Cleric Spells
Rule-only reference for cleric spells in Wyrdwood. Spell Focus and Greater Spell Focus effects are included where they change the spell.
Level 0
- Cure Minor Wounds: Heals
1hit point. - Light: Unchanged.
- Resistance:
+1to all saving throws for1round per level. - Virtue: Temporary hit points equal to
1d4 + caster levelfor1turn per level. - Inflict Minor Wounds: Deals
1point of negative damage on a successful touch.
Level 1
- Bless: Friendly area buff with
+1attack and+1to all saves for1turn per level. - Cure Light Wounds: Heals
1d8 + caster level. - Doom: Unchanged.
- Endure Elements: Resist
20against acid, cold, fire, electricity, and sonic, up to40total per type. - Remove Fear: Unchanged.
- Sanctuary: Sanctuary effect for
1round per level. - Scare: Will negates; applies
-2attack,-2damage, and-2Will saves against mind-affecting effects for1d4rounds. - Summon Creature I: Summons a dire badger for
24hours. - Protection from Alignment: Unchanged.
- Divine Favor:
1round per level; grants+1to+6attack and matching magical damage based on caster level. - Entropic Shield:
40%concealment against ranged attacks for1turn per level. - Inflict Light Wounds: Deals
1d8 + caster levelnegative damage on a successful touch. - Bane: Large hostile area; Will negates
-1attack and-1to fear saves for1round per level. - Shield of Faith: Deflection AC for
1turn per level; scales as+1per6caster levels. - Magic Weapon:
+1weapon enhancement for1hour per level.
Level 2
- Aid:
+1attack,+1to all saves, and2d8temporary hit points for1turn per level. - Bull's Strength:
+1d4 + 1Strength for1hour per level. - Cure Moderate Wounds: Heals
2d8 + caster level. - Darkness: Unchanged.
- Endurance:
+1d4 + 1Constitution for1hour per level. - Hold Person: Unchanged.
- Lesser Dispel: Unchanged.
- Lesser Restoration: Removes basic temporary penalties and ability damage.
- Remove Paralysis: Unchanged.
- Resist Elements: Resist
30against acid, cold, fire, electricity, and sonic, up to60total per type. - Silence: Unchanged.
- Sound Burst: Unchanged.
- Summon Creature II: Summons a dire boar for
24hours. - Eagle's Splendor:
+1d4 + 1Charisma for1hour per level. - Owl's Wisdom:
+1d4 + 1Wisdom for1hour per level. - Fox's Cunning:
+1d4 + 1Intelligence for1hour per level. - Ultravision: Ultravision for
1hour per level. - Negative Energy Ray:
1d6negative damage per caster level, up to15d6. - Find Traps: Unchanged.
- Inflict Moderate Wounds: Deals
2d8 + caster levelnegative damage on a successful touch. - Stone Bones: Unchanged.
Level 3
- Animate Dead: Unchanged.
- Bestow Curse: Unchanged.
- Blindness and Deafness: Unchanged.
- Clarity: Unchanged.
- Contagion: Unchanged.
- Cure Serious Wounds: Heals
3d8 + caster level. - Dispel Magic: Unchanged.
- Invisibility Purge: Unchanged.
- Negative Energy Protection: Full negative damage resistance plus immunity to negative levels and ability decrease for
1turn per level. - Prayer: Unchanged.
- Protection from Elements: Resist
40against acid, cold, fire, electricity, and sonic, up to80total per type. - Remove Blindness and Deafness: Unchanged.
- Remove Curse: Unchanged.
- Remove Disease: Unchanged.
- Searing Light: 1d8 per caster level against undead, max 40d8; half as many dice against anything else — still d8 against constructs, d6 against the living. No saving throw.
- Summon Creature III: Summons a dire wolf for
24hours. - Magic Circle against Alignment: Unchanged.
- Continual Flame: Unchanged.
- Inflict Serious Wounds: Deals
3d8 + caster levelnegative damage on a successful touch. - Magic Vestment: Enhances armor or shield for
1hour per level; bonus scales with caster level and focus feats. - Darkfire: Adds fire damage to equipped weapons for
1turn per level. Also coats arrows, bolts and sling bullets (with the launcher equipped, or cast on the stack), darts, shurikens and throwing axes, and gloves when unarmed. Bare-handed with no gloves, the fire goes on you instead and covers your fists. - Glyph of Warding: Unchanged.
