Thrumdor First Level Clerical Spells

Clerics of Thrumdor 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.   ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------  
CAUSE FEAR RANGE: TOUCH (120')
THRUMDOR 1 DURATION: INSTANTANEOUS (2 TURNS)
  This spell will cause fear in the creature touched as the sheer force of Thrumdor is felt, causing one target creature within 120' to become frightened; if the target fails to save vs. Spells, it flees for 2 turns. Creatures with 6 or more hit dice are immune to this effect.   ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------  
CURE LIGHT WOUNDS RANGE: TOUCH
THRUMDOR 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.   ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------  
DARKNESS OF THRUMDOR RANGE: 120'
THRUMDOR 1 DURATION: 6 TURNS +1/LEVEL
This spell creates a darkness equal to torchlight which darkens a 30' radius area (and provides dim light for an additional 20') around the target location or object. This darkness blocks out Darkvision and negates mundane light sources. The effect is immobile if cast into an area, but it can be cast on a movable object. Darkness taken into an area of magical light does not function.   A dark spell may be cast to counter and dispel the light spell of an equal or lower level caster (and vice versa). 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 darkness spell cast to blind does not have the given area of effect (that is, no darkness is shed around the victim).   ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------  
DETECT MAGIC RANGE: 60'
THRUMDOR 1 DURATION: 2 TURNS
  Nothing can be hidden from Thrumdor. 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.   ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------  
ENHANCE ARMOR RANGE: TOUCH
THRUMDOR 1 DURATION: 1 TURN
  A small portion of Thrumdor is imbued within an object for a fleeting moment. This spell imparts a +1 bonus to AC to the touched armor or shield as long as the spell lasts.   ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------  
PROTECTION FROM EVIL RANGE: TOUCH
THRUMDOR 1 DURATION: 1 TURN/LEVEL
  This spell wards a creature from attacks by evil creatures, from mental control, and from summoned creatures. It creates a magical barrier of pure sunlight 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.   ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------  
PURIFY FOOD AND WATER RANGE: 10'
THRUMDOR 1 DURATION: INSTANTANEOUS
  Elements of the earth can filter even the vilest of poisons. 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.   ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------    
REPAIR RANGE: TOUCH
THRUMDOR 1 DURATION: INSTANTANEOUS
  With this spell the caster repairs 1d6+1 points of damage by laying his or her hand upon the broken item, be it a vehicle, golem, etc. This spell has no effect on living creatures.   ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------  
RESIST FIRE RANGE: TOUCH
THRUMDOR 1 DURATION: 1 ROUND/LEVEL
  A fragment of Thrumdor finds its way in the veins and ignites the blood. This abjuration grants a creature temporary immunity to fire and heat. Minor heat or fire (such as exposure to normal flames) is ignored by the affected creature. Against more significant heat or fire (such as a fireball), the affected creature gains a bonus of +3 on saving throws, and all damage from such attacks is reduced by half (round up).   ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------  
SANCTUARY RANGE: SELF
THRUMDOR 1 DURATION: 2 ROUNDS +1/LEVEL
  Thrumdor's shadow and veins of earth make it quite difficult to find the god's followers. 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.