Cleric Spells

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Level 0 Cleric Spells

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

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

Level 1 Cleric Spells

Name Description Rev?
Air Bubble Creates a small pocket of air around your head or an object, which may burst as an attack. Y
Ant Haul Increases the carrying capacity of a creature by 10 pounds per caster level. Y
Abstemiousness Make a handful of food satisfy the nutritious needs of a Medium or smaller creature for 1 day. N
Bane Enemies take -1 on attack rolls and saves against [fear]. N
Bless Allies gain +1 morale bonus on attack rolls and saves against . N
Bless Water Transmutes water in a flask into Holy Water. N
Blessing of the Watch 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. N
Burning Disarm A metal object instantly becomes red hot possibly causing the wielder to drop it or take Fire Damage. N
Cause Fear One creature gains the Cringing condition. Y
Command One subject obeys selected command for 1 round. N
Compel Hostility Compels opponents to attack you instead of your allies. N
Cure Light Wounds Cures 2d8 damage + 1/lvl (max +10). Y
Curse Water Makes Unholy Water. N
Dancing Lantern Animates a lantern that follows you. N
Deadeye's Lore Gain a +1 Sacred Bonus on Survival and move full speed while tracking. N
Deathwatch Reveals how near death subjects within 30 ft. are. N
Detect Chaos 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. N
Detect Evil Reveals the presence of evil creatures, spells, or objects. N
Detect Good Reveals the presence of good creatures, spells, or objects. N
Detect Law Reveals the presence of lawful creatures, spells, or objects. N
Detect the Faithful You can detect other worshipers of your deity. N
Divine Favor You gain an increasing Luck Bonus on attack and damage rolls. N
Diagnose Disease Detect and identify diseases. N
Doom One subject takes -2 on attack rolls, damage rolls, saves, and checks. N
Dream Feast Dream of a rich feast and when you awake, you are sated as if you ate and drank a nutritious meal. N
Embrace Destiny Roll d20; use the roll before the spell ends to replace another d20 roll before the die is rolled. N
Endure Elements Exist comfortably in hot or cold regions. Y
Enhance Water Transform water into an alcoholic beverage, removing poisons, diseases, and toxins. N
Entropic Shield Ranged attacks against you have 20% miss chance. N
Face of the Devourer 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. N
Firebelly 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). N
Forbid Action Target obeys command to not do something. N
Hairline Fractures Reduce the hardness of a stone object or lower the AC of an earth-type creature. N
Haze of Dreams Target moves at 1/2 speed. N
Hide from Undead Undead can't perceive one subject/lvl. N
Inflict Light Wounds Negative energy touch, dealing 2d8 damage +1/lvl (max +10). N
Ironbeard Target gains a beard of Cold Iron that increases AC and can be used to attack enemies. N
Karmic Blessing The target treats one skill as a natural talent. N
Know the Enemy Gain +10 Insight Bonus on a monster Knowledge check. N
Liberating Command Restrained target may make an Escape Artist check to escape as an immediate action. Y
Magic Weapon Transform a weapon into a similar sort of weapon that is better suited for yourself or for allies. Y
Mighty Fist of the Earth Make an unarmed strike attack roll against a target at distance. N
Murderous Command Target is compelled to kill its ally. N
Poisoned Egg Transform the contents of a normal egg into a single dose of Simple Venom. Y
Protection from Chaos As Protection from Evil (Spell), except against chaotic creatures. N
Protection from Evil +2 to AC and saves, plus additional protection against evil creatures. Y
Protection from Good As Protection from Evil (Spell), except against selected good creatures. N
Protection from Law As Protection from Evil (Spell), except against lawful creatures. N
Ray of Sickening Ray makes the subject sickened. N
Read Weather Forecast the weather at your location for the next 48 hours. N
Reinforce Armaments Temporarily mitigates the Fragile (Quality) in targeted weapon or armor. Y
Remove Fear Suppresses fear or gives +4 bonus on saves against fear Y
Remove Sickness Suppress disease, nausea, and the sickened condition. N
Sanctify Corpse Prevent a corpse from becoming an undead. N
Sanctuary Opponents can't attack you, and you can't attack. N
Shield of Faith Aura grants increasing deflection bonus to AC. N
Spiked Armor Suit of armor becomes covered in iron spikes. N
Stone Shield A 1-inch-thick slab of stone springs up from the ground, interposing itself between you and an opponent of your choice. Y
Summon Monster I Summons one Summoned Monster to fight for you. Y
Sun Metal Weapon touched bursts into flames. N
Swallow Your Fear 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. N
Tap Inner Beauty +2 Insight Bonus on all Charisma ability checks and Charisma-based skill checks. N
Touch of Bloodletting This spell causes any existing wounds that the target possesses to bleed profusely. Y
Touch of Truthtelling As Zone of Truth (Spell), but others know the target is affected by the spell. N
Tracking Mark You gain a supernatural ability to detect tracks and other clues left behind by the target. N
Unbreakable Heart +4 Morale Bonus on saving throws against [mind-affecting] effects that rely on negative emotions. N
Weapons Against Evil Enchant one weapon per level to bypass the DR of evil creatures, as long as it is 5 or less and not epic DR. N
Weaponwand Merge a magic wand with a weapon to wield both simultaneously. N

