1st-Level Cleric Spells

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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.

Dispel Ward: As dispel magic, but affects only wards.

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.


Glamour Costume: As disguise self except you can only change the appearance of your clothing and

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.


Sacrificial Skill: Caster gains +5 bonus on Knowledge (religion) checks made during sacrifice.

Saint Cuthbert’s Cudgel: As shillelagh, except effects one bronzewood club or quarterstaff.

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.

Truthtelling: As zone of truth, but others know the target is affected by the spell.

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.