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Cleric / Favored Soul spells

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< Cleric (Redirected from Dark Apostate spells)
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Warning: numerical effects may not coincide with DDO's exact implementation. See here for details.

Cleric / Favored Soul Spells List[edit]

Clerics and Favored Souls cast divine spells.

Consult the table below to know the number of Cleric and Favored Souls spells available per spell level, and per spell school.

  Abjuration Conjuration Divination Enchantment Evocation Illusion Necromancy Transmutation Total
Level 1 43032030 15
Level 2 17121024 18
Level 3 54021041 17
Level 4 35016021 18
Level 5 33113030 14
Level 6 36011054 20
Level 7 35010030 12
Level 8 12101031 9
Level 9 03003010 7
Total 23 38 3 11 18 0 26 11 130

1 Favored Souls do not acquire the spell Seek Eternal Rest, (Spell Level 2, Conjuration.) because they do not possess the ability Turn Undead.

Level 1[edit]

Cleric level 1 / Favored Soul level 1

Icon Name School Description S.C. Metamagic Feats
Nightshield.png
Nightshield Abjuration Grants a +1 resistance bonus to saves (+2 at 6th level, +3 at 9th level.), and protection from Magic Missiles for 1 minute per caster level.
Icon Feat Extend Spell.png
Icon Feat Quicken Spell.png
Icon protectionfromevil.png
Protection from Evil Abjuration
(Good)
Creates a magical barrier that wards a target from attacks by Evil creatures. It grants a +2 deflection bonus to Armor Class, and a +2 resistance bonus to saves versus attacks from Evil creatures. The target is also warded from Evil magical controls and compulsions.
SmallCandle.png
Icon Feat Enlarge Spell.png
Icon Feat Extend Spell.png
Icon Feat Quicken Spell.png
RemoveFear.png
Remove Fear Abjuration Instills courage in an ally, granting a +4 morale bonus against fear effects for 10 minutes. This area of effects spell counters and dispels Cause Fear.
Icon Feat Enlarge Spell.png
Icon Feat Extend Spell.png
Icon Feat Quicken Spell.png
ShieldOfFaith.png
Shield of Faith Abjuration Creates a shimmering, magical field around an ally that averts attacks, giving a +2 deflection bonus to Armor Class. This bonus is increased by 1 for every 6 caster levels.
SmallCandle.png
Icon Feat Enlarge Spell.png
Icon Feat Extend Spell.png
Icon Feat Quicken Spell.png
Icon curelightwounds.png
Cure Light Wounds Conjuration (Healing) Positive energy heals an ally for 1d6+2 plus 1 per caster level (Maximum caster level 5.) hit points, or deals the same amount of damage to an undead creature. (A Will save reduces this damage by half.)
Icon Feat Empower Healing Spell.png
Icon Feat Empower Spell.png
Icon Feat Enlarge Spell.png
Icon Feat Maximize Spell.png
Icon Feat Quicken Spell.png
ObscuringMist.png
Obscuring Mist Conjuration A misty vapor arises around the caster obscuring all sight, giving all creatures in the fog concealment. (Attackers have 20% miss chance.) Obscuring Mist can be burned away with fire spells that hit the area of the mist.
Icon Feat Enlarge Spell.png
Icon Feat Quicken Spell.png
SummonMonsterI.png
Summon Monster I Conjuration Summons 1 Monster from 3 choices: Brown Spider, Celestial Dog, Giant Rat to fight for you for 10 minutes. You can only have 1 summoned creature of any type serving you at a time. Summoning a new creature of any type will return the previous one to its home plane.
SmallCandle.png
Icon Feat Quicken Spell.png
Bane.png
Bane Enchantment Enemies are filled with fear and doubt, giving a -1 penalty on attack rolls and saves against fear on all affected targets. A successful Will save negates this effect. Bane counters and dispels Bless.
Icon Feat Enlarge Spell.png
Icon Feat Heighten Spell.png
Icon Feat Quicken Spell.png
Icon bless.png
Bless Enchantment You and any allies near you are filled with courage and gain +1 morale bonuses to attack rolls and saves against fear, with an additional +1 per 5 caster levels, max 5 at caster level 20. Bless counters and dispels Bane.
Icon Feat Enlarge Spell.png
Icon Feat Extend Spell.png
Icon Feat Quicken Spell.png
Command.png
Command Enchantment A living enemy is commanded to fall to the ground and lie Prone. A successful Will save negates.
Icon Feat Enlarge Spell.png
Icon Feat Heighten Spell.png
Icon Feat Quicken Spell.png
Icon divinefavor.png
Divine Favor Evocation Calling upon the strength and wisdom of a deity, you gain a +1 luck bonus on attack and weapon damage rolls. This bonus is increased by +1 for every 3 caster levels beyond level 3. (Maximum bonus +3 at caster level 9.)
Icon Feat Extend Spell.png
Icon Feat Quicken Spell.png
NimbusOfLight.png
Nimbus of Light Evocation
(Light)
A glittering corona of light coalesces around your outstretched arm, dealing 1d6 points of light damage per caster level.
Icon Feat Empower Spell.png
Icon Feat Enlarge Spell.png
Icon Feat Maximize Spell.png
Icon Feat Quicken Spell.png
CauseFear.png
Cause Fear Necromancy If the target fails a Will save acquires the condition Cowering, otherwise it becomes Shaken. Creatures with 6 or more Hit Dice are immune to this spell. This spell counters and dispels Remove Fear.
Icon Feat Enlarge Spell.png
Icon Feat Extend Spell.png
Icon Feat Heighten Spell.png
Icon Feat Quicken Spell.png
Doom.png
Doom Necromancy This spell fills a single living creature with a feeling of horrible dread that causes it to become shaken, penalizing all saves, attack rolls, and skill rolls by -2. A successful Will save negates this effect. This is a fear effect.
Icon Feat Enlarge Spell.png
Icon Feat Heighten Spell.png
Icon Feat Quicken Spell.png
InflictLightWounds.png
Inflict Light Wounds Necromancy
(Negative)
Negative energy is channeled through the caster touch to inflict light wounds on the target for 1d6+2 damage per caster level (Maximum caster level 5.), or to heal 1d6+2 + 1 per caster level on Undead. A successful Will save reduces the damage by half.
Icon Feat Empower Spell.png
Icon Feat Enlarge Spell.png
Icon Feat Heighten Spell.png
Icon Feat Maximize Spell.png
Icon Feat Quicken Spell.png

Level 2[edit]

Cleric level 3 / favored soul level 4

Icon Name School Description S.C. Metamagic Feats
Icon resistenergy.png
Resist Energy Abjuration Gives an ally limited resistance from one chosen energy type, reducing damage or attack by 10. (20 at caster level 7th, 30 at 11th.) Energy types available are: acid, cold, electricity, fire, or sonic.
Icon Feat Enlarge Spell.png
Icon Feat Extend Spell.png
Icon Feat Quicken Spell.png
CloseWounds.png
Close Wounds Conjuration (Healing) Positive energy is quickly channeled to heal light wounds of your target or damage Undead for 1d3+1 Hit Points plus 1 per caster level. (Maximum caster level 5.) This spell has faster casting speed than normal and minimal cooldown.
Icon Feat Empower Healing Spell.png
Icon Feat Empower Spell.png
Icon Feat Extend Spell.png
Icon Feat Heighten Spell.png
Icon Feat Maximize Spell.png
Sp curemoderatewounds.png
Cure Moderate Wounds Conjuration (Healing) Positive energy heals an ally for 2d6+4 plus 1 per caster level (Maximum caster level 10.) hit points, or deals the same amount of damage to an undead creature. (A Will save reduces this damage by half.)
Icon Feat Empower Healing Spell.png
Icon Feat Empower Spell.png
Icon Feat Enlarge Spell.png
Icon Feat Maximize Spell.png
Icon Feat Quicken Spell.png


DeificVengeance.png
Deific Vengeance Conjuration
(Good)
The divine power of an angry deity imposes a punishment in the form of a sharp, spiritual blow to the target, dealing 1d6+4 points of good damage per caster levels (Maximum damage 10d6+40.), or 2d6+4 points of good damage per caster level (Maximum damage 20d6+80.) if the target is Undead. A successful Will save reduces this damage by half.
Icon Feat Empower Spell.png
Icon Feat Enlarge Spell.png
Icon Feat Heighten Spell.png
Icon Feat Maximize Spell.png
Icon Feat Quicken Spell.png
Icon lesserrestoration.png
Lesser Restoration Conjuration Dispels magical effects reducing 1 of an ally’s Ability scores, it also eliminates the condition Fatigued suffered by the creature, and improves the Exhausted condition to Fatigued.
Icon Feat Enlarge Spell.png
Icon Feat Quicken Spell.png
Icon removeparalysis.png
Remove Paralysis Conjuration This spell frees an ally from the condition Paralyzed, and the effects of a Slow spell.
Icon Feat Enlarge Spell.png
Icon Feat Quicken Spell.png
Icon seeketernalrest.png
Seek Eternal Rest Conjuration Cleric Only Grants the caster a +4 sacred bonus to level for the purpose of turning Undead.
Icon Feat Extend Spell.png
Icon Feat Quicken Spell.png
SummonMonsterII.png
Summon Monster II Conjuration Summons 1 Monster from 3 choices: Black Widow, Fiendish Bat, Fiendish Monstrous Scorpion to fight for you for 10 minutes. You can only have 1 summoned creature of any type serving you at a time. Summoning a new creature of any type will return the previous one to its home plane.
PinchOfBullDung.png
Icon Feat Quicken Spell.png
FindTraps.png
Find Traps Divination Grants the caster the ability to find traps much like a skilled Rogue. The caster gains an insight bonus of caster level/2 to the Search Skill.
Icon Feat Extend Spell.png
Icon Feat Quicken Spell.png
Aid.png
Aid Enchantment This spell grants the target (An ally creature.) 8 plus 1 per caster level (Maximum caster level 10.) temporary Hit points, and a +1 morale bonus to attack rolls and saves versus fear. Aid will not stack with Bless.
Icon Feat Enlarge Spell.png
Icon Feat Extend Spell.png
Icon Feat Quicken Spell.png
HoldPerson.png
Hold Person Enchantment The enemy humanoid becomes paralyzed and freezes in place. It is aware, but it can take no actions for a maximum of 6 seconds per caster level. A successful Will save negates this effect. The enemy may attempt to make a new Will save every 3 seconds. Humanoids include Kobolds, Goblinoids, player races except for Warforged, and more creatures. Attacks against a held opponent are treated as if the opponent is helpless.
Icon Feat Enlarge Spell.png
Icon Feat Extend Spell.png
Icon Feat Heighten Spell.png
Icon Feat Quicken Spell.png
Soundburst.png
Soundburst Evocation
(Sonic)
A tremendous cacophony creates a burst area of effect dealing to every creature 1d6+1 points of sonic damage per caster level (Maximum damage 15d6+15), and each creature must succeed on a fortitude save to avoid being stunned for 6 seconds.
Icon Feat Empower Spell.png
Icon Feat Enlarge Spell.png
Icon Feat Heighten Spell.png
Icon Feat Maximize Spell.png
Icon Feat Quicken Spell.png
InflictModerateWounds.png
Inflict Moderate Wounds Necromancy
(Negative)
Negative energy is channeled through the caster touch to inflict moderate wounds on the target for 2d6+4 damage plus 1 per caster level (Maximum caster level 10.), or to heal Undead. A successful Will save reduces the damage by half.
Icon Feat Empower Spell.png
Icon Feat Enlarge Spell.png
Icon Feat Heighten Spell.png
Icon Feat Maximize Spell.png
Icon Feat Quicken Spell.png
SpawnScreen.png
Spawn Screen Necromancy Prevents 1 ally per caster level from rising as Undead. Certain rare, extremely powerful Undead can circumvent this protection.
Icon Feat Enlarge Spell.png
Icon Feat Extend Spell.png
Icon Feat Quicken Spell.png
Sp rgr bearsendurance.png
Bear's Endurance Transmutation An ally gains a +4 enhancement bonus to Constitution for 1 minute per caster level.
PinchOfBullDung.png
Icon Feat Enlarge Spell.png
Icon Feat Extend Spell.png
Icon Feat Quicken Spell.png
Icon bullsstrength.png
Bull's Strength Transmutation An ally gains a +4 enhancement bonus to Strength for 1 minute per caster level.
PinchOfBullDung.png
Icon Feat Enlarge Spell.png
Icon Feat Extend Spell.png
Icon Feat Quicken Spell.png
Icon eaglessplendor.png
Eagle's Splendor Transmutation An ally gains a +4 enhancement bonus to Charisma for 1 minute per caster level.
PinchOfBullDung.png
Icon Feat Enlarge Spell.png
Icon Feat Extend Spell.png
Icon Feat Quicken Spell.png
Icon owlswisdom.png
Owl's Wisdom Transmutation An ally gains a +4 enhancement bonus to Wisdom for 1 minute per caster level.
PinchOfBullDung.png
Icon Feat Enlarge Spell.png
Icon Feat Extend Spell.png
Icon Feat Quicken Spell.png

