Cleric Spells

Level 1

Level 2

Level 3

Level 4

Level 5


Bless (Blight)

2nd Level Cleric Spell

Duration: 6 turns

Range: 60’

May be used in one of two situations:

  1. Battle: Allies within a 20’ square area who are not yet in melee gain a +1 bonus to attack and damage rolls and a +1 bonus to morale.
  2. Ritual: Casting bless may also form part of rituals of purification or consecration, at the referee’s discretion.

Reversed: Blight

Incurs a -1 penalty to morale checks, attack rolls, and damage rolls of enemies within a 20’ square area. A save versus spells is allowed to resist the blight.

Commune

5th Level Cleric Spell

Duration: 3 turns

Range: The caster

This spell allows the caster to contact a divine power and ask questions.

Continual Light (Continual Darkness) (C)

3rd Level Cleric Spell

Duration: Permanent

Range: 120’

This spell has three usages:

  1. Conjuring light: In a 30’ radius. The magical light is as bright as full daylight (creatures that suffer attack penalties in daylight are affected). The spell may be cast upon an object, in which case, the light moves with the object.
  2. Blinding a creature: By casting the spell upon its eyes. If the target fails a saving throw versus spells, it is blinded. A blind creature cannot attack.
  3. Cancelling darkness: Continual light may cancel a continual darkness spell (see below).

Reversed: Continual Darkness

Creates a 30’ radius area of magical blackness, preventing both normal sight and infravision. Light sources brought within the area of darkness do not illuminate it. Like continual light, it may alternatively be used to blind creatures or to dispel a continual light spell.

Create Food

5th Level Cleric Spell

Duration: Permanent

Range: Appears in the caster’s presence

Conjures food from thin air.

Create Water

4th Level Cleric Spell

Duration: Permanent

Range: Touch

This spell causes a magical fount to spring forth from the ground or a wall.

Cure Disease (Cause Disease)

3rd Level Cleric Spell

Duration: Instant

Range: 30’

This spell has two usages:

  1. Cure a subject of any disease: Including those of magical origin.
  2. Kill green slime: This monster is killed instantly.

Reversed: Cause Disease

The victim must save versus spells or be afflicted with a horrid disease of withering:

Cure Light Wounds (Cause Light Wounds)

1st Level Cleric Spell

Duration: Instant

Range: The caster or a creature touched

This spell has two usages:

  1. Healing a living subject: Restores 1d6+1 hit points of damage. This cannot raise the subject’s hit points above their normal maximum.
  2. Curing paralysis: Paralysing effects are negated.

Reversed: Cause Light Wounds

Inflicts 1d6+1 hit points of damage to a touched creature. In combat, a melee attack roll is required.

Cure Serious Wounds (Cause Serious Wounds)

4th Level Cleric Spell

Duration: Instant

Range: The caster or a creature touched

The caster’s touch heals 2d6+2 hit points of damage in one living subject. This cannot raise the subject’s hit points above their normal maximum.

Detect Evil (C)

1st Level Cleric Spell

Duration: 6 turns

Range: 120’

Objects under an evil enchantment and living beings with evil intentions are caused to magically glow.

Detect Magic (C)

1st Level Cleric Spell

Duration: 2 turns

Range: 60’

Enchanted objects, areas, or creatures are caused to glow. Both permanent and temporary enchantments are revealed.

Dispel Evil

5th Level Cleric Spell

Duration: Concentration (up to 1 turn) or instant (see below)

Range: 30’

This spell has three uses:

  1. Ward: By concentrating and remaining stationary, enchanted or undead monsters that come within range may be banished or destroyed. Each monster may save versus spells to avoid banishment or destruction. If a monster’s save succeeds, it flees the affected area.
  2. Target single monster: Instantly banish or destroy a single enchanted or undead monster within range. The monster may save versus spells (with a -2 penalty) to avoid banishment or destruction. If the monster’s save succeeds, it flees the affected area.
  3. Dispel curse: Instantly dispel the hold that a cursed item has over a being within range.

Find Traps

2nd Level Cleric Spell

Duration: 2 turns

Range: 30’

Trapped areas are caused to magically glow with a faint blue light.

Growth of Animal

3rd Level Cleric Spell

Duration: 12 turns

Range: 120’

This spell doubles the size and strength of a single animal.

Hold Person (C)

2nd Level Cleric Spell

Duration: 9 turns

Range: 180’

This spell causes one or more humans, demihumans, or human-like monsters (see Persons) to be paralyzed if they fail a saving throw versus spells. It may be cast in two ways:

  1. Against an individual: The target’s saving throw is penalized by -2.
  2. Against a group: 1d4 individuals in the group are targeted.

Restrictions: Undead and human-like monsters of greater than 4+1 HD (see Hit Point Modifiers) are not affected.

Insect Plague

5th Level Cleric Spell

Duration: Concentration (up to 1 day)

Range: 480’

Cast above ground, this spell conjures a 60’ diameter swarm of flying insects with the following properties:

Restrictions: The spell has no effect if cast underground.

Know Alignment

2nd Level Cleric Spell

Duration: 1 round

Range: 10’

Reveals the alignment of one character, monster, object, or area within range. (Most objects or areas do not have an alignment, but magic items or holy places may.)

Light (Darkness) (C)

1st Level Cleric Spell

Duration: 12 turns

Range: 120’

This spell has three usages:

  1. Conjuring light: In a 15’ radius. The magical light is sufficient for reading but is not as bright as daylight. The spell may be cast upon an object, in which case the light moves with the object.
  2. Blinding a creature: By casting the spell upon its eyes. If the target fails a saving throw versus spells, it is blinded for the duration. A blind creature cannot attack.
  3. Cancelling darkness: Light may cancel a darkness spell (see below).

Reversed: Darkness

Creates a 15’ radius area of magical blackness, preventing normal sight (but not infravision. Like light, it may alternatively be used to blind creatures or to dispel a light spell.

Locate Object (C)

3rd Level Cleric Spell

Duration: 6 turns

Range: 120’

The caster can sense the direction (but not the distance) of an object. One of two types of object may be located:

Restrictions: This spell cannot be used to locate creatures.

Neutralize Poison

4th Level Cleric Spell

Duration: Instant

Range: The caster or a creature or object touched

This spell has two usages:

  1. Characters: Neutralize the effects of poison on a character. A character who has died from poisoning can be revived, if neutralize poison is cast within ten rounds.
  2. Items: Remove poison from an item.

Protection from Evil (C)

1st Level Cleric Spell

Duration: 12 turns

Range: The caster

This spell wards the caster from attacks by creatures of another alignment, as follows:

Protection from Evil 10’ Radius (C)

4th Level Cleric Spell

Duration: 12 turns

Range: 10’ around the caster

This spell wards the caster and all allies within 10’ from attacks by creatures of another alignment, as follows:

Purify Food and Water

1st Level Cleric Spell

Duration: Permanent

Range: 10’

Poisoned, rotten, spoiled, or contaminated food and water are purified. One of the following may be affected:

Quest (Remove Quest)

5th Level Cleric Spell

Duration: Until quest is completed / Instant (remove quest)

Range: 30’

The caster commands a single subject to perform a specific quest or task.

Raise Dead (Finger of Death)

5th Level Cleric Spell

Duration: Instant

Range: 120’

This spell has two usages:

  1. Restore life: To a recently deceased human or demihuman. See below.
  2. Destroy undead: A single undead monster is destroyed, if it fails a saving throw versus spells.

Restoring life: When used to restore life, the following stipulations apply:

Reversed: Finger of Death

Directs a ray of deadly magic at a single target. If the target fails a saving throw versus death, it dies instantly. Casting finger of death is a chaotic act; it will only be used by lawful casters in desperate situations.

Remove Curse (Curse) (C)

3rd Level Cleric Spell

Duration: Instant / Permanent (curse)

Range: The caster or a creature touched

This spell removes a single curse from the subject. It may allow a character to discard a cursed magic item.

Reversed: Curse

Places a deleterious effect upon a creature, if it fails a save versus spells.

Remove Fear (Cause Fear)

1st Level Cleric Spell

Duration: 2 turns

Range: The caster or a creature touched

The creature touched is calmed and purged of fear.

Reversed: Cause Fear

Causes a target within 120’ to flee for the duration unless they save versus spells.

Resist Cold

1st Level Cleric Spell

Duration: 6 turns

Range: 30’

All creatures within range are protected from cold, as follows:

Resist Fire

2nd Level Cleric Spell

Duration: 2 turns

Range: 30’

A single creature is bestowed with supernatural resistance to fire, as follows:

Silence 15’ Radius

2nd Level Cleric Spell

Duration: 12 turns

Range: 180’

A 15’ radius area is rendered utterly silent.

Snake Charm

2nd Level Cleric Spell

Duration: 1d4+1 rounds or turns

Range: 60’

One or more snakes are rendered non-hostile, rearing up and swaying to and fro but not attacking.

Speak with Animals

2nd Level Cleric Spell

Duration: 6 turns

Range: 30’

The caster can communicate with one type of animal within range when the spell is cast.

Speak with Plants

4th Level Cleric Spell

Duration: 3 turns

Range: 30’

This spell has two usages:

  1. Normal plants: Communication with normal plants. The caster may ask for simple favors and plants may comply if the request is within their comprehension and capabilities. For example, densely overgrown plants may clear a passageway through which the caster and party may travel.
  2. Monstrous plants: Communication with plant-like or plant-based monsters.

Sticks to Snakes

4th Level Cleric Spell

Duration: 6 turns

Range: 120’

2d8 normal sticks are miraculously transformed into snakes that follow the caster’s orders.

Conjured Snakes


AC 6 [13], HD 1 (4hp), Att 1 × bite (1d4), THAC0 19 [0], MV 90’ (30’), SV D12 W13 P14 B15 S16 (1), ML 7, AL Neutral, XP 10 (13 if poisonous)


Striking

3rd Level Cleric Spell

Duration: 1 turn

Range: 30’

A single weapon is enchanted: