Cleric Spell List
1st Level
- Bless (Blight)
- Command
- Cure Light Wounds (Cause Lt. Wounds)
- Detect Evil (Detect Good)
- Detect Magic
- Holy Shield
- Light (Darkness)
- Protection from Evil (Protection from Good)
- Purify Food and Water
- Remove Fear (Cause Fear)
- Resist Cold
- Sanctuary
2nd Level
- Augury
- Chant
- Cure Moderate Wounds (Cause Moderate Wounds)
- Detect Charm
- Hold Person
- Know Alignment
- Resist Fire
- Silence 15’ Radius
- Slow Poison
- Snake Charm
- Speak with Animals
- Spiritual Hammer
3rd Level
- Animate Dead
- Continual Light (Continual Darkness)
- Create Food & Water
- Cure Blindness (Cause Blindness)
- Cure Disease (Cause Disease)
- Dispel Magic
- Growth of Animal
- Glyph of Warding
- Holy Weapon
- Locate Object
- Remove Curse (Curse)
- Speak with the Dead
4th Level
- Cure Serious Wounds (Cause Sr. Wounds)
- Detect Lie
- Divination
- Exorcise
- Neutralize Poison (Cause Poison)
- Protection from Evil 10’ Radius
- Speak with Plants
- Sticks to Snakes
5th Level
- Atonement
- Commune
- Cure Critical Wounds
- Dispel Evil
- Flame Strike
- Insect Plague
- Quest (Remove Quest)
- Raise Dead (Finger of Death)
6th Level
- Aerial Servant
- Animate Objects
- Blade Barrier
- Control Weather
- Find the Path
- Heal
- Summon Beasts
- Tongues
7th Level
- Astral Projection
- Earthquake
- Gate
- Holy Word (Unholy Word)
- Part Waters
- Word of Recall
Cleric Spell Descriptions
At 1st level, Clerics begin to channel divine energy, focusing on fundamental healing, detection, and protective magic. Certain spells can be cast in reverse, causing opposite effects to the normal spell. These reversed versions are more often used by Chaotic clerics.
- Cure Light Wounds (Cause Light Wounds)
- Range: Touch
- Duration: Instantaneous
- Description: Heals 1d6+1 Hit Points (HP) of damage to a living creature.
- Reversed: Cause Light Wounds inflicts 1d6 HP of damage to a creature by touch.
- Detect Evil
- Range: 60 ft.
- Duration: 6 turns
- Description: The cleric senses the presence of evil intentions or creatures within range. This doesn’t reveal the exact nature of the evil, only its presence.
- Detect Magic
- Range: 60 ft.
- Duration: 2 turns
- Description: The cleric’s senses become attuned to magical auras, perceiving if magic is present on items, creatures, or areas within range. It does not reveal the type or purpose of the magic.
- Light (Darkness)
- Range: 120 ft.
- Duration: 12 turns
- Description: Creates a bright light in a 30-foot radius, centered on an object or area.
- Reversed: Darkness creates an area of magical darkness in a 30-foot radius, which dispels any non-magical light.
- Protection from Evil
- Range: Caster
- Duration: 6 turns
- Description: Creates a magical barrier around the cleric (and a single ally if within 10 ft), granting +1 AC against attacks from evil or enchanted creatures. Evil creatures also suffer disadvantage on attack rolls against the protected target.
- Purify Food and Water
- Range: 10 ft.
- Duration: Instantaneous
- Description: Renders up to 6 cubic feet of food and 6 gallons of water pure and safe for consumption, removing spoilage, poison, or disease.
- Remove Fear (Cause Fear)
- Range: Touch
- Duration: 2 turns
- Description: Removes the condition of fear from one creature.
- Reversed: Cause Fear instills great fear in a single creature by touch, potentially causing them to flee or become paralyzed with terror.
