4th-Level Cleric Spells

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Abate Dracorage: Mitigates the effects of the Dracorage.
Abyssal Might: Caster gains +2 to Str, Con, Dex, and SR.
Aeonian Lantern: Magical nonmoving lantern inflicts a -2 penalty to foes’ attacks, saves, and checks.
Aerial Summoning Dance: Summon one Large air elemental.
Aggravate Dracorage: Inflicts the effects of the Dracorage on the subject.
Air Walk: Subject treads on air as if solid (climb at 45-degree angle).
Aligned Aura: Grant combat bonuses to like-aligned allies and impose penalties on creatures of opposing alignment.
Alliance Undone: Suppress teamoriented effects.
Animate Legion M: Creates skeletons or zombies.
Animate Undead Legion: Animate corpses up to 25 HD per caster level.
Armor of Faith: Summons armor with AC bonus of ½ caster level and save bonus equal to ¼ caster level.
Armored Vermin: +2 to natural armor of vermin.
Assay Spell Resistance: +10 bonus on caster level checks to defeat one creature’s spell resistance.
Astral Hospice M: While on the Astral Plane, open a portal to a demiplane so natural healing can occur.
Aura of the Sun: Fills an area with light that damages undead and hampers magical darkness.
Awaken the Dead IV F: Creates short-lived undead creature to fight for you.
Battlearms: Gain extra arms which can be used in combat only.
Battlefield Illumination: Improve light in 80-ft.-radius cylinder.
Bear’s Stamina: Subject gains +4 to Constitution for 1 hour/level.
Black Stench of Laogzed: Creates a cloud of opaque, acidic, nauseating gas.
Bleakness: 1d6 damage/round to living creatures, grants undead turn resistance and fast healing.
Bless Thrower, Greater: Target receives +1 ranged attack bonus and +1d8 damage bonus/4 levels.
Blessing of the Righteous: Weapons deal +1d6 holy damage and become good-aligned.
Blindsight, Greater: Subject gains blindsight 60 ft. for 1 minute/level.
Blood Drinker: Target’s teeth elongate into fangs, and it gains the ability to suck blood with its bite.
Blood of the Martyr: You heal a target at range and take a like amount of damage.
Boccob’s Rolling Cloud: A rolling cloud of fire and lightning deals 1d6 (max 10d6) damage.
Breach: Create a breach which characters can pass through in a target barrier.
Bull’s Might: Subject gains +4 Str for 1 hour/level.
Camel’s Tenacity: Travel without food or water.
Castigate: Verbal rebuke damages those whose alignment differs from yours.
Caustic Disdain: Deal 1d6 acid damage/round to target and make others less willing to aid it.
Celestial Brilliance: Object sheds brilliant light to 120 feet, hurts undead and evil outsiders.
Channeled Divine Health: Heal a creature, amount and range based on casting time.
Charnel Blight: Target's skeleton decays from disease.
Claws of the Savage: Subject gains claws that deal damage based on size.
Cloaked Sphere of Radiance: Sphere of light is sheathed in a sphere of darkness.
Commune with Earth: As commune with nature, except you learn about subterranean features.
Confound: Gain a +2 circumstance bonus on attack rolls against subject and impose a -2 penalty on its attack rolls against you; subject cannot make attacks of opportunity against you; repeated use extends benefits to allies.
Conjure Ice Beast IV: Conjures ice creature to fight for you.
Consumptive Field: Draw life from all creatures in 30-ft. radius with –1 or fewer hit points.
Contingent Energy Resistance: Energy damage triggers a resist energy spell.
Control Water: Raises or lowers bodies of water.
Create Spirit Idol: Bind the subject's soul to his physical remains, preventing its passage to the afterlife.
Cure Critical Wounds: Cures 4d8 damage +1/level (max +20).
Damning Darkness: Darkness deals either 2d6 or 1d6 damage per round.
Dampen Magic: Decrease enhancement bonus of magic weapons as well as save DC and caster level of magical effects used against subject by 1 or more points; subject can invoke a 5-ft. -radius antimagic field.
Death Ward: Grants immunity to death spells and negative energy effects.
Delay Death: Losing hit points doesn’t kill subject.
Dimensional Anchor: Bars extradimensional movement.
Discern Lies: Reveals deliberate falsehoods.
Dismissal: Forces a creature to return to native plane.
Dispel War Spell: Dispel war spells.
Distant Light: As daylight, except for range.
Divination M: Provides useful advice for specific proposed actions.
Divine Champion: Receive a bonus equal to caster level on feats of strength.
Divine Power: You gain attack bonus, +6 to Str, and 1 hp/level.
Dragon Blight: 20-ft. radius; 1d8/2 caster levels damage to dragonblood creatures or 1d6/level damage to dragons; stuns for 1d4 rounds.
Dragonshield: As lesser dragonshield, but cancels the breath weapon entirely.
Dread Blast: Fires a ray of negative energy that deals 4d8 damage +1/level (max +20) and dazes target for 1 round.
Dust to Dust: Disintegrate undead with your ray attack.
Dweomer of Transference: Convert spellcasting into psionic power points.
Eagle’s Grandeur: Subject gains +4 to Cha for 1 hour/level.
Early Twilight: Reduce light in 80-ft.-radius cylinder.
Embrace of Endless Day: Target is imbued with positive energy (3 points/caster level, max 30) which he can then release, in controlled amounts or all at once.
Enhance Armors: Enhance up to twenty five armor and shields with +1/three caster levels.
Essentia Lock: Target can’t reallocate essentia.
Ether Blast: Cause an ether cyclone on the Ethereal Plane.
Exoskeletal Animation: Animate giant vermin undead.
Expel: Caster can forcibly teleport a creature from the the area affected by spell.
Eyes of the Avoral, Greater: Subject gets +1/level (max +15) on Spot checks.
Fang Blade: Transforms a snake into a sword that can bite and poison targets.
Fang Trap: As glyph of warding, but subject may be held immobile for 1 round.
Feed the Many: As create food and water except on a grand scale.
Focus Touchstone Energy: Convert unused touchstone abilities into temporary hit points.
Force Pulse: Blast of force radiates outward dealing 1d8 points of damage +1 point per caster level (max. +20).
Forcewave, Greater: Wave of force deals 3d6 subdual damage, as well as initiating a bull rush.
Fox’s Guile: Target gains 1d4+1 Int for 1 hour/level.
Freedom of Movement: Subject moves normally despite impediments.
Freeze Armor: Locks up suits of metal armor and equipment, dealing damage and impeding movement.
Frostburn: Touch deals 3d12 frostburn damage +1/level (max +20).
Ghost Bane Weapon: Weapon gains the ghost bane property.
Ghost Knight: As unseen servant, except you create a mindless servant that resembles a transparent armored and helmed human.
Giant Vermin: Turns centipedes, scorpions, or spiders into giant vermin.
Glacial Globe of Invulnerability: Stops 1st- through 3rd-level fire spell effects and provides concealment.
Globe of Negative Energy, Minor: Globe deals 1d4 negative levels.
Glowing Orb F: Creates permanent magical light; you control brightness.
Halo of Protection: Allies gain +2 bonus to AC and saves.
Hand of the Faithful: Immobile zone of warding stuns those worshiping different deities from yours.
Healing Spirit: Ball of light heals 1d8/round.
Hell’s Power: Caster gains +2 AC and +1 to existing DR.
Hold Undead: Interrupt the flow of negative energy within an undead creature, freezing it in place.
Holy Transformation, Lesser: You change into protectar, gain abilities.
Hypothermia: Causes 1d6 cold damage/level, fatigue.
Ice Cloud: Fog, haze, or cloud affected develops damaging cold.
Identify Transgressor: Caster learns the identity of one person.
Identify with Flame: Designate a type of creature and a magical flame appears over their head.
Imbue with Spell Ability: Transfer spells to subject.
Immolate the Wicked: Undead burst into flames when they are successfully turned.
Infernal Transformation, Lesser: You change into bearded devil, gain abilities.
Inflict Critical Wounds: Touch attack, 4d8 damage +1/level (max +20).
Investiture of the Amnizu: Target can deal 1d4 Int damage with a touch.
Investiture of the Erinyes: Target can force foes to move closer and take no action.
Investiture of the Harvester Devil: Target can deal lingering wounds with melee attacks.
Investiture of the Steel Devil: Target gains profane bonus on attacks and to AC.
Iron Bones: Corporeal undead gains +6 natural armor bonus.
Life Ward: Grants immunity to healing spells and positive energy effects.
Light of Purity: Your turning damage increases by 1d6/four divine caster levels (maximum +5d6) on your next successful turning check.
Magic Weapon, Greater: +1 bonus/four levels (max +5).
Make Manifest: You cause a creature on a coexistent plane to appear on your plane.
Mark of the Enlightened Soul A: Spells gain the good descriptor and deal extra damage to evil creatures.
Merrshaulk's Kiss: Enhances a number of living snakes.
Mighty Hammer: Your weapon from the Godhammer discipline gains +1d6 damage bonus.
Moon Bolt: 1d4 Strength damage/3 levels; undead made helpless.
Moral Facade: Divination spells give a false alignment reading.
Mystic Aegis: You gain SR 12 + caster level against one spell.
Necrotic Domination F: Completely control encysted subject.
Negative Energy Aura: 10-ft. radius surrounding you deals 1 hp/3 levels for 1 round/level.
Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
Night’s Mantle: Create an invisible shield that protects from all effects of sunlight.
Olidammara’s Bard Spell: Allows a cleric to prepare and cast a limited number of bard spells.
Open Least Chakra: Allow target to bind to its crown, feet, or hands chakra.
Owl’s Acumen: Subject gains +4 to Wis for 1 hour/level.
Pact of Martyrdom: You exchange hit point totals with the target.
Panacea: Removes most afflictions.
Plague Cloud: A sickly gray cloud infects creatures with chosen disease.
Planar Ally, Lesser X: Exchange services with a 6 HD extraplanar creature.
Planar Exchange, Lesser: Trade places with one of four lesser planar creatures (your choice).
Planar Tolerance: Provides long-term protection against overtly damaging planar traits.
Poison: Touch deals 1d10 Con damage, repeats in 1 min.
Positive Energy Aura: 10-ft. radius surrounding you heals 1 hp/3 levels for 1 round/level.
Profane Item: Target object deals 1d4/caster level (max. 10d4) points of negative energy damage to the next animal, plant, good outsider, or good shapechanger that touches it; animal or plant must also save or flee for 1d4 minutes.
Pronouncement of Fate: Impose a –4 penalty on an offender’s attacks, damage, saves, and checks; target loses actions.
Proper State: Transforms willing incorporeal undead into a ghost.
Psychic Poison: Poisons those casting divination or mindaffecting spells at object, creature, or area.
Raise Ghost M: Restores dead person or ghost as a ghost.
Rally of the Damned: Dispels turning/rebuking effects in a 50 ft. radius
Recitation: Your allies get bonus on AC, attacks and saves.
Remove Fatigue: Removes effects of fatigue as 8 hours of rest.
Renewed Vigor: Remove fatigue and +2 bonus to Constitution for 1 round/level.
Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away.
Research Aid: Perform research at a faster pace.
Resistance, Greater: Subject gains +3 on saving throws.
Restoration M: Restores level and ability score drains.
Revenance: Restores dead creature to life for 1 minute/level.
Righteous Blade: Deal extra damage with a longsword to evil creatures.
Runic Marker: Create a slender stone pillar 2 feet in diameter and 6 feet tall.
Sacred Item: Target object deals 1d4/caster level (max. 10d4) points of positive energy damage to undead, evil outsider, or evil shapechanger that touches it; undead must also save or flee for 1d4 minutes.
Secret Courier: Embed message in target's mind that can only be recalled by a word or phrase.
Seed of Life: Subject gains fast healing 2 and can invoke a burst of healing.
Seed of Undeath M: Subject that dies before spell expires rises as a zombie under your command.
Sending: Delivers short message anywhere, instantly.
Shadowblast: Blast of light stuns and damages natives to the Plane of Shadow.
Shape Metal: As stone shape, except that you affect metal instead of stone.
Shark Bolt: Summons sharks made of water to attack your enemies.
Sheltered Vitality: Subject gains immunity to fatigue, exhaustion, ability damage, and ability drain.
