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Affect Normal Fires

  • casting time 1
  • range 5 yds./lvl, 10ft. radius

  • components V, S
  • duration 2 rds./lvl

This spell enables the wizard to cause nonmagical fires in the area of effect to reduce in size and brightness to become mere coals, or increase in light to become as bright as full daylight and increase the illumination to double the normal radius. This doesn't affect fuel consumption or damage caused by the fire. The caster can affect any or all fires in the spell's area. He can alter their intensities with a single gesture as long as the spell is in effect. The spell lasts until you cancel it, all fuel is burned, or the duration expires. You can also extinguish all flames in the area, which expends the spell immediately. The spell does not affect fire elementals or similar creatures.

Cleric 1st-level alteration

Alarm

  • casting time 1 Round
  • range 10 yds., up to 20 ft. cube

  • components V, S, M
  • duration 4 hrs. + 1/2 hr./lvl

a tiny bell and a piece of very fine silver wire

When an alarm spell is cast, the wizard causes a selected area to react to the presence of any creature larger than a normal rat--anything larger than about 1/2 cubic foot in volume or more than about three pounds in weight. The area of effect can be a portal, a section of floor, stairs, etc. As soon as any creature enters the warded area, touches it, or otherwise contacts it without speaking a password established by the caster, the alarm spell lets out a loud ringing that can be heard clearly within a 60-foot radius. (Reduce the radius by 10 feet for each interposing door and by 20 feet for each substantial interposing wall.) The sound lasts for one round and then ceases.

Cleric 1st-level abjuration/evocation

Armor

  • casting time 1 Round
  • range Touch

  • components V, S, M
  • duration Special

a piece of cured leather that has been blessed by a priest

With this spell, the wizard creates a magical field of force that serves as if it were scale mail armor (AC 6). It is not cumulative with the shield spell, but it is cumulative with Dexterity and, in case of fighter/mages, with the shield bonus. The armor doesn't hinder movement or prevent spellcasting, and adds no weight or encumbrance. It lasts until successfully dispelled or until the wearer sustains cumulative damage totaling greater than 8 points + 1 per level of the caster. Until it is dispelled, the armor spell grants the wearer full benefits of the Armor Class gained.

Cleric 1st-level conjuration

Audible Glamer

  • casting time 1
  • range 60 yds. + 10 yds./lvl

  • components V, S, M
  • duration 3 rds./lvl

a bit of wool or a small lump of wax

When this spell is cast, the wizard causes a volume of sound to arise, at whatever distance they desire (within range), and seem to recede, approach, or remain at a fixed place as desired. The volume of sound created, however, is directly related to the level of the spellcaster, and each level of experience allows an additional four men's worth of noise, beginning at four. The auditory illusion created by this spell can be virtually any type of sound, but the relative volume must be commensurate with the level of the wizard casting the spell. A horde of rats is about the same volume as 8 men running and shouting

Cleric 1st-level illusion

Burning Hands

  • casting time 1
  • range 5 ft. cone

  • components V, S
  • duration Instantaneous

When the wizard casts this spell, a jet of searing flame shoots from their fingertips. Your hands must be held so as to send forth a fanlike sheet of flames: the thumbs must touch each other, and the fingers must be spread. The spell sends out flame jets 5 feet long in a horizontal arc of about 120 degrees in front of you. Any creature in the area of the flames suffers 1d3 points of fire damage, plus 2 points for each level of experience, to a maximum of 1d3+20 points. Those successfully saving vs. spell receive half damage. Flammable materials touched by the fire burn. Such materials can be extinguished in the next round if no other action is taken.

Cleric 1st-level alteration

Cantrip

  • casting time 1
  • range 10 ft.

  • components V, S
  • duration 1 hr./lvl

Cantrips are minor spells studied and practiced by wizards during their apprenticeship, regardless of school. Once cast, the cantrip spell enables the caster to create minor magical effects for the duration of the spell. However, these effects are so minor that they have severe limitations. They are completely unable to cause a loss of hit points, can't affect the concentration of spellcasters, and can only create small, obviously magical materials. Furthermore, materials created by a cantrip are extremely fragile and can't be used as tools of any sort. Whatever manifestation the cantrip takes, it remains in effect only as long as the wizard concentrates. Wizards typically use cantrips to impress common folk, amuse children, and brighten dreary lives. Common tricks with cantrips include tinklings of ethereal music, brightening faded flowers, glowing balls, puffs of wind, spicing up aromas and flavors of bland food, and little whirlwinds to sweep dust under rugs. Combined with the unseen servant spell, it's a tool to make housekeeping and entertaining simpler.

Cleric 1st-level all schools

Change Self

  • casting time 1
  • range Self

  • components V, S
  • duration 2d6 rds. + 2 rds./lvl

This spell enables the wizard to alter the appearance of their form--including clothing and equipment--to appear 1 foot shorter or taller, of a different weight, human, humanoid, or any other generally man-shaped bipedal creature. You cannot duplicate a specific individual, nor do you have the abilities or mannerisms of the chosen form. The DM may allow a saving throw for disbelief under certain circumstances: for example, if you act in a manner obviously inconsistent with your chosen role. The spell does not alter the perceived tactile (i.e., touch) properties of you or your equipment, and the ruse can be discovered in this way.

Cleric 1st-level illusion

Charm Person

  • casting time 1
  • range 120 yds.

  • components V, S
  • duration Special

This spell affects any single human, demihuman, or humanoid of human size or smaller which it is cast upon. Thus, a 10th-level fighter could be charmed, but an ogre could not. The target receives a saving throw vs. spell to avoid the effect, with any adjustment due to Wisdom. If the target receives damage from your group in the same round the charm is cast, an additional bonus of +1 per hit point of damage received is added to the victim's saving throw. If the target fails their saving throw, they regard the caster as a trusted friend and ally to be heeded and protected. The duration of the spell is a function of the charmed person's Intelligence and is tied to a saving throw. If the caster harms, or attempts to harm, the charmed person by some overt action, or if a dispel magic spell is successfully cast upon them, the spell is broken. The subject has full memory of the events that took place while charmed. If the charmed person's Intelligence is 3 or less, a save is made every 3 months. 4-6, 2 months. 7-9, 1 month. 10-12, 3 weeks. 13-14, 2 weeks. 15-16 1 week. 17, 3 days. 18, 2 days. 19 or more, 1 day.

Cleric 1st-level enchantment

Chill Touch

  • casting time 1
  • range Touch

  • components V, S
  • duration 3 rds. + 1 rd./lvl

When the wizard completes this spell, a blue glow encompasses their hand. This energy attacks the life force of any living creature upon which you make a successful melee attack. The touched creature saves vs. spell against suffering 1d4 points of damage and losing 1 point of Strength. If the save is successful, the creature remains unharmed. Lost Strength returns at the rate of 1 point per hour. However, undead touched by the caster suffer no damage or Strength loss, but they must successfully save vs. spell or flee for 1d4 rounds + 1 round per level of experience you have.

Cleric 1st-level necromancy

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Color Spray

  • casting time 1
  • range 20 ft. cone

  • components V, S, M
  • duration Instantaneous

a pinch of sand or powder that is colored red, yellow, and blue

Upon casting this spell, the wizard causes a vivid, fan-shaped spray of clashing colors to spring forth from their hand. 1d6 creatures within the area are affected, in order of increasing distance from the wizard. All creatures above the level of the spellcaster, and all those of 6th level or 6 Hit Dice or more, are entitled to a saving throw vs. spell. Creatures that fail saving throws, or whose Hit Dice or levels are less than or equal to the spellcaster's level, are struck unconscious for 2d4 rounds

Cleric 1st-level alteration

Comprehend Languages

  • casting time 1 Round
  • range Touch

  • components V, S, M
  • duration 5 rds./lvl

a pinch of soot and a few grains of salt, reversible

When this spell is cast, the wizard is able to understand the spoken words of a creature or read an otherwise incomprehensible written message (such as writing in another language). In either case, you must touch the creature or the writing. Note that the ability to read does not necessarily impart understanding of the material, nor does the spell enable you to speak or write an unknown language. Written material can be read at the rate of one page or equivalent per round. Magical writing cannot be read, other than to know it is magical, but the spell is often useful when deciphering treasure maps. This spell can be foiled by certain warding magic, and it does not reveal messages concealed in otherwise normal text. The reverse of this spell, Confuse Languages, cancels a Comprehend Languages spell or renders a writing or a creature's speech incomprehensible, for the same duration as above.

