round/level to touched creature by telling a story of combat.
- Gift
of Combat:
Bestows one combat feat for 1
round/level to touched creature by telling a story of combat.
- Animate
Weapon:
Animates weapon for 1 rnd/lvl, weapon must stay within 30ft,
must concentrate, uses base attack bonus of caster,
- Rally:
Allies move up 3 in initiative and gain a +3 morale bonus to
saves, attack rolls, and skill checks for 3 rounds.
- Dispel
Magic:
Cancels spells and magical effects.
- Dispel
Magic:
Cancels spells and magical effects.
- with candle at prayer: Gift
of Combat:
Bestows one combat feat for 1
round/level to touched creature by telling a story of combat.
- Can spontaneously cast: Cure
Serious Wounds:
Cures 3d8 damage +1/level (max +15).
- At
hand:
- Animate
Weapon:
Animates weapon for 1 rnd/lvl, weapon must stay within 30ft,
must concentrate, uses base attack bonus of caster,
- Mask
Unit:
Makes animals fertile
- Detect
Curse:
Makes animals fertile
- Load
Ballistae:
Makes animals fertile
- Rally:
Allies move up 3 in initiative and gain a +3 morale bonus to
saves, attack rolls, and skill checks for 3 rounds.
- Dispell
Exhaustion:
Prevents exhuastion after having sex
- Bestow
Curse:
-6 to an ability score; -4 on attack
rolls,
saves, and checks; or 50% chance of losing each action.
- Blindness/Deafness:
Makes subject blinded
or deafened.
- Create
Food and Water:
Feeds three humans (or one horse)/level.
- Cure
Serious Wounds:
Cures 3d8 damage +1/level (max +15).
- Daylight:
60-ft. radius of bright light.
- Dispel
Magic:
Cancels spells and magical effects.
- Glyph
of Warding M:
Inscription harms those who pass it.
- Helping
Hand:
Ghostly hand leads subject to you.
- Inflict
Serious
Wounds:
Touch
attack, 3d8 damage +1/level (max
+15).
- Invisibility
Purge:
Dispels invisibility
within 5 ft./level.
- Locate
Object:
Senses direction toward object (specific or type).
- Magic
Circle
against Chaos/Evil/Good/Law:
As protection spells, but 10-ft. radius and 10 min./level.
- Magic
Vestment:
Armor or shield gains +1 enhancement per four levels.
- Obscure
Object:
Masks object against scrying.
- Prayer:
Allies +1 bonus on most rolls, enemies -1 penalty.
- Protection
from
Energy:
Absorb 12 points/level of damage from
one kind of energy.
- Remove
Blindness/Deafness:
Cures normal or magical
conditions.
- Remove
Curse:
Frees object or person from curse.
- Remove
Disease:
Cures all diseases
affecting subject.
- Searing
Light:
Ray deals 1d8/two levels damage, more against undead.
- Speak
with Dead:
Corpse answers one question/two levels.
- Stone
Shape:
Sculpts stone into any shape.
- Summon
Monster III:
Calls extraplanar creature to fight for you.
- Water
Breathing:
Subjects can breathe underwater.
- Water
Walk:
Subject treads on water as if solid.
- Wind
Wall:
Deflects arrows, smaller creatures, and gases.
4th-Level
Cleric
Spells
- In
Memory (5): (yr 3 Lvl
11 Base 4 +1 wis )
- Prisoner
of War:
Defeated creature is bound to act like prisoner if they are unharmed.
- Consecrate
Weapon:
Weapon gains good descriptor and bane (+2d6) against evil.
- Paladin's
Scorn:
Grants a new save (even if there isnt one) to any effect which would
bring paladin away from his code.
- Cure
Critical Wounds:
Cures 4d8 damage +1/level (max +20).
- Divine
Power:
You gain attack bonus, +6 to Str, and 1 hp/level.
- Imbue
with Spell
Ability:
Transfer spells to subject.
- At
hand
- Mage-biter
Weapon:
Weapon gains +1 to hit and bane (+2d6) against mages and creatures with
spell like abilities.
- Antimorph
Weapon:
Weapon gains +1 to hit and bane (+2d6) against creatures with
shapechanging abilitiess.
- Trollbiter
Weapon:
Weapon gains +1 to hit and bane (+2d6) against trolls.
- Wee-smiter
Weapon:
Weapon gains +1 to hit and bane (+2d6) against small and tiny creatures.
- Lizard-eater
Weapon:
Weapon gains +1 to hit and bane (+2d6) against reptiles.
- Consecrate
Weapon:
Weapon gains good descriptor and bane (+2d6) against evil.
- Load
Light
Catapult:
Subject treads on air as if solid (climb at 45-degree angle).
- Strategy
Table:
Creates strategy table with maps of terrain for 1 mile/level. Gain +1/3
levels to profession soldier.
- Force
Morale Check:
Subject treads on air as if solid (climb at 45-degree angle).
- Fitness:
Grants fertility .
- Mothering
Armor:
Allows a pregnant character to wear a set of
armor. Unborn child gains double armor bonus to any saves..
- Paladin's
Scorn:
Grants a new save (even if there isnt one) to any effect which would
bring paladin away from his code.
- Prayer
for
the Dying:
Adds -5 to next save vs death to one target creature
- Namesake:
Protects True Name from divination.
- Air
Walk:
Subject treads on air as if solid (climb at 45-degree angle).
- Control
Water:
Raises or lowers bodies of water.
- Cure
Critical Wounds:
Cures 4d8 damage +1/level (max +20).
- Death
Ward:
Grants immunity to death spells and negative energy effects.
- Dimensional
Anchor:
Bars extradimensional movement.
- Discern
Lies:
Reveals deliberate falsehoods.
- Dismissal:
Forces a creature to return to native plane.
- Divination
M:
Provides useful advice for specific proposed actions.
- Divine
Power:
You gain attack bonus, +6 to Str, and 1 hp/level.
- Freedom
of Movement:
Subject moves normally despite impediments.
- Giant
Vermin:
Turns centipedes, scorpions, or spiders into giant
vermin.
- Imbue
with Spell
Ability:
Transfer spells to subject.
- Inflict
Critical
Wounds:
Touch
attack, 4d8 damage +1/level (max
+20).
- Magic
Weapon, Greater:
+1 bonus/four levels (max +5).
- Neutralize
Poison:
Immunizes subject against poison,
detoxifies venom in or on subject.
- Planar
Ally, Lesser X:
Exchange services with a 6 HD extraplanar creature.
- Repel
Vermin:
Insects, spiders, and other vermin stay 10 ft. away.
- Restoration
M:
Restores level and ability score drains.
- Sending:
Delivers short message anywhere, instantly.
- Spell
Immunity:
Subject is immune to one spell per four levels.
- Summon
Monster IV:
Calls extraplanar creature to fight for you.
- Tongues:
Speak any language.
5th-Level
Cleric
Spells
- In
Memory (4): (Yr 3 Lvl 11 Base 3 +1 wis)
- Spoils
of War F
X:
Heroes gain bonuses from a token taken from their defeated enemy if
weapon is sacrificed. (has 2 scrolls also)
- Ishtar's Weaponcraft
V:
Pick any weapon spell of 4th level or less.
- Miraculous
Feat of Combat:
Grants any one non-epic feat AND all its prerequisite feats.
- Righteous
Might:
Your size increases, and you gain combat bonuses.
- with candle at prayer: Miraculous
Feat of Combat:
Grants any one non-epic feat AND all its prerequisite feats.
- Divine
Agility - 1 rd/lvl - +10
Enhancement Bonus to Dexterity
- At
hand:
- Summon
Lions:
Summons 1d4 lions.
- Ishtar's Weaponcraft
V:
Pick any weapon spell of 4th level or less.
- Axe
of
Hurling:
Grants any axe the returning ability.
- Darts
of
Homing:
Grants ability to round corners to 1d4/level (max 10d4) darts.
- Animate
Weapon, Greater:
Caster animates a weapon. It must stay withing 60ft. Cleric does not
need to concenterate. Uses casters base attack.
- Dragonslayer
Weapon:
Weapon gains +1/3 levels (max +6) and bane (+2d6) versus
dragons to one weapon.
- Giantslayer
Weapon: Weapon
gains +1/3 levels (max +6) and bane (+2d6) versus dragons to
one weapon
- Answering
Weapon:
Weapon gains answering ability. (as per whirlwind attack)
- Dancing
Sword:
Sword gains dancing ability as per sword of dancing, intelligence 12
and good alignment.
- Flaming
Weapon:
Weapon flames for additional 3d6 in fire damage, (6d6 to cold using
creatures)
- Speedbow:
Bow gains one extra attack per round at best bonuses. 1 min/lvl
- Farbow:
Changes range increment of bow by one place. 1 min/lvl
- Dwarven
Weapon:
Weapon becomes a dwraven thrower.
