Cleric spells known and vitality costs
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*SLA = spell-like ability—choose a domain spell up to the given level, for use as a spell-like ability at will, for a vitality cost equal to the normal cost for that level of spell.
Revitalize – as a touch, perform a 1-for-1 vitality transfer, as much or as little as desired as a standard action.. Note that you can only restore normal vitality in this fashion, not spellpools.
- When you revitalize someone, you can sense how many vitality points they are down (but now how many they have left).
- As an option, you may choose to restore more vitality than they are down, with the excess as temporarily vitality points (i.e., not usable for special abilities).
Divine intervention – At 6th level, the cleric gains the ability to implore his deity for assistance. He is surrounded in a divine aura appropriate to his deity. He temporarily gains knowledge of any spell, from any spell list, up to the maximum spell level listed in the Special column above. (At 10th, 14th and 18th level, the maximum level increases as shown.) The cleric must spend a full-round action invoking divine intervention, during which time he must state the name of his god, focus on the need at hand, and cast the granted spell. The cleric must have more than 50% of his vitality remaining to invoke this power, and using it reduces his vitality to 1. Only clerics who are in the good graces of their deity may invoke this power. Afterward, the cleric is no longer in the good graces of his deity. To regain this favor (and thus be able to invoke the ability again), the cleric must make some sacrifice, or achieve some goal, commensurate to the magnitude of the favor previously requested.