CLERIC OF FREITUKK ------------------ A venerated saint within the Church of the Divine Law. Freitukk was a wandering cleric who defended the common folk during a turbulent period of political strife in the early 3rd century of Avalon. He was later canonized by the Church and remained a venerated saint even after The Fall. Clerics of Freitukk are called friars and wear earth-colored robes and sturdy leather sandals. Among their traveling equipment can be found many cups, horns, steins, and other drinking vessels. They are widely known for brewing honey beer, ale, and mead - their skills are unsur- passed - and have an affinity with Giant Bees, which they care for and draw honey from to make their beverages. They can even speak the buzzing language of Honeybees and Giant Bees. Many friars wander about the rural communities aiding the farmers, teaching new agricultural techniques and beekeeping, organizing and defending local villagers from the dangers of the wilds - especially in those places where local lords are lax(or greedy and despotic) or where there is no reliable system of law at all, and planting flowering plants, shrubs, and trees along local roads and paths to encourage the honeybee populations in the areas that they travel. Friars also often have some special powers involving living/growing things, food and drink, protection magic, and healing and are the friends of Ents and other intelligent creatures living in the woods and meadows. Clerics of Freitukk are often quite stocky and even plump, and tend to wear their hair shorter than many. Friaries and abbeys can be found in small villages and hamlets, as well as near the larger towns and cities, where they are also often in charge of the public graveyards and cemeteries, as their order is also concerned with the natural cycle of life and death. Their order has always been very loosely organized, with no real hierarchy to speak of, and, therefore, enjoy great personal autonomy. Friars are generally quite jovial, kind, helpful, and honest. They are intensely angered by despotic and brutal rulers, or anyone who thinks to abuse or take advantage of those of lesser station who it should be their duty to protect. * HIT POINTS: D6 per level. Add CON Bonus at 1st level only. 2pts/level after 9th level. * +1 to TOUGHNESS and +2 to SPELLS saving throws. * Can wear light or medium armor and no shield. Medium armor worn is often a mail tunic worn under their robes. A steel cap often accompanies this. * Weapons: 1-H sword, mace, spear, staff, sling, staff-sling, hand axe, crossbow. * Fighting Ability: Begin with +1. Add +1 at levels 3, 5, 7, 8, 9, 11, 13, 15. * Languages: Clerics begin knowing Common, Elf/Faerie, Ent, and Honeybee/Giant Bee. * Can use all general purpose magic items, druid items, as well as any having to do with healing, protection, growing things, the natural world, and the cosmic alignment of LAW. They will automatically be able to identify and use any magical item, potion, or clerical scroll(written in an unknown language) involving these things as well. They can also identify wizard scrolls relating to these things, but will need to be able Read Magic in order to use them. * First Aid: Clerics of Freitukk may try and draw out poison from a venomous bite or sting in the field. They may also try to slow the effects of various natural poisons - ingested, inhaled, contact(as a Slow Poison spell). Clerics must make a saving throw vs SPELLS to be successful. The Cleric's INT bonus is added to the roll. For ven- omous bites and stings, a successful roll means that all of the poison was drawn out, while an unsuccessful roll means that the treatment will act as a Slow Poison spell. Once per day, if in an environment that supports bees of any size, they can gather enough honey to make an elixir to neutralize poison OR a salve which acts as a CLW. Poison antidotes and healing salves contain enough applications for 1-3 persons. Either can only be used once on each person in a single day, and must be used within 24 hours of its creation or it loses all potency. * Wilderness Skills(snares, fishing, foraging, finding water, building shelters, weaving rope, stone knapping, etc.): * Herbalism: Clerics know much about plant ecology and habitats, where to find them, their specific properties, and how to prepare and use them. * Green Thumb: Plants tended by these clerics grow more hardy and lush, bear more and larger fruit, and longer lasting, more colorful blooms. In add- ition, clerics can also tell the general state of health that any plant is in, and detect(and treat) illnesses or impairments of a plant's normal functions by a close examination of the subject. * Predict Weather: Clerics are able to forecast the weather in the local (2 square mile x level of cleric) area with 95% accuracy unless the weather is modified by some magical means. Forecast: 12 hours. * +3 on Reaction Rolls from intelligent and good woodland and meadow creatures, as well as honeybees and giant bees. * Clerics may Turn Undead(see Undead Turning Table). * All clerics know the basic teachings, stories, rituals, and ceremonies of their order at first level. Upon reaching an XP level where they are able to know a higher level of spells, this knowledge will automatically be known to the cleric, and they will immediately have access to the whole list of new spells and abilities. * Clerics of Freitukk use any found treasure in the furtherance of their order or donations to other charitable institutions or good causes. They will only keep enough personal treasure to maintain a modest lifestyle. * Spellcasting: ------------ Clerics will not be able to cast any spells until reaching 2nd level. At 2nd level, they will be able to cast 2 first-level spells and will add the ability to cast 1 more spell at each XP level thereafter. So a Cleric of XP level 10 could cast 10 spells in a 24 hour period. No more than XP level/Spell Power level, ROUNDED OFF, can be cast in a 24 hour period. For example, a 10th level Cleric can cast a maximum of 10 spells in a day. At 10th level, a Cleric gets access to 5th (power)level spells. Only 2 of the 10 spells cast in that day can be of 5th (power)level -> 10/5 = 2. The Cleric could cast as many as 3 4th (power)level spells -> 10/4 = 2.5 rounded off would be 3. And up to 3 3rd level spells -> 10/3 = 3.33. And up to 5 2nd level spells -> 10/2 = 5. And up to 10 first level spells -> 10/1 = 10. Clerics do not need to "construct" their spells the way a Magic-User does. Their spells are believed to be the result of channeling cosmic energy from their patron deity, and all spells are simply available to them once they have reached the XP level required to cast them. It is possible for a Cleric to sacrifice a higher level spell in order to cast a spell of a lower level, if necessary. Spell Progression: Clerics get access to higher level spells according to the table below. XP level 2 = 1st level spells XP level 4 = 2nd level spells XP level 6 = 3rd level spells XP level 8 = 4th level spells XP level 10 = 5th level spells XP level 13 = 6th level spells XP level 16 = 7th level spells * Clerics of Freitukk know the Magic-User cantrips involving freshening, brightening, color, scent, ripening, flavoring, pest removal, spice, sprouting, cleaning, and more, having to do with their vocation. They can cast any of these at will. --------------- * Clerics have the knowledge to distill inks and craft scribing tools for their scribal needs. At 9th level, they can distill magical inks for scrolls, create magical potions, and craft items of clerical magic. * Clerics can create illuminated manuscripts, write calligraphy, make detailed sketches and drawings, draw maps, and copy handwriting. They can also make lovely augury/playing cards. * Clerics can create scrolls of clerical magic beginning at 9th level. Clerical scrolls require special inks to be used in their construction and the spells scribed must be ones that the cleric knows and can cast. After the ink is distilled, it will take 1 day of meditation and writing per would require a total of 6 days to complete. Spells on scrolls may be written prayers, hymns, or incantations. The scrolls will be written in a language that the cleric knows (and including special jargon or "worship words" pertaining to the effects being created). The time spent writing the scroll must be uninterrupted except for meals, rest, and other small, necessary activities, as the cleric is in a semi-meditative state. Anyone who can read the language, and is not philosophically opposed to the purposes of The Temple, can use clerical scrolls created by the any cleric of the order. The words act like magical runes and disappear from the scroll as each spell is cast. Also, like magical scrolls, they can have from 1-7 spells written on them. Distilling each of the special inks will take 1 day per spell level and each batch creates enough ink for D3+2 spells of the same type. So, for example, for a scroll of 3rd level spells, it would require 3 days to distill the ink for it. Of course, a scroll may contain spells of a few different levels, which would require different types of inks to be