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An M or F appearing at the end of a spell's name in the spell lists denotes a spell with a material or focus component, respectively, that is not normally included in a spell component pouch. An X denotes a spell with an XP component paid by the caster.
Order of Presentation: In the spell lists and the spell descriptions that follow them, the spells are presented in alphabetical order by name except for those belonging to certain spell chains.
When a spell's name begins with 'lesser,' 'greater,' or 'mass,' the spell description is alphabetized under the second word of the spell name instead.
Hit Dice: The term 'Hit Dice' is used synonymously with 'character levels' for effects that affect a number of Hit Dice of creatures. Creatures with Hit Dice only from their race, not from classes, have character levels equal to their Hit Dice.
Caster Level: A spell's power often depends on caster level, which is defined as the caster's class level for the purpose of casting a particular spell. A creature with no classes has a caster level equal to its Hit Dice unless otherwise specified. The word 'level' in the spell lists that follow always refers to caster level.
Creatures and Characters: The words 'creature' and 'character' are used synonymously in the spell descriptions.
Darkness: 20-ft. radius of supernatural shadow.
Minor Image: As silent image, plus some sound.
Glibness: You gain +30 bonus on Bluff checks, and your lies can escape magical discernment.
Major Image: As silent image, plus sound, smell and thermal effects.
Phantom Steed: Magic horse appears for 1 hour/level.
Hallucinatory Terrain: Makes one type of terrain appear like another (field into forest, or the like).
Hold Monster: As hold person, but any creature.
Invisibility, Greater: As invisibility, but subject can attack and stay invisible.
Shadow Conjuration: Mimics conjuring below 4th level, but only 20% real.
Dispel Magic, Greater: As dispel magic, but +20 on check.
Heroism, Greater: Gives +4 bonus on attack rolls, saves, skill checks; immunity to fear; temporary hp.
Mirage Arcana: As hallucinatory terrain, plus structures.
Persistent Image: As major image, but no concentration required.
Shadow Evocation: Mimics evocation of lower than 5th level, but only 20% real.
Shadow Walk: Step into shadow to travel rapidly.
Suggestion, Mass: As suggestion, plus one subject/level.
Cat's Grace, Mass: As cat's grace, affects one subject/level.
Charm Monster, Mass: As charm monster, but all within 30 ft.
Eagle's Splendor, Mass: As eagle's splendor, affects one subject/level.
Fox's Cunning, Mass: As fox's cunning, affects one subject/level.
Geas/Quest: As lesser geas, plus it affects any creature.
Programmed ImageM: As major image, plus triggered by event.
Scrying, Greater: As scrying, but faster and longer.
Protection from Chaos/Evil/Good/Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
Darkness: 20-ft. radius of supernatural shadow.
Remove Paralysis: Frees one or more creatures from paralysis or slow effect.
Bestow Curse: -6 to an ability score; -4 on attack rolls, saves, and checks; or 50% chance of losing each action.
Create Food and Water: Feeds three humans (or one horse)/level.
Deeper Darkness: Object sheds supernatural shadow in 60-ft. radius.
Command, Greater: As command, but affects one subject/level.
Insect Plague: Locust swarms attack creatures.
Bear's Endurance, Mass: As bear's endurance, affects one subject/level.
Bull's Strength, Mass: As bull's strength, affects one subject/level.
Dispel Magic, Greater: As dispel magic, but up to +20 on check.
Eagle's Splendor, Mass: As eagle's splendor, affects one subject/level.
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.
Owl's Wisdom, Mass: As owl's wisdom, affects one subject/level.
Planar AllyX: As lesser planar ally, but up to 12 HD.
Restoration, GreaterX: As restoration, plus restores all levels and ability scores.
Scrying, Greater: As scrying, but faster and longer.
Planar Ally, GreaterX: As lesser planar ally, but up to 18 HD.
Spell Immunity, Greater: As spell immunity, but up to 8th-level spells.
