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Cleric/Oracle Spell List


0-Level Cleric/Oracle Spells (Orisons)
Spell Name
Comp.
Description
Cause a stabilized creature to resume dying.
Creates 2 gallons/level of pure water.
Detects spells and magic items within 60 ft.
Detects poison in one creature or object.
+2 on one Diplomacy or Intimidate check.
+1 on one attack roll, saving throw, or skill check.
Object shines like a torch.
Makes minor repairs on an object.
Purifies 1 cu. ft./level of food or water.
Read scrolls and spellbooks.
Subject gains +1 on saving throws.
Ignites flammable objects.
Cause a dying creature to stabilize.
Subject gains 1 temporary hp.

1st-Level Cleric/Oracle Spells
Spell Name
Comp.
Description
Replaces nonmagical ammunition every round.
Creates a small pocket of air around your head or an object.
Triples carrying capacity of a creature.
Enhances a small handful of food  to feed a creature for a day.
Enemies take –1 on attack rolls and saves against fear.
Allies gain +1 on attack rolls and saves against fear.
M
Makes holy water.
One creature of 5 HD or less flees for 1d4 rounds.
One subject obeys selected command for 1 round.
Compels opponents to attack you instead of your allies.
You understand all spoken and written languages.
Cures 2d6 damage + 1/level (max +10).
M
Makes unholy water.
Animates a lantern that follows you.
Gain a +4 sacred bonus on all Survival checks and move faster while tracking.
Reveals how near death subjects within 30 ft. are.
Turn corpse into clean skeleton.
Reveals creatures, spells, or objects of selected alignment.
Detect strength and location of charms, compulsions, and possession auras on creatures in the area.
Reveals undead within 60 ft.
You gain +1 per three levels on attack and damage rolls.
Detect and identify diseases.
One subject takes –2 on attack rolls, damage rolls, saves, and checks.
Exist comfortably in hot or cold regions.
Turn water into alcohol.
Ranged attacks against you have 20% miss chance.
Target obeys your command to not do something.
Distract a target creature with dreams and visions, slowing their speed by half.
Undead can't perceive one subject/level.
Touch a creature with devils blood, giving it fast healing 1.
Touch deals 1d8 damage +1/level (max +5).
Target gains a beard of cold iron that increases AC and can be used to attack enemies.
Gain +10 on a monster Knowledge check.
Target makes an Escape Artist check as an immediate action and gains a bonus on it.
Halve the weight of one object for 1 min/level. Size of the object is limited to 1 cubic foot per level.
Three stones gain +1 on attack, deal 1d6 +1 damage.
Weapon gains +1 bonus.
Doubles a morale bonus.
Target is compelled to kill its ally.
Fog surrounds you.
+2 to AC and saves, plus additional protection against selectedalignment.
Ray makes the subject sickened.
Temporarily mitigates the fragile quality in targeted weapon or armor.
Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.
Suppress disease, nausea, and the sickened condition.
Skeletal corpse grows flesh.
Prevent a corpse from becoming an undead creature.
Opponents can't attack you, and you can't attack.
Aura grants +2 or higher deflection bonus.
Suit of armor becomes covered in iron spikes.
Summon 1d3 Tiny animals.
Summons extraplanar creature to fight for you.
Cause a melee weapon to erupt in flames, dealing extra damage.
You gain a +2 insight bonus on all Charisma ability checks andCharisma-based skill checks.
Enchant one weapon per level to bypass the DR of evil creatures, as long as it is 5 or less and not epic DR.
2nd-Level Cleric/Oracle Spells
Spell Name
Comp.
Description
Targets gain the ability to breathe water but can no longer breathe air.
You fire one nonlethal force ray plus one additional ray for every four levels (maximum three rays). Each ray deals 4d6 points of nonlethal damage.
