PFSRD:Cleric Spell List

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Cleric Spells

0-Level Cleric Spells (Orisons)

Bleed: Cause a stabilized creature to resume dying.

Create Water: Creates 2 gallons/level of pure water.

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.

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.

Stabilize: Cause a dying creature to stabilize.

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 WaterM: 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 WaterM: Makes unholy water.

Deathwatch: Reveals how near death subjects within 30 ft. are.

Detect Chaos/Evil/Good/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 regions.

Entropic Shield: Ranged attacks against you have 20% miss chance.

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/Evil/Good/Law: +2 to AC and saves, plus additional protection against selected alignment.

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: Summons extraplanar creature to fight for you.

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.

AuguryMF: Learns whether an action will be good or bad.

Bear's Endurance: Subject gains +4 to Con for 1 min./level.

Bull's Strength: Subject gains +4 to Str for 1 min./level.

Calm Emotions: Calms creatures, negating emotion effects.

ConsecrateM: Fills area with positive energy, weakening undead.

Cure Moderate Wounds: Cures 2d8 damage + 1/level (max +10).

Darkness: 20-ft. radius of supernatural shadow.

Death Knell: Kills dying creature; you gain 1d8 temporary hp, +2 to Str, and +1 caster level.

Delay Poison: Stops poison from harming target for 1 hour/level.

DesecrateM: 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.

Hold Person: Paralyzes one humanoid for 1 round/level.

Inflict Moderate Wounds: Touch attack, 2d8 damage + 1/level (max +10).

Make Whole: Repairs an object.

Owl's Wisdom: Subject gains +4 to Wis for 1 min./level.

Remove Paralysis: Frees 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 OtherF: 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.

Summon Monster II: Summons extraplanar creature to fight for you.

Undetectable Alignment: Conceals alignment for 24 hours.

Zone of Truth: Subjects within range cannot lie.

3rd-Level Cleric Spells

Animate DeadM: Creates undead skeletons and zombies.

Bestow Curse: –6 to an ability score; –4 on attack rolls, saves, and checks; or 50% chance of losing each action.

Blindness/Deafness: Makes subject blinded or deafened.

Contagion: Infects subject with chosen disease.

Continual FlameM: Makes a permanent, heatless light.

Create Food and Water: Feeds three humans (or one horse)/level.

Cure Serious Wounds: Cures 3d8 damage + 1/level (max +15).

Daylight: 60-ft. radius of bright light.

Deeper Darkness: Object sheds supernatural shadow in 60-ft. radius.

Dispel Magic: Cancels one magical spell or effect.

Glyph of WardingM: Inscription harms those who pass it.

Helping Hand: Ghostly hand leads subject to you.

Inflict Serious Wounds: Touch attack, 3d8 damage + 1/level (max +15).

Invisibility Purge: Dispels invisibility within 5 ft./level.

Locate Object: Senses direction toward object (specific or type).

Magic Circle against Chaos/Evil/Good/Law: As protection spells, but 10-ft. radius and 10 min./level.

Magic Vestment: Armor or shield gains +1 enhancement per four levels.

Meld into Stone: You and your gear merge with stone.

Obscure Object: Masks object against scrying.

Prayer: Allies get +1 bonus on most rolls, enemies –1 penalty.

Protection from Energy: Absorb 12 points/level of damage from one kind of energy.

Remove Blindness/Deafness: Cures normal or magical blindness or deafness.

Remove Curse: Frees object or person from curse.

Remove Disease: Cures all diseases affecting subject.

Searing Light: Ray deals 1d8/two levels damage (more against undead).

Speak with Dead: Corpse answers one question/two levels.

Stone Shape: Sculpts stone into any shape.

Summon Monster III: Summons extraplanar creature to fight for you.

Water Breathing: Subjects can breathe underwater.

Water Walk: Subject treads on water as if solid.

Wind Wall: Deflects arrows, smaller creatures, and gases.

4th-Level Cleric Spells

Air Walk: Subject treads on air as if solid (climb or descend at 45-degree angle).

Chaos Hammer: Harms and slows lawful creatures (1d8 damage/2 levels).

Control Water: Raises or lowers bodies of water.

Cure Critical Wounds: Cures 4d8 damage + 1/level (max +20).

Death Ward: Grants bonuses against death spells and negative energy.

Dimensional Anchor: Bars extradimensional movement.

Discern Lies: Reveals deliberate falsehoods.

Dismissal: Forces a creature to return to native plane.

DivinationM: Provides useful advice for specific proposed actions.

Divine Power: You gain attack bonuses and 1 hp/level.

Freedom of Movement: Subject moves normally despite impediments to movement.

Giant Vermin: Turns centipedes, scorpions, or spiders into giant vermin.

Holy Smite: Harms and possibly blinds evil creatures (1d8 damage/2 levels).

Imbue with Spell Ability: Transfer spells to subject.

Inflict Critical Wounds: Touch attack, 4d8 damage + 1/level (max +20).

Magic Weapon, Greater: Weapon gains +1 bonus/four levels (max +5).

Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.

Order's Wrath: Harms and dazes chaotic creatures (1d8 damage/2 levels).

Planar Ally, LesserM: Exchange services with a 6 HD extraplanar creature.

Poison: Touch deals 1d3 Con damage 1/round for 6 rounds.

Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away.

RestorationM: Restores level and ability score drains.

Sending: Delivers short message anywhere, instantly.

Spell Immunity: Subject is immune to one spell per 4 levels.

Summon Monster IV: Summons extraplanar creature to fight for you.

Tongues: Speak and understand any language.

Unholy Blight: Harms and sickens good creatures (1d8 damage/2 levels).

5th-Level Cleric Spells

AtonementFM: Removes burden of misdeeds from subject and reverses magical alignment change.

Break Enchantment: Frees subjects from enchantments, transmutations, and curses.

Breath of Life: Cures 5d8 damage + 1/level and restores life to recently slain creatures.

Command, Greater: As command, but affects one subject/level.

CommuneM: Deity answers one yes-or-no question/level.

Cure Light Wounds, Mass: Cures 1d8 damage + 1/level, affects 1 subject/level.

Dispel Chaos/Evil/Good/Law: +4 bonus against attacks.

Disrupting Weapon: Melee weapon destroys undead.

Flame Strike: Smites foes with divine fire (1d6/level damage).

HallowM: Designates location as holy.

Inflict Light Wounds, Mass: Deals 1d8 damage + 1/level, affects 1 subject/level.

Insect Plague: Wasp swarms attack creatures.

Mark of Justice: Designates action that triggers curse on subject.

Plane ShiftF: As many as 8 subjects travel to another plane.

Raise DeadM: Restores life to subject who died as long as one day/level ago.

Righteous Might: Your size increases, and you gain bonuses in combat.

ScryingF: Spies on subject from a distance.

Slay Living: Touch attack deals 12d6 + 1 per level.

Spell Resistance: Subject gains SR 12 + level.

Summon Monster V: Summons extraplanar creature to fight for you.

Symbol of PainM: Triggered rune wracks nearby creatures with pain.

Symbol of SleepM: Triggered rune puts nearby creatures into catatonic slumber.

True SeeingM: Lets you see all things as they really are.

UnhallowM: Designates location as unholy.

Wall of Stone: Creates a stone wall that can be shaped.

6th-Level Cleric Spells

Animate Objects: Objects attack your foes.

Antilife Shell: 10-ft.-radius field hedges out living creatures.

Banishment: Banishes 2 HD/level of extraplanar creatures.

Bear's Endurance, Mass: As bear's endurance, affects 1 subject/level.

Blade Barrier: Wall of blades deals 1d6/level damage.

Bull's Strength, Mass: As bull's strength, affects 1 subject/level.

Create UndeadM: Create ghasts, ghouls, mohrgs, or mummies.

Cure Moderate Wounds, Mass: Cures 2d8 damage + 1/level, affects 1 subject/level.

Dispel Magic, Greater: As dispel magic, but with multiple targets.

Eagle's Splendor, Mass: As eagle's splendor, affects 1 subject/level.

Find the Path: Shows most direct way to a location.

ForbiddanceM: Blocks planar travel, damages creatures of different alignment.

Geas/Quest: As lesser geas, but affects any creature.

Glyph of Warding, GreaterM: 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 damage, all diseases and mental conditions.

Heroes' Feast: Food for one creature/level cures and grants combat bonuses .

Inflict Moderate Wounds, Mass: Deals 2d8 damage + 1/level, affects 1 subject/level.

Owl's Wisdom, Mass: As owl's wisdom, affects 1 subject/level.

Planar AllyM: As lesser planar ally, but up to 12 HD.

Summon Monster VI: Summons extraplanar creature to fight for you.

Symbol of FearM: Triggered rune panics nearby creatures.

Symbol of PersuasionM: Triggered rune charms nearby creatures.

Undeath to DeathM: 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 Cleric Spells

Blasphemy: Kills, paralyzes, weakens, or dazes nonevil subjects.

Control Weather: Changes weather in local area.

Cure Serious Wounds, Mass: Cures 3d8 damage + 1/level, affects 1 subject/level.

DestructionF: Kills subject and destroys remains.

Dictum: Kills, paralyzes, staggers, or deafens nonlawful targets.

Ethereal Jaunt: You become ethereal for 1 round/level.

Holy Word: Kills, paralyzes, blinds, or deafens nongood subjects.

Inflict Serious Wounds, Mass: Deals 3d8 damage + 1/level, affects 1 subject/level.

RefugeM: 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, GreaterM: As restoration, plus restores all levels and ability scores.

ResurrectionM: Fully restore dead subject.

Scrying, Greater: As scrying, but faster and longer.

Summon Monster VII: Summons extraplanar creature to fight for you.

Symbol of StunningM: Triggered rune stuns nearby creatures.

Symbol of WeaknessM: Triggered rune weakens nearby creatures.

Word of Chaos: Kills, confuses , stuns, or deafens nonchaotic subjects.

8th-Level Cleric Spells

Antimagic Field: Negates magic within 10 ft.

Cloak of ChaosF: +4 to AC, +4 resistance, and SR 25 against lawful spells.

Create Greater UndeadM: Create shadows, wraiths, spectres, or devourers.

Cure Critical Wounds, Mass: Cures 4d8 damage + 1/level for many creatures.

Dimensional Lock: Teleportation and interplanar travel blocked for 1 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.

Holy AuraF: +4 to AC, +4 resistance, and SR 25 against evil spells.

Inflict Critical Wounds, Mass: Deals 4d8 damage + 1/level, affects 1 subject/level.

Planar Ally, GreaterM: As lesser planar ally, but up to 18 HD.

Shield of LawF: +4 to AC, +4 resistance, and SR 25 against chaotic spells.

Spell Immunity, Greater: As spell immunity, but up to 8th-level spells.

Summon Monster VIII: Summons extraplanar creature to fight for you.

Symbol of DeathM: Triggered rune kills nearby creatures.

Symbol of InsanityM: Triggered rune renders nearby creatures insane.

Unholy AuraF: +4 to AC, +4 resistance, and SR 25 against good spells.

9th-Level Cleric Spells

Astral ProjectionM: Projects you and others onto Astral Plane.

Energy Drain: Subject gains 2d4 negative levels.

Etherealness: Travel to Ethereal Plane with companions.

GateM: Connects two planes for travel or summoning.

Heal, Mass: As heal, but affects 1 subject/level.

Implosion: Inflict 10 damage/level to one creature/round.

MiracleM: Requests a deity's intercession.

Soul BindF: Traps newly dead soul to prevent resurrection.

Storm of Vengeance: Storm rains acid, lightning, and hail.

Summon Monster IX: Summons extraplanar creature to fight for you.

True ResurrectionM: As resurrection, plus remains aren't needed.

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