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 Resource: Cleric Spells

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The House of Ainsley
Keeper of the Dark Mirror
The House of Ainsley


Male Number of posts : 2312
Age : 52
Location : The Dark Heart of Bardosylvania

Resource: Cleric Spells Empty
PostSubject: Resource: Cleric Spells   Resource: Cleric Spells Icon_minitimeMon 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.)
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The House of Ainsley
Keeper of the Dark Mirror
The House of Ainsley


Male Number of posts : 2312
Age : 52
Location : The Dark Heart of Bardosylvania

Resource: Cleric Spells Empty
PostSubject: Resource: Cleric Spell Components (by Spell)   Resource: Cleric Spells Icon_minitimeSat 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)
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The House of Ainsley
Keeper of the Dark Mirror
The House of Ainsley


Male Number of posts : 2312
Age : 52
Location : The Dark Heart of Bardosylvania

Resource: Cleric Spells Empty
PostSubject: Spontaneous Casting   Resource: Cleric Spells Icon_minitimeWed 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.
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The House of Ainsley
Keeper of the Dark Mirror
The House of Ainsley


Male Number of posts : 2312
Age : 52
Location : The Dark Heart of Bardosylvania

Resource: Cleric Spells Empty
PostSubject: Cleric Domains   Resource: Cleric Spells Icon_minitimeFri 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 Spells
1st 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 Spells
1st 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 Spells
1st 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 Spells
1st 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 Spells
1st 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 Spells
1st 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 Spells
1st 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 Spells
1st 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 Spells
1st 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 Spells
1st 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 Spells
1st 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 Spells
1st 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 Spells
1st 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 Spells
1st 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 Spells
1st 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 Spells
1st 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 Spells
1st 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 Spells
1st 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 Spells
1st 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 Spells
1st 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 Spells
1st 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 Spells
1st 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 Spells
1st 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 Spells
1st 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 Spells
1st 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 Spells
1st 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 Spells
1st 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 Spells
1st 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 Spells
1st 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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