Banshee Network
 
Temple of Elemental Evil
Game Information
Recent News
Walkthrough
Recruitable NPCs
Features
Monsters
Deities & Demigods
Magic Items
Character Information
Abilities
Classes
Races
Skills
Feats
Spells
Equipment
Armor
Weapons
Miscellaneous Items
Articles
Tim Cain Interview #1
Tim Cain Interview #2
Troika Games Interview
Banshee Review
Game Resources
Downloads
Screenshots
Areas of the Week
Exclusive Contest
ToEE Forum
ToEE Products
Buy ToEE!
Site Features
Submit News
News Archives
Join Our Staff
Forums
Community Blogs
Reviews
Previews
Interviews
Editorials
About GB
Advertise With Us!
Advertisement
 

Cleric Spells - Level 3
Animate Dead: (Necromancy) [Evil] Creates a zombie or a skeleton from the corpse of a slain enemy.

Bestow Curse: (Necromancy) –6 penalty to an ability score; –4 penalty on attack rolls, saves and checks; or 50% chance of losing each action. Bestow Curse counters Remove Curse.

Blindness/Deafness: (Necromancy) Renders the subject blinded and deafened.

Contagion: (Necromancy) [Evil] Infects subject with chosen disease.

Cure Serious Wounds: (Conjuration (Healing)) Cures 3d8 points of damage +1 point/level (maximum +10).

Dispel Magic: (Abjuration) Cancels spells and magical effects.

Inflict Serious Wounds: (Necromancy) Deal 3d8 points of damage +1 point/level (maximum +10).

Invisibility Purge: (Evocation) Dispels invisibility within 5 ft./level.

Magic Circle Against Chaos: (Abjuration) [Lawful] Acts like a Protection spell against Chaos, can be cast on friendly creatures (outward circle) or a hostile creature (inward circle) for 10 min./level, 10-ft. radius.

Magic Circle Against Evil: (Abjuration) [Good] Acts like a Protection spell against Evil, can be cast on friendly creatures (outward circle) or hostile creatures (inward circle) for 10 min./level, 10-ft. radius.

Magic Circle Against Good: (Abjuration) [Evil] Acts like a Protection spell against Good, can be cast on friendly creatures (outward circle) or hostile creatures (inward circle) for 10 min./level, 10-ft. radius

Magic Circle Against Law: (Abjuration) [Chaotic] Acts like a Protection spell against Law, can be cast on friendly creatures (outward circle) or hostile creatures (inward circle) for 10 min./level, 10-ft. radius.

Magic Vestment: (Transmutation) Armor or shield gains +1 enhancement bonus per four levels.

Meld Into Stone: (Transmutation) [Earth] You and your gear merge into stone; you cannot make any actions, nor do you take any damage.

Prayer: (Enchantment (Compulsion)) [Mind-Affecting] Allies receive +1 bonus on most rolls, enemies take –1 penalty.

Protection from Energy: (Abjuration) Absorb 12 points/level damage from one kind of energy.

Remove Blindness/Deafness: (Conjuration (Healing)) Cures blindness or deafness, whether the effect is normal or magical in nature. Remove Blindness/

Deafness counters and dispels Blindness/Deafness.

Remove Curse: (Abjuration) Frees object or person from curse. Remove Curse counters and dispels Bestow Curse.

Remove Disease: (Conjuration (Healing)) Cures all diseases that the subject is suffering from. The spell also kills parasites, including green slime and others.

Searing Light: (Evocation) Ray deals 1d8/two levels damage (max 5d8); more against undead (1d6 per caster level, max 10d6).

Summon Monster III: (Conjuration (Summoning)) Summons a creature, based on what you select from the Radial Menu.

Wind Wall: (Evocation) [Air] Deflects arrows and smaller creatures. In ToEE, the radius of Wind Wall is 3 feet/level (maximum 30 feet).

Spells
Bard Spells
Level 0
Level 1
Level 2
Level 3
Level 4
Cleric Spells
Domain
Level 0
Level 1
Level 2
Level 3
Level 4
Level 5
Druid Spells
Level 0
Level 1
Level 2
Level 3
Level 4
Level 5
Paladin Spells
Level 1
Level 2
Ranger Spells
Level 1
Level 2
Sor/Wiz Spells
Level 0
Level 1
Level 2
Level 3
Level 4
Level 5
 
 
      Copyright ©2000-2009, GameBanshee.com