| Level | Name | Sphere | Range | Duration | Area of
Effect |
V/S/M | Cast
Time |
Save | Materials |
|---|---|---|---|---|---|---|---|---|---|
| Result | |||||||||
| 1 | Bless/ Curse | All | 60 yds | 6 rds | 50-ft cube | VSM | 1 rd | None | (Un)Holy Water |
| +1 to morale, save vs fear, and attack rolls of "friendly" creatures not already engaged in combat. Can also bless an item of 1lb per level of caster. |
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| 1 | Command | Charm | 30 yds | 1 rd | 1 creature | V | 1 | None/Neg | N/A |
| Command a creature with a single word in a language they understand
- must be clear!
(eg: back, halt, flee, run, stop, fall, go, leave, surrender, rest, sleep, etc) Does not affect undead! Creature must have INT 13+ or 6+ HD/levels to get a save. (save is adjusted for WIS) |
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| 1 | Create/Destroy Water | Element (Water) |
30 yds | Perm | Up to 27 ft3 | VSM | 1 rd | None | drop of water pinch of dust |
| Create up to 4 gallons clean (drinkable) water per level. Can be disspelled within 1 rd of creation, otherwise magic fades and it becomes normal water. Can be created/destroyed in an area as small as will actually hold it all or as large as 27 cubic feet. Cannot create/destroy water within a creature.
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| 1 | Cure/Cause Light | Healing | Touch | Perm | 1 creature | VS | 5 | None | N/A |
| 1d8 hp | |||||||||
| 1 | Detect Evil Detect Good |
All | 0 (self) |
1 turn + 5rds/level |
10-ft X 120 yds |
VSM | 1 rd | None | Holy Symbol |
| Detect presence, degree (dim, faint, moderate, extreme, etc), and possibly nature (expectant, malignant, gloating, etc) of evil. Cursed objects radiate evil. Most creatures do not. (High level very evil creatures with evil thoughts at the time, and aligned undead radiate evil.) If the evil is very powerful, 10%/level to determine whether lawful, neutral, or chatoic. |
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| 1 | Detect Magic |
Divine | 0 | 1 turn | 10-ft X 30 yds |
VSM | 1 rd | None | Holy Symbol |
| Detect intenstity (dim, faint, moderate, etc) and sphere (10%/level) of magic. Blocked by stone 1' thick, metal 1" thick, and wood 1 yd thick. |
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| 1 | Detect Poison |
Divine | 0 | 1 turn + 1 rd/level |
Special | VSM | 4 | None | specially blessed vellum |
| One object or 5-cu.ft. mass per round, vellum turns black if poison is present. | |||||||||
| 1 | Detect Snares & Pits | Divine | 0 | 4rds/level | 10-ft X 40-ft |
VSM | 4 | None | Holy Symbol |
| Detect hazards (simple pits, deadfalls, snares; natural or made by wilderness creatures) along a path 10-ft wide by 40-ft long. Feeling of danger when facing hazard which increases as you get closer. Learn general nature, but not operation or how to disarm it. Can tell magical traps like Trip or Snare only of the pit/snare/deadfall variety | |||||||||
| 1 | Endure Cold Endure Heat |
Protect | Touch | 1.5 hrs/ level |
1 creature | VS | 1 rd | None | N/A |
| Affected creature can withstand cold to -30 degrees OR heat to 130 degrees. Temps beyond that inflict 1hp/hour for each degree beyond limit. Spell is cancelled by non-normal cold (heat) like magic, breath, etc, but affected creature does not get the first 10 points of damage during the round that the spell is broken. | |||||||||
| 1 | Invisibility To Undead | Necro | Touch | 6 rds | 1 creature | VSM | 4 | Special | Holy Symbol |
| Affected Undead lose track of and ignore spell recipient. Undead with more than 4 hit dice get a save vs spell. Priests protected by spell cannot turn undead! Spell is cancelled if recipient makes an attack. | |||||||||
| 1 | Light Darkness |
Sun | 120 yds | 1 hour+ 1turn/level ˝ hour + 5rds/level |
20-ft radius globe | VS | 4 | Special | N/A |
| Area glows like torchlight. If cast on an object, will move with object.
If cast on a creature, applicable magic resistance and saves must be rolled. Success mean spell is centered behind creature rather than on creature. If fail save, cast on eyes blinds creature (-4 to AC and saves). Not cumulative!
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| 1 | Magical Stone | Combat | Touch | ˝hr or till thrown/ slung | 3 pebbles | VSM | 4 | None | Holy Symbol, 3 pebbles |
| 1d4 hp damage, 2d4 vs undead, requires hit holl but anyone is proficient with them. Can be thrown up to 30 yards, all 3 in one round. Pebbles must be non-magical and unworked by tools. (Stones are considered +1 weapons for creatures that can only be hit by magical weapons, but do not give hit/damage bonuses.) | |||||||||