SRD:Cleric Spell List

0th-Level Cleric Spells (Orisons)

 * Create Water: Creates 2 gallons/level of pure water.
 * Cure Minor Wounds: Cures 1 point of damage.
 * Detect Magic: Detects spells and magic items within 60 ft.
 * Detect Poison: Detects poison in one creature or object.
 * Guidance: +1 on one attack roll, saving throw, or skill check.
 * Inflict Minor Wounds: Touch attack, 1 point of damage.
 * Light: Object shines like a torch.
 * Mending: Makes minor repairs on an object.
 * Purify Food and Drink: Purifies 1 cu. ft./level of food or water.
 * Read Magic: Read scrolls and spellbooks.
 * Resistance: Subject gains +1 on saving throws.
 * Virtue: Subject gains 1 temporary hp.

1st-Level Cleric Spells

 * Bane: Enemies take –1 on attack rolls and saves against fear.
 * Bless: Allies gain +1 on attack rolls and saves against fear.
 * Bless Water M: Makes holy water.
 * Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
 * Command: One subject obeys selected command for 1 round.
 * Comprehend Languages: You understand all spoken and written languages.
 * Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
 * Curse Water M: Makes unholy water.
 * Deathwatch: Reveals how near death subjects within 30 ft. are.
 * Detect Chaos: Reveals creatures, spells, or objects of selected alignment.
 * Detect Evil: Reveals creatures, spells, or objects of selected alignment.
 * Detect Good: Reveals creatures, spells, or objects of selected alignment.
 * Detect 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 environments.
 * Entropic Shield: Ranged attacks against you have 20% miss chance.
 * Hide from Undead: Undead can’t perceive one subject/level.
 * Inflict Light Wounds: Touch deals 1d8 damage +1/level (max +5).
 * Magic Stone: Three stones gain +1 on attack, deal 1d6 +1 damage.
 * Magic Weapon: Weapon gains +1 bonus.
 * Obscuring Mist: Fog surrounds you.
 * Protection from Chaos: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
 * Protection from Evil: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
 * Protection from Good: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
 * Protection from Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
 * Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.
 * Sanctuary: Opponents can’t attack you, and you can’t attack.
 * Shield of Faith: Aura grants +2 or higher deflection bonus.
 * Summon Monster I: Calls extraplanar creature to fight for you.

2nd-Level Cleric Spells

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

3rd-Level Cleric Spells

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

4th-Level Cleric Spells

 * Air Walk: Subject treads on air as if solid (climb at 45-degree angle).
 * Control Water: Raises or lowers bodies of water.
 * Cure Critical Wounds: Cures 4d8 damage +1/level (max +20).
 * Death Ward: Grants immunity to death spells and negative energy effects.
 * Dimensional Anchor: Bars extradimensional movement.
 * Discern Lies: Reveals deliberate falsehoods.
 * Dismissal: Forces a creature to return to native plane.
 * Divination M</SUP>: Provides useful advice for specific proposed actions.
 * Divine Power: You gain attack bonus, +6 to Str, and 1 hp/level.
 * Dweomer of Transference: Convert spellcasting into psionic power points.
 * Freedom of Movement: Subject moves normally despite impediments.
 * Giant Vermin: Turns centipedes, scorpions, or spiders into giant vermin.
 * Imbue with Spell Ability: Transfer spells to subject.
 * Inflict Critical Wounds: Touch attack, 4d8 damage +1/level (max +20).
 * Magic Weapon, Greater: +1 bonus/four levels (max +5).
 * Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
 * Planar Ally, Lesser X</SUP>: Exchange services with a 6 HD extraplanar creature.
 * Poison: Touch deals 1d10 Con damage, repeats in 1 min.
 * Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away.
 * Restoration M</SUP>: Restores level and ability score drains.
 * Sending: Delivers short message anywhere, instantly.
 * Spell Immunity: Subject is immune to one spell per four levels.
 * Summon Monster IV: Calls extraplanar creature to fight for you.
 * Tongues: Speak any language.

