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Divine Disciple
Cleric Class Enhancement Tree

Divine Disciple

Prophetic Zenith 0/3
Prophetic Zenith
Ranks: 3 Cost: 1 AP Requires: 1 AP
You are the voice of your chosen path. You gain a new level 1 spell-like ability.
Defense of the Heart 0/3
Defense of the Heart
Ranks: 3 Cost: 1 AP Requires: 1 AP
+2 Physical Resistance Rating
Divine Smiting I 0/1
Divine Smiting I
Ranks: 1 Cost: 2 AP Requires: 1 AP
+2% Critical Chance with Light, Negative, and Alignment spells
Defense of the Soul 0/3
Defense of the Soul
Ranks: 3 Cost: 1 AP Requires: 1 AP
+2 Magical Resistance Rating
Energy of the Disciple 0/3
Energy of the Disciple
Ranks: 3 Cost: 1 AP Requires: 1 AP
Your studies have increased your maximum Spell Points by an additional 30.
Spell Penetration 0/3
Spell Penetration
Ranks: 3 Cost: 2 AP Requires: 5 AP
+1 to your Caster Level check to overcome enemy Spell Resistance.
Efficient Metamagic 0/3
Efficient Metamagic
Ranks: 3 Cost: 2 AP Requires: 5 AP
Choose between Empower Spell, Maximize Spell, Enlarge Spell, or Quicken Spell. Reduce the Spell Point cost of using that Metamagic.
Divine Smiting II 0/1
Divine Smiting II
Ranks: 1 Cost: 2 AP Requires: 5 AP
+2% Critical Chance with Light, Negative, and Alignment spells
Shield of Dawn 0/3
Shield of Dawn
Ranks: 3 Cost: 1 AP Requires: 5 AP
When struck, attackers are dealt 1d6 Light Damage, scaling with your Spell Power.
Light and Dark 0/3
Light and Dark
Ranks: 3 Cost: 1 AP Requires: 5 AP
Whenever you cast a Light, Alignment or Negative spell, you gain +5 to your Negative, Light, and Alignment Spell Power for 6 seconds.
Prophetic Zenith 0/3
Prophetic Zenith
Ranks: 3 Cost: 1 AP Requires: 10 AP
You are the voice of your chosen path. You gain a new level 3 spell-like ability.
Efficient Metamagic 0/3
Efficient Metamagic
Ranks: 3 Cost: 2 AP Requires: 10 AP
Choose between Empower Spell, Maximize Spell, Enlarge Spell, or Quicken Spell. Reduce the Spell Point cost of using that Metamagic.
Divine Smiting III 0/1
Divine Smiting III
Ranks: 1 Cost: 2 AP Requires: 10 AP
+2% Critical Chance with Light, Negative, and Alignment spells
Disciple of Dusk or Dawn 0/3
Disciple of Dusk or Dawn
Ranks: 3 Cost: 1 AP Requires: 10 AP
Select which Healing Amplification you would like.
Wisdom 0/1
Wisdom
Ranks: 1 Cost: 2 AP Requires: 10 AP
+1 Wisdom
Prophetic Zenith 0/3
Prophetic Zenith
Ranks: 3 Cost: 1 AP Requires: 20 AP
You are the voice of your chosen path. You gain a new level 4 spell-like ability.
Efficient Heighten 0/2
Efficient Heighten
Ranks: 2 Cost: 2 AP Requires: 20 AP
