Cleric Domains[spoiler=Cleric]
Level 0Create Water
Cure Minor Wounds
Detect Magic
Detect Poison
Guidance
Inflict Minor Wounds
Light
Mending
Purify Food and Drink
Read Magic
Resistance
Virtue
Level 1Bane
Bless
Bless Water
Cure Light Wounds
Curse Water
Detect Chaos/Evil/Good/Law
Detect Undead
Endure Elements
Inflict Light Wounds
Magic Weapon
Remove Fear
Shield of Faith
Level 2Level 3Consecrate
Create Food and Water
Cure Serious Wounds
Desecrate
Hold Person
Inflict Serious Wounds
Prayer
Remove Blindness/Deafness
Remove Disease
Speak with Dead
Level 4Bestow Curse
Cure Critical Wounds
Dismissal
Dispel Magic
Inflict Critical Wounds
Magic Weapon, Greater
Neutralize Poison
Planar Ally, Lesser
Remove Curse
Restoration
Tongues
Level 5Atonement
Commune
Cure Light Wounds, Mass
Death Ward
Inflict Light Wounds, Mass
Raise Dead
Slay Living
Level 6Level 7Cure Serious Wounds, Mass
Destruction
Dispel Magic, Greater
Inflict Serious Wounds, Mass
Regenerate
Restoration, Greater
Resurrection
Level 8Cure Critical Wounds, Mass
Inflict Critical Wounds, Mass
Planar Ally, Greater
Level 9Heal, Mass
Miracle
Soul Bind
True Resurrection[/spoiler]
[spoiler=Air]
Granted Power- You no longer need to breathe.
- You may cast Feather Fall (self only) at will as an immediate action.
- At Level 10, you gain a fly speed equal to your base land speed (perfect maneuverability).
- At 20th level, your type changes to outsider (air).
Alternative Turn Undead OptionAs normal except you turn earth creatures as undead and heal air creatures as living creatures.
Level 1Jet of Steam
CMObscuring Mist
Summon Monster I (Air subtype only)
Level 2Fog Cloud
Summon Monster II (Air subtype only)
Wind Wall
Level 3Call Lightning
Summon Monster III (Air subtype only)
Water Breathing
Level 4Air Walk
Solid Fog
Summon Monster IV (Air subtype only)
Level 5Call Lightning Storm
Control Winds
Summon Monster V (Air subtype only)
Level 6Chain Lightning
Summon Monster VI (Air subtype only)
Wind Walk
Level 7Acid Fog
Control Weather
Summon Monster VII (Air subtype only)
Level 8Reverse Gravity
Summon Monster VIII (Air subtype only)
Whirlwind
Level 9Elemental Swarm (Air subtype only)
Storm of Vengeance
Summon Monster IX (Air subtype only)[/spoiler]
[spoiler=Animal]
Granted Power- You gain an animal companion like a druid.
Alternative Turn Undead OptionHeal 1d6 damage per cleric level to all animals within 30 feet. Any hit points healed above the animal's maximum are added as temporary hit points. The animal cannot gain more temporary hit points in this fashion than their maximum hit points. These temporary hit points last for one hour.
Level 1Charm Animal
Magic Fang
Summon Nature’s Ally I (Animals only)
Level 2Animal Trance
Hold Animal
Summon Nature’s Ally II (Animals only)
Level 3Dominate Animal
Poison
Summon Nature’s Ally III (Animals only)
Level 4Giant Vermin
Repel Vermin
Summon Nature’s Ally IV (Animals only)
Level 5Animal Growth
Awaken
Summon Nature’s Ally V (Animals only)
Level 6Antilife Shell
Insect Plague
Summon Nature’s Ally VI (Animals only)
Level 7Animal Shapes
Aura of Vitality
SCSummon Nature’s Ally VII (Animals only)
Level 8Awaken, Mass
SC Phantom Wolf
SCSummon Nature’s Ally VIII (Animals only)
Level 9Nature's Avatar
SCPhantom Bear
SC Shapechange (Animals only)[/spoiler]
[spoiler=Chaos]
Granted Power- You gain damage reduction overcome by lawful weapons equal to half your cleric level.
- Your melee attacks are considered chaotic aligned for purposes of overcoming damage reduction.
- At 20th level, your type changes to outsider (chaotic).
Alternative Turn Undead OptionAs normal except you turn lawful outsiders as undead and heal chaotic outsiders as living creatures.
