MACE

Cleric Spells

Underlined spells in the original rules are reversible by evil Clerics.


1st Level

Cure Light Wounds

Duration: Permanent | Range: Touch

During one full turn, removes hit points of damage taken by the wounded character (including elves, dwarves, etc.). Roll 1d6, add 1 pip — from 2–7 hit points of damage may be removed. Cannot raise the dead or restore severed limbs.

Reversed: Cause Light Wounds.


Detect Evil

Duration: 6 turns | Range: 120 ft

Same as that for Magic-Users except that it has a duration of 6 turns and a range of 120 ft.


Detect Magic

Duration: Short | Range: Limited

Same as that for Magic-Users.


Light

Duration: 12 turns | Range:

Same as that for Magic-Users, except that it has a basic duration of 12 turns.


Protection from Evil

Duration: 12 turns | Range: Self

Same as that for Magic-Users except that it lasts for 12 turns.


Purify Food & Water

Duration: Permanent | Range: 10 ft

Makes spoiled or poisoned food and water usable. The quantity subject to a single spell is approximately that which would serve a dozen people.


2nd Level

Bless

Duration: 6 turns | Range: 60 ft

During any turn the prospective recipients are not in combat, the Cleric may bestow this benison. A blessing raises morale by +1 and also adds +1 to attack dice. The spell lasts 6 turns.

Reversed: Curse.


Find Traps

Duration: 2 turns | Range: 30 ft

The Cleric will locate any mechanical or magical traps within a radius of 30 ft. The spell lasts 2 turns.


Hold Person

Duration: 9 turns | Range: 180 ft

Same as that for Magic-Users except that its duration is 9 turns and its range is 180 ft.


Speak with Animals

Duration: 6 turns | Range: 30 ft

Allows the Cleric to speak with any form of animal life, understanding what it says in reply. There is a possibility that the animal(s) spoken with will perform services for the Cleric, and they will never attack the party the Cleric is with during the spell's duration.


3rd Level

Continual Light

Duration: Until dispelled | Range: 120 ft

Same as that for Magic-Users, except that the light shed is equal to full daylight.

Reversed: Continual Darkness.


Cure Disease

Duration: Permanent | Range: Touch

Cures any form of disease. The spell is the only method to rid a character of a disease — from a curse, for example.

Reversed: Cause Disease.


Locate Object

Duration: — | Range: 90 ft

Same as that for Magic-Users, except that the base range is 90 ft.


Remove Curse

Duration: Permanent | Range: Adjacent

Same as that for Magic-Users.

Reversed: Curse.


4th Level

Create Water

Duration: Permanent | Range:

Creates a supply of drinkable water sufficient for a party of a dozen men and horses for one day. The quantity doubles for every level above 8th the Cleric has attained.


Cure Serious Wounds

Duration: Permanent | Range: Touch

Like a Cure Light Wounds spell, but the effects are double: two dice are rolled and one pip is added to each die. From 4–14 hit points of damage may be removed.

Reversed: Cause Serious Wounds.


Neutralize Poison

Duration: 1 turn | Range: Touch

Counters the harmful effects of poison. Note that it will not aid a character already killed by poison. Affects only one object or creature.


Protection from Evil, 10' Radius

Duration: 12 turns | Range: Self

Same as that for Magic-Users.


Speak with Plants

Duration: 6 turns | Range: 30 ft

Allows the Cleric to speak with all forms of plant life, understanding what they say in reply. Plants so spoken to will obey commands of the Cleric, such as to part and allow passage and so on. This spell does not give the Cleric the power to command trees as Treants do.


Turn Sticks to Snakes

Duration: 6 turns | Range: 120 ft

Anytime there are sticks nearby, a Cleric can turn them into snakes. There is a 50% chance the snakes will be poisonous. From 2–16 snakes can be conjured (roll two eight-sided dice). The Cleric can command the conjured snakes to perform as ordered.

Reversed: Turn Snakes to Sticks.


5th Level

Commune

Duration: — | Range: Self

Puts the Cleric in touch with the powers above and asks for help in the form of answers to three questions. Communing is allowed but once each week maximum. Veracity and knowledge of answers should be near total. Once per year a special communing is allowed wherein the Cleric may ask double the number of questions.


Create Food

Duration: Permanent | Range:

Creates food sufficient for a party of a dozen men and horses for one day. The quantity doubles for every level above 8th the Cleric has attained.


Dispel Evil

Duration: 1 turn | Range: 30 ft

Similar to a Dispel Magic spell, this allows a Cleric to dispel any evil sending or spell within a 30 ft radius. Functions immediately.


Insect Plague

Duration: 1 day | Range: 360 ft

The Cleric calls a vast cloud of insects and sends them where he will within spell range. The cloud will obscure vision and drive creatures with fewer than 3 HD off in rout.


Quest

Duration: Until complete | Range: 30 ft

Similar to the Geas spell for Magic-Users, except that the character sent on a Quest is not killed by the Cleric if he fails to carry out the service. However, the Cleric may curse him with whatever he desires for failure; the referee decides if such a curse will take effect, basing its effectiveness on the phrasing of it and the alignment and actions of the character so cursed.


Raise Dead

Duration: Permanent | Range:

The Cleric simply points his finger, utters the incantation, and the dead person is raised. Works with men, elves, and dwarves only. For each level the Cleric has progressed beyond 8th, the time limit for resurrection extends another four days — an 8th-level Cleric can raise a body dead up to four days, a 9th-level Cleric up to eight days, and so on. If the character's Constitution was weak, the spell will not bring him back to life. Raised characters must spend two game weeks recuperating.

Reversed: Finger of Death.