Using the Heighten Spell Metamagic costs you 1 fewer Spell Point per heightened level.
Divine Smiting IV 0/1
Divine Smiting IV
Ranks: 1 Cost: 2 AP Requires: 20 AP
+2% Critical Chance with Light, Negative, and Alignment spells
Disciple of Dusk or Dawn 0/3
Disciple of Dusk or Dawn
Ranks: 3 Cost: 1 AP Requires: 20 AP
Select which Healing Amplification you would like.
Wisdom 0/1
Wisdom
Ranks: 1 Cost: 2 AP Requires: 20 AP
+1 Wisdom
Power Balance 0/1
Power Balance
Ranks: 1 Cost: 2 AP Requires: 30 AP
Enhance your Alignment spells.
Transcendence 0/1
Transcendence
Ranks: 1 Cost: 2 AP Requires: 30 AP
Transcend your choices.
Divine Smiting V 0/1
Divine Smiting V
Ranks: 1 Cost: 2 AP Requires: 30 AP
+2% Critical Chance with Light, Negative, and Alignment spells
Condemnation or Acceptance 0/1
Condemnation or Acceptance
Ranks: 1 Cost: 2 AP Requires: 30 AP
Condemn the unusual or accept it as your own.
Divine Empowerment 0/1
Divine Empowerment
Ranks: 1 Cost: 2 AP Requires: 30 AP
+1 DC to your Necromancy and Evocation spells
Core Enhancements
Emissary 0/1
Emissary
Ranks: 1 Cost: 1 AP
Multiple Choice:
Follow the path of Light or Dark.
Emissary 0/1
Emissary
Ranks: 1 Cost: 1 AP
Multiple Choice:
Follow the path of Light or Dark.
Emissary 0/1
Emissary
Ranks: 1 Cost: 1 AP
Multiple Choice:
Follow the path of Light or Dark.
Emissary 0/1
Emissary
Ranks: 1 Cost: 1 AP
Multiple Choice:
Follow the path of Light or Dark.
Emissary 0/1
Emissary
Ranks: 1 Cost: 1 AP
Multiple Choice:
Follow the path of Light or Dark.
Emissary 0/1
Emissary
Ranks: 1 Cost: 1 AP
Multiple Choice:
Follow the path of Light or Dark.
Core Enhancements
Enhancement Description
Emissary Emissary
Multiple Choice:
Follow the path of Light or Dark.
Divine Emissary of LightYou have chosen to follow the path of Light. For each Light Core Ability you take in this tree, you gain +5 Light, Alignment, and Universal Spell Power
Deacon of Endless DarknessYour mastery over Darkness has granted you impossible power. +4 Wisdom, +2 to all Saving Throws, and +10 Negative Spell Power and negative healing amp. You gain +1 caster level and max caster level with Negative Energy spells and +1 necromancy DCs.
AP Cost
1
Ranks
1
Progression
0
Prereqs
Cleric Level 1, Cleric Level 20
Emissary Emissary
Multiple Choice:
Follow the path of Light or Dark.
Empowered by Light+2 to all saving throws and +3 Physical Resistance Rating
Dark Spellbook III: Power Word: StunYour Cleric spellbook gains Power Word: Stun as a level 8 spell. You also gain +1 Caster Level and Max Caster Level with Negative Spells.

