Cleric Spell List (alternate)
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CLERIC SPELLS
0-LEVEL CLERIC SPELLS (ORISONS)
====All====
- Purify Food and Drink (SRD Spell): Purifies 1 cu. ft./level of food or water.
====Animal====
====Astral====
====Charm====
====Combat====
- Virtue (SRD Spell): Subject gains 1 temporary hp.
====Creation====
- Mending (SRD Spell): Makes minor repairs on an object.
====Divination====
- Detect Magic (SRD Spell): Detects spells and magic items within 60 ft.
- Guidance (SRD Spell): +1 on one attack roll, saving throw, or skill check.
====Elemental====
- Create Water (SRD Spell): Creates 2 gallons/level of pure water.
====Guardian====
====Healing====
- Cure Minor Wounds (SRD Spell): Cures 1 point of damage.
- Detect Poison (SRD Spell): Detects poison in one creature or object.
====Necromantic====
- Inflict Minor Wounds (SRD Spell): Touch attack, 1 point of damage.
====Plant====
====Protection====
- Resistance (SRD Spell): Subject gains +1 on saving throws.
====Summoning====
====Sun====
- Light (SRD Spell): Object shines like a torch.
====Weather====
- Read Magic (SRD Spell): Read scrolls and spellbooks.
1ST-LEVEL CLERIC SPELLS
====All====
- Bane (SRD Spell): Enemies take –1 on attack rolls and saves against fear.
- Bless (SRD Spell): Allies gain +1 on attack rolls and saves against fear.
- Bless Water (SRD Spell)M: Makes holy water.
- Curse Water (SRD Spell)M: Makes unholy water.
- Doom (SRD Spell): One subject takes –2 on attack rolls, damage rolls, saves, and checks.
====Animal====
====Astral====
====Charm====
- Cause Fear (SRD Spell): One creature of 5 HD or less flees for 1d4 rounds.
- Command (SRD Spell): One subject obeys selected command for 1 round.
- Remove Fear (SRD Spell): Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.
====Combat====
- Divine Favor (SRD Spell): You gain +1 per three levels on attack and damage rolls.
- Magic Stone (SRD Spell): Three stones gain +1 on attack, deal 1d6 +1 damage.
- Magic Weapon (SRD Spell): Weapon gains +1 bonus.
====Creation====
====Divination====
- Comprehend Languages (SRD Spell): You understand all spoken and written languages.
- Detect Chaos (SRD Spell): Reveals creatures, spells, or objects of selected alignment.
- Detect Evil (SRD Spell): Reveals creatures, spells, or objects of selected alignment.
- Detect Good (SRD Spell): Reveals creatures, spells, or objects of selected alignment.
- Detect Law (SRD Spell): Reveals creatures, spells, or objects of selected alignment.
- Detect Undead (SRD Spell): Reveals undead within 60 ft.
====Elemental====
====Guardian====
====Healing====
- Cure Light Wounds (SRD Spell): Cures 1d8 damage +1/level (max +5).
- Deathwatch (SRD Spell): Reveals how near death subjects within 30 ft. are.
====Necromantic====
- Hide from Undead (SRD Spell): Undead can’t perceive one subject/level.
- Inflict Light Wounds (SRD Spell): Touch deals 1d8 damage +1/level (max +5).
====Plant====
====Protection====
- Endure Elements (SRD Spell): Exist comfortably in hot or cold environments.
- Entropic Shield (SRD Spell): Ranged attacks against you have 20% miss chance.
- Protection from Chaos (SRD Spell): +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
- Protection from Evil (SRD Spell): +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
- Protection from Good (SRD Spell): +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
- Protection from Law (SRD Spell): +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
- Sanctuary (SRD Spell): Opponents can’t attack you, and you can’t attack.
- Shield of Faith (SRD Spell): Aura grants +2 or higher deflection bonus.
====Summoning====
- Summon Monster I (SRD Spell): Calls extraplanar creature to fight for you.
====Sun====
====Weather====
- Obscuring Mist (SRD Spell): Fog surrounds you.
2ND-LEVEL CLERIC SPELLS
====All====
- Consecrate (SRD Spell)M: Fills area with positive energy, making undead weaker.
====Animal====
====Astral====
====Charm====
- Enthrall (SRD Spell): Captivates all within 100 ft. + 10 ft./level.