Level 2 Cleric Spells

Name Description Rev?
Abeyance You suppress the effects of a curse on a creature. N
Aboleth's Lung Targets gain the ability to breathe water but can no longer breathe air. Y
Admonishing Ray You fire one or more nonlethal force ray. Each ray deals heavy nonlethal damage. Y
Aid +1 Morale Bonus on attack rolls and saves against [fear], 1d8 temporary hp +1/lvl (max +10). N
Air Step Tread unsteadily on air, with limitations. N
Align Weapon Weapon becomes good, evil, lawful, or chaotic. N
Ancestral Communion Gain an increasing Insight Bonus on a Knowledge check N
Arrow of Law Harm and possibly daze chaotic creatures. N
Augury Learns whether an action will be good or bad. N
Blessing of Courage and Life +2 morale bonus on saves vs. and . N
Blessings of Luck and Resolve Give a morale bonus or immunity (for Barani, Gnome, Mallori, or Vishkanya) against effects to a single creature. N
Blinding Ray Ranged Touch Attack that blinds and deals damage to light sensitive creatures, + 1 ray/four levels (max 3). N
Blood Blaze Aura that makes injured creatures spray burning blood. N
Blood of the Martyr Target bleeds from orifices, enabling other creatures to sup the blood to regain hit points. N
Boiling Blood Targets take Fire Damage; Orcs get +2 Morale Bonus to STR. N
Burst of Radiance Fills area with shimmering light, blinding (or dazzling) creatures for 1 round and damaging them. Y
Calm Emotions Calms creatures, negating emotion effects. N
Calm Spirit Postpone hostile action by an incorporeal Undead. N
Compassionate Ally Target is compelled to help injured ally or suffer the Antagonized condition. Y
Consecrate Fills area with positive energy, weakening Undead. N
Cure Moderate Wounds Cures 4d8 damage +1/lvl (max. +20). N
Darkness 20-ft. radius of supernatural shadow.
Death Candle Kills dying creature; you summon a Elemental, Small Fire (Summoned). N
Death Knell Kills dying creature; you gain 1d8 temporary hp, +2 Enhancement Bonus to STR, and +1 to effective caster level. N
Deathwine Turn a healing potion into a pool that does not heal but increases the caster level of the next Necromancy spell you cast. N
Defending Bone You animate a bone which gives you DR 5/bludgeoning. N
Delay Disease Gain immunity to disease for 24h. N
Delay Poison Stops poison from harming subject for 1 hour/lvl. N
Desecrate Fills area with negative energy, making undead stronger. N
Divine Trident 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. N
Dread Bolt Harm and possibly sicken good creatures. N
Early Judgement Show creatures a glimpse of their judgement in the afterlife. This fascinates good, confuses neutral, and shakes evil creatures. N
Effortless Armor Armor you wear no longer slows your speed. N
Endure Elements, Communal As Endure Elements (Spell), but you may protect several creatures you touch. Y
Enemy's Heart You cut out an enemy’s heart and consume it, absorbing that enemy’s power as your own. N
Enthrall Captivates all within 100 ft. + 10 ft./lvl. N
Find Traps Notice traps as a rogue does. N
Flotsam Vessel Flotsam Vessel (Spell) Flotsam Vessel (Spell)
Gentle Repose Preserves one corpse. N
Ghostbane Dirge Incorporeal creature takes half damage from non-magical weapons. N
Grace Movement doesn't provoke attacks of opportunity. N
Groundswell As a swift action, make ground rise 5 feet and prevent flanking. N
Heroic Fortune The target gains 1 temporary Action Point . N
Hold Person Paralyzes one humanoid creature for a brief time. Y
Holy Ice Weapon Create a weapon made of frozen Holy Water. N
Imbue with Aura Target emulates your cleric aura. N
Inflict Moderate Wounds Melee touch attack, 4d8 damage +1/lvl (max +20). N
Instant Armor Summon armor temporarily replacing your current attire. N
Instrument of Agony Weapon exudes divine fury, granting a morale bonus on Intimidate checks. N
Ironskin Your skin hardens and takes on the color and texture of rough iron. N