dis- tilled. These inks will only work for creating a castable magical scroll. Regular spell/prayer books and scrolls that cannot be cast from do not require these special inks. The cost of the special ingredients for these inks will be 100gp per spell level for each batch distilled, so a batch of ink needed to scribe 3rd level spells will cost 300gp to make. A complete laboratory for researching and brewing magical potions at 9th level will cost 5000gp for all the necessary glassware, instruments, burners, mixing apparatus, containers, base solutions and other basic ingredients. Any exotic or rare elements and materials needed will, of course, cost more. The setup for creating special inks for scrolls, dyes, and non-magical potions can be acquired for around 500 gold pieces. Cleric Level 1: Acolyte Cleric level 2: Friar (brother or sister) Cleric level 9: Abbot/Abbess ------------------------------------------------------------------------ At 8th Level ------------ * Add a number of spells equal to the PER bonus of the character. For example, a cleric with an PER of 17(+2) would get 2 bonus spells added to the number of spells they can cast per day. At 9th level ------------ * A Cleric of Freitukk is considered an Abbot at 9th level and may construct a new friary or abbey. Construction costs will be 1/2 of normal as work and materials will be donated by friends and foll- owers of the order. D6 followers will come to the new friary, once built, for clerical training. Clerics may also create items, potions, and scrolls of clerical magic pertaining to their calling. Well known magic items created by these clerics include Everfilling Barrels/Kegs and the famous Brewer's Horn which acts as a Horn Of Plenty with regards to hops, malts, yeast, and other necessary brewer's ingredients. At 16th Level -------------- * Add a number of spells equal to the PER bonus of the character. For example, a cleric with an PER of 17(+2) would get 2 more bonus spells added to the number of spells they can cast per day. -------------------------------------------------------------------------- Base Chance By Level Table -------------------------- level 1 = 1-2(D6) level 7 = 1-4 level 13+ = 1-19(D20) level 4 = 1-3 level 10 = 1-5 * IDENTIFY RARE AND UNUSUAL PLANTS AND THEIR PROPERTIES. * HIDE IN NATURAL SURROUNDINGS("in plain sight"): The ability to hide "in the open" in a natural environment containing some measure of concealment(tall grasses, small bushes and shrubs, etc). Level 1 = 1-4, Level 4 = 1-5, Level 7 = 1-9(D10), Level 10+ = 1-19(D20). Once hidden for at least 1 round, a Cleric can move at half speed and remain hidden, as long as they stay within natural cover. ---------------------------------------------------------------------------- CLERICAL SPELLS --------------- Level 1 ------- BLESS - Grants a bonus of +1 to morale, to-hit rolls, and saving throws of all friendly creatures within an area of 5" square. The spell can be cast up to 6" from the cleric. Duration is 6 Turns. COMMAND - Cleric can issue a single word command - back, halt, flee, run, stop, fall, fly, go, leave, surrender, sleep, rest, etc. "Die" would cause the recipient to fall into a cataleptic state for 1 round, but then be fine. Creatures with 6 XP levels/HD and those with 13+ INT get a saving throw. Duration: 1 round. Area of Effect: 1 creature. CURE LIGHT WOUNDS - Heals 2-7 hit points. DETECT DISEASE - Detect and identify disease in 1 creature per level. This includes magical diseases and those caused by a curse. DETECT EVIL - A spell to detect evil thought or intent in any creature or evilly enchanted object. Note that poison, for example, is neither good nor evil. Duration: 6 turns. Range: 6". DETECT MAGIC - A spell to determine if an enchantment has been laid on a person, object, or area. Range 6" lasts 2 turns. DETECT POISON - In 1 creature, object, or small area per round. The type of poison will also be discovered. DISSIPATE VAPOR - Disperses any gas, fog, or airy element. Affects a radius of 1" per level of the caster. EVAPORATE FLUIDS - Causes spilled liquids to quickly evaporate. Affects an area 10' x 10' per level of cleric. LIGHT - casts light in a 3" diameter circle. Lasts for a number of Turns equal to 6 + the number of levels of the cleric. Not equal to full daylight. THIS SPELL CAN BE REVERSED. LOCATE: This spell allows the cleric to sense the direction of one known normal animal or plant. The cleric can locate (similar to the Locate Object spell) any normal or giant-sized animal, but not fantastic creatures, plant monsters, nor any intelligent creature