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# Cleric

# Ability Scores

Clerics gain a +2 class bonus to Wisdom or Strength, as long as it isn’t the same ability you increase with your +2 species bonus.

# Skills

Clerics get 2 skill points in any Wisdom or Strength skill like Athletics, Craft, and Perception.

# Gear

At 1st level, a cleric starts with a melee weapon, decent armor, a holy symbol, and other minor possessions suggested by their background. They might even have a crossbow.

# Gold Pieces

Clerics start with 25gp.

# Armor

Armor Type Base AC Atk Penalty
None 10
Light 12
Heavy 14
Shield +1

# Melee Weapons

Weapon Type One-Handed Two-Handed
Small LEVELd4 dagger LEVELd6 club
Light or Simple LEVELd6 mace, shortsword LEVELd8 spear
Heavy or Martial LEVELd8 (-2 atk) longsword, warhammer LEVELd10 (–2 atk) greatsword, dire flail

# Ranged Weapons

Weapon Type Thrown Crossbow Bow
Small LEVELd4 dagger LEVELd4 hand crossbow
Light or Simple LEVELd6 javelin, axe LEVELd6 light crossbow LEVELd6 (-2 atk) shortbow
Heavy or Martial LEVELd8 (–1 atk) heavy crossbow LEVELd8 (–5 atk) longbow

# Level Progression

Cleric Level Total Hit Points Total Feats 1st level spell (H) 3rd level spell (H) 5th level spell (H) 7th level spell (H) 9th level spell (H) Level-up Ability Bonuses Damage Bonus From Ability Score
Level 1 Hybrid (Avg. of both classes) x 3 1 adv 4 Not affected ability modifier
Level 1 (7 + CON mod) x 3 1 adv 4 ability modifier
Level 2 (7 + CON mod) x 4 2 adv 5 ability modifier
Level 3 (7 + CON mod) x 5 3 adv 2 3 ability modifier
Level 4 (7 + CON mod) x 6 4 adv 1 5 +1 to 3 abilities ability modifier
Level 5 (7 + CON mod) x 8 4 adv; 1 champ 2 4 2 x ability modifier
Level 6 (7 + CON mod) x 10 4 adv; 2 champ 1 6 2 x ability modifier
Level 7 (7 + CON mod) x 12 4 adv; 3 champ 2 5 +1 to 3 abilities 2 x ability modifier
Level 8 (7 + CON mod) x 16 4 adv; 3 champ; 1 epic 1 7 4 x ability modifier
Level 9 (7 + CON mod) x 20 4 adv; 3 champ; 2 epic 2 6 4 x ability modifier
Level 10 (7 + CON mod) x 24 4 adv; 3 champ; 3 epic 1 8 +1 to 3 abilities 4 x ability modifier

Although not listed on the table, this class gets three talents. It does not gain more at higher levels.

(H): Indicates columns in which hybrid characters lag one level behind.

# Stats at 1st Level

Ability Bonus +2 Strength or Wisdom (different from species bonus)
Initiative Dex mod + Level
Armor Class (heavy armor) 14 + middle mod of Con/Dex/Wis + Level
Armor Class (shield and heavy armor) 15 + middle mod of Con/Dex/Wis + Level
Physical Defense 11 + middle mod of Str/Con/Dex + Level
Mental Defense 11 + middle mod of Int/Wis/Cha + Level
Hit Points (7 + Con mod) x Level modifier
Recoveries 7
Recovery Dice (1d10 x Level) + Con mod
Skills 2, max 5 in any one skill
Relationships 3 points
Talents 3

# Basic Attacks

# Melee Attack

At-Will

Target: One enemy

Attack: Strength + Level vs. AC

Hit: WEAPON + Strength damage

Miss: Damage equal to your level


# Ranged Attack

At-Will

Target: One enemy

Attack: Dexterity + Level vs. AC

Hit: WEAPON + Dexterity damage

Miss:


# Class Features

All clerics have the Ritual Magic class feature. They also receive a bonus spell: heal.

There are certain abilities specific to the cleric that can affect their powers:

  • Cast for power and cast for broad effect: The spell can be used one of two ways—either as a more powerful effect on one target (power) or as a weaker effect on multiple targets (broad). Spells cast for power cannot target the caster. Spells cast for broad effect can.
  • Free recovery: The cleric can recover hit points as if they were using a recovery (without actually spending the recovery).
  • Heal using a recovery: The character targeted with a healing effect uses one of their recoveries and rolls their own recovery dice.
  • Invocation: A quick action that offers advantages in battle. It can be made once a full recovery. More than one cleric in a party cannot use the same invocation during a battle.

# Heal

Close-quarters Spell

Special: You can use this spell twice per battle.

Quick Action to cast (1/round)

Target: You or one ally you are next to

Effect: The target can heal using a recovery.

# Adventurer Feat

The target can now be a nearby ally instead of an ally you are next to.

# Champion Feat

If the target of your heal spell is an ally with 0 hp or below, that ally also adds hit points equal to 1d10 x your Charisma modifier to the recovery.

# Epic Feat

When you cast heal on an ally you are next to, that ally adds +30 hp to the recovery.


# Ritual Magic

Clerics can cast divine rituals.


# Class Talents

Choose three cleric talents/domains. Each talent/domain provides an ability that can be improved by feats. It also provides an invocation you can use as a quick action once per full recovery, per battle, per party.

# Domain: Healing

When you cast a spell that lets you or an ally heal using a recovery, the target also adds hit points equal to double your level to the recovery.

Invocation of Healing: This battle, you gain an additional use of the heal spell. The first heal spell you cast after using this invocation allows the target to heal using a free recovery instead of spending a recovery.

# Adventurer Feat

When you cast a spell that allows an ally to heal using a recovery, you can let them use one of your recoveries instead. (If you also have the Protection/Community domain, any nearby ally can expend the recovery instead of you.)

# Champion Feat

The invocation of healing gives you two additional uses of heal this battle instead of only one.

# Epic Feat

Increase the additional hit points the target heals to triple your level.


# Domain: Justice/Vengeance

Once per turn when an enemy scores a critical hit against you or a nearby ally, or drops you or a nearby ally to 0 hp or below, you gain an attack-reroll blessing. Immediately choose a nearby ally and give them the blessing as a free action.

An ally with this blessing can use it to reroll an attack as a free action this battle. An ally can only have one such blessing on them at a time.

Invocation of Justice/Vengeance: This battle, add double your level to the miss damage of your attacks and the attacks of your nearby allies. (For example, your basic melee attack as a cleric will deal triple your level as miss damage while this invocation is active.)

# Adventurer Feat

You can take the attack-reroll blessing yourself.

# Champion Feat

When you gain an attack-reroll blessing to distribute, you gain two blessings to distribute instead.

# Epic Feat

Attacks rolls from your reroll blessings gain a +4 bonus.


# Domain: Knowledge/Lore

You gain 4 additional skill points that must be used somehow in relation to knowledge or lore.

Invocation of Knowledge/Lore: You must use this invocation during your first round of a battle. When you do, you get a quick glimpse of the battle’s future. Roll a d6; as a free action at any point after the escalation die equals the number you rolled, you can allow one of your allies to reroll a single attack roll with a +2 bonus thanks to your vision of this future.

# Adventurer Feat

Once per full recovery, you can change one of your skill checks involving knowledge to a natural 20 instead. Interpret the word “knowledge” as loosely as your GM allows. GMs, be generous.

# Champion Feat

You now roll a d4 for the invocation, not a d6.

# Epic Feat

You gain a different positive relationship point each full recovery with a random deific relationship, purely because the deity has realized you know something they need to know. It changes every full recovery and it might contradict your usual deific relationships.


# Domain: Life/Death

You and your nearby allies gain a +1 bonus to death saves.

Invocation of Life/Death: This battle, you and each of your allies can each separately add the escalation die to a single save made by that character. In addition, you and your allies do not die from hit point damage when your negative hit points equal half your normal hit points. Instead, you die when your negative hit points equal your full hit points.

# Adventurer Feat

The death save bonus increases to +2.

# Champion Feat

Each battle, the first time an ally near you becomes staggered, that ally immediately heals hit points equal to twice your level.

# Epic Feat

Your first use of the resurrection spell is free, and doesn’t count against your total.


# Domain: Love/Beauty

Once per level, you can generate a one-point conflicted relationship with a heroic or ambiguous relationship you do not already have a relationship with. The relationship point remains with you until you gain a level, and then it’s time for another one-level relationship.

# Champion Feat

You gain two points in the relationship instead.

Invocation of Love/Beauty: As a free action, at some dramatic moment, you or an ally of your choice can roll a performance check for one relationship that might have an effect on the battle. The invocation’s advantage does not occur the moment you roll initiative; wait for a dramatic moment instead.


# Domain: Protection/Community

Once per battle, you can affect two additional allies when you cast a spell for broad effect.

# Adventurer Feat

Whenever you target one or more allies with a spell, one ally of your choice can roll a save against a save ends effect.

Invocation of Protection/Community: This battle, critical hits against you and your nearby allies deal normal damage instead of critical damage.


# Domain: Strength

You can wield heavy/martial weapons without an attack penalty.

# Adventurer Feat

Once per battle, you can deal extra damage to one target you hit with a melee attack as a free action. The damage bonus is a number of d4 equal to your Strength modifier or to your level, whichever is higher.

# Champion Feat

You can use d8s instead of d4s for the bonus damage dice.

# Epic Feat

Once per full recovery, you can use d20s instead of d8s for the bonus damage dice.

Invocation of Strength: This battle, you and your nearby allies deal triple damage instead of double damage on critical hits with melee attacks.


# Domain: Sun/Anti-Undead

Every attack you make deals radiant damage instead of other types of damage unless you choose otherwise for a specific attack.

# Adventurer Feat

If your attack already deals radiant damage, it gains the following bonus damage—+1 damage at adventurer tier, +2 damage at champion tier, and +3 damage at epic tier.

# Champion Feat

You gain a +2 bonus to all defenses against attacks by undead.

# Epic Feat

The invocation also affects your allies’ full recovery spells.

Invocation of Sun/Anti-Undead: When you cast a full recovery cleric spell this battle, roll a d6. If you roll less than or equal to the escalation die, you regain the use of that full recovery spell after the battle.


# Domain: Trickery/Illusion

Once per battle, as a quick action when you are engaged with an enemy, roll a d20 (your “trick die”).

As a free action before the start of your next turn, give your trick die to a nearby ally or enemy who is about to make an attack roll. The trick die result becomes the natural result of their roll instead.

# Champion Feat

Your trick die can be used for any one d20 roll, not just an attack.

# Epic Feat

You get another trick die roll to use each battle the first time the escalation die reaches 3+.

Invocation of Trickery/Illusion: This battle, attacks against you by enemies that moved to engage you during their turn miss on natural odd rolls.


# Domain: War/Leadership

Once per turn when you make a melee attack against an enemy, hit or miss, your allies gain a +1 attack bonus against that enemy until the start of your next turn.

# Adventurer Feat

The attack no longer has to be a melee attack, close and ranged attacks also work.

# Champion Feat

The bonus now applies against all enemies you attack; you no longer have to single out one foe if you use a spell that attacks multiple enemies.

# Epic Feat

Allies now also get a damage bonus against such enemies equal to double your Charisma modifier.

Invocation of War/Leadership: Increase the escalation die by 1.


# 1st Level Spells

# Bless

Ranged Spell

Full Recovery

Quick Action to cast

Effect: You can cast this spell for power or for broad effect.

Cast for power: One nearby ally gains a +2 attack bonus until the end of the battle.