Level 3[edit]

Cleric level 5 / favored soul level 6

Icon Name School Description S.C. Metamagic Feats
Sp dispelmagic.png
Dispel Magic Abjuration Removes ongoing spells that have been cast on a target, on a successful caster level check 1d20+caster level (Maximum caster level 10.) of DC 11+spell's caster level. In addition, this spell can be used to sever the connection between a summoner and his or her summoned monster, causing the summoned creature to attack unpredictably, possibly turning on its summoner.
Icon Feat Enlarge Spell.png
Icon Feat Quicken Spell.png
GlyphOfWarding.png
Glyph of Warding Abjuration
(Electricity)
A powerful inscription that explodes when entered, doing 1d4+4 electric damage per two caster levels (Maximum damage 5d4+20.) to the intruder and all nearby targets. A successful Reflex save reduces the damage by half.
HollowReed.png
Icon Feat Empower Spell.png
Icon Feat Enlarge Spell.png
Icon Feat Heighten Spell.png
Icon Feat Maximize Spell.png
Icon Feat Quicken Spell.png
Sp magiccircleagainstevil.png
Magic Circle Against Evil Abjuration
(Good)
Casts Protection from Evil on multiple targets for 1 minute per caster level, granting a +2 deflection bonus to Armor Class, and a +2 resistance bonus to saves against attacks from Evil creatures. Targets are also warded from magical mental control and compulsions.
HollowReed.png
Icon Feat Enlarge Spell.png
Icon Feat Extend Spell.png
Icon Feat Quicken Spell.png
ProtectionFromEnergy.png
Protection from Energy Abjuration Protection from Energy grants temporary immunity to one chosen type of energy you specify when you cast it, or until 12 points of energy per caster level (Maximum caster level 10.) from the chosen kind of energy type has been absorbed. Energy types available are: acid, cold, electricity, fire, and sonic.
Icon Feat Enlarge Spell.png
Icon Feat Quicken Spell.png
Sp removecurse.png
Remove Curse Abjuration Removes all curses on an ally. Counters and dispels Bestow Curse.
Icon Feat Enlarge Spell.png
Icon Feat Quicken Spell.png
Sp cureseriouswounds.png
Cure Serious Wounds Conjuration (Healing) Positive energy heals an ally for 3d6+6 plus 1 per caster level (Maximum caster level 15.) hit points, or deals the same amount of damage to an undead creature. (A Will save reduces this damage by half.)
Icon Feat Empower Healing Spell.png
Icon Feat Empower Spell.png
Icon Feat Enlarge Spell.png
Icon Feat Maximize Spell.png
Icon Feat Quicken Spell.png
Sp removeblindness.png
Remove Blindness Conjuration Cures the condition Blinded in 1 ally.
Icon Feat Enlarge Spell.png
Icon Feat Quicken Spell.png
Sp rgr removedisease.png
Remove Disease Conjuration This spell cures all diseases on an ally. Since U14, the spell does prevent re-infection after a new exposure to the disease for 6s per caster level.
Icon Feat Enlarge Spell.png
Icon Feat Quicken Spell.png
SummonMonsterIII.png
Summon Monster III Conjuration Summons 1 Monster from 3 choices: Winter Wolf, Air Mephit, Hellhound to fight for you for 10 minutes. You can only have 1 summoned creature of any type serving you at a time. Summoning a new creature of any type will return the previous one to its home plane.
HollowReed.png
Icon Feat Quicken Spell.png
AidMass.png
Aid, Mass Enchantment This spell functions like Aid, except that it affects multiple targets and each target gains temporary hit points equal to 8+1 per caster level (Maximum caster level 15.) temporary hit points and a +1 morale bonus to attack and saves versus fear. Aid, Mass will not stack with Bless.
Icon Feat Enlarge Spell.png
Icon Feat Extend Spell.png
Icon Feat Quicken Spell.png
Sp prayer.png
Prayer Enchantment Gives special favor to you and any allies near you, giving a +1 luck bonus to allies and a -1 penalty to enemies attack rolls, weapon damage rolls, saves, and skill checks, with this buff and debuff increasing in magnitude by 1 every 5 caster levels - max total of 5 at caster level 20.
Icon Feat Enlarge Spell.png
Icon Feat Extend Spell.png
Icon Feat Quicken Spell.png
SearingLight.png
Searing Light Evocation
(Light)
Focuses divine power like a ray of the sun, causing a blast of light to deal 1d6+6 light damage per caster levels (Maximum damage 10d6+60.), or deals 2d6+12 light damage per caster level to Undead. (Maximum damage 20d6+120.)
Icon Feat Empower Spell.png
Icon Feat Enlarge Spell.png
Icon Feat Maximize Spell.png
Icon Feat Quicken Spell.png
Sun Bolt.png
Sun Bolt Evocation
(Light)
A powerful bolt of light deals 1d6+3 light damage per caster level (up to a max of 15d6+45 damage at caster level 15) to targets in its path. A successful Reflex save reduces the damage by half.
HollowReed.png
Icon Feat Empower Spell.png
Icon Feat Heighten Spell.png
Icon Feat Maximize Spell.png
Icon Feat Quicken Spell.png
Icon Intensify Spell.png
Icon Embolden Spell.png
BestowCurse.png
Bestow Curse Necromancy The target is cursed, giving a -4 penalty to attack rolls, skill rolls and saves. A successful Will save negates this effect.
Icon Feat Enlarge Spell.png
Icon Feat Heighten Spell.png
Icon Feat Quicken Spell.png
Blindness.png
Blindness Necromancy Renders an enemy blinded. A successful Fortitude save negates this effect.
Icon Feat Enlarge Spell.png
Icon Feat Heighten Spell.png
Icon Feat Quicken Spell.png
Contagion.png
Contagion Necromancy Infects a living enemy with the chosen disease, which strikes immediately and deals damage every minute to one or more attributes. A successful Fortitude save negates the damage. Affected creatures can only recover if they make two consecutive Fortitude saves.
Icon Feat Enlarge Spell.png
Icon Feat Quicken Spell.png
InflictSeriousWounds.png
Inflict Serious Wounds Necromancy
(Negative)
Negative energy is channeled through the caster touch to inflict serious wounds on the target for 3d6+6 damage plus 1 per caster level (Maximum caster level 15.), or to heal Undead. A successful Will save reduces the damage by half.
Icon Feat Empower Spell.png
Icon Feat Heighten Spell.png
Icon Feat Maximize Spell.png
Icon Feat Quicken Spell.png
WaterBreathing.png
Water Breathing Transmutation Grants the ability to breathe water to you and your allies.
HollowReed.png
Icon Feat Enlarge Spell.png
Icon Feat Extend Spell.png
Icon Feat Quicken Spell.png

Level 4[edit]

Cleric level 7 / favored soul level 8

Icon Name School Description S.C. Metamagic Feats
Dismissal.png
Dismissal Abjuration Instantly forces an extraplanar enemy back to its proper plane of existence. A successful Will save negates this effect. (DC=spell's save DC-creature's Hit Die+your caster level).
Icon Feat Enlarge Spell.png
Icon Feat Heighten Spell.png
Icon Feat Quicken Spell.png
Sp rgr freedomofmovement.png
Freedom of Movement Abjuration This spell enables an ally to move and attack normally for the duration of the spell, even under the influence of magic or conditions that normally impedes movement, such as Entangled, Paralyzed**, or Solid Fog **Earthgrab is no longer a Paralyzed effect, so is no longer cured or prevented by Freedom of Movement (As of U12, tested on Lamannia).
DiamondDust.png
Icon Feat Enlarge Spell.png
Icon Feat Extend Spell.png
Icon Feat Quicken Spell.png
ShieldOfFaithMass.png
Shield of Faith, Mass Abjuration Casts Shield of Faith on multiple targets, creating a shimmering, magical field around allies that averts attacks, giving a +2 deflection bonus to Armor Class. This bonus is increased by 1 for every 6 caster levels.
DiamondDust.png
Icon Feat Enlarge Spell.png
Icon Feat Extend Spell.png
Icon Feat Quicken Spell.png
CureCriticalWounds.png
Cure Critical Wounds Conjuration (Healing) Positive energy heals an ally for 4d6+8 plus 1 per caster level (Maximum caster level 20). hit points, or deals the same amount of damage to an Undead creature. (A Will save reduces this damage by half).
Icon Feat Empower Healing Spell.png
Icon Feat Empower Spell.png
Icon Feat Enlarge Spell.png
Icon Feat Maximize Spell.png
Icon Feat Quicken Spell.png
Sp neutralizepoison.png
Neutralize Poison Conjuration Detoxifies any sort of venom in an ally, causing him to suffer no additional effects from the Poison. Additionally, it immunizes the ally from any Poison he is exposed to during the duration of the spell.
Icon Feat Enlarge Spell.png
Icon Feat Extend Spell.png
Icon Feat Quicken Spell.png
Panacea.png
Panacea Conjuration (Healing) Channels powerful positive energy into a target to wipe away afflictions, restores 1d6+2 Hit Points plus 1 per caster level (Maximum caster level 20.), removes the conditions or effects: Ability Damaged, Blinded, Confused, Dazed, Dazzled, Deafened, Diseased, Exhausted, Fatigued, Feebleminded, Insanity, Nauseated, and Poisoned. Against Undead this spell will damage 1d6+2 Hit Points plus 1 per caster level (Maximum caster level 20). Undead who make a successful Will save reduce the damage by half.
Icon Feat Empower Healing Spell.png
Icon Feat Enlarge Spell.png
Icon Feat Heighten Spell.png
Icon Feat Quicken Spell.png
Sp restoration.png
Restoration Conjuration Restoration cures the conditions Ability Damaged, Exhausted, or Fatigued on the target, and restores 1 single negative level to a creature who has had a level drained.
DiamondDust.png
Icon Feat Enlarge Spell.png
Icon Feat Quicken Spell.png
SummonMonsterIV.png
Summon Monster IV Conjuration Summons 1 Monster from 3 choices: Fiendish Monstrous Spider, Greater Air Mephit, Lantern Archon to fight for you for 10 minutes. You can only have 1 summoned creature of any type serving you at a time. Summoning a new creature of any type will return the previous one to its home plane.
DiamondDust.png
Icon Feat Quicken Spell.png
Sp recitation.png
Recitation Enchantment This area of effect spell gives special favor to you, and any allies near you granting a +2 luck bonus to Attack rolls, Armor Class, and saves.
Icon Feat Enlarge Spell.png
Icon Feat Extend Spell.png
Icon Feat Quicken Spell.png
ChaosHammer.png
Chaos Hammer Evocation
(Chaotic)
This spell deals 1d4+4 points of chaotic damage per two caster levels (Maximum 5d4+20.) to lawful creatures, or 1d3+3 points of damage per caster level (Maximum 10d3+30.) to lawful outsiders and slows them for 6d6 seconds. A successful Will save reduces the damage by half and negates the slow effect. This spell deals only half damage to creatures who are Neutral, and are not slowed. This spell deals no damage to Chaotic creatures, and cannot be cast by Lawful casters.
Icon Feat Empower Spell.png
Icon Feat Enlarge Spell.png
Icon Feat Heighten Spell.png
Icon Feat Maximize Spell.png
Icon Feat Quicken Spell.png
DivinePower.png
Divine Power Evocation
(Good)
The divine power of a god imbues the caster with power and skill in combat, granting a +6 enhancement bonus to Strength, 1 temporary hit point per caster level, and a base attack bonus equal to a Fighter of the same level.
Icon Feat Extend Spell.png
Icon Feat Quicken Spell.png
HolySmite.png
Holy Smite Evocation
(Good)
Damages targets with holy power. Deals 1d4+4 holy damage per 2 caster levels to Evil creatures (Maximum damage 5d4+20.) and are Blinded for 6 seconds, or deals 1d3+3 holy damage per caster level to Evil outsiders. (Maximum damage 10d3+30.) This spell has no affect on Good targets, and Neutral targets take half damage. Will save for half damage and to negate the Blinded condition. This spell can only be cast by Good or Neutral casters, it has no effect when cast by an Evil caster.
Icon Feat Empower Spell.png
Icon Feat Enlarge Spell.png
Icon Feat Heighten Spell.png
Icon Feat Maximize Spell.png
Icon Feat Quicken Spell.png
OrdersWrath.png
Order's Wrath Evocation
(Lawful)
Lawful power smites your targets. Only Chaotic and Neutral creatures are harmed by the spell. The spell deals 1d4+4 points of damage per 2 caster levels (Maximum damage 5d4+20.) to a Chaotic creature, or 1d3+3 per caster level (Maximum damage 10d3+30.) to a Chaotic Outsider, and causes it to be Dazed for 6 seconds. A successful Will save reduces damage to half and negates the Dazed. The spell deals only half damage to creatures who are neither Lawful nor Chaotic, and they are not Dazed. This spell can only be cast by Lawful or Neutral casters, it has no effect when cast by a Chaotic caster.
Icon Feat Empower Spell.png
Icon Feat Enlarge Spell.png
Icon Feat Heighten Spell.png
Icon Feat Maximize Spell.png
Icon Feat Quicken Spell.png
SymbolOfFlame.png
Symbol of Flame Evocation
(Fire)
You scribe a potent rune of power in the air, and it's activated by an enemy who comes into range of it dealing 5d3+15 fire damage to that target. A successful Reflex save reduces damage by half. The symbol dissolves 20 seconds after being triggered, or in 5 minutes otherwise.
DiamondDust.png
Icon Feat Empower Spell.png
Icon Feat Enlarge Spell.png
Icon Feat Extend Spell.png
Icon Feat Heighten Spell.png
Icon Feat Maximize Spell.png
Icon Feat Quicken Spell.png
UnholyBlight.png
Unholy Blight Evocation
(Evil)
Unholy power smites your targets. Only Good and Neutral (Not Evil.) creatures are harmed by the spell. This spell deals 1d4+4 points of damage per 2 caster levels (Maximum damage 5d4+20.) to a Good creature, or 1d3+3 points of damage per caster level (Maximum 10d3+30.) to a Good Outsider, and causes it to be Sickened for 6d4 seconds. A successful Will save reduces damage by half and negates the Sickened condition. Neutral targets take half damage 1d2+2 points of damage per 2 caster levels (Maximum damage 5d2+10.), and they are not Sickened. This spell can only be cast by Evil or Neutral casters as it has no effect when cast by a Good caster.
Icon Feat Empower Spell.png
Icon Feat Enlarge Spell.png
Icon Feat Heighten Spell.png
Icon Feat Maximize Spell.png
Icon Feat Quicken Spell.png
InflictCriticalWounds.png
Inflict Critical Wounds Necromancy
(Negative)
Negative energy is channeled through the caster touch to inflict critical wounds on the target for 4d6+8 damage plus 1 per caster level (Maximum caster level 20.), or to heal Undead. A successful Will save reduces the damage by half.
Icon Feat Empower Spell.png
Icon Feat Enlarge Spell.png
Icon Feat Heighten Spell.png
Icon Feat Maximize Spell.png
Icon Feat Quicken Spell.png
Poison.png
Poison Necromancy Calls upon the venomous powers of natural predators to infect the enemy with a horrible Poison. Deals 1d10 temporary Constitution damage, and another 1d10 temporary Constitution damage 1 minute later. Each instance of damage can be negated by a Fortitude save.
Icon Feat Empower Spell.png
Icon Feat Enlarge Spell.png
Icon Feat Heighten Spell.png
Icon Feat Maximize Spell.png
Icon Feat Quicken Spell.png
Sp deathward.png
Death Ward Transmutation Grants a friendly creature immunity to death spells and effects, Energy Drained, and negative energy effects.
Icon Feat Enlarge Spell.png
Icon Feat Extend Spell.png
Icon Feat Quicken Spell.png

Level 5[edit]

