Belshallam
Create WaterRacial 0
School: Conjuration
Components: Verbal, Somatic
Casting Time: 1 action
Range: Close
Effect: Up to 2 gallons of water/level
Duration: Instantaneous
Save: None
Resistance: No
This spell generates wholesome, drinkable water, just like clean rain water. Water can be created in an area as small as will actually contain the liquid, or in an area three times as large - possibly creating a downpour or filling many small receptacles. This water disappears after 1 day if not consumed. Note: Conjuration spells can't create substances or objects within a creature. Water weighs about 8 pounds per gallon. One cubic foot of water contains roughly 8 gallons and weighs about 60 pounds.
Dancing LightsRacial 0
School: Evocation
Components: Verbal, Somatic
Casting Time: 1 action
Range: Medium
Effect: Up to four lights, all within a 10-ft.-radius area
Duration: 1 minute (D)
Save: None
Resistance: No
Depending on the version selected, you create up to four lights that resemble lanterns or torches (and cast that amount of light), or up to four glowing spheres of light (which look like will-o'- wisps), or one faintly glowing, vaguely humanoid shape. The dancing lights must stay within a 10-foot-radius area in relation to each other but otherwise move as you desire (no concentration required): forward or back, up or down, straight or turning corners, or the like. The lights can move up to 100 feet per round. A light winks out if the distance between you and it exceeds the spell's range. You can only have one dancing lights spell active at any one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled. If you make this spell permanent, it does not count against this limit. Dancing lights can be made permanent with a permanency spell.
Detect MagicRacial 0
School: Divination
Components: Verbal, Somatic
Casting Time: 1 action
Range: 60 ft.
Area: Cone-shaped emanation
Duration: Concentration, up to 1 min./level (D)
Save: None
Resistance: No
You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject. 1st Round: Presence or absence of magical auras. 2nd Round: Number of different magical auras and the power of the most potent aura. 3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Knowledge (arcana) skill checks to determine the school of magic involved in each. (Make one check per aura: DC 15 + spell level, or 15 + 1/2 caster level for a nonspell effect.) If the aura emanates from a magic item, you can attempt to identify its properties (see Spellcraft). Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras. Aura Strength: An aura's power depends on a spell's functioning spell level or an item's caster level; see the accompanying table. If an aura falls into more than one category, detect magic indicates the stronger of the two. Lingering Aura: A magical aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a magic item). If detect magic is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power: Original Strength - Duration of Lingering Aura Faint - 1d6 rounds Moderate - 1d6 minutes Strong - 1d6 x 10 minutes Overwhelming - 1d6 days Outsiders and elementals are not magical in themselves, but if they are summoned, the conjuration spell registers. Each round, you can turn to detect magic in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it. Detect magic can be made permanent with a permanency spell.
Cure Light WoundsRacial 1
School: Conjuration
Components: Verbal, Somatic
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Save: DC 16 Will half (harmless); see text
Resistance: Yes (harmless); see text
When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage + 1 point per caster level (maximum +5). Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage.
Detect UndeadRacial 1
School: Divination
Components: Verbal, Somatic, Material or Divine Focus
Casting Time: 1 action
Range: 60 ft.
Area: Cone-shaped emanation
Duration: Concentration, up to 1 minute/level (D)
Save: None
Resistance: No
You can detect the aura that surrounds undead creatures. The amount of information revealed depends on how long you study a particular area. 1st Round: Presence or absence of undead auras. 2nd Round: Number of undead auras in the area and the strength of the strongest undead aura present. If you are of good alignment, and the strongest undead aura's strength is overwhelming (see below), and the creature has HD of at least twice your character level, you are stunned for 1 round and the spell ends. 3rd Round: The strength and location of each undead aura. If an aura is outside your line of sight, then you discern its direction but not its exact location. Aura Strength: The strength of an undead aura is determined by the HD of the undead creature, as given on the table below. Lingering Aura: An undead aura lingers after its original source is destroyed. If detect undead is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power, as given on the table below. HD- Strength - Lingering Aura Duration 1 or lower - Faint - 1d6 rounds 2-4 - Moderate - 1d6 minutes 5-10 - Strong - 1d6 x 10 minutes 11 or higher - Overwhelming - 1d6 days Each round, you can turn to detect undead in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
Acid ArrowRacial 2
School: Conjuration, Earth Elemental
Components: Verbal, Somatic, Material, Focus
Casting Time: 1 action
Range: Long
Effect: One arrow of acid
Duration: 1 round + 1 round per three levels
Save: None
Resistance: No
An arrow of acid springs from your hand and speeds to its target. You must succeed on a ranged touch attack to hit your target. The arrow deals 2d4 points of acid damage with no splash damage. For every three caster levels you possess, the acid, unless neutralized, lasts for another round (to a maximum of 6 additional rounds at 18th level), dealing another 2d4 points of damage in each round.
Cure Serious WoundsRacial 3
School: Conjuration
Components: Verbal, Somatic
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Save: DC 18 Will half (harmless); see text
Resistance: Yes (harmless); see text
This spell functions like cure light wounds, except that it cures 3d8 points of damage + 1 point per caster level (maximum +15).
Deeper DarknessRacial 3
School: Evocation
Components: Verbal, Material or Divine Focus
Casting Time: 1 action
Range: Touch
Target: Object touched
Duration: 10 min./level (D)
Save: None
Resistance: No
This spell functions as darkness, except that objects radiate darkness in a 60-foot radius and the light level is lowered by two steps. Bright light becomes dim light and normal light becomes darkness. Areas of dim light and darkness become supernaturally dark. This functions like darkness, but even creatures with darkvision cannot see within the spell's confines. This spell does not stack with itself. Deeper darkness can be used to counter or dispel any light spell of equal or lower spell level.
Disrupt UndeadRacial 0
School: Necromancy
Components: Verbal, Somatic
Casting Time: 1 action
Range: Close
Effect: Ray
Duration: Instantaneous
Save: None
Resistance: Yes
You direct a ray of positive energy. You must make a ranged touch attack to hit, and if the ray hits an undead creature, it deals 1d6 points of damage to it.
Ray of FrostRacial 0
School: Evocation, Water Elemental
Components: Verbal, Somatic
Casting Time: 1 action
Range: Close
Effect: Ray
Duration: Instantaneous
Save: None
Resistance: Yes
A ray of freezing air and ice projects from your pointing finger. You must succeed on a ranged touch attack with the ray to deal damage to a target. The ray deals 1d3 points of cold damage.
Read MagicRacial 0
School: Divination
Components: Verbal, Somatic, Focus
Casting Time: 1 action
Range: Personal
Target: You
Duration: 10 min./level
Save: DC 15
You can decipher magical inscriptions on objects - books, scrolls, weapons, and the like - that would otherwise be unintelligible. This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed or trapped scroll. Furthermore, once the spell is cast and you have read the magical inscription, you are thereafter able to read that particular writing without recourse to the use of read magic. You can read at the rate of one page (250 words) per minute. The spell allows you to identify a glyph of warding with a DC 13 Spellcraft check, a greater glyph of warding with a DC 16 Spellcraft check, or any symbol spell with a Spellcraft check (DC 10 + spell level). Read magic can be made permanent with a permanency spell.
Touch of FatigueRacial 0
School: Necromancy
Components: Verbal, Somatic, Material
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: 1 round/level
Save: DC 15 Fortitude negates
Resistance: Yes
You channel negative energy through your touch, fatiguing the target. You must succeed on a touch attack to strike a target. The subject is immediately fatigued for the spell's duration. This spell has no effect on a creature that is already fatigued. Unlike with normal fatigue, the effect ends as soon as the spell's duration expires.
GreaseRacial 1
School: Conjuration, Earth Elemental
Components: Verbal, Somatic, Material
Casting Time: 1 action
Range: Close
Target: One object or 10-ft. square
Duration: 1 min./level (D)
Save: DC 16
Save see text; SR no A grease spell covers a solid surface with a layer of slippery grease. Any creature in the area when the spell is cast must make a successful Reflex save or fall. A creature can walk within or through the area of grease at half normal speed with a DC 10 Acrobatics check. Failure means it can't move that round (and must then make a Reflex save or fall), while failure by 5 or more means it falls (see the Acrobatics skill for details). Creatures that do not move on their turn do not need to make this check and are not considered flat-footed. The spell can also be used to create a greasy coating on an item. Material objects not in use are always affected by this spell, while an object wielded or employed by a creature requires its bearer to make a Reflex saving throw to avoid the effect. If the initial saving throw fails, the creature immediately drops the item. A saving throw must be made in each round that the creature attempts to pick up or use the greased item. A creature wearing greased armor or clothing gains a +10 circumstance bonus on Escape Artist checks and combat maneuver checks made to escape a grapple, and to their CMD to avoid being grappled.
