Divine spellcasters prepare their
spells in largely the same manner as wizards do, but with a few differences. The relevant ability for
divine spells is Wisdom. To prepare a
divine spell, a character must have a Wisdom score of 10 + the spell's level. Likewise, bonus spells are based on Wisdom.
Time of Day: A divine spellcaster chooses
and prepares
spells ahead of time, just as a
wizard does. However, a divine spellcaster does not require a period of rest to prepare
spells. Instead, the character chooses a particular part of the day to pray
and receive
spells. The time is usually associated with some daily event. If some event prevents a character from praying at the proper time, he must do so as soon as possible. If the character does not stop to pray for
spells at the first opportunity, he must wait until the next day to prepare
spells.
Spell Selection and Preparation: A divine spellcaster selects
and prepares
spells ahead of time through
prayer and meditation at a particular
time of day. The time required to prepare
spells is the same as it is for a
wizard (1 hour), as is the requirement for a relatively peaceful environment. A divine spellcaster does not have to prepare all his
spells at once. However, the character's mind is considered fresh only during his or her first daily spell preparation, so a divine spellcaster cannot fill a slot that is empty because he or she has cast a spell or abandoned a previously prepared spell.
Divine spellcasters do not require spellbooks. However, such a character's spell selection is limited to the
spells on the list for his or her class. Clerics, druids, paladins,
and rangers have separate
spell lists. A
cleric also has access to two domains determined during his character creation. Each domain gives him access to a domain spell at each
spell level from 1st to 9th, as well as a special granted power. With access to two domain
spells at each
spell level-one from each of his two domains-a
cleric must prepare, as an extra domain spell, one or the other each day for each level of spell he can cast. If a domain spell is not on the
cleric spell list, it can be prepared only in a domain
spell slot.
Spell Slots: The character class tables show how many
spells of each level a character can cast per day.
These openings for daily
spells are called
spell slots. A spellcaster always has the option to fill a higher-level
spell slot with a lower level spell. A spellcaster who lacks a high enough ability score to cast
spells that would otherwise be his or her due still gets the slots but must fill them with
spells of lower level.
Recent Casting Limit: As with
arcane spells, at the time of preparation any spells cast within the previous 8 hours count against the number of spells that can be prepared.
Spontaneous Casting of
Cure
and
Inflict
Spells: A good
cleric (or a
cleric of a good deity) can spontaneously cast a
cure spell in place of a prepared
spell of the same level or higher, but not in place of a domain
spell. An evil
cleric (or a
cleric of an evil deity) can spontaneously cast an
inflict spell in place of a prepared
spell (one that is not a domain
spell) of the same level or higher. Each neutral
cleric of a neutral deity either spontaneously casts
cure spells like a good
cleric or
inflict spells like an evil one, depending on which option the player chooses when creating the character. The divine energy of the spell that the
cure or
inflict spell substitutes for is converted into the
cure or
inflict spell as if that
spell had been prepared all along.
Spontaneous Casting of
Summon Nature's Ally
Spells: A
druid can spontaneously cast a
summon nature's ally spell in place of a prepared
spell of the same level or higher. The divine energy of the
spell that the
summon nature's ally spell substitutes for is converted into the
summon spell as if that
spell had been prepared all along.
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