Animate Dead
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 experience level of the cleric, he may animate one Hit Die of undead. A skeleton has the same Hit Dice as the original creature, but a zombie has one Hit Die more than the original. Note that this doesn’t count character experience levels as Hit Dice: For purposes of this spell, all humans and demihumans are I HD creatures, so the remains of a 9th level thief 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.
Create Water
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 experience levels above 8, water for twelve additional men and mounts is created; thus a 10th level cleric could create water for 36 men and horses.
The cleric doesn’t have to create the maximum amount of water if he doesn’t wish to. He might wish to create a spring which will flow for half an hour, or a few minutes; the player need only tell the GM how many gallons he wants the spell to create, up to the spell’s maximum.
Cure Serious Wounds*
Duration: Permanent
Effect: Any one living creature
This spell is similar to a cure light wounds spell, but will cure one creature of 2d6 + 2 (4-14) points of damage.
The reverse of this spell, cause serious wounds, causes 2d6 + 2 points of damage to any creature or character touched (no saving throw). The caster must make a normal attack roll to successfully cast the cause serious wounds spell.
Dispel Magic
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 magical items. Spell effects created by a caster (whether cleric, druid, 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.
Dispel magic will not affect a magical item (such as a scroll, a magical sword, etc.). However, it can dispel the effects of the magical item when that item is used (for example, a spellcaster can cast dispel magic on the victim of a ring of Human control and snap him out of that control, or on a flaming weapon to douse the flame).
Neutralize Poison*
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!
This spell will affect any and all poisons present 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. A cleric cannot cast it 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 spell poisons its contents; no saving throw applies, even for magical containers or contents (such as potions). (Of course, when someone drinks those poisoned contents, he gets a saving throw.) Using create poison, or poisoning in any case is usually a Chaotic act.
Protection from Evil 10′ Radius
Duration: 12 turns
Effect: Barrier 20′ diameter
This spell creates an invisible magical barrier all around the caster, extending for a 10’radius in all directions. The spell serves as protection from 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 attack roll while the spell lasts.
In addition, enchanted creatures cannot attack those within the barrier in hand-to-hand (melee) combat. (An enchanted creature is any creature which is magically summoned or controlled, such as a charmed character, or one that is not harmed by normal weapons. A creature that can be hit only by a silver weapon-a werewolf, for example-is not an enchanted creature.)
If anyone within the barrier 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 attack rolls will still apply.
Attackers, including enchanted creatures, can attack people inside the barrier by using missile or magical attacks. They do suffer the -1 penalty to attack rolls, but that is the only penalty they suffer.
Speak with Plants
Duration: 3 turns
Effect: All plants within 30′
This spell enables the cleric to talk to plants as though they are intelligent. The cleric may request a simple favor, and the plants will grant it 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 the cleric to communicate with plantlike monsters (such as treants).
Sticks to Snakes
Duration: 6 turns
Effect: Up to 16 sticks
This spell turns 2d8 sticks into snakes (detailed below). The snakes may be poisonous (50% chance per snake; the DM can roll ld6 for each snake; on a roll of 1-3, the snake is poisonous). They obey the cleric’s commands, but will turn back into sticks when slain or when the spell’s duration ends.
Snakes– NA 2d8 (2d8); AC 6, HD 1; AT 1 bite; Dmg ld4; MV 90′(30′); Save Fl; ML 12; TT Nil; AL Neutral; SA poison (50% chance for each snake to be poisonous); XP 10 (nonpoisonous) or 13 (poisonous).