Cleric Spells

0-Level Cleric Spells (Orisons)

Top 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th

Amanuensis: Copy nonmagical text. {SC}

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

Cure Minor Wounds: Cures 1 point of damage. {PH}

Detect Magic: Detects spells and magic items within 60 ft. {PH}

Detect Poison: Detects poison in one creature or object. {PH}

Guidance: +1 on one attack roll, saving throw, or skill check. {PH}

Inflict Minor Wounds: Touch attack, 1 point of damage. {PH}

Light: Object shines like a torch. {PH}

Mending: Makes minor repairs on an object. {PH}

Purify Food and Drink: Purifies 1 cu. ft./level of food or water. {PH}

Read Magic: Read scrolls and spellbooks. {PH}

Resistance: Subject gains +1 on saving throws. {PH}

Summon Holy Symbol: Wooden holy symbol appears in your hand. {CC}

Virtue: Subject gains 1 temporary hp. {PH}

1st-Level Cleric Spells

Top 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th

Anarchic WaterM: Makes chaotic-aligned anarchic water. {SC}

Axiomatic WaterM: Makes lawful-aligned axiomatic water. {SC}

Bane: Enemies take –1 on attack rolls and saves against fear. {PH}

Blade of Blood: Weapon deals +1d6 damage, or +3d6 if you take 5 points of damage. {PH2}

Bless: Allies gain +1 on attack rolls and saves against fear. {PH}

Blessed Aim: +2 bonus for allies’ ranged attacks. {SC}

Bless WaterM: Makes holy water. {PH}

Blood Wind: Subject uses natural weapon at range. {SC}

Cause Fear: One creature of 5 HD or less flees for 1d4 rounds. {PH}

Cloak of Shade: Touched creature gains protection from heat and sun. {Sa}

Cold Fire: Fire becomes blue and white, emits cold. {SC}

Command: One subject obeys selected command for 1 round. {PH}

Comprehend Languages: You understand all spoken and written languages. {PH}

Conjure Ice Beast I: Conjures ice creature to fight for you. {Fr}

Conviction: Subject gains +2 or higher save bonus. {SC}

Cure Light Wounds: Cures 1d8 damage +1/level (max +5). {PH}

Curse WaterM: Makes unholy water. {PH}

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

Delay Disease: Ravages of disease staved off for a day. {SC}

Detect Chaos: Reveals chaotic creatures, spells, or objects. {PH}

Detect Evil: Reveals evil creatures, spells, or objects. {PH}

Detect Good: Reveals good creatures, spells, or objects. {PH}

Detect Law: Reveals lawful creatures, spells, or objects. {PH}

Detect Fire: Detect fire within 60 ft. {Fr}

Detect Taint: Reveals creatures or objects with taint. {HH}

Detect Undead: Reveals undead within 60 ft. {PH}

Detect Weaponry: Reveals weapons within 60 feet. {Ci}

Dispel Ward: As dispel magic, but affects only wards. {SC}

Divine Favor: You gain +1 per three levels on attack and damage rolls. {PH}

Doom: One subject takes –2 on attack rolls, damage rolls, saves, and checks. {PH}

Ease of Breath: +20 inherent bonus on Fortitude saves to resist altitude sickness. {Fr}

Ebon Eyes: Subject can see through magical darkness. {SC}

Endure Elements: Exist comfortably in hot or cold environments. {PH}

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

Faith Healing: Cures 8 hp +1/level (max +5) to worshiper of your deity. {SC}

Fortify Cold Creatures: Cold subtype creatures gain +1 sacred bonus on attacks and saves against fire effects. {Fr}

Foundation of Stone: +2 AC, +4 bonus to resist bull rush and trip attacks. {SC}

Grave Strike: You can sneak attack undead for 1 round. {SC}

Guiding Light: +2 on ranged attacks against creatures in illuminated area. {SC}

Healer’s Vision: Gain +5 bonus on Heal checks, and +2 attack and damage on sneak attacks. {CS}

Healthful Rest: Subjects heal at twice the normal rate. {SC}

Hide from Undead: Undead can’t perceive one subject/level. {PH}

Ice Gauntlet: A spiked gauntlet of ice forms around your fist. {SC}

Ice Slick: Creates a 20-ft. square of slippery ice. {Fr}

Impede: Subject is locked in place and takes a –1 penalty on melee attack rolls and a –2 penalty on Reflex saves. {CC}

Incite: Subjects can’t ready actions or delay. {SC}

Inflict Light Wounds: Touch deals 1d8 damage +1/level (max +5). {PH}

Inhibit: Subject delays until next round. {SC}

Invest Light Protection: Heal 1d4 damage + ½ levels, grant DR 1/evil. {PH2}

Ironguts: Subject gains +5 bonus on saving throws against poison. {SC}

Light of Lunia: You radiate silvery light, which you can expend as 2 bolts that deal 1d6 damage. {SC}

Locate WaterF: Reveals location, size, and quality of water sources. {Sa}

Magic Stone: Three stones gain +1 on attack, deal 1d6 +1 damage. {PH}

Magic Weapon: Weapon gains +1 bonus. {PH}

Moon Lust: Subject obsesses about moon, is fascinated or dazzled. {SC}

Necrotic AwarenessF: Sense encysted subjects. {LM}

Nightshield: You gain resistance bonus on saves, and spell absorbs magic missile damage. ﴾⁠Vaeraun’s nightshield⁠﴿ {SC}

Nimbus of Light: Light illuminates you until released as an attack. {SC}

Obscuring Mist: Fog surrounds you. {PH}

Omen of PerilF: You know how dangerous the future will be. {SC}

Peacebond: Weapon is impossible to draw. {Ci}

Portal Beacon: You grant others knowledge of a magic portal’s location. {SC}

Protection from Chaos: +2 to AC and saves, counter mind control, hedge out elementals and outsiders. {PH}

Protection from Evil: +2 to AC and saves, counter mind control, hedge out elementals and outsiders. {PH}

Protection from Good: +2 to AC and saves, counter mind control, hedge out elementals and outsiders. {PH}

Protection from Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders. {PH}

Reaving Aura: All creatures below 0 hit points within 10 feet of you take 1 point of damage. {CM}

Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels. {PH}

Resist Planar Alignment: Subject can resist penalties for being of an opposed alignment on an aligned Outer Plane. {SC}

Resurgence: You grant subject a second chance at a saving throw. {SC}

Sanctuary: Opponents can’t attack you, and you can’t attack. {PH}

Scholar’s Touch: Read books in seconds. {RoDe}

Shield of Faith: Aura grants +2 or higher deflection bonus. {PH}

Shivering Touch, Lesser: Touch deals 1d6 Dex damage. {Fr}

Sign: You gain +4 bonus on next initiative check. {SC}

Snowshoes: Subject walks easily on ice and snow. {SC}

Spell Flower: Hold the charge on one touch spell per forelimb. {SC}

Summon Monster I: Calls extraplanar creature to fight for you. {PH}

Summon Undead IF: Summons undead to fight for you. {SC}

Updraft: Column of wind lifts you aloft. {SC}

Vigor, Lesser: Creature heals 1 hp/round (max 15 rounds). {SC}

Vision of Glory: Subject gains morale bonus equal to your Cha modifier to one saving throw. {SC}

