This spell list is used by clerics and favored souls.
A cleric's two chosen domains also provide two to five domain spells at the specified levels indicated by each domain for use with their domain spell slots.
0-level(orisons)[]
- Cure Minor Wounds: Cures 4 points of damage.
- Inflict Minor Wounds: Touch attack, 1 point of damage.
- Light: Object shines like a torch.
- Resistance: Subject gains +1 on saving throws.
- Virtue: Subject gains 1 temporary hp.
1st-level[]
- Bane: Enemies take –1 on attack rolls and saves against fear.
- Bless: Allies gain +1 on attack rolls and will saves against fear.
- Cause Fear: Causes fear in weak creatures.
- Conviction: Bolsters the mental, physical, and spiritual strength of the creature touched.
- Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
- Detect Undead: Undead revealed on minimap.
- Divine Favor: You gain +1 per three levels on attack and damage rolls.
- Doom: One subject takes –2 on attack rolls, damage rolls, saves, and checks.
- Endure Elements: 10/- damage resistance against all elemental types.
- Entropic Shield: Ranged attacks against you have 20% miss chance.
- Inflict Light Wounds: Touch deals 1d8 damage +1/level (max +5).
- Lesser Vigor: Target gains slow regeneration.
- Magic Weapon: Weapon gains +1 bonus.
- Nightshield: Provides a resistance bonus on saving throws and negates magic missle attacks directed at you.
- Protection from Alignment: +2 to AC and saves; immunity to mind control.
- Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.
- Sanctuary: Opponents can’t attack you until you take an hostile action.
- Shield of Faith: Aura grants +2 + 1/6 levels deflection bonus.
- Summon Creature I: Calls a wolf to fight for you.
2nd-level[]
- Aid: +1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10).
- Animalistic Power: Imbues the subject with an aspect of the natural world. The subject gains a +2 bonus to Strength, Dexterity, and Constitution.
- Bear's Endurance: Subject gains +4 to Con for 1 min./level.
- Bull's Strength: Subject gains +4 to Str for 1 min./level.
- Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).
- Darkness: 20-ft. radius of supernatural shadow.
- Death Knell: Absorbs energy of dying creature; you gain 1d8 temporary hp and +2 Strength.
- Dispel Magic, Lesser: Ends weak magic effects.
- Eagle's Splendor: Subject gains +4 to Cha for 1 min./level.
- Find Traps: +10 search.
- Fox's Cunning: Subject gains +4 to Int for 1 min./level.
- Hold Person: Paralyzes one humanoid for 1 round/level.
- Inflict Moderate Wounds: Touch attack, 2d8 damage +1/level (max +10).
- Living Undeath: Protects subject from sneak attacks and critical hits, as though it were undead.
- Owl's Wisdom: Subject gains +4 to Wis for 1 min./level.
- Remove Paralysis: Frees one or more creatures from paralysis or slow effect.
- Restoration, Lesser: Removes all effects penalizing target's ability scores, AC, to hit, damage, spell resistance, or saves.
- Resist Energy: 20/- damage resistance from all elemental types.
- Shield Other: You take half of subject’s damage. Target gets +1 AC and saves.
- Silence: Negates sound in 20-ft. radius.
- Sound Burst: Deals 1d8 sonic damage to subjects; may stun them.
- Stabilize: Heals every nearby ally a slight amount.
- Summon Creature II: Calls a dire badger to fight for you.
3rd-level[]
- Animate Dead: Creates an undead skeleton or zombie to fight for you.
- Bestow Curse: Target receives -3 to ability scores.
- Blind Sight: Caster's sight pierces invisibility and darkness.
- Blindness/Deafness: Makes subject blinded and deafened.
- Contagion: Infects subject with a random disease.
- Cure Serious Wounds: Cures the target of 3d8 damage +1/level. Reverse effect on undead.
- Dispel Magic: Cancels spells and magical effects.
- Glyph of Warding: A magical rune trap that harms those who pass it by 1d8 divine damage/2 caster levels.
