Cleric
 
For the first three Levels of experience, a cleric’s power is very limited. But as they advance, clerics obtain more spells of greater power, due both to practice and the strengthening of their beliefs. It is very important for clerics to be faithful to their beliefs.
If a cleric behaves in a manner that does not fit the character’s Alignment or beliefs, the cleric may be punished by the church - or even greater powers. This punishment could, for example, be a penalty on Hit rolls, a dangerous quest that must be completed, or even a lack of spells. Your DM will tell you what the character must do to recover good standing.


CLERIC EXPERIENCE TABLE

 Spells/Level
 
Level Hit Points XP 1 2 3 4 5 6

1 1d6 0    - - - - - -
2 2d6 1,500    1 - - - - -
3 3d6 3,000    2 - - - - -
4 4d6 6,000    2 1 - - - -
5 5d6 12,000    2 2 - - - -
6 6d6 25,000    2 2 1 - - -
7 7d6 50,000    3 2 2 - - -
8 8d6 100,000    3 3 2 1 - -
9 9d6 200,000    3 3 3 2 - -
10 9d6+1* 300,000    4 4 3 2 1 -
11 9d6+2* 400,000    4 4 3 3 2 -
12 9d6+3* 500,000    4 4 4 3 2 1
13 9d6+4* 600,000    5 5 4 3 2 2
14 9d6+5* 700,000    5 5 5 3 3 2

*Constitution adjustments no longer apply.

Turning Undead: Roll 2d6 and consult the table below.

A number is the roll needed to Turn a number of undead; a T means the undead are automatically Turned and a D means that a number of undead are destroyed; up to 12 Hit Dice of undead are affected, as determined by the DM rolling 2d6. Each successful attempt will Turn at least one undead monster.
If your cleric is successful at Turning undead, but some of the undead still remain (due to the 12 Hit Dice maximum per try), the cleric may make another attempt if desired. Only one attempt can be made each combat round, and no other actions are possible while Turning undead. However, if any attempt fails, no further attempts at Turning that group of undead will succeed for that cleric.
A D+ means that the power of the cleric is so great that 3-18 Hit Dice of undead are destroyed (3d6 instead of 2d6). Again, the DM will determine the exact amount.


CLERIC TURNING UNDEAD TABLE

 Clerics' Level
Undead 1 2 3 4 5 6 7 8 9-10 11-12 13-14

Skeleton 7 T T D D D D D D D+ D+
Zombie 9 7 T T D D D D D D D+
Ghoul 11 9 7 T T D D D D D D
Wight - 11 9 7 T T D D D D D
Wraith - - 11 9 7 T T D D D D
Mummy - - - 11 9 7 T T D D D
Spectre - - - - 11 9 7 T T D D
Vampire - - - - - 11 9 7 T T D

Spells: Each spell has a listed Range, Duration, and Effect.

Range: The character should be sure that the target is within range before casting the spell. If the description says “Range: 0,” the spell may only be used by the cleric, and cannot be cast on others. If “Range: Touch” is given, the spell can be placed on any creature the cleric touches - including the cleric themself.

Duration: Duration is given either in rounds (of 10 seconds each) or turns (of 10 minutes each). If the description says “Duration: Permanent,” then the spell has an instant and permanent effect that does not go away after a given duration.

Effect: The Effect of the spell gives either the number of creatures or objects affected, or an area or volume of space. If an area is given, it is measured in square feet (a flat area). If a 3-dimensional volume is affected, it is either a round “ball” with a given diameter, or a square or rectangular “box” of a given size; both are measured in feet.

FIRST LEVEL CLERIC SPELLSSECOND LEVEL CLERIC SPELLSTHIRD LEVEL CLERIC SPELLS
     
  1. Cure Light Wounds*
  2. Detect Evil
  3. Detect Magic
  4. Light*
  5. Protection from Evil
  6. Purify Food and Water
  7. Remove Fear*
  8. Resist Cold
     
  1. Bless*
  2. Find Traps
  3. Hold Person*
  4. Know Alignment*
  5. Resist Fire
  6. Silence 15’ radius
  7. Snake Charm
  8. Speak with Animals
     
