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===First Level Spells=== Calm Animals: A spell that calms one normal animal per level of the caster, negating non-magical fear of surroundings or events. Duration: 6 turns. Range 6β radius from caster. Cure Light Wounds: This spell is a basic healing spell. The amount of damage to be healed by any individual casting of the spell is determined as follows: the cleric rolls one six-sided die and adds one to the result. If the cleric has Wisdom of 13-17 he then adds 0.5 point to the result. If the cleric is Wisdom of 18 or higher he then adds 1 point to the result instead. The total is the amount of healing to be done over the next six phases. If the cleric is interrupted at any point, the healing terminates at that point. The cleric must be in physical contact with the character or being to be healed throughout the six phases. If the contact is broken, the healing is terminated at that point. Detect Clerical Spell: This spell allows the cleric to detect the occurrence or presence of a clerical spell in his immediate vicinity, to a maximum range of 1β per level of the cleric employing the detection. Detect Ethics: This spell allows the cleric to measure the ethics of a creature or being on a Good/Evil scale to a maximum range of 1β per level of the cleric employing the detection. Detect Injury: This spell allows the cleric to determine whether a character that has mysteriously collapsed has done so through undetected damage, or through some other source. It also allows the cleric to determine whether a being that cannot communicate with the cleric has sustained injuries that need to be healed. Range: adjacent to the subject. Detect Life: This spell allows the cleric to determine whether a character or object is alive, as well as whether there is an unseen life form within 3β of the cleric casting it. Enlist Aid: This spell adds 2-12 points to the effective Charisma of the caster for the specific purpose of swaying listeners of the casterβs alignment to give the caster direct aid. Duration: one turn per level of the caster. Hallow: This spell is used to prepare ground to receive blessed burials or to establish foundations for churches or clerical constructions. Range: adjacent to the ground being hallowed. Light: A spell that creates a circle of light 3β in radius around the caster. This light is not equal to full daylight in intensity. The light lasts for the level of the caster plus 12 turns. Protection/Evil: This spell adds +1 to the defense level and +5% to the saving throws of the caster against any evil beings (or spells cast by evil beings) for its duration of 12 turns. Its effects add to those of any magical protective devices. Protection/Good: This spell is the same as Protection/Evil (1C) except that it protects the caster against good beings. Purify Food: This spell will make spoiled (not deliberately poisoned) food usable. The quantity affected by a single spell is approximately 5 pounds. Range: adjacent to the food. Reduce Fear: This spell adds 20% to the saving throw vs. Fear of a single recipient for three turns. If the recipient is already in a state of induced Fear, the recipient gets a normal Fear saving throw immediately, and breaks free of the effect if successful. Range: 3β. Speak with Animals: This spell allows the cleric to speak with any form of normal (not monster) animal life, and to understand anything that is said in reply. If the cleric or his companions have not already attacked the animal, there is a 10% chance per level of the cleric that the animal(s) in question will not attack. The is a further 5% chance per level of the cleric that any basically friendly animals spoken to in this manner will assist the cleric within their physical and mental limits (i.e., a rabbit cannot be sent to count a hidden group of enemy, or to assault a guard post). Duration: 6 turns.
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