Spell-Like Abilities
At will—aid, charm monster (DC 17), color spray (DC 14), comprehend languages, continual flame, cure light wounds (DC 14), dancing lights, detect evil, detect thoughts (DC 15), disguise self, dispel magic, hold monster (DC 18), greater invisibility (self only), major image (DC 16), see invisibility, greater teleport (self plus 50 pounds of objects only); 1/day—chain lightning (DC 19), prismatic spray (DC 20), wall of force. Caster level 12th. The save DCs are Charisma-based.
Spells
Ghaeles in humanoid form can cast divine spells as 14th-level clerics. A ghaele has access to two of the following domains: Air, Animal, Chaos, Good, or Plant (plus any others from its deity). The save DCs are Wisdom-based.
Typical Cleric Spells Prepared (6/7/7/6/5/4/4/3; save DC 13 + spell level)
0—cure minor wounds, detect magic, guidance, light, resistance, virtue; 1st—bless, calm animals*, command, divine favor, obscuring mist, sanctuary, shield of faith; 2nd—aid, align weapon, bear’s endurance, hold animal*, lesser restoration, remove paralysis, zone of truth; 3rd—daylight, gaseous form*, prayer, remove curse, searing light, water breathing; 4th—death ward, dismissal, divine power, restoration, summon nature’s ally IV (animal)*; 5th—control winds*, flame strike, raise dead, true seeing; 6th—banishment, blade barrier, chain lightning*, heal; 7th—animal shapes*, holy word, summon monster VII.