Cleric Spells

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Level 0 Cleric Spells

Level 0 cleric spells are also referred to as "Orisons".

Name Description
Bleed Cause bludgeoning damage and a Bruised condition.
Create Water Creates 2 gallons/lvl of pure water.
Detect Magic Detects all spells and magic items within a 60 ft cone.
Detect Poison Detects poison in a creature or object.
Disrupt Undead Ray deals Positive Energy Damage to one Undead in range.
Enhanced Diplomacy Touched creature gains +2 Divine bonus on one Diplomacy or Intimidate check.
Guidance +1 Divine Bonus on one attack roll, saving throw, or skill check.
Light Object shines like a torch.
Mending Makes minor repairs on a non-magical object that is damaged or Broken.
Purify Food and Drink Purifies 1 cu. ft./lvl of food or water.
Read Magic Read scrolls and spellbooks.
Resistance Subject gains +1 bonus on saving throws.
Spark Dangerous spark injures your attacker.
Stabilize Cause a dying creature to stabilize, or a Bleed to stop.
Virtue Subject instantly gains 1 temporary hp.

Level 1 Cleric Spells

Name Description
Air Bubble Creates a small pocket of air around your head or an object, which may burst as an attack.
Ant Haul Increases the carrying capacity of a creature by 10 pounds per caster level.
Bane Enemies take holy (energy, rare) damage when struck by the casters empowered allies.
Bless Allies gain a scaling Divine Bonus on attack rolls and saves.
Burning Disarm A metal object instantly becomes red hot possibly causing the wielder to drop it or take Fire Damage.
Cause Fear One creature gains the Cringing condition.
Command One subject obeys selected command for 1 round.
Cure Light Wounds Cures 2d8 damage + 1/lvl (max +10).
Dancing Lantern Animates a lantern-flame that follows you and can be used as a ray attack.
Divine Favor You gain an increasing Divine Bonus on attack and damage rolls.
Doom One subject is Shaken and risks a Synergy.
Embrace Destiny Dice with Fate, for good or ill.
Endure Elements Exist comfortably in hot or cold regions.
Forbid Action Target obeys a command to not do something.
Inflict Light Wounds Negative energy touch, dealing 2d8 damage +1/lvl (max +10).
Karmic Blessing The target treats one skill as a natural talent.
Know the Enemy Gain a scaling Divine Bonus on a monster Knowledge check.
Liberating Command Restrained target may make an Escape Artist check to escape as an immediate action.
Magic Weapon Transform a weapon into a similar sort of weapon that is better suited for yourself or for allies.
Mighty Fist of the Earth Make an earthy ray attack at a distance.
Poisoned Egg Transform the contents of a normal egg into a single dose of Simple Venom.
Reinforce Armaments Temporarily mitigates the Fragile (Quality) in targeted weapon or armor.
Remove Fear Suppresses fear or gives +4 bonus on saves against fear
Remove Sickness Grant a bonus save against any of the Sickened, Afflicted, or Nauseated conditions.
Sanctify Corpse Prevent a corpse from becoming an undead.
Sanctuary Inflict Exiled upon a willing or unwilling creature, to widely varied effects.
Stone Shield A 1-inch-thick slab of stone springs up from the ground, interposing itself between you and an opponent of your choice.
Summon Monster I Summons one Summoned Monster to fight for you.
Tap Inner Beauty Gain a bonus on all Charisma-based skill checks.
Touch of Bloodletting This spell causes any existing wounds that the target possesses to bleed profusely.
Weapons Against Evil Enchant weapons to bypass the DR of evil-aligned creatures.

