Cleric Spells: Difference between revisions
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| [[Groundswell (Spell)|Groundswell]] || || Cleric 2 || || As a swift action, make ground rise 5 feet and prevent flanking. | | [[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 | | [[Heroic Fortune (Spell)|Heroic Fortune]] || || Cleric 2 || M || The target gains 1 temporary action point. | ||
|- | |- | ||
| [[Hold Person (Spell)|Hold Person]] || || Cleric 2 || || Paralyzes one humanoid for 1 round/level. | | [[Hold Person (Spell)|Hold Person]] || || Cleric 2 || || Paralyzes one humanoid for 1 round/level. |
Revision as of 17:13, 19 May 2017
Spell Level
0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 |
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Level 0 Cleric Spells
Level 0 cleric spells are also referred to as "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. |
Level 1 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 | Cleric 1 | Reveals chaotic creatures, spells, or objects. | ||
Detect Charm | Cleric 1 | Detect strength and location of charms, compulsions, and possession auras on creatures in the area. | ||
Detect Evil | Cleric 1 | Reveals evil creatures, spells, or objects. | ||
Detect Good | Cleric 1 | Reveals good creatures, spells, or objects. | ||
Detect Law | Cleric 1 | Reveals lawful creatures, spells, or objects. | ||
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 gains bonuses as you direct. | ||
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 | Cleric 1 | +2 to AC and saves, plus additional protection against selected alignment. | ||
Protection from Evil | Cleric 1 | +2 to AC and saves, plus additional protection against selected alignment. | ||
Protection from Good | Cleric 1 | +2 to AC and saves, plus additional protection against selected alignment. | ||
Protection from 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. |
Level 2 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. | ||
Calm Spirit | Cleric 2 | Postpone hostile action by a haunt or incorporeal undead. | ||
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 action 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. | ||
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 | Conjuration (Healing) | Cleric 2 | V, S | 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. | ||
Water Walk | Cleric 2 | Subject treads on water as if solid. | ||
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. |
Level 3 Cleric Spells
Spell Name | School | Spell Level | Components | Description |
---|---|---|---|---|
Accept Affliction | Cleric 3 | The caster can transfer the effects of afflictions such as curses, diseases, and poisons from the target creature to himself. | ||
Agonize | Cleric 3 | Pain encourages an outsider to obey you. | ||
Agonizing Rebuke | Cleric 3 | Cause mental distress and pain to a target if it attacks you. | ||
Aggravate Affliction | Cleric 3 | All recurring afflictions possessed by the targeted creature immediately trigger, requiring an immediate saving throw to avoid suffering their effects. | ||
Air Breathing | Cleric 3 | The transmuted creatures can breathe air freely. | ||
Align Weapon, Communal | Cleric 3 | As align weapon, but you can divide the duration among weapons touched. | ||
Animate Dead | Cleric 3 | M | Creates undead skeletons and zombies. | |
Archon's Aura | Cleric 3 | Aura penalizes enemy attacks and AC. | ||
Aura of Cannibalism | Cleric 3 | You emanate an aura that saps the strength of others of your kind and channels their energy into you. | ||
Aura of Inviolate Ownership | Cleric 3 | DF | Attended items of target creatures are harder to take. | |
Aura Sight | Cleric 3 | Alignment auras become visible to you. | ||
Badger's Ferocity | Cleric 3 | Weapons are keen while you concentrate. | ||
Bestow Curse | Cleric 3 | -6 to an ability score; -4 on attack rolls, saves, and checks; or 50% chance of losing each action. | ||
Bestow Insight | Cleric 3 | Target gain insight bonus on skill checks and is considered trained in that skill. | ||
Blessing of the Mole | Cleric 3 | 1 ally/level gains darkvision and a +2 Stealth bonus. | ||
Blindness/Deafness | Cleric 3 | Makes subject blinded or deafened. | ||
Blood Biography | Cleric 3 | Learn about a creature with its blood. | ||
Blood Scent | Cleric 3 | Gain scent ability against injured creatures. | ||
Blot | Cleric 3 | Ruins writings. | ||
Borrow Fortune | Cleric 3 | [Oracle Only] Retry attack or check, but do worse on next two. | ||
Catatonia | Cleric 3 | Make a willing target appear to be dead. | ||
Chain of Perdition | Cleric 3 | Creates a floating chain of force. | ||
Channel the Gift | Cleric 3 | Channel magical power into target to fuel their spellcasting. The next 3rd level or lower spell target casts does not expend a spell slot; instead you use your spell slot to power their spell. | ||
Channel Vigor | Cleric 3 | You gain either a +4 competence bonus on Knowledge, Perception checks and ranged attack rolls, or, you gain the benefits of the haste spell, or, you gain a +6 competence bonus on Will saving throws and Bluff and Intimidate checks, or, you gain a +6 competence bonus on Fortitude saving throws and Concentration checks. | ||
Charitable Impulse | Cleric 3 | Affected creature practices nonviolent combat behaviors according to a list of priorities. | ||
Contagion | Cleric 3 | Infects subject with chosen disease. | ||
Contagious Zeal | Enchantment | Cleric 3 | Grant bonuses and temporary hit points that spread from creature to creature. | |
Continual Flame | Cleric 3 | M | Makes a permanent, heatless light. | |
Control Vermin | Cleric 3 | DF/M | You and a number of allies less than or equal to your caster level designated upon casting can use Handle Animal and Ride checks to influence or control the targeted vermin as if they were animals and had animal-level intelligence. | |
Create Food and Water | Cleric 3 | Feeds three humans (or one horse)/level. | ||
Cure Serious Wounds | Cleric 3 | Cures 3d8 damage + 1/level (max +15). | ||
Daybreak Arrow | Cleric 3 | Targeted ammunition exudes radiant energy. | ||
Daylight | Cleric 3 | 60-ft. radius of bright light. | ||
Deadly Juggernaut | Cleric 3 | Your might increases with every kill you make. | ||
Deeper Darkness | Cleric 3 | Object sheds supernatural shadow in 60-ft. radius. | ||
Delay Poison, Communal | Cleric 3 | As delay poison, but you may divide the duration among creatures touched. | ||
Discovery Torch | Cleric 3 | Touched object emanates bright light, granting Perception and Sense Motive bonuses. | ||
Dispel Magic | Cleric 3 | Cancels one magical spell or effect. | ||
Divine Illumination | Cleric 3 | Illuminate undead, negate channel resistance, and inflict -2 penalty vs. positive energy. | ||
Elemental Speech | Cleric 3 | You can speak with elementals and some creatures. | ||
Enter Image | Cleric 3 | Transfers your consciousness to an object bearing your likeness. | ||
False Alibi | Cleric 3 | M | As modify memory, except you can modify the target's memory only in a specific way. | |
Final Sacrifice | Cleric 3 | You disrupt the conjuring energies within a summoned creature, causing it to violently explode. If the target fails its Fortitude save, it is immediately slain and all creatures within 20 feet of the target take 1d4 points of damage per spell level of the summoning spell that conjured the target | ||
Fractions of Heal and Harm | Cleric 3 | Heal yourself when you cast your next damaging spell. | ||
Glyph of Warding | Cleric 3 | M | Inscription harms those who pass it. | |
Guiding Star | Cleric 3 | Know approximate distance from where you cast this spell. | ||
Helping Hand | Cleric 3 | Ghostly hand leads subject to you. | ||
Hydrophobia | Cleric 3 | Targets in the area must succeed at a Will save or become deathly afraid of drowning. | ||
Inflict Serious Wounds | Cleric 3 | Touch attack, 3d8 damage + 1/level (max +15). | ||
Invisibility Purge | Cleric 3 | Dispels invisibility within 5 ft./level. | ||
Ki Leech | Cleric 3 | Add to your ki pool when you critically hit. | ||
Life Shield | Cleric 3 | You surround yourself with positive energy that damages undead opponents. | ||
Locate Object | Cleric 3 | Senses direction toward object (specific or type). | ||
Lover's Vengeance | Cleric 3 | M | You inspire yourself or a lover to a vengeful rage against a chosen enemy. | |
Magic Circle against Chaos | Cleric 3 | As protection from chaos, but 10-ft. radius and 10 min./level. | ||
Magic Circle against Evil | Cleric 3 | As protection from evil, but 10-ft. radius and 10 min./level. | ||
Magic Circle against Good | Cleric 3 | As protection from good, but 10-ft. radius and 10 min./level. | ||
Magic Circle against Law | Cleric 3 | As protection from law, but 10-ft. radius and 10 min./level. | ||
Magic Vestment | Cleric 3 | Armor or shield gains +1 enhancement bonus per four levels. | ||
Mantle of Calm | Cleric 3 | Neutralize the rage effects of those who have attacked you. | ||
Mark of Obvious Ethics | Cleric 3 | Other creatures can determine the target's alignment. | ||
Meld into Stone | Cleric 3 | You and your gear merge with stone. | ||
Monstrous Extremities | Cleric 3 | You change one of the extremities of the creature touched-arms or legs only-into another shape of approximately the same size and mass. You can choose a tentacle, a hoof, or a wing. | ||
Nap Stack | Cleric 3 | M | Subjects only need 2 hours for a night's sleep, and can sleep even longer for more benefits. | |
Obscure Object | Cleric 3 | Masks object against scrying. | ||
Paragon Surge | Cleric 3 | Gain +2 enhancement bonus to Dex and Int and gain one feat for which you meet the prerequisites. | ||
Plant Voice | Cleric 3 | You grant one plant creature the ability to speak, hear, and understand any of the languages you know. | ||
Prayer | Cleric 3 | Allies get +1 bonus on most rolls, enemies -1 penalty. | ||
Protection from Energy | Cleric 3 | Absorb 12 points/level of damage from one kind of energy. | ||
Raging Rubble | Cleric 3 | DF | Swarm of stones damaging (1d6) and distracting anything within it. | |
Reaper's Coterie | Cleric 3 | DF | Target touched weapon gains a +1 profane bonus on damage rolls each time it reduces a living creature to 0 or fewer hit points (max 1/2 caster lvl) for 1 rnd./lvl. | |
Remove Blindness / Deafness | Cleric 3 | Cures normal or magical blindness or deafness. | ||
Remove Curse | Cleric 3 | Frees object or person from curse. | ||
Remove Disease | Cleric 3 | Cures all diseases affecting subject. | ||
Resist Energy, Communal | Cleric 3 | As resist energy, but you may divide the duration among creatures touched. | ||
Returning Weapon, Communal | Cleric 3 | As returning weapon, but you may divide the duration among weapons touched. | ||
Riversight | Cleric 3 | You can view events transpiring along a natural watercourse you touch. | ||
Sacred Bond | Cleric 3 | F | Cast touch healing spells from a distance. | |
Sadomasochism | Cleric 3 | When you are dealt damage, your attacker must roll damage for the attack twice and take the higher roll, but the attacker must also succeed at a Will saving throw or become demoralized for 1 round. | ||
Sands of Time | Cleric 3 | Target temporarily ages. | ||
Searing Light | Cleric 3 | Ray deals 1d8/two levels damage (more against undead). | ||
Severed Fate | Cleric 3 | A target becomes shaken and can not use hero points for 10 minutes per level. | ||
Share Language, Communal | Cleric 3 | As share language, but you may divide the duration among creatures touched. | ||
Skeleton Crew | Cleric 3 | Turn corpses into skeletons that act as a ships crew and obey your commands. | ||
Sky Swim | Cleric 3 | Target gains ability to 'swim' through air; if already has a swim speed, can move through air at that speed otherwise must make Swim checks to move. | ||
Speak with Dead | Cleric 3 | Corpse answers one question/two levels. | ||
Stone Shape | Cleric 3 | Sculpts stone into any shape. | ||
Stunning Barrier, Greater | Cleric 3 | Magical field grants a +2 bonus to AC and on saves, and stuns multiple creatures attacking you. | ||
Summon Monster III | Cleric 3 | Summons extraplanar creature to fight for you. | ||
Summon Totem Creature | Cleric 3 | As summon nature's ally III except for different creatures as options. | ||
Symbol of Healing | Cleric 3 | M | Triggered rune heals living creatures. | |
Transfer Regeneration | Cleric 3 | You bestow your regenerative abilities on the target. Your regeneration stops functioning for the duration of the spell, and the target gains yourregeneration. | ||
Trial of Fire and Acid | Cleric 3 | The target creature is covered in burning acid that deals 1d6 points of acid damage and 1d6 points of fire damage each round. | ||
Unravel Destiny | Cleric 3 | A target suffers penalties to checks depending on how many hero points it has, and takes damage if it uses them. | ||
Vision of Hell | Cleric 3 | Illusory hellscape makes creatures shaken. | ||
Water Breathing | Cleric 3 | Subjects can breathe underwater. | ||
Water Walk, Communal | Cleric 3 | This spell functions like water walk, except you divide the duration in 10-minute intervals among the creatures touched. | ||
Waters of Maddening | Cleric 3 | M | Create a more potent unholy water. | |
Wind Wall | Cleric 3 | Deflects arrows, smaller creatures, and gases. | ||
Wrathful Mantle | Cleric 3 | Subject gets +1/four levels on all saves. |
Level 4 Cleric Spells
Spell Name | School | Spell Level | Components | Description |
---|---|---|---|---|
Abyssal Vermin | Cleric 4 | Grant one vermin or vermin swarm the fiendish creature simple template. | ||
Air Walk | Cleric 4 | Subject treads on air as if solid (climb or descend at 45-degree angle). | ||
Ancestral Gift | Cleric 4 | A ghostly ancestor appears and gives you a magic weapon, which you may use as if you were proficient in it. | ||
Anti-Incorporeal Shell | Cleric 4 | Incorporeal creatures stay 10 ft. away from you. | ||
Ardor's Onslaught | Cleric 4 | You harm creatures with a neutral alignment component. | ||
Aura of Doom | Cleric 4 | Creatures in your aura become shaken. | ||
Battle Trance | Cleric 4 | Gain ferocity monster special ability, temporary hit points, and a morale bonus against mind-affecting effects. | ||
Black Spot | Cleric 4 | Curse a creature so that it is easier for others to attack it and it takes Constitution damage every day until removed. | ||
Blessing of Fervor | Cleric 4 | Gives allies a choice of benefits. | ||
Bloatbomb | Cleric 4 | Kill a weak creature and turn its corpse into an explosive trap. | ||
Blood Crow Strike | Cleric 4 | Unarmed strikes create crows that deal fire and negative energy damage. | ||
Chaos Hammer | Cleric 4 | Harms and slows lawful creatures (1d8 damage/2 levels). | ||
Control Summoned Creature | Cleric 4 | Direct a summoned monster as if you had summoned it. | ||
Control Water | Cleric 4 | Raises or lowers bodies of water. | ||
Crusader's Edge | Cleric 4 | Weapon gains evil outsider bane quality plus other benefits against evil outsiders. | ||
Cure Critical Wounds | Cleric 4 | Cures 4d8 damage + 1/level (max +20). | ||
Death Ward | Cleric 4 | Grants bonuses against death spells and negative energy. | ||
Debilitating Portent | Cleric 4 | Inflicts an ill fate on a creature, halving its damage when it attacks or casts a spell. | ||
Dimensional Anchor | Cleric 4 | Bars extradimensional movement. | ||
Discern Lies | Cleric 4 | Reveals deliberate falsehoods. | ||
Dismissal | Cleric 4 | Forces a creature to return to native plane. | ||
Divination | Cleric 4 | M | Provides useful advice for specific proposed actions. | |
Divine Power | Cleric 4 | You gain attack bonuses and 1 hp/level. | ||
Enchantment Foil | Cleric 4 | Trick opponents who try to cast enchantments on you. | ||
Fleshworm Infestation | Cleric 4 | Worms deal hp and Dex damage. | ||
Forceful Strike | Cleric 4 | Empower a melee weapon to deal 1d4 force damage/level and bull rush on one hit. | ||
Freedom of Movement | Cleric 4 | Subject moves normally despite impediments to movement. | ||
Giant Vermin | Cleric 4 | Turns centipedes, scorpions, or spiders into giant vermin. | ||
Gift of the Deep | Cleric 4 | DF | You give the one non-mutated sahuagin/level the appearance and many of the abilities of sahuagin mutants. | |
Globe of Tranquil Water | Cleric 4 | Upon casting this spell, a rippling bubble of calm water extends outward from you to a radius of 20 feet and remains centered on you when you move. | ||
Guardian of Faith | Cleric 4 | Target is protected by shield of faith and a protection spell, and can transfer the effects to another creature. | ||
Healing warmth | Cleric 4 | As protection from energy, but can spend 12 points of energy absorption to heal 1d8. | ||