Life Pact Affected creatures automatically donate hp to stabilize fallen ally. N
Make Whole Repairs a damaged or broken magic item or construct. Y
Marching Chant Allies can hustle without penalty while you sing or chant. N
Martyr's Bargain Delay damage to yourself from a spell to take maximum damage later. N
Muffle Sound Allies gain a bonus on Stealth checks but risk verbal spell failure. N
Path of Glory Create an expanding glow that heals allies within it of 1 hp of damage. N
Pilfering Hand of the Magus You may seize an object or manipulate it from afar, robbing or attacking enemies, and delighting friends. Y
Protection from Chaos, Communal As Protection from Chaos (Spell), but you may divide the duration among creatures touched. N
Protection from Evil, Communal As Protection from Evil (Spell), but you may divide the duration among creatures touched. N
Protection from Good, Communal As Protection from Good (Spell), but you may divide the duration among creatures touched. N
Protection from Law, Communal As Protection from Law (Spell), but you may divide the duration among creatures touched. N
Recentering Drone You emit a calming sound that allows creatures with the dazzled, fatigued, shaken, or sickened conditions to temporarily ignore or reduce the penalties from those conditions. N
Reinforce Armaments, Communal As Reinforce Armaments (Spell), but you may divide the spell's duration among objects touched. N
Remove Paralysis Frees one or more creatures from paralysis, slowed, or immobilized conditions. N
Resist Energy Ignores a scaling number of points of damage per attack from a specified Common energy type. Y
Restoration, Lesser Removes a weak status condition
Sacred Space Augment DC to resist spells and spell-like abilities with [good] descriptors. Penalty to evil Outsiders. N
Shard of Chaos Harm and possibly slow lawful creatures. N
Shatter Sonic vibration damages objects or an enemy creature. Y
Shield of Fortification Target gains a 25% chance to treat critical hits and sneak attacks as normal hits. N
Shield Other You take half of subject's damage. N
Shock Arrow You create an arrow made of crackling electricity, which you may fire as a weapon or use as a glowing beacon. N
Silence Negates sound in 20-ft. radius. N
Soothing Word Reduces effects of multiple conditions on target. N
Sound Burst Deals 1d8 Sonic Damage and may stun subjects. N
Spear of Purity Harm and possibly Blind evil creatures. N
Spell Gauge You learn the nature of, and disable, a target creature's supernatural or spell-like ability. Y
Spiritual Weapon Magic weapon attacks on its own. N
Staggering Fall Cause additional damage to a falling creature. N
Status Monitors condition, position of allies. N
Summon Monster II Summons one Summoned Monster to fight for you. Y
Surmount Affliction Temporarily suppress one condition. N
Touch of Mercy The target creature deals only Non-Lethal Damage with all of its weapon attacks. N
Trail of the Rose 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. N
Tremor Blast You create a minor earthquake that can inflict bludgeoning damage and Quelled. Y
Twisted Futures Twisted Futures (Spell) Twisted Futures (Spell)
Umbral Weapon 1/rnd wielder of target touched melee weapon can reroll a failed attack roll. If reroll hits, the attacked creature suffers 1d8 Cold Damage, plus 1 per 2 caster levels (maximum 1d8+10). N
Undetectable Alignment Conceals the alignment of an object or a creature from all forms of divination. N
Unholy Ice Weapon Create a weapon made of frozen unholy water. N
Wartrain Mount Animal gains the combat training general purpose N
Water Walk Subject treads on water as if solid. N
Weapon of Awe Weapon gets +2 Sacred Bonus on damage rolls. N
Whispering Lore Gain a bonus to Knowledge checks about your environment from the land itself. N
Zone of Truth Subjects within range cannot lie. N

Level 3 Cleric Spells

Name Description Rev?
Accept Affliction The caster can transfer the effects of afflictions such as curses, diseases, and poisons from the target creature to himself. N
Agonizing Rebuke Cause mental distress and pain to a target if it attacks you. N
Aggravate Affliction All recurring afflictions possessed by the targeted creature immediately trigger, requiring an immediate saving throw to avoid suffering their effects. N
Align Weapon, Communal As Align Weapon (Spell), but you can divide the duration among weapons touched. N
Archon's Aura Aura penalizes enemy attacks and AC. N
Aura of Cannibalism You emanate an aura that saps the strength of others of your kind and channels their energy into you. N
Aura of Inviolate Ownership Attended items of target creatures are harder to take. N
Aura Sight Alignment auras become visible to you. N
Bestow Curse Immediately inflict Cursed or Jinxed on a creature within your melee reach . Y
Blessing of the Mole 1 ally/lvl gains Darkvision and a +2 Stealth Competence Bonus. N
Blindness/Deafness Makes subject blind to sight or sound, dazzled if they make their save, and at risk of a Synergy. Y
Blood Biography Learn about a creature with its blood. N
Blood Scent Gain scent ability against injured creatures. N
Blot Ruins writings and wipes creatures out of existence. Y
Catatonia Make a willing target appear to be dead. N
Chain of Perdition Creates a floating chain of force that damages your foes most terribly. Y
Channel Vigor 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. N
Contagion Infects subject with chosen disease. N
Contagious Zeal Grant Morale Bonuses and temporary hit points that spread from creature to creature. N
Continual Flame Makes a permanent, heatless light. Y
Create Food and Water Feeds three humans (or one horse)/lvl. N
Cure Serious Wounds Cures 6d8 damage + 1/lvl (max +30). Y
Daybreak Arrow Targeted ammunition exudes radiant energy. N
Daylight 60-ft. radius of bright light, or, touch a creature to inflict heavy Light damage and a status condition. Y
Deadly Juggernaut Your might increases with every kill you make. N
Deeper Darkness Object sheds supernatural shadow in 60-ft. radius.
Delay Poison, Communal As Delay Poison (Spell), but you may divide the duration among creatures touched N
Discovery Torch Touched object emanates bright light that provides +2 Enhancement Bonus on Perception and Sense Motive checks. N
Dispel Magic Cancels one magical spell or effect Y
Divine Illumination Illuminate undead, negate Channel Resistance (Ex), and inflict -2 penalty vs. positive energy. N
Elemental Speech Enables you to speak to elementals and some creatures. N
Enter Image Transfers your consciousness to an object bearing your likeness. N
False Alibi As Modify Memory (Spell), except you can modify the target's memory only in a specific way. N
Final Sacrifice You disrupt the conjuring energies within a summoned creature, causing it to violently explode. N
Glyph of Warding Inscription harms those who pass it. N
Guiding Star Know approximate distance from where you cast this spell. N
Helping Hand Ghostly hand leads subject to you. N
Hydrophobia Targets in the area must succeed at a WILL save or become deathly afraid of drowning. N
Inflict Serious Wounds Touch attack, 6d8 damage +1/lvl (max +30). N
Invisibility Purge Dispels invisibility within 5 ft./lvl. N
Life Shield You surround yourself with positive energy that damages undead opponents. N
Magic Circle As Protection from Law/Good/Evil/Chaos (Spell), but 10-ft. radius and 10 min/lvl. N
Magic Vestment Armor or shield gains +1 Enhancement Bonus per four levels. N
Mark of Obvious Ethics Other creatures can determine the target's alignment. N
Nap Stack Subjects only need 2 hours for a night's sleep, and can sleep even longer for more benefits. N
Plant Voice You grant one Plant Creature the ability to speak, hear, and understand any of the languages you know. N
Prayer Allies get +1 Luck Bonus on most rolls, enemies -1 penalty. N
Protection from Energy Grants 4 temp hitpoints/lvl, only against one kind of common energy. Y
Reaper's Coterie Target touched weapon gains an increasing Profane Bonus on damage rolls each time it reduces a living creature to 0 or fewer hit points. N
Remove Blindness Cures normal or magical blindness or deafness. N
Remove Curse Frees object or person from curse. N
Remove Disease Attempts to cure a disease in the target.
Resist Energy, Communal This spell functions like Resist Energy (Spell), except you can protect several creatures. Y
Resist Uncommon Energy Ignores a scaling number of points of damage per attack from a specified Uncommon energy type. Y
Sacred Bond Cast touch healing spells from a distance. N
Sadomasochism Subject 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. N
Searing Light Ray deals 1d8/two levels damage (more against Undead). N
Severed Fate The target is shaken and cannot use Action Points for the duration of the spell. N
Skeleton Crew This spell turns corpses into skeletons that act as crew and obey your commands to the extent of their abilities. N
Sky Swim This spell grants the target the ability to swim through the air. N
Speak with Dead Corpse answers one question/two levels. N
Summon Monster III Summons one Summoned Monster to fight for you. Y
Symbol of Healing Triggered rune heals living creatures. N
Transfer Regeneration You bestow your regenerative abilities on the target. N
Trial of Fire and Acid The target creatures suffer damage and the Singed condition. Y
Unravel Destiny A target suffers penalties to checks depending on how many Action Points it has, and takes damage if it uses them. N
Vision of Hell Illusory hellscape makes creatures shaken. N
Water Breathing Subjects can breathe underwater. N
Water Walk, Communal As Water Walk (Spell), but you may divide the duration among creatures touched. N
Waters of Maddening Create a more potent unholy water. N
Wind Wall Deflects arrows, smaller creatures, and gases. Y
Wrathful Mantle Subject shines and gets +1/four levels Resistance Bonus on all saves. N

Level 4 Cleric Spells

Name Description Rev?
Air Walk Subject treads on air as if solid (climb or descend at 45-degree angle). N
Ancestral Gift A ghostly ancestor appears and gives you a magic weapon, which you may use as if you were proficient in it. N
Anti-Incorporeal Shell Incorporeal creatures stay 10 ft. away from you. N
Ardor's Onslaught You harm creatures with a neutral alignment component. N
Aura of Doom Creatures in your aura become shaken. N
Battle Trance Gain Ferocity (Ex) monster special ability, temporary hit points, and a morale bonus against effects. Half-Orc only. N
Blessing of Fervor Gives allies a choice of benefits. N
Bloatbomb Kill a weak creature and turn its corpse into an explosive trap. N
Blood Crow Strike Unarmed strikes create crows that deal fire and negative energy damage. N
Chaos Hammer Harms and slows lawful creatures (1d8 damage/2 levels). N
Crusader's Edge Weapon gains evil Outsider Bane (Magic Property) quality plus other benefits against evil Outsiders. N
Cure Critical Wounds Cures 8d8 damage + 2/lvl (max +40). Y
Death Ward Grants bonuses against "Death" spells and negative energy. N
Debilitating Portent Inflicts an ill fate on a creature, halving its damage when it attacks or casts a spell N
Dimensional Anchor Bars extradimensional movement. N
Discern Lies Discern Lies (Spell) Discern Lies (Spell)
Dismissal Forces a creature to return to its native plane. N
Divination Provides useful advice for specific proposed actions. N
Divine Power You gain attack bonuses and 1 hp/lvl. N
Forceful Strike Empower a melee weapon to deal 1d4 force damage/lvl and Bull Rush on one hit. N
Freedom of Movement Subject moves normally despite impediments to restrict movement.
Giant Vermin Turns centipedes, scorpions, or spiders into giant vermin. N
Gift of the Deep You give the one non-mutated Sahuagin/lvl the appearance and many of the abilities of Sahuagin mutants. N
Guardian of Faith Target is protected by Shield of Faith (Spell) and a Protection spell, and can transfer the effects to another creature. N
Healing Warmth As Protection from Energy (Spell) (Fire Damage only), but can spend 12 points of energy absorption to heal 1d8. N
Heavy Water You cause a volume of water to become heavier than normal. N
Holy Smite Harms and possibly blinds neutral or evil creatures. N
Imbue with Spell Ability Transfer spells to subject. N
Inflict Critical Wounds Touch deals 8d8 damage +2/lvl (max +40). N
Instant Restoration 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. N
Make Whole, Greater This spell repairs 1d8+1 points of siege damage to a vehicle or fortification. Y
Master's Escape Switch places with one summoned creature you control. N
Nature's Ravages 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). N
Neutralize Poison Immunizes subject against poison, or detoxifies poison in or on subject.
Order's Wrath Harms and dazes chaotic creatures (1d8 damage/2 levels). N
Path of Glory, Greater Create an expanding glow that heals allies within it of 5 hp of damage. N
Persistent Vigor Gain fast healing 2, immunity to bleed, and faster recovery from diseases and poisons. N
Planar Adaptation Resist harmful effects of other plane. N
Planar Ally, Lesser Planar Ally, Lesser (Spell) Planar Ally, Lesser (Spell)
Poison Touch deals 1d3 CON damage 1/round for 3 rounds. N
Protection from Energy, Communal As Protection from Energy (Spell), but you may divide the duration among creatures touched. N
Repel Vermin Insects, spiders, and other Vermin stay 10 ft. away. N
Rest Eternal Dead creature cannot be revived. N
Restoration Removes a weak or moderate status condition.
Ride the Waves Target can breathe water and swim. N
Sending Delivers short message anywhere, instantly. N
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. Y
Shield of Dawn Creatures that strike you take 1d6 +1/lvl Fire Damage. N
Shield of Fortification, Greater Target gains a 50% chance to treat critical hits and sneak attacks as normal hits. N
Speak with Haunt Haunt answers one question/2 levels. N
Spell Immunity Spell Immunity (Spell) Spell Immunity (Spell)
Spiritual Ally Creates a divine ally to aid you. N
Spit Venom Spit blinding black adder venom. N
Summon Monster IV Summons one Summoned Monster to fight for you. Y
Summoner Conduit The target takes damage whenever its summoned creature does. N
Symbol of Revelation Triggered symbol reveals Illusions. N
Symbol of Slowing Triggered rune slows creatures. N
Unholy Blight Harms and sickens good creatures (1d8 damage/2 levels). N
Virulence 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. N
Ward of the Season Gain emergency healing (spring), extra speed (summer), a bonus on Fortitude saves (fall) or the ability to navigate across slick surfaces with ease (winter). N
Ward Shield Touched shield grants wielder SR 10 + caster level vs. targeted spells and +5 REFL bonus to saves vs. area of effect spells. N

Level 5 Cleric Spells

Name Description Rev?
Air Walk, Communal As Air Walk (Spell), but you may divide the duration among creatures touched. N
Ancestral Memory Gain insight into current situation. N
Astral Projection, Lesser Limited astral travel. Y
Atonement Removes burden of misdeeds from subject and reverses magical alignment change. N
Boneshatter 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. N
Break Enchantment Frees subjects from enchantments, transmutations, and curses. N
Breath of Life Cures 5d8 damage + 1/lvl and restores life to recently slain creatures. N
Call Spirit Make the spirit of one creature manifest. N
Caustic Blood You imbue your blood with corrosive acid. N
Cleanse Cures 4d8 damage +1/lvl (max +25) and also removes several afflictions. N
Command, Greater As Command (Spell), but affects one subject/lvl. N
Commune Deity answers one yes-or-no question/lvl. N
Contagion, Greater Infect a subject with a magical disease. N
Cure Light Wounds, Mass Cures 1d8 damage + 1/lvl, maximum +15, affects 1 subject/lvl. Y
Curse, Major Curse, Major (Spell) Curse, Major (Spell)
Daywalker You reshape the substance of a willing undead creature to resemble a living, breathing creature of the same size. N
Dispel Balance 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. N
Dispel Chaos +4 Deflection Bonus against attacks by chaotic creatures. N
Dispel Evil +4 Deflection Bonus against attacks by evil creatures. N
Dispel Good +4 Deflection Bonus against attacks by good creatures. N
Dispel Law +4 Deflection Bonus against attacks by lawful creatures. N
Disrupting Weapon Melee weapon destroys undead. N
Flame Strike Smites foes with divine fire (1d6/level damage). N
Forbid Action, Greater 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. N
Ghostbane Dirge, Mass As Ghostbane Dirge (Spell), but affects multiple creatures. N
Hallow Designates location as holy. N
Heroic Fortune, Mass Multiple targets receive an Action Point. N
Holy Ice Create wall or javelins of frozen holy water. N
Hymn of Mercy As Touch of Mercy (Spell), except 30-ft.-radius burst centered on you. N
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. N
Insect Plague Wasp swarms attack creatures. N
Life Bubble Protects creatures from sustained environmental effects. N
Mark of Justice Designates action that triggers curse on subject. Y
Pillar of Life Created pillar heals 2d8 + 1/lvl (max +20). N
Plane Shift As many as eight subjects travel to another plane. N
Planeslayer's Call Allies gain benefits against Outsiders of an alignment you choose. N
Raise Dead Restores life to subject who died as long as one day/lvl ago. N
Reprobation Marked target is shunned by your religion. N
Resist Rare Energy Ignores a scaling number of points of damage per attack from a specified Rare energy type. Y
Righteous Might Your size increases, and you gain bonuses in combat. N
Sanctify Weapons All manufactured weapons in a 20-ft radius bypass damage resistance of a chosen good/evil Outsider subtype. N
Serenity Peaceful feelings harm those attempting violence. Y
Slay Living Touch Attack deals 12d6 +1 per level. N
Smite Abomination You emulate some of the powers of a paladin Smite Enemy (Su) vs. undead. N
Snake Staff Transforms wood into snakes to fight for you. N
Spell Immunity, Communal As Spell Immunity (Spell), but you may divide the duration among creatures touched. N
Spell Resistance Subject gains SR 12 + level. N
Summon Monster V Summons one Summoned Monster to fight for you. Y
Symbol of Pain Triggered rune wracks nearby creatures with pain. N
Symbol of Sleep Triggered rune puts nearby creatures into catatonic slumber. N
Symbol of Striking As Symbol of Death (Spell), but fills a 5-foot square. N
Treasure Stitching Objects on cloth become embroidered. N
True Seeing Lets you see all things as they really are. N
Undeath Ward You create a pale silver barrier that repels undead. N
Unhallow Designates location as unholy. N
Unholy Ice Create wall or javelins of frozen unholy water. N
Vinetrap Vines burst to life in a radius around a target with a variety of effects. N
Wall of Blindness/Deafness Creatures that pass through a translucent wall are blinded or deafened. N
Pillar of Stone Creates a stone wall that can be shaped. N

