Cleric Spells: Difference between revisions

From Epic Path
Jump to navigation Jump to search
(Created page with "Category: Epic Path Category: Spells * ''Go back to the Epic Path page.'' __NOTOC__ {| border="0" cellpadding="1" style="text-align:left" width="35%" | #0th Lev...")
 
No edit summary
Line 13: Line 13:
! width="160" | Spell Name || width="100" | School || width="120" | Spell Level || width="90" | Components || Description
! 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.
|-
| [[Create Water (Spell)|Create Water]] || Conjuration || Cleric 0 || V, S || Creates 2 gallons/level of pure water.
|-
| [[Detect Magic (Spell)|Detect Magic]] || Divination || Cleric 0 || V, S || Detects spells and magic items within 60 ft.
|-
| [[Detect Poison (Spell)|Detect Poison]] || Divination || Cleric 0 || V, S || Detects poison in one creature or object.
|-
| [[Enhanced Diplomacy (Spell)|Enhanced Diplomacy]] || Divination || Cleric 0 || V, S || Touched creature gains +2 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.
|-
| [[Light (Spell)|Light]] || Evocation || Cleric 0 || V, M || Object shines like a torch.
|-
| [[Mending (Spell)|Mending]] || Transmutation || Cleric 0 || V, S || Makes minor repairs on an object.
|-
| [[Purify Food and Drink (Spell)|Purify Food and Drink]] || Transmutation || Cleric 0 || V, S || Purifies 1 cu. ft./level of food or water.
|-
| [[Read Magic (Spell)|Read Magic]] || Divination || Cleric 0 || V, S, F || Read scrolls and spellbooks.
|-
| [[Resistance (Spell)|Resistance]] || Abjuration || Cleric 0 || V, S, M || Touched creature gains +1 on saving throws.
|-
| [[Spark (Spell)|Spark]] || Evocation || Cleric 0 || V or S || Ignites flammable objects.
|-
| [[Stabilize (Spell)|Stabilize]] || Conjuration || Cleric 0 || V, S || Cause a dying creature to stabilize.
|-
| [[Virtue (Spell)|Virtue]] || Transmutation || Cleric 0 || V, S || Touched creature gains 1 temporary hp.
|}
|}


Line 23: Line 49:
! width="160" | Spell Name || width="100" | School || width="120" | Spell Level || width="90" | Components || Description
! 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.
|-
| [[Advanced Scurvy (Spell)|Advanced Scurvy]] || || Cleric 1 || || A living touched target contracts an advanced form of scurvy.
|-
| [[Air Bubble (Spell)|Air Bubble]] || || Cleric 1 || || Creates a small pocket of air around your head or an object.
|-
| [[Ant Haul (Spell)|Ant Haul]] || || Cleric 1 || || Triples carrying capacity of a creature.
|-
| [[Abstemiousness (Spell)|Abstemiousness]] || || Cleric 1 || || Enhances a small handful of food to feed a creature for a day.
|-
| [[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.
|-
| [[Bane (Spell)|Bane]] || || Cleric 1 || || Enemies take –1 on attack rolls and saves against fear.
|-
| [[Bless (Spell)|Bless]] || || Cleric 1 || || Allies gain +1 on attack rolls and saves against fear.
|-
| [[Blessed Fist (Spell)|Blessed Fist]] || || Cleric 1 || || Target doesn't provoke attacks of opportunity with unarmed strikes.
|-
| [[Bless Water (Spell)|Bless Water]] || || Cleric 1 || || Makes holy water.
|-
| [[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.
|-
| [[Burning Disarm (Spell)|Burning Disarm]] || || Cleric 1 || || A metal object instantly becomes red hot possibly causing the wielder to drop it or take damage.
|-
| [[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.
|-
| [[Cause Fear (Spell)|Cause Fear]] || || Cleric 1 || || One creature of 5 HD or less flees for 1d4 rounds.
|-
| [[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.
|-
| [[Command (Spell)|Command]] || || Cleric 1 || || One subject obeys selected command for 1 round.
|-
| [[Compel Hostility (Spell)|Compel Hostility]] || || Cleric 1 || || Compels opponents to attack you instead of your allies.
|-
| [[Comprehend Languages (Spell)|Comprehend Languages]] || || Cleric 1 || || You understand all spoken and written languages.
|-
| [[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.
|-
| [[Cure Light Wounds (Spell)|Cure Light Wounds]] || || Cleric 1 || || Cures 1d8 damage + 1/level (max +5).
|-
| [[Curse Water (Spell)|Curse Water]] || || Cleric 1 || || Makes unholy water.
|-
| [[Dancing Lantern (Spell)|Dancing Lantern]] || || Cleric 1 || || Animates a lantern that follows you.
|-
| [[Deadeye's Lore (Spell)|Deadeye's Lore]] || || Cleric 1 || || Gain a +4 sacred bonus on all Survival checks and move faster while tracking.
|-
| [[Deathwatch (Spell)|Deathwatch]] || || Cleric 1 || || Reveals how near death subjects within 30 ft. are.
|-
| [[Decompose Corpse (Spell)|Decompose Corpse]] || || Cleric 1 || || Turn corpse into clean skeleton.
|-
| [[Detect Chaos/Evil/Good/Law (Spell)|Detect Chaos/Evil/Good/Law]] || || Cleric 1 || || Reveals creatures, spells, or objects of selected alignment.
|-
| [[Detect Charm (Spell)|Detect Charm]] || || Cleric 1 || || Detect strength and location of charms, compulsions, and possession auras on creatures in the area.
|-
| [[Detect the Faithful (Spell)|Detect the Faithful]] || || Cleric 1 || || You can detect other worshipers of your deity.
|-
| [[Detect Undead (Spell)|Detect Undead]] || || Cleric 1 || || Reveals undead within 60 ft.
|-
| [[Divine Favor (Spell)|Divine Favor]] || || Cleric 1 || || You gain +1 per three levels on attack and damage rolls.
|-
| [[Diagnose Disease (Spell)|Diagnose Disease]] || || Cleric 1 || || Detect and identify diseases.
|-
| [[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.
|}
|}


Line 33: Line 227:
! width="160" | Spell Name || width="100" | School || width="120" | Spell Level || width="90" | Components || Description
! 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.
|}
|}



Revision as of 15:30, 23 October 2015


0 1 2 3 4 5 6 7 8 9


0th Level Cleric Spells (Orisons)

Spell Name School Spell Level Components Description
Bleed Necromancy Cleric 0 V, S Cause a stabilized creature to resume dying.
Create Water Conjuration Cleric 0 V, S Creates 2 gallons/level of pure water.
Detect Magic Divination Cleric 0 V, S Detects spells and magic items within 60 ft.
Detect Poison Divination Cleric 0 V, S Detects poison in one creature or object.
Enhanced Diplomacy Divination Cleric 0 V, S Touched creature gains +2 on one Diplomacy or Intimidate check.
Guidance Divination Cleric 0 V, S Touched creature gains +1 on one attack roll, saving throw, or skill check.
Light Evocation Cleric 0 V, M Object shines like a torch.
Mending Transmutation Cleric 0 V, S Makes minor repairs on an object.
Purify Food and Drink Transmutation Cleric 0 V, S Purifies 1 cu. ft./level of food or water.
Read Magic Divination Cleric 0 V, S, F Read scrolls and spellbooks.
Resistance Abjuration Cleric 0 V, S, M Touched creature gains +1 on saving throws.
Spark Evocation Cleric 0 V or S Ignites flammable objects.
Stabilize Conjuration Cleric 0 V, S Cause a dying creature to stabilize.
Virtue Transmutation Cleric 0 V, S Touched creature gains 1 temporary hp.


1st Level Cleric Spells

Spell Name School Spell Level Components Description
Abundant Ammunition Cleric 1 Replaces non-magical ammunition every round.
Advanced Scurvy Cleric 1 A living touched target contracts an advanced form of scurvy.
Air Bubble Cleric 1 Creates a small pocket of air around your head or an object.
Ant Haul Cleric 1 Triples carrying capacity of a creature.
Abstemiousness Cleric 1 Enhances a small handful of food to feed a creature for a day.
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.
Bane Cleric 1 Enemies take –1 on attack rolls and saves against fear.
Bless Cleric 1 Allies gain +1 on attack rolls and saves against fear.
Blessed Fist Cleric 1 Target doesn't provoke attacks of opportunity with unarmed strikes.
Bless Water Cleric 1 Makes holy water.
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.
Burning Disarm Cleric 1 A metal object instantly becomes red hot possibly causing the wielder to drop it or take damage.
Carrion Compass Cleric 1 You are lead to an undead creature's most recent controller or the cause of the creature's undeath.
Cause Fear Cleric 1 One creature of 5 HD or less flees for 1d4 rounds.
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.
Command Cleric 1 One subject obeys selected command for 1 round.
Compel Hostility Cleric 1 Compels opponents to attack you instead of your allies.
Comprehend Languages Cleric 1 You understand all spoken and written languages.
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.
Cure Light Wounds Cleric 1 Cures 1d8 damage + 1/level (max +5).
Curse Water Cleric 1 Makes unholy water.
Dancing Lantern Cleric 1 Animates a lantern that follows you.
Deadeye's Lore Cleric 1 Gain a +4 sacred bonus on all Survival checks and move faster while tracking.
Deathwatch Cleric 1 Reveals how near death subjects within 30 ft. are.
Decompose Corpse Cleric 1 Turn corpse into clean skeleton.
Detect Chaos/Evil/Good/Law Cleric 1 Reveals creatures, spells, or objects of selected alignment.
Detect Charm Cleric 1 Detect strength and location of charms, compulsions, and possession auras on creatures in the area.
Detect the Faithful Cleric 1 You can detect other worshipers of your deity.
Detect Undead Cleric 1 Reveals undead within 60 ft.
Divine Favor Cleric 1 You gain +1 per three levels on attack and damage rolls.
Diagnose Disease Cleric 1 Detect and identify diseases.
Doom Cleric 1 One subject takes –2 on attack rolls, damage rolls, saves, and checks.
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 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 Cleric 1 Exist comfortably in hot or cold regions.
Enhance Water Cleric 1 Turn water into alcohol.
Entropic Shield Cleric 1 Ranged attacks against you have 20% miss chance.
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 Cleric 1 Prevent creatures from cheating while trading.
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 Cleric 1 Target obeys your command to not do something.
Hairline Fractures Cleric 1 Reduce the hardness of a stone object or lower the AC of an earth-type creature.
Haze of Dreams Cleric 1 Distract a target creature with dreams and visions, slowing their speed by half.
Hide from Undead Cleric 1 Undead can't perceive one subject/level.
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 Cleric 1 Touch a creature with devils blood, giving it fast healing 1.
Inflict Light Wounds Cleric 1 Touch deals 1d8 damage +1/level (max +5).
Ironbeard Cleric 1 Target gains a beard of cold iron that increases AC and can be used to attack enemies.
Karmic Blessing Cleric 1 The target treats one skill of your choice as a class skill.
Know the Enemy Cleric 1 Gain +10 on a monster Knowledge check.
Liberating Command Cleric 1 Target makes an Escape Artist check as an immediate action and gains a bonus on it.
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 Cleric 1 Three stones gain +1 on attack, deal 1d6 +1 damage.
Magic Weapon Cleric 1 Weapon gains +1 bonus.
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 Cleric 1 Make an unarmed strike attack roll against a target at distance.
Moment of Greatness Cleric 1 Doubles a morale bonus.
Murderous Command Cleric 1 Target is compelled to kill its ally.
Obscuring Mist Cleric 1 Fog surrounds you.
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 Cleric 1 +2 to AC and saves, plus additional protection against selected alignment.
Ray of Sickening Cleric 1 Ray makes the subject sickened.
Read Weather Cleric 1 Precisely forecast natural weather phenomenon that will occur in your area over the next 48 hours.
Recharge Innate Magic Cleric 1 Regain one use of all 0 and 1st-level spell-like abilities of a racial trait.
Refine Improvised Weapon Cleric 1 Transform improvised weapon into a masterwork simple or martial weapon.
Reinforce Armaments Cleric 1 Temporarily mitigates the fragile quality in targeted weapon or armor.
Remove Fear Cleric 1 Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.
Remove Sickness Cleric 1 Suppress disease, nausea, and the sickened condition.
Restore Corpse Cleric 1 Skeletal corpse grows flesh.
Sanctify Corpse Cleric 1 Prevent a corpse from becoming an undead creature.
Sanctuary Cleric 1 Opponents can't attack you, and you can't attack.
Shield of Faith Cleric 1 Aura grants +2 or higher deflection bonus.
Spiked Armor Cleric 1 Suit of armor becomes covered in iron spikes.
Stunning Barrier Cleric 1 Magical field grants a +1 bonus to AC and on saves, and stuns one creature attacking you.
Summon Minor Monster Cleric 1 Summon 1d3 Tiny animals.
Summon Monster I Cleric 1 Summons extraplanar creature to fight for you.
Sun Metal Cleric 1 Cause a melee weapon to erupt in flames, dealing extra damage.
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 Cleric 1 You gain a +2 insight bonus on all Charisma ability checks and Charisma-based skill checks.
Touch of Bloodletting Cleric 1 This spell causes existing wounds on a target to bleed profusely.
Touch of Truthtelling Cleric 1 As zone of truth, but others know the target is affected by the 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 Cleric 1 Target gains a +4 bonus on saves against mind-affecting effects that rely on negative emotions.
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 Cleric 1 Merge a magic wand with a weapon to wield both simultaneously.


