Pathfinder 2 Cleric Class

Deities work their will upon the world in infinite ways, and you serve as one of their most stalwart mortal servants. Blessed with divine magic, you live the ideals of your faith, adorn yourself with the symbols of your church, and train diligently to wield your deity’s favored weapon. Your spells might protect and heal your allies, or they might punish foes and enemies of your faith, as your deity wills. Yours is a life of devotion, spreading the teachings of your faith through both word and deed.

Key Ability Wisdom - At 1st level, your class gives you an ability boost to Wisdom.
Hit Points 8 + Con Modifier - You increase your maximum number of HP by this number at 1st level and every level thereafter.

During Combat Encounters...

If you’re a warpriest, you balance between casting spells and attacking with weapons— typically the favored weapon of your deity. If you’re a cloistered cleric, you primarily cast spells. Most of your spells can boost, protect, or heal your allies. Depending on your deity, you get extra spells to heal your allies or harm your enemies.

During Social Encounters...

You might make diplomatic overtures or deliver impressive speeches. Because you’re wise, you also pick up on falsehoods others tell.

While Exploring...

You detect nearby magic and interpret any religious writing you come across. You might also concentrate on a protective spell for your allies in case of attack. After a battle or hazard, you might heal anyone who was hurt.

In Downtime...

You might perform services at a temple, travel to spread the word of your deity, research scripture, celebrate holy days, or even found a new temple.

You Might...

Others Probably...

Table: Cleric Advancement
Level Class Features
1Ancestry and background, deity, divine font, divine spellcasting, doctrine, initial proficiencies
2Cleric feat, skill feat
3General feat, skill increase
4Cleric feat, skill feat
5Ability boosts, Alertness, ancestry feat, skill increase
6Cleric feat, skill feat
7General feat, skill increase
8Cleric feat, skill feat
9Ancestry feat, resolve, skill increase
10Ability boosts, cleric feat, skill feat
11General feat, lightning reflexes, skill increase
12Cleric feat, skill feat
13Ancestry feat, divine defense, skill increase, weapon specialization
14Cleric feat, skill feat
15Ability boosts, general feat, skill increase
16Cleric feat, skill feat
17Ancestry feat, skill increase
18Cleric feat, skill feat
19General feat, miraculous spell, skill increase
20Ability boosts, cleric feat, skill feat

Class Features

You gain these abilities as a Cleric. Abilities gained at higher levels list the levels at which you gain them next to the features’ names.

Ancestry and Background

In addition to the abilities provided by your class at 1st level, you have the benefits of your selected ancestry and background.

Initial Proficiencies

At 1st level you gain a number of proficiencies that represent your basic training. These proficiencies are noted in at the start of this class.

Deity

As a cleric, you are a mortal servitor of a deity you revere above all others. The most common deities in Pathfinder appear on pages 437–440, along with their alignments, areas of concern, and the benefits you get for being a cleric of that deity. Your alignment must be one allowed by your deity, as listed in their entry. Your deity grants you the trained proficiency rank in one skill and with the deity’s favored weapon. If the favored weapon is uncommon, you also get access to that weapon.

Your deity also adds spells to your spell list. You can prepare these just like you can any spell on the divine spell list, once you can prepare spells of their level as a cleric. Some of these spells aren’t normally on the divine list, but they’re divine spells if you prepare them this way.

Anathema

Acts fundamentally opposed to your deity’s alignment or ideals are anathema to your faith. Learning or casting spells, committing acts, and using items that are anathema to your deity remove you from your deity’s good graces.

Casting spells with the evil trait is almost always anathema to good deities, and casting good spells is likewise anathema to evil deities; similarly, casting chaotic spells is anathema to lawful deities, and casting lawful spells is anathema to chaotic deities. A neutral cleric who worships a neutral deity isn’t limited this way, but their alignment might change over time if they frequently cast spells or use abilities with a certain alignment. Similarly, casting spells that are anathema to the tenets or goals of your faith could interfere with your connection to your deity. For example, casting a spell to create undead would be anathema to Pharasma, the goddess of death. For borderline cases, you and your GM determine which acts are anathema.

If you perform enough acts that are anathema to your deity, or if your alignment changes to one not allowed by your deity, you lose the magical abilities that come from your connection to your deity. The class features that you lose are determined by the GM, but they likely include your divine font and all divine spellcasting. These abilities can be regained only if you demonstrate your repentance by conducting an atone ritual (found on page 409).

Divine Spellcasting

Your deity bestows on you the power to cast divine spells. You can cast divine spells using the Cast a Spell activity, and you can supply material, somatic, and verbal components when casting spells (see Casting Spells on page 302). Because you’re a cleric, you can usually hold a divine focus (such as a religious symbol) for spells requiring material components instead of needing to use a spell component pouch.

At 1st level, you can prepare two 1st-level spells and five cantrips each morning from the common spells on the divine spell list in this book (page 309) or from other divine spells to which you gain access. Prepared spells remain available to you until you cast them or until you prepare your spells again. The number of spells you can prepare is called your spell slots.

As you increase in level as a cleric, the number of spells you can prepare each day increases, as does the highest level of spell you can cast, as shown in Table: Cleric Spells per Day.

Some of your spells require you to attempt a spell attack roll to see how effective they are, or your enemies to roll against your spell DC (typically by attempting a saving throw). Since your key ability is Wisdom, your spell attack rolls and spell DCs use your Wisdom modifier. Details on calculating these statistics appear on page 447.

Heightening Spells

When you get spell slots of 2nd level and higher, you can fill those slots with stronger versions of lower-level spells. This increases the spell’s level, heightening it to match the spell slot. Many spells have specific improvements when they are heightened to certain levels.

Cantrips

A cantrip is a special type of spell that doesn’t use spell slots. You can cast a cantrip at will, any number of times per day. A cantrip is always automatically heightened to half your level rounded up—this is usually equal to the highest level of spell you can cast as a cleric. For example, as a 1st-level cleric, your cantrips are 1st-level spells, and as a 5th-level cleric, your cantrips are 3rd-level spells.

Table: Cleric Spells per Day
Your LevelCantripsSpell Level
1st2nd3rd4th5th6th7th8th9th10th
152*
253*
3532*
4533*
55332*
65333*
753332*
853333*
9533332*
10533333*
115333332*
125333333*
1353333332*
1453333333*
15533333332*
16533333333*
175333333332*
185333333333*
1953333333331*t
2053333333331*t
* Your divine font gives you additional heal or harm spells of this level. The number is equal to 1 + your Charisma modifier.
t The miraculous spell class feature gives you a 10th-level spell slot that works a bit differently from other spell slots.

Divine Font

Through your deity’s blessing, you gain additional spells that channel either the life force called positive energy or its counterforce, negative energy. When you prepare your spells each day, you can prepare additional heal or harm spells, depending on your deity. The divine font spell your deity provides is listed in the Divine Font entry for your deity on pages 437–440; if both are listed, you can choose between heal or harm. Once you choose, you can’t change your choice short of an ethical shift or divine intervention.

Healing Font: You gain additional spell slots each day at your highest level of cleric spell slots. You can prepare only heal spells (page 343) in these slots, and the number of slots is equal to 1 plus your Charisma modifier.

Harmful Font: You gain additional spell slots each day at your highest level of cleric spell slots. You can prepare only harm spells (page 343) in these slots, and the number of slots is equal to 1 plus your Charisma modifier.

Doctrine

Even among followers of the same deity, there are numerous doctrines and beliefs, which sometimes vary wildly between clerics. At 1st level, you select a doctrine and gain the benefits of its first doctrine. The doctrines presented in this book are cloistered cleric and warpriest. Each doctrine grants you initial benefits at 1st level. At 3rd, 7th, 11th, 15th, and 19th levels, you gain the benefits granted by your doctrine’s second, third, fourth, fifth, and final doctrines respectively.

Cloistered Cleric

You are a cleric of the cloth, focusing on divine magic and your connection to your deity’s domains.

First Doctrine (1st): You gain the Domain Initiate cleric feat.

Second Doctrine (3rd): Your proficiency rank for Fortitude saves increases to expert.

Third Doctrine (7th): Your proficiency ranks for divine spell attack rolls and spell DCs increase to expert.

Fourth Doctrine (11th): You gain expert proficiency with your deity’s favored weapon. When you critically succeed at an attack roll using that weapon, you apply the weapon’s critical specialization effect; use your divine spell DC if necessary.

Fifth Doctrine (15th): Your proficiency ranks for divine spell attack rolls and spell DCs increase to master.

Final Doctrine (19th): Your proficiency ranks for divine spell attack rolls and spell DCs increase to legendary.

Warpriest

You have trained in the more militant doctrine of your church, focusing on both spells and battle.

First Doctrine (1st): You’re trained in light and medium armor, and you have expert proficiency in Fortitude saves. You gain the Shield Block general feat (page 266), a reaction to reduce damage with a shield. If your deity’s weapon is simple, you gain the Deadly Simplicity cleric feat. At 13th level, if you gain the divine defense class feature, you also gain expert proficiency in light and medium armor.

Second Doctrine (3rd): You’re trained in martial weapons.

Third Doctrine (7th): You gain expert proficiency with your deity’s favored weapon. When you critically succeed at an attack roll using that weapon, you apply the weapon’s critical specialization effect; use your divine spell DC if necessary.

Fourth Doctrine (11th): Your proficiency ranks for divine spell attack rolls and spell DCs increase to expert.

Fifth Doctrine (15th): Your proficiency rank for Fortitude saves increases to master. When you roll a success at a Fortitude save, you get a critical success instead.

Final Doctrine (19th): Your proficiency ranks for divine spell attack rolls and spell DCs increase to master.

Cleric Feats [Level 2]

At 2nd level and every 2 levels thereafter, you gain a cleric class feat. These begin at Cleric Feats.

Skill Feats [Level 2]

At 2nd level and every 2 levels thereafter, you gain a skill feat. Skill feats can be found in Chapter 5 and have the skill trait. You must be trained or better in the corresponding skill to select a skill feat.

General Feats [Level 3]

At 3rd level and every 4 levels thereafter, you gain a general feat. General feats are listed in Chapter 5.

Skill Increases [Level 3]

At 3rd level and every 2 levels thereafter, you gain a skill increase. You can use this increase to either become trained in one skill you’re untrained in, or become an expert in one skill in which you’re already trained.

You can use any of these skill increases you gain at 7th level or higher to become a master in a skill in which you’re already an expert, and any of these skill increases you gain at 15th level or higher to become legendary in a skill in which you’re already a master.

Ability Boosts [Level 5]

At 5th level and every 5 levels thereafter, you boost four different ability scores. You can use these ability boosts to increase your ability scores above 18. Boosting an ability score increases it by 1 if it’s already 18 or above, or by 2 if it starts out below 18.

Alertness [Level 5]

You remain alert to threats around you. Your proficiency rank for Perception increases to expert.

Ancestry Feats [Level 5]

In addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter. The list of ancestry feats available to you can be found in your ancestry’s entry.

Resolve [Level 9]

You’ve steeled your mind with resolve. Your proficiency rank for Will saves increases to master. When you roll a success at a Will save, you get a critical success instead.

Lightning Reflexes [Level 11]

Your reflexes are lightning fast. Your proficiency rank for Reflex saves increases to expert.

Divine Defense [Level 13]

Your training and your deity protect you from harm. Your proficiency rank in unarmored defense increases to expert.

Weapon Specialization [Level 13]

You’ve learned how to inflict greater injuries with the weapons you know best. You deal 2 additional damage with weapons and unarmed attacks in which you are an expert. This damage increases to 3 if you’re a master, and to 4 if you’re legendary.

Miraculous Spell [Level 19]

You’re exalted by your deity and gain truly incredible spells. You gain a single 10th-level spell slot and can prepare a spell in that slot using divine spellcasting. You don’t gain more 10th-level spells as you level up, though you can take the Maker of Miracles feat to gain a second slot.

Cleric Feats

At every level that you gain a Cleric feat, you can select one of the following feats. You must satisfy any prerequisites before taking the feat.

Deadly Simplicity

Feat 1
Cleric

Prerequisites deity with a simple favored weapon, trained with your deity’s favored weapon


Your deity’s weapon is especially powerful in your hands. When you are wielding your deity’s favored weapon, increase the damage die size of that weapon by one step.

If your deity’s favored weapon is an unarmed attack (such as a fist, if you worship Irori) and its damage die is smaller than d6, instead increase its damage die size to d6.


Domain Initiate

Feat 1
Cleric

Your deity bestows a special spell related to their powers. Select one domain—a subject of particular interest to you within your religion—from your deity’s list. You gain an initial domain spell for that domain, a spell unique to the domain and not available to other clerics. Each domain’s theme and domain spells appear in Table 8–2: Domains on page 441.

Domain spells are a type of focus spell. It costs 1 Focus Point to cast a focus spell, and you start with a focus pool of 1 Focus Point. You refill your focus pool during your daily preparations, and you can regain 1 Focus Point by spending 10 minutes using the Refocus activity to pray to your deity or do service toward their causes.

Focus spells are automatically heightened to half your level rounded up. Focus spells don’t require spell slots, nor can you cast them using spell slots. Certain feats can give you more focus spells and increase the size of your focus pool, though your focus pool can never hold more than 3 Focus Points. The full rules for focus spells appear on page 300.

Special You can select this feat multiple times, selecting a different domain each time and gaining its domain spell.


Harming Hands

Feat 1
Cleric

Prerequisites harmful font


The mordant power of your negative energy grows. When you cast harm, you roll d10s instead of d8s.


Healing Hands

Feat 1
Cleric

Prerequisites healing font


Your positive energy is even more vibrant and restorative. When you cast heal, you roll d10s instead of d8s.


Holy Castigation

Feat 1
Cleric

Prerequisites good alignment


You combine holy energy with positive energy to damage demons, devils, and their evil ilk. Heal spells you cast damage fiends as though they were undead.


Reach Spell [1 action]

Feat 1
Cleric Concentrate Metamagic

You can extend the range of your spells. If the next action you use is to Cast a Spell that has a range, increase that spell’s range by 30 feet. As is standard for increasing spell ranges, if the spell normally has a range of touch, you extend its range to 30 feet.


Cantrip Expansion

Feat 2
Cleric

You study a wider range of simple spells. You can prepare two additional cantrips each day.


Communal Healing

Feat 2
Cleric Healing Positive

You’re a conduit for positive energy, and as you channel it through you, it heals some of your minor injuries. When you cast the heal spell to heal a single creature other than yourself, you regain Hit Points equal to the spell level of the heal spell.


Emblazon Armament

Feat 2
Cleric Exploration

Carefully etching a sacred image into a physical object, you steel yourself for battle. You can spend 10 minutes emblazoning a symbol of your deity upon a weapon or shield. The symbol doesn’t fade until 1 year has passed, but if you Emblazon an Armament, any symbol you previously emblazoned and any symbol already emblazoned on that item instantly disappears. The item becomes a religious symbol of your deity and can be used as a divine focus while emblazoned, and it gains another benefit determined by the type of item. This benefit applies only to followers of the deity the symbol represents.

  • Shield The shield gains a +1 status bonus to its Hardness. (This causes it to reduce more damage with the Shield Block reaction.)
  • Weapon The wielder gains a +1 status bonus to damage rolls.

Sap Life

Feat 2
Cleric Healing

You draw the life force out of your enemies to heal your own wounds. When you cast a harm spell and damage at least one living creature, you regain Hit Points equal to the spell level of your harm spell. If you aren’t a living creature, you gain no benefit from this feat.


Turn Undead

Feat 2
Cleric

Undead harmed by your positive energy might flee, compelled by an innate aversion to the force opposite undeath. When you use a heal spell to damage undead, each undead of your level or lower that critically fails its save gains the fleeing condition for 1 round.


Versatile Font

Feat 2
Cleric

Prerequisites harmful font or healing font, deity that allows clerics to have both fonts


As you explore your deity’s aspects, you move beyond restrictions on healing or harming. You can prepare either harm or heal in the spell slots gained from the harmful font or healing font.


Channel Smite [2 actions]

Feat 4
Cleric Divine Necromancy

Prerequisites harmful font or healing font


You siphon the destructive energies of positive or negative energy through a melee attack and into your foe. Make a melee Strike and add the spell’s damage to the Strike’s damage. This is negative damage if you expended a harm spell or positive damage if you expended a heal spell.

The spell is expended with no effect if your Strike fails or hits a creature that isn’t damaged by that energy type (such as if you hit a non-undead creature with a heal spell).


Command Undead [1 action]

Feat 4
Cleric Concentrate Metamagic

Prerequisites harmful font, evil alignment


You grasp the animating force within an undead creature and bend it to your will. If the next action you use is to cast harm targeting one undead creature, you transform the effects of that harm spell. Instead of harm’s normal effects, the target becomes controlled by you if its level is equal to or lower than your level – 3. It can attempt a Will saving throw to resist being controlled by you. If the target is already under someone else’s command, the controlling creature also rolls a saving throw, and the undead uses the better result.

Critical Success The target is unaffected and is temporarily immune for 24 hours.

Success The target is unaffected.

Failure The undead creature becomes a minion under your control. The spell gains a duration of 1 minute, but it is dismissed if you or an ally attacks the minion undead.

Critical Failure As failure, but the duration is 1 hour.


Directed Channel

Feat 4
Cleric

You can shape the energy you channel in a single direction, reaching farther and in a more directed fashion. When you cast a version of harm or heal that has an area, you can make its area a 60-foot cone instead of a 30-foot emanation.


Improved Communal Healing

Feat 4
Cleric

Prerequisites Communal Healing


You can direct excess channeled energy outward to benefit an ally. You can grant the Hit Points you would regain from Communal Healing to any one creature within the range of your heal spell instead of yourself. You can also use Communal Healing when you target only yourself with a heal spell, though if you do, you must grant the additional healing to someone other than yourself.


Necrotic Infusion [1 action]

Feat 4
Cleric Concentrate Metamagic

Prerequisites harmful font, evil alignment


You pour negative energy into your undead subject to empower its attacks. If the next action you use is to cast harm to restore Hit Points to a single undead creature, the target then deals an additional 1d6 negative damage with its melee weapons and unarmed attacks until the end of its next turn.

If the harm spell is at least 5th level, this damage increases to 2d6, and if the harm spell is at least 8th level, the damage increases to 3d6.


Cast Down [1 action]

Feat 6
Cleric Concentrate Metamagic

Prerequisites harmful font or healing font


The sheer force of your faith can bring a foe crashing down. If the next action you use is to cast harm or heal to damage one creature, the target is knocked prone if it takes any damage from the spell. If the target critically fails its save against the spell, it also takes a –10-foot status penalty to its Speed for 1 minute.


Divine Weapon [Free Action]

Feat 6
Cleric

Frequency once per turn

Trigger You finish Casting a Spell using one of your divine spell slots on your turn.


You siphon residual spell energy into a weapon you’re wielding. Until the end of your turn, the weapon deals an additional 1d4 force damage. You can instead deal an additional 1d6 damage of an alignment type that matches one of your deity’s alignment components. As usual for aligned damage, this can damage only creatures of the opposite alignment.


Selective Energy

Feat 6
Cleric

As you call down divine power, you can prevent some enemies from benefiting or some allies from being hurt. When you cast a version of harm or heal that has an area, you can designate a number of creatures equal to your Charisma modifier (minimum 1) that are not targeted by the spell.


Steady Spellcasting

Feat 6
Cleric

Confident in your technique, you don’t lose spells easily. If a reaction would disrupt your spellcasting action, attempt a DC 15 flat check. If you succeed, your action isn’t disrupted.


Advanced Domain

Feat 8
Cleric

Prerequisites Domain Initiate


Your studies or prayers have unlocked deeper secrets of your deity’s domain. You gain an advanced domain spell from one of your domains (as listed in Table 8–2: Domains on page 441). Increase the number of Focus Points in your focus pool by 1.

Special You can select this feat multiple times. Each time, you must select a different advanced domain spell from a domain for which you have an initial domain spell.


Align Armament

Feat 8
Cleric Divine Evocation

Prerequisites chaotic, evil, good, or lawful deity

Frequency once per round


You bring a weapon into metaphysical concordance with your deity’s beliefs. When you select this feat, choose chaotic, evil, good, or lawful. Your choice must match one of your deity’s alignment components. This action has the trait corresponding to the chosen alignment component. When you use this action, you touch a weapon. For 1 round, that weapon deals an additional 1d6 damage of the chosen type to creatures of the opposed alignment. For example, if you chose good, the weapon would deal an extra 1d6 good damage to evil creatures. If you Align an Armament again, any previously aligned armament loses its additional damage.

Special You can select this feat a second time, choosing your deity’s other alignment component. When you Align an Armament, you can choose either alignment component.


Channeled Succor

Feat 8
Cleric

Prerequisites healing font


You can remove conditions with divine grace. You can sacrifice one heal spell you’ve prepared in your extra slots from healing font to cast one of the following spells instead: remove curse, remove disease, remove paralysis, or restoration. The spell is heightened to the same level as the heal spell you sacrificed.


Cremate Undead

Feat 8
Cleric

Your positive energy sets undead alight. When you use a heal spell to damage undead, each undead that takes damage also takes persistent fire damage equal to the spell’s level.


Emblazon Energy

Feat 8
Cleric

Prerequisites Emblazon Armament


With elemental forces, you make your emblazoned symbols more potent. When you Emblazon an Armament, you can choose from the following effects instead of the effects listed in that feat. These effects have the same restrictions as the base options.

  • Shield Choose acid, cold, electricity, fire, or sonic. The wielder gain the shield’s circumstance bonus to saving throws against that damage type and can use Shield Block against damage of that type. The shield also gains resistance to that damage type equal to half your level if you have a domain spell with a trait matching that type (such as fire).
  • Weapon Choose acid, cold, electricity, fire, or sonic. The weapon deals an extra 1d4 damage of that type. Increase this extra damage to 1d6 if you have a domain spell with a trait matching that type (such as fire).

Castigating Weapon

Feat 10
Cleric

Prerequisites Holy Castigation


The force of your deity’s castigation strengthens your body so you can strike down the wicked. After you damage a fiend using a heal spell, your weapon or unarmed Strikes deal extra good damage to fiends equal to half the level of the heal spell until the end of your next turn. This is cumulative with any good damage the weapon already deals (such as from a holy rune).


Heroic Recovery [1 action]

Feat 10
Cleric Concentrate Metamagic

Prerequisites healing font, good alignment


The restorative power of your healing invigorates the recipient. If the next action you use is to cast heal targeting a single living creature and the target regains Hit Points from the spell, it also gains three bonuses until the end of its next turn: a +5-foot status bonus to its Speed, a +1 status bonus to attack rolls, and a +1 status bonus to damage rolls.


Improved Command Undead

Feat 10
Cleric

Prerequisites harmful font, Command Undead, evil alignment


Undead creatures find it all but impossible to resist your commands. When you use Command Undead, if the undead succeeds at its save but doesn’t critically succeed, it is your minion for 1 round. If the undead fails its save, it is your minion for 10 minutes. If it critically fails, it is your minion for 24 hours.


Replenishment of War

Feat 10
Cleric

Prerequisites expert in your deity’s favored weapon


Striking out against your enemies draws praise and protection from your deity. When you damage a creature with a Strike using your deity’s favored weapon, you gain a number of temporary Hit Points equal to half your level, or equal to your level if the Strike was a critical hit. These temporary Hit Points last until the start of your next turn.


Defensive Recovery [1 action]

Feat 12
Cleric Concentrate Metamagic

Prerequisites harmful font or healing font


Your faith provides temporary protection in addition to healing. If the next action you use is to cast harm or heal on a single target and the target regains Hit Points from the spell, it also gains a +2 status bonus to AC and saving throws for 1 round.


Domain Focus

Feat 12
Cleric

Prerequisites one or more domain spells


Your devotion to your deity’s domains grows greater, and so does the power granted to you. If you have spent at least 2 Focus Points since the last time you Refocused, you recover 2 Focus Points when you Refocus instead of 1.


Emblazon Antimagic

Feat 12
Cleric

Prerequisites Emblazon Armament


Your deity’s symbol protects against offensive magic. When you Emblazon an Armament, you can choose from the following effects instead of the effects listed in that feat. These effects have the same restrictions as the base options.

  • Shield When the wielder has the shield raised, they gain the shield’s circumstance bonus to saving throws against magic, and they can use Shield Block against damage from their enemies’ spells.
  • Weapon When the weapon’s wielder critically hits with the weapon, they can attempt to counteract a spell on their target, using their level as the counteract level. If they attempt to do so, the emblazoned symbol immediately disappears.

Shared Replensihment

Feat 12
Cleric

Prerequisites Replenishment of War


When your deity blesses your warlike acts, you can extend that favor to your allies. You can grant the temporary Hit Points from Replenishment of War to an ally within 10 feet instead of gaining them yourself. You can grant these temporary Hit Points to a different ally each time, meaning you might be able to grant them to multiple creatures in a single turn.


Deity's Protection

Feat 14
Cleric

Prerequisites Advanced Domain


When you call upon your deity’s power to fulfill the promise of their domain, you gain divine protection. After you cast a domain spell, you gain resistance to all damage until the start of your next turn. The amount of resistance is equal to the level of the domain spell you cast.


Extend Armament Alignment

Feat 14
Cleric

Prerequisites Align Armament


The alignment you impose on a weapon lasts much longer. The duration of Align Armament increases to 1 minute.


Fast Channel

Feat 14
Cleric

Prerequisites harmful font or healing font


Divine power is always at your fingertips, swiftly responding to your call. When you cast harm or heal by spending 2 actions, you can get the effects of the 3-action version instead of the 2-action version.

You can do this with harm if you have harmful font or heal if you have healing font (or both if you have Versatile Font).


Swift Banishment [Reaction]

Feat 14
Cleric

Trigger You critically hit a creature that is not on its home plane.

Requirements You have a banishment spell prepared.


The force of your blow sends your victim back to its home plane. You expend a banishment spell you have prepared, affecting the creature you critically hit without needing to cast the spell. The creature can attempt to resist the spell as normal.


Eternal Blessing

Feat 16
Cleric

Prerequisites good alignment


Your good deeds have brought your deity’s grace to you for all of eternity. You’re continuously surrounded by a bless spell with a spell level equal to half your level (rounded up). The radius is 15 feet, and you can’t increase it. You can Dismiss the spell; if you do, it returns automatically after 1 minute.


Eternal bane

Feat 16
Cleric

Prerequisites evil alignment


A life of evil has made you a nexus for your deity’s vile power. You’re continuously surrounded by a bane spell with a spell level equal to half your level (rounded up). The radius is 15 feet, and you can’t increase it. You can Dismiss the spell; if you do, it returns automatically after 1 minute.


Resurrectionist

Feat 16
Cleric

You can cause a creature you bring back from the brink of death to thrive and continue healing. When you restore Hit Points to a dying creature or bring a dead creature back to life and restore Hit Points to it, you grant that creature fast healing 5 for 1 minute. This fast healing ends if the creature is knocked unconscious.


Domain Wellspring

Feat 18
Cleric

Prerequisites Domain Focus


The intensity of your focus grows from the investment you’ve placed in your domains. If you have spent at least 3 Focus Points since the last time you Refocused, you recover 3 Focus Points when you Refocus instead of 1.


Echoing Channel [1 action]

Feat 18
Cleric Concentrate Metamagic

When you pull forth positive or negative energy, you also create a smaller pocket of that energy. If the next action you use is to cast a 2-action harm or heal to heal or damage a single creature, choose one additional creature adjacent to either you or the target. Target that creature with a 1-action version of the same spell. This spell is the same level as the 2-action harm or heal you cast and doesn’t cost another spell slot.


Improved Swift Banishment

Feat 18
Cleric

Prerequisites Swift Banishment


You easily banish creatures with your weapon. You can use Swift Banishment as long as you have a spell slot of 5th level or higher remaining, even if you don’t have banishment prepared. You must sacrifice a prepared spell of 5th level or higher, and the banishment effect you create is heightened to the level of that spell. Your weapon serves as the special material component of banishment, causing the target to take the –2 penalty to its save against any banishment you cast using Swift Banishment.


Avatar's Audience

Feat 20
Cleric

Your extensive service has made you a lesser herald of your deity, which affords you certain privileges. First, any creature you encounter knows instinctively that you speak for your deity. Second, if you conduct the commune ritual to contact your deity, you don’t have to pay any cost and you automatically get a critical success. Third, once per day, you can cast plane shift as a divine innate spell, but only to travel to the realm of your deity. When you cast it this way, its casting time is 1 minute, your religious symbol is a sufficient tuning fork for this spell, and you appear exactly where you want to be. If you’re in your deity’s realm due to this spell, you can return to the point you left when you cast it by spending a single action, which has the concentrate and divine traits.


Maker of Miracles

Feat 20
Cleric

Prerequisites miraculous spell


You are a conduit for truly deific power. You gain an additional 10th-level spell slot.


Metamagic Channel [Free Action]

Feat 20
Cleric Concentrate

Deep understanding of divine revelations into the nature of vital essence allows you to freely manipulate the effects of your positive or negative energy. Use 1 metamagic action that you can perform that normally takes 1 action and can be applied to the harm or heal spell. If you use it in this way, its effects apply only to a harm or heal spell.


Cleric Focus Spells

Adapt Self

FOCUS 1
MORPH TRANSMUTATION

Domain change

Cast [2 Actions] somatic, verbal


You make subtle changes to yourself to adapt to the situation. Choose one of the following options that applies to you.

  • If you are in water, you gain a swim Speed equal to half your Speed.
  • If you are in water, you become able to breathe water.
  • If it’s too dark for you to see, you gain darkvision.
  • If you are in an environment of severe heat or severe cold, you are protected from the effects of severe heat or severe cold, and the spell lasts 10 minutes.

Adaptive Ablation

FOCUS 4
ABJURATION

Domain change

Cast [Reaction] somatic

Trigger You take acid, cold, electricity, fire, or sonic damage.

Duration 1 minute


You shift yourself to adapt to the mystical wavelengths of the energy damage, protecting yourself from further harm. You gain resistance 5 to the triggering energy type; you gain this resistance after you take the triggering damage, so it applies only to future damage you take during the duration.


Heightened (+2) Increase the resistance by 5.


Agile Feet

FOCUS 1
UNCOMMON CLERIC TRANSMUTATION

Domain travel

Cast [1 Action] somatic

Duration until the end of the current turn


The blessings of your god make your feet faster and your movements more fluid. You gain a +5-foot status bonus to your Speed and ignore difficult terrain. As part of casting agile feet, you can Stride or Step; you can instead Burrow, Climb, Fly, or Swim if you have the appropriate Speed.


Appearance of Wealth

FOCUS 1
UNCOMMON CLERIC ILLUSION

Domain wealth

Cast [2 Actions] material, verbal

Range 30 feet

Area 5-foot burst

Saving Throw Will

Duration sustained up to 1 minute


You create a brief vision of immense wealth filling the spell’s area. Each creature within 20 feet of the area that could be enticed by material wealth must attempt a Will saving throw. A creature that enters the area automatically disbelieves the illusion, and disbelieving the illusion ends any fascinated condition imposed by the spell. As long as you Sustain the Spell, other creatures react to the treasure like they would any other illusion, but they are not at risk of becoming fascinated.

Critical Success The creature disbelieves the illusion and is unaffected by it.

Success The creature is fascinated by the wealth until it has completed its first action on its next turn.

Failure The creature is fascinated by the illusion.


Artistic Flourish

FOCUS 4
UNCOMMON CLERIC TRANSMUTATION

Domain creation

Cast [2 Actions] material, somatic

Range 15 feet

Targets 1 item or work of art that fits entirely within the range

Duration 10 minutes


You transform the target to make it match your artisanal and artistic vision. If you have expert proficiency in Crafting, the item grants a +1 item bonus to attack rolls if it’s a weapon or skill checks if it’s a skill tool. The target is a beautiful and impressive piece for its new quality, but the effect is obviously temporary, so its monetary value doesn’t change.

When you cast this spell, any previous artistic flourish you had cast ends.


Heightened (7th) If you have master proficiency in Crafting, the item grants a +2 item bonus instead.

Heightened (10th) If you have legendary proficiency in Crafting, the item grants a +3 item bonus instead.


Asterism

FOCUS 4
EVOCATION LIGHT

Domain star

Cast [3 Actions] material, somatic, verbal

Range 150 feet

Saving Throw basic Reflex

Duration 1 minute


Lines of burning starlight form a constellation around you. Draw five lines, one at a time; each line must anchor at you or a creature or object already connected to a previous line, and it must end at a creature or object within 30 feet of its anchor (possibly allowing the asterism to extend to its full 150-foot range). A creature that begins its turn in one of these lines or enters one of these lines on its turn takes 4d6 fire damage (basic Reflex save). A creature can take this damage only once per turn, even if it moves through several lines. Targets that are part of the asterism do not take damage from it. If the distance between two targets (or you and a target) ever exceeds 30 feet, the line of starlight between the two breaks, and any lines that now no longer have a direct path back to you also break. You can Dismiss the spell.


Heightened (+1) The damage increases by 1d6.


Athletic Rush

FOCUS 1
UNCOMMON CLERIC TRANSMUTATION

Domain might

Cast [1 Action] somatic

Duration 1 round


Your body fills with physical power and skill. You gain a +10- foot status bonus to Speed and a +2 status bonus to Athletics checks. As a part of Casting this Spell, you can use a Stride, Leap, Climb, or Swim action. The spell’s bonuses apply during that action.


Bit of Luck

FOCUS 1
UNCOMMON CLERIC DIVINATION FORTUNE

Domain luck

Cast [2 Actions] somatic, verbal

Range 30 feet

Targets 1 willing creature

Duration 1 minute


You tilt the scales of luck slightly to protect a creature from disaster. When the target would attempt a saving throw, it can roll twice and use the better result. Once it does this, the spell ends.

If you cast bit of luck again, any previous bit of luck you cast that’s still in effect ends. After a creature has been targeted with bit of luck, it becomes temporarily immune for 24 hours.


Blind Ambition

FOCUS 1
UNCOMMON CLERIC EMOTION ENCHANTMENT MENTAL

Domain ambition

Cast [2 Actions] somatic, verbal

Range 60 feet

Targets 1 creature

Saving Throw Will

Duration 10 minutes


You strengthen a target’s ambition, increase its resentment of allies, and make its allegiances more susceptible to change. The target must attempt a Will save.

Critical Success The target is unaffected.

Success The target takes a –1 status penalty to its saving throws and other defenses against attempts to Coerce it, Request something of it, or use mental effects to convince it to do something (such as a suggestion spell). This penalty applies only if the target is being encouraged to advance its own ambitions.

Failure As success, but the penalty is –2.

Critical Failure The target is overcome with ambition, taking whatever actions would advance its own agenda over those of anyone else, even without attempts to convince it.


Bottle the Storm

FOCUS 4
ELECTRICITY EVOCATION

Domain lightning

Cast [Reaction] somatic

Trigger You would take electricity damage.

Duration 1 minute


When lightning is turned at you, you store the charge safely within yourself, unleashing it when the time is right. You gain electricity resistance 10 against the triggering effect. If you successfully prevent damage in this way, at any time during the spell’s duration, you can spend a single action, which has the attack trait, to expend the charge and make a melee spell attack at an adjacent target or a ranged spell attack at a target within 60 feet. This attack deals electricity damage equal to the damage prevented by bottle the storm. If you cast bottle the storm a second time before the original duration elapses, or if you do not make this attack, the stored charge dissipates harmlessly.


Heightened (7th) The resistance increases to 15, and you can immediately make the spell attack roll granted by bottle the storm as part of the reaction used to cast the spell.

Heightened (10th) The resistance increases to 20, and you can immediately make the spell attack roll granted by bottle the storm as part of the reaction used to cast the spell.


Captivating Adoration

FOCUS 4
UNCOMMON CLERIC EMOTION ENCHANTMENT MENTAL VISUAL

Domain passion

Cast [2 Actions] somatic, verbal

Area 15-foot emanation

Saving Throw Will

Duration 1 minute


You become intensely entrancing, and creatures are distracted by you as long as they remain within the area. You can exclude any creatures you choose from the effects.

When a creature enters the area for the first time, it must attempt a Will saving throw. If a creature leaves and reenters, it uses the results of its original save.

Critical Success The creature is unaffected and temporarily immune for 1 hour.

Success The creature is fascinated with you for its next action, then is temporarily immune for 1 hour.

Failure The creature is fascinated with you.

Critical Failure The creature is fascinated with you, and its attitude toward you improves by one step.


Heightened (+1) Increase the size of the emanation by 15 feet.


Charged Javelin

FOCUS 1
ELECTRICITY EVOCATION

Domain lightning

Cast [2 Actions] somatic, verbal

Range 60 feet

Targets 1 or more creatures


You fire a javelin of electricity that leaves a charged field around its target. Make a spell attack roll. The javelin deals 1d6 electricity damage and 1 persistent electricity damage.

Critical Success The javelin deals double damage, both initial and persistent.

Success The javelin deals full damage.

As long as the target is taking persistent damage from this spell, creatures gain a +1 status bonus to attack rolls with metal weapons or electricity effects against the target, and the target takes a –1 status penalty to saves against electricity effects.


Heightened (+1) The initial damage increases by 1d6, and the persistent damage increases by 1.


Charming Touch

FOCUS 1
UNCOMMON CLERIC EMOTION ENCHANTMENT INCAPACITATION MENTAL

Domain passion

Cast [1 Action] somatic

Range touch

Targets 1 humanoid creature that could find you attractive

Saving Throw Will

Duration 10 minutes


You infuse your target with attraction, causing it to act friendlier toward you. The target attempts a Will save. It gains a +4 circumstance bonus to this save if you or your allies recently threatened or were hostile to it.

Critical Success The target is unaffected and aware you tried to charm it.

Success The target is unaffected but thinks your spell was something harmless instead of charming touch, unless it identifies the spell (usually with Identify Magic).

Failure The target’s attitude becomes friendly toward you. If it was friendly, it becomes helpful. It can’t use hostile actions against you.

Critical Failure The target is helpful and can’t use hostile actions against you.


Heightened (4th) You can target any type of creature, not just humanoids, as long as it could find you attractive.

You can Dismiss the spell. If you use hostile actions against the target, the spell ends. After the spell ends, the target doesn’t necessarily realize it was charmed unless its friendship with you or the actions you convinced it to take clash with its expectations, which could potentially allow you to convince the target to continue being your friend via mundane means.


Cloak of Shadow

FOCUS 1
UNCOMMON CLERIC DARKNESS EVOCATION SHADOW

Domain darkness

Cast [1 Action] somatic

Range touch

Targets 1 willing creature

Duration 1 minute


You drape the target in a mantle of swirling shadows that make it harder to see. The cloak reduces bright light within a 20-foot emanation to dim light. This is a form of magical darkness and can therefore overcome non-magical light or attempt to counteract magical light as described on page 458.

The target can use concealed condition gained from the shadows to Hide, though observant creatures can still follow the moving aura of shadow, making it difficult for the target to become completely undetected. The target can use an Interact action to remove the cloak and leave it behind as a decoy, where it remains, reducing light for the rest of the spell’s duration. If anyone picks up the cloak after it’s been removed by the original target, the cloak evaporates and the spell ends.


Commanding Lash

FOCUS 4
UNCOMMON CLERIC ENCHANTMENT INCAPACITATION MENTAL

Domain tyranny

Cast [1 Action] verbal

Requirements Your most recent action dealt damage to a target.

Range 100 feet

Targets A creature you dealt damage to on your most recent action.

Saving Throw Will

Duration until the end of the target’s next turn


With the threat of more pain, you compel a creature you’ve recently harmed. You issue a command to the target, with the effects of the spell command.


Competitive Edge

FOCUS 4
UNCOMMON CLERIC EMOTION ENCHANTMENT MENTAL

Domain ambition

Cast [1 Action] verbal

Duration sustained up to 1 minute


Your competitiveness drives you to prove yourself against the opposition. You gain a +1 status bonus to attack rolls and skill checks. If an enemy within 20 feet critically succeeds at an attack roll or skill check, your status bonus increases to +3 attack rolls or that specific skill check (whichever the foe critically succeeded at) for 1 round.


Heightened (7th) Increase the base bonus to +2 and the increased bonus after an enemy critically succeeds to +4.


Cry of Destruction

FOCUS 1
UNCOMMON CLERIC EVOCATION SONIC

Domain destruction

Cast [2 Actions] somatic, verbal

Area 15-foot cone

Saving Throw basic Fortitude


Your voice booms, smashing what’s in front of you. Each creature and unattended object in the area takes 1d8 sonic damage. If you already dealt damage to an enemy this turn with a Strike or spell, increase the damage dice from this spell to d12s.


Heightened (+1) The damage increases by 1d8.


Darkened Eyes

FOCUS 4
UNCOMMON CLERIC DARKNESS TRANSMUTATION

Domain darkness

Cast [2 Actions] somatic, verbal

Range 60 feet

Targets 1 creature

Saving Throw Fortitude

Duration varies


You infuse a creature’s vision with darkness. After attempting its save, the target becomes temporarily immune for 24 hours.

Critical Success The target is unaffected.

Success The target’s darkvision or low-light vision is suppressed for 1 round.

Failure As success, but the duration is 1 minute.

Critical Failure As success, but the duration is 1 minute, and the target is also blinded for the duration. It can attempt a new save at the end of each of its turns. If it succeeds, it’s no longer blinded, but its darkvision or low-light vision remains suppressed.


Dazzling Flash

FOCUS 1
UNCOMMON CLERIC EVOCATION LIGHT VISUAL

Domain sun

Cast [2 Actions] material, verbal

Area 15-foot cone

Saving Throw Fortitude


You raise your religious symbol and create a blinding flash of light. Each creature in the area must attempt a Fortitude save.

Critical Success The creature is unaffected.

Success The creature is dazzled for 1 round.

Failure The creature is blinded for 1 round and dazzled for 1 minute. The creature can spend an Interact action rubbing its eyes to end the blinded condition.

Critical Failure The creature is blinded for 1 round and dazzled for 1 hour.


Heightened (3rd) The area increases to a 30-foot cone.


Death's Call

FOCUS 1
UNCOMMON CLERIC NECROMANCY

Domain death

Cast [Reaction] verbal

Trigger A living creature within 20 feet of you dies, or an undead creature within 20 feet of you is destroyed.

Duration 1 minute


Seeing another pass from this world to the next invigorates you. You gain temporary Hit Points equal to the triggering creature’s level plus your Wisdom modifier. If the triggering creature was undead, double the number of temporary Hit Points you gain . These last for the duration of the spell, and the spell ends if all the temporary Hit Points are depleted earlier.


Delay Consequence

FOCUS 1
ABJURATION

Domain time

Cast [Reaction] somatic

Trigger A creature or object within range is hit by an attack.

Range 30 feet

Targets the triggering creature

Duration 1 round


You transpose the moment that the target would be injured to later in its timestream. Roll damage normally, but do not reduce Hit Points or apply any other effects of the attack until the spell’s duration has elapsed. When the spell ends, the target is immediately affected by the attack, taking damage and being affected by any additional effects. You can Dismiss this spell.


Delusional Pride

FOCUS 4
UNCOMMON CLERIC EMOTION ENCHANTMENT MENTAL

Domain confidence

Cast [2 Actions] somatic, verbal

Range 30 feet

Targets 1 creature

Saving Throw Will

Duration varies


You make the target overconfident, leading it to ascribe failure to external factors. If the target fails at an attack roll or skill check, it takes a –1 status penalty to attack rolls and skill checks until the end of its turn (or the end of its next turn, if it attempted the roll outside its turn). If the creature fails a second time while taking this penalty, the penalty increases to –2. The duration depends on the target’s Will save. After attempting its save, the creature becomes temporarily immune for 24 hours.

Critical Success The target is unaffected.

Success The duration is 1 round.

Failure The duration is 10 minutes.

Critical Failure The duration is 24 hours.


Destructive Aura

FOCUS 4
UNCOMMON CLERIC EVOCATION

Domain destruction

Cast [2 Actions] somatic, verbal

Area 15-foot emanation

Duration 1 minute


Swirling sands of divine devastation surround you, weakening the defenses of all they touch. Reduce the resistances of creatures in the area (including yourself) by 2.


Heightened (+2) Reduce the resistances by an additional 2.


Diamond Dust

FOCUS 4
COLD EVOCATION

Domain cold

Cast [2 Actions] somatic, verbal

Area 15-foot emanation centered on you

Saving Throw basic Fortitude

Duration 1 minute


You supercool the nearby air, forming a cloud of dancing ice crystals in an emanation around you. A creature other than you that enters the area or ends its turn within the area takes 2d6 cold damage. A creature can take this damage only once per turn. The crystals scatter and refract light; if a light effect enters diamond dust’s area, any creatures that effect goes on to affect gain a +2 status bonus to AC and saves against it. While the spell persists, you can activate or deactivate this aura by using a single action, which has the concentrate trait. You can Dismiss this spell.


Heightened (+2) The damage increases by 1d6.


Disperse Into Air

FOCUS 4
UNCOMMON AIR CLERIC POLYMORPH TRANSMUTATION

Domain air

Cast [Reaction] somatic

Trigger You take damage from an enemy or a hazard.


After taking the triggering damage, you transform into air. Until the end of the current turn, you can’t be attacked or targeted, you don’t take up space, you can’t act, and any auras or emanations you have are suppressed. At the end of the turn, you re-form in any space you can occupy within 15 feet of where you were when you dispersed. Any auras or emanations you had are restored as long as their duration didn’t run out while you were dispersed.


Divine Plagues

FOCUS 1
DISEASE NECROMANCY

Domain plague

Cast [2 Actions] somatic, verbal

Range 15 feet

Saving Throw Fortitude


Your deity sends wracking plagues. The target must attempt a Fortitude save. When you Cast the Spell, decide whether the disease inflicts the clumsy, enfeebled, or stupefied condition.

Success The target is unaffected.

Failure The target is afflicted with divine plague at stage 1.

Critical Failure The target is afflicted with divine plague at stage 2.


Heightened (5th) The divine plague disease gains the virulent trait. The condition value for the clumsy, enfeebled, or stupefied condition is 2 instead of 1.

Divine Plague (disease) Level 1; Stage 1 clumsy 1, enfeebled 1, or stupefied 1 (1 round); Stage 2 slowed 1 and clumsy 1, enfeebled 1, or stupefied 1 (1 round); Stage 3 clumsy 1, enfeebled 1, or stupefied 1 and the target can’t recover from the condition until they are cured (1 day)


Door to Beyond

FOCUS 4
CONJURATION

Domain void

Cast [2 Actions] somatic, verbal

Range 5 feet

Area 20-foot emanation

Saving Throw Fortitude

Duration 1 minute


Striking at thin air, you create hairline cracks in an unoccupied adjacent space that lead somewhere outside reality. Air rushes through the cracks, drawing Large or smaller creatures and objects of light Bulk or less toward the center. Large or smaller creatures in the area must attempt a Fortitude save at the start of their turn; creatures that move into the area must attempt the save on entering.

Success The creature is unaffected.

Failure The creature is pulled 10 feet toward the door.

Critical Failure The creature is pulled 20 feet toward the door.

The cracks of the door to beyond are too thin for anything to fully slip through, but decompressive effects deal 4d6 slashing damage to any creature or object that ends its turn in the door’s space. You are unaffected by your own door to beyond. You can Dismiss the spell.


Heightened (+1) The damage increases by 1d6.


Downpour

FOCUS 4
UNCOMMON CLERIC EVOCATION WATER

Domain water

Cast [2 Actions] somatic, verbal

Range 120 feet

Area 30-foot burst

Duration 1 minute


You call forth a torrential downpour, which extinguishes non- magical flames. Creatures in the area are concealed and gain fire resistance 10. Creatures outside the area are concealed to those inside the area. Creatures with weakness to water that end their turns in the area take damage equal to their weakness.


Heightened (+1) The fire resistance increases by 2.


Draconic Barrage

FOCUS 1
EVOCATION

Domain wyrmkin

Cast [2 Actions] somatic, verbal

Duration 1 minute


You shape energy into one incorporeal tiny dragon (or serpentine creature) that flits around you. The specific dragon is random; roll 1d6 on the table below for each dragon evoked to determine which type of dragon you create. While the spell persists, you can command one of your dragons to spit a missile of energy at a creature within 60 feet by using a single action, which has the concentrate trait. This is a ranged Strike that uses your spell attack bonus and deals 1d6 damage plus your spellcasting ability modifier, with the damage type depending on the dragon. A dragon’s breath Strike uses and contributes to your multiple attack penalty. Once a dragon has used its breath Strike, it winks out of existence; when you have no dragons remaining, the spell ends.


Heightened (+1) You shape 1 additional dragon, and the Strike damage increases by 1d6.

D6DragonBreath Strike Type
1Copper or blackAcid
2Silver or whiteCold
3Bronze or blueElectricity
4Brass, gold, or redFire
5GreenPoison
6Your choice of dragonAs the dragon

Dreamer's Call

FOCUS 4
UNCOMMON CLERIC ENCHANTMENT INCAPACITATION MENTAL

Domain dreams

Cast [2 Actions] somatic, verbal

Range 30 feet

Targets 1 creature

Saving Throw Will

Duration until the end of the target’s next turn


The target becomes distracted and suggestible, inundated by vivid daydreams.

Critical Success The target is unaffected.

Success The target’s attention wavers. It becomes flat-footed and fascinated by its daydreams.

Failure As success, except that you appear in the dream and give a suggestion. This can be to approach you, run away (as if it had the fleeing condition), Release what it’s holding, Drop Prone, or stand in place. The creature follows this course of action as its first action after you Cast the Spell.

Critical Failure As failure, but the target follows the course of action for as many actions as possible for the spell’s duration, and it does nothing else.


Dust Storm

FOCUS 4
AIR CONJURATION NONLETHAL

Domain dust

Cast [2 Actions] somatic, verbal

Range 120 feet

Area 20-foot-radius burst

Duration 1 minute


You call forth a swirling storm of dust. The dust storm obscures vision, with the effect of obscuring mist. The dust also makes the air unbreathable; creatures in the area must hold their breath (Core Rulebook 478), though wearing a scarf or similar clothing over the mouth increases the time the creature can hold its breath to 5 rounds. Creatures entering or starting their turn in the dust storm take 1d6 slashing damage. Creatures that have the water trait or that are made primarily of liquid take double damage.


Heightened (+2) The damage increases by 1d6.


Dutiful Challenge

FOCUS 4
ABJURATION

Domain duty

Cast [2 Actions] somatic, verbal

Range 30 feet

Targets 1 creature

Duration 1 minute


As you challenge an enemy, you take some of its attention away from your allies. The target takes a –1 status penalty to attack rolls, damage rolls, and skill checks against creatures other than you, and you take a –1 status penalty to attack rolls, damage rolls, and skill checks against creatures other than the target. Each time a creature other than you uses a hostile action that affects the challenged enemy, the enemy can attempt a Will save. On a success, the enemy no longer takes the penalty against that creature. You can Dismiss the spell, and it ends automatically if you or the target is defeated.


Heightened (+3) The status penalties increase by 1.


Ectoplasmic Interstice

FOCUS 4
NECROMANCY

Domain soul

Cast [2 Actions] somatic, verbal

Range 30 feet

Area 15-foot emanation

Duration sustained up to 1 minute


You force the Material and Ethereal Planes to partially overlap, creating a zone that causes incorporeal and spiritual entities to take on many of the aspects of corporeal creatures. Within the ectoplasmic interstice, incorporeal creatures cannot pass through solid objects or corporeal creatures, and they can manipulate and attempt Strength-based checks against physical creatures and objects. An incorporeal PC or other creature with a normal Strength modifier simply uses that modifier, but if the creature had a Strength modifier of –5, like most incorporeal monsters, it uses a +4 modifier instead, increasing its Athletics modifier by 9 accordingly. Attacks against creatures that are within the interstice overcome resistances as if they were by ghost touch weapons.


Eject Soul

FOCUS 1
INCAPACITATION NECROMANCY

Domain soul

Cast [2 Actions] somatic, verbal

Range touch

Targets 1 living creature that has a soul


Your touch disrupts the connection between body and soul, possibly forcing the soul out of the body altogether. The target must attempt a Fortitude save. You can allow allies to choose the degree of success instead of rolling a saving throw.

Success The target is unaffected.

Failure The target is stunned 1 as its soul briefly loses its connection to its body.

Critical Failure The target’s soul exits its body for 1 round. The target’s body becomes stunned. While its body is stunned in this way, the target remains fully aware in soul form; it simply can’t consciously move its body (though the body makes basic instinctual defensive movements). The target’s soul has the incorporeal trait, is invisible, and has a fly Speed of 60 feet. It can’t attack, cast spells, or attempt any skill checks that require a physical body, and it must always maintain line of effect to its body. When the target’s body ceases being stunned, the target’s soul instantly returns to its body as the target wakes.


Heightened (+3) If a willing ally chooses to critically fail, it can stay in soul form for 1 additional round.


Empty Inside

FOCUS 1
ABJURATION MENTAL

Domain void

Cast [1 Action] verbal


You inject a sliver of the void into your mind, momentarily remaking it into a bleak and empty place. Attempt a counteract check against one emotion effect affecting you.


Heightened (5th) You can attempt counteract checks against any number of emotion effects affecting you.


Enduring Might

FOCUS 4
UNCOMMON ABJURATION CLERIC

Domain might

Cast [Reaction] somatic

Trigger An attack or effect would deal damage to you.


Your own might mingles with divine power to protect you. You gain resistance equal to 8 plus your Strength modifier against all damage from the triggering attack or effect.


Heightened (+1) The resistance increases by 2.


Ephemeral Hazards

FOCUS 4
ILLUSION MENTAL VISUAL

Domain delirium

Cast [3 Actions] material, somatic, verbal

Range 60 feet

Duration 1 minute


You create illusory hazards, such as spinning blades or a puddle of acid, in four 10-foot-by-10-foot spaces within range. The hazards are merely a mental projection, and a creature receives a Will save each time it touches a hazard or is occupying one’s space at the start of its turn. Depending on the result, the creature takes 4d6 mental damage and might have difficulty moving through the area. A creature can take this damage only once per turn, even if it moves through several hazards. Choose bludgeoning, slashing, piercing, acid, cold, electricity, fire, or sonic damage when you cast ephemeral hazards; resistances and weaknesses to those damage types apply if the target thinks they do, as judged by the GM. You can freely choose the appearance and damage type of each hazard as long as its appearance reflects the type of damage it deals (for instance, a hazard that deals piercing damage might take the form of sharpened spikes).

Critical Success The creature is unaffected by the hazards and no longer needs to attempt Will saves against them.

Success The creature realizes the hazards aren’t real but still takes half damage from them; on future Will saves against the hazards, the creature continues to use this result unless it rolls a critical success.

Failure The target takes full damage and treats the square as difficult terrain.

Critical Failure The target takes double damage and cannot pass through a square containing a hazard.


Heightened (+1) The damage increases by 1d6.


Eradicate Undeath

FOCUS 4
UNCOMMON CLERIC NECROMANCY POSITIVE

Domain death

Cast [2 Actions] somatic, verbal

Area 30-foot cone

Saving Throw basic Fortitude


A massive deluge of life energy causes the undead to fall apart. Each undead creature in the area takes 4d12 positive damage.


Heightened (+1) The damage increases by 1d12.


Face in the Crowd

FOCUS 1
UNCOMMON CLERIC ILLUSION VISUAL

Domain cities

Cast [1 Action] somatic

Duration 1 minute


While in a crowd of roughly similar creatures, your appearance becomes bland and nondescript. You gain a +2 status bonus to Deception and Stealth checks to go unnoticed among the crowd, and you ignore difficult terrain caused by the crowd.


Heightened (3rd) The spell gains a range of 10 feet and can target up to 10 creatures.


Fallow Field

FOCUS 4
NECROMANCY NEGATIVE

Domain decay

Cast [2 Actions] somatic, verbal

Range 60 feet

Area 15-foot emanation

Saving Throw Will

Duration sustained up to 1 minute


A sickly yellow light fills the area as entropic forces prevent healing. When a creature within the area would regain Hit Points, such as from a healing effect or an ability like fast healing or regeneration, it must attempt a Will save.

Critical Success The creature regains the full number of Hit Points that would be restored by the healing effect, and is temporarily immune for 1 minute.

Success The creature regains the full number of Hit Points that would be restored.

Failure The creature regains only half the number of Hit Points that would be restored.

Critical Failure The creature does not regain Hit Points from the healing effect.


Fire Ray

FOCUS 1
UNCOMMON ATTACK CLERIC EVOCATION FIRE

Domain fire

Cast [2 Actions] somatic, verbal

Range 60 feet

Targets 1 creature or object


A blazing band of fire arcs through the air. Make a spell attack roll. The ray deals 2d6 fire damage.

Critical Success The ray deals double damage and 1d4 persistent fire damage.

Success The ray deals full damage.


Heightened (+1) The ray’s initial damage increases by 2d6, and the persistent fire damage on a critical success increases by 1d4.


Flame Barrier

FOCUS 4
UNCOMMON ABJURATION CLERIC

Domain fire

Cast [Reaction] verbal

Trigger An effect would deal fire damage to either you or an ally within range.

Range 60 feet

Targets the creature that would take fire damage


You swiftly deflect incoming flames. The target gains fire resistance 15 against the triggering effect.


Heightened (+2) The resistance increases by 5.


Font of Serenity

FOCUS 4
ABJURATION EMOTION MENTAL

Domain repose

Cast [2 Actions] somatic, verbal

Range 30 feet

Area 15-foot emanation

Duration 1 minute


A divine beacon radiates serenity, soothing nearby allies. Allies within the area gain a +1 status bonus to saving throws against emotion effects. An ally can touch the font as an Interact action; if they do so, the spell attempts to counteract one emotion effect affecting the ally of the ally’s choice, after which that emotion effect is temporarily immune for 1 day. If the spell succeeds at the counteract check, it removes the emotion effect from your ally, though not from any other creatures the effect might be affecting.


Heightened (+4) The bonus increases by 1.


Forced Quiet

FOCUS 1
UNCOMMON ABJURATION CLERIC

Domain secrecy

Cast [2 Actions] material, somatic

Range 30 feet

Targets 1 creature

Saving Throw Fortitude

Duration varies


You quiet the target’s voice, preventing it from giving away valuable secrets. This doesn’t prevent the target from talking or providing verbal spell components, but no creature more than 10 feet away can hear its whispers without succeeding at a Perception check against your spell DC, which might interfere with auditory or linguistic effects as well as communication. The spell’s duration depends on the target’s Fortitude save. After attempting its save, the target becomes temporarily immune for 24 hours.

Critical Success The target is unaffected.

Success The duration is 1 round.

Failure The duration is 1 minute.

Critical Failure The duration is 10 minutes.


Foul Miasma

FOCUS 4
DISEASE NECROMANCY

Domain plague

Cast [2 Actions] somatic, verbal

Range 30 feet

Targets 1 creature affected by a disease

Saving Throw Will

Duration 1 minute


You multiply the disease within a creature, drawing it into an infectious mist outside their body where it can spread to other creatures. The target must attempt a Will save. If the target is willing, it can choose to take the effects of critical failure.

Critical Success The target receives the benefit of a successful save against the lowest-level disease affecting it.

Success The target is unaffected.

Failure One randomly chosen disease affecting the target fills the air in a 15-foot emanation centered on the target. For the spell’s duration, any creature that enters or ends its turn within the area is exposed to that disease.

Critical Failure As failure, except the miasma contains all the diseases affecting the target.


Ghostly Transcription

FOCUS 4
ILLUSION VISUAL

Domain glyph

Cast [2 Actions] material, somatic

Range 30 feet

Targets 1 creature

Duration 1 minute


Glowing letters assemble in the air, providing a transcription of the target’s speech in all languages you speak. For the spell’s duration, any words spoken aloud by the target are spelled out in letters in front of them. When you Cast the Spell, you can choose whether these letters are visible to all creatures or only certain creatures you specify. Any words the target mouths silently are similarly spelled out, allowing the target to communicate silently or in areas where sound doesn’t carry. This even allows the target to provide verbal casting components in such areas, but only if you choose to make the letters visible to all creatures. Furthermore, any of the target’s auditory abilities can affect creatures even in areas where sound does not carry as long as you have made the glyphs visible to them and they have line of sight to the target; in this case, they gain the visual trait. You can Dismiss the spell.


Glimpse the Truth

FOCUS 4
UNCOMMON CLERIC DIVINATION REVELATION

Domain truth

Cast [1 Action] somatic

Area 30-foot emanation

Duration 1 round


Divine insight lets you see things as they truly are. The GM attempts a secret counteract check against each illusion that is at least partially within the area. Instead of counteracting the illusion, you see through it (for instance, if the check succeeds against an illusory disguise spell, you see the creature’s true form but illusory disguise doesn’t end).

The area moves with you for the duration of the spell, and the GM attempts a secret counteract check each time a new illusion is within the area.


Heightened (7th) You can allow everyone to see through illusions you succeed against, not just yourself.


Healer's Blessing

FOCUS 1
UNCOMMON CLERIC NECROMANCY

Domain healing

Cast [1 Action] verbal

Range 30 feet

Targets 1 willing living creature

Duration 1 minute


Your words bless a creature with an enhanced connection to positive energy. When the target regains Hit Points from a healing spell, it regains 1 additional Hit Point.

The target regains additional Hit Points from healer’s blessing only the first time it regains HP from a given healing spell, so a spell that heals the creature repeatedly over a duration would restore additional Hit Points only once.


Heightened (+1) The additional healing increases by 2 HP.


Hurtling Stone

FOCUS 1
UNCOMMON ATTACK CLERIC EARTH EVOCATION

Domain earth

Cast [1 Action] somatic

Range 60 feet

Targets 1 creature


You evoke a magical stone and throw it, with your god’s presence guiding your aim. Make a spell attack roll against the target. The stone deals bludgeoning damage equal to 1d6 plus your Strength modifier.

Critical Success The stone deals double damage.

Success The stone deals full damage.


Heightened (+1) The stone’s damage increases by 1d6.


Hyperfocus

FOCUS 1
DIVINATION

Domain delirium

Cast [2 Actions] somatic, verbal

Range 30 feet

Targets 1 creature

Saving Throw Will

Duration varies


You sharpen a creature’s senses, though more distant objects become hazy, indistinct, or muted to it. The target gains a +1 status bonus to Perception checks attempted with any of its precise senses. Furthermore, any imprecise senses the target has are sharpened to precise senses (though they do not receive the status bonus). However, the target cannot perceive anything beyond a range of 20 feet with any of its senses. The duration is determined by the target’s Will save. You can allow allies to choose the outcome instead of rolling a saving throw.

Critical Success The target is unaffected.

Success The target is affected for 1 round.

Failure The target is affected for 1 minute.

Critical Failure As failure, but the target cannot perceive anything beyond a range of 10 feet.


Heightened (3rd) You can target up to 2 creatures.

Heightened (6th) You can target up to 4 creatures.


Know the Enemy

FOCUS 4
UNCOMMON CLERIC DIVINATION FORTUNE

Domain knowledge

Cast [Reaction] somatic

Trigger You roll initiative and can see a creature, you succeed at an attack roll against a creature, or a creature fails a saving throw against one of your spells.


Use a Recall Knowledge action, rolling the appropriate skill check to identify the triggering creature’s abilities. You can roll your check twice and use the better result.


Lament

FOCUS 1
AUDITORY EMOTION ENCHANTMENT MENTAL

Domain lament

Cast [2 Actions] somatic, verbal

Range 30-foot cone

Targets 1 or more creatures

Saving Throw basic Will


You let out your negative emotions in a guttural wail that shakes your enemies’ hearts and deals 1d8 mental damage (basic Will save). If you have any harmful conditions imposed by emotion effects, lament deals additional mental damage equal to the counteract level of the highest-level effect.


Heightened (+1) The damage increases by 1d8.


Localized Quake

FOCUS 4
UNCOMMON CLERIC EARTH TRANSMUTATION

Domain earth

Cast [2 Actions] somatic, verbal

Area 15-foot emanation or 15-foot cone

Saving Throw Reflex


You shake the earth, toppling nearby creatures. Choose whether the spell’s area is a 15-foot emanation or a 15-foot cone when you cast it. Each creature in the area standing on solid ground may take 4d6 bludgeoning damage and must attempt a Reflex saving throw.

Critical Success The creature is unaffected.

Success The creature takes half damage.

Failure The creature takes full damage and falls prone.

Critical Failure The creature takes double damage and falls prone.


Heightened (+1) Increase the damage by 2d6.


Lucky Break

FOCUS 4
UNCOMMON CLERIC DIVINATION FORTUNE

Domain luck

Cast [Reaction] verbal

Trigger You fail (but don’t critically fail) a saving throw.


Reroll the saving throw and use the better result. You then become temporarily immune for 10 minutes.


Magic's Vessel

FOCUS 1
UNCOMMON CLERIC ENCHANTMENT

Domain magic

Cast [1 Action] somatic

Range touch

Targets 1 creature

Duration sustained up to 1 minute


A creature becomes a receptacle for pure magical energy sent by your deity. The target gains a +1 status bonus to saving throws. Each time you Cast a Spell from your spell slots, you automatically Sustain this Spell and grant its target resistance to damage from spells until the start of your next turn. This resistance is equal to the level of the spell you cast.


Malignant Sustenance

FOCUS 4
UNCOMMON CLERIC NECROMANCY NEGATIVE

Domain undeath

Cast [2 Actions] somatic, verbal

Range touch

Targets 1 willing undead creature

Duration 1 minute


You embed a seed of negative energy in an undead creature, restoring its unnatural vigor. The target gains fast healing 7. This healing comes from negative energy, so it heals the undead rather than damaging it.


Heightened (+1) The fast healing increases by 2.


Moonbeam

FOCUS 1
UNCOMMON ATTACK CLERIC EVOCATION FIRE LIGHT

Domain moon

Cast [2 Actions] somatic, verbal

Range 120 feet

Targets 1 creature or object


You shine a ray of moonlight. Make a spell attack roll. The beam of light deals 1d6 fire damage. Moonbeam deals silver damage for the purposes of weaknesses, resistances, and the like.

Critical Success The beam deals double damage, and the target is dazzled for 1 minute.

Success The beam deals full damage, and the target is dazzled for 1 round.


Heightened (+1) The ray’s damage increases by 1d6.


Mystic Beacon

FOCUS 4
UNCOMMON CLERIC EVOCATION

Domain magic

Cast [1 Action] somatic

Range 30 feet

Targets 1 willing creature

Duration until the start of your next turn


The next damaging or healing spell the target casts before the start of your next turn deals damage or restores Hit Points as if the spell were heightened 1 level higher than its actual level. The spell otherwise functions at its actual level. Once the target casts the spell, mystic beacon ends.


Nature's Bounty

FOCUS 4
UNCOMMON CLERIC CONJURATION PLANT POSITIVE

Domain nature

Cast [1 Action] somatic

Requirements You have a free hand.


A palm-sized raw fruit or vegetable appears in your open hand. You choose the specific type of food. A creature can consume the food with an Interact action to regain 3d10+12 Hit Points and be nourished as if it had eaten a meal. If uneaten, the food rots and crumbles to dust after 1 minute.


Heightened (+1) The Hit Points restored increase by 6.


Oathkeeper's Insignia

FOCUS 1
CONJURATION

Domain duty

Cast [Free Action] verbal

Trigger You make a promise or deal.

Duration 1 hour


A magical indicator assures a creature that you’ve upheld your end of a bargain. When you Cast the Spell, you create a bracelet, flower, or other such trinket. If, while the spell persists, you complete the terms of the promise or deal you made, the trinket fades away with a pleasant chime; if you violate the terms instead, the trinket breaks with a dissonant crash.


Heightened (3rd) The duration becomes 1 day.

Heightened (5th) The duration becomes 1 week.

Heightened (7th) The duration becomes 1 month.

Heightened (9th) The duration becomes 1 year.


Object Memory

FOCUS 1
DIVINATION

Domain vigil

Cast [2 Actions] somatic, verbal

Targets 1 weapon or tool

Duration 1 minute


By touching an object, you draw forth the experience of those who created and used it. If you touch a weapon, your proficiency rank with that weapon temporarily increases to trained (if it is not already higher). If you touch a tool, your proficiency rank with the next skill check you attempt with that tool (such as a Crafting check with a blacksmith’s hammer) within the spell’s duration temporarily increases to trained (if it is not already higher). This spell has no benefit for activities that take longer than a minute to complete.


Heightened (6th) Your proficiency rank increases to expert instead of trained.


Overflowing Sorrow

FOCUS 4
EMOTION ENCHANTMENT INCAPACITATION MENTAL

Domain lament

Cast [2 Actions] somatic, verbal

Area 15-foot emanation, centered on you

Saving Throw Will

Duration sustained up to 1 minute


Sadness flows out of you into nearby creatures, blotting out any other thoughts they had. The first time a creature begins its turn in the area or enters the area, it must attempt a Will save. If it later leaves and reenters the area, it uses the same effect as before.

Critical Success The creature is unaffected.

Success The creature takes a –1 status penalty to skill checks and Perception checks as long as it remains in the area.

Failure While the creature is in the area, any emotion effects of lower counteract level than overflowing sorrow are suppressed, and whenever the creature attempts to use an emotion action or cast an emotion spell, it must succeed at a DC 11 flat check or the action or spell is disrupted.

Critical Failure As failure, but the creature cannot use emotion actions or spells.


Heightened (+2) When you Cast the Spell, you can choose to increase the area by 5 feet.


Overstuff

FOCUS 1
UNCOMMON CLERIC TRANSMUTATION

Domain indulgence

Cast [2 Actions] somatic, verbal

Range 30 feet

Targets 1 living creature

Saving Throw Fortitude


Huge amounts of food and drink fill the target. It receives a full meal’s worth of nourishment and must attempt a Fortitude save.

Critical Success The target is unaffected.

Success The target is sickened 1, but if it spends an action to end the condition, it succeeds automatically.

Failure The target is sickened 1.

Critical Failure The target is sickened 2.


Heightened (TODO) TODO

A target sickened by this spell takes a –10-foot status penalty to its Speed until it’s no longer sickened.


Parch

FOCUS 1
AIR EVOCATION

Domain dust

Cast [2 Actions] somatic, verbal

Range 60 feet

Targets 1 creature

Saving Throw Fortitude


Dry winds dehydrate a creature. The target must attempt a Fortitude save; if used on a creature with the water trait or a creature made primarily of liquid (such as many oozes), the creature uses the outcome for one degree of success worse than the result. Creatures whose bodies contain no significant moisture (such as earth elementals) are immune to parch.

If a creature affected by parch drinks a liquid, such as a swig of water or a potion, the spell ends. Affected creatures that have the water trait or are made primarily of liquid, as well as affected creatures that can’t drink, can end the effect as a two-action activity, which has the concentrate trait.

Critical Success The target is unaffected.

Success The target takes a –1 status penalty to its checks and DCs for 1 round.

Failure The target takes a –1 status penalty to its checks and DCs for 1 minute.

Critical Failure The target takes a –2 status penalty to its checks and DCs for 1 minute and is dazzled as long as it has this penalty.


Heightened (4th) You can target up to 4 creatures.


Perfected Form

FOCUS 4
UNCOMMON ABJURATION CLERIC FORTUNE

Domain perfection

Cast [Reaction] somatic

Trigger You fail a saving throw against a morph, petrification, or polymorph effect.


Reroll the saving throw and use the better result.


Heightened (TODO) TODO


Perfected Mind

FOCUS 1
UNCOMMON ABJURATION CLERIC

Domain perfection

Cast [1 Action] verbal


You meditate upon perfection to remove all distractions from your mind. Attempt a new Will save against one mental effect currently affecting you that required a Will save. Use the result of this new save to determine the outcome of the mental effect, unless the new save would have a worse result than the original save, in which case nothing happens. You can use perfected mind against a given effect only once.


Positive Luminance

FOCUS 4
UNCOMMON CLERIC LIGHT NECROMANCY POSITIVE

Domain sun

Cast [1 Action] somatic

Duration 1 minute


Drawing life force into yourself, you become a beacon of positive energy. You glow with bright light in a 10-foot emanation, and you gain an internal pool of light called a luminance reservoir, which begins with a value of 4. At the start of each of your turns, you can use a free action to increase the luminance reservoir by 4. If you do, the radius of your light increases by 10 feet.

If an undead creature damages you with an attack or spell while it’s within the area of your light, that creature takes positive damage equal to half your luminance reservoir value. It takes this damage only the first time it damages you in a round.

You can Dismiss this Spell. When you do, you can target a creature within your light and direct the positive energy into it. The target must be a willing living creature or an undead creature. This heals a living target or damages an undead target by an amount equal to your luminance reservoir’s value.

When you cast positive luminance, any other positive luminance spell you already had in effect ends.


Heightened (+1) Both the initial value of your luminance reservoir and the amount you gain each turn increase by 1.


Practice Makes Perfect

FOCUS 1
UNCOMMON CLERIC DIVINATION

Domain toil

Cast [Reaction] somatic

Trigger You or an ally within range fails a skill check for a skill in which you or they are trained.

Range 30 feet


The target gains a +2 status bonus to the triggering check, or a +3 bonus if the target has master or better proficiency in the skill. This bonus can change the outcome of the target’s check.


Precious Metals

FOCUS 4
UNCOMMON CLERIC TRANSMUTATION

Domain wealth

Cast [1 Action] material

Range touch

Targets 1 metal weapon, up to 10 pieces of metal or metal-tipped ammunition, 1 suit of metal armor, or up to 1 bulk of metal material (such as coins)

Duration 1 minute


Your deity blesses base metals to transform them into precious materials. The target item transforms from its normal metal into cold iron, copper, gold, iron, silver, or steel (the details for these metals are found on pages 577–579). An item transmuted in this way deals damage according to its new material. For example, a steel sword transmuted to cold iron would deal additional damage to a creature with a weakness to cold iron.

This change is clearly magical and temporary, so the item’s monetary value doesn’t change; you couldn’t transmute copper coins to gold and use those coins to purchase something or as a cost for a spell.


Heightened (8th) Add adamantine (page 578) and mithral (page 579) to the list of metals you can transform the item into.


Protector's Sacrifice

FOCUS 1
UNCOMMON ABJURATION CLERIC

Domain protection

Cast [Reaction] somatic

Trigger An ally within 30 feet takes damage.

Range 30 feet


You protect your ally by suffering in their stead. Reduce the damage the triggering ally would take by 3. You redirect this damage to yourself, but your immunities, weaknesses, resistances and so on do not apply.

You aren’t subject to any conditions or other effects of whatever damaged your ally (such as poison from a venomous bite). Your ally is still subject to those effects even if you redirect all of the triggering damage to yourself.


Heightened (+1) The damage you redirect increases by 3.


Protector's Sphere

FOCUS 4
UNCOMMON ABJURATION CLERIC

Domain protection

Cast [2 Actions] somatic, verbal

Area 15-foot emanation

Duration sustained up to 1 minute


A protective aura emanates out from you, safeguarding you and your allies. You gain resistance 3 to all damage. Your allies also gain this resistance while they are within the area.


Heightened (+1) The resistance increases by 1.


Pulse of the City

FOCUS 4
UNCOMMON CLERIC DIVINATION SCRYING

Domain cities

Cast [3 Actions] material, somatic, verbal

Range 25 miles


You tap into the zeitgeist of the nearest settlement in range (if any). You learn the name of the settlement, and you can utter a special word to learn a brief summary of one significant event happening in the settlement. Choose one of the following words, which indicates the type of people involved and type of event you learn about.

  • Wardens city guards, barristers, and judges (criminal reports, busts, changes in routines, legal trials)
  • Titles nobles and politicians (high society weddings, elite soirees, political rallies)Masses common folk and merchants (gathering mobs, major sales)

When uttering your word, you can exclude events you already know about, whether you know about them from this spell or from other experiences. If you cast pulse of the city again within 24 hours, you can say “echo” instead of another word to get an update on the event you learned about the last time you Cast the Spell.

Pulse of the city reveals only publicly available or observable information. You never learn clandestine movements or other details people are specifically trying to hide. The spell is also notoriously bad at overcoming magic meant to avoid detection; it automatically fails to reveal information about events involving creatures, places, or objects affected by spells that could prevent or counteract pulse of the city (such as nondetection).


Heightened (5th) The range increases to 100 miles.


Pushing Gust

FOCUS 1
UNCOMMON AIR CLERIC CONJURATION

Domain air

Cast [2 Actions] somatic, verbal

Range 500 feet

Targets 1 creature

Saving Throw Fortitude


Giving the air a push, you buffet the target with a powerful gust of wind; it must attempt a Fortitude save.

Critical Success The target is unaffected.

Success The target is pushed 5 feet away from you.

Failure The target is pushed 10 feet away from you.

Critical Failure The target is pushed 10 feet away from you and knocked prone.


Read Fate

FOCUS 1
UNCOMMON CLERIC DIVINATION PREDICTION

Domain fate

Cast [1 Minute] material, somatic, verbal

Range 10 feet

Targets 1 creature other than you


You attempt to learn more about the target’s fate in the short term, usually within the next day for most prosaic creatures, or the next hour or less for someone likely to have multiple rapid experiences, such as someone actively adventuring.

You learn a single enigmatic word connected to the creature’s fate in that time frame. Fate is notoriously inscrutable, and the word isn’t necessarily meant to be taken at face value, so the meaning is often clear only in hindsight. The GM rolls a secret DC 6 flat check. If the creature’s fate is too uncertain, or on a failed flat check, the spell yields the word “inconclusive.” Either way, the creature is then temporarily immune for 24 hours.


Rebuke Death

FOCUS 4
UNCOMMON CLERIC HEALING NECROMANCY POSITIVE

Domain healing

Cast [1 to 3 Actions] somatic

Area 20-foot emanantion

Targets 1 living creature per action spent to cast this spell


You snatch creatures from the jaws of death. You can spend 1 to 3 actions Casting this Spell, and you can target a number of creatures equal to the actions spent. Each target regains 3d6 Hit Points. If the target had the dying condition, coming back from dying due to this healing doesn’t increase its wounded condition.


Heightened (+1) Increase the healing by 1d6.


Redact

FOCUS 1
TRANSMUTATION

Domain glyph

Cast [2 Actions] material, somatic

Range 30 feet

Targets unattended written materials of up to 1 Bulk or less

Duration 1 day


You strike mention of a specific name from one or more documents. When you cast the spell, give one proper name, be it a creature, location, or object. Any mention of that name within the document becomes blurred, smudged, or otherwise completely illegible. Epithets and unambiguous references to the name are redacted as well; for instance, redacting the name of the goddess Sarenrae from a book would also remove references to her title “the Dawnflower.”


Heightened (3rd) Instead of striking out a given name, you can replace it with a different name you choose. Epithets and references are substituted with similar ones relating to the replacement name. Anyone reading the text can attempt a Perception or Society check against your spell DC to notice the altered text, though that doesn’t tell them what the original said.

Heightened (4th) At your choice, the duration is unlimited.


Remember the Lost

FOCUS 4
DIVINATION MENTAL

Domain vigil

Cast [2 Actions] somatic, verbal

Area 30-foot-radius emanation centered on you

Saving Throw basic Will


You call upon the lost and forgotten, assailing your foes’ minds with the memories of those who died with a grievance toward them. Enemies in the area take 6d6 mental damage (basic Will save) and are frightened 1 on a critical failure. If you know the names of anyone murdered or grievously wronged by an enemy in the area, you can chant those victims’ names when you cast the spell to improve the clarity of the visions, increasing the damage to the corresponding enemy from 6d6 to 6d10; you can do so for multiple enemies if you know victims of each enemy. The visions are personal to each foe in the area, and you can’t use this spell to discern a murderer by guessing a name. A creature that truly knows no one who died with any sort of grievance to that creature is immune to this effect.


Heightened (+1) The damage increases by 2d6 (or 2d10 to an enemy when you name a specific victim).


Retributive Pain

FOCUS 4
UNCOMMON ABJURATION CLERIC MENTAL NONLETHAL

Domain pain

Cast [Reaction] somatic

Trigger A creature in range damages you.

Range 30 feet

Targets the triggering creature

Saving Throw basic Fortitude


You vengefully reflect your pain upon your tormentor. The target takes mental damage equal to half the amount it dealt to you when it triggered the spell.


Roar of the Wyrm

FOCUS 4
AUDITORY EMOTION ENCHANTMENT MENTAL

Domain wyrmkin

Cast [2 Actions] somatic, verbal

Area 30-foot emanation

Saving Throw Will

Duration varies


You channel the might of dragons into your voice, letting out a roar that engenders respect in dragonkind but that instills fear in most other creatures. The impressive roar grants you a +2 circumstance bonus to Diplomacy checks for 10 minutes against dragons that were in the area at the time of casting. All enemies within the area other than dragons must attempt a Will save; to these enemies, roar of the wyrm is a fear effect.

Critical Success The creature is unaffected.

Success The creature is frightened 1.

Failure The creature is frightened 2.

Critical Failure The creature is frightened 3 and fleeing for 1 round.


Roar of the wyrm affects non-dragon creatures with deep ties to dragonkind (such as a barbarian with the draconic instinct, a sorcerer with the draconic bloodline, or a member of a culture that reveres dragons) as if they had the dragon trait. The GM decides if a creature is aligned enough with dragonkind to be affected in this way.


Safeguard Secret

FOCUS 4
UNCOMMON ABJURATION CLERIC MENTAL

Domain secrecy

Cast [1 Minute] somatic, verbal

Targets you and any number of willing allies

Duration 1 hour


You ensure a secret remains safe from prying spies. Choose one piece of information that at least some of the targets know; you can target a creature only if it remains within range for the full minute during which you Cast the Spell. The spell grants those who know the piece of knowledge you have chosen a +4 status bonus to skill checks (typically Deception checks) to conceal this knowledge and to saving throws against spells that specifically attempt to obtain this knowledge from them and effects that would force them to reveal it.

If you Cast this Spell again, any previous safeguard secret you had cast ends.


Savor the Sting

FOCUS 1
UNCOMMON ATTACK CLERIC ENCHANTMENT MENTAL NONLETHAL

Domain pain

Cast [1 Action] somatic

Range touch

Targets 1 creature

Saving Throw Will


You inflict pain upon the target and revel in their anguish. This deals 1d4 mental damage and 1d4 persistent mental damage; the target must attempt a Will save. As long as the target is taking persistent damage from this spell, you gain a +1 status bonus to attack rolls and skill checks against the target.

Critical Success The target is unaffected.

Success The target takes half damage and no persistent damage.

Failure The target takes full initial and persistent damage.

Critical Failure The target takes double initial and persistent damage.


Heightened (+1) The initial damage increases by 1d4 and the persistent damage increases by 1d4.


Scholarly Recollection

FOCUS 1
UNCOMMON CLERIC DIVINATION FORTUNE

Domain knowledge

Cast [Reaction] verbal

Trigger You attempt a Perception check to Seek, or you attempt a skill check to Recall Knowledge with a skill you’re trained in.


Speaking a short prayer as you gather your thoughts, you’re blessed to find that your deity gave you just the right bit of information for your situation. Roll the triggering check twice and use the better result.


Share Burden

FOCUS 1
ABJURATION MENTAL

Domain repose

Cast [Reaction] somatic

Trigger An ally within 30 feet is about to attempt a saving throw against a harmful emotion effect, and you would not otherwise have to save against the effect.


You shoulder some of your ally’s pain. Both you and your ally use the outcome one degree of success better than the result of your ally’s saving throw, even if the triggering effect usually affects only one target.


Shared Nightmare

FOCUS 4
UNCOMMON CLERIC EMOTION ENCHANTMENT INCAPACITATION MENTAL

Domain nightmares

Cast [2 Actions] somatic, verbal

Range 30 feet

Targets 1 creature

Saving Throw Will

Duration varies


Merging minds with the target, you swap disorienting visions from one another’s nightmares. One of you will become confused, but which it’ll be depends on the target’s Will save.

Critical Success You are confused for 1 round.

Success At the start of your next turn, you spend your first action with the confused condition, then act normally.

Failure As success, but the target is affected instead of you, spending its first action each turn confused. The duration is 1 minute.

Critical Failure The target is confused for 1 minute.


Soothing Words

FOCUS 1
UNCOMMON CLERIC EMOTION ENCHANTMENT MENTAL

Domain family

Cast [1 Action] verbal

Range 30 feet

Targets 1 ally

Duration 1 round


You attempt to calm the target by uttering soothing words in a calm and even tone. The target gains a +1 status bonus to Will saving throws. This bonus increases to +2 against emotion effects.

In addition, when you Cast this Spell, you can attempt to counteract one emotion effect on the target.


Heightened (5th) The bonus to saves increases to +2, or +3 against emotion effects.


Splash of Art

FOCUS 1
UNCOMMON CLERIC ILLUSION VISUAL

Domain creation

Cast [2 Actions] somatic, verbal

Range 30 feet

Area 5-foot burst

Saving Throw Will

Duration varies


A deluge of colorful illusory paint, tools, or other symbols of art and artisanship drift down in the area. Roll 1d4 to determine the color of the illusion. Each creature in the area must attempt a Will save. A creature is unaffected on a success. On a failure or critical failure, the creature takes the results listed on the table relevant to the color.

1d4ColorFailureCritical Failure
1WhiteDazzled 1 roundDazzled 1 minute
2RedEnfeebled 1 for 1 roundEnfeebled 2 for 1 round
3YellowFrightened 1Frightened 2
4BlueSluggish 1 for 1 roundSluggish 2 for 1 round

Stasis

FOCUS 4
INCAPACITATION TRANSMUTATION

Domain time

Cast [2 Actions] somatic, verbal

Range 30 feet

Targets 1 creature or up to 1 Bulk of objects

Saving Throw Reflex

Duration varies


The flow of time congeals around an object or creature, 1 holding it in place. The target must attempt a Will save (an unattended object automatically critically fails its save).

Critical Success The target is unaffected.

Success The target is stunned 1 as time thickens around it.

Failure Time ceases to pass for the target for 1 round. It is invulnerable to all damage, it cannot be targeted or affected by anything, and no rounds elapse for any timed durations, conditions, afflictions, and other effects it has. While in stasis, the target can’t be moved, and it remains fixed in place, defying gravity if need be.

Critical Failure As failure, but the target is held in stasis for 3 rounds. At the end of each of its turns, it can attempt a Will save to reduce the remaining duration by 1 round or end it entirely on a critical success.


Sudden Shift

FOCUS 1
UNCOMMON ABJURATION CLERIC ILLUSION

Domain trickery

Cast [Reaction] somatic

Trigger An enemy misses you with a melee attack.

Duration until the end of your next turn


You swiftly move from a dangerous spot and veil yourself. You Step and become concealed.


Swarm Form

FOCUS 4
TRANSMUTATION POLYMORPH

Domain swarm

Cast [2 Actions] somatic, verbal

Duration 5 minutes


You discorporate into a swarm of Tiny creatures. While in swarm form, you have the swarm trait and you gain resistance 5 to slashing and piercing damage and weakness 5 to area and splash damage. You can fit into spaces only a few inches wide, moving your constituent creatures through the gap. You don’t gain the swarm mind ability, so you are still affected normally by mental effects. As a swarm, you can’t speak, cast spells, use manipulate actions requiring your hands, activate your magic items, or make any of your Strikes with your normal body. You can Dismiss the Spell.


Heightened (+2) Increase your resistances and weaknesses each by 5.


Swarmsense

FOCUS 1
DIVINATION

Domain swarm

Cast [1 Minute] somatic, verbal

Duration sustained


You extend your senses through a multitude of crawling and flying creatures. You create a crawling swarm in your square. You can hear through the swarm as if using your normal auditory senses. The first time you Sustain the Spell each round, you can move the swarm 10 feet along the ground in any direction. The swarm has AC 15 and a +0 bonus to its saves. Any damage dealt to the swarm destroys it and ends the spell.


Heightened (3rd) The swarm has the benefits of spider climb.

Heightened (5th) The swarm has a fly Speed of 10 feet. You can see through the swarm using your visual senses.

Heightened (7th) The swarm gains a 10-foot status bonus to its Speeds.


Sweet Dream

FOCUS 1
UNCOMMON AUDITORY CLERIC ENCHANTMENT LINGUISTIC MENTAL SLEEP

Domain dreams

Cast [3 Actions] material, somatic, verbal

Range 30 feet

Targets 1 willing creature

Duration 10 minutes


With soothing song or tales, you lull the target into an enchanting dream. When you cast the spell, the target falls unconscious if it wasn’t already. While unconscious, it experiences a dream of your choice. If it sleeps for at least 1 minute, it gains the benefit of the dream for the remainder of the spell’s duration.

  • Dream of Insight +1 status bonus to Intelligence-based skill checks
  • Dream of Glamour +1 status bonus to Charisma-based skill checks
  • Dream of Voyaging +5-foot status bonus to Speed

If you Cast this Spell again, the effects of any previous sweet dream you cast end.


Take Its Course

FOCUS 4
UNCOMMON CLERIC NECROMANCY

Domain indulgence

Cast [2 Actions] somatic, verbal

Range touch

Targets 1 creature


When someone has overindulged, you can hasten them past the worst of their affliction or intensify their misery. This spell attempts to progress a disease affliction, a poison affliction, or persistent poison damage affecting the target. If the target is affected by more than one of these, you can choose from among those you are aware of; otherwise the GM chooses randomly. An unwilling target can attempt a Will save to negate take its course.

The effect of this spell depends on whether you’re attempting to end an affliction or persistent poison damage, and whether you are attempting to help or hinder the target’s recovery.

  • Affliction The target immediately attempts its next saving throw against the affliction. You can grant the creature your choice of a +2 status bonus or a –2 status penalty to its saving throw against the affliction.
  • Persistent Poison You can cause the target take the persistent poison damage immediately when you Cast this Spell (in addition to taking it at the end of its next turn). Whether or not you do so, the target attempts an additional flat check against the persistent poison damage. You can set the DC of that flat check to 5 or 20 instead of the normal DC.

Heightened (7th) You can attempt to progress any number of the target’s eligible afflictions and persistent poison damage.


Tempt Fate

FOCUS 4
UNCOMMON CLERIC DIVINATION FORTUNE

Domain fate

Cast [Reaction] somatic

Trigger You or an ally within range attempts a saving throw.

Range 120 feet

Targets the triggering creature


You twist the forces of fate to make a moment dire or uneventful, with no in-between. The target gains a +1 status bonus to the triggering saving throw. If the saving throw’s result is a success, it becomes a critical success. If it’s a failure, it becomes a critical failure, and the critical failure can’t be reduced by abilities that usually reduce critical failure, such as improved evasion.

If the triggering ability did not have both a critical success and critical failure condition, tempt fate fails, but you don’t expend the Focus Point for Casting this Spell.


Heightened (8th) The bonus on the saving throw is +2.


Tidal Surge

FOCUS 1
UNCOMMON CLERIC EVOCATION WATER

Domain water

Cast [1 Action] somatic

Range 60 feet

Targets 1 creature

Saving Throw Fortitude


You call forth a tremendous wave to move the target either in a body of water or on the ground. The target must attempt a Fortitude save.

Failure You move the target 5 feet in any direction along the ground or 10 feet in any direction through a body of water.

Critical Failure You move the target up to 10 feet in any direction along the ground or 20 feet in any direction through a body of water.


Tireless Worker

FOCUS 4
HEALING NECROMANCY

Domain toil

Cast [2 Actions] somatic, verbal

Range 30 feet

Targets 1 creature

Duration sustained up to 1 minute


You suppress your choice of one conditions that’s affecting the target: clumsy, encumbered, enfeebled, or fatigued. If you don’t remove the effect that caused the condition, the condition returns after the spell’s duration expires.


Touch of Obedience

FOCUS 1
UNCOMMON CLERIC ENCHANTMENT MENTAL

Domain tyranny

Cast [1 Action] somatic

Range touch

Targets 1 living creature

Saving Throw WIll

Duration varies


Your imperious touch erodes the target’s willpower, making it easier to control. The target attempts a Will save.

Critical Success The target is unaffected.

Success The target is stupefied 1 until the end of your current turn.

Failure The target is stupefied 1 until the end of your next turn.

Critical Failure The target is stupefied 1 for 1 minute.


Touch of Undeath

FOCUS 1
UNCOMMON ATTACK CLERIC NECROMANCY NEGATIVE

Domain undeath

Cast [1 Action] somatic

Range touch

Targets 1 living creature

Saving Throw Fortitude


You attack the target’s life force with undeath, dealing 1d6 negative damage. The target must attempt a Fortitude save.

Critical Success The target is unaffected.

Success The target takes half damage.

Failure The target takes full damage, and positive effects heal it only half as much as normal for 1 round.

Critical Failure The target takes double damage, and positive effects heal it only half as much as normal for 1 minute.


Heightened (+1) The damage increases by 1d6.


Touch of the Moon

FOCUS 4
UNCOMMON CLERIC ENCHANTMENT LIGHT

Domain moon

Cast [1 Action] somatic

Range touch

Targets 1 creature

Duration 1 minute


When you touch the target, a symbol of the moon appears on its forehead, glowing with soft moonlight. The target glows with dim light in a 20-foot radius. It also gets a benefit based on a phase of the moon, starting with the new moon and changing to the next phase at the end of each of its turns.

  • New Moon The target receives no benefit.
  • Waxing Moon The target gains a +1 status bonus to attack rolls and a +4 status bonus to damage rolls.
  • Full Moon The target gains a +1 status bonus to attack rolls, AC, and saving throws and a +4 status bonus to damage rolls.
  • Waning Moon The target gains a +1 status bonus to AC and saving throws. After this phase, return to the new moon.

Heightened (TODO) TODO


Traveler's Transit

FOCUS 4
UNCOMMON CLERIC EVOCATION

Domain travel

Cast [2 Actions] somatic, verbal

Duration 1 minute


You add power to your muscles, allowing you to swim or climb walls with ease. When you cast this spell, you gain either a climb Speed or a swim Speed. The Speed is equal to your land Speed.


Heightened (5th) You can choose to gain a fly Speed.


Trickster's Twin

FOCUS 4
UNCOMMON CLERIC ILLUSION VISUAL

Domain trickery

Cast [2 Actions] material, verbal

Range 30 feet

Targets 1 creature

Saving Throw Will

Duration 1 minute


You rarely settle for being in just one place. Choose a location within 100 feet of the target that the target can see. You create an illusion of yourself there that only it can see and that mimics all your actions. The target must attempt a Will save.

Critical Success The target is unaffected.

Success The target believes you’re in the designated location and can’t see you in your actual location. The target automatically disbelieves the illusion when you use an action that doesn’t make sense in the illusion’s position, or if the target attacks, touches, Seeks, or otherwise engages with the illusion. If you use a hostile action against the target, the spell ends.

Failure As success, but the target must succeed at a Will save to disbelieve the illusion when one of the listed events occurs.

Critical Failure As success, but the target must critically succeed at a Will save to disbelieve when one of the listed events occurs.


Unimpeded Stride

FOCUS 1
UNCOMMON CLERIC TRANSMUTATION

Domain freedom

Cast [1 Action] somatic


Nothing can hold you in place. You immediately escape from every magical effect that has you immobilized or grabbed unless the effect is of a higher level than your unimpeded stride spell. You then Stride. During this movement, you ignore difficult terrain and any circumstance or status penalties to your Speed.


Unity

FOCUS 4
UNCOMMON ABJURATION CLERIC FORTUNE

Domain family

Cast [Reaction] verbal

Trigger You and 1 or more allies within range are targeted by a spell or ability that allows a saving throw.

Range 30 feet

Targets each ally targeted by the triggering spell


You put up a united defense. Each ally can use your saving throw modifier instead of its own against the triggering spell. Each ally decides individually which modifier to use.


Veil of Confidence

FOCUS 1
UNCOMMON CLERIC ENCHANTMENT MENTAL

Domain confidence

Cast [1 Action] verbal

Duration 1 minute


You surround yourself in a veil of confidence. You reduce your current frightened condition by 1, and whenever you would become frightened during the duration, reduce the amount by 1.

If you critically fail a save against fear, veil of confidence ends immediately, and you increase any frightened condition you gain from the critical failure by 1 instead of decreasing it.


Vibrant Thorns

FOCUS 1
UNCOMMON CLERIC MORPH PLANT TRANSMUTATION

Domain nature

Cast [1 Action] somatic

Duration 1 minute


Your body sprouts a coat of brambly thorns that harm those that strike you and thrive on life magic. Adjacent creatures that hit you with a melee attack, as well as creatures that hit you with unarmed attacks, take 1 piercing damage each time they do. Anytime you cast a positive spell, the damage from your thorns increases to 1d6 until the start of your next turn.


Heightened (+1) The damage increases by 1, or 1d6 after you cast a positive spell.


Waking Nightmare

FOCUS 1
UNCOMMON CLERIC EMOTION ENCHANTMENT FEAR MENTAL

Domain nightmares

Cast [2 Actions] somatic, verbal

Range 30 feet

Targets 1 creature

Saving Throw Will

Duration varies


You fill the creature’s mind with a terrifying vision out of its nightmares. The target must attempt a Will save.

Critical Success The target is unaffected.

Success The target is frightened 1.

Failure The target is frightened 2.

Critical Failure The target is frightened 3.


If the target is unconscious when you Cast this Spell on it, it immediately wakes up before attempting its save, and if it fails its save, it gains the fleeing condition for 1 round in addition to the effects noted above.


Weapon Surge

FOCUS 1
UNCOMMON CLERIC EVOCATION

Domain zeal

Cast [1 Action] somatic

Range touch

Targets 1 weapon you’re wielding


Holding your weapon aloft, you fill it with divine energy. On your next Strike with that weapon before the start of your next turn, you gain a +1 status bonus to the attack roll and the weapon deals an additional die of damage. If the weapon has a striking rune, this instead increases the number of dice from the striking rune by 1 (to a maximum of 3 extra weapon dice).

If the target weapon leaves your possession, weapon surge immediately ends.


Winter Bolt

FOCUS 1
ATTACK COLD EVOCATION

Domain cold

Cast [2 Actions] somatic, verbal

Range 60 feet

Targets 1 creature or object


You fling a hollow icicle filled with winter’s wrath. Make a spell attack against a target within range. The bolt deals 1d8 piercing damage and lodges in the target. At the end of the target’s next turn, the bolt shatters, releasing a whirl of snow and ice that deals 1d12 cold damage to the target and all adjacent creatures. The bolt can be removed with an Interact action, which causes it to melt harmlessly without detonating.

Critical Success The initial bolt deals full damage and is especially well anchored, taking 2 Interact actions to remove. The bolt’s explosion deals double damage.

Success The bolt and its explosion deal full damage.


Heightened (+1) The initial damage increases by 1d8 and the secondary damage increases by 1d12.


Withering Grasp

FOCUS 1
NECROMANCY NEGATIVE

Domain decay

Cast [2 Actions] somatic, verbal

Range touch

Targets 1 creature or object


Your touch rots organic material and decays objects. Make a melee spell attack roll. Your touch deals 1d12 negative damage plus 1d4 persistent negative damage. If a creature uses an item to block withering grasp, such as with the Shield Block reaction, the item is automatically affected, but the creature does not take damage (even if there is damage left over after the shield’s Hardness). Unlike normal negative damage, the negative damage from withering grasp damages objects, constructs, and the like by eroding them away.

Critical Success Your touch deals double damage (both initial and persistent). If you target an object, lower its Hardness by 4 for 1 minute.

Success Your touch deals full damage. If you target an object, lower its Hardness by 2 for 1 minute.


Heightened (+1) The damage increases by 1d12 and the persistent damage increases by 1. If you target an object, lower its Hardness by an additional 1 point on both a success and a critical success.


Word of Freedom

FOCUS 4
UNCOMMON CLERIC ENCHANTMENT MENTAL

Domain freedom

Cast [1 Action] verbal

Range 30 feet

Targets 1 creature

Duration 1 round


You utter a liberating word of power that frees a creature. You suppress one of the following conditions of your choice: confused, frightened, grabbed, or paralyzed. The target isn’t affected by the chosen condition, and if you suppress the grabbed condition, the target automatically breaks free from any grab affecting it when you Cast the Spell.

If you don’t remove the effect that provided the condition, the condition returns after the spell ends. For example, if a spell was making the target confused for 1 minute, word of freedom would let the target act normally for a round, but the confused condition would return afterward.


Word of Truth

FOCUS 1
UNCOMMON CLERIC DIVINATION

Domain truth

Cast [1 Action] verbal

Duration sustained up to 1 minute


You speak a statement you believe to be true and that is free of any attempt to deceive through twisting words, omission, and so on. The statement must be 25 words or fewer. A symbol of your deity glows above your head, and anyone who sees you and hears your statement knows that you believe it to be true.

Each time you Sustain this Spell, you can repeat this effect.


Zeal for Battle

FOCUS 4
UNCOMMON CLERIC EMOTION ENCHANTMENT FORTUNE MENTAL

Domain zeal

Cast [Reaction] verbal

Trigger You and at least 1 ally are about to roll initiative.

Range 10 feet

Targets you and the triggering ally


You stoke the righteous anger within yourself and an ally. You and the target ally each roll a d20 and use the higher result for both your initiative rolls. You each still use your own Perception modifier or other statistic to determine your results.


Zenith Star

FOCUS 1
DIVINATION LIGHT

Domain star

Cast [2 Actions] somatic, verbal

Range 60 feet

Targets 1 creature

Saving Throw Fortitude

Duration 1 day


You call a tiny star to orbit a creature in a sparkling halo before shooting up into the heavens, where it marks the creature’s rough location. The target must attempt a Fortitude save.

Critical Success The target is unaffected.

Success The target is dazzled for 1 round.

Failure The target is dazzled for 1 round. While the spell persists, as long as you can see the night sky and the target is visible from the same night sky, you can sense the approximate direction and distance to the creature by using a single action, which has the concentrate trait. This is exact enough to track the creature, but not pinpoint their exact square (for instance, to make an attack). You can set a number of zenith stars equal to your Wisdom modifier; if you exceed this number, your oldest zenith star is automatically Dismissed.

Critical Failure As failure, but the target is blinded for 1 round.


Heightened (+1) The duration increases by 1 day.

Heightened (4th) You ignore the concealed condition against targets marked by zenith star.


Section 15: Copyright Notice

Pathfinder Core Rulebook (Second Edition) © 2019, Paizo Inc.; Designers: Logan Bonner, Jason Bulmahn, Stephen Radney-MacFarland, and Mark Seifter.