- Circle of Truth
- Cure Disease*
- Holy Flame*
- Locate Object
- Remove Curse*
- Sacred Oath
- Speak with Dead
- Spiritual Bond
1. Circle of Truth
Duration: 3 turns
For the duration of this spell, no creature within a 15 foot radius of the cleric may knowingly tell a lie. Those within the circle are aware of the compulsion, and may choose to remain silent rather than speak the truth, or evade answering a question or omit details, so long as they believe everything they actually utter to be true. Note that the spell affects all creatures, friend or foe, within its area, including the cleric himself.
3. Holy Flame
Duration: 3 turns or special
When cast on a weapon, the Holy Flame spell calls forth an aura of white fire from the weapon, causing an extra 1d6 points of damage to any undead or evilly enchanted creature, and any adherent of an evil faith. In addition, the wielder of the flaming weapon is able to Turn Undead as a cleric of 2nd level; if the wielder is a cleric, he or she turns as if two levels higher than his or her actual level. While the spell lasts, the weapon sheds light as the 1st level Light spell, and blazes more fiercely the closer it is to evil creatures.
The spell may also be cast on a normal combustible material, such as firewood or oil. The Holy Fire used in this way must remain stationary, but actively radiates the Turn Undead power of the cleric who cast it in a 30' radius. Non-undead evil creatures feel nauseated and uneasy within the light's radius, suffering a -2 penalty to all actions. The spell lasts as long as the fuel, e.g. if cast on a pile of wood that would normally burn for 4 hours, then the spell lasts 4 hours. The maximum duration is 3 turns per level of the caster.
The reverse, Unholy Flame, produces a sooty, blood red flame. It causes extra damage to living and good creatures, and permits the wielder to control undead rather than turn them.
When cast in stationary form, Unholy Flame calls all undead creatures within a 240' radius to converge upon it. It causes the same uneasiness in good creatures that the normal form inflicts on evil ones.
4. Locate Object
The range is increased to 240'; otherwise, the spell functions as described in the Expert Rules.
6. Sacred Oath
Duration: 1 day per level
By administering a Sacred Oath, the cleric binds a living creature to fulfill its word. The Oath can be to take some action, or to refrain from taking an action. In either case, contemplating breaking the Oath causes the subject to feel a great unease and anxiety. Actually breaking a Sacred Oath causes the faithless creature to be cursed in a manner specified in the wording of the oath itself. A character who swears, "I will not reveal the location of the treasure, may I be struck blind if I do," will find himself blinded. The Oath may be as simple or as complex as desired, and may include time constraints. If the subject makes a sincere effort to fulfill the Oath but fails, the conditions are still considered to be met, and the curse does not take effect. Only a subject who willingly swears the oath is bound by it. An oath sworn under threat of bodily harm is invalid; for example, if the cleric or his allies threaten to kill the character or someone important to him if he does not swear, the Oath has no effect. However, the cleric may make offers of aid contingent upon taking the Oath without violating this condition, even if refusing to render aid would result in injury or death. If aid is promised, however, it must then be given, or the Oath is null and void.
A Sacred Oath supercedes the effects spells such as Charm Person; breaking the Oath is considered to be strongly against the creature's nature for purposes of charm effects.
7. Speak with Dead (adapted from Mentzer Expert Rules)
Duration: 1 turn
This spell enables the cleric to ask three questions of a deceased spirit if the remains of its body are within range. A cleric of 7th level or less may question a spirit dead up to four days, one of 8th to 10th level up to four months, one of 11th to 13th level up to four years, and at 14th level and above an unlimited amount of time.
The spirit will answer in a language understood by the cleric, but if their alignments differ the spirit may answer in riddles. The spell lasts for 1 turn; if the three questions have not been asked within this time, any remaining questions are lost. A spirit will only answer the questions of a particular cleric once per day at most.
8. Spiritual Bond
Duration: 1 day
When this spell is cast, a bond is formed between the cleric and a living creature, linking them across distances. The cleric is aware of the physical and emotional state of the subject, including injuries, diseases, poisons, etc. and may cast spells centered on the subject, no matter the distance separating them. Thus the cleric could cast a Cure Wounds spell on a bonded fighter from across a battlefield or an even greater distance, without needing to touch him. Harmful spells can be cast on the subject too, if the cleric so chooses, and the bond imposes a -2 penalty to any saving throw normally allowed. Spiritual Bond requires the consent of the subject, and has no effect on an unwilling target.
Spells that didn't make the cut
Continual Light: Subsumed in the description of the 1st level Light spell, found here.
Growth of Animals: Really more the province of druids or elves than traditional clerics.
Striking: Replaced with the more versatile and flavorful Holy Flame.