Guardians of the paths to divinity, priests form the backbone of religion in Thule. For most people, religion is a personal matter. Some organized churches exist, but there are still many people who are spiritual without following an organized religion. Those that do rely on their priests to teach and lead them on the path to enlightenment, whether that be good or evil. Priests who don't belong to an official church operate purely on devotion. The divine magic they wield still flows through them, but acquiring such power is dependent solely on the priest's piety and not the blindly ritual acts common in so faiths.
Alignment: Any
Hit Die: d6
Skill Ranks Per Level: 2 + Int modifier.
Spells: A priest casts divine spells which are drawn from the priest spell list presented below. Her alignment, however, may restrict her from casting certain spells opposed to her moral or ethical beliefs; see chaotic, evil, good, and lawful spells. A priest does not need to choose spells in advance, but simply perform the necessay incantaion.
To prepare or cast a spell, a priest must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a priest's spell is 10 + the spell level + the priest's Charisma modifier.
Like other spellcasters, a priest can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on the table below. In addition, she receives bonus spells per day if she has a high Wisdom score (see the Pathfinder Roleplaying Game).
Priests meditate or pray for their spells. Each priest must choose a time when she must spend 1 hour each day in quiet contemplation or supplication to regain her daily allotment of spells. A priest may cast any spell on the priest spell list, provided that she can cast spells of that level.
Orisons: Priests begin play knowing all orisons, or 0-level spells. A priest may cast a number of orisons per day equal to twice the priest's Wisdom modifier.
Aura (Ex): A priest having a chaotic, evil, good, or lawful alignment has a particularly powerful aura (see the detect evil spell for details).
Divine Power Pool: When new priests begin casting spells, they are able access the potent magical energies within themselves. Depending on their constitution, a priest can cast orisons and channel energy (see below). A priest has a number of Divine Power Pool points equal to their Constitution modifier (if positive) plus 2 for each priest level [ (2+Con mod) x Priest Level ]. The Power Pool point cost for performing certain actions is listed below.
Temporary increases to your Constitution score give priests temporary Divine Power Pool points. Multiply the priest's level by the temporary bonus and add that amount to the priest's current and total Divine Power Pool. When the bonus ends, remove this total from the priest's current and total Divine Power Pool. See Ability Score Bonuses in the Pathfinder Core Rulebook for more description of Ability Score Bonuses.
Channel Energy (Su): Regardless of alignment, any priest can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.
A good priest channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil priest channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral priest must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed.
Channeling energy delivers a surge of energy that affects a number of target creatures equal to the priest's Charisma modifier who are within 15 ft. of the priest. Before the action, the priest determines the channel strength by choosing a number not greater than the priest's level. The channel strength determines the number of dice rolled for the channel. The amount of damage dealt or healed is equal to 1d8 points of damage multiplied by the channel strength (channel strength 5 becomes 5d8). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the priest's level + the priest's Charisma modifier. Creatures healed by channeled energy cannot exceed their maximum hit point total—all excess healing is lost. As long as a priest has Divine Power Pool Points remaining, they may channel energy. This is a standard action that does not provoke an attack of opportunity. A priest can choose whether or not to include herself in this effect; the number of creatures affected includes the priest. For example, a priest with a Charisma modifier of +3 may affect herself as well as two other individuals. A priest must be able to present her holy symbol to use this ability.
Domains: A priest's devotion influences her alignment, what magic she can perform, her values, and how others see her. A priest chooses three domains from among the domains listed below. A priest can select an alignment domain (Chaos, Evil, Good, or Law) only if her alignment matches that domain.
Each domain grants a number of domain powers, dependent upon the level of the priest, as well as a number of bonus spells. In addition, a priest gains the listed powers from all her domains, if she is of a high enough level. Unless otherwise noted, using a domain power is a standard action. Priest domains are listed at the end of this class entry.
Chaotic, Evil, Good, and Lawful Spells: A priest can't cast spells of an alignment opposed to her own. Spells associated with particular alignments are indicated by the chaotic, evil, good, and lawful descriptors in their spell descriptions.
Divine Feats: At 5th, 10th, 15th, and 20th level, a priest gains a bonus feat from the list of Divine Feats (see below).
Bonus Languages: A priest's bonus language options include Celestial, Abyssal, and Infernal (the languages of good, chaotic evil, and lawful evil outsiders, respectively). These choices are in addition to the bonus languages available to the character because of her race.
Ex-Priests
A priest who grossly violates her alignment loses all spells and class features, except for armor and shield proficiencies and proficiency with simple weapons. She cannot thereafter gain levels as a priest until she atones for her deeds (see the atonement spell description).
Touch of Chaos (Sp): You can imbue a target with chaos as a melee touch attack. For the next round, anytime the target rolls a d20, he must roll twice and take the less favorable result. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Chaos Blade (Su): At 8th level, you can give a weapon touched the anarchic special weapon quality for a number of rounds equal to 1/2 your priest level. You can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.
Domain Spells: 1st—lesser confusion, 2nd—misdirection, 3rd—displacement, 4th—chaos hammer (+2 DC), 5th—song of discord, 6th—mislead, 7th—word of chaos (+2 DC), 8th—cloak of chaos (double duration), 9th—freedom.
Dazing Touch (Sp): You can cause a living creature to become dazed for 1 round as a melee touch attack. Creatures with more Hit Dice than your priest level are unaffected. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Charming Smile (Sp): At 8th level, you can cast charm person as a swift action, with a DC of 10 + 1/2 your priest level + your Wisdom modifier. You can only have one creature charmed in this way at a time. The total number of rounds of this effect per day is equal to your priest level. The rounds do not need to be consecutive, and you can dismiss the charm at any time as a free action. Each attempt to use this ability consumes 1 round of its duration, whether or not the creature succeeds on its save to resist the effect.
Domain Spells: 1st—charm person, 2nd—hypnotic pattern, 3rd—suggestion, 4th—heroism, 5th—charm monster, 6th—mass charm monster, 7th—insanity, 8th—demand, 9th—dominate monster.
Calming Touch (Sp): You can touch a creature as a standard action to heal it of 1d6 points of nonlethal damage + 1 point per priest level. This touch also removes the fatigued, shaken, and sickened conditions (but has no effect on more severe conditions). You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Unity (Su): At 8th level, whenever a spell or effect targets you and one or more allies within 30 feet, you can use this ability to allow your allies to use your saving throw against the effect in place of their own. Each ally must decide individually before the rolls are made. Using this ability is an immediate action. You can use this ability once per day at 8th level, and one additional time per day for every four priest levels beyond 8th.
Domain Spells: 1st—alarm, 2nd—shield other (medium range), 3rd—tiny hut, 4th—status, 5th—telepathic bond, 6th—globe of invulnerability, 7th—control weather, 8th—mass cure critical wounds, 9th—foresight.
Bleeding Touch (Sp): As a melee touch attack, you can cause a living creature to take 1d6 points of damage per round. This effect persists for a number of rounds equal to 1/2 your priest level (minimum 1) or until stopped with a DC 15 Heal check or any spell or effect that heals damage. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Death's Embrace (Ex): At 8th level, you heal damage instead of taking damage from channeled negative energy. If the channeled negative energy targets undead, you heal hit points just like undead in the area.
Domain Spells: 1st—ray of enfeeblement, 2nd—false life, 3rd—vampiric touch, 4th—ray of exhaustion, 5th—waves of fatigue, 6th—circle of death, 7th—waves of exhaustion, 8th—horrid wilting, 9th—wail of the banshee.
Destructive Smite (Su): You gain the destructive smite power: the supernatural ability to make a single melee attack with a morale bonus on damage rolls equal to 1/2 your priest level (minimum 1). You must declare the destructive smite before making the attack. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Destructive Aura (Su): At 8th level, you can emit a 30-foot aura of destruction for a number of rounds per day equal to your priest level. All attacks made against targets in this aura (including you) gain a morale bonus on damage equal to 1/2 your priest level and all critical threats are automatically confirmed. These rounds do not need to be consecutive.
Domain Spells: 1st—true strike, 2nd—gust of wind, 3rd—rage, 4th—explosive runes, 5th—shout, 6th—harm (+2 DC), 7th—disintegrate, 8th—earthquake (+2 to all DCs), 9th—implosion (+2 DC).
Touch of Evil (Sp): You can cause a creature to become sickened as a melee touch attack. Creatures sickened by your touch count as good for the purposes of spells with the evil descriptor. This ability lasts for a number of rounds equal to 1/2 your priest level (minimum 1). You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Scythe of Evil (Su): At 8th level, you can give a weapon touched the unholy special weapon quality for a number of rounds equal to 1/2 your priest level. You can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.
Domain Spells: 1st—disguise self, 2nd—detect thoughts, 3rd—glibness, 4th—unholy blight (+2 DC), 5th—mass suggestion, 6th—eyebite, 7th—blasphemy (+2 DC), 8th—unholy aura (double duration), 9th—dominate monster.
Touch of Glory (Sp): You can cause your hand to shimmer with divine radiance, allowing you to touch a creature as a standard action and give it a bonus equal to your priest level on a single Charisma-based skill check or Charisma ability check. This ability lasts for 1 hour or until the creature touched elects to apply the bonus to a roll. You can use this ability to grant the bonus a number of times per day equal to 3 + your Wisdom modifier.
Divine Presence (Su): At 8th level, you can emit a 30-foot aura of divine presence for a number of rounds per day equal to your priest level. All allies within this aura are treated as if under the effects of a sanctuary spell with a DC equal to 10 + 1/2 your priest level + your Wisdom modifier. These rounds do not need to be consecutive. Activating this ability is a standard action. If an ally leaves the area or makes an attack, the effect ends for that ally. If you make an attack, the effect ends for you and your allies.
Domain Spells: 1st—feather fall, 2nd—bless weapon, 3rd—daze monster (Target one living creature of 8 HD or less), 4th—good hope, 5th—mass cure light wounds, 6th—repulsion, 7th—holy sword, 8th—protection from spells, 9th—astral projection.
Touch of Good (Sp): You can touch a creature as a standard action, granting a sacred bonus on attack rolls, skill checks, ability checks, and saving throws equal to half your priest level (minimum 1) for 1 round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Holy Lance (Su): At 8th level, you can give a weapon you touch the holy special weapon quality for a number of rounds equal to 1/2 your priest level. You can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.
Domain Spells: 1st—protection from evil, 2nd—align weapon (good only), 3rd—magic circle against evil, 4th—holy smite, 5th—dispel evil, 6th—blade barrier, 7th—holy word, 8th—holy aura, 9th—summon monster IX (good spell only).
Rebuke Death (Sp): You can touch a living creature as a standard action, healing it for 1d4 points of damage plus 1 for every two priest levels you possess. You can only use this ability on a creature that is below 0 hit points. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Healer's Blessing (Su): At 6th level, all of your cure spells are treated as if they were empowered, increasing the amount of damage healed by half (+50%). This does not apply to damage dealt to undead with a cure spell. This does not stack with the Empower Spell metamagic feat.
Domain Spells: 1st—cure light wounds, 2nd—cure moderate wounds, 3rd—cure serious wounds, 4th—cure critical wounds, 5th—breath of life, 6th—heal, 7th—regenerate, 8th—mass cure critical wounds, 9th—mass heal.
Lore Keeper (Sp): You can touch a creature to learn about its abilities and weaknesses. With a successful touch attack, you gain information as if you made the appropriate Knowledge skill check with a result equal to 15 + your priest level + your Wisdom modifier.
Remote Viewing (Sp): Starting at 6th level, you can use clairvoyance/clairaudience at will as a spell-like ability using your priest level as the caster level. You can use this ability for a number of rounds per day equal to your priest level. These rounds do not need to be consecutive.
Domain Spells: 1st—comprehend languages, 2nd—detect thoughts, 3rd—speak with dead, 4th—divination, 5th—true seeing, 6th—find the path, 7th—legend lore, 8th—discern location, 9th—foresight.
Touch of Law (Sp): You can touch a willing creature as a standard action, infusing it with the power of divine order and allowing it to treat all attack rolls, skill checks, ability checks, and saving throws for 1 round as if the natural d20 roll resulted in an 11. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Staff of Order (Su): At 8th level, you can give a weapon touched the axiomatic special weapon quality for a number of rounds equal to 1/2 your priest level. You can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.
Domain Spells: 1st—protection from chaos, 2nd—align weapon (law only), 3rd—magic circle against chaos, 4th—order's wrath, 5th—dispel chaos, 6th—hold monster, 7th—dictum, 8th—shield of law, 9th—summon monster IX (law spell only).
Liberation (Su): You have the ability to ignore impediments to your mobility. For a number of rounds per day equal to your priest level, you can move normally regardless of magical effects that impede movement, as if you were affected by freedom of movement. This effect occurs automatically as soon as it applies. These rounds do not need to be consecutive.
Freedom's Call (Su): At 8th level, you can emit a 30-foot aura of freedom for a number of rounds per day equal to your priest level. Allies within this aura are not affected by the confused, grappled, frightened, panicked, paralyzed, pinned, or shaken conditions. This aura only suppresses these effects, and they return once a creature leaves the aura or when the aura ends, if applicable. These rounds do not need to be consecutive.
Domain Spells: 1st—remove fear, 2nd—remove paralysis, 3rd—remove curse, 4th—freedom of movement, 5th—break enchantment, 6th—greater dispel magic, 7th—refuge, 8th—mind blank, 9th—freedom.
Bit of Luck (Sp): You can touch a willing creature as a standard action, giving it a bit of luck. For the next round, any time the target rolls a d20, he may roll twice and take the more favorable result. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Good Fortune (Ex): At 6th level, you can reroll any one roll that you have just made before the results of the roll are revealed. You must take the result of the reroll, even if it's worse than the original roll. You can use this ability once per day at 6th level, and one additional time per day for every six priest levels beyond 6th.
Domain Spells: 1st—true strike, 2nd—aid, 3rd—protection from energy, 4th—freedom of movement, 5th—break enchantment, 6th—mislead, 7th—spell turning, 8th—moment of prescience, 9th—miracle.
Vision of Madness (Sp): You can give a creature a vision of madness as a melee touch attack. Choose one of the following: attack rolls, saving throws, or skill checks. The target receives a bonus to the chosen rolls equal to 1/2 your priest level (minimum +1) and a penalty to the other two types of rolls equal to 1/2 your priest level (minimum –1). This effect fades after 3 rounds. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Aura of Madness (Su): At 8th level, you can emit a 30-foot aura of madness for a number of rounds per day equal to your priest level. Enemies within this aura are affected by confusion unless they make a Will save with a DC equal to 10 + 1/2 your priest level + your Wisdom modifier. The confusion effect ends immediately when the creature leaves the area or the aura expires. Creatures that succeed on their saving throw are immune to this aura for 24 hours. These rounds do not need to be consecutive.
Domain Spells: 1st—lesser confusion, 2nd—touch of idiocy, 3rd—rage, 4th—confusion, 5th—nightmare, 6th—phantasmal killer, 7th—insanity, 8th—scintillating pattern, 9th—weird.
Inspiring Word (Sp): As a standard action, you can speak an inspiring word to a creature within 30 feet. That creature receives a +2 morale bonus on attack rolls, skill checks, ability checks, and saving throws for a number of rounds equal to 1/2 your priest level (minimum 1). You can use this power a number of times per day equal to 3 + your Wisdom modifier.
Leadership (Ex): At 8th level, you receive Leadership as a bonus feat. In addition, you gain a +2 bonus on your leadership score as long as you uphold the tenets of your deity (or divine concept if you do not venerate a deity).
Domain Spells: 1st—divine favor, 2nd—enthrall, 3rd—magic vestment, 4th—discern lies, 5th—greater command, 6th—geas/quest, 7th—repulsion, 8th—demand, 9th—storm of vengeance.
Resistant Touch (Sp): As a standard action, you can touch an ally to grant him your resistance bonus for 1 minute. When you use this ability, you lose your resistance bonus granted by the Protection domain for 1 minute. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Aura of Protection (Su): At 8th level, you can emit a 30-foot aura of protection for a number of rounds per day equal to your priest level. You and your allies within this aura gain a +1 deflection bonus to AC and resistance 5 against all elements (acid, cold, electricity, fire, and sonic). The deflection bonus increases by +1 for every four priest levels you possess beyond 8th. At 14th level, the resistance against all elements increases to 10. These rounds do not need to be consecutive.
Domain Spells: 1st—sanctuary, 2nd—shield other, 3rd—protection from energy, 4th—spell immunity, 5th—spell resistance, 6th—antimagic field, 7th—repulsion, 8th—mind blank, 9th—prismatic sphere.
Gentle Rest (Sp): Your touch can fill a creature with lethargy, causing a living creature to become staggered for 1 round as a melee touch attack. If you touch a staggered living creature, that creature falls asleep for 1 round instead. Undead creatures touched are staggered for a number of rounds equal to your Wisdom modifier. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Ward Against Death (Su): At 8th level, you can emit a 30-foot aura that wards against death for a number of rounds per day equal to your priest level. Living creatures in this area are immune to all death effects, energy drain, and effects that cause negative levels. This ward does not remove negative levels that a creature has already gained, but the negative levels have no effect while the creature is inside the warded area. These rounds do not need to be consecutive.
Domain Spells: 1st—deathwatch, 2nd—gentle repose, 3rd—speak with dead, 4th—death ward, 5th—slay living, 6th—undeath to death, 7th—destruction, 8th—waves of exhaustion, 9th—wail of the banshee.
Blast Rune (Sp): As a standard action, you can create a blast rune in any adjacent square. Any creature entering this square takes 1d6 points of damage + 1 point for every two priest levels you possess. This rune deals either acid, cold, electricity, or fire damage, decided when you create the rune. The rune is invisible and lasts a number of rounds equal to your priest level or until discharged. You cannot create a blast rune in a square occupied by another creature. This rune counts as a 1st-level spell for the purposes of dispelling. It can be discovered with a DC 26 Perception skill check and disarmed with a DC 26 Disable Device skill check. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Spell Rune (Sp): At 8th level, you can attach another spell that you cast to one of your blast runes, causing that spell to affect the creature that triggers the rune, in addition to the damage. This spell must be of at least one level lower than the highest-level priest spell you can cast and it must target one or more creatures. Regardless of the number of targets the spell can normally affect, it only affects the creature that triggers the rune.
Domain Spells: 1st—erase, 2nd—secret page, 3rd—glyph of warding, 4th—explosive runes, 5th—lesser planar binding, 6th—greater glyph of warding, 7th—instant summons, 8th—symbol of death, 9th—teleportation circle.
Copycat (Sp): You can create an illusory double of yourself as a move action. This double functions as a single mirror image and lasts for a number of rounds equal to your priest level, or until the illusory duplicate is dispelled or destroyed. You can have no more than one copycat at a time. This ability does not stack with the mirror image spell. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Master's Illusion (Sp): At 8th level, you can create an illusion that hides the appearance of yourself and any number of allies within 30 feet for 1 round per priest level. This ability otherwise functions like the spell veil. The rounds do not need to be consecutive.
Domain Spells: 1st—disguise self, 2nd—invisibility, 3rd—nondetection, 4th—confusion, 5th—false vision, 6th—mislead, 7th—screen, 8th—mass invisibility, 9th—time stop.
Battle Rage (Sp): You can touch a creature as a standard action to give it a bonus on melee damage rolls equal to 1/2 your priest level for 1 round (minimum +1). You can do so a number of times per day equal to 3 + your Wisdom modifier.
Weapon Master (Su): At 8th level, you gain the use of one combat feat for a number of rounds per day equal to your priest level. These rounds do not need to be consecutive and you can change the feat chosen each time you use this ability. You must meet the prerequisites to use this feat.
Domain Spells: 1st—magic weapon, 2nd—spiritual weapon, 3rd—magic vestment, 4th—divine power, 5th—flame strike, 6th—blade barrier, 7th—power word blind, 8th—power word stun, 9th—power word kill.
Detect Magic: Detects spells and magic items within 60 ft.
Detect Poison: Detects poison in one creature or object.
Guidance: +1 on one attack roll, saving throw, or skill check.
Light: Object shines like a torch.
Mending: Makes minor repairs on an object.
Read Magic: Read scrolls and spellbooks.
Resistance: Subject gains +1 on saving throws.
Stabilize: Cause a dying creature to stabilize.
Virtue: Subject gains 1 temporary hp.
Bless: Allies gain +1 on attack rolls and saves against fear.
Bless Water: Makes holy water.
Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
Command: One subject obeys selected command for 1 round.
Comprehend Languages: You understand all spoken and written languages.
Curse Water: Makes unholy water.
Deathwatch: Reveals how near death subjects within 30 ft. are.
Detect Chaos/Evil/Good/Law: Reveals creatures, spells, or objects of selected alignment.
Detect Undead: Reveals undead within 60 ft.
Divine Favor: You gain +1 per three levels on attack and damage rolls.
Doom: One subject takes –2 on attack rolls, damage rolls, saves, and checks.
Endure Elements: Exist comfortably in hot or cold regions.
Entropic Shield: Ranged attacks against you have 20% miss chance.
Hide from Undead: Undead can't perceive one subject/level.
Magic Stone: Three stones gain +1 on attack, deal 1d6 +1 damage.
Magic Weapon: Weapon gains +1 bonus.
Obscuring Mist: Fog surrounds you.
Protection from Chaos/Evil/Good/Law: +2 to AC and saves, plus additional protection against selected alignment.
Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.
Sanctuary: Opponents can't attack you, and you can't attack.
Shield of Faith: Aura grants +2 or higher deflection bonus.
Summon Humanoid I: Summons a single creature to do your bidding.
Summon Monster I: Summons extraplanar creature to fight for you.
Summon Undead I: Summons a single undead creature to do your bidding.
Align Weapon: Weapon becomes good, evil, lawful, or chaotic.
AuguryM: 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: Fills area with positive energy, weakening undead.
Darkness: 20-ft. radius of supernatural shadow.
Death Knell: Kills dying creature; you gain 1d8 temporary hp, +2 to Str, and +1 caster level.
Delay Poison: Stops poison from harming target for 1 hour/level.
Desecrate: Fills area with negative energy, making undead stronger.
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.
Make Whole: Repairs an object.
Owl's Wisdom: Subject gains +4 to Wis for 1 min./level.
Remove Paralysis: Frees 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.
Shatter: Sonic vibration damages objects or crystalline creatures.
Shield Other: You take half of subject's damage.
Silence: Negates sound in 20-ft. radius.
Sound Burst: Deals 1d8 sonic damage to subjects; may stun them.
Spiritual Weapon: Magic weapon attacks on its own.
Status: Monitors condition, position of allies.
Summon Humanoid II: Summons a single creature to do your bidding.
Summon Monster II: Summons extraplanar creature to fight for you.
Summon Undead II: Summons a single undead creature to do your bidding.
Undetectable Alignment: Conceals alignment for 24 hours.
Zone of Truth: Subjects within range cannot lie.
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.
Contagion: Infects subject with chosen disease.
Continual Flame: Makes a permanent, heatless light.
Create Food and Water: Feeds three humans (or one horse)/level.
Daylight: 60-ft. radius of bright light.
Deeper Darkness: Object sheds supernatural shadow in 60-ft. radius.
Dispel Magic: Cancels one magical spell or effect.
Glyph of Warding: Inscription harms those who pass it.
Helping Hand: Ghostly hand leads subject to you.
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.
Meld into Stone: You and your gear merge with stone.
Obscure Object: Masks object against scrying.
Prayer: Allies get +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 blindness or deafness.
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 Humanoid III: Summons a single creature to do your bidding.
Summon Monster III: Summons extraplanar creature to fight for you.
Summon Undead III: Summons a single undead creature to do your bidding.
Water Breathing: Subjects can breathe underwater.
Wind Wall: Deflects arrows, smaller creatures, and gases.
Control Water: Raises or lowers bodies of water.
Death Ward: Grants bonuses against death spells and negative energy.
Dimensional Anchor: Bars extradimensional movement.
Discern Lies: Reveals deliberate falsehoods.
Dismissal: Forces a creature to return to native plane.
Divination: Provides useful advice for specific proposed actions.
Divine Power: You gain attack bonuses and 1 hp/level.
Freedom of Movement: Subject moves normally despite impediments to movement.
Giant Vermin: Turns centipedes, scorpions, or spiders into giant vermin.
Holy Smite: Harms and possibly blinds evil creatures (1d8 damage/2 levels).
Imbue with Spell Ability: Transfer spells to subject.
Magic Weapon, Greater: Weapon gains +1 bonus/four levels (max +5).
Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
Order's Wrath: Harms and dazes chaotic creatures (1d8 damage/2 levels).
Planar Ally, Lesser: Exchange services with a 6 HD extraplanar creature.
Poison: Touch deals 1d3 Con damage 1/round for 6 rounds.
Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away.
Restoration: Restores level and ability score drains.
Sending: Delivers short message anywhere, instantly.
Spell Immunity: Subject is immune to one spell per 4 levels.
Summon Humanoid IV: Summons a single creature to do your bidding.
Summon Monster IV: Summons extraplanar creature to fight for you.
Summon Undead IV: Summons a single undead creature to do your bidding.
Tongues: Speak and understand any language.
Unholy Blight: Harms and sickens good creatures (1d8 damage/2 levels).
Break Enchantment: Frees subjects from enchantments, transmutations, and curses.
Command, Greater: As command, but affects one subject/level.
Commune: Deity answers one yes-or-no question/level.
Dispel Chaos/Evil/Good/Law: +4 bonus against attacks.
Disrupting Weapon: Melee weapon destroys undead.
Flame Strike: Smites foes with divine fire (1d6/level damage).