Cast for broad Effect: Choose up to three nearby creatures (including you); each target gains a +1 attack bonus until the end of the battle.

Higher Level Effect
3rd Each target also gains 1d10 temporary hit points per point of the attack bonus.
5th Each target also gains 2d10 temporary hit points instead of 1d10 per point of the attack bonus.
7th All attack bonuses granted by the spell increase by +1.
9th Each target also gains 3d10 temporary hit points instead of 2d10 per point of the attack bonus.

# Cure Wounds

Ranged Spell

Full Recovery

Quick Action to cast

Effect: You or a nearby ally can heal using a free recovery.

Higher Level Effect
3rd The target can also roll a save against each save ends effect.
5th This spell is now recharge 16+ after battle instead of full recovery.
7th The target can heal using two free recoveries instead of one.
9th This spell is now recharge 11+ instead.

# Hammer of Faith

Close-quarters Spell

Full Recovery

Effect: Until the end of the battle, your basic melee attacks use d12s as their base weapon damage dice.

Higher Level Effect
3rd The spell now requires only a quick action to cast.
5th You deal half damage on misses with basic melee attacks this battle.
7th Once during the battle, you can reroll a basic melee attack.
9th For the rest of the battle, change any of your basic melee attack damage dice rolls that are less than the escalation die to the escalation die value.

# Javelin of Faith

Ranged Spell

At-Will

Target: One nearby enemy

Attack: Wisdom + Level vs. PD

Hit: 1d6 + Wisdom radiant damage.

Miss: Damage equal to your level.

Higher Level Effect
3rd 3d6 damage.
5th 6d6 damage.
7th 6d10 damage.
9th 8d10 damage.

# Adventurer Feat

The spell also deals +1d6 damage against an undamaged target. At champion tier that increases to +2d6 damage; at 8th level it increases to +4d6 damage.

# Champion Feat

You can now target a far away enemy with the spell at a –2 attack penalty.

# Epic Feat

If your natural attack roll is an 18+, make the attack a second time against a different target as a free action.


# Shield of Faith

Ranged Spell

Full Recovery

Quick Action to cast

Effect: You can cast this spell for power or for broad effect.

Cast for power: One nearby ally gains a +2 bonus to AC this battle.

Cast for broad Effect: Choose up to three nearby creatures (including you); each target gains a +1 bonus to AC this battle.

Higher Level Effect
3rd The bonus also applies to PD.
5th The bonus increases by +1 while the target is staggered.
7th The bonus also applies to MD.
9th The bonus when cast for power increases to +4. The bonus when cast for broad effect increases to +2.

# Spirits of the Righteous

Ranged Spell

Once per battle

Target: One nearby enemy

Attack: Wisdom + Level vs. MD

Hit: 4d6 + Wisdom radiant damage, and your nearby ally with the fewest hit points gains a +4 bonus to AC until the end of your next turn.

Miss: Your nearby ally with the fewest hit points gains a +2 bonus to AC until the end of your next turn.

Higher Level Effect
3rd 7d6 damage.
5th 7d10 damage.
7th 10d12 damage.
9th 2d8 x 10 damage.

# Champion Feat

You also gain the bonus to AC until the end of your next turn on a hit.


# Turn Undead

Close-quarters Spell

Full Recovery

Target: 1d4 nearby undead creatures, each with 55 hp or fewer.

Attack: Wisdom + Charisma + Level vs. MD

Hit: The target is dazed until end of your next turn.

Hit by 4+: 1d10 x your level radiant damage, and the target is dazed until end of your next turn.

Hit by 8+: Against non-mooks, radiant damage equal to half the target’s maximum hit points, and the target is dazed (save ends). Against mooks, the +8 result now deals 4d10 x your level radiant damage.

Hit by 12+ or Natural 20: Against non-mooks, the target is destroyed. Against mooks, the +12 result now deals 4d20 x your level radiant damage

Higher Level Effect
3rd Target with 90 hp or fewer.
5th Target with 150 hp or fewer.
7th Target with 240 hp or fewer.
9th Target with 400 hp or fewer.

# Adventurer Feat

You can expend your full recovery use of turn undead to gain an additional use of heal in one battle.

# Champion Feat

You can choose to target either demons or undead with the spell (but not both with the same casting).

# Epic Feat

Increase the targeting limit by 100 hp.


# Vigilant Light

Close-quarters Spell

Full Recovery

Quick Action to Cast out of Combat

Special: While this spell is active, your head is crowned by a corona of scintillating light that spins and spits tiny beams of illumination. This pretty much makes it impossible for you to hide, though an invisibility spell might work, with difficulty.

Effect: You gain an initiative bonus equal to your Wisdom modifier, and +1d6 radiant damage to the first close-range or melee attack you hit with in battle. Hitting dispels the corona.

Higher Level Effect
3rd Spell is now recharge 11+; bonus damage increases to +3d6.
5th Spell also affects ranged attacks; bonus damage increases to +5d6.
7th Your first attack gains a +2 attack bonus; damage bonus of first hit increases to +7d6.
9th Damage bonus increases to +9d6 and applies to your first two attacks in the battle.

# 3rd Level Spells

# Cause Fear

Ranged Spell

Full Recovery

Target: One nearby enemy with 75 hp or fewer

Attack: Wisdom + Level vs. MD

Hit: The target is weakened until the end of its next turn. On its next turn, if it’s unengaged, it does not attack and moves away from you. If it’s engaged, the target attempts to disengage as its first action, and moves away if it succeeds. If it fails, it moves away as its second action (drawing opportunity attacks). In either case, it will not attack unless it has no options for escape.

Miss: The target hates you for having tried to scare it, and it wants to hurt you most of all, but it won’t be any stupider than usual in pursuing that goal.

Higher Level Effect
5th Target with 120 hp or fewer.
7th Target with 190 hp or fewer.
9th Target with 300 hp or fewer.

# Combat Boon

Close-quarters Spell

At-Will

Effect: Make a basic melee attack. If the attack hits, you or one conscious nearby ally can roll a save against a save ends effect.

Higher Level Effect
5th The save gains a +1 bonus.
7th If the attack hits, you and your nearby conscious allies can roll a total of two saves (one per character).
9th The save bonus increases to +2.

# Adventurer Feat

If you score a critical hit with the combat boon attack, the subsequent save automatically succeeds.

# Champion Feat

One nearby conscious ally can roll a save even if your attack misses.


# Divine Endurance

Ranged Spell

Full Recovery

Quick Action to cast

Effect: You can cast this spell for power or for broad effect.

Cast for power: One nearby ally gains 40 temporary hit points.

Cast for broad Effect: Choose up to three nearby creatures (including you); each target gains 20 temporary hit points.

Higher Level Effect
5th Temporary hp = 60/30.
7th Temporary hp = 80/40.
9th Temporary hp = 100/50.

# Judgment

Ranged Spell

Full Recovery

Targets: All nearby staggered enemies

Attack: Wisdom + Level vs. MD

Hit: 5d10 + Wisdom radiant damage.

Miss: Radiant damage equal to your level.

Higher Level Effect
5th 8d10 damage.
7th 2d6 x 10 damage.
9th 2d10 x 10 damage.

# Champion Feat

The spell now deals half damage on a miss.

# Epic Feat

The spell is now recharge 16+ after battle instead of full recovery.


# Mighty Healing

Ranged Spell

Full Recovery

Effect: You can cast this spell for power or for broad effect.

Cast for power: One nearby ally can heal using a single recovery and regain double the usual number of hit points.

Cast for broad Effect: Choose up to three nearby creatures (including you); each target can heal using a recovery.

Higher Level Effect
5th The spell can now target far away allies.
7th Power equals triple the usual hp for one recovery; broad equals 150% the usual hp per recovery.
9th Recoveries provided by the spell are now free.

# Champion Feat

This spell is now a close-quarters spell.


# Strength of the Gods

Ranged Spell

Full Recovery

Quick Action to cast

Effect: You can cast this spell for power or for broad effect.

Cast for power: One nearby ally deals +2d8 damage with melee attacks this battle.

Cast for broad Effect: Choose up to three nearby creatures (including you); each target deals +1d8 damage with melee attacks this battle.

Higher Level Effect
5th Power +4d6, Broad +2d6.
7th Power +4d10, Broad +2d10.
9th Power +6d10, Broad +3d10.

# 5th Level Spells

# Crisis of Faith

Close-quarters Spell

Full Recovery

Quick Action to cast

Effect: For the rest of this battle, all enemies near you with 100 hp or fewer take a penalty to their Mental Defense equal to your Charisma modifier. Whenever one of those enemies misses with an attack roll, it takes radiant damage equal to double your level.

Higher Level Effect
7th 160 hp or fewer.
9th 250 hp or fewer.

# Light of Revelation

Ranged Spell

Full Recovery

Special: You can cast this spell for power or for broad effect.

Target: (cast for power) One nearby enemy, or (cast for broad effect) up to three nearby enemies.

Attack: Wisdom + Level vs. MD

Hit: If cast for power, deal 6d10 + Wisdom radiant damage, and 10 ongoing radiant damage (save ends). You may immediately ask the enemy a brief question and unless the enemy has been dropped to 0 hit points, it is compelled to give a truthful answer in response (no more than one or two words, usually.) You may ask another question whenever the target fails a saving throw against the ongoing radiant damage.

If cast for broad effect, then a hit deals 4d10 + Wisdom radiant damage, and the target becomes visible until the end of the battle. You don’t have to be able to see the target (they can be invisible or hidden), but you must guess they are present and specify their approximate area.

Miss: If cast for power, you may ask one question; the target takes half damage if they answer truthfully, and full damage if they lie or refuse to answer. If cast for broad effect, the target takes half damage but no other effect.

Higher Level Effect
7th 9d10/6d10 and 15 ongoing radiant damage
9th 12d10/9d10 and 20 ongoing radiant damage

# Champion Feat

When cast at a single target, you may choose to waive the ongoing damage effect. If you do so, the save to remove the ongoing compulsion to answer questions becomes hard (16+).

# Epic Feat

You can now move the ongoing damage effect to any nearby enemy as a quick action once per round.


# Sanctuary

Close-quarters Spell

Full Recovery

Effect: Choose yourself or a nearby ally. Enemies with 100 hp or fewer cannot attack the chosen target until that creature attacks or the escalation die reaches 6+.

Higher Level Effect
7th 160 hp or fewer.
9th 250 hp or fewer.

# Sphere of Radiance

Close-quarters Spell

Full Recovery

Effect: You or one nearby ally can heal using a free recovery. Then make the following attack.

Target: Up to two nearby enemies

Attack: Wisdom + Level vs. MD

Hit: 7d8 + Charisma radiant damage.

Miss: Half damage.

Higher Level Effect
7th 8d12 damage.
9th 2d8 x 10 damage.

# 7th Level Spells

# Circle of Protection

Close-quarters Spell

Full Recovery

Quick Action to cast

Effect: Choose a defense: AC, PD, or MD. For the rest of the battle while you are conscious, you and each ally near you gains a +1 bonus to that defense. Each enemy that misses you or one of your nearby allies with an attack against the defense you chose is hampered until the end of its next turn.

Higher Level Effect
9th Attacks against the chosen defense cannot score critical hits.

# Epic Feat

The spell is now (recharge 16+) after battle instead of full recovery.


# Divine Intervention

Ranged Spell

Special: You can cast this spell only once per level. You’ll also have to keep track of how many times you cast this spell in your life.

Effect: When you cast this spell, roll 1d6 for each cleric domain you have, one domain at a time. (You’ll want to start with the domain you’re most interested in accessing.) If you get a 5 or a 6, then your deity intervenes through that domain, and something miraculous and astounding happens based on that domain; don’t roll for your other domains. A 5 means the miracle comes with a price, drawback or some other repercussion; a 6 means that your deity is able to intercede cleanly, without upsetting the balance of the cosmos.

If none of your rolls get a 5 or 6, then you’ve got two choices. Option one is to substitute another cleric spell of the same level for this spell—it doesn’t have to be one you’ve got prepared— and cast that spell instead. This still counts as one of your lifetime uses of divine intervention. Option two is to drop the divine intervention—nothing happens and the spell and the action used to cast it is lost, but it doesn’t count towards your lifetime casting total.

The form and scope of the divine intervention is up to you and the GM. The gods don’t usually intervene to smack down bad guys—the intervention is more likely to get you out of a no-win situation, or give you some key clue or advantage to turn the tables on your opponents. Divine interventions can also help with natural disasters and non-combat threats—if you need to stop a volcanic eruption or cure a whole city of plague, this is the spell for you. The effects are always connected to the domain you invoke.

Divine intervention cannot bring back the dead, at least not permanently. It might let a soul out of the afterlife for one fight.

Limited Use: Like resurrection, this spell takes its toll on you. The first time you cast it, you can cast it quickly, with a single standard action.

The second time you cast it, it costs you half your hit points and half your full recovery powers/spells. You’re also permanently marked or changed in some way—you might gain some divine feature, be branded with your god’s holy symbol, or maybe you’ll just be left twisted and broken by the powers you just channeled.

The third time you cast it, you permanently lose access to the domain(s) used to shape the intervention, and you’re left with no spells and only a few hit points. Oh, and every enemy of your deity suddenly knows exactly where you are.

The fourth time you cast it, not only do you lose access to that domain, but so do all the other clerics of your god. Restoring that connection requires an epic quest. Again, you lose all your remaining spells and are knocked down to a few hit points, and you advertise your location and weakness to every foe.

The fifth time you cast this spell, you burn out your soul and are annihilated. Mortals aren’t meant to channel the power of the gods like this.

Higher Level Effect
9th You get an intervention-with-strings on a 3-4 (instead of a 5) and a repercussionfree intervention on a 5-6 (instead of a 6).

# Resurrection

Ranged Spell

Special: You can cast this spell only once per level, and a limited number of times in your life. You must have most of the corpse available to cast the spell. There’s no time limit on resurrecting a dead PC, so long as you have the corpse.

Effect: You can bring a creature back to life in more or less normal condition, with varying levels of recovery.

Limited Casting: The first time in your life that you use the spell, you can cast it with a single standard action. Using the spell removes one of your spell slots until you gain a level. (You get one less spell per full heal-up.) The person you are resurrecting comes back at roughly half strength, e.g. expending half their recoveries, being dazed (save ends), and, for each ability, having a 50% chance that it is expended.

The second time in your life you cast the spell, it takes at least three or four rounds and costs you roughly half your hit points and full recovery powers/spells. The person you are resurrecting comes back at something like one-quarter strength.

The third time you cast the spell it has to be as a ritual. The spell chews you up and leaves you with only a few hit points, then gnaws at the person you have resurrected, who takes days to recover well enough to qualify as an adventurer or combatant.

The fourth time you cast the spell it nearly kills you. The resurrection succeeds but the person you’ve resurrected is going to be a mess for a month or more, regardless of any other magic you use.

The fifth time you resurrect someone, that’s the end of your story and you die. There’s only a 50% chance that the resurrection spell works on the target. You’ve used up your quota of resurrection magic. You’re not coming back via this spell, either.

Limited Resurrection: If the target of your resurrection spell has been resurrected more times than you have cast the spell, there is a 50% chance that the experience will play out using their higher number of resurrections instead of the number of times you have cast the spell.

Higher Level Effect
9th You no longer need to have most of the corpse to perform this spell.

# 9th Level Spells

# Overworld Travel

Close-quarters Spell

Full Recovery

Special: You must cast this spell outdoors. It enables you and a group of nearby allies to travel to most any location in the world that you can name.

Travel takes between an hour and a full recovery, depending on distance and the amount of effort the exerted.

The destination can be in the overworld or in the land. It can’t be in the underworld.


# Prayer for Readiness

Close-quarters Spell

Full Recovery

Targets: Up to 5 allies

Effect: You utter a powerful prayer upon your comrades, giving each a special blessing. At any point later this battle, each blessed ally can acknowledge the blessing by saying “thank you” to your god, gods, or pantheon as a free action to reroll a d20 roll. That ally must take the reroll result.

Note that you are giving the blessing and don’t receive it yourself.

# Epic Feat

This spell is now a quick action to cast.


# Additional Domains

Additional domains can be added to this document upon request.

Domain Spells
Air / Storm / Thunder Thundering Blow, Air Bubble, Storm Cloud
Animal / Beast Poison Claw, Voice of Beasts, Celestial Guardian
Archery / Hunting Exalted Shot, Blessing of the Hunt, Holy Arrow
Chaos / Disorder / Rebellion Chaos Hammer, Haywire, Incite Rebellion
Darkness / Night Embrace of the Night, Darkness, Meld into the Shadows, Disappear into the Night
Doom / Destruction Doomhammer, Doom, Touch of Despair
Dragon Divine Odem, Sense Dragons, Summon Metallic Dragon
Earth / Mountain Earthen Hail, Return to Dust, Rock Shield, Earthquake
Evil / Egoism Festering Evil, Blasphemy, Slay Living
Farming / Harvest Cut the Weeds, Protect the Harvest, Reap What You Sow
Fire Burning Brand, Penance by Fire, Flame Strike
Freedom / Travel Freedom Bells, Blessed Journey, Freedom of Movement, Traveler’s Footsteps
Good / Selflessness Aiding Strike, Martyr’s Shield, Righteous Resolve, Carry On, My Friend
Healing Healing Strike, Restoration, Flash Heal
Justice / Vengeance Hammer of Retribution, Eyes of the Judge, Compel Duel, Banishment
Knowledge / Lore Sacred Mantra, Divine Insight, Pious Tongue, Intuitive Reading
Life / Death Invigorate, Death Ward, Symbol of Life, Raise Dead, Gate to the Underworld
Love / Beauty Radiant Heart, Call for a White Knight, Love Charm
Luck / Fortune Lucky Star, Fortuna’s Frown, Serendipity
Madness / Nightmare Manic Cackle, Fever Dream, Waking Nightmare
Magic / Arcana Magic Spark, The Might of Magic, Shield of the Archons
Metal / Smithing Blessed Steel, Heat Metal, Blade Barrier
Music / Song Divine Cantata, Sacred Hymn, Angelic Chorus
Pain / Suffering Inflict Wounds, Thorny Crown, Harm
Plant / Forest Thorn Whip, Binding Vines, Ensnaring Roots
Protection / Community Shielding Strike, Shield Other, Blessed Orator, Summon Guardian of Faith, Walk Unharmed
Secrets / Cultism Ominous Chant, Encrypt, Erase Memory
Spirits / Undeath Withering Touch, Captive Spirit, Bolster Undead
Strength Powerful Blow, Bend Bars and Lift Gates, Siphon Strength
Sun / Anti-Undead Ray of Light, Consecration, Searing Light
Time Sands of Time, Temporal Disruption, Visions of the Past
Trickery / Illusion Wink of the Trickster, Taunt and Tease, Trickster’s Guise, Borrowed Trick
War / Leadership Lead the Assault, Booming Command, Elevated Command
Water / Sea / River Jetblast, Neutralize Poison, Water Breathing
Winter / Ice Ice Shards, Frost Hammer, Snow Storm