TEXT: cleric Spell cardS
  Ultimate 
  Spell DeckS
  LPJ9593
  Compatibility with the Pathfinder Roleplaying Game requires 
  the Pathfinder Roleplaying Game from Paizo Publishing, LLC. 
  See http://paizo.com/pathfinderRPG for more information on 
  the Pathfinder Roleplaying Game. Paizo Publishing, LLC does 
  not guarantee compatibility, and does not endorse this product.
  3.5 SYSTEM COMPATIBLE
  
  Bleed
  School necromancy; Level cleric 0; Casting Time 1 standard 
  action; Components V, S; Range close (25 ft. + 5 ft./2 levels); 
  Target one living creature; Duration instantaneous; Saving 
  Throw Will negates; Spell Resistance yes
  You cause a living creature that is below 0 hit points but stabilized 
  to resume dying. Upon casting this spell, you target a living 
  creature that has –1 or fewer hit points. That creature begins dying, 
  taking 1 point of damage per round. The creature can be stabilized 
  later normally. This spell causes a creature that is dying to take 1 
  point of damage.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  Create Water
  School conjuration (creation) [water]; Level cleric 0; Casting 
  Time 1 standard action; Components V, S; Range close (25 ft. 
  + 5 ft./2 levels); Effect up to 2 gallons of water/level; Duration 
  instantaneous; Saving Throw none; Spell Resistance no
  This spell generates wholesome, drinkable water, just like clean 
  rain water. Water can be created in an area as small as will actually 
  contain the liquid, or in an area three times as large—possibly 
  creating a downpour or filling many small receptacles. This water 
  disappears after 1 day if not consumed.
  Note: Conjuration spells can’t create substances or objects within a 
  creature. Water weighs about 8 pounds per gallon. One cubic foot 
  of water contains roughly 8 gallons and weighs about 60 pounds.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  deteCt MagiC
  School divination; Level cleric 0; Casting Time 1 standard action; 
  Component V, S; Range 60 ft.; Area cone-shaped emanation; 
  Duration concentration, up to 1 min./level (D); Saving Throw 
  none; Spell Resistance no
  You detect magical auras. The amount of information revealed 
  depends on how long you study a particular area or subject.
  1st Round: Presence or absence of magical auras.
  2nd Round: Number of different magical auras and the power of 
  the most potent aura.
  3rd Round: The strength and location of each aura. If the items 
  or creatures bearing the auras are in line of sight, you can make 
  Knowledge (arcana) skill checks to determine the school of magic 
  involved in each. (Make one check per aura: DC 15 + spell level, 
  or 15 + 1/2 caster level for a nonspell effect.) If the aura eminates 
  from a magic item, you can attempt to identify its properties (see 
  Spellcraft). Magical areas, multiple types of magic, or strong local 
  magical emanations may distort or conceal weaker auras.
  Aura Strength: An aura’s power depends on a spell’s functioning 
  spell level or an item’s caster level; see the accompanying table. If 
  an aura falls into more than one category, detect magic indicates 
  the stronger of the two.
  Lingering Aura: A magical aura lingers after its original source 
  dissipates (in the case of a spell) or is destroyed (in the case of a 
  magic item). If detect magic is cast and directed at such a location, 
  the spell indicates an aura strength of dim (even weaker than a 
  faint aura). How long the aura lingers at this dim level depends on 
  its original power:
  
  deteCt MagiC
  School divination; Level cleric 0; Casting Time 1 standard action; 
  Component V, S; Range 60 ft.; Area cone-shaped emanation; 
  Duration concentration, up to 1 min./level (D); Saving Throw 
  none; Spell Resistance no
  Original Strength 
  Duration of Lingering Aura 
  Faint 
  1d6 rounds 
  Moderate 
  1d6 minutes 
  Strong 
  1d6 × 10 minutes 
  Overwhelming 
  1d6 days 
  Outsiders and elementals are not magical in themselves, but if they 
  are summoned, the conjuration spell registers. Each round, you can 
  turn to detect magic in a new area. The spell can penetrate barriers, 
  but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 
  3 feet of wood or dirt blocks it.
  Detect magic can be made permanent with a permanency spell.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  deteCt Poison
  School divination; Level cleric 0; Casting Time 1 standard action; 
  Components V, S; Range close (25 ft. + 5 ft./2 levels); Target or 
  Area one creature, one object, or a 5-ft. cube; Duration instanta-
  neous; Saving Throw none; Spell Resistance no
  You determine whether a creature, object, or area has been 
  poisoned or is poisonous. You can determine the exact type of 
  poison with a DC 20 Wisdom check. A character with the Craft 
  (alchemy) skill may try a DC 20 Craft (alchemy) check if the 
  Wisdom check fails, or may try the Craft (alchemy) check prior to 
  the Wisdom check. The spell can penetrate barriers, but 1 foot of 
  stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of 
  wood or dirt blocks it.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  guidanCe
  School divination; Level cleric 0; Casting Time 1 standard action; 
  Components V, S; Range touch; Target creature touched; Dura-
  tion 1 minute or until discharged; Saving Throw Will negates 
  (harmless); Spell Resistance yes
  This spell imbues the subject with a touch of divine guidance. 
  The creature gets a +1 competence bonus on a single attack roll, 
  saving throw, or skill check. It must choose to use the bonus before 
  making the roll to which it applies.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  light
  School evocation [light]; Level cleric 0; Casting Time 1 standard 
  action; Components V, M/DF (a firefly); Range touch; Target 
  object touched; Duration 10 min./level; Saving Throw none; 
  Spell Resistance no
  This spell causes a touched object to glow like a torch, shedding 
  normal light in a 20-foot radius, and increasing the light level for 
  an additional 20 feet by one step, up to normal light (darkness 
  becomes dim light, and dim light becomes normal light). In an 
  area of normal or bright light, this spell has no effect. The effect is 
  immobile, but it can be cast on a movable object.
  You can only have one light spell active at any one time. If you 
  cast this spell while another casting is still in effect, the previous 
  casting is dispelled. If you make this spell permanent (through 
  permanency or a similar effect), it does not count against this limit. 
  Light can be used to counter or dispel any darkness spell of equal 
  or lower spell level.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  Mending
  School transmutation; Level cleric 0; Casting Time 10 minutes; 
  Components V, S; Range 10 ft.; Target one object of up to 1 lb./
  level; Duration instantaneous; Saving Throw Will negates (harm-
  less, object); Spell Resistance yes (harmless, object)
  This spell repairs damaged objects, restoring 1d4 hit points to 
  the object. If the object has the broken condition, this condition 
  is removed if the object is restored to at least half its original hit 
  points. All of the pieces of an object must be present for this spell 
  to function. Magic items can be repaired by this spell, but you must 
  have a caster level equal to or higher than that of the object. Magic 
  items that are destroyed (at 0 hit points or less) can be repaired 
  with this spell, but this spell does not restore their magic abilities. 
  This spell does not affect creatures (including constructs). This 
  spell has no effect on objects that have been warped or otherwise 
  transmuted, but it can still repair damage done to such items.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  Purify food and drink
  School transmutation; Level cleric 0; Casting Time 1 standard 
  action; Components V, S; Range 10 ft.; Target 1 cu. ft./level of 
  contaminated food and water; Duration instantaneous; Saving 
  Throw Will negates (object); Spell Resistance yes (object)
  This spell makes spoiled, rotten, diseased, poisonous, or otherwise 
  contaminated food and water pure and suitable for eating and 
  drinking. This spell does not prevent subsequent natural decay or 
  spoilage. Unholy water and similar food and drink of significance 
  is spoiled by purify food and drink, but the spell has no effect on 
  creatures of any type nor upon magic potions. Water weighs about 
  8 pounds per gallon. One cubic foot of water contains roughly 8 
  gallons and weighs about 60 pounds.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  read MagiC
  School divination; Level cleric 0; Casting Time 1 standard action; 
  Components V, S, F (a clear crystal or mineral prism); Range 
  personal; Target you; Duration 10 min./level
  You can decipher magical inscriptions on objects—books, scrolls, 
  weapons, and the like—that would otherwise be unintelligible. 
  This deciphering does not normally invoke the magic contained in 
  the writing, although it may do so in the case of a cursed or trapped 
  scroll. Furthermore, once the spell is cast and you have read the 
  magical inscription, you are thereafter able to read that particular 
  writing without recourse to the use of read magic. You can read 
  at the rate of one page (250 words) per minute. The spell allows 
  you to identify a glyph of warding with a DC 13 Spellcraft check, 
  a greater glyph of warding with a DC 16 Spellcraft check, or any 
  symbol spell with a Spellcraft check (DC 10 + spell level).
  Read magic can be made permanent with a permanency spell.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  resistanCe
  School abjuration; Level cleric 0; Casting Time 1 standard action; 
  Components V, S, M/DF (a miniature cloak); Range touch; 
  Target creature touched; Duration 1 minute; Saving Throw Will 
  negates (harmless); Spell Resistance yes (harmless)
  You imbue the subject with magical energy that protects it from 
  harm, granting it a +1 resistance bonus on saves.
  Resistance can be made permanent with a permanency spell.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  staBilize
  School conjuration (healing); Level cleric 0; Casting Time 1 
  standard action; Components V, S; Range close (25 ft. + 5 ft./2 
  levels); Target one living creature; Duration instantaneous; 
  Saving Throw Will negates (harmless); Spell Resistance yes 
  (harmless)
  Upon casting this spell, you target a living creature that has –1 or 
  fewer hit points. That creature is automatically stabilized and does 
  not lose any further hit points. If the creature later takes damage, it 
  continues dying normally.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  Virtue
  School transmutation; Level cleric 0; Casting Time 1 standard 
  action; Components V, S, DF; Range touch; Target creature 
  touched; Duration 1 min.; Saving Throw none; Spell Resistance 
  yes (harmless)
  With a touch, you infuse a creature with a tiny surge of life, 
  granting the subject 1 temporary hit point.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  Bane
  School enchantment (compulsion) [fear, mind-affecting]; Level 
  cleric 1; Casting Time 1 standard action; Components V, S, DF; 
  Range 50 ft.; Area 50-ft.-radius burst, centered on you; Duration 
  1 min./level; Saving Throw Will negates; Spell Resistance yes
  Bane fills your enemies with fear and doubt. Each affected creature 
  takes a –1 penalty on attack rolls and a –1 penalty on saving throws 
  against fear effects. Bane counters and dispels bless.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  Bless
  School enchantment (compulsion) [mind-affecting]; Level cleric 
  1; Casting Time 1 standard action; Components V, S, DF; Range 
  50 ft.; Area The caster and all allies within a 50-ft. burst, centered 
  on the caster; Duration 1 min./level; Saving Throw none; Spell 
  Resistance yes (harmless)
  Bless fills your allies with courage. Each ally gains a +1 morale 
  bonus on attack rolls and on saving throws against fear effects.
  Bless counters and dispels bane.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  Bless Water
  School transmutation [good]; Level cleric 1; Casting Time 1 
  minute; Components V, S, M (5 pounds of powdered silver worth 
  25 gp); Range touch; Target flask of water touched; Duration 
  instantaneous; Saving Throw Will negates (object); Spell Resis-
  tance yes (object)
  This transmutation imbues a flask (1 pint) of water with positive 
  energy, turning it into holy water.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  Cause fear
  School necromancy [fear, mind-affecting]; Level cleric 1; Casting 
  Time 1 standard action; Components V, S; Range close (25 ft. + 5 
  ft./2 levels); Target one living creature with 5 or fewer HD; Dura-
  tion 1d4 rounds or 1 round; see text; Saving Throw Will partial; 
  Spell Resistance yes
  The affected creature becomes frightened. If the subject succeeds 
  on a Will save, it is shaken for 1 round. Creatures with 6 or more 
  HD are immune to this effect. Cause fear counters and dispels 
  remove fear.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  CoMMand
  School enchantment (compulsion) [language-dependent, mind-
  affecting]; Level cleric 1; Casting Time 1 standard action; 
  Components V; Range close (25 ft. + 5 ft./2 levels); Target one 
  living creature; Duration 1 round; Saving Throw Will negates; 
  Spell Resistance yes
  You give the subject a single command, which it obeys to the best 
  of its ability at its earliest opportunity. You may select from the 
  following options.
  Approach: On its turn, the subject moves toward you as quickly 
  and directly as possible for 1 round. The creature may do nothing 
  but move during its turn, and it provokes attacks of opportunity for 
  this movement as normal.
  Drop: On its turn, the subject drops whatever it is holding. It can’t 
  pick up any dropped item until its next turn.
  Fall: On its turn, the subject falls to the ground and remains 
  prone for 1 round. It may act normally while prone but takes any 
  appropriate penalties.
  Flee: On its turn, the subject moves away from you as quickly 
  as possible for 1 round. It may do nothing but move during its 
  turn, and it provokes attacks of opportunity for this movement as 
  normal.
  Halt: The subject stands in place for 1 round. It may not take any 
  actions but is not considered helpless.
  If the subject can’t carry out your command on its next turn, the 
  spell automatically fails.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  CoMPrehend languages
  School divination; Level cleric 1; Casting Time 1 standard action; 
  Components V, S, M/DF (pinch of soot and salt); Range personal; 
  Target you; Duration 10 min./level
  You can understand the spoken words of creatures or read other-
  wise incomprehensible written messages. The ability to read does 
  not necessarily impart insight into the material, merely its literal 
  meaning. The spell enables you to understand or read an unknown 
  language, not speak or write it.
  Written material can be read at the rate of one page (250 words) 
  per minute. Magical writing cannot be read, though the spell 
  reveals that it is magical. This spell can be foiled by certain 
  warding magic (such as the secret page and illusory script spells). 
  It does not decipher codes or reveal messages concealed in other-
  wise normal text.
  Comprehend languages can be made permanent with a permanency 
  spell.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  Cure light Wounds
  School conjuration (healing); Level cleric 1; Casting Time 1 
  standard action; Components V, S; Range touch; Target creature 
  touched; Duration instantaneous; Saving Throw Will half (harm-
  less); see text; Spell Resistance yes (harmless); see text
  When laying your hand upon a living creature, you channel posi-
  tive energy that cures 1d8 points of damage + 1 point per caster 
  level (maximum +5). Since undead are powered by negative 
  energy, this spell deals damage to them instead of curing their 
  wounds. An undead creature can apply spell resistance, and can 
  attempt a Will save to take half damage.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  Curse Water
  School necromancy [evil];Level cleric 1; Casting Time 1 minute; 
  Components V, S, M (5 lbs. of powdered silver worth 25 gp); 
  Range touch; Target flask of water touched; Duration instan-
  taneous; Saving Throw Will negates (object); Spell Resistance 
  yes (object)
  This spell imbues a flask (1 pint) of water with negative energy, 
  turning it into unholy water (see Equipment). Unholy water 
  damages good outsiders the way holy water damages undead and 
  evil outsiders.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  deathWatCh
  School necromancy; Level cleric 1; Casting Time 1 standard 
  action; Components V, S; Range 30 ft.; Area cone-shaped 
  emanation; Duration 10 min./level; Saving Throw none; Spell 
  Resistance no
  Using the powers of necromancy, you can determine the condition 
  of creatures near death within the spell’s range. You instantly know 
  whether each creature within the area is dead, fragile (alive and 
  wounded, with 3 or fewer hit points left), fighting off death (alive 
  with 4 or more hit points), healthy, undead, or neither alive nor 
  dead (such as a construct). Deathwatch sees through any spell or 
  ability that allows creatures to feign death.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  deteCt Chaos/eVil/good/laW
  School divination; Level cleric 1
  This spell functions like detect evil, except that it detects the auras 
  of chaotic creatures, clerics of chaotic deities, chaotic spells, and 
  chaotic magic items, and you are vulnerable to an overwhelming 
  chaotic aura if you are lawful.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  deteCt undead
  School divination; Level cleric 1; Casting Time 1 standard action; 
  Components V, S, M/DF (earth from a grave); Range 60 ft.; Area 
  cone-shaped emanation; Duration concentration, up to 1 minute/ 
  level (D); Saving Throw none; Spell Resistance no
  You can detect the aura that surrounds undead creatures. The 
  amount of information revealed depends on how long you study a 
  particular area.
  1st Round: Presence or absence of undead auras.
  2nd Round: Number of undead auras in the area and the strength 
  of the strongest undead aura present. If you are of good alignment, 
  and the strongest undead aura’s strength is overwhelming (see 
  below), and the creature has HD of at least twice your character 
  level, you are stunned for 1 round and the spell ends.
  3rd Round: The strength and location of each undead aura. If an 
  aura is outside your line of sight, then you discern its direction but 
  not its exact location.
  Aura Strength: The strength of an undead aura is determined by the 
  HD of the undead creature, as given on the table below.
  Lingering Aura: An undead aura lingers after its original source is 
  destroyed. If detect undead is cast and directed at such a location, 
  the spell indicates an aura strength of dim (even weaker than a 
  faint aura). How long the aura lingers at this dim level depends on 
  its original power, as given on the table below.
  
  deteCt undead (Cont’d)
  School divination; Level cleric 1; Casting Time 1 standard action; 
  Components V, S, M/DF (earth from a grave); Range 60 ft.; Area 
  cone-shaped emanation; Duration concentration, up to 1 minute/ 
  level (D); Saving Throw none; Spell Resistance no
  HD Strength 
  Lingering Aura 
  Duration 
  1 or lower 
  Faint 
  1d6 rounds 
  2–4 
  Moderate 
  1d6 minutes 
  5–10 
  Strong 
  1d6 × 10 minutes 
  11 or higher 
  Overwhelming 
  1d6 days 
  Each round, you can turn to detect undead in a new area. The spell 
  can penetrate barriers, but 1 foot of stone, 1 inch of common metal, 
  a thin sheet of lead, or 3 feet of wood or dirt blocks it.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  diVine faVor
  School evocation; Level cleric 1; Casting Time 1 standard action; 
  Components V, S, DF; Range personal; Target you; Duration 
  1 minute
  Calling upon the strength and wisdom of a deity, you gain a +1 
  luck bonus on attack and weapon damage rolls for every three 
  caster levels you have (at least +1, maximum +3). The bonus 
  doesn’t apply to spell damage.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  dooM
  School necromancy [fear, mind-affecting]; Level cleric 1; Casting 
  Time 1 standard action; Components V, S, DF; Range medium 
  (100 ft. + 10 ft./level); Target one living creature; Duration 1 
  min./level; Saving Throw Will negates; Spell Resistance yes
  This spell fills a single subject with a feeling of horrible dread that 
  causes it to become shaken.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  endure eleMents
  School abjuration; Level cleric 1; Casting Time 1 standard 
  action; Components V, S; Range touch; Target creature touched; 
  Duration 24 hours; Saving Throw Will negates (harmless); Spell 
  Resistance yes (harmless)
  A creature protected by endure elements suffers no harm from 
  being in a hot or cold environment. It can exist comfortably in 
  conditions between –50 and 140 degrees Fahrenheit without 
  having to make Fortitude saves. The creature’s equipment is 
  likewise protected.
  Endure elements doesn’t provide any protection from fire or cold 
  damage, nor does it protect against other environmental hazards 
  such as smoke, lack of air, and so forth.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  entroPiC shield
  School abjuration; Level cleric 1; Casting Time 1 standard action; 
  Components V, S; Range personal; Target you; Duration 1 min./
  level (D)
  A magical field appears around you, glowing with a chaotic blast 
  of multicolored hues. This field deflects incoming arrows, rays, 
  and other ranged attacks. Each ranged attack directed at you for 
  which the attacker must make an attack roll has a 20% miss chance 
  (similar to the effects of concealment). Other attacks that simply 
  work at a distance are not affected.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  hide froM undead
  School abjuration; Level cleric 1; Casting Time 1 standard 
  action; Components V, S, DF; Range touch; Targets one touched 
  creature/level; Duration 10 min./level (D); Saving Throw Will 
  negates (harmless); see text; Spell Resistance yes
  Undead cannot see, hear, or smell creatures warded by this spell. 
  Even extraordinary or supernatural sensory capabilities, such as 
  blindsense, blindsight, scent, and tremorsense, cannot detect or 
  locate warded creatures. Nonintelligent undead creatures (such as 
  skeletons or zombies) are automatically affected and act as though 
  the warded creatures are not there. An intelligent undead creature 
  gets a single Will saving throw. If it fails, the subject can’t see 
  any of the warded creatures. If it has reason to believe unseen 
  opponents are present, however, it can attempt to find or strike 
  them. If a warded creature attempts to channel positive energy, turn 
  or command undead, touches an undead creature, or attacks any 
  creature (even with a spell), the spell ends for all recipients.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  infliCt light Wounds
  School necromancy; Level cleric 1; Casting Time 1 standard 
  action; Components V, S; Range touch; Target creature touched; 
  Duration instantaneous; Saving Throw Will half; Spell Resis-
  tance yes
  When laying your hand upon a creature, you channel negative 
  energy that deals 1d8 points of damage + 1 point per caster level 
  (maximum +5). 
  Since undead are powered by negative energy, this spell cures such 
  a creature of a like amount of damage, rather than harming it.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  MagiC stone
  School transmutation; Level cleric 1; Casting Time 1 standard 
  action; Components V, S, DF; Range touch; Targets up to three 
  pebbles touched; Duration 30 minutes or until discharged; Saving 
  Throw Will negates (harmless, object); Spell Resistance yes 
  (harmless, object)
  You transmute as many as three pebbles, which can be no larger 
  than sling bullets, so that they strike with great force when thrown 
  or slung. If hurled, they have a range increment of 20 feet. If 
  slung, treat them as sling bullets (range increment 50 feet). The 
  spell gives them a +1 enhancement bonus on attack and damage 
  rolls. The user of the stones makes a normal ranged attack. Each 
  stone that hits deals 1d6+1 points of damage (including the spell’s 
  enhancement bonus), or 2d6+2 points against undead.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  MagiC WeaPon
  School transmutation; Level cleric 1;Casting Time 1 standard 
  action; Components V, S, DF; Range touch; Target weapon 
  touched; Duration 1 min./level; Saving Throw Will negates 
  (harmless, object); Spell Resistance yes (harmless, object); 
  Magic weapon gives a weapon a +1 enhancement bonus on attack 
  and damage rolls. An enhancement bonus does not stack with a 
  masterwork weapon’s +1 bonus on attack rolls.
  You can’t cast this spell on a natural weapon, such as an unarmed 
  strike (instead, see magic fang). A monk’s unarmed strike is 
  considered a weapon, and thus it can be enhanced by this spell.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  oBsCuring Mist
  School conjuration (creation); Level cleric 1; Casting Time 1 
  standard action; Components V, S; Range 20 ft.; Effect cloud 
  spreads in 20-ft. radius from you, 20 ft. high; Duration 1 min./
  level (D); Saving Throw none; Spell Resistance no
  A misty vapor arises around you. It is stationary. The vapor 
  obscures all sight, including darkvision, beyond 5 feet. A creature 
  5 feet away has concealment (attacks have a 20% miss chance). 
  Creatures farther away have total concealment (50% miss chance, 
  and the attacker cannot use sight to locate the target).
  A moderate wind (11+ mph), such as from a gust of wind spell, 
  disperses the fog in 4 rounds. A strong wind (21+ mph) disperses 
  the fog in 1 round. A fireball, flame strike, or similar spell burns 
  away the fog in the explosive or fiery spell’s area. A wall of fire 
  burns away the fog in the area into which it deals damage.
  This spell does not function underwater.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  ProteCtion froM eVil
  School abjuration [good]; Level cleric 1; Casting Time 1 standard 
  action; Components V, S, M/DF; Range touch; Target creature 
  touched; Duration 1 min./level (D); Saving Throw Will negates 
  (harmless); Spell Resistance no; see text
  This spell wards a creature from attacks by evil creatures, from 
  mental control, and from summoned creatures. It creates a magical 
  barrier around the subject at a distance of 1 foot. The barrier moves 
  with the subject and has three major effects.
  First, the subject gains a +2 deflection bonus to AC and a +2 resis-
  tance bonus on saves. Both these bonuses apply against attacks 
  made or effects created by evil creatures.
  Second, the subject immediately receives another saving throw (if 
  one was allowed to begin with) against any spells or effects that 
  possess or exercise mental control over the creature (including 
  enchantment [charm] effects and enchantment [compulsion] 
  effects). This saving throw is made with a +2 morale bonus, using 
  the same DC as the original effect. If successful, such effects 
  are suppressed for the duration of this spell. The effects resume 
  when the duration of this spell expires. While under the effects of 
  this spell, the target is immune to any new attempts to possess or 
  exercise mental control over the target. This spell does not expel 
  a controlling life force (such as a ghost or spellcaster using magic 
  jar), but it does prevent them from controlling the target. This 
  second effect only functions against spells and effects created by 
  evil creatures or objects, subject to GM discretion.
  Third, the spell prevents bodily contact by evil summoned crea-
  tures. This causes the natural weapon attacks of such creatures to 
  fail and the creatures to recoil if such attacks require touching the 
  warded creature. Summoned creatures that are not evil are immune
  
  ProteCtion froM eVil 
  (Cont’d)
  School abjuration [good]; Level cleric 1; Casting Time 1 standard 
  action; Components V, S, M/DF; Range touch; Target creature 
  touched; Duration 1 min./level (D); Saving Throw Will negates 
  (harmless); Spell Resistance no; see text
  to this effect. The protection against contact by summoned crea-
  tures ends if the warded creature makes an attack against or tries 
  to force the barrier against the blocked creature. Spell resistance 
  can allow a creature to overcome this protection and touch the 
  warded creature.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  reMoVe fear
  School abjuration; Level cleric 1; Casting Time 1 standard action; 
  Components V, S; Range close (25 ft. + 5 ft./2 levels); Targets 
  one creature plus one additional creature per four levels, no two 
  of which can be more than 30 ft. apart; Duration 10 minutes; see 
  text; Saving Throw Will negates (harmless); Spell Resistance 
  yes (harmless)
  You instill courage in the subject, granting it a +4 morale bonus 
  against fear effects for 10 minutes. If the subject is under the 
  influence of a fear effect when receiving the spell, that effect is 
  suppressed for the duration of the spell.
  Remove fear counters and dispels cause fear.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  sanCtuary
  School abjuration; Level cleric 1; Casting Time 1 standard action; 
  Components V, S, DF; Range touch; Target creature touched; 
  Duration 1 round/level; Saving Throw Will negates; Spell 
  Resistance no
  Any opponent attempting to directly attack the warded creature, 
  even with a targeted spell, must attempt a Will save. If the save 
  succeeds, the opponent can attack normally and is unaffected by 
  that casting of the spell. If the save fails, the opponent can’t follow 
  through with the attack, that part of its action is lost, and it can’t 
  directly attack the warded creature for the duration of the spell. 
  Those not attempting to attack the subject remain unaffected. This 
  spell does not prevent the warded creature from being attacked or 
  affected by area of effect spells. The subject cannot attack without 
  breaking the spell but may use nonattack spells or otherwise act.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  shield of faith
  School abjuration; Level cleric 1; Casting Time 1 standard action; 
  Components V, S, M (parchment with a holy text written on it); 
  Range touch; Target creature touched; Duration 1 min./level; 
  Saving Throw Will negates (harmless); Spell Resistance yes 
  (harmless)
  This spell creates a shimmering, magical field around the target 
  that averts and deflects attacks. The spell grants the subject a +2 
  deflection bonus to AC, with an additional +1 to the bonus for 
  every six levels you have (maximum +5 deflection bonus at 18th 
  level).
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  aid
  School enchantment (compulsion) [mind-affecting]; Level cleric 
  2; Casting Time 1 standard action; Components V, S, DF; Range 
  touch; Target living creature touched; Duration 1 min./level; 
  Saving Throw none; Spell Resistance yes (harmless) 
  Aid grants the target a +1 morale bonus on attack rolls and saves 
  against fear effects, plus temporary hit points equal to 1d8 + caster 
  level (to a maximum of 1d8+10 temporary hit points at caster 
  level 10th).
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  suMMon Monster i
  School conjuration (summoning) [see text]; Level cleric 1; Casting 
  Time 1 round; Components V, S, F/DF (a tiny bag and a small 
  candle); Range close (25 ft. + 5 ft./2 levels); Effect one summoned 
  creature; Duration 1 round/level (D); Saving Throw none; Spell 
  Resistance no
  This spell summons an extraplanar creature (typically an outsider, 
  elemental, or magical beast native to another plane). It appears 
  where you designate and acts immediately, on your turn. It attacks 
  your opponents to the best of its ability. If you can communicate 
  with the creature, you can direct it not to attack, to attack particular 
  enemies, or to perform other actions. The spell conjures one of the 
  creatures from the 1st Level list on Table 10–1. You choose which 
  kind of creature to summon, and you can choose a different one 
  each time you cast the spell.
  A summoned monster cannot summon or otherwise conjure 
  another creature, nor can it use any teleportation or planar travel 
  abilities. Creatures cannot be summoned into an environment that 
  cannot support them. Creatures summoned using this spell cannot 
  use spells or spell-like abilities that duplicate spells with expensive 
  material components (such as wish).
  When you use a summoning spell to summon a creature with an 
  alignment or elemental subtype, it is a spell of that type. Creatures 
  on Table 10–1 marked with an “*” are summoned with the celestial 
  template, if you are good, and the fiendish template, if you are 
  evil. If you are neutral, you may choose which template to apply 
  to the creature. Creatures marked with an “*” always have an 
  alignment that matches yours, regardless of their usual alignment. 
  Summoning these creatures makes the summoning spell’s type 
  match your alignment.
  
