PFSRD:Cleric Spell List
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- 1 Cleric Spells
0-Level Cleric Spells (Orisons)
Create Water: Creates 2 gallons/level of pure water.
Detect Magic: Detects spells and magic items within 60 ft.
Detect Poison: Detects poison in one creature or object.
Guidance: +1 on one attack roll, saving throw, or skill check.
Light: Object shines like a torch.
Mending: Makes minor repairs on an object.
Purify Food and Drink: Purifies 1 cu. ft./level of food or water.
Read Magic: Read scrolls and spellbooks.
Resistance: Subject gains +1 on saving throws.
Virtue: Subject gains 1 temporary hp.
1st-Level Cleric Spells
Bane: Enemies take –1 on attack rolls and saves against fear.
Bless: Allies gain +1 on attack rolls and saves against fear.
Bless WaterM: Makes holy water.
Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
Command: One subject obeys selected command for 1 round.
Comprehend Languages: You understand all spoken and written languages.
Cure Light Wounds: Cures 1d8 damage + 1/level (max +5).
Curse WaterM: Makes unholy water.
Deathwatch: Reveals how near death subjects within 30 ft. are.
Detect Chaos/Evil/Good/Law: Reveals creatures, spells, or objects of selected alignment.
Detect Undead: Reveals undead within 60 ft.
Divine Favor: You gain +1 per three levels on attack and damage rolls.
Doom: One subject takes –2 on attack rolls, damage rolls, saves, and checks.
Endure Elements: Exist comfortably in hot or cold regions.
Entropic Shield: Ranged attacks against you have 20% miss chance.
Hide from Undead: Undead can't perceive one subject/level.
Inflict Light Wounds: Touch deals 1d8 damage +1/level (max +5).
Magic Stone: Three stones gain +1 on attack, deal 1d6 +1 damage.
Magic Weapon: Weapon gains +1 bonus.
Obscuring Mist: Fog surrounds you.
Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.
Sanctuary: Opponents can't attack you, and you can't attack.
Shield of Faith: Aura grants +2 or higher deflection bonus.
Summon Monster I: Summons extraplanar creature to fight for you.
2nd-Level Cleric Spells
Aid: +1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10).
Align Weapon: Weapon becomes good, evil, lawful, or chaotic.
AuguryMF: Learns whether an action will be good or bad.
Calm Emotions: Calms creatures, negating emotion effects.
ConsecrateM: Fills area with positive energy, weakening undead.
Cure Moderate Wounds: Cures 2d8 damage + 1/level (max +10).
Darkness: 20-ft. radius of supernatural shadow.
Delay Poison: Stops poison from harming target for 1 hour/level.
DesecrateM: Fills area with negative energy, making undead stronger.
Enthrall: Captivates all within 100 ft. + 10 ft./level.
Find Traps: Notice traps as a rogue does.
Gentle Repose: Preserves one corpse.
Hold Person: Paralyzes one humanoid for 1 round/level.
Inflict Moderate Wounds: Touch attack, 2d8 damage + 1/level (max +10).
Make Whole: Repairs an object.
Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.
Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.
Shatter: Sonic vibration damages objects or crystalline creatures.
Shield OtherF: You take half of subject's damage.
Silence: Negates sound in 20-ft. radius.
Sound Burst: Deals 1d8 sonic damage to subjects; may stun them.
Spiritual Weapon: Magic weapon attacks on its own.
Status: Monitors condition, position of allies.
Summon Monster II: Summons extraplanar creature to fight for you.
Undetectable Alignment: Conceals alignment for 24 hours.
Zone of Truth: Subjects within range cannot lie.
3rd-Level Cleric Spells
Animate DeadM: Creates undead skeletons and zombies.
Bestow Curse: –6 to an ability score; –4 on attack rolls, saves, and checks; or 50% chance of losing each action.
Contagion: Infects subject with chosen disease.
Continual FlameM: Makes a permanent, heatless light.
Create Food and Water: Feeds three humans (or one horse)/level.
Cure Serious Wounds: Cures 3d8 damage + 1/level (max +15).
Daylight: 60-ft. radius of bright light.
Deeper Darkness: Object sheds supernatural shadow in 60-ft. radius.
