Level 6
Cleric Spells Sacred Powers
Time:
30 minutes (participants must feast for 1 hour, uninterrupted)
Range:
Touch
Duration:
1 hour (blessings begin when the feast ends)
You conjure a magnificent banquet tailored to each participant's culture. Creatures who sit and eat for the full hour are cured of all poisons, and Weary (−2 to all rolls) is removed. When the feast concludes, each participant gains the following for 1 hour: +2 to all saves (Dex Quick, Con Tough, Wis Mind), immunity […]
Level 6
Cleric Spells Sacred Powers
Time:
Turn
Range:
10 miles, plus 5 miles per level
Duration:
30 minutes, plus 5 minutes per level
You send out a divine summons that calls all faithful within range to your location. Willing followers are transported instantly via divine teleportation, arriving safely in unoccupied spaces near you. Up to 100 people can be summoned, regardless of distance within range.
Level 6
Cleric Spells Sacred Powers
Time:
Turn
Range:
300 feet
Duration:
Instant
You call forth a brilliant lance of dawn light that lances outward in a straight line. All creatures in the line take 6d8 radiant damage. Undead and creatures vulnerable to sunlight take double damage, and if they fail the Quick save they are also repelled for 1 minute.
Level 6
Cleric Spells Sacred Powers
Time:
Turn
Range:
60 feet
Duration:
10 minutes, plus 2 minutes per level
You summon 2 celestial warriors to fight alongside you. Neutral divine guardians wreathed in soft light, wielding maces of white fire. They act not from mercy, cruelty, or desire, but from command - defending the cleric according to the spell's purpose and obeying his will within the limits of that protection. They cast no spells. […]
Level 6
Cleric Spells Sacred Powers
Time:
Turn
Range:
1 mile radius centered on you
Duration:
30 minutes, plus 5 minutes per level
You create a vast zone of divine authority that restricts evil creatures. Evil beings within the area cannot cast spells above 3rd level and cannot summon other creatures. At the start of each of its turns in the area, an evil creature must make a Mind save. On a failure, it suffers a -4 penalty […]
Level 6
Cleric Spells Sacred Powers
Time:
Turn
Range:
300 feet
Duration:
Permanent
You call down waves of divine power to cleanse and restore a desecrated or blighted land. Polluted waters turn pure, barren soil becomes fertile, and curses tied to the land are lifted. Undead and fiends within the area must succeed on a Mind save or be forced to flee until they leave the restored ground. […]
Level 6
Cleric Spells Sacred Powers
Time:
Turn
Range:
120 feet
Duration:
Instant
You call down divine wrath to devastate a large area. All creatures in the area take 7d6 radiant damage. Structures take double damage, and the area becomes hampering ground from divine devastation. Creatures that fail the Tough save are also filled with despair, suffering -2 to all rolls for 1 minute.
Level 6
Cleric Spells Sacred Powers
Time:
Turn
Range:
500 feet
Duration:
Instant
You cause the earth to shake with divine authority, creating a powerful earthquake centered on a point you choose. All creatures in the area take 5d8 bludgeoning damage and are knocked prone unless they succeed on a Quick save. Structures in the area take double damage and may collapse.
Level 6
Cleric Spells Sacred Powers
Time:
1 hour (ritual)
Range:
Touch
Duration:
1 hour
You transform a natural area into a sanctified grove that provides perfect shelter and sustenance. The area becomes climate-controlled, provides fresh water and wholesome food, and offers protection from weather. All in it regain 2 hit points per hour.
Level 6
Cleric Spells Sacred Powers
Time:
1 hour
Range:
1 mile radius centered on you
Duration:
1 week (special)
You restore a vast area of natural environment to perfect health and vitality. Polluted water becomes pure, blighted plants return to life, and the natural ecosystem is rebalanced. The area becomes exceptionally fertile and beautiful, and natural healing is enhanced within it (1 day for full recovery of hit points).
Level 6
Cleric Spells Sacred Powers
Time:
Turn
Range:
Self
Duration:
30 minutes, plus 5 minutes per level
You gain supernatural awareness of the natural world within 5 miles. You can sense the location and condition of all plants, animals, and natural features. You can communicate with any natural creature within range and see through the eyes of one willing natural creature at a time (you may switch creatures on your turn). This […]
Level 6
Cleric Spells Sacred Powers
Time:
6 Hours after full dark or 12 hours if any daylight
Range:
Touch
Duration:
Instant
You restore life to a deceased creature, calling their spirit back from the afterlife. The creature returns to life with 1 hit point and is cured of all diseases and poisons that caused their death. The return is traumatic; the creature suffers Weary (−2 to all rolls) until it finishes a week of rest. Ritual […]