Post by Board Keeper on May 7, 2009 9:35:55 GMT -5
______________________________________________________________________________
Cleric Spells
1st Level:
Armor Summons Summons armor, fully donned and prepared, under certain condition.
Bane Enemies gain -1 attack and -1 on saves against fear.
Bless Allies gain +1 attack/damage and +1 on saves against fear.
Bless Water Makes holy water.
Burial Blessing Prevents corpses from rising as undead.
Cause Fear One creature of 5 HD or less flees for 1d4 rounds.
Command One subject is prone and stunned for 1 round (but not helpless)
(if 4th level or less, they are helpless)
Comp Languages You understand all written and spoken languages.
Cure Light Wnds Cures 1d8+1/level (max +5) damage.
Detect Undead Reveals undead within 60'.
Divine Favor You gain attack, damage bonus, +1/3 levels.
Doom One subject -2 on attack rolls, damage, saves & checks.
Magic Weapon Weapon gains +1 bonus.
Prot /Evil +2 to AC and saves, counters most mind control, hedges out outsiders.
Remove Fear +4 save against fear for one subject, +1/4 levels.
Resist Touch Adds +2 luck bonus, +1/3 levels, to touch AC.
Sanctuary Opponents can't attack you, and you can't attack.
Shield of Faith Aura grants +2 or higher AC bonus.
Summon Monst/1 Calls outsider to fight for you. : 1 round + 1 round per level
------------------------------------------------------------------------
2nd Level:
Aid +1 attack, +1 on saves v. fear, 1d8 temporary hit points.
Brambles Blunt wooden weapon gains +1 attack, +1/level damage (max +10)
Bull's Strength +4 enhancement bonus to Strength : 10 min per level.
Calm Emotions Calms 1d6 subjects/level, negates emotion effects.
Consecrate Fills area with positive energy, making undead weaker.
Cure Mod Wounds Cures 2d8 +1/level (max +10) damage.
Delay Poison Stops poison from harming subject for 1 hour/level.
Desecrate Fills area with negative energy, making undead stronger.
Eagle's Splendor Target gains +4 bonus to Charisma for 1 min./level.
Endurance +4 enhancement bonus to Endurance : 10 min per level.
Feign Dead Feign being Dead
Gentle Repose Preserves one corpse.
Hold Person Paralyzes one humanoid for 1 round/level.
Inflict Mod. Wounds Touch causes 2d8+1/level damage (max +10).
Lesser Restoration Dispels magic ability penalty or repairs 1d4 ability damage.
Remove Paralysis Frees one or more creatures from paralysis or slow effects.
Shield Other You take half of subject's damage - up to 10 pts per level.
Silence Negates sound in a 15 ft. radius.
Spiritual Weapon Magical weapon attacks on its own.
Summon Monster II Summons outsider to fight for you.
----------------------------------------------------------------------------
3rd Level:
Continual Flame Makes a permanent, heatless, torch.
Create Food& Water Feeds three humans (or one horse)/level.
Cure Serious Wounds Cures 3d8 +1/level (max +15) damage.
Daylight 60 ft. radius of bright light.
Deeper Darkness Object sheds absolute darkness in 60 ft. radius.
Dispel Magic Cancels magical spells and effects.
Glyph of Warding Inscription harms those who pass it.
Godspeed Movement rate increases to 60 ft. and adds +2 to AC.
Helping Hand Ghostly hand leads subject to you.
Inflict Serious Touch causes 3d8 +1/level damage (max +15).
Invisibility Purge Dispels invisibility within 5 ft./level.
Magic Vestment Armor or shield gains +1 enhancement bonus/3 levels.
Negative Energy Pr/ Subject resists level and ability drains.
Obscure Object Masks object against divination.
Prayer Allies gain +2 TO HIT AND DAMAGE
Remove Blindness Cures normal or magical condition OF BLINDNESS OR DEAFNESS.
Remove Curse Frees object or person from one curse.
Remove Disease Cures all diseases afflicting the subject.
Searing RAY Ray deals 1d8/two levels, more against undead.
Summon Monster III Summons outsider to fight for you.
-----------------------------------------------------------------------
Fourth Level:
Cure Critical Wounds Cures 4d8 +1/level (max +20) damage.
Death Ward Grants immunity to death spells and effects.
Dimensional Anchor Bars extradimensional movement.
Dismissal Forces a creature to return to its native plane.
Divination Provides useful advice for specific proposed action.
Freedom of Movement Subject moves normally despite impediments.
Greater M. Weapon +1 bonus / 3 levels (max. +5)
Inflict Crit. Wounds Touch causes 4d8+1/level damage (max +20)
Neutralize Poison Immunizes subject to poison; Detoxifies venom in or on object.
Restoration Restores level and ability score drains.
Sending Delivers short message anywhere, instantly.
Spell Immunity Subject is immune to one spell/4 levels.
Summon Monster IV Summons outsider to fight for you.
Tongues Speak any language.
------------------------------------------------------------------------
Fifth Level:
Atonement Removes burden of misdeeds from subject.
Break Enchantment Frees subject from enchantments, etc
Commune Deity answers one yes-or-no question / level.
Dispel Evil +4 AC v. aligned creatures, can banish outsiders,
Flame Strike Smite foes with divine fire (1d6/level)
Greater Command As command, but affects one creature/level.
Hallow Designates location as holy.
Plane Shift Up to eight subjects travel to another plane.
Raise Dead Restores life to those/died up to 1 day/level ago.
Note : a raise dead drains 2 levels from an elf,
Instead of just 1 for another race
Spell Phylactery Scroll activates upon you if command word is spoken
Spell Resistance Subject gains 12 +1/level SR.
Summon Monster V Summons outsider to fight for you.
Symbol of Pain Triggered rune wracks nearby creatures with pain.
Symbol of Sleep Triggered rune puts nearby creatures into slumber.
True Seeing See all things as they really are.
------------------------------------------------------------------------
Sixth Level:
Blade Barrier Wall of blades deals 1d6/level.
Forbiddance Denies area to creatures of evil alignment.
Geas/Quest Subject takes damage if it does not obey caster.
Greater Dispel Magic As dispel magic, but up to +20 on check.
Greater Glyph As glyph of warding, but up to 10d8 damage or 6th level spell.
Harm Deals 10/level damage to target.
Heal Cures 10/level damage, diseases &mental conditions.
Regenerate Regenerates severed or missing limbs & raise dead.
Word of Recall Teleports you back to designated place.
--------------------------------------------------------------------------------
______________________________________________________________________________
______________________________________________________________________________
Cleric Spells
1st Level:
Armor Summons Summons armor, fully donned and prepared, under certain condition.
Bane Enemies gain -1 attack and -1 on saves against fear.
Bless Allies gain +1 attack/damage and +1 on saves against fear.
Bless Water Makes holy water.
Burial Blessing Prevents corpses from rising as undead.
Cause Fear One creature of 5 HD or less flees for 1d4 rounds.
Command One subject is prone and stunned for 1 round (but not helpless)
(if 4th level or less, they are helpless)
Comp Languages You understand all written and spoken languages.
Cure Light Wnds Cures 1d8+1/level (max +5) damage.
Detect Undead Reveals undead within 60'.
Divine Favor You gain attack, damage bonus, +1/3 levels.
Doom One subject -2 on attack rolls, damage, saves & checks.
Magic Weapon Weapon gains +1 bonus.
Prot /Evil +2 to AC and saves, counters most mind control, hedges out outsiders.
Remove Fear +4 save against fear for one subject, +1/4 levels.
Resist Touch Adds +2 luck bonus, +1/3 levels, to touch AC.
Sanctuary Opponents can't attack you, and you can't attack.
Shield of Faith Aura grants +2 or higher AC bonus.
Summon Monst/1 Calls outsider to fight for you. : 1 round + 1 round per level
------------------------------------------------------------------------
2nd Level:
Aid +1 attack, +1 on saves v. fear, 1d8 temporary hit points.
Brambles Blunt wooden weapon gains +1 attack, +1/level damage (max +10)
Bull's Strength +4 enhancement bonus to Strength : 10 min per level.
Calm Emotions Calms 1d6 subjects/level, negates emotion effects.
Consecrate Fills area with positive energy, making undead weaker.
Cure Mod Wounds Cures 2d8 +1/level (max +10) damage.
Delay Poison Stops poison from harming subject for 1 hour/level.
Desecrate Fills area with negative energy, making undead stronger.
Eagle's Splendor Target gains +4 bonus to Charisma for 1 min./level.
Endurance +4 enhancement bonus to Endurance : 10 min per level.
Feign Dead Feign being Dead
Gentle Repose Preserves one corpse.