Cleric 1st-level alteration

Dancing Lights

  • casting time 1
  • range 40 yds. + 10 yds./lvl

  • components V, S, M
  • duration 2 rds./lvl

a bit of phosphorus or wychwood, or a glowworm

When this spell is cast, the wizard creates, at their option, either one to four lights which resemble either torches or lanterns (and cast that amount of light), glowing spheres of light (such as evidenced by will-o-wisps), or one faintly glowing, vaguely manlike shape, somewhat similar to that of a creature from the Elemental Plane of Fire. The dancing lights move as you desire without dedicated concentration upon such movement. The spell cannot be used to cause blindness, and it winks out if the range or duration is exceeded.

Cleric 1st-level alteration

Detect Magic

  • casting time 1
  • range 60 ft. line

  • components V, S
  • duration 2 rds./lvl

When this spell is cast, the wizard detects magical radiations in the direction they are facing. The intensity of the magic can be determined (dim, faint, moderate, strong, overwhelming), and you have a 10% chance per experience level to recognize if a certain school or type of magic is present. Scanning a direction in a 60-degree arc requires one round, and you must be motionless to scan. A stone wall of 1 foot or more thickness, solid metal of 1 inch thickness, or a yard or more of solid wood blocks the spell. Magical areas, multiple types of magic, or strong local magical emanations may confuse or conceal weaker radiations.

Cleric 1st-level divination

Detect Undead

  • casting time 1 Round
  • range 60 ft. line + 10 ft./lvl

  • components V, S, M
  • duration 3 turns

a bit of earth from a grave

This spell enables the wizard to detect all undead creatures out to the limit of the spell. Scanning a direction in a 60-degree arc requires one round, and you must be motionless to scan. While the spell indicates direction, it does not give specific location or distance. It detects undead through walls and obstacles but is blocked by 1 foot of solid stone, 1 yard of wood or loose earth, or a thin coating of metal. The spell does not indicate the type of undead detected, only that undead are present.

Cleric 1st-level divination/necromancy

Enlarge

  • casting time 1
  • range 5 yds./lvl

  • components V, S, M
  • duration 5 rds./lvl

a pinch of powdered iron, reversible

This spell causes instant growth of a creature or object. It can be cast only on a single creature or object that does not exceed 10 cubic feet in volume per level of experience you have, and it must be visible. Unwilling targets are allowed a save vs. spell to negate the effect. When affected, the target and all its carried or worn equipment grows by 10% in height and weight per level of experience you have. If insufficient room is available, the target instead grows to the largest possible size, bursting weak enclosures in the process. A creature's hit points, AC, and attack rolls do not change, but their damage rolls also increase proportionally with size (rounded up). The reverse of this spell, Reduce, shrinks targets by 10% per caster level, to a minimum of 10% their original size. Thereafter, size decreases by 1 foot until 1 foot tall, by 1 inch until 1 inch tall, and by 1/10 of an inch until 1/10 of an inch tall. The same rules for weight and damage apply.

Cleric 1st-level alteration

Erase

  • casting time 1
  • range 30 yds., 1 scroll or 2 pages

  • components V, S
  • duration Permanent

This spell removes writings of either magical or mundane nature from a scroll or from one to two pages of paper, parchment, or similar surfaces. It removes explosive runes, glyphs of warding, sepia snake sigils, and wizard marks, but it does not remove illusory script or symbols (see those spells). Nonmagical writings are automatically erased if the caster is touching them

Cleric 1st-level alteration

Feather Fall

  • casting time 1
  • range 10 yds./lvl, 10ft. cube

  • components V
  • duration 1 rd./lvl

When this spell is cast, the creature(s) or object(s) affected immediately assume the mass of a piece of down. The rate of falling is instantly changed to a mere 2 feet per second (120 feet per round), and no damage is incurred upon landing while the spell is in effect. The spell can be cast upon one or more objects or creatures in a 10-foot cube within range, as long as the maximum weight of the creatures or objects does not exceed a combined total of 200 pounds plus 200 pounds per level of experience you have. For example, a 2nd-level wizard has a range of 20 yards, a duration of two rounds, and a weight limit of 600 pounds when casting this spell. The spell works only while its target is free-falling, flying, or propelled (such as missiles). Note that the spell can be effectively combined with gust of wind and similar spells.

