3e SRD:Cleric Spell List
Cleric Spells
0-Level Cleric Spells (Orisons)
- Create Water: Creates 2 gallons/level of pure water.
- Cure Minor Wounds: Cures 1 point of damage.
- Detect Magic: Detects spells and magic items within 60 ft.
- Detect Poison: Detects poison in one creature or small object.
- Guidance: +1 on one roll, save, or check.
- Inflict Minor Wounds: Touch attack, 1 point of damage.
- Light: Object shines like a torch.
- Mending: Makes minor repairs on an object.
- Purify Food and Drink: Purifies 1 cu. ft./level of food or water.
- Read Magic: Read scrolls and spellbooks.
- Resistance: Subject gains +1 on saving throws.
- Virtue: Subject gains 1 temporary hp.
1st-Level Cleric Spells
- Bane: Enemies suffer -1 attack, -1 on saves against fear.
- Bless: Allies gain +1 attack and +1 on saves against fear.
- Bless Water: Makes holy water.
- Cause Fear: One creature flees for 1d4 rounds.
- Command: One subject obeys one-word command for 1 round.
- Comprehend Languages: Understand all spoken and written languages.
- Cure Light Wounds: Cures 1d8 +1/level damage (max +5).
- Curse Water: Makes unholy water.
- Deathwatch: Reveals how wounded subjects within 30 ft. are.
- Detect Chaos/Evil/Good/Law: Reveals creatures, spells, or objects.
- Detect Undead: Reveals undead within 60 ft.
- Divine Favor: The caster gains attack, damage bonus, +1/three levels.
- Doom: One subject suffers -2 on attacks, damage, saves, and checks.
- Endure Elements: Ignores 5 damage/round from one energy type.
- Entropic Shield: Ranged attacks against the caster suffer 20% miss chance.
- Inflict Light Wounds: Touch, 1d8 +1/level damage (max +5).
- Invisibility to Undead: Undead can’t perceive one subject/level.
- Magic Stone: Three stones gain +1 attack, deal 1d6+1 damage.
- Magic Weapon: Weapon gains +1 bonus.
- Obscuring Mist: Fog surrounds the caster.
- Protection from Chaos/Evil/Good/Law: +2 AC and saves, counter mind control, hedge out elementals and outsiders.
- Random Action: One creature acts randomly for one round.
- Remove Fear: +4 on saves against fear for one subject +1/four levels.
- Sanctuary: Opponents can't attack the caster, and the caster can't attack.
- Shield of Faith: Aura grants +2 or higher deflection bonus.
- Summon Monster I: Calls outsider to fight for the caster.
2nd-Level Cleric Spells
- Aid: +1 attack, +1 on saves against fear, 1d8 temporary hit points.
- Animal Messenger: Sends a Tiny animal to a specific place.
- Augury: Learns whether an action will be good or bad.
- Bull's Strength: Subject gains 1d4+1 Str for 1 hr./level.
- Calm Emotions: Calms 1d6 subjects/level, negating emotion effects.
- Consecrate: Fills area with positive energy, making undead weaker.
- Cure Moderate Wounds: Cures 2d8 +1/level damage (max +10).
- Darkness: 20-ft. radius of supernatural darkness.
- Death Knell: Kills dying creature; the caster gains 1d8 temporary hp, +2 Str, and +1 level.
- Delay Poison: Stops poison from harming subject for 1 hour/level.
- Desecrate: Fills area with negative energy, making undead stronger.
- Endurance: Gain 1d4+1 Con for 1 hr./level.
- Enthrall: Captivates all within 100 ft. + 10 ft./level.
- Find Traps: Notice traps as a rogue does.
- Gentle Repose: Preserves one corpse.
- Hold Person: Holds one person helpless; 1 round/level.
- Inflict Moderate Wounds: Touch attack, 2d8 +1/level damage (max +10).
- Make Whole: Repairs an object.
- Remove Paralysis: Frees one or more creatures from paralysis, hold or slow effect.
- Resist Elements: Ignores 12 damage/round from one energy type.
- Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.
- Shatter: Sonic vibration damages objects or crystalline creatures.
- Shield Other: The caster takes half of subject’s damage.
- Silence: Negates sound in 15-ft. radius.
- Sound Burst: Deals 1d8 sonic damage to subjects; may stun them.
- Speak with Animals: The caster can communicate with natural animals.
- Spiritual Weapon: Magic weapon attacks on its own.
- Summon Monster II: Calls outsider to fight for the caster.
- Undetectable Alignment: Conceals alignment for 24 hours.
- Zone of Truth: Subjects within range cannot lie.
3rd-Level Cleric Spells
- Animate Dead: Creates undead skeletons and zombies.
- Bestow Curse: -6 to an ability; -4 on attacks, saves, and checks; or 50% chance of losing each action.
- Blindness/Deafness: Makes subject blind or deaf.
- Contagion: Infects subject with chosen disease.
- Continual Flame: Makes a permanent, heatless torch.
- Create Food and Water: Feeds three humans (or one horse)/level.
- Cure Serious Wounds: Cures 3d8 +1/level damage (max +15).
- Daylight: 60-ft. radius of bright light.
- Deeper Darkness: Object sheds absolute darkness in 60-ft. radius.
- Dispel Magic: Cancels magical spells and effects.
- Glyph of Warding: Inscription harms those who pass it.
- Helping Hand: Ghostly hand leads subject to the caster.
- Inflict Serious Wounds: Touch attack, 3d8 +1/level damage (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/three levels.
- Meld into Stone: The caster and the caster’s gear merge with stone.
- Negative Energy Protection: Subject resists level and ability drains.
- Obscure Object: Masks object against divination.
- Prayer: Allies gain +1 on most rolls, and enemies suffer -1.
- Protection from Elements: Absorb 12 damage/level from one kind of energy.
- Remove Blindness/Deafness: Cures normal or magical conditions.
- Remove Curse: Frees object or person from curse.
- Remove Disease: Cures all diseases affecting subject.
- Searing Light: Ray deals 1d8/two levels damage, more against undead.
- Speak with Dead: Corpse answers one question/two levels.
- Speak with Plants: The caster can talk to normal plants and plant creatures.
- Stone Shape: Sculpts stone into any shape.
- Summon Monster III: Calls outsider to fight for the caster.
- Water Breathing: Subjects can breathe underwater.
- Water Walk: Subject treads on water as if solid.
- Wind Wall: Deflects arrows, smaller creatures, and gases.
4th-Level Cleric Spells
- Air Walk: Subject treads on air as if solid (climb at 45-degree angle).
- Control Water: Raises or lowers bodies of water.
- Cure Critical Wounds: Cures 4d8 +1/level damage (max +20).
- Death Ward: Grants immunity to death spells and effects.
- Dimensional Anchor: Bars extradimensional movement.
- Discern Lies: Reveals deliberate falsehoods.
- Dismissal: Forces a creature to return to native plane.
- Divination: Provides useful advice for specific proposed actions.
- Divine Power: You gain attack bonus, 18 Str, and 1 hp/level.
- Freedom of Movement: Subject moves normally despite impediments.
- Giant Vermin: Turns insects into giant vermin.
- Imbue with Spell Ability: Transfer spells to subject.
- Inflict Critical Wounds: Touch attack, 4d8 +1/level damage (max +20).
- Magic Weapon, Greater: +1 bonus/four levels (max +5).
- Neutralize Poison: Detoxifies venom in or on subject.
- Planar Ally, Lesser: Exchange services with an 8 HD outsider.
- Poison: Touch deals 1d10 Con damage, repeats in 1 min.
- Repel Vermin: Insects stay 10 ft. away.
- Restoration: Restores level and ability score drains.
- Sending: Delivers short message anywhere, instantly.
- Spell Immunity: Subject is immune to one spell/four levels.
- Status: Monitors condition, position of allies.
- Summon Monster IV: Calls outsider to fight for the caster.
- Tongues: Speak any language.
5th-Level Cleric Spells
- Atonement: Removes burden of misdeeds from subject.
- Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
- Circle of Doom: Deals 1d8 +1/level damage in all directions.
- Command, Greater: As command, but affects one subject/level.
- Commune: Deity answers one yes-or-no question/level.
- Dispel Chaos/Evil/Good/Law: +4 bonus against attacks.
- Ethereal Jaunt: The caster becomes ethereal for 1 round/level.
- Flame Strike: Smite foes with divine fire (1d6/level).
- Hallow: Designates location as holy.
- Healing Circle: Cures 1d8 +1/level damage in all directions.
- Insect Plague: Insect horde limits vision, inflicts damage, and weak creatures flee.
- Mark of Justice: Designates action that will trigger curse on subject.
- Plane Shift: Up to eight subjects travel to another plane.
