Cleric Spells

We’re using the Pathfinder spell descriptions, except where noted.

An M or F appearing at the end of a spell’s name in the spell lists denotes a spell with a material or focus component, respectively, that is not normally included in a spell component pouch.

First Level Spells

Bane: Enemies take –1 on attack rolls and saves against fear.

Bless: Allies gain +1 on attack rolls and saves against fear.

Bless WaterM: Makes holy water.

Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.

Command: One subject obeys selected command for 1 round.

Comprehend Languages: You understand all spoken and written languages.

Cure Light Wounds: Cures 1d8 damage + 1/level (max +5).

Curse WaterM: Makes unholy water.

Deathwatch: Reveals how near death subjects within 30 ft. are.

Detect Chaos/Evil/Good/Law: Reveals creatures, spells, or objects of selected alignment.

Detect Undead: Reveals undead within 60 ft.

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: Exist comfortably in hot or cold regions.

Entropic Shield: Ranged attacks against you have 20% miss chance.

Hide from Undead: Undead can’t perceive one subject/level.

Inflict Light Wounds: Touch deals 1d8 damage +1/level (max +5).

Magic Stone: Three stones gain +1 on attack, deal 1d6 +1 damage.

Magic Weapon: Weapon gains +1 bonus.

Obscuring Mist: Fog surrounds you.

Protection from Chaos/Evil/Good/Law: +2 to AC and saves, plus additional protection against selected alignment.

Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.

Sanctuary: Opponents can’t attack you, and you can’t attack.

Shield of Faith: Aura grants +2 or higher deflection bonus.

Summon Monster I: Summons extraplanar creature to fight for you.

Second Level Spells

Aid: +1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10).

Align Weapon: Weapon becomes good, evil, lawful, or chaotic.

AuguryMF: Learns whether an action will be good or bad.

Bear’s Endurance: Subject gains +4 to Con for 1 min./level.

Bull’s Strength: Subject gains +4 to Str for 1 min./level.

Calm Emotions: Calms creatures, negating emotion effects.

ConsecrateM: Fills area with positive energy, weakening undead.

Cure Moderate Wounds: Cures 2d8 damage + 1/level (max +10).

Darkness: 20-ft. radius of supernatural shadow.

Death Knell: Kills dying creature; you gain 1d8 temporary hp, +2 to Str, and +1 caster level.

Delay Poison: Stops poison from harming target for 1 hour/level.

DesecrateM: Fills area with negative energy, making undead stronger.

Eagle’s Splendor: Subject gains +4 to Cha for 1 min./level.

Enthrall: Captivates all within 100 ft. + 10 ft./level.

Find Traps: Notice traps as a rogue does.

Gentle Repose: Preserves one corpse.

Hold Person: Paralyzes one humanoid for 1 round/level.

Inflict Moderate Wounds: Touch attack, 2d8 damage + 1/level (max +10).

Make Whole: Repairs an object.

Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level.

Remove Paralysis: Frees creatures from paralysis or slow effect.

Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.

Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.

Shatter: Sonic vibration damages objects or crystalline creatures.

Shield OtherF: You take half of subject’s damage.

Silence: Negates sound in 20-ft. radius.

Sound Burst: Deals 1d8 sonic damage to subjects; may stun them.

Spiritual Weapon: Magic weapon attacks on its own.

Status: Monitors condition, position of allies.

Summon Monster II: Summons extraplanar creature to fight for you.

Undetectable Alignment: Conceals alignment for 24 hours.

Zone of Truth: Subjects within range cannot lie.

Third Level Spells

 Accept Affliction: Transfer the effects of afflictions from someone else to yourself.
 Aggravate Affliction: Force ongoing afflictions to trigger.
 Agonize: Pain encourages an outsider to obey you.
Agonizing RebukeR: Force your attacker to suffer mental pain when harming you.
 Air Breathing: Allow creatures to breathe air.
 Align Weapon, Communal: As align weapon, but you can divide the duration among weapons touched.
 Animate DeadM: Creates undead skeletons and zombies.
 Appearance of Life: Undead appear to be alive
 Archon’s Aura: Aura penalizes enemy attacks and AC.
Aura of Cannibalism: Sap the strength of those around you.
 Aura of Inviolate Ownership: Ward your attended items against theft.
 Aura Sight: Alignment auras become visible to you.
 Badger’s Ferocity: Weapons are keen while you concentrate.
 Beacon of LuckR: Send out a burst of luck to allies around you.
 Bestow Curse: –6 to an ability score; –4 on attack rolls, saves, and checks; or 50% chance of losing each action.
 Bestow InsightR: Grant the target a bonus on a skill check and consider them trained.
Black Sword of WarR: Enchant a weapon to deal extra bleed damage.
Bleed Glory: Increase the cost to use mythic power.
 Blessing of the Mole: 1 ally/level gains darkvision and a +2 Stealth bonus.
 Blindness/Deafness: Makes subject blinded or deafened.
 Blood Biography: Learn about a creature with its blood.
 Blood Rage: Inspire a number of creatures into a rage, increaing their strength but lowering their AC.
Blood ScentR: Magnify the target’s ability to smell the presence of blood.
 Blot: Destroy all writing within an area.
 Bone Flense: Cause a target’s bones to erupt in sharp, jagged spurs, inflicting bleed and sickened
 Calculated Luck: Use the Path of Numbers to boost your combat preparedness.
 Catatonia: Make a willing target appear to be dead.
 Chain of Perdition: Creates a floating chain of force.
 Champion’s BoutR: Prevent others from interfering in a duel.
 Channel the GiftR: Fuel a target’s spellcasting, spontaneously cast spells without expending the slot.
 Channel VigorR: Focus your energy into a specific part of your body, giving you various enhancements.
 Charitable Impulse: Compel a creature to aid others rather than use violence.
 Collaborative Thaumaturgy: Apply a metamagic property to an ally’s spell.
 Contact Entity II: Ask more powerful entities to find and converse with you
Contact High: Duplicate a drug’s effects on others.
 Contagion: Infects subject with chosen disease.
 Contagious Zeal: Grant bonuses and temporary hit points that spread from creature to creature.
 Contest of Skill: Cause two creatures to automatically fail to confirm critical hits
 Continual FlameM: Makes a permanent, heatless light.
Control Vermin: Control a number of vermin for you and your allies to ride.
 Create Food and Water: Feeds three humans (or one horse)/level.
Create Soul GemF: Draw a recently dead creature’s soul into a gem.
 Curative DistillationM: Enhance an healing remady
 Cure Serious Wounds: Cures 3d8 damage + 1/level (max +15).
 Curse of Befouled FortuneR: Target can’t gain the benefit of any luck ability.
 Cursed Treasure: Target object curses the next creature to touch it
 Daggermark’s Exchange: Transmute one poison into another of equal or lesser value
 Damnation: Punish creatures for evil spells they know or that affect them
Dark-Light: Create a dazzling light that only affects those without light sensitivity.
 Daybreak Arrow: Targeted ammunition exudes radiant energy.
 Daylight: 60-ft. radius of bright light.
 Deadly Juggernaut: Your might increases with every kill you make.
 Deeper Darkness: Object sheds supernatural shadow in 60-ft. radius.
 Delay Poison, Communal: As delay poison, but you may divide the duration among creatures touched.
 Detect Anxieties: Learn what makes a creautre anxious.
 Detect Desires: Learn what a creatures desire.
 Detoxify: Remove a creature’s ability to posion others
 Discharge: Dissipate the charges from a technical object or hamper a creature with the robot subtype.
 Discovery Torch: Object touched emanates bright light, granting Perception and Sense Motive bonuses.
 Dispel Magic: Cancels one magical spell or effect.
 Disrupt Silence: Disrupt all silence effects in an area.
Draconic Malice: Cause living creatures to lose their immunity to fear or mind-affecting effects vs your spells.
 Dragon Turtle Shell: Treat the natural attack damage of a creature attacking you as five sizes smaller.
 Drain Poison: Drain a creature’s poison and apply it to your weapon.
 Elemental Speech: Enables you to speak to elementals and some creatures.
 Enter Image: Transfers your consciousness to an object bearing your likeness.
 Fair is Foul: Curse someone with a disfiguring or painful mutation.
 False AlibiMR: Modify the target’s memory in a specific way.
 Final Sacrifice: Cause a summoned creature to explode.
 Flesh PuppetM: Control a zombie in human guise.
Forced Mutation: Warp a creature’s flesh, inflicting deformaties and penalties to Constitution and Charisma
Fortune’s PathMF: Gain a glimpse of the future
 Fractions of Heal and HarmR: Heal yourself with the next spell that also deals damage.