Magic MissileRacial 1
School: Evocation
Components: Verbal, Somatic
Casting Time: 1 action
Range: Medium
Target: Up to five creatures, no two of which can be more than 15 ft. apart
Duration: Instantaneous
Save: None
Resistance: Yes
A missile of magical energy darts forth from your fingertip and strikes its target, dealing 1d4+1 points of force damage. The missile strikes unerringly, even if the target is in melee combat, so long as it has less than total cover or total concealment. Specific parts of a creature can't be singled out. Objects are not damaged by the spell. For every two caster levels beyond 1st, you gain an additional missile - two at 3rd level, three at 5th, four at 7th, and the maximum of five missiles at 9th level or higher. If you shoot multiple missiles, you can have them strike a single creature or several creatures. A single missile can strike only one creature. You must designate targets before you check for spell resistance or roll damage.
ShieldRacial 1
School: Abjuration, Void Elemental
Components: Verbal, Somatic
Casting Time: 1 action
Range: Personal
Target: You
Duration: 1 min./level (D)
Save: DC 16
Shield creates an invisible shield of force that hovers in front of you. It negates magic missile attacks directed at you. The disk also provides a +4 shield bonus to AC. This bonus applies against incorporeal touch attacks, since it is a force effect. The shield has no armor check penalty or arcane spell failure chance.
SilenceRacial 2
School: Illusion
Components: Verbal, Somatic
Casting Time: 1 round
Range: Long
Area: 20-ft.-radius emanation centered on a creature, object, or point in space
Duration: 1 round/level (D)
Save: DC 17 Will negates; see text or none (object)
Resistance: Yes; see text or no (object)
Upon the casting of this spell, complete silence prevails in the affected area. All sound is stopped: Conversation is impossible, spells with verbal components cannot be cast, and no noise whatsoever issues from, enters, or passes through the area. The spell can be cast on a point in space, but the effect is stationary unless cast on a mobile object. The spell can be centered on a creature, and the effect then radiates from the creature and moves as it moves. An unwilling creature can attempt a Will save to negate the spell and can use spell resistance, if any. Items in a creature's possession or magic items that emit sound receive the benefits of saves and spell resistance, but unattended objects and points in space do not. Creatures in an area of a silence spell are immune to sonic or language-based attacks, spells, and effects.
Spider ClimbRacial 2
School: Transmutation
Components: Verbal, Somatic, Material
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: 10 min./level
Save: DC 17 Will negates (harmless)
Resistance: Yes (harmless)
The subject can climb and travel on vertical surfaces or even traverse ceilings as well as a spider does. The affected creature must have its hands free to climb in this manner. The subject gains a climb speed of 20 feet and a +8 racial bonus on Climb skill checks; furthermore, it need not make Climb checks to traverse a vertical or horizontal surface (even upside down). A spider climbing creature retains its Dexterity bonus to Armor Class (if any) while climbing, and opponents get no special bonus to their attacks against it. It cannot, however, use the run action while climbing.

Laori Vaus (Vindicator)
Blindness/Deafness 2
School: Necromancy
Components: Verbal
Casting Time: 1 action
Range: Medium
Target: One living creature
Duration: Permanent (D)
Save: DC 15 Fortitude negates
Resistance: Yes
You call upon the powers of unlife to render the subject blinded or deafened, as you choose.
Deeper Darkness 3
School: Evocation
Components: Verbal, Material or Divine Focus
Casting Time: 1 action
Range: Touch
Target: Object touched
Duration: 10 min./level (D)
Save: None
Resistance: No
This spell functions as darkness, except that objects radiate darkness in a 60-foot radius and the light level is lowered by two steps. Bright light becomes dim light and normal light becomes darkness. Areas of dim light and darkness become supernaturally dark. This functions like darkness, but even creatures with darkvision cannot see within the spell's confines. This spell does not stack with itself. Deeper darkness can be used to counter or dispel any light spell of equal or lower spell level.
BleedCleric 0
School: Necromancy
Components: Verbal, Somatic
Casting Time: 1 action
Range: Close
Target: One living creature
Duration: Instantaneous
Save: DC 13 Will negates
Resistance: Yes
You cause a living creature that is below 0 hit points but stabilized to resume dying. Upon casting this spell, you target a living creature that has -1 or fewer hit points. That creature begins dying, taking 1 point of damage per round. The creature can be stabilized later normally. This spell causes a creature that is dying to take 1 point of damage.
Create WaterCleric 0
School: Conjuration
Components: Verbal, Somatic
Casting Time: 1 action
Range: Close
Effect: Up to 2 gallons of water/level
Duration: Instantaneous
Save: None
Resistance: No
This spell generates wholesome, drinkable water, just like clean rain water. Water can be created in an area as small as will actually contain the liquid, or in an area three times as large - possibly creating a downpour or filling many small receptacles. This water disappears after 1 day if not consumed. Note: Conjuration spells can't create substances or objects within a creature. Water weighs about 8 pounds per gallon. One cubic foot of water contains roughly 8 gallons and weighs about 60 pounds.
Detect MagicCleric 0
School: Divination
Components: Verbal, Somatic
Casting Time: 1 action
Range: 60 ft.
Area: Cone-shaped emanation
Duration: Concentration, up to 1 min./level (D)
Save: None
Resistance: No
You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject. 1st Round: Presence or absence of magical auras. 2nd Round: Number of different magical auras and the power of the most potent aura. 3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Knowledge (arcana) skill checks to determine the school of magic involved in each. (Make one check per aura: DC 15 + spell level, or 15 + 1/2 caster level for a nonspell effect.) If the aura emanates from a magic item, you can attempt to identify its properties (see Spellcraft). Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras. Aura Strength: An aura's power depends on a spell's functioning spell level or an item's caster level; see the accompanying table. If an aura falls into more than one category, detect magic indicates the stronger of the two. Lingering Aura: A magical aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a magic item). If detect magic is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power: Original Strength - Duration of Lingering Aura Faint - 1d6 rounds Moderate - 1d6 minutes Strong - 1d6 x 10 minutes Overwhelming - 1d6 days Outsiders and elementals are not magical in themselves, but if they are summoned, the conjuration spell registers. Each round, you can turn to detect magic in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it. Detect magic can be made permanent with a permanency spell.
CommandCleric 1
School: Enchantment
Components: Verbal
Casting Time: 1 action
Range: Close
Target: One living creature
Duration: 1 round
Save: DC 14 Will negates
Resistance: Yes
You give the subject a single command, which it obeys to the best of its ability at its earliest opportunity. You may select from the following options. Approach: On its turn, the subject moves toward you as quickly and directly as possible for 1 round. The creature may do nothing but move during its turn, and it provokes attacks of opportunity for this movement as normal. Drop: On its turn, the subject drops whatever it is holding. It can't pick up any dropped item until its next turn. Fall: On its turn, the subject falls to the ground and remains prone for 1 round. It may act normally while prone but takes any appropriate penalties. Flee: On its turn, the subject moves away from you as quickly as possible for 1 round. It may do nothing but move during its turn, and it provokes attacks of opportunity for this movement as normal. Halt: The subject stands in place for 1 round. It may not take any actions but is not considered helpless. If the subject can't carry out your command on its next turn, the spell automatically fails.
Cure Light WoundsCleric 1
School: Conjuration
Components: Verbal, Somatic
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Save: DC 14 Will half (harmless); see text
Resistance: Yes (harmless); see text
When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage + 1 point per caster level (maximum +5). Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage.
Divine FavorCleric 1
School: Evocation
Components: Verbal, Somatic, Divine Focus
Casting Time: 1 action
Range: Personal
Target: You
Duration: 1 minute
Save: DC 14
Calling upon the strength and wisdom of a deity, you gain a +1 luck bonus on attack and weapon damage rolls for every three caster levels you have (at least +1, maximum +3). The bonus doesn't apply to spell damage.
Bear's EnduranceCleric 2
School: Transmutation
Components: Verbal, Somatic, Material or Divine Focus
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: 1 min./level
Save: DC 15 Will negates (harmless)
Resistance: Yes
The affected creature gains greater vitality and stamina. The spell grants the subject a +4 enhancement bonus to Constitution, which adds the usual benefits to hit points, Fortitude saves, Constitution checks, and so forth. Hit points gained by a temporary increase in Constitution score are not temporary hit points. They go away when the subject's Constitution drops back to normal. They are not lost first as temporary hit points are.
Bull's StrengthCleric 2
School: Transmutation
Components: Verbal, Somatic, Material or Divine Focus
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: 1 min./level
Save: DC 15 Will negates (harmless)
Resistance: Yes (harmless)
The subject becomes stronger. The spell grants a +4 enhancement bonus to Strength, adding the usual benefits to melee attack rolls, melee damage rolls, and other uses of the Strength modifier.
Cure Serious WoundsCleric 3
School: Conjuration
Components: Verbal, Somatic
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Save: DC 16 Will half (harmless); see text
Resistance: Yes (harmless); see text
This spell functions like cure light wounds, except that it cures 3d8 points of damage + 1 point per caster level (maximum +15).