or plant. The cleric must name the exact type of animal or plant, but does not need to see the specific one he wishes to locate. Duration: 6 Turns. Range: 12"/level. MENDING - Repairs small breaks in objects, will weld back together chain links, a broken ring, dagger, ceramic and wooden objects, broken glass vase, torn garment or pouch, etc. This spell can be reversed. PROTECTION FROM EVIL - This spell hedges the conjurer around with a magic circle to keep out attacks from enchanted (summoned or created) monsters such as Elementals, Invisible Stalkers, Living Statues, Demons, etc. The barrier will move with the caster. It will keep out hand to hand attacks but not missile attacks from these creatures. Adds +1 to all the caster's saving throws and subtracts 1 from all to-hit rolls the attacking creature(s) makes. The caster can break this protection by attacking the monster in hand to hand combat but still gains the bonus to-hit and saves. Duration is 12 turns. READ LANGUAGES - Read and understand unknown language or code, including treasure maps, secret symbols, ciphers, and so forth. SANCTUARY - When the cleric casts a sanctuary spell, any opponent must make a saving throw versus magic in order to strike or other- wise attack him or her. If the saving throw is not made, the creature will attack another and totally ignore the cleric protected by the spell. Note that this spell does not prevent the operation of area attacks (fireball, ice storm, etc.). During the period of protection afforded by this spell, the cleric cannot take offensive action, but he or she may use non-attack spells or otherwise act in any way which does not violate the prohibition against offensive action. This spell may be used on the cleric or another creature. Duration is 2 rounds + 1 round/level. SLOW POISON - Slows the effects of any poison or venom for the duration of the spell. Must be cast within a number of turns less than or equal to the XP level of the cleric after the poisoning was suffered. Duration is 1 hour per level. Level 2 ------- AUGURY - The cleric can divine whether an action in the immediate future (within 3 Turns) will be beneficial or harmful to the part. The chance of success is 75% + 1% per level of the cleric. This spell requires the use of augury cards. CALM ANIMALS - Soothes and quiets normal animals, which renders them docile and harmless. Only creatures with Intelligence ratings of 1 to 4 (animal- or semi-intelligent creatures) can be affected by this spell. The caster can calm 2d4 Hit Dice of animals, plus 1 Hit Die per level, so a 4th-level caster could affect 2d4+4 Hit Dice of creatures. The caster can affect any animals he or she wishes to within the spell’s range, but all the subjects must be of the same species. The subject creatures are not allowed a saving throw unless they have magical powers, abilities, or are clearly not entirely natural(e.g. winter wolf, hell hound, or owlbear). While under the influence of this spell, the affected creatures remain where they are and do not attack or flee, unless they are attacked or confronted by a significant hazard such as a fire or a hungry predator. Duration: 1 turn + 1 round/level. Range: 6". ENTANGLE - The cleric is able to cause plants in the area of effect to entangle creatures. The grasses, weeds, bushes, and even trees wrap, twist, and entwine about creatures, thus holding them fast for the duration of the spell. If any creature in the area of effect makes its saving throw, the effect of the spell is to slow movement by 50%. Range: 8". Duration: 1 Turn. Area of Effect: 4" diameter. FLOATING CART - 4 feet x 4 feet, walled, holds 100# of weight per caster level, floats 3 feet above the ground and moves along with the cleric at a rate of 6" and keeping a distance of around 6 feet between the two. Duration is 3 Turns + 1 Turn/level. LOCATE PLANTS - A spell similar to that used by magic-users to locate objects. It differs in that only the type of plant to be located must be known. MINOR QUEST - Affects up to 12 XP levels of humanoids or up to 6HD of monsters. Lowest level in group affected first. Verbal command - sends foes off on an imaginary errand for them- selves such as going to town to get supplies or going to a nearby river to fetch water. Saving Throw vs Spells. There is a 4 in 6 chance they forget about the Cleric after the errand is completed or the spell has worn off. Duration: 6 hours. NEUTRALIZE GAS - This spell will neutralize any noxious gas or vapor. Area of effect is 10'R per XP level of the cleric. PLANT MESSENGER - The cleric may whisper a message into any foliage within 10 feet, and if there is foliage within 10 feet or so of the desired recipient, (only)they will receive the message through the rustling of the leaves. The spell takes 1 round to accomplish and the recipient may respond(which takes another round). Range is 12" + 2"/level of the caster. PRODUCE FLAME - By means of this spell the cleric can cause a bright flame (about equal to the light of a small lanthorn) to spring forth from their palm. Although, it will not harm them. it will ignite combustible materials touched by it. The flame lasts for 2 Turns per XP level or until extinguished by the cleric. This spell can be reversed(extinguish). PURIFY FOOD AND WATER - This spell will make spoiled or poisoned food and water usable. The quantity subject to a single spell is approximately that which would serve a dozen people. REMOVE PARALYSIS - The cleric can free the subject creature(s) from the effects of paralysis by creatures such as Ghouls, Gel- atinous Cubes, Carrion Crawlers, and magical forces (such as a Hold spell). Affects up to 4 humanoid crea- tures of ogre-size or less. Level 3 ------- CLOUDBURST - Downpour of rain lasting 1 round per level of cleric, and affecting an area of 3" in diameter. The spell can be cast up to 1"/level distance from the cleric. Permanent magical fires will re-light in 1-2 rounds. Small, rekindlable magical fires such as that of a flame tongue sword will be affected only during the actual cloudburst. Spells such as produce fire and burning hands will be negated. Large-area spells such as fireball, flame strike, wall of fire, etc., will, in the course of being extinguished, vapo- rize the rain into a cloud of steam covering an area four times as large as the spell’s area of effect. CONTINUAL LIGHT - Creates a circle of illumination equal to full daylight that is 24" in diameter. Range 12". Lasts until dispelled. THIS SPELL CAN BE REVERSED. CONTROL FLUID - Range 2"/XP level, liquid moves at 3"/Turn. Area of Effect is 6 cu feet/level. Fluids with intelligence, like Water Elementals, Save vs Spells. CONTROL VAPOR - Gases are moved at 6"/Turn. Those gases with intelligence, like Air Elementals, Save vs Spells. Range is 10'/XP level. CURE BLINDNESS - Works on any of the senses, not just sight. CURE DISEASE - Cures any disease, even ones caused by a curse such as lycanthropy and mummy rot. This also includes diseases and blights affecting plants and plant-type creatures and heals the equivalent of 1 large oak, 6 medium-sized bushes, 12 small shrubs, or 24 little plants. CURE SERIOUS WOUNDS - Cures 4-14 hit points(2D6+2). DISPEL MAGIC - Does not dispel magic contained within magical items. Dispel magic success is 100% - 10% per each level above your own, of the original caster of the magic you are trying to dispel. For example, an 8th level cleric mage trying to dispel the magic cast by a 10th level caster would have an 80% chance of success. HOLD ANIMAL - This spell will affect any normal or giant-sized animal, but will not affect any fantastic creature, nor one of greater than animal intelligence. Each victim must make a Saving Throw vs. Spells or be paralyzed for 6 turns. The cleric can affect 1 Hit Die of animals for each level of experience, ignoring “plusses” to Hit Dice. For example, a 20th level cleric could cast the spell at 10 giant toads (2+2 Hit Dice each). Note that the spell CAN affect summoned, conjured, or controlled animals. Range: 18" Duration: 1 Turn/level. HOLD PERSON - This spell will affect human, demi-human, and human-like creatures(bugbear, pixie, dryad, lizardman, gnome, etc). It will not affect undead or creatures larger than ogres. It will affect up to 4 creatures(normal saving throw) or can be cast at just one(-2 to saving throw). NEUTRALIZE POISON - Affects 1 person or object. Includes radiation and gas poisoning. PLANT GROWTH - Normal brush or woods become overgrown with creepers, vines, briars, etc, and virtually impassable. Affects an area up to 30 sq " - the dimensions decided by the caster. Range 12", lasts until dispelled. REMOVE CURSE - A spell to remove any one curse or evil sending. SUMMON SWARM - Summons a swarm of bees, if in an environment where bees live, which will follow the commands of the cleric. Duration: 1 round /level. TONGUES - Understand and speak the language of any creature within a 6" diameter circle. Duration is 1 Turn. Level 4 ------- CONTROL TEMPERATURE - This spell allows the cleric to alter the temperature within a 10' radius to vary by +/- 50 degrees (warmer or colder than surrounding temperature). Duration: 3 turns + 1 