Fast B/X Cleric Spells

Fast Cleric Spells | Fast Magic-User Spells | Psionics | Occult Spells

Shortened versions of the original spells descriptions…

LEVEL 1 CLERIC SPELLS

Cure/Cause Light Wounds. Cleric’s touch heals 1d6+1 damage or cures paralysis; reversed, deals 1d6+1 damage with a successful attack.
Detect Evil. Detects evil intentions and evil enchantments within 120 feet for 1 hour.
Detect Magic. For 20 minutes, causes magical spells and enchantments within 60 feet to glow.
Light/Darkness. Creates bright light or magical darkness in a 15-foot radius for 2 hours; if cast on a creature’s eyes, may blind if target fails a save.
Protection from Evil. For 2 hours, enchanted or summoned creatures cannot make melee attacks against the caster; others suffer -1 to attacks, and the caster gains +1 on saves.
Purify Food and Water. Makes enough spoiled or poisoned food and water for 12 people safe to consume.
Remove/Cause Fear. Touch removes fear or causes one creature within 120 feet to flee unless it saves; lasts 20 minutes.
Resist Cold. One target within 30 feet ignores freezing temperatures, gains +2 on saves versus cold, and reduces cold damage by 1 point/die for 1 hour.

LEVEL 2 CLERIC SPELLS

Bless/Blight. Allies within 60 feet gain +1 to morale and attack rolls for 1 hour; reversed, enemies suffer -1 unless they save versus spells.
Detect Invisible. Reveals invisible creatures and objects within 10 feet/level for 1 hour.
Find Traps. Causes mechanical and magical traps within 30 feet to glow for 20 minutes.
Know Alignment. Reveals whether one creature, magic item, or enchanted area within 10 feet is Lawful, Neutral, or Chaotic.
Hold Person. Paralyzes one humanoid at a -2 save penalty, or up to 1d4 humanoids with normal saves, for 90 minutes; undead and larger creatures are immune.
Resist Fire. One target within 30 feet ignores normal heat and fire, gains +2 on saves versus fire, and reduces fire damage by 1 point/die for 20 minutes.
Silence 15-Foot Radius. Creates a soundless 15-foot-radius area within 180 feet for 2 hours; a targeted creature carries the area unless it saves.
Snake Charm. Prevents serpents totaling HD equal to the caster’s level from attacking for 1d4+1 rounds, or 1d4+1 turns if not already hostile.
Speak with Animals. Allows conversation with one type of normal or giant animal within 30 feet for 1 hour.

LEVEL 3 CLERIC SPELLS

Continual Light/Darkness. Permanently creates bright light in a 30-foot radius or darkness in a 15-foot radius; may blind a creature that fails a save.
Cure/Cause Disease. Cures disease, lycanthropy, mummy rot, or similar corruption; reversed, inflicts a fatal disease unless the target saves versus spells.
Growth of Animal. Doubles one normal or giant animal’s size, strength, carrying capacity, and damage for 2 hours.
Locate Object. Reveals the direction of a familiar object or nearest common type of object within 120 feet for 1 hour.
Remove/Cause Curse. Touch removes one curse; reversed, inflicts -4 to attacks, -2 to saves, or halves one ability score until removed.
Striking. Enchants one normal weapon within 30 feet for 10 minutes, allowing it to harm creatures requiring magic weapons and deal +1d6 damage.

LEVEL 4 CLERIC SPELLS

Create Water. Creates a permanent spring producing 50 gallons of drinkable water/day, +50 gallons/day for each level above 8th.
Cure/Cause Serious Wounds. Touch heals 2d6+2 damage; reversed, deals 2d6+2 damage with a successful attack.
Neutralize Poison. Revives a creature poisoned within the previous round and neutralizes all poisons within 5 feet.
Protection from Evil 10-Foot Radius. For 2 hours, enchanted or summoned creatures cannot make melee attacks against creatures within 10 feet; others suffer -1 to attacks, and protected creatures gain +1 on saves.
Speak with Plants. Allows conversation with plants within 30 feet for 30 minutes and may cause vegetation to open a path.
Sticks to Snakes. Transforms 2d8 sticks within 120 feet into obedient snakes for 1 hour; half are venomous.
* Snake: AC 6 (ACC 13), HD 1, 4 h.p., Atk +1, Dmg 1d4, MV 9 land or 3 swimming, Morale 7; if venomous, target must save versus poison or suffer 1d4 damage per minute for 1d6 minutes.

LEVEL 5 CLERIC SPELLS

Commune. A cosmic power (the Game Master) ruthfully answers three yes-or-no questions within 30 minutes; usable once per week, or once per year for six questions.
Create Food. Conjures enough food for 12 people and their mounts for one day, +12 people and mounts/level above 8th.
Dispel Evil. For 10 minutes, enchanted and undead creatures within 30 feet save versus spells or are banished or destroyed; also frees one creature from a cursed item.
Insect Plague. Creates a movable 60-foot-diameter insect swarm within 480 feet that obscures vision and drives off creatures below 3 HD while the caster concentrates.
Quest/Remove Quest. Compels one creature within 30 feet to complete a non-suicidal task unless it saves versus spells; reversed, removes a quest or similar curse.
Raise Dead/Finger of Death. Restores one creature dead up to 4 days, +4 days/level above 8th, to life at 1 hit point; reversed, kills one creature within 120 feet unless it saves versus death.