2nd Level Cleric Spells

Spell Name School Spell Level Components Description
Abeyance Cleric 2 M/DF You suppress the effects of a curse on a creature.
Aboleth's Lung Cleric 2 Targets gain the ability to breathe water but can no longer breathe air.
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 Cleric 2 +1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10).
Air Step Cleric 2 Tread unsteadily on air, with limitations.
Alchemical Tinkering Cleric 2 Transform one firearm or alchemical item into another one.
Align Weapon Cleric 2 Weapon becomes good, evil, lawful, or chaotic.
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 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 Cleric 2 You contact your ancestors to bolster your own knowledge.
Ancestral Regression Cleric 2 Transform a drow into a surface elf.
Angelic Aspect, Lesser Cleric 2 You gain low-light vision, acid and cold resistance 5, and protection from evil.
Animate Dead, Lesser Cleric 2 Create one skeleton or zombie.
Ant Haul, Communal Cleric 2 As ant haul, but you may divide the duration among creatures touched.
Arrow of Law Cleric 2 Harm and possibly daze chaotic creatures.
Augury Cleric 2 MF Learns whether an action will be good or bad.
Bear's Endurance Cleric 2 Subject gains +4 to Con for 1 min./level.
Bestow Weapon Proficiency Cleric 2 Grant a creature proficiency in a single weapon for short period of time.
Blessing of Courage and Life Cleric 2 +2 on saves vs. fear and death.
Blessings of Luck and Resolve Cleric 2 Give a morale bonus or immunity to halflings against fear effects to a single creature.
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 Cleric 2 Aura that makes injured creatures spray burning blood.
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 Cleric 2 Target bleeds from orifices, enabling other creatures to sup the blood to regain hit points.
Boiling Blood Cleric 2 Targets take fire damage; orcs get +2 Strength.
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 Cleric 2 Subject gains +4 to Str for 1 min./level.
Burst of Radiance Cleric 2 Fills area with shimmering light, blinding (or dazzling) creatures for 1d4 rounds and damaging evil creatures.
Calm Emotions Cleric 2 Calms creatures, negating emotion effects.
Cloud of Seasickness Cleric 2 As stinking cloud, except as noted and creatures are sickened instead of nauseated.
Compassionate Ally Cleric 2 Target is compelled to help injured ally.
Consecrate Cleric 2 M Fills area with positive energy, weakening undead.
Cure Moderate Wounds Cleric 2 Cures 2d8 damage + 1/level (max +10).
Darkness Cleric 2 20-ft. radius of supernatural shadow.
Death Candle Cleric 2 Kills dying creature; you summon a fire elemental.
Death Knell Cleric 2 Kills dying creature; you gain 1d8 temporary hp, +2 to Str, and +1 caster level.
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 Cleric 2 You animate a bone which gives you damage reduction 5/bludgeoning.
Delay Disease Cleric 2 DF Gain immunity to disease for 24h.
Delay Pain Cleric 2 Ignore pain for 1 hour/level.
Delay Poison Cleric 2 Stops poison from harming target for 1 hour/level.
Desecrate Cleric 2 M Fills area with negative energy, making undead stronger.
Disfiguring Touch Cleric 2 Target becomes disfigured.
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 Cleric 2 Harm and possibly sicken good creatures.
Eagle's Splendor Cleric 2 Subject gains +4 to Cha for 1 min./level.
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 Cleric 2 Armor you wear no longer slows your speed.
Endure Elements, Communal Cleric 2 As endure elements, but you may divide the duration among creatures touched.
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 Cleric 2 Captivates all within 100 ft. + 10 ft./level.
Find Traps Cleric 2 Notice traps as a rogue does.
Flotsam Vessel Cleric 2 Creates a sturdy raft and oars from driftwood, reeds, and other river detritus.
Gentle Repose Cleric 2 Preserves one corpse.
Ghostbane Dirge Cleric 2 Incorporeal creature takes half damage from nonmagical weapons.
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 Cleric 2 Movement doesn't provoke attacks of opportunity.
Groundswell Cleric 2 As a swift action, make ground rise 5 feet and prevent flanking.
Heroic Fortune Cleric 2 M The target gains 1 temporary hero point.
Hold Person Cleric 2 Paralyzes one humanoid for 1 round/level.
Holy Ice Weapon Cleric 2 M Create a masterwork weapon made of frozen holy water.
Imbue with Aura Cleric 2 Target emulates your cleric aura.
Imbue with Elemental Might Cleric 2 As imbue with spell ability except it transfers the use of elemental assault ability.
Inflict Moderate Wounds Cleric 2 Touch attack, 2d8 damage + 1/level (max +10).
Instant Armor Cleric 2 Summon armor temporarily replacing your current attire.
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 Cleric 2 Weapon exudes divine fury, granting a bonus on Intimidate checks.
Ironskin Cleric 2 DF/M Your skin hardens and takes on the color and texture of rough iron.
