|
|
SYSTEM REFERENCE DOCUMENT 3.5 |
|
Cleric Spells by Level
An M or Fappearing at the end of a spell’s name in the spell lists denotes a spell with a material or focus component, respectively, that is not normally included in a
spell component pouch. An X denotes a spell with an XP component paid by the caster.
Order of Presentation: In the spell lists and the spell descriptions that follow them, the spells are presented in alphabetical order by name except for those belonging to certain spell
chains. When a spell’s name begins with “lesser,” “greater,” or “mass,” the spell description is alphabetized under the second word of the spell name
instead.
Hit Dice: The term “Hit Dice” is used synonymously with “character levels” for effects that affect a number of Hit Dice of creatures. Creatures with Hit Dice only
from their race, not from classes, have character levels equal to their Hit Dice.
Caster Level: A spell’s power often depends on caster level, which is defined as the caster’s class level for the purpose of casting a particular spell. A creature with no
classes has a caster level equal to its Hit Dice unless otherwise specified. The word “level” in the spell lists that follow always refers to caster level.
Creatures and Characters: The words “creature” and “character” are used synonymously in the spell descriptions.
Cleric Level 0:
Cleric Level 1:
- 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 Reveals creatures, spells, or objects with Chaotic alignment.
- Detect Evil Reveals creatures, spells, or objects with Evil alignment.
- Detect Good Reveals creatures, spells, or objects with Good alignment.
- Detect Law Reveals creatures, spells, or objects with Lawful alignment.
- Detect Undead Reveals undead within 60 ft.
- Divine Favor You gain +1 per three levels on attack and damage rolls.
- Doom One subject takes -2 on attack rolls, damage rolls, saves, and checks.
- Endure Elements Exist comfortably in hot or cold environments.
- Entropic Shield Ranged attacks against you have 20% miss chance.
- Hide From Undead Undead can't perceive one subject/level.
- Inflict Light Wounds Touch attack, 1d8 damage +1/level (max +5).
- Magic Stone Three stones become +1 projectiles, 1d6 +1 damage.
- Magic Weapon Weapon gains +1 bonus.
- Obscuring Mist Fog surrounds you.
- Protection From Chaos +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
- Protection From Evil +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
- Protection From Good +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
- Protection From Law +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
- Remove Fear Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.
- Sanctuary Opponents can't attack you, and you can't attack.
- Shield Of Faith Aura grants +2 or higher deflection bonus.
- Summon Monster I Calls extraplanar creature to fight for you.
Cleric Level 2:
- Aid +1 on attack rolls, +1 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, making undead weaker.
- Cure Moderate Wounds Cures 2d8 damage +1/level (max +10).
- Darkness 20-ft. radius of supernatural shadow.
- Death Knell Kill dying creature and gain 1d8 temporary hp, +2 to Str, and +1 caster level.
- Delay Poison Stops poison from harming subject 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 one or more creatures from paralysis or slow effect.
- Resist Energy Ignores 10 (or more) points of damage/attack from specified energy type.
- Restoration, Lesser Dispels magical ability penalty or repairs 1d4 ability damage.
- Shatter Sonic vibration damages objects or crystalline creatures.
- Shield 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 Calls extraplanar creature to fight for you.
- Undetectable Alignment Conceals alignment for 24 hours.
- Zone Of Truth Subjects within range cannot lie.
Cleric Level 3:
- 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 torch.
- 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 magical spells and effects.
- 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 As Protection From Chaos, but 10-ft. radius and 10 min./level.
- Magic Circle Against Evil As Protection From Evil, but 10-ft. radius and 10 min./level.
- Magic Circle Against Good As Protection From Good, but 10-ft. radius and 10 min./level.
- Magic Circle Against Law As Protection From Law, 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 +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 conditions.
- Remove Curse Frees object or person from curse.
- Remove Disease Cures all diseases affecting subject.
- Searing Light Ray deals 1d8/two levels damage, more against undead.
- Speak With Dead Corpse answers one question/two levels.
- Stone Shape Sculpts stone into any shape.
- Summon Monster III Calls extraplanar creature to fight for you.
- Water Breathing Subjects can breathe underwater.
- Water Walk Subject treads on water as if solid.
- Wind Wall Deflects arrows, smaller creatures, and gases.
Cleric Level 4:
- Air Walk Subject treads on air as if solid (climb at 45-degree angle).
- Control Water Raises or lowers bodies of water.
- Cure Critical Wounds Cures 4d8 damage +1/level (max +20).
- Death Ward Grants immunity to death spells and negative energy effects.
- Dimensional Anchor Bars extradimensional movement.
- Discern Lies Reveals deliberate falsehoods.
- Dismissal Forces a creature to return to native plane.
- DivinationM Provides useful advice for specific proposed actions.
- Divine Power You gain attack bonus, +6 to Str, and 1 hp/level.
- Freedom Of Movement Subject moves normally despite impediments.
- Giant Vermin Turns centipedes, scorpions, or spiders into giant vermin.
- Imbue With Spell Ability Transfer spells to subject.
- Inflict Critical Wounds Touch attack, 4d8 damage +1/level (max +20).
- Magic Weapon, Greater +1 bonus/four levels (max +5).
- Neutralize Poison Immunizes subject against poison, detoxifies venom in or on subject.
- Planar Ally, LesserX Exchange services with a 6 HD extraplanar creature.
- Poison Touch deals 1d10 Con damage, repeats in 1 min.
- 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 four levels.
- Summon Monster IV Calls extraplanar creature to fight for you.
- Tongues Speak any language.
Cleric Level 5:
Cleric Level 6:
- Animate Objects Objects attack your foes.
- Antilife Shell 10-ft. field hedges out living creatures.
- Banishment Banishes 2 HD/level of extraplanar creatures.
- Bear's Endurance, Mass As Bear's Endurance, affects one subject/ level.
- Blade Barrier Touch attack deals 1d8 +1/two levels damage.
- Bull's Strength, Mass As Bull's Strength, affects one subject/level.
- Create Undead Create ghouls, ghasts, mummies, or mohrgs.
- Cure Moderate Wounds, Mass Cures 2d8 damage +1/level for many creatures.
- Dispel Magic, Greater As Dispel Magic, but +20 on check.
- Eagle's Splendor, Mass As Eagle's Splendor, affects one subject/level.
- Find The Path Shows most direct way to a location.
- ForbiddanceM Blocks planar travel, damages creatures of different alignment.
- Geas/Quest As Lesser Geas, plus it affects any creature.
- Glyph Of Warding, Greater As Glyph Of Warding, but up to 10d8 damage or 6th-level spell.
- Harm Deals 10 points/level damage to target.
- Heal Cures 10 points/level of damage, all diseases and mental conditions.
- Heroes' FeastFood for one creature/level cures and grants combat bonuses.
- Inflict Moderate Wounds, Mass Deals 2d8 damage +1/level to many creatures.
- Owl's Wisdom, Mass As Owl's Wisdom, affects one subject/level.
- Planar AllyX As Lesser Planar Ally, but up to 12 HD.
- Summon Monster VI Calls 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.
Cleric Level 7:
- Blasphemy Kills, paralyzes, weakens, or dazes nonevil subjects.
- Control Weather Changes weather in local area.
- Cure Serious Wounds, Mass Cures 3d8 damage +1/level for many creatures.
- DestructionF Kills subject and destroys remains.
- Dictum Kills, paralyzes, slows, or deafens nonlawful subjects.
- Ethereal Jaunt You become ethereal for 1 round/level.
- Holy Word Kills, paralyzes, slows, or deafens nongood subjects.
- Inflict Serious Wounds, Mass Deals 3d8 damage +1/level to many creatures.
- 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, GreaterX 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 Calls 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.
Cleric Level 8:
- Antimagic Field Negates magic within 10 ft.
- Cloak Of ChaosF +4 to AC, +4 resistance, 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 one day/level.
- Discern Location Reveals exact location of creature or object.
- Earthquake Intense tremor shakes 80-ft.-radius.
- Fire Storm Deals 1d6/level fire damage.
- Holy AuraF +4 to AC, +4 resistance, and SR 25 against evil spells.
- Inflict Critical Wounds, Mass Deals 4d8 damage +1/level to many creatures.
- Planar Ally, GreaterX 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 Calls extraplanar creature to fight for you.
- Symbol Of DeathM Triggered rune slays nearby creatures.
- Symbol Of InsanityM Triggered rune renders nearby creatures insane.
- Unholy AuraF +4 to AC, +4 resistance, SR 25 against good spells.
Cleric Level 9: