CLERICS


<Orison>
1st
2nd
3rd
4th
5th
6th
7th
PH

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.