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CLERIC SPELLS

Cleric Level One Spells

Bless improves the THAC0 of friendly characters by 1. The bless spell does not affect characters who are adjacent to monsters when the spell is cast. This is a good spell to cast before going into combat.

Curse impairs the THAC0 of targets by 1. The target cannot be adjacent to a party character or NPC.

Cure Light Wounds heals 1-8 hitpoints (up to the target's normal maximum hitpoints).

Cause Light Wounds inflicts 1-8 hitpoints of damage on a target.

Detect Magic indicates which equipment or treasure is magical. You can View a character's items or Take treasure items. Equipment or treasure preceded by an '*' is magical.

Protection from Evil improves the AC and saving throws of the target by 2 against evil alignment attackers.

Protection from Good improves the AC and saving throws of the target by 2 against good alignment attackers.

Resist Cold halves the damage and improves saving throws against cold attacks by 3.

Cleric Level Two Spells

Find Traps indicates the presence of traps in the character's path.

Hold Person may paralyze targets of character type (human, etc.). You may aim a Hold Person spell at up to 3 targets.

Resist Fire halves the damage and improves saving throws against fire attacks by 3.

Silence 15' Radius must be cast on a character or a monster. That character or monster, and all adjacent to him, cannot cast their spells for the duration of your spell.

Slow Poison revives a poisoned character for the duration of the spell.

Snake Charm paralyzes as many hitpoints of snakes as the cleric has hitpoints.

Spiritual Hammer creates a temporary magic hammer that is automatically readied. It can strike at range and does normal hammer damage. Spiritual Hammers can hit monsters that may only be struck by magic weapons.

Cleric Level Three Spells

Bestow Curse reduces the target's THAC0 and saving throws by 4.

Cause Blindness blinds one target. This can only be cured with a Cure Blindness Spell

Cure Blindness removes the effect of the Cause Blindness spell.

Cause Disease infects the target with a debilitating ailment that saps strength and hitpoints.

Cure Disease removes the effects of disease caused by some monsters or caused by a Cause Disease spell.

Dispel Magic removes the effects of spells that do not have specific counter spells. This is a recuperation spell for any of your characters that have been held, slowed, or made nauseous.

Prayer improves the THAC0 and saving throws of friendly characters by 1 and reduces the THAC0 and saving throw of monsters by 1. This is a good spell to cast before going into combat.

Remove Curse removes the effects of a Bestow Curse spell and allows the target to unready cursed magic items.

Cleric Level Four Spells

Cause Serious Wounds inflicts 3-17 hitpoints of damage on a target.

Cure Serious Wounds heals 3-17 hitpoints (up to the target's normal maximum hitpoints).

Neutralize Poison revives a poisoned person.

Poison attempts to poison the target, causing the target to make a saving throw against poison or die.

Protection from Evil 10' Radius must be cast on a character or a monster. It improves the AC and saving throws of the target and all adjacent friendly characters by 2 against evil attackers.

Sticks to Snakes causes snakes to torment the target. The snakes make movement and spell casting impossible for the duration of the spell.

Cleric Level Five Spells

Cause Critical Wounds inflicts 6-27 hitpoints of damage on a target.

Cure Critical Wounds heals 6-27 hitpoints of damage (up to a character's normal maximum hitpoints).

Dispel Evil improves the target's AC by 7 versus summoned evil creatures for the duration of the spell, or until the target hits a summoned creature. The creature must make a saving throw when it is hit or be dispelled.

Flame Strike allows the cleric to call down a column of fire from the heavens doing 6-48 hitpoints of damage.

Slay Living attempts to kill one target. If the target makes his saving throw, then he suffers 3-17 hitpoints of damage.



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