Not all gods grant the same spells to their clerics. Each god has particular areas of expertise (represented by domains), and these affect what spells are available to a cleric of that god. (Clerics without a god should choose 4 domains that fit their general beliefs, subject to approval by the DM. Their actual domains must be chosen from among these.)
Each god grants the spells listed for
each of the domains below that they possess (whether the cleric has chosen the domain or not), as well as the spells listed for the "universal" domain. Note that a spell may have different levels for different lists; in such case, the cleric may choose which level he wants the spell to count as.
If a cleric gains the ability to spontaneously cast a spell, he also gains access to that spell even if it is on none of his deity's domain lists.
A cleric may use wands and scrolls of any cleric spell regardless of whether it is associated with one of his deity's domains, but must use his deity's available domains when determining valid effects of the Miracle spell.
Domain lists:
Air:
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1:Obscuring Mist
2:Resist Energy*, Silence
3:Glyph of Warding (blast glyph*), Protection from Energy*, Sound Burst, Summon Monster III**, Wind Wall
4:Air Walk, Dismissal~, Lesser Planar Ally**, Summon Monster IV**
5:Plane Shift (to air-dominant planes only), Summon Monster V**
6:Banishment~, Greater Glyph of Warding (blast glyph*), Planar Ally**, Summon Monster VI**, Wind Walk
7:Control Weather, Summon Monster VII**
8:Greater Planar Ally**, Summon Monster VII**
9:Gate**, Storm of Vengeance, Summon Monster IX**
*Electricity only
**As an air spell only
~Earth creatures only
Animal:
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1:Summon Monster I
2:Bear's Endurance, Bull's Strength, Eagle's Splendor, Summon Monster II*
3:Neutralize Poison, Poison, Summon Monster III*
4:Giant Vermin, Repel Vermin, Summon Monster IV*
5:Insect Plague, Summon Monster V*
6:Antilife Shell, Mass Bear's Endurance, Mass Bull's Strength, Mass Eagle's Splendor, Summon Monster VI*
7:Summon Monster VII*
8:Summon Monster VIII*
9:Summon Monster IX*
*Extraplanar versions of animals and vermin only
Chaos:
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1:Detect Law, Entropic Shield, Protection from Law, Summon Monster I*
2:Align Weapon*, Bane, Cause Fear, Shatter, Sound Burst, Summon Monster II*, Undetectable Alignment
3:Magic Circle Against Law, Summon Monster III*
4:Bestow Curse, Contagion, Dismissal~, Glyph of Warding, Lesser Planar Ally*, Summon Monster IV*
5:Dispel Law, Plane Shift (to Chaotic-dominant planes only), Summon Monster V*
6:Animate Objects, Banishment~, Blade Barrier, Forbiddance, Insect Plague, Planar Ally*, Summon Monster VI*, Symbol of Fear
7:Summon Monster VII*, Word of Chaos
8:Cloak of Chaos, Greater Planar Ally*, Summon Monster VII*, Symbol of Insanity
9:Gate*, Summon Monster IX*
*Cast as a Chaotic spell only
~Creatures with the Lawful subtype only
Death:
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1:Cause Fear, Curse Water, Deathwatch, Detect Undead, Doom, Hide from Undead, Inflict Light Wounds
2:Darkness, Death Knell, Desecrate, Inflict Moderate Wounds
3:Animate Dead, Blindness/Deafness, Contagion, Eagle's Splendor, Inflict Serious Wounds, Speak with Dead
4:Deeper Darkness, Inflict Critical Wounds, Poison
5:Mass Inflict Light Wounds, Plane Shift (negative-dominant planes only), Slay Living,
6:Create Undead, Harm, Mass Inflict Moderate Wounds
7:Destruction, Mass Inflict Serious Wounds, Undeath to Death
