1st Level Cleric Spells
- Cure Light Wounds
- Duration: Instant
- Range: The caster or a creature touched
- This spell has two uses
- 1. Healing a living subject: Restores
1d6+1 hit points of damage. This
cannot grant more hit points than the
subject’s normal maximum.
- 2. Curing paralysis: Paralysing effects
are negated.
- Reversed: Cause Light Wounds
- Inflicts 1d6+1 hit points of damage to
a touched creature. In combat, a melee
attack roll is required.
- Detect Evil
- Duration: 6 turns
- Range: 120’
- Objects enchanted for evil purposes or
living beings with evil intentions are
caused to magically glow.
- ▶ Intent only: This spell does not grant
the ability to read minds, but only grants
a general sense of evil intent.
- ▶ Definition of evil: The referee must
decide what is “evil”. Some things that are
potentially harmful, like traps, are not
“evil.”
- Detect Magic
- Duration: 2 turns
- Range: 60’
- Enchanted objects, areas, or creatures
are caused to glow. Both permanent and
temporary enchantments are revealed.
- Light
- Duration: 12 turns
- Range: 120’
- This spell has three usages:
- 1. Conjuring light: In a 15’ radius. The
magical light is sufficient for reading,
but is not as bright as daylight. The
spell may be cast upon an object, in
which case the light moves with the
object.
- 2. Blinding a creature: By casting the
spell upon its eyes. If the target fails a
saving throw versus spells, it is blinded
for the duration. A blind creature
cannot attack.
- 3. Cancelling darkness: Light may cancel
a darkness spell (see below).
- Reversed: Darkness
- Creates a 15’ radius area of magical blackness,
preventing normal sight (but not
infravision). Like light, it may alternatively
be used to blind creatures or to dispel a
light spell.
- Protection from Evil
- Duration: 12 turns
- Range: The caster
- This spell wards the caster from attacks
by creatures of another alignment, as
follows:
- ▶ Bonuses: The caster gains a +1 bonus
to saving throws against attacks or special
abilities of affected creatures.
- ▶ Affected creatures’ attacks: Against
the caster are penalised by –1.
- ▶ Enchanted, constructed, or summoned
creatures: The spell additionally
prevents such creatures from attacking
the caster in melee, though they may still
make ranged attacks. If the caster engages
such a creature in melee, this protection
is broken (the caster still gains the save
and attack bonuses mentioned above).
- Purify Food and Water
- Duration: Permanent
- Range: 10’
- This spell makes spoiled, rotten, poisonous,
or otherwise contaminated food and
water pure and suitable for eating and
drinking. One of the following may be
affected:
- ▶ Drink: 6 quarts.
- ▶ Rations: One trail ration (iron or
standard).
- ▶ Unpreserved food: A quantity sufficient
for 12 human-sized beings.
- Remove Fear
- Duration: 2 turns
- Range: The caster or a creature touched
- The creature touched is calmed and
purged of fear. Magically induced fear
may be dispelled, but this requires the
subject to make a saving throw versus
spells. The save is modified by +1 per
level of the caster.
- Reversed: Cause Fear
- Will cause a target within 120’ to flee for
the duration unless it saves versus spells.
- Resist Cold
- Duration: 6 turns
- Range: 30’
- All creatures within range are protected
from cold, as follows:
- ▶ Normal cold: Unharmed by non-magical
freezing temperatures.
- ▶ Save bonus: Gain a +2 bonus to all
saving throws versus cold-based magical
or breath attacks.
- ▶ Cold-based damage: Is reduced by 1
point per damage die rolled. (Each die inflicts
a minimum of 1 hit point damage.)