Cleric Spells: Difference between revisions

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! 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
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| [[Accept Affliction (Spell)|Accept Affliction]] || || Cleric 3 || || The caster can transfer the effects of afflictions such as curses, diseases, and poisons from the target creature to himself.
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| [[Agonize (Spell)|Agonize]] || || Cleric 3 || || Pain encourages an outsider to obey you.
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| [[Agonizing Rebuke (Spell)|Agonizing Rebuke]] || || Cleric 3 || || Cause mental distress and pain to a target if it attacks you.
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| [[Aggravate Affliction (Spell)|Aggravate Affliction]] || || Cleric 3 || || All recurring afflictions possessed by the targeted creature immediately trigger, requiring an immediate saving throw to avoid suffering their effects.
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| [[Air Breathing (Spell)|Air Breathing]] || || Cleric 3 || || The transmuted creatures can breathe air freely.
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| [[Align Weapon, Communal (Spell)|Align Weapon, Communal]] || || Cleric 3 || || As align weapon, but you can divide the duration among weapons touched.
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| [[Animate Dead (Spell)|Animate Dead]] || || Cleric 3 || M || Creates undead skeletons and zombies.
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| [[Archon's Aura (Spell)|Archon's Aura]] || || Cleric 3 || || Aura penalizes enemy attacks and AC.
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| [[Aura of Cannibalism (Spell)|Aura of Cannibalism]] || || Cleric 3 || || You emanate an aura that saps the strength of others of your kind and channels their energy into you.
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| [[Aura of Inviolate Ownership (Spell)|Aura of Inviolate Ownership]] || || Cleric 3 || DF || Attended items of target creatures are harder to take.
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| [[Aura Sight (Spell)|Aura Sight]] || || Cleric 3 || || Alignment auras become visible to you.
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| [[Badger's Ferocity (Spell)|Badger's Ferocity]] || || Cleric 3 || || Weapons are keen while you concentrate.
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| [[Bestow Curse (Spell)|Bestow Curse]] || || Cleric 3 || || –6 to an ability score; –4 on attack rolls, saves, and checks; or 50% chance of losing each action.
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| [[Bestow Insight (Spell)|Bestow Insight]] || || Cleric 3 || || Target gain insight bonus on skill checks and is considered trained in that skill.
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| [[Blessing of the Mole (Spell)|Blessing of the Mole]] || || Cleric 3 || || 1 ally/level gains darkvision and a +2 Stealth bonus.
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| [[Blindness/Deafness (Spell)|Blindness/Deafness]] || || Cleric 3 || || Makes subject blinded or deafened.
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| [[Blood Biography (Spell)|Blood Biography]] || || Cleric 3 || || Learn about a creature with its blood.
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| [[Blood Scent (Spell)|Blood Scent]] || || Cleric 3 || || Gain scent ability against injured creatures.
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| [[Blot (Spell)|Blot]] || || Cleric 3 || || Ruins writings.
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| [[Borrow Fortune (Spell)|Borrow Fortune]] || || Cleric 3 || || [Oracle Only] Retry attack or check, but do worse on next two.
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| [[Chain of Perdition (Spell)|Chain of Perdition]] || || Cleric 3 || || Creates a floating chain of force.
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| [[Channel the Gift (Spell)|Channel the Gift]] || || Cleric 3 || || Channel magical power into target to fuel their spellcasting. The next 3rd level or lower spell target casts does not expend a spell slot; instead you use your spell slot to power their spell.
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| [[Channel Vigor (Spell)|Channel Vigor]] || || Cleric 3 || || You gain either a +4 competence bonus on Knowledge, Perception checks and ranged attack rolls, or, you gain the benefits of the haste spell, or, you gain a +6 competence bonus on Will saving throws and Bluff and Intimidate checks, or, you gain a +6 competence bonus on Fortitude saving throws and Concentration checks.
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| [[Charitable Impulse (Spell)|Charitable Impulse]] || || Cleric 3 || || Affected creature practices nonviolent combat behaviors according to a list of priorities.
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| [[Contagion (Spell)|Contagion]] || || Cleric 3 || || Infects subject with chosen disease.
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| [[Continual Flame (Spell)|Continual Flame]] || || Cleric 3 || M || Makes a permanent, heatless light.