Wings of the Sea: +30 ft. to subject’s swim speed. {SC}

2nd-Level Cleric Spells

Top 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th

Aid: +1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10). {PH}

Align Weapon: Weapon becomes good, evil, lawful, or chaotic. {PH}

Animalistic Power: Subject gains +2 bonus to Str, Dex, and Con. {PH2}

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

Aura Against Flame: Ignores 10 fire damage/round and extinguishes fires. {SC}

Avoid Planar Effects: Provides temporary protection against overtly damaging planar traits. {SC}

Balor Nimbus: Your flaming body damages foes in grapple. {SC}

Bear’s Endurance: Subject gains +4 to Con for 1 minute/level. {PH}

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}

Black Karma Curse: Subject damages self with melee attack. {PH2}

Blade Brothers: Use higher saving throw result between two creatures, but both suffer effects if the saves fail. {PH2}

Blood Snow: Area of fallen snow drains 1d2 points of Con/round and causes nausea. {Fr}

Body Blades: You gain spikes, harm grapplers. {SC}

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}

Brambles: Wooden weapon grows spikes that deal +1 damage/level (max +10). {SC}

Brumal Stiffening: Brittle weapon’s hardness reduced by 5. {Fr}

Bull’s Strength: Subject gains +4 to Str for 1 minute/level. {PH}

Calm Emotions: Calms creatures, negating emotion effects. {PH}

Close Wounds: Cure 1d4 damage +1/level, even on another’s turn. {SC}

Cloud of Knives: Release one knife/round, 1d6 damage +1/3 levels (max +5). {PH2}

Conduit of Life: Heal 2d10+1/caster level (max. 10) points of damage to yourself while channeling positive energy. {CC}

Conjure Ice Beast II: Conjures ice creature to fight for you. {Fr}

Conjure Ice Object: Conjures an object made of ice. {Fr}

ConsecrateM: Fills area with positive energy, making undead weaker. {PH}

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

Curse of Ill Fortune: Subject takes –3 penalty on attacks, checks, and saves. ﴾⁠Curse of petty failing⁠﴿ {SC}

Darkness: 20-ft. radius of supernatural shadow. {PH}

Dark Way: Creates temporary unbreakable bridge supporting up to 200 lb./level. ﴾⁠Bridge of sound⁠﴿ {SC}

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

Deific Vengeance: Deity’s punishment deals 1d6 damage/2 levels (max 5d6). {SC}

Delay Poison: Stops poison from harming subject for 1 hour/level. {PH}

DesecrateM: Fills area with negative energy, making undead stronger. {PH}

Desiccate: Deals 1d6/2 levels desiccation damage and dehydrates living creature. {Sa}

Detect Aberration: Detect the presence of aberrations. {LoM}

Divine Insight: You gain insight bonus of 5 + caster level on one single skill check. {SC}

Divine Interdiction: Turn/rebuke attempts fail within the area. {SC}

Divine Presence: Gain a +5, +10, or +15 bonus on Intimidate checks against those who don’t worship your deity. {CC}

Divine Protection: Allies gain +1 to AC, saves. {SC}

Dreadbolt: Deals 1d8 damage/2 levels and stuns 1 round. ﴾⁠Darkbolt⁠﴿ {LoM}

Eagle’s Splendor: Subject gains +4 to Cha for 1 minute/level. {PH}

Energized Shield, Lesser: Shield provides user resistance 5, shield bash deals +1d6 damage. {SC}

Enthrall: Captivates all within 100 ft. + 10 ft./level. {PH}

Execration: Target takes a –2 penalty on saves and must take the lower of two rolls on one attack. {CC}

Extend Tentacles: +5 ft. to reach of tentacle attack. {SC}

Find Traps: Notice traps as a rogue does. {PH}

Freedom of Breath: Protects against suffocation and dangerous vapors. {Sa}

Frost Breath: Icy breath deals 1d4 damage/2 levels. ﴾⁠Frost fingers⁠﴿ {SC}

Frost Weapon: Weapon gains frost property, +1d6 cold damage. {Fr}

Frostburn, Lesser: Touch deals 1d12 frostburn damage +1/level (max +5). {Fr}

Fuse Arms: Multiple arms/tentacles become one pair of stronger limbs. {SC}

Gentle Repose: Preserves one corpse. {PH}

Ghost Touch Armor: Armor works normally against incorporeal attacks. {SC}

Hand of Divinity: Gives +2 sacred or profane bonus to worshiper of your deity. {SC}

Healing Lorecall: If you have 5 or more ranks in Heal, you can remove harmful conditions with conjuration (healing) spells. {SC}

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

Hydrate: Heals desiccation damage. {Sa}

Infernal Wound: Weapon deals persistent, bleeding wounds. {SC}

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

Inky Cloud: Obscures sight underwater beyond 5 ft. {SC}

Insight of Good FortuneM: Subject rolls twice, takes best result. {PH2}

Insignia of AlarmF: Alert bearers of special insignia. {RoDe}

Interfaith Blessing: Subjects gain combat benefits based on their individual deities. {CC}

Iron Silence: Armor touched has no armor check penalty on Hide and Move Silently for 1 hour/level. {SC}

Light of Faith: Gain a bonus equal to one-half your divine caster level (max. +5) on your next turning check. {CC}

Light of Mercuria: You radiate golden light, which you can expend as 2 bolts that deal 2d6 damage, 4d6 against undead and evil outsiders. {SC}

Living Undeath: Subject becomes immune to extra damage from critical hits and sneak attacks. {SC}

Local Tremor: Light tremor shakes in a 30-ft. line. {RoDr}

Locate Touchstone: Find nearest planar touchstone on the plane you currently inhabit.

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}

Make Whole: Repairs an object. {PH}

Manifestation of the Deity: Create illusion of your deity, rendering enemies shaken for 1 round. {CS}

Mark of Judgment: Creatures that attack subject heal 2 points of damage each successful hit. {PH2}

Mark of the Outcast: Subject takes –5 penalty on Bluff and Diplomacy checks and –2 penalty to AC. {SC}

Master Cavalier: Gain a +10 bonus on Ride checks, or +20 with special mount; use with other spells grants mount fly speed. {CC}

Master’s Touch: Subject gains immediate +4 bonus on a skill check. {PH2}

Necrotic CystF: Encyst undead sac of tissue in subject. {LM}

Necrotic ScryingF: Hear or see encysted subject at a distance. {LM}

Obscuring Snow: Obscures sight in a 30-ft. radius around the caster. {Fr}

Owl’s Wisdom: Subject gains +4 to Wis for 1 minute/level. {PH}

Peaceful Serenity of Io: Grant subject +4 bonus on Concentration checks and against compulsions and fear effects. {RoDr}

Protection from Negative Energy: Ignore 10 points of negative energy damage per attack. {SC}

Protection from Positive Energy: Ignore 10 points of positive energy damage per attack. {SC}

Quick March: Allies’ speed increases by 30 ft. for 1 round. {SC}

Remove Paralysis: Frees one or more creatures from paralysis or slow effect. {PH}

Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type. {PH}

Resounding Voice: Subject’s voice carries 100 ft./level. {HB}

Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage. {PH}

Rigor Mortis: Suspends all vital functions; target appears dead. {HH}

Share Talents: Subjects gain +2 bonus on skill checks. {PH2}

Shatter: Sonic vibration damages objects or crystalline creatures. {PH}

Shield OtherF: You take half of subject’s damage. {PH}

Shroud of Undeath: Negative energy shroud makes undead perceive you as undead. {SC}

Silence: Negates sound in 20-ft. radius. {PH}

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}

Sound Burst: Deals 1d8 sonic damage to subjects; may stun them. {PH}

Spawn Screen: Subject resists being transformed into an undead spawn if slain. {SC}

Spell Immunity, Lesser: As spell immunity, but only 1st- and 2nd-level spells. {SC}

Spiritual Weapon: Magic weapon attacks on its own. {PH}

Stabilize: Cures 1 point of damage to all creatures in area. {SC}

Status: Monitors condition, position of allies. {PH}

Stay the Hand: Change subject creature’s attitude to helpful for 1 round. {PH2}

Stone Bones: Corporeal undead gains +3 natural armor bonus. {SC}

Stone Fist: Your fists become rocks; dwarves and goliaths treat them as cold iron weapons. {RoS}

Stretch Weapon: Melee weapon gains 5 ft. of reach for one attack. {PH2}

Substitute Domain: Temporarily swap one domain for another your deity offers. {CC}

Summon Elysian Thrush: Summon an Elysian thrush, which accelerates natural healing. {SC}

Summon Monster II: Calls extraplanar creature to fight for you. {PH}

Summon Undead IIF: Summons undead to fight for you. {SC}

Thin Air: Creatures suffer from altitude sickness. {Fr}

Turn Anathema: Use your turn/rebuke ability to turn creatures with the opposing alignment subtype. {CC}

Undetectable Alignment: Conceals alignment for 24 hours. {PH}

Veil of Shadow: Darkness grants you concealment. {SC}

Wave of Grief: Cone imposes –3 penalty on attacks, checks, and saves. {SC}

Zone of Truth: Subjects within range cannot lie. {PH}

3rd-Level Cleric Spells

Top 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th

Adoration of the Frightful: Make fearful creatures friendly to you. {DrM}

Aid, Mass: Allies gain +1 on attack rolls, +1 against fear, 1d8 temporary hp +1/level (max +15). {SC}

Air Breathing: Subjects can breathe air freely. {SC}

Align Weapon, Mass: Allies’ weapons become good, evil, lawful, or chaotic. {SC}

Alter FortuneX: Cause one creature to reroll any die roll. {PH2}

Analyze Touchstone: Find a nearby planar touchstone and discover its properties.

Anarchic StormM: Chaotic-aligned rain falls in 20-ft. radius. {SC}

Animate DeadM: Creates undead skeletons and zombies. {PH}

Antidragon AuraM: Allies gain bonus to AC and saves against dragons. {SC}

Attune Form: Grant creature temporary protection against overtly damaging planar traits. {SC}

Aura of Cold, Lesser: Intense cold deals 1d6 damage to creatures within 5 ft. {Fr}

Awaken Sin: Subject faces its sins, takes 1d6 nonlethal damage/level (10d6 max). {SC}

Axiomatic StormM: Lawful-aligned rain falls in 20-ft. radius. {SC}

Battlemagic Perception: Sense and counter spellcasting within 100 feet. {HB}

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

Binding Snow: Snow freezes, impeding movement. {Fr}

Black Sand: Creates a 20-ft.-radius area of black sand. {Sa}

Blade of Pain and Fear: Creates blade of gnashing teeth. {SC}

Blindness/Deafness: Makes subject blinded or deafened. {PH}

Blindsight: Subject gains blindsight 30 ft. for 1 minute/ level. {SC}

Bolster Aura: Subject’s aura strengthens as if it had 1 HD/two caster levels more than it actually does. {CC}

Chain of Eyes: See through other creatures’ eyes. {SC}

Channeled Divine Shield: Gain DR, amount based on casting time. {PH2}

Checkmate’s Light: Your weapon becomes a +1 axiomatic weapon and bolsters the morale of allies. {SC}

Circle Dance: Indicates direction to known individual. {SC}

Cloak of Bravery: You and your allies gain a bonus on saves against fear. {SC}

Clutch of Orcus: Deals 1d12 damage/round and paralyzes foe. {SC}

Conjure Ice Beast III: Conjures ice creature to fight for you. {Fr}

Contagion: Infects subject with chosen disease. {PH}

Control Sand: Raise or lower the level of sand. {Sa}

Continual FlameM: Makes a permanent, heatless torch. {PH}

Control Snow and Ice: Raise or lower ice or snow. {Fr}

Conviction, Mass: Allies gain +2 or higher save bonus. {SC}

Corona of Cold: Aura of cold protects you, damages others. {SC}

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

Crown of Might: Gain +2 Strength, discharge to gain +8 bonus for 1 round. {PH2}

Crown of Protection: +1 deflection bonus to AC, +1 resistance bonus on saves; discharge to gain +4 for 1 round. {PH2}

Crown of SmitingF: +2 damage bonus, discharge to gain +8 damage on single attack. {PH2}

Crown of the Grave: Command undead, discharge to gain +4 on turn or rebuke. {PH2}

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

Curse of Arrow Attraction: Subject takes –5 penalty to AC against ranged attacks. {PH2}

Darkfire: Dark flames deal 1d6 damage/2 levels, touch or thrown. {SC}

Daylight: 60-ft. radius of bright light. {PH}

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

Defile Snow and Ice: Grants undead a +4 profane bonus against turning and cold creatures SR 15 against fire spells. {Fr}

Deific Bastion: Your shield or armor gains a +1 enhancement bonus plus a special ability that varies by deity. {CC}

Demon Dirge: Demons are stunned and take 3d6 damage/round for 1d4 rounds. {SC}

Devil Blight: Damage and stun baatezu; damage other lawful and evil creatures. {SC}

Dispel Magic: Cancels spells and magical effects. {PH}

Divine Retaliation: Weapon appears and strikes those who attack you. {PH2}

Downdraft: Flying creatures knocked down. {SC}

Energized Shield: Shield provides user resistance 10, shield bash deals +2d6 damage. {SC}

Energy Aegis: Subject gains resistance 20 against one energy type for one attack. {PH2}

Energy Vortex: Burst of energy centered on you damages nearby creatures. {SC}

Energy Vulnerability: Subjects gain vulnerability to the specified energy. {PH2}

Favorable SacrificeM: Subject gains better protection the more gems you sacrifice. {SC}

Fell the Greatest Foe: Deal extra damage to creatures larger than you. {SC}

Flame of Faith: Gives weapon the flaming burst special ability. {SC}

Footsteps of the Divine: Gain a new movement type and speed based on the deity chosen. {CC}

Ghost Touch Weapon: Weapon works normally against incorporeal creatures. {SC}

Girallon’s Blessing: Subject gains one additional pair of arms. {SC}

Glyph of WardingM: Inscription harms those who pass it. {PH}

Grace: Silvery light grants +2 Dexterity, +10 feet to land speed, melee attacks treated as good; take –20 to Hide checks. ﴾⁠Eilistraee’s grace⁠﴿ {SC}

