CLERIC SPELLS

0-LEVEL CLERIC SPELL (ORISON)

Amanuensis:                                                  Copy nonmagical text.

1ST-LEVEL CLERIC SPELLS

Anarchic WaterM:                                            Makes chaotic-aligned anarchic water.

Axiomatic WaterM:                                          Makes lawful-aligned axiomatic water.

Blessed Aim:                                                  +2 bonus for allies’ ranged attacks.

Blood Wind:                                                   Subject uses natural weapon at range.

Cold Fire:                                                       Fire becomes blue and white, emits cold.

Conviction:                                                     Subject gains +2 or higher save bonus.

Delay Disease:                                               Ravages of disease staved off for a day.

Dispel Ward:                                                  As dispel magic, but affects only wards.

Ebon Eyes:                                                    Subject can see through magical darkness.

Faith Healing:                                                 Cures 8 hp +1/level (max +5) to worshiper of your deity.

Foundation of Stone:                                       +2 AC, +4 bonus to resist bull rush and trip attacks.

Grave Strike:                                                  You can sneak attack undead for 1 round.

Guiding Light:                                                 +2 on ranged attacks against creatures in illuminated area.

Healthful Rest:                                                Subjects heal at twice the normal rate.

Ice Gauntlet:                                                   A spiked gauntlet of ice forms around your fist.

Incite:                                                            Subjects can’t ready actions or delay.

Inhibit:                                                            Subject delays until next round.

Ironguts:                                                         Subject gains +5 bonus on saving throws against poison.

Light of Lunia:                                                 You radiate silvery light, which you can expend as 2 bolts that deal 1d6 damage.

Moon Lust:                                                     Subject obsesses about moon, is fascinated or dazzled.

Nightshield:                                                    You gain resistance bonus on saves, and spell absorbs magic missile damage.

Nimbus of Light:                                              Light illuminates you until released as an attack.

Omen of PerilF:                                               You know how dangerous the future will be.

Portal Beacon:                                                You grant others knowledge of a magic portal’s location.

Resist Planar Alignment:                                 Subject can resist penalties for being of an opposed alignment on an aligned Outer Plane.

Resurgence:                                                   You grant subject a second chance at a saving throw.

Sign:                                                              You gain +4 bonus on next initiative check.

Snowshoes:                                                   Subject walks easily on ice and snow.

Spell Flower:                                                  Hold the charge on one touch spell per forelimb.

Summon Undead I:                                         Summons undead to fight for you.

Updraft:                                                          Column of wind lifts you aloft.

Vigor, Lesser:                                                 Creature heals 1 hp/round (max 15 rounds).

Vision of Glory:                                               Subject gains morale bonus equal to your Cha modifier to one saving throw.

Wings of the Sea:                                           +30 ft. to subject’s swim speed.

2ND-LEVEL CLERIC SPELLS

Aura Against Flame:                                       Ignores 10 fire damage/round and extinguishes fires.

Avoid Planar Effects:                                       Provides temporary protection against overtly damaging planar traits.

Balor Nimbus:                                                 Your flaming body damages foes in grapple.

Body Blades:                                                  You gain spikes, harm grapplers.

Brambles:                                                      Wooden weapon grows spikes that deal +1 damage/level (max +10).

Close Wounds:                                               Cure 1d4 damage +1/level, even on another’s turn.

Curse of Ill Fortune:                                         Subject takes –3 penalty on attacks, checks, and saves.

Dark Way:                                                      Creates temporary unbreakable bridge supporting up to 200 lb./level.

Deific Vengeance:                                           Deity’s punishment deals 1d6 damage/2 levels (max 5d6).

Divine Insight:                                                 You gain insight bonus of 5 + caster level on one single skill check.

Divine Interdiction:                                           Turn/rebuke attempts fail within the area.

Divine Protection:                                            Allies gain +1 to AC, saves.

Energized Shield, Lesser:                                Shield provides user resistance 5, shield bash deals +1d6 damage.

Extend Tentacles:                                           +5 ft. to reach of tentacle attack.

Frost Breath:                                                  Icy breath deals 1d4 damage/2 levels.

Fuse Arms:                                                    Multiple arms/tentacles become one pair of stronger limbs.

Ghost Touch Armor:                                        Armor works normally against incorporeal attacks.

Hand of Divinity:                                              Gives +2 sacred or profane bonus to worshiper of your deity.

Healing Lorecall:                                             If you have 5 or more ranks in Heal, you can remove harmful conditions with conjuration (healing) spells.

Infernal Wound:                                               Weapon deals persistent, bleeding wounds.

Inky Cloud:                                                     Obscures sight underwater beyond 5 ft.

Iron Silence:                                                   Armor touched has no armor check penalty on Hide and Move Silently checks for 1 hour/level.

Light of Mercuria:                                            You radiate golden light, which you can expend as 2 bolts that deal 1d6 damage, 2d6 against undead and evil outsiders.

Living Undeath:                                               Subject becomes immune to extra damage from critical hits and sneak attacks.

Mark of the Outcast:                                       Subject takes –5 penalty on Bluff and Diplomacy checks and –2 penalty to AC.

Protection from Negative Energy:                      Ignore 10 points of negative energy damage per attack.

Protection from Positive Energy:                       Ignore 10 points of positive energy damage per attack.

Quick March:                                                  Allies’ speed increases by 30 ft. for 1 round.

Shroud of Undeath:                                         Negative energy shroud makes undead perceive you as undead.

Spawn Screen:                                               Subject resists being transformed into an undead spawn if slain.

Spell Immunity, Lesser:                                   As spell immunity, but only 1stand 2nd-level spells.

Stabilize:                                                        Cures 1 point of damage to all creatures in area.

Stone Bones:                                                 Corporeal undead gains +3 natural armor bonus.

Summon Elysian Thrush:                                 Summon an Elysian thrush, which accelerates natural healing.

Summon Undead II:                                         Summons undead to fight for you.

Veil of Shadow:                                               Darkness grants you concealment.

Wave of Grief:                                                 Cone imposes –3 penalty on attacks, checks, and saves.

3RD-LEVEL CLERIC SPELLS

Aid, Mass:                                                     Allies gain +1 on attack rolls, +1 against fear, 1d8 temporary hp +1/level (max +15).

Air Breathing:                                                 Subjects can breathe air freely.

Align Weapon, Mass:                                      Allies’ weapons become good, evil, lawful, or chaotic.

Anarchic StormM:                                            Chaotic-aligned rain falls in 20-ft. radius.

Antidragon AuraM:                                           Allies gain bonus to AC and saves against dragons.

Attune Form:                                                  Grant creature temporary protection against overtly damaging planar traits.

Awaken Sin:                                                   Subject faces its sins, takes 1d6 nonlethal damage/level (10d6 max).

Axiomatic StormM:                                          Lawful-aligned rain falls in 20-ft. radius.

Blade of Pain and Fear:                                   Creates blade of gnashing teeth.

Blindsight:                                                      Subject gains blindsight 30 ft. for 1 minute/ level.

Chain of Eyes:                                                See through other creatures’ eyes.

Checkmate’s Light:                                         Your weapon becomes a +1 axiomatic weapon and bolsters the morale of allies.

Circle Dance:                                                  Indicates direction to known individual.

Cloak of Bravery:                                             You and your allies gain a bonus on saves against fear.

Clutch of Orcus:                                              Deals 1d12 damage/round and paralyzes foe.

Conviction, Mass:                                           Allies gain +2 or higher save bonus.

Corona of Cold:                                               Aura of cold protects you, damages others.

Darkfire:                                                         Dark flames deal 1d6 damage/2 levels, touch or thrown.

Demon Dirge:                                                 Demons are stunned and take 3d6 damage/ round for 1d4 rounds.

Devil Blight:                                                    Damage and stun baatezu; damage other lawful and evil creatures.

Downdraft:                                                      Flying creatures knocked down.

Energized Shield:                                            Shield provides user resistance 10, shield bash deals +2d6 damage.

Energy Vortex:                                               Burst of energy centered on you damages nearby creatures.

Favorable SacrificeM:                                       Subject gains better protection the more gems you sacrifice.

Fell the Greatest Foe:                                     Deal extra damage to creatures larger than you.

Flame of Faith:                                               Gives weapon the flaming burst special ability.

Ghost Touch Weapon:                                     Weapon works normally against incorporeal creatures.

Girallon’s Blessing:                                         Subject gains one additional pair of arms.

Grace:                                                           Silvery light grants +2 Dexterity, +10 feet to land speed, melee attacks treated as good; take –20 to Hide checks.

Hamatula Barbs:                                             Subjects grow barbs, which damage foes that attack subject in melee.

Holy StormM:                                                  Good-aligned rain falls in 20-ft. radius.

Ice Axe:                                                         You create a battleaxe made of ice.

Interplanar Message:                                       You send a short mental message that can reach a subject regardless of planar boundaries.

Knight’s Move:                                                You instantly move to flank a subject.

Know Opponent:                                             Learn strengths and weaknesses of foe.

Know Vulnerabilities:                                       Determine subject’s vulnerabilities and resistances.

Light of Venya:                                               You radiate pearly light, which you can expend as 2 bolts that deal 2d6 damage, 4d6 against undead and evil outsiders.

Mantle of Chaos/Evil/Good/Law:                       You gain SR 12 + caster level against spells with opposite alignment descriptor.

Nauseating Breath:                                         Exhale a cone of nauseating gas.

Rejuvenative Corpse:                                       Negative energy fills corpse, feeding undead healed.

Resist Energy, Mass:                                      Creatures ignore damage from specified energy type.

Resurgence, Mass:                                         As resurgence, but multiple subjects.

Ring of Blades:                                               Blades surround you, damaging other creatures (1d6 damage +1/level).

Safety:                                                           Touched creature knows shortest route to safety.

Shield of Warding:                                           Shield grants +1 bonus on AC and Reflex saves/5 levels (max +5).

Sink:                                                              Subject sinks in water, must make Swim checks.

Skull Watch:                                                  Skull shrieks when creature enters warded area.

Slashing Darkness:                                         Ray deals 1d8/2 levels damage or heals undead the same amount.

Snowshoes, Mass:                                         As snowshoes, affects one creature/ level.

Sonorous Hum:                                               Removes need to concentrate to maintain next spell cast.

Spark of Life:                                                  Undead creature loses most immunities.

Spikes:                                                          As brambles, but weapon gains +2 bonus and doubled threat range.

Summon Undead III:                                        Summons undead to fight for you.

Suppress Glyph:                                             You notice but do not trigger magical writing traps.

Tremor:                                                          Subjects knocked prone.

Unholy StormM:                                               Evil-aligned rain falls in 20-ft. radius.

Vigor:                                                             As lesser vigor, but 2 hp/round (max 25 rounds).

Vigor, Mass Lesser:                                        As lesser vigor, but multiple subjects (max 25 rounds).

Visage of the Deity, Lesser:                             You gain +4 Cha and resistance 10 to certain energy types.

Wall of Light:                                                  Creates wall of light, can dazzle creatures.

Weapon of Energy:                                         Weapon deals extra energy damage.

Weapon of Impact:                                          As keen edge, but aids bludgeoning weapons.

Weapon of the Deity:                                       Your weapon gains enhancement bonus and special ability.

4TH-LEVEL CLERIC SPELLS

Assay Spell Resistance:                                 +10 bonus on caster level checks to defeat one creature’s spell resistance.

Astral HospiceM:                                             While on the Astral Plane, open a portal to a demiplane so natural healing can occur.