5th-Level Cleric Spells

 * AtonementF</SUP>X</SUP>: Removes burden of misdeeds from subject.
 * Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
 * Command, Greater: As command, but affects one subject/level.
 * Commune X</SUP>: Deity answers one yes-or-no question/level.
 * Cure Light Wounds, Mass: Cures 1d8 damage +1/level for many creatures.
 * Dispel Chaos: +4 bonus against attacks.
 * Dispel Evil: +4 bonus against attacks.
 * Dispel Good: +4 bonus against attacks.
 * Dispel Law: +4 bonus against attacks.
 * Disrupting Weapon: Melee weapon destroys undead.
 * Flame Strike: Smite foes with divine fire (1d6/level damage).
 * Hallow M</SUP>: Designates location as holy.
 * Inflict Light Wounds, Mass: Deals 1d8 damage +1/level to many creatures.
 * Insect Plague: Locust swarms attack creatures.
 * Mark of Justice: Designates action that will trigger curse on subject.
 * Plane Shift F</SUP>: As many as eight subjects travel to another plane.
 * Psychic Turmoil: Invisible field leeches psionic power points away.
 * Raise Dead M</SUP>: Restores life to subject who died as long as one day/level ago.
 * Righteous Might: Your size increases, and you gain combat bonuses.
 * Scrying F</SUP>: Spies on subject from a distance.
 * Slay Living: Touch attack kills subject.
 * Spell Resistance: Subject gains SR 12 + level.
 * Summon Monster V: Calls extraplanar creature to fight for you.
 * Symbol of Pain M</SUP>: Triggered rune wracks nearby creatures with pain.
 * Symbol of Sleep M</SUP>: Triggered rune puts nearby creatures into catatonic slumber.
 * True Seeing M</SUP>: Lets you see all things as they really are.
 * Unhallow M</SUP>: Designates location as unholy.
 * Wall of Stone: Creates a stone wall that can be shaped.

6th-Level Cleric Spells

 * Animate Objects: Objects attack your foes.
 * Antilife Shell: 10-ft. field hedges out living creatures.
 * Banishment: Banishes 2 HD/level of extraplanar creatures.
 * Bear's Endurance, Mass: As bear’s endurance, affects one subject/ level.
 * Blade Barrier: Wall of blades deals 1d6/level damage.
 * Bull's Strength, Mass: As bull’s strength, affects one subject/level.
 * Create Undead: Create ghouls, ghasts, mummies, or mohrgs.
 * Cure Moderate Wounds, Mass: Cures 2d8 damage +1/level for many creatures.
 * Dispel Magic, Greater: As dispel magic, but up to +20 on check.
 * Eagle's Splendor, Mass: As eagle’s splendor, affects one subject/level.
 * Find the Path: Shows most direct way to a location.
 * Forbiddance <SUP>M</SUP>: Blocks planar travel, damages creatures of different alignment.
 * Geas/Quest: As lesser geas, plus it affects any creature.
 * Glyph of Warding, Greater: As glyph of warding, but up to 10d8 damage or 6th-level spell.
 * Harm: Deals 10 points/level damage to target.
 * Heal: Cures 10 points/level of damage, all diseases and mental conditions.
 * Heroes' Feast: Food for one creature/level cures and grants combat bonuses.
 * Inflict Moderate Wounds, Mass: Deals 2d8 damage +1/level to many creatures.
 * Owl's Wisdom, Mass: As owl’s wisdom, affects one subject/level.
 * Planar Ally <SUP>X</SUP>: As lesser planar ally, but up to 12 HD.
 * Summon Monster VI: Calls extraplanar creature to fight for you.
 * Symbol of Fear <SUP>M</SUP>: Triggered rune panics nearby creatures.
 * Symbol of Persuasion <SUP>M</SUP>: Triggered rune charms nearby creatures.
 * Undeath to Death <SUP>M</SUP>: Destroys 1d4 HD/level undead (max 20d4).
 * Wind Walk: You and your allies turn vaporous and travel fast.
 * Word of Recall: Teleports you back to designated place.

7th-Level Cleric Spells

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

9th-Level Cleric Spells

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