Divine Power
The caster fights like a Fighter of the same character level. The caster's attack bonus is raised to a Fighter's base attack bonus, and the caster gains the extra attacks per round a Fighter of that level has. The attack bonus is a spell bonus: it counts toward the +20 attack bonus cap and does not change the caster's base attack bonus. While the spell lasts, melee attack rolls use the Wisdom modifier instead of Strength or Dexterity, if Wisdom is higher. Damage is not affected. The caster also gains 1 temporary Hit Point per caster level. Casting the spell again replaces the previous one.
| School | Evocation (opposed by Conjuration) |
| Spell level | Cleric 4 |
| Range | Personal (0 m; 2.25 m when aimed at another creature) |
| Components | Verbal and somatic |
| Can be aimed at | yourself or an item |
| Concentration | Damage can interrupt the casting |
| Area of Effect / Target | Caster |
| Duration | 1 round (6 seconds) per caster level. On a hired henchman: 1 turn (1 minute) per caster level. Extend doubles either. |
| Save | Harmless |
| Spell Resistance | None |
| Metamagic allowed | Extend, Quicken, Silent, Still |
How it works
- The attack bonus is the difference between your base attack bonus and a Fighter's at your character level: your level up to 20, plus 1 for every 2 levels above 20, rounded up. It is worked out from your character level, not your caster level.
- The extra attacks bring you up to the attacks per round a Fighter of your level gets from base attack bonus. A Cleric 20, at base attack bonus +15, gets +5 attack bonus and 1 extra attack.
- The attack bonus counts toward the +20 cap on attack bonus from gear and spells. If you are already at the cap, it adds nothing; the extra attacks still apply.
- Unarmed attacks count as melee for the Wisdom modifier. Ranged attacks keep Dexterity, or Wisdom through Zen Archery.
Where it comes from
Cleric domain: Strength (level 3).
See also
- Magic - save DCs, saving throws and when you cannot cast
- Spells
- Classes
