Cleric Spells: Difference between revisions

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[[Category: Epic Path]]
[[Category: Epic Path]][[Category: Spells]][[Category:Cleric]]
[[Category: Spells]]
* ''Go back to the [[Epic Path]] page.''
 
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{| border="0" cellpadding="1" style="text-align:left" width="35%"
: {| cellpadding="5" border="0" style="text-align:center"
| [[#0th Level Cleric Spells (Orisons)|0]] || [[#1st Level Cleric Spells|1]] || [[#2nd Level Cleric Spells|2]] || [[#3rd Level Cleric Spells|3]] || [[#4th Level Cleric Spells|4]] || [[#5th Level Cleric Spells|5]] || [[#6th Level Cleric Spells|6]] || [[#7th Level Cleric Spells|7]] || [[#8th Level Cleric Spells|8]] || [[#9th Level Cleric Spells|9]]
|-
! width="50" | [[#Level 0 Cleric Spells|0th]] || width="50" | [[#Level 1 Cleric Spells|1st]] || width="50" | [[#Level 2 Cleric Spells|2nd]] || width="50" | [[#Level 3 Cleric Spells|3rd]] || width="50" | [[#Level 4 Cleric Spells|4th]] || width="50" | [[#Level 5 Cleric Spells|5th]] || width="50" | [[#Level 6 Cleric Spells|6th]] || width="50" | [[#Level 7 Cleric Spells|7th]] || width="50" | [[#Level 8 Cleric Spells|8th]] || width="50" | [[#Level 9 Cleric Spells|9th]]
|}
|}


== Level 0 Cleric Spells ==
Level 0 cleric spells are also referred to as "Orisons".
{| {{SpellTableHeader|Cle}}


== 0th Level Cleric Spells (Orisons) ==
{| class="wikitable sortable" border="1" cellpadding="5" style="text-align:left" width="90%"
! width="160" | Spell Name || width="100" | School || width="120" | Spell Level || width="90" | Components || Description
|-
|-
| [[Bleed (Spell)|Bleed]] || Necromancy || Cleric 0 || V, S || Cause a stabilized creature to resume dying.
| [[Bleed (Cleric Spell)|Bleed]]
| align=center | [[Necromancy]]
| align=center | <small>''Std''</small>
| Cause bludgeoning damage and a Bruised condition.
 
|-
|-
| [[Create Water (Spell)|Create Water]] || Conjuration || Cleric 0 || V, S || Creates 2 gallons/level of pure water.
| [[Create Water (Cleric Spell)|Create Water]]
| align=center | [[Conjuration]]
| align=center | <small>''Std''</small>
| Creates 2 gallons/lvl of pure water.
 
|-
|-
| [[Detect Magic (Spell)|Detect Magic]] || Divination || Cleric 0 || V, S || Detects spells and magic items within 60 ft.
| [[Detect Magic (Cleric Spell)|Detect Magic]]
| align=center | [[Universal]]
| align=center | <small>''Std''</small>
| Detects all spells and magic items within a 60 ft cone.
 
|-
|-
| [[Detect Poison (Spell)|Detect Poison]] || Divination || Cleric 0 || V, S || Detects poison in one creature or object.
| [[Detect Poison (Cleric Spell)|Detect Poison]]
| align=center | [[Universal]]
| align=center | <small>''Std''</small>
| Detects poison in a creature or object.
 
|-
|-
| [[Enhanced Diplomacy (Spell)|Enhanced Diplomacy]] || Divination || Cleric 0 || V, S || Touched creature gains +2 on one Diplomacy or Intimidate check.
| [[Disrupt Undead (Cleric Spell)|Disrupt Undead]]
| align=center | [[Necromancy]]
| align=center | <small>''Std''</small>
| Ray deals Positive Energy Damage to one Undead in range.
 
|-
| [[Enhanced Diplomacy (Cleric Spell)|Enhanced Diplomacy]]
| align=center | [[Universal]]
| align=center | <small>''Std''</small>
| Touched creature gains +2 Divine bonus on one Diplomacy or Intimidate check.
 
|-
|-
| [[Guidance (Spell)|Guidance]] || Divination || Cleric 0 || V, S || Touched creature gains +1 on one attack roll, saving throw, or skill check.
| [[Guidance (Cleric Spell)|Guidance]]
| align=center | [[Universal]]
| align=center | <small>''Std''</small>
| +1 Divine Bonus on one attack roll, saving throw, or skill check.
 
|-
|-
| [[Light (Spell)|Light]] || Evocation || Cleric 0 || V, M || Object shines like a torch.
| [[Light (Cleric Spell)|Light]]
| align=center | [[Evocation]]
| align=center | <small>''Std''</small>
| Object shines like a torch.
 
|-
|-
| [[Mending (Spell)|Mending]] || Transmutation || Cleric 0 || V, S || Makes minor repairs on an object.
| [[Mending (Cleric Spell)|Mending]]
| align=center | [[Transmutation]]
| align=center | <small>''Std''</small>
| Makes minor repairs on a non-magical object that is damaged or Broken.
 
|-
|-
| [[Purify Food and Drink (Spell)|Purify Food and Drink]] || Transmutation || Cleric 0 || V, S || Purifies 1 cu. ft./level of food or water.
| [[Purify Food and Drink (Cleric Spell)|Purify Food and Drink]]
| align=center | [[Transmutation]]
| align=center | <small>''Std''</small>
| Purifies 1 cu. ft./lvl of food or water.
 
|-
|-
| [[Read Magic (Spell)|Read Magic]] || Divination || Cleric 0 || V, S, F || Read scrolls and spellbooks.
| [[Read Magic (Cleric Spell)|Read Magic]]
| align=center | [[Universal]]
| align=center | <small>''Std''</small>
| Read scrolls and spellbooks.
 
|-
|-
| [[Resistance (Spell)|Resistance]] || Abjuration || Cleric 0 || V, S, M || Touched creature gains +1 on saving throws.
| [[Resistance (Cleric Spell)|Resistance]]
| align=center | [[Abjuration]]
| align=center | Immediate
| Subject gains +1 bonus on saving throws.
 
|-
|-
| [[Spark (Spell)|Spark]] || Evocation || Cleric 0 || V or S || Ignites flammable objects.
| [[Spark (Cleric Spell)|Spark]]
| align=center | [[Abjuration]]
| align=center | <small>''Std''</small>
| Dangerous spark injures your attacker.
 
|-
|-
| [[Stabilize (Spell)|Stabilize]] || Conjuration || Cleric 0 || V, S || Cause a dying creature to stabilize.
| [[Stabilize (Cleric Spell)|Stabilize]]
| align=center | [[Conjuration]]
| align=center | <small>''Std''</small>
| Cause a dying creature to stabilize, or a Bleed to stop.
 
|-
|-
| [[Virtue (Spell)|Virtue]] || Transmutation || Cleric 0 || V, S || Touched creature gains 1 temporary hp.
| [[Virtue (Cleric Spell)|Virtue]]
| align=center | [[Transmutation]]
| align=center | <small>''Std''</small>
| Subject instantly gains 1 temporary hp.
 
|}
|}


* [[#Top|Back to Top]]
== Level 1 Cleric Spells ==
{| {{SpellTableHeader|Cle}}


|-
| [[Air Bubble (Cleric Spell)|Air Bubble]]
| align=center | [[Conjuration]]
| align=center | <small>''Std''</small>
| Creates a small pocket of air around your head or an object, which may burst as an attack.


