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This documentation accompanies the program sequence
     PLAYOPT1.EXE
     PLAYOPT2.EXE
     PLAYOPT3.EXE
     PLAYOPT4.EXE
  by Ed "Doc" Friedlander, erf@alum.uhs.edu, http://worldmall.com/erf/

This is an AD&D "Skills and Powers" character generator.
  You have a variety of campaign-types from which to select.
  Your choice is saved in the 18-byte file PLAYOPT.DEF in your 
   directory.  If you run into problems, start by erasing this file,
It would be tiresome to explain everything, which is,
  so far as I remember, pretty much by-the-book.

Evil player characters are not available.
  Most people do not really like being cruel or aimlessly
  destructive, even in a game.  If you just want to play a
  self-centered scoundrel, try a True Neutral cleric of
  Wealth or Trickery.  If you want to be rowdy, try a
  Chaotic Good cleric of War or Freedom.
In our own world, I am an autopsy pathologist.
  I've seen the results of enough real-life evil.
  It isn't like in the movies.
If you want to fantasy-role-play an evil character,
  you know nothing about life as it really is.
I have received several requests for source code.
  Three of the requesters have indicated their
  desire to modify the program, specifically
  in order to produce evil player characters.  
It's important to me that this type of thing 
  does not float around with my name on it.  
For this reason, I cannot make source code available.
My apologies to the vast majority of gamers,
  who are good and decent people.

I added a few additional racial options; for example, 
  a human can raise any of the twelve subabilities, not just
  "Balance" and "Health".  I figured everyone else
  would offer this option too, on pencil-and-paper.
I also made some common-sense expansions to available class options,
  i.e., fighter-cleric elves, multi-classed bards.
  This sort of thing has popped up in supplements from time to time.
For multi-classed druids, choose a neutral multi-classed
  cleric of "Nature" or something instead.

Those firearms are from the "Red Death" set ("Gothic Earth"),
  and those priestly ministries follow "The Complete Priest's Manual."
I borrowed a few proficiencies from other supplements,
  and invented a few more ("Chemistry", "Sport");
  and referees will probably want to apply their own thinking.
Locksmithing gives a thief +20% on "Open Locks".
"Astrology" has been replaced by "Fortune Telling", with
  a choice of systems.  The +1 "Empathy" bonus applies to all.
  As a kid, I "learned" astrology, only to realize after testing it
  experimentally that I'd only been seeing faces in the clouds.
  Knowing the system will not help you navigate a ship at all,
  but today's world, it is an important system of lay-counselling.

Character weight can be 1.35 x height + maximum press/2.
  This works well for real-life, physically-fit people.
  I have preferred this to published data, as more scientific.
  I added 500 lb for the four-footed races, 
  i.e., centaurs, wemics, lammasu, shedu, and bariaurs;
  I figure their height's measured from the top of the head.
  They're folks, not horses to measure from the shoulder.
Ogres & minotaurs get 100 extra lb, giant-kin 150 extra lb.
There is another weight option, in which it is assigned
  based on the S&P ranges, proportionate to strength.
  If you want a human with 18/00 strength and weight
  110 lb, by all means do so, it must be magic.

The early-spellcasting paladin table, and the psionic
  proficiencies, have been fixed per Dragon #223.
Mongrelfolk get an extra five points for thieving percentages.
  The other thieving percentage modifiers from "The Compete
  Book of Humanoids"have been followed as well.

"Unicorn status", of course, refers to virginity.
  In old legends, only a virgin could tame a unicorn.

Beginners can use the character sheets to begin play almost immediately.
Experts would want to edit the output, regardless of what I do.
  This is as it should be.  Health and friendship.

I've taken most of my liberties with the subtypes of clergy.
  I have followed "The Complete Priest's Manual.

"Soothing Word": 
     Once a day, this cleric can calm one person,
    or (2 x level) HD of creatures.
"Incite Berserk Rage": 
     Once a day, the cleric can incite a single
       willing warrior to berserk rage for one hour.
       This gives +2 to hit and on damage.
"Prophecy": 
     This cleric has the ability to seek supernatural guidance
       by going into a trance, watching for signs, or something.
       Mortal imperfections makes this unreliable.
"Linguist": 
     Allows double the number of languages.
Immune to Energy Drain", and the like, derive from
  "The Complete Priest's Handbook."
The Jon Pickens clerical system is found in Dragon 1994,
  and is intended both to make sense and to restore
  the distinctive flavor of the 1st edition Druid.
  For a druid or nature priest, "Speak with Animal"
  is first-level, "Cure Light Wounds" is second-level,
  and "Neutralize Poison" is third-level.

The Chronomancer Priest is a standard AD&D Cleric-Magician
  with a priestly focus on Time, and Chronomancer wizardry.
Although specialist wizards do not ordinarily multi-class,
  I have allowed appropriate specialty-priest combinations,
  i.e., a shadow wizard may also be a priest of darkness.

If you wish to use the spheres from "Tome of Magic",
  that's fine; judging by the published adventures,
  they are not getting very much use overall.
  I ran out of programming room before I could include them.

Ability scores are for one's current age.
  If you must make adjustments, do this by hand;
  you would do this anyway, and I ran out of programming room.

If no points are spent when racial, class, or trait options
  are presented, the appropriate heading will still appear
  on the sheet, followed by a few blank lines.  
  I thought you would perhaps want to edit here.

I took some liberties with class choices for new races.
  If aasimar really exist, some of them must be paladins.
  And there is plenty of precedent for elf fighter-clerics.
Centaurs, ogres, and other big folk are not offered the 
  offered the riding proficiencies or horse archery.

Occasionally, multi-class characters gain no hit points
  on gaining a level in one class, due to rounding.

I have allowed multi-class characters to spend their class
  points among classes as seems best.  Referee's discretion.

All Sphere (Revised 1994)
  Level 1: 
   Bless
   Detect Magic
   Purify Food and Drink
  Level 2: 
   Aid
   Chant
  Level 3: 
   Bestow Curse (check with referee) 
   Dispel Magic
   Glyph of Warding
   Prayer
   Remove Curse 
  Level 4: 
   Censure
     (touch marks wrongdoer; mark visible only
     to cleric's sect; those sharing cleric's
     ideals dislike target; 1 day/level)
   Focus ("Tome of Magic")
   Tongues
  Level 5: 
   Atonement
   Commune
   Plane Shift 
   Quest/Reward Quest
   True Seeing
  Level 6: 
   Speak with Monsters
  Level 7: 
   Astral Spell (Plane Travel)
   Gate
   (Symbol of) Fear
   (Symbol of) Persuasion

Animals Sphere (Revised 1994)
  Level 1: 
   Animal Friendship
   Detect Poison
   Detect Snares and Pits
   Invisibility to Animals
   Locate Animal
  Level 2: 
   Animal Messenger
   Charm Person or Mammal
   Invisibility to Animals, 10'
   Snake Charm
   Speak With Animals
  Level 3: 
   Charm Vertebrate Animal (includes fish, lizards, etc.)
   Hold Animal
   Summon Insects
  Level 4: 
   Animal Summoning I
   Call Woodland Beings 
   Charm Any Animal (may work for a small group)
   Giant Insect
   Repel Insects
   Sticks to Snakes/Snakes to Sticks
  Level 5: 
   Animal Growth
   Animal Summoning II
   Commune With Nature
   Insect Plague
  Level 6: 
   Animal Summoning III
   Anti-Animal Shell
   Conjure Animals
  Level 7: 
   Creeping Doom
   Reincarnation (as animal)

Charm Sphere (Revised 1994)
  Level 1: 
   Cause Fear
   Command
   Remove Fear 
   Sanctuary
  Level 2: 
   Charm Person or Mammal
   Detect Charm
   Hold Person
   Snake Charm
  Level 3: 
  Level 4: 
   Free Action
  Level 5: 
   Dispel Evil
  Level 6: 
   Mass Suggestion
  Level 7: 
   Confusion
   Exaction
   (Symbol of) Hopelessness
   (Symbol of) Pain

Combat Sphere (Revised 1994)
  Level 1: 
   Command
   Remove Fear 
  Level 2: 
   Chant
   Spiritual Hammer
  Level 3: 
  Level 4: 
  Level 5: 
   Flame Strike
  Level 6: 
   Word of Recall
  Level 7: 

Creation Sphere (Revised 1994)
  Level 1: 
   Create Water
   Light
  Level 2: 
  Level 3: 
   Continual Light
   Create Food and Water
   Negative Plane Protection 
  Level 4: 
   Minor Creation
  Level 5: 
   Create Minor Helm ("Spelljammer" set)
   Major Creation
   Raise Dead
  Level 6: 
   Animate Object
   Heroes's Feast
  Level 7: 
   Create Major Helm ("Spelljammer" set)
   Restoration

Divination Sphere (Revised 1994)
  Level 1: 
   Comprehend Languages
   Detect Evil 
   Detect Good 
   Detect Poison
  Level 2: 
   Augury
   Detect Charm
   Find Traps (check vs. int on d20)
   Know Alignment 
   Speak With Animals
  Level 3: 
   Locate Object
   Speak With Dead (including undead) 
  Level 4: 
   Detect Lie
   Divination
   Locate Creature ("Tome of Magic")
   Reflecting Pool 
  Level 5: 
   Magic Font 
  Level 6: 
   Find the Path 
   Stone Tell
  Level 7: 
   Foresight

Elemental -- All Sphere (Revised 1994)
  Level 1: 
   Create Air ("Spelljammer" set)
   Create Water
   Destroy Water
   Magical Stone
   Purify Air (all within range)
  Level 2: 
   Chill Metal
   Dust Devil
   Fire Trap
   Flame Blade
   Heat Metal
   Produce Flame
  Level 3: 
   Air/Water Breathing (duration 1 day)
   Flame Walk (1 creature/level, 1 round/level+4)
   Meld into Stone
   Protection from Cold (1 creature, 1 day)
   Protection from Fire (1 creature, 1 day)
   Pyrotechnics
   Stone Shape
   Water Walk
  Level 4: 
   Lower/Raise Water
   Produce/Quench Fire
   Protection from Acid (1 day)
   Protection from Poison Gases (1 day)
  Level 5: 
   Air Walk
   Commune With Nature
   Flame Strike
   Spike Stones
   Transmute Rock to Mud/Mud to Rock
   Wall of Fire
  Level 6: 
   Conjure Normal Elemental (12 HD, serves willingly)
   Dismiss Elemental 
   Fire Seeds
   Part Water
   Stone Tell
  Level 7: 
   Animate Rock
   Chariot of Sustarre
   Conjure Large Elemental (24 HD, serves willingly)
   Earthquake
   Fire Storm
   Wind Walk (This-World Only)

Guardianship Sphere (Revised 1994)
  Level 1: 
   Detect Evil 
   Detect Good 
   Light
   Remove Fear 
  Level 2: 
  Level 3: 
   Continual Light
  Level 4: 
   Abjure
  Level 5: 
   Dispel Evil
  Level 6: 
   Blade Barrier (8d8, no save)
   Forbiddance
  Level 7: 

Healing Sphere (Revised 1994)
  Level 1: 
   Cure Light Wound (1d8)
   Detect Disease
  Level 2: 
   Slow Poison
  Level 3: 
   Cure Blindness or Deafness
   Cure Disease
  Level 4: 
   Cure Feeblemind
   Cure Insanity
   Cure Serious Wound (2d8+1)
   Neutralize Poison
  Level 5: 
   Cure Critical Wound (3d8+1)
   Dispel Evil
  Level 6: 
   Heal (all but 1d4)
   Heroes's Feast
  Level 7: 
   Regeneration

Necromantic Sphere (Revised 1994)
  Level 1: 
   Cure Light Wound (1d8)
   Detect Disease
   Invisibility to Undead
  Level 2: 
   Slow Poison
  Level 3: 
   Cure Blindness or Deafness
   Cure Disease
   Feign Death 
   Negative Plane Protection 
   Remove Paralysis
   Speak With Dead (including undead) 
  Level 4: 
   Cure Feeblemind
   Cure Insanity
   Neutralize Poison
  Level 5: 
   Dispel Evil
   Raise Dead
  Level 6: 
   Heroes's Feast
   Restore Youth ("Tome of Magic")
  Level 7: 
   Regeneration
   Restoration
   Resurrection

Plants Sphere (Revised 1994)
  Level 1: 
   Detect Poison
   Entangle
   Locate Plant
   Pass Without Trace
   Shillelagh (+1 staff)
  Level 2: 
   Barkskin
   Trip
   Warp Wood
  Level 3: 
   Plant Growth
   Snare
   Spike Growth
   Tree
  Level 4: 
   Hallucinatory Forest
   Hold Plant
   Massmorph
   Plant Door
   Speak with Plants
   Sticks to Snakes/Snakes to Sticks
  Level 5: 
   Anti-Plant Shell
   Commune With Nature
   Pass Plant
   Tree Growth ("Dragon Kings")
  Level 6: 
   Charm Plants
   Fire Seeds
   Liveoak
   Transport Via Plants
   Turn Wood
   Wall of Thorns
  Level 7: 
   Change Staff
   Relocate Trees (move over one month, within one mile)
   Transmute Metal to Wood

Protection Sphere (Revised 1994)
  Level 1: 
   Endure Cold
   Endure Heat
   Protection from Evil
   Sanctuary
  Level 2: 
   Resist Cold (1 creature, 1 round/level+4)
   Resist Fire (1 creature, 1 round/level+4)
   Silence 15' Radius
  Level 3: 
   Negative Plane Protection 
   Protection from Cold (1 creature, 1 day)
   Protection from Fire (1 creature, 1 day)
   Remove Paralysis
  Level 4: 
   Protection from Evil, 10' radius
  Level 5: 
   Anti-Plant Shell
  Level 6: 
   Anti-Animal Shell
   Dismiss Elemental 
  Level 7: 

Summoning Sphere (Revised 1994)
  Level 1: 
   Speak with Astral Traveller ("Tome of Magic")
  Level 2: 
   Animal Messenger
  Level 3: 
   Astral Window ("Tome of Magic")
  Level 4: 
   Abjure
   Etherealness (4R+1/L) 
   Join With Astral Traveller ("Tome of Magic")
   Plane Adaptation (one plane)
  Level 5: 
   Adaptation (any environment)
   Dispel Evil
   Elemental Pocket ("Tome of Magic")
  Level 6: 
   Animate Object
   Weather Summoning
   Word of Recall
  Level 7: 
   Exaction
   Spirit of Power ("Tome of Magic")
   Succor 
   Wind Walk (This-World and Other-Plane Travel)

Sun Sphere (Revised 1994)
  Level 1: 
   Light
  Level 2: 
  Level 3: 
   Continual Light
   Starshine
  Level 4: 
  Level 5: 
   Moonbeam
   Rainbow
  Level 6: 
  Level 7: 
   Sunray

Weather Sphere (Revised 1994)
  Level 1: 
   Faerie Fire
   Predict Weather
  Level 2: 
   Obscurement
  Level 3: 
   Call Lightning
   Dispel Fog ("Pirates of the Fallen Stars")
  Level 4: 
   Control Temperature 10' Radius
   Protection from Weather ("Dragon Kings")
   Protection from Lightning (1 day)
   Reflecting Pool 
   Weather Stasis ("Tome of Magic")
  Level 5: 
   Control Winds
   Good/Bad Weather ("Dragon Kings")
   Rainbow
  Level 6: 
   Weather Summoning
  Level 7: 
   Control Weather
   Wind Walk (This-World Only)

All Sphere (Traditional)
  Level 1: 
   Bless
   Detect Evil 
   Detect Good 
   Purify Food and Drink
  Level 2: 
  Level 3: 
   Remove Curse 
  Level 4: 
   Censure
     (touch marks wrongdoer; mark visible only
     to cleric's sect; those sharing cleric's
     ideals dislike target; 1 day/level)
   Focus ("Tome of Magic")
  Level 5: 
   Atonement
  Level 6: 
  Level 7: 

Animals Sphere (Traditional)
  Level 1: 
   Animal Friendship
   Invisibility to Animals
   Locate Animal or Plant
  Level 2: 
   Animal Messenger
   Charm Person or Mammal
   Invisibility to Animals, 10'
   Snake Charm
   Speak With Animals
  Level 3: 
   Charm Vertebrate Animal (includes fish, lizards, etc.)
   Hold Animal
   Summon Insects
  Level 4: 
   Animal Summoning I
   Call Woodland Beings 
   Charm Any Animal (may work for a small group)
   Giant Insect
   Repel Insects
   Sticks to Snakes/Snakes to Sticks
  Level 5: 
   Animal Growth
   Animal Summoning II
  Level 6: 
   Animal Summoning III
   Anti-Animal Shell
  Level 7: 
   Creeping Doom
   Reincarnation (as animal)

Astral (Traditional)
  Level 1: 
  Level 2: 
  Level 3: 
  Level 4: 
   Etherealness (4R+1/L) 
   Join With Astral Traveller ("Tome of Magic")
   Plane Adaptation (one plane)
  Level 5: 
   Elemental Pocket ("Tome of Magic")
   Plane Shift 
  Level 6: 
   Word of Recall
  Level 7: 
   Astral Spell (Plane Travel)
   Wind Walk (This-World and Other-Plane Travel)

Charm Sphere (Traditional)
  Level 1: 
   Cause Fear
   Command
   Remove Fear 
  Level 2: 
   Hold Person
  Level 3: 
  Level 4: 
   Free Action
  Level 5: 
   Quest/Reward Quest
  Level 6: 
   Mass Suggestion
  Level 7: 
   Confusion
   Exaction

Combat Sphere (Traditional)
  Level 1: 
   Magical Stone
   Shillelagh (+1 staff)
  Level 2: 
   Chant
   Spiritual Hammer
  Level 3: 
   Prayer
  Level 4: 
  Level 5: 
   Flame Strike
  Level 6: 
  Level 7: 

Creation Sphere (Traditional)
  Level 1: 
  Level 2: 
  Level 3: 
   Create Food and Water
  Level 4: 
   Minor Creation
  Level 5: 
   Create Minor Helm ("Spelljammer" set)
   Major Creation
  Level 6: 
   Animate Object
   Blade Barrier (8d8, no save)
   Heroes's Feast
   Wall of Thorns
  Level 7: 
   Chariot of Sustarre
   Create Major Helm ("Spelljammer" set)

Divination Sphere (Traditional)
  Level 1: 
   Comprehend Languages
   Detect Poison
   Detect Snares and Pits
  Level 2: 
   Augury
   Detect Charm
   Find Traps (check vs. int on d20)
   Know Alignment 
   Speak With Animals
  Level 3: 
   Locate Object
   Speak With Dead (including undead) 
  Level 4: 
   Detect Lie
   Divination
   Locate Creature ("Tome of Magic")
   Reflecting Pool 
   Tongues
  Level 5: 
   Commune
   Commune With Nature
   Magic Font 
   True Seeing
  Level 6: 
   Find the Path 
  Level 7: 
   Foresight

Elemental -- All Sphere (Traditional)
  Level 1: 
   Create Air ("Spelljammer" set)
   Create Water
   Destroy Water
   Purify Air (all within range)
  Level 2: 
   Chill Metal
   Dust Devil
   Fire Trap
   Flame Blade
   Heat Metal
   Produce Flame
  Level 3: 
   Air/Water Breathing (duration 1 day)
   Flame Walk (1 creature/level, 1 round/level+4)
   Meld into Stone
   Protection from Cold (1 creature, 1 day)
   Protection from Fire (1 creature, 1 day)
   Pyrotechnics
   Stone Shape
   Water Walk
  Level 4: 
   Lower/Raise Water
   Produce/Quench Fire
   Protection from Acid (1 day)
   Protection from Poison Gases (1 day)
  Level 5: 
   Air Walk
   Commune With Nature
   Spike Stones
   Transmute Rock to Mud/Mud to Rock
   Wall of Fire
  Level 6: 
   Conjure Normal Elemental (12 HD, serves willingly)
   Dismiss Elemental 
   Fire Seeds
   Part Water
   Stone Tell
  Level 7: 
   Animate Rock
   Chariot of Sustarre
   Conjure Large Elemental (24 HD, serves willingly)
   Earthquake
   Fire Storm
   Transmute Metal to Wood
   Wind Walk (This-World Only)

