CLERIC
SPELLS
0-LEVEL CLERIC SPELLS
(ORISONS)
Create Water: Creates
2 gallons/level of pure water.
Cure Minor Wounds:
Cures 1 point of damage.
Detect Magic:
Detects spells and magic items within 60 ft.
Detect Poison:
Detects poison in one creature or object.
Guidance:
+1 on one attack roll, saving throw, or skill check.
Inflict Minor Wounds:
Touch attack, 1 point of damage.
Light:
Object shines like a torch.
Mending: Makes
minor repairs on an object.
Purify Food and Drink:
Purifies 1 cu. ft./level of food or water.
Read Magic:
Read scrolls and spellbooks.
Resistance:
Subject gains +1 on saving throws.
Virtue:
Subject gains 1 temporary hp.
1ST-LEVEL CLERIC SPELLS
Bane:
Enemies take –1 on attack rolls and saves against fear.
Bless:
Allies gain +1 on attack rolls and saves against fear.
Bless Water M:
Makes holy water.
Cause Fear:
One creature of 5 HD or less flees for 1d4 rounds.
Command:
One subject obeys selected command for 1 round.
Comprehend Languages:
You understand all spoken and written languages.
Cure Light Wounds:
Cures 1d8 damage +1/level (max +5).
Curse Water M:
Makes unholy water.
Deathwatch:
Reveals how near death subjects within 30 ft. are.
Detect
Chaos/Evil/Good/Law:
Reveals creatures, spells, or objects of selected alignment.
Detect Undead:
Reveals undead within 60 ft.
Divine Favor:
You gain +1 per three levels on attack and damage rolls.
Doom:
One subject takes –2 on attack rolls, damage rolls, saves, and checks.
Endure Elements:
Exist comfortably in hot or cold environments.
Entropic Shield:
Ranged attacks against you have 20% miss chance.
Hide from Undead:
Undead can’t perceive one subject/level.
Inflict Light Wounds: Touch
deals 1d8 damage +1/level (max +5).
Magic Stone:
Three stones gain +1 on attack, deal 1d6 +1 damage.
Magic Weapon: Weapon
gains +1 bonus.
Obscuring Mist:
Fog surrounds you.
Protection from
Chaos/Evil/Good/Law:
+2 to AC and saves, counter mind control, hedge out elementals and outsiders.
Remove Fear:
Suppresses fear or gives +4 on saves against fear for one subject + one per four
levels.
Sanctuary:
Opponents can’t attack you, and you can’t attack.
Shield of Faith:
Aura grants +2 or higher deflection bonus.
Summon Monster I:
Calls extraplanar creature to fight for you.
2ND-LEVEL CLERIC SPELLS
Aid:
+1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10).
Align Weapon: Weapon
becomes good, evil, lawful, or chaotic.
Augury M
F: Learns whether an action will be good or bad.
Bear’s Endurance:
Subject gains +4 to Con for 1 min./level.
Bull’s Strength:
Subject gains +4 to Str for 1 min./level.
Calm Emotions:
Calms creatures, negating emotion effects.
Consecrate M:
Fills area with positive energy, making undead weaker.
Cure Moderate Wounds:
Cures 2d8 damage +1/level (max +10).
Darkness:
20-ft. radius of supernatural shadow.
Death Knell:
Kills dying creature; you gain 1d8 temporary hp, +2 to Str, and +1 level.
Delay Poison:
Stops poison from harming subject for 1 hour/level.
Desecrate M:
Fills area with negative energy, making undead stronger.
Eagle’s Splendor:
Subject gains +4 to Cha for 1 min./level.
Enthrall:
Captivates all within 100 ft. + 10 ft./level.
Find Traps:
Notice traps as a rogue does.
Gentle Repose:
Preserves one corpse.
Hold Person:
Paralyzes one humanoid for 1 round/level.
Inflict Moderate
Wounds: Touch attack,
2d8 damage +1/level (max +10).