== 1st Level Cleric Spells ==
{| class="wikitable sortable" border="1" cellpadding="5" style="text-align:left" width="90%"
! width="160" | Spell Name || width="100" | School || width="120" | Spell Level || width="90" | Components || Description
|-
|-
| [[Abundant Ammunition (Spell)|Abundant Ammunition]] || || Cleric 1 || || Replaces non-magical ammunition every round.
| [[Ant Haul (Cleric Spell)|Ant Haul]]
| align=center | [[Transmutation]]
| align=center | <small>''Std''</small>
| Increases the carrying capacity of a creature by 10 pounds per caster level.
 
|-
|-
| [[Advanced Scurvy (Spell)|Advanced Scurvy]] || || Cleric 1 || || A living touched target contracts an advanced form of scurvy.
| [[Bane (Cleric Spell)|Bane]]
| align=center | [[Enchantment]]
| align=center | <small>''Std''</small>
| Enemies take holy (energy, rare) damage when struck by the casters empowered allies.
 
|-
|-
| [[Air Bubble (Spell)|Air Bubble]] || || Cleric 1 || || Creates a small pocket of air around your head or an object.
| [[Bless (Cleric Spell)|Bless]]
| align=center | [[Enchantment]]
| align=center | <small>''Std''</small>
| Allies gain a scaling Divine Bonus on attack rolls and saves.
 
|-
|-
| [[Ant Haul (Spell)|Ant Haul]] || || Cleric 1 || || Triples carrying capacity of a creature.
| [[Burning Disarm (Cleric Spell)|Burning Disarm]]
| align=center | [[Transmutation]]
| align=center | <small>''Std''</small>
| A metal object instantly becomes red hot possibly causing the wielder to drop it or take Fire Damage.
 
|-
|-
| [[Abstemiousness (Spell)|Abstemiousness]] || || Cleric 1 || || Enhances a small handful of food to feed a creature for a day.
| [[Cause Fear (Cleric Spell)|Cause Fear]]
| align=center | [[Necromancy]]
| align=center | Immediate
| One creature gains the Cringing condition.
 
|-
|-
| [[Aspect of the Nightingale (Spell)|Aspect of the Nightingale]] || || Cleric 1 || || You gain a +2 competence bonus on Perform (sing) checks and a +2 competence bonus on Diplomacy checks. Once per minute, if you are subject to a charm effect that allows a saving throw, you may roll twice and take the more favorable result.
| [[Command (Cleric Spell)|Command]]
| align=center | [[Enchantment]]
| align=center | <small>''Std''</small>
| One subject obeys selected command for 1 round.
 
|-
|-
| [[Bane (Spell)|Bane]] || || Cleric 1 || || Enemies take –1 on attack rolls and saves against fear.
| [[Cure Light Wounds (Cleric Spell)|Cure Light Wounds]]
| align=center | [[Conjuration]]
| align=center | <small>''Std''</small>
| Cures 2d8 damage + 1/lvl (max +10).
 
|-
|-
| [[Bless (Spell)|Bless]] || || Cleric 1 || || Allies gain +1 on attack rolls and saves against fear.
| [[Dancing Lantern (Cleric Spell)|Dancing Lantern]]
| align=center | [[Enchantment]]
| align=center | <small>''Std''</small>
| Animates a lantern-flame that follows you and can be used as a ray attack.
 
|-
|-
| [[Blessed Fist (Spell)|Blessed Fist]] || || Cleric 1 || || Target doesn't provoke attacks of opportunity with unarmed strikes.
| [[Divine Favor (Cleric Spell)|Divine Favor]]
| align=center | [[Evocation]]
| align=center | <small>''Std''</small>
| You gain an increasing Divine Bonus on attack and damage rolls.
 
|-
|-
| [[Bless Water (Spell)|Bless Water]] || || Cleric 1 || || Makes holy water.
| [[Doom (Cleric Spell)|Doom]]
| align=center | [[Necromancy]]
| align=center | <small>''Std''</small>
| One subject is Shaken and risks a Synergy.
 
|-
|-
| [[Blessing of the Watch (Spell)|Blessing of the Watch]] || || Cleric 1 || || Like bless, except it lasts 1 hour per level instead of 1 minute per level and only working in the caster's home city, specifically referring to areas under the jurisdiction of the city watch.
| [[Embrace Destiny (Cleric Spell)|Embrace Destiny]]
| align=center | [[Universal]]
| align=center | <small>''Std''</small>
| Dice with Fate, for good or ill.
 
|-
|-
| [[Burning Disarm (Spell)|Burning Disarm]] || || Cleric 1 || || A metal object instantly becomes red hot possibly causing the wielder to drop it or take damage.
| [[Endure Elements (Cleric Spell)|Endure Elements]]
| align=center | [[Abjuration]]
| align=center | <small>''Std''</small>
| Exist comfortably in hot or cold regions.
 
|-
|-
| [[Carrion Compass (Spell)|Carrion Compass]] || || Cleric 1 || || You are lead to an undead creature's most recent controller or the cause of the creature's undeath.
| [[Forbid Action (Cleric Spell)|Forbid Action]]
| align=center | [[Enchantment]]
| align=center | <small>''Std''</small>
| Target obeys a command to not do something.
 
|-
|-
| [[Cause Fear (Spell)|Cause Fear]] || || Cleric 1 || || One creature of 5 HD or less flees for 1d4 rounds.
| [[Inflict Light Wounds (Cleric Spell)|Inflict Light Wounds]]
| align=center | [[Necromancy]]
| align=center | <small>''Std''</small>
| Negative energy touch, dealing 2d8 damage +1/lvl (max +10).
 
|-
|-
| [[Clarion Call (Spell)|Clarion Call]] || || Cleric 1 || || Subject can create sound of loud horn by miming action of sounding one and can speak in loud voice heard over great distances.
| [[Karmic Blessing (Cleric Spell)|Karmic Blessing]]
| align=center | [[Universal]]
| align=center | <small>''Std''</small>
| The target treats one skill as a natural talent.
 
|-
|-
| [[Command (Spell)|Command]] || || Cleric 1 || || One subject obeys selected command for 1 round.
| [[Know the Enemy (Cleric Spell)|Know the Enemy]]
| align=center | [[Universal]]
| align=center | <small>''Std''</small>
| Gain a scaling Divine Bonus on a monster Knowledge check.
 
|-
|-
| [[Compel Hostility (Spell)|Compel Hostility]] || || Cleric 1 || || Compels opponents to attack you instead of your allies.
| [[Liberating Command (Cleric Spell)|Liberating Command]]
| align=center | [[Transmutation]]
| align=center | Immediate
| Restrained target may make an Escape Artist check to escape as an immediate action.
 
|-
|-
| [[Comprehend Languages (Spell)|Comprehend Languages]] || || Cleric 1 || || You understand all spoken and written languages.
| [[Magic Weapon (Cleric Spell)|Magic Weapon]]
| align=center | [[Transmutation]]
| align=center | <small>''Std''</small>
| Transform a weapon into a similar sort of weapon that is better suited for yourself or for allies.
 
|-
|-
| [[Cultural Adaptation (Spell)|Cultural Adaptation]] || || Cleric 1 || || You gain the correct native accent and mannerisms when you speak a language with a spell like tongues, granting you bonuses to interactions with native speakers of that language.
| [[Mighty Fist of the Earth (Cleric Spell)|Mighty Fist of the Earth]]
| align=center | [[Conjuration]]
| align=center | <small>''Std''</small>
| Make an earthy ray attack at a distance.
 
