Cleric Spells, pg2
Level Name Sphere Range Duration AOE V/S/M Cast Save Materials
Result
1 Protection From Evil Protect Touch 3rds/lvl 1 creature VSM 4 None Holy Water or Incense
1) attacks by evil (or evilly enchanted) creatures are made at -2, recipient saves @ +2.
2) Attempts to mentally control or invade/overtake recipient's mind are blocked
3) Prevents bodily contact by creatures of extraplanar or conjured nature (including natural bodily weapons that require touching). This ends if recipient make a melee attack.
Reverse is identical, except change "evil" to "good" in 1
1 Purify/Putrify Food & Drink
All 30 yds Perm 1ft3/lvl in 10ft2 VS 1 rd None -
Purifies spoiled, rotten, poisonous, contaminated food and drink and and cancels Unholy water. Does not affect creatures or magical potions, nor does it prevent future decay.
Contaminates food & drink, and cancels Holy water.
1 Remove Fear
Cause Fear
Charm 10 yds Special 1 creature /each 4 levels VS 1 Special -
Recipient's saves vs magical fear @ +4. If recipient has recently failed a save vs fear, he immediately gets a new roll with bonus
Cause 1 creature to flee in panic at max speed for 1d4 rounds. WIS bonus applies to saves. No effect on undead!
1 Sanctuary Protect Touch 2rds/lvl 1 creature VSM 4 Neg Holy Symbol & Small silver mirror
Attempts to attack recipient must save vs spell. If save fails, attacker loses track of and ignores recipient. Does not effect area attacks (eg fireball). Making an attack breaks the spell.
2 Aid Necro Touch 1rd + 1rd/lvl 1 creature VSM 5 None Holy Symbol & tiny strip white cloth
(White cloth must have a sticky substance (e.g. tree sap) on the ends.) Recipient gets +1 to hit, +1 to saves, 1d8 HP. HP can temporarily raise total HP, and are lost first when damaged. They are not restored by healings. Spell is unaffected by permanent HP losses (like level drain) and the temp HP gain is figured from the new lower total.
2 Augury Divine 0 Special Special VSM 2 rds None Set of gem-inlaid sticks, dragon bones, or similar (1000gp)
Attempting to know if a specific action taken in the next 1/2 hour will result in benefit or harm. Base chance for a meaningful reply is 70% plus 1% per level (DM determines any possible adjustments).
Materials are NOT expended in the casting
2 Chant Combat 0 While chanting 30 ft radius VS 2 rds None -
allies gain +1 to hit, damage, & saves; while enemies recieve -1 to hit, damage, and saves. Continues as long as priest chants and does nothing else. Is broken by a successful attack that causes damage to the priest. Combined with Prayer(3), effect is changed to +2/-2.
2 Detect Charm
Undetectable Charm
Divine 30 yds 1 turn 1 creature per round VS 1 rd Neg -
Detects influence of charm (school/sphere) spells (hypnosis, suggestion, beguiling, possession, etc). Creatures rolls a save, if successful, priest can't tell. If save fails, 5% chance / level to determine exact type of influence (if any). If more than one is in effect, can only tell that they are bespelled, not types.
Masks all charms on a single creature for 24 hours.
2 Dust Devil Element
(Air)
30 yds 2rds/lvl 5x4 ft cone VS 2 rds None -
Conjure up weak air elemental (AC2, 2HD, MV 180ft/rd, 1 1d4 attack/rd, hit by normal weapons) Small whirlwind (1ft diameter at base, 5ft tall, 3-4ft across top) moves as directed by priest, but dissipates if it gets more than 30 yds from priest. Can put out torches, small campfires, exposed lanterns, and other small non-magical flames. Can keep gaseous clouds/creatures at bay or push them away. Picks up loose sand, dirt, ash (if there) blinding creatures within a 10-ft diameter while within and 1 rd after. Spellcaster caught in cloud must save vs spell or lose concentration. Any Air elemental (including same) can disperse one on contact.
2 Enthrall Charm 0 Special 90-ft radius VS 1 rd Neg -
See PHB, this one's complicated. Not likely to help in battle, but could help control/diffuse an angry mob.
2 Find Traps Divine 0 3 turns 10-ft X 30-yds VS 5 None -
All traps - concealed magically or nonmagically - of magic or nonmagical nature become apparent to caster. Trap is defined as (1) inflicts sudden/unexpected result (2) caster would view result as harmful & (3) result was intentional by the creator. Cannot tell exact effect or how to disarm it, but close examination reveals what will trigger it. Does not detect disarmed/inactive traps.
2 Fire Trap Element
(Fire)
Touch Perm until triggered Object touched VSM 1 turn ½ Holly Berries
Ward any closeable item (book, box, door, chest, etc) which when discharged causes a 5-ft explosion causing 1d4 plus 1 per caster's level of Fire damage (successful save gets ½ damage) which does not affect trapped item. Thieves detect at ½, unafftected by Knock(M2), not detonated by unsuccessful dispel magic.