Divine Magic • Spell Directory
Cleric Spells

Clerics draw on divine power to heal, ward, reveal, summon, and judge. Choose your rules edition, find the spell by level, and use the matching rules panel when you cast it.
Cleric Magic at a Glance
| Spellcasting ability | Wisdom |
|---|---|
| Spell levels | Cantrips or orisons, then levels 1–9 |
| Preparation and slots | Cleric class rules |
| Divine domains | Domain rules and granted spells |
Choose Your Edition
These lists cover the open core rules: SRD 5.2.1, SRD 5.1, the Pathfinder Core Rulebook, and the D&D 3.5 SRD. Additional sourcebooks and domain-granted spells can extend access. A spell with the same name can have different schools, casting times, effects, components, or limits between editions.
5.5e (2024) Cleric Spell List
The complete open Cleric list from SRD 5.2.1, using the revised 2024 rules. 109 spells. List source.
Cantrips · 7 spells
| Spell | Rules |
|---|---|
| Guidance | Spell page |
| Light | Spell page |
| Mending | Spell page |
| Resistance | Spell page |
| Sacred Flame | Full rules below |
| Spare the Dying | Full rules below |
| Thaumaturgy | Full rules below |
Level 1 · 15 spells
| Spell | Rules |
|---|---|
| Bane | Spell page |
| Bless | Spell page |
| Command | Spell page |
| Create or Destroy Water | Full rules below |
| Cure Wounds | Full rules below |
| Detect Evil and Good | Full rules below |
| Detect Magic | Spell page |
| Detect Poison and Disease | Full rules below |
| Guiding Bolt | Full rules below |
| Healing Word | Full rules below |
| Inflict Wounds | Full rules below |
| Protection from Evil and Good | Full rules below |
| Purify Food and Drink | Spell page |
| Sanctuary | Spell page |
| Shield of Faith | Spell page |
Level 2 · 17 spells
| Spell | Rules |
|---|---|
| Aid | Spell page |
| Augury | Spell page |
| Blindness/Deafness | Spell page |
| Calm Emotions | Spell page |
| Continual Flame | Spell page |
| Enhance Ability | Spell page |
| Find Traps | Spell page |
| Gentle Repose | Spell page |
| Hold Person | Spell page |
| Lesser Restoration | Spell page |
| Locate Object | Spell page |
| Prayer of Healing | Full rules below |
| Protection from Poison | Full rules below |
| Silence | Spell page |
| Spiritual Weapon | Spell page |
| Warding Bond | Full rules below |
| Zone of Truth | Spell page |
Level 3 · 19 spells
| Spell | Rules |
|---|---|
| Animate Dead | Spell page |
| Beacon of Hope | Full rules below |
| Bestow Curse | Spell page |
| Clairvoyance | Full rules below |
| Create Food and Water | Spell page |
| Daylight | Full rules below |
| Dispel Magic | Spell page |
| Glyph of Warding | Spell page |
| Magic Circle | Full rules below |
| Mass Healing Word | Full rules below |
| Meld into Stone | Spell page |
| Protection from Energy | Spell page |
| Remove Curse | Spell page |
| Revivify | Full rules below |
| Sending | Spell page |
| Speak with Dead | Spell page |
| Spirit Guardians | Full rules below |
| Tongues | Spell page |
| Water Walk | Spell page |
Level 4 · 9 spells
| Spell | Rules |
|---|---|
| Aura of Life | Full rules below |
| Banishment | Spell page |
| Control Water | Spell page |
| Death Ward | Spell page |
| Divination | Spell page |
| Freedom of Movement | Spell page |
| Guardian of Faith | Full rules below |
| Locate Creature | Spell page |
| Stone Shape | Spell page |
Level 5 · 13 spells
| Spell | Rules |
|---|---|
| Commune | Spell page |
| Contagion | Spell page |
| Dispel Evil and Good | Full rules below |
| Flame Strike | Spell page |
| Geas | Full rules below |
| Greater Restoration | Spell page |
| Hallow | Spell page |
| Insect Plague | Spell page |
| Legend Lore | Spell page |
| Mass Cure Wounds | Full rules below |
| Planar Binding | Spell page |
| Raise Dead | Spell page |
| Scrying | Spell page |
Level 6 · 11 spells
| Spell | Rules |
|---|---|
| Blade Barrier | Spell page |
| Create Undead | Spell page |
| Find the Path | Spell page |
| Forbiddance | Spell page |
| Harm | Spell page |
| Heal | Spell page |
| Heroes’ Feast | Spell page |
| Planar Ally | Spell page |
| Sunbeam | Full rules below |
| True Seeing | Spell page |
| Word of Recall | Spell page |
Level 7 · 8 spells
| Spell | Rules |
|---|---|
| Conjure Celestial | Full rules below |
| Divine Word | Full rules below |
| Etherealness | Spell page |
| Fire Storm | Spell page |
| Plane Shift | Spell page |
| Regenerate | Spell page |
| Resurrection | Spell page |
| Symbol | Full rules below |
Level 8 · 5 spells
| Spell | Rules |
|---|---|
| Antimagic Field | Spell page |
| Control Weather | Spell page |
| Earthquake | Spell page |
| Holy Aura | Spell page |
| Sunburst | Full rules below |
Level 9 · 5 spells
| Spell | Rules |
|---|---|
| Astral Projection | Spell page |
| Gate | Spell page |
| Mass Heal | Spell page |
| Power Word Heal | Full rules below |
| True Resurrection | Spell page |
5e (2014) Cleric Spell List
The complete open Cleric list from SRD 5.1, using the original 2014 fifth-edition rules. 105 spells. List source.
Cantrips · 7 spells
| Spell | Rules |
|---|---|
| Guidance | Spell page |
| Light | Spell page |
| Mending | Spell page |
| Resistance | Spell page |
| Sacred Flame | Full rules below |
| Spare the Dying | Full rules below |
| Thaumaturgy | Full rules below |
Level 1 · 15 spells
| Spell | Rules |
|---|---|
| Bane | Spell page |
| Bless | Spell page |
| Command | Spell page |
| Create or Destroy Water | Full rules below |
| Cure Wounds | Full rules below |
| Detect Evil and Good | Full rules below |
| Detect Magic | Spell page |
| Detect Poison and Disease | Full rules below |
| Guiding Bolt | Full rules below |
| Healing Word | Full rules below |
| Inflict Wounds | Full rules below |
| Protection from Evil and Good | Full rules below |
| Purify Food and Drink | Spell page |
| Sanctuary | Spell page |
| Shield of Faith | Spell page |
Level 2 · 17 spells
| Spell | Rules |
|---|---|
| Aid | Spell page |
| Augury | Spell page |
| Blindness/Deafness | Spell page |
| Calm Emotions | Spell page |
| Continual Flame | Spell page |
| Enhance Ability | Spell page |
| Find Traps | Spell page |
| Gentle Repose | Spell page |
| Hold Person | Spell page |
| Lesser Restoration | Spell page |
| Locate Object | Spell page |
| Prayer of Healing | Full rules below |
| Protection from Poison | Full rules below |
| Silence | Spell page |
| Spiritual Weapon | Spell page |
| Warding Bond | Full rules below |
| Zone of Truth | Spell page |
Level 3 · 19 spells
| Spell | Rules |
|---|---|
| Animate Dead | Spell page |
| Beacon of Hope | Full rules below |
| Bestow Curse | Spell page |
| Clairvoyance | Full rules below |
| Create Food and Water | Spell page |
| Daylight | Full rules below |
| Dispel Magic | Spell page |
| Glyph of Warding | Spell page |
| Magic Circle | Full rules below |
| Mass Healing Word | Full rules below |
| Meld into Stone | Spell page |
| Protection from Energy | Spell page |
| Remove Curse | Spell page |
| Revivify | Full rules below |
| Sending | Spell page |
| Speak with Dead | Spell page |
| Spirit Guardians | Full rules below |
| Tongues | Spell page |
| Water Walk | Spell page |
Level 4 · 8 spells
| Spell | Rules |
|---|---|
| Banishment | Spell page |
| Control Water | Spell page |
| Death Ward | Spell page |
| Divination | Spell page |
| Freedom of Movement | Spell page |
| Guardian of Faith | Full rules below |
| Locate Creature | Spell page |
| Stone Shape | Spell page |
Level 5 · 13 spells
| Spell | Rules |
|---|---|
| Commune | Spell page |
| Contagion | Spell page |
| Dispel Evil and Good | Full rules below |
| Flame Strike | Spell page |
| Geas | Full rules below |
| Greater Restoration | Spell page |
| Hallow | Spell page |
| Insect Plague | Spell page |
| Legend Lore | Spell page |
| Mass Cure Wounds | Full rules below |
| Planar Binding | Spell page |
| Raise Dead | Spell page |
| Scrying | Spell page |
Level 6 · 10 spells
| Spell | Rules |
|---|---|
| Blade Barrier | Spell page |
| Create Undead | Spell page |
| Find the Path | Spell page |
| Forbiddance | Spell page |
| Harm | Spell page |
| Heal | Spell page |
| Heroes’ Feast | Spell page |
| Planar Ally | Spell page |
| True Seeing | Spell page |
| Word of Recall | Spell page |
Level 7 · 8 spells
| Spell | Rules |
|---|---|
| Conjure Celestial | Full rules below |
| Divine Word | Full rules below |
| Etherealness | Spell page |
| Fire Storm | Spell page |
| Plane Shift | Spell page |
| Regenerate | Spell page |
| Resurrection | Spell page |
| Symbol | Full rules below |
Level 8 · 4 spells
| Spell | Rules |
|---|---|
| Antimagic Field | Spell page |
| Control Weather | Spell page |
| Earthquake | Spell page |
| Holy Aura | Spell page |
Level 9 · 4 spells
| Spell | Rules |
|---|---|
| Astral Projection | Spell page |
| Gate | Spell page |
| Mass Heal | Spell page |
| True Resurrection | Spell page |
Pathfinder 1e Cleric Spell List
The Core Rulebook Cleric list for Pathfinder First Edition. Alignment-specific variants are listed separately. 236 spells. List source.
Orisons (level 0) · 12 spells
| Spell | Rules |
|---|---|
| Bleed | Spell page |
| Create Water | Spell page |
| Detect Magic | Spell page |
| Detect Poison | Spell page |
| Guidance | Spell page |
| Light | Spell page |
| Mending | Spell page |
| Purify Food and Drink | Spell page |
| Read Magic | Spell page |
| Resistance | Spell page |
| Stabilize | Spell page |
| Virtue | Spell page |
Level 1 · 31 spells
| Spell | Rules |
|---|---|
| Bane | Spell page |
| Bless | Spell page |
| Bless Water | Spell page |
| Cause Fear | Spell page |
| Command | Spell page |
| Comprehend Languages | Spell page |
| Cure Light Wounds | Spell page |
| Curse Water | Spell page |
| Deathwatch | Spell page |
| Detect Chaos | Spell page |
| Detect Evil | Spell page |
| Detect Good | Spell page |
| Detect Law | Spell page |
| Detect Undead | Spell page |
| Divine Favor | Spell page |
| Doom | Spell page |
| Endure Elements | Spell page |
| Entropic Shield | Spell page |
| Hide from Undead | Spell page |
| Inflict Light Wounds | Spell page |
| Magic Stone | Spell page |
| Magic Weapon | Spell page |
| Obscuring Mist | Spell page |
| Protection from Chaos | Spell page |
| Protection from Evil | Spell page |
| Protection from Good | Spell page |
| Protection from Law | Spell page |
| Remove Fear | Spell page |
| Sanctuary | Spell page |
| Shield of Faith | Spell page |
| Summon Monster I | Spell page |
Level 2 · 32 spells
| Spell | Rules |
|---|---|
| Aid | Spell page |
| Align Weapon | Spell page |
| Augury | Spell page |
| Bear’s Endurance | Spell page |
| Bull’s Strength | Spell page |
| Calm Emotions | Spell page |
| Consecrate | Spell page |
| Cure Moderate Wounds | Spell page |
| Darkness | Spell page |
| Death Knell | Spell page |
| Delay Poison | Spell page |
| Desecrate | Spell page |
| Eagle’s Splendor | Spell page |
| Enthrall | Full rules below |
| Find Traps | Spell page |
| Gentle Repose | Spell page |
| Hold Person | Spell page |
| Inflict Moderate Wounds | Spell page |
| Make Whole | Spell page |
| Owl’s Wisdom | Spell page |
| Remove Paralysis | Spell page |
| Resist Energy | Spell page |
| Restoration, Lesser | Spell page |
| Shatter | Spell page |
| Shield Other | Spell page |
| Silence | Spell page |
| Sound Burst | Spell page |
| Spiritual Weapon | Spell page |
| Status | Spell page |
| Summon Monster II | Spell page |
| Undetectable Alignment | Spell page |
| Zone of Truth | Spell page |
Level 3 · 34 spells
| Spell | Rules |
|---|---|
| Animate Dead | Spell page |
| Bestow Curse | Spell page |
| Blindness/Deafness | Spell page |
| Contagion | Spell page |
| Continual Flame | Spell page |
| Create Food and Water | Spell page |
| Cure Serious Wounds | Spell page |
| Daylight | Full rules below |
| Deeper Darkness | Spell page |
| Dispel Magic | Spell page |
| Glyph of Warding | Spell page |
| Helping Hand | Spell page |
| Inflict Serious Wounds | Spell page |
| Invisibility Purge | Spell page |
| Locate Object | Spell page |
| Magic Circle against Chaos | Spell page |
| Magic Circle against Evil | Spell page |
| Magic Circle against Good | Spell page |
| Magic Circle against Law | Spell page |
| Magic Vestment | Spell page |
| Meld into Stone | Spell page |
| Obscure Object | Spell page |
| Prayer | Spell page |
| Protection from Energy | Spell page |
| Remove Blindness/Deafness | Spell page |
| Remove Curse | Spell page |
| Remove Disease | Spell page |
| Searing Light | Spell page |
| Speak with Dead | Spell page |
| Stone Shape | Spell page |
| Summon Monster III | Spell page |
| Water Breathing | Spell page |
| Water Walk | Spell page |
| Wind Wall | Spell page |
Level 4 · 27 spells
| Spell | Rules |
|---|---|
| Air Walk | Spell page |
| Chaos Hammer | Spell page |
| Control Water | Spell page |
| Cure Critical Wounds | Spell page |
| Death Ward | Spell page |
| Dimensional Anchor | Spell page |
| Discern Lies | Spell page |
| Dismissal | Spell page |
| Divination | Spell page |
| Divine Power | Spell page |
| Freedom of Movement | Spell page |
| Giant Vermin | Spell page |
| Holy Smite | Spell page |
| Imbue with Spell Ability | Spell page |
| Inflict Critical Wounds | Spell page |
| Magic Weapon, Greater | Spell page |
| Neutralize Poison | Spell page |
| Order’s Wrath | Spell page |
| Planar Ally, Lesser | Spell page |
| Poison | Spell page |
| Repel Vermin | Spell page |
| Restoration | Spell page |
| Sending | Spell page |
| Spell Immunity | Spell page |
| Summon Monster IV | Spell page |
| Tongues | Spell page |
| Unholy Blight | Spell page |
Level 5 · 28 spells
| Spell | Rules |
|---|---|
| Atonement | Spell page |
| Break Enchantment | Spell page |
| Breath of Life | Spell page |
| Command, Greater | Spell page |
| Commune | Spell page |
| Cure Light Wounds, Mass | Spell page |
| Dispel Chaos | Spell page |
| Dispel Evil | Spell page |
| Dispel Good | Spell page |
| Dispel Law | Spell page |
| Disrupting Weapon | Spell page |
| Flame Strike | Spell page |
| Hallow | Spell page |
| Inflict Light Wounds, Mass | Spell page |
| Insect Plague | Spell page |
| Mark of Justice | Spell page |
| Plane Shift | Spell page |
| Raise Dead | Spell page |
| Righteous Might | Spell page |
| Scrying | Spell page |
| Slay Living | Spell page |
| Spell Resistance | Spell page |
| Summon Monster V | Spell page |
| Symbol of Pain | Spell page |
| Symbol of Sleep | Spell page |
| True Seeing | Spell page |
| Unhallow | Spell page |
| Wall of Stone | Spell page |
Level 6 · 26 spells
| Spell | Rules |
|---|---|
| Animate Objects | Spell page |
| Antilife Shell | Spell page |
| Banishment | Spell page |
| Bear’s Endurance, Mass | Spell page |
| Blade Barrier | Spell page |
| Bull’s Strength, Mass | Spell page |
| Create Undead | Spell page |
| Cure Moderate Wounds, Mass | Spell page |
| Dispel Magic, Greater | Spell page |
| Eagle’s Splendor, Mass | Spell page |
| Find the Path | Spell page |
| Forbiddance | Spell page |
| Geas/Quest | Spell page |
| Glyph of Warding, Greater | Spell page |
| Harm | Spell page |
| Heal | Spell page |
| Heroes’ Feast | Spell page |
| Inflict Moderate Wounds, Mass | Spell page |
| Owl’s Wisdom, Mass | Spell page |
| Planar Ally | Spell page |
| Summon Monster VI | Spell page |
| Symbol of Fear | Spell page |
| Symbol of Persuasion | Spell page |
| Undeath to Death | Spell page |
| Wind Walk | Spell page |
| Word of Recall | Spell page |
Level 7 · 18 spells
| Spell | Rules |
|---|---|
| Blasphemy | Spell page |
| Control Weather | Spell page |
| Cure Serious Wounds, Mass | Spell page |
| Destruction | Spell page |
| Dictum | Spell page |
| Ethereal Jaunt | Spell page |
| Holy Word | Spell page |
| Inflict Serious Wounds, Mass | Full rules below |
| Refuge | Spell page |
| Regenerate | Spell page |
| Repulsion | Spell page |
| Restoration, Greater | Spell page |
| Resurrection | Spell page |
| Scrying, Greater | Spell page |
| Summon Monster VII | Spell page |
| Symbol of Stunning | Spell page |
| Symbol of Weakness | Spell page |
| Word of Chaos | Spell page |
Level 8 · 17 spells
| Spell | Rules |
|---|---|
| Antimagic Field | Spell page |
| Cloak of Chaos | Spell page |
| Create Greater Undead | Spell page |
| Cure Critical Wounds, Mass | Spell page |
| Dimensional Lock | Spell page |
| Discern Location | Spell page |
| Earthquake | Spell page |
| Fire Storm | Spell page |
| Holy Aura | Spell page |
| Inflict Critical Wounds, Mass | Spell page |
| Planar Ally, Greater | Spell page |
| Shield of Law | Spell page |
| Spell Immunity, Greater | Spell page |
| Summon Monster VIII | Spell page |
| Symbol of Death | Spell page |
| Symbol of Insanity | Spell page |
| Unholy Aura | Spell page |
Level 9 · 11 spells
| Spell | Rules |
|---|---|
| Astral Projection | Spell page |
| Energy Drain | Spell page |
| Etherealness | Spell page |
| Gate | Spell page |
| Heal, Mass | Spell page |
| Implosion | Spell page |
| Miracle | Spell page |
| Soul Bind | Spell page |
| Storm of Vengeance | Spell page |
| Summon Monster IX | Spell page |
| True Resurrection | Spell page |
D&D 3.5e Cleric Spell List
The Cleric list from the D&D 3.5 System Reference Document. Alignment-specific variants are listed separately. 231 spells. List source.