|-
|-
| [[Cure Light Wounds (Spell)|Cure Light Wounds]] || || Cleric 1 || || Cures 1d8 damage + 1/level (max +5).
| [[Poisoned Egg (Cleric Spell)|Poisoned Egg]]
| align=center | [[Transmutation]]
| align=center | <small>''Std''</small>
| Transform the contents of a normal egg into a single dose of Simple Venom.
 
|-
|-
| [[Curse Water (Spell)|Curse Water]] || || Cleric 1 || || Makes unholy water.
| [[Reinforce Armaments (Cleric Spell)|Reinforce Armaments]]
| align=center | [[Transmutation]]
| align=center | <small>''Std''</small>
| Temporarily mitigates the Fragile (Quality) in targeted weapon or armor.
 
|-
|-
| [[Dancing Lantern (Spell)|Dancing Lantern]] || || Cleric 1 || || Animates a lantern that follows you.
| [[Remove Fear (Cleric Spell)|Remove Fear]]
| align=center | [[Abjuration]]
| align=center | <small>''Std''</small>
| Suppresses fear or gives +4 bonus on saves against fear
 
|-
|-
| [[Deadeye's Lore (Spell)|Deadeye's Lore]] || || Cleric 1 || || Gain a +4 sacred bonus on all Survival checks and move faster while tracking.
| [[Remove Sickness (Cleric Spell)|Remove Sickness]]
| align=center | [[Conjuration]]
| align=center | <small>''Std''</small>
| Grant a bonus save against any of the Sickened, Afflicted, or Nauseated conditions.
 
|-
|-
| [[Deathwatch (Spell)|Deathwatch]] || || Cleric 1 || || Reveals how near death subjects within 30 ft. are.
| [[Sanctify Corpse (Cleric Spell)|Sanctify Corpse]]
| align=center | [[Evocation]]
| align=center | <small>''Std''</small>
| Prevent a corpse from becoming an undead.
 
|-
|-
| [[Decompose Corpse (Spell)|Decompose Corpse]] || || Cleric 1 || || Turn corpse into clean skeleton.
| [[Sanctuary (Cleric Spell)|Sanctuary]]
| align=center | [[Abjuration]]
| align=center | <small>''Std''</small>
| Inflict Exiled upon a willing or unwilling creature, to widely varied effects.
 
|-
|-
| [[Detect Chaos/Evil/Good/Law (Spell)|Detect Chaos/Evil/Good/Law]] || || Cleric 1 || || Reveals creatures, spells, or objects of selected alignment.
| [[Stone Shield (Cleric Spell)|Stone Shield]]
| align=center | [[Conjuration]]
| align=center | Immediate
| A 1-inch-thick slab of stone springs up from the ground, interposing itself between you and an opponent of your choice.
 
|-
|-
| [[Detect Charm (Spell)|Detect Charm]] || || Cleric 1 || || Detect strength and location of charms, compulsions, and possession auras on creatures in the area.
| [[Summon Monster I (Cleric Spell)|Summon Monster I]]
| align=center | [[Universal]]
| align=center | <small>''Std''</small>
| Summons one Summoned Monster to fight for you.
 
|-
|-
| [[Detect the Faithful (Spell)|Detect the Faithful]] || || Cleric 1 || || You can detect other worshipers of your deity.
| [[Tap Inner Beauty (Cleric Spell)|Tap Inner Beauty]]
| align=center | [[Universal]]
| align=center | <small>''Std''</small>
| Gain a bonus on all Charisma-based skill checks.
 
|-
|-
| [[Detect Undead (Spell)|Detect Undead]] || || Cleric 1 || || Reveals undead within 60 ft.
| [[Touch of Bloodletting (Cleric Spell)|Touch of Bloodletting]]
| align=center | [[Necromancy]]
| align=center | <small>''Std''</small>
| This spell causes any existing wounds that the target possesses to bleed profusely.
 
|-
|-
| [[Divine Favor (Spell)|Divine Favor]] || || Cleric 1 || || You gain +1 per three levels on attack and damage rolls.
| [[Weapons Against Evil (Cleric Spell)|Weapons Against Evil]]
|-
| align=center | [[Transmutation]]
| [[Diagnose Disease (Spell)|Diagnose Disease]] || || Cleric 1 || || Detect and identify diseases.
| align=center | <small>''Std''</small>
|-
| Enchant weapons to bypass the DR of evil-aligned creatures.
| [[Doom (Spell)|Doom]] || || Cleric 1 || || One subject takes –2 on attack rolls, damage rolls, saves, and checks.
 
|-
| [[Dream Feast (Spell)|Dream Feast]] || || Cleric 1 || || Dream of a rich feast and when you awake, you are sated as if you ate and drank a nutritious meal.
|-
| [[Embrace Destiny (Spell)|Embrace Destiny]] || || Cleric 1 || || [Oracle Only] Roll d20; use the roll before the spell ends to replace another d20 roll before the die is rolled.
|-
| [[Endure Elements (Spell)|Endure Elements]] || || Cleric 1 || || Exist comfortably in hot or cold regions.
|-
| [[Enhance Water (Spell)|Enhance Water]] || || Cleric 1 || || Turn water into alcohol.
|-
| [[Entropic Shield (Spell)|Entropic Shield]] || || Cleric 1 || || Ranged attacks against you have 20% miss chance.
|-
| [[Face of the Devourer (Spell)|Face of the Devourer]] || || Cleric 1 || || You transform the target's face into a hideous shape, such as a half-melted visage with insect legs instead of teeth, seeping pits instead of eyes, and suckered tongues dangling from its misshapen mouth.
|-
| [[Fairness (Spell)|Fairness]] || || Cleric 1 || || Prevent creatures from cheating while trading.
|-
| [[Firebelly (Spell)|Firebelly]] || || Cleric 1 || || A magical fire warms your belly, granting you fire resistance 5 and as a standard action, you can breathe a 15-foot cone of flame that deals 1d4 fire damage (Ref half, SR applies).
|-
| [[Forbid Action (Spell)|Forbid Action]] || || Cleric 1 || || Target obeys your command to not do something.
|-
| [[Hairline Fractures (Spell)|Hairline Fractures]] || || Cleric 1 || || Reduce the hardness of a stone object or lower the AC of an earth-type creature.
|-
| [[Haze of Dreams (Spell)|Haze of Dreams]] || || Cleric 1 || || Distract a target creature with dreams and visions, slowing their speed by half.
|-
| [[Hide from Undead (Spell)|Hide from Undead]] || || Cleric 1 || || Undead can't perceive one subject/level.
|-
| [[Ice Armor (Spell)|Ice Armor]] || || Cleric 1 || || You create a suit of armor made of ice which offers the same protection as a breastplate, except it has hardness 0 and 30 hit points.
|-
| [[Infernal Healing (Spell)|Infernal Healing]] || || Cleric 1 || || Touch a creature with devils blood, giving it fast healing 1.
|-
| [[Inflict Light Wounds (Spell)|Inflict Light Wounds]] || || Cleric 1 || || Touch deals 1d8 damage +1/level (max +5).
|-
| [[Ironbeard (Spell)|Ironbeard]] || || Cleric 1 || || Target gains a beard of cold iron that increases AC and can be used to attack enemies.
|-
| [[Karmic Blessing (Spell)|Karmic Blessing]] || || Cleric 1 || || The target treats one skill of your choice as a class skill.
|-
| [[Know the Enemy (Spell)|Know the Enemy]] || || Cleric 1 || || Gain +10 on a monster Knowledge check.
|-
| [[Liberating Command (Spell)|Liberating Command]] || || Cleric 1 || || Target makes an Escape Artist check as an immediate action and gains a bonus on it.
|-
| [[Lighten Object (Spell)|Lighten Object]] || || Cleric 1 || || Halve the weight of one object for 1 min/level. Size of the object is limited to 1 cubic foot per level.
|-
| [[Magic Stone (Spell)|Magic Stone]] || || Cleric 1 || || Three stones gain +1 on attack, deal 1d6 +1 damage.
|-
| [[Magic Weapon (Spell)|Magic Weapon]] || || Cleric 1 || || Weapon gains +1 bonus.
|-
| [[Marid's Mastery (Spell)|Marid's Mastery]] || || Cleric 1 || || If target and opponent are touching water +1 bonus on attack and damage rolls, otherwise -4.
|-
| [[Mighty Fist of the Earth (Spell)|Mighty Fist of the Earth]] || || Cleric 1 || || Make an unarmed strike attack roll against a target at distance.
|-
| [[Moment of Greatness (Spell)|Moment of Greatness]] || || Cleric 1 || || Doubles a morale bonus.
|-
| [[Murderous Command (Spell)|Murderous Command]] || || Cleric 1 || || Target is compelled to kill its ally.
|-
| [[Obscuring Mist (Spell)|Obscuring Mist]] || || Cleric 1 || || Fog surrounds you.
|-
| [[Poisoned Egg (Spell)|Poisoned Egg]] || || Cleric 1 || || You transform the contents of a normal egg into a single dose of small centipede poison (injury; save DC 11; frequency 1/round for 4 rounds; effect 1 Dex; cure 1 save).
|-
| [[Protection from Chaos/Evil/Good/Law (Spell)|Protection from Chaos/Evil/Good/Law]] || || Cleric 1 || || +2 to AC and saves, plus additional protection against selected alignment.
|-
| [[Ray of Sickening (Spell)|Ray of Sickening]] || || Cleric 1 || || Ray makes the subject sickened.
|-
| [[Read Weather (Spell)|Read Weather]] || || Cleric 1 || || Precisely forecast natural weather phenomenon that will occur in your area over the next 48 hours.
|-
| [[Recharge Innate Magic (Spell)|Recharge Innate Magic]] || || Cleric 1 || || Regain one use of all 0 and 1st-level spell-like abilities of a racial trait.
|-
| [[Refine Improvised Weapon (Spell)|Refine Improvised Weapon]] || || Cleric 1 || || Transform improvised weapon into a masterwork simple or martial weapon.
|-
| [[Reinforce Armaments (Spell)|Reinforce Armaments]] || || Cleric 1 || || Temporarily mitigates the fragile quality in targeted weapon or armor.
|-
| [[Remove Fear (Spell)|Remove Fear]] || || Cleric 1 || || Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.
|-
| [[Remove Sickness (Spell)|Remove Sickness]] || || Cleric 1 || || Suppress disease, nausea, and the sickened condition.
|-
| [[Restore Corpse (Spell)|Restore Corpse]] || || Cleric 1 || || Skeletal corpse grows flesh.
|-
| [[Sanctify Corpse (Spell)|Sanctify Corpse]] || || Cleric 1 || || Prevent a corpse from becoming an undead creature.
|-
| [[Sanctuary (Spell)|Sanctuary]] || || Cleric 1 || || Opponents can't attack you, and you can't attack.
|-
| [[Shield of Faith (Spell)|Shield of Faith]] || || Cleric 1 || || Aura grants +2 or higher deflection bonus.
|-
| [[Spiked Armor (Spell)|Spiked Armor]] || || Cleric 1 || || Suit of armor becomes covered in iron spikes.
|-
| [[Stunning Barrier (Spell)|Stunning Barrier]] || || Cleric 1 || || Magical field grants a +1 bonus to AC and on saves, and stuns one creature attacking you.
|-
| [[Summon Minor Monster (Spell)|Summon Minor Monster]] || || Cleric 1 || || Summon 1d3 Tiny animals.
|-
| [[Summon Monster I (Spell)|Summon Monster I]] || || Cleric 1 || || Summons extraplanar creature to fight for you.
|-
| [[Sun Metal (Spell)|Sun Metal]] || || Cleric 1 || || Cause a melee weapon to erupt in flames, dealing extra damage.
|-
| [[Swallow Your Fear (Spell)|Swallow Your Fear]] || || Cleric 1 || || Grants +2 morale bonus to Str and Con, +1 morale bonus to Will saves, and -2 penalty to AC to subjects suffering from a fear effect. Prevents frightened subject from running.
|-
| [[Tap Inner Beauty (Spell)|Tap Inner Beauty]] || || Cleric 1 || || You gain a +2 insight bonus on all Charisma ability checks and Charisma-based skill checks.
|-
| [[Touch of Bloodletting (Spell)|Touch of Bloodletting]] || || Cleric 1 || || This spell causes existing wounds on a target to bleed profusely.
|-
| [[Touch of Truthtelling (Spell)|Touch of Truthtelling]] || || Cleric 1 || || As zone of truth, but others know the target is affected by the spell.
|-
| [[Tracking Mark (Spell)|Tracking Mark]] || || Cleric 1 || || You treat the DCs of all Survival checks made to track a target as if 5 lower than normal, and gain a +5 bonus on Perception checks to notice the target if it is using Stealth or to recognize it if it is using Disguise.
|-
| [[Unbreakable Heart (Spell)|Unbreakable Heart]] || || Cleric 1 || || Target gains a +4 bonus on saves against mind-affecting effects that rely on negative emotions.
|-
| [[Weapons Against Evil (Spell)|Weapons Against Evil]] || || Cleric 1 || || Enchant one weapon per level to bypass the DR of evil creatures, as long as it is 5 or less and not epic DR.
|-
| [[Weaponwand (Spell)|Weaponwand]] || || Cleric 1 || || Merge a magic wand with a weapon to wield both simultaneously.
|}
|}


* [[#Top|Back to Top]]
== Level 2 Cleric Spells ==
{| {{SpellTableHeader|Cle}}
 
{{SpellTableAid|Aboleth's Lung|Cle}}
 
{{SpellTableAid|Admonishing Ray|Cle}}
 
{{SpellTableAid|Air Step|Cle}}
 
{{SpellTableAid|Burst of Radiance|Cle}}
 
{{SpellTableAid|Compassionate Ally|Cle}}
 
{{SpellTableAid|Cure Moderate Wounds|Cle}}
 
{{SpellTableAid|Divine Trident|Cle}}
 
{{SpellTableAid|Effortless Armor|Cle}}
 
{{SpellTableAid|Endure Elements, Communal|Cle}}
 
{{SpellTableAid|Gentle Repose|Cle}}
 
{{SpellTableAid|Grace|Cle}}
 
{{SpellTableAid|Heroic Fortune|Cle}}
 
{{SpellTableAid|Hold Person|Cle}}
 
{{SpellTableAid|Inflict Moderate Wounds|Cle}}


{{SpellTableAid|Life Pact|Cle}}
{{SpellTableAid|Make Whole|Cle}}
{{SpellTableAid|Marching Chant|Cle}}
{{SpellTableAid|Pilfering Hand of the Magus|Cle}}
{{SpellTableAid|Reinforce Armaments, Communal|Cle}}
{{SpellTableAid|Resist Energy|Cle}}
{{SpellTableAid|Restoration, Lesser|Cle}}
{{SpellTableAid|Shatter|Cle}}
{{SpellTableAid|Spell Gauge|Cle}}
{{SpellTableAid|Spiritual Weapon|Cle}}
{{SpellTableAid|Summon Monster II|Cle}}
{{SpellTableAid|Touch of Mercy|Cle}}
{{SpellTableAid|Tremor Blast|Cle}}
{{SpellTableAid|Water Walk|Cle}}


