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.
Identify
M:
Determines properties of magic item.
Lesser
Confusion:
One creature is confused for 1 round.
Magic
Mouth M: 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
Script M: 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.
Scrying
F:
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 Sigil M: 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
Lore M F: 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
Vision M: 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
Dweomer F: 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
Image M: 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.
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 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/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.
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.
Augury
M
F: 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: 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: 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.
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:
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, Lesser X: 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:
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
Atonement
F
X: 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:
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).
Hallow
M:
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: As many as eight subjects travel to another plane.
Raise
Dead M: 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:
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: Triggered rune wracks nearby creatures with pain.
Symbol
of Sleep M: Triggered rune puts nearby creatures into catatonic slumber.
True
Seeing M: Lets you see all things as they really are.
Unhallow
M:
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
M:
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 X: As lesser planar ally, but up to 12 HD.
Summon
Monster VI:
Calls extraplanar creature to fight for you.
Symbol
of Fear M: Triggered rune panics nearby creatures.
Symbol
of Persuasion M: Triggered rune charms nearby creatures.
Undeath
to Death M: 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
F:
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.
Refuge
M:
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 X: As restoration, plus restores all levels and ability
scores.
Resurrection
M:
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 M: Triggered rune stuns nearby creatures.
Symbol
of Weakness M: 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.
Cloak
of Chaos F: +4 to AC, +4 resistance, and SR 25 against lawful spells.
Create
Greater Undead M: 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 F: +4 to AC, +4 resistance, and SR 25 against evil spells.
Planar
Ally, Greater X: As lesser planar ally, but up to 18 HD.
Inflict
Critical Wounds, Mass: Deals 4d8 damage +1/level to many creatures.
Shield
of Law F: +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 M: Triggered rune slays nearby creatures.
Symbol
of Insanity M: Triggered rune renders nearby creatures insane.
Unholy
Aura F: +4 to AC, +4 resistance, and SR 25 against good spells.
9TH-LEVEL CLERIC
SPELLS
Astral
Projection M: Projects you and companions onto Astral Plane.
Energy
Drain:
Subject gains 2d4 negative levels.
Etherealness: Travel to Ethereal Plane
with companions.
Gate
X:
Connects two planes for travel or summoning.
Heal,
Mass: As heal,
but with several subjects.
Implosion: Kills one creature/round.
Miracle
X:
Requests a deity’s intercession.
Soul
Bind F: 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 M: As resurrection, plus remains aren’t needed.
CLERIC
DOMAINS
AIR DOMAIN
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.
ANIMAL DOMAIN
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
Shapechange F: Transforms you into any creature, and change forms once per
round.
*Can
only summon animals.
CHAOS DOMAIN
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 Chaos F: +4 to AC, +4 resistance, SR 25 against lawful spells.
9
Summon Monster IX*: Calls extraplanar creature to fight for you.
*Cast
as a chaos spell only.
DEATH DOMAIN
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 Dead M: Creates undead skeletons and zombies.
4
Death Ward: Grants
immunity to death spells and negative energy effects.
5
Slay Living: Touch
attack kills subject.
6
Create Undead M: Create ghouls, ghasts, mummies, or mohrgs.
7
Destruction F: Kills subject and destroys remains.
8
Create Greater Undead M: Create shadows, wraiths, spectres, r
devourers.
9
Wail of the Banshee: Kills one creature/level.
DESTRUCTION DOMAIN
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.
1
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.
EARTH DOMAIN
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
Stoneskin M: 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.
EVIL DOMAIN
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
Desecrate M: 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.
6
Create Undead M: Create ghouls, ghasts, mummies, or mohrgs.
7
Blasphemy: Kills,
paralyzes, weakens, or dazes nonevil subjects.
8
Unholy Aura F: +4 to AC, +4 resistance, SR 25 against good spells.
9
Summon Monster IX*: Calls extraplanar creature to fight for you.
*Cast
as an evil spell only.
FIRE DOMAIN
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).
2
Produce Flame: 1d6
damage +1/ level, touch or thrown.