Cleric level 9 / favored soul level 10

Icon Name School Description S.C. Metamagic Feats
Sp breakenchantment.png
Break Enchantment Abjuration Affected allies in an area are freed from enchantments, transmutations, and curses. Enemies have beneficial effects removed. Must succeed on a check of 1d20+your caster level (Maximum caster level 15) versus 11+the spell's caster level to remove an effect.
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Protection from Elements.png
Protection from Elements Abjuration Grants temporary immunity to all forms of energy for 1 minute per caster level, or until 12 points of energy per caster level (Maximum caster level 10.) for each energy type has been absorbed.
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SpellResistance.png
Spell Resistance Abjuration The creature gains Spell Resistance equal to 12 plus 1 per caster level.
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CureLightWoundsMass.png
Cure Light Wounds, Mass Conjuration
(Healing)
Casts Cure Light Wounds on multiple targets. Positive energy is channeled to heal light wounds of allies or damage undead for 1d6+2 plus 1 per caster level (Maximum caster level 25.) hit points, or deals the same amount of damage to an undead creature. (A Will save reduces this damage by half.)
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RaiseDead.png
Raise Dead Conjuration This spell is a low level resurrection spell that will raise one ally from the dead, restores 10% of the target's Hit Points, and preserves current Spell Points.
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SummonMonsterV.png
Summon Monster V Conjuration Summons 1 Monster from 3 choices: Bearded Devil, Medium Earth Elemental, Umbral Worg to fight for you for 10 minutes. You can only have 1 summoned creature of any type serving you at a time. Summoning a new creature of any type will return the previous one to its home plane.
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TrueSeeing.png
True Seeing Divination You confer on the ally the ability to see things as they actually are. This allows the target to notice secret doors hidden by magic, see the exact location of creatures hidden by Blur or Displacement effects, and see Invisible creatures or objects normally.
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GreaterCommand.png
Greater Command Enchantment The caster commands multiple living enemies (Affects 1 living enemy per caster level.) to fall to the ground and lie Prone. A successful Will save negates.
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DivinePunishment.png
Divine Punishment Evocation
(Light)
Focuses the power of the gods upon the target, inflicting 1 to 6 +1 per caster level light damage every 2 seconds for a duration of 16 seconds. This spell can stack on the target up to 3 times, increasing the damage with each stack.
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FlameStrike.png
Flame Strike Evocation
(Fire)
A flame strike produces a vertical column of divine fire roaring downward. The spell deals 1d6+3 points of damage per caster level of fire damage, then another 1d6+3 points of damage per caster level of bane damage. Maximum caster level 15. A successful Reflex save reduces the fire damage by half.
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Sp stalwartpact.png
Stalwart Pact Evocation Grants the target 5 Hit Points for every caster level and a +2 luck bonus to Armor Class and saves if the target of the spell falls below 50% Hit Points.
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InflictLightWoundsMass.png
Inflict Light Wounds, Mass Necromancy
(Negative)
Casts Inflict Light Wounds on multiple targets at range inflicting 1d6+2 negative energy damage plus an additional 1 for every caster level (Maximum caster level 25.), or healing Undeads. A successful Will save reduces the damage by half.
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SlayLiving.png
Slay Living Necromancy Slays 1 living creature you touch or deals 1d6+10 damage per caster level on a successful Fortitude save.
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SymbolOfPain.png
Symbol of Pain Necromancy
(Evil)
You create a reddish symbol of power in the air, and it's activated by an enemy who comes into range of it inflicting severe pain on all nearby enemies. The pain causes -4 penalty on Attack rolls, Saving throws, and Skill checks, lasts 30 seconds plus 12 seconds per caster level. Each enemy can make a Fortitude save to negate the effect. The symbol dissolves 20 seconds after being triggered, or in 5 minutes otherwise.
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Level 6[edit]

