0-LEVEL CLERIC SPELLS
(ORISONS) -6
prepared
nx
usd
spell name
description
Create Water :
V, S
Creates 2 gallons/level of pure water.
Cure Minor Wounds: V, S
Cures 1 point of damage.
Detect Magic: V, S
Detects spells and magic items within 60 ft.
Detect Poison: V,
S
Detects poison in one creature or object.
Guidance: V, S
+1 on one attack roll, saving throw, or skill check.
Inflict Minor Wounds:
V, S
Touch attack, 1 point of damage.
Light: V, M/DF
Object shines like a torch.
Mending: V, S
Makes minor repairs on an object.
Purify Food and Drink:
V, S
Purifies 1 cu. ft./level of food or water.
Read Magic: V, S, F
Read scrolls and spellbooks.
Resistance: V, S, M/DF
Subject gains +1 on saving throws.
Virtue: V, S, DF
Subject gains 1 temporary hp.
1ST-LEVEL CLERIC
SPELLS -8
Bane: V, S, DF
Enemies take –1 on attack rolls and saves against fear.
Bless: V, S, DF
Allies gain +1 on attack rolls and saves against fear.
Bless Water M :
Good V, S, M
Makes holy water.
Cause Fear: V, S
One creature of 5 HD or less flees for 1d4 rounds.
Command: V
One subject obeys selected command for 1 round.
Comprehend Languages:
V, S, M/DF
You understand all spoken and written languages.
Cure Light Wounds:
V, S
Cures 1d8 damage +1/level (max +5).
Curse Water M :
V, S, M
Makes unholy water.
Deathwatch: V, S
Reveals how near death subjects within 30 ft. are.
Detect Chaos /Evil /Good /Law :
V, S, DF
Reveals creatures, spells, or objects of selected alignment.
Detect Undead: V,
S, M/DF
Reveals undead within 60 ft.
Divine Favor: V, S,
DF
You gain +1 per three levels on attack and damage rolls.
Doom: V, S, DF
One subject takes –2 on attack rolls, damage rolls, saves, and
checks.
Endure Elements:
V, S
Exist comfortably in hot or cold environments.
Entropic Shield:
V, S
Ranged attacks against you have 20% miss chance.
Hide from Undead:
V, S, DF
Undead can’t perceive one subject/level.
Inflict Light Wounds:
V, S
Touch deals 1d8 damage +1/level (max +5).
Magic Stone: V, S,
DF
Three stones gain +1 on attack, deal 1d6 +1 damage.
Magic Weapon: V, S,
DF
Weapon gains +1 bonus.
Obscuring Mist:
V, S
Fog surrounds you.
Protection from Chaos /Evil /Good /Law :
V, S, M/DF
+2 to AC and saves, counter mind control, hedge out
elementals and outsiders.
Remove Fear: V, S
Suppresses fear or gives +4 on saves against fear for one subject
+ one per four levels.
Sanctuary:
V, S, DF
Opponents can’t attack you, and you can’t
attack.
Shield of Faith: V,
S, M
Aura grants +2 or higher deflection bonus.
Summon Monster I:
V, S, F/DF
Calls extraplanar creature to fight for you.
Eyes of the Avoral
Subject gets +8 on Spot checks.
Lantern Light Good
Ranged touch attacks deal 1d6 points of damage.
Ray of Hope Good
Subject gains +2 bonus on attacks, saves and checks.
Vision of Heaven
Evil creature is dazed for 1 round.
Twilight Luck Good
Target gains +1 luck bonus on all saving throws.
Divine Inspiration
Target gains +3 sacred bonus on attack rolls agains evil creatures.
2ND-LEVEL CLERIC
SPELLS - 8
Aid:
V, S, DF
+1 on attack rolls and saves against fear, 1d8 temporary
hp +1/level (max +10).
Align Weapon: V, S, DF
Weapon becomes good, evil, lawful, or chaotic.
Augury M F:
V, S
Learns whether an action will be good or bad.
Bear’s Endurance:
V, S, DF
Subject gains +4 to Con for 1 min./level.
Bull’s Strength:
V, S, DF
Subject gains +4 to Str for 1 min./level.
Calm Emotions: V, S,
DF
Calms creatures, negating emotion effects.
Consecrate M :
V, S, DF
Fills area with positive energy, making undead weaker.
Cure Moderate Wounds:
V, S
Cures 2d8 damage +1/level (max +10).
Darkness: V, M/DF
20-ft. radius of supernatural shadow.
Death Knell:
Kills dying creature; you gain 1d8 temporary hp, +2 to Str, and +1
level.
Delay Poison: V, S,
DF
Stops poison from harming subject for 1 hour/level.
Desecrate M :
Fills area with negative energy, making undead stronger.
Divine Zephyr: V,
S
Creates an immobile ward against fire creatures with 1d4/lvl damage/round.
Eagle’s Splendor:
V, S, DF
Subject gains +4 to Cha for 1 min./level.
Enthrall: V, S
Captivates all within 100 ft. + 10 ft./level.
Find Traps: V, S
Notice traps as a rogue does.
Gentle Repose: V,
S, M/DF
Preserves one corpse.
Hold Person: V, S,
F/DF
Paralyzes one humanoid for 1 round/level.
Inflict Moderate
Wounds: V, S
Touch attack, 2d8 damage +1/level (max +10).
Make Whole: V, S
Repairs an object.
Owl’s Wisdom:
V, S, DF
Subject gains +4 to Wis for 1 min./level.
Remove Paralysis:
V, S
Frees one or more creatures from paralysis or slow effect.
Resist Energy: V,
S, DF
Ignores 10 (or more) points of damage/attack from specified energy
type.
Restoration, Lesser:
V, S
Dispels magical ability penalty or repairs 1d4 ability damage.
Shatter: V, S, M/DF
Sonic vibration damages objects or crystalline creatures.
Shield Other
F : V, S
You take half of subject’s damage.
Silence: V, S
Negates sound in 15-ft. radius.
Sound Burst: V, S, F/DF
Deals 1d8 sonic damage to subjects; may stun them.
Spiritual Weapon:
V, S, DF
Magic weapon attacks on its own.
Status: V, S
Monitors condition, position of allies.
Summon Monster II:
V, S, F/DF
Calls extraplanar creature to fight for you.
Undetectable Alignment:
V, S
Conceals alignment for 24 hours.
Zone of Truth: V,
S, DF
Subjects within range cannot lie.
Ease Pain
Remove lingering effects of pain.
Elation
Allies gain +2 to Strength and Dexterity, +5 ft of speed.
Estanna's Stew
Conjures stew that heals 1d6+1 per serving.
Lastai's Caress Good
Intense feelings of good leave evil subject cowering, frightened, nauseated, or shaken.
Remove Addiction
Cures target of drug addictions.
Luminous Armor
Shimmering Light around target grants +5 armor bonus, dispels magical
darkness, and imposes a -4 penalty on opponents' melee attacks.
Ayailla's Radiant
Burst Good
Evil Creatures are blinded for 1 round and take 1d6 damage/2 levels.
3RD-LEVEL CLERIC
SPELLS - 8
Animate Dead
M :
Creates undead skeletons and zombies.
Bestow Curse:
–6 to an ability score; –4 on attack rolls, saves, and
checks; or 50% chance of losing each action.
Blindness/Deafness:
Makes subject blinded or deafened.
Briar Web
As entangle, but thorns deal damage each round.
Chain of Eyes
Scrying sensor passed along by touch.
Contagion:
Infects subject with chosen disease.
Continual Flame M :
Makes a permanent, heatless torch.
Create Food and Water:
Feeds three humans (or one horse)/level.
Cure Serious Wounds:
Cures 3d8 damage +1/level (max +15).
Daylight:
60-ft. radius of bright light.
Deeper Darkness:
Object sheds supernatural shadow in 60-ft. radius.
Dispel Magic:
Cancels spells and magical effects.
Glyph of Warding M :
Inscription harms those who pass it.
Helping Hand:
Ghostly hand leads subject to you.
Inflict Serious Wounds:
Touch attack, 3d8 damage +1/level (max +15).
Invisibility Purge:
Dispels invisibility within 5 ft./level.
Locate Object:
Senses direction toward object (specific or type).
Magic Circle against Chaos /Evil /Good /Law :
As protection spells, but 10-ft. radius and
10 min./level.
Magic Vestment:
Armor or shield gains +1 enhancement per four levels.
Meld into Stone:
You and your gear merge with stone.
Obscure Object:
Masks object against scrying.
Prayer:
Allies +1 bonus on most rolls, enemies –1 penalty.
Protection
from Energy:
Absorb 12 points/level of damage from one kind of energy.
Remove Blindness/Deafness:
Cures normal or magical conditions.
Remove Curse:
Frees object or person from curse.
Remove Disease:
Cures all diseases affecting subject.
Searing Light:
Ray deals 1d8/two levels damage, more against undead.
Speak with Dead:
Corpse answers one question/two levels.
Stone Shape:
Sculpts stone into any shape.
Summon Monster III:
Calls extraplanar creature to fight for you.
Water Breathing:
Subjects can breathe underwater.
Water Walk:
Subject treads on water as if solid.
Wind Wall:
Deflects arrows, smaller creatures, and gases.
Affliction Good
Infects evil subject with chosen affliction.
Blessed Sight
Evil auras become visible to you.
Energize Potion
Transforms potion into grenade that deals energy damage in 10ft. radius burst.
Heart's Ease
Removes fear, despair, confusion, insanity and some mind-influencing effects; restores 2d4 points of temporary Wisdom damage.
Inspired Aim
Allies within 40 ft gain +2 insight bonus on ranged attack rolls.
Refreshment Good
Cures creatures of all nonlethal damage.
Remove Nausea
Cure a nauseated or sickened character.
Phieran's Resolve Good
+4 sacred bonus on saves against spells with the evil descriptor.
Path of the Exalted
Caster receives divine guidance from a higher power.
Telepathy Tap
Overhear creatures telepathic communications.
Brilliant Emanation Good
Reflective surfaces shed brilliant light that blinds evil creatures.
Hammer of Righteousness Good
Deals 1d6 points of damage per caster level, or 1d8 points of damage per
caster level if the target is evil.
Celestial Aspect Good
Target gains one of four celestial properties: sword archon's armblade,
firre eyes, cervidal horns or deva wings.
4TH-LEVEL CLERIC
SPELLS - 8
Air Walk:
Subject treads on air as if solid (climb at 45-degree angle).
Control Water:
Raises or lowers bodies of water.
Cure Critical Wounds:
Cures 4d8 damage +1/level (max +20).
Death Ward:
Grants immunity to death spells and negative energy effects.
Dimensional Anchor:
Bars extradimensional movement.
Discern Lies:
Reveals deliberate falsehoods.
Dismissal:
Forces a creature to return to native plane.
Divination M :
Provides useful advice for specific proposed actions.
Divine Power:
You gain attack bonus, +6 to Str, and 1 hp/level.
Divine Storm
You create a spinning disk of weapons.
Freedom of Movement:
Subject moves normally despite impediments.
Giant Vermin:
Turns centipedes, scorpions, or spiders into giant vermin.
Holy Smite:
Good
You draw down holy power to smite your enemies up to
5d8 damage.
Imbue with Spell
Ability:
Transfer spells to subject.
Inflict Critical Wounds:
Touch attack, 4d8 damage +1/level (max +20).
Magic Weapon, Greater:
+1 bonus/four levels (max +5).
Neutralize Poison:
Immunizes subject against poison, detoxifies venom in or on subject.
Planar Ally, Lesser X :
Exchange services with a 6 HD extraplanar creature.
Poison:
Touch deals 1d10 Con damage, repeats in 1 min.
Recitation
Allies gain +2/+3 on attacks and saves, foes -2 (60ft, 1 rd/lvl
Repel Vermin:
Insects, spiders, and other vermin stay 10 ft. away.
Restoration M :
Restores level and ability score drains.
Sending:
Delivers short message anywhere, instantly.
Spell Immunity:
Subject is immune to one spell per four levels.
Summon Monster IV:
Calls extraplanar creature to fight for you.
Tongues:
Speak any language.
Unfailing Endurance
+4 bonus agains weakness or fatigue, endurance bonuses.
Weapon of the Deity
+1 to your weapon's attack and damage, plus a special ability.
Weather Eye
Forecast natural weather for one week.
Blood of the Martyr Good
You heal a target at range and take a like amount of damage.
Celestial Brilliance Good
Object sheds light to 120 feet, hurts undead and evil outsiders.
Greater Status
As status, but cast some spells through bond.
Remove Fatigue
Removes effects of fatigue as 8 hours of rest.
Sustain
Recipients need no food of drink for 6 hours/level.
Stars of Arvandor Good
Tiny starbursts each deal 1d8 damage (half non lethal) or 1d8 damage (all lethal) to evil creatures.
Sword of Conscience Good
Evil creature confesses crimes, takes Wisdom damage.
Luminous Armor, Greater
Shimmering light around target grants +8 armor bonus, dispels magical
darkness and imposes a -4 penalty on opponents' melee attacks.
Sunmantle
Illuninates as daylight spell; target gains damage reduction 5/-; lashes
for for 5 points of damage each time target takes damage in melee.
Diamond Spray Good
Dazzles evil creatures for 2d6 rounds and deals 1d6 damage per level (maximum
10d6) to evil creatures.