Dispel MagicCleric 3
School: Abjuration, Void Elemental
Components: Verbal, Somatic
Casting Time: 1 action
Range: Medium
Target: One spellcaster, creature, or object
Duration: Instantaneous
Save: None
Resistance: No
You can use dispel magic to end one ongoing spell that has been cast on a creature or object, to temporarily suppress the magical abilities of a magic item, or to counter another spellcaster's spell. A dispelled spell ends as if its duration had expired. Some spells, as detailed in their descriptions, can't be defeated by dispel magic. Dispel magic can dispel (but not counter) spell-like effects just as it does spells. The effect of a spell with an instantaneous duration can't be dispelled, because the magical effect is already over before the dispel magic can take effect. You choose to use dispel magic in one of two ways: a targeted dispel or a counterspell. Targeted Dispel: One object, creature, or spell is the target of the dispel magic spell. You make one dispel check (1d20 + your caster level) and compare that to the spell with highest caster level (DC = 11 + the spell's caster level). If successful, that spell ends. If not, compare the same result to the spell with the next highest caster level. Repeat this process until you have dispelled one spell affecting the target, or you have failed to dispel every spell. For example, a 7th-level caster casts dispel magic, targeting a creature affected by stoneskin (caster level 12th) and fly (caster level 6th). The caster level check results in a 19. This check is not high enough to end the stoneskin (which would have required a 23 or higher), but it is high enough to end the fly (which only required a 17). Had the dispel check resulted in a 23 or higher, the stoneskin would have been dispelled, leaving the fly intact. Had the dispel check been a 16 or less, no spells would have been affected. You can also use a targeted dispel to specifically end one spell affecting the target or one spell affecting an area (such as a wall of fire). You must name the specific spell effect to be targeted in this way. If your caster level check is equal to or higher than the DC of that spell, it ends. No other spells or effects on the target are dispelled if your check is not high enough to end the targeted effect. If you target an object or creature that is the effect of an ongoing spell (such as a monster summoned by summon monster), you make a dispel check to end the spell that conjured the object or creature. If the object that you target is a magic item, you make a dispel check against the item's caster level (DC = 11 + the item's caster level). If you succeed, all the item's magical properties are suppressed for 1d4 rounds, after which the item recovers its magical properties. A suppressed item becomes nonmagical for the duration of the effect. An interdimensional opening (such as a bag of holding) is temporarily closed. A magic item's physical properties are unchanged: A suppressed magic sword is still a sword (a masterwork sword, in fact). Artifacts and deities are unaffected by mortal magic such as this. You automatically succeed on your dispel check against any spell that you cast yourself. Counterspell: When dispel magic is used in this way, the spell targets a spellcaster and is cast as a counterspell. Unlike a true counterspell, however, dispel magic may not work; you must make a dispel check to counter the other spellcaster's spell.
Air WalkCleric 4
School: Transmutation
Components: Verbal, Somatic, Divine Focus
Casting Time: 1 action
Range: Touch
Target: Creature (Gargantuan or smaller) touched
Duration: 10 min./level
Save: None
Resistance: Yes (harmless)
The subject can tread on air as if walking on solid ground. Moving upward is similar to walking up a hill. The maximum upward or downward angle possible is 45 degrees, at a rate equal to half the air walker's normal speed. A strong wind (21+ miles per hour) can push the subject along or hold it back. At the end of a creature's turn each round, the wind blows the air walker 5 feet for each 5 miles per hour of wind speed. The creature may be subject to additional penalties in exceptionally strong or turbulent winds, such as loss of control over movement or physical damage from being buffeted about. Should the spell duration expire while the subject is still aloft, the magic fails slowly. The subject floats downward 60 feet per round for 1d6 rounds. If it reaches the ground in that amount of time, it lands safely. If not, it falls the rest of the distance, taking 1d6 points of damage per 10 feet of fall. Since dispelling a spell effectively ends it, the subject also descends in this way if the air walk spell is dispelled, but not if it is negated by an antimagic field. You can cast air walk on a specially trained mount so it can be ridden through the air. You can train a mount to move with the aid of air walk (counts as a trick; see Handle Animal skill) with 1 week of work and a DC 25 Handle Animal check.
Breath of LifeCleric 5
School: Conjuration
Components: Verbal, Somatic
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Save: DC 18 Will negates (harmless) or Will half, see text
Resistance: Yes (harmless) or yes, see text
This spell cures 5d8 points of damage + 1 point per caster level (maximum +25). Unlike other spells that heal damage, breath of life can bring recently slain creatures back to life. If cast upon a creature that has died within 1 round, apply the healing from this spell to the creature. If the healed creature's hit point total is at a negative amount less than its Constitution score, it comes back to life and stabilizes at its new hit point total. If the creature's hit point total is at a negative amount equal to or greater than its Constitution score, the creature remains dead. Creatures brought back to life through breath of life gain a temporary negative level that lasts for 1 day. Creatures slain by death effects cannot be saved by breath of life. Like cure spells, breath of life deals damage to undead creatures rather than curing them, and cannot bring them back to life.
True Strike 1
School: Divination, Void Elemental
Components: Verbal, Focus
Casting Time: 1 action
Range: Personal
Target: You
Duration: See text
Save: DC 14
You gain temporary, intuitive insight into the immediate future during your next attack. Your next single attack roll (if it is made before the end of the next round) gains a +20 insight bonus. Additionally, you are not affected by the miss chance that applies to attackers trying to strike a concealed target.
Inflict Critical Wounds 4
School: Necromancy
Components: Verbal, Somatic
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Save: DC 17 Will half
Resistance: Yes
This spell functions like inflict light wounds, except that you deal 4d8 points of damage + 1 point per caster level (maximum +20).
Summon Monster V 5
School: Conjuration, All Elements
Components: Verbal, Somatic, Focus or Divine Focus
Casting Time: 1 round
Range: Close
Effect: One summoned creature
Duration: 1 round/level (D)
Save: None
Resistance: No
This spell functions like summon monster I, except that you can summon one creature from the 5th-level list, 1d3 creatures of the same kind from the 4th-level list, or 1d4+1 creatures of the same kind from a lower-level list.
LightCleric 0
School: Evocation, Wood Elemental
Components: Verbal, Material or Divine Focus
Casting Time: 1 action
Range: Touch
Target: Object touched
Duration: 10 min./level
Save: None
Resistance: No
This spell causes a touched object to glow like a torch, shedding normal light in a 20-foot radius, and increasing the light level for an additional 20 feet by one step, up to normal light (darkness becomes dim light, and dim light becomes normal light). In an area of normal or bright light, this spell has no effect. The effect is immobile, but it can be cast on a movable object. You can only have one light spell active at any one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled. If you make this spell permanent (through permanency or a similar effect), it does not count against this limit. Light can be used to counter or dispel any darkness spell of equal or lower spell level.
Divine FavorCleric 1
School: Evocation
Components: Verbal, Somatic, Divine Focus
Casting Time: 1 action
Range: Personal
Target: You
Duration: 1 minute
Save: DC 14
Calling upon the strength and wisdom of a deity, you gain a +1 luck bonus on attack and weapon damage rolls for every three caster levels you have (at least +1, maximum +3). The bonus doesn't apply to spell damage.
Obscuring MistCleric 1
School: Conjuration, Water Elemental
Components: Verbal, Somatic
Casting Time: 1 action
Range: 20 ft.
Effect: Cloud spreads in 20-ft. radius from you, 20 ft. high
Duration: 1 min./level (D)
Save: None
Resistance: No
A misty vapor arises around you. It is stationary. The vapor obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target). A moderate wind (11+ mph), such as from a gust of wind spell, disperses the fog in 4 rounds. A strong wind (21+ mph) disperses the fog in 1 round. A fireball, flame strike, or similar spell burns away the fog in the explosive or fiery spell's area. A wall of fire burns away the fog in the area into which it deals damage. This spell does not function underwater.
Shield of FaithCleric 1
School: Abjuration
Components: Verbal, Somatic, Material
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: 1 min./level
Save: DC 14 Will negates (harmless)
Resistance: Yes (harmless)
This spell creates a shimmering, magical field around the target that averts and deflects attacks. The spell grants the subject a +2 deflection bonus to AC, with an additional +1 to the bonus for every six levels you have (maximum +5 deflection bonus at 18th level).
Resist EnergyCleric 2
School: Abjuration, All Elements
Components: Verbal, Somatic, Divine Focus
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: 10 min./level
Save: DC 15 Fortitude negates (harmless)
Resistance: Yes (harmless)
This abjuration grants a creature limited protection from damage of whichever one of five energy types you select: acid, cold, electricity, fire, or sonic. The subject gains resist energy 10 against the energy type chosen, meaning that each time the creature is subjected to such damage (whether from a natural or magical source), that damage is reduced by 10 points before being applied to the creature's hit points. The value of the energy resistance granted increases to 20 points at 7th level and to a maximum of 30 points at 11th level. The spell protects the recipient's equipment as well. Resist energy absorbs only damage. The subject could still suffer unfortunate side effects. Resist energy overlaps (and does not stack with) protection from energy. If a character is warded by protection from energy and resist energy, the protection spell absorbs damage until its power is exhausted.
