Cleric Spells: Difference between revisions
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! width="160" | Spell Name || width="100" | School || width="120" | Spell Level || width="90" | Components || Description | ! width="160" | Spell Name || width="100" | School || width="120" | Spell Level || width="90" | Components || Description | ||
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| | | [[Bleed (Spell)|Bleed]] || Necromancy || Cleric 0 || V, S || Cause a stabilized creature to resume dying. | ||
|- | |||
| [[Create Water (Spell)|Create Water]] || Conjuration || Cleric 0 || V, S || Creates 2 gallons/level of pure water. | |||
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| [[Detect Magic (Spell)|Detect Magic]] || Divination || Cleric 0 || V, S || Detects spells and magic items within 60 ft. | |||
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| [[Detect Poison (Spell)|Detect Poison]] || Divination || Cleric 0 || V, S || Detects poison in one creature or object. | |||
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| [[Enhanced Diplomacy (Spell)|Enhanced Diplomacy]] || Divination || Cleric 0 || V, S || Touched creature gains +2 on one Diplomacy or Intimidate check. | |||
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| [[Guidance (Spell)|Guidance]] || Divination || Cleric 0 || V, S || Touched creature gains +1 on one attack roll, saving throw, or skill check. | |||
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| [[Light (Spell)|Light]] || Evocation || Cleric 0 || V, M || Object shines like a torch. | |||
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| [[Mending (Spell)|Mending]] || Transmutation || Cleric 0 || V, S || Makes minor repairs on an object. | |||
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| [[Purify Food and Drink (Spell)|Purify Food and Drink]] || Transmutation || Cleric 0 || V, S || Purifies 1 cu. ft./level of food or water. | |||
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| [[Read Magic (Spell)|Read Magic]] || Divination || Cleric 0 || V, S, F || Read scrolls and spellbooks. | |||
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| [[Resistance (Spell)|Resistance]] || Abjuration || Cleric 0 || V, S, M || Touched creature gains +1 on saving throws. | |||
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| [[Spark (Spell)|Spark]] || Evocation || Cleric 0 || V or S || Ignites flammable objects. | |||
|- | |||
| [[Stabilize (Spell)|Stabilize]] || Conjuration || Cleric 0 || V, S || Cause a dying creature to stabilize. | |||
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| [[Virtue (Spell)|Virtue]] || Transmutation || Cleric 0 || V, S || Touched creature gains 1 temporary hp. | |||
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! width="160" | Spell Name || width="100" | School || width="120" | Spell Level || width="90" | Components || Description | ! width="160" | Spell Name || width="100" | School || width="120" | Spell Level || width="90" | Components || Description | ||
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| | | [[Abundant Ammunition (Spell)|Abundant Ammunition]] || || Cleric 1 || || Replaces non-magical ammunition every round. | ||
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| [[Advanced Scurvy (Spell)|Advanced Scurvy]] || || Cleric 1 || || A living touched target contracts an advanced form of scurvy. | |||
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| [[Air Bubble (Spell)|Air Bubble]] || || Cleric 1 || || Creates a small pocket of air around your head or an object. | |||
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| [[Ant Haul (Spell)|Ant Haul]] || || Cleric 1 || || Triples carrying capacity of a creature. | |||
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| [[Abstemiousness (Spell)|Abstemiousness]] || || Cleric 1 || || Enhances a small handful of food to feed a creature for a day. | |||
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| [[Aspect of the Nightingale (Spell)|Aspect of the Nightingale]] || || Cleric 1 || || You gain a +2 competence bonus on Perform (sing) checks and a +2 competence bonus on Diplomacy checks. Once per minute, if you are subject to a charm effect that allows a saving throw, you may roll twice and take the more favorable result. | |||
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| [[Bane (Spell)|Bane]] || || Cleric 1 || || Enemies take –1 on attack rolls and saves against fear. | |||
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| [[Bless (Spell)|Bless]] || || Cleric 1 || || Allies gain +1 on attack rolls and saves against fear. | |||
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| [[Blessed Fist (Spell)|Blessed Fist]] || || Cleric 1 || || Target doesn't provoke attacks of opportunity with unarmed strikes. | |||
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| [[Bless Water (Spell)|Bless Water]] || || Cleric 1 || || Makes holy water. | |||
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| [[Blessing of the Watch (Spell)|Blessing of the Watch]] || || Cleric 1 || || Like bless, except it lasts 1 hour per level instead of 1 minute per level and only working in the caster's home city, specifically referring to areas under the jurisdiction of the city watch. | |||
|- | |||
| [[Burning Disarm (Spell)|Burning Disarm]] || || Cleric 1 || || A metal object instantly becomes red hot possibly causing the wielder to drop it or take damage. | |||
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| [[Carrion Compass (Spell)|Carrion Compass]] || || Cleric 1 || || You are lead to an undead creature's most recent controller or the cause of the creature's undeath. | |||
|- | |||
| [[Cause Fear (Spell)|Cause Fear]] || || Cleric 1 || || One creature of 5 HD or less flees for 1d4 rounds. | |||
|- | |||
| [[Clarion Call (Spell)|Clarion Call]] || || Cleric 1 || || Subject can create sound of loud horn by miming action of sounding one and can speak in loud voice heard over great distances. | |||
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| [[Command (Spell)|Command]] || || Cleric 1 || || One subject obeys selected command for 1 round. | |||
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| [[Compel Hostility (Spell)|Compel Hostility]] || || Cleric 1 || || Compels opponents to attack you instead of your allies. | |||
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| [[Comprehend Languages (Spell)|Comprehend Languages]] || || Cleric 1 || || You understand all spoken and written languages. | |||
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| [[Cultural Adaptation (Spell)|Cultural Adaptation]] || || Cleric 1 || || You gain the correct native accent and mannerisms when you speak a language with a spell like tongues, granting you bonuses to interactions with native speakers of that language. | |||
|- | |||
| [[Cure Light Wounds (Spell)|Cure Light Wounds]] || || Cleric 1 || || Cures 1d8 damage + 1/level (max +5). | |||
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| [[Curse Water (Spell)|Curse Water]] || || Cleric 1 || || Makes unholy water. | |||
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| [[Dancing Lantern (Spell)|Dancing Lantern]] || || Cleric 1 || || Animates a lantern that follows you. | |||
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| [[Deadeye's Lore (Spell)|Deadeye's Lore]] || || Cleric 1 || || Gain a +4 sacred bonus on all Survival checks and move faster while tracking. | |||
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| [[Deathwatch (Spell)|Deathwatch]] || || Cleric 1 || || Reveals how near death subjects within 30 ft. are. | |||
|- | |||
| [[Decompose Corpse (Spell)|Decompose Corpse]] || || Cleric 1 || || Turn corpse into clean skeleton. | |||
