Cleric Spells

From Epic Path
Jump to: navigation, search


0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th

Level 0 Cleric Spells

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

Spell Name School Spell Level Components Description
Bleed necromancy 0 V, S Cause a stabilized creature to resume dying.
Create Water conjuration (creation) [water] 0 V, S Creates 2 gallons/lvl of pure water.
Detect Magic divination 0 V, S Detects all spells and magic items within 60 ft.
Detect Poison divination 0 V, S Detects poison in a creature or object.
Enhanced Diplomacy divination 0 V, S Touched creature gains +2 Competence Bonus on one Diplomacy or Intimidate check.
Guidance divination 0 V, S +1 Competence Bonus on one attack roll, saving throw, or skill check.
Light evocation 0 V, M/DF Object shines like a torch.
Mending transmutation 0 V, S Makes minor repairs on an object.
Purify Food and Drink transmutation 0 V, S Purifies 1 cu. ft./lvl of food or water.
Read Magic divination 0 V, S, F Read scrolls and spellbooks.
Resistance abjuration 0 V, S, M/DF Subject gains +1 Resistance Bonus on saving throws.
Spark evocation 0 V or S Ignites flammable objects.
Stabilize conjuration (healing) 0 V, S Cause a dying creature to stabilize.
Virtue transmutation 0 V, S, DF Subject gains 1 temporary hp.

Level 1 Cleric Spells

Spell Name School Spell Level Components Description
Abundant Ammunition conjuration 1 V, S, M/DF Replaces non-magical ammunition every round.
Advanced Scurvy necromancy [disease, evil] 1 V, S A living touched target contracts an advanced form of scurvy.
Air Bubble conjuration (creation) 1 S, M/DF (a small bladder filled with air) Creates a small pocket of air around your head or an object.
Ant Haul transmutation 1 V, S, M/DF (a small pulley) Increases the carrying capacity of a creature by 10 pounds per caster level.
Abstemiousness transmutation 1 V Make a handful of food satisfy the nutritious needs of a Medium or smaller creature for 1 day.
Aspect of the Nightingale transmutation 1 V, S, DF +2 Competence Bonus to Perform and Diplomacy, and 1/min roll twice on charm effect saving throws
Bane enchantment 1 V, S, DF Enemies take -1 on attack rolls and saves against [fear].
Bless enchantment 1 V, S, DF Allies gain +1 morale bonus on attack rolls and saves against [fear].
Blessed Fist transmutation 1 V, S Target doesn't provoke attacks of opportunity with unarmed strikes.
Bless Water transmutation [good] 1 V, S, M (5 pounds of powdered silver worth 25 gp) Makes a Holy Water (Flask).
Blessing of the Watch enchantment (compulsion) [mind-affecting] 1 V, S, DF Like Bless (Spell), 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 transmutation 1 V, S A metal object instantly becomes red hot possibly causing the wielder to drop it or take Fire Damage.
Carrion Compass divination 1 V, S You are lead to an undead creature's most recent controller or the cause of the creature's undeath.
Cause Fear necromancy 1 V, S One creature of 5 HD or less flees for 1d4 rounds.
Clarion Call illusion 1 V, S, M Make a sound like a mighty horn or trumpet and subject can speak in a booming voice that carries over great distances.
Command enchantment 1 V One subject obeys selected command for 1 round.
Compel Hostility enchantment 1 V, S, M Compels opponents to attack you instead of your allies.
Comprehend Languages divination 1 V, S, M/DF You understand all non-secret spoken and written languages.
Cultural Adaptation divination 1 V, S, M/DF You gain the correct native accent and mannerisms when you speak a language with a Tongues (Spell), granting you Circumstance Bonuses to interactions with native speakers of that language.
Cure Light Wounds conjuration 1 V, S Cures 2d8 damage + 1/lvl (max +10).
Curse Water necromancy [evil] 1 V, S, M (5 lbs. of powdered silver worth 25 gp) Makes Unholy Water.
Dancing Lantern transmutation 1 V, S, F Animates a lantern that follows you.
Deadeye's Lore divination 1 V, S Gain a +1 Sacred Bonus on Survival and move full speed while tracking.
Deathwatch necromancy 1 V, S Reveals how near death subjects within 30 ft. are.
Decompose Corpse necromancy 1 V, S, M (a pinch of dried toadstool) Turn corpse into clean skeleton.
Detect Chaos divination 1 V, S, DF This spell functions like Detect Evil (Spell), except that it detects the auras of chaotic creatures, clerics of chaotic deities, chaotic spells, and chaotic magic items, and you are vulnerable to an overwhelming chaotic aura if you are lawful.
Detect Charm divination 1 V, S You determine whether a creature is under a (charm), (compulsion), and (possession) effects.
Detect Evil divination 1 V, S, DF Reveals the presence of evil creatures, spells, or objects.
Detect Good divination 1 V, S, DF Reveals the presence of good creatures, spells, or objects.
Detect Law divination 1 V, S, DF Reveals the presence of lawful creatures, spells, or objects.
Detect the Faithful divination 1 V, S, DF You can detect other worshipers of your deity.
Detect Undead divination 1 V, S, M/DF (earth from a grave) Reveals Undead within 60 ft.
Divine Favor evocation 1 V, S, DF You gain an increasing Luck Bonus on attack and damage rolls.
Diagnose Disease divination 1 V, S Detect and identify diseases.
Doom necromancy [fear, mind-affecting] 1 V, S, DF One subject takes -2 on attack rolls, damage rolls, saves, and checks.
Dream Feast conjuration (creation) 1 V, S, DF Dream of a rich feast and when you awake, you are sated as if you ate and drank a nutritious meal.
Embrace Destiny divination 1 V, S [Oracle Only] Roll d20; use the roll before the spell ends to replace another d20 roll before the die is rolled.
Endure Elements abjuration 1 V, S Exist comfortably in hot or cold regions.
Enhance Water transmutation 1 V, S Transform water into an alcoholic beverage, removing poisons, diseases, and toxins.
Entropic Shield abjuration 1 V, S Ranged attacks against you have 20% miss chance.
Face of the Devourer transmutation (polymorph) 1 V, S 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 enchantment (compulsion) [mind-affecting] 1 V, S, DF Prevent creatures from cheating while trading.
Firebelly abjuration 1 V, S, DF A magical fire warms your belly, granting you ER 5/fire and as a standard action, you can breathe a 15-foot cone of flame that deals 1d4 fire damage (REFL half, SR applies).
Forbid Action enchantment (compulsion) [language-dependent, mind-affecting] 1 V Target obeys command to not do something.
Hairline Fractures transmutation [earth] 1 V, S M (a broken twig) Reduce the hardness of a stone object or lower the AC of an earth-type creature.
Haze of Dreams enchantment 1 V, M Target moves at 1/2 speed.
Hide from Undead abjuration 1 V, S, DF Undead can't perceive one subject/lvl.
Ice Armor transmutation [cold, water] 1 V, S, F (5 gallons of water) 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 conjuration (healing) [evil] 1 V, S, M (1 drop of devil blood or 1 dose of unholy water) Touch a creature with devils blood, giving it Fast Healing 1.
Inflict Light Wounds necromancy 1 V, S Negative energy spreads out in all directions from the point of origin, dealing 1d8 damage +1/lvl (max +5).
Ironbeard transmutation 1 V, S Target gains a beard of Cold Iron that increases AC and can be used to attack enemies.
Karmic Blessing divination [good] 1 V, S The target treats one skill as a natural talent.
Know the Enemy divination 1 S, V, DF Gain +10 Insight Bonus on a monster Knowledge check.
Liberating Command transmutation 1 V Restrained target may make an Escape Artist check to escape as an immediate action.
Lighten Object transmutation 1 V, M Reduce weight of 1 object by 50%.
Magic Stone transmutation 1 V, S, DF Three stones gain +1 Enhancement Bonus on attack rolls, deal 1d6+1 damage.
Magic Weapon transmutation 1 V, S, DF Weapon gains +1 Enhancement Bonus.
Marid's Mastery transmutation [water] 1 V, S If target and opponent are touching water +1 bonus on attack and damage rolls, otherwise -4.
Mighty Fist of the Earth conjuration (creation) [earth] 1 V, S, DF Make an unarmed strike attack roll against a target at distance.
Moment of Greatness enchantment 1 V, S, M/DF Doubles a Morale Bonus.
Murderous Command enchantment (compulsion) [mind-affecting] 1 V Target is compelled to kill its ally.
Obscuring Mist conjuration 1 V, S Fog surrounds you.
Poisoned Egg transmutation 1 V, S, DF Transform the contents of a normal egg into a single dose of Centipede (Small) poison.
Protection from Chaos abjuration 1 V, S, M/DF As Protection from Evil (Spell), except against chaotic creatures.
Protection from Evil abjuration [good] 1 V, S, M/DF +2 to AC and saves, plus additional protection against evil creatures.
Protection from Good abjuration [evil] 1 V, S, M/DF As Protection from Evil (Spell), except against selected good creatures.
Protection from Law abjuration [chaotic] 1 V, S, M/DF As Protection from Evil (Spell), except against lawful creatures.
Ray of Sickening necromancy 1 V, S, M (a drop of sweat) Ray makes the subject sickened.
Read Weather divination 1 V, S, F Forecast the weather at your location for the next 48 hours.
Recharge Innate Magic transmutation 1 V, S Regain one use of a supernatural or spell-like racial trait.
Refine Improvised Weapon transmutation 1 V, S, DF Transform improvised weapon into a simple or martial weapon.
Reinforce Armaments transmutation 1 V, S, M/DF (a metal pin) Temporarily mitigates the Fragile (Quality) in targeted weapon or armor.
Remove Fear abjuration 1 V, S Suppresses fear or gives +4 Morale Bonus on saves against fear for 1 subject + 1 per 4 levels
Remove Sickness conjuration (healing) 1 V, S Suppress disease, nausea, and the sickened condition.
Restore Corpse necromancy 1 V, S Skeletal corpse grows flesh.
Sanctify Corpse evocation 1 V, S, DF, M Prevent a corpse from becoming an undead.
Sanctuary abjuration 1 V, S, DF Opponents can't attack you, and you can't attack.
Shield of Faith abjuration 1 V, S, M Aura grants increasing deflection bonus to AC.
Spiked Armor transmutation 1 V, S, M Suit of armor becomes covered in iron spikes.
Stone Shield conjuration (creation) [earth] 1 V, S, DF A 1-inch-thick slab of stone springs up from the ground, interposing itself between you and an opponent of your choice.
Stunning Barrier abjuration 1 V, S Magical field grants a +1 bonus to AC and on saves, and stuns one creature attacking you.
Summon Minor Monster conjuration 1 V, S, F/DF Summon 1d3 Tiny or smaller animals.
Summon Monster I conjuration 1 V, S, F/DF Summons extra-planar creature to fight for you.
Sun Metal transmutation 1 V, S Weapon touched bursts into flames.
Swallow Your Fear enchantment 1 V, S 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 divination 1 V, M +2 Insight Bonus on all Charisma ability checks and Charisma-based skill checks.
Touch of Bloodletting necromancy 1 V, S This spell causes any existing wounds that the target possesses to bleed profusely.
Touch of Truthtelling enchantment (compulsion) [mind-affecting] 1 V, S, DF As Zone of Truth (Spell), but others know the target is affected by the spell.
Tracking Mark evocation 1 V, S You gain a supernatural ability to detect tracks and other clues left behind by the target.
Unbreakable Heart enchantment 1 V, S +4 Morale Bonus on saving throws against [mind-affecting] effects that rely on negative emotions.
Weapons Against Evil transmutation 1 V, DF 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 transmutation 1 V, S, F Merge a magic wand with a weapon to wield both simultaneously.
Winter Feathers abjuration 1 V, S The target’s feathers thicken and fluff up to ward against a Cold Environment and grants it a +4 Circumstance Bonus on Stealth checks to hide in ice and snow.

Level 2 Cleric Spells

Spell Name School Spell Level Components Description
Abeyance abjuration 2 V, S, M/DF (a flask of holy water worth 25 gp) You suppress the effects of a curse on a creature.
Aboleth's Lung transmutation 2 V, S, M/DF (piece of seaweed) Targets gain the ability to breathe water but can no longer breathe air.
Admonishing Ray evocation [force] 2 V, S You fire one or more nonlethal force ray. Each ray deals 4d6 points of nonlethal damage.
Aid enchantment 2 V, S, DF +1 Morale Bonus on attack rolls and saves against [fear], 1d8 temporary hp +1/lvl (max +10).
Air Step transmutation 2 V, S, M Tread unsteadily on air, with limitations.
Alchemical Tinkering transmutation 2 V, S Transform one alchemical item into another one.
Align Weapon transmutation 2 V, S, DF Weapon becomes good, evil, lawful, or chaotic.
Alter Summoned Monster conjuration 2 V, S You swap a creature summoned by a conjuration (summoning) spell for a creature you could summon with a Summon Monster (Spell) or Summon Nature's Ally (Spell).
Amplify Stench transmutation 2 V, S You amplify your natural Stench (Ex) special ability-its save DC increases by 2, and creatures that fail their saving throws against your Stench (Ex) become nauseated rather than sickened.
Ancestral Communion divination 2 V, S, F/DF Gain an increasing Insight Bonus on a Knowledge check
Angelic Aspect, Lesser transmutation [good] 2 V, S You take on a lesser aspect of an angelic being.
Animate Dead, Lesser necromancy 2 V, S, M Create one skeleton or zombie.
Ant Haul, Communal transmutation 2 V, S, M/DF (a small pulley) As Ant Haul (Spell), but you may divide the duration among creatures touched.
Arrow of Law evocation [lawful] 2 V, S, DF (a holy symbol) Harm and possibly daze chaotic creatures.
Augury divination 2 V, S, M (incense worth at least 25 gp), F (a set of marked sticks or bones worth at least 25 gp) Learns whether an action will be good or bad.
Bear's Endurance transmutation 2 V, S, M/DF Subject gains +4 Enhancement Bonus to CON for 1 min/lvl.
Bestow Weapon Proficiency enchantment (compulsion) [mind-affecting] 2 V, S, M (pieces of shaved metal) Grants a creature proficiency in a single weapon for short period of time.
Blessing of Courage and Life conjuration (healing) [emotion] 2 V, S, DF +2 morale bonus on saves vs. [fear] and [death].
Blessings of Luck and Resolve enchantment (compulsion) [mind-affecting] 2 V, S Give a morale bonus or immunity (for Barani, Gnome, Mallori, or Vishkanya) against [fear] effects to a single creature.
Blinding Ray evocation [good, light] 2 V, S, DF Ranged Touch Attack that blinds and deals damage to light sensitive creatures, + 1 ray/four levels (max 3).
Blood Blaze transmutation 2 V, S Aura that makes injured creatures spray burning blood.
Blood in the Water necromancy [emotion] 2 V, S, DF While the spell is in effect, all sharks, feeders in the depths, and creatures with the Blood Frenzy (Ex) ability in the area gain a +2 bonus to Strength and Constitution and take a -2 penalty to AC.
Blood of the Martyr necromancy 2 V, S Target bleeds from orifices, enabling other creatures to sup the blood to regain hit points.
Boiling Blood transmutation 2 V, S Targets take Fire Damage; Orcs get +2 Morale Bonus to STR.
Book Ward abjuration 2 V, S, M/DF Protects an object against Fire and Acid Damage.
Bull's Strength transmutation 2 V, S, M/DF Subject gains +4 Enhancement Bonus to STR for 1 min/lvl.
Burst of Radiance evocation [good, light] 2 V, S, M/DF (a piece of flint and a pinch of silver dust) Fills area with shimmering light, blinding (or dazzling) creatures for 1d4 rounds and damaging evil creatures.
Calm Emotions enchantment 2 V, S, DF Calms creatures, negating emotion effects.
Calm Spirit necromancy 2 V, S Postpone hostile action by an incorporeal Undead.
Cloud of Seasickness conjuration (creation) [poison] 2 V, S, M (a piece of seaweed) As Stinking Cloud (Spell), except as noted and creatures are sickened instead of nauseated.
Compassionate Ally enchantment 2 V, S Target is compelled to help injured ally.
Consecrate evocation [good] 2 V, S, M/DF (a vial of Holy Water and 25 gp worth of silver dust) Fills area with positive energy, weakening Undead.
Cure Moderate Wounds conjuration 2 V, S Cures 4d8 damage +1/lvl (max. +20).
Darkness evocation 2 V, M/DF 20-ft. radius of supernatural shadow.
Death Candle necromancy [death, evil, fire] 2 V, S Kills dying creature; you summon a Elemental, Small Fire (Summoned).
Death Knell necromancy 2 V, S Kills dying creature; you gain 1d8 temporary hp, +2 Enhancement Bonus to STR, and +1 to effective caster level.
Deathwine necromancy 2 V, S 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 necromancy 2 V, S, F/DF (a Medium creature’s skull or femur) You animate a bone which gives you DR 5/bludgeoning.
Delay Disease conjuration (healing) 2 V, S, DF Gain immunity to disease for 24h.
Delay Pain enchantment 2 V, S Ignore pain for 1 hour/lvl.
Delay Poison conjuration 2 V, S, DF Stops poison from harming subject for 1 hour/lvl.
Desecrate evocation [evil] 2 V, S, M (a vial of unholy water and 25 gp worth (5 pounds) of silver dust, all of which must be sprinkled around the area), DF Fills area with negative energy, making undead stronger.
Disfiguring Touch transmutation [curse] 2 V, S Target becomes disfigured.
Divine Trident evocation [electricity] 2 V, S, DF 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 evocation [evil] 2 V, S, DF Harm and possibly sicken good creatures.
Eagle's Splendor transmutation 2 V, S, M/DF +4 Enhancement Bonus to CHA for 1 min/lvl.
Early Judgement divination 2 V, S, DF Show creatures a glimpse of their judgement in the afterlife. This fascinates good, confuses neutral, and shakes evil creatures.
Effortless Armor transmutation 2 V, S Armor you wear no longer slows your speed.
Endure Elements, Communal abjuration 2 V, S As Endure Elements (Spell), but you may divide the duration among creatures touched.
Enemy's Heart necromancy [death, evil] 2 V, S, M (target creature’s heart) You cut out an enemy’s heart and consume it, absorbing that enemy’s power as your own.
Enthrall enchantment 2 V, S Captivates all within 100 ft. + 10 ft./lvl.
Find Traps divination 2 V, S Notice traps as a rogue does.
Flotsam Vessel conjuration 2 V, S, M Creates a sturdy raft and oars from driftwood, reeds, and other river detritus.
Gentle Repose necromancy 2 V, S, M/DF (salt and a copper piece for each of the corpse's eyes) Preserves one corpse.
Ghostbane Dirge transmutation 2 V, S, M/DF Incorporeal creature takes half damage from non-magical weapons.
Gird Ally abjuration 2 V, S You create a magical field around summoned creatures you control that deflects attacks made against them. The targets gain a scaling deflection bonus to their AC.
Grace abjuration 2 V Movement doesn't provoke attacks of opportunity.
Groundswell transmutation [earth] 2 V, S As a swift action, make ground rise 5 feet and prevent flanking.
Heroic Fortune evocation 2 V, S, M/DF The target gains 1 temporary Action Point .
Hold Person enchantment 2 V, S, F/DF Paralyzes one humanoid for 1 rnd/lvl, with a saving throw each round.
Holy Ice Weapon transmutation 2 V, S, M Create a weapon made of frozen Holy Water.
Imbue with Aura transmutation 2 V, S, DF Target emulates your cleric aura.
Inflict Moderate Wounds necromancy 2 V, S Melee touch attack, 2d8 damage +1/lvl (max +10).
Instant Armor conjuration (creation) [force] 2 V, S, DF Summon armor temporarily replacing your current attire.
Instant Weapon conjuration 2 V, S You create a melee weapon sized appropriately for you from opaque [force]. As a [force] effect, it can strike and damage Incorporeal creatures.
Instrument of Agony transmutation 2 V, S Weapon exudes divine fury, granting a morale bonus on Intimidate checks.
Ironskin transmutation 2 V, S, M/DF Your skin hardens and takes on the color and texture of rough iron.
Life Pact necromancy 2 V, S, M/DF (a drop of blood from each target) Affected creatures automatically donate hp to stabilize fallen ally.
Magic Boulder transmutation 2 V, S, DF As Magic Stone (Spell), except you affect up to three boulders (rocks up to two size categories smaller than yourself).
Magic Siege Engine transmutation 2 V, S, DF Siege gains +1 Enhancement Bonus on targeting and damage rolls.
Make Whole transmutation 2 V, S Repairs an object.
Marching Chant transmutation 2 V, S Allies can hustle without penalty while you sing or chant.
Martyr's Bargain transmutation [good] 2 V Delay damage to yourself from a spell to take maximum damage later.
Muffle Sound illusion 2 V, S Allies gain a bonus on Stealth checks but risk verbal spell failure.
Owl's Wisdom transmutation 2 V, S, M/DF (feathers or droppings from an owl) Subject gains +4 Enhancement Bonus to WIS for 1 min/lvl.
Path of Glory conjuration 2 V, S Create an expanding glow that heals allies within it of 1 hp of damage.
Pilfering Hand evocation 2 S You may seize an object or manipulate it from afar.
Protection from Chaos, Communal abjuration [lawful] 2 V, S, M/DF As Protection from Chaos (Spell), but you may divide the duration among creatures touched.
Protection from Evil, Communal abjuration [good] 2 V, S, M/DF As Protection from Evil (Spell), but you may divide the duration among creatures touched.
Protection from Good, Communal abjuration [evil] 2 V, S, M/DF As Protection from Good (Spell), but you may divide the duration among creatures touched.
Protection from Law, Communal abjuration [chaotic] 2 V, S, M/DF As Protection from Law (Spell), but you may divide the duration among creatures touched.
Protective Penumbra evocation [darkness] 2 V, S Shadow protects the target from light.
Recentering Drone abjuration 2 V, S, DF 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 transmutation 2 V, S, M/DF (a metal pin) As Reinforce Armaments (Spell), but you may divide the spell's duration among objects touched.
Remove Paralysis conjuration 2 V, S Frees one or more creatures from paralysis, slowed, or immobilized conditions.
Resist Energy abjuration 2 V, S, DF Ignores a scaling number of points of damage per attack from specified energy type.
Restoration, Lesser conjuration (healing) 2 V, S Removes a weak status condition
Returning Weapon conjuration 2 V, S Grants a weapon the returning special weapon quality.
Sacred Space evocation [good] 2 V, S, M (a vial of ambrosia) Augment DC to resist spells and spell-like abilities with [good] descriptors. Penalty to evil Outsiders.
Sentry Skull necromancy [evil] 2 V, S, M (an onyx gem worth at least 10 gp) Turn a severed head into a magical sentry.
Shard of Chaos evocation [chaos] 2 V, S, DF Harm and possibly slow lawful creatures.
Share Language divination 2 V, S, M Share your facility for one particular language with another creature.
Shatter evocation 2 V, S, M/DF Sonic vibration damages objects or crystalline creatures.
Shield of Fortification abjuration 2 V, S, DF Target gains a 25% chance to treat critical hits and sneak attacks as normal hits.
Shield Other abjuration 2 V, S, F You take half of subject's damage.
Shock Arrow evocation [electricity] 2 V, S, M (one arrow) You create an arrow made of crackling electricity, which you may fire as a weapon or use as a glowing beacon.
Silence illusion 2 V, S Negates sound in 20-ft. radius.
Silent Table illusion 2 V Give yourself privacy by muffling sound leaving the area.
Snow Shape transmutation 2 V, S, M/DF In frozen northern lands, where the earth may be hidden beneath heavy drifts of snow, druids have developed a variation of Stone Shape (Spell) that other spellcasters have since learned.
Soothing Word conjuration (healing) 2 V, S Reduces effects of multiple conditions on target.
Sound Burst evocation 2 V, S, F/DF Deals 1d8 Sonic Damage and may stun subjects.
Spear of Purity evocation [good] 2 V, S, DF Harm and possibly Blind evil creatures.
Spell Gauge divination 2 V, S, F You become aware of a selection of spells the target creature has prepared or knows.
Spiritual Weapon evocation [force] 2 V, S, DF Magic weapon attacks on its own.
Staggering Fall transmutation 2 V, S Cause additional damage to a falling creature.
Status divination 2 V, S Monitors condition, position of allies.
Stone Throwing transmutation 2 V, S, M (powdered stone) The subject gains the Rock Throwing (Ex) and Rock Catching (Ex) abilities usable with solid, inflexible objects with hardness of at least 5.
Summon Monster II conjuration 2 V, S, F/DF Summons extra-planar creature to fight for you.
Surmount Affliction abjuration 2 V, S Temporarily suppress one condition.
Touch of Mercy enchantment 2 V, S, DF The target creature deals only Non-Lethal Damage with all of its weapon attacks.
Track Ship divination 2 V, S, F 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 illusion 2 V, S Creates an illusory misty, faint pink-tinged rose-scented trail that ripples and flows in the area that you and up to six others can see.
Tremor Blast transmutation 2 V, S You create a minor earthquake that can trip creatures.
Twisted Futures divination 2 V, S, M Disrupt fortunate outcomes for other creatures' class and/or racial abilities.
Undetectable Alignment abjuration 2 V, S Conceals the alignment of an object or a creature from all forms of divination.
Unholy Ice Weapon transmutation [cold, evil, water] 2 V, S, M (a Unholy Water (Flask) or 5 pounds of powdered silver worth 25 gp) Create a weapon made of frozen unholy water.
Unliving Rage necromancy 2 V, S As Rage (Spell), except it affects only undead.
Water Walk transmutation [water] 2 V, S, DF Subject treads on water as if solid.
Weapon of Awe transmutation [emotion] 2 V, S, DF Weapon gets +2 Sacred Bonus on damage rolls.
Web Shelter conjuration (creation) 2 V, S, DF Create a comfortable shelter made of webbing.
Whispering Lore divination 2 V, S, M/DF (an owl’s beak) Gain a bonus to Knowledge checks about your environment from the land itself.
Zone of Truth enchantment (compulsion) [mind-affecting] 2 V, S, DF Subjects within range cannot lie.

Level 3 Cleric Spells

Spell Name School Spell Level Components Description
Accept Affliction conjuration 3 V, S, M/DF The caster can transfer the effects of afflictions such as curses, diseases, and poisons from the target creature to himself.
Agonize evocation [evil, pain] 3 V, S Pain encourages an Outsider to obey you.
Agonizing Rebuke illusion 3 V, S Cause mental distress and pain to a target if it attacks you.
Aggravate Affliction necromancy 3 V, S All recurring afflictions possessed by the targeted creature immediately trigger, requiring an immediate saving throw to avoid suffering their effects.
Air Breathing transmutation 3 V, S, M/DF (flower or piece of grass) The transmuted creatures can breathe air freely.
Align Weapon, Communal transmutation [see text] 3 V, S, DF As Align Weapon (Spell), but you can divide the duration among weapons touched.
Animate Dead necromancy 3 V, S, M Creates Undead skeletons or zombies out of corpses.
Archon's Aura evocation [good, lawful] 3 V, S Aura penalizes enemy attacks and AC.
Aura of Cannibalism necromancy 3 V, S, M You emanate an aura that saps the strength of others of your kind and channels their energy into you.
Aura of Inviolate Ownership abjuration 3 V, S, DF Attended items of target creatures are harder to take.
Aura Sight divination 3 V, S Alignment auras become visible to you.
Badger's Ferocity transmutation 3 V, S Weapons are Keen (Magic Property) while you concentrate.
Bestow Curse necromancy 3 V, S -6 to an ability score; -4 on attack rolls, saves, and checks; or 50% chance of losing each action.
Bestow Insight enchantment 3 V, S Target gain Insight Bonus on skill checks and is considered trained in that skill.
Blessing of the Mole transmutation 3 V, S 1 ally/lvl gains Darkvision and a +2 Stealth Competence Bonus.
Blindness/Deafness necromancy 3 V Makes subject blind to sight or deafened to sound.
Blood Biography divination 3 V, S, M/DF Learn about a creature with its blood.
Blood Scent transmutation 3 V, S Gain scent ability against injured creatures.
Blot transmutation 3 V, S, M Ruins writings.
Catatonia necromancy 3 S Make a willing target appear to be dead.
Chain of Perdition evocation 3 V, S, M/DF Creates a floating chain of force.
Channel the Gift evocation 3 V, S, DF 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 transmutation 3 V, S You focus the energy of your mind, body, and spirit into a specific part of your being, granting yourself an exceptional ability to perform certain tasks.
Charitable Impulse enchantment 3 V, S, F/DF Affected creature practices nonviolent combat behaviors according to a list of priorities.
Contagion necromancy [evil] 3 V, S Infects subject with chosen disease.
Contagious Zeal enchantment 3 V, S Grant Morale Bonuses and temporary hit points that spread from creature to creature.
Continual Flame evocation 3 V, S, M Makes a permanent, heatless light.
Control Vermin transmutation 3 V, S, DF/M (a beetle) You and a limited number of allies can use skills to control vermin as if they were animals
Create Food and Water conjuration 3 V, S Feeds three humans (or one horse)/lvl.
Cure Serious Wounds conjuration 3 V, S Cures 6d8 damage + 1/lvl (max +30).
Daybreak Arrow evocation [light] 3 V, S Targeted ammunition exudes radiant energy.
Daylight evocation 3 V, S 60-ft. radius of bright light.
Deadly Juggernaut necromancy [death] 3 V, S Your might increases with every kill you make.
Deeper Darkness evocation 3 V, M/DF Object sheds supernatural shadow in 60-ft. radius.
Delay Poison, Communal conjuration 3 V, S, DF As Delay Poison (Spell), but you may divide the duration among creatures touched
Discovery Torch evocation 3 V, S Touched object emanates bright light that provides +2 Enhancement Bonus on Perception and Sense Motive checks.
Dispel Magic abjuration 3 V, S Cancels one magical spell or effect
Divine Illumination conjuration [good, light] 3 V, S, DF Illuminate undead, negate Channel Resistance (Ex), and inflict -2 penalty vs. positive energy.
Elemental Speech divination 3 V, S, M Enables you to speak to elementals and some creatures.
Enter Image transmutation 3 V, S, M/DF Transfers your consciousness to an object bearing your likeness.
False Alibi enchantment 3 V, S, M As Modify Memory (Spell), except you can modify the target's memory only in a specific way.
Final Sacrifice evocation 3 V, S You disrupt the conjuring energies within a summoned creature, causing it to violently explode.
Fractions of Heal and Harm transmutation 3 V, S Heal yourself when you cast your next damaging spell.
Glyph of Warding abjuration 3 V, S, M Inscription harms those who pass it.
Guiding Star divination 3 V, S, M (a spool of thread or string) Know approximate distance from where you cast this spell.
Helping Hand evocation 3 V, S, DF Ghostly hand leads subject to you.
Hydrophobia necromancy 3 V, S Targets in the area must succeed at a WILL save or become deathly afraid of drowning.
Inflict Serious Wounds necromancy 3 V, S Touch attack, 3d8 damage +1/lvl (max +15).
Invisibility Purge evocation 3 V, S Dispels invisibility within 5 ft./lvl.
Ki Leech necromancy [evil] 3 V, S Add to your ki< pool when you critically hit.
Life Shield conjuration (healing) 3 S, DF You surround yourself with positive energy that damages undead opponents.
Locate Object divination 3 V, S, F/DF Senses direction toward object (specific or type).
Lover's Vengeance enchantment 3 V, M You inspire yourself or a lover to a vengeful rage against a chosen enemy.
Magic Circle against Chaos abjuration 3 V, S, M/DF As Protection from Chaos (Spell), but 10-ft. radius and 10 min/lvl.
Magic Circle against Evil abjuration 3 V, S, M/DF As Protection from Evil (Spell), but 10-ft. radius and 10 min/lvl.
Magic Circle against Good abjuration 3 V, S, M/DF As Protection from Good (Spell), but 10-ft. radius and 10 min/lvl.
Magic Circle against Law abjuration [lawful] 3 V, S, M/DF (a 3-ft.-diameter circle of powdered silver) As Protection from Law (Spell), but 10-ft. radius and 10 min/lvl.
Magic Vestment transmutation 3 V, S, DF Armor or shield gains +1 Enhancement Bonus per four levels.
Mantle of Calm enchantment (compulsion) [emotion, mind-affecting] 3 V, S, DF Neutralize the rage effects of those who have attacked you.
Mark of Obvious Ethics divination [curse] 3 V, S Other creatures can determine the target's alignment.
Meld into Stone transmutation [earth] 3 V, S, DF You and your gear merge with stone.
Monstrous Extremities transmutation (polymorph) 3 V, S 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 necromancy 3 V, S, M (a little silk pillow worth 100 gp) Subjects only need 2 hours for a night's sleep, and can sleep even longer for more benefits.
Obscure Object abjuration 3 V, S, M/DF Masks object against scrying.
Plant Voice transmutation 3 V, S, M (a small root cutting) You grant one Plant Creature the ability to speak, hear, and understand any of the languages you know.
Prayer enchantment 3 V, S, DF Allies get +1 Luck Bonus on most rolls, enemies -1 penalty.
Protection from Energy abjuration 3 V, S, DF Absorbs 12 points/lvl of damage from one kind of energy.
Reaper's Coterie necromancy [evil] 3 V, S, DF Target touched weapon gains an increasing Profane Bonus on damage rolls each time it reduces a living creature to 0 or fewer hit points.
Remove Blindness conjuration 3 V, S Cures normal or magical blindness or deafness.
Remove Curse abjuration 3 V, S Frees object or person from curse.
Remove Disease conjuration 3 V, S Attempts to cure a disease in the target.
Resist Energy, Communal abjuration 3 V, S, DF This spell functions like Resist Energy (Spell), except you divide the duration in 10-minute intervals among the creatures touched.
Returning Weapon, Communal conjuration (teleportation) 3 V, S As Returning Weapon (Spell), but you may divide the duration among weapons touched.
Riversight divination (scrying) 3 V, S F/DF (a smooth river stone) You can view events transpiring along a natural watercourse you touch.
Sacred Bond conjuration (healing) 3 V, S, F (a pair of golden bracelets worth 100 gp each worn by both you and the target) Cast touch healing spells from a distance.
Sadomasochism necromancy [pain] 3 V, S Shubject of the spell gets to roll twice on attack rolls (taking better roll), but is shaken for 1 round if he hits you and fails a WILL roll.
Sands of Time necromancy 3 V, S Target temporarily ages.
Searing Light evocation 3 V, S Ray deals 1d8/two levels damage (more against Undead).
Severed Fate enchantment 3 V, S The target is shaken and cannot use Action Points for the duration of the spell.
Share Language, Communal divination 3 V, S, M As Share Language (Spell), but you may divide the duration among creatures touched.
Skeleton Crew necromancy 3 V, S, M This spell turns corpses into skeletons that act as crew and obey your commands to the extent of their abilities.
Sky Swim transmutation [air] 3 V, S, DF This spell grants the target the ability to swim through the air.
Speak with Dead necromancy 3 V, S, DF Corpse answers one question/two levels.
Stone Shape transmutation 3 V, S, M/DF Sculpts stone into any shape.
Stunning Barrier, Greater abjuration 3 V, S Magical field grants a +2 bonus to AC and on saves, and stuns multiple creatures attacking you.
Summon Monster III conjuration 3 V, S, F/DF Summons extra-planar creature to fight for you.
Summon Totem Creature conjuration (summoning) 3 V, S, M/DF (a piece of bone from any one of your totem animals) As Summon Nature’s Ally III (Spell) except for different creatures as options.
Symbol of Healing conjuration (healing) 3 V, S, M (mercury and phosphorous, plus powdered diamond and opal worth a total of 500 gp) Triggered rune heals living creatures.
Transfer Regeneration transmutation 3 V, S You bestow your regenerative abilities on the target.
Trial of Fire and Acid evocation 3 V, S 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 divination 3 V, S, DF A target suffers penalties to checks depending on how many Action Points it has, and takes damage if it uses them.
Vision of Hell illusion 3 V, M Illusory hellscape makes creatures shaken.
Water Breathing transmutation 3 V, S, M/DF Subjects can breathe underwater.
Water Walk, Communal transmutation 3 V, S, DF As Water Walk (Spell), but you may divide the duration among creatures touched.
Waters of Maddening conjuration (creation) 3 V, S, M (250 gp of powdered amber) Create a more potent unholy water.
Wind Wall evocation 3 V, S, M/DF Deflects arrows, smaller creatures, and gases.
Wrathful Mantle evocation [force, light] 3 V, S, DF Subject shines and gets +1/four levels Resistance Bonus on all saves.