Shield of Faith, Mass: Allies gain +3 or higher AC bonus.
Skin Walking: Target can assume likeness of someone slain.
Skull of Secrets: Intangible skull stores message and can be triggered to breathe fire.
Slow Missiles: All projectiles travel at haIf-speed.
Sound Lance: Sonic energy deals 1d8/level damage.
Spell Immunity: Subject is immune to one spell per four levels.
Spell Phylactery: Scroll activates upon you if conditions are met.
Spell Vulnerability: Reduce creature’s spell resistance by 1/caster level (max reduction 15).
Spiritual Advisor: Gain a +4 divine bonus on Knowledge checks; make checks with an untrained Knowledge skill or retry a failed Knowledge check.
Stalwart Soul: Subject gains immunity to ability damage and ability drain.
Starburst: Tiny starbursts each deal 1d8 damage (half nonlethal), or 1d8 lethal damage to evil creatures.
Stars of Cold Force: Stars of force deals 1d8 points of cold and force damage to the target.
Stars of Force: Stars of force cause the loss of a memorized spell when they hit.
Status, Greater: As status, but cast some spells through bond.
Stifle Spell: Subject must concentrate or botch spell.
Stone Metamorphosis: Changes type of stone.
Stop Heart: Subject drops to –8 hp immediately.
Strength of the Beast F: You gain benefits of your lycanthropic animal form while in human form.
Summon Hound Archon: Summon a hound archon to follow your commands.
Summon Monster IV: Calls extraplanar creature to fight for you.
Summon Pest Swarm: Summons swarm of urban animals and vermin.
Summon Sentinel: Inanimate object comes alive to guard you for 1 hour/level.
Summon Undead IV: Summons undead to fight for you.
Sustain M: Recipients need no food or drink for 6 hours/level.
Sword and Hammer: As spiritual weapon, but creates a longsword and warhammer of force, +1 on attack rolls, automatically flank opponents.
Sword of Conscience: Evil creature confesses crimes, takes Wisdom damage.
Throwing Arm of Iallanis: Target can throw rocks as a giant one size category larger.
Tongues: Speak any language.
Torture: Ask questions of a target, who must answer truthfully or suffer 1d6 Con damage.
Touch of the Blackened Soul A: Spells gain the evil descriptor and deal extra damage to good creatures.
Touch of the North: Expose target to freezing temperatures dealing lethal and nonlethal damage, fatiguing the target.
Tree Healing, Lesser: Enter a normal tree and regain 5 hp/hour while within it.
Undead Bane Weapon: Weapon gains undead bane property and is considered good-aligned.
Unshape Soulmeld: One of target’s soulmelds is destroyed.
Valiant Spirit I E: Subject can activate bonus on attack, damage, Fort saves, and Str-based checks for 1 minute.
Venom Bolt: Line of acid deals 2d8 damage; may paralyze affected creatures.
Wall of Chaos M: Wall blocks creatures of opposite alignment.

Wall of Evil M: Wall blocks creatures of opposite alignment.
Wall of Good M: Wall blocks creatures of opposite alignment.
Wall of Law M: Wall blocks creatures of opposite alignment.
Wall of Moonlight: Creates a luminous wall that deals 4d12 damage to undead and 2d10 damage to evil creatures and clergy of evil deities, illuminates area and counters/dispels darkness.
Wall of Pain: Wall causes pain to creatures passing through.
Wall of Salt: Wall of salt that can be shaped.
Wall of Sand: Swirling sand blocks ranged attacks, slows movement through.
Wall of Water: Creates shapeable transparent wall of water.
Watchful Ancestors: Spiritual manifestations prevent you from being flanked and grant insight bonus on one Reflex save.
Winter’s Embrace: Subject takes 1d8 damage/round; can cause fatigue.
Wounding: Stop the target’s wounds from closing.
Wrack: Blinds subject and renders it helpless for 1 round/level, then –2 on attacks, saves, and checks for 3d10 minutes.
Wrath of the War Gods: Deal additional damage to good creatures with a flail.
Yochlol Blessing: Target gains eight tentacle attacks, resistance to acid and electricity, AC bonus.