== 2nd Level Cleric Spells ==
{| class="wikitable sortable" border="1" cellpadding="5" style="text-align:left" width="90%"
! width="160" | Spell Name || width="100" | School || width="120" | Spell Level || width="90" | Components || Description
|-
| [[Abeyance (Spell)|Abeyance]] || || Cleric 2 || M/DF || You suppress the effects of a curse on a creature.
|-
| [[Aboleth's Lung (Spell)|Aboleth's Lung]] || || Cleric 2 || || Targets gain the ability to breathe water but can no longer breathe air.
|-
| [[Admonishing Ray (Spell)|Admonishing Ray]] || || Cleric 2 || || You fire one nonlethal force ray plus one additional ray for every four levels (maximum three rays). Each ray deals 4d6 points of nonlethal damage.
|-
| [[Aid (Spell)|Aid]] || || Cleric 2 || || +1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10).
|-
| [[Air Step (Spell)|Air Step]] || || Cleric 2 || || Tread unsteadily on air, with limitations.
|-
| [[Alchemical Tinkering (Spell)|Alchemical Tinkering]] || || Cleric 2 || || Transform one firearm or alchemical item into another one.
|-
| [[Align Weapon (Spell)|Align Weapon]] || || Cleric 2 || || Weapon becomes good, evil, lawful, or chaotic.
|-
| [[Alter Summoned Monster (Spell)|Alter Summoned Monster]] || || Cleric 2 || || You swap a creature summoned by a conjuration (summoning) spell for a creature you could summon with a summon monster or summon nature's ally spell
|-
| [[Amplify Stench (Spell)|Amplify Stench]] || || Cleric 2 || || You amplify your natural stench special ability—its save DC increases by 2, and creatures that fail their saving throws against your stench become nauseated rather than sickened.
|-
| [[Ancestral Communion (Spell)|Ancestral Communion]] || || Cleric 2 || || You contact your ancestors to bolster your own knowledge.
|-
| [[Ancestral Regression (Spell)|Ancestral Regression]] || || Cleric 2 || || Transform a drow into a surface elf.
|-
| [[Angelic Aspect, Lesser (Spell)|Angelic Aspect, Lesser]] || || Cleric 2 || || You gain low-light vision, acid and cold resistance 5, and protection from evil.
|-
| [[Animate Dead, Lesser (Spell)|Animate Dead, Lesser]] || || Cleric 2 || || Create one skeleton or zombie.
|-
| [[Ant Haul, Communal (Spell)|Ant Haul, Communal]] || || Cleric 2 || || As ant haul, but you may divide the duration among creatures touched.
|-
| [[Arrow of Law (Spell)|Arrow of Law]] || || Cleric 2 || || Harm and possibly daze chaotic creatures.
|-
| [[Augury (Spell)|Augury]] || || Cleric 2 || MF || Learns whether an action will be good or bad.
|-
| [[Bear's Endurance (Spell)|Bear's Endurance]] || || Cleric 2 || || Subject gains +4 to Con for 1 min./level.
|-
| [[Bestow Weapon Proficiency (Spell)|Bestow Weapon Proficiency]] || || Cleric 2 || || Grant a creature proficiency in a single weapon for short period of time.
|-
| [[Blessing of Courage and Life (Spell)|Blessing of Courage and Life]] || || Cleric 2 || || +2 on saves vs. fear and death.
|-
| [[Blessings of Luck and Resolve (Spell)|Blessings of Luck and Resolve]] || || Cleric 2 || || Give a morale bonus or immunity to halflings against fear effects to a single creature.
|-
| [[Blinding Ray (Spell)|Blinding Ray]] || || Cleric 2 || DF || Ranged touch attack that blinds and deals damage to light sensitive creatures, + 1 ray/four levels (max 3).
|-
| [[Blood Blaze (Spell)|Blood Blaze]] || || Cleric 2 || || Aura that makes injured creatures spray burning blood.
|-
| [[Blood in the Water (Spell)|Blood in the Water]] || || Cleric 2 || DF || While the spell is in effect, all sharks, feeders in the depths, and creatures with the blood frenzy ability in the area gain a +2 bonus to Strength and Constitution and take a –2 penalty to AC.
|-
| [[Blood of the Martyr (Spell)|Blood of the Martyr]] || || Cleric 2 || || Target bleeds from orifices, enabling other creatures to sup the blood to regain hit points.
|-
| [[Boiling Blood (Spell)|Boiling Blood]] || || Cleric 2 || || Targets take fire damage; orcs get +2 Strength.
|-
| [[Book Ward (Spell)|Book Ward]] || || Cleric 2 || || As protection from energy, except lasting 1 day/level instead of 10 minutes per level and that the spell only protects against acid and fire damage (and while energy protection remains, the item is also completely waterproof).
|-
| [[Bull's Strength (Spell)|Bull's Strength]] || || Cleric 2 || || Subject gains +4 to Str for 1 min./level.
|-
| [[Burst of Radiance (Spell)|Burst of Radiance]] || || Cleric 2 || || Fills area with shimmering light, blinding (or dazzling) creatures for 1d4 rounds and damaging evil creatures.
|-
| [[Calm Emotions (Spell)|Calm Emotions]] || || Cleric 2 || || Calms creatures, negating emotion effects.
|-
| [[Cloud of Seasickness (Spell)|Cloud of Seasickness]] || || Cleric 2 || || As stinking cloud, except as noted and creatures are sickened instead of nauseated.
|-
| [[Compassionate Ally (Spell)|Compassionate Ally]] || || Cleric 2 || || Target is compelled to help injured ally.
|-
| [[Consecrate (Spell)|Consecrate]] || || Cleric 2 || M || Fills area with positive energy, weakening undead.
|-
| [[Cure Moderate Wounds (Spell)|Cure Moderate Wounds]] || || Cleric 2 || || Cures 2d8 damage + 1/level (max +10).
|-
| [[Darkness (Spell)|Darkness]] || || Cleric 2 || || 20-ft. radius of supernatural shadow.
|-
| [[Death Candle (Spell)|Death Candle]] || || Cleric 2 || || Kills dying creature; you summon a fire elemental.
|-
| [[Death Knell (Spell)|Death Knell]] || || Cleric 2 || || Kills dying creature; you gain 1d8 temporary hp, +2 to Str, and +1 caster level.
|-
| [[Deathwine (Spell)|Deathwine]] || || Cleric 2 || || Turn a healing potion into a pool that does not heal but increases the caster level of the next necromancy spell you cast.
|-
| [[Defending Bone (Spell)|Defending Bone]] || || Cleric 2 || || You animate a bone which gives you damage reduction 5/bludgeoning.
|-
| [[Delay Disease (Spell)|Delay Disease]] || || Cleric 2 || DF || Gain immunity to disease for 24h.
|-
| [[Delay Pain (Spell)|Delay Pain]] || || Cleric 2 || || Ignore pain for 1 hour/level.
|-
| [[Delay Poison (Spell)|Delay Poison]] || || Cleric 2 || || Stops poison from harming target for 1 hour/level.
|-
| [[Desecrate (Spell)|Desecrate]] || || Cleric 2 || M || Fills area with negative energy, making undead stronger.
|-
| [[Disfiguring Touch (Spell)|Disfiguring Touch]] || || Cleric 2 || || Target becomes disfigured.
|-
| [[Divine Trident (Spell)|Divine Trident]] || || Cleric 2 || || You make touch attacks with a spear-like bolt of electricity that deal 1d8 +1 per 2 caster levels (maximum +10)] electricity damage and might ignite combustible materials.
|-
| [[Dread Bolt (Spell)|Dread Bolt]] || || Cleric 2 || || Harm and possibly sicken good creatures.
|-
| [[Eagle's Splendor (Spell)|Eagle's Splendor]] || || Cleric 2 || || Subject gains +4 to Cha for 1 min./level.
|-
| [[Early Judgement (Spell)|Early Judgement]] || || Cleric 2 || || Show creatures a glimpse of their judgement in the afterlife. This fascinates good, confuses neutral, and shakes evil creatures.
|-
| [[Effortless Armor (Spell)|Effortless Armor]] || || Cleric 2 || || Armor you wear no longer slows your speed.
|-
| [[Endure Elements, Communal (Spell)|Endure Elements, Communal]] || || Cleric 2 || || As endure elements, but you may divide the duration among creatures touched.
|-
| [[Enemy's Heart (Spell)|Enemy's Heart]] || || Cleric 2 || M || Make a coup de grace; gain 1d8 temporary hp +1 per HD of the creature, +2 to Str, and +1 caster level.
|-
| [[Enthrall (Spell)|Enthrall]] || || Cleric 2 || || Captivates all within 100 ft. + 10 ft./level.
|-
| [[Find Traps (Spell)|Find Traps]] || || Cleric 2 || || Notice traps as a rogue does.
|-
| [[Flotsam Vessel (Spell)|Flotsam Vessel]] || || Cleric 2 || || Creates a sturdy raft and oars from driftwood, reeds, and other river detritus.
|-
| [[Gentle Repose (Spell)|Gentle Repose]] || || Cleric 2 || || Preserves one corpse.
|-
| [[Ghostbane Dirge (Spell)|Ghostbane Dirge]] || || Cleric 2 || || Incorporeal creature takes half damage from nonmagical weapons.
|-
| [[Gird Ally (Spell)|Gird Ally]] || || Cleric 2 || || You create a magical field around summoned creatures you control that deflects attacks made against them. The targets gain a deflection bonusto their AC equal to 1 + 1 for every 6 caster levels you possess (maximum +4 deflection bonus at 18th level)
|-
| [[Grace (Spell)|Grace]] || || Cleric 2 || || Movement doesn't provoke attacks of opportunity.
|-
| [[Groundswell (Spell)|Groundswell]] || || Cleric 2 || || As a swift action, make ground rise 5 feet and prevent flanking.
|-
| [[Heroic Fortune (Spell)|Heroic Fortune]] || || Cleric 2 || M || The target gains 1 temporary hero point.
|-
| [[Hold Person (Spell)|Hold Person]] || || Cleric 2 || || Paralyzes one humanoid for 1 round/level.
|-
| [[Holy Ice Weapon (Spell)|Holy Ice Weapon]] || || Cleric 2 || M || Create a masterwork weapon made of frozen holy water.
|-