Orisons (level 0) · 12 spells
| Spell | Rules |
|---|---|
| Create Water | Spell page |
| Cure Minor Wounds | Spell page |
| Detect Magic | Spell page |
| Detect Poison | Spell page |
| Guidance | Spell page |
| Inflict Minor Wounds | Spell page |
| Light | Spell page |
| Mending | Spell page |
| Purify Food and Drink | Spell page |
| Read Magic | Spell page |
| Resistance | Spell page |
| Virtue | Spell page |
Level 1 · 31 spells
| Spell | Rules |
|---|---|
| Bane | Spell page |
| Bless | Spell page |
| Bless Water | Spell page |
| Cause Fear | Spell page |
| Command | Spell page |
| Comprehend Languages | Spell page |
| Cure Light Wounds | Spell page |
| Curse Water | Spell page |
| Deathwatch | Spell page |
| Detect Chaos | Spell page |
| Detect Evil | Spell page |
| Detect Good | Spell page |
| Detect Law | Spell page |
| Detect Undead | Spell page |
| Divine Favor | Spell page |
| Doom | Spell page |
| Endure Elements | Spell page |
| Entropic Shield | Spell page |
| Hide from Undead | Spell page |
| Inflict Light Wounds | Spell page |
| Magic Stone | Spell page |
| Magic Weapon | Spell page |
| Obscuring Mist | Spell page |
| Protection from Chaos | Spell page |
| Protection from Evil | Spell page |
| Protection from Good | Spell page |
| Protection from Law | Spell page |
| Remove Fear | Spell page |
| Sanctuary | Spell page |
| Shield of Faith | Spell page |
| Summon Monster I | Spell page |
Level 2 · 32 spells
| Spell | Rules |
|---|---|
| Aid | Spell page |
| Align Weapon | Spell page |
| Augury | Spell page |
| Bear’s Endurance | Spell page |
| Bull’s Strength | Spell page |
| Calm Emotions | Spell page |
| Consecrate | Spell page |
| Cure Moderate Wounds | Spell page |
| Darkness | Spell page |
| Death Knell | Spell page |
| Delay Poison | Spell page |
| Desecrate | Spell page |
| Eagle’s Splendor | Spell page |
| Enthrall | Full rules below |
| Find Traps | Spell page |
| Gentle Repose | Spell page |
| Hold Person | Spell page |
| Inflict Moderate Wounds | Spell page |
| Make Whole | Spell page |
| Owl’s Wisdom | Spell page |
| Remove Paralysis | Spell page |
| Resist Energy | Spell page |
| Restoration, Lesser | Spell page |
| Shatter | Spell page |
| Shield Other | Spell page |
| Silence | Spell page |
| Sound Burst | Spell page |
| Spiritual Weapon | Spell page |
| Status | Spell page |
| Summon Monster II | Spell page |
| Undetectable Alignment | Spell page |
| Zone of Truth | Spell page |
Level 3 · 34 spells
| Spell | Rules |
|---|---|
| Animate Dead | Spell page |
| Bestow Curse | Spell page |
| Blindness/Deafness | Spell page |
| Contagion | Spell page |
| Continual Flame | Spell page |
| Create Food and Water | Spell page |
| Cure Serious Wounds | Spell page |
| Daylight | Full rules below |
| Deeper Darkness | Spell page |
| Dispel Magic | Spell page |
| Glyph of Warding | Spell page |
| Helping Hand | Spell page |
| Inflict Serious Wounds | Spell page |
| Invisibility Purge | Spell page |
| Locate Object | Spell page |
| Magic Circle against Chaos | Spell page |
| Magic Circle against Evil | Spell page |
| Magic Circle against Good | Spell page |
| Magic Circle against Law | Spell page |
| Magic Vestment | Spell page |
| Meld into Stone | Spell page |
| Obscure Object | Spell page |
| Prayer | Spell page |
| Protection from Energy | Spell page |
| Remove Blindness/Deafness | Spell page |
| Remove Curse | Spell page |
| Remove Disease | Spell page |
| Searing Light | Spell page |
| Speak with Dead | Spell page |
| Stone Shape | Spell page |
| Summon Monster III | Spell page |
| Water Breathing | Spell page |
| Water Walk | Spell page |
| Wind Wall | Spell page |
Level 4 · 23 spells
| Spell | Rules |
|---|---|
| Air Walk | Spell page |
| Control Water | Spell page |
| Cure Critical Wounds | Spell page |
| Death Ward | Spell page |
| Dimensional Anchor | Spell page |
| Discern Lies | Spell page |
| Dismissal | Spell page |
| Divination | Spell page |
| Divine Power | Spell page |
| Freedom of Movement | Spell page |
| Giant Vermin | Spell page |
| Imbue with Spell Ability | Spell page |
| Inflict Critical Wounds | Spell page |
| Magic Weapon, Greater | Spell page |
| Neutralize Poison | Spell page |
| Planar Ally, Lesser | Spell page |
| Poison | Spell page |
| Repel Vermin | Spell page |
| Restoration | Spell page |
| Sending | Spell page |
| Spell Immunity | Spell page |
| Summon Monster IV | Spell page |
| Tongues | Spell page |
Level 5 · 27 spells
| Spell | Rules |
|---|---|
| Atonement | Spell page |
| Break Enchantment | Spell page |
| Command, Greater | Spell page |
| Commune | Spell page |
| Cure Light Wounds, Mass | Spell page |
| Dispel Chaos | Spell page |
| Dispel Evil | Spell page |
| Dispel Good | Spell page |
| Dispel Law | Spell page |
| Disrupting Weapon | Spell page |
| Flame Strike | Spell page |
| Hallow | Spell page |
| Inflict Light Wounds, Mass | Spell page |
| Insect Plague | Spell page |
| Mark of Justice | Spell page |
| Plane Shift | Spell page |
| Raise Dead | Spell page |
| Righteous Might | Spell page |
| Scrying | Spell page |
| Slay Living | Spell page |
| Spell Resistance | Spell page |
| Summon Monster V | Spell page |
| Symbol of Pain | Spell page |
| Symbol of Sleep | Spell page |
| True Seeing | Spell page |
| Unhallow | Spell page |
| Wall of Stone | Spell page |
Level 6 · 26 spells
| Spell | Rules |
|---|---|
| Animate Objects | Spell page |
| Antilife Shell | Spell page |
| Banishment | Spell page |
| Bear’s Endurance, Mass | Spell page |
| Blade Barrier | Spell page |
| Bull’s Strength, Mass | Spell page |
| Create Undead | Spell page |
| Cure Moderate Wounds, Mass | Spell page |
| Dispel Magic, Greater | Spell page |
| Eagle’s Splendor, Mass | Spell page |
| Find the Path | Spell page |
| Forbiddance | Spell page |
| Geas/Quest | Spell page |
| Glyph of Warding, Greater | Spell page |
| Harm | Spell page |
| Heal | Spell page |
| Heroes’ Feast | Spell page |
| Inflict Moderate Wounds, Mass | Spell page |
| Owl’s Wisdom, Mass | Spell page |
| Planar Ally | Spell page |
| Summon Monster VI | Spell page |
| Symbol of Fear | Spell page |
| Symbol of Persuasion | Spell page |
| Undeath to Death | Spell page |
| Wind Walk | Spell page |
| Word of Recall | Spell page |
Level 7 · 18 spells
| Spell | Rules |
|---|---|
| Blasphemy | Spell page |
| Control Weather | Spell page |
| Cure Serious Wounds, Mass | Spell page |
| Destruction | Spell page |
| Dictum | Spell page |
| Ethereal Jaunt | Spell page |
| Holy Word | Spell page |
| Inflict Serious Wounds, Mass | Full rules below |
| Refuge | Spell page |
| Regenerate | Spell page |
| Repulsion | Spell page |
| Restoration, Greater | Spell page |
| Resurrection | Spell page |
| Scrying, Greater | Spell page |
| Summon Monster VII | Spell page |
| Symbol of Stunning | Spell page |
| Symbol of Weakness | Spell page |
| Word of Chaos | Spell page |
Level 8 · 17 spells
| Spell | Rules |
|---|---|
| Antimagic Field | Spell page |
| Cloak of Chaos | Spell page |
| Create Greater Undead | Spell page |
| Cure Critical Wounds, Mass | Spell page |
| Dimensional Lock | Spell page |
| Discern Location | Spell page |
| Earthquake | Spell page |
| Fire Storm | Spell page |
| Holy Aura | Spell page |
| Inflict Critical Wounds, Mass | Spell page |
| Planar Ally, Greater | Spell page |
| Shield of Law | Spell page |
| Spell Immunity, Greater | Spell page |
| Summon Monster VIII | Spell page |
| Symbol of Death | Spell page |
| Symbol of Insanity | Spell page |
| Unholy Aura | Spell page |
Level 9 · 11 spells
| Spell | Rules |
|---|---|
| Astral Projection | Spell page |
| Energy Drain | Spell page |
| Etherealness | Spell page |
| Gate | Spell page |
| Heal, Mass | Spell page |
| Implosion | Spell page |
| Miracle | Spell page |
| Soul Bind | Spell page |
| Storm of Vengeance | Spell page |
| Summon Monster IX | Spell page |
| True Resurrection | Spell page |
Preparing and Using Your Spells
Follow the preparation, spell-slot, ritual, and spellcasting-focus rules in your Cleric class’s matching edition. In fifth edition, cantrips do not expend spell slots. Pathfinder orisons can be used repeatedly once prepared; D&D 3.5 orisons are expended when cast. A domain can grant access beyond the standard list, and its own rules determine how those spells are prepared.
The revised 2024 open list adds Aura of Life, Sunbeam, Sunburst, and Power Word Heal relative to the 2014 open list. Legacy spells such as Cure Light Wounds and Create Water retain their own entries; they do not become fifth-edition spells simply because their effects resemble Cure Wounds or Create or Destroy Water.
Core Spell Rules in This Directory
The following entries provide complete rules here. Select the edition before casting; a spell appearing in an edition panel is only a standard Cleric spell when that edition’s list above includes it.
Sacred Flame
Sacred Flame — 5.5e (2024)
Cleric cantrip. Edition source.
| Spell | Evocation Cantrip (Cleric) |
|---|---|
| Casting Time | Action |
| Range | 60 feet |
| Components | V, S |
| Duration | Instantaneous |
Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 Radiant damage. The target gains no benefit from Half Cover or Three-Quarters Cover for this save.
Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).
Sacred Flame — 5e (2014)
Cleric cantrip. Edition source.
| Spell | Evocation cantrip |
|---|---|
| Casting Time | 1 action |
| Range | 60 feet |
| Components | V, S |
| Duration | Instantaneous |
Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw.
The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Spare the Dying
Spare the Dying — 5.5e (2024)
Cleric cantrip. Edition source.
| Spell | Necromancy Cantrip (Cleric, Druid) |
|---|---|
| Casting Time | Action |
| Range | 15 feet |
| Components | V, S |
| Duration | Instantaneous |
Choose a creature within range that has 0 Hit Points and isn’t dead. The creature becomes Stable.
Cantrip Upgrade. The range doubles when you reach levels 5 (30 feet), 11 (60 feet), and 17 (120 feet).
Spare the Dying — 5e (2014)
Cleric cantrip. Edition source.
| Spell | Necromancy cantrip |
|---|---|
| Casting Time | 1 action |
| Range | Touch |
| Components | V, S |
| Duration | Instantaneous |
You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.
Thaumaturgy
Thaumaturgy — 5.5e (2024)
Cleric cantrip. Edition source.
| Spell | Transmutation Cantrip (Cleric) |
|---|---|
| Casting Time | Action |
| Range | 30 feet |
| Components | V |
| Duration | Up to 1 minute |
You manifest a minor wonder within range. You create one of the effects below within range. If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time.
Altered Eyes. You alter the appearance of your eyes for 1 minute.
Booming Voice. Your voice booms up to three times as loud as normal for 1 minute. For the duration, you have Advantage on Charisma (Intimidation) checks.
Fire Play. You cause flames to flicker, brighten, dim, or change color for 1 minute.
Invisible Hand. You instantaneously cause an unlocked door or window to fly open or slam shut.
Phantom Sound. You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
Tremors. You cause harmless tremors in the ground for 1 minute.
Thaumaturgy — 5e (2014)
Cleric cantrip. Edition source.
| Spell | Transmutation cantrip |
|---|---|
| Casting Time | 1 action |
| Range | 30 feet |
| Components | V |
| Duration | Up to 1 minute |
You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range:
- Your voice booms up to three times as loud as normal for 1 minute.
- You cause flames to flicker, brighten, dim, or change color for 1 minute.
- You cause harmless tremors in the ground for 1 minute.
- You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
- You instantaneously cause an unlocked door or window to fly open or slam shut.
- You alter the appearance of your eyes for 1 minute.
If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.
Create or Destroy Water
Create or Destroy Water — 5.5e (2024)
Cleric spell level 1. Edition source.
| Spell | Level 1 Transmutation (Cleric, Druid) |
|---|---|
| Casting Time | Action |
| Range | 30 feet |
| Components | V, S, M (a mix of water and sand) |
| Duration | Instantaneous |
You do one of the following:
Create Water. You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot Cube within range, extinguishing exposed flames there.
Destroy Water. You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot Cube within range.
Using a Higher-Level Spell Slot. You create or destroy 10 additional gallons of water, or the size of the Cube increases by 5 feet, for each spell slot level above 1.
Create or Destroy Water — 5e (2014)
Cleric spell level 1. Edition source.
| Spell | 1st-level transmutation |
|---|---|
| Casting Time | 1 action |
| Range | 30 feet |
| Components | V, S, M (a drop of water if creating water or a few grains of sand if destroying it) |
| Duration | Instantaneous |
You either create or destroy water.
Create Water. You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot cube within range, extinguishing exposed flames in the area.
Destroy Water. You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot cube within range.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you create or destroy 10 additional gallons of water, or the size of the cube increases by 5 feet, for each slot level above 1st.
Cure Wounds
Cure Wounds — 5.5e (2024)
Cleric spell level 1. Edition source.
| Spell | Level 1 Abjuration (Bard, Cleric, Druid, Paladin, Ranger) |
|---|---|
| Casting Time | Action |
| Range | Touch |
| Components | V, S |
| Duration | Instantaneous |
A creature you touch regains a number of Hit Points equal to 2d8 plus your spellcasting ability modifier.
Using a Higher-Level Spell Slot. The healing increases by 2d8 for each spell slot level above 1.
Cure Wounds — 5e (2014)
Cleric spell level 1. Edition source.
| Spell | 1st-level evocation |
|---|---|
| Casting Time | 1 action |
| Range | Touch |
| Components | V, S |
| Duration | Instantaneous |
A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.
Detect Evil and Good
Detect Evil and Good — 5.5e (2024)
Cleric spell level 1. Edition source.
| Spell | Level 1 Divination (Cleric, Paladin) |
|---|---|
| Casting Time | Action |
| Range | Self |
| Components | V, S |
| Duration | Concentration, up to 10 minutes |
For the duration, you sense the location of any Aberration, Celestial, Elemental, Fey, Fiend, or Undead within 30 feet of yourself. You also sense whether the Hallow spell is active there and, if so, where.
The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.
Detect Evil and Good — 5e (2014)
Cleric spell level 1. Edition source.
| Spell | 1st-level divination |
|---|---|
| Casting Time | 1 action |
| Range | Self |
| Components | V, S |
| Duration | Concentration, up to 10 minutes |
For the duration, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 feet of you, as well as where the creature is located. Similarly, you know if there is a place or object within 30 feet of you that has been magically consecrated or desecrated.
The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Detect Poison and Disease
Detect Poison and Disease — 5.5e (2024)
Cleric spell level 1. Edition source.
| Spell | Level 1 Divination (Cleric, Druid, Paladin, Ranger) |
|---|---|
| Casting Time | Action or Ritual |
| Range | Self |
| Components | V, S, M (a yew leaf) |
| Duration | Concentration, up to 10 minutes |
For the duration, you sense the location of poisons, poisonous or venomous creatures, and magical contagions within 30 feet of yourself. You sense the kind of poison, creature, or contagion in each case.
The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.
Detect Poison and Disease — 5e (2014)
Cleric spell level 1. Edition source.
| Spell | 1st-level divination (ritual) |
|---|---|
| Casting Time | 1 action |
| Range | Self |
| Components | V, S, M (a yew leaf) |
| Duration | Concentration, up to 10 minutes |
For the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature, or disease in each case.
The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Guiding Bolt
Guiding Bolt — 5.5e (2024)
Cleric spell level 1. Edition source.
| Spell | Level 1 Evocation (Cleric) |
|---|---|
| Casting Time | Action |
| Range | 120 feet |
| Components | V, S |
| Duration | 1 round |
You hurl a bolt of light toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 4d6 Radiant damage, and the next attack roll made against it before the end of your next turn has Advantage.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1.
Guiding Bolt — 5e (2014)
Cleric spell level 1. Edition source.
| Spell | 1st-level evocation |
|---|---|
| Casting Time | 1 action |
| Range | 120 feet |
| Components | V, S |
| Duration | 1 round |
A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Healing Word
Healing Word — 5.5e (2024)
Cleric spell level 1. Edition source.
| Spell | Level 1 Abjuration (Bard, Cleric, Druid) |
|---|---|
| Casting Time | Bonus Action |
| Range | 60 feet |
| Components | V |
| Duration | Instantaneous |
A creature of your choice that you can see within range regains Hit Points equal to 2d4 plus your spellcasting ability modifier.
Using a Higher-Level Spell Slot. The healing increases by 2d4 for each spell slot level above 1.
Healing Word — 5e (2014)
Cleric spell level 1. Edition source.
| Spell | 1st-level evocation |
|---|---|
| Casting Time | 1 bonus action |
| Range | 60 feet |
| Components | V |
| Duration | Instantaneous |
A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.
Inflict Wounds
Inflict Wounds — 5.5e (2024)
Cleric spell level 1. Edition source.
| Spell | Level 1 Necromancy (Cleric) |
|---|---|
| Casting Time | Action |
| Range | Touch |
| Components | V, S |
| Duration | Instantaneous |
A creature you touch makes a Constitution saving throw, taking 2d10 Necrotic damage on a failed save or half as much damage on a successful one.
Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above 1.
Inflict Wounds — 5e (2014)
Cleric spell level 1. Edition source.
| Spell | 1st-level necromancy |
|---|---|
| Casting Time | 1 action |
| Range | Touch |
| Components | V, S |
| Duration | Instantaneous |
Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
Protection from Evil and Good
Protection from Evil and Good — 5.5e (2024)
Cleric spell level 1. Edition source.
| Spell | Level 1 Abjuration (Cleric, Druid, Paladin, Warlock, Wizard) |
|---|---|
| Casting Time | Action |
| Range | Touch |
| Components | V, S, M (a flask of Holy Water worth 25+ GP, which the spell consumes) |
| Duration | Concentration up to 10 minutes |
Until the spell ends, one willing creature you touch is protected against creatures that are Aberrations, Celestials, Elementals, Fey, Fiends, or Undead.
The protection grants several benefits. Creatures of those types have Disadvantage on attack rolls against the target. The target also can’t be possessed by or gain the Charmed or Frightened conditions from them. If the target is already possessed, Charmed, or Frightened by such a creature, the target has Advantage on any new saving throw against the relevant effect.
Protection from Evil and Good — 5e (2014)
Cleric spell level 1. Edition source.
| Spell | 1st-level abjuration |
|---|---|
| Casting Time | 1 action |
| Range | Touch |
| Components | V, S, M (holy water or powdered silver and iron, which the spell consumes) |
| Duration | Concentration up to 10 minutes |
Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead.
The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can’t be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.
Enthrall
Enthrall — 5.5e (2024)
This edition has this spell, but it is absent from the standard open core Cleric list. Edition source.
| Spell | Level 2 Enchantment (Bard, Warlock) |
|---|---|
| Casting Time | Action |
| Range | 60 feet |
| Components | V, S |
| Duration | Concentration, up to 1 minute |
You weave a distracting string of words, causing creatures of your choice that you can see within range to make a Wisdom saving throw. Any creature you or your companions are fighting automatically succeeds on this save. On a failed save, a target has a −10 penalty to Wisdom (Perception) checks and Passive Perception until the spell ends.
Enthrall — 5e (2014)
This edition has this spell, but it is absent from the standard open core Cleric list. Edition source.
| Spell | 2nd-level enchantment |
|---|---|
| Casting Time | 1 action |
| Range | 60 feet |
| Components | V, S |
| Duration | 1 minute |
You weave a distracting string of words, causing creatures of your choice that you can see within range and that can hear you to make a Wisdom saving throw. Any creature that can’t be charmed succeeds on this saving throw automatically, and if you or your companions are fighting a creature, it has advantage on the save.
On a failed save, the target has disadvantage on Wisdom (Perception) checks made to perceive any creature other than you until the spell ends or until the target can no longer hear you. The spell ends if you are incapacitated or can no longer speak.
Enthrall — Pathfinder 1e
Cleric spell level 2. Edition source.
| School | Enchantment (charm) [language-dependent, mind-affecting, sonic] |
|---|---|
| Level | bard 2, cleric 2 |
| Casting Time | 1 round |
| Components | V, S |
| Range | Medium (100 ft. + 10 ft./level) |
| Targets | Any number of creatures |
| Duration | 1 hour or less |
| Saving Throw | Will negates; see text |
| Spell Resistance | Yes |
If you have the attention of a group of creatures, you can use this spell to hold them enthralled. To cast the spell, you must speak or sing without interruption for 1 full round. Thereafter, those affected give you their undivided attention, ignoring their surroundings. They are considered to have an attitude of friendly while under the effect of the spell. Any potentially affected creature of a race or religion unfriendly to yours gets a +4 bonus on the saving throw.
A target with 4 or more HD or with a Wisdom score of 16 or higher remains aware of its surroundings and has an attitude of indifferent. It gains a new saving throw if it witnesses actions that it opposes.
The effect lasts as long as you speak or sing, to a maximum of 1 hour. Those enthralled by your words take no action while you speak or sing and for 1d3 rounds thereafter while they discuss the topic or performance. Those entering the area during the performance must also successfully save or become enthralled. The speech ends (but the 1d3-round delay still applies) if you lose concentration or do anything other than speak or sing.
If those not enthralled have unfriendly or hostile attitudes toward you, they can collectively make a Charisma check to try to end the spell by jeering and heckling. For this check, use the Charisma bonus of the creature with the highest Charisma in the group; others may make Charisma checks to assist. The heckling ends the spell if this check result beats your Charisma check result. Only one such challenge is allowed per use of the spell.
If any member of the audience is attacked or subjected to some other overtly hostile act, the spell ends and the previously enthralled members become immediately unfriendly toward you. Each creature with 4 or more HD or with a Wisdom score of 16 or higher becomes hostile.
Enthrall — D&D 3.5e
Cleric spell level 2. Edition source.
| School | Enchantment (charm) [language-dependent, mind-affecting, sonic] |
|---|---|
| Level | Brd 2, Clr 2 |
| Casting Time | 1 round |
| Components | V, S |
| Range | Medium (100 ft. + 10 ft./level) |
| Targets | Any number of creatures |
| Duration | 1 hour or less |
| Saving Throw | Will negates; see text |
| Spell Resistance | Yes |
If you have the attention of a group of creatures, you can use this spell to hold them spellbound. To cast the spell, you must speak or sing without interruption for 1 full round. Thereafter, those affected give you their undivided attention, ignoring their surroundings. They are considered to have an attitude of friendly while under the effect of the spell. Any potentially affected creature of a race or religion unfriendly to yours gets a +4 bonus on the saving throw.
A creature with 4 or more HD or with a Wisdom score of 16 or higher remains aware of its surroundings and has an attitude of indifferent. It gains a new saving throw if it witnesses actions that it opposes.
The effect lasts as long as you speak or sing, to a maximum of 1 hour. Those enthralled by your words take no action while you speak or sing and for 1d3 rounds thereafter while they discuss the topic or performance. Those entering the area during the performance must also successfully save or become enthralled. The speech ends (but the 1d3-round delay still applies) if you lose concentration or do anything other than speak or sing.
If those not enthralled have unfriendly or hostile attitudes toward you, they can collectively make a Charisma check to try to end the spell by jeering and heckling. For this check, use the Charisma bonus of the creature with the highest Charisma in the group; others may make Charisma checks to assist. The heckling ends the spell if this check result beats your Charisma check result. Only one such challenge is allowed per use of the spell.
If any member of the audience is attacked or subjected to some other overtly hostile act, the spell ends and the previously enthralled members become immediately unfriendly toward you. Each creature with 4 or more HD or with a Wisdom score of 16 or higher becomes hostile.
Prayer of Healing
Prayer of Healing — 5.5e (2024)
Cleric spell level 2. Edition source.
| Spell | Level 2 Abjuration (Cleric, Paladin) |
|---|---|
| Casting Time | 10 minutes |
| Range | 30 feet |
| Components | V |
| Duration | Instantaneous |
Up to five creatures of your choice who remain within range for the spell’s entire casting gain the benefits of a Short Rest and also regain 2d8 Hit Points. A creature can’t be affected by this spell again until that creature finishes a Long Rest.
Using a Higher-Level Spell Slot. The healing increases by 1d8 for each spell slot level above 2.
Prayer of Healing — 5e (2014)
Cleric spell level 2. Edition source.
| Spell | 2nd-level evocation |
|---|---|
| Casting Time | 10 minutes |
| Range | 30 feet |
| Components | V |
| Duration | Instantaneous |
Up to six creatures of your choice that you can see within range each regain hit points equal to 2d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d8 for each slot level above 2nd.
Protection from Poison
Protection from Poison — 5.5e (2024)
Cleric spell level 2. Edition source.
| Spell | Level 2 Abjuration (Cleric, Druid, Paladin, Ranger) |
|---|---|
| Casting Time | Action |
| Range | Touch |
| Components | V, S |
| Duration | 1 hour |
You touch a creature and end the Poisoned condition on it. For the duration, the target has Advantage on saving throws to avoid or end the Poisoned condition, and it has Resistance to Poison damage.
Protection from Poison — 5e (2014)
Cleric spell level 2. Edition source.
| Spell | 2nd-level abjuration |
|---|---|
| Casting Time | 1 action |
| Range | Touch |
| Components | V, S |
| Duration | 1 hour |
You touch a creature. If it is poisoned, you neutralize the poison. If more than one poison afflicts the target, you neutralize one poison that you know is present, or you neutralize one at random.
For the duration, the target has advantage on saving throws against being poisoned, and it has resistance to poison damage.
Warding Bond
Warding Bond — 5.5e (2024)
Cleric spell level 2. Edition source.
| Spell | Level 2 Abjuration (Cleric, Paladin) |
|---|---|
| Casting Time | Action |
| Range | Touch |
| Components | V, S, M (a pair of platinum rings worth 50+ GP each, which you and the target must wear for the duration) |
| Duration | 1 hour |
You touch another creature that is willing and create a mystic connection between you and the target until the spell ends. While the target is within 60 feet of you, it gains a +1 bonus to AC and saving throws, and it has Resistance to all damage.
Also, each time it takes damage, you take the same amount of damage.
The spell ends if you drop to 0 Hit Points or if you and the target become separated by more than 60 feet. It also ends if the spell is cast again on either of the connected creatures.
Warding Bond — 5e (2014)
Cleric spell level 2. Edition source.
| Spell | 2nd-level abjuration |
|---|---|
| Casting Time | 1 action |
| Range | Touch |
| Components | V, S, M (a pair of platinum rings worth at least 50 gp each, which you and the target must wear for the duration) |
| Duration | 1 hour |
This spell wards a willing creature you touch and creates a mystic connection between you and the target until the spell ends. While the target is within 60 feet of you, it gains a +1 bonus to AC and saving throws, and it has resistance to all damage. Also, each time it takes damage, you take the same amount of damage.
The spell ends if you drop to 0 hit points or if you and the target become separated by more than 60 feet. It also ends if the spell is cast again on either of the connected creatures. You can also dismiss the spell as an action.
Beacon of Hope
Beacon of Hope — 5.5e (2024)
Cleric spell level 3. Edition source.
| Spell | Level 3 Abjuration (Cleric) |
|---|---|
| Casting Time | Action |
| Range | 30 feet |
| Components | V, S |
| Duration | Concentration, up to 1 minute |
Choose any number of creatures within range. For the duration, each target has Advantage on Wisdom saving throws and Death Saving Throws and regains the maximum number of Hit Points possible from any healing.
Beacon of Hope — 5e (2014)
Cleric spell level 3. Edition source.
| Spell | 3rd-level abjuration |
|---|---|
| Casting Time | 1 action |
| Range | 30 feet |
| Components | V, S |
| Duration | Concentration, up to 1 minute |
This spell bestows hope and vitality. Choose any number of creatures within range. For the duration, each target has advantage on Wisdom saving throws and death saving throws, and regains the maximum number of hit points possible from any healing.
Clairvoyance
Clairvoyance — 5.5e (2024)
Cleric spell level 3. Edition source.
| Spell | Level 3 Divination (Bard, Cleric, Sorcerer, Wizard) |
|---|---|
| Casting Time | 10 minutes |
| Range | 1 mile |
| Components | V, S, M (a focus worth 100+ GP, either a jeweled horn for hearing or a glass eye for seeing) |
| Duration | Concentration, up to 10 minutes |
You create an Invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The intangible, invulnerable sensor remains in place for the duration.
When you cast the spell, choose seeing or hearing.
You can use the chosen sense through the sensor as if you were in its space. As a Bonus Action, you can switch between seeing and hearing.
A creature that sees the sensor (such as a creature benefiting from See Invisibility or Truesight) sees a luminous orb about the size of your fist.
Clairvoyance — 5e (2014)
Cleric spell level 3. Edition source.
| Spell | 3rd-level divination |
|---|---|
| Casting Time | 10 minutes |
| Range | 1 mile |
| Components | V, S, M (a focus worth at least 100 gp, either a jeweled horn for hearing or a glass eye for seeing) |
| Duration | Concentration, up to 10 minutes |
You create an invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The sensor remains in place for the duration, and it can’t be attacked or otherwise interacted with.
When you cast the spell, you choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As your action, you can switch between seeing and hearing.
A creature that can see the sensor (such as a creature benefiting from see invisibility or truesight) sees a luminous, intangible orb about the size of your fist.
Daylight
Daylight — 5.5e (2024)
Cleric spell level 3. Edition source.
| Spell | Level 3 Evocation (Cleric, Druid, Paladin, Ranger, Sorcerer) |
|---|---|
| Casting Time | Action |
| Range | 60 feet |
| Components | V, S |
| Duration | 1 hour |
For the duration, sunlight spreads from a point within range and fills a 60-foot-radius Sphere. The sunlight’s area is Bright Light and sheds Dim Light for an additional 60 feet.
Alternatively, you cast the spell on an object that isn’t being worn or carried, causing the sunlight to fill a 60-foot Emanation originating from that object. Covering that object with something opaque, such as a bowl or helm, blocks the sunlight.
If any of this spell’s area overlaps with an area of Darkness created by a spell of level 3 or lower, that other spell is dispelled.
Daylight — 5e (2014)
Cleric spell level 3. Edition source.
| Spell | 3rd-level evocation |
|---|---|
| Casting Time | 1 action |
| Range | 60 feet |
| Components | V, S |
| Duration | 1 hour |
A 60-foot-radius sphere of light spreads out from a point you choose within range. The sphere is bright light and sheds dim light for an additional 60 feet.
If you chose a point on an object you are holding or one that isn’t being worn or carried, the light shines from the object and moves with it. Completely covering the affected object with an opaque object, such as a bowl or a helm, blocks the light.
If any of this spell’s area overlaps with an area of darkness created by a spell of 3rd level or lower, the spell that created the darkness is dispelled.
Daylight — Pathfinder 1e
Cleric spell level 3. Edition source.
| School | Evocation [light] |
|---|---|
| Level | bard 3, cleric 3, druid 3, paladin 3, sorcerer/wizard 3 |
| Casting Time | 1 standard action |
| Components | V, S |
| Range | Touch |
| Target | Object touched |
| Duration | 10 minutes/level (dismissible) |
| Saving Throw | None |
| Spell Resistance | No |
You touch an object when you cast this spell, causing the object to shed bright light in a 60-foot radius. This illumination increases the light level for an additional 60 feet by one step (darkness becomes dim light, dim light becomes normal light, and normal light becomes bright light). Creatures that take penalties in bright light take them while within the 60-foot radius of this magical light.
Despite its name, this spell is not the equivalent of daylight for the purposes of creatures that are damaged or destroyed by such light.
If daylight is cast on a small object that is then placed inside or under a light-proof covering, the spell’s effects are blocked until the covering is removed.
Daylight brought into an area of magical darkness (or vice versa) is temporarily negated, so that the otherwise prevailing light conditions exist in the overlapping areas of effect.
Daylight counters or dispels any darkness spell of equal or lower level, such as darkness.
Daylight — D&D 3.5e
Cleric spell level 3. Edition source.
| School | Evocation [light] |
|---|---|
| Level | Brd 3, Clr 3, Drd 3, Pal 3, Sor/Wiz 3 |
| Casting Time | 1 standard action |
| Components | V, S |
| Range | Touch |
| Target | Object touched |
| Duration | 10 minutes/level (dismissible) |
| Saving Throw | None |
| Spell Resistance | No |
The object touched sheds light as bright as full daylight in a 60-foot radius, and dim light for an additional 60 feet beyond that. Creatures that take penalties in bright light also take them while within the radius of this magical light. Despite its name, this spell is not the equivalent of daylight for the purposes of creatures that are damaged or destroyed by bright light.
If daylight is cast on a small object that is then placed inside or under a light-proof covering, the spell’s effects are blocked until the covering is removed.
Daylight brought into an area of magical darkness (or vice versa) is temporarily negated, so that the otherwise prevailing light conditions exist in the overlapping areas of effect.
Daylight counters or dispels any darkness spell of equal or lower level, such as darkness.
Magic Circle
Magic Circle — 5.5e (2024)
Cleric spell level 3. Edition source.
| Spell | Level 3 Abjuration (Cleric, Paladin, Warlock, Wizard) |
|---|---|
| Casting Time | 1 minute |
| Range | 10 feet |
| Components | V, S, M (salt and powdered silver worth 100+ GP, which the spell consumes) |
| Duration | 1 hour |
You create a 10-foot-radius, 20-foot-tall Cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the Cylinder intersects with the floor or other surface.
Choose one or more of the following types of creatures: Celestials, Elementals, Fey, Fiends, or Undead.
The circle affects a creature of the chosen type in the following ways:
- The creature can’t willingly enter the Cylinder by nonmagical means. If the creature tries to use teleportation or interplanar travel to do so, it must first succeed on a Charisma saving throw.
- The creature has Disadvantage on attack rolls against targets within the Cylinder.
- Targets within the Cylinder can’t be possessed by or gain the Charmed or Frightened condition from the creature.
Each time you cast this spell, you can cause its magic to operate in the reverse direction, preventing a creature of the specified type from leaving the Cylinder and protecting targets outside it.
Using a Higher-Level Spell Slot. The duration increases by 1 hour for each spell slot level above 3.
Magic Circle — 5e (2014)
Cleric spell level 3. Edition source.
| Spell | 3rd-level abjuration |
|---|---|
| Casting Time | 1 minute |
| Range | 10 feet |
| Components | V, S, M (holy water or powdered silver and iron worth at least 100 gp, which the spell consumes) |
| Duration | 1 hour |
You create a 10-foot-radius, 20-foot-tall cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the cylinder intersects with the floor or other surface.
Choose one or more of the following types of creatures: celestials, elementals, fey, fiends, or undead. The circle affects a creature of the chosen type in the following ways:
- The creature can’t willingly enter the cylinder by nonmagical means. If the creature tries to use teleportation or interplanar travel to do so, it must first succeed on a Charisma saving throw.
- The creature has disadvantage on attack rolls against targets within the cylinder.
- Targets within the cylinder can’t be charmed, frightened, or possessed by the creature.
When you cast this spell, you can elect to cause its magic to operate in the reverse direction, preventing a creature of the specified type from leaving the cylinder and protecting targets outside it.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration increases by 1 hour for each slot level above 3rd.
Mass Healing Word
Mass Healing Word — 5.5e (2024)
Cleric spell level 3. Edition source.
| Spell | Level 3 Abjuration (Bard, Cleric) |
|---|---|
| Casting Time | Bonus Action |
| Range | 60 feet |
| Components | V |
| Duration | Instantaneous |
Up to six creatures of your choice that you can see within range regain Hit Points equal to 2d4 plus your spellcasting ability modifier.
Using a Higher-Level Spell Slot. The healing increases by 1d4 for each spell slot level above 3.
Mass Healing Word — 5e (2014)
Cleric spell level 3. Edition source.
| Spell | 3rd-level evocation |
|---|---|
| Casting Time | 1 bonus action |
| Range | 60 feet |
| Components | V |
| Duration | Instantaneous |
As you call out words of restoration, up to six creatures of your choice that you can see within range regain hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the healing increases by 1d4 for each slot level above 3rd.
Revivify
Revivify — 5.5e (2024)
Cleric spell level 3. Edition source.
| Spell | Level 3 Necromancy (Cleric, Druid, Paladin, Ranger) |
|---|---|
| Casting Time | Action |
| Range | Touch |
| Components | V, S, M (a diamond worth 300+ GP, which the spell consumes) |
| Duration | Instantaneous |
You touch a creature that has died within the last minute. That creature revives with 1 Hit Point. This spell can’t revive a creature that has died of old age, nor does it restore any missing body parts.
Revivify — 5e (2014)
Cleric spell level 3. Edition source.
| Spell | 3rd-level necromancy |
|---|---|
| Casting Time | 1 action |
| Range | Touch |
| Components | V, S, M (diamonds worth 300 gp, which the spell consumes) |
| Duration | Instantaneous |
You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can’t return to life a creature that has died of old age, nor can it restore any missing body parts.
Spirit Guardians
Spirit Guardians — 5.5e (2024)
Cleric spell level 3. Edition source.
| Spell | Level 3 Conjuration (Cleric) |
|---|---|
| Casting Time | Action |
| Range | Self |
| Components | V, S, M (a prayer scroll) |
| Duration | Concentration, up to 10 minutes |
Protective spirits flit around you in a 15-foot Emanation for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish.
When you cast this spell, you can designate creatures to be unaffected by it. Any other creature’s Speed is halved in the Emanation, and whenever the Emanation enters a creature’s space and whenever a creature enters the Emanation or ends its turn there, the creature must make a Wisdom saving throw. On a failed save, the creature takes 3d8 Radiant damage (if you are good or neutral) or 3d8 Necrotic damage (if you are evil). On a successful save, the creature takes half as much damage. A creature makes this save only once per turn.
Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 3.
Spirit Guardians — 5e (2014)
Cleric spell level 3. Edition source.
| Spell | 3rd-level conjuration |
|---|---|
| Casting Time | 1 action |
| Range | Self (15-foot radius) |
| Components | V, S, M (a holy symbol) |
| Duration | Concentration, up to 10 minutes |
You call forth spirits to protect you. They flit around you to a distance of 15 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish.
When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.
Aura of Life
Aura of Life — 5.5e (2024)
Cleric spell level 4. Edition source.
| Spell | Level 4 Abjuration (Cleric, Paladin) |
|---|---|
| Casting Time | Action |
| Range | Self |
| Components | V |
| Duration | Concentration, up to 10 minutes |
An aura radiates from you in a 30-foot Emanation for the duration. While in the aura, you and your allies have Resistance to Necrotic damage, and your Hit Point maximums can’t be reduced. If an ally with 0 Hit Points starts its turn in the aura, that ally regains 1 Hit Point.
Guardian of Faith
Guardian of Faith — 5.5e (2024)
Cleric spell level 4. Edition source.
| Spell | Level 4 Conjuration (Cleric) |
|---|---|
| Casting Time | Action |
| Range | 30 feet |
| Components | V |
| Duration | 8 hours |
A Large spectral guardian appears and hovers for the duration in an unoccupied space that you can see within range. The guardian occupies that space and is invulnerable, and it appears in a form appropriate for your deity or pantheon.
Any enemy that moves to a space within 10 feet of the guardian for the first time on a turn or starts its turn there makes a Dexterity saving throw, taking 20 Radiant damage on a failed save or half as much damage on a successful one. The guardian vanishes when it has dealt a total of 60 damage.
Guardian of Faith — 5e (2014)
Cleric spell level 4. Edition source.
| Spell | 4th-level conjuration |
|---|---|
| Casting Time | 1 action |
| Range | 30 feet |
| Components | V |
| Duration | 8 hours |
A Large spectral guardian appears and hovers for the duration in an unoccupied space of your choice that you can see within range. The guardian occupies that space and is indistinct except for a gleaming sword and shield emblazoned with the symbol of your deity.
Any creature hostile to you that moves to a space within 10 feet of the guardian for the first time on a turn must succeed on a Dexterity saving throw. The creature takes 20 radiant damage on a failed save, or half as much damage on a successful one. The guardian vanishes when it has dealt a total of 60 damage.
Dispel Evil and Good
Dispel Evil and Good — 5.5e (2024)
Cleric spell level 5. Edition source.
| Spell | Level 5 Abjuration (Cleric, Paladin) |
|---|---|
| Casting Time | Action |
| Range | Self |
| Components | V, S, M (powdered silver and iron) |
| Duration | Concentration, up to 1 minute |
For the duration, Celestials, Elementals, Fey, Fiends, and Undead have Disadvantage on attack rolls against you. You can end the spell early by using either of the following special functions.
Break Enchantment. As a Magic action, you touch a creature that is possessed by or has the Charmed or Frightened condition from one or more creatures of the types above. The target is no longer possessed, Charmed, or Frightened by such creatures.
Dismissal. As a Magic action, you target one creature you can see within 5 feet of you that has one of the creature types above. The target must succeed on a Charisma saving throw or be sent back to its home plane if it isn’t there already. If they aren’t on their home plane, Undead are sent to the Shadowfell, and Fey are sent to the Feywild.
Dispel Evil and Good — 5e (2014)
Cleric spell level 5. Edition source.
| Spell | 5th-level abjuration |
|---|---|
| Casting Time | 1 action |
| Range | Self |
| Components | V, S, M (holy water or powdered silver and iron) |
| Duration | Concentration, up to 1 minute |
Shimmering energy surrounds and protects you from fey, undead, and creatures originating from beyond the Material Plane. For the duration, celestials, elementals, fey, fiends, and undead have disadvantage on attack rolls against you.
You can end the spell early by using either of the following special functions.
Break Enchantment. As your action, you touch a creature you can reach that is charmed, frightened, or possessed by a celestial, an elemental, a fey, a fiend, or an undead. The creature you touch is no longer charmed, frightened, or possessed by such creatures.
Dismissal. As your action, make a melee spell attack against a celestial, an elemental, a fey, a fiend, or an undead you can reach. On a hit, you attempt to drive the creature back to its home plane. The creature must succeed on a Charisma saving throw or be sent back to its home plane (if it isn’t there already). If they aren’t on their home plane, undead are sent to the Shadowfell, and fey are sent to the Feywild.
Geas
Geas — 5.5e (2024)
Cleric spell level 5. Edition source.
| Spell | Level 5 Enchantment (Bard, Cleric, Druid, Paladin, Wizard) |
|---|---|
| Casting Time | 1 minute |
| Range | 60 feet |
| Components | V |
| Duration | 30 days |
You give a verbal command to a creature that you can see within range, ordering it to carry out some service or refrain from an action or a course of activity as you decide. The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target automatically succeeds if it can’t understand your command.
While Charmed, the creature takes 5d10 Psychic damage if it acts in a manner directly counter to your command. It takes this damage no more than once each day.
You can issue any command you choose, short of an activity that would result in certain death.
Should you issue a suicidal command, the spell ends.
A Remove Curse, Greater Restoration, or Wish spell ends this spell.
Using a Higher-Level Spell Slot. If you use a level 7 or 8 spell slot, the duration is 365 days. If you use a level 9 spell slot, the spell lasts until it is ended by one of the spells mentioned above.
Geas — 5e (2014)
Cleric spell level 5. Edition source.
| Spell | 5th-level enchantment |
|---|---|
| Casting Time | 1 minute |
| Range | 60 feet |
| Components | V |
| Duration | 30 days |
You place a magical command on a creature that you can see within range, forcing it to carry out some service or refrain from some action or course of activity as you decide. If the creature can understand you, it must succeed on a Wisdom saving throw or become charmed by you for the duration. While the creature is charmed by you, it takes 5d10 psychic damage each time it acts in a manner directly counter to your instructions, but no more than once each day.
A creature that can’t understand you is unaffected by the spell.
You can issue any command you choose, short of an activity that would result in certain death. Should you issue a suicidal command, the spell ends.
You can end the spell early by using an action to dismiss it. A remove curse, greater restoration, or wish spell also ends it.
At Higher Levels. When you cast this spell using a spell slot of 7th or 8th level, the duration is 1 year. When you cast this spell using a spell slot of 9th level, the spell lasts until it is ended by one of the spells mentioned above.
Mass Cure Wounds
Mass Cure Wounds — 5.5e (2024)
Cleric spell level 5. Edition source.
| Spell | Level 5 Abjuration (Bard, Cleric, Druid) |
|---|---|
| Casting Time | Action |
| Range | 60 feet |
| Components | V, S |
| Duration | Instantaneous |
A wave of healing energy washes out from a point you can see within range. Choose up to six creatures in a 30-foot-radius Sphere centered on that point. Each target regains Hit Points equal to 5d8 plus your spellcasting ability modifier.
Using a Higher-Level Spell Slot. The healing increases by 1d8 for each spell slot level above 5.
Mass Cure Wounds — 5e (2014)
Cleric spell level 5. Edition source.
| Spell | 5th-level evocation |
|---|---|
| Casting Time | 1 action |
| Range | 60 feet |
| Components | V, S |
| Duration | Instantaneous |
A wave of healing energy washes out from a point of your choice within range. Choose up to six creatures in a 30-foot-radius sphere centered on that point. Each target regains hit points equal to 3d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the healing increases by 1d8 for each slot level above 5th.
Sunbeam
Sunbeam — 5.5e (2024)
Cleric spell level 6. Edition source.
| Spell | Level 6 Evocation (Cleric, Druid, Sorcerer, Wizard) |
|---|---|
| Casting Time | Action |
| Range | Self |
| Components | V, S, M (a magnifying glass) |
| Duration | Concentration, up to 1 minute |
You launch a sunbeam in a 5-foot-wide, 60-foot-long Line. Each creature in the Line makes a Constitution saving throw. On a failed save, a creature takes 6d8 Radiant damage and has the Blinded condition until the start of your next turn. On a successful save, it takes half as much damage only.
Until the spell ends, you can take a Magic action to create a new Line of radiance.
For the duration, a mote of brilliant radiance shines above you. It sheds Bright Light in a 30-foot radius and Dim Light for an additional 30 feet. This light is sunlight.
Sunbeam — 5e (2014)
This edition has this spell, but it is absent from the standard open core Cleric list. Edition source.
| Spell | 6th-level evocation |
|---|---|
| Casting Time | 1 action |
| Range | Self (60-foot line) |
| Components | V, S, M (a magnifying glass) |
| Duration | Concentration, up to 1 minute |
A beam of brilliant light flashes out from your hand in a 5-foot-wide, 60-foot-long line. Each creature in the line must make a Constitution saving throw. On a failed save, a creature takes 6d8 radiant damage and is blinded until your next turn. On a successful save, it takes half as much damage and isn’t blinded by this spell. Undead and oozes have disadvantage on this saving throw.
You can create a new line of radiance as your action on any turn until the spell ends.
For the duration, a mote of brilliant radiance shines in your hand. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. This light is sunlight.
Conjure Celestial
Conjure Celestial — 5.5e (2024)
Cleric spell level 7. Edition source.
| Spell | Level 7 Conjuration (Cleric) |
|---|---|
| Casting Time | Action |
| Range | 90 feet |
| Components | V, S |
| Duration | Concentration, up to 10 minutes |
You conjure a spirit from the Upper Planes, which manifests as a pillar of light in a 10-foot-radius, 40-foot-high Cylinder centered on a point within range. For each creature you can see in the Cylinder, choose which of these lights shines on it:
Healing Light. The target regains Hit Points equal to 4d12 plus your spellcasting ability modifier.
Searing Light. The target makes a Dexterity saving throw, taking 6d12 Radiant damage on a failed save or half as much damage on a successful one.
Until the spell ends, Bright Light fills the Cylinder, and when you move on your turn, you can also move the Cylinder up to 30 feet.
Whenever the Cylinder moves into the space of a creature you can see and whenever a creature you can see enters the Cylinder or ends its turn there, you can bathe it in one of the lights. A creature can be affected by this spell only once per turn.
Using a Higher-Level Spell Slot. The healing and damage increase by 1d12 for each spell slot level above 7.
Conjure Celestial — 5e (2014)
Cleric spell level 7. Edition source.
| Spell | 7th-level conjuration |
|---|---|
| Casting Time | 1 minute |
| Range | 90 feet |
| Components | V, S |
| Duration | Concentration, up to 1 hour |
You summon a celestial of challenge rating 4 or lower, which appears in an unoccupied space that you can see within range. The celestial disappears when it drops to 0 hit points or when the spell ends.
The celestial is friendly to you and your companions for the duration. Roll initiative for the celestial, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they don’t violate its alignment. If you don’t issue any commands to the celestial, it defends itself from hostile creatures but otherwise takes no actions.
The DM has the celestial’s statistics.
At Higher Levels. When you cast this spell using a 9th-level spell slot, you summon a celestial of challenge rating 5 or lower.
Divine Word
Divine Word — 5.5e (2024)
Cleric spell level 7. Edition source.
| Spell | Level 7 Evocation (Cleric) |
|---|---|
| Casting Time | Bonus Action |
| Range | 30 feet |
| Components | V |
| Duration | Instantaneous |
You utter a word imbued with power from the Upper Planes. Each creature of your choice in range makes a Charisma saving throw. On a failed save, a target that has 50 Hit Points or fewer suffers an effect based on its current Hit Points, as shown in the Divine Word Effects table. Regardless of its Hit Points, a Celestial, an Elemental, a Fey, or a Fiend target that fails its save is forced back to its plane of origin (if it isn’t there already) and can’t return to the current plane for 24 hours by any means short of a Wish spell.
| Current Hit Points | Effect on a Failed Save |
|---|---|
| 0–20 | The target dies. |
| 21–30 | The target has the Blinded, Deafened, and Stunned conditions for 1 hour. |
| 31–40 | The target has the Blinded and Deafened conditions for 10 minutes. |
| 41–50 | The target has the Deafened condition for 1 minute. |
Divine Word — 5e (2014)
Cleric spell level 7. Edition source.
| Spell | 7th-level evocation |
|---|---|
| Casting Time | 1 bonus action |
| Range | 30 feet |
| Components | V |
| Duration | Instantaneous |
You utter a divine word, imbued with the power that shaped the world at the dawn of creation. Choose any number of creatures you can see within range. Each creature that can hear you must make a Charisma saving throw. On a failed save, a creature suffers an effect based on its current hit points:
- 50 hit points or fewer: deafened for 1 minute
- 40 hit points or fewer: deafened and blinded for 10 minutes
- 30 hit points or fewer: blinded, deafened, and stunned for 1 hour
- 20 hit points or fewer: killed instantly
Regardless of its current hit points, a celestial, an elemental, a fey, or a fiend that fails its save is forced back to its plane of origin (if it isn’t there already) and can’t return to your current plane for 24 hours by any means short of a wish spell.
Inflict Serious Wounds, Mass
Inflict Serious Wounds, Mass — Pathfinder 1e
Cleric spell level 7. Edition source.
| School | Necromancy |
|---|---|
| Level | cleric 7 |
| Casting Time | 1 standard action |
| Components | V, S |
| Range | Close (25 ft. + 5 ft./2 levels) |
| Targets | One creature/level, no two of which can be more than 30 ft. apart |
| Duration | Instantaneous |
| Saving Throw | Will half |
| Spell Resistance | Yes |
Negative energy spreads out in all directions from the point of origin, dealing 3d8 points of damage + 1 point per caster level (maximum +35) to nearby living enemies.
This spell cures undead in its area rather than damaging them. A cleric capable of spontaneously casting inflict spells can also spontaneously cast mass inflict spells.
Inflict Serious Wounds, Mass — D&D 3.5e
Cleric spell level 7. Edition source.
| School | Necromancy |
|---|---|
| Level | Clr 7 |
| Casting Time | 1 standard action |
| Components | V, S |
| Range | Close (25 ft. + 5 ft./2 levels) |
| Targets | One creature/level, no two of which can be more than 30 ft. apart |
| Duration | Instantaneous |
| Saving Throw | Will half |
| Spell Resistance | Yes |
Negative energy spreads out in all directions from the point of origin, dealing 3d8 points of damage + 1 point per caster level (maximum +35) to nearby living enemies.
This spell cures undead in its area rather than damaging them. A cleric capable of spontaneously casting inflict spells can also spontaneously cast mass inflict spells.
Symbol
Symbol — 5.5e (2024)
Cleric spell level 7. Edition source.
| Spell | Level 7 Abjuration (Bard, Cleric, Druid, Wizard) |
|---|---|
| Casting Time | 1 minute |
| Range | Touch |
| Components | V, S, M (powdered diamond worth 1,000+ GP, which the spell consumes) |
| Duration | Until dispelled or triggered |
You inscribe a harmful glyph either on a surface (such as a section of floor or wall) or within an object that can be closed (such as a book or chest). The glyph can cover an area no larger than 10 feet in diameter. If you choose an object, it must remain in place; if it is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered.
The glyph is nearly imperceptible and requires a successful Wisdom (Perception) check against your spell save DC to notice.
When you inscribe the glyph, you set its trigger and choose which effect the symbol bears: Death, Discord, Fear, Pain, Sleep, or Stunning. Each one is explained below.
Set the Trigger. You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, common triggers include touching or stepping on the glyph, removing another object covering it, or approaching within a certain distance of it. For glyphs inscribed within an object, common triggers include opening that object or seeing the glyph.
You can refine the trigger so that only creatures of certain types activate it (for example, the glyph could be set to affect Aberrations). You can also set conditions for creatures that don’t trigger the glyph, such as those who say a certain password.
Once triggered, the glyph glows, filling a 60-foot-radius Sphere with Dim Light for 10 minutes, after which time the spell ends. Each creature in the Sphere when the glyph activates is targeted by its effect, as is a creature that enters the Sphere for the first time on a turn or ends its turn there. A creature is targeted only once per turn.
Death. Each target makes a Constitution saving throw, taking 10d10 Necrotic damage on a failed save or half as much damage on a successful save.
Discord. Each target makes a Wisdom saving throw. On a failed save, a target argues with other creatures for 1 minute. During this time, it is incapable of meaningful communication and has Disadvantage on attack rolls and ability checks.
Fear. Each target must succeed on a Wisdom saving throw or have the Frightened condition for 1 minute. While Frightened, the target must move at least 30 feet away from the glyph on each of its turns, if able.
Pain. Each target must succeed on a Constitution saving throw or have the Incapacitated condition for 1 minute.
Sleep. Each target must succeed on a Wisdom saving throw or have the Unconscious condition for 10 minutes. A creature awakens if it takes damage or if someone takes an action to shake it awake.
Stunning. Each target must succeed on a Wisdom saving throw or have the Stunned condition for 1 minute.
Symbol — 5e (2014)
Cleric spell level 7. Edition source.
| Spell | 7th-level abjuration |
|---|---|
| Casting Time | 1 minute |
| Range | Touch |
| Components | V, S, M (mercury, phosphorus, and powdered diamond and opal with a total value of at least 1,000 gp, which the spell consumes) |
| Duration | Until dispelled or triggered |
When you cast this spell, you inscribe a harmful glyph either on a surface (such as a section of floor, a wall, or a table) or within an object that can be closed to conceal the glyph (such as a book, a scroll, or a treasure chest). If you choose a surface, the glyph can cover an area of the surface no larger than 10 feet in diameter.
If you choose an object, that object must remain in its place; if the object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered.
The glyph is nearly invisible, requiring an Intelligence (Investigation) check against your spell save DC to find it.
You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or stepping on the glyph, removing another object covering it, approaching within a certain distance of it, or manipulating the object that holds it. For glyphs inscribed within an object, the most common triggers are opening the object, approaching within a certain distance of it, or seeing or reading the glyph.
You can further refine the trigger so the spell is activated only under certain circumstances or according to a creature’s physical characteristics (such as height or weight), or physical kind (for example, the ward could be set to affect hags or shapechangers). You can also specify creatures that don’t trigger the glyph, such as those who say a certain password.
When you inscribe the glyph, choose one of the options below for its effect. Once triggered, the glyph glows, filling a 60-foot-radius sphere with dim light for 10 minutes, after which time the spell ends. Each creature in the sphere when the glyph activates is targeted by its effect, as is a creature that enters the sphere for the first time on a turn or ends its turn there.
Death. Each target must make a Constitution saving throw, taking 10d10 necrotic damage on a failed save, or half as much damage on a successful save.
Discord. Each target must make a Constitution saving throw. On a failed save, a target bickers and argues with other creatures for 1 minute. During this time, it is incapable of meaningful communication and has disadvantage on attack rolls and ability checks.
Fear. Each target must make a Wisdom saving throw and becomes frightened for 1 minute on a failed save. While frightened, the target drops whatever it is holding and must move at least 30 feet away from the glyph on each of its turns, if able.
Hopelessness. Each target must make a Charisma saving throw. On a failed save, the target is overwhelmed with despair for 1 minute. During this time, it can’t attack or target any creature with harmful abilities, spells, or other magical effects.
Insanity. Each target must make an Intelligence saving throw. On a failed save, the target is driven insane for 1 minute. An insane creature can’t take actions, can’t understand what other creatures say, can’t read, and speaks only in gibberish. The DM controls its movement, which is erratic.
Pain. Each target must make a Constitution saving throw and becomes incapacitated with excruciating pain for 1 minute on a failed save.
Sleep. Each target must make a Wisdom saving throw and falls unconscious for 10 minutes on a failed save. A creature awakens if it takes damage or if someone uses an action to shake or slap it awake.
Stunning. Each target must make a Wisdom saving throw and becomes stunned for 1 minute on a failed save.
Sunburst
Sunburst — 5.5e (2024)
Cleric spell level 8. Edition source.
| Spell | Level 8 Evocation (Cleric, Druid, Sorcerer, Wizard) |
|---|---|
| Casting Time | Action |
| Range | 150 feet |
| Components | V, S, M (a piece of sunstone) |
| Duration | Instantaneous |
Brilliant sunlight flashes in a 60-foot-radius Sphere centered on a point you choose within range. Each creature in the Sphere makes a Constitution saving throw. On a failed save, a creature takes 12d6 Radiant damage and has the Blinded condition for 1 minute. On a successful save, it takes half as much damage only.
A creature Blinded by this spell makes another Constitution saving throw at the end of each of its turns, ending the effect on itself on a success.
This spell dispels Darkness in its area that was created by any spell.
Sunburst — 5e (2014)
This edition has this spell, but it is absent from the standard open core Cleric list. Edition source.
| Spell | 8th-level evocation |
|---|---|
| Casting Time | 1 action |
| Range | 150 feet |
| Components | V, S, M (fire and a piece of sunstone) |
| Duration | Instantaneous |
Brilliant sunlight flashes in a 60-foot radius centered on a point you choose within range. Each creature in that light must make a Constitution saving throw. On a failed save, a creature takes 12d6 radiant damage and is blinded for 1 minute. On a successful save, it takes half as much damage and isn’t blinded by this spell. Undead and oozes have disadvantage on this saving throw.
A creature blinded by this spell makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded.
This spell dispels any darkness in its area that was created by a spell.
Power Word Heal
Power Word Heal — 5.5e (2024)
Cleric spell level 9. Edition source.
| Spell | Level 9 Enchantment (Bard, Cleric) |
|---|---|
| Casting Time | Action |
| Range | 60 feet |
| Components | V |
| Duration | Instantaneous |
A wave of healing energy washes over one creature you can see within range. The target regains all its Hit Points. If the creature has the Charmed, Frightened, Paralyzed, Poisoned, or Stunned condition, the condition ends. If the creature has the Prone condition, it can use its Reaction to stand up.
Supplement and Historical Spell Index
This inherited catalogue combines legacy and supplemental material from several sources. Its rows are retained for discovery; they do not establish access in every edition. Check the linked spell’s published edition and your campaign’s permitted books. Use the four core lists above for standard Cleric access.
Browse the extended historical catalogue
Orisons
| Spell | Historical description |
|---|---|
| Amanuensis | You cause writing from one source (such as a book) to be copied into a book, paper, or parchment. |
| Analyze Fertility | Gives the caster an insight into the reproductive capabilities of the target. |
| Bleed | You cause a living creature that is below 0 hit points but stabilized to resume dying. |
| Candlelight | You cause an object to glow like a candle, shedding light in a 5-foot radius from the point you touch. |
| Comprehend Writing | Your can make sense of foreign writing and strange symbols. |
| Create Water | Creates 2 gallons/level of pure water. |
| Cure Minor Wounds | Cures 1 point of damage. |
| Detect Heretic | |
| Detect Magic | Detects spells and magic items within 60 ft. |
| Detect Poison | Detects poison in one creature or object. |
| Detect Pregnancy | You can tell if the creature touched is pregnant or is hosting another creature’s implanted young. |
| Endure Pain | |
| Guidance | +1 on one attack roll, saving throw, or skill check. |
| Inflict Minor Wounds | Touch attack, 1 point of damage. |
| Light | Object shines like a torch. |
| Mending | Makes minor repairs on an object. |
| No Light | Prevents normal light from illuminating. |
| Preserve Organ | Protects one detached organ from decay for 24 hours. |
| Purify Food and Drink | Purifies 1 cu. ft./level of food or water. |
| Quick Sleeping | Puts willing target to sleep. |
| Quick Wakening | Wakes target up from normal sleep. |
| Read Magic | Read scrolls and spellbooks. |
| Resistance | Subject gains +1 on saving throws. |
| Slash Tongue | Subject takes -1 penalty on attacks, saves and checks for 1 round. |
| Virtue | Subject gains 1 temporary hp. |
Level 1
| Spell | Historical description |
|---|---|
| Air Bubble | Creates a small pocket of breathable air that surrounds the touched creature’s head or the touched object. |
| Allure | The recipient of this spell becomes more desirable, likeable, and popular. |
| Anarchic Water | This transmutation imbues a flask (1 pint) of water with the energy of chaos, turning it into anarchic water. |
| Angry Ache | Subject takes -2 penalty on attack rolls. |
| Artemis’ Blessing | Guides your allies’ bows, slings, and thrown weapons and helps them track down foes. |
| Athena’s Battle Guidance, | grants you temporary, intuitive insight into your opponent’s actions during your next two attacks. |
| Athena’s Blessing, | fills your allies with battle insight and the wisdom to perform tasks better. |
| Axiomatic Water | Imbues a flask (1 pint) of water with the order of law, turning it into axiomatic water. |
| Bane | Enemies take -1 on attack rolls and saves against fear. |
| Bless | Allies gain +1 on attack rolls and saves against fear. |
| Bless Growth | Improves growth of plants, adult creature, or mother. |
| Bless Water | Makes Holy Water. |
| Blinding Strike | On a successful hit in combat, the opponent must make a Fortitude save or be blinded for 1 round per caster level. |
| Block the Seed | You are incapable of getting someone pregnant or becoming impregnated for the duration of this spell. |
| Blood Spilled Anew | This spell enchants an object that has been stained with blood in an act of murder. |
| Cause Fear | One creature of 5 HD or less flees for 1d4 rounds. |
| Cold Fire | You are able to change the normal flames of a fire (any blaze that lasts for more than 1 round) into cold flames. |
| Command | One subject obeys selected command for 1 round. |
| Comprehend Languages | You understand all spoken and written languages. |
| Cure Light Wounds | Cures 1d8 damage +1/level (max +5). |
| Curse Water | Makes unholy water. |
| Deathwatch | Reveals how near death subjects within 30 ft. are. |
| Decorate Item | You can add detail to a crafted item, or alter existing details. |
| Detect Chaos/Evil/Good/Law | Reveals creatures, spells, or objects of selected alignment. |
| Detect Undead | Reveals undead within 60 ft. |
| Divine Favor | You gain +1 per three levels on attack and damage rolls. |
| Divine Strike | The target creature gains a +1 bonus to weapon damage for the duration of the spell. |
| Dolphin Companion | This spell calls a normal dolphin to your side and acts as your animal companion. |
| Doom | One subject takes -2 on attack rolls, damage rolls, saves, and checks. |
| Drug Resistance | Subject is immune to Addiction. |
| Endure Elements | Exist comfortably in hot or cold environments. |
| Enhanced Taste | Makes tasting ability more sensitive. |
| Entropic Shield | Ranged attacks against you have 20% miss chance. |
| Extract Drug | Creates drug from inanimate object. |
| Godlock | When anyone but you tries to open or move an object, an image of your god appears and warns the would-be thief to leave immediately. |
| Grave Strike | See spell page. |
| Haruspicy | (pronounced ha-RUSS-pa-see) is the bloody art of reading the future in the entrails of an animal. |
| Healing Stones | Casting healing stones on a trio of small stones imbues them each with restorative healing energy. |
| Heartache | Subject helpless for 1 round. |
| Hide from Undead | undead can’t perceive one subject/level. |
| Improved Create Water | You create 4 gallons/per level of drinkable liquid. |
| Inflict Light Wounds | Touch deals 1d8 damage +1/level (max +5). |
| Invisibility to Undead | undead cannot perceive the warded creatures. |
| Magic Stone | Three stones gain +1 on attack, deal 1d6 +1 damage. |
| Magic Weapon | Weapon gains +1 bonus. |
| Minor Fighting Prowess | Caste gains +1 bonus to attack rolls, additional +1 per 2 levels. |
| Moon Lust | This spell instills in the target an obsessive fascination with the moon. |
| Moonstone | Creates a magic stone to affect luck. |
| Obscuring Mist | Fog surrounds you. |
| Omen of Peril | A brief supplication grants you a vision that hints at how dangerous the immediate future is likely to be. |
| Nimbus of Light | A glittering corona of sunlight surrounds your body at a few inches distance – until you release it as a focused blast of divine energy. |
| Phantom Musician | This spell causes a Musical instrument to hover above the ground and allows it to animate and play. |
| Protection from Chaos/Evil/Good/Law | +2 to AC and saves, counter mind control, hedge out elementals and outsiders. |
| Ray of Hope | Subject, gains a +2 morale bonus on saving throws, attack rolls, ability checks, and skill checks. |
| Remove Fear | Suppresses fear or gives +4 on saves against fear for one subject + one per four levels. |
| Remove Sickness | You quell feelings of illness and nausea in the target. |
| Resurgence | See spell page. |
| Rosemantle | You cause the target to glow with a soft, faint, rosy radiance equal to candlelight. |
| Sacrificial Skill | Caster gains +5 bonus on Knowledge (religion) checks made during sacrifice. |
| Sanctuary | Opponents can’t attack you, and you can’t attack. |
| Shield of Faith | Aura grants +2 or higher deflection bonus. |
| Slow Consumption | Caster absorbs health and sustenance from helpless subject. |
| Sobriety | Dispels drunkenness, allows second save against confusion. |
| Sorrow | Subject takes -3 penalty on attacks, saves, and checks. |
| Spider Hand | Caster’s hand becomes a Small monstrous spider. |
| Stupor | One helpless subject is put in a state that allows him to be moved but take no other actions. |
| Summon Monster I | Calls extraplanar creature to fight for you. |
| Summon Undead I | The undead you summon appear in a burst of smoke and fog. |
| Suspend Disease | Keeps disease from harming creature for 24 hours. |
| Testimony of the Broken Window | It is often said that the eyes of the dead hold the last image seen. |
| Tongue of Baalzebul | Caster gains +2 bonus on Bluff, Diplomacy, and Gather Information checks. |
| Vision of Exquisite Pleasure | Images of tantalizing and overwhelming sexual pleasure consume the affected target, causing him to pause in his tracks and revel in eroticism. |
| Vision of Glory | You touch your ally, and her eyes mist over momentarily. You know she is seeing an image of her deity, imploring her to battle in his name. |
| Vision of Heaven | Your words allow the target creature the merest glimpse of the blessed joy of the Heavens, spurring the target to a moment of regret for its evil deeds. |
| Weighing the Balance | The caster can determine how far out of balance a creature is from true Neutral. |
Level 2
| Spell | Historical description |
|---|---|
| Addiction | Subject becomes addicted to a drug. |
| Aid | +1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10). |
| Align Weapon | Weapon becomes good, evil, lawful, or chaotic. |
| Annul the Divine | This spell allows you to counter the effects of either consecrate or desecrate. |
| Apollo’s Blessing | counters all darkness spells, those within the spell’s radius receive bonuses on Perform and Heal checks. |
| Athena’s Protective Shield | An invisible but tangible field of force surrounds the subject of Athena’s protective shield. |
| Augury | Learns whether an action will be good or bad. |
| Aura of Glory | You invoke the holy words and a soft golden light radiates from you. You feel surer of yourself, bolstered by the power of your beliefs. |
| Avoid planar effects | |
| Bear’s Endurance | Subject gains +4 to Constitution for 1 min./level. |
| Beguile | As Charm Person, except target is romantically inclined towards you. |
| Biting Blade | Slashing weapon deals extra 1d8 +1 per caster level slashing damage. |
| Bleak Harvest | With this spell, you can demonstrate your god’s wrath by visiting blight and destruction upon a farmer’s crops. |
| Boneblast | 1d3 Constitution damage to subject. |
| Bountiful Harvest | You bless a field, granting it unusual growth and prosperity. |
| Bull’s Strength | Subject gains +4 to Strength for 1 min./level. |
| Calm Emotions | Calms creatures, negating emotion effects. |
| Cloak of Silence | Sometimes there are situations in which you don’t want to be heard – and yet, you have to speak. (New) |
| Consecrate | Fills area with positive energy, making undead weaker. |
| Cure Moderate Wounds | Cures 2d8 damage +1/level (max +10). |
| Curse of Ill Fortune | You place a temporary curse upon the subject. |
| Dance of Ruin | Nondemons take 2d20 points of damage. |
| Darkbolt | Deals 1d8 damage/2 levels and stuns 1 round. |
| Darkness | 20-ft. radius of supernatural shadow. |
| Death Knell | Kills dying creature; you gain 1d8 temporary hp, +2 to Strength, and +1 level. |
| Deific Vengeance | You call out to your deity, declaring your foe’s crimes and asking your deity to punish him. |
| Delay Poison | Stops poison from harming subject for 1 hour/level. |
| Desecrate | Fills area with negative energy, making undead stronger. |
| Detect Disease | You can sense the presence of disease. The amount of information revealed depends on how long you study a particular area or subject. |
| Eagle’s Splendor | Subject gains +4 to Charisma for 1 min./level. |
| Elation | Your allies become elated, full of energy and joy. |
| Energized Shield, Lesser | When this spell is cast, the shield touched appears to be made entirely out of one type of energy (fire, cold, electricity, acid, or sonic). |
| Enemy’s Heart | You cut out an enemy’s heart and consume it, absorbing that enemy’s power as your own. |
| Enhance Ability | |
| Enthrall | Captivates all within 100 ft. + 10 ft./level. |
| Filter | An invisible bubble of protection around the recipient’s body that filters out all noxious and toxic elements in the air. |
| Find Traps | Notice traps as a rogue does. |
| Gaze Screen | This spell creates a mirrorlike area around the recipient’s eyes. |
| Gentle Repose | Preserves one corpse. |
| Ghostbane Dirge | The target coalesces into a semi-physical form for a short period of time. |
| Ghostly Slashing | Causes 1d4+1 per level slashing damage. |
| Hand of Divinity | You call upon your beliefs and a great pair of hands appears around your target, cradling it in its power. |
| Haunted | The victim will believe that he is going mad or the world around him is. |
| Hero’s Visage | The caster emanates an aura of greatness, appearing like a hero of ancient legend, who only the bravest dare to approach, let alone fight. |
| Hold Person | Paralyzes one humanoid for 1 round/level. |
| Karma | You become more charismatic, more intelligent, and wiser. |
| Kelp Snare | |
| Inflict Moderate Wounds | Touch attack, 2d8 damage +1/level (max +10). |
| Inky Cloud | The cloud created by this spell billows out from your location. |
| Magic Circle against Fire, Earth, Water, Fire, Cold* | As magic circle against evil, but effect elemental creatures only. |
| Make Whole | Repairs an object. |
| Mantle of Love | You imbue the subject with magical energy that protects her from harm, granting her a +4 morale bonus on all saves. |
| Merciful Weapon | The caster causes one weapon to loose its sharpness or hardness so that it deals subdual damage instead of normal damage. |
| Northwind | Creatures within the effect must make a Fort save or take 2d4 points of cold damage. |
| Owl’s Wisdom | Subject gains +4 to Wisdom for 1 min./level. |
| Painful Truth | This spell serves the same purpose as zone of truth, but in a different manner. |
| Physique | You become more agile, more resilient, and stronger. |
| Remove Paralysis | Frees one or more creatures from Paralysis or slow effect. |
| Resist Energy | Ignores 10 (or more) points of damage/attack from specified energy type. |
| Resist Temptation | The caster becomes hardened to sexual advances and magical effects that entice him. |
| Restoration, Lesser | Dispels magical ability penalty or repairs 1d4 ability damage. |
| Retribution | If the target fails their Will save, the next time they deal damage, they suffer an equal number of points of damage of the same type. |
| Reverse Gender | Reverse target’s gender for 1 hr./level. |
| Sap Strength | Subject becomes exhausted. |
| Shatter | Sonic vibration damages objects or crystalline creatures. |
| Shield Other | You take half of subject’s damage. |
| Silence | Negates sound in 20-ft. radius. |
| Sound Burst | Deals 1d8 sonic damage to subjects; may stun them. |
| Spear of Purity | You hurl a pure white or golden spear of light from your holy symbol, affecting any one target within range as a ranged touch attack. |
| Spider Legs | Caster grows long spider legs that have a speed of 30 ft. and move on vertical surfaces. |
| Spiritual Weapon | Magic weapon attacks on its own. |
| Spores of the Vrock | All within 5 ft. take 1d8 damage and 1d2 damage each round thereafter for 10 rounds. |
| Stabilize | This spell, designed to work on the battlefield, allows you to stabilize the dying all around you. |
| Status | Monitors condition, position of allies. |
| Summon Armour | The caster summons a dedicated suit of armour to him. |
| Summon Monster II | Calls extraplanar creature to fight for you. |
| Summon Undead II | This spell functions like Summon Undead I, except that you can summon more powerful undead. |
| Sun Lights | Balls of light dazzle victims for 1d4 rounds. |
| Undetectable Alignment | Conceals alignment for 24 hours. |
| Wave of Grief | All within cone take -3 penalty on attacks, saves, and checks. |
| Wither Limb | Caster reduces subject’s speed to 5 ft. or makes it impossible for subject to use objects or cast somatic spells. |
| Zone of Truth | Subjects within range cannot lie. |
Level 3
