1st-Level Cleric Spells
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. An X denotes a spell with an XP component paid by the caster.
Order of Presentation: In the spell lists and the spell descriptions that follow them, the spells are presented in alphabetical order by name except for those belonging to certain spell chains. When a spell’s name begins with “lesser,” “greater,” or “mass,” the spell description is alphabetized under the second word of the spell name instead.
Hit Dice: The term “Hit Dice” is used synonymously with “character levels” for effects that affect a number of Hit Dice of creatures. Creatures with Hit Dice only from their race, not from classes, have character levels equal to their Hit Dice.
Caster Level: A spell’s power often depends on caster level, which is defined as the caster’s class level for the purpose of casting a particular spell. A creature with no classes has a caster level equal to its Hit Dice unless otherwise specified. The word “level” in the spell lists that follow always refers to caster level.
Creatures and Characters: The words “creature” and “character” are used synonymously in the spell descriptions.
Abrupt Summoning I: Summons a random monster as a standard action.
Airbubble: Creates a small globe of breathable air around your head.
Anarchic Water M: Makes chaotic-aligned anarchic water.
Angry Ache: Subject takes –2 penalty on attack rolls.
Armor Contingency: Summons armor when conditions are met.
Armored Respite: Imbue yourself and/or others with the ability to rest while still wearing armor.
Awaken the Dead I F: Creates short-lived undead creature to fight for you.
Axiomatic Water M: Makes lawful-aligned axiomatic water.
Bane: Enemies take –1 on attack rolls and saves against fear.
Blade of Blood: Weapon deals +1d6 damage, or +3d6 if you take 5 points of damage.
Bless: Allies gain +1 on attack rolls and saves against fear.
Bless Thrower: Target receives +1 ranged attack bonus and +1d4 damage bonus with any thrown object.
Bless Water M: Makes holy water.
Blessed Aim: +2 bonus for allies’ ranged attacks.
Blood Wind: Subject uses natural weapon at range.
Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
Clay Step: Halves movement of target.
Cloak of Shade: Touched creature gains protection from heat and sun.
Cold Fire: Fire becomes blue and white, emits cold.
Command: One subject obeys selected command for 1 round.
Comprehend Languages: You understand all spoken and written languages.
Conjure Ice Beast I: Conjures ice creature to fight for you.
Conviction: Subject gains +2 or higher save bonus.
Create Ectoplasm: Create 1 lb./level of raw ectoplasm.
Crystal Shard: Launches crystal that inflicts 1d8+2 points of damage.
Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
Curse Water M: Makes unholy water.
Deathwatch: Reveals how near death subjects within 30 ft. are.
Delay Disease: Ravages of disease staved off for a day.
Detect Attitude: Reveals target's attitude.
Detect Chaos: Reveals creatures, spells, or objects of selected alignment.
Detect Evil: Reveals creatures, spells, or objects of selected alignment.
Detect Good: Reveals creatures, spells, or objects of selected alignment.
Detect Law: Reveals creatures, spells, or objects of selected alignment.
Detect Dragonmark: Detect and identify dragonmarks within 60 ft.
Detect Fire: Detect fire within 60 ft.
Detect Guilt: Reveals how much guilt target feels.
Detect Incarnum: Detect soulmelds and essentia within 60 ft.
Detect Manifest Zone: Detect the presence of manifest zones.
Detect Taint: Reveals creatures or objects with taint.
Detect Undead: Reveals undead within 60 ft.
Detect Violence: Reveals violence done in the area within recent past.
Detect Weaponry: Reveals weapons within 60 feet.
Devastating Smite: Double the extra damage dealt by your next smite attack.
Disk of Solar Vengeance: Creates a disk of sun-like flames behind your head.
Divine Favor: You gain +1 per three levels on attack and damage rolls.
Divine Power Surge: Give strength bonus of twice your caster level to creature touched.
Doom: One subject takes –2 on attacks, damage, saves, and checks.
Drug Resistance: Subject is immune to addiction.
Ease of Breath: +20 inherent bonus on Fortitude saves to resist altitude sickness.
Ebon Eyes: Subject can see through magical darkness.
