Cleric Spells

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==0 Level (Orisons)==
Create Water - creates 2 gallons/lvl of pure water
Cure Minor Wounds - Cures 1 point of damage
Detect Magic- allows you to sence magic within 120ft.
Detect Poison - Detect poison in one creature of object
Guidance - +1 on one attack rolls saving throws or skill checks
Infict Minor Wounds - touch attack deals 1 pint of damage
Light - object shines like a torch
Mending- repairs small breacks or tears in a object of up to 1 lb.
Purify Food or Drink - purifies 1 cubic ft/lvl of food or water
Read Magic-you can decipher magical texts on objects
Resistance - subject gains +1 on saving throws
Virtue - subject gains 1 temporary hp
==1st Level==
Bane - enemies take -1 on attack rolls and saves vs fear
Bless - allies gain +1 on attack rolls and saves vs fear
Bless Water - makes holy water
Cause Fear - one creature of 5HD or less flees for 1d4 round
Command - one subject obeys selected command for 1 round
Comprehend Languages - you understand all spoken and written languages
Cure Light Wounds - cure 1d8 damage +1/lvl (+5 max)
Curse Water - makes unholy water
Deathwatch - reveals how near death enemies are
Detect Chaos/Good/Evil/Law - reveals creatures spells or objects of selected alignment
Detect Secret Doors - reveals hidden doors withen 60ft
Detect Undead - reveals undead within 60ft
Divine Favor -you gain +1/3 lvls 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 environment
Entropic Shield - ranged attacks against you have a 20% to miss
Hide From Undead - undead cant perceive one subject/lvl
Inflict Light Wounds - touch deals 1d8 damage +1(max+5)
Magic Stone - three stones gain +1 on attack rolls deal 1d6+1 damage
Magic Weapon - weapons gains +1 bonus
Nystul's Magic Aura - alters objects magic aura
Obscuring Mist - fog surrounds you 
Protection From Chaos/Evil/Good/Law - +2 to AC and saves countermind control hedge out elemental and outsides
Remove Fear - suppresses fear or gives +4on saves vs fear for 1 target +1 /4 lvls
Sanctuary - opponents can't attack you and you can't attack
Shield of Faith - aura grants +2 or higher deflection bonus
Summon Monster 1 - calls extraplanarcreature to fight for you 
==2nd Level==
Aid - +1 on attack rolls and saves vs fear 1d8 temporary hp +1/lvl
Align Weapon - weapon becomes good evil lawful or chaotic
Augury - learn whether an cation will be good or bad
Bear's Endurance - subject gains +4 to CON for 1 min/lvl
Bull's Strength - subject gains +4 to STR for 1 min/lvl
Calm Emotions-calms creatures negating emotion effects
Consecrate - fills area with positive enegry making undead weaker
Cure Moderate Wounds- cures 2d8 damage +1(max +10)
Darkness- 20ft radius of supernatural shadow
Death Knell - kills dying creature you gain 1d8 temporary hp +2 to STR and +1lvl
Delay Poison- stops poison from harming target for 1 hour/lvl
Desecrate - Fill an area with negitive energy making undead stronger
Eagle's Splendor- targets gains+4 to CHAfor 1min/lvl
Enthrall- captivates all within 120ft
Find Traps - notic traps as a rouge does 
Gentle Repose - preseves one corpse
Hold Person- paralyzes one humanoid for 1 round/lvl
Inflict Moderate Wounds - touch deals 2d8 damage +1/lvl (max +10)
Make Whole - repairs and object
Owl's Wisdom - subject gains +4 to WIS for 1 min/lvl
Remove Paralysis - frees one or more targets from paralysis or slow effect
Resist Energy - ignores 10 or more points of damage/attack from specifed energy type
Restoration, Lesser - dispels magical ability penalty or repairs
Shatter- sonic vibrations damages objects or crystalline creatures
Shield Other - you take half of target's damage
Silence- negates sound in 15ft radius
Sound Burst- deals 1d8 sonic damage to subject and may stun them
Spirituial Weapon - magic weapon attacks on its own
Status - monitors condition and position of allies
Summon Monster 2- calls extraplanar creature to fight for you
Undetectable Alignment- conceals alignment for 24 hours
Zone of Truth - subject within range cannot lie