Make Whole:
Repairs an object.
Owl’s Wisdom:
Subject gains +4 to Wis for 1 min./level.
Remove Paralysis:
Frees one or more creatures from paralysis or slow effect.
Resist Energy:
Ignores 10 (or more) points of damage/attack from specified energy type.
Restoration, Lesser:
Dispels magical ability penalty or repairs 1d4 ability damage.
Shatter:
Sonic vibration damages objects or crystalline creatures.
Shield Other F:
You take half of subject’s damage.
Silence:
Negates sound in 20-ft. radius.
Sound Burst:
Deals 1d8 sonic damage to subjects; may stun them.
Spiritual Weapon: Magic
weapon attacks on its own.
Status: Monitors
condition, position of allies.
Summon Monster II:
Calls extraplanar creature to fight for you.
Undetectable
Alignment: Conceals
alignment for 24 hours.
Zone of Truth:
Subjects within range cannot lie.
3RD-LEVEL CLERIC SPELLS
Animate Dead M:
Creates undead skeletons and zombies.
Bestow Curse:
–6 to an ability score; –4 on attack rolls, saves, and checks; or 50% chance
of losing each action.
Blindness/Deafness: Makes
subject blinded or deafened.
Contagion:
Infects subject with chosen disease.
Continual Flame M:
Makes a permanent,
heatless torch.
Create Food and Water:
Feeds three humans (or one horse)/level.
Cure Serious Wounds:
Cures 3d8 damage +1/level (max +15).
Daylight:
60-ft. radius of bright light.
Deeper Darkness:
Object sheds supernatural shadow in 60-ft. radius.
Dispel Magic:
Cancels spells and magical effects.
Glyph of Warding M:
Inscription harms those who pass it.
Helping Hand:
Ghostly hand leads subject to you.
Inflict Serious
Wounds: Touch attack,
3d8 damage +1/level (max +15).
Invisibility Purge:
Dispels invisibility within 5 ft./level.
Locate Object:
Senses direction toward object (specific or type).
Magic Circle against
Chaos/Evil/Good/Law: As protection spells, but 10-ft. radius and 10
min./level.
Magic Vestment:
Armor or shield gains +1 enhancement per four levels.
Meld into Stone:
You and your gear merge with stone.
Obscure Object: Masks
object against scrying.
Prayer:
Allies +1 bonus on most rolls, enemies –1 penalty.
Protection from
Energy: Absorb 12
points/level of damage from one kind of energy.
Remove
Blindness/Deafness:
Cures normal or magical conditions.
Remove Curse:
Frees object or person from curse.
Remove Disease:
Cures all diseases affecting subject.
Searing Light:
Ray deals 1d8/two levels damage, more against undead.
Speak with Dead:
Corpse answers one question/two levels.
Stone Shape:
Sculpts stone into any shape.
Summon Monster III:
Calls extraplanar creature to fight for you.
Water Breathing:
Subjects can breathe underwater.
Water Walk:
Subject treads on water as if solid.
Wind Wall:
Deflects arrows, smaller creatures, and gases.
4TH-LEVEL CLERIC SPELLS
Air Walk:
Subject treads on air as if solid (climb at 45-degree angle).
Control Water:
Raises or lowers bodies of water.
Cure Critical Wounds:
Cures 4d8 damage +1/level (max +20).
Death Ward:
Grants immunity to death spells and negative energy effects.
Dimensional Anchor:
Bars extradimensional movement.
Discern Lies:
Reveals deliberate falsehoods.
Dismissal:
Forces a creature to return to native plane.
Divination M:
Provides useful advice for specific proposed actions.
Divine Power:
You gain attack bonus, +6 to Str, and 1 hp/level.
Freedom of Movement:
Subject moves normally despite impediments.
Giant Vermin:
Turns centipedes, scorpions, or spiders into giant vermin.
Imbue with Spell
Ability: Transfer
spells to subject.
