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DnDWiki:Cleric Spells

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TSR, Inc./Wizards of the Coast

Notes Edit

M at the end of a spell’s name in the spell lists denotes a spell with a material component F at the end of a spell’s name in the spell lists denotes a spell with a focus component (that is not normally included in a spell component pouch.)

X denotes a spell with an XP component paid by the caster.

Hit Dice: The term “Hit Dice” is used synonymously with “character levels” for effects that affect a number of Hit Dice of creatures. Creatures with Hit Dice only from their race, not from classes, have character levels equal to their Hit Dice.

Caster Level: A spell’s power often depends on caster level, which is defined as the caster’s class level for the purpose of casting a particular spell. A creature with no classes has a caster level equal to its Hit Dice unless otherwise specified. The word “level” in the spell lists that follow always refers to caster level.

Creatures and Characters: The words “creature” and “character” are used synonymously in the spell descriptions.

Spells by Level


  • Create Water: Creates 2 gallons/level of pure water.
  • Cure Minor Wounds: Cures 1 point of damage.
  • Detect Magic: Detects spells and magic items within 60 ft.
  • Detect Poison: Detects poison in one creature or object.
  • Guidance: +1 on one attack roll, saving throw, or skill check.
  • Inflict Minor Wounds: Touch attack, 1 point of damage.
  • Light: Object shines like a torch.
  • Mending: Makes minor repairs on an object.
  • Purify Food and Drink: Purifies 1 cu. ft./level of food or water.
  • Read Magic: Read scrolls and spellbooks.
  • Resistance: Subject gains +1 on saving throws.
  • Virtue: Subject gains 1 temporary hp.


  • Bane: Enemies take –1 on attack rolls and saves against fear.
  • Bless: Allies gain +1 on attack rolls and saves against fear.
  • Bless WaterM: Makes holy water.
  • Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
  • Command: One subject obeys selected command for 1 round.
  • Comprehend Languages: You understand all spoken and written languages.
  • Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
  • Curse WaterM: Makes unholy water.
  • Deathwatch: Reveals how near death subjects within 30 ft. are.
  • Detect Chaos: Reveals creatures, spells, or objects of selected alignment.
  • Detect Evil: Reveals creatures, spells, or objects of selected alignment.
  • Detect Good: Reveals creatures, spells, or objects of selected alignment.
  • Detect Law: Reveals creatures, spells, or objects of selected alignment.
  • Detect Undead: Reveals undead within 60 ft.
  • Divine Favor: You gain +1 per three levels on attack and damage rolls.
  • Doom: One subject takes –2 on attack rolls, damage rolls, saves, and checks.
  • Endure Elements: Exist comfortably in hot or cold environments.
  • Entropic Shield: Ranged attacks against you have 20% miss chance.
  • Hide from Undead: Undead can’t perceive one subject/level.
  • Inflict Light Wounds: Touch deals 1d8 damage +1/level (max +5).
  • Magic Stone: Three stones gain +1 on attack, deal 1d6 +1 damage.
  • Magic Weapon: Weapon gains +1 bonus.
  • Obscuring Mist: Fog surrounds you.
  • Protection from Chaos: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
  • Protection from Evil: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
  • Protection from Good: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
  • Protection from Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
  • Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.
  • Sanctuary: Opponents can’t attack you, and you can’t attack.
  • Shield of Faith: Aura grants +2 or higher deflection bonus.
  • Summon Monster I: Calls extraplanar creature to fight for you.


  • Aid: +1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10).
  • Align Weapon: Weapon becomes good, evil, lawful, or chaotic.
  • AuguryMF: Learns whether an action will be good or bad.
  • Bear's Endurance: Subject gains +4 to Con for 1 min./level.
  • Bull's Strength: Subject gains +4 to Str for 1 min./level.
  • Calm Emotions: Calms creatures, negating emotion effects.
  • ConsecrateM: Fills area with positive energy, making undead weaker.
  • Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).
  • Darkness: 20-ft. radius of supernatural shadow.
  • Death Knell: Kills dying creature; you gain 1d8 temporary hp, +2 to Str, and +1 level.
  • Delay Poison: Stops poison from harming subject for 1 hour/level.
  • DesecrateM: Fills area with negative energy, making undead stronger.
  • Eagle's Splendor: Subject gains +4 to Cha for 1 min./level.
  • Enthrall: Captivates all within 100 ft. + 10 ft./level.
  • Find Traps: Notice traps as a rogue does.
  • Gentle Repose: Preserves one corpse.
  • Hold Person: Paralyzes one humanoid for 1 round/level.
  • Inflict Moderate Wounds: Touch attack, 2d8 damage +1/level (max +10).
  • Make Whole: Repairs an object.
  • Owl's Wisdom: Subject gains +4 to Wis for 1 min./level.
  • Remove Paralysis: Frees one or more creatures from paralysis or slow effect.
  • Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.
  • Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.
  • Shatter: Sonic vibration damages objects or crystalline creatures.
  • Shield OtherF: You take half of subject’s damage.
  • Silence: Negates sound in 20-ft. radius.
  • Sound Burst: Deals 1d8 sonic damage to subjects; may stun them.
  • Spiritual Weapon: Magic weapon attacks on its own.
  • Status: Monitors condition, position of allies.
  • Summon Monster II: Calls extraplanar creature to fight for you.
  • Undetectable Alignment: Conceals alignment for 24 hours.
  • Zone of Truth: Subjects within range cannot lie.


  • Animate DeadM: Creates undead skeletons and zombies.
  • Bestow Curse: –6 to an ability score; –4 on attack rolls, saves, and checks; or 50% chance of losing each action.
  • Blindness/Deafness: Makes subject blinded or deafened.
  • Contagion: Infects subject with chosen disease.
  • Continual Flame M: Makes a permanent, heatless torch.
  • Create Food and Water: Feeds three humans (or one horse)/level.
  • Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).
  • Daylight: 60-ft. radius of bright light.
  • Deeper Darkness: Object sheds supernatural shadow in 60-ft. radius.
  • Dispel Magic: Cancels spells and magical effects.
  • Glyph of WardingM: Inscription harms those who pass it.
  • Helping Hand: Ghostly hand leads subject to you.
  • Inflict Serious Wounds: Touch attack, 3d8 damage +1/level (max +15).
  • Invisibility Purge: Dispels invisibility within 5 ft./level.
  • Locate Object: Senses direction toward object (specific or type).
  • Magic Circle against Chaos: As protection spells, but 10-ft. radius and 10 min./level.
  • Magic Circle against Evil: As protection spells, but 10-ft. radius and 10 min./level.
  • Magic Circle against Good: As protection spells, but 10-ft. radius and 10 min./level.
  • Magic Circle against Law: As protection spells, but 10-ft. radius and 10 min./level.
  • Magic Vestment: Armor or shield gains +1 enhancement per four levels.
  • Meld into Stone: You and your gear merge with stone.
  • Obscure Object: Masks object against scrying.
  • Prayer: Allies +1 bonus on most rolls, enemies –1 penalty.
  • Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
  • Remove Blindness/Deafness: Cures normal or magical conditions.
  • Remove Curse: Frees object or person from curse.
  • Remove Disease: Cures all diseases affecting subject.
  • Searing Light: Ray deals 1d8/two levels damage, more against undead.
  • Speak with Dead: Corpse answers one question/two levels.
  • Stone Shape: Sculpts stone into any shape.
  • Summon Monster III: Calls extraplanar creature to fight for you.
  • Telepathic Bond, Lesser: As telepathic bond, but you and one other creature.
  • Water Breathing: Subjects can breathe underwater.
  • Water Walk: Subject treads on water as if solid.
  • Wind Wall: Deflects arrows, smaller creatures, and gases.