  suMMon Monster i (Cont’d)
  School conjuration (summoning) [see text]; Level cleric 1; Casting 
  Time 1 round; Components V, S, F/DF (a tiny bag and a small 
  candle); Range close (25 ft. + 5 ft./2 levels); Effect one summoned 
  creature; Duration 1 round/level (D); Saving Throw none; Spell 
  Resistance no
  1st Level: Dire rat*; Dolphin*; Eagle*; Fire beetle*; Poisonous 
  frog*; Pony (horse)*; Riding dog*; Viper (snake)*; 
  * This creature is summoned with the celestial template if you 
  are good, or the fiendish template if you are evil; you may choose 
  either if you are neutral.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  align WeaPon
  School transmutation [see text]; Level cleric 2; Casting Time 
  1 standard action; Components V, S, DF; Range touch; Target 
  weapon touched or 50 projectiles (all of which must be together at 
  the time of casting); Duration 1 min./level; Saving Throw Will 
  negates (harmless, object); Spell Resistance yes (harmless, object)
  Align weapon makes a weapon chaotic, evil, good, or lawful, 
  as you choose. A weapon that is aligned can bypass the damage 
  reduction of certain creatures. This spell has no effect on a weapon 
  that already has an alignment. 
  You can’t cast this spell on a natural weapon, such as an unarmed 
  strike. When you make a weapon chaotic, evil, good, or lawful, 
  align weapon is a chaotic, evil, good, or lawful spell, respectively.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  augury
  School divination; Level cleric 2; Casting Time 1 minute; 
  Components V, S, M (incense worth at least 25 gp), F (a set of 
  marked sticks or bones worth at least 25 gp); Range personal; 
  Target you; Duration instantaneous
  An augury can tell you whether a particular action will bring good 
  or bad results for you in the immediate future.
  The base chance for receiving a meaningful reply is 70% + 1% per 
  caster level, to a maximum of 90%; this roll is made secretly. A 
  question may be so straightforward that a successful result is auto-
  matic, or so vague as to have no chance of success. If the augury 
  succeeds, you get one of four results:
  Weal (if the action will probably bring good results); Woe (for bad 
  results); Weal and woe (for both); Nothing (for actions that don’t 
  have especially good or bad results).
  If the spell fails, you get the “nothing” result. A cleric who gets the 
  “nothing” result has no way to tell whether it was the consequence 
  of a failed or successful augury.
  The augury can see into the future only about half an hour, so 
  anything that might happen after that does not affect the result. 
  Thus, the result might not take into account the long-term 
  consequences of a contemplated action. All auguries cast by the 
  same person about the same topic use the same die result as the 
  first casting.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  Bear’s enduranCe
  School transmutation; Level cleric 2;  Casting Time 1 standard 
  action; Components V, S, M/DF (a few hairs, or a pinch of dung, 
  from a bear); Range touch; Target creature touched; Duration 
  1 min./level; Saving Throw Will negates (harmless); Spell 
  Resistance yes
  The affected creature gains greater vitality and stamina. The spell 
  grants the subject a +4 enhancement bonus to Constitution, which 
  adds the usual benefits to hit points, Fortitude saves, Constitution 
  checks, and so forth. Hit points gained by a temporary increase 
  in Constitution score are not temporary hit points. They go away 
  when the subject’s Constitution drops back to normal. They are not 
  lost first as temporary hit points are.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  Bull’s strength
  School transmutation; Level cleric 2; Casting Time 1 standard 
  action; Components V, S, M/DF (a few hairs, or a pinch of dung, 
  from a bull); Range touch; Target creature touched; Duration 1 
  min./level; Saving Throw Will negates (harmless); Spell Resis-
  tance yes (harmless);
  The subject becomes stronger. The spell grants a +4 enhancement 
  bonus to Strength, adding the usual benefits to melee attack rolls, 
  melee damage rolls, and other uses of the Strength modifier.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  CalM eMotions
  School enchantment (compulsion) [mind-affecting]; Level cleric 
  2; Casting Time 1 standard action; Components V, S, DF; Range 
  medium (100 ft. + 10 ft./level); Area creatures in a 20-ft.-radius 
  spread; Duration concentration, up to 1 round/level (D); Saving 
  Throw Will negates; Spell Resistance yes
  This spell calms agitated creatures. You have no control over the 
  affected creatures, but calm emotions can stop raging creatures 
  from fighting or joyous ones from reveling. Creatures so affected 
  cannot take violent actions (although they can defend themselves) 
  or do anything destructive. Any aggressive action against or 
  damage dealt to a calmed creature immediately breaks the spell on 
  all calmed creatures.
  This spell automatically suppresses (but does not dispel) any 
  morale bonuses granted by spells such as bless, good hope, and 
  rage, and also negates a bard’s ability to inspire courage or a 
  barbarian’s rage ability. It also suppresses any fear effects and 
  removes the confused condition from all targets. While the spell 
  lasts, a suppressed spell, condition, or effect has no effect. When 
  the calm emotions spell ends, the original spell or effect takes hold 
  of the creature again, provided that its duration has not expired in 
  the meantime.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  ConseCrate
  School evocation [good]; Level cleric 2; Casting Time 1 standard 
  action; Components V, S, M (a vial of holy water and 25 gp worth 
  of silver dust), DF; Range close (25 ft. + 5 ft./2 levels); Area 
  20-ft.-radius emanation; Duration 2 hours/level; Saving Throw 
  none; Spell Resistance no
  This spell blesses an area with positive energy. The DC to resist 
  positive channeled energy within this area gains a +3 sacred bonus. 
  Every undead creature entering a consecrated area suffers minor 
  disruption, suffering a –1 penalty on attack rolls, damage rolls, 
  and saves. Undead cannot be created within or summoned into a 
  consecrated area. If the consecrated area contains an altar, shrine, 
  or other permanent fixture dedicated to your deity, pantheon, or 
  aligned higher power, the modifiers given above are doubled (+6 
  sacred bonus to positive channeled energy DCs, –2 penalties for 
  undead in the area).
  You cannot consecrate an area with a similar fixture of a deity 
  other than your own patron. Instead, the consecrate spell curses the 
  area, cutting off its connection with the associated deity or power. 
  This secondary function, if used, does not also grant the bonuses 
  and penalties relating to undead, as given above.
  Consecrate counters and dispels desecrate.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  Cure Moderate Wounds
  School conjuration (healing); Level cleric 2; Casting Time 1 
  standard action; Components V, S; Range touch; Target creature 
  touched; Duration instantaneous; Saving Throw Will half (harm-
  less); see text; Spell Resistance yes (harmless); see text
  When laying your hand upon a living creature, you channel posi-
  tive energy that cures 2d8 points of damage + 1 point per caster 
  level (maximum +10). Since undead are powered by negative 
  energy, this spell deals damage to them instead of curing their 
  wounds. An undead creature can apply spell resistance, and can 
  attempt a Will save to take half damage.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  darkness
  School evocation [darkness]; Level cleric 2; Casting Time 1 
  standard action; Components V, M/DF (bat fur and a piece of 
  coal); Range touch; Target object touched; Duration 1 min./level 
  (D); Saving Throw none; Spell Resistance no
  This spell causes an object to radiate darkness out to a 20-foot 
  radius. This darkness causes the illumination level in the area to 
  drop one step, from bright light to normal light, from normal light 
  to dim light, or from dim light to darkness. This spell has no effect 
  in an area that is already dark. Creatures with light vulnerability 
  or sensitivity take no penalties in normal light. All creatures gain 
  concealment (20% miss chance) in dim light. All creatures gain 
  total concealment (50% miss chance) in darkness. Creatures with 
  darkvision can see in an area of dim light or darkness without 
  penalty. Nonmagical sources of light, such as torches and lanterns, 
  do not increase the light level in an area of darkness. Magical 
  light sources only increase the light level in an area if they are of a 
  higher spell level than darkness. 
  If darkness is cast on a small object that is then placed inside or 
  under a lightproof covering, the spell’s effect is blocked until the 
  covering is removed.
  This spell does not stack with itself. Darkness can be used to 
  counter or dispel any light spell of equal or lower spell level. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  death knell
  School necromancy [death, evil]; Level cleric 2; Casting Time 1 
  standard action; Components V, S; Range touch; Target living 
  creature touched; Duration instantaneous/10 minutes per HD of 
  subject; see text; Saving Throw Will negates; Spell Resistance 
  yes
  You draw forth the ebbing life force of a creature and use it to 
  fuel your own power. Upon casting this spell, you touch a living 
  creature that has –1 or fewer hit points. If the subject fails its 
  saving throw, it dies, and you gain 1d8 temporary hit points and 
  a +2 enhancement bonus to Strength. Additionally, your effective 
  caster level goes up by +1, improving spell effects dependent on 
  caster level. This increase in effective caster level does not grant 
  you access to more spells. These effects last for 10 minutes per HD 
  of the subject creature.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  delay Poison
  School conjuration (healing); Level cleric 2; Casting Time 1 stan-
  dard action; Components V, S, DF; Range touch; Target creature 
  touched; Duration 1 hour/level; Saving Throw Fortitude negates 
  (harmless); Spell Resistance yes (harmless)
  The subject becomes temporarily immune to poison. Any poison 
  in its system or any poison to which it is exposed during the spell’s 
  duration does not affect the subject until the spell’s duration has 
  expired. Delay poison does not cure any damage that poison may 
  have already done.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  deseCrate
  School evocation [evil]; Level cleric 2; Casting Time 1 standard 
  action; Component V, S, M (a vial of unholy water and 25 gp 
  worth (5 pounds) of silver dust, all of which must be sprinkled 
  around the area), DF; Range close (25 ft. + 5 ft./2 levels); Area 
  20-ft.-radius emanation; Duration 2 hours/level; Saving Throw 
  none; Spell Resistance yes
  This spell imbues an area with negative energy. The DC to resist 
  negative channeled energy within this area gains a +3 profane 
  bonus. Every undead creature entering a desecrated area gains a +1 
  profane bonus on all attack rolls, damage rolls, and saving throws. 
  An undead creature created within or summoned into such an area 
  gains +1 hit points per HD.
  If the desecrated area contains an altar, shrine, or other permanent 
  fixture dedicated to your deity or aligned higher power, the 
  modifiers given above are doubled (+6 profane bonus to negative 
  channeled energy DCs, +2 profane bonus and +2 hit points per 
  HD for undead created in the area).
  Furthermore, anyone who casts animate dead within this area may 
  create as many as double the normal amount of undead (that is, 4 
  HD per caster level rather than 2 HD per caster level).
  If the area contains an altar, shrine, or other permanent fixture 
  of a deity, pantheon, or higher power other than your patron, the 
  desecrate spell instead curses the area, cutting off its connection 
  with the associated deity or power. This secondary function, if 
  used, does not also grant the bonuses and penalties relating to 
  undead, as given above.
  Desecrate counters and dispels consecrate.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  eagle’s sPlendor
  School transmutation; Level cleric 2; Casting Time 1 standard 
  action; Components V, S, M/DF (feathers or droppings from an 
  eagle); Range touch; Target creature touched; Duration 1 min./
  level; Saving Throw Will negates (harmless); Spell Resistance 
  yes
  The transmuted creature becomes more poised, articulate, and 
  personally forceful. The spell grants a +4 enhancement bonus 
  to Charisma, adding the usual benefits to Charisma-based skill 
  checks and other uses of the Charisma modifier. Bards, paladins, 
  and sorcerers (and other spellcasters who rely on Charisma) 
  affected by this spell do not gain any additional bonus spells for 
  the increased Charisma, but the save DCs for spells they cast while 
  under this spell’s effect do increase.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  enthrall
  School enchantment (charm) [language dependent, mind-affecting, 
  sonic]; Level cleric 2; Casting Time 1 round; Components V, 
  S; Range medium (100 ft. + 10 ft./level); Targets any number of 
  creatures; Duration 1 hour or less; Saving Throw Will negates; 
  see text; Spell Resistance yes
  If you have the attention of a group of creatures, you can use this 
  spell to hold them enthralled. To cast the spell, you must speak or 
  sing without interruption for 1 full round. Thereafter, those affected 
  give you their undivided attention, ignoring their surroundings. 
  They are considered to have an attitude of friendly while under the 
  effect of the spell. Any potentially affected creature of a race or 
  religion unfriendly to yours gets a +4 bonus on the saving throw.
  A target with 4 or more HD or with a Wisdom score of 16 or 
  higher remains aware of its surroundings and has an attitude of 
  indifferent. It gains a new saving throw if it witnesses actions that 
  it opposes.
  The effect lasts as long as you speak or sing, to a maximum of 1 
  hour. Those enthralled by your words take no action while you 
  speak or sing and for 1d3 rounds thereafter while they discuss 
  the topic or performance. Those entering the area during the 
  performance must also successfully save or become enthralled. 
  The speech ends (but the 1d3-round delay still applies) if you lose 
  concentration or do anything other than speak or sing.
  If those not enthralled have unfriendly or hostile attitudes toward 
  you, they can collectively make a Charisma check to try to end 
  the spell by jeering and heckling. For this check, use the Charisma 
  bonus of the creature with the highest Charisma in the group; 
  others may make Charisma checks to assist. The heckling ends the 
  spell if this check result beats your Charisma check result. Only
  
  enthrall (Cont’d)
  School enchantment (charm) [language dependent, mind-affecting, 
  sonic]; Level cleric 2; Casting Time 1 round; Components V, 
  S; Range medium (100 ft. + 10 ft./level); Targets any number of 
  creatures; Duration 1 hour or less; Saving Throw Will negates; 
  see text; Spell Resistance yes
   one such challenge is allowed per use of the spell.
  If any member of the audience is attacked or subjected to some 
  other overtly hostile act, the spell ends and the previously 
  enthralled members become immediately unfriendly toward you. 
  Each creature with 4 or more HD or with a Wisdom score of 16 or 
  higher becomes hostile.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  find traPs
  School divination; Level cleric 2; Casting Time 1 standard action; 
  Components V, S; Range personal; Target you; Duration 1 min./
  level
  You gain intuitive insight into the workings of traps. You gain an 
  insight bonus equal to 1/2 your caster level (maximum +10) on 
  Perception checks made to find traps while the spell is in effect. 
  You receive a check to notice traps within 10 feet of you, even if 
  you are not actively searching for them. Note that find traps grants 
  no ability to disable the traps that you may find.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  gentle rePose
  School necromancy; Level cleric 2; Casting Time 1 standard 
  action; Components V, S, M/DF (salt and a copper piece for 
  each of the corpse’s eyes); Range touch; Target corpse touched; 
  Duration 1 day/level; Saving Throw Will negates (object); Spell 
  Resistance yes (object)
  You preserve the remains of a dead creature so that they do not 
  decay. Doing so effectively extends the time limit on raising that 
  creature from the dead (see raise dead). Days spent under the influ-
  ence of this spell don’t count against the time limit. Additionally, 
  this spell makes transporting a slain (and thus decaying) comrade 
  less unpleasant.
  The spell also works on severed body parts and the like.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  hold Person
  School enchantment (compulsion) [mind-affecting]; Level cleric 2; 
  Casting Time 1 standard action; Components V, S, F/DF (a small, 
  straight piece of iron); Range medium (100 ft. + 10 ft./level); 
  Target one humanoid creature; Duration 1 round/level (D); see 
  text; Saving Throw Will negates; see text; Spell Resistance yes
  The subject becomes paralyzed and freezes in place. It is aware 
  and breathes normally but cannot take any actions, even speech. 
  Each round on its turn, the subject may attempt a new saving throw 
  to end the effect. This is a full-round action that does not provoke 
  attacks of opportunity. A winged creature who is paralyzed cannot 
  flap its wings and falls. A swimmer can’t swim and may drown.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  infliCt Moderate Wounds 
  School necromancy; Level cleric 2; Casting Time 1 standard 
  action; Components V, S; Range touch; Target creature touched; 
  Duration instantaneous; Saving Throw Will half (harmless); see 
  text; Spell Resistance yes (harmless); see text
  When laying your hand upon a creature, you channel negative 
  energy that deals 2d8 points of damage + 1 point per caster level 
  (maximum +10).
  Since undead are powered by negative energy, this spell cures such 
  a creature of a like amount of damage, rather than harming it.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  Make Whole
  School transmutation; Level cleric 2; Range close (25 ft. + 5 ft./2 
  levels); Target one object of up to 10 cu. ft./level or one construct 
  creature of any size
  This spell functions as mending, except that it repairs 1d6 points 
  of damage per level when cast on a construct creature (maximum 
  5d6).
  Make whole can fix destroyed magic items (at 0 hit points or 
  less), and restores the magic properties of the item if your caster 
  level is at least twice that of the item. Items with charges (such as 
  wands) and single-use items (such as potions and scrolls) cannot 
  be repaired in this way. When make whole is used on a construct 
  creature, the spell bypasses any immunity to magic as if the spell 
  did not allow spell resistance.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  oWl’s WisdoM
  School transmutation; Level cleric 2; Casting Time 1 standard 
  action; Components V, S, M/DF (feathers or droppings from an 
  owl); Range touch; Target creature touched; Duration 1 min./
  level; Saving Throw Will negates (harmless); Spell Resistance 
  yes
  The transmuted creature becomes wiser. The spell grants a +4 
  enhancement bonus to Wisdom, adding the usual benefit to 
  Wisdom-related skills. Clerics, druids, and rangers (and other 
  Wisdom-based spellcasters) who receive owl’s wisdom do not gain 
  any additional bonus spells for the increased Wisdom, but the save 
  DCs for their spells increase.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  reMoVe Paralysis
  School conjuration (healing); Level cleric 2; Casting Time 1 
  standard action; Components V, S; Range close (25 ft. + 5 ft./2 
  levels); Targets up to four creatures, no two of which can be more 
  than 30 ft. apart; Duration instantaneous; Saving Throw Will 
  negates (harmless); Spell Resistance yes (harmless)
  You can free one or more creatures from the effects of temporary 
  paralysis or related magic, including spells and effects that cause 
  a creature to gain the staggered condition. If the spell is cast on 
  one creature, the paralysis is negated. If cast on two creatures, 
  each receives another save with a +4 resistance bonus against the 
  effect that afflicts it. If cast on three or four creatures, each receives 
  another save with a +2 resistance bonus.
  The spell does not restore ability scores reduced by penalties, 
  damage, or drain.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  resist energy
  School abjuration; Level cleric 2; Casting Time 1 standard action; 
  Components V, S, DF; Range touch;  Target creature touched; 
  Duration 10 min./level; Saving Throw Fortitude negates (harm-
  less); Spell Resistance yes (harmless)
  This abjuration grants a creature limited protection from damage 
  of whichever one of five energy types you select: acid, cold, 
  electricity, fire, or sonic. The subject gains resist energy 10 against 
  the energy type chosen, meaning that each time the creature is 
  subjected to such damage (whether from a natural or magical 
  source), that damage is reduced by 10 points before being applied 
  to the creature’s hit points. The value of the energy resistance 
  granted increases to 20 points at 7th level and to a maximum of 30 
  points at 11th level. The spell protects the recipient’s equipment 
  as well.
  Resist energy absorbs only damage. The subject could still suffer 
  unfortunate side effects.
  Resist energy overlaps (and does not stack with) protection from 
  energy. If a character is warded by protection from energy and 
  resist energy, the protection spell absorbs damage until its power 
  is exhausted.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  restoration, lesser
  School conjuration (healing); Level cleric 2; Casting Time 3 
  rounds; Components V, S; Range touch; Target creature touched; 
  Duration instantaneous; Saving Throw Will negates (harmless); 
  Spell Resistance yes (harmless)
  Lesser restoration dispels any magical effects reducing one of the 
  subject’s ability scores or cures 1d4 points of temporary ability 
  damage to one of the subject’s ability scores. It also eliminates 
  any fatigue suffered by the character, and improves an exhausted 
  condition to fatigued. It does not restore permanent ability drain.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  shatter
  School evocation [sonic]; Level cleric 2; Casting Time 1 standard 
  action; Components V, S, M/DF (a chip of mica); Range close (25 
  ft. + 5 ft./2 levels); Area or Target 5-ft.-radius spread; or one solid 
  object or one crystalline creature; Duration instantaneous; Saving 
  Throw Will negates (object); Will negates (object) or Fortitude 
  half; see text; Spell Resistance yes
  Shatter creates a loud, ringing noise that breaks brittle, nonmagical 
  objects; sunders a single solid, nonmagical object; or damages a 
  crystalline creature.
  Used as an area attack, shatter destroys nonmagical objects of 
  crystal, glass, ceramic, or porcelain. All such objects within a 
  5-foot radius of the point of origin are smashed into dozens of 
  pieces by the spell. Objects weighing more than 1 pound per 
  your level are not affected, but all other objects of the appropriate 
  composition are shattered.
  Alternatively, you can target shatter against a single solid 
  nonmagical object, regardless of composition, weighing up to 10 
  pounds per caster level. Targeted against a crystalline creature (of 
  any weight), shatter deals 1d6 points of sonic damage per caster 
  level (maximum 10d6), with a Fortitude save for half damage.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  shield other
  School abjuration; Level cleric 2;  Casting Time 1 standard 
  action; Components V, S, F (a pair of platinum rings worth 50 
  gp worn by both you and the target); Range close (25 ft. + 5 ft./2 
  levels); Target one creature; Duration 1 hour/level (D); Saving 
  Throw Will negates (harmless); Spell Resistance yes (harmless)
  This spell wards the subject and creates a mystic connection 
  between you and the subject so that some of its wounds are trans-
  ferred to you. The subject gains a +1 deflection bonus to AC and a 
  +1 resistance bonus on saves. Additionally, the subject takes only 
  half damage from all wounds and attacks (including those dealt by 
  special abilities) that deal hit point damage. The amount of damage 
  not taken by the warded creature is taken by you. Forms of harm 
  that do not involve hit points, such as charm effects, temporary 
  ability damage, level draining, and death effects, are not affected. 
  If the subject suffers a reduction of hit points from a lowered 
  Constitution score, the reduction is not split with you because it is 
  not hit point damage. When the spell ends, subsequent damage is 
  no longer divided between the subject and you, but damage already 
  split is not reassigned to the subject.
  If you and the subject of the spell move out of range of each other, 
  the spell ends.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  silenCe
  School illusion (glamer); Level cleric 2; Casting Time 1 round; 
  Components V, S; Range long (400 ft. + 40 ft./level); Area 20-ft.-
  radius emanation centered on a creature, object, or point in space; 
  Duration 1 round/level (D); Saving Throw Will negates; see text 
  or none (object); Spell Resistance yes; see text or no (object)
  Upon the casting of this spell, complete silence prevails in the 
  affected area. All sound is stopped: Conversation is impossible, 
  spells with verbal components cannot be cast, and no noise whatso-
  ever issues from, enters, or passes through the area. The spell can 
  be cast on a point in space, but the effect is stationary unless cast 
  on a mobile object. The spell can be centered on a creature, and 
  the effect then radiates from the creature and moves as it moves. 
  An unwilling creature can attempt a Will save to negate the spell 
  and can use spell resistance, if any. Items in a creature’s possession 
  or magic items that emit sound receive the benefits of saves and 
  spell resistance, but unattended objects and points in space do 
  not. Creatures in an area of a silence spell are immune to sonic or 
  language-based attacks, spells, and effects.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  sound Burst
  School evocation [sonic]; Level cleric 2; Casting Time 1 standard 
  action; Components V, S, F/DF (a musical instrument); Range 
  close (25 ft. + 5 ft./2 levels); Area 10-ft.-radius spread; Duration 
  instantaneous; Saving Throw Fortitude partial; Spell Resistance 
  yes
  You blast an area with a tremendous cacophony. Every creature in 
  the area takes 1d8 points of sonic damage and must succeed on a 
  Fortitude save to avoid being stunned for 1 round. Creatures that 
  cannot hear are not stunned but are still damaged.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  status
  School divination; Level cleric 2; Casting Time 1 standard action; 
  Components V, S; Range touch; Targets one living creature 
  touched per three levels; Duration 1 hour/level; Saving Throw 
  Will negates (harmless); Spell Resistance yes (harmless)
  When you need to keep track of comrades who may get separated, 
  status allows you to mentally monitor their relative positions and 
  general condition. You are aware of direction and distance to the 
  creatures and any conditions affecting them: unharmed, wounded, 
  disabled, staggered, unconscious, dying, nauseated, panicked, 
  stunned, poisoned, diseased, confused, or the like. Once the spell 
  has been cast upon the subjects, the distance between them and 
  the caster does not affect the spell as long as they are on the same 
  plane of existence. If a subject leaves the plane, or if it dies, the 
  spell ceases to function for it.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  sPiritual WeaPon
  School evocation [force]; Level cleric 2; Casting Time 1 standard 
  action; Components V, S, DF; Range medium (100 ft. + 10 ft./
  level); Effect magic weapon of force; Duration 1 round/level (D); 
  Saving Throw none; Spell Resistance yes
  A weapon made of force appears and attacks foes at a distance, as 
  you direct it, dealing 1d8 force damage per hit, + 1 point per three 
  caster levels (maximum +5 at 15th level). The weapon takes the 
  shape of a weapon favored by your deity or a weapon with some 
  spiritual significance or symbolism to you (see below) and has the 
  same threat range and critical multipliers as a real weapon of its 
  form. It strikes the opponent you designate, starting with one attack 
  in the round the spell is cast and continuing each round thereafter 
  on your turn. It uses your base attack bonus (possibly allowing 
  it multiple attacks per round in subsequent rounds) plus your 
  Wisdom modifier as its attack bonus. It strikes as a spell, not as a 
  weapon, so for example, it can damage creatures that have damage 
  reduction. As a force effect, it can strike incorporeal creatures 
  without the reduction in damage associated with incorporeality. 
  The weapon always strikes from your direction. It does not get a 
  flanking bonus or help a combatant get one. Your feats or combat 
  actions do not affect the weapon. If the weapon goes beyond the 
  spell range, if it goes out of your sight, or if you are not directing 
  it, the weapon returns to you and hovers.
  Each round after the first, you can use a move action to redirect 
  the weapon to a new target. If you do not, the weapon continues to 
  attack the previous round’s target. On any round that the weapon 
  switches targets, it gets one attack. Subsequent rounds of attacking 
  that target allow the weapon to make multiple attacks if your base 
  attack bonus would allow it to. Even if the spiritual weapon is a 
  
  sPiritual WeaPon (Cont’d)
  School evocation [force]; Level cleric 2; Casting Time 1 standard 
  action; Components V, S, DF; Range medium (100 ft. + 10 ft./
  level); Effect magic weapon of force; Duration 1 round/level (D); 
  Saving Throw none; Spell Resistance yes
  ranged weapon, use the spell’s range, not the weapon’s normal 
  range increment, and switching targets still is a move action.
  A spiritual weapon cannot be attacked or harmed by physical 
  attacks, but dispel magic, disintegrate, a sphere of annihilation, or a 
  rod of cancellation affects it. A spiritual weapon’s AC against touch 
  attacks is 12 (10 + size bonus for Tiny object).
  If an attacked creature has spell resistance, you make a caster level 
  check (1d20 + caster level) against that spell resistance the first 
  time the spiritual weapon strikes it. If the weapon is successfully 
  resisted, the spell is dispelled. If not, the weapon has its normal full 
  effect on that creature for the duration of the spell.
  The weapon that you get is often a force replica of your deity’s 
  own personal weapon. A cleric without a deity gets a weapon 
  based on his alignment. A neutral cleric without a deity can create 
  a spiritual weapon of any alignment, provided he is acting at least 
  generally in accord with that alignment at the time. The weapons 
  associated with each alignment are as follows: chaos (battleaxe), 
  evil (light flail), good (warhammer), law (longsword).
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  suMMon Monster ii
  School conjuration (summoning); Level cleric 2; Casting Time 1 
  round; Components V, S, F/DF (a tiny bag and a small candle); 
  Range close (25 ft. + 5 ft./2 levels); Effect one summoned 
  creature; Duration 1 round/level (D); Saving Throw none; Spell 
  Resistance no
  This spell functions like summon monster I, except that you can 
  summon one creature from the 2nd-level list or 1d3 creatures of 
  the same kind from the 1st-level list.
  1st Level Dire rat*; Dolphin*; Eagle*; Fire beetle*; Poisonous 
  frog*; Pony (horse)*; Riding dog*; Viper (snake)*; 
  2nd Level Ant, drone*; Elemental (Small) Elemental; Giant centi-
  pede*; Giant frog*; Giant spider*; Goblin dog*; Horse*; Hyena*; 
  Lemure (devil) Evil, Lawful; Octopus*; Squid*; Wolf*; 
  * This creature is summoned with the celestial template if you 
  are good, or the fiendish template if you are evil; you may choose 
  either if you are neutral.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  undeteCtaBle alignMent
  School abjuration; Level cleric 2; Casting Time 1 standard action; 
  Components V, S; Range close (25 ft. + 5 ft./2 levels); Target one 
  creature or object; Duration 24 hours; Saving Throw Will negates 
  (object); Spell Resistance yes (object)
  An undetectable alignment spell conceals the alignment of an 
  object or a creature from all forms of divination.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  zone of truth
  School enchantment (compulsion) [mind-affecting]; Level cleric 
  2; Casting Time 1 standard action; Components V, S, DF; Range 
  close (25 ft. + 5 ft./2 levels); Area 20-ft.-radius emanation; Dura-
  tion 1 min./level; Saving Throw Will negates; Spell Resistance 
  yes
  Creatures within the emanation area (or those who enter it) can’t 
  speak any deliberate and intentional lies. Each potentially affected 
  creature is allowed a save to avoid the effects when the spell is 
  cast or when the creature first enters the emanation area. Affected 
  creatures are aware of this enchantment. Therefore, they may avoid 
  answering questions to which they would normally respond with 
  a lie, or they may be evasive as long as they remain within the 
  boundaries of the truth. Creatures who leave the area are free to 
  speak as they choose.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  BestoW Curse
  School necromancy; Level cleric 3; Casting Time 1 standard 
  action; Components V, S; Range touch; Target creature touched; 
  Duration permanent; Saving Throw Will negates; Spell Resis-
  tance yes
  You place a curse on the subject. Choose one of the following.
  –6 decrease to an ability score (minimum 1). 
  –4 penalty on attack rolls, saves, ability checks, and skill checks. 
  Each turn, the target has a 50% chance to act normally; otherwise, 
  it takes no action.
  You may also invent your own curse, but it should be no more 
  powerful than those described above.
  The curse bestowed by this spell cannot be dispelled, but it can be 
  removed with a break enchantment, limited wish, miracle, remove 
  curse, or wish spell.
  Bestow curse counters remove curse.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  aniMate dead
  School necromancy [evil]; Level cleric 3; Casting Time 1 stan-
  dard action; Components V, S, M (an onyx gem worth at least 25 
  gp per Hit Die of the undead); Range touch; Targets one or more 
  corpses touched; Duration instantaneous; Saving Throw none; 
  Spell Resistance no
  This spell turns corpses into undead skeletons or zombies that obey 
  your spoken commands. The undead can be made to follow you, 
  or they can be made to remain in an area and attack any creature 
  (or just a specific kind of creature) entering the place. They remain 
  animated until they are destroyed. A destroyed skeleton or zombie 
  can’t be animated again.
  Regardless of the type of undead you create with this spell, you 
  can’t create more HD of undead than twice your caster level with 
  a single casting of animate dead. The desecrate spell doubles this 
  limit.
  The undead you create remain under your control indefinitely. 
  No matter how many times you use this spell, however, you can 
  control only 4 HD worth of undead creatures per caster level. 
  If you exceed this number, all the newly created creatures fall 
  under your control, and any excess undead from previous castings 
  become uncontrolled. You choose which creatures are released. 
  Undead you control through the Command Undead feat do not 
  count toward this limit.
  Skeletons: A skeleton can be created only from a mostly intact 
  corpse or skeleton. The corpse must have bones. If a skeleton is 
  made from a corpse, the flesh falls off the bones. 
  
