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Special Abilities 

Standard Reference Document 3.5

 Cleric Spells

Spell List I

This material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.

An M or F appearing at the end of a spell's name in the spell lists denotes a spell with a material or focus component, respectively, that is not normally included in a spell component pouch. An X denotes a spell with an XP component paid by the caster.

Order of Presentation: In the spell lists and the spell descriptions that follow them, the spells are presented in alphabetical order by name except for those belonging to certain spell chains.

When a spell's name begins with 'lesser,' 'greater,' or 'mass,' the spell description is alphabetized under the second word of the spell name instead.

Hit Dice: The term 'Hit Dice' is used synonymously with 'character levels' for effects that affect a number of Hit Dice of creatures. Creatures with Hit Dice only from their race, not from classes, have character levels equal to their Hit Dice.

Caster Level: A spell's power often depends on caster level, which is defined as the caster's class level for the purpose of casting a particular spell. A creature with no classes has a caster level equal to its Hit Dice unless otherwise specified. The word 'level' in the spell lists that follow always refers to caster level.

Creatures and Characters: The words 'creature' and 'character' are used synonymously in the spell descriptions.

Bard Spells

0-LEVEL BARD SPELLS (CANTRIPS)

Dancing Lights: Creates torches or other lights.

Daze: Humanoid creature of 4 HD or less loses next action.

Detect Magic: Detects spells and magic items within 60 ft.

Flare: Dazzles one creature (-1 on attack rolls).

Ghost Sound: Figment sounds.

Know Direction: You discern north.

Light: Object shines like a torch.

Lullaby: Makes subject drowsy; -5 on Spot and Listen checks, -2 on Will saves against sleep.

Mage Hand: 5-pound telekinesis.

Mending: Makes minor repairs on an object.

Message: Whispered conversation at distance.

Open/Close: Opens or closes small or light things.

Prestidigitation: Performs minor tricks.

Read Magic: Read scrolls and spellbooks.

Resistance: Subject gains +1 on saving throws.

Summon Instrument: Summons one instrument of the caster's choice.

1ST-LEVEL BARD SPELLS

Alarm: Wards an area for 2 hours/level.

Animate Rope: Makes a rope move at your command.

Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.

Charm Person: Makes one person your friend.

Comprehend Languages: You understand all spoken and written languages.

Cure Light Wounds: Cures 1d8 damage +1/level (max +5).

Detect Secret Doors: Reveals hidden doors within 60 ft.

Disguise Self: Changes your appearance.

Erase: Mundane or magical writing vanishes.

Expeditious Retreat: Your speed increases by 30 ft.

Feather Fall: Objects or creatures fall slowly.

Grease: Makes 10-ft. square or one object slippery.

Hideous Laughter: Subject loses actions for 1 round/level.

Hypnotism: Fascinates 2d4 HD of creatures.

IdentifyM: Determines properties of magic item.

Lesser Confusion: One creature is confused for 1 round.

Magic MouthM: Speaks once when triggered.

Magic Aura: Alters object's magic aura.

Obscure Object: Masks object against scrying.

Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.

Silent Image: Creates minor illusion of your design.

Sleep: Puts 4 HD of creatures into magical slumber.

Summon Monster I: Calls extraplanar creature to fight for you.

Undetectable Alignment: Conceals alignment for 24 hours.

Unseen Servant: Invisible force obeys your commands.

Ventriloquism: Throws voice for 1 min./level.

2ND-LEVEL BARD SPELLS

Alter Self: Assume form of a similar creature.

Animal Messenger: Sends a Tiny animal to a specific place.

Animal Trance: Fascinates 2d6 HD of animals.

Blindness/Deafness: Makes subject blind or deaf.

Blur: Attacks miss subject 20% of the time.

Calm Emotions: Calms creatures, negating emotion effects.

Cat's Grace: Subject gains +4 to Dex for 1 min./level.

Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).

Darkness: 20-ft. radius of supernatural shadow.

Daze Monster: Living creature of 6 HD or less loses next action.

Delay Poison: Stops poison from harming subject for 1 hour/level.

Detect Thoughts: Allows 'listening' to surface thoughts.

Eagle's Splendor: Subject gains +4 to Cha for 1 min./level.

Enthrall: Captivates all within 100 ft. + 10 ft./level.

Fox's Cunning: Subject gains +4 to Int for 1 min./level.

Glitterdust: Blinds creatures, outlines invisible creatures.

Heroism: Gives +2 on attack rolls, saves, skill checks.

Hold Person: Paralyzes one humanoid for 1 round/level.

Hypnotic Pattern: Fascinates (2d4 + level) HD of creatures.

Invisibility: Subject is invisible for 1 min./level or until it attacks.

Locate Object: Senses direction toward object (specific or type).

Minor Image: As silent image, plus some sound.

Mirror Image: Creates decoy duplicates of you (1d4 +1 per three levels, max 8).

Misdirection: Misleads divinations for one creature or object.

Pyrotechnics: Turns fire into blinding light or choking smoke.

Rage: Gives +2 to Str and Con, +1 on Will saves, -2 to AC.

Scare: Panics creatures of less than 6 HD.

Shatter: Sonic vibration damages objects or crystalline creatures.

Silence: Negates sound in 20-ft. radius.

Sound Burst: Deals 1d8 sonic damage to subjects; may stun them.

Suggestion: Compels subject to follow stated course of action.

Summon Monster II: Calls extraplanar creature to fight for you.

Summon Swarm: Summons swarm of bats, rats, or spiders.

Tongues: Speak any language.

Whispering Wind: Sends a short message 1 mile/level.

3RD-LEVEL BARD SPELLS

Blink: You randomly vanish and reappear for 1 round/level.

Charm Monster: Makes monster believe it is your ally.

Clairaudience/Clairvoyance: Hear or see at a distance for 1 min./level.

Confusion: Subjects behave oddly for 1 round/level.

Crushing Despair: Subjects take -2 on attack rolls, damage rolls, saves, and checks.

Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).

Daylight: 60-ft. radius of bright light.

Deep Slumber: Puts 10 HD of creatures to sleep.

Dispel Magic: Cancels magical spells and effects.

Displacement: Attacks miss subject 50%.

Fear: Subjects within cone flee for 1 round/level.

Gaseous Form: Subject becomes insubstantial and can fly slowly.

Geas, Lesser: Commands subject of 7 HD or less.

Glibness: You gain +30 bonus on Bluff checks, and your lies can escape magical discernment.

Good Hope: Subjects gain +2 on attack rolls, damage rolls, saves, and checks.

Haste: One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves.

Illusory ScriptM: Only intended reader can decipher.

Invisibility Sphere:Makes everyone within 10 ft. invisible.

Major Image: As silent image, plus sound, smell and thermal effects.

Phantom Steed: Magic horse appears for 1 hour/level.

Remove Curse: Frees object or person from curse.

ScryingF: Spies on subject from a distance.

Sculpt Sound: Creates new sounds or changes existing ones.

Secret Page: Changes one page to hide its real content.

See Invisibility: Reveals invisible creatures or objects.

Sepia Snake SigilM: Creates text symbol that immobilizes reader.

Slow: One subject/level takes only one action/round, -1 to AC, reflex saves, and attack rolls.

Speak with Animals: You can communicate with animals.

Summon Monster III: Calls extraplanar creature to fight for you.

Tiny Hut: Creates shelter for ten creatures.

4TH-LEVEL BARD SPELLS

Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.

Cure Critical Wounds: Cures 4d8 damage +1/level (max +20).

Detect Scrying: Alerts you of magical eavesdropping.

Dimension Door: Teleports you short distance.

Dominate Person: Controls humanoid telepathically.

Freedom of Movement: Subject moves normally despite impediments.

Hallucinatory Terrain: Makes one type of terrain appear like another (field into forest, or the like).

Hold Monster: As hold person, but any creature.

Invisibility, Greater: As invisibility, but subject can attack and stay invisible.

Legend LoreMF: Lets you learn tales about a person, place, or thing.

Locate Creature: Indicates direction to familiar creature.

Modify Memory: Changes 5 minutes of subject's memories.

Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.

Rainbow Pattern: Lights fascinate 24 HD of creatures.

Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away.

Secure Shelter: Creates sturdy cottage.

Shadow Conjuration: Mimics conjuring below 4th level, but only 20% real.

Shout: Deafens all within cone and deals 5d6 sonic damage.

Speak with Plants: You can talk to normal plants and plant creatures.

Summon Monster IV: Calls extraplanar creature to fight for you.

Zone of Silence: Keeps eavesdroppers from overhearing conversations.

5TH-LEVEL BARD SPELLS

Cure Light Wounds, Mass: Cures 1d8 damage +1/level for many creatures.

Dispel Magic, Greater: As dispel magic, but +20 on check.

Dream: Sends message to anyone sleeping.

False VisionM: Fools scrying with an illusion.

Heroism, Greater: Gives +4 bonus on attack rolls, saves, skill checks; immunity to fear; temporary hp.

Mind Fog: Subjects in fog get -10 to Wis and Will checks.

Mirage Arcana: As hallucinatory terrain, plus structures.

Mislead: Turns you invisible and creates illusory double.

Nightmare: Sends vision dealing 1d10 damage, fatigue.

Persistent Image: As major image, but no concentration required.

Seeming: Changes appearance of one person per two levels.

Shadow Evocation: Mimics evocation of lower than 5th level, but only 20% real.

Shadow Walk: Step into shadow to travel rapidly.

Song of Discord: Forces targets to attack each other.

Suggestion, Mass: As suggestion, plus one subject/level.

Summon Monster V: Calls extraplanar creature to fight for you.

6TH-LEVEL BARD SPELLS

Analyze DweomerF: Reveals magical aspects of subject.

Animate Objects: Objects attack your foes.

Cat's Grace, Mass: As cat's grace, affects one subject/level.

Charm Monster, Mass: As charm monster, but all within 30 ft.

Cure Moderate Wounds, Mass: Cures 2d8 damage +1/level for many creatures.

Eagle's Splendor, Mass: As eagle's splendor, affects one subject/level.

Eyebite: Target becomes panicked, sickened, and comatose.

Find the Path: Shows most direct way to a location.

Fox's Cunning, Mass: As fox's cunning, affects one subject/level.

Geas/Quest: As lesser geas, plus it affects any creature.

Heroes' Feast: Food for one creature/level cures and grants combat bonuses.

Irresistible Dance: Forces subject to dance.

Permanent Image: Includes sight, sound, and smell.

Programmed ImageM: As major image, plus triggered by event.

Project Image: Illusory double can talk and cast spells.

Scrying, Greater: As scrying, but faster and longer.

Shout, Greater: Devastating yell deals 10d6 sonic damage; stuns creatures, damages objects.

Summon Monster VI: Calls extraplanar creature to fight for you.

Sympathetic Vibration: Deals 2d10 damage/round to freestanding structure.

Veil: Changes appearance of group of creatures.

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