Heal, Mass: As heal, but with several subjects.
Soul BindF: Traps newly dead soul to prevent resurrection.
True ResurrectionM: As resurrection, plus remains aren't needed.
Granted Powers: Turn or destroy earth creatures as a good cleric turns undead. Rebuke, command, or bolster air creatures as an evil cleric rebukes undead. Use these abilities a total number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability.
Granted Powers: You can use speak with animals once per day as a spell-like ability.
Add Knowledge (nature) to your list of cleric class skills.
1 Protection from Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
Granted Power: You may use a death touch once per day. Your death touch is a supernatural ability that produces a death effect. You must succeed on a melee touch attack against a living creature (using the rules for touch spells). When you touch, roll 1d6 per cleric level you possess. If the total at least equals the creature's current hit points, it dies (no save).
Granted Power: You gain the smite power, the supernatural ability to make a single melee attack with a +4 bonus on attack rolls and a bonus on damage rolls equal to your cleric level (if you hit). You must declare the smite before making the attack. This ability is usable once per day.
Granted Power: Turn or destroy air creatures as a good cleric turns undead. Rebuke, command, or bolster earth creatures as an evil cleric rebukes undead. Use these abilities a total number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability.
1 Protection from Good: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
Granted Power: Turn or destroy water creatures as a good cleric turns undead. Rebuke, command, or bolster fire creatures as an evil cleric rebukes undead. Use these abilities a total number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability.
4 Wall of Fire: Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 damage +1/level.
9 Elemental Swarm**: Summons multiple elementals.
*Resist cold or fire only.
**Cast as a fire spell only.
1 Protection from Evil: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
Granted Power: Add all Knowledge skills to your list of cleric class skills.
You cast divination spells at +1 caster level.
1 Protection from Chaos: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
6 Hold Monster: As hold person, but any creature.
Granted Power: You gain the power of good fortune, which is usable once per day. This extraordinary ability allows you to reroll one roll that you have just made before the DM declares whether the roll results in success or failure. You must take the result of the reroll, even if it's worse than the original roll.
Granted Power: Use scrolls, wands, and other devices with spell completion or spell trigger activation as a wizard of one-half your cleric level (at least 1st level). For the purpose of using a scroll or other magic device, if you are also a wizard, actual wizard levels and these effective wizard levels stack.
Granted Powers: Rebuke or command plant creatures as an evil cleric rebukes or commands undead. Use this ability a total number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability.
Add Knowledge (nature) to your list of cleric class skills.
Granted Power: You can generate a protective ward as a supernatural ability. Grant someone you touch a resistance bonus equal to your cleric level on his or her next saving throw. Activating this power is a standard action. The protective ward is an abjuration effect with a duration of 1 hour that is usable once per day.
Granted Power: You can perform a feat of strength as a supernatural ability. You gain an enhancement bonus to Strength equal to your cleric level. Activating the power is a free action, the power lasts 1 round, and it is usable once per day.
Granted Power: Once per day, you can perform a greater turning against undead in place of a regular turning. The greater turning is like a normal turning except that the undead creatures that would be turned are destroyed instead.
Granted Powers: For a total time per day of 1 round per cleric level you possess, you can act normally regardless of magical effects that impede movement as if you were affected by the spell freedom of movement. This effect occurs automatically as soon as it applies, lasts until it runs out or is no longer needed, and can operate multiple times per day (up to the total daily limit of rounds).
This granted power is a supernatural ability.
Add Survival to your list of cleric class skills.
7 Teleport, Greater: As teleport, but no range limit and no off-target arrival.
Granted Power: Free Martial Weapon Proficiency with deity's favored weapon (if necessary) and Weapon Focus with the deity's favored weapon.
Granted Power: Turn or destroy fire creatures as a good cleric turns undead. Rebuke, command, or bolster water creatures as an evil cleric rebukes undead. Use these abilities a total number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability.