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| Resource: Cleric Spells | |
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The House of Ainsley Keeper of the Dark Mirror
Number of posts : 2312 Age : 52 Location : The Dark Heart of Bardosylvania
| Subject: Resource: Cleric Spells Mon Oct 29, 2012 3:52 pm | |
| The following is the list of spells available to the Cleric class and to certain divinely empowered Prestige Classes. The Cleric's arsenal of spells is markedly dominated by Conjuration (mostly in the form of healing magic) and Necromancy, with Good clerics favoring the former and Evil clerics favoring the latter. As cleric spells are heavily defensive in nature, Abjuration and Divination also play leading roles in the cleric's servitude to the gods, and Evocation is often used to manipulate the powers of light and darkness and smite the enemies of the faith. But clerics--even those who serve gods of trickery--have little use for Illusion; when one is backed by the gods themselves, what need is there for subterfuge?
0 Level (Orisons) Create Water - Creates pure water (2 gallons/Level). (Conjuration) Cure Minor Wounds - Heals 1 point of Damage. (Conjuration) Detect Magic - Detects spells and magic items within 60 feet. (Universal) Detect Poison - Detects poison in one creature or small object. (Divination) Guidance - +1 bonus to one Attack roll, Saving Throw or Skill check. (Divination) Inflict Minor Wounds - Deals 1 point of Damage with a touch attack. (Necromancy) Light - Makes one object temporarily shine like a torch. (Evocation) Mending - Makes minor repairs on an object. (Transmutation) Purify Food and Drink - Purifies spoiled, poisoned or contaminated food or water (1 cubic foot/Level). (Universal) Read Magic - Allows the caster to read scrolls, spellbooks and other magical text. (Universal) Resistance - Grants subject a temporary +1 bonus to all Saving Throws. (Abjuration) Virtue - Temporarily increases the subject's Hit Points by 1. (Transmutation)
1st Level Bane - Several enemies suffer -1 penalties to Attack and to Saves versus fear. (Enchantment) Bless - Several allies gain +1 bonuses to Attack and to Saves versus fear. (Enchantment) Bless Water - Changes water into holy water. (Transmutation) Cause Fear - Compels one subject to flee for 1-4 rounds. (Necromancy) Command - Forces one subject to obey a one-word command. (Enchantment) Comprehend Languages - Allows the caster to understand all spoken and written languages. (Divination) Cure Light Wounds - Cures Damage equal to 1d8 +1/Level (+5 Max). (Conjuration) Curse Water - Changes water into unholy water. (Transmutation) Deathwatch - Reveals and identifies any nearly dead, undead or nonliving creatures nearby. (Necromancy) Detect Chaos - Reveals any Chaotic creatures, spells or objects nearby. (Divination) Detect Evil - Reveals any Evil creatures, spells or objects nearby. (Divination) Detect Good - Reveals any Good creatures, spells or objects nearby. (Divination) Detect Law - Reveals any Lawful creatures, spells or objects nearby. (Divination) Detect Undead - Reveals any undead creatures nearby. (Divination) Divine Favor - Grants the caster bonuses to Attack and Damage (+1/three Levels). (Evocation) Doom - Smites one subject with -2 penalties to Attack, Damage, Saves and Skill checks. (Enchantment) Endure Elements - Negates up to 5 Damage from one energy type (fire, electricity, etc.) each round. (Abjuration) Entropic Shield - Causes 20% of all ranged attacks on the caster to automatically miss. (Abjuration) Inflict Light Wounds - The caster's touch inflicts 1d8 +1/Level (Max +5) Damage. (Necromancy) Invisibility to Undead - Shields one subject/Level from the senses of the undead. (Abjuration) Magic Stone - Imbues three stones with +1 to Attack and 1d6 +1 Damage. (Transmutation) Magic Weapon - Temporarily turns a weapon into a magic weapon with a +1 Enhancement. (Transmutation) Obscuring Mist - Surrounds the caster with a thick, opaque fog. (Conjuration) Protection from Chaos - Grants several forms of protection from Chaotic creatures and magic. (Abjuration) Protection from Evil - Grants several forms of protection from Evil creatures and magic. (Abjuration) Protection from Good - Grants several forms of protection from Good creatures and magic. (Abjuration) Protection from Law - Grants several forms of protection from Lawful creatures and magic. (Abjuration) Random Action - Forces one creature to act randomly for one round. (Enchantment) Remove Fear - Grants one or more subjects +4 bonuses to Saves versus fear. (Abjuration) Sanctuary - Prevents others from attacking the caster for as long as the caster does not attack them. (Abjuration) Shield of Faith - Shields the caster with a Deflection bonus (of +2 or higher) to Armor Class. (Abjuration) Summon Monster I - Summons an Outsider to serve the caster. (Conjuration) • Summon Undead I - Summons an undead creature to serve the caster. (Conjuration) • Necrotic Awareness - Reveals the presences of creatures who bear necrotic cysts. (Necromancy)
2nd Level Aid - Grants +1 to Attack, +1 to Saves vs. fear and 1d8 temporary Hit Points. (Enchantment) Animal Messenger - Sends a tiny animal to a specific place. (Enchantment) Augury - Advises the caster of whether an action's outcome will be good or bad. (Divination) • Blade of Pain and Fear - Gives the caster a swordlike weapon formed of many gnashing teeth. (Evocation) Bull's Strength - Increases the subject's Strength by 1d4 +1 for 1 hour/Level. (Transmutation) Calm Emotions - Calms 1d6 subjects/Level, negating the effects of fear and the like. (Enchantment) Consecrate - Floods an area with positive energy, making undead weaker. (Evocation) Cure Moderate Wounds - Heals 2d8 +1/Level (+10 Max) Damage. (Conjuration) Darkness - Floods a 20-foot radius with perfect darkness. (Evocation) Death Knell - Instantly slays one dying creature, empowering the caster with stolen lifeforce. (Necromancy) Delay Poison - Stops poison from harming a poisoned subject for 1 hour/Level. (Conjuration) Desecrate - Floods an area with negative energy, making undead stronger. (Evocation) Endurance - Increases the subject's Constitution by 1d4 +1 for 1 hour/Level. (Transmutation) Enthrall - Captivates all within 100 feet of the caster or further. (Enchantment) Find Traps - Allows the caster to search for traps as if he or she were a Rogue. (Divination) Gentle Repose - Preserves one corpse, halting its decay for a certain duration. (Necromancy) • Ghost Touch Armor - One armor or shield is empowered to protect against incorporeal undead. (Transmutation) Hold Person - Holds one humanoid helpless for 1 round/Level. (Enchantment) Inflict Moderate Wounds - The caster's touch inflicts 2d8 +1/Level (Max +5) Damage. (Necromancy) Lesser Restoration - Removes all losses from one Ability. (Conjuration) Make Whole - Repairs a broken or damaged object. (Transmutation) Remove Paralysis - Frees one or more creatures from paralysis, Hold spells or Slow spells. (Conjuration) Resist Elements - Negates 12 Damage/round of one energy type. (Abjuration) Shatter - A sonic vibration damages objects or crystalline creatures. (Evocation) Shield Other - Shifts half the Damage done to the spell's subject to the caster. (Abjuration) Silence - Blankets a 15-foot radius in oppressive silence. (Illusion) Sound Burst - Deals 1d8 sonic damage to nearby subjects, with a chance to stun each of them. (Evocation) • Spawn Screen - Prevents one subject from rising as an undead creature after death. (Necromancy) Speak with Animals - The caster may speak with nonmagical animals. (Divination) Spiritual Weapon - Summons a weapon of pure energy to serve the caster. (Evocation) Summon Monster II - Summons an Outsider to serve the caster. (Conjuration) • Summon Undead II - Summons one or more undead to serve the caster. (Conjuration) Undetectable Alignment - Hides one subject's Alignment from detection magic for one day. (Abjuration) Zone of Truth - Forces subjects within an area to tell the truth when asked. (Enchantment) • Necrotic Cyst - Implants a necrotic cyst which leaves the subject vulnerable to necromancy. (Necromancy) • Necrotic Scrying - Allows the caster to see or to hear through one known cystbearer's eyes or ears. (Necromancy)
3rd Level Animate Dead - Turns a number of corpses into undead skeletons or zombies obedient to the caster. (Necromancy) Bestow Curse - Permanently afflicts one subject with grave losses to an Ability, inability to act or other maladies. (Transmutation) Blindness/Deafness - Afflicts one subject with permanent blindness or deafness. (Transmutation) • Clutch of Orcus - By concentrating, the caster can keep a subject paralyzed while slowly killing him. (Necromancy) Contagion - Afflicts a subject with the disease of the caster's choice. (Necromancy) Continual Flame - Imbues an object with permanent, heatless torchlight. (Illusion) Create Food and Water - Creates enough sustenance for three people (or one horse) per Level. (Conjuration) Cure Serious Wounds - Heals 3d8 +1/Level (+15 Max) Damage. (Conjuration) Daylight - Imbues an object with a temporary 60' radius of bright light. (Evocation) Deeper Darkness - Imbues an object with a temporary 60' radius of perfect darkness. (Evocation) Dispel Magic - Cancels magical spells and effects. (Abjuration) Glyph of Warding - Creates an inscription which harms anyone trying to pass it without a password. (Abjuration) Helping Hand - Creates a ghostly hand which leads someone within five miles to the caster. (Evocation) Inflict Serious Wounds - The caster inflicts 3d8 +1/Level (+15 Max) Damage with a touch. (Necromancy) Invisibility Purge - Dispels all invisibility magic within the caster's proximity. (Evocation) Locate Object - Senses the direction toward a specific object or a type of object. (Divination) Magic Circle against Chaos - As Protection from Chaos, but also protects anyone within 10 feet of the caster. May instead be used to trap Chaotic creatures. (Abjuration) Magic Circle against Evil - As Protection from Evil, but also protects anyone within 10 feet of the caster. May instead be used to trap Evil creatures. (Abjuration) Magic Circle against Good - As Protection from Good, but also protects anyone within 10 feet of the caster. May instead be used to trap Good creatures. (Abjuration) Magic Circle against Law - As Protection from Law, but also protects anyone within 10 feet of the caster. May instead be used to trap Lawful creatures. (Abjuration) Magic Vestment - Imbues an armor or a shield with a magical Enhancement which grows more powerful as the caster does. (Transmutation) Meld into Stone - The caster's body and personal possessions merge with nearby stone. (Transmutation) Negative Energy Protection - Grants resistance to Level Drain and Ability Drain. (Abjuration) Obscure Object - Conceals an object from Divination magic. (Abjuration) Prayer - Grants allies +1 bonuses to most actions while also smiting enemies with -1 penalties to most actions. (Conjuration) Protection from Elements - Absorbs 12 Damage/Level from one kind of energy (Fire, Cold, etc.). (Abjuration) • Protection from Negative Energy - Absorbs up to 10 Damage from each Negative Energy spell or attack. (Abjuration) • Protection from Positive Energy - Absorbs up to 10 Damage from each Positive Energy spell or attack. (Abjuration) Remove Blindness/Deafness - Cures normal or magical blindness or deafness. (Conjuration) Remove Curse - Frees a creature or an object from curses, including those of Bestow Curse. (Abjuration) Remove Disease - Cures all diseases affecting the subject. (Conjuration) Searing Light - Inflicts 1d8 Damage for every two caster Levels; does more Damage to undead but less to constructs. (Evocation) Speak with Dead - Lets the caster ask a number of questions of a dead creature. (Necromancy) • Sheltered Vitality - Protects the subject from exhaustion, fatigue or Ability losses. (Abjuration) Speak with Plants - Allows the caster to speak with plants and plant creatures. (Divination) Stone Shape - Sculpts a mass of stone into a form desired by the caster. (Transmutation) Summon Monster III - Summons one or more Outsiders to serve the caster. (Conjuration) • Summon Undead III - Summons one or more undead to serve the caster. (Conjuration) Water Breathing - Allows subjects to breathe underwater. (Transmutation) Water Walk - Allows a subject to walk on water as if it were solid ground. (Transmutation) Wind Wall - Creates a wall of strong wind that deflects arrows, gases and small creatures. (Evocation) • Necrotic Bloat - Causes a cystbearer's cyst to expand in his or her body, causing lasting harm. (Necromancy)
4th Level Air Walk - Allows the subject to walk on and through the air. (Transmutation) • Consumptive Field - Can kill any dying creatures within 30 feet, empowering the caster with their stolen lifeforces. (Necromancy) Control Water - Raises, lowers or parts bodies of water. (Transmutation) Cure Critical Wounds - Heals 4d8 +1/Level (+20 Max) Damage. (Conjuration) Death Ward - Grants immunity to all death spells and effects. (Necromancy) Dimensional Anchor - Bars a creature or an object from traveling to other planes. (Abjuration) Discern Lies - Reveals deliberate falsehoods. (Divination) Dismissal - Forces a creature to return to its native plane. (Abjuration) Divination - Provides useful advice for proposed courses of action. (Divination) Divine Power - Boosts the caster's Strength to 18 and grants extra Hit Points and Attack bonuses. (Evocation) Freedom of Movement - Allows the caster or one subject to move freely and without restraint, regardless of terrain and magical impediments. (Abjuration) • Ghost Touch Weapon - Enchants one weapon to harm incorporeal creatures. (Transmutation) Giant Vermin - Enlarges verminous creatures, such as insects or spiders. (Transmutation) Greater Magic Weapon - Temporarily enchants a weapon with +1 Enhancement for every three caster Levels (+5 Max). (Transmutation) Imbue with Spell Ability - Transfers the caster's prepared spells to a subject, who may cast them later. (Evocation) Inflict Critical Wounds - Inflicts 4d8 +1/Level (+20 Max) Damage at the caster's touch. (Necromancy) Lesser Planar Ally - Calls an elemental or an Outsider, who will aid the caster for a price. (Conjuration) Neutralize Poison - Neutralizes poison in a subject's body or with an object. (Conjuration) Poison - The caster poisons the next subject touched with a terrible poison. (Necromancy) Repel Vermin - Vermin cannot come within 10 feet of the caster. (Abjuration) Restoration - Restores losses to Levels and Abilities. (Conjuration) Sending - Instantly delivers a brief message to any place of the caster's choosing. (Evocation) Spell Immunity - Grants a subject immunity to a number of specified spells. (Abjuration) Status - Monitors the conditions and locations of the caster's allies. (Divination) Summon Monster IV - Summons one or more Outsiders to serve the caster. (Conjuration) • Summon Undead IV - Summons one or more undead to serve the caster. (Conjuration) Tongues - Allows the caster to speak any language. (Divination) • Undead Bane Weapon - Imbues a weapon with holy power, making it very harmful to undead. (Transmutation) • Necrotic Domination - Allows the caster to control the mind of any cystbearer. (Necromancy)
5th Level Atonement - Removes the burden of misdeeds from the subject. (Abjuration) Break Enchantment - Frees subjects from enchantments, alterations, curses and petrification. (Abjuration) Circle of Doom - Deals 1d8 +1/Level Damage to all living creatures within 20 feet of the caster. (Necromancy) Commune - The caster may ask his or her deity a certain number of Yes/No questions. (Divination) Dispel Chaos - Gives +4 Armor Class against Chaotic creatures, dispels one Chaotic enchantment or returns one Chaotic creature to its home plane. (Abjuration) Dispel Evil - Gives +4 Armor Class against Evil creatures, dispels one Evil enchantment or returns one Evil creature to its home plane. (Abjuration) Dispel Good - Gives +4 Armor Class against Good creatures, dispels one Good enchantment or returns one Good creature to its home plane. (Abjuration) Dispel Law - Gives +4 Armor Class against Lawful creatures, dispels one Lawful enchantment or returns one Lawful creature to its home plane. (Abjuration) Ethereal Jaunt - Turns the caster ethereal for 1 round per Level. (Transmutation) Flame Strike - Smites foes with divine fire (1d6 Damage/Level). (Evocation) Greater Command - Like Command, but can affect multiple subjects. (Enchantment) Hallow - Fills a location with holy power, fortifying it against undead and dark forces. (Evocation) • Haunt Shift - Transforms undead creatures into haunting presences. (Necromancy) Healing Circle - Heals all living creatures within 20 feet of the caster of 1d8 +1/Level Damage. (Conjuration) • Incorporeal Nova - Destroys all incorporeal undead within a 50-foot radial burst. (Necromancy) Insect Plague - Summons a blinding, massive swarm of insects which harm and drive away creatures. (Conjuration) Mark of Justice - Designates an action that will trigger a curse on a subject. (Transmutation) Plane Shift - Transports up to eight subjects to an alternate plane. (Transmutation) Raise Dead - Restores a recently dead subject to life. (Conjuration) Righteous Might - The caster grows radically in size and gains +4 to Strength. (Transmutation) Scrying - Spies on a chosen subject over any distance and allows some minor spells to be cast on that subject. (Divination) Slay Living - Instantly kills one subject at the caster's touch. (Necromancy) Spell Resistance - Increases a subject's Spell Resistance by +12, +1/Level. (Abjuration) Summon Monster V - Summons one or more Outsiders to serve the caster. (Conjuration) • Summon Undead V - Summons one or more undead to serve the caster. (Conjuration) True Seeing - Reveals all things in the caster's sight as they truly are. (Divination) Unhallow - Fills a location with unholy power, strengthening any undead and evil creatures who walk its ground. (Evocation) Wall of Stone - Creates a large, permanent wall of stone, shaped as the caster wishes. (Conjuration) • Necrotic Burst - Causes a cystbearer's cyst to enlarge explosively, consuming and possibly killing the subject. (Necromancy)
