Cleric Spells in Pathfinder: Wrath of the Righteous covers a list of all Spells available for the Cleric Class. Clerics excel at using healing magic and divine power. Their magic abilities work best against undead enemies. Each Class has its own set of spells with some over-lapping through different classes. Common classes with spell paths include the Sorcerer, Shaman, Cleric, Wizard, Oracle, and Witch classes. Spells are also sorted into different schools. These are sorted into Other school categories include Abjuration, Conjuration, Illusion, Divination, Enchantment, Evocation, Transmutation and Necromancy Spells. Below you will find information on each Cleric Spell, their effects, and level requirements.
Clerics can gain additional spells through domains. See Cleric domains here.
Cleric Spells
Level 1
Bless
Enchantment
Bane
Enchantment
Cause Fear
Necromancy
Cure Light Wounds
Conjuration
Divine Favor
Evocation
Inflict Light Wounds
Necromancy
Protection From Alignment
Abjuration
Remove Fear
Abjuration
Shield of Faith
Abjuration
Stunning Barrier
Abjuration
Haze of Dreams
Enchantment
Firebelly
Abjuration
Ray of Sickening
Necromancy
Remove Sickness
Conjuration
Doom
Abjuration
Summon Monster I
Conjuration
Unbreakable Heart
Enchantment
Command
Enchantment
Magic Weapon
Transmutation
Level 2
Aid
Enchantment
Arrow of Law
Evocation
Bear's Endurance
Transmutation
Blessing of Courage and Life
Conjuration
Blessing of Luck and Resolve
Enchantment
Boneshaker
Necromancy
Bull's Strength
Transmutation
Cure Moderate Wounds
Conjuration
Delay Poison
Conjuration
Eagle's Splendor
Transmutation
Effortless Armor
Transmutation
Find Traps
Divination
Grace
Abjuration
Hold Person
Enchantment
Inflict Moderate Wounds
Necromancy
Owl's Wisdom
Transmutation
Protection from Alignment, Communal
Abjuration
Remove Paralysis
Evocation
Resist Energy
Abjuration
Restoration, Lesser
Conjuration
Sound Burst
Evocation
Summon Monster II
Conjuration
Summon Small Elemental
Conjuration
Align Weapon
Transmutation
Level 3
Animate Dead
Necromancy
Archon's Aura
Evocation
Bestow Curse
Necromancy
Blindness
Necromancy
Contagion
Necromancy
Cure Serious Wounds
Conjuration
Delay Poison, Communal
Conjuration
Inflict Serious Wounds
Necromancy
Magical Vestment
Transmutation
Dispel Magic
Abjuration
Prayer
Enchantment
Protection From Energy
Abjuration
Remove Blindness
Conjuration
Remove Curse
Abjuration
Remove Disease
Conjuration
Resist Energy, Communal
Abjuration
Searing Light
Evocation
Summon Monster III
Conjuration
Level 4
Crusader's Edge
Transmutation
Cure Critical Wounds
Conjuration
Death Ward
Evocation
Dismissal
Abjuration
Greater Magic Weapon
Transmutation
Holy Smite
Evocation
Divine Power
Evocation
Freedom of Movement
Abjuration
Inflict Critical Wounds
Necromancy
Neutralize Poison
Conjuration
Order's Wrath
Evocation
Poison
Conjuration
Protection from Energy, Communal
Abjuration
Restoration
Conjuration
Shield of Dawn
Evocation
Symbol of Revelation
Divination
Spit Venom
Transmutation
Summon Medium Elemental
Conjuration
Summon Monster IV
Conjuration
Chaos Hammer
Evocation
Unholy Blight
Evocation
Level 5
Angelic Aspect
Transmutation
Boneshatter
Necromancy
Break Enchantment
Abjuration
Breath of Life
Conjuration
Burst of Glory
Enchantment
Cleanse
Evocation
Flame Strike
Evocation
Cure Light Wounds, Mass
Conjuration
Geniekind
Transmutation
Inflict Light Wounds, Mass
Necromancy
Profane Nimbus
Evocation
Constricting Coils
Enchantment
Disrupting Weapon
Transmutation
Greater Command
Enchantment
Raise Dead
Conjuration
Righteous Might
Transmutation
Sacred Nimbus
Evocation
Serenity
Enchantment
Slay Living
Necromancy
Life Bubble
Abjuration
Spell Resistance
Abjuration
Summon Monster V
Conjuration
True Seeing
Divination
Vinetrap
Conjuration
Summon Large Elemental
Conjuration
Pillar of Life
Conjuration
Level 6
Banishment
Abjuration
Bear's Endurance, Mass
Transmutation
Blade Barrier
Evocation
Blessing of Luck and Resolve, Mass
Enchantment
Bull's Strength, Mass
Transmutation
Chains of Light
Conjuration
True Seeing, Communal
Divination
Cold Ice Strike
Evocation
Cure Moderate Wounds, Mass
Conjuration
Dispel Magic, Greater
Abjuration
Eagle's Splendor, Mass
Transmutation
Eaglesoul
Conjuration
Elemental Assessor
Evocation
Harm
Necromancy
Heal
Conjuration
Hellfire Ray
Evocation
Inflict Moderate Wounds, Mass
Necromancy
Inspiring Recovery
Conjuration
Joyful Rapture
Conjuration
Owl's Wisdom, Mass
Transmutation
Plague Storm
Necromancy
Summon Monster VI
Conjuration
Undeath to Death
Necromancy
Summon Huge Elemental
Conjuration
Create Undead
Necromancy
Level 7
Arbitrament
Evocation
Bestow Grace of the Champion
Transmutation
Blasphemy
Evocation
Circle of Clarity
Abjuration
Resurrection
Conjuration
Cure Serious Wounds, Mass
Conjuration
Destruction
Necromancy
Dictum
Evocation
Holy Word
Evocation
Bestow Curse, Greater
Necromancy
Inflict Serious Wounds, Mass
Necromancy
Restoration, Greater
Conjuration
Summon Greater Elemental
Conjuration
Jolting Portent
Evocation
Poison Breath
Evocation
Summon Monster VII
Conjuration
Umbral Strike
Necromancy
Waves of Ecstasy
Enchantment
Word of Chaos
Evocation
Level 8
Angelic Aspect, Greater
Transmutation
Fire Storm
Evocation
Cure Critical Wounds, Mass
Conjuration
Euphoric Tranquility
Enchantment
Death Clutch
Necromancy
Frightful Aspect
Transmutation
Inflict Critical Wounds, Mass
Necromancy
Cloak of Chaos
Abjuration
Summon Elder Elemental
Conjuration
Unholy Aura
Abjuration
Rift of Ruin
Conjuration
Soulreaver
Necromancy
Cleric Spells in Pathfinder: Wrath of the Righteous
Quick Search of All Cleric Spells
Spell |
School |
Description |
Level |
Guidance | Divination | This spell imbues the subject with a touch of divine guidance. | 0 |
Light | Evocation | This spell causes a touched party member to glow like a torch, shedding normal light in a 20-foot radius from the point touched. | 0 |
Resistance | Abjuration | You imbue the subject with magical energy that protects it from harm, granting it a +1 resistance bonus on saves. | 0 |
Virtue | Transmutation | With a touch, you infuse a creature with a tiny surgeof life, granting the subject 1 temporary hit point. | 0 |
Divine Zap | Divination | You unleash your divine powers against a single target. The target takes 1d3 points of divine damage. A successful save halves the damage. | 0 |
Bless | Enchantment | Bless fills your allies with courage. Each ally gains a +1 morale bonus on attack rolls and on saving throws against fear effects. Bless counters and dispels bane. |
1 |
Bane | Enchantment | Bane fills your enemies wiht fear and doubt. Each affected creature takes a -1 penalty on attack and a -1 penalty on saving throws against fear effects. Bane counters and dispels bless | 1 |
Cause Fear | Necromancy | The affected creature becomes frightened. If the subject succeeds at a Will save, it is shaken for 1 round. Creatures with 6 or more HD are immune to this effect. Cause fear dispels remove fear. | 1 |
Conjuration | When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage +1 point per caster level (maximum +5). Since the undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. | 1 | |
Evocation | Calling upon the strength and wisdom of a deity, you gain a +1 luck bonus on attack and weapon damage rolls for every three caster levels you have (at least +1, maximum +3). The damage bonus doesn't apply to spell damage. | 1 | |
Necromancy | When laying your hand upon a creature, you channel negative energy that deals 1d8 points of damage +1 point per caster level (maximum +5). Since undead are powered by negative energy, this spell cures such a creature of a like amount of damage, rather than harming it. |
1 | |
Abjuration | The subject gains a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by creatures with the corresponding alignment. |
1 | |
Abjuration | You instill courage in the subject, granting it a +4 morale bonus against fear effects for 10 minutes. If the subject is under the influence of a fear effect when receiving the spell, that effect is suppressed for the duration of the spell. |
1 | |
Abjuration | This spell creates a shimmering, magical field around the target that averts and deflects attacks. The spell grants the subject a +2 deflection bonus to AC, with an addition +1 to the bonus for every six levels you have (maximum +5 deflection bonus 18 level). |
1 | |
Abjuration | You are closely surrounded by barely visible magical field. The field provides a +1 deflection bonus to AC and a +1 resistance bonus on saves. Any creature that strikes you with a melee attack is stunned for 1 round ( Will negates). Once the field has stunned an opponent, the spell is discharged. |
1 | |
Enchantment | You fill an enemy's head with waking dreams, a reminder of the pleasures, delights, and terrors to be found in the dream world. While in this strange dream state, the target ,moves at half its normal speed. Multiple haze of dreams effects do not stack, nor does this spell's effect stack with slow. |
1 | |
Abjuration | A magical fire warms your belly, granting you fire resistance 5 and making your gut hot to the touch ( but not enough to damamge you or anything else). As a standard action, you can breathe a 15-foot cone of flame that deals 1d4 points of dire damage (Reflex half, SR applies.) Each time you use this breath weapon, the remaining duration of the spell is reduced by 1 minute. |
1 | |
Necromancy | The subject is immediately sickened for the spell's duration. a successful Fortitude save negates the effect. |
1 | |
Conjuration | You quell feelings of illness and nausea in the target, giving it a +4 morale bonus on saving throws against disease, nausea, and sickened effects. |
1 | |
Abjuration | The spell fills single subject with a feeling of horrible dread that causes it to become shaken. |
1 | |
Conjuration | This spell summon an extraplanar dog. IT appears wher eyou designate and acts according to tis initiative check results. It attacks your opponents to the best of its ability. |
1 | |
Enchantment | The target creature gains a +4 morale bonus on saving throws against mind-affecting effects that rely on negative emotions (such as crushing despair, rage or dear effects) or that owul d force them to harm an ally (such as confusion)/ If the targetis already under such an effect when receiving this spell, that effect is suppressed for the duration of this spell. It does not affect mind-affecting effects based on positive emotions ( such as good hope or the inspire courage bard ability). |
1 | |
Enchantment | You give the subject a single command, which it obeys to the best of its ability at its earliest opportunity. You may select from the following options. |
1 | |
Transmutation | Magic weapon gives a a weapon a +1 enhancement bonus on attack and damage rolls. An enhancement binus does not stack with a masterwork weapon's +1 bonus on attack rolls. |
1 | |
Enchantment | Aid grants the target a +1 morale bonus on attack rolls and saves against fear effects, plus temporary hit ponits equal to 1d8 + caster level (to a maximum of 1d8+20 temporary hit points at caster level 10th). |
2 | |
Evocation | You fire a shimmering arrow of pure of pure order from your holy symbol at any one target in range of law takes 1d8 points of damage oer two caster levels ( maximum 5d8). A chaotic outside instead takes 1d6) and is dazed for 1 point of damage per caster level. (maximum 10d6) and is dazed for 1 round. A successful will save reduves the damage to half and negates the daze effect. This spelll deals only half damage to creatures that are neither chaotic nor lawful, and they are not dazed. The arrow has no efect on lawful creatures. |
2 | |
Transmutation | The affected creature gains greater vitality and stamina. The spell grants the subject a +4 enhancement bonus to Constitution, which adds the usual benefits to hit points, Fortitude saves, Constitution checks, and fortth. Hit points gained by a temporary increase in Constitution score are not temporary hit points. They go away when the subject's Constitution drops back to normal. They are not lost first as temporary hit points are. |
2 | |
Conjuration | With this prayer you provide long-lasting succor to a wounded creature. For as long as the effect last, the target receives a +2 morale bonus on saving throws against fear and death effects. At any time while the spell is in effect, the target can choose to end the spell as a swift action for for a burst of healing energy. The target loses the saving throw bonus, but is healed of 1d8 points of damage +1 points per caster level (maximum +10) |
2 | |
Enchantment | A favored blessing of halfing clerics, this spell grants its target a +2 morale bonus on saving thrwos against fear efffects. If ther target fails a saving throw against fear, it rerolls the save with a +4 morale bonus and takes the new result, even if it is worse. After that the spell's effect ends. |
2 | |
Necromancy | You take control of a target living creature's skeleton. A creature has its skeleton rattle within its flesh causing grievous harm. The target takes 3d6 points of damage, plus 1d6 additional points of damage per 2 caster level. |
2 | |
Transmutation | The subject becomes stronger. The spell grants a +4 enhancement bonus to Strengthm adding the usual benefits to melee attack rolls, melee damage rolls, and other uses of the Strength modifier. Enhancement bonuses do not stack with other enhancement bonuses, for exahmple with bonuses from belts. |
2 | |
Conjuration | When laying your hand upon a living creature, you channel positive energy that cures 2d8 points of damage +1 point per caster level (maximum +10). Since undead are powered of curing their wounds. An undead creature can apply spell resistance and can attempt a Will save to take half damage. |
2 | |
Conjuration | The subject becoes temporarily immune to poison. Any poison in its system or any poison to which it is exposed during the spell's duration does not affect the subject until the spell's duration has expired. Delay poson does not cure any damage that poison may have already done. |
2 | |
Transmutation | The transmuted creature becomes more poised, articulate, and personally forceful. The spell a +4 enhancement bonus to Charisma, adding the usual benefits to Charisma-based skill checks and other uses of the Charis modifier. Bards, paladins, and sorcereres ( and other spellcaster who rely on Charisma) affected by this spell do not gain any addition bonus spells for teh increased Charisma, but the save DCs for spells they cast while under spell's effect do increase. |
2 | |
Transmutation | Armor you wear no longer reduces your speed. You also reduce the armor's armor check penalty by 1 + 1 per five caster levels (maximum 5). |
2 | |
Divination | You gain intuitive insight into the workings of traps. You gain an insidght bonus equal to 1/2 your caster level (maximum +10) on Perception checks while the spell is in effect. |
2 | |
Abjuration | Until the end of the round, your movement does not provoke attacks of opportunity. |
2 | |
Enchantment | The subject becomes paralyzed and freezes in place. It is aware and breathes normally but cannot take any actions, even speech. Each round, the subject may attempt a new saving throw to end the effect. |
2 | |
Necromancy | When laying your hand upon a creature, you channel negative energy that deals 2d8 points of damage +1 point per caster level (maximum +10). Since undead are powered by negative energy, this spell cures such a creature of a like amount of damage, rather than harming it. |
2 | |
Tramutation | The transmutated creature becomes wisoer. The spell grants a +4 enhancement bonus to Wisdom, adding the usual benebit to Wisdom- based spellcasters) who receive owl's wisdom do not gain anny addition bonus spells for the increased Wisdom, but the save DCs for their spells increase. |
2 | |
Abjuration | All allies within 30 feet gain a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by creatures with corresponding alignments. |
2 | |
Conjuration | Removes paralysis from target creature. |
2 | |
Abjuration | This abjuration grants a creature limited protection from damage of whichever one of five energy types you select: acid, cold, electricity, fire, or sonic. The subject gains resist energy 10 against the energy type chosen, meaning that each the creature is subjected to such damage (whether from a natural or magical source), that damage is reduced by 10 points before being applied to the creature's hit points. Resist energy absorbs only damage. The subject could still suffer unfortunate side effects. Resist energy does not stack with protect from energy. If a character is warded by protection from energy and resist energy, the protection spell absorbs damage until its power is exhausted. The value of the energy resistance granted increases to 20 points at 7th level and to a maximum of 30 at 11th level. |
2 | |
Conjuration | Lesser restoration dispels any temporary magical effects reducing one of the subject's ability scores ( it does not remove permanent effects such as curses or diseases) or cures 1d4 points of temporary ability damage to one of the subject's ability scores. It does not restore permanent ability drain. |
2 | |
Evocation | You blast an area with a tremendous cacophony. Every creature in the area takes 1d8 points of sonic damage and must succeed at a Fortitude save to avoid being stunned for 1 round. |
||
Conjuration | This spell summons an extraplanar wolf or 1d3 extraplanar dogs. The summoned monsters appear where you designate and act according to their initiative check results. They attack your opponents to the best of their ability. |
2 | |
Conjuration | This spell summons to your side a small fire, water, air, or earth elemental. The summoned elemental appears where you designate and acts according to its initiative check results. It attacks your opponents to the best of its ability. |
2 | |
Transmutation | A weapon that is aligned can bypass the damage reduction of certain creatures. |
2 | |
Necromancy | This spell raises 1d4+2 undead skeletal champions. They appear where you designate and act according to their initiative check results. They attack your opponents to the best of their ability. |
3 | |
Evocation | You gain a powerful aura, similar to an archon's aura of menace. Amu hostile creature within a 20-foot radius of you must succeed at a Will save to resist the effects of this aura. If the creature fails, it takes a -2 penalty on attack rolls and saving throws and to Armor Class for the duration of this spell, or until it successfully hits you with an attack. A creature that has resisted or broken the effect cannot be affected again by this particular casting of archon's aura. |
3 | |
Necromancy | You place a curse on the subject. Choose one of the following: Cure of Feeble Body -- The subject suffers a -6 penalty to Constitution score. Cure of weakness -- The subject suffers a -6 penalty to Strength and Dexterity scores. Curse of Idiocy -- The subject suffers a -6 penalty to Intelligence, Wisdom, and Charisma scores. |
3 | |
Necromancy | You call upon the powers of unlife to render the subject blinded. |
2 | |
Necromancy | The subject contracts one of the following diseases: blinding sickness, bubonic plague, cackle fever, mindfire, or shakes. The disease is contracted immediately (the onset period does not apply). |
||
Conjuration | When laying your hand upon a living creature, you channel positive energy that cures 3d8 points of damage +1 point per caster level (maximum +15). Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance and can attempt a Will save to take half damage. |
3 | |
Conjuration | Any ally within 30 feet becomes temporarily immune to poison. |
3 | |
Abjuration | You can use dispel magic to end one ongoing spell that has been cast on a creature or one area effect from a spell in the selected point. |
3 | |
Necromancy | When laying your hand upon a creature, you channel negative energy that deals 3d8 points of damage + 1point per caster level (maximum +15). Since undead are powered by negative energy, this spell cures such a creature of a like amount of damage, rather than harming it. |
3 | |
Transmutation | You imbue a suit of armor or a shield with an enhancement bonus of +1 per four caster levels ( maximum +5 at 20th level). |
3 | |
Enchantment | You bring special favor upon yourself and your allies while bringing disfavor to your enemies. You and each of your allies gain a +1 luck bonus on attack rolls, weapon damage rolls. saves, and skill checks, while each of your foes takes a -1 penalty on such rolls. |
3 | |
Abjuration | Protection from energy grants temporary immunity to the type of energy you specify when you cast it (acid, cold, electricity, fire or sonic). When the spell absorbs 12 points per caster level of energy damage ( to a maximum of 120 points at 10 levels), it is discharged. |
3 | |
Conjuration | Remove blindness cures blindness, whether the effect is normal or magical in nature. |
3 | |
Abjuration | Remove curse can remove all curses on an object or a creature. If the target is a creature, you must make a caster level check 1d20 + caster level) against the DC of each curse affecting the target. Success means that the curse is removed. |
3 | |
Conjuration | Remove disease can cure all diseases from which the subject is suffering. You must make a caster level check (1d20 + caster level) against the DC of each disease affecting the target. Success means that the disease is cured. |
3 | |
Abjuration | This abjuration grants all allies within a 25-foot radius limited protection from danger of whichever one of five energy types you select: acid, cold, electricity, fire or sonic. The subject gains resist energy 10 against the energy type chosen, meaning that each time the creature is subjected to such damage is reduced by 10 points before being applied to the creature's hit points. The value of the energy resistance granted increases to 20 points at 7th level and to a maximum of 30 points at 11th level. |
3 | |
Evocation | Focusing divine power like a ray of the sun, you protect a blast of light from your open palm. You must succeed on a ranged touch attack to strike your target. A creature struck by this ray of light takes 1d8 points of divine damage per two caster levels (maximum 5d8). An undead creature takes 1d6 points of diving damage per caster level (maximum 10d6). A construct creature takes only 1d6 points of damage per two caster levels (maximum 5d6). |
3 | |
Conjuration | This spell summons an extraplanar monitor lizard, 1d3 extraplanar wolves, or 1d4+1 extraplanar dogs. Summoned monsters appear where you designate and act according to their initiative check results. They attack your opponents to the best of their ability. |
3 | |
Transmutation | When you cast this spell on a melee weapon in your primary hand, you imbue it with a powerful holy energy, granting your primary weapon the bane weapon quality against evil outsiders. |
4 | |
Conjuration | When laying your hand upon a living creature, you channel positive energy that cures 4d8 points of damage +1 point per caster level (maximum +20). |
4 | |
Necromancy | The subject gains a +4 morale bonus on saves against all death spells and magical death effects. The subject is immune to energy drain and any negative energy effects, including channeled negative energy. This spells does not remove negative levels that the subject has already gained and does not protect against other sorts of attacks, even if attacks might be lethal. |
4 | |
Abjuration | This spell forces an extraplanar creature back to its proper plane if it fails a Will save. If the spell is successful, the creature is instantly whisked away. |
4 | |
Transmutation | This spell functions like magic weapon, except that it gives a weapon an enhancement bonus on attack and damage rolls of +1 per four caster levels (maximum +5). This bonus does not allow a weapon to bypass damage reduction aside from magic. |
4 | |
Evocation | Deals 1d8 points per 2 caster levels (5d8 max) causing target to become blinded for 1 round |
4 | |
Evocation | Calling upon the diving power of your patron, you imbue yourself with strength and skill in combat. You gain a+1 luck bonus on attack rolls, weapon damage rolls, Strength checks, and Strength- based skill |
4 | |
Abjuration | This spell enables you or a creature you touch to move and attack normally for the duration of the spell, even under the influence of magic that usually impedes movement, such as paralysis, solid fog, slow, and web. All combats maneuver checks made to grapple the target automatically fail. |
4 | |
Necromancy | When laying your hand upon a creature, you channale negative energy that deals 4d8 points of damage +1 point per caster level (maximum +20). Since undead area powered by negative energy, this spells cures such a creature of a like amount of damage, rather than harming it. |
4 | |
Conjuration | You detoxify any sort of venom in the creature or object touched. |
4 | |
Necromancy | The target creature suffers all the hindrances and none of the benefits of your oracle's curse class feature. You still suffer all effects of your oracle's curse. |
4 | |
Evocation | You channel lawful power to smite enemies. The power takes the form of a three-dimentsional grid of energy. Only chaotic and neutral (not lawful) creatures are harmed by the spell. |
4 | |
Necromancy | Call upon the venomous powers of natural predators, you infect the subject with a horrible poison by making a successful melee touch attack. This poison deals 1d3 Constitution damage per round for 6 rounds. Poisoned creatures can make a Fortitude save each round to negate the damage and end the affliction. |
4 | |
Abjuration | Protection from energy grants all allies within a 25-foot radius temporary immunity to the type of energy you specifiy when you cast it (acid, cold electricity, fire or sonic). When the spell absorbs 12 points per caster level of energy damage (ti a maximum if 120points at 10th level), it is discharged. Once the spell absorbs 12 points of energy damage per caster level (maximum 120 points) for a subject, the spell's effects end for the subject. |
4 | |
Conjuration | This spell functions like a lesser restoration, except that it also dispels temporary negative levels or one permanent negative level. |
4 | |
Evocation | Any creature that strikes you with a melee attack deals normal damage, but also takes 1d6 points of fire damage +1 point per caster level (maximum +15). Creatures with reach weapons are not subject to this damage if they attack you. |
4 | |
Divination | This rune is only activated by invisible creatures, creatures affected by an illusion effect, creatures with the shapechanger subtype, or creatures that have magically changed their shape. |
4 | |
Evocation | Any creature that strikes you with a melee attack deals normal damage, but also takes 1d6 points od fire damage +1 point per caster level (maximum +15). Creatures with reach weapons are not subject to this damage if they attack you. |
4 | |
Conjuration | This spell summons to your side medium fire, water, air, or earth elemental. The summoned elemental appears where you designate and acts according to its initiative check results. It attacks your opponents to the best of its ability. |
4 | |
Conjuration | This spell summons an extraplanar dire wold, 1d3 extraplanar monitor lizards, or 1d4+1 extraplanar wolves. Summoned monsters appear where you designate and act according to their initiative check results. They attack your opponents to the best of their ability. |
4 | |
Evocation | You unleash chaotic power to smite your enemies. The power takes the form of a multicolored explosion of chaotic) leaping, ricocheting energy. only lawful and neutral (not chaotic) creatures are harmed by the spell. |
4 | |
Evocation | You call up unholy power to smite your enmeies. The power takes the forma of a cold, cloying miasma of greasy darkness. Only good and neutral (not evil) creatures are harmed by the spell. |
4 | |
Transmutation | You take on an aspect of an angelic being, including some of its physical characteristics. You gain resistance to acid and cold 10, and DR 5/evil. You also gain a +2 deflection bonus to AC and a +2 resistance bonus on saves against attacks made or effects created by evil creatures. In addition, your natural weapons and any weapons you wield are considered good-aligned for the purpose of overcoming damage reduction. |
5 | |
Necromancy | The target's bones (or exoskeleton) splinter, dealing 1d6 points of damage per caster level (maximum 15d6) to the target, which is also exhausted for 1 minute per caster level from the pain and exertion of the transformation. |
4 | |
Abjuration | This spell frees victims from enchantments, transmutations, and curses. Break enchantment can reverse even an instantaneous effect. For each such effect, you make a caster level check (1d20 + caster level, maximum +15) against a DC of 11 + caster level of the effect. Success means that the creature is free of the spell, curse, or effect. For a cursed magic item, the DC is equal to the DC of the curse. |
5 | |
Conjuration | This spell cures 5d8 points of damage + 1 point per caster level (maximum +25). |
5 | |
Enchantment | Allies in the area of this spell at the time of casting gain a +1 sacred bonus on attack rolls and saves against fear effects, plus 1 temporary hit point per caster level (maximum 20). |
5 | |
Evocation | This spell cures 4d8 points of damage + 1 point per caster level (maximum +25) and ends any and all of the following adverse conditions affecting you: ability damage, blinded, confused, dazzled, diseased, exhausted, fatigued, nauseated, poisoned, and sickened. |
5 | |
Evocation | A flame strike evokes a vertical column of divine fire. The spell deals 1d6 points of damage per caster level (maximum 15d6). |
5 | |
Enchantment | This spell functions like Command, except this spell affects multiple enemies in 30 feet radius, and the activities continue beyond 1 round. |
5 | |
Conjuration | You channel positive energy to cure 1d8 points of damage +1 point per caster level (maximum +25) on each creature in the radius. Like other cure spells, mass cure light wounds deals damage to undead in its area rather than curing them. Each affected undead may attempt a Will save for half damage. |
6 | |
Transmutation | Gain your choice of genie-themed powers. |
5 | |
Transmutation | Negative energy spreads out in all directions from the point of origin, dealing 1d8 points of damage + 1 point per caster level (maximum +25) to nearby living enemies. Like other inflict spells, it cures undead in its area rather than damaging them. A cleric capable of spontaneously casting inflict spells can also spontaneously cast mass to inflict spells. |
5 | |
Evocation | You are surrounded by a nimbus of shadow. Any good creature striking you with unarmed strikes, natural weapons, or a handheld weapon deals normal damage, but at the same time, the attacker takes 1d6 points of damage + 1 point per caster level (maximum +15). |
5 | |
Enchantment | This spell functions like hold monster, except that the target is constricted as if by the coils of a large snake, taking 1d6+6 points of bludgeoning damage each round that it fails its save. A successful save ends both the paralyzing and constriction effects. |
5 | |
Transmutation | This spell makes a main-hand melee weapon deadly to undead. Any undead creature with HD equal to or less than your caster level must succeed at a Will save or be destroyed utterly if struck in combat with this weapon. Spell resistance does not apply against the destruction effect. |
5 | |
Enchantment | This spell functions like Command, except this spell affects multiple enemies in 30 feet radius, and the activities continue beyond 1 round. |
5 | |
Conjuration | You restore life to a deceased party member. A raised creature has a number of hit points equal to its current HD. Raise dead also removes the death's door condition. |
5 | |
Transmutation | Your height immediately doubles, and your weight increases by a factor of eight. This increase changes your size category to the next larger one. |
5 | |
Evocation | You tap energy from the Plane of Shadow to cast a quasi-real, illusory version of a fireball, lightning bolt, shout, volcanic storm, or ice storm spell. Spells that deal damage have normal effects unless an affected creature succeeds at a Will save. Each disbelieving creature takes only one-fifth damage from the attack. Regardless of the result of the save to disbelieve, an affected creature is also allowed any save (or spell resistance) that the spell being simulated allows, but the save DC is set according to shadow evocation's level (5th) rather than the spell's normal level. |
5 | |
Enchantment | You fill the targets’ minds with feelings of tranquility. Those attempting to commit violence become stricken with wracking pain and take 3d6 points of nonlethal damage each round they attempt to harm another creature. If attacked, affected individuals can defend themselves and may participate in combat by using Combat Expertise, fighting defensively, or taking the total defense action without triggering the spell’s nonlethal damage. |
5 | |
Necromancy | You can attempt to slay anyone living creature. When you cast this spell, your hand seethes with eerie dark fire. You must succeed on a elee touch attack to touch the target. The target takes 12d6 points of damage + 1 point per caster level. If the target's Fortitude saving throw succeeds, it instead takes 3d6 points of damage +1 point per caster level. The subject might die from damage even if it succeeds at its saving throw. |
5 | |
Abjuration | You surround the touched creatures with a constant and moveable 1 inch thick shell of tolerable living conditions. This shell enables the subjects to breathe freely, even underwater or in a vacuum, as well as making them immune to harmful gases and vapors, including inhaled diseases and poisons and spells like couldkill and stinking cloud. |
5 | |
Abjuration | The target gains spell resistance equal to 12 + your caster level. |
5 | |
Conjuration | This spell summons to your side large fire, water, air, or earth elemental. The summoned elemental appears where you designate and acts according to its initiative check results. It attacks your opponents to the best of its ability. |
5 | |
Conjuration | This spell simmons 1d3 extraplanar dre wolves, 1d4+1 extraplanar monitor lizards or one extraplanar redcap if you are evil or one extraplanar bralani azata if you are not. Summoned monsters appear where you designate and act according to their initiative check results. They attack your opponents to the best of their ability. |
5 | |
True Seeing | Divination | You confer on the subject the ability to see all things as they actually are. The subject sees through normal and magical darkness, notices secret doors hidden by magic, sees the exact locations of creatures or objects under blur or displacement effects, sees invisible creatures or objects normally, sees through illusions, and sees the true form of polymorphed, changed, or transmuted things. Further, the subject can focus its vision to see into the Ethereal Plane (but not into extra-dimensional spaces). The range of true seeing conferred is 120 feet. | 5 |
Vinetrap | Conjuration | Vines choked with thorns, blossoms, leaflets, and other floral debris burst to life on and around the subject of this spell. | 5 |
Summon Large Elemental | Conjuration | This spell summons to your side large fire, water, air, or earth elemental. The summoned elemental appears where you designate and acts according to its initiative check results. It attacks your opponents to the best of its ability. | 5 |
Pillar of Life | Conjuration | You conjure a pillar of positive energy in a single 5-foot square within range that radiates light as if it were a sunrod. | 5 |
Banishment | Abjuration | Banishes 2 HD/level of extraplanar creatures. | 6 |
Bear's Endurance, Mass | Transmutation | The affected creature gains greater vitality and stamina. The spell grants the subject a +4 enhancement bonus to Constitution, which adds the usual benefits to hit points, Fortitude saves, Constitution checks, and so forth. Hit points gained by a temporary increase in Constitution score are not temporary hit points. | 6 |
Blade Barrier | Evocation | An immobile, vertical curtain of whirling blades shaped of pure force springs into existence. Any creature passing through the wall takes 1d6 points of damage per caster level (maximum 15d6), with a Reflex save for half damage. | 6 |
Blessing of Luck and Resolve, Mass | Enchantment | This spell functions like Blessing of luck and resolve, except that it affects multiple creatures. | 6 |
Bull's Strength, Mass | Transmutation | As bull’s strength, affects 1 subject per level. | 6 |
Chains of Light | Conjuration | A creature targeted by this spell is held immobile by glowing golden chains composed of pure light. The creature is paralyzed and held in place, but may attempt a new saving throw each round to end the effect. While held by the golden chains, a creature cannot use any sort of extradimensional travel, such as astral projection, blink, dimension door, ethereal jaunt, etherealness, gate, maze, plane shift, shadow walk, teleport, and similar spells and spell-like abilities. The spell does not affect creatures that are already in ethereal or astral form when the spell is cast. | 6 |
True Seeing, Communal | Divination | You and all your allies within 30 feet are under True Seeing spell. | 6 |
Cold Ice Strike | Evocation | You create a shredding flurry of ice slivers, which blast from your hand in a line. The line deals 1d6 points of cold damage per caster level (maximum 15d6). | 6 |
Cure Moderate Wounds, Mass | Conjuration | You channel positive energy to cure 2d8 points of damage +1 point per caster level (maximum +30) on each creature in the radius. Like other cure spells, mass cure moderate wounds deals damage to undead in its area rather than curing them. Each affected undead may attempt a Will save for half damage. | 6 |
Dispel Magic, Greater | Abjuration | This functions as dispel magic, except that it affects everything within a 20-foot-radius burst or it can dispel multiple spells, starting with the highest level spells and proceed to lower level spells. | 6 |
Eagle's Splendor, Mass | Transmutation | As eagle’s splendor, 1 subject/level. | 6 |
Eaglesoul | Conjuration | You call forth a surge of holy power, which grants you the following benefits: a +2 sacred bonus to AC, a +4 sacred bonus to Strength, resistance 5 to acid and fire, a +5 sacred bonus on all Persuasion (when used to intimidate) checks made against evil creatures, a +2 bonus on Initiative checks, and fast healing 2. Any critical threat roll made against an evil creature with a weapon you wield is automatically confirmed. | 6 |
Elemental Assessor | Evocation | Azata champions developed this spell to deal with fiends with unknown resistances. A ray of spiraling colors springs from your hand and streaks to its target. | 6 |
Harm | Necromancy | Harm charges a subject with negative energy that deals 10 points of damage per caster level (to a maximum of 150 points at 15th level). If the creature successfully saves, harm deals hald this amount. If used on an undead creature, harm acts like heal. | 6 |
Heal | Conjuration | Heal enables you to channel positive energy into a creature to wipe away injury and afflictions. It immediately ends any and all of the following adverse conditions affecting the target: ability damage, blinded, confused, dazed, dazzles, diseased, exhausted, fatigued, nauseated, poisoned, sickened, and stunned. It also cures 10 hit points of damage per level of the caster, to a maximum of 150 points at 15th level. |
7 |
Hellfire Ray | Evocation | A blast of hellfire blazes from your hands. You can fire one ray, plus on additional ray for every 4 caster levels beyond 11th (to a maximum of three rays at 19th level). Each ray requires a ranged touch attack to hit deals 1d6 points damage ira fire damage., but the other half results directly form unholy power and is therefore not subject to being reduced by fire resistance | 6 |
Inflict Moderate Wounds, Mass | Necromancy | Negative energy spreads out in all directions from the point of origin, dealing 2d8 points of damage +1 point per caster level (maximum +30) to nearby living enemies. Like other inflict spells, it cures undead in its area rather than damaging them. A cleric capable of spontaneously casting inflict spells can also spontaneously cast mass inflict spells. | 6 |
Inspiring Recovery | Conjuration | You can heal a creature, harm an undead creature, or call upon a very recently dead creature to fight beyond death's reach. The target creature regains 1d8 hit points per 2 caster levels (maximum 10d8). | 6 |
Joyful Rapture | Conjuration | Your inspired words overwhelm others with transcendental bliss. All allies within the area of effect are freed from any harmful emotion effects. The spell also cures 1d4 points of Intelligence, Wisdom, or Charisma damage (your choice) to all allies in the area. | 6 |
Owl's Wisdom, Mass | Transmutation | As owl’s wisdom, affects 1 subject/level. | 6 |
Plague Storm | Necromancy | You create a hideous gray cloud, similar to fog cloud, that occasionally crackles with foul-smelling bolts of sickly green lightning. Creatures in the area must save or contract one of the following diseases: blinding sickness, bubonic plague, cackle fever, demon fever, devil chills, filth fever, leprosy, mindfire, red ache, shakes, or slimy doom (the disease is chosen by you when you cast the spell and applies to all creatures that fail the save). The disease is contracted immediately (the onset period does not apply) and is an instantaneous effect. The victim also takes a -2 penalty on saving throws against diseases. | 6 |
Summon Huge Elemental | Conjuration | This spell summons to your side a huge fire, water, air, or earth elemental. The summoned elemental appears where you designate and acts according to its initiative check results. It attacks your opponents to the best of its ability. | 6 |
Summon Monster VI | Conjuration | This spell summons 1s3 extraplanar redcaps if you are evil or d3 extraplanar bralani azatas if you are not, 1d4+1 extraplanar dire wolves, or one extraplanar soul eater if you are evil or one extraplanar axiomite if you are not. Summoned monsters appear where you designate and act according to their initiative check results. They attack your opponents to the best of their ability. | 6 |
Undeath to Death | Necromancy | This spell functions like circle of death, except that it destroys undead creatures. | 6 |
Create Undead | Necromancy | This spell summons a graveknight or a guardian armor. It appears where you designate and acts according to its initiative check results. It attacks your opponents to the best of its ability. | 6 |
Arbitrament | Evocation | Any chaotic evil, chaotic good, lawful evil, or lawful good creatures within the area of this spell suffer ill effects. | 7 |
Bestow Grace of the Champion | Transmutation | You channel the power of good and law into the target, temporarily giving it powers similar to those of a paladin. The target gains immunity to diseases and immunity to fear. It adds its Charisma bonus to all its saving throws. This spell has no effect if cast on a paladin. Target has to be lawful good. | 7 |
