Divine Spells

There are enough changes to the ‘standard’ cleric spell list from BFRPG that the following tables (plus brief descriptions) are provided for all divine spells available to clerics of Law.

1st Level Divine Spells (Law)

1. Command Word One subject obeys selected command for 1 round.
2. Cure Light Wounds Cures 1d8 damage +1/level (max +5).
3. Detect Magic Detects spells and magic items within 60 ft.
4. Light 30-ft. radius area suffused with light.
5. Protection from Evil +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
6. Purify Food and Drink Purifies 1 cu. ft./level of food or drink.
7. Remove Fear Suppresses fear or gives +4 on saves against fear for 1 subject +1 per 4 levels.
8. Resist Cold Immune to natural cold; +3 on saves and half damage from magical cold.

2nd Level Divine Spells (Law)

1. Aura of Silence Negates sound in 15-ft. radius.
2. Bless Allies gain +1 on attack rolls, morale checks, and saves against fear.
3. Daylight 60-ft. radius of bright light (equivalent to sunlight).
4. Hammer of Law Magic warhammer attacks on its own; acts as a +1 weapon per 3 levels (max +5).
5. Hold Person Paralyzes up to three humanoids for 4 rounds +1/level.
6. Resist Fire Immune to natural heat; +3 on saves and half damage from fire.
7. Shield of Faith Aura grants +2 bonus to AC, +1 per 6 levels (max +5).
8. Zone of Truth Subjects within range cannot lie.

3rd Level Divine Spells (Law)

1. Cure Serious Wounds Cures 3d8 damage +1/level (max +15).
2. Life Ward Protects recipient from energy drain and similar effects.
3. Locate Object Senses direction toward object (specific or type).
4. Magic Vestment Armour or shield gains +1 enhancement per four levels (max +5).
5. Neutralize Poison Immunizes subject against poison, detoxifies venom in or on subject.
6. Remove Curse Frees object or person from curse.
7. Speak With Dead Corpse answers one question/two levels.
8. Striking Weapon strikes for an additional 1d6 damage.

4th Level Divine Spells (Law)

1. Aura of Protection As Protection from Evil, but 10-ft. radius and 1 turn/level.
2. Cure Blindness/Deafness Restores a subject’s sight or hearing.
3. Cure Disease Cures all diseases affecting subject (including insanity).
4. Discern Lies Reveals deliberate falsehoods.
5. Dismissal Forces an outsider to return to native plane.
6. Dispel Magic Cancels spells and magical effects.
7. Magic Weapon Weapon gains +1 enhancement per four levels (max +5).
8. Restoration Restores crippling wounds and ability score drains.