Cleric Spells
Level 1
- Cure Light Wounds (Cause Light Wounds)
- Detect Evil (C)
- Detect Magic (C)
- Light (Darkness) (C)
- Protection from Evil (C)
- Purify Food and Water
- Remove Fear (Cause Fear)
- Resist Cold
Level 2
- Bless (Blight)
- Find Traps
- Hold Person (C)
- Know Alignment
- Resist Fire
- Silence 15’ Radius
- Snake Charm
- Speak with Animals
Level 3
- Continual Light (Continual Darkness) (C)
- Cure Disease (Cause Disease)
- Growth of Animal
- Locate Object (C)
- Remove Curse (Curse) (C)
- Striking
Level 4
- Create Water
- Cure Serious Wounds (Cause Serious Wounds)
- Neutralize Poison
- Protection from Evil 10’ Radius (C)
- Speak with Plants
- Sticks to Snakes
Level 5
Bless (Blight)
2nd Level Cleric Spell
Duration: 6 turns
Range: 60’
May be used in one of two situations:
- 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.
- 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.
- Questions: The caster may ask three questions per casting. Once per year, the caster may instead ask six questions.
- Answers: Each question receives a simple “yes” or “no” answer.
- Usage limit: Commune may only be cast once per week. If the referee feels this spell is being overused, its usage may be limited to once per month.
Continual Light (Continual Darkness) (C)
3rd Level Cleric Spell
Duration: Permanent
Range: 120’
This spell has three usages:
- 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.
- 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.
- 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.
- Volume: Food sufficient for twelve humans and twelve mounts for one day is conjured.
- Higher level casters: If the caster is higher than 8th-level, food is sufficient for an additional 12 humans, and mounts are produced for each level beyond 8th.
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.
- Volume: The fount produces approximately 50 gallons of water—enough to sustain twelve humans and twelve mounts for one day.
- Higher level casters: If the caster is higher than 8th-level, water sufficient for an additional twelve humans, and mounts are produced for each level beyond 8th.
Cure Disease (Cause Disease)
3rd Level Cleric Spell
Duration: Instant
Range: 30’
This spell has two usages:
- Cure a subject of any disease: Including those of magical origin.
- 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:
- Death: Within 2d12 days.
- Attack penalty: -2 to attack rolls.
- Natural healing: Takes twice the usual amount of time.
- Magical healing: Is utterly ineffective.
- Curing: This disease can be cured with a casting of cure disease.
Cure Light Wounds (Cause Light Wounds)
1st Level Cleric Spell
Duration: Instant
Range: The caster or a creature touched
This spell has two usages:
- Healing a living subject: Restores 1d6+1 hit points of damage. This cannot raise the subject’s hit points above their normal maximum.
- 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.
- Intent only: The caster cannot read the thoughts of creatures with evil intent.
- Definition of evil: The referee must judge what is classified as evil. Beings of chaotic alignment do not always have evil intent. Traps and poisons, while potentially harmful, are not evil.
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:
- 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.
- 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.
- 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.
- Magical and mechanical traps: Are both revealed.
- No knowledge: About the nature of traps or how to deactivate them is gained.
Growth of Animal
3rd Level Cleric Spell
Duration: 12 turns
Range: 120’
This spell doubles the size and strength of a single animal.
- Damage: The damage inflicted by the animal’s attacks is doubled.
- Load: The amount of weight the animal can carry is doubled.
- Restrictions: This spell may be used on normal or giant animals, but intelligent animals, magical animals, and fantastic monsters are unaffected.
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:
- Against an individual: The target’s saving throw is penalized by -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:
- Movement: 20’ per round. While the swarm is within range, the caster is able to direct its movements.
- Vision: Within the area of the swarm is obscured.
- Creatures of 2 HD or less: Are driven away, if caught within the swarm.
- Concentration: If the caster moves or loses concentration, the swarm dissipates, ending the spell.
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:
- 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.
- 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.
- 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:
- General class: An object of a general class (e.g. a stairway, an altar, etc). In this case, the nearest object of that type is located.
- Specific object: A specific object which the caster can clearly visualize in all aspects.
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:
- 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.
- 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:
- Bonuses: The caster gains a +1 bonus to saving throws against attacks or special abilities of affected creatures.
- Affected creatures’ attacks: Against the caster are penalized by -1.
- Enchanted, constructed, or summoned creatures: The spell additionally prevents such creatures from attacking the caster in melee, though they may still make ranged attacks. If the caster engages such a creature in melee, this protection is broken (the caster still gains the save and attack bonuses mentioned above).
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:
- Bonuses: Those warded gain a +1 bonus to saving throws against attacks or special abilities of affected creatures.
- Affected creatures’ attacks: Against those warded are penalized by -1.
- Enchanted, constructed, or summoned creatures: The spell additionally prevents such creatures from making melee attacks against those warded, though they may still make ranged attacks. If any of the warded party engages such a creature in melee, this protection is broken (those warded still gain the save and attack bonuses mentioned above).
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:
- Drink: 6 quarts.
- Rations: One ration (iron or standard).
- Unpreserved food: A quantity sufficient for 12 people.
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.
- Examples: Rescuing a prisoner, killing a specific monster, bringing a magic item to the caster, or going on a journey to a holy site.
- Suicidal quests: The prescribed quest must not be obviously suicidal.
- Saving throw: The subject may save versus spells, with success indicating that the quest has no effect.
- Refusal: Otherwise, the subject must undertake the quest or fall under a curse (per the curse spell, with the exact nature of the curse determined by the referee.
- Completion: Once the task is completed, the spell ends.
Raise Dead (Finger of Death)
5th Level Cleric Spell
Duration: Instant
Range: 120’
This spell has two usages:
- Restore life: To a recently deceased human or demihuman. See below.
- 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:
- Time limit: The caster can raise a person who has been dead for no longer than four days per level of the caster above 7th. For example, a 10th-level caster can revive a character that has been dead for twelve days (three levels above 7th × four days).
- Weakness: Returning from death is an ordeal. Until the subject gets two full weeks of bed rest, they have 1 hit point, move at half the normal rate, cannot carry heavy items, and cannot attack, cast spells, or use other class abilities. This period of weakness may not be shortened by any magical healing.
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.
- Effects: The exact form and effects of the curse are determined by the caster.
- Maximum possible effects include: A –2 penalty to saving throws, a –4 penalty to attack rolls, reducing an ability score by 50%.
- Multiple curses: May afflict a creature, as long as each has a different effect.
- Referee judgement: The referee should judge the effects of this spell and may turn overly powerful curses back onto the caster!
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.
- Magically induced fear: Is dispelled if the subject makes a saving throw versus spells, with a +1 bonus per level of the caster.
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:
- Normal cold: Unharmed by non-magical freezing temperatures.
- Save bonus: Gain a +2 bonus to saving throws versus cold-based effects (e.g. magic or breath attacks).
- Cold-based damage: Is reduced by 1 point per damage die rolled. (Each die inflicts a minimum of 1 damage.)
Resist Fire
2nd Level Cleric Spell
Duration: 2 turns
Range: 30’
A single creature is bestowed with supernatural resistance to fire, as follows:
- Normal heat: Unharmed by non-magical heat or fire.
- Save bonus: Gain a +2 bonus to saving throws versus fire-based effects (e.g. magic or breath attacks).
- Fire-based damage: Is reduced by 1 point per damage die rolled. (Each die inflicts a minimum of 1 damage.)
Silence 15’ Radius
2nd Level Cleric Spell
Duration: 12 turns
Range: 180’
A 15’ radius area is rendered utterly silent.
- Within the area: All sound is prevented. Conversation and spellcasting are impossible.
- Noise from outside the area: Can be heard by those within it.
- Casting upon a creature: Silence may be cast upon a creature, which must save versus spells. If the save fails, the 15’ radius area of silence moves with the creature. If the save succeeds, the spell’s effect remains stationary—the targeted creature may move out of it.
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.
- HD affected: The spell affects up to 1 HD of snakes per level of the caster. For example, a 6th-level caster could affect three 2 HD snakes, two 3 HD snakes, etc.
- Duration: When cast on snakes that are already attacking, the spell lasts for 1d4+1 rounds. Otherwise, it lasts for 1d4+1 turns.
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.
- Type of animal: Normal or giant animal species may be selected. Intelligent animals and fantastic monsters may not.
- Services: Animals that are friendly towards the caster may be persuaded to perform a service. The service must be within an animal’s comprehension and capabilities.
Speak with Plants
4th Level Cleric Spell
Duration: 3 turns
Range: 30’
This spell has two usages:
- 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.
- 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.
- Reversion: The snakes become sticks once more if killed or when the duration ends.
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)
- Poison: There is a 50% chance of the snakes being poisonous.
- When killed: Revert back to sticks.
Striking
3rd Level Cleric Spell
Duration: 1 turn
Range: 30’
A single weapon is enchanted:
- Damage: It deals an additional 1d6 damage.
- Treated as magical: It is able to harm monsters which are normally only harmed by magical weapons.