Divine Magic • Spell Directory

Cleric Spells

A sun-marked cleric protects wounded companions from advancing undead.
Healing, protection, judgment, and the power to confront the dead.

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 abilityWisdom
Spell levelsCantrips or orisons, then levels 1–9
Preparation and slotsCleric class rules
Divine domainsDomain 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
SpellRules
GuidanceSpell page
LightSpell page
MendingSpell page
ResistanceSpell page
Sacred FlameFull rules below
Spare the DyingFull rules below
ThaumaturgyFull rules below
Level 1 · 15 spells
SpellRules
BaneSpell page
BlessSpell page
CommandSpell page
Create or Destroy WaterFull rules below
Cure WoundsFull rules below
Detect Evil and GoodFull rules below
Detect MagicSpell page
Detect Poison and DiseaseFull rules below
Guiding BoltFull rules below
Healing WordFull rules below
Inflict WoundsFull rules below
Protection from Evil and GoodFull rules below
Purify Food and DrinkSpell page
SanctuarySpell page
Shield of FaithSpell page
Level 2 · 17 spells
SpellRules
AidSpell page
AugurySpell page
Blindness/DeafnessSpell page
Calm EmotionsSpell page
Continual FlameSpell page
Enhance AbilitySpell page
Find TrapsSpell page
Gentle ReposeSpell page
Hold PersonSpell page
Lesser RestorationSpell page
Locate ObjectSpell page
Prayer of HealingFull rules below
Protection from PoisonFull rules below
SilenceSpell page
Spiritual WeaponSpell page
Warding BondFull rules below
Zone of TruthSpell page
Level 3 · 19 spells
SpellRules
Animate DeadSpell page
Beacon of HopeFull rules below
Bestow CurseSpell page
ClairvoyanceFull rules below
Create Food and WaterSpell page
DaylightFull rules below
Dispel MagicSpell page
Glyph of WardingSpell page
Magic CircleFull rules below
Mass Healing WordFull rules below
Meld into StoneSpell page
Protection from EnergySpell page
Remove CurseSpell page
RevivifyFull rules below
SendingSpell page
Speak with DeadSpell page
Spirit GuardiansFull rules below
TonguesSpell page
Water WalkSpell page
Level 4 · 9 spells
SpellRules
Aura of LifeFull rules below
BanishmentSpell page
Control WaterSpell page
Death WardSpell page
DivinationSpell page
Freedom of MovementSpell page
Guardian of FaithFull rules below
Locate CreatureSpell page
Stone ShapeSpell page
Level 5 · 13 spells
SpellRules
CommuneSpell page
ContagionSpell page
Dispel Evil and GoodFull rules below
Flame StrikeSpell page
GeasFull rules below
Greater RestorationSpell page
HallowSpell page
Insect PlagueSpell page
Legend LoreSpell page
Mass Cure WoundsFull rules below
Planar BindingSpell page
Raise DeadSpell page
ScryingSpell page
Level 6 · 11 spells
SpellRules
Blade BarrierSpell page
Create UndeadSpell page
Find the PathSpell page
ForbiddanceSpell page
HarmSpell page
HealSpell page
Heroes’ FeastSpell page
Planar AllySpell page
SunbeamFull rules below
True SeeingSpell page
Word of RecallSpell page
Level 7 · 8 spells
SpellRules
Conjure CelestialFull rules below
Divine WordFull rules below
EtherealnessSpell page
Fire StormSpell page
Plane ShiftSpell page
RegenerateSpell page
ResurrectionSpell page
SymbolFull rules below
Level 8 · 5 spells
SpellRules
Antimagic FieldSpell page
Control WeatherSpell page
EarthquakeSpell page
Holy AuraSpell page
SunburstFull rules below
Level 9 · 5 spells
SpellRules
Astral ProjectionSpell page
GateSpell page
Mass HealSpell page
Power Word HealFull rules below
True ResurrectionSpell 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
SpellRules
GuidanceSpell page
LightSpell page
MendingSpell page
ResistanceSpell page
Sacred FlameFull rules below
Spare the DyingFull rules below
ThaumaturgyFull rules below
Level 1 · 15 spells
SpellRules
BaneSpell page
BlessSpell page
CommandSpell page
Create or Destroy WaterFull rules below
Cure WoundsFull rules below
Detect Evil and GoodFull rules below
Detect MagicSpell page
Detect Poison and DiseaseFull rules below
Guiding BoltFull rules below
Healing WordFull rules below
Inflict WoundsFull rules below
Protection from Evil and GoodFull rules below
Purify Food and DrinkSpell page
SanctuarySpell page
Shield of FaithSpell page
Level 2 · 17 spells
SpellRules
AidSpell page
AugurySpell page
Blindness/DeafnessSpell page
Calm EmotionsSpell page
Continual FlameSpell page
Enhance AbilitySpell page
Find TrapsSpell page
Gentle ReposeSpell page
Hold PersonSpell page
Lesser RestorationSpell page
Locate ObjectSpell page
Prayer of HealingFull rules below
Protection from PoisonFull rules below
SilenceSpell page
Spiritual WeaponSpell page
Warding BondFull rules below
Zone of TruthSpell page
Level 3 · 19 spells
SpellRules
Animate DeadSpell page
Beacon of HopeFull rules below
Bestow CurseSpell page
ClairvoyanceFull rules below
Create Food and WaterSpell page
DaylightFull rules below
Dispel MagicSpell page
Glyph of WardingSpell page
Magic CircleFull rules below
Mass Healing WordFull rules below
Meld into StoneSpell page
Protection from EnergySpell page
Remove CurseSpell page
RevivifyFull rules below
SendingSpell page
Speak with DeadSpell page
Spirit GuardiansFull rules below
TonguesSpell page
Water WalkSpell page
Level 4 · 8 spells
SpellRules
BanishmentSpell page
Control WaterSpell page
Death WardSpell page
DivinationSpell page
Freedom of MovementSpell page
Guardian of FaithFull rules below
Locate CreatureSpell page
Stone ShapeSpell page
Level 5 · 13 spells
SpellRules
CommuneSpell page
ContagionSpell page
Dispel Evil and GoodFull rules below
Flame StrikeSpell page
GeasFull rules below
Greater RestorationSpell page
HallowSpell page
Insect PlagueSpell page
Legend LoreSpell page
Mass Cure WoundsFull rules below
Planar BindingSpell page
Raise DeadSpell page
ScryingSpell page
Level 6 · 10 spells
SpellRules
Blade BarrierSpell page
Create UndeadSpell page
Find the PathSpell page
ForbiddanceSpell page
HarmSpell page
HealSpell page
Heroes’ FeastSpell page
Planar AllySpell page
True SeeingSpell page
Word of RecallSpell page
Level 7 · 8 spells
SpellRules
Conjure CelestialFull rules below
Divine WordFull rules below
EtherealnessSpell page
Fire StormSpell page
Plane ShiftSpell page
RegenerateSpell page
ResurrectionSpell page
SymbolFull rules below
Level 8 · 4 spells
SpellRules
Antimagic FieldSpell page
Control WeatherSpell page
EarthquakeSpell page
Holy AuraSpell page
Level 9 · 4 spells
SpellRules
Astral ProjectionSpell page
GateSpell page
Mass HealSpell page
True ResurrectionSpell 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
SpellRules
BleedSpell page
Create WaterSpell page
Detect MagicSpell page
Detect PoisonSpell page
GuidanceSpell page
LightSpell page
MendingSpell page
Purify Food and DrinkSpell page
Read MagicSpell page
ResistanceSpell page
StabilizeSpell page
VirtueSpell page
Level 1 · 31 spells
SpellRules
BaneSpell page
BlessSpell page
Bless WaterSpell page
Cause FearSpell page
CommandSpell page
Comprehend LanguagesSpell page
Cure Light WoundsSpell page
Curse WaterSpell page
DeathwatchSpell page
Detect ChaosSpell page
Detect EvilSpell page
Detect GoodSpell page
Detect LawSpell page
Detect UndeadSpell page
Divine FavorSpell page
DoomSpell page
Endure ElementsSpell page
Entropic ShieldSpell page
Hide from UndeadSpell page
Inflict Light WoundsSpell page
Magic StoneSpell page
Magic WeaponSpell page
Obscuring MistSpell page
Protection from ChaosSpell page
Protection from EvilSpell page
Protection from GoodSpell page
Protection from LawSpell page
Remove FearSpell page
SanctuarySpell page
Shield of FaithSpell page
Summon Monster ISpell page
Level 2 · 32 spells
SpellRules
AidSpell page
Align WeaponSpell page
AugurySpell page
Bear’s EnduranceSpell page
Bull’s StrengthSpell page
Calm EmotionsSpell page
ConsecrateSpell page
Cure Moderate WoundsSpell page
DarknessSpell page
Death KnellSpell page
Delay PoisonSpell page
DesecrateSpell page
Eagle’s SplendorSpell page
EnthrallFull rules below
Find TrapsSpell page
Gentle ReposeSpell page
Hold PersonSpell page
Inflict Moderate WoundsSpell page
Make WholeSpell page
Owl’s WisdomSpell page
Remove ParalysisSpell page
Resist EnergySpell page
Restoration, LesserSpell page
ShatterSpell page
Shield OtherSpell page
SilenceSpell page
Sound BurstSpell page
Spiritual WeaponSpell page
StatusSpell page
Summon Monster IISpell page
Undetectable AlignmentSpell page
Zone of TruthSpell page
Level 3 · 34 spells
SpellRules
Animate DeadSpell page
Bestow CurseSpell page
Blindness/DeafnessSpell page
ContagionSpell page
Continual FlameSpell page
Create Food and WaterSpell page
Cure Serious WoundsSpell page
DaylightFull rules below
Deeper DarknessSpell page
Dispel MagicSpell page
Glyph of WardingSpell page
Helping HandSpell page
Inflict Serious WoundsSpell page
Invisibility PurgeSpell page
Locate ObjectSpell page
Magic Circle against ChaosSpell page
Magic Circle against EvilSpell page
Magic Circle against GoodSpell page
Magic Circle against LawSpell page
Magic VestmentSpell page
Meld into StoneSpell page
Obscure ObjectSpell page
PrayerSpell page
Protection from EnergySpell page
Remove Blindness/DeafnessSpell page
Remove CurseSpell page
Remove DiseaseSpell page
Searing LightSpell page
Speak with DeadSpell page
Stone ShapeSpell page
Summon Monster IIISpell page
Water BreathingSpell page
Water WalkSpell page
Wind WallSpell page
Level 4 · 27 spells
SpellRules
Air WalkSpell page
Chaos HammerSpell page
Control WaterSpell page
Cure Critical WoundsSpell page
Death WardSpell page
Dimensional AnchorSpell page
Discern LiesSpell page
DismissalSpell page
DivinationSpell page
Divine PowerSpell page
Freedom of MovementSpell page
Giant VerminSpell page
Holy SmiteSpell page
Imbue with Spell AbilitySpell page
Inflict Critical WoundsSpell page
Magic Weapon, GreaterSpell page
Neutralize PoisonSpell page
Order’s WrathSpell page
Planar Ally, LesserSpell page
PoisonSpell page
Repel VerminSpell page
RestorationSpell page
SendingSpell page
Spell ImmunitySpell page
Summon Monster IVSpell page
TonguesSpell page
Unholy BlightSpell page
Level 5 · 28 spells
SpellRules
AtonementSpell page
Break EnchantmentSpell page
Breath of LifeSpell page
Command, GreaterSpell page
CommuneSpell page
Cure Light Wounds, MassSpell page
Dispel ChaosSpell page
Dispel EvilSpell page
Dispel GoodSpell page
Dispel LawSpell page
Disrupting WeaponSpell page
Flame StrikeSpell page
HallowSpell page
Inflict Light Wounds, MassSpell page
Insect PlagueSpell page
Mark of JusticeSpell page
Plane ShiftSpell page
Raise DeadSpell page
Righteous MightSpell page
ScryingSpell page
Slay LivingSpell page
Spell ResistanceSpell page
Summon Monster VSpell page
Symbol of PainSpell page
Symbol of SleepSpell page
True SeeingSpell page
UnhallowSpell page
Wall of StoneSpell page
Level 6 · 26 spells
SpellRules
Animate ObjectsSpell page
Antilife ShellSpell page
BanishmentSpell page
Bear’s Endurance, MassSpell page
Blade BarrierSpell page
Bull’s Strength, MassSpell page
Create UndeadSpell page
Cure Moderate Wounds, MassSpell page
Dispel Magic, GreaterSpell page
Eagle’s Splendor, MassSpell page
Find the PathSpell page
ForbiddanceSpell page
Geas/QuestSpell page
Glyph of Warding, GreaterSpell page
HarmSpell page
HealSpell page
Heroes’ FeastSpell page
Inflict Moderate Wounds, MassSpell page
Owl’s Wisdom, MassSpell page
Planar AllySpell page
Summon Monster VISpell page
Symbol of FearSpell page
Symbol of PersuasionSpell page
Undeath to DeathSpell page
Wind WalkSpell page
Word of RecallSpell page
Level 7 · 18 spells
SpellRules
BlasphemySpell page
Control WeatherSpell page
Cure Serious Wounds, MassSpell page
DestructionSpell page
DictumSpell page
Ethereal JauntSpell page
Holy WordSpell page
Inflict Serious Wounds, MassFull rules below
RefugeSpell page
RegenerateSpell page
RepulsionSpell page
Restoration, GreaterSpell page
ResurrectionSpell page
Scrying, GreaterSpell page
Summon Monster VIISpell page
Symbol of StunningSpell page
Symbol of WeaknessSpell page
Word of ChaosSpell page
Level 8 · 17 spells
SpellRules
Antimagic FieldSpell page
Cloak of ChaosSpell page
Create Greater UndeadSpell page
Cure Critical Wounds, MassSpell page
Dimensional LockSpell page
Discern LocationSpell page
EarthquakeSpell page
Fire StormSpell page
Holy AuraSpell page
Inflict Critical Wounds, MassSpell page
Planar Ally, GreaterSpell page
Shield of LawSpell page
Spell Immunity, GreaterSpell page
Summon Monster VIIISpell page
Symbol of DeathSpell page
Symbol of InsanitySpell page
Unholy AuraSpell page
Level 9 · 11 spells
SpellRules
Astral ProjectionSpell page
Energy DrainSpell page
EtherealnessSpell page
GateSpell page
Heal, MassSpell page
ImplosionSpell page
MiracleSpell page
Soul BindSpell page
Storm of VengeanceSpell page
Summon Monster IXSpell page
True ResurrectionSpell 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
SpellRules
Create WaterSpell page
Cure Minor WoundsSpell page
Detect MagicSpell page
Detect PoisonSpell page
GuidanceSpell page
Inflict Minor WoundsSpell page
LightSpell page
MendingSpell page
Purify Food and DrinkSpell page
Read MagicSpell page
ResistanceSpell page
VirtueSpell page
Level 1 · 31 spells
SpellRules
BaneSpell page
BlessSpell page
Bless WaterSpell page
Cause FearSpell page
CommandSpell page
Comprehend LanguagesSpell page
Cure Light WoundsSpell page
Curse WaterSpell page
DeathwatchSpell page
Detect ChaosSpell page
Detect EvilSpell page
Detect GoodSpell page
Detect LawSpell page
Detect UndeadSpell page
Divine FavorSpell page
DoomSpell page
Endure ElementsSpell page
Entropic ShieldSpell page
Hide from UndeadSpell page
Inflict Light WoundsSpell page
Magic StoneSpell page
Magic WeaponSpell page
Obscuring MistSpell page
Protection from ChaosSpell page
Protection from EvilSpell page
Protection from GoodSpell page
Protection from LawSpell page
Remove FearSpell page
SanctuarySpell page
Shield of FaithSpell page
Summon Monster ISpell page
Level 2 · 32 spells
SpellRules
AidSpell page
Align WeaponSpell page
AugurySpell page
Bear’s EnduranceSpell page
Bull’s StrengthSpell page
Calm EmotionsSpell page
ConsecrateSpell page
Cure Moderate WoundsSpell page
DarknessSpell page
Death KnellSpell page
Delay PoisonSpell page
DesecrateSpell page
Eagle’s SplendorSpell page
EnthrallFull rules below
Find TrapsSpell page
Gentle ReposeSpell page
Hold PersonSpell page
Inflict Moderate WoundsSpell page
Make WholeSpell page
Owl’s WisdomSpell page
Remove ParalysisSpell page
Resist EnergySpell page
Restoration, LesserSpell page
ShatterSpell page
Shield OtherSpell page
SilenceSpell page
Sound BurstSpell page
Spiritual WeaponSpell page
StatusSpell page
Summon Monster IISpell page
Undetectable AlignmentSpell page
Zone of TruthSpell page
Level 3 · 34 spells
SpellRules
Animate DeadSpell page
Bestow CurseSpell page
Blindness/DeafnessSpell page
ContagionSpell page
Continual FlameSpell page
Create Food and WaterSpell page
Cure Serious WoundsSpell page
DaylightFull rules below
Deeper DarknessSpell page
Dispel MagicSpell page
Glyph of WardingSpell page
Helping HandSpell page
Inflict Serious WoundsSpell page
Invisibility PurgeSpell page
Locate ObjectSpell page
Magic Circle against ChaosSpell page
Magic Circle against EvilSpell page
Magic Circle against GoodSpell page
Magic Circle against LawSpell page
Magic VestmentSpell page
Meld into StoneSpell page
Obscure ObjectSpell page
PrayerSpell page
Protection from EnergySpell page
Remove Blindness/DeafnessSpell page
Remove CurseSpell page
Remove DiseaseSpell page
Searing LightSpell page
Speak with DeadSpell page
Stone ShapeSpell page
Summon Monster IIISpell page
Water BreathingSpell page
Water WalkSpell page
Wind WallSpell page
Level 4 · 23 spells
SpellRules
Air WalkSpell page
Control WaterSpell page
Cure Critical WoundsSpell page
Death WardSpell page
Dimensional AnchorSpell page
Discern LiesSpell page
DismissalSpell page
DivinationSpell page
Divine PowerSpell page
Freedom of MovementSpell page
Giant VerminSpell page
Imbue with Spell AbilitySpell page
Inflict Critical WoundsSpell page
Magic Weapon, GreaterSpell page
Neutralize PoisonSpell page
Planar Ally, LesserSpell page
PoisonSpell page
Repel VerminSpell page
RestorationSpell page
SendingSpell page
Spell ImmunitySpell page
Summon Monster IVSpell page
TonguesSpell page
Level 5 · 27 spells
SpellRules
AtonementSpell page
Break EnchantmentSpell page
Command, GreaterSpell page
CommuneSpell page
Cure Light Wounds, MassSpell page
Dispel ChaosSpell page
Dispel EvilSpell page
Dispel GoodSpell page
Dispel LawSpell page
Disrupting WeaponSpell page
Flame StrikeSpell page
HallowSpell page
Inflict Light Wounds, MassSpell page
Insect PlagueSpell page
Mark of JusticeSpell page
Plane ShiftSpell page
Raise DeadSpell page
Righteous MightSpell page
ScryingSpell page
Slay LivingSpell page
Spell ResistanceSpell page
Summon Monster VSpell page
Symbol of PainSpell page
Symbol of SleepSpell page
True SeeingSpell page
UnhallowSpell page
Wall of StoneSpell page
Level 6 · 26 spells
SpellRules
Animate ObjectsSpell page
Antilife ShellSpell page
BanishmentSpell page
Bear’s Endurance, MassSpell page
Blade BarrierSpell page
Bull’s Strength, MassSpell page
Create UndeadSpell page
Cure Moderate Wounds, MassSpell page
Dispel Magic, GreaterSpell page
Eagle’s Splendor, MassSpell page
Find the PathSpell page
ForbiddanceSpell page
Geas/QuestSpell page
Glyph of Warding, GreaterSpell page
HarmSpell page
HealSpell page
Heroes’ FeastSpell page
Inflict Moderate Wounds, MassSpell page
Owl’s Wisdom, MassSpell page
Planar AllySpell page
Summon Monster VISpell page
Symbol of FearSpell page
Symbol of PersuasionSpell page
Undeath to DeathSpell page
Wind WalkSpell page
Word of RecallSpell page
Level 7 · 18 spells
SpellRules
BlasphemySpell page
Control WeatherSpell page
Cure Serious Wounds, MassSpell page
DestructionSpell page
DictumSpell page
Ethereal JauntSpell page
Holy WordSpell page
Inflict Serious Wounds, MassFull rules below
RefugeSpell page
RegenerateSpell page
RepulsionSpell page
Restoration, GreaterSpell page
ResurrectionSpell page
Scrying, GreaterSpell page
Summon Monster VIISpell page
Symbol of StunningSpell page
Symbol of WeaknessSpell page
Word of ChaosSpell page
Level 8 · 17 spells
SpellRules
Antimagic FieldSpell page
Cloak of ChaosSpell page
Create Greater UndeadSpell page
Cure Critical Wounds, MassSpell page
Dimensional LockSpell page
Discern LocationSpell page
EarthquakeSpell page
Fire StormSpell page
Holy AuraSpell page
Inflict Critical Wounds, MassSpell page
Planar Ally, GreaterSpell page
Shield of LawSpell page
Spell Immunity, GreaterSpell page
Summon Monster VIIISpell page
Symbol of DeathSpell page
Symbol of InsanitySpell page
Unholy AuraSpell page
Level 9 · 11 spells
SpellRules
Astral ProjectionSpell page
Energy DrainSpell page
EtherealnessSpell page
GateSpell page
Heal, MassSpell page
ImplosionSpell page
MiracleSpell page
Soul BindSpell page
Storm of VengeanceSpell page
Summon Monster IXSpell page
True ResurrectionSpell 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.