- Hold Person (SRD Spell): Paralyzes one humanoid for 1 round/level.
====Combat====
====Creation====
====Divination====
- Augury (SRD Spell)MF: Learns whether an action will be good or bad.
- Find Traps (SRD Spell): Notice traps as a rogue does.
====Elemental====
====Guardian====
- Silence (SRD Spell): Negates sound in 20-ft. radius.
====Healing====
- Cure Moderate Wounds (SRD Spell): Cures 2d8 damage +1/level (max +10).
====Necromantic====
- Aid (SRD Spell): +1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10).
- Inflict Moderate Wounds (SRD Spell): Touch attack, 2d8 damage +1/level (max +10).
====Plant====
====Protection====
- Resist Energy (SRD Spell): Ignores 10 (or more) points of damage/attack from specified energy type.
====Summoning====
====Sun====
====Weather====
- Align Weapon (SRD Spell): Weapon becomes good, evil, lawful, or chaotic.
- Bear's Endurance (SRD Spell): Subject gains +4 to Con for 1 min./level.
- Bull's Strength (SRD Spell): Subject gains +4 to Str for 1 min./level.
- Calm Emotions (SRD Spell): Calms creatures, negating emotion effects.
- Darkness (SRD Spell): 20-ft. radius of supernatural shadow.
- Death Knell (SRD Spell): Kills dying creature; you gain 1d8 temporary hp, +2 to Str, and +1 level.
- Delay Poison (SRD Spell): Stops poison from harming subject for 1 hour/level.
- Desecrate (SRD Spell)M: Fills area with negative energy, making undead stronger.
- Eagle's Splendor (SRD Spell): Subject gains +4 to Cha for 1 min./level.
- Gentle Repose (SRD Spell): Preserves one corpse.
- Make Whole (SRD Spell): Repairs an object.
- Owl's Wisdom (SRD Spell): Subject gains +4 to Wis for 1 min./level.
- Remove Paralysis (SRD Spell): Frees one or more creatures from paralysis or slow effect.
- Restoration, Lesser (SRD Spell): Dispels magical ability penalty or repairs 1d4 ability damage.
- Shatter (SRD Spell): Sonic vibration damages objects or crystalline creatures.
- Shield Other (SRD Spell)F: You take half of subject’s damage.
- Sound Burst (SRD Spell): Deals 1d8 sonic damage to subjects; may stun them.
- Spiritual Weapon (SRD Spell): Magic weapon attacks on its own.
- Status (SRD Spell): Monitors condition, position of allies.
- Summon Monster II (SRD Spell): Calls extraplanar creature to fight for you.
- Undetectable Alignment (SRD Spell): Conceals alignment for 24 hours.
- Zone of Truth (SRD Spell): Subjects within range cannot lie.
3RD-LEVEL CLERIC SPELLS
- Animate Dead (SRD Spell)M: Creates undead skeletons and zombies.
- Bestow Curse (SRD Spell): –6 to an ability score; –4 on attack rolls, saves, and checks; or 50% chance of losing each action.
- Blindness/Deafness (SRD Spell): Makes subject blinded or deafened.
- Contagion (SRD Spell): Infects subject with chosen disease.
- Continual Flame (SRD Spell)M: Makes a permanent, heatless torch.
- Create Food and Water (SRD Spell): Feeds three humans (or one horse)/level.
- Cure Serious Wounds (SRD Spell): Cures 3d8 damage +1/level (max +15).
- Daylight (SRD Spell): 60-ft. radius of bright light.
- Deeper Darkness (SRD Spell): Object sheds supernatural shadow in 60-ft. radius.
- Dispel Magic (SRD Spell): Cancels spells and magical effects.
- Glyph of Warding (SRD Spell)M: Inscription harms those who pass it.
- Helping Hand (SRD Spell): Ghostly hand leads subject to you.
- Inflict Serious Wounds (SRD Spell): Touch attack, 3d8 damage +1/level (max +15).
- Invisibility Purge (SRD Spell): Dispels invisibility within 5 ft./level.
- Locate Object (SRD Spell): Senses direction toward object (specific or type).
- Magic Circle against Chaos (SRD Spell): As protection spells, but 10-ft. radius and 10 min./level.
- Magic Circle against Evil (SRD Spell): As protection spells, but 10-ft. radius and 10 min./level.
- Magic Circle against Good (SRD Spell): As protection spells, but 10-ft. radius and 10 min./level.
- Magic Circle against Law (SRD Spell): As protection spells, but 10-ft. radius and 10 min./level.
- Magic Vestment (SRD Spell): Armor or shield gains +1 enhancement per four levels.
- Meld into Stone (SRD Spell): You and your gear merge with stone.
- Obscure Object (SRD Spell): Masks object against scrying.
- Prayer (SRD Spell): Allies +1 bonus on most rolls, enemies –1 penalty.
- Protection from Energy (SRD Spell): Absorb 12 points/level of damage from one kind of energy.
- Remove Blindness/Deafness (SRD Spell): Cures normal or magical conditions.
- Remove Curse (SRD Spell): Frees object or person from curse.
- Remove Disease (SRD Spell): Cures all diseases affecting subject.
- Searing Light (SRD Spell): Ray deals 1d8/two levels damage, more against undead.
- Speak with Dead (SRD Spell): Corpse answers one question/two levels.
- Stone Shape (SRD Spell): Sculpts stone into any shape.
- Summon Monster III (SRD Spell): Calls extraplanar creature to fight for you.
- Telepathic Bond, Lesser (SRD Spell): As telepathic bond, but you and one other creature.
- Water Breathing (SRD Spell): Subjects can breathe underwater.
- Water Walk (SRD Spell): Subject treads on water as if solid.
- Wind Wall (SRD Spell): Deflects arrows, smaller creatures, and gases.
4TH-LEVEL CLERIC SPELLS
- Air Walk (SRD Spell): Subject treads on air as if solid (climb at 45-degree angle).
- Control Water (SRD Spell): Raises or lowers bodies of water.
- Cure Critical Wounds (SRD Spell): Cures 4d8 damage +1/level (max +20).
- Death Ward (SRD Spell): Grants immunity to death spells and negative energy effects.
- Dimensional Anchor (SRD Spell): Bars extradimensional movement.
- Discern Lies (SRD Spell): Reveals deliberate falsehoods.
- Dismissal (SRD Spell): Forces a creature to return to native plane.
- Divination (SRD Spell)M: Provides useful advice for specific proposed actions.
- Divine Power (SRD Spell): You gain attack bonus, +6 to Str, and 1 hp/level.
- Dweomer of Transference (SRD Spell): Convert spellcasting into psionic power points.
- Freedom of Movement (SRD Spell): Subject moves normally despite impediments.
- Giant Vermin (SRD Spell): Turns centipedes, scorpions, or spiders into giant vermin.
- Imbue with Spell Ability (SRD Spell): Transfer spells to subject.
- Inflict Critical Wounds (SRD Spell): Touch attack, 4d8 damage +1/level (max +20).
- Magic Weapon, Greater (SRD Spell): +1 bonus/four levels (max +5).
- Neutralize Poison (SRD Spell): Immunizes subject against poison, detoxifies venom in or on subject.
- Planar Ally, Lesser (SRD Spell)X: Exchange services with a 6 HD extraplanar creature.
- Poison (SRD Spell): Touch deals 1d10 Con damage, repeats in 1 min.
- Repel Vermin (SRD Spell): Insects, spiders, and other vermin stay 10 ft. away.
- Restoration (SRD Spell)M: Restores level and ability score drains.
- Sending (SRD Spell): Delivers short message anywhere, instantly.
- Spell Immunity (SRD Spell): Subject is immune to one spell per four levels.
- Summon Monster IV (SRD Spell): Calls extraplanar creature to fight for you.
- Tongues (SRD Spell): Speak any language.
5TH-LEVEL CLERIC SPELLS
- Atonement (SRD Spell)FX: Removes burden of misdeeds from subject.===
- Break Enchantment (SRD Spell): Frees subjects from enchantments, alterations, curses, and petrification.
- Command, Greater (SRD Spell): As command, but affects one subject/level.
- Commune (SRD Spell)X: Deity answers one yes-or-no question/level.
- Cure Light Wounds, Mass (SRD Spell): Cures 1d8 damage +1/level for many creatures.
- Dispel Chaos (SRD Spell): +4 bonus against attacks.
- Dispel Evil (SRD Spell): +4 bonus against attacks.
- Dispel Good (SRD Spell): +4 bonus against attacks.