Hold Person Paralyzes one humanoid for 1 round/level.
Inflict Mod. Wounds Touch causes 2d8+1/level damage (max +10).
Lesser Restoration Dispels magic ability penalty or repairs 1d4 ability damage.
Remove Paralysis Frees one or more creatures from paralysis or slow effects.
Shield Other You take half of subject's damage - up to 10 pts per level.
Silence Negates sound in a 15 ft. radius.
Spiritual Weapon Magical weapon attacks on its own.
Summon Monster II Summons outsider to fight for you.
----------------------------------------------------------------------------
3rd Level:
Continual Flame Makes a permanent, heatless, torch.
Create Food& Water Feeds three humans (or one horse)/level.
Cure Serious Wounds Cures 3d8 +1/level (max +15) damage.
Daylight 60 ft. radius of bright light.
Deeper Darkness Object sheds absolute darkness in 60 ft. radius.
Dispel Magic Cancels magical spells and effects.
Glyph of Warding Inscription harms those who pass it.
Godspeed Movement rate increases to 60 ft. and adds +2 to AC.
Helping Hand Ghostly hand leads subject to you.
Inflict Serious Touch causes 3d8 +1/level damage (max +15).
Invisibility Purge Dispels invisibility within 5 ft./level.
Magic Vestment Armor or shield gains +1 enhancement bonus/3 levels.
Negative Energy Pr/ Subject resists level and ability drains.
Obscure Object Masks object against divination.
Prayer Allies gain +2 TO HIT AND DAMAGE
Remove Blindness Cures normal or magical condition OF BLINDNESS OR DEAFNESS.
Remove Curse Frees object or person from one curse.
Remove Disease Cures all diseases afflicting the subject.
Searing RAY Ray deals 1d8/two levels, more against undead.
Summon Monster III Summons outsider to fight for you.
-----------------------------------------------------------------------
Fourth Level:
Cure Critical Wounds Cures 4d8 +1/level (max +20) damage.
Death Ward Grants immunity to death spells and effects.
Dimensional Anchor Bars extradimensional movement.
Dismissal Forces a creature to return to its native plane.
Divination Provides useful advice for specific proposed action.
Freedom of Movement Subject moves normally despite impediments.
Greater M. Weapon +1 bonus / 3 levels (max. +5)
Inflict Crit. Wounds Touch causes 4d8+1/level damage (max +20)
Neutralize Poison Immunizes subject to poison; Detoxifies venom in or on object.
Restoration Restores level and ability score drains.
Sending Delivers short message anywhere, instantly.
Spell Immunity Subject is immune to one spell/4 levels.
Summon Monster IV Summons outsider to fight for you.
Tongues Speak any language.
------------------------------------------------------------------------
Fifth Level:
Atonement Removes burden of misdeeds from subject.
Break Enchantment Frees subject from enchantments, etc
Commune Deity answers one yes-or-no question / level.
Dispel Evil +4 AC v. aligned creatures, can banish outsiders,
Flame Strike Smite foes with divine fire (1d6/level)
Greater Command As command, but affects one creature/level.
Hallow Designates location as holy.
Plane Shift Up to eight subjects travel to another plane.
Raise Dead Restores life to those/died up to 1 day/level ago.
Note : a raise dead drains 2 levels from an elf,
Instead of just 1 for another race
Spell Phylactery Scroll activates upon you if command word is spoken
Spell Resistance Subject gains 12 +1/level SR.
Summon Monster V Summons outsider to fight for you.
Symbol of Pain Triggered rune wracks nearby creatures with pain.
Symbol of Sleep Triggered rune puts nearby creatures into slumber.
True Seeing See all things as they really are.
------------------------------------------------------------------------
Sixth Level:
Blade Barrier Wall of blades deals 1d6/level.
Forbiddance Denies area to creatures of evil alignment.
Geas/Quest Subject takes damage if it does not obey caster.
Greater Dispel Magic As dispel magic, but up to +20 on check.
Greater Glyph As glyph of warding, but up to 10d8 damage or 6th level spell.
Harm Deals 10/level damage to target.
Heal Cures 10/level damage, diseases &mental conditions.
Regenerate Regenerates severed or missing limbs & raise dead.
Word of Recall Teleports you back to designated place.
--------------------------------------------------------------------------------
______________________________________________________________________________
______________________________________________________________________________