BradfordFerguson
First Post
Cleric Spell List--Cut Down to Size
CLERIC SPELL LIST (draft)
Some thoughts:
* Next to each section head is two numbers in parenthesis. The first # is the current # of spells at that level (using my crazy modifications), the second # is the # of cleric spells at that level in the PHB.
* I got rid of most of the following: divination ("distant" gods), summoning, save or die, alignment spells, ability/level drain, restoration, symbols/glyphs, consecrate/hallow, truth.
* It's ridiculous how many spells there are JUST in the PHB. Wow!
* Divine Gift, 2nd level, your stat buff spell that you don't have to memorize the stat in advance, huzzah!
* Magic Weapon, 1st level, need to keep in mind that +stat and +5 weapons won't be in the game (though a flaming longsword might), so spells that do this should be toned down/disallowed.
* Remove Condition, 3rd level, covers disease/curse/blind, huzzah!
* 3rd level, You could even combine the 3 bestow "malediction" spells into 1 spell with 3 options (but not 2 different save types).
* 4th level, kinda lame level, somewhat the diplomacy level with comprehend languages (bumped all the way from 1st level! Crazy!) and tongues. Calm Emotions is a nutty spell, so I moved it up here to 4th level (I may even get rid of it and put it solely on the bard's list). Poison needs to be rewritten if I'm gonna do away with ability drain. MAYBE I should drop Divine Power back here... I just have problems with the cleric being able to be the best fighter in the group!
* 5th level, Water Walk and Water Breathing moved all the way here! Seems more appropriate for a 9th level character to be doing.
* 6th level, with Blade Barrier here, I nixed the symmetry with Heal/Harm and bumped Harm to 7th level. With Heal being 6th level and a lack of a buff spell at 7th level, I also bumped Heroe's Feast to 7th level. Air Walk is here so I will probably bump the wizard's Fly spell up in levels but keep Fly at 5th level or lower.
0-LEVEL CLERIC SPELLS
Detect Magic: Detects spells and magic items within 60 ft.
Detect Poison: Detects poison in one creature or object.
Light: Object shines like a torch.
Read Magic: Read scrolls and spellbooks.
1ST-LEVEL CLERIC SPELLS (12/25)
Bless: Allies gain +1 on attack rolls.
Cause Fear: One creature of 5 HD or less flees for 3 rounds.
Command: One subject obeys selected command for 1 round.
Cure Light Wounds: Cures 4 HP +1/level (max +5).
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. duration: encounter, counter: fear removal.
Inflict Light Wounds: Touch deals 4 damage +1/level (max +5).
Magic Weapon: Weapon gains +1 bonus.
Obscuring Mist: Fog surrounds you.
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.
2ND-LEVEL CLERIC SPELLS (11/32)
Cure Moderate Wounds: Cures 9 HP +1/level (max +10).
Darkness: 20-ft. radius of supernatural shadow.
Delay Poison: Stops poison from harming subject for 1 hour/level.
Divine Gift: Subject gains +4 to Con or Str or Wis or Cha for encounter.
Hold Person: Paralyzes one humanoid for 1 round/level.
Inflict Moderate Wounds: Touch attack, 9 damage +1/level (max +10).
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.
Shield Other F: You take half of subject’s damage.
Silence: Negates sound in 20-ft. radius.
Spiritual Weapon: Magic weapon attacks on its own.
3RD-LEVEL CLERIC SPELLS (12/31)
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.
Cure Serious Wounds: Cures 13 HP +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.
Inflict Serious Wounds: Touch attack, 13 damage +1/level (max +15).
Invisibility Purge: Dispels invisibility within 5 ft./level.
Prayer: Allies +1 bonus on most rolls, enemies –1 penalty.
Remove Condition: Cures normal or magical conditions. (blindness/curse/deafness/disease)
Searing Light: Ray deals 1d8/two levels damage, more against undead.
4TH-LEVEL CLERIC SPELLS (12/23)
Calm Emotions: Calms creatures, negating emotion effects.
Comprehend Languages: You understand all spoken and written languages.
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.
Dismissal: Forces a creature to return to native plane.
Freedom of Movement: Subject moves normally despite impediments.
Inflict Critical Wounds: Touch attack, 4d8 damage +1/level (max +20).
Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
Poison: Touch deals 1d10 Con damage, repeats in 1 min.
Sending: Delivers short message anywhere, instantly.
Tongues: Speak any language.
5TH-LEVEL CLERIC SPELLS (12/24)
Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
Command, Greater: As command, but affects one subject/level.
Cure Light Wounds, Mass: Cures 1d8 damage +1/level for many creatures.
Disrupting Weapon: Melee weapon destroys undead.
Divine Power: You gain attack bonus, +6 to Str, and 1 hp/level.
Flame Strike: Smite foes with divine fire (1d6/level damage).
Inflict Light Wounds, Mass: Deals 1d8 damage +1/level to many creatures.
Raise Dead M: Restores life to subject who died as long as one day/level ago.
Spell Resistance: Subject gains SR 12 + level.
True Seeing M: Lets you see all things as they really are.
Water Breathing: Subjects can breathe underwater.
Water Walk: Subject treads on water as if solid.
6TH-LEVEL CLERIC SPELLS (12/26)
Air Walk: Subject treads on air as if solid (climb at 45-degree angle).
Antilife Shell: 10-ft. field hedges out living creatures.
Banishment: Banishes 2 HD/level of extraplanar creatures.
Divine Gift, Mass: All allies within 30’ gain +4 to Con or Str or Wis or Cha for encounter.
Blade Barrier: Wall of blades deals 1d6/level damage.
Cure Moderate Wounds, Mass: Cures 2d8 damage +1/level for many creatures.
Dispel Magic, Greater: As dispel magic, but up to +20 on check.
Forbiddance M: Blocks planar travel, damages creatures of different alignment.
Heal: Cures 10 points/level of damage, all diseases and mental conditions.
Inflict Moderate Wounds, Mass: Deals 2d8 damage +1/level to many creatures.
Righteous Might: Your size increases, and you gain combat bonuses.
Word of Recall: Teleports you back to designated place.
7TH-LEVEL CLERIC SPELLS (10/18)
Control Weather: Changes weather in local area.
Cure Serious Wounds, Mass: Cures 3d8 damage +1/level for many creatures.
Geas/Quest: As lesser geas, plus it affects any creature.
Harm: Deals 10 points/level damage to target.
Heroes’ Feast: Food for one creature/level cures and grants combat bonuses.
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.
Resurrection M: Fully restore dead subject.
8TH-LEVEL CLERIC SPELLS (8/17)
Antimagic Field: Negates magic within 10 ft.
Create Greater Undead M: Create shadows, wraiths, spectres, or devourers.
Cure Critical Wounds, Mass: Cures 4d8 damage +1/level for many creatures.
Dimensional Lock: Teleportation and interplanar travel blocked for one day/level.
Discern Location: Reveals exact location of creature or object.
Earthquake: Intense tremor shakes 80-ft.-radius.
Fire Storm: Deals 1d6/level fire damage.
Inflict Critical Wounds, Mass: Deals 4d8 damage +1/level to many creatures.
9TH-LEVEL CLERIC SPELLS (8/11)
Astral Projection M: Projects you and companions onto Astral Plane.
Etherealness: Travel to Ethereal Plane with companions.
Gate X: Connects two planes for travel or summoning.
Heal, Mass: As heal, but with several subjects.
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.
True Resurrection M: As resurrection, plus remains aren’t needed.
CLERIC SPELL LIST (draft)
Some thoughts:
* Next to each section head is two numbers in parenthesis. The first # is the current # of spells at that level (using my crazy modifications), the second # is the # of cleric spells at that level in the PHB.
* I got rid of most of the following: divination ("distant" gods), summoning, save or die, alignment spells, ability/level drain, restoration, symbols/glyphs, consecrate/hallow, truth.
* It's ridiculous how many spells there are JUST in the PHB. Wow!
* Divine Gift, 2nd level, your stat buff spell that you don't have to memorize the stat in advance, huzzah!
* Magic Weapon, 1st level, need to keep in mind that +stat and +5 weapons won't be in the game (though a flaming longsword might), so spells that do this should be toned down/disallowed.
* Remove Condition, 3rd level, covers disease/curse/blind, huzzah!
* 3rd level, You could even combine the 3 bestow "malediction" spells into 1 spell with 3 options (but not 2 different save types).
* 4th level, kinda lame level, somewhat the diplomacy level with comprehend languages (bumped all the way from 1st level! Crazy!) and tongues. Calm Emotions is a nutty spell, so I moved it up here to 4th level (I may even get rid of it and put it solely on the bard's list). Poison needs to be rewritten if I'm gonna do away with ability drain. MAYBE I should drop Divine Power back here... I just have problems with the cleric being able to be the best fighter in the group!
* 5th level, Water Walk and Water Breathing moved all the way here! Seems more appropriate for a 9th level character to be doing.
* 6th level, with Blade Barrier here, I nixed the symmetry with Heal/Harm and bumped Harm to 7th level. With Heal being 6th level and a lack of a buff spell at 7th level, I also bumped Heroe's Feast to 7th level. Air Walk is here so I will probably bump the wizard's Fly spell up in levels but keep Fly at 5th level or lower.
0-LEVEL CLERIC SPELLS
Detect Magic: Detects spells and magic items within 60 ft.
Detect Poison: Detects poison in one creature or object.
Light: Object shines like a torch.
Read Magic: Read scrolls and spellbooks.
1ST-LEVEL CLERIC SPELLS (12/25)
Bless: Allies gain +1 on attack rolls.
Cause Fear: One creature of 5 HD or less flees for 3 rounds.
Command: One subject obeys selected command for 1 round.
Cure Light Wounds: Cures 4 HP +1/level (max +5).
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. duration: encounter, counter: fear removal.
Inflict Light Wounds: Touch deals 4 damage +1/level (max +5).
Magic Weapon: Weapon gains +1 bonus.
Obscuring Mist: Fog surrounds you.
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.
2ND-LEVEL CLERIC SPELLS (11/32)
Cure Moderate Wounds: Cures 9 HP +1/level (max +10).
Darkness: 20-ft. radius of supernatural shadow.
Delay Poison: Stops poison from harming subject for 1 hour/level.
Divine Gift: Subject gains +4 to Con or Str or Wis or Cha for encounter.
Hold Person: Paralyzes one humanoid for 1 round/level.
Inflict Moderate Wounds: Touch attack, 9 damage +1/level (max +10).
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.
Shield Other F: You take half of subject’s damage.
Silence: Negates sound in 20-ft. radius.
Spiritual Weapon: Magic weapon attacks on its own.
3RD-LEVEL CLERIC SPELLS (12/31)
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.
Cure Serious Wounds: Cures 13 HP +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.
Inflict Serious Wounds: Touch attack, 13 damage +1/level (max +15).
Invisibility Purge: Dispels invisibility within 5 ft./level.
Prayer: Allies +1 bonus on most rolls, enemies –1 penalty.
Remove Condition: Cures normal or magical conditions. (blindness/curse/deafness/disease)
Searing Light: Ray deals 1d8/two levels damage, more against undead.
4TH-LEVEL CLERIC SPELLS (12/23)
Calm Emotions: Calms creatures, negating emotion effects.
Comprehend Languages: You understand all spoken and written languages.
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.
Dismissal: Forces a creature to return to native plane.
Freedom of Movement: Subject moves normally despite impediments.
Inflict Critical Wounds: Touch attack, 4d8 damage +1/level (max +20).
Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
Poison: Touch deals 1d10 Con damage, repeats in 1 min.
Sending: Delivers short message anywhere, instantly.
Tongues: Speak any language.
5TH-LEVEL CLERIC SPELLS (12/24)
Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
Command, Greater: As command, but affects one subject/level.
Cure Light Wounds, Mass: Cures 1d8 damage +1/level for many creatures.
Disrupting Weapon: Melee weapon destroys undead.
Divine Power: You gain attack bonus, +6 to Str, and 1 hp/level.
Flame Strike: Smite foes with divine fire (1d6/level damage).
Inflict Light Wounds, Mass: Deals 1d8 damage +1/level to many creatures.
Raise Dead M: Restores life to subject who died as long as one day/level ago.
Spell Resistance: Subject gains SR 12 + level.
True Seeing M: Lets you see all things as they really are.
Water Breathing: Subjects can breathe underwater.
Water Walk: Subject treads on water as if solid.
6TH-LEVEL CLERIC SPELLS (12/26)
Air Walk: Subject treads on air as if solid (climb at 45-degree angle).
Antilife Shell: 10-ft. field hedges out living creatures.
Banishment: Banishes 2 HD/level of extraplanar creatures.
Divine Gift, Mass: All allies within 30’ gain +4 to Con or Str or Wis or Cha for encounter.
Blade Barrier: Wall of blades deals 1d6/level damage.
Cure Moderate Wounds, Mass: Cures 2d8 damage +1/level for many creatures.
Dispel Magic, Greater: As dispel magic, but up to +20 on check.
Forbiddance M: Blocks planar travel, damages creatures of different alignment.
Heal: Cures 10 points/level of damage, all diseases and mental conditions.
Inflict Moderate Wounds, Mass: Deals 2d8 damage +1/level to many creatures.
Righteous Might: Your size increases, and you gain combat bonuses.
Word of Recall: Teleports you back to designated place.
7TH-LEVEL CLERIC SPELLS (10/18)
Control Weather: Changes weather in local area.
Cure Serious Wounds, Mass: Cures 3d8 damage +1/level for many creatures.
Geas/Quest: As lesser geas, plus it affects any creature.
Harm: Deals 10 points/level damage to target.
Heroes’ Feast: Food for one creature/level cures and grants combat bonuses.
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.
Resurrection M: Fully restore dead subject.
8TH-LEVEL CLERIC SPELLS (8/17)
Antimagic Field: Negates magic within 10 ft.
Create Greater Undead M: Create shadows, wraiths, spectres, or devourers.
Cure Critical Wounds, Mass: Cures 4d8 damage +1/level for many creatures.
Dimensional Lock: Teleportation and interplanar travel blocked for one day/level.
Discern Location: Reveals exact location of creature or object.
Earthquake: Intense tremor shakes 80-ft.-radius.
Fire Storm: Deals 1d6/level fire damage.
Inflict Critical Wounds, Mass: Deals 4d8 damage +1/level to many creatures.
9TH-LEVEL CLERIC SPELLS (8/11)
Astral Projection M: Projects you and companions onto Astral Plane.
Etherealness: Travel to Ethereal Plane with companions.
Gate X: Connects two planes for travel or summoning.
Heal, Mass: As heal, but with several subjects.
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.
True Resurrection M: As resurrection, plus remains aren’t needed.
Last edited: