Game Rules
Priest
Life only exists to serve the Divines.
Spells
Wand Proficiency passive
Able to use wands with ease.
Stabilize
Bring the dying target's health to zero. They are incapacitated but will not die from their wounds.
Minor Resistance
Target gains +1 on armor and spell resist for 1 round.
Minor Blessing
Target gains +1 on all rolls for one round.
Cure Light Wounds
Cures 1d4 damage + intelligence.
Inflict Light Wounds
Attack deals holy damage equal to half your intelligence.
Deathwatch
Reveals how near death subjects within 30 ft. are.
Suppress Fear
Target gains +1 to charisma and +5 to wisdom checks on fear. Can only be used on one target at a time.
Sanctuary
You become immune to damage for one round. You cannot attack or move while this is in effect. Can only be used once per combat session.
Death Knell
Humanely kills dying creature or person.
Shield of Faith
Aura grants +2 to spell resist for rounds equal to half your intelligence. Can only be used once per combat session.
Consecrate
Fills area with holy energy, weakening undead. Undead suffer -5 to all rolls for as long as this spell is channeled.
Cure Moderate Wounds
Cures 2d6 damage + intelligence.
Inflict Moderate Wounds
Attack deals holy damage equal to your intelligence.
Enthrall
Charms lesser creatures for as long as this spell is channeled.
Gentle Repose
Preserves one corpse.
Shield Other
You take half of target's damage on the next round.
Lesser Dispel
Dispels weak, harmful spell effects on a target.
Zone of Truth
Subjects within range cannot lie. Subject can perform a charisma check to break the spell.
Resurrection
Restores life to subject who died as long as one day ago or have had their body preserved.
Cure Serious Wounds
Cures 3d6 damage + intelligence. Can only be used once per turn.
Inflict Serious Wounds
Touch attack, 2d4 holy damage + intelligence. Can only be used once per turn.
Sanctum
Target becomes immune to damage for one round. They cannot attack or move while this is in effect. Can only be used once per combat session.
Magic Vestment
All allies receive Armor and Spell Resist +1 bonus for the entire combat session. You are exhausted on your next action.
Prayer
Allies get +1 bonus on all rolls for the entire combat session. You are exhausted on your next action.
Remove Blindness/Deafness
Cures normal or magical blindness or deafness on one subject.
Remove Curse
Frees object or person from curse.
Searing Light
Ray deals intelligence damage to 5 square line. Double damage against undead.
Speak with Dead
Corpse can answer simple yes or no questions using holy energy. Spell weakens with repeated use.
Cure Critical Wounds
Cures 4d8 damage + intelligence. Can only be used once per target.
Inflict Critical Wounds
Touch attack, 3d4 damage + intelligence. Can only be used once per target.
Restoration
Restores skill and ability score drains for one party member. Can only be used once per day.
Mass Cure Wounds
Cures 1d4 damage + intelligence for all party members. Can only be used once per combat session.
Holy Smite
Blinds evil creatures for rounds equal to half your intelligence.
Dispel Chaos
Allies gain +10 bonus to rolls against undead enemies for the next round.
Regenerate
Target's severed limbs begin to grow back. Can take upwards of one day and subject takes significant health damage and fatigue.
Water Walk
You can tread on water as if solid. Can be performed once per day.
Miracle
Requests a deity's intercession. Can be performed once per day.