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Spells that can be cast by a cleric.

Level 0/Orisons:[ | ]

Spell name School Target Range Saves Effect
Guidance Divination Ally Touch +1 attack or +1 save or +1 skill (competence), one use
Light Evocation Ally Touch Light
Resistance Abjuration Ally Touch +1 saves (resistance)
Virtue Transmutation Ally Touch +1 temporary HP

Level 1:[ | ]

Spell name School Target Range Saves Effect
Bane Enchantment Enemies 30ft around caster Will negates -1 attack, -1 saves on fear
Bless Enchantment Allies 30ft around caster +1 attack, +1 saves on fear (morale)
Cause Fear Necromancy Enemy Close Will partial Frightened/Shaken
Cure Light Wounds Conjuration Ally, Enemy Touch Will half Cure/Harm
Divine Favor Evocation Personal +1 attack, +1 damage (luck) per 3 levels (max +3)
Doom Necromancy Enemy Medium Will negates Shaken
Firebelly Abjuration Personal Breath weapon (fire)
Haze of Dreams Enchantment Enemy Close Will negates Slow movement
Inflict Light Wounds Necromancy Enemy, Ally Touch Will half Harm/Cure
Protection from Alignment Abjuration Ally Touch +2 AC (deflection), +2 saves (resistance)
Ray of Sickening Necromancy Enemy Close Fort negates Sickened
Remove Fear Abjuration Allies 30ft around point, close +4 saves on fear (morale)
Remove Sickness Conjuration Ally Close +4 saves on diseases, nausea, sickened (morale)
Shield of Faith Abjuration Ally Touch +2 AC (deflection), +1 AC per 6 levels (max total +5)
Stunning Barrier Abjuration Personal +1 AC (deflection), +1 saves (resistance). May stun one enemy.
Summon Monster I Conjuration Point Close Dog
Unbreakable Heart Enchantment Ally Close +4 saves on negative emotions and confusion (morale)

Level 2:[ | ]

Spell name School Target Range Saves Effect
Arrow of Law Evocation Enemiy Close. Ranged touch Will partial 1d8 damage per 2 levels (max 5d8) to chaotic;

1d6 damage per level (max 10d6) + daze to chaotic outsiders

Aid Enchantment Ally Touch +1 attack, +1 saves on fear (morale), +1d8 temporary HP +1 per level (max 1d8+10)
Bear's Endurance Transmutation Ally Touch +4 CON (enhancement)
Blessing of Courage and Life Conjuration Ally Close +2 saves on fear and death (morale), may end to heal 1d8 +1 per level (max 1d8+10)
Blessing of Luck and Resolve Enchantment Ally Touch +2 saves on fear, on failed fear save reroll with +4 save and end spell
Boneshaker Necromancy Enemy Medium Fort half 3d6 damage + 1d6 per 2-levels
Bull's Strength Transmutation Ally Touch +4 STR (enhancement)
Cure Moderate Wounds Conjuration Ally, Enemy Touch Will half Cure/Harm 2d8 +1 per level (max 2d8+10)
Delay Poison Conjuration Ally Touch Poison immunity
Eagle's Splendor Transmutation Ally Touch +4 CHA (enhancement)
Effortless Armor Transmutation Personal Remove armor speed penalty, reduce armor check penalty by 1 +1 per 5 levels (max +5)
Find Traps Divination Personal +1/2 per level bonus to Perception (insight) (max +10)
Grace Abjuration Personal Do not provoke attacks of opportunity
Hold Person Enchantment Enemy Medium Will negates Paralyzed
Inflict Moderate Wounds Necromancy Enemy, Ally Touch Will half Harm/Cure 2d8 +1 per level (max 2d8+10)
Owl's Wisdom Transmutation Ally Touch +4 WIS (enhancement)
Protection from Alignment, Communal Abjuration Allies 30ft around caster +2 AC (deflection), +2 saves (resistance)
Remove Paralysis Conjuration Ally Close Remove paralysis
Resist Energy Abjuration Ally Touch DR 10/chosen element
Restoration, Lesser Conjuration Ally Touch Dispels ability damaging spells, cures 1d4 temporary ability damage, removes fatigue
Sound Burst Evocation Enemies, Allies 10ft around point, close Ref, Fort partial 1d8 damage and stunned
Summon Small Elemental Conjuration Point Close
Summon Monster II Conjuration Point Close Wolf or 1d3 dogs

Level 3:[ | ]

Spell name School Target Range Saves Effect
Animate Dead Necromancy Point Close 1d4+2 Skeletal Champions
Archon's Aura Evocation Personal -2 attack, -2 saves, -2 AC for enemies failed Will save until they hit caster with an attack
Bestow Curse Necromancy Enemy Touch Will negates -6 CON or

