qqq Remove Fear*: Suppresses fear range can not lie.
Cleric Spell Sheet or gives +4 on saves against fear for
one subject + one per four levels. 3rd-Level Cleric Spells
0-Level Cleric Spells qqq Sanctuary: Opponents can’t qqq Animate Dead: Creates undead
qqq Create Water: Creates 2 gallons/ skeletons and zombies.
attack you, and you can’t attack.
level of pure water. qqq Continual Light: Makes a
qqq Shield of Faith: Aura grants +2
qqq Cure Minor Wounds*: Cures 1 permanent, heatless torch.
or higher deflection bonus.
point of damage. qqq Create Food and Water: Feeds
qqq Summon Monster I: Calls
qqq Detect Magic: Detects spells and three humans (or one horse)/level.
creature to fight for you.
magic items within 60 ft. qqq Cure Serious Wounds: Cures
qqq Detect Poison: Detects poison in 2nd-Level Cleric Spells 3d8 damage +1/level (max +15).
one creature or object. qqq Aid: +1 on attack rolls and saves qqq Daylight*: 60-ft. radius of bright
qqq Guidance: +1 on one attack roll, against fear, 1d8 temporary hp +1/level light. shadow in 60-ft. radius.
saving throw, or skill check. (max +10). qqq Dispel Magic: Cancels spells
qqq Light*: Object shines like a torch. qqq Augury: Learns whether an and magical effects.
qqq Mending: Makes minor repairs action will be good or bad. qqq Glyph of Warding: Inscription
on an object. qqq Bull’s Strength: Subject gains harms those who pass it.
qqq Purify Food and Drink: Purifies +4 to Str for 1 min./level. qqq Helping Hand: Ghostly hand
1 cu. ft./level of food or water. qqq Calm Emotions: Calms leads subject to you.
qqq Read Magic: Read scrolls and creatures, negating emotion effects. qqq Invisibility Purge: Dispels
spellbooks. qqq Consecrate*: Fills area with invisibility within 5 ft./level.
qqq Resistance*: Subject gains +1 positive energy, making undead weaker. qqq Locate Object: Senses direction
on saving throws. qqq Cure Moderate Wounds*: Cures toward object (specific or type).
qqq Virtue: Subject gains 1 2d8 damage +1/level (max +10). qqq Magic Circle against Evil*: As
temporary hp. qqq Death Knell: Kills dying creature; protection spells, but 10-ft. radius and
you gain 1d8 temporary hp, +2 to Str, 10 min./level.
1st-Level Cleric Spells and +1 level. qqq Magic Vestment: Armor or shield
qqq Bless*: Allies gain +1 on attack
qqq Delay Poison: Stops poison from gains +1 enhancement per four levels.
rolls and saves against fear.
harming subject for 1 hour/level. qqq Meld into Stone: You and your
qqq Bless Water*: Makes holy water.
qqq Enthrall: Captivates all within gear merge with stone.
qqq Command: One subject obeys
100 ft. + 10 ft./level. qqq Prayer: Allies +1 bonus on most
selected command for 1 round.
qqq Find Traps: Notice traps as a rolls, enemies –1 penalty.
qqq Comprehend Languages*: You
rogue does. qqq Protection from Energy: Absorb
understand all spoken and written
qqq Gentle Repose: Preserves one 12 points/level of damage from one kind
languages.
corpse. of energy.
qqq Cure Light Wounds*: Cures 1d8
qqq Hold Person: Paralyzes one qqq Remove Blindness/Deafness*:
damage +1/level (max +5).
humanoid for 1 round/level. Cures normal or magical conditions.
qqq Deathwatch: Reveals how near
qqq Make Whole: Repairs an object. qqq Remove Curse*: Frees object or
death subjects within 30 ft. are.
qqq Remove Paralysis: Frees one or person from curse.
qqq Detect Evil*: Reveals creatures,
more creatures from paralysis or slow qqq Remove Disease*: Cures all
spells, or objects of selected alignment.
effect. diseases affecting subject.
qqq Detect Undead: Reveals undead
qqq Resist Energy: Ignores 10 (or qqq Searing Light: Ray deals
within 60 ft.
more) points of damage/attack from 1d8/two levels damage, more against
qqq Divine Favor: You gain +1 per
specified energy type. undead.
three levels on attack and damage rolls.
qqq Restoration, Lesser: Dispels qqq Speak with Dead: Corpse
qqq Doom: One subject takes –2 on
magical ability penalty or repairs 1d4 answers one question/two levels.
attack rolls, damage rolls, saves, and
ability damage. qqq Stone Shape: Sculpts stone into
checks.
qqq Shatter: Sonic vibration any shape.
qqq Endure Elements: Exist
damages objects or crystalline qqq Summon Monster III: Calls
comfortably in hot or cold environments.
creatures. creature to fight for you.
qqq Entropic Shield: Ranged attacks
qqq Shield Other: You take half of qqq Water Breathing: Subjects can
against you have 20% miss chance.
subject’s damage. breathe underwater.
qqq Hide from Undead: Undead
qqq Silence: Negates sound in 20-ft. qqq Water Walk: Subject treads on
can’t perceive one subject/level.
radius. water as if solid.
qqq Magic Stone: Three stones gain
qqq Sound Burst: Deals 1d8 sonic qqq Wind Wall: Deflects arrows,
+1 on attack, deal 1d6 +1 damage.
damage to subjects; may stun them. smaller creatures, and gases.
qqq Magic Weapon: Weapon gains
qqq Spiritual Weapon: Magic
+1 bonus.
weapon attacks on its own. 4th-Level Cleric Spells
qqq Obscuring Mist: Fog surrounds qqq Air Walk: Subject treads on air
qqq Status: Monitors condition,
you. as if solid (climb at 45-degree angle).
position of allies.
qqq Protection from Evil*: +2 to AC qqq Control Water: Raises or lowers
qqq Summon Monster II: Calls
and saves, counter mind control, hedge bodies of water.
creature to fight for you.
out elementals and outsiders. qqq Cure Critical Wounds*: Cures
qqq Zone of Truth: Subjects within
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4d8 damage +1/level (max +20). qqq Plane Shift: As many as eight qqq Symbol of Persuasion:
qqq Death Ward: Grants immunity to subjects travel to another plane. Triggered rune charms nearby
death spells and negative energy qqq Raise Dead*: Restores life to creatures.
effects. subject who died as long as one qqq Undeath to Death: Destroys 1d4
qqq Dimensional Anchor: Bars day/level ago. HD/level undead (max 20d4).
extra-dimensional movement. qqq Righteous Might: Your size qqq Wind Walk: You and your allies
qqq Discern Lies: Reveals deliberate increases, and you gain combat turn vaporous and travel fast.
falsehoods. bonuses. qqq Word of Recall: Teleports you
qqq Dismissal: Forces a creature to qqq Scrying: Spies on subject from a back to designated place.
return to native plane. distance.
qqq Divination: Provides useful qqq Spell Resistance: Subject gains 7th-Level Cleric Spells
advice for specific proposed actions. SR 12 + level. qqq Control Weather: Changes
qqq Divine Power: You gain attack qqq Summon Monster V: Calls weather in local area.
bonus, +6 to Str, and 1 hp/level. creature to fight for you. qqq Cure Serious Wounds, Mass*:
qqq Giant Vermin: Turns centipedes, qqq Symbol of Pain: Triggered rune Cures 3d8 damage +1/level for many
scorpions, or spiders into giant vermin. wracks nearby creatures with pain. creatures.
qqq Imbue with Spell Ability: qqq Symbol of Sleep: Triggered rune qqq Destruction: Kills subject and
Transfer spells to subject. puts nearby creatures into catatonic destroys remains.
qqq Magic Weapon, Greater: +1 slumber. qqq Ethereal Jaunt: You become
bonus/four levels (max +5). qqq True Seeing: Lets you see all ethereal for 1 round/level.
qqq Neutralize Poison*: Immunizes things as they really are. qqq Holy Word*: Kills, paralyzes,
subject against poison, detoxifies qqq Wall of Stone: Creates a stone blinds, or deafens nongood subjects.
venom in or on subject. wall that can be shaped. qqq Refuge: Alters item to transport
qqq Planar Ally, Lesser: Exchange its possessor to you.
services with a 6 HD extraplanar 6th-Level Cleric Spells qqq Regenerate: Subject’s severed
creature. qqq Animate Objects: Objects attack limbs grow back, cures 4d8 damage
qqq Repel Vermin: Insects, spiders, your foes. +1/level (max +35).
