Cleric spells
In A20 clerics each have a spell list dependent on their diety. This list is the core cleric list and the spells gain from their domains. Note that, unlike in 3.5, the core cleric list is small while the domain lists are slightly larger.
1st level cleric spells
Bless
Cure light wounds
Detect undead
inflict light wounds
2nd level cleric spells
Cure moderate wounds
Inflict moderate wounds
restoration, lesser
Spiritual weapon
3rd level cleric spells
Cure serious wounds
Dispel magic
Inflict serious wounds
Remove curse
4th level cleric spells
Cure critical wounds
Inflict critical wounds
Planar ally, lesser
Restoration
5th level cleric spells
Atonement
Cure light wounds, mass
Dispel chaos/evil/good/law
Inflict light wounds, mass
6th level cleric spells
Cure light wounds
Inflict light wounds
Raise dead
Planar ally
Domains
Each cleric begins play with two domains, that each give them a list of spells that can be cast as cleric spells as well as a special ability, usable once per day for use activated powers. Listed below are the core domains:
Air
Granted power: you can use energy substatution (lightning) spontaneously at no extra cost, an unlimited number of times per day.
1st level air spells
Feather fall
Jump
Obscuring mist
Shocking grasp
2nd level air spells
Gust of wind
Levitate
Wind wall
Wispering wind
3rd level air spells
Call lightning
Fly
Gaseous form
Lightning bolt
4th level air spells
Air walk
Arc of lightning
Defenestrating sphere
solid fog
5th level air spells
Call lightning storm
Control winds
Lord of the sky
Fly, mass
6th level air spells
Acid fog
Chain lightning
Control weather
Wind walk
Animal domain
Granted power: use speak with animals as a spell like ability.
1st level animal spells
Calm animals
Charm animal
Hide from animals
Summon nature's ally I
2nd level animal spells
Animal messenger
Animal Trance
Hold animal
Summon nature's ally II
3rd level animal spells
Dominate animal
Primal instinct
Summon nature's ally III
Wall of vermin
4th level animal spells
Charm monster
Giant vermin
Polymorph
Summon nature's ally IV
5th level animal spells
Animal growth
Baleful polymorph
Insect plague
Summon nature's ally V
6th level animal spells
Antilife shell
Liveoak
Primal speed
Summon nature's ally VI
Chaos domain
Granted power: you cast chaos spells at +1 caster level.
1st level chaos spells
Cause fear
Detect law
Entropic shield
Protection from law
2nd level law spells
Align weapon
Shatter
Sound burst
Undetectable alignment
3rd level chaos spells
Animate dead
Haste
Magic circle against law
Remove disease
4th level chaos spells
Chaos hammer
Enervation
Poison
Tongues
5th level chaos spells
Blight
Dispel law
Slay living
Waves of fatigue
6th level chaos spells
Animate objects
Circle of death
Create undead
Eyebite
Death domain
Granted power: death touch. You must make a touch attack against a creature (following the rules for touch spells). When you hit, roll 1d6 per cleric level. If the total is equal to or greater than the targets remaining hit points, he dies.
1st level death spells
Cause fear
Chill touch
Deathwatch
Ray of enfeeblement
2nd level death spells
Command undead
Death knell
Desecrate
Gentle repose
3rd level death spells
Animate dead
Bestow curse
Speak with dead
Vampiric touch
4th level death spells
Death ward
Enervation
Fear
Poison
5th level death spells
Blight
Raise dead (instead of gaining it as a 6th level spell)
Slay living
Unhallow
6th level death spells
Blade barrier
Create undead
Circle of death
Destruction
Harm
Destruction
Granted power: gain the smite ability as a paladin.
1st level destruction spells
Burning hands
Doom
Magic missile
Shocking grasp
2nd level destruction spells
Flaming sphere
Scorching ray
Shatter
Sound burst
3rd level destruction spells
Call lightning
Contagion
Fireball
Lightning bolt
4th level destruction spells
Blast of flame
Flame strike
Ice storm
Poison
5th level destruction spells
Arc of lightning
Call lightning storm
Cloudkill
Cone of cold
6th level destruction spells
Circle of death
Disintegrate
Harm
Otiluke's freezing sphere
Earth domain
Granted power: use energy substitution (acid) spontaneously as a free action at no increase in spell level.
1st level earth spells
Blockade
Fist of stone
Magic stone
Hail of stone
2nd level earth spells
Bear's endurance
Bull's strength
Earthen grasp
Soften earth and stone
3rd level earth spells
Earth bolt
Meld into stone
Stone shape
terra cota warrior
4th level earth spells
Dimension door
Passage of the shifting sands
Spike stones
Stoneskin
5th level earth spells
Terra cota lion
Transmute mud to rock
Transmute rock to
Wall of stone
6th level earth spells
Flech to stone
Move earth
Stone tell
Stone to flesh
Evil domain
Granted power: you cast evil spells at +1 caster level.
