Clerics prepare spells according to the class progression. Spell save DCs follow the shared spell rules; Wisdom is the Cleric’s primary spellcasting ability.
| Spell | School | Description |
|---|---|---|
| Protection from Evil | Abjuration | One creature gains a +2 bonus on saves against a named creature’s spells and a +2 Deflection bonus to Deflection AC against it. |
| Shield of Faith | Abjuration | A translucent sigil grants one willing creature a +2 Deflection bonus to Deflection AC against all attacks for 1 minute/CL. |
| Lantern Courier | Conjuration | Summon a Tiny undead ghost to deliver a short spoken message to a creature you know within 1 mile. |
| Create Water | Conjuration | Create up to 10 gallons of clean water in open containers or across an unoccupied space; it is ordinary water and… |
| Detect Magic | Divination | For 10 minutes, sense active spells within 30 feet and learn each aura’s location and school, but not its purpose or… |
| Detect Undead | Divination | For 10 minutes, sense undead within 60 feet and their direction; a thin layer of stone blocks the sense, which does… |
| Bless | Enchantment | Choose up to three willing creatures within range; for 1 minute/CL, each gains +1 on attack rolls and saving throws. |
| Command | Enchantment | Speak a short order to a creature that understands you; on a failed Will save, it spends its next turn obeying if… |
| Guiding Bolt | Evocation | Make a ranged spell attack; on a hit, one creature takes 2d6 holy damage plus 1d6 per 3 caster levels and the next attack against it before your next turn gains +2. |
| Sacred Flame | Evocation | One creature takes 1d8 holy damage, plus 1d8 at caster level 5 and every 5 caster levels thereafter, halved by a Reflex save; cover does not protect it from this light. |
| Disguise Self | Illusion | Alter your clothing, armor, and features for 1 hour; you cannot change body, voice, or size, and a creature… |
| Silent Image | Illusion | Create a visual image no larger than a 15-foot cube for 1 minute; it has no sound or substance, and close study with… |
| Inflict Wounds | Necromancy | Make a melee spell attack against a creature you touch; on a hit, a living target takes 2d8 negative-energy damage plus 1d8 per 3 caster levels, while an undead target regains that many hit points. |
| Cure Light Wounds | Necromancy | Positive energy restores 1d8 + 1d8 per 3 caster levels hit points to one living creature you touch. An undead creature instead takes that amount as positive-energy damage and can make a Will save to take half damage. |
| Cause Fear | Necromancy | One living creature that fails a Will save becomes Shaken for 1 minute and may repeat the save at the end of each turn. |
| Magic Stone | Transmutation | Touch up to three pebbles; for 10 minutes/CL, each can be thrown as a ranged spell attack (60 feet), dealing 1d6 + Wisdom… |
| Feather Fall | Transmutation | Choose up to five falling creatures; for 1 minute their fall slows to 60 feet per round and they take no damage on… |
| Spell | School | Description |
|---|---|---|
| Resist Energy | Abjuration | Choose acid, cold, electric, fire, or sonic damage; the target reduces each instance of that type by 5 for 10… |
| Warding Bond | Abjuration | Link yourself to one willing creature for 10 minutes: it gains a +1 Deflection bonus to Deflection AC and a +1 bonus on saves, while you take half its damage. |
| Misty Step | Conjuration | Teleport yourself to an unoccupied space you can see within 30 feet; this movement does not provoke an Attack of… |
| Lesser Restoration | Conjuration | End Blinded, Deafened, Fatigued, or Sickened, or restore 1d4 temporary ability damage from one score. |
| Read Magic | Divination | For 1 hour, understand the literal meaning of magical writing you can see, including scripts and symbols; hidden… |
| Detect Thoughts | Divination | One creature within 30 feet must pass a Will save or reveal its surface thoughts to you for 1 minute while it… |
| Calm Emotions | Enchantment | Creatures in a 15-foot-radius area must pass a Will save or have Berserk and Shaken suppressed for 1 minute; the… |
| Hold Person | Enchantment | One humanoid that fails a Will save becomes Staggered for 1 round and repeats the save at the end of its turn… |
| Spiritual Weapon | Evocation | Create a floating weapon for 1 minute; on later turns, use a Standard Action to make a ranged spell attack against a creature within 30 feet, dealing 1d8 + Wisdom modifier + 1d8 for every 8 caster levels after 3rd magic damage on a hit. |
| Flame Sphere | Evocation | A 5-foot fire sphere lasts 1 minute; as a Move Action, roll it up to 20 feet, dealing 2d6 fire damage to each creature it passes through, no more than once per turn (Reflex negates). |
| Invisibility | Illusion | A willing creature becomes visually undetectable for 10 minutes and gains Total Concealment; attacking or casting a… |
| Mirror Image | Illusion | Three duplicates orbit you for 1 minute; the first three attacks that would hit have a 50% chance to strike and… |
| Blindness and Deafness | Necromancy | One creature that fails a Fortitude save becomes Blinded or Deafened (your choice) for 1 minute and repeats the save… |
| Gentle Repose | Necromancy | Touch a corpse to prevent it from decaying, becoming undead, or being altered by effects on the dead for 10 days… |
| Cure Moderate Wounds | Necromancy | Positive energy restores 2d8 + 1d8 per 3 caster levels hit points to one living creature you touch. An undead creature instead takes that amount as positive-energy damage and can make a Will save to take half damage. |
| Enhance Ability | Transmutation | Touch one willing creature and choose an ability score; it gains a +2 enhancement bonus to that score for 10 minutes… |
| Heat Metal | Transmutation | Choose one metal item worn or held by a creature within range. For 1 minute, it takes 2d6 fire damage at the start of each of that creature’s turns; the creature can drop a held item, while a creature unable to remove a worn item can halve the damage with a Fortitude save. |
| Spell | School | Description |
|---|---|---|
| Dispel Magic | Abjuration | Choose one creature, object, or 10-foot cube. |
| Magic Circle | Abjuration | A 10-foot-radius ward lasts 10 minutes; allies inside gain +2 on saves against enchantment, and a summoned creature… |
| Create Food and Water | Conjuration | Create simple nourishing food and fresh water sufficient for six people for one day; it appears in containers or on… |
| Remove Disease | Conjuration | Touch a creature to end one disease; if the disease specifies a save DC, succeed on 1d20 + caster level against that… |
| Raise Skeletal Guard | Conjuration | Summon a Medium skeletal guard (AC 15, 30 hit points) for 1 minute; it attacks once each round (+5 to hit, 1d8+2 piercing). |
| Augury | Divination | Ask whether one specific action you plan within 30 minutes will bring good, bad, both, or neither; the GM gives an… |
| Locate Object | Divination | Name an object familiar to you; for 10 minutes, know its direction while it is within 1 mile, unless lead blocks the… |
| Suggestion | Enchantment | Give one creature that understands you a reasonable task completable within 8 hours; on a failed Will save it… |
| Zone of Truth | Enchantment | For 10 minutes, a creature in a 15-foot-radius zone that fails a Will save cannot knowingly speak a lie there… |
| Lightning Bolt | Evocation | A 60-foot-long, 5-foot-wide line deals 1d6 electric damage per caster level to creatures in it, or half on a successful Reflex save. |
| Searing Light | Evocation | Make a ranged spell attack against one creature; on a hit it takes 1d8 holy damage per 2 caster levels (round up), or 1d6 holy damage per caster level if undead. |
| Major Image | Illusion | Create a moving image with sound, smell, and apparent temperature inside a 20-foot cube for 10 minutes; it has no… |
| Blur | Illusion | Your outline shifts for 1 minute/CL, giving attacks against you a 20% miss chance; creatures that see through illusions… |
| Speak with Dead | Necromancy | Ask a corpse up to five questions about events it witnessed in life; it answers truthfully from its knowledge but… |
| Vampiric Touch | Necromancy | Make a melee spell attack; on a hit, a living creature takes 1d6 negative-energy damage per caster level and you regain HP equal to half the damage dealt. |
| Cure Serious Wounds | Necromancy | Positive energy restores 3d8 + 1d8 per 3 caster levels hit points to one living creature you touch. An undead creature instead takes that amount as positive-energy damage and can make a Will save to take half damage. |
| Water Breathing | Transmutation | Up to six willing creatures can breathe underwater as easily as air for 1 hour/CL; this grants no… |
| Stone Shape | Transmutation | Reshape a contiguous stone object or section no larger than a 5-foot cube into a form you choose, including a… |
| Spell | School | Description |
|---|---|---|
