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[spell lists]

Cleric Spells

Note: An M or F in the Special column denotes a spell with a material or focus component, respectively, that is not normally included in a spell component pouch.

0-Level Cleric Spells (Orisons)

Spell Name Special Description
Bleed Cause a stabilized creature to resume dying.
Create Water Creates 2 gallons/level of pure water.
Detect Magic Detects spells and magic items within 60 ft.
Detect Poison Detects poison in one creature or object.
Enhanced Diplomacy +2 on one Diplomacy or Intimidate check.
Guidance +1 on one attack roll, saving throw, or skill check.
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.
Scrivener 's Chant Quill transcribes words from one page to another
Sotto Voce Cause creature to be shaken for 1 rd.
Spark Ignites flammable objects.
Stabilize Cause a dying creature to stabilize.
Virtue Subject gains 1 temporary hp.
Special Spells Special Description
Detect Fiendish Presence
Detect evil outsiders and fiend-worshipping clerics or paladins.
Subject gains +1 bonus to next attack.
Sign of the Dawnflower
Symbol appears above you that deals 1d6 force/level and bull rushes foes away.

1st-Level Cleric Spells

Spell Name Special Description
Abundant Ammunition Replaces nonmagical ammunition every round.
Air Bubble Creates a small pocket of air around your head or an object.
Ant Haul Triples carrying capacity of a creature.
Bane Enemies take –1 on attack rolls and saves against fear.
Barbed Chains M Hellish chains attack and cause a target to become shaken.
Bless Allies gain +1 on attack rolls and saves against fear.
Bless Water M Makes holy water.
Blessed Fist Target doesn't provoke attacks of opportunity with unarmed strikes.
Burning Disarm A metal object instantly becomes red hot possibly causing the wielder to drop it or take damage.
Carrion Compass You are lead to an undead creature's most recent controller or the cause of the creature's undeath.
Cause Fear One creature of 5 HD or less flees for 1d4 rounds.
Celestial Healing Anointed creature gains aura of good, fast healing 1.
Ceremony Lead funeral, holiday fete, marriage, or naming ceremony, granting bonuses.
Clarion Call Target can make a horn sound, speak in a booming voice.
Command One subject obeys selected command for 1 round.
Compel Hostility Compels opponents to attack you instead of your allies.
Comprehend Languages You understand all spoken and written languages.
Coward's Cowl Enhance creature's defenses, as long as it does not move closer to foes.
Cure Light Wounds Cures 1d8 damage + 1/level (max +5).
Curse Water M Makes unholy water.
Dancing Lantern Animates a lantern that follows you.
Deadeye's Lore Gain a +4 sacred bonus on all Survival checks and move faster while tracking.
Deathwatch Reveals how near death subjects within 30 ft. area.
Decompose Corpse Turn corpse into clean skeleton.
Detect Chaos Reveals creatures, spells, or objects of selected alignment.
Detect Charm As detect magic but for charms.
Detect Demon Detects demons within 60 ft. cone.
Detect Evil Reveals creatures, spells, or objects of selected alignment.
Detect Good Reveals creatures, spells, or objects of selected alignment.
Detect Law Reveals creatures, spells, or objects of selected alignment.
Detect Charm Detect strength and location of charms, compulsions, and possession auras on creatures in the area.
Detect the Faithful You can detect other worshipers of your deity.
Detect Undead Reveals undead within 60 ft.
Diagnose Disease Detect and identify diseases.
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 regions.
Entropic Shield Ranged attacks against you have 20% miss chance.
Forbid Action Target obeys your command to not do something.
Grasping Corpse
Cause a corpse to grab or trip a foe.
Hedging Weapons Floating weapons protect you and make ranged attacks.
Hide from Undead Undead can't perceive one subject/level.
Inflict Light Wounds Touch deals 1d8 damage +1/level (max +5).
Know the Enemy Gain +10 on a monster Knowledge check.
Kreighton's Perusal Gain a brief but incomplete understanding of one book's contents.
Liberating Command Target makes an Escape Artist check as an immediate action and gains a bonus on it.
Lucky Number Reroll d20 or gain bonus if you roll your lucky number.
Magic Stone Three stones gain +1 on attack, deal 1d6 +1 damage.
Magic Weapon Weapon gains +1 bonus.
Moment of Greatness Doubles a morale bonus.
Murderous Command Target is compelled to kill its ally.
Obscuring Mist Fog surrounds you.
Protection from Chaos +2 to AC and saves, plus additional protection against selected alignment.
Protection from Evil +2 to AC and saves, plus additional protection against selected alignment.
Protection from Good +2 to AC and saves, plus additional protection against selected alignment.
Protection from Law +2 to AC and saves, plus additional protection against selected alignment.
Ray of Sickening Ray makes the subject sickened.
Refine Improvised Weapon Transform improvised weapon into a masterwork simple or martial weapon.
Reinforce Armaments Temporarily mitigates the fragile quality in targeted weapon or armor.
Remove Fear Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.
Remove Sickness Suppress disease, nausea, and the sickened condition.
Restore Corpse Skeletal corpse grows flesh.
Sanctify Corpse Prevent a corpse from becoming an undead creature.
Sanctuary Opponents can't attack you, and you can't attack.
Shield of Faith Aura grants +2 or higher deflection bonus.
Shield Speech You can securely communicate with one creature within range.
Starsight Gain +2 on Knowledge (geography) checks about stars and planets, Survival checks to avoid getting lost.
Stunning Barrier Stuns 3 creatures for 1 round.
Summon Minor Monster Summon 1d3 Tiny animals.
Summon Monster I Summons extraplanar creature to fight for you.
Sun Metal Cause a melee weapon to erupt in flames, dealing extra damage.
Sure Casting +5 on next check to overcome SR.
Weaponwand F Merge a magic wand with a weapon to wield both simultaneously.
Special Spells Special Description
Abadar's Truthtelling
As zone of truth, but others know the target is affected by the spell.
Enhances a small handful of food to feed a creature for a day.
Advanced Scurvy
The subject contracts an advanced form of scurvy.
Aspect of the Nightingale
Gain +2 competence bonus on Perform (sing) and Diplomacy checks; reroll save vs. charm.
Bleeding Strike
Enchant weapon so it deals bleed damage.
Blessing of the Watch
As bless but only in your jurisdiction.
Cultural Adaptation
Your body language and gestures mark you as a native of the culture.
Detect Radiation
Detect radiation within range.
Dream Feast
Dream of a rich feast and when you awake, you are sated as if you ate and drank a nutritious meal.
Embrace Destiny
Roll d20; use the roll before the spell ends to replace another d20 roll before the die is rolled.
Enhance Water
Cayden Cailean
Turn water into alcohol.
Face of the Devourer
Target gains +4 bonus to Intimidate checks, bite attack.
Prevent creatures from cheating while trading.
Fallback Strategy
Reroll one attack, combat maneuver, or skill check before the result is known.
Gain fire resistance 5, breathe fire for 1d4.
Gorum's Armor
Suit of armor becomes covered in iron spikes.
Hairline Fractures
Reduce the hardness of a stone object or lower the AC of an earth-type creature.
Haze of Dreams
Distract a target creature with dreams and visions, slowing their speed by half.
Ice Armor
Create breastplate made of ice.
Infernal Healing
Touch a creature with devils blood, giving it fast healing 1.
Target gains a beard of cold iron that increases AC and can be used to attack enemies.
Ironbloom Sprouts
As goodberry, affects mushrooms.
Karmic Blessing
The target treats one skill of your choice as a class skill.
Lighten Object
Halve the weight of one object for 1 min/level. Size of the object is limited to 1 cubic foot per level.
Marid's Mastery
If target and opponent are touching water +1 bonus on attack and damage rolls, otherwise -4.
Mighty Fist of the Earth
Oread, DF
Make an unarmed strike attack roll against a target at distance.
Peasant Armaments
Transform improvised weapons into equivalent simple or martial weapons.
Pick Your Poison
Cayden Cailean
Convert poison affecting a creature into alcohol.
Poisoned Egg
Transform egg into small centipede poison.
Read Weather
Precisely forecast natural weather phenomenon that will occur in your area over the next 48 hours.
Recharge Innate Magic
Regain one use of all 0 and 1st-level spell-like abilities of a racial trait.
Shield the Banner
As sanctuary for the tribal banner.
Stone Shield
Slab of stone interposes itself between you and foes.
Swallow Your Fear
Subjects under fear affect gain bonuses, or becomes confused instead of running.
Tap Inner Beauty
You gain a +2 insight bonus on all Charisma ability checks and Charisma-based skill checks.
Theft Ward
+10 to Perception checks to notice someone trying to take the object.
Touch of Bloodletting
Target's wounds bleed and he is exhausted.
Tracking Mark
Survival DC to track subject is 5 lower, +5 to notice disguised target.
Unbreakable Heart
Target gains a +4 bonus on saves against mind-affecting effects that rely on negative emotions.
Unwelcome Halo
Target is illuminated, unable to gain concealment.
Watchful Eye
As shield other but must keep line of effect.
Weapons Against Evil
Enchant one weapon per level to bypass the DR of evil creatures, as long as it is 5 or less and not epic DR.
Winter Feathers
Winged creature suffers no harm from being in a cold environment.