- Resist Cold
- Range: Touch
- Duration: 6 turns
- Description: Grants the touched creature significant resistance to cold damage and the harmful effects of extreme cold, reducing cold damage taken and negating environmental penalties.
Cleric Spells (2nd Level)
Clerics continue to expand their divine influence, gaining access to more potent healing, protective, and investigative spells, along with the ability to influence animals and silence their foes.
- Bless (Blight)
- Range: 60 ft.
- Duration: 6 turns
- Description: Inspires allies, granting them a +1 bonus to attack rolls and saving throws. Affects all allies within a 20-foot radius.
- Reversed: Blight curses foes, imposing a -1 penalty to their attack rolls and saving throws.
- Find Traps
- Range: 30 ft.
- Duration: Instantaneous
- Description: Helps the cleric locate traps. When cast, the cleric instantly knows if there are any traps within range, though not their exact nature or location.
- Hold Person
- Range: 180 ft.
- Duration: 2d4 rounds
- Description: Paralyzes one or more humanoid creatures (e.g., humans, elves, dwarves, goblins). Affects 1d4 humanoids, chosen by the caster, each of whom gets a saving throw to resist.
- Know Alignment
- Range: 10 ft.
- Duration: Instantaneous
- Description: The cleric instantly discerns the alignment (Lawful, Neutral, or Chaotic) of one creature or object within range.
- Resist Fire
- Range: Touch
- Duration: 6 turns
- Description: Grants the touched creature significant resistance to fire damage and the harmful effects of extreme heat, reducing fire damage taken and negating environmental penalties.
- Silence 15’ Radius
- Range: 180 ft.
- Duration: 12 turns
- Description: Creates an area of magical silence. No sound, including speech or spell incantations, can be made or heard within a 15-foot radius sphere.
- Snake Charm
- Range: 60 ft.
- Duration: 1d4 turns + caster level
- Description: Charms up to 2d8 Hit Dice of snakes, causing them to become docile and non-aggressive towards the cleric and their allies. Charmed snakes obey simple commands.
- Speak with Animals
- Range: Caster
- Duration: 6 turns
- Description: Allows the cleric to communicate with normal animals. While the animals don’t become magically intelligent, the cleric can understand their basic needs, emotions, and what they’ve observed.
Cleric Spells (3rd Level)
Clerics at 3rd level gain access to powerful spells that offer significant utility, healing, and offensive capabilities, further solidifying their role as vital members of any adventuring party.
- Continual Light (Continual Darkness)
- Range: 120 ft.
- Duration: Permanent
- Description: Creates a permanent light equivalent to a torch (30-foot radius) on an object. This light can be covered to block it.
- Reversed: Continual Darkness creates a permanent area of magical darkness that dispels all light within a 30-foot radius, including magical light up to the same spell level.
- Cure Disease (Cause Disease)
- Range: Touch
- Duration: Instantaneous
- Description: Cures any non-magical disease afflicting a creature by touch.
- Reversed: Cause Disease inflicts a debilitating disease upon a creature by touch, potentially leading to weakness, pain, or even death, depending on the severity.
- Growth of Animal
- Range: 180 ft.
- Duration: 12 turns
- Description: Causes one normal animal to double in size and mass, increasing its Hit Dice, attack damage, and carrying capacity. The animal also becomes hostile to enemies of the caster.
- Locate Object
- Range: 120 ft.
- Duration: 6 turns
- Description: The cleric senses the direction of a specific object that they are familiar with or that is clearly described, as long as it is within range. The spell cannot locate unique or legendary items.
- Remove Curse (Curse)
- Range: Touch
- Duration: Instantaneous
- Description: Breaks one curse affecting a creature or object by touch.
- Reversed: Curse places a detrimental curse upon a creature or object by touch, causing various negative effects as determined by the Referee (e.g., penalties to rolls, unfortunate incidents).
