- Create Water
- Dispel Magic
- Leap of Faith
- Neutralize Poison
- Privacy Ward
- Protection From Evil 10' Radius
1. Dispel Magic
Exactly as the 3rd level magic-user spell of the same name. (B/X does not include Dispel Magic in the cleric spell lists, but BECMI does. It seems fitting that a cleric should be able to dispel potentially blasphemous spells.)
Duration: 1 round per level
The spell of Invulernability may be cast on the cleric himself or on one other creature within range. For the duration of the spell, the subject is immune to damage from non-enchanted weapons. The spell does not confer immunity to cold, fire, lightning, poison, or acid, whether normal or magical, nor to the attacks of creatures with 8 or more Hit Dice. The immunity does extend to normal physical traps, such as darts, blades, and falling rocks.
The reversed spell, Vulnerability, cancels a creature's immunity to normal weapons for the duration of the spell. No saving throw is allowed.
4. Leap of Faith
With a Leap of Faith, the cleric calls into being some non-living, non-magical object, which exists only for those who have faith in its existence. The object must be of a type the cleric has seen before, and must fit entirely within a space of a 20'x20'x20' cube. The caster automatically has faith in the existence of the object, but other observers must succeed at a saving throw vs. spells to believe. Those of the same religious faith as the caster gain a +4 bonus to the save. Those who believe in the object may interact with it as if it were real. Thus, a ladder may be climbed, a bridge may be crossed, a boat may be boarded, or a pool of water at the bottom of a cliff may break one's fall. Those who do not believe will see those who do seemingly interacting with thin air in ways that defy reason. The objects created by the spell simply do not exist for them, and any attempt to use them will fail accordingly.
The spell lasts as long as the cleric concentrates on it. The level of concentration required is fairly light, allowing the cleric to move at half speed and defend himself, but not to attack or cast additional spells.
6. Privacy Ward
Duration: 1 turn per level
When the Privacy Ward spell is cast, an area up to 30' in diameter centered on the cleric is shielded from detection. The cleric may choose a smaller diameter if desired. For the duration, the area is undetectable to scrying magic, including ESP, clairvoyance, and crystal balls. In addition, the spell causes creatures outside the warded area to ignore those within it, similarly to the level 1 Sanctuary spell. Characters or creatures actively searching for the cleric or associates must make a saving throw vs. spells, with failure indicating that they simply do not notice anything amiss in the warded area. Others will only enter the warded area if they have some specific reason to do so unrelated to the cleric and his or her party, i.e. a known watering hole is within the warded area or a known path runs through it. Random encounter checks are reduced to half normal chances while the ward is in effect.
8. Tongues* (adapted from Labyrinth Lord Advanced Edition Companion)
Range: 0 (cleric only)
Duration: 1 turn
For the duration of the spell, the cleric can understand and speak the spoken language of any and all intelligent creatures in a 30' radius circle. The spell does not allow comprehension of written language.
The reversed spell, Garble, makes spoken language of any sort incomprehensible within a 30' radius circle. It may be projected to a range of up to 60', so that the caster need not be caught within the area of effect. Spell casting is not affected.
Out to pasture:
Cure Serious Wounds: Rendered superfluous by the level-scaling catch-all Cure Wounds spell, here.
Speak With Plants: Here's another one that belongs on a druid list. It just doesn't fit my concept of a traditional cleric.
Sticks to Snakes: See above.