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<blockquote data-quote="BlueFlame" data-source="post: 1196812" data-attributes="member: 14794"><p>PALADIN SPELLS</p><p>1ST-LEVEL PALADIN SPELLS</p><p>Bless: Allies gain +1 on attack rolls and +1 on saves against fear.</p><p>Bless Water: Makes holy water.*</p><p>Bless Weapon: Weapon strikes true against evil foes.*</p><p>Create Water: Creates 2 gallons/level of pure water.</p><p>Cure Light Wounds: Cures 1d8 damage +1/level (max +5).</p><p>Detect Poison: Detects poison in one creature or small object.</p><p>Detect Undead: Reveals undead within 60 ft.</p><p>Divine Favor: You gain +1 per three levels on attack and damage rolls.*</p><p>Endure Elements: Exist comfortably in hot or cold environments.</p><p>Magic Weapon: Weapon gains +1 bonus.</p><p>Protection from Chaos/Evil: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.*</p><p>Read Magic: Read scrolls and spellbooks.*</p><p>Resistance: Subject gains +1 on saving throws.</p><p>Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.</p><p>Virtue: Subject gains 1 temporary hp.</p><p></p><p>CLERIC SPELLS</p><p>0-LEVEL CLERIC SPELLS (ORISONS)</p><p>Create Water: Creates 2 gallons/level of pure water.*</p><p>Cure Minor Wounds: Cures 1 point of damage.</p><p>Detect Magic: Detects spells and magic items within 60 ft.*</p><p>Detect Poison: Detects poison in one creature or object.*</p><p>Guidance: +1 on one attack roll, saving throw, or skill check.</p><p>Inflict Minor Wounds: Touch attack, 1 point of damage.</p><p>Light: Object shines like a torch.*</p><p>Mending: Makes minor repairs on an object.</p><p>Purify Food and Drink: Purifies 1 cu. ft./level of food or water.*</p><p>Read Magic: Read scrolls and spellbooks.*</p><p>Resistance: Subject gains +1 on saving throws.</p><p>Virtue: Subject gains 1 temporary hp.</p><p>1ST-LEVEL CLERIC SPELLS</p><p>Bane: Enemies take –1 on attack rolls and saves against fear.</p><p>Bless: Allies gain +1 on attack rolls and saves against fear.</p><p>Bless Water M: Makes holy water.*</p><p>Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.</p><p>Command: One subject obeys selected command for 1 round.*</p><p>Comprehend Languages: You understand all spoken and written languages.*</p><p>Cure Light Wounds: Cures 1d8 damage +1/level (max +5).</p><p>Curse Water M: Makes unholy water.</p><p>Deathwatch: Reveals how near death subjects within 30 ft. are.</p><p>Detect Chaos/Evil/Good/Law: Reveals creatures, spells, or objects of selected alignment.</p><p>Detect Undead: Reveals undead within 60 ft.</p><p>Divine Favor: You gain +1 per three levels on attack and damage rolls.</p><p>Doom: One subject takes –2 on attack rolls, damage rolls, saves, and checks.</p><p>Endure Elements: Exist comfortably in hot or cold environments.</p><p>Entropic Shield: Ranged attacks against you have 20% miss chance.</p><p>Hide from Undead: Undead can’t perceive one subject/level.</p><p>Inflict Light Wounds: Touch deals 1d8 damage +1/level (max +5).</p><p>Magic Stone: Three stones gain +1 on attack, deal 1d6 +1 damage.</p><p>Magic Weapon: Weapon gains +1 bonus.</p><p>Obscuring Mist: Fog surrounds you.*</p><p>Protection from Chaos/Evil/Good/Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.*</p><p>Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.*</p><p>Sanctuary: Opponents can’t attack you, and you can’t attack.*</p><p>Shield of Faith: Aura grants +2 or higher deflection bonus.*</p><p>Summon Monster I: Calls extraplanar creature to fight for you.*</p><p>2ND-LEVEL CLERIC SPELLS</p><p>Aid: +1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10).</p><p>Align Weapon: Weapon becomes good, evil, lawful, or chaotic.*</p><p>Augury M F: Learns whether an action will be good or bad.