Divine Power
The caster gains the following bonuses: 1 extra Hit Point per caster level, Strength is raised to 18 (if their strength is already 18 or higher, it is not raised further), and base attack bonus improves to that of a Fighter of the same level.
| School | Evocation (opposed by Conjuration) |
| Spell level | Cleric 4 |
| Range | Personal - 0 metres, or 2.25 when aimed at another creature |
| Components | Verbal and somatic |
| Can be aimed at | yourself or an item |
| Concentration | Casting can be disrupted by damage |
| Area of Effect / Target | Caster |
| Duration | 1 Round / Level |
| Save | Harmless |
| Spell Resistance | None |
| Metamagic allowed | Extend, Quicken, Silent, Still |
How it works
- It also grants temporary hit points equal to your caster level.
- It lasts one round per caster level, and Extend doubles that. On a hired henchman it lasts turns instead of rounds.
- Casting it again clears the earlier one rather than stacking with it.
Where it comes from
Cleric domain: Strength (level 3).
See also
- Magic - save DCs, saving throws and when you cannot cast
- Spells
- Classes