Halfling Pantheon First Level Clerical Spells

Clerics of the Halfling Pantheon receive their spells through faith and prayer. Each day, generally in the morning, a Cleric must pray for at least three turns in order to prepare spells. Of course, the Cleric may be expected to pray more than this in order to remain in his or her deity's good graces.   Because they gain their spells through prayer, a Cleric may prepare any spell of any level he or she is able to cast.   ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------  
ANIMAL FRIENDSHIP RANGE: 30'
PANTHEON 1 DURATION: PERMANENT
  Gwinthia's cheerful smile can befriend even the most feral of wild animals. Upon encountering a normal or giant-sized (but not magical) animal, the caster may begin casting this spell, which requires an hour to complete. During this period the animal will remain nearby, and will not attack the caster or his or her allies for the duration of the casting (so long as they do not attack or otherwise disturb it). At the end of the casting, if the animal rolls a successful save vs. Spells, the spell has failed. At this point the animal acts naturally, without bearing the caster any special ill-will.   If the animal fails its save, it becomes an animal friend and joins the caster for the rest of its natural life, assisting in any way it can. Both the caster and any other animal friends are treated as treasured partners. There is no arcane mental connection, nor any particular control, but rather a strong fraternal bond which should go both ways. If the animal is treated poorly, or it's love not returned over a period of time, it can attempt another save vs. Spells at the GM's discretion.   A caster may only have, at most, twice his or her level in hit dice of animal friends. If this spell is cast on an animal that would put the total above that number, it has no effect.   ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------  
CURE LIGHT WOUNDS RANGE: TOUCH
PANTHEON 1 DURATION: INSTANTANEOUS
With this spell the caster heals 1d6+1 hit points of damage by laying his or her hand upon the injured creature.   Undead are affected by this spell and its reverse in opposite fashion; they are injured by cure light wounds.   ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------  
DETECT EVIL RANGE: 60'
PANTHEON 1 DURATION: 1 ROUND/LEVEL
  Hounds are best at smelling out evil and Fidelis is a prime example. This spell allows the caster to detect evil; specifically, the caster can detect creatures with evil intentions, magic items with evil enchantments, and possibly extraplanar creatures of evil nature. Normal characters, even “bad” characters, cannot be detected by this spell, as only overwhelming evil is detectable. The caster sees the “evil” creatures or objects with a definite glow around them, but the glow cannot be seen by anyone else.   The exact definition of evil is left for the GM to decide. Note that items such as ordinary traps or poisons are not “evil,” and thus not detectable by this spell.   ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------  
DETECT MAGIC RANGE: 60'
PANTHEON 1 DURATION: 2 TURNS
  The caster of this spell is able to detect enchanted or enspelled objects or creatures within the given range by sight, seeing them surrounded by a pale glowing light. Only the caster sees the glow. Invisible creatures or objects are not detected by this spell, but the emanations of the invisibility magic will be seen as an amorphous glowing fog, possibly allowing the caster (only) to attack the invisible creature at an attack penalty of only -2.   ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------  
LIGHT RANGE: 120'
PANTHEON 1 DURATION: 6 TURNS +1/LEVEL
  The hearth fire of a home keeps the darkness at bay. This spell creates a light equal to torchlight which illuminates a 30' radius area (and provides dim light for an additional 20') around the target location or object. The effect is immobile if cast into an area, but it can be cast on a movable object. Light taken into an area of magical darkness does not function.   A light spell may be cast to counter and dispel the darkness spell of an equal or lower level caster. Doing so causes both spells to instantly cease, restoring the existing ambient light level.   This spell may be used to blind an opponent by means of casting it on the target's ocular organs. The target is allowed a saving throw vs. Death Ray to avoid the effect, and if the save is made, the spell does not take effect at all. A light spell cast to blind does not have the given area of effect (that is, no light is shed around the victim).   ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------  
PASS WITHOUT TRACE RANGE: TOUCH
PANTHEON 1 DURATION: 1 HOUR/LEVEL
  Fidelis can aid is stalking prey just as much as he can aid in avoiding predators. This spell permits up to one creature per caster level to move through any type of terrain, leaving neither footprints nor scent. Tracking the subjects by non-magical means is thus rendered impossible.   ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------  
PROTECTION FROM EVIL RANGE: TOUCH
PANTHEON 1 DURATION: 1 TURN/LEVEL
  When praying to Fidelis, the hound's presence is felt and remains to protect its followers. This spell wards a creature from attacks by evil creatures, from mental control, and from summoned creatures. It creates a magical barrier around the subject at a distance of 1 foot. The barrier moves with the subject and has three major effects.   First, the subject gains a +2 bonus to AC and a +2 bonus on saves. Both these bonuses apply against attacks made or effects created by evil creatures. Note that the definition of “evil” is left to the individual GM to decide.   Second, the barrier blocks any attempt to possess the warded creature (by a magic jar attack, for example) or to exercise mental control over the creature (including charm spells or effects). The protection does not prevent such effects from targeting the protected creature, but it suppresses the effect for the duration of the protection from evil effect. If the protection from evil effect ends before the effect granting control does, the would-be controller would then be able to command the controlled creature. Likewise, the barrier keeps out a possessing life force but does not expel one if it is in place before the spell is cast.   Third, the spell prevents bodily contact by summoned creatures (regardless of whether they are “evil” or not). This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. The protection against contact by summoned creatures ends if the warded creature makes an attack against or tries to force the barrier against the blocked creature.   ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------  
GWINTHIA'S PURIFY FOOD AND WATER RANGE: 10'
PANTHEON 1 DURATION: INSTANTANEOUS
  This spell makes spoiled, rotten, poisonous, or otherwise contaminated food and water pure and suitable for eating and drinking. This spell does not prevent subsequent natural decay or spoilage. Unholy water and similar food and drink of significance is spoiled by purify food and drink, but the spell has no effect on creatures of any type nor upon magic potions.   ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------  
REMOVE FEAR RANGE: TOUCH (120')
PANTHEON 1 DURATION: INSTANTANEOUS (2 TURNS)
  Each aspect of the pantheon emboldens the heart in a way and shakes off fear in their followers. This spell will calm the creature touched. If the target creature is currently subject to any sort of magical fear, it is allowed a new save vs. Spells to resist that fear, at a bonus of +1 per level of the caster.   ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------  
GWINTHIA'S SANCTUARY RANGE: SELF
PANTHEON 1 DURATION: 2 ROUNDS +1/LEVEL
  This spell causes opponents to ignore the caster. Any opponent who might otherwise wish to attack or harm the caster must make a successful saving throw vs. Spells in order to do so; if this save fails, that opponent will behave as if the caster is not important and move on to whatever activity it would normally do if he or she were not present. This spell does not prevent area effect attacks (fireball, ice storm, etc.) from harming the caster. While under protection from the spell, the caster is unable to perform any offensive acts, but may take any other action desired.