Merisiel

Jeevika Kailani's page

858 posts. Alias of Cosmic Dream Lord.


Full Name

Jeevika Kailani

Race

Elf Cleric (Herald Caller) of Shelyn 10/Holy Vindicator 8 | HP: 173/173 | AC: 43, Touch: 23, FF: 43| CMD 43 | Fort: +20, Reflex: +12, Will: +25 (+2 vs. enchantment; +4 vs. mind-affecting effects) | Init: +5 | Perception: +20 |

Classes/Levels

Buffs: MoP, LB, MV x2, GMW, WW, Eaglesoul, WotS (Summer), Vindicator's Shield

Gender

Female

Size

Medium

Age

145

Alignment

Chaotic Good

Deity

Shelyn

Occupation

Dancer, Stage Duelist

About Jeevika Kailani

Jeeves' Rolls:
[dice=Adamantine Falcata (GMW, PA)]1d20+21+4-4[/dice]
[dice=Damage (GMW, PA)]1d8+6+4+8[/dice] plus [dice=If Evil - Holy]2d6[/dice]

[dice=Adamantine Falcata (GMW, PA)]1d20+16+4-4[/dice]
[dice=Damage (GMW, PA)]1d8+6+4+8[/dice] plus [dice=If Evil - Holy]2d6[/dice]

[dice=Adamantine Falcata (GMW, PA)]1d20+11+4-4[/dice]
[dice=Damage (GMW, PA)]1d8+6+4+8[/dice] plus [dice=If Evil - Holy]2d6[/dice]

Jeevika Spells Prepared:
Cleric (Herald Caller) Spells Prepared (CL 18th; concentration +29)
. . 9th—miracle[D], miracle, implosion
. . 8th—moment of prescience[D], frightful aspect, frightful aspect, open
. . 7th—spell turning[D], open, open
. . 6th—mislead[D], eaglesoul, heal, heal, heal, wind walk
. . 5th—break enchantment[D], communal air walk, communal air walk, good hope, good hope, life bubble
. . 4th—freedom of movement[D], divine power, divine power, greater magic weapon, death ward, ward of the season
. . 3rd—borrow fortune[D], magic vestment, magic vestment, dispel magic, dispel magic, open
. . 2nd—augury, lesser restoration, lesser restoration, resist energy, tears to wine, tears to wine, open
. . 1st—true strike, divine favor, divine favor, liberating command, lighten object, lighten object, shield of faith
. . 0 (at will)—create water, detect magic, detect poison, light

