Cleric's Spells & Skills
Cleric laying hands - click to see full sized picture by Larry Elmore.Spells and skills are absolutely essential to survival in the Realms, and clerics can learn many spells that can save lives in dire situations.  Learning spells is usually done in the numerous cleric guilds throughout the Realms.  After you learn a spell or skill, your knowledge in it will increase automatically when you gain experience.  How well and to what extent you know the spells dependent on several things, such has your intelligence,andwisdom. Clerics will generally be able to learn spells quicker and more effiecntly then other classes (only mages can compete), as shown in the chart below.

**Max % to know spell is the maximum percent chance that clerics can have to successfully cast a spell (never 100%).  Maximum and Minimum % gain per level is the most and least percent of the spell's knowledge you can gain per level, determined within this range by your intelligence.
 

Max % to know spell Max % gain per level Min % gain per level
95 95 25
The chart below shows the spells and it's attributes in order of which level the cleric can learn the spell. This chart is given to allow clerics to compare the statistics of their spells & skills conveniently and with greater ease then reading from the spell compendium.  Click on the title of the spell you wish to know more about to see it's long entry in the spell compendium. Click here to quickly move to the Spell Compendium's Glossary, and view the definitions of the terms used in the chart below.
Spell Level Type Target Duration Effect Mana/Move
 Armor 1 Spell - Protective Enchantment Self or Friend 24 hours -1 AC per level of caster 15-30 (+3)
 Bandage 1 Skill - Healing Ability Friend Instantaneous heals dying target --
 Bless 1 Spell - Religious Enchantment Self or Friend 7 hours +2  hitroll, -1 saving vs. spell 5-35 (+3)
 Cure Light 1 Spell - Healing Self or Friend Instantaneous cures 1d8 + 4 + (caster's level/2) damage 10-30 (+2)
 Create Water 2 Spell - Elemental Conjuring Water Instantaneous fills empty container with water 5-30 (+4)
 Create Food 3 Spell - Conjuring Conjured Food Instantaneous conjures a waybread 5-30 (+4)
 Track 3 Skill - Ability Creature of Player Instantaneous target's tracks appear to caster --
 Detect Poison 4 Spell - Ability Any Player, Creature, Food or Drink Instantaneous caster will see if target is poisoned 5-15 (+1)
 Mount 5 Skill - Ability Mountable Creature until dismount caster will mount target --
 Scan 5 Skill - Ability Area Instantaneous caster will see creatures in adjacent rooms --
 Cure Blind 6 Spell - Healing Self or Friend Instantaneous cures target's blindness 5-30 (+2)
 Blindness 7 Spell - Offensive Enchantment Enemy 2 hours blinds target, -2  hitroll, +40  AC 25-35 (+1)
 Detect Alignment 8 Spell - Enchantment Ability Self 12 + (caster's level) hours caster will see alignment auras of all encounters 10-20 (+2)
 Infravision 11 Spell - Ability Self 12 + (caster's level) hours allows caster to see in the dark 10-25 (+1)
 Prayer 11 Spell - Enchantment 10 hours +2  hitroll, +2 damroll
 Know Language 12 Spell - Enchantment Ability Self or Friend 7 hours caster will understand all languages, +1  wis 80-100 (+2)
 Protection from Evil 13 Spell - Protective Enchantment Self or Friend 14 hours any enemy attacking the target will experience +40 to  THACO 10-40 (+3)
 Detect Invisibility 14 Spell - Enchantment Ability Self 12 + (caster's level) hours caster will see invisible forms 10-20 (+2)
 Group Armor 15 Spell - Protective Enchantment Group 24 hours - AC per level of caster 30-50 (+2)
 Remove Poison 16 Spell - Healing Ability Self, Friend, Food or Drink Instantaneous removes poison from target 8-40 (+4)
 Cure Critical 17 Spell - Healing Self or Friend Instantaneous cures 3d8 + 9 + (caster's level/2) damage 10-30 (+2)
 Summon 17 Spell - Summoning Any creature or player that is summonable Instantaneous target will be summoned to caster's location 50-70 (+3)
 Word of Recall 18 Spell - Summoning Self Instantaneous orders priest to summon target to Sanctuary 10-20 (+2)
 War Prayer 19 Spell - Religious Enchantment Self 4 + (caster's level) +2 str 30-60 (+3)
 Earthquake 20 Spell - Offensive Elemental Room Instantaneous 1d8 + (caster's level) damage 25-40 (+3)
 Peace 21 Spell - Religious Ability Room Instantaneous forces all in room to cease fighting 100-150 (+10)
 Create Feast 21 Spell - Religious Conjuring Conjured Food Instantaneous creates a Hero's Feast 30-40 (+5)
 Dispel Evil 22 Spell - Offensive Ability Evil Aligned Enemy Instantaneous 6d8 + 6 damage 25-40 (+3)
 Group Bless 24 Spell - Religious Enchantment Group 7 hours +2 hitroll, -1 saving vs. spell 60-80 (+5)
 Sanctuary 25 Spell - Religious Enchantment Self or Friend 3 hours *special* 80-110 (+5)
 Heal 26 Spell - Healing Self or Friend Instantaneous cures almost all injuries 40-60 (+3)
 Call Lightning 27 Spell - Offensive Elemental Enemy Instantaneous 15d8 damage 25-40 (+3)
 Control Weather 28 Spell - Elemental Ability Weather Random changes present weather conditions 25-75 (+5)
 Animate Dead 30 Spell - Religious Ability Corpse Instantaneous turns corpse into a charmed zombie 50-100 (+10)
 Harm 31 Spell - Offensive Ability Enemy Instantaneous 8d8 + 8 damage 45-75 (+3)
 Group Heal 33 Spell - Healing Group Instantaneous cures almost all injuries 60-80 (+5)
 Protection from Magic 34 Spell - Protective Enchantment Self or Friend 14 hours -3 saving vs. spell 50-80 (+5)
 Remove Curse 35 Spell - Healing Self, Friend or Object Instantaneous removes curse from target 25-45 (+5)
 Regenerate 40 Spell - Healing Enchantment Self or Friend 12 hours target will gain health,mana, and  move at double normal rate 10-20 (+2)


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