2nd-Level Cleric Spells

Spell Name Special Description
Abeyance Temporarily remove the effects of a curse.
Admonishing Ray You blast your enemies with rays of nonlethal force.
Aid +1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10).
Air Step Tread unsteadily on air, with limitations.
Align Weapon Weapon becomes good, evil, lawful, or chaotic.
Angelic Aspect, Lesser You gain low-light vision, acid and cold resistance 5, and protection from evil.
Animate Dead, Lesser M Create one skeleton or zombie.
Ant Haul, Communal As ant haul, but you may divide the duration among creatures touched.
Arrow of Law Harm and possibly daze chaotic creatures.
Augury MF Learns whether an action will be good or bad.
Bear's Endurance Subject gains +4 to Con for 1 min./level.
Bestow Weapon Proficiency Grant a creature proficiency in a single weapon for short period of time.
Blessing of Courage and Life +2 on saves vs. fear and death.
Blood of the Martyr Target bleeds from orifices, enabling other creatures to sup the blood to regain hit points.
Bloodbath F Cause yourself and enemies to bleed.
Boiling Blood Targets take fire damage; orcs get +2 Strength.
Boneshaker F Momentarily control a living or undead creature's skeleton.
Book Ward As protection from energy but only vs fire and acid.
Bull's Strength Subject gains +4 to Str for 1 min./level.
Burst of Radiance Creatures in area are blinded or dazzled, evil creatures take damage.
Calm Emotions Calms creatures, negating emotion effects.
Calm Spirit Temporarily calms agitated haunts and incorporeal undead such as ghosts and poltergeists
Compassionate Ally Target is compelled to help injured ally.
Consecrate M Fills area with positive energy, weakening undead.
Contact Entity I M Ask eldritch entities to find and converse with you.
Cure Moderate Wounds Cures 2d8 damage + 1/level (max +10).
Curse Terrain, Lesser M Curse an area with three mild hazards.
Darkness 20-ft. radius of supernatural shadow.
Death Knell Kills dying creature; you gain 1d8 temporary hp, +2 to Str, and +1 caster level.
Deathwine Healing potion is converted to boost you necromancy spells.
Delay Disease DF Gain immunity to disease for 24h.
Delay Pain Ignore pain for 1 hour/level.
Delay Poison Stops poison from harming target for 1 hour/level.
Desecrate M Fills area with negative energy, making undead stronger.
Detect Relations Determine whether or not two or more creatures are related by blood.
Disfiguring Touch Target becomes disfigured.
Display Aversion Create minor image of a vampire's aversions.
Dread Bolt Harm and possibly sicken good creatures.
Eagle's Splendor Subject gains +4 to Cha for 1 min./level.
Effortless Armor Armor you wear no longer slows your speed.
Endure Elements, Communal As endure elements, but you may divide the duration among creatures touched.
Enthrall Captivates all within 100 ft. + 10 ft./level.
Find Traps Notice traps as a rogue does.
Flickering Lights Create an area of inconsistent lighting.
Gentle Repose Preserves one corpse.
Ghost Whip Create a ghost touch whip that passes through objects.
Ghostbane Dirge Incorporeal creature takes half damage from nonmagical weapons.
Grace Movement doesn't provoke attacks of opportunity.
Heroic Fortune M The target gains 1 temporary hero point.
Hold Person Paralyzes one humanoid for 1 round/level.
Holy Ice Weapon M Create a masterwork weapon made of frozen holy water.
Imbue with Aura Target emulates your cleric aura.
Inflict Moderate Wounds Touch attack, 2d8 damage + 1/level (max +10).
Inner Focus Cast spells without need for divine focus.
Instant Armor Summon armor temporarily replacing your current attire.
Instant Weapon Create a melee weapon of opaque force.
Instrument of Agony Weapon exudes divine fury, granting a bonus on Intimidate checks.
Your skin hardens and takes on the color and texture of rough iron.
Lay of the Land Learn about the geography of your surroundings.
Life Pact Affected creatures automatically donate hp to stabilize fallen ally.
Magic Boulder As magic stone, but affects boulders.
Magic Siege Engine Siege engine gains +1 on targeting and damage rolls.
Make Whole Repairs an object.
Marching Chant Allies can hustle without penalty while you sing or chant.
Martyr's Bargain Delay immediate damage to yourself from a spell to take maximum damage later.
Masterwork Transformation M Make a normal item into a masterwork one.
Muffle Sound Allies gain a bonus on Stealth checks but risk verbal spell failure.
Necromantic Burden Undead creature counts as having double the HD for purposes of control.
Owl's Wisdom Subject gains +4 to Wis for 1 min./level.
Page-Bound Epiphany Gain +1 bonus to Knowledge check per round spent reading.
Path of Glory Create an expanding glow that heals allies within it of 1 hp of damage.
Pilfering Hand You may seize an object or manipulate it from afar.
Planetarium Project an image of the night sky based on your current location and the local time.
Protection from Chaos, Communal As protection from chaos, but you may divide the duration among creatures touched.
Protection from Evil, Communal As protection from evil, but you may divide the duration among creatures touched.
Protection from Good, Communal As protection from good, but you may divide the duration among creatures touched.
Protection from Law, Communal As protection from law, but you may divide the duration among creatures touched.
Protection from Outsiders Wards a creature from attacks by outsiders with a specific racial subtype.
Protective Penumbra Shadow protects the target from light.
Recentering Drone Target takes effect of lesser condition than he is suffering from.
Reinforce Armaments, Communal As reinforce armaments, but you may divide the duration among objects touched.
Remove Paralysis Frees 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.
Returning Weapon Grants a weapon the returning special weapon quality.
Sense Fear Perceive nearby creatures that are experiencing fear.
Sense Madness Determine mental disturbances in nearby creatures.
Sentry Skull M Turn a severed head into a magical sentry.
Shard of Chaos Harm and possibly slow lawful creatures.
Share Language Subject understands chosen language.
Shatter Sonic vibration damages objects or crystalline creatures.
Shield of Fortification Target gains a chance to treat critical hits and sneak attacks as normal hits.
Shield Other F You take half of subject's damage.
Silence Negates sound in 20-ft. radius.
Silent Table Give yourself privacy by muffling sound leaving the area.
Soothing Word Reduces effects of multiple conditions on target.
Sound Burst Deals 1d8 sonic damage to subjects; may stun them.
Spear of Purity Harm and possibly blind evil creatures.
Spiritual Weapon Magic weapon attacks on its own.
Staggering Fall Cause additional damage to a falling creature.
Stalwart Resolve Target ignores ability damage and penalties to a single ability score.
Status Monitors condition, position of allies.
Stave Off Corruption M Protect against a corruption's progression.
Stone Throwing Gain the rock throwing and rock catching abilities.
Summon Cacodaemon Summons a cacodaemon.
Summon Monster II Summons extraplanar creature to fight for you.
Suppress Charms and Compulsions As remove fear but for charms and compulsions.
Surmount Affliction Temporarily suppress one condition.
Touch of Mercy The target creature deals only nonlethal damage with all of its weapon attacks.
Track Ship Track a ships location and movement with the aid of a nautical chart and a piece of the ship to be tracked.
Transmute Wine to Blood Transform one bottle of fine wine into 1 pint of animal blood.
Twisted Future Impair any abilities that allow beneficial rerolls.
Undetectable Alignment Conceals alignment for 24 hours.
Unholy Ice Weapon M Create a masterwork weapon made of frozen unholy water.
Unliving Rage As rage, except affecting only undead.
Vexing Miscalculation Target is unable to score critical threats.
Weapon of Awe Weapon gets +2 on damage rolls.
Web Shelter Create a comfortable shelter made of webbing.
Zone of Truth Subjects within range cannot lie.
Special Spells Special Description
Aboleth's Lung
Targets gain the ability to breathe water but can no longer breathe air.
Alchemical Tinkering
Transform one firearm or alchemical item into another one.
Amplify Stench
Your stench nauseates rather than sickens.
Ancestral Communion
You contact your ancestors to bolster your own knowledge.
Ancestral Regression
Transform a drow into a surface elf.
Blessing of Luck and Resolve
Give a morale bonus or immunity to halflings against fear effects to a single creature.
Blinding Ray
Dhampir, DF
Rays blind targets and illuminate them
Blood Blaze
Aura that makes injured creatures spray burning blood.
Blood in the Water
Invoke blood frenzy in creatures prone to it.
Bloody Tears and Jagged Smile
You gain a bite attack, a bonus to Intimidate, and can use deathwatch.
Brittle Portal
Reduces hardness of nonmagical surface.
Cast bones and interpret the results to affect the future.
Cloud of Seasickness
As stinking cloud but creatures are sickened.
Curse Item
Object becomes flawed and prone to failure.
Deadeye's Arrow
Create an arrow made of crackling electricity, which you may fire as a weapon or use as a glowing beacon.
Death Candle
Kills dying creature; you summon a fire elemental.
Defending Bone
You animate a bone which gives you damage reduction 5/bludgeoning.
Drunkard's Breath
Cayden Cailean
Exhale cone of stinking cloud.
Dwarven Veil
+2 circumstance bonus to checks to influence dwarves.
Early Judgment
Glimpse of their afterlife judgment fascinates good, confuses neutral, and shakes evil creatures.
Enemy's Heart
Orc, M
Make a coup de grace; gain 1d8 temporary hp +1 per HD of the creature, +2 to Str, and +1 caster level.
Ghoul Hunger
Target defends itself normally but takes no other actions besides eating corpse.
Gozreh's Trident
Wield bolt of electricity as weapon.
As a swift action, make ground rise 5 feet and prevent flanking.
Hanspur's Flotsam Vessel
River Kingdoms
Creates a sturdy raft and oars from driftwood, reeds, and other river detritus.
Imbue with Elemental Might
As imbue with spell ability except it transfers the use of elemental assault ability.
Inheritor's Smite
+5 on next attack roll, bull rush if you hit.
Lead Plating
Thin shet of lead protects against radiation and divination.
Life Channel
Convert channeled positive energy into temporary hit points for creatures with negative energy ability.
Light Prison
Creature must stay in cage of light or take 1d6 and be blinded.
Oracle's Burden
Creature is affected by negative oracle's curse effects.
Peacemaker's Parlay
Make diplomacy check as swift action.
Protection from Technology
+2 to AC and saves, plus additional protection against technology.
Rovagug's Fury
Create a minor earthquake that can trip creatures.
Savage Maw
Gain a bite attack.
Sacred Space
Aasimar, M
Augment DC to resist spells and spell-like abilities with good descriptors. Penalty to evil outsiders.
Secret Speech
Send secret messages with no check necessary.
Semblence of Flesh
Make construct appear to be creature of flesh.
Shared Sacrifice
Share hp damage with another.
Snow Shape
As stone shape except with snow.
Spell Gauge
Reveal a number of spells - lowest first - that the target creature knows, up to your caster level.
Stoke the Inner Fire
Transfer your inner heat to your weapons and armor.
Trail of the Rose
You and target allies leave a misty trail as you walk. Only your group can see and backtrack these trails.
Whispering Lore
Gain a bonus to Knowledge checks about your environment from the land itself.