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.
AP Cost
1
Ranks
1
Progression
0
Prereqs
Cleric Level 3, Cleric Level 18
Emissary Emissary
Multiple Choice:
Follow the path of Light or Dark.
Light Spellbook I: Sun BoltYour Cleric spellbook gains Sun Bolt as a level 3 spell.

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).
Dark Spellbook II: Necrotic RayYour Cleric spellbook gains Necrotic Ray as a level 6 spell.

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.
AP Cost
1
Ranks
1
Progression
0
Prereqs
Cleric Level 6, Cleric Level 12
Emissary Emissary
Multiple Choice:
Follow the path of Light or Dark.
Light Spellbook II: SunbeamYour Cleric spellbook gains Sunbeam as a level 6 spell.

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.
Dark Spellbook I: EnervationYour Cleric spellbook gains Enervation as a level 4 spell.

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.
AP Cost
1
Ranks
1
Progression
0
Prereqs
Cleric Level 12, Cleric Level 6
Emissary Emissary
Multiple Choice:
Follow the path of Light or Dark.
Light Spellbook III: SunburstYour Cleric spellbook gains Sunburst as a level 8 spell. You also gain +1 Caster Level and +1 Max Caster Level with Light and Alignment Spells.

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.
Empowered by Darkness+2 to all saving throws and +3 Magical Resistance Rating
AP Cost
1
Ranks
1
Progression
0
Prereqs
Cleric Level 18, Cleric Level 3
Emissary Emissary
Multiple Choice:
Follow the path of Light or Dark.
Priest of Endless LightYour mastery over Light has granted you impossible power. +4 Wisdom, +2 to all Saving Throws, and +10 Light/Alignment Spell Power and positive healing amp. You gain +1 caster level and max caster level with Light/Alignment spells and +1 evocation DCs.
Divine Emissary of DarknessYou have chosen to follow the path of Darkness. For each Dark Core Ability you take in this tree, you gain +5 Negative and Universal Spell Power
AP Cost
1
Ranks
1
Progression
0
Prereqs
Cleric Level 20, Cleric Level 1
Tier 1
Enhancement Description
Prophetic Zenith Prophetic Zenith
You are the voice of your chosen path. You gain a new level 1 spell-like ability.
Rank 1
Nimbus of LightA glittering corona of light coalesces around your outstretched arm, dealing 1 to 6 points of Light Damage per caster level This ray has double spell range.

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.
Inflict Light WoundsNegative energy is channeled through your touch to inflict 3 to 8 damage per caster level up to caster level 5 on your target enemy, or heal undead a like amount. A successful Will save reduces the damage by half.

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
Nimbus of LightA glittering corona of light coalesces around your outstretched arm, dealing 1 to 6 points of Light Damage per caster level This ray has double spell range.

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.
Inflict Light WoundsNegative energy is channeled through your touch to inflict 3 to 8 damage per caster level up to caster level 5 on your target enemy, or heal undead a like amount. A successful Will save reduces the damage by half.

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
Nimbus of LightA glittering corona of light coalesces around your outstretched arm, dealing 1 to 6 points of Light Damage per caster level This ray has double spell range.

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.
Inflict Light WoundsNegative energy is channeled through your touch to inflict 3 to 8 damage per caster level up to caster level 5 on your target enemy, or heal undead a like amount. A successful Will save reduces the damage by half.

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.
AP Cost
1
Ranks
3
Progression
1
Defense of the Heart Defense of the Heart
Rank 1
+2 Physical Resistance Rating
Rank 2
+4 Physical Resistance Rating
Rank 3
+6 Physical Resistance Rating
AP Cost
1
Ranks
3
Progression
1
Divine Smiting I Divine Smiting I
Divine Smiting I+2% Critical Chance with Light, Negative, and Alignment spells
Arcane Smiting I+2% Critical Chance with Fire, Cold, Electric, Acid, and Force spells
AP Cost
2
Ranks
1
Progression
1
Defense of the Soul Defense of the Soul
Rank 1
+2 Magical Resistance Rating
Rank 2
+4 Magical Resistance Rating
Rank 3
+6 Magical Resistance Rating
AP Cost
1
Ranks
3
Progression
1
Energy of the Disciple 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.
AP Cost
1
Ranks
3
Progression
1
Tier 2
Enhancement Description
Spell Penetration 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.
AP Cost
2
Ranks
3
Progression
5
Efficient Metamagic Efficient Metamagic
Choose between Empower Spell, Maximize Spell, Enlarge Spell, or Quicken Spell. Reduce the Spell Point cost of using that Metamagic.
Rank 1
Efficient Metamagic: EmpowerUsing the Empower Spell Metamagic costs you 2 fewer Spell Points.
Efficient Metamagic: MaximizeUsing the Maximize Spell Metamagic costs you 3 fewer Spell Points.
Efficient Metamagic: EnlargeUsing the Enlarge Spell Metamagic costs you 1 fewer Spell Point.
Efficient Metamagic: QuickenUsing the Quicken Spell Metamagic costs you 1 fewer Spell Point.
Rank 2
Efficient Metamagic: EmpowerUsing the Empower Spell Metamagic costs you 4 fewer Spell Points.
Efficient Metamagic: MaximizeUsing the Maximize Spell Metamagic costs you 6 fewer Spell Points.
Efficient Metamagic: EnlargeUsing the Enlarge Spell Metamagic costs you 2 fewer Spell Points.
Efficient Metamagic: QuickenUsing the Quicken Spell Metamagic costs you 2 fewer Spell Points.
Rank 3
Efficient Metamagic: EmpowerUsing the Empower Spell Metamagic costs you 6 fewer Spell Points.
Efficient Metamagic: MaximizeUsing the Maximize Spell Metamagic costs you 9 fewer Spell Points.
Efficient Metamagic: EnlargeUsing the Enlarge Spell Metamagic costs you 4 fewer Spell Points.
Efficient Metamagic: QuickenUsing the Quicken Spell Metamagic costs you 4 fewer Spell Points.
AP Cost
2
Ranks
3
Progression
5
Divine Smiting II Divine Smiting II
Divine Smiting II+2% Critical Chance with Light, Negative, and Alignment spells
Arcane Smiting II+2% Critical Chance with Fire, Cold, Electric, Acid, and Force spells
AP Cost
2
Ranks
1
Progression
5
Prereqs
Divine Smiting I
Shield of Dawn 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.
AP Cost
1
Ranks
3
Progression
5
Light and Dark 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.
AP Cost
1
Ranks
3
Progression
5
Tier 3
Enhancement Description
Prophetic Zenith Prophetic Zenith
You are the voice of your chosen path. You gain a new level 3 spell-like ability.
Rank 1
Searing LightFocuses divine power like a ray of the sun, causing a blast of light to do 7 to 12 Light Damage per caster level (up to a max of caster level 10). Undead creatures take double damage. Ray spells have double range.

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.
Necrotic BoltYou launch a dart of black energy from your hand that deals 4 to 9 negative energy damage per caster level. A successful Fortitude save reduces the damage by half. Undead are healed by this effect. Players cannot be targeted with this effect.

D&D Dice: Deals 1d6+3 negative energy damage per caster level.
Rank 2
Searing LightFocuses divine power like a ray of the sun, causing a blast of light to do 7 to 12 Light Damage per caster level (up to a max of caster level 10). Undead creatures take double damage. Ray spells have double range.

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.
Necrotic BoltYou launch a dart of black energy from your hand that deals 4 to 9 negative energy damage per caster level. A successful Fortitude save reduces the damage by half. Undead are healed by this effect. Players cannot be targeted with this effect.

D&D Dice: Deals 1d6+3 negative energy damage per caster level.
Rank 3
Searing LightFocuses divine power like a ray of the sun, causing a blast of light to do 7 to 12 Light Damage per caster level (up to a max of caster level 10). Undead creatures take double damage. Ray spells have double range.

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.
Necrotic BoltYou launch a dart of black energy from your hand that deals 4 to 9 negative energy damage per caster level. A successful Fortitude save reduces the damage by half. Undead are healed by this effect. Players cannot be targeted with this effect.

D&D Dice: Deals 1d6+3 negative energy damage per caster level.
AP Cost
1
Ranks
3
Progression
10
Efficient Metamagic Efficient Metamagic
Choose between Empower Spell, Maximize Spell, Enlarge Spell, or Quicken Spell. Reduce the Spell Point cost of using that Metamagic.
Rank 1
Efficient Metamagic: EmpowerUsing the Empower Spell Metamagic costs you 2 fewer Spell Points.
Efficient Metamagic: MaximizeUsing the Maximize Spell Metamagic costs you 3 fewer Spell Points.
Efficient Metamagic: EnlargeUsing the Enlarge Spell Metamagic costs you 1 fewer Spell Point.
Efficient Metamagic: QuickenUsing the Quicken Spell Metamagic costs you 1 fewer Spell Point.
Rank 2
Efficient Metamagic: EmpowerUsing the Empower Spell Metamagic costs you 4 fewer Spell Points.
Efficient Metamagic: MaximizeUsing the Maximize Spell Metamagic costs you 6 fewer Spell Points.
Efficient Metamagic: EnlargeUsing the Enlarge Spell Metamagic costs you 2 fewer Spell Points.
Efficient Metamagic: QuickenUsing the Quicken Spell Metamagic costs you 2 fewer Spell Points.
Rank 3
Efficient Metamagic: EmpowerUsing the Empower Spell Metamagic costs you 6 fewer Spell Points.
Efficient Metamagic: MaximizeUsing the Maximize Spell Metamagic costs you 9 fewer Spell Points.
Efficient Metamagic: EnlargeUsing the Enlarge Spell Metamagic costs you 4 fewer Spell Points.
Efficient Metamagic: QuickenUsing the Quicken Spell Metamagic costs you 4 fewer Spell Points.
AP Cost
2
Ranks
3
Progression
10
Prereqs
Efficient Metamagic
Divine Smiting III Divine Smiting III
Divine Smiting III+2% Critical Chance with Light, Negative, and Alignment spells
Arcane Smiting III+2% Critical Chance with Fire, Cold, Electric, Acid, and Force spells
AP Cost
2
Ranks
1
Progression
10
Prereqs
Divine Smiting II
Disciple of Dusk or Dawn Disciple of Dusk or Dawn
Select which Healing Amplification you would like.
Rank 1
Disciple of Dusk+5 Negative Healing Amplification
Disciple of Dawn+5 Positive Healing Amplification
Rank 2
Disciple of Dusk+10 Negative Healing Amplification
Disciple of Dawn+10 Positive Healing Amplification
Rank 3
Disciple of Dusk+15 Negative Healing Amplification. Rank 3: +5 Negative Spell Power
Disciple of Dawn+15 Positive Healing Amplification. Rank 3: +5 Light and Alignment Spell Power
AP Cost
1
Ranks
3
Progression
10
Wisdom Wisdom
+1 Wisdom
AP Cost
2
Ranks
1
Progression
10
Tier 4
Enhancement Description
Prophetic Zenith Prophetic Zenith
You are the voice of your chosen path. You gain a new level 4 spell-like ability.
Rank 1
Holy SmiteSmites targets with holy power, evil targets take 5 to 10 holy damage per caster level (up to a max of caster level 10) and are blinded for 6 seconds. Does not affect good targets. Neutral targets take half damage. Evil Outsiders take double damage. A successful Will save halves the damage and negates the blind effect. This spell can only be cast by good or neutral casters - it has no effect when cast by an evil caster.

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.
Unholy BlightUnholy power smites your targets. The power takes the form of a cold, cloying miasma of greasy darkness. Only good and neutral (not evil) creatures are harmed by the spell. The spell deals 9 to 14 points of damage per caster level (up to a max of caster level 10) to a good creature or double that to a Good Outsider and causes it to be sickened for 6 to 24 seconds. A successful Will save reduces damage to half and negates the sickened effect. The spell deals only half damage to creatures who are neither evil nor good, and they are not sickened. This spell can only be cast by evil or neutral casters - it has no effect when cast by a good caster.

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.
Chaos HammerChaotic power smites your enemies. The power takes the form of a multicolored explosion of leaping, ricocheting energy. Only lawful and neutral (not chaotic) creatures are harmed by the spell. The spell deals 5 to 10 points of damage per caster level (up to a max of caster level 10) to a lawful creature (or twice that to a lawful outsider) and causes it to be slowed for 6 to 36 seconds. A successful Will save reduces damage to half and negates the slow effect. The spell deals only half damage to creatures who are neither lawful or chaotic, and they are not slowed. This spell can only be cast by chaotic or neutral casters - it has no effect when cast by a lawful caster.

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).
Order's WrathLawful power smites your targets. Only chaotic and neutral (not lawful) creatures are harmed by the spell. The spell deals 5 to 10 points of damage per caster level (up to a max of caster level 10) to a chaotic creature (or double that damage to a chaotic outsider) and causes it to be dazed for 6 seconds. A successful Will save reduces damage to half and negates the daze. The spell deals only half damage to creatures who are neither lawful nor chaotic, and they are not dazed. This spell can only be cast by lawful or neutral casters - it has no effect when cast by a chaotic caster.

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
Holy SmiteSmites targets with holy power, evil targets take 5 to 10 holy damage per caster level (up to a max of caster level 10) and are blinded for 6 seconds. Does not affect good targets. Neutral targets take half damage. Evil Outsiders take double damage. A successful Will save halves the damage and negates the blind effect. This spell can only be cast by good or neutral casters - it has no effect when cast by an evil caster.

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.
Unholy BlightUnholy power smites your targets. The power takes the form of a cold, cloying miasma of greasy darkness. Only good and neutral (not evil) creatures are harmed by the spell. The spell deals 9 to 14 points of damage per caster level (up to a max of caster level 10) to a good creature or double that to a Good Outsider and causes it to be sickened for 6 to 24 seconds. A successful Will save reduces damage to half and negates the sickened effect. The spell deals only half damage to creatures who are neither evil nor good, and they are not sickened. This spell can only be cast by evil or neutral casters - it has no effect when cast by a good caster.

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.
Chaos HammerChaotic power smites your enemies. The power takes the form of a multicolored explosion of leaping, ricocheting energy. Only lawful and neutral (not chaotic) creatures are harmed by the spell. The spell deals 5 to 10 points of damage per caster level (up to a max of caster level 10) to a lawful creature (or twice that to a lawful outsider) and causes it to be slowed for 6 to 36 seconds. A successful Will save reduces damage to half and negates the slow effect. The spell deals only half damage to creatures who are neither lawful or chaotic, and they are not slowed. This spell can only be cast by chaotic or neutral casters - it has no effect when cast by a lawful caster.

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).
Order's WrathLawful power smites your targets. Only chaotic and neutral (not lawful) creatures are harmed by the spell. The spell deals 5 to 10 points of damage per caster level (up to a max of caster level 10) to a chaotic creature (or double that damage to a chaotic outsider) and causes it to be dazed for 6 seconds. A successful Will save reduces damage to half and negates the daze. The spell deals only half damage to creatures who are neither lawful nor chaotic, and they are not dazed. This spell can only be cast by lawful or neutral casters - it has no effect when cast by a chaotic caster.

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
Holy SmiteSmites targets with holy power, evil targets take 5 to 10 holy damage per caster level (up to a max of caster level 10) and are blinded for 6 seconds. Does not affect good targets. Neutral targets take half damage. Evil Outsiders take double damage. A successful Will save halves the damage and negates the blind effect. This spell can only be cast by good or neutral casters - it has no effect when cast by an evil caster.

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.
Unholy BlightUnholy power smites your targets. The power takes the form of a cold, cloying miasma of greasy darkness. Only good and neutral (not evil) creatures are harmed by the spell. The spell deals 9 to 14 points of damage per caster level (up to a max of caster level 10) to a good creature or double that to a Good Outsider and causes it to be sickened for 6 to 24 seconds. A successful Will save reduces damage to half and negates the sickened effect. The spell deals only half damage to creatures who are neither evil nor good, and they are not sickened. This spell can only be cast by evil or neutral casters - it has no effect when cast by a good caster.

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.
Chaos HammerChaotic power smites your enemies. The power takes the form of a multicolored explosion of leaping, ricocheting energy. Only lawful and neutral (not chaotic) creatures are harmed by the spell. The spell deals 5 to 10 points of damage per caster level (up to a max of caster level 10) to a lawful creature (or twice that to a lawful outsider) and causes it to be slowed for 6 to 36 seconds. A successful Will save reduces damage to half and negates the slow effect. The spell deals only half damage to creatures who are neither lawful or chaotic, and they are not slowed. This spell can only be cast by chaotic or neutral casters - it has no effect when cast by a lawful caster.