Jeevika Kailani
Female elf cleric (herald caller) of Shelyn 10/holy vindicator 8
CG Medium humanoid (elf)
Init +3; Senses darkvision 60 ft.; Perception +20 (+18 when further than 10 feet from a fallen ally)
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Defense
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AC 25, touch 14, flat-footed 25 (+10 armor, +3 deflection, +1 insight, +1 shield)
hp 173 (18 HD; 10d8+8d10+72)
Fort +20, Ref +12, Will +25 (Immune to possession and mental control (including charm and compulsion effects like command and charm person)); +4 profane bonus vs. mind-affecting effects, +2 vs. enchantments, +2 resistance bonus vs. poison
Defensive Abilities vindicator's shield; Immune sleep
Weaknesses light sensitivity
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee +1 holy holy reliquary keen adamantine falcata +21/+16/+11 (1d8+6/17-20/×3 plus 2d6 vs. evil)
Special Attacks channel positive energy 5/day (DC 21, 9d6)
Bloodline Spell-Like Abilities
. . 5/day—shadowstrike (1d4+8 nonlethal)
Domain Spell-Like Abilities (CL 18th; concentration +29)
. . 9/day—bit of luck
Cleric (Herald Caller) Spells Prepared (CL 19th; concentration +30)
. . 9th—mass heal, implosion (DC 25), miracle[D]
. . 8th—greater angelic aspect, frightful aspect[UC] (2), moment of prescience[D]
. . 7th—particulate form (2), repulsion (DC 23), spell turning[D]
. . 6th—eaglesoul, heal (3), mislead[D] (DC 22), wind walk
. . 5th—communal air walk[UC], break enchantment[D], life bubble[APG] (DC 21), righteous might (2), spell resistance
. . 4th—death ward, freedom of movement, freedom of movement[D], good hope, greater magic weapon, ward of the season[ARG]
. . 3rd—borrow fortune[D,APG], dispel magic, magic vestment (2), sharesister, shield of darkness
. . 2nd—augury[D], delay poison, lesser restoration, tears to wine (2, DC 18), visualization of the body, visualization of the mind
. . 1st—blend with surroundings, divine favor (2), liberating command[UC], shield of faith (2), true strike[D]
. . 0 (at will)—create water, detect magic, guidance, light
. . D Domain spell; Domain Luck (Fate[APG] subdomain)
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Statistics
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Str 20, Dex 11, Con 16, Int 12, Wis 23, Cha 15
Base Atk +15; CMB +20; CMD 34
Feats Alignment Channel, Augment Summoning, Channel Smite, Dampen Presence, Eldritch Heritage[UM], Favored Prestige Class, Improved Eldritch Heritage[UM], Leadership, Power Attack, Prestigious Spellcaster, Prestigious Spellcaster, Skill Focus (Stealth), Spell Focus (conjuration), Superior Summoning[UM]
Traits armor expert, fate's favored, warrior of old
Skills Acrobatics -2 (-4 when further than 10 feet from a fallen ally, -6 to jump), Appraise +1 (-1 when further than 10 feet from a fallen ally), Bluff +4 (+2 when further than 10 feet from a fallen ally), Climb +3 (+1 when further than 10 feet from a fallen ally), Diplomacy +20 (+18 when further than 10 feet from a fallen ally), Disguise +2 (+0 when further than 10 feet from a fallen ally), Escape Artist -2 (-4 when further than 10 feet from a fallen ally), Fly -2 (-4 when further than 10 feet from a fallen ally), Heal +6 (+4 when further than 10 feet from a fallen ally), Intimidate +2 (+0 when further than 10 feet from a fallen ally), Knowledge (arcana) +13 (+11 when further than 10 feet from a fallen ally), Knowledge (history) +6 (+4 when further than 10 feet from a fallen ally), Knowledge (nobility) +5 (+3 when further than 10 feet from a fallen ally), Knowledge (planes) +10 (+8 when further than 10 feet from a fallen ally), Knowledge (religion) +10 (+8 when further than 10 feet from a fallen ally), Linguistics +17 (+15 when further than 10 feet from a fallen ally), Perception +20 (+18 when further than 10 feet from a fallen ally), Perform (dance) +18 (+16 when further than 10 feet from a fallen ally), Perform (sing) +8 (+6 when further than 10 feet from a fallen ally), Ride -2 (-4 when further than 10 feet from a fallen ally), Sense Motive +12 (+10 when further than 10 feet from a fallen ally), Spellcraft +5 (+7 to identify magic item properties, +3 when further than 10 feet from a fallen ally), Stealth +35 (+33 when further than 10 feet from a fallen ally), Survival +6 (+4 when further than 10 feet from a fallen ally), Swim +9 (+7 when further than 10 feet from a fallen ally), Use Magic Device +6 (+4 when further than 10 feet from a fallen ally); Racial Modifiers +2 Spellcraft to identify magic item properties
Languages Abyssal, Aklo, Aquan, Auran, Catfolk, Celestial, Common, Draconic, Elven, Giant, Halfling, Ignan, Infernal, Sylvan, Terran, Thassilonian