- Striking
- Range: Touch
- Duration: 3 turns
- Description: Imbues a non-magical blunt weapon (club, mace, hammer) with divine power. The weapon’s damage die size increases by one step (e.g., 1d6 becomes 1d8), and it gains a +1 bonus to hit and damage.
Cleric Spells (4th Level)
Clerics at 4th level wield even greater divine power, capable of sustaining life, curing grave ailments, protecting groups, and even transforming the natural world.
- Create Water
- Range: 10 ft.
- Duration: Permanent
- Description: Creates up to 50 gallons of pure, drinkable fresh water. This is enough to sustain 12 humans and their mounts for one day.
- Cure Serious Wounds (Cause Serious Wounds)
- Range: Touch
- Duration: Instantaneous
- Description: Heals 2d6+1 Hit Points (HP) of damage to a living creature.
- Reversed: Cause Serious Wounds inflicts 2d6+1 HP of damage to a creature by touch.
- Neutralize Poison
- Range: Touch
- Duration: Instantaneous
- Description: Instantly neutralizes any poison affecting a creature or an object. If the poison has already dealt damage, it stops further progression but doesn’t restore lost HP.
- Protection from Evil 10’ Radius
- Range: Caster (10-foot radius)
- Duration: 12 turns
- Description: Creates a magical barrier protecting all allies within a 10-foot radius of the caster. Affected allies gain +1 AC against attacks from evil or enchanted creatures, and evil creatures suffer disadvantage on attack rolls against anyone inside the protected area.
- Speak with Plants
- Range: Caster
- Duration: 6 turns
- Description: Allows the cleric to communicate with normal plants. While plants don’t become magically intelligent, the cleric can understand their basic perceptions, conditions, and what they’ve observed in their immediate vicinity.
- Sticks to Snakes
- Range: 120 ft.
- Duration: 6 turns
- Description: Transforms 2d8 non-magical sticks into living, aggressive snakes. The snakes follow the cleric’s mental commands and will attack their foes. When the spell ends, they revert to inert sticks.
Cleric Spells (5th Level)
At 5th level, Clerics wield some of their most potent divine powers, capable of direct communication with deities, mass sustenance, powerful banishment, and even resurrection.
- Commune
- Range: Caster
- Duration: Instantaneous
- Description: The cleric requests a direct communication with their deity (or a divine proxy). The deity will answer up to three yes/no questions accurately, provided they pertain to the cleric’s purpose or the will of the deity.
- Create Food
- Range: 10 ft.
- Duration: Permanent
- Description: Creates enough nourishing, edible food to sustain up to 12 humans (or similar creatures) and 12 mounts for one full day. The food is plain but wholesome.
- Dispel Evil
- Range: Caster (10-foot radius)
- Duration: Instantaneous
- Description: A powerful burst of divine energy that automatically dispels charms, holds, or other magical compulsions affecting allies within the radius cast by evil creatures. It also damages and repels evil or enchanted creatures within the area.
- Insect Plague
- Range: 180 ft.
- Duration: 12 turns
- Description: Summons a swarming, biting cloud of insects that fills a 60-foot radius area. Creatures within the plague suffer penalties to their attack rolls and movement, and might take continuous damage from bites.
- Quest (Remove Quest)
- Range: Touch
- Duration: Permanent (until completed or removed)
- Description: Imposes a powerful, magically binding quest or geas upon a creature. The subject must fulfill the specified task or suffer divine penalties. The task must be achievable, though difficult.
- Reversed: Remove Quest lifts a previously placed Quest or Geas spell from a creature, freeing them from its magical compulsion.
- Raise Dead (Finger of Death)
- Range: Touch
- Duration: Instantaneous
- Description: Restores a deceased creature to life, provided its body is relatively intact and it has not been dead for too long (typically no more than a few days per caster level). The raised creature usually returns with 1 HP and may suffer temporary ability score penalties.
- Reversed: Finger of Death is a potent, deadly touch attack that can instantly slay a living creature. The target typically gets a saving throw to resist, but failure means immediate death.

