top of page

Cleric​

Clerics act as intermediaries between the earthly and the divine (or infernal) worlds. A good cleric helps those in need, while an evil cleric seeks to spread his patron's vision of evil across the world.

 

All clerics can heal wounds and bring people back from the brink of death, and powerful clerics can even raise the dead. Likewise, all clerics have authority over undead creatures, and they can turn away or even destroy these creatures. Clerics are trained in the use of simple weapons, and can use all forms of armor and shields without penalty, since armor does not interfere with the casting of divine spells.

​

In addition to his normal complement of spells, every cleric chooses to focus on two of his deity's domains. These domains grant the cleric special powers, and give him access to spells that he might otherwise never learn.

​

Alignment restrictions: none

​

Hit die: d8

​

Proficiencies: armor (light, medium, heavy), shields, weapons (simple)

​

Skill points: 2 + int modifier ( (2 + int modifier) * 4 at 1st level)

​

Skills: concentration, craft armor, craft trap, craft weapon, heal, lore, parry, persuade, spellcraft

​

Unavailable feats: curse song, extra music, lingering song, weapon specialization 


These general feats cannot be selected when taking a level of cleric.

​

primary saving throw(s): fortitude, will

​

Base attack bonus: +3/4 levels

​

Spellcasting: Divine (spell failure from armor is ignored), wisdom-based (a base wisdom score of 10 + the spell's level is required to cast a spell, bonus spells are based on modified wisdom, and the wisdom modifier affects spell DCs), and requires preparation (except for "cure" and "inflict" spells, which can be spontaneous cast).

​

Special abilities & feats

  • Level 1 , turn undead

Domains

Upon taking her first level of cleric, a character selects 2 domains from the following list.

​

air - animal - death - destruction - earth - evil - fire - good - healing - knowledge - magic - plant - protection - strength - sun - travel - trickery - war - water

​

Each domain gives a cleric access to a special domain power and additional spells. Some domain powers enhance turning, some modify certain spells (even if cast from an item or from another class' spell book), some are spell-like abilities, and some are just the availability of more domain spells.

Cantrips

  • Cure minor wounds

  • Spell level: bard 0; cleric 0; druid 0 

  • Innate level: 0
    School: conjuration
    Components: verbal, somatic
    Range: touch 
    Area of effect: single
    Duration: instant
    Save: none 
    Spell resistance: yes
    Additional counterspells: ghoul touch

  • ​

  • Description: The target creature is healed for 4 points of damage. Healing spells have a reverse effect on undead, harming instead of healing them. A successful touch attack must first be made when this spell is used against undead.

  • ​

  • Inflict minor wounds

  • Sspell level: cleric 0 

  • Innate level: 0
    School: necromancy
    Descriptor: negative
    Components: verbal, somatic
    Range: touch 
    Area of effect: single
    Duration: instant
    Save: will 1/2 
    Spell resistance: yes
    Additional counterspells: cure minor wounds

  • ​

  • Description: If the caster succeeds in striking an opponent with a touch attack, the target suffers 1 point of damage. Inflict spells have a reverse effect when used on undead, causing the targeted undead to take an amount of healing equal to what the spell normally damages.

  • ​

  • Light

  • Spell level: bard 0; cleric 0; druid 0; wizard 0 

  • Innate level: 0
    School: evocation
    Components: verbal
    Range: touch 
    Area of effect: single
    Duration: 1 hour / level
    Save: harmless 
    Spell resistance: no
    Additional counterspells: darkness

  • ​

  • Description: Creates a small light source above the target creature's head. The light travels with the target and is capable of illuminating a small area. It can be cast on any item the character can equip to make it glow for the spell's duration like a natural source of light.

  • ​

  • Resistance

  • Spell level: bard 0; cleric 0; druid 0; wizard 0 

  • Innate level: 0 1
    School: abjuration
    Components: verbal, somatic
    Range: touch 
    Area of effect: single
    Duration: 2 turns
    Save: harmless 
    Spell resistance: no

  • ​

  • Description: Grants the target creature a +1 bonus to all saving throws.

  • ​

  • Virtue

  • Spell level: cleric 0; druid 0

  • Innate level: 0
    School: transmutation
    Components: verbal, somatic
    Range: touch 
    Area of effect: single
    Duration: 1 turn / level
    Save: harmless 
    Spell resistance: no

  • ​

  • Description: The target creature gains 1 temporary hit point above his maximum total.

 

1st level spells

  • Bane

  • Spell level: cleric 1 

  • Innate level: 1
    School: enchantment
    Descriptor: mind-affecting
    Components: verbal, somatic
    Range: long (40 meters) 
    Area of effect: colossal (10 meter radius)
    Duration: 1 turn / level
    Save: will negates 
    Spell resistance: yes
    Additional counterspells: bless

  • ​

  • Description: Bane fills the caster's enemies with fear and doubt. They suffer a -1 penalty on their attack rolls and a -1 penalty on saving throws against fear.

  • ​

  • Bless

  • Spell level: cleric 1; paladin 1 

  • Innate level: 1
    School: enchantment
    Descriptor: mind-affecting
    Components: verbal, somatic
    Range: long (40 meters) 
    Area of effect: colossal (10 meter radius)
    Duration: 1 turn / level
    Save: harmless 
    Spell resistance: no
    Additional counterspells: bane

  • ​

  • Description: All allies within the area of effect gain a +1 bonus to attack rolls, along with a +1 bonus on will saves against fear.

​

  • Cure light wounds

  • pell level: bard 1; cleric 1; druid 1; ranger 1 

  • Innate level: 1
    School: conjuration
    Components: verbal, somatic
    Range: touch 
    Area of effect: single
    Duration: instant
    Spell resistance: yes
    Additional counterspells: ghoul touch

​

  • Description: The target creature is healed for 1d8 points of damage, +1 point per caster level (to a maximum of +5). Healing spells have a reverse effect on undead, harming instead of healing them. A successful touch attack must first be made when this spell is used against undead.

  • ​

  • Divine favor

  • Spell level: cleric 1

  • Innate level: 1
    School: evocation
    Descriptor: mind-affecting
    Components: verbal, somatic
    Range: personal 
    Area of effect: caster
    Duration: 1 turn
    Save: none 
    Spell resistance: no

  • ​

  • Description: The caster gains a +1 bonus to attack and weapon damage rolls for every three caster levels (at least +1, to a maximum of +5).

​

  • Doom

  • Spell level: cleric 1 

  • Innate level: 1
    School: enchantment
    Descriptor: mind-affecting
    Components: verbal, somatic
    Range: medium (20 meters) 
    Area of effect: single
    Duration: 1 turn / level
    Save: will negates 
    Spell resistance: yes
    Additional counterspells: bless

  • ​

  • Description: The target creature receives a -2 modifier to all attack rolls, magical damage, saving throws and skill checks.

  • ​

  • Endure elements

  • Spell level: cleric 1; druid 1; paladin 1; wizard 1 

  • Innate level: 2 1
    School: abjuration
    Components: verbal, somatic
    Range: touch 
    Area of effect: single
    Duration: 24 hours
    Save: harmless 
    Spell resistance: no

  • ​

  • Description: The target creature gains damage resistance 10/- against all elemental forms of damage. The spell ends after absorbing 20 points of damage from any single elemental type.

