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Cleric Spells

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: Makes holy water.
    • Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
    • Command: One subject obeys selected command for 1 round.
    • Comprehend Languages: You understand all spoken and written languages.
    • Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
    • Curse Water M: Makes unholy water.
    • 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, 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

    • Aid: +1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10).
    • Align Weapon: Weapon becomes good, evil, lawful, or chaotic.
    • Augury M F: Learns whether an action will be good or bad.
    • Bear's Endurance: Subject gains +4 to Con for 1 min./level.
    • Bull's Strength: Subject gains +4 to Str for 1 min./level.
    • Calm Emotions: Calms creatures, negating emotion effects.
    • Consecrate M: Fills area with positive energy, making undead weaker.
    • Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).
    • Darkness: 20-ft. radius of supernatural shadow.
    • Death Knell: 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: Fills area with negative energy, making undead stronger.
    • Eagle's Splendor: Subject gains +4 to Cha for 1 min./level.
    • Enthrall: Captivates all within 100 ft. + 10 ft./level.
    • Find Traps: Notice traps as a rogue does.
    • Gentle Repose: Preserves one corpse.
    • Hold Person: Paralyzes one humanoid for 1 round/level.
    • Inflict Moderate Wounds: Touch attack, 2d8 damage +1/level (max +10).
    • Make Whole: Repairs an object.
    • Owl's Wisdom: Subject gains +4 to Wis for 1 min./level.
    • Remove Paralysis: Frees one or more creatures from paralysis or slow effect.
    • Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.
    • Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.
    • Shatter: Sonic vibration damages objects or crystalline creatures.
    • Shield Other F: You take half of subject's damage.
    • Silence: Negates sound in 20-ft. radius.
    • Sound Burst: Deals 1d8 sonic damage to subjects; may stun them.
    • Spiritual Weapon: Magic weapon attacks on its own.
    • Status: Monitors condition, position of allies.
    • Summon Monster II: Calls extraplanar creature to fight for you.
    • Undetectable Alignment: Conceals alignment for 24 hours.
    • Zone of Truth: Subjects within range cannot lie.

    3rd-Level Cleric Spells

    • Animate Dead M: Creates undead skeletons and zombies.
    • Bestow Curse: -6 to an ability score; -4 on attack rolls, saves, and checks; or 50% chance of losing each action.
    • Blindness/Deafness: Makes subject blinded or deafened.
    • Contagion: Infects subject with chosen disease.
    • Continual Flame M: Makes a permanent, heatless torch.
    • Create Food and Water: Feeds three humans (or one horse)/level.
    • Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).
    • Daylight: 60-ft. radius of bright light.
    • Deeper Darkness: Object sheds supernatural shadow in 60-ft. radius.
    • Dispel Magic: Cancels spells and magical effects.
    • Glyph of Warding M: Inscription harms those who pass it.
    • Helping Hand: Ghostly hand leads subject to you.
    • Inflict Serious Wounds: Touch attack, 3d8 damage +1/level (max +15).
    • Invisibility Purge: Dispels invisibility within 5 ft./level.
    • Locate Object: Senses direction toward object (specific or type).
    • Magic Circle against Chaos/Evil/Good/Law: As protection spells, but 10-ft. radius and 10 min./level.
    • Magic Vestment: Armor or shield gains +1 enhancement per four levels.
    • Meld into Stone: You and your gear merge with stone.
    • Obscure Object: Masks object against scrying.
    • Prayer: Allies +1 bonus on most rolls, enemies -1 penalty.
    • Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
    • Remove Blindness/Deafness: Cures normal or magical conditions.
    • Remove Curse: Frees object or person from curse.
    • Remove Disease: Cures all diseases affecting subject.
    • Searing Light: Ray deals 1d8/two levels damage, more against undead.
    • Speak with Dead: Corpse answers one question/two levels.
    • Stone Shape: Sculpts stone into any shape.
    • Summon Monster III: Calls extraplanar creature to fight for you.
    • Water Breathing: Subjects can breathe underwater.
    • Water Walk: Subject treads on water as if solid.
    • Wind Wall: Deflects arrows, smaller creatures, and gases.

    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: Provides useful advice for specific proposed actions.
    • Divine Power: You gain attack bonus, +6 to Str, and 1 hp/level.
    • Freedom of Movement: Subject moves normally despite impediments.
    • Giant Vermin: Turns centipedes, scorpions, or spiders into giant vermin.
    • Imbue with Spell Ability: Transfer spells to subject.
    • Inflict Critical Wounds: Touch attack, 4d8 damage +1/level (max +20).
    • Magic Weapon, Greater: +1 bonus/four levels (max +5).
    • Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
    • Planar Ally, Lesser X: Exchange services with a 6 HD extraplanar creature.
    • Poison: Touch deals 1d10 Con damage, repeats in 1 min.
    • Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away.
    • Restoration M: Restores level and ability score drains.
    • Sending: Delivers short message anywhere, instantly.
    • Spell Immunity: Subject is immune to one spell per four levels.
    • Summon Monster IV: Calls extraplanar creature to fight for you.
    • Tongues: Speak any language.