Restoration, LesserCleric 2
School: Conjuration
Components: Verbal, Somatic
Casting Time: 3 rounds
Range: Touch
Target: Creature touched
Duration: Instantaneous
Save: DC 15 Will negates (harmless)
Resistance: Yes (harmless)
Lesser restoration dispels any magical effects reducing one of the subject's ability scores or cures 1d4 points of temporary ability damage to one of the subject's ability scores. It also eliminates any fatigue suffered by the character, and improves an exhausted condition to fatigued. It does not restore permanent ability drain.
SilenceCleric 2
School: Illusion
Components: Verbal, Somatic
Casting Time: 1 round
Range: Long
Area: 20-ft.-radius emanation centered on a creature, object, or point in space
Duration: 1 round/level (D)
Save: DC 15 Will negates; see text or none (object)
Resistance: Yes; see text or no (object)
Upon the casting of this spell, complete silence prevails in the affected area. All sound is stopped: Conversation is impossible, spells with verbal components cannot be cast, and no noise whatsoever issues from, enters, or passes through the area. The spell can be cast on a point in space, but the effect is stationary unless cast on a mobile object. The spell can be centered on a creature, and the effect then radiates from the creature and moves as it moves. An unwilling creature can attempt a Will save to negate the spell and can use spell resistance, if any. Items in a creature's possession or magic items that emit sound receive the benefits of saves and spell resistance, but unattended objects and points in space do not. Creatures in an area of a silence spell are immune to sonic or language-based attacks, spells, and effects.
Magic VestmentCleric 3
School: Transmutation
Components: Verbal, Somatic, Divine Focus
Casting Time: 1 action
Range: Touch
Target: Armor or shield touched
Duration: 1 hour/level
Save: DC 16 Will negates (harmless, object)
Resistance: Yes (harmless, object)
You imbue a suit of armor or a shield with an enhancement bonus of +1 per four caster levels (maximum +5 at 20th level). An outfit of regular clothing counts as armor that grants no AC bonus for the purpose of this spell.
Remove DiseaseCleric 3
School: Conjuration
Components: Verbal, Somatic
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Save: DC 16 Fortitude negates (harmless)
Resistance: Yes (harmless)
Remove disease can cure all diseases from which the subject is suffering. You must make a caster level check (1d20 + caster level) against the DC of each disease affecting the target. Success means that the disease is cured. The spell also kills some hazards and parasites, including green slime and others. Since the spell's duration is instantaneous, it does not prevent reinfection after a new exposure to the same disease at a later date.
Magic Weapon, GreaterCleric 4
School: Transmutation, Metal Elemental
Components: Verbal, Somatic, Material or Divine Focus
Casting Time: 1 action
Range: Close
Target: One weapon or 50 projectiles (all of which must be together at the time of casting)
Duration: 1 hour/level
Save: DC 17 Will negates (harmless, object)
Resistance: Yes (harmless, object)
This spell functions like magic weapon, except that it gives a weapon an enhancement bonus on attack and damage rolls of +1 per four caster levels (maximum +5). This bonus does not allow a weapon to bypass damage reduction aside from magic. Alternatively, you can affect as many as 50 arrows, bolts, or bullets. The projectiles must be of the same kind, and they have to be together (in the same quiver or other container). Projectiles, but not thrown weapons, lose their transmutation after they are used. Treat shuriken as projectiles, rather than as thrown weapons, for the purpose of this spell.
SendingCleric 4
School: Evocation, Wood Elemental
Components: Verbal, Somatic, Material or Divine Focus
Casting Time: 10 minutes
Range: See text
Target: One creature
Duration: 1 round; see text
Save: None
Resistance: No
You contact a particular creature with which you are familiar and send a short message of 25 words or less to the subject. The subject recognizes you if it knows you. It can answer in like manner immediately. A creature with an Intelligence score as low as 1 can understand the sending, though the subject's ability to react is limited as normal by its Intelligence. Even if the sending is received, the subject is not obligated to act upon it in any manner. If the creature in question is not on the same plane of existence as you are, there is a 5% chance that the sending does not arrive. (Local conditions on other planes may worsen this chance considerably.)
Flame StrikeCleric 5
School: Evocation
Components: Verbal, Somatic, Divine Focus
Casting Time: 1 action
Range: Medium
Area: Cylinder (10-ft. radius, 40-ft. high)
Duration: Instantaneous
Save: DC 18 Reflex half
Resistance: Yes
A flame strike evokes a vertical column of divine fire. The spell deals 1d6 points of damage per caster level (maximum 15d6). Half the damage is fire damage, but the other half results directly from divine power and is therefore not subject to being reduced by resistance to fire-based attacks.

Prelate Aruth (Mummy, Lord)
Death Knell 2
School: Necromancy
Components: Verbal, Somatic
Casting Time: 1 action
Range: Touch
Target: Living creature touched
Duration: Instantaneous/10 minutes per HD of subject; see text
Save: DC 17 Will negates
Resistance: Yes
You draw forth the ebbing life force of a creature and use it to fuel your own power. Upon casting this spell, you touch a living creature that has -1 or fewer hit points. If the subject fails its saving throw, it dies, and you gain 1d8 temporary hit points and a +2 enhancement bonus to Strength. Additionally, your effective caster level goes up by +1, improving spell effects dependent on caster level. This increase in effective caster level does not grant you access to more spells. These effects last for 10 minutes per HD of the subject creature.
Animate Dead 3
School: Necromancy
Components: Verbal, Somatic, Material
Casting Time: 1 action
Range: Touch
Target: One or more corpses touched
Duration: Instantaneous
Save: None
Resistance: No
This spell turns corpses into undead skeletons or zombies (see the Pathfinder RPG Bestiary) that obey your spoken commands. The undead can be made to follow you, or they can be made to remain in an area and attack any creature (or just a specific kind of creature) entering the place. They remain animated until they are destroyed. A destroyed skeleton or zombie can't be animated again. Regardless of the type of undead you create with this spell, you can't create more HD of undead than twice your caster level with a single casting of animate dead. The desecrate spell doubles this limit. The undead you create remain under your control indefinitely. No matter how many times you use this spell, however, you can control only 4 HD worth of undead creatures per caster level. If you exceed this number, all the newly created creatures fall under your control, and any excess undead from previous castings become uncontrolled. You choose which creatures are released. Undead you control through the Command Undead feat do not count toward this limit. Skeletons: A skeleton can be created only from a mostly intact corpse or skeleton. The corpse must have bones. If a skeleton is made from a corpse, the flesh falls off the bones. Zombies: A zombie can be created only from a mostly intact corpse. The corpse must be that of a creature with a physical anatomy.
Detect MagicCleric 0
School: Divination
Components: Verbal, Somatic
Casting Time: 1 action
Range: 60 ft.
Area: Cone-shaped emanation
Duration: Concentration, up to 1 min./level (D)
Save: None
Resistance: No
You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject. 1st Round: Presence or absence of magical auras. 2nd Round: Number of different magical auras and the power of the most potent aura. 3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Knowledge (arcana) skill checks to determine the school of magic involved in each. (Make one check per aura: DC 15 + spell level, or 15 + 1/2 caster level for a nonspell effect.) If the aura emanates from a magic item, you can attempt to identify its properties (see Spellcraft). Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras. Aura Strength: An aura's power depends on a spell's functioning spell level or an item's caster level; see the accompanying table. If an aura falls into more than one category, detect magic indicates the stronger of the two. Lingering Aura: A magical aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a magic item). If detect magic is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power: Original Strength - Duration of Lingering Aura Faint - 1d6 rounds Moderate - 1d6 minutes Strong - 1d6 x 10 minutes Overwhelming - 1d6 days Outsiders and elementals are not magical in themselves, but if they are summoned, the conjuration spell registers. Each round, you can turn to detect magic in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it. Detect magic can be made permanent with a permanency spell.
BaneCleric 1
School: Enchantment
Components: Verbal, Somatic, Divine Focus
Casting Time: 1 action
Range: 50 ft.
Area: 50-ft.-radius burst, centered on you
Duration: 1 min./level
Save: DC 16 Will negates
Resistance: Yes
Bane fills your enemies with fear and doubt. Each affected creature takes a -1 penalty on attack rolls and a -1 penalty on saving throws against fear effects. Bane counters and dispels bless.
CommandCleric 1
School: Enchantment
Components: Verbal
Casting Time: 1 action
Range: Close
Target: One living creature
Duration: 1 round
Save: DC 16 Will negates
Resistance: Yes
You give the subject a single command, which it obeys to the best of its ability at its earliest opportunity. You may select from the following options. Approach: On its turn, the subject moves toward you as quickly and directly as possible for 1 round. The creature may do nothing but move during its turn, and it provokes attacks of opportunity for this movement as normal. Drop: On its turn, the subject drops whatever it is holding. It can't pick up any dropped item until its next turn. Fall: On its turn, the subject falls to the ground and remains prone for 1 round. It may act normally while prone but takes any appropriate penalties. Flee: On its turn, the subject moves away from you as quickly as possible for 1 round. It may do nothing but move during its turn, and it provokes attacks of opportunity for this movement as normal. Halt: The subject stands in place for 1 round. It may not take any actions but is not considered helpless. If the subject can't carry out your command on its next turn, the spell automatically fails.
