Cleric spells are tied to wisdom, which determines what level of spell the cleric can cast, how many of each spell, and what the spell's DC will be.
Cleric spells are divine, and are not affected by somatic spell failure caused by wearing heavier armours.
Each cleric chooses 2 domains which also grant extra spells.
| Key ability | Type | Prepared |
| Wisdom | divine | yes |
Pages in category "Cleric spells"
The following 200 pages are in this category, out of 243 total.
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B
C
- Call Elementals
- Castigate
- Cause Fear
- Commune
- Comprehend Languages
- Conjure Spiders
- Consecrate
- Contagion
- Control Undead
- Conviction
- Create Baneguard
- Create Greater Undead
- Create Undead
- Cure Critical Wounds
- Cure Critical Wounds, Mass
- Cure Light Wounds
- Cure Light Wounds, Mass
- Cure Minor Wounds
- Cure Moderate Wounds
- Cure Moderate Wounds, Mass
- Cure Serious Wounds
- Cure Serious Wounds, Mass
D
- Darkbolt
- Darkness
- Death Knell
- Death Ward
- Desecrate
- Designated Spell Warden
- Destruction (spell)
- Detect Charm
- Detect Magic
- Detect Poison
- Detect Scrying
- Detect Undead
- Dimensional Anchor
- Dimensional Lock
- Dismissal
- Dispel Magic
- Dispel Magic, Greater
- Dispel Magic, Lesser
- Disrupting Weapon
- Divine Favor
- Divine Power
- Doom
- Dry
E
F
G
H
I
L
M
P
R
- Raise Dead
- Recitation
- Reflect Pain
- Regenerate
- Remove Blindness/Deafness
- Remove Curse
- Remove Disease
- Remove Fear
- Remove Paralysis
- Resist Energy
- Resistance
- Restoration
- Restoration, Lesser
- Resurrection
- Reveal Thyself
- Revivify
- Righteous Might
- Righteous Smite
- Righteous Wrath
- Rinse
- Rose Wintertal's Fiery Refrain