CLERICS


<Orison>
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Notes Regarding Cleric Spells
* $10 = 1 gp

Number 1st Level Material Components Cost* Number
1 Bless Holy water,
while the curse requires the sprinkling of specially polluted water.
$250 1
2 Ceremony The components for the various ceremony spells vary from religion to religion, 
but the material component always involves the use of the cleric's holy symbol in one way or another
varies 2
3 Combine - - 3
4 Command - - 4
5 Create Water Create: a drop of water
Destroy: a pinch of dust
water: free
dust: free
5
6 Cure Light Wounds - - 6
7 Detect Evil {holy (or unholy) symbol} varies 7
8 Detect Magick {holy (or unholy) symbol} varies 8
9 Endure Cold/Heat - - 9
10 Invisibility to Undead {holy (or unholy) symbol} varies 10
11 Light - - 11
12 Magic Stone - - 12
13 Penetrate Disguise - - 13
14 Portent A numbered wheel || tea leaves. || wheel: x
|| leaves: x
14
15 Precipitation A pinch of silver dust $1 15
16 Protection from Evil To complete this spell, 
the Priest must trace a 3’ diameter circle upon the floor 
(or ground) 
with holy water for protection from evil, 
with blood for protection from good -- 
or in the air using burning incense or smoldering shit with respect to evil/good. 
$250: water
blood, human: $1000 per ounce
blood, mammal: $10 per ounce
|| incense: $10 per stick
|| shit: free
16
17 Purify Food & Drink - - 17
18 Remove Fear - - 18
19 Resist Cold A pinch of sulphur is necessary to complete this spell. 
<A small bottle of yellow powder (pure sulfur, worth 40 gp): T1-4.59>
$10 per ounce 19
20 Sanctuary {holy (or unholy) symbol} && a small silver rorrim symbol: varies
mirror: $200 each

Number 2nd Level Material Components Cost* Number
1 Aid a tiny strip of white cloth with a sticky substance (such as tree sap) on the ends, plus the cleric's {holy (or unholy) symbol} strip: 
substance: 
symbol: 
1
2 Augury A set of gem inlaid sticks, dragon bones, or similar tokens, 
or the wet leaves of an infusion which remain in the container after the infused brew is consumed. 
If the last method is used, a crushed pearl of at least 100 g.p. value must be added to the concoction before it is consumed
|| sticks: 
|| bones: 
|| tokens:
OR
infusion: 
pearl: $1000
2
3 Chant - - 3
4 Detect Charm - - 4
5 Detect Life {holy (or unholy) symbol} - 5
6 Dust Devil - - 6
7 Enthrall - - 7
8 Find Traps - - 8
9 Hold Person A small, straight piece of iron iron: $10 to $60 each
iron spikes: 
9
10 Holy Symbol {holy (or unholy) symbol} varies 10
11 Know Alignment - - 11
12 Messenger Some type of food desirable to the animal varies 12
13 Resist Fire A drop of mercury. 
<A tube of silvery fluid (quicksilver, 10 gp weight, worth 100 gp): T1-4.59>
$250 per ounce 13
14 Silence 15' Radius - - 14
15 Slow Poison {holy (or unholy) symbol} and a bud of garlic symbol: varies
bud: 5 cents each
15
16 Snake Charm - - 16
17 Speak With Animals - - 17
18 Spiritual Hammer A normal war hammer $10 18
19 Withdraw <not mentioned> x 19
20 Wyvern Watch {holy (or unholy) symbol} symbol: varies 20

Number 3rd Level Material Components Cost* Number
1 Animate Dead a drop of blood, a piece of human flesh,
and a pinch of bone powder or a bone shard to
complete the spell.
|| blood, human: $1000 per ounce
|| blood, mammal: $10 per ounce
flesh: $500 per bit
|| powder: $10 per pound 
|| shard: $10 per pound 
1
2 Cloudburst Powdered silver and powdered iodine crystals, 
++ the cleric's {holy (or unholy) symbol}
silver: $1 per pinch
crystals: x
symbol: varies
2
3 Continual Light - 3
4 Create Food & Water - - 4
5 Cure Blindness - - 5
6 Cure Disease - - 6
7 Death's Door {holy (or unholy) symbol}
a bit of white linen
any form of unguent
symbol: varies
linen: x
unguent: x
7
8 Dispel Magick - - 8
9 Feign Death {holy (or unholy) symbol} && a pinch of graveyard dirt symbol: varies
dirt: 
9
10 Flame Walk {holy (or unholy) symbol} && at least 500 gp of powdered ruby symbol: varies
ruby: $5000
10
11 Glyph of Warding USE incense to trace this spell, 
and then sprinkle the area with powdered diamond (at least 2,000 g.p. worth) if it exceeds 50 square feet
incense: $10 per stick
diamond: $20,000+
11
- Holy Flail The {holy (or unholy) symbol} or 
weapon (which is not consumed or 
damaged in any way by the spell) and a 
pinch of powdered gemstone (of any 
type).
|| symbol: varies
|| weapon: varies
gemstone: varies
12
12 Locate Object a piece of lodestone lodestone: $250 each 13
13 Magical Vestment The vestment to be enchanted. $1000 to $6000 per set 14
14 Meld Into Stone A small sample of the same type of stone. sample: varies |or| free 15
15 Negative Plane Protection <{holy (or unholy) symbol}?> symbol: varies 16
16 Prayer {holy (or unholy) symbol} || p°r°a°y°e°r b°e°a°d°s || a similar device || symbol: varies
|| beads: $10 to $1000 each set
|| device: varies
17
17 Remove Curse - - 18
18 Remove Paralysis - - 19
19 Speak With Dead {holy (or unholy) symbol} + incense symbol: varies
incense: $10 per stick
20
20 Water Walk {holy (or unholy) symbol} + cork symbol: varies
cork: x
21

Number 4th Level Material Components Cost* -
1 Abjure {holy (or unholy) symbol} + holy or unholy water + often some material inimical to the creature symbol: varies
water: $250
material: varies
1
- Censure {holy (or unholy) symbol} symbol: varies 2
2 Cloak of Fear Cloak of Fear: miniature quiver + chicken feather
Cloak of Bravery: drop of alcohol + brain of a newt
quiver: x
feather: x
alcohol, grain: $10 per quart
brain: x
3
3 Cure Serious Wounds - - 4
4 Detect Lie Detect Lie: gold dust
Undetectable Lie: brass dust
dust, gold: $10 per pinch
dust, brass: x
5
5 Divination A sacrificial creature,
incense,
and the {holy (or unholy) symbol} of The Priest.
If an unusually potent divination is attempted,
sacrifice of particularly valuable gems || jewelry and/or magick items may be required.
creature: varies
incense: $10 gp per stick
symbol: varies
6
6 Exorcise The holy object ofthe cleric and holy water
(or unholy, in the case-of evil clerics, with respect to object and water).
A religious artifact or relic can increase the chance of success by from 1% to 50%, according to the power of the artifact || relic.
object: varies
water: $250
7
7 Giant Insect {holy (or unholy) symbol} symbol: varies 8
8 Imbue With Spell Ability The cleric's {holy (or unholy) symbol}
++ some minor item "borrowed" from the intended recipient which is symbolic 
of his or her profession (a lockpick for a thief, a dagger for an assassin, etc.). 
The "borrowed" item is consumed in the casting of the spell. 
symbol: varies
item: varies
9
9 Lower Water {holy (or unholy) symbol} + a pinch of dust symbol: varies
dust: free
10
10 Neutralize Poison - - 11
11 Protection From Evil 10' Radius The Priest must trace a circle 20' in diameter using holy water or blood, 
incense or smouldering shit as according to the protection from evil spell. 
$250: water
blood, human: $1000 per ounce
blood, mammal: $10 per ounce
|| incense: $10 per stick
|| shit: free
12
- Reveal Reveal: The spell requires an ointment composed
of 4 drops of the cleric's (or
spell recipient's) blood; 2 drops of
water; 2 drops of giant squid sepia; a
pinch of the powdered herb eyebright;
and 2 powdered gemstones, a large
blue sapphire and a carbuncle of at
least medium size. The cleric mixes
these in a bowl or depression of stone,
china, or earthenware (not wood or
metal) with his or her finger, speaks the
words of the spell while holding his or
her {holy (or unholy) symbol} over the paste, and
then applies it to the eyes.

Conceal: the ointment (composed 

in this case of a pinch of powdered 
monkshood (aconite); 6 drops 
of onion juice; a pinch of dust; and 7 
drops of water, mixed and enspelled 
as above)
x
x
13
12 Speak With Plants A drop of water, a pinch of dung, and a flame water: free
shit: free
flame: free
14
13 Spell Immunity The material component for spell immunity is the same (if any) as for the spell to be protected against. component: varies 15
14 Spike Growth The components for this spell are the cleric's {holy (or unholy) symbol} plus either 
7 sharp thorns 
or 
7 sharp twigs, 
each sharpened to a point.
thorns: $1 per pound
twigs: free
16
15 Sticks to Snakes A small piece of bark && several snake scales 17
16 Tongues - - 18

Number 5th Level Material Components Cost* Number
1 Air Walk {holy (or unholy) symbol} + A bit of thistledown x 1
2 Animate Dead Monsters {holy (or unholy) symbol} + A small specimen of the type of 
creature which is to be animated. 
symbol: varies
specimen: free
2
3 Atonement {holy (or unholy) symbol}
p°r°a°y°e°r b°e°a°d°s or wheel or book, 
and burning incense.
symbol: varies
|| beads: $10 to $10,000 per set
|| wheel: $10 to $10,000 each
|| book: $10 to $10,000 each
incense: $10 per stick
3
4 Commune {holy (or unholy) symbol} + holy/unholy water + incense symbol: varies
water:  $250
incense: $10 per stick
4
5 Cure Critical Wounds - - 5
6 Dispel Evil {holy (or unholy) symbol} + holy/unholy water symbol: varies
water:  $250
6
7 Flame Strike A pinch of sulphur
<A small bottle of yellow powder (pure sulfur, worth 40 gp): T1-4.59>
$10 per ounce 7
8 Golem Straw || rope || leather || wood, depending on the type of golem made x 8
9 Insect Plague A few grains of sugar + some kernels of grain + A smear of fat sugar: $10 per pound
grain: $1 per pound
fat: 1 cent per pound
9
10 Magic Font {holy (or unholy) symbol} + the font and its trappings are NOT exhausted by the use of this spell symbol: varies
font: varies
10
11 Plane Shift A small, forked metal rod - the exact size and 
metal type dictating to which plane of existence the spell will send the affected creature(s) to. 
(Your referee will determine specifics regarding how and what planes are reached.)
$250 each 11
12 Quest {holy (or unholy) symbol}
13 Rainbow The cleric’s {holy (or unholy) symbol} and 
a vial of holy/unholy water. If no rainbow is in the vicinity, the cleric can 
substitute a diamond of not less than 1,000 gp value, specifically prepared 
by him or her when in sight of a rainbow by the casting of bless and prayer spells upon the gem. 
Only the holy/unholy symbol remains after the spell is CAST
symbol: varies
water: $250 per vial
diamond: $10,000+
13
14 Raise Dead - - 14
15 Spike Stones 4 tiny stalactites $200 ($50 gp each) 15
16 True Seeing True Seeing: The spell requires an ointment for the eyes. The ointment is made from very rare mushroom powder, saffron, and fat. 
For both spells, the ointment must be aged for 1-6 months. 
False Seeing: The ointment for the reverse spell is concocted of oil, poppy dust, and pink orchid essence. 
For both spells, the ointment must be aged for 1-6 months. 
True Seeing: $5000 per ounce
False Seeing: $1500 per ounce
16

Number 6th Level Material Components Cost* Number
1 Aerial Servant - 1
2 Animate Object - - 2
3 Blade Barrier - - 3
4 Conjure Animals - - 4
5 Find the Path A set of divination counters of the sort favored by the cleric - bones, ivory counters, sticks, carved runes, or whatever gem-inlaid sticks: $5000
dragon bones: $5000
5
6 Forbiddance {holy (or unholy) symbol} + holy/unholy water + sivler/shit + iron/sulfur symbol: varies
water:$250 per vial
____
|| silver
|| shit
_____
|| iron
|| sulfur
6
7 Heal - - 7
8 Heroes' Feast Specially fermented honey taken from the cells of bee larvae destined for royal status x 8
9 Part Water {holy (or unholy) symbol} symbol: varies 9
10 Speak With Monsters - - 10
11 Stone Tell A drop of mercury && a bit of clay mercury: $250 per ounce 
clay: $10 per pound
11
12 Word of Recall - - 12

Number 7th Level Components Cost* Number
1 Astral Spell - - 1
2 Control Weather {holy (or unholy) symbol} + incense + (p°r°a°y°e°r b°e°a°d°s || similar prayer objects) symbol: varies
incense: $10 per stick
|| beads: $10 to $1000 each set
|| objects: varies
2
3 Earthquake A pinch of dirt + a piece of rock + a lump of clay dirt: free
rock: free
clay: $10 per pound
3
4 Exaction The cleric’s {holy (or unholy) symbol}
some matter or substance from the plane of the creature  from whom an exaction is to be expected + 
knowledge of the creature’s nature and/or actions which is written out on a parchment leaf that is burned to seal the bargain. 
symbol: varies
|| matter: x
|| substance: x
parchment: $10 per sheet
4
5 Gate - - 5
6 Holy (Unholy) Word - - 6
7 Regenerate A prayer device && holy/unholy water. device: varies
water: $250 per vial
7
8 Restoration - - 8
9 Ressurection {holy (or unholy) symbol} + holy/unholy water symbol: varies
water: $250 per vial
9
10 Succor The cost of preparing the special item (for either version of the spell) varies from 2,000 to 5,000 gold pieces. item: $20,000 to $50,000
11 Symbol Mercury && phosphorus mercury: $250 per ounce
phosphorus: $10 per ounce
12 Wind Walk Fire && holy/unholy water fire: free
water: $250 per vial

Notes Regarding Cleric Spells: ^

All material components required for the various spells are used by
completion of the spell in question with the notable exceptions of standard
religious items, i.e. religious symbols and {prayer} beads or similar devices.

The reversal of some spells might well place the cleric in a questionable
position with respect to alignment. The use of spells which promote weal
must be shunned by  clerics in many cases. Likewise, spells which are
baneful may be used only at peril by clerics of good alignment. Incautious
use of spells will change the cleric's alignment, if such usage continues
unchecked, and it is up to the player to guard his or her character's
alignment with care. In any event, the cleric must decide which
application of a reversible spell will be used prior to learning it, i.e. it is
not possible to have one spell both ways. In like manner, the mere {request}
for a spell (or its opposite) through prayer will not guarantee that the spell
will be given to the cleric. As the spell level becomes higher, confidence
will decrease that that deity will concur.

Your DM might alter the material components of spells,
require only religious abjuncts as material, or just do away with them.
Consult your referee in this regard and ask his ruling and reasoning.


OUT ON A LIMB

Spells not swell?
 

Dear Editor:
I have read Len Lakofka’s article, “Beefing
up the Cleric” (issue #58), and I was disappointed.
The new spells showed much promise,
but many of them contained flaws which
ruined the spell. Some of the spells were not
useful to adventurers. Also, many of the spells
were concentrated into levels that don’t need
more spells. A few of the spells were ineffective,
due to long casting times, or to too many
limits on them.

Spells which are not useful to adventurers
don’t hurt the game, and can even add spice
to NPC’s. Most of the Ceremony spells are like
this. Players never need to marry anyone in a
dungeon, and only rarely consider marriage
elsewhere. When these spells are put in the
new manual, you should answer these questions:
Why should an evil cleric prevent undead
in a cemetery, and what is the probability
of undead rising in unconsecrated ground?

Combine is another impractical spell. I
cannot imagine a party with five clerics. Two
is usually pushing it. In one melee round, any
undead could make mincemeat of Combining
clerics. The spell is suicide, offensively. I can,
however, envision NPC clerics at a temple
combining to cast resurrections, etc., for a
healthy fee.

Endure Heat or Cold is a useful spell, although
120° F. is a little low; perhaps 140°
would be more in line with the -20° lower
extreme. If you wore clothes, would that extend
the range further? How much damage
does one take without the spell, with or without
clothes?

Magic Stone is the worst spell I have ever
heard of. Who needs a spell that does a couple
of points more than a plain rock? Just save
your spells for cures, and if you want to interrupt
some M-U casting a spell, throw a normal
rock or use a sling. In my campaigns, any
damage done to a M-U ruins his spell.

Portent could use a clearer way to avoid a
bad portent, or else no cleric would use it.

Detect Life is another bad spell. It is so
limited it is of little value to adventurers, and,
worse yet, noisy enough to attract wandering
monsters, or alert the inhabitants of a room.

If Holy Symbol doesn’t radiate magic, then
why is it a spell? If it was modified, “Holy
Object,” I’ll call it, then possibly it could do
slight damage to opposing alignments, or
help turn undead.

The Dust Devil is so weak a M-U could sic
his familiar on it. It ought to be at least resistant
to normal weapons (-1 damage).

Enthrall is a great spell, especially for NPC’s
and old-time gospel preachers. However, if
someone makes a saving throw, why should
they hoot and jeer? They ought to just make a
normal reaction roll, with -25%, perhaps.

Remove Paralysis would be a great spell if it
were more straightforward. I would suggest
that an unsuccessful removal does not double
the duration, and that multiple castings have
simply no effect.

Meld into Stone should have a variable duration,
like two rounds per level, plus a d8,
else high-level clerics wouldn’t use it.

In no case, in my opinion, should Negative
Plane Protection, which surrounds the recipient
with positive energy, give hit points to a
Negative plane creature.

A couple more suggestions concerning
clerics, not related to the new spells: In my
opinion, there is too large a gap between firstand
fourth-level cures. What is needed is a
second-level cure spell, since the third-level
spells already have some curative effects. A
second-level cure should cure something like
2d4 plus 1. That is enough to fix minor injuries,
but not enough to save even a first-level
fighter who’s mortally wounded.
 

Another spell that would help improve game
balance would be Detect Curse (third level?).
It ought to cost around 100 g.p. per casting,
but it should detect any cursed item, except
artifacts. The cost should discourage overuse

Last, I feel that one existing spell should be
changed: Chant. How can a cleric know one
turn in advance when he is going to be attacked?
Augury? It ought to take about one
round to cast.

Will Hettchen
Ellicott City, Md.
(Dragon #61)
 

Len Lakofka's reply

To the editor:
Mr. Hettchen’s letter points out the fact that
he plays much of the AD&D game in the labyrinth.
However, clerics do not live by killing
alone! They are allowed, upon becoming 9th
level, to create a stronghold and can gather a
band of followers if they set up a place of
worship at 8th level. With this in mind, let’s
look at Mr. Hettchen’s letter.

As fate would have it, one of my player
characters did take the Ceremony of Marriage
into the dungeon! He insisted on marrying his
true love where he found her — tied to a wall
and about to become an important part of a
goblin ritual. All kinkiness aside . . . Ceremonies
will earn money for the “place of worship”
set up by the 8th or 9th level player
character mentioned above. I doubt if the
player character wants to adventure the rest
of his/her life just to keep the church he/she
has built “in the black.”

An evil cleric would throw the reverse of
Consecrate Ground, let’s call it Desecrate
Ground, where undead are likely to rise —
perhaps one extra skeleton or zombie would
be guaranteed. Thanks for the suggestion!

Combine is not impractical at all. It is very
good in two major situations: battlefield play
where armies meet one another (the D&D
game began as a miniatures game, I might
point out), and in the church/temple to perform
certain functions. In the dungeon it is
more difficult to apply. However, our 8th and
9th level cleric has a band of followers and
might have four of them with him/her in a
dungeon. In any case, using Combine is a
function of encounter distance where combat/
melee is involved. Turning undead that
you can see coming is a very good use for the
Combine spell. Raising a cleric by 1 to 4 levels
means that undead that might not have been
turnable now are. Furthermore, it might mean
that some undead can now automatically be
destroyed where they could only have been
turned before hand. This spell is just dandy
for Commune spells and other divinations as
well. The spell cannot be used offensively, as
stated in the spell text.

Endure Heat and Cold can have limits
changed if you wish them changed. I don’t
feel clothing affects the spell at all. If you are
hit by a damage spell, the Endure spells afford
no protection whatsoever — that is what Resist
Fire and Resist Cold are for.

Magic Stone has not been considered very
long by Mr. Hettchen. What if the beast can
only be hit by magic weapons and the cleric
has none? Note that the stone(s) can be magicked
and put away for 6 rounds plus one
round per level of the cleric. Thus, the cleric
has a magic weapon at hand if needed in that
short time span. What happens to a cleric who
is locked in jail and is guarded by a gargoyle if
he/she has no magic weapon whatsoever?
Many DMs do not allow clerics to throw
stones at all, but might allow it under the guise
of a spell. Clerics cannot, by the way, use
slings. Magic Stone range is: “Line of sight up
to 120 feet.”

Detect Life, as written, can attract attention
but it can tell the players if something alive is
beyond the next door. Its main use is to tell
who is alive that appears to be dead. It has
battlefield uses to see who is “playing possum”
among the dead and wounded.

A holy symbol must be properly blessed to
be usable by a cleric. This does not make it
magic, per se. Every symbol must be so
blessed or it is of no value to a cleric.

Dust Devil is to be used in sand dunes or
where there is much loose debris. It is not a
fighting monster. It is quite good to inhibit
adverse spell casters. By the way, any spell
caster who would send his familiar into a dust
storm is asking for troubles of many kinds.

Enthrall makes them hoot and jeer because
that’s the way I wrote the spell.

Remove paralysis is straightforward. It allows
one to remove spells like Hold Person or
paralysis by ghoul touch at a range of 30 feet
per level of the cleric. The double duration is a
double-edged sword. The damage allows
chaotic evil clerics to combine Hold Person
and Remove Paralysis in an interesting way.

Meld into Stone is of variable duration —
and why favor high-level clerics over low?

I wrote Negative Plane Protection to make
the spell its own possible nemesis; the chance
to “heal” an undead makes the spell more of a
gamble for the cleric.

I think Cure Serious Wounds should be
third level and not fourth. However, the cleric
is not just a hospital, he/she is also used for
fighting and for informational spell value.

Detect Curse has a lot of merit, but a gold
piece cost may not be the best way to discourage
overuse. A temporary drop in constitution,
as with Identify, is likely a bit better.

Len Lakofka