3.5e Cleric Spells
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- 1 Cleric Spells
- 2 Clerical Domains
- 3 Adding New Spells
0th-Level Cleric Spells
Altimeter: You always know what altitude you are at compared to sea level.
Azore's Speaking Tome: Targeted book or scroll reads its contents aloud.
Cook: Cook food to make a delicious meal.
Curse Fruit Tree: Just like Jesus, you doom a tree to never bear fruit again.
Dark Shadows: A basic darkness spell that creates non-magical darkness.
Dazzle Ward: Ward against bright light with some cool eye protection.
Decency: Willing target sees veil over nude creatures.
Detect Disease: You determine whether a creature, object, or area is diseased.
Detect Radiation: Detect radioactive material at range.
Detect Virgin: A favorite of princess-kidnapping dragons, suspicious kings with princesses, evil cultists looking for sacrifices, and juvenile wizards in school. Detects if a creature is a virgin.
Discern Birthdays: Reveals birthdays
Discern Lighting Level: Determine how bright of light is shining on you
Hindsight: Tells you whether certain actions will bring good or bad result, but only after the event has already transpired.
Incubate: This spell regulates the temperature, humidity, and environmental effects of a "nest".
Instant Spittake: Always have a drink on hand to spit out in shock and surprise.
Invigoration: Gives a single re-roll on a d20 roll used within 1 round.
Know Distance: You can determine the distance away something is.
Lavation: Wash away the filth.
Obscure Text: Obscure text under blurring, pixelization, or black bars.
Rag Doll: You loosen the targets muscles which gives them a nice massage... and makes them easier to bind.
Refrigerate: Cools objects, and keeps them as such.
Repel Liquid: Cover an object or a person in a liquid repelling substance.
Sense Spiders: You can sense the location of all spiderkind within 60'.
Spook: Spook someone with this simple cantrip. Prepare in a 1st level slot to do it as a swift action, or 2nd level as an immediate action.
Summon Rope of Spidersilk: Summons a length of Spider Silk.
Weakening: Weakens a single object, making it easier to break.
1st-Level Cleric Spells
Aarnott's Epidemic: The target comes down with a disease of your choice, which with some coaxing can be accelerated rapidly.
Agony Pin: Stab a creature with a magic pin which causes pain to the user.
Aligned Water Bomb: Convert thrown water into the appropriate aligned water on the fly. Cheaper, but costs spell slots.
Ancestral Weapon: You create a weapon wielded by your ancestors and imbued with their strength.
Astral Fugue: Travel to the astral in your sleep, allowing you to continue activities such as crafting while resting.
Bel's Ambush: Reduce a creature's initiative so you and your allies can go first.
Biogel Mimic: Create a biogel mimic, a harmless creature that duplicates organic flesh to the point of being an effective simulacrum for it.
Blossom of Razors: Your foe's organs cut them apart from the inside.
Boiling Sphere: You conjure a hovering, superheated, steaming, boiling sphere of water that occupies a 5 foot square.
Call Minion: Call a humanoid with 1 HD or less to perform a task for you.
Condemning Smite: You condemn someone to be smote, and smote they shall be if you can hit them.
Create Shrine: This creates a shrine dedicated to your god, which you can use for other things.
Cure Friendly Fire: Heal the target of friendly fire damage incurred since the previous round.
Death's Door: Touched creature can survive at up to –20 hit points.
Detect Alignment: All the alignment detection spells rolled into one.
Detect Heat: You detect heat sources visually.
Detect Laws: Determine the rules in the nearest settlement.
Detect Lifeforce: See hit dice/hit points of people viewed
Detect Parentage: Disc determines if subjects are parent and child.
Detect Power Level: You sense the presence of life force in an area.
Devilish Spew: You breath a cone of fire and brimstone all over the place.
Discern Portal Destination: Find the destination of a portal
Disturbing Visage: You grow a hideous cancer upon you which is so horrifying opponents cannot take aim at your hideousness.
Drain Light Energy: Pull positive energy from your target.
Dry Ray: Water evaporates before your eyes, dessicating creatures and drying objects.
Dust Bomb: Throw a ball of dust and grit which obscures vision and reveals invisible beings.
Dust to Dust: Destroys corpse.
Extinguish Ball: Make a fire-eating ball which extinguishes flames. Can explode to extinguish a large area, or used to counterspell a single magical fire effect.
Faith's Inspiring Encouragement: Increase the bonus from aid another.
Fireproofing: Coat an object in a thin magical patina that protects it from fire damage.
Frighten: Subjects within cone flee for 5 rounds.
Half Shot: Far Shot? No, try half shot, and cut those ranges in two!
Healing Gust: A minor amount of healing to a wide area, at low levels.
Holy Bolt: A bolt of holy power that can be charged up for greater effect.
Identify Symbol: Gain 5 + your caster level as a bonus on checks to identify symbols for what they are.
Inscribe: Writing implement writes on its own
Kiden's Harassing Spirit: Summon a spirit to annoy and possibly kill people if you invest enough into it.
Lesser Boomshine: A burst of light damages opponents and leaves them dazzled.
Light Laser: Shoot a beam of light, deal damage and possibly blind.
Lightning Arrow: You fire an arrow made of lightning which deal damage, even if it fail to pierce SR.
