Subject moves normally despite impediments to movement.
Cleric Spells
A cleric casts divine spells drawn from the cleric spell list, choosing and preparing spells in advance through prayer. Learn more about the Cleric class.
Teleports target up to 15 feet to stand upright and escape non-magical or magical restraints.
You take on a terrifying, Large-sized form of yourself and emit an aura that causes creatures to become shaken or frightened.
You harness fear of frozen environments into a haunt that withers defenses against the cold.
A blast of snow suddenly fills an area with a space of 15 feet, immediately taking the shape of a woolly mammoth made of snow with tusks of solid ice.
The spell allows you to channel cold into your very being.
You imbue a weapon with a faint silvery glow that dimly illuminates a 5-foot square.
Connects two planes for travel or summoning.
As lesser geas, but affects any creature.
Upon casting this spell, you must choose one type of genie to transform into, selecting from djinni, efreeti, marid, or shaitan.
Casting this spell constitutes performing a rite of sacrifice to the archdevil Mammon, making an offering to the Lord of Erebus and channeling a measure of his disembodied might into a single coin.
Preserves one corpse.
Create a ghost touch whip that passes through objects.
Incorporeal creature takes half damage from nonmagical weapons.
As ghostbane dirge, but affects multiple creatures.
By scattering a handful of ghoul's teeth across the ground, you cause 1d4+1 ghouls led by a single ghast to rise up from the ground around you.
You awaken an unnatural hunger in the target, compelling it to fall upon a nearby helpless or dead humanoid creature and begin eating its flesh.
Turns centipedes, scorpions, or spiders into giant vermin.
You give the targets the appearance and many of the abilities of sahuagin mutants, with effects as described below.
Developed by priests to catch thieves and skimmers, gilded whispers later spread to other faiths and was adapted to the arcane arts.
You create a magical field around summoned creatures you control that deflects attacks made against them.
This spell functions like true seeing, except as noted above.
Upon casting this spell, a rippling bubble of calm water extends outward from you to a radius of 20 feet and remains centered on you when you move.
Inscription harms those who pass it.