SQ bloodfire, call heralds, divine heralds, divine judgement, divine wrath, elven magic, faith healing, illustrious urbanite, overprotective, shadow well, stigmata: ac, stigmata: attack rolls, stigmata: caster level checks, stigmata: saving throws, stigmata: weapon damage, tugging strands
Combat Gear lesser extend metamagic rod, pearl of power (2nd level), potion of barkskin +5, potion of ward the faithful (CL 18th), ring of invisibility, strand of prayer beads; Other Gear +1 buoyant glamered holy reliquary mind buttressing restful shadow, improved mithral full plate, darkwood buckler, mwk buckler, +1 holy holy reliquary keen adamantine falcata[APG], belt of physical might +4 (Str, Con), bountiful bottle[MA], bountiful bottle[MA], candle of invocation (chaotic good), candle of invocation (chaotic good), chest piercings (major), cracked dusty rose prism ioun stone, cracked opalescent white pyramid ioun stone, cracked pale green prism ioun stone (saves), dusty rose prism ioun stone, handy haversack, head piercings (major), headband of inspired wisdom +6, ioun spite bracers, lucky horseshoe[OA], orange prism ioun stone, ring of sustenance, sihedron ring, silver spindle ioun stone, snakeskin tunic[UE], adventurer's sash, arcane family workbook[ARG], bandolier[UE], bandolier[UE], candle lamp[UE], canteen[UE], canteen[UE], chalk (10), chalkboard[APG], flint and steel, ink, inkpen, iron holy symbol of Shelyn[UE], iron holy symbol of Shelyn[UE], journal[UE], masterwork backpack[APG], silk rope (50 ft.), spell component pouch (2), tattoo holy symbol of Shelyn[UE], weapon cord[APG], weapon cord[APG], weapon cord[APG], weapon cord[APG], weapon cord[APG], weapon cord[APG], weapon cord[APG], weapon cord[APG], weapon cord[APG], weapon cord[APG], wooden holy symbol of Shelyn, diamond dust (worth 1,500 gp), powdered rubies (worth 4,000 gp), 443 gp, 3 sp
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Special Abilities
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Alignment Channel (Evil) Channel Energy heals or harms outsiders of the chosen alignment.
Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Bit of Luck (9/day) (Sp) Target takes the higher of 2d20 for a d20 roll.
Bloodfire (Su) While using Stigmata, Channel Smite gains +1d6 dam, sickens and deals 1d6 bleed damage.
Call Heralds (+3 concentration) (Su) Concentration bonus to summon monster spells.
Channel Smite Channel energy can be delivered through a Smite attack.
Cleric (Herald Caller) Domain (Fate)
Cleric Channel Positive Energy 9d6 (5/day, DC 21) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Dampen Presence You may use the Stealth skill to hide from blindsight or blindsense
Darkvision (60 feet) You can see in the dark (black and white only).
Divine Heralds (Su) Summon creatures appropriate to deity.
Divine Judgement (Sp) When your melee attack reduces a creature to -1 or fewer HP, you may sacrifice a 2nd-level spell to invoke death knell on that target.
Divine Wrath (Sp) When you confirm a critical hit or an enemy critical hits you, you may sacrifice a 1st-level spell to inflict doom on them.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Faith Healing (maximize) (Su) Cure wounds spells you cast on yourself are Maximized.
Illustrious Urbanite You may leave buildings & structures undamaged when casting spells of the chosen school.
Leadership (score 23: 16th; 90/9/5/3/2/1) You attract loyal companions and devoted followers.
Light Sensitivity (Ex) Dazzled as long as remain in bright light.
Overprotective -2 to attacks and skill checks when further than 10 feet from a fallen ally.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Sacred Stigmata: AC +4 (Move) (Su) Inflict 4 HP of bleed damage on yourself to gain a +4 bonus to AC.
Sacred Stigmata: Attack Rolls +4 (Move) (Su) Inflict 4 HP of bleed damage on yourself to gain a +4 bonus to attack.
Sacred Stigmata: Caster Level Checks +4 (Move) (Su) Inflict 4 HP of bleed damage on yourself to gain a +4 bonus to CL checks.
Sacred Stigmata: Saving Throws +4 (Move) (Su) Inflict 4 HP of bleed damage on yourself to gain a +4 bonus to saves.
Sacred Stigmata: Weapon Damage +4 (Move) (Su) Inflict 4 HP of bleed damage on yourself to gain a +4 bonus to weapon damage.
Shadow Gain Stealth bonus equal to spell level for 1d4r after casting a [darkness] or [shadow] spell.
Shadow Well (1/day) (Sp) Stealth when observed if you are within 10' of a shadow.
Shadowstrike (1d4+8 nonlethal, 5/day) (Sp) Melee touch attack deals 1d4+1 non-lethal damage & dazzles targets w/o Low-Light or Darkvision for 1 minute.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Superior Summoning When summoning more than one creature, summon an extra one
Tugging Strands (1/day) (Su) Target rerolls a roll it just made.
Vindicator's Sacred Shield +9 (- Custom / magic armor -) (Su) Channel energy into shield for sacred/profane AC bonus for 24 hr or until hit.

Stats:

Starting
Str 15 Dex 7 Con 14 Int 10 Wis 15 Cha 14

After Racial Adjustments
Str 15 Dex 9 Con 12 Int 12 Wis 15 Cha 14

After Level Adjustments Every Four Levels
Str 16 Dex 9 Con 12 Int 12 Wis 17 Cha 15

After Magic Items
Str 20 Dex 11 Con 16 Int 12 Wis 23 Cha 15

Setsu's Old Wands:
IH Uno 0/21, IH Dos 0/50, IH Tres 49/50, CLW 16/50, Eugeni's SoF (CL 6) 46/50

Appearance:

Being a practiced dancer, Jeevika has a strong but slender build. Due to literally decades of practice, her muscles are finely toned. In terms of height, she is on the taller side of the spectrum for a female elf at six feet four inches. She moves with otherworldly grace, as fluid and smooth as a flowing river. She likely has some aquatic elf ancestry in her genes; her skin tone is as gold as beach sand, her neck-length hair is chalk white, and her large, monochrome eyes are as blue as a tropical ocean. Despite being a stage duelist, she has no scars; her magic just heals them right off. Overall, most people would describe her as beautiful, even more than usual for an elf.

Her style of dress is always light and regal, though her exact outfits change depending on what she is doing. If the dance calls for a mask, she wears a mask. If she thinks she looks better in a different color, she alters her current outfit's coloring with magic. If she is fighting, she usually wears something practical. Generally speaking though, Jeevika keeps her hair tied during her displays and almost never wears shoes of any sort. Like many elves, she simply prefers that her bare feet be connected directly to the earth.

Due to calm and pleasant upbringing, Jeevika's demeanor is upbeat and cheerful. Her parents raised her to be a kind and accepting individual, and it shows. The elf likes to talk a lot and learn about other people's experiences. She can be a bit flirtatious at times. However, even if she can be a bit ditzy, it is unwise to mistake her for a fool. Having lived six human generations, her mind is quite sharp, and Jeevika is generally good at reading people and their intentions. She also knows how to put her silver tongue to good use.

History:

Like many elves, Jeevika Kailani's rise to prominence was slow and gradual, spanning nearly five human generations.

She was born in the small fishing community of Erages in the Elven heartland of Kyonin. She was the middle child of five siblings and quite different than the others. Aside from being the only daughter, the little elf also spoke fluent Aquan years before she could utter a word of Elven.

Unlike many other elves, her family was not prejudiced against the town's large half-elf populace. In fact, the Kailanis ran a sizable shipping operation and relied heavily on their half-cousins to keep the business running. As such, Jeevika was raised in an environment where everyone was more or less treated equally regardless of race, which left a big impression on her for years to come.

Her long childhood was rather quiet and mundane, but then again, most people would argue that's a good thing in a world like Golarion. Even as a little girl, Jeevika wanted to help out with the family business, but while mentally keen like most of her race, it eventually became clear that she was never going to run it. She did not have a natural gift for fishing like her father and her brothers.

In fact, Jeevika was pretty bad at it, failing to catch a single fish until her seventy-fourth year of life. It also took her nearly a decade longer than usual for her to learn to swim. The rest of the Kailani were practically part fish in that regard. She fared little better while helping her mother out with the paperwork, often mixing up and losing important forms.

In time, Jeevika found that her talents laid elsewhere. Growing up in a family of mostly men, she was naturally a bit tomboyish and liked physical activity. Despite having stereotypically nonexistent elven stamina, whenever Jeevika wrestled with her half-elf friends, she often came out on top. Even if she could never catch a fish with her bare hands like her brothers, she eventually became a strong swimmer in her own right.

The first time she walked on water happened when she was around one hundred years of age. Ironically, it was a sign of good omens. Despite having no real religious affiliation, she began developing healing powers similar to those of the local clerics; she eventually assumed the honorary role of Business Medic, fixing injuries that her family's employees occasionally got on the job.

Whenever the Kailani family went to Greengold or Iadara to celebrate elven holidays (Erages was a bit too small to hold large festivals), Jeevika often found herself drawn to the dances. Here she was truly in her element, often dancing entire nights away. As she grew older, she spent a lot of time in Greengold, quickly learned multiple dance styles from across Golarion. Her memories of these dances are among her happiest and most precious.