Lockstep: Sets your base land speed to 30 ft. Useful if you would be slower otherwise.
Love Ward: A favorite of adventurers, bards, and sorcerers in magic college. This spell protect you against the negative side effects of lovemaking.
Mastercrafting: Turn a non-masterwork item into a masterwork item.
Moral Guidance: Conjure an invisible mental celestial, fiend, slaadi, or inevitable to advise you on moral matters.
Object Insight: Gain some insight on the nature of objects and the lore surrounding them.
Orb of Light: Mobile ball of light provides illumination.
Paige's Bolt of Entropy: You fire a small bolt which deal 1d10 persisting damage.
Paranoia Haunt: Cause a creature to be treated as being flanked, and render them more susceptible to further fear effects.
Pathfinder: Obtain a vision of the correct path to take, shortening overland movement times, improving tracking, and teleporting with greater accuracy.
Perseverance: Grant a creature or several allies a second saving throw against a negative magical effect.
Phantom Palm: Make an incorporeal touch attack, and age your opponent briefly.
Pizizzap's Annoying Allergen: An annoying allergy that troubles a victim for a short period of time.
Predict Stability: Predict the stability of your plane of existence
Protection from Alignment, Variant: A remake of protection from alignment.
Punish Violence: If the afflicted target attacks, they take non-lethal damage.
Ray of Winter: You project a ray of cold that deal damage and potentiality slow down opponents.
Reattach: Reattaches a severed limb.
Regal Presence: Your knowledge of nobility gives you a commanding presence none can ignore.
Restructure, Lesser: As lesser vigor, but for unliving creatures and objects.
Resuscitating Jolt: Bring a target back from the brink, with a shock.
Retort: Gain a barrier which damages those who strike you in combat.
Sky Eye: Project a sensor above your head up to 20 ft/level high, to gain a superior vantage point when viewing.
Solar Lance: Call force spears of sunlight and attack with them.
Soul Tap: If your opponent acts against you, you drain energy from them.
Soundblast: Soundblast deals 1d6 points of sonic damage, +1 per caster level and possibly deafen a target.
Stork Call, Lesser: Makes one adult, conscious, living, willing creature pregnant by another willing creature of the same species.
Strobe Lights: Your Dancing lights gain a ranged ray attack
Summon Esper I: You summon the manifestation of a powerful creature to make an instantaneous attack.
Summon Spider I: Calls spider to fight.
Suppress Influence: Suppress the influence and sign or one or more vestige, however doing so prevent the binder from using the vestige's powers.
Terrain Arcana: Enhance the ground with a constant magical effect, which grants its benefit or penalty to anyone standing on that square.
Withstand Energy: Grant resistance to one element based on caster level.
2nd-Level Cleric Spells
Ablative Jacket: Create a magical vest which grants a bit of temporary hit points.
Asepsis: Creature touched becomes immune to non-magical diseases.
Aura of Doom: Enemies that approach you take a -2 penalty on their saving throws.
Biting Mist: A fog bank that slowly digests everything inside it.
Blood Brothers: You take the target's blood and transform into a creature of his type and vice versa.
Bone Spurs: Generate painful bone spurs over your body. They hurt you, but they hurt the enemy more.
Brand Heretic: You mark a target creature as an alignment of your choosing.
Concussive Blast: Create a shockwave that knocks targets away.
Cone of Pebbles: Fire pebbles at your foes
Creeping Darkness: Muffle your presence, and phase out within the darkness.
Deform Body: Acquire the benefits of a Deformity feat you qualify for, ignoring the Willing Deformity requirement.
Detect Evil, Variant: You detect the evil inside a creature, divining it strength and possibly exposing evil intentions.
Directional Shielding: A six sided barrier appears around you, ablating damage and providing protection against flankers.
Dispater's Tower: Surround yourself with protective iron walls, even though it hampers your own ability to attack.
Divine Mount: Summons a steed from the outer planes to serve as your mount.
Drain Moderate Energy: Pull positive energy from your target.
Elemental Augmentation: Enhance yourself so that when you cast an elemental spell, you gain additional bonuses in that round.
Fertilize: Heal swarms, flourish crops, contaminate areas, and cover objects in vines.
Focus Spell: Increase DC of next spell cast.
Force Pulse: You generate a quick pulse of force to knock people away from you, and possibly stagger them.
Fungal Infection: Irritating mushrooms sprout from the victim's skin, making it hard to concentrate.
Galea's Get Up Get Down: Teleport a creature to be standing or laying down in the same space.
Graviton Implosion: Pull targets together to a single point.
Guilt: Make your opponent feel guilt for what they've done.
Healing Whip: You conjure a whip made of positive energy, good for healing your guys and harming undead.
Hinder: You weaken foes with the effects of bane and make them susceptible to weapon attacks.
Hysteria: The target becomes unhinged, he can't stop giggling or weeping, or both at once. Can't you see it too?
Increase Susceptibility: You make your hapless victim more susceptible to diseases.
Karmic Justice: Retaliate with the accumulated spite from your enemies' assault.
Keepaway Shield: Summon a pair of shields which block flankers and provide cover.
Last Word: deal damage and silence target.
Malevolent Touch: A touch that deal high amount of damage and stagger on a failed save.
Pizizzap's Bothersome Allergen: A bothersome allergy that troubles a victim for a short period of time.
Planar Deportation: A minor version of Dismissal and Banishment.
Practice Field: Create sphere that allows creatures to deal nonlethal damage.
Punish the Kind: Whenever the cursed creature heals another, they are harmed an equal amount. In addition, they cannot heal themselves.
Purify Damage: Break vile damage but do not cure it.
Quick Crafting: When you cast this spell, any crafting you do goes three times as fast!
Red Line: You form a line that no one should cross.
Refit Limb: Reattaches cut off limbs that are still alive
Restful: Target sleeps better and quicker.
Reveal Doom: You overload your target's mind with harmful forbidden knowledge.
Ritual of Resizing: Resize an item, typically a weapon or armor, or refit an armor to your use.
Sadist's Silence: painfully sews a victim's mouth shut so they can't speak or cast spells
Safety Bubble: A layered bubble of force protects you from a single attack.
Scan: Identifies creatures, and maybe their abilities as well.
Seeker Bee: Summon a ethereal honeybee that seeks out its target, then returns to you to rely instructions on how to get there.
Sense No Evil: If exposed to a gaze attack, sonic effect, or pain effect and similar while under this spell you can briefly turn off that sense to save yourself.
Share Perception: See as someone else sees, colors by their perceptions
Shared Sacrifice: Link two or more creatures so that the bloodshed or death of one heals the others.
Shylock's Revenge: With a touch you drain the fat from a creature, transferring it to yourself, simultaneously crippling an opponent and safeguarding yourself.
Siege Travel: Turn a siege weapon into an unconventional form of transportation.
Skeletal Restoration: You repair and harden a skeleton.
Slow Mirror: Enhance a mirror or other reflective surface to play it reflections late.
Spell's-Eye View: See from the perspective of your spells.
Sterilize: Destroy weak creatures, including swarms, instantly.
Stork Call: Makes one adult, conscious, living, willing creature pregnant by another willing creature of the same species.
Summon Esper II: You summon the manifestation of a powerful creature to make an instantaneous attack.
Summon Monster: Summon an encounter of monsters.
Summon Spider II: Calls spider to fight.
Summon Spider Swarm: You summon a swarm of spiders, which attacks all other creatures within its area.
Summon Sweaty Strongmen: Summons a musclebound humanoid to carry stuff for you, and other small tasks.
Swarm of Minions: Summon two minions per level, who act like a sort of swarm providing small but consistent damage.
Tag: You tag one creature or object, allowing you to follow its movements wherever it goes.
Tarn's Violent Prophet: Let a divine spellcaster lose all control and just smite the infidels!
Temper Curse: Convert hard-to-handle conditions into easier-to-manage counterparts.
Thundershock: Hit a target with lightning, with accompanying thunder.
Totemic Power: A replacement of the Animal's X spells, designed to be useful even at later level.
Vile Strike: Your next attack in the round deals vile damage.
Voluntary Coma: Alter your body to have reduced metabolic needs, or enter a state of false death.
Voodoo Doll: You stab a duplicate of the target with special needles, and the target suffers for it.
3rd-Level Cleric Spells
Alhazarde Lance: A bolt of energy which only harms extraplanar beings and outsiders. On a critical hit, it might dismiss them as well.
Alhazarde's Sword: Your weapon gains the properties similar to starmetalCW, becoming super-effective against creatures not native to your plane.
Alien Limb: The enemy grows a violent tentacle which immediately attempts to slaughter its unwilling host.
Artificial Life: Create positive energy undead
Awesome Light: Show your opponents the light of your god, inspiring awe... or fear.
Bang Rounds: Create cherrybomb-like caltrops to either throw out immediately as explosives, or set as a trap.
Belladone's Fiendish Defender: Summon a fiendish warrior, though they are contained to an area.
Bestow Flaw: If you can't find an exploitable flaw in your enemy, then give them one.
Binding Contract: Make a powerful magical contract between two creatures.
Binding Pact: Create a magical alliance between sentient creatures that informs all pact members when you defect, or die.
Bio: Target takes 1d6 damage/level (max 10d6), 2 Constitution damage.
Bolster Spirit: Bravery and morale surges through you, carrying you towards victory in battle.
Bolt of Bones: You conjure a line of bone, which damage creatures and create skeletons.
Borrowed Life: Temporarily raises one creature from the dead as a pseudo-zombie using the caster's own life force.
Bubble Shield: Create a barrier which absorbed damage going through it.
Burden of Sin: Your opponent's sins weight them down.
Bury the Dead: If you die, you are automatically buried and given blessings.
Curse of Acting Manually: Curse your opponent with incompetence, so that they cannot focus on seeing and walking or other multiple tasks at the same time.
Curse of Ineptitude: Instead of a penalty to your rolls, this spell forces you to roll smaller dice.
Dark Seeker: Conjure a unliving mass of negative energy to chase your opponent down.
Defiance: Harden your body against foes, or make them regret outnumbering you.
Detect Survivors: You hunt down those pesky little survivors that try to hide from you.
Dibonation: Lets you critical hit or sneak attack creatures normally immune to such.
Disruption Sphere: An explosion of holy energy which injures undead.
Divine Chant: Chant and unleash a powerful wave of energy after it charged.
Divine Spear Fragments: A incomplete version of the divine spears spell, this spell fire spearheads made of light.
Drain Serious Energy: Pull positive energy from your target.
Dull Weapon: This minimizes the damage on a weapon.
Empower Royal Kiss: Give aristocrat the ability to break an enchantment with a kiss
Enhance Potion: This spell raises a potion's caster level among other possibilities.
Erzebet's Soul-Flensing Ligature: Grabs target's soul, positive damage in area, daze.
Force Fence: You create a weaker miniature wall of force to act as a barrier.
Golden Body: Become incredibly resilient to any form of attack for an instant.
Greater Endure Elements: Endure elements now will protect you from any temperature extreme, and allows you to perform acts of physical endurance.
Honey Ambrosia: Conjure a cup of honey ambrosia, which is good for eating, patching up wounds, disinfecting, preservation, and a host of other things.
Impale: Impale your enemies into the air, then watch them fall.
Infectious Affliction: When you are afflicted by a status effect, your body becomes a carrier capable of passing the effect off to another by touch.
Instant Cure Light Wounds: Cure Light Wounds as an swift action
Last Rites: Choose the afterlife the dead character goes to.
Leidenfrost Shell: Cover yourself in a protective shell of water, warding off fire damage.
Lethal to Nonlethal: Convert lethal damage you have into nonlethal damage.
Life Support: Keep someone from dying even through they should be dead.
Locate Interdimensional Connections: Senses direction towards interdimensional connection(s) to another plane.
Mental Mirror: causes a mind-affecting spell targeting you to rebound back at the caster
Nonlethal Field: Create field that blocks most lethal damage.
Obedience: Any order given to the target is treated as a suggestion spell.
Path to Redemption: Provides instructions for target’s atonement.
Pearl Shape: You alter the shape of an object made of pearl.
Piercing Evocation: Make your evocations effective against magical defenses.
Poison Needle: Conjure a poison dart to throw at your enemy.
Protection from Radiation: Protect yourself against the harmful effects of excessive radiation and [Light] effects.
Reboot: Dazes a creature for 1 round, and then removes any status effects (good or ill) they were under from a large list.
Rebuild the Body and Mind: Restores ability score drain.
Regenerate, Lesser: Regrow or reattach limbs. Heal some damage.
Restructure: As vigor, but for unliving creatures.
Restructure, Mass Lesser: As mass lesser vigor, but for unliving creatures.
Revigorize: Heal 1 ability damage each round.
Sacred Bayonet I: Calls into being a powerful weapon guided by divine will.
See Through Fog: See through fogs, smoke, and gases as if they weren't there.
Share Malady: You're hurt, but you can share your suffering.
Sibling Rivalry: Target grows jealous of allies and attacks them.
Solar Bolt: You fire a bolt of harmful positive energy that roast people alive and hurt undead a lot more.
Solar Denial: The target can no longer see the sun, and is cursed to live in darkness.
Solar Flare: A blinding flash of light erupts from your body.
Solidify: Metal objects touched become nigh-indestructible and rustproof.
Stork Call, Greater: Makes one conscious, living, willing creature pregnant by another.
Summon Kamikaze Fiend: Summon a "kamikaze fiend" to act as a minion. As the name implies, they seem most effective when their self destructing on your opponents.
Summon Spider III: Calls spider to fight.
Suppress Curse: Suppress the effects of a curse, or a cursed or intelligent item, for the duration.
Séance: Summon the spirits of the dead to talk to you.
Temper: You temper materials, making them unnaturally rugged.
Temper Weapon: This maximizes the damage on a weapon.
Tonguebite: Prevent your foes from talking, lest they bite their tongue.
Undetectable Presence: An undetectable presence spell conceals the life and magic presence of an object or a creature from all forms of divination.
Warmth: Creates an orb of warm healing light.
Water Gel: Thicken water, making it difficult terrain and difficult to breathe for aquatic creatures.
Withering Glare: Briefly ages target.
Zone of OSHA-Compliance: Creates a bubble around you in which nothing can go wrong. Trust me.
4th-Level Cleric Spells
All in the Family: Spread a condition, buff, or debuff to all members of the same type closeby.
Animate Blessed Dead: Raise an undead a nonhostile servant of good.
Babble: Curse a creature to never be understood again.
Bone Shape: Morph bone into any shape you desire, or use it to fuse a skeleton solid and paralyze your victim.
Boomshine: A burst of light damages opponents and leaves them blinded and deafened.
Burning Sunlight Greatblade: You conjure a blade of pure sunlight.
Chantry of Goog: Summon an altar to the forgotten deity Goog, gaining divinations based on the public knowledge of others.
Chapalu's Desert Control: Manipulate sand to form waves and moving dunes that can attack, reposition, reshape, and bury.
Chill Object: Can chill cloth, wood, metal, stone, water, earth, air - and fire.
Cloudshape: Become a fog
Contract Seal: Touched creature immediately loses all contracts with called creatures.
Curse of Cacophonous Chorus: You curse the target to be hounded by a terrible noise almost 24/7. They simply cannot concentrate.
Curse of Misfortune: You force the target of this spell to reroll many dices and
Curse of the Silent: The target will lose hp and spells until it casts a spell.
Daunting Ray: A ray which breaks your opponent's will to fight.
Deific Light: You call beams of light from the heaven, allowing you to heal or damage creatures.
Devil's Pact: You bargain with a powerful devil to bring a fallen companion back to life.
Divine Swords Storm: You summon a hail of swords made of light, which damage foes and can be used as a weapon.
Drain Critical Energy: Pull positive energy from your target.
Enchant Item: Magically enchant weapons, shields or armor.
Espoir: Cures a list of conditions and debuffs.
Field of Blades: You make it rain swords.
Galea's Energy Corona: Surround yourself in a damaging corona of magic.
Ghostly Chant: Why wait for a spell with a long casting time to finish, when you can have magic finish casting itself?
Great Lightning Arrow: You fire an arrow made of lightning which deal damage, even if it fail to pierce SR.
Heat Object: Can heat cloth, wood, metal, stone, water, earth, air - and fire.
Inner Darkness: Upon being wounded you create a cloud of devouring darkness.
Instant Cure Moderate Wounds: Cure Moderate Wounds as a swift action
Legally Dead: Save or die! For a round or two, that is.
Leziad's Lazy Loafing: Rest your wounds away, you slacker.
Life Lock: Seal off an area, and the only way out is defeating a creature whose life force is the key.
Maintenance: Your possessions become unwilling to leave your side.
Mask of Forbidden Horror: Creatures best not look at you, lest they gaze into an endless paradox which taxes the brain and sickens the body.
Object Haunt: A spell which allow a large group of people to avoid certain death.
Pearlescent Cloud: a silvery cloud that blocks sight for non-good creatures and creatures you exempt.
Positive Stream: Give your victim fast healing that overheals; if it gets too high, they drop to 1 hit point.
Protective Aura: Golden sphere protects you from outside threats.
Raise Soul Mask: This spell turns the spirit of a dead being into a mask, allowing them to live again as long as they have a willing host.
Ray of Dark Sacrifice: Drain the life out of your friends to fuel your death lasers.
Restrain: Holds a creature or object in place.
Retributive Discharge: You resist, absorb, and eventually release electrical damage onto your opponents.
Reveal Greatest Sin: Reveals the target's greatest sin.
Reverse Cure: Effects that would cure the target wound them instead.
Rocks Fall: The DM's angry, rocks fall you die. This spell ensures the eventual death of those cursed with it.
Second Coming: The target creature becomes an undead if they die while under the effect of this spell.
Sedah’s Counterspell of Superfluous Detail: A counterspell that adds erroneous rules and excessive detail to another’s spell – thus making the other’s spell unusable for a time. All who use the spell in the region are also affected.
Shards of Winter: Shards of ice pierce an area
Shared Affliction: Gain a protective ward. If you are struck with a status effect, the opponent is also afflicted.
Shinespark Weapon: Enhance your weapon with magical light which not only deals more damage, but leaves explosive spheres upon a miss or critical hit.
Skeleton Self: Summon your own skeleton to fight for you. Be careful not to let your body get hurt.
Stygian Blackness: a smokey cloud that blocks sight for non-evil creatures and creatures you exempt.
Summon Esper III: You summon the manifestation of a powerful creature to make an instantaneous attack.
Summon Spider IV: Calls spider to fight.
Tazer Beam: Zap a creature with an electrical pulse that overloads their muscles, robbing them of the ability to do anything but feebly convulse for a short time.
Throw Force: Throw a pulse of kinetic force that damages and knocks creatures away.
Tyranny of Movement: For when you want people to be tyrannous with movement!
Unrelenting Focus: You fortify yourself to take less damage, and be immune to effects which would inhibit your actions or movement.
Vampire Skin: You gain the benefits, and dangers, of vampire skin. Can be used as a buff or a curse.
Wall of Crabs: Form a wall of crabs, providing a pinching danger to those passing by.
5th-Level Cleric Spells
Absorb Undead: Absorb your undead minions into your body, empowering you, or dismiss it to summon your army back to your command. Also serves as a form of death throes.
Accept Soul: Like Reincarnate, but all in your head. The target is reincarnated as a Sentient Illusion.
Analyze Event: You enhance a crystal orb to record a 360 scene for you in full detail.
Baleform Burst: This spell transforms several nearby targets into an animal of the caster's choosing for a short time.
Black Blood Chains: Create strands of black hooks and chains to latch onto and pull opponents out of the sky or closer towards you.
Blood to Adrenaline: Turn the blood of a creature into adrenaline.
Bolt of Creation: Create a bolt of lightning that forms into a commoner.
Borrowed Life, Greater: Temporarily raises one creature from the dead as a pseudo-vampire using the caster's own life force.
Brand of the Dark Sigil: Gain a dark symbol that revives you from the dead endlessly, at the low cost of your sanity.
Chain Solar Bolt: You fire a bolt of harmful positive energy that roast people alive and hurt undead a lot more. Arc to other targets.
Cryostasis: Freeze a creature into a state of stasis. It can be used for utility, or offensively.
Cure Deadly Wounds: Fifth level Cure Wounds spell; can heal post-death
Denial: You deny a creature use of its special abilities, or deny an object its intended function.
Divine Spears: You summon a row of divine spears which pierce from the ground, impaling your foes.
Dominating Dogma: Alter the alignment of a target to that of your own. It may spell atonement for the creature, or rebellion.
Evince Lineage: Give someone a racial "half-" template.
Freeze Blood: Freezes the blood or other life components of a creature; death soon follows.
Gravehorde: Curse an area to endlessly spawn an endless stream of undead which harass, entangle, and damage opponents.
Gravel of Grovel: Use gravel to make your foes grovel
Ground Lightning: An area is protected from electrical damage by funneling all possible shocks into its center.
Heal Disease: You cure all afflictions hampering the diseases in the area.
Holy Hold: Create a large ring of light that shrinks into a singularity over the course of 5 rounds, perfectly binding any who fail to escape.
Host to Madness: Your enemy is possessed with a legion of insane spirits, driving him to kill, kill, kill!
Instant Cure Serious Wounds: Cure Serious Wounds as an swift action
Inversion Scope: you find yourself able to hit at long range, but unable to focus at close range. For some a buff, and others a bane.
Lesser Healing Spirit: A mobile healing spirit for you and your allies that can also damage undead foes.
Lich's Touch: Permanently paralyze a creature, leaving them in a death-like coma.
Measure of Character: A powerful curse which is placed upon those which fail a test of moral fiber and ethics. Through the curse, it attempts to alter behavior to the preferred course of action.
Pizizzap's Epidemic Allergen: An epidemic allergy that troubles several victims for a period of time.
Ploishing: Ploishing: The act of falling out of the world. Use it to throw your enemies out of the battlefield, or transport yourself away.
Power Word Regenerate: A non-enchantment power word buff, it grants fast healing based on how much hp remains.
Profanity: Shit, piss, fuck, cunt, cocksucker, motherfucker, and tits.
Protector of the Commons: Protect the weak within Long range from harm, so long as they themselves do not engage in battle.
Restructure, Greater: As greater vigor, but for unliving creatures.
Restructuring Circle: As Vigorous Circle, but for unliving creatures.
Rien's Rotting Touch: The target magically ages and rots away, sustaining penalties to physical ability scores and possibly even dying.
Sacred Weapon: Casts a weapon in holy light that repels the dark and vanquishes evil.
Sasha's Skull Servant: The target creature's skeleton rips itself from its body. Delightful.
Shun Aberration: Project an aura where aberrations and other strange things cannot cross.
Spider Calling: You summon swarms of spiders.
Summon Horde: Summon an encounter with a CR equal to your caster level, with no individual creatures' CR exceeding one half your caster level.
Summon Self: You summon yourself, with all of the benefits and penalties of being a summoned creature.
Summon Spider V: Calls spider to fight.
Summon Wyvern: This spell summons 1 Wyvern to temporarily assist you in battle.
Switch Health: Switch hp totals for yourself and your target. This could be used to heal allies at your expense, or harm enemies.
Taunt: Taunt creatures to attack you.
Ultimate Doom: You promise death to a number of creatures, and they have only 8 rounds to stop you.
Wall of Flesh: Create a wall of flesh, a literal meatshield.
Zone of Vigor: Small zone heals living creatures.
6th-Level Cleric Spells
Black Chains of Durance: Chains of shadowstuff ensnare the target, preventing it from fleeing.
Blazestorm: You summon a storm of fiery blaze, which scorch everything in it way.
Blood Storm: Fills an area with a horrible downpour of dark red, necromantic blood.
Bolster Spirit, Greater: Yet more bravery and morale surges through you, carrying faster you towards victory in battle.
Call of the Reaper: Calling forth a Reaper, a mystical being beyond time, you bargain for a soul.
Consumptive Field: You radiate an aura that kills wounded people and harvests their souls.
Countdown: You mark your words, all your opponents will be dead within 1 minute, so help you...
Curse of the Kender: You curse a creature to the most miserable experience of all time: living with a kender.
Deathball: This is a powerful blast of negative energy that animates the creatures that die as the result of this spell
Dopple Arms: You gain an extra pair of arms.
Eyefire: Shoot two fiery rays from your eyes at any creature within range for 1 round/CL
Fatal Geas: Target must complete geas or die, but is under no other compulsion.
Greater Cone of Pebbles: Fire stronger pebbles at your foes
Greater Nonlethal Field: Create sphere where lethal damage is not.
Healing Spirit: A slightly improved mobile healing spirit for you and your allies that can also damage undead foes.
Instant Cure Critical Wounds: Cure Critical Wounds as a swift action
Mass Blindness: Blinds multiple creatures.
Passage of the Warp: You slip into the far realm to travel great distances. This is how you teleport, reckless style.
Revive Construct: As Raise Dead, but for Constructs
Sacred Bayonet II: Calls into being a powerful weapon guided by divine will.
Sins of the Father: Bind a creature and their entire bloodline to your cause and inject a sense of urgency into their lives.
Summon Esper IV: You summon the manifestation of a powerful creature to make an instantaneous attack.
Summon Spider VI: Calls spider to fight.
Sunlight Slash: A wake of burning sunlight burn your foes to a crisp and possibly blind them.
Sunlight Spear: Creates a crackling spear fashioned from raw sunlight that pierces foes.
Supreme Golden Body: Become nigh-invulnerable to any form of attack for an instant.
Transform into Light: Touch a creature or object and transform part... or all... of its mass into light.
Unlucky Backlash: You cause the bad karma of others to manifest as destructive pulses of energy. Extra effective if they fumble against you.
Veles Whirl: A spell that draws upon the power of Veles, Slavic god of earth and water, to blend the two elements together and form a whirlpool anywhere... yes, you can make a whirlpool of dirt, rock, or trees with this spell, among other things.
Vital Source: Gain a pool of healing which you can spend all at once, or over the course of the day.
White Flare: Also know erroneously as "Holy", this rift to the positive energy plane destroys all life it touches!
Zone of Restructuring: Small zone repairs unliving creatures.
7th-Level Cleric Spells
Abolishing Flames: You hurl a mass of divine fire at your enemy that expands into an explosive burst.
Arrow of White Bloom: Imbues an arrow drawn with the clearest frost.
Astral Assistance: Protect an area, so that if it is ever invaded you can summon yourself to protect it without threat of death.
Break Morale: The target takes as many daunt levels as their HD.
Came Back Wrong: You briefly return the target to the living... but they've come back wrong.
Control Undead, GT Variant: Controlling undead is not, not, NOT LAME!
Crawl Away Head: This spell causes the target's head to detach and grow limbs.
Degenerate: With a touch you cause a body to start eating away at itself.
Desaturated Spray: A spray of beams bursts forth, ranging in value from white to black, but having no saturation. Each value has a different effect on targets.
Encroaching Doubt: Every round the target gains another daunt level.
Greater Boomshine: A burst of light severely damages opponents and leaves them blind and deaf permenantly.
Greater Healing Spirit: A more improved mobile healing spirit for you and your allies that can also damage undead foes.
Instant Hypothermia: You cause a creature to freeze to death instantly.
Iron Body: You or someone you touch turns into Colossus from X-Men.
Jewel/Gem Creation: create jewels/gems for material components
Lesser Miracle: Limited wish eye for the divine guy
Lightning Battery: Become immune to electricity, and absorb it to deploy later against attackers.
Lithos Shield: Summon an animated wall of stone which blocks line of sight in one direction.
Portal Barrier: Create an invisible bubble which none can teleport or plane shift through.
Psychotic Decay: You drive the enemies into such confusion that their minds begin to decay from the madness in their brain.
Rejuvenate: Make the target of the spell younger.
Sasha's Skeleton Crew: Lots of creatures around you just seem compelled to jump out of their skin.
Smiting Lightning: Summon a lightning storm that devastates evil creatures.
Spiritual Channeling: Absorb the spirits of your ancestors and benefit from their experience.
Suddenly Doomtrain: Suddenly, everyone is run over by a train. WHUMP!
Summon Esper V: You summon the manifestation of a powerful creature to make an instantaneous attack.
Summon Opponent: You summon your target to do your bidding.
Summon Spider VII: Calls spider to fight.
Superior Darkness: This spell projects a field of utter darkness, consuming all light within the area into the void.
Tabiris's Instant Epidemic: You really know how to share.
Templar's Declaration: Any nongood character who currently opposses you is evil to you. None shall obstruct the cause.
Warding Shell: Create a bubble which magic can neither enter nor leave, by breaking line of effect.
Zone of Invulnerability: All creatures within the area of effect cannot fall below 40 hp, and cannot die as long as the spell persists.
8th-Level Cleric Spells
Antimagic Field: A version of the spell without as many questionable cases.
Antimaneuver Field: Like antimagic field, for maneuvers.
Art of the Gigantes: You cause the target of the spell to grow one size category per five caster levels.
Astral Invader: Summon yourself into the area of your target so you may assassinate him, without the threat of death of yourself.
Crippling Blow: Reduce a target to 1 hp with extreme vile damage.
Desolate, Greater: Enchant a weapon to do increased damage to creatures without any allies.
Eclipse: Create a zone of darkness around yourself.
Enspell Field: Developed as a counter against Dispel and Antimagic Fields, it floods an area or target with magical energy.
Forbidden Call: You call that which waits behind the wall. Oh god, what have you don- HE COMES!
Form Philosopher's Stone: You convert irrelevant people into wonderful wonderful power.
Golden Chains of Kronos: These golden chains lock the creature or object that they bind in temporal stasis.
Greater Freedom of Movement: Gain freedom of movement, plus avoid attacks of opportunity and move faster.
Guillotine: Because there's no kill like overkill.
Gutwrench: You take the most important part of the opponent’s body and rip it out.
Heat Draining Vortex: A badass version of heat drain from spell compendium. Drain away all the heat in the room to heal yourself.
Hellfire Void: You make a ball of flames that sap magical energy from those within to sustain itself.
Hijacking Dispel: Dispel, steal spells.
Illuminating Blast: Light-force wave similar to Delayed Fireball
Indra's Arrow: Imbues an arrow drawn with divine black lightning.
Life Bond: Revive an ally immediately by bonding yourself to them. You will share their fate if you both fall.
Oath of Blood: The most powerful of all geas spells, you may bind a creature to a particular task to the end of their life and beyond.
Ontology Deinertializer: Everything your target has created will be unmade upon their demise
Planar Rip: Open up a planar rip to another plane, sucking in everything around it.
Portal Recall: Cause a portal to invert itself and begin to suck in all creatures which had recently traversed it within the last 24 hours.
Rimus's Gate: This spell summons the Gate for teleportation only.
Rithaniel's Revert: Banishes a creature to the place they were born.
Schism of the Helix: Kill living creatures of a particular type.
Scream: A terrible scream escapes your lips, damaging all caught along its path.
Shards of Winter, Greater: Shards of ice pierce an area
Soul Restoration: You rebuild, free, or otherwise restore a soul.
Steal Life: Literally consume someone's life away, possibly getting younger.
Suddenly Phantom Train: Suddenly everybody is run over by the train of the dead, and it carries away their souls to the afterlife.
Summon Esper VI: The ultimate expression of summon esper line of spell.
Summon Spider VIII: Calls spider to fight.
Toxic: Deadly toxins persistantly waste away at the enemy's body.
Wall of Ironize: The targeted object cannot be sold or used as crafting ingredients.
Zombie Apocalypse: You ever watch zombie movies as a kid? You know how this goes.
9th-Level Cleric Spells
An Eternal Curse Upon Thee: Dying curses are feared for good reason; this spell is an exceptionally powerful and permanent one.
Apocalypse From The Sky: Call down destruction on a wide radius.
Apocalyptic Swarm: Recreate divine plagues, and ravage the land with an endless swarm of insects.
Avasculate, Greater: You purge the enemy's blood vessels from their body even more violently, potentially killing them and causing the blood vessels to attempt to kill their former hosts.
Charge of Darkness: Charge at your enemy cross-country, encountering them harder than a Rhino.
Cloister: Keep out most magical travel and ward creatures except those of a designated type.
Complete Restoration: Removes all damage and negative effects from a creature.
Create Ultimate Undead: Make basically any undead creature. Then allow it access to its own portion undead followers.
Cursed One: The target is struck with a terrible streak of bad luck that will never end.
Damnation of the Earth: Through an intense rapture, you save the soul of good-aligned creature, punish evil-aligned one and them into walking corpses.
Dark Reckoning: A massive emanation of purest darkness blinds, deafens and destroys all that you consider as infidels.
Death Field: A pulsating zone of negative energy deals 3d6 + CL damage to everyone in a 30 ft radius around you for multiple rounds.
Demise Unseen: Destroy a creature and transform it into a controlled ghoul.
Demonic Megiddo: Nuke your surroundings with raw darkness.
Divine Retribution: A massive column of divine light descends to judge everyone and everything you consider to be an enemy.
Evil Within: Why animate skeletons from the dead, when you can harvest them from the still living...
Final Salvation: Everyone tries out being Good for a while. If this contradicts their fundamental nature, bad Good things might happen to them instead.
Fist of God: You summon a fist made of divine energy that smash into your enemies.
Force Disturbance: You call forth countless souls and slay them, frying the minds of psionic and incarnum users.
Genesis: Create a demiplane
Harm, Greater: Subject suffers 15 points of damage per caster level.
Heal, Greater: Heal 15 damage per caster level.
Instant Wall of Invincibility: Create a massive wall that prevents all movement through it.
Invincible Golden Body: Become invincible to any form of attack for an instant.
Life Surge: Many creatures get fast healing 20 and haste
Mantle: You absorb all damage dealt to you or close allies and deal it back to the enemy.
Masque of the Red Death: They'll pay dearly for not inviting you to the ball...
Memento Mori: The ultimate magic devised by mortals gives the eternal, the immortal and the divine a taste of true mortality, at the cost of one's own mortal coil.
Meteor Strike: You drop a meteor from the sky. Self-explanatory, really.
Miracle: You request a favor from your deity, or philosophy, or some other supernatural superbeing. This lets you do some pretty amazing stuff.
Nightmare Steel Cage: This prison doesn't need bars, but it has them anyway.
Normalize: Eliminates most buffs and penalties in an area.
Norton's Copied Casting: You copy any spell or spell-like ability that you have witnessed since your last turn.
Orbital Laser: Focus and launch a beam of focused light to the surface, drilling a hole and vaporizing everything in its path.
Raise Dead Enemy: Restores life to unwilling subject.
Recreation: Bring back known construct based on prior knowledge.
Regenerate, Greater: Heals damage and restores lost limbs in multiple creatures.
Reject: Returns a subject to a recent state, leaving them as if the intervening time had not occurred.
Restore Ancient Soul: Bring a soul back to a medium, even if it would otherwise be unable to be recovered through most means. With the medium, it is possible to revive those who have been dead for an extreme time, or those who died from old age.
Rimus's Summon Person: This spell summons some normal people, permanently.
Rithaniel's Extraplanar Homestead: Creates an entirely customizable plane of existance.
Rithaniel's Mystic Debar: You create a barrier that allows magic to neither enter nor leave it.
Sacred Bayonet III: Calls into being a powerful weapon guided by divine will.
Sans' Karmic Bone Barrage: Dunk on mass murderers by assaulting them with a furious barrage of bones dealing damage over time.
Shadows of the Mage-Lords: Call up shadows, deal negative levels in area.
Spell Void: Deadmagic Sphere which engulfs target.
Summon Spider IX: Calls spider to fight.
That Which Hungers: You allow an Elder Evil to grab victims through your portals, where they shall be devoured.
True Daylight: Call forth true daylight
White Incantation: Fog petrifies or kills.
Please see 3.5e Domains
Adding New Spells
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