Level 8
Cleric Spells Sacred Powers
Time:
Turn
Range:
Self
Duration:
15 minutes
You emanate an aura of divine purity that cleanses and protects all allies within. Allied creatures in the aura are immune to diseases, poisons, and curses, and gain +4 to Mind saves. The aura moves with you and purifies the air and water within its bounds.
Level 8
Cleric Spells Sacred Powers
Time:
Turn
Range:
Self
Duration:
8 turns
You radiate an aura of divine life energy that sustains allies within. Allied creatures regain 3 hit points at the start of each of their turns and gain +2 to all saves while in the aura. The aura moves with you and emanates warm, golden light.
Level 8
Cleric Spells Sacred Powers
Time:
Turn
Range:
120 feet
Duration:
Instant
You cause divine life energy to burst from the ground, healing allies and restoring the natural environment. Each allied creature in the area regains 6d8+12 hit points and is cured of disease and poison. The terrain within becomes lush and fertile, with dead plants returning to life and polluted areas being cleansed.
Level 8
Cleric Spells Sacred Powers
Time:
Turn
Range:
150 feet
Duration:
Instant
You call down a massive pillar of celestial fire that engulfs a large area. All creatures in the area take 8d6 radiant damage. Undead and fiends take double damage, and if they fail the Quick save they are also repelled for 1 minute. The flames dispel magical darkness in the burst and suppress such effects […]
Level 8
Cleric Spells Sacred Powers
Time:
Turn
Range:
200 feet
Duration:
Instant
You unleash the ultimate expression of divine wrath against a single foe or in a devastating line. The target(s) take 9d8 radiant damage. Undead and fiends that fail the Tough save are also banished to their home realm for 24 hours, plus 6 hours per level.
Level 8
Cleric Spells Sacred Powers
Time:
Turn
Range:
300 feet
Duration:
Instant
You call upon divine authority to shake the very foundations of the earth. All creatures in the area take 9d6 bludgeoning damage and are knocked prone unless they succeed on a Quick save. Structures and objects in the area take double damage, and the DN may rule that buildings collapse or terrain features change.
Level 8
Cleric Spells Sacred Powers
Time:
Turn
Range:
120 feet
Duration:
Sustained, up to 1 minute, plus 30 seconds per level
You imbue allies with unshakeable divine protection that prevents death. Each target cannot be reduced below 1 hit point by any means for the duration and gains immunity to fear and charm effects. This protection triggers only once per target and ends after preventing what would have been a killing blow. This prevention applies to […]
Level 8
Cleric Spells Sacred Powers
Time:
Turn
Range:
150 feet
Duration:
30 minutes, plus 5 minutes per level
You call down the power of the moon, bathing a large area in supernatural moonlight. The area becomes bright as day, revealing all invisible creatures and objects. Creatures using magical disguises, illusions, or shapechanging must succeed on a Mind save or revert to their true form. Lycanthropes in the area suffer -2 to all rolls […]
Level 8
Cleric Spells Sacred Powers
Time:
Turn
Range:
Self
Duration:
30 minutes, plus 5 minutes per level
You transform into a Gargantuan avatar of primal power, growing to enormous size while retaining your mental faculties and spellcasting ability. Your equipment grows with you or merges into your new form. You gain massive physical prowess and the ability to affect the environment on a grand scale.
Level 8
Cleric Spells Sacred Powers
Time:
Turn
Range:
Self
Duration:
30 minutes, plus 5 minutes per level
You emanate brilliant divine light that creates an area of daylight around you. The light negates all magical darkness within the area, grants allies +2 AC and +2 to saves against necrotic and shadow effects, and causes undead to suffer -2 to hit while in the light.
Level 8
Cleric Spells Sacred Powers
Time:
Turn
Range:
150 feet
Duration:
30 minutes, plus 5 minutes per level
You call down the blessing of the sun upon your allies, surrounding them with radiant golden light. Each target has all negative conditions removed, gains +2d6 radiant damage on all attacks, and regenerates 5 hit points at the start of each turn. The light suppresses vampiric and regeneration abilities of enemies within 60 feet of […]