The following third level spells are castable by a cleric:
Target: Selected Combatant
Description: Causes one target creature to be permanently cursed, the victim receiving a -2 penalty to all attack roles, morale checks and saving throws.
Target: Selected Combatant
Description: Causes one target creature to become permanently blinded. Once blinded, combatants attack at a -4 on their To Hit rolls until the blindness is removed.
Target: Selected Combatant
Description: Causes one target creature to be strongly diseased (reducing the afflicted's Constitution score by three points) for an entire year.
Target: Selected Combatant
Description: Causes 3d6 +1/level damage to the targeted creature. While a hit is always successful, the target does receive a saving throw vs. Spells.
Target: Selected Combatant
Duration: 4 rounds (+ 1 round/level)
Description: Allows the caster to charm a single targeted undead monster of six hit dice or less (although the undead target does receive a saving throw vs. Spells). While charmed, the undead monster will cease any hostility toward the caster and her adventuring party (but will immediately resume normal activity once the spell expires).
Description: Allows the caster to cure a selected ally suffering from permanent blindness (whether caused by injury or by magic). The effect is instantaneous and removes the victim's -4 To Hit penalty.
Description: Cures all diseases that the target recipient may be suffering from.
Description: The caster heals 3d6 +1/level hit points of damage by laying his hand upon an injured ally.
Target: Entire Location (all areas)
Duration: 0 round (+ 1 round/level)
Description: Allows the caster to sense the location and direction of a selected item (possession) within the current location (such as a city district or small dungeon). When invoked, a new LOCATE ITEM dropdown will appear within the group of hero-based options that contains a reference to every possession available throughout the location; simply select the item of desire to learn where it may be located.
Description: Causes all light within the current encounter area to be suddenly snuffed-out and plunges the adventuring party in total darkness (the darkness following the party wherever they go). The spell does little to already-darkened places but will extinguish magical light as well.
Description: Creates a spherical region of light--as bright as full daylight--and potentially lasting forever (cancelled only by Permanent Darkness, Antimagic Shell and the like). The spell does little to already-lit areas but will illuminate magically-dark places as well.
Duration: 0 round (+ 10 rounds/level)
Description: Roughly half of all heroes within the party receive a +2 bonus to Armor Class as well as a +2 bonus on all saving throws involving a strongly evil creature. Both these bonuses apply against attacks made or effects created by evil creatures.
Duration: 0 round (+ 10 rounds/level)
Description: Roughly half of all beings within the group receive a +2 bonus to Armor Class as well as a +2 bonus on all saving throws involving a strongly good creature. Both these bonuses apply against attacks made or effects created by goodly creatures.
Description: Instantaneously removes all curses on a selected ally. Certain special curses may not be countered by the spell.
Description: Instantaneously removes any curses attached to a selected area object. The spell does NOT remove curses on party possessions such as shields, weapons, suits of armor, etc. Certain special, unusually powerful curses may not be countered by the spell.
Duration: 1 round (+ 1 round/level)
Description: Bestows upon one target the ability to deal 2d6 points of additional damage on each successful hit. The spell does not provide any attack bonus, nor does it allow normal weapons to hit magical monsters.