</p><p>Bear’s Endurance: Subject gains +4 to Con for 1 min./level.*</p><p>Bull’s Strength: Subject gains +4 to Str for 1 min./level.</p><p>Calm Emotions: Calms creatures, negating emotion effects.</p><p>Consecrate M: Fills area with positive energy, making undead weaker.</p><p>Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).</p><p>Darkness: 20-ft. radius of supernatural shadow.</p><p>Death Knell: Kills dying creature; you gain 1d8 temporary hp, +2 to Str, and +1 level.</p><p>Delay Poison: Stops poison from harming subject for 1 hour/level.*</p><p>Desecrate M: Fills area with negative energy, making undead stronger.</p><p>Eagle’s Splendor: Subject gains +4 to Cha for 1 min./level.</p><p>Enthrall: Captivates all within 100 ft. + 10 ft./level.</p><p>Find Traps: Notice traps as a rogue does.*</p><p>Gentle Repose: Preserves one corpse.</p><p>Hold Person: Paralyzes one humanoid for 1 round/level.</p><p>Inflict Moderate Wounds: Touch attack, 2d8 damage +1/level (max +10).</p><p>Make Whole: Repairs an object.</p><p>Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level.*</p><p>Remove Paralysis: Frees one or more creatures from paralysis or slow effect.*</p><p>Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.*</p><p>Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.*</p><p>Shatter: Sonic vibration damages objects or crystalline creatures.</p><p>Shield Other F: You take half of subject’s damage.</p><p>Silence: Negates sound in 15-ft. radius.</p><p>Sound Burst: Deals 1d8 sonic damage to subjects; may stun them.</p><p>Spiritual Weapon: Magic weapon attacks on its own.</p><p>Status: Monitors condition, position of allies.</p><p>Summon Monster II: Calls extraplanar creature to fight for you.*</p><p>Undetectable Alignment: Conceals alignment for 24 hours.</p><p>Zone of Truth: Subjects within range cannot lie.</p><p>3RD-LEVEL CLERIC SPELLS</p><p>Animate Dead M: Creates undead skeletons and zombies.</p><p>Bestow Curse: –6 to an ability score; –4 on attack rolls, saves, and checks; or 50% chance of losing each action.</p><p>Blindness/Deafness: Makes subject blinded or deafened.</p><p>Contagion: Infects subject with chosen disease.</p><p>Continual Flame M: Makes a permanent, heatless torch.</p><p>Create Food and Water: Feeds three humans (or one horse)/level.</p><p>Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).</p><p>Daylight: 60-ft. radius of bright light.</p><p>Deeper Darkness: Object sheds supernatural shadow in 60-ft. radius.</p><p>Dispel Magic: Cancels spells and magical effects.*</p><p>Glyph of Warding M: Inscription harms those who pass it.*</p><p>Helping Hand: Ghostly hand leads subject to you.</p><p>Inflict Serious Wounds: Touch attack, 3d8 damage +1/level (max +15).</p><p>Invisibility Purge: Dispels invisibility within 5 ft./level.</p><p>Locate Object: Senses direction toward object (specific or type).</p><p>Magic Circle against Chaos/Evil/Good/Law: As protection spells, but 10-ft. radius and 10 min./level.</p><p>Magic Vestment: Armor or shield gains +1 enhancement per four levels.*</p><p>Meld into Stone: You and your gear merge with stone.</p><p>Obscure Object: Masks object against scrying.*</p><p>Prayer: Allies +1 bonus on most rolls, enemies –1 penalty.</p><p>Protection from Energy: Absorb 12 points/level of damage from one kind of energy.*</p><p>Remove Blindness/Deafness: Cures normal or magical conditions.*</p><p>Remove Curse: Frees object or person from curse.*</p><p>Remove Disease: Cures all diseases affecting subject.*</p><p>Searing Light: Ray deals 1d8/two levels damage, more against undead.</p><p>Speak with Dead: Corpse answers one question/two levels.</p><p>Stone Shape: Sculpts stone into any shape.