Heavy Water | Cleric 4 | You cause a volume of water to become heavier than normal, making it much harder to swim in. | ||
Holy Smite | Cleric 4 | Harms and possibly blinds evil creatures (1d8 damage/2 levels). | ||
Imbue with Spell Ability | Cleric 4 | Transfer spells to subject. | ||
Infernal Healing, Greater | Cleric 4 | Touch a creature with devils blood, giving it fast healing 4. | ||
Inflict Critical Wounds | Cleric 4 | Touch attack, 4d8 damage + 1/level (max +20). | ||
Instant Restoration | Cleric 4 | You channel planar energy into a summoned creature. This spell can be cast as an immediate action when a summoned creature you control drops to 0 or fewer hit points. | ||
Magic Weapon, Greater | Cleric 4 | Weapon gains +1 bonus/four levels (max +5). | ||
Make Whole, Greater | Cleric 4 | Repairs 1d6 +1 points per caster level on a construct (maximum 10d6+10) and can fix destroyed magic items or technological items (items at 0hit points or fewer), and restores the magic properties of the item if your caster level at least equal to that of the item. This spell otherwise functions as make whole. | ||
Mark of the Reptile God | Cleric 4 | DF | If you succeed at a ranged touch attack, you burn your handprint onto the flesh of a creature, dealing 1d6 points of acid damage and when it is within 60 feet of you, cursing it with a -2 penalty to AC against your attacks and on saving throws to resist any spell you cast or spell-like abilityyou use. Additionally, each day the target remains cursed, more and more of its flesh becomes covered in reptilian scales. | |
Master's Escape | Cleric 4 | You create an extradimensional link between yourself and one summoned creature you control that allows you to switch places. After casting master's escape, you can teleport to your summoned creature's space as a swift action, causing your summoned creature to teleport to your former space | ||
Nature's Ravages | Cleric 4 | You greatly speed up the decomposition process of a nearby corpse. | ||
Neutralize Poison | Cleric 4 | Immunizes subject against poison, detoxifies venom in or on subject. | ||
Oracle's Vessel | Cleric 4 | [Oracle Only] Target gains the benefits of your oracle's curse. | ||
Order's Wrath | Cleric 4 | Harms and dazes chaotic creatures (1d8 damage/2 levels). | ||
Path of Glory, Greater | Cleric 4 | Create an expanding glow that heals allies within it of 5 hp of damage. | ||
Persistent Vigor | Cleric 4 | Gain fast healing 2, immunity to bleed, and faster recovery from diseases and poisons. | ||
Plague Carrier | Cleric 4 | Target's attacks carry filth fever. | ||
Planar Adaptation | Cleric 4 | Resist harmful effects of other plane. | ||
Planar Ally, Lesser | Cleric 4 | M | Exchange services with a 6 HD extraplanar creature. | |
Poison | Cleric 4 | Touch deals 1d3 Con damage 1/round for 6 rounds. | ||
Protection from Energy, Communal | Cleric 4 | As protection from energy, but you may divide the duration among creatures touched. | ||
Repel Vermin | Cleric 4 | Insects, spiders, and other vermin stay 10 ft. away. | ||
Rest Eternal | Cleric 4 | M | Dead creature cannot be revived. | |
Restoration | Conjuration (Healing) | Cleric 4 | V, S, M | Restores level and ability score drains. |
Ride the Waves | Cleric 4 | Target can breathe water and swim. | ||
Sending | Cleric 4 | Delivers short message anywhere, instantly. | ||
Shadow Barbs | Cleric 4 | Creates a shadowy vicious spiked chain that radiates darkness around you. | ||
Shield of Dawn | Cleric 4 | Creatures that strike you take 1d6 +1/level fire damage. | ||
Shield of Fortification, Greater | Cleric 4 | Target gains a 50% chance to treat critical hits and sneak attacks as normal hits. | ||
Soothe Construct | Cleric 4 | Reduce the berserk chance of a construct. | ||
Speak with Haunt | Cleric 4 | Haunt answers one question/2 levels. | ||
Spell Immunity | Cleric 4 | Subject is immune to one spell per 4 levels. | ||
Spellcrash, Lesser | Cleric 4 | Target loses a 3rd-level prepared spell or spell slot. | ||
Spiritual Ally | Cleric 4 | Creates a divine ally to aid you. | ||
Spit Venom | Cleric 4 | Spit blinding black adder venom. | ||
Summon Accuser | Cleric 4 | Summons a single accuser devil from Hell to do your bidding. | ||
Summon Monster IV | Cleric 4 | Summons extraplanar creature to fight for you. | ||
Summoner Conduit | Cleric 4 | The target takes damage whenever its summoned creature does. | ||
Suppress Primal Magic | Cleric 4 | Prevent primal magic events from occurring in a 10-ft. radius around you. | ||
Symbol of Revelation | Cleric 4 | M | Triggered symbol reveals illusions. | |
Symbol of Slowing | Cleric 4 | M | Triggered rune slows creatures. | |
Terrible Remorse | Cleric 4 | Creature is compelled to harm itself. | ||
Tongues | Cleric 4 | Speak and understand any language. | ||
Transplant Visage | Cleric 4 | You add or remove a creature's face to or from your own. | ||
Unholy Blight | Cleric 4 | Harms and sickens good creatures (1d8 damage/2 levels). | ||
Virulence | Cleric 4 | All living creatures within the area of effect, including yourself, must immediately attempt a saving throw with a -2 penalty against any and all diseases they have contracted, even if the onset time has not yet elapsed. On a failed saving throw, the affliction has its usual effect. A successful save does not count toward curing the affliction. | ||
Ward of the Season | Cleric 4 | Gain emergency healing (spring), extra speed (summer), a bonus on Fortitude saves (fall) or the ability to navigate across slick surfaces with ease (winter). Elf only. | ||
Ward Shield | Cleric 4 | Touched shield grants wielder SR 10 + caster level vs. targeted spells and +5 Ref bonus to saves vs. area of effect spells. |
