RANGE: 60 feet DURATION: 1 minute/cleric level
You detect magic items and spells, or identify a magic item. On the , round you cast it, you sense if any are in range. On round 2, you , know how many there are. On round 3, you know exactly which things are magic. If cast on a magic item, you learn its powers.
RANGE: touch DURATION: 10 minutes/cleric level
You make any object (like a sword or coin) shine like a torch,, but with no heat. It gives off light to a range of 20 feet. You can, only have one light spell active at a time—if you cast a second, one, the first one goes out.
RANGE: personal DURATION: 10 minutes/cleric level
You can read magic scrolls and other magic writing. If you use this , on a magic scroll, and the scroll has a cleric spell on it, you can , cast the spell from the scroll just like it was one of your prepared , spells. The Game Master has more information on magic scrolls.
RANGE: 30 feet DURATION: instantaneous SPELL ON: Friends
You make a dying creature (one at –1 hit points or lower) stop dying and become stable (see Injury and Death). If someone hits the creature again, it starts dying again.
1ST LEVEL CLERIC SPELLS
RANGE: 50 feet DURATION: 1 minute/cleric level SPELL ON: Enemies
All enemies within range are filled with fear and doubt. They take a –1 penalty on attack rolls and a –1 penalty on saving throws against fear attacks. This is a fear effect.
RANGE: 50 feet DURATION: 1 minute/cleric level SPELL ON: Friends
You and all of your allies within range get a +1 bonus on attack , rolls. You and they also get a +1 bonus on saving throws to , resist fear attacks (like a cause fear spell).
RANGE: 30 feet DURATION: 1d4 rounds SPELL ON: Enemies
You cast this on an enemy, who gets to make a Will save to resist , the spell (DC 11 + your WIS). If it doesn’t resist, it runs away from , you for the duration of the spell. You can’t cast this on mindless creatures, or creatures with 6 or more class levels or CR 4 or higher.
CURE LIGHT WOUNDS (1st Level)
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RANGE: touch DURATION: instantaneous SPELL ON: Friends Enemies
You touch a living creature and heal it for hit points equal to 1d8 + , your cleric level (this can’t heal it above its maximum hit points)., Alternatively, make a melee touch attack against an undead , to deal it damage equal to 1d8 + your cleric level. The undead , gets a Will save for half damage (DC 11 + your WIS).
RANGE: 60 feet DURATION: 10 minutes/cleric level
You can sense evil creatures in range. On the round you cast, this spell, you sense if there are any evil creatures in range. On, the second round, you know how many there are. On the third, round, you know exactly what creatures are evil.
RANGE: 100 feet DURATION: 1 minute/cleric level SPELL ON: Enemies
You cast this on an enemy, who gets to make a Will save to , resist (DC 11 + your WIS Mod). If it doesn’t resist, it becomes , afraid and takes a –2 penalty on all attack rolls, saving throws, , and skill checks. This is a fear attack. You can’t cast this spell on , mindless enemies.
RANGE: personal DURATION: 1 minute
You get a +1 bonus on attack rolls and on damage rolls with , weapons. You don’t get this bonus on spell damage or channel , energy damage.
RANGE: touch DURATION: 30 minutes
You enhance three pebbles so they strike hard when thrown (range increment 20 feet) or used in a sling. Each pebble adds +1 on its attack roll. A creature hit takes 1d6+1 points of damage, or 2d6+2 points if it is undead. Once used to attack, a pebble loses its magic.
PROTECTION FROM EVIL (1st Level)
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RANGE: touch DURATION: 1 minute/cleric level SPELL ON: Friends
Your touched ally gains a +2 bonus to Armor Class and a +2 , bonus on all saving throws. The ally only gets this bonus , against attacks and abilities of evil creatures (the spell doesn’t , give a bonus against good or neutral creatures).
RANGE: 30 feet DURATION: 10 minutes SPELL ON: Friends
You give one ally a +4 bonus on saves to resist fear attacks. If, the ally is already affected by a fear attack, this spell removes, the fear, and the ally is able to act normally.
