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0-Level Cleric Spells (Orisons) Bleed: Cause a stabilized creature to resume dying. Mending: Makes minor repairs on an object.

Create Water: Creates 2 gallons/level of pure water. Purify Food and Drink: Purifies 1 cu. ft./level of food Detect Magic: Detects spells and magic items within or water. 60 ft. Read Magic: Read scrolls and spellbooks. Detect Poison: Detects poison in one creature or Resistance: Subject gains +1 on saving throws. object. Spark: Ignites flammable objects. Guidance: +1 on one attack roll, saving throw, or skill Stabilize: Cause a dying creature to stabilize. check. Virtue: Subject gains 1 temporary hp. Light: Object shines like a torch.

1st-Level Cleric Spells Abundant Ammunition: Replaces nonmagical Forbid Action: Target obeys your command to not ammunition every round. do something. Air Bubble: Creates a small pocket of air around your Hide from Undead: Undead can't perceive one head or an object. subject/level. Ant Haul: Triples carrying capacity of a creature. Inflict Light Wounds: Touch deals 1d8 damage Bane: Enemies take 1 on attack rolls and saves +1/level (max +5). against fear. Know the Enemy: Gain +10 on a monster Knowledge Bless: Allies gain +1 on attack rolls and saves against check. fear. Liberating Command: Target makes an Escape Artist Bless WaterM: Makes holy water. check as an immediate action and gains a bonus on Cause Fear: One creature of 5 HD or less flees for it. 1d4 rounds. Magic Stone: Three stones gain +1 on attack, deal Command: One subject obeys selected command for 1d6 +1 damage. 1 round. Magic Weapon: Weapon gains +1 bonus. Compel Hostility: Compels opponents to attack you Moment of Greatness: Doubles a morale bonus. instead of your allies. Murderous Command: Target is compelled to kill its Comprehend Languages: You understand all spoken ally. and written languages. Obscuring Mist: Fog surrounds you. Cure Light Wounds: Cures 1d8 damage + 1/level Protection from Chaos/Evil/Good/Law: +2 to AC (max +5). and saves, plus additional protection against Curse WaterM: Makes unholy water. selected alignment. Dancing Lantern: Animates a lantern that follows Ray of Sickening: Ray makes the subject sickened. you. Reinforce Armaments: Temporarily mitigates the Deadeye's Lore: Gain a +4 bonus on Survival and fragile quality in targeted weapon or armor. move full speed while tracking. Remove Fear: Suppresses fear or gives +4 on saves Deathwatch: Reveals how near death subjects against fear for one subject + one per four levels. within 30 ft. are. Remove Sickness: Suppress disease, nausea, and the Decompose Corpse: Turn corpse into clean skeleton. sickened condition. Detect Chaos/Evil/Good/Law: Reveals creatures, Restore Corpse: Skeletal corpse grows flesh. spells, or objects of selected alignment. Sanctify Corpse: Prevent a corpse from becoming an Detect Undead: Reveals undead within 60 ft. undead creature. Diagnose Disease: Detect and identify diseases. Sanctuary: Opponents can't attack you, and you Divine Favor: You gain +1 per three levels on attack can't attack. and damage rolls. Shield of Faith: Aura grants +2 or higher deflection Doom: One subject takes 2 on attack rolls, damage bonus. rolls, saves, and checks. Summon Minor Monster: Summon 1d3 Tiny Endure Elements: Exist comfortably in hot or cold animals. regions. Summon Monster I: Summons extraplanar creature Entropic Shield: Ranged attacks against you have to fight for you. 20% miss chance. Sun Metal: Weapon touched bursts into flames.

