Level 1

Armor of Faith (Abjuration)
Range: 0
Saving Throw: None
Casting Time: 1
Area of Effect: The Caster
Duration: 3 rounds + 1 round/level

The caster of the Armor of Faith receives significant protection against melee and magical attacks. This magical armor is a force of energy that absorbs a portion of the damage intended for the caster. At first level the protection is 5%, every five levels of the caster improves this by another 5%. A 20th level priest would have 25% of her damage 'absorbed' if protected by this spell.

Bless (Conjuration/Summoning)
Range: Sight of caster
Saving Throw: None
Casting Time: 1 round
Area of Effect: 25-foot radius
Duration: 6 rounds

Upon uttering the Bless spell, the caster raises the morale of friendly creatures and any saving throw rolls they make against fear effects by +1. Furthermore, it raises their attack dice rolls by +1. The caster deter-mines at what range (up to 60 yards) he will cast the spell. At the instant the spell is completed, it affects all creatures in a 50-foot cube centered on the point selected by the caster (thus, affected creatures leaving the area are still subject to the spell's effect; those entering the area after the casting is completed are not).

Command Word: Die (Enchantment/Charm)
Range: Sight of caster
Saving Throw: None
Casting Time: 1
Area of Effect: 1 creature
Duration: 1 round

This spell enables the priest to command another creature to "die" (sleep) for a single round. At the end of the round the creature awakens unharmed.

Cure Light Wounds (Necromancy)
Range: Touch
Saving Throw: None
Casting Time: 5
Area of Effect: 1 creature
Duration: Instant

When casting this spell and laying his hand upon a creature, the priest causes 1-8 points of wound or other injury damage to the creature's body to be healed. This healing cannot affect creatures without corporeal bodies, nor can it cure wounds of creatures not living or of extra-planar origin. Curing is permanent only insofar as the creature does not sustain further damage.

Detect Evil (Divination)
Range: 120 yards
Saving Throw: None
Casting Time: 1 round
Area of Effect: Sight
Duration: 1 turn

This spell discovers emanations of evil from any creature. Any evil creature within the range of the spell will glow red briefly.

Doom (Alteration)
Range: Sight of caster
Saving Throw: None
Casting Time: 1 round
Area of Effect: 1 creature
Duration: 1 turn

This spell causes a feeling of doom to overwhelm the target. For the duration of the spell, the target receives a -2 penalty to all his rolls, this includes THAC0 and saving throws. There is no saving throw for this spell.

Entangle (Alteration)
Range: Sight of caster
Saving Throw: Neg.
Casting Time: 4
Area of Effect: 20-foot radius
Duration: 1 turn

By means of this spell, the caster is able to cause plants in the area of effect to entangle creatures within the area. The grasses, weeds, bushes, and even trees wrap, twist, and entwine about the creatures, holding them fast for the duration of the spell. A creature that rolls a successful saving throw vs. spell avoids entanglement. All creatures have a +3 bonus to their saves. An entangled creature can still attack.

Magical Stone (Enchantment)
Range: 0
Saving Throw: None
Casting Time: 4
Area of Effect: Special
Duration: Special

By using this spell, the priest can temporarily enchant a small pebble. The magical stone is then hurled or slung at an opponent. The stone deals 1-4 damage to whomever it hits. The stone is considered a +1 weapon for determining if a creature can be struck (those struck only by magical weapons, for instance), although it does not have an attack or damage bonus.

Protection from Evil (Abjuration)
Range: Touch
Saving Throw: None
Casting Time: 1
Area of Effect: 1 creature
Duration: 1 turn

When this spell is cast, it creates a magical barrier around the recipient at a distance of one foot. This barrier moves with the recipient and all attacks made by evil or evilly enchanted creatures against the protected creature receive a penalty of -2 to each attack roll, and any saving throws caused by such attacks are made by the protected creature with a +2 bonus.

Remove Fear (Abjuration)
Range: 10 yards
Saving Throw: Special
Casting Time: 1
Area of Effect: 1 creature/4 levels
Duration: 2 turns

This priest spell instills courage in the spell recipient, raising his morale to its highest. The recipient's morale will gradually reset to normal as the duration runs out. If the recipient is affected by magical fear, this is negated.

Sanctuary (Abjuration)
Range: 0
Saving Throw: None
Casting Time: 4
Area of Effect: The caster
Duration: 10 rounds

When the priest casts a Sanctuary spell, it causes all of his opponents to ignore his existence; it is as if he is invisible. While protected by this spell, the subject cannot take direct offensive action without breaking the spell, but may use non-attack spells or otherwise act in any way that does not violate the prohibition against offensive action. This allows a warded priest to heal wounds, for example, or to Bless himself. He cannot cast spells on other creatures without ending the spell.

Shillelagh (Alteration)
Range: Touch
Saving Throw: None
Casting Time: 2
Area of Effect: Special
Duration: 4 rounds + 1 round/level

This spell enables the caster to create a magical cudgel that has a +1 bonus to its attack roll and inflicts 2d4 points of damage on opponents.