Hallow: Designates location as holy.
Insect Plague: Wasp swarms attack creatures.
Mark of Justice: Designates action that triggers curse on subject.
Raise Dead: Restores life to subject who died as long as one day/level ago.
Righteous Might: Your size increases, and you gain bonuses in combat.
Scrying: Spies on subject from a distance.
Slay Living: Touch attack deals 12d6 + 1 per level.
Spell Resistance: Subject gains SR 12 + level.
Summon Humanoid V: Summons a single creature to do your bidding.
Summon Monster V: Summons extraplanar creature to fight for you.
Summon Undead V: Summons a single undead creature to do your bidding.
Symbol of Pain: Triggered rune wracks nearby creatures with pain.
Symbol of Sleep: Triggered rune puts nearby creatures into catatonic slumber.
True Seeing: Lets you see all things as they really are.
Unhallow: Designates location as unholy.
Wall of Stone: Creates a stone wall that can be shaped.
Antilife Shell: 10-ft.-radius field hedges out living creatures.
Banishment: Banishes 2 HD/level of extraplanar creatures.
Bear's Endurance, Mass: As bear's endurance, affects 1 subject/level.
Blade Barrier: Wall of blades deals 1d6/level damage.
Bull's Strength, Mass: As bull's strength, affects 1 subject/level.
Create Undead: Create ghasts, ghouls, mohrgs, or mummies.
Dispel Magic, Greater: As dispel magic, but with multiple targets.
Eagle's Splendor, Mass: As eagle's splendor, affects 1 subject/level.
Find the Path: Shows most direct way to a location.
Forbiddance: Blocks planar travel, damages creatures of different alignment.
Geas/Quest: As lesser geas, but 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.
Heroes' Feast: Food for one creature/level cures and grants combat bonuses.
Owl's Wisdom, Mass: As owl's wisdom, affects 1 subject/level.
Planar Ally: As lesser planar ally, but up to 12 HD.
Summon Humanoid VI: Summons a single creature to do your bidding.
Summon Monster VI: Summons extraplanar creature to fight for you.
Summon Undead VI: Summons a single undead creature to do your bidding.
Symbol of Fear: Triggered rune panics nearby creatures.
Symbol of Persuasion: Triggered rune charms nearby creatures.
Undeath to Death: Destroys 1d4 HD/level undead (max. 20d4).
Wind Walk: You and your allies turn vaporous and travel fast.
Control Weather: Changes weather in local area.
Destruction: Kills subject and destroys remains.
Dictum: Kills, paralyzes, staggers, or deafens nonlawful targets.
Ethereal Jaunt: You become ethereal for 1 round/level.
Holy Word: Kills, paralyzes, blinds, or deafens nongood subjects.
Refuge: Alters item to transport its possessor to you.
Repulsion: Creatures can't approach you.
Restoration, Greater: As restoration, plus restores all levels and ability scores.
Resurrection: Fully restore dead subject.
Scrying, Greater: As scrying, but faster and longer.
Summon Humanoid VII: Summons a single creature to do your bidding.
Summon Monster VII: Summons extraplanar creature to fight for you.
Summon Undead VII: Summons a single undead creature to do your bidding.
Symbol of Stunning: Triggered rune stuns nearby creatures.
Symbol of Weakness: Triggered rune weakens nearby creatures.
Word of Chaos: Kills, confuses, stuns, or deafens nonchaotic subjects.
Cloak of Chaos: +4 to AC, +4 resistance, and SR 25 against lawful spells.
Create Greater Undead: Create shadows, wraiths, spectres, or devourers.
Dimensional Lock: Teleportation and interplanar travel blocked for 1 day/level.
Discern Location: Reveals exact location of creature or object.
Earthquake: Intense tremor shakes 80-ft. radius.
Fire Storm: Deals 1d6/level fire damage.
Holy Aura: +4 to AC, +4 resistance, and SR 25 against evil spells.
Planar Ally, Greater: As lesser planar ally, but up to 18 HD.
Shield of Law: +4 to AC, +4 resistance, and SR 25 against chaotic spells.
Spell Immunity, Greater: As spell immunity, but up to 8th-level spells.
Summon Humanoid VIII: Summons a single creature to do your bidding.
Summon Monster VIII: Summons extraplanar creature to fight for you.
Summon Undead III: Summons a single undead creature to do your bidding.
Symbol of Death: Triggered rune kills nearby creatures.
Symbol of Insanity: Triggered rune renders nearby creatures insane.
Unholy Aura: +4 to AC, +4 resistance, and SR 25 against good spells.
Implosion: Inflict 10 damage/level to one creature/round.
Miracle: Requests a deity's intercession.
Soul Bind: Traps newly dead soul to prevent resurrection.
Storm of Vengeance: Storm rains acid, lightning, and hail.
Summon Humanoid IX: Summons a single creature to do your bidding.
Summon Monster IX: Summons extraplanar creature to fight for you.
Summon Undead IX: Summons a single undead creature to do your bidding.
True Resurrection: As resurrection, plus remains aren't needed.
Author's Note: Also, please take note that the priest requires Wisdom to be able to cast a spell and acquire bonus spells per day, but that Charisma is the defining ability when determining the saving throw DC against a priest's spells.
Alignment: Any
Hit Die: d6
Class Skills
Appraise (Int), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (Arcana) (Int), Knowledge (History) (Int), Knowledge (Nobility) (Int), Knowledge (Planes) (Int), Knowledge (Religion) (Int), Linguistics (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int)Skill Ranks Per Level: 2 + Int modifier.
| Fort | Ref | Will | |||
|---|---|---|---|---|---|
| Level | Base Attack Bonus | Save | Save | Save | Special Abilities |
| 1st | +0 | +2 | +0 | +2 | Orisons, Spells, Divine Power Pool, Domains, Aura |
| 2nd | +1 | +3 | +0 | +3 | |
| 3rd | +1 | +3 | +1 | +3 | |
| 4th | +2 | +4 | +1 | +4 | |
| 5th | +2 | +4 | +1 | +4 | Divine Feat |
| 6th | +3 | +5 | +2 | +5 | |
| 7th | +3 | +5 | +2 | +5 | |
| 8th | +4 | +6 | +2 | +6 | |
| 9th | +4 | +6 | +3 | +6 | |
| 10th | +5 | +7 | +3 | +7 | Divine Feat |
| 11th | +5 | +7 | +3 | +7 | |
| 12th | +6/+1 | +8 | +4 | +8 | |
| 13th | +6/+1 | +8 | +4 | +8 | |
| 14th | +7/+2 | +9 | +4 | +9 | |
| 15th | +7/+2 | +9 | +5 | +9 | Divine Feat |
| 16th | +8/+3 | +10 | +5 | +10 | |
| 17th | +8/+3 | +10 | +5 | +10 | |
| 18th | +9/+4 | +11 | +6 | +11 | |
| 19th | +9/+4 | +11 | +6 | +11 | |
| 20th | +10/+5 | +12 | +6 | +12 | Divine Feat |
Class Features
Weapon and Armor Proficiency: Priests are proficient with all simple weapons, light armor, and shields (except tower shields).Spells: A priest casts divine spells which are drawn from the priest spell list presented below. Her alignment, however, may restrict her from casting certain spells opposed to her moral or ethical beliefs; see chaotic, evil, good, and lawful spells. A priest does not need to choose spells in advance, but simply perform the necessay incantaion.
To prepare or cast a spell, a priest must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a priest's spell is 10 + the spell level + the priest's Charisma modifier.
Like other spellcasters, a priest can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on the table below. In addition, she receives bonus spells per day if she has a high Wisdom score (see the Pathfinder Roleplaying Game).
Priests meditate or pray for their spells. Each priest must choose a time when she must spend 1 hour each day in quiet contemplation or supplication to regain her daily allotment of spells. A priest may cast any spell on the priest spell list, provided that she can cast spells of that level.
Orisons: Priests begin play knowing all orisons, or 0-level spells. A priest may cast a number of orisons per day equal to twice the priest's Wisdom modifier.
| Spells Per Day | |||||||||
|---|---|---|---|---|---|---|---|---|---|
| Level | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
| 1st | 1 |
- | - | - | - | - | - | - | - |
| 2nd | 2 | - | - | - | - | - | - | - | - |
| 3rd | 2 | 1 | - | - | - | - | - | - | - |
| 4th | 3 | 2 | - | - | - | - | - | - | - |
| 5th | 3 |
2 |
1 |
- | - | - | - | - | - |
| 6th | 3 |
3 |
2 |
- | - | - | - | - | - |
| 7th | 4 |
3 |
2 |
1 | - | - | - | - | - |
| 8th | 4 |
3 |
3 |
2 |
- | - | - | - | - |
| 9th | 4 |
4 |
3 |
2 |
1 |
- | - | - | - |
| 10th | 4 |
4 |
3 |
3 |
2 |
- | - | - | - |
| 11th | 4 |
4 |
4 |
3 |
2 |
1 | - | - | - |
| 12th | 4 |
4 |
4 |
3 |
3 |
2 |
- | - | - |
| 13th | 4 |
4 |
4 |
4 |
3 |
2 |
1 | - | - |
| 14th | 4 |
4 |
4 |
4 |
3 |
3 |
2 | - | - |
| 15th | 4 |
4 |
4 |
4 |
4 |
3 |
2 | 1 | - |
| 16th | 4 |
4 |
4 |
4 |
4 |
3 |
3 | 2 | - |
| 17th | 4 |
4 |
4 |
4 |
4 |
4 |
3 | 2 | 1 |
| 18th | 4 |
4 |
4 |
4 |
4 |
4 |
3 | 3 | 2 |
| 19th | 4 |
4 |
4 |
4 |
4 |
4 |
4 | 3 | 3 |
| 20th | 4 |
4 |
4 |
4 |
4 |
4 |
4 | 4 | 4 |
Aura (Ex): A priest having a chaotic, evil, good, or lawful alignment has a particularly powerful aura (see the detect evil spell for details).
Divine Power Pool: When new priests begin casting spells, they are able access the potent magical energies within themselves. Depending on their constitution, a priest can cast orisons and channel energy (see below). A priest has a number of Divine Power Pool points equal to their Constitution modifier (if positive) plus 2 for each priest level [ (2+Con mod) x Priest Level ]. The Power Pool point cost for performing certain actions is listed below.
Temporary increases to your Constitution score give priests temporary Divine Power Pool points. Multiply the priest's level by the temporary bonus and add that amount to the priest's current and total Divine Power Pool. When the bonus ends, remove this total from the priest's current and total Divine Power Pool. See Ability Score Bonuses in the Pathfinder Core Rulebook for more description of Ability Score Bonuses.
| Action | Power Pool Points |
|---|---|
| Cast Orison |
1 |
| Channel Energy |
X (where X is the number of dice rolled) |
Channel Energy (Su): Regardless of alignment, any priest can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.
A good priest channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil priest channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral priest must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed.
Channeling energy delivers a surge of energy that affects a number of target creatures equal to the priest's Charisma modifier who are within 15 ft. of the priest. Before the action, the priest determines the channel strength by choosing a number not greater than the priest's level. The channel strength determines the number of dice rolled for the channel. The amount of damage dealt or healed is equal to 1d8 points of damage multiplied by the channel strength (channel strength 5 becomes 5d8). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the priest's level + the priest's Charisma modifier. Creatures healed by channeled energy cannot exceed their maximum hit point total—all excess healing is lost. As long as a priest has Divine Power Pool Points remaining, they may channel energy. This is a standard action that does not provoke an attack of opportunity. A priest can choose whether or not to include herself in this effect; the number of creatures affected includes the priest. For example, a priest with a Charisma modifier of +3 may affect herself as well as two other individuals. A priest must be able to present her holy symbol to use this ability.
Domains: A priest's devotion influences her alignment, what magic she can perform, her values, and how others see her. A priest chooses three domains from among the domains listed below. A priest can select an alignment domain (Chaos, Evil, Good, or Law) only if her alignment matches that domain.
Each domain grants a number of domain powers, dependent upon the level of the priest, as well as a number of bonus spells. In addition, a priest gains the listed powers from all her domains, if she is of a high enough level. Unless otherwise noted, using a domain power is a standard action. Priest domains are listed at the end of this class entry.
Chaotic, Evil, Good, and Lawful Spells: A priest can't cast spells of an alignment opposed to her own. Spells associated with particular alignments are indicated by the chaotic, evil, good, and lawful descriptors in their spell descriptions.
Divine Feats: At 5th, 10th, 15th, and 20th level, a priest gains a bonus feat from the list of Divine Feats (see below).
Bonus Languages: A priest's bonus language options include Celestial, Abyssal, and Infernal (the languages of good, chaotic evil, and lawful evil outsiders, respectively). These choices are in addition to the bonus languages available to the character because of her race.
Ex-Priests
A priest who grossly violates her alignment loses all spells and class features, except for armor and shield proficiencies and proficiency with simple weapons. She cannot thereafter gain levels as a priest until she atones for her deeds (see the atonement spell description).
Domains
Priests may select any three of the domains below provided they are of the proper alignment.Chaos Domain
Granted Powers: Your touch infuses life and weapons with chaos, and you revel in all things anarchic.Touch of Chaos (Sp): You can imbue a target with chaos as a melee touch attack. For the next round, anytime the target rolls a d20, he must roll twice and take the less favorable result. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Chaos Blade (Su): At 8th level, you can give a weapon touched the anarchic special weapon quality for a number of rounds equal to 1/2 your priest level. You can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.
Domain Spells: 1st—lesser confusion, 2nd—misdirection, 3rd—displacement, 4th—chaos hammer (+2 DC), 5th—song of discord, 6th—mislead, 7th—word of chaos (+2 DC), 8th—cloak of chaos (double duration), 9th—freedom.
Charm Domain
Granted Powers: You can baffle and befuddle foes with a touch or a smile, and your beauty and grace are divine.Dazing Touch (Sp): You can cause a living creature to become dazed for 1 round as a melee touch attack. Creatures with more Hit Dice than your priest level are unaffected. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Charming Smile (Sp): At 8th level, you can cast charm person as a swift action, with a DC of 10 + 1/2 your priest level + your Wisdom modifier. You can only have one creature charmed in this way at a time. The total number of rounds of this effect per day is equal to your priest level. The rounds do not need to be consecutive, and you can dismiss the charm at any time as a free action. Each attempt to use this ability consumes 1 round of its duration, whether or not the creature succeeds on its save to resist the effect.
Domain Spells: 1st—charm person, 2nd—hypnotic pattern, 3rd—suggestion, 4th—heroism, 5th—charm monster, 6th—mass charm monster, 7th—insanity, 8th—demand, 9th—dominate monster.
Community Domain
Granted Powers: Your touch can heal wounds, and your presence instills unity and strengthens emotional bonds.Calming Touch (Sp): You can touch a creature as a standard action to heal it of 1d6 points of nonlethal damage + 1 point per priest level. This touch also removes the fatigued, shaken, and sickened conditions (but has no effect on more severe conditions). You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Unity (Su): At 8th level, whenever a spell or effect targets you and one or more allies within 30 feet, you can use this ability to allow your allies to use your saving throw against the effect in place of their own. Each ally must decide individually before the rolls are made. Using this ability is an immediate action. You can use this ability once per day at 8th level, and one additional time per day for every four priest levels beyond 8th.
Domain Spells: 1st—alarm, 2nd—shield other (medium range), 3rd—tiny hut, 4th—status, 5th—telepathic bond, 6th—globe of invulnerability, 7th—control weather, 8th—mass cure critical wounds, 9th—foresight.
Death Domain
Granted Powers: You can cause the living to bleed at a touch, and find comfort in the presence of the dead.Bleeding Touch (Sp): As a melee touch attack, you can cause a living creature to take 1d6 points of damage per round. This effect persists for a number of rounds equal to 1/2 your priest level (minimum 1) or until stopped with a DC 15 Heal check or any spell or effect that heals damage. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Death's Embrace (Ex): At 8th level, you heal damage instead of taking damage from channeled negative energy. If the channeled negative energy targets undead, you heal hit points just like undead in the area.
Domain Spells: 1st—ray of enfeeblement, 2nd—false life, 3rd—vampiric touch, 4th—ray of exhaustion, 5th—waves of fatigue, 6th—circle of death, 7th—waves of exhaustion, 8th—horrid wilting, 9th—wail of the banshee.
Destruction Domain
Granted Powers: You revel in ruin and devastation, and can deliver particularly destructive attacks.Destructive Smite (Su): You gain the destructive smite power: the supernatural ability to make a single melee attack with a morale bonus on damage rolls equal to 1/2 your priest level (minimum 1). You must declare the destructive smite before making the attack. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Destructive Aura (Su): At 8th level, you can emit a 30-foot aura of destruction for a number of rounds per day equal to your priest level. All attacks made against targets in this aura (including you) gain a morale bonus on damage equal to 1/2 your priest level and all critical threats are automatically confirmed. These rounds do not need to be consecutive.
Domain Spells: 1st—true strike, 2nd—gust of wind, 3rd—rage, 4th—explosive runes, 5th—shout, 6th—harm (+2 DC), 7th—disintegrate, 8th—earthquake (+2 to all DCs), 9th—implosion (+2 DC).
Evil Domain
Granted Powers: You are sinister and cruel, and have wholly pledged your soul to the cause of evil.Touch of Evil (Sp): You can cause a creature to become sickened as a melee touch attack. Creatures sickened by your touch count as good for the purposes of spells with the evil descriptor. This ability lasts for a number of rounds equal to 1/2 your priest level (minimum 1). You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Scythe of Evil (Su): At 8th level, you can give a weapon touched the unholy special weapon quality for a number of rounds equal to 1/2 your priest level. You can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.
Domain Spells: 1st—disguise self, 2nd—detect thoughts, 3rd—glibness, 4th—unholy blight (+2 DC), 5th—mass suggestion, 6th—eyebite, 7th—blasphemy (+2 DC), 8th—unholy aura (double duration), 9th—dominate monster.
Glory Domain
Granted Powers: You are infused with the glory of the divine, and are a true foe of the undead. In addition, when you channel positive energy to harm undead creatures, the save DC to halve the damage is increased by 2.Touch of Glory (Sp): You can cause your hand to shimmer with divine radiance, allowing you to touch a creature as a standard action and give it a bonus equal to your priest level on a single Charisma-based skill check or Charisma ability check. This ability lasts for 1 hour or until the creature touched elects to apply the bonus to a roll. You can use this ability to grant the bonus a number of times per day equal to 3 + your Wisdom modifier.
Divine Presence (Su): At 8th level, you can emit a 30-foot aura of divine presence for a number of rounds per day equal to your priest level. All allies within this aura are treated as if under the effects of a sanctuary spell with a DC equal to 10 + 1/2 your priest level + your Wisdom modifier. These rounds do not need to be consecutive. Activating this ability is a standard action. If an ally leaves the area or makes an attack, the effect ends for that ally. If you make an attack, the effect ends for you and your allies.
Domain Spells: 1st—feather fall, 2nd—bless weapon, 3rd—daze monster (Target one living creature of 8 HD or less), 4th—good hope, 5th—mass cure light wounds, 6th—repulsion, 7th—holy sword, 8th—protection from spells, 9th—astral projection.
Good Domain
Granted Powers: You have pledged your life and soul to goodness and purity.Touch of Good (Sp): You can touch a creature as a standard action, granting a sacred bonus on attack rolls, skill checks, ability checks, and saving throws equal to half your priest level (minimum 1) for 1 round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Holy Lance (Su): At 8th level, you can give a weapon you touch the holy special weapon quality for a number of rounds equal to 1/2 your priest level. You can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.
Domain Spells: 1st—protection from evil, 2nd—align weapon (good only), 3rd—magic circle against evil, 4th—holy smite, 5th—dispel evil, 6th—blade barrier, 7th—holy word, 8th—holy aura, 9th—summon monster IX (good spell only).
Healing Domain
Granted Powers: Your touch staves off pain and death, and your healing magic is particularly vital and potent.Rebuke Death (Sp): You can touch a living creature as a standard action, healing it for 1d4 points of damage plus 1 for every two priest levels you possess. You can only use this ability on a creature that is below 0 hit points. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Healer's Blessing (Su): At 6th level, all of your cure spells are treated as if they were empowered, increasing the amount of damage healed by half (+50%). This does not apply to damage dealt to undead with a cure spell. This does not stack with the Empower Spell metamagic feat.
Domain Spells: 1st—cure light wounds, 2nd—cure moderate wounds, 3rd—cure serious wounds, 4th—cure critical wounds, 5th—breath of life, 6th—heal, 7th—regenerate, 8th—mass cure critical wounds, 9th—mass heal.
Knowledge Domain
Granted Powers: You are a scholar and a sage of legends. In addition, you treat all Knowledge skills as class skills.Lore Keeper (Sp): You can touch a creature to learn about its abilities and weaknesses. With a successful touch attack, you gain information as if you made the appropriate Knowledge skill check with a result equal to 15 + your priest level + your Wisdom modifier.
Remote Viewing (Sp): Starting at 6th level, you can use clairvoyance/clairaudience at will as a spell-like ability using your priest level as the caster level. You can use this ability for a number of rounds per day equal to your priest level. These rounds do not need to be consecutive.
Domain Spells: 1st—comprehend languages, 2nd—detect thoughts, 3rd—speak with dead, 4th—divination, 5th—true seeing, 6th—find the path, 7th—legend lore, 8th—discern location, 9th—foresight.
Law Domain
Granted Powers: You follow a strict and ordered code of laws, and in so doing, achieve enlightenment.Touch of Law (Sp): You can touch a willing creature as a standard action, infusing it with the power of divine order and allowing it to treat all attack rolls, skill checks, ability checks, and saving throws for 1 round as if the natural d20 roll resulted in an 11. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Staff of Order (Su): At 8th level, you can give a weapon touched the axiomatic special weapon quality for a number of rounds equal to 1/2 your priest level. You can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.
Domain Spells: 1st—protection from chaos, 2nd—align weapon (law only), 3rd—magic circle against chaos, 4th—order's wrath, 5th—dispel chaos, 6th—hold monster, 7th—dictum, 8th—shield of law, 9th—summon monster IX (law spell only).
Liberation Domain
Granted Powers: You are a spirit of freedom and a staunch foe against all who would enslave and oppress.Liberation (Su): You have the ability to ignore impediments to your mobility. For a number of rounds per day equal to your priest level, you can move normally regardless of magical effects that impede movement, as if you were affected by freedom of movement. This effect occurs automatically as soon as it applies. These rounds do not need to be consecutive.
Freedom's Call (Su): At 8th level, you can emit a 30-foot aura of freedom for a number of rounds per day equal to your priest level. Allies within this aura are not affected by the confused, grappled, frightened, panicked, paralyzed, pinned, or shaken conditions. This aura only suppresses these effects, and they return once a creature leaves the aura or when the aura ends, if applicable. These rounds do not need to be consecutive.
Domain Spells: 1st—remove fear, 2nd—remove paralysis, 3rd—remove curse, 4th—freedom of movement, 5th—break enchantment, 6th—greater dispel magic, 7th—refuge, 8th—mind blank, 9th—freedom.
Luck Domain
Granted Powers: You are infused with luck, and your mere presence can spread good fortune.Bit of Luck (Sp): You can touch a willing creature as a standard action, giving it a bit of luck. For the next round, any time the target rolls a d20, he may roll twice and take the more favorable result. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Good Fortune (Ex): At 6th level, you can reroll any one roll that you have just made before the results of the roll are revealed. You must take the result of the reroll, even if it's worse than the original roll. You can use this ability once per day at 6th level, and one additional time per day for every six priest levels beyond 6th.
Domain Spells: 1st—true strike, 2nd—aid, 3rd—protection from energy, 4th—freedom of movement, 5th—break enchantment, 6th—mislead, 7th—spell turning, 8th—moment of prescience, 9th—miracle.
Madness Domain
Granted Powers: You embrace the madness that lurks deep in your heart, and can unleash it to drive your foes insane or to sacrifice certain abilities to hone others.Vision of Madness (Sp): You can give a creature a vision of madness as a melee touch attack. Choose one of the following: attack rolls, saving throws, or skill checks. The target receives a bonus to the chosen rolls equal to 1/2 your priest level (minimum +1) and a penalty to the other two types of rolls equal to 1/2 your priest level (minimum –1). This effect fades after 3 rounds. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Aura of Madness (Su): At 8th level, you can emit a 30-foot aura of madness for a number of rounds per day equal to your priest level. Enemies within this aura are affected by confusion unless they make a Will save with a DC equal to 10 + 1/2 your priest level + your Wisdom modifier. The confusion effect ends immediately when the creature leaves the area or the aura expires. Creatures that succeed on their saving throw are immune to this aura for 24 hours. These rounds do not need to be consecutive.
Domain Spells: 1st—lesser confusion, 2nd—touch of idiocy, 3rd—rage, 4th—confusion, 5th—nightmare, 6th—phantasmal killer, 7th—insanity, 8th—scintillating pattern, 9th—weird.
Nobility Domain
Granted Powers: You are a great leader, an inspiration to all who follow the teachings of your faith.Inspiring Word (Sp): As a standard action, you can speak an inspiring word to a creature within 30 feet. That creature receives a +2 morale bonus on attack rolls, skill checks, ability checks, and saving throws for a number of rounds equal to 1/2 your priest level (minimum 1). You can use this power a number of times per day equal to 3 + your Wisdom modifier.
Leadership (Ex): At 8th level, you receive Leadership as a bonus feat. In addition, you gain a +2 bonus on your leadership score as long as you uphold the tenets of your deity (or divine concept if you do not venerate a deity).