  • Air Walk: Subject treads on air as if solid (climb at 45-degree angle).
  • Control Water: Raises or lowers bodies of water.
  • Cure Critical Wounds: Cures 4d8 damage +1/level (max +20).
  • Death Ward: Grants immunity to death spells and negative energy effects.
  • Dimensional Anchor: Bars extradimensional movement.
  • Discern Lies: Reveals deliberate falsehoods.
  • Dismissal: Forces a creature to return to native plane.
  • DivinationM: Provides useful advice for specific proposed actions.
  • Divine Power: You gain attack bonus, +6 to Str, and 1 hp/level.
  • Dweomer of Transference: Convert spellcasting into psionic power points.
  • Freedom of Movement: Subject moves normally despite impediments.
  • Giant Vermin: Turns centipedes, scorpions, or spiders into giant vermin.
  • Imbue with Spell Ability: Transfer spells to subject.
  • Inflict Critical Wounds: Touch attack, 4d8 damage +1/level (max +20).
  • Magic Weapon, Greater: +1 bonus/four levels (max +5).
  • Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
  • Planar Ally, Lesser X: Exchange services with a 6 HD extraplanar creature.
  • Poison: Touch deals 1d10 Con damage, repeats in 1 min.
  • Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away.
  • RestorationM: Restores level and ability score drains.
  • Sending: Delivers short message anywhere, instantly.
  • Spell Immunity: Subject is immune to one spell per four levels.
  • Summon Monster IV: Calls extraplanar creature to fight for you.
  • Tongues: Speak any language.


  • AtonementFX: Removes burden of misdeeds from subject.===
  • Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
  • Command, Greater: As command, but affects one subject/level.
  • CommuneX: Deity answers one yes-or-no question/level.
  • Cure Light Wounds, Mass: Cures 1d8 damage +1/level for many creatures.
  • Dispel Chaos: +4 bonus against attacks.
  • Dispel Evil: +4 bonus against attacks.
  • Dispel Good: +4 bonus against attacks.
  • Dispel Law: +4 bonus against attacks.
  • Disrupting Weapon: Melee weapon destroys undead.
  • Flame Strike: Smite foes with divine fire (1d6/level damage).
  • HallowM: Designates location as holy.
  • Inflict Light Wounds, Mass: Deals 1d8 damage +1/level to many creatures.
  • Insect Plague: Locust swarms attack creatures.
  • Mark of Justice: Designates action that will trigger curse on subject.
  • Plane ShiftF: As many as eight subjects travel to another plane.
  • Psychic Turmoil: Invisible field leeches psionic power points away.
  • Raise DeadM: Restores life to subject who died as long as one day/level ago.
  • Righteous Might: Your size increases, and you gain combat bonuses.
  • ScryingF: Spies on subject from a distance.
  • Slay Living: Touch attack kills subject.
  • Spell Resistance: Subject gains SR 12 + level.
  • Summon Monster V: Calls extraplanar creature to fight for you.
  • Symbol of PainM: Triggered rune wracks nearby creatures with pain.
  • Symbol of SleepM: Triggered rune puts nearby creatures into catatonic slumber.
  • True SeeingM: Lets you see all things as they really are.
  • UnhallowM: Designates location as unholy.
  • Wall of Stone: Creates a stone wall that can be shaped.


  • Animate Objects: Objects attack your foes.
  • Antilife Shell: 10-ft. field hedges out living creatures.
  • Banishment: Banishes 2 HD/level of extraplanar creatures.
  • Bear's Endurance, Mass: As bear’s endurance, affects one subject/ level.
  • Blade Barrier: Wall of blades deals 1d6/level damage.
  • Bull's Strength, Mass: As bull’s strength, affects one subject/level.
  • Create Undead: Create ghouls, ghasts, mummies, or mohrgs.
  • Cure Moderate Wounds, Mass: Cures 2d8 damage +1/level for many creatures.
  • Dispel Magic, Greater: As dispel magic, but up to +20 on check.
  • Eagle's Splendor, Mass: As eagle’s splendor, affects one subject/level.
  • Find the Path: Shows most direct way to a location.
  • ForbiddanceM: Blocks planar travel, damages creatures of different alignment.
  • Geas/Quest: As lesser geas, plus it affects any creature.
  • Glyph of Warding, Greater: As glyph of warding, but up to 10d8 damage or 6th-level spell.
  • Harm: Deals 10 points/level damage to target.
  • Heal: Cures 10 points/level of damage, all diseases and mental conditions.
  • Heroes' Feast: Food for one creature/level cures and grants combat bonuses.
  • Inflict Moderate Wounds, Mass: Deals 2d8 damage +1/level to many creatures.
  • Owl's Wisdom, Mass: As owl’s wisdom, affects one subject/level.
  • Planar AllyX: As lesser planar ally, but up to 12 HD.
  • Summon Monster VI: Calls extraplanar creature to fight for you.
  • Symbol of FearM: Triggered rune panics nearby creatures.
  • Symbol of PersuasionM: Triggered rune charms nearby creatures.
  • Undeath to DeathM: Destroys 1d4 HD/level undead (max 20d4).
  • Wind Walk: You and your allies turn vaporous and travel fast.
  • Word of Recall: Teleports you back to designated place.


  • Blasphemy: Kills, paralyzes, weakens, or dazes nonevil subjects.
  • Control Weather: Changes weather in local area.
  • Cure Serious Wounds, Mass: Cures 3d8 damage +1/level for many creatures.
  • DestructionF: Kills subject and destroys remains.
  • Dictum: Kills, paralyzes, slows, or deafens nonlawful subjects.
  • Ethereal Jaunt: You become ethereal for 1 round/level.
  • Holy Word: Kills, paralyzes, blinds, or deafens nongood subjects.
  • Inflict Serious Wounds, Mass: Deals 3d8 damage +1/level to many creatures.
  • Psychic Turmoil, Greater: As psychic turmoil, but you gain power points as temporary hp.
  • RefugeM: Alters item to transport its possessor to you.
  • Regenerate: Subject’s severed limbs grow back, cures 4d8 damage +1/level (max +35).
  • Repulsion: Creatures can’t approach you.
  • Restoration, Greater X: As restoration, plus restores all levels and ability scores.
  • ResurrectionM: Fully restore dead subject.
  • Scrying, Greater: As scrying, but faster and longer.
  • Summon Monster VII: Calls extraplanar creature to fight for you.
  • Symbol of StunningM: Triggered rune stuns nearby creatures.
  • Symbol of WeaknessM: Triggered rune weakens nearby creatures.
  • Word of Chaos: Kills, confuses, stuns, or deafens nonchaotic subjects.


  • Antimagic Field: Negates magic within 10 ft.
  • Brain Spider: Listen to thoughts of up to eight other creatures.
  • Cloak of ChaosF: +4 to AC, +4 resistance, and SR 25 against lawful spells.
  • Create Greater UndeadM: Create shadows, wraiths, spectres, or devourers.
  • Cure Critical Wounds, Mass: Cures 4d8 damage +1/level for many creatures.
  • Dimensional Lock: Teleportation and interplanar travel blocked for one day/level.
  • Discern Location: Reveals exact location of creature or object.
  • Earthquake: Intense tremor shakes 80-ft.-radius.
  • Fire Storm: Deals 1d6/level fire damage.
  • Holy AuraF: +4 to AC, +4 resistance, and SR 25 against evil spells.
  • Inflict Critical Wounds, Mass: Deals 4d8 damage +1/level to many creatures.
  • Planar Ally, GreaterX: As lesser planar ally, but up to 18 HD.
  • Shield of LawF: +4 to AC, +4 resistance, and SR 25 against chaotic spells.
  • Spell Immunity, Greater: As spell immunity, but up to 8th-level spells.
  • Summon Monster VIII: Calls extraplanar creature to fight for you.
  • Symbol of DeathM: Triggered rune slays nearby creatures.
  • Symbol of InsanityM: Triggered rune renders nearby creatures insane.
  • Unholy AuraF: +4 to AC, +4 resistance, and SR 25 against good spells.


  • Astral ProjectionM: Projects you and companions onto Astral Plane.
  • Energy Drain: Subject gains 2d4 negative levels.
  • Etherealness: Travel to Ethereal Plane with companions.
  • GateX: Connects two planes for travel or summoning.
  • Heal, Mass: As heal, but with several subjects.
  • Implosion: Kills one creature/round.
  • MiracleX: Requests a deity’s intercession.
  • Soul Bind F: Traps newly dead soul to prevent resurrection.
  • Storm of Vengeance: Storm rains acid, lightning, and hail.
  • Summon Monster IX: Calls extraplanar creature to fight for you.
  • True ResurrectionM: As resurrection, plus remains aren’t needed.

Reference Edit

1. Player's Handbook v.3.5 - Dungeons & Dragons

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