</p><p>Summon Monster III: Calls extraplanar creature to fight for you.*</p><p>Water Breathing: Subjects can breathe underwater.</p><p>Water Walk: Subject treads on water as if solid.</p><p>Wind Wall: Deflects arrows, smaller creatures, and gases.</p><p>4TH-LEVEL CLERIC SPELLS</p><p>Air Walk: Subject treads on air as if solid (climb at 45-degree angle).</p><p>Control Water: Raises or lowers bodies of water.</p><p>Cure Critical Wounds: Cures 4d8 damage +1/level (max +20).</p><p>Death Ward: Grants immunity to death spells and negative energy effects.*</p><p>Dimensional Anchor: Bars extradimensional movement.</p><p>Discern Lies: Reveals deliberate falsehoods.</p><p>Dismissal: Forces a creature to return to native plane.</p><p>Divination M: Provides useful advice for specific proposed actions.</p><p>Divine Power: You gain attack bonus, +6 to Str, and 1 hp/level.*</p><p>Freedom of Movement: Subject moves normally despite impediments.</p><p>Giant Vermin: Turns centipedes, scorpions, or spiders into giant vermin.</p><p>Imbue with Spell Ability: Transfer spells to subject.</p><p>Inflict Critical Wounds: Touch attack, 4d8 damage +1/level (max +20).</p><p>Magic Weapon, Greater: +1 bonus/four levels (max +5).*</p><p>Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.*</p><p>Planar Ally, Lesser X: Exchange services with a 6 HD extraplanar creature.</p><p>Poison: Touch deals 1d10 Con damage, repeats in 1 min.</p><p>Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away.</p><p>Restoration M: Restores level and ability score drains.*</p><p>Sending: Delivers short message anywhere, instantly.</p><p>Spell Immunity: Subject is immune to one spell per four levels.*</p><p>Summon Monster IV: Calls extraplanar creature to fight for you.*</p><p>Tongues: Speak any language.*</p><p>5TH-LEVEL CLERIC SPELLS</p><p>Atonement F X: Removes burden of misdeeds from subject.</p><p>Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.*</p><p>Command, Greater: As command, but affects one subject/level.*</p><p>Commune X: Deity answers one yes-or-no question/level.</p><p>Cure Light Wounds, Mass: Cures 1d8 damage +1/level for many creatures.</p><p>Dispel Chaos/Evil/Good/Law: +4 bonus against attacks.</p><p>Disrupting Weapon: Melee weapon destroys undead.</p><p>Flame Strike: Smite foes with divine fire (1d6/level damage).</p><p>Hallow M: Designates location as holy.*</p><p>Inflict Light Wounds, Mass: Deals 1d8 damage +1/level to many creatures.</p><p>Insect Plague: Locust swarms attack creatures.</p><p>Mark of Justice: Designates action that will trigger curse on subject.</p><p>Plane Shift F: As many as eight subjects travel to another plane.*</p><p>Raise Dead M: Restores life to subject who died as long as one day/level ago.</p><p>Righteous Might: Your size increases, and you gain combat bonuses.</p><p>Scrying F: Spies on subject from a distance.*</p><p>Slay Living: Touch attack kills subject.</p><p>Spell Resistance: Subject gains SR 12 + level.*</p><p>Summon Monster V: Calls extraplanar creature to fight for you.*</p><p>Symbol of Pain M: Triggered rune wracks nearby creatures with pain.</p><p>Symbol of Sleep M: Triggered rune puts nearby creatures into catatonic slumber.</p><p>True Seeing M: Lets you see all things as they really are.</p><p>Unhallow M: Designates location as unholy.</p><p>Wall of Stone: Creates a stone wall that can be shaped.*</p><p>6TH-LEVEL CLERIC SPELLS</p><p>Animate Objects: Objects attack your foes.</p><p>Antilife Shell: 10-ft. field hedges out living creatures.</p><p>Banishment: Banishes 2 HD/level of extraplanar creatures.*</p><p>Bear’s Endurance, Mass: As bear’s endurance, affects one subject/ level.</p><p>Blade Barrier: Wall of blades deals 1d6/level damage.