Cleric Spells
0-Level Cleric Spells (Orisons)
- Amanuensis: Copy nonmagical text.
- Create Water: Creates 2 gallons/level of pure water.
- Cure Minor Wounds: Cures 1 point of damage.
- Detect Magic: Detects spells and magic items within 60 ft.
- Detect Poison: Detects poison in one creature or object.
- Guidance: +1 on one attack roll, saving throw, or skill check.
- Inflict Minor Wounds: Touch attack, 1 point of damage.
- Light: Object shines like a torch.
- Mending: Makes minor repairs on an object.
- No Light: Prevents normal light from illuminating.
- Preserve Organ: Protects one detached organ from decay for 24 hours.
- Purify Food and Drink: Purifies 1 cu. ft./level of food or water.
- Read Magic: Read scrolls and spellbooks.
- Resistance: Subject gains +1 on saving throws.
- Slash Tongue: Subject takes -1 penalty on attacks, saves and checks for 1 round.
- Virtue: Subject gains 1 temporary hp.
1st-Level Cleric Spells
- Angry Ache: Subject takes -2 on attack rolls.
- Anarchic Water: Bless water to cause damage against Lawful Outsiders
- Axiomatic Water: Bless water to cause damage against Chaotic Outsiders
- Bane: Enemies take -1 on attack rolls and saves against fear.
- Blade of Blood: Weapon deals +1d6 damage, or +3d6 if you take 5 points of damage
- Bless: Allies gain +1 on attack rolls and saves against fear.
- Bless Water: Makes holy water.
- Blessed Aim: +2 bonus for allies’ ranged attacks.
- Blood Wind: Subject uses natural weapon at range.
- Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
- Cold Fire: Fire becomes blue and white, emits cold.
- Command: One subject obeys selected command for 1 round.
- Comprehend Languages: You understand all spoken and written languages.
- Conviction: Subject gains +2 or higher save bonus.
- Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
- Curse Water: Makes unholy water.
- Deathwatch: Reveals how near death subjects within 30 ft. are.
- Delay Disease: Ravages of disease staved off for a day.
- Detect Chaos/Evil/Good/Law: Reveals creatures, spells, or objects of selected alignment.
- Detect Undead: Reveals undead within 60 ft.
- Dispel Ward: As dispel magic, but affects only wards.
- Divine Favor: You gain +1 per three levels on attack and damage rolls.
- Doom: One subject takes -2 on attack rolls, saves, and checks.
- Drug Resistance: Subject is immune to addiction.
- Ebon Eyes: Subject can see through magical darkness.
- Endure Elements: Exist comfortably in hot or cold environments.
- Entropic Shield: Ranged attacks against you have 20% miss chance.
- Extract Drug: Creates drug from inanimate object.
- Eyes of the Avoral: Subject gets +8 on Spot checks.
- Faith Healing: Cures 8 hp +1/level (Max +5) to worshiper of your deity.
- Foundation of Stone: +2 AC, +4 bonus to resist bull rush and trip attacks.
- Grave Strike: You can sneak attack undead for 1 round.
- Guiding Light: +2 on ranged attacks against creatures in illuminated area.
- Healthful Rest: Subjects heal at twice the normal rate.
- Heartache: Subject is helpless for 1 round.
- Hide from Undead: Undead can’t perceive one subject/level.
- Ice Gauntlet: A spiked gauntlet of ice forms around your fist.
- Incite: Subjects can't ready actions or delay.
- Inhibit: Subject delays until next round.
- Inflict Light Wounds: Touch deals 1d8 damage +1/level (max +5).
- Ironguts: Subject gains +5 bonus on saving throws against poison.
- Invest Light Protection: Heal 1d4 damage +1/2 levels, grant DR 1/evil.
- Light of Lunia: You radiate silvery light, which you can expend as 2 bolts that deal 1d6 damage.
- Lantern Light: Ranged touch attacks deal 1d6 points of damage.
- Magic Stone: Three stones gain +1 on attack, deal 1d6 +1 damage.
- Magic Weapon: Weapon gains +1 bonus.
- Moon Lust: Subject obsesses about moon, is fascinated or dazzled.
- Nightshield: You gain resistance bonus on saves, and spell absorbs magic missile damage.
- Nimbus of Light: Light illuminates you until released as an attack.
- Obscuring Mist: Fog surrounds you.
- Omen of Peril: You know how dangerous the future will be.
- Portal Beacon: You grant others knowledge of a magic portal's location.
- Protection from Chaos/Evil/Good/Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
- Ray of Hope: Subject gains +2 bonus on attacks, saves, and checks.
- Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.
- Resist Planar Alignment: Subject can resist penalties for being of an opposed alignment on an aligned Outer Plane.
- Resurgence: You grant subject a second chance at a saving throw.
- Sanctuary: Opponents can’t attack you, and you can’t attack.
- Shield of Faith: Aura grants +2 or higher deflection bonus.
- Sign: You gain +4 bonus on next initiative check.
- Slow Consumption: Caster absorbs health and sustenance from helpless subject.
- Snowshoes: Subject walks easily on ice and snow.
- Sorrow: Subject takes -3 penalty on attacks, saves, and checks.
- Spell Flower: Hold the charge on one touch spell per forelimb.
- Spider Hand: Caster's hand becomes a small monstrous spider.
- Stupor: One helpless subject is put in a state that allows him to be moved but take no other actions.
- Summon Monster I: Calls extraplanar creature to fight for you.
- Summon Undead I: Summons undead to fight for you.
- Tongue of Baalzebul: Caster gains +2 bonus on Bluff, Diplomacy, and Gather Information checks.
- Updraft: Column of wind lifts you aloft.
- Vigor, Lesser: Creature heals 1 hp/round (max 15 rounds).
- Vision of Glory: Subject gains morale bonus equal to your Cha modifier to one saving throw.
- Vision of Heaven: Evil creature is dazed for 1 round.
- Wings of the Sea: +30ft to subject's swim speed.
2nd-Level Cleric Spells
- Addiction: Subject becomes addicted to a drug.
- Aid: +1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10).
- Align Weapon: Weapon becomes good, evil, lawful, or chaotic.
- Animalistic Power: Subject gains +2 bonus to Str, Dex, and Con.
- Augury: Learns whether an action will be good or bad.
- Avoid Planar Effects Avoid the dangerous effects of the planes.
- Aura Against Flame Energy Resistance 10 vs Fire
- Balor Nimbus: Your flaming body damages foes in grapple.
- Bear’s Endurance: Subject gains +4 to Con for 1 min./level.
- Black Karma Curse: Subject damages self with melee attack.
- Blade Brothers: Use higher saving throw result between two creatures, but both suffer effects if the saves fail.
- Body Blades: You gain spikes, harm grapplers.
- Boneblast: Target takes 1d3 Con damage.
- Brambles: Wooden weapon grows spikes that deal +1 damage/level (max +10)
- Bull’s Strength: Subject gains +4 to Str for 1 min./level.
- Calm Emotions: Calms creatures, negating emotion effects.
- Close Wounds: Cure 1d4 +1/level, even on another's turn.
- Cloud of Knives: Release one knife/round, 1d6 damaeg +1/3 levels (max +5).
- Consecrate: Fills area with positive energy, making undead weaker.
- Curse of Ill Fortune: Subject takes -3 penalty on attacks, checks, and saves.
- Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).
- Dance of Ruin: Nondemons take 2d20 points of damage.
- Dark Way: Creates temporary unbreakable bridge supporting up to 200 lb./level.
- Darkness: 20-ft. radius of supernatural shadow.
- Death Knell: Kills dying creature; you gain 1d8 temporary hp, +2 to Str, and +1 level.
- Deific Vengeance: Deity's punishment deals 1d6 damage/2 levels (max 5d6).
- Delay Poison: Stops poison from harming subject for 1 hour/level.
- Desecrate: Fills area with negative energy, making undead stronger.
- Divine Insight: You gain insight bonus of 5 + caster level on one single skill check.
- Divine Interdiction: Turn/rebuke attempts fail within the area.
- Divine Protection: Allies gain +1 to AC, saves.
- Eagle’s Splendor: Subject gains +4 to Cha for 1 min./level.
- Ease Pain: Remove lingering effects of pain.
- Elation: Allies gain +2 to Strength and Dexterity, +5 ft of speed.
- Energized Shield, Lesser: Shield provides user resistance 5, shield bash deals +1d6 damage.
- Enthrall: Captivates all within 100 ft. + 10 ft./level.
- Estanna's Stew: Conjures stew that heals 1d6+1 per serving.
- Extend Tentacles: +5 ft to reach of tentacle attack.
- Find Traps: Notice traps as a rogue does.
- Frost Breath: Icy breath deals 1d4 damage/2 levels.
- Fuse Arms: Multiple arms/tentacles become one pair of stronger limbs.
- Gentle Repose: Preserves one corpse.
- Ghost Touch Armor: Armor works normally against incorporeal attacks.
- Hand of Divinity: Gives +2 sacred or profane bonus to worshiper of your deity.
- Healing Lorecall: If you have 5 or more ranks in Heal, you can remove harmful conditions with conjuration (healing) spells.
- Hold Person: Paralyzes one humanoid for 1 round/level.
- Infernal Wound: Weapon deals persistent, bleeding wounds.
- Inflict Moderate Wounds: Touch attack, 2d8 damage +1/level (max +10).
- Inky Cloud: Obscures sight underwater beyond 5 ft.
- Insight of Good Fortune: Subject rolls twice, takes best result.
- Iron Silence: Armor touched has no armor check penalty on Hide and Move Silently checks for 1 hour/level.
- Lastai's Caress: Intense feelings of good leave evil subject cowering, frightened, nauseated, or shaken.
- Light of Mercuria: You radiate golden light which you can expend as 2 bolts that deal 1d6 damage, 2d6 against undead and evil outsiders.
- Living Undeath: Subject becomes immune to extra damage from critical hits and sneak attacks.
- Make Whole: Repairs an object.
- Mark of Judgement: Creatures that attack subject heal 2 points of damage each successful hit.
- Mark of the Outcast: Subject takes -5 penalty on Bluff and Diplomacy checks and -2 penalty to AC.
- Master's Insight: Subject gains immediate +4 bonus on a skill check.
- Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level.
- Protection from Negative Energy: Ignore 10 points of negative energy damage per attack.
- Protection from Positive Energy: Ignore 10 points of positive energy per attack.
- Quick March: Allies' speed increases by 30 ft. for 1 round.
- Remove Addiction: Cures target of drug addictions.
- Remove Paralysis: Frees one or more creatures from paralysis or slow effect.
- Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.
- Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.
- Sap Strength: Subject becomes exhausted.
- Share Talents: Subjects gain +2 bonus on skill checks.
- Shatter: Sonic vibration damages objects or crystalline creatures.
- Shield Other: You take half of subject’s damage.
- Shroud of Undeath: Negative energy shroud makes undead perceive you as undead.
- Silence: Negates sound in 20-ft. radius.
- Sound Burst: Deals 1d8 sonic damage to subjects; may stun them.
- Spawn Screen: Subject resists being transformed into an undead spawn if slain.
- Spell Immunity, Lesser: As spell immunity, but only 1st and 2nd level spells.
- Spider Legs: Caster grows long spider legs that have a speed of 30 feet and move on vertical surfaces.
- Spiritual Weapon: Magic weapon attacks on its own.
- Spores of the Vrock: All within 5 ft take 1d8 damage and 1d2 damage each round thereafter for 10 rounds.
- Stabilize: Cures 1 poitn of damage to all creatures in area.
- Status: Monitors condition, position of allies.