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| [[Detect Chaos/Evil/Good/Law (Spell)|Detect Chaos/Evil/Good/Law]] || || Cleric 1 || || Reveals creatures, spells, or objects of selected alignment. | |||
|- | |||
| [[Detect Charm (Spell)|Detect Charm]] || || Cleric 1 || || Detect strength and location of charms, compulsions, and possession auras on creatures in the area. | |||
|- | |||
| [[Detect the Faithful (Spell)|Detect the Faithful]] || || Cleric 1 || || You can detect other worshipers of your deity. | |||
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| [[Detect Undead (Spell)|Detect Undead]] || || Cleric 1 || || Reveals undead within 60 ft. | |||
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| [[Divine Favor (Spell)|Divine Favor]] || || Cleric 1 || || You gain +1 per three levels on attack and damage rolls. | |||
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| [[Diagnose Disease (Spell)|Diagnose Disease]] || || Cleric 1 || || Detect and identify diseases. | |||
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| [[Doom (Spell)|Doom]] || || Cleric 1 || || One subject takes –2 on attack rolls, damage rolls, saves, and checks. | |||
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| [[Dream Feast (Spell)|Dream Feast]] || || Cleric 1 || || Dream of a rich feast and when you awake, you are sated as if you ate and drank a nutritious meal. | |||
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| [[Embrace Destiny (Spell)|Embrace Destiny]] || || Cleric 1 || || [Oracle Only] Roll d20; use the roll before the spell ends to replace another d20 roll before the die is rolled. | |||
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| [[Endure Elements (Spell)|Endure Elements]] || || Cleric 1 || || Exist comfortably in hot or cold regions. | |||
|- | |||
| [[Enhance Water (Spell)|Enhance Water]] || || Cleric 1 || || Turn water into alcohol. | |||
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| [[Entropic Shield (Spell)|Entropic Shield]] || || Cleric 1 || || Ranged attacks against you have 20% miss chance. | |||
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| [[Face of the Devourer (Spell)|Face of the Devourer]] || || Cleric 1 || || You transform the target's face into a hideous shape, such as a half-melted visage with insect legs instead of teeth, seeping pits instead of eyes, and suckered tongues dangling from its misshapen mouth. | |||
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| [[Fairness (Spell)|Fairness]] || || Cleric 1 || || Prevent creatures from cheating while trading. | |||
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| [[Firebelly (Spell)|Firebelly]] || || Cleric 1 || || A magical fire warms your belly, granting you fire resistance 5 and as a standard action, you can breathe a 15-foot cone of flame that deals 1d4 fire damage (Ref half, SR applies). | |||
|- | |||
| [[Forbid Action (Spell)|Forbid Action]] || || Cleric 1 || || Target obeys your command to not do something. | |||
|- | |||
| [[Hairline Fractures (Spell)|Hairline Fractures]] || || Cleric 1 || || Reduce the hardness of a stone object or lower the AC of an earth-type creature. | |||
|- | |||
| [[Haze of Dreams (Spell)|Haze of Dreams]] || || Cleric 1 || || Distract a target creature with dreams and visions, slowing their speed by half. | |||
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| [[Hide from Undead (Spell)|Hide from Undead]] || || Cleric 1 || || Undead can't perceive one subject/level. | |||
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| [[Ice Armor (Spell)|Ice Armor]] || || Cleric 1 || || You create a suit of armor made of ice which offers the same protection as a breastplate, except it has hardness 0 and 30 hit points. | |||
|- | |||
| [[Infernal Healing (Spell)|Infernal Healing]] || || Cleric 1 || || Touch a creature with devils blood, giving it fast healing 1. | |||
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| [[Inflict Light Wounds (Spell)|Inflict Light Wounds]] || || Cleric 1 || || Touch deals 1d8 damage +1/level (max +5). | |||
|- | |||
| [[Ironbeard (Spell)|Ironbeard]] || || Cleric 1 || || Target gains a beard of cold iron that increases AC and can be used to attack enemies. | |||
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| [[Karmic Blessing (Spell)|Karmic Blessing]] || || Cleric 1 || || The target treats one skill of your choice as a class skill. | |||
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| [[Know the Enemy (Spell)|Know the Enemy]] || || Cleric 1 || || Gain +10 on a monster Knowledge check. | |||
|- | |||
| [[Liberating Command (Spell)|Liberating Command]] || || Cleric 1 || || Target makes an Escape Artist check as an immediate action and gains a bonus on it. | |||
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| [[Lighten Object (Spell)|Lighten Object]] || || Cleric 1 || || Halve the weight of one object for 1 min/level. Size of the object is limited to 1 cubic foot per level. | |||
|- | |||
| [[Magic Stone (Spell)|Magic Stone]] || || Cleric 1 || || Three stones gain +1 on attack, deal 1d6 +1 damage. | |||
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| [[Magic Weapon (Spell)|Magic Weapon]] || || Cleric 1 || || Weapon gains +1 bonus. | |||
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| [[Marid's Mastery (Spell)|Marid's Mastery]] || || Cleric 1 || || If target and opponent are touching water +1 bonus on attack and damage rolls, otherwise -4. | |||
|- | |||
| [[Mighty Fist of the Earth (Spell)|Mighty Fist of the Earth]] || || Cleric 1 || || Make an unarmed strike attack roll against a target at distance. | |||
|- | |||
| [[Moment of Greatness (Spell)|Moment of Greatness]] || || Cleric 1 || || Doubles a morale bonus. | |||
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| [[Murderous Command (Spell)|Murderous Command]] || || Cleric 1 || || Target is compelled to kill its ally. | |||
|- | |||
| [[Obscuring Mist (Spell)|Obscuring Mist]] || || Cleric 1 || || Fog surrounds you. | |||
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| [[Poisoned Egg (Spell)|Poisoned Egg]] || || Cleric 1 || || You transform the contents of a normal egg into a single dose of small centipede poison (injury; save DC 11; frequency 1/round for 4 rounds; effect 1 Dex; cure 1 save). | |||
|- | |||
| [[Protection from Chaos/Evil/Good/Law (Spell)|Protection from Chaos/Evil/Good/Law]] || || Cleric 1 || || +2 to AC and saves, plus additional protection against selected alignment. | |||
|- | |||
| [[Ray of Sickening (Spell)|Ray of Sickening]] || || Cleric 1 || || Ray makes the subject sickened. | |||
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| [[Read Weather (Spell)|Read Weather]] || || Cleric 1 || || Precisely forecast natural weather phenomenon that will occur in your area over the next 48 hours. | |||
|- | |||
| [[Recharge Innate Magic (Spell)|Recharge Innate Magic]] || || Cleric 1 || || Regain one use of all 0 and 1st-level spell-like abilities of a racial trait. | |||
|- | |||
| [[Refine Improvised Weapon (Spell)|Refine Improvised Weapon]] || || Cleric 1 || || Transform improvised weapon into a masterwork simple or martial weapon. | |||
|- | |||
| [[Reinforce Armaments (Spell)|Reinforce Armaments]] || || Cleric 1 || || Temporarily mitigates the fragile quality in targeted weapon or armor. | |||
|- | |||
| [[Remove Fear (Spell)|Remove Fear]] || || Cleric 1 || || Suppresses fear or gives +4 on saves against fear for one subject + one per four levels. | |||
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| [[Remove Sickness (Spell)|Remove Sickness]] || || Cleric 1 || || Suppress disease, nausea, and the sickened condition. | |||
|- | |||
| [[Restore Corpse (Spell)|Restore Corpse]] || || Cleric 1 || || Skeletal corpse grows flesh. | |||
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| [[Sanctify Corpse (Spell)|Sanctify Corpse]] || || Cleric 1 || || Prevent a corpse from becoming an undead creature. | |||
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| [[Sanctuary (Spell)|Sanctuary]] || || Cleric 1 || || Opponents can't attack you, and you can't attack. | |||
|- | |||
| [[Shield of Faith (Spell)|Shield of Faith]] || || Cleric 1 || || Aura grants +2 or higher deflection bonus. | |||
|- | |||
| [[Spiked Armor (Spell)|Spiked Armor]] || || Cleric 1 || || Suit of armor becomes covered in iron spikes. | |||
|- | |||
| [[Stunning Barrier (Spell)|Stunning Barrier]] || || Cleric 1 || || Magical field grants a +1 bonus to AC and on saves, and stuns one creature attacking you. | |||
|- | |||
| [[Summon Minor Monster (Spell)|Summon Minor Monster]] || || Cleric 1 || || Summon 1d3 Tiny animals. | |||
|- | |||
| [[Summon Monster I (Spell)|Summon Monster I]] || || Cleric 1 || || Summons extraplanar creature to fight for you. | |||
|- | |||
| [[Sun Metal (Spell)|Sun Metal]] || || Cleric 1 || || Cause a melee weapon to erupt in flames, dealing extra damage. | |||
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| [[Swallow Your Fear (Spell)|Swallow Your Fear]] || || Cleric 1 || || Grants +2 morale bonus to Str and Con, +1 morale bonus to Will saves, and -2 penalty to AC to subjects suffering from a fear effect. Prevents frightened subject from running. | |||
|- | |||
| [[Tap Inner Beauty (Spell)|Tap Inner Beauty]] || || Cleric 1 || || You gain a +2 insight bonus on all Charisma ability checks and Charisma-based skill checks. | |||
|- | |||
| [[Touch of Bloodletting (Spell)|Touch of Bloodletting]] || || Cleric 1 || || This spell causes existing wounds on a target to bleed profusely. | |||
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| [[Touch of Truthtelling (Spell)|Touch of Truthtelling]] || || Cleric 1 || || As zone of truth, but others know the target is affected by the spell. | |||
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| [[Tracking Mark (Spell)|Tracking Mark]] || || Cleric 1 || || You treat the DCs of all Survival checks made to track a target as if 5 lower than normal, and gain a +5 bonus on Perception checks to notice the target if it is using Stealth or to recognize it if it is using Disguise. | |||
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| [[Unbreakable Heart (Spell)|Unbreakable Heart]] || || Cleric 1 || || Target gains a +4 bonus on saves against mind-affecting effects that rely on negative emotions. | |||
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| [[Weapons Against Evil (Spell)|Weapons Against Evil]] || || Cleric 1 || || Enchant one weapon per level to bypass the DR of evil creatures, as long as it is 5 or less and not epic DR. | |||
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| [[Weaponwand (Spell)|Weaponwand]] || || Cleric 1 || || Merge a magic wand with a weapon to wield both simultaneously. | |||
|} | |} | ||
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! width="160" | Spell Name || width="100" | School || width="120" | Spell Level || width="90" | Components || Description | ! width="160" | Spell Name || width="100" | School || width="120" | Spell Level || width="90" | Components || Description | ||
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| | | [[Abeyance (Spell)|Abeyance]] || || Cleric 2 || M/DF || You suppress the effects of a curse on a creature. | ||
|- | |||
| [[Aboleth's Lung (Spell)|Aboleth's Lung]] || || Cleric 2 || || Targets gain the ability to breathe water but can no longer breathe air. | |||
|- | |||
| [[Admonishing Ray (Spell)|Admonishing Ray]] || || Cleric 2 || || You fire one nonlethal force ray plus one additional ray for every four levels (maximum three rays). Each ray deals 4d6 points of nonlethal damage. | |||
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| [[Aid (Spell)|Aid]] || || Cleric 2 || || +1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10). | |||
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| [[Air Step (Spell)|Air Step]] || || Cleric 2 || || Tread unsteadily on air, with limitations. | |||
|- | |||
| [[Alchemical Tinkering (Spell)|Alchemical Tinkering]] || || Cleric 2 || || Transform one firearm or alchemical item into another one. | |||
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| [[Align Weapon (Spell)|Align Weapon]] || || Cleric 2 || || Weapon becomes good, evil, lawful, or chaotic. | |||
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| [[Alter Summoned Monster (Spell)|Alter Summoned Monster]] || || Cleric 2 || || You swap a creature summoned by a conjuration (summoning) spell for a creature you could summon with a summon monster or summon nature's ally spell | |||
|- | |||
| [[Amplify Stench (Spell)|Amplify Stench]] || || Cleric 2 || || You amplify your natural stench special ability—its save DC increases by 2, and creatures that fail their saving throws against your stench become nauseated rather than sickened. | |||
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| [[Ancestral Communion (Spell)|Ancestral Communion]] || || Cleric 2 || || You contact your ancestors to bolster your own knowledge. | |||
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| [[Ancestral Regression (Spell)|Ancestral Regression]] || || Cleric 2 || || Transform a drow into a surface elf. | |||
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| [[Angelic Aspect, Lesser (Spell)|Angelic Aspect, Lesser]] || || Cleric 2 || || You gain low-light vision, acid and cold resistance 5, and protection from evil. | |||
|- | |||
| [[Animate Dead, Lesser (Spell)|Animate Dead, Lesser]] || || Cleric 2 || || Create one skeleton or zombie. | |||
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| [[Ant Haul, Communal (Spell)|Ant Haul, Communal]] || || Cleric 2 || || As ant haul, but you may divide the duration among creatures touched. | |||
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| [[Arrow of Law (Spell)|Arrow of Law]] || || Cleric 2 || || Harm and possibly daze chaotic creatures. | |||
|- | |||
| [[Augury (Spell)|Augury]] || || Cleric 2 || MF || Learns whether an action will be good or bad. | |||
|- | |||
| [[Bear's Endurance (Spell)|Bear's Endurance]] || || Cleric 2 || || Subject gains +4 to Con for 1 min./level. | |||
|- | |||
| [[Bestow Weapon Proficiency (Spell)|Bestow Weapon Proficiency]] || || Cleric 2 || || Grant a creature proficiency in a single weapon for short period of time. | |||
|- | |||
| [[Blessing of Courage and Life (Spell)|Blessing of Courage and Life]] || || Cleric 2 || || +2 on saves vs. fear and death. | |||
|- | |||
| [[Blessings of Luck and Resolve (Spell)|Blessings of Luck and Resolve]] || || Cleric 2 || || Give a morale bonus or immunity to halflings against fear effects to a single creature. | |||
|- | |||
| [[Blinding Ray (Spell)|Blinding Ray]] || || Cleric 2 || DF || Ranged touch attack that blinds and deals damage to light sensitive creatures, + 1 ray/four levels (max 3). | |||
|- | |||
| [[Blood Blaze (Spell)|Blood Blaze]] || || Cleric 2 || || Aura that makes injured creatures spray burning blood. | |||
|- | |||
| [[Blood in the Water (Spell)|Blood in the Water]] || || Cleric 2 || DF || While the spell is in effect, all sharks, feeders in the depths, and creatures with the blood frenzy ability in the area gain a +2 bonus to Strength and Constitution and take a –2 penalty to AC. | |||
|- | |||
| [[Blood of the Martyr (Spell)|Blood of the Martyr]] || || Cleric 2 || || Target bleeds from orifices, enabling other creatures to sup the blood to regain hit points. | |||
|- | |||
| [[Boiling Blood (Spell)|Boiling Blood]] || || Cleric 2 || || Targets take fire damage; orcs get +2 Strength. | |||
|- | |||
| [[Book Ward (Spell)|Book Ward]] || || Cleric 2 || || As protection from energy, except lasting 1 day/level instead of 10 minutes per level and that the spell only protects against acid and fire damage (and while energy protection remains, the item is also completely waterproof). | |||
|- | |||
| [[Bull's Strength (Spell)|Bull's Strength]] || || Cleric 2 || || Subject gains +4 to Str for 1 min./level. | |||
|- | |||
| [[Burst of Radiance (Spell)|Burst of Radiance]] || || Cleric 2 || || Fills area with shimmering light, blinding (or dazzling) creatures for 1d4 rounds and damaging evil creatures. | |||
|- | |||
| [[Calm Emotions (Spell)|Calm Emotions]] || || Cleric 2 || || Calms creatures, negating emotion effects. | |||
|- | |||
| [[Cloud of Seasickness (Spell)|Cloud of Seasickness]] || || Cleric 2 || || As stinking cloud, except as noted and creatures are sickened instead of nauseated. | |||
|- | |||
| [[Compassionate Ally (Spell)|Compassionate Ally]] || || Cleric 2 || || Target is compelled to help injured ally. | |||
|- | |||
| [[Consecrate (Spell)|Consecrate]] || || Cleric 2 || M || Fills area with positive energy, weakening undead. | |||
|- | |||
| [[Cure Moderate Wounds (Spell)|Cure Moderate Wounds]] || || Cleric 2 || || Cures 2d8 damage + 1/level (max +10). | |||
|- | |||
| [[Darkness (Spell)|Darkness]] || || Cleric 2 || || 20-ft. radius of supernatural shadow. | |||
|- | |||
| [[Death Candle (Spell)|Death Candle]] || || Cleric 2 || || Kills dying creature; you summon a fire elemental. | |||
|- | |||
| [[Death Knell (Spell)|Death Knell]] || || Cleric 2 || || Kills dying creature; you gain 1d8 temporary hp, +2 to Str, and +1 caster level. | |||
|- | |||
| [[Deathwine (Spell)|Deathwine]] || || Cleric 2 || || Turn a healing potion into a pool that does not heal but increases the caster level of the next necromancy spell you cast. | |||
|- | |||
| [[Defending Bone (Spell)|Defending Bone]] || || Cleric 2 || || You animate a bone which gives you damage reduction 5/bludgeoning. | |||
|- | |||
| [[Delay Disease (Spell)|Delay Disease]] || || Cleric 2 || DF || Gain immunity to disease for 24h. | |||
|- | |||
| [[Delay Pain (Spell)|Delay Pain]] || || Cleric 2 || || Ignore pain for 1 hour/level. | |||
|- | |||
| [[Delay Poison (Spell)|Delay Poison]] || || Cleric 2 || || Stops poison from harming target for 1 hour/level. | |||
|- | |||
| [[Desecrate (Spell)|Desecrate]] || || Cleric 2 || M || Fills area with negative energy, making undead stronger. | |||
|- | |||
| [[Disfiguring Touch (Spell)|Disfiguring Touch]] || || Cleric 2 || || Target becomes disfigured. | |||
|- | |||
| [[Divine Trident (Spell)|Divine Trident]] || || Cleric 2 || || You make touch attacks with a spear-like bolt of electricity that deal 1d8 +1 per 2 caster levels (maximum +10)] electricity damage and might ignite combustible materials. | |||
|- | |||
| [[Dread Bolt (Spell)|Dread Bolt]] || || Cleric 2 || || Harm and possibly sicken good creatures. | |||
|- | |||
| [[Eagle's Splendor (Spell)|Eagle's Splendor]] || || Cleric 2 || || Subject gains +4 to Cha for 1 min./level. | |||
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| [[Early Judgement (Spell)|Early Judgement]] || || Cleric 2 || || Show creatures a glimpse of their judgement in the afterlife. This fascinates good, confuses neutral, and shakes evil creatures. | |||
|- | |||
| [[Effortless Armor (Spell)|Effortless Armor]] || || Cleric 2 || || Armor you wear no longer slows your speed. | |||
|- | |||
| [[Endure Elements, Communal (Spell)|Endure Elements, Communal]] || || Cleric 2 || || As endure elements, but you may divide the duration among creatures touched. | |||
|- | |||
| [[Enemy's Heart (Spell)|Enemy's Heart]] || || Cleric 2 || M || Make a coup de grace; gain 1d8 temporary hp +1 per HD of the creature, +2 to Str, and +1 caster level. | |||
|- | |||
| [[Enthrall (Spell)|Enthrall]] || || Cleric 2 || || Captivates all within 100 ft. + 10 ft./level. | |||
|- | |||
| [[Find Traps (Spell)|Find Traps]] || || Cleric 2 || || Notice traps as a rogue does. | |||
|- | |||
| [[Flotsam Vessel (Spell)|Flotsam Vessel]] || || Cleric 2 || || Creates a sturdy raft and oars from driftwood, reeds, and other river detritus. | |||
|- | |||
| [[Gentle Repose (Spell)|Gentle Repose]] || || Cleric 2 || || Preserves one corpse. | |||
|- | |||
| [[Ghostbane Dirge (Spell)|Ghostbane Dirge]] || || Cleric 2 || || Incorporeal creature takes half damage from nonmagical weapons. | |||
|- | |||
| [[Gird Ally (Spell)|Gird Ally]] || || Cleric 2 || || You create a magical field around summoned creatures you control that deflects attacks made against them. The targets gain a deflection bonusto their AC equal to 1 + 1 for every 6 caster levels you possess (maximum +4 deflection bonus at 18th level) | |||
|- | |||
| [[Grace (Spell)|Grace]] || || Cleric 2 || || Movement doesn't provoke attacks of opportunity. | |||
|- | |||
| [[Groundswell (Spell)|Groundswell]] || || Cleric 2 || || As a swift action, make ground rise 5 feet and prevent flanking. | |||
|- | |||
| [[Heroic Fortune (Spell)|Heroic Fortune]] || || Cleric 2 || M || The target gains 1 temporary hero point. | |||
|- | |||
| [[Hold Person (Spell)|Hold Person]] || || Cleric 2 || || Paralyzes one humanoid for 1 round/level. | |||
|- | |||
| [[Holy Ice Weapon (Spell)|Holy Ice Weapon]] || || Cleric 2 || M || Create a masterwork weapon made of frozen holy water. | |||
|- | |||
| [[Imbue with Aura (Spell)|Imbue with Aura]] || || Cleric 2 || || Target emulates your cleric aura. | |||
|- | |||
| [[Imbue with Elemental Might (Spell)|Imbue with Elemental Might]] || || Cleric 2 || || As imbue with spell ability except it transfers the use of elemental assault ability. | |||
|- | |||
| [[Inflict Moderate Wounds (Spell)|Inflict Moderate Wounds]] || || Cleric 2 || || Touch attack, 2d8 damage + 1/level (max +10). | |||
|- | |||
| [[Instant Armor (Spell)|Instant Armor]] || || Cleric 2 || || Summon armor temporarily replacing your current attire. | |||
|- | |||
| [[Instant Weapon (Spell)|Instant Weapon]] || || Cleric 2 || || You create a masterwork melee weapon sized appropriately for you from opaque force. As a force effect, it can strike and damage incorporeal creatures. | |||
|- | |||
| [[Instrument of Agony (Spell)|Instrument of Agony]] || || Cleric 2 || || Weapon exudes divine fury, granting a bonus on Intimidate checks. | |||
|- | |||
| [[Ironskin (Spell)|Ironskin]] || || Cleric 2 || DF/M || Your skin hardens and takes on the color and texture of rough iron. | |||
|- | |||
| [[Life Channel (Spell)|Life Channel]] || || Cleric 2 || || Convert channeled positive energy into temporary hit points for creatures with negative energy ability. | |||
|- | |||
| [[Life Pact (Spell)|Life Pact]] || || Cleric 2 || || Affected creatures automatically donate hp to stabilize fallen ally. | |||
|- | |||
| [[Magic Boulder (Spell)|Magic Boulder]] || || Cleric 2 || || As magic stone, except you affect up to three boulders (rocks up to two size categories smaller than yourself). | |||
|- | |||
| [[Magic Siege Engine (Spell)|Magic Siege Engine]] || || Cleric 2 || || Siege engine gains +1 on targeting and damage rolls. | |||
|- | |||
| [[Make Whole (Spell)|Make Whole]] || || Cleric 2 || || Repairs an object. | |||
|- | |||
| [[Marching Chant (Spell)|Marching Chant]] || || Cleric 2 || || Allies can hustle without penalty while you sing or chant. | |||
|- | |||
| [[Martyr's Bargain (Spell)|Martyr's Bargain]] || || Cleric 2 || || Delay immediate damage to yourself from a spell to take maximum damage later. | |||