3rd-Level Cleric Spells

Spell Name Special Description
Accept Affliction Transfer afflictions such as conditions, curses, diseases, and poisons from the target creature to yourself.
Aggravate Affliction All recurring afflictions possessed by the target immediately trigger.
Agonize Pain encourages an outsider to obey you.
Air Breathing Target can breathe air freely.
Align Weapon, Communal Weapon becomes good, evil, lawful, or chaotic.
Animate Dead M Creates undead skeletons and zombies.
Appearance of Life M Undead appear to be alive.
Archon's Aura Aura penalizes enemy attacks and AC.
Aura of Cannibalism You emanate an aura that saps the strength of others of your kind and channels their energy into you.
Aura of Inviolate Ownership Enhance each creature's grip and protect items from loss or theft.
Aura Sight Alignment auras become visible to you.
Badger's Ferocity Weapons are keen while you concentrate.
Bestow Curse –6 to an ability score; –4 on attack rolls, saves, and checks; or 50% chance of losing each action.
Blessing of the Mole 1 ally/level gains darkvision and a +2 Stealth bonus.
Blindness/Deafness Makes subject blinded or deafened.
Blood Biography Learn about a creature with its blood.
Catatonia Make a willing target appear to be dead.
Chain of Perdition Creates a floating chain of force.
Charitable Impulse Affected creature practices nonviolent combat behaviors according to a list of priorities.
Collaborative Thaumaturgy Grant allied spellcaster a metamagic feat.
Contact Entity II M Ask more powerful eldritch entities to find and converse with you.
Contagion Infects subject with chosen disease.
Contagious Zeal Grant bonuses and temporary hit points that spread from creature to creature.
Continual Flame M Makes a permanent, heatless light.
Control Vermin You and allies can use Handle Animal and Ride checks on targeted vermin.
Create Food and Water Feeds three humans (or one horse)/level.
Create Soul Gem M Draw forth the ebbing life force of a dying creature.
Cure Serious Wounds Cures 3d8 damage + 1/level (max +15).
Punish creatures for evil spells they know or that affect them.
Daybreak Arrow Targeted ammunition exudes radiant energy.
Daylight 60-ft. radius of bright light.
Deadly Juggernaut Your might increases with every kill you make.
Deeper Darkness Object sheds supernatural shadow in 60-ft. radius.
Delay Poison, Communal As delay poison, but you may divide the duration among creatures touched.
Discovery Torch Touched object emanates bright light, granting Perception and Sense Motive bonuses.
Dispel Magic Cancels one magical spell or effect.
Dragon Turtle Shell Natural attacks deal less damage to you.
Elemental Speech You can speak with elementals and some creatures.
Enter Image Transfers your consciousness to an object bearing your likeness.
Flesh Puppet M Control a zombie in human guise.
Glyph of Warding M Inscription harms those who pass it.
Guiding Star Know approximate distance from where you cast this spell.
Helping Hand Ghostly hand leads subject to you.
Holy Javelin Deal ongoing damage to evil creatures and apply penalties.
Hydrophobia Targets in the area must succeed at a Will save or become deathly afraid of drowning.
Inflict Serious Wounds Touch attack, 3d8 damage + 1/level (max +15).
Invisibility Purge Dispels invisibility within 5 ft./level.
Ki Leech Add to your ki pool when you critically hit.
Life Shield You surround yourself with positive energy that damages undead opponents.
Lightning Lash Whip of lightning can strike, trip foes.
Locate Object Senses direction toward object (specific or type).
Magic Circle against Chaos As protection from chaos spell, but 10-ft. radius and 10 min./level.
Magic Circle against Evil As protection from evil spell, but 10-ft. radius and 10 min./level.
Magic Circle against Good As protection from good spell, but 10-ft. radius and 10 min./level.
Magic Circle against Law As protection from law spell, but 10-ft. radius and 10 min./level.
Magic Vestment Armor or shield gains +1 enhancement bonus per four levels.
Mantle of Calm Neutralize the rage effects of those who have attacked you.
Mark of Obvious Ethics Other creatures can determine the target's alignment.
Mathematical Curse Influence seemingly random elements in the environment, reducing creature's efficacy.
Meld into Stone You and your gear merge with stone.
Nap Stack M Subjects only need 2 hours for a night's sleep, and can sleep even longer for more benefits.
Numerological Resistance Use the Path of Numbers to grant allies resilience against elemental danger.
Obscure Object Masks object against scrying.
Prayer Allies get +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 blindness or deafness.
Remove Curse Frees object or person from curse.
Remove Disease Cures all diseases affecting subject.
Resist Energy, Communal As resist energy, but you may divide the duration among creatures touched.
Returning Weapon, Communal As returning weapon, but you may divide the duration among weapons touched.
Reaper’s Coterie Weapon gains +1 profane bonus for each creature it defeats.
Reveal Mirage Discern if terrain or geographic features are illusory.
Revelation Gain bonus on solving a puzzle or device.
Riversight You can view events transpiring along a natural watercourse you touch.
Sacred Bond F Cast touch healing spells from a distance.
Sand Whirlwind Whirling cloud of sand strikes the target, blinding it and hampering its ability to speak.
Sands of Time Target temporarily ages.
Screaming Flames Send forth a wave of flames screaming with the agony of the damned.
Searing Light Ray deals 1d8/two levels damage (more against undead).
Severed Fate A target becomes shaken and can not use hero points for 10 minutes per level.
Share Language, Communal As share language, but you may divide the duration among creatures touched.
Sharesister Take a negative level to empower ally's spells.
Silverlight As daylight but light harms those weak to alchemical silver.
Skeleton Crew Turn corpses into skeletons that act as a ships crew and obey your commands.
Speak with Dead Corpse answers one question/two levels.
Steal Years Target ages 1d4/2 levels years.
Stone Shape Sculpts stone into any shape.
Storm of Blades Create floating swords and launch them at foes.
Stunning Barrier, Greater Magical field grants a +2 bonus to AC and on saves, and stuns one creature attacking you.
Summon Monster III Summons extraplanar creature to fight for you.
Symbol of Exsanguination M Triggered rune causes nearby creatures to bleed.
Symbol of Healing M Triggered rune heals living creatures.
Titanic Anchoring You become grounded and nearly immovable
Trail of Fire and Acid Target is covered in fire and acid that burn it for several rounds.
Unravel Destiny Target suffers penalties to checks based on how many hero points it has, and takes damage if it uses them.
Vision of Hell Illusory hellscape makes creatures shaken.
Water Breathing Subjects can breathe underwater.
Water Walk Subject treads on water as if solid.
Wind Wall Deflects arrows, smaller creatures, and gases.
Wrathful Mantle Subject gets +1/four levels on all saves.
Special Spells Special Description
Agonizing Rebuke
Cause mental distress and pain to a target if it attacks you.
Beacon of Luck
You gain +2 sacred bonus on saves, allies within 30 ft. can roll twice on saves.
Bestow Insight
Target gain insight bonus on skill checks and is considered trained in that skill.
Black Sword of War
Enchant weapon so it deals bleed damage.
Bleed Glory
Mythic power cost for all mythic abilities, feats, spells, and other effects used by the target increases by 1.
Blood Rage
Target gains +2 to hit and -1 AC for each 5 hp it is wounded.
Blood Scent
Gain scent ability against injured creatures.
Ruins writings.
Borrow Fortune
Retry attack or check, but do worse on next two.
Calculated Luck
Use the Path of Numbers to boost your combat preparedness, but at a price.
Channel the Gift
Target's next 3rd level or lower spell target casts does not expend a spell slot.
Channel Vigor
Focus your power in one part of your body, gaining bonuses.
Dark Light
Dazzle foes that do not have light sensitivity.
Hinder one technological item or creature.
False Alibi
Norgorber, M
As modify memory, except you can modify the target's memory only in a specific way.
Fractions of Heal and Harm
Heal yourself when you cast your next damaging spell.
Throw warhammer of magically hardened ice, deals 1d8/2 levels.
Floods area with dangerous radiation.
Light of Iomedae
Illuminate undead, negate channel resistance, and inflict –2 penalty vs. positive energy.
Lissalan Snake Sigil
As sepia snake sigil, effect depends on chosen Thassilonian school.
Lover's Vengeance
Calistria, M
You inspire yourself or a lover to a vengeful rage against a chosen enemy.
Martyr's Last Blessing
Your death cures your allies.
Monstrous Extremities
Grant natural attack with a tentacle, a hoof, or a wing.
Oath of Justice
As mark of justice, but only if the target(s) break the oath.
Paragon Surge
Gain +2 enhancement bonus to Dex and Int and gain one feat for which you meet the prerequisites.
Planned Assault
Spend minute planning to gain a bonus at the first response to the situation.
Project Weakness
Target gains your vampiric weaknesses.
Raging Rubble
Oread, DF
Swarm of stones damaging (1d6) and distracting anything within it.
Restore charges to battery or technological item.
Restore Mythic Power Mythic Expend three uses to grant one use of mythic power to another.
Lean into the blow to demoralize opponent.
Share Glory
Targets count as mythic creatures, but do not gain mythic powers per se.
Sky Swim
Target gains ability to 'swim' through air.
Summon Ancestral Guardian
Two ancestors attack as spiritual weapon, but deal physical damage.
Summon Totem Creature
As summon nature's ally III except for different creatures as options.
Tactical Formation
Target in the chain gains a +2 bonus to AC as long as adjacent to another creature affected by the spell.
Transfer Regeneration
Grants your regeneration to another creature.
Vampiric Hunger
Grow fangs and drain blood when you grapple.
Waters of Lamashtu
Lamashtu, M
Create a more potent unholy water.