- Stay the Hand: Change subject creature's attitude to helpful for 1 round.
- Stone Bones: Corporeal undead gains +3 natural armor bonus.
- Stretch Weapon: Melee weapon gains 5 ft of reach for one attack.
- Substitute Domain: Temporarily swap one domain for another your deity offers.
- Summon Elysian Thrush: Summons an Elysian thrush, which accelerates natural healing.
- Summon Monster II: Calls extraplanar creature to fight for you.
- Summon Undead II: Summons undead to fight for you.
- Undetectable Alignment: Conceals alignment for 24 hours.
- Veil of Shadow: Darkness grants you concealment.
- Wave of Grief: All within cone take -3 penalty on attacks, saves, and checks.
- Wither Limb, Lesser: Caster reduces subject's speed to 5 ft, or makes it impossible for subject to use objects or cast somatic spells.
- Zone of Truth: Subjects within range cannot lie.
3rd-Level Cleric Spells
- Anarchic Storm AoE Damaging Rain to Lawful Creatures
- Aid, Mass As Aid, for many
- Air Breathing Allow water breathing creatures to live on air.
- Align Weapon, Mass Grant alignment qualities to many weapons
- Alter Fortune: Cause one creature to reroll any die roll.
- Anarchic Storm: Chaotic-aligned rain falls in 20-ft. radius.
- Animate Dead: Creates undead skeletons and zombies.
- Antidragon Aura: Bestowed buff grants many bonuses against dragonkind
- Anyspell: Allows preparation of any arcane spell up to 2nd level
- Attune Form: Eliminates dangerous Planar effects
- Awaken Sin: Unleashes nonlethal Castigation upon target
- Axiomatic Storm: AoE Damaging Rain to Chaotic Creatures
- Bestow Curse: -6 to an ability score; -4 on attack rolls, saves, and checks; or 50% chance of losing each action.
- Blade of Pain and Fear: Creates blade of gnashing teeth.
- Blessed Sight: Evil auras become visible to you.
- Blindness/Deafness: Makes subject blinded or deafened.
- Blindsight: Subject gains blindsight 30 ft. for 1 minute/level.
- Boneblade: Turns a bone into a magic weapon.
- Chain of Eyes: See through another creature's eyes.
- Channeled Divine Shield: Gain DR, amount based on casting time.
- Checkmate's Light: Your weapon becomes a +1 axiomatic weapon and bolsters the morale of allies.
- Circle Dance: Indicates direction to known individual.
- Circle of Nausea: Foes are denied all actions, or take -2 penalty on attacks, saving throws and skill checks.
- Cloak of Bravery: You and your allies gain a bonus on saves against fear.
- Clutch of Orcus: Deals 1d12 points of damage each round and paralyzes foe while caster concentrates.
- Contagion: Infects subject with chosen disease.
- Continual Flame: Makes a permanent, heatless torch.
- Conviction, Mass: Allies gain +2 or higher save bonus.
- Corona of Cold: Aura of cold protects you, damages others.
- Create Food and Water: Feeds three humans (or one horse)/level.
- Crown of the Grave: Command undead, discharge to gain +4 on turn or rebuke.
- Crown of Might: Gain +2 Strength, discharge to gain +8 bonus for 1 round.
- Crown of Protection: +1 deflection bonus to AC, +1 resistance bonus to saves; discharge to gain +4 for 1 round.
- Crown of Smiting: +2 damage bonus, discharge to gain +8 damage on single attack.
- Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).
- Curse of Arrow Attraction: Subject takes -5 penalty to AC against ranged attacks.
- Darkfire: Dark flames deal 1d6 damage/2 levels, touch or thrown.
- Daylight: 60-ft. radius of bright light.
- Deeper Darkness: Object sheds supernatural shadow in 60-ft. radius.
- Demon Dirge: Demons are stunned and take 3d6 damage/round for 1d4 rounds.
- Devil Blight: Damage and stun baatezu; damage other lawful and evil creatures.
- Devil's Eye: Caster can see in even magical darkness, up to 30 ft.
- Dispel Magic: Cancels spells and magical effects.
- Divine Retaliation: Weapon appears and strikes those who attack you.
- Downdraft: Flying creatures knocked down.
- Energize Potion: Transforms potion into a grenade that deals energy damage in a 10 foot radius burst.
- Energized Shield: Shield provides user resistance 10, shield bash deals +2d6 damage.
- Energy Aegis: Subject gains resistance 20 against one energy type for one attack.
- Energy Vortex: Burst of energy centered on you damages nearby creatures.
- Energy Vulnerability: Subjects gain vulnerability to the specified energy.
- Eyes of the Zombie: Caster sees through a zombie's eyes.
- Favorable Sacrifice: Subject gains better protection the more gems you sacrifice.
- Fell the Greatest Foe: Deal extra damage to creatures larger than you.
- Flame of Faith: Gives weapon the flaming burst special ability.
- Fleshripper: Black claw deals 1d8 damage/level and critical hits deal bleeding wounds.
- Ghost Touch Weapon: Weapon works normally against incorporeal creatures.
- Girallon's Blessing: Subject gains one addtional pair of arms.
- Glyph of Warding: Inscription harms those who pass it.
- Grace: Silvery light grants +2 Dexterity, +10 feet to land speed, melee attacks treated as good; take -20 to Hide checks.
- Hamatula Barbs: Subjects grow barbs, which damage foes that attack subject in melee.
- Heart's Ease: Removes fear, despair, confusion, insanity and some mind-influencing effects; restores 2d4 points of temporary Wisdom damage.
- Helping Hand: Ghostly hand leads subject to you.
- Hesitate: Force subject to lose actions.
- Holy Storm: Good-aligned rain falls in 20 ft radius.
- Ice Axe: You create a battleaxe made of ice.
- Inflict Serious Wounds: Touch attack, 3d8 damage +1/level (max +15).