6th Level Animate Objects - Animates a number of inanimate objects, which attack the caster's foes. (Transmutation) Antilife Shell - Blocks all living creatures from coming within 10 feet of the caster. (Abjuration) Banishment - Banishes one or more extraplanar creatures, returning them to their home planes. (Abjuration) Blade Barrier - Creates a ring of whirling blades which harm anything that passes through it. (Evocation) Create Undead - Creates ghouls, shadows, ghasts, wights or wraiths to serve the caster. (Necromancy) Etherealness - Brings the caster and any companions to the Ethereal Plane. (Transmutation) Find the Path - Reveals the most direct way to a destination. (Divination) Forbiddance - Denies an area to creatures of another Alignment. (Abjuration) Geas/Quest - Forces one creature to pursue a quest for the caster. (Enchantment) • Ghost Trap - Forces incorporeal creatures to turn corporeal. (Abjuration) Greater Dispelling - A more powerful form of Dispel Magic capable of negating magic with greater success. (Abjuration) Greater Glyph of Warding - A more powerful form of Glyph of Warding, inflicting greater harm. (Abjuration) Harm - A subject loses all but 1d4 Hit Points at the caster's touch. (Necromancy) Heal - A subject is healed of all but 1d4 Damage at the caster's touch. (Conjuration) Heroes' Feast - Creates magical food which heals, cures and blesses any who eat it. (Evocation) Planar Ally - As Lesser Planar Ally, but a more powerful creature (or multiple creatures) may be called forth. (Conjuration) Summon Monster VI - Summons one or more Outsiders to serve the caster. (Conjuration) Wind Walk - Turns the caster and any allies vaporous for swift travel. (Transmutation) Word of Recall - Teleports the caster back to a designated place. (Transmutation) • Necrotic Eruption - Causes a necrotic cyst to explode violently, harming and possibly killing the cystbearer and any within 20 feet. (Necromancy)
7th Level Blasphemy - Kills, paralyzes, weakens or dazes non-Evil subjects. (Evocation) Control Weather - Changes the local weather as the caster wishes. (Transmutation) Destruction - Instantly kills one subject and burns the remains in divine fire. (Necromancy) Dictum - Kills, paralyzes, weakens or dazes non-Lawful subjects. (Evocation) • Energy Ebb - Slowly but steadily saps Levels or Hit Dice from one subject. (Necromancy) • Greater Consumptive Field - As Consumptive Field, but can kill any living creatures with fewer than 10 Hit Points. (Necromancy) Greater Restoration - As Restoration, but also restores all lost Levels and Ability losses. (Conjuration) Greater Scrying - As Scrying, but lasts for longer, and more powerful spells may be cast on the scryed subject. (Divination) Holy Word - Kills, paralyzes, weakens or dazes non-Good subjects. (Evocation) Refuge - Enchants an item, which can then instantly transport its bearer to the caster at any time. (Transmutation) Regenerate - The subject's body regenerates, gradually healing wounds and even lost limbs. (Conjuration) Repulsion - Prevents all creatures from approaching the caster. (Abjuration) Resurrection - More powerful than Raise Dead; can resurrect someone who died many decades ago from any fraction of his remains. (Conjuration) • Spark of Life - Briefly strips an undead creature of its immunities and advantages over the living. (Necromancy) Summon Monster VII - Summons one or more Outsiders to serve the caster. (Conjuration) Word of Chaos - Kills, confuses, stuns or deafens non-Chaotic subjects. (Evocation) • Necrotic Tumor - Gives the caster permanent control over a cystbearer. (Necromancy)
8th Level Antimagic Field - Negates all magic within 10 feet of the caster. (Abjuration) Cloak of Chaos - Gives +4 Armor Class, +4 resistance and 25 Spell Resistance against Lawful spells. (Abjuration) Create Greater Undead - Creates mummies, spectres, vampires or ghosts to serve the caster. (Necromancy) Discern Location - Shows the caster the exact location of any creature or object. (Divination) Earthquake - Triggers a dangerous, severe earthquake centered on the caster. (Evocation) Fire Storm - Engulfs an area in sheets of flame, burning anyone therein (1d6 Damage per Level, 20d6 Max). (Evocation) Greater Planar Ally - Summons more powerful or more numerous Outsiders than Planar Ally does. (Conjuration) Holy Aura - Gives +4 Armor Class, +4 resistance and 25 Spell Resistance against Evil spells. (Abjuration) • Mass Death Ward - As Death Ward, but protects multiple subjects. (Necromancy) Mass Heal - As Heal, but heals multiple subjects. (Conjuration) • Mass Restoration - As Restoration, but restores multiple subjects. (Conjuration) Shield of Law - Gives +4 Armor Class, +4 resistance and 25 Spell Resistance against Chaotic spells. (Abjuration) Summon Monster VIII - Summons one or more Outsiders to serve the caster. (Conjuration) Symbol - Creates a mystic rune which causes one of a wide variety of effects. (Universal) Unholy Aura - Gives +4 Armor Class, +4 resistance and 25 Spell Resistance against Good spells. (Abjuration) • Veil of Undeath - Imbues the caster with traits and immunities characteristic of the undead. (Necromancy) • Necrotic Empowerment - By suspending all other Necrotic Cyst powers, the caster may augment his or her own body incredibly. (Necromancy)
9th Level Astral Projection - Projects the caster and any companions into the Astral Plane. (Necromancy) Energy Drain - Inflicts a subject with Level Drain, sapping 2-8 Levels or Hit Dice. (Necromancy) Gate - Connects two planes with an interplanar gate, for travel or summoning. (Conjuration) Implosion - Allows the caster to implode one creature's body each round, instantly killing it. (Evocation) Miracle - Requests the direct intercession of the caster's deity. (Evocation) • Plague of Undead - Animates a small army of skeletons or zombies at the caster's command. (Necromancy) Soul Bind - Traps the soul of a dead creature, preventing resurrection. (Necromancy) Storm of Vengeance - Creates a horrific and ruinous storm of acid, lightning, hail and heavy rain. (Conjuration) Summon Monster IX - Summons any but the most powerful Outsiders to serve the caster. (Conjuration) True Resurrection - No remains are needed for this spell, and only those who died to old age (or to Necrotic Termination) cannot be restored to life. (Conjuration) • Necrotic Termination - Causes a cystbearer's necrotic cyst to completely consume him, body and soul, beyond all hope of resurrection. (Necromancy)
• Some spells (denoted with gray names) are unavailable until knowledge of them is somehow obtained through gameplay.
• In order to prepare and cast Necrotic Cyst spells, the cleric must first be host to a mother cyst, a mass of undead flesh inside the cleric's body (obtained through the Mother Cyst Feat and its requisites). Necrotic Cyst spells are fueled by the power of the mother cyst and demand no Focus or Divine Focus components, save for the mother cyst itself. (Although one would expect it, no rule says that the cleric must be alive; therefore, undead clerics can conceivably be hosts to mother cysts as well.) | |
| | | The House of Ainsley Keeper of the Dark Mirror
Number of posts : 2312 Age : 52 Location : The Dark Heart of Bardosylvania
| Subject: Resource: Cleric Spell Components (by Spell) Sat Nov 24, 2012 5:14 pm | |
| Most spells require their caster to provide specific spell components--hand gestures, verbal incantations, divine relics or material items--in order to cast that spell. These spell components can typically be divided among six types:
Verbal - A spoken incantation or words of power. The spellcaster must be able to speak in order to cast any spell with a Verbal component (unless certain special abilities or preparations--such as the Silent Spell feat--remove the need for this requisite).
Somatic - Prestidigitations, power poses, commanding gestures or other precise, ordered movements of the hands or other parts of the spellcaster's body. The spellcaster must be unrestrained and able to move freely in order to cast a Somatic spell (again, unless certain special abilities or preparations--such as the Still Spell feat--remove the need for this requisite).
Material - Physical substances or objects which are carried by the spellcaster and consumed by the spell's casting.
Focus - A prop or other physical object used in the spell's casting. Unlike Material components, Focii are not consumed in the spellcasting, and one Focus may be used to cast any number of spells.
Divine Focus - Just like an ordinary Focus, but with spiritual significance as well. A Divine Focus may be used for rites and deeds other than spellcasting alone. Clerics and Paladins almost always use the holy symbols of their gods (or unholy symbols, in the cases of most Evil Clerics) as Divine Focii, while Druids and Rangers typically use ornaments cut or crafted from holly or mistletoe.
Divine Focii are never demanded of Arcane spellcasters; their spells substitute Arcane Focii (which, for all intents and purposes, are regular Focii) instead. As this is the Cleric spell list, all mentions of Arcane Focii have been omitted from the list (and in particular, from certain spells which come in both Divine and Arcane forms).
The majority of Cleric spells demand a Divine Focus for their castings. As their Divine Focii are also used in Turning or Rebuking the undead, Clerics see plenty of use with their holy symbols.
Experience - The most powerful and most demanding spells may consume a portion of the caster's power, memory, psyche or lifeforce. This is represented as a loss of Experience, a specific amount of Experience consumed whenever the spell is cast (and whether the spell succeeds or fails). Such spells are not to be cast lightly.
Some material spell components (such as a length of fine copper wire) are so common that we can safely assume that any Cleric with a spell component pouch routinely gathers these materials and replenishes his or her supply of them while biding time in any area where such components may be found. Others (such as thousands of Gold Pieces' worth in herbs, oils and incenses) are less common; the Cleric may need to go out of his or her way to acquire them, and their use will be stringently tracked. And still other components are so rare that finding them may be a quest in itself; although True Resurrection can bring a prized friend back from the heart of oblivion, the Cleric invoking the resurrection can expect to pay the gods a very handsome due for it.
The Cleric's spells--and the components required for casting these spells--are listed below:
0 Level (Orisons) Create Water - Verbal, Somatic Cure Minor Wounds - Verbal, Somatic Detect Magic - Verbal, Somatic Detect Poison - Verbal, Somatic Guidance - Verbal, Somatic Inflict Minor Wounds - Verbal, Somatic Light - Verbal, Divine Focus Mending - Verbal, Somatic Purify Food and Drink - Verbal, Somatic Read Magic - Verbal, Somatic, Focus (a clear crystal or prism) Resistance - Verbal, Somatic, Divine Focus Virtue - Verbal, Somatic, Divine Focus
1st Level Bane - Verbal, Somatic, Divine Focus Bless - Verbal, Somatic, Divine Focus Bless Water - Verbal, Somatic, Material (5 pounds of powdered silver, worth 25 Gold) Cause Fear - Verbal, Somatic Command - Verbal Comprehend Languages - Verbal, Somatic, Divine Focus Cure Light Wounds - Verbal, Somatic Curse Water - Verbal, Somatic, Material (5 pounds of powdered silver, worth 25 Gold) Deathwatch - Verbal, Somatic Detect Chaos - Verbal, Somatic, Divine Focus Detect Evil - Verbal, Somatic, Divine Focus Detect Good - Verbal, Somatic, Divine Focus Detect Law - Verbal, Somatic, Divine Focus Detect Undead - Verbal, Somatic, Divine Focus Divine Favor - Verbal, Somatic, Divine Focus Doom - Verbal, Somatic, Divine Focus Endure Elements - Verbal, Somatic Entropic Shield - Verbal, Somatic Inflict Light Wounds - Verbal, Somatic Invisibility to Undead - Verbal, Somatic, Divine Focus Magic Stone - Verbal, Somatic, Divine Focus Magic Weapon - Verbal, Somatic, Focus (the weapon to be empowered), Divine Focus Obscuring Mist - Verbal, Somatic Protection from Chaos - Verbal, Somatic, Divine Focus Protection from Evil - Verbal, Somatic, Divine Focus Protection from Good - Verbal, Somatic, Divine Focus Protection from Law - Verbal, Somatic, Divine Focus Random Action - Verbal, Somatic, Divine Focus Remove Fear - Verbal, Somatic Sanctuary - Verbal, Somatic, Divine Focus Shield of Faith - Verbal, Somatic, Material (a small parchment with holy text written on it) Summon Monster I - Verbal, Somatic, Divine Focus • Summon Undead I - Verbal, Somatic, Divine Focus • Necrotic Awareness - Verbal, Somatic, Focus (a mother cyst in the caster's body)
2nd Level Aid - Verbal, Somatic, Divine Focus Animal Messenger - Verbal, Somatic, Material (a morsel of food which the animal likes) Augury - Verbal, Somatic, Focus (a set of marked sticks, stones, bones or similar tokens of at least 25 Gold in value) • Blade of Pain and Fear - Verbal, Somatic, Divine Focus Bull's Strength - Verbal, Somatic, Divine Focus Calm Emotions - Verbal, Somatic, Divine Focus Consecrate - Verbal, Somatic, Material (holy water and 5 pounds of powdered silver, sprinkled over the area to be consecrated), Divine Focus Cure Moderate Wounds - Verbal, Somatic Darkness - Verbal, Divine Focus Death Knell - Verbal, Somatic Delay Poison - Verbal, Somatic, Divine Focus Desecrate - Verbal, Somatic, Material (unholy water and 5 pounds of powdered silver, sprinkled over the area to be desecrated), Divine Focus Endurance - Verbal, Somatic, Divine Focus Enthrall - Verbal, Somatic Find Traps - Verbal, Somatic Gentle Repose - Verbal, Somatic, Divine Focus • Ghost Touch Armor - Verbal, Somatic, Material (a tiny shield made of resin) Hold Person - Verbal, Somatic, Divine Focus Inflict Moderate Wounds - Verbal, Somatic Lesser Restoration - Verbal, Somatic Make Whole - Verbal, Somatic Remove Paralysis - Verbal, Somatic Resist Elements - Verbal, Somatic, Divine Focus Shatter - Verbal, Somatic, Divine Focus Shield Other - Verbal, Somatic, Focus (a pair of platinum rings, each worth 50 Gold or more, worn by both the caster and the protected subject) Silence - Verbal, Somatic Sound Burst - Verbal, Somatic, Divine Focus • Spawn Screen - Verbal, Somatic, Divine Focus Speak with Animals - Verbal, Somatic Spiritual Weapon - Verbal, Somatic, Divine Focus Summon Monster II - Verbal, Somatic, Divine Focus • Summon Undead II - Verbal, Somatic, Divine Focus Undetectable Alignment - Verbal, Somatic Zone of Truth - Verbal, Somatic, Divine Focus • Necrotic Cyst - Verbal, Somatic, Focus (a mother cyst in the caster's body) • Necrotic Scrying - Verbal, Somatic, Focus (a mother cyst in the caster's body)
3rd Level Animate Dead - Verbal, Somatic, Material (one black onyx (worth 50 Gold or more) for each corpse to be animated) Bestow Curse - Verbal, Somatic Blindness/Deafness - Verbal • Clutch of Orcus - Verbal, Somatic Contagion - Verbal, Somatic Continual Flame - Verbal, Somatic, Material (ruby dust worth 50 Gold or more) Create Food and Water - Verbal, Somatic Cure Serious Wounds - Verbal, Somatic Daylight - Verbal, Somatic Deeper Darkness - Verbal, Somatic Dispel Magic - Verbal, Somatic Glyph of Warding - Verbal, Somatic, Material (incense infused with diamond dust, worth at least 200 Gold) Helping Hand - Verbal, Somatic, Divine Focus Inflict Serious Wounds - Verbal, Somatic Invisibility Purge - Verbal, Somatic Locate Object - Verbal, Somatic, Divine Focus Magic Circle against Chaos - Verbal, Somatic, Divine Focus Magic Circle against Evil - Verbal, Somatic, Divine Focus Magic Circle against Good - Verbal, Somatic, Divine Focus Magic Circle against Law - Verbal, Somatic, Divine Focus Magic Vestment - Verbal, Somatic, Divine Focus Meld into Stone - Verbal, Somatic, Divine Focus Negative Energy Protection - Verbal, Somatic Obscure Object - Verbal, Somatic, Divine Focus Prayer - Verbal, Somatic, Divine Focus Protection from Elements - Verbal, Somatic, Divine Focus • Protection from Negative Energy - Verbal, Somatic • Protection from Positive Energy - Verbal, Somatic Remove Blindness/Deafness - Verbal, Somatic Remove Curse - Verbal, Somatic Remove Disease - Verbal, Somatic Searing Light - Verbal, Somatic Speak with Dead - Verbal, Somatic, Divine Focus • Sheltered Vitality - Verbal, Somatic, Divine Focus Speak with Plants - Verbal, Somatic Stone Shape - Verbal, Somatic, Divine Focus Summon Monster III - Verbal, Somatic, Divine Focus • Summon Undead III - Verbal, Somatic, Divine Focus Water Breathing - Verbal, Somatic, Divine Focus Water Walk - Verbal, Somatic, Divine Focus Wind Wall - Verbal, Somatic, Divine Focus • Necrotic Bloat - Verbal, Somatic, Focus (a mother cyst in the caster's body)
4th Level Air Walk - Verbal, Somatic, Divine Focus • Consumptive Field - Verbal, Somatic Control Water - Verbal, Somatic, Divine Focus Cure Critical Wounds - Verbal, Somatic Death Ward - Verbal, Somatic, Divine Focus Dimensional Anchor - Verbal, Somatic Discern Lies - Verbal, Somatic, Divine Focus Dismissal - Verbal, Somatic, Divine Focus Divination - Verbal, Somatic, Material (incense and a sacrificial offering appropriate to the cleric's religion and deity, together worth at least 25 Gold) Divine Power - Verbal, Somatic, Divine Focus Freedom of Movement - Verbal, Somatic, Material (a leather thong bound around the arm or similar appendage), Divine Focus • Ghost Touch Weapon - Verbal, Somatic Giant Vermin - Verbal, Somatic, Divine Focus Greater Magic Weapon - Verbal, Somatic, Divine Focus Imbue with Spell Ability - Verbal, Somatic, Divine Focus Inflict Critical Wounds - Verbal, Somatic Lesser Planar Ally - Verbal, Somatic, Divine Focus Neutralize Poison - Verbal, Somatic, Divine Focus Poison - Verbal, Somatic, Divine Focus Repel Vermin - Verbal, Somatic, Divine Focus Restoration - Verbal, Somatic, Material (diamond dust worth 100 Gold or more) Sending - Verbal, Somatic, Divine Focus Spell Immunity - Verbal, Somatic, Divine Focus Status - Verbal, Somatic Summon Monster IV - Verbal, Somatic, Divine Focus • Summon Undead IV - Verbal, Somatic, Divine Focus Tongues - Verbal, Divine Focus • Undead Bane Weapon - Verbal, Somatic, Divine Focus • Necrotic Domination - Verbal, Somatic, Focus (a mother cyst in the caster's body)
5th Level Atonement - Verbal, Somatic, Material (burning incense), Focus (a prayer device or relic (ie. prayer beads, a prayer wheel, a prayer book, et cetera) worth 500 Gold or more), Divine Focus, Experience (500 XP) Break Enchantment - Verbal, Somatic Circle of Doom - Verbal, Somatic Commune - Verbal, Somatic, Material (holy/unholy water and incense), Divine Focus, Experience (100 XP) Dispel Chaos - Verbal, Somatic, Divine Focus Dispel Evil - Verbal, Somatic, Divine Focus Dispel Good - Verbal, Somatic, Divine Focus Dispel Law - Verbal, Somatic, Divine Focus Ethereal Jaunt - Verbal, Somatic Flame Strike - Verbal, Somatic, Divine Focus Greater Command - Verbal Hallow - Verbal, Somatic, Material (1,000 Gold worth of herbs, oils and/or incense, plus 1,000 more for every Level of the spell imbued with the hallowed area (if any)), Divine Focus • Haunt Shift - Verbal, Somatic, Material (a pinch of powdered skull) Healing Circle - Verbal, Somatic • Incorporeal Nova - Verbal, Somatic Insect Plague - Verbal, Somatic, Divine Focus Mark of Justice - Verbal, Somatic, Divine Focus Plane Shift - Verbal, Somatic, Focus (a small forked metal rod; the rod's size, appearance and type of metal dictate the plane of existence to which the spell sends its subjects, and some planes demand very rare and very specific combinations of these details) Raise Dead - Verbal, Somatic, Material (a diamond worth 500 Gold or more), Divine Focus Righteous Might - Verbal, Somatic, Divine Focus Scrying - Verbal, Somatic, Divine Focus, Focus (a holy water font costing no less than 100 Gold) Slay Living - Verbal, Somatic Spell Resistance - Verbal, Somatic, Divine Focus Summon Monster V - Verbal, Somatic, Divine Focus • Summon Undead V - Verbal, Somatic, Divine Focus True Seeing - Verbal, Somatic, Material (an eye ointment costing 250 Gold, made from saffron, fat and a very rare mushroom powder) Unhallow - Verbal, Somatic, Material (1,000 Gold worth of herbs, oils and/or incense, plus 1,000 more for every Level of the spell imbued with the hallowed area (if any)) Wall of Stone - Verbal, Somatic, Divine FocusVerbal, Somatic, Divine Focus • Necrotic Burst - Verbal, Somatic, Focus (a mother cyst in the caster's body)
6th Level Animate Objects - Verbal, Somatic Antilife Shell - Verbal, Somatic, Divine Focus Banishment - Verbal, Somatic, Focus (one or more objects or substances which the creature to be banished hates, fears, shuns or otherwise opposes; more objects--or more potent and uncommon objects--will increase the spell's chance of success) Blade Barrier - Verbal, Somatic Create Undead - Verbal, Somatic, Material (a clay pot filled with grave dirt, a clay pot filled with brackish water and a black onyx (50 Gold or more in value) for each corpse or spirit to be animated) Etherealness - Verbal, Somatic Find the Path - Verbal, Somatic, Focus (a set of divination counters favored by the cleric: runestones, bones, ivory counters, et cetera) Forbiddance - Verbal, Somatic, Material (holy water and rare incenses (at least 1,500 Gold in value) for each 60-foot cube of space to be warded; password-locking this space will demand an extra 5,000 Gold in rare incenses as well), Divine Focus Geas/Quest - Verbal • Ghost Trap - Verbal, Somatic Greater Dispelling - Verbal, Somatic Greater Glyph of Warding - Verbal, Somatic, Material (diamond dust worth at least 400 Gold) Harm - Verbal, Somatic Heal - Verbal, Somatic Heroes' Feast - Verbal, Somatic, Divine Focus Planar Ally - Verbal, Somatic, Divine Focus Summon Monster VI - Verbal, Somatic, Divine Focus Wind Walk - Verbal, Somatic, Divine Focus Word of Recall - Verbal • Necrotic Eruption - Verbal, Somatic, Focus (a mother cyst in the caster's body)
7th Level Blasphemy - Verbal Control Weather - Verbal, Somatic Destruction - Verbal, Somatic, Focus (a special holy or unholy symbol of silver, marked with verses of anathema (worth 500 Gold or more)) Dictum - Verbal • Energy Ebb - Verbal, Somatic • Greater Consumptive Field - Verbal, Somatic Greater Restoration - Verbal, Somatic, Experience (500 XP) Greater Scrying - Verbal, Somatic Holy Word - Verbal Refuge - Verbal, Somatic, Material (the specially prepared object, which includes gemstones and other materials worth 1,500 Gold in its construction) Regenerate - Verbal, Somatic, Divine Focus Repulsion - Verbal, Somatic, Divine Focus Resurrection - Verbal, Somatic, Material (holy water and a diamond worth 500 Gold or more), Divine Focus • Spark of Life - Verbal, Somatic Summon Monster VII - Verbal, Somatic, Divine Focus Word of Chaos - Verbal • Necrotic Tumor - Verbal, Somatic, Focus (a mother cyst in the caster's body)
8th Level Antimagic Field - Verbal, Somatic, Divine Focus Cloak of Chaos - Verbal, Somatic, Focus (a tiny reliquary containing a sacred relic consecrated to the powers of Chaos, 500 Gold or more in value) Create Greater Undead - Verbal, Somatic, Material (a clay pot filled with grave dirt, a clay pot filled with brackish water and a black onyx (50 Gold or more in value) for each corpse or spirit to be animated) Discern Location - Verbal, Somatic, Divine Focus Earthquake - Verbal, Somatic, Divine Focus Fire Storm - Verbal, Somatic Greater Planar Ally - Verbal, Somatic, Divine Focus Holy Aura - Verbal, Somatic, Focus (a tiny reliquary containing a sacred relic consecrated to the powers of Good, 500 Gold or more in value) • Mass Death Ward - Verbal, Somatic, Divine Focus • Mass Restoration - Verbal, Somatic, Material (100 Gold Pieces' worth of diamond dust, tossed into the air) Shield of Law - Verbal, Somatic, Focus (a tiny reliquary containing a sacred relic consecrated to the powers of Law, 500 Gold or more in value) Summon Monster VIII - Verbal, Somatic, Divine Focus Symbol - Verbal, Somatic, Divine Focus. Or for a carefully engraved and more permanent Symbol: Verbal, Somatic, Material (mercury, phosphorus, 5,000 Gold in diamond dust, 5,000 Gold in powdered onyx) Unholy Aura - Verbal, Somatic, Focus (a tiny reliquary containing a sacred relic consecrated to the powers of Evil, 500 Gold or more in value) • Veil of Undeath - Verbal, Somatic, Material (a black sapphire worth at least 1,000 GP) • Necrotic Empowerment - Verbal, Somatic, Focus (a mother cyst in the caster's body)
9th Level Astral Projection - Verbal, Somatic, Material (a jacinth worth 1,000 Gold or more, plus a silver bar or thread (5 Gold or more in value) for each person or creature to be affected) Energy Drain - Verbal, Somatic Gate - Verbal, Somatic Implosion - Verbal, Somatic Miracle - Verbal, Somatic, Experience (5,000 XP for the very powerful applications of this spell, 0 XP for its lesser uses) • Plague of Undead - Verbal, Somatic, Material (one or more black sapphires with a total worth of at least 100 GP) Soul Bind - Verbal, Somatic, Focus (a black sapphire worth at least 1,000 Gold for each Hit Die of the creature whose soul is to be trapped; any lesser sapphire will shatter as the spell spectacularly fails. As clerics have no concept of Hit Dice, the cleric must either come up with a suitable gem through research, err on the side of caution with a very expensive gem or take a gamble with whatever black sapphire is at hand) Storm of Vengeance - Verbal, Somatic Summon Monster IX - Verbal, Somatic, Divine Focus True Resurrection - Verbal, Somatic, Material (holy water, a diamond worth 5,000 Gold or more), Divine Focus • Necrotic Termination - Verbal, Somatic, Focus (a mother cyst in the caster's body) | |
| | | The House of Ainsley Keeper of the Dark Mirror
Number of posts : 2312 Age : 52 Location : The Dark Heart of Bardosylvania
| Subject: Spontaneous Casting Wed Mar 20, 2013 4:03 pm | |
| Clerics have the option of sacrificing a prepared spell, repurposing the cleric's vested divine power in order to cast a Cure spell or an Inflict spell of the same spell level. This ability can prove quite useful in emergencies or unforeseen events. It is called spontaneous casting, and it is unique to Clerics.
As a campaign-relevant example, suppose that Sylvea (who, at the time of this post, can cast two 3rd Level spells per day) prepares Magic Vestment and Searing Light during her prayers at dusk. She rises the next morning and sets off with her sister Ariean on another adventure. During the adventure, a skirmish with a pair of marauding ogres leaves Ariean near death at 2 Hit Points. Sylvea already cast Magic Vestment during the ogre battle, leaving Searing Light her only prepared 3rd Level spell. Not wanting to lose her sister to death again, Sylvea chooses to sacrifice her uncast Searing Light spell, giving her enough divine power to cast Inflict Serious Wounds instead. Since Ariean is undead, the dark power of the Inflict Serious Wounds spell heals her and restores 23 lost Hit Points, enough to see her through the next leg of the adventure.
The following types of Clerics can spontaneously cast Cure spells and only Cure spells: • Clerics of Good alignment • Clerics of morally Neutral alignment who lean towards Good (as decided during character creation or through Alignment shifts) • Clerics of morally Neutral alignment who are devoted to the god Saint Cuthbert, regardless of their personal leanings
The following types of Clerics can spontaneously cast Inflict spells and only Inflict spells: • Clerics of Evil alignment • Clerics of morally Neutral alignment who lean towards Evil (as decided during character creation or through Alignment shifts) • Clerics of morally Neutral alignment who are devoted to the goddess Wee Jas, regardless of their personal leanings
Sacrificing the following prepared spells will allow the cleric to spontaneously cast the appropriate Cure or Inflict spells: Any Orison: Cure/Inflict Minor Wounds Any 1st Level spell: Cure/Inflict Light Wounds Any 2nd Level spell: Cure/Inflict Moderate Wounds Any 3rd Level spell: Cure/Inflict Serious Wounds Any 4th Level spell: Cure/Inflict Critical Wounds
And that's how spontaneous casting works. Keep this ability in mind and it may serve your Cleric in any number of crises and close scrapes. | |
| | | The House of Ainsley Keeper of the Dark Mirror
Number of posts : 2312 Age : 52 Location : The Dark Heart of Bardosylvania
| Subject: Cleric Domains Fri Sep 12, 2014 11:54 am | |
| Many are the gods of Ardonia, and many are their dominions over the world and the many facets of all creation. Each cleric may choose two Domains resident to the power and dominion of his or her deity; in upholding these Domains over all others, the cleric becomes host to certain strange and wondrous powers--including additional cleric spells--under that godly patron's divine might and auspices.... Air Domain Gods of Air: Auril, Bahamut, Obad-Hai Granted Powers: An Air cleric may Turn or destroy earth elementals as a good cleric Turns undead, and may also Rebuke or command air elementals as an evil cleric Rebukes undead. Attempts to Turn and/or Rebuke elementals may be done (3 + the Cleric's Charisma modifier) times per day; this ability is counted separately from the cleric's standard Turn Undead or Rebuke Undead ability. Air Domain Spells:1st Level: Obscuring Mist 2nd Level: Wind Wall 3rd Level: Gaseous Form 4th Level: Air Walk 5th Level: Control Winds 6th Level: Chain Lightning 7th Level: Control Weather 8th Level: Whirlwind 9th Level: Elemental Swarm (but as an Air Domain spell, this spell can only summon air elementals) Animal Domain Gods of Animals: Eadro, Ehlonna, Obad-Hai Granted Powers: An Animal cleric may cast Animal Friendship once per day, and Knowledge (Nature) is considered a Class Skill for Animal clerics. Animal Domain Spells1st Level: Calm Animals 2nd Level: Hold Animal 3rd Level: Dominate Animal 4th Level: Repel Vermin 5th Level: Commune with Nature 6th Level: Antilife Shell 7th Level: Animal Shapes 8th Level: Creeping Doom 9th Level: Shapechange Blackwater Domain Gods of Blackwater: Blibdoolpoolp, Sekolah Granted Powers: A Blackwater cleric is immune to pressure damage from descending into the greatest and deepest oceanic depths, including the Underdeep. Blackwater Domain Spells1st Level: Cause Fear 2nd Level: Pressure Sphere 3rd Level: Evard's Black Tentacles 4th Level: Transformation of the Deeps 5th Level: Blackwater Tentacle 6th Level: Blackwater Taint 7th Level: Dark Tide 8th Level: Maelstrom 9th Level: Doom of the Seas Chaos Domain Gods of Chaos: Corellon Larethian, Deep Sashelas, Doresain, Eilistraee, Erythnul, Gruumsh, Kord, Lolth, Olidammara, Orcus, Sune, Tempus, Umberlee, Valkur Granted Powers: A Chaos cleric may cast Chaos spells as if his Cleric Level were 1 higher, making such spells more likely to succeed and more difficult to resist or dispel. Chaos Domain Spells1st Level: Protection from Law 2nd Level: Shatter 3rd Level: Magic Circle against Law 4th Level: Chaos Hammer 5th Level: Dispel Law 6th Level: Animate Objects 7th Level: Word of Chaos 8th Level: Cloak of Chaos 9th Level: Summon Monster IX (but the Outsider summoned must be an archon, a demon or any other envoy of Chaos) Charm Domain Gods of Charming: Eilistraee, Evening Glory, Sune Granted Powers: For up to one minute per day, a Charm cleric may increase his or her Charisma by 4 points. This extraordinary ability is considered a free action. Charm Domain Spells1st Level: Charm Person 2nd Level: Calm Emotions 3rd Level: Suggestion 4th Level: Emotion 5th Level: Charm Monster 6th Level: Geas/Quest 7th Level: Insanity 8th Level: Demand 9th Level: Dominate Monster Death Domain Gods of Death: Auril, Nerull, Orcus, Wee Jas Granted Powers: Once per day, a Death cleric may use a Death Touch. This spell-like ability is a death effect inflicted with a touch attack in melee. On a successful touch attack, the Death cleric rolls 1d6 per Cleric Level; if this total matches or beats the current Hit Points of the creature touched, that creature dies instantly. Death Domain Spells1st Level: Cause Fear 2nd Level: Death Knell 3rd Level: Animate Dead 4th Level: Death Ward 5th Level: Slay Living 6th Level: Create Undead 7th Level: Destruction 8th Level: Create Greater Undead 9th Level: Wail of the Banshee Deathbound Domain God of the Deathbound: Afflux Granted Powers: A Deathbound cleric may control magically animated undead up to a total number of Hit Dice equal to three times his Cleric Level instead of the normal two times his Cleric Level. Deathbound Domain Spells1st Level: Chill of the Grave 2nd Level: Blade of Pain and Fear 3rd Level: Fangs of the Vampire King 4th Level: Wither Limb 5th Level: Revive Undead 6th Level: Awaken Undead 7th Level: Avasculate 8th Level: Avascular Mass 9th Level: Wail of the Banshee Destruction Domain Gods of Destruction: Hextor, Istishia, Kossuth, Saint Cuthbert, Umberlee Granted Powers: A Destruction cleric gains the Smite power, a supernatural ability to make a single melee attack with a +4 Attack Bonus; if the attack hits, the Smite deals bonus damage equal to the cleric's Cleric Level. The cleric must declare the Smite attack before making the attack, and the cleric may only Smite once per day. Destruction Domain Spells1st Level: Inflict Light Wounds 2nd Level: Shatter 3rd Level: Contagion 4th Level: Inflict Critical Wounds 5th Level: Circle of Doom 6th Level: Harm 7th Level: Disintegrate 8th Level: Earthquake 9th Level: Implosion Earth Domain Gods of Earth: Gond, Laduguer, Moradin, Obad-Hai Granted Powers: An Earth cleric may Turn or destroy air elementals as a good cleric Turns undead, and may also Rebuke or command earth elementals as an evil cleric Rebukes undead. Attempts to Turn and/or Rebuke elementals may be done (3 + the Cleric's Charisma modifier) times per day; this ability is counted separately from the cleric's standard Turn Undead or Rebuke Undead ability. Earth Domain Spells1st Level: Magic Stone 2nd Level: Soften Earth and Stone 3rd Level: Stone Shape 4th Level: Spike Stones 5th Level: Wall of Stone 6th Level: Stoneskin 7th Level: Earthquake 8th Level: Iron Body 9th Level: Elemental Swarm (but the elementals summoned can only be earth elementals) Evil Domain Gods of Evil: Afflux, Auril, Doresain, Erythnul, Gruumsh, Hextor, Laduguer, Lolth, Loviatar, Nerull, Orcus, Sekolah, Tiamat, Umberlee, Vecna Granted Powers: An Evil cleric may cast Evil spells as if his Cleric Level were 1 higher, making such spells more likely to succeed and more difficult to resist or dispel. Evil Domain Spells1st Level: Protection from Good 2nd Level: Desecrate 3rd Level: Magic Circle against Good 4th Level: Unholy Blight 5th Level: Dispel Good 6th Level: Create Undead 7th Level: Blasphemy 8th Level: Unholy Aura 9th Level: Summon Monster IX (but the Outsider summoned must be a devil, a demon or any other envoy of Evil) Fire Domain Gods of Fire: Kossuth, Gond, Obad-Hai Granted Powers: A Fire cleric may Turn or destroy water elementals as a good cleric Turns undead, and may also Rebuke or command fire elementals as an evil cleric Rebukes undead. Attempts to Turn and/or Rebuke elementals may be done (3 + the Cleric's Charisma modifier) times per day; this ability is counted separately from the cleric's standard Turn Undead or Rebuke Undead ability. Fire Domain Spells1st Level: Burning Hands 2nd Level: Produce Flame 3rd Level: Resist Elements (but the subject may only resist either Fire or Cold) 4th Level: Wall of Fire 5th Level: Fire Shield 6th Level: Fire Seeds 7th Level: Fire Storm 8th Level: Incendiary Cloud 9th Level: Elemental Swarm (but the elementals summoned can only be fire elementals) Good Domain Gods of Good: Bahamut, Corellon Larethian, Deep Sashelas, Ehlonna, Eilistraee, Garl Glittergold, Heironeous, Ilmater, Kord, Moradin, Pelor, Sune, Tyr, Valkur, Yondalla Granted Powers: A Good cleric may cast Good spells as if his Cleric Level were 1 higher, making such spells more likely to succeed and more difficult to resist or dispel. Good Domain Spells1st Level: Protection from Evil 2nd Level: Aid 3rd Level: Magic Circle against Evil 4th Level: Holy Smite 5th Level: Dispel Evil 6th Level: Blade Barrier 7th Level: Holy Word 8th Level: Holy Aura 9th Level: Summon Monster IX (but the Outsider summoned must be an angel, an archon or any other envoy of Good) Healing Domain Gods of Healing: Ilmater, Pelor Granted Powers: A Healing cleric may cast Healing spells as if his Cleric Level were 1 higher, making such spells more powerful and more difficult to dispel. Healing Domain Spells1st Level: Cure Light Wounds 2nd Level: Cure Moderate Wounds 3rd Level: Cure Serious Wounds 4th Level: Cure Critical Wounds 5th Level: Healing Circle 6th Level: Heal 7th Level: Regenerate 8th Level: Mass Heal 9th Level: True Resurrection Hunger Domain God of Hunger: Doresain Granted Powers: A Hunger cleric gains a vicious Bite attack; this Bite deals 1d4 Damage for a Small cleric, 1d6 Damage for a Medium cleric or 1d8 Damage for a Large cleric. The cleric is inherently proficient with this bite attack, attacking with it as normal and provoking no Attacks of Opportunity when doing so; the cleric is considered armed as long as he has use of his mouth (though the Bite cannot be disarmed, for obvious reasons). If the cleric already has a bite attack, only the larger Damage value is used. This is considered a secondary natural weapon. Hunger Domain Spells1st Level: Ghoul Light 2nd Level: Ghoul Glyph 3rd Level: Ghoul Gesture 4th Level: Enervation 5th Level: Ghoul Gauntlet 6th Level: Eyes of the King 7th Level: Field of Ghouls 8th Level: Bite of the King 9th Level: Energy Drain Knowledge Domain Gods of Knowledge: Afflux, Boccob, Gond, Tyr, Vecna Granted Powers: For the Knowledge cleric, all Knowledge skills are considered to be Class Skills. A Knowledge cleric may also cast spells from the Divination school as if his Cleric Level were 1 higher, making such spells more potent and harder for unwilling subjects to resist. Knowledge Domain Spells1st Level: Detect Secret Doors 2nd Level: Detect Thoughts 3rd Level: Clairaudience/Clairvoyance 4th Level: Divination 5th Level: True Seeing 6th Level: Find the Path 7th Level: Legend Lore 8th Level: Discern Location 9th Level: Foresight Law Domain Gods of Law: Heironeous, Hextor, Ilmater, Laduguer, Loviatar, Moradin, Saint Cuthbert, Sekolah, Tiamat, Tyr, Wee Jas, Yondalla Granted Powers: A Law cleric may cast Law spells as if his Cleric Level were 1 higher, making such spells more likely to succeed and more difficult to resist or dispel. Law Domain Spells1st Level: Protection from Chaos 2nd Level: Calm Emotions 3rd Level: Magic Circle against Chaos 4th Level: Order's Wrath 5th Level: Dispel Chaos 6th Level: Hold Monster 7th Level: Dictum 8th Level: Shield of Law 9th Level: Summon Monster IX (but the Outsider summoned must be an angel, a devil or any other envoy of Law) Luck Domain Gods of Luck: Bahamut, Fharlanghn, Kord, Olidammara Granted Powers: A Luck cleric gains the power of Good Fortune. This extraordinary ability allows the cleric's player to reroll any one roll that was just cast; the result of the reroll must be accepted, even if it is worse than the original result. Good Fortune may only be invoked once per day. Luck Domain Spells1st Level: Entropic Shield 2nd Level: Aid 3rd Level: Protection from Elements 4th Level: Freedom of Movement 5th Level: Break Enchantment 6th Level: Mislead 7th Level: Spell Turning 8th Level: Holy Aura 9th Level: Miracle Magic Domain Gods of Magic: Boccob, Evening Glory, Vecna, Wee Jas Granted Powers: A Magic cleric may use Arcane magic items as if a wizard of one-half his Cleric Level (Level 1 minimum). If the Magic cleric happens to be a dual-classed Cleric/Wizard, these virtual Wizard Levels stack with the character's true Wizard Levels for the purpose of tapping into and wielding Arcane magic items. Magic Domain Spells1st Level: Nystul's Undetectable Aura 2nd Level: Identify 3rd Level: Dispel Magic 4th Level: Imbue with Spell Ability 5th Level: Spell Resistance 6th Level: Antimagic Field 7th Level: Spell Turning 8th Level: Protection from Spells 9th Level: Mordenkainen's Disjunction Ocean Domain Gods of the Ocean: Deep Sashelas, Istishia, Umberlee, Valkur Granted Powers: An Ocean cleric has the supernatural ability to Breathe Water. This ability is treated as the Water Breathing spell, except that it activates automatically as needed and automatically deactivates when no longer needed, for a total number of rounds (per day) equal to 10 times the cleric's Cleric Level. Ocean Domain Spells1st Level: Endure Elements (but may only be used to resist Fire or Cold) 2nd Level: Sound Burst 3rd Level: Water Breathing 4th Level: Freedom of Movement 5th Level: Wall of Ice 6th Level: Otiluke's Freezing Sphere 7th Level: Waterspout 8th Level: Maelstrom 9th Level: Elemental Swarm (but the elementals summoned can only be water elementals) Plant Domain Gods of Plants: Ehlonna, Obad-Hai Granted Powers: A Plant cleric may Rebuke or command plants or Plant-type creatures as an evil cleric Rebukes undead. Attempts to Rebuke plants and plant creatures may be done (3 + the Cleric's Charisma modifier) times per day; this ability is counted separately from the cleric's standard Turn Undead or Rebuke Undead ability. Plant Domain Spells1st Level: Entangle 2nd Level: Barkskin 3rd Level: Plant Growth 4th Level: Control Plants 5th Level: Wall of Thorns 6th Level: Repel Wood 7th Level: Changestaff 8th Level: Command Plants 9th Level: Shambler Protection Domain Gods of Protection: Bahamut, Corellon Larethian, Eadro, Evening Glory, Fharlanghn, Garl Glittergold, Ilmater, Laduguer, Moradin, Saint Cuthbert, Tempus, Yondalla Granted Powers: A Protection cleric may lay a Protective Ward either on himself or on one subject touched. The Protective Ward grants a Save bonus (equal to the cleric's Cleric Level) to the subject's next Saving Throw. The Protective Ward is considered an Abjuration effect, lasts for one hour and can be invoked once per day. Protection Domain Spells1st Level: Sanctuary 2nd Level: Shield Other 3rd Level: Protection from Elements 4th Level: Spell Immunity 5th Level: Spell Resistance 6th Level: Antimagic Field 7th Level: Repulsion 8th Level: Mind Blank 9th Level: Prismatic Sphere Seafolk Domain Gods of the Seafolk: Eadro Granted Powers: A Seafolk cleric may take either Expert Swimmer or Rapid Swimming as a Bonus Feat. Seafolk Domain Spells1st Level: Quickswim 2nd Level: Fins to Feet 3rd Level: Scales of the Sealord 4th Level: Siren's Call 5th Level: Commune with Nature 6th Level: Airy Water 7th Level: Megalodon Empowerment 8th Level: Depthsurge 9th Level: Foresight Storm Domain Gods of the Storms: Auril, Istishia, Umberlee Granted Powers: A Storm cleric enjoys permanent resistance to electricity (and 5 points of resistance against Electrical damage). Storm Domain Spells1st Level: Entropic Shield 2nd Level: Gust of Wind 3rd Level: Call Lightning 4th Level: Sleet Storm 5th Level: Ice Storm 6th Level: Call Lightning Storm 7th Level: Control Weather 8th Level: Whirlwind 9th Level: Storm of Vengeance Strength Domain Gods of Strength: Gruumsh, Kord, Loviatar, Pelor, Saint Cuthbert, Sekolah, Tempus Granted Powers: A Strength cleric can perform a Feat of Strength, a supernatural ability to gain an enhancement bonus to the cleric's Strength ability; this bonus is equal to the cleric's Cleric Level. The Feat of Strength may be invoked once per day as a free action, and its effects last for one round. Strength Domain Spells1st Level: Endure Elements 2nd Level: Bull's Strength 3rd Level: Magic Vestment 4th Level: Spell Immunity 5th Level: Righteous Might 6th Level: Stoneskin 7th Level: Bigby's Grasping Hand 8th Level: Bigby's Clenched Fist 9th Level: Bigby's Crushing Hand Sun Domain Gods of the Sun: Ehlonna, Pelor Granted Powers: Once per day, a Sun cleric can perform a Greater Turning in place of a standard Turn Undead (or Rebuke Undead) attempt. This Greater Turning behaves as a normal Turn Undead or Rebuke Undead attempt, except that any undead creatures who would normally be Turned or Rebuked are instead destroyed. The Greater Turning attempt must be declared before the cleric attempts to Turn or Rebuke Undead. Sun Domain Spells1st Level: Endure Elements (but may only be used to resist Fire or Cold) 2nd Level: Heat Metal 3rd Level: Searing Light 4th Level: Fire Shield 5th Level: Flame Strike 6th Level: Fire Seeds 7th Level: Sunbeam 8th Level: Sunburst 9th Level: Prismatic Sphere Travel Domain Gods of Travel: Fharlanghn, Istishia, Valkur Granted Powers: A Travel cleric gains Freedom, a spell-like ability which allows the cleric to move and act normally regardless of any magical effects that impede movement (such as an Entangle spell, a ghoul's touch or a gelatinous cube's engulfing). The Freedom power behaves similarly to the Freedom of Movement spell but automatically activates and deactivates as needed, up to a total number of rounds (per day) equal to the cleric's Cleric Level. Travel Domain Spells1st Level: Expeditious Retreat 2nd Level: Locate Object 3rd Level: Fly 4th Level: Dimension Door 5th Level: Teleport 6th Level: Find the Path 7th Level: Teleport without Error 8th Level: Phase Door 9th Level: Astral Projection Trickery Domain Gods of Trickery: Boccob, Erythnul, Garl Glittergold, Lolth, Nerull, Olidammara, Sune Granted Powers: For the Trickery cleric, Bluff, Disguise and Hide are all considered Class Skills. Trickery Domain Spells1st Level: Change Self 2nd Level: Invisibility 3rd Level: Nondetection 4th Level: Confusion 5th Level: False Vision 6th Level: Mislead 7th Level: Screen 8th Level: Polymorph Any Object 9th Level: Time Stop Undeath Domain God of Undeath: Afflux, Orcus Granted Powers: An Undeath cleric gains Extra Turning as a Bonus Feat, granting four more attempts to Turn or Rebuke Undead per day. Undeath Domain Spells1st Level: Detect Undead 2nd Level: Desecrate 3rd Level: Animate Dead 4th Level: Death Ward 5th Level: Circle of Death 6th Level: Create Undead 7th Level: Control Undead 8th Level: Create Greater Undead 9th Level: Energy Drain War Domain Gods of War: Corellon Larethian, Erythnul, Gruumsh, Heironeous, Hextor, Sekolah, Tempus, Tyr Granted Powers: A War cleric gains Martial Weapon Proficiency and Weapon Focus with the deity's favored weapon, either the longsword (for Corellon Larethian, Heironeous or Tyr), the morningstar (for Erythnul), the halfspear, shortspear or longspear (for Gruumsh), the light flail or heavy flail (for Hextor), the trident (for Sekolah) or the battleaxe (for Tempus). These bonus Feats do not count against the cleric's normal allotment of Feats. War Domain Spells1st Level: Magic Weapon 2nd Level: Spiritual Weapon 3rd Level: Magic Vestment 4th Level: Divine Power 5th Level: Flame Strike 6th Level: Blade Barrier 7th Level: Power Word, Stun 8th Level: Power Word, Blind 9th Level: Power Word, Kill Water Domain Gods of Water: Deep Sashelas, Eadro, Istishia, Obad-Hai Granted Powers: A Water cleric may Turn or destroy fire elementals as a good cleric Turns undead, and may also Rebuke or command water elementals as an evil cleric Rebukes undead. Attempts to Turn and/or Rebuke elementals may be done (3 + the Cleric's Charisma modifier) times per day; this ability is counted separately from the cleric's standard Turn Undead or Rebuke Undead ability. Water Domain Spells1st Level: Obscuring Mist 2nd Level: Fog Cloud 3rd Level: Water Breathing 4th Level: Control Water 5th Level: Ice Storm 6th Level: Cone of Cold 7th Level: Acid Fog 8th Level: Horrid Wilting 9th Level: Elemental Swarm (but the elementals summoned can only be water elementals) | |
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