Introduction
The Cleric is a prepared divine caster with one very important cheat code: divine font. If your deity gives healing font, you get extra highest-rank heal slots. If your deity gives harmful font, you get extra highest-rank harm slots. That means the best Cleric spell list is not "prepare heal until the page looks morally exhausted." The font handles the repeatable job so your normal slots can solve the problems that would otherwise end the adventuring day.
Cleric spell prep starts with four questions: what does the deity add, what does the doctrine reward, what does the party already cover, and what monsters or hazards are actually showing up? Use this guide with the divine tradition guide, the cantrip guide, heightening advice, utility spells, Religion, and Medicine.

Rating Key
| Marker | Meaning |
|---|---|
| ● | Avoid. |
| ● | Situational. |
| ● | Good. |
| ● | Fantastic. |
Cleric Spell Engine
| Engine Piece | Best Use | Why It Matters | Watch For |
|---|---|---|---|
| Divine font ● | Extra highest-rank heal or harm slots | Lets normal prepared slots do something other than basic recovery | Harmful font is far more campaign-dependent |
| Prepared divine casting ● | Daily problem solving | Divine magic is excellent at rescue, condition cleanup, protection, sanctified pressure, and anti-undead work | Bad scouting creates bad preparation |
| Deity spells ● | List expansion | A deity can add spells that patch divine gaps or reinforce a role | The best mechanical deity and the best story deity are not always the same deity |
| Domain focus spells ● | Repeatable encounter texture | Focus spells give the Cleric something useful to spend between ranked slots | A weak domain is still a weak domain, even with religious lighting |
| Cloistered doctrine ● | Spell DCs, domains, pure casting | Gets the cleanest spellcasting progression and wants Wisdom to carry the day | Fragile positioning |
| Warpriest doctrine ● | Armor, shield, weapon support | Likes buffs, heals, no-save spells, favored weapons, and shield turns | Offensive spell DCs are less reliable for longer stretches |
| Religion and Medicine ● | Identification, rituals, recovery | Skills stop spell slots from doing every chore | Ignoring skills turns the Cleric into an expensive potion |
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Best Cleric Cantrips
| Cantrip | Best Use | Why It Matters | Watch For |
|---|---|---|---|
| Guidance ● | Small but constant support | Helps key checks, saves, attacks, and skill turns when timing matters | Immunity window means you cannot spam one target forever |
| Detect Magic ● | Exploration and hazard suspicion | Finds magical trouble before it becomes initiative | Does not replace actual identification |
| Shield ● | Emergency self-defense | Excellent for Cloistered Clerics and still useful when a Warpriest cannot Raise a real Shield | The cooldown matters after blocking |
| Forbidding Ward ● | One ally against one enemy | Quietly strong in boss fights where one enemy is doing most of the damage | Bad when the fight spreads out or targets shift |
| Divine Lance ● | Sanctified ranged pressure | Gives Clerics a thematic combat cantrip tied to holy or unholy alignment choices | Spell attack rolls can be swingy |
| Stabilize ● | No-slot emergency stopgap | Keeps a dying creature from worsening when you cannot spend better resources | heal is usually the better rescue if you can cast it |
| Vitality Lash ● | Undead-heavy campaigns | A clean divine cantrip answer when the campaign keeps sending void or undead problems | Much worse when the target mix does not support it |
| Void Warp ● | Harmful font or void-themed Clerics | Fits some deities and undead-adjacent party plans | Not a universal damage plan |
| Daze ● | Will-targeting mental poke | Sometimes the right save is more important than damage | Low impact when creatures resist mental effects |
| Light, Message, Know the Way, Prestidigitation ● | Utility package | Useful tools when the party lacks mundane answers | Do not let utility cantrips crowd out combat and exploration basics |
Guidance is the cantrip that makes everyone like the Cleric, and detect magic is the cantrip that keeps the Cleric from having to explain why the glowing skull altar was "probably fine."
1st-Rank Staples
| Spell | Best Use | Why It Matters | Watch For |
|---|---|---|---|
| Heal ● | Divine font, emergency recovery, undead punishment | The iconic Cleric spell because font slots make it efficient and repeatable | Preparing too many extra copies can waste normal slots |
| Bless ● | Party accuracy | Accuracy buffs are premium in PF2e because crit math rewards small bonuses | Starts small and wants positioning |
| Fear ● | Boss debuff and save pressure | Frightened lowers several important enemy numbers at once | Mental immunity and Will saves matter |
| Protection ● | Defensive pre-fight or early-fight support | Good when you know the threat type or enemy pattern | Weak if cast too late or against the wrong pressure |
| Sanctuary ● | Protecting a healer, caster, or rescue target | Can force enemies to pay a Will-save tax before attacking | Breaks down if the protected creature keeps attacking |
| Command ● | Action denial | Trading two actions for enemy disruption can be excellent | Language and Will saves can narrow the target list |
| Runic Weapon ● | Low-level martial spike | Excellent before permanent weapon runes arrive | Falls off once the party has expected gear |
| Infuse Vitality ● | Anti-undead weapon support | Helps weapon users contribute against undead and void problems | Campaign-dependent |
| Harm ● | Harmful font, undead healing, void offense | Strong when the build and party are built for it | Healing font parties usually have better priorities |
| Mystic Armor ● | Unarmored defense backup | Useful for Cloistered Clerics without armor solutions | Warpriests and armored builds often skip it |
| Air Bubble, Cleanse Cuisine, Create Water ● | Adventure utility | Excellent when the situation is real | Bad as default combat preparation |
For level 1 play, heal, bless, fear, and runic weapon are the headline picks. That is not flashy advice, but the low-level game is won by math and survival, not by trying to turn every spell slot into a sermon with particle effects.
2nd-Rank Staples
| Spell | Best Use | Why It Matters | Watch For |
|---|---|---|---|
| Dispel Magic ● | Countering magical problems | One of the most important general answers in the divine list | Requires correct targeting and realistic expectations |
| Resist Energy ● | Known elemental threats | A perfect example of spell prep rewarding scouting | Poor when guessed blindly |
| Cleanse Affliction ● | Poison, disease, and similar pressure | Campaign-saving in the right adventure | Not an every-day slot unless the campaign proves it |
| Clear Mind ● | Mental condition cleanup | Divine parties need ways to fix control, fear, confusion, and related problems | Needs the condition profile to matter |
| Sound Body ● | Physical condition cleanup | Covers the bodily side of divine recovery | Can sit on scrolls when conditions are rare |
| Sure Footing ● | Movement and terrain punishment | Excellent when the GM uses uneven terrain, trips, or movement denial | Less important on flat-map dungeon crawls |
| Revealing Light ● | Exposing hidden threats | Helps against darkness, invisibility pressure, and ambush play | Less exciting in straightforward fights |
| See the Unseen ● | Invisibility and hidden enemy insurance | Belongs on scrolls, wands, or daily prep in sneaky campaigns | Not always needed |
| Silence ● | Anti-caster play | Can shut down or constrain verbal magic and noisy plans | Positioning and tactics matter a lot |
| Spiritual Armament ● | Sustained offense | Better for Clerics who can afford the action rhythm | Sustaining competes with movement, shield turns, and healing |
| Status, Water Breathing, Water Walk, Translate, Augury ● | Scroll, wand, or day-specific prep | Superb adventure spells when the story asks for them | Usually wrong as blind daily defaults |
The 2nd-rank divine list is where disciplined Cleric play starts. If every slot is a combat spell, your party will eventually discover that a dungeon can kill people with things that never roll initiative.
3rd- and 4th-Rank Staples
| Spell | Best Use | Why It Matters | Watch For |
|---|---|---|---|
| Heroism ● | Buffing the party carry | Status bonuses to key rolls are premium boss-fight tech | Pick the target who will roll the most important checks |
| Fly ● | Mobility and encounter bypass | Solves verticality, hazards, and monster reach problems | Needs action planning and duration awareness |
| Unfettered Movement ● | Freedom from movement denial | Outstanding when grabs, restraints, terrain, or slowing effects matter | Less needed against simple damage fights |
| Vital Beacon ● | Multi-ally recovery across a scene | Turns the Cleric into a recovery battery without spending every turn casting heal | Wants party coordination |
| Blindness ● | Debilitating single enemy pressure | A failed save can wreck enemy accuracy and targeting | Incapacitation-style expectations and Fortitude saves need respect |
| Holy Light ● | Anti-unholy and fiendish threats | Strong when creature traits line up | Mediocre when they do not |
| Crisis of Faith ● | Divine enemy punishment | Great against the right caster or faith-driven foe | Narrow target profile |
| Safe Passage ● | Travel and hazard protection | Valuable when the campaign uses terrain as a real obstacle | Scroll candidate in many campaigns |
| Divine Wrath ● | Area sanctified damage | Best when holy, unholy, or enemy traits make the targeting clean | Party sanctification and alignment choices matter |
| Talking Corpse ● | Investigation | Can turn a dead end into a lead | Belongs on scrolls if murder mysteries are occasional |
| Dispelling Globe, Planar Tether, Read Omens, Outcast's Curse ● | Specialized problems | Powerful at tables that feature magic zones, planar foes, omen play, or social curses | Too narrow for a generic daily loadout |
Heroism is boring in the way seatbelts are boring. The people who mock it are often the people who need it most.