SpellEvocation Cantrip (Cleric)
Casting TimeAction
Range60 feet
ComponentsV, S
DurationInstantaneous

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.

SpellEvocation cantrip
Casting Time1 action
Range60 feet
ComponentsV, S
DurationInstantaneous

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.

SpellNecromancy Cantrip (Cleric, Druid)
Casting TimeAction
Range15 feet
ComponentsV, S
DurationInstantaneous

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.

SpellNecromancy cantrip
Casting Time1 action
RangeTouch
ComponentsV, S
DurationInstantaneous

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.

SpellTransmutation Cantrip (Cleric)
Casting TimeAction
Range30 feet
ComponentsV
DurationUp 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.

SpellTransmutation cantrip
Casting Time1 action
Range30 feet
ComponentsV
DurationUp 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.

SpellLevel 1 Transmutation (Cleric, Druid)
Casting TimeAction
Range30 feet
ComponentsV, S, M (a mix of water and sand)
DurationInstantaneous

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.

Spell1st-level transmutation
Casting Time1 action
Range30 feet
ComponentsV, S, M (a drop of water if creating water or a few grains of sand if destroying it)
DurationInstantaneous

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.

SpellLevel 1 Abjuration (Bard, Cleric, Druid, Paladin, Ranger)
Casting TimeAction
RangeTouch
ComponentsV, S
DurationInstantaneous

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.

Spell1st-level evocation
Casting Time1 action
RangeTouch
ComponentsV, S
DurationInstantaneous

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.

SpellLevel 1 Divination (Cleric, Paladin)
Casting TimeAction
RangeSelf
ComponentsV, S
DurationConcentration, 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.

Spell1st-level divination
Casting Time1 action
RangeSelf
ComponentsV, S
DurationConcentration, 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.

SpellLevel 1 Divination (Cleric, Druid, Paladin, Ranger)
Casting TimeAction or Ritual
RangeSelf
ComponentsV, S, M (a yew leaf)
DurationConcentration, 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.

Spell1st-level divination (ritual)
Casting Time1 action
RangeSelf
ComponentsV, S, M (a yew leaf)
DurationConcentration, 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.

SpellLevel 1 Evocation (Cleric)
Casting TimeAction
Range120 feet
ComponentsV, S
Duration1 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.

Spell1st-level evocation
Casting Time1 action
Range120 feet
ComponentsV, S
Duration1 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.

SpellLevel 1 Abjuration (Bard, Cleric, Druid)
Casting TimeBonus Action
Range60 feet
ComponentsV
DurationInstantaneous

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.

Spell1st-level evocation
Casting Time1 bonus action
Range60 feet
ComponentsV
DurationInstantaneous

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.

SpellLevel 1 Necromancy (Cleric)
Casting TimeAction
RangeTouch
ComponentsV, S
DurationInstantaneous

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.

Spell1st-level necromancy
Casting Time1 action
RangeTouch
ComponentsV, S
DurationInstantaneous

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.

SpellLevel 1 Abjuration (Cleric, Druid, Paladin, Warlock, Wizard)
Casting TimeAction
RangeTouch
ComponentsV, S, M (a flask of Holy Water worth 25+ GP, which the spell consumes)
DurationConcentration 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.

Spell1st-level abjuration
Casting Time1 action
RangeTouch
ComponentsV, S, M (holy water or powdered silver and iron, which the spell consumes)
DurationConcentration 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.

SpellLevel 2 Enchantment (Bard, Warlock)
Casting TimeAction
Range60 feet
ComponentsV, S
DurationConcentration, 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.

Spell2nd-level enchantment
Casting Time1 action
Range60 feet
ComponentsV, S
Duration1 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.

SchoolEnchantment (charm) [language-dependent, mind-affecting, sonic]
Levelbard 2, cleric 2
Casting Time1 round
ComponentsV, S
RangeMedium (100 ft. + 10 ft./level)
TargetsAny number of creatures
Duration1 hour or less
Saving ThrowWill negates; see text
Spell ResistanceYes

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.

SchoolEnchantment (charm) [language-dependent, mind-affecting, sonic]
LevelBrd 2, Clr 2
Casting Time1 round
ComponentsV, S
RangeMedium (100 ft. + 10 ft./level)
TargetsAny number of creatures
Duration1 hour or less
Saving ThrowWill negates; see text
Spell ResistanceYes

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.

SpellLevel 2 Abjuration (Cleric, Paladin)
Casting Time10 minutes
Range30 feet
ComponentsV
DurationInstantaneous

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.

Spell2nd-level evocation
Casting Time10 minutes
Range30 feet
ComponentsV
DurationInstantaneous

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.

SpellLevel 2 Abjuration (Cleric, Druid, Paladin, Ranger)
Casting TimeAction
RangeTouch
ComponentsV, S
Duration1 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.

Spell2nd-level abjuration
Casting Time1 action
RangeTouch
ComponentsV, S
Duration1 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.

SpellLevel 2 Abjuration (Cleric, Paladin)
Casting TimeAction
RangeTouch
ComponentsV, S, M (a pair of platinum rings worth 50+ GP each, which you and the target must wear for the duration)
Duration1 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.

Spell2nd-level abjuration
Casting Time1 action
RangeTouch
ComponentsV, S, M (a pair of platinum rings worth at least 50 gp each, which you and the target must wear for the duration)
Duration1 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.

SpellLevel 3 Abjuration (Cleric)
Casting TimeAction
Range30 feet
ComponentsV, S
DurationConcentration, 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.

Spell3rd-level abjuration
Casting Time1 action
Range30 feet
ComponentsV, S
DurationConcentration, 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.

SpellLevel 3 Divination (Bard, Cleric, Sorcerer, Wizard)
Casting Time10 minutes
Range1 mile
ComponentsV, S, M (a focus worth 100+ GP, either a jeweled horn for hearing or a glass eye for seeing)
DurationConcentration, 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.

Spell3rd-level divination
Casting Time10 minutes
Range1 mile
ComponentsV, S, M (a focus worth at least 100 gp, either a jeweled horn for hearing or a glass eye for seeing)
DurationConcentration, 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.

SpellLevel 3 Evocation (Cleric, Druid, Paladin, Ranger, Sorcerer)
Casting TimeAction
Range60 feet
ComponentsV, S
Duration1 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.

Spell3rd-level evocation
Casting Time1 action
Range60 feet
ComponentsV, S
Duration1 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.

SchoolEvocation [light]
Levelbard 3, cleric 3, druid 3, paladin 3, sorcerer/wizard 3
Casting Time1 standard action
ComponentsV, S
RangeTouch
TargetObject touched
Duration10 minutes/level (dismissible)
Saving ThrowNone
Spell ResistanceNo

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.

SchoolEvocation [light]
LevelBrd 3, Clr 3, Drd 3, Pal 3, Sor/Wiz 3
Casting Time1 standard action
ComponentsV, S
RangeTouch
TargetObject touched
Duration10 minutes/level (dismissible)
Saving ThrowNone
Spell ResistanceNo

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.

SpellLevel 3 Abjuration (Cleric, Paladin, Warlock, Wizard)
Casting Time1 minute
Range10 feet
ComponentsV, S, M (salt and powdered silver worth 100+ GP, which the spell consumes)
Duration1 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.

Spell3rd-level abjuration
Casting Time1 minute
Range10 feet
ComponentsV, S, M (holy water or powdered silver and iron worth at least 100 gp, which the spell consumes)
Duration1 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.

SpellLevel 3 Abjuration (Bard, Cleric)
Casting TimeBonus Action
Range60 feet
ComponentsV
DurationInstantaneous

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.

Spell3rd-level evocation
Casting Time1 bonus action
Range60 feet
ComponentsV
DurationInstantaneous

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.

SpellLevel 3 Necromancy (Cleric, Druid, Paladin, Ranger)
Casting TimeAction
RangeTouch
ComponentsV, S, M (a diamond worth 300+ GP, which the spell consumes)
DurationInstantaneous

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.

Spell3rd-level necromancy
Casting Time1 action
RangeTouch
ComponentsV, S, M (diamonds worth 300 gp, which the spell consumes)
DurationInstantaneous

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.

SpellLevel 3 Conjuration (Cleric)
Casting TimeAction
RangeSelf
ComponentsV, S, M (a prayer scroll)
DurationConcentration, 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.

Spell3rd-level conjuration
Casting Time1 action
RangeSelf (15-foot radius)
ComponentsV, S, M (a holy symbol)
DurationConcentration, 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.

SpellLevel 4 Abjuration (Cleric, Paladin)
Casting TimeAction
RangeSelf
ComponentsV
DurationConcentration, 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.

SpellLevel 4 Conjuration (Cleric)
Casting TimeAction
Range30 feet
ComponentsV
Duration8 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.

Spell4th-level conjuration
Casting Time1 action
Range30 feet
ComponentsV
Duration8 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.

SpellLevel 5 Abjuration (Cleric, Paladin)
Casting TimeAction
RangeSelf
ComponentsV, S, M (powdered silver and iron)
DurationConcentration, 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.

Spell5th-level abjuration
Casting Time1 action
RangeSelf
ComponentsV, S, M (holy water or powdered silver and iron)
DurationConcentration, 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.

SpellLevel 5 Enchantment (Bard, Cleric, Druid, Paladin, Wizard)
Casting Time1 minute
Range60 feet
ComponentsV
Duration30 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.

Spell5th-level enchantment
Casting Time1 minute
Range60 feet
ComponentsV
Duration30 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.

SpellLevel 5 Abjuration (Bard, Cleric, Druid)
Casting TimeAction
Range60 feet
ComponentsV, S
DurationInstantaneous

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.

Spell5th-level evocation
Casting Time1 action
Range60 feet
ComponentsV, S
DurationInstantaneous

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.

SpellLevel 6 Evocation (Cleric, Druid, Sorcerer, Wizard)
Casting TimeAction
RangeSelf
ComponentsV, S, M (a magnifying glass)
DurationConcentration, 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.

Spell6th-level evocation
Casting Time1 action
RangeSelf (60-foot line)
ComponentsV, S, M (a magnifying glass)
DurationConcentration, 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.

SpellLevel 7 Conjuration (Cleric)
Casting TimeAction
Range90 feet
ComponentsV, S
DurationConcentration, 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.

Spell7th-level conjuration
Casting Time1 minute
Range90 feet
ComponentsV, S
DurationConcentration, 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.

SpellLevel 7 Evocation (Cleric)
Casting TimeBonus Action
Range30 feet
ComponentsV
DurationInstantaneous

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.

Divine Word Effects
Current Hit PointsEffect on a Failed Save
0–20The target dies.
21–30The target has the Blinded, Deafened, and Stunned conditions for 1 hour.
31–40The target has the Blinded and Deafened conditions for 10 minutes.
41–50The target has the Deafened condition for 1 minute.

Divine Word — 5e (2014)

Cleric spell level 7. Edition source.

Spell7th-level evocation
Casting Time1 bonus action
Range30 feet
ComponentsV
DurationInstantaneous

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.

SchoolNecromancy
Levelcleric 7
Casting Time1 standard action
ComponentsV, S
RangeClose (25 ft. + 5 ft./2 levels)
TargetsOne creature/level, no two of which can be more than 30 ft. apart
DurationInstantaneous
Saving ThrowWill half
Spell ResistanceYes

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.

SchoolNecromancy
LevelClr 7
Casting Time1 standard action
ComponentsV, S
RangeClose (25 ft. + 5 ft./2 levels)
TargetsOne creature/level, no two of which can be more than 30 ft. apart
DurationInstantaneous
Saving ThrowWill half
Spell ResistanceYes

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.

SpellLevel 7 Abjuration (Bard, Cleric, Druid, Wizard)
Casting Time1 minute
RangeTouch
ComponentsV, S, M (powdered diamond worth 1,000+ GP, which the spell consumes)
DurationUntil 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.

Spell7th-level abjuration
Casting Time1 minute
RangeTouch
ComponentsV, S, M (mercury, phosphorus, and powdered diamond and opal with a total value of at least 1,000 gp, which the spell consumes)
DurationUntil 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.

SpellLevel 8 Evocation (Cleric, Druid, Sorcerer, Wizard)
Casting TimeAction
Range150 feet
ComponentsV, S, M (a piece of sunstone)
DurationInstantaneous

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.

Spell8th-level evocation
Casting Time1 action
Range150 feet
ComponentsV, S, M (fire and a piece of sunstone)
DurationInstantaneous

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.

SpellLevel 9 Enchantment (Bard, Cleric)
Casting TimeAction
Range60 feet
ComponentsV
DurationInstantaneous

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

SpellHistorical description
AmanuensisYou cause writing from one source (such as a book) to be copied into a book, paper, or parchment.
Analyze FertilityGives the caster an insight into the reproductive capabilities of the target.
BleedYou cause a living creature that is below 0 hit points but stabilized to resume dying.
CandlelightYou cause an object to glow like a candle, shedding light in a 5-foot radius from the point you touch.
Comprehend WritingYour can make sense of foreign writing and strange symbols.
Create WaterCreates 2 gallons/level of pure water.
Cure Minor WoundsCures 1 point of damage.
Detect Heretic
Detect MagicDetects spells and magic items within 60 ft.
Detect PoisonDetects poison in one creature or object.
Detect PregnancyYou 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 WoundsTouch attack, 1 point of damage.
LightObject shines like a torch.
MendingMakes minor repairs on an object.
No LightPrevents normal light from illuminating.
Preserve OrganProtects one detached organ from decay for 24 hours.
Purify Food and DrinkPurifies 1 cu. ft./level of food or water.
Quick SleepingPuts willing target to sleep.
Quick WakeningWakes target up from normal sleep.
Read MagicRead scrolls and spellbooks.
ResistanceSubject gains +1 on saving throws.
Slash TongueSubject takes -1 penalty on attacks, saves and checks for 1 round.
VirtueSubject gains 1 temporary hp.

