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Cure (Cause) Light Wounds Detect Evil Detect Magic Light (Darkness)

1st Level Cleric Spell 1st Level Cleric Spell 1st Level Cleric Spell 1st Level Cleric Spell

Duration: Instant Duration: 6 turns Duration: 2 turns Duration: 12 turns


Range: Touch Range: 120’ Range: 60’ Range: 120’

This spell has two uses: Objects enchanted for evil purposes or living Enchanted objects, areas, or creatures are This spell has three usages:
 Healing a living subject: Restores beings with evil intentions are caused to caused to glow. Both permanent and  Conjuring light: In a 15’ radius. The
1d6+1 hit points of damage. This cannot magically glow. temporary enchantments are revealed. magical light is sufficient for reading.
grant more hit points than the subject’s May be cast upon an object, in which
normal maximum.  Intent only: This spell does not grant case the light moves with the object.
 Curing paralysis: Paralyzing effects the ability to read minds, but only grants  Blinding a creature: By casting the
are negated. a general sense of evil intent. spell upon its eyes. If target fails saving
 Definition of evil: The referee must throw versus spells, it is blinded for the
Reversed: Cause Light Wounds decide what is “evil”. Some things that duration. Blind creature cannot attack.
Inflicts 1d6+1 hit points of damage to a are potentially harmful, like traps, are  Cancelling darkness: Light may cancel
touched creature. In combat, a melee attack not “evil.” a darkness spell (see below).
roll is required.
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 Purify Food and Water Remove (Cause) Fear Resist Cold

1st Level Cleric Spell 1st Level Cleric Spell 1st Level Cleric Spell 1st Level Cleric Spell

Duration: 12 turns Duration: Permanent Duration: 2 turns Duration: 6 turns


Range: The caster Range: 10’ Range: The caster or a creature touched Range: 30’

This spell wards the caster from attacks by This spell makes spoiled, rotten, poisonous, The creature touched is calmed and purged of All creatures within range are protected from
creatures of another alignment, as follows: or otherwise contaminated food and water fear. Magically induced fear may be cold, as follows:
pure and suitable for eating and drinking. dispelled, but this requires the subject to
 Bonuses: The caster gains a +1 bonus to One of the following may be affected: make a saving throw versus spells. The save  Normal cold: Unharmed by non-
saving throws against attacks or special is modified by +1 per level of the caster. magical freezing temperatures.
abilities of affected creatures.  Drink: 6 quarts.  Save bonus: Gain a +2 bonus to all
 Affected creatures’ attacks: Against  Rations: One trail ration (iron or Reversed: Cause Fear saving throws versus cold-based magical
the caster are penalized by –1. standard). Will cause a target within 120’ to flee for the or breath attacks.
 Enchanted, constructed, or  Unpreserved food: A quantity duration unless it saves versus spells.  Cold-based damage: Is reduced by 1
summoned creatures: The spell sufficient for 12 human-sized beings. point per damage die rolled. (Each die
additionally prevents such creatures inflicts a minimum of 1 hit point
from attacking the caster in melee, damage.)
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).

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