5th- and 6th-Rank Staples
| Spell | Best Use | Why It Matters | Watch For |
|---|---|---|---|
| Breath of Life ● | Reaction rescue | One of the cleanest high-stakes Cleric moments in the game | You need the spell available when the death blow happens |
| Truesight ● | Illusion and invisibility counterplay | Crucial when enemies hide behind magical deception | Overkill in mundane monster fights |
| Field of Life ● | Area recovery and attrition control | Strong when the party can fight around the area | Less useful if the battlefield constantly fractures |
| Raise Dead ● | Campaign continuity | Not a combat pick, but it changes how a campaign absorbs tragedy | Cost, access, and table tone matter |
| Banishment ● | Outsider removal | Excellent when extraplanar enemies are central | Bad into ordinary local threats |
| Spiritual Guardian ● | Protected sustained pressure | Strong for Clerics who can manage the action pattern | Competes with other sustained and shield options |
| Sending and Truespeech ● | Social, travel, and diplomacy arcs | Lets a Cleric participate in campaign-scale problem solving | Not every campaign gives them room |
| Blessed Boundary ● | Holding sacred ground | Good when enemies must cross a protected area | Weaker in mobile skirmishes |
| Spirit Blast and Spellwrack ● | Spiritual pressure and anti-magic offense | Strong when the target profile supports them | Check traits, saves, and party follow-up |
| Summon Celestial, Summon Monitor, Summon Fiend, Summon Dragon ● | Utility bodies and special traits | Summons are best when their actions or traits solve a problem | Do not expect them to out-damage real party members |
This is also where GM Core treasure pacing starts changing spell value. A Cleric with the right scrolls, wands, and staves does not need to spend precious top slots pretending every unlikely problem is likely.
7th- Through 10th-Rank Staples
| Spell | Best Use | Why It Matters | Watch For |
|---|---|---|---|
| Energy Aegis ● | Broad energy defense | Excellent high-rank protection when monster damage types are varied | Less urgent if the campaign has predictable damage |
| Regenerate ● | Major recovery | Solves serious physical consequences and keeps key allies functioning | Still requires timing and action discipline |
| Sunburst ● | Anti-undead and light pressure | Huge when undead, darkness, or light vulnerability matters | Not the same value into ordinary foes |
| Moment of Renewal ● | Party reset | Can undo a brutal amount of attrition at the right moment | Expensive if used casually |
| Foresight ● | Apex defense and initiative protection | One of the best ways to protect the ally whose turns matter most | Choose the target carefully |
| Revival ● | Catastrophe recovery | The kind of 10th-rank magic that can save a campaign climax | If you need it, something has gone very wrong |
| Divine Inspiration ● | Refreshing key class resources | Strong when it restores the right ally at the right time | Party composition decides value |
| Interplanar Teleport and Gate ● | Planar travel and story movement | Campaign-scale magic that opens locked doors the hard way | Requires campaign permission and consequences |
| Divine Decree and Divine Wrath lines ● | Sanctified area pressure | Great when enemies share the right traits | Be careful with mixed-alignment or mixed-sanctification parties |
| Avatar and Manifestation ● | Divine capstone moments | Big, table-defining magic | Not every problem needs the god phone |
| Overwhelming Presence, Execute, Massacre, Seize Soul, Wails of the Damned ● | Darker or more aggressive divine plans | Can be terrifying in the correct campaign | Tone, target traits, and deity fit matter |
High-rank Cleric casting should feel like the party's divine infrastructure came online. If your 9th-rank slot only does "some damage, maybe," check whether the combat spell guide has a better answer.
Doctrine Loadouts
| Cleric Build | Best Spell Pattern | Strong Picks | Links |
|---|---|---|---|
| Cloistered Cleric ● | Spell DCs, domains, buffs, cleansing, and backline control | heal, bless, fear, dispel magic, heroism, divine wrath, breath of life, truesight, foresight | Focus spells, Religion |
| Warpriest ● | Buffs, no-save spells, shield turns, weapon support, and emergency healing | heal, bless, runic weapon, sanctuary, spiritual armament, vital beacon, spiritual guardian | Armor, Shields, Runes |
| Healing font Cleric ● | Font slots carry healing so prepared slots carry answers | Condition removal, protection, anti-magic, travel, and anti-undead tools | Dying and death, Medicine |
| Harmful font Cleric ● | Harm slots support offense, undead allies, or specific deity themes | harm, void pressure, sanctified feats, and melee delivery plans | Combat spells, Creature traits |
Warpriest advice deserves one extra sentence: if a spell asks for a save and your spell DC is behind the curve, it needs to be doing something worthwhile on a success or targeting a weak save. Otherwise you are just spending two actions to discover that the boss also read the math chapter.
Scrolls, Wands, and Staves
| Item Plan | Best Cleric Uses | Why It Works |
|---|---|---|
| Scrolls ● | water breathing, translate, talking corpse, safe passage, condition answers, rare travel, and campaign-specific utility | Scrolls are perfect for spells that are vital once and wasteful every day |
| Wands ● | resist energy, see the unseen, status, daily defenses, and reliable utility | A wand turns "we might need this" into a routine tool |
| Staves ● | Divine support packages, defensive magic, healing support, and utility clusters | A staff expands daily flexibility without replacing preparation discipline |
| Consumables ● | Emergency healing, condition support, anti-disease and anti-poison help, and adventure gear | Good consumables keep spell slots pointed at the hard problems |
For more item planning, use staves and wands, consumables, magic items by level, and treasure by level.
Monster and GM Matchups
| Campaign Pressure | Cleric Spell Response | Supporting Guides |
|---|---|---|
| Undead-heavy arc ● | heal, vitality lash, infuse vitality, holy light, sunburst, Religion Recall Knowledge | Monsters, Creature traits, Religion |
| Unholy or fiendish enemies ● | Sanctified damage, holy light, divine wrath, divine decree, protection tools | Divine spells, Encounter building |
| Enemy casters ● | dispel magic, silence, crisis of faith, spellwrack, truesight | Checks and DCs, Combat spells |
| Conditions and afflictions ● | cleanse affliction, clear mind, sound body, sure footing, scroll backups | Conditions, Medicine |
| Hazard-heavy dungeon ● | detect magic, read aura, safe passage, fly, resist energy, slow exploration | Hazards, Environment |
| Social and religious scenes ● | status, truespeech, sending, read omens, talking corpse, rituals | Social encounters, Rituals, Diplomacy |
The GM Core side of spell value is simple: the best Cleric is not the one with the most healing prepared. It is the one whose spells answer the campaign the GM is actually running.
Common Cleric Spell Mistakes
| Mistake | Why It Hurts | Better Move |
|---|---|---|
| Preparing normal slots like the font does not exist ● | You duplicate a class feature and lose flexibility | Let font slots cover heal or harm; prepare answers |
| Skipping condition removal ● | Some fights are lost through conditions, not hit point loss | Carry daily prep or scrolls for the campaign's condition profile |
| Ignoring Medicine ● | Spell slots become routine bandages | Use Treat Wounds and skill support between fights |
| Casting DC spells as a Warpriest without a plan ● | Delayed spell proficiency makes offensive casting less reliable | Favor buffs, heals, no-save spells, and effects with useful success results |
| Treating deity spells as flavor text ● | You miss one of the class's best customization tools | Pick a deity whose granted spells, domains, weapon, and font fit the build |
| Forgetting scrolls ● | The Cleric wastes prepared slots on once-per-arc answers | Put narrow utility and rare removals in the backpack |
Quick Lists
| Need | Best Starting Picks |
|---|---|
| Always consider ● | heal, bless, fear, dispel magic, cleanse affliction, clear mind, sound body, heroism, fly, vital beacon, breath of life, truesight, energy aegis, moment of renewal, foresight, revival |
| Low-level combat ● | heal, bless, fear, command, runic weapon, sanctuary, protection |
| Undead campaign ● | heal, vitality lash, infuse vitality, holy light, sunburst, sanctified damage options |
| Boss fights ● | heroism, protection, forbidding ward, breath of life, truesight, foresight, regenerate |
| Scroll shelf ● | water breathing, water walk, translate, talking corpse, safe passage, see the unseen, situational condition answers |
| Warpriest comfort picks ● | heal, bless, runic weapon, sanctuary, spiritual armament, vital beacon, spiritual guardian |
Hot Takes
Healing font earns the top mark because it lets the Cleric stop preparing like a frightened apothecary. Harmful font is not bad; it is just honest about wanting a campaign and build that cooperate.
The best Cleric spell is often the one that prevents the emergency. heroism, protection, resist energy, and forbidding ward do not get the applause that a huge heal gets, but they are frequently the reason that huge heal was not needed.
Warpriest spellcasting is not failed Cloistered casting. It is a different job. Buff the party, hold the line, keep the shield moving, and use divine magic to make the martial turns nastier. That is a good life.