Level 1

SpellHistorical description
Air BubbleCreates a small pocket of breathable air that surrounds the touched creature’s head or the touched object.
AllureThe recipient of this spell becomes more desirable, likeable, and popular.
Anarchic  WaterThis transmutation imbues a flask (1 pint) of water with the energy of chaos, turning it into anarchic water.
Angry AcheSubject takes -2 penalty on attack rolls.
Artemis’ BlessingGuides 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 WaterImbues a flask (1 pint) of water with the order of law, turning it into axiomatic water.
BaneEnemies take -1 on attack rolls and saves against fear.
BlessAllies gain +1 on attack rolls and saves against fear.
Bless GrowthImproves growth of plants, adult creature, or mother.
Bless Water Makes Holy Water.
Blinding StrikeOn a successful hit in combat, the opponent must make a Fortitude save or be blinded for 1 round per caster level.
Block the SeedYou are incapable of getting someone pregnant or becoming impregnated for the duration of this spell.
Blood Spilled AnewThis spell enchants an object that has been stained with blood in an act of murder.
Cause FearOne creature of 5 HD or less flees for 1d4 rounds.
Cold FireYou are able to change the normal flames of a fire (any blaze that lasts for more than 1 round) into cold flames.
CommandOne subject obeys selected command for 1 round.
Comprehend LanguagesYou understand all spoken and written languages.
Cure Light Wounds Cures 1d8 damage +1/level (max +5).
Curse Water Makes unholy water.
DeathwatchReveals how near death subjects within 30 ft. are.
Decorate ItemYou can add detail to a crafted item, or alter existing details.
Detect Chaos/Evil/Good/LawReveals creatures, spells, or objects of selected alignment.
Detect UndeadReveals undead within 60 ft.
Divine Favor You gain +1 per three levels on attack and damage rolls.
Divine StrikeThe 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 ElementsExist 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.
GodlockWhen 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 StrikeSee spell page.
Haruspicy (pronounced ha-RUSS-pa-see) is the bloody art of reading the future in the entrails of an animal.
Healing StonesCasting healing stones on a trio of small stones imbues them each with restorative healing energy.
HeartacheSubject helpless for 1 round.
Hide from Undead undead can’t perceive one subject/level.
Improved Create WaterYou create 4 gallons/per level of drinkable liquid.
Inflict Light WoundsTouch deals 1d8 damage +1/level (max +5).
Invisibility to Undeadundead cannot perceive the warded creatures.
Magic StoneThree stones gain +1 on attack, deal 1d6 +1 damage.
Magic WeaponWeapon gains +1 bonus.
Minor Fighting ProwessCaste gains +1 bonus to attack rolls, additional +1 per 2 levels.
Moon LustThis spell instills in the target an obsessive fascination with the moon.
MoonstoneCreates 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 LightA glittering corona of sunlight surrounds your body at a few inches distance – until you release it as a focused blast of divine energy.
Phantom MusicianThis 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 HopeSubject, gains a +2 morale bonus on saving throws, attack rolls, ability checks, and skill checks.
Remove FearSuppresses fear or gives +4 on saves against fear for one subject + one per four levels.
Remove SicknessYou quell feelings of illness and nausea in the target.
ResurgenceSee spell page.
RosemantleYou cause the target to glow with a soft, faint, rosy radiance equal to candlelight.
Sacrificial SkillCaster gains +5 bonus on Knowledge (religion) checks made during sacrifice.
SanctuaryOpponents can’t attack you, and you can’t attack.
Shield of FaithAura grants +2 or higher deflection bonus.
Slow ConsumptionCaster absorbs health and sustenance from helpless subject.
SobrietyDispels drunkenness, allows second save against confusion.
SorrowSubject takes -3 penalty on attacks, saves, and checks.
Spider HandCaster’s hand becomes a Small monstrous spider.
StuporOne helpless subject is put in a state that allows him to be moved but take no other actions.
Summon Monster ICalls extraplanar creature to fight for you.
Summon Undead IThe undead you summon appear in a burst of smoke and fog.
Suspend DiseaseKeeps disease from harming creature for 24 hours.
Testimony of the Broken WindowIt is often said that the eyes of the dead hold the last image seen.
Tongue of BaalzebulCaster gains +2 bonus on Bluff, Diplomacy, and Gather Information checks.
Vision of Exquisite PleasureImages of tantalizing and overwhelming sexual pleasure consume the affected target, causing him to pause in his tracks and revel in eroticism.
Vision of GloryYou 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 HeavenYour 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 BalanceThe caster can determine how far out of balance a creature is from true Neutral.

Level 2

SpellHistorical description
AddictionSubject becomes addicted to a drug.
Aid+1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10).
Align WeaponWeapon becomes good, evil, lawful, or chaotic.
Annul the DivineThis spell allows you to counter the effects of either consecrate or desecrate.
Apollo’s  Blessingcounters all darkness spells, those within the spell’s radius receive bonuses on Perform and Heal checks.
Athena’s Protective ShieldAn invisible but tangible field of force surrounds the subject of Athena’s protective shield.
AuguryLearns whether an action will be good or bad.
Aura of GloryYou 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 EnduranceSubject gains +4 to Constitution for 1 min./level.
BeguileAs Charm Person, except target is romantically inclined towards you.
Biting BladeSlashing weapon deals extra 1d8 +1 per caster level slashing damage.
Bleak HarvestWith this spell, you can demonstrate your god’s wrath by visiting blight and destruction upon a farmer’s crops.
Boneblast1d3 Constitution damage to subject.
Bountiful HarvestYou bless a field, granting it unusual growth and prosperity.
Bull’s StrengthSubject gains +4 to Strength for 1 min./level.
Calm EmotionsCalms creatures, negating emotion effects.
Cloak of SilenceSometimes there are situations in which you don’t want to be heard – and yet, you have to speak. (New)
ConsecrateFills area with positive energy, making undead weaker.
Cure Moderate WoundsCures 2d8 damage +1/level (max +10).
Curse of Ill FortuneYou place a temporary curse upon the subject.
Dance of RuinNondemons take 2d20 points of damage.
DarkboltDeals 1d8 damage/2 levels and stuns 1 round.
Darkness20-ft. radius of supernatural shadow.
Death KnellKills dying creature; you gain 1d8 temporary hp, +2 to Strength, and +1 level.
Deific VengeanceYou call out to your deity, declaring your foe’s crimes and asking your deity to punish him.
Delay PoisonStops poison from harming subject for 1 hour/level.
DesecrateFills area with negative energy, making undead stronger.
Detect DiseaseYou can sense the presence of disease. The amount of information revealed depends on how long you study a particular area or subject.
Eagle’s SplendorSubject gains +4 to Charisma for 1 min./level.
ElationYour allies become elated, full of energy and joy.
Energized Shield, LesserWhen 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 HeartYou cut out an enemy’s heart and consume it, absorbing that enemy’s power as your own.
Enhance Ability
EnthrallCaptivates all within 100 ft. + 10 ft./level.
FilterAn invisible bubble of protection around the recipient’s body that filters out all noxious and toxic elements in the air.
Find TrapsNotice traps as a rogue does.
Gaze ScreenThis spell creates a mirrorlike area around the recipient’s eyes.
Gentle ReposePreserves one corpse.
Ghostbane DirgeThe target coalesces into a semi-physical form for a short period of time.
Ghostly SlashingCauses 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.
HauntedThe victim will believe that he is going mad or the world around him is.
Hero’s VisageThe caster emanates an aura of greatness, appearing like a hero of ancient legend, who only the bravest dare to approach, let alone fight.
Hold PersonParalyzes one humanoid for 1 round/level.
KarmaYou become more charismatic, more intelligent, and wiser.
Kelp Snare 
Inflict Moderate WoundsTouch attack, 2d8 damage +1/level (max +10).
Inky CloudThe 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 WholeRepairs an object.
Mantle of LoveYou imbue the subject with magical energy that protects her from harm, granting her a +4 morale bonus on all saves.
Merciful WeaponThe caster causes one weapon to loose its sharpness or hardness so that it deals subdual damage instead of normal damage.
NorthwindCreatures within the effect must make a Fort save or take 2d4 points of cold damage.
Owl’s WisdomSubject gains +4 to Wisdom for 1 min./level.
Painful TruthThis spell serves the same purpose as zone of truth, but in a different manner.
PhysiqueYou become more agile, more resilient, and stronger.
Remove ParalysisFrees one or more creatures from Paralysis or slow effect.
Resist EnergyIgnores 10 (or more) points of damage/attack from specified energy type.
Resist TemptationThe caster becomes hardened to sexual advances and magical effects that entice him.
Restoration, LesserDispels magical ability penalty or repairs 1d4 ability damage.
RetributionIf 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 GenderReverse target’s gender for 1 hr./level.
Sap StrengthSubject becomes exhausted.
ShatterSonic vibration damages objects or crystalline creatures.
Shield Other You take half of subject’s damage.
SilenceNegates sound in 20-ft. radius.
Sound BurstDeals 1d8 sonic damage to subjects; may stun them.
Spear of PurityYou 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 LegsCaster grows long spider legs that have a speed of 30 ft. and move on vertical surfaces.
Spiritual WeaponMagic weapon attacks on its own.
Spores of the VrockAll within 5 ft. take 1d8 damage and 1d2 damage each round thereafter for 10 rounds.
StabilizeThis spell, designed to work on the battlefield, allows you to stabilize the dying all around you.
StatusMonitors condition, position of allies.
Summon ArmourThe caster summons a dedicated suit of armour to him.
Summon Monster IICalls extraplanar creature to fight for you.
Summon Undead IIThis spell functions like Summon Undead I, except that you can summon more powerful undead.
Sun LightsBalls of light dazzle victims for 1d4 rounds.
Undetectable AlignmentConceals alignment for 24 hours.
Wave of GriefAll within cone take -3 penalty on attacks, saves, and checks.
Wither LimbCaster reduces subject’s speed to 5 ft. or makes it impossible for subject to use objects or cast somatic spells.
Zone of TruthSubjects within range cannot lie.