Level 4 Cleric Spells

Spell Name School Spell Level Components Description
Abyssal Vermin transmutation 4 V, S Grant one vermin or vermin swarm the Fiendish Creature simple template.
Air Walk transmutation 4 V, S, DF Subject treads on air as if solid (climb or descend at 45-degree angle).
Ancestral Gift conjuration 4 V, S, F/DF A ghostly ancestor appears and gives you a magic weapon, which you may use as if you were proficient in it.
Anti-Incorporeal Shell abjuration 4 V, S, DF Incorporeal creatures stay 10 ft. away from you.
Ardor's Onslaught evocation 4 V, S You harm creatures with a neutral alignment component.
Aura of Doom necromancy [emotion, fear, mind-affecting] 4 V, S, M/DF (powdered bone) Creatures in your aura become shaken.
Battle Trance enchantment (compulsion) [emotion, mind-affecting] 4 V, S Gain Ferocity (Ex) monster special ability, temporary hit points, and a morale bonus against [mind-affecting] effects. Half-Orc only.
Black Spot necromancy 4 V, S 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 transmutation 4 V, S, DF Gives allies a choice of benefits.
Bloatbomb necromancy 4 V, S Kill a weak creature and turn its corpse into an explosive trap.
Blood Crow Strike evocation [fire] 4 V, S Unarmed strikes create crows that deal fire and negative energy damage.
Chaos Hammer evocation 4 V, S Harms and slows lawful creatures (1d8 damage/2 levels).
Control Summoned Creature enchantment 4 V, S Direct a summoned monster as if you had summoned it.
Control Water transmutation [water] 4 V, S, M/DF Raises or lowers bodies of water.
Crusader's Edge transmutation [good] 4 V, S, M (dried blood from an evil Outsider, sprinkled on the weapon Weapon gains evil Outsider Bane (Magic Property) quality plus other benefits against evil Outsiders.
Cure Critical Wounds conjuration 4 V, S Cures 8d8 damage + 2/lvl (max +40).
Death Ward necromancy 4 V, S, DF Grants bonuses against "Death" spells and negative energy.
Debilitating Portent enchantment (compulsion) [mind-affecting] 4 V, S, DF Inflicts an ill fate on a creature, halving its damage when it attacks or casts a spell
Dimensional Anchor abjuration 4 V, S Bars extradimensional movement.
Discern Lies divination 4 V, S, DF Reveals deliberate falsehoods.
Dismissal abjuration 4 V, S, DF Forces a creature to return to its native plane.
Divination divination 4 V, S, M Provides useful advice for specific proposed actions.
Divine Power evocation 4 V, S, DF You gain attack bonuses and 1 hp/lvl.
Enchantment Foil abjuration 4 V, S Trick opponents who try to cast enchantments on you.
Fleshworm Infestation conjuration (summoning) [evil] 4 V, S Worms deal hp and DEX damage.
Forceful Strike evocation [force] 4 V, S Empower a melee weapon to deal 1d4 force damage/lvl and Bull Rush on one hit.
Freedom of Movement abjuration 4 V, S, DF, M Subject moves normally despite impediments to restrict movement.
Giant Vermin transmutation 4 V, S, DF Turns centipedes, scorpions, or spiders into giant vermin.
Gift of the Deep transmutation 4 V, S, DF You give the one non-mutated Sahuagin/lvl the appearance and many of the abilities of Sahuagin mutants.
Globe of Tranquil Water abjuration 4 V, S, M/DF (a glass globe) 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 abjuration [chaos/evil/good/law] (see text) 4 V, S, M (parchment with a holy text written on it) Target is protected by Shield of Faith (Spell) and a Protection spell, and can transfer the effects to another creature.
Healing Warmth abjuration 4 V, S As Protection from Energy (Spell) (Fire Damage only), but can spend 12 points of energy absorption to heal 1d8.
Heavy Water transmutation [water] 4 V, S, DF You cause a volume of water to become heavier than normal.
Holy Smite evocation [good] 4 V, S Harms and possibly blinds neutral or evil creatures.
Imbue with Spell Ability evocation 4 V, S, DF Transfer spells to subject.
Infernal Healing, Greater conjuration (healing) [evil] 4 V, S, M (1 drop of devil blood or 1 dose of unholy water) As Infernal Healing (Spell), except the target gains fast healing 4 and the target detects as an evil Cleric.
Inflict Critical Wounds necromancy 4 V, S Touch deals 4d8 damage +1/lvl (max +20).
Instant Restoration conjuration (healing) 4 V, S, F/DF (a thimble of water and a seed) Instant Restoration channels 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 transmutation 4 V, S, M/DF Weapon gains +1 Enhancement Bonus/four levels (max +5).
Make Whole, Greater transmutation 4 V, S This spell repairs 1d6 points of damage plus 1 point per caster level when cast on an object or Construct (maximum 10d6+10).
Mark of the Reptile God transmutation 4 V, S, DF Touch Attack burns handprint onto the flesh of a creature, dealing 1d6 points of Acid Damage.
Master's Escape conjuration (teleportation) 4 V, S Switch places with one summoned creature you control.
Nature's Ravages necromancy 4 V, S, M/DF (dried maggots) You greatly speed up the decomposition process of a nearby corpse by an additional 1 day per 2 caster levels (maximum 10 days at 20th level).
Neutralize Poison conjuration 4 V, S, M/DF Immunizes subject against poison, or detoxifies poison in or on subject.
Order's Wrath evocation 4 V, S Harms and dazes chaotic creatures (1d8 damage/2 levels).
Path of Glory, Greater conjuration 4 V, S Create an expanding glow that heals allies within it of 5 hp of damage.
Persistent Vigor transmutation 4 V, S, M/DF (ginseng root shavings) Gain fast healing 2, immunity to bleed, and faster recovery from diseases and poisons.
Plague Carrier necromancy [disease, evil] 4 V, S Target's attacks carry filth fever.
Planar Adaptation transmutation 4 V Resist harmful effects of other plane.
Planar Ally, Lesser conjuration (calling) [see text] 4 V, S, M (offerings worth 500 gp plus payment, see text), DF Exchange services with a 6 HD Outsider creature.
Poison necromancy [poison] 4 V, S, DF Touch deals 1d3 CON damage 1/round for 3 rounds.
Protection from Energy, Communal abjuration 4 V, S, DF As Protection from Energy (Spell), but you may divide the duration among creatures touched.
Repel Vermin abjuration 4 V, S, DF Insects, spiders, and other Vermin stay 10 ft. away.
Rest Eternal necromancy 4 V, S, M/DF (ashes and a (Un)Holy Water (Flask) Dead creature cannot be revived.
Restoration conjuration (healing) 4 V, S Removes a weak or moderate status condition.
Ride the Waves transmutation [water] 4 V, S Target can breathe water and swim.
Sending evocation 4 V, S, M/DF Delivers short message anywhere, instantly.
Shadow Barbs illusion 4 V, S, M When you cast this spell, you create a shadowy +2 Vicious Spiked Chain that shimmers and pulses with darkness.
Shield of Dawn evocation 4 V, S, DF Creatures that strike you take 1d6 +1/lvl Fire Damage.
Shield of Fortification, Greater abjuration 4 V, S, DF Target gains a 50% chance to treat critical hits and sneak attacks as normal hits.
Soothe Construct abjuration 4 V, S Reduce the berserk chance of a Construct.
Speak with Haunt necromancy [language-dependent] 4 V, S, DF Haunt answers one question/2 levels.
Spell Immunity abjuration 4 V, S, DF Subject is immune to one spell per 4 caster levels.
Spellcrash, Lesser abjuration 4 V, S Target loses a 3rd-level prepared spell or spell slot.
Spiritual Ally evocation [force] 4 V, S, DF Creates a divine ally to aid you.
Spit Venom transmutation [poison] 4 V Spit blinding black adder venom.
Summon Accuser conjuration 4 V, S, F/DF Summons a single Accuser Devil from Hell to do your bidding.
Summon Monster IV conjuration 4 V, S, F/DF Summons extra-planar creature to fight for you.
Summoner Conduit necromancy 4 V, S, M (two flies) The target takes damage whenever its summoned creature does.
Suppress Primal Magic abjuration 4 V, S, M (a pinch of sand) Prevent primal magic events from occurring in a 10-ft. radius around you.
Symbol of Revelation divination 4 V, S, M (mercury and phosphorous, plus powdered diamond and opal worth a total of 1,000 gp) Triggered symbol reveals illusions.
Symbol of Slowing transmutation 4 V, S, M (mercury and phosphorous, plus powdered diamond and opal worth a total of 1,000 gp) Triggered rune slows creatures.
Terrible Remorse enchantment 4 V, S Creature is compelled to harm itself.
Tongues divination 4 V M/DF Speak and understand any language.
Transplant Visage transmutation 4 V, S, M You add or remove a creature's face to or from your own.
Unholy Blight evocation 4 V, S Harms and sickens good creatures (1d8 damage/2 levels).
Virulence necromancy [evil] 4 V, S 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.
Ward of the Season abjuration 4 V, S Gain emergency healing (spring), extra speed (summer), a bonus on Fortitude saves (fall) or the ability to navigate across slick surfaces with ease (winter).
Ward Shield abjuration 4 V, S Touched shield grants wielder SR 10 + caster level vs. targeted spells and +5 REFL bonus to saves vs. area of effect spells.

