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Home » Dungeon Delving Undying Light SRD » Part Two: Combat, Magic & Adventure » Magic Spells » Cleric Spells  
 

Dungeon Delving Undying Light

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Cleric Spells

RetroRoleplaying Posted on March 26, 2022 by RandallMay 18, 2022

1st Level Cleric Spells

Cure Wounds I
Range: Touch, Duration: Instant.
Restore 1d6+1 hit points to a single target.

Detect Good or Evil
Range: 120 feet, Duration 1 hour.
The cleric can detect good or evil creatures, enchantments, and auras.

Spiritual Protection
Range: Caster, Duration: 2 hours.
Anyone attacking the caster suffers a -1 penalty to hit and the caster receives a +1 to all saving throws.

Bless
Range: 60 feet, Duration: 5 rounds.
All allies within range receive a +1 to all to hit and Saves.

2nd Level Cleric Spells

Find Traps
Range: 30 feet, Duration: 2 turns.
Caster automatically detects any magical or mundane traps in range.

Hold Person
Range: 180 feet, Duration: 9 turns.
A single target cannot move or act, but may make a Save each round to break effect.

Silence
Range: 180 feet, Duration: 12 turns.
No sound can be heard in an area of 15 cubic feet. This prevents spell casting.

Speak with Animals
Range: Caster, Duration: 6 turns.
The caster can speak with animals, but not monsters.

3rd Level Cleric Spells

Cure Condition
Range: Touch, Duration: Instant.
Cure target of being poisoned, turned to stone, diseased, or cursed.

Cure Wounds II
Range: Touch, Duration: Instant.
Restore 3d6+3 hit points to a single target.

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Table of Contents

  • Dungeon Delving Undying Light SRD
    • Title & Credits
    • Introduction
    • Part One: Characters & Equipment
      • Step One: Roll Your Attributes
      • Step Two: Choose Your Race
      • Step Three: Choose Your Class
      • Step Four: Choose Your Background
      • Step Five: Choose Your Equipment
      • Gaining Levels
      • Optional Rules for Part One
    • Part Two: Combat, Magic & Adventure
      • Resolving Combat
      • Resolving Other Actions
      • Magic Spells
        • Cleric Spells
        • Magic-User Spells
      • Optional Rules for Part Two
    • Part Three: Dungeons, Monsters & Treasure
      • Dungeon Design and Exploration
      • Monsters
        • Special Traits
        • Monster Reactions
        • Monster Morale
        • Monster Descriptions
      • Treasure & Magical Rewards
    • Part Four: Adventuring
      • Early Edition Conventions
      • Dungeon Exploration
      • Wilderness Exploration
    • Appendix A: Glossary of Terms
    • Appendix B: On Old School Play
    • Appendix C: Optional Systems
      • True Magic Rituals
      • Action Points
      • Hit Points, Body Points and Healing
      • Advanced Combat Options
    • OPEN GAME LICENSE Version 1.0a
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