1st Level Cleric Spells
SPELL DESCRIPTIONS/OVERVIEW:

(1) Cure Light Wounds: Cast: 5 segments, touch, heals 1d8hp instantly.
(2) Bless: Cast: 1 round; range: 6”; AoE: 5”x5”; PROVIDES +1 to hit & morale bonus for all friendly creatures in AoE; duration: 6 rounds; MUST be cast before friendly creatures are engaged in melee combat.
(3) Command: Cast: 1 segment, range: 1”, affect: 1 creature, 1 word (eg, leave, run, flee, drop, surrender, sleep, jump, run, etc), must be in language known by creature; duration: 1 round; target gets SAVING THROW only if target: (a) has INT 13 or more OR (b) has 6 or more HD. Undead unaffected.
(4) Light: Cast: 4 segments, range: 12”, AoE: 2” radius globe, duration: 6 turns + 1 turn/level (or until affirmatively extinguished by caster early), cast on object or point in space in line of sight of caster; NO SAVE unless cast on unwilling creature (failed save lights object on creature; or Blind (-4 to hit) if successfully cast on eyes of creature).
(5) Create Water:
(6) Detect Magic: Cast: 1 round, range: 3", AoE: 1" path 3" long, Duration: 1 turn, Save: none, Components: VSM.  Detects magical radiations in a path 1” wide, and up to 3” long, in the direction faced. The caster can turn 60’ per round. Stone walls of 1’ or more thickness, solid metal of but 1/12’ thickness, or 3’ or more of solid wood will block. Requires use of a holy (or unholy) symbol.
(7) Detect Evil: Cast: 1 round, range: 12", AoE: 1" path 3" long, Duration: 1 turn +1/2 turn per level, Save: none, Components: VSM.  Discovers emanations of evil or of good in the case of the reverse from any creature or object. A hidden trap or an unintelligent viper will not radiate evil, only beings or things with evil intent.  The spell has a path of detection 1” wide in the direction faced. It requires the use of a holy (or unholy) symbol, with the cleric holding it before him or her.
(8) Sanctuary: Cast: 4 segments, range: Touch, AoE: One creature, Duration: 2 rounds +1/level, Save: Vs. spells (made by the one trying to attack), Components: VSM.  With this spell any foe must make a saving throw vs. magic in order to strike or attack him or her. If the saving throw is not made, the creature will attack another and ignore the one warded by the spell. If the save is made, the cleric is subject to all normal attacks. Note that this spell doesn't prevent area attacks. During the protection of the spell, the cleric can't take any offensive action, but may use non-attack spells or take non-offense actions. The components of the spell are a holy/unholy symbol and a small silver mirror.
(9) Protection from Evil: 4 segments, range: Touch, AoE: One creature, Duration: 3 rounds/level, Save: None, Components: VSM.  The protection encircles the recipient at a 1' distance, preventing contact by creatures of an enchanted or conjured nature.  Summoned animals or monsters are also hedged from the one so protected. Plus, all attacks launched by evil creatures incur a penalty of -2 ”to hit” and any saves caused by such attacks are made at +2. It can be reversed to protect from good, although it still keeps out enchanted evil entities as well. To perform this spell, the cleric must trace a 3’ diameter circle on the ground with holy water for protection from evil, blood for protection from good, or in the air using incense or smoldering dung(!)(that's what you get for being evil...) with regards to evil/good.
(10) Remove Fear:
(11) Resist Cold:
(12) Purify Food & Drink:









Spell Descriptions