  • ​

  • Entropic shield

  • Spell level: cleric 1 

  • Innate level: 1
    School: abjuration
    Components: verbal, somatic
    Range: personal 
    Area of effect: caster
    Duration: 1 turn / level
    Save: none 
    Spell resistance: no

  • ​

  • Description: A magical field appears around the caster, causing any nearby enemies a 20% chance to miss on ranged attacks.

  • ​

  • Inflict light wounds

  • Spell level: cleric 1 

  • Innate level: 1
    School: necromancy
    Descriptor: negative
    Components: verbal, somatic
    Range: touch 
    Area of effect: single
    Duration: instant
    Save: will 1/2 
    Spell resistance: yes
    Additional counterspells: cure light wounds

  • ​

  • Description: If the caster succeeds in striking an opponent with a touch attack, the target suffers 1d8 points of damage, + 1 point per caster level to a maximum of +5. Inflict spells have a reverse effect when used on undead, causing the targeted undead to take an amount of healing equal to what the spell normally damages.

​

  • Magic weapon

  • Spell level: bard 1; cleric 1; paladin 1; wizard 1 

  • Innate level: 1
    School: transmutation
    Descriptor: weapon enchantment
    Components: verbal, somatic
    Range: touch 
    Area of effect: melee weapon or creature
    Duration: 1 hour / level
    Save: none 
    Spell resistance: no

  • ​

  • Description: You empower the touched weapon with a +1 enhancement bonus.

  • ​

  • Protection from alignment

  • Spell level: bard 1; cleric 1; paladin 1; wizard 1 

  • Innate level: 1
    School: abjuration
    Components: verbal, somatic
    Range: touch 
    Area of effect: single
    Duration: 1 hour / level
    Save: harmless 
    Spell resistance: no

  • ​

  • Description: When this spell is cast, the caster chooses a target to be protected from either good or evil. The target receives a +2 deflection bonus to AC, +2 to all saving throws, and immunity to any mind-affecting spells and spell-like abilities used by creatures of the chosen alignment.

  • ​

  • Remove fear

  • Spell level: cleric 1 

  • Innate level: 1
    School: abjuration
    Components: verbal, somatic
    Range: short (8 meters) 
    Area of effect: large (5 meter radius), 1 creature / 4 levels
    Duration: 10 turns
    Save: harmless 
    Spell resistance: no
    Additional counterspells: fear

  • ​

  • Description: All fear effects are removed from allies within the area of effect. The targets also gain a +4 bonus to saving throws against fear spells and effects for the duration of the spell.

  • ​

  • Sanctuary

  • Spell level: cleric 1 

  • Innate level: 1
    School: abjuration
    Components: verbal, somatic
    Range: touch 
    Area of effect: single
    Duration: 1 round / level
    Save: will negates 
    Spell resistance: no

  • ​

  • Description: The caster's or the person's, touched by the caster, presence is completely ignored by nearby creatures for the duration of the spell.

​

  • Scare

  • Spell level: bard 1; cleric 1; wizard 1 

  • Innate level: 1
    School: necromancy
    Descriptor: fear
    Components: verbal, somatic
    Range: short (8 meters) 
    Area of effect: single
    Duration: 1d4 rounds
    Save: will negates 
    Spell resistance: yes
    Additional counterspells: remove fear

  • ​

  • Description: A target creature with 5 hit dice or less is afflicted with fear and suffers a -2 morale check to attack, damage and saving rolls.

  • ​

  • Shield of faith

  • Spell level: cleric 1 

  • Innate level: 1
    School: abjuration
    Components: verbal, somatic
    Range: touch 
    Area of effect: single
    Duration: 1 turn / level
    Save: none 
    Spell resistance: no

  • ​

  • Description: The target gains a +2 deflection bonus to their armor class, with an additional +1 bonus for every six levels of the caster (maximum of +5).

  • ​

  • Summon creature I

  • Spell level: bard 1; cleric 1; druid 1; ranger 1; wizard 1 

  • Innate level: 1
    School: conjuration
    Components: verbal, somatic
    Range: short (8 meters) 
    Area of effect: point
    Duration: 24 hours
    Save: none 
    Spell resistance: no

  • ​

  • Description: The caster summons a dire badger to be a faithful and loyal servant.

​

2nd level spells

Aid

Spell level: cleric 2; ranger 3 

Innate level: 2
School: enchantment
Descriptor: mind-affecting
Components: verbal, somatic
Range: touch 
Area of effect: single
Duration: 1 turn / level
Save: harmless 
Spell resistance: no

Additional counterspells: doom

  • Description: The target gains a +1 bonus to attack rolls, a +1 bonus on saving throws versus fear, and a 1d8 bonus to maximum hit points.

  • ​

  • Bull's strength

Spell level: bard 2; cleric 2; druid 2; wizard 2 

Innate level: 2
School: transmutation
Components: verbal, somatic
Range: touch 
Area of effect: single
Duration: 1 hour / level
Save: harmless 
Spell resistance: no
Additional counterspells: ray of enfeeblement

Description: The target creature's strength is increased by 1d4 + 1.

​

Cure moderate wounds

Spell level: bard 2; cleric 2; druid 3; ranger 3 

Innate level: 2
School: conjuration
Components: verbal, somatic
Range: touch 
Area of effect: single
Duration: instant
Save: will 1/2 
Spell resistance: yes
Additional counterspells: ghoul touch

  • Description: The target creature is healed for 2d8 points of damage, +1 point per caster level (to a maximum of +10). Healing spells have a reverse effect on undead, harming instead of healing them. A successful touch attack must first be made when this spell is used against undead

  • ​

Darkness

Spell level: bard 2; cleric 2; wizard 2 

Innate level: 2
School: evocation
Descriptor: darkness
Components: verbal
Range: long (40 meters) 
Area of effect: huge (6.67 meter radius)
Duration: 1 round / level
Save: none 
Spell resistance: no
Additional counterspells: light

Description: All creatures within the area of effect are shrouded in a haze of darkness which can only be pierced using ultravision.

​

  • Eagle's splendor

Spell level: bard 2; cleric 2; wizard 2 

Innate level: 2
School: transmutation
Components: verbal, somatic
Range: touch 
Area of effect: single
Duration: 1 hour / level
Save: harmless 
Spell resistance: no

​

Description: The target creature's charisma is increased by 1d4+1.

​

  • Endurance

  • Spell level: cleric 2; wizard 2 

  • Innate level: 2
    School: transmutation
    Components: verbal, somatic
    Range: touch 
    Area of effect: single
    Duration: 1 hour / level
    Save: none 
    Spell resistance: no

  • ​

  • Description: The target creature's constitution is increased by 1d4+1.

  • ​

  • Find Traps

  • Spell level: bard 3; cleric 2; wizard 3 

  • Innate level: 2 3
    School: divination
    Components: verbal, somatic
    Range: personal 
    Area of effect: colossal 30 meter radius
    Duration: instant
    Save: harmless 
    Spell resistance: no

  • ​

  • Description: All traps within the area of effect become known to the caster of this spell and are disarmed.

  • ​

  • Fox's cunning

  • Spell level: bard 2; cleric 2; wizard 2 

  • Innate level: 2
    School: transmutation
    Components: verbal, somatic
    Range: touch 
    Area of effect: single
    Duration: 1 hour / level
    Save: harmless 
    Spell resistance: no

  • ​

  • Description: The target creature's intelligence is increased by 1d4+1.

  • ​

  • Hold Person

  • Spell level: bard 2; cleric 2; wizard 3 

  • Innate level: 2
    School: enchantment
    Components: verbal, somatic
    Range: medium (20 meters) 
    Area of effect: single
    Duration: 1 round / level
    Save: will negates 
    Spell resistance: yes
    Additional counterspells: freedom of movement

  • ​

  • Description: The target humanoid is paralyzed for the duration of the spell.

  • ​

  • Inflict moderate wounds

  • Spell level: cleric 2 

  • Innate level: 2
    School: necromancy
    Components: verbal, somatic
    Range: touch 
    Area of effect: single
    Duration: instant
    Save: will 1/2 
    Spell resistance: yes
    Additional counterspells: cure moderate wounds

  • ​

  • Description: If the caster succeeds in striking an opponent with a touch attack, the target suffers 2d8 points of damage, + 1 point per caster level (to a maximum of +10). Inflict spells have a reverse effect when used on undead, causing the targeted undead to take an amount of healing equal to what the spell normally damages.

  • ​

  • Lesser dispel

  • Spell level: bard 1; cleric 2; druid 2; wizard 2 

  • Innate level: 1 2
    School: abjuration
    Components: somatic
    Range: medium (20 meters) 
    Area of effect: colossal (10 meter radius), or single creature
    Duration: instant
    Save: no 
    Spell resistance: yes no

  • ​

  • Description: This spell attempts to strip all magical effects from a single target. It can also target a group of creatures, attempting to remove the most powerful spell effect from each creature. To remove an effect from a creature the caster makes a dispel check of 1d20, +1 per caster level (to a maximum of +5) against a DC of 11 12 + the spell effect's caster level.

  • ​

  • Lesser restoration

  • Spell level: cleric 2; druid 2 

  • Innate level: 2
    School: conjuration
    Components: verbal, somatic
    Range: touch 
    Area of effect: single
    Duration: instant
    Save: harmless 
    Spell resistance: no
    Additional counterspells: ghoul touch

  • ​

  • Description: Removes all magical, extraordinary, and supernatural effects that apply a penalty to ability scores, armor class, attack and damage rolls, spell resistance, and saving throws. This spell will not remove the effects of a curse or a disease.

  • ​

  • Negative energy ray

  • Spell level: cleric 2; wizard 1; cleric with evil domain 1 

  • Innate level: 1
    School: necromancy
    Components: verbal, somatic
    Range: medium (20 meters) 
    Area of effect: single
    Duration: instant
    Save: will 1/2 
    Spell resistance: yes

  • ​

  • Description: A ray of negative energy slams into the target creature, doing 1d6 points of damage. After level 1, the spell does an additional 1d6 points of damage for every 2 caster levels, to a maximum of 5d6 at level 9. Negative energy spells have a reverse effect on undead, healing instead of harming them.

  • ​

  • Owl's wisdom

  • Spell level: bard 2; cleric 2; wizard 2 

  • Innate level: 2
    School: transmutation
    Components: verbal, somatic
    Range: touch 
    Area of effect: single
    Duration: 1 hour / level
    Save: harmless 
    Spell resistance: no

  • ​

  • Description: The target creature's wisdom is increased by 1d4+1.

  • ​

  • Remove paralysis

  • Spell level: cleric 2; paladin 2 

  • Innate level: 2
    School: conjuration
    Components: verbal, somatic
    Range: short (8 meters) 
    Area of effect: large (5 meter radius), 1 creature / 4 levels
    Duration: instant
    Save: harmless 
    Spell resistance: no
    Additional counterspells: hold person

  • ​

  • Description: All paralysis and hold effects are removed from allies within the area of effect.

  • ​

  • Resist elements

  • Spell level: cleric 2; druid 2; paladin 2; ranger 1; wizard 2 

  • Innate level: 2
    School: abjuration
    Components: verbal, somatic
    Range: touch 
    Area of effect: single
    Duration: 1 turn / level
    Save: harmless 
    Spell resistance: no

  • ​

  • Description: The target creature gains damage resistance 20/- against all elemental forms of damage. The spell ends after absorbing 30 points of accumulated damage from any single elemental type.

  • ​

  • Silence

  • Spell level: bard 2; cleric 2 

  • Innate level: 2
    School: illusion
    Components: verbal, somatic
    Range: long (40 meters) 
    Area of effect: large (5 meter radius), single creature
    Duration: 1 round / level
    Save: will negates 
    Spell resistance: yes

  • ​

  • Description: Creates a zone of silence around the target creature, preventing all within the area of effect from casting spells with V (verbal) components. If cast on an ally, no saving throws or spell resistance checks are necessary.

  • ​

  • Sound burst

  • Spell level: bard 2; cleric 2 

  • Innate level: 2
    School: evocation
    Descriptor: sonic
    Components: verbal, somatic
    Range: long (40 meters) 
    Area of effect: medium (3.33 meter radius)
    Duration: instant
    Save: will special 
    Spell resistance: yes

  • ​

  • Description: All creatures within the area of effect take 1d8 points of damage and must make a will save or be stunned for 2 rounds.

  • ​

  • Stone bones

  • Spell level: cleric 2; wizard 2 

  • Innate level: 2
    School: transmutation
    Descriptor: magical armor
    Components: verbal, somatic
    Range: touch 
    Area of effect: one undead creature
    Duration: 10 minutes / level
    Save: harmless 
    Spell resistance: no

  • Description: You cause the target undead to gain a +3 natural armor class bonus, due to the thickening of its bones.

  • ​

  • Summon creature II

  • Spell level: bard 2; cleric 2; druid 2; ranger 2; wizard 2 

  • Innate level: 2
    School: conjuration
    Components: verbal, somatic
    Range: short (8 meters) 
    Area of effect: point
    Duration: 24 hours
    Save: none 
    Spell resistance: no

  • ​

  • Description: The caster summons a dire boar to be a faithful and loyal servant.

  • ​

  • Ultravision

Spell level: bard 2; cleric 2; druid 1; ranger 1; wizard 2 

Innate level: 2
School: transmutation
Components: verbal, somatic
Range: touch 
Area of effect: single
Duration: 1 hour / level
Save: harmless 
Spell resistance: no

​

Description: The target creature's ability to see in complete darkness is improved beyond that of darkvision. When this spell is applied even the effects of magical darkness are pierced

​

​

3rd level spells

  • Animate dead

  • Spell level: cleric 3; wizard 5 

  • Innate level: 3
    School: necromancy
    Descriptor: evil
    Components: verbal, somatic
    Range: short (8 meters) 
    Area of effect: point
    Duration: 24 hours
    Save: none 
    Spell resistance: no
    Additional counterspells: sunbeam

  • ​

  • Description: Animate dead summons forth an undead minion. The type of undead summoned is dependent upon the caster level.

