Aerial Servant

Range: 60′

Duration: 1 day per level of caster
Effect: Servant fetches one item or creature

An aerial servant is a very intelligent being from the elemental plane. With this spell, the cleric summons one of these beings, which appears immediately. The cleric must then describe one creature or item and its location to the servant, or else it will depart. When it hears this description and location, the aerial servant leaves, trying to find the item or creature and bring it to the cleric. The servant will take as much time as needed, up to the limit of the duration. If the spell’s duration lapses before the task is completed, even if the aerial servant is already bringing the target back to the caster, the aerial servant has failed to accomplish its task. See below for further details.

The aerial servant has 18 Strength, and can carry up to 500 lbs. (5,000 cn). It can become ethereal at will, and thus can travel to most places easily. However, it cannot pass through a Protection from Evil spell effect.

If it cannot perform its duty within the duration of the spell, the servant becomes insane and returns to attack the caster. See Chapter 14 for a full description of the aerial servant.

Animate Objects

Range: 60′

Duration: 6 turns
Effect: Causes objects to move

The cleric may use this spell to cause any nonliving, nonmagical objects to move and attack. Magical objects are not affected. The spell can animate any one object up to 400 lbs. (4,000 cn) (roughly the size of two men), or a number of smaller objects whose total weight does not exceed 400 lbs.

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 move at 30′ per round, 1 attack once per round for 2d8 (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 1d4 points per attack. All objects have the same chances to hit as the cleric animating them.

Barrier*

Range: 60′

Duration: 12 turns
Effect: Creates whirling hammers

This spell creates a magical barrier in an area up to 30′ in diameter and 30′ high. The barrier is a wall of whirling and dancing hammers, obviously dangerous to any who come in contact with it. Any creature passing through the barrier takes 7dl0 (7-70) points of damage from the whirling hammers (no saving throw allowed). This spell is often used to block an entrance or passage.

The reverse of this spell (remove barrier) will destroy any one barrier created by a cleric. It can also be used to destroy a magic-user’s wall of ice, wall of fire, clothform, woodform, or wall of stone spell effects. It will not effect the magic-user spells wall of iron, stoneform, ironform or steelform.

Create Normal Animals

Range: 30′

Duration: 10 turns
Effect: Creates 1-6 loyal animals

The cleric is able to create normal animals from thin air with this spell. The animals will appear at a point chosen (within 30′), but may thereafter be sent (by command) up to 240′ away, if desired. The animals created will understand and obey the cleric at all times. They will fight if so commanded, and will perform other actions (carrying, watching, etc.) to the best of their abilities. They are normal animals, and may attack others unless their instructions are carefully worded.

The cleric may choose the number of animals created, but not the exact type; the DM should decide, or even randomly determine, what sort of animals appear. The spell will create one large animal (elephant, hippopotamus, etc.), three medium-sized animals (bear, great cat, etc.), or six small animals (wolf, rock baboon, etc.). The spell cannot create giant animals. The animals disappear when slain or when the spell duration ends.

Cureall

Range: Touch

Duration: Permanent
Effect: Cures anything

This spell is the most powerful of the healing spells. When used to cure wounds, it cures nearly all damage, leaving the recipient with only ld6 points of damage. (Restore the victim to full starting hit points, then roll 1d6 and subtract that amount from the victim’s hit point total.)

The spell can remove a curse, neutralize a poison, cure paralysis, cure a disease, cure blindness, or even remove a feeblemind effect instead of healing. However, it will cure one thing only; if the recipient is suffering from two or more afflictions (such as wounds and a curse), the cleric must name the ailment the spell is intended to cure.

If cast on the recipient of a raise dead spell, the cureall eliminates the need for two weeks of bed rest: the recipient can immediately function normally. This is the only form of magical curing that will work on a newly raised creature.

Find the Path

Range: 0 (Cleric only)

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

When casting this spell, the cleric must name a specific place, though it need not be a place he has visited before. For the duration of the spell, the cleric knows the direction to that place. In addition cleric will magically gain any special knowledge needed to get to the place; for example, he would know the location of secret doors, passwords, and so forth.

When the spell’s duration runs out, the caster only remembers the general direction to the place. All other special information is forgotten. The spell is instantly negated if the caster attempts to write down, record, or disclose that special knowledge to others. This spell is often used to find a fast escape route.

Speak with Monsters*

Range: 0 (Cleric only)

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 or flee if attacked. The cleric may ask only one question per round, and the spell lasts one round per level of the caster.

The reverse of this spell, babble, has a 60′ range, a duration of 1 turn per level of the caster, and affects one target within spell range. The victim may make a saving throw vs. spells to avoid the effect, but with a – 2 penalty to the roll. If he fails the saving throw, the victim cannot communicate with any other creature for the duration of the spell. Even hand motions, written notes, telepathy, and all other forms of communication will seem garbled. This does not interfere with the victim’s spellcasting (if any), but does prevent him from using any magical items which are activated by command words – command words turn into gibberish.

Word of Recall

Range: 0 (Cleric only)

Duration: Instantaneous
Effect: Teleports the caster to sanctuary

Similar to a magic-user’s teleport spell, this carries the cleric and all equipment carried (but no other creatures) to the cleric’s home, regardless of the distance. 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.