  1. Continual Light*
  2. Cure Blindness
  3. Cure Disease*
  4. Growth of Animals
  5. Locate Object
  6. Remove Curse*
  7. Speak with the Dead
  8. Striking
FOURTH LEVEL CLERIC SPELLSFIFTH LEVEL CLERIC SPELLSSIXTH LEVEL CLERIC SPELLS
     
  1. Animate Dead
  2. Create Water
  3. Cure Serious Wounds*
  4. Dispel Magic
  5. Neutralize Poison*
  6. Protection from Evil 10’ radius
  7. Speak with Plants
  8. Sticks to Snakes
     
  1. Commune
  2. Create Food
  3. Dispel Evil
  4. Insect Plague
  5. Quest*
  6. Raise Dead*
     
  1. Animate Objects
  2. Find the Path
  3. Speak with Monsters*
  4. Word of Recall

*Spell may be cast with reverse effects.

FIRST LEVEL CLERIC SPELLS

(1) Cure Light Wounds*

Range: Touch
Duration: Permanent
Effect: Any one living creature

This spell will either heal damage or remove paralysis. If used to heal, it will cure 2-7 (ld6+1) points of damage. It will not heal any damage if used to cure paralysis. The cleric may cast it on themself if desired. This spell will never increase a creature’s total hit points above the original amount.

When reversed, this spell, Cause Light Wounds, causes 2-7 points of damage to any creature or character touched (no Saving Throw). The cleric must make a normal Hit roll.

(1) Detect Evil

Range: 120’
Duration: 6 turns
Effect: Everything within 120’

When this spell is cast, the cleric will see evilly enchanted objects within 120’ glow. It will also cause creatures that want to harm the cleric to glow when they are within range. The actual thoughts of the creatures cannot be heard. Remember that “Chaotic” does not automatically mean Evil, although many Chaotic monsters have evil intentions. Traps and poison are neither good nor evil, merely dangerous.

(1) Detect Magic

Range: 0
Duration: 2 turns
Effect: Everything within 60‘

When this spell is cast, the cleric will see magical objects, creatures, and places within range glow. It will not last very long, and should be saved until the cleric wants to see if something found during an adventure is, in fact, magical. For example, a door may be held shut magically, or a treasure found might be enchanted; in either case, the magic item, creature, or effect will glow when it is within the effect.

(1) Light*

Range: 120’
Duration: 12 turns
Effect: Volume of 30‘ diameter

This spell creates a large ball of light, as if a bright torch were lit. If the spell is cast on an object (such as the cleric’s weapon), the light will move with the object. If cast at a creature’s eyes, the creature must make a Saving Throw. If the Saving Throw is failed, the victim will be blinded by the light until the duration ends. A blinded creature may not attack.

When reversed, this spell, Darkness, creates a circle of darkness 30‘ in diameter. It will block all sight except infravision. Darkness will cancel a Light spell if cast upon it, but may itself be cancelled by another Light spell. If cast at an opponent’s eyes, it will cause blindness until cancelled, or until the duration ends. The target is allowed a Saving Throw and if he succeeds, the spell misses.

(1) Protection from Evil

Range: 0
Duration: 12 turns
Effect: The cleric only

This spell creates an invisible magical barrier all around the cleric’s body (less than an inch away). All attacks against the cleric are penalized by -1 to their Hit rolls, and the cleric gains a +1 bonus to all Saving Throws, while the spell lasts.
In addition, “enchanted” creatures cannot even touch the cleric! If a magic weapon is needed to hit a creature, that creature is called “enchanted.” However, a creature that can be hit by a silver weapon - a lycanthrope (were-creature), for example - is not an “enchanted” creature. Any creature which is magically summoned or controlled (such as a Charmed character) is also considered to be an “enchanted” creature. The barrier thus completely prevents all attacks from those creatures unless they use missile weapons.
This spell will not affect a Magic Missile (magic-user’s) spell. If the cleric attacks anything during the spell’s duration, the effect changes slightly. “Enchanted” creatures are then able to touch the magic-user, but the Hit roll and Saving Throw adjustments still apply until the spell duration ends.

(1) Purify Food and Water

Range: 10’
Duration: Permanent
Effect: See below

This spell will make spoiled or poisoned food and water safe and usable. It will purify one ration of food (either Iron or Standard rations), or 6 waterskins of water, or enough normal food to feed a dozen people. If cast at mud, the spell will cause the dirt to settle, leaving a pool of pure, clear water. The spell will not affect any living creature.