4th-Level Cleric Spells

Spell Name Special Description
Air Walk Subject treads on air as if solid (climb or descend at 45-degree angle).
Alter River You alter the flow of water in a natural freshwater channel such as a river, stream, or waterfall.
Anti-Incorporeal Shell Incorporeal creatures stay 10 ft. away from you.
Ardor's Onslaught You harm creatures with a neutral alignment component.
Aura of Doom Creatures in your aura become shaken.
Blessing of Fervor Gives allies a choice of benefits.
Bloatbomb Kill a weak creature and turn its corpse into an explosive trap.
Blood Crow Strike Unarmed strikes create crows that deal fire and negative energy damage.
Borrow Corruption Temporarily gain the effects of a corrupted creature's manifestations.
Burst with Light Creature takes 2d6 points of damage each round.
Celestial Healing, Greater Anointed creature gains aura of good, fast healing 1.
Chaos Hammer Harms and slows lawful creatures (1d8 damage/2 levels).
Charon's Dispensation Gain immunity to the river Styx.
Control Summoned Creature Direct a summoned monster as if you had summoned it.
Control Water Raises or lowers bodies of water.
Crusader's Edge Weapon gains evil outsider bane quality plus other benefits against evil outsiders.
Cure Critical Wounds Cures 4d8 damage + 1/level (max +20).
Curse Terrain M Curse an area with four hazards.
Daemon Ward M As death ward but only from attacks by daemons.
Death Knell Aura Aura that feeds on the souls that die within it, granting you hp.
Death Ward Grants bonuses against death spells and negative energy.
Deathless You cannot die from loss of hp.
Debilitating Portent Inflicts an ill fate on a creature, halving its damage when it attacks or casts a spell.
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 bonuses and 1 hp/level.
Enchantment Foil Trick opponents who try to cast enchantments on you.
Film of Faith Target exudes slime and is sickened, those near it or that attack it are also sickened or nauseated.
Flaming Aura Gain fire subtype and aura deals 1d8 within 10 ft.
Flesh Puppet Horde M Control multiple zombies in human guise.
Fleshworm Infestation Worms deal hp and Dex damage.
Frosty Aura Gain cold subtype and aura deals 1d8 within 10 ft.
Forceful Strike Empower a melee weapon to deal 1d4 force damage/level and bull rush on one hit.
Freedom of Movement Subject moves normally despite impediments to movement.
Giant Vermin Turns centipedes, scorpions, or spiders into giant vermin.
Gilded Whispers M Use coin as scrying focus.
Globe of Tranquil Water All water in globe centered on you becomes calm and less dangerous.
Guardian of Faith Target is protected by shield of faith and a protection spell, can transfer the effects to another creature.
Hallucinogenic Smoke Breathe out cone of smoke that nauseates or sickens targets.
Heavy Water You cause a volume of water to become heavier than normal, making it much harder to swim in.
Holy Smite Harms and possibly blinds evil creatures (1d8 damage/2 levels).
Hunger for Flesh Give a creature a bite attack and a hunger for its own kind's flesh.
Imbue with Spell Ability Transfer spells to subject.
Inflict Critical Wounds Touch attack, 4d8 damage + 1/level (max +20).
Infuse Effigy Imbue effigy with a curse.
Magic Weapon, Greater Weapon gains +1 bonus/four levels (max +5).
Make Whole, Greater Repairs an object, construct, or magic item.
Malediction Damn soul to hell should they be killed while under the effects of the spell.
Nature's Ravages You greatly speed up the decomposition process of a nearby corpse.
Neutralize Poison Immunizes subject against poison, detoxifies venom in or on subject.
Order's Wrath Harms and dazes chaotic creatures (1d8 damage/2 levels).
Path of Glory Create an expanding glow that heals allies within it of 1 hp of damage.
Persistent Vigor Gain fast healing 2, immunity to bleed, and faster recovery from diseases and poisons.
Plague Carrier Target's attacks carry filth fever.
Planar Adaptation Resist harmful effects of other plane.
Planar Ally, Lesser M Exchange services with a 6 HD extraplanar creature.
Planetary Adaptation As planar adaptation but on the material plane.
Poison Touch deals 1d3 Con damage 1/round for 6 rounds.
Protection from Energy, Communal As protection from energy, but you may divide the duration among creatures touched.
Repel Vermin Insects, spiders, and other vermin stay 10 ft. away.
Rest Eternal M Dead creature cannot be revived.
Restoration M Restores level and ability score drains.
Ride the Waves Target can breathe water and swim.
Rigor Mortis Painfully swell a target's joints.
Sacrifice Make a sacrifice to aid in conjuring and commanding a planar creature.
Sending Delivers short message anywhere, instantly.
Shadow Barbs Creates a shadowy vicious spiked chain that radiates darkness around you.
Shield of Fortification, Greater Target gains a chance to treat critical hits and sneak attacks as normal hits.
Shield Speech, Greater You can securely communicate with one creature within range.
Soothe Construct Reduce the berserk chance of a construct.
Speak with Haunt Haunt answers one question/2 levels.
Spell Immunity Subject is immune to one spell per 4 levels.
Spellcrash, Lesser Target loses a prepared spell or spell slot.
Spiritual Ally Creates a divine ally to aid you.
Spit Venom Spit blinding black adder venom.
Summon Accuser Summons a single accuser devil from Hell to do your bidding.
Summon Cacodaemon, Greater Summons 1d4+1 cacodaemons.
Summon Genie, Lesser F Summon a genie, type dependent on spell level.
Summon Monster IV Summons extraplanar creature to fight for you.
Summoner Conduit The target takes damage whenever its summoned creature does.
Suppress Primal Magic Prevent primal magic events from occurring in a 10-ft. radius around you.
Symbol of Revelation M Triggered symbol reveals illusions.
Symbol of Slowing M Triggered rune slows creatures.
Terrible Remorse Creature is compelled to harm itself.
Thaumaturgic Circle As magic circle, but affecting a non- alignment subtype or outsider race.
Transplant Visage M Steal face from newly dead creature.
Tongues Speak and understand any language.
Torpid Reanimation M Animate dead when a specific trigger condition occurs.
Undeath Inversion Undead responds to negative/positive energy as if living.
Unholy Blight Harms and sickens good creatures (1d8 damage/2 levels).
Unholy Ward Resist 10 points of damage from holy sources.
Virulence Diseases immediately re-force a saving throw at -2.
Ward Shield Shield grants wielder SR 10 + CL vs. targeted spells, +5 Ref bonus to saves vs. area of effect spells.
Water Shield You are surrounded by a gout that protects you and harms attackers.
Water Walk, Communal As water walk, but you may divide the duration among creatures touched.
Wrathful Weapon Grant weapon anarchic, axiomatic, holy, or unholy ability.
Special Spells Special Description
Abyssal Vermin
Grant vermin fiendish template.
Ancestral Gift
Dwarf, F
A ghostly ancestor appears and gives you a magic weapon, which you may use as if you were proficient in it.
Baphomet's Blessing
Target gains gore attack but Int of 2.
Battle Trance
Gain ferocity monster special ability, temporary hit points, and a morale bonus against mind-affecting effects.
Mythic Severance
Target must make Will save to use mythic powers.
Oracle's Vessel
Target gains the benefits of your oracle's curse.
Black Spot
Curse grants foes of target +2 attack and damage, target gains -4 vs death effect.
Curse of Unexpected Death
Target must roll once per minute or take great damage.
Devil Snare
Invisible circle may trap evil outsider passing through it.
Gift of the Deep
Cause a mutation in the chosen sahuagin.
Gravel Vortex
5d6 damage to all creatures in area.
Healing Warmth
As protection from energy, but can spend 12 points of energy absorption to heal 1d8.
Infernal Healing, Greater
Touch a creature with devils blood, giving it fast healing 4.
Magic Circle Against Technology
As protection from technology, but 10-ft. radius and 10 min./level.
Mark of the Reptile God
Curse gradually transforms foe into a lizard.
Mighty Strength
As bull's strength but +8 to Str.
Remove Radioactivity
Stop ongoing radiation effects on creature or object.
Replenish Ki
Ki recharges for yourself or another.
Shield of the Dawnflower
Creatures that strike you take 1d6 +1/level fire damage.
Traveling Dream
As arcane eye, but you are asleep.
Ward of the Seasons
Protect yourself with the pwoers of one of the seasons.