Blasphemy | Evocation | Any nonevil creature within the area of a blasphemy spell suffers the following ill effects: If the creature's HD is equal to your caster level, it is dazed. | 7 |
Circle of Clarity | Abjuration | You create a magical emanation that interferes with all liiusions within it, giving creatures a +4 bonus on saving throws to recognize them as illusions. The emanation negates concealment less than total concealment within the area. | 7 |
Resurrection | Conjuration | This spell functions like raise dead, except that you are able to restore life and complete strength to any deceased creature, even the ones killed by death effect or disintegration. | 7 |
Cure Serious Wounds, Mass | Conjuration | You channel positive energy to cure 3d8 points of damage +1 point per caster level (maximum +350) on each creature in radius. Like other cure spells, mass cure serious wounds deals damage to undead in its area rather than curing them. Each affected undead may attempt a Will save for half damage. | 7 |
Destruction | Necromancy | You mark several allies with a flaming rune. This rune does not cause damage, and sheds light as if it were a torch. While the firebrand burns, any creature it marks is immune to damage from any fire spell you cast. All of the target's weapons (both natural and manufactured) inflict +1d6 points of fire damage on a hit (this bonus fire damage stacks with any amount of fire damage a creature's weapons might already inflict). At any point during the spell's duration, a creature bearing a firebrand can launch a beam of fire at any target within 30 feet as a swift action. This ray requires a ranged touch attack to hit and deals 6d6 points of fire damage. Once a creature uses its firebrand to fire a ray in this manner, the effects of the spell end for that creature. | 7 |
Dictum | Evocation | Any nonlawful creature within the area of a dictum spell suffers the following ill effects: If the creature's HD is up to your caster level – 1, it is staggered.
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7 |
Holy Word | Evocation | Any nongood creature within the area of a holy word spell suffers the following ill effects: If the creature's HD is up to your caster level – 1, it is blinded. | 7 |
Bestow Curse, Greater | Necromancy | You place a curese on the subject. Choose one of the following: Greater Curse of Feeble Body -- The subject suffers a -12 penalty to Constitution score. | 7 |
Inflict Serious Wounds, Mass | Necromancy | This spell evaporates moisture from the body of each subject living creature, causing flesh to wither and crack and crumble to dust. This deals 1d6 points of damage per caster level (maximum 20d6). This spell is especially devastating to water elementals and plant creatures, which instead take 1d8 points damage per caster level (maximum 20d8). 8 | 7 |
Restoration, Greater | Conjuration | This spell functions like lesser restoration, except that it dispels all permanent and temporary negative levels afflicting the healed creature. | 7 |
Summon Greater Elemental | Conjuration | This spell summons to your side greater fire, water, air, or eartch elemental. | 7 |
Jolting Portent | Evocation | The creature you designate is surrounded by a glowing red aura of vengeful fate. Once per round when the target makes an attack or casts a spell, it must succeed at a Fortitude saving throw with a DC = 10 + 1/2 caster level + Wisdom. If the target fails the saving throw, it takes 4d6 + your Wisdom modifier electricity damage. It takes no damage on a successful saving throw. | 7 |
Poison Breath | Evocation | You expel a cone-shaped burst of toxic mist from your mouth, subjecting everyone caught in the area to a deadly poison, as per the poison spell. | 7 |
Summon Monster VII | Conjuration | This spell summons 1d3 extraplanar soul eaters if you are evil and 1d3 extraplanar aciomites if you are not, 1d4+1 extraplanar redcaps if you are evil and 1d4+1 extra planar bralani azatas if you are not, or one bogeyman. Summoned monsters appear where you designate and act according to their initiative check results. They attack your opponents to the best of their ability. | 7 |
Umbral Strike | Necromancy | You create a bolt of dark energy and use it to make a ranged touch attack that ignores concealment (but not total concealment). | 7 |
Waves of Ecstasy | Enchantment | You emanate waves of intense pleasure that cause all targets within range to falter. Affected creatures are stunned for 1 round and are staggered for the remainder of the spell. A creature that makes its save is staggered for the first round and can act normally thereafter. | 7 |
Word of Chaos | Evocation | Any nonchaotic creature within the area of a word of chaos spell suffers ill effects. | 7 |
Angelic Aspect, Greater | Transmutation | As angelic aspect but DR increases to 10/evil; you gain immunity to acid, cold, and petrification; resistance to electricity and fire 10; +4 racial bonus on saves against poison; a protective aura, and truespeech as supernatural abilities. | 8 |
Firestorm | Evocation | When a fire storm spell is cast, the whole area is shot through with sheets of roaring flame. All enemy creatures within the area take 1d6 points of fire damage per caster level (maximum 20d6). Creatures that fail their Reflex save catch on fire, taking 4d6 points of fire damage each round after that until the flames are extinguished by making a successful Reflex save. | 8 |
Cure Critical Wounds, Mass | Conjuration | Spell Effect: You channel positive energy to cure 4d8 points of damage +1 point per caster level (maximum +40) on each creature in the radius. Like other cure spells, mass cure critical wounds deals damage to undead in it s are rather than curing them. Each affected undead may attempt a Will save for half damage. | 8 |
Euphoric Tranquility | Enchantment | A creature under the effect of this enchantment enters a state of euphoria. Until the end of the spell's duration, the creature's speed is halved, and it must succeed at a Will saving throw each next round to avoid being nauseated for 1 round. | 8 |
Holy Aura | Abjuration | A brilliant divine radiance surrounds the subjects, protecting them from attacks, granting them resistance to spells cast by evil creatures, and causing evil creatures to become blinded when they strike the subjects. This abjuration has four effects. | 8 |
Shield of Law | Abjuration | A dim blue glow surrounds the subjects, protecting them from attacks, granting them resistance to spells cast by chaotic creatures, and slowing chaotic creatures when they strike the subjects. This abjuration has four effects. | 8 |
Stormbolts | Evocation | When you cast this spell, lightning spills forth from your body in all directions. The bolts do not harm natural vegetation or creatures in the area you wish to exclude from damage. Any other creatures within the area take 1d8 points of electricity damage per caster level (maximum 20d8) and are stunned for 1 round. A successful Saving Throw halves the damage and negates the stun effect. | 8 |
Summon Monster VIII | Conjuration | This spell summons 1d3 extraplanar bogeymen, 1d4+1 extraplanar soul eaters if you are evil and 1d4+1 extraplanar axiomities if you are not, or one frost giant if you are evil and one movanic deva if you are not. Summoned monsters appear where you designate and act according to their initiative check results.They attack your opponents to the best of their ability. | 8 |
Death Clutch | Necromancy | Chanting an unholy litany, you reach out with a grasping motion toward your target and cause its heart to leap out of its chest and into your hand. A target with 200 or fewer hit points remaining that fails its saving throw is instantly reduced to a number of negative hit points equal to your caster level or its Constitution score – 1, whichever is less negative. The creature is staggered until the beginning of your next turn, at which point it dies. If the affected creature receives a regenerate spell before the beginning of your next turn, the creature gains the normal benefits of that spell and, thanks to its heart’s regeneration, it doesn’t immediately die when your next turn begins. If a creature that dies from death clutch is brought back from the dead by a breath of life or raise dead spell, it must also be targeted with regenerate on the following round to restore its missing heart or be unable to return to life. | 8 |
Frightful Aspect | Transmutation | You become a larger, awful version of yourself and take on features that horrify your enemies. You gain the following abilities: a +6 size bonus to Strength, a+4 size bonus to Constitudtion, a +6 natural armor bonus, DR 10 /magic, and spell resistance equial to 10 + half your caster level. You also emit an aura that emanates 30 feet from you. Enemy creatures within the aura are shaken. Each time a creature shaken by this aura hits you with a melee attack. that creature becomes frightened for 1d4 rounds, though at the end of that duration it is no longer affected by this aura. The aura's effect is a fear and mind-affecting effect. | 8 |
Inflict Critical Wounds, Mass | Necromancy | Negative energy spreads out in all directions from the point of origin, dealing 4d8 points of damage +1 point per caster level (maximum +40( to nearby living enemies. Like other inflict spells, it cures undead in its area rather than damaging them. A cleric capable of spontaneously casting inflict spells can also spontaneously cast mass inflict spells. |
8 |
Cloak of Chaos | Abjuration | A random pattern of color surrounds the subjects, protecting them from attacks, granting them resistance to spells cast by lawful creatures, and causing lawful creatures that strike the subjects to become confused. This abjuration has four effects. |
8 |
Summon Elder Elemental | Conjuration | This spell summons to your side an elder fire, water, air, or earth elemental. The summoned elemental appears where you designate and acts according to its initiative check results. It attacks your |
8 |
Unholy Aura | Abjuration | A malevolent darkness surrounds the subjects, protecting them from attacks, granting them resistance to spells cast by good creatures, and weakening good creatures when they strike the subjects. This abjuration has four effects. 679 First, each warded creature gains a +4 deflection bonus to AC and a +4 resistance bonus on saves. Unlike the effect of protection from good, this benefit applies against all attacks, not just against attacks by good creatures. Second, warded creatures gain spell resistance 25 against good spells and spells cast by good creatures. Third, the abjuration protects from all mind-affecting spells and effects. Finally, if a good creature succeeds on a melee attack against a warded creature, the offending attacker takes 1d6 points of Strength damage (Fortitude negates). |
8 |
Rift of Ruin | Conjuration | This spell tears a rift in reality, creating an extradimensional hole with a depth of 60 feet. |
8 |
Soulreaver | Necromancy | This potent death spell deals 1d6 points of damage per caster level (maximum 20d6) to living creatures in the area of effect. |
8 |
Energy Drain | Necromancy | This spell functions like enervation, except that the creature struck gains 2d4 temporary negative levels. Twenty-four hours after gaining them, the subject must make a Fortitude saving throw (DC = energy drain spell’s save DC) for each negative level. If the save succeeds, that negative level is removed. If it fails, that negative level becomes permanent. |
9 |
Heal, Mass | Conjuration | Using words of ancient power, you bestow heroic powers on all creatures subject to this spell. They gain a +4 morale bonus on attack and damage rolls, gain 2d8+4 temporary hit points, and become immune to both fear and charm effects for the spell's duration. At the end of the spell's duration, the subjects become fatigued. |
9 |
Implosion | Evocation | Each round, including immediately upon casting the spell, you can cause one creature to collapse in on itself, inflicting 10 points of damage per caster level (Fortitude saving throw negates). Choosing a new target for this spell is a move action. You can target a particular creature only once with each casting of the spell. Implosion has no effect on creatures with no material body or on incorporeal creatures. |
9 |
Overwhelming Presence | Enchantment | Your presence inspires incredible awe in those nearby. A creature that fails a save against this spell falls to the ground and prostrates itself before you, believing it bows before a divine presence. A flying creature incapable of hovering must land immediately in order to prostrate itself. These creatures are considered to be helpless for the duration of the spell. Each round on its turn, a target of this spell may attempt a new saving throw to end the effect; this is a full-round action that does not provoke attacks of opportunity. A creature that recovers from this spell early after being affected by it for at least 1 round takes 1d6 points of Wisdom drain and is staggered for 1d4 rounds. A creature that makes the initial save to resist this spell is merely staggered for 1 round. |
9 |
Winds of Vengeance | Evocation | You surround yourself with a buffeting shroud of supernatural, tornado-force winds. These winds grant you a fly speed of 60 feet with perfect maneuverability. Neither your armor nor your load affects this fly speed. The winds shield you from any other wind effects, and form a shell of breathable air around you, allowing you to fly and breathe underwater or in outer space. |
9 |
Polar Midnight | Transmutation | All creatures in the area take 5d6 points of cold damage and 1d6 points of Dexterity damage per round. A successful Fortitude save each round negates the Dexterity damage but not the cold damage. |
9 |
Summon Monster IX | Conjuration | This spell summons 1d3 extraplanar frost giants if you are evil and 1d3 extraplanar movanic devas if you are not, 1d4+1 bogeymen, or one than demon if you are evil and one ghaele azata if you are not. |
9 |
- Anonymous
There are more spells. Spells from gods it self like Fire Swarm.
- Anonymous
Need to add spells under certain deities/Alignments? THX!!
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