This site is games | books | films

Cleric Spells

Clerics are divine spellcasters that draw their power from a deity and use magic to heal and protect their allies, while also having access to spells that harm enemies and provide support. Clerics have access to a large list of spells that range from cantrips to 9th level spells.

0-Level1-Level 2-Level3-Level4-Level5-Level6-Level7-Level8-Level9-Level

0-Level Cleric Spells (ORISONS)

0-Level Cleric Spells (ORISONS)
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.

1st-Level Cleric Spells

1st-Level Cleric Spells
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.
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.
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.

2nd-Level Cleric Spells

2nd-Level Cleric Spells
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.
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.

3rd-Level Cleric Spells

3rd-Level Cleric Spells
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.
Final Vision
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.

4th-Level Cleric Spells

4th-Level Cleric Spells
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.

5th-Level Cleric Spells

5th-Level Cleric Spells
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.

6th-Level Cleric Spells

6th-Level Cleric Spells
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.

7th-Level Cleric Spells

7th-Level Cleric Spells
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.

8th-Level Cleric Spells

8th-Level Cleric Spells
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.

9th-Level Cleric Spells

9th-Level Cleric Spells
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.
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.
Scroll to Top