Pocket Dimension that is attached to the Ethereal Plane would cost 2500gp & take 5 weeks. The cost for the rod would remain 100gp.

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1 Introduction Comments on Prayers This introduction contains new & updated information for magic use in my campaign. Items marked with a are from the Tome of Magic & all other spells & items are from the PHB. Some of the entries contain optional material, presented in a separate paragraph. Age Creature : The reverse of this spell, restore youth, negates most sorts of magical aging, provided the aging is the magic s primary effect. It negates aging from age creature spells, staffs of withering, and attacks by ghosts. It does not reverse incidental aging effects, such as those inflicted by casting a wish or receiving a haste spell. Breath of Life : The reverse of this spell, breath of death, produces a non-magical disease that breath of life can cure. Combine: The central priest gains a boost to the spells & granted abilities he already has. The central priest gains no extra spells or granted abilities from this spell. Dispel Evil: In addition to driving away evil extra-planar & summoned creatures, this spell is effective against evil enchantment/charm spells and all forms of domination and possession. Dispel Magic: Refer to the wizard s version of this spell. Dragonbane : This spell can be the subject of a site focus. Draw Upon Holy Might : This spell cannot increase an ability score beyond 25. Extradimensional Pocket : The extra-dimensional space created by this spell functions as a bag of holding in all respects while its duration lasts. Imbue with Spell Ability: If the recipient dies before the imbued spells are cast, the imbue with spell ability caster regains the ability to cast the imbued spells. Know Time : This spell reveals the correct local time in terms the caster can most readily understand. If the caster has just arrived on a new world where he is unfamiliar with the names of hours, days, months, and years, the spell reveals a generic result that might not be immediately useful until the caster gets more information. For example, the spell might reveal that it is the 10 th hour of the 23 rd day of the 7 th month in the 2,345 th year. The hour is always given in relation to local midnight. If the world where the know time spell is cast has a time flow different from that of the base campaign, this spell has a 2% chance per caster level of giving an estimation of the difference. The caster can learn if time flows faster or slower & the general degree of difference; great, moderate, or minor. Magic Font: This spell requires a specially prepared font for creating holy water. The spell s maximum duration depends on the font s capacity, but the actual time the caster can scry depends on the caster s knowledge of the subject, as given in the crystal ball description. For example, a magic font spell cast on a basin with a capacity of 60 vials remains active for 1 hour, but the actual time the caster can safely use the font is 30 minutes if the subject being viewed is known slightly. Several other spells can make a magic font more useful, see the crystal ball description for the list. See the notes on the magic mirror & clairvoyance spells for more information on scrying. Mind Read : This spell functions just like the wizard spell ESP in most respects. Each time a mind read spell is cast, however, the priest can conduct a deep probe of a single creature, possibly gaining additional information as detailed in the spell description. Mistaken Missive : This spell can affect any document written in ink. For purposes of the spell, ink is any substance that is artificially compounded or altered to render it suitable for use in writing. Documents written with substances that have not been artificially prepared are not subject to this spell. For example, a note written in chalk cannot be altered by this spell, neither can a letter or agreement written in blood. Music of the Spheres : A successful saving throw against this spell negates only the entrancing effect. An opponent who successfully saves is free to attack the caster but still suffers the -3 penalty to charm-based saving throws for as long as he can hear the music. Nap : This spell doesn t reduce the study time required to memorize spells. The spell has no effect if the recipient is unwilling or has received a nap spell in the previous 18 hours. Plane Shift: This spell sends the caster & up to 7 other creatures on a one-way trip to another plane. This spell also allows travel between crystal spheres on the Prime Material Plane (though conditions within a particular sphere might prevent the spell from working). Each sphere requires a unique forked rod made of metal, just as each plane or dimension does. The travelers can return home via a second plane shift spell if they have a rod attuned to their home plane or world. Two-way travel is possible with a single plane shift spell if the DM chooses to allow it. To return home without a second spell, the travelers need the same rod that was used in the original spell, and they must be on the same plane as their original destination. For example, a group of travelers who plane shift to the Outlands & then pass through a gate to the Abyss cannot use the original rod to return home unless they return to the Outlands first. They also cannot return home without another spell if they lose the original rod. Acquiring rods: When a priest gains access to this spell, he usually discovers the type of rod required to reach his home world & to reach the plane where his deity resides. The DM must decide how easy or difficult it is to discover additional rods. The surest way to obtain a rod attuned to a specific plane is to find a priest who has been there before. Otherwise, the priest must conduct his own research to discover what sort of rod is required to reach a particular place. The table of suggested costs assumes that planar travel is intended to be fairly rare, but not unknown. The DM should adjust costs up or down as appropriate. The priest must be in good heath & refrain from adventuring while researching a rod. If the priest has access to commune spells, the required research time is reduced 1 step (1 year of research time is reduced to 1 month), but costs are not reduced. At the end of the research time, the priest must attempt a Wisdom check. If failed, the research is unsuccessful but may be conducted again. If the check succeeds, the priest discovers the type of rod required to reach the plane he was researching; the priest knows the rod s shape & what materials are required to make it. Finding the materials & a craftsman to make the rod are another problem. The DM is free to decide what rods look like (there are many possible objects that can be described as forked rods). Planar Travel: Research Time & Costs Plane Type 1 Research Cost 2 Research Time 2 Rod Cost 3 Inner Plane 500 / Week / 6 Weeks 100 Outer Plane 1000 / Weeks / 3 Months 300 Demiplane 5000 / Months / 1 Year 400 Pocket Dimension Month - Prime Material World 750 / Weeks / 9 Weeks The Astral & Ethereal Planes are treated as known Inner Planes for purposes of research. 2 The numbers before the slashes are the cost & time requirements for planes that are generally known by the campaign s spellcasters. The numbers after the slash are the cost & time requirements for destinations about which little is known in the home campaign. All prices are in gold pieces. 3 The number is the typical cost in gold pieces for constructing 1 rod, provided that the proper materials are available. Rods made of extremely rare materials can cost considerably more. 4 Add these modifiers to the type of plane the Pocket Dimension is attached to. For example, researching a Pocket Dimension that is attached to the Ethereal Plane would cost 2500gp & take 5 weeks. The cost for the rod would remain 100gp. Protection from Evil: Refer to the wizard version of this spell. Reflecting Pool: This spell requires a natural pool - a small body of water fed by a natural water source & contained in a setting generally free of artificial constructions. A naturally occurring puddle of rainwater could be considered a pool if it lies in a meadow but not if it lies in a city street. See the notes on the wizard spells magic mirror & clairvoyance for more information on how this spell functions. Speak With Dead: This spell has a range of 1 yard. The dead do not lie, but they can be evasive, misleading, or obtusely literal if they answer the caster s questions at all (some creatures are allowed saving throws, see the spell description). Unceasing Vigilance of the Holy Sentinel : A priest recovering from this spell must rest unless compelled to act by some external cause. Generally, the priest cannot respond to threats that he cannot perceive (though the priest always perceives a threat to himself if he suffers damage). A nap spell grants the priest 48 turns of rest. Weighty Chest : The weight increase created by this spell is activated only when a creature other than the caster attempts to move or lift the protected chest. It is not possible to use a weighty chest as a weapon. For example, the caster cannot cast this spell on a small coffer & then toss it at an opponent, hoping the foe will be bowled over or unbalanced by the coffer s great weight. Note, however, that a foe could be tricked into attempting to lift or move the chest. Revised Priest Spheres by sjcaldwell@odyssey.on.ca The priest spheres as presented in AD&D 2 nd Edition were a good idea, but it seems in the process of assigning spells to the spheres some of the flavour was lost. Because of this, the priest spheres were revised along the lines of the revision by Jon Pickens in Dragon Magazine 205. Some of Jon s revisions were changed & Tome of Magic spells were added, as well as some original spells. The re-alignment of the spheres was made to regain the feel of the druid, which had lost some of its uniqueness & some of its spells. As a bonus, by moving the various special druid Divination spells into the Animal & Plant lists, we eliminate the need to give the druid minor access to Divinations.