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| [[Control Vermin (Spell)|Control Vermin]] || || Cleric 3 || DF/M || You and a number of allies less than or equal to your caster level designated upon casting can use Handle Animal and Ride checks to influence or control the targeted vermin as if they were animals and had animal-level intelligence.
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| [[Create Food and Water (Spell)|Create Food and Water]] || || Cleric 3 || || Feeds three humans (or one horse)/level.
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| [[Cure Serious Wounds (Spell)|Cure Serious Wounds]] || || Cleric 3 || || Cures 3d8 damage + 1/level (max +15).
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| [[Daybreak Arrow (Spell)|Daybreak Arrow]] || || Cleric 3 || || Targeted ammunition exudes radiant energy.
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| [[Daylight (Spell)|Daylight]] || || Cleric 3 || || 60-ft. radius of bright light.
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| [[Deadly Juggernaut (Spell)|Deadly Juggernaut]] || || Cleric 3 || || Your might increases with every kill you make.
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| [[Deeper Darkness (Spell)|Deeper Darkness]] || || Cleric 3 || || Object sheds supernatural shadow in 60-ft. radius.
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| [[Delay Poison, Communal (Spell)|Delay Poison, Communal]] || || Cleric 3 || || As delay poison, but you may divide the duration among creatures touched.
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| [[Discovery Torch (Spell)|Discovery Torch]] || || Cleric 3 || || Touched object emanates bright light, granting Perception and Sense Motive bonuses.
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| [[Dispel Magic (Spell)|Dispel Magic]] || || Cleric 3 || || Cancels one magical spell or effect.
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| [[Divine Illumination (Spell)|Divine Illumination]] || || Cleric 3 || || Illuminate undead, negate channel resistance, and inflict –2 penalty vs. positive energy.
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| [[Elemental Speech (Spell)|Elemental Speech]] || || Cleric 3 || || You can speak with elementals and some creatures.
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| [[Enter Image (Spell)|Enter Image]] || || Cleric 3 || || Transfers your consciousness to an object bearing your likeness.
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| [[False Alibi (Spell)|False Alibi]] || || Cleric 3 || M || As modify memory, except you can modify the target's memory only in a specific way.
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| [[Final Sacrifice (Spell)|Final Sacrifice]] || || Cleric 3 || || You disrupt the conjuring energies within a summoned creature, causing it to violently explode. If the target fails its Fortitude save, it is immediately slain and all creatures within 20 feet of the target take 1d4 points of damage per spell level of the summoning spell that conjured the target
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| [[Fractions of Heal and Harm (Spell)|Fractions of Heal and Harm]] || || Cleric 3 || || Heal yourself when you cast your next damaging spell.
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| [[Glyph of Warding (Spell)|Glyph of Warding]] || || Cleric 3 || M || Inscription harms those who pass it.
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| [[Guiding Star (Spell)|Guiding Star]] || || Cleric 3 || || Know approximate distance from where you cast this spell.
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| [[Helping Hand (Spell)|Helping Hand]] || || Cleric 3 || || Ghostly hand leads subject to you.
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| [[Hydrophobia (Spell)|Hydrophobia]] || || Cleric 3 || || Targets in the area must succeed at a Will save or become deathly afraid of drowning.
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| [[Inflict Serious Wounds (Spell)|Inflict Serious Wounds]] || || Cleric 3 || || Touch attack, 3d8 damage + 1/level (max +15).
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| [[Invisibility Purge (Spell)|Invisibility Purge]] || || Cleric 3 || || Dispels invisibility within 5 ft./level.
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| [[Ki Leech (Spell)|Ki Leech]] || || Cleric 3 || || Add to your ki pool when you critically hit.
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| [[Life Shield (Spell)|Life Shield]] || || Cleric 3 || || You surround yourself with positive energy that damages undead opponents.
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| [[Locate Object (Spell)|Locate Object]] || || Cleric 3 || || Senses direction toward object (specific or type).
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| [[Lover's Vengeance (Spell)|Lover's Vengeance]] || || Cleric 3 || M || You inspire yourself or a lover to a vengeful rage against a chosen enemy.