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).
Order's WrathLawful power smites your targets. Only chaotic and neutral (not lawful) creatures are harmed by the spell. The spell deals 5 to 10 points of damage per caster level (up to a max of caster level 10) to a chaotic creature (or double that damage to a chaotic outsider) and causes it to be dazed for 6 seconds. A successful Will save reduces damage to half and negates the daze. The spell deals only half damage to creatures who are neither lawful nor chaotic, and they are not dazed. This spell can only be cast by lawful or neutral casters - it has no effect when cast by a chaotic caster.

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).
AP Cost
1
Ranks
3
Progression
20
Efficient Heighten 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.
AP Cost
2
Ranks
2
Progression
20
Prereqs
Efficient Metamagic
Divine Smiting IV Divine Smiting IV
Divine Smiting IV+2% Critical Chance with Light, Negative, and Alignment spells
Arcane Smiting IV+2% Critical Chance with Fire, Cold, Electric, Acid, and Force spells
AP Cost
2
Ranks
1
Progression
20
Prereqs
Divine Smiting III
Disciple of Dusk or Dawn Disciple of Dusk or Dawn
Select which Healing Amplification you would like.
Rank 1
Disciple of Dusk+5 Negative Healing Amplification
Disciple of Dawn+5 Positive Healing Amplification
Rank 2
Disciple of Dusk+10 Negative Healing Amplification
Disciple of Dawn+10 Positive Healing Amplification
Rank 3
Disciple of Dusk+15 Negative Healing Amplification. Rank 3: +5 Negative Spell Power
Disciple of Dawn+15 Positive Healing Amplification. Rank 3: +5 Light and Alignment Spell Power
AP Cost
1
Ranks
3
Progression
20
Prereqs
Disciple of Dusk or Dawn
Wisdom Wisdom
+1 Wisdom
AP Cost
2
Ranks
1
Progression
20
Prereqs
Wisdom
Tier 5
Enhancement Description
Power Balance Power Balance
Enhance your Alignment spells.
Unholy PowerThe spell Unholy Blight now deals its increased damage to all enemies, regardless of alignment.
Holy PowerThe spell Holy Smite now deals its increased damage to all enemies, regardless of alignment.
Balance of PowerThe spells Order's Wrath and Chaos Hammer now deal their increased damage to all enemies, regardless of alignment.
AP Cost
2
Ranks
1
Progression
30
Transcendence Transcendence
Transcend your choices.
Bring BalanceThe Word of Balance spell is added to your Spellbook at level 7.
Transcend DarknessYou gain the spells you would have gained from the Path of Light core abilities.
Transcend LightYou gain the spells you would have gained from the Path of Darkness core abilities.
AP Cost
2
Ranks
1
Progression
30
Divine Smiting V Divine Smiting V
Divine Smiting V+2% Critical Chance with Light, Negative, and Alignment spells
Arcane Smiting V+2% Critical Chance with Fire, Cold, Electric, Acid, and Force spells
AP Cost
2
Ranks
1
Progression
30
Prereqs
Divine Smiting IV
Condemnation or Acceptance Condemnation or Acceptance
Condemn the unusual or accept it as your own.
Condemnation+5% Spell Critical Damage with Light, Negative, and Alignment Spells
Acceptance+5% Spell Critical Damage with Fire, Cold, Acid, Electric, and Force Spells
+2 Caster Level and Maximum Caster level with Fire, Cold, Acid, Electric, and Force Spells
AP Cost
2
Ranks
1
Progression
30
Divine Empowerment Divine Empowerment
+1 DC to your Necromancy and Evocation spells
AP Cost
2
Ranks
1
Progression
30