| Death Ward | Abjuration | The touched creature ignores the next negative-energy damage or effect that would reduce its maximum hit points; it… |
| Freedom of Movement | Abjuration | For 10 minutes, the touched creature cannot become Grappled or Entangled, and magic cannot reduce its movement… |
| Dimension Door | Conjuration | You and up to three willing creatures touching you teleport to a place you have seen within 500 feet; if any arrival… |
| Stoneskin | Conjuration | One willing creature reduces physical damage from each weapon hit by 5 for 10 minutes; the spell ends after reducing… |
| Restoration | Conjuration | Restore 2d4 temporary and 1 permanent ability damage, divided among the target’s scores. |
| Clairvoyance | Divination | Place an invisible, stationary sensor at a location you know within 1 mile; for 10 minutes, see and hear from its… |
| Locate Creature | Divination | Name a creature you know; for 1 hour, sense its direction while it is within 1 mile, unless running water at least… |
| Charm Monster | Enchantment | One creature that fails a Will save regards you as a trusted acquaintance for 1 hour, but will not attack you unless… |
| Confusion | Enchantment | Up to three creatures in a 20-foot-radius area must pass a Will save or become Berserk for 1 round; they repeat the… |
| Holy Smite | Evocation | Creatures you choose in a 20-foot-radius burst take 1d6 holy damage per caster level (Reflex half); undead instead take 1d8 holy damage per caster level. |
| Wall of Fire | Evocation | Create a 30-foot-long, 10-foot-high flame wall for 1 minute; a creature crossing it takes 2d6 fire damage plus 1d6 per 3 caster levels, while a creature ending its turn adjacent takes 1d6 plus 1d6 per 4 caster levels (Reflex half). |
| Greater Invisibility | Illusion | A willing creature is visually undetectable for 1 round/CL even while attacking or casting, gaining Total Concealment… |
| Hallucinatory Terrain | Illusion | Change the apparent appearance, sound, and smell of natural terrain in a 100-foot cube for 1 day; physical… |
| Blight | Necromancy | One living creature takes 1d6 negative-energy damage per caster level (Fortitude half); plants take double damage, while undead instead regain hit points equal to the damage rolled. |
| Bestow Curse | Necromancy | Make a melee spell attack; on a hit, the creature takes -2 on attack rolls and saves for 1 minute unless it succeeds… |
| Cure Critical Wounds | Necromancy | Positive energy restores 4d8 + 1d8 per 3 caster levels hit points to one living creature you touch. An undead creature instead takes that amount as positive-energy damage and can make a Will save to take half damage. |
| Fly | Transmutation | One willing creature gains a flying speed equal to its base movement speed for 10 minutes; it must land before the… |
| Polymorph | Transmutation | Transform one willing creature into a nonmagical beast of similar size for 10 minutes; it retains HP, mental scores… |
| Spell | School | Description |
|---|---|---|
| Break Enchantment | Abjuration | Touch a creature to end one magical Charmed, Shaken, Sickened, Staggered, or Paralyzed condition; against a… |
| Spell Resistance | Abjuration | A willing creature you touch gains Spell Resistance 12 + your caster level for 1 minute/CL. |
| Wall of Stone | Conjuration | Raise a nonmagical stone wall up to 20 feet long, 10 feet high, and 1 foot thick on a solid surface; it has no… |
| Raise Dead | Conjuration | Touch the remains of a creature that died within a day; it returns at 1 HP, Unconscious and Dying, unless its head… |
| Scrying | Divination | Observe a named or familiar creature on the same plane for 1 minute; it can resist with a Will save, and the sensor… |
| Commune | Divination | Ask up to three yes-or-no questions about events within one day; the GM answers truthfully yes, no, or uncertain… |
| Dominate Person | Enchantment | One humanoid that fails a Will save follows your spoken commands for 1 minute/CL; it may save again… |
| Mass Suggestion | Enchantment | Give the same reasonable instruction to up to six creatures that understand you; each that fails a Will save follows… |
| Flame Strike | Evocation | A 10-foot-radius, 40-foot-high column deals 1d6 damage per caster level, half fire and half holy; a successful Reflex save halves the total. |
| Shatter | Evocation | A 10-foot-radius pulse deals 1d6 sonic damage per caster level to creatures and unattended objects (Fortitude half); fragile nonmagical objects that take damage break. |