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| [[Magic Circle against Chaos/Evil/Good/Law (Spell)|Magic Circle against Chaos/Evil/Good/Law]] || || Cleric 3 || || As protection spells, but 10-ft. radius and 10 min./level.
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| [[Magic Vestment (Spell)|Magic Vestment]] || || Cleric 3 || || Armor or shield gains +1 enhancement bonus per four levels.
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| [[Mantle of Calm (Spell)|Mantle of Calm]] || || Cleric 3 || || Neutralize the rage effects of those who have attacked you.
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| [[Mark of Obvious Ethics (Spell)|Mark of Obvious Ethics]] || || Cleric 3 || || Other creatures can determine the target's alignment.
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| [[Meld into Stone (Spell)|Meld into Stone]] || || Cleric 3 || || You and your gear merge with stone.
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| [[Monstrous Extremities (Spell)|Monstrous Extremities]] || || Cleric 3 || || You change one of the extremities of the creature touched—arms or legs only—into another shape of approximately the same size and mass. You can choose a tentacle, a hoof, or a wing.
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| [[Nap Stack (Spell)|Nap Stack]] || || Cleric 3 || M || Subjects only need 2 hours for a night's sleep, and can sleep even longer for more benefits.
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| [[Obscure Object (Spell)|Obscure Object]] || || Cleric 3 || || Masks object against scrying.
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| [[Paragon Surge (Spell)|Paragon Surge]] || || Cleric 3 || || Gain +2 enhancement bonus to Dex and Int and gain one feat for which you meet the prerequisites.
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| [[Plant Voice (Spell)|Plant Voice]] || || Cleric 3 || || You grant one plant creature the ability to speak, hear, and understand any of the languages you know.
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| [[Prayer (Spell)|Prayer]] || || Cleric 3 || || Allies get +1 bonus on most rolls, enemies –1 penalty.
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| [[Protection from Energy (Spell)|Protection from Energy]] || || Cleric 3 || || Absorb 12 points/level of damage from one kind of energy.
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| [[Raging Rubble (Spell)|Raging Rubble]] || || Cleric 3 || DF || Swarm of stones damaging (1d6) and distracting anything within it.
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| [[Reaper's Coterie (Spell)|Reaper's Coterie]] || || Cleric 3 || DF || Target touched weapon gains a +1 profane bonus on damage rolls each time it reduces a living creature to 0 or fewer hit points (max 1/2 caster lvl) for 1 rnd./lvl.
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| [[Remove Blindness/Deafness (Spell)|Remove Blindness/Deafness]] || || Cleric 3 || || Cures normal or magical blindness or deafness.
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| [[Remove Curse (Spell)|Remove Curse]] || || Cleric 3 || || Frees object or person from curse.
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| [[Remove Disease (Spell)|Remove Disease]] || || Cleric 3 || || Cures all diseases affecting subject.
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| [[Resist Energy, Communal (Spell)|Resist Energy, Communal]] || || Cleric 3 || || As resist energy, but you may divide the duration among creatures touched.
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| [[Returning weapon. Communal (Spell)|Returning weapon. Communal]] || || Cleric 3 || || As returning weapon, but you may divide the duration among weapons touched.
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| [[Riversight (Spell)|Riversight]] || || Cleric 3 || || You can view events transpiring along a natural watercourse you touch.
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| [[Sacred Bond (Spell)|Sacred Bond]] || || Cleric 3 || F || Cast touch healing spells from a distance.
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| [[Sadomasochism (Spell)|Sadomasochism]] || || Cleric 3 || || When you are dealt damage, your attacker must roll damage for the attack twice and take the higher roll, but the attacker must also succeed at a Will saving throw or become demoralized for 1 round.
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| [[Sands of Time (Spell)|Sands of Time]] || || Cleric 3 || || Target temporarily ages.
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| [[Searing Light (Spell)|Searing Light]] || || Cleric 3 || || Ray deals 1d8/two levels damage (more against undead).
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| [[Severed Fate (Spell)|Severed Fate]] || || Cleric 3 || || A target becomes shaken and can not use hero points for 10 minutes per level.
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| [[Share Language, Communal (Spell)|Share Language, Communal]] || || Cleric 3 || || As share language, but you may divide the duration among creatures touched.
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| [[Skeleton Crew (Spell)|Skeleton Crew]] || || Cleric 3 || || Turn corpses into skeletons that act as a ships crew and obey your commands.
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| [[Sky Swim (Spell)|Sky Swim]] || || Cleric 3 || || Target gains ability to 'swim' through air; if already has a swim speed, can move through air at that speed otherwise must make Swim checks to move.
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| [[Speak with Dead (Spell)|Speak with Dead]] || || Cleric 3 || || Corpse answers one question/two levels.
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| [[Stone Shape (Spell)|Stone Shape]] || || Cleric 3 || || Sculpts stone into any shape.
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| [[Stunning Barrier, Greater (Spell)|Stunning Barrier, Greater]] || || Cleric 3 || || Magical field grants a +2 bonus to AC and on saves, and stuns multiple creatures attacking you.
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| [[Summon Monster III (Spell)|Summon Monster III]] || || Cleric 3 || || Summons extraplanar creature to fight for you.
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| [[Summon Totem Creature (Spell)|Summon Totem Creature]] || || Cleric 3 || || As summon nature's ally III except for different creatures as options.
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| [[Symbol of Healing (Spell)|Symbol of Healing]] || || Cleric 3 || M || Triggered rune heals living creatures.
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| [[Transfer Regeneration (Spell)|Transfer Regeneration]] || || Cleric 3 || || You bestow your regenerative abilities on the target. Your regeneration stops functioning for the duration of the spell, and the target gains yourregeneration.
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| [[Trial of Fire and Acid (Spell)|Trial of Fire and Acid]] || || Cleric 3 || || The target creature is covered in burning acid that deals 1d6 points of acid damage and 1d6 points of fire damage each round.
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| [[Unravel Destiny (Spell)|Unravel Destiny]] || || Cleric 3 || || A target suffers penalties to checks depending on how many hero points it has, and takes damage if it uses them.
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| [[Vision of Hell (Spell)|Vision of Hell]] || || Cleric 3 || || Illusory hellscape makes creatures shaken.
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| [[Water Breathing (Spell)|Water Breathing]] || || Cleric 3 || || Subjects can breathe underwater.
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| [[Water Walk (Spell)|Water Walk]] || || Cleric 3 || || Subject treads on water as if solid.
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| [[Waters of Maddening (Spell)|Waters of Maddening]] || || Cleric 3 || M || Create a more potent unholy water.
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| [[Wind Wall (Spell)|Wind Wall]] || || Cleric 3 || || Deflects arrows, smaller creatures, and gases.
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| [[Wrathful Mantle (Spell)|Wrathful Mantle]] || || Cleric 3 || || Subject gets +1/four levels on all saves.
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== 4th Level Cleric Spells ==
== 4th Level Cleric Spells ==

Revision as of 16:01, 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
Accept Affliction Cleric 3 The caster can transfer the effects of afflictions such as curses, diseases, and poisons from the target creature to himself.
Agonize Cleric 3 Pain encourages an outsider to obey you.
Agonizing Rebuke Cleric 3 Cause mental distress and pain to a target if it attacks you.
Aggravate Affliction Cleric 3 All recurring afflictions possessed by the targeted creature immediately trigger, requiring an immediate saving throw to avoid suffering their effects.
Air Breathing Cleric 3 The transmuted creatures can breathe air freely.
Align Weapon, Communal Cleric 3 As align weapon, but you can divide the duration among weapons touched.
Animate Dead Cleric 3 M Creates undead skeletons and zombies.
Archon's Aura Cleric 3 Aura penalizes enemy attacks and AC.
Aura of Cannibalism Cleric 3 You emanate an aura that saps the strength of others of your kind and channels their energy into you.
Aura of Inviolate Ownership Cleric 3 DF Attended items of target creatures are harder to take.
Aura Sight Cleric 3 Alignment auras become visible to you.
Badger's Ferocity Cleric 3 Weapons are keen while you concentrate.
Bestow Curse Cleric 3 –6 to an ability score; –4 on attack rolls, saves, and checks; or 50% chance of losing each action.
Bestow Insight Cleric 3 Target gain insight bonus on skill checks and is considered trained in that skill.
Blessing of the Mole Cleric 3 1 ally/level gains darkvision and a +2 Stealth bonus.
Blindness/Deafness Cleric 3 Makes subject blinded or deafened.
Blood Biography Cleric 3 Learn about a creature with its blood.
Blood Scent Cleric 3 Gain scent ability against injured creatures.
Blot Cleric 3 Ruins writings.
Borrow Fortune Cleric 3 [Oracle Only] Retry attack or check, but do worse on next two.
Chain of Perdition Cleric 3 Creates a floating chain of force.
Channel the Gift Cleric 3 Channel magical power into target to fuel their spellcasting. The next 3rd level or lower spell target casts does not expend a spell slot; instead you use your spell slot to power their spell.
Channel Vigor Cleric 3 You gain either a +4 competence bonus on Knowledge, Perception checks and ranged attack rolls, or, you gain the benefits of the haste spell, or, you gain a +6 competence bonus on Will saving throws and Bluff and Intimidate checks, or, you gain a +6 competence bonus on Fortitude saving throws and Concentration checks.
Charitable Impulse Cleric 3 Affected creature practices nonviolent combat behaviors according to a list of priorities.
Contagion Cleric 3 Infects subject with chosen disease.
Continual Flame Cleric 3 M Makes a permanent, heatless light.
Control Vermin Cleric 3 DF/M You and a number of allies less than or equal to your caster level designated upon casting can use Handle Animal and Ride checks to influence or control the targeted vermin as if they were animals and had animal-level intelligence.
Create Food and Water Cleric 3 Feeds three humans (or one horse)/level.
Cure Serious Wounds Cleric 3 Cures 3d8 damage + 1/level (max +15).
Daybreak Arrow Cleric 3 Targeted ammunition exudes radiant energy.
Daylight Cleric 3 60-ft. radius of bright light.
Deadly Juggernaut Cleric 3 Your might increases with every kill you make.
Deeper Darkness Cleric 3 Object sheds supernatural shadow in 60-ft. radius.
Delay Poison, Communal Cleric 3 As delay poison, but you may divide the duration among creatures touched.
Discovery Torch Cleric 3 Touched object emanates bright light, granting Perception and Sense Motive bonuses.
Dispel Magic Cleric 3 Cancels one magical spell or effect.
Divine Illumination Cleric 3 Illuminate undead, negate channel resistance, and inflict –2 penalty vs. positive energy.
Elemental Speech Cleric 3 You can speak with elementals and some creatures.
Enter Image Cleric 3 Transfers your consciousness to an object bearing your likeness.
False Alibi Cleric 3 M As modify memory, except you can modify the target's memory only in a specific way.
Final Sacrifice Cleric 3 You disrupt the conjuring energies within a summoned creature, causing it to violently explode. If the target fails its Fortitude save, it is immediately slain and all creatures within 20 feet of the target take 1d4 points of damage per spell level of the summoning spell that conjured the target
Fractions of Heal and Harm Cleric 3 Heal yourself when you cast your next damaging spell.
Glyph of Warding Cleric 3 M Inscription harms those who pass it.
Guiding Star Cleric 3 Know approximate distance from where you cast this spell.
Helping Hand Cleric 3 Ghostly hand leads subject to you.
Hydrophobia Cleric 3 Targets in the area must succeed at a Will save or become deathly afraid of drowning.
Inflict Serious Wounds Cleric 3 Touch attack, 3d8 damage + 1/level (max +15).
Invisibility Purge Cleric 3 Dispels invisibility within 5 ft./level.
Ki Leech Cleric 3 Add to your ki pool when you critically hit.
Life Shield Cleric 3 You surround yourself with positive energy that damages undead opponents.
Locate Object Cleric 3 Senses direction toward object (specific or type).
Lover's Vengeance Cleric 3 M You inspire yourself or a lover to a vengeful rage against a chosen enemy.
Magic Circle against Chaos/Evil/Good/Law Cleric 3 As protection spells, but 10-ft. radius and 10 min./level.
Magic Vestment Cleric 3 Armor or shield gains +1 enhancement bonus per four levels.
Mantle of Calm Cleric 3 Neutralize the rage effects of those who have attacked you.
Mark of Obvious Ethics Cleric 3 Other creatures can determine the target's alignment.
Meld into Stone Cleric 3 You and your gear merge with stone.
Monstrous Extremities Cleric 3 You change one of the extremities of the creature touched—arms or legs only—into another shape of approximately the same size and mass. You can choose a tentacle, a hoof, or a wing.
Nap Stack Cleric 3 M Subjects only need 2 hours for a night's sleep, and can sleep even longer for more benefits.
Obscure Object Cleric 3 Masks object against scrying.
Paragon Surge Cleric 3 Gain +2 enhancement bonus to Dex and Int and gain one feat for which you meet the prerequisites.
Plant Voice Cleric 3 You grant one plant creature the ability to speak, hear, and understand any of the languages you know.
Prayer Cleric 3 Allies get +1 bonus on most rolls, enemies –1 penalty.
Protection from Energy Cleric 3 Absorb 12 points/level of damage from one kind of energy.
Raging Rubble Cleric 3 DF Swarm of stones damaging (1d6) and distracting anything within it.
Reaper's Coterie Cleric 3 DF Target touched weapon gains a +1 profane bonus on damage rolls each time it reduces a living creature to 0 or fewer hit points (max 1/2 caster lvl) for 1 rnd./lvl.
Remove Blindness/Deafness Cleric 3 Cures normal or magical blindness or deafness.
Remove Curse Cleric 3 Frees object or person from curse.
Remove Disease Cleric 3 Cures all diseases affecting subject.
Resist Energy, Communal Cleric 3 As resist energy, but you may divide the duration among creatures touched.
Returning weapon. Communal Cleric 3 As returning weapon, but you may divide the duration among weapons touched.
Riversight Cleric 3 You can view events transpiring along a natural watercourse you touch.
Sacred Bond Cleric 3 F Cast touch healing spells from a distance.
Sadomasochism Cleric 3 When you are dealt damage, your attacker must roll damage for the attack twice and take the higher roll, but the attacker must also succeed at a Will saving throw or become demoralized for 1 round.
Sands of Time Cleric 3 Target temporarily ages.
Searing Light Cleric 3 Ray deals 1d8/two levels damage (more against undead).
Severed Fate Cleric 3 A target becomes shaken and can not use hero points for 10 minutes per level.
Share Language, Communal Cleric 3 As share language, but you may divide the duration among creatures touched.
Skeleton Crew Cleric 3 Turn corpses into skeletons that act as a ships crew and obey your commands.
Sky Swim Cleric 3 Target gains ability to 'swim' through air; if already has a swim speed, can move through air at that speed otherwise must make Swim checks to move.
Speak with Dead Cleric 3 Corpse answers one question/two levels.
Stone Shape Cleric 3 Sculpts stone into any shape.
Stunning Barrier, Greater Cleric 3 Magical field grants a +2 bonus to AC and on saves, and stuns multiple creatures attacking you.
Summon Monster III Cleric 3 Summons extraplanar creature to fight for you.
Summon Totem Creature Cleric 3 As summon nature's ally III except for different creatures as options.
Symbol of Healing Cleric 3 M Triggered rune heals living creatures.
Transfer Regeneration Cleric 3 You bestow your regenerative abilities on the target. Your regeneration stops functioning for the duration of the spell, and the target gains yourregeneration.
Trial of Fire and Acid Cleric 3 The target creature is covered in burning acid that deals 1d6 points of acid damage and 1d6 points of fire damage each round.
Unravel Destiny Cleric 3 A target suffers penalties to checks depending on how many hero points it has, and takes damage if it uses them.
Vision of Hell Cleric 3 Illusory hellscape makes creatures shaken.
Water Breathing Cleric 3 Subjects can breathe underwater.
Water Walk Cleric 3 Subject treads on water as if solid.
Waters of Maddening Cleric 3 M Create a more potent unholy water.
Wind Wall Cleric 3 Deflects arrows, smaller creatures, and gases.
Wrathful Mantle Cleric 3 Subject gets +1/four levels on all saves.

4th Level Cleric Spells

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5th Level Cleric Spells

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6th Level Cleric Spells

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7th Level Cleric Spells

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8th Level Cleric Spells

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9th Level Cleric Spells

Spell Name School Spell Level Components Description