- Inflict Serious Wounds: Touch attack, 3d8 damage +1/level. Reverse effect on undead.
- Invisibility Purge: Dispels invisibility from creatures nearby.
- Lesser Visage of the Deity: You gain Charisma and some elemental resistances.
- Magic Circle against Alignment: As per Protection from alignment spell, but affecting allies as well in a nearby radius.
- Magic Vestment: Armor or shield gains +1 enhancement per four levels.
- Mass Aid: Grants allies a bonus to hit, saves against fear, and bonus hit points.
- Mass Lesser Vigor: Grants entire party slow regeneration.
- Prayer: Allies +1 bonus on hit/damage/skills/saves rolls, enemies –1 penalty.
- Protection from Energy: Gives 30/- resistance to all elemental types.
- Remove Blindness/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 levels damage, 1d6/level to constructs, 1d8/level to undead.
- Summon Creature III: Calls a dire wolf to fight for you.
- Vigor: Target gains regeneration.
- Weapon of Impact: Similar to the keen edge spell, except grants bonus to critical threat range of blunt weapons.
4th-level[]
- Assay Resistance: Increases the caster's spell penetration against targeted creature by 10.
- Cure Critical Wounds: Cures 4d8 damage +1/level. Reverse effect on undead.
- Castigate: Scalds creatures whose alignment differs from yours.
- Death Ward: Grants immunity to death and negative energy spells and effects.
- Dismissal: Forces summoned creatures to return to native plane.
- Divine Power: Caster's base attack bonus improves to that of a fighter, and they gain +6 to Str and 1 hp/level.
- Freedom of Movement: Grants immunity to paralysis and holding spells and effects.
- Greater Resistance: Grants a +3 bonus to all saving throws.
- Hammer of the Gods: Causes 1d8/2 levels of divine damage in a localised area of effect.
- Hypothermia: Causes a target to suffer cold damage and fatigue.
- Inflict Critical Wounds: Touch attack, 4d8 damage +1/level. Reverse effect on undead.
- Magic Weapon, Greater: +1 bonus/four levels (max +5).
- Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
- Poison: Touch attack poisons target.
- Recitation: Grants combat bonuses to those in the area. Subjects that share your deity selection receive a greater bonus.
- Restoration: Restores level and ability score drains as well as most other negative effects.
- Spell Mantle, Least: Absorbs spells equivalent to 1d4+4 spell levels.
- Summon Creature IV: Calls a dire boar to fight for you.
5th-level[]
- Battletide: Aura gives affected enemies -2 to hit, damage and saves, while caster gets +2 to these and is hasted.
- Cure Light Wounds, Mass: Cures 1d8 damage +1/level for nearby allies.
- Flame Strike: Smite those in an area of effect with divine fire (1d6/level damage).
- Inflict Light Wounds, Mass: Deals 1d8 damage +1/level to many creatures.
- Mass Contagion: Causes all hostile targets in the area of effect to become infected with a disease.
- Raise Dead: Revives one ally who has fallen.
- Righteous Might: Your size increases (+4 STR, +2 CON, +2 AC, and small damage reduction), and you receive -1 to hit but +3 to damage.
- Slay Living: Touch attack kills subject.
- Spell Mantle, Lesser: Absorbs spells equivalent to 1d6+6 spell levels.
- Spell Resistance: Subject gains SR 12 + 1/level.
- Summon Creature V: Calls a shadow mastiff to fight for you.
- True Seeing: Lets you see through illusory and invisibility effects.
- Wall of Dispel Magic: Creates a transparent barrier that casts Dispel Magic on anyone passing through it.
6th-level[]
- Banishment: Banishes 2 HD/level of extraplanar creatures.
- Blade Barrier: Summons a wall of blades dealing 1d6/level damage to those who try to cross it.
- Control Undead: Effectively dominates one undead creature.
- Create Undead: Create a wraith, ghast, or mummy to fight for you.
