Cleric Spells

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Spell Level

0 1 2 3 4 5 6 7 8 9

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.
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 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, Communal Cleric 2 As water walk, but you may divide the duration among creatures touched.
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.
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 Cleric 3 Subject treads on water as if solid.
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.
Burst of Glory Cleric 5 Targets in the area gain a +1 sacred bonus on attack rolls and saves against fear effects, plus 1 temporary hit point per caster level (maximum +20).
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 Sorcerer/Wizard 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
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
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.