| Spell | Historical description |
|---|---|
| Analyze Ancestry | This spell provides a complete genealogy back ten generations. |
| Animate Dead | Creates undead skeletons and Zombies. |
| Artemis’ Grace | You grant the target an extra measure of skill in attacking distant opponents with ranged weapons. |
| Athena’s Grace | You are able to grant the target a measure of wisdom in defense. |
| Augment Object | This spell adds +20 to the break DC of the object and doubles its hardness and hit points. |
| Aversion | The target of this spell becomes repulsed and completely disgusted. |
| Ban | This ritual mystically marks the victim as an enemy of your church. |
| Bestow Curse | -6 to an ability score; -4 on attack rolls, saves, and checks; or 50% chance of losing each action. |
| Black Sand | A region of black sand literally swallows light, emitting magical darkness rising to a height of 20 feet over the surface. |
| Blindness/Deafness | Makes subject blinded or deafened. |
| Boneblade | Turns a bone into a magic weapon. |
| Briar Web | This spell causes grasses, weeds, bushes, and even trees to grow thorns and then wrap and twist around creatures in or entering the area. |
| Chain of Eyes | You can use a creature’s vision instead of your own. |
| Circle Dance | You divine the relative direction and condition of another creature. You must have firsthand knowledge of the creature for the spell to function. |
| Circle of Nausea | Foes are denied all actions or take -2 penalty on attacks, saving throws, and skill checks. |
| Cloak of Bravery | Summoning up your courage, you throw out your arm, cloaking all your allies in a glittering mantle of magic that bolsters their bravery. |
| Clutch of Orcus | Deals 1d3 points of damage each round and paralyzes foe while caster concentrates. |
| Contagion | Infects subject with chosen disease. |
| Continual Fire | Creates real flame that doesn’t die out through normal means. |
| Continual Flame | Makes a permanent, heatless torch. |
| Create Food and Water | Feeds three humans (or one horse)/level. |
| Cure Serious Wounds | Cures 3d8 damage +1/level (max +15). |
| Cursed Orgasm | The next time that the subject achieves orgasm, he is wracked with incredible pain. |
| Daylight | 60-ft. radius of bright light. |
| Deeper Darkness | Object sheds supernatural shadow in 60-ft. radius. |
| Detect Metal and Minerals | The spell will detect everything from a vein of iron ore to a pile of gold coins. |
| Devil’s Eye | Caster can see in even magical darkness, up to 30 ft. |
| Dire Charge | The recipient becomes capable of terrible charge attacks. |
| Dispel Magic | Cancels spells and magical effects. |
| Energize Potion | This spell transforms a magic potion into a volatile substance that can be hurled out to the specified range. |
| Energized Shield | This spell functions like lesser energized shield, except that the energy resistance is 10 and damage dealt is 2d6. |
| Energy Vortex | Energy wells up inside you and explodes outward in a furious burst. |
| Eyes of the Zombie | Caster sees through a zombie’s eyes. |
| False Confidence | The target is filled with confidence and competent in every social and sexual aspect of life. |
| Fascinate | The victim to become intrigued and infatuated with the caster. |
| Fell the Greatest Foe | See spell page. |
| Final Vision | See spell page. |
| Flame of Faith | Using your faith as a guide for your magic, you touch the weapon and it bursts into flame. |
| Flesh Ripper | Black claw deals 1d8 damage/level and critical hits deal bleeding wounds. |
| Gaean Repast | You call upon the power of Gaea, the Earth Mother herself to sustain you. |
| Gaean Strength | You summon the power of Gaea, the Earth Mother, to add to your strength. (New) |
| Glyph of Warding M | Inscription harms those who pass it. |
| Grasp of the Endless War | Touch attack, 1d10 damage for each alignment step target is from you. (New) |
| Haboob | A thick haze of swirling dust and sand swirls out from the point you designate. |
| Healing Sphere | The orb cures 2d8 points of damage +1 point per caster level (maximum +10). |
| Healing Stones, Greater | This spell functions as healing stones, except that each stone can remove 2 points of temporary ability damage when placed against a creature’s skin. |
| Helping Hand | Ghostly hand leads subject to you. |
| Hold Evil | The target freezes in place, standing helpless. |
| Indelible Mark | A powerful variation of Arcane Mark, this ritual allows you to brand a living creature with a message, symbol, or sigil. |
| Inflict Serious Wounds | Touch attack, 3d8 damage +1/level (max +15). |
| Interplanar Message | Allows you to send a limited message of twenty-five words or less to the targeted creature, who can be on another plane when the message is received. |
| Invisibility Purge | Dispels invisibility within 5 ft./level. |
| Jealousy | You place a curse on the subject. If the target attempts sex with any creature other than yourself, she experiences wracking pain. |
| Knight’s Move | The ground before you appears overlaid with a chessboard pattern, with certain squares of the chessboard glowing softly red. |
| Lesser Telepathic Bond | You forge a telepathic bond with another creature with an Intelligence score of 6 or higher. |
| Lifebond | This spell allows the affected creature to permanently know the relative position and condition of a being that has been designated as a true love. |
| Locate Object | Senses direction toward object (specific or type). |
| Magic Circle against Chaos/Evil/Good/Law | As protection spells, but 10-ft. radius and 10 min./level. |
| Magic Vestment | Armor or shield gains +1 enhancement per four levels. |
| Masochism | For every 10 hp damage caster takes, he gains +1 on attacks, saves, and checks. |
| Meld into Stone | You and your gear merge with stone. |
| Obscure Object | Masks object against scrying. |
| Patronage | You draw down your god’s aura, draping that magical essence around the chosen individual. |
| Prayer | Allies +1 bonus on most rolls, enemies -1 penalty. |
| Protection from Energy | Absorb 12 points/level of damage from one kind of energy. |
| Remove Blindness/Deafness | Cures normal or magical conditions. |
| Remove Curse | Frees object or person from curse. |
| Remove Disease | Cures all diseases affecting subject. |
| Sacrifice | By killing an animal of at least one hit die in a ritual fashion, you may use that energy to aid another. |
| Sadism | For every 10 hp damage caster deals, he gains +1 on attacks, saves, and checks. |
| Searing Light | Ray deals 1d8/two levels damage, more against undead. |
| Shield of Warding | You press your palm against the shield and speak the words of power. A silver radiance, in the shape of your holy symbol spreads over the shield. |
| Shriveling | Subject takes 1d4 damage per level. |
| Spark of Insight | Remembrance some forgotten piece of lore or information that pertains to the situation at hand. |
| Speak with Dead | Corpse answers one question/two levels. |
| Stone Shape | Sculpts stone into any shape. |
| Summon Monster III | Calls extraplanar creature to fight for you. |
| Summon Undead III | This spell functions like Summon Undead I, except that you can summon more powerful undead. |
| Sunspear | Creates a spear of light that heals or inflicts 2d4 +2 / level when thrown. |
| Thunderstrike | The caster commands a powerful jolt of energy to erupt at the point of origin. |
| Unliving Weapon | undead subject explodes for 1d6 damage/2 levels when struck or at a specific time. |
| Venomous Vapor | You create a small cloud of deadly glowing mist around the target. |
| Vigor, Mass Lesser | You invoke healing energy over a group of creatures, granting each the fast healing ability for the duration of the spell. |
| Vile Lance | Creates +2 shortspear that deals vile damage. |
| Visage of the Deity, Lesser | When you cast this spell, your body changes into a form more like your deity’s (in a very limited fashion, of course). |
| Water Breathing | Subjects can breathe underwater. |
| Water Walk | Subject treads on water as if solid. |
| White Sand | This spell creates an area of white sand, infused with positive energy. |
| Wind Wall | Deflects arrows, smaller creatures, and gases. |
| Wrack | Blinds subject and renders it helpless for 1 round/level, then -2 on attacks, saves, and checks for 3d10 minutes. |
| Youthful Vigor | The target gains the vigor of youth. |
Level 4
| Spell | Historical description |
|---|---|
| Abyssal Might. | Caster gains +2 to Strength, Constitution, Dexterity, and SR. |
| Air Walk | Subject treads on air as if solid (Climb at 45-degree angle). |
| Battering Ram | You project ram-headed beams of force. |
| Beauty’s Caress | When touched, the target becomes much more attractive, poised, and self-confident. |
| Black Spot | The black spot is a specific and feared pirate curse. |
| Blessed Seed | This spell infuses you with celestial energy that infuses your sperm or womb with power. |
| Bounty/Strength to the Unborn | Increases the chances that a fetus/embryo/seedling will be born. |
| Castigate | Shouting your deity’s teachings, you rebuke your foes with the magic of your sacred words. |
| Claws of the Savage | Subject gains claws that deal damage based on size. |
| Cleanse | Forces evil spirits, undead, and outsiders to leave area. |
| Combat Blessing | By invoking the favour of the gods, the caster augments the combat prowess of himself and his allies. |
| Control Water | Raises or lowers bodies of water. |
| Corrupt Weapon | Casting this spell allows the cleric to channel unholy energies into her weapon. |
| Cure Critical Wounds | Cures 4d8 damage +1/level (max +20). |
| Damning Darkness | Darkness deals either 2d6 or 1d6 damage per round. |
| Death Ward | Grants immunity to death spells and negative energy effects. |
| Delay Death | You gesture toward your ally and call upon the power of your beliefs. A soft, golden glow appears on your companion’s chest, around his heart. |
| Desperation | Target is filled with self-doubt and lacks confidence, perceiving himself to be incompetent in every social and sexual aspect of life. Yet, filled with a powerful desire to copulate. |
| Dimensional Anchor | Bars extradimensional movement. |
| Discern Lies | Reveals deliberate falsehoods. |
| Dismissal | Forces a creature to return to native plane. |
| Divination | Provides useful advice for specific proposed actions. |
| Divine Link | You channel your god, who can then speak with those present. |
| Divine Power | You gain attack bonus, +6 to Strength, and 1 hp/level. |
| Eagle’s splendor, Greater | This spell functions like eagle’s splendor, except as noted above. |
| Elemental Armor | +8 AC bonus, resistance against energy type 10. |
| Empathic Surge | You broadcast your emotions to those around you- if they fail their saves, those nearby suddenly feel exactly the way you do. |
| Freedom of Movement | Subject moves normally despite impediments. |
| Ghost Touch | Ghost touch makes a weapon, fifty projectiles, or an article of clothing able to to interact with incorporeal creatures. |
| Giant Vermin | Turns centipedes, scorpions, or spiders into giant vermin. |
| Hell’s Power | Caster gains +2 AC and +1 to existing DR. |
| Identify Transgressor | Caster learns the identity of one person. |
| Imbue with Spell Ability | Transfer spells to subject. |
| Impotency | A male creature that is touched by the caster becomes permanently impotent. A female becomes frigid and completely disinterested in sex. |
| Improved bull’s strength | As bull’s strength, but with a longer duration. |
| Improved eagle’s splendor | As eagle’s splendor , but with a longer duration. |
| Improved Karma | This spell functions like Karma, except as noted above. |
| Improved Physique | As physique, but with a longer duration. |
| Inflict Critical Wounds | Touch attack, 4d8 damage +1/level (max +20). |
| Lesser Strengthening Rite | Cleric gains 1d3 Strength and Constitution points. |
| Limited Telepathy | This spell enables you to create a connection with one other creature with an Intelligence score of 6 or higher within range. |
| Magic Weapon, Greater | +1 bonus/four levels (max +5). |
| Mortal Cloak | The provider is used as a mask for the recipient, who is polymorphed into the provider’s form as if by the polymorph spell. |
| Neutralize Poison | Immunizes subject against poison, detoxifies venom in or on subject. |
| Panacea | This spell channels positive energy into a creature to wipe away afflictions. |
| Planar Ally, Lesser X | Exchange services with a 6 HD extraplanar creature. |
| Poison | Touch deals 1d10 Constitution damage, repeats in 1 min. |
| Psychic Poison | Poisons those casting divination or mind affecting spells at object, creature, or area. |
| Recitation | By reciting a sacred passage or declaration, you invoke your deity’s blessing upon yourself and your allies. |
| Repel Vermin | Insects, spiders, and other vermin stay 10 ft. away. |
| Restoration | Restores level and ability score drains. |
| Retribution, Greater | This spell functions as retribution, except that the target will suffer double the damage. |
| Saving Grace | For the duration of the spell, if the target creature falls to 0 hp or below, but does not die immediately, he will gain a number of temporary hp. |
| Sending | Delivers short message anywhere, instantly. |
| Spell Immunity | Subject is immune to one spell per four levels. |
| Spirit of Avalon | Calls invisible spirit that will defend caster. |
| Stone Metamorphosis | You can change an existing piece of rock to another type of rock. |
| Stop Heart | Subject drops to -8 hp immediately. |
| Summon Monster IV | Calls extraplanar creature to fight for you. |
| Sword of Conscience | The target creature, which must be evil, is struck by pangs of conscience and remorse. |
| Tongues | Speak any language. |
| Wall of Good | You create an immobile barrier that inhibits evil creatures. |
| Withering Touch | Touch attack, 2d8 points of strength and Constitution in any combination removed. |
Level 5
| Spell | Historical description |
|---|---|
| Adoration | One subject cannot attack you. |
| Atonement | Removes burden of misdeeds from subject. |
| Bitter Vintage | You transform wine into the poison of your choice. |
| Break Enchantment | Frees subjects from enchantments, alterations, curses, and petrification. |
| Breath of Life | Unlike other spells that heal damage, breath of life can bring recently slain creatures back to life. |
| Charnel Fire | Consumes one corpse or undead creature. |
| Command, Greater | As command, but affects one subject/level. |
| Commune | Deity answers one yes-or-no question/level. |
| Crown of Flame | You become a blazingly hot beacon of the powers of good, searing all evil outsiders, evil undead, and evil fey within 10 feet of you. |
| Cure Light Wounds, Mass | Cures 1d8 damage +1/level for many creatures. |
| Dispel Chaos/Evil/Good/Law | +4 bonus against attacks. |
| Disrupting Weapon | Melee weapon destroys undead. |
| Divine Arbitration | The cleric can use divine arbitration as a fair and unbiased way to resolve conflict. |
| Empathic Transfer | As empathic surge, but you tap the emotions of another creature within 30 feet and broadcast that individual’s emotions to the target area. |
| False Sending | As sending, except caster imitates someone else. |
| Fiendish Seed | The child shall be a thing of evil. |
| Flame Strike | Smite foes with divine fire (1d6/level damage). |
| Flaywind Burst | This spell produces a brief windstorm (approximately 70 mph), filled with scouring, supernatural grit that literally strips flesh. |
| Ghostbane Dirge, Mass | This spell functions as ghostbane dirge, except that it affects multiple targets. |
| God’s laughter | You release a joyous, boisterous laugh that strengthens the resolve of good creatures and weakens the resolve of evil creatures. |
| Guarded Form | You fix the target’s true appearance and attributes in place. |
| Hallow | Designates location as holy. |
| Healing Circle | By casting this spell, you create an aura of healing energy upon which your allies can draw to mend their own wounds. |
| Heartclutch | Subject dies in 1d3 rounds or takes 3d6 damage +1/level. |
| Immunity | Target becomes immune to poisons. |
| Inflict Light Wounds, Mass | Deals 1d8 damage +1/level to many creatures. |
| Insect Plague | Locust swarms attack creatures. |
| Make Fertile | Make something previously infertile capable of creating life. |
| Malediction | A malediction is a more severe form of bestow curse. |
| Mark of Apollo | You draw an indelible mark on the subject worthy of Apollo’s blessings. |
| Mark of Artemis | You draw an indelible mark on the subject worthy of Artemis’s blessings. |
| Mark of Athena | You draw an indelible mark on the subject worthy of Athena’s blessings. |
| Mark of Justice | Designates action that will trigger curse on subject. |
| Mind to Mind | This spell links the caster with one other individual. |
| Mirror Walking | You or the one you touch may pass through any mirror or reflecting surface of sufficient size onto the Plane of Mirrors. |
| Morality Undone | Subject becomes evil. |
