Cleric Spell List (SC)

Level 0

Amanuensis: Copy nonmagical text.

Level 1

Anarchic Water: Makes chaotic-aligned anarchic water.
Axiomatic Water: Makes lawful-aligned axiomatic water.
Blessed Aim: + 2 bonus for allies’ ranged attacks.
Blood Wind: Subject uses natural weapon at range.
Cold Fire: Fire becomes blue and white, emits cold.
Conviction: Subject gains + 2 or higher save bonus.
Delay Disease: Ravages of disease staved off for a day.
Dispel Ward: As dispel magic, but affects only wards.
Ebon Eyes: Subject can see through magical darkness.
Faith Healing: Cures 8hp+ 1/level (max + 5) to worshiper of your deity.
Foundation of Stone: + 2 AC, + 4 bonus to resist bull rush and trip attacks.
Grave Strike: You can sneak attack undead for 1 round.
Guiding Light: + 2 on ranged attacks against creatures in illuminated area.
Healthful Rest: Subjects heal at twice the normal rate.
Ice Gauntlet: A spiked gauntlet of ice forms around your fist.
Incite: Subjects can’t ready actions or delay.
Inhibit: Subject delays until next round.
Ironguts: Subject gains + 5 bonus on saving throws against poison.
Light of Lunia: You radiate silvery light, which you can expend as 2 bolts that deal 1d6 damage.
Moon Lust: Subject obsesses about the moon, is fascinated or dazzled.
Nightshield: You gain resistance bonus on saves, and spell absorbs magic missile damage.
Nimbus of LIght: Light illuminates you until released as an attack.
Omen of Peril: You know how dangerous the future will be.
Portal Beacon: You grant others knowledge of a magical portal’s location.
Resist Planar Alignment: Subject can resist penalties for being of an opposed alignment on an aligned Outer Plane.
Resurgence: You grant subject a second chance at a saving throw.
Sign: You gain + 4 bonus on next initiative check.
Snowshoes: Subject walks easily on ice and snow.
Spell Flower: Hold the charge on one touch spell per forelimb.
Summon Undead I: Summons undead to fight for you.
Updraft: Column of wind lifts you aloft.
Vigor, Lesser: Creature heals 1hp/round (max 15 rounds).
Vision of Glory: Subject gains morale bonus equal to your CHA modifier to one saving throw.
Wings of the Sea: + 30ft. to subject’s swim speed.

Level 2

Aura Against Flame: Ignores 10 fire damage/ round and extinguishes fires.
Avoid Planar Effects: Provides temporary protection against overtly damaging planar traits.
Balor Nimbus: Your flaming body damages foes in a grapple.
Body Blades: You gain spikes, harm grapplers.
Brambles: Wooden weapon grows spikes that deal + 1 damage/ level (max + 10).
Close Wounds: Cure 1d4 damage + 1/level, even on another’s turn
Curse of Ill Fortune: Subject takes -3 penalty on attacks, checks, and saves.
Dark Way: Creates temporary unbreakable bridge supporting up to 200 lb./level.
Deific Vengeance: Deity’s punishment deals 1d6 damage/2 levels (max 5d6).
Divine Insight: You gain insight bonus of 5 + caster level on one single skill check.
Divine Interdiction: Turn/ rebuke attempts fail within the area.
Divine Protection: Allies gain + 1 to AC, saves.
Energized Shield, Lesser: Shield provides user resistance 5, bash deals + 1d6 damage.
Extend Tentacles: + 5ft. to reach of tentacle attack.
Frost Breath: Icy breath deals 1d4 damage/2 levels.
Fuse Arms: Multiple arms/ tentacles become one pair of stronger limbs.
Ghost Touch Armor: Armor works normally against incorporeal attacks.
Hand of Divinity: Gives + 2 sacred or profane bonus to worshiper of your deity.
Healing Lorecall: If you have 5 or more ranks in Heal, you can remove harmful conditions with conjuration (healing) spells.
Infernal Wound: Weapon deals persistent, bleeding wounds.
Inky Cloud: Obscures sight underwater beyond 5 ft.
Iron Silence: Armor touched has no armor check penalty on Hide and Move Silently checks for 1 hour/ level.
Light of Mercuria: you radiate golden light, which you can expend as 2 bolts that deal 1d6 damage, 2d6 against undead and evil outsiders.
Living Undeath: Subject becomes immune to extra damage from critical hits and sneak attacks.
Mark of the Outcast: Subject takes -5 penalty on Bluff and Diplomacy checks and -2 penalty to AC.
Protection from Negative Energy: Ignore 10 points of negative energy damage per attack.
Protection from Positive Energy: Ignore 10 points of positive energy damage per attack.
Quick March: Allies’ speed increases by 30 ft. for 1 round.
Shroud of Undeath: Negative energy shroud makes undead perceive you as undead.
Spawn Screen: Subject resists being transformed into an undead spawn if slain.
Spell Immunity, Lesser: As spell immunity, but only 1st and 2nd level spells.
Stabilize: Cures 1 point of damage to all creatures in area.
Stone Bones: Corporeal undead gains + 3 natural AC bonus.
Summon Elysian Thrush: Summon an Elysian thrush, which accelerates natural healing.
Summon Undead II: Summons undead to fight for you.
Veil of Shadow: Darkness grants you concealment.
Wave of Grief: Cone imposes -3 penalty on attacks, checks, and saves.