2 Introduction In addition, the generic cleric had gained many spells that should not be in their sphere of influence. This listing (which is by no means all inclusive) contains spells from the PHB, ToM & original spells (marked with an asterisk) found in the new spell section outlined for that class (druid or priest). Three small adjustments also should be made to the list of the druids granted powers (this includes all specialty priests of a nature deity): 1. Druids receive speak with animals as a 1 st level spell instead of a 2 nd level spell. 2. Druids receive cure light wounds as a 2 nd level spell rather than a 1 st level spell. 3. Druids receive neutralize poison as a 3 rd level spell instead of a 4 th level spell. The reason for the first is to allow even starting druids the ability to communicate with animals directly; a key character ability. The reason for the second is that the cure light wounds spell is so useful that in most campaigns it nearly always drives out other 1 st level spells. This important modification of the druids granted powers brings back into play the 1 st level druid specialty spells, such as entangle & faerie fire. It also creates a very different sense of pacing for those playing druid PCs. Likewise, another key druid ability was the early access to the neutralize poison spell. In low/mid-level groups, one of the primary reasons to seek out druid PCs was their ability to save poisoned adventurers. One curious question that came up was how to add new clerical spells to the game, since, theoretically, every cleric knows every spell on the standard list. How, exactly, does clerical spell research work if all clerical spells are divinely given? One solution that works is to assume that the spells are available if the cleric knows how to ask for them. Thus, the basis for clerical spell research is the cleric s discovery of how to ask a patron for the appropriate spell. The key factors in the attempt: adventuring time lost, monetary expenditures, and chance of failure are, of course, equal to those of a wizard researching a magical spell. Once a spell is discovered, it either may be made available to others of the same religion or perhaps left as a spell unique to the PC cleric. This is the DM s decision, perhaps to be transmitted in the DM s role of the PC s patron. Clerical spheres: All, Charm, Combat, Creation, Divination, Guardian, Healing, Necromancy, Protection; Elemental (minor access limited to Earth/Water spells). Druid spheres: All, Animal, Elemental, Healing, Plant, Sun, Weather. All refers to spells usable by any priest, regardless of mythos. There are no Powers (deities) of the Sphere of All. This group includes spells the priest needs to perform basic functions. Animal spells are those that affect or alter creatures. It does not include spells that affect people. Deities of nature & husbandry typically operate in this sphere. Astral is a small sphere of spells that enable movement or communication between the different planes of existence. The masters of a plane or particularly meddlesome powers often grant spells from this sphere. Charm spells are those that affect the attitudes & actions of people. Deities of love, beauty, trickery, and art often allow access to this sphere. Chaos. Most of the spells in the Sphere of Chaos give the spellcaster the ability to add randomness & confusion to the world around him. Some of the spells change the probability of the outcomes of events, while others offer protection against Lawful influences. Many of the spells of this sphere are tricky; while they usually help the spellcaster, there are times when the spell might harm the priest. Such is the way of Chaos - anyone who draws upon chaotic energy knows that nothing is certain, not even the influences of his god. Powers that operate in this sphere are deities of mischief, trickery, ill luck, and those gods devoted to the power of the individual. Combat spells are those that can be used to directly attack or harm the enemies of the priest or his mythos. These are often granted by deities of war or death. Creation spells enable the priest to produce something from nothing, often to benefit his followers. This sphere can fill many different roles, from a provider to a trickster. Divination enables the priest to learn the safest course of action in a particular situation, find a hidden item, or recover long-forgotten information. Deities of wisdom & knowledge typically have access to this sphere. Elemental spells are all those that affect the four basic elements of creation - earth, air, fire, and water. Nature deities, elemental deities, those representing or protecting various crafts, and the deities of sailors would all draw spells from this sphere. Guardian spells place magical sentries over an item or person. These spells are more active than protection spells because they create an actual guardian creature of some type. Protective, healing, and trickster deities may all grant spells of this sphere. Healing spells are those that cure diseases, remove afflictions, or heal wounds. These spells cannot restore life or regrow lost limbs. Healing spells can be reversed to cause injury, but such use is restricted to evil priests. Protective & merciful deities are most likely to grant these spells, while nature deities may have lesser access to them. Law. The Sphere of Law is based on two principles. The first is that the group is more powerful than the sum of the individuals who make up the group. The second is that the individual must obey established rules whether or not he personally thinks they are good rules. In both cases, the idea of order is exploited, sometimes