Cleric spells for Dungeons & Dragons

        There are two classes of spells: Those that last for a while,
and those that don't. In each of these classes are two further
distinctions: Spells that are meant for use in combat, and those that
aren't.

        Combat spells are flagged with a '*'. These may or may not work,
depending on the relative levels of the spell caster and his target. If
the opponent is a great deal more powerful than the Cleric, it is very
highly resistant to the latter's magicking. The formula for spell
efficacy varies from spell to spell, and contains a random factor.

        Each spell is described briefly, and is labeled 'Combat,' if ap-
plicable. In addition, each is labeled either 'Immediate' or 'Duration.'
The former do whatever it is that they do RIGHT NOW, while the latter's
effects take a little while to disperse.

        The next page contains the Spell Tables. The four pages following
describe the spells themselves, one level per page.
^

                        Clerical Spells:

                Level 1                         Level 2
                -------                         -------
        1   Protection from Evil            1   Detect Traps
        2   Light                           2   Silence
        3   Cure Light Wounds               3   Pray
        4*  Turn Undead                     4*  Hold Monster
        5   Invisibility                    5   Pass Wall
        6   Levitate                        6   Fear

                Level 3                         Level 4
                -------                         -------
        1*  Dispell Undead                  1*  Holy Word
        2   Continual (Bright) Light        2*  Finger of Death
        3*  Plague                          3*  Blade Barrier
        4   Presence of Ghod                4   Heal
        5   Descend into Dungeon            5*  Summon Angel
        6   Ascend from Dungeon             6*  Preach

* - Combat Spells
^
                        First Level Spells:

Protection from Evil:   Causes monsters to be at a disadvantage on attacks.
        (Duration)

Light:                  Creates a point-source of light, equivalent to one
        (Duration)      torch, to appear over the caster's head. Multiple
                        applications of this spell increase visability.

Cure Light Wounds:      Heals 2-7 points of damage incurred by the caster.
        (Immediate)     In no event will this increase hit points past their
                        base value.

*Turn Undead:           Causes Vampires and Ghouls to run away in sheer terror.
        (Immediate)

Invisibility:           Strangely enough, causes the caster to fade from sight.
        (Duration)      Helps in combat and evading.

Levitate:               Causes the caster to float (level) feet off the floor,
        (Duration)      prevents falling into pits.
^
                        Second Level Spells:

Detect Traps:           Increases, for the duration of the spell, the caster's
        (Duration)      ability to find traps in loot, such as an exploding
                        Chest.

Silence:                Puts attacking monsters at a disadvantage, and lowers
        (Duration)      the probability of encountering Wandering Monsters.

Prayer:                 Gives the caster an advantage when attacking; i.e.,
        (Duration)      makes it easier for him/her to hit his/her opponent.

*Hold Monster:          Causes the caster's opponent to be HELD (temporarily
        (Immediate)     placed in stasis). A HELD monster cannot fight back,
                        nor can it dodge.

Pass Wall:              Shifts the molecular structure of the desired wall such
        (Immediate)     that it becomes as air, allowing passage through it.

Fear:                   Causes the caster's opponent to become fearful of
        (Duration)      him/her, and attack at a disadvantage.
^
                        Third Level Spells:

*Dispell Undead:        Causes Vampires or Ghouls to be utterly annihilated.
        (Immediate)

Continual Light:        Causes a bright point-source of light to appear above
        (Duration)      the caster's head. This light will remain for the
                        duration of the adventure. See also LIGHT (1st Level).

*Plague:                Causes the caster's opponent to be afflicted by one of
        (Immediate)     the Seven Biblical Plagues.

Presence of Ghod:       Causes each instant to seem an eternity.
        (Duration)

Descend:                Disrupt the Soul of the caster to allow immediate
        (Immediate)     passage to the lower levels (may cause damage).

Ascend:                 Disrupt the Soul of the caster to allow immediate
        (Immediate)     passage to the higher levels (may cause damage).
^
                        Fourth Level Spells:

*Holy Word:             Banishes the caster's opponent to eternal damnation.
        (Immediate)

*Finger of Death:       Imbues the caster's finger (which is immediately
        (Immediate)     applied to the opponent) with such unspeakable
                        god-granted power that living things cannot contain
                        it. Therefore, they die instantly.

*Blade Barrier:         Causes a circular wall of flashing, moving swords to
        (Immediate)     appear around the caster. This wall increases in
                        diameter with great rapidity, catching and destroying
                        any attacking monster.

Heal:                   Totally cures ALL damage the caster has incurred.
        (Immediate)

*Summon Angel:          Calls an Avenging Angel of Ghod to come to the caster's
        (Immediate)     aid.  Be certain of your own moral standing before
                        trying.

*Preach:                Use your charisma as a weapon against the opponent's
        (Immediate)     soul.
^
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