Level 3

SpellHistorical description
Analyze AncestryThis spell provides a complete genealogy back ten generations.
Animate Dead Creates undead skeletons and Zombies.
Artemis’ GraceYou grant the target an extra measure of skill in attacking distant opponents with ranged weapons.
Athena’s GraceYou are able to grant the target a measure of wisdom in defense.
Augment ObjectThis spell adds +20 to the break DC of the object and doubles its hardness and hit points.
AversionThe target of this spell becomes repulsed and completely disgusted.
BanThis 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 SandA region of black sand literally swallows light, emitting magical darkness rising to a height of 20 feet over the surface.
Blindness/DeafnessMakes subject blinded or deafened.
BonebladeTurns a bone into a magic weapon.
Briar WebThis 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 EyesYou can use a creature’s vision instead of your own.
Circle DanceYou divine the relative direction and condition of another creature. You must have firsthand knowledge of the creature for the spell to function.
Circle of NauseaFoes are denied all actions or take -2 penalty on attacks, saving throws, and skill checks.
Cloak of BraverySummoning up your courage, you throw out your arm, cloaking all your allies in a glittering mantle of magic that bolsters their bravery.
Clutch of OrcusDeals 1d3 points of damage each round and paralyzes foe while caster concentrates.
ContagionInfects subject with chosen disease.
Continual FireCreates real flame that doesn’t die out through normal means.
Continual Flame Makes a permanent, heatless torch.
Create Food and WaterFeeds three humans (or one horse)/level.
Cure Serious WoundsCures 3d8 damage +1/level (max +15).
Cursed OrgasmThe next time that the subject achieves orgasm, he is wracked with incredible pain.
Daylight60-ft. radius of bright light.
Deeper DarknessObject sheds supernatural shadow in 60-ft. radius.
Detect Metal and MineralsThe spell will detect everything from a vein of iron ore to a pile of gold coins.
Devil’s EyeCaster can see in even magical darkness, up to 30 ft.
Dire ChargeThe recipient becomes capable of terrible charge attacks.
Dispel MagicCancels spells and magical effects.
Energize PotionThis spell transforms a magic potion into a volatile substance that can be hurled out to the specified range.
Energized ShieldThis spell functions like lesser energized shield, except that the energy resistance is 10 and damage dealt is 2d6.
Energy VortexEnergy wells up inside you and explodes outward in a furious burst.
Eyes of the ZombieCaster sees through a zombie’s eyes.
False Confidence The target is filled with confidence and competent in every social and sexual aspect of life.
FascinateThe victim to become intrigued and infatuated with the caster.
Fell the Greatest FoeSee spell page.
Final VisionSee spell page.
Flame of Faith Using your faith as a guide for your magic, you touch the weapon and it bursts into flame.
Flesh RipperBlack claw deals 1d8 damage/level and critical hits deal bleeding wounds.
Gaean RepastYou call upon the power of Gaea, the Earth Mother herself to sustain you.
Gaean StrengthYou summon the power of Gaea, the Earth Mother, to add to your strength. (New)
Glyph of Warding MInscription harms those who pass it.
Grasp of the Endless War Touch attack, 1d10 damage for each alignment step target is from you. (New)
HaboobA thick haze of swirling dust and sand swirls out from the point you designate.
Healing SphereThe orb cures 2d8 points of damage +1 point per caster level (maximum +10).
Healing Stones, GreaterThis 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 HandGhostly hand leads subject to you.
Hold EvilThe target freezes in place, standing helpless.
Indelible MarkA powerful variation of Arcane Mark, this ritual allows you to brand a living creature with a message, symbol, or sigil.
Inflict Serious WoundsTouch attack, 3d8 damage +1/level (max +15).
Interplanar MessageAllows 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 PurgeDispels invisibility within 5 ft./level.
JealousyYou place a curse on the subject. If the target attempts sex with any creature other than yourself, she experiences wracking pain.
Knight’s MoveThe 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.
LifebondThis 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 ObjectSenses direction toward object (specific or type).
Magic Circle against Chaos/Evil/Good/LawAs protection spells, but 10-ft. radius and 10 min./level.
Magic VestmentArmor or shield gains +1 enhancement per four levels.
MasochismFor every 10 hp damage caster takes, he gains +1 on attacks, saves, and checks.
Meld into StoneYou and your gear merge with stone.
Obscure ObjectMasks object against scrying.
PatronageYou draw down your god’s aura, draping that magical essence around the chosen individual.
PrayerAllies +1 bonus on most rolls, enemies -1 penalty.
Protection from EnergyAbsorb 12 points/level of damage from one kind of energy.
Remove Blindness/DeafnessCures normal or magical conditions.
Remove CurseFrees object or person from curse.
Remove DiseaseCures all diseases affecting subject.
SacrificeBy killing an animal of at least one hit die in a ritual fashion, you may use that energy to aid another.
SadismFor every 10 hp damage caster deals, he gains +1 on attacks, saves, and checks.
Searing LightRay deals 1d8/two levels damage, more against undead.
Shield of WardingYou 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.
ShrivelingSubject takes 1d4 damage per level.
Spark of InsightRemembrance some forgotten piece of lore or information that pertains to the situation at hand.
Speak with DeadCorpse answers one question/two levels.
Stone ShapeSculpts stone into any shape.
Summon Monster IIICalls extraplanar creature to fight for you.
Summon Undead IIIThis spell functions like Summon Undead I, except that you can summon more powerful undead.
SunspearCreates a spear of light that heals or inflicts 2d4 +2 / level when thrown.
ThunderstrikeThe caster commands a powerful jolt of energy to erupt at the point of origin.
Unliving Weaponundead subject explodes for 1d6 damage/2 levels when struck or at a specific time.
Venomous VaporYou create a small cloud of deadly glowing mist around the target.
Vigor, Mass LesserYou invoke healing energy over a group of creatures, granting each the fast healing ability for the duration of the spell.
Vile LanceCreates +2 shortspear that deals vile damage.
Visage of the Deity, LesserWhen you cast this spell, your body changes into a form more like your deity’s (in a very limited fashion, of course).
Water BreathingSubjects can breathe underwater.
Water WalkSubject treads on water as if solid.
White SandThis spell creates an area of white sand, infused with positive energy.
Wind WallDeflects arrows, smaller creatures, and gases.
WrackBlinds subject and renders it helpless for 1 round/level, then -2 on attacks, saves, and checks for 3d10 minutes.
Youthful VigorThe target gains the vigor of youth.

Level 4

SpellHistorical description
Abyssal Might.Caster gains +2 to Strength, Constitution, Dexterity, and SR.
Air WalkSubject treads on air as if solid (Climb at 45-degree angle).
Battering RamYou project ram-headed beams of force.
Beauty’s CaressWhen touched, the target becomes much more attractive, poised, and self-confident.
Black SpotThe black spot is a specific and feared pirate curse.
Blessed SeedThis 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.
CastigateShouting your deity’s teachings, you rebuke your foes with the magic of your sacred words.
Claws of the SavageSubject gains claws that deal damage based on size.
CleanseForces evil spirits, undead, and outsiders to leave area.
Combat BlessingBy invoking the favour of the gods, the caster augments the combat prowess of himself and his allies.
Control WaterRaises or lowers bodies of water.
Corrupt Weapon Casting this spell allows the cleric to channel unholy energies into her weapon.
Cure Critical WoundsCures 4d8 damage +1/level (max +20).
Damning DarknessDarkness deals either 2d6 or 1d6 damage per round.
Death WardGrants immunity to death spells and negative energy effects.
Delay DeathYou 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.
DesperationTarget 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 AnchorBars extradimensional movement.
Discern LiesReveals deliberate falsehoods.
DismissalForces a creature to return to native plane.
DivinationProvides useful advice for specific proposed actions.
Divine LinkYou channel your god, who can then speak with those present.
Divine PowerYou gain attack bonus, +6 to Strength, and 1 hp/level.
Eagle’s splendor, GreaterThis spell functions like eagle’s splendor, except as noted above.
Elemental
Armor
+8 AC bonus, resistance against energy type 10.
Empathic SurgeYou 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 TouchGhost touch makes a weapon, fifty projectiles, or an article of clothing able to to interact with incorporeal creatures.
Giant VerminTurns centipedes, scorpions, or spiders into giant vermin.
Hell’s PowerCaster gains +2 AC and +1 to existing DR.
Identify TransgressorCaster learns the identity of one person.
Imbue with Spell AbilityTransfer spells to subject.
ImpotencyA male creature that is touched by the caster becomes permanently impotent. A female becomes frigid and completely disinterested in sex.
Improved bull’s strengthAs bull’s strength, but with a longer duration.
Improved
eagle’s splendor
As eagle’s splendor , but with a longer duration.
Improved KarmaThis spell functions like Karma, except as noted above.
Improved PhysiqueAs physique, but with a longer duration.
Inflict Critical WoundsTouch attack, 4d8 damage +1/level (max +20).
Lesser Strengthening RiteCleric gains 1d3 Strength and Constitution points.
Limited TelepathyThis 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 CloakThe provider is used as a mask for the recipient, who is polymorphed into the provider’s form as if by the polymorph spell.
Neutralize PoisonImmunizes subject against poison, detoxifies venom in or on subject.
PanaceaThis spell channels positive energy into a creature to wipe away afflictions.
Planar Ally, Lesser XExchange services with a 6 HD extraplanar creature.
PoisonTouch deals 1d10 Constitution damage, repeats in 1 min.
Psychic PoisonPoisons those casting divination or mind affecting spells at object, creature, or area.
RecitationBy reciting a sacred passage or declaration, you invoke your deity’s blessing upon yourself and your allies.
Repel VerminInsects, spiders, and other vermin stay 10 ft. away.
RestorationRestores level and ability score drains.
Retribution, GreaterThis spell functions as retribution, except that the target will suffer double the damage.
Saving GraceFor 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.
SendingDelivers short message anywhere, instantly.
Spell ImmunitySubject is immune to one spell per four levels.
Spirit of AvalonCalls invisible spirit that will defend caster.
Stone MetamorphosisYou can change an existing piece of rock to another type of rock.
Stop HeartSubject drops to -8 hp immediately.
Summon Monster IVCalls extraplanar creature to fight for you.
Sword of ConscienceThe target creature, which must be evil, is struck by pangs of conscience and remorse.
TonguesSpeak any language.
Wall of GoodYou create an immobile barrier that inhibits evil creatures.
Withering TouchTouch attack, 2d8 points of strength and Constitution in any combination removed.

Level 5

SpellHistorical description
AdorationOne subject cannot attack you.
AtonementRemoves burden of misdeeds from subject.
Bitter VintageYou transform wine into the poison of your choice.
Break EnchantmentFrees subjects from enchantments, alterations, curses, and petrification.
Breath of LifeUnlike other spells that heal damage, breath of life can bring recently slain creatures back to life.
Charnel FireConsumes one corpse or undead creature.
Command, GreaterAs command, but affects one subject/level.
CommuneDeity answers one yes-or-no question/level.
Crown of FlameYou 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 WeaponMelee weapon destroys undead.
Divine ArbitrationThe cleric can use divine arbitration as a fair and unbiased way to resolve conflict.
Empathic TransferAs empathic surge, but you tap the emotions of another creature within 30 feet and broadcast that individual’s emotions to the target area.
False SendingAs sending, except caster imitates someone else.
Fiendish SeedThe child shall be a thing of evil.
Flame StrikeSmite foes with divine fire (1d6/level damage).
Flaywind BurstThis spell produces a brief windstorm (approximately 70 mph), filled with scouring, supernatural grit that literally strips flesh.
Ghostbane Dirge, MassThis spell functions as ghostbane dirge, except that it affects multiple targets.
God’s laughterYou release a joyous, boisterous laugh that strengthens the resolve of good creatures and weakens the resolve of evil creatures.
Guarded FormYou fix the target’s true appearance and attributes in place.
HallowDesignates location as holy.
Healing CircleBy casting this spell, you create an aura of healing energy upon which your allies can draw to mend their own wounds.
HeartclutchSubject dies in 1d3 rounds or takes 3d6 damage +1/level.
ImmunityTarget becomes immune to poisons.
Inflict Light Wounds, MassDeals 1d8 damage +1/level to many creatures.
Insect PlagueLocust swarms attack creatures.
Make FertileMake something previously infertile capable of creating life.
MaledictionA malediction is a more severe form of bestow curse.
Mark of ApolloYou draw an indelible mark on the subject worthy of Apollo’s blessings.
Mark of ArtemisYou draw an indelible mark on the subject worthy of Artemis’s blessings.
Mark of AthenaYou draw an indelible mark on the subject worthy of Athena’s blessings.
Mark of JusticeDesignates action that will trigger curse on subject.
Mind to MindThis spell links the caster with one other individual.
Mirror WalkingYou or the one you touch may pass through any mirror or reflecting surface of sufficient size onto the Plane of Mirrors.
Morality UndoneSubject becomes evil.
NarcissismA 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 ResistanceFoes must check Spell Resistance twice against caster.
Righteous MightYour size increases, and you gain combat bonuses.
Sacrifice, MortalAs sacrifice, but this ritual goes one step further by requiring the death of a sentient being.
Sanctuary, MassThis spell functions like sanctuary, except that it affects multiple creatures.
ScryingSpies on subject from a distance.
Slay LivingTouch attack kills subject.
Spell ResistanceSubject gains SR 12 + level.
Spiritual DaggerAthame becomes possessed, animated creature.
Stalwart PactYou touch your ally and empower him with a spell that will later take effect in dire need.
SuccorThe spell prevents 1 negative energy level or level drain per 5 caster levels (maximum 4 levels).
Summon Monster VCalls extraplanar creature to fight for you.
Sun ChariotYou 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.
TsunamiA massive animated wave is created from any body of water large enough.
UnhallowDesignates location as unholy.
Ursa MinorYou summon an axiomatic black bear composed of stars.
Vision of Exquisite Pleasure, MassThe spell functions as vision of exquisite pleasure except that it affects multiple creatures.
Wall of OozeCreates barrier that has 50 hp/4 levels that paralyzes and deals 2d6 damage to all that touch it.
Wall of StoneCreates a stone wall that can be shaped.

Level 6

SpellHistorical description
Animate ObjectsObjects attack your foes.
Antilife Shell10-ft. field hedges out living creatures.
Arcane ProhibitionYou imbue the surrounding area with such a strong divine presence that arcane magics have difficulty functioning properly.
BanishmentBanishes 2 HD/level of extraplanar creatures.
Bear’s Endurance, MassAs bear’s endurance, affects one subject/ level.
Blade BarrierWall of blades deals 1d6/level damage.
Blade ResistanceDamage resistance 25/+5 against metal only.
Body to BodyThis spell creates a link with the caster identical to the shield other spell except that it affects multiple targets
Bull’s Strength, MassAs bull’s strength, affects one subject/level.
Cloud of the AchaieraiCloud deals 2d6 damage plus confusion.
CometfallYou conjure a comet that immediately falls to the ground.
Control Outcome of BirthThe caster can choose outcome (gender, amount,) of birth.
Create UndeadCreate Ghouls, Ghasts, mummies, or mohrgs.
Crown of BrillianceCreatures you engage in melee combat must make successful Fortitude saving throws or be blinded for 1d4 rounds.
Cure Moderate Wounds, MassCures 2d8 damage +1/level for many creatures.
Curse of LycanthropyCauses a person to become infected with lycanthropy.
Dark GiftDrawing upon the dark powers of the Underworld, the recipient of this spell is slightly transformed.
Dispel Magic, GreaterAs dispel magic, but up to +20 on check.
Divine TransferenceThis spell is similar to divine link , except that you may designate another person for your deity to speak through.
Eagle’s Splendor, MassAs eagle’s splendor, affects one subject/level.
ExcommunicateAllows a cleric to cast a member of her faith out of her church and the sight of her god.
Fiendish QuickeningCaster’s ability to teleport without error is quickened.
Find the PathShows most direct way to a location.
ForbiddanceBlocks planar travel, damages creatures of different alignment.
Geas/QuestAs lesser geas, plus it affects any creature.
Glyph of Warding, GreaterAs glyph of warding, but up to 10d8 damage or 6th-level spell.
HarmDeals 10 points/level damage to target.
HealCures 10 points/level of damage, all diseases and mental conditions.
Heavenly BlessingDrawing upon the powers of the higher planes, the recipient of this spell is slightly transformed.
Heroes’ FeastFood for one creature/level cures and grants combat bonuses.
Inflict Moderate Wounds, MassDeals 2d8 damage +1/level to many creatures.
Karma MassAs Karma, but affecting multiple creatures.
Lucent LanceThe light erupts in a coruscating beam of radiance shaped like a needle-sharp lance.
Method of MadnessMentally compute vast amounts of information.
Mortal Cloak ForcedAs mortal cloak , save that the provider is not a willing participant (though he must be within range of the spell).
Owl’s Wisdom, MassAs owl’s wisdom, affects one subject/level.
Physique MassAs physique, but affecting multiple creatures.
Planar Ally XAs lesser planar ally, but up to 12 HD.
SaltsprayA cone of intensely salty seawater, originating from your hand and extending outward.
Shared FateAllows a meeting between two rivals to be as safe as possible.
Sirine’s SongAll within the area must make a Will save or become mesmerized by the music and be drawn to it.
SmittenThis spell operates similarly to the fascinate spell, however its effects are more extreme.
Snare Astral TravelerCaptures one astral creature and holds it motionless.
Summon Monster VICalls extraplanar creature to fight for you.
Symbol of FearTriggered rune panics nearby creatures.
Symbol of Persuasion Triggered rune charms nearby creatures.
Symbol of SealingThis spell allows you to scribe a potent rune of power upon or above a door or other opening.
Thousand NeedlesSubject takes 2d6 damage and -4 penalty on attacks, saves, and checks.
Undeath to Death Destroys 1d4 HD/level undead (max 20d4).
Vigorous CircleThis spell is the same as mass lesser vigor, except that it grants fast healing at the rate of 3 hit points per round.
Wind ShearYou cause a 30ft. diameter cylinder of pummeling winds to bash down on an area.
Wind WalkYou and your allies turn vaporous and travel fast.
Word of RecallTeleports you back to designated place.
Zealot PactBy binding the subject to your deity, you give it the ability to crush the deity’s enemies.

Level 7

SpellHistorical description
Adoring Crowd A number of subjects within close range cannot attack you.
Bestow Greater CurseSubject takes -6 penalty to two abilities; -8 penalty on attacks, saves, and checks; or 75% chance of taking no action.
BlasphemyKills, paralyzes, weakens, or dazes nonevil subjects.
Blood CreaturesYou use your own blood as a catalyst to create mystical creatures.
Blood to WaterYou transmute the subjects’ blood into pure water.
Control WeatherChanges weather in local area.
Cure Serious Wounds, Mass Cures 3d8 damage +1/level for many creatures.
DestructionKills subject and destroys remains.
DictumKills, paralyzes, slows, or deafens nonlawful subjects.
Divine InterferenceYou create a web of divine energy around a selected individual, saturating his aura with the power of your god.
Ethereal JauntYou become ethereal for 1 round/level.
Fiendish ClarityCaster sees in even magical darkness, sees invisible up to 60 feet, and can detect good.
Gaean SupportWith this spell, you petition the Earth to protect you by absorbing your wounds into herself.
Holy WordKills, paralyzes, blinds, or deafens none good subjects.
Imprison SoulTraps soul in a small object, and victim takes 1d4 Constitution damage per day.
Inflict Serious Wounds, MassDeals 3d8 damage +1/level to many creatures.
Magickal ConceptionMakes a woman pregnant via magic.
Greater Mark of JusticeDesignates action that will trigger malediction on subject.
Mend FortificationsAs with the Make whole spell, mend fortifications allows the caster to repair damaged objects.
Piper’s CallThe caster must either sing or play music as she casts piper’s call.
Plane Shift, GreaterThis spell functions like plane shift, except that if you have visited the desired location, the spell takes you to the precise location.
Red TideThis spell causes an area to erupt with a thick rust-red cloud of poisonous algae.
RefugeAlters item to transport its possessor to you.
RegenerateSubject’s severed limbs grow back, cures 4d8 damage +1/level (max +35).
Renewal PactCalling 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.
RepulsionCreatures can’t approach you.
Restoration, Greater As restoration, plus restores all levels and ability scores.
ResurrectionFully restore dead subject.
Righteous Wrath of the FaithfulWhen you cast this spell, you fire your allies and companions with a divine madness or fury that greatly enhances their combat ability.
Sacrifice of PowerYou ritually sacrifice a living humanoid, and use its life energy to gain a temporary boon from your god.
ScourgeAn extremely powerful form of bestow curse.
Scrying, GreaterAs scrying, but faster and longer.
Slime WaveA wave of Green slime explodes outward from the spot where you point.
Steal the Painful MemorySometimes a trial reveals information best left unknown.
Summon Monster VIICalls extraplanar creature to fight for you.
Symbol of Stunning Triggered rune stuns nearby creatures.
Symbol of Weakness Triggered rune weakens nearby creatures.
Word of ChaosKills, confuses, stuns, or deafens nonchaotic subjects.
Wretched BlightDeals 1d8 damage/level in 20-ft. radius and stuns foes for 1d4 rounds.

Level 8

SpellHistorical description
Mark of AnathemaThe ultimate form of theocratic justice.
Antimagic FieldNegates magic within 10 ft.
Arcane Prohibition, GreaterAs arcane prohibition, but the chance of arcane spell failure in the area is raised to 95%.
Axiomatic CreatureThis spell transforms the target into an axiomatic creature – a perfect version of itself.
BefoulYou wave a hand over a body of water, and it instantly takes on the color, odor, and consistency of a filth-ridden cesspool.
Bodak BirthTransforms a willing subject into a bodak.
Brain SpiderEavesdrop on thoughts of up to eight other creatures.
Bull’s Strength GreaterSubject/level gains +4 to Strength for 1 hour/2 levels.
Bull’s Strength Mass ImprovedAs 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.
CrossbreedAllow two incompatible races to have an offspring.
Cure Critical Wounds, MassCures 4d8 damage +1/level for many creatures.
Death PactThis 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 LockTeleportation and interplanar travel blocked for one day/level.
Discern LocationReveals exact location of creature or object.
EarthquakeIntense tremor shakes 80-ft.-radius.
EqualizationThe target creatures alignment shifts toward neutral.
Eye of the Storm Creates a zone that nullifies all weather related effects.
Fire StormDeals 1d6/level fire damage.
Holy Aura +4 to AC, +4 resistance, and SR 25 against evil spells.
Mists of EcstasyThis spell causes a bluish-green cloud to erupt in a 20ft. radius from its target.
Peace AuraPeace aura wards a particular site, building, or structure against violence.
PestilenceSubject gains a disease, as do all who touch him.
Planar Ally, Greater As lesser planar ally, but up to 18 HD.
Inflict Critical Wounds, MassDeals 4d8 damage +1/level to many creatures.
Shield of Law +4 to AC, +4 resistance, and SR 25 against chaotic spells.
Spell Immunity, GreaterAs spell immunity, but up to 8th-level spells.
Splinter the Mindshatters the conscious and subconscious minds
StormrageYou harness the powers of wind and storm to move, protect yourself, and attack.
Summon Monster VIIICalls 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

SpellHistorical description
Astral Projection Projects you and companions onto Astral Plane.
Awaken ConstructThis spell awakens a humanoid-shaped construct to humanlike sentience.
Berserker RageThis spell creates intense emotions of hatred in all creatures.
Blood ProtectorsYou channel divine energy into your own shed blood, transforming and expanding the drops of blood into a group of warriors.
DespoilKills plants, damages objects in 100-ft. radius/level.
Energy DrainSubject gains 2d4 negative levels.
EtherealnessTravel to Ethereal Plane with companions.
GateConnects two planes for travel or summoning.
Heal, MassAs heal, but with several subjects.
ImplosionKills one creature/round.
Interplanetary TeleportThis spell functions as teleport, except there is truly no range limit and you do not need to have seen your destination.
Magickal CreationA new life is created without a father or mother.
MiracleRequests a deity’s intercession.
Purge of DarknessThe cleric calls down a black bolt of energy from the sky.
Purge of MightThe cleric calls down a golden bolt of energy from the sky.
Raise StructureYou conjure a fortress or other structure from the ground.
Releasing the KrakenThis powerful spell summons a kraken to you and allows you to speak with it.
Soul Bind Traps newly dead soul to prevent resurrection.
Spell MeldThis spell joins the caster and a willing, spellcasting subject with a strong, mystical connection. Their spellcasting abilities pool together.
Spread of SavageryCreatures within 10 ft./level become hostile and savage.
Storm of VengeanceStorm rains acid, lightning, and hail.
Summon Monster IXCalls extraplanar creature to fight for you.
Symbol of StrifeAll 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 TruthSee spell page.
Ursa MajorYou summon an axiomatic dire bear composed of stars.
Visage of the Deity, GreaterAs lesser visage of the deity, except that you take on the qualities of a half-celestial or half-fiend.
Were-Doom1d4 creatures are infected with lycanthropy.
Winds of VengeanceYou surround yourself with a buffeting shroud of supernatural, tornado-force winds.

Rules Sources and Licensing

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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.

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