Level 1Cause Fear
Protection from Law
Summon Monster I (Chaotic subtype only)
Level 2Align Weapon
Shatter
Summon Monster II (Chaotic subtype only)
Level 3Displacement
Magic Circle Law
Summon Monster III (Chaotic subtype only)
Level 4Chaos Hammer
Confusion
Summon Monster IV (Chaotic subtype only)
Level 5Baleful Polymorph
Dispel Law
Summon Monster V (Chaotic subtype only)
Level 6Animate Objects
Forbiddance
Summon Monster VI (Chaotic subtype only)
Level 7Insanity
Summon Monster VII (Chaotic subtype only)
Word of Chaos
Level 8Cloak of Chaos
Summon Monster VIII (Chaotic subtype only)
Symbol of Insanity
Level 9Maze
Scintillating Pattern
Summon Monster IX (Chaotic subtype only)[/spoiler]
[spoiler=Death]
Granted Power- You gain resistance to negative energy damage (such as from an Inflict spell) equal to your cleric level. Alternately, if you are healed by negative energy, you gain an equal amount of resistance to positive energy (such as from Cure spells). It is possible for this resistance to change, such as if you become undead or take the Tomb-Tainted Soul feat.
- At 10th level, once per day if you would otherwise be killed by a death effect or negative energy effect (such as negative levels), you can ignore the effect entirely.
Alternative Turn Undead OptionYou may spend an additional bolster undead use to increase the damage you roll for that turn attempt. Each target that fails their Will save takes one-and-a-half times the damage you roll. Targets still only take half damage on a successful Will save. This extra damage only applies when damaging living creatures, and not to healing undead.
Level 1Cause Fear
Doom
Summon Undead I
SCLevel 2Command Undead
Ghoul Touch
Summon Undead II
SCLevel 3Animate Dead
Summon Undead III
SCVampiric Touch
Level 4Death Ward
Enervation
Summon Undead VI
SCLevel 5Fear
Summon Undead V
SCSymbol of Pain
Level 6Circle of Death
Create Undead
Symbol of Fear
Level 7Finger of Death
Plague
PHB2Waves of Exhaustion
Level 8Create Greater Undead
Horrid Wilting
Symbol of Death
Level 9Energy Drain
Soul Bind
Wail of the Banshee[/spoiler]
[spoiler=Destruction]
Granted Power- Your physical attacks ignore an amount of hardness and damage reduction equal to half your cleric level.
Alternative Turn Undead OptionYou deal 1d6 damage per cleric level to all non-magical objects and constructs within 30 feet. Attended objects and constructs are allowed a Fortitude save (DC 10 + 1/2 cleric level + Cha mod) for half damage.
Level 1Burning Rage
PHB2Enlarge Person
Orb of Acid, Lesser
SCLevel 2Battering Ram
SCShatter
Warp Wood
Level 3Acid Breath
SCContagion
Explosive Runes
Level 4Enlarge Person, Mass
Ice Storm
Orb of Acid
SCLevel 5Acid Sheath
SCContagion, Mass
SCInsect Plague
Level 6Acid Storm
SCDisintegrate
Lingering Flames
CMLevel 7Slime Wave
SCStorm of Elemental Fury
SCWrack Earth
PHB2Level 8Earthquake
Incendiary Cloud
Plague
PHB2Level 9Implosion
Meteor Swarm
Storm of Vengeance[/spoiler]
[spoiler=Earth]
Granted Power- You gain the stability ability of a dwarf. If you already have this ability, the bonus increases from +4 to +8.
- Any spell you cast that heals hit point damage can be used to heal stone objects, stone-based creatures, and creatures with the Earth subtype.
- At 10th level, you gain a burrow speed equal to your base land speed, and may burrow through solid stone.
- At 20th level, your type changes to outsider (earth).
- At 20th level, you gain the earth glide ability, with a speed equal to your base land speed.
Alternative Turn Undead OptionAs normal except you turn air creatures as undead and heal earth creatures as living creatures.
Level 1Hail of Stone
SC Magic Stone
Summon Monster I (Earth subtype only)
Level 2Shatter
Soften Earth and Stone
Summon Monster II (Earth subtype only)
Level 3Meld into Stone
Stone Shape
Summon Monster III (Earth subtype only)
Level 4Spike Stones
Stoneskin
Summon Monster IV (Earth subtype only)
Level 5Summon Monster V (Earth subtype only)
Transmute Rock to Mud
Wall of Stone
Level 6Flesh to Stone
Stone to Flesh
Summon Monster VI (Earth subtype only)
Level 7Earthquake
Stone Tell
Summon Monster VII (Earth subtype only)
Level 8Polymorph Any Object (into stone only)
Repel Metal or Stone
Summon Monster VIII (Earth subtype only)
Level 9Elemental Swarm (Earth subtype only)
Meteor Swarm
Summon Monster IX (Earth subtype only)[/spoiler]
[spoiler=Evil]
Granted Power- You gain damage reduction overcome by good weapons equal to half your cleric level.
- Your melee attacks are considered evil aligned for purposes of overcoming damage reduction.
- At 20th level, your type changes to outsider (evil).
Alternative Turn Undead OptionAs normal except you turn good outsiders as undead and heal evil outsiders as living creatures.
Level 1Doom
Protection from Good
Summon Monster I (Evil subtype only)
Level 2Align Weapon
Desecrate
Summon Monster II (Evil subtype only)
Level 3Bestow Curse
Magic Circle against Good
Summon Monster III (Evil subtype only)
Level 4Fear
Summon Monster IV (Evil subtype only)
Unholy Blight
Level 5Dispel Good
Summon Monster V (Evil subtype only)
Unhallow
Level 6Create Undead
Forbiddance
Summon Monster VI (Evil subtype only)
Level 7Blasphemy
Circle of Death
Summon Monster VII (Evil subtype only)
Level 8Create Greater Undead
Summon Monster VIII (Evil subtype only)
Unholy Aura
Level 9Energy Drain
Summon Monster IX (Evil subtype only)
Wail of the Banshee[/spoiler]
[spoiler=Fire]
Granted Power- You gain fire resistance equal to your cleric level.
- At 10th level, you may alter the damage of any spell you cast with the [fire] descriptor, so that half of the damage is fire, and the other half is divine energy not subject to fire resistance or immunity.
- At 20th level, your type changes to outsider (fire).
- At 20th level, you are immune to fire.
Alternative Turn Undead OptionAs normal except you turn water creatures as undead and heal fire creatures as living creatures.
Level 1Burning Hands
Produce Flame
Summon Monster I (Fire subtype only)
Level 2Flame Blade
Scorching Ray
Summon Monster II (Fire subtype only)
Level 3Fireball
Resist Energy
Summon Monster III (Fire subtype only)
Level 4Fire Shield
Summon Monster IV (Fire subtype only)
Wall of Fire
Level 5Fire and Brimstone
CMFlame Strike
Summon Monster V (Fire subtype only)
Level 6Fire Seeds
Fires of Purity
SCSummon Monster VI (Fire subtype only)
Level 7Delayed Blast Fireball
Fire Storm
Summon Monster VII (Fire subtype only)
Level 8Incendiary Cloud
Summon Monster VIII (Fire subtype only)
Emerald Flame Fist
SCLevel 9Elemental Swarm (Fire subtype only)
Meteor Swarm
Summon Monster IX (Fire subtype only)[/spoiler]
[spoiler=Good]
Granted Power- You gain damage reduction overcome by evil weapons equal to half your cleric level.
- Your melee attacks are considered good aligned for purposes of overcoming damage reduction.
- At 20th level, your type changes to outsider (good).
Alternative Turn Undead OptionAs normal except you turn evil outsiders as undead and heal good outsiders as living creatures.
Level 1Protection from Evil
Remove Fear
Summon Monster I (Good subtype only)
Level 2Align Weapon
Consecrate
Summon Monster II (Good subtype only)
Level 3Cloak of Bravery
SCMagic Circle against Evil
Summon Monster III (Good subtype only)
Level 4Death Ward
Summon Monster IV (Good subtype only)
Undead Bane Weapon
SCLevel 5Dispel Evil
Hallow
Summon Monster V (Good subtype only)
Level 6Forbiddance
Summon Monster VI (Good subtype only)
Undeath to Death
Level 7Holy Word
Holy Star
SCSummon Monster VII (Good subtype only)
Level 8Crown of Glory
SCHoly Aura
Summon Monster VIII (Good subtype only)
Level 9Heavenly Host
SCSC[/spoiler]
[spoiler=Healing]
Granted Power- You may cast any Cure spell as a swift. Some Cure spells you cast also have additional effects, both in the single and mass versions:
o Cure Moderate Wounds - in addition to healing HP damage, 1d4 ability damage is healed.
o Cure Serious Wounds - in addition to healing HP damage, 1d6 ability damage is healed. Fatigue is removed and exhaustion is reduced to fatigue.
o Cure Critical Wounds - in addition to healing HP damage, 1d8 ability damage or drain is healed. Fatigue and exhaustion are removed.
Alternative Turn Undead OptionHeal all living creatures within 30 feet 1d6 damage per cleric level. Each creature heals up to one point of ability damage per cleric level, split among several abilities however they choose. You do not heal yourself with this ability (although you could get healed if another cleric used this ability on you).[/spoiler]
[spoiler=Knowledge]
Granted Power- Add all Knowledge skills as class skills.
Alternative Turn Undead OptionYou grant a target a competence bonus to a single skill equal to two plus an additional point per three cleric levels, and the target can use the skill untrained. The target must be within 30 feet of you. This benefit lasts a number of minutes equal to your Charisma bonus (minimum of one).
Level 1Comprehend Languages
Identify
True Strike
Level 2Augury
Find Traps
Zone of Truth
Level 3Clairaudience/Clairvoyance
Invisibility Purge
Speak with Dead
Level 4Discern Lies
Divination
Locate Object
Level 5Contact Other Plane
Scrying
True Seeing
Level 6Analyze Dweomer
Find the Path
Prying Eyes
Level 7Legend Lore
Probe Thoughts
SCScrying, Greater
Level 8Discern Location
Moment of Prescience
Vision
Level 9Foresight
Hindsight
SCPrying Eyes, Greater[/spoiler]
[spoiler=Law]
Granted Power- You gain damage reduction overcome by chaotic weapons equal to half your cleric level.
- Your melee attacks are considered lawful aligned for purposes of overcoming damage reduction.
- At 20th level, your type changes to outsider (lawful).
Alternative Turn Undead OptionAs normal except you turn chaotic outsiders as undead and heal lawful outsiders as living creatures.
Level 1Command
Protection from Chaos
Summon Monster I (Lawful subtype only)
Level 2Align Weapon
Hold Person
Summon Monster II (Lawful subtype only)
Level 3SCMagic Circle against Chaos
Summon Monster III (Lawful subtype only)
Level 4Level 5Dispel Chaos
Mark of Justice
Summon Monster V (Lawful subtype only)
Level 6Forbiddance
Hold Monster
Summon Monster VI (Lawful subtype only)
Level 7Call Kolyarut
SCDictum
Summon Monster VII (Lawful subtype only)
Level 8Shield of Law
Summon Monster VIII (Lawful subtype only)
Power Word Stun
Level 9Call Marut
SCImprisonment
Summon Monster IX (Lawful subtype only)[/spoiler]
[spoiler=Luck]
Granted Power- Once per encounter, as an immediate action, you can reroll any d20 roll or have anyone within 30 feet of you reroll any d20 roll. You must make the decision before you know if the roll was successful or not, and you must accept the second result.
Alternative Turn Undead OptionYou grant a target a sacred or profane bonus to their saving throws equal to one plus an additional point per three cleric levels. The target must be within 30 feet of you. This benefit lasts a number of minutes equal to your Charisma bonus (minimum of one) for each creature, or until it rolls its first saving throw, whichever comes first.
Level 1Entropic Shield
Sign
SCTrue Strike
Level 2Aid
Curse of Ill Fortune
SCResist Energy
Level 3Aid, Mass
SCAlter Fortune
PHB2Protection from Energy
Level 4Blindsight, Greater
SC Freedom of Movement
Resistance, Greater
SCLevel 5Bewildering Misfortune
CCCurse of Ill Fortune, Mass
SCSurge of Fortune
CCLevel 6Energy Immunity
SC Mislead
True Seeing
Level 7Bestow Curse, Greater
SC Fortunate Fate
SC Spell Turning
Level 8Death Pact
SC Mind Blank
Moment of Prescience
Level 9Foresight
Freedom
Reaving Dispel
SC[/spoiler]
[spoiler=Magic]
Granted Power- You gain a sacred or profane bonus to saving throws and your touch armor class against spells and spell-like abilities equal to one plus an additional point per three cleric levels.
- You use scrolls, wands, and other devices with spell completion or spell trigger activation as a wizard of one-half your cleric level (at least 1st level). For the purpose of using a scroll or other magic device, if you are also a wizard, actual wizard levels and these effective wizard levels stack.
Alternative Turn Undead OptionYou can use a turn undead attempt to counter a spell. You must make an opposed caster level check as if countering with Dispel Magic.
Level 1Identify
Magic Aura
Magic Missile
Level 2Detect Thoughts
Obscure Object
See Invisibility
Level 3Arcane Sight
Dispel Magic
Magic Weapon, Greater
Level 4Globe of Invulnerability, Lesser
Imbue with Spell Ability
Spell Immunity
Level 5Break Enchantment
Scrying
Spell Resistance
Level 6Antimagic Field
Dispel Magic, Greater
Globe of Invulnerability
Level 7Arcane Sight, Greater
Scrying, Greater
Spell Turning
Level 8Protection from Spells
Spell Immunity, Greater
Temporal Stasis
Level 9Freedom
Imprisonment
Time Stop[/spoiler]
[spoiler=Plant]
Granted Power- You gain a 25% chance to ignore extra damage from critical hits, sneak attacks, and other precision damage and you gain a +2 resistance bonus on saving throws against poison.
- At 7th level, the percentage chance increases to 50% and the resistance bonus increases to +4.
- At 14th level, the percentage chance increases to 75% and the resistance bonus increases to +6.
- At 20th level, your type changes to plant, and you gain the appropriate immunities.
Alternative Turn Undead OptionHeal 1d6 damage per cleric level to all plants within 30 feet. Any hit points healed above the plant's maximum are added as temporary hit points. The plant cannot gain more temporary hit points in this fashion than their maximum hit points. These temporary hit points last for one hour.
Level 1Entangle
Pass without Trace
Summon Nature’s Ally I (Plants only)
Level 2Barkskin
Summon Nature’s Ally II (Plants only)
Warp Wood
Level 3Plant Growth
Spike Growth
Summon Nature’s Ally III (Plants only)
Level 4Command Plants
Poison
Summon Nature’s Ally IV (Plants only)
Level 5Awaken
Summon Nature’s Ally V (Plants only)
Wall of Thorns
Level 6Liveoak
Repel Wood
Summon Nature’s Ally VI (Plants only)
Level 7Animate Plants
Changestaff
Summon Nature’s Ally VII (Plants only)
Level 8Control Plants
Summon Nature’s Ally VIII (Plants only)
Transport via Plants
Level 9Deadfall
SCShambler
Summon Monster IX (Plants only)[/spoiler]
[spoiler=Protection]
Granted Power- Once per encounter, as an immediate action, you can prevent up to 1d6 damage per cleric level to any ally within 30 feet of you for a single attack. This is applied before any damage reduction or energy resistances.
Alternative Turn Undead OptionYou grant a target a special protective field that lasts up to one hour, or until dispelled. Each target can only have one such field at any given time. As an immediate action, the target can discharge their field to grant a +10 sacred or profane bonus to either their Armor Class (including touch AC) or to their saving throws. This bonus lasts for one round.
Level 1Entropic Shield
Protection from Chaos/Evil/Good/Law
Sanctuary
Level 2Barkskin
Resist Energy
Shield Other
Level 3Magic Circle against Chaos/Evil/Good/Law
Magic Vestment
Protection from Energy
Level 4Death Ward
Spell Immunity
Stoneskin
Level 5Break Enchantment
Spell Resistance
Wall of Force
Level 6Antimagic Field
Glyph of Warding, Greater
Repulsion
Level 7Fortunate Fate
SCRefuge
Spell Turning
Level 8Dimensional Lock
Mind Blank
Spell Immunity, Greater
Level 9Death Ward, Mass
SC Prismatic Sphere
Protection from Spells[/spoiler]
[spoiler=Strength]
Granted Power- At 2nd level, you gain a +2 enhancement bonus to Strength. This bonus increases by an additional +2 every four levels thereafter, to a maximum of +10 at 18th level.
Alternative Turn Undead OptionYou grant a target an enhancement bonus to their Strength equal to your cleric level. The target must be within 30 feet of you. This benefit lasts a number of minutes equal to your Charisma bonus (minimum of one).
Level 1Beastland Ferocity
SC Enlarge Person
Vigor, Lesser
SCLevel 2Bear’s Endurance
Bull’s Strength
Mountain Stance
SCLevel 3Giant’s Wrath
SC Lion’s Charge
SCVigor
SCLevel 4Divine Power
Languor
SCSheltered Vitality
SCLevel 5Righteous Might
Stoneskin
Vigor, Greater
SCLevel 6Bear’s Endurance, Mass
Bull’s Strength, Mass
Vigorous Circle
SCLevel 7Aura of Vitality
SC Bigby’s Grasping Hand
Tenser’s Transformation
Level 8Bigby’s Clenched Fist
Lion’s Roar
SCUnyielding Form of Inevitable Death
CMLevel 9Bigby’s Crushing Hand
Dragonshape
PHB2Summon Golem
PHB2[/spoiler]
[spoiler=Sun]
Granted Power- Any undead creature you attempt to turn suffers a -2 penalty on their saving throws against the turn attempt.
- At level 10, you can see normally in all forms of darkness, including magical darkness.
- At 10th level, your turn undead attempts ignore any turn resistance the creature might have.
Alternative Turn Undead OptionYour turn attempt deals normal damage to undead creatures but does not heal living creatures. Also, all undead creatures in the area are treated as if they are in direct sunlight for one round.
Level 1Color Spray
Faerie Fire
Produce Flame
Level 2Continual Flame
Flaming Sphere
Heat Metal
Level 3Blindness (not Deafness)
Daylight
Searing Light
Level 4Fire Shield
Rainbow Pattern
Summon Monster IV (Lantern Archon only)
Level 5Blistering Radiance
SCFlame Strike
Prismatic Ray
SCLevel 6Fire Seeds
True Seeing
Undeath to Death
Level 7Power Word Blind
Prismatic Spray
Sunbeam
Level 8Prismatic Wall
Scintillating Pattern
Sunburst
Level 9Meteor Swarm
Prismatic Sphere
Storm of Vengeance[/spoiler]
[spoiler=Travel]
Granted Power- You may teleport a distance equal to your base movement as a swift action once per day, plus an additional time per three cleric levels. You can only take yourself, and any objects carried up to your maximum load.
Alternative Turn Undead OptionYou grant a speed increase to a number of targets equal to your cleric level, all of whom must be within 30 feet of you. All of the creature’s movement speeds increase by ten feet plus an additional five feet per three cleric levels. This benefit lasts a number of minutes equal to your Charisma bonus (minimum of one).
Level 1Expeditious Retreat
Jump
Longstrider
Level 2Cat’s Grace
Levitate
Spider Climb
Level 3Fly
Haste
Slow
Level 4Dimensional Anchor
Dimension Door
Freedom of Movement
Level 5Overland Flight
Plane Shift
Teleport
Level 6Cat’s Grace, Mass
Find the Path
Word of Recall
Level 7Ethereal Jaunt
Refuge
Teleport, Greater
Level 8Dimensional Lock
Discern Location
Phase Door
Level 9Astral Projection
Gate
Teleportation Circle[/spoiler]
[spoiler=Trickery]
Granted Power- Add Bluff, Disguise, Hide, and Move Silently as class skills.
Alternative Turn Undead OptionLevel 1Color Spray
Disguise Self
Silent Image
Level 2Level 3Blindness/Deafness
Deeper Darkness
Nondetection
Level 4Confusion
Freedom of Movement
Illusory Wall
Level 5False Vision
Persistent Image
True Seeing
Level 6Animate Objects
Mislead
Word of Recall
Level 7Ethereal Jaunt
Insanity
Project Image
Level 8Polymorph Any Object
Scintillating Pattern
Screen
Level 9Freedom
Imprisonment
Time Stop[/spoiler]
[spoiler=War]
Granted Power- At 5th level, and every five levels thereafter, you gain a fighter bonus feat.
Alternative Turn Undead OptionAs a standard action, you may channel divine energy through a melee attack. You deal extra damage equal to your cleric level, and gain a sacred or profane bonus to your attack roll equal to your Charisma modifier (minimum of one).
Level 1SCLevel 2Align Weapon
Body Blades
SCSpiritual Weapon
Level 3Heroism
Magic Vestment
Magic Weapon, Greater
Level 4Delay Death
SC Divine Power
Recitation
SCLevel 5Flame Strike
Righteous Might
Righteous Wrath of the Faithful
SCLevel 6Blade Barrier
Rejection
SCZealot Pact
SCLevel 7Body of War
SC Brilliant Blade
SCPower Word Blind
Level 8Brilliant Aura
SCSCPower Word Stun
Level 9Power Word Kill
Storm of Vengeance
Abyssal Army, Heavenly Host, Hellish Horde, or Summon Elemental Monolith
SC (pick one based on alignment)[/spoiler]
[spoiler=Water]
Granted Power- You gain a swim speed equal to your base land speed. You can take 10 on swim checks, even when distracted.
- You can breathe underwater.
- At 20th level, your type changes to outsider (water).
Alternative Turn Undead OptionAs normal except you turn fire creatures as undead and heal water creatures as living creatures.
Level 1Animate Water
SCObscuring Mist
Summon Monster I (Water subtype only)
Level 2Fog Cloud
Quench
Summon Monster II (Water subtype only)
Level 3Summon Monster III (Water subtype only)
Water Breathing
Water Walk
Level 4Control Water
Summon Monster IV (Water subtype only)
Wall of Ice
Level 5Cone of Cold
Ice Storm
Summon Monster V (Water subtype only)
Level 6Acid Fog
Freezing Sphere
Summon Monster VI (Water subtype only)
Level 7Cloudkill
Control Weather
Summon Monster VII (Water subtype only)
Level 8Horrid Wilting
Polar Ray
Summon Monster VIII (Water subtype only)
Level 9Elemental Swarm (Water subtype only)
Storm of Vengeance
Summon Monster IX (Water subtype only)[/spoiler]
Generalist spell listThe new Sorcerer/Wizard (generalist) list is presented below. It takes certain "key" spells that only speciliasts should have and removes them. Other spells are bumped back a level, so that the generalist gets them, but not as early. Specilaist wizards use the original spell lists for their school of specialization, and this list for all other non-prohibited schools.
[spoiler=Level 1]
1st_____________________________________
AbjurAlarm
Endure Elements
Hold Portal
Karmic Aura
CMConjMage Armor
Mount
Obscuring Mist
Resinous Tar
CMSummon Component
CMUnseen Servant
DivComprehend Languages
True Casting
CMTrue Strike
Vigilant Slumber
CMEnchCharm Person
EvocBurning Hands
Dawnburst
CMJet of Steam
CMMagic Missile
Shocking Grasp
Tenser's Floating Disk
IllusDisguise Self
Silent Image
NecroCause Fear
Death's Call
CMReaving Aura
CMTransAnimate Rope
Enlarge/Reduce Person
Erase
Expeditious Retreat
Feather Fall
Jump[/spoiler]
[spoiler=Level 2]
2nd_____________________________________
AbjurArcane Lock
Attentive Alarm
CMObscure Object
Protection from Arrows
Resist Energy
ConjFog Cloud
Grease
Melf's Acid Arrow
Summon Monster I
DivAllied Footsteps
CMSee Invisibility
EnchDaze Monster
Hypnotism
Torrent of Tears
CMEvocContinual Flame
Darkness/Daylight
Flaming Sphere
Gust of Wind
Luminous Swarm
CMScorching Ray
Shatter
IllusBlur
Color Spray
Invisibility
Minor Image
Misdirection
NecroBlindness/Deafness
False Life
Ray of Enfeeblement
Scare
TransBoiling Blood
CMDarkvision
Heart of Air
CMKnock
Levitate
Pyrotechnics
Spider Climb
Whispering Wind[/spoiler]
[spoiler=Level 3]
3rd_____________________________________
AbjurArcane Turmoil
CMKarmic Backlash
CMNondetection
Protection from Energy
ConjGlitterdust
Incendiary Slime
CMPhantom Steed
Sepia Snake Sigil
Sleet Storm
Summon Monster II
Summon Swarm
Web
DivEnduring Scrutiny
CMSpellcaster's Bane
CMTongues
EnchBothersome Babble
CMDeep Slumber
Heroism
Hold Person
Touch of Idiocy
EvocFireball
Ghost Lantern
CMLightning Bolt
Wind Wall
IllusDeceptive Facade
CMHood of the Cobra
CMHypnotic Pattern
Major Image
Mask of the Ideal
CMPall of Twilight
CMNecroEscalating Enfeeblement
CMPrickling Torment
CMRay of Exhaustion
TransAnimate Weapon
CMBlink
Fly
Haste
Heart of Water
CMSlow[/spoiler]
[spoiler=Level 4]
4th_____________________________________
AbjurDimensional Anchor
Dispel Magic
Otiluke's Suppressing Field
CMTenacious Dispelling
CMConjCaustic Smoke
CMDimension Door
Solid Fog
Stinking Cloud
Summon Monster III
DivArcane Eye
EnchCharm Monster
Crushing Despair
Melf's Slumber Arrows
CMEvocFire Shield
Ice Storm
Incediary Surge
CMShout
IllusGreater Invisibility
Nightmare Terrain
CMNecroBestow Curse
Contagion
Fear
Finger of Agony
CMHorrid Sickness
CMTouch of Years
CMTransHeart of Earth
CMMass Enlarge/Reduce Person
Rary's Mnemonic Enhancer
Rebirth of Iron
CMRusted Blade
CM[/spoiler]
[spoiler=Level 5]
5th_____________________________________
AbjurDismissal
ConjCaustic Mire
CMDimension Jumper
CMFire and Brimstone
CMMinor Creation
Summon Monster IV
Teleport
DivDetect Scrying
Prying Eyes
EnchHold Monster
Symbol of Sleep
EvocBigby's Interposing Hand
Channeled Sonic Blast
CMCoat of Arms
CMCone of Cold
Otiluke's Resilient Sphere
Resounding Thunder
CMIllusDream
False Vision
Fever Dream
CMNightmare
Persistent Image
Retributive Image
CMNecroBlight
Channeled Lifetheft
CMCryptwarden's Grasp
CMTouch of Vecna
CMWaves of Fatigue
TransHeart of Fire
CMLightning Leap
CMOverland Flight
Passwall
Telekinesis[/spoiler]
[spoiler=Level 6]
6th_____________________________________
AbjurAntimagic Field
Karmic Retribution
CMRepulsion
ConjCloudkill
Familiar Refuge
CMMordenkainen's Trusted Bloodhound
CMSteal Summoning
CMSummon Monster V
Tactical Teleportation
CMDivTrue Seeing
EnchDominate Person
Endless Slumber
CMGreater Heroism
Symbol of Persuasion
EvocBigby's Forceful Hand
Chain Lightning
Lingering Flames
CMOtiluke's Freezing Sphere
Storm of Fire and Ice
CMWall of Force
IllusPermanent Image
Programmed Image
NecroEyebite
Symbol of Fear
TransControl Water
Flesh to Stone
Mordenkainen's Lucubration
Smoky Confignement
CMUnivPermanency
Rary's Arcane Conversation
CM[/spoiler]
[spoiler=Level 7]
7th_____________________________________
AbjurBanishment
Energy Absoption
CMGreater Dispel Magic
Sequester
ConjAcid Fog
Choking Cobwebs
CMDrawmij's Instant Summons
Phase Door
Plane Shift
Greater Teleport
Summon Monster VI
Teleport Object
DivEnchMass Hold Person
Power Word Blind
EvocBigby's Grasping Hand
Mordenkainen's Sword
Prismatic Spray
IllusMass Invisibility
NecroFinger of Death
Necrotic Curse
CMWaves of Exhaustion
TransAdamantine Wings
CMControl Weather
Disintegrate[/spoiler]
[spoiler=Level 8]
8th_____________________________________
AbjurMysterious Redirection
CMProtection from Spells
Spell Turning
ConjDeadly Lahar
CMIncendiary Cloud
Summon Monster VII
DivGreater Prying Eyes
Moment of Prescience
EnchDemand
Mass Charm Monster
Power Word Stun
EvocBigby's Clenched Fist
Delayed Blast Fireball
Otiluke's Telekinetic Sphere
Polar Ray
IllusScintillating Pattern
NecroHorrid Wilting
Touch of the Graveborn
CMTransEthereal Jaunt[/spoiler]
[spoiler=Level 9]
9th_____________________________________
AbjurDimensional Lock
Imrpisonment
ConjDimension Jumper, Greater
CMGate
Genius Loci
CMRefuge
Summon Monster VIII
Towering Thunderhead
CMDivEnchMass Hold Monster
EvocBigby's Crushing Hand
Deadly Sunstroke
CMLash of Force
CMIllusNecroAstral Projection
TransTemporal Stasis
Time Stop
UnivLimited Wish[/spoiler]
CC - Complete Champion
CM - Complete Mage
PHB2 - Player’s Handbook 2
SC - Spell Compendium