Cleric 1st-level alteration

Find Familiar

  • casting time 2d12 hours
  • range 1 mile/lvl

  • components V, S, M
  • duration Special

1,000 g.p. of incense and herbs, burned within a brass brazier for the spell's duration

This spell enables the wizard to summon a familiar to act as their aide and companion. Familiars are typically small creatures, such as cats, frogs, ferrets, crows, hawks, snakes, owls, ravens, toads, weasels, or even mice. A creature acting as a familiar can benefit a wizard, conveying its sensory powers to its master, conversing with them, and serving as a guard/scout/spy. A wizard can have only one familiar at a time, however, and you have no control over what sort of creature answers the summoning, if any at all come. The familiar's connection to you grants it greater intelligence and an exceptionally long life. In turn, you receive the heightened senses of your familiar, which grant you a +1 bonus to all surprise rolls. You have an empathic link with the familiar, and can issue mental commands to a range of 1 mile, and it can respond in turn, albeit in a more simple manner. If the familiar dies, you must roll an immediate system shock check, with your Constitution reduced by 1 on a success.

Cleric 1st-level conujuration

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Friends

  • casting time 1
  • range 60 ft. radius

  • components V, S, M
  • duration 1d4 rds. + 1 rd./lvl

chalk, soot, and vermilion, applied to the face

This spell causes the wizard to temporarily gain 2d4 points of Charisma. Intelligent creatures within the area of effect at the time the spell is cast must make immediate reaction checks based on your new Charisma. Those with favorable reactions tend to be very impressed with you and make an effort to be your friends and help you, as appropriate to the situation. Officious bureaucrats might decide to become helpful

Cleric 1st-level enchantment

Gaze Reflection

  • casting time 1
  • range Self

  • components V, S
  • duration 2 rds. + 1 rd./lvl

This spell creates a shimmering, mirrorlike area of air before the wizard that moves with them. Any gaze attack is reflected back upon the gazer if the gazer tries to make eye contact with the spellcaster (the spellcaster suffers no effects from the gaze attack). The spell does not affect vision or lighting and is not effective against creatures whose effect comes from being gazed upon (such as a medusa). Only active gaze attacks are blocked by this spell.

Cleric 1st-level alteration

Grease

  • casting time 1
  • range 10 yds., 10 ft. square

  • components V, S, M
  • duration 3 rds. + 1 rd./lvl

a bit of pork rind or butter

This spell covers a material surface with a slippery layer of a fatty, greasy material. Any creature entering the area or caught in it when the spell is cast must save vs. spell or slip, skid, and fall. Those who successfully save can reach the nearest nongreased surface by the end of the round. Those who remain in the area are allowed a saving throw each round until they escape the area. The DM should adjust saving throws by circumstance

Cleric 1st-level conjuration

Hold Portal

  • casting time 1
  • range 20 yds./lvl

  • components V
  • duration 1 rd./lvl

This spell magically bars a door, gate, or valve of wood, metal, or stone. The magical closure holds the portal fast, just as if it were securely closed and locked. Any extraplanar creature (djinn, elemental, etc.) with 4 or more Hit Dice can shatter the spell and burst open the portal. A wizard of 4 or more experience levels higher than the spellcaster can open the held portal at will. A knock spell or a successful dispel magic spell can negate the hold portal. Held portals can be broken or physically battered down.

Cleric 1st-level alteration

Hypnotism

  • casting time 1
  • range 5 yds.

  • components V, S
  • duration 1 rd. + 1 rd./lvl

The gestures of the wizard, along with their droning incantation, cause 1d6 creatures within the area to become susceptible to a suggestion--a brief and reasonable-sounding request. The request must be given after the spell is cast: until that time, the success of the spell is unknown. Note that the subsequent suggestion is not a spell, but simply a vocalized urging (the caster must speak a language the creature understands for this spell to work). Creatures that successfully roll their saving throws are not under hypnotic influence. Those who are exceptionally wary or hostile save with +1 to +3 bonuses. If the spell is cast at an individual creature that meets your gaze, the saving throw is made with a penalty of -2. A creature that fails its saving throw does not remember that the caster enspelled it.

Cleric 1st-level enchantment

Identify

  • casting time Special
  • range Touch

  • components V, S, M
  • duration 1 rd./lvl

a pearl of 100gp value and an owl feather, steeped in wine and drunk

When this spell is cast, magical items subsequently touched by the wizard can be identified. The eight hours immediately preceding the casting of the spell must be spent uninterrupted, purifying the items and removing influences that would corrupt and blur their magical auras. When the spell is cast, each item must be handled in turn by the wizard. The chance of learning a piece of information about an item is equal to 10% per level of experience you have, to a maximum of 90%, rolled by the DM. Any roll of 96-00 indicates a false reading (91-95 reveals nothing). Only one function of a multifunction item is discovered per handling. If any attempt at reading fails, you can't learn any more about that item until you advance a level. The item never reveals its exact attack or damage bonuses, although the fact that it has few or many bonuses can be determined. After casting the spell and determining what can be learned from it, you lose 8 points of Constitution, and must rest for 1 hour to recover each point.

Cleric 1st-level divination

Jump

  • casting time 1
  • range Touch

  • components V, S, M
  • duration 1d3 rds. + 1 rd./lvl

a grasshopper's hind leg

The individual touched when this spell is cast is empowered to leap once per round for the duration of the spell. Leaps can be up to 30 feet forward or straight upward or 10 feet backward. Horizontal leaps forward or backward have only a slight arc--about 2 feet per 10 feet of distance traveled. The jump spell does not ensure safety in landing or graspingat the end of the leap.

Cleric 1st-level alteration

Light

  • casting time 1
  • range 60 yds.

  • components V, M
  • duration 1 turn/lvl

a firefly or a piece of phosphorescent moss

This spell creates a luminous glow, equal to torchlight, within a fixed radius of a point within range that the wizard can see. The effect is immobile unless it is specifically centered on a moveable object or mobile creature. If this spell is cast upon a creature, the applicable magic resistance and saving throw rolls must be made. Successful resistance negates the spell, while a successful saving throw indicates that the spell is centered immediately behind the creature, rather than upon the creature itself. Light taken into an area of magical darkness does not function, but if cast directly against magical darkness negates it (but only for the duration of the light spell, if the darkness effect is continual). Light centered on the visual organs of a creature blinds it, reducing its attack rolls and saving throws by 4 and worsening its Armor Class by 4.

Cleric 1st-level alteration

Magic Missile

  • casting time 1
  • range 60 yds. + 10 yds./lvl

  • components V, S
  • duration Instantaneous

This spell creates up to five missiles of magical energy that dart forth from the wizard's fingertip and unerringly strike their target. This includes enemy creatures in a melee. The target creature must be seen or otherwise detected to be hit, however, so near-total concealment can render the spell ineffective. Specific parts of a creature cannot be singled out. Inanimate objects (locks, etc.) cannot be damaged by the spell, and any attempt to do so wastes the missiles to no effect. Against creatures, each missile inflicts 1d4+1 points of damage. For every two extra levels of experience up to 9th level, you gain an additional missile--two at 3rd level, three at 5th, four at 7th, and five missiles at 9th level. You can have the missiles strike a single target creature or several creatures, as desired.

Cleric 1st-level evocation

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Mending

  • casting time 1
  • range 30 yds.

  • components V, S, M
  • duration Permanent

two small magnets, or two burrs

This spell repairs small breaks or tears in objects. It will weld a broken ring, chain link, medallion, or slender dagger, providing but one break exists. Ceramic or wooden objects with multiple breaks can be invisibly rejoined to be as strong as new. A hole in a leather sack or wineskin is completely healed over by a mending spell. This spell does not, by itself, repair magical items of any type. One turn after the spell is cast, the magic of the joining fades, and the effect cannot be magically dispelled. The maximum volume of material you can mend is 1 cubic foot per level.

Cleric 1st-level alteration

Message

  • casting time 1
  • range 30 ft. line + 10 ft./lvl

  • components V, S, M
  • duration 5 rds./lvl

a short piece of copper wire

When this spell is cast, the wizard can whisper messages and receive replies with little chance of being overheard. When the spell is cast, you secretly or openly point your finger at each creature to be included in the spell effect. Up to one creature per level can be included. When you whisper, the whispered message travels in a straight line and is audible to all of the involved creatures. The creatures who receive the message can whisper a reply that is heard by you. Note that there must be an unobstructed path between the spellcaster and the recipients of the spell. The message must be in a language you speak

Cleric 1st-level alteration

Mount

  • casting time 1 Turn
  • range 10 yds.

  • components V, S, M
  • duration 2 hrs. + 1 hr./lvl

a bit of hair from the type of animal to be conjured

By means of this spell, the caster conjures a normal animal to serve him as a mount. The animal serves willingly and well, but at the expiration of the spell duration it disappears, returning to its own place. The type of mount gained by this spell depends on the level of the caster

Cleric 1st-level conjuration

Nystul's Magical Aura

  • casting time 1 Round
  • range Touch

  • components V, S, M
  • duration 1 day/lvl

a small square of silk, passed over the target

By means of this spell, any one item of no more than five pounds weight per level of the wizard can be given an aura that is noticed by someone using magic detection. Furthermore, you can specify the type of magical aura that is detected (alteration, conjuration, etc.), and this effectively masks the item's actual aura, if any, unless the item's own aura is exceptionally powerful (if it is an artifact, for instance). If the object bearing Nystul's magical aura has an identify spell cast on it or is similarly examined, the examiner has a 50% chance of recognizing that the aura has been placed to mislead the unwary. Otherwise, the aura is believed and no amount of testing reveals what the true magic is.

Cleric 1st-level illusion

Phantasmal Force

  • casting time 1
  • range 60 yds. + 10 yds./lvl, 400 sqft. + 100 sqft./lvl

  • components V, S, M
  • duration Special

a bit of fleece

This spell creates the illusion of any object, creature, or force, as long as it is within the boundaries of the spell's area of effect. The illusion is visual and affects all believing creatures (undead are immune) that view it. It does not create sound, smell, or temperature. Effects that depend on these senses usually fail. The illusion lasts until struck by an opponent--unless you cause the illusion to react appropriately--or until you cease concentration upon the spell (due to desire, moving, or a successful attack that causes damage). Creatures that disbelieve the illusion see it for what it is and add +4 to associates' saving throws if this knowledge can be communicated effectively. Creatures believing the illusion are subject to its effects. You can move the illusion within the limits of the area of effect.

Cleric 1st-level illusion

Protection From Evil

  • casting time 1
  • range Touch

  • components V, S, M
  • duration 2 rds./lvl

a 3-foot circle of powdered silver, reversible with a circle of powdered iron

When this spell is cast, it creates a magical barrier around the recipient at a distance of 1 foot. The barrier moves with the recipient and has three major effects: First, all attacks made by evil creatures against the protected creature suffer -2 penalties to attack rolls, and any saving throws caused by such attacks are made with +2 bonuses. Second, any attempt to possess or to exercise mental control over the protected creature is blocked by this spell. The protection does not prevent the effect itself, but it does prevent the exercise of mental control through the barrier. Likewise, a possessing life force is merely kept out. It would not be expelled if in place before the protection is cast. Third, the spell prevents bodily contact by creatures of an extraplanar or conjured nature. Animals or monsters summoned or conjured by spells or similar magic are likewise hedged from the character. This protection ends if the protected character makes a melee attack against, or tries to force the barrier against, the blocked creature.

Cleric 1st-level abjuration

Read Magic

  • casting time 1 Round
  • range Touch

  • components V, S, M
  • duration 2 rds./lvl

a clear crystal or prism, which is not expended

By means of a read magic spell, the wizard is able to read magical inscriptions on objects--books, scrolls, weapons, and the like--that would otherwise be totally unintelligible. This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed scroll. Furthermore, once the spell is cast and you have read the magical inscription, you are thereafter able to read that particular writing without needing to use this spell. The duration of the spell is two rounds per level of experience you have

Cleric 1st-level divination

Shield

  • casting time 1
  • range Self

  • components V, S
  • duration 5 rds./lvl

When this spell is cast, an invisible barrier comes into being in front of the wizard. This shield totally negates magic missile attacks. It provides the equivalent protection of AC 2 against hand-hurled missiles (axes, darts, javelins, spears, etc.), AC 3 against small device-propelled missiles (arrows, bolts, bullets, manticore spikes, sling stones, etc.), and AC 4 against all other forms of attack. The shield also adds a +1 bonus to your saving throws against attacks that are basically frontal. Note that these benefits apply only if the attacks originate from in front of you, where the shield can move to interpose itself.

Cleric 1st-level evocation

Shocking Grasp

  • casting time 1
  • range Touch

  • components V, S
  • duration 1 rd./lvl until used

When the wizard casts this spell, they develop a powerful electrical charge that gives a jolt to the creature touched. The spell remains in effect for one round per level of experience you have, or until it is discharged by touching another creature. The shocking grasp delivers 1d8 points of damage, plus 1 point per level of experience you have (for example, a 2nd- level wizard would discharge a shock causing 1d8+2 points of damage).

Cleric 1st-level alteration

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Sleep

  • casting time 1
  • range 30 yds.

  • components V, S, M
  • duration 5 rds./lvl

either a pinch of fine sand, rose petals, or a live cricket

When a wizard casts this spell, they cause a comatose slumber to come upon one or more creatures (other than undead and certain other creatures specifically excluded from the spell's effects). All creatures to be affected by the sleep spell must be within 30 feet of each other. The number of creatures that can be affected is a function of Hit Dice or levels. The spell affects 2d4 Hit Dice of monsters. Monsters with 4+3 Hit Dice (4 Hit Dice plus 3 hit points) or more are unaffected. The center of the area of effect is determined by the spellcaster. The creatures with the least Hit Dice are affected first, and partial effects are ignored. Slapping or wounding awakens affected creatures but normal noise does not. Awakening requires one entire round.

Cleric 1st-level enchantment

Spider Climb

  • casting time 1
  • range Touch

  • components V, S, M
  • duration 4 rds. + 1 rd./lvl

a drop of bitumen and a live spider, both of which must be eaten by the recipient

This spell enables the recipient to climb and travel upon vertical surfaces, or even hang upside down from ceilings. Unwilling victims must be touched and are then allowed a saving throw vs. spell to negate the effect. The affected creature must have bare hands and feet in order to climb in this manner, at a movement rate of 6 (3 if at all encumbered). During the course of the spell, the recipient cannot handle objects that weigh less than a dagger (one pound), for such objects stick to their hands and feet. Thus, a wizard will find it virtually impossible to cast spells if under a spider climb spell. Sufficient force can pull the recipient free

Cleric 1st-level alteration

Spook

  • casting time 1
  • range 30 ft.

  • components V, S
  • duration Special

This spell enables the wizard to play upon natural fears to cause the target creature to perceive them as someone or something inimical. Without actually knowing what this is, you merely advance threateningly upon the creature. If the creature does not make a successful saving throw vs. spell, it turns and flees at maximum speed as far from you as possible, though items carried are not dropped. The creature has a saving throw penalty of -1 for every two experience levels you have, to a maximum of -6 at 12th level. Note that a natural 20 automatically succeeds, regardless of saving throw penalties. Although you do not actually pursue the fleeing creature, a phantasm from its own mind does. Each round after the initial casting, the creature receives another saving throw, without penalty, until it successfully saves and the spell is broken.

Cleric 1st-level illusion

Taunt

  • casting time 1
  • range 60 yds.

  • components V, S, M
  • duration 1 rd.

a slug, hurled at the targets

This spell enables the wizard to jape and jeer effectively at a single type of creature with an Intelligence of 2 or greater. Your words and sounds have real meaning for the subject creature or creatures, challenging, insulting, and generally irritating and angering the listeners. Those failing to save vs. spell rush forth in fury to do battle. All affected creatures attack you in melee if physically capable of doing so, seeking to use body or hand-held weapons rather than missile weapons or spells. Separation by an impenetrable or uncrossable boundary causes the spell to break. If you taunt a mixed group, you must choose the type of creature to be affected. Creatures commanded by a strong leader might gain a saving throw bonus of +1 to +4, at the DM's discretion. If used in conjunction with a ventriloquism spell, the creatures may attack the apparent source, depending upon their Intelligence, a leader's presence, and so on.

Cleric 1st-level enchantment

Tenser's Floating Disc

  • casting time 1
  • range 20 yds.

  • components V, S, M
  • duration 3 turns + 1 turn/lvl

a drop of mercury

With this spell, the wizard creates the slightly concave, circular plane of force known as Tenser's floating disc (after the famed wizard whose greed and ability to locate treasure are well known). The disc is 3 feet in diameter and holds 100 pounds of weight per level of experience you have. The disc floats approximately 3 feet above the ground at all times and remains level. It floats along horizontally within its range of 20 yards at your command, and will accompany you at a movement rate of no more than 6. If unguided, it maintains a constant interval of 6 feet between itself and you. If you move beyond range, move the disc higher than its 3 feet of height, or if the spell duration expires, the floating disc winks out of existence, and whatever it was supporting crashes to the surface beneath it.

Cleric 1st-level evocation

Unseen Servant

  • casting time 1
  • range 30 ft. radius

  • components V, S, M
  • duration 1 hr. + 1 turn/lvl

a piece of string and a bit of wood

The unseen servant is an invisible, mindless, and shapeless force, used to step and fetch, open unstuck doors, and hold chairs, as well as to clean and mend. It is not strong, but unfailingly obeys your command. It can perform only one activity at a time and can move only lightweight items, carrying a maximum of 20 pounds or pushing/pulling 40 pounds across a smooth surface. It can open only normal doors, drawers, lids, etc. The unseen servant cannot fight, nor can it be killed, as it is a force rather than a creature. It can be magically dispelled, or eliminated after receiving 6 points of damage from area-effect spells, breath weapons, or similar attacks.

Cleric 1st-level conjuration

Ventriloquism

  • casting time 1
  • range 10 yds./lvl

  • components V, M
  • duration 4 rds. + 1 rd./lvl

a parchment rolled into a small cone

This spell enables the wizard to make their voice--or someone else's voice--seem to issue from someplace else, such as from another creature, a statue, from behind a door, down a passage, etc. You can speak in any language that you know, or make any sound that you can normally make. With respect to such voices and sounds, anyone rolling a successful saving throw vs. spell with a -2 penalty detects the ruse. If cast in conjunction with other illusions, the DM may rule greater penalties or disallow an independent saving throw against this spell in consideration of its contribution to the total effect of the combined illusion.

Cleric 1st-level illusion

Wall of Fog

  • casting time 1
  • range 30 yds., 20 ft. cube + 10 ft./lvl

  • components V, S, M
  • duration 2d4 rds. + 1 rd./lvl

a pinch of split dried peas

By casting this spell, the wizard creates a billowing wall of misty vapors in any area within the spell range. The wall of fog obscures all sight, normal and infravision, beyond 2 feet. You may create less vapor if you wish. The wall must be a roughly cubic or rectangular mass, at least 10 feet across in its smallest dimension. The misty vapors persist for three or more rounds. Their duration can be halved by a moderate wind, and they can be blown away by a strong wind.

Cleric 1st-level evocation

Wizard Mark

  • casting time 1
  • range Touch

  • components V, S, M
  • duration Permanent

pigments for coloration, and 100g.p. of diamond dust for a visible mark

When this spell is cast, the wizard is able to inscribe, visibly or invisibly, their personal rune or mark, as well as up to six additional characters of smaller size. A wizard mark spell enables the caster to etch the rune upon stone, metal, or any softer substance without harm to the material upon which the mark is placed. If an invisible mark is made, a detect magic spell will cause it to glow and be visible. Effects which see invisibility will likewise expose an invisible wizard mark. A read magic spell will reveal the maker's words, if any. The mark cannot be dispelled, but it can be removed by the caster or by an erase spell. If cast on a living being, normal wear gradually causes the mark to fade.

Cleric 1st-level alteration

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