    5th-Level Cleric Spells

    • Atonement F X: Removes burden of misdeeds from subject.
    • Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
    • Command, Greater: As command, but affects one subject/level.
    • Commune X: Deity answers one yes-or-no question/level.
    • 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: Designates location as holy.
    • 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: As many as eight subjects travel to another plane.
    • Raise Dead M: Restores life to subject who died as long as one day/level ago.
    • Righteous Might: Your size increases, and you gain combat bonuses.
    • Scrying F: Spies on subject from a distance.
    • 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: Triggered rune wracks nearby creatures with pain.
    • Symbol of Sleep M: Triggered rune puts nearby creatures into catatonic slumber.
    • True Seeing M: Lets you see all things as they really are.
    • Unhallow M: Designates location as unholy.
    • 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: Blocks planar travel, damages creatures of different alignment.
    • Geas/Quest: As lesser geas, plus it affects any creature.
    • Glyph of Warding, Greater: As glyph of warding, but up to 10d8 damage or 6th-level spell.
    • Harm: Deals 10 points/level damage to target.
    • Heal: Cures 10 points/level of damage, all diseases and mental conditions.
    • Heroes' 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: As lesser planar ally, but up to 12 HD.
    • Summon Monster VI: Calls extraplanar creature to fight for you.
    • Symbol of Fear M: Triggered rune panics nearby creatures.
    • Symbol of Persuasion M: Triggered rune charms nearby creatures.
    • Undeath to Death M: Destroys 1d4 HD/level undead (max 20d4).
    • Wind Walk: You and your allies turn vaporous and travel fast.
    • Word of Recall: Teleports you back to designated place.

    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: Kills subject and destroys remains.
    • Dictum: Kills, paralyzes, slows, or deafens nonlawful subjects.
    • Ethereal Jaunt: You become ethereal for 1 round/level.
    • Holy Word: Kills, paralyzes, blinds, or deafens nongood subjects.
    • Inflict Serious Wounds, Mass: Deals 3d8 damage +1/level to many creatures.
    • Refuge M: Alters item to transport its possessor to you.
    • Regenerate: Subject's severed limbs grow back, cures 4d8 damage +1/level (max +35).
    • Repulsion: Creatures can't approach you.
    • Restoration, Greater X: As restoration, plus restores all levels and ability scores.
    • Resurrection M: Fully restore dead subject.
    • Scrying, Greater: As scrying, but faster and longer.
    • Summon Monster VII: Calls extraplanar creature to fight for you.
    • Symbol of Stunning M: Triggered rune stuns nearby creatures.
    • Symbol of Weakness M: Triggered rune weakens nearby creatures.
    • 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: +4 to AC, +4 resistance, and SR 25 against lawful spells.
    • Create Greater Undead M: Create shadows, wraiths, spectres, or devourers.
    • Cure Critical Wounds, Mass: Cures 4d8 damage +1/level for many creatures.
    • Dimensional Lock: Teleportation and interplanar travel blocked for one day/level.
    • Discern Location: Reveals exact location of creature or object.
    • Earthquake: Intense tremor shakes 80-ft.-radius.
    • Fire Storm: Deals 1d6/level fire damage.
    • Holy Aura F: +4 to AC, +4 resistance, and SR 25 against evil spells.
    • Inflict Critical Wounds, Mass: Deals 4d8 damage +1/level to many creatures.
    • Planar Ally, Greater X: As lesser planar ally, but up to 18 HD.
    • Shield of Law F: +4 to AC, +4 resistance, and SR 25 against chaotic spells.
    • Spell Immunity, Greater: As spell immunity, but up to 8th-level spells.
    • Summon Monster VIII: Calls extraplanar creature to fight for you.
    • Symbol of Death M: Triggered rune slays nearby creatures.
    • Symbol of Insanity M: Triggered rune renders nearby creatures insane.
    • Unholy Aura F: +4 to AC, +4 resistance, and SR 25 against good spells.

    9th-Level Cleric Spells

    • Astral Projection M: Projects you and companions onto Astral Plane.
    • Energy Drain: Subject gains 2d4 negative levels.
    • Etherealness: Travel to Ethereal Plane with companions.
    • Gate X: Connects two planes for travel or summoning.
    • Heal, Mass: As heal, but with several subjects.
    • Implosion: Kills one creature/round.
    • Miracle X: Requests a deity's intercession.
    • Soul Bind F: Traps newly dead soul to prevent resurrection.
    • Storm of Vengeance: Storm rains acid, lightning, and hail.
    • Summon Monster IX: Calls extraplanar creature to fight for you.
    • True Resurrection M: As resurrection, plus remains aren't needed.




Spelllists