TEXT: Absolute mAgic: cleRics
  100 spells from 0-level to 9th level for clerics
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  System Reference Document. Copyright 2000, Wizards of 
  the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip 
  Williams, based on material by E. Gary Gygax and Dave 
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  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo 
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  101 8th Level Spells. Copyright 2011, Rite Publishing. Author: 
  Steven D. Russell 
  Arcane Class: Wiccan High Priestess, Copyright 2005, 93 Games 
  Studio, Author: Keith Taylor
  Dangers & Discoveries: 24 New Spells. Copyright 2011, LPJ 
  Designs. Author: Chris A. Field 
  Testament: Roleplaying in the Biblical Era, Copyright 2003, 
  Green Ronin Publishing, Author: Scott Bennie
  absolute magic: Clerics
  
  pAge  1
  Absolute mAgic: cleRics
  list of cleRic spells
  ZeRo level 
  Carve Holy Symbol: creates a wooden or stone holy 
  symbol
  Confessor’s Mask: prevent a priest from seeing suppli-
  cants’ faces clearly to ensure anonymous confessions
  Holy Compass: holy symbol is enchanted to find true 
  north
  Know Lifetime: you are aware of a creature’s maximum 
  natural lifespan
  Libation: sacrifice a cup of wine to receive a minor 
  blessing
  Rope of Holy Water: transform a vial of holy water into a 
  stout magical rope
  Shopkeeper’s Charm: ensures prosperity and happiness in 
  mundane business
  Solution in Faith: substitute a Knowledge (religion) check 
  for another skill check
  Stag’s Crown: subject gains an impressive crown that is a 
  symbol of rulership
  Welcome Embrace: a friendly embrace heals the subject
  fiRst level
  Blinding Raiment: the subject’s clothes become blind-
  ingly bright, offering some concealment
  Divine Impregnation: impregnate a willing woman with a 
  planetouched fetus
  Final Hour: resurrect a slain creature for one hour
  Fire Warden: protects objects and structures from fire 
  damage
  Light of Ownership: a glowing aura reveals an object’s 
  true owner
  Lore of Violence: learn more about a subject the longer 
  you fight them
  Mark of Purpose: creates a mystical tattoo that provides a 
  bonus on certain checks
  Raise the Beloved Animal: resurrect a familiar or animal 
  companion
  Sacred Burial: bury a slain creature easily and with appro-
  priate rituals
  Signify Sins: a mark appears on the subject indicating its 
  worst crimes
  seconD level
  Alloy Armor: create an ablative layer of additional armor 
  that offers shortlived protection
  Blessing Upon Spirits: transforms wine or ale into holy 
  liquid
  Breathing Chant: maintain a ritual chant to negate the 
  need to breathe
  Decimate Vigor+: temporarily reduce a target’s maximum 
  HP total
  Godly Beauty: subject is wrapped in a pleasing illusion
  Internal Fires: magical flames burn a victim’s vital organs
  Liar’s Blade: allows the attacker to substitute Bluff checks 
  for attack rolls with a melee weapon
  Near Death Experience: allow believers of your faith one 
  chance to turn a fatal injury into a severe wound instead
  Undead Become Vulnerable: negates some undead immu-
  nities
  Undead Slumber: temporarily sends undead into a coma-
  like stupor
  thiRD level
  Breathing Armor+: merges a warrior and her armor, 
  improving its quality
  Coral Skin: creates magical armor that is especially useful 
  and mobile underwater
  Emerald Body: subject’s gemlike body becomes immune 
  to slashing and piercing damage
  Hasten Birth: bring a pregnancy to term safely in just a 
  few hours
  Masterwork Shell: temporarily render ordinary tools and 
  objects masterwork quality
  No Death By….: subject becomes temporarily immune to 
  one specific form of fatal harm
  Profane Tears: acid eats away at a victim’s eyes
  Raise the Ordinary Dead: raise a non-heroic character 
  from the dead
  Storm Whip: creates a magic whip of wind and lightning
  Youthful Vigor: briefly return a creature to physical 
  adolescence
  fouRth level
  Aegis of the Sun: summons gleaming armor that offers 
  great protection against undead
  Aegis of the Moon: summons gleaming armor that offers 
  great protection against were creatures
  Breath of Wasps: summon multiple swarms of wasps as a 
  strange breath weapon
  Curse of Inferior Spawn: Know Bloodline: correctly 
  identify the parentage and ancestry of a particular subject
  Mastermason’s Keystone: a magic stone strengthens a 
  structure it is placed in
  
  pAge  2
  Absolute mAgic: cleRics
  seventh level
  All-Slaying Blow: transfer the damage of a successful hit 
  to other, near-by enemies
  Burn the Heart: a gout of flame incinerates the victim’s 
  heart
  Call Wicker Man: summon a flaming giant to fight on 
  your behalf
  Curse of Eternal Fires: subject is cursed to burn forever, 
  but not die
  Field of Broken Blades: damage multiple weapons simul-
  taneously
  Injure Armies: inflict token damage on hundreds of crea-
  tures simultaneously
  Outshatter: powerful sonic waves crush the bones of 
  outsiders
  Painful Confession: force a victim to begin a painful 
  penance that could potentially end its life
  Resurrection for War: resurrect a creature as a powerful, 
  brutal warrior
  Tale of the Mythic Quest: tell an inspiring parable that 
  provides insight into current problems
  eighth level
  Absolving Bath: a ritual bath removes curses and karmic 
  afflictions
  Aeons Crash Down: shatter a creature’s sanity by showing 
  it thousands of years of future history in a few seconds
  Augment the Already Heroic Attribute: permanently 
  improve a subject’s highest ability score
  Create Ore Vein: creates a valuable new mine shaft
  Divine Blood: transform holy water into a potent healing 
  liquid
  God Form: transform into a perfected, powerful form 
  reminiscent of your god’s shape
  Holy Spring Everflowing: creates a permanent fountain 
  filled with holy water
  Mitigate the Weakness Inside: permanently improve a 
  subject’s lowest ability score
  Proclamation of Salt: transform creatures into salt pillars
  Sculpt the Mountains: create a massive sculpture
  ninth level
  Early Dawn: dawn appears several hours early, even in the 
  dead of night
  Exile to the Outer Void: teleports a victim to deepest 
  space and prevents easy return
  Sky-rake: create a three dimensional grid of flames in the 
  sky
  Towering Menwhir: summon an earthen pillar
  Ward Against the Undead: undead cannot enter a warded 
  location easily
  Widening Gyre: dramatically increase an opponent’s 
  chance of catastrophic failure
  fifth level
  Age to Adulthood: instantly transform a child into a well 
  educated adult
  Blasphemous Arrow: creates a line of dark smoke that 
  carries a bane effect and offers concealment
  Burnt Steel, Charred Flesh: intense heat permanently 
  fuses armor to the body
  Civic Will: collects the energy raised by a community 
  project to cast an expensive divine spell without cost
  Divine Lightning: summons a bolt of heavenly lightning 
  that is difficult to resist
  Flamesoul: the subject’s soul shadow becomes a portal to 
  the plane of fire
  Lead Flesh: subject becomes resistant to both physical 
  harm and spells, but also becomes heavy and sluggish
  Miraculous Harvest: allows a field to be harvested a 
  second time
  Ravages of Time: age structures or objects centuries in a 
  second
  Unravel Unlife’s Beauty: undead suffer massive Charisma 
  damage
  sixth level
  Arrow of Soft Rains: an arrow shot into the heavens 
  summons a nourishing rainstorm
  Coagulate Unlife: spawn created by a cursed undead 
  detract from that creature’s maximum HP total
  Escape a Lethal Destiny: transfer fatal harm onto a victim 
  rather than being affected by it
  Evermist: creates an area of permanent fog or mist
  Ghost Blood: become intangible and ghostlike
  Mirror Foe: inflicts the same damage on a target that he 
  inflicts on others, one round later
  Peace Bond: prevents a weapon from dealing damage
  Region of Comprehension: creates an area where crea-
  tures can understand each other, regardless of language
  Warrior of Gold: covers the subject’s body with a protec-
  tive golden shell
  Willing Possession: allow another creature to travel within 
  your body
  
  pAge  3
  Absolute mAgic: cleRics
  High Holy Day: announce a daylong celebration in which 
  all followers of your faith receive bonuses
  Lesser Moon: summon a small planetoid into the upper 
  atmosphere, creating massive gravity disruptions
  New Constellation: memorialize a fallen creature by 
  creating new stars in the night sky
  Omniversal Awareness: total awareness of the universe 
  provides virtually unlimited tactical benefits
  Raise Dead, Mass: raise multiple slain creatures simulta-
  neously
  Seal the Body: seal shut every one of the target’s bodily 
  orifices
  Skyquake: creates airborne turbulence similar to an earth-
  quake
  Voyage to the Afterlife: enchant a vessel to sail into a 
  plane occupied by the dead
  + indicates a spell with a “Greater” version that is 1-3 
  levels higher. 
  “Contemplate the workings of this world, listen to the 
  words of the wise, and take all that is good as your own. 
  With this as your base, open your own door to truth. 
  Do not overlook the truth that is right before you. Study 
  how water flows in a valley stream, smoothly and freely 
  between the rocks. Also learn from holy books and wise 
  people. Everything - even mountains, rivers, plants and 
  trees --- should be your teacher.” - Morehei Oeshiba, “The 
  Art of Peace”
  Clerical spells fall into one of several themes: spells that 
  protect, heal and enhance; spells that deal with the funda-
  mental questions of life, death, and the soul; and spells 
  capable of laying whole legions of Undead to waste in a 
  single casting. The 100 new clerical spells presented in this 
  sourcebook all fit one of these classic tropes, and explore 
  some new tropes for divine spellcasters. Some of these 
  new spells deal with a cleric’s role in the community, as a 
  leader of his faith, while a few others offer clerics a potent 
  offensive punch. Finally, a selection of ninth level spells 
  redefines the definition of Epic - New Constellation ignites 
  new stars - while other spells can potentially affect every 
  believer on a single world. 
  Absolving bAth 
  School abjuration Level cleric 8 
  Casting Time One hour 
  Components V, S, DF, M (holy or unholy water, sacred 
  oils and perfumes in total worth at least 500 gp) 
  Range touch 
  Duration Instantaneous 
  Saving Throw none Spell Resistance Yes 
  The water of this spell washes away karmic debts and 
  lingering mystical punishments, completely severing the 
  creature’s metaphorical link to past misdeeds. 
  When the target of the spell emerges from the Absolving 
  Bath, he or she is affected as if by an atonement spell. In 
  addition, this spell removes any curses afflicting the victim, 
  dispels geases and marks of justice, as well as negating 
  any other harmful spell effects currently plaguing the 
  target. Finally, if the target is suffering from any disease or 
  poison, he receives a new saving throw to end or cure the 
  effect, with a +4 bonus. 
  Aegis of the sun 
  School abjuration Level cleric 4
  Casting Time One standard action 
  Components V, S, DF 
  Range touch 
  Duration 1 minute/level 
  Saving Throw Will Save Negates (harmless) Spell 
  Resistance Yes 
  When this spell is cast, pulsating liquid gold covers the 
  recipient, instantly hardening into a baroque golden cara-
  pace that glows with the light of the sun. This armor is 
  proof against even the worst depredations of the undead. 
  The aegis of the sun provides the recipient with a +2 holy 
  bonus to Armor Class, and the character retains his or 
  her full bonus to Armor Class against incorporeal touch 
  attacks. Any undead creature that strikes the character 
  with a natural attack form or light melee weapon suffers 
  1d6 points of holy damage.  The armor’s wearer adds 1d6 
  points of holy damage to melee attacks against undead. If 
  the character is slain while the aegis of the sun is active, he 
  or she cannot raise as any form of undead spawn. 
  Aegis of the moon
  School abjuration Level cleric 4 
  Casting Time One standard action 
  Components V,S,DF
  Range touch 
  Duration 1 minute/level 
  Saving Throw Will Save Negates (harmless) Spell 
  Resistance Yes 
  This spell creates a rain of liquid silver that pours over 
  the recipient’s body like a summer shower and instantly 
  hardens into a sleek carapace covered in lunar motifs. This 
  
  pAge  4
  Absolute mAgic: cleRics
  armor provides comprehensive protection from the fear-
  some violence of lycanthropes. 
  The aegis of the moon provides Damage Reduction 5/- 
  which applies only against natural weapons. Any lycan-
  thrope that strikes the character with a natural attack form 
  suffers 1d6 points of holy damage. The natural attacks of 
  the wearer of the aegis of the moon gain the Silver quality. 
  While the aegis of the moon is active, the wearer cannot 
  contract lycanthropy. 
  Age to ADulthooD 
  School transmutation Level cleric 5, sor/wiz 6
  Casting Time 1 hour ritual
  Component V, S, M (exotic tobacco leaves worth at least 
  500 gp)
  Range touch
  Duration Instant
  Saving Throw Will Save partial (see text) Spell 
  Resistance Yes
  This spell is used when a kingdom needs an heir to stave 
  off civil war, when a parent doesn’t have time for an infant 
  but wants another able teenaged farmhand or warrior or 
  anytime a child must mature quickly. A child (anything 
  from a day old infant to a pre-teen) is wrapped in tobacco 
  leaves, anointed with strange oil and ensorcelled by strange 
  magic. At the end of the ritual, the child emerges mentally 
  and physically transformed.
  The child emerges from the tobacco cocoon at the lower 
  end of the Adult age category, considered an older teen 
  member of his or her race. The character’s ability scores 
  are normal for an Adult of the species, and has a single 
  class or NPC level. They have as much abstract and histor-
  ical knowledge as an ordinary young adult of this species 
  and social standing would be expected to have, but very 
  little real world experience.
  If the cocooned child succeeds at a Will Save, though he or 
  is physically transformed to adult hood, their mental ability 
  scores are unchanged and they do not gain any levels 
  during the transformation. They remain children in an adult 
  body. If remove curse is cast on the child within 30 days 
  of this transformation, it can be reversed. Otherwise, the 
  transformation is permanent.
  
