Changes Made to the Cleric Spell List

Level 0
Assess Creature

Level 1
Comprehend Languages
Sunscorch

Level 3
Circle of Bones
Glyph of Warding
Magic Vestment

Level 4
Cloak of Fear
Dimensional Anchor
Holy Smite
Paralytic Bolt
Tongues
Unholy Blight

Level 5
Monstrous Regeneration
Plane Shift
True Seeing

Level 6
Bolt of Glory
Protection From Magical Energy
Sol's Searing Orb
Trollish Fortitude
Word of Recall



Assess Creature

Divination
Level: Brd 1, Clr 0, Drd 0, Rgr 1, Pal 1, Wiz / Sorc 0
Components: S
Range: Close
Target: One Creature
Duration: Instantaneous
Saving Throw: Will
Spell Resistance: Yes

You determine the Hit Die of one creature. This spell is foiled by any type of magical disguise, polymorph, or shapechagne (they provide complete spell resistance to assess creature)



Comprehend Languages

Divination
Level: Brd 1, Clr 1, Sor/Wiz 1
Components: V, S
Range: Personal
Target: You
Duration: 1 Turn/Level
Saving Throw: N/A
Spell Resistance: No (Harmless)

You can understand the spoken words of creatures or read otherwise incomprehensible written messages. In the later case, you must touch he writing. The ability to read does not necessarily impart insight into the material, merely it's literal meaning. The spell enables you to understand or read an unkown language, not speak or write it.



Sunscorch

Evocation
Level: Clr 1, Drd 1
Components: V, S
Range: Short
Target: One Creature
Duration: Instantaneous
Saving Throw: Reflex (half), Fortitude
Spell Resistance: Yes

When this spell is cast, a brilliant ray of scorching heat slants down from the sky and strikes one target of the caster's choice. The victim is allowed a reflex saving throw to take half damage. Any creature struck by the ray sustains 1d6 + 1/level of fire damage. Also, if they fail the save they must make a fortitude save or be blinded. Undead creatures take additonal damage.



Circle of Bones

Necromancy
Level: Clr 3
Components: V, S
Range: Personal
Target: Caster
Duration: 1 Round / Level
Saving Throw: None
Spell Resistance: No

The spell conjures forth a barrier of floating bones that spin rapidly around the caster. Anyone attempting to get through it will be dealt 1d6 crushing and 1d6 slashing damage. The caster cannot move while the spell is in effect, but still cast spells and other things that don't require movement.



Glyph of Warding

Abjuration [Sonic]
Level: Clr 3
Components: V, S
Range: Short
Target: Large
Duration: 1 Turn / 2 Levels
Saving Throw: Reflex 1/2
Spell Resistance: Yes

The caster creates a asmall, magical zone that can detect the passage of enemy creatures. When the field is activated, it explodes, doing 1d8 points of sonic damage per two caster levels to all creatures within the area of effect (to a maxsimum of 5d8). After being triggered, the glyph dissipates.



Magic Vestment

Transmutation
Level: Clr 3
Components: V, S
Range: Touch
Target: Creature, Armor, or Shield
Duration: 1 Hour / Level
Saving Throw: None
Spell Resistance: No You empower the touched armor or shield with a +1 AC bonus per 3 caster levels (maximum of +5) [Note: Warning, this spell has been linked with temporarily breaking iouns.]



Cloak of Fear

Necromancy [Fear]
Level: Clr 4
Components: V, S
Range: Personal
Target: Self
Duration: 3 Rounds
Saving Throw: N/A
Spell Resistance: N/A

Fear overwhelms the caster's enemies. The caster becomes sheathed in an aura of dread. All enemies near the caster will be stricken with fear and rendered pitiful. The fear aura lasts only three combat rounds, however, the fear lasts much longer. The caster may also move around during this time to attempt to affect as many enemies as he can.



Dimensional Anchor

Abjuration
Level: Clr 4, Sor/Wiz 4
Components: V, S
Range: Medium (20 Meters)
Target: One creature
Duration: 1 Min/Level
Spell Resistance: Yes

A green ray springs from your outstretched hand. You must make a ranged touch attack to hit the target. Any creature or object struck by the ray is covered with a shimmering emerald field that completely blocks extradimensional travel. Forms of movement barred by a dimensional anchor include astral projection, blink, dimension door, ethereal jaunt, etherealness, gate, maze, plane shift, shadow walk, teleport, and similar spell-like or psionic abilities. The spell also prevents the use of a gate or teleportation circle for the duration of the spell.

A dimensional anchor does not interfere with the movement of creatures already in ethereal or astral form when the spell is cast, nor does it block extradimensional perception or attack forms. Also, dimensional anchor does not prevent summoned creatures from disappearing at the end of a summoning spell.



Holy Smite

Evocation [Good]
Level: Clr 4
Components: V, S
Range: Medium
Target: 20-ft. radius burst
Duration: Instantaneous
Saving Throw: Will (partial)
Spell Resistance: Yes

You draw down holy power to smite your enemies. Only evil and neutral creatures are harmed by the spell; good creatures are unaffected.

The spell deals 1d4 points of damage per caster (maximum 5d8) to evil creatures and blinds them for 1 round. A successful Will saving throw reduces the damage to half and negates the blinding effect. The spell deals only half damage against creatures who are neighter good nor evil and they are not blinded. They can reduce that damage by half (down to one-quarter) with a successful Will save.



Paralytic Bolt

Conjuration
Level: Brd 4, Clr 4, Sor/Wiz 4
Components: V, S
Range: Long
Target: One Creature
Duration: 1 round/level
Saving Throw: Will Negates
Spell Resistance: Yes

The caster casts forth a bolt which stuns and electrifies the target. The victim must make a will save to avoidthe stun effect, and takes 3d6 electrical damage.



Unholy Blight

Evocation [Evil]
Level: Clr 4
Components: V, S
Range: Medium
Target: 20-ft. radius burst
Duration: Instantaneous
Saving Throw: Will (partial)
Spell Resistance: Yes

You draw down unholy power to punish your enemies. Only good and neutral creatures are harmed by the spell; evil creatures are unaffected.

The spell deals 1d4 points of damage per caster (maximum 5d8) to good creatures and blinds them for 1 round. A successful Will saving throw reduces the damage to half and negates the blinding effect. The spell deals only half damage against creatures who are neighter good nor evil and they are not blinded. They can reduce that damage by half (down to one-quarter) with a successful Will save.



Tongues

Divination
Level: Brd 2, Clr 4, Sor/Wiz 3
Components: V, S
Range: Personal
Target: You
Duration: 1 Turn/Level
Saving Throw: N/A
Spell Resistance: No (Harmless)

Allows the caster to speak and understand all languages for a period of time.



Monstrous Regeneration

Conjuration
Level: Clr 5
Components: V, S
Range: Touch
Target: Single
Duration: 1 Round / 2 Caster Levels
Saving Throw: Harmless
Spell Resistance: No

For the duration of the spell, the target creature gains the ability to regenerate 3 Hit Points every round.



Plane Shift

Conjuration [Teleportation]
Level: Clr 5, Sor/Wiz 7
Components: V, S
Range: Touch
Target: Up to six willing creatures joining hands.
Duration: Instantaneous
Saving Throw: Yes
Spell Resistance: Yes

You move yourself or some other creature to another plane of existance or alternate dimension. If several willing persons link hands in a circle, as many as six can be affected by the plane shift at the same time. Precise accuracy as to a particular arrival location on the intended plane is nigh impossible.



True Seeing

Transmutation
Level: Clr 5, Drd 7, Sor/Wiz 6, Knowledge 5
Components: V, S, M
Range: Touch
Target: Creature Touched
Duration: 1 Minute/Level
Saving Throw: None (harmless)
Spell Resistance: No (harmless)

You confer upon the target the ability to see things with extreme clarity. The target gains both Ultravision and See Invisibility, in addition to a +25 bonus to Spot checks for the duration of the spell. This spell allows the target to see through magical disguises, but not mundane disguises. Natural shapechangers are treated as having the Nondetection spell with respect to True Seeing. For more information on Natural Shapechangers and True Seeing, click here.



Bolt of Glory

Evocation [Good]
Level: Clr 6
Components: V, S
Range: Long
Target: One Creature
Duration: Instant
Saving Throw: Reflex 1/2
Spell Resistance: None

By casting this spell, the priest channels a bolt of divine energy to smite one creature. The damage done varies based on the planar origin of that creature. Those of a Prime suffer the standard 6d6 unless they make the reflex save. Elementals suffer only 3d4 as they have no natural tendencies torwards any alignment. Undead, being purely of negative energy, suffer the wrath of 8d6 holy damage. Fiends and evil Outsider scum, sometimes referred to as the pure evil, suffer the full 10d6 divine damage.



Protection From Magical Energy

Abjuration
Level: Clr 6, Sor/Wiz 6
Components: V, S
Range: Short
Target: One target creature
Duration: 1 turn/level
Saving Throw: None (harmless)
Spell Resistance: No (Harmless)

The targeted creature becomes enveloped in a protective blue field that repels all raw magical energies. The creature becomes immune to magical damage for the duration. This applies only to raw magic and not a finely developed fireball or ice storm. Spells affected include, but are not limited to, Magice Missile, Isaac's Missile Storms, and Horrid Wilting.



Sol's Searing Orb

Evocation
Level: Clr 6
Components: V, S
Range: Medium
Target: One Creature
Duration: 6 Rounds
Saving Throw: Fortitude (partial)
Spell Resistance: Yes

With this spell the caster is able to throw a little burning orb to hit their apponents. When the orb hits its target it explodes in a big flare. The target takes 6d6 fire damage and must make a saving throw or be blinded. Undead take extra damage and are blinded for double the duration.



Trollish Fortitude

Transmutation
Level: Brd 6, Clr 6, Drd 5, Sor/Wiz 6
Components: V, S
Range: Personal
Target: Caster
Duration: 2 Turns
Saving Throw: None (harmless)
Spell Resistance: No (harmless)

This spell imbues the caster with the resilience of a troll, allowing the caster to regenerate 5 hit points per round for 2 turns.



Word of Recall

Tranmutation [Teleportation]
Level: Clr 6, Drd 8
Components: V
Range: Unlimited
Target: Personal
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

Word of Recall teleports you instantly back to your sanctuary when the word is uttered. You must deisgnate the sanctuary when you prepare the spell, and it must be a very familiar place. The actual point of arrival is a designated area no larger than 10 feet by 10 feet. You can be transported any distance within a plane, but cannot travel between planes.

The word of recall is "Kal Ort Por"

[Note: In-Game Description says you can transfer willing creatures totalling up to 50 lbs/level as well. However, you can really only transport yourself]