Guardianship Sphere (Traditional)
  Level 1: 
   Light
  Level 2: 
   Silence 15' Radius
  Level 3: 
   Continual Light
   Glyph of Warding
  Level 4: 
  Level 5: 
  Level 6: 
   Blade Barrier (8d8, no save)
   Forbiddance
  Level 7: 
   (Symbol of) Fear
   (Symbol of) Hopelessness
   (Symbol of) Pain
   (Symbol of) Persuasion

Healing Sphere (Traditional)
  Level 1: 
   Cure Light Wound (1d8)
   Detect Disease
  Level 2: 
   Slow Poison
  Level 3: 
  Level 4: 
   Cure Feeblemind
   Cure Insanity
   Cure Serious Wound (2d8+1)
  Level 5: 
   Cure Critical Wound (3d8+1)
  Level 6: 
   Heal (all but 1d4)
  Level 7: 

Necromantic Sphere (Traditional)
  Level 1: 
   Detect Disease
   Invisibility to Undead
  Level 2: 
   Animal Messenger
  Level 3: 
   Cure Blindness or Deafness
   Cure Disease
   Feign Death 
   Negative Plane Protection 
  Level 4: 
   Cure Feeblemind
   Cure Insanity
   Neutralize Poison
  Level 5: 
   Raise Dead
  Level 6: 
   Restore Youth ("Tome of Magic")
  Level 7: 
   Regeneration
   Restoration
   Resurrection

Plants Sphere (Traditional)
  Level 1: 
   Detect Poison
   Entangle
   Locate Animal or Plant
   Pass Without Trace
   Shillelagh (+1 staff)
  Level 2: 
   Barkskin
   Trip
   Warp Wood
  Level 3: 
   Plant Growth
   Snare
   Spike Growth
   Tree
  Level 4: 
   Hallucinatory Forest
   Hold Plant
   Massmorph
   Plant Door
   Speak with Plants
   Sticks to Snakes/Snakes to Sticks
  Level 5: 
   Anti-Plant Shell
   Pass Plant
   Tree Growth ("Dragon Kings")
  Level 6: 
   Charm Plants
   Liveoak
   Transport Via Plants
   Turn Wood
   Wall of Thorns
  Level 7: 
   Change Staff
   Relocate Trees (move over one month, within one mile)

Protection Sphere (Traditional)
  Level 1: 
   Endure Cold
   Endure Heat
   Protection from Evil
   Sanctuary
  Level 2: 
   Barkskin
   Resist Cold (1 creature, 1 round/level+4)
   Resist Fire (1 creature, 1 round/level+4)
  Level 3: 
   Dispel Magic
   Negative Plane Protection 
   Protection from Cold (1 creature, 1 day)
   Protection from Fire (1 creature, 1 day)
   Remove Paralysis
  Level 4: 
   Protection from Evil, 10' radius
   Protection from Lightning (1 day)
   Repel Insects
  Level 5: 
   Anti-Plant Shell
   Dispel Evil
  Level 6: 
   Anti-Animal Shell
   Dismiss Elemental 
  Level 7: 

Summoning Sphere (Traditional)
  Level 1: 
   Speak with Astral Traveller ("Tome of Magic")
  Level 2: 
  Level 3: 
   Astral Window ("Tome of Magic")
  Level 4: 
   Abjure
   Animal Summoning I
   Call Woodland Beings 
  Level 5: 
   Adaptation (any environment)
   Animal Summoning II
   Dispel Evil
  Level 6: 
   Aerial Servant
   Animal Summoning III
   Animate Object
   Conjure Animals
   Weather Summoning
   Word of Recall
  Level 7: 
   Creeping Doom
   Exaction
   Gate
   Spirit of Power ("Tome of Magic")
   Succor 

Sun Sphere (Traditional)
  Level 1: 
   Light
  Level 2: 
  Level 3: 
   Continual Light
   Starshine
  Level 4: 
  Level 5: 
   Moonbeam
   Rainbow
  Level 6: 
  Level 7: 
   Sunray

Weather Sphere (Traditional)
  Level 1: 
   Faerie Fire
   Predict Weather
  Level 2: 
   Obscurement
  Level 3: 
   Call Lightning
   Dispel Fog ("Pirates of the Fallen Stars")
  Level 4: 
   Control Temperature 10' Radius
   Protection from Weather ("Dragon Kings")
   Protection from Lightning (1 day)
   Weather Stasis ("Tome of Magic")
  Level 5: 
   Control Winds
   Good/Bad Weather ("Dragon Kings")
   Rainbow
  Level 6: 
   Weather Summoning
  Level 7: 
   Control Weather

Elemental -- Fire Sphere (cleric of this element)
  Level 1: 
  Level 2: 
   Fire Trap
   Flame Blade
   Heat Metal
   Produce Flame
  Level 3: 
   Flame Walk (1 creature/level, 1 round/level+4)
   Protection from Fire (1 creature, 1 day)
   Pyrotechnics
  Level 4: 
   Produce/Quench Fire
  Level 5: 
   Commune With Nature
   Flame Strike
   Wall of Fire
  Level 6: 
   Conjure Normal Fire Elemental (12 HD, serves willingly)
   Fire Seeds
  Level 7: 
   Conjure Large Fire Elemental (24 HD, serves willingly)
   Fire Storm

Elemental -- Air Sphere (cleric of this element)
  Level 1: 
   Create Air ("Spelljammer" set)
   Purify Air (all within range)
  Level 2: 
   Dust Devil
  Level 3: 
   Air/Water Breathing (duration 1 day)
  Level 4: 
   Protection from Poison Gases (1 day)
  Level 5: 
   Air Walk
   Commune With Nature
  Level 6: 
   Conjure Normal Air Elemental (12 HD, serves willingly)
  Level 7: 
   Conjure Large Air Elemental (24 HD, serves willingly)
   Wind Walk (This-World Only)

Elemental -- Water Sphere (cleric of this element)
  Level 1: 
   Create Water
   Destroy Water
  Level 2: 
  Level 3: 
   Air/Water Breathing (duration 1 day)
   Water Walk
  Level 4: 
   Lower/Raise Water
  Level 5: 
   Commune With Nature
  Level 6: 
   Conjure Normal Water Elemental (12 HD, serves willingly)
   Part Water
  Level 7: 
   Conjure Large Water Elemental (24 HD, serves willingly)

Elemental -- Earth Sphere (cleric of this element)
  Level 1: 
   Magical Stone
  Level 2: 
   Heat Metal
  Level 3: 
   Meld into Stone
   Stone Shape
  Level 4: 
  Level 5: 
   Commune With Nature
   Spike Stones
   Transmute Rock to Mud/Mud to Rock
  Level 6: 
   Conjure Normal Earth Elemental (12 HD, serves willingly)
   Stone Tell
  Level 7: 
   Animate Rock
   Conjure Large Earth Elemental (24 HD, serves willingly)
   Earthquake
   Transmute Metal to Wood

Agriculture Clergy: 

Agriculture Spells (no spheres needed):
Level 1:
   Locate Animal or Plant
Level 2:
   Strength
Level 3:
   Delay Rotting ("Tome of Magic")
Level 4:
   Lower/Raise Water
   Repel Insects
Level 5:
   Anti-Plant Shell
   Blessed Abundance ("Tome of Magic")
Level 6:
   Wall of Thorns
Level 7:
   Creeping Doom
   Reincarnation (as animal)
   Relocate Trees (move over one month, within one mile)
Agriculture Clergy Special Powers Available: 
  -- [ 5] Active Sense of Smell
  -- [ 5] Acute Taste
  -- [10] Animal Friendship
  -- [ 5] Brewing
  -- [ 5] Close to the Earth
  -- [ 5] Cold Resistance
  -- [ 5] Detect Evil
  -- [ 5] Detect Poison
  -- [ 5] Elemental Spell Bonus
  -- [10] Empathy With Animals
  -- [ 5] Engineering Bonus
  -- [ 5] Evaluate Gems (as dwarf)
  -- [10] Half-Dmg from Cold
  -- [10] Half-Dmg from Fire
  -- [ 5] Heat Resistance
  -- [10] Hit Point Bonus
  -- [ 5] Identify Potions (as gnome)
  -- [ 5] Identify, as Druid
  -- [ 5] Illusion Resistant, +2 saves
  -- [10] Infravision
  -- [ 5] Light Spell
  -- [ 5] Longsword Bonus
  -- [10] Magic Identification (as elf)
  -- [10] Magic Resistance 10%
  -- [ 5] Poison Resistance
  -- [ 5] Purify Water
  -- [ 5] Reaction Bonus
  -- [10] Save +2 vs. Mind-Magic
  -- [10] Speak With Animals
  -- [10] Speak With Plants
  -- [ 5] Spear Bonus
  -- [10] Surprise-Check Bonus +1
  -- [10] Tough Hide


Ancestors Clergy: 

Ancestors Spells (no spheres needed):
Level 1:
   Detect Undead 
   Know Age ("Tome of Magic")
   Know History
   Thought Capture ("Tome of Magic")
Level 2:
Level 3:
   Speak With Dead (including undead) 
Level 4:
Level 5:
   Age/Rejuvenate Object ("Tome of Magic")
   Time Pool ("Tome of Magic")
Level 6:
   Legend Lore
Level 7:
Ancestors Clergy Special Powers Available: 
  -- [ 5] Active Sense of Smell
  -- [ 5] Acute Taste
  -- [ 5] Alter Moods
  -- [ 5] Close to the Earth
  -- [10] Command Undead
  -- [ 5] Detect Evil
  -- [ 5] Detect Poison
  -- [10] Detect Undead
  -- [ 5] Determine Age (Bldg, 1-5 on d6
  -- [ 5] Engineering Bonus
  -- [ 5] Evaluate Gems (as dwarf)
  -- [10] Extend Duration of Spells
  -- [10] Half-Dmg from Cold
  -- [10] Half-Dmg from Fire
  -- [ 5] Heat Resistance
  -- [10] Hit Point Bonus
  -- [ 5] Identify Potions (as gnome)
  -- [ 5] Illusion Resistant, +2 saves
  -- [10] Infravision
  -- [ 5] Light Spell
  -- [ 5] Longsword Bonus
  -- [10] Magic Identification (as elf)
  -- [10] Magic Resistance 10%
  -- [10] Magic Resistance 2%/level
  -- [10] Move Silently
  -- [ 5] Poison Resistance
  -- [10] Prophecy
  -- [ 5] Reaction Bonus
  -- [ 5] Read Languages
  -- [ 5] Resist Charm (+2, as paladin)
  -- [10] Save +2 vs. Mind-Magic
  -- [ 5] Spear Bonus
  -- [10] Spell Duration Increase
  -- [10] Surprise-Check Bonus +1
  -- [10] Tough Hide


Animals Clergy: 

Animals Spells (no spheres needed):
Level 1:
   Anti-Vermin Barrier ("Tome of Magic")
   Calm Animal
   Locate Animal
   Mount
   Speak With Animals
Level 2:
   Charm Mammal
   Master Animal (duration of eye contact, save vs. HD)
   Summon Swarm
Level 3:
   Phantom Steed
Level 4:
   Animal Vision (share its eyesight, no control, 1 round/level)
   Shapeshift (change own body to animal form)
Level 5:
   Mordenkainen's Faithful Hound
   Possess Animal (control actions, share senses, 1 round/level)
Level 6:
   Conjure Animals
Level 7:
Animals Clergy Special Powers Available: 
  -- [ 5] Active Sense of Smell
  -- [ 5] Acute Taste
  -- [10] Animal Friendship
  -- [10] Climb as Ranger
  -- [10] Communicate With Creatures
  -- [10] Confer Water Breathing
  -- [10] Dense Skin
  -- [ 5] Detect Evil
  -- [ 5] Detect Poison
  -- [10] Empathy With Animals
  -- [ 5] Engineering Bonus
  -- [ 5] Evaluate Gems (as dwarf)
  -- [ 5] Faithful Mount
  -- [10] Freeze (as gnome)
  -- [10] Half-Dmg from Cold
  -- [10] Half-Dmg from Fire
  -- [ 5] Heat Resistance
  -- [10] Hide in Woods (as gnome)
  -- [10] Hit Point Bonus
  -- [ 5] Identify Potions (as gnome)
  -- [ 5] Identify, as Druid
  -- [ 5] Illusion Resistant, +2 saves
  -- [10] Immune to Poison
  -- [10] Infravision
  -- [ 5] Light Spell
  -- [ 5] Longsword Bonus
  -- [10] Magic Identification (as elf)
  -- [10] Magic Resistance 10%
  -- [10] Move Silently
  -- [10] Pass Without Trace
  -- [ 5] Poison Resistance
  -- [ 5] Reaction Bonus
  -- [10] Save +2 vs. Mind-Magic
  -- [15] Shapechange (Animals, Early)
  -- [10] Shapechange (Animals, Level 7)
  -- [10] Soothing Word
  -- [10] Speak With Animals
  -- [ 5] Spear Bonus
  -- [10] Stealth (as demihuman)
  -- [10] Surprise-Check Bonus +1
  -- [10] Tough Hide
  -- [ 5] Tracking


Apathy Clergy: 

Apathy Spells (no spheres needed):
Level 1:
   Cause Apathy
   Confuse Languages
   Emotion Read (one subject, one instant) ("Tome of Magic")
   Sleep
Level 2:
   Forget
Level 3:
Level 4:
   Emotion -- Apathy
   Emotion -- Sadness
   Tongues (reversed; prevents all communication within 60)')
Level 5:
   Feeblemind
Level 6:
   Lose the Path
   Mass Suggestion
Level 7:
   Confusion
   (Symbol of) Apathy
Apathy Clergy Special Powers Available: 
  -- [ 5] Active Sense of Smell
  -- [ 5] Acute Taste
  -- [ 5] Alter Moods
  -- [ 5] Brewing
  -- [ 5] Bribe
  -- [ 5] Charm Resistance (+1, as bard)
  -- [ 5] Cold Resistance
  -- [10] Counter Effects (as bard)
  -- [ 5] Darkness Spell
  -- [10] Dense Skin
  -- [ 5] Detect Evil
  -- [ 5] Detect Poison
  -- [ 5] Engineering Bonus
  -- [ 5] Evaluate Gems (as dwarf)
  -- [10] Half-Dmg from Cold
  -- [10] Half-Dmg from Fire
  -- [ 5] Heat Resistance
  -- [10] Hit Point Bonus
  -- [ 5] Identify Potions (as gnome)
  -- [ 5] Illusion Resistant, +2 saves
  -- [10] Infravision
  -- [ 5] Light Spell
  -- [ 5] Longsword Bonus
  -- [10] Magic Identification (as elf)
  -- [10] Magic Resistance 10%
  -- [ 5] Poison Resistance
  -- [ 5] Reaction Bonus
  -- [10] Save +2 vs. Mind-Magic
  -- [ 5] Sound Resistance (as bard)
  -- [ 5] Spear Bonus
  -- [10] Surprise-Check Bonus +1
  -- [10] Tough Hide


Art Clergy: 

Art Spells (no spheres needed):
Level 1:
   Appraise (know value of 1 item)
   Change Self
   Charm Person
Level 2:
   Camouflage ("Complete Book of Elves")
Level 3:
Level 4:
Level 5:
Level 6:
   Animate Object
   Veil
Level 7:
Art Clergy Special Powers Available: 
  -- [ 5] Active Sense of Smell
  -- [ 5] Acute Taste
  -- [ 5] Alter Moods
  -- [ 5] Charm Resistance (+1, as bard)
  -- [ 5] Detect Evil
  -- [10] Detect Illusion (as thief)
  -- [ 5] Detect Poison
  -- [ 5] Engineering Bonus
  -- [ 5] Evaluate Gems (as dwarf)
  -- [10] Half-Dmg from Cold
  -- [10] Half-Dmg from Fire
  -- [ 5] Heat Resistance
  -- [10] Hit Point Bonus
  -- [ 5] Identify Potions (as gnome)
  -- [ 5] Illusion Resistant, +2 saves
  -- [10] Immune to Charm
  -- [10] Infravision
  -- [ 5] Light Spell
  -- [ 5] Longsword Bonus
  -- [10] Magic Identification (as elf)
  -- [10] Magic Resistance 10%
  -- [ 5] Poison Resistance
  -- [10] Preach Well, once daily
  -- [ 5] Reaction Bonus
  -- [ 5] Resist Sleep-Charm (+1, mage)
  -- [10] Save +2 vs. Mind-Magic
  -- [10] Secret Doors (as elf)
  -- [10] Soothing Word
  -- [ 5] Spear Bonus
  -- [10] Suggestion (as spell) daily
  -- [10] Surprise-Check Bonus +1
  -- [10] Tough Hide


Athletics Clergy: 

Athletics Spells (no spheres needed):
Level 1:
   Jump
   Run
   Spider Climb
   Swim
Level 2:
   Draw Upon Holy Might ("Tome of Magic")
     (increase own Constitution 1 full point/3 levels,
      round up, duration as per your referee)
   Draw Upon Holy Might ("Tome of Magic")
     (increase own Dexterity 1 full point/3 levels,
      round up, duration as per your referee)
   Draw Upon Holy Might ("Tome of Magic")
     (increase own Strength 1 full point/3 levels,
      round up, duration as per your referee)
   Resist Cold (1 creature, 1 round/level+4)
   Resist Fire (1 creature, 1 round/level+4)
   Strength
Level 3:
   Haste
Level 4:
   Emotion -- Friendliness
   Emotion -- Happiness
   Emotion -- Hope
   Fumble
Level 5:
Level 6:
   Tenser's Transformation
Level 7:
Athletics Clergy Special Powers Available: 
  -- [ 5] Active Sense of Smell
  -- [ 5] Acute Taste
  -- [ 5] Alter Moods
  -- [ 5] Casting Reduction
  -- [10] Cleric Hit Dice 1d10
  -- [ 5] Climb Walls
  -- [ 5] Cold Resistance
  -- [10] Defense Bonus (+2 unarmored)
  -- [ 5] Detect Evil
  -- [ 5] Detect Poison
  -- [ 5] Engineering Bonus
  -- [ 5] Evaluate Gems (as dwarf)
  -- [10] Half-Dmg from Cold
  -- [10] Half-Dmg from Fire
  -- [ 5] Heat Resistance
  -- [10] Hit Point Bonus
  -- [ 5] Identify Potions (as gnome)
  -- [ 5] Illusion Resistant, +2 saves
  -- [10] Immume to Paralysis
  -- [10] Increased Movement
  -- [10] Infravision
  -- [ 5] Light Spell
  -- [ 5] Longsword Bonus
  -- [10] Magic Identification (as elf)
  -- [10] Magic Resistance 10%
  -- [ 5] Poison Resistance
  -- [ 5] Rally Friends
  -- [ 5] Range Boost
  -- [ 5] Reaction Bonus
  -- [10] Save +2 vs. Mind-Magic
  -- [ 5] Spear Bonus
  -- [10] Surprise-Check Bonus +1
  -- [10] Tough Hide


Beauty Clergy: 

Beauty Spells (no spheres needed):
Level 1:
   Change Self
   Charm Person
   Color Spray
Level 2:
   Camouflage ("Complete Book of Elves")
   Draw Upon Holy Might ("Tome of Magic")
     (increase own Charisma 1 full point/3 levels,
      round up, duration as per your referee)
   Hypnotic Pattern
Level 3:
Level 4:
   Rainbow Pattern
Level 5:
   False Seeing ("Veil")
Level 6:
   Veil
Level 7:
Beauty Clergy Special Powers Available: 
  -- [ 5] Active Sense of Smell
  -- [ 5] Acute Taste
  -- [ 5] Alter Moods
  -- [10] Animal Friendship
  -- [ 5] Charm Resistance (+1, as bard)
  -- [ 5] Detect Evil
  -- [10] Detect Illusion (as thief)
  -- [ 5] Detect Noise
  -- [ 5] Detect Poison
  -- [ 5] Engineering Bonus
  -- [ 5] Evaluate Gems (as dwarf)
  -- [10] Half-Dmg from Cold
  -- [10] Half-Dmg from Fire
  -- [ 5] Heat Resistance
  -- [10] Hit Point Bonus
  -- [ 5] Identify Potions (as gnome)
  -- [ 5] Illusion Resistant, +2 saves
  -- [10] Infravision
  -- [ 5] Light Spell
  -- [ 5] Longsword Bonus
  -- [10] Magic Identification (as elf)
  -- [10] Magic Resistance 10%
  -- [ 5] Poison Resistance
  -- [ 5] Purify Water
  -- [ 5] Reaction Bonus
  -- [10] Save +2 vs. Mind-Magic
  -- [ 5] Sound Resistance (as bard)
  -- [ 5] Spear Bonus
  -- [10] Suggestion (as spell) daily
  -- [10] Surprise-Check Bonus +1
  -- [10] Tough Hide


Bigotry Clergy: 

Bigotry Spells (no spheres needed):
Level 1:
   Corrupt
   Emotion Read (one subject, one instant) ("Tome of Magic")
Level 2:
Level 3:
Level 4:
Level 5:
Level 6:
   Wall of Thorns
Level 7:
Bigotry Clergy Special Powers Available: 
  -- [ 5] Active Sense of Smell
  -- [ 5] Acute Taste
  -- [ 5] Alter Moods
  -- [10] Backstab (as thief / ranger)
  -- [ 5] Charm Resistance (+1, as bard)
  -- [ 5] Detect Evil
  -- [ 5] Detect Poison
  -- [ 5] Engineering Bonus
  -- [ 5] Evaluate Gems (as dwarf)
  -- [10] Half-Dmg from Cold
  -- [10] Half-Dmg from Fire
  -- [ 5] Heat Resistance
  -- [10] Hit Point Bonus
  -- [ 5] Identify Potions (as gnome)
  -- [ 5] Illusion Resistant, +2 saves
  -- [10] Incite Berserk Rage
  -- [10] Infravision
  -- [10] Know Alignment
  -- [ 5] Light Spell
  -- [ 5] Longsword Bonus
  -- [10] Magic Identification (as elf)
  -- [10] Magic Resistance 10%
  -- [ 5] Poison Resistance
  -- [ 5] Rally Friends
  -- [ 5] Reaction Bonus
  -- [10] Save +2 vs. Mind-Magic
  -- [ 5] Spear Bonus
  -- [10] Surprise-Check Bonus +1
  -- [ 5] Taunt
  -- [10] Tough Hide


Birth & Youth Clergy: 

Birth & Youth Spells (no spheres needed):
Level 1:
Level 2:
Level 3:
Level 4:
   Emotion -- Friendliness
   Emotion -- Happiness
   Emotion -- Hope
Level 5:
Level 6:
   Restore Youth ("Tome of Magic")
Level 7:
   Clone
Birth & Youth Clergy Special Powers Available: 
  -- [ 5] Active Sense of Smell
  -- [ 5] Acute Taste
  -- [ 5] Alter Moods
  -- [10] Commune (as spell) x1 / month
  -- [10] Counter Effects (as bard)
  -- [10] Defense Bonus (+2 unarmored)
  -- [ 5] Detect Evil
  -- [10] Detect Lie once daily
  -- [ 5] Detect Noise
  -- [ 5] Detect Poison
  -- [ 5] Engineering Bonus
  -- [ 5] Evaluate Gems (as dwarf)
  -- [ 5] Expert Healer
  -- [10] Half-Dmg from Cold
  -- [10] Half-Dmg from Fire
  -- [ 5] Heat Resistance
  -- [10] Hit Point Bonus
  -- [ 5] Identify Potions (as gnome)
  -- [ 5] Illusion Resistant, +2 saves
  -- [10] Infravision
  -- [ 5] Light Spell
  -- [ 5] Longsword Bonus
  -- [10] Magic Identification (as elf)
  -- [10] Magic Resistance 10%
  -- [ 5] Poison Resistance
  -- [ 5] Purify Water
  -- [ 5] Rally Friends
  -- [ 5] Reaction Bonus
  -- [ 5] Resist Charm (+2, as paladin)
  -- [ 5] Resist Energy Drain
  -- [ 5] Resist Sleep-Charm (+1, mage)
  -- [10] Save +2 vs. Mind-Magic
  -- [ 5] Spear Bonus
  -- [10] Suggestion (as spell) daily
  -- [10] Surprise-Check Bonus +1
  -- [10] Tough Hide
  -- [10] Turn Undead


Cities Clergy: 

Cities Spells (no spheres needed):
Level 1:
   Courage ("Tome of Magic")
   Morale ("Tome of Magic")
Level 2:
   Draw Upon Holy Might ("Tome of Magic")
     (increase own Charisma 1 full point/3 levels,
      round up, duration as per your referee)
   Sanctify for Battle ("Tome of Magic")
Level 3:
Level 4:
Level 5:
Level 6:
   Legend Lore
Level 7:
   Illusory Fortification ("Tome of Magic")
   Shadow Engines ("Tome of Magic")
Cities Clergy Special Powers Available: 
  -- [ 5] Active Sense of Smell
  -- [ 5] Acute Taste
  -- [ 5] Alter Moods
  -- [ 5] Bow Bonus
  -- [ 5] Build War Machines
  -- [ 5] Climb Walls
  -- [ 5] Crossbow Bonus
  -- [10] Defense Bonus (+2 unarmored)
  -- [ 5] Detect Evil
  -- [ 5] Detect Poison
  -- [10] Detect Treasure
  -- [ 5] Engineering Bonus
  -- [ 5] Evaluate Gems (as dwarf)
  -- [ 5] Expert Haggler (10% cheaper)
  -- [ 5] Followers (Level 10)
  -- [10] Followers (any time)
  -- [10] Half-Dmg from Cold
  -- [10] Half-Dmg from Fire
  -- [ 5] Heat Resistance
  -- [10] History (as bard)
  -- [10] Hit Point Bonus
  -- [ 5] Identify Potions (as gnome)
  -- [ 5] Illusion Resistant, +2 saves
  -- [10] Infravision
  -- [ 5] Lead Troops
  -- [ 5] Light Spell
  -- [10] Linguist
  -- [ 5] Longsword Bonus
  -- [10] Magic Identification (as elf)
  -- [10] Magic Resistance 10%
  -- [10] Open Locks
  -- [ 5] Operate War Machines
  -- [ 5] Poison Resistance
  -- [10] Preach Well, once daily
  -- [ 5] Prot. From Evil (as paladin)
  -- [ 5] Reaction Bonus
  -- [ 5] Read Languages
  -- [10] Save +2 vs. Mind-Magic
  -- [10] Secret Doors (as elf)
  -- [ 5] Spear Bonus
  -- [10] Surprise-Check Bonus +1
  -- [10] Tough Hide
  -- [10] Tunneling


Cold Clergy: 

Cold Spells (no spheres needed):
Level 1:
   Chill Touch 
   Endure Cold
Level 2:
   Aura of Comfort ("Tome of Magic")
   Chill Metal
   Freeze Water (1 cu. ft./level)
   Resist Cold (1 creature, 1 round/level+4)
Level 3:
   Protection from Cold (1 creature, 1 day)
Level 4:
   Fire Purge ("Tome of Magic")
   Ice Storm
   Wall of Ice
Level 5:
   Cone of Cold
Level 6:
   Conjure Normal Ice Quasi-Elemental (12 HD, serves willingly)
   Icy Servant (as "Aerial Servant")
   Otiluke's Freezing Sphere
Level 7:
   Conjure Large Ice Quasi-Elemental (24 HD, serves willingly)
Cold Clergy Special Powers Available: 
  -- [ 5] Active Sense of Smell
  -- [ 5] Acute Taste
  -- [ 5] Axe Bonus
  -- [ 5] Charm Resistance (+1, as bard)
  -- [10] Cleric Hit Dice 1d10
  -- [ 5] Cold Resistance
  -- [10] Confer Water Breathing
  -- [ 5] Darkness Spell
  -- [ 5] Detect Evil
  -- [ 5] Detect Poison
  -- [ 5] Elemental Spell Bonus
  -- [ 5] Engineering Bonus
  -- [ 5] Evaluate Gems (as dwarf)
  -- [10] Half-Dmg from Cold
  -- [10] Half-Dmg from Fire
  -- [ 5] Heat Resistance
  -- [10] Hit Point Bonus
  -- [ 5] Identify Potions (as gnome)
  -- [ 5] Illusion Resistant, +2 saves
  -- [10] Immune to Cold
  -- [10] Immune to Fire
  -- [10] Infravision
  -- [ 5] Light Spell
  -- [ 5] Longsword Bonus
  -- [10] Magic Identification (as elf)
  -- [10] Magic Resistance 10%
  -- [ 5] Poison Resistance
  -- [ 5] Reaction Bonus
  -- [ 5] Resist Energy Drain
  -- [ 5] Resist Sleep-Charm (+1, mage)
  -- [10] Save +2 vs. Mind-Magic
  -- [ 5] Spear Bonus
  -- [10] Surprise-Check Bonus +1
  -- [10] Tough Hide
  -- [10] Water Breathing


Commerce Clergy: 

Commerce Spells (no spheres needed):
Level 1:
   Appraise (know value of 1 item)
   Comprehend Languages
   Detect Magic
   Salesmanship I (pitch, one saves vs. wisdom
Level 2:
Level 3:
Level 4:
   Salesmanship II (pitch, all save vs. wisdom)
   Tongues
Level 5:
   True Seeing
Level 6:
Level 7:
   Exaction
Commerce Clergy Special Powers Available: 
  -- [ 5] Active Sense of Smell
  -- [ 5] Acute Taste
  -- [ 5] Bribe
  -- [ 5] Charm Resistance (+1, as bard)
  -- [ 5] Detect Evil
  -- [ 5] Detect Poison
  -- [ 5] Engineering Bonus
  -- [ 5] Evaluate Gems (as dwarf)
  -- [10] Half-Dmg from Cold
  -- [10] Half-Dmg from Fire
  -- [ 5] Heat Resistance
  -- [10] Hit Point Bonus
  -- [ 5] Identify Potions (as gnome)
  -- [ 5] Illusion Resistant, +2 saves
  -- [10] Increased Movement
  -- [10] Infravision
  -- [10] Know Alignment
  -- [ 5] Light Spell
  -- [ 5] Longsword Bonus
  -- [10] Magic Identification (as elf)
  -- [10] Magic Resistance 10%
  -- [10] Pick Pockets
  -- [ 5] Poison Resistance
  -- [ 5] Reaction Bonus
  -- [ 5] Read Languages
  -- [ 5] Resist Sleep-Charm (+1, mage)
  -- [10] Save +2 vs. Mind-Magic
  -- [10] Soothing Word
  -- [ 5] Spear Bonus
  -- [10] Suggestion (as spell) daily
  -- [ 5] Supervisor
  -- [10] Surprise-Check Bonus +1
  -- [ 5] Thieves's Cant
  -- [10] Tough Hide


Communication Clergy: 

Communication Spells (no spheres needed):
Level 1:
   Comprehend Languages
   Confuse Languages
   Lend/Borrow Language
   Message
   Speak with Astral Traveller ("Tome of Magic")
   Ventriloquism
Level 2:
   Speak With Animals
   Vocalize
   Whispering Wind
Level 3:
   Helping Hand ("Tome of Magic")
   Know Customs ("Tome of Magic")
   Speak With Dead (including undead) 
   Telepathy ("Tome of Magic")
Level 4:
   Easy Talk (all know languages, alignments)
   Rapport ("Tome of Magic")
   Speak with Plants
   Tongues
   Tongues (reversed; prevents all communication within 60)')
Level 5:
   Thought Wave ("Tome of Magic")
Level 6:
   Group Mind ("Tome of Magic")
   Mass Suggestion
   Speak with Anything
Level 7:
   (Symbol of) Persuasion
Communication Clergy Special Powers Available: 
  -- [ 5] Active Sense of Smell
  -- [ 5] Acute Taste
  -- [ 5] Alter Moods
  -- [ 5] Bribe
  -- [10] Commune (as spell) x1 / month
  -- [10] Communicate With Creatures
  -- [10] Counter Effects (as bard)
  -- [ 5] Detect Evil
  -- [10] Detect Lie once daily
  -- [ 5] Detect Poison
  -- [10] Empathy With Animals
  -- [ 5] Engineering Bonus
  -- [ 5] Evaluate Gems (as dwarf)
  -- [ 5] Expert Haggler (10% cheaper)
  -- [10] Half-Dmg from Cold
  -- [10] Half-Dmg from Fire
  -- [ 5] Heat Resistance
  -- [10] Hit Point Bonus
  -- [ 5] Identify Potions (as gnome)
  -- [ 5] Illusion Resistant, +2 saves
  -- [10] Infravision
  -- [10] Know Alignment
  -- [ 5] Light Spell
  -- [10] Linguist
  -- [ 5] Longsword Bonus
  -- [10] Magic Identification (as elf)
  -- [10] Magic Resistance 10%
  -- [ 5] Poison Resistance
  -- [10] Preach Well, once daily
  -- [ 5] Reaction Bonus
  -- [ 5] Read Languages
  -- [10] Save +2 vs. Mind-Magic
  -- [10] Soothing Word
  -- [10] Speak With Animals
  -- [10] Speak With Plants
  -- [ 5] Spear Bonus
  -- [10] Stone Tell (once per day)
  -- [10] Suggestion (as spell) daily
  -- [10] Surprise-Check Bonus +1
  -- [ 5] Thieves's Cant
  -- [10] Tough Hide


Crafts Clergy: 

Crafts Spells (no spheres needed):
Level 1:
   Mending
   Weighty Chest ("Tome of Magic")
Level 2:
Level 3:
Level 4:
   Addition ("Tome of Magic")
   Minor Creation
Level 5:
   Fabricate
   Major Creation
Level 6:
Level 7:
Crafts Clergy Special Powers Available: 
  -- [ 5] Active Sense of Smell
  -- [ 5] Acute Taste
  -- [ 5] Brewing
  -- [ 5] Build War Machines
  -- [ 5] Casting Reduction
  -- [ 5] Dagger Bonus
  -- [ 5] Detect Evil
  -- [10] Detect Magic daily
  -- [ 5] Detect Poison
  -- [ 5] Determine Age (Bldg, 1-5 on d6
  -- [ 5] Engineering Bonus
  -- [ 5] Evaluate Gems (as dwarf)
  -- [ 5] Expert Haggler (10% cheaper)
  -- [10] Half-Dmg from Cold
  -- [10] Half-Dmg from Fire
  -- [ 5] Heat Resistance
  -- [10] Hit Point Bonus
  -- [ 5] Identify Potions (as gnome)
  -- [ 5] Illusion Resistant, +2 saves
  -- [10] Infravision
  -- [ 5] Light Spell
  -- [ 5] Longsword Bonus
  -- [10] Magic Identification (as elf)
  -- [10] Magic Resistance 10%
  -- [ 5] Poison Resistance
  -- [ 5] Reaction Bonus
  -- [10] Save +2 vs. Mind-Magic
  -- [10] Secret Doors (as elf)
  -- [ 5] Spear Bonus
  -- [10] Surprise-Check Bonus +1
  -- [10] Tough Hide


Cruelty Clergy: 

Cruelty Spells (no spheres needed):
Level 1:
   Corrupt
Level 2:
Level 3:
   Caltrops ("Tome of Magic")
   Fear
Level 4:
   Emotion -- Hopelessness
Level 5:
Level 6:
Level 7:
   (Symbol of) Pain
Cruelty Clergy Special Powers Available: 
  -- [ 5] Active Sense of Smell
  -- [ 5] Acute Taste
  -- [ 5] Axe Bonus
  -- [10] Backstab (as thief / ranger)
  -- [ 5] Bow Bonus
  -- [ 5] Bribe
  -- [10] Command Undead
  -- [ 5] Dagger Bonus
  -- [ 5] Damage Bonus
  -- [10] Dense Skin
  -- [ 5] Detect Evil
  -- [ 5] Detect Poison
  -- [ 5] Engineering Bonus
  -- [ 5] Evaluate Gems (as dwarf)
  -- [10] Half-Dmg from Cold
  -- [10] Half-Dmg from Fire
  -- [ 5] Heat Resistance
  -- [10] Hit Point Bonus
  -- [ 5] Identify Potions (as gnome)
  -- [ 5] Illusion Resistant, +2 saves
  -- [10] Incite Berserk Rage
  -- [10] Infravision
  -- [ 5] Light Spell
  -- [ 5] Longsword Bonus
  -- [10] Magic Identification (as elf)
  -- [10] Magic Resistance 10%
  -- [ 5] Poison Resistance
  -- [ 5] Reaction Bonus
  -- [10] Save +2 vs. Mind-Magic
  -- [ 5] Spear Bonus
  -- [10] Suggestion (as spell) daily
  -- [10] Surprise-Check Bonus +1
  -- [ 5] Taunt
  -- [10] Tough Hide


Darkness Clergy: 

Darkness Spells (no spheres needed):
Level 1:
   Merciful Shadows ("Dark Sun")
   Sleep
Level 2:
   Blindness
   Obscure Alignment
Level 3:
   Pyrotechnics
   Wraithform
Level 4:
Level 5:
Level 6:
   Ashen Servant (as "Aerial Servant")
   Grimy Servant (as "Aerial Servant")
   Icy Servant (as "Aerial Servant")
   Vacuum Servant (as "Aerial Servant")
Level 7:
   Power Word, Blind
   (Symbol of) Sleep
Darkness Clergy Special Powers Available: 
  -- [ 5] Active Sense of Smell
  -- [ 5] Acute Taste
  -- [10] Backstab (as thief / ranger)
  -- [10] Command Undead
  -- [ 5] Darkness Spell
  -- [ 5] Detect Evil
  -- [ 5] Detect Poison
  -- [ 5] Engineering Bonus
  -- [ 5] Evaluate Gems (as dwarf)
  -- [10] Half-Dmg from Cold
  -- [10] Half-Dmg from Fire
  -- [ 5] Heat Resistance
  -- [ 5] Hide in Shadows
  -- [10] Hit Point Bonus
  -- [ 5] Identify Potions (as gnome)
  -- [ 5] Illusion Resistant, +2 saves
  -- [10] Infravision
  -- [ 5] Less Sleep
  -- [ 5] Light Spell
  -- [ 5] Longsword Bonus
  -- [10] Magic Identification (as elf)
  -- [10] Magic Resistance 10%
  -- [10] Pick Pockets
  -- [ 5] Poison Resistance
  -- [ 5] Reaction Bonus
  -- [10] Save +2 vs. Mind-Magic
  -- [10] Soothing Word
  -- [ 5] Spear Bonus
  -- [10] Surprise-Check Bonus +1
  -- [ 5] Thieves's Cant
  -- [10] Tough Hide
  -- [10] Turn Undead


Dawn Clergy: 

