|
|
|
|
|
|
|
|
|
Notes Regarding Cleric Spells
Number | 1st Level |
1 | Bless |
2 | Ceremony |
3 | Combine |
4 | Command |
5 | Create Water |
6 | Cure Light Wounds |
7 | Detect Evil |
8 | Detect Magic |
9 | Endure Cold/Heat |
10 | Invisibility to Undead |
11 | Light |
12 | Magic Stone |
13 | Penetrate Disguise |
14 | Portent (tea) |
15 | Precipitation |
16 | Protection from Evil |
17 | Purify Food & Drink |
18 | Remove Fear |
19 | Resist Cold |
20 | Sanctuary |
Number | 2nd Level |
1 | Aid |
2 | Augury |
3 | Chant |
4 | Detect Charm |
5 | Detect Life |
6 | Dust Devil |
7 | Enthrall |
8 | Find Traps |
9 | Hold Person |
10 | Holy Symbol |
11 | Know Alignment |
12 | Messenger |
13 | Resist Fire |
14 | Silence 15' Radius |
15 | Slow Poison |
16 | Snake Charm |
17 | Speak With Animals |
18 | Spiritual Hamer |
19 | Withdraw |
20 | Wyvern Watch |
Number | 3rd Level | - |
1 | Animate Dead | 1 |
2 | Cloudburst | 2 |
3 | Continual Light | 3 |
4 | Create Food & Water | 4 |
5 | Cure Blindness | 5 |
6 | Cure Disease | 6 |
7 | Death's Door | 7 |
8 | Dispel Magic | 8 |
9 | Feign Death | 9 |
10 | Flame Walk | 10 |
11 | Glyph of Warding | 11 |
- | Holy Flail | 12 |
12 | Locate Object | 13 |
13 | Magical Vestment | 14 |
14 | Meld Into Stone | 15 |
15 | Negative Plane Protection | 16 |
16 | Prayer | 17 |
17 | Remove Curse | 18 |
18 | Remove Paralysis | 19 |
19 | Speak With Dead | 20 |
20 | Water Walk | 21 |
Number | 4th Level | - |
1 | Abjure | 1 |
- | Censure | 2 |
2 | Cloak of Fear | 3 |
3 | Cure Serious Wounds | 4 |
4 | Detect Lie | 5 |
5 | Divination | 6 |
6 | Exorcise | 7 |
7 | Giant Insect | 8 |
8 | Imbue With Spell Ability | 9 |
9 | Lower Water | 10 |
10 | Neutralize Poison | 11 |
11 | Protection From Evil 10' Radius | 12 |
- | Reveal | 13 |
12 | Speak With Plants | 14 |
13 | Spell Immunity | 15 |
14 | Spike Growth | 16 |
15 | Sticks to Snakes | 17 |
16 | Tongues | 18 |
Number | 5th Level |
1 | Air Walk |
2 | Animate Dead Monsters |
3 | Atonement |
4 | Commune |
5 | Cure Critical Wounds |
6 | Dispel Evil |
7 | Flame Strike |
8 | Golem |
9 | Insect Plague |
10 | Magic Font |
11 | Plane Shift |
12 | Quest |
13 | Rainbow |
14 | Raise Dead |
15 | Spike Stones |
16 | True Seeing |
Number | 6th Level |
1 | Aerial Servant |
2 | Animate Object |
3 | Blade Barrier |
4 | Conjure Animals |
5 | Find the Path |
6 | Forbiddance |
7 | Heal |
8 | Heroes' Feast |
9 | Part Water |
10 | Speak With Monsters |
11 | Stone Tell |
12 | Word of Recall |
Number | 7th Level |
1 | Astral Spell |
2 | Control Weather |
3 | Earthquake |
4 | Exaction |
5 | Gate |
6 | Holy (Unholy) Word |
7 | Regenerate |
8 | Restoration |
9 | Ressurection |
10 | Succor |
11 | Symbol |
12 | Wind Walk |
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.