Life Channel Cleric 2 Convert channeled positive energy into temporary hit points for creatures with negative energy ability.
Life Pact Cleric 2 Affected creatures automatically donate hp to stabilize fallen ally.
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 Cleric 2 Siege engine gains +1 on targeting and damage rolls.
Make Whole Cleric 2 Repairs an object.
Marching Chant Cleric 2 Allies can hustle without penalty while you sing or chant.
Martyr's Bargain Cleric 2 Delay immediate damage to yourself from a spell to take maximum damage later.
Masterwork Transformation Cleric 2 M Make a normal item into a masterwork one.
Muffle Sound Cleric 2 Allies gain a bonus on Stealth checks but risk verbal spell failure.
Oracle's Burden Cleric 2 [Oracle Only] Creature is affected by negative oracle's curse effects.
Owl's Wisdom Cleric 2 Subject gains +4 to Wis for 1 min./level.
Path of Glory Cleric 2 Create an expanding glow that heals allies within it of 1 hp of damage.
Pilfering Hand Cleric 2 You may seize an object or manipulate it from afar.
Protection from Chaos, Communal Cleric 2 As protection from chaos, but you may divide the duration among creatures touched.
Protection from Evil, Communal Cleric 2 As protection from evil, but you may divide the duration among creatures touched.
Protection from Good, Communal Cleric 2 As protection from good, but you may divide the duration among creatures touched.
Protection from Law, Communal Cleric 2 As protection from law, but you may divide the duration among creatures touched.
Protective Penumbra Cleric 2 Shadow protects the target from light.
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 Cleric 2 As reinforce armaments, but you may divide the duration among objects touched.
Remove Paralysis Cleric 2 Frees creatures from paralysis or slow effect.
Resist Energy Cleric 2 Ignores 10 (or more) points of damage/attack from specified energy type.
Restoration, Lesser Cleric 2 Dispels magical ability penalty or repairs 1d4 ability damage.
Returning Weapon Cleric 2 Grants a weapon the returning special weapon quality.
Sacred Space Cleric 2 M Augment DC to resist spells and spell-like abilities with good descriptors. Penalty to evil outsiders.
Savage Maw Cleric 2 Gain a bite attack.
Sentry Skull Cleric 2 M Turn a severed head into a magical sentry.
Shard of Chaos Cleric 2 Harm and possibly slow lawful creatures.
Share Language Cleric 2 Subject understands chosen language.
Shatter Cleric 2 Sonic vibration damages objects or crystalline creatures.
Shield of Fortification Cleric 2 Target gains a 25% chance to treat critical hits and sneak attacks as normal hits.
Shield Other Cleric 2 F You take half of subject's damage.
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 Cleric 2 Negates sound in 20-ft. radius.
Silent Table Cleric 2 Give yourself privacy by muffling sound.
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 Cleric 2 Reduces effects of multiple conditions on target.
Sound Burst Cleric 2 Deals 1d8 sonic damage to subjects; may stun them.
Spear of Purity Cleric 2 Harm and possibly blind evil creatures.
Spell Gauge Cleric 2 Reveal a number of spells - lowest first - that the target creature knows, up to your caster level.
Spiritual Weapon Cleric 2 Magic weapon attacks on its own.
Staggering Fall Cleric 2 Cause additional damage to a falling creature.
Status Cleric 2 Monitors condition, position of allies.
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 Cleric 2 Summons extraplanar creature to fight for you.
Surmount Affliction Cleric 2 Temporarily suppress one condition.
Touch of Mercy Cleric 2 The target creature deals only nonlethal damage with all of its weapon attacks.
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 Cleric 2 You and target allies leave a misty trail as you walk. Only your group can see and backtrack these trails.
Tremor Blast Cleric 2 You create a minor earthquake that can trip creatures.
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 Cleric 2 Conceals alignment for 24 hours.
Unholy Ice Weapon Cleric 2 M Create a masterwork weapon made of frozen unholy water.
Unliving Rage Cleric 2 As rage, except affecting only undead.
Weapon of Awe Cleric 2 Weapon gets +2 on damage rolls.
Web Shelter Cleric 2 Create a comfortable shelter made of webbing.
Whispering Lore Cleric 2 Gain a bonus to Knowledge checks about your environment from the land itself. Elf only.
Zone of Truth Cleric 2 Subjects within range cannot lie.


3rd Level Cleric Spells

Spell Name School Spell Level Components Description


4th Level Cleric Spells

Spell Name School Spell Level Components Description


5th Level Cleric Spells

Spell Name School Spell Level Components Description


6th Level Cleric Spells

Spell Name School Spell Level Components Description


7th Level Cleric Spells

Spell Name School Spell Level Components Description


8th Level Cleric Spells

Spell Name School Spell Level Components Description


9th Level Cleric Spells

Spell Name School Spell Level Components Description