Dawn Spells (no spheres needed):
Level 1:
   Detect Undead 
   Light
Level 2:
   Dust Devil
   Fire Trap
   Flame Blade
   Heat Metal
   Produce Flame
Level 3:
   Continual Light
   Flame Walk (1 creature/level, 1 round/level+4)
   Protection from Fire (1 creature, 1 day)
   Pyrotechnics
Level 4:
   Produce/Quench Fire
Level 5:
   Air Walk
   Flame Strike
   Wall of Fire
Level 6:
   Conjure Normal Air Elemental (12 HD, serves willingly)
   Conjure Normal Fire Elemental (12 HD, serves willingly)
Level 7:
   Chariot of Sustarre
   Conjure Large Air Elemental (24 HD, serves willingly)
   Conjure Large Fire Elemental (24 HD, serves willingly)
   Fire Storm
Dawn Clergy Special Powers Available: 
  -- [ 5] Active Sense of Smell
  -- [ 5] Acute Taste
  -- [ 5] Alter Moods
  -- [ 5] Bow Bonus
  -- [ 5] Cold Resistance
  -- [ 5] Detect Evil
  -- [ 5] Detect Poison
  -- [ 5] Elemental Spell Bonus
  -- [ 5] Engineering Bonus
  -- [ 5] Evaluate Gems (as dwarf)
  -- [10] Half-Dmg from Cold
  -- [10] Half-Dmg from Fire
  -- [ 5] Heat Resistance
  -- [ 5] Hide in Shadows
  -- [10] Hit Point Bonus
  -- [ 5] Identify Potions (as gnome)
  -- [ 5] Illusion Resistant, +2 saves
  -- [15] Immune to Energy Drain
  -- [10] Immune to Fire
  -- [10] Incite Berserk Rage
  -- [10] Infravision
  -- [ 5] Light Spell
  -- [ 5] Longsword Bonus
  -- [10] Magic Identification (as elf)
  -- [10] Magic Resistance 10%
  -- [ 5] Poison Resistance
  -- [10] Preach Well, once daily
  -- [ 5] Prot. From Evil (as paladin)
  -- [ 5] Reaction Bonus
  -- [10] Save +2 vs. Mind-Magic
  -- [10] Soothing Word
  -- [ 5] Spear Bonus
  -- [10] Surprise-Check Bonus +1
  -- [10] Tough Hide
  -- [10] Turn Undead


Death Clergy: 

Death Spells (no spheres needed):
Level 1:
   Chill Touch 
   Corpselight (dead & undead glow 4R+1/L) 
   Detect Undead 
   Skeleton Control (one, 1 day, save vs. HD) 
   Summon Undead (nearest 1d6, need not obey) 
Level 2:
   Death Recall (see last 10 minutes
   in life of recent corpse)
   Locate Corpse ("Black Cairn", in 1 mile/level)
   Zombie Control (one, 1 day, save vs. HD) 
Level 3:
   Bone Club (+1 club, base 1d6, triple vs. undead) 
   Feign Death 
   Ghoul Control (one, 1 day, save vs. HD) 
   Hold Undead (save vs HD, total HD<=caster) 
   Negative Plane Protection 
   Skull Watch I
   Speak With Dead (including undead) 
   Wall of Bones (tough to break through)
   Wraithform
Level 4:
   Feign Undeath ("Ravenloft" set, but lasts 1 day) 
   Phantasmal Killer
   Shadow Control (one, 1 day, save vs. HD) 
Level 5:
   Cloudkill
   Disguise Undead (1 day) 
   Ghast Control (one, 1 day, save vs. HD) 
Level 6:
   Death Fog 
   Death Spell 
   Imbue Undead With Spell Ability 
   Unliving Identity ("Dragon Kings")
   Wall of Thorns
   Wight & Wraith Control (one, 1 day, save vs. HD) 
Level 7:
   Clone
   Mummy Control (one, 1 day, save vs. HD) 
   Power Word, Kill
   (Symbol of) Death
Death Clergy Special Powers Available: 
  -- [ 5] Active Sense of Smell
  -- [ 5] Acute Taste
  -- [10] Backstab (as thief / ranger)
  -- [10] Command Undead
  -- [ 5] Damage Bonus
  -- [ 5] Darkness Spell
  -- [ 5] Detect Evil
  -- [ 5] Detect Poison
  -- [10] Detect Undead
  -- [ 5] Engineering Bonus
  -- [ 5] Evaluate Gems (as dwarf)
  -- [10] Half-Dmg from Cold
  -- [10] Half-Dmg from Fire
  -- [ 5] Heat Resistance
  -- [10] Hit Point Bonus
  -- [ 5] Identify Potions (as gnome)
  -- [ 5] Illusion Resistant, +2 saves
  -- [10] Immune to Poison
  -- [10] Incite Berserk Rage
  -- [10] Infravision
  -- [ 5] Light Spell
  -- [ 5] Longsword Bonus
  -- [10] Magic Identification (as elf)
  -- [10] Magic Resistance 10%
  -- [ 5] Poison Resistance
  -- [ 5] Reaction Bonus
  -- [10] Save +2 vs. Mind-Magic
  -- [ 5] Spear Bonus
  -- [10] Surprise-Check Bonus +1
  -- [ 5] Sword Bonus
  -- [10] Tough Hide


Destiny Clergy: 

Destiny Spells (no spheres needed):
Level 1:
Level 2:
Level 3:
Level 4:
Level 5:
Level 6:
Level 7:
Destiny Clergy Special Powers Available: 
  -- [ 5] Active Sense of Smell
  -- [ 5] Acute Taste
  -- [10] Commune (as spell) x1 / month
  -- [10] Defense Bonus (+2 unarmored)
  -- [ 5] Detect Evil
  -- [ 5] Detect Poison
  -- [ 5] Elemental Spell Bonus
  -- [ 5] Engineering Bonus
  -- [ 5] Evaluate Gems (as dwarf)
  -- [10] Half-Dmg from Cold
  -- [10] Half-Dmg from Fire
  -- [ 5] Heat Resistance
  -- [10] History (as bard)
  -- [10] Hit Point Bonus
  -- [ 5] Identify Potions (as gnome)
  -- [ 5] Illusion Resistant, +2 saves
  -- [10] Infravision
  -- [ 5] Light Spell
  -- [ 5] Longsword Bonus
  -- [10] Magic Identification (as elf)
  -- [10] Magic Resistance 10%
  -- [ 5] Poison Resistance
  -- [10] Prophecy
  -- [ 5] Reaction Bonus
  -- [10] Save +2 vs. Mind-Magic
  -- [10] Soothing Word
  -- [ 5] Spear Bonus
  -- [10] Surprise-Check Bonus +1
  -- [10] Tough Hide


Disease Clergy: 

Disease Spells (no spheres needed):
Level 1:
   Cause Disease 
Level 2:
   Forget
   Irritation
   Ray of Enfeeblement
   Stinking Cloud
Level 3:
Level 4:
   Contagion 
   Emotion -- Sadness
   Enervation 
Level 5:
   Cloudkill
   Feeblemind
Level 6:
   Death Fog 
   Wall of Thorns
Level 7:
   Breath of Death ("Tome of Magic")
   (causes plague, 50 yards/level)
   (Symbol of) Pain
Disease Clergy Special Powers Available: 
  -- [ 5] Active Sense of Smell
  -- [ 5] Acute Taste
  -- [10] Cause Insanity 1/wk/3 lvls
  -- [ 5] Charm Resistance (+1, as bard)
  -- [10] Command Undead
  -- [10] Cure Disease 1/wk/3 lvls
  -- [ 5] Detect Evil
  -- [ 5] Detect Poison
  -- [ 5] Engineering Bonus
  -- [ 5] Evaluate Gems (as dwarf)
  -- [10] Half-Dmg from Cold
  -- [10] Half-Dmg from Fire
  -- [ 5] Heat Resistance
  -- [10] Hit Point Bonus
  -- [ 5] Identify Potions (as gnome)
  -- [ 5] Illusion Resistant, +2 saves
  -- [10] Immune to Poison
  -- [10] Immunity to Disease
  -- [10] Infravision
  -- [ 5] Light Spell
  -- [ 5] Longsword Bonus
  -- [10] Magic Identification (as elf)
  -- [10] Magic Resistance 10%
  -- [ 5] Poison Resistance
  -- [ 5] Reaction Bonus
  -- [10] Save +2 vs. Mind-Magic
  -- [ 5] Spear Bonus
  -- [10] Surprise-Check Bonus +1
  -- [10] Tough Hide


Earth Clergy: 

Earth Spells (no spheres needed):
Level 1:
   Magical Stone
   Sea Legs /Land Legs ("Pirates of the Fallen Stars")
   Weighty Chest ("Tome of Magic")
Level 2:
   Camouflage ("Complete Book of Elves")
   Chill Metal
   Shatter Rock
Level 3:
   Conjure Small Earth Elemental ("Dark Sun")
   Meld into Stone
   Stone Door ("Dimension Door" through stone or earth)
   Stone Shape
Level 4:
   Hallucinatory Terrain
   Stoneskin
Level 5:
   Commune With Nature
   Iron Skin ("Dragon Kings")
   Passwall
   Spike Stones
   Stone to Flesh
   Transmute Rock to Mud/Mud to Rock
   Wall of Stone
Level 6:
   Conjure Normal Earth Elemental (12 HD, serves willingly)
   Dismiss Elemental 
   Earthy Servant (as "Aerial Servant")
   Dusty Servant (as "Aerial Servant")
   Flesh to Stone
   Glassee
   Grimy Servant (as "Aerial Servant")
   Land of Stability ("Tome of Magic")
   Magma Servant (as "Aerial Servant")
   Mineral (Gemstone) Servant (as "Aerial Servant")
   Move Earth
   Oozy Servant (as "Aerial Servant")
   Stone Tell
   Transmute Water to Dust
Level 7:
   Animate Rock
   Conjure Large Earth Elemental (24 HD, serves willingly)
   Earthquake
   Statue
Earth Clergy Special Powers Available: 
  -- [ 5] Active Sense of Smell
  -- [ 5] Acute Taste
  -- [ 5] Climb Walls
  -- [ 5] Close to the Earth
  -- [ 5] Detect Evil
  -- [ 5] Detect Poison
  -- [ 5] Determine Stability, 1-4 on d6
  -- [ 5] Engineering Bonus
  -- [ 5] Evaluate Gems (as dwarf)
  -- [10] Half-Dmg from Cold
  -- [10] Half-Dmg from Fire
  -- [ 5] Heat Resistance
  -- [10] Hit Point Bonus
  -- [ 5] Identify Potions (as gnome)
  -- [ 5] Illusion Resistant, +2 saves
  -- [10] Infravision
  -- [ 5] Light Spell
  -- [ 5] Longsword Bonus
  -- [10] Magic Identification (as elf)
  -- [10] Magic Resistance 10%
  -- [10] Meld Into Stone (as dwarf)
  -- [ 5] Military Pick Bonus
  -- [ 5] Mining Detection
  -- [ 5] Poison Resistance
  -- [ 5] Reaction Bonus
  -- [10] Save +2 vs. Mind-Magic
  -- [10] Secret Doors (as elf)
  -- [ 5] Spear Bonus
  -- [10] Stone Tell (once per day)
  -- [10] Surprise-Check Bonus +1
  -- [10] Tough Hide
  -- [10] Tunneling


Fertility Clergy: 

Fertility Spells (no spheres needed):
Level 1:
Level 2:
Level 3:
Level 4:
   Emotion -- Courage
   Emotion -- Friendliness
   Emotion -- Happiness
   Emotion -- Lust
Level 5:
Level 6:
Level 7:
Fertility Clergy Special Powers Available: 
  -- [ 5] Active Sense of Smell
  -- [ 5] Acute Taste
  -- [ 5] Alter Moods
  -- [10] Animal Friendship
  -- [ 5] Detect Evil
  -- [ 5] Detect Poison
  -- [ 5] Engineering Bonus
  -- [ 5] Evaluate Gems (as dwarf)
  -- [10] Half-Dmg from Cold
  -- [10] Half-Dmg from Fire
  -- [ 5] Heat Resistance
  -- [10] Hit Point Bonus
  -- [ 5] Identify Potions (as gnome)
  -- [ 5] Illusion Resistant, +2 saves
  -- [10] Immunity to Disease
  -- [10] Infravision
  -- [ 5] Light Spell
  -- [ 5] Longsword Bonus
  -- [10] Magic Identification (as elf)
  -- [10] Magic Resistance 10%
  -- [ 5] Poison Resistance
  -- [ 5] Purify Water
  -- [ 5] Reaction Bonus
  -- [10] Save +2 vs. Mind-Magic
  -- [10] Soothing Word
  -- [ 5] Spear Bonus
  -- [10] Suggestion (as spell) daily
  -- [10] Surprise-Check Bonus +1
  -- [10] Tough Hide


Fire Clergy: 

Fire Spells (no spheres needed):
Level 1:
   Affect Normal Fires
   Burning Hands
   Endure Heat
   Fireproof area (no ignitions, 1 day/level)
   Log of Everburning ("Tome of Magic")
Level 2:
   Affect Any Fire
   Aura of Comfort ("Tome of Magic")
   Clues in the Ashes (see last 1 min/round)
   Fire Trap
   Flame Blade
   Flaming Sphere
   Heat Metal
   Produce Flame
   Resist Fire (1 creature, 1 round/level+4)
   Speak with Fire
Level 3:
   Conjure Small Fire Elemental ("Dark Sun")
   Explosive Runes
   Flame Arrow
   Flame Walk (1 creature/level, 1 round/level+4)
   Protection from Fire (1 creature, 1 day)
   Pyrotechnics
Level 4:
   Fire Purge ("Tome of Magic")
   Produce/Quench Fire
Level 5:
   Commune With Nature
   Fireball
   Flame Strike
   Wall of Fire
Level 6:
   Ashen Servant (as "Aerial Servant")
   Conjure Normal Fire Elemental (12 HD, serves willingly)
   Dismiss Elemental 
   Fiery Servant (as "Aerial Servant")
   Fire Seeds
   Incendiary Cloud
   Magma Servant (as "Aerial Servant")
   Radiance Servant (as "Aerial Servant")
   Smoky Servant (as "Aerial Servant")
   Steamy Servant (as "Aerial Servant")
   Transport Via Fires
   Watchfire (scry and communicate 2 miles/level)
Level 7:
   Chariot of Sustarre
   Conjure Large Fire Elemental (24 HD, serves willingly)
   Fire Storm
Fire Clergy Special Powers Available: 
  -- [ 5] Active Sense of Smell
  -- [ 5] Acute Taste
  -- [ 5] Cold Resistance
  -- [ 5] Detect Evil
  -- [ 5] Detect Poison
  -- [ 5] Elemental Spell Bonus
  -- [ 5] Engineering Bonus
  -- [ 5] Evaluate Gems (as dwarf)
  -- [ 5] Fire & Electrical Resistance
  -- [10] Half-Dmg from Cold
  -- [10] Half-Dmg from Fire
  -- [ 5] Heat Resistance
  -- [10] Hit Point Bonus
  -- [ 5] Identify Potions (as gnome)
  -- [ 5] Illusion Resistant, +2 saves
  -- [10] Immune to Fire
  -- [10] Incite Berserk Rage
  -- [10] Infravision
  -- [ 5] Light Spell
  -- [ 5] Longsword Bonus
  -- [10] Magic Identification (as elf)
  -- [10] Magic Resistance 10%
  -- [ 5] Poison Resistance
  -- [ 5] Reaction Bonus
  -- [10] Save +2 vs. Mind-Magic
  -- [ 5] Spear Bonus
  -- [10] Surprise-Check Bonus +1
  -- [10] Tough Hide


Fishing Clergy: 

Fishing Spells (no spheres needed):
Level 1:
Level 2:
Level 3:
Level 4:
Level 5:
Level 6:
Level 7:
Fishing Clergy Special Powers Available: 
  -- [ 5] Active Sense of Smell
  -- [ 5] Acute Taste
  -- [ 5] Cold Resistance
  -- [10] Confer Water Breathing
  -- [ 5] Detect Evil
  -- [ 5] Detect Poison
  -- [ 5] Engineering Bonus
  -- [ 5] Evaluate Gems (as dwarf)
  -- [10] Followers (as Ranger)
  -- [10] Half-Dmg from Cold
  -- [10] Half-Dmg from Fire
  -- [ 5] Heat Resistance
  -- [10] Hit Point Bonus
  -- [ 5] Identify Potions (as gnome)
  -- [ 5] Illusion Resistant, +2 saves
  -- [10] Immune to Cold
  -- [10] Immune to Lightning
  -- [10] Infravision
  -- [ 5] Light Spell
  -- [ 5] Longsword Bonus
  -- [10] Magic Identification (as elf)
  -- [10] Magic Resistance 10%
  -- [10] Move Silently
  -- [ 5] Poison Resistance
  -- [ 5] Purify Water
  -- [ 5] Reaction Bonus
  -- [10] Save +2 vs. Mind-Magic
  -- [10] Speak With Animals
  -- [ 5] Spear Bonus
  -- [10] Surprise-Check Bonus +1
  -- [10] Tough Hide
  -- [ 5] Trident Bonus
  -- [10] Water Breathing


Freedom Clergy: 

Freedom Spells (no spheres needed):
Level 1:
Level 2:
   Knock
Level 3:
   Remove Paralysis
Level 4:
   Free Action
Level 5:
   Passwall
Level 6:
   Remove Barrier (any magic wall)
Level 7:
   Freedom (reverse "Imprisonment")
Freedom Clergy Special Powers Available: 
  -- [ 5] Active Sense of Smell
  -- [ 5] Acute Taste
  -- [ 5] Alter Moods
  -- [ 5] Detect Evil
  -- [ 5] Detect Poison
  -- [ 5] Engineering Bonus
  -- [10] Escape Bonds
  -- [ 5] Evaluate Gems (as dwarf)
  -- [10] Half-Dmg from Cold
  -- [10] Half-Dmg from Fire
  -- [ 5] Heat Resistance
  -- [10] Hit Point Bonus
  -- [ 5] Identify Potions (as gnome)
  -- [ 5] Illusion Resistant, +2 saves
  -- [10] Immune to Charm
  -- [10] Incite Berserk Rage
  -- [10] Increased Movement
  -- [10] Infravision
  -- [ 5] Lead Troops
  -- [ 5] Light Spell
  -- [ 5] Longsword Bonus
  -- [10] Magic Identification (as elf)
  -- [10] Magic Resistance 10%
  -- [10] Pass Without Trace
  -- [ 5] Poison Resistance
  -- [ 5] Reaction Bonus
  -- [ 5] Resist Charm (+2, as paladin)
  -- [10] Save +2 vs. Mind-Magic
  -- [ 5] Spear Bonus
  -- [10] Surprise-Check Bonus +1
  -- [10] Tough Hide
  -- [10] Tunneling


Fresh Water Clergy: 

Fresh Water Spells (no spheres needed):
Level 1:
   Create Water
   Destroy Water
   Locate Drinkable Water (1 mile/level)
   Predict Weather
   Sea Legs /Land Legs ("Pirates of the Fallen Stars")
   Still Water
   Swim
   Wall of Fog
Level 2:
   Clear Water ("Dragon Kings")
   Freeze Water (1 cu. ft./level)
   Speak with Water
Level 3:
   Air/Water Breathing (duration 1 day)
   Conjure Small Water Elemental ("Dark Sun")
   Dispel Fog ("Pirates of the Fallen Stars")
   Water Walk
   Watery Form ("Pirates of the Fallen Stars")
   Wind Servant ("Pirates of the Fallen Stars")
Level 4:
   Lower/Raise Water
   Reflecting Pool 
   Sargasso ("Pirates of the Fallen Stars")
   Wall of Ice
Level 5:
   Airy Water
   Calm/Churn Water ("Pirates of the Fallen Stars")
   Cloud of Purification ("Tome of Magic")
   Commune With Nature
   Control Winds
   Good/Bad Weather ("Dragon Kings")
   Transmute Rock to Mud/Mud to Rock
Level 6:
   Conjure Normal Water Elemental (12 HD, serves willingly)
   Dismiss Elemental 
   Icy Servant (as "Aerial Servant")
   Misty Servant (as "Aerial Servant")
   Part Water
   Oars to Snakes/Snakes to Oars ("Pirates of the Fallen Stars")
   Oozy Servant (as "Aerial Servant")
   Rainbow Servant (as "Aerial Servant")
   Steamy Servant (as "Aerial Servant")
   Transmute Water to Dust
   Weather Summoning
   Watery Servant (as "Aerial Servant")
Level 7:
   Conjure Large Water Elemental (24 HD, serves willingly)
   Control Weather
   Tidal Wave ("Pirates of the Fallen Stars")
   Whirlpool ("Pirates of the Fallen Stars")
Fresh Water Clergy Special Powers Available: 
  -- [ 5] Active Sense of Smell
  -- [ 5] Acute Taste
  -- [10] Animal Friendship
  -- [ 5] Cold Resistance
  -- [10] Confer Water Breathing
  -- [ 5] Detect Evil
  -- [ 5] Detect Poison
  -- [ 5] Elemental Spell Bonus
  -- [ 5] Engineering Bonus
  -- [ 5] Evaluate Gems (as dwarf)
  -- [ 5] Fire & Electrical Resistance
  -- [10] Half-Dmg from Cold
  -- [10] Half-Dmg from Fire
  -- [ 5] Heat Resistance
  -- [10] Hit Point Bonus
  -- [ 5] Identify Potions (as gnome)
  -- [ 5] Illusion Resistant, +2 saves
  -- [10] Immune to Fire
  -- [10] Infravision
  -- [ 5] Light Spell
  -- [ 5] Longsword Bonus
  -- [10] Magic Identification (as elf)
  -- [10] Magic Resistance 10%
  -- [ 5] Poison Resistance
  -- [ 5] Purify Water
  -- [ 5] Reaction Bonus
  -- [10] Save +2 vs. Mind-Magic
  -- [10] Soothing Word
  -- [ 5] Spear Bonus
  -- [10] Surprise-Check Bonus +1
  -- [10] Tough Hide
  -- [ 5] Trident Bonus
  -- [10] Water Breathing