- Thunderbolt:
Makes any hammer a hammer of thunderbolts with +1/3 levels
bonus.
- Speedblade:
Weapon gains one extra attack per round at highest bonus.
- Load
Heavy
Catapult:
Loads a heavy catapult as a quick action.
- Miraculous
Feat of Combat:
Grants any one non-epic feat AND all its prerequisite feats.
- Battlefield
Ceremony:
1 hour casting. Casts ceremony spell placing lien on souls
of fallen foes.
- Draw
Upon
Holy Insight:
Grants enhancement bonus to wisdom.
- God's
Feast:
Sends a food sacrifice to your God..
- Holy
Warrior:
Ceremony spell automtically cast on creatures slain by warrior.
- Ishtar's
Love of Heaven and
Earth:
Creatures participating in orgy are
protected from spells and attacks.
- Word
of
Love:
Cast in conjunction with a Break Enchantment spell, will take over
another's charmed creatures.
- Ritual
of Ishtar:
Ritual spell that increases charisma of one target creature.
- Atonement
F
X:
Removes burden of misdeeds from subject.
- Break
Enchantment:
Frees subjects from enchantments, alterations, curses, and
petrification.
- Command,
Greater:
As command,
but affects one subject/level.
- Commune
X:
Deity answers one yes-or-no question/level.
- Cure
Light Wounds,
Mass:
Cures 1d8 damage +1/level for many
creatures.
- Dispel
Chaos/Evil/Good/Law:
+4 bonus against attacks.
- Disrupting
Weapon:
Melee weapon destroys undead.
- Flame
Strike:
Smite foes with divine fire (1d6/level damage).
- Hallow
M:
Designates location as holy.
- Inflict
Light
Wounds, Mass:
Deals 1d8 damage +1/level to
many creatures.
- Insect
Plague:
Locust
swarms attack creatures.
- Mark
of Justice:
Designates action that will trigger curse on subject.
- Plane
Shift F:
As many as eight subjects travel to another plane.
- Raise
Dead M:
Restores life to subject who died as long as one day/level ago.
- Righteous
Might:
Your size increases, and you gain combat bonuses.
- Scrying
F:
Spies on subject from a distance.
- Slay
Living:
Touch
attack kills subject.
- Spell
Resistance:
Subject gains SR 12 + level.
- Summon
Monster V:
Calls extraplanar creature to fight for you.
- Symbol
of Pain M:
Triggered rune wracks nearby creatures with pain.
- Symbol
of Sleep M:
Triggered rune puts nearby creatures into catatonic slumber.
- True
Seeing M:
Lets you see all things as they really are.
- Wall
of Stone:
Creates a stone wall that can be shaped.
6th-Level
Cleric
Spells
Can spontaneously cast: Cure
Moderate
Wounds, Mass:
Cures 2d8 damage +1/level for
many creatures.
- At
hand.
- Sharp
Blade:
Weapon gains sharpness.
- Disrupting
Weapon:
Weapon gains ability to disrupt undead that disrupts as a cleric of 2
levels lower.
- Wounder:
Subject treads on air as if solid (climb at 45-degree angle).
- War
Counselor:
Grants one extra strategy check each turn (as a free action).
- Call
Faithfull:
Cast in a church or temple, summons an NPC worshipper of Ishtar.
- Ishtar's
Weaponcraft 6:
Subject treads on air as if solid (climb at 45-degree angle).
- Mother's
Song:
Subject treads on air as if solid (climb at 45-degree angle).
- Spoils
of the Victor:
Cast after a battle, increases the amount of treasure and equpiment
recovered by 10%
- Antilife
Shell:
10-ft. field hedges out living creatures.
- Banishment:
Banishes 2 HD/level of extraplanar creatures.
- Bear’s
Endurance, Mass:
As bear’s
endurance, affects one subject/
level.
- Blade
Barrier:
Wall of blades deals 1d6/level damage.
- Bull’s
Strength, Mass:
As bull’s
strength,
affects one subject/level.
- Create
Undead:
Create ghouls,
ghasts,
mummies,
or mohrgs.
- Cure
Moderate
Wounds, Mass:
Cures 2d8 damage +1/level for
many creatures.
- Dispel
Magic, Greater:
As dispel
magic, but up to +20 on check.
- Eagle’s
Splendor, Mass:
As eagle’s
splendor, affects one
subject/level.
- Find
the Path:
Shows most direct way to a location.
- Forbiddance
M:
Blocks planar travel, damages creatures of different alignment.
- Geas/Quest:
As lesser
geas, plus it affects any
creature.
- Glyph
of Warding,
Greater:
As glyph of
warding,
but up to 10d8 damage or 6th-level spell.
- Harm:
Deals 10 points/level damage to target.
- Heal:
Cures 10 points/level of damage, all diseases
and mental conditions.
- Heroes’
Feast:
Food for one creature/level cures and grants combat bonuses.
- Inflict
Moderate Wounds, Mass:
Deals 2d8 damage
+1/level to many creatures.
- Owl’s
Wisdom,
Mass:
As owl’s wisdom,
affects one subject/level.
- Planar
Ally X:
As lesser
planar ally, but up to 12 HD.
- Summon
Monster VI:
Calls extraplanar creature to fight for you.
- Symbol
of Fear M:
Triggered rune panics nearby creatures.
- Symbol
of Persuasion M:
Triggered rune charms
nearby creatures.
- Undeath
to Death M:
Destroys 1d4 HD/level undead (max 20d4).
- Wind
Walk:
You and your allies turn vaporous and travel fast.
- Word
of Recall:
Teleports you back to designated place.
- Wrath:
Cleric becomes a paladin of equal level.
7th-Level
Cleric
Spells
- With
candle at prayer:.
- Vorpal
Weapon:
Weapon becomes vorpal.
- Holy
Word:
Kills, paralyzes, blinds,
or deafens
nongood subjects
-
- Can spontaneously cast Cure
Serious
Wounds, Mass:
Cures 3d8 damage +1/level for
many creatures.
- Spells
at hand:
- Vorpal
Weapon:
Weapon becomes vorpal.
- Create
Holy Sword:
Weapon gains the powers of a Holy Sword.
- Summon
Lion Archon:
Summons 1d3 Lion Archons (8 HD).
- Cure
Serious
Wounds, Mass:
Cures 3d8 damage +1/level for
many creatures.
- Destruction
F:
Kills subject and destroys remains.
- Dictum:
Kills, paralyzes, slows, or deafens
nonlawful subjects.
- Ethereal
Jaunt:
You become ethereal
for 1 round/level.
- Holy
Word:
Kills, paralyzes, blinds,
or deafens
nongood subjects.
- Inflict
Serious Wounds, Mass:
Deals 3d8 damage
+1/level to many creatures.
- Refuge
M:
Alters item to transport its possessor to you.
- Regenerate:
Subject’s severed limbs grow back, cures 4d8 damage +1/level
(max +35).
- Repulsion:
Creatures can’t approach you.
- Restoration,
Greater X:
As restoration,
plus restores all levels and ability scores.
- Resurrection
M:
Fully restore dead
subject.
- Scrying,
Greater:
As scrying,
but faster and longer.
- Summon
Monster VII:
Calls extraplanar creature to fight for you.
- Symbol
of Stunning M:
Triggered rune stuns nearby creatures.
- Symbol
of Weakness M:
Triggered rune weakens nearby creatures.
8th-Level
Cleric
Spells
- Antimagic
Field:
Negates magic within 10 ft.
- Cloak
of Chaos F:
+4 to AC, +4 resistance, and SR 25 against lawful spells.
- Create
Greater
Undead M:
Create shadows,
wraiths,
spectres,
or devourers.
- Cure
Critical
Wounds, Mass:
Cures 4d8 damage +1/level for
many creatures.
- Dimensional
Lock:
Teleportation and interplanar travel blocked for one day/level.
- Discern
Location:
Reveals exact location of creature or object.
- Fire
Storm:
Deals 1d6/level fire damage.
- Holy
Aura F:
+4 to AC, +4 resistance, and SR 25 against evil spells.
- Inflict
Critical Wounds, Mass:
Deals 4d8 damage
+1/level to many creatures.
- Planar
Ally, Greater X:
As lesser
planar ally, but up to 18 HD.
- Shield
of Law F:
+4 to AC, +4 resistance, and SR 25 against chaotic spells.
- Spell
Immunity,
Greater:
As spell immunity,
but up to 8th-level spells.
- Summon
Monster VIII:
Calls extraplanar creature to fight for you.
- Symbol
of Death M:
Triggered rune slays nearby creatures.
- Symbol
of Insanity M:
Triggered rune renders nearby creatures insane.
9th-Level
Cleric
Spells