Haboob: Cloud of dust obscures sight and abrades those passing through it. {Sa}

Hamatula Barbs: Subjects grow barbs, which damage foes that attack subject in melee. {SC}

Helping Hand: Ghostly hand leads subject to you. {PH}

Hesitate: Force subject to lose actions. {PH2}

Holy StormM: Good-aligned rain falls in 20-ft. radius. {SC}

Ice Axe: You create a battleaxe made of ice. {SC}

Ice Shape: Sculpts ice into any shape. {Fr}

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

Insignia of BlessingF: Bearers of special insignia gain +1 bonus on attacks and saves against fear. {RoDe}

Insignia of HealingF: Bearers of special insignia healed 1d8 damage +1 point/level (max +10). {RoDe}

Insignia of WardingF: Bearers of special insignia gain +1 to AC, Fortitude saves. {RoDe}

Interplanar Message: You send a short mental message that can reach a subject regardless of planar boundaries. {SC}

Invest Moderate Protection: Heal 3d4 damage + ½ levels, grant DR 3/evil. {PH2}

Invisibility Purge: Dispels invisibility within 5 ft./level. {PH}

Invoke the Cerulean Sign: Aberrations become sickened, nauseated, dazed, or stunned. {LoM}

Knight’s Move: You instantly move to flank a subject. {SC}

Know Opponent: Learn strengths and weaknesses of foe. ﴾⁠Analyze opponent⁠﴿ {SC}

Know Vulnerabilities: Determine subject’s vulnerabilities and resistances. {SC}

Light of Venya: You radiate pearly light, which you can expend as 2 bolts that deal 3d6 damage, 6d6 against undead and evil outsiders, or heal allies. {SC}

Light of Wisdom: Your effective turning level increases by 1/three caster levels for the purpose of determining affected undead and destruction potential. {CC}

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

Magic Circle against Chaos: As protection from chaos, but 10-ft. radius and 10 minute/level. {PH}

Magic Circle against Evil: As protection from evil, but 10-ft. radius and 10 minute/level. {PH}

Magic Circle against Good: As protection from good, but 10-ft. radius and 10 minute/level. {PH}

Magic Circle against Law: As protection from law, but 10-ft. radius and 10 minute/level. {PH}

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

Mantle of Chaos: You gain SR 12 + caster level against spells with the lawful descriptor. {SC}

Mantle of Evil: You gain SR 12 + caster level against spells with the good descriptor. {SC}

Mantle of Good: You gain SR 12 + caster level against spells with the evil descriptor. {SC}

Mantle of Law: You gain SR 12 + caster level against spells with the chaotic descriptor. {SC}

Mark of Doom: Subject takes 1d6 damage for each hostile action. {PH2}

Meld into Ice: You and your gear merge with ice. {Fr}

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

Nauseating Breath: Exhale a cone of nauseating gas. ﴾⁠Laogzed’s breath⁠﴿ {SC}

Necrotic BloatF: Encysted subject takes 1d6 damage/level. {LM}

Obscure Object: Masks object against scrying. {PH}

Plunge: Subject sinks in water, must make Swim checks. {SC}

Prayer: Allies +1 bonus on most rolls, enemies –1 penalty. {PH}

Protection from Desiccation: Absorb 10 points/level of desiccation damage. {Sa}

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

Rejuvenative Corpse: Negative energy fills corpse, feeding undead healed. {SC}

Remove Blindness/Deafness: Cures normal or magical conditions. {PH}

Remove Curse: Frees object or person from curse. {PH}

Remove Disease: Cures all diseases affecting subject. {PH}

Resist Energy, Mass: Creatures ignore damage from specified energy type. {SC}

Resurgence, Mass: As resurgence, but multiple subjects. {SC}

Resist Taint: Bestows +4 bonus on saves against taint. {HH}

Ring of Blades: Blades surround you, damaging other creatures (1d6 damage +1/level). {SC}

Safety: Touched creature knows shortest route to safety. {SC}

Searing Light: Ray deals 1d8/two levels damage, more against undead. {PH}

Shield of Warding: Shield grants +1 bonus on AC and Reflex saves/5 levels (max +5). {SC}

Shivering Touch: Touch deals 3d6 Dex damage. {Fr}

Skull Watch: Skull shrieks when creature enters warded area. {SC}

Slashing Darkness: Ray deals 1d8/2 levels damage or heals undead the same amount. {SC}

Snowshoes, Mass: As snowshoes, affects one creature/level. {SC}

Sonorous Hum: Removes need to concentrate to maintain next spell cast. {SC}

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}

Soul of the Waste: Meld into surrounding sand. {Sa}

Spark of Life: Undead creature loses most immunities. {SC}

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

Spikes: As brambles, but weapon gains +2 bonus and doubled threat range. {SC}

Spiritual Charger: Horseman of force attacks enemy. {HB}

Stone Shape: Sculpts stone into any shape. {PH}

Subdue Aura: Subject’s aura weakens as if it had 1 HD/ two caster levels fewer than it actually does. {CC}

Summon Monster III: Calls extraplanar creature to fight for you. {PH}

Summon Undead IIIF: Summons undead to fight for you. {SC}

Suppress Glyph: You notice but do not trigger magical writing traps. {SC}

Tremor: Subjects knocked prone. {SC}

Unholy StormM: Evil-aligned rain falls in 20-ft. radius. {SC}

Vigor, Mass Lesser: As lesser vigor, but multiple subjects (max 25 rounds). {SC}

Vigor: As lesser vigor, but 2 hp/round (max 25 rounds). ﴾⁠Remedy moderate wounds⁠﴿ {SC}

Visage of the Deity, Lesser: You gain +4 Cha and resistance 10 to certain energy types. {SC}

Vision of the Omniscient Eye: Gain +10 bonus on Spot checks, immunity to being dazzled or blinded, and one use of faerie fire. {DrM}

Wall of Light: Creates wall of light, can dazzle creatures. {SC}

Water Breathing: Subjects can breathe underwater. {PH}

Water Walk: Subject treads on water as if solid. {PH}

Weapon of Energy: Weapon deals extra energy damage. {SC}

Weapon of Impact: As keen edge, but aids bludgeoning weapons. {SC}

Weapon of the Deity: Your weapon gains enhancement bonus and special ability. {SC}

Wind Wall: Deflects arrows, smaller creatures, and gases. {PH}

Winter’s Embrace: Creature takes 1d8 cold damage/round and might become fatigued or exhausted. {SC}

4th-Level Cleric Spells

Top 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th

Air Walk: Subject treads on air as if solid (climb at 45-degree angle). {PH}

Aligned Aura: Grant combat bonuses to like-aligned allies and impose penalties on creatures of opposing alignment. {CC}

Animate LegionM: Creates skeletons or zombies. {HB}

Assay Spell Resistance: +10 bonus on caster level checks to defeat one creature’s spell resistance. ﴾⁠Assay resistance⁠﴿ {SC}

Astral HospiceM: While on the Astral Plane, open a portal to a demiplane so natural healing can occur. {SC}

Battlefield Illumination: Improve light in 80-ft.-radius cylinder. {HB}

Bleakness: 1d6 damage/round to living creatures, grants undead turn resistance and fast healing. {PH2}

