Clerictricks

Cleric Tricks

 * Level 1**
 * Bless Water (Item)** Creates Holy water. Useful even at later levels against swarms of undead. //SRD//
 * Endure Elements (Capability)** Useful burn of a 1st level spell if you think things will get hot/cold. //SRD//
 * Omen of Peril (Plot Device)** Quick-cast diviniation in a low slot, a good roleplaying device for asking your god what to do. //CD//
 * Shivering Touch, Lesser (Slight)** d6 DEX damage doesn't seem like much, but it's enough to mind. //FB//

Level 2

 * Augury (Plot Device)** Useful memorization of a 2nd-level spell that will under normal circumstances be used for //cure// spells, but casted in this form you might garner an important hint from the DM if the party enters one of those game-time-wasting stalls that can consume a session. //SRD//
 * Shield Other (Capability)** This spell can overcome the troubles of a frail character that you're always reviving.  Cast on the party MU at higher levels when 2nd-level slots are easy to come by.  //SRD//
 * Undetectable Alignment (Capability, Plot Device)** This spell lasts for 24 hours and so is worthy of mention here on that account alone. Use by villains is a must in undercover situations unless they're above suspicion (and who is?). //SRD//
 * Consecrate/Desecrate (Base)** While only lasting 2hr/level, and costing 25 gp, these spells have their place. Desecrate is better than its counterpart, enabling double-efficient creation of undead.  //SRD//

Level 3

 * Animate Dead (Item)** Undead are scouts, porters, workers, and guards. I can imagine dwarves using the skel/zombies of vanquished giants for excavation, can't you? //SRD//
 * Continual Flame (Item)** Eliminate torches and sunrods, avoid paying for other stuff. //SRD//
 * Bestow Curse (Slight)** What a great hit-and-run sort of spell. Can add to the horror element of a villain if even after he's vanquished, you still hurt.  //SRD//
 * Blindness/Deafness (Slight)** Same deal here, saving throw for a permanent consequence. Fight another day, but he had to use resouces or fight @ disadvantage.  //SRD//
 * Contagion (Slight)** Does the list of parting insults have an end? //SRD//
 * Shivering Touch (Slight)** 3d6 DEX. That's gonna hurt for a while.  //FB//
 * Deeper Darkness (Base)** Dude, it's dark in here! Day/level duration, no cost beyond the slot.//SRD//
 * Glyph of Warding (Base)** First in a long series of base-defense spells. //SRD//
 * Stone Shape (Base)** Eliminates the need for manual labor and allows you build a base in complete secrecy. //SRD//
 * Magic Vestment (Capability)** Hour/level boost to AC. //SRD//
 * Obscure Object (Plot Device)** 8 hours of security. Use better spells where possible.  //SRD//
 * Speak With Dead (Plot Device)** Interrogate enemies without the trouble of taking prisoners. //SRD//
 * Locate Object (Plot Device)** Get in and out of a dungeon with what you're looking for. //SRD//
 * Chain of Eyes (Plot Device)** Hours/level, you can get pretty deep into observation of the enemy base through this vision-hack virus. //CD//

Level 4

 * Divination (Plot Device)** Get a real answer that might be right. Good for discerning where to go or what the adventure hook is.  //SRD//
 * Seed of Undeath (Slight, Item)** Good way for a villian to get the creepy on you. Also, cheaper to create zombies this way, interestingly.  //CM//
 * Poison (Slight)** 1d10 Con damage is going to hurt for quite a few days.
 * Imbue With Spell Ability (Item, Capability)** I might be a good idea to leave another party member with //Close Wounds// and such. //SRD//
 * Fang Trap (Base)** Another //Symbol//, another day. //SK//
 * Stone Metamorphosis (Base)** Marble floors are P.I.M.P. Also a crucial part of a //Stone Shape// Castle-building strategy. //UD//

Level 5

 * Commune (Plot Device)** More useful answers. 'Yes' and 'No,' can go along way in determining what the right direction is.  //SRD//
 * Scrying (Plot Device)** Right at the core of the upper-level plot-drivetrain. //SRD//
 * Plane Shift (Plot Device)** Two Castings of this will get you anwhere (w/in 50 mi. of that spot) on your home plane. Plus, you totally get to kick it in heaven for a few hours.  //SRD//
 * Extract Gift (Capability, Item)** Basically, create ability-mod items w/o Craft Wondrous, by torturing a demon. //FCI//
 * Weather Eye (Plot Device)** You know how you get an oil change before a road trip? Maybe you should check next week's weather before a journey. Sell the info to lords and parishoners, especially in critical agricultural seasons, this info is valuable.  //CD//
 * Hibernate (Plot Device)** Need to lay low for a bit? need someone else to lay low for a bit? //FB//
 * Oath of Blood (Plot Device)** When a //Geas// isn't enough, single-minded undead trying to finish their //geas// are better. //HoH//
 * Morality Undone (Plot Device)** How exactly did he fall from grace, or how do I get henchmen? //FCI, LoM//
 * Scry location (Plot Device)** Potentially more useful, certainly more reliable. //CS//
 * Hallow/Unhallow (Base)** All tmeples, used or disused, have this spell. Even if they fell, unless a cleric of an opposing religion //Unhallowed// the place, it remains.  Shrines and churches that can afford the ≥2,000 might also carry the spell.  Because its duration is instantaneous, it remains, and is not easily dispelled.  Though the spell attached lasts a year, it would seem the other effects last indefinitely.  //SRD//
 * Symbol of Pain (Base)** //SRD//
 * Symbol of Spell Loss (base)** //SC//
 * Symbol of Sleep (Base)** Same thing for both of these, simple, critical ingredients in the formula of a fortress. //SRD//
 * Wall of Stone (Base)** What a quick way to build a base. Sequester yourself in a wilderness, or buy a lot in a newly-founded burgh.  poof! it's a church.  Start collecting Tithes and Churchscot.  Rich~!.  //SRD//
 * Stone Shape, Greater (base)** //SC//
 * Stalwart Pact (Capability, Item)** If you hate having low HP, 250 XP is a worthy investment. For villains, this is a Must, even if the villain isn't a cleric.  Kings and other dignitaries don't leave home without it.  //CD, RoD//
 * Haunt Shift (Base, Plot Device)** Haunting presences are just...one of the best parts of being a necromancer. //LM//
 * Soul Scour (Slight)** Big Cha damage, some Wis damage. //UE//

Level 6

 * Glyph of Warding, Greater (Base)** //SRD//
 * Symbol of Fear (Base)** //SRD//
 * Symbol of Persuasion (base)** //SRD//
 * Symbol of Thirst (base)** //SS//
 * Hide the Path (base)** 100% divination-proof zone. //SC//
 * Stone Metamorphosis, Greater (base)** //UD//
 * Word of Recall (Base, Plot Device)** Get Back quicker. Makes your Base more valuable.  //SRD//
 * Wind Walk (Plot Device)** Get somewhere quick, with some imperviousness. //SRD//
 * Find the Path (Plot Device)** Quick dungeon navigation. //SRD//
 * Forbiddance (Plot Device)** Seriously, people teleporting into your base is SO annoying. //SRD//
 * Scry Trap (Plot Device)** Right in the eye! That'll teach you to scry me! //MoE//
 * Geas/Quest (Plot Device, Item)** A good way to take care of some menial plot compontents. Good way to create a sub-party/sub-adventure.  //SRD//
 * Create Undead (Item)** Zombie Minions? check. Wight minions? even better.  //SRD//
 * Mantle of the Icy Soul (Capability)** Immunity to cold by gaining the subtype may not be worth 2k XP to you but it is to villains! //FB//
 * Cloak of Hate (Slight)** Everybody hates your nemesis. No, really, you made it that way.  For day/level.  //HoH//
 * Contagion, Mass (Slight)**

