Level 7
Cleric Spells Sacred Powers
Time:
Turn
Range:
Self
Duration:
15 minutes
You undergo a profound transformation, becoming an avatar of natural power blessed by your deity. You gain the form of a Large natural creature of your choice (such as a bear, giant eagle, tyrannosaurus rex, or similar beast), gaining its physical capabilities, natural attacks, and movement modes, but you do not gain its special abilities. […]
Level 7
Cleric Spells Sacred Powers
Time:
Turn
Range:
Unlimited
Duration:
Instant or varies
You petition your deity for miraculous intervention in a moment of extreme need. Make a Favor Check (d20 + Mind bonus vs TN 16) to determine the response. Your deity may grant an effect equivalent to a cleric spell of 6th level or lower, or a unique miracle aligned with their portfolio. The intervention respects […]
Level 7
Cleric Spells Sacred Powers
Time:
1 Hour
Range:
Touch
Duration:
30 minutes, plus 5 minutes per level
You lead participants along the veil paths into your deity's dominion or closely aligned sancta for a guided audience. Time runs equally in both realms. While voyaging, you may traverse sacred locations, seek divine signs, and commune with beings of your deity's court. You may visit up to 1 + your Mind bonus distinct sites […]
Level 7
Cleric Spells Sacred Powers
Time:
Turn
Range:
Touch
Duration:
4 turns
You crown the target with a magnificent halo of divine light that marks them as blessed by divine power. The target gains immunity to diseases, poisons, and curses; +4 to all saves; DR 5 against weapon attacks and reduces damage from harmful spells cast by evil creatures by 5; and allies within 30 feet gain […]
Level 7
Cleric Spells Sacred Powers
Time:
4 turns if already personally visited before, else 2 hours visualizing after studying
Range:
20 feet
Duration:
3 minutes
You create a gateway between two locations within the same realm for the spell's duration. The portal appears as an archway of divine energy and allows instant two-way travel for any creature that passes through. The gate can span any distance within the realm and connect any two locations you have visited or can clearly […]
Level 7
Cleric Spells Sacred Powers
Time:
Turn
Range:
500 feet
Duration:
Instant
You call down the divine judgment in the form of multiple pillars of divine lightning. All creatures in the area take 8d8 radiant damage. Evil creatures take double damage, and if they fail the Quick save they are also filled with crushing despair, becoming stunned for 1 minute as they comprehend their wickedness.
Level 7
Cleric Spells Sacred Powers
Time:
Turn
Range:
Self
Duration:
30 minutes, plus 5 minutes per level
You become incorporeal while retaining your abilities; your equipment becomes incorporeal with you. You can pass through solid objects. You are immune to weapon damage but cannot make physical attacks or manipulate non-incorporeal objects. You can interact with spirits and cast spells normally.
Level 7
Cleric Spells Sacred Powers
Time:
Turn
Range:
Self
Duration:
30 minutes, plus 5 minutes per level
You gain the ultimate form of divine sight, able to perceive all things as they truly are. You see through all illusions and shapeshifting, perceive invisible and ethereal creatures, can see across realms simultaneously, and understand the true nature of any creature or object you observe, including their moral alignment, magical properties, and hidden purposes. […]
Level 7
Cleric Spells Sacred Powers
Time:
Turn
Range:
200 feet
Duration:
Instant
You call upon the primal forces of nature to judge all within the area. Creatures that have harmed the natural world take 8d6 damage (the DN chooses bludgeoning, piercing, or elemental to fit the manifestation). Those guilty of grave ecological crimes who fail the Quick save are also cursed by nature, suffering a -4 penalty […]
Level 7
Cleric Spells Sacred Powers
Time:
Turn
Range:
300 feet
Duration:
Sustained, up to 1 minute, plus 30 seconds per level
You summon a devastating storm of divine wrath that follows your commands. On your turn while you focus, choose one mode: • **Hail and rain:** each creature in the area takes 3d6 cold damage (Quick save half). • **Lightning:** up to three creatures you choose in the area each take 4d8 lightning damage (Quick save […]