As she approached adulthood and having little sense of a life's purpose, Jeevika found herself wanting to step up the efforts in finding her calling. Her parents readily agreed to help, and she eventually enrolled in the Erages Academy's renowned martial studies program. It seemed like a good place to start. Luckily, Jeevika struck gold almost and immediately and found it to be a great fit.

During her time at the Academy (when she wasn't out swimming in Lake Encharthan), Jeevika developed an interest in staged combat and fighting duels that were not necessarily to the death. She eventually focused her studies there and specialized in using bladed weapons to disable fellow combatants without killing them. Jeevika loved it so much that she joined the school's staged combat team. She also continued practicing her dancing, becoming something of a local sensation due to her growing skill. Her strange magical gifts developed in ways that only augmented her style. For example, she learned a couple of frost spells and quickly learned how to use them to literally slow down her competition.

While the Kailanis are only minor nobility, their status as successful business owners often gets them invited to high society events with the upper crust of Kynoni society. Jeevika liked to accompany her parents and brothers to these gatherings mostly to display her dance skills. She first came to national attention at one such event when she nonlethally disabled a Razmiran agent before the guards could act.

In one of her many subtle efforts to encourage cultural exchange between Kyonin and other nations (even if Kyonin preferred isolation, no one could deny that such experiments like Greengold were making a lot of money), Queen Telandia Edasseril tapped Jeevika to be a part of a years long expedition to travel Golarion and foster relations. Jeevika was so excited by the offer that she fainted upon hearing about it.

Jeevika's travels took her to cultural festivals, dances, and staged combat dueling events across the world. Given her strong personality and skill, she quickly became one of the Kyonin delegation's biggest attractions, drawing large crowds wherever she went. She liked such diplomatic work so much that she made the arrangement her life's career.

Old Spells Prepared:
Cleric (Herald Caller) Spells Prepared (CL 14th; concentration +23)
. . 7th—anti-incorporeal shell, spell resistance, spell turning[D]
. . 6th—heal, heal, mislead[D] (DC 20), word of recall
. . 5th—communal air walk[UC], break enchantment[D], disrupting weapon, smite abomination
. . 4th—anti-incorporeal shell, death ward, death ward, freedom of movement, freedom of movement[D], good hope
. . 3rd—beacon of luck, borrow fortune[D,APG], channel vigor, invisibility purge, magic vestment, magic vestment
. . 2nd—align weapon, augury[D], bear's endurance, bull's strength, cleromancy, tears to wine (DC 16)
. . 1st—divine favor, divine favor, divine favor, shield of faith, shield of faith, true strike[D]
. . 0 (at will)—create water, detect magic, resistance, stabilize

Old Spells Prepared 2: Electric Boogaloo:
Cleric (Herald Caller) Spells Prepared (CL 15th; concentration +26)
. . 8th—moment of prescience[D], frightful aspect
. . 7th—spell turning[D], control weather, locate object
. . 6th—mislead[D] (DC 20), word of recall (Magnimar Embassy), heal, heal, heal
. . 5th—break enchantment[D], communal air walk, death ward, life bubble, life bubble, plane shift
. . 4th—freedom of movement[D], freedom of movement, good hope, good hope, greater magic weapon, death ward
. . 3rd—borrow fortune[D], magic vestment, magic vestment, dispel magic, greater hide from undead, greater hide from undead
. . 2nd—augury[D], lesser restoration, lesser restoration, tears to wine (DC 16), tears to wine (DC 16), visualization of the body, visualization of the mind
. . 1st—true strike[D], ant haul, divine favor, divine favor, open, open, open
. . 0 (at will)—create water, detect magic, detect poison, light

Old Spells Prepared 3: Revenge of the Sith:
Cleric (Herald Caller) Spells Prepared (CL 16th; concentration +27)
. . 8th—moment of prescience[D], frightful aspect, greater angelic aspect
. . 7th—spell turning[D], eaglesoul, archon’s trumpet, open
. . 6th—mislead[D], heal, heal, heal, wind walk
. . 5th—break enchantment[D], communal air walk, life bubble, greater magic weapon, communal air walk, open
. . 4th—freedom of movement[D], freedom of movement, good hope, greater magic weapon, greater magic weapon, death ward
. . 3rd—borrow fortune[D], magic vestment, magic vestment, dispel magic, dispel magic, communal resist energy
. . 2nd—augury[D], delay poison, lesser restoration, lesser restoration, tears to wine, tears to wine, visualization of the mind
. . 1st—true strike[D], divine favor, divine favor, shield of faith, shield of faith, shield of faith, shield of faith
. . 0 (at will)—create water, detect magic, detect poison, light

Jeevika Spells Prepared 4: A New Hope:
Cleric (Herald Caller) Spells Prepared (CL 16th; concentration +27)
. . 8th—moment of prescience[D], frightful aspect, frightful aspect
. . 7th—spell turning[D], eaglesoul, divine power, open
. . 6th—mislead[D], heal, heal, heal, wind walk
. . 5th—break enchantment[D], communal air walk, communal air walk, life bubble, good hope, talisman of reprieve
. . 4th—freedom of movement[D], divine power, freedom of movement, greater magic weapon, greater magic weapon, death ward
. . 3rd—borrow fortune[D], magic vestment, magic vestment, dispel magic, dispel magic, communal resist energy
. . 2nd—augury[D], delay poison, lesser restoration, lesser restoration, tears to wine, tears to wine, visualization of the mind
. . 1st—true strike[D], divine favor, divine favor, shield of faith, shield of faith, shield of faith, shield of faith
. . 0 (at will)—create water, detect magic, detect poison, light

Jeevika Spells Prepared 5: The Runelord Strikes Back:
Cleric (Herald Caller) Spells Prepared (CL 16th; concentration +27)
. . 8th—moment of prescience[D], frightful aspect, frightful aspect
. . 7th—spell turning[D], eaglesoul, divine power, open
. . 6th—mislead[D], heal, heal, heal, wind walk
. . 5th—break enchantment[D], communal air walk, communal air walk, life bubble, good hope, talisman of reprieve
. . 4th—freedom of movement[D], divine power, freedom of movement, greater magic weapon, greater magic weapon, death ward
. . 3rd—borrow fortune[D], magic vestment, magic vestment, dispel magic, dispel magic, communal resist energy
. . 2nd—augury[D], delay poison, lesser restoration, lesser restoration, tears to wine, tears to wine, visualization of the mind
. . 1st—true strike[D], divine favor, divine favor, shield of faith, shield of faith, shield of faith, shield of faith
. . 0 (at will)—create water, detect magic, detect poison, light

Jeevika Spells Prepared 6: Return of the Rangers:
Cleric (Herald Caller) Spells Prepared (CL 17th; concentration +28)
. . 9th—miracle[D], miracle
. . 8th—moment of prescience[D], frightful aspect, frightful aspect
. . 7th—spell turning[D], eaglesoul, divine power, divination
. . 6th—mislead[D], eaglesoul, heal, heal, heal, wind walk
. . 5th—break enchantment[D], communal air walk, communal air walk, life bubble, good hope, talisman of reprieve
. . 4th—freedom of movement[D], divine power, freedom of movement, greater magic weapon, death ward, ward of the season
. . 3rd—borrow fortune[D], magic vestment, magic vestment, dispel magic, shield of darkness, shield of darkness
. . 2nd—augury[D], delay poison, lesser restoration, resist energy, resist energy, tears to wine, tears to wine
. . 1st—true strike[D], divine favor, divine favor, liberating command, lighten object, lighten object, shield of faith
. . 0 (at will)—create water, detect magic, detect poison, light

Jeevika Spells Prepared:
Cleric (Herald Caller) Spells Prepared (CL 17th; concentration +28)
. . 9th—miracle[D], miracle
. . 8th—moment of prescience[D], frightful aspect, frightful aspect
. . 7th—spell turning[D], eaglesoul, divine power, source severance
. . 6th—mislead[D], eaglesoul, heal, heal, heal, wind walk
. . 5th—break enchantment[D], communal air walk, communal air walk, life bubble, good hope, spell resistance
. . 4th—freedom of movement[D], divine power, greater magic weapon, greater magic weapon, death ward, ward of the season
. . 3rd—borrow fortune[D], magic vestment, magic vestment, dispel magic, dispel magic, visualization of the mind
. . 2nd—augury[D], lesser restoration, lesser restoration, resist energy, tears to wine, tears to wine, visualization of the body
. . 1st—true strike[D], divine favor, divine favor, liberating command, lighten object, lighten object, shield of faith
. . 0 (at will)—create water, detect magic, detect poison, light