Call on your deity to repel undead. Roll+Wis to determine effectiveness.
Spend time in prayer to regain and prepare spells.
Cast spells granted by your deity. On a 7-9, you face a drawback like unwelcome attention or revoked spells.
Petition your deity for a boon or knowledge related to their domain.
Choose your deity's domain and precept, which grant unique benefits and shape your actions.
Choose one spell. You are granted that spell as if it was one level lower.
When you heal someone, they take +2 forward to their damage.
When someone takes their last breath in your presence, they take +1 to the roll.
When you cast a spell, you ignore the first -1 penalty from ongoing spells.
Cure Light Wounds is a rote for you, and therefore doesn’t count against your limit of granted spells.
When you cast a spell, on a 10+ you have the option of choosing from the 7–9 list. If you do, you may choose one of these effects as well: The spell’s effects are doubled or the spell’s targets are doubled.
When you Commune, you get 1 hold and lose any hold you already had. Spend that hold when you or an ally takes damage to call on your deity. They intervene with an appropriate manifestation (a sudden gust of wind, a lucky slip, a burst of light) and negate the damage.
When you take damage and embrace the pain, you may take +1d4 damage (ignoring armor). If you do, take +1 forward to cast a spell.
When you sacrifice something of value to your deity and pray for guidance, your deity tells you what it would have you do. If you do it, mark experience.
When you wear no armor or shield, you get 2 armor.
When you heal someone else of damage, add your level to the amount of damage healed.