  aniMate dead (Cont’d)
  School necromancy [evil]; Level cleric 3; Casting Time 1 stan-
  dard action; Components V, S, M (an onyx gem worth at least 25 
  gp per Hit Die of the undead); Range touch; Targets one or more 
  corpses touched; Duration instantaneous; Saving Throw none; 
  Spell Resistance no
  Zombies: A zombie can be created only from a mostly intact 
  corpse. The corpse must be that of a creature with a physical 
  anatomy.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  Blindness/deafness
  School necromancy; Level cleric 3; Casting Time 1 standard 
  action; Components V; Range medium (100 ft. + 10 ft./level); 
  Target one living creature; Duration permanent (D); Saving 
  Throw Fortitude negates; Spell Resistance yes
  You call upon the powers of unlife to render the subject blinded or 
  deafened, as you choose.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  Contagion
  School necromancy [evil]; Level cleric 3; Casting Time 1 
  standard action; Components V, S; Range touch; Target living 
  creature touched; Duration instantaneous; Saving Throw Forti-
  tude negates; Spell Resistance yes
  The subject contracts one of the following diseases: blinding sick-
  ness, bubonic plague, cackle fever, filth fever, leprosy, mindfire, 
  red ache, shakes, or slimy doom. The disease is contracted immedi-
  ately (the onset period does not apply). Use the disease’s listed 
  frequency and save DC to determine further effects. For more 
  information see Diseases.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  Continual flaMe
  School evocation [light]; Level cleric 3; Casting Time 1 standard 
  action; Components V, S, M (ruby dust worth 50 gp); Range 
  touch; Target object touched; Effect magical, heatless flame; 
  Duration permanent; Saving Throw none; Spell Resistance no
  A flame, equivalent in brightness to a torch, springs forth from an 
  object that you touch. The effect looks like a regular flame, but it 
  creates no heat and doesn’t use oxygen. A continual flame can be 
  covered and hidden but not smothered or quenched.
  Light spells counter and dispel darkness spells of an equal or lower 
  level.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  Create food and Water
  School conjuration (creation); Level cleric 3; Casting Time 10 
  minutes; Components V, S; Range close (25 ft. + 5 ft./2 levels); 
  Effect food and water to sustain three humans or one horse/level 
  for 24 hours; Duration 24 hours; see text; Saving Throw none; 
  Spell Resistance no
  The food that this spell creates is simple fare of your choice—
  highly nourishing, if rather bland. Food so created decays and 
  becomes inedible after 24 hours, although it can be kept fresh for 
  another 24 hours by casting a purify food and water spell on it. 
  The water created by this spell is just like clean rain water, and it 
  doesn’t go bad as the food does.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  Cure serious Wounds
  School conjuration (healing); Level cleric 3; Casting Time 1 
  standard action; Components V, S; Range touch; Target creature 
  touched; Duration instantaneous; Saving Throw Will half (harm-
  less); see text; Spell Resistance yes (harmless); see text
  When laying your hand upon a living creature, you channel posi-
  tive energy that cures 3d8 points of damage + 1 point per caster 
  level (maximum +15). Since undead are powered by negative 
  energy, this spell deals damage to them instead of curing their 
  wounds. An undead creature can apply spell resistance, and can 
  attempt a Will save to take half damage.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  daylight
  School evocation [light]; Level cleric 3; Casting Time 1 standard 
  action; Components V, S; Range touch; Target object touched; 
  Duration 10 min./level (D); Saving Throw none; Spell Resis-
  tance no
  You touch an object when you cast this spell, causing the object to 
  shed bright light in a 60-foot radius. This illumination increases the 
  light level for an additional 60 feet by one step (darkness becomes 
  dim light, dim light becomes normal light, and normal light 
  becomes bright light). Creatures that take penalties in bright light 
  take them while within the 60-foot radius of this magical light. 
  Despite its name, this spell is not the equivalent of daylight for the 
  purposes of creatures that are damaged or destroyed by such light.
  If daylight is cast on a small object that is then placed inside or 
  under a light-proof covering, the spell’s effects are blocked until 
  the covering is removed.
  Daylight brought into an area of magical darkness (or vice 
  versa) is temporarily negated, so that the otherwise prevailing 
  light conditions exist in the overlapping areas of effect. Daylight 
  counters or dispels any darkness spell of equal or lower level, such 
  as darkness.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  deePer darkness
  School evocation [darkness]; Level cleric 3; Casting Time 1 stan-
  dard action; Components V, M/DF (bat fur and a piece of coal); 
  Range touch; Target object touched; Duration 10 min./level (D); 
  Saving Throw none; Spell Resistance no
  This spell functions as darkness, except that objects radiate dark-
  ness in a 60-foot radius and the light level is lowered by two steps. 
  Bright light becomes dim light and normal light becomes darkness. 
  Areas of dim light and darkness become supernaturally dark. This 
  functions like darkness, but even creatures with darkvision cannot 
  see within the spell’s confines. 
  This spell does not stack with itself. Deeper darkness can be used 
  to counter or dispel any light spell of equal or lower spell level.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  disPel MagiC
  School abjuration; Level cleric 3; Casting Time 1 standard action; 
  Components V, S; Range medium (100 ft. + 10 ft./level); Target 
  or Area one spellcaster, creature, or object; Duration instanta-
  neous; Saving Throw none; Spell Resistance no
  You can use dispel magic to end one ongoing spell that has been 
  cast on a creature or object, to temporarily suppress the magical 
  abilities of a magic item, or to counter another spellcaster’s spell. 
  A dispelled spell ends as if its duration had expired. Some spells, 
  as detailed in their descriptions, can’t be defeated by dispel magic. 
  Dispel magic can dispel (but not counter) spell-like effects just as 
  it does spells. The effect of a spell with an instantaneous duration 
  can’t be dispelled, because the magical effect is already over 
  before the dispel magic can take effect. 
  You choose to use dispel magic in one of two ways: a targeted 
  dispel or a counterspell.
  Targeted Dispel: One object, creature, or spell is the target of 
  the dispel magic spell. You make one dispel check (1d20 + your 
  caster level) and compare that to the spell with highest caster level 
  (DC = 11 + the spell’s caster level). If successful, that spell ends. 
  If not, compare the same result to the spell with the next highest 
  caster level. Repeat this process until you have dispelled one spell 
  affecting the target, or you have failed to dispel every spell.
  For example, a 7th-level caster casts dispel magic, targeting a 
  creature affected by stoneskin (caster level 12th) and fly (caster 
  level 6th). The caster level check results in a 19. This check is not 
  high enough to end the stoneskin (which would have required a 23 
  or higher), but it is high enough to end the fly (which only required 
  a 17). Had the dispel check resulted in a 23 or higher, the stoneskin 
  
  disPel MagiC (Cont’d)
  School abjuration; Level cleric 3; Casting Time 1 standard action; 
  Components V, S; Range medium (100 ft. + 10 ft./level); Target 
  or Area one spellcaster, creature, or object; Duration instanta-
  neous; Saving Throw none; Spell Resistance no
  would have been dispelled, leaving the fly intact. Had the dispel 
  check been a 16 or less, no spells would have been affected.
  You can also use a targeted dispel to specifically end one spell 
  affecting the target or one spell affecting an area (such as a wall 
  of fire). You must name the specific spell effect to be targeted in 
  this way. If your caster level check is equal to or higher than the 
  DC of that spell, it ends. No other spells or effects on the target 
  are dispelled if your check is not high enough to end the targeted 
  effect.
  If you target an object or creature that is the effect of an ongoing 
  spell (such as a monster summoned by summon monster), you 
  make a dispel check to end the spell that conjured the object or 
  creature.
  If the object that you target is a magic item, you make a dispel 
  check against the item’s caster level (DC = 11 + the item’s 
  caster level). If you succeed, all the item’s magical properties 
  are suppressed for 1d4 rounds, after which the item recovers its 
  magical properties. A suppressed item becomes nonmagical for the 
  duration of the effect. An interdimensional opening (such as a bag 
  of holding) is temporarily closed. A magic item’s physical proper-
  ties are unchanged: A suppressed magic sword is still a sword (a 
  masterwork sword, in fact). Artifacts and deities are unaffected by 
  mortal magic such as this.
  
  disPel MagiC (Cont’d)
  School abjuration; Level cleric 3; Casting Time 1 standard action; 
  Components V, S; Range medium (100 ft. + 10 ft./level); Target 
  or Area one spellcaster, creature, or object; Duration instanta-
  neous; Saving Throw none; Spell Resistance no
  You automatically succeed on your dispel check against any spell 
  that you cast yourself.
  Counterspell: When dispel magic is used in this way, the spell 
  targets a spellcaster and is cast as a counterspell. Unlike a true 
  counterspell, however, dispel magic may not work; you must make 
  a dispel check to counter the other spellcaster’s spell.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  glyPh of Warding
  School abjuration; Level cleric 3; Casting Time 10 minutes; 
  Components V, S, M (powdered diamond worth 200 gp); Range 
  touch; Target or Area object touched or up to 5 sq. ft./level; 
  Duration permanent until discharged (D); Saving Throw see text; 
  Spell Resistance no (object) and yes; see text
  This powerful inscription harms those who enter, pass, or open the 
  warded area or object. A glyph of warding can guard a bridge or 
  passage, ward a portal, trap a chest or box, and so on.
  You set all of the conditions of the ward. Typically, any creature 
  entering the warded area or opening the warded object without 
  speaking a password (which you set when casting the spell) is 
  subject to the magic it stores. Alternatively or in addition to a pass-
  word trigger, glyphs can be set according to physical characteris-
  tics (such as height or weight) or creature type, subtype, or kind. 
  Glyphs can also be set with respect to good, evil, law, or chaos, 
  or to pass those of your religion. They cannot be set according to 
  class, HD, or level. Glyphs respond to invisible creatures normally 
  but are not triggered by those who travel past them ethereally. 
  Multiple glyphs cannot be cast on the same area. However, if a 
  cabinet has three different drawers, each can be separately warded.
  When casting the spell, you weave a tracery of faintly glowing 
  lines around the warding sigil. A glyph can be placed to conform 
  to any shape up to the limitations of your total square footage. 
  When the spell is completed, the glyph and tracery become nearly 
  invisible.
  Glyphs cannot be affected or bypassed by such means as physical 
  or magical probing, though they can be dispelled. Mislead, poly-
  morph, and nondetection (and similar magical effects) can fool a 
  glyph, though nonmagical disguises and the like can’t. 
  
  glyPh of Warding (Cont’d)
  School abjuration; Level cleric 3; Casting Time 10 minutes; 
  Components V, S, M (powdered diamond worth 200 gp); Range 
  touch; Target or Area object touched or up to 5 sq. ft./level; 
  Duration permanent until discharged (D); Saving Throw see text; 
  Spell Resistance no (object) and yes; see text
  Read magic allows you to identify a glyph of warding with a DC 
  13 Knowledge (arcana) check. Identifying the glyph does not 
  discharge it and allows you to know the basic nature of the glyph 
  (version, type of damage caused, what spell is stored).
  Note: Magic traps such as glyph of warding are hard to detect 
  and disable. A rogue (only) can use the Perception skill to find the 
  glyph and Disable Device to thwart it. The DC in each case is 25 + 
  spell level, or 28 for glyph of warding.
  Depending on the version selected, a glyph either blasts the 
  intruder or activates a spell.
  Blast Glyph: A blast glyph deals 1d8 points of damage per two 
  caster levels (maximum 5d8) to the intruder and to all within 5 feet 
  of him or her. This damage is acid, cold, fire, electricity, or sonic 
  (caster’s choice, made at time of casting). Each creature affected 
  can attempt a Reflex save to take half damage. Spell resistance 
  applies against this effect.
  Spell Glyph: You can store any harmful spell of 3rd level or lower 
  that you know. All level-dependent features of the spell are based 
  on your caster level at the time of casting the glyph. If the spell 
  has a target, it targets the intruder. If the spell has an area or an 
  amorphous effect, the area or effect is centered on the intruder. If 
  the spell summons creatures, they appear as close as possible to the 
  
  glyPh of Warding (Cont’d)
  School abjuration; Level cleric 3; Casting Time 10 minutes; 
  Components V, S, M (powdered diamond worth 200 gp); Range 
  touch; Target or Area object touched or up to 5 sq. ft./level; 
  Duration permanent until discharged (D); Saving Throw see text; 
  Spell Resistance no (object) and yes; see text
  intruder and attack. Saving throws and spell resistance operate as 
  normal, except that the DC is based on the level of the spell stored 
  in the glyph.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  helPing hand
  School evocation; Level cleric 3; Casting Time 1 standard action; 
  Components V, S, DF; Range 5 miles; Effect ghostly hand; Dura-
  tion 1 hour/level; Saving Throw none; Spell Resistance no
  You create the ghostly image of a hand, which you can send to find 
  a creature within 5 miles. The hand then beckons to that creature 
  and leads it to you if the creature is willing to follow.
  When the spell is cast, you specify a person (or any creature) by 
  physical description, which can include race, gender, and appear-
  ance but not ambiguous factors such as level, alignment, or class. 
  When the description is done, the hand streaks off in search of 
  a subject that fits the description. The amount of time it takes to 
  find the subject depends on how far away he is, as detailed on the 
  following table.
  Distance 
  Time to Locate 
  100 ft. or less 
  1 round 
  1,000 ft. 
  1 minute 
  1 mile 
  10 minutes 
  2 miles 
  1 hour 
  3 miles 
  2 hours 
  4 miles 
  3 hours 
  5 miles 
  4 hours 
  Once the hand locates the subject, it beckons the creature to 
  follow it. If the subject does so, the hand points in your direction, 
  indicating the most direct, feasible route. The hand hovers 10 feet 
  in front of the subject, moving before it at a speed of as much as 
  240 feet per round. Once the hand leads the subject back to you, 
  it disappears.
  
  helPing hand (Cont’d)
  School evocation; Level cleric 3; Casting Time 1 standard action; 
  Components V, S, DF; Range 5 miles; Effect ghostly hand; Dura-
  tion 1 hour/level; Saving Throw none; Spell Resistance no
  The subject is not compelled to follow the hand or act in any 
  particular way toward you. If the subject chooses not to follow, 
  the hand continues to beckon for the duration of the spell, then 
  disappears. If the spell expires while the subject is en route to you, 
  the hand disappears; the subject must then rely on its own devices 
  to locate you.
  If more than one subject in a 5-mile radius meets the description, 
  the hand locates the closest creature. If that creature refuses to 
  follow the hand, the hand does not seek out a second subject.
  If, at the end of 4 hours of searching, the hand has found no subject 
  that matches the description within 5 miles, it returns to you, 
  displays an outstretched palm (indicating that no such creature was 
  found), and disappears.
  The ghostly hand has no physical form. It is invisible to anyone 
  except you and a potential subject. It cannot engage in combat or 
  execute any other task aside from locating a subject and leading 
  it back to you. The hand can’t pass through solid objects but can 
  ooze through small cracks and slits. The hand cannot travel more 
  than 5 miles from the spot it appeared when you cast the spell.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  infliCt serious Wounds
  School necromancy; Level cleric 3; Casting Time 1 standard 
  action; Components V, S; Range touch; Target creature touched; 
  Duration instantaneous; Saving Throw Will half; Spell Resis-
  tance yes
  When laying your hand upon a creature, you channel negative 
  energy that deals 3d8 points of damage + 1 point per caster level 
  (maximum +15). 
  Since undead are powered by negative energy, this spell cures such 
  a creature of a like amount of damage, rather than harming it.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  inVisiBility Purge
  School evocation; Level cleric 3; Casting Time 1 standard action; 
  Components V, S; Range personal; Target you; Duration 1 min./
  level (D)
  You surround yourself with a sphere of power with a radius of 5 
  feet per caster level that negates all forms of invisibility.
  Anything invisible becomes visible while in the area.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  loCate oBjeCt
  School divination; Level cleric 3; Casting Time 1 standard action; 
  Components V, S, F/DF (a forked twig); Range long (400 ft. + 
  40 ft./level); Area circle, centered on you, with a radius of 400 ft. 
  + 40 ft./level; Duration 1 min./level; Saving Throw none; Spell 
  Resistance no
  You sense the direction of a well-known or clearly visualized 
  object. You can search for general items, in which case you locate 
  the nearest of its kind if more than one is within range. Attempting 
  to find a certain item requires a specific and accurate mental image; 
  if the image is not close enough to the actual object, the spell fails. 
  You cannot specify a unique item unless you have observed that 
  particular item firsthand (not through divination).
  The spell is blocked by even a thin sheet of lead. Creatures cannot 
  be found by this spell. Polymorph any object and nondetection 
  fool it.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  MagiC CirCle against Chaos
  School abjuration [lawful]; Level cleric 3; Casting Time 1 stan-
  dard action; Components V, S, M/DF (a 3-ft.-diameter circle of 
  powdered silver); Range touch; Area 10-ft.-radius emanation from 
  touched creature; Duration 10 min./level; Saving Throw Will 
  negates (harmless); Spell Resistance no; see text
  This spell functions like magic circle against evil, except that it is 
  similar to protection from chaos instead of protection from evil, 
  and it can imprison a nonlawful called creature.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  MagiC VestMent
  School transmutation; Level cleric 3; Casting Time 1 standard 
  action; Components V, S, DF; Range touch; Target armor or 
  shield touched; Duration 1 hour/level; Saving Throw Will negates 
  (harmless, object); Spell Resistance yes (harmless, object)
  You imbue a suit of armor or a shield with an enhancement bonus 
  of +1 per four caster levels (maximum +5 at 20th level).
  An outfit of regular clothing counts as armor that grants no AC 
  bonus for the purpose of this spell.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  Meld into stone
  School transmutation [earth]; Level cleric 3; Casting Time 1 
  standard action; Components V, S, DF; Range personal; Target 
  you; Duration 10 min./level
  Meld into stone enables you to meld your body and possessions 
  into a single block of stone. The stone must be large enough to 
  accommodate your body in all three dimensions. When the casting 
  is complete, you and not more than 100 pounds of nonliving gear 
  merge with the stone. If either condition is violated, the spell fails 
  and is wasted.
  While in the stone, you remain in contact, however tenuous, with 
  the face of the stone through which you melded. You remain aware 
  of the passage of time and can cast spells on yourself while hiding 
  in the stone. Nothing that goes on outside the stone can be seen, 
  but you can still hear what happens around you. Minor physical 
  damage to the stone does not harm you, but its partial destruction 
  (to the extent that you no longer fit within it) expels you and deals 
  you 5d6 points of damage. The stone’s complete destruction expels 
  you and slays you instantly unless you make a DC 18 Fortitude 
  save. Even if you make your save, you still take 5d6 points of 
  damage.
  Any time before the duration expires, you can step out of the 
  stone through the surface that you entered. If the spell’s duration 
  expires or the effect is dispelled before you voluntarily exit the 
  stone, you are violently expelled and take 5d6 points of damage. 
  The following spells harm you if cast upon the stone that you are 
  occupying. Stone to flesh expels you and deals you 5d6 points 
  of damage. Stone shape deals 3d6 points of damage but does not 
  expel you. Transmute rock to mud expels you and then slays you 
  
  Meld into stone
  School transmutation [earth]; Level cleric 3; Casting Time 1 
  standard action; Components V, S, DF; Range personal; Target 
  you; Duration 10 min./level
  instantly unless you make a DC 18 Fortitude save, in which case 
  you are merely expelled. Finally, passwall expels you without 
  damage.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  oBsCure oBjeCt
  School abjuration; Level cleric 3; Casting Time 1 standard action; 
  Components V, S, M/DF (chameleon skin); Range touch; Target 
  one object touched of up to 100 lbs./level; Duration 8 hours (D); 
  Saving Throw Will negates (object); Spell Resistance yes (object)
  This spell hides an object from location by divination (scrying) 
  effects, such as the scrying spell or a crystal ball. Such an attempt 
  automatically fails (if the divination is targeted on the object) or 
  fails to perceive the object (if the divination is targeted on a nearby 
  location, object, or person).
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  Prayer
  School enchantment (compulsion) [mind-affecting]; Level cleric 
  3; Casting Time 1 standard action; Components V, S, DF; Range 
  40 ft.; Area all allies and foes within a 40-ft.-radius burst centered 
  on you; Duration 1 round/level; Saving Throw none; Spell 
  Resistance yes
  You bring special favor upon yourself and your allies while 
  bringing disfavor to your enemies. You and each of your allies 
  gain a +1 luck bonus on attack rolls, weapon damage rolls, saves, 
  and skill checks, while each of your foes takes a –1 penalty on 
  such rolls.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  ProteCtion froM energy
  School abjuration; Level cleric 3; Casting Time 1 standard action; 
  Components V, S, DF; Range touch; Target creature touched; 
  Duration 10 min./level or until discharged; Saving Throw Forti-
  tude negates (harmless); Spell Resistance yes (harmless)
  Protection from energy grants temporary immunity to the type of 
  energy you specify when you cast it (acid, cold, electricity, fire, 
  or sonic). When the spell absorbs 12 points per caster level of 
  energy damage (to a maximum of 120 points at 10th level), it is 
  discharged.
  Protection from energy overlaps (and does not stack with) resist 
  energy. If a character is warded by protection from energy and 
  resist energy, the protection spell absorbs damage until its power 
  is exhausted.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  reMoVe Blindness/deafness
  School conjuration (healing); Level cleric 3; Casting Time 1 
  standard action; Components V, S; Range touch; Target creature 
  touched; Duration instantaneous; Saving Throw Fortitude negates 
  (harmless); Spell Resistance yes (harmless)
  Remove blindness/deafness cures blindness or deafness (your 
  choice), whether the effect is normal or magical in nature. The 
  spell does not restore ears or eyes that have been lost, but it repairs 
  them if they are damaged.
  Remove blindness/deafness counters and dispels blindness/deaf-
  ness.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  reMoVe Curse
  School abjuration; Level cleric 3; Casting Time 1 standard 
  action; Components V, S; Range touch; Target creature or object 
  touched; Duration instantaneous; Saving Throw Will negates 
  (harmless); Spell Resistance yes (harmless)
  Remove curse can remove all curses on an object or a creature. If 
  the target is a creature, you must make a caster level check (1d20 
  + caster level) against the DC of each curse affecting the target. 
  Success means that the curse is removed. Remove curse does not 
  remove the curse from a cursed shield, weapon, or suit of armor, 
  although a successful caster level check enables the creature 
  afflicted with any such cursed item to remove and get rid of it.
  Remove curse counters and dispels bestow curse.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  reMoVe disease
  School conjuration (healing); Level cleric 3;Casting Time 1 
  standard action; Components V, S; Range touch; Target creature 
  touched; Duration instantaneous; Saving Throw Fortitude negates 
  (harmless); Spell Resistance yes (harmless)
  Remove disease can cure all diseases from which the subject is 
  suffering. You must make a caster level check (1d20 + caster level) 
  against the DC of each disease affecting the target. Success means 
  that the disease is cured. The spell also kills some hazards and 
  parasites, including green slime and others.
  Since the spell’s duration is instantaneous, it does not prevent rein-
  fection after a new exposure to the same disease at a later date.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  searing light
  School evocation; Level cleric 3; Casting Time 1 standard 
  action; Components V, S; Range medium (100 ft. + 10 ft./level); 
  Effect ray; Duration instantaneous; Saving Throw none; Spell 
  Resistance yes
  Focusing divine power like a ray of the sun, you project a blast of 
  light from your open palm. You must succeed on a ranged touch 
  attack to strike your target. A creature struck by this ray of light 
  takes 1d8 points of damage per two caster levels (maximum 5d8). 
  An undead creature takes 1d6 points of damage per caster level 
  (maximum 10d6), and an undead creature particularly vulnerable to 
  bright light takes 1d8 points of damage per caster level (maximum 
  10d8). A construct or inanimate object takes only 1d6 points of 
  damage per two caster levels (maximum 5d6).
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  sPeak With dead
  School necromancy [language-dependent]; Level cleric 3; Casting 
  Time 10 minutes; Components V, S, DF; Range 10 ft.; Target 
  one dead creature; Duration 1 min./level; Saving Throw Will 
  negates; see text; Spell Resistance no
  You grant the semblance of life to a corpse, allowing it to answer 
  questions. You may ask one question per two caster levels. 
  The corpse’s knowledge is limited to what it knew during life, 
  including the languages it spoke. Answers are brief, cryptic, or 
  repetitive, especially if the creature would have opposed you in 
  life.
  If the dead creature’s alignment was different from yours, the 
  corpse gets a Will save to resist the spell as if it were alive. If 
  successful, the corpse can refuse to answer your questions or 
  attempt to deceive you, using Bluff. The soul can only speak about 
  what it knew in life. It cannot answer any questions that pertain to 
  events that occurred after its death.
  If the corpse has been subject to speak with dead within the past 
  week, the new spell fails. You can cast this spell on a corpse that 
  has been deceased for any amount of time, but the body must be 
  mostly intact to be able to respond. A damaged corpse may be able 
  to give partial answers or partially correct answers, but it must 
  at least have a mouth in order to speak at all. This spell does not 
  affect a corpse that has been turned into an undead creature.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  stone shaPe
  School transmutation [earth]; Level cleric 3; Casting Time 1 
  standard action; Components V, S, M/DF (soft clay); Range 
  touch; Target stone or stone object touched, up to 10 cu. ft. + 1 
  cu. ft./level; Duration instantaneous; Saving Throw none; Spell 
  Resistance no
  You can form an existing piece of stone into any shape that suits 
  your purpose. While it’s possible to make crude coffers, doors, and 
  so forth with stone shape, fine detail isn’t possible. There is a 30% 
  chance that any shape including moving parts simply doesn’t work.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  suMMon Monster iii
  School conjuration (summoning); Level cleric 3; Casting Time 1 
  round; Components V, S, F/DF (a tiny bag and a small candle); 
  Range close (25 ft. + 5 ft./2 levels); Effect one summoned 
  creature; Duration 1 round/level (D); Saving Throw none; Spell 
  Resistance no
  This spell functions like summon monster I, except that you can 
  summon one creature from the 3rd-level list, 1d3 creatures of the 
  same kind from the 2nd-level list, or 1d4+1 creatures of the same 
  kind from the 1st-level list.
  1st Level Dire rat*; Dolphin*; Eagle*; Fire beetle*; Poisonous 
  frog*; Pony (horse)*; Riding dog*; Viper (snake)*; 
  2nd Level Ant, drone*; Elemental (Small) Elemental; Giant centi-
  pede*; Giant frog*; Giant spider*; Goblin dog*; Horse*; Hyena*; 
  Lemure (devil) Evil, Lawful; Octopus*; Squid*; Wolf*; 
  3rd Level Ant, soldier*; Ape*; Aurochs (herd animal)*; Boar*; 
  Cheetah*; Constrictor snake*; Crocodile*; Dire bat*; Dretch 
  (demon) Chaotic, Evil; Electric eel*; Giant lizard*; Lantern archon 
  Good, Lawful; Leopard (cat)*; Shark*; Wolverine*
  * This creature is summoned with the celestial template if you 
  are good, or the fiendish template if you are evil; you may choose 
  either if you are neutral.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  Water Breathing
  School transmutation; Level cleric 3; Casting Time 1 standard 
  action; Components V, S, M/DF (short reed or piece of straw); 
  Range touch; Target living creatures touched; Duration 2 hours/
  level; see text; Saving Throw Will negates (harmless); Spell 
  Resistance yes (harmless)
  The transmuted creatures can breathe water freely. Divide the dura-
  tion evenly among all the creatures you touch. The spell does not 
  make creatures unable to breathe air.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  Water Walk
  School transmutation [water]; Level cleric 3; Casting Time 1 
  standard action; Components V, S, DF; Range touch; Targets one 
  touched creature/level; Duration 10 min./level (D); Saving Throw 
  Will negates (harmless); Spell Resistance yes (harmless)
  The transmuted creatures can tread on any liquid as if it were firm 
  ground. Mud, oil, snow, quicksand, running water, ice, and even 
  lava can be traversed easily, since the subjects’ feet hover an inch 
  or two above the surface. Creatures crossing molten lava still take 
  damage from the heat because they are near it. The subjects can 
  walk, run, charge, or otherwise move across the surface as if it 
  were normal ground.
  If the spell is cast underwater (or while the subjects are partially 
  or wholly submerged in whatever liquid they are in), the subjects 
  are borne toward the surface at 60 feet per round until they can 
  stand on it.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  Wind Wall
  School evocation [air]; Level cleric 3; Casting Time 1 standard 
  action; Components V, S, M/DF (a tiny fan and an exotic feather); 
  Range medium (100 ft. + 10 ft./level); Effect wall up to 10 ft./
  level long and 5 ft./level high (S); Duration 1 round/level; Saving 
  Throw none; see text; Spell Resistance yes
  An invisible vertical curtain of wind appears. It is 2 feet thick and 
  of considerable strength. It is a roaring blast sufficient to blow 
  away any bird smaller than an eagle, or tear papers and similar 
  materials from unsuspecting hands. (A Reflex save allows a 
  creature to maintain its grasp on an object.) Tiny and Small flying 
  creatures cannot pass through the barrier. Loose materials and cloth 
  garments fly upward when caught in a wind wall. Arrows and bolts 
  are deflected upward and miss, while any other normal ranged 
  weapon passing through the wall has a 30% miss chance. (A 
  giant-thrown boulder, a siege engine projectile, and other massive 
  ranged weapons are not affected.) Gases, most gaseous breath 
  weapons, and creatures in gaseous form cannot pass through the 
  wall (although it is no barrier to incorporeal creatures).
  While the wall must be vertical, you can shape it in any continuous 
  path along the ground that you like. It is possible to create cylin-
  drical or square wind walls to enclose specific points.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  air Walk
  School transmutation [air]; Level cleric 4;Casting Time 1 stan-
  dard action; Components V, S, DF; Range touch; Target creature 
  (Gargantuan or smaller) touched; Duration 10 min./level; Saving 
  Throw none; Spell Resistance yes (harmless)
  The subject can tread on air as if walking on solid ground. Moving 
  upward is similar to walking up a hill. The maximum upward or 
  downward angle possible is 45 degrees, at a rate equal to half the 
  air walker’s normal speed.
  A strong wind (21+ miles per hour) can push the subject along or 
  hold it back. At the end of a creature’s turn each round, the wind 
  blows the air walker 5 feet for each 5 miles per hour of wind speed. 
  The creature may be subject to additional penalties in exceptionally 
  strong or turbulent winds, such as loss of control over movement 
  or physical damage from being buffeted about.
  Should the spell duration expire while the subject is still aloft, 
  the magic fails slowly. The subject floats downward 60 feet per 
  round for 1d6 rounds. If it reaches the ground in that amount of 
  time, it lands safely. If not, it falls the rest of the distance, taking 
  1d6 points of damage per 10 feet of fall. Since dispelling a spell 
  effectively ends it, the subject also descends in this way if the air 
  walk spell is dispelled, but not if it is negated by an antimagic field.
  You can cast air walk on a specially trained mount so it can be 
  ridden through the air. You can train a mount to move with the 
  aid of air walk (counts as a trick; see Handle Animal skill) with 1 
  week of work and a DC 25 Handle Animal check.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  Chaos haMMer
  School evocation [chaotic]; Level cleric 4; Casting Time 1 
  standard action; Components V, S; Range medium (100 ft. + 
  10 ft./level); Area 20-ft.-radius burst; Duration instantaneous 
  (1d6 rounds); see text; Saving Throw Will partial; see text; Spell 
  Resistance yes
  You unleash chaotic power to smite your enemies. The power 
  takes the form of a multicolored explosion of leaping, ricocheting 
  energy. Only lawful and neutral (not chaotic) creatures are harmed 
  by the spell.
  The spell deals 1d8 points of damage per two caster levels 
  (maximum 5d8) to lawful creatures (or 1d6 points of damage per 
  caster level, maximum 10d6, to lawful outsiders) and slows them 
  for 1d6 rounds (see the slow spell). A successful Will save reduces 
  the damage by half and negates the slow effect.
  The spell deals only half damage against creatures who are neither 
  lawful nor chaotic, and they are not slowed. Such a creature can 
  reduce the damage by half again (down to one-quarter) with a 
  successful Will save.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  Control Water
  School transmutation [water]; Level cleric 4; Casting Time 1 
  standard action; Components V, S, M/DF (a pinch of dust for 
  lower water or a drop of water for raise water); Range long (400 
  ft. + 40 ft./level); Area water in a volume of 10 ft./level by 10 ft./
  level by 2 ft./level (S); Duration 10 min./level (D); Saving Throw 
  none; see text; Spell Resistance no
  This spell has two different applications, both of which control 
  water in different ways. The first version of this spell causes water 
  in the area to swiftly evaporate or to sink into the ground below, 
  lowering the water’s depth. The second version causes the water 
  to surge and rise, increasing its overall depth and possibly flooding 
  nearby areas.
  Lower Water: This causes water or similar liquid to reduce its 
  depth by as much as 2 feet per caster level (to a minimum depth of 
  1 inch). The water is lowered within a squarish depression whose 
  sides are up to caster level × 10 feet long. In extremely large and 
  deep bodies of water, such as a deep ocean, the spell creates a 
  whirlpool that sweeps ships and similar craft downward, putting 
  them at risk and rendering them unable to leave by normal move-
  ment for the duration of the spell. When cast on water elementals 
  and other water-based creatures, this spell acts as a slow spell (Will 
  negates). The spell has no effect on other creatures.
  Raise Water: This causes water or similar liquid to rise in height, 
  just as the lower water version causes it to lower. Boats raised in 
  this way slide down the sides of the hump that the spell creates. If 
  the area affected by the spell includes riverbanks, a beach, or other 
  land nearby, the water can spill over onto dry land.
  
  Control Water (Cont’d)
  School transmutation [water]; Level cleric 4; Casting Time 1 
  standard action; Components V, S, M/DF (a pinch of dust for 
  lower water or a drop of water for raise water); Range long (400 
  ft. + 40 ft./level); Area water in a volume of 10 ft./level by 10 ft./
  level by 2 ft./level (S); Duration 10 min./level (D); Saving Throw 
  none; see text; Spell Resistance no
  With either version of this spell, you may reduce one horizontal 
  dimension by half and double the other horizontal dimension to 
  change the overall area of effect.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  Cure CritiCal Wounds
  School conjuration (healing); Level cleric 4; Casting Time 1 
  standard action; Components V, S; Range touch; Target creature 
  touched; Duration instantaneous; Saving Throw Will half (harm-
  less); see text; Spell Resistance yes (harmless); see text
  When laying your hand upon a living creature, you channel posi-
  tive energy that cures 4d8 points of damage + 1 point per caster 
  level (maximum +20). Since undead are powered by negative 
  energy, this spell deals damage to them instead of curing their 
  wounds. An undead creature can apply spell resistance, and can 
  attempt a Will save to take half damage.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  death Ward
  School necromancy; Level cleric 4; Casting Time 1 standard 
  action; Components V, S, DF; Range touch; Target living crea-
  ture touched; Duration 1 min./level; Saving Throw Will negates 
  (harmless); Spell Resistance yes (harmless)
  The subject gains a +4 morale bonus on saves against all death 
  spells and magical death effects. The subject is granted a save 
  to negate such effects even if one is not normally allowed. The 
  subject is immune to energy drain and any negative energy effects, 
  including channeled negative energy.
  This spell does not remove negative levels that the subject has 
  already gained, but it does remove the penalties from negative 
  levels for the duration of its effect.
  Death ward does not protect against other sorts of attacks, even if 
  those attacks might be lethal.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  diMensional anChor
  School abjuration; Level cleric 4; Casting Time 1 standard action; 
  Components V, S; Range medium (100 ft. + 10 ft./level); Effect 
  ray; Duration 1 min./level; Saving Throw none; Spell Resistance 
  yes (object)
  A green ray springs from your hand. You must make a ranged 
  touch attack to hit the target. Any creature or object struck by the 
  ray is covered with a shimmering emerald field that completely 
  blocks extradimensional travel. Forms of movement barred by a 
  dimensional anchor include astral projection, blink, dimension 
  door, ethereal jaunt, etherealness, gate, maze, plane shift, shadow 
  walk, teleport, and similar spell-like abilities. The spell also 
  prevents the use of a gate or teleportation circle for the duration 
  of the spell.
  A dimensional anchor does not interfere with the movement of 
  creatures already in ethereal or astral form when the spell is cast, 
  nor does it block extradimensional perception or attack forms. 
  Also, dimensional anchor does not prevent summoned creatures 
  from disappearing at the end of a summoning spell.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  disCern lies
  School divination; Level cleric 4; Casting Time 1 standard action; 
  Components V, S, DF; Range close (25 ft. + 5 ft./2 levels); 
  Targets one creature/level, no two of which can be more than 30 
  ft. apart; Duration concentration, up to 1 round/level; Saving 
  Throw Will negates; Spell Resistance no
  Each round, you concentrate on one target, who must be within 
  range. You know if the target deliberately and knowingly speaks a 
  lie by discerning disturbances in its aura caused by lying. The spell 
  does not reveal the truth, uncover unintentional inaccuracies, or 
  necessarily reveal evasions.
  Each round, you may concentrate on a different target.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  disMissal
  School abjuration; Level cleric 4; Casting Time 1 standard action; 
  Components V, S, DF; Range close (25 ft. + 5 ft./2 levels); Target 
  one extraplanar creature; Duration instantaneous; Saving Throw 
  Will negates; see text; Spell Resistance yes
  This spell forces an extraplanar creature back to its proper plane 
  if it fails a Will save. If the spell is successful, the creature is 
  instantly whisked away, but there is a 20% chance of actually 
  sending the subject to a plane other than its own.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  diVination
  School divination; Level cleric 4; Casting Time 10 minutes; 
  Components V, S, M (incense and an appropriate offering worth 
  25 gp); Range personal; Target you; Duration instantaneous 
  Similar to augury but more powerful, a divination spell can provide 
  you with a useful piece of advice in reply to a question concerning 
  a specific goal, event, or activity that is to occur within 1 week. 
  The advice granted by the spell can be as simple as a short phrase, 
  or it might take the form of a cryptic rhyme or omen. If your party 
  doesn’t act on the information, the conditions may change so that 
  the information is no longer useful. The base chance for a correct 
  divination is 70% + 1% per caster level, to a maximum of 90%. If 
  the die roll fails, you know the spell failed, unless specific magic 
  yielding false information is at work.
  As with augury, multiple divinations about the same topic by the 
  same caster use the same dice result as the first divination spell and 
  yield the same answer each time.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  diVine PoWer
  School evocation; Level cleric 4; Casting Time 1 standard action; 
  Components V, S, DF; Range personal; Target you; Duration 1 
  round/level
  Calling upon the divine power of your patron, you imbue yourself 
  with strength and skill in combat. You gain a +1 luck bonus on 
  attack rolls, weapon damage rolls, Strength checks, and Strength-
  based skill checks for every three caster levels you have (maximum 
  +6). You also gain 1 temporary hit point per caster level. Whenever 
  you make a full-attack action, you can make an additional attack 
  at your full base attack bonus, plus any appropriate modifiers. This 
  additional attack is not cumulative with similar effects, such as 
  haste or weapons with the speed special ability.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  freedoM of MoVeMent
  School abjuration; Level cleric 4; Casting Time 1 standard action; 
  Components V, S, M (a leather strip bound to the target), DF; 
  Range personal or touch; Target you or creature touched; Dura-
  tion 10 min./level; Saving Throw Will negates (harmless); Spell 
  Resistance yes (harmless)
  This spell enables you or a creature you touch to move and attack 
  normally for the duration of the spell, even under the influence of 
  magic that usually impedes movement, such as paralysis, solid fog, 
  slow, and web. All combat maneuver checks made to grapple the 
  target automatically fail. The subject automatically succeeds on 
  any combat maneuver checks and Escape Artist checks made to 
  escape a grapple or a pin.
  The spell also allows the subject to move and attack normally 
  while underwater, even with slashing weapons such as axes and 
  swords or with bludgeoning weapons such as flails, hammers, and 
  maces, provided that the weapon is wielded in the hand rather than 
  hurled. The freedom of movement spell does not, however, grant 
  water breathing.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  giant VerMin
  School transmutation; Level cleric 4; Casting Time 1 standard 
  action; Components V, S, DF; Range close (25 ft. + 5 ft./2 levels); 
  Targets 1 or more vermin, no two of which can be more than 
  30 ft. apart; Duration 1 min./level; Saving Throw none; Spell 
  Resistance yes
  You turn a number of normal-sized centipedes, scorpions, or 
  spiders into their giant counterparts. Only one type of vermin can 
  be transmuted (so a single casting cannot affect both a centipede 
  and a spider). The number of vermin which can be affected by this 
  spell depends on your caster level, as noted on the table below.
  Giant vermin created by this spell do not attempt to harm you, 
  but your control of such creatures is limited to simple commands 
  (“Attack,” “Defend,” “Stop,” and so forth). Orders to attack 
  a certain creature when it appears or guard against a particular 
  occurrence are too complex for the vermin to understand. Unless 
  commanded to do otherwise, the giant vermin attack whomever or 
  whatever is near them.
  Caster Level 
  Centipedes 
  Scorpions 
  Spiders 
  9th or lower 
  3 
  1 
  2 
  10th–13th 
  4 
  2 
  3 
  14th–17th 
  6 
  3 
  4 
  18th–19th 
  8 
  4 
  5 
  20th or higher 
  12 
  6 
  8 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  holy sMite
  School evocation [good]; Level cleric 4; Casting Time 1 standard 
  action; Components V, S; Range medium (100 ft. + 10 ft./level); 
  Area 20-ft.-radius burst; Duration instantaneous (1 round); see 
  text; Saving Throw Will partial; see text; Spell Resistance yes
  You draw down holy power to smite your enemies. Only evil 
  and neutral creatures are harmed by the spell; good creatures are 
  unaffected.
  The spell deals 1d8 points of damage per two caster levels 
  (maximum 5d8) to each evil creature in the area (or 1d6 points of 
  damage per caster level, maximum 10d6, to an evil outsider) and 
  causes it to become blinded for 1 round. A successful Will saving 
  throw reduces damage to half and negates the blinded effect.
  The spell deals only half damage to creatures who are neither good 
  nor evil, and they are not blinded. Such a creature can reduce that 
  damage by half (down to one-quarter of the roll) with a successful 
  Will save.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  iMBue With sPell aBility
  School evocation; Level cleric 4; Casting Time 10 minutes; 
  Components V, S, DF; Range touch; Target creature touched; 
  see text; Duration permanent until discharged (D); Saving Throw 
  Will negates (harmless); Spell Resistance yes (harmless)
  You transfer some of your currently prepared spells, and the 
  ability to cast them, to another creature. Only a creature with an 
  Intelligence score of at least 5 and a Wisdom score of at least 9 can 
  receive this boon. Only cleric spells from the schools of abjura-
  tion, divination, and conjuration (healing) can be transferred. The 
  number and level of spells that the subject can be granted depends 
  on its Hit Dice; even multiple castings of imbue with spell ability 
  can’t exceed this limit.
  HD of Recipient 
  Spells Imbued 
  2 or lower 
  One 1st-level spell 
  3–4 
  One or two 1st-level spells 
  5 or higher 
   One or two 1st-level spells and one 2nd-level 
  spell 
  The transferred spell’s variable characteristics (range, duration, 
  area, and the like) function according to your level, not the level 
  of the recipient. Once you cast imbue with spell ability, you cannot 
  prepare a new 4th-level spell to replace it until the recipient uses 
  the imbued spells or is slain, or until you dismiss the imbue with 
  spell ability spell. In the meantime, you remain responsible to your 
  deity or your principles for the use to which the spell is put. If the 
  number of 4th-level spells you can cast decreases, and that number 
  drops below your current number of active imbue with spell ability 
  spells, the more recently cast imbued spells are dispelled.
  
  iMBue With sPell aBility 
  (Cont’d)
  School evocation; Level cleric 4; Casting Time 10 minutes; 
  Components V, S, DF; Range touch; Target creature touched; 
  see text; Duration permanent until discharged (D); Saving Throw 
  Will negates (harmless); Spell Resistance yes (harmless)
  To cast a spell with a verbal component, the subject must be able to 
  speak. To cast a spell with a somatic component, it must be able to 
  move freely. To cast a spell with a material component or focus, it 
  must have the materials or focus.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  infliCt CritiCal Wounds
  School necromancy; Level cleric 4; Casting Time 1 standard 
  action; Components V, S; Range touch; Target creature touched; 
  Duration instantaneous; Saving Throw Will half; Spell Resis-
  tance yes
  When laying your hand upon a creature, you channel negative 
  energy that deals 4d8 points of damage + 1 point per caster level 
  (maximum +20). 
  Since undead are powered by negative energy, this spell cures such 
  a creature of a like amount of damage, rather than harming it.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  MagiC WeaPon, greater
  School transmutation; Level cleric 4;Casting Time 1 standard 
  action; Components V, S, M/DF (powdered lime and carbon); 
  Range close (25 ft. + 5 ft./2 levels); Target one weapon or 50 
  projectiles (all of which must be together at the time of casting); 
  Duration 1 hour/level; Saving Throw Will negates (harmless, 
  object); Spell Resistance yes (harmless, object)
  This spell functions like magic weapon, except that it gives a 
  weapon an enhancement bonus on attack and damage rolls of +1 
  per four caster levels (maximum +5). This bonus does not allow a 
  weapon to bypass damage reduction aside from magic.
  Alternatively, you can affect as many as 50 arrows, bolts, or 
  bullets. The projectiles must be of the same kind, and they have to 
  be together (in the same quiver or other container). Projectiles, but 
  not thrown weapons, lose their transmutation after they are used. 
  Treat shuriken as projectiles, rather than as thrown weapons, for 
  the purpose of this spell.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  neutralize Poison
  School conjuration (healing); Level cleric 4; Casting Time 1 stan-
  dard action; Components V, S, M/DF (charcoal); Range touch; 
  Target creature or object of up to 1 cu. ft./level touched; Duration 
  instantaneous or 10 min./level; see text; Saving Throw Will 
  negates (harmless, object); Spell Resistance yes (harmless, object)
  You detoxify any sort of venom in the creature or object touched. 
  If the target is a creature, you must make a caster level check (1d20 
  + caster level) against the DC of each poison affecting the target. 
  Success means that the poison is neutralized. A cured creature 
  suffers no additional effects from the poison, and any temporary 
  effects are ended, but the spell does not reverse instantaneous 
  effects, such as hit point damage, temporary ability damage, or 
  effects that don’t go away on their own.
  This spell can instead neutralize the poison in a poisonous creature 
  or object for 10 minutes per level, at the caster’s option. If cast on 
  a creature, the creature receives a Will save to negate the effect.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  order’s Wrath
  School evocation [lawful]; Level cleric 4; Casting Time 1 
  standard action; Components V, S; Range medium (100 ft. + 10 
  ft./level); Area nonlawful creatures within a burst that fills a 30-ft. 
  cube; Duration instantaneous (1 round); see text; Saving Throw 
  Will partial; see text; Spell Resistance yes
  You channel lawful power to smite enemies. The power takes 
  the form of a three-dimensional grid of energy. Only chaotic and 
  neutral (not lawful) creatures are harmed by the spell.
  The spell deals 1d8 points of damage per two caster levels 
  (maximum 5d8) to chaotic creatures (or 1d6 points of damage per 
  caster level, maximum 10d6, to chaotic outsiders) and causes them 
  to be dazed for 1 round. A successful Will save reduces the damage 
  to half and negates the daze effect.
  The spell deals only half damage to creatures who are neither 
  chaotic nor lawful, and they are not dazed. They can reduce the 
  damage in half again (down to one-quarter of the roll) with a 
  successful Will save.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  Poison
  School necromancy; Level cleric 4; Casting Time 1 standard 
  action; Components V, S, DF; Range touch; Target living 
  creature touched; Duration instantaneous; see text; Saving Throw 
  Fortitude negates; see text; Spell Resistance yes
  Calling upon the venomous powers of natural predators, you infect 
  the subject with a horrible poison by making a successful melee 
  touch attack. This poison deals 1d3 Constitution damage per round 
  for 6 rounds. Poisoned creatures can make a Fortitude save each 
  round to negate the damage and end the affliction.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  Planar ally, lesser
  School conjuration (calling) [see text]; Level cleric 4; Casting 
  Time 10 minutes; Components V, S, M (offerings worth 500 gp 
  plus payment, see text), DF; Range close (25 ft. + 5 ft./2 levels); 
  Effect one called outsider of 6 HD or less; Duration instanta-
  neous; Saving Throw none; Spell Resistance no
  By casting this spell, you request your deity to send you an 
  outsider (of 6 HD or less) of the deity’s choice. If you serve no 
  particular deity, the spell is a general plea answered by a creature 
  sharing your philosophical alignment. If you know an individual 
  creature’s name, you may request that individual by speaking the 
  name during the spell (though you might get a different creature 
  anyway).
  You may ask the creature to perform one task in exchange for 
  a payment from you. Tasks might range from the simple to the 
  complex. You must be able to communicate with the creature 
  called in order to bargain for its services.
  The creature called requires a payment for its services. This 
  payment can take a variety of forms, from donating gold or magic 
  items to an allied temple, to a gift given directly to the creature, to 
  some other action on your part that matches the creature’s align-
  ment and goals. Regardless, this payment must be made before 
  the creature agrees to perform any services. The bargaining takes 
  at least 1 round, so any actions by the creature begin in the round 
  after it arrives.
  A task taking up to 1 minute per caster level requires a payment 
  of 100 gp per HD of the creature called. For a task taking up to 1 
  hour per caster level, the creature requires a payment of 500 gp per 
  HD. A long-term task, one requiring up to 1 day per caster level, 
  requires a payment of 1,000 gp per HD.
  
  Planar ally, lesser (Cont’d)
  School conjuration (calling) [see text]; Level cleric 4; Casting 
  Time 10 minutes; Components V, S, M (offerings worth 500 gp 
  plus payment, see text), DF; Range close (25 ft. + 5 ft./2 levels); 
  Effect one called outsider of 6 HD or less; Duration instanta-
  neous; Saving Throw none; Spell Resistance no
  A nonhazardous task requires only half the indicated payment, 
  while an especially hazardous task might require a greater 
  gift. Few if any creatures will accept a task that seems suicidal 
  (remember, a called creature actually dies when it is killed, unlike 
  a summoned creature). However, if the task is strongly aligned 
  with the creature’s ethos, it may halve or even waive the payment. 
  At the end of its task, or when the duration bargained for expires, 
  the creature returns to its home plane (after reporting back to you, 
  if appropriate and possible).
  Note: When you use a calling spell that calls an air, chaotic, earth, 
  evil, fire, good, lawful, or water creature, it is a spell of that type.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  rePel VerMin
  School abjuration; Level cleric 4; Casting Time 1 standard action; 
  Components V, S, DF; Range 10 ft.; Area 10-ft.-radius emanation 
  centered on you; Duration 10 min./level (D); Saving Throw none 
  or Will negates; see text; Spell Resistance yes
  An invisible barrier holds back vermin. A vermin with HD of less 
  than one-third your level cannot penetrate the barrier.
  A vermin with HD of one-third your level or more can penetrate 
  the barrier if it succeeds on a Will save. Even so, crossing the 
  barrier deals the vermin 2d6 points of damage, and pressing against 
  the barrier causes pain, which deters most vermin.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  restoration
  School conjuration (healing); Level cleric 4; Casting Time 1 
  minute; Components V, S, M (diamond dust worth 100 gp or 
  1,000 gp, see text); Range touch; Target creature touched; Dura-
  tion instantaneous; Saving Throw Will negates (harmless); Spell 
  Resistance yes (harmless)
  This spell functions like lesser restoration, except that it also 
  dispels temporary negative levels or one permanent negative level. 
  If this spell is used to dispel a permanent negative level, it has a 
  material component of diamond dust worth 1,000 gp. This spell 
  cannot be used to dispel more than one permanent negative level 
  possessed by a target in a 1-week period.
  Restoration cures all temporary ability damage, and it restores all 
  points permanently drained from a single ability score (your choice 
  if more than one is drained). It also eliminates any fatigue or 
  exhaustion suffered by the target.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  sending
  School evocation; Level cleric 4; Casting Time 10 minutes; 
  Components V, S, M/DF (fine copper wire); Range see text; 
  Target one creature; Duration 1 round; see text;  Saving Throw 
  none; Spell Resistance no
  You contact a particular creature with which you are familiar and 
  send a short message of 25 words or less to the subject. The subject 
  recognizes you if it knows you. It can answer in like manner imme-
  diately. A creature with an Intelligence score as low as 1 can under-
  stand the sending, though the subject’s ability to react is limited 
  as normal by its Intelligence. Even if the sending is received, the 
  subject is not obligated to act upon it in any manner.
  If the creature in question is not on the same plane of existence 
  as you are, there is a 5% chance that the sending does not arrive. 
  (Local conditions on other planes may worsen this chance 
  considerably.)
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  sPell iMMunity
  School abjuration; Level cleric 4; Casting Time 1 standard action; 
  Components V, S, DF; Range touch; Target creature touched; 
  Duration 10 min./level; Saving Throw Will negates (harmless); 
  Spell Resistance yes (harmless)
  The warded creature is immune to the effects of one specified spell 
  for every four levels you have. The spells must be of 4th level 
  or lower. The warded creature effectively has unbeatable spell 
  resistance regarding the specified spell or spells. Naturally, that 
  immunity doesn’t protect a creature from spells for which spell 
  resistance doesn’t apply. Spell immunity protects against spells, 
  spell-like effects of magic items, and innate spell-like abilities of 
  creatures. It does not protect against supernatural or extraordinary 
  abilities, such as breath weapons or gaze attacks.
  Only a particular spell can be protected against, not a certain 
  domain or school of spells or a group of spells that are similar in 
  effect. A creature can have only one spell immunity or greater spell 
  immunity spell in effect on it at a time.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  suMMon Monster iV
  School conjuration (summoning) [see text]; Level cleric 4; Casting 
  Time 1 round; Components V, S, F/DF (a tiny bag and a small 
  candle); Range close (25 ft. + 5 ft./2 levels); Effect one summoned 
  creature; Duration 1 round/level (D); Saving Throw none; Spell 
  Resistance no
  This spell summons an extraplanar creature (typically an outsider, 
  elemental, or magical beast native to another plane). It appears 
  where you designate and acts immediately, on your turn. It attacks 
  your opponents to the best of its ability. If you can communicate 
  with the creature, you can direct it not to attack, to attack particular 
  enemies, or to perform other actions. You can summon one crea-
  ture from the 4th-level list, 1d3 creatures of the same kind from the 
  3rd-level list, or 1d4+1 creatures of the same kind from a lower-
  level list. You choose which kind of creature to summon, and you 
  can choose a different one each time you cast the spell.
  A summoned monster cannot summon or otherwise conjure 
  another creature, nor can it use any teleportation or planar travel 
  abilities. Creatures cannot be summoned into an environment that 
  cannot support them. Creatures summoned using this spell cannot 
  use spells or spell-like abilities that duplicate spells with expensive 
  material components (such as wish).
  When you use a summoning spell to summon a creature with an 
  alignment or elemental subtype, it is a spell of that type. Creatures 
  listed belowmarked with an “*” are summoned with the celestial 
  template, if you are good, and the fiendish template, if you are evil. 
  If you are neutral, you may choose which template to apply to the 
  creature. Creatures marked with an “*” always have an alignment 
  that matches yours, regardless of their usual alignment. 
  
  suMMon Monster iV (Cont’d)
  School conjuration (summoning) [see text]; Level cleric 4; Casting 
  Time 1 round; Components V, S, F/DF (a tiny bag and a small 
  candle); Range close (25 ft. + 5 ft./2 levels); Effect one summoned 
  creature; Duration 1 round/level (D); Saving Throw none; Spell 
  Resistance no
  Summoning these creatures makes the summoning spell’s type 
  match your alignment.
  1st Level: Dire rat*; Dolphin*; Eagle*; Fire beetle*; Poisonous 
  frog*; Pony (horse)*; Riding dog*; Viper (snake)*
  2nd Level: Ant, drone*; Elemental (Small) Elemental; Giant centi-
  pede*; Giant frog*; Giant spider*; Goblin dog*; Horse*; Hyena*; 
  Lemure (devil) Evil, Lawful;  Octopus*; Squid*; Wolf* 
  3rd Level: Ant, soldier*; Ape*; Aurochs (herd animal)*; Boar*; 
  Cheetah*; Constrictor snake*; Crocodile*; Dire bat*; Dretch 
  (demon) Chaotic, Evil; Electric eel*; Giant lizard*; Lantern archon 
  Good, Lawful; Leopard (cat)*; Shark*; Wolverine*
  4th Level: Bison (herd animal)*; Deinonychus (dinosaur)*; Dire 
  ape*; Dire boar*; Dire wolf*; Elemental (Medium) Elemental; 
  Giant scorpion*; Giant wasp*; Grizzly bear*; Hell hound Evil, 
  Lawful; Hound archon Good, Lawful; Lion*; Mephit (any) 
  Elemental; Pteranodon (dinosaur)*; Rhinoceros*
  * This creature is summoned with the celestial template if you 
  are good, or the fiendish template if you are evil; you may choose 
  either if you are neutral.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  tongues
  School divination; Level cleric 4; Casting Time 1 standard action; 
  Components V, M/DF (a clay model of a ziggurat); Range touch; 
  Target creature touched; Duration 10 min./level; Saving Throw 
  Will negates (harmless); Spell Resistance no
  This spell grants the creature touched the ability to speak and 
  understand the language of any intelligent creature, whether it is a 
  racial tongue or a regional dialect. The subject can speak only one 
  language at a time, although it may be able to understand several 
  languages. Tongues does not enable the subject to speak with crea-
  tures who don’t speak. The subject can make itself understood as 
  far as its voice carries. This spell does not predispose any creature 
  addressed toward the subject in any way.
  Tongues can be made permanent with a permanency spell.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  unholy Blight
  School evocation [evil]; Level cleric 4; Casting Time 1 standard 
  action; Components V, S; Range medium (100 ft. + 10 ft./level); 
  Area 20-ft.-radius spread; Duration instantaneous (1d4 rounds); 
  see text; Saving Throw Will partial; Spell Resistance yes
  You call up unholy power to smite your enemies. The power takes 
  the form of a cold, cloying miasma of greasy darkness. Only good 
  and neutral (not evil) creatures are harmed by the spell.
  The spell deals 1d8 points of damage per two caster levels 
  (maximum 5d8) to a good creature (or 1d6 per caster level, 
  maximum 10d6, to a good outsider) and causes it to be sickened 
  for 1d4 rounds. A successful Will save reduces damage to half 
  and negates the sickened effect. The effects cannot be negated by 
  remove disease or heal, but remove curse is effective.
  The spell deals only half damage to creatures who are neither evil 
  nor good, and they are not sickened. Such a creature can reduce 
  the damage by half again (down to one-quarter) with a successful 
  Will save.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  atoneMent
  School abjuration; Level cleric 5; Casting Time 1 hour; Compo-
  nents V, S, M (burning incense), F (a set of prayer beads or other 
  prayer device worth at least 500 gp), DF; Range touch; Target 
  living creature touched; Duration instantaneous; Saving Throw 
  none; Spell Resistance yes
  This spell removes the burden of misdeeds from the subject. The 
  creature seeking atonement must be truly repentant and desirous 
  of setting right its misdeeds. If the atoning creature committed the 
  evil act unwittingly or under some form of compulsion, atonement 
  operates normally at no cost to you. However, in the case of a 
  creature atoning for deliberate misdeeds, you must intercede with 
  your deity (requiring you to expend 2,500 gp in rare incense and 
  offerings). Atonement may be cast for one of several purposes, 
  depending on the version selected.
  Reverse Magical Alignment Change: If a creature has had its 
  alignment magically changed, atonement returns its alignment to 
  its original status at no additional cost.
  Restore Class: A paladin, or other class, who has lost her class 
  features due to violating the alignment restrictions of her class may 
  have her class features restored by this spell. 
  Restore Cleric or Druid Spell Powers: A cleric or druid who has 
  lost the ability to cast spells by incurring the anger of her deity may 
  regain that ability by seeking atonement from another cleric of the 
  same deity or another druid. If the transgression was intentional, 
  the casting cleric must expend 2,500 gp in rare incense and offer-
  ings for her god’s intercession.
  
  atoneMent
  School abjuration; Level cleric 5; Casting Time 1 hour; Compo-
  nents V, S, M (burning incense), F (a set of prayer beads or other 
  prayer device worth at least 500 gp), DF; Range touch; Target 
  living creature touched; Duration instantaneous; Saving Throw 
  none; Spell Resistance yes
  Redemption or Temptation: You may cast this spell upon a 
  creature of an opposing alignment in order to offer it a chance to 
  change its alignment to match yours. The prospective subject must 
  be present for the entire casting process. Upon completion of the 
  spell, the subject freely chooses whether it retains its original align-
  ment or acquiesces to your offer and changes to your alignment. 
  No duress, compulsion, or magical influence can force the subject 
  to take advantage of the opportunity offered if it is unwilling to 
  abandon its old alignment. This use of the spell does not work 
  on outsiders or any creature incapable of changing its alignment 
  naturally.
  Though the spell description refers to evil acts, atonement can be 
  used on any creature that has performed acts against its alignment, 
  regardless of the actual alignment in question.
  Note: Normally, changing alignment is up to the player. This use 
  of atonement offers a method for a character to change his or her 
  alignment drastically, suddenly, and definitively.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  Break enChantMent
  School abjuration; Level cleric 5; Casting Time 1 minute; 
  Components V, S; Range close (25 ft. + 5 ft./2 levels); Targets up 
  to one creature per level, all within 30 ft. of each other; Duration 
  instantaneous; Saving Throw see text; Spell Resistance no
  This spell frees victims from enchantments, transmutations, and 
  curses. Break enchantment can reverse even an instantaneous 
  effect. For each such effect, you make a caster level check (1d20 
  + caster level, maximum +15) against a DC of 11 + caster level 
  of the effect. Success means that the creature is free of the spell, 
  curse, or effect. For a cursed magic item, the DC is equal to the 
  DC of the curse.
  If the spell is one that cannot be dispelled by dispel magic, break 
  enchantment works only if that spell is 5th level or lower. 
  If the effect comes from a permanent magic item, break enchant-
  ment does not remove the curse from the item, but it does free the 
  victim from the item’s effects. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  Breath of life
  School conjuration (healing); Level cleric 5; Casting Time 1 
  standard action; Components V, S; Range touch; Target creature 
  touched; Duration instantaneous; Saving Throw Will negates 
  (harmless) or Will half, see text; Spell Resistance yes (harmless) 
  or yes, see text
  This spell cures 5d8 points of damage + 1 point per caster level 
  (maximum +25). 
  Unlike other spells that heal damage, breath of life can bring 
  recently slain creatures back to life. If cast upon a creature that 
  has died within 1 round, apply the healing from this spell to the 
  creature. If the healed creature’s hit point total is at a negative 
  amount less than its Constitution score, it comes back to life and 
  stabilizes at its new hit point total. If the creature’s hit point total is 
  at a negative amount equal to or greater than its Constitution score, 
  the creature remains dead. Creatures brought back to life through 
  breath of life gain a temporary negative level that lasts for 1 day.
  Creatures slain by death effects cannot be saved by breath of life.
  Like cure spells, breath of life deals damage to undead creatures 
  rather than curing them, and cannot bring them back to life.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  CoMMand, greater
  School enchantment (compulsion) [language-dependent, mind-
  affecting]; Level cleric 5; Casting Time 1 standard action; 
  Components V; Range close (25 ft. + 5 ft./2 levels); Target one 
  creature/level, no two of which can be more than 30 ft. apart; 
  Duration 1 round/level; Saving Throw Will negates; Spell 
  Resistance yes
  This spell functions like command, except that up to one creature 
  per level may be affected, and the activities continue beyond 1 
  round. At the start of each commanded creature’s action after the 
  first, it gets another Will save to attempt to break free from the 
  spell. Each creature must receive the same command.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  CoMMune
  School divination; Level cleric 5; Casting Time 10 minutes; 
  Components V, S, M (holy or unholy water and incense worth 500 
  gp), DF; Range personal; Target you; Duration 1 round/level
  You contact your deity—or agents thereof—and ask questions that 
  can be answered by a simple yes or no. (A cleric of no particular 
  deity contacts a philosophically allied deity.) You are allowed 
  one such question per caster level. The answers given are correct 
  within the limits of the entity’s knowledge. “Unclear” is a legiti-
  mate answer, because powerful beings of the Outer Planes are not 
  necessarily omniscient. In cases where a one-word answer would 
  be misleading or contrary to the deity’s interests, a short phrase 
  (five words or less) may be given as an answer instead.
  The spell, at best, provides information to aid character decisions. 
  The entities contacted structure their answers to further their own 
  purposes. If you lag, discuss the answers, or go off to do anything 
  else, the spell ends.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  Cure light Wounds, Mass
  School conjuration (healing); Level cleric 5; Casting Time 1 
  standard action; Components V, S; Range close (25 ft. + 5 ft./2 
  levels); Target one creature/level, no two of which can be more 
  than 30 ft. apart; Duration instantaneous; Saving Throw Will half 
  (harmless) or Will half; see text; Spell Resistance yes (harmless) 
  or yes; see text
  You channel positive energy to cure 1d8 points of damage + 1 
  point per caster level (maximum +25) on each selected creature. 
  Like other cure spells, mass cure light wounds deals damage to 
  undead in its area rather than curing them. Each affected undead 
  may attempt a Will save for half damage.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  disPel eVil
  School abjuration [good]; Level cleric 5; Casting Time 1 standard 
  action; Components V, S, DF; Range touch; Target or Targets 
  you and a touched evil creature from another plane, or you and 
  an enchantment or evil spell on a touched creature or object; 
  Duration 1 round/level or until discharged, whichever comes first;  
  Saving Throw see text; Spell Resistance see text
  Shimmering, white holy energy surrounds you. This energy has 
  three effects.
  First, you gain a +4 deflection bonus to AC against attacks by evil 
  creatures.
  Second, on making a successful melee touch attack against an evil 
  creature from another plane, you can choose to drive that creature 
  back to its home plane. The creature can negate the effects with a 
  successful Will save (spell resistance applies). This use discharges 
  and ends the spell.
  Third, with a touch you can automatically dispel any one enchant-
  ment spell cast by an evil creature or any one evil spell. Spells that 
  can’t be dispelled by dispel magic also can’t be dispelled by dispel 
  evil. Saving throws and spell resistance do not apply to this effect. 
  This use discharges and ends the spell.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  disruPting WeaPon
  School transmutation; Level cleric 5; Casting Time 1 standard 
  action; Components V, S; Range touch; Targets one melee 
  weapon; Duration 1 round/level; Saving Throw Will negates 
  (harmless, object); see text; Spell Resistance yes (harmless, 
  object)
  This spell makes a melee weapon deadly to undead. Any undead 
  creature with HD equal to or less than your caster level must 
  succeed on a Will save or be destroyed utterly if struck in combat 
  with this weapon. Spell resistance does not apply against the 
  destruction effect.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  flaMe strike
  School evocation [fire]; Level cleric 5; Casting Time 1 standard 
  action; Components V, S, DF; Range medium (100 ft. + 10 ft./
  level); Area cylinder (10-ft. radius, 40-ft. high); Duration instanta-
  neous; Saving Throw Reflex half; Spell Resistance yes
  A flame strike evokes a vertical column of divine fire. The spell 
  deals 1d6 points of damage per caster level (maximum 15d6). 
  Half the damage is fire damage, but the other half results directly 
  from divine power and is therefore not subject to being reduced by 
  resistance to fire-based attacks.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  halloW
  School evocation [good]; Level cleric 5; Casting Time 24 hours; 
  Components V, S, M (herbs, oils, and incense worth at least 
  1,000 gp, plus 1,000 gp per level of the spell to be included in the 
  hallowed area), DF; Range touch; Area 40-ft. radius emanating 
  from the touched point; Duration instantaneous; Saving Throw 
  see text; Spell Resistance see text
  Hallow makes a particular site, building, or structure a holy site. 
  This has four major effects.
  First, the site is warded by a magic circle against evil effect.
  Second, the DC to resist positive channeled energy within this area 
  gains a +4 sacred bonus and the DC to resist negative energy is 
  reduced by 4. Spell resistance does not apply to this effect. This 
  provision does not apply to the druid version of the spell.
  Third, any dead body interred in a hallowed site cannot be turned 
  into an undead creature.
  Finally, you can fix a single spell effect to the hallowed site. The 
  spell effect lasts for 1 year and functions throughout the entire 
  site, regardless of the normal duration and area or effect. You may 
  designate whether the effect applies to all creatures, creatures who 
  share your faith or alignment, or creatures who adhere to another 
  faith or alignment. At the end of the year, the chosen effect lapses, 
  but it can be renewed or replaced simply by casting hallow again.
  Spell effects that may be tied to a hallowed site include aid, bane, 
  bless, cause fear, darkness, daylight, death ward, deeper darkness, 
  detect evil, detect magic, dimensional anchor, discern lies, dispel 
  magic, endure elements, freedom of movement, invisibility purge, 
  protection from energy, remove fear, resist energy, silence, tongues, 
  
  halloW (Cont’d)
  School evocation [good]; Level cleric 5; Casting Time 24 hours; 
  Components V, S, M (herbs, oils, and incense worth at least 
  1,000 gp, plus 1,000 gp per level of the spell to be included in the 
  hallowed area), DF; Range touch; Area 40-ft. radius emanating 
  from the touched point; Duration instantaneous; Saving Throw 
  see text; Spell Resistance see text
  and zone of truth. Saving throws and spell resistance might apply 
  to these spells’ effects. (See the individual spell descriptions for 
  details.)
  An area can receive only one hallow spell (and its associated spell 
  effect) at a time. Hallow counters but does not dispel unhallow.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  infliCt light Wounds, Mass
  School necromancy; Level cleric 5; Casting Time 1 standard 
  action; Components V, S; Range close (25 ft. + 5 ft./2 levels); 
  Target one creature/level, no two of which can be more than 30 
  ft. apart; Duration instantaneous; Saving Throw Will half; Spell 
  Resistance yes
  Negative energy spreads out in all directions from the point of 
  origin, dealing 1d8 points of damage + 1 point per caster level 
  (maximum +25) to nearby living enemies.
  Like other inflict spells, mass inflict light wounds cures undead in 
  its area rather than damaging them. A cleric capable of spontane-
  ously casting inflict spells can also spontaneously cast mass inflict 
  spells.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  inseCt Plague
  School conjuration (summoning); Level cleric 5; Casting Time 1 
  round; Components V, S, DF; Range long (400 ft. + 40 ft./level); 
  Effect one swarm of wasps per three levels, each of which must 
  be adjacent to at least one other swarm; Duration 1 min./level;  
  Saving Throw none; Spell Resistance no
  You summon a number of swarms of wasps (one per three levels, 
  to a maximum of six swarms at 18th level). The swarms must 
  be summoned so that each one is adjacent to at least one other 
  swarm (that is, the swarms must fill one contiguous area). You 
  may summon the wasp swarms so that they share the area of 
  other creatures. Each swarm attacks any creatures occupying its 
  area. The swarms are stationary after being summoned, and won’t 
  pursue creatures that flee.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  Mark of justiCe
  School necromancy; Level cleric 5; Casting Time 10 minutes; 
  Components V, S, DF; Range touch; Target creature touched; 
  Duration permanent; see text; Saving Throw none; Spell 
  Resistance yes
  You mark a subject and state some behavior on the part of the 
  subject that will activate the mark. When activated, the mark 
  curses the subject. Typically, you designate some sort of undesir-
  able behavior that activates the mark, but you can pick any act 
  you please. The effect of the mark is identical with the effect of 
  bestow curse.
  Since this spell takes 10 minutes to cast and involves writing 
  on the target, you can cast it only on a creature that is willing or 
  restrained.
  Like the effect of bestow curse, a mark of justice cannot be 
  dispelled, but it can be removed with a break enchantment, limited 
  wish, miracle, remove curse, or wish spell. Remove curse works 
  only if its caster level is equal to or higher than your mark of 
  justice caster level. These restrictions apply regardless of whether 
  the mark has activated.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  Plane shift
  School conjuration (teleportation); Level cleric 5; Casting Time 1 
  standard action; Components V, S, F (a forked metal rod attuned 
  to the plane of travel); Range touch; Target creature touched, or 
  up to eight willing creatures joining hands; Duration instanta-
  neous; Saving Throw Will negates; Spell Resistance yes
  You move yourself or some other creature to another plane of exis-
  tence or alternate dimension. If several willing persons link hands 
  in a circle, as many as eight can be affected by the plane shift at 
  the same time. Precise accuracy as to a particular arrival location 
  on the intended plane is nigh impossible. From the Material Plane, 
  you can reach any other plane, though you appear 5 to 500 miles 
  (5d%) from your intended destination. Plane shift transports 
  creatures instantaneously and then ends. The creatures need to 
  find other means if they are to travel back (including casting plane 
  shift again).
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  raise dead
  School conjuration (healing); Level cleric 5; Casting Time 
  1 minute; Components V, S, M (diamond worth 5,000 gp), 
  DF; Range touch; Target dead creature touched; Duration 
  instantaneous; Saving Throw none, see text; Spell Resistance yes 
  (harmless)
  You restore life to a deceased creature. You can raise a creature that 
  has been dead for no longer than 1 day per caster level. In addition, 
  the subject’s soul must be free and willing to return. If the subject’s 
  soul is not willing to return, the spell does not work; therefore, a 
  subject that wants to return receives no saving throw.
  Coming back from the dead is an ordeal. The subject of the spell 
  gains two permanent negative levels when it is raised, just as if it 
  had been hit by an energy-draining creature. If the subject is 1st 
  level, it takes 2 points of Constitution drain instead (if this would 
  reduce its Con to 0 or less, it can’t be raised). A character who 
  died with spells prepared has a 50% chance of losing any given 
  spell upon being raised. A spellcasting creature that doesn’t prepare 
  spells (such as a sorcerer) has a 50% chance of losing any given 
  unused spell slot as if it had been used to cast a spell.
  A raised creature has a number of hit points equal to its current 
  HD. Any ability scores damaged to 0 are raised to 1. Normal 
  poison and normal disease are cured in the process of raising the 
  subject, but magical diseases and curses are not undone. While 
  the spell closes mortal wounds and repairs lethal damage of most 
  kinds, the body of the creature to be raised must be whole. Other-
  wise, missing parts are still missing when the creature is brought 
  back to life. None of the dead creature’s equipment or possessions 
  are affected in any way by this spell.
  
  raise dead (Cont’d)
  School conjuration (healing); Level cleric 5; Casting Time 
  1 minute; Components V, S, M (diamond worth 5,000 gp), 
  DF; Range touch; Target dead creature touched; Duration 
  instantaneous; Saving Throw none, see text; Spell Resistance yes 
  (harmless)
  A creature who has been turned into an undead creature or killed 
  by a death effect can’t be raised by this spell. Constructs, elemen-
  tals, outsiders, and undead creatures can’t be raised. The spell 
  cannot bring back a creature that has died of old age.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  righteous Might
  School transmutation; Level cleric 5; Casting Time 1 standard 
  action; Components V, S, DF; Range personal; Target you; 
  Duration 1 round/level (D)
  Your height immediately doubles, and your weight increases 
  by a factor of eight. This increase changes your size category 
  to the next larger one. You gain a +4 size bonus to Strength and 
  Constitution and take a –2 penalty to your Dexterity. You gain a 
  +2 enhancement bonus to your natural armor. You gain DR 5/evil 
  (if you normally channel positive energy) or DR 5/good (if you 
  normally channel negative energy). At 15th level, this DR becomes 
  10/evil or 10/good (the maximum). Your size modifier for AC and 
  attacks changes as appropriate to your new size category. This 
  spell doesn’t change your speed. Determine space and reach as 
  appropriate to your new size.
  If insufficient room is available for the desired growth, you attain 
  the maximum possible size and may make a Strength check (using 
  your increased Strength) to burst any enclosures in the process (see 
  Additional Rules for rules on breaking objects). If you fail, you 
  are constrained without harm by the materials enclosing you—the 
  spell cannot crush you by increasing your size.
  All equipment you wear or carry is similarly enlarged by the spell. 
  Melee weapons deal more damage. Other magical properties 
  are not affected by this spell. Any enlarged item that leaves your 
  possession (including a projectile or thrown weapon) instantly 
  returns to its normal size. This means that thrown and projectile 
  weapons deal their normal damage. Magical effects that increase 
  size do not stack.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  slay liVing
  School necromancy [death]; Level cleric 5; Casting Time 1 
  standard action; Components V, S; Range touch; Target living 
  creature touched; Duration instantaneous; Saving Throw Forti-
  tude partial; Spell Resistance yes
  You can attempt to slay any one living creature. When you cast 
  this spell, your hand seethes with eerie dark fire. You must succeed 
  on a melee touch attack to touch the target. The target takes 12d6 
  points of damage + 1 point per caster level. If the target’s Fortitude 
  saving throw succeeds, it instead takes 3d6 points of damage + 1 
  point per caster level. The subject might die from damage even if it 
  succeeds on its saving throw.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  sCrying
  School divination (scrying); Level cleric 5; Casting Time 1 hour; 
  Components V, S, M/DF (a pool of water), F (a silver mirror 
  worth 1,000 gp); Range see text; Effect magical sensor; Duration 
  1 min./level; Saving Throw Will negates; Spell Resistance yes
  You can observe a creature at any distance. If the subject succeeds 
  on a Will save, the spell fails. The difficulty of the save depends on 
  how well your knowledge of the subject and what sort of physical 
  connection (if any) you have to that creature. Furthermore, if the 
  subject is on another plane, it gets a +5 bonus on its Will save.
  Knowledge 
  Will Save Modifier 
  None* 
  +10 
  Secondhand (you have heard of the subject) +5 
  Firsthand (you have met the subject) 
  +0 
  Familiar (you know the subject well) 
  –5 
  Connention 
  Will Save Modifier 
  Likeness or picture 
  –2 
  Possession or garment 
  –4 
  Body part, lock of hair, bit of nail, etc. 
  –10 
  *You must have some sort of connection (see below) to a creature 
  of which you have no knowledge. 
  If the save fails, you can see and hear the subject and its surround-
  ings (approximately 10 feet in all directions of the subject). If the 
  subject moves, the sensor follows at a speed of up to 150 feet. As 
  with all divination (scrying) spells, the sensor has your full visual 
  acuity, including any magical effects. In addition, the following 
  spells have a 5% chance per caster level of operating through the 
  sensor: detect chaos, detect evil, detect good, detect law, detect 
  
  sCrying (Cont’d)
  School divination (scrying); Level cleric 5; Casting Time 1 hour; 
  Components V, S, M/DF (a pool of water), F (a silver mirror 
  worth 1,000 gp); Range see text; Effect magical sensor; Duration 
  1 min./level; Saving Throw Will negates; Spell Resistance yes
  magic, and message. If the save succeeds, you can’t attempt to scry 
  on that subject again for at least 24 hours.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  sPell resistanCe
  School abjuration; Level cleric 5; Casting Time 1 standard action; 
  Components V, S, DF; Range touch; Target creature touched; 
  Duration 1 min./level; Saving Throw Will negates (harmless); 
  Spell Resistance yes (harmless)
  The target gains spell resistance equal to 12 + your caster level.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  suMMon Monster V
  School conjuration (summoning) [see text]; Level bard 5; Casting 
  Time 1 round; Components V, S, F/DF (a tiny bag and a small 
  candle); Range close (25 ft. + 5 ft./2 levels); Effect one summoned 
  creature; Duration 1 round/level (D); Saving Throw none; Spell 
  Resistance no
  This spell summons an extraplanar creature (typically an outsider, 
  elemental, or magical beast native to another plane). It appears 
  where you designate and acts immediately, on your turn. It attacks 
  your opponents to the best of its ability. If you can communicate 
  with the creature, you can direct it not to attack, to attack particular 
  enemies, or to perform other actions. You can summon one crea-
  ture from the 5th-level list, 1d3 creatures of the same kind from the 
  4th-level list, or 1d4+1 creatures of the same kind from a lower-
  level list. You choose which kind of creature to summon, and you 
  can choose a different one each time you cast the spell.
  A summoned monster cannot summon or otherwise conjure 
  another creature, nor can it use any teleportation or planar travel 
  abilities. Creatures cannot be summoned into an environment that 
  cannot support them. Creatures summoned using this spell cannot 
  use spells or spell-like abilities that duplicate spells with expensive 
  material components (such as wish).
  When you use a summoning spell to summon a creature with an 
  alignment or elemental subtype, it is a spell of that type. Creatures 
  listed belowmarked with an “*” are summoned with the celestial 
  template, if you are good, and the fiendish template, if you are evil. 
  If you are neutral, you may choose which template to apply to the 
  creature. Creatures marked with an “*” always have an alignment 
  that matches yours, regardless of their usual alignment. 
  
  suMMon Monster V (Cont’d)
  School conjuration (summoning) [see text]; Level bard 5; Casting 
  Time 1 round; Components V, S, F/DF (a tiny bag and a small 
  candle); Range close (25 ft. + 5 ft./2 levels); Effect one summoned 
  creature; Duration 1 round/level (D); Saving Throw none; Spell 
  Resistance no
  Summoning these creatures makes the summoning spell’s type 
  match your alignment.
  1st Level: Dire rat*; Dolphin*; Eagle*; Fire beetle*; Poisonous 
  frog*; Pony (horse)*; Riding dog*; Viper (snake)*
  2nd Level: Ant, drone*; Elemental (Small) Elemental; Giant centi-
  pede*; Giant frog*; Giant spider*; Goblin dog*; Horse*; Hyena*; 
  Lemure (devil) Evil, Lawful;  Octopus*; Squid*; Wolf* 
  3rd Level: Ant, soldier*; Ape*; Aurochs (herd animal)*; Boar*; 
  Cheetah*; Constrictor snake*; Crocodile*; Dire bat*; Dretch 
  (demon) Chaotic, Evil; Electric eel*; Giant lizard*; Lantern archon 
  Good, Lawful; Leopard (cat)*; Shark*; Wolverine*
  4th Level: Bison (herd animal)*; Deinonychus (dinosaur)*; Dire 
  ape*; Dire boar*; Dire wolf*; Elemental (Medium) Elemental; 
  Giant scorpion*; Giant wasp*; Grizzly bear*; Hell hound Evil, 
  Lawful; Hound archon Good, Lawful; Lion*; Mephit (any) 
  Elemental; Pteranodon (dinosaur)*; Rhinoceros*
  5th Level: Ankylosaurus (dinosaur)*; Babau (demon) Chaotic, 
  Evil;  Bearded devil Evil, Lawful;  Bralani azata Chaotic, Good;  
  Dire lion*; Elemental (Large) Elemental; Giant moray eel*; Kyton 
  Evil, Lawful; Orca (dolphin)*; Salamander Evil;  Woolly rhinoc-
  eros*; Xill Evil, Lawful 
  
  suMMon Monster V (Cont’d)
  School conjuration (summoning) [see text]; Level bard 5; Casting 
  Time 1 round; Components V, S, F/DF (a tiny bag and a small 
  candle); Range close (25 ft. + 5 ft./2 levels); Effect one summoned 
  creature; Duration 1 round/level (D); Saving Throw none; Spell 
  Resistance no
  * This creature is summoned with the celestial template if you 
  are good, or the fiendish template if you are evil; you may choose 
  either if you are neutral.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  syMBol of Pain
  School necromancy [evil]; Level cleric 5; Casting Time 10 
  minutes; Components V, S, M (mercury and phosphorus, plus 
  powdered diamond and opal worth 5,000 gp each); Range 0 ft.; 
  see text; Effect one symbol; Duration see text; Saving Throw 
  Fortitude negates; Spell Resistance yes
  This spell functions like symbol of death, except that each creature 
  within the radius of a symbol of pain instead suffers wracking 
  pains that impose a –4 penalty on attack rolls, skill checks, and 
  ability checks. These effects last for 1 hour after the creature 
  moves farther than 60 feet from the symbol.
  Unlike symbol of death, symbol of pain has no hit point limit; once 
  triggered, a symbol of pain simply remains active for 10 minutes 
  per caster level.
  Note: Magic traps such as symbol of pain are hard to detect and 
  disable. A rogue (only) can use the Perception skill to find a symbol 
  of pain and Disable Device to thwart it. The DC in each case is 25 
  + spell level, or 30 for symbol of pain.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  syMBol of sleeP
  School necromancy [evil]; Level cleric 5; Casting Time 10 
  minutes; Components V, S, M (mercury and phosphorus, plus 
  powdered diamond and opal worth a total of 1,000 gp); Range 0 
  ft.; see text; Effect one symbol; Duration see text; Saving Throw 
  Will negates; Spell Resistance yes
  This spell functions like symbol of death, except that all creatures 
  of 10 HD or less within 60 feet of the symbol of sleep instead fall 
  into a catatonic slumber for 3d6 × 10 minutes. Unlike with the 
  sleep spell, sleeping creatures cannot be awakened by nonmagical 
  means before this time expires.
  Unlike symbol of death, symbol of sleep has no hit point limit; 
  once triggered, a symbol of sleep simply remains active for 10 
  minutes per caster level.
  Note: Magic traps such as symbol of sleep are hard to detect and 
  disable. A rogue (only) can use the Perception skill to find a symbol 
  of sleep and Disable Device to thwart it. The DC in each case is 25 
  + spell level, or 30 for symbol of sleep.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  true seeing
  School divination; Level cleric 5; Casting Time 1 standard action; 
  Components V, S, M (an eye ointment that costs 250 gp); Range 
  touch; Target creature touched; Duration 1 min./level; Saving 
  Throw Will negates (harmless); Spell Resistance yes (harmless)
  You confer on the subject the ability to see all things as they actu-
  ally are. The subject sees through normal and magical darkness, 
  notices secret doors hidden by magic, sees the exact locations 
  of creatures or objects under blur or displacement effects, sees 
  invisible creatures or objects normally, sees through illusions, and 
  sees the true form of polymorphed, changed, or transmuted things. 
  Further, the subject can focus its vision to see into the Ethereal 
  Plane (but not into extradimensional spaces). The range of true 
  seeing conferred is 120 feet.
  True seeing, however, does not penetrate solid objects. It in no way 
  confers X-ray vision or its equivalent. It does not negate conceal-
  ment, including that caused by fog and the like. True seeing does 
  not help the viewer see through mundane disguises, spot creatures 
  who are simply hiding, or notice secret doors hidden by mundane 
  means. In addition, the spell effects cannot be further enhanced 
  with known magic, so one cannot use true seeing through a crystal 
  ball or in conjunction with clairaudience/clairvoyance.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  aniMate oBjeCts
  School transmutation; Level cleric 6; Casting Time 1 standard 
  action; Components V, S; Range medium (100 ft. + 10 ft./level); 
  Targets one Small object per caster level; see text; Duration 1 
  round/level; Saving Throw none; Spell Resistance no
  You imbue inanimate objects with mobility and a semblance of 
  life. Each such animated object then immediately attacks whom-
  ever or whatever you initially designate.
  An animated object can be of any nonmagical material. You may 
  animate one Small or smaller object or a corresponding number of 
  larger objects as follows: A Medium object counts as two Small 
  or smaller objects, a Large object as four, a Huge object as eight, 
  a Gargantuan object as 16, and a Colossal object as 32. You can 
  change the designated target or targets as a move action, as if 
  directing an active spell.
  This spell cannot affect objects carried or worn by a creature.
  Animate objects can be made permanent with a permanency spell.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  unhalloW
  School evocation [evil]; Level druid 5; Casting Time 24 hours; 
  Components V, S, M (herbs, oils, and incense worth at least 1,000 
  gp, plus 1,000 gp per level of the spell to be tied to the unhal-
  lowed area); Range touch; Area 40-ft. radius emanating from the 
  touched point; Duration instantaneous; Saving Throw see text; 
  Spell Resistance see text
  Unhallow makes a particular site, building, or structure an unholy 
  site. This has three major effects.
  First, the site or structure is guarded by a magic circle against 
  good effect.
  Second, the DC to resist negative channeled energy within the 
  spell’s area of effect gains a +4 sacred bonus and the DC to resist 
  positive energy is reduced by 4. Spell resistance does not apply 
  to this effect. This provision does not apply to the druid version 
  of the spell.
  Finally, you may choose to fix a single spell effect to the 
  unhallowed site. The spell effect lasts for 1 year and functions 
  throughout the entire site, regardless of its normal duration and 
  area or effect. You may designate whether the effect applies to all 
  creatures, creatures that share your faith or alignment, or creatures 
  that adhere to another faith or alignment. At the end of the year, the 
  chosen effect lapses, but it can be renewed or replaced simply by 
  casting unhallow again.
  Spell effects that may be tied to an unhallowed site include aid, 
  bane, bless, cause fear, darkness, daylight, death ward, deeper 
  darkness, detect magic, detect good, dimensional anchor, discern
  
  unhalloW (Cont’d)
  School evocation [evil]; Level druid 5; Casting Time 24 hours; 
  Components V, S, M (herbs, oils, and incense worth at least 1,000 
  gp, plus 1,000 gp per level of the spell to be tied to the unhal-
  lowed area); Range touch; Area 40-ft. radius emanating from the 
  touched point; Duration instantaneous; Saving Throw see text; 
  Spell Resistance see text
  lies, dispel magic, endure elements, freedom of movement, invis-
  ibility purge, protection from energy, remove fear, resist energy, 
  silence, tongues, and zone of truth.
  Saving throws and spell resistance might apply to these spells’ 
  effects. (See the individual spell descriptions for details.)
  An area can receive only one unhallow spell (and its associated 
  spell effect) at a time.
  Unhallow counters but does not dispel hallow.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  Wall of stone
  School conjuration (creation) [earth]; Level cleric 5; Casting 
  Time 1 standard action; Components V, S, M/DF (a small block of 
  granite); Range medium (100 ft. + 10 ft./level); Effect stone wall 
  whose area is up to one 5-ft. square/level (S); Duration instanta-
  neous; Saving Throw see text; Spell Resistance no
  This spell creates a wall of rock that merges into adjoining rock 
  surfaces. A wall of stone is 1 inch thick per four caster levels and 
  composed of up to one 5-foot square per level. You can double the 
  wall’s area by halving its thickness. The wall cannot be conjured 
  so that it occupies the same space as a creature or another object.
  Unlike a wall of iron, you can create a wall of stone in almost 
  any shape you desire. The wall created need not be vertical, nor 
  rest upon any firm foundation; however, it must merge with and 
  be solidly supported by existing stone. It can be used to bridge 
  a chasm, for instance, or as a ramp. For this use, if the span is 
  more than 20 feet, the wall must be arched and buttressed. This 
  requirement reduces the spell’s area by half. The wall can be 
  crudely shaped to allow crenellations, battlements, and so forth by 
  likewise reducing the area. Like any other stone wall, this one can 
  be destroyed by a disintegrate spell or by normal means such as 
  breaking and chipping. Each 5-foot square of the wall has hardness 
  8 and 15 hit points per inch of thickness. A section of wall whose 
  hit points drop to 0 is breached. If a creature tries to break through 
  the wall with a single attack, the DC for the Strength check is 20 + 
  2 per inch of thickness. It is possible, but difficult, to trap mobile 
  opponents within or under a wall of stone, provided the wall is 
  shaped so it can hold the creatures. Creatures can avoid entrapment 
  with successful Reflex saves.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  antilife shell
  School abjuration; Level druid 6; Components V, S, DF; Casting 
  Time 1 round; Range 10 ft.; Area 10-ft.-radius emanation, 
  centered on you; Duration 1 min./level (D); Saving Throw none; 
  Spell Resistance yes
  You bring into being a mobile, hemispherical energy field that 
  prevents the entrance of most types of living creatures.
  The effect hedges out animals, aberrations, dragons, fey, giants, 
  humanoids, magical beasts, monstrous humanoids, oozes, plants, 
  and vermin, but not constructs, elementals, outsiders, or undead.
  This spell may be used only defensively, not aggressively. Forcing 
  an abjuration barrier against creatures that the spell keeps at bay 
  collapses the barrier.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  BanishMent
  School abjuration; Level cleric 6; Casting Time 1 standard 
  action; Components V, S, F (see text); Range close (25 ft. + 5 
  ft./2 levels); Targets one or more extraplanar creatures, no two 
  of which can be more than 30 ft. apart; Duration instantaneous; 
  Saving Throw Will negates; Spell Resistance yes
  A banishment spell is a more powerful version of the dismissal 
  spell. It enables you to force extraplanar creatures out of your 
  home plane. As many as 2 Hit Dice of creatures per caster level 
  can be banished.
  You can improve the spell’s chance of success by presenting 
  at least one object or substance that the target hates, fears, or 
  otherwise opposes. For each such object or substance, you gain a 
  +1 bonus on your caster level check to overcome the target’s spell 
  resistance (if any), and the saving throw DC increases by 2. 
  Certain rare items might work twice as well as a normal item for 
  the purpose of the bonuses (each providing a +2 bonus on the 
  caster level check against spell resistance and increasing the save 
  DC by 4).
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  Bear’s enduranCe, Mass
  School transmutation; Level cleric 6; Casting Time 1 standard 
  action; Components V, S, M/DF (a few hairs, or a pinch of dung, 
  from a bear); Range close (25 ft. + 5 ft./2 levels); Target close 
  (25 ft. + 5 ft./2 levels); Duration 1 min./level; Saving Throw Will 
  negates (harmless); Spell Resistance yes
  The affected creature gains greater vitality and stamina. The spell 
  grants the subject a +4 enhancement bonus to Constitution, which 
  adds the usual benefits to hit points, Fortitude saves, Constitution 
  checks, and so forth. Hit points gained by a temporary increase 
  in Constitution score are not temporary hit points. They go away 
  when the subject’s Constitution drops back to normal. They are not 
  lost first as temporary hit points are.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  Blade Barrier
  School evocation [force]; Level cleric 6; Casting Time 1 standard 
  action; Components V, S; Range medium (100 ft. + 10 ft./level); 
  Effect wall of whirling blades up to 20 ft. long/level, or a ringed 
  wall of whirling blades with a radius of up to 5 ft. per two levels; 
  either form is 20 ft. high; Duration 1 min./level (D); Saving 
  Throw Reflex half or Reflex negates; see text; Spell Resistance 
  yes
  An immobile, vertical curtain of whirling blades shaped of pure 
  force springs into existence. Any creature passing through the wall 
  takes 1d6 points of damage per caster level (maximum 15d6), with 
  a Reflex save for half damage.
  If you evoke the barrier so that it appears where creatures are, each 
  creature takes damage as if passing through the wall. Each such 
  creature can avoid the wall (ending up on the side of its choice) and 
  thus take no damage by making a successful Reflex save.
  A blade barrier provides cover (+4 bonus to AC, +2 bonus on 
  Reflex saves) against attacks made through it.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  Bull’s strength, Mass
  School transmutation; Level cleric 6; Casting Time 1 standard 
  action; Components V, S, M/DF (a few hairs, or a pinch of dung, 
  from a bull); Range close (25 ft. + 5 ft./2 levels); Target one 
  creature/level, no two of which can be more than 30 ft. apart; 
  Duration 1 min./level; Saving Throw Will negates (harmless); 
  Spell Resistance yes (harmless)
  The subject becomes stronger. The spell grants a +4 enhancement 
  bonus to Strength, adding the usual benefits to melee attack rolls, 
  melee damage rolls, and other uses of the Strength modifier to all 
  affected.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  Create undead
  School necromancy [evil]; Level cleric 6; Casting Time 1 hour; 
  Components V, S, M (a clay pot filled with grave dirt and an onyx 
  gem worth at least 50 gp per HD of the undead to be created); 
  Range close (25 ft. + 5 ft./2 levels); Target one corpse; Duration 
  instantaneous; Saving Throw none; Spell Resistance no
  A much more potent spell than animate dead, this evil spell allows 
  you to infuse a dead body with negative energy to create more 
  powerful sorts of undead: ghouls, ghasts, mummies, and mohrgs. 
  The type or types of undead you can create are based on your 
  caster level, as shown on the table below.
  Caster Level 
  Undead Created 
  11th or lower 
  Ghoul 
  12th–14th 
  Ghast 
  15th–17th 
  Mummy 
  18th or higher 
  Mohrg 
  You may create less powerful undead than your level would 
  allow if you choose. Created undead are not automatically under 
  the control of their animator. If you are capable of commanding 
  undead, you may attempt to command the undead creature as it 
  forms. This spell must be cast at night.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  Cure Moderate Wounds, 
  Mass
  School conjuration (healing); Level cleric 6; Casting Time 1 
  standard action; Components V, S; Range close (25 ft. + 5 ft./2 
  levels); Target one creature/level, no two of which can be more 
  than 30 ft. apart; Duration instantaneous; Saving Throw Will half 
  (harmless) or Will half; see text; Spell Resistance yes (harmless) 
  or yes; see text
  You channel positive energy to cure 2d8 points of damage + 1 
  point per caster level (maximum +30) on each selected creature. 
  Like other cure spells, mass cure light wounds deals damage to 
  undead in its area rather than curing them. Each affected undead 
  may attempt a Will save for half damage.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  disPel MagiC, greater
  School abjuration; Level cleric 6; Casting Time 1 standard action; 
  Components V, S; Range medium (100 ft. + 10 ft./level); Target 
  or Area one spellcaster, creature, or object; or a 20-ft.-radius burst; 
  Duration instantaneous; Saving Throw none; Spell Resistance no
  This spell functions like dispel magic, except that it can end more 
  than one spell on a target and it can be used to target multiple 
  creatures. 
  You choose to use greater dispel magic in one of three ways: a 
  targeted dispel, area dispel, or a counterspell:
  Targeted Dispel: This functions as a targeted dispel magic, but 
  it can dispel one spell for every four caster levels you possess, 
  starting with the highest level spells and proceeding to lower level 
  spells.
  Additionally, greater dispel magic has a chance to dispel any effect 
  that remove curse can remove, even if dispel magic can’t dispel 
  that effect. The DC of this check is equal to the curse’s DC.
  Area Dispel: When greater dispel magic is used in this way, the 
  spell affects everything within a 20-foot-radius burst. Roll one 
  dispel check and apply that check to each creature in the area, as 
  if targeted by dispel magic. For each object within the area that 
  is the target of one or more spells, apply the dispel check as with 
  creatures. Magic items are not affected by an area dispel.
  For each ongoing area or effect spell whose point of origin is 
  within the area of the greater dispel magic spell, apply the dispel 
  check to dispel the spell. For each ongoing spell whose area over-
  laps that of the greater dispel magic spell, apply the dispel check to 
  end the effect, but only within the overlapping area.
  
  disPel MagiC, greater 
  (Cont’d)
  School abjuration; Level cleric 6; Casting Time 1 standard action; 
  Components V, S; Range medium (100 ft. + 10 ft./level); Target 
  or Area one spellcaster, creature, or object; or a 20-ft.-radius burst; 
  Duration instantaneous; Saving Throw none; Spell Resistance no
  If an object or creature that is the effect of an ongoing spell (such 
  as a monster summoned by summon monster) is in the area, 
  apply the dispel check to end the spell that conjured that object or 
  creature (returning it whence it came) in addition to attempting to 
  dispel one spell targeting the creature or object.
  You may choose to automatically succeed on dispel checks against 
  any spell that you have cast.
  Counterspell: This functions as dispel magic, but you receive a +4 
  bonus on your dispel check to counter the other spellcaster’s spell.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  eagle’s sPlendor, Mass
  School transmutation; Level cleric 6; Casting Time 1 standard 
  action; Components V, S, M/DF (feathers or droppings from an 
  eagle); Range close (25 ft. + 5 ft./2 levels); Target One creature/
  level, no two of which can be more than 30 ft. apart; Duration 
  1 min./level; Saving Throw Will negates (harmless); Spell 
  Resistance yes
  The transmuted creature becomes more poised, articulate, and 
  personally forceful. The spell grants a +4 enhancement bonus 
  to Charisma, adding the usual benefits to Charisma-based skill 
  checks and other uses of the Charisma modifier. Bards, paladins, 
  and sorcerers (and other spellcasters who rely on Charisma) 
  affected by this spell do not gain any additional bonus spells for 
  the increased Charisma, but the save DCs for spells they cast while 
  under this spell’s effect do increase.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  find the Path
  School divination; Level cleric 6; Casting Time 3 rounds; 
  Components V, S, F (a set of divination counters); Range personal 
  or touch; Target you or creature touched; Duration 10 min./level; 
  Saving Throw none or Will negates (harmless); Spell Resistance 
  no or yes (harmless)
  The recipient of this spell can find the shortest, most direct 
  physical route to a prominent specified destination, such as a city, 
  keep, lake, or dungeon. The locale can be outdoors or underground, 
  as long as it is prominent. For example, a hunter’s cabin is not 
  prominent enough, but a logging camp is. Find the path works with 
  respect to locations, not objects or creatures at a locale. The loca-
  tion must be on the same plane as the subject at the time of casting.
  The spell enables the subject to sense the correct direction that will 
  eventually lead it to its destination, indicating at appropriate times 
  the exact path to follow or physical actions to take. For example, 
  the spell enables the subject to sense what cavern corridor to take 
  when a choice presents itself. The spell ends when the destination 
  is reached or the duration expires, whichever comes first. Find 
  the path can be used to remove the subject and its companions 
  from the effect of a maze spell in a single round, specifying the 
  destination as “outside the maze.” This divination is keyed to the 
  recipient, not its companions, and its effect does not predict or 
  allow for the actions of creatures (including guardians) who might 
  take action to oppose the caster as he follows the path revealed by 
  this spell.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  forBiddanCe
  School abjuration; Level cleric 6; Casting Time 6 rounds; 
  Components V, S, M (holy water and incense worth 1,500 gp, plus 
  1,500 gp per 60-foot cube), DF; Range medium (100 ft. + 10 ft./
  level); Area 60-ft. cube/level (S); Duration permanent; Saving 
  Throw see text; Spell Resistance yes
  Forbiddance seals an area against all planar travel into or within 
  it. This includes all teleportation spells (such as dimension door 
  and teleport), plane shifting, astral travel, ethereal travel, and all 
  summoning spells. Such effects simply fail automatically.
  In addition, it damages entering creatures whose alignments are 
  different from yours. The effect on those attempting to enter the 
  warded area is based on their alignment relative to yours (see 
  below). A creature inside the area when the spell is cast takes no 
  damage unless it exits the area and attempts to reenter, at which 
  time it is affected as normal.
  Alignments identical: No effect. The creature may enter the area 
  freely (although not by planar travel).
  Alignments different with respect to either law/chaos or good/
  evil: The creature takes 6d6 points of damage. A successful Will 
  save halves the damage, and spell resistance applies.
  Alignments different with respect to both law/chaos and good/
  evil: The creature takes 12d6 points of damage. A successful Will 
  save halves the damage, and spell resistance applies.
  At your option, the abjuration can include a password, in which 
  case creatures of alignments different from yours can avoid the 
  damage by speaking the password as they enter the area. You must 
  select this option (and the password) at the time of casting. Adding
  
  forBiddanCe (Cont’d)
  School abjuration; Level cleric 6; Casting Time 6 rounds; 
  Components V, S, M (holy water and incense worth 1,500 gp, plus 
  1,500 gp per 60-foot cube), DF; Range medium (100 ft. + 10 ft./
  level); Area 60-ft. cube/level (S); Duration permanent; Saving 
  Throw see text; Spell Resistance yes
  a password requires the burning of additional rare incenses worth 
  at least 1,000 gp, plus 1,000 gp per 60-foot cube.
  Dispel magic does not dispel a forbiddance effect unless the 
  dispeller’s level is at least as high as your caster level.
  You can’t have multiple overlapping forbiddance effects. In such 
  a case, the more recent effect stops at the boundary of the older 
  effect.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  geas/Quest
  School enchantment (compulsion) [language-dependent, mind-
  affecting]; Level cleric 6; Casting Time 10 minutes; Target one 
  living creature; Saving Throw none; Spell Resistance yes
  This spell functions similarly to lesser geas, except that it affects a 
  creature of any HD and allows no saving throw.
  If the subject is prevented from obeying the geas/quest for 24 
  hours, it takes a –3 penalty to each of its ability scores. Each day, 
  another –3 penalty accumulates, up to a total of –12. No ability 
  score can be reduced to less than 1 by this effect. The ability score 
  penalties are removed 24 hours after the subject resumes obeying 
  the geas/quest.
  A remove curse spell ends a geas/quest spell only if its caster level 
  is at least two higher than your caster level. Break enchantment 
  does not end a geas/quest, but limited wish, miracle, and wish do.
  Bards, sorcerers, and wizards usually refer to this spell as geas, 
  while clerics call the same spell quest.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  glyPh of Warding, greater
  School abjuration; Level cleric 6; Casting Time 10 minutes; 
  Components V, S, M (powdered diamond worth 200 gp); Range 
  touch; Target or Area object touched or up to 5 sq. ft./level; 
  Duration permanent until discharged (D); Saving Throw see text; 
  Spell Resistance no (object) and yes; see text
  This spell functions like glyph of warding, except that a greater 
  blast glyph deals up to 10d8 points of damage, and a greater spell 
  glyph can store a spell of 6th level or lower.
  Read magic allows you to identify a greater glyph of warding with 
  a DC 16 Spellcraft check.
  Material Component: You trace the glyph with incense, which must 
  first be sprinkled with powdered diamond worth at least 400 gp.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  harM
  School necromancy; Level cleric 6; Casting Time 1 standard 
  action; Components V, S; Range touch; Target creature touched; 
  Duration instantaneous; Saving Throw Will half; see text; Spell 
  Resistance yes
  Harm charges a subject with negative energy that deals 10 points 
  of damage per caster level (to a maximum of 150 points at 15th 
  level). If the creature successfully saves, harm deals half this 
  amount. Harm cannot reduce the target’s hit points to less than 1.
  If used on an undead creature, harm acts like heal.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  heal
  School conjuration (healing); Level cleric 6; Casting Time 1 
  standard action; Components V, S; Range touch; Target creature 
  touched; Duration instantaneous; Saving Throw Will negates 
  (harmless); Spell Resistance yes (harmless)
  Heal enables you to channel positive energy into a creature to wipe 
  away injury and afflictions. It immediately ends any and all of the 
  following adverse conditions affecting the target: ability damage, 
  blinded, confused, dazed, dazzled, deafened, diseased, exhausted, 
  fatigued, feebleminded, insanity, nauseated, poisoned, sickened, 
  and stunned. It also cures 10 hit points of damage per level of the 
  caster, to a maximum of 150 points at 15th level.
  Heal does not remove negative levels or restore permanently 
  drained ability score points.
  If used against an undead creature, heal instead acts like harm.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  heroes’ feast
  School conjuration [creation]; Level cleric 6; Casting Time 10 
  minutes; Components V, S, DF; Range close (25 ft. + 5 ft./2 
  levels); Effect feast for one creature/level; Duration 1 hour plus 
  12 hours; see text; Saving Throw none; Spell Resistance no
  You bring forth a great feast, including a magnificent table, chairs, 
  service, and food and drink. The feast takes 1 hour to consume, 
  and the beneficial effects do not set in until this hour is over. Every 
  creature partaking of the feast is cured of all sickness and nausea, 
  receives the benefits of both neutralize poison and remove disease, 
  and gains 1d8 temporary hit points + 1 point per two caster levels 
  (maximum +10) after imbibing the nectar-like beverage that is 
  part of the feast. The ambrosial food grants each creature that 
  partakes a +1 morale bonus on attack rolls and Will saves and a 
  +4 morale bonus on saving throws against poison and fear effects 
  for 12 hours.
  If the feast is interrupted for any reason, the spell is ruined and all 
  effects of the spell are negated.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  Cure Moderate Wounds, 
  Mass
  School conjuration (healing); Level cleric 6; Casting Time 1 
  standard action; Components V, S; Range close (25 ft. + 5 ft./2 
  levels); Target one creature/level, no two of which can be more 
  than 30 ft. apart; Duration instantaneous; Saving Throw Will half 
  (harmless) or Will half; see text; Spell Resistance yes (harmless) 
  or yes; see text
  You channel positive energy to cure 2d8 points of damage + 1 
  point per caster level (maximum +30) on each selected creature. 
  Like other cure spells, mass cure light wounds deals damage to 
  undead in its area rather than curing them. Each affected undead 
  may attempt a Will save for half damage.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  oWl’s WisdoM, Mass
  School transmutation; Level cleric 6; Casting Time 1 standard 
  action; Components V, S, M/DF (feathers or droppings from an 
  owl); Range close (25 ft. + 5 ft./2 levels); Target one creature/
  level, no two of which can be more than 30 ft. apart; Duration 
  1 min./level; Saving Throw Will negates (harmless); Spell 
  Resistance yes
  The transmuted creature becomes wiser. The spell grants a +4 
  enhancement bonus to Wisdom, adding the usual benefit to 
  Wisdom-related skills. Clerics, druids, and rangers (and other 
  Wisdom-based spellcasters) who receive owl’s wisdom do not gain 
  any additional bonus spells for the increased Wisdom, but the save 
  DCs for their spells increase.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  syMBol of fear
  School necromancy [fear, mind-affecting]; Level cleric 6; Casting 
  Time 10 minutes; Components V, S, M (mercury and phosphorus, 
  plus powdered diamond and opal worth a total of 1,000 gp); 
  Range 0 ft.; see text; Effect one symbol; Duration see text; 
  Saving Throw Will negates; Spell Resistance yes
  This spell functions like symbol of death, except that all creatures 
  within 60 feet of the symbol of fear instead become panicked for 1 
  round per caster level.
  Note: Magic traps such as symbol of fear are hard to detect and 
  disable. A rogue (only) can use the Perception skill to find a symbol 
  of fear and Disable Device to thwart it. The DC in each case is 25 
  + spell level, or 31 for symbol of fear.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  Planar ally
  School conjuration (calling) [see text]; Level cleric 6; Casting 
  Time 10 minutes; Components V, S, M (offerings worth 1,250 gp 
  plus payment), DF; Range close (25 ft. + 5 ft./2 levels); Effect one 
  or two called outsiders, totaling no more than 12 HD, which cannot 
  be more than 30 ft. apart when they appear; Duration instanta-
  neous; Saving Throw none; Spell Resistance no
  By casting this spell, you request your deity to send you an 
  outsider (of 6 HD or less) of the deity’s choice. If you serve no 
  particular deity, the spell is a general plea answered by a creature 
  sharing your philosophical alignment. If you know an individual 
  creature’s name, you may request that individual by speaking the 
  name during the spell (though you might get a different creature 
  anyway). The creatures agree to help you and request your return 
  payment together.
  You may ask the creature to perform one task in exchange for 
  a payment from you. Tasks might range from the simple to the 
  complex. You must be able to communicate with the creature 
  called in order to bargain for its services.
  The creature called requires a payment for its services. This 
  payment can take a variety of forms, from donating gold or magic 
  items to an allied temple, to a gift given directly to the creature, to 
  some other action on your part that matches the creature’s align-
  ment and goals. Regardless, this payment must be made before 
  the creature agrees to perform any services. The bargaining takes 
  at least 1 round, so any actions by the creature begin in the round 
  after it arrives.
  A task taking up to 1 minute per caster level requires a payment of 
  100 gp per HD of the creature called. For a task taking up to 1 hour 
  per caster level, the creature requires a payment of 500 gp per 
  
  Planar ally (Cont’d)
  School conjuration (calling) [see text]; Level cleric 6; Casting 
  Time 10 minutes; Components V, S, M (offerings worth 1,250 gp 
  plus payment), DF; Range close (25 ft. + 5 ft./2 levels); Effect one 
  or two called outsiders, totaling no more than 12 HD, which cannot 
  be more than 30 ft. apart when they appear; Duration instanta-
  neous; Saving Throw none; Spell Resistance no
  HD. A long-term task, one requiring up to 1 day per caster level, 
  requires a payment of 1,000 gp per HD.
  A nonhazardous task requires only half the indicated payment, 
  while an especially hazardous task might require a greater 
  gift. Few if any creatures will accept a task that seems suicidal 
  (remember, a called creature actually dies when it is killed, unlike 
  a summoned creature). However, if the task is strongly aligned 
  with the creature’s ethos, it may halve or even waive the payment. 
  At the end of its task, or when the duration bargained for expires, 
  the creature returns to its home plane (after reporting back to you, 
  if appropriate and possible).
  Note: When you use a calling spell that calls an air, chaotic, earth, 
  evil, fire, good, lawful, or water creature, it is a spell of that type.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  suMMon Monster Vi
  School conjuration (summoning) [see text]; Level cleric 6; Casting 
  Time 1 round; Components V, S, F/DF (a tiny bag and a small 
  candle); Range close (25 ft. + 5 ft./2 levels); Effect one summoned 
  creature; Duration 1 round/level (D); Saving Throw none; Spell 
  Resistance no
  This spell summons an extraplanar creature (typically an outsider, 
  elemental, or magical beast native to another plane). It appears 
  where you designate and acts immediately, on your turn. It attacks 
  your opponents to the best of its ability. If you can communicate 
  with the creature, you can direct it not to attack, to attack particular 
  enemies, or to perform other actions. You can summon one crea-
  ture from the 6th-level list, 1d3 creatures of the same kind from the 
  5th-level list, or 1d4+1 creatures of the same kind from a lower-
  level list. You choose which kind of creature to summon, and you 
  can choose a different one each time you cast the spell.
  A summoned monster cannot summon or otherwise conjure 
  another creature, nor can it use any teleportation or planar travel 
  abilities. Creatures cannot be summoned into an environment that 
  cannot support them. Creatures summoned using this spell cannot 
  use spells or spell-like abilities that duplicate spells with expensive 
  material components (such as wish).
  When you use a summoning spell to summon a creature with an 
  alignment or elemental subtype, it is a spell of that type. Creatures 
  listed belowmarked with an “*” are summoned with the celestial 
  template, if you are good, and the fiendish template, if you are evil. 
  If you are neutral, you may choose which template to apply to the 
  creature. Creatures marked with an “*” always have an alignment 
  that matches yours, regardless of their usual alignment. 
  
  suMMon Monster Vi (Cont’d)
  School conjuration (summoning) [see text]; Level cleric 6; Casting 
  Time 1 round; Components V, S, F/DF (a tiny bag and a small 
  candle); Range close (25 ft. + 5 ft./2 levels); Effect one summoned 
  creature; Duration 1 round/level (D); Saving Throw none; Spell 
  Resistance no
  Summoning these creatures makes the summoning spell’s type 
  match your alignment.
  1st Level: Dire rat*; Dolphin*; Eagle*; Fire beetle*; Poisonous 
  frog*; Pony (horse)*; Riding dog*; Viper (snake)*
  2nd Level: Ant, drone*; Elemental (Small) Elemental; Giant centi-
  pede*; Giant frog*; Giant spider*; Goblin dog*; Horse*; Hyena*; 
  Lemure (devil) Evil, Lawful;  Octopus*; Squid*; Wolf* 
  3rd Level: Ant, soldier*; Ape*; Aurochs (herd animal)*; Boar*; 
  Cheetah*; Constrictor snake*; Crocodile*; Dire bat*; Dretch 
  (demon) Chaotic, Evil; Electric eel*; Giant lizard*; Lantern archon 
  Good, Lawful; Leopard (cat)*; Shark*; Wolverine*
  4th Level: Bison (herd animal)*; Deinonychus (dinosaur)*; Dire 
  ape*; Dire boar*; Dire wolf*; Elemental (Medium) Elemental; 
  Giant scorpion*; Giant wasp*; Grizzly bear*; Hell hound Evil, 
  Lawful; Hound archon Good, Lawful; Lion*; Mephit (any) 
  Elemental; Pteranodon (dinosaur)*; Rhinoceros*
  5th Level: Ankylosaurus (dinosaur)*; Babau (demon) Chaotic, 
  Evil;  Bearded devil Evil, Lawful;  Bralani azata Chaotic, Good;  
  Dire lion*; Elemental (Large) Elemental; Giant moray eel*; Kyton 
  Evil, Lawful; Orca (dolphin)*; Salamander Evil;  Woolly rhinoc-
  eros*; Xill Evil, Lawful 
  
  suMMon Monster Vi (Cont’d)
  School conjuration (summoning) [see text]; Level cleric 6; Casting 
  Time 1 round; Components V, S, F/DF (a tiny bag and a small 
  candle); Range close (25 ft. + 5 ft./2 levels); Effect one summoned 
  creature; Duration 1 round/level (D); Saving Throw none; Spell 
  Resistance no
  6th Level Dire bear*; Dire tiger*; Elasmosaurus (dinosaur)*; 
  Elemental (Huge) Elemental; Elephant*; Erinyes (devil) Evil, 
  Lawful;  Giant octopus*; Invisible stalker Air; Lillend azata Good, 
  Lawful; Shadow demon Chaotic, Evil; Succubus (demon) Chaotic, 
  Evil; Triceratops (dinosaur)*
  * This creature is summoned with the celestial template if you 
  are good, or the fiendish template if you are evil; you may choose 
  either if you are neutral. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  syMBol of Persuasion
  School enchantment (charm) [mind-affecting]; Level cleric 6; 
  Casting Time 10 minutes; Components V, S, M (mercury and 
  phosphorus, plus powdered diamond and opal worth a total of 
  5,000 gp); Range 0 ft.; see text; Effect one symbol; Duration see 
  text; Saving Throw Will negates; Spell Resistance yes
  This spell functions like symbol of death, except that all creatures 
  within the radius of a symbol of persuasion instead become 
  charmed by the caster (as the charm monster spell) for 1 hour per 
  caster level.
  Unlike symbol of death, symbol of persuasion has no hit point 
  limit; once triggered, a symbol of persuasion simply remains active 
  for 10 minutes per caster level.
  Note: Magic traps such as symbol of persuasion are hard to detect 
  and disable. A rogue (only) can use the Perception skill to find a 
  symbol of persuasion and Disable Device to thwart it. The DC in 
  each case is 25 + spell level, or 31 for symbol of persuasion.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  undeath to death
  School necromancy [death]; Level cleric 6; Casting Time 1 stan-
  dard action; Components V, S, M/DF (diamond powder worth 500 
  gp); Range medium (100 ft. + 10 ft./level); Area several undead 
  creatures within a 40-ft.-radius burst; Duration instantaneous; 
  Saving Throw Will negates; Spell Resistance yes
  This spell functions like circle of death, except that it destroys 
  undead creatures as noted above.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  Wind Walk
  School transmutation [air]; Level cleric 6; Casting Time 1 
  standard action; Components V, S, DF; Range touch; Targets you 
  and one touched creature per three levels; Duration 1 hour/level 
  (D); see text; Saving Throw no and Will negates (harmless); Spell 
  Resistance no and yes (harmless)
  You alter the substance of your body to a cloudlike vapor (as the 
  gaseous form spell) and move through the air, possibly at great 
  speed. You can take other creatures with you, each of which acts 
  independently.
  Normally, a wind walker flies at a speed of 10 feet with perfect 
  maneuverability. If desired by the subject, a magical wind wafts a 
  wind walker along at up to 600 feet per round (60 mph) with poor 
  maneuverability. Wind walkers are not invisible but rather appear 
  misty and translucent. If fully clothed in white, they are 80% likely 
  to be mistaken for clouds, fog, vapors, or the like.
  A wind walker can regain its physical form as desired and later 
  resume the cloud form. Each change to and from vaporous form 
  takes 5 rounds, which counts toward the duration of the spell (as 
  does any time spent in physical form). As noted above, you can 
  dismiss the spell, and you can even dismiss it for individual wind 
  walkers and not others.
  For the last minute of the spell’s duration, a wind walker in cloud 
  form automatically descends 60 feet per round (for a total of 600 
  feet), though it may descend faster if it wishes. This descent serves 
  as a warning that the spell is about to end.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  Word of reCall
  School conjuration (teleportation); Level cleric 6; Casting Time 1 
  standard action; Components V; Range unlimited; Target you and 
  touched objects or other willing creatures; Duration instantaneous; 
  Saving Throw none or Will negates (harmless, object); Spell 
  Resistance no or yes (harmless, object)
  Word of recall teleports you instantly back to your sanctuary when 
  the word is uttered. You must designate the sanctuary when you 
  prepare the spell, and it must be a very familiar place. The actual 
  point of arrival is a designated area no larger than 10 feet by 10 
  feet. You can be transported any distance within a plane but cannot 
  travel between planes. You can transport, in addition to yourself, 
  any objects you carry, as long as their weight doesn’t exceed your 
  maximum load. You may also bring one additional willing Medium 
  or smaller creature (carrying gear or objects up to its maximum 
  load) or its equivalent per three caster levels. A Large creature 
  counts as two Medium creatures, a Huge creature counts as two 
  Large creatures, and so forth. All creatures to be transported must 
  be in contact with one another, and at least one of those creatures 
  must be in contact with you. Exceeding this limit causes the spell 
  to fail.
  An unwilling creature can’t be teleported by word of recall. 
  Likewise, a creature’s Will save (or spell resistance) prevents items 
  in its possession from being teleported. Unattended, nonmagical 
  objects receive no saving throw.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  BlasPheMy
  School evocation [evil, sonic]; Level cleric 7; Casting Time 1 
  standard action; Components V; Range 40 ft.; Area nonevil 
  creatures in a 40-ft.-radius spread centered on you; Duration 
  instantaneous; Saving Throw Will partial; Spell Resistance yes
  Any nonevil creature within the area of a blasphemy spell suffers 
  the following ill effects.
  HD 
  Effect 
  Equal to caster level 
  Dazed 
  Up to caster level –1 
  Weakened, dazed 
  Up to caster level –5 
  Paralyzed, weakened, dazed 
  Up to caster level –10 
  Killed, paralyzed, weakened, dazed 
  The effects are cumulative and concurrent. A successful Will save 
  reduces or eliminates these effects. Creatures affected by multiple 
  effects make only one save and apply the result to all the effects.
  Dazed: The creature can take no actions for 1 round, though it 
  defends itself normally. Save negates.
  Weakened: The creature’s Strength score decreases by 2d6 points 
  for 2d4 rounds. Save for half.
  Paralyzed: The creature is paralyzed and helpless for 1d10 
  minutes. Save reduces the paralyzed effect to 1 round.
  Killed: Living creatures die. Undead creatures are destroyed. Save 
  negates. If the save is successful, the creature instead takes 3d6 
  points of damage + 1 point per caster level (maximum +25).
  Furthermore, if you are on your home plane when you cast this 
  spell, nonevil extraplanar creatures within the area are instantly 
  banished back to their home planes. Creatures so banished cannot 
  
  BlasPheMy (Cont’d)
  School evocation [evil, sonic]; Level cleric 7; Casting Time 1 
  standard action; Components V; Range 40 ft.; Area nonevil 
  creatures in a 40-ft.-radius spread centered on you; Duration 
  instantaneous; Saving Throw Will partial; Spell Resistance yes
  return for at least 24 hours. This effect takes place regardless of 
  whether the creatures hear the blasphemy or not. The banishment 
  effect allows a Will save (at a –4 penalty) to negate.
  Creatures whose Hit Dice exceed your caster level are unaffected 
  by blasphemy.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  Control Weather
  School transmutation; Level cleric 7; Casting Time 10 minutes; 
  see text; Components V, S; Range 2 miles; Area 2-mile-radius 
  circle, centered on you; see text; Duration 4d12 hours; see text; 
  Saving Throw none; Spell Resistance no
  You change the weather in the local area. It takes 10 minutes 
  to cast the spell and an additional 10 minutes for the effects to 
  manifest. You can call forth weather appropriate to the climate and 
  season of the area you are in. You can also use this spell to cause 
  the weather in the area to become calm and normal for the season.
  Season 
  Possible Weather 
  Spring 
   Tornado, thunderstorm, sleet storm, or 
  hot weather 
  Summer 
  Torrential rain, heat wave, or hailstorm 
  Autumn 
  Hot or cold weather, fog, or sleet 
  Winter 
  Frigid cold, blizzard, or thaw 
  Late winter 
  Hurricane-force winds or early spring 
  You control the general tendencies of the weather, such as the 
  direction and intensity of the wind. You cannot control specific 
  applications of the weather—where lightning strikes, for example, 
  or the exact path of a tornado. The weather continues as you left it 
  for the duration, or until you use a standard action to designate a 
  new kind of weather (which fully manifests itself 10 minutes later). 
  Contradictory conditions are not possible simultaneously. Control 
  weather can do away with atmospheric phenomena (naturally 
  occurring or otherwise) as well as create them. A druid casting this 
  spell doubles the duration and affects a circle with a 3-mile radius.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  Cure serious Wounds, Mass
  School conjuration (healing); Level cleric 7; Casting Time 1 
  standard action; Components V, S; Range close (25 ft. + 5 ft./2 
  levels); Target one creature/level, no two of which can be more 
  than 30 ft. apart; Duration instantaneous; Saving Throw Will half 
  (harmless) or Will half; see text; Spell Resistance yes (harmless) 
  or yes; see text
  You channel positive energy to cure 3d8 points of damage + 1 
  point per caster level (maximum +35) on each selected creature. 
  Like other cure spells, mass cure light wounds deals damage to 
  undead in its area rather than curing them. Each affected undead 
  may attempt a Will save for half damage.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  destruCtion
  School necromancy [death]; Level cleric 7; Casting Time 1 
  standard action; Components V, S, F (holy or unholy symbol 
  costing 500 gp); Range close (25 ft. + 5 ft./2 levels); Target one 
  creature; Duration instantaneous; Saving Throw Fortitude partial; 
  Spell Resistance yes
  This spell instantly delivers 10 points of damage per caster level. 
  If the spell slays the target, it consumes the remains utterly in 
  holy (or unholy) fire (but not its equipment or possessions). If the 
  target’s Fortitude saving throw succeeds, it instead takes 10d6 
  points of damage. The only way to restore life to a character who 
  has failed to save against this spell (and was slain) is to use true 
  resurrection, a carefully worded wish spell followed by resurrec-
  tion, or miracle.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  diCtuM
  School evocation [lawful, sonic]; Level cleric 7; Casting Time 1 
  standard action; Components V; Range 40 ft.; Area nonlawful 
  creatures in a 40-ft.-radius spread centered on you; Duration 
  instantaneous; Saving Throw none or Will negates; see text; Spell 
  Resistance yes
  Any nonlawful creature within the area of a dictum spell suffers 
  the following ill effects.
  HD 
  Effect 
  Equal to caster level 
  Deafened 
  Up to caster level –1 
  Staggered, deafened 
  Up to caster level –5 
  Paralyzed, staggered, deafened 
  Up to caster level –10 
   Killed, paralyzed, staggered, deafened 
  The effects are cumulative and concurrent. A successful Will save 
  reduces or eliminates these effects. Creatures affected by multiple 
  effects make only one save and apply the result to all the effects.
  Deafened: The creature is deafened for 1d4 rounds. Save negates.
  Staggered: The creature is staggered for 2d4 rounds. Save reduces 
  the staggered effect to 1d4 rounds.
  Paralyzed: The creature is paralyzed and helpless for 1d10 
  minutes. Save reduces the paralyzed effect to 1 round.
  Killed: Living creatures die. Undead creatures are destroyed. Save 
  negates. If the save is successful, the creature instead takes 3d6 
  points of damage + 1 point per caster level (maximum +25).
  Furthermore, if you are on your home plane when you cast this 
  spell, nonlawful extraplanar creatures within the area are instantly 
  banished back to their home planes. Creatures so banished cannot 
  
  diCtuM (Cont’d)
  School evocation [lawful, sonic]; Level cleric 7; Casting Time 1 
  standard action; Components V; Range 40 ft.; Area nonlawful 
  creatures in a 40-ft.-radius spread centered on you; Duration 
  instantaneous; Saving Throw none or Will negates; see text; Spell 
  Resistance yes
  return for at least 24 hours. This effect takes place regardless of 
  whether the creatures hear the dictum or not. The banishment 
  effect allows a Will save (at a –4 penalty) to negate.
  Creatures whose Hit Dice exceed your caster level are unaffected 
  by dictum.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  ethereal jaunt
  School transmutation; Level cleric 7; Casting Time 1 standard 
  action; Components V, S; Range personal; Target you; Duration 
  1 round/level (D)
  You become ethereal, along with your equipment. For the duration 
  of the spell, you are in the Ethereal Plane, which overlaps the 
  Material Plane. When the spell expires, you return to material 
  existence.
  An ethereal creature is invisible, insubstantial, and capable of 
  moving in any direction, even up or down, albeit at half normal 
  speed. As an insubstantial creature, you can move through solid 
  objects, including living creatures. An ethereal creature can see 
  and hear on the Material Plane, but everything looks gray and 
  ephemeral. Sight and hearing onto the Material Plane are limited 
  to 60 feet.
  Force effects and abjurations affect an ethereal creature normally. 
  Their effects extend onto the Ethereal Plane from the Material 
  Plane, but not vice versa. An ethereal creature can’t attack material 
  creatures, and spells you cast while ethereal affect only other 
  ethereal things. Certain material creatures or objects have attacks 
  or effects that work on the Ethereal Plane.
  Treat other ethereal creatures and ethereal objects as if they were 
  material. 
  If you end the spell and become material while inside a material 
  object (such as a solid wall), you are shunted off to the nearest 
  open space and take 1d6 points of damage per 5 feet that you so 
  travel.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  infliCt serious  
  Wounds, Mass
  School necromancy; Level cleric 7; Casting Time 1 standard 
  action; Components V, S; Range close (25 ft. + 5 ft./2 levels); 
  Target one creature/level, no two of which can be more than 30 
  ft. apart; Duration instantaneous; Saving Throw Will half; Spell 
  Resistance yes
  Negative energy spreads out in all directions from the point of 
  origin, dealing 3d8 points of damage + 1 point per caster level 
  (maximum +35) to nearby living enemies.
  Like other inflict spells, mass inflict light wounds cures undead in 
  its area rather than damaging them. A cleric capable of spontane-
  ously casting inflict spells can also spontaneously cast mass inflict 
  spells.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  holy Word
  School evocation [good, sonic]; Level cleric 7; Casting Time 1 
  standard action; Components V; Range 40 ft.; Area nongood 
  creatures in a 40-ft.-radius spread centered on you; Duration 
  instantaneous; Saving Throw Will partial; Spell Resistance yes
  Any nongood creature within the area of a holy word spell suffers 
  the following ill effects.
  HD 
  Effect 
  Equal to caster level 
  Deafened 
  Up to caster level –1 
  Blinded, deafened 
  Up to caster level –5 
  Paralyzed, blinded, deafened 
  Up to caster level –10 
   Killed, paralyzed, blinded, deafened 
  The effects are cumulative and concurrent. A successful Will save 
  reduces or eliminates these effects. Creatures affected by multiple 
  effects make only one save and apply the result to all the effects.
  Deafened: The creature is deafened for 1d4 rounds. Save negates.
  Blinded: The creature is blinded for 2d4 rounds. Save reduces the 
  blinded effect to 1d4 rounds.
  Paralyzed: The creature is paralyzed and helpless for 1d10 minutes. 
  Save reduces the paralyzed effect to 1 round.
  Killed: Living creatures die. Undead creatures are destroyed. Save 
  negates. If the save is successful, the creature instead takes 3d6 
  points of damage + 1 point per caster level (maximum +25).
  Furthermore, if you are on your home plane when you cast this 
  spell, nongood extraplanar creatures within the area are instantly 
  banished back to their home planes. Creatures so banished cannot 
  return for at least 24 hours. This effect takes place regardless of 
  