2nd-Level Cleric Spells Aid: +1 on attack rolls and saves against fear, 1d8 Gentle Repose: Preserves one corpse. temporary hp +1/level (max +10). Ghostbane Dirge: Incorporeal creature takes half Align Weapon: Weapon becomes good, evil, lawful, damage from nonmagical weapons. or chaotic. Grace: Movement doesn't provoke attacks of Animate Dead, Lesser: Create one skeleton or opportunity. zombie. Hold Person: Paralyzes one humanoid for 1 Ant Haul, Communal: As ant haul, but you may round/level. divide the duration among creatures touched. Imbue with Aura: Target emulates your cleric aura. Arrow of Law: Harm and possibly daze chaotic Inflict Moderate Wounds: Touch attack, 2d8 creatures. damage + 1/level (max +10). AuguryMF: Learns whether an action will be good or Instant Armor: Summon armor temporarily bad. replacing your current attire. Bear's Endurance: Subject gains +4 to Con for 1 Instrument of Agony: Weapon exudes divine fury, min./level. granting a bonus on Intimidate checks. Bestow Weapon Proficiency: Grant a creature Magic Siege Engine: Siege engine gains +1 on proficiency in a single weapon for short period of targeting and damage rolls. time. Make Whole: Repairs an object. Blessing of Courage and Life: +2 on saves vs. fear Masterwork Transformation: Make a normal item and death. into a masterwork one. Boiling Blood: Targets take fire damage; orcs get +2 Oracle's Burden: (Oracle only.) Creature is affected Strength. by negative oracle's curse effects. Bull's Strength: Subject gains +4 to Str for 1 Owl's Wisdom: Subject gains +4 to Wis for 1 min./level. min./level. Calm Emotions: Calms creatures, negating emotion Pilfering Hand: You may seize an object or effects. manipulate it from afar. Compassionate Ally: Target is compelled to help Protection from Chaos, Communal: As protection injured ally. from chaos, but you may divide the duration among ConsecrateM: Fills area with positive energy, creatures touched. weakening undead. Protection from Evil, Communal: As protection from Cure Moderate Wounds: Cures 2d8 damage + evil, but you may divide the duration among 1/level (max +10). creatures touched. Darkness: 20-ft. radius of supernatural shadow. Protection from Good, Communal: As protection Death Knell: Kills dying creature; you gain 1d8 from good, but you may divide the duration among temporary hp, +2 to Str, and +1 caster level. creatures touched. Delay Pain: Ignore pain for 1 hour/level. Protection from Law, Communal: As protection Delay Poison: Stops poison from harming target for from law, but you may divide the duration among 1 hour/level. creatures touched. DesecrateM: Fills area with negative energy, making Protective Penumbra: Shadow protects the target undead stronger. from light. Disfiguring Touch: Target becomes disfigured. Reinforce Armaments, Communal: As reinforce Dread Bolt: Harm and possibly sicken good armaments, but you may divide the duration among creatures. objects touched. Eagle's Splendor: Subject gains +4 to Cha for 1 Remove Paralysis: Frees creatures from paralysis or min./level. slow effect. Effortless Armor: Armor you wear no longer slows Resist Energy: Ignores 10 (or more) points of your speed. damage/attack from specified energy type. Endure Elements, Communal: As endure elements, Restoration, Lesser: Dispels magical ability penalty but you may divide the duration among creatures or repairs 1d4 ability damage. touched. Returning Weapon: Grants a weapon the returning Enthrall: Captivates all within 100 ft. + 10 ft./level. special weapon quality. Find Traps: Notice traps as a rogue does.

Shard of Chaos: Harm and possibly slow lawful creatures. Share Language: Subject understands chosen language. Shatter: Sonic vibration damages objects or crystalline creatures. Shield OtherF: You take half of subject's damage. Silence: Negates sound in 20-ft. radius. 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. Status: Monitors condition, position of allies. Summon Monster II: Summons extraplanar creature to fight for you. Surmount Affliction: Temporarily suppress one condition. Undetectable Alignment: Conceals alignment for 24 hours. 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.

3rd-Level Cleric Spells Agonize: Pain encourages an outsider to obey you. Invisibility Purge: Dispels invisibility within 5 Animate DeadM: Creates undead skeletons and ft./level. zombies. Ki Leech: Add to your ki pool when you critically hit. Archon's Aura: Aura penalizes enemy attacks and Locate Object: Senses direction toward object AC. (specific or type). Badger's Ferocity: Weapons are keen while you Magic Circle against Chaos/Evil/Good/Law: As concentrate. protection spells, but 10-ft. radius and 10 min./level. Bestow Curse: 6 to an ability score; 4 on attack Magic Vestment: Armor or shield gains +1 rolls, saves, and checks; or 50% chance of losing each enhancement per four levels. action. Meld into Stone: You and your gear merge with Blessing of the Mole: 1 ally/level gains darkvision stone. and a +2 Stealth bonus. Nap StackM: Subjects only need 2 hours for a night's Blindness/Deafness: Makes subject blinded or sleep, and can sleep even longer for more benefits. deafened. Obscure Object: Masks object against scrying. Blood Biography: Learn about a creature with its Prayer: Allies get +1 bonus on most rolls, enemies 1 blood. penalty. Borrow Fortune: (Oracle only.) Retry attack or check, Protection from Energy: Absorb 12 points/level of but do worse on next two. damage from one kind of energy. Chain of Perdition: Creates a floating chain of force. Remove Blindness/Deafness: Cures normal or Contagion: Infects subject with chosen disease. magical blindness or deafness. Continual FlameM: Makes a permanent, heatless Remove Curse: Frees object or person from curse. light. Remove Disease: Cures all diseases affecting subject. Create Food and Water: Feeds three humans (or Resist Energy, Communal: As resist energy, but you one horse)/level. may divide the duration among creatures touched. Cure Serious Wounds: Cures 3d8 damage + 1/level Returning Weapon, Communal: As returning (max +15). weapon, but you may divide the duration among Daybreak Arrow: Targeted ammunition exudes weapons touched. radiant energy. Sacred BondF: Cast touch healing spells from a Daylight: 60-ft. radius of bright light. distance. Deadly Juggernaut: Your might increases with every Sands of Time: Target temporarily ages. kill you make. Searing Light: Ray deals 1d8/two levels damage Deeper Darkness: Object sheds supernatural (more against undead). shadow in 60-ft. radius. Share Language, Communal: As share language, but Delay Poison, Communal: As delay poison, but you you may divide the duration among creatures may divide the duration among creatures touched. touched. Discovery Torch: Touched object emanates bright Speak with Dead: Corpse answers one question/two light, granting Perception and Sense Motive levels. bonuses. Stone Shape: Sculpts stone into any shape. Dispel Magic: Cancels one magical spell or effect. Summon Monster III: Summons extraplanar Elemental Speech: You can speak with elementals creature to fight for you. and some creatures. Symbol of Healing: Triggered rune heals living Enter Image: Transfers your consciousness to an creatures. object bearing your likeness. Vision of Hell: Illusory hellscape makes creatures Glyph of WardingM: Inscription harms those who shaken. pass it. Water Breathing: Subjects can breathe underwater. Guiding Star: Know approximate distance from Water Walk: Subject treads on water as if solid. where you cast this spell. Wind Wall: Deflects arrows, smaller creatures, and Helping Hand: Ghostly hand leads subject to you. gases. Inflict Serious Wounds: Touch attack, 3d8 damage + Wrathful Mantle: Subject gets +1/four levels on all 1/level (max +15). saves.

4th Level Cleric Spells


Air Walk: Subject treads on air as if solid (climb or descend at 45-degree angle). Aura of Doom: Creatures in your aura become shaken. Blessing of Fervor: Gives allies a choice of benefits. Blood Crow Strike: Unarmed strikes create crows that deal fire and negative energy damage. Chaos Hammer: Harms and slows lawful creatures (1d8 damage/2 levels). Control Summoned Creature: Direct a summoned monster as if you had summoned it. Control Water: Raises or lowers bodies of water. Cure Critical Wounds: Cures 4d8 damage + 1/level (max +20). Death Ward: Grants bonuses against death spells and negative energy. 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. M Divination : Provides useful advice for specific proposed actions. Divine Power: You gain attack bonuses and 1 hp/level. Fleshworm Infestation: Worms deal hp and Dex damage. Freedom of Movement: Subject moves normally despite impediments to movement. Giant Vermin: Turns centipedes, scorpions, or spiders into giant vermin. Holy Smite: Harms and possibly blinds evil creatures (1d8 damage/2 levels). Imbue with Spell Ability: Transfer spells to subject. Inflict Critical Wounds: Touch attack, 4d8 damage + 1/level (max +20). Magic Weapon, Greater: Weapon gains +1 bonus/four levels (max +5). Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject. Oracle's Vessel: Oracle only. Target gains the benefits of your oracle's curse. Order's Wrath: Harms and dazes chaotic creatures (1d8 damage/2 levels). Plague Carrier: Target's attacks carry filth fever. Planar Adaptation: Resist harmful effects of other plane. Planar Ally, Lesser : Exchange services with a 6 HD extraplanar creature. 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. M Rest Eternal : Dead creature cannot be revived. M Restoration : Restores level and ability score drains. Ride the Waves: Target can breathe water and swim. Sending: Delivers short message anywhere, instantly. Soothe Construct: Reduce the berserk chance of a construct. Spell Immunity: Subject is immune to one spell per 4 levels. Spiritual Ally: Creates a divine ally to aid you. Spit Venom: Spit blinding black adder venom. Summon Monster IV: Summons extraplanar creature to fight for you. Summoner Conduit: The target takes damage whenever its summoned creature does. Symbol of Revelation: Triggered symbol reveals illusions. Symbol of Slowing: Triggered rune slows creatures. Terrible Remorse: Creature is compelled to harm itself. Tongues: Speak and understand any language. Unholy Blight: Harms and sickens good creatures (1d8 damage/2 levels). Water Walk, Communal: As water walk, but you may divide the duration among creatures touched.
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