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Cleric Spells by Level


An M or Fappearing 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.


Cleric Level 0:


Cleric Level 1:
  • Bane Enemies take -1 on attack rolls and saves against fear.
  • Bless Allies gain +1 on attack rolls and saves against fear.
  • Bless WaterM 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 WaterM Makes unholy water.
  • Deathwatch Reveals how near death subjects within 30 ft. are.
  • Detect Chaos Reveals creatures, spells, or objects with Chaotic alignment.
  • Detect Evil Reveals creatures, spells, or objects with Evil alignment.
  • Detect Good Reveals creatures, spells, or objects with Good alignment.
  • Detect Law Reveals creatures, spells, or objects with Lawful 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 attack, 1d8 damage +1/level (max +5).
  • Magic Stone Three stones become +1 projectiles, 1d6 +1 damage.
  • Magic Weapon Weapon gains +1 bonus.
  • Obscuring Mist Fog surrounds you.
  • Protection From Chaos +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
  • Protection From Evil +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
  • Protection From Good +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
  • Protection From 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.

Cleric Level 2:

Cleric Level 3:

Cleric Level 4:

Cleric Level 5:

Cleric Level 6:

Cleric Level 7:

Cleric Level 8:

Cleric Level 9:

 
 

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