The following first level spells are castable by a cleric:
Target: Selected Combatant
Description: Causes one target creature within 120' to become frightened and unable to act. Hence, if the target fails to save vs. Spells, it cowers for 20 minutes and can no longer participate in combat. Creatures with six or more hit dice are immune to this effect.
Target: Selected Combatant
Description: Causes 1d6+1/level damage to the targeted creature. While a hit is always successful, the target does receive a saving throw vs. Spells.
Description: With this spell the caster heals 1d6+1/level hit points of damage by laying his hand upon an injured ally.
Duration: 60 rounds (+ 10 rounds/level)
Description: Creates an area of darkness that thoroughly permeates the entire encounter area. This darkness blocks out Darkvision and negates all mundane light sources. The darkness can be removed by a Light spell or even by a simple torch.
Description: During combat, allows the caster to detect any tremendously-evil combatants (such as demons) within the current encounter area. Normal creatures and even “bad” characters cannot be detected by this spell, as only overwhelming evil is detectable.
Description: During combat, allows the caster to detect any tremendously-good combatants (such as angels) within the current encounter area. Normal creatures and even “goodly” characters cannot be detected by this spell, as only overwhelming good is detectable.
Description: Allows the caster to detect both magical objects as well as creatures throughout the current encounter area. Only current combatants can be identified as magical, but any object can also be detected regardless of the party's progress through the area.
Duration: 60 rounds (+ 10 rounds/level)
Description: This spell simply illuminates the current encounter area (as if lighting a torch). The spell does little to already-lit areas but will illuminate magically-dark places as well.
Duration: 1 round (+ 10 rounds/level)
Description: Spell recipients gain a +2 bonus to AC and a +2 bonus on all saving throws involving an evil creature. Both these bonuses apply against attacks made or effects created by evil creatures.
Duration: 1 round (+ 10 rounds/level)
Description: Spell recipients gain a +2 bonus to AC and a +2 bonus on all saving throws involving a strongly good creature. Both these bonuses apply against attacks made or effects created by goodly creatures.
Description: Calms any target creature currently afflicted with fear, allowing the ally to participate in combat again.
Duration: 5 rounds (+ 1 round/level)
Description: Grants a creature temporary immunity to cold. Minor cold (such as exposure to winter weather in inadequate clothing) is ignored by the affected creature.
Description: Magically generates enough food and water to sustain the entire party for three days. Summoned rations and waterskins are automatically added to each hero's inventory.