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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.
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