  • ​

  • Bestow curse

  • Spell level: bard 3; cleric 3; wizard 4 

  • Innate level: 3
    School: transmutation
    Components: verbal, somatic
    Range: touch 
    Area of effect: single
    Duration: permanent
    Save: will negates 
    Spell resistance: yes
    Additional counterspells: remove curse

  • ​

  • Description: Lowers all of the target creature's ability scores by 2.

  • ​

  • Blindness/deafness

  • Spell level: bard 2; cleric 3; wizard 2 

  • Innate level: 2
    School: enchantment
    Components: verbal
    Range: medium (20 meters) 
    Area of effect: single
    Duration: 1 round / level
    Save: fortitude negates 
    Spell resistance: yes
    Additional counterspells: remove blindness/deafness

  • ​

  • Description: The target creature is struck blind and deaf.

  • ​

  • Clarity

  • Spell level: bard 2; cleric 3; wizard 3 

  • Innate level: 2
    School: abjuration necromancy
    Descriptor: mind-affecting
    Components: somatic
    Range: medium (20 meters) 
    Area of effect: single
    Duration: 5 rounds + 1 round / level
    Save: no 
    Spell resistance: no
    Additional counterspells: charm person

​

  • Description: This spell removes the effects of daze, sleep, confusion, stun, and charm, and protects against all mind-affecting effects until it expires. For every effect removed by the spell, the target creature sustains 1 point of negative energy damage.

  • ​

  • Contagion

  • Spell level: cleric 3; druid 3; wizard 4 

  • Innate level: 3
    School: necromancy
    Descriptor: disease
    Components: verbal, somatic
    Range: touch 
    Area of effect: single
    Duration: instant
    Save: fortitude negates 
    Spell resistance: yes
    Additional counterspells: remove disease

  • ​

  • Description: The target creature is struck down with one of the following debilitating diseases, randomly chosen: blinding sickness, cackle fever, mindfire, red ache, shakes, or slimy doom.

  • ​

  • Continual flame

  • Spell level: cleric 3; wizard 2 

  • Innate level: 3, 2
    School: illusion
    Components: verbal, somatic
    Range: touch 
    Area of effect: single creature or item
    Duration: permanent
    Save: none 
    Spell resistance: no

  • ​

  • Description: This creates a magical flame that burns as bright as a torch until dispelled. It can be cast on any item that can be equipped to create a permanent source of light.

  • ​

  • Cure serious wounds

  • Spell level: bard 3; cleric 3; druid 4; ranger 4; cleric with healing domain 2 

  • Innate level: 3
    School: conjuration
    Components: verbal, somatic
    Range: touch 
    Area of effect: single
    Duration: instant
    Spell resistance: yes
    Additional counterspells: ghoul touch

  • ​

  • Description: The target creature is healed for 3d8 points of damage, +1 point per caster level (to a maximum of +15). Healing spells have a reverse effect on undead, harming instead of healing them. A successful touch attack must first be made when this spell is used against undead.

  • ​

  • Darkfire

  • Spell level: cleric 3 

  • Innate level: 3
    School: evocation
    Components: verbal, somatic
    Range: touch 
    Area of effect: single creature or melee weapon
    Duration: 1 hour / level
    Save: none 
    Spell resistance: no

  • ​

  • Description: This spell allows the caster to immolate a non-magical weapon. The weapon will do 1d6 points of damage, +1 per two caster levels (maximum of +10) of fire damage. The caster can either target a specific melee weapon in his inventory or a creature to enchant the weapon the creature is wielding.

  • ​

  • Dispel magic

  • Spell level: bard 3; cleric 3; druid 4; wizard 3 

  • Innate level: 3
    School: abjuration
    Components: verbal, somatic
    Range: medium (20 meters) 
    Area of effect: colossal (10 meter radius), or single creature
    Duration: instant
    Save: none 
    Spell resistance: yes no

  • ​

  • Description: This spell attempts to strip all magical effects from a single target. It can also target a group of creatures, attempting to remove the most powerful spell effect from each creature. To remove an effect, the caster makes a dispel check of 1d20 +1 per caster level (to a maximum of +10) against a DC of 11 12 + the spell effect's caster level.

  • ​

  • Glyph of warding

  • Spell level: cleric 3 

  • Innate level: 3
    School: abjuration
    Descriptor: sonic
    Components: verbal, somatic
    Range: short (8 meters) 
    Area of effect: large (5 meter radius)
    Duration: 1 turn / level
    Save: reflex 1/2 
    Spell resistance: yes

  • ​

  • Description: The caster creates a small, magical zone that can detect the passage of enemy creatures. When the field is activated, it explodes, doing 1d8 points of sonic damage per two caster levels to all creatures within the area of effect (to a maximum of 5d8). After being triggered, the glyph dissipates.

  • ​

  • Inflict serious wounds

  • Spell level: cleric 3 

  • Innate level: 3
    School: necromancy
    Descriptor: negative
    Components: verbal, somatic
    Range: touch 
    Area of effect: single
    Duration: instant
    Save: will 1/2 
    Spell resistance: yes
    Additional counterspells: cure serious wounds

  • ​

  • Description: If the caster succeeds in striking an opponent with a touch attack, the target suffers 3d8 points of damage, + 1 point per caster level (to a maximum of +15). Inflict spells have a reverse effect when used on undead, causing the targeted undead to take an amount of healing equal to what the spell normally damages

  • ​

  • Invisibility purge

  • Spell level: cleric 3; ranger 3 

  • Innate level: 3
    School: evocation
    Components: verbal, somatic
    Range: personal 
    Area of effect: colossal (10 meter radius)
    Duration: 1 turn / level
    Save: none 
    Spell resistance: no
    Additional counterspells: invisibility (spell)

  • ​

  • Description: This spell removes the invisibility from all invisible creatures and items.

  • ​

  • Magic circle against alignment

  • Spell level: bard 3; cleric 3; wizard 3 

  • Innate level: 3
    School: abjuration
    Components: verbal, somatic
    Range: touch 
    Area of effect: medium (3.33 meter radius), around a single creature
    Duration: 1 hour / level
    Save: harmless 
    Spell resistance: no

  • ​

  • Description: When this spell is cast, the caster chooses to be protected from either good or evil. The spell target and all allies within 10 feet receive a +2 deflection bonus to armor class, +2 to all saving throws, and immunity to any mind-affecting spells and spell-like abilities used by creatures of the chosen alignment.

  • ​

  • Magic vestment

  • Spell level: cleric 3 

  • Innate level: 3
    School: transmutation
    Descriptor: armor enchantment
    Components: verbal, somatic
    Range: touch 
    Area of effect: creature, armor, or shield
    Duration: 1 hour / level
    Save: none 
    Spell resistance: no

  • ​

  • Description: You empower the touched armor or shield with a +1 AC bonus per 3 caster levels (maximum of +5).

