Below is the templar spell list. Spells new to this guide are marked with an asterisk(*).

Templar Spell SummariesEdit

0–Level Templar Spells (Orisons)Edit

Cure Minor Wounds: Cures 1 point of damage.
Defiler Scent*: Smells presence or absence of defilers.
Detect Magic: Detects spells and magical items within 60 ft.
Detect Poison: Detects poison in one creature or small object.
Guidance: +1 on one attack roll, saving throw, or skill check.
Inflict Minor Wounds: Touch attack, 1 point of damage.
Light: Object shines like a torch.
Mending: Makes minor repairs on an object.
Read Magic: Read scrolls and spellbooks
Resistance: Subject gains +1 on saving throws.
Virtue: Subject gains 1 temporary hp.

1st–Level Templar SpellsEdit

Black Cairn*: Locates a corpse nearby.
Command: One subject obeys selected command for 1 round.
Comprehend Languages: Understand all spoken and written languages.
Cure Light Wounds: Cures 1d8+1/level damage (max +5).
Deathwatch: Sees how wounded subjects within 30 ft. are.
Detect Undead: Reveals undead within 60 ft.
Divine Favor: You gain attack, damage bonus, +1/three levels.
Doom: One subject suffers –2 on attacks, damage,
saves, and checks.
Endure Elements: Exist comfortably in hot or cold environments.
Hand of the Sorcerer‐King*: Protects caster from spells.
Hide From Undead: Undead can’t perceive one subject/level.
Inflict Light Wounds: Touch deals 1d8 damage +1/level (max +5).
Remove Fear: +4 on saves against fear for one subject +1/four levels.
Protection from Evil/Good: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
Shield of Faith: Aura grants +2 or higher deflection bonus.

2nd–Level Templar SpellsEdit

Battlefield Healing*: Stabilizes one creature/level.
Bear’s Endurance: Subject gains +4 Con for 1 min./level.
Cure Moderate Wounds: Cures 2d8+1/level damage (max +10).
Delay Poison: Stops poison from harming subject for 1 hour/level.
Enthrall: Captivates all within 100 ft. + 10 ft/level.
Footsteps of the Quarry*: Track a specific creature or person.
Hold Person: Holds one person helpless; 1 round/level.
Inflict Moderate Wounds: Touch attack, 2d8 damage +1/level (max +10).
Remove Paralysis: Frees one or more creatures from paralysis, hold, or slow.
Resist Energy: Ignores 10 (or more) points of
damage/attack from specified energy type.
Restoration, Lesser: Dispels magic ability penalty or repairs 1d4 ability damage.
Return to the Earth*: Turns dead and undead bodies into dust.
Silence: Negates sound in 15–ft radius.
Undetectable Alignment: Conceals alignment for 24 hours.
Zone of Truth: Subjects within range cannot lie.

3rd–Level Templar SpellsEdit

Cure Serious Wounds: Cures 3d8+1/level damage
(max +15).
Dedication*: Allows target to avoid sleep, consume half food and water, and +1 to attack, damage, saves, ability, and skill checks while pursuing a specified task.
Discern Lies: Reveals deliberate falsehoods.
Dispel Magic: Cancels magical spells and effects.
Glyph of Warding: Inscription harms those who pass it.
Image of the Sorcerer‐King*: Touched creatures must
save or become affected by cause fear.
Inflict Serious Wounds: Touch attack, 3d8 damage +1/level (max +15).
Lightning Bolt: Electricity deals 1d6/level damage.
Locate Object: Senses direction toward object (specific or type).
Magic Circle against Evil/Good: As protection spells, but 10‐ft. radius and 10 min./level.
Magic Vestment: Armor or shield gains +1 enhancement per four levels.
Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
Remove Disease: Cures all diseases affecting subject.
Sand Pit*: Excavates sand in a 30 ft. wide and 50 ft. deep cone.
Speak with Dead: Corpse answers one question/two levels.
Surface Walk*: Subject treads on unstable surfaces as if solid.
Wind Wall: Deflects arrows, smaller creatures, and gases.
Worm’s Breath*: Subjects can breathe underwater, in silt, or earth.

4th–Level Templar SpellsEdit

Air Walk: Subject treads on air as if solid (climb at 45–degree angle).
Command, Greater: As command, but affects one subject/level.
Cure Critical Wounds: Cures 4d8+1/level damage (max +20).
Dimensional Anchor: Bars extradimensional movement.
Fool’s Feast*: Enhances food for one creature/level and blesses.
Freedom of Movement: Subject moves normally despite impediments.
Geas, Lesser: Commands subject of 7 HD or less.
Inflict Critical Wounds: Touch attack, 4d8 damage +1/level (max +20).
Mage Seeker*: Locate nearby wizard.
Magic Weapon, Greater: +1 bonus/four levels (max +5).
Neutralize Poison: Detoxifies venom in or on subject.
Sending: Delivers a short message anywhere, instantly.
Status: Monitors condition, position of allies.
Tongues: Speak any language.
Wrath of the Sorcerer‐King*: Know if a creature has broken the law, and punish him.

5th–Level Templar SpellsEdit

Air Lens: Directs intensified sunlight at foes within range.
Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrifaction.
Elemental Strike*: Smites foes with 1d6/level of divine and elemental energy (max 15d6).
Fire Track*: Fiery spark follows tracks.
Klar’s Heart*: Enhances combat abilities of all creatures within range.
Mark of Justice: Designates action that will trigger curse on subject.
Scrying: Spies on subject from a distance.
Symbol of Pain: Triggered rune wracks nearby creatures with pain.
Symbol of Sleep: Triggered rune puts nearby creatures into catatonic slumber.
True Seeing: See all things as they really are.

6th–Level Templar SpellsEdit

Control Tides*: Raises, lowers, or parts bodies ofwater or silt.
Dispel Magic, Greater: As dispel magic, but up to +20on check.
Forbiddance: Denies area to creatures of anotheralignment.
Glyph of Warding, Greater: As glyph of warding, but up to 10d8 damage or 6th level spell.
Raise Dead: Restores life to subject who died up to 1 day/level ago.
Symbol of Fear: Triggered rune panics nearby creatures.
Symbol of Persuasion: Triggered rune charms nearby creatures.
Wisdom of the Sorcerer‐King*: Apply metamagic to one spell of up to 4th level.
Word of Recall: Teleports you back to designated place.

7th–Level Templar SpellsEdit

Confessor’s Flame*: Uses threat of flame to extract confession.
Crusade*: Allies receive +4 bonus to attack rolls, damage rolls, and saving throws, 2d8 hit points, and immunity to magical fear.
Refuge: Alters item to transport its possessor to you.
Scrying, Greater: As scrying, but faster and longer.
Symbol of Stunning: Triggered rune stuns nearby creatures.
Symbol of Weakness: Triggered rune weakens nearby creatures.

8th–Level Templar SpellsEdit

Antipathy: Object or location affected by spell repels certain creatures.
Discern Location: Exact location of creature or object.
Finger of Death: Kills one subject.
Poisoned Gale: Poisonous cloud (10 ft. wide, 10ft. high) emanates out from you to the extreme of the range.
Regenerate: Subject’s severed limbs grow back.
Symbol of Death: Triggered rune slays nearby creature.

9th–Level Templar SpellsEdit

Energy Drain: Subject gains 2d4 negative levels.
Gray Rift*: A hovering rift to the Gray bolsters undead.
Power Word, Blind: Blinds 200 hp worth of creatures.
Soul Bind: Traps newly dead soul to prevent resurrection.

Templar Spell DescriptionsEdit

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