(DC 15+ Spell lvl)
Lvl 0 (Known 8)
Create Water
Detect Magic
Guidance
Purify Food and Drink
Read Magic
Resistance
Stabalize
Mending
Lvl 1 (Known 5/ 7 per day/ 0 used)
Barbed Chains
[Dice= Barbed chain 1] 1d20+5+6 [/dice]
[Dice= Slashing] 1d6 [/dice]
[Dice= Barbed chain 2] 1d20+5+6 [/dice]
[Dice= Slashing] 1d6 [/dice]
[Dice= Barbed chain 3] 1d20+5+6 [/dice]
[Dice= Slashing] 1d6 [/dice]
On success DC 16 will or shaken [dice] 1d4 [/dice] rounds.
Bless
Cure Light Wounds
(1d8+5)
Protection from Evil
Sanctuary
Shield of Faith
Identify (Mystery Bonus)
Lvl 2 ( Known 4/ 7 per day/ 0 used)
Boneshaker
Delay Disease
Protection from Evil, Communal
Restoration, Lesser
Cure Moderate Wounds
(2d8+level)
Tounges (Mystery Bonus)
Lvl 3 (Known 3/ 7 per day/ 0 used)
Cure Serious Wounds
(3d8+level)
Protection from Energy
Remove Disease
Remove Curse
Lvl 4 (Known 2/ 5 per day /0 used)
Protection from Energy, Communal
Blessings of Fervor
[Spoiler= Fervor options]
With this blessing, you call your allies to move forth and empower them to conquer and become victorious. Each round for the duration of this spell, each of your allies can choose one of the following bonuses for that round at the beginning of its turn (their choice).
• Increase its speed by 30 feet.
• Stand up as a swift action without provoking an attack of opportunity.
• Take one extra attack as part of a full attack action, using its highest base attack bonus.
• Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
• Cast a single spell of 2nd level or lower as if it were an enlarged, extended, silent, or still spell.