Inflict Critical
Wounds: Touch attack,
4d8 damage +1/level (max +20).
Magic Weapon, Greater:
+1 bonus/four levels (max +5).
Neutralize Poison:
Immunizes subject against poison, detoxifies venom in or on subject.
Planar Ally, Lesser X:
Exchange services with a 6 HD extraplanar creature.
Poison:
Touch deals 1d10 Con damage, repeats in 1 min.
Repel Vermin:
Insects, spiders, and other vermin stay 10 ft. away.
Restoration M:
Restores level and ability score drains.
Sending:
Delivers short message anywhere, instantly.
Spell Immunity:
Subject is immune to one spell per four levels.
Summon Monster IV:
Calls extraplanar creature to fight for you.
Tongues:
Speak any language.
5TH-LEVEL CLERIC SPELLS
Atonement F
X: Removes burden of misdeeds from subject.
Break Enchantment:
Frees subjects from enchantments, alterations, curses, and petrification.
Command, Greater:
As command, but affects one subject/level.
Commune X:
Deity answers one yes-or-no question/level.
Cure Light Wounds,
Mass: Cures 1d8
damage +1/level for many creatures.
Dispel
Chaos/Evil/Good/Law:
+4 bonus against attacks.
Disrupting Weapon: Melee
weapon destroys undead.
Flame Strike:
Smite foes with divine fire (1d6/level damage).
Hallow M:
Designates location as holy.
Inflict Light Wounds,
Mass: Deals 1d8
damage +1/level to many creatures.
Insect Plague:
Locust swarms attack creatures.
Mark of Justice:
Designates action that will trigger curse on subject.
Plane Shift F:
As many as eight subjects travel to another plane.
Raise Dead M:
Restores life to subject who died as long as one day/level ago.
Righteous Might:
Your size increases, and you gain combat bonuses.
Scrying F:
Spies on subject from a distance.
Slay Living:
Touch attack kills subject.
Spell Resistance:
Subject gains SR 12 + level.
Summon Monster V:
Calls extraplanar creature to fight for you.
Symbol of Pain M:
Triggered rune wracks nearby creatures with pain.
Symbol of Sleep M:
Triggered rune puts nearby creatures into catatonic slumber.
True Seeing M:
Lets you see all things as they really are.
Unhallow M:
Designates location as unholy.
Wall of Stone:
Creates a stone wall that can be shaped.
6TH-LEVEL CLERIC SPELLS
Animate Objects:
Objects attack your foes.
Antilife Shell:
10-ft. field hedges out living creatures.
Banishment:
Banishes 2 HD/level of extraplanar creatures.
Bear’s Endurance,
Mass: As bear’s
endurance, affects one subject/ level.
Blade Barrier: Wall
of blades deals 1d6/level damage.
Bull’s Strength,
Mass: As bull’s
strength, affects one subject/level.
Create Undead:
Create ghouls, ghasts, mummies, or mohrgs.
Cure Moderate Wounds,
Mass: Cures 2d8
damage +1/level for many creatures.
Dispel Magic, Greater:
As dispel magic, but up to +20 on check.
Eagle’s Splendor,
Mass: As eagle’s
splendor, affects one subject/level.
Find the Path:
Shows most direct way to a location.
Forbiddance M:
Blocks planar travel, damages creatures of different alignment.
Geas/Quest:
As lesser geas, plus it affects any creature.
Glyph of Warding,
Greater: As glyph
of warding, but up to 10d8 damage or 6th-level spell.
Harm:
Deals 10 points/level damage to target.
Heal:
Cures 10 points/level of damage, all diseases and mental conditions.
Heroes’ Feast:
Food for one creature/level cures and grants combat bonuses.
Inflict Moderate
Wounds, Mass: Deals
2d8 damage +1/level to many creatures.
Owl’s Wisdom, Mass:
As owl’s wisdom, affects one subject/level.