Blessing of the Righteous: Weapons deal +1d6 holy damage and become good-aligned. {PH2}

Blindsight, Greater: Subject gains blindsight 60 ft. for 1 minute/level. {SC}

Castigate: Verbal rebuke damages those whose alignment differs from yours. {SC}

Channeled Divine Health: Heal a creature, amount and range based on casting time. {PH2}

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}

Conjure Ice Beast IV: Conjures ice creature to fight for you. {Fr}

Consumptive Field: Draw life from all creatures in 30-ft. radius with –1 or fewer hit points. {SC}

Contingent Energy Resistance: Energy damage triggers a resist energy spell. {SC}

Control Water: Raises or lowers bodies of water. {PH}

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

Damning Darkness: Darkness deals either 2d6 or 1d6 damage per round. {LoM}

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}

Death Ward: Grants immunity to death spells and negative energy effects. {PH}

Delay Death: Losing hit points doesn’t kill subject. {SC}

Dimensional Anchor: Bars extradimensional movement. {PH}

Discern Lies: Reveals deliberate falsehoods. {PH}

Dismissal: Forces a creature to return to native plane. {PH}

DivinationM: Provides useful advice for specific proposed actions. {PH}

Divine Power: You gain attack bonus, +6 to Str, and 1 hp/level. {PH}

Dust to Dust: Disintegrate undead with your ray attack. (RoW)

Early Twilight: Reduce light in 80-ft.-radius cylinder. {HB}

Focus Touchstone Energy: Convert unused touchstone abilities into temporary hit points.

Freedom of Movement: Subject moves normally despite impediments. {PH}

Freeze Armor: Locks up suits of metal armor and equipment, dealing damage and impeding movement. {Fr}

Frostburn: Touch deals 3d12 frostburn damage +1/level (max +20). {Fr}

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

Glacial Globe of Invulnerability: Stops 1st- through 3rd-level fire spell effects and provides concealment. {Fr}

Glowing OrbF: Creates permanent magical light; you control brightness. ﴾⁠Nchaser’s glowing orb⁠﴿ {SC}

Hand of the Faithful: Immobile zone of warding stuns those worshiping different deities from yours. ﴾⁠Hand of Torm⁠﴿ {SC}

Healing Spirit: Ball of light heals 1d8/round. {PH2}

Holy Transformation, Lesser: You change into protectar, gain abilities. {SC}

Hypothermia: Causes 1d6 cold damage/level, fatigue. {SC}

Imbue with Spell Ability: Transfer spells to subject. {PH}

Infernal Transformation, Lesser: You change into bearded devil, gain abilities. {SC}

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

Iron Bones: Corporeal undead gains +6 natural armor bonus. {SC}

Life Ward: Grants immunity to healing spells and positive energy effects. {SC}

Light of Purity: Your turning damage increases by 1d6/four divine caster levels (maximum +5d6) on your next successful turning check. {CC}

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

Make Manifest: You cause a creature on a coexistent plane to appear on your plane. {SC}

Mark of the Enlightened SoulA: Spells gain the good descriptor and deal extra damage to evil creatures. {DrM}

Moon Bolt: 1d4 Strength damage/3 levels; undead made helpless. {SC}

Moral Façade: Divination spells give a false alignment reading. {CC}

Mystic Aegis: You gain SR 12 + caster level against one spell. {PH2}

Necrotic DominationF: Completely control encysted subject. {LM}

Negative Energy Aura: 10-ft. radius surrounding you deals 1 hp/3 levels for 1 round/level. {SC}

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

Panacea: Removes most afflictions. {SC}

Planar Ally, LesserX: Exchange services with a 6 HD extraplanar creature. {PH}

Planar Exchange, Lesser: Trade places with one of four lesser planar creatures (your choice). {SC}

Planar Tolerance: Provides long-term protection against overtly damaging planar traits. {SC}

Poison: Touch deals 1d10 Con damage, repeats in 1 minute {PH}

Positive Energy Aura: 10-ft. radius surrounding you heals 1 hp/3 levels for 1 round/level. {SC}

Profane Item: Target object deals 1d4/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 1d4 minutes. {CC}

Pronouncement of Fate: Impose a –⁠4 penalty on an offender’s attacks, damage, saves, and checks; target loses actions. {HH}

Recitation: Your allies get bonus on AC, attacks and saves. {SC}

Renewed Vigor: Remove fatigue and +2 bonus to Constitution for 1 round/level. {PH2}

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

Resistance, Greater: Subject gains +3 on saving throws. {SC}

RestorationM: Restores level and ability score drains. {PH}

Revenance: Restores dead creature to life for 1 minute/level. ﴾⁠Recall spirit⁠﴿ {SC}

Sacred Item: Target object deals 1d4/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 1d4 minutes. {CC}

Seed of Life: Subject gains fast healing 2 and can invoke a burst of healing. {CC}

Seed of UndeathM: Subject that dies before spell expires rises as a zombie under your command. {CM}

Sending: Delivers short message anywhere, instantly. {PH}

Shadowblast: Blast of light stuns and damages natives to the Plane of Shadow. {SC}

Sheltered Vitality: Subject gains immunity to fatigue, exhaustion, ability damage, and ability drain. {SC}

Shield of Faith, Mass: Allies gain +3 or higher AC bonus. {SC}

Sound Lance: Sonic energy deals 1d8/level damage. {SC}

Spell Immunity: Subject is immune to one spell per four levels. {PH}

Spell Vulnerability: Reduce creature’s spell resistance by 1/caster level (max reduction 15). {SC}

Spiritual Advisor: Gain a +4 divine bonus on Knowledge checks; make checks with an untrained Knowledge skill or retry a failed Knowledge check. {CC}

Stifle Spell: Subject must concentrate or botch spell. {PH2}

Summon Hound Archon: Summon a hound archon to follow your commands. {SC}

Summon Monster IV: Calls extraplanar creature to fight for you. {PH}

Summon Pest Swarm: Summons swarm of urban animals and vermin. {Ci}

Summon Undead IVF: Summons undead to fight for you. {SC}

Tongues: Speak any language. {PH}

Touch of the Blackened SoulA: Spells gain the evil descriptor and deal extra damage to good creatures. {DrM}

Undead Bane Weapon: Weapon gains undead bane property and is considered good-aligned. {SC}

Wall of ChaosM: Wall blocks creatures of lawful alignment. {SC}

Wall of EvilM: Wall blocks creatures of good alignment. {SC}

Wall of GoodM: Wall blocks creatures of evil alignment. {SC}

Wall of LawM: Wall blocks creatures of chaotic alignment. {SC}

Wall of Salt: Wall of salt that can be shaped. {Sa}

Wall of Sand: Swirling sand blocks ranged attacks, slows movement through. {SC}

Wall of Water: Wall impedes movement and can drown creatures. {Sa}

Wrack: Renders creature helpless with pain. {SC}

5th-Level Cleric Spells

Top 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th

AtonementFX: Removes burden of misdeeds from subject. {PH}

Aura of EvasionM: All within 10 ft. gain evasion against breath weapons. {SC}

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}

Blistering Radiance: Light dazzles creatures, deals 2d6 fire damage in 50-ft.-radius spread. {SC}

Boreal Wind: Gust of cold wind deals 1d4 cold damage/level and knocks creatures back. {Fr}

Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification. {PH}

Call ZelekhutX: A zelekhut performs one duty for you. {SC}

Choking SandsM: Touched creature begins to suffocate on sand. {Sa}

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

CommuneX: Deity answers one yes-or-no question/level. {PH}

Condemnation: Lowers subject outsider’s SR and stuns for 1 round. {PH2}

Contagion, Mass: As contagion, but 20-ft. radius. {SC}

Conjure Ice Beast V: Conjures ice creature to fight for you. {Fr}

Crawling Darkness: Shroud of tentacles conceals and protects you. {SC}

Cure Light Wounds, Mass: Cures 1d8 damage +1/level for many creatures. {PH}

Curse of Ill Fortune, Mass: Enemies take –2 penalty on attack rolls and saves. ﴾⁠Curse of petty failing, legion’s⁠﴿ {SC}

Darts of Life: Create ten projectiles that you can launch at allies to cure 1d8 points of damage each. {CC}

Death Throes: Your body explodes when you die. {SC}

Dispel Chaos: +4 deflection bonus against attacks, plus other uses. {PH}

Dispel Cold: Cancels cold spells and effects. {Fr}

Dispel Evil: +4 deflection bonus against attacks, plus other uses. {PH}

Dispel Fire: Cancels fire spells and effects. {Fr}

Dispel Good: +4 deflection bonus against attacks, plus other uses. {PH}

Dispel Law: +4 deflection bonus against attacks, plus other uses. {PH}

Dispel Water: Cancels water spells and effects or dismisses water creatures. {Sa}

Disrupting Weapon: Melee weapon destroys undead. {PH}

Divine Agility: Subject gains +10 to Dexterity for 1 round/level. {SC}

Divine Retribution: Any creature that harms you takes 1d6/caster level (max. 15d6) points of damage (half energy and half divine) and 1d4 points of ability damage based on the deity selected. {CC}

Doomtide: Black mist obscures sight, dazes those inside. {SC}

Door of Decay: Move instantly from one willing or controlled undead to another. {CC}

Dragon Breath: You choose a dragon type and mimic its breath weapon. {SC}

Earth Hammer: Earth power infuses weapon to increase size damage one step, pierce damage reduction as if adamantine, and makes it a bludgeoning weapon. {RoS}

Earth Reaver: Eruption deals 7d6 damage to all in area. {SC}

Etherealness, Swift: Subject momentarily becomes ethereal. {PH2}

Fire in the Blood: Your blood becomes a potent corrosive that burns attackers. {HH}

Flame Strike: Smite foes with divine fire (1d6/level damage). {PH}

Flaywind Burst: Cone blows away and knocks down smaller creatures and deals 1d6 damage/level. {Sa}

Frostbite: Chilled air causes 6d6 cold damage and 2d6 Dex damage. {Fr}

HallowM: Designates location as holy. {PH}

Haunt Shift: Turn corporeal and incorporeal undead into haunting presences. {LM}

Healing Circle: Allies can tap healing energy pool for cure spells. {CC}

Hibernal Healing: You absorb ice, slush, and snow, curing 10 points/level of damage (max 150). {Fr}

Hibernate: Sends subject into state of hibernation for one week/level. {Fr}

Incorporeal Nova: Destroy incorporeal undead. {SC}

Inflict Light Wounds, Mass: Deals 1d8 damage +1/level to many creatures. {PH}

Insect Plague: Locust swarms attack creatures. {PH}

Invest Heavy Protection: Heal 5d4 damage + ½ levels, grant DR 5/evil. {PH2}

Life’s Grace: Grants immunity to many undead attacks and protection against incorporeal attacks. ﴾⁠Kelemvor’s grace⁠﴿ {SC}

Magic Convalescence: Spells cast nearby heal you 1 hp/spell level. {PH2}

Mana Flux: Magic in area has 20% failure chance. {PH2}

Mark of Justice: Designates action that will trigger curse on subject. {PH}

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}

Meteoric Strike: Melee attack deals an extra 1d6 damage + 1d6/4 levels; adjacent creatures take half damage. {PH2}

Morality Undone: Subject becomes evil. {LoM}

Necrotic BurstF: Encysted subject killed, cyst begins to roam. {LM}

Oath of Blood: Extends a geas beyond death that compels the target to animate and continue her quest as undead. {HH}

Parboil: Flash-heated air deals fire and Intelligence damage to one or more creatures. {Sa}

Pass through Ice: Subject can pass through ice or snow like water. {Fr}

Plane ShiftF: As many as eight subjects travel to another plane. {PH}

Radiance: Creates daylight that dazzles undead. {PH2}

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

RevivifyM: Restore recently dead to life with no level loss. {SC}

Righteous Might: Your size increases, and you gain combat bonuses. {PH}

Righteous Wrath of the Faithful: Your allies gain extra attack, +3 on attack rolls and damage rolls. {SC}

Sanctuary, Mass: One creature/level can’t be attacked, and can’t attack. {SC}

ScryingF: Spies on subject from a distance. {PH}

Slay Living: Touch attack kills subject. {PH}

Spell Resistance: Subject gains SR 12 + level. {PH}

Spiritual Cavalry: Horsemen of force attack enemies. {HB}

Stalwart PactM: You gain combat bonuses automatically when reduced to half hit points or lower. {SC}

Stone Shape, Greater: Sculpts 10 cu. ft. + 10 cu. ft./level of stone into any shape. {SC}

Status, Greater: Monitors condition, position of many allies. {HB}

Subvert Planar Essence: Reduces subject’s damage reduction and spell resistance. {SC}

Summon Bearded Devil: Summon a bearded devil to follow your commands. {SC}

Summon Bralani Eladrin: Summon a bralani eladrin to follow your commands. {SC}

Summon Monster V: Calls extraplanar creature to fight for you. {PH}

Summon Undead VF: Summons undead to fight for you. {SC}

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. {CC}

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

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

Symbol of Spell Loss: Triggered rune absorbs spells yet to be cast. {SC}

Triadspell: Cast a prepared spell three times. ﴾⁠Azuth’s exalted triad⁠﴿ {SC}

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

UnhallowM: Designates location as unholy. {PH}

Vigor, Greater: As lesser vigor, but 4 hp/round. ﴾⁠Monstrous regeneration⁠﴿ {SC}

Vulnerability: Reduces an opponent’s damage reduction. {SC}

Wall of Dispel Magic: Creatures passing through a transparent wall become subjects of targeted dispel magic. {SC}

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. {Sa}

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

Zone of Peace: As peacebond, but affects all weapons in area. {Ci}

Zone of Respite: Prevents teleportation and similar effects from functioning in the area. {SC}

Zone of Revelation: Makes invisible and ethereal creatures visible. {SC}

6th-Level Cleric Spells

Top 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th

Algid EnhancementM: Grant bonuses to creatures of the cold subtype. {Fr}

Animate Objects: Objects attack your foes. {PH}

Antilife Shell: 10-ft. field hedges out living creatures. {PH}

Banishment: Banishes 2 HD/level of extraplanar creatures. {PH}

Barghest’s FeastM: Destroy corpse, potentially preventing its return to life. {SC}