  pAge  5
  Absolute mAgic: cleRics
  Aeons cRAsh DoWn 
  School evocation (mind-affecting) Level cleric 8, sor/wiz 
  9
  Casting Time One standard action
  Components V, S, M (a 60 second hour glass, shattered 
  at the feet of the target) 
  Range Medium (100 ft plus 10 ft per level) 
  Duration one minute per level 
  Saving Throw Will Save Partial (see text) Spell 
  Resistance Yes 
  When this spell is cast, the victim’s soul is cast into an 
  accelerated time stream. At first, he sees the outcome of 
  the current battle, played out at ten times real speed. Then 
  he sees the next few years of this patch of ground’s exis-
  tence, played out at 100 times normal speed. After that, 
  the visions only come faster, as centuries of time play out 
  before his eyes. A minute of time, caught in this trace, 
  seems like a million years. Eventually, the victim sees the 
  collapse of the planet, the failing of its sun, and sometimes 
  even the eventual entropy and death of the universe. Few 
  can survive such a mental onslaught. 
  The spell’s victim is considered helpless and is effectively 
  paralyzed for the duration of the spell. In addition, each 
  round the spell is maintained, the victim suffers either 
  one point each of temporary Intelligence and Wisdom 
  damage or the permanent loss of a single Hit Point, repre-
  senting either encroaching insanity or a simple surrender 
  to the inevitability of death. A creature reduced to either 0 
  Intelligence or Wisdom by this spell dies of massive phys-
  ical and emotional trauma to the brain. A successful Will 
  Save Save each round prevents either form of harm that 
  round. If the victim of this spell makes three consecutive 
  successful Will Save Save, he breaks the effect and ends 
  this spell. 
  All-slAying bloW 
  School necromancy Level cleric 7
  Casting Time One swift action 
  Components V, S
  Range close (25 ft + 5 ft per 2 levels) 
  Duration Instant 
  Saving Throw None Spell Resistance Not Applicable 
  The cleric casts this spell after an ally makes a palatable 
  hit, sending a burst of lethal energy through his combative 
  friend to strike down many foes. Shadowy images resem-
  bling the attacking ally rush outwards, and these phantom 
  warriors make an identical strike against their own targets. 
  When this spell is cast, select one ally within range that 
  has made a successful melee attack; he becomes the point 
  of origin for this spell’s effect. Phantom attackers make 
  an identical attack against all enemies within a 30 ft cone 
  beginning at the attacker’s position. These phantom attacks 
  use the same attack roll as the ally’s successful attack 
  and are subject to any spells or other effects active on the 
  attacker when the first attack was made. If the attacking 
  ally’s weapon possesses magical or unusual qualities, the 
  phantom attacks have identical qualities. If the attacking 
  ally’s attack roll was a confirmed critical hit, so are the 
  phantom attacks. 
  Alloy ARmoR 
  School abjuration Level cleric 2, sor/wiz 2 
  Casting Time One standard action 
  Components V, S, M (a finger-sized steel ingot) 
  Range touch 
  Duration 1 minute (see text) 
  Saving Throw Fortitude Save negates (object) Spell 
  Resistance No 
  When this spell is cast, a million tiny shards of liquid steel 
  rush towards the touched armor, enveloping it in multiple 
  layers of protective alloying. 
  This spell provides a single suit of non-magical and mostly 
  metallic armor with a +10 improvement to the equipment 
  bonus it provides to Armor Class. This improvement fades 
  by 1 each round the spell lasts (providing +10 protection 
  the first round, +9 the second, and so on). At the end of 
  ten rounds, the spell ends, and the armor gains the Broken 
  spell combo: Divine impRegnAntion + 
  hAsten biRth + Age to ADulthooD 
  If these spells are used in conjunction, the cleric 
  can force-grow a single child from conception to 
  physical adulthood in less than 24 hours. If Divine 
  Impregnation is included in the spell combo, sex itself 
  is not required to produce a powerful, plane touched 
  heir. Clerics rarely tamper with the natural order so 
  dramatically, but may do so in times of war. Wealthy 
  and pious kingdoms can breed a corps of Aasimar 
  defenders, ready to fight for king and crown before 
  they are two days old. Adventuring parties desperate 
  for new allies to fill gaps left by deaths might use this 
  spell combo to quickly and easily birth new apprentice 
  dungeon delvers. 
  
  pAge  6
  Absolute mAgic: cleRics
  quality. This spell does not change the armor’s armor check 
  penalty (if any), its type, or its arcane spell failure chance. 
  ARRoW of soft RAins 
  School conjuration (creation) Level cleric 6, druid 5
  Casting Time One standard action 
  Components V, S, Focus (a bow and arrow)
  Range 1 sq mile per caster level 
  Duration 1d4+1 days 
  Saving Throw None Spell Resistance No 
  With a whispered prayer to the gods of storm, rain and 
  good harvests, the spellcaster fires an ordinary arrow high 
  into the sky. As the arrow soars upward, it transforms into 
  a bolt of lightning, striking the clouds with a low, rolling 
  thunderclap that can be heard for miles. Within a few 
  minutes, a gentle, warm rain begins. 
  Over the next 1d4+1 days, a number of inches of rain fall 
  equal to ½ the caster’s level (maximum 10 inches of rain). 
  Usually, this is not enough to cause flooding or serious 
  impediment. The spell is intended to provide relief to 
  parched fields. 
  Augment the AlReADy heRoic AttRibute
  School enchantment Level cleric 8 
  Casting Time Ten minutes
  Components V, S, DF, M (a golden and precious stone 
  idol depicting one of the totem animals which govern 
  ability score enhancing spell: bull for strength, owl for 
  intelligence, etc., worth at least 20,000 ) 
  Range touch 
  Duration Instantaneous 
  Saving Throw Fortitude Save Negates (harmless) Spell 
  Resistance No
  When this spell is cast, it provides a +2 inherent bonus to 
  one of the recipient’s ability scores. This spell enhances 
  the recipient’s highest ability score. If the recipient has 
  multiple ability scores that are equally high, the spellcaster 
  chooses which ability score to enhance when casting this 
  spell. A creature can benefit from this spell only once 
  during its life. 
  blAsphemous ARRoW 
  School necromancy Level cleric 4
  Casting Time One standard action 
  Components V, S, M (an arrowhead) 
  Range long (400 ft plus 40 ft per level) 
  Effect a 5 ft wide line to the spell’s maximum range
  Duration one round per level (D)  
  Saving Throw Reflex Save partial Spell Resistance No 
  An arrow formed from roiling black vapors leaps from the 
  caster’s outstretched hand. 
  This black arrow creates a 5 ft wide line of vapors that 
  extends to the spell’s maximum range, if the arrow does 
  not impact a solid obstruction first. The smoke remains in 
  its position and does not drift, though it fades over time. 
  While the smoke remains, it provides total concealment to 
  those in the square, or those on the other side of the smoky 
  barrier. Those caught within the line as it forms are treated 
  as being under the effects of a bane spell for the duration 
  of the effect. Characters that make a successful Reflex 
  Save Save leap to one square or the other, on either side of 
  the line, and are not affected by the bane effect 
  blessing upon spiRits 
  School transmutation (good) Level cleric 2, paladin 2 
  Casting Time 1 standard action
  Component V, S, M  (a pinch of powdered silver worth 25 
  gp) 
  Range touch 
  Duration Instant 
  Saving Throw Will Save negates (object) Spell Resistance 
  yes (object) 
  With a touch and a few devout prayers, you transform ordi-
  nary beer, liquor or wine into sacramental spirits. 
  Sacramental spirits act as Holy Water (see the Pathfinder 
  RPG page 160) but always inflict maximum damage (8 
  points) to undead and evil outsiders. 
  blinDing RAiment 
  School abjuration Level cleric 1 
  Casting Time One standard action 
  Components V, S 
  Range 50 ft
  Effect caster and all allies within a 50 ft burst, centered on 
  the caster
  Duration 1 minute per level 
  Saving Throw none Spell Resistance yes (harmless) 
  When this spell is cast, all color and detail leeches from the 
  clothing and gear of you and your allies, making it appear 
  as if you are clothed in sunlight, making it hard to look 
  at you directly. Each ally gains a ‘pool’ of percentile miss 
  chances equal to 120 %. During the duration of the spell, 
  when the ally is successfully attacked, she can choose 
  
  pAge  7
  Absolute mAgic: cleRics
  to expend some of this percentile pool to give herself a 
  miss chance. She must expend this percentile pool in 10% 
  increments, in any measure she sees fit. For instance, the 
  recipient could gain a 50% miss chance on one attack, 
  and a 70% miss chance on a second, expending the spell, 
  or cause up to 12 incoming attacks to suffer a 10% miss 
  chance each, or any other combination. The recipient must 
  make this decision before damage is rolled. 
  When the miss chance percentage pool is expended, the 
  recipient’s clothing and equipment returns to normal, and 
  the spell ends for that ally. 
  bReAthing chAnt 
  School conjuration (healing) Level cleric 2
  Casting Time One standard action 
  Components V, S 
  Range self 
  Duration concentration, up to one minute/level (D) 
  Saving Throw No Spell Resistance No 
  When this spell is cast, you begin a low, droning chant 
  consisting of a short phrase sacred to your faith. You can 
  maintain the chant as a standard action each round. As long 
  as you maintain the chant, you become immune to suffoca-
  tion and inhalation poisons and gases, including magical 
  gases such as stinking cloud or cloudkill. 
  bReAth of WAsps 
  School conjuration (summoning) Level cleric 4
  Casting Time One swift action 
  Components V, S, M (a wasp preserved in amber) 
  Range personal 
  Duration One round per level (D) 
  Saving Throw None Spell Resistance No 
  You exhale, and as the wind passes your lips, a spray of 
  vicious black and gold wasps bursts forth to slaughter your 
  enemies. 
  You summon a Wasp Swarm (Pathfinder Bestiary pg 275), 
  which obeys your command and attacks your enemy. 
  You cannot breathe while this spell is in effect; you must 
  make Fortitude Save Saves to hold your breath or begin 
  suffocating. If you fall unconscious due to the suffocation 
  caused by this spell, you can choose to either dismiss the 
  spell and regain consciousness in one round, or to perish 
  from this spell. 
  If you die as a result of this spell, one Wasp Swarm per 
  class level or Hit Die erupts from within your recently 
  suffocated corpse and begins attacking your enemies. 
  These swarms exist until slain, and can be commanded 
  freely by any ally for the duration of their existence. If you 
  are raised or resurrected, these swarms dissipate. 
  buRn the heARt 
  School evocation Level cleric 7
  Casting Time One standard action 
  Components V, S 
  Range medium (100 ft + 10 ft/level) 
  Duration Instantaneous 
  Saving Throw Fortitude Save partial Spell Resistance Yes
  As you cast this spell, a talon of blue and white flames 
  leaps from your outstretched hand, blasting through the 
  target’s chest with the force of a siege engine and vapor-
  izing her heart in a flash of azure flame. 
  The target must succeed at a Fortitude Save Save or imme-
  diately perish as her heart explodes in her breast. Those 
  slain by this spell cannot be returned from the dead with 
  raise dead, though resurrection or greater magic will 
  function normally.  Even if the target successfully saves 
  against this brutal spell, she still suffers 10d6 points of fire 
  damage. This fire damage will overcome Fire Resistance 
  or Immunity of any creature except a creature with the Fire 
  subtype. Only creatures that have magma-hot blood, such 
  as salamanders, can survive the devastating conflagration 
  this spell causes within their body. 
  buRnt steel, chARReD flesh  
  School evocation Level cleric 5
  Casting Time One standard action  
  Components V, S 
  Range close (25 ft + 5ft per 2 levels) 
  Duration Instant 
  Saving Throw Fortitude Save Partial (see text) Spell 
  Resistance Yes 
  This spell summons a geyser of flame, hot enough to warp 
  iron and steel and score flesh down to the bone. 
  The spell’s target is engulfed in flame, suffering 5d6 
  points of damage. In addition, unless the target succeeds 
  at a Fortitude Save Save, any armor or helmet worn is 
  permanently fused to her body. Doing so gives the victim a 
  natural armor bonus equal to the armor’s equipment bonus 
  to Armor Class. If the armor has magical properties, they 
  become innate properties of the target. 
  
  pAge  8
  Absolute mAgic: cleRics
  The target can wear additional non-magical armor after 
  this event, but her Armor magic item slot is permanently 
  lost. In addition, she suffers the melted armor’s armor 
  check penalty on all associated skills as a permanent 
  inherent penalty, and suffers permanent CHA drain equal 
  to the melted armor’s equipment bonus to Armor Class. If 
  the target succeeds on a Fortitude Save Save, she merely 
  suffers damage, and her armor gains the Broken condition, 
  but is not fused to her body. 
  bReAthing ARmoR 
  School transmutation Level cleric 3 
  Casting Time One standard action 
  Components V, S
  Range touch 
  Duration one minute per level 
  Saving Throw No Spell Resistance No
  By placing her hand upon the breast of an armored warrior, 
  the cleric temporarily merges living tissue and unliving 
  armor. 
  For the duration of this spell, a single suit of touched, non-
  magical armor becomes a living part of the spell’s recip-
  ient. The armor gains the warmth and texture of humanoid 
  skin, and seems to pulse with the beat of the wearer’s heart 
  and moves slightly with each breath.  The armor’s protec-
  tive qualities are unchanged, but for the duration of the 
  spell, the armor’s armor check penalty is set to zero, and 
  its arcane spell failure chance, if any, is set to zero. For the 
  duration of the spell, the armor is considered to be flesh for 
  determining how spells and effects like rusting grasp or 
  heat metal affect it, regardless of its true composition. 
  bReAthing ARmoR, gReAteR 
  School transmutation Level cleric 4
  This spell functions identically to breathing armor, but 
  may affect magical armor as well as non-magical armor. 
  cAll WickeR mAn 
  School conjuration (summoning) Level cleric 7
  Casting Time One standard action 
  Components V, S, DF, M (a small wicker or wood effigy) 
  Range close (25 ft plus 5 ft per 2 levels) 
  Duration one round per level 
  Saving Throw none Spell Resistance no 
  When this spell is cast, you toss down your wicker effigy, 
  and it is bathed in divine flames. Within seconds, the tiny 
  effigy grows into a Greater Fire Elemental, a burning 
  giant with a skeleton of twined wicker. The Greater Fire 
  Elemental is modified in the following ways: 
  The Wicker Man’s attacks inflict Holy damage; Fire 
  Resistance does not apply to its attacks. 
  The Wicker Man can grab enemies and thrust them into its 
  burning chest as an unwilling sacrifice. The Wicker Man 
  gains the Swallow Whole quality (6d6 Holy damage; AC 
  16, 20 HP). 
  The Wicker Man’s fire does not burn natural vegetation, 
  nor do fires caused by it indirectly. The Wicker Man cannot 
  harm creatures of the Plant type.  
  cARve holy symbol 
  School transmutation Level cleric 0 
  Casting Time One standard action 
  Components V, S, M (a small rock, hunk of wood or 
  similar object) 
  Range touch 
  Duration instantaneous 
  Saving Throw No Spell Resistance No 
  As the cleric intones a simple, common prayer, a lump of 
  stone or piece of wood in his hand is sculpted into a crude 
  but serviceable holy symbol. Regardless of the material 
  used to create this object, it is statistically identical to a 
  wooden holy symbol. Clerics often use this orison to create 
  trinkets for those they meet on their journey or to provide a 
  holy symbol for a poor congregant. 
  civic Will 
  School enchantment Level cleric 5
  Casting Time at least 8 hours 
  Components V,S, DF, M (a hastily constructed wood, 
  paper or cloth idol or large holy symbol, at least 4-6 ft 
  high, worth 5-10 gp) 
  Range a single settlement 
  Duration special 
  Saving Throw None Spell Resistance None 
  This spell gathers a community together for singular 
  purpose. At the beginning of a work day, a township’s 
  believers come together to manufacture a crude and 
  colorful idol before beginning the day’s more serious work. 
  This spell collects the spiritual energy produced by a gang 
  of willing volunteers doing good work over the course of 
  a day: raising a home or barn, constructing an aqueduct, 
  laboring to construct a pyramid or some similar monument, 
  or any other large scale community project.  This spell 
  
  pAge  9
  Absolute mAgic: cleRics
  does not function when the workers are enslaved, ensor-
  celled, forced, compelled or otherwise unwilling. 
  At the end of the day, the casting cleric, who must have 
  assisted with the civic project, can gather this stored energy 
  and use it to cast any spell on the cleric spell list of 5th 
  level or lower. When this spell is cast, the cleric can ignore 
  up to 10,000 GP worth of expensive material components. 
  The spell must be cast within one hour of the civic proj-
  ect’s completion or the gathered energy is lost without 
  effect. 
  Special: A cleric who has chosen the Community domain 
  or any associated sub-domain can cast this spell as a 3rd 
  level spell. 
  coAgulAte unlife 
  School necromancy Level cleric 6
  Casting Time One standard action 
  Components V, S, DF 
  Range long (400 ft + 40 ft/level) 
  Duration Instant 
  Saving Throw Will Save Negates Spell Resistance No 
  This spell is a favorite of monster-hunters and exorcists. 
  When the spell is cast, it creates a disturbance in the black 
  energy fields that sustain and empower undead. An undead 
  who fails its save against this spell is effectively cursed. 
  If the undead creates spawn, the spawns’ Hit Point total 
  is permanently removed from its creator’s maximum Hit 
  Point total. If the spawn is slain, its Hit Points are returned 
  to its creator, raising its maximum Hit Point total. 
  Remove curse dispels and counters coagulate unlife. 
  confessoR’s mAsk 
  School illusion Level cleric 0 
  Casting Time One standard action 
  Components V, S, DF
  Range personal 
  Duration one hour (D) 
  Saving Throw None Spell Resistance No 
  Clerics of many faiths often cast this spell before hearing 
  confession so that the true identities of their supplicants 
  are unknown to them. This spell creates a glowing corona 
  of energy around the head that covers the cleric’s eyes and 
  ears, like a mystic blindfold. While this spell is active, 
  all characters the cleric interacts with are considered to 
  have made a DC 25 Disguise check to hide their identity. 
  The cleric perceives these characters as murky, indistinct 
  outlines with muffled voices that sound like a chorus 
  speaking in unison. This spell does not grant the supplicant 
  concealment against the cleric - he can still perceive their 
  body and position, even if he cannot make out any details.
  coRAl skin 
  School abjuration Level cleric 3, druid 3
  Casting Time One standard action 
  Components V, S, M (a piece of coral) 
  Range touch 
  Duration 1 minute per level (D) 
  Saving Throw Will Save Negates (harmless) Spell 
  Resistance Yes
  When this spell is cast, the recipient’s skin is sheathed 
  in a thin, nearly airtight growth of colorful brain coral. 
  This coral sheath provides the wearer with a +3 natural 
  armor bonus to Armor Class. While the spell is active, the 
  recipient gains the Amphibious special quality and a Swim 
  speed equal to his base landspeed or improves an existing 
  Swim speed by +10 ft. This spell provides the recipient 
  with a +4 bonus to Stealth checks in aquatic environments. 
  cReAte oRe vein 
  School conjuration (creation) Level Cleric 8 
  Casting Time One day, see text 
  Components V, S, DF, racial (Dwarf or Gnome only) 
  Range a single mountain or hillside of any size 
  Duration Instantaneous once complete 
  Saving Throw Fortitude Save Negates (object) Spell 
  Resistance No
  A specialty of the earth-dwelling races, this potent magic 
  slowly creates a new mineshaft, rich in a precious resource 
  indigenous to the region. The specific resource varies 
  wildly with the terrain: in hills where gold is usually found, 
  the mine will eventually produce gold, in other places, this 
  spell might produce coal, diamonds, sapphires, uranium, 
  or virtually any other substance. The mine, if successfully 
  exploited, will eventually produce resources worth 10,000 
  GP plus the spellcaster’s level x 1,000 GP over the course 
  of its working life. 
  This spell requires a day long ceremony, and is usually 
  a cause for region-wide celebration in Dwarven and 
  Gnomish lands. Once the spell is complete, the mine 
  begins gestating, like a strange fetus of elemental stone. 
  The mine must incubate for one year before mining opera-
  tions begin, otherwise the spell is ruined and only produces 
  about 2d6 x 100 GP worth of raw material. This spell can 
  
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  Absolute mAgic: cleRics
  only be cast once on any given mountain or hill, and may 
  only be cast once within a small area. This spell must 
  usually be cast at least 10-20 miles from the next nearest 
  casting of the magic. 
  Curse of Eternal Fires
  School necromancy (fire) Level cleric 7
  Casting Time One standard action 
  Components V, S, DF
  Range close (25 ft plus 5 ft per 2 levels) 
  Duration Instantaneous 
  Saving Throw Will Save Negates Spell Resistance Yes 
  This potent curse gives the victim a living preview of the 
  eternal flames of the abyss. If the victim fails her save, her 
  body is wreathed in stinking black flames which perpetu-
  ally burn her flesh but do not kill. 
  As long as this curse remains in place, the victim suffers 
  agonizing, endless pain that renders her effectively 
  Nauseated. In addition, she is at the center of a permanent 
  stinking cloud effect as cast by a sorcerer of the casting 
  cleric’s level, which reeks of charred flesh and burning fat. 
  The victim’s CHA score is reduced by 2d10 (minimum 1) 
  and each day the victim suffers 2d4 points each of tempo-
  rary STR, DEX, and Constitution damage. This damage 
  will never reduce the victim’s ability score lower than 1. 
  This powerful curse cannot be removed by remove curse, 
  but must instead be lifted by more powerful magic: wish, 
  limited wish or miracle can all end this spell. 
  Curse of Inferior Spawn 
  School necromancy Level cleric 4
  Casting Time One standard action 
  Components V, S, DF
  Range long (400 ft + 40 ft per level) 
  Duration Instantaneous 
  Saving Throw Will Save Negates Spell Resistance No 
  Often cast by pragmatic exorcists at the beginning of a 
  battle to ensure that should an ally fall, he will not become 
  another weapon in the undead arsenal. If the targeted 
  undead fails its save against the curse of inferior spawn, it 
  is cursed to produce dramatically weakened spawn. Any 
  spawn created by the afflicted undead has only a single Hit 
  Point, though it functions as a normal undead spawn in all 
  other respects, including triggering special abilities for its 
  creator. 
  Remove curse counters and dispels curse of inferior spawn. 
  DecimAte vigoR 
  School necromancy Level cleric 2
  Casting Time One standard action
  Components V, S
  Range medium (100 ft plus 10 ft per level) 
  Duration one encounter 
  Saving Throw Fortitude Save Negates Spell Resistance 
  No 
  This fearsome war spell weakens a victim in proportion to 
  his strength. If the target fails her save, her maximum Hit 
  Points are reduced by 1 Hit Point per Hit Dice, making 
  the target substantially easier to kill. Even regeneration or 
  other forms of magical healing cannot raise the victim’s 
  Hit Point total over this reduced maximum for the duration 
  of the encounter. 
  DecimAte vigoR, gReAteR 
  School necromancy Level cleric 3
  This spell functions as decimate vigor, except that it 
  reduces maximum Hit Points by 2 HP per Hit Dice. 
  DecimAte vigoR, mAss
  School necromancy Level cleric 5
  Area a 60 ft spread 
  This spell functions as decimate vigor, except that it affects 
  all targets who fail their save and who are within a 60 ft 
  spread. 
  Divine blooD 
  School conjuration (healing) Level cleric 8 
  Casting Time 10 minutes 
  Components V, S, M (a vial of holy water and a 5,000 GP 
  ruby, which is ground and dissolved in the liquid) 
  Range touch 
  Duration One day or until used 
  Saving Throw None Spell Resistance No 
  Through a holy ritual, you enchant a vial of holy water to 
  become divine blood, a representation of the blood of your 
  patron deity. Once crafted, the blood can have numerous 
  possible uses as detailed below. The liquid remains 
  enchanted until one day has passed, or until it is used.
  
  pAge  11
  Absolute mAgic: cleRics
  Uses for divine blood are as follows:
   If drunk, it acts upon the imbiber as if heal (for clerics 
  who turn undead) or harm (for clerics who rebuke undead) 
  had been cast upon him. 
  If anointed to a dead creature’s lips, eyes, and chest over 
  the heart, it acts as a raise dead spell. If the recipient is a 
  faithful follower of the cleric’s chosen deity, and in good 
  standing with the faith, it instead acts as resurrection.
  If applied to a single weapon or up to 10 missiles such as 
  arrows or sling bullets, the weapon bypasses all damage 
  reduction. This effect lasts 1 minute per five caster levels.
  If sprinkled over food or drink, it acts as a purify food and 
  drink spell that affects up to four times the normal quantity 
  of provisions.
  Divine impRegnAtion 
  School conjuration (healing) Level cleric 1
  Casting Time One minute 
  Components V, S, DF, M (sacred sage, burned over the 
  spell’s recipient, worth at least 50 gp) 
  Range touch 
  Duration Instant 
  Saving Throw Fortitude Save Negates (harmless) Spell 
  Resistance Yes
  As the words of this spell are spoken, the smoke from 
  the burning smudge stick drifts into the recipient’s body, 
  surging through her womb in a rush of divine energy. 
  This spell, obviously, can only be cast upon a humanoid 
  female of childbearing age who must freely choose to 
  accept the magic; no form of magical or mundane compul-
  sion can compel acceptance of this spell. Once the short 
  ritual is complete, the woman is impregnated with either 
  an Aasimar or Tiefling fetus, depending on the alignment 
  of the caster; the pregnancy and eventual birth of the 
  plane-touched child progress normally. Neutral clerics may 
  choose to impregnate the woman with either an Aasimar or 
  Tiefling, as desired. 
  Divine lightning 
  School evocation (electricity) Level cleric 5 
  Casting Time One standard action 
  Components V, S, DF 
  Range long (400 ft + 40 ft per level) 
  Duration Instantaneous 
  Saving Throw Reflex Save half Spell Resistance No 
  This spell summons a single, impressively massive bolt of 
  multicolored lightning from the heavens to incinerate an 
  enemy. This heavenly bolt inflicts 1d8 points of electricity 
  damage per caster level (maximum 10d8) to a target plus 
  an additional 1d8 points of holy damage per caster level 
  (maximum 10d8). 
  Divine lightning sets fire to combustibles and damages 
  objects in its path. It can melt metals with a low melting 
  point, such as lead, gold, copper, silver and bronze. If the 
  damage caused to an interposing barrier shatters or breaks 
  through it, the bolt may continue beyond the barrier. If 
  cast indoors, the spell will lance through the ceiling and 
  intervening floors. Even if the spell’s electrical damage is 
  stopped by intervening barriers or floors, the spell’s holy 
  damage always strikes its intended target. 
  eARly DAWn 
  School evocation Level cleric 9
  Casting Time One minute 
  Components V, S, M (solid gold jewelry or art objects 
  worth 20,000 GP) 
  Range 100 mile radius per caster level, centered on the 
  caster
  Duration Instant 
  Saving Throw No Spell Resistance Not applicable 
  This spell verges on the epic in both its scope and its gran-
  deur. When the spell is cast, dawn immediately breaks over 
  the target area, potentially banishing night across an entire 
  continent. This is considered a natural dawn, allowing 
  clerics who recover spell slots at sunrise to regain their 
  spells and annihilating any light-vulnerable undead caught 
  within the sudden daylight. This spell does not alter the 
  planet’s rotation; areas outside the spells’ range that are 
  currently in daylight do not have their days shortened. 
  Instead, this spell adds several additional hours of daylight 
  by a physics-defying miracle. 
  This spell can only be cast between the hours of sunset and 
  sunrise. If cast during daylight, this spell simply fails and 
  the material component is not consumed. This spell has no 
  effect on prevailing weather conditions; if cast on a cloudy 
  or raining night, the spell will induce a cloudy day. This 
  spell, however, will end eclipses in the targeted area. 
  emeRAlD boDy
  School abjuration Level cleric 3
  Casting Time One standard action 
  Components V, S
  Range touch 
  
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  Absolute mAgic: cleRics
  Duration one round per level (D) 
  Saving Throw Will Save Negates (harmless) Spell 
  Resistance No 
  This spell transforms the recipient’s flesh, veins and 
  musculature into translucent, faceted emerald. Beneath 
  this strange shell, the recipient’s bones and viscera are 
  barely visible. While so transformed, the recipient becomes 
  immune to slashing and piercing damage as his body’s 
  facets simply turn aside blade strokes, bolts and arrows 
  with equal ease. Bludgeoning weapons have their full 
  effect, causing horrific cracks across the victim’s emerald 
  skin. 
  escApe A lethAl Destiny 
  School necromancy Level cleric 6
  Casting Time One minute 
  Components V, S, M 
  Range touch / special 
  Duration one hour per level (D) 
  Saving Throw Will Save Negates Spell Resistance Yes 
  This selfish spell allows the recipient to escape death by 
  passing his dark fate onto another victim. The spellcaster 
  must touch both the spell’s recipient and its victim at the 
  time of casting; thereafter, the mystic link between the 
  spell’s recipient and the victim remains established so long 
  as both are on the same plane. This spell ceases to func-
  tion if either party in the spell moves to another plane, no 
  matter how briefly, even if they move at the same time. 
  When the recipient of this spell is subject to an effect that 
  would cause his death or permanent incapacitation, the 
  victim is subject to this effect instead. This transfer of fate 
  occurs after the spell’s recipient fails his saving throw or 
  is hit by a successful attack roll. The victim suffers the 
  effect as it would have affected the spell’s recipient, not the 
  victim as he or she stands now. For instance, if the spell’s 
  recipient has 5 HP and is hit with an attack inflicting 20 
  HP, the spell’s victim would be reduced to -15 HP and 
  dying by the spell, even if he or she had substantially more 
  Hit Points. 
  The victim makes his or her saving throw at the moment 
  the spell is cast. If the spell’s recipient does not die before 
  the spell’s duration ends, this spell has no harmful effect on 
  the victim. 
  eveRmist 
  School conjuration (creation, air) Level cleric 6 
  Casting Time One standard action
  Components V, S, M (a stick of incense, worth 1 GP) 
  Range close (25 ft plus 5 ft per 2 levels) 
  Effect one 5 ft cube per 2 levels  
  Duration Instant
  Saving Throw None Spell Resistance No
  Calling upon the spirits of the air, the cleric creates an area 
  of perpetual fog. This spell creates 1 five foot cube of fog, 
  mist or chill rain per two caster levels. This fog will not 
  dissipate in natural or unnatural weather conditions, though 
  it can be removed by dispel magic. The fog provides 
  concealment (20% miss chance). If multiple castings of 
  this spell are placed in the same location, the thickened fog 
  instead grants total concealment (50% miss chance). 
  exile to the outeR voiD 
  School conjuration (teleportation) Level cleric 9 
  Casting Time One standard action 
  Components V, S, DF
  Range medium (100 ft plus 10 ft per level) 
  Duration see text
  Saving Throw Will Save Negates (see text) Spell 
  Resistance Yes 
  When this spell is cast, a void opens beneath the target’s 
  feet, sucking them into a galactic void far from the light of 
  any star. The target is teleported to deepest space, hundreds 
  of light years from any inhabited world, and immediately 
  begins suffocating. In addition, the target takes 10d6 points 
  of fire and 10d6 points of cold damage from stellar vacuum 
  and the absolute zero of deep space respectively. 
  The powerful binding magics woven as luminous chains 
  into this spell prevent the target from teleporting out of the 
  outer darkness. These bindings function as dimensional 
  anchor for 2d6 rounds after the teleportation occurs. Even 
  assuming the target manages to survive his short exile 
  in deep space and escape to safety, the spell prevents the 
  target from returning to the world from which he has been 
  exiled by any mundane or magical means for one year per 
  caster level. 
  fielD of bRoken blADes 
  School transmutation Level cleric 7
  Casting Time One standard action 
  Components V, S
  Range 60 ft cone plus 5 ft per caster level 
  Duration Instantaneous 
  Saving Throw None; see text Spell Resistance No 
  
  pAge  13
  Absolute mAgic: cleRics
  You send out a pulse of milky white energy from your 
  screaming mouth, which seeks out and shatters battle-
  steel. When this spell is cast, you make a sunder attempt 
  against all weapons within the spell’s range. Your CMB 
  for this spell is considered to be your caster level plus 10. 
  If successful, you inflict a number of Hit Points worth of 
  damage to all weapons equal to your caster level plus 5, 
  more than enough to shatter most non-magical weapons. 
  There is no saving throw against this spell; weapons 
  affected by this spell resist this magical sunder attempt as 
  they would a physical combat maneuver. 
  fiRe WARDen 
  School abjuration Level cleric 1
  Casting Time One minute 
  Components V,S, DF, M (a vial of frankincense or similar 
  oil worth 10 gp) 
  Range touch 
  Duration one year 
  Saving Throw None Spell Resistance No 
  Often cast by clerics at the beginning of the dry summer 
  to benefit their communities, this minor spell is one of the 
  most common spells cast in a settlement. When this spell 
  is cast, a single dwelling up to 1,000 square ft is warded 
  against fire, gaining Fire Resistance 3. 
  finAl houR 
  School conjuration (healing) Level cleric 1 
  Casting Time One minute 
  Components V, S, DF, M (a flawed diamond worth 50 gp) 
  Range touch 
  Duration one hour 
  Saving Throw None (see text) Spell Resistance Yes 
  (harmless) 
  Final hour is often cast by clerics to benefit the common 
  folk: to allow those felled by accident or violence a final 
  hour to settle affairs, declare a will or heir, receive reli-
  gious rites, or say good bye to loved ones. It is also used to 
  find a killer by allowing the dead to confront his murderer. 
  Adventuring clerics use this spell to get slain comrades to 
  safety or allow them a chance to fight with their delving 
  band one last time. 
  This spell functions identically to raise dead, except that 
  the raised creature only remains alive for one hour. At the 
  end of this period, the creature dies again. If the raised 
  creature has raise dead, true resurrection or similar magic 
  cast on it during its final hour, it remains alive at the end of 
  this lesser spell’s duration. 
  flAmesoul 
  School evocation (mind affecting, fire) Level cleric 5
  Casting Time One standard action
  Components V, S, DF
  Range touch 
  Duration one minute per level (D) 
  Saving Throw Will Save Negates (harmless) Spell 
  Resistance Yes
  This spell binds elemental flame to the recipient’s soul, 
  transforming his shadow into a thin sheet of plasma flame, 
  a visible symbol of a soul touched by fire. While this spell 
  is in effect, the recipient gains immunity to Fire damage 
  and his shadow sheds bright light in a 60 ft radius. 
  Any creature that successfully affects the flamesoul’s recip-
  ient with any mind-influencing effect suffers 1d8 points of 
  fire damage per level of the ability. This backlash occurs 
  automatically; while the flamesoul spell is active, even if 
  the spell’s recipient is targeted by a harmless or beneficial 
  mind-influencing effect by an ally. 
  ghost blooD 
  School necromancy Level cleric 6 
  Casting Time standard action  
  Components V,S, a vial of ectoplasm (usually worth 50 
  gp) 
  Range personal 
  Duration One round/level (D) 
  Saving Throw Will Save Negates Spell Resistance Yes
  When this spell is cast, the blood in your veins freezes and 
  becomes ethereal, placing you slightly out of phase with 
  the reality inhabited by the living. Your skin blanches, and 
  your veins appear as dark, purple rivers crisscrossing your 
  body. 
  While this spell is in effect, you become immune to blood 
  drain, energy drain and bleeding wounds as you have no 
  real blood. You body is surrounded by a cold mist that 
  extends as a 5 ft aura, inflicting 1d4 points of cold damage 
  to anyone who ends their turn in a square adjacent to you. 
  While this spell is active, you are caught between the 
  world of the living and the dead. You cannot channel 
  energy of any kind, nor are you healed or harmed by posi-
  tive energy. However, you are neither harmed nor healed 
  by negative energy. 
  
  pAge  14
  Absolute mAgic: cleRics
  goD foRm 
  School transmutation Level cleric 8 
  Casting Time V, S, DF
  Components one standard action 
  Range touch 
  Duration 1 round per level 
  Saving Throw None Spell Resistance Yes 
  This powerful spell creates a direct channel between the 
  target and the invoked god or goddess. A surge of divine 
  energy transfigures the recipient, changing their features to 
  better match the common conception of the invoked god, 
  while still remaining somewhat recognizable as the original 
  creature. 
  The target gains a +4 enhancement bonus to two ability 
  scores of choice; this choice should reflect the strengths of 
  the deity chosen, as well as a +2 enhancement bonus to all 
  other ability scores. The target also receives a +2 deflection 
  bonus to Armor class, and Damage Reduction 10/adaman-
  tine. While the spell is active, the target receives a +10 
  bonus on Bluff and Intimidate checks made against charac-
  ters who worship the invoked god. 
  The target’s alignment must be the same as the invoked 
  deity or he suffers 3d6 damage per alignment step away 
  from the deity’s. There is no saving throw against this 
  divine shock. 
  Once the effect of the God Form wears off, the target must 
  make a DC 23 Fortitude Save save or become exhausted. 
  goDly beAuty 
  School illusion (glamer) Level cleric 2
  Casting Time One standard action 
  Components V, S, DF, M (a peacock’s feather) 
  Range touch 
  Duration one minute per level (D) 
  Saving Throw Will Save Negates Spell Resistance Yes 
  While this spell is wrapped around a creature, their inner 
  beauty and faith transfigures their body. Their physical 
  imperfections are hidden by the magic. For the dura-
  tion of the spell, the recipient may add his or her ranks 
  in Knowledge (religion) to all CHA-based skill checks, 
  except for Intimidate. The recipient can also discharge 
  this spell in a spectacular burst of energy, adding twice 
  her ranks in Knowledge (religion) to a single use of her 
  Channel Energy ability. 
  hAsten biRth 
  School transmutation Level cleric 3
  Casting Time One hour
  Components V,S
  Range Touch 
  Duration Instantaneous 
  Saving Throw None Spell Resistance No 
  This spell compels a pregnancy to come to term: 2d12 
  hours after this spell is cast, regardless of how advanced 
  the pregnancy is, the birth occurs. The birth is safe and 
  relatively pain free for both mother and child. As long as 
  the fetus is healthy at the time the spell is cast, it is born as 
  if the pregnancy had reached full term. 
  high holy DAy 
  School enchantment Level cleric 9 
  Casting Time Ten minutes 
  Components V, S, DF, M (a sacrifice pleasing to the cast-
  er’s particular gods and ideology, worth at least 5,000 gp) 
  Range a single planet 
  Effect all followers of the caster’s faith on a single planet
  Duration 24 hours 
  Saving Throw Will Save Negates (harmless) Spell 
  Resistance No 
  When this spell is cast, the cleric stands forth, shouting to 
  the heavens and any assembled faithful the reasons and 
  purpose for which he or she has declared a high holy day. 
  As the dramatic words of the spell are completed, a blazing 
  sigil depicting the cleric’s sacred holy symbol appears 
  where the spellcaster stands, glowing as brilliantly as the 
  noonday sun. Roughly the size of a celebratory bonfire, 
  the luminous symbol sheds even more brilliant light and 
  produces natural daylight in a 120 ft radius. 
  The high holy day officially begins at sunrise of the 
  following morning, and lasts until the next sunrise. (Clerics 
  worshipping nocturnal deities or whose faith celebrates 
  darkness can instead choose to begin the high holy day 
  at the next sunset, which then lasts until the following 
  sunset.) Depending on when exactly this spell is cast, the 
  blazing holy sign might remain visible for several hours. 
  For the duration of the high holy day, all members of the 
  caster’s faith anywhere in the world receive a +2 holy 
  bonus on all Craft and Perform checks, and +1 holy bonus 
  to Armor Class and attack rolls. Devout worshipers experi-
  ence pleasant and wondrous (but mostly system free) coin-
  cidences: children are conceived, old friends are met again 
  
  pAge  15
  Absolute mAgic: cleRics
  by chance, work goes well, they find a coin or tiny gem in 
  the street, and other trivial blessings.  
  holy compAss 
  School divination Level cleric 0 
  Casting Time One standard action 
  Components V, S, DF
  Range touch 
  Duration one hour per level 
  Saving Throw None Spell Resistance None 
  This spell enchants a single holy symbol with a transient 
  but useful bit of magic. If laid loosely on an outstretched 
  palm, the holy symbol will turn to face true north, like a 
  compass’ needle. 
  holy spRing eveRfloWing 
  School enchantment (good) Level cleric 8 
  Casting Time One hour 
  Components V, S, DF, F (an ornate fountain, pool or font, 
  created of fine materials and ornately decorated, worth at 
  least 10,000 GP)
  Range touch 
  Duration Instantaneous 
  Saving Throw None Spell Resistance No 
  This spell enchants a well-made and immobile foun-
  tain to produce a slow but endless trickle of Holy Water. 
  (Evil clerics can cast a version of this spell to produce 
  Unholy Water, changing the alignment descriptor of the 
  spell to evil.) Each day, the enchanted fountain produces 
  hundreds of gallons of clear, pure Holy Water. It requires 
  about a minute to bottle a vial’s worth of Holy Water (see 
  the Pathfinder RPG page 160) from this slowly trickling 
  fountain. The spillage from the fountain ensures that the 
  surrounding lands are fertile and productive, even in the 
  driest conditions. 
  inJuRe ARmies 
  School necromancy Level cleric 7 
  Casting Time One standard action 
  Components V, S, DF
  Range long (400 ft plus 40 ft per level) 
  Effect 100 ft radius spread  
  Duration Instantaneous 
  Saving Throw None Spell Resistance No 
  This spell is often used to demoralize armies and to terrify 
  huge numbers of badly trained conscript troops into 
  surrender. The damage inflicted by this spell is trivial, but 
  those injured rarely know that. All enemy creatures within 
  range of this spell suffer 1 point of damage, although the 
  pain associated with it is excruciating. 
  inteRnAl fiRes 
  School evocation (fire) Level cleric 2 
  Casting Time One standard action 
  Components V, S 
  Range close (25 ft plus 5 ft per level) 
  Duration Instant 
  Saving Throw Fortitude Save Negates Spell Resistance 
  Yes 
  You voice a hateful curse, a word of flame, in an intense 
  whisper. A single adversary within range feels intense 
  agony as several of his internal organs are heated to near 
  boiling levels. Stinking acrid smoke belches from the 
  orifices of those injured by this potent combat spell. If the 
  victim fails his Fortitude Save Save against this effect, he 
  suffers 1d4 points of temporary Constitution damage plus 
  an additional point of Constitution damage per two caster 
  levels. 
  knoW blooDline 
  School divination Level cleric 4
  Casting Time 1 minute 
  Component V, S, M (1d6+1 sheets of expensive parchment 
  worth 10 gp apiece)  
  Range touch 
  Duration Instant 
  Saving Throw Will Save Negates Spell Resistance yes 
  Often used to prove the parentage of noble children whose 
  ancestry is in doubt, when this spell is cast, a fiery quill 
  appears and accurately etches the bloodline of the touched 
  character up to 30 generations back on the provided parch-
  ments. The spell etches the names of each parent and 
  ancestor by the name they are best known, which may be 
  an alias or nickname.  Infidelities are often revealed in this 
  way.   
  knoW lifetime 
  School divination Level cleric 0
  Casting Time One standard action 
  Components V, S, M (a tiny bracelet of hair with strands 
  from a newborn, a teenager, an adult, and an elder person) 
  Range touch 
  Duration Instant 
  
  pAge  16
  Absolute mAgic: cleRics
  Saving Throw None Spell Resistance No 
  By touching a person, you catch a fleeting glimpse of their 
  elder self and know instinctively how long the creature’s 
  natural lifespan will be. You know the creature’s Maximum 
  Age. However, you do not know when in that final year 
  the creature will die, nor does this spell give you any 
  foreknowledge of violence, disease or other misadventure 
  which may end the target’s life more quickly. 
  leAD flesh 
  School transmutation Level cleric 5, sor/wiz 5
  Casting Time One standard action 
  Components V, S, M (a lead weight or fishing bob) 
  Range touch 
  Duration one minute per level 
  Saving Throw Will Save Negates (harmless) Spell 
  Resistance Yes (harmless) 
  Your skin gains the density and immutability of lead, 
  becoming heavy, grey and all but invincible. While this 
  spell is in effect, you gain Damage Resistance 15, making 
  you all but immune to physical harm. You gain Fire and 
  Cold Resistance 5 and while this spell is active, gain 
  Spell Resistance 30 against Transmutation effects. You 
  cannot willingly lower this SR to benefit from harmless or 
  beneficial transmutations, though if you have already been 
  affected by a Transmutation effect with a non-instant dura-
  tion, the duration continues to expire, though the effects of 
  the spell are suppressed as long as lead flesh functions. 
  While this spell is active, your weight increases by a factor 
  of 10! You cannot run or charge and your fingers fuse into 
  a crude gauntlet-like structure. You cannot perform any 
  skills requiring fine manual dexterity, and any spells you 
  cast have a 30% spell failure chance in addition to the 
  failure chance for armor. 
  lesseR moon 
  School evocation (force) Level cleric 9 
  Casting Time One standard action 
  Components V, S, DF 
  Range 100 ft radius + 10 ft per caster level, centered on 
  the caster 
  Duration 2d6 rounds 
  Saving Throw Fortitude Save Partial Spell Resistance No 
  When this spell is cast, a silvery-grey lunar orb the size of 
  a small kingdom appears high in the sky and its immense 
  gravity well causes immediate, crushing devastation. First, 
  each round the spell lasts, all structures and creatures of 
  size Huge or larger suffer 6d6 points of force damage, and 
  offers a Fortitude Save save for half damage. 
  Second, all flying creatures in the spell’s area of effect 
  must succeed at a DC 22 Fly check to remain aloft. Flying 
  creatures can attempt a new Fly check each round to 
  recover. Similarly, if this spell’s area of effect encompasses 
  a body of water, all swimming creatures must succeed at a 
  DC 22 Swim check or be pushed 3d6x10 ft deeper under-
  water per round this spell remains in effect. 
  Finally, all were-creatures within the spell’s area of effect 
  must succeed at a DC 30 Will Save save or find themselves 
  involuntarily shifting to their hybrid form and rampaging 
  uncontrollably. While this spell is in effect, all were-
  creatures in hybrid form suffer 1d4 points of Constitution 
  damage per round. 
  libAtion 
  School universal Level cleric 0 
  Casting Time One standard action 
  Components V, S, M (a cup of wine, ale, beer or mead) 
  Range Self 
  Duration 1 hour per level or until used 
  Saving Throw None Spell Resistance No
  
  pAge  17
  Absolute mAgic: cleRics
  This spell of thanksgiving offers a cup of sacramental 
  liquor to the god(s) the caster worships in hopes of 
  continual blessings. The libation provides you with a +2 
  luck bonus on the next D20 roll the character makes; if not 
  used before the spell’s duration end, the libation has no 
  effect. 
  light of oWneRship 
  School divination Level cleric 1, inquisitor 1
  Casting Time one minute  
  Components V, S, F (object whose ownership is to be 
  divined) 
  Range 30 ft burst 
  Duration Instant 
  Saving Throw None (see text) Spell Resistance No
  This spell is often used by local clergy to settle property 
  disputes, prove theft, or carry out other minor legal func-
  tions. When this spell is cast, inquisitive energy tendrils 
  lash out from the object to touch all living beings within 
  range. The tendrils twine around the object’s rightful (or 
  most rightful) owner, shedding a brilliant glow. 
  This owner is usually the object’s purchaser or the 
  purchaser’s heir or agent, but the ownership glow might 
  surprise the caster in the case of objects traded multiple 
  times (particularly in terms of purely verbal contracts), or 
  in the case of objects taken as salvage or spoils of war. If 
  the object’s rightful owner is not within range, the spell 
  will designate the most rightful owner of those creatures 
  present. Note that this spell won’t necessarily indicate who 
  used the item last (as in the case of a discarded murder 
  weapon), just who rightfully owns that weapon. 
  liAR’s blADe 
  School enchantment (chaos) Level cleric 2 
  Casting Time standard action 
  Components V, S, F (a specific manufactured weapon 
  used as the focus of the spell) 
  Range touch 
  Duration One round / level 
  Saving Throw Will Save negates (harmless) Spell 
  Resistance Yes (harmless) 
  When this spell is cast, mystical golden chains stretch 
  between the recipient’s lips and his chosen weapon. For 
  the duration of the spell, when attacking with this specific 
  weapon, instead of making a melee attack roll, the recip-
  ient instead makes a Bluff check. While making the attack, 
  the spell’s recipient speaks an obvious lie in his normal 
  speaking tone. If this lie is close enough to the truth to 
  provide listeners with a clue to potentially embarrassing or 
  damaging events in his past, the spell’s recipient receives a 
  +4 bonus on that Bluff check. 
  loRe of violence
  School divination Level bard 1, cleric 1
  Casting Time One standard action 
  Components V, S 
  Range personal 
  Duration 1 round/level (D) 
  Saving Throw Will Save partial (see text)  Spell 
  Resistance Yes 
  This spell allows you to know a person by acts of violence 
  against him. This spell is equally popular among clerics of 
  battle and those who serve gods of knowledge and lore, as 
  well as even a few pacifist clerics who cast this magic in 
  hopes that superior understanding of their foe will elimi-
  nate the need for violence. 
  For the duration of the spell, each time you make a 
  successful melee attack against a target, you also make a 
  Diplomacy check to gather information about that target. 
  Your Diplomacy check result is equal to your attack roll. 
  In some cases, when battling especially famous or histori-
  cally important figures (such as rulers, famous generals, 
  or other major personages) the game master may rule that 
  your attack roll represents a Knowledge (history, nobility, 
  etc.) check result instead and provides information related 
  to that check. 
  mARk of puRpose 
  School abjuration Level cleric 1
  Casting Time One hour 
  Components V, S, M (expensive tattoo inks and various 
  powdered gemstones, worth 100 gp in total)
  Range touch 
  Duration One year and one day 
  Saving Throw Will Save Negates (harmless) Spell 
  Resistance No 
  This spell inscribes a colorful, geometric marking on a 
  willing recipient’s face, like a tattoo inked with luminous 
  powdered gemstones. While the spell is cast, the recipient 
  concentrates on a single tangible and possible goal that can 
  be completed within a year and a day: overthrow a specific 
  ruler, commission a great warship, travel to a specific 
  legendary site, etc. 
  
  pAge  18
  Absolute mAgic: cleRics
  When the recipient of the magic is carrying out actions 
  that directly further the stated goal, the mystic tattoo glows 
  softly (about equal to a candle’s light) and warms to the 
  touch. In addition, once per day, the tattoo’s recipient can 
  re-roll any single skill check directly related to this goal 
  and take the better of the two die rolls. The recipient must 
  declare the use of this ability before the results of the initial 
  roll are revealed. The tattoo flakes away after a year and a 
  day (or earlier, if the goal is completed sooner). 
  mAsteRmAson’s keystone 
  School transmutation Level cleric 4, sor/wiz 3 
  Casting Time 1 minute 
  Component V, S, M (opals, volcanic obsidian and fire agate 
  gems worth 250 gp)  
  Range one structure 
  Duration Instant 
  Saving Throw No Spell Resistance No (harmless) 
  One of the quintessential Dwarven spells, this spell is cast 
  with great ceremony any time a new structure is built. 
  Priests and mastercrafters are called to construction sites 
  and great delves and the event is celebrated with music 
  and ale.  Then this spell is cast before an assembled crowd 
  of workers and community leaders. If the keystone of the 
  structure is laid within 24 hours of the spell’s casting, the 
  Hardness of all stonework within the structure is increased 
  by +2, and the Hit Points of all stone work within the 
  structure is increased by +5. 
  mAsteRWoRk shell 
  School transmutation Level cleric 3, sor/wiz 3
  Casting Time One standard action 
  Components V, S
  Range touch 
  Duration 1 minute/level 
  Saving Throw Will Save negates (harmless) Spell 
  Resistance Yes
  A spell commonly cast by clerics who follow deities of 
  craftsmanship, artifice and wealth, when the masterwork 
  shell is cast, a glistening purple and gold aura settles onto 
  the recipient’s possessions. All non-magical objects worn 
  or carried by the spell’s recipient become masterwork 
  quality for the duration of the spell, providing a master-
  work bonus on attack or armor class (for weapons or 
  armor) or a masterwork bonus on skill checks (for skill 
  gear). Temporary masterwork quality armor imposes a 
  lowered armor check penalty. As this is only a temporary 
  condition, the objects cannot be enchanted, and they return 
  to ordinary quality at the end of the spell’s duration. 
  miRAculous hARvest 
  School conjuration (creation) Level cleric 5, druid 5
  Casting Time One hour 
  Components V, S, DF, M (a Huge or larger wicker, 
  bamboo or other wooden effigy of a harvest or plant deity)  
  Range 1 acre of cultivated land per caster level 
  Duration One day per level 
  Saving Throw None Spell Resistance No 
  This spell is an enormous boon to communities on the 
  verge of starvation after a hard winter or those suffering 
  from tragedies like a crop blight or warfare. The cleric 
  leads the construction of a wooden effigy in one of the 
  community’s fields and fills it with divine energy.  The 
  effigy then becomes a beacon of brilliant, heat-less fire. 
  This spell must be cast on cultivated land within a week of 
  its normal harvest.
  The spell then creates a second harvest across the area of 
  the spell which is equal to the first, ordinary harvest. If this 
  second flowering is not harvested by the end of the spell’s 
  duration, any unharvested crops simply wither on the plant. 
  This spell may only be used on a particular region once per 
  year. 
  miRRoR foe 
  School conjuration (summoning) Level cleric 6
  Casting Time one standard action 
  Components V, S, M (shards of a shattered mirror) 
  Range close (25 ft + 5 ft per 2 levels) 
  Duration 1 round per level, see text
  Saving Throw None Spell Resistance No 
  You twist the fabric of reality to create a strange echo of 
  an adversary and send it to fight against your enemy. When 
  this spell is cast, you choose a single adversary in range, 
  and produce a mirror duplicate of that creature. The Mirror 
  Foe has a strange appearance; its colors are inverted, like 
  a photographic negative, and it seems cool to the touch 
  if the exemplar creature is warm. Its voice is garbled and 
  distorted, like a person speaking backward, drunkenly. 
  The Mirror Foe is statistically identical to the exemplar 
  enemy it is modeled on and duplicates any gear the exem-
  plar enemy is wearing or carrying. The Mirror Foe is not 
  controlled by you, per se. Instead, it performs whatever 
  action its exemplar performed on its last turn; however, its 
  target of any attack, or the center point of any area effect 
  
  pAge  19
  Absolute mAgic: cleRics
  abilities it unleashes will be its exemplar. If the exemplar 
  takes an action to recover its own hit points or those of its 
  allies (drinking a healing potion, casting a cure spell, etc.) 
  or casts similar beneficial magic, the Mirror Foe panto-
  mimes the action without any result, effectively losing its 
  action that turn. 
  Note that clever foes might realize the Mirror Foe mimes 
  their actions and may plan their own actions accordingly. 
  They might, for instance, plan their casting of a damaging 
  area effect spell so that you and your allies are caught in its 
  area twice when the Mirror Foe imitates this action, espe-
  cially if they themselves are shielded from energies of that 
  type.  
  If the exemplar is slain before the spell’s duration ends, the 
  Mirror Foe winks out of existence as well. 
  mitigAte the WeAkness insiDe
  School enchantment Level cleric 8 
  Casting Time Ten minutes 
  Components V, S, DF, M (a golden and precious stone 
  idol depicting one of the totem animals which govern 
  ability score enhancing spell: bull for strength, owl for 
  intelligence, etc., worth at least 20,000 gp) 
  Range touch 
  Duration Instantaneous 
  Saving Throw Fortitude Save Negates (harmless) Spell 
  Resistance No 
  When this spell is cast, it provides a +1 inherent bonus per 
  four caster levels (maximum +5 bonus) to one of the recip-
  ient’s ability score. This spell always improves the recipi-
  ent’s lowest ability score. If the recipient has two equally 
  low ability scores the spellcaster chooses which ability 
  score to enhance at the time of casting. A single creature 
  can only benefit from this spell once in his life. 
  neAR DeAth expeRience 
  School conjuration (healing) Level cleric 2
  Casting Time One minute
  Components V, S, DF, M (anointing oil worth 5 gp) 
  Range touch 
  Duration 1 hour or until discharged 
  Saving Throw Spell Resistance 
  This spell is often cast over holy soldiers as they prepare 
  for battle. If, during the spell’s duration, the recipient is 
  reduced to 0 HP or fewer but not killed outright, he may 
  attempt a DC 25 Knowledge (religion) check. If this check 
  is successful, the spell’s recipient returns to life with a 
  single Hit Point.  
  neW constellAtion 
  School evocation (fire) Level cleric 9
  Casting Time One night 
  Components V, S, DF, M (the body of the creature to 
  become the new constellation and a funeral pyre soaked in 
  ritual oils worth at least 5,000 gp) 
  Range not applicable 
  Duration Instantaneous 
  Saving Throw special (see text) Spell Resistance no 
  This grand spell transforms the light and soul of a fallen 
  creature into a new constellation of stars (and worlds 
  potentially filled with primitive new life of their own), 
  visible in the night sky of the continent you are on when 
  the spell is cast. The spellcaster must name the new 
  constellation (which can consist of up to 8 stars) and 
  decide its shape, usually a shape resembling the deceased 
  or commemorating its greatest deeds. 
  
  pAge  20
  Absolute mAgic: cleRics
  The spellcaster can designate up to one creature per caster 
  level that is present at the casting ceremony.  For the 
  remainder of their existence, those creatures can call upon 
  the light of the new constellation and its stored power 
  when they are on the same continent as when the spell was 
  cast. A character can use this ability once per night, and 
  may draw upon the light of the star to receive the benefit 
  of any Cleric spell of 3rd level or lower, as cast by the 
  Cleric who created the new constellation. The recipient of 
  this magic is bathed in the pulsing light of the new constel-
  lation. 
  Only a creature with at least 15 Hit Dice or character levels 
  may become the focus of a New Constellation. As the 
  ritual is worked, the fallen creature’s body is consumed 
  utterly; when the spell is complete, not even ashes 
  remain. The soul of the creature used to create the New 
  Constellation can not be returned from the dead by any 
  means; not even the gods themselves can disturb the rest of 
  a soul used to birth new stars. 
  The new worlds created by this great spell are capable of 
  sustaining life but are impossibly far from the campaign 
  world. These worlds might be host to simple lichens, 
  mosses and algae when created by this spell, but if undis-
  turbed for many millennia, might become host to more 
  complex life forms. 
  no DeAth by… 
  School necromancy Level cleric 3
  Casting Time One standard action 
  Components V, S, DF
  Range touch 
  Duration 1 round per level (D) 
  Saving Throw None (harmless) Spell Resistance No 
  When this spell is cast, the cleric must speak a pronounce-
  ment that the recipient will not suffer death by a particular 
  and extremely specific cause. For the duration of the spell, 
  the specified effect causes no harm to the spell’s recipient 
  or to his gear. This cause of death must be extremely 
  specific, specifying a specific weapon category, a specific 
  hazard, or manner of death (no death by swords, no death 
  by lava, no death by hanging, etc.). 
  In each case, the spell provides comprehensive protection 
  against one specific form of death. In the case of no death 
  by sword” the spell provides protection from piercing and 
  slashing damage from any weapon considered a sword, but 
  would provide no protection against other edged weapons, 
  like daggers or axes. no death by lava would protect from 
  both the heat and vapors of a lava flow, or suffocation 
  
  pAge  21
  Absolute mAgic: cleRics
  from being fully submerged in lava, but not from other 
  heat sources. No death by hanging would protect from both 
  suffocation and cervical fractures caused by hanging, but 
  not suffocation caused by other sources. 
  A character can only benefit from a single casting of this 
  spell at any given time. The gamemaster has final authority 
  concerning what kinds of death a specific spell would or 
  wouldn’t protect against. 
  outshAtteR 
  School evocation (sonic) Level cleric 7
  Casting Time One standard action 
  Components V, S
  Range 60 ft cone 
  Duration Instantaneous  
  Saving Throw Will Save partial Spell Resistance No 
  This spell takes advantage of vibrational differences 
  between dimension; the piercing whine of the spell sets 
  up damaging vibrations that can potentially shatter every 
  bone in an outsider’s body. All Outsiders caught within 
  this spell’s area of effect suffer 2d6 points of temporary 
  Constitution and STR damage, and have all their move-
  ment rates halved as their bones shatter within their bodies. 
  The creature’s movement rates remained halved until all 
  ability damage caused by this spell is healed. A successful 
  Will Save save halves the ability score damage and negates 
  the speed reduction. 
  Outsiders with the native subtype receive a +2 bonus on 
  their Will Save save against this spell; their internal vibra-
  tions are closer to the norm of this plane. 
  omniveRsAl AWAReness 
  School divination Level cleric 9 
  Casting Time one standard action 
  Components V, S, DF, M (a mirror or spyglass, shattered 
  when the spell is cast) 
  Range personal 
  Duration one round per level 
  Saving Throw None Spell Resistance No 
  The most powerful of all divination spells, this nearly epic 
  magic places the caster’s mind in touch with that of his 
  deity, giving him almost total knowledge of the universe 
  and its creatures. The creature’s skin is sheathed in a black 
  starscape that moves and shifts, like a time lapse image of 
  the night sky. 
  For the duration of the spell, the caster gains the ability 
  to see invisible and ethereal creatures, to detect magical 
  auras, and receives a +40 bonus on all Perception and 
  Sense Motive checks.
  Once per round of the spell, the caster can declare that they 
  have rolled a result equal to the maximum result +2 on any 
  die roll (thus 22 on d20, 8 on d6, and so on), as a result 
  of their total knowledge of the universe and near future 
  events. This can be used on attack rolls, saving throws, 
  damage rolls or any other single die roll of choice. 
  pAinful confession 
  School enchantment (compulsion, language dependant)  
  Level cleric 7 
  Casting Time One standard action 
  Components V, S, DF
  Range close (25 ft plus 5 ft per 2 levels) 
  Duration One round per level 
  Saving Throw Will Save Negates Spell Resistance Yes 
  The victim of this spell falls to his knees and begins 
  screaming to the heavens in his native tongue, confessing 
  every sin he has ever committed. For the duration of the 
  spell, the recipient is considered Fascinated. In addition, he 
  must truthfully confess any sin (as defined by the casting 
  cleric’s faith) he has committed. Each round, he can (on 
  average) confess up to 3 sins. For each sin confessed, the 
  target of the spell suffers Holy or Unholy damage, as deter-
  mined by the alignment of the casting cleric. The amount 
  of damage is determined by the weight of the sin. 
  Minor sins inflict 1d4 points of damage per sin. 
  Major sins inflict 1d6 points of damage per sin. 
  Truly heinous sins (rape, murder, blasphemy) inflict 2d4 
  points of damage per sin. 
  The gamemaster determines the severity of a given sin if 
  there is a dispute. 
  peAce bonD 
  School abjuration Level cleric 6
  Casting Time One standard action 
  Components V, S 
  Range close (25 ft plus 5 ft per 2 levels) 
  Duration one minute per level 
  Saving Throw Fortitude Save Negates (object) Spell 
  Resistance Yes
  
  pAge  22
  Absolute mAgic: cleRics
  When the peace bond is cast, a single weapon in range 
  is sheathed in a glistening corona of blue force. While a 
  weapon is peace bound, it cannot inflict damage or status 
  conditions on any creature; the weapon seems to phase out 
  of reality the moment before it would strike. 
  pRoclAmAtion of sAlt 
  School transmutation Level cleric 8
  Casting Time One standard action 
  Components V, S, DF 
  Range 30 ft cone 
  Duration Instantaneous 
  Saving Throw Will Save Negates Spell Resistance Yes 
  You loudly shout a divine condemnation as a cone of pure 
  white salt explodes from your lips. All creatures caught 
  within the cone of divine hatred, along with all their gear, 
  turn into an inert column of salt. If the crude salt statue 
  resulting from the spell is damaged or destroyed, the victim 
  suffers similar injuries if ever returned to its original form. 
  The creature is not truly dead, but does not seem to be 
  alive when viewed with spells such as deathwatch.
  A Medium sized column of salt has Hardness 1 and 10 HP. 
  pRofAne teARs 
  School necromancy Level cleric 3 
  Casting Time One standard action 
  Components V, S, DF
  Range touch 
  Duration One round per level (D) 
  Saving Throw special, see text Spell Resistance Yes
  If you successfully touch the target, her eyes fill with 
  painful, acidic black tears which, over the course of the 
  next several seconds, flow across her entire body. These 
  black tear-tracks burn deep scars into the victim’s flesh, 
  forming blasphemous and heretical runes as they heal. For 
  the duration of the spell, the victim is Blinded, and suffers 
  1d4 points of acid damage per round. If the victim suffers 4 
  points of acid damage (the maximum) on any two consecu-
  tive rounds of the spell, she must succeed at a Fortitude 
  Save Save or be permanently Blinded as the black acid eats 
  away her eyes. 
  The victim can end this spell by fully submerging herself 
  in water or any other solvent. 
  RAise the beloveD AnimAl 
  School conjuration (healing) Level cleric 1 
  Casting Time One minute
  Components V, S, DF, M (a pouch of agate or emerald 
  dust worth 50 gp) 
  Range touch 
  Duration Instantaneous 
  Saving Throw None (see text) Spell Resistance Yes 
  (harmless) 
  This minor spell allows a cleric to return the soul of a 
  beloved pet or familiar to its body and is often the first 
  experience most clerics have with the miracle of resurrec-
  tion. 
  This spell functions identically to Raise Dead though it 
  will only affect an animal or magical beast that is either a 
  familiar, animal companion or some other kind of partner 
  animal. The raised animal does not lose a level or Hit Die 
  when returned to life in this manner. 
  Special: A cleric who has chosen the Healing domain or 
  associated subdomain may cast this spell without an expen-
  sive material component, making these clerics especially 
  beloved by the common folk.  
  RAise the oRDinARy DeAD 
  School conjuration (healing) Level cleric 3
  Casting Time One minute
  Components V, S, DF, M (a pouch of emerald or sapphire 
  dust worth 500 gp) 
  Range touch 
  Duration Instantaneous 
  Saving Throw None (see text) Spell Resistance Yes 
  (harmless) 
  Good aligned clerics of all faiths cast this spell when 
  tragedy befalls those in their parishes or covens. Raise the 
  ordinary dead functions identically to raise dead, except 
  that this lesser spell will only affect characters with NPC 
  levels. If the character has even one PC or prestige class 
  level, this spell will not function, and raise dead or greater 
  magic must be used instead. 
  Special: A cleric who has chosen the Healing domain or 
  any associated sub-domain may cast this spell without an 
  expensive material component, making these clerics espe-
  cially beloved by the common folk. 
  RAise DeAD, mAss 
  School conjuration (healing) Level cleric 9 
  Casting Time One minute 
  
  pAge  23
  Absolute mAgic: cleRics
  Components V, S, DF, M (a carved idol flecked with 
  diamonds, worth at least 40,000 GP) 
  Range close (25 ft plus 5 ft per 2 caster levels) 
  Effect one corpse per caster level, none of which can be 
  more than 10 ft from the others
  Duration Instantaneous 
  Saving Throw None (see text) Spell Resistance Yes 
  (harmless) 
  The most devout and experienced clerics can cast this spell 
  to raise entire military units. As the words of the spell are 
  cast, the gilded idol used as a material component bursts 
  into white flames, sparks of which leap outward to resur-
  rect the dead. This spell functions identically to raise dead, 
  except it affects multiple targets.
  RAvAges of time 
  School necromancy Level cleric 5
  Casting Time one standard action 
  Components V, S, M (a vial of acid) 
  Range touch 
  Effect up to one 5 ft cube of inorganic, unliving matter per 
  level  
  Duration instantaneous 
  Saving Throw Fortitude Save partial (object) Spell 
  Resistance Yes
  With a touch, the cleric does to a structure what age, 
  weather and disuse would take decades to accomplish. 
  Each 5 ft cube of material must succeed at a separate 
  Fortitude Save save or have its Hardness reduced to 0 and 
  suffer 1d6 HP worth of damage per caster level (maximum 
  10d6). If this is sufficient to destroy the cube of inorganic 
  matter, it crumbles into random chunks of moss-covered, 
  weathered stone or fades away to rotted wood. Structures 
  damaged or destroyed by this spell look as if they’d been 
  unattended for decades. 
  This spell has no affect on living creatures nor on unliving 
  objects that are also characters, such as golems or animated 
  objects. This spell can be used to quickly carve out a 
  tunnel by disintegrating obstacles, but the tunnel created 
  is dangerously unstable and caves in within 2d6 rounds 
  unless somehow supported. 
  Region of compRehension 
  School divination Level bard 4, cleric 6, sor/wiz 5 
  Casting Time One minute 
  Components V, S, M/DF (a holy book or work of fine 
  poetry that is read from)
  Range 100 ft radius 
  Duration 10 minutes per level 
  Saving Throw Will Save Negates (harmless) Spell 
  Resistance No 
  This spell functions as tongues, but instead of enchanting a 
  single creature, blesses a 100 ft radius with a divine energy 
  field that spurs comprehension. Any creature entering this 
  area is affected as if by the tongues spell for as long as it 
  remains in the glowing, runic circle that marks the spell’s 
  boundary. 
  ResuRRection foR WAR 
  School conjuration (healing) Level cleric 7 
  Casting Time One minute 
  Components V, S, M (obsidian and onyx dust worth 5,000 
  gp), DF 
  Range touch 
  Duration Instantaneous 
  Saving Throw None, see text Spell Resistance Yes (harm-
  less) 
  This spell is cast upon the bodies of fallen soldiers to 
  give them a chance to fight for their nation and their faith 
  again, in a monstrous and puissant new body. You can raise 
  a creature that has been dead no more than one day per 
  caster level. In addition, the subject’s soul must be free and 
  willing to return to its new form. If the soul is not willing 
  to return, the spell does not work, therefore, a subject that 
  wishes to return to life receives no saving throw. 
  Coming back from the dead via this spell is an ordeal that 
  forever changes the subject. The subject gains a negative 
  level when raised, as if hit by an energy draining crea-
  ture. If the subject is first level, it instead takes 2 points of 
  Dexterity drain instead. If this would reduce it to 0 DEX 
  or less, it can’t be raised. A spellcaster who died with 
  prepared spells loses all uncast spells or spell slots when 
  raised in this manner. 
  A creature resurrected for war receives a +2 inherent bonus 
  to its STR and Constitution scores, but suffers a -3 penalty 
  to both its Intelligence and CHA scores. The creature resur-
  rected for war must exchange any two non-combat feats for 
  two combat feats it qualifies for. The creature’s appearance 
  changes radically: its skin takes on a livid, blood-red color-
  ation, and its face becomes animalistic. Most of the crea-
  ture’s hair falls out, replaced by short, boar-like bristles. 
  A creature resurrected for war returns to life with full Hit 
  Points.  Damaged ability scores previously reduced to 0 
  are raised to 2d4 or their normal total, whichever is lower. 
  
