1st & 2nd Editon Adventures

The Cloaked Shield

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CLERIC SPELLS

1st Level

2nd Level

3rd Level

4th Level

 
 

5th Level

Air Walk

Animate Dead Monsters

Atonement

Commune

Cure Critical Wounds

Dispel Evil

Flame Strike

Golem

Insect Plague

Magic Font

Plane Shift

Quest

Rainbow

Raise Dead

Spike Stones

True Seeing



6th Level

7th Level

 

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 evil 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 Dungeon Master might alter the material components of spells, require only religious adjuncts as material, or just do away with them. Consult your referee in this regard and ask his ruling and reasoning.

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