There are two classes of spells: Those that last for a while, and those that don't. In each of these classes are two further distinctions: Spells that are meant for use in combat, and those that aren't. Combat spells are flagged with a '*'. These may or may not work, depending on the relative levels of the spell caster and his target. If the opponent is a great deal more powerful than the Cleric, it is very highly resistant to the latter's magicking. The formula for spell efficacy varies from spell to spell, and contains a random factor. Each spell is described briefly, and is labeled 'Combat,' if ap- plicable. In addition, each is labeled either 'Immediate' or 'Duration.' The former do whatever it is that they do RIGHT NOW, while the latter's effects take a little while to disperse. The next page contains the Spell Tables. The four pages following describe the spells themselves, one level per page. ^ Clerical Spells: Level 1 Level 2 ------- ------- 1 Protection from Evil 1 Detect Traps 2 Light 2 Silence 3 Cure Light Wounds 3 Pray 4* Turn Undead 4* Hold Monster 5 Invisibility 5 Pass Wall 6 Levitate 6 Fear Level 3 Level 4 ------- ------- 1* Dispell Undead 1* Holy Word 2 Continual (Bright) Light 2* Finger of Death 3* Plague 3* Blade Barrier 4 Presence of Ghod 4 Heal 5 Descend into Dungeon 5* Summon Angel 6 Ascend from Dungeon 6* Preach * - Combat Spells ^ First Level Spells: Protection from Evil: Causes monsters to be at a disadvantage on attacks. (Duration) Light: Creates a point-source of light, equivalent to one (Duration) torch, to appear over the caster's head. Multiple applications of this spell increase visability. Cure Light Wounds: Heals 2-7 points of damage incurred by the caster. (Immediate) In no event will this increase hit points past their base value. *Turn Undead: Causes Vampires and Ghouls to run away in sheer terror. (Immediate) Invisibility: Strangely enough, causes the caster to fade from sight. (Duration) Helps in combat and evading. Levitate: Causes the caster to float (level) feet off the floor, (Duration) prevents falling into pits. ^ Second Level Spells: Detect Traps: Increases, for the duration of the spell, the caster's (Duration) ability to find traps in loot, such as an exploding Chest. Silence: Puts attacking monsters at a disadvantage, and lowers (Duration) the probability of encountering Wandering Monsters. Prayer: Gives the caster an advantage when attacking; i.e., (Duration) makes it easier for him/her to hit his/her opponent. *Hold Monster: Causes the caster's opponent to be HELD (temporarily (Immediate) placed in stasis). A HELD monster cannot fight back, nor can it dodge. Pass Wall: Shifts the molecular structure of the desired wall such (Immediate) that it becomes as air, allowing passage through it. Fear: Causes the caster's opponent to become fearful of (Duration) him/her, and attack at a disadvantage. ^ Third Level Spells: *Dispell Undead: Causes Vampires or Ghouls to be utterly annihilated. (Immediate) Continual Light: Causes a bright point-source of light to appear above (Duration) the caster's head. This light will remain for the duration of the adventure. See also LIGHT (1st Level). *Plague: Causes the caster's opponent to be afflicted by one of (Immediate) the Seven Biblical Plagues. Presence of Ghod: Causes each instant to seem an eternity. (Duration) Descend: Disrupt the Soul of the caster to allow immediate (Immediate) passage to the lower levels (may cause damage). Ascend: Disrupt the Soul of the caster to allow immediate (Immediate) passage to the higher levels (may cause damage). ^ Fourth Level Spells: *Holy Word: Banishes the caster's opponent to eternal damnation. (Immediate) *Finger of Death: Imbues the caster's finger (which is immediately (Immediate) applied to the opponent) with such unspeakable god-granted power that living things cannot contain it. Therefore, they die instantly. *Blade Barrier: Causes a circular wall of flashing, moving swords to (Immediate) appear around the caster. This wall increases in diameter with great rapidity, catching and destroying any attacking monster. Heal: Totally cures ALL damage the caster has incurred. (Immediate) *Summon Angel: Calls an Avenging Angel of Ghod to come to the caster's (Immediate) aid. Be certain of your own moral standing before trying. *Preach: Use your charisma as a weapon against the opponent's (Immediate) soul. ^