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Cleric Spells


Bless/Curse
Range - 60 feet
Components - Verbal, Somatic, Material
Duration - 6 melee rounds
Area of Effect - 50 x 50 feet
Casting Time - 1 round

Explanation: Raises (or lowers) morale of creatures by +1. Increases (or decreases) their "to hit" by +1. Only effects those not already engaged in combat. Bless requires Holy Water, Curse requires Unholy Water.


Command
Components - Verbal
Duration - 1 round
Area of Effect - One Creature
Casting Time - 1 segment

Explanation: Cleric issues a command of a single word, which must be uttered in a language understood by the target creature. The individual will obey to the best of their ability as long as the command is absolutely clear and understandable (needs to be a verb only). Undead are not affected by Command. Creatures with an intelligence of 13 or greater and creatures with 6 HD or more are entitled to a saving throw vs. magic.

Create/Destroy Water
Range - 10 feet
Components - Verbal, Somatic, Material
Duration - Permanent
Area of Effect - Up to 27 cubic feet
Casting Time - 1 round

Explanation: Four gallons of water are generated (or destroyed) for each level of the caster. If Destroy Water is used, no trace is left behind of the water (like vapor, mist, steam, fog etc). The spell requires a drop of water to create, or a pinch of dust to destroy. Water cannot be created inside a living being.

Cure/Cause Light Wounds
Range - Touch
Components - Verbal, Somatic
Duration - Permanent
Area of Effect - Creature Touched
Casting Time - 5 segments

Explanation: Upon laying hand upon the creature, the cleric heals/causes 1-8 hit points of damage. Healing will not affect creatures without corporeal bodies, nor those harmed only by iron, silver or magical weapons, or those not living. Cause is subject to the same restrictions. If the creature seeks to avoid the touch, a successful "to hit" must be rolled to determine if the cleric's hand can strike the creature. The effect is permanent only in that the benefit or detriment does not wear off. A creature cannot be cured above their maximum hit points.

Detect Evil/Good
Range - 120 feet
Components - Verbal, Somatic, Material
Duration - 1 Turn + 1/2 Turn per Level
Area of Effect - 10' wide path
Casting Time - 1 round

Explanation: This spells allows the cleric to find emanations of evil (or good) within the path of the spell. A holy/unholy symbol is the necessary material component in this spell.

Detect Magic
Range - 30 feet
Components - Verbal, Somatic, Material
Duration - 1 Turn
Area of Effect - 10' wide path, 30' long
Casting Time - 1 round

Explanation: This spell allows the cleric to find any magical emanations within a 10 foot wide by 30 foot path in the direction that they are facing. The caster can turn and concentrate on a new area every round (up to 60 degrees). Stone walls of one foot thickness or solid metal of one inch thickness, or three feet or more of solid wood will block the spell. A holy/unholy symbol is the necessary material component in this spell.

Light/Darkness
Range - 120 feet
Components - Verbal, Somatic
Duration - 6 Turns + 1 Turn per Level
Area of Effect - 20' radius globe
Casting Time - 4 segments

Explanation: Light caused is equal to a torchlight in terms of brightness. The caster can end the spell at their will by uttering a single syllable. Darkness only lasts half the time that Light does. If the spell is cast directly upon a creature, then any applicable magic resistance and saving throws are rolled. The caster must have unobstructed line of sight to the location they wish to center the spell.

Protection from Evil/Good
Range - Touch
Components - Verbal, Somatic, Material
Duration - 3 rounds per level
Area of Effect - Creature Touched
Casting Time - 4 segments

Explanation: The protection encircles the recipient at a one foot distance, thereby preventing bodily contact by creatures of an enchanted or conjured nature. Any attacks launched by an evil/good incur a -2 penalty to their "to hit" rolls to strike the protected creature. Saving throws made as a result of the creature's attacks gain a +2 modifier. Material components for the spell are holy water (prot. from evil) or blood (prot. from good)

Purify/Putrefy Food & Drink
Range - 30 feet
Components - Verbal, Somatic
Duration - Permanent
Area of Effect - 1 cubic foot per level
Casting Time - 1 round

Explanation: This spell will cause poisonous, contaminated or otherwise inedible food/water pure and suitable for sustenance. The reverse of the spell spoils food/water, including holy water. Likewise, unholy water can be spoiled by such purification.

Remove/Cause Fear
Range - Touch
Components - Verbal, Somatic
Duration - Special
Area of Effect - Creature Touch
Casting Time - 4 segments

Explanation: By their touch, the cleric instills bravery (causes fear) in the creature touched. In the case of removing fear, this allows the creature to save vs. magical fear attacks with a +4 on their die roll. If the creature has already been effected by fear and failed the saving throw, the touch allows another saving throw to be made at +1 per level of experience of the cleric casting it. A "to hit" roll must be made to touch an unwilling recipient. The reverse, cause fear, causes the victim to flee in panic at maximum speed away from the caster.

Resist Cold
Range - Touch
Components - Verbal, Somatic, Material
Duration - 1 turn per level
Area of Effect - Creature Touched
Casting Time - 1 round

Explanation: When this spell is cast upon the target creature, they gain resistance against cold. They can withstand naturally cold temperatures (zero degrees F) without discomfort, without any clothing. Greater cold (magical etc) must be saved against. All saves are made with a bonus of +3 and damage sustained is 1/2 normal if the save is not made, and 1/4 normal if the save is made. A pinch of sulfur is necessary to complete the spell.

Sanctuary
Range - Touch
Components - Verbal, Somatic, Material
Duration - 2 rounds + 1 round per level
Area of Effect - Creature Touched
Casting Time - 4 segments

Explanation: Once a sanctuary spell is cast, an opponent must make a saving throw vs. magic in order to attack the individual so protected. If the saving throw is not made, the creature will attack another and totally ignore the individual so protected by the spell. If the saving throw is made, the cleric is susceptible to attack under the normal procedures. Note, this does not prevent the protected creature from area attack spells or effects. While so protected, the individual cannot take any offensive action. Material components required are a holy/unholy symbol and a small silver mirror.

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