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