==3rd Level==
Animate Undead - creates undead skeletons and zombie
Bestow Curse - -6 to an ability score  -4 on attack rolls saves and checks 50% chance of losing and action
Blindness/Deafness - makes subject blinded or deafened
Contagion - infects subject with chosen disease
Continual Flame - makes a permant heatless torch
Create food and Water - feeds three humans (or one horse) per lvl
Cure Serious Wounds- cures 3d8 damages+1/lvl (max+15)
Daylight - 60ft radius of bright light
Deeper Darkness - object sheds supernatural shadow in 60ft raduis
Dispel Magic- cancels magical spells and effects
Glyph of Warding - inscription harms thos who pass it
Helping Hand - ghostly hand leads subject to you
Inflict Serious Wounds - touch attack 3d8 damage +1/lvl (max +15)
Invisiblity Purge - dispels invisiblity within 5ft/lvl
Locate Object- senses direction toward object (specific or type)
Magic Circle Against Chaos/Evil/Good/Law - as protection spells but 10ft radius and 10 min/lvl
Magic Vestments - armor or shield gains +1enhancement per four lvls
Meld into Stone - you and your gear merge with stone
Obscure Object - maskes object against scrying
Prayer - allies +1 on most rolls enemies -1 penalty
Protection from Energy - absorb 12 points/lvl of damage from one kind of energy
Remove Blindeness/Deafness - Cures normal or magical conditions
Remove Curse - frees object or person from curse
Remove Disease - cures all diseases affecting subject
Searing Light - ray deals 1d8/2 lvls damage more against undead
Speak with Dead - corpse answers one question per 2lvls
Stone Shape - sculpt stone into any shape
Summon Monster 3 - call an extraplanar creature to fight for you
Water Breathing - allows subjects to breath underwater
Water Walk - subject treads on water as if soild
Wind Wall - Deflect arrows smaller creatures and gases
==4th Level==
Air Walk - subject treads on air as if soild (climbs at a 45-degree angle)
Control Water - raises or lowers bodies of water
Cure Criticle Wounds- cures 4d8 damage +1/lvl(max+20)
Death Ward - grants immunity to death spells and negative energy effects
Dimensional Anchor - bars extradimensional movement
Discern Lies - reveals Delibrate falsehoods
Dismissal - forces a creature to return to native plane
Divination - provides useful advice for specific proposed actions
Divine Power - you gain attack bonus, +6 to STR and 1hp/lvl
Freedom of Movement- subject moves freely despite impediments
Giant Vermin - turns centipedes, scorpiond, or spiders into gaint vermin
Imbue with Spell Ability - transfers spells to subject
Infict Critical Wounds - touch attack deals 4d8 damage +1lvl (max +20)
Magic Weapon, Greater - +1 bonus per four lvls(max +5)
Neutralize Poison - immunize subject against poison detoxifies venom in or on subject
Planar ally, Lesser - exchange services with a 6 HD extraplanar creature
Poison - touch deals 1d10 CON damage repeats in 1 min
Repel Vermin- insects spiders and other vermin stay 10ft away
Restoration - restores lvl and ability score drains
Sending - delivers short messages anywhere instantly
Spell Immunity - subject is immune to one spell per four lvl
Summon Monster 4 - call anextraplanar creature to fight for you
Tongues - speak any language
==5th Level==
Atonement - removes burden of misdeeds from subject
Break Enchantment- frees subject from enchantments alterations, curses, and petrification
Command, Greater - as command but affects one subject/lvl
Commune - deity anwsers one yes or no question
Cure Light Wounds, Mass - cures 1d8 damage +1/lvl for many creatures
Dispel Chaos/Evil/Good/Law - +4 bonus against attacks
Disrupting Weapon - melee weapon destroys undead
Flame Strike - smite foes with divine fire (1d6/lvl damage)
Hallow - designates location as holy
Infilct Light Wound, Mass - deals 1d8 damage +1/lvl to many creatures
Insect Plague - loccust swarms attack creatures
Mark of Justice - designates action that will trigger curse on subject
Plane Shift - as many as eight subjects travel to another plane
Raise Dead - restores life to subject who died as long as one day/lvl ago
Righteous Might - your size increases and you gain combat bonus
Scrying - spies on subject from a distance
Slay Living - touch attack kills subject
Spell Resistance - subject dains SR12+lvl
Summon Monster 5 - calls extraplanar creature to fight for you
Symbol of Pain - triggered rune wracks nearby creatures with pain
Symbol of Sleep - triggered rune puts nearby creatures into catatonic slumber
True Seeing - lets you see all things as they really are 
Unhallow - designates location as unholy
Wall of Stone - creates a wall of stone that can be shaped
==6th Level==
Animate Objects- objects attack your foes 
Antilife Shell - 10ft raduis hedges out living creatures 
Banishment - banishes 2 HD/lvl of extraplanar creatures 
Bear's Endurance, Mass - as bear's endureance affects one subect/lvl 
Blade Barrier - wall of blades deals 1d6/lvl damage 
Bull's Strengh, Mass - ass bull's strengh affect one subject/lvl 
Create Undead - create ghouls, ghasts, mummies, or mohrgs 
Cure Moderate Wounds, Mass - sures 2d8 damage +1/lbl for many creatures 
Dispel Magic, Greater - as dispel magic but +20 on check 
Eagle's Splendor, Mass - as eagle's splendor affects one subject/lvl 
Find the Path - shows most direct way to a location 
Forbiddence - blocks planar travel and damages creatures of different alignment 
Geas/Quest- as lesser geas plus it affect any creature 
Glyph of Warding, Greater - as glyph of warding but up to 10d8 damage or 6th lvl spell 
Harm - deals 10 points/lvl damage to target 
Heal - cures 10 point/lvl of damage all diseases and mental conditions 
Heroe's Feast - food for one creature/lvl cures and grants combat bonuses 
Infilct Moderate Wounds, Mass - deals 2d8 damage+1/lvl to many creatures 
Owl's Wisdom, Mass - as owl's wisdom affects one subject/lvl 
Planar Ally - ass lesser planar ally but up to 12 HD 
Summon Monster 6 - calls extraplanar creature to fight for you 
Symbol of Fear - triggered rune panics nearby creatures 
Symbol of Persuasion - triggered rune charms nearby creatures 
Undeath to Dead - destroys 1d4 HD/lvl undead (max 20d4) 
Wind Walk - you and your allies turn vaporous and travel fast 
Word of Recall - teleports you back to designated place 
==7th Level==
Blasphemy - kills, paralyzes, weaken, or dazes nonevil subjects
Control Weather - changes weather in local area
Cure Serous Wounds, Mass - cures 3d8 damage +1/lvl for many creatures
Destruction - kills subject and destroys the remains
Dictum - kills, paralyzes, slows, or deafens,nonlawful subjects
Etheral Jaunt - you become etheral for 1 round/lvl
Holy Word - kills, paralyzes, blinds, or deafens nongood subjects
Inflict Serious Wounds, Mass - deals 3d8 damage +1/lvl to many creatures
Refuge - alters item to transport its possessor to you
Regenerate - subject's severed limbs grow back cures 4d8 damage +1/lvl(max +35)
Repulsion - creatures can't approach you
Restoration, Greater - as restoration plus restores all lvls and ability scores
Resurrection - fully restore dead subject
Scrying, Greater - as scrying but faster and longer
Summon Monster 7 - calls extraplanar creature to fight for you
Symbol of Stunning - triggered rune stuns nearby creatures
Symbol of Weakness - triggered rune weakens nearby creatures
Word of Chaos - kills, confuses, stuns, or deafens nonchaotic subjects
==8th Level==
Antimagic Field - negates magic within 10ft
Cloack of Chaos - +4 to AC +4 resistance and SR 25 against lawful spells
Create Greater Undead - create shadows, wraiths, spectres, or devourers
Cure Critical Wounds, Mass - cures 4d8 damage +1/lvl for many creatures
Dimensional Lock - teleportion and interplaner blocked for one day/lvl
Discern Location - reveals exact location of creature or object
Earthquake - intense tremor shakes 5ft/lvl raduis
Fire Storm - deals 1d6/lvl fire damage
Holy Aura - +4 to AC +4 resistance and SR 25 against chaotic spells
Inflict Critical Wound, Mass - deals 4d8 damage +1/lvl to many creatures
Planar Ally, Greater - as lesser planar ally but up to 18 HD
Shield of Law - +4 to AC +4 resistance and SR 25 against chaotic spells
Spell Immunity, Greater - as spell immunity but up to 8th-lvl spells
Summon Monster 8 - calls extraplanar creature to fight for you
Symbol of Death - triggered rune slays nearby creatures
Symbol of Insanity - triggered rune renders nearby creatures insane
Unholy Aura - +4 to AC +4 resistance and SR 25 against good spells
==9th Level==
Astral Projection - projects you and your companions onto the astral plane
Energy Drain - subject gains 2d4 negative lvls
Etherealness - travel to ethereal plane with companions
Gate - connects two planes for travel or summoning
Heal, Mass - as heal but with several subjects
Implosion - kills one creature per round
Miracle - requests a deity's intercession
Soul Bind - traps a newly dead soul to prevent resurrection
Storm of Vengeance - Storm rains acid, lightning, and hail
Summon Monster 9 - calls extraplanar creature to fight for you
True Resurrection - as resurrection but does not require remains
== Cleric Domains ==
Clerics get extra spell that they can cast based on the deity they serve, so long as they are within one step of his/her deity's alignment. For example, if one were to worship Pelor, who is neutral good, they must be either neutral good, lawful good, chaotic good, or true neutral, or if one were to worship Hextor, who is chaotic evil, they must be chaotic evil, neutral evil, or chaotic neutral.
There are exceptions to this case, such as St. Cuthbert (who is lawful neutral), who does not allow lawful evil or true neutral clerics in his name, meaning you must be either lawful good or lawful neutral, or Wee Jas, who is lawful neutral and does not allow lawful good clerics among her clergy.
== Air Domain ==
Deities: Obad-Hai
Granted Powers: Turn or destroy earth creatures as a good cleric turns undead. Rebuke, command, or bolster air creatures asand evil cleric rebukes undead. Use these abilities a total number of times per day equal to 3+ your CHA modifier. This granted power is a supernatural ability.
====Air Domain Spells====
1. Obscuring Mist - fog surrounds you 
2. Wind Wall - Deflect arrows smaller creatures and gases
3. Gaseous Form - subjects become insubstancial and can fly slowly
4. Air Walk - subject treads on air as if soild (climbs at a 45-degree angle)
5. Control Winds - change direction and speed
6. Chain Lightning - 1d6/lvl damage; 1 seconday bolt/lvl each deals half damage
7. Control Weather - changes weather in local area
8. Whirlwind - cyclone deals damage can pick up creatures
9. Elemental Swarm - summon multiple elementals
==Animal Domain==
Deities: Ehlonna, Obad-Hai
Granted Powers: You can use speak with animals once per day as a spell like ability. you also gain the use of Knowledge (Nature) to your list of cleric skills.
====Animal Domain Spell====
1. Calm Animals - calms 2d4 +lvl HD animals
2. Hold Animal - paralyzes one animal for 1 round/lvl
3. Dominate Animal - target animal obeys silent mental commands
4. Summon Nature's Ally 4 - calls an animal to fight for you
5. Commune with Nature - learn about terrain for 1 mile/lvl
6. Antilife Shell - 10ft raduis hedges out living creatures
7. Animal Shapes - one ally/lvl polymorphs into chosen animal
8. Summon Nature's Ally 8 - calls an animal to fight for you
9. Shapechange - thransforms you into and creature and change forms once per round
==Chaos Domain==
Deities: Corellon Larethain, Erythnul, Gruumsh, Kord, Olidammara
Granted Powers: You cast chaos spells at +1 caster lvl
====Chaos Domain Spells====
1. Proctection from Law - +2 to AC and saves counter mind control hedge out elementals and outsiders
2. Shatter- sonic vibrations damages objects or crystalline creatures
3. Magic Circle against Law - as protection spells but 10ft radius and 10min/lvl
4. Chaos Hammer - damages and staggers lawful creatures
5. Dispels Law - +4 bonus against attacks by lawful creatures
6. Animate Objects- objects attack your foes
7. Word of Chaos - kills, confuses, stuns, or deafens nonchaotic subjects
8. Cloack of Chaos - +4 to AC +4 resistance and SR 25 against lawful spells
9. Summon Monster 9 - calls extraplanar creature to fight for you
==Death Domain==
Deities: Nerull, Wee Jas
Granted Powers: You may use a death touch once per day. Your death touch is a supernatural ability that produces a death effect. You must succeed on a melee touch attack against a living creature. when you touch roll 1d6 per cleric lvl you possses. if at least equals the creature's current hit points it dies (no save)
====Death Domain Spells====
1. Cause Fear - one creature of 5HD or less flees for 1d4 round
2. Death Knell - kills dying creature you gain 1d8 temporary hp +2 to STR and +1lv
3. Animate Undead - creates undead skeletons and zombie
4. Death Ward - grants immunity to death spells and negative energy effects
5. Slay Living - touch attack kills subject
6. Create Undead - create ghouls, ghasts, mummies, or mohrgs 
7. Destruction - kills subject and destroys the remains
8. Create Greater Undead - create shadows, wraiths, spectres, or devourers
9. Wail of the Banshee - kills one creature/lvl
==Destruction Domain==
Deities: St. Cuthbert, Hextor
Granted Powers: You gain the smite power the supernatural ability to make a single melee attack with a +4 bonus on attack rolls and a bonus on damage rolls equal to you cleric lvl (if you hit). You must declare the smite before making the attack. This ability is useable once per day.
====Destruction Domain Spells====
1. Inflict Light Wounds - touch deals 1d8 damage +1(max+5)
2. Shatter- sonic vibrations damages objects or crystalline creatures
3. Contagion - infects subject with chosen disease
4. Infict Critical Wounds - touch attack deals 4d8 damage +1lvl (max +20)
5. Infilct Light Wound, Mass - deals 1d8 damage +1/lvl to many creatures
6. Harm - deals 10 points/lvl damage to target 
7. Disintegrate - makes one creature or object vanish
8. Earthquake - intense tremor shakes 5ft/lvl raduis
9. Implosion - kills one creature per round
==Earth Domain==
Deities: Moradin, Obad-Hai
Grated Powers: Turn or destroy air creatures as a good cleric turns undead. Rebuke, command, or bolster earth creatures as and evil cleric rebukes undead. Use these abilities a total number of times per day equal to 3+ your CHA modifier. This granted power is a supernatural ability.
====Earth Domain Spells====
1. Magic Stone - three stones gain +1 on attack rolls deal 1d6+1 damage
2. Soften Earth and Stone - turns stone or clay into sand or mud
3. Stone Shape - sculpt stone into any shape
4. Stone Spikes - creatures in area take 1d8 damage may be slowed
5. Wall of Stone - creates a wall of stone that can be shaped
6. Stoneskin - ignores 10 points of damages per attack
7. Earthquake - intense tremor shakes 5ft/lvl raduis
8. Iron Body - your body becomes living iron
9. Elemental Swarm - summon multiple elementals
==Evil Domain==
Deities: Erythnul, Gruumsh, Hextor, Nerull, Vecna
Granted Powers: you cast evil spell at +1 caster lvl
====Evil Domain Spell====
1. Protection from Good - +2 to AC and saves counter mind contol hedge out elementals and outsiders
2. Desecrate - Fill an area with negitive energy making undead stronger
3. Magic Circle against Good - as protection spells but 10ft radius and 10min/lvl
4. Unholy Blight - damages and sickens good creatures
5. Dispel Good - +4 bonus against attack by good creatures
6. Create Undead - create ghouls, ghasts, mummies, or mohrgs 
7. Blasphemy - kills, paralyzes, weaken, or dazes nonevil subjects
8. Unholy Aura - +4 to AC +4 resistance and SR 25 against good spells
9. Summon Monster 9 - calls extraplanar creature to fight for you
==Fire Domain==
Deities: Obad-Hai
Granted Powers: Granted Powers: Turn or destroy water creatures as a good cleric turns undead. Rebuke, command, or bolster fire creatures asand evil cleric rebukes undead. Use these abilities a total number of times per day equal to 3+ your CHA modifier. This granted power is a supernatural ability.
====Fire Domain Spells ====
1. Burning Hands - 1d4/lvl fire damage(max 5d4)
2. Produce Flame - 1d6 damage+1/lvl touch or thrown
3. Resist Energy - ignores 10 or more points of damage/attack from specifed energy type
4. Wall of Fire - deals 2d4 fire damage out to 10ft and 1d4 out to 20ft passing though wall deal 2d6 damage +1/lvl
5. Fire Shield - creatures attacking you take fire damage you're protected from heat or cold
6. Fire Seeds - acorns and berries become grenades and bombs
7. Fire Storm - deals 1d6/lvl fire damage
8. Incendiary Cloud - cloud deals 4d6 fire damage/round
9. Elemental Swarm - summon multiple elementals
==Good Domain==
Deities: Coellon Larethian, Ehlonna, Garl Glittergold, Heironeous, Kord, Moradin, Pelor, Yondalla
Granted Powers: You cast good spell at +1 caster level
==== Good Domain Spells ====
1. Protection form Evil - +2 to AC and saves countermind control, hedge out elementals and outsiders
2. Aid - +1 on attack rolls +1 on saves vs fear 1d8 temperary HP +1/lvl (max +10)
3. Magic Circle against Evil - as protection spells but 10ft radius and 10 min/lvl
4. Holy Smite - Damages and blind Evil creatures
5. Dispel Evil - +4 bonus against attack by evil creatures
6. Blade Barrier - Wall of blades deals 1d6/lvl damage
7. Holy Word - Kills, paralyzes, slows, or deafens nongood subjects
8. Holy Aura - +4 to AC +4 resistance and SR 25 against Evil spells
9. Summon Monster IX - Calls extraplanar creature to fight for you
==Healing Domain==
Deity: Pelor
Granted Powers : You cast healing Spells at +1 caster level
==== Healing Domain Spells ====
1. Cure Light Wounds - Cures 1d8 damage +1/lvl (max +5)
2. Cure Moderate Wounds - Cures 2d8 damage +1/lvl (max +10)
3. Cure Serious Wounds - Cures 3d8 damage +1/lvl (max +15)
4. Cure Critical Wounds - Cures 4d8 damage +1/lvl (max +20)
5. Cure Light Wounds, Mass - Cures 1d8 damage +1/lvl (max +25) for many creatures
6. Heal - Cures 10 points/lvl for damage all diseases and mental conditions
7. Regenerate - Subject's severed limb grow back cures 4d8 damage (max +35)
8. Cure Critical Wounds, Mass - Cures 4d8 damage +1/lvl (max +40) for many creatures
9. Heal, Mass - As heal but with several subjects
==Knowledge Domain==
Deities: Boccob, Vecna
Granted Powers: Add all Knowledge skills to your list of cleric class skill
==== Knowledge Domain Spells ====
1. Detect Secret Door - Reveals hidden doors within 60ft
2. Detect Thoughts - Allows "Listening" to surface thoughts
3. Clairaudience/Clairvoyance - Hear or see at a distance for 1 min/lvl
4. Divination - Provides useful advice for specific proposed actions
5. True Seeing - Lets you see all thing as they really are
6. Find the Path - Shows most direct way to a location
7. Legend of Lore - Lets you learn tales about a person place or thing
8. Discern Location - Reveals exact location of creature or object
9. Foresight - "Sixth Sense" warns of impending danger
==Law Domain==
Deities: St. Cuthbert, Heironeous, Hextor, Moradin, WeeJas, Yondalla
Granted Powers: You cast law spells at +1 caster level
===Law Domain Spells===
1. Protection from Chaos - +2 AC and saves, counter mind control, hedge out elementals and outsiders
2. Calm Emotions - Calms creatures, negating emotion effects
3. Magic Circle against Chaos - As protection spells but 10ft radius and 10min/lvl
4. Order's Warth - Damages and dazes chaotic creatures
5. Dispel Chaos - +4 bonus against attacks by chaotic creature
6. Hold Monster - As hold person but any creature
7. Dictum - Kills, paralyzes, slows, or deafens nonlawful subjects
8. Shield of Law - +4 to AC +4 resistance and SR 25 against chaotic spells
9. Summon Monster IX - Calls extraplanar creature to fight for you
==Luck Domain==
==Magic Domain==
==Plant Domain==
==Protection Domain==
==Strength Domain==
==Sun Domain==
==Travel Domain==
==Trickery Domain==
==War Domain==
==Water Domain==
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