Spells: A serpent lord casts spells as a 16th-level cleric. Serpent lords generally choose from the following domains: Charm, Healing, Protection, and Scalykind.
Typical Cleric Spells Prepared (6/7+1/6+1/6+1/5+1/5+1/3+1/3+1/2+1; save DC 15 + spell level):
0—create water, detect magic, detect poison, guidance, read magic, resistance;
1st—bless, cure light wounds*, divine favor, endure elements, entropic shield, obscuring mist, sanctuary, shield of faith;
2nd—aid, animal trance*, delay poison, enthrall, owl's wisdom, shield other, status;
3rd—create food and water, dispel magic, greater magic fang*, helping hand, prayer, searing light, wind wall;
4th—air walk, death ward, freedom of movement, neutralize poison, poison*, tongues;
5th—animal growth*, break enchantment, flame strike, righteous might, spell resistance, true seeing;
6th—greater dispel magic, heal*, mass bear's endurance, wind walk;
7th—control weather, holy word, refuge, vipergout*;
8th—animal shapes*, earthquake, holy aura.
*Domain spell. Domains: Healing, Scalykind.