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Cleric Spells - Level 3
Animate Dead: (Necromancy) [Evil] Creates a zombie or a skeleton from the corpse of a slain enemy.

Bestow Curse: (Necromancy) 6 penalty to an ability score; 4 penalty on attack rolls, saves and checks; or 50% chance of losing each action. Bestow Curse counters Remove Curse.

Blindness/Deafness: (Necromancy) Renders the subject blinded and deafened.

Contagion: (Necromancy) [Evil] Infects subject with chosen disease.

Cure Serious Wounds: (Conjuration (Healing)) Cures 3d8 points of damage +1 point/level (maximum +10).

Dispel Magic: (Abjuration) Cancels spells and magical effects.

Inflict Serious Wounds: (Necromancy) Deal 3d8 points of damage +1 point/level (maximum +10).

Invisibility Purge: (Evocation) Dispels invisibility within 5 ft./level.

Magic Circle Against Chaos: (Abjuration) [Lawful] Acts like a Protection spell against Chaos, can be cast on friendly creatures (outward circle) or a hostile creature (inward circle) for 10 min./level, 10-ft. radius.

Magic Circle Against Evil: (Abjuration) [Good] Acts like a Protection spell against Evil, can be cast on friendly creatures (outward circle) or hostile creatures (inward circle) for 10 min./level, 10-ft. radius.

Magic Circle Against Good: (Abjuration) [Evil] Acts like a Protection spell against Good, can be cast on friendly creatures (outward circle) or hostile creatures (inward circle) for 10 min./level, 10-ft. radius

Magic Circle Against Law: (Abjuration) [Chaotic] Acts like a Protection spell against Law, can be cast on friendly creatures (outward circle) or hostile creatures (inward circle) for 10 min./level, 10-ft. radius.

Magic Vestment: (Transmutation) Armor or shield gains +1 enhancement bonus per four levels.

Meld Into Stone: (Transmutation) [Earth] You and your gear merge into stone; you cannot make any actions, nor do you take any damage.

Prayer: (Enchantment (Compulsion)) [Mind-Affecting] Allies receive +1 bonus on most rolls, enemies take 1 penalty.

Protection from Energy: (Abjuration) Absorb 12 points/level damage from one kind of energy.

Remove Blindness/Deafness: (Conjuration (Healing)) Cures blindness or deafness, whether the effect is normal or magical in nature. Remove Blindness/

Deafness counters and dispels Blindness/Deafness.

Remove Curse: (Abjuration) Frees object or person from curse. Remove Curse counters and dispels Bestow Curse.

Remove Disease: (Conjuration (Healing)) Cures all diseases that the subject is suffering from. The spell also kills parasites, including green slime and others.

Searing Light: (Evocation) Ray deals 1d8/two levels damage (max 5d8); more against undead (1d6 per caster level, max 10d6).

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

Wind Wall: (Evocation) [Air] Deflects arrows and smaller creatures. In ToEE, the radius of Wind Wall is 3 feet/level (maximum 30 feet).

Spells

Bard Spells

 

Cleric Spells

 

Druid Spells

 

Paladin Spells

 

Ranger Spells

 

Sor/Wiz Spells