Lv 3 Cleric Spells


 * Animate Dead: Creates undead skeletons and zombies.
 * Bestow Curse: –6 to an ability score; –4 on attack rolls, saves, and checks; or 50% chance of losing each action.
 * Blindness/Deafness: Makes subject blinded or deafened.
 * Contagion: Infects subject with chosen disease.
 * Continual Flame: Makes a permanent, heatless torch.
 * Create Food and Water: Feeds three humans (or one horse)/level.
 * Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).
 * Daylight: 60-ft. radius of bright light.
 * Deeper Darkness: Object sheds supernatural shadow in 60-ft. radius.
 * Dispel Magic: Cancels spells and magical effects.
 * Glyph of Warding: Inscription harms those who pass it.
 * Helping Hand: Ghostly hand leads subject to you.
 * Inflict Serious Wounds: Touch attack, 3d8 damage +1/level (max +15).
 * Invisibility Purge: Dispels invisibility within 5 ft./level.
 * Locate Object: Senses direction toward object (specific or type).
 * Magic Circle against Chaos/Evil/Good/Law: As protection spells, but 10-ft. radius and 10 min./level.
 * Magic Vestment: Armor or shield gains +1 enhancement per four levels.
 * Meld into Stone: You and your gear merge with stone.
 * Obscure Object: Masks object against scrying.
 * Prayer: Allies +1 bonus on most rolls, enemies –1 penalty.
 * Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
 * Remove Blindness/Deafness: Cures normal or magical conditions.
 * Remove Curse: Frees object or person from curse.
 * Remove Disease: Cures all diseases affecting subject.
 * Searing Light: Ray deals 1d8/two levels damage, more against undead.
 * Speak with Dead: Corpse answers one question/two levels.
 * Stone Shape: Sculpts stone into any shape.
 * Summon Monster III: Calls extraplanar creature to fight for you.
 * Water Breathing: Subjects can breathe underwater.
 * Water Walk: Subject treads on water as if solid.
 * Wind Wall: Deflects arrows, smaller creatures, and gases.