3
Resist Energy*:
Ignores 10 (or more) points of damage/attack from specified energy type.
4
Wall of Fire: Deals
2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals
2d6 damage +1/level.
5
Fire Shield: Creatures
attacking you take fire damage; you’re protected from heat or cold.
6
Fire Seeds:
Acorns and berries become grenades and bombs.
7
Fire Storm: Deals
1d6/level fire damage.
8
Incendiary Cloud: Cloud deals 4d6 fire damage/round.
9
Elemental Swarm**: Summons multiple elementals.
*Resist
cold or fire only.
**Cast
as a fire spell only.
GOOD DOMAIN
Granted
Power:
You cast good spells at +1 caster level.
1
Protection from Evil: +2 to AC and saves, counter mind control, hedge out
elementals and outsiders.
2
Aid: +1
on attack rolls, +1 on saves against fear, 1d8 temporary hp +1/level (max +10).
3
Magic Circle against Evil: As protection spells, but 10-ft. radius and 10
min./level.
4
Holy Smite: Damages
and blinds evil creatures.
5
Dispel Evil: +4
bonus against attacks by evil creatures.
6
Blade Barrier: Wall
of blades deals 1d6/level damage.
7
Holy Word F: Kills, paralyzes, slows, or deafens nongood subjects.
8
Holy Aura:
+4 to AC, +4 resistance, and SR 25 against evil spells.
9
Summon Monster IX*: Calls extraplanar creature to fight for you.
*Cast
as a good spell only.
HEALING DOMAIN
Granted
Power:
You cast healing spells at +1 caster level.
1
Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
2
Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).
3
Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).
4
Cure Critical Wounds: Cures 4d8 damage +1/level (max +20).
5
Cure Light Wounds, Mass: Cures 1d8 damage +1/level (max +25) for many creatures.
6
Heal: Cures
10 points/level of damage, all diseases and mental conditions.
7
Regenerate: Subject’s
severed limbs grow back, cures 4d8 damage +1/level (max +35).
8
Cure Critical Wounds, Mass: Cures 4d8 damage +1/level (max +40) for many creatures.
9
Heal, Mass:
As heal, but with several subjects.
KNOWLEDGE DOMAIN
Granted
Power:
Add all Knowledge skills to your list of cleric class skills.
You
cast divination spells at +1 caster level.
1
Detect Secret Doors: Reveals hidden doors within 60 ft.
2
Detect Thoughts: Allows “listening” to surface thoughts.
3
Clairaudience/Clairvoyance: Hear or see at a distance for 1 min./level.
4
Divination M: Provides useful advice for specific proposed actions.
5
True Seeing M: Lets you see all things as they really are.
6
Find the Path: Shows
most direct way to a location.
7
Legend Lore M F: Lets you learn tales about a person, place, or thing.
8
Discern Location: Reveals exact location of creature or object.
9
Foresight: “Sixth
sense” warns of impending danger.
LAW DOMAIN
Granted
Power:
You cast law spells at +1 caster level.
1
Protection from Chaos: +2 to AC and saves, counter mind control, hedge out
elementals and outsiders.
2
Calm Emotions:
Calms creatures, negating emotion effects.
3
Magic Circle against Chaos: As protection spells, but 10-ft. radius and 10
min./level.
4
Order’s Wrath: Damages
and dazes chaotic creatures.
5
Dispel Chaos: +4
bonus against attacks by chaotic creatures.
6
Hold Monster: As
hold person, but any creature.
7
Dictum:
Kills, paralyzes, slows, or deafens nonlawful subjects.
8
Shield of Law F: +4 to AC, +4 resistance, and SR 25 against chaotic spells.
9
Summon Monster IX*: Calls extraplanar creature to fight for you.
*Cast
as a law spell only.
LUCK DOMAIN
Granted
Power:
You gain the power of good fortune, which is usable once per day. This
extraordinary ability allows you to reroll one roll that you have just made
before the DM declares whether the roll results in success or failure. You must
take the result of the reroll, even if it’s worse than the original roll.
1
Entropic Shield: Ranged attacks against you have 20% miss chance.
2
Aid: +1
on attack rolls, +1 against fear, 1d8 temporary hp +1/level (max +10).
3
Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
4
Freedom of Movement: Subject moves normally despite impediments.
5
Break Enchantment: Frees subjects from enchantments, alterations, curses, and
petrification.
6
Mislead:
Turns you invisible and creates illusory double.
7
Spell Turning: Reflect
1d4+6 spell levels back at caster.
8
Moment of Prescience: You gain insight bonus on single attack roll, check, or save.
9
Miracle X: Requests a deity’s intercession.
MAGIC DOMAIN
Granted
Power:
Use scrolls, wands, and other devices with spell completion or spell trigger
activation as a wizard of one-half your cleric level (at least 1st level). For
the purpose of using a scroll or other magic device, if you are also a wizard,
actual wizard levels and these effective wizard levels stack.
1
Magic Aura: Alters
object’s magic aura.
2
Identify: Determines
properties of magic item.
3
Dispel Magic: Cancels
magical spells and effects.
4
Imbue with Spell Ability: Transfer spells to subject.
5
Spell Resistance: Subject gains SR 12 + level.
6
Antimagic Field: Negates magic within 10 ft.
7
Spell Turning: Reflect
1d4+6 spell levels back at caster.
8
Protection from Spells M F: Confers +8 resistance
bonus.
9
Mage’s Disjunction: Dispels magic, disenchants magic items.
PLANT DOMAIN
Granted
Powers:
Rebuke or command plant creatures as an evil cleric rebukes or commands undead.
Use this ability a total number of times per day equal to 3 + your Charisma
modifier. This granted power is a supernatural ability.
Add
Knowledge (nature) to your list of cleric class skills.
1
Entangle: Plants
entangle everyone in 40-ft.-radius.
2
Barkskin:
Grants +2 (or higher) enhancement to natural armor.
3
Plant Growth: Grows
vegetation, improves crops.
4
Command Plants:
Sway the actions of one or more plant creatures.
5
Wall of Thorns: Thorns
damage anyone who tries to pass.
6
Repel Wood:
Pushes away wooden objects.
7
Animate Plants: One
or more trees animate and fight for you.
8
Control Plants: Control
actions of one or more plant creatures.
9
Shambler: Summons
1d4+2 shambling mounds to fight for you.
PROTECTION DOMAIN
Granted
Power:
You can generate a protective ward as a supernatural ability. Grant
someone you touch a resistance bonus equal to your cleric level on his or her
next saving throw. Activating this power is a standard action. The protective
ward is an abjuration effect with a duration of 1 hour that is usable once
per day.
1
Sanctuary:
Opponents can’t attack you, and you can’t attack.
2
Shield Other F: You take half of subject’s damage.
3
Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
4
Spell Immunity:
Subject is immune to one spell per four levels.
5
Spell Resistance: Subject gains SR 12 + level.
6
Antimagic Field: Negates magic within 10 ft.
7
Repulsion: Creatures
can’t approach you.
8
Mind Blank:
Subject is immune to mental/emotional magic and scrying.
9
Prismatic Sphere: As prismatic wall, but surrounds on all sides.
STRENGTH DOMAIN
Granted
Power:
You can perform a feat of strength as a supernatural ability. You gain an
enhancement bonus to Strength equal to your cleric level. Activating the power
is a free action, the power lasts 1 round, and it is usable once per day.
1
Enlarge Person:
Humanoid creature doubles in size.
2
Bull’s Strength: Subject gains +4 to Str for 1 min./level.
3
Magic Vestment: Armor
or shield gains +1 enhancement per four levels.
4
Spell Immunity:
Subject is immune to one spell per four levels.
5
Righteous Might: Your size increases, and you gain combat bonuses.
6
Stoneskin M: Ignore 10 points of damage per attack.
7
Grasping Hand: Large
hand provides cover, pushes, or grapples.
8
Clenched Fist: Large
hand provides cover, pushes, or attacks your foes.
9
Crushing Hand: Large
hand provides cover, pushes, or crushes your foes.