- Inspired Aim: Allies within 40 ft gain +2 insight bonus on ranged attack rolls.
- Interplanar Message: You send a short mental message that can reach a subject regardless of planar boundaries.
- Invisibility Purge: Dispels invisibility within 5 ft./level.
- Invest Moderate Protection: Heal 3d4 damage + 1/2 levels, grant DR 3/evil.
- Knight's Move: You instantly move to flank a subject.
- Know Opponent: Learn strengths and weaknesses of foe.
- Know Vulnerabilities: Determine subject's vulnerabilities and resistances.
- Light of Venya: You radiate pearly light, which you can expend as 2 bolts that deal 2d6 damage, 4d6 against undead and evil outsiders.
- Locate Object: Senses direction toward object (specific or type).
- Magic Circle against Chaos/Evil/Good/Law: As protection spells, but 10-ft. radius and 10 min./level.
- Magic Vestment: Armor or shield gains +1 enhancement per four levels.
- Mantle of Chaos/Evil/Good/Law: You gain SR 12 + Caster level against spells with the opposite alignment descriptor.
- Mark of Doom: Subject takes 1d6 damage for each hostile action.
- Masochism: For every 10 damage the caster takes, he gains +1 on attacks, saves, and checks. (Max. +5)
- Meld into Stone: You and your gear merge with stone.
- Nauseating Breath: Exhale a cone of nauseating gas.
- Obscure Object: Masks object against scrying.
- Prayer: Allies +1 bonus on most rolls, enemies -1 penalty.
- Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
- Refreshment: Cures creatures of all nonlethal damage.
- Rejuvenative Corpse: Negative energy fills corpse, feeding undead healed.
- Remove Blindness/Deafness: Cures normal or magical conditions.
- Remove Curse: Frees object or person from curse.
- Remove Disease: Cures all diseases affecting subject.
- Remove Nausea: Cure a nauseated or sickened character.
- Resist Energy, Mass: Creatures ignore damage from specified energy type.
- Resurgence, Mass: As resurgence, but multiple subjects.
- Ring of Blades: Blades surround you, damaging other creatures (1d6 damage +1/level)
- Safety: Touched creature knows shortest route to safety.
- Sadism: For every 10 damage the caster deals, he gains +1 on attacks, saves and checks. (max. +5)
- Searing Light: Ray deals 1d8/two levels damage, more against undead.
- Shield of Warding: Shield grants +1 bonus on AC and Reflex saves/5 levels (max +5)
- Shivering Touch: Chill a target to the bone, reducing its dexterity.
- Shriveling: Subject takes 1d4 damage/level.
- Sink: Subject sinks in water, must make Swim checks.
- Skull Watch: Skull shrieks when creature enters warded area.
- Slashing Darkness: Ray deals 1d8/2 levels damage or heals undead the same amount.
- Snowshoes, Mass: As snowshoes, affects one creature/level.
- Sonorous Hum: Removes need to concentrate to maintain next spell cast.
- Spark of Life: Undead creature loses most immunities.
- Spikes: As brambles, but weapon gains +2 bonus and doubled threat range.
- Speak with Dead: Corpse answers one question/two levels.
- Stone Shape: Sculpts stone into any shape.
- Summon Monster III: Calls extraplanar creature to fight for you.
- Summon Undead III: Summons undead to fight for you.
- Suppress Glyph: You notice but do not trigger magical writing traps.
- Tremor: Subjects knocked prone.
- Unholy Storm: Evil-aligned rain falls in 20-ft radius.
- Unliving Weapon: Undead subject explodes for 1d6 damage/2 levels when struck or at a specific time.
- Vigor: As vigor, lesser, but 2 hp/round (max 25 rounds)
- Vigor, Mass Lesser: As vigor, lesser, but multiple subjects (max 25 rounds)
- Vile Lance: Creates +2 shortspear that deals vile damage.
- Visage of the Deity, Lesser: You gain +4 Cha and resistance 10 to certain energy types.
- Wall of Light: Creates wall of light, can dazzle creatures.
- Water Breathing: Subjects can breathe underwater.
- Water Walk: Subject treads on water as if solid.
- Weapon of Energy: Weapon deals extra energy damage.
- Weapon of Impact: As keen edge, but aids bludgeoning weapons.
- Weapon of the Deity: Your weapon gains enhancement bonus and special ability.
- Wind Wall: Deflects arrows, smaller creatures, and gases.
4th-Level Cleric Spells
- Abyssal Might: Caster gains +4 Strength, Dexterity, Constitution and Spell Resistance.
- Air Walk: Subject treads on air as if solid (climb at 45-degree angle).
- Armor of Darkness: Grants Turn Resistance to Undead, +4 Deflection Bonus to AC
- Assay Spell Resistance: Aids in overcoming single target's SR.
- Astral Hospice: Creates safe zone within the Astral Plane
- Bleakness: 1d6 damage/round to living creatures, grants undead turn resistance and fast healing.
- Blessing of the Righteous: Weapons deal +1d6 holy damage and become good-aligned.
- Blindsight, Greater: Subject gains blindsight 60 ft. for 1 min/level.
- Blood of the Martyr: You heal a target at range and take a like amount of damage.
- Castigate: Verbal rebuke damages those whose alignment differs from yours.
- Celestial Brilliance: Object sheds brilliant light to 120 feet, hurts undead and evil outsiders.
- Claws of the Savage: Subject gains claws that deal damage based on size.
- Channeled Divine Health: Heal a creature, amount and range based on casting time.
- Consumptive Field: Draw life from all creatures in 30 ft radius with -1 or fewer hit points.
- Contingent Energy Resistance: Energy damage triggers a resist energy spell.
- Control Water: Raises or lowers bodies of water.
- Cure Critical Wounds: Cures 4d8 damage +1/level (max +20).
- Damning Darkness: Darkness deals either 2d6 or 1d6 damage per round.
- Death Ward: Grants immunity to death spells and negative energy effects.
- Delay Death: Losing hit points doesn't kill subject.
- 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.
- Glowing Orb: Creates permanent magical light; you control brightness.
- Greater Status: As status, but cast some spells through bond.
- Hand of the Faithful: Immobile zone of warding stuns those worshiping different deities from yours.
- Healing Spirit: Ball of light heals 1d8/round.
- Hell's Power: Caster gains +5 AC, +5 to existing DR (if any) and immunity to fire.
- Holy Transformation, Lesser: You change into a protectar, gain abilities.
- Hypothermia: Causes 1d6 cold damage/level, fatigue.
- Identify Transgressor: Caster learns the identity of one person.
- Imbue with Spell Ability: Transfer spells to subject.
- Infernal Transformation, Lesser: You change into bearded devil, gain abilities.
- Inflict Critical Wounds: Touch attack, 4d8 damage +1/level (max +20).
- Iron Bones: Corporeal undead gains +6 natural armor bonus.
- Life Ward: Grants immunity to healing spells and positive energy effects.
- Make Manifest: You cause a creature on a coexistent plane to appear on your plane.
- Magic Weapon, Greater: +1 bonus/four levels (max +5).
- Moon Bolt: 1d4 Strength damage/3 levels; undead made helpless.
- Mystic Aegis: You gain SR 12 + caster level against one spell.
- Negative Energy Aura: 10 ft radius surrounding you deals 1 hp/3 levels for 1 round/level.
- Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
- Panacea: Removes most afflictions.
- Planar Ally, Lesser: Exchange services with a 6 HD extraplanar creature.
- Planar Exchange, Lesser: Trade places with one of four lesser planar creatures (your choice).
- Planar Tolerance: Provides long-term protection against overtly damaging planar traits.
- Psychic Poison: Poisons those casting divination, mind-affecting spells or using psionics at object, creature or area.
- Positive Energy Aura: 10 ft radius surrounding you heals 1 hp/3 levels for 1 round/level.
- Poison: Touch deals 1d10 Con damage, repeats in 1 min.
- Recitation: Your allies get bonus on AC, attacks and saves.
- Remove Fatigue: Removes effects of fatigue as 8 hours of rest.
- Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away.
- Resistance, Greater: Subject gains +3 on saving throws.
- Restoration: Restores level and ability score drains.
- Revenance: Restores dead creature to life for 1 minute/level.
- Sending: Delivers short message anywhere, instantly.
- Shadowblast: Blast of light stuns and damages natives to the Plane of Shadow.
- Sheltered Vitality: Subject gains immunity to fatigue, exhaustion, ability damage, and ability drain.
- Shield of Faith, Mass: Allies gain +3 or higher AC bonus.
- Spell Immunity: Subject is immune to one spell per four levels.
- Sound Lance: Sonic energy deals 1d8/level damage.
- Spell Vulnerability: Reduce creature's spell resistance by 1/caster level (max reduction 15).
- Stifle Spell: Subject must concentrate or botch spell.
- Stop Heart: Subject drops to -8 hp immediately.
- Summon Hound Archon: Summon a hound archon to follow your commands.
- Summon Monster IV: Calls extraplanar creature to fight for you.
- Summon Undead IV: Summons undead to fight for you.
- Sustain: Recipients need no food or drink for 6 hours/level.
- Stars of Arvandor: Tiny starbursts each deal 1d8 damage (half nonlethal), or 1d8 damage (all lethal) to evil creatures.
- Sword of Conscience: Evil creature confesses crimes, takes Wisdom damage.
- Tongues: Speak any language.
- Undead Bane Weapon: Weapon gains undead bane property and is considered good-aligned.
- Wall of Chaos/Evil/Good/Law: Wall blocks creatures of opposite alignment.
- Wall of Sand: Swirling sand blocks ranged attacks, slows movement through.
- Wrack: Blinds subject and renders it helpless for 1 round/level, then -2 on attacks, saves, and checks for 3d10 minutes.
5th-Level Cleric Spells
- Atonement: Removes burden of misdeeds from subject.
- Arc of Lightning: Line AoE between two targets damages all between 1d6/level
- Aura of Evasion: Grants Evasion vs Breath Weapons to those within 10ft.
- Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
- Blistering Radiance: Light dazzles creatures, deals 2d6 fire damage in 50 ft radius spread.
- Call Zelekhut: A zelekhut performs one duty for you.
- Chaav's Laugh: Good creatures gain +2 on attack rolls and saves against fear, plus 1d8 temporary hp +1/level (Max. +20). Evil creatures take -2 on attack rolls and saves against fear.
- Charnel Fire: Consumes one corpse or undead creature.
- Command, Greater: As command, but affects one subject/level.
- Commune: Deity answers one yes-or-no question/level.
- Condemnation: Lowers subject outsider's SR and stuns for 1 round.
- Contagion, Mass: As contagion, but 20 ft radius.
- Convert Wand: Transforms a magic wand into a healing wand. (Lasts 1 minute/level).
- Crawling Darkness: Shroud of tentacles conceals and protects you.
- Crown of Flame: Aura burns evil outsiders, undead, and fey for 2d6 points of damage/round.
- Curse of Ill Fortune, Mass: Enemies take -2 penalty on attack rolls and saves.
- Cure Light Wounds, Mass: Cures 1d8 damage +1/level for many creatures.
- Dancing Web: Energy strands deal 1d6 nonlethal damage per level plus entangles evil creatures for 1d6 rounds.
- Death Throes:Your body explodes when you die.
- Dispel Chaos/Evil/Good/Law: +4 bonus against attacks.
- Disrupting Weapon: Melee weapon destroys undead.
- Divine Agility: Subject gains +10 Dexterity for 1 round/level.
- Doomtide: Black mist obscures sight, dazes those inside.
- Dragon Breath: You choose a dragon type and mimic its breath weapon.
- Earth Reaver: Eruption deals 7d6 damage to all in area.