Level 5 Cleric Spells

Spell Name School Spell Level Components Description
Air Walk, Communal transmutation 5 V, S, DF As Air Walk (Spell), but you may divide the duration among creatures touched.
Ancestral Memory divination 5 V, S Gain insight into current situation.
Angelic Aspect transmutation [good] 5 V, S You take on an aspect of an angelic being.
Astral Projection, Lesser necromancy 5 V, S, M (jacinth worth 1,000 gp) Limited astral travel.
Atonement abjuration 5 V, S, M (burning incense), F (a set of prayer beads or other prayer device worth at least 500 gp), DF Removes burden of misdeeds from subject and reverses magical alignment change.
Boneshatter necromancy 5 V, S, M (a broken bone) The target’s bones (or exoskeleton) splinter, dealing 1d6 points of damage per caster level (maximum 15d6) to the target, which is also exhausted for 1 minute per caster level.
Break Enchantment abjuration 5 V, S Frees subjects from enchantments, transmutations, and curses.
Breath of Life conjuration 5 V, S Cures 5d8 damage + 1/lvl and restores life to recently slain creatures.
Call Spirit conjuration (calling) 5 V, S Make the spirit of one creature manifest.
Caustic Blood transmutation [acid] 5 V, S, M (vial of black adder venom) You imbue your blood with corrosive acid.
Cleanse evocation 5 S, DF Cures 4d8 damage +1/lvl (max +25) and also removes several afflictions.
Command, Greater enchantment 5 V As Command (Spell), but affects one subject/lvl.
Commune divination 5 V, S, M (holy or unholy water and incense worth 500 gp), DF Deity answers one yes-or-no question/lvl.
Constricting Coils enchantment (compulsion) [mind-affecting] 5 V, S
Contagion, Greater necromancy [disease, evil] 5 V, S Infect a subject with a magical disease.
Cure Light Wounds, Mass conjuration 5 V, S Cures 1d8 damage + 1/lvl, maximum +15, affects 1 subject/lvl.
Curse of Magic Negation abjuration [curse] 5 V, S, M (powdered lead and platinum worth 250 gp) Target gains the Negated (Spellblight).
Curse, Major necromancy [curse] 5 V, S As Bestow Curse (Spell), but harder to remove.
Daywalker necromancy 5 V, S, M (a black glass vial containing Unholy Water) You reshape the substance of a willing undead creature to resemble a living, breathing creature of the same size.
Dispel Balance abjuration 5 V, S, DF 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 abjuration 5 V, S, DF +4 Deflection Bonus against attacks by chaotic creatures.
Dispel Evil abjuration 5 V, S, DF +4 Deflection Bonus against attacks by evil creatures.
Dispel Good abjuration 5 V, S, DF +4 Deflection Bonus against attacks by good creatures.
Dispel Law abjuration [chaos] 5 V, S, DF +4 Deflection Bonus against attacks by lawful creatures.
Disrupting Weapon transmutation 5 V, S Melee weapon destroys undead.
Fickle Winds transmutation 5 V, S, M/DF Wind Wall (Spell) that selectively blocks attack.
Flame Strike evocation [fire] 5 V, S, DF Smites foes with divine fire (1d6/level damage).
Forbid Action, Greater enchantment (compulsion) [language-dependent, mind-affecting] 5 V This spell functions as Forbid Action (Spell), except up to one creature per level may be affected. Each creature must receive the same Forbidden Action.
Geniekind transmutation (polymorph) 5 V, S, M (a pinch of dust, embers, wind-blown sand or drops of water, depending on the Genie type) Gain your choice of genie-themed powers.
Ghostbane Dirge, Mass transmutation 5 V, S, M/DF As Ghostbane Dirge (Spell), but affects multiple creatures.
Ghoul Army necromancy [evil] 5 V, S, M/DF (a handful of ghoul’s teeth) 1d4+1 ghouls and 1 ghast fight for you and explode when killed to deal damage.
Half-blood Extraction transmutation 5 V, S, M/DF You transform the target Half-Orc into a full-blooded Orc.
Hallow evocation [good] 5 V, S, M (herbs, oils, and incense worth at least 1,000 gp, plus 1,000 gp per level of the spell to be included in the hallowed area), DF Designates location as holy.
Heroic Fortune, Mass evocation 5 V, S, M/DF Multiple targets receive an Action Point.
Holy Ice transmutation [cold, good, water] 5 V, S, M (a Holy Water (Flask) or 5 pounds of powdered silver worth 25 gp) Create wall or javelins of frozen holy water.
Hymn of Mercy enchantment 5 V, S As Touch of Mercy (Spell), except 30-ft.-radius burst centered on you.
Inflict Light Wounds, Mass necromancy 5 V, S Negative energy spreads out in all directions from the point of origin, dealing 1d8 points of damage + 1 point per caster level (maximum +25) to nearby living enemies.
Insect Plague conjuration (summoning) 5 V, S, DF Wasp swarms attack creatures.
Life Bubble abjuration 5 V, S, M/DF (a bit of eggshell) Protects creatures from sustained environmental effects.
Lighten Object, Mass transmutation 5 V, M (goose down) This spell functions like Lighten Object (Spell), except that it affects a number of objects equal to half your caster level.
Magic Siege Engine, Greater transmutation 5 V, S, M/DF Siege Engine gains +1 Enhancement Bonus on targeting and damage rolls.
Mark of Justice necromancy 5 V, S, DF Designates action that triggers curse on subject.
Pillar of Life conjuration (healing) [light] 5 V, S, DF Created pillar heals 2d8 + 1/lvl (max +20).
Plane Shift conjuration 5 V, S, F As many as eight subjects travel to another plane.
Planeslayer's Call enchantment (compulsion) [mind-affecting, see text] 5 V, S, DF Allies gain benefits against Outsiders of an alignment you choose.
Raise Dead conjuration 5 V, S, M, DF Restores life to subject who died as long as one day/lvl ago.
Rapid Repair transmutation 5 V, S, DF Construct gains fast healing 5.
Reprobation transmutation [curse, see text] 5 V, S, DF Marked target is shunned by your religion.
Righteous Might transmutation 5 V, S, DF Your size increases, and you gain bonuses in combat.
Sanctify Weapons transmutation 5 V, S, DF All manufactured weapons in a 20-ft radius bypass damage resistance of a chosen good/evil Outsider subtype.
Scrying divination 5 V, S, M/DF, F Spies on subject from a distance.
Serenity enchantment 5 V, S Peaceful feelings harm those attempting violence.
Siphon Magic abjuration 5 V, S, M (a coiled length of copper wire wrapped around the palm) Transfers a magical effect from touched creature to yourself.
Slay Living necromancy 5 V, S Touch Attack deals 12d6 +1 per level.
Smite Abomination evocation 5 V, S, DF You emulate some of the powers of a paladin Smite Enemy (Su) vs. undead.
Snake Staff transmutation 5 V, S, M (a knife suitable for whittling) Transforms wood into snakes to fight for you.
Spell Immunity, Communal abjuration 5 V, S, DF As Spell Immunity (Spell), but you may divide the duration among creatures touched.
Spell Resistance abjuration 5 V, S, DF Subject gains SR 12 + level.
Spellsteal abjuration 5 V, S You create a discordant blast of energy that disrupts the target’s available magic and transfers knowledge of that magic to you.
Summon Monster V conjuration 5 V, S, F/DF Summons extra-planar creature to fight for you.
Symbol of Pain necromancy 5 V, S, M Triggered rune wracks nearby creatures with pain.
Symbol of Scrying divination (scrying) 5 V, S, M (mercury and phosphorous, plus powdered diamond and opal worth a total of 1,000 gp) Triggered rune activates scrying sensor.
Symbol of Sleep enchantment (compulsion) [mind-affecting] 5 V, S, M (mercury and phosphorus, plus powdered diamond and opal worth a total of 1,000 gp) Triggered rune puts nearby creatures into catatonic slumber.
Symbol of Striking illusion (shadow) 5 V, S, M As Symbol of Death (Spell), but fills a 5-foot square.
Tongues, Communal divination 5 V, M/DF As Tongues (Spell), but you may divide the duration in 10-minute intervals among creatures touched.
Treasure Stitching transmutation 5 V, S, M Objects on cloth become embroidered.
True Seeing divination 5 V, S, M Lets you see all things as they really are.
Undeath Ward abjuration 5 V, S, M/DF You create a pale silver barrier that repels undead.
Unhallow evocation [evil] 5 V, S, M (herbs, oils, and incense worth at least 1,000 gp, plus 1,000 gp per level of the spell to be included in the unhallowed area), DF Designates location as unholy.
Unholy Ice transmutation [cold, evil, water] 5 V, S, M (a Unholy Water (Flask) or 5 pounds of powdered silver worth 25 gp) Create wall or javelins of frozen unholy water.
Vinetrap conjuration (creation) 5 V, S, DF Vines burst to life in a radius around a target with a variety of effects.
Wall of Blindness/Deafness necromancy 5 V, S Creatures that pass through a translucent wall are blinded or deafened.
Wall of Stone conjuration 5 V, S, M/DF Creates a stone wall that can be shaped.

Level 6 Cleric Spells

Spell Name School Spell Level Components Description
Animate Objects transmutation 6 V, S Objects attack your foes.
Antilife Shell abjuration 6 V, S, DF 10-ft.-radius field hedges out living creatures.
Banishment abjuration 6 V, S, F Banishes 2 HD/lvl of extraplanar creatures.
Bear's Endurance, Mass transmutation 6 V, S, M/DF (a few hairs, or a pinch of dung, from a bear) As Bear's Endurance (Spell), affects one subject/lvl.
Blade Barrier evocation [force] 6 V, S Wall of blades deals 1d6/lvl damage.
Blessings of Luck and Resolve, Mass enchantment (compulsion) [mind-affecting] 6 V, S This spell functions like Blessings of Luck and Resolve (Spell), except that it affects multiple creatures.
Bloodsworn Retribution necromancy 6 V, S 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 transmutation 6 V, S, M/DF (a few hairs, or a pinch of dung, from a bull) As Bull's Strength (Spell), affects 1 subject per level.
Chains of Light conjuration (creation) [good] 6 V, S, F (a length of fine golden chain) Target is held immobile by glowing golden chains composed of pure light.
Cold Ice Strike evocation [cold] 6 V, S Cone of ice slivers deals 1d6 cold/lvl.
Create Undead necromancy [evil] 6 V, S, M Raises ghasts, ghouls, mohrgs, or mummies from physical remains.
Cure Moderate Wounds, Mass conjuration 6 V, S Cures 3d8 damage + 1/lvl, maximum +20, affects 1 subject/lvl.
Dimensional Blade transmutation 6 V, S 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 abjuration 6 V, S Cancels multiple magical spell or effect
Dust Form transmutation 6 V, S, M You become an incorporeal creature of dust for a short period of time.
Dust Ward abjuration 6 V, S, M
Eagle's Splendor, Mass transmutation 6 V, S, M/DF As Eagle's Splendor (Spell), 1 subject/lvl.
Eaglesoul conjuration (summoning) [good] 6 V, S, M (vellum inscribed with good Outsider’s name) Grants combat bonuses against evil creatures, particularly against evil Outsiders.
Elemental Assessor evocation [acid, cold, electricity, fire] 6 V, S, M/DF Elemental ray does 2d6 acid, cold, electricity, and fire damage, with one type persisting for 1d4 rounds.
Epidemic necromancy [disease, evil] 6 V, S Infect a subject with a highly contagious disease.
Find the Path divination 6 V, S, F Shows most direct way to a location.
Forbiddance abjuration 6 V, S, M (holy water and incense worth 1,500 gp, plus 1,500 gp per 60-foot cube), DF Blocks planar travel, damages creatures of different alignment.
Geas/Quest enchantment 6 V As Geas, Lesser (Spell) but affects any creature.
Glyph of Warding, Greater abjuration 6 V, S, M (powdered diamond worth 400 gp) Enhanced Glyph of Warding (Spell).
Harm necromancy 6 V, S Deals 10 points/lvl damage to target.
Heal conjuration 6 V, S Cures 10 points/lvl damage, all diseases and mental conditions.
Hellfire Ray evocation [evil] 6 V, S, DF/F 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 conjuration 6 V, S, DF Food for one creature/lvl cures and grants combat bonuses.
Impart Mind transmutation 6 V, S, M Grant temporary intelligence and powers to a magic item.
Inflict Moderate Wounds, Mass necromancy 6 V, S Negative energy spreads out in all directions from the point of origin, dealing 2d8 damage +1/lvl (max +10).
Joyful Rapture conjuration 6 V, S Negate harmful [emotion]s.
Music of the Spheres conjuration 6 V, S, M Grant Fast Healing, ER, and Sacred Bonus to saves for all creatures in a 20-foot radius from you.
Oasis transmutation 6 V, S, M/DF Create a permanent water source similar to a natural spring.
Owl's Wisdom, Mass transmutation 6 V, S, M/DF This spell functions like Owl's Wisdom (Spell), except that it affects multiple creatures.
Plague Storm necromancy [disease, evil] 6 V, S Cloud infects creatures like Contagion (Spell).
Planar Adaptation, Mass transmutation 6 V, S This spell functions like Planar Adaptation (Spell), except as noted above.
Planar Ally conjuration 6 V, S, M, DF As Planar Ally, Lesser (Spell), but up to 12 HD.
Spellcrash abjuration 6 V, S Target loses a 5th-level prepared spell or spell slot.
Summon Laborers conjuration (summoning) 6 V, S, F/DF (a strip of rune-inscribed parchment) This spell summons one Humanoid Petitioner per caster level
Summon Monster VI conjuration 6 V, S, F/DF Summons extra-planar creature to fight for you.
Summon Stampede conjuration (summoning) 6 V, S, M (piece of fur from a herd animal) Conjures a herd of Aurochs or similar herd animal that immediately stampedes in the indicated direction.
Summon Vanth conjuration (summoning) 6 V, S, F/DF This spell functions like Summon Monster (Spell), except that it summons a single Psychopomp, Vanth.
Symbol of Fear necromancy [fear, mind-affecting] 6 V, S, M Triggered rune panics nearby creatures.
Symbol of Persuasion enchantment 6 V, S, M Triggered rune charms creatures.
Symbol of Sealing abjuration [force] 6 V, S, M Create triggered Wall of Force (Spell).
Undeath to Death necromancy 6 V, S, M/DF Destroys 1d4/lvl HD of undead (max. 20d4).
Wind Walk transmutation [air] 6 V, S, DF You and your allies turn vaporous and travel fast.
Word of Recall conjuration (teleportation) 6 V Teleports you back to designated place.

