d20 SRD
::
Magic
::
Spell List
CLERIC SPELLS
Contents
0-Level Cleric Spells (Orisons)
Create Water
- Creates 2 gallons/level of pure water.
Cure Minor Wounds
- Cures 1 point of damage.
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.
Inflict Minor Wounds
- Touch attack, 1 point of damage.
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.
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 Water
- M
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 Water
- M
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 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 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, 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.
2Nd-Level Cleric Spells
Align Weapon
- Weapon becomes good, evil, lawful, or chaotic.
Augury
- M
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.
Consecrate
- M
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 level.
Delay Poison
- Stops poison from harming subject for 1 hour/level.
Desecrate
- M
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 sloweffect.
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 Other
- F
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.
3Rd-Level Cleric Spells
Animate Dead
- M
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 Flame
- M
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 spells and magical effects.
Glyph Of Warding
- M
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.
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.
4Th-Level Cleric Spells
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.
Divination
- M
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, Lesser
- X
Poison
- Touch deals 1d10 Con damage, repeats in 1 min.
Repel Vermin
- Insects, spiders, and other vermin stay 10 ft. away.
Restoration
- M
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.
5Th-Level Cleric Spells
Atonement
- F
Break Enchantment
- Frees subjects from enchantments, alterations, curses, and petrification.
Command, Greater
- As command, but affects one subject/level.
Commune
- X
Cure Light Wounds, Mass
- Cures 1d8 damage +1/level for many creatures.
Dispel Chaos/Evil/Good/Law
- +4 bonus against attacks.
Disrupting Weapon
- Melee weapon destroys undead.
Flame Strike
- Smite foes with divine fire (1d6/level damage).
Hallow
- M
Inflict Light Wounds, Mass
- Deals 1d8 damage +1/level to many creatures.
Insect Plague
- Locust swarms attack creatures.
Mark Of Justice
- Designates action that will trigger curse on subject.
Plane Shift
- F
Raise Dead
- M
Righteous Might
- Your size increases, and you gain combat bonuses.
Scrying
- F
Slay Living
- Touch attack kills subject.
Spell Resistance
- Subject gains SR 12 + level.
Summon Monster V
- Calls extraplanar creature to fight for you.
Symbol Of Pain
- M
Symbol Of Sleep
- M
True Seeing
- M
Unhallow
- M
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. 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
- Wall of blades deals 1d6/level 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 up to +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.
Forbiddance
- M
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' Feast
- Food 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 Ally
- X
Summon Monster Vi
- Calls extraplanar creature to fight for you.
Symbol Of Fear
- M
Symbol Of Persuasion
- M
Undeath To Death
- M
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 for many creatures.
Destruction
- F
Dictum
- Kills, paralyzes, slows, or deafens nonlawful subjects.
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 to many creatures.
Refuge
- M
Regenerate
- Subject's severed limbs grow back, cures 4d8 damage +1/level (max +35).
Repulsion
- Creatures can't approach you.
Restoration, Greater
- X
Resurrection
- M
Scrying, Greater
- As scrying, but faster and longer.
Summon Monster Vii
- Calls extraplanar creature to fight for you.
Symbol Of Stunning
- M
Symbol Of Weakness
- M
Word Of Chaos
- Kills, confuses, stuns, or deafens nonchaotic subjects.
8Th-Level Cleric Spells
Antimagic Field
- Negates magic within 10 ft.
Cloak Of Chaos
- F
Create Greater Undead
- M
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 Aura
- F
Inflict Critical Wounds, Mass
- Deals 4d8 damage +1/level to many creatures.
Planar Ally, Greater
- X
Shield Of Law
- F
Spell Immunity, Greater
- As spell immunity, but up to 8th-level spells.
Summon Monster Viii
- Calls extraplanar creature to fight for you.
Symbol Of Death
- M
Symbol Of Insanity
- M
Unholy Aura
- F
9Th-Level Cleric Spells
Astral Projection
- M
Energy Drain
- Subject gains 2d4 negative levels.
Etherealness
- Travel to Ethereal Plane with companions.
Gate
- X
Heal, Mass
- As heal, but with several subjects.
Implosion
- Kills one creature/round.
Miracle
- X
Soul Bind
- F
Storm Of Vengeance
- Storm rains acid, lightning, and hail.
Summon Monster Ix
- Calls extraplanar creature to fight for you.
True Resurrection
- M
This material is Open Game Content, and is licensed for public use under the terms of the
Open Game License v1.0a
.
Compilation, formatting and oranization by
DMReference.com
.