| [[Imbue with Aura (Spell)|Imbue with Aura]] || || Cleric 2 || || Target emulates your cleric aura.
|-
| [[Imbue with Elemental Might (Spell)|Imbue with Elemental Might]] || || Cleric 2 || || As imbue with spell ability except it transfers the use of elemental assault ability.
|-
| [[Inflict Moderate Wounds (Spell)|Inflict Moderate Wounds]] || || Cleric 2 || || Touch attack, 2d8 damage + 1/level (max +10).
|-
| [[Instant Armor (Spell)|Instant Armor]] || || Cleric 2 || || Summon armor temporarily replacing your current attire.
|-
| [[Instant Weapon (Spell)|Instant Weapon]] || || Cleric 2 || || You create a masterwork melee weapon sized appropriately for you from opaque force. As a force effect, it can strike and damage incorporeal creatures.
|-
| [[Instrument of Agony (Spell)|Instrument of Agony]] || || Cleric 2 || || Weapon exudes divine fury, granting a bonus on Intimidate checks.
|-
| [[Ironskin (Spell)|Ironskin]] || || Cleric 2 || DF/M || Your skin hardens and takes on the color and texture of rough iron.
|-
| [[Life Channel (Spell)|Life Channel]] || || Cleric 2 || || Convert channeled positive energy into temporary hit points for creatures with negative energy ability.
|-
| [[Life Pact (Spell)|Life Pact]] || || Cleric 2 || || Affected creatures automatically donate hp to stabilize fallen ally.
|-
| [[Magic Boulder (Spell)|Magic Boulder]] || || Cleric 2 || || As magic stone, except you affect up to three boulders (rocks up to two size categories smaller than yourself).
|-
| [[Magic Siege Engine (Spell)|Magic Siege Engine]] || || Cleric 2 || || Siege engine gains +1 on targeting and damage rolls.
|-
| [[Make Whole (Spell)|Make Whole]] || || Cleric 2 || || Repairs an object.
|-
| [[Marching Chant (Spell)|Marching Chant]] || || Cleric 2 || || Allies can hustle without penalty while you sing or chant.
|-
| [[Martyr's Bargain (Spell)|Martyr's Bargain]] || || Cleric 2 || || Delay immediate damage to yourself from a spell to take maximum damage later.
|-
| [[Masterwork Transformation (Spell)|Masterwork Transformation]] || || Cleric 2 || M || Make a normal item into a masterwork one.
|-
| [[Muffle Sound (Spell)|Muffle Sound]] || || Cleric 2 || || Allies gain a bonus on Stealth checks but risk verbal spell failure.
|-
| [[Oracle's Burden (Spell)|Oracle's Burden]] || || Cleric 2 || || [Oracle Only] Creature is affected by negative oracle's curse effects.
|-
| [[Owl's Wisdom (Spell)|Owl's Wisdom]] || || Cleric 2 || || Subject gains +4 to Wis for 1 min./level.
|-
| [[Path of Glory (Spell)|Path of Glory]] || || Cleric 2 || || Create an expanding glow that heals allies within it of 1 hp of damage.
|-
| [[Pilfering Hand (Spell)|Pilfering Hand]] || || Cleric 2 || || You may seize an object or manipulate it from afar.
|-
| [[Protection from Chaos, Communal (Spell)|Protection from Chaos, Communal]] || || Cleric 2 || || As protection from chaos, but you may divide the duration among creatures touched.
|-
| [[Protection from Evil, Communal (Spell)|Protection from Evil, Communal]] || || Cleric 2 || || As protection from evil, but you may divide the duration among creatures touched.
|-
| [[Protection from Good, Communal (Spell)|Protection from Good, Communal]] || || Cleric 2 || || As protection from good, but you may divide the duration among creatures touched.
|-
| [[Protection from Law, Communal (Spell)|Protection from Law, Communal]] || || Cleric 2 || || As protection from law, but you may divide the duration among creatures touched.
|-
| [[Protective Penumbra (Spell)|Protective Penumbra]] || || Cleric 2 || || Shadow protects the target from light.
|-
| [[Recentering Drone (Spell)|Recentering Drone]] || || Cleric 2 || || You emit a calming sound that allows creatures with the dazzled, fatigued, shaken, or sickened conditions to temporarily ignore or reduce the the penalties from those conditions.
|-
| [[Reinforce Armaments, Communal (Spell)|Reinforce Armaments, Communal]] || || Cleric 2 || || As reinforce armaments, but you may divide the duration among objects touched.
|-
| [[Remove Paralysis (Spell)|Remove Paralysis]] || || Cleric 2 || || Frees creatures from paralysis or slow effect.
|-
| [[Resist Energy (Spell)|Resist Energy]] || || Cleric 2 || || Ignores 10 (or more) points of damage/attack from specified energy type.
|-
| [[Restoration, Lesser (Spell)|Restoration, Lesser]] || || Cleric 2 || || Dispels magical ability penalty or repairs 1d4 ability damage.
|-
| [[Returning Weapon (Spell)|Returning Weapon]] || || Cleric 2 || || Grants a weapon the returning special weapon quality.
|-
| [[Sacred Space (Spell)|Sacred Space]] || || Cleric 2 || M || Augment DC to resist spells and spell-like abilities with good descriptors. Penalty to evil outsiders.
|-
| [[Savage Maw (Spell)|Savage Maw]] || || Cleric 2 || || Gain a bite attack.
|-
| [[Sentry Skull (Spell)|Sentry Skull]] || || Cleric 2 || M || Turn a severed head into a magical sentry.
|-
| [[Shard of Chaos (Spell)|Shard of Chaos]] || || Cleric 2 || || Harm and possibly slow lawful creatures.
|-
| [[Share Language (Spell)|Share Language]] || || Cleric 2 || || Subject understands chosen language.
|-
| [[Shatter (Spell)|Shatter]] || || Cleric 2 || || Sonic vibration damages objects or crystalline creatures.
|-
| [[Shield of Fortification (Spell)|Shield of Fortification]] || || Cleric 2 || || Target gains a 25% chance to treat critical hits and sneak attacks as normal hits.
|-
| [[Shield Other (Spell)|Shield Other]] || || Cleric 2 || F || You take half of subject's damage.
|-
| [[Shock Arrow (Spell)|Shock Arrow]] || || Cleric 2 || || You create an arrow made of crackling electricity, which you may fire as a weapon or use as a glowing beacon.
|-
| [[Silence (Spell)|Silence]] || || Cleric 2 || || Negates sound in 20-ft. radius.
|-
| [[Silent Table (Spell)|Silent Table]] || || Cleric 2 || || Give yourself privacy by muffling sound.
|-
| [[Snow Shape (Spell)|Snow Shape]] || || Cleric 2 || || As stone shape except with snow. You can create simple weapons composed of ice that last for 24 hours before melting.
|-
| [[Soothing Word (Spell)|Soothing Word]] || || Cleric 2 || || Reduces effects of multiple conditions on target.
|-
| [[Sound Burst (Spell)|Sound Burst]] || || Cleric 2 || || Deals 1d8 sonic damage to subjects; may stun them.
|-
| [[Spear of Purity (Spell)|Spear of Purity]] || || Cleric 2 || || Harm and possibly blind evil creatures.
|-
| [[Spell Gauge (Spell)|Spell Gauge]] || || Cleric 2 || || Reveal a number of spells - lowest first - that the target creature knows, up to your caster level.
|-
| [[Spiritual Weapon (Spell)|Spiritual Weapon]] || || Cleric 2 || || Magic weapon attacks on its own.
|-
| [[Staggering Fall (Spell)|Staggering Fall]] || || Cleric 2 || || Cause additional damage to a falling creature.
|-
| [[Status (Spell)|Status]] || || Cleric 2 || || Monitors condition, position of allies.
|-
| [[Stone Throwing (Spell)|Stone Throwing]] || || Cleric 2 || || The subject gains the rock throwing and rock catching abilities usable with solid, inflexible objects with hardness of at least 5.
|-
| [[Summon Monster II (Spell)|Summon Monster II]] || || Cleric 2 || || Summons extraplanar creature to fight for you.
|-
| [[Surmount Affliction (Spell)|Surmount Affliction]] || || Cleric 2 || || Temporarily suppress one condition.
|-
| [[Touch of Mercy (Spell)|Touch of Mercy]] || || Cleric 2 || || The target creature deals only nonlethal damage with all of its weapon attacks.
|-
| [[Track Ship (Spell)|Track Ship]] || || Cleric 2 || || Track a ships location and movement with the aid of a nautical chart and a piece of the ship to be tracked.
|-
| [[Trail of the Rose (Spell)|Trail of the Rose]] || || Cleric 2 || || You and target allies leave a misty trail as you walk. Only your group can see and backtrack these trails.
|-
| [[Tremor Blast (Spell)|Tremor Blast]] || || Cleric 2 || || You create a minor earthquake that can trip creatures.
|-
| [[Twisted Futures (Spell)|Twisted Futures]] || || Cleric 2 || || A creature affected by this spell is unable to benefit from effects that grant the ability to roll multiple times and take the higher result.
|-
| [[Undetectable Alignment (Spell)|Undetectable Alignment]] || || Cleric 2 || || Conceals alignment for 24 hours.
|-
| [[Unholy Ice Weapon (Spell)|Unholy Ice Weapon]] || || Cleric 2 || M || Create a masterwork weapon made of frozen unholy water.
|-
| [[Unliving Rage (Spell)|Unliving Rage]] || || Cleric 2 || || As rage, except affecting only undead.
|-
| [[Weapon of Awe (Spell)|Weapon of Awe]] || || Cleric 2 || || Weapon gets +2 on damage rolls.
|-
| [[Web Shelter (Spell)|Web Shelter]] || || Cleric 2 || || Create a comfortable shelter made of webbing.
|-
| [[Whispering Lore (Spell)|Whispering Lore]] || || Cleric 2 || || Gain a bonus to Knowledge checks about your environment from the land itself. Elf only.
|-
| [[Zone of Truth (Spell)|Zone of Truth]] || || Cleric 2 || || Subjects within range cannot lie.
|}
|}


* [[#Top|Back to Top]]
== Level 3 Cleric Spells ==
{| {{SpellTableHeader|Cle}}
 
{{SpellTableAid|Accept Affliction|Cle}}
 
{{SpellTableAid|Agonizing Rebuke|Cle}}
 
{{SpellTableAid|Barrow Haze|Cle}}
 
{{SpellTableAid|Bestow Curse|Cle}}
 
{{SpellTableAid|Blindness/Deafness|Cle}}
 
{{SpellTableAid|Blot|Cle}}
 
{{SpellTableAid|Chain of Perdition|Cle}}
 
{{SpellTableAid|Continual Flame|Cle}}
 
{{SpellTableAid|Create Food and Water|Cle}}
 
{{SpellTableAid|Cure Serious Wounds|Cle}}
 
{{SpellTableAid|Daylight|Cle}}
 
{{SpellTableAid|Dispel Magic|Cle}}
 
{{SpellTableAid|Final Sacrifice|Cle}}
 
{{SpellTableAid|Glyph of Warding|Cle}}


{{SpellTableAid|Guiding Star|Cle}}
{{SpellTableAid|Inflict Serious Wounds|Cle}}
{{SpellTableAid|Invisibility Purge|Cle}}
{{SpellTableAid|Nap Stack|Cle}}
{{SpellTableAid|Prayer|Cle}}
{{SpellTableAid|Protection from Energy|Cle}}
{{SpellTableAid|Remove Curse|Cle}}
{{SpellTableAid|Remove Disease|Cle}}
{{SpellTableAid|Resist Energy, Communal|Cle}}
{{SpellTableAid|Resist Uncommon Energy|Cle}}
{{SpellTableAid|Severed Fate|Cle}}
{{SpellTableAid|Sky Swim|Cle}}
{{SpellTableAid|Speak with Dead|Cle}}
{{SpellTableAid|Summon Monster III|Cle}}
{{SpellTableAid|Trial of Fire and Acid|Cle}}
{{SpellTableAid|Unravel Destiny|Cle}}
{{SpellTableAid|Water Breathing|Cle}}
{{SpellTableAid|Water Walk, Communal|Cle}}
{{SpellTableAid|Wind Wall|Cle}}


== 3rd Level Cleric Spells ==
{| class="wikitable sortable" border="1" cellpadding="5" style="text-align:left" width="90%"
! width="160" | Spell Name || width="100" | School || width="120" | Spell Level || width="90" | Components || Description
|-
|
|}
|}


* [[#Top|Back to Top]]
== Level 4 Cleric Spells ==
{| {{SpellTableHeader|Cle}}
 
{{SpellTableAid|Air Walk|Cle}}
 
{{SpellTableAid|Battle Trance|Cle}}
 
{{SpellTableAid|Chaos Hammer|Cle}}
 
{{SpellTableAid|Cure Critical Wounds|Cle}}
 
{{SpellTableAid|Dimensional Anchor|Cle}}
 
{{SpellTableAid|Dismissal|Cle}}
 
{{SpellTableAid|Divine Power|Cle}}
 
{{SpellTableAid|Freedom of Movement|Cle}}
 
{{SpellTableAid|Inflict Critical Wounds|Cle}}
 
{{SpellTableAid|Make Whole, Greater|Cle}}
 
{{SpellTableAid|Master's Escape|Cle}}
 
{{SpellTableAid|Neutralize Poison|Cle}}
 
{{SpellTableAid|Persistent Vigor|Cle}}
 
{{SpellTableAid|Planar Adaptation|Cle}}
 
{{SpellTableAid|Protection from Energy, Communal|Cle}}
 
{{SpellTableAid|Rest Eternal|Cle}}
 
{{SpellTableAid|Restoration|Cle}}
 
{{SpellTableAid|Ride the Waves|Cle}}
 
{{SpellTableAid|Sending|Cle}}


{{SpellTableAid|Shadow Barbs|Cle}}
{{SpellTableAid|Summon Monster IV|Cle}}


== 4th Level Cleric Spells ==
{| class="wikitable sortable" border="1" cellpadding="5" style="text-align:left" width="90%"
! width="160" | Spell Name || width="100" | School || width="120" | Spell Level || width="90" | Components || Description
|-
|
|}
|}


* [[#Top|Back to Top]]
== Level 5 Cleric Spells ==
{| {{SpellTableHeader|Cle}}
 
{{SpellTableAid|Air Walk, Communal|Cle}}
 
{{SpellTableAid|Astral Projection, Lesser|Cle}}
 
{{SpellTableAid|Boneshatter|Cle}}
 
{{SpellTableAid|Breath of Life|Cle}}
 
{{SpellTableAid|Caustic Blood|Cle}}
 
{{SpellTableAid|Command, Greater|Cle}}
 
{{SpellTableAid|Cure Light Wounds, Mass|Cle}}
 
{{SpellTableAid|Daywalker|Cle}}
 
{{SpellTableAid|Flame Strike|Cle}}
 
{{SpellTableAid|Forbid Action, Greater|Cle}}
 
{{SpellTableAid|Heroic Fortune, Mass|Cle}}


{{SpellTableAid|Holy Ice|Cle}}
{{SpellTableAid|Hymn of Mercy|Cle}}
{{SpellTableAid|Inflict Light Wounds, Mass|Cle}}
{{SpellTableAid|Life Bubble|Cle}}
{{SpellTableAid|Pillar of Stone|Cle}}
{{SpellTableAid|Plane Shift|Cle}}
{{SpellTableAid|Raise Dead|Cle}}
{{SpellTableAid|Reprobation|Cle}}
{{SpellTableAid|Resist Rare Energy|Cle}}
{{SpellTableAid|Righteous Might|Cle}}
{{SpellTableAid|Serenity|Cle}}
{{SpellTableAid|Summon Monster V|Cle}}
{{SpellTableAid|True Seeing|Cle}}
{{SpellTableAid|Unholy Ice|Cle}}
{{SpellTableAid|Wall of Blindness|Cle}}


== 5th Level Cleric Spells ==
{| class="wikitable sortable" border="1" cellpadding="5" style="text-align:left" width="90%"
! width="160" | Spell Name || width="100" | School || width="120" | Spell Level || width="90" | Components || Description
|-
|
|}
|}


* [[#Top|Back to Top]]
== Level 6 Cleric Spells ==
{| {{SpellTableHeader|Cle}}
 
{{SpellTableAid|Banishment|Cle}}
 
{{SpellTableAid|Blade Barrier|Cle}}
 
{{SpellTableAid|Chains of Light|Cle}}
 
{{SpellTableAid|Cold Ice Strike|Cle}}
 
{{SpellTableAid|Cure Moderate Wounds, Mass|Cle}}
 
{{SpellTableAid|Dispel Magic, Greater|Cle}}
 
{{SpellTableAid|Dust Form|Cle}}
 
{{SpellTableAid|Elemental Assessor|Cle}}
 
{{SpellTableAid|Glyph of Warding, Greater|Cle}}
 
{{SpellTableAid|Harm|Cle}}
 
{{SpellTableAid|Heal|Cle}}
 
{{SpellTableAid|Hellfire Ray|Cle}}
 
{{SpellTableAid|Heroes' Feast|Cle}}
 
{{SpellTableAid|Inflict Moderate Wounds, Mass|Cle}}
 
{{SpellTableAid|Music of the Spheres|Cle}}
 
{{SpellTableAid|Oasis|Cle}}
 
{{SpellTableAid|Plague Storm|Cle}}
 
{{SpellTableAid|Planar Adaptation, Mass|Cle}}
 
{{SpellTableAid|Summon Monster VI|Cle}}
 
{{SpellTableAid|Undeath to Death|Cle}}


{{SpellTableAid|Word of Recall|Cle}}


== 6th Level Cleric Spells ==
{| class="wikitable sortable" border="1" cellpadding="5" style="text-align:left" width="90%"
! width="160" | Spell Name || width="100" | School || width="120" | Spell Level || width="90" | Components || Description
|-
|
|}
|}


* [[#Top|Back to Top]]
== Level 7 Cleric Spells ==
{| {{SpellTableHeader|Cle}}
 
{{SpellTableAid|Archon's Trumpet|Cle}}
 
{{SpellTableAid|Bestow Curse, Greater|Cle}}
 
{{SpellTableAid|Blasphemy|Cle}}
 
{{SpellTableAid|Constricting Coils|Cle}}
 
{{SpellTableAid|Create Demiplane, Lesser|Cle}}
 
{{SpellTableAid|Cure Serious Wounds, Mass|Cle}}
 
{{SpellTableAid|Ethereal Jaunt|Cle}}
 
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== 7th Level Cleric Spells ==
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== Level 8 Cleric Spells ==
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{{SpellTableAid|Dictum|Cle}}
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{{SpellTableAid|Nine Lives|Cle}}
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== 8th Level Cleric Spells ==
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== Level 9 Cleric Spells ==
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{{SpellTableAid|Astral Projection|Cle}}
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{{SpellTableAid|Energy Drain|Cle}}
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{{SpellTableAid|Heal, Mass|Cle}}
{{SpellTableAid|Implosion|Cle}}
{{SpellTableAid|Miracle|Cle}}
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== 9th Level Cleric Spells ==
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Latest revision as of 13:13, 6 November 2022


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

Level 0 Cleric Spells

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

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

Level 1 Cleric Spells

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

Level 2 Cleric Spells

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

Level 3 Cleric Spells

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

Level 4 Cleric Spells

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

Level 5 Cleric Spells

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

Level 6 Cleric Spells

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

Level 7 Cleric Spells

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

Level 8 Cleric Spells

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

Level 9 Cleric Spells

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