and other vermin stay 10 ft. away. qqq Antilife Shell: 10-ft. field hedges qqq Repulsion: Creatures can’t
qqq Restoration: Restores level and out living creatures. approach you.
ability score drains. qqq Banishment: Banishes 2 qqq Restoration, Greater: As
qqq Sending: Delivers short HD/level of extraplanar creatures. restoration, plus restores all levels and
message anywhere, instantly. qqq Blade Barrier: Wall of blades ability scores.
qqq Spell Immunity: Subject is deals 1d6/level damage. qqq Resurrection: Fully restore dead
immune to one spell per four levels. qqq Bull’s Strength, Mass: As bull’s subject.
qqq Summon Monster IV: Calls strength, affects one subject/level. qqq Scrying, Greater: As scrying, but
creature to fight for you. qqq Create Undead: Create ghouls, faster and longer.
qqq Tongues: Speak any language. ghasts, mummies, or mohrgs. qqq Summon Monster VII: Calls
qqq Cure Moderate Wounds, creature to fight for you.
5th-Level Cleric Spells Mass*: Cures 2d8 damage +1/level for qqq Symbol of Stunning: Triggered
qqq Atonement: Removes burden of many creatures. rune stuns nearby creatures.
misdeeds from subject. qqq Dispel Magic, Greater: As qqq Symbol of Weakness: Triggered
qqq Break Enchantment: Frees dispel magic, but up to +20 on check. rune weakens nearby creatures.
subjects from enchantments, qqq Find the Path: Shows most
alterations, curses, and petrification. direct way to a location. 8th-Level Cleric Spells
qqq Command, Greater: As qqq Forbiddance: Blocks planar qqq Antimagic Field: Negates magic
command, but affects one subject/level. travel. within 10 ft.
qqq Commune: Deity answers one qqq Geas/Quest: As lesser geas, qqq Create Greater Undead: Create
yes-or-no question/level. plus it affects any creature. shadows, wraiths, spectres, or
qqq Cure Light Wounds, Mass*: qqq Glyph of Warding, Greater: As devourers.
Cures 1d8 damage +1/level for many glyph of warding, but up to 10d8 qqq Cure Critical Wounds, Mass*:
creatures. damage or 6th-level spell. Cures 4d8 damage +1/level for many
qqq Dispel Evil*: +4 bonus against qqq Heal*: Cures 10 points/level of creatures.
attacks. damage, all diseases and mental qqq Dimensional Lock: Teleportation
qqq Disrupting Weapon: Melee conditions. and interplanar travel blocked for one
weapon destroys undead. qqq Heroes’ Feast: Food for one day/level.
qqq Flame Strike: Smite foes with creature/level cures and grants combat qqq Discern Location: Reveals
divine fire (1d6/level damage). bonuses. exact location of creature or object.
qqq Hallow*: Designates location as qqq Planar Ally: As lesser planar qqq Earthquake: Intense tremor
holy. ally, but up to 12 HD. shakes 80-ft.-radius.
qqq Insect Plague: Locust swarms qqq Summon Monster VI: Calls qqq Fire Storm: Deals 1d6/level fire
attack creatures. creature to fight for you. damage.
qqq Mark of Justice: Designates qqq Symbol of Fear: Triggered rune qqq Holy Aura*: +4 to AC, +4
action that will trigger curse on subject. panics nearby creatures. resistance, against evil spells.
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qqq Planar Ally, Greater: As lesser
planar ally, but up to 18 HD.
qqq Spell Immunity, Greater: As
spell immunity, but up to 8th-level spells.
qqq Summon Monster VIII: Calls
creature to fight for you.
qqq Symbol of Death: Triggered
rune slays nearby creatures.
qqq Symbol of Insanity: Triggered
rune renders nearby creatures insane.
9th-Level Cleric Spells
qqq Energy Drain: Subject gains 2d4
negative levels.
qqq Gate: Connects two planes for
travel or summoning.
qqq Heal, Mass*: As heal, but with
several subjects.
qqq Implosion: Kills one
creature/round.
qqq Miracle: Requests a deity’s
intercession.
qqq Soul Bind: Traps newly dead
soul to prevent resurrection.
qqq Storm of Vengeance: Storm
rains acid, lightning, and hail.
qqq Summon Monster IX: Calls
creature to fight for you.
qqq True Resurrection: As
resurrection, plus remains aren’t
needed.
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