RANGE: touch DURATION: 1 round/cleric level SPELL ON: Friends
Your touched ally is protected from enemies. An enemy , attacking this ally must make a Will saving throw (DC 11 + , your WIS) to resist the spell. If the enemy doesn’t resist the , spell, the attack against this ally automatically fails. If this , ally attacks anyone, this spell ends.
SHIELD OF FAITH(1st Level)
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RANGE: touch DURATION: 1 minute/cleric level SPELL ON: Friends
Your touched ally gains a +2 bonus to Armor Class.
2ND LEVEL CLERIC SPELLS
RANGE: touch DURATION: 1 minute/cleric level SPELL ON: Friends
Your touched ally gains a +1 bonus on attack rolls and a +1 bonus , on saving throws against fear. The ally also gets temporary hit , points equal to 1d8 + your cleric level. If any of these temporary , hit points are left when the spell runs out, they go away.
RANGE: personal DURATION: instantaneous
You ask your god about an upcoming action (like opening a door) , to find out if it’s a good idea or not. There’s a 70% your god , answers (d%, 31+ is a success). If so, the Game Master tells you , whether or not the action is a good idea, bad idea, or neither.
BULL’S STRENGTH (2nd Level)
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RANGE: touch DURATION: 1 minute/cleric level SPELL ON: Friends
Your touched ally gets stronger. The ally gets a +2 bonus on , melee attack rolls, melee damage rolls, Strength checks, Climb , checks, and Swim checks.
RANGE: 30 feet DURATION: 2 hours/cleric level
You bless a 20-foot-radius area with holy energy. The DC to resist channel energy in this area increases by +3. Undead in this area take a –1 penalty on attack rolls, damage rolls, and saves. Casting this costs 1 holy water and 25 gp worth of silver dust.
CURE MODERATE WOUNDS (2nd Level)
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RANGE: touch DURATION: instantaneous SPELL ON: Friends Enemies
You touch a living creature and heal it an amount of hit points equal , to 2d8 + your cleric level (this can’t heal it above its maximum , hit points). Alternatively, make a melee touch attack against an , undead to deal it damage equal to 2d8 + your cleric level. The , undead gets a Will save for half damage (DC 12 + your WIS).
RANGE: touch DURATION: 1 minute/cleric level
You make an object radiate magical darkness in a 20-foot , radius. Torches, lanterns, light spells, and most other lights do , not work in this darkness. A creature with darkvision (like a , dwarf) can see in the magical darkness.
RANGE: touch DURATION: 1 hour/cleric level SPELL ON: Friends
Your touched ally ignores the effects of poison until the spell runs , out. When this spell ends, any poison delayed by this spell takes , effect. This spell does not cure poison effects that have already , happened, it just prevents more poison effects for a while.
RANGE: 100 feet DURATION: 1 round/cleric level SPELL ON: Enemies
You cast this on a humanoid enemy, who gets to make a Will save , to resist (DC 12 + your WIS). If it doesn’t resist, it is paralyzed. , Once per round at the end of its turn it can try another Will save , to end the spell. This spell has no effect on mindless creatures.
REMOVE PARALYSIS (2nd Level)
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RANGE: touch DURATION: 10 minutes/cleric level SPELL ON: Friends
You protect an ally from acid, cold, electricity, or fire (pick one type , when you cast). Any time the target takes damage from that kind of , energy, subtract 10 from the damage. (If the attack had a saving throw , for half damage, subtract 10 points after the damage is halved).
RESIST ENERGY (2nd Level)
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RANGE: touch DURATION: 10 minutes/cleric level SPELL ON: Friends
You protect an ally from acid, cold, electricity, or fire (pick one type , when you cast). Any time the target takes damage from that kind of , energy, subtract 10 from the damage. (If the attack had a saving throw , for half damage, subtract 10 points after the damage is halved).
RANGE: 30 feet DURATION: instantaneous SPELL ON: Enemies
You create a loud thunderclap in a 10-foot-radius burst. Creatures , in the area take 1d8 sonic energy damage and must make a Fort , save (DC 12 + your WIS). Failing the save means the creature is , stunned for 1 round and can’t take any actions.