(1) Remove Fear*

Range: Touch
Duration: 2 turns
Effect: Any one living creature

When the cleric casts this spell and then touches any living creature, the spell will calm the creature and remove any fear. If the creature is running away due to magically created fear, the creature may make another Saving Throw vs. spells, adding a bonus to the roll equal to the cleric’s Level of Experience, up to a maximum bonus of +6. If the Saving Throw is successful, the creature may stop running. A roll of 1 will always fail. This Saving Throw, with bonus, may be made even if the fear was so powerful as to allow no Saving Throw at first!

When reversed, this spell, Cause Fear, will make any one creature flee for two turns. The victim may make a Saving Throw vs. Spells to avoid the effect. This reversed spell has a range of 120’.

(1) Resist Cold

Range: 0
Duration: 6 turns
Effect: All creatures within 30’

When this spell is cast, all creatures within 30’ of the cleric can withstand freezing temperatures without harm. In addition, those affected gain a bonus of +2 to all Saving Throws against cold attacks. Furthermore, any damage from cold is reduced by - 1 per die of damage (but with a minimum of 1 point of damage per die). The effect will move with the cleric.

SECOND LEVEL CLERIC SPELLS

(2) Bless*

Range: 60’
Duration: 6 turns
Effect: All within a 20’ square area

This spell improves the morale of friendly creatures by +1 and gives the recipients a + 1 bonus on all Hit and damage rolls. It will only affect creatures in a 20’ x 20’ area, and only those who are not yet in melee.
When reversed, this spell, blight, places a - 1 penalty on enemies’ morale, Hit rolls, and damage rolls. Each victim may make a Saving Throw vs. Spells to avoid the penalties.

(2) Find Traps

Range: 0
Duration: 2 turns
Effect: Traps within 30’ glow

This spell causes all traps to glow with a dull blue light when the cleric comes within 30’ of them. It does not reveal the types of traps, nor any method of removing them.

(2) Hold Person*

Range: 180’
Duration: 9 turns
Effect: Paralyzes up to 4 creatures

The hold person spell will affect any human, demi-human, or human-like creature (bugbear, dryad, gnoll, gnome, hobgoblin, kobold, lizard man, ogre, orc, nixie, pixie or sprite). It will not affect the undead or creatures larger than ogres. Each victim must make a Saving Throw vs. Spells or be paralyzed for 9 turns. The spell may be cast at a single person or at a group. If cast at a single person, a - 2 penalty applies to the Saving Throw. If cast at a group, it will affect up to 4 persons (at the cleric’s choice), but with no penalty to their rolls.
The paralysis may only be removed by the reverse spell, or by a dispel magic spell.
The reverse of the spell, free person, removes the paralysis of up to 4 victims of the normal form of the spell (including one cast by a magic-user or elf). It has no other effect.

(2) Know Alignment*

Range: 0
Duration: 1 round
Effect: One creature within 10’

The caster of this spell may discover the alignment (Lawful, Neutral, or Chaotic) of any one creature within 1O’. The spell may also be used to find the alignment of an enchanted item or area (if any; for example, of a magic sword or temple).
The reverse of the spell, confuse alignment, lasts for 1 turn per level of the caster, and may be cast on any one creature, by touch. No Saving Throw is allowed. For as long as the spell lasts, any cleric trying to find the alignment of the recipient by way of the normal form of the spell will get a false answer. That same false answer will be the result of any further attempts.

(2) Resist Fire

Range: 30‘
Duration: 2 turns
Effect: One living creature

For the duration of this spell, the recipient cannot be harmed by normal fire and heat. The recipient also gains a + 2 bonus on all Saving Throws against magical fire (dragon’s breath, fire ball, etc.). Furthermore, damage from such fire is reduced by 1 point per die of damage (though each die will inflict at least 1 point of damage, regardless of adjustments). Red dragon breath damage is reduced by 1 point per hit die of the creature (again to a minimum of 1 point of damage per hit die).

(2) Silence 15‘ Radius

Range: 180‘
Duration: 12 turns
Effect: Sphere of silence 30‘ across

This spell makes the area of effect totally silent. Conversation and spells in this area are impossible for the duration of the spell. This spell does not prevent a person within the area from hearing noises made outside the area. If cast on a creature, the victim must make a Saving Throw vs. Spells or the spell effect will move with the creature. If the Saving Throw is successful, the spell remains in the area in which it was cast, and the victim may move out of the area.

(2) Snake Charm

Range: 60‘
Duration: 2-5 rounds or 2-5 turns
Effect: Charms 1 HD of snakes per level of the caster

A cleric may charm 1 Hit Die of snakes for each level of experience with this spell, and no Saving Throw is allowed. A 5th level cleric could charm one 5 HD snake, five 1 HD snakes, or any combination totalling 5 Hit Dice or less. The snakes affected will rise up and sway, but will not attack unless attacked themselves. If used on attacking snakes, the spell’s duration is 2-5 rounds; otherwise, it lasts 2-5 turns. When the spell wears off, the snakes return to normal (but with normal reactions, and will not be automatically hostile).

(2) Speak with Animals

Range: 0
Duration: 6 turns
Effect: Allows conversation within 30’

When this spell is cast, the cleric must name one type of animal (such as “normal bats,” “wolves,” etc.). For the duration of the spell, the cleric may speak with all animals of that type if they are within 30’; the effect moves with the caster. Any normal or giant forms of animals (including mammals, insects, birds, etc.) may be spoken to, but intelligent animals and fantastic creatures are not affected. When there exist both normal and giant forms, only one type (either normal or giant) may be named. The creatures’ reactions are usually favorable (+2 bonus to reaction roll), and they may be talked into doing a favor for the cleric if the reaction is high enough. The favor requested must be understood by the animal, and must be possible for the creature to perform.

THIRD LEVEL CLERIC SPELLS

(3) Continual Light*

Range: 120’
Duration: Permanent
Effect: Sphere of light 60’ across

This spell creates light as bright as daylight in a spherical volume of 30‘ radius. It lasts until a dispel magic or continual darkness spell is cast upon it. Creatures penalized in bright daylight (such as goblins) suffer the same penalties within this spell effect. If cast on an opponent’s eyes, the victim must make a Saving Throw vs. Spells or be blinded until the effect is removed. This spell may be cast either in an area or upon an object.
The reverse of this spell, continual darkness, creates a completely dark volume of the same size. Torches, lanterns, and even a light spell will not affect it, and infravision cannot penetrate it. If cast on a creature’s eyes, the creature must make a Saving Throw vs. Spells or be blinded until the spell is removed.

(3) Cure Blindness

Range: Touch
Duration: Permanent
Effect: One living creature

This spell will cure nearly any form of blindness, including those caused by light or darkness spells (whether normal or continual). It will not, however, affect blindness caused by a curse.

(3) Cure Disease*

Range: 30‘
Duration: Permanent
Effect: One living creature within range

This spell will cure any living creature of one disease, such as those caused by a mummy or green slime. If cast by a cleric of 11th level or greater, this spell will cure lycanthropy.
The reverse of this spell, cause disease, infects the victim with a hideous wasting disease unless a Saving Throw vs. Spells is made. A diseased victim has a - 2 penalty on all Hit rolls. In addition, the victim’s wounds cannot be magically cured; and natural healing takes twice as long as usual. The disease is fatal in 2-24 days unless removed by a cure disease spell.

(3) Growth of Animal

Range: 120‘
Duration: 12 turns
Effect: Doubles the size of one animal

This spell doubles the size of one normal or giant animal. The animal then has twice its normal strength and inflicts double normal damage. It may also carry twice its normal encumbrance. This spell does not change an animal’s behavior. Armor Class, or hit points, and does not affect intelligent animal races or fantastic creatures.

(3) Locate Object

Range: 0
Duration: 6 turns
Effect: Detects one object within 120’

This spell allows the cleric to sense the direction of one known object. It gives no information about distance. A common object (such as “stairs leading up”) can be detected; otherwise, the cleric must know exactly what the object looks like (size, shape, color, etc.). The spell will not locate a creature.

(3) Remove Curse*

Range: Touch
Duration: Permanent
Effect: Removes any one curse

This spell removes one curse, whether on a character, item, or area. Some curses - especially those on magic items - may only be temporarily removed for a short time, DM’s discretion, requiring a dispel evil spell for permanent effect (or possibly a remove curse cast by a high level cleric or magic-user).
The reverse of this spell, curse, causes a misfortune or penalty to affect the victim. Curses are limited only by the caster’s imagination, but if an attempted curse is too powerful, it may return to the caster (DM’s discretion)! Safe limits to curses may include: -4 penalty on Hit rolls; -2 penalty on Saving Throws; prime requisite reduced to 1/2 normal. The victim may make a Saving Throw vs. Spells to avoid the curse.

(3) Speak with the Dead

Range: 10’
Duration: 1 round per level of the cleric
Effect: Cleric may ask 3 questions

By means of this spell, a cleric may ask 3 questions of a deceased spirit if the body is within range. A cleric of up to 7th level may only contact spirits recently dead (up to 4 days). Clerics of level 8-14 have slightly more power (up to 4 months dead), level 15-20 even more (up to 4 years dead). No time limits apply to clerics of 21st level or greater. The spirit will always reply in a tongue known to the cleric, but can only offer knowledge of things up to the time of its death. If the spirit’s alignment is the same as the cleric’s, clear and brief answers will be given; however, if the alignments differ, the spirit may reply in riddles.

(3) Striking

Range: 30’
Duration: 1 turn
Effect: 1d6 bonus to damage on 1 weapon

This spell allows any one weapon to inflict 1-6 additional points of damage per attack (like a magical staff of striking). The weapon will inflict this extra damage for as long as the spell lasts. The bonus does not apply to Hit rolls. If cast on a normal weapon, creatures affected only by magic weapons may be hit, for 1-6 points of damage per strike (regardless of the weapon; only the magical damage applies in such cases).

FOURTH LEVEL CLERIC SPELLS

(4) Animate Dead

Range: 60’
Duration: Permanent
Effect: Creates zombies or skeletons

This spell allows the caster to make animated, enchanted skeletons or zombies from normal skeletons or dead bodies within range. These animated undead creatures will obey the cleric until they are destroyed by another cleric or a dispel magic spell. For each level of the cleric, one Hit Die of undead may be animated. A skeleton has the same Hit Dice as the original creature, but a zombie has one Hit Die more than the original. Character levels are not counted (the remains of a 9th level theif would be animated as a zombie with 2 HD). Animated creatures do not have any spells, but are immune to sleep and charm effects and poison.
Lawful clerics must take care to use this spell only for good purpose. Animating the dead is usually a Chaotic act.

(4) Create Water

Range: 10’
Duration: 6 turns
Effect: Creates one magical spring

With this spell, the cleric summons forth an enchanted spring from the ground or a wall. The spring will flow for an hour, creating enough water for 12 men and their mounts (for that day, about 50 gallons). For each of the cleric’s levels above 8, water for twelve additional men and mounts is created.

(4) Cure Serious Wounds*

Range: Touch
Duration: Permanent
Effect: Any one living creature

This spell is similar to a cure light wounds spell, but will cure one creature of 4-14 points of damage (2d6 + 2).
The reverse of this spell, cause serious wounds, causes 4-14 points of damage to any creature or character touched (no Saving Throw). The caster must make a normal Hit roll to cause the serious wound.

(4) Dispel Magic

Range: 120’
Duration: Permanent
Effect: Destroys spells in a 20’ cube

This spell destroys other spell effects in a cubic volume of 20’ x 20‘ x 20‘. It does not affect magic items. Spell effects created by a caster (whether cleric, magic-user, or elf) of a level equal to or lower than the caster of the dispel magic are automatically and immediately destroyed. Spell effects created by a higher level caster might not be affected. The chance of failure is 5% per level of difference between the casters. For example, a 7th level cleric trying to dispel a web spell cast by a 9th level magic-user would have a 10% chance of failure.

(4) Neutralize Poison*

Range: Touch
Duration: Permanent
Effect: A creature, container, or object

This spell will make poison harmless either in a creature, a container (such as a bottle), or on one object (such as a chest). It will even revive a victim slain by poison if cast within 10 rounds of the poisoning! The spell will affect any and all poisons present at the time it is cast, but does not cure any damage (and will thus not revive a poisoned victim who has died of wounds).
The reverse of this spell, create poison, may be cast, by touch, on a creature or container. It cannot be cast on any other object. A victim must make a Saving Throw vs. Poison or be immediately slain by the poison. If cast on a container, the contents become poisoned; no Saving Throw applies, even for magical containers or contents (such as potions). Poisoning is usually a Chaotic act.

(4) Protection from Evil 10’ Radius

Range: 0
Duration: 12 turns
Effect: Barrier 20’ diameter

This spell creates an invisible magical barrier all around the caster, extending 10’ in all directions. The spell serves as protection from “evil” attacks (attacks by monsters of an alignment other than the caster’s). Each creature within the barrier gains a +1 to all Saving Throws, and all attacks against those within are penalized by -1 to the attacker’s Hit roll while the spell lasts.
In addition, “enchanted creatures cannot attack those within the barrier hand-to-hand. Enchanted creatures can attack with missile or magical attacks however. An “enchanted” creature is any creature that is magically summoned, animated or controlled (as with a charm spell) or can only be hit by a magical weapon. Creatures that can be hit by silver weapons are not enchanted.
If anyone within the barier attacks an enchanted creature, the barrier will no longer prevent the creature from attacking hand-to-hand, but the bonus to Saving Throws and penalty to Hit rolls will still apply.

(4) Speak with Plants

Range: 0
Duration: 3 turns
Effect: All plants within 30‘

This spell enables the cleric to talk to plants as if they were intelligent. A simple favor may be requested, and will be granted if it is within the plants’ power to understand and perform. This spell may be used to allow the cleric and party to pass through otherwise impenetrable undergrowth. It will also allow communication with plantlike monsters (such as treants).

(4) Sticks to Snakes

Range: 120’
Duration: 6 turns
Effect: Up to 16 sticks

This spell turns 2-16 sticks into snakes (detailed below). The snakes may be poisonous (50% chance per snake). They obey the cleric’s commands, but will turn back into sticks when slain or when the duration ends.

Snakes: Armor Class 6, Hit Dice 1, Move 90‘ (30’), Attacks 1, Damage 1-4, Save As: Fighter 1, Alignment Neutral.

FIFTH LEVEL CLERIC SPELLS

(5) Commune

Range: 0
Duration: 3 turns
Effect: 3 questions

This spell allows the cleric to ask questions of the greater powers (the DM, mythological deities, etc.). The cleric may ask three questions that can be answered yes or no. However, a cleric may commune only once a week. If this spell is used too often, the DM may wish to limit its use to once a month. Once a year the cleric may ask twice the normal number of questions.

(5) Create Food

Range: 10’
Duration: Permanent
Effect: Creates food for 12 or more

This spell creates enough food to feed 12 men and their mounts for one day. For every level of the cleric above 8th, food for 12 additional men and mounts is created.

(5) Dispel Evil

Range: 30’
Duration: 1 turn
Effect: Enchanted or undead monsters or one Curse or Charm

This spell may affect all undead and enchanted (summoned, controlled, and animated) monsters within range. It will destroy the monster unless each victim makes a Saving Throw vs. Spells. If cast at only one creature, a -2 penalty applies to the Saving Throw. Any creature from another plane is Banished (forced to return to its home plane) if the Saving Throw is failed. Even if the Saving Throw is successful, the victims must flee the area, and will stay away as long as the caster concentrates (without moving).
This spell will also remove the curse from any one cursed item, or may be used to remove any magical charm.

(5) Insect Plague

Range: 480’
Duration: 1 day
Effect: Creates a swarm of 30’ radius

This spell summons a vast swarm of insects. The swarm obscures vision and drives off creatures of less than 3 Hit Dice (no Saving Throw). The swarm moves at up to 20‘ per round as directed by the cleric while it is within range. The caster must concentrate, without moving, to control the swarm. If the caster is disturbed, the insects scatter and the spell ends. This spell only works outdoors and aboveground.

(5) Quest*

Range: 30’
Duration: Special
Effect: Compels one living creature

This spell forces the recipient to perform some special task or quest, as commanded by the caster. The victim may make a Saving Throw vs. Spells to avoid the effect. A typical task might include slaying a certain monster, rescuing a prisoner, obtaining a magic item for the caster, or going on a pilgrimage. If the task is impossible or suicidal, the spell has no effect. Once the task is completed, the spell ends. Any victim refusing to go on the quest is cursed until the quest is continued. The type of curse is decided by the DM, but may be double normal strength.
The reverse of this spell, remove quest, may be used to dispel an unwanted quest or a quest-related curse. The chance of success is 50%, reduced by 5% for every level of the caster below that of the caster of the quest (an 11th level cleric attempting to remove a quest from a 13th level cleric has a 40% chance of success).

(5) Raise Dead*

Range: 120’
Duration: Permanent
Effect: Body of one human or demi-human

By means of this spell, the cleric can raise any human, dwarf, halfling, or elf from the dead. The body must be present, and if part is missing, the raised character may be disabled in some way. An 8th level cleric can raise a body that has been dead for up to four days. For each level of the cleric above 8th, four days are added to this time. Thus, a 10th level cleric can raise bodies that have been dead for up to twelve days. The recipient becomes alive with 1 hit point, and cannot fight, cast spells, use abilities, carry heavy loads, or move more than half speed. These penalties will disappear after 2 full weeks of complete bed rest, but the healing cannot be speeded by magic.
This spell may also be cast at any one undead creature within range. The creature will be slain unless it makes a Saving Throw vs. Spells with a -2 penalty. However, a vampire thus affected is only forced to retreat to its coffin, in gaseous form, to rest.
The reverse of this spel1,finger of death, creates a death ray that will kill any one living creature within 60’. The victim may make a Saving Throw vs. Death Ray to avoid the effect. A Lawful cleric will only use finger of death in a life-or-death situation.

SIXTH LEVEL CLERIC SPELLS

(6) Animate Objects

Range: 60’
Duration: 6 turns (1 hour)
Effect: Causes objects to move (see below)

The cleric may use this spell to cause any non-living, non-magical objects to move and attack. Magical objects are not affected. Any one object up to 4,000 cn weight may be animated (roughly the size of two men), or smaller objects whose total weight does not exceed 4,000 cn. The DM must decide on the movement rate, number of attacks, damage, and other combat details of the objects animated. As a guideline, a man-sized statue might have a 3” movement rate, attack once per round for 2-16 points of damage, and have an Armor Class of 1. A chair might only be AC 6, but move at 180’ per round on its four legs, attacking twice per round for 1-4 points per attack. All objects have the same chances to hit as the cleric animating them.

(6) Find the Path

Range: 0
Duration: 6 turns + 1 turn per level of the caster
Effect: Shows the path to an area

When this spell is cast, the cleric must name a specific place, though it need not have been visited before. For the duration of the spell, the cleric will know the direction to that place. In addition, any special knowledge needed to get to the place will also be gained; for example, locations of secret doors become known, passwords, and so forth. This spell is often used to find a fast escape route.

(6) Speak with Monsters*

Range: 0
Duration: 1 round per level of the cleric
Effect: Permits conversation with any monster

This spell gives the caster the power to ask questions of any and all living and undead creatures within 30’. Even unintelligent monsters will understand and respond to the cleric. Those spoken to will not attack the cleric while engaged in conversation, but may defend themselves if attacked. Only one question per round may be asked, and the spell lasts 1 round per level of the caster.
The reverse of this spell, babble, has a 60’ range, and a duration of 1 turn per level of the caster. The victim may make a Saving Throw vs. Spells to avoid the effect, but with a - 2 penalty to the roll. If the Saving Throw is failed, the victim cannot be understood by any other creature for the duration of the spell. Even hand motions, written notes, and all other forms of communication will seem garbled. This does not interfere with the victim’s spell casting (if any), but does prevent the use of many magic items by turning the command words to mere babbling.

(6) Word of Recall

Range: 0
Duration: Instantaneous
Effect: Teleports the caster to sanctuary

Similar to a magic-user’s teleport spell, this spell carries the cleric and all equipment carried (but no other creatures) to the cleric’s home. The cleric must have a permanent home (such as a castle), and a meditation room within that home; this room is the destination when the spell is cast. During the round in which this spell is cast, the cleric automatically gains initiative unless surprised.