-6 STR and DEX or

-6 INT, WIS and CHA or

-4 to attack, saves, skill and ability rolls

Blindness Necromancy Enemy Medium Fort negates Blinded
Contagion Necromancy Enemy Touch Fort negates 1d4 STR damage and blinded (Fort negates) or

1d4 CON damage and fatigued or

1d6 WIS damage or

1d4 INT damage or

1d8 damage DEX

Cure Serious Wounds Conjuration Ally, Enemy Touch Will half Cure/Harm 3d8 +1 per level (max 2d8+15)
Delay Poison, Communal Conjuration Allies 30ft around point, touch Poison immunity
Inflict Serious Wounds Necromancy Enemy, Ally Touch Will half Harm/Cure 3d8 +1 per level (max 2d8+15)
Magical Vestment Transmutation Ally Touch Enhancement bonus to armor or shield +1 per 4 levels (max +5)
Prayer Enchantment Allies, Enemies 40ft around caster +1 attack, damage, saves, skills (luck) for allies, -1 on same rolls for enemies
Protection From Energy Abjuration Ally Touch Immunity from chosen elemental damage - up to 12 damage per level (max 120 damage)
Remove Blindness Conjuration Ally Touch Cure blindness
Remove Curse Conjuration Ally Touch Attempt to remove all curses
Remove Disease Conjuration Ally Touch Attempt to remove all diseases
Resist Energy, Communal Abjuration Allies 25ft around caster DR 10/chosen element
Searing Light Evocation Enemy Medium. Ranged touch 1d8 divine damage per 2 levels (max 5d8)

1d6 divine damage per level (max 10d6) for undead

1d6 divine damage per 2 levels (max 5d6) for constructs

Summon Monster III Conjuration Point Close Monitor lizard or 1d3 wolves or 1d4+1 dogs

Level 4:[ | ]

Spell name School Target Range Saves Effect
Crusader's Edge Transmutation Ally Touch Evil outsider bane on weapon. Nauseated/sickened on crit with the weapon (Fort partial)
Cure Critical Wounds Conjuration Ally, Enemy Touch Will half Cure/Harm 4d8 +1 per level (max 4d8+20)
Death Ward Necromancy Ally Touch +4 saves on death (morale). Immunity to energy drain and negative energy
Dismissal Abjuration Enemy Close Will negates Dismiss outsider
Divine Power Evocation Personal +1 attack, +1 damage, +1 STR checks and STR-based skill checks (luck) per 3 levels (max +6)

1 temporary HP per level. One additional attack on full attack

Freedom of Movement Abjuration Ally Touch Immunity to movement impediment
Inflict Critical Wounds Necromancy Enemy, Ally Touch Will half Harm/Cure 4d8 +1 per level (max 4d8+20)
Neutralize Poison Conjuration Ally Touch Attempt to remove all poisons
Poison Necromancy Enemy Touch. Melee touch Fort negates 1d3 CON damage each round for 6 rounds
Protection from Energy, Communal Abjuration Allies 25ft around caster Immunity to chosen elemental damage - up to 12 damage per level (max 120 damage)
Restoration Conjuration Ally Touch Cure temporary ability damage, restore drained points from one ability, remove fatigue or exhaustion
Shield of Dawn Evocation Personal 1d6 +1 damage per level (max +15) to enemy on his successful attack
Spit Venom Transmutation Enemy Close. Ranged touch Fort partial Blinded for 1 round. Poison on failed save
Summon Medium Elemental Conjuration Point Close Medium Elemental
Summon Monster IV Conjuration Point Close Dire wolf or 1d3 Monitor lizards or 1d4+1 wolves

Level 5:[ | ]

Spell name School Target Range Saves Effect
Angelic Aspect Transmutation Personal DR 10/cold, 10/acid, 5/evil. +2 AC (deflection), +2 saves (resistance) against attacks from evil. Wielded weapon is good-aligned
Boneshatter Necromancy Enemy Close Fort partial 1d6 per level (max 15d6). Exhausted/fatigued (Fort)
Break Enchantment Abjuration Allies 30ft around caster Remove enchantments, transmutations and curses
Breath of Life Conjuration Ally, Enemy Touch Will half Heal/Harm 5d8 +1 damage per level (max +25). May bring dead to life
Burst of Glory Enchantment Allies 10ft around caster +1 attack, +1 saves from fear (sacred), +1 temporary HP per level (max +20)
Cleanse Evocation Personal Heal 4d8 +1 per level (max +25)

Remove ability damage, blinded, confused, dazzled, diseased, exhausted, fatigued, nauseated, poisoned, sickened

Constricting Coils Enchantment Enemy Medium Will negates Paralyzed. 1d6+6 bludgeoning damage per round
Cure Light Wounds, Mass Conjuration Allies, Enemies 30ft around target, close Will half Heal/harm 1d8 +1 per level (max +25)
Disrupting Weapon Transmutation Ally Touch Hits with main hand weapon forces undead to make Will save or die
Flame Strike Evocation Allies, Enemies 10ft around target, medium Ref half 1d6 damage per level (max 15d6) (half fire damage, half divine damage)
Geniekind Transmutation Personal +2 save from paralysis, poison, sleep, stun (racial); +4 natural armor (enhancement); +2 CON (enhancement) and

+1d6 electricity damage on hit, DR 10/electricity or

+1d6 fire damage on hit, DR 10/fire or

+1d6 cold damage on hit, DR 10/cold or

+1d6 acid damage on hit, DR 10/acid

Inflict Light Wounds, Mass Necromancy Allies, Enemies 30ft around target, close Will half Harm/heal 1d8 +1 per level (max +25)
Profane Nimbus Evocation Personal 1d6 +1 damage per level (max +15) to good enemy on his successful attack.

Half damage from good spells, no damage on successful save for half damage from good spells

Raise Dead Conjuration Ally Any Raise dead with 2 negative levels
Righteous Might Transmutation Personal Size+1. +4 STR, +4 CON, -2 DEX (size), +2 natural armor (enhancement)

DR 5/evil (for good or neutral) or DR/good (for evil). DR increases to 10 on 15th level

Sacred Nimbus Evocation Personal 1d6 +1 damage per level (max +15) to evil enemy on his successful attack.

Half damage from evil spells, no damage on successful save for half damage from evil spells

Serenity Enchantment Enemies 30ft around target, medium Will negates 3d6 per round
Slay Living Necromancy Enemy Touch. Melee touch Fort partial 12d6 +1 damage per level (3d6 +1 per level on save)
Spell Resistance Abjuration Ally Touch Spell resistance 12 + level
Summon Large Elemental Conjuration Point Close Large Elemental
Summon Monster V Conjuration Point Close 1d3 dire wolves or 1d4+1 monitor lizards or redcap (for evil) or bralani azata (for good and neutral)
True Seeing Divination Ally Touch See invisible, negate concealment
Vinetrap Conjuration Enemy Long Ref partial Entangled and paralyzed (Ref negates). 2d6 of piercing cold iron damage per round

Level 6:[ | ]

Spell name School Target Range Saves Effect
Banishment Abjuration Enemies 30ft around target, close Will negates Dismiss 2HD of outsiders per level
Bear's Endurance, Mass Transmutation Allies 30ft around point, close +4 CON (enhancement)
Blade Barrier Evocation Enemies Line on target, medium Ref half 1d6 damage per level (max 15d6) for passing through
Blessing of Luck and Resolve, Mass Enchantment Alies 30ft around target, close +2 saves on fear, on failed fear save reroll with +4 save and end spell
Bull's Strength, Mass Transmutation Allies 30ft around point, close +4 STR (enhancement)
Chains of Light Conjuration Enemy Close Ref negates Paralyzed
Cold Ice Strike Evocation Enemies 30ft line Ref half 1d6 damage per level (max 15d6)
Cure Moderate Wounds, Mass Conjuration Allies, Enemies 30ft around target, close Heal 2d8 +1 per level (max +30)
Dispel Magic, Greater Abjuration Allies, Enemies Medium Dispel all spells in the area
Eagle's Splendor, Mass Transmutation Allies 30ft around point, close +4 CHA (enhancement)
Eaglesoul Conjuration Personal +2 AC, +4 STR, +5 Persuasion checks against evil(sacred), DR 5/acid and 5/fire, +2 initiative and fast healing 2
Elemental Assessor Evocation Enemy Close. Ranged touch 2d6 acid, 2d6 cold, 2d6 electricity, 2d6 fire damage

The most effective damage persists for 1d4 rounds dealing 4d6 damage per round

Harm Necromancy Enemy, Ally Touch Will half 10 damage per level (max 150)
Heal Conjuration Ally, Enemy Touch Will half Heal 10 damage per level (max 150)

Remove ability damage, blinded, confused, dazed, dazzled, diseased,

exhausted, fatigued, nauseated, poisoned, sickened. stunned

Hellfire Ray Evocation Enemy Close. Ranged touch 1d6 damage per level (max 15d6) per ray. 1 ray at 11th, 2 at 15th, 3 at 19th level. Half damage fire, half damage unholy.
Inflict Moderate Wounds, Mass Necromancy Allies, Enemies 30ft around target, close Will half 2d8 +1 damage per level (max +30)
Inspiring Recovery Conjuration Ally Medium Heal 1d8 per level (max 10d8)

Raise dead. Allies get +2 attack, +2 damage, +2 saves (morale) after that

Joyful Rapture Conjuration Allies 60ft around caster Remove emotional effects. Cure 1d4 INT, WIS, CHA damage
Owl's Wisdom, Mass Transmutation Allies 30ft around point, close +4 WIS (enhancement)
Plague Storm Necromancy Enemies 20ft around target, medium Fort negates Apply disease, -2 saves on diseases
Summon Huge Elemental Conjuration Point Close Huge Elemental
Summon Monster VI Conjuration Point Close 1d3 redcaps or soul eater (for evil) or

1d3 bralani azatas or axiomite (for good and neutral) or

1d4+1 dire wolves

Undeath to Death Necromancy Enemies 40ft around point, medium Will negates Slay 1d4 HD of undead per level (max 20d4, 9 HD and higher are unaffected)

Level 7:[ | ]

Spell name School Target Range Saves Effect
Arbitrament Evocation Enemies, Allies 40ft around caster Will partial CE, CG, LE, LG creatures are affected

HD = caster level: sickened

HD <= caster level - 1: staggered and sickened

HD <= caster level - 5: nauseated, staggered and sickened

HD <= caster level - 10: killed, nauseated, staggered and sickened

Bestow Grace of the Champion Transmutation Ally Touch Immunity to diseases and fear. Target adds CHA bonus to saves
Blasphemy Evocation Enemies, Allies 40ft around caster Will partial Any non-evil creatures are affected

HD = caster level: dazed

HD <= caster level - 1: weakened and dazed

HD <= caster level - 5: paralyzed, weakened and dazed

HD <= caster level - 10: killed, paralyzed, weakened and dazed

Create Undead Necromancy Point Close Graveknight or guardian armor
Cure Serious Wounds, Mass Conjuration Allies, Enemies 30ft around target, close Heal 3d8 +1 per level (max +35)
Destruction Necromancy Enemy Close Fort partial 10 damage per level (10d6 on save)
Dictum Evocation Enemies, Allies 40ft around caster Will partial Any non-lawful creatures are affected

HD <= caster level - 1: staggered

HD <= caster level - 5: paralyzed and staggered

HD <= caster level - 10: killed, paralyzed and staggered

Holy Word Evocation Enemies, Allies 40ft around caster Will partial Any non-good creatures are affected

HD <= caster level - 1: blinded

HD <= caster level - 5: paralyzed and blinded

HD <= caster level - 10: killed, paralyzed and blinded

Inflict Serious Wounds, Mass Necromancy Allies, Enemies 30ft around target, close Will half 3d8 +1 damage per level (max +35)
Jolting Portent Evocation Enemy Medium 4d6 + WIS mod electrical damage per round (avoid on Fort save DC 10 + 0.5 level + WIS mod)
Resurrection Conjuration Ally Any Dead creature is revived with full hit points.
Restoration, Greater Conjuration Ally Touch Dispel negative levels and all ability damage or drains

Remove fatigue and exhaustion, insanity, confusion and other mental effects

Summon Greater Elemental Conjuration Point Close Greater Elemental
Summon Monster VII Conjuration Point Close 1d3 soul eaters or 1d4+1 redcaps (for evil) or

1d3 axiomites or 1d4+1 bralani azatas (for good and neutral) or

1 bogeyman

Umbral Strike Necromancy Enemy Medium. Ranged touch Fort partial 1d6 damage (cold + negative) per level (max 20d6) and blinded. Save halves the damage and negates blind
Waves of Ecstasy Enchantment Enemies, Allies 30ft cone Will partial Stunned for 1 round and staggered for duration (staggered for 1 round on save)
Word of Chaos Evocation Enemies, Allies 40ft around caster Will partial Any non-chaotic creatures are affected

HD <= caster level - 1: stunned

HD <= caster level - 5: confused and stunned

HD <= caster level - 10: killed, confused and stunned

Level 8:[ | ]

Spell name School Target Range Saves Effect
Angelic Aspect, Greater Transmutation Personal DR 10/evil; immunity to acid and cold; resistance to electricity and fire 10; a +4 racial bonus on saves against poison; and protective aura (+4 deflection AC and a +4 resistance bonus on saving throws against attacks made or effects created by evil creatures; 20 ft)
Cloak of Chaos Abjuration Caster 20 ft around caster * +4 deflection bonus to AC and a +4 resistance bonus on saves;


* spell resistance 25 against lawful spells and spells cast by lawful creatures;
* protects from all mind-affecting spells and effects.

