| Enhancement | Description |
|---|---|
Emissary
|
Multiple Choice: Follow the path of Light or Dark. |
Emissary
|
Multiple Choice: Follow the path of Light or Dark. Power Word: Stun A single word of power is uttered, causing your target to become stunned. Creatures with 150 or fewer current Hit Points are stunned for 4 to 32 seconds, creatures with 151 to 300 Hit Points are stunned for 2 to 16 seconds, and creatures with 301 Hit Pointss or more are stunned for 8 seconds. |
Emissary
|
Multiple Choice: Follow the path of Light or Dark. Sun Bolt: Powerful line of light deals 4 to 9 Light Damage per caster level (up to a max of 60 to 153 damage at caster level 15) to targets in its path. A successful Reflex save reduces the damage by half. D&D Dice: Deals 1d6+3 Light Damage per caster level (max 15d6+45). Necrotic Ray: Blasts a target with a negative energy ray that does 5 to 8 negative energy damage per caster level to a living enemy. A successful Fortitude save reduces the damage by half. The ray also suppresses the life force of any living creature it strikes, granting it a negative level. D&D Dice: Deals 1d4+4 negative energy damage per caster level and bestows one negative level. |
Emissary
|
Multiple Choice: Follow the path of Light or Dark. Sunbeam: Deals 8 to 13 Light Damage per caster level with a mighty beam of sunlight, and temporarily blinds the target. Against Undead or Oozes, it does double damage. A successful Reflex save halves the damage and negates the blind effect. This spell has double-range. D&D Dice: Deals 1d6+7 Light Damage per caster level. Enervation: A black ray of crackling negative energy suppresses the life force of any living creature it strikes, giving an enemy 1 to 4 negative levels. If the target has as many negative levels as its hit dice or levels, it dies. Each negative level gives a creature a -2 penalty on attack rolls, saves, skill checks, ability checks, and effective level. Negative levels stack. As a ray this spell has double range. D&D Dice: Gives enemies 1d4 negative levels. |
Emissary
|
Multiple Choice: Follow the path of Light or Dark. Sunburst: A globe of searing radiance explodes to blast targets for 5 to 10 Light Damage per caster level in addition to blinding them. Oozes and Undead take double this damage. A successful Reflex save reduces the damage by half and negates the blindness. Light fearing undead may be instantly destroyed by this spell. D&D Dice: eals 1d6+4 Light Damage per caster level, double to undead and oozes. |
Emissary
|
Multiple Choice: Follow the path of Light or Dark. |
| Enhancement | Description |
|---|---|
Prophetic Zenith
|
You are the voice of your chosen path. You gain a new level 1 spell-like ability. Rank 1 D&D Dice: Deals 1d6 Light Damage per caster level. Spell-Like Ability: This ability benefits from your Metamagic Feats (such as Maximize Spell) without paying the normal additional spell point cost. D&D Dice: Deals 1d6+2 negative energy damage per caster level (max 5). Spell-Like Ability: This ability benefits from your Metamagic Feats (such as Maximize Spell) without paying the normal additional spell point cost. Rank 2 D&D Dice: Deals 1d6 Light Damage per caster level. Spell-Like Ability: This ability benefits from your Metamagic Feats (such as Maximize Spell) without paying the normal additional spell point cost. D&D Dice: Deals 1d6+2 negative energy damage per caster level (max 5). Spell-Like Ability: This ability benefits from your Metamagic Feats (such as Maximize Spell) without paying the normal additional spell point cost. Rank 3 D&D Dice: Deals 1d6 Light Damage per caster level. Spell-Like Ability: This ability benefits from your Metamagic Feats (such as Maximize Spell) without paying the normal additional spell point cost. D&D Dice: Deals 1d6+2 negative energy damage per caster level (max 5). Spell-Like Ability: This ability benefits from your Metamagic Feats (such as Maximize Spell) without paying the normal additional spell point cost. |
Defense of the Heart
|
Rank 1 +2 Physical Resistance RatingRank 2 +4 Physical Resistance RatingRank 3 +6 Physical Resistance Rating |
Divine Smiting I
|
|
Defense of the Soul
|
Rank 1 +2 Magical Resistance RatingRank 2 +4 Magical Resistance RatingRank 3 +6 Magical Resistance Rating |
Energy of the Disciple
|
Rank 1 Your studies have increased your maximum Spell Points by an additional 30.Rank 2 Your studies have increased your maximum Spell Points by an additional 60.Rank 3 Your studies have increased your maximum Spell Points by an additional 90. |
| Enhancement | Description |
|---|---|
Spell Penetration
|
Rank 1 +1 to your Caster Level check to overcome enemy Spell Resistance.Rank 2 +1 to your Caster Level check to overcome enemy Spell Resistance.Rank 3 +1 to your Caster Level check to overcome enemy Spell Resistance. |
Efficient Metamagic
|
Choose between Empower Spell, Maximize Spell, Enlarge Spell, or Quicken Spell. Reduce the Spell Point cost of using that Metamagic. Rank 1 Rank 2 Rank 3 |
Divine Smiting II
|
|
Shield of Dawn
|
Rank 1 When struck, attackers are dealt 1d6 Light Damage, scaling with your Spell Power.Rank 2 When struck, attackers are dealt 2d6 Light Damage, scaling with your Spell Power.Rank 3 When struck, attackers are dealt 3d6 Light Damage, scaling with your Spell Power, and they have a small chance to be Blinded for 12 seconds. |
Light and Dark
|
Rank 1 Whenever you cast a Light, Alignment or Negative spell, you gain +5 to your Negative, Light, and Alignment Spell Power for 6 seconds.Rank 2 Whenever you cast a Light, Alignment or Negative spell, you gain +5 to your Negative, Light, and Alignment Spell Power for 6 seconds. This stacks up to 3 times.Rank 3 Whenever you cast a Light, Alignment or Negative spell, you gain +5 to your Negative, Light, and Alignment Spell Power for 6 seconds. This stacks up to 5 times. |
| Enhancement | Description |
|---|---|
Prophetic Zenith
|
You are the voice of your chosen path. You gain a new level 3 spell-like ability. Rank 1 D&D Dice: Deals 1d6+6 per caster level or deals double that damage to Undead. Spell-Like Ability: This ability benefits from your Metamagic Feats (such as Maximize Spell) without paying the normal additional spell point cost. D&D Dice: Deals 1d6+3 negative energy damage per caster level. Rank 2 D&D Dice: Deals 1d6+6 per caster level or deals double that damage to Undead. Spell-Like Ability: This ability benefits from your Metamagic Feats (such as Maximize Spell) without paying the normal additional spell point cost. D&D Dice: Deals 1d6+3 negative energy damage per caster level. Rank 3 D&D Dice: Deals 1d6+6 per caster level or deals double that damage to Undead. Spell-Like Ability: This ability benefits from your Metamagic Feats (such as Maximize Spell) without paying the normal additional spell point cost. D&D Dice: Deals 1d6+3 negative energy damage per caster level. |
Efficient Metamagic
|
Choose between Empower Spell, Maximize Spell, Enlarge Spell, or Quicken Spell. Reduce the Spell Point cost of using that Metamagic. Rank 1 Rank 2 Rank 3 |
Divine Smiting III
|
|
Disciple of Dusk or Dawn
|
Select which Healing Amplification you would like. Rank 1 Rank 2 Rank 3 |
Wisdom
|
+1 Wisdom |
| Enhancement | Description |
|---|---|
Prophetic Zenith
|
You are the voice of your chosen path. You gain a new level 4 spell-like ability. Rank 1 D&D Dice: Deals 1d6+4 holy damage per caster level to evil creatures or deals double to evil outsiders. Neutral targets take half damage. Spell-Like Ability: This ability benefits from your Metamagic Feats (such as Maximize Spell) without paying the normal additional spell point cost. D&D Dice: Deals 1d6+8 damage per caster level to good creatures or double that to good outsiders. Neutral targets take half damage. Spell-Like Ability: This ability benefits from your Metamagic Feats (such as Maximize Spell) without paying the normal additional spell point cost. D&D Dice: Deals 1d6+4 damage per caster level to lawful creatures (max 10d6+40) or deals 2d6+8 damage per caster level to lawful outsiders (max 10d6+80). D&D Dice: Deals 1d6+4 damage per caster level to chaotic creatures (max 10d6+40) or deals 2d6+8 damage per caster level to chaotic outsiders (max 20d6+80). Rank 2 D&D Dice: Deals 1d6+4 holy damage per caster level to evil creatures or deals double to evil outsiders. Neutral targets take half damage. Spell-Like Ability: This ability benefits from your Metamagic Feats (such as Maximize Spell) without paying the normal additional spell point cost. D&D Dice: Deals 1d6+8 damage per caster level to good creatures or double that to good outsiders. Neutral targets take half damage. Spell-Like Ability: This ability benefits from your Metamagic Feats (such as Maximize Spell) without paying the normal additional spell point cost. D&D Dice: Deals 1d6+4 damage per caster level to lawful creatures (max 10d6+40) or deals 2d6+8 damage per caster level to lawful outsiders (max 10d6+80). D&D Dice: Deals 1d6+4 damage per caster level to chaotic creatures (max 10d6+40) or deals 2d6+8 damage per caster level to chaotic outsiders (max 20d6+80). Rank 3 D&D Dice: Deals 1d6+4 holy damage per caster level to evil creatures or deals double to evil outsiders. Neutral targets take half damage. Spell-Like Ability: This ability benefits from your Metamagic Feats (such as Maximize Spell) without paying the normal additional spell point cost. D&D Dice: Deals 1d6+8 damage per caster level to good creatures or double that to good outsiders. Neutral targets take half damage. Spell-Like Ability: This ability benefits from your Metamagic Feats (such as Maximize Spell) without paying the normal additional spell point cost. D&D Dice: Deals 1d6+4 damage per caster level to lawful creatures (max 10d6+40) or deals 2d6+8 damage per caster level to lawful outsiders (max 10d6+80). D&D Dice: Deals 1d6+4 damage per caster level to chaotic creatures (max 10d6+40) or deals 2d6+8 damage per caster level to chaotic outsiders (max 20d6+80). |
Efficient Heighten
|
Rank 1 Using the Heighten Spell Metamagic costs you 1 fewer Spell Point per heightened level.Rank 2 Using the Heighten Spell Metamagic costs you 2 fewer Spell Points per heightened level. |
Divine Smiting IV
|
|
Disciple of Dusk or Dawn
|
Select which Healing Amplification you would like. Rank 1 Rank 2 Rank 3 |
Wisdom
|
+1 Wisdom |
| Enhancement | Description |
|---|---|
Power Balance
|
Enhance your Alignment spells. |
Transcendence
|
Transcend your choices. |
Divine Smiting V
|
|
Condemnation or Acceptance
|
Condemn the unusual or accept it as your own. +2 Caster Level and Maximum Caster level with Fire, Cold, Acid, Electric, and Force Spells |
Divine Empowerment
|
+1 DC to your Necromancy and Evocation spells |