Level 7

 * Refuge (Plot Device)** What's better than //Word of Recall?// Handing out //Word of Recall// to your friends.  And your clients, who arrive tattered and owing a magic-item toll.
 * Control Weather (Base, Plot Device)** Having nasty weather around your base is //so// supervillianous! "//I've been...//expecting// you.""//  //SRD//
 * Scrying, Greater (Plot Device)** Hours/level. Much creepier, much more LOTR.  //SRD//
 * Pact of Return (Plot Device, Capability)** If you expect to go into battle against a tough foe, or you can predict how you're going to die at the beginning of the day, Extra Life! //HoH//
 * Nar Fiendbond (Plot Device, Capability)** Of all the templates to gain, half-fiend is probably my favorite. Erm, not on yourself.  Still, cool.  //LEoF//
 * Symbol of Stunning (Base)**
 * Symbol of Weakness (Base)**
 * Stone Trap (Base)** Rocks falling on people's heads never gets old. No material component aside from the block.  //ShS//
 * Zealot Pact (Capability)** Villains don't leave home without this one, and clerics going into the jaws of mephistopholes don't either.
 * Renewal Pact (Capability)** Triggered healing=doubleplus good. //CD//
 * Bestow Curse, Greater (Slight)** Big ouch, big insult. Wait, REALLY big.  //CD, RoD, SC//
 * Seed of Undeath, Greater (Slight)** //CM//

Level 8

 * Discern Location (Plot Device)** This is the height of scrying. There is none higher.  //SRD//
 * Familial Geas (Plot Device)** Cursed families seem like a good way to start a chapter, or even a whole novel. //HoH//
 * Brain Spider (Plot Device)** This spell has some interesting plot potential. //CD//
 * Create Greater Undead (Item)** Cooler minions=cooler villian. //SRD//
 * Symbol of Death (Base)** //SRD//
 * Symbol of Insanity (Base)** //SRD//
 * Dimensional Lock (Base)** "My inner sanctum is inpenetrable!" No, really dude, it is.  //SRD//
 * Death Pact (Capability, Plot Device)** Villains need comic book death. So do you. //CD//
 * General of Undeath (Capability, Plot Device)** To be leading a legion of undead, you might need this. //MoF//
 * Axiomatic Creature (Capability)** PIcking up templates has never been so easy, and so fun. //BoED//

Level 9

 * Astral Projection (Plot Device)** This is a place you go, to learn things quick, and sort of safe. Unless a //Silver Sword// gets involved.  //SRD//
 * Gate (Plot Device)** Good for villians, good for getting there bullshit-free. //SRD//
 * Anathema (Plot Device)** Censure, i mean, excommunication. I mean, what a good way to get a PC on a different track.  Better hope that the faith has someone out there of level 17+.  //CoR//
 * Laeral's Crowning Touch (Slight)** Boy, not being able to cast spells for a year sucks. But your hair turns silver, compensation. //W:CoS//
 * Energy Drain (Slight)** That's gonna //sting//. //SRD//
 * Summon Elemental Monolith (Plot Device)** Got Godzilla? //CA//
 * Fimbulwinter (Plot Device)** The wicked witch of the north. Seriously,  Seriously Narnia.  //FB//
 * Despoil (Plot Device)** withering a square mile or so of countryside is pretty evil, pretty sweet. //FCI, LoM//
 * Plague of Undead (Plot Device, Items)** Two words: Instant undead Army. 100gp.  //HoH, SC//
 * Mantle of the Fiery Spirit (Capability)** You'd think //miracle// and //wish// could give you the fire subtype, but, oh well, here it is. //SS//
 * Vile Death (Item/Capability)** Undead minions just aren't cool enough at level 17. So...Fiendish undead minions to the rescue!  Also, it becomes intelligent.  Here's a question: can I become a fiendish lich with this spell?  Yes...I'm basically inviting posession, as well, for good or for ill.  //HoH, SC//
 * Awaken Construct (Item)** Finding a golem in the enemy base, cool. Turning it into an ally, or turning it loose, priceless. //SC//