DeathwatchCleric 1
School: Necromancy
Components: Verbal, Somatic
Casting Time: 1 action
Range: 30 ft.
Area: Cone-shaped emanation
Duration: 10 min./level
Save: None
Resistance: No
Using the powers of necromancy, you can determine the condition of creatures near death within the spell's range. You instantly know whether each creature within the area is dead, fragile (alive and wounded, with 3 or fewer hit points left), fighting off death (alive with 4 or more hit points), healthy, undead, or neither alive nor dead (such as a construct). Deathwatch sees through any spell or ability that allows creatures to feign death.
Divine FavorCleric 1
School: Evocation
Components: Verbal, Somatic, Divine Focus
Casting Time: 1 action
Range: Personal
Target: You
Duration: 1 minute
Save: DC 16
Calling upon the strength and wisdom of a deity, you gain a +1 luck bonus on attack and weapon damage rolls for every three caster levels you have (at least +1, maximum +3). The bonus doesn't apply to spell damage.
Bull's StrengthCleric 2
School: Transmutation
Components: Verbal, Somatic, Material or Divine Focus
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: 1 min./level
Save: DC 17 Will negates (harmless)
Resistance: Yes (harmless)
The subject becomes stronger. The spell grants a +4 enhancement bonus to Strength, adding the usual benefits to melee attack rolls, melee damage rolls, and other uses of the Strength modifier.
Deeper DarknessCleric 3
School: Evocation
Components: Verbal, Material or Divine Focus
Casting Time: 1 action
Range: Touch
Target: Object touched
Duration: 10 min./level (D)
Save: None
Resistance: No
This spell functions as darkness, except that objects radiate darkness in a 60-foot radius and the light level is lowered by two steps. Bright light becomes dim light and normal light becomes darkness. Areas of dim light and darkness become supernaturally dark. This functions like darkness, but even creatures with darkvision cannot see within the spell's confines. This spell does not stack with itself. Deeper darkness can be used to counter or dispel any light spell of equal or lower spell level.
Dispel MagicCleric 3
School: Abjuration, Void Elemental
Components: Verbal, Somatic
Casting Time: 1 action
Range: Medium
Target: One spellcaster, creature, or object
Duration: Instantaneous
Save: None
Resistance: No
You can use dispel magic to end one ongoing spell that has been cast on a creature or object, to temporarily suppress the magical abilities of a magic item, or to counter another spellcaster's spell. A dispelled spell ends as if its duration had expired. Some spells, as detailed in their descriptions, can't be defeated by dispel magic. Dispel magic can dispel (but not counter) spell-like effects just as it does spells. The effect of a spell with an instantaneous duration can't be dispelled, because the magical effect is already over before the dispel magic can take effect. You choose to use dispel magic in one of two ways: a targeted dispel or a counterspell. Targeted Dispel: One object, creature, or spell is the target of the dispel magic spell. You make one dispel check (1d20 + your caster level) and compare that to the spell with highest caster level (DC = 11 + the spell's caster level). If successful, that spell ends. If not, compare the same result to the spell with the next highest caster level. Repeat this process until you have dispelled one spell affecting the target, or you have failed to dispel every spell. For example, a 7th-level caster casts dispel magic, targeting a creature affected by stoneskin (caster level 12th) and fly (caster level 6th). The caster level check results in a 19. This check is not high enough to end the stoneskin (which would have required a 23 or higher), but it is high enough to end the fly (which only required a 17). Had the dispel check resulted in a 23 or higher, the stoneskin would have been dispelled, leaving the fly intact. Had the dispel check been a 16 or less, no spells would have been affected. You can also use a targeted dispel to specifically end one spell affecting the target or one spell affecting an area (such as a wall of fire). You must name the specific spell effect to be targeted in this way. If your caster level check is equal to or higher than the DC of that spell, it ends. No other spells or effects on the target are dispelled if your check is not high enough to end the targeted effect. If you target an object or creature that is the effect of an ongoing spell (such as a monster summoned by summon monster), you make a dispel check to end the spell that conjured the object or creature. If the object that you target is a magic item, you make a dispel check against the item's caster level (DC = 11 + the item's caster level). If you succeed, all the item's magical properties are suppressed for 1d4 rounds, after which the item recovers its magical properties. A suppressed item becomes nonmagical for the duration of the effect. An interdimensional opening (such as a bag of holding) is temporarily closed. A magic item's physical properties are unchanged: A suppressed magic sword is still a sword (a masterwork sword, in fact). Artifacts and deities are unaffected by mortal magic such as this. You automatically succeed on your dispel check against any spell that you cast yourself. Counterspell: When dispel magic is used in this way, the spell targets a spellcaster and is cast as a counterspell. Unlike a true counterspell, however, dispel magic may not work; you must make a dispel check to counter the other spellcaster's spell.
Air WalkCleric 4
School: Transmutation
Components: Verbal, Somatic, Divine Focus
Casting Time: 1 action
Range: Touch
Target: Creature (Gargantuan or smaller) touched
Duration: 10 min./level
Save: None
Resistance: Yes (harmless)
The subject can tread on air as if walking on solid ground. Moving upward is similar to walking up a hill. The maximum upward or downward angle possible is 45 degrees, at a rate equal to half the air walker's normal speed. A strong wind (21+ miles per hour) can push the subject along or hold it back. At the end of a creature's turn each round, the wind blows the air walker 5 feet for each 5 miles per hour of wind speed. The creature may be subject to additional penalties in exceptionally strong or turbulent winds, such as loss of control over movement or physical damage from being buffeted about. Should the spell duration expire while the subject is still aloft, the magic fails slowly. The subject floats downward 60 feet per round for 1d6 rounds. If it reaches the ground in that amount of time, it lands safely. If not, it falls the rest of the distance, taking 1d6 points of damage per 10 feet of fall. Since dispelling a spell effectively ends it, the subject also descends in this way if the air walk spell is dispelled, but not if it is negated by an antimagic field. You can cast air walk on a specially trained mount so it can be ridden through the air. You can train a mount to move with the aid of air walk (counts as a trick; see Handle Animal skill) with 1 week of work and a DC 25 Handle Animal check.
DismissalCleric 4
School: Abjuration
Components: Verbal, Somatic, Divine Focus
Casting Time: 1 action
Range: Close
Target: One extraplanar creature
Duration: Instantaneous
Save: DC 19 Will negates; see text
Resistance: Yes
This spell forces an extraplanar creature back to its proper plane if it fails a Will save. If the spell is successful, the creature is instantly whisked away, but there is a 20% chance of actually sending the subject to a plane other than its own.
True Strike 1
School: Divination, Void Elemental
Components: Verbal, Focus
Casting Time: 1 action
Range: Personal
Target: You
Duration: See text
Save: DC 16
You gain temporary, intuitive insight into the immediate future during your next attack. Your next single attack roll (if it is made before the end of the next round) gains a +20 insight bonus. Additionally, you are not affected by the miss chance that applies to attackers trying to strike a concealed target.
Inflict Critical Wounds 4
School: Necromancy
Components: Verbal, Somatic
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Save: DC 19 Will half
Resistance: Yes
This spell functions like inflict light wounds, except that you deal 4d8 points of damage + 1 point per caster level (maximum +20).
GuidanceCleric 0
School: Divination, Void Elemental
Components: Verbal, Somatic
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: 1 minute or until discharged
Save: DC 15 Will negates (harmless)
Resistance: Yes
This spell imbues the subject with a touch of divine guidance. The creature gets a +1 competence bonus on a single attack roll, saving throw, or skill check. It must choose to use the bonus before making the roll to which it applies.
Read MagicCleric 0
School: Divination
Components: Verbal, Somatic, Focus
Casting Time: 1 action
Range: Personal
Target: You
Duration: 10 min./level
Save: DC 15
You can decipher magical inscriptions on objects - books, scrolls, weapons, and the like - that would otherwise be unintelligible. This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed or trapped scroll. Furthermore, once the spell is cast and you have read the magical inscription, you are thereafter able to read that particular writing without recourse to the use of read magic. You can read at the rate of one page (250 words) per minute. The spell allows you to identify a glyph of warding with a DC 13 Spellcraft check, a greater glyph of warding with a DC 16 Spellcraft check, or any symbol spell with a Spellcraft check (DC 10 + spell level). Read magic can be made permanent with a permanency spell.
ResistanceCleric 0
School: Abjuration
Components: Verbal, Somatic, Material or Divine Focus
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: 1 minute
Save: DC 15 Will negates (harmless)
Resistance: Yes (harmless)
You imbue the subject with magical energy that protects it from harm, granting it a +1 resistance bonus on saves. Resistance can be made permanent with a permanency spell.
