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Cleric Spells - Level 1
Bane: (Enchantment (Compulsion)) [Fear, Mind-Affecting] Enemies take a -1 penalty on attack rolls and saves against fear.

Bless: (Enchantment (Compulsion)) [Mind-Affecting] Allies gain +1 on attack rolls and saves against fear. Bless counters and dispels Bane.

Bless Water: (Transmutation) [Good] Imbues a flask of water with positive energy, turning it into holy water, which is directly summoned into your inventory.

Material Component: Five pounds of powdered silver (worth 25 gp).

Cause Fear: (Necromancy) [Fear, Mind-Affecting] One creature of 5 HD or less flees for 1d4 rounds. Cause Fear counters and dispels Remove Fear.

Command: (Enchantment (Compulsion)) [Language-Dependent, Mind-Affecting] Give the subject a single command, which it obeys to the best of its ability.

Cure Light Wounds: (Conjuration (Healing)) Cures 1d8 points of damage +1 point/level (maximum +5). Deals damage to undead creatures.

Curse Water: (Necromancy) [Evil] Imbues a flask of water with negative energy, turning it into unholy water. Material Component: Five pounds of powdered silver (worth 25 gp).

Detect Chaos/Evil/Good/Law: (Divination) Reveals creatures, spells or objects of selected alignment.

Detect Undead: (Divination) Reveals undead within 60 ft.

Divine Favor: (Evocation) The subject gains +1 per three levels on attack and damage rolls.

Doom: (Necromancy) [Fear, Mind-Affecting] One subject takes -2 on attack rolls, damage rolls, saves and checks.

Endure Elements: (Abjuration) Grants limited protection (based on your choice) from acid, cold, electricity, fire, or sonic damage.

Entropic Shield: (Abjuration) Each ranged attack directed at you, for which the attacker must make an attack roll, has a 20% miss chance.

Hide from Undead: (Abjuration) Undead cannot see, hear or smell the warded creatures (or recipients) of this spell.

Inflict Light Wounds: (Necromancy) Touch deals 1d8 damage +1/level (max +5).

Magic Stone: (Transmutation) Three stones gain +1 on attack, deal 1d6 +1 damage.

Magic Weapon: (Transmutation) Gives a weapon a +1 enhancement bonus on attack and damage rolls. You can't cast this spell on a natural weapon.

Obscuring Mist: (Conjuration (Creation)) Fog surrounds you; it obscures all sight beyond five feet in front of you and creatures have different levels of concealment.

Protection from Chaos: (Abjuration) [Lawful] +2 to AC and saves against chaotic creatures, counter mind control, hedge out elementals and outsiders.

Protection from Evil: (Abjuration) [Good] +2 to AC and saves against evil creatures, counter mind control, hedge out elementals and outsiders.

Protection from Good: (Abjuration) [Evil] +2 to AC and saves against good creatures, counter mind control, hedge out elementals and outsiders.

Protection from Law: (Abjuration) [Chaotic] +2 to AC and saves against lawful creatures, counter mind control, hedge out elementals and outsiders.

Remove Fear: (Abjuration) Suppresses fear and gives +4 to Fear checks for 10 min. Remove Fear counters and dispels Cause Fear.

Sanctuary: (Abjuration) Opponents cannot attack you and you cannot attack back.

Shield of Faith: (Abjuration) Grants the subject a +2 deflection bonus to AC, with an additional +1 to the bonus for every six levels you have (maximum +1, since the maximum level in ToEE is 10th).

Summon Monster I: (Conjuration (Summoning)) Summons a creature, based on what you select from the Radial Menu.

Spells

Bard Spells

 

Cleric Spells

 

Druid Spells

 

Paladin Spells

 

Ranger Spells

 

Sor/Wiz Spells