Cleric Spells

1st Level

  • Cure Light Wounds
  • Detect Evil
  • Detect Magic
  • Light
  • Protection from Evil
  • Purify Food & Water

2nd Level

  • Bless
  • Find Traps
  • Hold Person
  • Silence 15’ Radius
  • Speak With Animals

3rd Level

  • Create Water
  • Cure Disease
  • Improved Cure Light
  • Wounds
  • Remove Curse
  • Speak with Dead

4th Level

  • Create Food
  • Cure Serious Wounds
  • Dispel Evil
  • Neutralize Poison
  • Protection/Evil 10’

5th Level

  • Commune
  • Create Food & Water
  • Dispel Evil 30’ Radius
  • Finger of Death
  • Insect Plague
  • Quest
  • Raise Dead

Spell Descriptions

Bless

  • Level: 2
  • Range: 60’

Cast before combat, this spell acts as a morale booster for the entire party, giving everyone a +1 bonus to hit for 6 turns.

Commune

  • Level: 5
  • Range: 0’

This spell puts the Cleric in touch with the powers that be and allows him to ask for help in the form of answers to three questions.
Communing is allowed but once each week at most. Veracity and knowledge will be near total. Once per year, a special communing
can be allowed wherein the Cleric can ask double the number of questions.

Create Food

  • Level: 4
  • Range: 10’

The Cleric is able to create food to provide for 12 men and animals for that day. For each level above 7th, the caster can create an additional day’s worth of food.

Create Food and Water

  • Level: 5
  • Range: 10’

The Cleric is able to create sustenance sufficient for 12 men and animals for that day. For each level above 8th, the caster can create
an additional day’s worth of food and water.

Create Water

  • Level: 3
  • Range: 10’

The Cleric is able to create pure drinking water to provide for 12 men and animals for that day. For each level above 6th, the caster
can create an additional day’s worth of water.

Cure Light Wounds

  • Level: 1
  • Range: 0’

The Cleric is able to heal 1d6+1 points of damage to one living being. Any points above the being’s maximum hit points are lost.

Cure Disease

  • Level: 3
  • Range: 10’

The Cleric is able to cure one disease from the target (lycanthropy is included). Evil casters normally use the reverse of this spell,
“Cause Disease”.

Cure Serious Wounds

  • Level: 4
  • Range: 0’

With this most potent healing spell, the Cleric is able to heal 2d8+1 points of damage to one living being. Any points above the being’s maximum hit points are lost. This spell may be reversed to “Cause Serious Wounds” and upon a successful touch attack, inflict 2d8+1 points of damage on its target.

Detect Evil

  • Level: 1
  • Range: 120’

For 6 turns, this spell grants the Cleric the ability to detect evil and evil intents in persons, creatures, or objects. Certain magic items may radiate evil if they are specifically aligned or are created for evil purposes.

Detect Magic

  • Level: 1
  • Range: 60’

For 2 turns, this spell allows the Cleric to see the magical auras of anything in his line of sight. Persons, creatures and objects are included in this ability. The magical item or being will appear, only to the Cleric, to be glowing.

Dispel Evil

  • Level: 4
  • Range: 30’

This allows the Cleric to dispel the effects of evil magic.

Dispel Evil 30’ Radius

  • Level: 5
  • Range: 30’

Allows the Cleric to dispel the effects of evil magic in a 30’ radius centered on any spot within range.

Find Traps

  • Level: 2
  • Range: 60′ line of sight
  • Duration: 1 minute per level of caster

When Find Traps is cast, the caster is able to see all traps (magical or not) within his line of sight. He cannot see through obstructions and must turn to look in other directions. Note that when exploring a dungeon, he will only see traps in the room he is in and must enter another room to find traps there.

Finger of Death

  • Level: 5
  • Range: 120’

This spell creates a death ray that will kill any creature unless it makes a Save vs. Spells. A good Cleric may only use this spell in a
life-or-death situation.

Hold Person

  • Level: 2
  • Range: 120’

The Cleric is able to hold up to 4 humanoid creatures against their will. If they fail to save, the beings are considered motionless,
unable to move or speak. If the spell is focused on a single person, he does a Save vs. Spells at –2.

Improved Cure Light Wounds

  • Level: 3
  • Range: 0’

This spell is identical to cure light wounds, except the Cleric is able to heal 1d8+1 points of damage.

Insect Plague

  • Level: 5
  • Range: 480’

By means of this spell, the Cleric calls to him a vast cloud of insects and sends them where he wills them within the spell range. They will obscure vision and rout creatures with less than 3HD. The insect plague covers an area of 36 square feet. Note that this spell is only effective above ground!

Light

  • Level: 1
  • Range: 120’

This spell lights up an area with a 20 foot radius that can be moved up to 120 feet from the caster in any direction. The duration of the spell is equal to Cleric level + 1 in turns.

Neutralize Poison

  • Level: 4
  • Range: 10’

This spell instantly removes any poison in the target’s system.

Protection from Evil

  • Level: 1
  • Range: 0’

For 12 turns, this spell protects the target from any evil being intending harm, adding a +1 to all saves against evil attacks. Evil foes receive a –1 penalty to hit.

Protection from Evil 10’ Radius

  • Level: 4
  • Range: 10’

This spell acts exactly like a normal protection from evil spell, but it protects anyone within 10’ of the target.

Purify Food and Water

  • Level: 1
  • Range: 10’

The Cleric is able to make spoiled food and water instantly edible again.

Quest

  • Level: 5
  • Range: 10’

A character sent upon a quest through this spell is subject to whatever curse the Cleric desires should he fail to carry it out. The GM should decide whether such a curse will take effect if the character ignores the quest, basing the effectiveness of the curse on the Cleric’s phrasing and the alignment and actions of the character so cursed.

Raise Dead

  • Level: 5
  • Range: 120’

This spell is similar to the raise dead ritual below, but it is instantaneous and simply requires an incantation. An 8th level Cleric can raise a body up to four days dead, a 9th level Cleric up to eight days, and so on.

Remove Curse

  • Level: 3
  • Range: 0’

This spell can be used to remove a curse placed on a person by a spell or magic item. Magic items will become normal and mundane, losing any and all other properties.

Silence 15’ Radius

  • Level: 2
  • Range: 180’

This spell allows the Cleric to place a 15’ radius circle of pure silence anywhere within range. No noise, including speech, can be heard from within this area for 12 turns.

Speak with Animals

  • Level: 2
  • Range: 30’

This spell allows the Cleric to speak with any animal within range and hold a simple conversation for up to 6 turns.

Speak with Dead

  • Level: 3
  • Range: 30’

The Cleric can communicate with recently departed spirits. There is no apparent verbal communication, as the conversation takes place telepathically.

 

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