DoomCleric 1
School: Necromancy
Components: Verbal, Somatic, Divine Focus
Casting Time: 1 action
Range: Medium
Target: One living creature
Duration: 1 min./level
Save: DC 16 Will negates
Resistance: Yes
This spell fills a single subject with a feeling of horrible dread that causes it to become shaken.
Shield of FaithCleric 1
School: Abjuration
Components: Verbal, Somatic, Material
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: 1 min./level
Save: DC 16 Will negates (harmless)
Resistance: Yes (harmless)
This spell creates a shimmering, magical field around the target that averts and deflects attacks. The spell grants the subject a +2 deflection bonus to AC, with an additional +1 to the bonus for every six levels you have (maximum +5 deflection bonus at 18th level).
Hold PersonCleric 2
School: Enchantment
Components: Verbal, Somatic, Focus or Divine Focus
Casting Time: 1 action
Range: Medium
Target: One humanoid creature
Duration: 1 round/level (D); see text
Save: DC 17 Will negates; see text
Resistance: Yes
The subject becomes paralyzed and freezes in place. It is aware and breathes normally but cannot take any actions, even speech. Each round on its turn, the subject may attempt a new saving throw to end the effect. This is a full-round action that does not provoke attacks of opportunity. A winged creature who is paralyzed cannot flap its wings and falls. A swimmer can't swim and may drown.
SilenceCleric 2
School: Illusion
Components: Verbal, Somatic
Casting Time: 1 round
Range: Long
Area: 20-ft.-radius emanation centered on a creature, object, or point in space
Duration: 1 round/level (D)
Save: DC 17 Will negates; see text or none (object)
Resistance: Yes; see text or no (object)
Upon the casting of this spell, complete silence prevails in the affected area. All sound is stopped: Conversation is impossible, spells with verbal components cannot be cast, and no noise whatsoever issues from, enters, or passes through the area. The spell can be cast on a point in space, but the effect is stationary unless cast on a mobile object. The spell can be centered on a creature, and the effect then radiates from the creature and moves as it moves. An unwilling creature can attempt a Will save to negate the spell and can use spell resistance, if any. Items in a creature's possession or magic items that emit sound receive the benefits of saves and spell resistance, but unattended objects and points in space do not. Creatures in an area of a silence spell are immune to sonic or language-based attacks, spells, and effects.
Spiritual WeaponCleric 2
School: Evocation
Components: Verbal, Somatic, Divine Focus
Casting Time: 1 action
Range: Medium
Effect: Magic weapon of force
Duration: 1 round/level (D)
Save: None
Resistance: Yes
A weapon made of force appears and attacks foes at a distance, as you direct it, dealing 1d8 force damage per hit, + 1 point per three caster levels (maximum +5 at 15th level). The weapon takes the shape of a weapon favored by your deity or a weapon with some spiritual significance or symbolism to you (see below) and has the same threat range and critical multipliers as a real weapon of its form. It strikes the opponent you designate, starting with one attack in the round the spell is cast and continuing each round thereafter on your turn. It uses your base attack bonus (possibly allowing it multiple attacks per round in subsequent rounds) plus your Wisdom modifier as its attack bonus. It strikes as a spell, not as a weapon, so for example, it can damage creatures that have damage reduction. As a force effect, it can strike incorporeal creatures without the reduction in damage associated with incorporeality. The weapon always strikes from your direction. It does not get a flanking bonus or help a combatant get one. Your feats or combat actions do not affect the weapon. If the weapon goes beyond the spell range, if it goes out of your sight, or if you are not directing it, the weapon returns to you and hovers. Each round after the first, you can use a move action to redirect the weapon to a new target. If you do not, the weapon continues to attack the previous round's target. On any round that the weapon switches targets, it gets one attack. Subsequent rounds of attacking that target allow the weapon to make multiple attacks if your base attack bonus would allow it to. Even if the spiritual weapon is a ranged weapon, use the spell's range, not the weapon's normal range increment, and switching targets still is a move action. A spiritual weapon cannot be attacked or harmed by physical attacks, but dispel magic, disintegrate, a sphere of annihilation, or a rod of cancellation affects it. A spiritual weapon's AC against touch attacks is 12 (10 + size bonus for Tiny object). If an attacked creature has spell resistance, you make a caster level check (1d20 + caster level) against that spell resistance the first time the spiritual weapon strikes it. If the weapon is successfully resisted, the spell is dispelled. If not, the weapon has its normal full effect on that creature for the duration of the spell. The weapon that you get is often a force replica of your deity's own personal weapon. A cleric without a deity gets a weapon based on his alignment. A neutral cleric without a deity can create a spiritual weapon of any alignment, provided he is acting at least generally in accord with that alignment at the time. The weapons associated with each alignment are as follows: chaos (battleaxe), evil (light flail), good (warhammer), law (longsword).
Invisibility PurgeCleric 3
School: Evocation
Components: Verbal, Somatic
Casting Time: 1 action
Range: Personal
Target: You
Duration: 1 min./level (D)
Save: DC 18
You surround yourself with a sphere of power with a radius of 5 feet per caster level that negates all forms of invisibility. Anything invisible becomes visible while in the area.
Searing LightCleric 3
School: Evocation
Components: Verbal, Somatic
Casting Time: 1 action
Range: Medium
Effect: Ray
Duration: Instantaneous
Save: None
Resistance: Yes
Focusing divine power like a ray of the sun, you project a blast of light from your open palm. You must succeed on a ranged touch attack to strike your target. A creature struck by this ray of light takes 1d8 points of damage per two caster levels (maximum 5d8). An undead creature takes 1d6 points of damage per caster level (maximum 10d6), and an undead creature particularly vulnerable to bright light takes 1d8 points of damage per caster level (maximum 10d8). A construct or inanimate object takes only 1d6 points of damage per two caster levels (maximum 5d6).
Divine PowerCleric 4
School: Evocation
Components: Verbal, Somatic, Divine Focus
Casting Time: 1 action
Range: Personal
Target: You
Duration: 1 round/level
Save: DC 19
Calling upon the divine power of your patron, you imbue yourself with strength and skill in combat. You gain a +1 luck bonus on attack rolls, weapon damage rolls, Strength checks, and Strength-based skill checks for every three caster levels you have (maximum +6). You also gain 1 temporary hit point per caster level. Whenever you make a full-attack action, you can make an additional attack at your full base attack bonus, plus any appropriate modifiers. This additional attack is not cumulative with similar effects, such as haste or weapons with the speed special ability.

Shadowcount Sial (Holy Vindicator)
Cause Fear 1
School: Necromancy
Components: Verbal, Somatic
Casting Time: 1 action
Range: Close
Target: One living creature with 5 or fewer HD
Duration: 1d4 rounds or 1 round; see text
Save: DC 15 Will partial
Resistance: Yes
The affected creature becomes frightened. If the subject succeeds on a Will save, it is shaken for 1 round. Creatures with 6 or more HD are immune to this effect. Cause fear counters and dispels remove fear.
Align Weapon 2
School: Transmutation
Components: Verbal, Somatic, Divine Focus
Casting Time: 1 action
Range: Touch
Target: Weapon touched or 50 projectiles (all of which must be together at the time of casting)
Duration: 1 min./level
Save: DC 16 Will negates (harmless, object)
Resistance: Yes (harmless, object)
Align weapon makes a weapon chaotic, evil, good, or lawful, as you choose. A weapon that is aligned can bypass the damage reduction of certain creatures. This spell has no effect on a weapon that already has an alignment. You can't cast this spell on a natural weapon, such as an unarmed strike. When you make a weapon chaotic, evil, good, or lawful, align weapon is a chaotic, evil, good, or lawful spell, respectively.
Death Knell, Extend 3
School: Necromancy
Components: Verbal, Somatic
Casting Time: 1 action
Range: Touch
Target: Living creature touched
Duration: Instantaneous/10 minutes per HD of subject; see text
Save: DC 16 Will negates
Resistance: Yes
Add this spell to customize a normal spell with metamagic feats.
BleedCleric 0
School: Necromancy
Components: Verbal, Somatic
Casting Time: 1 action
Range: Close
Target: One living creature
Duration: Instantaneous
Save: DC 14 Will negates
Resistance: Yes
You cause a living creature that is below 0 hit points but stabilized to resume dying. Upon casting this spell, you target a living creature that has -1 or fewer hit points. That creature begins dying, taking 1 point of damage per round. The creature can be stabilized later normally. This spell causes a creature that is dying to take 1 point of damage.
Create WaterCleric 0
School: Conjuration
Components: Verbal, Somatic
Casting Time: 1 action
Range: Close
Effect: Up to 2 gallons of water/level
Duration: Instantaneous
Save: None
Resistance: No
This spell generates wholesome, drinkable water, just like clean rain water. Water can be created in an area as small as will actually contain the liquid, or in an area three times as large - possibly creating a downpour or filling many small receptacles. This water disappears after 1 day if not consumed. Note: Conjuration spells can't create substances or objects within a creature. Water weighs about 8 pounds per gallon. One cubic foot of water contains roughly 8 gallons and weighs about 60 pounds.