|- | |||
| [[Masterwork Transformation (Spell)|Masterwork Transformation]] || || Cleric 2 || M || Make a normal item into a masterwork one. | |||
|- | |||
| [[Muffle Sound (Spell)|Muffle Sound]] || || Cleric 2 || || Allies gain a bonus on Stealth checks but risk verbal spell failure. | |||
|- | |||
| [[Oracle's Burden (Spell)|Oracle's Burden]] || || Cleric 2 || || [Oracle Only] Creature is affected by negative oracle's curse effects. | |||
|- | |||
| [[Owl's Wisdom (Spell)|Owl's Wisdom]] || || Cleric 2 || || Subject gains +4 to Wis for 1 min./level. | |||
|- | |||
| [[Path of Glory (Spell)|Path of Glory]] || || Cleric 2 || || Create an expanding glow that heals allies within it of 1 hp of damage. | |||
|- | |||
| [[Pilfering Hand (Spell)|Pilfering Hand]] || || Cleric 2 || || You may seize an object or manipulate it from afar. | |||
|- | |||
| [[Protection from Chaos, Communal (Spell)|Protection from Chaos, Communal]] || || Cleric 2 || || As protection from chaos, but you may divide the duration among creatures touched. | |||
|- | |||
| [[Protection from Evil, Communal (Spell)|Protection from Evil, Communal]] || || Cleric 2 || || As protection from evil, but you may divide the duration among creatures touched. | |||
|- | |||
| [[Protection from Good, Communal (Spell)|Protection from Good, Communal]] || || Cleric 2 || || As protection from good, but you may divide the duration among creatures touched. | |||
|- | |||
| [[Protection from Law, Communal (Spell)|Protection from Law, Communal]] || || Cleric 2 || || As protection from law, but you may divide the duration among creatures touched. | |||
|- | |||
| [[Protective Penumbra (Spell)|Protective Penumbra]] || || Cleric 2 || || Shadow protects the target from light. | |||
|- | |||
| [[Recentering Drone (Spell)|Recentering Drone]] || || Cleric 2 || || You emit a calming sound that allows creatures with the dazzled, fatigued, shaken, or sickened conditions to temporarily ignore or reduce the the penalties from those conditions. | |||
|- | |||
| [[Reinforce Armaments, Communal (Spell)|Reinforce Armaments, Communal]] || || Cleric 2 || || As reinforce armaments, but you may divide the duration among objects touched. | |||
|- | |||
| [[Remove Paralysis (Spell)|Remove Paralysis]] || || Cleric 2 || || Frees creatures from paralysis or slow effect. | |||
|- | |||
| [[Resist Energy (Spell)|Resist Energy]] || || Cleric 2 || || Ignores 10 (or more) points of damage/attack from specified energy type. | |||
|- | |||
| [[Restoration, Lesser (Spell)|Restoration, Lesser]] || || Cleric 2 || || Dispels magical ability penalty or repairs 1d4 ability damage. | |||
|- | |||
| [[Returning Weapon (Spell)|Returning Weapon]] || || Cleric 2 || || Grants a weapon the returning special weapon quality. | |||
|- | |||
| [[Sacred Space (Spell)|Sacred Space]] || || Cleric 2 || M || Augment DC to resist spells and spell-like abilities with good descriptors. Penalty to evil outsiders. | |||
|- | |||
| [[Savage Maw (Spell)|Savage Maw]] || || Cleric 2 || || Gain a bite attack. | |||
|- | |||
| [[Sentry Skull (Spell)|Sentry Skull]] || || Cleric 2 || M || Turn a severed head into a magical sentry. | |||
|- | |||
| [[Shard of Chaos (Spell)|Shard of Chaos]] || || Cleric 2 || || Harm and possibly slow lawful creatures. | |||
|- | |||
| [[Share Language (Spell)|Share Language]] || || Cleric 2 || || Subject understands chosen language. | |||
|- | |||
| [[Shatter (Spell)|Shatter]] || || Cleric 2 || || Sonic vibration damages objects or crystalline creatures. | |||
|- | |||
| [[Shield of Fortification (Spell)|Shield of Fortification]] || || Cleric 2 || || Target gains a 25% chance to treat critical hits and sneak attacks as normal hits. | |||
|- | |||
| [[Shield Other (Spell)|Shield Other]] || || Cleric 2 || F || You take half of subject's damage. | |||
|- | |||
| [[Shock Arrow (Spell)|Shock Arrow]] || || Cleric 2 || || You create an arrow made of crackling electricity, which you may fire as a weapon or use as a glowing beacon. | |||
|- | |||
| [[Silence (Spell)|Silence]] || || Cleric 2 || || Negates sound in 20-ft. radius. | |||
|- | |||
| [[Silent Table (Spell)|Silent Table]] || || Cleric 2 || || Give yourself privacy by muffling sound. | |||
|- | |||
| [[Snow Shape (Spell)|Snow Shape]] || || Cleric 2 || || As stone shape except with snow. You can create simple weapons composed of ice that last for 24 hours before melting. | |||
|- | |||
| [[Soothing Word (Spell)|Soothing Word]] || || Cleric 2 || || Reduces effects of multiple conditions on target. | |||
|- | |||
| [[Sound Burst (Spell)|Sound Burst]] || || Cleric 2 || || Deals 1d8 sonic damage to subjects; may stun them. | |||
|- | |||
| [[Spear of Purity (Spell)|Spear of Purity]] || || Cleric 2 || || Harm and possibly blind evil creatures. | |||
|- | |||
| [[Spell Gauge (Spell)|Spell Gauge]] || || Cleric 2 || || Reveal a number of spells - lowest first - that the target creature knows, up to your caster level. | |||
|- | |||
| [[Spiritual Weapon (Spell)|Spiritual Weapon]] || || Cleric 2 || || Magic weapon attacks on its own. | |||
|- | |||
| [[Staggering Fall (Spell)|Staggering Fall]] || || Cleric 2 || || Cause additional damage to a falling creature. | |||
|- | |||
| [[Status (Spell)|Status]] || || Cleric 2 || || Monitors condition, position of allies. | |||
|- | |||
| [[Stone Throwing (Spell)|Stone Throwing]] || || Cleric 2 || || The subject gains the rock throwing and rock catching abilities usable with solid, inflexible objects with hardness of at least 5. | |||
|- | |||
| [[Summon Monster II (Spell)|Summon Monster II]] || || Cleric 2 || || Summons extraplanar creature to fight for you. | |||
|- | |||
| [[Surmount Affliction (Spell)|Surmount Affliction]] || || Cleric 2 || || Temporarily suppress one condition. | |||
|- | |||
| [[Touch of Mercy (Spell)|Touch of Mercy]] || || Cleric 2 || || The target creature deals only nonlethal damage with all of its weapon attacks. | |||
|- | |||
| [[Track Ship (Spell)|Track Ship]] || || Cleric 2 || || Track a ships location and movement with the aid of a nautical chart and a piece of the ship to be tracked. | |||
|- | |||
| [[Trail of the Rose (Spell)|Trail of the Rose]] || || Cleric 2 || || You and target allies leave a misty trail as you walk. Only your group can see and backtrack these trails. | |||
|- | |||
| [[Tremor Blast (Spell)|Tremor Blast]] || || Cleric 2 || || You create a minor earthquake that can trip creatures. | |||
|- | |||
| [[Twisted Futures (Spell)|Twisted Futures]] || || Cleric 2 || || A creature affected by this spell is unable to benefit from effects that grant the ability to roll multiple times and take the higher result. | |||
|- | |||
| [[Undetectable Alignment (Spell)|Undetectable Alignment]] || || Cleric 2 || || Conceals alignment for 24 hours. | |||
|- | |||
| [[Unholy Ice Weapon (Spell)|Unholy Ice Weapon]] || || Cleric 2 || M || Create a masterwork weapon made of frozen unholy water. | |||
|- | |||
| [[Unliving Rage (Spell)|Unliving Rage]] || || Cleric 2 || || As rage, except affecting only undead. | |||
|- | |||
| [[Weapon of Awe (Spell)|Weapon of Awe]] || || Cleric 2 || || Weapon gets +2 on damage rolls. | |||
|- | |||
| [[Web Shelter (Spell)|Web Shelter]] || || Cleric 2 || || Create a comfortable shelter made of webbing. | |||
|- | |||
| [[Whispering Lore (Spell)|Whispering Lore]] || || Cleric 2 || || Gain a bonus to Knowledge checks about your environment from the land itself. Elf only. | |||
|- | |||
| [[Zone of Truth (Spell)|Zone of Truth]] || || Cleric 2 || || Subjects within range cannot lie. | |||
|} | |} | ||
Revision as of 15:30, 23 October 2015
- Go back to the Epic Path page.
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0th Level Cleric Spells (Orisons)
Spell Name | School | Spell Level | Components | Description |
---|---|---|---|---|
Bleed | Necromancy | Cleric 0 | V, S | Cause a stabilized creature to resume dying. |
Create Water | Conjuration | Cleric 0 | V, S | Creates 2 gallons/level of pure water. |
Detect Magic | Divination | Cleric 0 | V, S | Detects spells and magic items within 60 ft. |
Detect Poison | Divination | Cleric 0 | V, S | Detects poison in one creature or object. |
Enhanced Diplomacy | Divination | Cleric 0 | V, S | Touched creature gains +2 on one Diplomacy or Intimidate check. |
Guidance | Divination | Cleric 0 | V, S | Touched creature gains +1 on one attack roll, saving throw, or skill check. |
Light | Evocation | Cleric 0 | V, M | Object shines like a torch. |
Mending | Transmutation | Cleric 0 | V, S | Makes minor repairs on an object. |
Purify Food and Drink | Transmutation | Cleric 0 | V, S | Purifies 1 cu. ft./level of food or water. |
Read Magic | Divination | Cleric 0 | V, S, F | Read scrolls and spellbooks. |
Resistance | Abjuration | Cleric 0 | V, S, M | Touched creature gains +1 on saving throws. |
Spark | Evocation | Cleric 0 | V or S | Ignites flammable objects. |
Stabilize | Conjuration | Cleric 0 | V, S | Cause a dying creature to stabilize. |
Virtue | Transmutation | Cleric 0 | V, S | Touched creature gains 1 temporary hp. |
1st Level Cleric Spells
Spell Name | School | Spell Level | Components | Description |
---|---|---|---|---|
Abundant Ammunition | Cleric 1 | Replaces non-magical ammunition every round. | ||
Advanced Scurvy | Cleric 1 | A living touched target contracts an advanced form of scurvy. | ||
Air Bubble | Cleric 1 | Creates a small pocket of air around your head or an object. | ||
Ant Haul | Cleric 1 | Triples carrying capacity of a creature. | ||
Abstemiousness | Cleric 1 | Enhances a small handful of food to feed a creature for a day. | ||
Aspect of the Nightingale | Cleric 1 | You gain a +2 competence bonus on Perform (sing) checks and a +2 competence bonus on Diplomacy checks. Once per minute, if you are subject to a charm effect that allows a saving throw, you may roll twice and take the more favorable result. | ||
Bane | Cleric 1 | Enemies take –1 on attack rolls and saves against fear. | ||
Bless | Cleric 1 | Allies gain +1 on attack rolls and saves against fear. | ||
Blessed Fist | Cleric 1 | Target doesn't provoke attacks of opportunity with unarmed strikes. | ||
Bless Water | Cleric 1 | Makes holy water. | ||
Blessing of the Watch | Cleric 1 | Like bless, except it lasts 1 hour per level instead of 1 minute per level and only working in the caster's home city, specifically referring to areas under the jurisdiction of the city watch. | ||
Burning Disarm | Cleric 1 | A metal object instantly becomes red hot possibly causing the wielder to drop it or take damage. | ||
Carrion Compass | Cleric 1 | You are lead to an undead creature's most recent controller or the cause of the creature's undeath. | ||
Cause Fear | Cleric 1 | One creature of 5 HD or less flees for 1d4 rounds. | ||
Clarion Call | Cleric 1 | Subject can create sound of loud horn by miming action of sounding one and can speak in loud voice heard over great distances. | ||
Command | Cleric 1 | One subject obeys selected command for 1 round. | ||
Compel Hostility | Cleric 1 | Compels opponents to attack you instead of your allies. | ||
Comprehend Languages | Cleric 1 | You understand all spoken and written languages. | ||
Cultural Adaptation | Cleric 1 | You gain the correct native accent and mannerisms when you speak a language with a spell like tongues, granting you bonuses to interactions with native speakers of that language. | ||
Cure Light Wounds | Cleric 1 | Cures 1d8 damage + 1/level (max +5). | ||
Curse Water | Cleric 1 | Makes unholy water. | ||
Dancing Lantern | Cleric 1 | Animates a lantern that follows you. | ||
Deadeye's Lore | Cleric 1 | Gain a +4 sacred bonus on all Survival checks and move faster while tracking. | ||
Deathwatch | Cleric 1 | Reveals how near death subjects within 30 ft. are. | ||
Decompose Corpse | Cleric 1 | Turn corpse into clean skeleton. | ||
Detect Chaos/Evil/Good/Law | Cleric 1 | Reveals creatures, spells, or objects of selected alignment. | ||
Detect Charm | Cleric 1 | Detect strength and location of charms, compulsions, and possession auras on creatures in the area. | ||
Detect the Faithful | Cleric 1 | You can detect other worshipers of your deity. | ||
Detect Undead | Cleric 1 | Reveals undead within 60 ft. | ||
Divine Favor | Cleric 1 | You gain +1 per three levels on attack and damage rolls. | ||
Diagnose Disease | Cleric 1 | Detect and identify diseases. | ||
Doom | Cleric 1 | One subject takes –2 on attack rolls, damage rolls, saves, and checks. | ||
Dream Feast | Cleric 1 | Dream of a rich feast and when you awake, you are sated as if you ate and drank a nutritious meal. | ||
Embrace Destiny | Cleric 1 | [Oracle Only] Roll d20; use the roll before the spell ends to replace another d20 roll before the die is rolled. | ||
Endure Elements | Cleric 1 | Exist comfortably in hot or cold regions. | ||
Enhance Water | Cleric 1 | Turn water into alcohol. | ||
Entropic Shield | Cleric 1 | Ranged attacks against you have 20% miss chance. | ||
Face of the Devourer | Cleric 1 | You transform the target's face into a hideous shape, such as a half-melted visage with insect legs instead of teeth, seeping pits instead of eyes, and suckered tongues dangling from its misshapen mouth. | ||
Fairness | Cleric 1 | Prevent creatures from cheating while trading. | ||
Firebelly | Cleric 1 | A magical fire warms your belly, granting you fire resistance 5 and as a standard action, you can breathe a 15-foot cone of flame that deals 1d4 fire damage (Ref half, SR applies). | ||
Forbid Action | Cleric 1 | Target obeys your command to not do something. | ||
Hairline Fractures | Cleric 1 | Reduce the hardness of a stone object or lower the AC of an earth-type creature. | ||
Haze of Dreams | Cleric 1 | Distract a target creature with dreams and visions, slowing their speed by half. | ||
Hide from Undead | Cleric 1 | Undead can't perceive one subject/level. | ||
Ice Armor | Cleric 1 | You create a suit of armor made of ice which offers the same protection as a breastplate, except it has hardness 0 and 30 hit points. | ||
Infernal Healing | Cleric 1 | Touch a creature with devils blood, giving it fast healing 1. | ||
Inflict Light Wounds | Cleric 1 | Touch deals 1d8 damage +1/level (max +5). | ||
Ironbeard | Cleric 1 | Target gains a beard of cold iron that increases AC and can be used to attack enemies. | ||
Karmic Blessing | Cleric 1 | The target treats one skill of your choice as a class skill. | ||
Know the Enemy | Cleric 1 | Gain +10 on a monster Knowledge check. | ||
Liberating Command | Cleric 1 | Target makes an Escape Artist check as an immediate action and gains a bonus on it. | ||
Lighten Object | Cleric 1 | Halve the weight of one object for 1 min/level. Size of the object is limited to 1 cubic foot per level. | ||
Magic Stone | Cleric 1 | Three stones gain +1 on attack, deal 1d6 +1 damage. | ||
Magic Weapon | Cleric 1 | Weapon gains +1 bonus. | ||
Marid's Mastery | Cleric 1 | If target and opponent are touching water +1 bonus on attack and damage rolls, otherwise -4. | ||
Mighty Fist of the Earth | Cleric 1 | Make an unarmed strike attack roll against a target at distance. | ||
Moment of Greatness | Cleric 1 | Doubles a morale bonus. | ||
Murderous Command | Cleric 1 | Target is compelled to kill its ally. | ||
Obscuring Mist | Cleric 1 | Fog surrounds you. | ||
Poisoned Egg | Cleric 1 | You transform the contents of a normal egg into a single dose of small centipede poison (injury; save DC 11; frequency 1/round for 4 rounds; effect 1 Dex; cure 1 save). | ||
Protection from Chaos/Evil/Good/Law | Cleric 1 | +2 to AC and saves, plus additional protection against selected alignment. | ||
Ray of Sickening | Cleric 1 | Ray makes the subject sickened. | ||
Read Weather | Cleric 1 | Precisely forecast natural weather phenomenon that will occur in your area over the next 48 hours. | ||
Recharge Innate Magic | Cleric 1 | Regain one use of all 0 and 1st-level spell-like abilities of a racial trait. | ||
Refine Improvised Weapon | Cleric 1 | Transform improvised weapon into a masterwork simple or martial weapon. | ||
Reinforce Armaments | Cleric 1 | Temporarily mitigates the fragile quality in targeted weapon or armor. | ||
Remove Fear | Cleric 1 | Suppresses fear or gives +4 on saves against fear for one subject + one per four levels. | ||
Remove Sickness | Cleric 1 | Suppress disease, nausea, and the sickened condition. | ||
Restore Corpse | Cleric 1 | Skeletal corpse grows flesh. | ||
Sanctify Corpse | Cleric 1 | Prevent a corpse from becoming an undead creature. | ||
Sanctuary | Cleric 1 | Opponents can't attack you, and you can't attack. | ||
Shield of Faith | Cleric 1 | Aura grants +2 or higher deflection bonus. | ||
Spiked Armor | Cleric 1 | Suit of armor becomes covered in iron spikes. | ||
Stunning Barrier | Cleric 1 | Magical field grants a +1 bonus to AC and on saves, and stuns one creature attacking you. | ||
Summon Minor Monster | Cleric 1 | Summon 1d3 Tiny animals. | ||
Summon Monster I | Cleric 1 | Summons extraplanar creature to fight for you. | ||
Sun Metal | Cleric 1 | Cause a melee weapon to erupt in flames, dealing extra damage. | ||
Swallow Your Fear | Cleric 1 | Grants +2 morale bonus to Str and Con, +1 morale bonus to Will saves, and -2 penalty to AC to subjects suffering from a fear effect. Prevents frightened subject from running. | ||
Tap Inner Beauty | Cleric 1 | You gain a +2 insight bonus on all Charisma ability checks and Charisma-based skill checks. | ||
Touch of Bloodletting | Cleric 1 | This spell causes existing wounds on a target to bleed profusely. | ||
Touch of Truthtelling | Cleric 1 | As zone of truth, but others know the target is affected by the spell. | ||
Tracking Mark | Cleric 1 | You treat the DCs of all Survival checks made to track a target as if 5 lower than normal, and gain a +5 bonus on Perception checks to notice the target if it is using Stealth or to recognize it if it is using Disguise. | ||
Unbreakable Heart | Cleric 1 | Target gains a +4 bonus on saves against mind-affecting effects that rely on negative emotions. | ||
Weapons Against Evil | Cleric 1 | Enchant one weapon per level to bypass the DR of evil creatures, as long as it is 5 or less and not epic DR. | ||
Weaponwand | Cleric 1 | Merge a magic wand with a weapon to wield both simultaneously. |
2nd Level Cleric Spells
Spell Name | School | Spell Level | Components | Description |
---|---|---|---|---|
Abeyance | Cleric 2 | M/DF | You suppress the effects of a curse on a creature. | |
Aboleth's Lung | Cleric 2 | Targets gain the ability to breathe water but can no longer breathe air. | ||
Admonishing Ray | Cleric 2 | You fire one nonlethal force ray plus one additional ray for every four levels (maximum three rays). Each ray deals 4d6 points of nonlethal damage. | ||
Aid | Cleric 2 | +1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10). | ||
Air Step | Cleric 2 | Tread unsteadily on air, with limitations. | ||
Alchemical Tinkering | Cleric 2 | Transform one firearm or alchemical item into another one. | ||
Align Weapon | Cleric 2 | Weapon becomes good, evil, lawful, or chaotic. | ||
Alter Summoned Monster | Cleric 2 | You swap a creature summoned by a conjuration (summoning) spell for a creature you could summon with a summon monster or summon nature's ally spell | ||
Amplify Stench | Cleric 2 | You amplify your natural stench special ability—its save DC increases by 2, and creatures that fail their saving throws against your stench become nauseated rather than sickened. | ||
Ancestral Communion | Cleric 2 | You contact your ancestors to bolster your own knowledge. | ||
Ancestral Regression | Cleric 2 | Transform a drow into a surface elf. | ||
Angelic Aspect, Lesser | Cleric 2 | You gain low-light vision, acid and cold resistance 5, and protection from evil. | ||
Animate Dead, Lesser | Cleric 2 | Create one skeleton or zombie. | ||
Ant Haul, Communal | Cleric 2 | As ant haul, but you may divide the duration among creatures touched. | ||
Arrow of Law | Cleric 2 | Harm and possibly daze chaotic creatures. | ||
Augury | Cleric 2 | MF | Learns whether an action will be good or bad. | |
Bear's Endurance | Cleric 2 | Subject gains +4 to Con for 1 min./level. | ||
Bestow Weapon Proficiency | Cleric 2 | Grant a creature proficiency in a single weapon for short period of time. | ||
Blessing of Courage and Life | Cleric 2 | +2 on saves vs. fear and death. | ||
Blessings of Luck and Resolve | Cleric 2 | Give a morale bonus or immunity to halflings against fear effects to a single creature. | ||
Blinding Ray | Cleric 2 | DF | Ranged touch attack that blinds and deals damage to light sensitive creatures, + 1 ray/four levels (max 3). | |
Blood Blaze | Cleric 2 | Aura that makes injured creatures spray burning blood. | ||
Blood in the Water | Cleric 2 | DF | While the spell is in effect, all sharks, feeders in the depths, and creatures with the blood frenzy ability in the area gain a +2 bonus to Strength and Constitution and take a –2 penalty to AC. | |
Blood of the Martyr | Cleric 2 | Target bleeds from orifices, enabling other creatures to sup the blood to regain hit points. | ||
Boiling Blood | Cleric 2 | Targets take fire damage; orcs get +2 Strength. | ||
Book Ward | Cleric 2 | As protection from energy, except lasting 1 day/level instead of 10 minutes per level and that the spell only protects against acid and fire damage (and while energy protection remains, the item is also completely waterproof). | ||
Bull's Strength | Cleric 2 | Subject gains +4 to Str for 1 min./level. | ||
Burst of Radiance | Cleric 2 | Fills area with shimmering light, blinding (or dazzling) creatures for 1d4 rounds and damaging evil creatures. | ||
Calm Emotions | Cleric 2 | Calms creatures, negating emotion effects. | ||
Cloud of Seasickness | Cleric 2 | As stinking cloud, except as noted and creatures are sickened instead of nauseated. | ||
Compassionate Ally | Cleric 2 | Target is compelled to help injured ally. | ||
Consecrate | Cleric 2 | M | Fills area with positive energy, weakening undead. | |
Cure Moderate Wounds | Cleric 2 | Cures 2d8 damage + 1/level (max +10). | ||
Darkness | Cleric 2 | 20-ft. radius of supernatural shadow. | ||
Death Candle | Cleric 2 | Kills dying creature; you summon a fire elemental. | ||
Death Knell | Cleric 2 | Kills dying creature; you gain 1d8 temporary hp, +2 to Str, and +1 caster level. | ||
Deathwine | Cleric 2 | Turn a healing potion into a pool that does not heal but increases the caster level of the next necromancy spell you cast. | ||
Defending Bone | Cleric 2 | You animate a bone which gives you damage reduction 5/bludgeoning. | ||
Delay Disease | Cleric 2 | DF | Gain immunity to disease for 24h. | |
Delay Pain | Cleric 2 | Ignore pain for 1 hour/level. | ||
Delay Poison | Cleric 2 | Stops poison from harming target for 1 hour/level. | ||
Desecrate | Cleric 2 | M | Fills area with negative energy, making undead stronger. | |
Disfiguring Touch | Cleric 2 | Target becomes disfigured. | ||
Divine Trident | Cleric 2 | You make touch attacks with a spear-like bolt of electricity that deal 1d8 +1 per 2 caster levels (maximum +10)] electricity damage and might ignite combustible materials. | ||
Dread Bolt | Cleric 2 | Harm and possibly sicken good creatures. | ||
Eagle's Splendor | Cleric 2 | Subject gains +4 to Cha for 1 min./level. | ||
Early Judgement | Cleric 2 | Show creatures a glimpse of their judgement in the afterlife. This fascinates good, confuses neutral, and shakes evil creatures. | ||
Effortless Armor | Cleric 2 | Armor you wear no longer slows your speed. | ||
Endure Elements, Communal | Cleric 2 | As endure elements, but you may divide the duration among creatures touched. | ||
Enemy's Heart | Cleric 2 | M | Make a coup de grace; gain 1d8 temporary hp +1 per HD of the creature, +2 to Str, and +1 caster level. | |
Enthrall | Cleric 2 | Captivates all within 100 ft. + 10 ft./level. | ||
