Lv 4 Cleric Spells


 * Air Walk: Subject treads on air as if solid (climb at 45-degree angle).
 * Control Water: Raises or lowers bodies of water.
 * Cure Critical Wounds: Cures 4d8 damage +1/level (max +20).
 * Death Ward: Grants immunity to death spells and negative energy effects.
 * Dimensional Anchor: Bars extradimensional movement.
 * Discern Lies: Reveals deliberate falsehoods.
 * Dismissal: Forces a creature to return to native plane.
 * Divination: Provides useful advice for specific proposed actions.
 * Divine Power: You gain attack bonus, +6 to Str, and 1 hp/level.
 * Freedom of Movement: Subject moves normally despite impediments.
 * Giant Vermin: Turns centipedes, scorpions, or spiders into giant vermin.
 * Imbue with Spell Ability: Transfer spells to subject.
 * Inflict Critical Wounds: Touch attack, 4d8 damage +1/level (max +20).
 * Magic Weapon, Greater: +1 bonus/four levels (max +5).
 * Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
 * Planar Ally, Lesser: Exchange services with a 6 HD extraplanar creature.
 * Poison: Touch deals 1d10 Con damage, repeats in 1 min.
 * Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away.
 * Restoration: Restores level and ability score drains.
 * Sending: Delivers short message anywhere, instantly.
 * Spell Immunity: Subject is immune to one spell per four levels.
 * Summon Monster IV: Calls extraplanar creature to fight for you.
 * Tongues: Speak any language.