  pAge  24
  Absolute mAgic: cleRics
  Normal poison and normal disease are cured in the process 
  of raising the dead, but magical diseases and curses aren’t. 
  In all other respects, this spell functions as raise dead. 
  Rope of holy WAteR 
  School transmutation Level cleric 0
  Casting Time One standard action
  Components V, S, M (a vial of holy water)  
  Range touch 
  Duration one minute per level 
  Saving Throw No Spell Resistance  No 
  When this spell is cast, pure Holy Water flows from its 
  container and joins with humidity in the air to create a rope 
  of pure water 50 ft long. This strange rope has 4 Hit Points 
  and can be burst with a DC 22 Strength check. If used to 
  bind an undead or non-good outsider, the Strength check 
  or Escape Artist check made to burst or slip the bonds is 
  increased by +5. When the spell’s duration ends, the holy 
  water rope dissipates to steam.  
  sAcReD buRiAl 
  School transmutation Level cleric 1 
  Casting Time One minute
  Components V, S, DF
  Range touch 
  Duration instantaneous 
  Saving Throw Fortitude Save negates (object) Spell 
  Resistance No 
  With a short prayer for the deceased soul, and a reading 
  from the cleric’s funeral rites, this spell prepares a body for 
  burial and inters it, using the rites of the cleric’s religion or 
  of a religion of the same alignment as the cleric. This spell 
  arranges a single Large or smaller corpse in a ritual burial 
  posture, and inters it 5-6 feet below ground, leaving only 
  a small mound of recently turned earth to mark the grave. 
  This spell will only function outdoors in areas with rela-
  tively soft soil, sand or mud. In rocky or extremely hard 
  ground, this spell will only bury the corpse roughly 3 ft 
  beneath the soil. 
  This spell has no effect when cast on a living creature, nor 
  will it bury non-living objects, such as a treasure chest, 
  however it will bury items the corpse is wearing.
  sculpt the mountAins
  School transmutation Level cleric 8 
  Casting Time One day 
  Components V, S, M (a 12-18” prototype of the sculpture, 
  made from finest jade or sapphire, worth at least 15,000 
  gp) 
  Range Line of sight, up to 1 mile 
  Duration Instantaneous 
  Saving Throw Fortitude Save Negates (harmless) Spell 
  Resistance Yes 
  A day spent in prayer and supplication to the spirits of 
  earth and sky allows you to carve an architectural wonder 
  that would take ordinary artisans a century to complete. 
  This spell transforms a single mountaintop into a colossal 
  bust, representing some subject important to you or your 
  faith - a great hero, great dragon, famous king, legendary 
  hero or messiah, or some other cultural icon. You must 
  succeed at a DC 22 Craft (sculpture) check, and for each 
  additional 1,000 GP of sacrificial offerings expended 
  during the casting of this spell, you receive a cumulative 
  +1 holy bonus on this check. 
  As the spell is cast and completed, the chosen mountain 
  quakes and rumbles, and over the course of five to ten 
  spectacular minutes, assumes the chosen shape. The chosen 
  mountain must not have any permanent surface structures 
  built upon it. If there are subsurface structures, such as a 
  Dwarven keep, they might be jostled with minor seismic 
  activity that rattles plates or shakes walls, but these struc-
  tures are fundamentally undamaged by the spell. Some 
  features of the structure might change to accommodate the 
  mountain’s new shape, but these changes are always minor. 
  Terrain on the mountain such as lakes or rivers are 
  diverted. Trees are plowed hundreds of feet beneath the 
  reshaped earth. Living creatures on the chosen mountain at 
  the time of casting face threats similar to those caused by 
  an earthquake or avalanche. 
  seAl the boDy
  School necromancy Level cleric 9, druid 9 
  Casting Time One standard action 
  Components V, S
  Range close (25 ft + 5 ft per 2 levels) 
  Duration Instantaneous 
  Saving Throw Fortitude Save Partial (see text) Spell 
  Resistance No
  You make a wiping gesture across your face as you cast 
  this spell, and with a spray of blood and the stink of vapor-
  ized tissue, a single enemy within range has every bodily 
  orifice sealed simultaneously. Flesh grows seamlessly over 
  the body’s openings, permanently sealing or removing the 
  orifices. The victim of the spell makes a separate Fortitude 
  
  pAge  25
  Absolute mAgic: cleRics
  Save Save for each orifice sealed; a successful save means 
  that particular orifice remains open and functional. 
  Note that permanently removing the victim’s features 
  causes various adverse effects:
   • Removing the eyes inflicts the blindness condition.
   • Removing the ears inflicts the deafness condition.
   •  Removing the victim’s nose means he can no longer 
  smell and loses the scent ability.
   •  Removing the victim’s mouth means he can no longer 
  eat, speak (no vocal component spells), and may even-
  tually starve.
   •  Removing both the victim’s nose and mouth means he 
  can no longer breathe, and he becomes immediately 
  subject to the drowning rules. The victim or someone 
  else may cut a new breathing hole with a successful 
  Heal check (DC 11 + your caster level) suffering 1d4 
  points of damage per attempt. 
   •  Removing the excretory organs means the victim can 
  no longer eliminate waste, and suffers 1d8 points of 
  Constitution damage per day from toxic shock and 
  blood poisoning. 
   •  Removing the reproductive orifices means the creature 
  can no longer engage in or enjoy sex, nor produce 
  offspring.  
   •  Remove curse does not affect this spell. Greater resto-
  ration, heal, limited wish, miracle, or wish can all 
  restore the afflicted creature to normal. 
  shopkeepeR’s chARm 
  School enchantment (compulsion, mind affecting) Level 
  bard 0, cleric 0, sor/wiz 0
  Casting Time One minute 
  Components V, S, F (a small wood or stone idol and 
  miniature altar, worth 25 gp in total) 
  Range one business 
  Duration One year and one day 
  Saving Throw Will Save Negates (harmless) Spell 
  Resistance Yes 
  Almost every prosperous merchant has his or her place 
  of business enchanted with this spell, a protection against 
  rudeness and the insatiable whims of the buying public. 
  While this spell is active, any character who enters the 
  establishment with the intention to conduct business 
  receives a +1 luck bonus on Diplomacy checks and is 
  generally happier and more polite. In addition, these 
  customers will place their orders and conduct business 
  in the way most convenient to the shopkeeper whenever 
  possible. 
  
  pAge  26
  Absolute mAgic: cleRics
  signify sins 
  School divination Level cleric 1, inquisitor 1
  Casting Time One standard action 
  Components V, S, DF 
  Range touch 
  Duration 1 day/level (D) 
  Saving Throw Will Save Negates Spell Resistance Yes
  This spell marks a creature with a strange, glowing rune, 
  the color of clotted blood, which clearly describes his or 
  her worst sin. If the touched creature fails its save, the 
  rune appears on its forehead or above the heart. The rune 
  describes the target’s worst sin, as the moral code of the 
  casting cleric defines such matters, and may not indicate 
  the target’s complete criminal history. The rune can be 
  concealed by mundane means, but cannot be concealed 
  through magic that changes appearance, such as alter self 
  or polymorph, though invisibility does conceal it as long as 
  the spell lasts. 
  sky-RAke 
  School evocation (air, fire) Level cleric 4, sor/wiz 4
  Casting Time One standard action 
  Components V, S
  Range Long (400 ft + 40 ft per level) 
  Effect A mid-air cube 60 ft on each side  
  Duration Instantaneous 
  Saving Throw Reflex Save half Spell Resistance Yes 
  This spell creates a cube of orange and crimson flames, 
  high in the air, forming a three dimensional flaming grid. 
  All creatures caught within the grid take 1d8 points of fire 
  damage per caster level (maximum 10d8), with a Reflex 
  Save Save for half damage. Flying creatures take a penalty 
  on their Reflex Save Save equal to their size penalty to 
  Armor Class, if any. The Sky-rake can only be conjured at 
  least 60 ft above the ground, and will not form if conjured 
  lower. 
  skyquAke 
  School evocation (earth, air) Level cleric 9, druid 9
  Casting Time One standard action 
  Components V, S
  Range Long (400 ft plus 40 ft per level) 
  Effect a spherical area of sky with a 100 ft radius plus 10 
  ft per level  
  Duration one round 
  Saving Throw see text Spell Resistance no 
  This spell sends pulsing waves of discordant energy 
  through the sky, creating tornado force winds and areas of 
  warped gravity high in the air - an earthquake in the sky. 
  Creatures in the area when this spell is cast cannot move 
  or attack and begin to fall. Spellcasters in the sky must 
  succeed at a Concentration check (DC 20 + the spell’s 
  level) or lose any spell he or she tries to cast. 
  All creatures of Huge size or smaller who are exposed 
  to the effects of the skyquake suffer 20d6 points of blud-
  geoning damage as they are slammed by omni-directional, 
  hurricane force winds, chunks of stone or other debris 
  blown by the wind. Creatures larger than Huge take 10d6 
  points of bludgeoning damage instead. Creatures can 
  attempt a Reflex Save Save to halve the damage inflicted 
  by the wind storm. 
  Against airborne structures (such as a flying castle or 
  enchanted airship), this spell functions identically to the 
  earthquake spell and deals similar damage. 
  solution in fAith 
  School enchantment Level cleric 0
  Casting Time One standard action 
  Components V, S
  Range touch 
  Duration 1 round per level or until discharged 
  Saving Throw Will Save Negates (harmless) Spell 
  Resistance No 
  This spell rewards those who know the tenets and scrip-
  tures of your faith with the ability to do the impossible and 
  make it look easy. This spell can only be cast to benefit a 
  member of your own faith or a fellow worshipper of your 
  patron deity; if cast on anyone not of your faith, this spell 
  has no effect. 
  While this spell is in effect, the recipient can substitute a 
  Knowledge (religion) check for any other single skill check 
  at the same DC. He makes the decision before making the 
  skill check. If this benefit is not used before the spell’s 
  duration expires, it is lost without effect. 
  stAg’s cRoWn 
  School illusion (mind affecting) Level cleric 0, druid 0
  Casting Time one standard action 
  Components V, S
  Range touch
  Duration One round 
  Saving Throw None Spell Resistance No 
  
  pAge  27
  Absolute mAgic: cleRics
  When this spell is cast, an illusory crown of stylized iron 
  and golden antlers appears over the recipient’s brow, an 
  ancient symbol of rulership and power. This provides the 
  recipient with a +2 bonus on Diplomacy and Intimidate 
  checks for one round. The bonus improves by +1 for every 
  5 points beyond 15 the recipient has as a total of character 
  levels and ranks in Diplomacy. This spell provides an addi-
  tional +2 bonus if the recipient has the Leadership feat. 
  stoRm Whip 
  School evocation (electricity) Level cleric 3, druid 2
  Casting Time One standard action 
  Components V, S, M (a shard of wood taken from a light-
  ning struck tree) 
  Range personal 
  Effect a whip of thunderous energy  
  Duration one round per level (D) 
  Saving Throw Fortitude Save Save Spell Resistance No 
  When this spell is cast, a bolt of lightning and a wash of 
  cold rain coalesces in the caster’s hand, taking the form 
  of a whip of brilliant energy. Like an ordinary whip, this 
  magic weapon has a 10 ft reach, and may be used to make 
  disarm and trip attempts. If the attempt fails, the wielder 
  can dismiss or drop the lightning whip (essentially the 
  same thing) to avoid being tripped in return. 
  A target struck by the storm whip suffers 1d8 points of 
  electrical damage plus +1 point per caster level (maximum 
  1d8+10) and must succeed at a Fortitude Save Save or be 
  blinded and deafened for one round. In addition, anyone 
  struck by the storm whip suffers double damage from 
  future electrical attacks (including follow up strikes from 
  the whip), as if the creature had Vulnerability to Electricity. 
  tAle of the mythic quest 
  School divination Level bard 6, cleric 7
  Casting Time Ten minutes 
  Components V, S
  Range 60 ft burst centered on you
  Effect all allies within range 
  Duration 1 day per level 
  Saving Throw Will Save Negates Spell Resistance Yes 
  You recite a beloved myth from your faith which provides 
  inspiration for your fellow adventurers as they face today’s 
  quests and challenges. When this spell is cast, make a DC 
  15 Perform (oratory) check. If this check is successful, you 
  may designate two positive situations encountered by the 
  heroes of your myth, plus one additional positive situation 
  for every three points you beat the check DC by. Each time 
  you or your allies encounter a situation during the spell’s 
  duration you receive a +3 luck bonus on all attack rolls, 
  saving throws and checks made that would resolve the situ-
  ation in a similar manner to the heroes of myth. 
  For example if your myth is a tale of a heroic journey 
  to gather an army to overthrow an evil ruler, and your 
  Perform check result is 19, you may designate three situa-
  tions within the myth as positive. For example: 
  At one point in the myth, the hero befriends a giant. 
  You and your allies would probably receive bonuses on 
  Diplomacy and Bluff checks made to recruit monstrous and 
  powerful allies. 
  At another point in the myth, the hero survives falling 
  from a tower by landing in some soft bushes. You and your 
  allies would likely receive a bonus on Acrobatics checks, 
  or Reflex Save saves made to survive by the skin of your 
  teeth. 
  Finally, during the myth’s climactic battle, the hero’s 
  wizard ally casts a spell that slays a mighty enemy. You 
  and your allies might receive a bonus on level checks to 
  penetrate Spell Resistance. 
  The gamemaster makes the ultimate decision on how the 
  bonuses are applied. There is one drawback to this spell. 
  When this spell is cast, the caster must designate 1d4 nega-
  tive elements in the myth. Whenever a similar situation to 
  one of these negative events occurs, you and your allies 
  suffer a -3 luck penalty on all checks, attack rolls and 
  saving throws and checks that would result in resolving the 
  situation in a similarly tragic manner to the heroes of the 
  myth. The caster can also expend a positive situation bonus 
  to ‘buy off’ a single negative event in the myth.
  As an example, if the caster rolls 2 negative events, he 
  might describe them as follows. 
  In the myth, the hero’s lover is slain and rises as some 
  kind of undead. The caster and his allies would suffer a 
  luck penalty on saving throws against level drain or death 
  effects. 
  In the myth, the hero’s weapon is shattered by a mighty 
  blow. The caster and his allies would probably suffer a 
  penalty to their CMD when resisting sunder attempts. 
  Once cast, this spell functions for its entire duration. If the 
  spell is cast again, it wipes away the effects of the previous 
  casting, providing new bonuses and penalties. 
  
