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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 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. 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 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/Evil/Good/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. 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. ConsecrateM: 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. DesecrateM: 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 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: Calls extraplanar creature to fight for you. Undetectable Alignment: Conceals alignment for 24 hours. Zone of Truth: Subjects within range cannot lie. 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. Blindness/Deafness: Makes subject blinded or deafened. Contagion: Infects subject with chosen disease. Continual FlameM: 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 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. Obscure Object: Masks object against scrying. Prayer: Allies +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 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. Water Breathing: Subjects can breathe underwater. Water Walk: Subject treads on water as if solid. Wind Wall: Deflects arrows, smaller creatures, and gases. 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. DivinationM: Provides useful advice for specific proposed actions. Divine Power: You gain attack bonus, +6 to Str, and 1 hp/level. 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, LesserX: 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. RestorationM: 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. AtonementFX: 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. CommuneX: Deity answers one yes-or-no question/level. Cure Light Wounds, Mass: Cures 1d8 damage +1/level for many creatures. Dispel Chaos/Evil/Good/Law: +4 bonus against attacks. Disrupting Weapon: Melee weapon destroys undead. Flame Strike: Smite foes with divine fire (1d6/level damage). HallowM: Designates location as holy. Inflict Light Wounds, Mass: Deals 1d8 damage +1/level to many creatures. Mark of Justice: Designates action that will trigger curse on subject. Plane ShiftF: As many as eight 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 combat bonuses. ScryingF: Spies on subject from a distance. Slay Living: Touch attack kills subject. Spell Resistance: Subject gains spell resistance 12 + level. Summon Monster V: Calls 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. Animate Objects: Objects attack your foes. Antilife Shell: 10-ft. field hedges out living creatures. Banishment: Banishes 2 HD/level of extraplanar creatures. Blade Barrier: Wall of blades deals 1d6/level damage. Cure Moderate Wounds, Mass: Cures 2d8 damage +1/level for many creatures. Dispel Magic, Greater: As dispel magic, but up to +20 on check. Find the Path: Shows most direct way to a location. ForbiddanceM: 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. Summon Monster VI: Calls 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. 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. DestructionF: 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. 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. Restoration, GreaterX: As restoration, plus restores all levels and ability scores. ResurrectionM: Fully restore dead subject. Scrying, Greater: As scrying, but faster and longer. Summon Monster VII: Calls 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. Antimagic Field: Negates magic within 10 ft. Cloak of ChaosF: +4 to AC, +4 resistance, and spell resistance 25 against lawful spells. 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 AuraF: +4 to AC, +4 resistance, and spell resistance 25 against evil spells. Inflict Critical Wounds, Mass: Deals 4d8 damage +1/level to many creatures. Shield of LawF: +4 to AC, +4 resistance, and spell resistance 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 DeathM: Triggered rune slays nearby creatures. Symbol of InsanityM: Triggered rune renders nearby creatures insane. Unholy AuraF: +4 to AC, +4 resistance, and spell resistance 25 against good spells. Astral ProjectionM: Projects you and companions onto Astral Plane. Energy Drain: Subject gains 2d4 negative levels. Etherealness: Travel to Ethereal Plane with companions. GateX: Connects two planes for travel or summoning. Heal, Mass: As heal, but with several subjects. Implosion: Kills one creature/round. MiracleX: Requests a deity's intercession. Storm of Vengeance: Storm rains acid, lightning, and hail. Summon Monster IX: Calls extraplanar creature to fight for you. True ResurrectionM: As resurrection, plus remains aren't needed. Granted Powers: Turn or destroy earth creatures as a good cleric turns undead. Rebuke, command, or bolster air creatures as an evil cleric rebukes undead. Use these abilities a total number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability. 1 Obscuring Mist: Fog surrounds you. 2 Wind Wall: Deflects arrows, smaller creatures, and gases. 3 Gaseous Form: Subject becomes insubstantial and can fly slowly. 4 Air Walk: Subject treads on air as if solid (climb at 45-degree angle). 5 Control Winds: Change wind direction and speed. 6 Chain Lightning: 1d6/level damage; 1 secondary bolt/level each deals half damage. 7 Control Weather: Changes weather in local area. 8 Whirlwind: Cyclone deals damage and can pick up creatures. 9 Elemental Swarm*: Summons multiple elementals. *Cast as an air spell only. Granted Powers: You can use speak with animals once per day as a spell-like ability. Add Knowledge (nature) to your list of cleric class skills. 1 Calm Animals: Calms (2d4 + level) HD of animals. 2 Hold Animal: Paralyzes one animal for 1 round/level. 3 Dominate Animal: Subject animal obeys silent mental commands. 4 Summon Nature's Ally IV*: Calls creature to fight. 5 Commune with Nature: Learn about terrain for 1 mile/level. 6 Antilife Shell: 10-ft. field hedges out living creatures. 7 Animal Shapes: One ally/level polymorphs into chosen animal. 8 Summon Nature's Ally VIII*: Calls creature to fight. 9 ShapechangeF: Transforms you into any creature, and change forms once per round. *Can only summon animals. Granted Power: You cast chaos spells at +1 caster level. 1 Protection from Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders. 2 Shatter: Sonic vibration damages objects or crystalline creatures. 3 Magic Circle against Law: As protection spells, but 10-ft. radius and 10 min./level. 4 Chaos Hammer: Damages and staggers lawful creatures. 5 Dispel Law: +4 bonus against attacks by lawful creatures. 6 Animate Objects: Objects attack your foes. 7 Word of Chaos: Kills, confuses, stuns, or deafens nonchaotic subjects. 8 Cloak of ChaosF: +4 to AC, +4 resistance, spell resistance 25 against lawful spells. 9 Summon Monster IX*: Calls extraplanar creature to fight for you. *Cast as a chaos spell only. Granted Power: You may use a death touch once per day. Your death touch is a supernatural ability that produces a death effect. You must succeed on a melee touch attack against a living creature (using the rules for touch spells). When you touch, roll 1d6 per cleric level you possess. If the total at least equals the creature's current hit points, it dies (no save). 1 Cause Fear: One creature of 5 HD or less flees for 1d4 rounds. 2 Death Knell: Kill dying creature and gain 1d8 temporary hp, +2 to Str, and +1 caster level. 3 Animate DeadM: Creates undead skeletons and zombies. 4 Death Ward: Grants immunity to death spells and negative energy effects. 5 Slay Living: Touch attack kills subject. 7 DestructionF: Kills subject and destroys remains. 9 Wail of the Banshee: Kills one creature/level. Granted Power: You gain the smite power, the supernatural ability to make a single melee attack with a +4 bonus on attack rolls and a bonus on damage rolls equal to your cleric level (if you hit). You must declare the smite before making the attack. This ability is usable once per day. Destruction Domain Spells1 Inflict Light Wounds: Touch attack, 1d8 damage +1/level (max +5). 2 Shatter: Sonic vibration damages objects or crystalline creatures. 3 Contagion: Infects subject with chosen disease. 4 Inflict Critical Wounds: Touch attack, 4d8 damage +1/level (max +20). 5 Inflict Light Wounds, Mass: Deals 1d8 damage +1/level to any creatures. 6 Harm: Deals 10 points/level damage to target. 7 Disintegrate: Makes one creature or object vanish. 8 Earthquake: Intense tremor shakes 80-ft. -radius. 9 Implosion: Kills one creature/round. Granted Power: Turn or destroy air creatures as a good cleric turns undead. Rebuke, command, or bolster earth creatures as an evil cleric rebukes undead. Use these abilities a total number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability. 1 Magic Stone: Three stones become +1 projectiles, 1d6 +1 damage. 2 Soften Earth and Stone: Turns stone to clay or dirt to sand or mud. 3 Stone Shape: Sculpts stone into any shape. 4 Spike Stones: Creatures in area take 1d8 damage, may be lowed. 5 Wall of Stone: Creates a stone wall that can be shaped. 6 StoneskinM: Ignore 10 points of damage per attack. 7 Earthquake: Intense tremor shakes 80-ft. -radius. 8 Iron Body: Your body becomes living iron. 9 Elemental Swarm*: Summons multiple elementals. *Cast as an earth spell only. Granted Power: You cast evil spells at +1 caster level. 1 Protection from Good: +2 to AC and saves, counter mind control, hedge out elementals and outsiders. 2 DesecrateM: Fills area with negative energy, making undead stronger. 3 Magic Circle against Good: As protection spells, but 10-ft. radius and 10 min./level. 4 Unholy Blight: Damages and sickens good creatures. 5 Dispel Good: +4 bonus against attacks by good creatures. 7 Blasphemy: Kills, paralyzes, weakens, or dazes nonevil subjects. 8 Unholy AuraF: +4 to AC, +4 resistance, spell resistance 25 against good spells. 9 Summon Monster IX*: Calls extraplanar creature to fight for you. *Cast as an evil spell only. Granted Power: Turn or destroy water creatures as a good cleric turns undead. Rebuke, command, or bolster fire creatures as an evil cleric rebukes undead. Use these abilities a total number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability. 1 Burning Hands: 1d4/level fire damage (max 5d4). |