Level 4
- Cure Critical Wounds: Heals
4d8 + caster level. - Death Ward: Immunity to death effects for
1hour per level. - Dismissal: Unchanged.
- Divine Power:
1round per level; raises attack bonus toward full fighter progression, adds temporary hit points, and can grant extra attacks. - Freedom of Movement: Unchanged.
- Hammer of the Gods: 1d8 divine per caster level, max 40d8, in a burst around the target point. Will save for half; a failed save also dazes for 2 rounds.
- Neutralize Poison: Unchanged.
- Poison: Unchanged.
- Restoration: Removes additional negative effects, including blindness, deafness, negative levels, and paralysis.
- Summon Creature IV: Summons a dire spider for
24hours. - Inflict Critical Wounds: Deals
4d8 + caster levelnegative damage on a successful touch. - Greater Magic Weapon: Unchanged.
Level 5
- Circle of Doom: Unchanged.
- Flame Strike: 1d6 per caster level, max 40d6, dealt as half fire and half divine. No saving throw.
- Healing Circle: Unchanged.
- Raise Dead: Unchanged.
- Slay Living: Single target. Fortitude save or die (death magic; bosses can't be slain). Separately deals
1d6negative damage per caster level, up to50dice (60with Greater Spell Focus: Necromancy); Fortitude save for half. Heals undead instead. - Spell Resistance: Spell resistance equal to
12 + caster levelfor1turn per level. The full Sunwarden set adds +4. - Summon Creature V: Summons a dire tiger for
24hours. - True Seeing: True Seeing for
1turn per level. - Battletide: Unchanged.
- Monstrous Regeneration: Regeneration buff; default version gives regeneration
6.
Level 6
- Blade Barrier: wall,
1d8/level slashing on entry and every round inside (Reflex half, +3 DC, no Evasion), slows; 1 round/level. - Control Undead: Dominate an undead target for
3 + caster level / 5rounds; Will save negates. Not mind-affecting, so undead immunity does not block it. Bosses cannot be controlled. - Create Undead: Unchanged.
- Greater Dispelling: Unchanged.
- Harm: Reduces a living target to 50% of their current hit points on a successful touch; heals undead instead.
- Heal: Fully restores a living target to maximum hit points; damages undead instead.
- Summon Creature VI: Summons a huge elemental for
24hours. - Banishment: Unchanged.
- Etherealness: Ethereal effect with short duration and a recast delay.
- Planar Ally: Summons an outsider for
24hours based on the caster's alignment. - Undeath to Death: Unchanged.
Level 7
- Greater Restoration: Removes a broad set of negative effects and fully heals living targets.
- Resurrection: Unchanged.
- Summon Creature VII: Summons a greater elemental for
24hours. - Word of Faith: Unchanged.
- Destruction: Single target. Fortitude save or die (death magic; bosses can't be slain). Separately deals
1d10divine damage per caster level, up to60dice; Fortitude save for half. Greater Spell Focus: Necromancy adds a further+10%damage on top of the usual focus bonus (this spell is already at the60-dice cap). - Regenerate: Regeneration buff lasting
1turn per caster level; heals1HP per4caster levels each round.
Level 8
- Create Greater Undead: Unchanged.
- Fire Storm: 1d12 per caster level, max 60d12, dealt as half fire and half divine. Reflex save for half damage.
- Mass Heal: Unchanged.
- Summon Creature VIII: Summons a huge elemental for
24hours. - Sunbeam: 1d6 per caster level against undead and Pale Masters, max 40d6; half as many dice against everything else. Reflex save for half damage (Evasion avoids it entirely); a failed save also blinds for
3rounds. - Aura versus Alignment: Unchanged.
- Earthquake: 1d12 per caster level, max 60d12, bludgeoning damage. Fortitude save for half damage.
Level 9
- Energy Drain: Unchanged.
- Gate: Unchanged.
- Implosion: Medium area, enemies only. Fortitude save or die (death magic; bosses can't be slain). Separately deals
1d10magical damage per caster level, up to60dice; Fortitude save for half. Greater Spell Focus: Evocation adds a further+10%damage on top of the usual focus bonus (this spell is already at the60-dice cap). - Storm of Vengeance: Unchanged.
- Summon Creature IX: Summons an elder elemental for
24hours. - Undeath's Eternal Foe: Group aura with negative-energy immunity plus poison, disease, negative level, and ability decrease protection.