Lucinda's Cleric Spell List

srd |domain spells
exalted | turning undead
maps | secret stuff
Cleric Spells Per Day
Level 0 1 2 3 4 5 6 7 8 9
13 (+2/1 bonus for wisdom 24)
doesn't include domain spells
6 6+2 6+2 6+2 6+2 6+1 5+1 5+1 5+1 5
DC with Wisdom 26 (+8) 18 19 20 21 22 23 24 25 26 27

Good spells are at +1 caster level.
DC for a saving throw against a cleric's spell is 10 + the spell's level + the cleric's Wisdom modifier.
Spell Resistance -caster level check (1d20 + caster level) must be ≥ a creature's SR rating for the spell to have effect.

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Turning Undead
Turning Check Result
Most Powerful
Undead Affected
(Maximum Hit Dice)

0 or lower
Cleric’s level – 4
1–3
Cleric’s level – 3
4–6
Cleric’s level – 2
7–9
Cleric’s level – 1
10–12
Cleric’s level
13–15
Cleric’s level + 1
16–18
Cleric’s level + 2
19–21
Cleric’s level + 3
22 or higher
Cleric’s level + 4
Times per day: 13
3 + Charisma modifier (6) + 4 (extra turning feat)
Range: 60 ft. (12 sq)
Closest turnable undead first
Step 1:
Turning Check

1d20+6+2 then see table! ---->
( 1d20+charisma mod+skill synergy)

Step 2:
Turning Damage

2d6+21+6
(2d6 + cleric lvl + char mod) This is the total hit dice of undead I can turn. I destroy any who are 10 HD or less (half as many HD as my level)

Step 3:
Exalted Turning Damage (feat)

3d6
Every undead I turn takes an additional 3d6 of damage.

TIP: cast eagle's splendor first! Turn check: 1d20+10
Damage: 2d6+29+3d6

Normal Actions: Examples
1 standard action + 1 move action
Move 30 ft (6 sq) and attack w/1st attack bonus
1 standard action + 1 move equiv action + 5 foot step Retrieve stored item, cast spell, take step
2 move actions
Move 60 ft (12 sq)
1 full round action Attack w/1st and 2nd attack bonuses
+ 1 or more free actions speak, drop weapon, cast quickened spell
+ 5 ft. step - only when no move is taken  

Hasted:

Examples
movement is 30 ft farther Move 60 ft and attack w/1st bonus
double move is 60 ft farther Move a total of 120 ft (60 + 60) (24 sq)
extra attack on full attack action Attack w/1st and 2nd attack bonuses and again w/1st
 

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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.
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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 LightGood Ranged touch attacks deal 1d6 points of damage.
Ray of HopeGood Subject gains +2 bonus on attacks, saves and checks.
Vision of Heaven Evil creature is dazed for 1 round.
Twilight LuckGood Target gains +1 luck bonus on all saving throws.
Divine Inspiration Target gains +3 sacred bonus on attack rolls agains evil creatures.
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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 MF: 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 CaressGood 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 BurstGood Evil Creatures are blinded for 1 round and take 1d6 damage/2 levels.
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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.
AfflictionGood 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.
RefreshmentGood Cures creatures of all nonlethal damage.
Remove Nausea Cure a nauseated or sickened character.
Phieran's ResolveGood +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 EmanationGood Reflective surfaces shed brilliant light that blinds evil creatures.
Hammer of RighteousnessGood Deals 1d6 points of damage per caster level, or 1d8 points of damage per caster level if the target is evil.
Celestial AspectGood Target gains one of four celestial properties: sword archon's armblade, firre eyes, cervidal horns or deva wings.
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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 MartyrGood You heal a target at range and take a like amount of damage.
Celestial BrillianceGood 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 ArvandorGood Tiny starbursts each deal 1d8 damage (half non lethal) or 1d8 damage (all lethal) to evil creatures.
Sword of ConscienceGood 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 SprayGood Dazzles evil creatures for 2d6 rounds and deals 1d6 damage per level (maximum 10d6) to evil creatures.
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5TH-LEVEL CLERIC SPELLS - 7
Atonement F: Removes burden of misdeeds from subject.
Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
Command, Greater: As command, but affects one subject/level.
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