|
|
|
|
|
|
|
|
|
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.
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