| | Healing |  | You cast healing spells at +1 caster 
level. |  | Niveau 1: | Cure Light Wounds: Cures 1d8 damage +1/level (max +5). |  | Niveau 2: | Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10). |  | Niveau 3: | Cure Serious Wounds: Cures 3d8 damage +1/level (max +15). |  | Niveau 4: | Cure Critical Wounds: Cures 4d8 damage +1/level (max +20). |  | Niveau 5: | Cure Light Wounds, Mass: Cures 1d8 damage +1/level (max +25) for many creatures. |  | Niveau 6: | Heal: Cures 10 points/level of damage, all diseases and mental conditions. |  | Niveau 7: | Regenerate: Subject’s severed limbs grow back, cures 4d8 damage +1/level (max +35). |  | Niveau 8: | Cure Critical Wounds, Mass: Cures 4d8 damage +1/level (max +40) for many creatures. |  | Niveau 9: | Heal, Mass: As heal, but with several subjects. |  | Source: | Player's Handook | 
 
 | | Protection |  | You can generate a protective ward as a 
supernatural ability. Grant someone you 
touch a resistance bonus equal to your 
cleric level on his or her next saving 
throw. Activating this power is a 
standard action. The protective ward is 
an abjuration effect with a duration of 
1 hour that is usable once per day. |  | Niveau 1: | Sanctuary: Opponents can’t attack you, and you can’t attack. |  | Niveau 2: | Shield Other: You take half of subject’s damage. |  | Niveau 3: | Protection from Energy: Absorb 12 points/level of damage from one kind of energy. |  | Niveau 4: | Spell Immunity: Subject is immune to one spell per four levels. |  | Niveau 5: | Spell Resistance: Subject gains SR 12 + level. |  | Niveau 6: | Antimagic Field: Negates magic within 10 ft. |  | Niveau 7: | Repulsion: Creatures can’t approach you. |  | Niveau 8: | Mind Blank: Subject is immune to mental/emotional magic and scrying. |  | Niveau 9: | Prismatic Sphere: As prismatic wall, but surrounds on all sides. |  | Source: | Player's Handook | 
 
 | 
| | Travel |  | For a total time per day of 1 round per 
cleric level you possess, you can act 
normally regardless of magical effects 
that impede movement as if you were 
affected by the spell freedom of 
movement. This effect occurs 
automatically as soon as it applies, 
lasts until it runs out or is no longer 
needed, and can operate multiple times 
per day (up to the total daily limit of 
rounds).
This granted power is a supernatural 
ability. Add Survival to your list of 
cleric class skills. |  | Niveau 1: | Longstrider: Increases your speed. |  | Niveau 2: | Locate Object: Senses direction toward object (specific or type). |  | Niveau 3: | Fly: Subject flies at speed of 60 ft. |  | Niveau 4: | Dimension Door: Teleports you short distance. |  | Niveau 5: | Teleport: Instantly transports you as far as 100 miles/level. |  | Niveau 6: | Find the Path: Shows most direct way to a location. |  | Niveau 7: | Teleport, Greater: As teleport, but no range limit and no off-target arrival. |  | Niveau 8: | Phase Door: Creates an invisible passage through wood or stone. |  | Niveau 9: | Astral Projection: Projects you and companions onto Astral Plane. |  | Source: | Player's Handook | 
 
 | | Water |  | Turn or destroy fire creatures as a 
good cleric turns undead. Rebuke, 
command, or bolster water creatures as 
an evil cleric rebukes undead. Use 
these abilities a total number of times 
per day equal to 3 + your Charisma 
modifier. This granted power is a 
supernatural ability. |  | Niveau 1: | Obscuring Mist: Fog surrounds you. |  | Niveau 2: | Fog Cloud: Fog obscures vision. |  | Niveau 3: | Water Breathing: Subjects can breathe underwater. |  | Niveau 4: | Control Water: Raises or lowers bodies of water. |  | Niveau 5: | Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across. |  | Niveau 6: | Cone of Cold: 1d6/level cold damage. |  | Niveau 7: | Acid Fog: Fog deals acid damage. |  | Niveau 8: | Horrid Wilting: Deals 1d6/level damage within 30 ft. |  | Niveau 9: | Elemental Swarm: Summons multiple elementals. Cast as a water spell only. |  | Source: | Player's Handook | 
 
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