Cleric Spell List
{{Floater|Text=Alternate versions:
Cleric Spell List (alternate)}}
Cleric Spell List (alternate)}}
Cleric Spells
0-Level Cleric Spells (Orisons)
- Create Water: Creates 2 gallons/level of pure water.
- Cure Minor Wounds: Cures 1 point of damage.
- Detect Magic: Detects spells and magic items within 60 ft.
- Detect Poison: Detects poison in one creature or object.
- Guidance: +1 on one attack roll, saving throw, or skill check.
- Inflict Minor Wounds: Touch attack, 1 point of damage.
- Light: Object shines like a torch.
- Mending: Makes minor repairs on an object.
- Purify Food and Drink: Purifies 1 cu. ft./level of food or water.
- Read Magic: Read scrolls and spellbooks.
- Resistance: Subject gains +1 on saving throws.
- Virtue: Subject gains 1 temporary hp.
1st-Level Cleric Spells
- Bane: Enemies take –1 on attack rolls and saves against fear.
- Bless: Allies gain +1 on attack rolls and saves against fear.
- Bless Water M: Makes holy water.
- Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
- Command: One subject obeys selected command for 1 round.
- Comprehend Languages: You understand all spoken and written languages.
- Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
- Curse Water M: Makes unholy water.
- Deathwatch: Reveals how near death subjects within 30 ft. are.
- Detect Chaos: Reveals creatures, spells, or objects of selected alignment.
- Detect Evil: Reveals creatures, spells, or objects of selected alignment.
- Detect Good: Reveals creatures, spells, or objects of selected alignment.
- Detect Law: Reveals creatures, spells, or objects of selected alignment.
- Detect Undead: Reveals undead within 60 ft.
- Divine Favor: You gain +1 per three levels on attack and damage rolls.
- Doom: One subject takes –2 on attack rolls, damage rolls, saves, and checks.
- Endure Elements: Exist comfortably in hot or cold environments.
- Entropic Shield: Ranged attacks against you have 20% miss chance.
- Faith Healing: Cures 8 hp damage +1/level (max +5) for worshiper of your patron.
- Hide from Undead: Undead can’t perceive one subject/level.
- Inflict Light Wounds: Touch deals 1d8 damage +1/level (max +5).
- Magic Stone: Three stones gain +1 on attack, deal 1d6 +1 damage.
- Magic Weapon: Weapon gains +1 bonus.
- Obscuring Mist: Fog surrounds you.
- Protection from Chaos: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
- Protection from Evil: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
- Protection from Good: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
- Protection from Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
- Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.
- Sanctuary: Opponents can’t attack you, and you can’t attack.
- Shield of Faith: Aura grants +2 or higher deflection bonus.
- Summon Monster I: Calls extraplanar creature to fight for you.
- Summon Undead IF: Summons undead to fight for you.
- Vision of Glory: Target gains +1 morale bonus on next saving throw.
2nd-Level Cleric Spells
- Aid: +1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10).
- Align Weapon: Weapon becomes good, evil, lawful, or chaotic.
- Animate Object: You animate a small object to attack your foes or perform other tasks.
- AuguryMF: Learns whether an action will be good or bad.
- Aura against Flame: Ignore 12 points of fire damage per round and extinguish fires.
- Bear's Endurance: Subject gains +4 to Con for 1 min./level.
- Body Blades: You attack as if armed, deal bonus damage, harm grapplers.
- Bull's Strength: Subject gains +4 to Str for 1 min./level.
- Calm Emotions: Calms creatures, negating emotion effects.
- Consecrate M: Fills area with positive energy, making undead weaker.
- Cure Moderate Wounds: Cures 2d8 damage +2/level (max +20).
- Curse of Ill Fortune: Subject takes =3 penalty on attacks, saves, and checks.
- Darkness: 20-ft. radius of supernatural shadow.
- Death Knell: Kills dying creature; you gain 1d8 temporary hp, +2 to Str, and +1 level.
- Delay Poison: Stops poison from harming subject for 1 hour/level.
- Desecrate M: Fills area with negative energy, making undead stronger.
- Eagle's Splendor: Subject gains +4 to Cha for 1 min./level.
- Enthrall: Captivates all within 100 ft. + 10 ft./level.
- Find Traps: Notice traps as a rogue does.
- Gentle Repose: Preserves one corpse.
- Hand of Divinity: Gives +2 sacred or profane bonus to worshiper of your patron.
- Hold Person: Paralyzes one humanoid for 1 round/level.
- Inflict Moderate Wounds: Touch attack, 2d8 damage +2/level (max +20).
- Make Whole: Repairs an object.
- Mark of the Outcast: Subject takes -5 penalty on Bluff and Diplomacy checks and -2 penalty to AC.
- Owl's Wisdom: Subject gains +4 to Wis for 1 min./level.
- Remove Paralysis: Frees one or more creatures from paralysis or slow effect.
- Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.
- Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.
- Shatter: Sonic vibration damages objects or crystalline creatures.
- Shield Other F: You take half of subject’s damage.
- Silence: Negates sound in 20-ft. radius.
- Sound Burst: Deals 1d8 sonic damage to subjects; may stun them.
- Spiritual Weapon: Magic weapon attacks on its own.
- Status: Monitors condition, position of allies.
- Stone Bones: Corporeal undead gains +3 natural armor bonus.
- Summon Monster II: Calls extraplanar creature to fight for you.
- Summon Undead IIF: Summons undead to fight for you.
- Undetectable Alignment: Conceals alignment for 24 hours.
- Zone of Truth: Subjects within range cannot lie.
3rd-Level Spells
- Amanuensis: Copies nonmagical text.
- 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.
- BladebaneM: Slashing weapon becomes a bane weapon.
- Blindsight: Grants blindsight out to 30 ft.
- Blindness/Deafness: Makes subject blinded or deafened.
- Burrow: Subject grows claws and gains burrow speed of 10 ft.
- Circle Dance: Indicates direction to known target.
- 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 +3/level (max +45).
- Dark Way: Creates a temporary unbreakable bridge supporting up to 200 lb./level.
- Darkfire: As produce flame, but dark flames visible with darkvision.
- Daylight: 60-ft. radius of bright light.
- Deeper Darkness: Object sheds supernatural shadow in 60-ft. radius.
- Detect Metal and MineralsM: Detects large accumulations of metal and other minerals.
- Dispel Magic: Cancels spells and magical effects.
- Glyph of Warding M: Inscription harms those who pass it.
- Handfang: Biting mouth in your palm deals 1d8 damage and starts grapple.
- Helping Hand: Ghostly hand leads subject to you.
- Inflict Serious Wounds: Touch attack, 3d8 damage +3/level (max +45).
- Invisibility Purge: Dispels invisibility within 5 ft./level.
- Locate NodeF: Finds closest earth node in 1 mile/level radius.
- Locate Object: Senses direction toward object (specific or type).
- Magic Circle against Chaos: As protection spells, but 10-ft. radius and 10 min./level.
- Magic Circle against Evil: As protection spells, but 10-ft. radius and 10 min./level.
- Magic Circle against Good: As protection spells, but 10-ft. radius and 10 min./level.
- Magic Circle against 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.
- Phantom Plow: Creates a furrow in the earth, knocks creatures in its path prone.
- Plague Carrier: As contagion, but target is contagious during incubation period.
- Prayer: Allies +1 bonus on most rolls, enemies –1 penalty.
- Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
- Remedy Moderate Wounds: Target gains fast healing 1 for 10 rounds + 1 round/2 levels.
- 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.
- Skull WatchF: Skull shrieks when creature enters warded area.
- 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.
- Summon Undead IIIF: Summons undead to fight for you.
- Telepathic Bond, Lesser: As telepathic bond, but you and one other creature.
- Water Breathing: Subjects can breathe underwater.
