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Cleric Spells
Shadows of Doubt

Cleric Spells

Shadows of Doubt Cleric Spells guide covering Level 1 and Level 2 spells like Armor of Faith, Bless, and Cure Light Wounds, detailing their effects and uses.

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Shadows of Doubt Cleric Spells guide covering Level 1 and Level 2 spells like Armor of Faith, Bless, and Cure Light Wounds, detailing their effects and uses.

Level 1 Spells:

Armor of Faith

Walkthrough
  1. 1
    Cast Armor of Faith on yourself.

Details:

  • Range: 0
  • Duration: 3 rounds + 1 round per level
  • Casting Time: 1
  • Area of Effect: The caster
  • Saving Throw: N/A
  • Provides 5% damage resistance, increasing by 5% for every 5 caster levels, eventually resisting 25% damage.

Bless

Walkthrough
  1. 1
    Cast Bless within 40' of allies.

Details:

  • Range: 40'
  • Duration: 6 rounds
  • Casting Time: 9
  • Area of Effect: 15' radius
  • Saving Throw: N/A
  • Gives allies in the area of effect +1 to THAC0 (To Hit Armor Class 0) and damage.
  • Remarks: Solid but short-lived benefit, worth taking at low levels.

Command

Walkthrough
  1. 1
    Cast Command on a single creature within 90'.

Details:

  • Range: 90'
  • Duration: 1 round
  • Casting Time: 1
  • Area of Effect: 1 creature
  • Saving Throw: Special
  • Commands the target to die, causing them to fall asleep for a single round. Creatures with 6 HD (Hit Dice) or more get a save vs. spell.
  • Remarks: More-or-less obsolete by Baldur's Gate 2.

Cure Light Wounds

Walkthrough
  1. 1
    Use Cure Light Wounds on a creature needing healing.

Details:

  • Range: Touch
  • Duration: Instant
  • Casting Time: 5
  • Area of Effect: 1 creature
  • Saving Throw: N/A
  • Restores 8 HP (Hit Points) to the target.

Detect Evil

Walkthrough
  1. 1
    Cast Detect Evil to reveal evil creatures within 30'.

Details:

  • Range: 0
  • Duration: Instant
  • Casting Time: 2
  • Area of Effect: 30' radius
  • Saving Throw: None
  • Any Evil creature within the area of effect will glow red.
  • Remarks: Not a useful spell to have memorised.

Doom

Walkthrough
  1. 1
    Cast Doom on a single target within 25'.

Details:

  • Range: 25'
  • Duration: 1 turn
  • Casting Time: 9
  • Area of Effect: 1 creature
  • Saving Throw: None
  • The target suffers -2 THAC0 and -2 to its saves for the duration of the spell.
  • Remarks: Very good debuff, shame it's only single-target.

Magical Stone

Walkthrough
  1. 1
    Use Magical Stone on an enemy within visual range.

Details:

  • Range: Visual range of the caster
  • Duration: Instant
  • Casting Time: 4
  • Area of Effect: 1 creature
  • Saving Throw: None
  • Throws a missile at an enemy inflicting 1-4 damage.
  • Remarks: You're almost certainly better off whacking the enemy with your weapon.

Protection from Evil

Walkthrough
  1. 1
    Cast Protection from Evil on an ally.

Details:

  • Range: Touch
  • Duration: 3 rounds + 1 round per level
  • Casting Time: 1
  • Area of Effect: 1 creature
  • Saving Throw: N/A
  • Grants the target +2 AC (Armor Class) vs. attacks from evil creatures.
  • Remarks: To all intents and purposes, all enemies are evil so this is a solid buff.

Remove Fear

Walkthrough
  1. 1
    Cast Remove Fear within 30' of your party.

Details:

  • Range: 30'
  • Duration: 1 hour
  • Casting Time: 1
  • Area of Effect: 15' radius
  • Saving Throw: N/A
  • Removes the effects of fear from the party and renders them immune for the duration of the spell.
  • Remarks: Essential for removing the effects of fear that make you lose control of your party members.

Sanctuary

Walkthrough
  1. 1
    Cast Sanctuary on yourself.

Details:

  • Range: 0
  • Duration: 1 turn
  • Casting Time: 4
  • Area of Effect: The caster
  • Saving Throw: N/A
  • Enemies ignore the caster so long as she does not take hostile action.
  • Remarks: Useful for taking the heat off your cleric. The cleric can turn undead without breaking Sanctuary.

Shillelagh

Walkthrough
  1. 1
    Cast Shillelagh on yourself.

Details:

  • Range: 0
  • Duration: 4 rounds + 1 round per level
  • Casting Time: 2
  • Area of Effect: The caster
  • Saving Throw: N/A
  • Creates a +1 club that strikes for 2-8 crushing damage.
  • Remarks: Useless beyond the opening dungeon.

Level 2 Spells:

Aid

Walkthrough
  1. 1
    Cast Aid on a single creature.

Details:

  • Range: Touch
  • Duration: 1 round + 1 round per level
  • Casting Time: 5
  • Area of Effect: 1 creature
  • Saving Throw: N/A
  • The recipient gains +1 to THAC0 and saving throws along with 1-8 bonus HP.
  • Remarks: Bless benefits the entire party, so it may be preferable.

Barkskin

Walkthrough
  1. 1
    Cast Barkskin on a single creature.

Details:

  • Range: Touch
  • Duration: 4 rounds + 1 round per level
  • Casting Time: 5
  • Area of Effect: 1 creature
  • Saving Throw: N/A
  • Bestows AC 6 on the recipient with an additional +1 bonus for every four caster levels (i.e. AC 5 at level 4 and AC 4 at level 8 to a maximum of AC 1 at level 20). The recipient also receives +1 to saves vs. Breath, Death, Polymorph and Wand.
  • Remarks: Gets really good at higher levels; at level 8 it's already as good as splint mail.

Chant

Walkthrough
  1. 1
    Cast Chant.

Details:

  • Range: 0
  • Duration: 1 turn
  • Casting Time: 9
  • Area of Effect: 15' radius
  • Saving Throw: N/A
  • Allies gain +1 to THAC0, damage and saves and all damage rolls (apart from base weapon damage) is reduced by one point per die. Effects for enemies are reversed.
  • Remarks: A decent buff spell hurt only by the long casting time.

Draw Upon Holy Might

Walkthrough
  1. 1
    Cast Draw Upon Holy Might on yourself.

Details:

  • Range: 0
  • Duration: 1 turn
  • Casting Time: 2
  • Area of Effect: The caster
  • Saving Throw: N/A
  • The caster gains 1 point for every 3 caster levels to Strength, Dexterity and Constitution.
  • Remarks: Pretty good when cast by a Cleric whose attribute points are already good.

Find Traps

Walkthrough
  1. 1
    Cast Find Traps within 15' of potential trap locations.

Details:

  • Range: 0
  • Duration: 3 turns
  • Casting Time: 5
  • Area of Effect: 15' radius
  • Saving Throw: N/A
  • Reveals traps within the spell's area of effect.
  • Remarks: Since it doesn't _remove_ the traps that it reveals, this spell is somewhat unuseful.

Flame Blade

Walkthrough
  1. 1
    Cast Flame Blade on yourself.

Details:

  • Range: 0
  • Duration: 4 rounds + 1 round per level
  • Casting Time: 4
  • Area of Effect: The caster
  • Saving Throw: N/A
  • Creates a scimitar that strikes for 1-4 slashing damage plus 5-6 points of fire damage. It does not strike as an enchanted weapon.

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