Level 2 Cleric Spells

Name Description
Aboleth's Lung Targets are suddenly unable to breathe air, but can breathe underwater.
Admonishing Ray You fire one or more nonlethal force ray. Each ray deals heavy nonlethal damage.
Air Step Tread on air, with limitations.
Burst of Radiance Fills area with shimmering light, blinding (or dazzling) creatures for 1 round and damaging them.
Compassionate Ally Target is compelled to help injured ally or suffer the Antagonized condition.
Cure Moderate Wounds Cures 4d8 damage +1/lvl (max. +20).
Divine Trident Holy power strikes up to three foes in a cone next to your space.
Effortless Armor Armor you wear no longer slows your speed.
Endure Elements, Communal As Endure Elements (Cleric Spell), but you may protect several creatures you touch.
Gentle Repose Preserves one corpse.
Grace Movement doesn't provoke attacks of opportunity.
Heroic Fortune The target gains 1 temporary Action Point.
Hold Person Paralyzes one humanoid creature for a brief time.
Inflict Moderate Wounds Melee touch attack, 4d8 damage +1/lvl (max +20).
Life Pact Affected creatures automatically donate hp to stabilize fallen ally.
Make Whole Repairs a damaged or broken magic item or construct.
Marching Chant Allies can hustle without penalty.
Pilfering Hand of the Magus You may seize an object or manipulate it from afar, robbing or attacking enemies, and delighting friends.
Reinforce Armaments, Communal As Reinforce Armaments (Cleric Spell), but you may affect multiple targets.
Resist Energy Provides a scaling resistance to one Common energy type.
Restoration, Lesser Removes a weak status condition.
Shatter Sonic vibration damages objects or an enemy creature.
Spell Gauge You learn the nature of, and disable, a target creature's supernatural or spell-like ability.
Spiritual Weapon Magic weapon attacks on its own.
Summon Monster II Summons one Summoned Monster to fight for you.
Touch of Mercy The target creature gains the Secured condition.
Tremor Blast You create a minor earthquake that can inflict bludgeoning damage and Quelled.
Water Walk Subject treads on water as if solid.

Level 3 Cleric Spells

Name Description
Accept Affliction The caster can transfer the effects of afflictions such as curses, diseases, and poisons from the target creature to himself.
Agonizing Rebuke Cause rapturous distress and pain to a target if it attacks you.
Barrow Haze Fog obscures vision and inflicts negative energy.
Bestow Curse Immediately inflict Cursed or Jinxed on a creature within your melee reach.
Blindness/Deafness Makes subject blind to sight or sound, dazzled if they make their save, and at risk of a Synergy.
Blot Ruins writings and wipes creatures out of existence.
Chain of Perdition Creates a floating chain of force that damages your foes most terribly.
Continual Flame Makes a permanent, heatless light.
Create Food and Water Feeds the hungry
Cure Serious Wounds Cures 6d8 damage + 1/lvl (max +30).
Daylight 60-ft. radius of bright light, or touch a creature to inflict Light damage and Blind.
Dispel Magic Cancels one magical spell or effect
Final Sacrifice You disrupt the conjuring energies within a summoned creature, causing it to violently explode.
Glyph of Warding Inscription harms those who trigger it.
Guiding Star Know where you cast this spell.
Inflict Serious Wounds Touch attack, 6d8 damage +1/lvl (max +30).
Invisibility Purge Dispels invisibility within 5 ft./lvl.
Nap Stack Subjects only need 2 hours for a night's sleep.
Prayer Allies gain a scaling Divine Bonus on attacks and saves, and can deal Holy (energy, rare) damage.
Protection from Energy Grants 3 temp hitpoints/lvl, only against one kind of common energy.
Remove Curse Frees object or person from curse.
Remove Disease Attempts to remove a disease from the target.
Resist Energy, Communal This spell functions like Resist Energy (Cleric Spell), except you can protect several creatures.
Resist Uncommon Energy Ignores a scaling number of points of damage per attack from a specified Uncommon energy type.
Severed Fate Remove an action point from a monster with a role.
Sky Swim This spell grants the target the ability to swim through the air.
Speak with Dead Corpse answers one questions.
Summon Monster III Summons one Summoned Monster to fight for you.
Trial of Fire and Acid The target creatures suffer damage and the Singed condition.
Unravel Destiny A target suffers if it has Action Points.
Water Breathing Subjects can breathe underwater.
Water Walk, Communal As Water Walk (Cleric Spell), but you may affect multiple creatures.
Wind Wall Deflects arrows, smaller creatures, and gases.

Level 4 Cleric Spells

Name Description
Air Walk Subject treads on air as if solid (climb or descend at 45-degree angle).
Battle Trance Targets gain bonus damage to attacks while under the effects of the spell.
Chaos Hammer Divine weapon attacks on its own.
Cure Critical Wounds Cures 8d8 damage + 2/lvl (max +40).
Dimensional Anchor Bars extradimensional movement.
Dismissal Your scorn hurts. Make a ray attack with dire consequences.
Divine Power Targets gain attack bonuses and 1 hp/lvl.
Freedom of Movement Subject moves, despite impediments to restrict movement.
Inflict Critical Wounds Touch deals 8d8 damage +2/lvl (max +40).
Make Whole, Greater This spell repairs 1d8+1 points of siege damage to a vehicle or fortification.
Master's Escape Switch places with one summoned creature you control.
Neutralize Poison Immunizes subject against poison, or detoxifies poison in or on subject.
Persistent Vigor Gain fast healing, and become much harder to affect with diseases or poisons.
Planar Adaptation Resist harmful effects of environmental damage of another plane.
Protection from Energy, Communal As Protection from Energy (Cleric Spell), but you may affect several creatures.
Rest Eternal Dead or undead creature cannot be revived.
Restoration Removes a weak or moderate status condition.
Ride the Waves Target can breathe water and swim.
Sending Delivers short message anywhere, instantly.
Shadow Barbs When you cast this spell, you create a shadowy portal from which a tidal wave of razor-sharp barbs dismember your foes most horribly...or perhaps not.
Summon Monster IV Summons one Summoned Monster to fight for you.

Level 5 Cleric Spells

Name Description
Air Walk, Communal As Air Walk (Cleric Spell), but you may affect multiple creatures.
Astral Projection, Lesser Limited astral travel.
Boneshatter A crackling ray deals heavy damage and inflicts wobbly.
Breath of Life Cures damage and may restore life to recently slain creatures.
Caustic Blood You imbue your blood with corrosive acid.
Command, Greater As Command (Cleric Spell), but affects several creatures.
Cure Light Wounds, Mass Cures 1d8 damage + 1/lvl, maximum +15.
Daywalker Turns an ally into a pseudo-undead, with potent benefits.
Flame Strike Smites foes with divine fire.
Forbid Action, Greater This spell functions as Forbid Action (Cleric Spell), except several creatures may be affected.
Heroic Fortune, Mass Multiple targets receive an Action Point.
Holy Ice Create pillars...of Holy Water!
Hymn of Mercy The target creatures gain the Secured condition.
Inflict Light Wounds, Mass Negative energy spreads out in all directions from the point of origin, dealing 1d8 points of damage + 1 point per caster level (maximum +15) to nearby living enemies.
Life Bubble Protects creatures from some types of sustained environmental effects.
Pillar of Stone Creates durable stone pillars.
Plane Shift You and your allies can travel to another plane.
Raise Dead Restores life to subject who died as long as one day/lvl ago.
Reprobation Marked target is shunned.
Resist Rare Energy Ignores a scaling number of points of damage per attack from a specified Rare energy type.
Righteous Might Your or allies size increases.
Serenity Peaceful feelings harm those attempting violence.
Summon Monster V Summons one Summoned Monster to fight for you.
True Seeing Lets you see things as they really are.
Unholy Ice Create pillars...of Holy Water!
Wall of Blindness Creatures that pass through a translucent wall suffer fictive damage and an assault on their senses.

Level 6 Cleric Spells

Name Description
Banishment Your scorn hurts. Make several ray attacks with dire consequences.
Blade Barrier Wall of blades deals Force damage.
Chains of Light Target is held immobile by glowing golden chains composed of pure light.
Cold Ice Strike Blast of ice slivers deals cold damage and slows.
Cure Moderate Wounds, Mass Cures 3d8 damage + 1/lvl, maximum +20.
Dispel Magic, Greater Cancels multiple magical spells or effects
Dust Form You become an incorporeal creature of dust for a short period of time.
Elemental Assessor Elemental ray transforms parts of the victim into a damaging canker.
Glyph of Warding, Greater Enhanced Glyph of Warding (Cleric Spell).
Harm Inflict massive negative energy damage on a target.
Heal Cures 10 points/lvl damage, all diseases and mental conditions.
Hellfire Ray A blast of hellfire deals damage, and if it kills the victim, then things get...interesting.
Heroes' Feast Food for several creatures, cures, and grants combat bonuses.
Inflict Moderate Wounds, Mass Negative energy spreads out in all directions from the point of origin, dealing 3d8 damage +1/lvl (max +20) to creatures you choose.
Music of the Spheres Grant Fast Healing, ER, and a bonus to saves to targets.
Oasis Create a comfortable and secured place in the wilderness.
Plague Storm Cloud inflicts Necrotic damage
Planar Adaptation, Mass This spell functions like Planar Adaptation (Cleric Spell), except affecting multiple targets.
Summon Monster VI Summons one Summoned Monster to fight for you.
Undeath to Death Inflicts heavy light (energy, uncommon) damage to the unliving in your sight.
Word of Recall Teleports you back to designated place.

Level 7 Cleric Spells

Name Description
Archon's Trumpet Inflicts heavy thundercrash damage to all targets in a 30 foot cone.
Bestow Curse, Greater Inflicts Cursed or Hexed upon multiple creatures you choose.
Blasphemy Slanders or Disgraces your target.
Constricting Coils Eldritch muscular coils deal crushing damage to the target while holding it still.
Create Demiplane, Lesser Create your own Demiplane, nice and cozy.
Cure Serious Wounds, Mass Cures 5d8 damage + 1/lvl, maximum +30.
Ethereal Jaunt You become ethereal until your next combat ends.
Holy Word Ray which deals massive holy damage with no saving throw allowed.
Inflict Serious Wounds, Mass Deal negative energy to targets you choose, 3d8 damage +1/lvl (max +35).
Planar Refuge Enforces the rules of the Material Plane on other planes of existence.
Refuge Alters item to transport its possessor to a safe place.
Regenerate Subject's severed limbs grow back, tiredness is removed, and they regrow hit points.
Resist All Energy Ignores a scaling number of points of damage per attack from All energy types.
Restoration, Greater Ends all status conditions on the target.
Resurrection Fully restore dead subject.
Summon Monster VII Summons one Summoned Monster to fight for you.
Vision of Doom Sends vision dealing heavy psychic damage and fatigue.

Level 8 Cleric Spells

Name Description
Antimagic Field Completely but temporarily suppresses magical effects within 10 ft.
Ardor's Onslaught Targets gain bonus damage to attacks while under the effects of the spell.
Create Demiplane As Create Demiplane, Lesser (Cleric Spell), but larger and with better decorating.
Cure Critical Wounds, Mass Cures 7d8 damage + 1/lvl, maximum +35.
Dictum Slanders or disgraces multiple targets
Dimensional Lock Teleportation and interplanar travel blocked until the next Moon.
Divine Vessel Change allies or yourself into huge otherworldly creatures.
Fire Storm Deals Fire Damage.
Holy Aura Grant Holy power to creatures, for good or ill.
Inflict Critical Wounds, Mass Negative energy spreads out in all directions from the point of origin, dealing 7d8 points of damage + 1 point per caster level (maximum +35) to nearby living enemies.
Nine Lives Cures damage and may restore life to recently slain creatures.
Orb of the Void Flying sphere of darkness deals Necrotic damage and Essence Destruction.
Searing Light Inflict punishing damage and status conditions with Light).
Stormbolts You are struck by a massive lightning bolt...and share.
Summon Monster VIII Summons one Summoned Monster to fight for you.

Level 9 Cleric Spells

Name Description
Astral Projection Projects you and others onto Astral Plane.
Canopic Conversion Turns your allies into pseudo-undead, with potent benefits.
Create Demiplane, Greater As Create Demiplane (Cleric Spell), but much larger.
Deadly Juxtaposition You swap places with an enemy creature, dealing heavy interstice damage to it, and its allies.
Energy Drain Subject gains 2d4 points of Essence Omission and is at risk of a synergy.
Etherealness Travel to an Ethereal Plane with companions.
Gate Connects two planes for travel by any creatures, in either direction.
Heal, Mass As Heal (Cleric Spell), but affects multiple creatures you choose.
Implosion Inflict massive negative energy damage on multiple targets.
Miracle Requests a deity's intercession.
Overwhelming Presence Creatures prostrate themselves before you as if you were divine and are at risk of a Synergy.
Polar Midnight Polar cold immobilizes and deals damage.
Soul Bind Bind your enemies and allies together, granting bonus AC and damage.
Spear of Purity Spears of holy energy blast your foes.
Summon Monster IX Summons one Summoned Monster to fight for you.
True Resurrection As Resurrection (Cleric Spell), plus remains aren't needed.
Winds of Vengeance Gives you the ability to fly and attack with wind.