- Cure Moderate Wounds, Mass: Cures 2d8 damage +1/level for many creatures.
- Dispel Magic, Greater: As dispel magic, but up to +15 on check.
- Energy Immunity: Grants immunity to one type of energy damage.
- Harm: Deals 10 points/level damage to target.
- Heal: Cures 10 points/level of damage, and cures most negative effects and conditions.
- Inflict Moderate Wounds, Mass: Deals 2d8 damage +1/level to many creatures.
- Mass Bear's Endurance: Grants multiple targets a bonus to their Constitution.
- Mass Bull's Strength: Targets are granted a strength bonus.
- Mass Owl's Wisdom: Targeted creatures gain a bonus to their Wisdom.
- Planar Ally: Summons an extra-planar ally to fight for you.
- Summon Creature VI: Calls a dire bear to fight for you.
- Stone Body: Transforms the caster's form to stone (+4STR, -4DEX, damage reduction 10/adamantine, 50% movement penalty, immune to negative effects, half damage vs. acid/fire).
- Superior Resistance: Grants a +6 bonus to all saves.
- Symbol of Fear: Creates stationary rune that when triggered causes fear to nearby enemies.
- Symbol of Persuasion: Creates stationary rune that when triggered charms nearby enemies.
- Undeath to Death: Destroys 1d4 HD/level undead (max 20d4).
- Vigorous Cycle: Grants party fast regeneration.
7th-level[]
- Blood to Water: Transmutes the subject’s blood into pure water.
- Cure Serious Wounds, Mass: Cures 3d8 damage +1/level for many creatures.
- Destruction: Kills subject and destroys remains.
- Ethereal Jaunt: You become one with the ethereal plane for 1 round/level (you cannot be detected until you perform a hostile action).
- Inflict Serious Wounds, Mass: Deals 3d8 damage +1/level to many creatures.
- Regenerate: Target is cured 10% of their maximum hit points every round.
- Restoration, Greater: As restoration, plus restores all levels and ability scores, and heals to full hit points.
- Resurrection: Fully restore dead subject.
- Spell Mantle: Absorbs spells equivalent to 1d8+8 spell levels.
- Summon Creature VII: Calls a huge elemental to fight for you.
- Word of Faith: Kills or stuns opponents.
8th-level[]
- Aura versus Alignment: +4 to AC, immunity to mind-affecting magic and SR 25 against opponents of chosen alignment.
- Create Greater Undead: Creates a vampire to fight for you.
- Cure Critical Wounds, Mass: Cures 4d8 damage +1/level for many creatures.
- Earthquake: Intense tremor shakes 80-ft.-radius doing 10d6 damage to all but the caster.
- Fire Storm: Deals 1d6/level fire damage in a large area of effect.
- Inflict Critical Wounds, Mass: Deals 4d8 damage +1/level to many creatures.
- Mass Death Ward: Party gains immunity to death effects.
- Summon Creature VIII: Calls a greater elemental to fight for you.
- Sunbeam: Inflicts 1d6/level to undead and 3d6 to others in its area of effect.
- Symbol of Death: Creates stationary rune that when triggered kills nearby enemies (not implemented in game play).
- Wall of Greater Dispel Magic: Creates transparent barrier that casts Greater Dispel Magic on anyone passing through it.
9th-level[]
- Energy Drain: Drains 2d4 character levels from target.
- Etherealness: The entire party is temporarily transported to the Ethereal Plane until one of them performs a hostile action.
- Gate: Summons a devil from another plane.
- Greater Visage of the Deity: You gain attribute bonuses and some elemental resistances.
- Heal, Mass: As heal, but with several subjects.
- Implosion: Kills most creatures nearby.
- Storm of Vengeance: Storm rains acid, lightning, and hail doing 3d6 damage/round.
- Summon Creature IX: Calls an elder elemental to fight for you.
- Undeath's Eternal Foe: Party is granted immunity to negative damage, level/ability drain, poisons and disease.