Detect MagicCleric 0
School: Divination
Components: Verbal, Somatic
Casting Time: 1 action
Range: 60 ft.
Area: Cone-shaped emanation
Duration: Concentration, up to 1 min./level (D)
Save: None
Resistance: No
You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject. 1st Round: Presence or absence of magical auras. 2nd Round: Number of different magical auras and the power of the most potent aura. 3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Knowledge (arcana) skill checks to determine the school of magic involved in each. (Make one check per aura: DC 15 + spell level, or 15 + 1/2 caster level for a nonspell effect.) If the aura emanates from a magic item, you can attempt to identify its properties (see Spellcraft). Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras. Aura Strength: An aura's power depends on a spell's functioning spell level or an item's caster level; see the accompanying table. If an aura falls into more than one category, detect magic indicates the stronger of the two. Lingering Aura: A magical aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a magic item). If detect magic is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power: Original Strength - Duration of Lingering Aura Faint - 1d6 rounds Moderate - 1d6 minutes Strong - 1d6 x 10 minutes Overwhelming - 1d6 days Outsiders and elementals are not magical in themselves, but if they are summoned, the conjuration spell registers. Each round, you can turn to detect magic in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it. Detect magic can be made permanent with a permanency spell.
Comprehend LanguagesCleric 1
School: Divination
Components: Verbal, Somatic, Material or Divine Focus
Casting Time: 1 action
Range: Personal
Target: You
Duration: 10 min./level
Save: DC 15
You can understand the spoken words of creatures or read otherwise incomprehensible written messages. The ability to read does not necessarily impart insight into the material, merely its literal meaning. The spell enables you to understand or read an unknown language, not speak or write it. Written material can be read at the rate of one page (250 words) per minute. Magical writing cannot be read, though the spell reveals that it is magical. This spell can be foiled by certain warding magic (such as the secret page and illusory script spells). It does not decipher codes or reveal messages concealed in otherwise normal text. Comprehend languages can be made permanent with a permanency spell.
Cure Light WoundsCleric 1
School: Conjuration
Components: Verbal, Somatic
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Save: DC 16 Will half (harmless); see text
Resistance: Yes (harmless); see text
When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage + 1 point per caster level (maximum +5). Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage.
Cure Light WoundsCleric 1
School: Conjuration
Components: Verbal, Somatic
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Save: DC 16 Will half (harmless); see text
Resistance: Yes (harmless); see text
When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage + 1 point per caster level (maximum +5). Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage.
Calm EmotionsCleric 2
School: Enchantment
Components: Verbal, Somatic, Divine Focus
Casting Time: 1 action
Range: Medium
Area: Creatures in a 20-ft.-radius spread
Duration: Concentration, up to 1 round/level (D)
Save: DC 16 Will negates
Resistance: Yes
This spell calms agitated creatures. You have no control over the affected creatures, but calm emotions can stop raging creatures from fighting or joyous ones from reveling. Creatures so affected cannot take violent actions (although they can defend themselves) or do anything destructive. Any aggressive action against or damage dealt to a calmed creature immediately breaks the spell on all calmed creatures. This spell automatically suppresses (but does not dispel) any morale bonuses granted by spells such as bless, good hope, and rage, and also negates a bard's ability to inspire courage or a barbarian's rage ability. It also suppresses any fear effects and removes the confused condition from all targets. While the spell lasts, a suppressed spell, condition, or effect has no effect. When the calm emotions spell ends, the original spell or effect takes hold of the creature again, provided that its duration has not expired in the meantime.
Cure Moderate WoundsCleric 2
School: Conjuration
Components: Verbal, Somatic
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Save: DC 17 Will half (harmless); see text
Resistance: Yes (harmless); see text
This spell functions like cure light wounds, except that it cures 2d8 points of damage + 1 point per caster level (maximum +10).
Cure Serious WoundsCleric 3
School: Conjuration
Components: Verbal, Somatic
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Save: DC 18 Will half (harmless); see text
Resistance: Yes (harmless); see text
This spell functions like cure light wounds, except that it cures 3d8 points of damage + 1 point per caster level (maximum +15).
Dispel MagicCleric 3
School: Abjuration, Void Elemental
Components: Verbal, Somatic
Casting Time: 1 action
Range: Medium
Target: One spellcaster, creature, or object
Duration: Instantaneous
Save: None
Resistance: No
You can use dispel magic to end one ongoing spell that has been cast on a creature or object, to temporarily suppress the magical abilities of a magic item, or to counter another spellcaster's spell. A dispelled spell ends as if its duration had expired. Some spells, as detailed in their descriptions, can't be defeated by dispel magic. Dispel magic can dispel (but not counter) spell-like effects just as it does spells. The effect of a spell with an instantaneous duration can't be dispelled, because the magical effect is already over before the dispel magic can take effect. You choose to use dispel magic in one of two ways: a targeted dispel or a counterspell. Targeted Dispel: One object, creature, or spell is the target of the dispel magic spell. You make one dispel check (1d20 + your caster level) and compare that to the spell with highest caster level (DC = 11 + the spell's caster level). If successful, that spell ends. If not, compare the same result to the spell with the next highest caster level. Repeat this process until you have dispelled one spell affecting the target, or you have failed to dispel every spell. For example, a 7th-level caster casts dispel magic, targeting a creature affected by stoneskin (caster level 12th) and fly (caster level 6th). The caster level check results in a 19. This check is not high enough to end the stoneskin (which would have required a 23 or higher), but it is high enough to end the fly (which only required a 17). Had the dispel check resulted in a 23 or higher, the stoneskin would have been dispelled, leaving the fly intact. Had the dispel check been a 16 or less, no spells would have been affected. You can also use a targeted dispel to specifically end one spell affecting the target or one spell affecting an area (such as a wall of fire). You must name the specific spell effect to be targeted in this way. If your caster level check is equal to or higher than the DC of that spell, it ends. No other spells or effects on the target are dispelled if your check is not high enough to end the targeted effect. If you target an object or creature that is the effect of an ongoing spell (such as a monster summoned by summon monster), you make a dispel check to end the spell that conjured the object or creature. If the object that you target is a magic item, you make a dispel check against the item's caster level (DC = 11 + the item's caster level). If you succeed, all the item's magical properties are suppressed for 1d4 rounds, after which the item recovers its magical properties. A suppressed item becomes nonmagical for the duration of the effect. An interdimensional opening (such as a bag of holding) is temporarily closed. A magic item's physical properties are unchanged: A suppressed magic sword is still a sword (a masterwork sword, in fact). Artifacts and deities are unaffected by mortal magic such as this. You automatically succeed on your dispel check against any spell that you cast yourself. Counterspell: When dispel magic is used in this way, the spell targets a spellcaster and is cast as a counterspell. Unlike a true counterspell, however, dispel magic may not work; you must make a dispel check to counter the other spellcaster's spell.
Air WalkCleric 4
School: Transmutation
Components: Verbal, Somatic, Divine Focus
Casting Time: 1 action
Range: Touch
Target: Creature (Gargantuan or smaller) touched
Duration: 10 min./level
Save: None
Resistance: Yes (harmless)
The subject can tread on air as if walking on solid ground. Moving upward is similar to walking up a hill. The maximum upward or downward angle possible is 45 degrees, at a rate equal to half the air walker's normal speed. A strong wind (21+ miles per hour) can push the subject along or hold it back. At the end of a creature's turn each round, the wind blows the air walker 5 feet for each 5 miles per hour of wind speed. The creature may be subject to additional penalties in exceptionally strong or turbulent winds, such as loss of control over movement or physical damage from being buffeted about. Should the spell duration expire while the subject is still aloft, the magic fails slowly. The subject floats downward 60 feet per round for 1d6 rounds. If it reaches the ground in that amount of time, it lands safely. If not, it falls the rest of the distance, taking 1d6 points of damage per 10 feet of fall. Since dispelling a spell effectively ends it, the subject also descends in this way if the air walk spell is dispelled, but not if it is negated by an antimagic field. You can cast air walk on a specially trained mount so it can be ridden through the air. You can train a mount to move with the aid of air walk (counts as a trick; see Handle Animal skill) with 1 week of work and a DC 25 Handle Animal check.
Order's Wrath 4
School: Evocation
Components: Verbal, Somatic
Casting Time: 1 action
Range: Medium
Area: Nonlawful creatures within a burst that fills a 30-ft. cube
Duration: Instantaneous (1 round); see text
Save: DC 18 Will partial; see text
Resistance: Yes
You channel lawful power to smite enemies. The power takes the form of a three-dimensional grid of energy. Only chaotic and neutral (not lawful) creatures are harmed by the spell. The spell deals 1d8 points of damage per two caster levels (maximum 5d8) to chaotic creatures (or 1d6 points of damage per caster level, maximum 10d6, to chaotic outsiders) and causes them to be dazed for 1 round. A successful Will save reduces the damage to half and negates the daze effect. The spell deals only half damage to creatures who are neither chaotic nor lawful, and they are not dazed. They can reduce the damage in half again (down to one-quarter of the roll) with a successful Will save.