5th-Level Cleric Spells

Spell Name Special Description
Air Walk, Communal As air walk, but you may divide the duration among creatures touched.
Ancestral Memory Gain insight into current situation.
Angelic Aspect As lesser angelic aspect, darkvision 60 ft., resist acid and cold 10, DR 5/evil, you sprout wings.
Astral Projection, Lesser Limited astral travel.
Atonement MF Removes burden of misdeeds from subject and reverses magical alignment change.
Awaken the Devoured Torment and confuse a daemon.
Ban Corruption F Eliminate the gifts of nearby corrupted creatures.
Blood Tentacles Bloody tentacles attack foes within 15 ft., granting you hp.
Blood Ties When a target is harmed, so is the target's relative.
Boneshatter 1d6 per level (maximum 15d6), who is exhausted for 1 minute per level.
Break Enchantment Frees subjects from enchantments, transmutations, and curses.
Breath of Life Cures 5d8 damage + 1/level and restores life to recently slain creatures.
Call Spirit Cause a spirit to manifest from its final resting place.
Caustic Blood Your spraying blood deals 1d6/2 levels acid damage in 10-ft line.
Charnel House M Create an area of semi-real gore.
Cleanse Cures 4d8 damage +1/level (max +25) and also removes several afflictions.
Command, Greater As command, but affects one subject/level.
Commune M Deity answers one yes-or-no question/level.
Compelling Rant People believe your ridiculous speech as long as you keep talking.
Contact Entity III M Ask very powerful eldritch entities to find and converse with you, or they may reply telepathically.
Contagion, Greater Infect a subject with a magical disease.
Cure Light Wounds, Mass Cures 1d8 damage + 1/level, affects 1 subject/level.
Curse of Magic Negation M Target gains the negated spellblight.
Curse, Major As bestow curse, but harder to remove.
Decollate A target can safely remove its head.
Dispel Balance Bonus to AC vs. attacks from neutral creatures, banish one with touch, dispel one enchantment.
Dispel Chaos +4 bonus against attacks from chaotic creatures, banish one with touch.
Dispel Evil +4 bonus against attacks from evil creatures, banish one with touch.
Dispel Good +4 bonus against attacks from good creatures, banish one with touch.
Dispel Law +4 bonus against attacks from lawful creatures, banish one with touch.
Disrupting Weapon Melee weapon destroys undead.
Dungeonsight Receive vision of layout within area of effect.
Fickle Winds Wind walls selectively block attacks.
Flame Strike Smites foes with divine fire (1d6/level damage).
Forbid Action, Greater As forbid action, but 1 creature/level.
Geniekind Gain your choice of genie-themed powers.
Ghostbane Dirge, Mass As ghostbane dirge, but affects multiple creatures.
Hallow M Designates location as holy.
Heroic Fortune, Mass M As heroic fortune, except it affects more targets.
Holy Ice M Create wall or javelins of frozen holy water.
Hymn of Mercy As touch of mercy, except 30-ft.-radius burst centered on you.
Inflict Light Wounds, Mass Deals 1d8 damage + 1/level, affects 1 subject/level.
Insect Plague Wasp swarms attack creatures.
Khain's Army 1d4+1 ghouls and 1 ghast fight for you and explode when killed to deal damage.
Life Bubble Protects creatures from environment.
Locate Gate Find a nearby magical portal.
Magic Siege Engine, Greater Siege engine gains +1 on targeting and damage rolls for every four caster levels.
Mark of Justice Designates action that triggers curse on subject.
Pillar of Life Created pillar heals 2d8 +1/level (max +20)
Plane Shift F As many as 8 subjects travel to another plane.
Planeslayer's Call Allies gain benefits against outsiders of an alignment you choose.
Profane Nimbus Unholy energy damages good creatures that attack you and protects you from good attacks.
Raise Dead M Restores life to subject who died as long as one day/level ago.
Rapid Repair Construct gains fast healing 5.
Reboot F Bring a destroyed construct back to operational status for a short time.
Reprobation Marked target is shunned by your religion.
Righteous Might Your size increases, and you gain bonuses in combat.
Sacred Nimbus Holy energy damages evil creatures that attack you and protects you from evil attacks.
Sanctify Weapons All manufactured weapons in a 20-ft radius bypass damage resistance of a chosen evil outsider subtype.
Sand Whirlwind, Greater Whirling cloud of sand strikes the target, blinding it and hampering its ability to speak.
Scrying F Spies on subject from a distance.
Serenity Peaceful feelings harm those attempting violence.
Sessile Spirit Cause a spirit inhabiting a creature or an object to go dormant.
Siphon Magic Transfers a magical effect from touched creature to yourself.
Slay Living Touch attack deals 12d6 + 1 per level.
Slough Slough off a target's skin.
Snake Staff Transforms staff or other wood into snakes to fight for you.
Soulswitch F Switch souls with your familiar.
Spell Immunity, Communal As spell immunity, but you may divide the duration among creatures touched.
Spell Resistance Subject gains SR 12 + level.
Spellsteal Steal a spell from a foe.
Sphere of Warding Sphere harms incoporeal spirits, ejects them from possessions.
Steal Years, Greater Target ages 1d6/2 levels years.
Summon Ceustodaemon Summons a ceustodaemon.
Summon Genie F Summon a genie, type dependent on spell level.
Summon Infernal Host Summon host devils.
Summon Lesser Demon Summon a brimorak, an incubus, a thoxel, 1d3 schirs, or 1d4+1 vermleks.
Summon Lesser Psychopomp F As summon monster, except that it summons 1d3 esobok psychopomps or 1d4+1 nosoi psychopomps.
Summon Monster V Summons extraplanar creature to fight for you.
Symbol of Pain M Triggered rune wracks nearby creatures with pain.
Symbol of Scrying M Triggered rune activates scrying sensor.
Symbol of Sleep M Triggered rune puts nearby creatures into catatonic slumber.
Symbol of Striking M As symbol of death, but fills a 5-foot square.
Tongues, Communal As tongues, but you may divide the duration among creatures touched.
Treasure Stitching M Objects on cloth become embroidered.
True Seeing M Lets you see all things as they really are.
Undeath Ward You create a pale silver barrier that repels undead.
Unhallow M Designates location as unholy.
Unholy Ice M Create wall or javelins of frozen unholy water.
Unleash Pandemonium Abyssal windstowm deafens creatures and leaves them shaken.
Vile Dog Transformation Transform ordinary dogs into fiendish minions.
Wall of Blindness/Deafness Translucent wall blinds or deafens creatures that pass through it.
Wall of Ectoplasm Wall of spirits blocks movement on the Material Plane and Ethereal Plane and causes fear.
Wall of Stone Creates a stone wall that can be shaped.
Special Spells Special Description
Burst of Glory
Allies gain bonuses to attack and against fear, and temporary hp.
Constricting Coils
As hold monster, but does 1d6+6 bludgeoning damage/round.
Freedom's Toast
Cayden Cailean
Target is transported up to 15 feet, freed from restraints.
Half-Blood Extraction Half-orc, M/DF Transform an half-orc into a full-blooded orc.
Heretic's Tongue
Blasphemous thoughts cloud use of spells or spell-like abilities.
Hunter's Blessing
Targets gain sacred bonuses against a favored enemy type.
Invigorating Repose
Bring dead back to life with full hp.
Jungle Mind
As commune with nature, gaining deeper connection to one type of animal.
Lend Path
Transfer one of your mythic path abilities to another.
Lighten Object, Mass
As lighten object, but affects number of objects equal to half caster level.
Smite Abomination
Pharasma, F
You emulate some of the powers of a paladin smiting undead.
Spawn Ward
Target resists the effects of energy drain and blood drain by undead creatures.
Spellcasting Contract, Lesser
As imbue with spell ability but any spell, and you bind him to a contract.
Steal Power
Steal 1d4 mythic uses of mythic power.
Village Veil
Cast illusion over area to make it look ruined.

6th-Level Cleric Spells

Spell Name Special Description
Alleviate Corruption M Attempt to weaken a corruption's effect at risk to yourself.
Animate Objects Objects attack your foes.
Antilife Shell 10-ft.-radius field hedges out living creatures.
Banishment Banishes 2 HD/level of extraplanar creatures.
Bear's Endurance, Mass As bear's endurance, affects 1 subject/level.
Blade Barrier Wall of blades deals 1d6/level damage.
Bless Army Army gains a +1 bonus on OM and Morale checks
Bull's Strength, Mass As bull's strength, affects 1 subject/level.
Chains of Light Target is held immobile by glowing golden chains composed of pure light.
Cold Ice Strike Cone of ice slivers deals 1d6 cold/level.
Contact Nalfeshnee MF Nalfeshnee grants +20 to three Knowledge checks.
Create Undead M Create ghasts, ghouls, mohrgs, or mummies.
Cruel Jaunt Sense creatures suffering from fear, then teleport close to them.
Cure Moderate Wounds, Mass Cures 2d8 damage + 1/level, affects 1 subject/level.
Curse Terrain, Greater M Curse an area with six dangerous hazards.
Death Knell Aura, Greater Aura that feeds on the souls that die within it, granting you hp.
Dimensional Blade Turn one melee weapon in your hand into a two-dimensional object.
Dispel Magic, Greater As dispel magic, but with multiple targets.
Dust Form You become an incorporeal creature of dust for a short period of time.
Dust Ward You ward a magic item against other creatures who try to learn to use or copy it.
Eagle's Splendor, Mass As eagle's splendor, affects 1 subject/level.
Eaglesoul Grants combat bonuses against evil creatures, particularly against evil outsiders.
Elemental Assessor Elemental ray does 2d6 acid, cold, electricity, and fire damage, with one type persisting for 1d4 rounds.
Epidemic Infect a subject with a highly contagious disease.
Find the Path Shows most direct way to a location.
Flesh Wall M Create a wall of zombies.
Forbiddance M Blocks planar travel, damages creatures of different alignment.
Geas/Quest As lesser geas, but affects any creature.
Glyph of Warding, Greater M 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 damage, all diseases and mental conditions.
Hellfire Ray Unholy fire rays deal 1d6/level.
Heroes' Feast Food for one creature/level cures and grants combat bonuses.
Impart Mind M Grant temporary intelligence and powers to a magic item.
Inflict Moderate Wounds, Mass Deals 2d8 damage + 1/level, affects 1 subject/level.
Joyful Rapture Negate harmful emotions.
Lash of the Astradaemon Gain two claw attacks that grant negative levels.
Music of the Spheres Grant fast healing, resistance, and save bonuses to all creatures in a 20-foot radius from you.
Oasis Create natural spring.
Owl's Wisdom, Mass As owl's wisdom, affects 1 subject/level.
Plague Bearer Target affects others with contagion.
Plague Storm Cloud infects creatures like contagion.
Planar Adaptation, Mass As planar adaptation, but affects multiple creatures.
Planar Ally M As lesser planar ally, but up to 12 HD.
Planetary Adaptation, Mass As planar adaptation but on the material plane.
Sign of Wrath F Symbol appears above you that deals 1d6 force/level and bull rushes foes away.
Source Severance As antimagic field but inhibits arcane or divine, moves with you.
Spellcrash Target loses a prepared spell or spell slot.
Summon Genie, Greater F Summon a genie, type dependent on spell level.
Summon Monster VI Summons extraplanar creature to fight for you.
Summon Stampede Conjures a herd of aurochs or similar herd animal that immediately stampedes in the indicated direction.
Summon Vanth F As summon monster, except that it summons a single vanth psychopomp.
Sustaining Legend When creature uses mythic power, it heals 2d8 points of damage + 1/level, removes afflictions.
Symbol of Fear M Triggered rune panics nearby creatures.
Symbol of Persuasion M Triggered rune charms nearby creatures.
Symbol of Sealing M Creates triggered wall of force.
Undeath to Death M Destroys 1d4 HD/level undead (max. 20d4).
Vermicious Assumption Summon a vermlek demon into a corpse.
Wind Walk You and your allies turn vaporous and travel fast.
Wither Limb Make one of the target's limbs useless.
Word of Recall Teleports you back to designated place.
Special Spells Special Description
Blessings of Luck and Resolve, Mass
Give a morale bonus or immunity to halflings against fear effects to a single creature.
Bloodsworn Retribution
Damage yourself to grant bonuses to fulfil an oath.
Discharge, Greater
Hinder one technological item or creature.
Genius Avaricious
Channel Mammon's power into a coin.
Hammer of Mending
Torag, F
All objects or constructs within the burst are repaired of 1d6 hp.
Seer's Bane
As nondetection, but deal damage to other spell caster.
Shield of the Dawnflower, Greater
As fire shield, as a disk of sunlight on one arm.
Communicate with any creature that is not mindless.
Vengeful Stinger
Grow a long, wasp-like tail complete with stinger.