Dispel Magic: Cancels one magical spell or effect.
Glyph of WardingM: Inscription harms those who pass it.
Helping Hand: Ghostly hand leads subject to you.
Inflict Serious Wounds: Touch attack, 3d8 damage + 1/level (max +15).
Invisibility Purge: Dispels invisibility within 5 ft./level.
Locate Object: Senses direction toward object (specific or type).
Magic Circle against Chaos/Evil/Good/Law: As protection spells, but 10-ft. radius and 10 min./level.
Magic Vestment: Armor or shield gains +1 enhancement per four levels.
Meld into Stone: You and your gear merge with stone.
Prayer: Allies get +1 bonus on most rolls, enemies –1 penalty.
Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
Remove Blindness/Deafness: Cures normal or magical blindness or deafness.
Remove Curse: Frees object or person from curse.
Remove Disease: Cures all diseases affecting subject.
Searing Light: Ray deals 1d8/two levels damage (more against undead).
Speak with Dead: Corpse answers one question/two levels.
Stone Shape: Sculpts stone into any shape.
Summon Monster III: Summons extraplanar creature to fight for you.
Water Breathing: Subjects can breathe underwater.
Water Walk: Subject treads on water as if solid.
Wind Wall: Deflects arrows, smaller creatures, and gases.
4th-Level Cleric Spells
Air Walk: Subject treads on air as if solid (climb or descend at 45-degree angle).
Chaos Hammer: Harms and slows lawful creatures (1d8 damage/2 levels).
Control Water: Raises or lowers bodies of water.
Cure Critical Wounds: Cures 4d8 damage + 1/level (max +20).
Death Ward: Grants bonuses against death spells and negative energy.
Dimensional Anchor: Bars extradimensional movement.
Discern Lies: Reveals deliberate falsehoods.
Dismissal: Forces a creature to return to native plane.
DivinationM: Provides useful advice for specific proposed actions.
Divine Power: You gain attack bonuses and 1 hp/level.
Freedom of Movement: Subject moves normally despite impediments to movement.
Giant Vermin: Turns centipedes, scorpions, or spiders into giant vermin.
Holy Smite: Harms and possibly blinds evil creatures (1d8 damage/2 levels).
Imbue with Spell Ability: Transfer spells to subject.
Inflict Critical Wounds: Touch attack, 4d8 damage + 1/level (max +20).
Magic Weapon, Greater: Weapon gains +1 bonus/four levels (max +5).
Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
Order's Wrath: Harms and dazes chaotic creatures (1d8 damage/2 levels).
Planar Ally, LesserM: Exchange services with a 6 HD extraplanar creature.
Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away.
RestorationM: Restores level and ability score drains.
Sending: Delivers short message anywhere, instantly.
Spell Immunity: Subject is immune to one spell per 4 levels.
Summon Monster IV: Summons extraplanar creature to fight for you.
Tongues: Speak and understand any language.
Unholy Blight: Harms and sickens good creatures (1d8 damage/2 levels).
5th-Level Cleric Spells
AtonementFM: Removes burden of misdeeds from subject and reverses magical alignment change.
Break Enchantment: Frees subjects from enchantments, transmutations, and curses.
Breath of Life: Cures 5d8 damage + 1/level and restores life to recently slain creatures.
CommuneM: Deity answers one yes-or-no question/level.
Cure Light Wounds, Mass: Cures 1d8 damage + 1/level, affects 1 subject/level.
Dispel Chaos/Evil/Good/Law: +4 bonus against attacks.
Disrupting Weapon: Melee weapon destroys undead.
Flame Strike: Smites foes with divine fire (1d6/level damage).
HallowM: Designates location as holy.
Inflict Light Wounds, Mass: Deals 1d8 damage + 1/level, affects 1 subject/level.
Insect Plague: Wasp swarms attack creatures.
Mark of Justice: Designates action that triggers curse on subject.
Plane ShiftF: As many as 8 subjects travel to another plane.
Raise DeadM: Restores life to subject who died as long as one day/level ago.
Righteous Might: Your size increases, and you gain bonuses in combat.
ScryingF: Spies on subject from a distance.
Slay Living: Touch attack deals 12d6 + 1 per level.
Spell Resistance: Subject gains SR 12 + level.
Summon Monster V: Summons extraplanar creature to fight for you.
Symbol of PainM: Triggered rune wracks nearby creatures with pain.
Symbol of SleepM: Triggered rune puts nearby creatures into catatonic slumber.
True SeeingM: Lets you see all things as they really are.
UnhallowM: Designates location as unholy.
Wall of Stone: Creates a stone wall that can be shaped.
6th-Level Cleric Spells
Animate Objects: Objects attack your foes.
Antilife Shell: 10-ft.-radius field hedges out living creatures.
Banishment: Banishes 2 HD/level of extraplanar creatures.
Blade Barrier: Wall of blades deals 1d6/level damage.
Create UndeadM: Create ghasts, ghouls, mohrgs, or mummies.
Cure Moderate Wounds, Mass: Cures 2d8 damage + 1/level, affects 1 subject/level.
Find the Path: Shows most direct way to a location.
ForbiddanceM: Blocks planar travel, damages creatures of different alignment.
Geas/Quest: As lesser geas, but affects any creature.
Harm: Deals 10 points/level damage to target.
Heal: Cures 10 points/level damage, all diseases and mental conditions.
Heroes' Feast: Food for one creature/level cures and grants combat bonuses .
Inflict Moderate Wounds, Mass: Deals 2d8 damage + 1/level, affects 1 subject/level.
Summon Monster VI: Summons extraplanar creature to fight for you.
Symbol of FearM: Triggered rune panics nearby creatures.
Symbol of PersuasionM: Triggered rune charms nearby creatures.
Undeath to DeathM: Destroys 1d4 HD/level undead (max. 20d4).
Wind Walk: You and your allies turn vaporous and travel fast.
Word of Recall: Teleports you back to designated place.
7th-Level Cleric Spells
Blasphemy: Kills, paralyzes, weakens, or dazes nonevil subjects.
Control Weather: Changes weather in local area.
Cure Serious Wounds, Mass: Cures 3d8 damage + 1/level, affects 1 subject/level.
DestructionF: Kills subject and destroys remains.
Dictum: Kills, paralyzes, staggers, or deafens nonlawful targets.
Ethereal Jaunt: You become ethereal for 1 round/level.
Holy Word: Kills, paralyzes, blinds, or deafens nongood subjects.
Inflict Serious Wounds, Mass: Deals 3d8 damage + 1/level, affects 1 subject/level.
RefugeM: Alters item to transport its possessor to you.
Regenerate: Subject's severed limbs grow back, cures 4d8 damage +1/level (max +35).
Repulsion: Creatures can't approach you.
ResurrectionM: Fully restore dead subject.
Summon Monster VII: Summons extraplanar creature to fight for you.
Symbol of StunningM: Triggered rune stuns nearby creatures.
Symbol of WeaknessM: Triggered rune weakens nearby creatures.
Word of Chaos: Kills, confuses , stuns, or deafens nonchaotic subjects.
8th-Level Cleric Spells
Antimagic Field: Negates magic within 10 ft.
Create Greater UndeadM: Create shadows, wraiths, spectres, or devourers.
Cure Critical Wounds, Mass: Cures 4d8 damage + 1/level for many creatures.
Dimensional Lock: Teleportation and interplanar travel blocked for 1 day/level.
Discern Location: Reveals exact location of creature or object.
Earthquake: Intense tremor shakes 80-ft. radius.
Fire Storm: Deals 1d6/level fire damage.
Inflict Critical Wounds, Mass: Deals 4d8 damage + 1/level, affects 1 subject/level.
Summon Monster VIII: Summons extraplanar creature to fight for you.
Symbol of DeathM: Triggered rune kills nearby creatures.
Symbol of InsanityM: Triggered rune renders nearby creatures insane.
9th-Level Cleric Spells
Astral ProjectionM: Projects you and others onto Astral Plane.
Etherealness: Travel to Ethereal Plane with companions.
GateM: Connects two planes for travel or summoning.
Implosion: Inflict 10 damage/level to one creature/round.
MiracleM: Requests a deity's intercession.
Storm of Vengeance: Storm rains acid, lightning, and hail.
Summon Monster IX: Summons extraplanar creature to fight for you.