Level 6 Cleric Spells

Name Description Rev?
Animate Objects Objects attack your foes. N
Antilife Shell 10-ft.-radius field hedges out living creatures. N
Banishment Banishes 2 HD/lvl of extraplanar creatures. N
Bear's Endurance, Mass Bear's Endurance, Mass (Spell) Bear's Endurance, Mass (Spell)
Blade Barrier Wall of blades deals 1d6/lvl damage. N
Blessings of Luck and Resolve, Mass This spell functions like Blessings of Luck and Resolve (Spell), except that it affects multiple creatures. N
Bloodsworn Retribution 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. N
Bull's Strength, Mass Bull's Strength, Mass (Spell) Bull's Strength, Mass (Spell)
Chains of Light Target is held immobile by glowing golden chains composed of pure light. N
Cold Ice Strike Blast of ice slivers deals cold damage and slows. Y
Cure Moderate Wounds, Mass Cures 3d8 damage + 1/lvl, maximum +20, affects 1 subject/lvl. Y
Dispel Magic, Greater Cancels multiple magical spells or effects Y
Dust Form You become an incorporeal creature of dust for a short period of time. N
Eagle's Splendor, Mass Eagle's Splendor, Mass (Spell) Eagle's Splendor, Mass (Spell)
Eaglesoul Grants combat bonuses against evil creatures, particularly against evil Outsiders. N
Elemental Assessor Elemental ray does 2d6 acid, cold, electricity, and fire damage, with one type persisting for 1d4 rounds. N
Find the Path Shows most direct way to a location. N
Forbiddance Blocks planar travel, damages creatures of different alignment. N
Glyph of Warding, Greater Enhanced Glyph of Warding (Spell). N
Harm Deals 10 points/lvl damage to target. N
Heal Cures 10 points/lvl damage, all diseases and mental conditions. N
Hellfire Ray A blast of hellfire deals damage, and if it kills the victim, then things get...interesting. Y
Heroes' Feast Food for one creature/lvl cures and grants combat bonuses. N
Inflict Moderate Wounds, Mass Negative energy spreads out in all directions from the point of origin, dealing 3d8 damage +1/lvl (max +20). N
Music of the Spheres Grant Fast Healing, ER, and Sacred Bonus to saves for all creatures in a 20-foot radius from you. N
Oasis Create a comfortable and secured place in the wilderness. Y
Owl's Wisdom, Mass Owl's Wisdom, Mass (Spell) Owl's Wisdom, Mass (Spell)
Plague Storm Cloud infects creatures like Contagion (Spell). N
Planar Adaptation, Mass This spell functions like Planar Adaptation (Spell), except as noted above. N
Planar Ally Planar Ally (Spell) Planar Ally (Spell)
Summon Laborers Summon Laborers (Spell) Summon Laborers (Spell)
Summon Monster VI Summons one Summoned Monster to fight for you. Y
Undeath to Death Inflicts heavy light (energy, uncommon) damage to the unliving in your sight. Y
Wind Walk You and your allies turn vaporous and travel fast. N
Word of Recall Teleports you back to designated place. N

Level 7 Cleric Spells

Name Description Rev?
Arbitrament You harm creatures with a neutral alignment component. N
Archon's Trumpet 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. N
Bestow Curse, Greater Inflicts Cursed or Hexed upon multiple creatures you choose. Y
Bestow Grace of the Champion Target gains paladin abilities for 1 rnd/lvl. N
Blasphemy Kills, paralyzes, weakens, or dazes non-evil subjects. N
Constricting Coils Eldritch muscular coils deal crushing damage to the target while holding it still. Y
Control Weather Changes weather in local area. N
Create Demiplane, Lesser Create your own Demiplane, nice and cozy. Y
Cure Serious Wounds, Mass Cures 3d8 damage + 1/lvl, maximum +30, affects 1 subject/lvl. Y
Destruction Kills subject and destroys remains. N
Dictum Kills, paralyzes, staggers, or deafens non-lawful targets. N
Ethereal Jaunt You become ethereal until your next combat ends. Y
Holy Word Kills, paralyzes, blinds, or deafens non-good subjects. N
Hymn of Peace Subjects of this spell must make a WILL save to attack or perform an aggressive or damaging actions. N
Inflict Serious Wounds, Mass Touch attack, 3d8 damage +1/lvl (max +35). N
Jolting Portent You inflict a vengeful fate on a creature, dealing electricity damage each time it attacks or casts a spell. N
Lunar Veil Dispel light and revert lycanthropes. N
Magnetic Field You create a spherical magnetic field that surrounds you to a range of 30 feet and follows you for the duration of the spell. N
Memory of Function You restore a broken object or damaged Construct to a functional state, as if it were new and intact. N
Planar Refuge Enforces the rules of the Material Plane on other planes of existence. Y
Refuge Alters item to transport its possessor to a safe place. Y
Regenerate Subject's severed limbs grow back, cures 4d8 damage +1/lvl (max +35). N
Repulsion Creatures can't approach you. N
Resist All Energy Ignores a scaling number of points of damage per attack from All energy types. Y
Restoration, Greater Ends all status conditions on the target.
Resurrection Fully restore dead subject. N
Summon Monster VII Summons one Summoned Monster to fight for you. Y
Symbol of Stunning Triggered rune stuns creatures. N
Symbol of Weakness Triggered rune stuns creatures. N
Vision of Doom 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. N
Word of Chaos Kills, confuses, stuns, or deafens non-chaotic subjects. N

Level 8 Cleric Spells

Name Description Rev?
Antimagic Field Completely but temporarily suppresses magical effects within 10 ft. Y
Cloak of Chaos +4 to AC, +4 resistance on saves, and SR 25 against lawful spells. N
Counterbalancing Aura +4 to AC, +4 resistance on saves, and SR 23/27 against neutral spells. N
Create Demiplane As Create Demiplane, Lesser (Spell), but larger and with better decorating. Y
Cure Critical Wounds, Mass Cures 7d8 damage + 1/lvl, maximum +35, 1 target/lvl. Y
Dimensional Lock Teleportation and interplanar travel blocked until the next Moon. Y
Divine Vessel Change into a huge otherworldly creature. N
Earthquake Intense tremor shakes 80-ft.-radius. N
Fire Storm Deals 1d6/lvl Fire Damage. N
Holy Aura +4 to AC, +4 resistance, and SR 25 against evil spells. N
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. N
Nature's Ravages, Greater 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). N
Nine Lives Gives target the ability to get out of trouble and relieves harmful effects and conditions. N
Orb of the Void Flying sphere of darkness deals Necrotic damage and Essence Destruction. Y
Planar Ally, Greater As Planar Ally, Lesser (Spell), but up to 18 HD. N
Rift of Ruin Tears a rift in reality, creating an extradimensional hole with a depth of 60 feet. N
Shield of Law +4 to AC, +4 resistance, and SR 25 against chaotic spells. N
Spell Immunity, Greater As Spell Immunity (Spell), but up to 8th-level spells. N
Spellscar This potent spell invokes devastation on a localized (and thankfully temporary) scale. N
Stormbolts You are struck by a massive lightning bolt...and share. Y
Summon Monster VIII Summons one Summoned Monster to fight for you. Y
Symbol of Death Triggered rune kills nearby creatures. N
Symbol of Dispelling As Symbol of Death (Spell), except that all creatures within 40 feet are effect by Dispel Magic, Greater (Spell). N
Symbol of Insanity Triggered rune kills nearby creatures. N
Unholy Aura +4 to AC, +4 resistance, and SR 25 against good spells. N

Level 9 Cleric Spells

Name Description Rev?
Astral Projection Projects you and others onto Astral Plane. Y
Canopic Conversion Turns your allies into pseudo-undead, with potent benefits. Y
Create Demiplane, Greater As Create Demiplane (Spell), but much larger. Y
Deadly Juxtaposition You swap places with an enemy creature, dealing heavy interstice damage to it, and its allies. Y
Energy Drain Subject gains 2d4 points of Essence Omission and is at risk of a synergy. Y
Etherealness Travel to an Ethereal Plane with companions. Y
Gate Connects two planes for travel by any creatures, in either direction. Y
Heal, Mass As Heal (Spell), but affects 1 subject/lvl. N
Implosion Inflict 10 damage/lvl to one creature/round. N
Miracle Requests a deity's intercession. N
Overwhelming Presence Creatures prostrate themselves before you as if you were divine and are at risk of a Synergy. Y
Polar Midnight Cold darkness paralyzes and deals damage. N
Soul Bind Bind your enemies and allies together, granting bonus AC and damage. Y
Spell Immunity, Greater Communal As Spell Immunity, Greater (Spell), but you may divide the duration among creatures touched. N
Storm of Vengeance Storm rains acid, lightning, and hail. N
Summon Monster IX Summons one Summoned Monster to fight for you. Y
Symbol of Strife Triggered rune makes creatures attack nearest creature awake. N
Symbol of Vulnerability Triggered rune makes creatures weaker against attacks both mundane and magical. N
True Resurrection As Resurrection (Spell), plus remains aren't needed. N
Winds of Vengeance Gives you the ability to fly and attack with wind. Y