Bless

This spell can only be used in camp or combat, and it only affects those characters not in melee. It gives a bonus of 1 to their THAC0 for 6 rounds and raises the morale of friendly NPCs by 1. Use it in camp only if you know you are going into combat immediately afterward.


Curse

This reversal of "bless" affects enemies not in melee and modifies their THAC0 and their morale by 1. Usable only in combat and lasts 6 rounds.


Cure Light Wounds

This can be used any time. The caster must be next to the target. It heals 1-8 points of damage. This is the only healing spell you'll be able to cast in the game. As such, you should memorize it as much as possible, possibly only using a slot instead for the "bless" spell.


Cause Light Wounds

This combat-only spell causes 1-8 points of damage to one adjacent target touched by the caster.


Detect Magic

This is similar to "detect evil" but only lasts for one turn. It detects the presence of magic in a 1x3 area, but gives no details on the type of magic.


Protection from Evil

This spell can be used in combat or in camp when you expect to go into combat shortly. It adds 2 to the AC of the character against evil attackers. Any saving throws caused by attacks of such monsters are +2. This spell lasts 3 rounds per level. The caster must touch the target (which can be himself).


Protection from Good

This is essentially the same as "protection from evil," but it protects against the attacks of good creatures.


Resist Cold

This spell protects the recipient against cold, providing absolute protection against cold up to 0 Fahrenheit and an additional saving throw against cold-based attacks. The duration is 1 turn per level of the caster, and the caster must touch the target.

Spells

Cleric Spells

 

Mage Spells