Commune
Duration: 3 turns
Effect: 3 questions
This spell allows the cleric to ask questions of the greater powers (whatever forces of nature, greater spirits, or legendary Immortals the DM has created for this campaign world). The cleric may ask three questions that can be answered “yes” or “no.”
A cleric may commune only once a week. If the clerics in the campaign are using the spell too often, the DM may wish to limit its use to once a month. Once a year the cleric may ask twice the normal number of questions. The DM might wish to establish that this must occur on a day which is significant to the greater powers being questioned.
Create Food
Duration: Permanent
Effect: Creates food for 12 or more
This spell creates enough normal food to feed up to 12 men and their mounts for one day. For every level of the cleric above 8th, the spell creates enough food for 12 additional men and mounts. The cleric doesn’t have to create the maximum amount of food if he doesn’t wish to; he can create a lesser amount. Created food spoils after 24 hours; therefore it is impossible to lay in a big store of food created by this spell.
Cure Critical Wounds*
Duration: Permanent
Effect: Any one living creature
This spell is similar to a cure light wounds spell, but will cure one living creature of 3d6 + 3 (6- 21) points of damage.
The reverse of this spell (cause critical wounds) causes 3d6+3 (6-21) points of damage to any living creature or character touched (no saving throw). The caster must make a normal attack roll to cause the critical wound.
Dispel Evil
Duration: 1 turn
Effect: Enchanted or undead monsters or one curse or charm
This spell may affect all undead and enchanted (summoned, controlled, and animated) monsters within range. It will destroy the monster unless each victim makes a saving throw vs. spells. If cast at only one creature, that creature takes a – 2 penalty to the saving throw. Any creature from another plane is banished (forced to return to its home plane) if it fails the saving throw. Even if the victims successfully roll their saving throws, they must flee the area, and will stay away as long as the caster concentrates; the caster cannot move while concentrating.
This spell will also remove the curse from any one cursed item, or may be used to remove the influence of any magical charm.
Insect Plague
Duration: 1 day
Effect: Creates a swarm of 30′ radius
This spell summons a vast swarm of insects. The swarm obscures vision and drives off creatures of less than 3 Hit Dice (no saving throw). The swarm moves at up to 20′ per round as directed by the cleric while it is within range. The caster must concentrate, without moving, to control the swarm. If the caster is disturbed, the insects scatter and the spell ends. This spell only works outdoors and above ground.
Quest*
Duration: Special
Effect: Compels one living creature
This spell forces the victim to perform some special task or quest, as commanded by the caster. The victim may make a saving throw vs. spells; if he succeeds, the spell does not affect him.
A typical task might involve slaying a certain monster, rescuing a prisoner, obtaining a magical item for the caster, or going on a pilgrimage. If the task is impossible or suicidal, the spell has no effect. Once the task is completed, the spell ends.
The spell forces the victim to undertake a task, but doesn’t force him to like it. Once the task is accomplished, the victim might wish to exact revenge on the cleric, just depending on the circumstances of the adventure. Any victim refusing to go on the quest is cursed until the quest is continued. The type of curse is decided by the DM, but may be double normal strength.
The reverse of this spell, remove quest, may be used to dispel an unwanted quest or a quest related curse. The chance of success is 50%, modified by 5 % for every level of the caster differs from the level of the caster of the first quest. Thus, an 1lth level cleric attempting to remove a quest cast by a 13th level cleric has only a 40% chance of success; a 36th level cleric attempting to remove a quest cast by a 20th level cleric has a 130% chance (reduced to 99% to provide for a 1 % chance of failure).
Raise Dead*
Duration: Permanent
Effect: Restores Life to Body of one human or demihuman
By means of this spell, the cleric can raise any human, dwarf, halfling, or elf from the dead. The body must be present, and if part is missing, the raised character will be disabled accordingly. An 8th level cleric can raise a body that has been dead for up to four days. For each level of the cleric above 8th, add four days to this time. Thus, a 10th level cleric can raise bodies that have been dead for up to twelve days.
The recipient returns to life with 1 hit point, and cannot fight, cast spells, use abilities, carry heavy loads, or move at more than half speed. These penalties will disappear after two full weeks of complete bed rest, but the healing cannot be speeded by magic.
The cleric may also cast this spell at any one undead creature within range. The undead creature will be destroyed unless it makes a saving throw vs. spells with a -2 penalty. However, a vampire which fails its saving throw is not destroyed, merely forced to retreat to its coffin, in gaseous form, as fast as possible. When cast at an undead creature of more Hit Dice than a vampire, this spell inflicts 3d10 (3-30) points of damage. The creature can make a saving throw vs. spells to take half damage.
The reverse of this spell, Finger of Death, creates a death ray that will kill any one living creature within 60′. The victim may make a saving throw vs. death ray to avoid the effect. A Lawful cleric will only use Finger of Death in a life or death situation. Finger of Death will actually cure 3dl0 (3-30) points of damage for any undead with 10 or more Hit Dice (phantom. haunt, spirit, nightshade, or special).
Truesight
Duration: 1 turn + 1 round per level of caster
Effect: Reveals all things
When he casts this spell, the cleric is able to see all things within 120′. The spell is quite powerful; the cleric can clearly see all hidden, invisible, and ethereal objects and creatures as with the magic-user Detect Invisible spell. In addition, any secret doors as well as things of creatures not in their true form-whether polymorphed, disguised, or otherwise are seen as they truly are, with no possibility of deception. Also “seen,” as is experience and power.