| Seeming | Illusion | Up to eight willing creatures appear as different humanoids of similar size for 12 hours; touch reveals the true… |
| Phantasmal Killer | Illusion | One creature that fails a Will save takes 1d6 psychic damage per caster level and becomes Shaken for 1 round; a success halves the damage and negates Shaken. |
| Contagion | Necromancy | Make a melee spell attack against a living creature; on a hit it takes 1d6 poison damage per 2 caster levels (round up) and becomes Sickened for 1 minute, negated by a Fortitude save. |
| Hallow | Necromancy | Consecrate a 20-foot-radius area for 24 hours; undead must pass a Will save to enter, and creatures resting inside… |
| Mass Cure Light Wounds | Necromancy | Choose up to six creatures within range. Positive energy restores 1d8 + 1d8 per 4 caster levels hit points to each living target. Each undead target instead takes that amount as positive-energy damage and can make a Will save to take half damage. |
| Passwall | Transmutation | Open a 5-foot-square passage through up to 10 feet of nonmagical wood, stone, or earth; removed material rests… |
| Transmute Rock | Transmutation | Turn a 20-foot cube of natural stone to mud for 1 minute; a creature that fails a Reflex save becomes Entangled… |
| Spell | School | Description |
|---|---|---|
| Globe of Invulnerability | Abjuration | A stationary 10-foot-radius globe surrounds you for 1 minute; spells of 3rd level or lower cannot enter or affect… |
| Forbiddance | Abjuration | Ward a doorway or 20-foot cube for 24 hours; teleportation across its boundary fails, and only creatures you… |
| Word of Recall | Conjuration | Choose a consecrated sanctuary you have visited; you and up to five willing creatures touching you can teleport… |
| Conjure Grave Sentinel | Conjuration | Summon an undead guardian that shields nearby allies from harm for 1 minute. |
| True Seeing | Divination | For 10 minutes, see invisible creatures, visual illusions, and shape-changed forms within 60 feet as they truly are… |
| Find the Path | Divination | Name a destination you have visited on this plane; for 1 hour, know the shortest walkable route and sense whenever… |
| Geas | Enchantment | Set one clear, non-suicidal task for a creature that understands you; on a failed Will save it is compelled to… |
| Heroism | Enchantment | One willing creature gains a +2 morale bonus on attack rolls, saves, and skill checks for 1 hour/CL… |
| Blade Barrier | Evocation | A 20-foot-long, 10-foot-high wall of blades lasts 1 minute; entering or starting a turn in it deals 1d6 slashing damage per caster level (Reflex half). |
| Sunbeam | Evocation | For 1 minute, fire a 60-foot line of sunlight as a Standard Action each turn; creatures take 4d6 holy damage and become Blinded for 1 round (Fortitude half and negates Blinded). |
| Mislead | Illusion | An illusory double appears within 30 feet as you turn invisible for 1 minute; direct it as a Move Action, but it… |
| Programmed Image | Illusion | Set a visual and audible illusion within a 20-foot cube; it waits up to a day for a creature you specify to enter… |
| Harm | Necromancy | One living creature you touch takes 1d8 damage per caster level (Fortitude half), but this cannot reduce it below 1 HP and has no effect on undead. |
| Circle of Death | Necromancy | Creatures in a 20-foot-radius burst take 1d6 negative-energy damage per caster level (Fortitude half); undead instead regain HP equal to half the damage rolled. |
| Heal | Necromancy | Positive energy restores 6d8 + 1d8 per 3 caster levels + your Wisdom modifier hit points to one living creature you touch, up to its maximum. An undead creature instead takes that amount as positive-energy damage and can make a Will save to take half damage. |
| Mass Cure Moderate Wounds | Necromancy | Choose up to six creatures within range. Positive energy restores 2d8 + 1d8 per 4 caster levels hit points to each living target. Each undead target instead takes that amount as positive-energy damage and can make a Will save to take half damage. |
| Move Earth | Transmutation | Shift a 20-foot cube of loose earth along the ground to a new location within 60 feet; the gradual movement cannot… |
| Flesh to Stone | Transmutation | One creature that fails a Fortitude save becomes rigid and Paralyzed for 1 minute, though still alive; it repeats… |
| Spell | School | Description |
|---|---|---|
| Banishment | Abjuration | One extraplanar creature must pass a Will save or return to its home plane; it cannot return to this location for 24… |