Blindsight, Greater:                                         Subject gains blindsight 60 ft. for 1 minute/level.

Castigate:                                                      Verbal rebuke damages those whose alignment differs from yours.

Consumptive Field:                                          Draw life from all creatures in 30-ft. radius with –1 or fewer hit points.

Contingent Energy Resistance:                        Energy damage triggers a resist energy spell.

Delay Death:                                                  Losing hit points doesn’t kill subject.

Glowing OrbF:                                                 Creates permanent magical light; you control brightness.

Hand of the Faithful:                                        Immobile zone of warding stuns those worshiping different deities from yours.

Holy Transformation, Lesser:                            You change into protectar, gain abilities.

Hypothermia:                                                  Causes 1d6 cold damage/level, fatigue.

Infernal Transformation, Lesser:                        You change into bearded devil, gain abilities.

Iron Bones:                                                     Corporeal undead gains +6 natural armor bonus.

Life Ward:                                                      Grants immunity to healing spells and positive energy effects.

Make Manifest:                                               You cause a creature on a coexistent plane to appear on your plane.

Moon Bolt:                                                     1d4 Strength damage/3 levels; undead made helpless.

Negative Energy Aura:                                     10-ft. radius surrounding you deals 1 hp/3 levels for 1 round/level.

Panacea:                                                       Removes most afflictions.

Planar Exchange, Lesser:                                Trade places with one of four lesser planar creatures (your choice).

Planar Tolerance:                                            Provides long-term protection against overtly damaging planar traits.

Positive Energy Aura:                                      10-ft. radius surrounding you heals 1 hp/3 levels for 1 round/level.

Recitation:                                                      Your allies get bonus on AC, attacks and saves.

Resistance, Greater:                                       Subject gains +3 on saving throws.

Revenance:                                                    Restores dead creature to life for 1 minute/ level.

Shadowblast:                                                  Blast of light stuns and damages natives to the Plane of Shadow.

Sheltered Vitality:                                           Subject gains immunity to fatigue, exhaustion, ability damage, and ability drain.

Shield of Faith, Mass:                                     Allies gain +3 or higher AC bonus.

Sound Lance:                                                 Sonic energy deals 1d8/level damage.

Spell Vulnerability:                                          Reduce creature’s spell resistance by 1/caster level (max reduction 15).

Summon Hound Archon:                                  Summon a hound archon to follow your commands.

Summon Undead IV:                                       Summons undead to fight for you.

Undead Bane Weapon:                                    Weapon gains undead bane property and is considered good-aligned.

Wall of Chaos/Evil/Good/Law:                          Wall blocks creatures of opposite alignment.

Wall of Sand:                                                  Swirling sand blocks ranged attacks, slows movement through.

Wrack:                                                           Renders creature helpless with pain.

5TH-LEVEL CLERIC SPELLS

Aura of EvasionM:                                            All within 10 ft. gain evasion against breath weapons.

Blistering Radiance:                                        Light dazzles creatures, deals 2d6 fire damage in 50-ft.-radius spread.

Call ZelekhutX:                                                A zelekhut performs one duty for you.

Contagion, Mass:                                            As contagion, but 20-ft. radius.

Crawling Darkness:                                         Shroud of tentacles conceals and protects you.

Curse of Ill Fortune, Mass:                               Enemies take –2 penalty on attack rolls and saves.

Death Throes:                                                 Your body explodes when you die.

Divine Agility:                                                  Subject gains +10 to Dexterity for 1 round/level.

Doomtide:                                                      Black mist obscures sight, dazes those inside.

Dragon Breath:                                               You choose a dragon type and mimic its breath weapon.

Earth Reaver:                                                  Eruption deals 7d6 damage to all in area.

Incorporeal Nova:                                            Destroy incorporeal undead.

Life’s Grace:                                                   Grants immunity to many undead attacks and protection against incorporeal attacks.