Planar Ally X:
As lesser planar ally, but up to 12 HD.
Summon Monster VI:
Calls extraplanar creature to fight for you.
Symbol of Fear M:
Triggered rune panics nearby creatures.
Symbol of Persuasion M:
Triggered rune charms nearby creatures.
Undeath to Death M:
Destroys 1d4 HD/level undead (max 20d4).
Wind Walk:
You and your allies turn vaporous and travel fast.
Word of Recall:
Teleports you back to designated place.
7TH-LEVEL CLERIC SPELLS
Blasphemy:
Kills, paralyzes, weakens, or dazes nonevil subjects.
Control Weather:
Changes weather in local area.
Cure Serious Wounds,
Mass: Cures 3d8
damage +1/level for many creatures.
Destruction F:
Kills subject and destroys remains.
Dictum:
Kills, paralyzes, slows, or deafens nonlawful subjects.
Ethereal Jaunt:
You become ethereal for 1 round/level.
Holy Word:
Kills, paralyzes, blinds, or deafens nongood subjects.
Inflict Serious
Wounds, Mass: Deals
3d8 damage +1/level to many creatures.
Refuge M:
Alters item to transport its possessor to you.
Regenerate:
Subject’s severed limbs grow back, cures 4d8 damage +1/level (max +35).
Repulsion:
Creatures can’t approach you.
Restoration, Greater X:
As restoration, plus restores all levels and ability scores.
Resurrection M:
Fully restore dead subject.
Scrying, Greater:
As scrying, but faster and longer.
Summon Monster VII:
Calls extraplanar creature to fight for you.
Symbol of Stunning M:
Triggered rune stuns nearby creatures.
Symbol of Weakness M:
Triggered rune weakens nearby creatures.
Word of Chaos:
Kills, confuses, stuns, or deafens nonchaotic subjects.
8TH-LEVEL CLERIC SPELLS
Antimagic Field:
Negates magic within 10 ft.
Cloak of Chaos F:
+4 to AC, +4 resistance, and SR 25 against lawful spells.
Create Greater Undead M: Create shadows, wraiths, spectres, or devourers.
Cure Critical Wounds,
Mass: Cures 4d8
damage +1/level for many creatures.
Dimensional Lock:
Teleportation and interplanar travel blocked for one day/level.
Discern Location:
Reveals exact location of creature or object.
Earthquake:
Intense tremor shakes 80-ft.-radius.
Fire Storm:
Deals 1d6/level fire damage.
Holy Aura F:
+4 to AC, +4 resistance, and SR 25 against evil spells.
Planar Ally, Greater X:
As lesser planar ally, but up to 18 HD.
Inflict Critical
Wounds, Mass: Deals
4d8 damage +1/level to many creatures.
Shield of Law F:
+4 to AC, +4 resistance, and SR 25 against chaotic spells.
Spell Immunity,
Greater: As spell
immunity, but up to 8th-level spells.
Summon Monster VIII:
Calls extraplanar creature to fight for you.
Symbol of Death M:
Triggered rune slays nearby creatures.
Symbol of Insanity M:
Triggered rune renders nearby creatures insane.
Unholy Aura F:
+4 to AC, +4 resistance, and SR 25 against good spells.
9TH-LEVEL CLERIC SPELLS
Astral Projection M:
Projects you and companions onto Astral Plane.
Energy Drain:
Subject gains 2d4 negative levels.
Etherealness:
Travel to Ethereal Plane with companions.
Gate X:
Connects two planes for travel or summoning.
Heal, Mass:
As heal, but with several subjects.
Implosion:
Kills one creature/round.
Miracle X:
Requests a deity’s intercession.
Soul Bind F:
Traps newly dead soul to prevent resurrection.
Storm of Vengeance:
Storm rains acid, lightning, and hail.
Summon Monster IX:
Calls extraplanar creature to fight for you.
True Resurrection M: As resurrection, plus remains aren’t needed.