8:Create Greater Undead, Mass Inflict Critical Wounds, Resurrection, Symbol of Death, Symbol of Weakness
9:Energy Drain, Soul Bind
Destruction:
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1:Inflict Light Wounds
2:Inflict Moderate Wounds, Shatter
3:Contagion, Death Knell, Inflict Serious Wounds, Sound Burst
4:Bestow Curse, Inflict Critical Wounds
5:Mass Inflict Light Wounds, Plane Shift (negative-dominant planes only)
6:Harm, Mass Inflict Moderate Wounds, Insect Plague, Slay Living
7:Destruction, Mass Inflict Serious Wounds
8:Earthquake, Mass Inflict Critical Wounds
9:Implosion
Earth:
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1:Magic Stone
2:Resist Energy*
3:Glyph of Warding (blast glyph*), Meld Into Stone, Protection from Energy*, Stone Shape, Summon Monster III**
4:Dismissal~, Lesser Planar Ally**, Summon Monster IV**
5:Plane Shift (to earth-dominant planes only), Summon Monster V**
6:Banishment~, Greater Glyph of Warding (blast glyph*), Planar Ally**, Summon Monster VI**
7:Summon Monster VII**
8:Earthquake, Greater Planar Ally**, Summon Monster VII**
9:Gate**, Summon Monster IX**
*Acid only
**As an earth spell only
~Air creatures only
Evil:
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1:Bane, Curse Water, Deathwatch, Detect Good, Protection from Good, Summon Monster I*
2:Align Weapon*, Cause Fear, Death Knell, Desecrate, Doom, Summon Monster II*, Undetectable Alignment
3:Animate Dead, Contagion, Magic Circle Against Good, Summon Monster III*
4:Bestow Curse, Blindness/Deafness, Dismissal~, Lesser Planar Ally*, Summon Monster IV*
5:Dispel Good, Plane Shift (to Evil-dominant planes only), Summon Monster V*, Symbol of Pain, Unhallow
6:Banishment~, Create Undead, Forbiddance, Planar Ally*, Summon Monster VI*
7:Blasphemy, Summon Monster VII*
8:Greater Planar Ally*, Summon Monster VII*, Unholy Aura
9:Gate*, Soul Bind, Summon Monster IX*
*Cast as an Evil spell only
~Creatures with the Good subtype only
Fire:
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1:Endure Elements
2:Continual Flame, Resist Energy*
3:Glyph of Warding (blast glyph*), Protection from Energy*, Summon Monster III**
4:Dismissal~, Lesser Planar Ally**, Searing Light, Summon Monster IV**
5:Flame Strike, Plane Shift (to fire-dominant planes only), Summon Monster V**
6:Banishment~, Greater Glyph of Warding (blast glyph*), Planar Ally**, Summon Monster VI**
7:Summon Monster VII**
8:Fire Storm, Greater Planar Ally**, Summon Monster VII**
9:Gate**, Summon Monster IX**
*Fire or Cold only (Glyph of Warding and Greater Glyph of Warding must be Fire)
**As a fire spell only
~Water creatures only
Good:
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1:Bless, Bless Water, Detect Evil, Protection from Evil, Summon Monster I*
2:Aid, Align Weapon*, Consecrate, Detect Undead, Gentle Repose, Hide from Undead, Shield Other, Summon Monster II*, Undetectable Alignment
3:Create Food and Water, Magic Circle Against Evil, Summon Monster III*
4:Dismissal~, Lesser Planar Ally*, Summon Monster IV*
5:Dispel Evil, Hallow, Plane Shift (to Good-dominant planes only), Summon Monster V*
6:Banishment~, Blade Barrier, Disrupting Weapon, Forbiddance, Mark of Justice, Planar Ally*, Summon Monster VI*
7:Holy Word, Summon Monster VII*
8:Holy Aura, Greater Planar Ally*, Summon Monster VII*
9:Gate*, Soul Bind, Summon Monster IX*
*Cast as a Good spell only
~Creatures with the Evil subtype only
Healing:
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1:None
2:Cure Moderate Wounds, Gentle Repose
3:Consecrate, Cure Serious Wounds, Neutralize Poison
4:Cure Critical Wounds, Restoration
