This material is Open Game Content, and is licensed for public use under
the terms of the Open Game License v1.0a.
SPELL LIST I
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 15-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, –2 to AC 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 15-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 5-ft./level
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.
Air Domain Spells
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.
Animal Domain Spells
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.
Chaos Domain Spells
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).
Death Domain Spells
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.
Destruction Domain Spells
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 5-ft./level 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.
Earth Domain Spells
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 5-ft./level 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.
Evil Domain Spells
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.
Fire Domain Spells
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.
Good Domain Spells
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.
Healing Domain Spells
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.
Knowledge Domain Spells
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.
Law Domain Spells
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.
Luck Domain Spells
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.
Magic Domain Spells
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.
Plant Domain Spells
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.
Protection Domain Spells
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.
Strength Domain Spells
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.
Sun Domain Spells
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.
Travel Domain Spells
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.
Trickery Domain Spells
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.
War Domain Spells
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.
Water Domain Spells
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.