Endure Elements: Exist comfortably in hot or cold environments.
Entropic Shield: Ranged attacks against you have 20% miss chance.
Exorcism: Drive a fiend out of the body of a creature or object it possesses.
Extract Drug: Creates drug from inanimate object.
Eyes of the Avoral: Subject gets +8 on Spot checks.
Faith Healing: Cures 8 hp +1/level (max +5) to worshiper of your deity.
Familiarity of Place: Gain a +1 luck bonus to all saving throws.
Fleeting Fortune: You imbue the target with a bit of divine luck, granting her a +5 luck bonus on a single skill check.
Float: Makes a willing creature or object buoyant.
Fortify Cold Creatures: Cold subtype creatures gain +1 sacred bonus on attacks and saves against fire effects.
Foundation of Stone: +2 AC, +4 bonus to resist bull rush and trip attacks.
Glimpse of Fear: A flash of horror causes the target to become shaken.
Grave Strike: You can sneak attack undead for 1 round.
Guiding Light: +2 on ranged attacks against creatures in illuminated area.
Handfire: Your hand glows and can make a touch attack dealing 1d4 +1/level, more against undead.
Healer’s Vision: Gain +5 bonus on Heal checks, and +2 attack and damage on sneak attacks.
Healing the Faithful: Channel positive energy to cure 10 points of damage with your touch.
Healthful Rest: Subjects heal at twice the normal rate.
Heartache: Subject helpless for 1 round.
Hide from Undead: Undead can’t perceive one subject/level.
Holy Cudgel: Cudgel or quarterstaff becomes +1 weapon (1d10 damage) for 1 minute/level.
Ice Gauntlet: A spiked gauntlet of ice forms around your fist.
Ice Slick: Creates a 20-ft. square of slippery ice.
Impede: Subject is locked in place and takes a -1 penalty on melee attack rolls and a -2 penalty on Reflex saves.
Incite: Subjects can’t ready actions or delay.
Inflict Light Wounds: Touch deals 1d8 damage +1/level (max +5).
Inhibit: Subject delays until next round.
Inspired Initiative: Subjects gain +2 bonus on their next Initiative check.
Invest Light Protection: Heal 1d4 damage + 1/2 levels, grant DR 1/evil.
Ironguts: Subject gains +5 bonus on saving throws against poison.
Lantern Light: Ranged touch attacks deal 1d6 points of damage.
Light of Lunia: You radiate silvery light, which you can expend as 2 bolts that deal 1d6 damage.
Locate Water F: Reveals location, size, and quality of water sources.
Love Bite: Transfer up to a 2nd level touch spell via an ethereal kiss.
Magic Stone: Three stones gain +1 on attack, deal 1d6 +1 damage.
Magic Weapon: Weapon gains +1 bonus.
Memory Jar: Gain bonus on Knowledge checks and reroll one failed Knowledge check.
Mending of the Fallen: Heals damage to undead.
Moon Lust: Subject obsesses about moon, is fascinated or dazzled.
Moonlight: Magical light deals 2d6 points of cold damage +1 point per caster level (maximum +5).
Motes of Moonlight: Creates an illuminating beam of moonlight.
Mountain's Fortitude: Remain motionless to gain DR 10/+1.
Necrotic Awareness F: Sense encysted subjects.
Nightshield: You gain resistance bonus on saves, and spell absorbs magic missile damage.
Nimbus of Light: Light illuminates you until released as an attack.
Obscuring Mist: Fog surrounds you.
Omen of Peril F: You know how dangerous the future will be.
Painless Death: Willing creature dies instantly and painlessly.
Peacebond: Weapon is impossible to draw.
Persuasive Oration: Makes one person your friend.
Pleasant Visage: Makes gruesome ghost appear normal and unwounded.
Portal Beacon: You grant others knowledge of a magic portal’s location.
Protect Mount: Mount struck by non-magical weapon may make Will save to avoid damage.
Protection from Chaos: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
Protection from Evil: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
Protection from Good: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
Protection from Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
Protection from Incarnum: Ward a target from attacks by soulmelds and incarnum creatures.
Protection from Winged Flyers: Like protection from evil, but benefits apply to winged flyers.
Protective Interposition: Trade places with ally, who gains +2 to AC; you gain +2 on next attack.
Purifying Purge: Target is hurt, but poisons are reduced.
Ray of Hope: Subject gains +2 bonus on attacks, saves, and checks.
Ray of Resurgence: Yellow light restores 1 point per caster level (max 5 points) of Strength damage, negates penalties to Strength (up to 1d6+1 per caster level, max 1d6+5) and either converts exhaustion to fatigue or removes fatigue.
Reaving Aura: All creatures below 0 hit points within 10 feet of you take 1 point of damage.
Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.
Resist Planar Alignment: Subject can resist penalties for being of an opposed alignment on an aligned Outer Plane.
Resist Touch: Adds +2 luck bonus +1/three caster levels to touch AC.
Restore Undead: Restore 2d8 + 1/level hp to undead only.
Resurgence: You grant subject a second chance at a saving throw.
Rosemantle: Subject gains protection from nausea, pain induced damage, and fear effects.
Sanctuary: Opponents can’t attack you, and you can’t attack.
Scholar’s Touch: Read books in seconds.
Sea Legs: Target creature can maneuver easily while on a ship.
Second Chance: Grants subject a second chance at a saving throw.
Segojan’s Armor: Fabricate a suit of armor from natural materials that is suitable for a creature of Medium or smaller size.
Shared Blessing: Subject gains +1 bonus to AC and +2 bonus to saves while within 10 feet of you.
Shield of Faith: Aura grants +2 or higher deflection bonus.
Shivering Touch: Touch deals 1d6 Dex damage.
Sign: You gain +4 bonus on next initiative check.
Silent Arcana: Next spell cast is considered to possess the benefit of the Silent Spell metamagic feat without affecting the level of the spell.
Skeletal Cohort: Animate a single skeleton.
Slow Consumption: Caster absorbs health and sustenance from helpless subject.
Snowshoes: Subject walks easily on ice and snow.
Sorrow: Subject takes –3 penalty on attacks, saves, and checks.
Spider Hand: Caster’s hand becomes a Small monstrous spider.
Spell Flower: Hold the charge on one touch spell per forelimb.
Spittle Spray: You can spit up to close range.
Stalactite Trap: Imbue one stalactite with limited mobility and sentience.
Stand Against the Tide: Grants +2 bonus to AC and +4 bonus to resist bull rush and trip attacks.
Still Arcana: Next spell cast is considered to possess the benefit of the Still Spell metamagic feat without affecting the level of the spell.
Stupor: One helpless subject is put in a state that allows him to be moved but take no other actions.
Summer Breezes: Light, cool breezes make hot environs more comfortable and throws off scent.
Summon Monster I: Calls extraplanar creature to fight for you.
Summon Undead I: Summons undead to fight for you.
Sun Father’s Face: Your face becomes like that of a sungod, shedding light and granting a +4 to turn undead or on wild empathy checks.
Suspend Disease: Keeps disease from harming creature for 24 hours.
Tongue of Baalzebul: Caster gains +2 bonus on Bluff, Diplomacy, and Gather Information checks.
Touch of Jorasco: Touch heals up to 2 hp/level divided among multiple targets.
Transference F: Transfers XP from a creature to create an agreed upon magic item.
True Turning: Gain insight bonus to turn undead and add two times your cleric level to turning damage.
Turn Resistance: The subject gets a bonus to turn resistance.
Unity Wine: Enchant wine so that those that drink a +1 morale bonus on skill checks.
Updraft: Column of wind lifts you aloft.
Vigor: Creature heals 1 hp/round (max 15 rounds).
Vision of Glory: Subject gains morale bonus equal to your Cha modifier to one saving throw.
Vision of Heaven: Evil creature is helpless for 1 round.
Wieldskill: Target gains +10 to one skill, or can use it untrained, or gains a weapon or armor proficiency.
Winged Arrows: Ranged weapon attacks ignore range penalties or gain +2 bonus.
Wings of the Sea: +30 ft. to subject’s swim speed.