5:Break Enchantment, Mass Cure Light Wounds, Plane Shift (positive-dominant planes only), Raise Dead
6:Mass Cure Moderate Wounds, Heal
7:Mass Cure Serious Wounds, Heroes' Feast, Regenerate, Greater Restoration, Resurrection
8:Mass Cure Critical Wounds
9:Mass Heal, True Resurrection
Knowledge:
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1:Comprehend Languages, Deathwatch, Detect Chaos/Evil/Good/Law, Detect Undead
2:Augury, Find Traps, Locate Object, Zone of Truth
3:Invisibility Purge, Speak with Dead
4:Discern Lies, Divination, Scrying
5:True Seeing
6:Find the Path
7:Greater Scrying
8:Discern Location
9:None
Law:
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1:Command, Detect Chaos, Protection from Chaos, Summon Monster I*
2:Align Weapon*, Bless, Calm Emotions, Enthrall, Hold Person, Shield of Faith, Summon Monster II*, Undetectable Alignment, Zone of Truth
3:Aid, Magic Circle Against Chaos, Summon Monster III*
4:Discern Lies, Dismissal~, Lesser Planar Ally*, Summon Monster IV*
5:Greater Command, Dispel Chaos, Mark of Justice, Plane Shift (to Lawful-dominant planes only), Summon Monster V*, Symbol of Sleep
6:Banishment~, Forbiddance, Geas/Quest, Planar Ally*, Summon Monster VI*
7:Dictum, Summon Monster VII*
8:Greater Planar Ally*, Shield of Law, Summon Monster VII*
9:Gate*, Summon Monster IX*
*Cast as a Lawful spell only
~Creatures with the Chaotic subtype only
Luck:
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1:Divine Favor, Entropic Shield
2:Aid, Magic Weapon, Resist Energy
3:Bestow Curse, Prayer, Protection from Energy
4:None
5:Break Enchantment, Greater Magic Weapon, Spell Resistance
6:Find the Path, Mark of Justice
7:Control Weather
8:None
9:None
Magic:
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1:None
2:Silence
3:Dispel Magic, Invisibility Purge, Undetectable Alignment
4:Spell Immunity
5:Break Enchantment, Spell Resistance
6:Antimagic Field, Dispel Chaos/Evil/Good/Law, Greater Dispel Magic
7:None
8:Greater Spell Immunity
9:None
Plant:
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1:None
2:None
3:None
4:None
5:None
6:Antiplant Shell
7:None
8:Fire Storm
9:None
Protection:
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1:Endure Elements, Entropic Shield, Protection from Chaos/Evil/Good/Law, Sanctuary, Shield of Faith
2:Bear's Endurance, Bless, Hide from Undead, Obscuring Mist, Resist Energy, Shield Other
3:Aid, Dispel Magic, Find Traps, Glyph of Warding, Magic Circle Against Chaos/Evil/Good/Law, Magic Vestment, Meld into Stone, Protection from Energy, Undetectable Alignment, Wind Wall
4:Obscure Object, Repel Vermin, Spell Immunity
5:Spell Resistance, Wall of Stone
6:Antilife Shell, Mass Bear's Endurance, Blade Barrier, Dispel Chaos/Evil/Good/Law, Greater Dispel Magic, Forbiddance, Greater Glyph of Warding
7:Antimagic Field, Heroes' Feast, Refuge, Repulsion, Symbol of Weakness
8:Cloak of Chaos, Holy Aura, Shield of Law, Greater Spell Immunity, Unholy Aura
9:None
Strength:
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1:Magic Stone, Magic Weapon
2:Bless, Bull's Strength, Command, Inflict Light Wounds
3:Aid, Hold Person, Inflict Moderate Wounds, Magic Vestment, Shield Other
4:Blindness/Deafness, Inflict Serious Wounds, Spell Immunity
5:Inflict Critical Wounds, Righteous Might
6:Mass Bull's Strength, Greater Command, Slay Living
7:Antilife Shell, Symbol of Weakness
8:None
9:None
Sun:
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1:Bless Water, Detect Undead, Endure Elements
2:Consecrate, Magic Stone
3:Daylight, Eagle's Splendor, Searing Light
4:None
5:Disrupting Weapon, Flame Strike
6:Undeath to Death
7:None
