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Cleric Spell Sheet

This document contains a spell sheet listing spells available to clerics of various levels. It includes spells such as Bless, Cure Light Wounds, Detect Magic, and Shield of Faith for 1st level clerics and more powerful spells like Animate Dead, Continual Light, Create Food and Water for higher level clerics. The sheet provides spell names and short descriptions.

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0% found this document useful (0 votes)
784 views3 pages

Cleric Spell Sheet

This document contains a spell sheet listing spells available to clerics of various levels. It includes spells such as Bless, Cure Light Wounds, Detect Magic, and Shield of Faith for 1st level clerics and more powerful spells like Animate Dead, Continual Light, Create Food and Water for higher level clerics. The sheet provides spell names and short descriptions.

Uploaded by

mrnokia98
Copyright
© Attribution Non-Commercial (BY-NC)
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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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.

01/16/08 3 Cleric Spell Sheet v0.71

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