RevivifyM:                                                        Restore recently dead to life with no level loss.

Righteous Wrath of the Faithful:                       Your allies gain extra attack, +3 on attack rolls and damage rolls.

Sanctuary, Mass:                                           One creature/level can’t be attacked, and can’t attack.

Stalwart PactM:                                               You gain combat bonuses automatically when reduced to half hit points or lower.

Stone Shape, Greater:                                     Sculpts 10 cu. ft. + 10 cu. ft./level of stone into any shape.

Subvert Planar Essence:                                 Reduces subject’s damage reduction and spell resistance.

Summon Bearded Devil:                                  Summon a bearded devil to follow your commands.

Summon Bralani Eladrin:                                 Summon a bralani eladrin to follow your commands.

Summon Undead V:                                        Summons undead to fight for you.

Symbol of Spell Loss:                                     Triggered rune absorbs spells yet to be cast.

Triadspell:                                                      Cast a prepared spell three times.

Vigor, Greater:                                                As lesser vigor, but 4 hp/round.

Vulnerability:                                                  Reduces an opponent’s damage reduction.

Wall of Dispel Magic:                                      Creatures passing through a transparent wall become subjects of targeted dispel magic.

Zone of Respite:                                              Prevents teleportation and similar effects from functioning in the area.

Zone of Revelation:                                          Makes invisible and ethereal creatures visible.

6TH-LEVEL CLERIC SPELLS

Barghest’s FeastM:                                          Destroy corpse, potentially preventing its return to life.

Bolt of Glory:                                                  Positive energy ray deals extra damage to evil outsiders and undead.

Cold Snap:                                                     You lower temperature in area.

Cometfall:                                                       Comet falls atop foes, damaging them and knocking them prone.

Energy Immunity:                                            Subject and equipment gain immunity to damage of specified energy type.

Ghost Trap:                                                    Incorporeal creatures turn corporeal.

Hide the PathF:                                               Area warded against divinations.

Ice Flowers:                                                    Ice and earth deal 1d6 damage/level.

Lucent Lance:                                                 Ambient light forms lance, deals various damage.

Make Manifest, Mass:                                     As make manifest but affecting all creatures in the area.

Mantle of the Icy SoulM:                                   Touched creature gains the cold subtype.

Opalescent Glare:                                           Kill creatures with a look, or make them very afraid.

Planar Exchange:                                           Trade places with one of three planar creatures (your choice).

Rejection:                                                       Creatures within cone are blasted away from you.

Revive OutsiderM:                                            You restore life to a dead outsider.

Sarcophagus of Stone:                                    Sarcophagus entombs subject.

Spider Plague:                                                Summons Large monstrous spiders to fight for you.

Stone Body:                                                   Your body becomes living stone.

Summon Babau Demon:                                  Summon a babau demon to follow your commands.

Resistance, Superior:                                      Subject gains +6 on saving throws.

Vigorous Circle:                                              As mass lesser vigor except 3 hp/round (max 40 rounds).

Visage of the Deity:                                         As lesser visage of the deity, but you become celestial or fiendish.

Zealot PactX:                                                  You automatically gain combat bonuses when you attack someone of opposite alignment.

7TH-LEVEL CLERIC SPELLS

Bestow Curse, Greater:                                   As bestow curse, but more severe penalties.

Blood to Water:                                              2d6 Constitution damage to subjects.

Brain Spider:                                                  Eavesdrop on thoughts of up to eight other creatures.

Brilliant Blade:                                                Weapon or projectiles shed light, ignore armor.

Call KolyarutX:                                                A kolyarut performs one duty for you.

Consumptive Field, Greater:                             Draw life from all creatures in 30-ft. radius with 9 or fewer hit points.

Death Dragon:                                                You gain +4 natural armor, +4 deflection, and natural attacks.

Energy Ebb:                                                   Give subject one negative level/round for 1 round/level.

Evil Glare:                                                      Paralyze creatures with your glare.

