Cure Light Wounds*

Range: Touch
Duration: Permanent
Effect: Any one living creature

This spell either heals damage or removes paralysis. If used to heal, it can cure 2-7 (id6 + 1) points of damage. It cannot heal damage if used to cure paralysis. The cleric may cast it on himself if desired. This spell cannot increase a creature’s total hit points above the original amount.

When reversed, this spell, cause light wounds causes ld6+1 (2-7) points of damage to the creature or character touched (no saving throw is allowed). The cleric must make a normal atia(k roll to inflict this damage.

Detect Evil

Range: 120′
Duration: 6 turns
Effect: Everything within 120′

When this spell is cast, the cleric will see evilly enchanted objects within 120′ glow. It will also cause creatures that want to harm the cleric to glow when they are within range. The actual thoughts of the creatures cannot be heard. Remember that a Chaotic alignment does not automatically mean Evil, although manv Chaotic monsters have evil intentions. Traps and poison are neither good nor evil, mereiv dangerous; this spell does not reveal them.

Detect Magic

Range: 0
Duration: 2 turns
Effect: Everything within 60′

When this spell is cast, the cleric will see a glow surround magical objects, creatures, and places within the spell’s effect. The glow will not last very long; clerics should normally use the spell only when they want to know if particular objects already within sight are, in fact, magical. For example, a door may be held shut magically, a stranger might actually be an enchanted monster, or a treasure might be enchanted.

Light*

Range: 120′
Duration: 12 turns
Effect: Volume of 30′ diameter

This spell creates a large ball of light, as if cast by a bright torch or lamp. If the spell is cast on an object (such as the cleric’s weapon), the light will move with the object.

If the spell is cast at a creature’s eyes, the victim must make a saving throw vs. spell. If he fails the saving throw, the victim will be blinded by the light for the duration of the spell, or until the spell effect is canceled.

When reversed, this spell, darkness, creates a circle of darkness 30’in diameter. It will block all sight except infravision. Darkness will cancel a light spell if cast upon it, but may itself be canceled by another light spell. If cast at an opponent’s eyes, darkness causes blindness for the duration of the spell or until canceled. If the target makes a successful saving throw vs. spell, the spell misses.

Protection from Evil

Range: 0
Duration: 12 turns
Effect: The cleric only

This spell creates an invisible magical barrier all around the cleric’s body (less than an inch away). While the spell lasts, characters and monsters attacking the cleric are penalized by -1 to their attack rolls, and the cleric gains a + 1 bonus to all saving throws.

In addition, enchanted creatures cannot even touch the cleric! (An enchanted creature is one that normal weapons will not affect, one which only magical weapons can hit. A creature that can only be hit by a silver weapon-a werewolf, for example-is not an enchanted creature. Any creature that is magically summoned or controlled, such as a charmed character, is also considered to be an enchanted creature.) The barrier thus completely protects the cleric from all melee or hand-to-hand attacks from such creatures; however, it cannot prevent attacks from missile weapons. Enchanted creatures using missile weapons still suffer the -1 penalty to the attack roll, but they can hit the cleric.

This spell will not affect a magic missile spell used by magic-users.

If the cleric attacks an enchanted creature during the spell’s duration, the spell’s effect changes slightly. Enchanted creatures are then able to touch the magic-user, but still suffer the attack roll penalty; the penalty and the cleric’s saving throw adjustments still apply until the spell duration ends.

Purify Food and Water

Range: 10′
Duration: Permanent
Effect: See below

This spell will make spoiled or poisoned food and water safe and usable. It will purify one ration of preserved food (either iron or standard rations), or six waterskins of water, or enough normal food to feed a dozen people. If cast at mud the spell will cause the dirt to settle, leaving a pool of pure, clear water. The spell will not affect any living creature.

Remove Fear

Range: Touch
Duration: 2 turns
Effect: Any one Living Creature

When the cleric casts this spell and then touches any living creature, the spell will calm the creature and remove any fear. If the creature has been affected by a Fear spell or effect which does not normally allow a saving throw, the Resist Fear spell can still be useful. If the cleric casts the spell on someone afflicted by a magical Fear effect, the victim gets to make a saving throw vs. spells, adding a bonus to the roll equal to the cleric’s level of experience (up to a maximum bonus of +6). If the saving throw is successful, the victim’s fear is negated. Regardless of the cleric’s level or any bonuses, a roll of 1 will always fail.

The reversed form of the spell, Cause Fear, will make any one creature flee for two turns. The victim may make a saving throw vs. spells to avoid the effect. This reversed spell has a range of 120′.

Resist Cold

Range: 0
Duration: 6 turns
Effect: All Creatures within 30′

When this spell is cast, all creatures within 30′ of the cleric can withstand freezing temperatures without harm. In addition, those affected gain a bonus of +2 to all saving throws against cold attacks. Furthermore, any damage from cold is reduced by 1 point per die of damage (but with a minimum of 1 point of damage per die). The effect will move with the cleric.

Post Lesser Guardian (Pflarr)

Range: 180’
Duration: 1d4 rounds +1 round/level of caster

Allows cleric to create and control one wood golem or crystal statue (Rules Cyclopedia, p. 180, 208) for the specified duration. No concentration necessary for control. Must have appropriate components: 5oz of wood or crystal.