Cleric 5th Level Spells

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The spells are presented in a uniform format, comprising key details that outline each spell's limitations. These particulars include the spell's range, specifying the maximum distance it can affect; its duration, indicating how long the spell's effects persist; the area of effect, defining the dimensions of its influence post-casting; the casting time, which tells you how quickly the spell can be prepared and unleashed, or "discharged"; any potential saving throws, which denote whether targets can resist the spell's effects and the consequences thereof; and a brief description summarizing the spell's magical attributes.

Should you seek more comprehensive information about a particular spell, you can find it by following the provided links. An asterisk (*) serves as a sign that a full explanation of the spell's intricacies necessitates more space than currently available.

Spell Range Duration Area of Effect Casting Save Believer Description
air walk touch 10 +10 rounds/level 1 creature 3 rounds none yes enables walking on air
atonement touch permanent 1 creature 3 rounds none yes removes magical consequences
commune self 1 question self 3 rounds none yes receives answers from the gods
cure critical wounds touch permanent 20 +5d10 hit points 2 rounds none no restores lost hit points
dispel malevolence touch permanent 1 creature 1 round negates yes destroys magical creatures
flame strike 60 ft. 1 round 10 ft. diam. circle 2 rounds ½ damage no causes damage from a blast of fire
insect plague 360 ft. 10 rounds/level 360 ft. circle, 60 ft. high 3 rounds none* no creates a swarm of attacking insects
plane shift touch permanent 1 creature/level 3 rounds none* no transports recipient to another location
quest 60 ft. special* 1 creature/level 30 rounds negates* no compels an act of service
raise dead 30 ft. permanent 1 creature 3 rounds none no restores life to recently dead
scrying water touch 6 rounds/level 5 ft. circle 3 rounds none yes allows clairaudience and clairvoyance
span 10 ft./level 1 hour/level 10 ft./level* 3 rounds none no creates a bridge
spike stones 60 ft. 30 +5 rounds/level 4 hexes/level 3 rounds none no turns bare stone into a spiked field
true seeing self 1 round/level 120 ft. 3 rounds none* yes reveals true appearance


See Also,
Cleric (class)
Clerical Spell Acquisition
Clerical Spell Tables