| Narcissism | A curse not used often, narcissism causes the victim to become overwhelmed with self-love. |
| Plane Shift | As many as eight subjects travel to another plane. |
| Raise Dead | Restores life to subject who died as long as one day/level ago. |
| Resonating Resistance | Foes must check Spell Resistance twice against caster. |
| Righteous Might | Your size increases, and you gain combat bonuses. |
| Sacrifice, Mortal | As sacrifice, but this ritual goes one step further by requiring the death of a sentient being. |
| Sanctuary, Mass | This spell functions like sanctuary, except that it affects multiple creatures. |
| Scrying | Spies on subject from a distance. |
| Slay Living | Touch attack kills subject. |
| Spell Resistance | Subject gains SR 12 + level. |
| Spiritual Dagger | Athame becomes possessed, animated creature. |
| Stalwart Pact | You touch your ally and empower him with a spell that will later take effect in dire need. |
| Succor | The spell prevents 1 negative energy level or level drain per 5 caster levels (maximum 4 levels). |
| Summon Monster V | Calls extraplanar creature to fight for you. |
| Sun Chariot | You summon an unbreakable chariot that can hold six people. The sun chariot is drawn by six flying horses (pegasi); both horses and chariot are seemingly made of sunlight. |
| Symbol of Pain | Triggered rune wracks nearby creatures with pain. |
| Symbol of Sleep | Triggered rune puts nearby creatures into catatonic slumber. |
| True Seeing | Lets you see all things as they really are. |
| Tsunami | A massive animated wave is created from any body of water large enough. |
| Unhallow | Designates location as unholy. |
| Ursa Minor | You summon an axiomatic black bear composed of stars. |
| Vision of Exquisite Pleasure, Mass | The spell functions as vision of exquisite pleasure except that it affects multiple creatures. |
| Wall of Ooze | Creates barrier that has 50 hp/4 levels that paralyzes and deals 2d6 damage to all that touch it. |
| Wall of Stone | Creates a stone wall that can be shaped. |
Level 6
| Spell | Historical description |
|---|---|
| Animate Objects | Objects attack your foes. |
| Antilife Shell | 10-ft. field hedges out living creatures. |
| Arcane Prohibition | You imbue the surrounding area with such a strong divine presence that arcane magics have difficulty functioning properly. |
| Banishment | Banishes 2 HD/level of extraplanar creatures. |
| Bear’s Endurance, Mass | As bear’s endurance, affects one subject/ level. |
| Blade Barrier | Wall of blades deals 1d6/level damage. |
| Blade Resistance | Damage resistance 25/+5 against metal only. |
| Body to Body | This spell creates a link with the caster identical to the shield other spell except that it affects multiple targets |
| Bull’s Strength, Mass | As bull’s strength, affects one subject/level. |
| Cloud of the Achaierai | Cloud deals 2d6 damage plus confusion. |
| Cometfall | You conjure a comet that immediately falls to the ground. |
| Control Outcome of Birth | The caster can choose outcome (gender, amount,) of birth. |
| Create Undead | Create Ghouls, Ghasts, mummies, or mohrgs. |
| Crown of Brilliance | Creatures you engage in melee combat must make successful Fortitude saving throws or be blinded for 1d4 rounds. |
| Cure Moderate Wounds, Mass | Cures 2d8 damage +1/level for many creatures. |
| Curse of Lycanthropy | Causes a person to become infected with lycanthropy. |
| Dark Gift | Drawing upon the dark powers of the Underworld, the recipient of this spell is slightly transformed. |
| Dispel Magic, Greater | As dispel magic, but up to +20 on check. |
| Divine Transference | This spell is similar to divine link , except that you may designate another person for your deity to speak through. |
| Eagle’s Splendor, Mass | As eagle’s splendor, affects one subject/level. |
| Excommunicate | Allows a cleric to cast a member of her faith out of her church and the sight of her god. |
| Fiendish Quickening | Caster’s ability to teleport without error is quickened. |
| Find the Path | Shows most direct way to a location. |
| Forbiddance | Blocks planar travel, damages creatures of different alignment. |
| Geas/Quest | As lesser geas, plus it affects any creature. |
| Glyph of Warding, Greater | As glyph of warding, but up to 10d8 damage or 6th-level spell. |
| Harm | Deals 10 points/level damage to target. |
| Heal | Cures 10 points/level of damage, all diseases and mental conditions. |
| Heavenly Blessing | Drawing upon the powers of the higher planes, the recipient of this spell is slightly transformed. |
| Heroes’ Feast | Food for one creature/level cures and grants combat bonuses. |
| Inflict Moderate Wounds, Mass | Deals 2d8 damage +1/level to many creatures. |
| Karma Mass | As Karma, but affecting multiple creatures. |
| Lucent Lance | The light erupts in a coruscating beam of radiance shaped like a needle-sharp lance. |
| Method of Madness | Mentally compute vast amounts of information. |
| Mortal Cloak Forced | As mortal cloak , save that the provider is not a willing participant (though he must be within range of the spell). |
| Owl’s Wisdom, Mass | As owl’s wisdom, affects one subject/level. |
| Physique Mass | As physique, but affecting multiple creatures. |
| Planar Ally X | As lesser planar ally, but up to 12 HD. |
| Saltspray | A cone of intensely salty seawater, originating from your hand and extending outward. |
| Shared Fate | Allows a meeting between two rivals to be as safe as possible. |
| Sirine’s Song | All within the area must make a Will save or become mesmerized by the music and be drawn to it. |
| Smitten | This spell operates similarly to the fascinate spell, however its effects are more extreme. |
| Snare Astral Traveler | Captures one astral creature and holds it motionless. |
| Summon Monster VI | Calls extraplanar creature to fight for you. |
| Symbol of Fear | Triggered rune panics nearby creatures. |
| Symbol of Persuasion | Triggered rune charms nearby creatures. |
| Symbol of Sealing | This spell allows you to scribe a potent rune of power upon or above a door or other opening. |
| Thousand Needles | Subject takes 2d6 damage and -4 penalty on attacks, saves, and checks. |
| Undeath to Death | Destroys 1d4 HD/level undead (max 20d4). |
| Vigorous Circle | This spell is the same as mass lesser vigor, except that it grants fast healing at the rate of 3 hit points per round. |
| Wind Shear | You cause a 30ft. diameter cylinder of pummeling winds to bash down on an area. |
| Wind Walk | You and your allies turn vaporous and travel fast. |
| Word of Recall | Teleports you back to designated place. |
| Zealot Pact | By binding the subject to your deity, you give it the ability to crush the deity’s enemies. |
Level 7
| Spell | Historical description |
|---|---|
| Adoring Crowd | A number of subjects within close range cannot attack you. |
| Bestow Greater Curse | Subject takes -6 penalty to two abilities; -8 penalty on attacks, saves, and checks; or 75% chance of taking no action. |
| Blasphemy | Kills, paralyzes, weakens, or dazes nonevil subjects. |
| Blood Creatures | You use your own blood as a catalyst to create mystical creatures. |
| Blood to Water | You transmute the subjects’ blood into pure water. |
| Control Weather | Changes weather in local area. |
| Cure Serious Wounds, Mass | Cures 3d8 damage +1/level for many creatures. |
| Destruction | Kills subject and destroys remains. |
| Dictum | Kills, paralyzes, slows, or deafens nonlawful subjects. |
| Divine Interference | You create a web of divine energy around a selected individual, saturating his aura with the power of your god. |
| Ethereal Jaunt | You become ethereal for 1 round/level. |
| Fiendish Clarity | Caster sees in even magical darkness, sees invisible up to 60 feet, and can detect good. |
| Gaean Support | With this spell, you petition the Earth to protect you by absorbing your wounds into herself. |
| Holy Word | Kills, paralyzes, blinds, or deafens none good subjects. |
| Imprison Soul | Traps soul in a small object, and victim takes 1d4 Constitution damage per day. |
| Inflict Serious Wounds, Mass | Deals 3d8 damage +1/level to many creatures. |
| Magickal Conception | Makes a woman pregnant via magic. |
| Greater Mark of Justice | Designates action that will trigger malediction on subject. |
| Mend Fortifications | As with the Make whole spell, mend fortifications allows the caster to repair damaged objects. |
| Piper’s Call | The caster must either sing or play music as she casts piper’s call. |
| Plane Shift, Greater | This spell functions like plane shift, except that if you have visited the desired location, the spell takes you to the precise location. |
| Red Tide | This spell causes an area to erupt with a thick rust-red cloud of poisonous algae. |
| Refuge | Alters item to transport its possessor to you. |
| Regenerate | Subject’s severed limbs grow back, cures 4d8 damage +1/level (max +35). |
| Renewal Pact | Calling upon your deity to aid your ally, you bind a protective spell to your friend, leaving a tattoolike mark of your deity’s holy symbol on his skin. |
| Repulsion | Creatures can’t approach you. |
| Restoration, Greater | As restoration, plus restores all levels and ability scores. |
| Resurrection | Fully restore dead subject. |
| Righteous Wrath of the Faithful | When you cast this spell, you fire your allies and companions with a divine madness or fury that greatly enhances their combat ability. |
| Sacrifice of Power | You ritually sacrifice a living humanoid, and use its life energy to gain a temporary boon from your god. |
| Scourge | An extremely powerful form of bestow curse. |
| Scrying, Greater | As scrying, but faster and longer. |
| Slime Wave | A wave of Green slime explodes outward from the spot where you point. |
| Steal the Painful Memory | Sometimes a trial reveals information best left unknown. |
| Summon Monster VII | Calls extraplanar creature to fight for you. |
| Symbol of Stunning | Triggered rune stuns nearby creatures. |
| Symbol of Weakness | Triggered rune weakens nearby creatures. |
| Word of Chaos | Kills, confuses, stuns, or deafens nonchaotic subjects. |
| Wretched Blight | Deals 1d8 damage/level in 20-ft. radius and stuns foes for 1d4 rounds. |
Level 8
| Spell | Historical description |
|---|---|
| Mark of Anathema | The ultimate form of theocratic justice. |
| Antimagic Field | Negates magic within 10 ft. |
| Arcane Prohibition, Greater | As arcane prohibition, but the chance of arcane spell failure in the area is raised to 95%. |
| Axiomatic Creature | This spell transforms the target into an axiomatic creature – a perfect version of itself. |
| Befoul | You wave a hand over a body of water, and it instantly takes on the color, odor, and consistency of a filth-ridden cesspool. |
| Bodak Birth | Transforms a willing subject into a bodak. |
| Brain Spider | Eavesdrop on thoughts of up to eight other creatures. |
| Bull’s Strength Greater | Subject/level gains +4 to Strength for 1 hour/2 levels. |
| Bull’s Strength Mass Improved | As mass bull’s strength, but with a longer duration. |
| Cloak of Chaos | +4 to AC, +4 resistance, and SR 25 against lawful spells. |
| Create Greater Undead | Create shadows, wraiths, spectres, or devourers. |
| Crossbreed | Allow two incompatible races to have an offspring. |
| Cure Critical Wounds, Mass | Cures 4d8 damage +1/level for many creatures. |
| Death Pact | This spell allows the target to enter into a binding agreement with your deity that brings the target back to life if it is slain. |
| Dimensional Lock | Teleportation and interplanar travel blocked for one day/level. |
| Discern Location | Reveals exact location of creature or object. |
| Earthquake | Intense tremor shakes 80-ft.-radius. |
| Equalization | The target creatures alignment shifts toward neutral. |
| Eye of the Storm | Creates a zone that nullifies all weather related effects. |
| Fire Storm | Deals 1d6/level fire damage. |
| Holy Aura | +4 to AC, +4 resistance, and SR 25 against evil spells. |
| Mists of Ecstasy | This spell causes a bluish-green cloud to erupt in a 20ft. radius from its target. |
| Peace Aura | Peace aura wards a particular site, building, or structure against violence. |
| Pestilence | Subject gains a disease, as do all who touch him. |
| Planar Ally, Greater | As lesser planar ally, but up to 18 HD. |
| Inflict Critical Wounds, Mass | Deals 4d8 damage +1/level to many creatures. |
| Shield of Law | +4 to AC, +4 resistance, and SR 25 against chaotic spells. |
| Spell Immunity, Greater | As spell immunity, but up to 8th-level spells. |
| Splinter the Mind | shatters the conscious and subconscious minds |
| Stormrage | You harness the powers of wind and storm to move, protect yourself, and attack. |
| Summon Monster VIII | Calls extraplanar creature to fight for you. |
| Symbol of Death | Triggered rune slays nearby creatures. |
| Symbol of Insanity | Triggered rune renders nearby creatures insane. |
| Unholy Aura | +4 to AC, +4 resistance, and SR 25 against good spells. |
| Youth and Beauty | You return the vigor of youth. |
Level 9
| Spell | Historical description |
|---|---|
| Astral Projection | Projects you and companions onto Astral Plane. |
| Awaken Construct | This spell awakens a humanoid-shaped construct to humanlike sentience. |
| Berserker Rage | This spell creates intense emotions of hatred in all creatures. |
| Blood Protectors | You channel divine energy into your own shed blood, transforming and expanding the drops of blood into a group of warriors. |
| Despoil | Kills plants, damages objects in 100-ft. radius/level. |
| Energy Drain | Subject gains 2d4 negative levels. |
| Etherealness | Travel to Ethereal Plane with companions. |
| Gate | Connects two planes for travel or summoning. |
| Heal, Mass | As heal, but with several subjects. |
| Implosion | Kills one creature/round. |
| Interplanetary Teleport | This spell functions as teleport, except there is truly no range limit and you do not need to have seen your destination. |
| Magickal Creation | A new life is created without a father or mother. |
| Miracle | Requests a deity’s intercession. |
| Purge of Darkness | The cleric calls down a black bolt of energy from the sky. |
| Purge of Might | The cleric calls down a golden bolt of energy from the sky. |
| Raise Structure | You conjure a fortress or other structure from the ground. |
| Releasing the Kraken | This powerful spell summons a kraken to you and allows you to speak with it. |
| Soul Bind | Traps newly dead soul to prevent resurrection. |
| Spell Meld | This spell joins the caster and a willing, spellcasting subject with a strong, mystical connection. Their spellcasting abilities pool together. |
| Spread of Savagery | Creatures within 10 ft./level become hostile and savage. |
| Storm of Vengeance | Storm rains acid, lightning, and hail. |
| Summon Monster IX | Calls extraplanar creature to fight for you. |
| Symbol of Strife | All creatures within the radius of a symbol of strife are compelled to attack the nearest conscious creature. |
| True Resurrection | As resurrection, plus remains aren’t needed. |
| Unveil the Truth | See spell page. |
| Ursa Major | You summon an axiomatic dire bear composed of stars. |
| Visage of the Deity, Greater | As lesser visage of the deity, except that you take on the qualities of a half-celestial or half-fiend. |
| Were-Doom | 1d4 creatures are infected with lycanthropy. |
| Winds of Vengeance | You surround yourself with a buffeting shroud of supernatural, tornado-force winds. |
Rules Sources and Licensing
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OPEN GAME LICENSE Version 1.0a
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.
1. Definitions: (a)”Contributors” means the copyright and/or trademark owners who have contributed Open Game Content; (b)”Derivative Material” means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) “Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)”Open Game Content” means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) “Product Identity” means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) “Trademark” means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) “You” or “Your” means the licensee in terms of this agreement.
2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.
3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.
4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content.
5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License.
6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.
7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.
8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.
9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.
10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.
11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so.
12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.
13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.
14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.
15. COPYRIGHT NOTICE
Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.
Pathfinder Roleplaying Game Core Rulebook. © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. END OF LICENSE