Cleric level 11 / favored soul level 12

Icon Name School Description S.C. Metamagic Feats
Banishment.png
Banishment Abjuration Allows casting a more powerful version of the Dismissal spell on multiple targets. A successful Will save negates this effect. (DC=spell's save DC-creature's Hit Die+caster level.)
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GreaterDispelMagic.png
Greater Dispel Magic Abjuration Removes ongoing spells that have been cast on a target. You must make a caster level check of 1d20+your caster level (Maximum caster level 20.) of DC 11+spell's caster level to remove an effect. In addition, this spell can be used to sever the connection between a summoner and his or her summoned monster, causing the summoned creature to attack unpredictably, possibly turning on its summoner.
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GreaterGlyphOfWarding.png
Greater Glyph of Warding Abjuration
(Electricity)
A powerful inscription that explodes when entered, doing 1d4+4 electric damage per two caster levels (Maximum damage 10d4+40.) to the intruder and all nearby targets. A successful Reflex save reduces the damage by half.
MercuryAndPhosphorous.png
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Cometfall.png
Cometfall Conjuration You conjure a bright, glowing comet, which appears in midair above your target, then strikes the ground with tremendous force. This area of effect spell does 1d6+3 points of bludgeon damage per caster level. A successful Reflex save reduces the damage by half. The force of this comet can knock some creatures prone. Another successful Reflex save negates the knockdown portion.
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CureModerateWoundsMass.png
Cure Moderate Wounds, Mass Conjuration (Healing) Casts Cure Moderate Wounds on multiple targets. Positive energy is channeled to heal moderate wounds of allies or damage undead for 2d6+4 plus 1 per caster level (Maximum caster level 30.) hit points, or deals the same amount of damage to an undead creature. (A Will save reduces this damage by half.)
Icon Feat Empower Healing Spell.png
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Heal.png
Heal Conjuration
(Healing)
Channels powerful positive energy into allies to wipe away injury and afflictions, restore 10 Hit Points per caster level (Maximum caster level 15.), removes the conditions or effects: Ability Damaged, Blinded, Confused, Dazed, Dazzled, Deafened, Diseased, Exhausted, Fatigued, Feebleminded, Insanity, Nauseated, and Poisoned. Against Undead this spell acts as Harm. Undead who make a successful Will save reduce the damage by half.
Icon Feat Empower Healing Spell.png
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HeroesFeast.png
Heroes' Feast Conjuration Brings forth a great feast for all nearby allies. While this spell is active on someone, the next time they use a rest shrine they consume the feast. The nectar like beverage which is part of the feast cures them of all Diseases, Nauseated, and Sickened, makes them immune to Poison for 1 minute per caster level, and grants 1d8 temporary Hit Points plus 1 per 2 caster levels. (Maximum caster level 20.) The ambrosial food that is consumed grants each creature that partakes a +1 morale bonus on Attack rolls, Will saves, and immunity to fear for 1 minute per caster level.
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SummonMonsterVI.png
Summon Monster VI Conjuration Summons 1 Monster from 3 choices: Eladrin Bralani, Fiendish Troll, Large Water Elemental to fight for you for 10 minutes. You can only have 1 summoned creature of any type serving you at a time. Summoning a new creature of any type will return the previous one to its home plane.
MercuryAndPhosphorous.png
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WordOfRecall.png
Word of Recall Conjuration Teleports you to the Temple of the Sovereign Host in House Deneith.
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SymbolOfPersuasion.png
Symbol of Persuasion Enchantment You create a pinkish symbol of power in the air, and it's activated by an enemy who comes into range of it, applying a charm effect to all nearby targets for 6 seconds per caster level or until the symbol expires. Each target can make a Will save to negate the effect. The symbol dissipates 20 seconds after being triggered, or in 5 minutes otherwise.
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BladeBarrier.png
Blade Barrier Evocation
(Untype)
Creates a circular wall of blades that damages all those that pass through it, dealing 1d6 points of Slashing damage per caster level (Maximum damage 15d6.), a Reflex save reduces this damage by half.
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CreateUndead.png
Create Undead Necromancy
(Evil)
Create undead minions to do your bidding, note however that they can turn against you every 15 to 30 seconds.
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Harm.png
Harm Necromancy
(Negative)
Charges the target with negative energy dealing 10 points of damage per caster level. (Maximum damage 150.) A successful Will save reduces the damage by half. Harm cannot reduce the target's Hit points to less than 1. Against Undead targets this spell heals like Heal.
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InflictModerateWoundsMass.png
Inflict Moderate Wounds, Mass Necromancy
(Negative)
Casts Inflict Moderate Wounds on multiple targets at range inflicting 1d6+4 negative energy damage per caster level (Maximum caster level 30.), or healing 2d6+4 plus an additional 1 per caster level to Undead targets. A successful Will save reduces the damage by half.
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SymbolOfFear.png
Symbol of Fear Necromancy You create a purple symbol of power in the air, and it's activated by an enemy who comes into range of it. It applies the condition Cowering to all nearby opponents for 6 seconds per caster level or until the symbol expires. Each enemy can make a Will save to negate this condition. The symbol dissipates in 20 seconds after being triggered, or in 5 minutes otherwise.
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UndeathToDeath.png
Undeath to Death Necromancy Destroys Undead creatures in an area of effect. This spell affects 1 Undead and an additional undead target for every 4 caster levels after the first (for a maximum of 4 Undead at caster level 13). A successful Will save negates this effect.
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BearsEnduranceMass.png
Bear's Endurance, Mass Transmutation Casts Bear's Endurance on multiple targets giving a +4 enhancement bonus to Constitution to each of them for 1 minute per caster level.
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BullsStrengthMass.png
Bull's Strength, Mass Transmutation Casts Bull's Strength on multiple targets giving a +4 enhancement bonus to Strength to each of them for 1 minute per caster level.
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EaglesSplendorMass.png
Eagle's Splendor, Mass Transmutation Casts Eagle's Splendor on multiple targets, giving a +4 enhancement bonus to Charisma to each of them for 1 minute per caster level.
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OwlsWisdomMass.png
Owl's Wisdom, Mass Transmutation Casts Owl's Wisdom on multiple targets, giving a +4 enhancement bonus to Wisdom to each of them for 1 minute per caster level.
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Level 7[edit]

Cleric level 13 / favored soul level 14

Icon Name School Description S.C. Metamagic Feats
Sp rgr freedomofmovement.png
Freedom of Movement, Mass Abjuration This spell enables you and nearby allies to move and attack normally for the duration of the spell, even under the influence of magic or conditions that normally impedes movement, such as Entangled, Paralyzed, or Solid Fog.
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ProtectionFromElementsMass.png
Protection from Elements, Mass Abjuration Casts Protection from Elements on multiple targets, granting targets temporary immunity to all forms of energy for 1 minute per caster level, or until 12 points of energy per caster level (Maximum caster level 10) for each energy type has been absorbed.
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SpellResistanceMass.png
Spell Resistance, Mass Abjuration Casts Spell Resistance on multiple targets, warding allies with a Spell Resistance of 12 plus 1 per caster level.
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CureSeriousWoundsMass.png
Cure Serious Wounds, Mass Conjuration (Healing) Casts Cure Serious Wounds on multiple targets. Positive energy is channeled to heal serious wounds of allies for 3d6+6 plus 1 per caster level (Maximum caster level 35.) hit points, or deals the same amount of damage to an undead creature. (A Will save reduces this damage by half).
Icon Feat Empower Healing Spell.png
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HunterOfTheDeadGreaterRestoration.png
Greater Restoration Conjuration Restores all negative levels suffered from Energy Drained, eliminates the conditions Ability Damaged, Confused, Exhausted, Fatigued, and all forms of Insanity suffered by the Ally.
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RestorationMass.png
Restoration, Mass Conjuration Casts Restoration on multiple targets, curing the conditions Ability Damaged, Exhausted, or Fatigued on the target, and restores 1 single negative level to a creature who has had a level drained.
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Resurrection.png
Resurrection Conjuration Resurrects the target, restores 50% of the target's Hit Points, and preserves current spell points.
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SummonMonsterVII.png
Summon Monster VII Conjuration Summons 1 Monster from 3 choices: Djinn, Efreet, Huge Earth Elemental to fight for you for 10 minutes. You can only have 1 summoned creature of any type serving you at a time. Summoning a new creature of any type will return the previous one to its home plane.
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SymbolOfStunning.png
Symbol of Stunning Enchantment You create a symbol of power in the air, and it's activated by a target approaching. All targets entering the area of effect are Stunned for 6d6 seconds or until the symbol expires. A successful Will save negates this condition. The symbol dissolves 20 seconds after being triggered, or in 5 minutes otherwise.
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Destruction.png
Destruction Necromancy An enemy is Dead instantly, or is dealt 1d6+10 bane damage per caster level on a successful Fortitude save.
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InflictSeriousWoundsMass.png
Inflict Serious Wounds, Mass Necromancy
(Negative)
Casts Inflict Serious Wounds on multiple targets at range inflicting 3d6+6 negative energy damage plus an additional 1 for every caster level (Maximum caster level 35.), or healing Undeads. A successful Will save reduces the damage by half.
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SymbolOfWeakness.png
Symbol of Weakness Necromancy You create a greenish symbol of power in the air, and it's activated by an enemy who comes into range of it, weakening all nearby enemies by inflicting a 3d6 penalty to Strength. Each enemy can make a Fortitude save to negate the effect. The symbol dissolves 20 seconds after being triggered, or in 5 minutes otherwise.
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Level 8[edit]