</p><p>Bull’s Strength, Mass: As bull’s strength, affects one subject/level.</p><p>Create Undead: Create ghouls, ghasts, mummies, or mohrgs.</p><p>Cure Moderate Wounds, Mass: Cures 2d8 damage +1/level for many creatures.</p><p>Dispel Magic, Greater: As dispel magic, but up to +20 on check.</p><p>Eagle’s Splendor, Mass: As eagle’s splendor, affects one subject/level.</p><p>Find the Path: Shows most direct way to a location.</p><p>Forbiddance M: Blocks planar travel, damages creatures of different alignment.</p><p>Geas/Quest: As lesser geas, plus it affects any creature.</p><p>Glyph of Warding, Greater: As glyph of warding, but up to 10d8 damage or 6th-level spell.*</p><p>Harm: Deals 10 points/level damage to target.</p><p>Heal: Cures 10 points/level of damage, all diseases and mental conditions.*</p><p>Heroes’ Feast: Food for one creature/level cures and grants combat bonuses.*</p><p>Inflict Moderate Wounds, Mass: Deals 2d8 damage +1/level to many creatures.</p><p>Owl’s Wisdom, Mass: As owl’s wisdom, affects one subject/level.*</p><p>Planar Ally X: As lesser planar ally, but up to 12 HD.</p><p>Summon Monster VI: Calls extraplanar creature to fight for you.*</p><p>Symbol of Fear M: Triggered rune panics nearby creatures.</p><p>Symbol of Persuasion M: Triggered rune charms nearby creatures.</p><p>Undeath to Death M: Destroys 1d4 HD/level undead (max 20d4).</p><p>Wind Walk: You and your allies turn vaporous and travel fast.</p><p>Word of Recall: Teleports you back to designated place.*</p><p>7TH-LEVEL CLERIC SPELLS</p><p>Blasphemy: Kills, paralyzes, weakens, or dazes nonevil subjects.</p><p>Control Weather: Changes weather in local area.</p><p>Cure Serious Wounds, Mass: Cures 3d8 damage +1/level for many creatures.</p><p>Destruction F: Kills subject and destroys remains.</p><p>Dictum: Kills, paralyzes, slows, or deafens nonlawful subjects.</p><p>Ethereal Jaunt: You become ethereal for 1 round/level.</p><p>Holy Word: Kills, paralyzes, blinds, or deafens nongood subjects.</p><p>Inflict Serious Wounds, Mass: Deals 3d8 damage +1/level to many creatures.</p><p>Refuge M: Alters item to transport its possessor to you.</p><p>Regenerate: Subject’s severed limbs grow back, cures 4d8 damage +1/level (max +35).*</p><p>Repulsion: Creatures can’t approach you.*</p><p>Restoration, Greater X: As restoration, plus restores all levels and ability scores.*</p><p>Resurrection M: Fully restore dead subject.*</p><p>Scrying, Greater: As scrying, but faster and longer.*</p><p>Summon Monster VII: Calls extraplanar creature to fight for you.*</p><p>Symbol of Stunning M: Triggered rune stuns nearby creatures.</p><p>Symbol of Weakness M: Triggered rune weakens nearby creatures.</p><p>Word of Chaos: Kills, confuses, stuns, or deafens nonchaotic subjects.</p><p>8TH-LEVEL CLERIC SPELLS</p><p>Antimagic Field: Negates magic within 10 ft.</p><p>Cloak of Chaos F: +4 to AC, +4 resistance, and SR 25 against lawful spells.</p><p>Create Greater Undead M: Create shadows, wraiths, spectres, or devourers.</p><p>Cure Critical Wounds, Mass: Cures 4d8 damage +1/level for many creatures.</p><p>Dimensional Lock: Teleportation and interplanar travel blocked for one day/level.</p><p>Discern Location: Reveals exact location of creature or object.</p><p>Earthquake: Intense tremor shakes 5-ft./level radius.</p><p>Fire Storm: Deals 1d6/level fire damage.*</p><p>Holy Aura F: +4 to AC, +4 resistance, and SR 25 against evil spells.*</p><p>Planar Ally, Greater X: As lesser planar ally, but up to 18 HD.</p><p>Inflict Critical Wounds, Mass: Deals 4d8 damage +1/level to many creatures.</p><p>Shield of Law F: +4 to AC, +4 resistance, and SR 25 against chaotic spells.*</p><p>Spell Immunity, Greater: As spell immunity, but up to 8th-level spells.*</p><p>Summon Monster VIII: Calls extraplanar creature to fight for you.*</p><p>Symbol of Death M: Triggered rune slays nearby creatures.*</p><p>Symbol of Insanity M: Triggered rune renders nearby creatures insane.</p><p>Unholy Aura F: +4 to AC, +4 resistance, and SR 25 against good spells.</p><p></p><p>9TH-LEVEL CLERIC SPELLS</p><p>Astral Projection M: Projects you and companions onto Astral Plane.*</p><p>Energy Drain: Subject gains 2d4 negative levels.</p><p>Etherealness: Travel to Ethereal Plane with companions.</p><p>Gate X: Connects two planes for travel or summoning.</p><p>Heal, Mass: As heal, but with several subjects.*</p><p>Implosion: Kills one creature/round.</p><p>Miracle X: Requests a deity’s intercession.*</p><p>Soul Bind F: Traps newly dead soul to prevent resurrection.</p><p>Storm of Vengeance: Storm rains acid, lightning, and hail.*</p><p>Summon Monster IX: Calls extraplanar creature to fight for you.*</p><p>True Resurrection M: As resurrection, plus remains aren’t needed.*</p><p></p><p>CLERIC DOMAINS</p><p>STRENGTH DOMAIN</p><p>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.</p><p>Strength Domain Spells</p><p>1 Enlarge Person: Humanoid creature doubles in size.</p><p>2 Bull’s Strength: Subject gains +4 to Str for 1 min./level.</p><p>3 Magic Vestment: Armor or shield gains +1 enhancement per four levels.</p><p>4 Spell Immunity: Subject is immune to one spell per four levels.</p><p>5 Righteous Might: Your size increases, and you gain combat bonuses.</p><p>6 Stoneskin M: Ignore 10 points of damage per attack.</p><p>7 Grasping Hand: Large hand provides cover, pushes, or grapples.</p><p>8 Clenched Fist: Large hand provides cover, pushes, or attacks your foes.</p><p>9 Crushing Hand: Large hand provides cover, pushes, or crushes your foes.</p><p> </p><p>SUN DOMAIN</p><p>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.</p><p>Sun Domain Spells</p><p>1 Endure Elements: Exist comfortably in hot or cold environments.</p><p>2 Heat Metal: Make metal so hot it damages those who touch it.</p><p>3 Searing Light: Ray deals 1d8/two levels, more against undead.</p><p>4 Fire Shield: Creatures attacking you take fire damage; you’re protected from heat or cold.</p><p>5 Flame Strike: Smite foes with divine fire (1d6/level damage).</p><p>6 Fire Seeds: Acorns and berries become grenades and bombs.</p><p>7 Sunbeam: Beam blinds and deals 4d6 damage.</p><p>8 Sunburst: Blinds all within 10 ft., deals 6d6 damage.</p><p>9 Prismatic Sphere: As prismatic wall, but surrounds on all sides.</p></blockquote><p></p>
[QUOTE="BlueFlame, post: 1196812, member: 14794"] PALADIN SPELLS 1ST-LEVEL PALADIN SPELLS Bless: Allies gain +1 on attack rolls and +1 on saves against fear. Bless Water: Makes holy water.* Bless Weapon: Weapon strikes true against evil foes.* Create Water: Creates 2 gallons/level of pure water. Cure Light Wounds: Cures 1d8 damage +1/level (max +5). Detect Poison: Detects poison in one creature or small object. Detect Undead: Reveals undead within 60 ft. Divine Favor: You gain +1 per three levels on attack and damage rolls.* Endure Elements: Exist comfortably in hot or cold environments. Magic Weapon: Weapon gains +1 bonus. Protection from Chaos/Evil: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.* Read Magic: Read scrolls and spellbooks.* Resistance: Subject gains +1 on saving throws. Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage. Virtue: Subject gains 1 temporary hp. 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 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. [/QUOTE]
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[Epic D&D] Peace No More (Full-Again)
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