- Raise Dead: Restores life to subject who died as long as 1 day/level ago.
- Righteous Might: The caster's size increases, and the caster gains +4 Str.
- Scrying: Spies on subject from a distance.
- Slay Living: Touch attack kills subject.
- Spell Resistance: Subject gains +12 +1/level SR.
- Summon Monster V: Calls outsider to fight for the caster.
- True Seeing: See all things as they really are.
- Unhallow: Designates location as unholy.
- Wall of Stone: Creates a stone wall that can be shaped.
6th-Level Cleric Spells
- Animate Objects: Objects attack the caster's foes.
- Antilife Shell: 10-ft. field hedges out living creatures.
- Banishment: Banishes 2 HD/level extraplanar creatures.
- Blade Barrier: Blades encircling the caster deal 1d6 damage/level.
- Create Undead: Ghouls, shadows, ghasts, wights, or wraiths.
- Dispelling, Greater: As dispel magic, but up to +20 on check.
- Etherealness: Travel to Ethereal Plane with companions.
- Find the Path: Shows most direct way to a location.
- Forbiddance: Denies area to creatures of another alignment.
- Geas/Quest: As lesser geas, plus it affects any creature.
- Glyph of Warding, Greater: As glyph of warding, but up to 10d8 damage or 6th-level spell.
- Harm: Subject loses all but 1d4 hp.
- Heal: Cures all damage, diseases, and mental conditions.
- Heroes' Feast: Food for one creature/level cures and blesses.
- Planar Ally: As lesser planar ally, but up to 16 HD.
- Summon Monster VI: Calls outsider to fight for the caster.
- Wind Walk: The caster and the caster’s allies turn vaporous and travel fast.
- Word of Recall: Teleports the caster back to designated place.
7th-Level Cleric Spells
- Blasphemy: Kills, paralyzes, weakens, or dazes nonevil subjects.
- Control Weather: Changes weather in local area.
- Destruction: Kills subject and destroys remains.
- Dictum: Kills, paralyzes, weakens, or dazes nonlawful subjects.
- Holy Word: Kills, paralyzes, weakens, or dazes nongood subjects.
- Refuge: Alters item to transport its possessor to the caster.
- Regenerate: Subject's severed limbs grow back.
- Repulsion: Creatures can’t approach the caster.
- Restoration, Greater: As restoration, plus restores all levels and ability scores.
- Resurrection: Fully restore dead subject.
- Scrying, Greater: As scrying, but faster and longer.
- Summon Monster VII: Calls outsider to fight for the caster.
- Word of Chaos: Kills, confuses, stuns, or deafens nonchaotic subjects.
8th-Level Cleric Spells
- Antimagic Field: Negates magic within 10 ft.
- Cloak of Chaos: +4 AC, +4 resistance, and SR 25 against lawful spells.
- Create Greater Undead: Mummies, spectres, vampires, or ghosts.
- Discern Location: Exact location of creature or object.
- Earthquake: Intense tremor shakes 5-ft./level radius.
- Fire Storm: Deals 1d6 fire damage/level.
- Heal, Mass: As heal, but with several subjects.
- Holy Aura: +4 AC, +4 resistance, and SR 25 against evil spells.
- Planar Ally, Greater: As lesser planar ally, but up to 24 HD.
- Shield of Law: +4 AC, +4 resistance, and SR 25 against chaotic spells.
- Summon Monster VIII: Calls outsider to fight for the caster.
- Symbol: Triggered runes have array of effects.
- Unholy Aura: +4 AC, +4 resistance, and SR 25 against good spells.
9th-Level Cleric Spells
- Astral Projection: Projects the caster and companions onto Astral Plane.
- Energy Drain: Subject gains 2d4 negative levels.
- Gate: Connects two planes for travel or summoning.
- Implosion: Kills one creature/round.
- Miracle: Requests a deity’s intercession.
- Soul Bind: Traps newly dead soul to prevent resurrection.
- Storm of Vengeance: Storm rains acid, lightning, and hail.
- Summon Monster IX: Calls outsider to fight for the caster.
- True Resurrection: As resurrection, plus remains aren’t needed.
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gollark: Not *animated*, just a different color per nebula. You could randomly generate their patterns too.
gollark: Take *that*, nebula lineage builders!
gollark: You should also make nebulae come in an infinite range of colours.
gollark: Ah, so we could have messaging, yes.
gollark: Also, upside-down-ness must be heritable.
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