Cleric First Level

First Level Cleric Spells

Target: Selected Combatant

Duration: 20 rounds

Description: Causes one target creature within 120' to become frightened. If the target fails to save vs. Spells, it flees for 2 turns (20 minutes).

Target: Selected Combatant

Duration: Permanent

Description: Causes 1d6+1 damage to the targeted creature. A successful attack roll is required. Undead are actually healed by this spell.

Target: Selected Ally

Duration: Permanent

Description: With this spell the caster heals 1d6+1 hit points of damage by laying his or her hand upon the injured creature. Undead are affected by this spell and its reverse in opposite fashion; they are injured by cure light wounds and healed by cause light wounds.

Target: Entire Area

Duration: 60 rounds (+ 10 rounds/level)

Description: Creates an area of darkness that thoroughly permeates the entire encounter area. This darkness blocks out Darkvision and negates mundane light sources.

Target: Combatant Types

Duration: 1 round (+ 1 round/level)

Description: Allows the caster to detect evil; specifically, the caster can detect creatures with evil intentions, magic items with evil enchantments and possibly extraplanar creatures of evil nature. Normal characters, even “bad” characters, cannot be detected by this spell, as only overwhelming evil is detectable. The caster sees the “evil” creatures or objects with a definite glow around them, but the glow cannot be seen by anyone else.

Target: Combatant Types

Duration: 1 round (+ 1 round/level)

Description: Allows the caster to detect good; specifically, the caster can detect creatures with good intentions, magic items with good enchantments and possibly extraplanar creatures of goodly nature. Normal characters, even “good” characters, cannot be detected by this spell, as only overwhelming good is detectable. The caster sees the “goodly” creatures or objects with a definite glow around them, but the glow cannot be seen by anyone else.

Target: Entire Area

Duration: 20 rounds

Description: The caster of this spell is able to detect enchanted or enspelled objects or creatures within the given range by sight, seeing them surrounded by a pale glowing light. Only the caster sees the glow. Invisible creatures or objects are not detected by this spell, but the emanations of the invisibility magic will be seen as an amorphous glowing fog, possibly allowing the caster (only) to attack the invisible creature at an attack penalty of only -2.

Target: Entire Area

Duration: 60 rounds (+ 1 round/level)

Description: Creates a light equal to torchlight which illuminates a 30' radius area (and provides dim light for an additional 20') around the target location or object. The effect is immobile if cast into an area, but it can be cast on a movable object. Light taken into an area of magical darkness does not function.

Target: Selected Ally

Duration: 1 round (+ 10 rounds/level)

Description: Subjects gain a +2 bonus to AC and a +2 bonus on saves. Both these bonuses apply against attacks made or effects created by evil creatures.

Target: Selected Ally

Duration: 1 round (+ 10 rounds/level)

Description: Subjects gain a +2 bonus to AC and a +2 bonus on saves. Both these bonuses apply against attacks made or effects created by goodly creatures.

Target: Selected Object

Duration: Permanent

Description: Makes spoiled, rotten, poisonous or otherwise contaminated food and water pure and suitable for eating and drinking. This spell does not prevent subsequent natural decay or spoilage. Unholy water and similar food and drink of significance is spoiled by purify food and drink, but the spell has no effect on creatures of any type nor upon magic potions.

Target: Selected Ally

Duration: Permanent

Description: Calms any target creature currently afflicted with fear.

Target: Selected Ally

Duration: 5 rounds (+ 1 round/level)

Description: Grants a creature temporary immunity to cold. Minor cold (such as exposure to winter weather in inadequate clothing) is ignored by the affected creature.