7th-Level Cleric Spells

Spell Name Special Description
Arbitrament You harm creatures with a neutral alignment component.
Archon's Trumpet Creatures in the area of the burst are paralyzed for 1d4 rounds.
Awaken Construct M Grant a construct humanlike sentience.
Bestow Grace of the Champion Target gains paladin abilities for 1 round/level.
Bestow Greater Curse You place a curse on the subject.
Blasphemy Kills, paralyzes, weakens, or dazes nonevil subjects.
Circle of Clarity F Emanation hampers illusions and stealth.
Contact Entity IV M Ask extraordinarily powerful eldritch entities to find and converse with you, or they may reply telepathically.
Control Weather Changes weather in local area.
Create Demiplane, Lesser F Create your own demiplane.
Create Variant Mummy M As create undead, except it creates a bog mummy, ice mummy, or Osirian tomb guardian.
Cure Serious Wounds, Mass Cures 3d8 damage + 1/level, affects 1 subject/level.
Destruction F Kills subject and destroys remains.
Dictum Kills, paralyzes, staggers, or deafens nonlawful targets.
Ethereal Jaunt You become ethereal for 1 round/level.
Frost Mammoth Conjure mastodon made of snow.
Holy Word Kills, paralyzes, blinds, or deafens nongood subjects.
Hunger for Flesh, Mass Give creatures bite attacks and a hunger for their own kind's flesh.
Hymn of Peace Subjects of this spell must make a Will save to attack or perform an aggressive or damaging actions.
Inflict Serious Wounds, Mass Deals 3d8 damage + 1/level, affects 1 subject/level.
Jolting Portent You inflict a vengeful fate on a creature, dealing electricity damage each time it attacks or casts a spell.
Lunar Veil Dispel light and revert lycanthropes.
Magnetic Field Pull metal objects towards yourself.
Planar Refuge Create pocket of Material-Plane-like wilderness on another plane.
Plundered Power M Kill a creature and steal its strongest spell-like ability.
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 M As restoration, plus restores all levels and ability scores.
Resurrection M Fully restore dead subject.
Scrying, Greater As scrying, but faster and longer.
Soul Transfer Transfer unbound soul to receptacle or body.
Submerge Ship Ship can safely travel beneath the water.
Summon Monster VII Summons extraplanar creature to fight for you.
Symbol of Stunning M Triggered rune stuns nearby creatures.
Symbol of Weakness M Triggered rune weakens nearby creatures.
Terraform M Alter the area's terrain and climate.
Waves of Ecstasy Pleasure stuns and staggers creatures.
Word of Chaos Kills, confuses, stuns, or deafens nonchaotic subjects.
Spell Name Special Description
Infuse Robot
Temporarily turn robot into magical construct.
Maddening Oubliette
Similar to maze, but may confuse or drive the taget insane.
Memory of Function
Restore a broken or timeworn object or construct to as-new state.
Signifier's Rally
M, Cheliax, Hellknights
Teleport up to one ally per five caster levels to your location.
Spell Scourge
Lash spells from the mind of enemy spellcasters.
Spellcasting Contract
As imbue with spell ability but any spell, and you bind him to a contract.
Vision of Lamashtu
As nightmare but with an additional second spell.

8th-Level Cleric Spells

Spell Name Special Description
Angelic Aspect, Greater As angelic aspect, but with numerous protections.
Antimagic Field Negates magic within 10 ft.
Call Construct M Summon your golem to you.
Cloak of Chaos F +4 deflection bonus to AC, +4 resistance bonus to saves, and SR 25 against lawful spells.
Counterbalancing Aura F Protect targets from neutral creatures.
Create Demiplane F As lesser create demiplane, but larger and with planar traits.
Create Greater Undead M Create shadows, wraiths, spectres, or devourers.
Cure Critical Wounds, Mass Cures 4d8 damage + 1/level for many creatures.
Curse of Night
Curse an area with eternal night.
Curse Terrain, Supreme M Curse an area with seven deadly hazards.
Death Clutch Rip out someone's heart.
Dimensional Lock Teleportation and interplanar travel blocked for 1 day/level.
Discern Location Reveals exact location of creature or object.
Earthquake Intense tremor shakes 80-ft. radius.
Euphoric Tranquility Makes a single creature peaceful and friendly.
Fire Storm Deals 1d6/level fire damage.
Frightful Aspect Take on a terrifying form of yourself, emit an aura that makes foes shaken or frightened.
Heart of the Mammoth +8 Str and Con, immunity to fear, +4 bonus to Will saves, doubles the crit range vs dragons.
Holy Aura F +4 deflection bonus to AC, +4 resistance bonus to saves, and SR 25 against evil spells.
Inflict Critical Wounds, Mass Deals 4d8 damage + 1/level, affects 1 subject/level.
Maw of Chaos M Rip in reality drags foes, damages them, and entangles them.
Nature's Ravages, Greater You greatly speed up the decomposition process of a nearby corpse on the scale of years.
Orb of the Void M Sphere inflicts negative levels.
Planar Ally, Greater M As lesser planar ally, but up to 18 HD.
Rift of Ruin Tears a rift in reality, creating an extra-dimensional hole with a depth of 60 feet.
Sacramental Seal F Seal a creature away inside the spell's focus.
Shield of Law F +4 deflection bonus to AC, +4 resistance bonus to saves, and SR 25 against chaotic spells.
Soulreaver 1d6 points of damage per caster level to living creatures in area.
Spellcrash, Greater Target loses a prepared spell or spell slot.
Spellscar Infuse area with primal magic.
Spell Immunity, Greater As spell immunity, but up to 8th-level spells.
Stormbolts 1d8 damage/level (max 20d8) to targets.
Summon Erodaemon Summons erodaemon.
Summon Meladaemon Summons meladaemon.
Summon Monster VIII Summons extraplanar creature to fight for you.
Symbol of Death M Triggered rune kills nearby creatures.
Symbol of Debauchery M Triggered rune fills nearby creatures with lust.
Symbol of Dispelling M Triggered rune dispels magic.
Symbol of Insanity M Triggered rune renders nearby creatures insane.
Tomb Legion As shambler but summons 1d4+2 advanced mummies.
Unholy Aura F +4 deflection bonus to AC, +4 resistance bonus to saves, and SR 25 against good spells.
Vinetrap Vines burst to life in a radius around a target with a variety of effects.
Spell Name Special Description
Divine Vessel
Change into a huge otherworldly creature.
Remove Radioactivity
Stop ongoing radiation effects on creature or object, cure target of related effects.
Nine Lives
Gives target the ability to get out of trouble and relieves harmful effects and conditions.

9th-Level Cleric Spells

Spell Name Special Description
Astral Projection M Projects you and others onto Astral Plane.
Canopic Conversion MF Draw out creature's life force and organs, 1d6/level, turn them into a mummy.
Create Demiplane, Greater F As create demiplane, but larger and with more planar traits.
Cursed Earth M Plants die, living creatures catch diseases, or dead creatures rise as zombies.
Energy Drain Subject gains 2d4 negative levels.
Etherealness Travel to Ethereal Plane with companions.
Gate M Connects two planes for travel or summoning.
Heal, Mass As heal, but affects 1 subject/level.
Imbue Army Special Ability F Grant one army a special ability.
Implosion Inflict 10 damage/level to one creature/round.
Interplanetary Teleport Teleport to another planet.
Massacre M Slaughter creatures in a line.
Miracle M Requests a deity's intercession.
Overwhelming Presence Creatures bow before you as if you were divine.
Parasitic Soul F Transfer soul into a body.
Polar Midnight Cold darkness paralyzes and deals damage.
Salvage Raise and repair a sunken ship.
Scourge of the Horsemen Targets gain negative levels and take acid damage.
Soul Bind F Traps newly dead soul to prevent resurrection.
Spell Immunity, Greater Communal As greater spell immunity, but you may divide the duration among creatures touched.
Storm of Vengeance Storm rains acid, lightning, and hail.
Summon Derghodaemon Summons a derghodaemon.
Summon Greater Demon Summon a coloxus, an omox, or 1d3 kalavakus.
Summon Monster IX Summons extraplanar creature to fight for you.
Summon Thanadaemon Summons a thanadaemon.
Symbol of Strife M Triggered rune makes creatures attack.
Symbol of Vulnerability M Triggered rune gives penalties.
True Resurrection M As resurrection, plus remains aren't needed.
Winds of Vengeance Grants flight; attack with wind.
Wooden Phalanx Creates 1d4+2 temporary wood golems to fight for you.
Special Spells Special Description
Ascension Mythic, MF Grant mythic power to creatures.
Spawn Calling
Rovagug, M/DF
A week-long ritual to summon a Spawn of Rovagug.
Spellcasting Contact, Greater
Asmodeus, M
As imbue with spell ability but any spell, and you bind him to a contract.