- Dispel Law (SRD Spell): +4 bonus against attacks.
- Disrupting Weapon (SRD Spell): Melee weapon destroys undead.
- Flame Strike (SRD Spell): Smite foes with divine fire (1d6/level damage).
- Hallow (SRD Spell)M: Designates location as holy.
- Inflict Light Wounds, Mass (SRD Spell): Deals 1d8 damage +1/level to many creatures.
- Insect Plague (SRD Spell): Locust swarms attack creatures.
- Mark of Justice (SRD Spell): Designates action that will trigger curse on subject.
- Plane Shift (SRD Spell)F: As many as eight subjects travel to another plane.
- Psychic Turmoil (SRD Spell): Invisible field leeches psionic power points away.
- Raise Dead (SRD Spell)M: Restores life to subject who died as long as one day/level ago.
- Righteous Might (SRD Spell): Your size increases, and you gain combat bonuses.
- Scrying (SRD Spell)F: Spies on subject from a distance.
- Slay Living (SRD Spell): Touch attack kills subject.
- Spell Resistance (SRD Spell): Subject gains SR 12 + level.
- Summon Monster V (SRD Spell): Calls extraplanar creature to fight for you.
- Symbol of Pain (SRD Spell)M: Triggered rune wracks nearby creatures with pain.
- Symbol of Sleep (SRD Spell)M: Triggered rune puts nearby creatures into catatonic slumber.
- True Seeing (SRD Spell)M: Lets you see all things as they really are.
- Unhallow (SRD Spell)M: Designates location as unholy.
- Wall of Stone (SRD Spell): Creates a stone wall that can be shaped.
6TH-LEVEL CLERIC SPELLS
- Animate Objects (SRD Spell): Objects attack your foes.
- Antilife Shell (SRD Spell): 10-ft. field hedges out living creatures.
- Banishment (SRD Spell): Banishes 2 HD/level of extraplanar creatures.
- Bear's Endurance, Mass (SRD Spell): As bear’s endurance, affects one subject/ level.
- Blade Barrier (SRD Spell): Wall of blades deals 1d6/level damage.
- Bull's Strength, Mass (SRD Spell): As bull’s strength, affects one subject/level.
- Create Undead (SRD Spell): Create ghouls, ghasts, mummies, or mohrgs.
- Cure Moderate Wounds, Mass (SRD Spell): Cures 2d8 damage +1/level for many creatures.
- Dispel Magic, Greater (SRD Spell): As dispel magic, but up to +20 on check.
- Eagle's Splendor, Mass (SRD Spell): As eagle’s splendor, affects one subject/level.
- Find the Path (SRD Spell): Shows most direct way to a location.
- Forbiddance (SRD Spell)M: Blocks planar travel, damages creatures of different alignment.
- Geas/Quest (SRD Spell): As lesser geas, plus it affects any creature.
- Glyph of Warding, Greater (SRD Spell): As glyph of warding, but up to 10d8 damage or 6th-level spell.
- Harm (SRD Spell): Deals 10 points/level damage to target.
- Heal (SRD Spell): Cures 10 points/level of damage, all diseases and mental conditions.
- Heroes' Feast (SRD Spell): Food for one creature/level cures and grants combat bonuses.
- Inflict Moderate Wounds, Mass (SRD Spell): Deals 2d8 damage +1/level to many creatures.
- Owl's Wisdom, Mass (SRD Spell): As owl’s wisdom, affects one subject/level.
- Planar Ally (SRD Spell)X: As lesser planar ally, but up to 12 HD.
- Summon Monster VI (SRD Spell): Calls extraplanar creature to fight for you.
- Symbol of Fear (SRD Spell)M: Triggered rune panics nearby creatures.
- Symbol of Persuasion (SRD Spell)M: Triggered rune charms nearby creatures.
- Undeath to Death (SRD Spell)M: Destroys 1d4 HD/level undead (max 20d4).
- Wind Walk (SRD Spell): You and your allies turn vaporous and travel fast.
- Word of Recall (SRD Spell): Teleports you back to designated place.
7TH-LEVEL CLERIC SPELLS
- Blasphemy (SRD Spell): Kills, paralyzes, weakens, or dazes nonevil subjects.
- Control Weather (SRD Spell): Changes weather in local area.
- Cure Serious Wounds, Mass (SRD Spell): Cures 3d8 damage +1/level for many creatures.
- Destruction (SRD Spell)F: Kills subject and destroys remains.
- Dictum (SRD Spell): Kills, paralyzes, slows, or deafens nonlawful subjects.
- Ethereal Jaunt (SRD Spell): You become ethereal for 1 round/level.
- Holy Word (SRD Spell): Kills, paralyzes, blinds, or deafens nongood subjects.
- Inflict Serious Wounds, Mass (SRD Spell): Deals 3d8 damage +1/level to many creatures.
- Psychic Turmoil, Greater (SRD Spell): As psychic turmoil, but you gain power points as temporary hp.
- Refuge (SRD Spell)M: Alters item to transport its possessor to you.
- Regenerate (SRD Spell): Subject’s severed limbs grow back, cures 4d8 damage +1/level (max +35).
- Repulsion (SRD Spell): Creatures can’t approach you.
- Restoration, Greater (SRD Spell)X: As restoration, plus restores all levels and ability scores.
- Resurrection (SRD Spell)M: Fully restore dead subject.
- Scrying, Greater (SRD Spell): As scrying, but faster and longer.
- Summon Monster VII (SRD Spell): Calls extraplanar creature to fight for you.
- Symbol of Stunning (SRD Spell)M: Triggered rune stuns nearby creatures.
- Symbol of Weakness (SRD Spell)M: Triggered rune weakens nearby creatures.
- Word of Chaos (SRD Spell): Kills, confuses, stuns, or deafens nonchaotic subjects.
8TH-LEVEL CLERIC SPELLS
- Antimagic Field (SRD Spell): Negates magic within 10 ft.
- Brain Spider (SRD Spell): Listen to thoughts of up to eight other creatures.
- Cloak of Chaos (SRD Spell)F: +4 to AC, +4 resistance, and SR 25 against lawful spells.
- Create Greater Undead (SRD Spell)M: Create shadows, wraiths, spectres, or devourers.
- Cure Critical Wounds, Mass (SRD Spell): Cures 4d8 damage +1/level for many creatures.
- Dimensional Lock (SRD Spell): Teleportation and interplanar travel blocked for one day/level.
- Discern Location (SRD Spell): Reveals exact location of creature or object.
- Earthquake (SRD Spell): Intense tremor shakes 80-ft.-radius.
- Fire Storm (SRD Spell): Deals 1d6/level fire damage.
- Holy Aura (SRD Spell)F: +4 to AC, +4 resistance, and SR 25 against evil spells.
- Inflict Critical Wounds, Mass (SRD Spell): Deals 4d8 damage +1/level to many creatures.
- Planar Ally, Greater (SRD Spell)X: As lesser planar ally, but up to 18 HD.
- Shield of Law (SRD Spell)F: +4 to AC, +4 resistance, and SR 25 against chaotic spells.
- Spell Immunity, Greater (SRD Spell): As spell immunity, but up to 8th-level spells.
- Summon Monster VIII (SRD Spell): Calls extraplanar creature to fight for you.
- Symbol of Death (SRD Spell)M: Triggered rune slays nearby creatures.
- Symbol of Insanity (SRD Spell)M: Triggered rune renders nearby creatures insane.
- Unholy Aura (SRD Spell)F: +4 to AC, +4 resistance, and SR 25 against good spells.
9TH-LEVEL CLERIC SPELLS
- Astral Projection (SRD Spell)M: Projects you and companions onto Astral Plane.
- Energy Drain (SRD Spell): Subject gains 2d4 negative levels.
- Etherealness (SRD Spell): Travel to Ethereal Plane with companions.
- Gate (SRD Spell)X: Connects two planes for travel or summoning.
- Heal, Mass (SRD Spell): As heal, but with several subjects.
- Implosion (SRD Spell): Kills one creature/round.
- Miracle (SRD Spell)X: Requests a deity’s intercession.
- Soul Bind (SRD Spell)F: Traps newly dead soul to prevent resurrection.
- Storm of Vengeance (SRD Spell): Storm rains acid, lightning, and hail.
- Summon Monster IX (SRD Spell): Calls extraplanar creature to fight for you.
- True Resurrection (SRD Spell)M: As resurrection, plus remains aren’t needed.
Notes
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.Domains
- System Reference Document
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