beneficially, sometimes harmfully. The beneficial spells of the Sphere of Law draw upon the first principle. Such spells coordinate the power of a group of characters. By using spells of this sphere, individuals who work closely together can become focused into a strong, united force. The harmful spells of the sphere draw upon the second principle; they take the concept of law one step too far & prevent the individual from operating with a free will. These spells limit a person s choices, obliterate spontaneity, individual thought and action. Whereas beneficial spells draw a group together, harmful spells isolate the individual or even subjugate him to the commands of another person. Deities of rulership, kingship, community, and culture are likely to act in this sphere. Necromantic spells restore to a creature some element of its life-force that has been totally destroyed. It might be life, a limb, or an experience level. These spells in reverse are powerfully destructive, and are used only by extremely evil priests. Deities of life or death are most likely to act in this sphere. Numbers. The Sphere of Numbers revolves around the concept that numbers & mathematical relationships between numbers represent the core truths of reality or the secrets of the universe. By studying numbers & their relationships, some scholars believe they can learn truths otherwise inaccessible; by manipulating numbers, they believe they can actually alter the fabric of reality. This sphere uses spells that allow a priest to comprehend & use the mysteries of numbers. Since many of these spells are incredibly intricate & depend on very esoteric concepts in mathematics & hypermathematics, only priests with relatively high intelligence (13 or higher) are allowed access to these spells. Spells from this sphere are most likely to be granted by deities of knowledge (particularly arcane or hidden knowledge). Many of the philosophies central to this sphere sound unusual, illogical, or even insane - things one might expect to hear from the lips of a senile prophet who has discovered the truth of All in the pseudo-mathematical scratchings he makes in his notebooks. There are many cranks & charlatans claiming to predict the future who are often mistaken for true practitioners of this sphere & vice versa. A priest who is granted spells from the Sphere of Numbers may sound like a crank when he claims the birth dates of kings predict the date of Doomsday, but there is one fundamental difference between him & the charlatan: the priest s spells work. Plant spells affect plants, ranging from simple agriculture (improving crops & the like) to communicating with plant-like creatures. Agricultural & nature Powers grant spells in this sphere. Protection spells create mystical shields to defend the priest or his charges from evil attacks. War & protective deities are most likely to use these, although one devoted to mercy & kindness might also bestow these spells. Summoning spells serve to call creatures from other places, or even other dimensions, to the service of the priest. Such service is often against the will of the creature, so casting these spells often involves great risk. Since creatures summoned often cause great harm & destruction, these spells are sometimes bestowed by war or death powers. Sun spells are those dealing in the basic powers of the solar universe - the purity of light & its counterpart darkness. Sun spells are very common with nature, agricultural, or lifegiving powers. Thought. The Sphere of Thought is rooted in the philosophy of mentation & the effects of mental acts & structures on reality. Priests of this sphere believe that the common conception of the thought (i.e., a more-or-less objective analysis of sensory input which is in turn an objective perception of reality) is fallacious & misleading. These philosophers maintain that thought is & must be tied closely to reality. In effect, they believe that the thinker, the thought, and the subject of that thought somehow interact. Thus, thinking about an object or condition can sometimes cause a physical change in that object or condition. Philosophers of this sphere also believe that once a thought has been created ( once a thought is thought ), it exists as a freestanding mental object. This thought object can sometimes be detected & manipulated. This sphere uses spells related to these philosophical beliefs. Like the Sphere of Numbers, these spells are intricate & are based on some esoteric concepts of philosophy. It is suggested that only priests with relatively high intelligence (13 or higher) be allowed access to these spells. Spells of this sphere are most likely to be granted by deities of thought or knowledge (especially arcane or hidden knowledge). This sphere might have as its patrons certain deities who rule & exist in the abstract realms of thought. Certain isolated philosophers discuss the existence of a deity of solipsism (the philosophical belief that only the self exists). Since such a deity would believe that it exists alone in the universe, it would have no worshipers. Time. The spells of the Sphere of Time explore ways in which time can be altered & perceived. These spells manipulate the effects of the passage of time on objects and creatures & can also affect the passage of time itself. Such spells are often the province of deities associated with nature, philosophy, divination, and trickery. Travelers. Spells of this sphere provide aid & comfort to travelers, making their journeys safer, easier, and more enjoyable. Deities sympathetic to the well-being of explorers, nomads, and other wayfarers often allow access to this sphere.

3 Introduction War. The Sphere of War involves magic specifically for use on the battlefield - in mass combat between large units. Usually, these spells are granted by deities of war: those Powers who believe that victory & courage in battle are the ultimate goals for mortals. Priests who follow these gods are sometimes generals or leaders of armies. For these priests, tactical & strategic brilliance are as important as personal skill in combat. There are significant differences between the spheres of War & Combat. Combat spells are those the priest can use in personal altercations. These spells inflict physical damage on an opponent or improve the combat abilities of the priest & several comrades. War spells, on the other hand, are concerned with aspects of large-scale battles other than direct infliction of damage: observation, identification, movement, morale, and the like. Few spells of this sphere inflict physical damage on the enemy. Unlike spells of other spheres, most War spells can be cast only on a single military unit. The deities who preside over the Sphere of War are careful when granting these spells to their priests. They will generally grant such spells only when a priest is about to enter battle. In the case of the more militant war gods, a priest who petitions for these spells inappropriately or misuses them may suffer dire consequences. Wards. This sphere includes spells that provide protection of clearly defined areas, ranging from small objects to entire villages. The magical boundaries established by these spells prevent entry or negate the effects of specific creatures, energies, or conditions. Many of the spells take advantage of cooperative magic, involving the casting of a spell by a number of assembled priests to enchant exceptionally large areas. Deities of war & protection, as well as those associated with benevolence & mercy, might bestow these spells. Weather spells enable the priest to manipulate the forces of weather. Such manipulation can be as simple as providing rain to parched fields, or as complex as unbridling the power of a raging tempest. Not surprisingly, these tend to be the province of nature & agricultural powers and appear in the repertoire of sea & ocean powers. ALL ASTRAL Bless (1 st ) Purify Self (1 st )* Extend (3 rd )* Commune (5 th ) Speak With Astral Traveler (1 st ) Extra-dimensional Pocket (5 th ) Call Upon Faith (1 st ) Sanctify Ghi (1 st )* Godfire (3 rd )* Quest (5 th ) Astral Window (3 rd ) Plane Shift (5 th ) Combine (1 st ) Draw Upon Holy Might (2 nd ) Prayer (3 rd ) Ancient Curse (7 th )* Extra-dimensional Detection (3 rd ) Astral Spell (7 th ) Detect Evil (1 st ) Chant (2 nd ) Focus (4 th ) Call Avatar (7 th )* Etherealize Object (4 th )* Gate (7 th ) Om (1 st )* Omen (2 nd )* Uplift (4 th ) Major Quest (7 th )* Join with Astral Traveler (4 th ) Purify Food & Drink (1 st ) Sanctify (2 nd ) Atonement (5 th ) Extra-dimension Manipulate (5 th ) ANIMAL CHAOS Animal Enmity (1 st )* Gift of Speech (2 nd )* Call Woodland Beings (4 th ) Detect Chaos/Law (1 st )* Animal Friendship (1 st ) Healing Fangs (2 nd )* Detect Animal Attacker (4 th )* Mistaken Missive (1 st ) Animal Healing I (1 st )* Imbue Intelligence (2 nd )* Find Companion (4 th )* Protection from Chaos/Law (1 st )* Animal Tracks (1 st )* Messenger (2 nd ) Giant Insect (4 th ) Dissension's Feast (2 nd ) Beastmask (1 st )* Primal Voice (2 nd )* Hunger (4 th )* Miscast Magic (3 rd ) Charm Person or Mammals (1 st ) Snake Charm (2 nd ) Repel Insects (4 th ) Random Causality (3 rd ) Cloak of Insects (1 st )* Speak With Animals (2 nd ) Sticks to Snakes (4 th ) Chaotic Combat (4 th ) Courier (1 st )* Summon Nature s Ally II (2 nd )* Summon Nature s Ally IV (4 th )* Chaotic Sleep (4 th ) Detect Snares & Pits (1 st ) Summon Swarm (2 nd )* Animal Growth (5 th ) Inverted Ethics (4 th ) Gnat Swarm (1 st )* Wild Deer Speed (2 nd )* Animal Merge (5 th )* Protection from Chaos/Law, 10 Radius (4 th )* Hibernate (1 st )* Animal Healing III (3 rd )* Animal Quest (5 th )* Chaotic Commands (5 th ) Invisibility to Animals (1 st ) Animal Rage (3 rd )* Animal Summoning II (5 th ) Dispel Chaos/Law (5 th )* Living Shield (1 st )* Animal Sense (3 rd )* Commune With Nature (5 th ) Strife (5 th )* Locate Animals or Plants (1 st ) Charm Insects (3 rd )* Improved Lion s Claw (5 th )* Alter Luck (6 th )* Magic Fang (1 st )* Dominate Animal (3 rd )* Raise Dead Animals (5 th )* Everchanging Self (6 th )* Make Tracks (1 st )* Greater Magic Fang (3 rd )* Summon Nature s Ally V (5 th )* Confusion (7 th ) Reed Staff (1 st )* Hasten Rot (3 rd )* Viper s Bite (5 th )* Sacred Link (7 th )* Speak With (Specific Animal) (1 st )* Hold Animal (3 rd ) Animal Summoning III (6 th ) Uncontrolled Weather (7 th ) Summon Nature s Ally I (1 st )* Inkjet (3 rd )* Anti-Animal Shell (6 th ) Word of Chaos/Law (7 th )* Watcher (1 st )* Insect Ward (3 rd )* Awaken (6 th )* Algae Bloom (2 nd )* Lion s Claw (3 rd )* Enhance Druidic Shape-changing Power (6 th )* Animal/Bird Call (2 nd )* Repel Parasite (3 rd )* Hide of the Beetle (6 th )* Animal Healing II (2 nd )* Rot (3 rd )* Philidor s Weapons to Monsters (6 th )* Animal Spy (2 nd )* Summon Insects (3 rd ) Polymorph Nature Object (6 th )* Animal Trance (2 nd )* Summon Nature s Ally III (3 rd )* Summon Nature s Ally VI (6 th )* Bat Sense (2 nd )* Thorn Skin (3 rd )* Creeping Doom (7 th ) Bestial Prayer (2 nd )* Animal Haste (4 th )* Reincarnate (7 th ) Beastspite (2 nd )* Animal Healing IV (4 th )* Serpent Garden (7 th )* Druidsight (2 nd )* Animal Summoning I (4 th ) Summon Nature s Ally VII (7 th )* Fertilize (2 nd )* Bear Hug (4 th )* Summon Nature s Ally VIII (8 th )* CHARM CREATION Animal Enmity (1 st )* Compel Testimony (3 rd )* Dispel Evil (5 th ) Acid Hands (1 st )* Blessed Abundance (5 th ) Charm Person or Mammals (1 st ) Dominate Animal (3 rd )* Dreamwalk (5 th )* Cloak of Insects (1 st )* Golem (5 th )* Command (1 st ) Emotion Control (3 rd ) Gnawing Pain (5 th )* Light (1 st ) Moonbeam (5 th )* Sanctuary (1 st ) Hold Person (3 rd ) Inquisition (5 th )* Magical Stone (1 st ) Raise Dead (5 th ) Detect Charm (2 nd ) Phobia (3 rd )* Meld (5 th ) Aid (2 nd ) Wall of Carnivorous Plants (5 th )* Ecstasy (2 nd )* Remove Curse (3 rd ) Noticed (5 th )* Create Holy Symbol (2 nd ) Wall of Thorns (5 th )* Enthrall (2 nd ) Suggestion (3 rd )* Overlook (5 th )* Flame/Frost Blade (2 nd )* Animate Object (6 th ) Music of the Spheres (2 nd ) Control Plants (4 th )* Strife (5 th )* Spring (2 nd )* Blade Barrier (6 th ) Mystic Transfer (2 nd ) Elemental Control (4 th )* Calm (6 th )* Tangleberry (2 nd )* Dark Way (6 th )* Pincher s Bait (2 nd )* Emotion (4 th )* Control Lycanthropes (6 th )* Continual Light (3 rd ) Heroes Feast (6 th ) Siren Song (2 nd )* Oration (4 th )* Convert (6 th )* Create Armor (3 rd )* Moon Beam (6 th )* Snake Charm (2 nd ) Animal Merge (5 th )* Confusion (7 th ) Create Food & Water (3 rd ) Chariot of Sustarre (7 th ) Swim (2 nd )* Animal Quest (5 th )* Exaction (7 th ) Create Oil (3 rd )* Restoration (7 th ) Charm Insects (3 rd )* Negative Plane Protection (3 rd ) Resurrection (7 th ) Addition (4 th ) Sand Storm (7 th )* Sticks to Snakes (4 th ) COMBAT Command (1 st ) Hailstone (2 nd )* Holy Flail (3 rd )* Cloud of Pestilence (4 th )* Freezing Claw (6 th )* Freezing Hands (1 st )* Icebolt (2 nd )* Holy Flame (3 rd )* Lightning Strike (4 th )* Heroes Feast (6 th ) Magical Stones (1 st ) Peace Knot (2 nd )* Improved Spiritual Hammer (3 rd )* Martial Dance (4 th )* Imbue Purpose (6 th )* Remove Fear (1 st ) Rive (2 nd )* Lion s Claw (3 rd )* Flame Strike (5 th ) Otherworld (6 th )* Spiritual Whip (1 st )* Sharpleaf (2 nd )* Mace of Odo (3 rd )* Hand of Faith (5 th )* Sonic Blast (6 th )* Weapon of the Earth (1 st )* Spiritual Hammer (2 nd ) Moonblade (3 rd )* Improved Lion s Claw (5 th )* Spiritual Wrath (6 th ) Aid (2 nd ) Stone Splinters (2 nd )* Mystic Blade (3 rd )* Lightning Bolt (5 th )* Bladebless (7 th )* Brambles (2 nd )* Thorn Throw (2 nd )* Sonic Enhancement (3 rd )* Slicing Shadow (5 th )* Holy Word (7 th ) Chargelance (2 nd )* Weapon Shift (2 nd )* Unearthly Choir (3 rd ) Blade Barrier (6 th ) Soul Reaver (7 th )* Faith Arrow (2 nd )* Flame Shield (3 rd )* Animate Statue (4 th )* Crown of Brilliance (6 th )* Word of Chaos/Law (7 th )* Flame/Frost Blade (2 nd )* Godfire (3 rd )* Cloak of Bravery (4 th ) Dolo s Thorn Strike (6 th )*

4 Introduction DIVINATION Bloodhound (1 st )* Predict Weather (1 st )* Omen (2 nd )* That Art Thou (3 rd )* Pool of Deeds (5 th )* Comprehend Languages (1 st )* Reveal Fire (1 st )* Sense Fate (2 nd )* Detect Lie (4 th ) Revelation (5 th )* Death Sense (1 st )* Tale of the Flame (1 st )* Speak with Animals (2 nd ) Divination (4 th ) True Seeing (5 th ) Detect Harmful Gas (1 st )* Whispering Branches (1 st )* Tracking (2 nd )* Locate Person (4 th )* Find The Path (6 th ) Detect Magic (1 st ) Woodland Sight (1 st )* Warp Sense (2 nd )* Mycelial Fingers (4 th )* Locate Minion (6 th )* Detect Metal & Minerals (1 st )* Augury (2 nd ) Watcher at the Gate (2 nd )* Reveal (4 th )* Mycelial Extension (6 th )* Detect Poison (1 st ) Current Sensing (2 nd )* Detect Spirits (3 rd )* Scholarship (4 th )* Reincarnation Sight (6 th )* Detect Portals (1 st )* Detect Charm (2 nd ) Detect Dimensional Anomaly (3 rd )* See All Faces (4 th )* Speak with Dragonkind (6 th )* Find Water (1 st )* Detect Condition (2 nd )* Earth Sense (3 rd )* Tongues (4 th ) Speak with Monsters (6 th ) Find Woodland Familiar (1 st )* Find Traps (2 nd ) Extra-dimensional Detection (3 rd ) Trace Teleport (4 th )* Analyze Planar Structure (7 th )* Know Air (1 st )* Karma Sight (2 nd )* Locate Object (3 rd ) Consequence (5 th ) Divine Inspiration (7 th ) Moon s Heart (1 st )* Magical Proximity (2 nd )* Speak With Dead (3 rd ) Magic Font (5 th ) Penetrate Cosmic Ignorance (7 th )* ELEMENTAL AIR ELEMENTAL EARTH ELEMENTAL WATER ELEMENTAL FIRE HEALING Elemental Burst (1 st )* Create Earth (1 st )* Acid Hands (1 st )* Coalstone (1 st )* Animal Healing I (1 st )* Faerie Fire (1 st ) Detect Metal & Minerals (1 st )* Create Water (1 st ) Elemental Burst (1 st )* Cure Light Wounds (1 st ) Breathable Air (1 st )* Elemental Burst (1 st )* Current (1 st )* Log of Everburning (1 st ) Fertility (1 st )* Create Air (1 st )* Guardian Watch (1 st )* Elemental Burst (1 st )* Reveal Fire (1 st )* Gift of Life (1 st )* Know Air (1 st )* Weapon of the Earth (1 st )* Find Water (1 st )* Tale of the Flame (1 st )* Heal Plants (1 st )* Precipitation (1 st )* Burrow (2 nd )* Freezing Hands (1 st )* Extinguish Fire (2 nd )* Animal Healing II (2 nd )* Rainshield (1 st )* Cavern Close (2 nd )* Precipitation (1 st )* Fire Trap (2 nd ) Cure Blindness/Deafness (2 nd ) Wailing Wind (1 st )* Dust Devil (2 nd ) Purify Water (1 st )* Firebreak (2 nd )* Cure Wounds (2 nd )* Whisperward (1 st )* Earth Ward (2 nd )* Current Sensing (2 nd )* Flame Blade (2 nd ) Delay Poison (2 nd )* Air Flight (2 nd )* Mark of Earth (2 nd )* Float (2 nd )* Flame Sword (2 nd )* Detect Condition (2 nd )* Calm Air (2 nd )* Pool of Quicksand (2 nd )* Hailstone (2 nd )* Heat Metal (2 nd ) Fortifying Stew (2 nd )* Dust Devil (2 nd ) Quicksand (2 nd )* Icebolt (2 nd )* Mark of Fire (2 nd )* Healing Fangs (2 nd )* Glass Air (2 nd )* Soften Earth & Stone (2 nd )* Mark of Frost (2 nd )* Produce Flame (2 nd ) Mist of Faithful Healing (2 nd )* Mark of Air (2 nd )* Stone Splinters (2 nd )* Mark of Water (2 nd )* Flame Shield (3 rd )* Slow Poison (2 nd ) Mark of Frost Clay Beast (3 rd )* Spring (2 nd )* Flame Walk (3 rd ) Weaken Poison (2 nd )* Zephyr (2 nd )* Earth Armor (3 rd )* Swim (2 nd )* Flaming Child (3 rd )* Animal Healing III (3 rd )* Air Lance (3 rd )* Earth Sense (3 rd )* Watery Fist (2 nd )* Heat (3 rd )* Blessed Herb (3 rd )* Cloudburst (3 rd )* Gradual Petrify (3 rd )* Wave (2 nd )* Holy Flame (3 rd )* Cure Disease (3 rd ) Protection from Air (3 rd )* Meld Into Stone (3 rd ) Steam Cloud (3 rd )* Protection From Fire (3 rd ) Cure Harmful Wounds (3 rd )* Sonic Dampener (3 rd )* Stone Shape (3 rd ) Surf (3 rd )* Pyrotechnics (3 rd ) Hold Poison (3 rd )* Sonic Enhancement (3 rd )* Stone Seeds (3 rd )* Water Breathing (3 rd ) Warmth (3 rd )* Physical Link (3 rd )* Thunderclap (3 rd )* Analyze Element (4 th )* Water Walk (3 rd ) Analyze Element (4 th )* Animal Healing IV (4 th )* Wind & Rain Protection (3 rd )* Animate Statue (4 th )* Whirlpool (3 rd )* Greater Mark of Fire (4 th )* Awake (4 th )* Wind Servant (3 rd )* Earthmaw (4 th )* Analyze Element (4 th )* Produce Fire (4 th ) Cure Serious Wounds (4 th ) Windbearer (3 rd )* Elemental Forbiddance (5 th ) Create Spring (4 th )* Smoke Ghost (4 th )* Fortify (4 th ) Zone of Sweet Air (3 rd ) Greater Mark of Earth (4 th )* Greater Mark of Frost (4 th )* Star Burst (4 th )* Neutralize Poison (4 th ) Analyze Element (4 th )* Stone Form (4 th )* Greater Mark of Water (4 th )* Elemental Forbiddance (5 th ) Withdraw (4 th )* Calm Winds (4 th )* Warp Stone or Metal (4 th )* Hold Wave (4 th )* Transmute Air to Smoke (5 th )* Cure Critical Wounds (5 th ) Clear Air (4 th )* Impregnable Wall (5 th )* Lower Water (4 th ) Wall of Fire (5 th ) Dispel Evil/Good (5 th ) Cloud of Pestilence (4 th )* Nature s Charm (5 th )* Reflecting Pool (4 th ) Call Elemental I (6 th )* Healing Rain (5 th )* Greater Mark of Air (4 th )* Rain of Sand (5 th )* Sea Form (4 th )* Conjure Fire Elemental (6 th ) Partial Regeneration (5 th )* Greater Mark of Frost (4 th )* Shatter Stone & Metal (5 th )* Shape Waves (4 th )* Fire Seeds (6 th ) Heal (6 th ) Smoke Ghost (4 th )* Sink into Earth (5 th )* Cloud of Purification (5 th ) Call Elemental II (7 th )* Regenerate (7 th ) Wind Wall (4 th )* Spike Stones (5 th ) Elemental Forbiddance (5 th ) Chariot of Sustarre (7 th ) Resplendence of Renewed Youth (7 th )* Air Messenger (5 th )* Stonewood (5 th )* Geyser (5 th )* Death Chariot (7 th )* Revitalize (7 th )* Air Walk (5 th )* Strengthen Stone (5 th )* Healing Rain (5 th )* Fire Storm (7 th ) Cloud of Purification (5 th ) Transmute Rock to Mud (5 th ) Nature s Charm (5 th )* Control Winds (5 th ) Warp Metal (5 th )* Part Water (5 th ) LAW TIME Elemental Forbiddance (5 th ) Call Elemental I (6 th )* Pool of Deeds (5 th )* Command (1 st ) Know Age (1 st ) Float (5 th )* Earth Favour (6 th )* Transmute Air to Ice (5 th )* Detect Chaos/Law (1 st )* Know Time (1 st ) Transmute Air to Ice (5 th )* Polymorph Nature Object (6 th )* Call Elemental I (6 th )* Protection from Chaos/Law (1 st )* Hesitation (2 nd ) Transmute Air to Smoke (5 th )* Stone Tell (6 th ) Freezing Claw (6 th )* Calm Chaos (2 nd ) Nap (2 nd ) Wind Strike (5 th )* Transmute Water to Dust (6 th ) Rejuvenate (6 th )* Enthrall (2 nd ) Accelerate Healing (3 rd ) Windlance (5 th )* Animate Rock (7 th ) Transmute Water to Dust (6 th ) Hold Person (2 nd ) Choose Future (3 rd ) Call Elemental I (6 th )* Call Elemental II (7 th )* Whirlpool (6 th )* Rigid Thinking (3 rd ) Slow Rot (3 rd ) Freezing Claw (6 th )* Calm Earth (7 th )* Aerate Water (7 th )* Strength of One (3 rd ) Age Plant (4 th ) Sonic Blast (6 th )* Conjure Earth Elemental (7 th ) Call Elemental II (7 th )* Compulsive Order (4 th ) Body Clock (4 th ) Transmute Air to Lightning (6 th )* Earthquake (7 th ) Tsunami (7 th )* Defensive Harmony (4 th ) Age Object (5 th ) Transmute Air to Vacuum (6 th )* Sand Storm (7 th )* Protection from Chaos/Law, 10 Radius (4 th )* Repeat Action (5 th ) Call Elemental II (7 th )* Transmute Metal to Wood (7 th ) Weather Stasis (4 th ) Time Pool (5 th ) Chariot of Sustarre (7 th ) Wrath of the Earth (7 th )* Champion's Strength (5 th ) Age Creature (6 th ) Tornado (7 th )* Dispel Chaos/Law (5 th )* Reverse Time (6 th ) Whirlwind (7 th )* Impeding Permission (5 th ) Skip Day (6 th ) Wind Walk (7 th ) Legal Thoughts (6 th ) Age Dragon (7 th ) Sacred Link (7 th )* Resplendence of Renewed Youth (7 th )* Word of Chaos/Law (7 th )* Timelessness (7 th ) GUARDIAN THOUGHT Detect Evil/Good (1 st ) Abjure (4 th ) Emotion Read (1 st ) Scholarship (4 th )* Light (1 st ) Cloak of Bravery (4 th ) Speak With Astral Traveler (1 st ) Solipsism (4 th ) Protection from Evil/Good (1 st ) Lesser Guardian Seal (4 th )* Thought Capture (1 st ) Thought Broadcast (4 th ) Remove Fear (1 st ) Protection from Evil/Good, 10 Radius (4 th ) Idea (2 nd ) Dreamwalk (5 th )* Sacred Guardian (1 st ) Dispel Evil/Good (5 th ) Mind Read (2 nd ) Memory Wrack (5 th ) Whisperward (1 st )* Unceasing Vigilance of the Holy Sentinel (5 th ) Emotion Control (3 rd ) Mindshatter (5 th ) Portal Alarm (2 nd )* Forbiddance (6 th ) Memory Read (3 rd ) Thoughtwave (5 th ) Watcher at the Gate (2 nd )* Holy Word (7 th ) Telepathy (3 rd ) Convert (6 th )* Dispel Magic (3 rd ) Symbol (7 th ) Genius (4 th ) Disbelief (6 th ) Continual Light (3 rd ) Mental Domination (4 th ) Group Mind (6 th ) Gate Seal (3 rd )* Modify Memory (4 th ) Divine Inspiration (7 th ) Glyph of Warding (3 rd ) Rapport (4 th ) Mindkiller (7 th )

5 Introduction NECROMANTIC NUMBERS SUN WAR Enhanced Turn Undead (1 st )* Immunization (5 th )* Analyze Balance (1 st ) Intensify (1 st )* Courage (1 st ) Invisibility to Undead (1 st ) Raise Dead (5 th ) Personal Reading (1 st ) Light (1 st ) Morale (1 st ) Rest in Peace (1 st )* Raise Dead Animals (5 th )* Moment (2 nd ) Sun Scorch (1 st )* Emotion Perception (2 nd ) View Health Aura (1 st )* Earthwrack (6 th )* Dispel Magic (3 rd ) Sun Lights (2 nd )* Rally (2 nd ) Aid (2 nd ) Merge with Nature (6 th )* Extra-dimensional Detection (3 rd ) Continual Light (3 rd ) Adaptation (3 rd ) Cure Blindness/Deafness (2 nd ) Otherworld (6 th )* Moment Reading (3 rd ) Moonblade (3 rd )* Caltrops (3 rd ) Fertilize (2 nd )* Reincarnation Sight (6 th )* Telethaumaturgy (3 rd ) Starshine (3 rd ) Leadership (4 th ) Slow Poison (2 nd ) Speed Soul Journey (6 th )* Addition (4 th ) Blessed Warmth (4 th ) Tanglefoot (4 th ) Undead Destructor (2 nd )* Breath of Life (7 th ) Dimensional Folding (4 th ) Solar Flare (4 th )* Disguise (5 th ) Animate Dead (3 rd ) Resplendence of Renewed Youth (7 th )* Probability Control (4 th ) Solar Intensity (4 th )* Illusory Artillery (5 th ) Automaton (3 rd )* Restoration (7 th ) Consequence (5 th ) Star Burst (4 th )* Gravity Variation (6 th ) Cure Disease (3 rd ) Resurrection (7 th ) Extra-dimension Manipulate(5 th ) Sunburst (4 th )* Illusory Fortification (7 th ) Feign Death (3 rd ) Soul Reaver (7 th )* Extra-dimensional Pocket (5 th ) Moonbeam (5 th )* Shadow Engines (7 th ) Negative Plane Protection (3 rd ) Physical Mirror (6 th ) Rainbow (5 th ) Remove Paralysis (3 rd ) Seclusion (6 th ) Crown of Brilliance (6 th )* Speak with Dead (3 rd ) Space Warp (7 th ) The Great Circle (6 th ) Neutralize Poison (4 th ) Moon Beam (6 th )* Animate Dead Monsters (5 th )* Sol s Searing Orb (7 th ) Conceal Lifeforce (5 th )* Sunray (7 th ) PROTECTION SUMMONING WEATHER Deflection (1 st )* Remove Paralysis (3 rd ) Find Woodland Familiar (1 st )* Restless Constellations (4 th )* Electrical Charge (1 st )* Endure Cold/Heat (1 st ) Repel Parasite (3 rd )* Gnat Swarm (1 st )* Seeking Sword (4 th )* Faerie Fire (1 st ) Living Shield (1 st )* Retaliation (3 rd )* Guardian Watch (1 st )* Summon Nature s Ally IV (4 th )* Obscurement (1 st ) Protection from Chaos/Law (1 st )* Sonic Dampener (3 rd )* Nectar (1 st )* Dispel Chaos/Law (5 th )* Precipitation (1 st )* Protection from Evil (1 st ) Storm Shell (3 rd )* Protection from Evil (1 st ) Dispel Evil (5 th ) Predict Weather (1 st )* Ring of Hands (1 st ) Water Breathing (3 rd ) Summon Nature s Ally I (1 st )* Summon Nature s Ally V (5 th )* Chargelance (2 nd )* Sanctuary (1 st ) Wind & Rain Protection (3 rd )* Animal/Bird Call (2 nd )* Aerial Servant (6 th ) Call Lightning (3 rd ) Silence, 1 Radius (1 st )* Neutralize Gas (4 th )* Dust Devil (2 nd ) Animate Object (6 th ) Cloudburst (3 rd )* Silent Armor (1 st )* Protection from Acid (4 th )* Lengthy Arm (2 nd )* Conjure Animals (6 th ) Storm Shell (3 rd )* Dispel (2 nd )* Prot. from Chaos/Law, 10 Radius (4 th )* Messenger (2 nd ) Sea Mount (6 th )* Wind & Rain Protection (3 rd )* Earth Ward (2 nd )* Protection from Evil, 10 Radius (4 th ) Detect Charm (2 nd ) Summon Nature s Ally VI (6 th )* Control Temperature, 10 Radius (4 th ) Firebreak (2 nd )* Spell Immunity (4 th ) Summon Nature s Ally II (2 nd )* Weather Summoning (6 th ) Lightning Strike (4 th )* Resist Fire/Cold (2 nd ) Stone Form (4 th )* Summon Swarm (2 nd )* Word of Recall (6 th ) Protection From Lightning (4 th ) Silence, 15' Radius (2 nd ) Warding Light (4 th )* Wyvern Watch (2 nd ) Call Hunt (7 th )* Reflecting Pool (4 th ) Steep Soma-juice (2 nd )* Anti-Plant Shell (5 th ) Clay Beast (3 rd )* Creeping Doom (7 th ) Weather Dome (4 th )* Withdraw (2 nd ) Call Upon Faith (5 th )* Flaming Child (3 rd )* Death Chariot (7 th )* Weather Stasis (4 th ) Dispel Magic (3 rd ) Dispel Chaos/Law (5 th )* House Spirit (3 rd )* Exaction (7 th ) Cloudscape (5 th )* Earth Armor (3 rd )* Anti-Animal Shell (6 th ) Summon Animal Spirit (3 rd )* Gate (7 th ) Control Winds (5 th ) Exaltation (3 rd )* Entropy Shield (6 th )* Summon Nature s Ally III (3 rd )* Holy Channel (7 th )* Lightning Bolt (5 th )* Line of Protection (3 rd ) Everchanging Self (6 th )* Whirlpool (3 rd )* Spirit of Power (7 th ) Lightning Bugs (5 th )* Magical Vestment (3 rd ) Glacier Skin (6 th )* Abjure (4 th ) Succor (7 th ) Rainbow (5 th ) Negative Plane Protection (3 rd ) Word of Recall (6 th ) Elemental Control (4 th )* Summon Nature s Ally VII (7 th )* Deep Freeze (6 th )* Protection from Air (3 rd )* Shield of the Archons (7 th )* Protection from Evil, 10 Radius (4 th ) Summon Nature s Ally VIII (8 th )* Weather Summoning (6 th ) Control Weather (7 th ) Hurricane (7 th )* PLANT Create Plant (1 st )* Coax Wood (2 nd )* Distil Essence (3 rd )* Hallucinatory Terrain (4 th ) Wall of Carnivorous Plants (5 th )* Detect Snares & Pits (1 st ) Fertilize (2 nd )* Mold Touch (3 rd )* Hold Plant (4 th ) Wall of Thorns (5 th )* Entangle (1 st ) Firebreak (2 nd )* Part Plants (3 rd )* Hunger (4 th )* Blossom (6 th )* Garden Path (1 st )* Fungal Mat (2 nd )* Pass Without Trace, 10 Radius (3 rd )* Knurl (4 th )* Dolo s Thorn Strike (6 th )* Grow (1 st )* Goodberry (2 nd ) Plant Growth (3 rd ) Meandering Path (4 th )* Earthwrack (6 th )* Heal Plants (1 st )* Invisibility to Plants (2 nd )* Razor Grass (3 rd )* Mycelial Fingers (4 th )* Ivy Siege (6 th )* Hibernate (1 st )* Shape Tree (2 nd )* Root (3 rd )* Nature s Wrath (4 th )* Liveoak (6 th ) Locate Animal or Plant (1 st ) Sharpleaf (2 nd )* Rot (3 rd )* Needlestorm (4 th )* Merge with Nature (6 th )* Message Via Plants (1 st )* Tangleberry (2 nd )* Selective Entangle (3 rd )* Plant Door (4 th ) Mycelial Extension (6 th )* Natural Luminescence (1 st )* Thorn Throw (2 nd )* Shape Wood (3 rd )* Revive Plant (4 th )* Polymorph Nature Object (6 th )* Nectar (1 st )* Greenwood (3 rd )* Slow Rot (3 rd )* Speak With Plants (4 th ) Roots of the Assassin (6 th )* Pass Without Trace (1 st ) Hasten Rot (3 rd )* Snapdragon (3 rd )* Sticks to Snakes (4 th ) Transport Via Plants (6 th ) Puffball (1 st )* Heal Trees (3 rd )* Snare (3 rd ) Thorn Spray (4 th )* Turn Wood (6 th ) Ripen (1 st )* Leather to Leaves (3 rd )* Spike Growth (3 rd ) Vegemorphosis (4 th )* Wall of Thorns (6 th ) Seedling (1 st )* Trip (2 nd ) Splinter Wood (3 rd )* Anti-Plant Shell (5 th ) Ambulatory Trees (7 th )* Shillelagh (1 st ) Unentangle (2 nd )* Stone Seeds (3 rd )* Commune With Nature (5 th ) Awaken Forest (6 th )* Uproot (1 st )* Warp Wood (2 nd ) Thorn Skin (3 rd )* Dariod s Vestigial Vine (5 th )* Changestaff (7 th ) Watcher (1 st )* Wood Shape (2 nd )* Tree (3 rd ) Pass Plant (5 th ) Create Treant (7 th )* Whispering Branches (1 st )* Animate Wood (3 rd )* Age Plant (4 th ) Plant Guardian (5 th )* Haunted Woods (7 th )* Woodland Sight (1 st )* Aura of Nature (3 rd )* Animate Plant (4 th )* Stonewood (5 th )* Tree Spirit (7 th )* Barkskin (2 nd ) Blessed Herb (3 rd )* Black Mulching (4 th )* Thornwrack (5 th )* Unwilling Wood (7 th )* Brambles (2 nd )* Briar Web (3 rd )* Briartangle (4 th )* Tree Other (5 th )* Shambler (8 th )* Clear Path (2 nd )* Create Plants (3 rd )* Control Plants (4 th )* TRAVELERS Detect Portals (1 st )* Gate Ward (2 nd )* Create Campsite (3 rd ) Ice Trek (3 rd )* Clear Path (5 th ) Know Direction (1 st ) Lighten Load (2 nd ) Delay Portal (3 rd )* Know Customs (3 rd ) Easy March (5 th ) Log of Everburning (1 st ) Portal Alarm (2 nd )* Detect Dimensional Anomaly (3 rd )* Part Plants (3 rd )* Major Gate Ward (5 th )* Portal Beacon (1 st )* Skate (2 nd )* Enlarge Portal (3 rd )* Portal Scramble (3 rd )* Close Gate (6 th )* Weatherproof (1 st )* Tracking (2 nd )* Gate Seal (3 rd )* Circle of Privacy (4 th ) Monster Mount (6 th ) Aura of Comfort (2 nd ) Warp Sense (2 nd )* Helping Hand (3 rd ) Surelock (4 th )* Analyze Planar Structure (7 th )* Fleetfoot (2 nd )* Watcher at the Gate (2 nd )* Home Port (3 rd )* Tree Steed (4 th ) Hovering Road (7 th )

6 Introduction WARDS Anti-Vermin Barrier (1 st ) Forceward (3 rd )* Fire Purge (4 th ) Impregnable Wall (5 th )* Dragonsbane (6 th ) Weighty Chest (1 st ) Insect Ward (3 rd )* Lesser Guardian Seal (4 th )* Major Gate Ward (5 th )* Greater Guardian Seal (6 th )* Frisky Chest (2 nd ) Invisibility Purge (3 rd ) Surelock (4 th )* Plant Guardian (5 th )* Land of Stability (6 th ) Gate Ward (2 nd )* Squeaking Floors (3 rd ) Weather Stasis (4 th ) Shrieking Walls (5 th ) Seal of Destiny (6 th )* Ward Possessions (2 nd )* Thief's Lament (3 rd ) Barrier of Retention (5 th ) Undead Ward (5 th ) Inner Sanctum (7 th )* Zone of Truth (2 nd ) Magic Resiliency (3 rd )* Elemental Forbiddance (5 th ) Close Gate (6 th )* Tentacle Walls (7 th ) Efficacious Monster Ward (3 rd ) Zone of Sweet Air (3 rd ) Grounding (5 th ) Crushing Walls (6 th ) Revised Clerical Healing by Bobby Nichols In the AD&D system, clerics are frequently called on to cure their comrades. In a game that revolved around combat & strife like so many AD&D games do, the cleric becomes a healer. I ve seen games where the priest(s) were expected to carry nothing but cure wounds spells & provide first aid for the other members of the party. If the priests attempted to do something else, even within the mythos of their god/worship, they weren t welcome in the party for much longer. In AD&D, there are several spells that repair damage & restore hit points. The first, cure light wounds, heals 1d8 point of damage & is a 1 st level spell. The next cure spell, cure serious wounds is at 4 th level & only cures 3d8 points of damage. After these 2 spells, there are only cure critical wounds (5 th level spell), heal (6 th level spell), & resurrection (7 th level spell). That may be all well & fine, but now compare a 1 st level cleric. With a decent wisdom, this cleric can cast 3 cure light wounds & nothing else. This is an average of 13.5 points of healing. So it was that a party would retreat & rest 2 healing periods to heal all their damage. A higher level cleric & party will have the same problem. The amount of damage a typical group takes in an encounter is usually more than the cleric can comfortably heal in 1 session. This leads to an episodic & broken adventure. So my goal was to redo the clerical healing spells to eliminate these problems. I started with the assumption that a cleric of Nth level can heal half of a Nth level fighter s hit points on the average with the highest cure level spell he has available. Additionally, I decided that there is a healing spell every spell level, as follows: Level Spell Casting Time Damage Healed Min Max 1 cure light wounds 5 2d4+lvl cure wounds 6 4d4+lvl cure harmful wounds 7 6d4+lvl cure serious wounds 8 8d4+lvl cure critical wounds 9 10d4+lvl Heal As book All but 1d Resurrection As book The damage healed is based on the clerical level of the caster. This is because a more experienced caster can do a better job healing. A 1 st level priest casting cure light wounds heals 2d4+1HPs while a 10 th level priest casting the same spell, heals 2d4+10HPs. Ramifications of this Change First of all, clerics become more powerful healers. This allows them to take a more varied spell selection. Additionally, adventures that have a good deal of combat will move along faster. Second, the cause wounds spells become much more deadly. Your PCs haven t seen how deadly a beholder (for instance) can be until it can do a cause serious wounds on a target 30 away!

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