Fortunate Fate:                                               Subject immediately receives a heal if it would be killed by damage.

Holy Star:                                                       Mote of energy protects you, attacks foes.

Holy Transformation:                                       You change into hound archon, gain abilities.

Infernal Transformation:                                    You change into bone devil, gain abilities.

Planar Bubble:                                                Create bubble around creature that emulates its native planar environment.

Plane Shift, Greater:                                        Plane shift accurately to your desired destination.

Radiant Assault:                                             1d6 damage/level, victims dazed or dazzled.

Renewal PactM:                                              Creature is automatically healed if adverse condition affects it.

Restoration, MassM:                                        As restoration, but multiple subjects.

Slime Wave:                                                   Creates a 15-ft. spread of green slime.

Spell Resistance, Mass:                                  As spell resistance, but multiple subjects.

Symphonic NightmareM:                                  Discordant noise haunts subject’s sleep.

Withering Palm:                                              Touch attack deals 1 point Str damage plus 1 point Con damage/2 levels.

8TH-LEVEL CLERIC SPELLS

Bodak’s GlareF:                                              You slay a creature, which turns into a bodak 24 hours later.

Brilliant Aura:                                                  Allies’ weapons become brilliant energy, ignoring armor.

Death PactM:                                                  Deity brings subject back from the dead automatically.

Death Ward, Mass:                                         As death ward, but more subjects.

Fierce Pride of the Beastlands:                        Summon celestial lions and celestial dire lions to follow your commands.

General of Undeath:                                        Increases your maximum HD of controlled undead by your level.

Heat Drain:                                                     Subjects take 1d6 cold damage/level, you gain equal amount hp.

Lion’s Roar:                                                    Deals 1d8 points of damage/2 levels to enemies; allies get +1 on attacks and saves against fear, plus temporary hp.

Planar Exchange, Greater:                               Trade places with one of three greater planar creatures (your choice).

Stormrage:                                                     You can fly and fire lightning from your eyes.

Veil of Undeath:                                              You gain undead traits.

Wall of Greater Dispel Magic:                           Creatures passing through a transparent wall become subjects of targeted greater dispel magic.

9TH-LEVEL CLERIC SPELLS

Abyssal Army:                                                Summons demons to fight for you.

Awaken ConstructX:                                        Construct gains humanlike sentience.

Call MarutX:                                                    A marut performs one duty for you.

Heavenly Host:                                               Summons archons to fight for you.

Hellish Horde:                                                 Summons devils to fight for you.

Hunters of HadesM:                                         Summons a pair of pack fiends or a retriever to follow your commands.

Plague of UndeadM:                                         Animates horde of undead.

Summon Elemental MonolithM:                         Calls powerful elemental creature to fight for you.

Undeath’s Eternal Foe:                                    Subjects receive negative energy protection and immunity to most undead special attacks.

Vile DeathMX:                                                  Undead creature gains fiendish template.

Visage of the Deity, Greater:                            As lesser visage of the deity, but you become half-celestial or half-fiendish.

 

SORCERER/ WIZARD SPELLS

0-LEVEL SORCERER/WIZARD SPELLS (CANTRIPS)

Conj Caltrops:                                                 Creates caltrops in 5-ft.-by-5-ft. square, + 5-ft. square/2 levels beyond 1st (max 5).

Evoc Electric Jolt:                                           Ranged touch attack deals 1d3 electricity damage.

Sonic Snap:                                                   Subject takes 1 point of sonic damage and is deafened 1 round.

Illus Silent Portal:                                            Negates sound from door or window.

Trans Amanuensis:                                         Copy nonmagical text.

Launch Bolt:                                                   Launches a crossbow bolt up to 80 ft.

Launch Item:                                                  Hurls Fine item up to Medium range.

Repair Minor Damage:                                     Repairs 1 point of damage to any construct.

Stick:                                                             Glues an object weighing 5 pounds or less to another object.