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AD&&D |
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
|
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.
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.
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
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.
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.
Lenard Lakofka
(Dragon #61)
Michael Norrish (issue
#140) suggests that
clerics be limited to those
spells that are more
characteristic of their deities
(e.g., the cleric of a
warlike god or goddess could
only pray for
combat-related spells). Andrew
C. Gronosky
(issue #140) suggests
building the campaign
around a pantheon of gods,
since both NPC and
PC actions are proportionately
related to the
will or whim of said deities.
Norrish is cutting off potential
for development
or survival to spite rules
I don’t agree
with. Saying “I’m limiting
the spells you can get
because I don’t think your
god likes them” is not
the bottom line. The bottom
line is merely “I’m
limiting the spells you can
get.” Clerics have
relatively poor spells because
they can wear
armor and are almost as good
in combat as
fighters.
The only big advantage clerics
have is that
they have access to any spell
at the level at
which they can cast; if a
PC cleric needs an
obscure clerical spell, he
usually gets it. Yes, in
extreme cases of alignment
or purpose, a spell
might be denied to the cleric,
but Norrish is
suggesting that this last-ditch
resort be applied
casually–just like a sentence
of death by slow
torture should be issued
for a parking ticket.
Gods, presumably, are wiser
and more diverse
than mere mortals, and mere
mortals aren’t
fools enough to limit their
henchmen and hirelings
to being pale imitations
of themselves.
Unity is not the same as
uniformity, and all but
the most childish gods know
this. A cleric of
Thor who spends more time
tending wounds
than inflicting wounds might
have trouble
advancing within the hierarchy
of the church
and might be reviewed by
the god or his servants
more often and more thoroughly
than the
run-of-the-mill cleric would.
However, he
wouldn’t be denied requested
spells without
good reason (if for no other
reason than the fact
that it’s bad publicity for
the god).
Gods don’t give power to clerics
if they don’t
feel the clerics are worthy.
A PC cleric will be
answerable for his spell
choice, if not directly to
his god then by taking experience-point
penalties
or increased training costs
in order to
advance in level. Even in
those rare instances
where the cleric is permitted
use of weapons
normally prohibited to the
class, the cutoff of
spells is a poor trade for
such a gain.
Gronosky doesn’t specifically
put any limits on
PCs or classes, but he suggests
that such an
increase in emphasis on the
gods of a campaign
will cause the wants and
needs of the players to
get lost in the rush. If
gods exist in the real
world, it may well be that
the wants and needs
of the people will be pushed
aside. But this is a
game world, and ultimately
the game world
revolves around the PCs.
I’m not suggesting that a
PC be allowed to
succeed with every attempt.
I am suggesting
DMs remember that without
PCs, there is no
game, and even the gods’
place in the scheme of
things is to help or obstruct
the PCs in their
missions. I don’t object
to making those gods
more credible in the game,
as long as that
credibility and the effort
to achieve it don’t bog
the game down.
On a related note, if you
are designing a
pantheon for a campaign,
try to cover all the
alignments with a choice
of several gods. There
is a rule in the 1st Edition
Dungeon Masters
Guide and the DEITIES
& DEMIGODS books that
requires clerics to be the
same alignment as
their deities, and I’ve seen
a few pantheons that
have lacked certain alignments.
If you have a
chaotic-good cleric in a
DRAGONLANCE®
campaign,
your character is technically
illegal, and
all experience points earned
as a cleric are
forfeited. Hickman &
Weis could have avoided
this by stating the Lords
& Legends rule wasn’t
applicable in the DRAGONLANCE®
world or by
providing a chaotic-good
deity or two in the
background. They failed to
do so, and unless
your DM has the habit of
being charitable, it’s
your hard luck.
S. D. Anderson
Whittier CA
(Dragon
#147)