SUN DOMAIN
Granted
Power:
Once per day, you can perform a greater turning against undead in place of a
regular turning. The greater turning is like a normal turning except that the
undead creatures that would be turned are destroyed instead.
1
Endure Elements: Exist comfortably in hot or cold environments.
2
Heat Metal: Make
metal so hot it damages those who touch it.
3
Searing Light: Ray
deals 1d8/two levels, more against undead.
4
Fire Shield:
Creatures attacking you take fire damage; you’re protected from heat or cold.
5
Flame Strike: Smite
foes with divine fire (1d6/level damage).
6
Fire Seeds: Acorns
and berries become grenades and bombs.
7
Sunbeam:
Beam blinds and deals 4d6 damage.
8
Sunburst: Blinds
all within 10 ft., deals 6d6 damage.
9
Prismatic Sphere: As prismatic wall, but surrounds on all sides.
TRAVEL DOMAIN
Granted
Powers:
For a total time per day of 1 round per cleric level you possess, you can act
normally regardless of magical effects that impede movement as if you were
affected by the spell freedom of movement. This effect occurs
automatically as soon as it applies, lasts until it runs out or is no longer
needed, and can operate multiple times per day (up to the total daily limit of
rounds).
This
granted power is a supernatural ability.
Add
Survival to your list of cleric class skills.
1
Longstrider: Increases
your speed.
2
Locate Object: Senses
direction toward object (specific or type).
3
Fly: Subject
flies at speed of 60 ft.
4
Dimension Door: Teleports
you short distance.
5
Teleport: Instantly
transports you as far as 100 miles/level.
6
Find the Path: Shows
most direct way to a location.
7
Teleport, Greater: As teleport, but no range limit and no off-target
arrival.
8
Phase Door: Creates
an invisible passage through wood or stone.
9
Astral Projection M: Projects you and companions onto Astral Plane.
TRICKERY DOMAIN
Granted
Power:
Add Bluff, Disguise, and Hide to your list of cleric class skills.
1
Disguise Self: Disguise
own appearance.
2
Invisibility: Subject
invisible 1 min./level or until it attacks.
3
Nondetection M: Hides subject from divination, scrying.
4
Confusion:
Subjects behave oddly for 1 round/level.
5
False Vision M: Fools scrying with an illusion.
6
Mislead: Turns
you invisible and creates illusory double.
7
Screen: Illusion
hides area from vision, scrying.
8
Polymorph Any Object: Changes any subject into anything else.
9
Time Stop: You
act freely for 1d4+1 rounds.
WAR DOMAIN
Granted
Power:
Free Martial Weapon Proficiency with deity’s favored weapon (if necessary) and
Weapon Focus with the deity’s favored weapon.
1
Magic Weapon:
Weapon gains +1 bonus.
2
Spiritual Weapon: Magical weapon attacks on its own.
3
Magic Vestment: Armor
or shield gains +1 enhancement per four levels.
4
Divine Power:
You gain attack bonus, +6 to Str, and 1 hp/level.
5
Flame Strike:
Smite foes with divine fire (1d6/level damage).
6
Blade Barrier:
Wall of blades deals 1d6/level damage.
7
Power Word Blind: Blinds creature with 200 hp or less.
8
Power Word Stun: Stuns creature with 150 hp or less.
9
Power Word Kill: Kills creature with 100 hp or less.
WATER DOMAIN
Granted
Power:
Turn or destroy fire creatures as a good cleric turns undead. Rebuke, command,
or bolster water 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
Fog Cloud: Fog
obscures vision.
3
Water Breathing: Subjects can breathe underwater.
4
Control Water: Raises
or lowers bodies of water.
5
Ice Storm: Hail
deals 5d6 damage in cylinder 40 ft. across.
6
Cone of Cold:
1d6/level cold damage.
7
Acid Fog: Fog
deals acid damage.
8
Horrid Wilting: Deals
1d6/level damage within 30 ft.
9
Elemental Swarm*: Summons multiple elementals.
*Cast
as a water spell only.