+1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10).
Weapon becomes good, evil, lawful, or chaotic.
You contact your ancestors to bolster your own knowledge.
Create one skeleton or zombie.
As ant haul, but you may divide the duration among creatures touched.
Harm and possibly daze chaotic creatures.
MF
Learns whether an action will be good or bad.
Subject gains +4 to Con for 1 min./level.
Grant a creature proficiency in a single weapon for short period of time.
+2 on saves vs. fear and death.
Targets take fire damage; orcs get +2 Strength.
Subject gains +4 to Str for 1 min./level.
Calms creatures, negating emotion effects.
Target is compelled to help injured ally.
M
Fills area with positive energy, weakening undead.
Cures 4d6 damage + 1/level (max +15).
20-ft. radius of supernatural shadow.
You create an arrow made of crackling electricity, which you may fire as a weapon or use as a glowing beacon.
Kills dying creature; you gain 1d8 temporary hp, +2 to Str, and +1caster level.
You animate a bone which gives you damage reduction5/bludgeoning.
Ignore pain for 1 hour/level.
Stops poison from harming target for 1 hour/level.
M
Fills area with negative energy, making undead stronger.
Target becomes disfigured.
Harm and possibly sicken good creatures.
Subject gains +4 to Cha for 1 min./level.
Armor you wear no longer slows your speed.
As endure elements, but you may divide the duration among creatures touched.
Captivates all within 100 ft. + 10 ft./level.
Notice traps as a rogue does.
Subject gains +4 to Int for 1 min./level.
Preserves one corpse.
Incorporeal creature takes half damage from nonmagical weapons.
Movement doesn’t provoke attacks of opportunity.
Enable target to raise the ground he's standing on five feet, which negates flanking bonuses.
M
The target gains 1 temporary hero point.
Paralyzes one humanoid for 1 round/level.
Target emulates your cleric aura.
Touch attack, 2d8 damage + 1/level (max +10).
Summon armor temporarily replacing your current attire.
Weapon exudes divine fury, granting a bonus on Intimidate checks.
Siege engine gains +1 on targeting and damage rolls.
Repairs an object.
M
Make a normal item into a masterwork one.
Oracle Only. Creature is affected by negative oracle's curse effects.
Subject gains +4 to Wis for 1 min./level.
You may seize an object or manipulate it from afar.
As protection from chaos, but you may divide the duration among creatures touched.
As protection from evil, but you may divide the duration among creatures touched.
As protection from good, but you may divide the duration among creatures touched.
As protection from law, but you may divide the duration among creatures touched.
Shadow protects the target from light.
As reinforce armaments, but you may divide the duration among objects touched.
Frees creatures from paralysis or slow effect.
Ignores 10 (or more) points of damage/attack from specified energy type.
Dispels magical ability penalty or repairs 1d4 ability damage.
Grants a weapon the returning special weapon quality.
Harm and possibly slow lawful creatures.
Subject understands chosen language.
Sonic vibration damages objects or crystalline creatures.
F
You take half of subject's damage.
Negates sound in 20-ft. radius.
Reduces effects of multiple conditions on target.
Deals 1d8 sonic damage to subjects; may stun them.
Harm and possibly blind evil creatures.
Magic weapon attacks on its own.
Monitors condition, position of allies.
Summons extraplanar creature to fight for you.
Temporarily suppress one condition.
Track a ships location and movement with the aid of a nautical chart and a piece of the ship to be tracked.
You and target allies leave a misty trail as you walk. Only your group can see and backtrack these trails.
Conceals alignment for 24 hours.
Weapon gets +2 on damage rolls.
Create a comfortable shelter made of webbing.