Domain Spells: 1st—divine favor, 2nd—enthrall, 3rd—magic vestment, 4th—discern lies, 5th—greater command, 6th—geas/quest, 7th—repulsion, 8th—demand, 9th—storm of vengeance.
Protection Domain
Granted Powers: Your faith is your greatest source of protection, and you can use that faith to defend others. In addition, you receive a +1 resistance bonus on saving throws. This bonus increases by 1 for every 5 levels you possess.Resistant Touch (Sp): As a standard action, you can touch an ally to grant him your resistance bonus for 1 minute. When you use this ability, you lose your resistance bonus granted by the Protection domain for 1 minute. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Aura of Protection (Su): At 8th level, you can emit a 30-foot aura of protection for a number of rounds per day equal to your priest level. You and your allies within this aura gain a +1 deflection bonus to AC and resistance 5 against all elements (acid, cold, electricity, fire, and sonic). The deflection bonus increases by +1 for every four priest levels you possess beyond 8th. At 14th level, the resistance against all elements increases to 10. These rounds do not need to be consecutive.
Domain Spells: 1st—sanctuary, 2nd—shield other, 3rd—protection from energy, 4th—spell immunity, 5th—spell resistance, 6th—antimagic field, 7th—repulsion, 8th—mind blank, 9th—prismatic sphere.
Repose Domain
Granted Powers: You see death not as something to be feared, but as a final rest and reward for a life well spent. The taint of undeath is a mockery of what you hold dear.Gentle Rest (Sp): Your touch can fill a creature with lethargy, causing a living creature to become staggered for 1 round as a melee touch attack. If you touch a staggered living creature, that creature falls asleep for 1 round instead. Undead creatures touched are staggered for a number of rounds equal to your Wisdom modifier. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Ward Against Death (Su): At 8th level, you can emit a 30-foot aura that wards against death for a number of rounds per day equal to your priest level. Living creatures in this area are immune to all death effects, energy drain, and effects that cause negative levels. This ward does not remove negative levels that a creature has already gained, but the negative levels have no effect while the creature is inside the warded area. These rounds do not need to be consecutive.
Domain Spells: 1st—deathwatch, 2nd—gentle repose, 3rd—speak with dead, 4th—death ward, 5th—slay living, 6th—undeath to death, 7th—destruction, 8th—waves of exhaustion, 9th—wail of the banshee.
Rune Domain
Granted Powers: In strange and eldritch runes you find potent magic. You gain Scribe Scroll as a bonus feat.Blast Rune (Sp): As a standard action, you can create a blast rune in any adjacent square. Any creature entering this square takes 1d6 points of damage + 1 point for every two priest levels you possess. This rune deals either acid, cold, electricity, or fire damage, decided when you create the rune. The rune is invisible and lasts a number of rounds equal to your priest level or until discharged. You cannot create a blast rune in a square occupied by another creature. This rune counts as a 1st-level spell for the purposes of dispelling. It can be discovered with a DC 26 Perception skill check and disarmed with a DC 26 Disable Device skill check. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Spell Rune (Sp): At 8th level, you can attach another spell that you cast to one of your blast runes, causing that spell to affect the creature that triggers the rune, in addition to the damage. This spell must be of at least one level lower than the highest-level priest spell you can cast and it must target one or more creatures. Regardless of the number of targets the spell can normally affect, it only affects the creature that triggers the rune.
Domain Spells: 1st—erase, 2nd—secret page, 3rd—glyph of warding, 4th—explosive runes, 5th—lesser planar binding, 6th—greater glyph of warding, 7th—instant summons, 8th—symbol of death, 9th—teleportation circle.
Trickery Domain
Granted Powers: You are a master of illusions and deceptions. Bluff, Disguise, and Stealth are class skills.Copycat (Sp): You can create an illusory double of yourself as a move action. This double functions as a single mirror image and lasts for a number of rounds equal to your priest level, or until the illusory duplicate is dispelled or destroyed. You can have no more than one copycat at a time. This ability does not stack with the mirror image spell. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Master's Illusion (Sp): At 8th level, you can create an illusion that hides the appearance of yourself and any number of allies within 30 feet for 1 round per priest level. This ability otherwise functions like the spell veil. The rounds do not need to be consecutive.
Domain Spells: 1st—disguise self, 2nd—invisibility, 3rd—nondetection, 4th—confusion, 5th—false vision, 6th—mislead, 7th—screen, 8th—mass invisibility, 9th—time stop.
War Domain
Granted Powers: You are a crusader for your god, always ready and willing to fight to defend your faith.Battle Rage (Sp): You can touch a creature as a standard action to give it a bonus on melee damage rolls equal to 1/2 your priest level for 1 round (minimum +1). You can do so a number of times per day equal to 3 + your Wisdom modifier.
Weapon Master (Su): At 8th level, you gain the use of one combat feat for a number of rounds per day equal to your priest level. These rounds do not need to be consecutive and you can change the feat chosen each time you use this ability. You must meet the prerequisites to use this feat.
Domain Spells: 1st—magic weapon, 2nd—spiritual weapon, 3rd—magic vestment, 4th—divine power, 5th—flame strike, 6th—blade barrier, 7th—power word blind, 8th—power word stun, 9th—power word kill.
Priest Spells
0 Level Spells (Orisons)
Bleed: Cause a stabilized creature to resume dying.Detect Magic: Detects spells and magic items within 60 ft.
Detect Poison: Detects poison in one creature or object.
Guidance: +1 on one attack roll, saving throw, or skill check.
Light: Object shines like a torch.
Mending: Makes minor repairs on an object.
Read Magic: Read scrolls and spellbooks.
Resistance: Subject gains +1 on saving throws.
Stabilize: Cause a dying creature to stabilize.
Virtue: Subject gains 1 temporary hp.
1st Level Spells
Bane: Enemies take –1 on attack rolls and saves against fear.Bless: Allies gain +1 on attack rolls and saves against fear.
Bless Water: Makes holy water.
Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
Command: One subject obeys selected command for 1 round.
Comprehend Languages: You understand all spoken and written languages.
Curse Water: Makes unholy water.
Deathwatch: Reveals how near death subjects within 30 ft. are.
Detect Chaos/Evil/Good/Law: Reveals creatures, spells, or objects of selected alignment.
Detect Undead: Reveals undead within 60 ft.
Divine Favor: You gain +1 per three levels on attack and damage rolls.
Doom: One subject takes –2 on attack rolls, damage rolls, saves, and checks.
Endure Elements: Exist comfortably in hot or cold regions.
Entropic Shield: Ranged attacks against you have 20% miss chance.
Hide from Undead: Undead can't perceive one subject/level.
Magic Stone: Three stones gain +1 on attack, deal 1d6 +1 damage.
Magic Weapon: Weapon gains +1 bonus.
Obscuring Mist: Fog surrounds you.
Protection from Chaos/Evil/Good/Law: +2 to AC and saves, plus additional protection against selected alignment.
Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.
Sanctuary: Opponents can't attack you, and you can't attack.
Shield of Faith: Aura grants +2 or higher deflection bonus.
Summon Humanoid I: Summons a single creature to do your bidding.
Summon Monster I: Summons extraplanar creature to fight for you.
Summon Undead I: Summons a single undead creature to do your bidding.
2nd Level Spells
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.
AuguryM: 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: Fills area with positive energy, weakening undead.
Darkness: 20-ft. radius of supernatural shadow.
Death Knell: Kills dying creature; you gain 1d8 temporary hp, +2 to Str, and +1 caster level.
Delay Poison: Stops poison from harming target for 1 hour/level.
Desecrate: Fills area with negative energy, making undead stronger.
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.
Make Whole: Repairs an object.
Owl's Wisdom: Subject gains +4 to Wis for 1 min./level.
Remove Paralysis: Frees 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.
Shatter: Sonic vibration damages objects or crystalline creatures.
Shield Other: You take half of subject's damage.
Silence: Negates sound in 20-ft. radius.
Sound Burst: Deals 1d8 sonic damage to subjects; may stun them.
Spiritual Weapon: Magic weapon attacks on its own.
Status: Monitors condition, position of allies.
Summon Humanoid II: Summons a single creature to do your bidding.
Summon Monster II: Summons extraplanar creature to fight for you.
Summon Undead II: Summons a single undead creature to do your bidding.
Undetectable Alignment: Conceals alignment for 24 hours.
Zone of Truth: Subjects within range cannot lie.
3rd Level Spells
Animate Dead: Creates undead skeletons and zombies.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.
Contagion: Infects subject with chosen disease.
Continual Flame: Makes a permanent, heatless light.
Create Food and Water: Feeds three humans (or one horse)/level.
Daylight: 60-ft. radius of bright light.
Deeper Darkness: Object sheds supernatural shadow in 60-ft. radius.
Dispel Magic: Cancels one magical spell or effect.
Glyph of Warding: Inscription harms those who pass it.
Helping Hand: Ghostly hand leads subject to you.
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.
Meld into Stone: You and your gear merge with stone.
Obscure Object: Masks object against scrying.
Prayer: Allies get +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 blindness or deafness.
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 Humanoid III: Summons a single creature to do your bidding.
Summon Monster III: Summons extraplanar creature to fight for you.
Summon Undead III: Summons a single undead creature to do your bidding.
Water Breathing: Subjects can breathe underwater.
Wind Wall: Deflects arrows, smaller creatures, and gases.
4th Level Spells
Chaos Hammer: Harms and slows lawful creatures (1d8 damage/2 levels).Control Water: Raises or lowers bodies of water.
Death Ward: Grants bonuses against death spells and negative energy.
Dimensional Anchor: Bars extradimensional movement.
Discern Lies: Reveals deliberate falsehoods.
Dismissal: Forces a creature to return to native plane.
Divination: Provides useful advice for specific proposed actions.
Divine Power: You gain attack bonuses and 1 hp/level.
Freedom of Movement: Subject moves normally despite impediments to movement.
Giant Vermin: Turns centipedes, scorpions, or spiders into giant vermin.
Holy Smite: Harms and possibly blinds evil creatures (1d8 damage/2 levels).
Imbue with Spell Ability: Transfer spells to subject.
Magic Weapon, Greater: Weapon gains +1 bonus/four levels (max +5).
Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
Order's Wrath: Harms and dazes chaotic creatures (1d8 damage/2 levels).
Planar Ally, Lesser: Exchange services with a 6 HD extraplanar creature.
Poison: Touch deals 1d3 Con damage 1/round for 6 rounds.
Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away.
Restoration: Restores level and ability score drains.
Sending: Delivers short message anywhere, instantly.
Spell Immunity: Subject is immune to one spell per 4 levels.
Summon Humanoid IV: Summons a single creature to do your bidding.
Summon Monster IV: Summons extraplanar creature to fight for you.
Summon Undead IV: Summons a single undead creature to do your bidding.
Tongues: Speak and understand any language.
Unholy Blight: Harms and sickens good creatures (1d8 damage/2 levels).
5th Level Spells
Atonement: Removes burden of misdeeds from subject and reverses magical alignment change.Break Enchantment: Frees subjects from enchantments, transmutations, and curses.
Command, Greater: As command, but affects one subject/level.
Commune: Deity answers one yes-or-no question/level.
Dispel Chaos/Evil/Good/Law: +4 bonus against attacks.
Disrupting Weapon: Melee weapon destroys undead.
Flame Strike: Smites foes with divine fire (1d6/level damage).
Hallow: Designates location as holy.
Insect Plague: Wasp swarms attack creatures.
Mark of Justice: Designates action that triggers curse on subject.
Raise Dead: Restores life to subject who died as long as one day/level ago.
Righteous Might: Your size increases, and you gain bonuses in combat.
Scrying: Spies on subject from a distance.
Slay Living: Touch attack deals 12d6 + 1 per level.
Spell Resistance: Subject gains SR 12 + level.
Summon Humanoid V: Summons a single creature to do your bidding.
Summon Monster V: Summons extraplanar creature to fight for you.
Summon Undead V: Summons a single undead creature to do your bidding.
Symbol of Pain: Triggered rune wracks nearby creatures with pain.
Symbol of Sleep: Triggered rune puts nearby creatures into catatonic slumber.
True Seeing: Lets you see all things as they really are.
Unhallow: Designates location as unholy.
Wall of Stone: Creates a stone wall that can be shaped.
6th Level Spells
Animate Objects: Objects attack your foes.Antilife Shell: 10-ft.-radius field hedges out living creatures.
Banishment: Banishes 2 HD/level of extraplanar creatures.
Bear's Endurance, Mass: As bear's endurance, affects 1 subject/level.
Blade Barrier: Wall of blades deals 1d6/level damage.
Bull's Strength, Mass: As bull's strength, affects 1 subject/level.
Create Undead: Create ghasts, ghouls, mohrgs, or mummies.
Dispel Magic, Greater: As dispel magic, but with multiple targets.
Eagle's Splendor, Mass: As eagle's splendor, affects 1 subject/level.
Find the Path: Shows most direct way to a location.
Forbiddance: Blocks planar travel, damages creatures of different alignment.
Geas/Quest: As lesser geas, but 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.
Heroes' Feast: Food for one creature/level cures and grants combat bonuses.
Owl's Wisdom, Mass: As owl's wisdom, affects 1 subject/level.
Planar Ally: As lesser planar ally, but up to 12 HD.
Summon Humanoid VI: Summons a single creature to do your bidding.
Summon Monster VI: Summons extraplanar creature to fight for you.
Summon Undead VI: Summons a single undead creature to do your bidding.
Symbol of Fear: Triggered rune panics nearby creatures.
Symbol of Persuasion: Triggered rune charms nearby creatures.
Undeath to Death: Destroys 1d4 HD/level undead (max. 20d4).
Wind Walk: You and your allies turn vaporous and travel fast.
7th Level Spells
Blasphemy: Kills, paralyzes, weakens, or dazes nonevil subjects.Control Weather: Changes weather in local area.
Destruction: Kills subject and destroys remains.
Dictum: Kills, paralyzes, staggers, or deafens nonlawful targets.
Ethereal Jaunt: You become ethereal for 1 round/level.
Holy Word: Kills, paralyzes, blinds, or deafens nongood subjects.
Refuge: Alters item to transport its possessor to you.
Repulsion: Creatures can't approach you.
Restoration, Greater: As restoration, plus restores all levels and ability scores.
Resurrection: Fully restore dead subject.
Scrying, Greater: As scrying, but faster and longer.
Summon Humanoid VII: Summons a single creature to do your bidding.
Summon Monster VII: Summons extraplanar creature to fight for you.
Summon Undead VII: Summons a single undead creature to do your bidding.
Symbol of Stunning: Triggered rune stuns nearby creatures.
Symbol of Weakness: Triggered rune weakens nearby creatures.
Word of Chaos: Kills, confuses, stuns, or deafens nonchaotic subjects.
8th Level Spells
Antimagic Field: Negates magic within 10 ft.Cloak of Chaos: +4 to AC, +4 resistance, and SR 25 against lawful spells.
Create Greater Undead: Create shadows, wraiths, spectres, or devourers.
Dimensional Lock: Teleportation and interplanar travel blocked for 1 day/level.
Discern Location: Reveals exact location of creature or object.
Earthquake: Intense tremor shakes 80-ft. radius.
Fire Storm: Deals 1d6/level fire damage.
Holy Aura: +4 to AC, +4 resistance, and SR 25 against evil spells.
Planar Ally, Greater: As lesser planar ally, but up to 18 HD.
Shield of Law: +4 to AC, +4 resistance, and SR 25 against chaotic spells.
Spell Immunity, Greater: As spell immunity, but up to 8th-level spells.
Summon Humanoid VIII: Summons a single creature to do your bidding.
Summon Monster VIII: Summons extraplanar creature to fight for you.
Summon Undead III: Summons a single undead creature to do your bidding.
Symbol of Death: Triggered rune kills nearby creatures.
Symbol of Insanity: Triggered rune renders nearby creatures insane.
Unholy Aura: +4 to AC, +4 resistance, and SR 25 against good spells.
9th Level Spells
Energy Drain: Subject gains 2d4 negative levels.Implosion: Inflict 10 damage/level to one creature/round.
Miracle: Requests a deity's intercession.
Soul Bind: Traps newly dead soul to prevent resurrection.
Storm of Vengeance: Storm rains acid, lightning, and hail.
Summon Humanoid IX: Summons a single creature to do your bidding.
Summon Monster IX: Summons extraplanar creature to fight for you.
Summon Undead IX: Summons a single undead creature to do your bidding.
True Resurrection: As resurrection, plus remains aren't needed.
Author's Note: Also, please take note that the priest requires Wisdom to be able to cast a spell and acquire bonus spells per day, but that Charisma is the defining ability when determining the saving throw DC against a priest's spells.

Geography
- World Map
- The Gates of Thule
- Bay of Beasts
- The Bleak North
- Crescent Mountains
- Fanged Sea
- The Great Forest
- Isles of Dread
- Jungle of Xatoth
- Kuthyan Sea
- Lake of Stars
- Mountains of White Flame
- The Scythe Wall
- Sea of Grolsh
- Sea of Scales
- Sea of Storms
- Thune Desert
- The Western Steppe
- Nothlaren
- White Sea
- Xul Kurosas