Slay Living 5
School: Necromancy
Components: Verbal, Somatic
Casting Time: 1 action
Range: Touch
Target: Living creature touched
Duration: Instantaneous
Save: DC 19 Fortitude partial
Resistance: Yes
You can attempt to slay any one living creature. When you cast this spell, your hand seethes with eerie dark fire. You must succeed on a melee touch attack to touch the target. The target takes 12d6 points of damage + 1 point per caster level. If the target's Fortitude saving throw succeeds, it instead takes 3d6 points of damage + 1 point per caster level. The subject might die from damage even if it succeeds on its saving throw.
MendingCleric 0
School: Transmutation, Metal Elemental
Components: Verbal, Somatic
Casting Time: 10 minutes
Range: 10 ft.
Target: One object of up to 1 lb./level
Duration: Instantaneous
Save: DC 14 Will negates (harmless, object)
Resistance: Yes (harmless, object)
This spell repairs damaged objects, restoring 1d4 hit points to the object. If the object has the broken condition, this condition is removed if the object is restored to at least half its original hit points. All of the pieces of an object must be present for this spell to function. Magic items can be repaired by this spell, but you must have a caster level equal to or higher than that of the object. Magic items that are destroyed (at 0 hit points or less) can be repaired with this spell, but this spell does not restore their magic abilities. This spell does not affect creatures (including constructs). This spell has no effect on objects that have been warped or otherwise transmuted, but it can still repair damage done to such items.
Divine FavorCleric 1
School: Evocation
Components: Verbal, Somatic, Divine Focus
Casting Time: 1 action
Range: Personal
Target: You
Duration: 1 minute
Save: DC 15
Calling upon the strength and wisdom of a deity, you gain a +1 luck bonus on attack and weapon damage rolls for every three caster levels you have (at least +1, maximum +3). The bonus doesn't apply to spell damage.
Endure ElementsCleric 1
School: Abjuration
Components: Verbal, Somatic
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: 24 hours
Save: DC 15 Will negates (harmless)
Resistance: Yes (harmless)
A creature protected by endure elements suffers no harm from being in a hot or cold environment. It can exist comfortably in conditions between -50 and 140 degrees Fahrenheit without having to make Fortitude saves. The creature's equipment is likewise protected. Endure elements doesn't provide any protection from fire or cold damage, nor does it protect against other environmental hazards such as smoke, lack of air, and so forth.
Resist EnergyCleric 2
School: Abjuration, All Elements
Components: Verbal, Somatic, Divine Focus
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: 10 min./level
Save: DC 16 Fortitude negates (harmless)
Resistance: Yes (harmless)
This abjuration grants a creature limited protection from damage of whichever one of five energy types you select: acid, cold, electricity, fire, or sonic. The subject gains resist energy 10 against the energy type chosen, meaning that each time the creature is subjected to such damage (whether from a natural or magical source), that damage is reduced by 10 points before being applied to the creature's hit points. The value of the energy resistance granted increases to 20 points at 7th level and to a maximum of 30 points at 11th level. The spell protects the recipient's equipment as well. Resist energy absorbs only damage. The subject could still suffer unfortunate side effects. Resist energy overlaps (and does not stack with) protection from energy. If a character is warded by protection from energy and resist energy, the protection spell absorbs damage until its power is exhausted.
Restoration, LesserCleric 2
School: Conjuration
Components: Verbal, Somatic
Casting Time: 3 rounds
Range: Touch
Target: Creature touched
Duration: Instantaneous
Save: DC 17 Will negates (harmless)
Resistance: Yes (harmless)
Lesser restoration dispels any magical effects reducing one of the subject's ability scores or cures 1d4 points of temporary ability damage to one of the subject's ability scores. It also eliminates any fatigue suffered by the character, and improves an exhausted condition to fatigued. It does not restore permanent ability drain.
SilenceCleric 2
School: Illusion
Components: Verbal, Somatic
Casting Time: 1 round
Range: Long
Area: 20-ft.-radius emanation centered on a creature, object, or point in space
Duration: 1 round/level (D)
Save: DC 16 Will negates; see text or none (object)
Resistance: Yes; see text or no (object)
Upon the casting of this spell, complete silence prevails in the affected area. All sound is stopped: Conversation is impossible, spells with verbal components cannot be cast, and no noise whatsoever issues from, enters, or passes through the area. The spell can be cast on a point in space, but the effect is stationary unless cast on a mobile object. The spell can be centered on a creature, and the effect then radiates from the creature and moves as it moves. An unwilling creature can attempt a Will save to negate the spell and can use spell resistance, if any. Items in a creature's possession or magic items that emit sound receive the benefits of saves and spell resistance, but unattended objects and points in space do not. Creatures in an area of a silence spell are immune to sonic or language-based attacks, spells, and effects.
Hold Person, ExtendCleric 3
School: Enchantment
Components: Verbal, Somatic, Focus or Divine Focus
Casting Time: 1 action
Range: Medium
Target: One humanoid creature
Duration: 1 round/level (D); see text
Save: DC 16 Will negates; see text
Resistance: Yes
Add this spell to customize a normal spell with metamagic feats.
Summon Monster IIICleric 3
School: Conjuration
Components: Verbal, Somatic, Focus or Divine Focus
Casting Time: 1 round
Range: Close
Effect: One summoned creature
Duration: 1 round/level (D)
Save: None
Resistance: No
This spell functions like summon monster I, except that you can summon one creature from the 3rd-level list, 1d3 creatures of the same kind from the 2nd-level list, or 1d4+1 creatures of the same kind from the 1st-level list.
Magic Vestment, ExtendCleric 4
School: Transmutation
Components: Verbal, Somatic, Divine Focus
Casting Time: 1 action
Range: Touch
Target: Armor or shield touched
Duration: 1 hour/level
Save: DC 17 Will negates (harmless, object)
Resistance: Yes (harmless, object)
Add this spell to customize a normal spell with metamagic feats.
Spell ImmunityCleric 4
School: Abjuration
Components: Verbal, Somatic, Divine Focus
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: 10 min./level
Save: DC 18 Will negates (harmless)
Resistance: Yes (harmless)
The warded creature is immune to the effects of one specified spell for every four levels you have. The spells must be of 4th level or lower. The warded creature effectively has unbeatable spell resistance regarding the specified spell or spells. Naturally, that immunity doesn't protect a creature from spells for which spell resistance doesn't apply. Spell immunity protects against spells, spell-like effects of magic items, and innate spell-like abilities of creatures. It does not protect against supernatural or extraordinary abilities, such as breath weapons or gaze attacks. Only a particular spell can be protected against, not a certain domain or school of spells or a group of spells that are similar in effect. A creature can have only one spell immunity or greater spell immunity spell in effect on it at a time.
Summon Monster IVCleric 4
School: Conjuration, All Elements
Components: Verbal, Somatic, Focus or Divine Focus
Casting Time: 1 round
Range: Close
Effect: One summoned creature
Duration: 1 round/level (D)
Save: None
Resistance: No
This spell functions like summon monster I, except that you can summon one creature from the 4th-level list, 1d3 creatures of the same kind from the 3rd-level list, or 1d4+1 creatures of the same kind from a lower-level list.
Magic Weapon, Greater, ExtendCleric 5
School: Transmutation, Metal Elemental
Components: Verbal, Somatic, Material or Divine Focus
Casting Time: 1 action
Range: Close
Target: One weapon or 50 projectiles (all of which must be together at the time of casting)
Duration: 1 hour/level
Save: DC 18 Will negates (harmless, object)
Resistance: Yes (harmless, object)
Add this spell to customize a normal spell with metamagic feats.
ScryingCleric 5
School: Divination
Components: Verbal, Somatic, Focus, Material or Divine Focus
Casting Time: 1 hour
Range: See text
Effect: Magical sensor
Duration: 1 min./level
Save: DC 19 Will negates
Resistance: Yes
You can observe a creature at any distance. If the subject succeeds on a Will save, the spell fails. The difficulty of the save depends on how well your knowledge of the subject and what sort of physical connection (if any) you have to that creature. Furthermore, if the subject is on another plane, it gets a +5 bonus on its Will save. Knowledge - Will Save Modifier None* - +10 Secondhand (you have heard of the subject) - +5 Firsthand (you have met the subject) - +0 Familiar (you know the subject well) - -5 *You must have some sort of connection (see below) to a creature of which you have no knowledge. Connection - Will Save Modifier Likeness or picture - -2 Possession or garment - -4 Body part, lock of hair, bit of nail, etc. - -10 If the save fails, you can see and hear the subject and its surroundings (approximately 10 feet in all directions of the subject). If the subject moves, the sensor follows at a speed of up to 150 feet. As with all divination (scrying) spells, the sensor has your full visual acuity, including any magical effects. In addition, the following spells have a 5% chance per caster level of operating through the sensor: detect chaos, detect evil, detect good, detect law, detect magic, and message. If the save succeeds, you can't attempt to scry on that subject again for at least 24 hours.