Level 7 Cleric Spells

Spell Name School Spell Level Components Description
Arbitrament evocation [sonic] 7 V You harm creatures with a neutral alignment component.
Archon's Trumpet evocation 7 V, S Upon hearing a booming report, as if from an Archon's Trumpet (Su), all creatures in the area of the burst are paralyzed for 1d4 rounds.
Awaken Construct transmutation 7 V, S, M/DF Grant a construct human-like sentience.
Bestow Curse, Greater necromancy 7 V, S -12 to an ability score; -8 on attack rolls, saves, and checks; or 25% chance of losing each action.
Bestow Grace of the Champion transmutation [good, law] 7 V, S, DF Target gains paladin abilities for 1 rnd/lvl.
Blasphemy evocation 7 V Kills, paralyzes, weakens, or dazes non-evil subjects.
Circle of Clarity abjuration 7 V, S, F Emanation hampers illusions and stealth.
Control Weather transmutation 7 V, S Changes weather in local area.
Create Demiplane, Lesser conjuration (creation) 7 V, S, F Create your own Demiplane.
Create Variant Mummy necromancy [evil] 7 V, S, M This spell functions as Create Undead (Spell), except it creates a variant mummy.
Cure Serious Wounds, Mass conjuration (healing) 7 V, S Cures 3d8 damage + 1/lvl, maximum +30, affects 1 subject/lvl.
Destruction necromancy 7 V, S, F Kills subject and destroys remains.
Dictum evocation 7 V Kills, paralyzes, staggers, or deafens non-lawful targets.
Ethereal Jaunt transmutation 7 V, S You become ethereal for 1 rnd/lvl.
Holy Word evocation 7 V Kills, paralyzes, blinds, or deafens non-good subjects.
Hymn of Peace abjuration 7 V, S Subjects of this spell must make a WILL save to attack or perform an aggressive or damaging actions.
Inflict Serious Wounds, Mass necromancy 7 V, S Touch attack, 3d8 damage +1/lvl (max +35).
Jolting Portent evocation [electricity] 7 V, S, DF You inflict a vengeful fate on a creature, dealing electricity damage each time it attacks or casts a spell.
Lunar Veil illusion (shadow) [darkness, shadow] 7 V, S Dispel light and revert lycanthropes.
Magnetic Field abjuration 7 V, S 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 transmutation 7 V, S, M You restore a broken object or damaged Construct to a functional state, as if it were new and intact.
Planar Refuge conjuration (creation) 7 V, S, 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 conjuration 7 V, S, M Alters item to transport its possessor to your abode.
Regenerate conjuration 7 V, S, DF Subject's severed limbs grow back, cures 4d8 damage +1/lvl (max +35).
Repulsion abjuration 7 V, S, F/DF Creatures can't approach you.
Restoration, Greater 7 V, S Ends all status conditions on the target.
Resurrection conjuration 7 V, S, M/DF Fully restore dead subject.
Scrying, Greater divination 7 V, S As Scrying (Spell), but faster and longer.
Submerge Ship transmutation 7 V, S, M/DF Protects a ship and all aboard from drowning and pressure, but not from damage from outside obstacles or creatures.
Summon Monster VII conjuration 7 V, S, F/DF Summons extra-planar creature to fight for you.
Symbol of Stunning enchantment (compulsion) [mind-affecting] 7 V, S, M Triggered rune stuns creatures.
Symbol of Weakness enchantment (compulsion) [mind-affecting] 7 V, S, M Triggered rune stuns creatures.
Vision of Doom illusion (phantasm) [mind-affecting, evil] 7 V, S As Nightmare (Spell) 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 enchantment 7 V, S Pleasure stuns and staggers creatures.
Word of Chaos evocation 7 V Kills, confuses, stuns, or deafens non-chaotic subjects.

Level 8 Cleric Spells

Spell Name School Spell Level Components Description
Angelic Aspect, Greater transmutation [good] 8 V, S Functions like Angelic Aspect, Lesser (Spell), except you gain low-light vision, darkvision 60, ER 10/(acid, cold), and DR 5/evil, and fly at a speed of 30 feet.
Antimagic Field abjuration 8 V, S, M/DF Negates magic within 10 ft.
Call Construct conjuration 8 V, S, M Summon your Construct to you.
Cloak of Chaos abjuration 8 V, S, F +4 to AC, +4 resistance on saves, and SR 25 against lawful spells.
Counterbalancing Aura abjuration 8 V, S, F +4 to AC, +4 resistance on saves, and SR 23/27 against neutral spells.
Create Demiplane conjuration 8 V, S, F As Create Demiplane, Lesser (Spell), but larger and with planar traits.
Create Greater Undead necromancy [evil] 8 V, S, M Creates shadows, wraiths, spectres, or devourers.
Cure Critical Wounds, Mass conjuration 8 V, S Cures 4d8 damage + 1/lvl, maximum +35, 1 target/lvl.
Dimensional Lock abjuration 8 V, S Teleportation and interplanar travel blocked for 1 day/lvl.
Discern Location divination 8 V, S, DF Reveals exact location of creature or object.
Divine Vessel transmutation [chaotic, evil, good, or lawful] 8 V, S Change into a huge otherworldly creature.
Earthquake evocation 8 V, S, DF Intense tremor shakes 80-ft.-radius.
Euphoric Tranquility enchantment 8 V, S, M/DF Makes a creature friendly.
Fire Storm evocation [fire] 8 V, S Deals 1d6/lvl Fire Damage.
Frightful Aspect transmutation (polymorph) 8 V, S, M You take on a terrifying, Large-sized form of yourself and emit an aura that causes creatures to become shaken or frightened.
Holy Aura abjuration 8 V, S, F +4 to AC, +4 resistance, and SR 25 against evil spells.
Inflict Critical Wounds, Mass necromancy 8 V, S Negative energy spreads out in all directions from the point of origin, dealing 4d8 points of damage + 1 point per caster level (maximum +40) to nearby living enemies.
Nature's Ravages, Greater necromancy 8 V, S, M/DF You greatly speed up the decomposition process of a nearby corpse by an additional 1 year per caster level (maximum 20 years at 20th level).
Nine Lives abjuration 8 V, S, M/DF Gives target the ability to get out of trouble and relieves harmful effects and conditions.
Orb of the Void necromancy 8 V, S, M Sphere inflicts Essence Omission.
Planar Ally, Greater conjuration (calling) [see text for Planar Ally, Lesser (Spell)] 8 V, S, M As Planar Ally, Lesser (Spell), but up to 18 HD.
Rift of Ruin conjuration (calling) [chaotic, evil] 8 V, S Tears a rift in reality, creating an extradimensional hole with a depth of 60 feet.
Shield of Law abjuration 8 V, S, F +4 to AC, +4 resistance, and SR 25 against chaotic spells.
Spell Immunity, Greater abjuration 8 V, S, DF As Spell Immunity (Spell), but up to 8th-level spells.
Spellcrash, Greater abjuration 8 V, S Target loses a 7th-level prepared spell or spell slot.
Spellscar abjuration 8 V, S, M This potent spell invokes devastation on a localized (and thankfully temporary) scale.
Stormbolts evocation 8 V, S, M/DF 1d8 damage/lvl (max 20d8) to targets.
Summon Monster VIII conjuration 8 V, S, F/DF Summons extra-planar creature to fight for you.
Symbol of Death necromancy 8 V, S, M Triggered rune kills nearby creatures.
Symbol of Dispelling abjuration 8 V, S, M As Symbol of Death (Spell), except that all creatures within 40 feet are effect by Dispel Magic, Greater (Spell).
Symbol of Insanity necromancy 8 V, S, M Triggered rune kills nearby creatures.
Unholy Aura abjuration 8 V, S, F +4 to AC, +4 resistance, and SR 25 against good spells.

Level 9 Cleric Spells

Spell Name School Spell Level Components Description
Astral Projection necromancy 9 V, S, M Projects you and others onto Astral Plane.
Canopic Conversion necromancy 9 V, S, M/F Damages target. If damage kills target, corpse revives with the Mummy, Dune Template
Create Demiplane, Greater conjuration 9 V, S, F As Create Demiplane (Spell), but larger and with more planar traits.
Cursed Earth necromancy 9 V, S, M, DF Plants die, living creatures catch diseases, or dead creatures rise as zombies.
Energy Drain necromancy 9 V, S Subject gains 2d4 points of Essence Omission.
Etherealness transmutation 9 V, S Travel to Ethereal Plane with companions.
Gate conjuration 9 V, S, M Connects two planes for travel or summoning.
Heal, Mass conjuration 9 V, S As Heal (Spell), but affects 1 subject/lvl.
Implosion evocation 9 V, S Inflict 10 damage/lvl to one creature/round.
Interplanetary Teleport conjuration 9 V Teleport to another planet.
Miracle evocation 9 V, S, M Requests a deity's intercession.
Overwhelming Presence enchantment 9 V, S, M Creatures bow before you as if you were divine.
Polar Midnight transmutation 9 V, S Cold darkness paralyzes and deals damage.
Salvage transmutation 9 V, S, M Raise and repair a sunken ship.
Soul Bind necromancy 9 V, S, F Traps newly dead soul to prevent Resurrection (Spell).
Spell Immunity, Greater Communal abjuration 9 V, S, DF As Spell Immunity, Greater (Spell), but you may divide the duration among creatures touched.
Storm of Vengeance conjuration 9 V, S Storm rains acid, lightning, and hail.
Summon Monster IX conjuration 9 V, S, F/DF Summons extra-planar creature to fight for you.
Symbol of Strife necromancy 9 V, S, M Triggered rune makes creatures attack nearest creature awake.
Symbol of Vulnerability abjuration 9 V, S, M Triggered rune makes creatures weaker against attacks both mundane and magical.
True Resurrection conjuration 9 V, S, M, DF As Resurrection (Spell), plus remains aren't needed.
Winds of Vengeance evocation 9 V, S, DF Gives you the ability to fly and attack with wind.
Wooden Phalanx conjuration 9 V, S Creates 1d4+2 temporary Golem, Wood to fight for you.