8:None
9:None
Travel:
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1:Endure Elements
2:None
3:Create Food and Water, Locate Object, Water Breathing, Water Walk
4:Air Walk, Dismissal, Repel Vermin, Stone Shape
5:Plane Shift
6:Banishment, Find the Path, Forbiddance, Wind Walk, Word of Recall
7:Control Weather*, Ethereal Jaunt, Refuge
8:Dimensional Lock
9:Astral Projection, Etherealness, Gate**
*Removal of phenomena only
**Planar Travel purpose only
Trickery:
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1:Cause Fear, Hide from Undead, Obscuring Mist
2:Darkness, Doom, Eagle's Splendor, Enthrall, Silence, Undetectable Alignment
3:Blindness/Deafness, Deeper Darkness, Find Traps, Meld into Stone, Obscure Object
4:Discern Lies
5:Symbol of Sleep
6:Mass Eagle's Splendor, Symbol of Fear, Symbol of Pain, Symbol of Persuasion
7:Ethereal Jaunt, Symbol of Stunning
8:Symbol of Insanity
9:Etherealness
War:
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1:Bane, Bless, Cause Fear, Divine Favor*, Magic Stone, Magic Weapon, Shield of Faith
2:Doom, Inflict Light Wounds, Aid, Bear's Endurance, Bull's Strength, Shatter, Shield Other, Sound Burst, Spiritual Weapon
3:Align Weapon, Dispel Magic, Hold Person, Inflict Moderate Wounds, Magic Vestment, Prayer
4:Bestow Curse, Inflict Serious Wounds, Divine Power*, Greater Magic Weapon
5:Flame Strike, Inflict Critical Wounds, Righteous Might*
6:Mass Bear's Endurance, Blade Barrier, Mass Bull's Strength, Greater Dispel Magic, Heroes' Feast, Mass Inflict Light Wounds, Slay Living
7:Harm, Mass Inflict Moderate Wounds, Symbol of Stunning
8:Mass Inflict Serious Wounds
9:Mass Inflict Critical Wounds, Soul Bind, Symbol of Death
*For war-domain clerics only
Water:
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1:Bless Water, Curse Water, Obscuring Mist
2:Resist Energy*
3:Glyph of Warding (blast glyph*), Protection from Energy*, Summon Monster III**, Water Breathing, Water Walk
4:Control Water, Dismissal~, Lesser Planar Ally**, Summon Monster IV
5:Plane Shift (to water-dominant planes only), Summon Monster V
6:Banishment~, Greater Glyph of Warding (blast glyph*), Planar Ally**, Summon Monster VI**
7:Summon Monster VII**
8:Greater Planar Ally**, Summon Monster VIII**
9:Gate**, Storm of Vengeance, Summon Monster IX**
*Acid or Cold only
**As a water spell only
~Fire creatures only
Universal:
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0:All Cantrips
1:Cure Light Wounds, Remove Fear
2:Comprehend Languages, Delay Poison, Make Whole, Owl's Wisdom, Protection from Chaos/Evil/Good/Law, Remove Paralysis, Lesser Restoration, Sanctuary, Status
3:Augury, Calm Emotions, Continual Flame, Cure Moderate Wounds, Darkness, Eagle's Splendor, Enthrall, Gentle Repose, Helping Hand, Remove Blindness/Deafness, Remove Curse, Remove Disease, Resist Energy, Silence, Spiritual Weapon
4:Create Food and Water, Cure Serious Wounds, Daylight, Death Ward, Deeper Darkness, Dimensional Anchor, Dispel Magic, Freedom of Movement, Imbue with Spell Ability, Invisibility Purge, Locate Object, Neutralize Poison, Protection from Energy, Sending, Tongues
5:Atonement, Commune, Cure Critical Wounds, Divination, Plane Shift (deity's home plane and cleric's native plane only), Repel Vermin, Restoration, Scrying, Spell Immunity
6:Break Enchantment, Mass Cure Light Wounds, Mass Owl's Wisdom, Raise Dead, True Seeing
7:Mass Cure Moderate Wounds, Greater Dispel Magic, Geas/Quest, Heal, Word of Recall
8:Antimagic Field, Mass Cure Serious Wounds, Refuge, Greater Scrying
9:Mass Cure Critical Wounds, Dimensional Lock, Miracle, Greater Spell Immunity