Spell List

CLERIC SPELLS

0-LEVEL CLERIC SPELLS (ORISONS)
Source Spell Name Brief Description
Core Create Water: Creates 2 gallons/level of pure water.
Core Cure Minor Wounds: Cures 1 point of damage.
Core Detect Magic: Detects spells and magic items within 60 ft.
Core Detect Poison: Detects poison in one creature or object.
Core Guidance: +1 on one attack roll, saving throw, or skill check.
Core Inflict Minor Wounds: Touch attack, 1 point of damage.
Core Light: Object shines like a torch.
Core Mending: Makes minor repairs on an object.
Core Purify Food and Drink: Purifies 1 cu. ft./level of food or water.
Core Read Magic: Read scrolls and spellbooks.
Core Resistance: Subject gains +1 on saving throws.
Core Virtue: Subject gains 1 temporary hp.
CC Summon Holy Symbol: Wooden holy symbol appears in your hand.
1ST-LEVEL CLERIC SPELLS
Source Spell Name Brief Description
Core Bane: Enemies take –1 on attack rolls and saves against fear.
Core Bless Water: Makes holy water.
Core Bless: Allies gain +1 on attack rolls and saves against fear.
Core Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
Core Command: One subject obeys selected command for 1 round.
Core Comprehend Languages: You understand all spoken and written languages.
Core Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
Core Curse Water: Makes unholy water.
Core Deathwatch: Reveals how near death subjects within 30 ft. are.
Core Detect Chaos/Evil/Good/Law: Reveals creatures, spells, or objects of selected alignment.
Core Detect Undead: Reveals undead within 60 ft.
Core Divine Favor: You gain +1 per three levels on attack and damage rolls.
Core Doom: One subject takes –2 on attack rolls, damage rolls, saves, and checks.
Core Endure Elements: Exist comfortably in hot or cold environments.
Core Entropic Shield: Ranged attacks against you have 20% miss chance.
Core Hide from Undead: Undead can’t perceive one subject/level.
Core Inflict Light Wounds: Touch deals 1d8 damage +1/level (max +5).
Core Magic Stone: Three stones gain +1 on attack, deal 1d6 +1 damage.
Core Magic Weapon: Weapon gains +1 bonus.
Core Obscuring Mist: Fog surrounds you.
Core Protection from Chaos/Evil/Good/Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
Core Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.
Core Sanctuary: Opponents can’t attack you, and you can’t attack.
Core Shield of Faith: Aura grants +2 or higher deflection bonus.
Core Summon Monster I: Calls extraplanar creature to fight for you.
BoED Eyes of the Avoral: Subject gets +8 on Spot checks.
BoED Lantern Light: Ranged touch attacks deal 1d6 points of damage.
BoED Ray of Hope: Subject gains +2 bonus on attacks, saves, and checks.
BoED Vision of Heaven: Evil creature is dazed for 1 round.
CAd Grave Strike: Sneak attack undead creatures.
CC Impede: Subject is locked in place and takes a -1 penalty on melee attack rolls and a -2 penalty on Reflex saves.
CD Nimbus of Light: Sunlight illuminates you until released as an attack for 1d8 +1/level damage.
CD Omen of Peril: You know how dangerous the future will be.
CD Resurgence: You grant subject a second chance at a saving throw.
CD Vigor, Lesser: Creature heals 1 hp/round (max 15 rounds).
CM Reaving Aura: All creatures below 0 hit points within 10 feet of you take 1 point of damage.
CS Healer’s Vision: Gain +5 bonus on Heal checks, and +2 attack and damage on sneak attacks
City Detect Weaponry: Reveals weapons within 60 feet.
City Peacebond: Weapon is impossible to draw.
Frost Conjure Ice Beast I: Conjures ice creature to fight for you.
Frost Detect Fire: Detect fire within 60 ft.
Frost Ease of Breath: +20 inherent bonus on Fortitude saves to resist altitude sickness.
Frost Fortify Cold Creatures: Cold subtype creatures gain +1 sacred bonus on attacks and saves against fire effects.
Frost Ice Slick: Creates a 20-ft. square of slippery ice.
Frost Shivering Touch, Lesser: Touch deals 1d6 Dex damage.
FC1 Exorcism: Drive a fiend out of the body of a creature or object it possesses.
HoH Detect Taint: Reveals creatures or objects with taint.
HoH Summon Undead I: Summons undead to fight for you.
LM Necrotic Awareness: Sense encysted subjects.
LM Summon Undead I: Summons undead to fight for you.
MoI Detect Incarnum: Detect soulmelds and essentia within 60 ft.
MoI Protection from Incarnum: Ward a target from attacks by soulmelds and incarnum creatures.
MH Conviction: Subject gains +2 or higher save bonus.
MH Favorable Sacrifice: Subject gains better protection the more gems you sacrifice.
MH Guiding Light: +1 on ranged attacks against creatures in illuminated area.
MH Incite: Subject can’t ready actions or delay.
MH Inhibit: Subject delays until next round.
MH Sign: Your initiative check result improves, and you know enemies’ initiative check results.
Planar Anarchic Water: Makes chaotic-aligned anarchic water.
Planar Axiomatic Water: Makes lawful-aligned anarchic water.
Planar Light of Lunia: You radiate silvery light, which you can expend as 2 bolts that deal 1d6 damage.
Planar Resist Planar Alignment: Subject can resist penalties for being of an opposed alignment on an aligned Outer Plane.
PHBII Blade of Blood: Weapon deals +1d6 damage, or +3d6 if you take 5 points of damage.
PHBII Invest Light Protection: Heal 1d4 damage + 1/2 levels, grant DR 1/evil.
RoD Omen of Peril: You know how dangerous the future will be.
RoD Scholar’s Touch: Read books in seconds.
Sand Cloak of Shade: Touched creature gains protection from heat and sun.
Sand Locate Water: Reveals location, size, and quality of water sources.
ToM Scramble True Position: You teleport your foes 10 feet in a random direction, knocking them over.
2ND-LEVEL CLERIC SPELLS
Source Spell Name Brief Description
Core Aid: +1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10).
Core Align Weapon: Weapon becomes good, evil, lawful, or chaotic.
Core Augury: Learns whether an action will be good or bad.
Core Bear’s Endurance: Subject gains +4 to Con for 1 min./level.
Core Bull’s Strength: Subject gains +4 to Str for 1 min./level.
Core Calm Emotions: Calms creatures, negating emotion effects.
Core Consecrate: Fills area with positive energy, making undead weaker.
Core Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).
Core Darkness: 20-ft. radius of supernatural shadow.
Core Death Knell: Kills dying creature; you gain 1d8 temporary hp, +2 to Str, and +1 level.
Core Delay Poison: Stops poison from harming subject for 1 hour/level.
Core Desecrate: Fills area with negative energy, making undead stronger.
Core Eagle’s Splendor: Subject gains +4 to Cha for 1 min./level.
Core Enthrall: Captivates all within 100 ft. + 10 ft./level.
Core Find Traps: Notice traps as a rogue does.
Core Gentle Repose: Preserves one corpse.
Core Hold Person: Paralyzes one humanoid for 1 round/level.
Core Inflict Moderate Wounds: Touch attack, 2d8 damage +1/level (max +10).
Core Make Whole: Repairs an object.
Core Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level.
Core Remove Paralysis: Frees one or more creatures from paralysis or slow effect.
Core Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.
Core Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.
Core Shatter: Sonic vibration damages objects or crystalline creatures.
Core Shield Other: You take half of subject’s damage.
Core Silence: Negates sound in 15-ft. radius.
Core Sound Burst: Deals 1d8 sonic damage to subjects; may stun them.
Core Spiritual Weapon: Magic weapon attacks on its own.
Core Status: Monitors condition, position of allies.
Core Summon Monster II: Calls extraplanar creature to fight for you.
Core Undetectable Alignment: Conceals alignment for 24 hours.
Core Zone of Truth: Subjects within range cannot lie.
BoED Ease Pain: Remove lingering effects of pain.
BoED Elation: Allies gain +2 to Strength and Dexterity, +5 ft. of speed.
BoED Estanna’s Stew: Conjures stew that heals 1d6+1 per serving.
BoED Lastai’s Caress: Intense feelings of good leave evil subject cowering, frightened, nauseated, or shaken.
BoED Remove Addiction: Cures target of drug addictions.
CAd Divine Insight Gain a bonus to any skill.
CAd Healing Lorecall: Your healing spells become more potent.
CAd Iron Silence: Your armor does not hinder attempts to be stealthy.
CC Benediction: Subject gains a +2 luck bonus on saves, can reroll one attack roll, save, skill check, or ability check.
CC Bewildering Substitution: Seemingly swap one ally with one enemy.
CC Bewildering Visions: Subject is sickened or nauseated.
CC Body Ward: Subject is protected against 5 points of ability damage to Strength, Dexterity, or Constitution; repeated use for different scores also increases damage absorbed.
CC Conduit of Life: Heal 2dl0+1/caster level (max. 10) points of damage to yourself while channeling positive energy.
CC Divine Presence: Gain a +5, +10, or +15 bonus on Intimidate checks against those who don't worship your deity.
CC Execration: Target takes a -2 penalty on saves and must take the lower of two rolls on one attack.
CC Interfaith Blessing: Subjects gain combat benefits based on their individual deities.
CC Light of Faith: Gain a bonus equal to one-half your divine caster level (max. +5) on your next turning check.
CC Lore of the Gods: Gain a +5 insight bonus on Knowledge checks; make one check with an untrained Knowledge skill or retry a failed Knowledge check.
CC Master Cavalier: Gain a +10 bonus on Ride checks, or +20 with special mount; use with other spells grants mount fly speed.
CC Soul Ward: Subject is protected against 5 points of ability damage to Intelligence, Wisdom, or Charisma; repeated use for different scores also increases damage absorbed.
CC Substitute Domain: Temporarily swap one domain for another your deity offers.
CC Turn Anathema: Use your turn/rebuke ability to turn creatures with the opposing alignment subtype.
CD Brambles: Wooden weapon grows spikes that deal +1 damage/caster level (max +10).
CD Curse of Ill Fortune: Target suffers –3 penalty on attacks, checks, and saves.
CD Deific Vengeance: Deity’s punishment deals 1d6 damage/two caster levels (max 5d6).
CD Wave of Grief: Cone imposes –3 penalty on attacks, checks, and saves.
CS Manifestation of the Deity: Create illusion of your deity, rendering enemies shaken for 1 round
DotU Shadow Shroud: Negate light blindness/vulnerability; +5 bonus on Hide checks.
Frost Blood Snow: Area of fallen snow drains 1d2 points of Con/round and causes nausea.
Frost Brumal Stiffening: Brittle weapon’s hardness reduced by 5.
Frost Conjure Ice Beast II: Conjures ice creature to fight for you.
Frost Conjure Ice Object: Conjures an object made of ice.
Frost Frost Weapon: Weapon gains frost special ability, +1d6 cold damage.
Frost Frostburn, Lesser: Touch deals 1d12 frostburn damage +1/level (max +5).
Frost Obscuring Snow: Obscures sight in a 30-ft. radius around the caster.
Frost Thin Air: Creatures suffer from altitude sickness.
FC2 Denounce: Target outsider takes –4 on attacks, saves, and checks.
FC2 Investiture of the Spined Devil: Target can launch up to three spikes at once.
HoB Resounding Voice: Your voice carries 100 ft./level.
HoH Summon Undead II: Summons undead to fight for you.
LM Blade of Pain and Fear: Creates blade of gnashing teeth.
LM Ghost Touch Armor: Armor works normally against incorporeal attacks.
LM Necrotic Cyst: Encyst undead sac of tissue in subject.
LM Necrotic Scrying: Hear or see encysted subject at a distance.
LM Spawn Screen: You resist being transformed into an undead spawn if slain.
LM Summon Undead II: Summons undead to fight for you.
LoM Darkbolt: Deals 1d8 damage/2 levels and stuns 1 round.
LoM Detect Aberration: Detect the presence of aberrations.
MoI Adept Spirit: Subject can activate bonus on caster level checks, Will saves, Concentration checks, and Int-based checks for 1 minute.
MoI Soulmeld Blessing: Allies can reallocate essentia for free.
MoI Suppress Magic: Magic item or soulmeld is suppressed for 1 round/level.
MH Divine Protection: Allies gain +1 to AC, saves.
MH Living Undeath: Subject becomes immune to critical hits and sneak attacks.
MH Quick March: Allies’ speed increases by 30 ft. for 1 round.
MH Veil of Shadow: Darkness grants you concealment.
Planar Avoid Planar Effects: Provides temporary protection against overtly damaging planar traits.
Planar Light of Mercuria: You radiate golden light, which you can expend as 2 bolts that deal 1d6 damage, 2d6 against undead and evil outsiders.
Planar Locate Touchstone: find nearest planar touchstone on the plane you currently inhabit.
Planar Summon Elysian Thrush: Summon an Elysian thrush, which accelerates natural healing.
PHBII Animalistic Power: Subject gains +2 bonus to Str, Dex, and Con.
PHBII Black Karma Curse: Subject damages self with melee attack.
PHBII Blade Brothers: Use higher saving throw result between two creatures, but both suffer effects if the saves fail.
PHBII Cloud of Knives: Release one knife/round, 1d6 damage +1/3 levels (max +5).
PHBII Insight of Good Fortune: Subject rolls twice, takes best result.
PHBII Mark of Judgment: Creatures that attack subject heal 2 points of damage each successful hit.
PHBII Master’s Touch: Subject gains immediate +4 bonus on a skill check.
PHBII Share Talents: Subjects gain +2 bonus on skill checks.
PHBII Stay the Hand: Change subject creature’s attitude to helpful for 1 round.
PHBII Stretch Weapon: Melee weapon gains 5 ft. of reach for one attack.
RoD Insignia of Alarm: Alert bearers of special insignia.
RotD Local Tremor: Light tremor shakes in a 30-ft. line.
RotD Peaceful Serenity of Io: Grant subject +4 bonus on Concentration checks and against compulsions and fear effects.
RoS Stone Fist Unarmed attack damage increases, does not provoke attacks of oppurtunity. Dwarves and Goliaths overcome damage reduction.
Sand Desiccate: Deals 1d6/2 levels dessication damage and dehydrates living creature.
Sand Freedom of Breath: Protects against suffocation and dangerous vapors.
Sand Hydrate: Heals dessication damage.
ToM Augment Truefriend: Subject gains +2 to Str, Dex, and Con for 1 min./level.
ToM Horror of the Spoken Name: Frighten creature that hears its own truename.
ToM True Prayer of the Faithful: Allies gain +1 bonus on most rolls.
3RD-LEVEL CLERIC SPELLS
Source Spell Name Brief Description
Core Animate Dead: Creates undead skeletons and zombies.
Core Bestow Curse: –6 to an ability score; –4 on attack rolls, saves, and checks; or 50% chance of losing each action.
Core Blindness/Deafness: Makes subject blinded or deafened.
Core Contagion: Infects subject with chosen disease.
Core Continual Flame: Makes a permanent, heatless torch.
Core Create Food and Water: Feeds three humans (or one horse)/level.
Core Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).
Core Daylight: 60-ft. radius of bright light.
Core Deeper Darkness: Object sheds supernatural shadow in 60-ft. radius.
Core Dispel Magic: Cancels spells and magical effects.
Core Glyph of Warding: Inscription harms those who pass it.
Core Helping Hand: Ghostly hand leads subject to you.
Core Inflict Serious Wounds: Touch attack, 3d8 damage +1/level (max +15).
Core Invisibility Purge: Dispels invisibility within 5 ft./level.
Core Locate Object: Senses direction toward object (specific or type).
Core Magic Circle against Chaos/Evil/Good/Law: As protection spells, but 10-ft. radius and 10 min./level.
Core Magic Vestment: Armor or shield gains +1 enhancement per four levels.
Core Meld into Stone: You and your gear merge with stone.
Core Obscure Object: Masks object against scrying.
Core Prayer: Allies +1 bonus on most rolls, enemies –1 penalty.
Core Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
Core Remove Blindness/Deafness: Cures normal or magical conditions.
Core Remove Curse: Frees object or person from curse.
Core Remove Disease: Cures all diseases affecting subject.
Core Searing Light: Ray deals 1d8/two levels damage, more against undead.
Core Speak with Dead: Corpse answers one question/two levels.
Core Stone Shape: Sculpts stone into any shape.
Core Summon Monster III: Calls extraplanar creature to fight for you.
Core Water Breathing: Subjects can breathe underwater.
Core Water Walk: Subject treads on water as if solid.
Core Wind Wall: Deflects arrows, smaller creatures, and gases.
BoED Affliction: Infects evil subject with chosen affliction.
BoED Blessed Sight: Evil auras become visible to you.
BoED Energize Potion: Transforms potion into a grenade that deals energy damage in a 10-ft.-radius burst.
BoED Heart’s Ease: Removes fear, despair, confusion, insanity and some mind-influencing effects; restores 2d4 points of temporary Wisdom damage.
BoED Inspired Aim: Allies within 40 ft. gain +2 insight bonus on ranged attack rolls.
BoED Refreshment: Cures creatures of all nonlethal damage.
BoED Remove Nausea: Cure a nauseated or sickened character.
CAr Resist Energy, Mass : As resist energy, except that it affects all targeted creatures.
CAr Ring of Blades : Swirling metal blades surround you.
CC Bolster Aura: Subject's aura strengthens as if it had 1 HD/two caster levels more than it actually does.
CC Deific Bastion: Your shield or armor gains a +1 enhancement bonus plus a special ability that varies by deity.
CC Footsteps of the Divine: Gain a new movement type and speed based on the deity chosen.
CC Light of Wisdom: Your effective turning level increases by l/three caster levels for the purpose of determining affected undead and destruction potential.
CC Subdue Aura: Subject's aura weakens as if it had 1 HD/two caster levels fewer than it actually does.
CD Blessed Aim: +2 bonus for allies’ ranged attacks.
CD Briar Web: Area entangles creatures and thorns deal 2d6 damage.
CD Chain of Eyes: You send magical sensor to infiltrate an area.
CD Flame of Faith: Gives weapon the flaming burst quality.
CD Spikes: As brambles, but weapon gains +2 bonus and doubled threat range.
CD Telepathic Bond, Lesser: Link with subject within 30 ft. for 10 min./level.
CD Vigor, Mass Lesser: As lesser vigor, but multiple targets (max 25 rounds).
CD Vigor: As lesser vigor , but 2 hp/round (max 25 rounds).
CD Visage of the Deity, Lesser: You gain +4 Cha and resis- tance 10 to certain energy types.
CD Wrack: Renders creature helpless with pain.
Drac Cloak of Bravery: You and your allies gain a bonus on saves against fear.
Drac Shield of Warding: Shield grants +1 bonus on Reflex saves
Drac per five levels (max: +5).
DotU Dominate Vermin: Subject vermin obeys psychic commands.
DrM Adoration of the Frightful: Make fearful creatures friendly to you.
DrM Soul of Light: Healing spells cast by or on you have greater effect.
DrM Soul of Shadow: Inflict wounds spells cast by or on you have greater effect.
DrM Vision of the Omniscient Eye: Gain +10 bonus on Spot checks, immunity to being dazzled or blinded, and one use of faerie fire.
Frost Aura of Cold, Lesser: Intense cold deals 1d6 damage to creatures within 5 ft.
Frost Binding Snow: Snow freezes, impeding movement.
Frost Conjure Ice Beast III: Conjures ice creature to fight for you.
Frost Control Snow and Ice: Raise or lower ice or snow.
Frost Defile Snow and Ice: Grants undead a +4 profane bonus against turning and cold creatures SR 15 against fire spells.
Frost Ice Shape: Sculpts ice into any shape.
Frost Meld into Ice: You and your gear merge with ice.
Frost Shivering Touch: Touch deals 3d6 Dex damage.
FC2 Devil’s Eye: See through magical darkness up to 30 ft.
FC2 Investiture of the Bearded Devil: Target deals extra melee damage each round that it hits a foe.
FC2 Investiture of the Chain Devil: Target gains +5-ft. reach and extra attack of opportunity.
HoB Battlemagic Perception: Sense and counter spellcasting within 100 feet.
HoB Spiritual Charger: Horseman of force attacks enemy.
HoH Resist Taint: Bestows +4 bonus on saves against taint.
HoH Rigor Mortis: Suspends all vital functions; target appears dead.
HoH Summon Undead III: Summons undead to fight for you.
LM Clutch of Orcus: Deals 1d3 damage/round and paralyzes foe with concentration.
LM Necrotic Bloat: Encysted subject takes 1d6 damage/level.
LM Protection from Negative Energy: Ignore 10 points of negative energy damage per attack.
LM Protection from Positive Energy: Ignore 10 points of positive energy damage per attack.
LM Sheltered Vitality: Subject gains immunity to fatigue, exhaustion, ability damage, and ability drain.
LM Summon Undead III: Summons undead to fight for you.
LoM Invoke the Cerulean Sign: Aberrations become sickened, nauseated, dazed, or stunned.
MoI Guardian Spirit: Subject can activate bonus on AC, Re? ex saves, and Dex-based checks for 1 minute.
MoI Soul Boon: Grant 1 point of essentia per three caster levels to subject.
MH Close Wounds: Cure 2d4 damage, even on another’s turn (swift).
MH Conviction, Legion’s: Allies gain +2 or higher save bonus.
MH Curse of Petty Failing: Subject takes –2 penalty on attack rolls and saves.
MH Delay Death: Losing hit points doesn’t kill subject.
MH Ring of Blades: Blades surround you, damaging other creatures (1d6+1/level damage).
MH Slashing Darkness: Ray deals 1d8/two levels damage and heals undead the same amount.
Planar Anarchic Storm: Chaotic-aligned rain falls in 20-ft. radius.
Planar Analyze Touchstone: find a nearby planar touchstone and discover its properties.
Planar Attune Form: Grant target creature temporary protection against overtly damaging planar traits.
Planar Axiomatic Storm: Lawful-aligned rain falls in 20-ft. radius.
Planar Devil Blight: Damage and confuse baatezu; damage other lawful and evil creatures.
Planar Hamatula Barbs: Subjects grow barbs, which damage foes that attack subject in melee.
Planar Holy Storm: Good-aligned rain falls in 20-ft. Radius.
Planar Light of Venya: You radiate silvery light, which you can expend as 2 bolts that either deal 3d6 against evil outsiders and undead or heal 3d6 points of damage.
Planar Mantle of Chaos/Evil/Good/Law: You gain SR 12 + caster level against spells with opposite alignment descriptor.
Planar Protection from Negative Energy: Ignore 10 points of negative energy damage per attack.
Planar Protection from Positive Energy: Ignore 10 points of positive energy damage per attack.
Planar Unholy Storm: Evil-aligned rain falls in 20-ft. radius.
PHBII Alter Fortune: Cause one creature to reroll any die roll.
PHBII Channeled Divine Shield: Gain DR, amount based on casting time.
PHBII Crown of the Grave: Command undead, discharge to gain +4 on turn or rebuke.
PHBII Crown of Might: Gain +2 Strength, discharge to gain +8 bonus for 1 round.
PHBII Crown of Protection: +1 deflection bonus to AC, +1 resistance bonus on saves; discharge to gain +4 for 1 round.
PHBII Crown of Smiting: +2 damage bonus, discharge to gain +8 damage on single attack.
PHBII Curse of Arrow Attraction: Subject takes –5 penalty to AC against ranged attacks.
PHBII Divine Retaliation: Weapon appears and strikes those who attack you.
PHBII Energy Aegis: Subject gains resistance 20 against one energy type for one attack.
PHBII Energy Vulnerability: Subjects gain vulnerability to the specified energy.
PHBII Hesitate: Force subject to lose actions.
PHBII Invest Moderate Protection: Heal 3d4 damage + 1/2 levels, grant DR 3/evil.
PHBII Mark of Doom: Subject takes 1d6 damage for each hostile action.
RoD Delay Death: Losing hit points doesn’t kill subject.
RoD Insignia of Blessing: Bearers of special insignia gain +1 bonus on attacks and saves against fear.
RoD Insignia of Healing: Bearers of special insignia healed of 1d8 damage +1 point/level (max. +10).
RoD Insignia of Warding: Bearers of special insignia gain +1 to AC, Fortitude saves.
Sand Black Sand: Creates a 20-ft.-radius area of black sand.
Sand Control Sand: Raise or lower the level of sand.
Sand Haboob: Cloud of dust obscures sight and abrades those passing through it.
Sand Protection from Dessication: Absorb 10 points/level of dessication damage.
Sand Soul of the Waste: Meld into surrounding sand.
Storm Air Breathing: Subject breathes air as easily as water.
ToM Bane of the Archrival: +4 to AC and saves, counter mind control, and keep specific truenamed enemy away.
WoL Revitalize Legacy, Least: Get extra use of chosen least legacy ability.
4TH-LEVEL CLERIC SPELLS
Source Spell Name Brief Description
Core Air Walk: Subject treads on air as if solid (climb at 45-degree angle).
Core Control Water: Raises or lowers bodies of water.
Core Cure Critical Wounds: Cures 4d8 damage +1/level (max +20).
Core Death Ward: Grants immunity to death spells and negative energy effects.
Core Dimensional Anchor: Bars extradimensional movement.
Core Discern Lies: Reveals deliberate falsehoods.
Core Dismissal: Forces a creature to return to native plane.
Core Divination: Provides useful advice for specific proposed actions.
Core Divine Power: You gain attack bonus, +6 to Str, and 1 hp/level.
Core Freedom of Movement: Subject moves normally despite impediments.
Core Giant Vermin: Turns centipedes, scorpions, or spiders into giant vermin.
Core Imbue with Spell Ability: Transfer spells to subject.
Core Inflict Critical Wounds: Touch attack, 4d8 damage +1/level (max +20).
Core Magic Weapon, Greater: +1 bonus/four levels (max +5).
Core Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
Core Planar Ally, Lesser: Exchange services with a 6 HD extraplanar creature.
Core Poison: Touch deals 1d10 Con damage, repeats in 1 min.
Core Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away.
Core Restoration: Restores level and ability score drains.
Core Sending: Delivers short message anywhere, instantly.
Core Spell Immunity: Subject is immune to one spell per four levels.
Core Summon Monster IV: Calls extraplanar creature to fight for you.
Core Tongues: Speak any language.
BoED Blood of the Martyr: You heal a target at range and take a like amount of damage.
BoED Celestial Brilliance: Object sheds brilliant light to 120 feet, hurts undead and evil outsiders.
BoED Greater Status: As status, but cast some spells through bond.
BoED Remove Fatigue: Removes effects of fatigue as 8 hours of rest.
BoED Sustain: Recipients need no food or drink for 6 hours/level.
BoED Stars of Arvandor: Tiny starbursts each deal 1d8 damage (half nonlethal), or 1d8 damage (all lethal) to evil creatures.
BoED Sword of Conscience: Evil creature confesses crimes, takes Wisdom damage.
CAr Assay Resistance : Divine the vulnerabilities of a creature's magical defenses, giving a +10 bonus to attempts to overcome spell resistance.
CC Aligned Aura: Grant combat bonuses to like-aligned allies and impose penalties on creatures of opposing alignment.
CC Confound: Gain a +2 circumstance bonus on attack rolls against subject and impose a -2 penalty on its attack rolls against you; subject cannot make attacks of opportunity against you; repeated use extends benefits to allies.
CC Dampen Magic: Decrease enhancement bonus of magic weapons as well as save DC and caster level of magical effects used against subject by 1 or more points; subject can invoke a 5-ft. radius antimagic field.
CC Light of Purity: Your turning damage increases by ld6/four divine caster levels (maximum +5d6) on your next successful turning check.
CC Moral Facade: Divination spells give a false alignment reading.
CC Profane Item: Target object deals ld4/caster level (max. 10d4) points of negative energy damage to the next animal, plant, good outsider, or good shapechanger that touches it; animal or plant must also save or flee for ld4 minutes.
CC Sacred Item: Target object deals ld4/caster level (max. 10d4) points of positive energy damage to the next undead, evil outsider, or evil shapechanger that touches it; undead must also save or flee for ld4 minutes.
CC Seed of Life: Subject gains fast healing 2 and can invoke a burst of healing.
CC Spiritual Advisor: Gain a +4 divine bonus on Knowledge checks; make checks with an untrained Knowledge skill or retry a failed Knowledge check.
CD Beast Claws: Your hands become slashing natural weapons.
CD Castigate: Verbal rebuke deafens all who hear and damages those whose alignment differs from yours.
CD Doomtide: Black mist obscures sight, dazes those inside.
CD Energy Vortex: Burst of energy centered on you damages nearby creatures.
CD Recitation: Your allies get bonus on attacks and saves, and your foes get penalties.
CD Resurgence, Mass: As resurgence, but multiple targets.
CD Revenance: Restores dead creature to life for 1 min./level.
CD Weapon of the Deity: Your weapon gains enhancement bonus and special ability.
CD Weather Eye: You accurate predict weather up to one week ahead.
CM Seed of Undeath: Subject that dies before spell expires rises as a zombie under your command.
City Summon Pest Swarm: Summons swarm of urban animals and vermin.
Drac Antidragon Aura: Allies gain bonus to AC and saves against dragons.
Drac Contingent Energy Resistance: Energy damage triggers a resist energy spell.
Drac Fell the Greatest Foe: Deal extra damage to creatures larger than Medium.
Drac Lower Spell Resistance: Subject’s spell resistance reduced.
DotU Armored Vermin: +2 to natural armor of vermin.
DotU Yochlol Blessing: Target gains eight tentacle attacks, resistance to acid and electricity, AC bonus.
DrM Mark of the Enlightened Soul: Spells gain the good descriptor and deal extra damage to evil creatures.
DrM Touch of the Blackened Soul: Spells gain the evil descriptor and deal extra damage to good creatures.
Frost Conjure Ice Beast IV: Conjures ice creature to fight for you.
Frost Freeze Armor: Locks up suits of metal armor and equipment, dealing damage and impeding movement.
Frost Frostburn: Touch deals 3d12 frostburn damage +1/level (max +20).
Frost Glacial Globe of Invulnerability: Stops 1st- through 3rdlevel fire spell effects and provides concealment.
Frost Winter’s Embrace: Subject takes 1d8 damage/round; can cause fatigue.
FC2 Investiture of the Amnizu: Target can deal 1d4 Int damage with a touch.
FC2 Investiture of the Erinyes: Target can force foes to move closer and take no action.
FC2 Investiture of the Harvester Devil: Target can deal lingering wounds with melee attacks.
FC2 Investiture of the Steel Devil: Target gains profane bonus on attacks and to AC.
LM Consumptive field: Draw life from all creatures in 10-ft. radius/level with –1 or fewer hit points that fail save.
LM Ghost Touch Weapon: Weapon works normally against incorporeal creatures.
LM Necrotic Domination: Completely control encysted subject.
LM Summon Undead IV: Summons undead to fight for you.
LM Undead Bane Weapon: Weapon gains undead bane property and is considered good-aligned.
LoM Damning Darkness: Darkness deals either 2d6 or 1d6 damage per round.
HoB Animate Legion: Creates skeletons or zombies.
HoB Battlefield Illumination: Improve light in 80-ft.-radius cylinder.
HoB Early Twilight: Reduce light in 80-ft.-radius cylinder.
HoH Pronouncement of Fate: Imposes a –4 penalty on an offender’s attacks, damage, saves, and checks; target loses actions.
HoH Summon Undead IV: Summons undead to fight for you.
MoI Essentia Lock: Target can’t reallocate essentia.
MoI Open Least Chakra: Allow target to bind to its crown, feet, or hands chakra.
MoI Unshape Soulmeld: One of target’s soulmelds is destroyed.
MoI Valiant Spirit: Subject can activate bonus on attack, damage, Fort saves, and Str-based checks for 1 minute.
MH Aid, Legion’s: Allies gain +1 on attack rolls, +1 against fear, 1d8 temporary hp +1/level (max +20).
MH Align Weapon, Legion’s: Allies’ weapons become good, evil, lawful, or chaotic.
MH Panacea: Removes most afflictions.
MH Shield of Faith, Legion’s: Allies gain +3 or higher AC bonus.
Planar Astral Hospice: While on the Astral Plane, open a portal to a demiplane so natural healing can occur.
Planar Balor Nimbus: Subject’s flaming body damages foes in grapple.
Planar Demon Dirge: Demons are stunned and take 3d6 damage/ round for 1d4 rounds.
Planar Evil Glare: Paralyze creature with your glare.
Planar Focus Touchstone Energy: Convert unused touchstone abilities into temporary hit points.
Planar Infernal Wound: Weapon inflicts persistent, bleeding wounds.
Planar Negative Energy Aura: 10-ft. radius surrounding you deals 2 points of damage/round.
Planar Planar Exchange, Lesser: Trade places with one of four lesser planar creatures (your choice).
Planar Planar Tolerance: Provides long-term protection against overtly damaging planar traits.
Planar Positive Energy Aura: 10-ft. radius surrounding you heals 2 points of damage/round.
Planar Spell Vulnerability: Reduce target creature’s spell resistance by 1 per caster level (max reduction 15).
Planar Summon Bearded Devil: Summon a bearded devil to follow your commands.
Planar Summon Hound Archon: Summon a hound archon to follow your commands.
PHBII Bleakness: 1d6 damage/round to living creatures, grants undead turn resistance and fast healing.
PHBII Blessing of the Righteous: Weapons deal +1d6 holy damage and become good-aligned.
PHBII Channeled Divine Health: Heal a creature, amount and range based on casting time.
PHBII Healing Spirit: Ball of light heals 1d8/round.
PHBII Mystic Aegis: You gain SR 12 + caster level against one spell.
PHBII Stifle Spell: Subject must concentrate or botch spell.
RotW Dust to Dust: Disintegrate undead with your ray attack.
Sand Wall of Salt: Wall of salt that can be shaped.
Sand Wall of Sand: Wall impedes movement, obscures vision, and blocks some attacks.
Sand Wall of Water: Wall impedes movement and can drown creatures.
ToM True Prayer of the Chosen: You gain +3 AC and save bonus.
5TH-LEVEL CLERIC SPELLS
Source Spell Name Brief Description
Core Atonement: Removes burden of misdeeds from subject.
Core Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
Core Command, Greater: As command, but affects one subject/level.
Core Commune: Deity answers one yes-or-no question/level.
Core Cure Light Wounds, Mass: Cures 1d8 damage +1/level for many creatures.
Core Dispel Chaos/Evil/Good/Law: +4 bonus against attacks.
Core Disrupting Weapon: Melee weapon destroys undead.
Core Flame Strike: Smite foes with divine fire (1d6/level damage).
Core Hallow: Designates location as holy.
Core Inflict Light Wounds, Mass: Deals 1d8 damage +1/level to many creatures.
Core Insect Plague: Locust swarms attack creatures.
Core Mark of Justice: Designates action that will trigger curse on subject.
Core Plane Shift: As many as eight subjects travel to another plane.
Core Raise Dead: Restores life to subject who died as long as one day/level ago.
Core Righteous Might: Your size increases, and you gain combat bonuses.
Core Scrying: Spies on subject from a distance.
Core Slay Living: Touch attack kills subject.
Core Spell Resistance: Subject gains SR 12 + level.
Core Summon Monster V: Calls extraplanar creature to fight for you.
Core Symbol of Pain: Triggered rune wracks nearby creatures with pain.
Core Symbol of Sleep: Triggered rune puts nearby creatures into catatonic slumber.
Core True Seeing: Lets you see all things as they really are.
Core Unhallow: Designates location as unholy.
Core Wall of Stone: Creates a stone wall that can be shaped.
BoED Chaav’s Laugh: Good creatures gain +2 on attack rolls and saves against fear, plus 1d8 temporary hp +1/level (max. +20). Evil creatures take –2 on attack rolls and saves against fear.
BoED Convert Wand: Transforms a magic wand into a healing wand (lasts 1 minute/level).
BoED Crown of Flame: Aura burns evil outsiders, undead, and fey for 2d6 points of damage/round.
BoED Dancing Web: Energy strands deal 1d6 nonlethal damage per level plus entangles evil creatures for 1d6 rounds.
BoED Energetic Healing: Target is immune to one energy type and gains 10% of the energy damage as healing.
BoED Sacred Guardian: You know status of subject and can teleport or scry without error.
BoED Telepathy Block: Blocks all telepathic communication within 80-ft. radius.
BoED Warding Gems: Creates gems that store healing energy, encircle the target, and release their healing power on command.
CAr Blistering Radiance : Ball of light dazzles and burns nearby cratures.
CC Bewildering Mischance: Target must take the lower of two rolls for each save, attack roll, and skill check.
CC Bleed: Touched creature takes Con damage from piercing or slashing weapons; repeated use imposes a -4 penalty on certain Fort saves.
CC Darts of Life: Create ten projectiles that you can launch at allies to cure ld8 points of damage each.
CC Divine Retribution: Any creature that harms you takes ld6/caster level (max. 15d6) points of damage (half energy and half divine) and ld4 points of ability damage based on the deity selected.
CC Door of Decay: Move instantly from one willing or controlled undead to another.
CC Healing Circle: Allies can tap healing energy pool for cure spells.
CC Mark of Sin: Subject takes a -10 circumstance penalty on Diplomacy checks to change others' attitudes and a -4 penalty to one ability score based on your deity; all creatures begin interactions with subject one step close to hostile.
CC Surge of Fortune: Gain a +2 luck bonus on attack rolls and damage rolls, saving throws, skill checks, ability checks, AC, and spell penetration checks; take an automatic natural 20 on one of these rolls.
CD Divine Agility: You improve creature’s Reflex saves, Dexterity, and maneuverability in combat.
CD Dragon Breath: You choose a dragon type and mimic its breath weapon.
CD Stalwart Pact: You gain combat bonuses automatically when reduced to half hit points or lower.
CD Subvert Planar Essence: Reduces target’s DR and SR.
CD Vigor, Greater: As lesser vigor, but 4 hp/round.
City Zone of Peace: As peacebond, but affects all weapons in area.
Drac Aura of Evasion: All within 10 ft: gain evasion against breath weapons.
Drac Vulnerability: Reduces an opponent’s damage reduction.
DotU Bebilith Blessing: Target gains poisonous bite and sundering claw attacks.
Frost Boreal Wind: Gust of cold wind deals 1d4 cold damage/level and knocks creatures back.
Frost Conjure Ice Beast V: Conjures ice creature to fight for you.
Frost Dispel Cold: Cancels cold spells and effects.
Frost Dispel Fire: Cancels fire spells and effects.
Frost Frostbite: Chilled air causes 6d6 cold damage and 2d6 Dex damage.
Frost Hibernal Healing: You absorb ice, slush, and snow, curing 10 points/level of damage (max 150).
Frost Hibernate: Sends subject into state of hibernation for one week/level.
Frost Pass through Ice: Subject can pass through ice or snow like water.
FC1 Extract Gift: Extracts essence from a willing or trapped demon to grant subject a lasting enhancement.
FC1 Morality Undone: Subject becomes evil.
FC2 Investiture of the Narzugon: Target gains a paralyzing gaze attack.
FC2 Investiture of the Orthon: Target disrupts extradimensional movement within 20 feet and automatically deals sonic damage to attackers.
LM Haunt Shift: Turn corporeal and incorporeal undead into haunting presences.
LM Incorporeal Nova: Destroy incorporeal undead.
LM Necrotic Burst: Encysted subject killed, cyst begins to roam.
LM Summon Undead V: Summons undead to fight for you.
LoM Morality Undone: Subject becomes evil.
HoB Spiritual Cavalry: Horsemen of force attack enemies.
HoB Status, Greater: Monitors condition, position of many allies.
HoH Fire in the Blood: Your blood becomes a potent corrosive that burns attackers.
HoH Oath of Blood: Extends a geas beyond death that compels the target to animate and continue her quest as undead.
HoH Summon Undead V: Summons undead to fight for you.
MoI Incarnum Weapon: Weapon shaped of incarnum attacks foe.
MH Curse of Petty Failing, Legion’s: Enemies take –2 penalty on attack rolls and saves.
MH Revivify: Restore recently dead to life with no level loss.
Planar Call Zelekhut: A zelekhut aids you in hunting a fugitive.
Planar Death Throes: Your body explodes when you die.
Planar Opalescent Glare: Kill evil creatures with a look, or make them very afraid.
Planar Summon Bralani Eladrin: Summon a bralani eladrin to follow your commands.
Planar Unholy Storm: Evil-aligned rain falls in 20-ft. radius.
PHBII Condemnation: Lowers subject outsider’s SR and stuns for 1 round.
PHBII Etherealness, Swift: Subject momentarily becomes ethereal.
PHBII Invest Heavy Protection: Heal 5d4 damage + 1/2 levels, grant DR 5/evil.
PHBII Magic Convalescence: Spells cast nearby heal you 1 hp/spell level.
PHBII Mana Flux: Magic in area has 20% failure chance.
PHBII Meteoric Strike: Melee attack deals an extra 1d6 damage + 1d6/4 levels; adjacent creatures take half damage.
PHBII Radiance: Creates daylight that dazzles undead.
PHBII Renewed Vigor: Remove fatigue and +2 bonus to Constitution for 1 round/level.
RoD Stalwart Pact: Target gains combat bonuses automatically when reduced to half hit points or lower.
RoS Earth Hammer Melee weapon's damage increases and becomes bludgeoning, considered adamantine.
Sand Choking Sands: Touched creature begins to suffocate on sand.
Sand Dispel Water: Cancels water spells and effects or dismisses water creatures.
Sand Flaywind Burst: Cone blows away and knocks down smaller creatures and deals 1d6 damage/level.
Sand Parboil: Flash-heated air deals fire and Intelligence damage to one or more creatures.
Sand Wall of Magma: Deals 2d6 fire damage out to 10 ft. and 1d6 out to 20 ft. Passing through wall deals 5d6 damage +1/level.
ToM Spurn the Supernatural: Suppresses one or more of a foe’s supernatural abilities.
WoL Revitalize Legacy, Lesser: Get extra use of chosen lesser legacy ability.
6TH-LEVEL CLERIC SPELLS
Source Spell Name Brief Description
Core Animate Objects: Objects attack your foes.
Core Antilife Shell: 10-ft. field hedges out living creatures.
Core Banishment: Banishes 2 HD/level of extraplanar creatures.
Core Bear’s Endurance, Mass: As bear’s endurance, affects one subject/ level.
Core Blade Barrier: Wall of blades deals 1d6/level damage.
Core Bull’s Strength, Mass: As bull’s strength, affects one subject/level.
Core Create Undead: Create ghouls, ghasts, mummies, or mohrgs.
Core Cure Moderate Wounds, Mass: Cures 2d8 damage +1/level for many creatures.
Core Dispel Magic, Greater: As dispel magic, but up to +20 on check.
Core Eagle’s Splendor, Mass: As eagle’s splendor, affects one subject/level.
Core Find the Path: Shows most direct way to a location.
Core Forbiddance: Blocks planar travel, damages creatures of different alignment.
Core Geas/Quest: As lesser geas, plus it affects any creature.
Core Glyph of Warding, Greater: As glyph of warding, but up to 10d8 damage or 6th-level spell.
Core Harm: Deals 10 points/level damage to target.
Core Heal: Cures 10 points/level of damage, all diseases and mental conditions.
Core Heroes’ Feast: Food for one creature/level cures and grants combat bonuses.
Core Inflict Moderate Wounds, Mass: Deals 2d8 damage +1/level to many creatures.
Core Owl’s Wisdom, Mass: As owl’s wisdom, affects one subject/level.
Core Planar Ally: As lesser planar ally, but up to 12 HD.
Core Summon Monster VI: Calls extraplanar creature to fight for you.
Core Symbol of Fear: Triggered rune panics nearby creatures.
Core Symbol of Persuasion: Triggered rune charms nearby creatures.
Core Undeath to Death: Destroys 1d4 HD/level undead (max 20d4).
Core Wind Walk: You and your allies turn vaporous and travel fast.
Core Word of Recall: Teleports you back to designated place.
BoED Call Faithful Servants: Summons 1d4 lantern archons, coure eladrins, or musteval guardinals.
BoED Celestial Blood: Grant energy resistance, +4 on saves against poison, and damage reduction 10/evil.
BoED Crown of Brilliance: Holy light blinds or dazzles foes, repels light-sensitive creatures, and damages undead.
BoED Quickshift: Caster can use teleport or greater teleport spell -like ability as a free action for 1 round/level.
BoED Secure Corpse: Traps corpse inside holy symbol.
BoED Touch of Adamantine: Weapon gains the properties of an adamantine weapon.
BoED Vengeance Halo: Any creature that slays the spell ’s recipient takes 1d6/level damage.
CAr Energy Immunity : Creature touched becomes immune to a type of energy.
CC Light of Courage: Each undead creature targeted by your turning check takes ld8/two caster levels (max. 10d8) points of damage, whether the check succeeds or not.
CC Spiritual Guardian: Translucent knight grants you a +6 deflection bonus to Armor Class and attacks at your command.
CC Weight of Sin: Subject takes damage according to its degree of alignment difference from your own and suffers a secondary spell effect if its alignment opposes yours; repeated use increases severity of secondary effects.
CD Cometfall: Comet falls atop foes, damaging them and knocking them prone.
CD Vigorous Circle: As mass lesser vigor, but 3 hp/round (max 40 rounds).
CD Visage of the Deity: As lesser visage of the deity, but you become celestial or fiendish.
CD Zealot Pact: You automatically gain combat bonuses when you attack someone of opposite alignment.
Drac Energy Immunity: Subject gains immunity to damage from one kind of energy.
DrM Eyes of the Oracle: Gain +2 bonus to AC and on Reflex saves; ready one extra action.
Frost Algid Enhancement: Grant bonuses to creatures of the cold subtype.
Frost Conjure Ice Beast VI: Conjures ice creature to fight for you.
Frost Frostburn, Mass: Deals 3d12 +1/level (max +20) frostburn damage to many creatures.
Frost Ice Rift: Intense quake shakes 40-ft. radius spread of ice.
Frost Mantle of the Icy Soul: Gives subject the cold subtype.
FC2 Investiture of the Barbed Devil: Target can deal extra damage when grappling.
FC2 Investiture of the Malebranche: Target gains powerful charge ability.
LM Ghost Trap: Incorporeal creatures turn corporeal.
LM Necrotic Eruption: Encysted subject killed, those nearby damaged and possibly encysted.
HoB Consecrate Battlefield: Fills large area with positive energy, making undead weaker.
HoB Desecrate Battlefield: Fills large area with negative energy, making undead stronger.
HoH Cloak of Hate: Target provokes hostile reactions, takes –10 penalty on Diplomacy checks.
MoI Adept Spirit, Mass: One subject/caster level can activate bonus on caster level checks, Will saves, Concentration checks, and Int-based checks for 1 minute.
MoI Incarnum Vigor: Subject gains fast healing; his healing spells cure extra damage.
Planar Barghest’s Feast: Destroy target corpse, potentially preventing its return to life.
Planar Planar Exchange: Trade places with one of three planar creatures (your choice).
Planar Summon Babau Demon: Summon a babau demon to follow your commands.
PHBII Chasing Perfection: Subject gains +4 to all abilities.
Sand Desiccate, Mass: Desiccates several creatures.
Sand Mummify: Touched living creature dies and is mummified.
Sand Symbol of Thirst: Triggered rune overwhelms nearby creatures with thirst.
ToM Hidden Truename: Subject’s personal truename is hard to discover through research.
7TH-LEVEL CLERIC SPELLS
Source Spell Name Brief Description
Core Blasphemy: Kills, paralyzes, weakens, or dazes nonevil subjects.
Core Control Weather: Changes weather in local area.
Core Cure Serious Wounds, Mass: Cures 3d8 damage +1/level for many creatures.
Core Destruction: Kills subject and destroys remains.
Core Dictum: Kills, paralyzes, slows, or deafens nonlawful subjects.
Core Ethereal Jaunt: You become ethereal for 1 round/level.
Core Holy Word: Kills, paralyzes, blinds, or deafens nongood subjects.
Core Inflict Serious Wounds, Mass: Deals 3d8 damage +1/level to many creatures.
Core Refuge: Alters item to transport its possessor to you.
Core Regenerate: Subject’s severed limbs grow back, cures 4d8 damage +1/level (max +35).
Core Repulsion: Creatures can’t approach you.
Core Restoration, Greater: As restoration, plus restores all levels and ability scores.
Core Resurrection: Fully restore dead subject.
Core Scrying, Greater: As scrying, but faster and longer.
Core Summon Monster VII: Calls extraplanar creature to fight for you.
Core Symbol of Stunning: Triggered rune stuns nearby creatures.
Core Symbol of Weakness: Triggered rune weakens nearby creatures.
Core Word of Chaos: Kills, confuses, stuns, or deafens nonchaotic subjects.
BoED Bastion of Good: Acts as minor globe of invulnerability and double-strength magic circle against evil.
BoED Heaven’s Trumpet: Blast of music paralyzes foes.
BoED Righteous Glare: Your gaze attack kills evil creatures with less than 5 HD, causes fear in others.
BoED Righteous Smite: Deals 1d6 damage/level (1d8 damage/level to evil outsiders) in 20-ft. radius and blinds evil foes for 1d4 rounds.
BoED Shield of the Archons: Protective shield dissipates targeted magical attacks and grants +4 bonus on saving throws against magical areas and effects.
BoED Tomb of Light: Entraps and harms evil extraplanar creatures.
CAr Withering Palm : Touch damages strength and constitution.
CC Ravenous Darkness: Touched object sheds darkness; living creatures nearby take ld6/round negative energy damage while undead gain fast healing 1.
CC Rejuvenating Light: Touched object sheds light; undead nearby take ld6/round positive energy damage while living creatures gain fast healing 1.
CD Renewal Pact: Creature is automatically healed if adverse condition affects it.
CD Righteous Wrath of the Faithful: Your allies get bonuses, especially if they worship your deity.
CD Slime Wave: Creates a 15-ft. spread of green slime.
CD Spell Resistance, Mass: As spell resistance, but multiple targets.
CM Necrotic Curse: Cure spells in area deal damage, living beings don't heal with rest.
CM Seed of Undeath, Greater: As seed of undeath, but affects an area.
CS Scry Location: Spy on a distant location
Drac Death Dragon: You gain +4 enhancement bonus to natural armor, +4 deflection bonus to AC, and temporary hit points.
Frost Aura of Cold, Greater: Intense cold deals 2d6 damage to creatures within 10 ft.
Frost Conjure Ice Beast VII: Conjures ice creature to fight for you.
FC1 Fiendish Clarity: Grants you darkvision 60 ft., allows you to see in magical darkness, see invisibility out to 60 ft., and detect good.
FC1 Slime Wave: Creates a 15-ft.-radius spread of green slime.
FC2 Investiture of the Ice Devil: Target deals +1d6 cold damage and slows foes with successful melee attacks.
LM Consumptive field, Greater: Draw life from all creatures in 10-ft. radius/level with 9 or fewer hit points that fail save.
LM Energy Ebb: Give subject one negative level/round for 1 round/level.
LM Necrotic Tumor: Permanently control encysted subject.
LM Spark of Life: Undead creature loses most immunities.
HoB Animate Siege Weapon: Siege weapon attacks your foes.
HoH Harm, Greater: Deals 12 points/level to target within Close range.
HoH Pact of Return: If you die as you predict, you are resurrected instantly.
MoI Guardian Spirit, Mass: One subject/caster level can activate bonus on AC, Re? ex saves, and Dex-based checks for 1 minute.
MoI Open Lesser Chakra: Allow target to bind to its arms, brow, crown, feet, hands, or shoulders chakra.
Planar Call Kolyarut: A kolyarut aids you in punishing an oathbreaker.
Planar Planar Bubble: Create bubble around target creature that emulates target’s native planar environment.
Planar Plane Shift, Greater: Plane shift accurately to your desired destination.
PHBII Animalistic Power, Mass: As animalistic power, but multiple subjects.
PHBII Plague: One creature/level contracts quickly terminal disease.
PHBII Pulse of Hate: Nearby enemies take 2d6 damage/round.
PHBII Righteous Burst: Allies healed, enemies damaged 1d8 damage +1/level (max +35).
RoD Bestow Curse, Greater: As bestow curse, but more severe penalties.
RotD Summon Aspect of Bahamut: Summon an aspect of Bahamut.
8TH-LEVEL CLERIC SPELLS
Source Spell Name Brief Description
Core Antimagic Field: Negates magic within 10 ft.
Core Cloak of Chaos: +4 to AC, +4 resistance, and SR 25 against lawful spells.
Core Create Greater Undead: Create shadows, wraiths, spectres, or devourers.
Core Cure Critical Wounds, Mass: Cures 4d8 damage +1/level for many creatures.
Core Dimensional Lock: Teleportation and interplanar travel blocked for one day/level.
Core Discern Location: Reveals exact location of creature or object.
Core Earthquake: Intense tremor shakes 5-ft./level radius.
Core Fire Storm: Deals 1d6/level fire damage.
Core Holy Aura: +4 to AC, +4 resistance, and SR 25 against evil spells.
Core Inflict Critical Wounds, Mass: Deals 4d8 damage +1/level to many creatures.
Core Planar Ally, Greater: As lesser planar ally, but up to 18 HD.
Core Shield of Law: +4 to AC, +4 resistance, and SR 25 against chaotic spells.
Core Spell Immunity, Greater: As spell immunity, but up to 8th-level spells.
Core Summon Monster VIII: Calls extraplanar creature to fight for you.
Core Symbol of Death: Triggered rune slays nearby creatures.
Core Symbol of Insanity: Triggered rune renders nearby creatures insane.
Core Unholy Aura: +4 to AC, +4 resistance, and SR 25 against good spells.
CAr Brilliant Blade : Weapon becomes a weapon of brilliant energy.
BoED Axiomatic Creature: Transforms creature into an axiomatic creature.
BoED Last Judgment: Evil creatures are struck dead and sent to Lower Planes.
BoED Spread of Contentment : Calms hostile creatures within 10-ft./level radius.
CD Brain Spider: Eavesdrop on thoughts of up to eight other creatures.
CD Death Pact: Deity brings you back from the dead automatically
CD Stormrage: You can fly and fire lightning from your eyes.
Frost Conjure Ice Beast VIII: Conjures ice creature to fight for you.
Frost Summon Giants: Summons outsider giants to fight for you.
FC1 Abyssal Frenzy: Regresses target to brutish, demonic version of itself.
FC1 Befoul: Turns large amount of water poisonous.
FC1 Embrace the Dark Chaos: Exchanges one of target’s feats for an Abyssal heritor feat.
FC1 Shun the Dark Chaos: Exchanges one of target’s Abyssal heritor feats for another kind of feat.
FC2 Investiture of the Horned Devil: Target stuns foes with successful melee attack.
LM Death Ward, Mass: As death ward but more targets.
LM Necrotic Empowerment: Draw vigor from mother cyst.
LM Restoration, Mass: As restoration, but multiple targets.
LM Veil of Undeath: You gain undead traits.
LoM Befoul: Large amount of water becomes poisonous.
LoM Brain Spider: Eavesdrop on thoughts of up to eight other creatures.
HoH Familial Geas: Commands subject to undertake a task, which passes to his nearest kin if he dies.
MoI Valiant Spirit, Mass: One subject/caster level can activate bonus on attack, damage, Fort saves, and Str-based checks for 1 minute.
Planar Bodak’s Glare: You slay a creature, which turns into a bodak 24 hours later.
Planar Fierce Pride of the Beastlands: Summon celestial lions and celestial dire lions to follow your commands.
Planar Planar Exchange, Greater: Trade places with one of three greater planar creatures (your choice).
PHBII Chain Dispel: Dispel multiple magical effects in multiple creatures.
PHBII Visions of the Future: +2 sacred bonus on saves, +2 dodge bonus to AC; discharge spell to gain bonus equal to half caster level.
Sand Flashflood: Wave of water smashes everything in its path and floods area.
ToM Expunge the Supernatural: Permanently eliminates a foe’s supernatural ability.
ToM Ritual of Renaming: You give a creature a new personal truename, expunging the old one.
ToM True Banishment: Banishes an extraplanar creature whose personal truename you know.
ToM Truename Dispel: Cancels spells and magical effects on a creature whose personal truename you know.
9TH-LEVEL CLERIC SPELLS
Source Spell Name Brief Description
Core Astral Projection: Projects you and companions onto Astral Plane.
Core Energy Drain: Subject gains 2d4 negative levels.
Core Etherealness: Travel to Ethereal Plane with companions.
Core Gate: Connects two planes for travel or summoning.
Core Heal, Mass: As heal, but with several subjects.
Core Implosion: Kills one creature/round.
Core Miracle: Requests a deity’s intercession.
Core Soul Bind: Traps newly dead soul to prevent resurrection.
Core Storm of Vengeance: Storm rains acid, lightning, and hail.
Core Summon Monster IX: Calls extraplanar creature to fight for you.
Core True Resurrection: As resurrection, plus remains aren’t needed.
BoED End to Strife: Any attack made within 80 feet of caster causes attacker to take 1d6 points of lethal or nonlethal damage/caster level (max. 20d6).
BoED Sublime Revelry: Targets immune to pain and mind-influencing effects, and take half damage from melee and ranged attacks.
CAr Summon Elemental Monolith : You summon a tremendously powerful elemental.
CD Visage of the Deity, Greater: As lesser visage of the deity, but you become half-celestial or half-fiendish.
Frost Conjure Ice Beast IX: Conjures ice creature to fight for you.
Frost Fimbulwinter: Creates winter weather for miles around you that lasts for months.
FC1 Despoil: Kills plants and damages objects in 100-ft./level radius.
FC2 Investiture of the Hellfire Engine: Target gains iron body and 8d10 breath weapon of hellfire.
FC2 Investiture of the Pit fiend: Target gains powerful claw attacks, ability to inflict disease, or ability to inflict terror.
FC2 Righteous Exile: Deal damage to evil creatures and banish evil outsiders.
LM Necrotic Termination: Permanently eliminates encysted subject.
LM Plague of Undead: Animates horde of undead.
LoM Despoil: Kills plants, damages objects in 100-ft. radius/level.
HoH Imprison Soul: Traps soul in a small object; target takes 1d4 Con damage/day.
HoH Plague of Undead: Animates horde of undead.
HoH Vile Death: Undead creature gains fiendish template.
MoI Open Greater Chakra: Allow target to bind to its arms, brow, crown, feet, hands, shoulders, throat, or waist chakra.
Planar Abyssal Army: Summons demons to fight for you.
Planar Call Marut: A marut aids you in pursuing one seeking to cheat time.
Planar Heavenly Host: Summons archons to fight for you.
Planar Hellish Horde: Summons devils to fight for you.
Planar Hunters of Hades: Summons a pair of pack fiends to follow your commands.
PHBII Summon Golem: Summon a clay, flesh, iron, or stone golem from a small amount of like material.
Sand Mantle of the Fiery Spirit: Permanently grants one creature the fire subtype.
ToM Word of Genesis: You instigate a new demiplane on the Astral Plane.
WoL Revitalize Legacy, Greater: Get extra use of chosen greater legacy ability.