  holy Word (Cont’d)
  School evocation [good, sonic]; Level cleric 7; Casting Time 1 
  standard action; Components V; Range 40 ft.; Area nongood 
  creatures in a 40-ft.-radius spread centered on you; Duration 
  instantaneous; Saving Throw Will partial; Spell Resistance yes
  whether the creatures hear the holy word or not. The banishment 
  effect allows a Will save (at a –4 penalty) to negate.
  Creatures whose HD exceed your caster level are unaffected by 
  holy word.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  refuge
  School conjuration (teleportation); Level cleric 7; Casting Time 
  1 standard action; Components V, S, M (a prepared object worth 
  1,500 gp); Range touch; Target object touched; Duration perma-
  nent until discharged; Saving Throw none; Spell Resistance no
  When you cast this spell, you create powerful magic in a specially 
  prepared object. This object contains the power to instantly trans-
  port its possessor across any distance within the same plane to your 
  abode. Once the item is so enhanced, you must give it willingly to 
  a creature and at the same time inform it of a command word to be 
  spoken when the item is used. To make use of the item, the subject 
  speaks the command word at the same time that it rends or breaks 
  the item (a standard action). When this is done, the individual and 
  all objects it is wearing and carrying (to a maximum of the charac-
  ter’s heavy load) are instantly transported to your abode. No other 
  creatures are affected (aside from a familiar or animal companion 
  that is touching the subject).
  You can alter the spell when casting it so that it transports you to 
  within 10 feet of the possessor of the item when it is broken and 
  the command word spoken. You will have a general idea of the 
  location and situation of the item possessor at the time the refuge 
  spell is discharged, but once you decide to alter the spell in this 
  fashion, you have no choice whether or not to be transported.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  regenerate
  School conjuration (healing); Level cleric 7; Casting Time 3 full 
  rounds; Components V, S, DF; Range touch; Target living crea-
  ture touched; Duration instantaneous; Saving Throw Fortitude 
  negates (harmless); Spell Resistance yes (harmless)
  The subject’s severed body members (fingers, toes, hands, feet, 
  arms, legs, tails, or even heads of multiheaded creatures), broken 
  bones, and ruined organs grow back. After the spell is cast, 
  the physical regeneration is complete in 1 round if the severed 
  members are present and touching the creature. It takes 2d10 
  rounds otherwise.
  Regenerate also cures 4d8 points of damage + 1 point per caster 
  level (maximum +35), rids the subject of exhaustion and fatigue, 
  and eliminates all nonlethal damage the subject has taken. It has no 
  effect on nonliving creatures (including undead).
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  rePulsion
  School abjuration; Level cleric 7; Casting Time 1 standard action; 
  Components V, S, F/DF (a pair of canine statuettes worth 50 gp); 
  Range up to 10 ft./level; Area up to 10-ft.-radius/level emanation 
  centered on you; Duration 1 round/level (D); Saving Throw Will 
  negates; Spell Resistance yes
  An invisible, mobile field surrounds you and prevents creatures 
  from approaching you. You decide how big the field is at the time 
  of casting (to the limit your level allows). Any creature within 
  or entering the field must attempt a save. If it fails, it becomes 
  unable to move toward you for the duration of the spell. Repelled 
  creatures’ actions are not otherwise restricted. They can fight other 
  creatures and can cast spells and attack you with ranged weapons. 
  If you move closer to an affected creature, nothing happens. The 
  creature is not forced back. The creature is free to make melee 
  attacks against you if you come within reach. If a repelled creature 
  moves away from you and then tries to turn back toward you, it 
  cannot move any closer if it is still within the spell’s area.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  restoration, greater
  School conjuration (healing); Level cleric 7; Casting Time 3 
  rounds; Components V, S, M (diamond dust 5,000 gp); Range 
  touch; Target creature touched; Duration instantaneous; Saving 
  Throw Will negates (harmless); Spell Resistance yes (harmless)
  This spell functions like lesser restoration, except that it dispels 
  all permanent and temporary negative levels afflicting the healed 
  creature. Greater restoration also dispels all magical effects penal-
  izing the creature’s abilities, cures all temporary ability damage, 
  and restores all points permanently drained from all ability scores. 
  It also eliminates fatigue and exhaustion, and removes all forms of 
  insanity, confusion, and similar mental effects.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  resurreCtion
  School conjuration (healing); Level cleric 7; Casting Time 
  1 minute; Components V, S, M (diamond worth 10,000 gp), 
  DF; Range touch; Target dead creature touched; Duration 
  instantaneous; Saving Throw none, see text; Spell Resistance yes 
  (harmless)
  This spell functions like raise dead, except that you are able to 
  restore life and complete strength to any deceased creature.
  The condition of the remains is not a factor. So long as some small 
  portion of the creature’s body still exists, it can be resurrected, but 
  the portion receiving the spell must have been part of the creature’s 
  body at the time of death. (The remains of a creature hit by a disin-
  tegrate spell count as a small portion of its body.) The creature can 
  have been dead no longer than 10 years per caster level.
  Upon completion of the spell, the creature is immediately restored 
  to full hit points, vigor, and health, with no loss of prepared 
  spells. The subject of the spell gains one permanent negative level 
  when it is raised, just as if it had been hit by an energy-draining 
  creature. If the subject is 1st level, it takes 2 points of Constitution 
  drain instead (if this would reduce its Con to 0 or less, it can’t be 
  resurrected). 
  You can resurrect someone killed by a death effect or someone 
  who has been turned into an undead creature and then destroyed. 
  You cannot resurrect someone who has died of old age. Constructs, 
  elementals, outsiders, and undead creatures can’t be resurrected.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  sCrying, greater
  School divination (scrying); Level cleric 7; Casting Time 1 stan-
  dard action; Components V, S; Duration 1 hour/level; Range see 
  text; Effect magical sensor; Duration 1 min./level; Saving Throw 
  Will negates; Spell Resistance yes
  This spell functions like scrying, except as noted above. Addition-
  ally, all of the following spells function reliably through the sensor: 
  detect chaos, detect evil, detect good, detect law, detect magic, 
  message, read magic, and tongues.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  suMMon Monster Vii
  School conjuration (summoning) [see text]; Level cleric 7; Casting 
  Time 1 round; Components V, S, F/DF (a tiny bag and a small 
  candle); Range close (25 ft. + 5 ft./2 levels); Effect one summoned 
  creature; Duration 1 round/level (D); Saving Throw none; Spell 
  Resistance no
  This spell summons an extraplanar creature (typically an outsider, 
  elemental, or magical beast native to another plane). It appears 
  where you designate and acts immediately, on your turn. It attacks 
  your opponents to the best of its ability. If you can communicate 
  with the creature, you can direct it not to attack, to attack particular 
  enemies, or to perform other actions. You can summon one crea-
  ture from the 7th-level list, 1d3 creatures of the same kind from the 
  6th-level list, or 1d4+1 creatures of the same kind from a lower-
  level list. You choose which kind of creature to summon, and you 
  can choose a different one each time you cast the spell.
  A summoned monster cannot summon or otherwise conjure 
  another creature, nor can it use any teleportation or planar travel 
  abilities. Creatures cannot be summoned into an environment that 
  cannot support them. Creatures summoned using this spell cannot 
  use spells or spell-like abilities that duplicate spells with expensive 
  material components (such as wish).
  When you use a summoning spell to summon a creature with an 
  alignment or elemental subtype, it is a spell of that type. Creatures 
  listed belowmarked with an “*” are summoned with the celestial 
  template, if you are good, and the fiendish template, if you are evil. 
  If you are neutral, you may choose which template to apply to the 
  creature. Creatures marked with an “*” always have an alignment 
  that matches yours, regardless of their usual alignment.
  
  suMMon Monster Vii 
  (Cont’d)
  School conjuration (summoning) [see text]; Level cleric 7; Casting 
  Time 1 round; Components V, S, F/DF (a tiny bag and a small 
  candle); Range close (25 ft. + 5 ft./2 levels); Effect one summoned 
  creature; Duration 1 round/level (D); Saving Throw none; Spell 
  Resistance no
   Summoning these creatures makes the summoning spell’s type 
  match your alignment.
  1st Level Dire rat*; Dolphin*; Eagle*; Fire beetle*; Poisonous 
  frog*; Pony (horse)*; Riding dog*; Viper (snake)*
  2nd Level Ant, drone*; Elemental (Small) Elemental; Giant centi-
  pede*; Giant frog*; Giant spider*; Goblin dog*; Horse*; Hyena*; 
  Lemure (devil) Evil, Lawful;  Octopus*; Squid*; Wolf* 
  3rd Level Ant, soldier*; Ape*; Aurochs (herd animal)*; Boar*; 
  Cheetah*; Constrictor snake*; Crocodile*; Dire bat*; Dretch 
  (demon) Chaotic, Evil; Electric eel*; Giant lizard*; Lantern archon 
  Good, Lawful; Leopard (cat)*; Shark*; Wolverine*
  4th Level Bison (herd animal)*; Deinonychus (dinosaur)*; Dire 
  ape*; Dire boar*; Dire wolf*; Elemental (Medium) Elemental; 
  Giant scorpion*; Giant wasp*; Grizzly bear*; Hell hound Evil, 
  Lawful; Hound archon Good, Lawful; Lion*; Mephit (any) 
  Elemental; Pteranodon (dinosaur)*; Rhinoceros*
  5th Level Ankylosaurus (dinosaur)*; Babau (demon) Chaotic, 
  Evil;  Bearded devil Evil, Lawful;  Bralani azata Chaotic, Good;  
  Dire lion*; Elemental (Large) Elemental; Giant moray eel*; Kyton 
  Evil, Lawful; Orca (dolphin)*; Salamander Evil;  Woolly rhinoc-
  eros*; Xill Evil, Lawful 
  
  suMMon Monster Vii 
  (Cont’d)
  School conjuration (summoning) [see text]; Level cleric 7; Casting 
  Time 1 round; Components V, S, F/DF (a tiny bag and a small 
  candle); Range close (25 ft. + 5 ft./2 levels); Effect one summoned 
  creature; Duration 1 round/level (D); Saving Throw none; Spell 
  Resistance no
  6th Level Dire bear*; Dire tiger*; Elasmosaurus (dinosaur)*; 
  Elemental (Huge) Elemental; Elephant*; Erinyes (devil) Evil, 
  Lawful;  Giant octopus*; Invisible stalker Air; Lillend azata Good, 
  Lawful; Shadow demon Chaotic, Evil; Succubus (demon) Chaotic, 
  Evil; Triceratops (dinosaur)*
  7th Level Bebelith Chaotic, Evil; Bone devil Evil, Lawful; 
  Brachiosaurus (dinosaur)*; Dire crocodile*; Dire shark*; 
  Elemental (greater) Elemental; Giant squid*; Mastadon 
  (elephant)*; Roc*; Tyrannosaurus (dinosaur)*; Vrock (demon) 
  Chaotic, Evil
  * This creature is summoned with the celestial template if you 
  are good, or the fiendish template if you are evil; you may choose 
  either if you are neutral.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  syMBol of stunning
  School enchantment (compulsion) [mind-affecting]; Level cleric 
  7; Components V, S, M (mercury and phosphorus, plus powdered 
  diamond and opal worth 5,000 gp each); Range 0 ft.; see text; 
  Effect one symbol; Duration see text; Saving Throw Will negates
  This spell functions like symbol of death, except that all creatures 
  within 60 feet of a symbol of stunning instead become stunned for 
  1d6 rounds.
  Note: Magic traps such as symbol of stunning are hard to detect 
  and disable. A rogue (only) can use the Perception skill to find a 
  symbol of stunning and Disable Device to thwart it. The DC in 
  each case is 25 + spell level, or 32 for symbol of stunning.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  syMBol of Weakness
  School enchantment (compulsion) [mind-affecting]; Level cleric 
  7; Components V, S, M (mercury and phosphorus, plus powdered 
  diamond and opal worth 5,000 gp each); Range 0 ft.; see text; 
  Effect one symbol; Duration see text; Saving Throw Will negates
  This spell functions like symbol of death, except that every 
  creature within 60 feet of a symbol of weakness instead suffers 
  crippling weakness that deals 3d6 points of Strength damage.
  Unlike symbol of death, symbol of weakness has no hit point limit; 
  once triggered, a symbol of weakness simply remains active for 
  10 minutes per caster level. A creature can only be affected by this 
  symbol once.
  Note: Magic traps such as symbol of weakness are hard to detect 
  and disable. A rogue (only) can use the Perception skill to find a 
  symbol of weakness and Disable Device to thwart it. The DC in 
  each case is 25 + spell level, or 32 for symbol of weakness.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  Word of Chaos
  School evocation [chaotic, sonic]; Level cleric 7; Casting Time 1 
  standard action; Components V; Range 40 ft.; Area nonchaotic 
  creatures in a 40-ft.-radius spread centered on you; Duration 
  instantaneous; Saving Throw none or Will negates; see text; Spell 
  Resistance yes
  Any nonchaotic creature within the area of a word of chaos spell 
  suffers the following ill effects, depending on their HD.
  HD 
  Effect 
  Equal to caster level 
  Deafened 
  Up to caster level –1 
  Stunned, deafened 
  Up to caster level –5 
  Confused, stunned, deafened 
  Up to caster level –10 
  Killed, confused, stunned, deafened 
  The effects are cumulative and concurrent. A successful Will save 
  reduces or eliminates these effects. Creatures affected by multiple 
  effects make only one save and apply the result to all the effects.
  Deafened: The creature is deafened for 1d4 rounds. Save negates.
  Stunned: The creature is stunned for 1 round. Save negates.
  Confused: The creature is confused for 1d10 minutes. This is a 
  mind-affecting enchantment effect. Save reduces the confused 
  effect to 1 round.
  Killed: Living creatures die. Undead creatures are destroyed. Save 
  negates. If the save is successful, the creature instead takes 3d6 
  points of damage + 1 point per caster level (maximum +25).
  Furthermore, if you are on your home plane when you cast this 
  spell, nonchaotic extraplanar creatures within the area are instantly 
  banished back to their home planes. Creatures so banished cannot
  
  Word of Chaos (Cont’d)
  School evocation [chaotic, sonic]; Level cleric 7; Casting Time 1 
  standard action; Components V; Range 40 ft.; Area nonchaotic 
  creatures in a 40-ft.-radius spread centered on you; Duration 
  instantaneous; Saving Throw none or Will negates; see text; Spell 
  Resistance yes
  return for at least 24 hours. This effect takes place regardless of 
  whether the creatures hear the word of chaos or not. The banish-
  ment effect allows a Will save (at a –4 penalty) to negate.
  Creatures whose HD exceed your caster level are unaffected by 
  word of chaos.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  antiMagiC field
  School abjuration; Level cleric 8; Casting Time 1 standard 
  action; Components V, S, M/DF (pinch of powdered iron or iron 
  filings); Range 10 ft.; Area 10-ft.-radius emanation, centered 
  on you; Duration 10 min./level (D); Saving Throw none; Spell 
  Resistance see text
  An invisible barrier surrounds you and moves with you. The space 
  within this barrier is impervious to most magical effects, including 
  spells, spell-like abilities, and supernatural abilities. Likewise, it 
  prevents the functioning of any magic items or spells within its 
  confines.
  An antimagic field suppresses any spell or magical effect used 
  within, brought into, or cast into the area, but does not dispel it. 
  Time spent within an antimagic field counts against the suppressed 
  spell’s duration.
  Summoned creatures of any type and incorporeal undead wink 
  out if they enter an antimagic field. They reappear in the same 
  spot once the field goes away. Time spent winked out counts 
  normally against the duration of the conjuration that is maintaining 
  the creature. If you cast antimagic field in an area occupied by 
  a summoned creature that has spell resistance, you must make 
  a caster level check (1d20 + caster level) against the creature’s 
  spell resistance to make it wink out. (The effects of instantaneous 
  conjurations are not affected by an antimagic field because the 
  conjuration itself is no longer in effect, only its result.)
  A normal creature can enter the area, as can normal missiles. 
  Furthermore, while a magic sword does not function magically 
  within the area, it is still a sword (and a masterwork sword at that). 
  The spell has no effect on golems and other constructs that are 
  imbued with magic during their creation process and are thereafter
  
  antiMagiC field
  School abjuration; Level cleric 8; Casting Time 1 standard 
  action; Components V, S, M/DF (pinch of powdered iron or iron 
  filings); Range 10 ft.; Area 10-ft.-radius emanation, centered 
  on you; Duration 10 min./level (D); Saving Throw none; Spell 
  Resistance see text
  self-supporting (unless they have been summoned, in which case 
  they are treated like any other summoned creatures). Elementals, 
  corporeal undead, and outsiders are likewise unaffected unless 
  summoned. These creatures’ spell-like or supernatural abilities 
  may be temporarily nullified by the field. Dispel magic does not 
  remove the field.
  Two or more antimagic fields sharing any of the same space have 
  no effect on each other. Certain spells, such as wall of force, pris-
  matic sphere, and prismatic wall, remain unaffected by antimagic 
  field. Artifacts and deities are unaffected by mortal magic such 
  as this. 
  Should a creature be larger than the area enclosed by the barrier, 
  any part of it that lies outside the barrier is unaffected by the field.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  Cloak of Chaos
  School abjuration [chaotic]; Level cleric 8; Casting Time 1 stan-
  dard action; Components V, S, F (a tiny reliquary worth 500 gp); 
  Range 20 ft.; Targets one creature/level in a 20-ft.-radius burst 
  centered on you; Duration 1 round/level (D); Saving Throw see 
  text; Spell Resistance yes (harmless)
  A random pattern of color surrounds the subjects, protecting them 
  from attacks, granting them resistance to spells cast by lawful 
  creatures, and causing lawful creatures that strike the subjects to 
  become confused. This abjuration has four effects.
  First, each warded creature gains a +4 deflection bonus to AC 
  and a +4 resistance bonus on saves. Unlike protection from law, 
  the benefit of this spell applies against all attacks, not just against 
  attacks by lawful creatures.
  Second, each warded creature gains spell resistance 25 against 
  lawful spells and spells cast by lawful creatures.
  Third, the abjuration protects from possession and mental influ-
  ence, just as protection from law does.
  Finally, if a lawful creature succeeds on a melee attack against a 
  warded creature, the offending attacker is confused for 1 round 
  (Will save negates, as with the confusion spell, but against the save 
  DC of cloak of chaos).
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  Create greater undead
  School necromancy [evil]; Level cleric 8; Casting Time 1 hour; 
  Components V, S, M (a clay pot filled with grave dirt and an onyx 
  gem worth at least 50 gp per HD of the undead to be created); 
  Range close (25 ft. + 5 ft./2 levels); Target one corpse; Duration 
  instantaneous; Saving Throw none; Spell Resistance no
  This spell functions like create undead, except that you can create 
  more powerful and intelligent sorts of undead: shadows, wraiths, 
  spectres, and devourers. The type or types of undead created is 
  based on caster level, as shown below.
  Caster Level 
  Undead Created 
  15th or lower 
  Shadow 
  16th–17th 
  Wraith 
  18th–19th 
  Spectre 
  20th or higher 
  Devourer 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  Cure CritiCal Wounds, Mass
  School conjuration (healing); Level cleric 8; Casting Time 1 
  standard action; Components V, S; Range close (25 ft. + 5 ft./2 
  levels); Target one creature/level, no two of which can be more 
  than 30 ft. apart; Duration instantaneous; Saving Throw Will half 
  (harmless) or Will half; see text; Spell Resistance yes (harmless) 
  or yes; see text
  You channel positive energy to cure 4d8 points of damage + 1 
  point per caster level (maximum +40) on each selected creature. 
  Like other cure spells, mass cure light wounds deals damage to 
  undead in its area rather than curing them. Each affected undead 
  may attempt a Will save for half damage.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  diMensional loCk
  School abjuration; Level cleric 8; Casting Time 1 standard action; 
  Components V, S; Range medium (100 ft. + 10 ft./level); Area 
  20-ft.-radius emanation centered on a point in space; Duration 1 
  day/level; Saving Throw none; Spell Resistance yes
  You create a shimmering emerald barrier that completely blocks 
  extradimensional travel. Forms of movement barred include astral 
  projection, blink, dimension door, ethereal jaunt, etherealness, 
  gate, maze, plane shift, shadow walk, teleport, and similar spell-
  like abilities. Once dimensional lock is in place, extradimensional 
  travel into or out of the area is not possible.
  A dimensional lock does not interfere with the movement of crea-
  tures already in ethereal or astral form when the spell is cast, nor 
  does it block extradimensional perception or attack forms. Also, 
  the spell does not prevent summoned creatures from disappearing 
  at the end of a summoning spell.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  disCern loCation
  School divination; Level cleric 8; Casting Time 10 minutes; 
  Components V, S, DF; Range unlimited; Target one creature 
  or object; Duration instantaneous; Saving Throw none; Spell 
  Resistance no
  A discern location spell is among the most powerful means of 
  locating creatures or objects. Nothing short of a mind blank spell 
  or the direct intervention of a deity keeps you from learning the 
  exact location of a single individual or object. Discern location 
  circumvents normal means of protection from scrying or location. 
  The spell reveals the name of the creature or object’s location 
  (place, name, business name, building name, or the like), commu-
  nity, county (or similar political division), country, continent, and 
  the plane of existence where the target lies.
  To find a creature with the spell, you must have seen the creature 
  or have some item that once belonged to it. To find an object, you 
  must have touched it at least once.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  fire storM
  School evocation [fire]; Level cleric 8; Casting Time 1 standard 
  action; Components V, S; Range medium (100 ft. + 10 ft./level); 
  Area two 10-ft. cubes per level (S); Duration instantaneous; 
  Saving Throw Reflex half; Spell Resistance yes
  When a fire storm spell is cast, the whole area is shot through with 
  sheets of roaring flame. The raging flames do not harm natural 
  vegetation, ground cover, or any plant creatures in the area that 
  you wish to exclude from damage. Any other creature within the 
  area takes 1d6 points of fire damage per caster level (maximum 
  20d6). Creatures that fail their Reflex save catch on fire, taking 4d6 
  points of fire damage each round until the flames are extinguished. 
  Extinguishing the flames is a full-round action that requires a DC 
  20 Reflex save.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  earthQuake
  School evocation [earth]; Level cleric 8; Casting Time 1 standard 
  action; Components V, S, DF; Range long (400 ft. + 40 ft./level); 
  Area 80-ft.-radius spread (S); Duration 1 round; Saving Throw 
  see text; Spell Resistance no
  When you cast earthquake, an intense but highly localized tremor 
  rips the ground. The powerful shockwave created by this spell 
  knocks creatures down, collapses structures, opens cracks in the 
  ground, and more. The effect lasts for 1 round, during which time 
  creatures on the ground can’t move or attack. A spellcaster on the 
  ground must make a Concentration check (DC 20 + spell level) 
  or lose any spell he or she tries to cast. The earthquake affects 
  all terrain, vegetation, structures, and creatures in the area. The 
  specific effect of an earthquake spell depends on the nature of the 
  terrain where it is cast.
  Cave, Cavern, or Tunnel: The roof collapses, dealing 8d6 points 
  of damage to any creature caught under the cave-in (Reflex DC 
  15 half) and pinning that creature beneath the rubble (see below). 
  An earthquake cast on the roof of a very large cavern could also 
  endanger those outside the actual area but below the falling debris 
  and rubble.
  Cliffs: Earthquake causes a cliff to crumble, creating a landslide 
  that travels horizontally as far as it falls vertically. Any creature in 
  the path takes 8d6 points of bludgeoning damage (Reflex DC 15 
  half) and is pinned beneath the rubble (see below).
  Open Ground: Each creature standing in the area must make a DC 
  15 Reflex save or fall down. Fissures open in the earth, and every 
  creature on the ground has a 25% chance to fall into one (Reflex 
  DC 20 to avoid a fissure). The fissures are 40 feet deep. At the end 
  of the spell, all fissures grind shut. Treat all trapped creatures as 
  
  earthQuake
  School evocation [earth]; Level cleric 8; Casting Time 1 standard 
  action; Components V, S, DF; Range long (400 ft. + 40 ft./level); 
  Area 80-ft.-radius spread (S); Duration 1 round; Saving Throw 
  see text; Spell Resistance no
  if they were in the bury zone of an avalanche, trapped without air 
  (see Environment for more details).
  Structure: Any structure standing on open ground takes 100 
  points of damage, enough to collapse a typical wooden or 
  masonry building, but not a structure built of stone or reinforced 
  masonry. Hardness does not reduce this damage, nor is it halved 
  as damage dealt to objects normally is. Any creature caught inside 
  a collapsing structure takes 8d6 points of bludgeoning damage 
  (Reflex DC 15 half) and is pinned beneath the rubble (see below).
  River, Lake, or Marsh: Fissures open under the water, draining 
  away the water from that area and forming muddy ground. Soggy 
  marsh or swampland becomes quicksand for the duration of the 
  spell, sucking down creatures and structures. Each creature in the 
  area must make a DC 15 Reflex save or sink down in the mud and 
  quicksand. At the end of the spell, the rest of the body of water 
  rushes in to replace the drained water, possibly drowning those 
  caught in the mud.
  Pinned Beneath Rubble: Any creature pinned beneath rubble 
  takes 1d6 points of nonlethal damage per minute while pinned. If a 
  pinned character falls unconscious, he or she must make a DC 15 
  Constitution check or take 1d6 points of lethal damage each minute 
  thereafter until freed or dead.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  holy aura
  School abjuration [good]; Level cleric 8; Casting Time 1 standard 
  action; Components V, S, F (a tiny reliquary worth 500 gp); 
  Range 20 ft.; Targets one creature/level in a 20-ft.-radius burst 
  centered on you; Duration 1 round/level (D); Saving Throw see 
  text; Spell Resistance yes (harmless)
  A brilliant divine radiance surrounds the subjects, protecting 
  them from attacks, granting them resistance to spells cast by evil 
  creatures, and causing evil creatures to become blinded when they 
  strike the subjects. This abjuration has four effects.
  First, each warded creature gains a +4 deflection bonus to AC and 
  a +4 resistance bonus on saves. Unlike protection from evil, this 
  benefit applies against all attacks, not just against attacks by evil 
  creatures.
  Second, each warded creature gains spell resistance 25 against evil 
  spells and spells cast by evil creatures.
  Third, the abjuration protects the recipient from possession and 
  mental influence, just as protection from evil does.
  Finally, if an evil creature succeeds on a melee attack against a 
  creature warded by a holy aura, the offending attacker is blinded 
  (Fortitude save negates, as blindness/deafness, but against holy 
  aura’s save DC).
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  infliCt CritiCal  
  Wounds, Mass
  School necromancy; Level cleric 8; Casting Time 1 standard 
  action; Components V, S; Range close (25 ft. + 5 ft./2 levels); 
  Target one creature/level, no two of which can be more than 30 
  ft. apart; Duration instantaneous; Saving Throw Will half; Spell 
  Resistance yes
  Negative energy spreads out in all directions from the point of 
  origin, dealing 4d8 points of damage + 1 point per caster level 
  (maximum +40) to nearby living enemies.
  Like other inflict spells, mass inflict light wounds cures undead in 
  its area rather than damaging them. A cleric capable of spontane-
  ously casting inflict spells can also spontaneously cast mass inflict 
  spells.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  Planar ally, greater
  School conjuration (calling) [see text for lesser planar ally]; Level 
  cleric 8; Casting Time 10 minutes; Components V, S, M (offer-
  ings worth 2,500 gp plus payment), DF; Range close (25 ft. + 5 
  ft./2 levels); Effect up to three called outsiders, totaling no more 
  than 18 HD, no two of which can be more than 30 ft. apart when 
  they appear; Duration instantaneous; Saving Throw none; Spell 
  Resistance no
  This spell functions like lesser planar ally, except that you may 
  call a single creature of 18 HD or less, or up to three creatures of 
  the same kind whose Hit Dice total no more than 18. The creatures 
  agree to help you and request your return payment together.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  shield of laW
  School abjuration [lawful]; Level cleric 8; Casting Time 1 
  standard action; Components V, S, F (a reliquary worth 500 gp); 
  Range 20 ft.; Targets one creature/level in a 20-ft.-radius burst 
  centered on you; Duration 1 round/level (D); Saving Throw see 
  text; Spell Resistance yes (harmless)
  A dim, blue glow surrounds the subjects, protecting them from 
  attacks, granting them resistance to spells cast by chaotic creatures, 
  and slowing chaotic creatures when they strike the subjects. This 
  abjuration has four effects.
  First, each warded creature gains a +4 deflection bonus to AC and 
  a +4 resistance bonus on saves. Unlike protection from chaos, 
  this benefit applies against all attacks, not just against attacks by 
  chaotic creatures.
  Second, a warded creature gains spell resistance 25 against chaotic 
  spells and spells cast by chaotic creatures.
  Third, the abjuration protects you from possession and mental 
  influence, just as protection from chaos does.
  Finally, if a chaotic creature succeeds on a melee attack against a 
  warded creature, the attacker is slowed (Will save negates, as the 
  slow spell, but against shield of law’s save DC).
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  sPell iMMunity, greater
  School abjuration; Level cleric 8; Casting Time 1 standard action; 
  Components V, S, DF; Range touch; Target creature touched; 
  Duration 10 min./level; Saving Throw Will negates (harmless); 
  Spell Resistance yes (harmless)
  This spell functions like spell immunity, except the immunity 
  applies to spells of 8th level or lower. A creature can have only 
  one spell immunity or greater spell immunity spell in effect on it 
  at a time.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  suMMon Monster Viii
  School conjuration (summoning) [see text]; Level cleric 8; Casting 
  Time 1 round; Components V, S, F/DF (a tiny bag and a small 
  candle); Range close (25 ft. + 5 ft./2 levels); Effect one summoned 
  creature; Duration 1 round/level (D); Saving Throw none; Spell 
  Resistance no
  This spell summons an extraplanar creature (typically an outsider, 
  elemental, or magical beast native to another plane). It appears 
  where you designate and acts immediately, on your turn. It attacks 
  your opponents to the best of its ability. If you can communicate 
  with the creature, you can direct it not to attack, to attack particular 
  enemies, or to perform other actions. You can summon one crea-
  ture from the 8th-level list, 1d3 creatures of the same kind from the 
  7th-level list, or 1d4+1 creatures of the same kind from a lower-
  level list. You choose which kind of creature to summon, and you 
  can choose a different one each time you cast the spell.
  A summoned monster cannot summon or otherwise conjure 
  another creature, nor can it use any teleportation or planar travel 
  abilities. Creatures cannot be summoned into an environment that 
  cannot support them. Creatures summoned using this spell cannot 
  use spells or spell-like abilities that duplicate spells with expensive 
  material components (such as wish).
  When you use a summoning spell to summon a creature with an 
  alignment or elemental subtype, it is a spell of that type. Creatures 
  listed belowmarked with an “*” are summoned with the celestial 
  template, if you are good, and the fiendish template, if you are evil. 
  If you are neutral, you may choose which template to apply to the 
  creature. Creatures marked with an “*” always have an alignment 
  that matches yours, regardless of their usual alignment.
  
  suMMon Monster Viii 
  (Cont’d)
  School conjuration (summoning) [see text]; Level cleric 8; Casting 
  Time 1 round; Components V, S, F/DF (a tiny bag and a small 
  candle); Range close (25 ft. + 5 ft./2 levels); Effect one summoned 
  creature; Duration 1 round/level (D); Saving Throw none; Spell 
  Resistance no
  Summoning these creatures makes the summoning spell’s type 
  match your alignment.
  1st Level Dire rat*; Dolphin*; Eagle*; Fire beetle*; Poisonous 
  frog*; Pony (horse)*; Riding dog*; Viper (snake)*
  2nd Level Ant, drone*; Elemental (Small) Elemental; Giant centi-
  pede*; Giant frog*; Giant spider*; Goblin dog*; Horse*; Hyena*; 
  Lemure (devil) Evil, Lawful;  Octopus*; Squid*; Wolf* 
  3rd Level Ant, soldier*; Ape*; Aurochs (herd animal)*; Boar*; 
  Cheetah*; Constrictor snake*; Crocodile*; Dire bat*; Dretch 
  (demon) Chaotic, Evil; Electric eel*; Giant lizard*; Lantern archon 
  Good, Lawful; Leopard (cat)*; Shark*; Wolverine*
  4th Level Bison (herd animal)*; Deinonychus (dinosaur)*; Dire 
  ape*; Dire boar*; Dire wolf*; Elemental (Medium) Elemental; 
  Giant scorpion*; Giant wasp*; Grizzly bear*; Hell hound Evil, 
  Lawful; Hound archon Good, Lawful; Lion*; Mephit (any) 
  Elemental; Pteranodon (dinosaur)*; Rhinoceros*
  5th Level Ankylosaurus (dinosaur)*; Babau (demon) Chaotic, 
  Evil;  Bearded devil Evil, Lawful;  Bralani azata Chaotic, Good;  
  Dire lion*; Elemental (Large) Elemental; Giant moray eel*; Kyton 
  Evil, Lawful; Orca (dolphin)*; Salamander Evil;  Woolly rhinoc-
  eros*; Xill Evil, Lawful 
  
  suMMon Monster Viii 
  (Cont’d)
  School conjuration (summoning) [see text]; Level cleric 8; Casting 
  Time 1 round; Components V, S, F/DF (a tiny bag and a small 
  candle); Range close (25 ft. + 5 ft./2 levels); Effect one summoned 
  creature; Duration 1 round/level (D); Saving Throw none; Spell 
  Resistance no
  6th Level Dire bear*; Dire tiger*; Elasmosaurus (dinosaur)*; 
  Elemental (Huge) Elemental; Elephant*; Erinyes (devil) Evil, 
  Lawful;  Giant octopus*; Invisible stalker Air; Lillend azata Good, 
  Lawful; Shadow demon Chaotic, Evil; Succubus (demon) Chaotic, 
  Evil; Triceratops (dinosaur)*
  7th Level Bebelith Chaotic, Evil; Bone devil Evil, Lawful; 
  Brachiosaurus (dinosaur)*; Dire crocodile*; Dire shark*; 
  Elemental (greater) Elemental; Giant squid*; Mastadon 
  (elephant)*; Roc*; Tyrannosaurus (dinosaur)*; Vrock (demon) 
  Chaotic, Evil
  8th Level Barbed devil Evil, Lawful; Elemental (elder) Elemental; 
  Hezrou (demon) Chaotic, Evil
  * This creature is summoned with the celestial template if you 
  are good, or the fiendish template if you are evil; you may choose 
  either if you are neutral.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  syMBol of death
  School necromancy [death]; Level cleric 8; Casting Time 10 
  minutes; Components V, S, M (mercury and phosphorus, plus 
  powdered diamond and opal worth 5,000 gp each); Range 0 ft.; 
  see text; Effect one symbol; Duration see text; Saving Throw 
  Fortitude negates; Spell Resistance yes
  This spell allows you to scribe a potent rune of power upon a 
  surface. When triggered, a symbol of death kills one or more 
  creatures within 60 feet of the symbol (treat as a burst) whose 
  combined total current hit points do not exceed 150. The symbol 
  of death affects the closest creatures first, skipping creatures with 
  too many hit points to affect. Once triggered, the symbol becomes 
  active and glows, lasting for 10 minutes per caster level or until it 
  has affected 150 hit points’ worth of creatures, whichever comes 
  first. A creature that enters the area while the symbol of death is 
  active is subject to its effect, whether or not that creature was in 
  the area when it was triggered. A creature need save against the 
  symbol only once as long as it remains within the area, though if it 
  leaves the area and returns while the symbol is still active, it must 
  save again.
  Until it is triggered, the symbol of death is inactive (though visible 
  and legible at a distance of 60 feet). To be effective, a symbol of 
  death must always be placed in plain sight and in a prominent 
  location. Covering or hiding the rune renders the symbol of death 
  ineffective, unless a creature removes the covering, in which case 
  the symbol of death works normally.
  As a default, a symbol of death is triggered whenever a creature 
  does one or more of the following, as you select: looks at the rune; 
  reads the rune; touches the rune; passes over the rune; or passes 
  through a portal bearing the rune. Regardless of the trigger method 
  
  syMBol of death (Cont’d)
  School necromancy [death]; Level cleric 8; Casting Time 10 
  minutes; Components V, S, M (mercury and phosphorus, plus 
  powdered diamond and opal worth 5,000 gp each); Range 0 ft.; 
  see text; Effect one symbol; Duration see text; Saving Throw 
  Fortitude negates; Spell Resistance yes
  or methods chosen, a creature more than 60 feet from a symbol of 
  death can’t trigger it (even if it meets one or more of the triggering 
  conditions, such as reading the rune). Once the spell is cast, a 
  symbol of death’s triggering conditions cannot be changed.
  In this case, “reading” the rune means any attempt to study it, 
  identify it, or fathom its meaning. Throwing a cover over a symbol 
  of death to render it inoperative triggers it if the symbol reacts to 
  touch. You can’t use a symbol of death offensively; for instance, 
  a touch-triggered symbol of death remains untriggered if an item 
  bearing the symbol of death is used to touch a creature. Likewise, 
  a symbol of death cannot be placed on a weapon and set to activate 
  when the weapon strikes a foe.
  You can also set special triggering limitations of your own. These 
  can be as simple or elaborate as you desire. Special conditions for 
  triggering a symbol of death can be based on a creature’s name, 
  identity, or alignment, but otherwise must be based on observable 
  actions or qualities. Intangibles such as level, class, HD, and hit 
  points don’t qualify. 
  When scribing a symbol of death, you can specify a password 
  or phrase that prevents a creature using it from triggering the 
  symbol’s effect. Anyone using the password remains immune to 
  that particular rune’s effects so long as the creature remains within 
  60 feet of the rune. If the creature leaves the radius and returns 
  later, it must use the password again.
  
  syMBol of death (Cont’d)
  School necromancy [death]; Level cleric 8; Casting Time 10 
  minutes; Components V, S, M (mercury and phosphorus, plus 
  powdered diamond and opal worth 5,000 gp each); Range 0 ft.; 
  see text; Effect one symbol; Duration see text; Saving Throw 
  Fortitude negates; Spell Resistance yes
  You also can attune any number of creatures to the symbol of 
  death, but doing this can extend the casting time. Attuning one or 
  two creatures takes negligible time, and attuning a small group (as 
  many as 10 creatures) extends the casting time to 1 hour. Attuning 
  a large group (as many as 25 creatures) takes 24 hours. Attuning 
  larger groups takes an additional 24 hours per 25 creatures. Any 
  creature attuned to a symbol of death cannot trigger it and is 
  immune to its effects, even if within its radius when it is triggered. 
  You are automatically considered attuned to your own symbols of 
  death, and thus always ignore the effects and cannot inadvertently 
  trigger them.
  Read magic allows you to identify a symbol with a Spellcraft 
  check (DC 10 + the symbol’s spell level). Of course, if the symbol 
  is set to be triggered by reading it, this will trigger the symbol.
  A symbol of death can be removed by a successful dispel magic 
  targeted solely on the rune. An erase spell has no effect on a 
  symbol of death. Destruction of the surface where a symbol of 
  death is inscribed destroys the symbol but also triggers it.
  Symbol of death can be made permanent with a permanency spell. 
  A permanent symbol of death that is disabled or has affected its 
  maximum number of hit points becomes inactive for 10 minutes, 
  but then can be triggered again as normal.
  
  syMBol of death (Cont’d)
  School necromancy [death]; Level cleric 8; Casting Time 10 
  minutes; Components V, S, M (mercury and phosphorus, plus 
  powdered diamond and opal worth 5,000 gp each); Range 0 ft.; 
  see text; Effect one symbol; Duration see text; Saving Throw 
  Fortitude negates; Spell Resistance yes
  Note: Magic traps such as symbol of death are hard to detect and 
  disable. A rogue (only) can use the Perception skill to find a symbol 
  of death and Disable Device to thwart it. The DC in each case is 25 
  + spell level, or 33 for symbol of death.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  syMBol of insanity
  School enchantment (compulsion) [mind-affecting]; Level cleric 
  8; Casting Time 10 minutes; Components V, S, M (mercury and 
  phosphorus, plus powdered diamond and opal worth a total of 
  5,000 gp); Range 0 ft.; see text; Effect one symbol; Duration see 
  text; Saving Throw Will negates; Spell Resistance yes
  This spell functions like symbol of death, except that all creatures 
  within the radius of the symbol of insanity instead become perma-
  nently insane (as the insanity spell).
  Unlike symbol of death, symbol of insanity has no hit point limit; 
  once triggered, a symbol of insanity simply remains active for 10 
  minutes per caster level.
  Note: Magic traps such as symbol of insanity are hard to detect 
  and disable. A rogue (only) can use the Perception skill to find a 
  symbol of insanity and Disable Device to thwart it. The DC in each 
  case is 25 + spell level, or 33 for symbol of insanity.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  unholy aura
  School abjuration [evil]; Level cleric 8; Casting Time 1 standard 
  action; Components V, S, F (a tiny reliquary worth 500 gp); 
  Range 20 ft.; Targets one creature/level in a 20-ft.-radius burst 
  centered on you; Duration 1 round/level (D); Saving Throw see 
  text; Spell Resistance yes (harmless)
  A malevolent darkness surrounds the subjects, protecting them 
  from attacks, granting them resistance to spells cast by good crea-
  tures, and weakening good creatures when they strike the subjects. 
  This abjuration has four effects.
  First, each warded creature gains a +4 deflection bonus to AC and 
  a +4 resistance bonus on saves. Unlike the effect of protection 
  from good, this benefit applies against all attacks, not just against 
  attacks by good creatures.
  Second, a warded creature gains SR 25 against good spells and 
  spells cast by good creatures.
  Third, the abjuration protects the subjects from possession and 
  mental influence, just as protection from good does.
  Finally, if a good creature succeeds on a melee attack against 
  a warded creature, the offending attacker takes 1d6 points of 
  Strength damage (Fortitude negates).
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  astral ProjeCtion
  School necromancy; Level cleric 9; Casting Time 30 minutes; 
  Components V, S, M (1,000 gp jacinth); Range touch; Targets 
  you plus one additional willing creature touched per two caster 
  levels; Duration see text; Saving Throw none; Spell Resistance 
  yes
  By freeing your spirit from your physical body, this spell allows 
  you to project an astral body onto another plane altogether. You can 
  bring the astral forms of other willing creatures with you, provided 
  that these subjects are linked in a circle with you at the time of the 
  casting. These fellow travelers are dependent upon you and must 
  accompany you at all times. If something happens to you during 
  the journey, your companions are stranded wherever you left them.
  You project your astral self onto the Astral Plane, leaving your 
  physical body behind on the Material Plane in a state of suspended 
  animation. The spell projects an astral copy of you and all you 
  wear or carry onto the Astral Plane. Since the Astral Plane touches 
  upon other planes, you can travel astrally to any of these other 
  planes as you will. To enter one, you leave the Astral Plane, 
  forming a new physical body (and equipment) on the plane of 
  existence you have chosen to enter.
  While you are on the Astral Plane, your astral body is connected 
  at all times to your physical body by an incorporeal silver cord. If 
  the cord is broken, you are killed, astrally and physically. Luckily, 
  very few things can destroy a silver cord. When a second body 
  is formed on a different plane, the silver cord remains invisibly 
  attached to the new body. If the second body or the astral form is 
  slain, the cord simply returns to your body where it rests on the 
  Material Plane, thereby reviving it from its state of suspended 
  
  astral ProjeCtion
  School necromancy; Level cleric 9; Casting Time 30 minutes; 
  Components V, S, M (1,000 gp jacinth); Range touch; Targets 
  you plus one additional willing creature touched per two caster 
  levels; Duration see text; Saving Throw none; Spell Resistance 
  yes
  animation. This is a traumatic affair, however, and you gain two 
  permanent negative levels if your second body or astral form is 
  slain. Although astral projections are able to function on the Astral 
  Plane, their actions affect only creatures existing on the Astral 
  Plane; a physical body must be materialized on other planes.
  You and your companions may travel through the Astral Plane 
  indefinitely. Your bodies simply wait behind in a state of suspended 
  animation until you choose to return your spirits to them. The 
  spell lasts until you desire to end it, or until it is terminated by 
  some outside means, such as dispel magic cast upon either the 
  physical body or the astral form, the breaking of the silver cord, 
  or the destruction of your body back on the Material Plane (which 
  kills you).
  When this spell ends, your astral body and all of its gear, vanishes.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  energy drain
  School necromancy; Level cleric 9; Casting Time 1 standard 
  action; Components V, S; Range close (25 ft. + 5 ft./2 levels); 
  Effect ray of negative energy; Duration instantaneous; Saving 
  Throw Saving Throw Fortitude partial; see text for enervation; 
  Spell Resistance yes
  This spell functions like enervation, except that the creature struck 
  gains 2d4 temporary negative levels. Twenty-four hours after 
  gaining them, the subject must make a Fortitude saving throw (DC 
  = energy drain spell’s save DC) for each negative level. If the save 
  succeeds, that negative level is removed. If it fails, that negative 
  level becomes permanent.
  An undead creature struck by the ray gains 2d4 × 5 temporary hit 
  points for 1 hour.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  etherealness
  School transmutation; Level cleric 9; Casting Time 1 standard 
  action; Components V, S; Range touch; see text; Target you and 
  one other touched creature per three levels; Duration 1 round/level 
  (D); Spell Resistance yes
  This spell functions like ethereal jaunt, except that you and 
  other willing creatures joined by linked hands (along with their 
  equipment) become ethereal. Besides yourself, you can bring one 
  creature per three caster levels to the Ethereal Plane. Once ethereal, 
  the subjects need not stay together.
  When the spell expires, all affected creatures on the Ethereal Plane 
  return to material existence.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  gate
  School conjuration (creation or calling); Level cleric 9; Casting 
  Time 1 standard action; Components V, S, M (see text); Range 
  medium (100 ft. + 10 ft./level); Effect see text; Duration instan-
  taneous or concentration (up to 1 round/level); see text; Saving 
  Throw none; Spell Resistance no
  Casting a gate spell has two effects. First, it creates an interdimen-
  sional connection between your plane of existence and a plane 
  you specify, allowing travel between those two planes in either 
  direction.
  Second, you may then call a particular individual or kind of being 
  through the gate.
  The gate itself is a circular hoop or disk from 5 to 20 feet in 
  diameter (caster’s choice) oriented in the direction you desire when 
  it comes into existence (typically vertical and facing you). It is 
  a two-dimensional window looking into the plane you specified 
  when casting the spell, and anyone or anything that moves through 
  is shunted instantly to the other side.
  A gate has a front and a back. Creatures moving through the gate 
  from the front are transported to the other plane; creatures moving 
  through it from the back are not.
  Planar Travel: As a mode of planar travel, a gate spell functions 
  much like a plane shift spell, except that the gate opens precisely 
  at the point you desire (a creation effect). Deities and other beings 
  who rule a planar realm can prevent a gate from opening in their 
  presence or personal demesnes if they so desire. Travelers need 
  not join hands with you—anyone who chooses to step through the 
  portal is transported. A gate cannot be opened to another point on 
  the same plane; the spell works only for interplanar travel.
  
  gate (Cont’d)
  School conjuration (creation or calling); Level cleric 9; Casting 
  Time 1 standard action; Components V, S, M (see text); Range 
  medium (100 ft. + 10 ft./level); Effect see text; Duration instan-
  taneous or concentration (up to 1 round/level); see text; Saving 
  Throw none; Spell Resistance no
  You may hold the gate open only for a brief time (no more than 1 
  round per caster level), and you must concentrate on doing so, or 
  else the interplanar connection is severed.
  Calling Creatures: The second effect of the gate spell is to call an 
  extraplanar creature to your aid (a calling effect). By naming a 
  particular being or kind of being as you cast the spell, you cause 
  the gate to open in the immediate vicinity of the desired creature 
  and pull the subject through, willing or unwilling. Deities and 
  unique beings are under no compulsion to come through the gate, 
  although they may choose to do so of their own accord. This use of 
  the spell creates a gate that remains open just long enough to trans-
  port the called creatures. This use of the spell has a material cost of 
  10,000 gp in rare incense and offerings. This cost is in addition to 
  any cost that must be paid to the called creatures.
  If you choose to call a kind of creature instead of a known indi-
  vidual, you may call either a single creature or several creatures. In 
  either case, their total HD cannot exceed twice your caster level. 
  In the case of a single creature, you can control it if its HD does 
  not exceed your caster level. A creature with more HD than your 
  caster level can’t be controlled. Deities and unique beings cannot 
  be controlled in any event. An uncontrolled being acts as it pleases, 
  making the calling of such creatures rather dangerous. An uncon-
  trolled being may return to its home plane at any time.
  
  gate (Cont’d)
  School conjuration (creation or calling); Level cleric 9; Casting 
  Time 1 standard action; Components V, S, M (see text); Range 
  medium (100 ft. + 10 ft./level); Effect see text; Duration instan-
  taneous or concentration (up to 1 round/level); see text; Saving 
  Throw none; Spell Resistance no
  If you choose to exact a longer or more involved form of service 
  from a called creature, you must offer some fair trade in return for 
  that service. The service exacted must be reasonable with respect 
  to the promised favor or reward; see the lesser planar ally spell for 
  appropriate rewards. Some creatures may want their payment in 
  “livestock” rather than in coin, which could involve complica-
  tions. Immediately upon completion of the service, the being is 
  transported to your vicinity, and you must then and there turn over 
  the promised reward. After this is done, the creature is instantly 
  freed to return to its own plane.
  Failure to fulfill the promise to the letter results in your being 
  subjected to service by the creature or by its liege and master, at 
  the very least. At worst, the creature or its kin may attack you.
  Note: When you use a calling spell such as gate to call an air, 
  chaotic, earth, evil, fire, good, lawful, or water creature, it becomes 
  a spell of that type.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  heal, Mass
  School conjuration (healing); Level cleric 9; Casting Time 1 
  standard action; Components V, S; Range close (25 ft. + 5 ft./2 
  levels); Target one or more creatures, no two of which can be 
  more than 30 ft. apart; Duration instantaneous; Saving Throw 
  Will negates (harmless); Spell Resistance yes (harmless)
  Heal enables you to channel positive energy into a creature to wipe 
  away injury and afflictions. It immediately ends any and all of the 
  following adverse conditions affecting the target: ability damage, 
  blinded, confused, dazed, dazzled, deafened, diseased, exhausted, 
  fatigued, feebleminded, insanity, nauseated, poisoned, sickened, 
  and stunned. It also cures 10 hit points of damage per level of the 
  caster, to a maximum of 250 points at 25th level.
  Heal does not remove negative levels or restore permanently 
  drained ability score points.
  If used against an undead creature, heal instead acts like harm.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  iMPlosion
  School evocation; Level cleric 9; Casting Time 1 standard action; 
  Components V, S; Range close (25 ft. + 5 ft./2 levels); Target one 
  corporeal creature/round; Duration concentration (up to 1 round 
  per 2 levels); Saving Throw Fortitude negates; Spell Resistance 
  yes
  This spell causes a destructive resonance in a corporeal creature’s 
  body. Each round you concentrate (including the first), you can 
  cause one creature to collapse in on itself, inflicting 10 points 
  of damage per caster level. If you break concentration, the spell 
  immediately ends, though any implosions that have already 
  happened remain in effect. You can target a particular creature only 
  once with each casting of the spell. Implosion has no effect on 
  creatures in gaseous form or on incorporeal creatures.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  MiraCle
  School evocation; Level cleric 9; Casting Time 1 standard action; 
  Components V, S; see text; Range see text; Target, Effect, or 
  Area see text; Duration see text; Saving Throw see text; Spell 
  Resistance yes
  You don’t so much cast a miracle as request one. You state what 
  you would like to have happen and request that your deity (or the 
  power you pray to for spells) intercede.
  A miracle can do any of the following things.
  Duplicate any cleric spell of 8th level or lower. 
  Duplicate any other spell of 7th level or lower. 
  Undo the harmful effects of certain spells, such as feeblemind or 
  insanity. 
  Have any effect whose power level is in line with the above effects.
  Alternatively, a cleric can make a very powerful request. Casting 
  such a miracle costs the cleric 25,000 gp in powdered diamond 
  because of the powerful divine energies involved. Examples 
  of especially powerful miracles of this sort could include the 
  following:
  Swinging the tide of a battle in your favor by raising fallen allies 
  to continue fighting. 
  Moving you and your allies, with all your and their gear, from one 
  plane to a specific locale through planar barriers with no chance 
  of error. 
  Protecting a city from an earthquake, volcanic eruption, flood, or 
  other major natural disaster.
  
  MiraCle (Cont’d)
  School evocation; Level cleric 9; Casting Time 1 standard action; 
  Components V, S; see text; Range see text; Target, Effect, or 
  Area see text; Duration see text; Saving Throw see text; Spell 
  Resistance yes
  In any event, a request that is out of line with the deity’s (or align-
  ment’s) nature is refused.
  A duplicated spell allows saving throws and spell resistance as 
  normal, but the save DCs are as for a 9th-level spell. When a 
  miracle spell duplicates a spell with a material component that 
  costs more than 100 gp, you must provide that component.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  soul Bind
  School necromancy; Level cleric 9; Casting Time 1 standard 
  action; Components V, S, F (see text); Range close (25 ft. + 5 ft./2 
  levels); Target corpse; Duration permanent; Saving Throw Will 
  negates; Spell Resistance no
  You draw the soul from a newly dead body and imprison it in a 
  black sapphire gem. The subject must have been dead no more than 
  1 round per caster level. The soul, once trapped in the gem, cannot 
  be returned through clone, raise dead, reincarnation, resurrection, 
  true resurrection, or even a miracle or a wish. Only by destroying 
  the gem or dispelling the spell on the gem can one free the soul 
  (which is then still dead).
  The focus for this spell is a black sapphire of at least 1,000 gp 
  value for every HD possessed by the creature whose soul is to 
  be bound. If the gem is not valuable enough, it shatters when the 
  binding is attempted. (While creatures have no concept of level or 
  HD as such, the value of the gem needed to trap an individual can 
  be researched.)
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  true resurreCtion
  School conjuration (healing); Level cleric 9; Casting Time 
  10 minutes; Components V, S, M, DF (diamond worth 25,000 
  gp); Range touch; Target dead creature touched; Duration 
  instantaneous; Saving Throw none, see text; Spell Resistance yes 
  (harmless)
  This spell functions like raise dead, except that you can resurrect a 
  creature that has been dead for as long as 10 years per caster level. 
  This spell can even bring back creatures whose bodies have been 
  destroyed, provided that you unambiguously identify the deceased 
  in some fashion (reciting the deceased’s time and place of birth or 
  death is the most common method).
  Upon completion of the spell, the creature is immediately restored 
  to full hit points, vigor, and health, with no negative levels (or 
  Constitution points) and all of the prepared spells possessed by the 
  creature when it died.
  You can revive someone killed by a death effect or someone who 
  has been turned into an undead creature and then destroyed. This 
  spell can also resurrect elementals or outsiders, but it can’t resur-
  rect constructs or undead creatures.
  Even true resurrection can’t restore to life a creature who has died 
  of old age.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  storM of VengeanCe
  School conjuration (summoning); Level cleric 9; Casting 
  Time 1 round; Components V, S; Range long (400 ft. + 40 ft./
  level); Effect 360-ft.-radius storm cloud; Duration concentra-
  tion (maximum 10 rounds) (D); Saving Throw see text; Spell 
  Resistance yes
  You create a huge black storm cloud in the air. Each creature under 
  the cloud must succeed on a Fortitude save or be deafened for 1d4 
  × 10 minutes. Each round you continue to concentrate, the spell 
  generates additional effects as noted below. Each effect occurs on 
  your turn.
  2nd Round: Acid rains down in the area, dealing 1d6 points of 
  acid damage (no save).
  3rd Round: You call six bolts of lightning down from the cloud. 
  You decide where the bolts strike. No two bolts may be directed at 
  the same target. Each bolt deals 10d6 points of electricity damage. 
  A creature struck can attempt a Reflex save for half damage.
  4th Round: Hailstones rain down in the area, dealing 5d6 points of 
  bludgeoning damage (no save).
  5th through 10th Rounds: Violent rain and wind gusts reduce 
  visibility. The rain obscures all sight, including darkvision, beyond 
  5 feet. A creature 5 feet away has concealment (attacks have a 20% 
  miss chance). Creatures farther away have total concealment (50% 
  miss chance, and the attacker cannot use sight to locate the target). 
  Speed is reduced by three-quarters.
  Ranged attacks within the area of the storm are impossible. Spells 
  cast within the area are disrupted unless the caster succeeds on a 
  Concentration check against a DC equal to the storm of 
  
  storM of VengeanCe
  School conjuration (summoning); Level cleric 9; Casting 
  Time 1 round; Components V, S; Range long (400 ft. + 40 ft./
  level); Effect 360-ft.-radius storm cloud; Duration concentra-
  tion (maximum 10 rounds) (D); Saving Throw see text; Spell 
  Resistance yes
  vengeance’s save DC + the level of the spell the caster is trying 
  to cast.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  suMMon Monster iX
  School conjuration (summoning) [see text]; Level cleric 8; Casting 
  Time 1 round; Components V, S, F/DF (a tiny bag and a small 
  candle); Range close (25 ft. + 5 ft./2 levels); Effect one summoned 
  creature; Duration 1 round/level (D); Saving Throw none; Spell 
  Resistance no
  This spell summons an extraplanar creature (typically an 
  outsider, elemental, or magical beast native to another 
  plane). It appears where you designate and acts immedi-
  ately, on your turn. It attacks your opponents to the best of 
  its ability. If you can communicate with the creature, you 
  can direct it not to attack, to attack particular enemies, or 
  to perform other actions. You can summon one creature 
  from the 9th-level list, 1d3 creatures of the same kind from 
  the 8th-level list, or 1d4+1 creatures of the same kind from 
  a lower-level list. You choose which kind of creature to 
  summon, and you can choose a different one each time you 
  cast the spell.
  A summoned monster cannot summon or otherwise 
  conjure another creature, nor can it use any teleportation 
  or planar travel abilities. Creatures cannot be summoned 
  into an environment that cannot support them. Creatures 
  summoned using this spell cannot use spells or spell-like 
  abilities that duplicate spells with expensive material 
  components (such as wish).
  When you use a summoning spell to summon a creature 
  with an alignment or elemental subtype, it is a spell of 
  
  that type. Creatures listed belowmarked with an “*” are 
  summoned with the celestial template, if you are good, and 
  the fiendish template, if you are evil. If you are neutral, 
  you may choose which template to apply to the creature. 
  Creatures marked with an “*” always have an alignment 
  that matches yours, regardless of their usual alignment. 
  Summoning these creatures makes the summoning spell’s 
  type match your alignment.
  1st Level Dire rat*; Dolphin*; Eagle*; Fire beetle*; 
  Poisonous frog*; Pony (horse)*; Riding dog*; Viper 
  (snake)*
  2nd Level Ant, drone*; Elemental (Small) Elemental; 
  Giant centipede*; Giant frog*; Giant spider*; Goblin dog*; 
  Horse*; Hyena*; Lemure (devil) Evil, Lawful;  Octopus*; 
  Squid*; Wolf* 
  3rd Level Ant, soldier*; Ape*; Aurochs (herd animal)*; 
  Boar*; Cheetah*; Constrictor snake*; Crocodile*; Dire 
  bat*; Dretch (demon) Chaotic, Evil; Electric eel*; Giant 
  lizard*; Lantern archon Good, Lawful; Leopard (cat)*; 
  Shark*; Wolverine*
  4th Level Bison (herd animal)*; Deinonychus (dinosaur)*; 
  Dire ape*; Dire boar*; Dire wolf*; Elemental (Medium) 
  Elemental; Giant scorpion*; Giant wasp*; Grizzly bear*; 
  Hell hound Evil, Lawful; Hound archon Good, Lawful; 
  Lion*; Mephit (any) Elemental; Pteranodon (dinosaur)*; 
  Rhinoceros*
  
  5th Level Ankylosaurus (dinosaur)*; Babau (demon) 
  Chaotic, Evil;  Bearded devil Evil, Lawful;  Bralani azata 
  Chaotic, Good;  Dire lion*; Elemental (Large) Elemental; 
  Giant moray eel*; Kyton Evil, Lawful; Orca (dolphin)*; 
  Salamander Evil;  Woolly rhinoceros*; Xill Evil, Lawful 
  6th Level Dire bear*; Dire tiger*; Elasmosaurus (dino-
  saur)*; Elemental (Huge) Elemental; Elephant*; Erinyes 
  (devil) Evil, Lawful;  Giant octopus*; Invisible stalker Air; 
  Lillend azata Good, Lawful; Shadow demon Chaotic, Evil; 
  Succubus (demon) Chaotic, Evil; Triceratops (dinosaur)*
  7th Level Bebelith Chaotic, Evil; Bone devil Evil, Lawful; 
  Brachiosaurus (dinosaur)*; Dire crocodile*; Dire shark*; 
  Elemental (greater) Elemental; Giant squid*; Mastadon 
  (elephant)*; Roc*; Tyrannosaurus (dinosaur)*; Vrock 
  (demon) Chaotic, Evil
  8th Level Barbed devil Evil, Lawful; Elemental (elder) 
  Elemental; Hezrou (demon) Chaotic, Evil
  9th Level Astral Deva (angel) Good; Ghaele azata Chaotic, 
  Good; Glabrezu (demon) Chaotic, Evil; Ice devil Evil, 
  Lawful; Nalfeshnee (demon) Chaotic, Evil; Trumpet 
  archon Good, Lawful 
  * This creature is summoned with the celestial template if 
  you are good, or the fiendish template if you are evil; you 
  may choose either if you are neutral.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
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SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Louis Porter Jr. Design/LPJ9593 - Ultimate Spell Decks - Cleric.pdf