Find Traps | Cleric 2 | Notice traps as a rogue does. | ||
Flotsam Vessel | Cleric 2 | Creates a sturdy raft and oars from driftwood, reeds, and other river detritus. | ||
Gentle Repose | Cleric 2 | Preserves one corpse. | ||
Ghostbane Dirge | Cleric 2 | Incorporeal creature takes half damage from nonmagical weapons. | ||
Gird Ally | Cleric 2 | You create a magical field around summoned creatures you control that deflects attacks made against them. The targets gain a deflection bonusto their AC equal to 1 + 1 for every 6 caster levels you possess (maximum +4 deflection bonus at 18th level) | ||
Grace | Cleric 2 | Movement doesn't provoke attacks of opportunity. | ||
Groundswell | Cleric 2 | As a swift action, make ground rise 5 feet and prevent flanking. | ||
Heroic Fortune | Cleric 2 | M | The target gains 1 temporary hero point. | |
Hold Person | Cleric 2 | Paralyzes one humanoid for 1 round/level. | ||
Holy Ice Weapon | Cleric 2 | M | Create a masterwork weapon made of frozen holy water. | |
Imbue with Aura | Cleric 2 | Target emulates your cleric aura. | ||
Imbue with Elemental Might | Cleric 2 | As imbue with spell ability except it transfers the use of elemental assault ability. | ||
Inflict Moderate Wounds | Cleric 2 | Touch attack, 2d8 damage + 1/level (max +10). | ||
Instant Armor | Cleric 2 | Summon armor temporarily replacing your current attire. | ||
Instant Weapon | Cleric 2 | You create a masterwork melee weapon sized appropriately for you from opaque force. As a force effect, it can strike and damage incorporeal creatures. | ||
Instrument of Agony | Cleric 2 | Weapon exudes divine fury, granting a bonus on Intimidate checks. | ||
Ironskin | Cleric 2 | DF/M | Your skin hardens and takes on the color and texture of rough iron. | |
Life Channel | Cleric 2 | Convert channeled positive energy into temporary hit points for creatures with negative energy ability. | ||
Life Pact | Cleric 2 | Affected creatures automatically donate hp to stabilize fallen ally. | ||
Magic Boulder | Cleric 2 | As magic stone, except you affect up to three boulders (rocks up to two size categories smaller than yourself). | ||
Magic Siege Engine | Cleric 2 | Siege engine gains +1 on targeting and damage rolls. | ||
Make Whole | Cleric 2 | Repairs an object. | ||
Marching Chant | Cleric 2 | Allies can hustle without penalty while you sing or chant. | ||
Martyr's Bargain | Cleric 2 | Delay immediate damage to yourself from a spell to take maximum damage later. | ||
Masterwork Transformation | Cleric 2 | M | Make a normal item into a masterwork one. | |
Muffle Sound | Cleric 2 | Allies gain a bonus on Stealth checks but risk verbal spell failure. | ||
Oracle's Burden | Cleric 2 | [Oracle Only] Creature is affected by negative oracle's curse effects. | ||
Owl's Wisdom | Cleric 2 | Subject gains +4 to Wis for 1 min./level. | ||
Path of Glory | Cleric 2 | Create an expanding glow that heals allies within it of 1 hp of damage. | ||
Pilfering Hand | Cleric 2 | You may seize an object or manipulate it from afar. | ||
Protection from Chaos, Communal | Cleric 2 | As protection from chaos, but you may divide the duration among creatures touched. | ||
Protection from Evil, Communal | Cleric 2 | As protection from evil, but you may divide the duration among creatures touched. | ||
Protection from Good, Communal | Cleric 2 | As protection from good, but you may divide the duration among creatures touched. | ||
Protection from Law, Communal | Cleric 2 | As protection from law, but you may divide the duration among creatures touched. | ||
Protective Penumbra | Cleric 2 | Shadow protects the target from light. | ||
Recentering Drone | Cleric 2 | You emit a calming sound that allows creatures with the dazzled, fatigued, shaken, or sickened conditions to temporarily ignore or reduce the the penalties from those conditions. | ||
Reinforce Armaments, Communal | Cleric 2 | As reinforce armaments, but you may divide the duration among objects touched. | ||
Remove Paralysis | Cleric 2 | Frees creatures from paralysis or slow effect. | ||
Resist Energy | Cleric 2 | Ignores 10 (or more) points of damage/attack from specified energy type. | ||
Restoration, Lesser | Cleric 2 | Dispels magical ability penalty or repairs 1d4 ability damage. | ||
Returning Weapon | Cleric 2 | Grants a weapon the returning special weapon quality. | ||
Sacred Space | Cleric 2 | M | Augment DC to resist spells and spell-like abilities with good descriptors. Penalty to evil outsiders. | |
Savage Maw | Cleric 2 | Gain a bite attack. | ||
Sentry Skull | Cleric 2 | M | Turn a severed head into a magical sentry. | |
Shard of Chaos | Cleric 2 | Harm and possibly slow lawful creatures. | ||
Share Language | Cleric 2 | Subject understands chosen language. | ||
Shatter | Cleric 2 | Sonic vibration damages objects or crystalline creatures. | ||
Shield of Fortification | Cleric 2 | Target gains a 25% chance to treat critical hits and sneak attacks as normal hits. | ||
Shield Other | Cleric 2 | F | You take half of subject's damage. | |
Shock Arrow | Cleric 2 | You create an arrow made of crackling electricity, which you may fire as a weapon or use as a glowing beacon. | ||
Silence | Cleric 2 | Negates sound in 20-ft. radius. | ||
Silent Table | Cleric 2 | Give yourself privacy by muffling sound. | ||
Snow Shape | Cleric 2 | As stone shape except with snow. You can create simple weapons composed of ice that last for 24 hours before melting. | ||
Soothing Word | Cleric 2 | Reduces effects of multiple conditions on target. | ||
Sound Burst | Cleric 2 | Deals 1d8 sonic damage to subjects; may stun them. | ||
Spear of Purity | Cleric 2 | Harm and possibly blind evil creatures. | ||
Spell Gauge | Cleric 2 | Reveal a number of spells - lowest first - that the target creature knows, up to your caster level. | ||
Spiritual Weapon | Cleric 2 | Magic weapon attacks on its own. | ||
Staggering Fall | Cleric 2 | Cause additional damage to a falling creature. | ||
Status | Cleric 2 | Monitors condition, position of allies. | ||
Stone Throwing | Cleric 2 | The subject gains the rock throwing and rock catching abilities usable with solid, inflexible objects with hardness of at least 5. | ||
Summon Monster II | Cleric 2 | Summons extraplanar creature to fight for you. | ||
Surmount Affliction | Cleric 2 | Temporarily suppress one condition. | ||
Touch of Mercy | Cleric 2 | The target creature deals only nonlethal damage with all of its weapon attacks. | ||
Track Ship | Cleric 2 | Track a ships location and movement with the aid of a nautical chart and a piece of the ship to be tracked. | ||
Trail of the Rose | Cleric 2 | You and target allies leave a misty trail as you walk. Only your group can see and backtrack these trails. | ||
Tremor Blast | Cleric 2 | You create a minor earthquake that can trip creatures. | ||
Twisted Futures | Cleric 2 | A creature affected by this spell is unable to benefit from effects that grant the ability to roll multiple times and take the higher result. | ||
Undetectable Alignment | Cleric 2 | Conceals alignment for 24 hours. | ||
Unholy Ice Weapon | Cleric 2 | M | Create a masterwork weapon made of frozen unholy water. | |
Unliving Rage | Cleric 2 | As rage, except affecting only undead. | ||
Weapon of Awe | Cleric 2 | Weapon gets +2 on damage rolls. | ||
Web Shelter | Cleric 2 | Create a comfortable shelter made of webbing. | ||
Whispering Lore | Cleric 2 | Gain a bonus to Knowledge checks about your environment from the land itself. Elf only. | ||
Zone of Truth | Cleric 2 | Subjects within range cannot lie. |
3rd Level Cleric Spells
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4th Level Cleric Spells
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5th Level Cleric Spells
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6th Level Cleric Spells
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7th Level Cleric Spells
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8th Level Cleric Spells
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9th Level Cleric Spells
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