Air: #
- Able to turn elementals as if they were undead.
- Able to summon improved Air Elemental using summon creature VII through IX.
- 1 – Horizikaul’s Boom
- 2 – Balagarn’s Iron Horn
- 3 – Gust of Wind
- 4 – Call Lightning
- 5 – Ball Lightning
- 6 – Chain Lightning
- 7 – Great Thunderclap
Animal: #
- Able to summon improved creatures using summon creature I through IX & Elemental Swarm.
- 2 – Cat’s Grace
- 3 – Infestation of Maggots
- 4 – Hold Monsters
- 5 – Polymorph Self
- 9 – Elemental Swarm
Death: #
- Negative plane avatar: The cleric is able to summon a shadow that scales according to the cleric’s class level once/day + 1 each 20 cleric levels.
- 4 – Phantasmal Killer
- 5 – Cloud Kill
- 6 – Circle of Death
- 8 – Finger of death
- 9 – Weird
Destruction: #
- Able to damage constructs while using the turn ability. Constructs are not turned, but instead damaged 1d3 per Turn level, e.g. 1d3 to 40d3, to the limit of the hit dice turned. The damage type is magical.
- 3 – Death Armor
- 4 – Negative Energy Burst
- 6 – Destruction
- 7 – Power Word: Stun
- 8 – Bombardment
- 9 – Meteor Swarm
Earth: #
- Able to turn elementals as if they were undead.
- Able to summon improved Earth Elemental using summon creature VII through IX.
- 3 – Stoneskin
- 4 – Stoneskin
- 5 – Energy Buffer
- 6 – Greater Stoneskin
- 7 – Stonehold
Evil: #
- Able to turn outsiders as if they were undead.
- Able to summon improved creature from any Summon Planar Ally spell and Gate.
- 1 – Negative Energy Ray
- 3 – Negative Energy Burst
- 4 – Contagion
- 5 – Harm
- 7 – Shadow Shield
- 8 – Horrid Wilting
- 9 – Power World Kill
Fire: #
- Able to turn elementals as if they were undead.
- Able to summon improved Fire Elemental using summon creature VII through IX.
- 1 – Burning hands
- 2 – Combust
- 3 – Fireball
- 4 – Elemental shield
- 5 – Firebrand
- 6 – Inferno
- 7 – Delayed Fireball
- 8 – Incendiary Cloud
Good: #
- Able to turn outsiders as if they were undead.
- Able to summon improved creature from any Summon Planar Ally spell and Gate.
- 1 – Mage Armor
- 3 – Keen Edge
- 4 – Stoneskin
- 5 – Lesser Planar Binding
- 6 – Word of Faith
- 7 – Protection From Spells
- 8 – Mind Blank
Healing: #
- The following healing spells are cast as if with the empower spell feat: cure minor wounds, cure light wounds, cure moderate wounds, cure serious wounds, and cure critical wounds.
- 1 – Cure Moderate Wounds
- 2 – Cure Serious Wounds
- 3 – Cure Critical Wounds
- 4 – Healing Circle
- 5 – Heal
- 6 – Greater Restoration
- 7 – Mass Heal
Knowledge: #
- 1 – Identify
- 2 – Knock
- 3 – Clairaudience
- 4 – True Seeing
- 5 – Legend Lore
- 6 – Ethereal Visage
- 7 – Premonition
- 8 – Mass Charm
Magic: #
- 1 – Magic Armor
- 2 – Acid Arrow
- 3 – Mestil’s Acid Breath
- 4 – Ice Storm
- 5 – Cone of Cold
- 6 – Acid Fog
- 7 – Prismatic Spray
- 8 – Bigby Clenched First
- 9 – Dominate Monsters
Plant: #
- Able to turn vermin as if they were undead.
- Shambling Mould – Able to summon unique creatures using domain ability once/day + 1 each 20 cleric levels
- 1 – Camouflage
- 2 – Barskin
- 3 – Spike Growth
- 4 – Mass Camouflage
- 5 – Vine Mine
- 7 – Creeping Doom
- 8 – Nature’s Balance
Protection: #
- Divine protection
- 1 – Shield
- 2 – Ghostly Visage
- 3 – Displacement
- 4 – Minor Globe of Invulnerability
- 5 – Mestil’s Acid Sheath
- 6 – Globe of Invulnerability
- 7 – Spell Mantle
- 8 – Premonition
Strength: #
- Divine strength
- 3 – Divine Power
- 5 – Stoneskin
- 7 – Mordekainen’s Sword
- 9 – Black Blade of Disaster
Sun: #
- Exceptional turning – Add 1d4 to all turning checks to determine the maximum hit dice of undead turned. Also add 1d6 to the number of undead hit dice turned.
- 2 – Searing Light
- 3 – Hammer of The Gods
- 4 – Wall of Fire
- 5 – Undeath to Death
- 7 – Sunbeam
- 8 – Sunburst
Travel: #
- 1 – Expeditious Retreat
- 2 – Web
- 3 – Haste
- 6 – Mass Haste
- 9 – Time Stop
Trickery: #
- Divine trickery
- 2 – Invisibiltiy
- 3 – Invisibility Sphere
- 5 – Improved Invisibility
War: #
- Battle Mastery
- 2 – Cat’s Grace
- 4 – Battletide
- 5 – War Cry
- 7 – Aura of Vitality
Water: #
- Able to turn elementals as if they were undead.
- Able to summon improved Water Elemental using summon creature VII through IX.
- 1 – Ice Dagger
- 3 – Ice Storm
- 4 – Ice Storm
- 5 – Cone of Cold
- 6 – Drown
- 8 – Storm of Vengeance