Cleric Spells


0 Level Spells

Create Water: 2 gallon per level water

Cure/Inflict Minor Wounds: 1 point of damage healed/dealt on touch

Detect Magic: 60 ft cone, spells or magic items

Detect Poison: Detects poison in one creature or object

Guidance: +1 to attack, saving, OR skill check roll

Light: Object shines

Mending: Minor repairs to an object

Purify Food and Drink: 1 cubed-feet food&water becomes edible

Read magic: Read scrolls and spellbooks

Resistance: Target gains +1 on saving throws

Virtue: Temporary +1 hp to target

1st-Level spells

Bless/Bane: Allies/Enemies take +1/-1 on Attack rolls and saves against fear

Bless/Curse Water: Turns water into Holy/Unholy Water

Cause Fear: One creature of less than 5 hit die flees for 1d4 rounds

Command: One subject obeys a selected command for 1 round

Comprehend Languages: You understand all spoken and written languages 10 minutes level

Cure/Inflict Light Wounds: Cures/Deals 1d8 + (1 per level) (max +5) damage on touch

Deathwatch: You can see how close to death creatures near you are for 10 minutes per level.

Detect Chaos/Evil/Good/Law: 60 ft cone, Reveals creatures, spells, or objects of selected alignments

Detect Undead: reveals undead within 60 ft cone

Divine Favor: +1 bonus per 3 levels on attack and damage rolls

Doom: One target takes -2 on Attack, Damage, Saving and Check rolls

Endure Elements: Exist comfortably in hot or cold environments 24 hours

Entropic Shield: Ranged attacks against you miss 20% for 1 minute per level

Hide from Undead: Undead can’t detect one target per level for 10 minutes per level

Magic Stones: 3 stones you can throw for 1 Attack Roll, 1d61 damage.

Magic Weapon: Targeted weapon gains +1 bonus for 1 minute per level

Obscuring Mist: Fog surrounds you for 1 minute per level

Protection From Chaos/Evil/Good/Law: +2 to AC & Saves, etc, against selected alignment for 1 minute per level; also protects against mental attacks of all kinds while in effect (but not afterwards!); also protects completely against touches of all kinds.

Remove Fear: Suppresses fear or gives a +4 to save against fear for 1 target + (1/4 levels) for 10 m.

Sanctuary: You can’t attack, or be attacked (willpower save) for 1r / level.

Shield of Faith: Aura grants +2 + (1/6 level) deflection bonus on touch

Summon Monster I: Calls extraplanar creature to fight for you 1r / level

Cleric Spells

The Era of the Rising Sun EvanGRogers