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Cleric Spells - First Level
Bane

Level: Clr 1
Range: 50'
Duration: 1 minute/level
Target: All enemies within 50'
Saving Throw: Will negates
Spell Resistance: Yes

Bane fills the caster's enemies with fear and doubt. They suffer a morale penalty of -1 on their attack rolls and a morale penalty of -1 on Will saving throws. Bane counters the Bless spell.


Bless

Level: Clr 1, Pal 1
Range: 50' radius
Duration: 1 minute/level
Target: All allies within 50'
Saving Throw: None
Spell Resistance: No

Bless fills the caster's allies with courage. They gain a morale bonus of +1 on their attack rolls and a morale bonus of +1 on Will saving throws. Bless counters the Bane spell.


Cause Fear

Level: Clr 1
Range: Close (25' + 5'/2 levels)
Duration: 1d4 rounds
Target: One living creature
Saving Throw: Will negates
Spell Resistance: Yes

The affected creature becomes afraid. It suffers a -2 penalty on attack rolls, weapon damage rolls, and saving throws. It flees from you as well as it can. If unable to flee, the creature may fight.


Command

Level: Clr 1
Range: Close (25' + 5'/2 levels)
Duration: 1 round
Target: One living creature
Saving Throw: Will negates
Spell Resistance: Yes

The Cleric gives the subject a one-word command, which the creature obeys to the best of its ability. To work, the command must be audible, intelligible, unequivocal, and neither suicidal nor directly harmful. Casters using this spell cause their opponents to hold still for one round (creatures so affected are considered prone for purposes of attack).


Cure Light Wounds

Level: Clr 1, Pal 1, Rgr 1
Range: Touch
Duration: Instantaneous
Target: One creature
Saving Throw: None (see text)
Spell Resistance: No

When laying his hand upon a living creature, the caster channels positive energy that cures 1d8 points of damage +1 point per caster level (up to +5). Since undead are powered by negative energy, this spell inflicts damage on them instead of curing their wounds. An undead can attempt a Will save to take half damage.


Inflict Light Wounds

Level: Clr 1
Range: Touch
Duration: Instantaneous
Target: One creature
Saving Throw: Will halves
Spell Resistance: Yes

When laying his hand upon a creature, the Cleric channels negative energy that inflicts 1d8 points of damage +1 point per level of the caster upon the target (up to +5). Since undead are powered by negative energy, this spell cures them of damage rather than damaging them.


Protection from Evil

Level: Clr 1, Pal 1, Sor 1
Range: Touch
Duration: 1 minute/level
Target: Creature touched
Saving Throw: None
Spell Resistance: No

This spell conjures a field around the target that has three major effects: it gives a +2 bonus to AC and a +2 bonus on saving throws, both against attacks made by evil creatures, it blocks any attempt to possess or to exercise mental control over the warded creature, and lastly it prevents bodily contact by elementals and outsiders. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil, if such attacks require touching the warded creature.


Protection from Good

Level: Clr 1, Sor 1

As protection from evil, except that the bonuses apply to attacks from good creatures (not evil ones), and evil outsiders and elementals (not good ones) can touch the target.


Remove Fear

Level: Clr 1
Range: Close (25' + 5'/2 levels)
Duration: See text
Target: One creature plus one additional creature/4 levels, no two of which can be more than 30' apart
Saving Throw: None
Spell Resistance: No

The Cleric casting this spell instills courage in the spell recipient, granting the creature a +4 morale bonus to his Will saving throws for 10 minutes. If the recipient is suffering from a fear effect when receiving the spell, the target is restored to their normal state. Remove fear counters and dispels cause fear.


Shield of Faith

Level: Clr 1
Range: Touch
Duration: 1 minute/level
Target: One creature
Saving Throw: None
Spell Resistance: No

This spell creates a shimmering, magical field around the caster that averts attacks. The spell grants a +2 bonus to AC, with an additional +1 for every 6 levels of the caster (up to +5).