Level 3

Aid, Mass: Allies gain + 1 on attack rolls, + 1 against fear, 1d8 temporary hp + 1/level (max + 15).
Air Breathing: Subjects can breathe air freely.
Align Weapon, Mass: Allies’ weapons become good, evil, lawful, chaotic.
Anarchic Storm: Chaotic-aligned rain falls in 20-ft. radius.
Antidragon Aura: Allies gain bonus to AC and saves against dragons.
Attune Form: Grant creature temporary protection against overtly damaging planar traits.
Awaken Sin: Subject faces its sins, takes 1d6 nonlethal damage/ level (10d6 max).
Axiomatic Storm: Lawful-aligned rain falls in 20-ft. radius.
Blade of Pain and Fear: Creates blade of gnashing teeth.
Blindsight: Subject gains blindsight 30 ft. for 1 minute/ level.
Chain of Eyes: See through other creatures’ eyes.
Checkmate’s Light: Your weapon becomes a + 1 axiomatic weapon and bolsters the morale of allies.
Circle Dance: Indicates direction to known individual.
Cloak of Bravery: You and your allies gain a bonus on saves against fear.
Clutch of Orcus: Deals 1d12 damage/ round and paralyzes foe.
Conviction, Mass: Allies gain + 2 or higher save bonus.
Corona of Cold: Aura of cold protects you, damages others.
Darkfire: Dark flames deal 1d6 damage/ 2 levels, touch or thrown.
Demon Dirge: Demons are stunned and take 3d6 damage/ round for 1d4 rounds.
Devil Blight: Damage and stun baatezu, damage other lawful and evil creatures.
Downdraft: Flying creatures knocked down.
Energized Shield: Shield providesuser resistance 10, shield bash deals + 2d6 damage.
Energy Vortex: Burst of energy centered on you damages nearby creatures.
Favorable Sacrifice: Subject gains better protection the more gems you sacrifice.
Fell the Greatest Foe: Deal extra damage to creatures larger than you.
Flame of Faith: Gives weapon the flaming burst special ability.
Ghost Touch Weapon: Weapon works normally against incorporeal creatures.
Girallon’s Blessing: Subject gains one additional apir of arms.
Grace: Silvery light grants + 2 Dexterity, + 10 feet to land speed, melee attacks treated as good, take -20 to Hide checks.
Hamatula Barbs: Subject grows barbs, which damage foes that attack subject in melee.
Holy Storm: Good-aligned rain falls in 20-ft. radius.
Ice Axe: You create a battleaxe made of ice.
Interplanar Message: You send a short mental message that can reac a subject regardless of planar boundaries.
Knight’s Move: You instantly move to flank a subject.
Know Opponent: Learn strengths and weaknesses of foe.
Know Vulnerabilities: Determine a subject’s vulnerabilities and resistances.
Light of Venya: You radiate pearly light, which you can expend as 2 bolts that deal 2d6 damage, 4d6 against undead and evil outsiders.
Mantle of Chaos/ Evil/ Good/ Law: You gain SR 12 + caster level against spells with opposite alignment descriptor.
Nauseating Breath: Exhale a cone of nauseating gas.
Rejuvenate Corpse: Negative energy fills corpse, feeding undead healed.
Resist Energy, Mass: Creatures ignore damage from specified energy type.
Resurgence, Mass: As resurgence, but multiple subjects.
Ring of Blades: Blades surround you, damaging other creatures (1d6 damage + 1/level).
Safety: Touched creature knows shortest route to safety.
Shield of Warding: Shield grants + 1 bonus on AC and Reflex saves/ 5 levels (max + 5).
Sink: Subject sinks in water, must make Swim checks.
Skull Watch: Skull shrieks when creature enters warded area.
Slashing Darkness: Ray deals 1d8/ 2 levels damage or heals undead the same amount.
Snowshoes, Mass: As snowshoes, affects one creature/ level.
Sonorous Hum: Removes need to concentrate to maintain next spell cast.
Spark of Life: Undead creature loses most immunities.
Spikes: As brambles, but weapon gains + 2 bonus and doubled threat range.
Summon Undead III: Summons undead to fight for you.
Suppress Glyph: You notice but do not trigger magical writing traps.
Tremor: Subjects knocked prone.
Unholy Storm: Evil-aligned rain falls in 20-ft. radius.
Vigor: As lesser vigor, but 2hp/ round (max 25 rounds).
Vigor, Mass Lesser: As lesser vigor, but multiple subjects (max 25 rounds).
Visage of the Deity, Lesser: You gain + 4 CHA and resistance to certain energy types.
Wall of Light: Creates wall of light, can dazzle creatures.
Weapon of Energy: Weapon deals extra energy damage.
Weapon of Impact: As keen edge, but aids bludgeoning weapons.
Weapon of the Deity: Your weapon gains enhancement bonus and special ability.

Level 4

Assay Spell Resistance: + 10 bonus on caster level checks to defeat one creature’s spell resistance.
Astral Hospice: While on the Astral Plane, open a portal to a demiplane so natural healing can occur.
Blindsight, Greater: Subject gains blindsight 60 ft. for 1 minute/ level.
Castigate: Verbal rebuke damages those whose alignment differs from yours.
Consumptive Field: Draws life from all creatures in 30-ft/ radius with -1 or fewer hit points.
Contingent Energy Resistance: Energy damage triggers a resist energy spell.
Delay Death: Losing hit points doesn’t kill subject.
Glowing Orb: Creates permanent magical light, you control brightness.
Hand of the Faithful: Immobile zone of warding stuns those worshiping different deities from yours.
Holy Transformation, Lesser: You change into protector, gain abilities.
Hypothermia: Causes 1d6 cold damage/ level, fatigue.
Infernal Transformation, Lesser: You change into a bearded devil, gain abilities.
Iron Bones; Corporeal undead gains + 6 natural AC bonus.
*Life Ward
: Grants immunity to healing spells and positive energe effects.
Make Manifest: You cause a creature on a coexistent plane to appear on your plane.
Moon Bolt: 1d4 Strength damage/ 3 levels; undead made helpless.
Negative Energy Aura: 10-ft. radius surrounding you deals 1hp/3 levels for 1 round/ level.
Panacea: Removes most afflictions.
Planar Exchange, Lesser: Trade places with one of four lesser planar creatures (your choice).
Planar Tolerance: Provides long-term protection against overtly damaging planar traits.
Positive Energy Aura: 10-ft/ radius surrounding you heals 1hp/ 3 levels for 1 round/ level.
Recitation: Your allies get bonus on AC, attacks, and saves.
Resistance, Greater: Subject gains + 3 on saving throws.
Revenance: Restores dead creature to life for 1 minute/ level.
Shadowblast: Blast of light stuns and damages natives to the Plane of Shadow.
Sheltered Vitality: Subject gains immunity to fatigue, exhaustion, ability damage, and ability drain.
Shield of Faith, Mass: Allies gain + 3 or higher AC bonus.
Sound Lance: Sonic energy deals 1d8 /level damage.
Spell Vulnerability: Reduce creature’s spell resistance by 1/caster level (max reduction 15).
Summon Hound Archon: Summon a hound archon to follow your commands.
Summon Undead IV: Summons undead to fight for you.
Undead Bane Weapon: Weapon gains undead bane property and is considered good-aligned.
Wall of Chaos/ Evil/ Good/ Law: Wall blocks creatures of opposite alignment.
Wall of Sand: Swirling sand blocks ranged attacks, slows movement through.
Wrack: Renders creature helpless with pain.

Level 5

Aura of Evasion: All within 10 ft. gain evasion against breath weapons.
Blistering Radiance: Light dazzles creatures, deals 2d6 fire damage in 50-ft. radius spread.
Call Zelekhut: A zelekhut performs one duty for you.
Contagion, Mass: As contagion, but 20-ft. radius.
Crawling Darkness: Shroud of tentacles conceals and protects you.
Curse of Ill Fortune, Mass: Enemies take -2 penalty on attack rolls and saves.
Death Throes: Your body explodes when you die.
Divine Agility: Subject gains + 10 Dex for 1 round/ level.
Doomtide: Black mist obscures sight, dazes those inside.
Dragon Breath: You choose a dragon type and mimic its breath weapon.
Earth Reaver: Eruption deals 7d6 damage to all in area.
Incorporeal Nova: Destroy incorporeal undead.
Life’s Grace: Grants immunity to many undead attacks and protection against incorporeal attacks.
Revivify: Restore recently dead to life with no level loss.
Righteous Wrath of the Faithful: Your allies gain extra attack, + 3 on attack rolls and damage rolls.
Sanctuary, Mass: One creature/ level can’t be attacked, and can’t attack.
Stalwart Pact: You gain combat bonuses automatically when reduced to half hit points or lower.
Stone Shape, Greater: Sculpts 10 cu. Ft. + 10 cu ft./ level of stone into any shape.
Subvert Planar Essence: Reduces subject’s damage reduction and spell resistance.
Summon Bearded Devil: Summon a bearded devil to follow your commands.
Summon Bralani Eladrin: Summon a bralani eladrin to follow your commands.
Summon Undead V: Summons undead to fight for you.
Symbol of Spell Loss: Triggered rune absorbs spells yet to be cast.
Triadspell: Cast a prepared spell three times.
Vigor, Greater: As lesser vigor, but 4 hp/ round.
Vulnerability: Reduces an opponent’s damage reduction.
Wall of Dispel Magic: Creatures passing through a transparent wall become subjects of targeted dispel magic.
Zone of Respite: Prevents teleportation and similar effects from functioning in the area.
Zone of Revelation: Makes invisible and ethereal creatures visible.

Level 6

Barghest’s Feast: Destroy corpse, potentially preventing its return to life.
Bolt of Glory: Positive energy ray deals extra damage to evi outsiders and undead.
Cold Snap: You lower temperature in area.
Cometfall: Comet falls atop foes, damaging them and knocking them prone.
Energy Immunity: Subject and equipment gain immunity to damage of specified energy type.
Ghost Trap: Incorporeal creatures turn corporeal.
Hide the Path: Area warded against divinations.
Ice Flowers: Ice and earth deal 1d6 damage/ level.
Lucent Lance: Ambient light forms lance, deals various damage.
Make Manifest, Mass: As make manifest, but affecting all creatures in the area.
Mantle of the Icy Soul: Touched creature gains the cold subtype.
Opalescent Glare: Kill creatures with a look, or make them very afraid.
Planar Exchange: Trade places with one o fthree planar creatures (your choice).
Rejection: Creatures within cone are blasted away from you.
Revive Outsider: You restore life to a dead outsider.
Sarcophagus of Stone: Sarcophagus entombs subject.
Spider Plague: Summons Large monstrous spiders to fight for you.
Stone Body: Your body becomes living stone.
Summon Babau Demon: Summon a babau demon to follow your commands.
Resistance, Superior: Subject gains + 6 on saving throws.
Vigorous Circle: As mass lesser vigor except 3hp/ round (max 40 rounds).
Visage of the Deity: As lesser visage of the deity, but you become celestial or fiendish.
Zealot Pact: You automatically gain combat bonuses when you attack someone of opposite alignment.

Level 7

Bestow Curse, Greater: As bestow curse, but more severe penalties.
Blood to Water: 2d6 Con damage to subjects.
Brain Spider: Eavesdrop on thoughts of up to eight other creatures.
Brilliant Blade: Weapon or projectiles shed light, ignore armor.
Call Kolyarut: A kolyarut performs one duty for you.
Consumptive Field, Greater: Draw life from all creatures in 30-ft. radius with 9 or fewer hp.
Death Dragon: You gain + 4 natural AC, + 4 deflection, and natural attacks.
Energy Ebb: Give subject one negative level/ round for 1 round/ level.
Evil Glare: Paralyze creatures with your glare.
Fortunate Fate: Subject immediately receives a heal if it would be killed by damage.
Holy Star: Mote of energy protects you, attacks foes.
Holy Transformation: You change into hound archon, gain abilities.
Infernal Transformation: You change into a bone devil, gain abilities.
Planar Bubble: Create bubble around creature that emulates its native planar environment.
Plane Shift, Greater: Plane shift accurately to your desired destination.
Radiant Assault: 1d6 damage/ level, victims dazed or dazzled.
Renewal Pact: Creature is automatically healed if adverse condition affects it.
Restoration, Mass: As restoration, but multiple subjects.
Slime Wave: Creates a 15-ft. spread of green slime.
Spell Resistance, Mass: As spell resistance, but multiple subjects.
Symphonic Nightmare: Discordant noise haunts subject’s sleep.
Withering Palm: Touch attack deals 1 point Str damage + 1 point Con damage/ 2 levels.

Level 8

Bodak’s Glare: You slay a creature, which turns into a bodak 24 hours later.
Brilliant Aura: Allies’ weapons become brilliant energy, ignoring armor.
Death Pact: Deity brings subject back from the dead automatically.
Death Ward, Mass: As death ward, but more subjects.
Fierce Pride of the Beastlands: Summon celestial lions and celestial dire lions to follow your commands.
General of Undeath: Increases your maximum HD of controlled undead by your level.
Heat Drain: Subjects take 1d6 cold damage/ level, you gain equal amount hp.
Lion’s Roar: Deals 1d8 points of damage/ 2 levels to enemies; allies get + 1 on attacks and saves against fear, plus temporary hp.
Planar Exchange, Greater: Trade places with one of three greater planar creatures (your choice).
Stormrage: You can fly and fire lightning from your eyes.
Veil of Undeath: You gain undead traits.
Wall of Greater Dispel Magic: Creatures passing through a transparent wall become subjects of a targeted greater dispel magic.

Level 9

Abyssal Army: Summons demons to fight for you.
Awaken Construct: Construct gains humanlike sentience.
Call Marut: A marut performs one duty for you.
Heavenly Host: Summons archons to fight for you.
Hunters of Hades: Summons a pair of pack fiends or a retriever to follow your commands.
Plague of Undead: Animates horde of undead.
Summon Elemental Monolith: Calls powerful elemental creature to fight for you.
Undeath’s Eternal Foe: Subjects receive negative energy protection and immunity to most undead special attacks.
Vile Death: Undead creature gains fiendish template.
Visage of the Deity, Greater: As lesser visage of the deity, but you become half celestial or half-fiendish.

Cleric Spell List (SC)

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