CLERICS


<Orison>
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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 
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.


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.

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)



THE FORUM

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)