| Spell Turning | Abjuration | For 1 minute/CL, reflect the first spell of 5th level or lower that targets only you back at its caster; it cannot… |
| Greater Teleport | Conjuration | Teleport yourself and up to six willing creatures within 5 feet to a place you have visited anywhere on this plane… |
| Spirit Guardians | Conjuration | A 15-foot ring follows you for 1 minute; the first time each round an enemy enters or starts there, a failed Will save deals 1d8 holy damage per 3 caster levels (round up) and halves its speed until its next turn. |
| Greater Restoration | Conjuration | Restore 4d4 temporary and 1d4 permanent ability damage, divided among the target’s scores. |
| Foresight | Divination | One willing creature you touch cannot be surprised for 1 hour and gains +2 on Reflex saves and initiative checks. |
| Analyze Dweomer | Divination | Study a magic item or active spell within 30 feet for 1 minute to learn its school, caster level, and one principal… |
| Insanity | Enchantment | A creature that fails a Will save is Staggered and cannot take Reactions for 1 minute; it repeats the save at the… |
| Greater Command | Enchantment | Speak a one-word order to up to four creatures that understand you; each that fails a Will save spends its next turn… |
| Fire Storm | Evocation | Choose up to four 10-foot cubes; creatures in each take 1d6 fire damage per caster level (Reflex half), and you may leave safe gaps between the cubes. |
| Chain Lightning | Evocation | A ranged spell attack deals 1d6 electric damage per caster level on a hit; lightning jumps to four more creatures within 30 feet, each taking half the damage rolled by the primary target (Reflex half). |
| Project Image | Illusion | Create a visible duplicate of yourself within 1 mile for 1 minute; see and speak from its space, but your spells… |
| Veil | Illusion | Change the appearance of up to ten willing creatures for 1 hour; a creature that touches or closely examines a… |
| Finger of Death | Necromancy | Make a ranged spell attack; on a hit, one living creature takes 1d6 negative-energy damage per caster level (Fortitude half). Reaching 0 HP makes it Unconscious and Dying as normal. |
| Resurrection | Necromancy | Touch the remains of a creature dead no longer than one week; if its soul is willing and its head and heart remain… |
| Mass Cure Serious Wounds | Necromancy | Choose up to six creatures within range. Positive energy restores 3d8 + 1d8 per 4 caster levels hit points to each living target. Each undead target instead takes that amount as positive-energy damage and can make a Will save to take half damage. |
| Regenerate Limb | Transmutation | Over 1 minute, restore one severed hand, foot, or ear of a living creature you touch; it must remain above 0 HP for… |
| Telekinesis | Transmutation | Move an unattended object weighing up to 500 pounds up to 60 feet as a Standard Action for 1 minute; instead, make a ranged spell attack with it for 1d6 blunt damage per caster level, ending the spell. |
| Spell | School | Description |
|---|---|---|
| Mind Blank | Abjuration | The touched creature is immune to magical detection of its thoughts, alignment, or location and to enchantment… |
| Holy Aura | Abjuration | For 1 minute/CL, you and willing allies within 20 feet gain a +2 Deflection bonus to Deflection AC and +2 on saves against hostile spells. |
| Planar Passage | Conjuration | Open a 10-foot doorway to a location on another plane you have visited; it remains for 1 minute or until eight… |
| Regenerate | Conjuration | One living creature you touch regains 4d8 HP, then 2 HP at the start of each of its turns for 1 minute; it cannot… |
| Discern Location | Divination | Name a known creature or object to learn its exact location, plane, and distance despite barriers or lesser… |
| Moment of Prescience | Divination | Gain a one-use +10 bonus to an attack roll, save, ability check, or initiative check within 1 hour; choose to use it… |
| Antipathy | Enchantment | Creatures of a type or a named individual you choose must pass a Will save or become Shaken and move away while they… |
| Sympathy | Enchantment | Creatures you designate that see a chosen creature or object must pass a Will save or spend their next turn moving… |
| Earthquake | Evocation | The ground in a 60-foot radius shakes for 1 minute; a failed Reflex save knocks creatures Prone, movement costs… |
| Sunburst | Evocation | A 30-foot-radius flash deals 1d6 holy damage per caster level (Fortitude half); a creature that fails is also Blinded for 1 minute and saves again at each turn’s end. |
| Screen | Illusion | For 24 hours, conceal a 30-foot cube from divination and remote viewing; choose what it appears and sounds like from… |
| Scintillating Pattern | Illusion | Colorful lights fill a 20-foot-radius area for 1 round; creatures that fail a Will save become Dazed for 1 round… |
| Horrid Wilting | Necromancy | Up to six living creatures take 1d6 corrupt damage per caster level (Fortitude half); plants and water-based creatures take 1d6 additional damage per 4 caster levels. |
| Mass Cure Critical Wounds | Necromancy | Choose up to six creatures within range. Positive energy restores 4d8 + 1d8 per 4 caster levels hit points to each living target. Each undead target instead takes that amount as positive-energy damage and can make a Will save to take half damage. |
| Clone | Necromancy | Create a dormant duplicate from a willing creature’s blood or hair; if that creature dies within a year, its willing… |
| Control Weather | Transmutation | Gradually change natural weather in a 1-mile radius to clear, cloud, rain, snow, or wind over 10 minutes; the chosen… |
| Iron Body | Transmutation | For 1 minute/CL, gain a +4 Enhancement bonus to Natural Armor AC and +4 on saves against poison; your speed is halved and you cannot swim. |
| Spell | School | Description |
|---|---|---|
| Antimagic Field | Abjuration | A 10-foot-radius field follows you for 1 minute; spells of 4th level or lower are suppressed inside and cannot cross… |
| Prismatic Ward | Abjuration | A 20-foot wall of layered light blocks movement for 1 minute; the first creature touching it each round takes 6d6 damage, split evenly among fire, cold, and electric (Reflex half). |
| Gate | Conjuration | Open a 20-foot portal to a place on another plane you have visited; it lasts 1 minute/CL, allows… |
| Sanctuary Refuge | Conjuration | You and up to ten willing creatures within 30 feet vanish to a refuge for up to 8 hours; you can return to your… |
| Summon Deathless Champion | Conjuration | Summon a Large undead champion (AC 19, 150 hit points) for 1 minute; it attacks twice each round (+12 to hit, 2d10+6 slashing). |
| Foresight Eternal | Divination | Choose up to six willing creatures you see; for 1 hour they cannot be surprised and each gains +4 on its first… |
| Oracle’s Revelation | Divination | Ask one question about a named person, place, or event; the GM gives a truthful answer of up to three sentences, but… |
| Mass Hold | Enchantment | Choose up to six creatures; each that fails a Will save becomes Staggered for 1 minute and repeats the save at the… |
| Final Word | Enchantment | A creature that fails a Will save cannot attack or cast harmful spells for 1 minute; the effect ends if you or an… |
| Storm of Vengeance | Evocation | A 60-foot-radius storm follows a point for 1 minute; at the start of each of your turns, creatures inside take 1d6 electric damage per 6 caster levels (round up; Reflex half), and the area is heavily obscured and difficult terrain. |
| Radiant Lance | Evocation | Make a ranged spell attack against one creature; on a hit it takes 2d6 holy damage per caster level, and if reduced to 0 HP by this spell it is stable rather than Dying. |
| Weird | Illusion | Up to six creatures that fail a Will save take 1d6 psychic damage per caster level and become Shaken for 1 minute; success halves damage and prevents the condition. |
| Mass Invisibility | Illusion | Up to ten willing creatures gain Total Concealment against sight for 10 minutes; each becomes visible immediately… |
| Soul Cage | Necromancy | When a creature within 60 feet dies, trap its spirit in a visible crystal for 24 hours; ask it six questions… |
| True Resurrection | Necromancy | Touch remains or speak the name of a creature dead within a year; if its soul is willing, it returns at full HP in… |
| Mass Heal | Necromancy | Choose up to ten creatures within range. Positive energy restores 10d8 + 1d8 per 4 caster levels + your Wisdom modifier hit points to each living target, up to its maximum. Each undead target instead takes that amount as positive-energy damage and can make a Will save to take half damage. |
| Shapechange | Transmutation | For 1 hour, take the form of a beast or humanoid you have seen, within one size category of your own; retain ability… |
| Time Stop | Transmutation | Take three consecutive turns during which other creatures cannot perceive or affect you and you cannot affect them… |