Cleric, Evil Level One Spells 1. Cure Light Wounds- Target creature is healed from bleeding, infection and other minor non-magical injuries 2. Extract Blood- Blood loss is increased by half speed 3. Clot- Clot appears in target creature's vein 4. Mending I- Makes minor reparations on target object 5. Sneeze- Target creature sneezes 6. Hiccup- Target creature has a case of the hiccups for five minutes RT (real time) 7. Detect Poison- Caster can see all poisons in seeing range 8. Locate Water I- Caster has a sense of in what direction lies water 9. Confusion I- Target creature regains loses control of actions for one turn 10. Harmful Slumber- Target creature sleeps with nightmares and any open wounds shall be infected Level Two Spells 1. Shatter- Sonic vibrations harm target object or shatter target crystalline object or creature 2. Reopen I- Reopens target wound 3. Cure poison I- Negates any unhealthful spells on caster 4. Spoil- Target food/water spoils 5. Enrage- Target creature becomes rabid and hostile for 5 minutes RT 6. Disrupt Water- Makes up to one glassful of water unhealthy 7. Disrupt Light- Target object loses all light abilities 8. Resistance I- Caster is protected from the next magical attack on them 9. Cause Fear- Target creature flees 10. Detect good- All creatures for 5 minutes RT with a good alignment glow to the caster Level Three Spells 1. Cure Moderate Wounds- Target creature is healed from bleeding, infection, fractures, poisons and minor magical and non-magical injuries 2. Reopen II- Reopens all wounds on a target closed under an hour ago 3. Inflict Minor Wounds- Target creature gains bleeding, infection or another minor non-magical injury 4. Cure Poison II- Negates any minor disease effects on caster 5. Extra Hand- Caster can perform three actions at once 6. Dream Battle- Caster can cause disease/poison effects in target creatures through battle in dream with caster, if victorious, effect is established, if unsuccessful, caster takes on effect 7. Obscuring Mists- Caster is surrounded by fog 8. Wail of the banshee- Stuns all nearby good creatures for 5 minutes RT 9. Detect undead- Reveals undead within 60' radius 10. Disrupt Faith- Target caster's god is less inclined to aid them Level Four Spells 1. Confusion II- Target creature loses control of actions for one turn to caster 2. Create Undead I- Raises target dead creature to serve the master until killed, creature moves and fights at half speed 3. Resistance II- Caster is protected from the next two magical attacks on them 4. Immunity to potion- Target is immune to the next helpful potion used on them 5. Cause Pain- Target loses next turn and ability to block for one turn due to pain 6. Absorb- Caster can absorb some elements 7. Endure Elements- Extreme elements such as wind, cold, heat, or lightning do not affect the caster for 5 minutes RT 8. Shield of Evil- Protected against attacks from good gods 9. Protection from good- For 5 minutes RT; caster cannot attack good creatures, or be attacked by them 10. Quicken Poison- Target is affected by poisons much faster Level Five Spells 1. Desecrate- Brings evil into target area, making undead stronger 2. Cause Blindness/Deafness- Causes blindness or deafness in target creature until midnight 3. Random Action- Target creature acts randomly for one turn 4. Enrage Emotions- Target creature's emotions enflare 5. Sloth- Caster must move at a lowered speed and distance for 5 minutes RT 6. Rot- Target corpse rots instantly 7. Stun- Target creature cannot move or attack until attacked 8. Hold Person- Target creature cannot move or attack or be attacked for 5 minutes 9. Transfer Damage- Target ally takes half of caster's damage 10. Deceit- Dispels any potions or spells requiring the caster to tell the truth Level Six Spells 1. Shatter Barrier- Target Barrier cast by creature of equal or lesser level is dispelled 2. Cure Poison V- Negates any moderate poison on target creature 3. Unconscious- Target conscious creature, 10 HP or less, becomes unconscious 4. Hide Lie- Caster is immune to any spells or abilities detecting or forcing truth 5. Box Of Rot- Caster creates a 2'x2'x2' box. Any living objects placed in the box will be placed in suspended animation and rot instantly. Smell will be maintained in box unless contents are dumped out 6. Distract- Target is distracted by something, wastes one turn, cancels Concentration 7. Autopsy- Caster determines the death of target corpse, and how long they've been dead 8. Expose Weakness- Target creatures weakness glows 9. Learn Condition- Caster learns health and fitness condition of target 10. Aging- Target ages at 1 year per turn, effects revert to normal at midnight Level Seven Spells 1. Sacrificial Cure- Target ally takes on whatever illness or condition cured caster has 2. Cure Poison VI- Negates any major disease on target creature 3. Group Cure I- Caster can use one of their spells on all creatures touching caster 4. Cure Critical Wounds- Target creature is healed of any magical or non-magical injuries 5. Rune of Regeneration I- Rune appears on Caster's body, slowly regenerating caster from injury 6. Last Experience- Caster will relive the last few minutes of target corpse's life. If creature was killed by a gaze attack then caster suffers same attack 7. Confusion III- Target creature loses control to caster for three turns, caster can act on his turn too 8. Beacon- Caster's allies know where caster is and know he is in need of assistance 9. Helpless Bandage- Caster can bandage self instantly, even if unconscious 10. Ingold's Instant Insanity- Target goes insane instantly for one round per level (of target). They can do nothing but babble, giggle and play with their toes. While under this state though, target is immune to any spell, power, or force that tries to mess with their mind, i.e. ESP, mind control, charm spells, unspeakable elder horrors saying "Boo!" etc. Once the insanity has ended, target has no recollection of what has happened Level Eight Spells 1. Resistance III- Caster reflects next three magical attacks onto the caster 2. Cure Poison VII- Negates any major poison on target creature 3. Group Cure II- Caster negates all poisons or diseases on any creature touching caster, or caster heals all wounds 4. Summon Spirit I- Caster summons a spirit to haunt target area or creature with a large ritual 5. Circle Of Disease- Circle appears, filled with chosen disease, affecting all within it. Or circle summons three shamblers: 30 HP, leather armor, Touch of Disease III 6. Dark Beam- Caster emits a powerful beam of light continually from their hand, destroying creatures hurt by darkness 7. Reopen III- All wounds reopen on target creature that have been recieved in the past 24 hours 8. Shatter Ego- Target creature becomes extremely sad and drops their self esteem to basically nothing, they are doubly under effects from any Fear attacks, and creature will not do anything unless physically forced to. Creature is doubly effected by all ESP attacks, charm spells etc 9. Cloud Walk- This spell allows the recipient to walk on any form of fog, cloud, or smoke as if it were solid. The recipient may move at normal movement rate, plus the movement rate of the smoke 10. Petrify- Target is petrified Level Nine Spells 1. Group Cure III- Any creatures touching caster are completely healed 2. Minor Self Raise- Target falls into coma for one week, restores deceased caster's vital signs, they are incapacitated for one week 3. Wings- Wings sprout from caster's back, enabling them to fly, spell ends at midnight. (once a week) 4. Summon Spirit II- Spirit or demon is summoned by caster to fight for them 5. Divine Intervention- Caster's God will grant them one minor boon. (once a week) 6. Immune to Pain- Caster feels no pain, despite how much they endure 7. Miles' Unhealthy Healing- Target healing spell turns healing into hurting, harming for souble what it would be healing for. Hitting both healer and recipient 8. Renewal- Caster regains 10 chosen spells 9. Miricle- Caster has a chance of performing a miricle (once a week) 10. Smite- All good creatures within one mile of caster are harmed. Damage varies depending on how close creature are to caster. There is no way to dodge this attack Cleric (evil) Level 10 Classes: Master Cleric- Cleric continues training in the ways of the cleric, perfecting their magical healing and harming techniques, learning better raise spells and how to summon better spirits Priest- Cleric follows their God's path, perhaps taking up residence in a temple, or building a new one. The cleric settles down to learn more about their God, and what deeds they would like fulfilled Full Devoted- Cleric goes on a quest for their God. If they suceed they become a devoted, one of their God's chosen, gaining special holy techniques. Healer- Cleric learns more about how the body works, anatomy, pressure points, vulcan death pinch, and other hidden techniques Missionary- Cleric feels the need to continue adventuring to spread the word of ttheir God. They will spread the word of their God from town to town, gathering followers by any means necessary