Bear’s Endurance, Mass: As bear’s endurance, affects one subject/ level. {PH}

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

Bolt of Glory: Positive energy ray deals extra damage to evil outsiders and undead. {SC}

Bull’s Strength, Mass: As bull’s strength, affects one subject/level. {PH}

Chasing PerfectionM: Subject gains +4 to all abilities. {PH2}

Cloak of Hate: Target provokes hostile reactions, takes –⁠10 penalty on Diplomacy checks. {HH}

Cold Snap: You lower temperature in area. {SC}

Cometfall: Comet falls atop foes, damaging them and knocking them prone. {SC}

Conjure Ice Beast VI: Conjures ice creature to fight for you. {Fr}

Consecrate BattlefieldM: Fills large area with positive energy, making undead weaker. {HB}

Create UndeadM: Create ghouls, ghasts, mummies, or mohrgs. {PH}

Cure Moderate Wounds, Mass: Cures 2d8 damage +1/level for many creatures. {PH}

Desecrate BattlefieldM: Fills large area with negative energy, making undead stronger. {HB}

Desiccate, Mass: Desiccates several creatures. {Sa}

Dispel Magic, Greater: As dispel magic, but up to +20 on check. {PH}

Eagle’s Splendor, Mass: As eagle’s splendor, affects one subject/level. {PH}

Energy Immunity: Subject and equipment gain immunity to damage of specified energy type. {SC}

Eyes of the Oracle: Gain +2 bonus to AC and on Reflex saves; ready one extra action. {DrM}

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

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

Frostburn, Mass: Deals 3d12 +1/level (max +20) frostburn damage to many creatures. {Fr}

Geas/Quest: As lesser geas, plus it affects any creature. {PH}

Ghost Trap: Incorporeal creatures turn corporeal. {SC}

Glyph of Warding, Greater: As glyph of warding, but up to 10d8 damage or 6th-level spell. {PH}

Harm: Deals 10 points/level damage to target. {PH}

Heal: Cures 10 points/level of damage, all diseases and mental conditions. {PH}

Heroes’ Feast: Food for one creature/level cures and grants combat bonuses. {PH}

Hide the PathF: Area warded against divinations. {SC}

Ice Flowers: Ice and earth deal 1d6 damage/level. ﴾⁠Auril’s flowers⁠﴿ {SC}

Ice Rift: Intense quake shakes 40-ft. radius spread of ice. {Fr}

Inflict Moderate Wounds, Mass: Deals 2d8 damage +1/level to many creatures. {PH}

Light of Courage: Each undead creature targeted by your turning check takes 1d8/two caster levels (max. 10d8) points of damage, whether the check succeeds or not. {CC}

Lucent Lance: Ambient light forms lance, deals various damage. {SC}

Make Manifest, Mass: As make manifest but affecting all creatures in the area. ﴾⁠Manifest, mass⁠﴿ {SC}

Mantle of the Icy SoulM: Touched creature gains the cold subtype. {SC}

Mummify: Touched living creature dies and is mummified. {Sa}

Necrotic EruptionF: Encysted subject killed, those nearby damaged and possibly encysted. {LM}

Opalescent Glare: Kill creatures with a look, or make them very afraid. {SC}

Owl’s Wisdom, Mass: As owl’s wisdom, affects one subject/level. {PH}

Planar AllyX: As lesser planar ally, but up to 12 HD. {PH}

Planar Exchange: Trade places with one of three planar creatures (your choice). {SC}

Rejection: Creatures within cone are blasted away from you. {SC}

Resistance, Superior: Subject gains +6 on saving throws. {SC}

Revive OutsiderM: You restore life to a dead outsider. {SC}

Sarcophagus of Stone: Sarcophagus entombs subject. {SC}

Spider Plague: Summons Large monstrous spiders to fight for you. {SC}

Spiritual Guardian: Translucent knight grants you a +6 deflection bonus to Armor Class and attacks at your command. {CC}

Stone Body: Your body becomes living stone. {SC}

Summon Babau Demon: Summon a babau demon to follow your commands. {SC}

Summon Monster VI: Calls extraplanar creature to fight for you. {PH}

Symbol of FearM: Triggered rune panics nearby creatures. {PH}

Symbol of PersuasionM: Triggered rune charms nearby creatures. {PH}

Symbol of ThirstM: Triggered rune overwhelms nearby creatures with thirst. {Sa}

Undeath to DeathM: Destroys 1d4 HD/level undead (max 20d4). {PH}

Vigorous Circle: As mass lesser vigor except 3 hp/round (max 40 rounds). {SC}

Visage of the Deity: As lesser visage of the deity, but you become celestial or fiendish. {SC}

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. {CC}

Wind Walk: You and your allies turn vaporous and travel fast. {PH}

Word of Recall: Teleports you back to designated place. {PH}

Zealot PactX: You automatically gain combat bonuses when you attack someone of opposite alignment. {SC}

7th-Level Cleric Spells

Top 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th

Animalistic Power, Mass: Affected subjects gain +2 bonus to Str, Dex, and Con. {PH2}

Animate Siege Weapon: Siege weapon attacks your foes. {HB}

Aura of Cold, Greater: Intense cold deals 2d6 damage to creatures within 10 ft. {Fr}

Bestow Curse, Greater: As bestow curse, but more severe penalties. {SC}

Blasphemy: Kills, paralyzes, weakens, or dazes nonevil subjects. {PH}

Blood to Water: 2d6 Constitution damage to subjects. {SC}

Brain Spider: Eavesdrop on thoughts of up to eight other creatures. {SC}

Brilliant Blade: Weapon or projectiles shed light, ignore armor. {SC}

Call KolyarutX: A kolyarut performs one duty for you. {SC}

Conjure Ice Beast VII: Conjures ice creature to fight for you. {Fr}

Consumptive Field, Greater: Draw life from all creatures in 30-ft. radius with 9 or fewer hit points. {SC}

Control Weather: Changes weather in local area. {PH}

Cure Serious Wounds, Mass: Cures 3d8 damage +1/level for many creatures. {PH}

Death Dragon: You gain +4 natural armor, +4 deflection, and natural attacks. {SC}

DestructionF: Kills subject and destroys remains. {PH}

Dictum: Kills, paralyzes, slows, or deafens nonlawful subjects. {PH}

Energy Ebb: Give subject one negative level/round for 1 round/level. {SC}

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

Evil Glare: Paralyze creatures with your glare. {SC}

Fortunate Fate: Subject immediately receives a heal if it would be killed by damage. {SC}

Harm, Greater: Deals 1d12 points/level to target within Close range. {HH}

Holy Star: Mote of energy protects you, attacks foes. {SC}

Holy Transformation: You change into hound archon, gain abilities. {SC}

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

Infernal Transformation: You change into bone devil, gain abilities. {SC}

Inflict Serious Wounds, Mass: Deals 3d8 damage +1/level to many creatures. {PH}

Necrotic Curse: Cure spells in area deal damage, living beings don’t heal with rest. {CM}

Necrotic TumorF: Permanently control encysted subject. {LM}

Pact of Return: If you die as you predict, you are resurrected instantly. {HH}

Plague: One creature/level contracts quickly terminal disease. {PH2}

Planar Bubble: Create bubble around creature that emulates its native planar environment. {SC}

Plane Shift, Greater: Plane shift accurately to your desired destination. {SC}

Pulse of Hate: Nearby enemies take 2d6 damage/round. {PH2}

Radiant Assault: 1d6 damage/level, victims dazed or dazzled. {SC}

Ravenous Darkness: Touched object sheds darkness; living creatures nearby take 1d6/round negative energy damage while undead gain fast healing 1. {CC}

RefugeM: Alters item to transport its possessor to you. {PH}

Regenerate: Subject’s severed limbs grow back, cures 4d8 damage +1/level (max +35). {PH}

Rejuvenating Light: Touched object sheds light; undead nearby take 1d6/round positive energy damage while living creatures gain fast healing 1. {CC}

Renewal PactM: Creature is automatically healed if adverse condition affects it. {SC}

Repulsion: Creatures can’t approach you. {PH}

Restoration, GreaterX: As restoration, plus restores all levels and ability scores. {PH}

Restoration, MassM: As restoration, but multiple subjects. {SC}

ResurrectionM: Fully restore dead subject. {PH}

Righteous BurstM: Allies healed, enemies damaged 1d8 damage +1/level (max +35). {PH2}

Scry Location: Spy on a distant location. {CS}

Scrying, GreaterF: As scrying, but faster and longer. {PH}

Seed of Undeath, GreaterM: As seed of undeath, but affects an area. {CM}

Slime Wave: Creates a 15-ft. spread of green slime. {SC}

Spell Resistance, Mass: As spell resistance, but multiple subjects. ﴾⁠Azuth’s spell shield⁠﴿ {SC}

Summon Aspect of Bahamut: Summon an aspect of Bahamut. {RoDr}

Summon Monster VII: Calls extraplanar creature to fight for you. {PH}

Symbol of StunningM: Triggered rune stuns nearby creatures. {PH}

Symbol of WeaknessM: Triggered rune weakens nearby creatures. {PH}

Symphonic NightmareM: Discordant noise haunts subject’s sleep. {SC}

Withering Palm: Touch attack deals 1 point Str damage plus 1 point Con damage/2 levels. {SC}

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

8th-Level Cleric Spells

Top 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th

Antimagic Field: Negates magic within 10 ft. {PH}

Befoul: Large amount of water becomes poisonous. {LoM}

Bodak’s GlareF: You slay a creature, which turns into a bodak 24 hours later. {SC}

Brilliant Aura: Allies’ weapons become brilliant energy, ignoring armor. {SC}

Chain Dispel: Dispel multiple magical effects in multiple creatures. {PH2}

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

Conjure Ice Beast VIII: Conjures ice creature to fight for you. {Fr}

Create Greater UndeadM: Create shadows, wraiths, spectres, or devourers. {PH}

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

Death PactM: Deity brings subject back from the dead automatically. {SC}

Death Ward, Mass: As death ward, but more subjects. {SC}

Dimensional Lock: Teleportation and interplanar travel blocked for one day/level. {PH}

Discern Location: Reveals exact location of creature or object. {PH}

Earthquake: Intense tremor shakes 80-ft.-radius. {PH}

Familial Geas: Commands subject to undertake a task, which passes to his nearest kin if he dies. {HH}

Fierce Pride of the Beastlands: Summon celestial lions and celestial dire lions to follow your commands. {SC}

Fire Storm: Deals 1d6/level fire damage. {PH}

Flashflood: Wave of water smashes everything in its path and floods area. {Sa}

General of Undeath: Increases your maximum HD of controlled undead by your level. {SC}

Heat Drain: Subjects take 1d6 cold damage/level, you gain equal amount hp. {SC}

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

Inflict Critical Wounds, Mass: Deals 4d8 damage +1/level to many creatures. {PH}

Lion’s Roar: Deals 1d8 points of damage/2 levels to enemies; allies get +1 on attacks and saves against fear, plus temporary hp. {SC}

Necrotic EmpowermentF: Draw vigor from mother cyst. {LM}

Planar Ally, GreaterX: As lesser planar ally, but up to 18 HD. {PH}

Planar Exchange, Greater: Trade places with one of three greater planar creatures (your choice). {SC}

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

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

Stormrage: You can fly and fire lightning from your eyes. {SC}

Summon Giants: Summons outsider giants to fight for you. {Fr}

Summon Monster VIII: Calls extraplanar creature to fight for you. {PH}

Symbol of DeathM: Triggered rune slays nearby creatures. {PH}

Symbol of InsanityM: Triggered rune renders nearby creatures insane. {PH}

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

Veil of Undeath: You gain undead traits. {SC}

Visions of the Future: +2 sacred bonus on saves, +2 dodge bonus to AC; discharge spell to gain bonus equal to half caster level. {PH2}

Wall of Greater Dispel Magic: Creatures passing through a transparent wall become subjects of targeted greater dispel magic. {SC}

9th-Level Cleric Spells

Top 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th

Abyssal Army: Summons demons to fight for you. {SC}

Astral ProjectionM: Projects you and companions onto Astral Plane. {PH}

Awaken ConstructX: Construct gains humanlike sentience. ﴾⁠Minor servitor⁠﴿ {SC}

Call MarutX: A marut performs one duty for you. {SC}

Conjure Ice Beast IXX: Conjures ice creature to fight for you. {Fr}

Despoil: Kills plants, damages objects in 100-ft. radius/level. {LoM}

Energy Drain: Subject gains 2d4 negative levels. {PH}

Etherealness: Travel to Ethereal Plane with companions. {PH}

FimbulwinterX: Creates winter weather for miles around you that lasts for months. {Fr}

GateX: Connects two planes for travel or summoning. {PH}

Heal, Mass: As heal, but with several subjects. {PH}

Heavenly Host: Summons archons to fight for you. {SC}

Hellish Horde: Summons devils to fight for you. {SC}

Hunters of HadesM: Summons a pair of pack fiends or a retriever to follow your commands. {SC}

Implosion: Kills one creature/round. {PH}

Imprison SoulF: Traps soul in a small object; target takes 1d4 Con damage/day. {HH}

Mantle of the Fiery SpiritMX: Permanently grants one creature the fire subtype. {Sa}

MiracleX: Requests a deity’s intercession. {PH}

Necrotic TerminationFX: Permanently eliminates encysted subject. {LM}

Plague of UndeadM: Animates horde of undead. {SC}

Soul BindF: Traps newly dead soul to prevent resurrection. {PH}

Storm of Vengeance: Storm rains acid, lightning, and hail. {PH}

Summon Elemental MonolithM: Calls powerful elemental creature to fight for you. {SC}

Summon Golem: Summon a clay, flesh, iron, or stone golem from a small amount of like material. {PH2}

Summon Monster IX: Calls extraplanar creature to fight for you. {PH}

True ResurrectionM: As resurrection, plus remains aren’t needed. {PH}

Undeath’s Eternal Foe: Subjects receive negative energy protection and immunity to most undead special attacks. {SC}

Vile DeathMX: Undead creature gains fiendish template. {SC}

Visage of the Deity, Greater: As lesser visage of the deity, but you become half-celestial or half-fiendish. {SC}