SPIRITUAL WEAPON (2nd Level)
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RANGE: 100 feet DURATION: 1 round/cleric level SPELL ON: Enemies
You create a weapon made of glowing force that floats in the air , and makes one melee attack per round. You make the attack rolls , for the weapon (1d20 + WIS + attack bonus). It deals 1d8+1 damage , if it hits. You can change its target by spending a move action.
3RD LEVEL CLERIC SPELLS
CURE SERIOUS WOUNDS (3rd Level)
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RANGE: touch DURATION: instantaneous SPELL ON: Friends Enemies
This spell works like cure moderate wounds, except if used to heal , a living creature it heals 3d8 + your cleric level. If used against an , undead creature, it deals damage equal to 3d8 + your cleric level. An , undead target gets a Will save for half damage (DC 13 + your WIS).
RANGE: touch DURATION: 10 minutes/cleric level
You make an object (like a sword or coin) shine with light as , bright as sunlight, but with no heat. It gives off light to a range , of 60 feet. Creatures sensitive to light get penalties to their , attack rolls in this light. This spell cancels a darkness spell.
RANGE: 100 feet DURATION: instantaneous
You can cancel a spell on a creature or object. Roll 1d20 + your , cleric level against a DC of 11 + the cleric level or wizard level of , the creature who cast the spell. If you succeed, that spell ends. You , can’t use this spell on a spell with an “instantaneous” duration.
GLYPH OF WARDING (3rd Level)
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RANGE: touch DURATION: until triggered
You protect a 10-foot-square area with an invisible trap. When touched, the trap explodes, dealing 2d8 points of fire damage (Reflex half, DC 13 + your WIS). Rogues can notice or disable the glyph (DC 28). Casting this costs 200 gp of diamond dust and takes 10 minutes.
INVISIBILITY PURGE (3rd Level)
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RANGE: 30 feet DURATION: 1 minute/cleric level
Invisible creatures within 30 feet of you automatically become , visible. They automatically become invisible again if they get , more than 30 feet from you. This doesn’t help you find creatures , hiding without magic (such as those using the Stealth skill).
RANGE: 40 feet DURATION: 1 round/cleric level SPELL ON: Friends Enemies
You and all of your allies within range get a +1 bonus on attack , rolls, weapon damage rolls, and skill checks. Enemies within , range take a –1 penalty on attack rolls, weapon damage rolls, , and skill checks. This lasts even if they move out of range.
RANGE: touch DURATION: instantaneous SPELL ON: Friends
You touch an ally and attempt to remove a curse on him or her. , Roll 1d20 + your cleric level. If your roll equals the DC of the , curse, you break the curse.
REMOVE DISEASE (3rd Level)
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RANGE: touch DURATION: instantaneous SPELL ON: Friends
You touch an ally and attempt to cure a disease on that ally. , Roll 1d20 + your cleric level. If your roll equals the DC of the , disease, you cure the disease. This does not prevent the ally , from catching the disease again at a later time.
SEARING LIGHT (3rd Level)
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RANGE: 100 feet DURATION: 1 round/cleric level SPELL ON: Enemies
You shoot a ray of holy light from your hand, which can hit , one enemy. Make a ranged touch attack. If you , hit, the enemy takes 2d8 points of damage. If the enemy is an , undead, it instead takes 5d6 points of damage.
SPEAK WITH DEAD (3rd Level)
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RANGE: touch DURATION: instantaneous
You can ask one dead body up to three questions. It only knows , what it knew when it was alive. You have to use a language it , knew when it was alive. If it had a different alignment than you, , it gets a Will save to resist the spell (DC 13 + your WIS).
WATER BREATHING (3rd Level)
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RANGE: touch DURATION: 2 hours/cleric level SPELL ON: Friends
You touch one or more allies and give them the ability to , breathe water. The creatures are still able to breathe air. You , divide the duration evenly among all the creatures you cast , the spell on (for example, 10 hours divided among 5 allies , means 2 hours each).
RANGE: touch DURATION: 2 hours/cleric level SPELL ON: Friends
You touch one or more allies and give them the ability to walk on any liquid (including mud, oil, snow, or quicksand) as if it were firm ground. Divide the duration evenly among all the creatures you cast the spell on.
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