Gain a bonus to Knowledge checks about your environment from the land itself. Elf only.
Subjects within range cannot lie.

3rd-Level Cleric/Oracle Spells
Spell Name
Comp.
Description
Pain encourages an outsider to obey you.
M
Creates undead skeletons and zombies.
Aura penalizes enemy attacks and AC.
Weapons are keen while you concentrate.
–6 to an ability score; –4 on attack rolls, saves, and checks; or 50% chance of losing each action.
1 ally/level gains darkvision and a +2 Stealth bonus.
Makes subject blinded or deafened.
Learn about a creature with its blood.
Ruins writings.
Oracle Only. Retry attack or check, but do worse on next two.
Creates a floating chain of force.
Infects subject with chosen disease.
M
Makes a permanent, heatless light.
Feeds three humans (or one horse)/level.
Cures 6d6 damage + 1/level (max +20).
Targeted ammunition exudes radiant energy.
60-ft. radius of bright light.
Your might increases with every kill you make.
Object sheds supernatural shadow in 60-ft. radius.
As delay poison, but you may divide the duration among creatures touched.
Touched object emanates bright light, granting Perception andSense Motive bonuses.
Cancels one magical spell or effect.
Illuminate undead, negate channel resistance, and inflict –2 penalty vs. positive energy.
You can speak with elementals and some creatures.
Transfers your consciousness to an object bearing your likeness.
M
Inscription harms those who pass it.
Know approximate distance from where you cast this spell.
Ghostly hand leads subject to you.
Touch attack, 3d8 damage + 1/level (max +15).
Dispels invisibility within 5 ft./level.
Add to your ki pool when you critically hit.
Senses direction toward object (specific or type).
As protection spells, but 10-ft. radius and 10 min./level.
Armor or shield gains +1 enhancement bonus per four levels.
You and your gear merge with stone.
M
Subjects only need 2 hours for a night’s sleep, and can sleep even longer for more benefits.
Masks object against scrying.
Allies get +1 bonus on most rolls, enemies –1 penalty.
Absorb 12 points/level of damage from one kind of energy.
Cures normal or magical blindness or deafness.
Frees object or person from curse.
Cures all diseases affecting subject.
As resist energy, but you may divide the duration among creatures touched.
As returning weapon, but you may divide the duration among weapons touched.
F
Cast touch healing spells from a distance.
Target temporarily ages.
Ray deals 1d8/two levels damage (more against undead).
A target becomes shaken and can not use hero points for 10 minutes per level.
As share language, but you may divide the duration among creatures touched.
Turn corpses into skeletons that act as a ships crew and obey your commands.
Corpse answers one question/two levels.
Sculpts stone into any shape.
Summons extraplanar creature to fight for you.
M
Triggered rune heals living creatures.
A target suffers penalties to checks depending on how many hero points it has, and takes damage if it uses them.
Illusory hellscape makes creatures shaken.
Subjects can breathe underwater.
Subject treads on water as if solid.
Deflects arrows, smaller creatures, and gases.
Subject gets +1/four levels on all saves.

4th-Level Cleric/Oracle Spells
Spell Name
Comp.
Description
Subject treads on air as if solid (climb or descend at 45-degree angle).
A ghostly ancestor appears and gives you a magic weapon, which you may use as if you were proficient in it.
Creatures in your aura become shaken.
Gives allies a choice of benefits.
Unarmed strikes create crows that deal fire and negative energy damage.
Harms and slows lawful creatures (1d8 damage/2 levels).
Direct a summoned monster as if you had summoned it.
Raises or lowers bodies of water.
Weapon gains evil outsider bane quality plus other benefits against evil outsiders.
Cures 8d6 damage + 1/level (max +25).
Grants bonuses against death spells and negative energy.
Inflicts an ill fate on a creature, halving its damage when it attacks or casts a spell.
Bars extradimensional movement.
Reveals deliberate falsehoods.
Forces a creature to return to native plane.
M
Provides useful advice for specific proposed actions.
You gain attack bonuses and 1 hp/level.
Worms deal hp and Dex damage.
Empower a melee weapon to deal 1d4 force damage/level and bull rush on one hit.
Subject moves normally despite impediments to movement.
Turns centipedesscorpions, or spiders into giant vermin.
Harms and possibly blinds evil creatures (1d8 damage/2 levels).
Transfer spells to subject.
Touch a creature with devils blood, giving it fast healing 4.
Touch attack, 4d8 damage + 1/level (max +20).
Weapon gains +1 bonus/four levels (max +5).
Immunizes subject against poison, detoxifies venom in or on subject.
Oracle Only. Target gains the benefits of your oracle's curse.
Harms and dazes chaotic creatures (1d8 damage/2 levels).
Target's attacks carry filth fever.
Resist harmful effects of other plane.
M
Exchange services with a 6 HD extraplanar creature.
Touch deals 1d3 Con damage 1/round for 6 rounds.
As protection from energy, but you may divide the duration among creatures touched.
Insects, spiders, and other vermin stay 10 ft. away.
M
Dead creature cannot be revived.
M
Restores level and ability score drains.
Target can breathe water and swim.
Delivers short message anywhere, instantly.
Creates a shadowy vicious spiked chain that radiates darkness around you.
Reduce the berserk chance of a construct.
Subject is immune to one spell per 4 levels.
Creates a divine ally to aid you.
Spit blinding black adder venom.
Summons extraplanar creature to fight for you.
The target takes damage whenever its summoned creature does.
M
Triggered symbol reveals illusions.
M
Triggered rune slows creatures.
Creature is compelled to harm itself.
Speak and understand any language.
Harms and sickens good creatures (1d8 damage/2 levels).
Touched shield grants wielder SR 10 + caster level vs. targeted spells and +5 Ref bonus to saves vs. area of effect spells.
As water walk, but you may divide the duration among creatures touched.

5th-Level Cleric/Oracle Spells
Spell Name
Comp.
Description
As air walk, but you may divide the duration among creatures touched.
Limited astral travel.
MF
Removes burden of misdeeds from subject and reverses magical alignmentchange.
Frees subjects from enchantments, transmutations, and curses.
Cures 5d8 damage + 1/level and restores life to recently slain creatures.
Targets in the area gain a +1 sacred bonus on attack rolls and saves against fear effects, plus 1 temporary hit point per caster level (maximum +20).
Cures 4d8 damage +1/level (max +25) and also removes several afflictions.
As command, but affects one subject/level.
M
Deity answers one yes-or-no question/level.
Infect a subject with a magical disease.
Cures 2d6 damage + 1/level, affects 1 subject/level.
M
Target gains the negated spellblight.
As bestow curse, but harder to remove.
+4 bonus against attacks.
Melee weapon destroys undead.
Wind walls selectively block attacks.
Smites foes with divine fire (1d6/level damage).
As forbid action, but 1 creature/level.
As ghostbane dirge, but affects multiple creatures.
M
Designates location as holy.
M
As heroic fortune, except it affects more targets.
M
Create wall or javelins of frozen holy water.
Deals 1d8 damage + 1/level, affects 1 subject/level.
Wasp swarms attack creatures.
Protects creatures from environment.
Siege engine gains +1 on targeting and damage rolls for every four caster levels.
Designates action that triggers curse on subject.
Created pillar heals 2d8 +1/level (max +20)
F
As many as 8 subjects travel to another plane.
M
Restores life to subject who died as long as one day/level ago.
Construct gains fast healing 5.
Marked target is shunned by your religion.
Your size increases, and you gain bonuses in combat.
F
Spies on subject from a distance.
Peaceful feelings harm those attempting violence.
Touch attack deals 12d6 + 1 per level.
F
You emulate some of the powers of a paladin smiting undead.
Transforms staff or other wood into snakes to fight for you.
As spell immunity, but you may divide the duration among creatures touched.
Subject gains SR 12 + level.
Summons extraplanar creature to fight for you.
M
Triggered rune wracks nearby creatures with pain.
M
Triggered rune activates scrying sensor.
M
As symbol of death, but fills a 5-foot square.
M
Triggered rune puts nearby creatures into catatonic slumber.
As tongues, but you may divide the duration among creatures touched.
M
Objects on cloth become embroidered.
M
Lets you see all things as they really are.
You create a pale silver barrier that repels undead.
M
Designates location as unholy.
M
Create wall or javelins of frozen unholy water.
Creates a stone wall that can be shaped.

6th-Level Cleric/Oracle Spells
Spell Name
Comp.
Description
Objects attack your foes.
10-ft.-radius field hedges out living creatures.
Banishes 2 HD/level of extraplanar creatures.
As bear's endurance, affects 1 subject/level.
Wall of blades deals 1d6/level damage.
As bull's strength, affects 1 subject/level.
Cone of ice slivers deals 1d6 cold/level.
M
Create ghastsghoulsmohrgs, or mummies.
Cures 4d6 damage + 1/level, affects 1 subject/level.
As dispel magic, but with multiple targets.
You become an incorporeal creature of dust for a short period of time.
As eagle's splendor, affects 1 subject/level.
Grants combat bonuses against evil creatures, particularly against evil outsiders.
Infect a subject with a highly contagious disease.
Shows most direct way to a location.
M
Blocks planar travel, damages creatures of different alignment.
As lesser geas, but affects any creature.
M
As glyph of warding, but up to 10d8 damage or 6th-level spell.
Deals 10 points/level damage to target.
Cures 10 points/level damage, all diseases and mental conditions.
Food for one creature/level cures and grants combat bonuses.
Deals 2d8 damage + 1/level, affects 1 subject/level.
Negate harmful emotions.
As owl's wisdom, affects 1 subject/level.
Cloud infects creatures like contagion.
As planar adaptation, but affects multiple creatures.
M
As lesser planar ally, but up to 12 HD.
Summons extraplanar creature to fight for you.
M
Triggered rune panics nearby creatures.
M
Triggered rune charms nearby creatures.
M
Creates triggered wall of force.
M
Destroys 1d4 HD/level undead (max. 20d4).
You and your allies turn vaporous and travel fast.
Teleports you back to designated place.

7th–Level Cleric/Oracle Spells
Spell Name
Comp.
Description
Target gains paladin abilities for 1 round/level.
Kills, paralyzes, weakens, or dazes nonevil subjects.
F
Emanation hampers illusions and stealth.
Changes weather in local area.
F
Create your own demiplane.
Cures 6d6 damage + 1/level, affects 1 subject/level.
F
Kills subject and destroys remains.
Kills, paralyzes, staggers, or deafens nonlawful targets.
You become ethereal for 1 round/level.
Kills, paralyzes, blinds, or deafens nongood subjects.
Deals 3d8 damage + 1/level, affects 1 subject/level.
You inflict a vengeful fate on a creature, dealing electricity damage each time it attacks or casts a spell.
Dispel light and revert lycanthropes.
M
Alters item to transport its possessor to you.
Subject's severed limbs grow back, cures 4d8 damage +1/level (max +35).
Creatures can't approach you.
M
As restoration, plus restores all levels and ability scores.
M
Fully restore dead subject.
As scrying, but faster and longer.
Summons extraplanar creature to fight for you.
M
Triggered rune stuns nearby creatures.
M
Triggered rune weakens nearby creatures.
Pleasure stuns and staggers creatures.
Kills, confusesstuns, or deafens nonchaotic subjects.

8th-Level Cleric/Oracle Spells
Spell Name
Comp.
Description
Negates magic within 10 ft.
M
Summon your golem to you.
F
+4 deflection bonus to AC, +4 resistance bonus to saves, and SR 25 againstlawful spells.
F
As lesser create demiplane, but larger and with planar traits.
M
Create shadowswraithsspectres, or devourers.
Cures 8d6 damage + 1/level for many creatures.
Teleportation and interplanar travel blocked for 1 day/level.
Reveals exact location of creature or object.
Oracle Only. Change into a huge otherworldly creature.
Intense tremor shakes 80-ft. radius.
Makes a single creature peaceful and friendly.
Deals 1d6/level fire damage.
You take on a terrifying, Large-sized form of yourself and emit an aura that causes creatures to become shaken or frightened.
F
+4 deflection bonus to AC, +4 resistance bonus to saves, and SR 25 against evil spells.
Deals 4d8 damage + 1/level, affects 1 subject/level.
M
Sphere inflicts negative levels.
M
As lesser planar ally, but up to 18 HD.
F
+4 deflection bonus to AC, +4 resistance bonus to saves, and SR 25 against chaotic spells.
As spell immunity, but up to 8th-level spells.
1d8 damage/level (max 20d8) to targets.
Summons extraplanar creature to fight for you.
M
Triggered rune kills nearby creatures.
M
Triggered rune renders nearby creatures insane.
F
+4 deflection bonus to AC, +4 resistance bonus to saves, and SR 25 against good spells.

9th-Level Cleric/Oracle Spells
Spell Name
Comp.
Description
M
Projects you and others onto Astral Plane.
Eviscerates the target, drawing forth his life essence as well as his internal organs, inflicting 1d6 hit points of damage per caster level (maximum 20d6). If this kills the target, the spell pulls his organs into a set of 4 canopic jars and seals them; creating an Osirion mummy 1d4 rounds later.
F
As create demiplane, but larger and with more planar traits.
M
Plants die, living creatures catch diseases, or dead creatures rise aszombies.
Subject gains 2d4 negative levels.
Travel to Ethereal Plane with companions.
M
Connects two planes for travel or summoning.
As heal, but affects 1 subject/level.
Inflict 10 damage/level to one creature/round.
Teleport to another planet.
M
Requests a deity's intercession.
Creatures bow before you as if you were divine.
Cold darkness paralyzes and deals damage.
Raise and repair a sunken ship.
F
Traps newly dead soul to prevent resurrection.
As greater spell immunity, but you may divide the duration among creatures touched.
Storm rains acid, lightning, and hail.
Summons extraplanar creature to fight for you.
M
Triggered rune makes creatures attack.
M
Triggered rune gives penalties.
M
As resurrection, plus remains aren't needed.
Grants flight; attack with wind.
Creates 1d4+2 temporary wood golems to fight for you.