- Energetic Healing: Target is immune to one energy type and gains 10% of the energy damage as healing.
- Etherealness, Swift: Subject momentarily becomes ethereal.
- False Sending: As sending, except caster imitates someone else.
- Flame Strike: Smite foes with divine fire (1d6/level damage).
- Hallow: Designates location as holy.
- Heartclutch: Subject dies in 1d3 rounds, or takes 3d6 damage +1/level.
- Incorporeal Nova: Destroy incorporeal undead.
- Inflict Light Wounds, Mass: Deals 1d8 damage +1/level to many creatures.
- Insect Plague: Locust swarms attack creatures.
- Invest Heavy Protection: Heal 5d4 damage +1/2 levels, grant DR 5/evil.
- Life's Grace: Grants immunity to many undead attacks and protection against incorporeal attacks.
- Magic Convalesence: Spells cast nearby heal you 1 hp/spell level.
- Mana Flux: Magic in area has 20% failure chance.
- Mark of Justice: Designates action that will trigger curse on subject.
- Meteoric Strike: Melee attack deals an extra 1d6 damage + 1d6/4 levels; adjacent creatures take half damage.
- Morality Undone: Subject becomes evil.
- Plane Shift: As many as eight subjects travel to another plane.
- Radiance: Creates daylight that dazzles undead.
- Raise Dead: Restores life to subject who died as long as one day/level ago.
- Renewed Vigor: Remove fatigue and +2 bonus to Constitution for 1 round/level.
- Resonating Resistance: Foes must check spell resistance twice against caster.
- Revivify: Restore recently dead to life with no level loss.
- Righteous Might: Your size increases, and you gain combat bonuses.
- Righteous Wrath of the Faithful: Your allies gain extra attack, +3 on attack rolls and damage rolls.
- Sacred Guardian: You know status of subject and can teleport or scry without error.
- Sanctuary, Mass: One creature/level can't be attacked, and can't attack.
- Scrying: Spies on subject from a distance.
- Slay Living: Touch attack kills subject.
- Spell Resistance: Subject gains SR 12 + level.
- Stalwart Pact: You gain combat bonuses automatically when reduced to half hit points or lower.
- Stone Shape, Greater: Sculpts 10 cu. ft. + 10 cu. ft/level of stone into any shape.
- Subvert Planar Essence: Reduces subject's damage reduction and spell resistance.
- Summon Bearded Devil: Summon a bearded devil to follow your commands.
- Summon Bralani Eladrin: Summon a bralani eladrin to follow your commands.
- Summon Monster V: Calls extraplanar creature to fight for you.
- Summon Undead V: Summons undead to fight for you.
- Symbol of Pain: Triggered rune wracks nearby creatures with pain.
- Symbol of Sleep: Triggered rune puts nearby creatures into catatonic slumber.
- Symbol of Spell Loss: Triggered rune absorbs spells yet to be cast.
- Telepathy Block: Blocks all telepathic communication within 80 ft radius.
- Triadspell: Cast a spell three times.
- True Seeing: Lets you see all things as they really are.
- Unhallow: Designates location as unholy.
- Vigor, Greater: As vigor, lesser, but 4 hp/round.
- Vulnerability: Reduces an opponent's damage reduction.
- Wall of Dispel Magic: Creatures passing through a transparent wall become subjects of targeted dispel magic.
- Wall of Stone: Creates a stone wall that can be shaped.
- Warding Gems: Creates gems that store healing energy, encircle the target, and release their healing power on command.
- Zone of Respite: Prevents teleportation and similar effects from functioning in the area.
- Zone of Revelation: Makes invisible and ethereal creatures visible.
6th-Level Cleric Spells
- Animate Objects: Objects attack your foes.
- Antilife Shell: 10-ft. field hedges out living creatures.
- Anyspell, Greater Allows preparation of any arcane spell up to 5th level
- Awaken Undead Imbue Mindless Undead with intellect.
- Banishment: Banishes 2 HD/level of extraplanar creatures.
- Barghest's Feast: Destroy corpse, potentially preventing its return to life.
- Bear’s Endurance, Mass: As bear’s endurance, affects one subject/ level.
- Blade Barrier: Wall of blades deals 1d6/level damage.
- Bolt of Glory: Positive energy ray deals extra damage to evil outsiders and undead.
- Bull’s Strength, Mass: As bull’s strength, affects one subject/level.
- Call Faithful Servants: Summons 1d4 lantern archons, coure eladrins, or musteval guardinals.
- Chasing Perfection: Subject gains +4 to all abilities.
- Celestial Blood: Grant energy resistance, +4 on saves against poison, and damage reduction 10/evil.
- Cloud of the Achaierai: Cloud deals 2d6 damage plus confusion.
- Cold Snap: You lower temperature in areas.
- Cometfall: Comet falls atop foes, damaging them and knocking them prone.
- Create Undead: Create ghouls, ghasts, mummies, or mohrgs.
- Crown of Brilliance: Holy light blinds or dazzles foes, repels light-sensitive creatures, and damages undead.
- Cure Moderate Wounds, Mass: Cures 2d8 damage +1/level for many creatures.
- Dispel Magic, Greater: As dispel magic, but up to +20 on check.
- Eagle’s Splendor, Mass: As eagle’s splendor, affects one subject/level.
- Energy Immunity: Subject and equipment gain immunity to damage of a specified energy type.
- Find the Path: Shows most direct way to a location.
- Forbiddance: Blocks planar travel, damages creatures of different alignment.
- Geas/Quest: As lesser geas, plus it affects any creature.
- Ghost Trap: Incorporeal creatures turn corporeal.
- Glyph of Warding, Greater: As glyph of warding, but up to 10d8 damage or 6th-level spell.
- Harm: Deals 10 points/level damage to target.
- Heal: Cures 10 points/level of damage, all diseases and mental conditions.
- Heroes' Feast: Food for one creature/level cures and grants combat bonuses.
- Hide the Path: Area warded against divinations.
- Ice Flowers: Ice and earth deal 1d6 damage/level.
- Inflict Moderate Wounds, Mass: Deals 2d8 damage +1/level to many creatures.
- Lucent Lance: Ambient light forms lance, deals various damage.
- Make Manifest, Mass: As make manifest, but affecting all creatures in the area.
- Mantle of the Icy Soul: Touched creature gains the cold subtype.
- Opalescent Glare: Kills creatures with a look, or make them very afraid.
- Owl’s Wisdom, Mass: As owl’s wisdom, affects one subject/level.
- Planar Ally: As lesser planar ally, but up to 12 HD.
- Planar Exchange: Trade places with one of three planar creatures (your choice).
- Quickshift: Caster can use teleport or teleport, greater spell-like ability as a free action for 1 round/level.
- Rejection: Creatures within cone are blasted away from you.
- Resistance, Superior: Subject gains +6 bonus on saving throws.
- Revive Outsider: You restore life to a dead outsider.
- Sarcophagus of Stone: Sarcophagus entombs subject.
- Secure Corpse: Traps corpse inside holy symbol.
- Snare Astral Traveler: Captures one astral creature and holds it motionless.
- Spider Plague: Summons Large monstrous spiders to fight for you.
- Stone Body: Your body becomes living stone.
- Summon Babau Demon: Summon a babau demon to follow your commands.
- Summon Monster VI: Calls extraplanar creature to fight for you.
- Symbol of Fear: Triggered rune panics nearby creatures.
- Symbol of Persuasion: Triggered rune charms nearby creatures.
- Thousand Needles: Subject takes 2d6 damage and -4 penalty on attacks, saves, and checks.
- Touch of Adamantine: Weapon gains the properties of an adamantine weapon.
- Undeath to Death: Destroys 1d4 HD/level undead (max 20d4).
- Vengeance Halo: Any creature that slays the spell's recipient takes 1d6/level damage.
- Vigorous Circle: As vigor, mass lesser except 3 hp/round (max 40 rounds).
- Visage of the Deity: As visage of the deity, lesser, but you become celestial or fiendish.
- Wind Walk: You and your allies turn vaporous and travel fast.
- Word of Recall: Teleports you back to designated place.
- Zealot Pact: You automatically gain combat bonuses when you attack someone of opposite alignment.
7th-Level Cleric Spells
- Animalistic Power, Mass: As animalistic power, but multiple subjects.
- Avasculate Damages in the amount of half current hp
- Bastion of Good: Acts as a globe of invulnerability, lesser and double-strength Magic Circle against Evil evil only.
- Bestow Curse, Greater: As bestow curse, but more severe penalties.
- Blasphemy: Kills, paralyzes, weakens, or dazes nonevil subjects.
- Blood to Water: 2d6 Constitution damage to subjects.
- Brain Spider: Eavesdrop on thoughts of up to eight other creatures.
- Brilliant Blade: Weapon or projectiles shed light, ignore armor.
- Call Kolyarut: A kolyarut performs one duty for you.
- Consumptive Field, Greater: Draw life from all creatures in 30 ft radius with 9 or fewer hit points.
- Control Weather: Changes weather in local area.
- Cure Serious Wounds, Mass: Cures 3d8 damage +1/level for many creatures.
- Death Dragon: You gain +4 natural armor, +4 deflection, and natural attacks.
- Destruction: Kills subject and destroys remains.
- Dictum: Kills, paralyzes, slows, or deafens nonlawful subjects.
- Energy Ebb: Give subject one negative level/round for 1 round/level.
- Ethereal Jaunt: You become ethereal for 1 round/level.
- Evil Glare: Paralyze creatures with your glare.
- Fiendish Clarity: Caster sees in even magical darkness, sees invisible up to 60 ft and can detect good.
- Fortunate Fate: Subject immediately receives a heal if it would be killed by damage.
- Heaven's Trumpet: Blast of music paralyzes foes.
- Holy Word: Kills, paralyzes, blinds, or deafens nongood subjects.
- Holy Star: Mote of energy protects you, attacks foes.
- Holy Transformation: You change into a hound archon, gain abilities.
- Imprison Soul: Traps soul in a small object, and victim takes 1d4 Con damage per day.
- Infernal Transformation: You change into a bone devil, gain abilities.
- Inflict Serious Wounds, Mass: Deals 3d8 damage +1/level to many creatures.
- Plague: One creature/level contracts quickly terminal disease.
- Planar Bubble: Create a bubble around creature that emulates its native planar environment.
- Plane Shift, Greater: Plane shift accurately to your desired destination.
- Pulse of Hate: Nearby enemies take 2d6 damage/round.
- Radiant Assault: 1d6 damage/level, victims dazed or dazzled.
- Refuge: Alters item to transport its possessor to you.
- Regenerate: Subject’s severed limbs grow back, cures 4d8 damage +1/level (max +35).
- Renewal Pact: Creature is automatically healed if adverse condition affects it.
- Repulsion: Creatures can’t approach you.
- Restoration, Greater: As restoration, plus restores all levels and ability scores.
- Restoration, Mass: As restoration, but multiple subjects.
- Resurrection: Fully restore dead subject.
- Righteous Burst: Allies healed, enemies damaged 1d8 damage +1/level (max +35)
- Righteous Glare: Your gaze attack kills evil creatures with less than 5 HD, causes fear in others.
- Righteous Smite: Deals 1d6 damage/level (1d8 damage/level to evil outsiders) in 20 ft radius and blinds evil foes for 1d4 rounds.
- Scrying, Greater: As scrying, but faster and longer.
- Shield of the Archons: Protective shield dissipates targeted magical attacks and grants +4 bonus on saving throws against magical areas and effects.
- Slime Wave: Creates a 15-ft. spread of green slime.
- Spell Resistance, Mass: As spell resistance, but multiple subjects.
- Summon Monster VII: Calls extraplanar creature to fight for you.
- Symbol of Stunning: Triggered rune stuns nearby creatures.
- Symbol of Weakness: Triggered rune weakens nearby creatures.
- Symphonic Nightmare: Discordant noise haunts subject's sleep.
- Tomb of Light: Entraps and harms evil extraplanar creatures.
- Withering Palm: touch attack deals 1 point of Str damage plus 1 point Con damage/2 levels.
- Word of Chaos: Kills, confuses, stuns, or deafens nonchaotic subjects.
- Wretched Blight: Deals 1d8 damage/level in 20 ft radius and stuns foes for 1d4 rounds.
8th-Level Cleric Spells
- Antimagic Field: Negates magic within 10 ft.
- Avascular Mass Ranged Touch for half hp damage and stun, 20 ft Entanglement
- Axiomatic Creature: Transforms creature into an axiomatic creature.
- Befoul: Large amount of water becomes poisonous.
- Bodak Birth: Transforms a willing subject into a bodak.
- Bodak's Glare: You slay a creature, which turns into a bodak 25 hours later.
- Brilliant Aura: Allies' weapons become brilliant energy, ignoring armor.
- Chain Dispel: Dispel multiple magical effects in multiple creatures.
- Cloak of Chaos: +4 to AC, +4 resistance, and SR 25 against lawful spells.
- Create Greater Undead: Create shadows, wraiths, spectres, or devourers.
- Cure Critical Wounds, Mass: Cures 4d8 damage +1/level for many creatures.
- Death Pact: Deity brings subject back from the dead automatically.
- Death Ward, Mass: As death ward, but more subjects.
- Dimensional Lock: Teleportation and interplanar travel blocked for one day/level.
- Discern Location: Reveals exact location of creature or object.
- Earthquake: Intense tremor shakes 80-ft.-radius.
- Fierce Pride of the Beastlands: Summon celestial lions and celestial dire lions to follow your commands.
- Fire Storm: Deals 1d6/level fire damage.
- General of Undeath: Increases your maximum HD of controlled undead by your level.
- Heat Drain: Subjects take 1d6 cold damage/level, you gain equal amount hp.
- Holy Aura: +4 to AC, +4 resistance, and SR 25 against evil spells.
- Inflict Critical Wounds, Mass: Deals 4d8 damage +1/level to many creatures.
- Last Judgement: Evil creatures are struck dead and sent to Lower Planes.
- Lion's Roar: Deals 1d8 points of damage/2 levels to enemies; allies get +1 on attacks and saves against fear, plus temporary HP.
- Pestilence: Subject gains a disease, as do all who touch him.
- Planar Ally, Greater: As lesser planar ally, but up to 18 HD.
- Planar Exhange, Greater: Trade places with one of three greater planar creatures (your choice).
- Shield of Law: +4 to AC, +4 resistance, and SR 25 against chaotic spells.
- Spell Immunity, Greater: As spell immunity, but up to 8th-level spells.
- Spread of Contentment: Calms hostile creatures within 10 ft/level radius.
- Stormrage: You can fly and fire lightning from your eyes.
- Summon Monster VIII: Calls extraplanar creature to fight for you.
- Symbol of Death: Triggered rune slays nearby creatures.
- Symbol of Insanity: Triggered rune renders nearby creatures insane.
- Unholy Aura: +4 to AC, +4 resistance, and SR 25 against good spells.
- Veil of Undeath: You gain undead traits.
- Visions of the Future: +2 sacred bonus on saves, +2 dodge bonus to AC; discharge spell to gain bonus equal to half caster level.
- Wall of Greater Dispel Magic: Creatures passing through a transparent wall become subjects of targeted dispel magic, greater
9th-Level Cleric Spells
- Abyssal Army: Summon a large number of Chaotic Evil Outsiders
- Astral Projection: Projects you and companions onto Astral Plane.
- Awaken Construct: Imbue construct with intellect
- Call Marut: A marut performs one duty for you.
- Despoil: Kills plants, damages objects in 100 ft radius/level.
- End to Strife: Any attack made within 80 feet of caster causes attacker to take 1d6 points of lethal or nonlethal damage/caster level (max. 20d6).
- Energy Drain: Subject gains 2d4 negative levels.
- Etherealness: Travel to Ethereal Plane with companions.
- Feast of Champions: Food for one creature/level heals and grants comprehensive bonuses.
- Gate: Connects two planes for travel or summoning.
- Heal, Mass: As heal, but with several subjects.
- Heavenly Host: Summons archons to fight for you.
- Hellish Horde: Summons devils to fight for you.
- Hunters of Hades: Summons a pair of pack fiends or a retriever to follow your commands.
- Implosion: Kills one creature/round.
- Miracle: Requests a deity’s intercession.
- Plague of Undead: Animates horde of undead.
- Soul Bind: Traps newly dead soul to prevent resurrection.
- Spread of Savagery: Creatures within 10 ft/level become hostile and savage.
- Storm of Vengeance: Storm rains acid, lightning, and hail.
- Sublime Revelry: Targets immune to pain and mind-influencing effects, and take half damage from melee and ranged attacks.
- Summon Elemental Monolith: Calls powerful elemental creature to fight for you.
- Summon Golem: Summon a clay, flesh, iron, or stone golem from a small amount of like material.
- Summon Monster IX: Calls extraplanar creature to fight for you.
- True Resurrection: As resurrection, plus remains aren’t needed.
- Undeath's Eternal Foe: Subjects receive negative energy protection and immunity to most undead special attacks.
- Vile Death: Undead creature gains fiendish template.
- Visage of the Deity, Greater: As visage of the deity, lesser but you become half-celestial or half-fiendish.
- Were-Doom: 1d4 creatures are afflicted with lycanthropy.
page revision: 29, last edited: 22 Mar 2012 17:07