♱ Cleric Spells


Level 2


⠀1. Cure Light Wounds


Touch a target to cure 1d6+1 hp of damage or slow the effects of poison if applied within 10 rounds/1 turn of poisoning.


Poisons affected are neutralised until the spell duration expires. The spell has a ud8 usage die which is rolled every time spells expire on the event die or once for every hour that passes out of exploration.


Reversed, or used on undead, the spell causes damage instead. Touching an unwilling target requires an attack vs unarmoured AC.


⠀2. Detect Magic


Range: Far Duration: Normal


Enchanted or magical objects within range of are caused to glow for the duration of the spell.


⠀3. Light


ibid.


⠀4. Protection From Evil


Range: Touch Duration: Standard x2


The target is protected against creatures inimical to the caster, and automatically succeeds in defense rolls and saves on a 19. Further, Enchanted, Constructed or Summoned creatures cannot engage the subject of the spell in melee unless he engages them first.


⠀5. Purify Food & Water


Up to 2 usage dice (any size) of poisoned, rotten, spoiled or tainted food or water within _near_ distance are made fit for consumption.


⠀6. Remove Fear


Range: Touch Duration: Normal


For the duration of the spell the target may reroll failed morale checks and saving throws against fear with a +2 bonus to the roll and -2 to the difficulty, respectively.


⠀7. ♱ Command


Extreme (90') Duration: 1 round


Target creature must obey an unambiguous one-word command for one round. Gestures such as pointing are not included in the command, so a target can be directed to "eat" or "attack" but the caster cannot tell them what to eat or whom to attack.


6HD monsters or characters with 13 or more INT receive a saving throw.


⠀8. ♱ Sanctuary


Range: Touch Duration: ud8 rounds


As long as the spell lasts, foes cannot take offensive action against the affected character unless they save vs spells. The spell ends immediately if the affected creature takes any offensive action.


Level 4


⠀1. Cure Minor Wounds (Hold Person)


Touch a target to cure 1d8+1 hp of damage or remove paralysis.


Used on undead, the spell causes damage instead. Touching an unwilling target requires an attack vs unarmoured AC.


Reversed, it becomes Hold Person, and XXXX range 120 1d4 targets save negates -2 to save if one target affects up to level 4 duration 2rnds per level - just make it 1turn/10 rounds or ud8


this is a loss of control effect so consider that


⠀2. Bless


Range: Distant Duration: Normal


Allies near the target who are not close to an enemy are blessed. They deal +1 damage and their attacks automatically hit on a roll of 19.


⠀3. Augury


⠀4. Resist Elements


Range: Far Duration: Normal


Choose heat or cold.


A single target becomes immune to ordinary fire and heat, and reduces the difficulty of their saves against magical fire by 2, and takes 1 less damage per die, to a minimum of 1/die.


⠀5. Silence 15' Radius


Range: extreme 180' Duration: Normal x2


A near area is rendered silent. Nothing within the area can make any noise; noises from outside the area can be heard from within it. If cast on a creature they get a save vs spells but if they fail the area moves with them. If they succeed it still takes effect but is stationary. Spellcasting is impossible within such an area.


⠀6. Ease Burden


Range: touch Duration: Normal x Level


The target's STR and CON are both doubled for encumbrance purposes.


⠀7. ♱ Snake Charm


Range: Distant Duration: 1d4+1 rounds/normal


Up to the caster's level in HD of snakes are rendered non-hostile. If cast in combat the shorter duration is used; if initiative had not been rolled, use the longer.


⠀8. ♱ Speak with Animals


Range: far Duration: Normal


Caster can communicate with one type of animal, normal or giant.


Level 6


⠀1. Cure Moderate Wounds


Touch a target to cure 1d10+1 hp of damage or cure a disease.


Reversed, or used on undead, the spell causes a disease instead if the target fails a save vs spells. The victim will die in 2d12 days unless cured and until then has -2 to STR/HD for attacks and cannot be healed by magical means. Touching an unwilling target requires an attack vs unarmoured AC.


⠀2. Continual Light


Range: extreme 120 Duration: Permanent


Can affect an area or an object, and in either case illuminates a far radius.


Can blind a creature which fails a save vs spells until the spell is removed.


Can cancel magical darkness.


The reverse, Continual Darkness, creates a 30' radius area of magical darkness impenetrable to normal or infravision.


⠀3. Glyph of Warding




⠀4. Predict Weather


⠀5. Striking


Range 30' Duration 1 turn out of combat, until the end of combat once combat begins.


The target weapon is considered magical and deals +1d6 damage.


⠀6. Speak with the Dead


⠀7. ♱ Animal Growth


Range extreme 120 Duration normalx2


One normal or giant animal doubles in size, damage, and carrying capacity.


⠀8. ♱ Meld Into Stone


Level 8


⠀1. Cure Serious Wounds


Touch a target to cure 2d6+2 hp of damage or cure poison or the loss of a sense.


Reversed, or used on undead, the spell causes damage instead. Touching an unwilling target requires an attack vs unarmoured AC.


⠀2. Create Food & Water


Creates either a magical spring with normal duration from which canteens can be refilled with pure, fresh water, or roll a ration usage die to create two ud12 worth of rations.


⠀3. Protection from Evil 10' Radius


range: caster duration: normalx2


ibid but affects near allies


⠀4. Lower Water




⠀5. Tongues


⠀6. Free Action


⠀7. ♱ Sticks to Snakes


Range extreme 120 Duration: normal


2d8 sticks turn into snakes with the following attributes and a 50% chance of being poisonous:


HD1 AC4 Dmg 1d4 Ml 12


When killed or at the end of the spell's duration they revert to being sticks. They follow the commands of the caster without question.


⠀8. ♱ Speak with Plants


Duration: Normal


The caster may speak with normal or monstrous plants. Plants may move in simple ways such as parting before the party if they are inclined to do so.


Level 10


⠀1. Cure Critical Wounds (Curse)


Touch a target to cure 2d8+2 hp of damage or remove a curse.


Used on undead, the spell deals damage instead. Touching an unwilling target requires an attack vs unarmoured AC.


Reversed the spell inflicts a curse of the caster's choice, no more than halving an attribute or applying -2 to saves or -4 to attacks. Overly powerful curses rebound on the caster. Curses are permanent until removed.


⠀2. Commune


The caster may commune with their god or servants of their god to ask three yes/no questions, once per week.


⠀3. True Seeing


⠀4. Plane Shift


⠀5. Hallow


⠀6. Quest


⠀7. ♱ Dispel Evil


⠀8. ♱ Insect Plague


Range: Extreme 480' Duration: Concentration (up to 1 day)


Summons a swarm of insects with a far radius around the target point, which the caster can move slowly.


Within the swarm creatures of 2HD or less will attempt to flee, and all attacks are made at +4 difficulty or -4 HD.


The caster cannot move while concentrating on the spell, and may only direct it as long as it remains in range.




Level 12


⠀1. Cure Mortal Wounds (Raise Dead/Finger of Death)


(120' range) to cure all but 1d4 hp of damage or restore a recently (1 week or less) dead character to life with 1d4 hp remaining.


Reversed, or used on undead, the target must save vs death or die.


⠀2. Hallow/Consecrate


⠀3. Gate


⠀4. Summon Weather


⠀5. Restoration


⠀6. Part Water


⠀7. ♱ Earthquake


⠀8. ♱ Speak With Stones



valinard.flounder.online/