  pAge  28
  Absolute mAgic: cleRics
  toWeRing menWhiR 
  School conjuration (creation, earth) Level cleric 4, druid 3
  Casting Time One standard action 
  Components V, S, M (a rune covered pebble or stone) 
  Range close (25 ft + 5 ft per 2 levels) 
  Effect creates a 5 ft square stone column that is 5 ft tall per 
  caster level  
  Duration Instantaneous 
  Saving Throw Reflex Save negates (see text) Spell 
  Resistance No 
  This spell conjures a massive stone pillar inscribed with 
  luminous runes that erupts from the earth. This pillar 
  may be as tall as 5 ft per caster level, and is 5 ft square. 
  Large and smaller targets may attempt a Reflex Save Save 
  to avoid being lifted by a rising menwhir; if the save is 
  successful, they land on an open square adjacent to the 
  stone pillar. This stone pillar has Hardness 10 and 30 Hit 
  Points per 5 ft section. 
  The menwhir is a powerful conduit for earth magic. If the 
  caster is standing atop the menwhir as it rises, all spells 
  with the descriptor have their base ranges doubled. This 
  quality of the menwhir fades one hour after it is erected, as 
  does the mystic glow lighting the stone’s runes. 
  unDeAD become vulneRAble 
  School necromancy Level cleric 2
  Casting Time 1 standard action
  Component V, S, M  
  Range touch  
   
  Duration 1 round/level (D) 
  Saving Throw Will Save Negates Spell Resistance Yes 
  An undead touched by a caster whose hands glow with 
  this strange white magic loses all typical Undead immuni-
  ties for 1 round per level. Undead affected by this magic 
  become Vulnerable to critical hits, mind-influencing 
  effects, and effects requiring a Fortitude Save Save, etc. 
  Undead are treated as having a total +0 Fortitude Save 
  modifier for the duration of this effect. 
  unDeAD slumbeR 
  School necromancy Level cleric 2
  Casting Time One standard action 
  Components V, S, DF 
  Range close (25 ft plus 5 ft per 2 levels) 
  Effect 30 ft radius spread  
  Duration One round 
  Saving Throw Will Save negates Spell Resistance Yes 
  Brandishing her holy symbol, the cleric casts a spell that 
  makes undead hesitate and to fall into a sleep-like state 
  that reveals that, even though these creatures still walk, 
  they no longer live or think. Any undead that fails its Will 
  Save Save against this spell is considered Helpless until the 
  creature’s next turn. 
  unRAvel unlife’s beAuty 
  School necromancy Level cleric 5
  Casting Time One standard action 
  Components V,S,DF
  Range medium (100 ft + 10 ft/level) 
  Duration 1 minute/level 
  Saving Throw Will Save negates Spell Resistance Yes
  A wave of azure energy lances from your brandished holy 
  symbol, ripping through the veneer of the predatory beauty 
  most undead cultivate. If the undead fails its save against 
  this spell, its CHA modifier is set to +0 (and its CHA score 
  to 10) and, for the duration of the spell, cannot benefit 
  from any Charisma-enhancing magic.
  The undead suffers a cumulative -2 penalty to its CHA 
  score while this spell is in effect for each of the following 
  conditions it meets. 
  The spell inflicts an additional -2 penalty to CHA for each 
  century of the undead’s existence. 
  The undead has slain a living humanoid or monstrous 
  humanoid within the past 24 hours. 
  The undead maintains a false identity as a living being. 
  The undead has created spawn in the past 24 hours. 
  The undead assumed an undead state by its own choice 
  (such as a lich). 
  If these additional reductions lower the undead’s CHA 
  score to 0, the undead falls into an inert, dead state for the 
  duration of the spell. This spell is one of the few ways to 
  inflict anything resembling ability drain on undead. 
  voyAge to the AfteRlife 
  School necromancy Level cleric 9
  Casting Time Ten minutes 
  Components V, S, DF, F (a single sea worthy vessel, 
  ranging in size from a war canoe to a galleon), M (burial 
  oils worth 5,000 gp)  
  Range sea vessel touched 
  
  pAge  29
  Absolute mAgic: cleRics
  Duration One day per level 
  Saving Throw No Spell Resistance Not applicable 
  When this spell is cast, you imbue a single sea craft with 
  the ability to voyage to your faith’s afterlife (or a particular 
  afterlife, if your faith includes multiple planes occupied by 
  the dead). The chosen sea craft gains the ability to cross 
  planar boundaries.  Doing so requires the enchanted craft 
  to be underway and requires a DC 18 Profession (sailor) 
  check on the part of the vessel’s captain. If the check is 
  successful, the vessel fades from the living world and reap-
  pears at a random point in the realm of the dead. 
  If possible, the vessel appears in some kind of post-life 
  sea, ocean or river.  If the plane has no large bodies of 
  water available, the enchanted vessel gains the ability 
  to fly slowly at a speed of 60 ft per round. The captain 
  makes Profession (sailor) checks to control the enchanted 
  craft rather than Fly checks. The vessel and all aboard 
  gain the ability to survive the conditions of the afterlife, 
  including complete protection from such exotic hazards as 
  flames, negative energy or other environmental conditions. 
  However, neither the vessel nor its crew become immune 
  to attack forms similar to these conditions. The vessel 
  might be able to withstand the flames of some infernal 
  realm, but would still suffer damage from a red dragon’s 
  breath weapon. 
  While this spell’s duration lasts, the enchanted vessel can 
  cross between the afterlife and the realm of the living as 
  many times as desired, but not more than once per hour. 
  The vessel’s cargo and crew capacity are unchanged. It is 
  possible to physically return a creature to life by making 
  it a passenger on the enchanted vessel as it returns to the 
  world of the living. In this case, the passengers are treated 
  as being under the affects of a true resurrection spell. A 
  dead soul who died of old age cannot be returned to life in 
  this manner and fades from the vessel as it returns to the 
  world of the living. 
  WARD AgAinst the unDeAD 
  School abjuration Level cleric 4
  Casting Time One standard action 
  Components V, S, DF, M (a clove of garlic or similar 
  plant)  
  Range touch  
  Effect one portal or window per caster level  
  Duration one hour per caster level 
  Saving Throw None Spell Resistance No 
  When this spell is cast, the cleric’s hands and soul are 
  charged with positive energy which she can discharge into 
  closed doors or windows with a mere touch, preventing 
  undead from entering. For the duration of the spell, warded 
  portals and windows are granted Spell Resistance 10 + the 
  caster’s level against spells and spell-like abilities wielded 
  by undead (and living Sorcerers from the Undead blood-
  line).  Such portals gain Hardness +10 against physical 
  attacks launched by undead. Undead cannot pass through 
  these portals astrally or ethereally for the duration of the 
  spell. 
  WARRioR of golD  
  School transmutation Level cleric 6
  Casting Time One standard action  
  Components V, S
  Range touch 
  Duration one minute per level 
  Saving Throw Will Save Negates (harmless) Spell 
  Resistance Yes
  This spell wraps the recipient in shining golden armor, 
  complete with a fully enclosed helmet carved in the shape 
  of a golden bull, ram or other sacred animal. For every 
  five points (or fraction thereof) of the recipient’s Base 
  Attack Bonus, this armor provides the wearer with Damage 
  Reduction 1/- (maximum Damage Reduction 4/-). In addi-
  tion, the spell provides the recipient with an equal bonus to 
  his CMB and CMD. 
  The mystic armor provided by the warrior of gold will 
  negate a single critical hit suffered by the wearer. The 
  recipient suffers zero damage from the critical hit, and 
  special effects triggered by a confirmed critical hit do not 
  occur. However in doing so, the spell is negated and imme-
  diately ends. 
  Welcome embRAce 
  School conjuration (healing) Level cleric 0 
  Casting Time One standard action
  Components V, S
  Range touch 
  Duration one day or until discharged
  Saving Throw No Spell Resistance No 
  When this spell is cast upon the recipient, the cleric desig-
  nates a number of subjects equal to the recipient’s CHA 
  modifier (minimum 1 subject). Whenever the spell’s recip-
  ient warmly embraces (hugs, shakes hands with, etc.) one 
  of these subjects, he recovers 1 HP. Embracing a subject is 
  a full round action if both parties are willing, or requires 
  a successful combat maneuver if not. Once the spell’s 
  
  pAge  30
  Absolute mAgic: cleRics
  recipient has embraced all applicable subjects, the spell 
  ends. Note that unless the casting cleric tells the recipient 
  who the subjects of the spell are, the recipient has no way 
  of identifying the subjects. There is no limit as to who the 
  cleric designates as a subject of this spell, but all subjects 
  must be living creatures on the same plane and world as 
  the recipient. 
  WiDening gyRe 
  School necromancy (chaos) Level cleric 4
  Casting Time One standard action 
  Components V, S
  Range touch 
  Duration 1 round per level 
  Saving Throw Will Save Negates (see text) Spell 
  Resistance Yes 
  This spell increases the entropy in a system, causing chaos 
  to leak in, turning even the most skilled warriors into 
  buffoons. Each round the spell is active, the victim suffers 
  an increasing chance of critically failing when making an 
  attack roll. On the first round this spell is active, the victim 
  suffers a critical failure anytime he rolls a 1 on a d20 attack 
  roll. This increases by +1 each round the spell is active; for 
  example, by the fifth round, the victim botches on a roll of 
  1-5. 
  When the victim botches, use this simple chart to deter-
  mine what happens, if you do not already have some kind 
  of critical failure rule in your campaign. Each round, the 
  spell’s victim receives a new Will Save Save to end the 
  effect. 
  D6 roll 
  Critical Failure Effect 
  1 
   The attacker drops his weapon in an adjacent 
  square. 
  2 
   The attacker strikes an adjacent ally instead of 
  the intended target. 
  3 
   The attacker inflicts half damage upon himself 
  from a botched swing. 
  4 
   The attacker’s clumsy swing leaves him stunned 
  for 1 round. 
  5 
  The attacker drops prone in his square. 
  6 
   The attacker is considered flatfooted until he 
  takes his next action. 
  Willing possession 
  School conjuration (teleportation) Level cleric 6
  Casting Time One standard action 
  Components V, S
  Range creatures touched 
  Duration one hour per level (D) 
  Saving Throw Will Save Negates (harmless) Spell 
  Resistance Yes
  When this spell is cast, the cleric touches two willing, 
  living creatures, designating one as possessor and the other 
  as host. Alternatively, the casting cleric can designate 
  herself either host or possessor. As the spell is cast, the 
  possessor’s body discorporates into a pale silver mist and 
  flows into the host’s body. 
  While possessing the host, the possessor cannot be detected 
  and cannot be targeted by spells or special abilities. The 
  possessor cannot take any actions and can only observe the 
  host’s actions, though host and possessor can communicate 
  silently. The possessor can attempt Aid Another actions to 
  assist its host with purely mental actions or those actions 
  that could be assisted by verbal advice or directions. 
  If the host becomes unconscious or succumbs to a mind-
  influencing effect, the host can choose to either leave the 
  possessor’s body and regain physical form or take full 
  control over the host’s body, breaking the mind-influencing 
  effect. While controlling the host, the possessor effectively 
  acts as if using magic jar. Either the host or possessor can 
  dismiss this spell and end the effect any time as a free 
  action. 
  youthful vigoR 
  School transmutation (mind affecting) Level cleric 3
  Casting Time One standard action 
  Components V, S, M (dried umbilical cord from a child 
  that has grown up healthy) 
  Range touch 
  Duration one minute per level (D) 
  Saving Throw Fortitude Save Negates Spell Resistance 
  Yes 
  This spell fills the recipient’s muscles with the renewed 
  vigor and fire of youth. While this spell is in effect, all 
  physical ability score penalties associated with age vanish 
  and the recipient returns to the appearance she had during 
  her adolescence. More than just returning the subject to 
  childhood, this spell also increases reflexes and physical 
  strength, providing the subject with a  +2 holy bonus to her 
  STR score and a +1 holy bonus on Reflex Save Saves. 
  However, the rush of hormones and energy this spell brings 
  on means that for the duration of the spell the recipient 
  suffers a -4 penalty on all Intelligence and Wisdom based 
  skill checks. 
  
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SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Louis Porter Jr. Design/LPJ9483 - Absolute Magic - Clerics.pdf