Cure Critical Wounds, Mass Conjuration Point 30 ft around point; close Will half if used to damage Cure 4d8 points of damage + 1 point per caster level (maximum +40) on each affected creature; deal the same damage to undead
Death Clutch Necromancy Enemy Close Fortitude partial * Kills creatures with <200 HP;


* creature with >200 HP takes 1d4 Constitution drain and 1d4 Constitution bleed; staggered for 1 minute;
*Staggered for 1 round if save successful

Euphoric Tranquility Enchantment Enemey Melee Touch Will partial Speed halved; Nauseated
Fire Storm Evocation Point 40 ft around point; medium Reflex half 1d6 points of fire damage per caster level (maximum 20d6); 4d6 each following round until
Frightful Aspect Transmutation Personal self and a 30 ft aura around caster Will - enemies affected by aura * Size bonus: +6 Strength, +4Constitution, a +6 natural armor, DR 10/magic, spell resistance equal to 10 + caster level/2. 30 feet aura.


* Aura: shaken. When a creature shaken by this aura hits the caster in melee: frightened for 1d4 rounds.

Holy Aura Abjuration Caster 20 ft around caster Fortitude (Enemies)
* +4 deflection AC and a +4 saves.


* spell resistance 25 against evil spells and spells cast by evil creatures.
* protects from all mind-affecting spells and effects.
* if an evil creature succeeds on a melee attack, the attacker is blinded

Inflict Critical Wounds, Mass Necromancy Enemies 30 ft around point, close Will half deals 4d8 points of damage + 1 point per caster level (maximum +40) to living creatures; heals undead for the same amount
Rift of Ruin Conjuration Point 10 ft around point, long Reflex
* Initially, 6d6 points of falling damage.


* 6d6 points of acid, bludgeoning, cold, electricity, fire, piercing, slashing, or sonic (randomly) damage per round until successful Athletics or Mobility skill check with a DC of 35.
* Each round, a creature in the rift can attempt a Reflex for half damage.

Shield of Law Abjuration Caster 20 ft around caster Will (enemies)
* +4 deflection AC and a +4 saves.


* spell resistance 25 against evil spells and spells cast by chaotic creatures.
* protects from all mind-affecting spells and effects.
* if a chaotic creature succeeds on a melee attack, the attacker is slowed.

Stormbolts Evocation Caster 30 ft around caster Fortitude half Enemy creatures within the area take 1d8 points of electricity damage per caster level (maximum 20d8) and are stunned for 1 round.
Summon Elder Elemental Conjuration Target Close Summons to your side an elder fire, water, air, or earth elemental
Summon Monster VIII Conjuration Target Close Summons either:


* 1d3 extraplanar bogeymen,
* 1d4+1 extraplanar soul eaters (evil casters) or 1d4+1 extraplanar axiomites (non-evil)
* 1 frost giant (evil casters) or 1 movanic deva (non-evil).

Unholy Aura Abjuration Caster 20 ft around caster Fortitude (enemies)
* +4 deflection AC and a +4 saves.


* spell resistance 25 against evil spells and spells cast by good creatures.
* protects from all mind-affecting spells and effects.
* if a good creature succeeds on a melee attack, the attacker takes 1d6 STR damage

Level 9:[ | ]

Spell name School Target Range Saves Effect
Energy Drain Necromancy Enemy Close Fortitude Partial Gains 2d4 temporary negative levels. After 24 hrs, attempts saving throws per each negative level. Each failed save makes the negative level permanent.


An undead gains 2d4 × 5 temporary HPs for 1 hour.

Heal, Mass Conjuration Enemies, Allies 30 ft around the target in close range Will half (undead creatures only) Heals all living up to 250 HP.


Damages undead up to 250 HP.

Overwhelming Presence Enchantment Enemies 30 ft around the target creature in medium range Will negates Sends targets cowering. Allows new saving throw each round: effect is replaced by 1d6 WIS damage and staggered for 1d4 rounds.


Successful initial save: staggered for 1 round.

Polar Midnight Transmutation Enemies, Allies 30 ft around the target in close range Fortitude Partial 5d6 cold and 1d6 DEX damage per round.


Fortitude Save negates the Dexterity damage.

Summon Monster IX Conjuration Point Close Evil Clerics summon 1d3 extraplanar frost giants or one thanadaemon.

Good and Neutral Clerics summon 1d3 extraplanar movanic devas or one ghaele azata.

All can summon 1d4+1 bogeymen instead.

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