Having mastered the basic techniques in this field of magic, you are able to cast more advanced spells. If you create any Elder Sorceryspells of your own, they get added to this list. However, just because you "know" how to cast these spells, doesn't mean you are always prepared to. Although all mage classes grant their own elder sorcery and rotator spells, you may only have a maximum of 2 × (MR - 1) of these spells rotated into your spell list at any given time across all classes. MR refers to the number of ranks you have in mage classes. During a long rest, you can "rotate" which spells you have prepared.
The rotator spells automatically available to you are Blessing, Crown of Light, Glow of Healing, Rebirth, and Ward.
Choose 1 ability from your deity's domains chart. You may bless 1 target with this ability.Heightened:For each additional MP spent, you may target 1 additional creature.If proficient:You may choose 2 × P abilities from your deity's domains chart and bless 2 × P targets with 1 of them.If fluent:You may choose 2 × F abilities from your deity's domains chart and bless 2 × F targets with 2 of them.
End condition:At the end of each of the target's turns, they roll 2d4. If either of these dice roll a 4, this effect ends.On critical hit:The target automatically fails the first 2d4 roll.On hit:Target is lighted.Heightened:For each additional MP spent, deal an additional 1d4magicholy damageas well.
End condition:At the end of each of the target's turns, they roll 2d4. If either of these dice roll a 4, this effect ends.On fail:Target is lighted.Heightened:For each additional MP spent, You automatically fail the first 2d4 roll.
On hit:Target is no longer poisoned and is healed at the start of your next turn.Heightened:For each additional MP spent, target is healed again at the start of your next turn.
Make an herbalist check. The GM determines the difficulty based on the severity of the illness. The GM may also require you to have access to specific ingredients or tools or put other conditions in place. If the illness is mental in nature, then Cure Illness acts as a mental effect.On fail:The target is not cured, but the illness does not worsen for the duration of Healing Touch. You may cast Cure Illness again to keep the disease from progressing, but you may not attempt the check again.On success:The target is cured of the illness.Heightened:For each additional MP spent, The DC of the check is reduced by 1.If proficient:You are adept at Cure Illness. Before you make the check, you may spend 1 additional MP to know the DC if it is less than your total level. You may also add your proficiency bonus to the herbalist check regardless of whether or not you are proficient in herbalist.
Requirements:Target is undead or has died within the last 10 minutes.
On hit:If target is dead, they are brought back to life. If they had less than 1 HP, they have 1 HP. If they had less than 1 MP, they have 1 MP. Otherwise, their HP and MP do not change. If target is undead, you can choose to have them be healed for Damage.Heightened:For each additional MP spent, target can have been dead for an additional 10 minutes. If target is undead, they are healed an additional time.If proficient:If target is undead, they are healed for Damage P times.If fluent:If target is undead, they are healed for Damage F times.