turn/level of cleric. The area can move with the caster. CREATE FOOD - A spell with which the Cleric creates sustenance sufficient for a party of a dozen for one game day. The quantity doubles for every level above the 8th the Cleric has attained. CREATE WATER - 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 the 8th the Cleric has attained. CURE CRITICAL WOUNDS - Cures 3D6+3 hit points. DIG - Enables the caster to excavate 125 cubic feet of earth, sand, or mud per round. The hole thus dug is a cube 5' per side per caster level. The material thrown from the excavation scatters evenly around the pit. Lasts 1 round/level. THIS SPELL CAN BE REVERSED. ENCHANTMENT OF SURPASSING GOOD BREW - Can be cast on a local tavern, brewery, or alehouse. This spell will cause the locally brewed beverages to exhibit surpassing taste, body, and affect for 1 month's time. HOLD PLANT - Similar to a magic-user spell for holding monsters, except that this spell will affect only vegetable matter which is self-ambulatory or magically animated. It will, for example stop Plant Growth. It will affect Ents. It will affect fungoid life forms. Duration: 6 turns + level of cleric. Range: 3" + level of cleric. PLANT DOOR - For the duration of this spell, no plants can prevent the cleric’s passage, no matter how dense. Even trees will bend or magically open to allow the cleric to pass. All equipment carried can also be moved through such barriers, but no other creature can use the passage. Note that a cleric can hide inside a large tree after casting this spell. Duration is 1 Turn/level of caster. RESTORE - Restores to normal any ability/attribute lost due to draining, Feeblemind spells, induced insanity, magical aging, and similar things. Counters the effect of aging caused by Ghosts, spells, and magical items. SPEAK WITH PLANTS - Speak with Plants: This spell 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 part to allow a passage and so on. This spell does not give the Cleric the power to command trees as Ents do. Duration: 6 turns. Range: 3". SPEAK WITH THE DEAD - A spell which allows the user to converse with a dead body, the Cleric being able to ask three questions. Note that the length of time the creature has been dead will be a consid- eration. Up to 7th level Clerics can only converse with recent dead (within 1-4 days); up to 14th level Clerics can converse with creatures dead 1-4 months); above 20th level Clerics have no limitations as to time. (The referee will answer the three questions asked in any reasonable form he desires, riddles being recommended. WIND - Creates a gust of strong wind which can blow out torches, raise blinding clouds of dust, scatter papers, or power a small sailboat. Missiles fired against it are at -3 to hit. Range 12". Duration 2 Turns + 1 Turn per level. Level 5 ------- ANTI-PLANT SHELL - This spell is very similar to the anti-magic spell of a magic-user, its difference being that it provides absolute protection from attacks by plants or similar living vegetable matter. BOUNTIFUL HARVEST - Affects 1 acre per level of the cleric. This spell, cast at harvest time causes the harvest size to be 1.5 times normal, with larger and lusher produce, and brighter, more colorful, and longer lasting blooms. COMMUNE WITH NATURE - This spell enables the cleric to become one with nature in the area, thus being empowered with knowledge of the surrounding territory - plants animals, minerals, bodies of water, people inhabiting the nearby area, etc. The spell is effective only in outdoor settings and operates in a radius of 1/2 mile per XP level of the cleric. DISPEL EVIL - Similar to a Dispel Magic spell, this allows a Cleric to dispel any evil sending or spell within a 3" radius. LOWER WATER - Causes water level in a river or similar body of liquid to drop to 50% of its depth for 10 turns. Range 24". THIS SPELL CAN BE REVERSED. PASS PLANT - By means of this spell the cleric is able to travel from a tree of one sort to another of the same species within a radius of 48". The tree must be living and of a girth approximately equal to/or greater than that of the cleric concerned. If a like tree does not exist within the range then the spell fails, and on the next time period considered the cleric emerges from the tree through which he intended to pass. REGENERATE - Restores limbs, eyes, any lost body part(even the heads of multi- headed creatures). STONE TO FLESH - Returns a creature(and all of their carried possessions) who has been turned to stone, to normal. THIS SPELL CAN BE REVERSED. TRANSMUTE ROCK TO MUD - Turns earth, sand, rock to mud. Area affected is up to 30 square ". Creatures will become mired and possibly sink if heavy enough, unless they can fly/levitate. Spell can be countered by casting its reverse form or by normal process of evaporation (3D6 days). Range 12". TRANSMUTE WATER TO ALE - 5 gallons per level of the cleric(1 full barrel is 42 gallons). TRUE SEEING - All things in an area appear as they actually are - secret doors, invisible creatures, illusions, polymorphed/changed/ magic things, ethereal beings, phase shifted things, and astral forms are revealed. Level 6 ------- CHARM PLANTS - Charms the equivalent of 1 large oak, 6 medium-sized bushes, 12 small shrubs, or 24 little plants. These charmed plants will do anything the caster demands as along as it is within their ability to comply. Lasts until dispelled. Range 12". CURE BLIGHT - Restores all plants, orchard trees, or crops to full health from whatever disease or pestilence was causing their decay. Affects up to 1 acre per level of cleric. COMMUNE - The cleric can ask the "powers above" 3 questions that will always be answered truthfully. The Cleric may Commune but once a week. FIND THE PATH - By means of this spell the caster knows the direction of the place they desire to go, including any special knowledge required to get there - passwords, secret doors, etc. They will also know the fastest and safest way out of a trap, maze, or wilderness can be found. It will, for example, allow the user to free themself from a Maze spell in a single turn after employing the spell, and if a subsequent Maze was cast at them it would not have any effect. Duration: 6 turns plus the level of the cleric, or 1 day out-doors. MOVE EARTH - When above ground the caster may use this spell to move or alter any surface features such as hills or ridges. The spell takes 1 turn to go into effect and the terrain will move at 6" per turn. Lasts 6 turns, Range 24". PART WATER - Creates a path through a body of water enabling creatures to walk on the bottom, for a maximum of 6 turns. Range 12". RAISE DEAD - Works for humans/demi-humans/humanoids. The creature can only have been dead for as many days as the cleric has levels. QUEST - This spell forces the character it is cast on to perform some special task or quest as commanded by the cleric at the time the spell is cast. A suc- cessful save vs Spells will result in the spell having no effect. A typical task might include slaying a certain monster, rescuing a maiden, obtaining a magic item for the caster, or going on a pilgrimage. Such tasks will not be suicidal. Once the task is completed, the spell ends. If the character refuses to go on the quest, they will be cursed(the type to be decided by the DM) until the quest is continued. The reverse of the spell, Remove Quest, must be used to dispel an unwanted quest or quest-related curse. The chance of success is reduced by 5% for every level the caster is lower than the cleric who cast the quest. WEATHER SUMMONING - By means of this conjuration a cleric is able to cause virtually any sort of weather they desire to prevail in the area (at least a 5 mile radius). The weather called for must be commensurate with the season and the climate. Very extreme weather (torrential rain, winds of hurricane force, heat wave over normal highs by 15 or more degrees, cold in the same extreme, a blizzard, giant hail, etc.) can only be summoned by a cleric of 16th or higher level. When the weather summoned arrives it is not under the control of the cleric. The delay after the conjuration is made until the weather summoned is 3 turns plus 5 - 20 turns minus the level of the cleric summoning the weather. The first effects of the spell will become apparent after three turns (storm clouds on the horizon, an increase or decrease in temperature, etc.) Level 7 ------- HEAL/CUREALL - Restores all hit points, regenerates limbs, dispels Feeblemind spells, removes curses, cures disease, blindness, and paralysis, neutralizes poison, it basically cures anything and everything. SUMMON ELEMENTAL - This spell allows the caster to summon 1 Earth Elemental of 16HD. The elemental will understand the cleric’s spoken commands and will perform any tasks within its power(carrying, attacking, etc.) as directed by the caster. Unlike the magic-user spell, no concentration is needed to control the creature. It may be sent back to its own plane on command of the caster, or by the use of a Dispel Magic or by a spell designed to send enchanted or summoned monsters back to the plane they originated from. Duration is 6 Turns. WISH - See magic spell list.