- Water Walk: Subject treads on water as if solid.
- Weapon of Impact: As keen edge, but aids blunt weapons.
- Wind Wall: Deflects arrows, smaller creatures, and gases.
4th-Level Spells
- Aerial Summoning Dance: You and four aarakocra summon a Large air elemental by performing a flying dance.
- 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 +4/level (max +80).
- 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.
- Doomtide: Black mist obscures vision, dazes creatures.
- Freedom of Movement: Subject moves normally despite impediments.
- Giant Vermin: Turns centipedes, scorpions, or spiders into giant vermin.
- Hand of Torm: Creates immobile zone of warding that stuns those of different patrons.
- Imbue with Spell Ability: Transfer spells to subject.
- Inflict Critical Wounds: Touch attack, 4d8 damage +4/level (max +80).
- Iron Bones: Corporeal undead gains +5 natural armor bonus.
- Know Vulnerabilities: Determines target's vulnerabilities and resistances.
- Magic Weapon, Greater: +1 bonus/four levels (max +5).
- Nchaser's Glowing OrbF: Creates permanent magical light; you control brightness.
- Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
- Night's MantleM: Invisible shield protects target from sunlight.
- Planar Ally, Lesser X: Exchange services with a 6 HD extraplanar creature.
- Poison: Touch deals 1d10 Con damage, repeats in 1 min.
- Recitation: You and allies gain +2 on attacks, damage, saves, and skill checks; enemies get -2.
- Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away.
- Restoration M: Restores level and ability score drains.
- RevenanceM: Slain ally is restored to life for 1 min/level.
- Sending: Delivers short message anywhere, instantly.
- Shape Metal: As stone shape, but affects metal instead of stone.
- Spell Immunity: Subject is immune to one spell per four levels.
- Stone Metamorphosis: Changes type of stone.
- Summon Monster IV: Calls extraplanar creature to fight for you.
- Summon Undead IVF: Summons undead to fight for you.
- Tongues: Speak any language.
- Wall of Chaos: As magic circle against law, except as a one-sided wall.
- Wall of Evil: As magic circle against good, except as a one-sided wall.
- Wall of Good: As magic circle against evil, except as a one-sided wall.
- Wall of Law: As magic circle against chaos, except as a one-sided wall.
- Wall of Sand: Swirling sand blocks ranged attacks, slow movement through.
- Weapon of the Diety: Gives your weapon magical powers appropriate to your patron.
5th-Level Cleric Spells
- AtonementFX: 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.
- Commune X: Deity answers one yes-or-no question/level.
- Commune with Earth: You gain knowledge of hills, mountains, and underground areas.
- Contagion, Mass: As contagion, but affects multiple creatures.
- Crawling Darkness: Cloud of tentacles provides concealment, skill bonuses, and several defenses.
- Cure Light Wounds, Mass: Cures 5d8 damage +1/level for many creatures.
- Dispel Chaos: +4 bonus against attacks.
- Dispel Evil: +4 bonus against attacks.
- Dispel Good: +4 bonus against attacks.
- Dispel Law: +4 bonus against attacks.
- Disrupting Weapon: Melee weapon destroys undead.
- Flame Strike: Smite foes with divine fire (1d6/level damage).
- Hallow M: Designates location as holy.
- Inflict Light Wounds, Mass: Deals 5d8 damage +1/level to many creatures.
- Insect Plague: Locust swarms attack creatures.
- Mark of Justice: Designates action that will trigger curse on subject.
- Monstrous Regeneration: Grants the regeneration ability for 1 round/two levels.
- Plane Shift F: As many as eight subjects travel to another plane.
- Raise Dead M: Restores life to subject who died as long as one day/level ago.
- Righteous Might: Your size increases, and you gain combat bonuses.
- Scrying F: Spies on subject from a distance.
- Slay Living: Touch attack kills subject.
- Soul Scour: Touch deals 2d6 Cha damage and 1d6 Wis damage immediately, 1d6 Cha damage after 1 minute.
- Spell Resistance: Subject gains SR 12 + level.
- Stone Shape, Greater: Scultps 10 cu. ft. + 10 cu. ft./level of stone into any shape.
- Summon Monster V: Calls extraplanar creature to fight for you.
- Summon Undead VF: Summons undead to fight for you.
- Symbol I: Create a magical symbol with various effects.
- True Seeing M: Lets you see all things as they really are.
- Unhallow M: Designates location as unholy.
- Wall of Dispel Magic: Creatures passing through a transparent wall become subjects of targeted dispel magic.
- Wall of Stone: Creates a stone wall that can be shaped.
6th-Level Spells
- Animate Objects: Objects attack your foes.
- Antilife Shell: 10-ft. field hedges out living creatures.
- Azuth's Exalted Triad: You cast a prepared spell three times.
- Banishment: Banishes 2 HD/level of extraplanar creatures.
- Bear's Endurance, Mass: As bear’s endurance, affects one subject/ level.
- Blade Barrier: Wall of blades deals 1d6/level damage.
- Bull's Strength, Mass: As bull’s strength, affects one subject/level.
- Create Undead: Create ghouls, ghasts, mummies, or mohrgs.
- Cure Moderate Wounds, Mass: Cures 6d8 damage +2/level for many creatures.
- Dispel Magic, Greater: As dispel magic, but up to +20 on check.
- Eagle's Splendor, Mass: As eagle’s splendor, affects one subject/level.
- Find the Path: Shows most direct way to a location.
- Forbiddance M: Blocks planar travel, damages creatures of different alignment.
- Gate SealMF: Permanently seals a gate or portal effect.
- Geas/Quest: As lesser geas, plus it affects any creature.
- Glyph of Warding, Greater: As glyph of warding, but up to 10d8 damage or 6th-level spell.
- Harm: Deals 10 points/level damage to target.
- Heal: Cures 10 points/level of damage, all diseases and mental conditions.
- Heroes' Feast: Food for one creature/level cures and grants combat bonuses.
- Inflict Moderate Wounds, Mass: Deals 6d8 damage +2/level to many creatures.
- Owl's Wisdom, Mass: As owl’s wisdom, affects one subject/level.
- Planar Ally X: As lesser planar ally, but up to 12 HD.
- Stone Body: Your body becomes living stone.
- Stone Metamorphosis, Greater: Changes 10 cu. ft. + 10 cu. ft./level of stone into another type of stone.
- Summon Monster VI: Calls extraplanar creature to fight for you.
- Suppress Glyph: You notice but do not trigger magical writing traps.
- Symbol II: Creates a magical symbol with various effects.
- Undeath to Death M: Destroys 1d4 HD/level undead (max 20d4).
- Wind Walk: You and your allies turn vaporous and travel fast.
- Word of Recall: Teleports you back to designated place.
7th-Level Spells
- Azuth's Spell Shield: Subjects gains SR 12 + 1/level.
- Blasphemy: Kills, paralyzes, weakens, or dazes nonevil subjects.
- Control Weather: Changes weather in local area.
- Cure Serious Wounds, Mass: Cures 7d8 damage +3/level for many creatures.
- Death Dragon: You gain +4 natural armor, +4 deflection bonus to AC, and natural attacks.
- Destruction F: Kills subject and destroys remains.
- Dictum: Kills, paralyzes, slows, or deafens nonlawful subjects.
- Ethereal Jaunt: You become ethereal for 1 round/level.
- Fortunate Fate: Target immediately receives a heal if killed by damage.
- Holy Word: Kills, paralyzes, blinds, or deafens nongood subjects.
- Inflict Serious Wounds, Mass: Deals 7d8 damage +3/level to many creatures.
- Refuge M: Alters item to transport its possessor to you.
- Regenerate: Subject’s severed limbs grow back, cures 4d8 damage +1/level (max +35).
- Repulsion: Creatures can’t approach you.
- Restoration, Greater X: As restoration, plus restores all levels and ability scores.
- Resurrection M: Fully restore dead subject.
- Scrying, Greater: As scrying, but faster and longer.
- Summon Monster VII: Calls extraplanar creature to fight for you.
- Symbol III: Create a magical symbol with various effect.
- Word of Chaos: Kills, confuses, stuns, or deafens nonchaotic subjects.
8th-Level Spells
- Antimagic Field: Negates magic within 10 ft.
- Brain Spider: Listen to thoughts of up to eight other creatures.
- Cloak of Chaos F: +4 to AC, +4 resistance, and SR 25 against lawful spells.
- Create Greater Undead M: Create shadows, wraiths, spectres, or devourers.
- Cure Critical Wounds, Mass: Cures 8d8 damage +4/level for many creatures.
- Death PactMX: Subject takes -2 Con penalty in exchange for effects of word of recall, raise dead, and heal.
- Dimensional Lock: Teleportation and interplanar travel blocked for one day/level.
- Discern Location: Reveals exact location of creature or object.
- Earthquake: Intense tremor shakes 80-ft.-radius.
- Fire Storm: Deals 1d6/level fire damage.
- General of Undeath: Increases your maximum HD of controlled undead by five times your level.
- Holy Aura F: +4 to AC, +4 resistance, and SR 25 against evil spells.
- Inflict Critical Wounds, Mass: Deals 8d8 damage +4/level to many creatures.
- Planar Ally, Greater X: As lesser planar ally, but up to 18 HD.
- Shield of Law F: +4 to AC, +4 resistance, and SR 25 against chaotic spells.
- Spell Immunity, Greater: As spell immunity, but up to 8th-level spells.
- Stormrage: Subject gains fly and windwall benefits and protection from strong winds, makes electrical attacks.
- Summon Monster VIII: Calls extraplanar creature to fight for you.
- Symbol IV: Create a magical symbol with various effects.
- Unholy Aura F: +4 to AC, +4 resistance, and SR 25 against good spells.
- Wall of Greater Dispel Magic: Creatures passing through a transparent wall become subjects of targeted greater dispel magic.
9th-Level Spells
- Astral Projection M: Projects you and companions onto Astral Plane.
- Dispel Magic, Supreme: As dispel magic, greater, but no maximum on check.
- Energy Drain: Subject gains 2d4 negative levels.
- Etherealness: Travel to Ethereal Plane with companions.
- Gate X: Connects two planes for travel or summoning.
- Heal, Mass: As heal, but with several subjects.
- Implosion: Kills one creature/round.
- Soul Bind F: Traps newly dead soul to prevent resurrection.
- Storm of Vengeance: Storm rains acid, lightning, and hail.
- Summon Monster IX: Calls extraplanar creature to fight for you.
- Symbol V: Create a magical symbol with various effects.
- True Resurrection M: As resurrection, plus remains aren’t needed.
Notes
An M or F appearing at the end of a spell’s name in the spell lists denotes a spell with a material or focus component, respectively, that is not normally included in a spell component pouch. An Xdenotes a spell with an XP component paid by the caster.
Order of Presentation: In the spell lists and the spell descriptions that follow them, the spells are presented in alphabetical order by name except for those belonging to certain spell chains.
When a spell’s name begins with “lesser,” “greater,” or “mass,” the spell description is alphabetized under the second word of the spell name instead.
Hit Dice: The term “Hit Dice” is used synonymously with “character levels” for effects that affect a number of Hit Dice of creatures. Creatures with Hit Dice only from their race, not from classes, have character levels equal to their Hit Dice. Caster Level: A spell’s power often depends on caster level, which is defined as the caster’s class level for the purpose of casting a particular spell. A creature with no classes has a caster level equal to its Hit Dice unless otherwise specified. The word “level” in the spell lists that follow always refers to caster level. Creatures and Characters: The words “creature” and “character” are used synonymously in the spell descriptions.