Lv 5 Cleric Spells


 * Atonement: Removes burden of misdeeds from subject.
 * Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
 * Command, Greater: As command, but affects one subject/level.
 * Commune: Deity answers one yes-or-no question/level.
 * Cure Light Wounds, Mass: Cures 1d8 damage +1/level for many creatures.
 * Dispel Chaos/Evil/Good/Law: +4 bonus against attacks.
 * Disrupting Weapon: Melee weapon destroys undead.
 * Flame Strike: Smite foes with divine fire (1d6/level damage).
 * Hallow: Designates location as holy.
 * Inflict Light Wounds, Mass: Deals 1d8 damage +1/level to many creatures.
 * Insect Plague: Locust swarms attack creatures.
 * Mark of Justice: Designates action that will trigger curse on subject.
 * Plane Shift: As many as eight subjects travel to another plane.
 * Raise Dead: Restores life to subject who died as long as one day/level ago.
 * Righteous Might: Your size increases, and you gain combat bonuses.
 * Scrying: Spies on subject from a distance.
 * Slay Living: Touch attack kills subject.
 * Spell Resistance: Subject gains SR 12 + level.
 * Summon Monster V: Calls extraplanar creature to fight for you.
 * Symbol of Pain: Triggered rune wracks nearby creatures with pain.
 * Symbol of Sleep: Triggered rune puts nearby creatures into catatonic slumber.
 * True Seeing: Lets you see all things as they really are.
 * Unhallow: Designates location as unholy.
 * Wall of Stone: Creates a stone wall that can be shaped.