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Cleric Spell List

Clerics prepare spells according to the class progression. Spell save DCs follow the shared spell rules; Wisdom is the Cleric’s primary spellcasting ability.

1st-Level Spells

Spell School Description
Protection from Evil Abjuration One creature gains a +2 bonus on saves against a named creature’s spells and a +2 Deflection bonus to Deflection AC against it.
Shield of Faith Abjuration A translucent sigil grants one willing creature a +2 Deflection bonus to Deflection AC against all attacks for 1 minute/CL.
Lantern Courier Conjuration Summon a Tiny undead ghost to deliver a short spoken message to a creature you know within 1 mile.
Create Water Conjuration Create up to 10 gallons of clean water in open containers or across an unoccupied space; it is ordinary water and…
Detect Magic Divination For 10 minutes, sense active spells within 30 feet and learn each aura’s location and school, but not its purpose or…
Detect Undead Divination For 10 minutes, sense undead within 60 feet and their direction; a thin layer of stone blocks the sense, which does…
Bless Enchantment Choose up to three willing creatures within range; for 1 minute/CL, each gains +1 on attack rolls and saving throws.
Command Enchantment Speak a short order to a creature that understands you; on a failed Will save, it spends its next turn obeying if…
Guiding Bolt Evocation Make a ranged spell attack; on a hit, one creature takes 2d6 holy damage plus 1d6 per 3 caster levels and the next attack against it before your next turn gains +2.
Sacred Flame Evocation One creature takes 1d8 holy damage, plus 1d8 at caster level 5 and every 5 caster levels thereafter, halved by a Reflex save; cover does not protect it from this light.
Disguise Self Illusion Alter your clothing, armor, and features for 1 hour; you cannot change body, voice, or size, and a creature…
Silent Image Illusion Create a visual image no larger than a 15-foot cube for 1 minute; it has no sound or substance, and close study with…
Inflict Wounds Necromancy Make a melee spell attack against a creature you touch; on a hit, a living target takes 2d8 negative-energy damage plus 1d8 per 3 caster levels, while an undead target regains that many hit points.
Cure Light Wounds Necromancy Positive energy restores 1d8 + 1d8 per 3 caster levels hit points to one living creature you touch. An undead creature instead takes that amount as positive-energy damage and can make a Will save to take half damage.
Cause Fear Necromancy One living creature that fails a Will save becomes Shaken for 1 minute and may repeat the save at the end of each turn.
Magic Stone Transmutation Touch up to three pebbles; for 10 minutes/CL, each can be thrown as a ranged spell attack (60 feet), dealing 1d6 + Wisdom…
Feather Fall Transmutation Choose up to five falling creatures; for 1 minute their fall slows to 60 feet per round and they take no damage on…

2nd-Level Spells

Spell School Description
Resist Energy Abjuration Choose acid, cold, electric, fire, or sonic damage; the target reduces each instance of that type by 5 for 10…
Warding Bond Abjuration Link yourself to one willing creature for 10 minutes: it gains a +1 Deflection bonus to Deflection AC and a +1 bonus on saves, while you take half its damage.
Misty Step Conjuration Teleport yourself to an unoccupied space you can see within 30 feet; this movement does not provoke an Attack of…
Lesser Restoration Conjuration End Blinded, Deafened, Fatigued, or Sickened, or restore 1d4 temporary ability damage from one score.
Read Magic Divination For 1 hour, understand the literal meaning of magical writing you can see, including scripts and symbols; hidden…
Detect Thoughts Divination One creature within 30 feet must pass a Will save or reveal its surface thoughts to you for 1 minute while it…
Calm Emotions Enchantment Creatures in a 15-foot-radius area must pass a Will save or have Berserk and Shaken suppressed for 1 minute; the…
Hold Person Enchantment One humanoid that fails a Will save becomes Staggered for 1 round and repeats the save at the end of its turn…
Spiritual Weapon Evocation Create a floating weapon for 1 minute; on later turns, use a Standard Action to make a ranged spell attack against a creature within 30 feet, dealing 1d8 + Wisdom modifier + 1d8 for every 8 caster levels after 3rd magic damage on a hit.
Flame Sphere Evocation A 5-foot fire sphere lasts 1 minute; as a Move Action, roll it up to 20 feet, dealing 2d6 fire damage to each creature it passes through, no more than once per turn (Reflex negates).
Invisibility Illusion A willing creature becomes visually undetectable for 10 minutes and gains Total Concealment; attacking or casting a…
Mirror Image Illusion Three duplicates orbit you for 1 minute; the first three attacks that would hit have a 50% chance to strike and…
Blindness and Deafness Necromancy One creature that fails a Fortitude save becomes Blinded or Deafened (your choice) for 1 minute and repeats the save…
Gentle Repose Necromancy Touch a corpse to prevent it from decaying, becoming undead, or being altered by effects on the dead for 10 days…
Cure Moderate Wounds Necromancy Positive energy restores 2d8 + 1d8 per 3 caster levels hit points to one living creature you touch. An undead creature instead takes that amount as positive-energy damage and can make a Will save to take half damage.
Enhance Ability Transmutation Touch one willing creature and choose an ability score; it gains a +2 enhancement bonus to that score for 10 minutes…
Heat Metal Transmutation Choose one metal item worn or held by a creature within range. For 1 minute, it takes 2d6 fire damage at the start of each of that creature’s turns; the creature can drop a held item, while a creature unable to remove a worn item can halve the damage with a Fortitude save.

3rd-Level Spells

Spell School Description
Dispel Magic Abjuration Choose one creature, object, or 10-foot cube.
Magic Circle Abjuration A 10-foot-radius ward lasts 10 minutes; allies inside gain +2 on saves against enchantment, and a summoned creature…
Create Food and Water Conjuration Create simple nourishing food and fresh water sufficient for six people for one day; it appears in containers or on…
Remove Disease Conjuration Touch a creature to end one disease; if the disease specifies a save DC, succeed on 1d20 + caster level against that…
Raise Skeletal Guard Conjuration Summon a Medium skeletal guard (AC 15, 30 hit points) for 1 minute; it attacks once each round (+5 to hit, 1d8+2 piercing).
Augury Divination Ask whether one specific action you plan within 30 minutes will bring good, bad, both, or neither; the GM gives an…
Locate Object Divination Name an object familiar to you; for 10 minutes, know its direction while it is within 1 mile, unless lead blocks the…
Suggestion Enchantment Give one creature that understands you a reasonable task completable within 8 hours; on a failed Will save it…
Zone of Truth Enchantment For 10 minutes, a creature in a 15-foot-radius zone that fails a Will save cannot knowingly speak a lie there…
Lightning Bolt Evocation A 60-foot-long, 5-foot-wide line deals 1d6 electric damage per caster level to creatures in it, or half on a successful Reflex save.
Searing Light Evocation Make a ranged spell attack against one creature; on a hit it takes 1d8 holy damage per 2 caster levels (round up), or 1d6 holy damage per caster level if undead.
Major Image Illusion Create a moving image with sound, smell, and apparent temperature inside a 20-foot cube for 10 minutes; it has no…
Blur Illusion Your outline shifts for 1 minute/CL, giving attacks against you a 20% miss chance; creatures that see through illusions…
Speak with Dead Necromancy Ask a corpse up to five questions about events it witnessed in life; it answers truthfully from its knowledge but…
Vampiric Touch Necromancy Make a melee spell attack; on a hit, a living creature takes 1d6 negative-energy damage per caster level and you regain HP equal to half the damage dealt.
Cure Serious Wounds Necromancy Positive energy restores 3d8 + 1d8 per 3 caster levels hit points to one living creature you touch. An undead creature instead takes that amount as positive-energy damage and can make a Will save to take half damage.
Water Breathing Transmutation Up to six willing creatures can breathe underwater as easily as air for 1 hour/CL; this grants no…
Stone Shape Transmutation Reshape a contiguous stone object or section no larger than a 5-foot cube into a form you choose, including a…

4th-Level Spells

Spell School Description
Death Ward Abjuration The touched creature ignores the next negative-energy damage or effect that would reduce its maximum hit points; it…
Freedom of Movement Abjuration For 10 minutes, the touched creature cannot become Grappled or Entangled, and magic cannot reduce its movement…
Dimension Door Conjuration You and up to three willing creatures touching you teleport to a place you have seen within 500 feet; if any arrival…
Stoneskin Conjuration One willing creature reduces physical damage from each weapon hit by 5 for 10 minutes; the spell ends after reducing…
Restoration Conjuration Restore 2d4 temporary and 1 permanent ability damage, divided among the target’s scores.
Clairvoyance Divination Place an invisible, stationary sensor at a location you know within 1 mile; for 10 minutes, see and hear from its…
Locate Creature Divination Name a creature you know; for 1 hour, sense its direction while it is within 1 mile, unless running water at least…
Charm Monster Enchantment One creature that fails a Will save regards you as a trusted acquaintance for 1 hour, but will not attack you unless…
Confusion Enchantment Up to three creatures in a 20-foot-radius area must pass a Will save or become Berserk for 1 round; they repeat the…
Holy Smite Evocation Creatures you choose in a 20-foot-radius burst take 1d6 holy damage per caster level (Reflex half); undead instead take 1d8 holy damage per caster level.
Wall of Fire Evocation Create a 30-foot-long, 10-foot-high flame wall for 1 minute; a creature crossing it takes 2d6 fire damage plus 1d6 per 3 caster levels, while a creature ending its turn adjacent takes 1d6 plus 1d6 per 4 caster levels (Reflex half).
Greater Invisibility Illusion A willing creature is visually undetectable for 1 round/CL even while attacking or casting, gaining Total Concealment…
Hallucinatory Terrain Illusion Change the apparent appearance, sound, and smell of natural terrain in a 100-foot cube for 1 day; physical…
Blight Necromancy One living creature takes 1d6 negative-energy damage per caster level (Fortitude half); plants take double damage, while undead instead regain hit points equal to the damage rolled.
Bestow Curse Necromancy Make a melee spell attack; on a hit, the creature takes -2 on attack rolls and saves for 1 minute unless it succeeds…
Cure Critical Wounds Necromancy Positive energy restores 4d8 + 1d8 per 3 caster levels hit points to one living creature you touch. An undead creature instead takes that amount as positive-energy damage and can make a Will save to take half damage.
Fly Transmutation One willing creature gains a flying speed equal to its base movement speed for 10 minutes; it must land before the…
Polymorph Transmutation Transform one willing creature into a nonmagical beast of similar size for 10 minutes; it retains HP, mental scores…

5th-Level Spells

Spell School Description
Break Enchantment Abjuration Touch a creature to end one magical Charmed, Shaken, Sickened, Staggered, or Paralyzed condition; against a…
Spell Resistance Abjuration A willing creature you touch gains Spell Resistance 12 + your caster level for 1 minute/CL.
Wall of Stone Conjuration Raise a nonmagical stone wall up to 20 feet long, 10 feet high, and 1 foot thick on a solid surface; it has no…
Raise Dead Conjuration Touch the remains of a creature that died within a day; it returns at 1 HP, Unconscious and Dying, unless its head…
Scrying Divination Observe a named or familiar creature on the same plane for 1 minute; it can resist with a Will save, and the sensor…
Commune Divination Ask up to three yes-or-no questions about events within one day; the GM answers truthfully yes, no, or uncertain…
Dominate Person Enchantment One humanoid that fails a Will save follows your spoken commands for 1 minute/CL; it may save again…
Mass Suggestion Enchantment Give the same reasonable instruction to up to six creatures that understand you; each that fails a Will save follows…
Flame Strike Evocation A 10-foot-radius, 40-foot-high column deals 1d6 damage per caster level, half fire and half holy; a successful Reflex save halves the total.
Shatter Evocation A 10-foot-radius pulse deals 1d6 sonic damage per caster level to creatures and unattended objects (Fortitude half); fragile nonmagical objects that take damage break.
Seeming Illusion Up to eight willing creatures appear as different humanoids of similar size for 12 hours; touch reveals the true…
Phantasmal Killer Illusion One creature that fails a Will save takes 1d6 psychic damage per caster level and becomes Shaken for 1 round; a success halves the damage and negates Shaken.
Contagion Necromancy Make a melee spell attack against a living creature; on a hit it takes 1d6 poison damage per 2 caster levels (round up) and becomes Sickened for 1 minute, negated by a Fortitude save.
Hallow Necromancy Consecrate a 20-foot-radius area for 24 hours; undead must pass a Will save to enter, and creatures resting inside…
Mass Cure Light Wounds Necromancy Choose up to six creatures within range. Positive energy restores 1d8 + 1d8 per 4 caster levels hit points to each living target. Each undead target instead takes that amount as positive-energy damage and can make a Will save to take half damage.
Passwall Transmutation Open a 5-foot-square passage through up to 10 feet of nonmagical wood, stone, or earth; removed material rests…
Transmute Rock Transmutation Turn a 20-foot cube of natural stone to mud for 1 minute; a creature that fails a Reflex save becomes Entangled…

6th-Level Spells

Spell School Description
Globe of Invulnerability Abjuration A stationary 10-foot-radius globe surrounds you for 1 minute; spells of 3rd level or lower cannot enter or affect…
Forbiddance Abjuration Ward a doorway or 20-foot cube for 24 hours; teleportation across its boundary fails, and only creatures you…
Word of Recall Conjuration Choose a consecrated sanctuary you have visited; you and up to five willing creatures touching you can teleport…
Conjure Grave Sentinel Conjuration Summon an undead guardian that shields nearby allies from harm for 1 minute.
True Seeing Divination For 10 minutes, see invisible creatures, visual illusions, and shape-changed forms within 60 feet as they truly are…
Find the Path Divination Name a destination you have visited on this plane; for 1 hour, know the shortest walkable route and sense whenever…
Geas Enchantment Set one clear, non-suicidal task for a creature that understands you; on a failed Will save it is compelled to…
Heroism Enchantment One willing creature gains a +2 morale bonus on attack rolls, saves, and skill checks for 1 hour/CL…
Blade Barrier Evocation A 20-foot-long, 10-foot-high wall of blades lasts 1 minute; entering or starting a turn in it deals 1d6 slashing damage per caster level (Reflex half).
Sunbeam Evocation For 1 minute, fire a 60-foot line of sunlight as a Standard Action each turn; creatures take 4d6 holy damage and become Blinded for 1 round (Fortitude half and negates Blinded).
Mislead Illusion An illusory double appears within 30 feet as you turn invisible for 1 minute; direct it as a Move Action, but it…
Programmed Image Illusion Set a visual and audible illusion within a 20-foot cube; it waits up to a day for a creature you specify to enter…
Harm Necromancy One living creature you touch takes 1d8 damage per caster level (Fortitude half), but this cannot reduce it below 1 HP and has no effect on undead.
Circle of Death Necromancy Creatures in a 20-foot-radius burst take 1d6 negative-energy damage per caster level (Fortitude half); undead instead regain HP equal to half the damage rolled.
Heal Necromancy Positive energy restores 6d8 + 1d8 per 3 caster levels + your Wisdom modifier hit points to one living creature you touch, up to its maximum. An undead creature instead takes that amount as positive-energy damage and can make a Will save to take half damage.
Mass Cure Moderate Wounds Necromancy Choose up to six creatures within range. Positive energy restores 2d8 + 1d8 per 4 caster levels hit points to each living target. Each undead target instead takes that amount as positive-energy damage and can make a Will save to take half damage.
Move Earth Transmutation Shift a 20-foot cube of loose earth along the ground to a new location within 60 feet; the gradual movement cannot…
Flesh to Stone Transmutation One creature that fails a Fortitude save becomes rigid and Paralyzed for 1 minute, though still alive; it repeats…

7th-Level Spells

Spell School Description
Banishment Abjuration One extraplanar creature must pass a Will save or return to its home plane; it cannot return to this location for 24…
Spell Turning Abjuration For 1 minute/CL, reflect the first spell of 5th level or lower that targets only you back at its caster; it cannot…
Greater Teleport Conjuration Teleport yourself and up to six willing creatures within 5 feet to a place you have visited anywhere on this plane…
Spirit Guardians Conjuration A 15-foot ring follows you for 1 minute; the first time each round an enemy enters or starts there, a failed Will save deals 1d8 holy damage per 3 caster levels (round up) and halves its speed until its next turn.
Greater Restoration Conjuration Restore 4d4 temporary and 1d4 permanent ability damage, divided among the target’s scores.
Foresight Divination One willing creature you touch cannot be surprised for 1 hour and gains +2 on Reflex saves and initiative checks.
Analyze Dweomer Divination Study a magic item or active spell within 30 feet for 1 minute to learn its school, caster level, and one principal…
Insanity Enchantment A creature that fails a Will save is Staggered and cannot take Reactions for 1 minute; it repeats the save at the…
Greater Command Enchantment Speak a one-word order to up to four creatures that understand you; each that fails a Will save spends its next turn…
Fire Storm Evocation Choose up to four 10-foot cubes; creatures in each take 1d6 fire damage per caster level (Reflex half), and you may leave safe gaps between the cubes.
Chain Lightning Evocation A ranged spell attack deals 1d6 electric damage per caster level on a hit; lightning jumps to four more creatures within 30 feet, each taking half the damage rolled by the primary target (Reflex half).
Project Image Illusion Create a visible duplicate of yourself within 1 mile for 1 minute; see and speak from its space, but your spells…
Veil Illusion Change the appearance of up to ten willing creatures for 1 hour; a creature that touches or closely examines a…
Finger of Death Necromancy Make a ranged spell attack; on a hit, one living creature takes 1d6 negative-energy damage per caster level (Fortitude half). Reaching 0 HP makes it Unconscious and Dying as normal.
Resurrection Necromancy Touch the remains of a creature dead no longer than one week; if its soul is willing and its head and heart remain…
Mass Cure Serious Wounds Necromancy Choose up to six creatures within range. Positive energy restores 3d8 + 1d8 per 4 caster levels hit points to each living target. Each undead target instead takes that amount as positive-energy damage and can make a Will save to take half damage.
Regenerate Limb Transmutation Over 1 minute, restore one severed hand, foot, or ear of a living creature you touch; it must remain above 0 HP for…
Telekinesis Transmutation Move an unattended object weighing up to 500 pounds up to 60 feet as a Standard Action for 1 minute; instead, make a ranged spell attack with it for 1d6 blunt damage per caster level, ending the spell.

8th-Level Spells

Spell School Description
Mind Blank Abjuration The touched creature is immune to magical detection of its thoughts, alignment, or location and to enchantment…
Holy Aura Abjuration For 1 minute/CL, you and willing allies within 20 feet gain a +2 Deflection bonus to Deflection AC and +2 on saves against hostile spells.
Planar Passage Conjuration Open a 10-foot doorway to a location on another plane you have visited; it remains for 1 minute or until eight…
Regenerate Conjuration One living creature you touch regains 4d8 HP, then 2 HP at the start of each of its turns for 1 minute; it cannot…
Discern Location Divination Name a known creature or object to learn its exact location, plane, and distance despite barriers or lesser…
Moment of Prescience Divination Gain a one-use +10 bonus to an attack roll, save, ability check, or initiative check within 1 hour; choose to use it…
Antipathy Enchantment Creatures of a type or a named individual you choose must pass a Will save or become Shaken and move away while they…
Sympathy Enchantment Creatures you designate that see a chosen creature or object must pass a Will save or spend their next turn moving…
Earthquake Evocation The ground in a 60-foot radius shakes for 1 minute; a failed Reflex save knocks creatures Prone, movement costs…
Sunburst Evocation A 30-foot-radius flash deals 1d6 holy damage per caster level (Fortitude half); a creature that fails is also Blinded for 1 minute and saves again at each turn’s end.
Screen Illusion For 24 hours, conceal a 30-foot cube from divination and remote viewing; choose what it appears and sounds like from…
Scintillating Pattern Illusion Colorful lights fill a 20-foot-radius area for 1 round; creatures that fail a Will save become Dazed for 1 round…
Horrid Wilting Necromancy Up to six living creatures take 1d6 corrupt damage per caster level (Fortitude half); plants and water-based creatures take 1d6 additional damage per 4 caster levels.
Mass Cure Critical Wounds Necromancy Choose up to six creatures within range. Positive energy restores 4d8 + 1d8 per 4 caster levels hit points to each living target. Each undead target instead takes that amount as positive-energy damage and can make a Will save to take half damage.
Clone Necromancy Create a dormant duplicate from a willing creature’s blood or hair; if that creature dies within a year, its willing…
Control Weather Transmutation Gradually change natural weather in a 1-mile radius to clear, cloud, rain, snow, or wind over 10 minutes; the chosen…
Iron Body Transmutation For 1 minute/CL, gain a +4 Enhancement bonus to Natural Armor AC and +4 on saves against poison; your speed is halved and you cannot swim.

9th-Level Spells

Spell School Description
Antimagic Field Abjuration A 10-foot-radius field follows you for 1 minute; spells of 4th level or lower are suppressed inside and cannot cross…
Prismatic Ward Abjuration A 20-foot wall of layered light blocks movement for 1 minute; the first creature touching it each round takes 6d6 damage, split evenly among fire, cold, and electric (Reflex half).
Gate Conjuration Open a 20-foot portal to a place on another plane you have visited; it lasts 1 minute/CL, allows…
Sanctuary Refuge Conjuration You and up to ten willing creatures within 30 feet vanish to a refuge for up to 8 hours; you can return to your…
Summon Deathless Champion Conjuration Summon a Large undead champion (AC 19, 150 hit points) for 1 minute; it attacks twice each round (+12 to hit, 2d10+6 slashing).
Foresight Eternal Divination Choose up to six willing creatures you see; for 1 hour they cannot be surprised and each gains +4 on its first…
Oracle’s Revelation Divination Ask one question about a named person, place, or event; the GM gives a truthful answer of up to three sentences, but…
Mass Hold Enchantment Choose up to six creatures; each that fails a Will save becomes Staggered for 1 minute and repeats the save at the…
Final Word Enchantment A creature that fails a Will save cannot attack or cast harmful spells for 1 minute; the effect ends if you or an…
Storm of Vengeance Evocation A 60-foot-radius storm follows a point for 1 minute; at the start of each of your turns, creatures inside take 1d6 electric damage per 6 caster levels (round up; Reflex half), and the area is heavily obscured and difficult terrain.
Radiant Lance Evocation Make a ranged spell attack against one creature; on a hit it takes 2d6 holy damage per caster level, and if reduced to 0 HP by this spell it is stable rather than Dying.
Weird Illusion Up to six creatures that fail a Will save take 1d6 psychic damage per caster level and become Shaken for 1 minute; success halves damage and prevents the condition.
Mass Invisibility Illusion Up to ten willing creatures gain Total Concealment against sight for 10 minutes; each becomes visible immediately…
Soul Cage Necromancy When a creature within 60 feet dies, trap its spirit in a visible crystal for 24 hours; ask it six questions…
True Resurrection Necromancy Touch remains or speak the name of a creature dead within a year; if its soul is willing, it returns at full HP in…
Mass Heal Necromancy Choose up to ten creatures within range. Positive energy restores 10d8 + 1d8 per 4 caster levels + your Wisdom modifier hit points to each living target, up to its maximum. Each undead target instead takes that amount as positive-energy damage and can make a Will save to take half damage.
Shapechange Transmutation For 1 hour, take the form of a beast or humanoid you have seen, within one size category of your own; retain ability…
Time Stop Transmutation Take three consecutive turns during which other creatures cannot perceive or affect you and you cannot affect them…