Lv 1 Cleric Spells


 * Bane: Enemies take –1 on attack rolls and saves against fear.
 * Bless: Allies gain +1 on attack rolls and saves against fear.
 * Bless Water: Makes holy water.
 * Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
 * Command: One subject obeys selected command for 1 round.
 * Comprehend Languages: You understand all spoken and written languages.
 * Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
 * Curse Water: Makes unholy water.
 * Deathwatch: Reveals how near death subjects within 30 ft. are.
 * Detect Chaos/Evil/Good/Law: Reveals creatures, spells, or objects of selected alignment.
 * Detect Undead: Reveals undead within 60 ft.
 * Divine Favor: You gain +1 per three levels on attack and damage rolls.
 * Doom: One subject takes –2 on attack rolls, damage rolls, saves, and checks.
 * Endure Elements: Exist comfortably in hot or cold environments.
 * Entropic Shield: Ranged attacks against you have 20% miss chance.
 * Hide from Undead: Undead can't perceive one subject/level.
 * Inflict Light Wounds: Touch deals 1d8 damage +1/level (max +5).
 * Magic Stone: Three stones gain +1 on attack, deal 1d6 +1 damage.
 * Magic Weapon: Weapon gains +1 bonus.
 * Obscuring Mist: Fog surrounds you.
 * Protection from Chaos/Evil/Good/Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
 * Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.
 * Sanctuary: Opponents can't attack you, and you can't attack.
 * Shield of Faith: Aura grants +2 or higher deflection bonus.
 * Summon Monster I: Calls extraplanar creature to fight for you.