  • ​

  • Negative energy protection

  • Spell level: cleric 3 

  • Innate level: 3
    School: abjuration
    Components: verbal, somatic
    Range: touch 
    Area of effect: single
    Duration: 1 turn / level
    Save: harmless 
    Spell resistance: no

  • ​

  • Description: The target creature is rendered immune to all negative energy attacks, including supernatural ability damage and level drains.

  • ​

  • Prayer

  • Spell level: cleric 3

  • Innate level: 3
    School: conjuration
    Components: verbal, somatic
    Range: personal 
    Area of effect: colossal (10 meter radius), caster
    Duration: 1 round / level
    Save: harmless 
    Spell resistance: yes
    Additional counterspells: bestow curse

  • ​

  • Description: All allies within the area of effect gain +1 to attack and damage rolls, skill checks, and saving throws. Enemies receive -1 penalties to the same.

  • ​

  • Protection from elements

  • Spell level: cleric 3; druid 3; ranger 2; wizard 3 

  • Innate level: 2 3
    School: abjuration
    Components: verbal, somatic
    Range: touch 
    Area of effect: single
    Duration: 24 hours
    Save: harmless 
    Spell resistance: no

  • ​

  • Description: The target creature gains damage resistance 30/- against all elemental forms of damage. The spell ends after absorbing 40 points of damage from any single elemental type

  • ​

  • Remove blindness/deafness

  • Spell level: cleric 3; wizard 4 

  • Innate level: 3
    School: divination
    Components: verbal, somatic
    Range: short (8 meters) 
    Area of effect: medium (3.33 meter radius)
    Duration: instant
    Save: harmless 
    Spell resistance: no
    Additional counterspells: blindness/deafness

  • ​

  • Description: All allies within the area of effect are cured of blindness and deafness.

  • ​

  • Remove curse

  • Spell level: bard 3; cleric 3; wizard 4 

  • Innate level: 3
    School: abjuration
    Components: verbal, somatic
    Range: touch 
    Area of effect: single
    Duration: instant
    Save: harmless 
    Spell resistance: no

  • ​

  • Description: All curses and curse effects are removed from the target creature.

  • ​

  • Remove disease

  • Spell level: bard 3; cleric 3; druid 3; ranger 3 

  • Innate level: 3
    School: conjuration
    Components: verbal, somatic
    Range: touch 
    Area of effect: single
    Duration: instant
    Save: harmless 
    Spell resistance: no
    Additional counterspells: contagion

  • ​

  • Description: All diseases and disease effects are removed from the target creature.

  • ​

  • Searing light

  • Spell level: cleric 3; cleric with sun domain 2 

  • Innate level: 3
    School: evocation
    Components: verbal, somatic
    Range: medium (20 meters) 
    Area of effect: single
    Duration: instant
    Save: none 
    Spell resistance: yes

  • ​

  • Description: The caster directs a beam of white-hot light at a single target. The damage is based on the target's racial type:

  • Undead: 1d8 per caster level, to a maximum of 10d8

  • Construct: 1d6 for every 2 caster levels, to a maximum of 5d6

  • Other: 1d8 for per 2 caster levels, to a maximum of 5d8

  • ​

  • Summon creature III

  • Spell level: bard 3; cleric 3; druid 3; ranger 3; wizard 3 

  • Innate level: 3
    School: conjuration
    Components: verbal, somatic
    Range: short (8 meters) 
    Area of effect: point
    Duration: 24 hours
    Save: none 
    Spell resistance: no

  • ​

  • Description: The caster summons a dire wolf to be a faithful and loyal servant.

  • ​

​

4th level spells​

  • Cure critical wounds

  • Spell level: bard 4; cleric 4; druid 5 

  • Innate level: 4
    School: conjuration
    Components: verbal, somatic
    Range: touch 
    Area of effect: single
    Duration: instant
    Save: will for 1/2 
    Spell resistance: yes

  • ​

  • Description: The target creature is healed of 4d8 points of damage, + 1 point per caster level to a maximum of +20. Healing spells have a reverse effect when used on undead, causing the targeted undead to take an amount of damage equal to what the spell normally heals. A successful touch attack must first be made when this spell is used against undead.

  • ​

  • Death ward

  • Spell level: cleric 4; druid 5 

  • Innate level: 4
    School: necromancy
    Components: verbal, somatic
    Range: touch 
    Area of effect: single
    Duration: 1 hour / level
    Save: harmless 
    Spell resistance: none
    Additional counterspells: finger of death

  • ​

  • Description: The target creature becomes immune to any death spells, spell-like abilities, and effects.

  • ​

  • Dismissal

  • Spell level: bard 4; cleric 4; wizard 5 

  • Innate level: 4
    School: abjuration
    Components: verbal, somatic
    Range: short (8 meters) 
    Area of effect: colossal (10 meter radius)
    Duration: instant
    Save: will negates 
    Spell resistance: yes
    Additional counterspells: gate

  • ​

  • Description: All summoned creatures, animal companions, and familiars belonging to enemy spellcasters are unsummoned within the area of effect.

  • ​

  • Divine power

  • Spell level: cleric 4; cleric with strength domain 3 

  • Innate level: 4
    School: evocation
    Components: verbal, somatic
    Range: personal 
    Area of effect: caster
    Duration: 1 round / level
    Save: harmless 
    Spell resistance: none

  • ​

  • Description: The caster gains the following bonuses: 1 extra hit point per caster level, strength is raised to 18 (if their strength is already 18 or higher, it is not raised further), and base attack bonus improves to that of a fighter of the same level.

  • ​

  • Freedom of movement

  • Spell level: cleric 4; druid 4; ranger 4; cleric with travel domain 3 

  • Innate level: 4
    School: abjuration
    Components: verbal, somatic
    Range: medium (20 meters) 
    Area of effect: single
    Duration: 1 turn / level
    Save: none 
    Spell resistance: no
    Additional counterspells: web

  • ​

  • Description: The target creature becomes immune to paralysis, slow, and entanglement spells and effects.

  • ​

  • Hammer of the gods

  • Spell level: cleric 4 

  • Innate level: 4
    School: evocation
    Descriptor: divine
    Components: verbal, somatic
    Range: medium (20 meters) 
    Area of effect: huge (6.67 meter radius)
    Duration: instant
    Save: will partial 
    Spell resistance: yes

  • ​

  • Description: The caster smites a group of enemies with divine light for 1d8 points of damage for every two caster levels, to a maximum of 5d8. Enemies that make a will save take half damage and avoid being dazed for 1 to 6 rounds.

  • ​

  • Inflict critical wounds

  • Spell level: cleric 4 

  • Innate level: 4
    School: necromancy
    Descriptor: negative
    Components: verbal, somatic
    Range: touch 
    Area of effect: single
    Duration: instant
    Save: will 1/2 
    Spell resistance: yes
    Additional counterspells: cure critical wounds

  • ​

  • Description: If the caster succeeds in striking an opponent with a touch attack, the target suffers 4d8 points of damage, + 1 point per caster level to a maximum of +20. Inflict spells have a reverse effect when used on undead, causing the targeted undead to take an amount of healing equal to what the spell normally damages.

  • ​

  • Greater magic weapon

  • Spell level: bard 3; cleric 4; wizard 3 

  • Innate level: 3
    School: transmutation
    Descriptor: weapon enchantment
    Components: verbal, somatic
    Range: touch 
    Area of effect: creature or melee weapon
    Duration: 1 hour / level
    Save: none 
    Spell resistance: no

  • ​

  • Description: You empower the touched weapon with a +1 enhancement bonus per 3 caster levels (maximum of +5). You can either directly target the weapon you want to cast this spell on, or you can target a creature, affecting the creature's main hand weapon.

  • ​

  • Neutralize poison

  • Spell level: bard 4; cleric 4; druid 3; paladin 4; ranger 3 

  • Innate level: 3
    School: conjuration
    Components: verbal, somatic
    Range: touch 
    Area of effect: single
    Duration: instant
    Save: harmless 
    Spell resistance: no
    Additional counterspells: poison

  • ​

  • Description: A target creature has all traces of poison removed from their system.

  • ​

  • Poison

  • Spell level: cleric 4; druid 3; cleric with water domain 3 

  • Innate level: 3
    School: necromancy
    Descriptor: poison
    Components: verbal, somatic
    Range: touch 
    Area of effect: single
    Duration: instant
    Save: fortitude negates 
    Spell resistance: yes
    Additional counterspells: neutralize poison

  • ​

  • Description: the target must make a fortitude save or suffer the effects of large scorpion venom (1d6 strength damage on primary and secondary hits).

  • ​

  • Restoration

  • Spell level: cleric 4 

  • Innate level: 4
    School: conjuration
    Components: verbal, somatic
    Range: touch 
    Area of effect: single
    Duration: instant
    Save: harmless 
    Spell resistance: no

  • ​

  • Description: Removes all magical, extraordinary and supernatural effects that apply a penalty to ability scores, armor class, attack and damage rolls, spell resistance, saving throws and damage immunity. This spell also removes all ability drain, level drain, blindness and deafness effects. While this spell will not remove a curse or disease itself, it will remove (supernatural) ability score penalties caused by a disease.

  • ​

  • Summon creature IV

  • Spell level: bard 4; cleric 4; druid 4; ranger 4; wizard 4 

  • Innate level: 4
    School: conjuration
    Components: verbal, somatic
    Range: short (8 meters) 
    Area of effect: point
    Duration: 24 hours
    Save: none 
    Spell resistance: no

  • ​

  • Description: The caster summons a dire spider to be a faithful and loyal servant.

 

5th level spells

  • Battletide

  • Spell level: cleric 5 

  • Innate level: 5
    School: transmutation
    Descriptor:  negative
    Components: verbal, somatic
    Range: short personal 
    Area of effect: large medium (3.33 meter radius)
    Duration: 1 round / level
    Save: no will 
    Spell resistance: yes

  • ​

  • Description: You create an aura that steals energy from your enemies. Your enemies suffer a -2 circumstance penalty on saving throws, attack rolls, and damage rolls, once entering the aura. On casting, you gain a +2 circumstance bonus to your saves, attack rolls, and damage rolls.

  • ​

  • Circle of doom

  • Spell level: cleric 5 

  • Innate level: 5
    School: necromancy
    Descriptor: negative
    Components: verbal, somatic
    Range: medium (20 meters) 
    Area of effect: huge (6.67 meter radius)
    Duration: instant
    Save: fortitude 1/2 
    Spell resistance: yes
    Additional counterspells: healing circle

  • ​

  • Description: All enemies within the area of effect are struck with negative energy that causes 1d8 points of negative energy damage, +1 point per caster level. Negative energy spells have a reverse effect on undead, healing them instead of harming them.

  • ​

  • Flame strike

  • Spell level: cleric 5; druid 4 

  • Innate level: 4
    School: evocation
    Descriptor: fire, divine
    Components: verbal, somatic
    Range: medium (20 meters) 
    Area of effect: medium (3.33 meter radius)
    Duration: instant
    Save: reflex 1/2 
    Spell resistance: yes

  • ​

  • Description: A pillar of flame engulfs all within the area of effect, inflicting 1d6 points of damage per caster level (to a maximum of 15d6). Half of the damage caused by the spell is divine and the other half is fire-based. Enemies are struck by both damage types, while allies are struck only by the fire damage.

  • ​

  • Healing circle

  • Spell level: bard 5; cleric 5; druid 6 

  • Innate level: 5
    School: conjuration
    Components: verbal, somatic
    Range: personal 
    Area of effect: medium large (5 meter radius)
    Duration: instant
    Save: fortitude 1/2 
    Spell resistance: yes
    Additional counterspells: circle of doom

  • ​

  • Description: All friendly creatures within the area of effect are healed for 1d8 hit points, +1 points per caster level up to a maximum of +20. Healing spells have a reverse effect when used on undead, harming instead of healing them.

  • ​

  • Monstrous regeneration

  • Spell level: cleric 5; druid 5 

  • Innate level: 5
    School: conjuration
    Descriptor: regeneration
    Components: verbal, somatic
    Range: touch 
    Area of effect: single
    Duration: 1 round / 2 caster levels
    Save: harmless 
    Spell resistance: no

  • ​

  • Description: For the duration of the spell, the target creature gains the ability to regenerate 3 hit points every round.

  • ​

  • Slay living

  • Spell level: cleric 5; druid 5 

  • Innate level: 5
    School: necromancy
    Descriptor: death, negative
    Components: verbal, somatic
    Range: touch 
    Area of effect: single
    Duration: instant
    Save: fortitude negates 
    Spell resistance: yes
    Additional counterspells: death ward

  • ​

  • Description: The target must make a fortitude save or die. Even if the saving throw is successful, the target takes 3d6 points of negative energy damage, +1 point per caster level.

  • ​

  • Spell resistance

  • Spell level: cleric 5; druid 5 

  • Innate level: 5
    School: abjuration
    Components: verbal, somatic
    Range: touch 
    Area of effect: single
    Duration: 1 turn / level
    Save: harmless 
    Spell resistance: no

  • ​

  • Description: The target creature has its spell resistance set to 12, +1 per caster level. If the target already had a higher spell resistance, this spell has no effect.

  • ​

  • Summon creature V

  • Spell level: bard 5; cleric 5; druid 5; wizard 5 

  • Innate level: 5
    School: conjuration
    Components: verbal, somatic
    Range: short (8 meters) 
    Area of effect: point
    Duration: 24 hours
    Save: none 
    Spell resistance: no

  • ​

  • Description: The caster summons a dire bear to be a faithful and loyal servant.

  • ​

  • True seeing

  • Spell level: cleric 5; druid 7; wizard 6; cleric with animal domain 3, knowledge domain 4 

  • Innate level: 5
    School: divination
    Components: verbal, somatic
    Range: touch 
    Area of effect: single
    Duration: 1 turn / level
    Save: harmless 
    Spell resistance: no
    Additional counterspells: greater shadow conjuration

  • ​

  • Description: The target creature can see through sanctuary and invisibility effects, and automatically spotshiding opponents.

  • ​

​

6th level spells

  • Banishment

  • Spell level: cleric 6; wizard 7 

  • Innate level: 6
    School: abjuration
    Components: verbal, somatic
    Range: short (8 meters) 
    Area of effect: colossal (10 meter radius)
    Duration: instant
    Save: will negates 
    Spell resistance: yes

  • ​

  • Description: The caster is able to cause all summoned creatures, familiars, animal companions, and outsiders in the area of effect to be destroyed. A number of creatures equal to twice the caster's level in HD can be banished.

  • ​

  • Blade barrier

  • Spell level: cleric 6 

  • Innate level: 6
    School: evocation
    Components: verbal, somatic
    Range: medium (20 meters) 
    Area of effect: wall 30 feet long
    Duration: 1 round / level
    Save: reflex 1/2 
    Spell resistance: yes

  • ​

  • Description: Blade barrier brings into being a 30-foot long and 3-foot wide wall of stabbing blades. All those passing through the wall take 1d6 points of slashing damage per caster level.

  • ​

  • Control undead

  • Spell level: cleric 6; wizard 7 

  • Innate level: 7
    School: necromancy
    Components: verbal, somatic
    Range: short (8 meters) 
    Area of effect: single
    Duration: 1 hour / level
    Save: will negates 
    Spell resistance: yes
    Additional counterspells: sunbeam

  • ​

  • Description: A single undead creature with up to 2 hit dice per caster level falls under the caster's controlunless it makes a successful will save.

  • ​

  • Create undead

  • Spell level: cleric 6; wizard 8 

  • Innate level: 6
    School: necromancy
    Descriptor: evil
    Components: verbal, somatic
    Range: short (8 meters) 
    Area of effect: point
    Duration: 24 hours
    Save: none 
    Spell resistance: none
    Additional counterspells: sunbeam

  • ​

  • Description: The caster brings an undead creature into being. The type of undead is based upon the caster's level.

  • ​

  • Greater dispelling

  • Spell level: bard 5; cleric 6; druid 6; wizard 6 

  • Innate level: 5
    School: abjuration
    Components: verbal, somatic
    Range: medium (20 meters) 
    Area of effect: colossal (10 meter radius) or single
    Duration: instant
    Save: none 
    Spell resistance: no

  • ​

  • Description: Greater dispelling attempts to strip all magical effects from a single target. It can also target a group of creatures, attempting to remove the most powerful spell effect from each creature. To remove an effect, the caster makes a dispel check of 1d20 + 1 per caster level (to a maximum of +15) against a DC of 11 12 + the spell effect's caster level.

  • ​

  • Greater sanctuary

  • Spell level: cleric 6; wizard 8 

  • Innate level: 7
    School: transmutation
    Components: verbal, somatic
    Range: personal 
    Area of effect: caster
    Duration: 1 turn / level
    Save: none 
    Spell resistance: no

  • ​

  • Description: The caster becomes ethereal. No other creature can detect the caster. Attacking or performing a hostile action will make the etherealness vanish.

  • ​

  • Harm

  • Spell level: cleric 6; druid 7 

  • Innate level: 6
    School: necromancy
    Descriptor: negative
    Components: verbal, somatic
    Range: touch 
    Area of effect: single
    Duration: instant
    Save: none 
    Spell resistance: yes
    Additional counterspells: heal

  • ​

  • Description: If the caster makes a successful melee touch attack, harm uses negative energy to reduce the target creature to 1d4 hit points. This spell has a reverse effect on undead, healing the targeted undead to full health instead of harming it.

  • ​

  • Heal

  • Spell level: cleric 6; druid 7; cleric with healing domain 5 

  • Innate level: 6
    School: conjuration
    Components: verbal, somatic
    Range: touch 
    Area of effect: single
    Duration: instant
    Save: none 
    Spell resistance: yes
    Additional counterspells: harm

  • ​

  • Description: The target of heal is restored to full hit points. Healing spells have a reverse effect when used on undead, harming instead of healing them (undead are reduced to 1d4 hit points with this spell). A successful touch attack must first be made when this spell is used against undead.

  • ​

  • Summon creature VI

  • Spell level: bard 6; cleric 6; druid 6; wizard 6 

  • Innate level: 6
    School: conjuration
    Components: verbal, somatic
    Range: short (8 meters) 
    Area of effect: point
    Duration: 24 hours
    Save: none 
    Spell resistance: no

  • ​

  • Description: The caster summons a dire tiger to be a faithful and loyal servant.

  • ​

  • Undeath to death

  • Spell level: cleric 6; wizard 6 

  • Innate level: 6
    School: necromancy
    Components: verbal, somatic
    Range: medium (20 meters) 
    Area of effect: colossal (10 meter radius)
    Duration: instantaneous
    Save: will negates 
    Spell resistance: yes

  • ​

  • Description: This spell slays 1d4 HD worth of undead creatures per caster level (maximum 20d4). Creatures with the fewest HD are affected first; among creatures with equal HD, those closest to the point of origin of the burst are affected first.

  • ​

​

​

​

​

7th level spells

  • Destruction

  • Spell level: cleric 7 

  • Innate level: 7
    School: necromancy
    Components: verbal, somatic
    Range: short (8 meters) 
    Area of effect: single creature (or placeable)
    Duration: instant
    Save: fortitude partial 
    Spell resistance: yes

  • ​

  • Description: The target creature must make a fortitude save or die. A successful save still results in the target taking 10d6 points of divine damage.

  • ​

  • Greater restoration

  • Spell level: cleric 7 

  • Innate level: 7
    School: necromancy
    Components: verbal, somatic
    Range: touch 
    Area of effect: single
    Duration: instant
    Save: harmless 
    Spell resistance: no

  • ​

  • Description: Greater restoration removes most temporary and all permanent negative effects from the target character, including level drain. It does not remove negative reduced movement speed. It also heals the target creature to full hit points.

  • ​

  • Regenerate

  • Spell level: cleric 7; druid 6 

  • Innate level: 7
    School: conjuration
    Components: verbal, somatic
    Range: touch 
    Area of effect: single
    Duration: 1 round / caster level
    Save: harmless 
    Spell resistance: no

  • ​

  • Description: For the duration of the spell, the target creature gains the ability to regenerate 6 hit points every round.

  • ​

  • Summon creature VII

  • Spell level: cleric 7; druid 7; wizard 7 

  • Innate level: 7
    School: conjuration
    Components: verbal, somatic
    Range: short (8 meters) 
    Area of effect: point
    Duration: 24 hours
    Save: none 
    Spell resistance: no

  • ​

  • Description: The caster summons a random huge air, fire or water elemental to be a faithful and loyal servant.

  • ​

  • Word of faith

  • Spell level: cleric 7 

  • Innate level: 7
    School: evocation
    Components: verbal, somatic
    Range: medium (20 meters) 
    Area of effect: colossal (10 meter radius)
    Duration: instant
    Save: none 
    Spell resistance: yes

  • ​

  • Description: A wave of divine energy blasts all enemy creatures within the area of effect. All enemies within the area are stunned for 1 round per 2 caster levels. Those with 4 hit dice or less are killed instantly. Any hostile summoned creatures are returned to their home planes.

  •  
  • ​

8th level spells

  • Aura versus alignment

  • Spell level: cleric 8 

  • Innate level: 8
    School: abjuration
    Components: verbal, somatic
    Range: personal 
    Area of effect: caster
    Duration: 1 round / level
    Save: harmless 
    Spell resistance: yes

  • ​

  • Description: When this spell is cast, the caster chooses to be protected from either good or evil. He receives a +4 deflection bonus to AC, immunity to mind-affecting spells and spell-like abilities used by creatures of the chosen alignment, and spell resistance 25 against spells cast by creatures. Creatures of the chosen alignment also take 6 + 1d8 damage each time they successfully strike the cleric.

  • ​

  • Earthquake

  • Spell level: cleric 8; druid 9 

  • Innate level: 8
    School: evocation
    Components: verbal, somatic
    Range: personal 
    Area of effect: colossal (10 meter radius)
    Duration: instant
    Save: reflex 1/2 
    Spell resistance: no

  • ​

  • Description: The caster causes a massive earthquake around himself, causing 1d6 points of damage per caster level (to a maximum of 10d6) to all creatures in the area of effect. The caster is not affected by the earthquake.

  • ​

  • Create greater undead

  • Spell level: cleric 8 

  • Innate level: 8
    School: necromancy
    Descriptor: evil
    Components: verbal, somatic
    Range: short (8 meters) 
    Area of effect: point
    Duration: 24 hours
    Save: none 
    Spell resistance: none
    Additional counterspells: sunbeam

  • ​

  • Description: The caster brings a powerful undead creature into being. The type of undead is based upon the caster's level:

  • caster levelsummon

  • 15vampire

  • 16-17doom knight

  • 18-19lich

  • 20greater mummy

  • ​

  • Fire storm

  • Spell level: cleric 8; druid 7 

  • Innate level: 7
    School: evocation
    Descriptor: fire, divine
    Components: verbal, somatic
    Range: personal 
    Area of effect: colossal (10 meter radius)
    Duration: instant
    Save: reflex 1/2 
    Spell resistance: yes

  • ​

  • Description: All enemies within this spell's area of effect are inundated with a rain of fire and take 1d6 points of damage per caster level. Half of the damage is divine and the other half is fire-based.

  • ​

  • Mass heal

  • Spell level: cleric 8; druid 9 

  • Innate level: 8
    School: conjuration
    Components: verbal, somatic
    Range: touch 
    Area of effect: large medium (3.33 meter radius)
    Duration: instant
    Save: none 
    Spell resistance: yes

  • ​

  • Description: All allies within the area of effect are restored to full hit points. Healing spells have a reverse effect on undead, harming instead of healing them (undead are reduced to 1d4 hit points with this spell).

  • ​

  • Summon creature VIII

  • Spell level: cleric 8; druid 8; sorcerer/wizard 8 

  • Innate level: 8
    School: conjuration
    Components: verbal, somatic
    Range: short (8 meters) 
    Area of effect: point
    Duration: 24 hours
    Save: none 
    Spell resistance: no

  • Description: The caster summons a random greater elemental to be a faithful and loyal servant.

  • ​

  • Sunbeam

  • Spell level: cleric 8; druid 8; cleric with sun domain 7 

  • Innate level: 8 7
    School: evocation
    Descriptor: divine
    Components: verbal, somatic
    Range: medium (20 meters) 
    Area of effect: colossal (10 meter radius)
    Duration: 3 rounds
    Save: reflex negates 
    Spell resistance: yes
    Additional counterspells: create greater undead

  • ​

  • Description: The caster summons a globe of divine radiance to blind and burn those within the area of effect. Undead take 1d6 points of divine damage per caster level, to a maximum of 20d6. All other monster types take 3d6 points of divine damage, and are blinded for 3 rounds. A successful reflex save halves the damage for undead and voids blindness for others.

​

​

9th level spells

  • Energy drain

  • Spell level: cleric 9; wizard 9 

  • Innate level: 9
    School: necromancy
    Descriptor: negative
    Components: verbal, somatic
    Range: short (8 meters) 
    Area of effect: single
    Duration: permanent
    Save: fortitude negates 
    Spell resistance: yes

  • Description: The target creature permanently loses 2d4 character levels.

  • ​

  • Implosion

  • Spell level: cleric 9 

  • Innate level: 9
    School: evocation
    Components: verbal, somatic
    Range: short (8 meters) 
    Area of effect: medium (3.33 meter radius)
    Duration: instant
    Save: fortitude negates 
    Spell resistance: yes

  • ​

  • Description: The caster creates a vortex of destruction that tears asunder all living things within its area of effect, killing them instantly unless they make their saving throw.

  • ​

  • Storm of vengeance

  • Spell level: cleric 9; druid 9 

  • Innate level: 9
    School: conjuration
    Descriptor: electricity
    Components: verbal, somatic
    Range: personal 
    Area of effect: colossal (10 meter radius)
    Duration: 10 rounds
    Save: reflex special 
    Spell resistance: yes

  • ​

  • Description: The area around the caster is blasted by lightning and acidic rain. Each round, all enemies within the area of effect take 3d6 points of acid damage. Those who fail a reflex save take an additional 3d6 6d6 points of electrical damage and are stunned for two rounds.

  • ​

  • Summon creature IX

  • Spell level: cleric 9; druid 9; wizard 9 

  • Innate level: 9
    School: conjuration
    Components: verbal, somatic
    Range: short (8 meters) 
    Area of effect: point
    Duration: 24 hours
    Save: none 
    Spell resistance: no

  • ​

  • Description: The caster summons a random elder elemental to be a faithful and loyal servant.

  • ​

  • Undeath's eternal foe

  • Spell level: cleric 9 

  • Innate level: 9
    School: abjuration
    Components: verbal, somatic
    Range: long (40 meters) 
    Area of effect: medium (3.33 meter radius)
    Duration: 1 round / level
    Save: none 
    Spell resistance: no

  • ​

  • Description: All allies in the area of effect will receive the following bonuses: immunity to negative energy damage, immunity to level/energy drain, immunity to ability score decreases, immunity to poisons, immunity to diseases and a +4 deflection bonus to AC.

Epic Cleric

​

​

The epic cleric is among the most elite of her deity's servants, spreading the word and acting as emissary for the church. The epic cleric commands great power and respect.

​

Hit die: d8

​

Skill points: 2 + int modifier

​

Bonus feats: The epic cleric gains a bonus feat every three levels after 20th. In other words, at levels 23, 26, 29, 32, 35, and 38.

​

Epic cleric bonus feats: armor skin, automatic quicken spell, automatic silent spell, automatic still spell, epic spell focus, epic spell penetration, great wisdom, greater spell focus, improved combat casting, planar turning.

​

Unavailable epic feats: bane of enemies, construct shape, dragon shape, epic spell: epic mage armor, epic spell: epic warding, epic weapon specialization, great smiting, improved ki strike 4, improved ki strike 5, improved sneak attack, improved spell resistance, improved stunning fist, lasting inspiration, mighty rage, outsider shape, terrifying rage, thundering rage, undead shape 


These general epic feats cannot be selected when taking a level of cleric.

  • Facebook Basic Square
  • Twitter Basic Square
  • Google+ Basic Square

© 2017 Created by the BuffyTeam

bottom of page