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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