Cleric level 15 / favored soul level 16

Icon Name School Description S.C. Metamagic Feats
HolyAura.png
Holy Aura Abjuration
(Good)
Wards allies and blinds nearby enemies. Allies gain a +4 Sacred bonus to AC, a +4 Sacred bonus to saves, and immunity to enchantment and charm spells. A successful fortitude save by enemies negates the blindness effect.
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CureCriticalWoundsMass.png
Cure Critical Wounds, Mass Conjuration (Healing) Casts Cure Critical Wounds on multiple targets. Positive energy is channeled to heal critical wounds of allies or damage undead for 4d6+8 plus 1 per caster level (Maximum caster level 40.) hit points, or deals the same amount of damage to an undead creature. (A Will save reduces this damage by half).
Icon Feat Empower Healing Spell.png
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SummonMonsterVIII.png
Summon Monster VIII Conjuration Summons 1 Monster from 3 choices: Bezekira, Greater Air Elemental, Orthon to fight for you for 10 minutes. You can only have 1 summoned creature of any type serving you at a time. Summoning a new creature of any type will return the previous one to its home plane.
PieceOfHolyParchment.png
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TrueSeeing.png
True Seeing, Mass Divination Casts True Seeing on multiple friendly creatures
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FireStorm.png
Fire Storm Evocation
(Fire)
Deals 1d6+8 fire damage per caster level for targets in the storm area.
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DeathPact.png
Death Pact Necromancy This spell allows you to enter a pact with your deity that brings you back to life after you are slain. While under the effects of this spell, your Constitution is decreased by 2, and cannot be restored until you rest.
LargeDiamond.png
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InflictCriticalWoundsMass.png
Inflict Critical Wounds, Mass Necromancy (Negative) Casts Inflict Critical Wounds on multiple targets at range inflicting 4d6+8 negative energy damage plus an additional 1 for every caster level (Maximum caster level 40.), or healing Undead. A successful Will save reduces the damage by half.
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SymbolOfDeath.png
Symbol of Death Necromancy You scribe a potent rune of power in the air. When the symbol is activated by a target approaching, all targets inside the symbol will suffer a single negative level. You can cause your enemies to run out and back in the symbol several times to stack up consecutive negative levels upon them, they will suffer one additional one each time they run through. A symbol will persist for about 5 minutes until triggered. Once triggered, a symbol's power begins to wane. A symbol will dissipate 20 seconds after first being triggered.
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DeathWardMass.png
Death Ward, Mass Transmutation Casts Death Ward on multiple friendly creatures, granting to each creature immunity to death spells and effects, Energy Drained, and negative energy effects.
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Level 9[edit]

Cleric level 17 / Favored Soul level 18

Icon Name School Description S.C. Metamagic Feats
HealMass.png
Heal, Mass Conjuration (Healing) Casts Heal on multiple targets. Channels powerful positive energy into allies to wipe away injury and afflictions, restore 10 hit points per caster level(max cap is not certain, at least level 20) removes ability damage and the conditions blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, and poisoned. Against Undead this spell acts as Harm. Undead who make a successful Will save reduce the damage by half.
Icon Feat Empower Healing Spell.png
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TrueRessurrection.png
True Resurrection Conjuration Resurrects the target, restoring full Hit Points, and preserves current spell points.
SacredRelic.png
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SummonMonsterIX.png
Summon Monster IX Conjuration Summons 1 Monster from 3 choices: Eladrin Ghaele, Elder Fire Elemental, Hezrou to fight for you for 10 minutes. You can only have 1 summoned creature of any type serving you at a time. Summoning a new creature of any type will return the previous one to its home plane.
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Strike Down Icon.jpg
Celestial Bombardment Evocation
(Fire)
Divine wrath falls from the heavens to smite your foes. This spell calls down three stars at your target, dealing a total of 1d6+9 fire damage per character level, split into three hits. In addition, enemies must succeed at three consecutive Reflex saving throws or be knocked prone.
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Icon Intensify Spell.png
Icon Embolden Spell.png
Divine Wrath Icon.jpg
Divine Wrath Evocation
(Light)
You call down divine wrath on your foes in an area, dealing 1d6+9 light damage per character level. Damage is halved on a Will save. Allies caught within blast are healed for 1d6 positive energy damage per character level.
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Icon Intensify Spell.png
Implosion.png
Implosion Evocation
(Untyped)
You create a destructive resonance field around yourself, causing nearby corporeal enemies to collapse in upon themselves and die instantly. This effect must first bypass a target's Spell Resistance to take effect, and a successful Fortitude save negates the effect. Every few seconds, an enemy within your aura will be affected by this spell, but you are free to perform other actions while it is active.
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EnergyDrain.png
Energy Drain Necromancy A black ray of crackling negative energy suppresses the life force of any living creature it strikes, granting an enemy 2d4 negative levels. If the target has as many negative levels as its Hit Die, it dies. Each negative level gives a creature -1 penalty on attack rolls, saving throws, Skill checks, Ability checks, and effective level. Negative levels stack.
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See also

External links[edit]