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Cleric, Good

Level One Spells
1. Cure Light Wounds- Target creature is healed from bleeding, infection and other minor non-magical injuries
2. Return Blood- Blood lost can be returned to a target bleeding creature
3. Clot- Stops bleeding of target injury
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 - Caster has a sense of in what direction lies water
9. Self-control I- Target creature regains control of actions, cancels Confusion
10. Healthful Slumber- Target creature sleep without nightmares and no wounds will be infected during the night

Level Two Spells
1. Mending II- Makes minor reparations on target bone
2. Close I- Closes target wound
3. Cure poison I- Negates any unhealthful spells on target creature
4. Preserve- Target food or water is preserved for 24 hours
5. Calm- Hostile animals revert to calm state for 5 minutes RT or until provoked
6. Create Water I- Summons a glassful of water
7. Light- Target object glows like a torch
8. Resistance I- Caster is protected from the next magical attack on them
9. Courage- Target is not affected by Cause Fear or other flee attacks
10. Detect evil- All creatures for 5 minutes RT with an evil 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. Close II- Closes all wounds on a target
3. Gentle Repose- Target corpse is preserved for 3 days
4. Cure Poison II- Negates any minor disease effects on target creature
5. Extra Hand- Caster can perform three actions at once
6. Dream Battle- Caster can battle disease/poison effects in target creatures dreams, if victorious, 
effect is destroyed, if unsuccessful, caster takes on effect too
7. Purify food/drink- Spoiled food/drink will become edible
8. Bless Water- Target water is blessed by caster's god, effective minorly against evil creatures
9. Detect undead- Reveals undead within 60' radius
10. Divine Favor- Caster's god is more inclined to aid them

Level Four Spells
1. Self control II- Target creature regains control of will, cancels Rage
2. Cure Poison III- Negates any minor poison effects on target creature
3. Resistance II- Caster is protected from the next two magical attacks on them
4. Immunity to poison- Target is immune to the next poison attack made on them
5. Cure Pain- Negates Cause 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 Faith- Protected against attacks your god does not approve of 
9. Sanctuary I- For 5 minutes RT, you cannot move or attack, or be attacked
10. Delay Poison- Target is not affected by poison for two hours/level

Level Five Spells
1. Cure Poison IV- Negates any moderate disease on target creature
2. Remove Blindness/Deafness- Negates Cause Blindness and Cause Deafness
3. Random Action- Target creature acts randomly for one turn
4. Calm Emotions- Target creature's emotions calm
5. Endurance- Caster can move at an increased speed and distance for 5 minutes RT
6. Close III- Any creature touching caster has all wounds closed
7. Make Whole- Completely repairs target object
8. Remove Paralysis- Negates Stun, Hold Person, or Sleep
9. Shield Other- Caster takes half of another's damage
10. Touch of Truth- If touched by caster, target must speak in truth

Level Six Spells
1. Sanctuary II- For 5 minutes RT, you cannot attack or be attacked
2. Cure Poison V- Negates any moderate poison on target creature
3. Conscious- Target unconscious creature becomes conscious
4. Sacrificial Healing- Caster takes on whatever illness or condition cured target has
5. Circle against Disease- Drawn circle can hold 5 creatures. Within the circle is a completely healthy, 
breathable atmosphere, any disease or filth based monsters cannot pass through the barrier
6. Understanding- Caster can have something explained to target creature without spending time to talk
7. Autopsy- Caster determines the death of target corpse, and how long they've been dead
8. Protect Weakness- Target creatures weakness is protected
9. Learn Condition- Caster learns health and fitness condition of caster
10. Youth- Cancels Aging                                                                                                                        

Level Seven Spells
1. Sanctuary III- For 1 minute RT, Caster is invulnerable
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. Concentration- Caster is oblivious to anything happening around him and can concentrate on the matter 
at hand (casting, healing, bandaging etc)                                                                                                                  
8. Beacon- Caster's allies know where caster is and know he is in need of assistance
9. Lheao's Distant Bandage- Caster can bandage target creature up to 5 feet away per level
10. Darklights Mental Stabilizer- Target creature is cured of either magical or nonmagical insanity

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. Exorcise I- Caster removes spirit from target area or creature with a large ritual
5. Rune of Regeneration II- Rune appears on target creature's body, slowly regenerating creature from injury
6. Light Beam- Caster emits a powerful beam of light continually from their hand, destroying creatures hurt by light
7. Box Of Preservation- Caster creates a 2'x2'x2' box. Any non-living objects placed in the box will be placed in 
suspended animation and preserved for as long as the caster maintains the box
8. Ego- Target creature becomes so full of themselves they believe they are a hero, cancels any Fear attacks, 
and creature will do whatever they need to do with no hesitation until they are physically unable to. Creature is
immune to 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. Purify Flesh- Negates any Flesh to ____ spells

Level Nine Spells
1. Group Cure III- Any creatures touching caster are completely healed
2. Minor Raise- Caster falls into coma for one week, restores deceased creature'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. Exorcise II- Target spirit or demon is banished to their home plane
5. Divine Intervention- Caster's God will grant them one minor boon. (once a week)
6. Immunity to Pain- Target creature feels no pain, despite how much they endure
7. Resist Elements- Caster and anyone touching caster are immune to wind, cold, heat, lightening, or energy
8. Renew- Party regains 10 spells, chosen by caster
9. Miracle- Caster has a chance of performing a miracle (once a week)
10. Smite- All evil 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 (good) Level 10 Classes:
Master Cleric- Cleric continues training in the ways of the cleric, perfecting their magical healing 
techniques, learning how to raise the dead and more
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, offering aid to their old adventuring allies when they request it
Full Devoted- Cleric goes on a quest for their God. If they succeed they become a devoted, one of their 
God's chosen, gaining special holy techniques.
Healer- Cleric learns more in the non-magical ways of healing, reverting to the original ways, thinking 
magic healing will never quite heal as well as the human soul
Missionary- Cleric feels the need to continue adventuring to spread the word of their God. They will 
spread the word of their God from town to town, gathering followers, and as they gain in followers, their god shall 
increase their power