Level 5 Cleric Spells
Spell Name | School | Spell Level | Components | Description |
---|---|---|---|---|
Air Walk, Communal | Cleric 5 | As air walk, but you may divide the duration among creatures touched. | ||
Ancestral Memory | Cleric 5 | Gain insight into current situation. | ||
Angelic Aspect | Cleric 5 | As lesser angelic aspect, plus you gain darkvision 60 ft., acid and cold resistance increases to 10, you gain DR 5/evil, you sprout wings granting fly speed 30 ft. (average maneuverability) and your natural weapons or weapons you wield are considered good-aligned for the purpose of overcoming damage reduction. | ||
Astral Projection, Lesser | Cleric 5 | Limited astral travel. | ||
Atonement | Cleric 5 | MF | Removes burden of misdeeds from subject and reverses magical alignment change. | |
Boneshatter | Cleric 5 | The target's bones (or exoskeleton) splinter, dealing 1d6 points of damage per caster level (maximum 15d6) to the target, which is also exhaustedfor 1 minute per caster level from the pain and exertion of the transformation. If the target succeeds at its save, it takes half damage and isfatigued rather than exhausted. Objects made of bone, chitin, or similar material take half again as much damage (+50%) from this spell. This spell has no effect on a creature that has neither a skeleton nor a hard carapace. | ||
Break Enchantment | Cleric 5 | Frees subjects from enchantments, transmutations, and curses. | ||
Breath of Life | Cleric 5 | Cures 5d8 damage + 1/level and restores life to recently slain creatures. | ||
Call Spirit | Cleric 5 | Make the spirit of one creature manifest. | ||
Caustic Blood | Cleric 5 | Any time you take piercing or slashing damage, a spray of acidic blood spurts from your body in a 10-foot line, in the direction of the opponent who inflicted the wound, dealing 1d6 points of acid damage per caster level (maximum 15d6, Reflex half). This damages the first creature or object it touches, with no splash damage. | ||
Cleanse | Cleric 5 | Cures 4d8 damage +1/level (max +25) and also removes several afflictions. | ||
Command, Greater | Cleric 5 | As command, but affects one subject/level. | ||
Commune | Cleric 5 | M | Deity answers one yes-or-no question/level. | |
Constricting Coils | Cleric 5 | As hold monster, but does 1d6+6 bludgeoning damage/round. | ||
Contagion, Greater | Cleric 5 | Infect a subject with a magical disease. | ||
Cure Light Wounds, Mass | Cleric 5 | Cures 1d8 damage + 1/level, affects 1 subject/level. | ||
Curse of Magic Negation | Cleric 5 | M | Target gains the negated spellblight. | |
Curse, Major | Cleric 5 | As bestow curse, but harder to remove. | ||
Daywalker | Cleric 5 | You reshape the substance of a willing undead creature to resemble a living, breathing creature of the same size. | ||
Dispel Balance | Cleric 5 | You gain a deflection bonus to AC vs. attacks from creatures with a neutral component to their alignment, you may banish such creatures, and you automatically dispel any one enchantment spell cast by such a creature. | ||
Dispel Chaos | Cleric 5 | +4 bonus against attacks. | ||
Dispel Evil | Cleric 5 | +4 bonus against attacks. | ||
Dispel Good | Cleric 5 | +4 bonus against attacks. | ||
Dispel Law | Cleric 5 | +4 bonus against attacks. | ||
Disrupting Weapon | Cleric 5 | Melee weapon destroys undead. | ||
Fickle Winds | Cleric 5 | Wind walls selectively block attacks. | ||
Flame Strike | Cleric 5 | Smites foes with divine fire (1d6/level damage). | ||
Forbid Action, Greater | Cleric 5 | As forbid action, but 1 creature/level. | ||
Geniekind | Cleric 5 | Gain your choice of genie-themed powers. | ||
Ghostbane Dirge, Mass | Cleric 5 | As ghostbane dirge, but affects multiple creatures. | ||
Ghoul Army | Cleric 5 | 1d4+1 ghouls and 1 ghast fight for you and explode when killed to deal damage. | ||
Half-blood Extraction | Cleric 5 | M/DF | Transform an half-orc into a full-blooded orc. | |
Hallow | Cleric 5 | M | Designates location as holy. | |
Heroic Fortune, Mass | Cleric 5 | M | As heroic fortune, except it affects more targets. | |
Holy Ice | Cleric 5 | M | Create wall or javelins of frozen holy water. | |
Hymn of Mercy | Cleric 5 | As touch of mercy, except 30-ft.-radius burst centered on you. | ||
Inflict Light Wounds, Mass | Cleric 5 | Deals 1d8 damage + 1/level, affects 1 subject/level. | ||
Insect Plague | Cleric 5 | Wasp swarms attack creatures. | ||
Life Bubble | Cleric 5 | Protects creatures from environment. | ||
Lighten Object, Mass | Cleric 5 | As lighten object, but affects number of objects equal to half caster level. | ||
Magic Siege Engine, Greater | Cleric 5 | Siege engine gains +1 on targeting and damage rolls for every four caster levels. | ||
Mark of Justice | Cleric 5 | Designates action that triggers curse on subject. | ||
Pillar of Life | Cleric 5 | Created pillar heals 2d8 +1/level (max +20) | ||
Plane Shift | Cleric 5 | F | As many as 8 subjects travel to another plane. | |
Planeslayer's Call | Cleric 5 | Allies gain benefits against outsiders of an alignment you choose. | ||
Raise Dead | Cleric 5 | M | Restores life to subject who died as long as one day/level ago. | |
Rapid Repair | Cleric 5 | Construct gains fast healing 5. | ||
Reprobation | Cleric 5 | Marked target is shunned by your religion. | ||
Righteous Might | Cleric 5 | Your size increases, and you gain bonuses in combat. | ||
Sanctify Weapons | Cleric 5 | All manufactured weapons in a 20-ft radius bypass damage resistance of a chosen evil outsider subtype. | ||
Scrying | Cleric 5 | F | Spies on subject from a distance. | |
Serenity | Cleric 5 | Peaceful feelings harm those attempting violence. | ||
Siphon Magic | Cleric 5 | Transfers a magical effect from touched creature to yourself. | ||
Slay Living | Cleric 5 | Touch attack deals 12d6 + 1 per level. | ||
Smite Abomination | Cleric 5 | F | You emulate some of the powers of a paladin smiting undead. | |
Snake Staff | Cleric 5 | Transforms staff or other wood into snakes to fight for you. | ||
Soulswitch | Cleric 5 | You place your soul into the body of your familiar, and your familiar's soul is placed in your body. | ||
Spell Immunity, Communal | Cleric 5 | As spell immunity, but you may divide the duration among creatures touched. | ||
Spell Resistance | Cleric 5 | Subject gains SR 12 + level. | ||
Spellsteal | Cleric 5 | You create a discordant blast of energy that disrupts the target's available magic and transfers knowledge of that magic to you. | ||
Summon Infernal Host | Cleric 5 | Summon host devils. | ||
Summon Lesser Psychopomp | Cleric 5 | As summon monster, except summons 1d3 esobok psychopomps or 1d4+1 nosoi psychopomps. | ||
Summon Monster V | Cleric 5 | Summons extraplanar creature to fight for you. | ||
Symbol of Pain | Cleric 5 | M | Triggered rune wracks nearby creatures with pain. | |
Symbol of Scrying | Cleric 5 | M | Triggered rune activates scrying sensor. | |
Symbol of Sleep | Cleric 5 | M | Triggered rune puts nearby creatures into catatonic slumber. | |
Symbol of Striking | Cleric 5 | M | As symbol of death, but fills a 5-foot square. | |
Tongues, Communal | Cleric 5 | As tongues, but you may divide the duration among creatures touched. | ||
Treasure Stitching | Cleric 5 | M | Objects on cloth become embroidered. | |
True Seeing | Cleric 5 | M | Lets you see all things as they really are. | |
Undeath Ward | Cleric 5 | You create a pale silver barrier that repels undead. | ||
Unhallow | Cleric 5 | M | Designates location as unholy. | |
Unholy Ice | Cleric 5 | M | Create wall or javelins of frozen unholy water. | |
Wall of Blindness/Deafness | Cleric 5 | Translucent wall blinds or deafens creatures that pass through it. | ||
Wall of Stone | Cleric 5 | Creates a stone wall that can be shaped. |
Level 6 Cleric Spells
Spell Name | School | Spell Level | Components | Description |
---|---|---|---|---|
Animate Objects | Cleric 6 | Objects attack your foes. | ||
Antilife Shell | Cleric 6 | 10-ft.-radius field hedges out living creatures. | ||
Banishment | Cleric 6 | Banishes 2 HD/level of extraplanar creatures. | ||
Bear's Endurance, Mass | Cleric 6 | As bear's endurance, affects 1 subject/level. | ||
Blade Barrier | Cleric 6 | Wall of blades deals 1d6/level damage. | ||
Blessings of Luck and Resolve, Mass | Cleric 6 | Give a morale bonus or immunity to halflings against fear effects to a single creature. | ||
Bloodsworn Retribution | Cleric 6 | Cut yourself and swear an oath of retribution on your own blood. Any attack, save, or check related to the oath grants you a morale bonus to that roll equal to the number of hit points of damage you sacrificed divided by 5. | ||
Bull's Strength, Mass | Cleric 6 | As bull's strength, affects 1 subject/level. | ||
Chains of Light | Cleric 6 | Target is held immobile by glowing golden chains composed of pure light. | ||
Cold Ice Strike | Cleric 6 | Cone of ice slivers deals 1d6 cold/level. | ||
Create Undead | Cleric 6 | M | Create ghasts, ghouls, mohrgs, or mummies. | |
Cure Moderate Wounds, Mass | Cleric 6 | Cures 2d8 damage + 1/level, affects 1 subject/level. | ||
Dimensional Blade | Cleric 6 | For one round attacks made with a held melee weapon are melee touch attacks that ignore all armor. Bludgeoning weapons deal half damage and are treated as slashing weapons. | ||
Dispel Magic, Greater | Cleric 6 | As dispel magic, but with multiple targets. | ||
Dust Form | Cleric 6 | You become an incorporeal creature of dust for a short period of time. | ||
Dust Ward | Cleric 6 | You ward a magic item against other creatures who try to learn to use or copy it. | ||
Eagle's Splendor, Mass | Cleric 6 | As eagle's splendor, affects 1 subject/level. | ||
Eaglesoul | Cleric 6 | Grants combat bonuses against evil creatures, particularly against evil outsiders. | ||
Elemental Assessor | Cleric 6 | Elemental ray does 2d6 acid, cold, electricity, and fire damage, with one type persisting for 1d4 rounds. | ||
Epidemic | Cleric 6 | Infect a subject with a highly contagious disease. | ||
Find the Path | Cleric 6 | Shows most direct way to a location. | ||
Forbiddance | Cleric 6 | M | Blocks planar travel, damages creatures of different alignment. | |
Geas/Quest | Cleric 6 | As lesser geas, but affects any creature. | ||
Glyph of Warding, Greater | Cleric 6 | M | As glyph of warding, but up to 10d8 damage or 6th-level spell. | |
Harm | Cleric 6 | Deals 10 points/level damage to target. | ||
Heal | Cleric 6 | Cures 10 points/level damage, all diseases and mental conditions. | ||
Hellfire Ray | Cleric 6 | A blast of hellfire deals 1d6 damage per caster level (maximum 15d6) to the target (half fire damage half unholy damage.) If a creature is killed by this damage it must make a Will save or be damned to Hell. | ||
Heroes' Feast | Cleric 6 | Food for one creature/level cures and grants combat bonuses. | ||
Impart Mind | Cleric 6 | M | Grant temporary intelligence and powers to a magic item. | |
Inflict Moderate Wounds, Mass | Cleric 6 | Deals 2d8 damage + 1/level, affects 1 subject/level. | ||
Joyful Rapture | Cleric 6 | Negate harmful emotions. | ||
Music of the Spheres | Cleric 6 | Grant fast healing, resistance, and save bonuses to all creatures in a 20-foot radius from you. | ||
Oasis | Cleric 6 | This spell functions in any natural terrain on the Material Plane. It redirects the flow of water in the ground toward the surface at the designated point, creating a permanent water source similar to a natural spring. The spring discharges 5 gallons of pure drinking water per caster level each hour. | ||
Owl's Wisdom, Mass | Cleric 6 | As owl's wisdom, affects 1 subject/level. | ||
Plague Storm | Cleric 6 | Cloud infects creatures like contagion. | ||
Planar Adaptation, Mass | Cleric 6 | As planar adaptation, but affects multiple creatures. | ||
Planar Ally | Cleric 6 | M | As lesser planar ally, but up to 12 HD. | |
Spellcrash | Cleric 6 | Target loses a 5th-level prepared spell or spell slot. | ||
Summon Laborers | Cleric 6 | This spell summons one humanoid petitioner per caster level | ||
Summon Monster VI | Cleric 6 | Summons extraplanar creature to fight for you. | ||
Summon Stampede | Cleric 6 | Conjures a herd of aurochs or similar herd animal that immediately stampedes in the indicated direction. | ||
Summon Vanth | Cleric 6 | As summon monster, except summons a single vanth psychopomp. | ||
Symbol of Fear | Cleric 6 | M | Triggered rune panics nearby creatures. | |
Symbol of Persuasion | Cleric 6 | M | Triggered rune charms nearby creatures. | |
Symbol of Sealing | Cleric 6 | M | Creates triggered wall of force. | |
Undeath to Death | Cleric 6 | M | Destroys 1d4 HD/level undead (max. 20d4). | |
Wind Walk | Cleric 6 | You and your allies turn vaporous and travel fast. | ||
Word of Recall | Cleric 6 | Teleports you back to designated place. |
Level 7 Cleric Spells
Spell Name | School | Spell Level | Components | Description |
---|---|---|---|---|
Arbitrament | Cleric 7 | You harm creatures with a neutral alignment component. | ||
Archon's Trumpet | Cleric 7 | Upon hearing a booming report, as if from a trumpet archon's mighty horn, all creatures in the area of the burst are paralyzed for 1d4 rounds. | ||
Awaken Construct | Transmutation | Cleric 7 | Grant a construct human-like sentience. | |
Bestow Grace of the Champion | Cleric 7 | Target gains paladin abilities for 1 round/level. | ||
Blasphemy | Cleric 7 | Kills, paralyzes, weakens, or dazes nonevil subjects. | ||
Circle of Clarity | Cleric 7 | F | Emanation hampers illusions and stealth. | |
Control Weather | Cleric 7 | Changes weather in local area. | ||
Create Demiplane, Lesser | Cleric 7 | F | Create your own demiplane. | |
Create Variant Mummy | Cleric 7 | As create undead, except it creates one of the following variant mummies: bog mummy, ice mummy, or pharaonic guardian. | ||
Cure Serious Wounds, Mass | Cleric 7 | Cures 3d8 damage + 1/level, affects 1 subject/level. | ||
Destruction | Cleric 7 | F | Kills subject and destroys remains. | |
Dictum | Cleric 7 | Kills, paralyzes, staggers, or deafens nonlawful targets. | ||
Ethereal Jaunt | Cleric 7 | You become ethereal for 1 round/level. | ||
Holy Word | Cleric 7 | Kills, paralyzes, blinds, or deafens nongood subjects. | ||
Hymn of Peace | Cleric 7 | Subjects of this spell must make a Will save to attack or perform an aggressive or damaging actions. | ||
Inflict Serious Wounds, Mass | Cleric 7 | Deals 3d8 damage + 1/level, affects 1 subject/level. | ||
Jolting Portent | Cleric 7 | You inflict a vengeful fate on a creature, dealing electricity damage each time it attacks or casts a spell. | ||
Lunar Veil | Cleric 7 | Dispel light and revert lycanthropes. | ||
Magnetic Field | Cleric 7 | You create a spherical magnetic field that surrounds you to a range of 30 feet and follows you for the duration of the spell. | ||
Memory of Function | Cleric 7 | M | You restore a broken object or damaged construct to a functional state, as if it were new and intact. | |
Planar Refuge | Cleric 7 | M | This spell enforces the rules of the Material Plane on other planes of existence. Upon casting this spell on another plane, a spherical pocket of wilderness terrain forms around the designated point. | |
Refuge | Cleric 7 | M | Alters item to transport its possessor to you. | |
Regenerate | Cleric 7 | Subject's severed limbs grow back, cures 4d8 damage +1/level (max +35). | ||
Repulsion | Cleric 7 | Creatures can't approach you. | ||
Restoration, Greater | Conjuration (Healing) | Cleric 7 | V, S, M | As restoration, plus restores all levels and ability scores. |
Resurrection | Cleric 7 | M | Fully restore dead subject. | |
Scrying, Greater | Cleric 7 | As scrying, but faster and longer. | ||
Submerge Ship | Cleric 7 | DF | Protects a ship and all aboard from drowning and pressure, but not from damage from outside obstacles or creatures. | |
Summon Monster VII | Cleric 7 | Summons extraplanar creature to fight for you. | ||
Symbol of Stunning | Cleric 7 | M | Triggered rune stuns nearby creatures. | |
Symbol of Weakness | Cleric 7 | M | Triggered rune weakens nearby creatures. | |
Vision of Doom | Cleric 7 | As nightmare plus affect target with additional targeted spell of 6th level or lower that does not deal hp damage to be delivered when the target wakes at the nightmare's conclusion. | ||
Waves of Ecstasy | Cleric 7 | Pleasure stuns and staggers creatures. | ||
Word of Chaos | Cleric 7 | Kills, confuses, stuns, or deafens nonchaotic subjects. |
Level 8 Cleric Spells
Spell Name | School | Spell Level | Components | Description |
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Angelic Aspect, Greater | Cleric 8 | As angelic aspect but DR increases to 10/evil; you gain immunity to acid, cold, and petrification; resistance to electricity and fire 10; +4 racial bonus on saves against poison; a protective aura, and truespeech as supernatural abilities. Also, your fly speed increases to 60 ft. (good maneuverability). | ||
Antimagic Field | Cleric 8 | Negates magic within 10 ft. | ||
Call Construct | Cleric 8 | M | Summon your golem to you. | |
Cloak of Chaos | Cleric 8 | F | +4 deflection bonus to AC, +4 resistance bonus to saves, and SR 25 against lawful spells. | |
Counterbalancing Aura | Cleric 8 | F | One creature/level in 20-ft. burst gains protection from spells cast by neutral creatures, and sickens or nauseates neutral creatures that strike the targets. | |
Create Demiplane | Cleric 8 | F | As lesser create demiplane, but larger and with planar traits. | |
Create Greater Undead | Cleric 8 | M | Create shadows, wraiths, spectres, or devourers. | |
Cure Critical Wounds, Mass | Cleric 8 | Cures 4d8 damage + 1/level for many creatures. | ||
Dimensional Lock | Cleric 8 | Teleportation and interplanar travel blocked for 1 day/level. | ||
Discern Location | Cleric 8 | Reveals exact location of creature or object. | ||
Divine Vessel | Cleric 8 | [Oracle Only] Change into a huge otherworldly creature. | ||
Earthquake | Cleric 8 | Intense tremor shakes 80-ft. radius. | ||
Euphoric Tranquility | Cleric 8 | Makes a single creature peaceful and friendly. | ||
Fire Storm | Cleric 8 | Deals 1d6/level fire damage. | ||
Frightful Aspect | Cleric 8 | You take on a terrifying, Large-sized form of yourself and emit an aura that causes creatures to become shaken or frightened. | ||
Holy Aura | Cleric 8 | F | +4 deflection bonus to AC, +4 resistance bonus to saves, and SR 25 against evil spells. | |
Inflict Critical Wounds, Mass | Cleric 8 | Deals 4d8 damage + 1/level, affects 1 subject/level. | ||
Nature's Ravages, Greater | Cleric 8 | You greatly speed up the decomposition process of a nearby corpse on the scale of years. | ||
Nine lives | Cleric 8 | Gives target the ability to get out of trouble and relieves harmful effects and conditions. | ||
Orb of the Void | Cleric 8 | M | Sphere inflicts negative levels. | |
Planar Ally, Greater | Cleric 8 | M | As lesser planar ally, but up to 18 HD. | |
Rift of Ruin | Cleric 8 | Tears a rift in reality, creating an extra-dimensional hole with a depth of 60 feet. | ||
Shield of Law | Cleric 8 | F | +4 deflection bonus to AC, +4 resistance bonus to saves, and SR 25 against chaotic spells. | |
Spell Immunity, Greater | Cleric 8 | As spell immunity, but up to 8th-level spells. | ||
Spellcrash, Greater | Cleric 8 | Target loses a 7th-level prepared spell or spell slot. | ||
Spellscar | Cleric 8 | Infuse area with primal magic. | ||
Stormbolts | Cleric 8 | 1d8 damage/level (max 20d8) to targets. | ||
Summon Monster VIII | Cleric 8 | Summons extraplanar creature to fight for you. | ||
Symbol of Death | Cleric 8 | M | Triggered rune kills nearby creatures. | |
Symbol of Dispelling | Cleric 8 | As symbol of death, except that all creatures within 40 feet are effect by greater dispel magic. | ||
Symbol of Insanity | Cleric 8 | M | Triggered rune renders nearby creatures insane. | |
Unholy Aura | Cleric 8 | F | +4 deflection bonus to AC, +4 resistance bonus to saves, and SR 25 against good spells. | |
Vinetrap | Cleric 8 | Vines burst to life in a radius around a target with a variety of effects. |
Level 9 Cleric Spells
Spell Name | School | Spell Level | Components | Description |
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Astral Projection | Cleric 9 | M | Projects you and others onto Astral Plane. | |
Canopic Conversion | Cleric 9 | Eviscerates the target, drawing forth his life essence as well as his internal organs, inflicting 1d6 hit points of damage per caster level (maximum 20d6). If this kills the target, the spell pulls his organs into a set of 4 canopic jars and seals them; creating a dune mummy 1d4 rounds later. | ||
Create Demiplane, Greater | Cleric 9 | F | As create demiplane, but larger and with more planar traits. | |
Cursed Earth | Cleric 9 | M | Plants die, living creatures catch diseases, or dead creatures rise as zombies. | |
Energy Drain | Cleric 9 | Subject gains 2d4 negative levels. | ||
Etherealness | Cleric 9 | Travel to Ethereal Plane with companions. | ||
Gate | Cleric 9 | M | Connects two planes for travel or summoning. | |
Heal, Mass | Cleric 9 | As heal, but affects 1 subject/level. | ||
Implosion | Cleric 9 | Inflict 10 damage/level to one creature/round. | ||
Interplanetary Teleport | Cleric 9 | Teleport to another planet. | ||
Miracle | Cleric 9 | M | Requests a deity's intercession. | |
Overwhelming Presence | Cleric 9 | Creatures bow before you as if you were divine. | ||
Polar Midnight | Cleric 9 | Cold darkness paralyzes and deals damage. | ||
Salvage | Cleric 9 | Raise and repair a sunken ship. | ||
Soul Bind | Cleric 9 | F | Traps newly dead soul to prevent resurrection. | |
Spell Immunity, Greater Communal | Cleric 9 | As greater spell immunity, but you may divide the duration among creatures touched. | ||
Storm of Vengeance | Cleric 9 | Storm rains acid, lightning, and hail. | ||
Summon Monster IX | Cleric 9 | Summons extraplanar creature to fight for you. | ||
Symbol of Strife | Cleric 9 | M | Triggered rune makes creatures attack. | |
Symbol of Vulnerability | Cleric 9 | M | Triggered rune gives penalties. | |
True Resurrection | Cleric 9 | M | As resurrection, plus remains aren't needed. | |
Winds of Vengeance | Cleric 9 | Grants flight; attack with wind. | ||
Wooden Phalanx | Cleric 9 | Creates 1d4+2 temporary wood golems to fight for you. |