Bless*

Range: 60′
Duration: 6 turns
Effect: All within a 20′ square area

 

This spell improves the morale of friendly creatures by +1 and gives the recipients a +1 bonus on all attack and damage rolls. It will only effect creatures in a 20′ x 20′ area, and only those who are not yet in melee.

When reversed, this spell, blight, places a -1 penalty on enemies’ morale, attack rolls, and damage rolls. Each victim may make a saving throw vs. spells to avoid the penalties.

Find Traps

Range: 0 (Cleric only)

Duration: 2 turns
Effect: Traps within 30′ glow

This spell causes all mechanical and magical traps to glow with a dull blue light when the cleric comes within 30′ of them. It does not reveal the types of traps, nor any method of removing them. Note that an ambush is not a trap, nor is a natural hazard, such as quicksand.

Hold Person*

Range: 180′

Duration: 9 turns
Effect: Paralyzes up to 4 creatures

The hold person spell will affect any human, demihuman, or human-like creature (bugbear, dryad, gnoll, hobgoblin, kobold, lizard man, ogre, orc, nixie, pixie or sprite, for instance). It will not affect the undead or creatures larger than ogres. Each victim must make a saving throw vs. spells or be paralyzed for nine turns. The spell may be cast at a single person or at a group. If cast at a single person, the victim suffers a -2 penalty to the saving throw. If cast at a group, it will effect up to four persons (of the cleric’s choice), but with no penalty to their rolls. The paralysis may only be removed by the reversed form of the spell, or by a dispel magic spell.

The reverse of the spell, free person, removes the paralysis of up to four victims of the normal form of the spell (including hold person cast by a magic-user or an elf). It has no other effect; it does not, for instance, remove the effects of a ghoul’s paralysis ability.

Resist Fire

Range: 30′

Duration: 2 turns
Effect: One living creature

For the duration of this spell, normal fire and heat cannot harm the spell’s recipient. The recipient also gains a +2 bonus on all saving throws against magical fire (dragon’s breath, fireball, etc.). Furthermore, damage from such fire is reduced by 1 point per die of damage (though each die will inflict at least 1 point of damage, regardless of adjustments). Red dragon breath damage is reduced by 1 point per Hit Die of the creature (again, to no less than 1 point of damage per Hit Die).

Silence 15′ Radius

Range: 180′

Duration: 12 turns
Effect: Sphere of silence 30′ across

This spell makes the area of effect totally silent. Conversation and spellcasting in this area are impossible for the duration of the spell. This spell does not prevent a person within the area from hearing noises outside the area. If cast on a creature, the victim must make a saving throw vs. spells or the spell effects will move with the creature. If the saving throw is successful, the spell remains in the area in which it was cast, and the victim may move out of the area.

Snake Charm

Range: 60′

Duration: 2-5 rounds or 2-5 turns
Effect: Charms 1 HD of snakes per level of the caster

 

With this spell, a cleric may charm 1 Hit Die of snakes for each level of experience he has, and no saving throw is allowed. A 5th level cleric could charm one 5 HD snake, five 1HD snakes, or any combination totaling 5 Hit Dice or less. The snakes affected will rise up and sway, but will not attack unless attacked themselves.

If the cleric uses the spell on snakes attacking him, the spell’s duration is 1d4 + 1 (2-5) rounds; otherwise, it lasts 1d4 + 1 (2-5) turns. When the spell wears off, the snakes return to normal (but with normal reactions; they will not be automatically hostile).

Speak with Animals

Range: 0 (Cleric only)

Duration: 6 turns
Effect: Allows conversation within 30′

 

When casting this spell, the cleric must nam one type of animal (such as wolves). For the duration of the spell, the cleric may speak with all animals of that type if they are within 30′, the effect moves with the caster.

The cleric can speak to any normal or giant forms of the specific animal type named, but only to one type at a time. The caster may not use this spell to speak to intelligent animals and fantastic creatures.

The creatures spoken to usually have favorable reactions ( +2 bonus to the reaction roll), and they can be talked into doing a favor for the cleric if the reaction roll is high enough. The animal must be able to understand the request and must be able to perform it.

 

Far Hearing (“Wizard Ear”; Pflarr)

Range: 240’
Duration: 6 turns

Like Wizard Eye but applied to hearing rather than vision.

Stun Enchanted Creature (Pflarr)

Range: 120’
Duration: instantaneous

Caster chooses an enchanted creature within range. Enchanted creature must save vs. spells or be stunned for 1d2 rounds per level of the caster (maximum of 10d2).