Level 9
Cleric Spells Sacred Powers
Time:
1 turn
Range:
Up to 1 mile
Duration:
Turn, then ongoing hazards for 3 rounds
You unleash a divine cataclysm at a distant location. Choose fire, radiant, or tempest theme when casting. All creatures in the area take 10d6 damage of the chosen type and face additional ongoing hazards for 3 rounds. Fire mode creates burning ground that deals 2d6 fire damage at the start of each creature's turn, with […]
Level 9
Cleric Spells Sacred Powers
Time:
Action
Range:
60 feet
Duration:
Instant
Your deity's word remakes the target's flesh. The target is restored to full hit points and Weary is removed (no -2 to all rolls penalties). You also end up to three conditions from the following list: blinded, charmed, cursed, diseased, paralyzed, petrified, poisoned, stunned, or deafened. Lost limbs, eyes, and other natural body parts are […]
Level 9
Cleric Spells Sacred Powers
Time:
Turn
Range:
300 feet
Duration:
Instant
You pronounce final divine judgment upon a single creature, calling down the ultimate expression of celestial justice. The target takes 10d8 radiant damage. If it fails the Tough save, it is also judged and either stunned for 1 minute, banished permanently to an appropriate realm, or transformed into a harmless creature (DN's choice based on […]
Level 9
Cleric Spells Sacred Powers
Time:
1 hour
Range:
Touch
Duration:
Choose when casting - 10 minutes; 1 hour (or 8 hours if cast at a consecrated altar you control); or 24 hours (only on your temple grounds)
You inscribe a visible sigil that excommunicates magic within its reach. The area becomes a zone of true antimagic: Spell Suppression: Spells can't be cast inside. Ongoing spell effects that enter are suppressed while inside; spells or effects originating outside that target creatures or objects inside are suppressed at the boundary and fail to take […]
Level 9
Cleric Spells Sacred Powers
Time:
Turn
Range:
1 mile
Duration:
Sustained, up to 10 minutes, plus 2 minutes per level
You create a mobile cataclysmic storm that moves across the landscape under your command. Each round while you focus, choose the storm's mode: divine lightning (8d8 lightning damage to all within, Quick save half), purifying rain (heals allies 4d8, damages undead 6d8 radiant, Quick save half for damage), or winds of judgment (knocks prone, moves […]
Level 9
Cleric Spells Sacred Powers
Time:
Turn
Range:
Self
Duration:
8 hours, plus 1 hour per level
You receive divine visions of possible futures and potential endings, gaining unprecedented insight into coming events. All affected creatures gain +4 to turn-order rolls and can't be surprised. Twice per round, you may force a reroll of one d20 that you or an ally within 60 feet just rolled (after seeing the roll, before the […]