1st level evil spells
Bane
Cause fear
Curse water
Protection from good
2nd level evil spells
Blindness/deafness
Darkness
Death knell
Ghoul touch
3rd level evil spells
Bestow curse
Deeper darkness
Magic circle against good
Vampiric touch
4th level evil spells
Blight
Contagion
Fear
Unholy blight
5th level evil spells
Dispel good
Insect plague
Magic jar
Unhallow
6th level evil spells
Circle of death
Disintegrate
Eyebite
Harm
Fire domain
Granted power: energy substitution (fire) spontaneously and at no cost.
1st level fire spells
Burning hands
Fiery eyes
Melt
Produce flame
2nd level fire spells
Flame blade
Fireburst
Heat metal
Pyrotechnics
3rd level fire spells
Continual flame
Fireball
Fire wings
Wreath of flames
4th level fire spells
Fire shield
Fire trap
Flame strike
Wall of fire
5th level fire spells
Blistering radiance
Fire breath
Fire shield, mass
Blast of flsme
6th level fire spells
Fire seeds
Fire storm
Haze of smoldering stone
Lesser Dragonshape
Good domain
Granted power: you cast good spells at +1 caster level.
1st level good spells
Bless water
Detect evil
Protection from evil
Sanctuary
2nd level good spells
Aid
Align weapon
Enthrall
Remove paralysis
3rd level good spells
Create food and water
Daylight
Magic circle against evil
Protection from energy
4th level good spells
Dismissal
Divine power
Holy smite
Spell immunity
5th level good spells
Dispel evil
Hallow
Righteous might
Spell resistance
6th level good spells
Banishment
Blade barrier
Geas/Quest
Heroes' feast
Knowledge domain
Granted power: you gain a +1 insight bonus on any two knowledge checks. You also cast divination spells at +1 caster level.
1st level knowledge spells
Comprehend languages
Detect secret doors
Detect undead
Identify
2nd level knowledge spells
Detect thoughts
locate object
See invisibility
Spymasters coin
3rd level knowledge spells
Arcane sight
Clairaudience/clairvoyance
Tongues
Vision of the omniscient eye
4th level knowledge spells
Arcane eye
Divination
Locate creature
Scrying
5th level divination spells
Contact other plane
Prying eyes
Scry location
True seeing
6th level knowledge spells
Analyze dweomer
Eyes of the oracle
Find the path
Legend lore
Law domain
Granted power: you cast law spells at +1 caster level.
1st level law spells
Protection from chaos
Remove fear
Sanctuary
Shield of faith
2nd level law spells
Calm emotions
Consecrate
Enthrall
Hold person
3rd level law spells
Contagion
Glyph of warding
Magic circle against chaos
Magic vestment
4th level law spells
Imbue with spell ability
Neutralize poison
Order's wrath
Spell immunity
5th level law spells
Break enchantment
Dispel chaos
Mark of justice
Wall of stone
6th level chaos spells
Banishment
Glyph of warding, greater
Hold monster
Undeath to death
Luck domain
Granted power: you may reroll one die roll once per day. This must be used before the GM declares whether or not the roll results in success or failure. The second roll always stands.
1st level luck spells
Bane
Bless
Colour spray
Entropic shield
2nd level luck spells
Aid
Blur
Mirror image
Sound burst
3rd level luck spells
Bestow curse
Dispel magic
Displacement
Protection from energy
4th level luck spells
Divination
Freedom of movement
Phantasmal killer
Shadow conjuration
5th level luck spells
Break enchantment
Dismissal
Shadow evocation
Spell resistance
6th level luck spells
Find the path
Mislead
Repulsion
Shadow walk
Magic domain
Granted power: all metamagicked spells have their effective spell level reduced by 1, as long as the spell level does not go below the level of the normal spell.
1st level magic spells
Alter magic aura
Floating disk
Identify
Magic missile
2nd level magic spells
Arcane lock
Magic mouth
Hold person
Obscure object
3rd level magic spells
Arcane sight
Dispel magic
Magic vestment
Nondetection
4th level magic spells
Arcane eye
Dimension door
Dismissal
Imbue with spell like ability
5th level magic spells
Feeblemind
Permanency
Spell resistance
Wall of force
6th level
Antimagic field
Contingency
Dispel magic, greater
True seeing
If people have ideas for domains can they please post them. All domains should grant four spells at each level, and have a granted power that is about the same magnitude as the domains listed. I'll add more domains later, I'm aiming to convert all 3.5 PHB domains except for healing.