 Free Spirit: Gain the effects of freedom of movement, but also become drunk
 Free Swim: As freedom of movement, but only allowing a creature to move freely underwater
FrosthammerR: Hurl a warhammer of magically hardened ice at your target.
 Glyph of WardingM: Inscription harms those who pass it.
 Guarding Knowledge: Gain a +4 insight bonus on saving throws vs a creature’s abilitiy you have identified with a Knowledge check
 Guiding Star: Know approximate distance from where you cast this spell.
 Healing Leak: Touched target only gains and grants half the benefits from magical healing
 Helping Hand: Ghostly hand leads subject to you.
Hide from Undead, Greater: As per hide from undead, but doesn’t automatically end due to combat actions
 Holy Javelin: Deal ongoing damage to evil creatures and apply penalties
 Homeward Bound: Return a creature to its home plane
Horrifying Visage: Cause creatures to gain a phobia
 Hydrophobia: Make targets become deathly afraid of water.
 Infernal Challenger: Summon a bearded devil to preform a Hellknight initiation
 Inflict Serious Wounds: Touch attack, 3d8 damage + 1/level (max +15).
 Invisibility Purge: Dispels invisibility within 5 ft./level.
 Iron Stake: Hurl a spike of cold iron at a foe
Irradiate: Flood an area with dangerous radiation.
 Irregular Size: Creature’s limb shrivels
Kalistocrat’s Nightmare: Any coin a creature touches turns into a copper piece
 Ki Leech: Add to your ki pool when you critically hit.
 Life Current: Infuse a current with positive energy, healing all living creatures within
 Life Shield: Ward yourself with positive energy so any attacking undead take damage.
 Light of Iomedae: Illuminate all undead creatures in the area and make them more vulnerable to positive energy.
Lightning Lash: Create a cackling lash of unholy lightning.
Lissalan Snake SigilMR: As sepia snake sigil, except using the Thassilonian schools of magic.
 Locate Object: Senses direction toward object (specific or type).
 Lover’s VengeanceM: Inspire yourself or a lover into a rage against someone who wronged you.
 Magic Circle against Chaos: As protection spells, but 10-ft. radius and 10 min./level.
 Magic Circle against Evil: As protection spells, but 10-ft. radius and 10 min./level.
 Magic Circle against Good: As protection spells, but 10-ft. radius and 10 min./level.
 Magic Circle against Law: As protection spells, but 10-ft. radius and 10 min./level.
 Magic Vestment: Armor or shield gains +1 enhancement per four levels.
 Mantle of Calm: Neutralize the rage effects of those who have attacked you.
 Mark of Buoyancy: Make a touched object weightless
 Mark of Obvious Ethics: Other creatures can determine the target’s alignment.
 Martyr’s Last BlessingR: Burst with healing energy when you are dying or killed.
 Mathematical Curse: Use the Path of Numbers to place a mathematical curse on someone.
 Meld into Stone: You and your gear merge with stone.
 Mind Maze: Target must act as though they are wandering through a maze.
 Minor Reversion: Store a replica of yourself in the Akashic Record, end the spell when injured to be healed 1d8+1/level
 Monstrous ExtremitiesR: Mutate an extremity of the creature touched.
 Moonrise Arrow: Imbue ammunition with damaging silver light
 Nap StackM: Subjects only need 2 hours for a night’s sleep, and can sleep even longer for more benefits.
 Numerological Resistance: Use the Path of Numbers to grant your allies resilience in the face of elemental dangers.
 Oath of JusticeRT: Seal an oath between two creatures.
 Obscure Object: Masks object against scrying.
 Paragon SurgeR: +2 enhancement to Dexterity and Intelligence, gain use of any one feat.
 Planar InquiryM: Call an outsider to answer questions
 Planned AssaultRT: Increase the effectiveness of actions planned in advance.
 Plant Voice: Grant a plant creature the ability to speak, hear, and understand you.
 Prayer: Allies get +1 bonus on most rolls, enemies –1 penalty.
 Pressure Adaptation: Target acclimates to pressure changes more quickly
Project WeaknessR: Curse the target with the weaknesses of your vampirism.
 Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
 Raging RubbleR: Animate an area of rocks to create a dangerous, rolling area of debris.
 Reaper’s Coterie: Target weapon gains bonus damage for defeating enemies.
RechargeM: Restore charges to a technological item.
 Remove Blindness/Deafness: Cures normal or magical blindness or deafness.
 Remove Curse: Frees object or person from curse.
 Remove Disease: Cures all diseases affecting subject.
 Resist Energy, Communal: As resist energy, but you may divide the duration among creatures touched.
Restore Mythic Power: Transfer some of your mythic essence to another creature.
 Returning Weapon, Communal: As returning weapon, but you may divide the duration among weapons touched.
 Reveal Mirage: Discern illusory terrain from range.
 Revelation: Gain great insight into the inner workings of a puzzle, device, or trap.
 Righteous Condemnation: Chaotic, neutral, or evil spellcasters who target you with a spell take a -4 penalty to Intelligence-, Wisdom-, and Charisma-based skill checks
 Riversight: See events transpiring along a natural watercourse you touch.
 Sacred BondFY: Cast touch healing spells from a distance.
 SadomasochismR: Take more damage from opponents, but force them to become demoralized.
 Sand Whirlwind: Create a whirling cloud of sand around someone, making it harder for them to speak.
 Sands of Time: Target temporarily ages.
 Screaming Flames: Send forth a wave a flames screaming with the agony of the damned
 Searing Light: Ray deals 1d8/two levels damage (more against undead).
 Sebaceous TwinR: Extract a half-formed parasitic clone from the target, causing it to siphon blood and distract its host.
 Second Wind: Heal a small amount of hit points, only usable at less than 1/4 hp
 See BeyondM: +5 Perception (+10 vs ethereal or invisible) for 24 hours, discharge to temporarily gain x-ray vision
Severed Fate: Prevent the target from using hero points.
 Shadowmind: Force a target to see more darkness around them.
Share Glory: Imbue targets with a fraction of your mythic nature.
 Share Language, Communal: As share language, but you may divide the duration among creatures touched.
Shared Training: Share your teamwork feats with allies
 Sharesister: Take a negative level to grant another creature of the same gender a bonus on their casting ability.
 Shield of Darkness: Shield yourself with darkness, granting yourself total concealment.
 Shield of WingsR: Five burning wings grant you flight and protect you from fire.
 Silverlight: Create a bright silver light that is harmful to those vulnerable to silver.
 Skeleton Crew: Turn corpses into obedient skeleton crew.
 Sky SwimR: Allow the target to swim through the air.
Skyshroud: Unobstructed view of the sky from underground
 Slave to Sin: Draw out a creatures inner sin
 Soul Vault: Protect your soul from harmful effects after death
 Speak with Dead: Corpse answers one question/two levels.
 Spellcurse: Target takes 1d6 damage for each spell affecting it
 Spiral Ascent: Teleport straight upwards
 Spirit BondsM: Gain a bond with 1 creature/3 levels for 24 hours. End bond to send a message as Sending
 Spotlight: Create a mobile area of bright light while also suppressing light surrounding it.
Steal Years: Temporarily steal youth and vitality from the target.
 Stone Shape: Sculpts stone into any shape.
 Storm of Blades: Create swords and propel them towards your target.
 Stunning Barrier, Greater: Magical field grants a +2 bonus to AC and on saves, and stuns multiple creatures attacking you.
 Summon Ancestral Guardian: Conjure your ancestors’ spirits to help you in combat.
 Summon Monster 3: Summons extraplanar creature to fight for you.
 Summon Totem Creature (Shoanti): Summon animals sacred to your tribe.
 Symbol of ExsanguinationM: Triggered rune causes nearby creatures to bleed.
 Symbol of HealingM: Triggered rune heals living creatures.
 Tactical FormationRT: Grant targets a bonus to AC so long as they remain in formation.
Teratoid Caress: Imbue a creature with disfiguring abyssal energy, harming them when they use celestial or healing magic
Titanic Anchoring: Become grounded and nearly immovable.
 Toxic Blood: Turn your blood into venom, poisoning creatures that wound you
Transfer Regeneration: Bestow your regeneration on your allies.
 Trial by Fire: Test a creature’s purity of convictions by exposing it to a sheet of divine fire.
 Trial of Fire and Acid: Cover the target creature in burning acid.
Unhallowed Blows, Greater: As per unhallowed blows, but a +1 bonus per 4 caster levels
 Unlife Current: Infuse a current with negative energy, damaging all living creatures within
Unravel Destiny: Creature takes a penalty to rolls based on number of hero points possessed.
Unspoken Name: Learn when a nearby creature refers to you with a particular name or title
 Vampiric Hunger: Grant a target the fangs and hunger of a vampire.
 Vision of Hell: Illusory hellscape makes creatures shaken.
 Voluminous Vocabulary: Grant ability to speak, read, and write one or more languages for 8 hours.
 Wall of Split Illumination: Create a wall of illumination, darkness on one side, light on the other.
 Water Breathing: Subjects can breathe underwater.
 Water Walk: Subject treads on water as if solid.
 Waters of LamashtuM: Create a poison which looks like clean and pure water.
 Wind Wall: Deflects arrows, smaller creatures, and gases.
 Wrathful Mantle: Subject shines and gets +1/four levels on all saves.

F This spell has a focus component not normally included in a spell component pouch.
M This spell has a material component not normally included in a spell component pouch.
R Spell requires a requisite religion or race. If religion, spellcaster must worship the listed deity to utilize the spell. If race, the spell might only target members of the listed race (the spell will say this if it does), but often are just the race’s guarded secrets. Members of other races can learn to cast them with DM permission.
T In order to prepare any of these spells, the caster must spend an hour performing a ritual. For 24 hours after the ritual, the caster may prepare spells of the requested deity. The caster may only attune himself to one additional deity at a time.