Greed Clergy: 

Greed Spells (no spheres needed):
Level 1:
   Appraise (know value of 1 item)
   Corrupt
   Emotion Read (one subject, one instant) ("Tome of Magic")
Level 2:
Level 3:
Level 4:
   Emotion -- Greed
Level 5:
   True Seeing
Level 6:
Level 7:
   Exaction
Greed Clergy Special Powers Available: 
  -- [ 5] Active Sense of Smell
  -- [ 5] Acute Taste
  -- [ 5] Alter Moods
  -- [10] Backstab (as thief / ranger)
  -- [ 5] Bribe
  -- [ 5] Detect Evil
  -- [ 5] Detect Poison
  -- [10] Detect Treasure
  -- [ 5] Engineering Bonus
  -- [ 5] Evaluate Gems (as dwarf)
  -- [ 5] Expert Haggler (10% cheaper)
  -- [10] Half-Dmg from Cold
  -- [10] Half-Dmg from Fire
  -- [ 5] Heat Resistance
  -- [10] Hit Point Bonus
  -- [ 5] Identify Potions (as gnome)
  -- [ 5] Illusion Resistant, +2 saves
  -- [10] Infravision
  -- [ 5] Light Spell
  -- [ 5] Longsword Bonus
  -- [10] Magic Identification (as elf)
  -- [10] Magic Resistance 10%
  -- [10] Open Locks
  -- [10] Pick Pockets
  -- [ 5] Poison Resistance
  -- [ 5] Rally Friends
  -- [ 5] Reaction Bonus
  -- [10] Save +2 vs. Mind-Magic
  -- [ 5] Spear Bonus
  -- [10] Suggestion (as spell) daily
  -- [10] Surprise-Check Bonus +1
  -- [ 5] Thieves's Cant
  -- [10] Tough Hide


Guardianship Clergy: 

Guardianship Spells (no spheres needed):
Level 1:
   Anti-Vermin Barrier ("Tome of Magic")
   Armor
   Courage ("Tome of Magic")
   Hold Portal
   Morale ("Tome of Magic")
   Sacred Guardian ("Tome of Magic")
   Shield
   Weighty Chest ("Tome of Magic")
Level 2:
   Wizard Lock
Level 3:
   Detect Curse (1 person or item)
   Efficacious Monster Ward ("Tome of Magic")
   Invisibility Purge ("Tome of Magic")
   Line of Protection ("Tome of Magic")
   Squeaking Floors ("Tome of Magic")
   Thief's Lament ("Tome of Magic")
Level 4:
   Circle of Privacy ("Tome of Magic")
   Detect Scrying
   Fire Purge ("Tome of Magic")
   Leadership/Doubt ("Tome of Magic")
Level 5:
   Barrier of Retention ("Tome of Magic")
   Elemental Forbiddance ("Tome of Magic")
   Grounding ("Tome of Magic")
   Unceasing Vigilance ("Tome of Magic")
Level 6:
   Anti-Magic Shell
   Crushing Walls ("Tome of Magic")
   Dragonbane ("Tome of Magic")
   Forbiddance
   Seclusion ("Tome of Magic")
Level 7:
   Timelessness
Guardianship Clergy Special Powers Available: 
  -- [ 5] Active Sense of Smell
  -- [ 5] Acute Taste
  -- [ 5] Alter Moods
  -- [ 5] Build War Machines
  -- [ 5] Cold Resistance
  -- [ 5] Damage Bonus
  -- [ 5] Darkness Spell
  -- [10] Defense Bonus (+2 unarmored)
  -- [ 5] Detect Evil
  -- [10] Detect Lie once daily
  -- [10] Detect Magic daily
  -- [ 5] Detect Noise
  -- [ 5] Detect Poison
  -- [10] Detect Undead
  -- [ 5] Determine Stability, 1-4 on d6
  -- [ 5] Engineering Bonus
  -- [ 5] Evaluate Gems (as dwarf)
  -- [10] Find/Remove Traps
  -- [10] Half-Dmg from Cold
  -- [10] Half-Dmg from Fire
  -- [ 5] Heat Resistance
  -- [10] Hit Point Bonus
  -- [ 5] Identify Potions (as gnome)
  -- [ 5] Illusion Resistant, +2 saves
  -- [10] Immume to Paralysis
  -- [10] Immune to Charm
  -- [10] Immune to Cold
  -- [15] Immune to Energy Drain
  -- [10] Immune to Fire
  -- [10] Immune to Lightning
  -- [10] Immune to Poison
  -- [10] Incite Berserk Rage
  -- [10] Infravision
  -- [10] Know Alignment
  -- [ 5] Lead Troops
  -- [ 5] Light Spell
  -- [ 5] Longsword Bonus
  -- [10] Magic Identification (as elf)
  -- [10] Magic Resistance 10%
  -- [10] Magic Resistance 2%/level
  -- [ 5] Operate War Machines
  -- [ 5] Poison Resistance
  -- [10] Preach Well, once daily
  -- [10] Prophecy
  -- [ 5] Reaction Bonus
  -- [ 5] Resist Charm (+2, as paladin)
  -- [ 5] Resist Sleep-Charm (+1, mage)
  -- [10] Save +2 vs. Mind-Magic
  -- [10] Soothing Word
  -- [ 5] Sound Resistance (as bard)
  -- [ 5] Spear Bonus
  -- [10] Surprise-Check Bonus +1
  -- [10] Tough Hide
  -- [15] Weapon Specialization


Hate Clergy: 

Hate Spells (no spheres needed):
Level 1:
   Corrupt
   Emotion Read (one subject, one instant) ("Tome of Magic")
Level 2:
   Dissension's Feast ("Tome of Magic")
Level 3:
   Fear
Level 4:
   Emotion -- Hate
Level 5:
Level 6:
   Wall of Thorns
Level 7:
   (Symbol of) Discord
Hate Clergy Special Powers Available: 
  -- [ 5] Active Sense of Smell
  -- [ 5] Acute Taste
  -- [ 5] Alter Moods
  -- [10] Backstab (as thief / ranger)
  -- [ 5] Charm Resistance (+1, as bard)
  -- [10] Command Undead
  -- [10] Counter Effects (as bard)
  -- [ 5] Darkness Spell
  -- [ 5] Detect Evil
  -- [ 5] Detect Poison
  -- [10] Empathy With Animals
  -- [ 5] Engineering Bonus
  -- [ 5] Evaluate Gems (as dwarf)
  -- [ 5] Followers (Level 10)
  -- [10] Followers (any time)
  -- [10] Half-Dmg from Cold
  -- [10] Half-Dmg from Fire
  -- [ 5] Heat Resistance
  -- [10] Hit Point Bonus
  -- [ 5] Identify Potions (as gnome)
  -- [ 5] Illusion Resistant, +2 saves
  -- [10] Immune to Charm
  -- [10] Incite Berserk Rage
  -- [10] Infravision
  -- [10] Know Alignment
  -- [ 5] Lead Troops
  -- [ 5] Light Spell
  -- [ 5] Longsword Bonus
  -- [10] Magic Identification (as elf)
  -- [10] Magic Resistance 10%
  -- [ 5] Poison Resistance
  -- [10] Preach Well, once daily
  -- [ 5] Reaction Bonus
  -- [ 5] Resist Sleep-Charm (+1, mage)
  -- [10] Save +2 vs. Mind-Magic
  -- [ 5] Spear Bonus
  -- [ 5] Special Enemy (as Ranger)
  -- [10] Suggestion (as spell) daily
  -- [10] Surprise-Check Bonus +1
  -- [ 5] Taunt
  -- [10] Tough Hide


Healing Clergy: 

Healing Spells (no spheres needed):
Level 1:
   Detect Poison
   Locate Plant
   Purify Food and Drink
Level 2:
   Aid
   Draw Upon Holy Might ("Tome of Magic")
     (increase own Constitution 1 full point/3 levels,
      round up, duration as per your referee)
Level 3:
   Remove Paralysis
Level 4:
Level 5:
Level 6:
   Stone to Flesh
Level 7:
   Breath of Life ("Tome of Magic")
     (ends plague, 50 yards/level)
Healing Clergy Special Powers Available: 
  -- [ 5] Active Sense of Smell
  -- [ 5] Acute Taste
  -- [ 5] Casting Reduction
  -- [10] Cleric Hit Dice 1d10
  -- [10] Communicate With Creatures
  -- [10] Cure Disease 1/wk/3 lvls
  -- [10] Cure Insanity 1/wk/3 lvls
  -- [ 5] Detect Evil
  -- [ 5] Detect Poison
  -- [ 5] Engineering Bonus
  -- [ 5] Evaluate Gems (as dwarf)
  -- [10] Half-Dmg from Cold
  -- [10] Half-Dmg from Fire
  -- [ 5] Heat Resistance
  -- [10] Hit Point Bonus
  -- [ 5] Identify Potions (as gnome)
  -- [ 5] Identify, as Druid
  -- [ 5] Illusion Resistant, +2 saves
  -- [ 5] Immune to Disease
  -- [10] Immunity to Disease
  -- [10] Infravision
  -- [ 5] Lay-on Hands (Healing)
  -- [ 5] Light Spell
  -- [ 5] Longsword Bonus
  -- [10] Magic Identification (as elf)
  -- [10] Magic Resistance 10%
  -- [ 5] Poison Resistance
  -- [ 5] Purify Water
  -- [ 5] Reaction Bonus
  -- [10] Save +2 vs. Mind-Magic
  -- [10] Soothing Word
  -- [ 5] Spear Bonus
  -- [10] Surprise-Check Bonus +1
  -- [10] Tough Hide
  -- [10] Turn Undead


Hunting Clergy: 

Hunting Spells (no spheres needed):
Level 1:
   Endure Cold
   Mount
Level 2:
   Seeking Arrow ("Complete Book of Elves")
   Stalk
Level 3:
   Create Campsite ("Tome of Magic")
Level 4:
   Group Pass Without Trace
Level 5:
Level 6:
   Conjure Animals
Level 7:
   Reincarnation (as animal)
Hunting Clergy Special Powers Available: 
  -- [ 5] Active Sense of Smell
  -- [ 5] Acute Taste
  -- [ 5] Bow Bonus
  -- [10] Climb as Ranger
  -- [10] Communicate With Creatures
  -- [ 5] Damage Bonus
  -- [ 5] Detect Evil
  -- [ 5] Detect Noise
  -- [ 5] Detect Poison
  -- [10] Empathy With Animals
  -- [ 5] Engineering Bonus
  -- [ 5] Evaluate Gems (as dwarf)
  -- [ 5] Faithful Mount
  -- [10] Find/Remove Wilderness Traps
  -- [10] Followers (as Ranger)
  -- [10] Forest Movement
  -- [10] Half-Dmg from Cold
  -- [10] Half-Dmg from Fire
  -- [ 5] Heat Resistance
  -- [10] Hide in Woods (as gnome)
  -- [10] Hit Point Bonus
  -- [ 5] Identify Potions (as gnome)
  -- [ 5] Identify, as Druid
  -- [ 5] Illusion Resistant, +2 saves
  -- [10] Infravision
  -- [ 5] Light Spell
  -- [ 5] Longsword Bonus
  -- [10] Magic Identification (as elf)
  -- [10] Magic Resistance 10%
  -- [10] Move Silently
  -- [10] Pass Without Trace
  -- [ 5] Poison Resistance
  -- [ 5] Reaction Bonus
  -- [10] Save +2 vs. Mind-Magic
  -- [10] Speak With Animals
  -- [ 5] Spear Bonus
  -- [10] Stealth (as demihuman)
  -- [10] Surprise-Check Bonus +1
  -- [10] Tough Hide
  -- [ 5] Tracking


Ignorance Clergy: 

Ignorance Spells (no spheres needed):
Level 1:
   Confuse Languages
   Erase
   Scare
Level 2:
   Blindness
   Conceal Alignment
   Forget
   Silence 15' Radius
Level 3:
   Delude
   Fear
Level 4:
   Emotion -- Fear
   Tongues (reversed; prevents all communication within 60)')
Level 5:
   False Seeing ("Veil")
   Feeblemind
Level 6:
   Lose the Path
Level 7:
   Confusion
Ignorance Clergy Special Powers Available: 
  -- [ 5] Active Sense of Smell
  -- [ 5] Acute Taste
  -- [10] Backstab (as thief / ranger)
  -- [ 5] Bribe
  -- [ 5] Darkness Spell
  -- [ 5] Detect Evil
  -- [ 5] Detect Poison
  -- [ 5] Engineering Bonus
  -- [ 5] Evaluate Gems (as dwarf)
  -- [10] Half-Dmg from Cold
  -- [10] Half-Dmg from Fire
  -- [ 5] Heat Resistance
  -- [10] Hit Point Bonus
  -- [ 5] Identify Potions (as gnome)
  -- [ 5] Illusion Resistant, +2 saves
  -- [10] Incite Berserk Rage
  -- [10] Infravision
  -- [ 5] Light Spell
  -- [ 5] Longsword Bonus
  -- [10] Magic Identification (as elf)
  -- [10] Magic Resistance 10%
  -- [ 5] Poison Resistance
  -- [ 5] Reaction Bonus
  -- [10] Save +2 vs. Mind-Magic
  -- [ 5] Spear Bonus
  -- [10] Suggestion (as spell) daily
  -- [10] Surprise-Check Bonus +1
  -- [ 5] Taunt
  -- [10] Tough Hide


Justice Clergy: 

Justice Spells (no spheres needed):
Level 1:
Level 2:
   ESP
   Know Alignment 
   Zone of Truth ("Tome of Magic")
Level 3:
   Memory Read ("Tome of Magic")
   Speak With Dead (including undead) 
Level 4:
   Detect Lie
   Rary's Improved ESP
   Thought Broadcast ("Tome of Magic")
Level 5:
   Compel Truth I (tell truth or be silent, save vs. wisdom)
   Time Pool ("Tome of Magic")
   True Seeing
Level 6:
   Compel Truth II (tell truth or be silent, no save)
Level 7:
Justice Clergy Special Powers Available: 
  -- [ 5] Active Sense of Smell
  -- [ 5] Acute Taste
  -- [10] Commune (as spell) x1 / month
  -- [10] Communicate With Creatures
  -- [ 5] Detect Evil
  -- [10] Detect Lie once daily
  -- [ 5] Detect Poison
  -- [ 5] Engineering Bonus
  -- [ 5] Evaluate Gems (as dwarf)
  -- [10] Half-Dmg from Cold
  -- [10] Half-Dmg from Fire
  -- [ 5] Heat Resistance
  -- [10] History (as bard)
  -- [10] Hit Point Bonus
  -- [ 5] Identify Potions (as gnome)
  -- [ 5] Illusion Resistant, +2 saves
  -- [10] Immune to Charm
  -- [ 5] Immune to Confusion and Feeble
  -- [10] Infravision
  -- [10] Know Alignment
  -- [ 5] Light Spell
  -- [ 5] Longsword Bonus
  -- [10] Magic Identification (as elf)
  -- [10] Magic Resistance 10%
  -- [ 5] Poison Resistance
  -- [ 5] Reaction Bonus
  -- [ 5] Resist Charm (+2, as paladin)
  -- [ 5] Resist Sleep-Charm (+1, mage)
  -- [10] Save +2 vs. Mind-Magic
  -- [ 5] Spear Bonus
  -- [10] Surprise-Check Bonus +1
  -- [10] Tough Hide
  -- [ 5] Tracking


Kindness Clergy: 

Kindness Spells (no spheres needed):
Level 1:
   Emotion Read (one subject, one instant) ("Tome of Magic")
   Sacred Guardian ("Tome of Magic")
Level 2:
   Suggestion (Beneficent)
Level 3:
   Helping Hand ("Tome of Magic")
Level 4:
   Emotion -- Happiness
Level 5:
Level 6:
Level 7:
   Breath of Life ("Tome of Magic")
     (ends plague, 50 yards/level)
   Power Word, Stun
   (Symbol of) Stunning
Kindness Clergy Special Powers Available: 
  -- [ 5] Active Sense of Smell
  -- [ 5] Acute Taste
  -- [ 5] All Saving Throws at +2
  -- [ 5] Alter Moods
  -- [10] Animal Friendship
  -- [10] Communicate With Creatures
  -- [10] Cure Disease 1/wk/3 lvls
  -- [10] Cure Insanity 1/wk/3 lvls
  -- [ 5] Detect Evil
  -- [ 5] Detect Poison
  -- [10] Empathy With Animals
  -- [ 5] Engineering Bonus
  -- [ 5] Evaluate Gems (as dwarf)
  -- [ 5] Expert Healer
  -- [10] Half-Dmg from Cold
  -- [10] Half-Dmg from Fire
  -- [ 5] Heat Resistance
  -- [10] Hit Point Bonus
  -- [ 5] Identify Potions (as gnome)
  -- [ 5] Illusion Resistant, +2 saves
  -- [ 5] Immune to Disease
  -- [10] Immunity to Disease
  -- [10] Infravision
  -- [ 5] Lay-on Hands (Healing)
  -- [ 5] Light Spell
  -- [ 5] Longsword Bonus
  -- [10] Magic Identification (as elf)
  -- [10] Magic Resistance 10%
  -- [10] Magic Resistance 2%/level
  -- [ 5] Poison Resistance
  -- [10] Preach Well, once daily
  -- [ 5] Purify Water
  -- [ 5] Reaction Bonus
  -- [10] Save +2 vs. Mind-Magic
  -- [10] Soothing Word
  -- [ 5] Spear Bonus
  -- [ 5] Spell Resistance
  -- [10] Surprise-Check Bonus +1
  -- [10] Tough Hide
  -- [10] Turn Undead


Knowledge Clergy: 

Knowledge Spells (no spheres needed):
Level 1:
   Comprehend Languages
   Detect Magic
   Identify
   Know History
   Remove Charm
Level 2:
   Draw Upon Holy Might ("Tome of Magic")
     (increase own Intelligence 1 full point/3 levels,
      round up, duration as per your referee)
   Idea ("Tome of Magic")
Level 3:
   Clairaudience 
   Clairvoyance 
   Explosive Runes
   Illusionary Script
   Know Customs ("Tome of Magic")
   Memory Read ("Tome of Magic")
   Secret Page
   Speak With Dead (including undead) 
Level 4:
   Divination
   Genius ("Tome of Magic")
   Tongues
Level 5:
   Commune
   Feeblemind
   Time Pool ("Tome of Magic")
   True Seeing
Level 6:
   Legend Lore
Level 7:
   Divine Inspiration ("Tome of Magic")
   Vision
Knowledge Clergy Special Powers Available: 
  -- [ 5] Active Sense of Smell
  -- [ 5] Acute Taste
  -- [10] Commune (as spell) x1 / month
  -- [10] Communicate With Creatures
  -- [ 5] Detect Evil
  -- [ 5] Detect Poison
  -- [ 5] Determine Age (Bldg, 1-5 on d6
  -- [ 5] Engineering Bonus
  -- [ 5] Evaluate Gems (as dwarf)
  -- [10] Experience Point Bonus
  -- [10] Half-Dmg from Cold
  -- [10] Half-Dmg from Fire
  -- [ 5] Heat Resistance
  -- [10] Hit Point Bonus
  -- [ 5] Identify Potions (as gnome)
  -- [ 5] Identify, as Druid
  -- [ 5] Illusion Resistant, +2 saves
  -- [ 5] Immune to Confusion and Feeble
  -- [10] Infravision
  -- [10] Know Alignment
  -- [ 5] Light Spell
  -- [10] Linguist
  -- [ 5] Longsword Bonus
  -- [10] Magic Identification (as elf)
  -- [10] Magic Resistance 10%
  -- [ 5] Mining Detection
  -- [ 5] Poison Resistance
  -- [ 5] Reaction Bonus
  -- [ 5] Read Languages
  -- [10] Save +2 vs. Mind-Magic
  -- [ 5] Spear Bonus
  -- [10] Surprise-Check Bonus +1
  -- [10] Tough Hide


Light Clergy: 

Light Spells (no spheres needed):
Level 1:
   Color Spray
   Dancing Lights
   Faerie Fire
   Light
Level 2:
   Detect Invisible
   Produce Flame
Level 3:
   Continual Light
   Pyrotechnics
   Starshine
Level 4:
   Blessed Warmth ("Tome of Magic")
   Wizard Eye
Level 5:
   Moonbeam
   Rainbow
Level 6:
   Glassee
   Lightning Servant (as "Aerial Servant")
   Mineral (Gemstone) Servant (as "Aerial Servant")
   Radiance Servant (as "Aerial Servant")
   Rainbow Servant (as "Aerial Servant")
Level 7:
   Prismatic Spray
   Prismatic Wall
   Sunray
Light Clergy Special Powers Available: 
  -- [ 5] Active Sense of Smell
  -- [ 5] Acute Taste
  -- [ 5] Alter Moods
  -- [ 5] Cold Resistance
  -- [ 5] Detect Evil
  -- [ 5] Detect Poison
  -- [ 5] Engineering Bonus
  -- [ 5] Evaluate Gems (as dwarf)
  -- [10] Half-Dmg from Cold
  -- [10] Half-Dmg from Fire
  -- [ 5] Heat Resistance
  -- [10] Hit Point Bonus
  -- [ 5] Identify Potions (as gnome)
  -- [ 5] Illusion Resistant, +2 saves
  -- [ 5] Immune to Disease
  -- [15] Immune to Energy Drain
  -- [10] Immune to Poison
  -- [10] Infravision
  -- [ 5] Lay-on Hands (Healing)
  -- [ 5] Light Spell
  -- [ 5] Longsword Bonus
  -- [10] Magic Identification (as elf)
  -- [10] Magic Resistance 10%
  -- [ 5] Poison Resistance
  -- [ 5] Reaction Bonus
  -- [ 5] Resist Energy Drain
  -- [10] Save +2 vs. Mind-Magic
  -- [10] Soothing Word
  -- [ 5] Spear Bonus
  -- [10] Surprise-Check Bonus +1
  -- [10] Tough Hide
  -- [10] Turn Undead


Literature Clergy: 

Literature Spells (no spheres needed):
Level 1:
   Erase
   Mistaken Missive ("Tome of Magic")
Level 2:
   Vocalize
Level 3:
   Explosive Runes
   Glyph of Warding
   Illusionary Script
   Secret Page
Level 4:
Level 5:
Level 6:
Level 7:
Literature Clergy Special Powers Available: 
  -- [ 5] Active Sense of Smell
  -- [ 5] Acute Taste
  -- [ 5] Alter Moods
  -- [ 5] Detect Evil
  -- [ 5] Detect Poison
  -- [ 5] Determine Age (Bldg, 1-5 on d6
  -- [ 5] Engineering Bonus
  -- [ 5] Evaluate Gems (as dwarf)
  -- [10] Half-Dmg from Cold
  -- [10] Half-Dmg from Fire
  -- [ 5] Heat Resistance
  -- [10] History (as bard)
  -- [10] Hit Point Bonus
  -- [ 5] Identify Potions (as gnome)
  -- [ 5] Illusion Resistant, +2 saves
  -- [10] Infravision
  -- [ 5] Light Spell
  -- [10] Linguist
  -- [ 5] Longsword Bonus
  -- [10] Magic Identification (as elf)
  -- [10] Magic Resistance 10%
  -- [ 5] Poison Resistance
  -- [10] Preach Well, once daily
  -- [ 5] Rally Friends
  -- [ 5] Reaction Bonus
  -- [ 5] Read Languages
  -- [10] Save +2 vs. Mind-Magic
  -- [10] Soothing Word
  -- [ 5] Spear Bonus
  -- [10] Surprise-Check Bonus +1
  -- [10] Tough Hide


Love Clergy: 

Love Spells (no spheres needed):
Level 1:
   Charm Person
   Emotion Read (one subject, one instant) ("Tome of Magic")
   Friends
   Remove Charm
Level 2:
   Charm Person or Mammal
   Detect Charm
   Draw Upon Holy Might ("Tome of Magic")
     (increase own Charisma 1 full point/3 levels,
      round up, duration as per your referee)
Level 3:
Level 4:
   Charm Monster
   Emotion -- Friendliness
Level 5:
Level 6:
Level 7:
   Mass Charm
   Power Word, Stun
   (Symbol of) Stunning
Love Clergy Special Powers Available: 
  -- [ 5] Active Sense of Smell
  -- [ 5] Acute Taste
  -- [ 5] Alter Moods
  -- [10] Communicate With Creatures
  -- [10] Cure Disease 1/wk/3 lvls
  -- [ 5] Detect Evil
  -- [ 5] Detect Poison
  -- [10] Empathy With Animals
  -- [ 5] Engineering Bonus
  -- [ 5] Evaluate Gems (as dwarf)
  -- [ 5] Expert Healer
  -- [10] Half-Dmg from Cold
  -- [10] Half-Dmg from Fire
  -- [ 5] Heat Resistance
  -- [10] Hit Point Bonus
  -- [ 5] Identify Potions (as gnome)
  -- [ 5] Illusion Resistant, +2 saves
  -- [10] Immune to Charm
  -- [10] Infravision
  -- [ 5] Light Spell
  -- [10] Linguist
  -- [ 5] Longsword Bonus
  -- [10] Magic Identification (as elf)
  -- [10] Magic Resistance 10%
  -- [ 5] Poison Resistance
  -- [ 5] Rally Friends
  -- [ 5] Reaction Bonus
  -- [ 5] Resist Charm (+2, as paladin)
  -- [10] Save +2 vs. Mind-Magic
  -- [10] Soothing Word
  -- [ 5] Spear Bonus
  -- [10] Suggestion (as spell) daily
  -- [10] Surprise-Check Bonus +1
  -- [10] Tough Hide
  -- [10] Turn Undead


Luck Clergy: 

Luck Spells (no spheres needed):
Level 1:
   Bless the Dice (adjust d20 by level before rolling)
   Call Upon Faith ("Tome of Magic")
Level 2:
Level 3:
   Choose Future ("Tome of Magic")
Level 4:
   Probability Control ("Tome of Magic")
Level 5:
Level 6:
Level 7:
Luck Clergy Special Powers Available: 
  -- [ 5] Active Sense of Smell
  -- [ 5] Acute Taste
  -- [ 5] All Saving Throws at +2
  -- [ 5] Bow Bonus
  -- [ 5] Detect Evil
  -- [ 5] Detect Poison
  -- [ 5] Engineering Bonus
  -- [10] Escape Bonds
  -- [ 5] Evaluate Gems (as dwarf)
  -- [10] Find/Remove Traps
  -- [ 5] Fire & Electrical Resistance
  -- [10] Half-Dmg from Cold
  -- [10] Half-Dmg from Fire
  -- [ 5] Heat Resistance
  -- [10] Hit Point Bonus
  -- [ 5] Identify Potions (as gnome)
  -- [ 5] Illusion Resistant, +2 saves
  -- [10] Infravision
  -- [ 5] Light Spell
  -- [ 5] Longsword Bonus
  -- [10] Magic Identification (as elf)
  -- [10] Magic Resistance 10%
  -- [10] Magic Resistance 2%/level
  -- [10] Open Locks
  -- [ 5] Poison Resistance
  -- [10] Preach Well, once daily
  -- [ 5] Reaction Bonus
  -- [10] Save +2 vs. Mind-Magic
  -- [ 5] Spear Bonus
  -- [10] Surprise-Check Bonus +1
  -- [10] Tough Hide


Lust Clergy: 

Lust Spells (no spheres needed):
Level 1:
   Charm Person
   Corrupt
   Emotion Read (one subject, one instant) ("Tome of Magic")
Level 2:
   Charm Person or Mammal
   Draw Upon Holy Might ("Tome of Magic")
     (increase own Charisma 1 full point/3 levels,
      round up, duration as per your referee)
Level 3:
Level 4:
   Emotion -- Lust
Level 5:
Level 6:
Level 7:
   Mass Charm
Lust Clergy Special Powers Available: 
  -- [ 5] Active Sense of Smell
  -- [ 5] Acute Taste
  -- [ 5] Alter Moods
  -- [10] Backstab (as thief / ranger)
  -- [ 5] Brewing
  -- [ 5] Bribe
  -- [ 5] Darkness Spell
  -- [ 5] Detect Evil
  -- [ 5] Detect Noise
  -- [ 5] Detect Poison
  -- [ 5] Engineering Bonus
  -- [ 5] Evaluate Gems (as dwarf)
  -- [10] Half-Dmg from Cold
  -- [10] Half-Dmg from Fire
  -- [ 5] Heat Resistance
  -- [10] Hit Point Bonus
  -- [ 5] Identify Potions (as gnome)
  -- [ 5] Illusion Resistant, +2 saves
  -- [10] Incite Berserk Rage
  -- [10] Infravision
  -- [ 5] Less Sleep
  -- [ 5] Light Spell
  -- [ 5] Longsword Bonus
  -- [10] Magic Identification (as elf)
  -- [10] Magic Resistance 10%
  -- [ 5] Poison Resistance
  -- [ 5] Reaction Bonus
  -- [10] Save +2 vs. Mind-Magic
  -- [ 5] Spear Bonus
  -- [10] Stealth (as demihuman)
  -- [10] Surprise-Check Bonus +1
  -- [ 5] Taunt
  -- [10] Tough Hide


Madness Clergy: 

Madness Spells (no spheres needed):
Level 1:
   Cause Insanity
   Emotion Read (one subject, one instant) ("Tome of Magic")
Level 2:
   Dissension's Feast ("Tome of Magic")
   Forget
Level 3:
   Fear
Level 4:
   Compulsive Order ("Tome of Magic")
   Emotion -- Fear
   Emotion -- Hate
   Emotion -- Hopelessness
   Emotion -- Sadness
   Modify Memory ("Tome of Magic")
   Phantasmal Killer
Level 5:
   Memory Wrack ("Tome of Magic")
   Mindshatter ("Tome of Magic")
Level 6:
Level 7:
   Confusion
   (Symbol of) Insanity
Madness Clergy Special Powers Available: 
  -- [ 5] Active Sense of Smell
  -- [ 5] Acute Taste
  -- [ 5] Alter Moods
  -- [10] Cause Insanity 1/wk/3 lvls
  -- [ 5] Darkness Spell
  -- [ 5] Detect Evil
  -- [ 5] Detect Poison
  -- [10] Empathy With Animals
  -- [ 5] Engineering Bonus
  -- [10] Escape Bonds
  -- [ 5] Evaluate Gems (as dwarf)
  -- [10] Half-Dmg from Cold
  -- [10] Half-Dmg from Fire
  -- [ 5] Heat Resistance
  -- [10] Hit Point Bonus
  -- [ 5] Identify Potions (as gnome)
  -- [ 5] Illusion Resistant, +2 saves
  -- [10] Incite Berserk Rage
  -- [10] Infravision
  -- [ 5] Light Spell
  -- [ 5] Longsword Bonus
  -- [10] Magic Identification (as elf)
  -- [10] Magic Resistance 10%
  -- [ 5] Poison Resistance
  -- [ 5] Rally Friends
  -- [ 5] Reaction Bonus
  -- [10] Save +2 vs. Mind-Magic
  -- [ 5] Spear Bonus
  -- [10] Suggestion (as spell) daily
  -- [10] Surprise-Check Bonus +1
  -- [ 5] Taunt
  -- [10] Tough Hide


Magic Clergy: 

Magic Spells (no spheres needed):
Level 1:
   Detect Magic
   Identify
   Read Magic
Level 2:
   Draw Upon Holy Might ("Tome of Magic")
     (increase own Intelligence 1 full point/3 levels,
      round up, duration as per your referee)
   Vocalize
Level 3:
   Dispel Magic
   Miscast Magic ("Tome of Magic")
   Secret Page
Level 4:
   Imbue with Spell Ability
Level 5:
   Seeking Arrow ("Complete Book of Elves")
Level 6:
   Animate Object
   Anti-Magic Shell
   Resist Magic (self only, 2%/level, 1 day)
Level 7:
   Cancellation (all magic in range)
Magic Clergy Special Powers Available: 
  -- [ 5] Active Sense of Smell
  -- [ 5] Acute Taste
  -- [ 5] Casting Reduction
  -- [ 5] Detect Evil
  -- [10] Detect Magic daily
  -- [ 5] Detect Poison
  -- [ 5] Determine Age (Bldg, 1-5 on d6
  -- [ 5] Engineering Bonus
  -- [ 5] Evaluate Gems (as dwarf)
  -- [10] Half-Dmg from Cold
  -- [10] Half-Dmg from Fire
  -- [ 5] Heat Resistance
  -- [10] Hit Point Bonus
  -- [ 5] Identify Potions (as gnome)
  -- [ 5] Illusion Resistant, +2 saves
  -- [10] Infravision
  -- [ 5] Light Spell
  -- [ 5] Longsword Bonus
  -- [10] Magic Identification (as elf)
  -- [10] Magic Resistance 10%
  -- [10] Magic Resistance 2%/level
  -- [10] No Components
  -- [ 5] Poison Resistance
  -- [ 5] Reaction Bonus
  -- [ 5] Read Magic
  -- [10] Save +2 vs. Mind-Magic
  -- [ 5] Spear Bonus
  -- [10] Spell Duration Increase
  -- [ 5] Spell Resistance
  -- [10] Surprise-Check Bonus +1
  -- [10] Tough Hide
  -- [10] Turn Undead


Marriage Clergy: 

Marriage Spells (no spheres needed):
Level 1:
Level 2:
   Charm Person or Mammal
   Detect Charm
Level 3:
Level 4:
   Emotion -- Calm
   Emotion -- Friendliness
   Emotion -- Happiness
   Emotion -- Hate
   Emotion -- Hopelessness
   Emotion -- Lust
Level 5:
Level 6:
Level 7:
   Confusion
   (Symbol of) Discord
   (Symbol of) Hopelessness
Marriage Clergy Special Powers Available: 
  -- [ 5] Active Sense of Smell
  -- [ 5] Acute Taste
  -- [ 5] Alter Moods
  -- [10] Counter Effects (as bard)
  -- [10] Dense Skin
  -- [ 5] Detect Evil
  -- [ 5] Detect Poison
  -- [ 5] Engineering Bonus
  -- [ 5] Evaluate Gems (as dwarf)
  -- [ 5] Expert Haggler (10% cheaper)
  -- [10] Half-Dmg from Cold
  -- [10] Half-Dmg from Fire
  -- [ 5] Heat Resistance
  -- [10] Hit Point Bonus
  -- [ 5] Identify Potions (as gnome)
  -- [ 5] Illusion Resistant, +2 saves
  -- [10] Infravision
  -- [ 5] Light Spell
  -- [ 5] Longsword Bonus
  -- [10] Magic Identification (as elf)
  -- [10] Magic Resistance 10%
  -- [ 5] Poison Resistance
  -- [ 5] Reaction Bonus
  -- [ 5] Resist Sleep-Charm (+1, mage)
  -- [10] Save +2 vs. Mind-Magic
  -- [ 5] Spear Bonus
  -- [10] Surprise-Check Bonus +1
  -- [10] Tough Hide
  -- [10] Turn Undead


Metalworking Clergy: 

Metalworking Spells (no spheres needed):
Level 1:
   Endure Heat
Level 2:
   Chill Metal
   Fire Trap
   Flame Blade
   Heat Metal
   Produce Flame
   Resist Fire (1 creature, 1 round/level+4)
   Strength
Level 3:
   Flame Walk (1 creature/level, 1 round/level+4)
   Protection from Fire (1 creature, 1 day)
   Pyrotechnics
Level 4:
   Produce/Quench Fire
Level 5:
   Flame Strike
   Wall of Fire
Level 6:
   Aerial Servant
   Animate Object
   Ashen Servant (as "Aerial Servant")
   Blade Barrier (8d8, no save)
   Conjure Normal Elemental (12 HD, serves willingly)
   Earthy Servant (as "Aerial Servant")
   Fiery Servant (as "Aerial Servant")
   Grimy Servant (as "Aerial Servant")
   Incendiary Cloud
   Magma Servant (as "Aerial Servant")
   Smoky Servant (as "Aerial Servant")
   Watery Servant (as "Aerial Servant")
Level 7:
   Conjure Large Elemental (24 HD, serves willingly)
   Fire Storm
Metalworking Clergy Special Powers Available: 
  -- [ 5] Active Sense of Smell
  -- [ 5] Acute Taste
  -- [ 5] Detect Evil
  -- [ 5] Detect Poison
  -- [ 5] Elemental Spell Bonus
  -- [ 5] Engineering Bonus
  -- [ 5] Evaluate Gems (as dwarf)
  -- [ 5] Fire & Electrical Resistance
  -- [10] Half-Dmg from Cold
  -- [10] Half-Dmg from Fire
  -- [ 5] Heat Resistance
  -- [10] Hit Point Bonus
  -- [ 5] Identify Potions (as gnome)
  -- [ 5] Illusion Resistant, +2 saves
  -- [10] Immune to Fire
  -- [10] Infravision
  -- [ 5] Light Spell
  -- [ 5] Longsword Bonus
  -- [ 5] Mace Bonus
  -- [10] Magic Identification (as elf)
  -- [10] Magic Resistance 10%
  -- [ 5] Military Pick Bonus
  -- [ 5] Poison Resistance
  -- [ 5] Reaction Bonus
  -- [10] Save +2 vs. Mind-Magic
  -- [ 5] Short Sword Bonus
  -- [ 5] Spear Bonus
  -- [10] Surprise-Check Bonus +1
  -- [10] Tough Hide
  -- [ 5] Trident Bonus
  -- [15] Weapon Specialization


Misfortune Clergy: 

Misfortune Spells (no spheres needed):
Level 1:
   Curse Opponent's Dice (1 pip/level)
Level 2:
Level 3:
   Random Causality ("Tome of Magic")
Level 4:
   Fumble
   Probability Control ("Tome of Magic")
   Tanglefoot ("Tome of Magic")
Level 5:
Level 6:
Level 7:
Misfortune Clergy Special Powers Available: 
  -- [ 5] Active Sense of Smell
  -- [ 5] Acute Taste
  -- [10] Backstab (as thief / ranger)
  -- [ 5] Bribe
  -- [ 5] Damage Bonus
  -- [ 5] Darkness Spell
  -- [ 5] Detect Evil
  -- [ 5] Detect Poison
  -- [ 5] Engineering Bonus
  -- [ 5] Evaluate Gems (as dwarf)
  -- [10] Half-Dmg from Cold
  -- [10] Half-Dmg from Fire
  -- [ 5] Heat Resistance
  -- [10] Hide in Woods (as gnome)
  -- [10] Hit Point Bonus
  -- [ 5] Identify Potions (as gnome)
  -- [ 5] Illusion Resistant, +2 saves
  -- [10] Infravision
  -- [ 5] Light Spell
  -- [ 5] Longsword Bonus
  -- [10] Magic Identification (as elf)
  -- [10] Magic Resistance 10%
  -- [ 5] Poison Resistance
  -- [10] Prophecy
  -- [ 5] Reaction Bonus
  -- [10] Save +2 vs. Mind-Magic
  -- [ 5] Spear Bonus
  -- [10] Surprise-Check Bonus +1
  -- [10] Tough Hide


Missions Clergy: 

Missions Spells (no spheres needed):
Level 1:
   Charm Person
   Comprehend Languages
   Emotion Read (one subject, one instant) ("Tome of Magic")
   Friends
   Scare
Level 2:
Level 3:
   Know Customs ("Tome of Magic")
   Telepathy ("Tome of Magic")
Level 4:
   Easy Talk (all know languages, alignments)
   Emotion -- Calm
   Emotion -- Courage
   Emotion -- Fear
   Emotion -- Friendliness
   Emotion -- Happiness
Level 5:
Level 6:
   Mass Suggestion
Level 7:
Missions Clergy Special Powers Available: 
  -- [ 5] Active Sense of Smell
  -- [ 5] Acute Taste
  -- [ 5] Alter Moods
  -- [10] Animal Friendship
  -- [10] Communicate With Creatures
  -- [10] Cure Insanity 1/wk/3 lvls
  -- [ 5] Detect Evil
  -- [10] Detect Lie once daily
  -- [ 5] Detect Poison
  -- [10] Detect Undead
  -- [ 5] Engineering Bonus
  -- [ 5] Evaluate Gems (as dwarf)
  -- [10] Find/Remove Wilderness Traps
  -- [ 5] Followers (Level 10)
  -- [10] Followers (any time)
  -- [10] Half-Dmg from Cold
  -- [10] Half-Dmg from Fire
  -- [ 5] Heat Resistance
  -- [10] History (as bard)
  -- [10] Hit Point Bonus
  -- [ 5] Identify Potions (as gnome)
  -- [ 5] Illusion Resistant, +2 saves
  -- [10] Infravision
  -- [10] Know Alignment
  -- [ 5] Light Spell
  -- [10] Linguist
  -- [ 5] Longsword Bonus
  -- [10] Magic Identification (as elf)
  -- [10] Magic Resistance 10%
  -- [ 5] Poison Resistance
  -- [10] Preach Well, once daily
  -- [ 5] Rally Friends
  -- [ 5] Reaction Bonus
  -- [10] Save +2 vs. Mind-Magic
  -- [10] Soothing Word
  -- [ 5] Spear Bonus
  -- [10] Surprise-Check Bonus +1
  -- [10] Tough Hide
  -- [10] Turn Undead


Moon Clergy: 

Moon Spells (no spheres needed):
Level 1:
   Light
Level 2:
Level 3:
   Continual Light
Level 4:
Level 5:
   Moonbeam
Level 6:
Level 7:
   Chariot of Sustarre
Moon Clergy Special Powers Available: 
  -- [ 5] Active Sense of Smell
  -- [ 5] Acute Taste
  -- [ 5] Darkness Spell
  -- [ 5] Detect Evil
  -- [10] Detect Magic daily
  -- [ 5] Detect Poison
  -- [ 5] Engineering Bonus
  -- [ 5] Evaluate Gems (as dwarf)
  -- [10] Half-Dmg from Cold
  -- [10] Half-Dmg from Fire
  -- [ 5] Heat Resistance
  -- [10] Hide in Woods (as gnome)
  -- [10] Hit Point Bonus
  -- [ 5] Identify Potions (as gnome)
  -- [ 5] Illusion Resistant, +2 saves
  -- [10] Infravision
  -- [ 5] Light Spell
  -- [ 5] Longsword Bonus
  -- [10] Magic Identification (as elf)
  -- [10] Magic Resistance 10%
  -- [ 5] Poison Resistance
  -- [ 5] Reaction Bonus
  -- [10] Save +2 vs. Mind-Magic
  -- [10] Soothing Word
  -- [ 5] Spear Bonus
  -- [10] Stealth (as demihuman)
  -- [10] Surprise-Check Bonus +1
  -- [10] Tough Hide


Music & Dance Clergy: 

Music & Dance Spells (no spheres needed):
Level 1:
Level 2:
   Music of the Spheres ("Tome of Magic")
   Vocalize
Level 3:
Level 4:
   Emotion -- Happiness
   Emotion -- Sadness
Level 5:
Level 6:
Level 7:
Music & Dance Clergy Special Powers Available: 
  -- [ 5] Active Sense of Smell
  -- [ 5] Acute Taste
  -- [ 5] Alter Moods
  -- [ 5] Detect Evil
  -- [ 5] Detect Poison
  -- [ 5] Engineering Bonus
  -- [ 5] Evaluate Gems (as dwarf)
  -- [10] Freeze (as gnome)
  -- [10] Half-Dmg from Cold
  -- [10] Half-Dmg from Fire
  -- [ 5] Heat Resistance
  -- [10] Hit Point Bonus
  -- [ 5] Identify Potions (as gnome)
  -- [ 5] Illusion Resistant, +2 saves
  -- [10] Increased Movement
  -- [10] Infravision
  -- [ 5] Light Spell
  -- [ 5] Longsword Bonus
  -- [10] Magic Identification (as elf)
  -- [10] Magic Resistance 10%
  -- [ 5] Poison Resistance
  -- [ 5] Reaction Bonus
  -- [10] Save +2 vs. Mind-Magic
  -- [ 5] Sound Resistance (as bard)
  -- [ 5] Spear Bonus
  -- [10] Surprise-Check Bonus +1
  -- [10] Tough Hide
  -- [10] Turn Undead


Nature Clergy: 

Nature Spells (no spheres needed):
Level 1:
   Calm Animal
   Locate Animal or Plant
Level 2:
   Camouflage ("Complete Book of Elves")
   Master Animal (duration of eye contact, save vs. HD)
   Speak With Animals
   Stalk
Level 3:
   Create Campsite ("Tome of Magic")
   Delay Rotting ("Tome of Magic")
Level 4:
   Call Woodland Beings 
   Group Pass Without Trace
Level 5:
   Blessed Abundance ("Tome of Magic")
Level 6:
   Conjure Animals
Level 7:
   Reincarnation (as animal)
Nature Clergy Special Powers Available: 
  -- [ 5] Active Sense of Smell
  -- [ 5] Acute Taste
  -- [ 5] Bonus Spells
  -- [10] Cleric Hit Dice 1d10
  -- [10] Climb as Ranger
  -- [ 5] Cold Resistance
  -- [10] Communicate With Creatures
  -- [ 5] Detect Evil
  -- [ 5] Detect Poison
  -- [ 5] Elemental Spell Bonus
  -- [ 5] Engineering Bonus
  -- [ 5] Evaluate Gems (as dwarf)
  -- [10] Find/Remove Wilderness Traps
  -- [ 5] Fire & Electrical Resistance
  -- [10] Followers (as Ranger)
  -- [10] Forest Movement
  -- [10] Half-Dmg from Cold
  -- [10] Half-Dmg from Fire
  -- [ 5] Heat Resistance
  -- [10] Hit Point Bonus
  -- [ 5] Identify Potions (as gnome)
  -- [ 5] Identify, as Druid
  -- [ 5] Illusion Resistant, +2 saves
  -- [10] Immune Woods-Charm (Level 1)
  -- [ 5] Immune Woods-Charm (Level 7)
  -- [10] Immunity to Disease
  -- [10] Infravision
  -- [ 5] Light Spell
  -- [ 5] Longsword Bonus
  -- [10] Magic Identification (as elf)
  -- [10] Magic Resistance 10%
  -- [ 5] Pass Without Trace
  -- [ 5] Poison Resistance
  -- [ 5] Purify Water
  -- [ 5] Reaction Bonus
  -- [10] Save +2 vs. Mind-Magic
  -- [ 5] Save +4 vs. Electricity
  -- [ 5] Secret Language (as druid)
  -- [15] Shapechange (Animals, Early)
  -- [10] Shapechange (Animals, Level 7)
  -- [ 5] Spear Bonus
  -- [10] Surprise-Check Bonus +1
  -- [10] Tough Hide
  -- [10] Turn Undead
  -- [15] Weapon Specialization


Oceans Clergy: 

Oceans Spells (no spheres needed):
Level 1:
   Create Water
   Destroy Water
   Locate Drinkable Water (1 mile/level)
   Predict Weather
   Sea Legs /Land Legs ("Pirates of the Fallen Stars")
   Still Water
   Swim
   Wall of Fog
Level 2:
   Clear Water ("Dragon Kings")
   Speak with Water
Level 3:
   Air/Water Breathing (duration 1 day)
   Conjure Small Water Elemental ("Dark Sun")
   Dispel Fog ("Pirates of the Fallen Stars")
   Water Walk
   Watery Form ("Pirates of the Fallen Stars")
   Wind Servant ("Pirates of the Fallen Stars")
Level 4:
   Lower/Raise Water
   Sargasso ("Pirates of the Fallen Stars")
   Wall of Ice
Level 5:
   Airy Water
   Calm/Churn Water ("Pirates of the Fallen Stars")
   Commune With Nature
   Control Winds
   Transmute Rock to Mud/Mud to Rock
Level 6:
   Conjure Normal Water Elemental (12 HD, serves willingly)
   Dismiss Elemental 
   Icy Servant (as "Aerial Servant")
   Misty Servant (as "Aerial Servant")
   Part Water
   Oars to Snakes/Snakes to Oars ("Pirates of the Fallen Stars")
   Oozy Servant (as "Aerial Servant")
   Rainbow Servant (as "Aerial Servant")
   Steamy Servant (as "Aerial Servant")
   Transmute Water to Dust
   Weather Summoning
   Watery Servant (as "Aerial Servant")
Level 7:
   Conjure Large Water Elemental (24 HD, serves willingly)
   Control Weather
   Tidal Wave ("Pirates of the Fallen Stars")
   Whirlpool ("Pirates of the Fallen Stars")
Oceans Clergy Special Powers Available: 
  -- [ 5] Active Sense of Smell
  -- [ 5] Acute Taste
  -- [ 5] Cold Resistance
  -- [10] Confer Water Breathing
  -- [ 5] Detect Evil
  -- [ 5] Detect Poison
  -- [ 5] Engineering Bonus
  -- [ 5] Evaluate Gems (as dwarf)
  -- [ 5] Followers (Level 10)
  -- [10] Followers (any time)
  -- [10] Half-Dmg from Cold
  -- [10] Half-Dmg from Fire
  -- [ 5] Heat Resistance
  -- [10] Hit Point Bonus
  -- [ 5] Identify Potions (as gnome)
  -- [ 5] Illusion Resistant, +2 saves
  -- [10] Immune to Cold
  -- [10] Infravision
  -- [ 5] Light Spell
  -- [ 5] Longsword Bonus
  -- [10] Magic Identification (as elf)
  -- [10] Magic Resistance 10%
  -- [ 5] Poison Resistance
  -- [ 5] Purify Water
  -- [ 5] Reaction Bonus
  -- [10] Save +2 vs. Mind-Magic
  -- [ 5] Spear Bonus
  -- [10] Surprise-Check Bonus +1
  -- [10] Tough Hide
  -- [ 5] Trident Bonus
  -- [10] Water Breathing


Oracles Clergy: 

Oracles Spells (no spheres needed):
Level 1:
   Emotion Read (one subject, one instant) ("Tome of Magic")
   Identify
   Know Age ("Tome of Magic")
   Know Direction ("Tome of Magic")
   Know Time ("Tome of Magic")
   Thought Capture ("Tome of Magic")
Level 2:
   Clues in the Ashes (see last 1 min/round)
   Death Recall (see last 10 minutes
   in life of recent corpse)
   Idea ("Tome of Magic")
   Zone of Truth ("Tome of Magic")
Level 3:
   Clairaudience 
   Clairvoyance 
   Detect Curse (1 person or item)
   Memory Read ("Tome of Magic")
   Moment Reading ("Tome of Magic")
Level 4:
   Genius ("Tome of Magic")
   Thought Broadcast ("Tome of Magic")
Level 5:
   Consequence ("Tome of Magic")
   Contact Other Plane
   Time Pool ("Tome of Magic")
Level 6:
   Legend Lore
Level 7:
   Divine Inspiration ("Tome of Magic")
   Foresight
   Vision
Oracles Clergy Special Powers Available: 
  -- [ 5] Active Sense of Smell
  -- [ 5] Acute Taste
  -- [10] Commune (as spell) x1 / month
  -- [ 5] Detect Evil
  -- [10] Detect Illusion (as thief)
  -- [10] Detect Lie once daily
  -- [ 5] Detect Poison
  -- [10] Detect Treasure
  -- [ 5] Determine Age (Bldg, 1-5 on d6
  -- [ 5] Determine Stability, 1-4 on d6
  -- [ 5] Engineering Bonus
  -- [ 5] Evaluate Gems (as dwarf)
  -- [10] Half-Dmg from Cold
  -- [10] Half-Dmg from Fire
  -- [ 5] Heat Resistance
  -- [10] Hit Point Bonus
  -- [ 5] Identify Potions (as gnome)
  -- [ 5] Illusion Resistant, +2 saves
  -- [10] Infravision
  -- [10] Know Alignment
  -- [ 5] Light Spell
  -- [ 5] Longsword Bonus
  -- [10] Magic Identification (as elf)
  -- [10] Magic Resistance 10%
  -- [ 5] Poison Resistance
  -- [10] Prophecy
  -- [ 5] Reaction Bonus
  -- [10] Save +2 vs. Mind-Magic
  -- [10] Speak With Animals
  -- [10] Speak With Plants
  -- [ 5] Spear Bonus
  -- [10] Stone Tell (once per day)
  -- [10] Surprise-Check Bonus +1
  -- [10] Tough Hide


Peace Clergy: 

Peace Spells (no spheres needed):
Level 1:
   Animal Friendship
   Calm Animal
   Lend/Borrow Language
   Remove Charm
Level 2:
Level 3:
Level 4:
   Easy Talk (all know languages, alignments)
   Emotion -- Calm
   Emotion -- Friendliness
   Tongues
Level 5:
Level 6:
   Speak with Monsters
Level 7:
   Power Word, Stun
   (Symbol of) Stunning
Peace Clergy Special Powers Available: 
  -- [ 5] Active Sense of Smell
  -- [ 5] Acute Taste
  -- [ 5] All Saving Throws at +2
  -- [ 5] Alter Moods
  -- [10] Communicate With Creatures
  -- [10] Defense Bonus (+2 unarmored)
  -- [ 5] Detect Evil
  -- [ 5] Detect Poison
  -- [10] Detect Undead
  -- [10] Empathy With Animals
  -- [ 5] Engineering Bonus
  -- [ 5] Evaluate Gems (as dwarf)
  -- [10] Half-Dmg from Cold
  -- [10] Half-Dmg from Fire
  -- [ 5] Heat Resistance
  -- [10] Hit Point Bonus
  -- [ 5] Identify Potions (as gnome)
  -- [ 5] Illusion Resistant, +2 saves
  -- [10] Infravision
  -- [10] Know Alignment
  -- [ 5] Lay-on Hands (Healing)
  -- [ 5] Light Spell
  -- [10] Linguist
  -- [ 5] Longsword Bonus
  -- [10] Magic Identification (as elf)
  -- [10] Magic Resistance 10%
  -- [10] Magic Resistance 2%/level
  -- [10] Pass Without Trace
  -- [ 5] Poison Resistance
  -- [10] Prophecy
  -- [ 5] Rally Friends
  -- [ 5] Reaction Bonus
  -- [10] Save +2 vs. Mind-Magic
  -- [10] Soothing Word
  -- [10] Speak With Animals
  -- [ 5] Spear Bonus
  -- [ 5] Spell Resistance
  -- [10] Surprise-Check Bonus +1
  -- [10] Tough Hide


Philosophy Clergy: 

Philosophy Spells (no spheres needed):
Level 1:
   Remove Charm
Level 2:
   Draw Upon Holy Might ("Tome of Magic")
     (increase own Wisdom 1 full point/3 levels,
      round up, duration as per your referee)
Level 3:
Level 4:
Level 5:
Level 6:
   Legend Lore
   Mind Blank
Level 7:
   (Symbol of) Persuasion
Philosophy Clergy Special Powers Available: 
  -- [ 5] Active Sense of Smell
  -- [ 5] Acute Taste
  -- [10] Cure Insanity 1/wk/3 lvls
  -- [ 5] Detect Evil
  -- [ 5] Detect Poison
  -- [ 5] Engineering Bonus
  -- [ 5] Evaluate Gems (as dwarf)
  -- [10] Half-Dmg from Cold
  -- [10] Half-Dmg from Fire
  -- [ 5] Heat Resistance
  -- [10] Hit Point Bonus
  -- [ 5] Identify Potions (as gnome)
  -- [ 5] Illusion Resistant, +2 saves
  -- [10] Immune to Charm
  -- [ 5] Immune to Confusion and Feeble
  -- [10] Infravision
  -- [ 5] Light Spell
  -- [ 5] Longsword Bonus
  -- [10] Magic Identification (as elf)
  -- [10] Magic Resistance 10%
  -- [ 5] Poison Resistance
  -- [ 5] Reaction Bonus
  -- [ 5] Resist Charm (+2, as paladin)
  -- [ 5] Resist Sleep-Charm (+1, mage)
  -- [10] Save +2 vs. Mind-Magic
  -- [10] Soothing Word
  -- [ 5] Spear Bonus
  -- [10] Surprise-Check Bonus +1
  -- [10] Tough Hide


Repentance Clergy: 

Repentance Spells (no spheres needed):
Level 1:
Level 2:
   Suggestion (Beneficent)
Level 3:
Level 4:
   Emotion -- Calm
   Emotion -- Courage
   Emotion -- Fear
   Emotion -- Friendliness
   Emotion -- Happiness
   Emotion -- Hope
   Emotion -- Hopelessness
Level 5:
   Atonement
Level 6:
   Mass Suggestion
Level 7:
Repentance Clergy Special Powers Available: 
  -- [ 5] Active Sense of Smell
  -- [ 5] Acute Taste
  -- [ 5] All Saving Throws at +2
  -- [ 5] Alter Moods
  -- [10] Cure Insanity 1/wk/3 lvls
  -- [ 5] Detect Evil
  -- [10] Detect Lie once daily
  -- [ 5] Detect Poison
  -- [10] Detect Undead
  -- [ 5] Engineering Bonus
  -- [ 5] Evaluate Gems (as dwarf)
  -- [10] Half-Dmg from Cold
  -- [10] Half-Dmg from Fire
  -- [ 5] Heat Resistance
  -- [10] History (as bard)
  -- [10] Hit Point Bonus
  -- [ 5] Identify Potions (as gnome)
  -- [ 5] Illusion Resistant, +2 saves
  -- [10] Infravision
  -- [10] Know Alignment
  -- [ 5] Lay-on Hands (Healing)
  -- [ 5] Light Spell
  -- [ 5] Longsword Bonus
  -- [10] Magic Identification (as elf)
  -- [10] Magic Resistance 10%
  -- [10] Magic Resistance 2%/level
  -- [10] Pass Without Trace
  -- [ 5] Poison Resistance
  -- [10] Preach Well, once daily
  -- [10] Prophecy
  -- [ 5] Rally Friends
  -- [ 5] Reaction Bonus
  -- [10] Save +2 vs. Mind-Magic
  -- [10] Soothing Word
  -- [ 5] Spear Bonus
  -- [ 5] Spell Resistance
  -- [10] Surprise-Check Bonus +1
  -- [10] Tough Hide
  -- [10] Turn Undead


Sky Clergy: 

Sky Spells (no spheres needed):
Level 1:
   Create Water
   Destroy Water
   Feather Fall
   Light
Level 2:
   Levitate
   Obscurement
Level 3:
   Air/Water Breathing (duration 1 day)
   Call Lightning
   Conjure Small Air Elemental ("Dark Sun")
   Continual Light
   Dispel Fog ("Pirates of the Fallen Stars")
   Fly
   Starshine
   Water Walk
Level 4:
   Lower/Raise Water
   Protection from Weather ("Dragon Kings")
Level 5:
   Airy Water
   Good/Bad Weather ("Dragon Kings")
   Grounding ("Tome of Magic")
   Moonbeam
Level 6:
   Aerial Servant
   Dusty Servant (as "Aerial Servant")
   Lightning Servant (as "Aerial Servant")
   Misty Servant (as "Aerial Servant")
   Part Water
   Smoky Servant (as "Aerial Servant")
   Vacuum Servant (as "Aerial Servant")
Level 7:
   Chariot of Sustarre
   Sunray
   Uncontrolled Weather ("Tome of Magic")
Sky Clergy Special Powers Available: 
  -- [ 5] Active Sense of Smell
  -- [ 5] Acute Taste
  -- [10] Animal Friendship
  -- [ 5] Bow Bonus
  -- [ 5] Cold Resistance
  -- [ 5] Detect Evil
  -- [ 5] Detect Poison
  -- [ 5] Engineering Bonus
  -- [ 5] Evaluate Gems (as dwarf)
  -- [10] Half-Dmg from Cold
  -- [10] Half-Dmg from Fire
  -- [ 5] Heat Resistance
  -- [10] Hit Point Bonus
  -- [ 5] Identify Potions (as gnome)
  -- [ 5] Illusion Resistant, +2 saves
  -- [10] Immune to Fire
  -- [10] Immune to Lightning
  -- [10] Infravision
  -- [ 5] Light Spell
  -- [ 5] Longsword Bonus
  -- [10] Magic Identification (as elf)
  -- [10] Magic Resistance 10%
  -- [ 5] Poison Resistance
  -- [ 5] Range Boost
  -- [ 5] Reaction Bonus
  -- [10] Save +2 vs. Mind-Magic
  -- [ 5] Save +4 vs. Electricity
  -- [ 5] Sling Bonus
  -- [ 5] Spear Bonus
  -- [10] Surprise-Check Bonus +1
  -- [10] Tough Hide


Stars Clergy: 

Stars Spells (no spheres needed):
Level 1:
   Dancing Lights
   Light
Level 2:
Level 3:
   Continual Light
   Starshine
Level 4:
Level 5:
Level 6:
Level 7:
   Chariot of Sustarre
Stars Clergy Special Powers Available: 
  -- [ 5] Active Sense of Smell
  -- [ 5] Acute Taste
  -- [ 5] Darkness Spell
  -- [ 5] Detect Evil
  -- [ 5] Detect Poison
  -- [ 5] Engineering Bonus
  -- [ 5] Evaluate Gems (as dwarf)
  -- [10] Half-Dmg from Cold
  -- [10] Half-Dmg from Fire
  -- [ 5] Heat Resistance
  -- [10] Hit Point Bonus
  -- [ 5] Identify Potions (as gnome)
  -- [ 5] Illusion Resistant, +2 saves
  -- [10] Immune to Cold
  -- [10] Infravision
  -- [ 5] Light Spell
  -- [ 5] Longsword Bonus
  -- [10] Magic Identification (as elf)
  -- [10] Magic Resistance 10%
  -- [10] Pass Without Trace
  -- [ 5] Poison Resistance
  -- [10] Prophecy
  -- [ 5] Reaction Bonus
  -- [10] Save +2 vs. Mind-Magic
  -- [ 5] Spear Bonus
  -- [10] Surprise-Check Bonus +1
  -- [10] Tough Hide


Storms Clergy: 

Storms Spells (no spheres needed):
Level 1:
   Faerie Fire
   Predict Weather
   Shocking Grasp
   Wall of Fog
Level 2:
   Obscurement
Level 3:
   Call Lightning
   Dispel Fog ("Pirates of the Fallen Stars")
Level 4:
   Ball Lightning ("Pirates of the Fallen Stars")
   Protection from Lightning (1 day)
Level 5:
   Grounding ("Tome of Magic")
   Lightning Bolt
Level 6:
   Chain Lightning
   Conjure Normal Lightning Quasi-Elemental (12 HD, serves willingly)
   Dismiss Elemental 
   Lightning Servant (as "Aerial Servant")
   Weather Summoning
Level 7:
   Conjure Large Lightning Quasi-Elemental (24 HD, serves willingly)
   Control Weather
   Uncontrolled Weather ("Tome of Magic")
Storms Clergy Special Powers Available: 
  -- [ 5] Active Sense of Smell
  -- [ 5] Acute Taste
  -- [10] Cleric Hit Dice 1d10
  -- [ 5] Darkness Spell
  -- [ 5] Detect Evil
  -- [ 5] Detect Poison
  -- [ 5] Elemental Spell Bonus
  -- [ 5] Engineering Bonus
  -- [ 5] Evaluate Gems (as dwarf)
  -- [ 5] Fire & Electrical Resistance
  -- [10] Half-Dmg from Cold
  -- [10] Half-Dmg from Fire
  -- [ 5] Heat Resistance
  -- [10] Hit Point Bonus
  -- [ 5] Identify Potions (as gnome)
  -- [ 5] Illusion Resistant, +2 saves
  -- [10] Immune to Lightning
  -- [10] Incite Berserk Rage
  -- [10] Infravision
  -- [ 5] Light Spell
  -- [ 5] Longsword Bonus
  -- [10] Magic Identification (as elf)
  -- [10] Magic Resistance 10%
  -- [ 5] Poison Resistance
  -- [ 5] Reaction Bonus
  -- [10] Save +2 vs. Mind-Magic
  -- [ 5] Save +4 vs. Electricity
  -- [ 5] Spear Bonus
  -- [10] Surprise-Check Bonus +1
  -- [10] Tough Hide
  -- [ 5] Warhammer Bonus


Strength Clergy: 

Strength Spells (no spheres needed):
Level 1:
Level 2:
   Draw Upon Holy Might ("Tome of Magic")
     (increase own Strength 1 full point/3 levels,
      round up, duration as per your referee)
   Strength
Level 3:
Level 4:
   Hill Giant Strength (=19, 1 day)
Level 5:
   Champion's Strength ("Tome of Magic")
   Frost Giant Strength (=21, 1 day)
Level 6:
   Aerial Servant
   Animate Object
   Cloud Giant Strength (=23, 1 day)
   Tenser's Transformation
Level 7:
   Titan Strength (=25, 1 day)
Strength Clergy Special Powers Available: 
  -- [ 5] Active Sense of Smell
  -- [ 5] Acute Taste
  -- [10] Cleric Hit Dice 1d10
  -- [ 5] Damage Bonus
  -- [ 5] Detect Evil
  -- [ 5] Detect Poison
  -- [ 5] Engineering Bonus
  -- [ 5] Evaluate Gems (as dwarf)
  -- [10] Half-Dmg from Cold
  -- [10] Half-Dmg from Fire
  -- [ 5] Heat Resistance
  -- [10] Hit Point Bonus
  -- [ 5] Identify Potions (as gnome)
  -- [ 5] Illusion Resistant, +2 saves
  -- [15] Immune to Energy Drain
  -- [10] Infravision
  -- [ 5] Light Spell
  -- [ 5] Longsword Bonus
  -- [10] Magic Identification (as elf)
  -- [10] Magic Resistance 10%
  -- [ 5] Poison Resistance
  -- [ 5] Reaction Bonus
  -- [10] Save +2 vs. Mind-Magic
  -- [ 5] Spear Bonus
  -- [10] Surprise-Check Bonus +1
  -- [10] Tough Hide
  -- [10] Turn Undead


Sun Clergy: 

Sun Spells (no spheres needed):
Level 1:
   Blistering Rays ("Dark Sun")
   Endure Heat
   Light
Level 2:
   Fire Trap
   Flame Blade
   Heat Metal
   Produce Flame
   Resist Fire (1 creature, 1 round/level+4)
Level 3:
   Continual Light
   Flame Walk (1 creature/level, 1 round/level+4)
   Protection from Fire (1 creature, 1 day)
   Pyrotechnics
Level 4:
   Blessed Warmth ("Tome of Magic")
   Protection from Weather ("Dragon Kings")
Level 5:
   Good/Bad Weather ("Dragon Kings")
Level 6:
   Sol's Searing Orb ("Tome of Magic")
Level 7:
   Sunray
Sun Clergy Special Powers Available: 
  -- [ 5] Active Sense of Smell
  -- [ 5] Acute Taste
  -- [ 5] Alter Moods
  -- [ 5] Cold Resistance
  -- [ 5] Detect Evil
  -- [10] Detect Magic daily
  -- [ 5] Detect Poison
  -- [ 5] Engineering Bonus
  -- [ 5] Evaluate Gems (as dwarf)
  -- [10] Half-Dmg from Cold
  -- [10] Half-Dmg from Fire
  -- [ 5] Heat Resistance
  -- [10] Hit Point Bonus
  -- [ 5] Identify Potions (as gnome)
  -- [ 5] Illusion Resistant, +2 saves
  -- [10] Immune to Cold
  -- [ 5] Immune to Disease
  -- [15] Immune to Energy Drain
  -- [10] Immune to Poison
  -- [10] Infravision
  -- [ 5] Lay-on Hands (Healing)
  -- [ 5] Light Spell
  -- [ 5] Longsword Bonus
  -- [10] Magic Identification (as elf)
  -- [10] Magic Resistance 10%
  -- [10] Pass Without Trace
  -- [ 5] Poison Resistance
  -- [10] Prophecy
  -- [ 5] Reaction Bonus
  -- [ 5] Resist Energy Drain
  -- [10] Save +2 vs. Mind-Magic
  -- [10] Soothing Word
  -- [ 5] Spear Bonus
  -- [10] Surprise-Check Bonus +1
  -- [10] Tough Hide
  -- [10] Turn Undead


Theft Clergy: 

Theft Spells (no spheres needed):
Level 1:
   Appraise (know value of 1 item)
   Change Self
   Comprehend Languages
   Detect Magic
   Friends
   Spider Climb
Level 2:
   Blur
   Camouflage ("Complete Book of Elves")
   Draw Upon Holy Might ("Tome of Magic")
     (increase own Dexterity 1 full point/3 levels,
      round up, duration as per your referee)
   Find Traps (check vs. int on d20)
   Invisibility
   Knock
   Obscure Alignment
   Undetectable Alignment
   Vocalize
   Wizard Lock
Level 3:
   Squeaking Floors ("Tome of Magic")
   Thief's Lament ("Tome of Magic")
Level 4:
   Improved Invisibility
   Tongues
   Undetectable Lie
Level 5:
   False Seeing ("Veil")
   Invisibility, Ten Foot Radius
Level 6:
Level 7:
Theft Clergy Special Powers Available: 
  -- [ 5] Active Sense of Smell
  -- [ 5] Acute Taste
  -- [10] Backstab (as thief / ranger)
  -- [ 5] Bribe
  -- [ 5] Climb Walls
  -- [10] Defense Bonus (+2 unarmored)
  -- [ 5] Detect Evil
  -- [10] Detect Illusion (as thief)
  -- [10] Detect Magic daily
  -- [ 5] Detect Noise
  -- [ 5] Detect Poison
  -- [ 5] Engineering Bonus
  -- [10] Escape Bonds
  -- [ 5] Evaluate Gems (as dwarf)
  -- [10] Find/Remove Traps
  -- [ 5] Followers (Level 10)
  -- [10] Followers (any time)
  -- [10] Half-Dmg from Cold
  -- [10] Half-Dmg from Fire
  -- [ 5] Heat Resistance
  -- [ 5] Hide in Shadows
  -- [10] Hit Point Bonus
  -- [ 5] Identify Potions (as gnome)
  -- [ 5] Illusion Resistant, +2 saves
  -- [10] Infravision
  -- [ 5] Light Spell
  -- [ 5] Longsword Bonus
  -- [10] Magic Identification (as elf)
  -- [10] Magic Resistance 10%
  -- [10] Move Silently
  -- [10] Open Locks
  -- [10] Pick Pockets
  -- [ 5] Poison Resistance
  -- [ 5] Reaction Bonus
  -- [ 5] Read Languages
  -- [10] Save +2 vs. Mind-Magic
  -- [10] Scroll Use Level 1
  -- [ 5] Scroll-Use Level 10
  -- [ 5] Spear Bonus
  -- [10] Stealth (as demihuman)
  -- [10] Surprise-Check Bonus +1
  -- [ 5] Thieves's Cant
  -- [10] Tough Hide
  -- [10] Tunneling
  -- [15] Weapon Specialization


Time Clergy: 

Time Spells (no spheres needed):
Level 1:
   Know Time ("Tome of Magic")
   Withdraw
Level 2:
   Moment ("Tome of Magic")
Level 3:
   Haste
   Slow
Level 4:
   Age Plant ("Tome of Magic")
   Body Clock ("Tome of Magic")
   Modify Memory ("Tome of Magic")
Level 5:
   Age/Rejuvenate Object ("Tome of Magic")
   Sands of Time (reverses wear & tear)/Erode ("Dragon Kings")
   Time Pool ("Tome of Magic")
Level 6:
   Age Creature ("Tome of Magic")
   Restore Youth ("Tome of Magic")
   Skip Day ("Tome of Magic")
Level 7:
   Temporal Stasis/Reinstatement
   Timelessness
   Time Stop
Time Clergy Special Powers Available: 
  -- [ 5] Active Sense of Smell
  -- [ 5] Acute Taste
  -- [ 5] Casting Reduction
  -- [ 5] Detect Evil
  -- [ 5] Detect Poison
  -- [ 5] Determine Age (Bldg, 1-5 on d6
  -- [ 5] Engineering Bonus
  -- [ 5] Evaluate Gems (as dwarf)
  -- [10] Extend Duration of Spells
  -- [10] Half-Dmg from Cold
  -- [10] Half-Dmg from Fire
  -- [ 5] Heat Resistance
  -- [10] History (as bard)
  -- [10] Hit Point Bonus
  -- [ 5] Identify Potions (as gnome)
  -- [ 5] Illusion Resistant, +2 saves
  -- [10] Infravision
  -- [ 5] Light Spell
  -- [ 5] Longsword Bonus
  -- [10] Magic Identification (as elf)
  -- [10] Magic Resistance 10%
  -- [ 5] Poison Resistance
  -- [10] Prophecy
  -- [ 5] Reaction Bonus
  -- [10] Save +2 vs. Mind-Magic
  -- [ 5] Spear Bonus
  -- [10] Spell Duration Increase
  -- [10] Surprise-Check Bonus +1
  -- [10] Tough Hide
  -- [10] Turn Undead


Travel Clergy: 

Travel Spells (no spheres needed):
Level 1:
   Comprehend Languages
   Create Water
   Detect Snares and Pits
   Endure Cold
   Endure Heat
   Jump
   Know Direction ("Tome of Magic")
   Lend/Borrow Language
   Locate Animal or Plant
   Mount
   Predict Weather
   Run
   Spider Climb
   Swim
Level 2:
   Aura of Comfort ("Tome of Magic")
   Lighten Load ("Tome of Magic")
   Obscurement
Level 3:
   Astral Window ("Tome of Magic")
   Create Campsite ("Tome of Magic")
   Helping Hand ("Tome of Magic")
   Know Customs ("Tome of Magic")
   Locate Object
   Phantom Steed
   Protection from Cold (1 creature, 1 day)
   Water Walk
Level 4:
   Circle of Privacy ("Tome of Magic")
   Dimension Door
   Join With Astral Traveller ("Tome of Magic")
   Plane Adaptation (one plane)
   Plant Door
   Tanglefoot ("Tome of Magic")
   Tongues
   Tree Steed ("Tome of Magic")
Level 5:
   Adaptation (any environment)
   Air Walk
   Clear Path ("Tome of Magic")
   Easy March ("Tome of Magic")
   Pass Plant
   Passwall
   Teleport 
Level 6:
   Find the Path 
   Lose the Path
   Monster Mount ("Tome of Magic")
   Part Water
   Transport Via Plants
   Word of Recall
Level 7:
   Chariot of Sustarre
   Control Weather
   Hovering Road ("Tome of Magic")
   Shadow Walk
   Teleport Without Error 
   Wind Walk (This-World Only)
Travel Clergy Special Powers Available: 
  -- [ 5] Active Sense of Smell
  -- [ 5] Acute Taste
  -- [10] Animal Friendship
  -- [10] Climb as Ranger
  -- [ 5] Cold Resistance
  -- [ 5] Detect Evil
  -- [ 5] Detect Noise
  -- [ 5] Detect Poison
  -- [ 5] Engineering Bonus
  -- [ 5] Evaluate Gems (as dwarf)
  -- [ 5] Faithful Mount
  -- [10] Find/Remove Wilderness Traps
  -- [10] Half-Dmg from Cold
  -- [10] Half-Dmg from Fire
  -- [ 5] Heat Resistance
  -- [10] History (as bard)
  -- [10] Hit Point Bonus
  -- [ 5] Identify Potions (as gnome)
  -- [ 5] Illusion Resistant, +2 saves
  -- [10] Immune to Cold
  -- [10] Immune to Fire
  -- [10] Increased Movement
  -- [10] Infravision
  -- [ 5] Less Sleep
  -- [ 5] Light Spell
  -- [10] Linguist
  -- [ 5] Longsword Bonus
  -- [10] Magic Identification (as elf)
  -- [10] Magic Resistance 10%
  -- [10] Move Silently
  -- [10] Pass Without Trace
  -- [ 5] Poison Resistance
  -- [ 5] Reaction Bonus
  -- [10] Save +2 vs. Mind-Magic
  -- [10] Speak With Animals
  -- [ 5] Spear Bonus
  -- [10] Surprise-Check Bonus +1
  -- [10] Tough Hide
  -- [10] Water Breathing


Trickery Clergy: 

Trickery Spells (no spheres needed):
Level 1:
   Change Self
   Charm Person
   Confuse Languages
   Friends
   Mistaken Missive ("Tome of Magic")
   Ventriloquism
Level 2:
   Alter Self
   Blur
   Camouflage ("Complete Book of Elves")
   Conceal Alignment
   Find Traps (check vs. int on d20)
   Fool's Gold
   Misdirection
   Obscure Alignment
   Undetectable Alignment
   Vocalize
Level 3:
   Delude
   Feign Death 
   Illusionary Script
   Miscast Magic ("Tome of Magic")
   Non-Detection
   Random Causality ("Tome of Magic")
Level 4:
   Hallucinatory Forest
   Tongues (reversed; prevents all communication within 60)')
   Undetectable Lie
Level 5:
   Disguise Military Unit ("Tome of Magic")
   Disguise Undead (1 day) 
   False Seeing ("Veil")
   False Vision
   Illusory Artillery ("Tome of Magic")
Level 6:
   Lose the Path
   Mass Suggestion
   Veil
Level 7:
   Illusory Fortification ("Tome of Magic")
   Screen
   Shadow Engines ("Tome of Magic")
Trickery Clergy Special Powers Available: 
  -- [ 5] Active Sense of Smell
  -- [ 5] Acute Taste
  -- [ 5] Alter Moods
  -- [10] Backstab (as thief / ranger)
  -- [ 5] Bribe
  -- [ 5] Detect Evil
  -- [ 5] Detect Poison
  -- [ 5] Engineering Bonus
  -- [ 5] Evaluate Gems (as dwarf)
  -- [10] Find/Remove Traps
  -- [10] Freeze (as gnome)
  -- [10] Half-Dmg from Cold
  -- [10] Half-Dmg from Fire
  -- [ 5] Heat Resistance
  -- [ 5] Hide in Shadows
  -- [10] Hit Point Bonus
  -- [ 5] Identify Potions (as gnome)
  -- [ 5] Illusion Resistant, +2 saves
  -- [10] Infravision
  -- [ 5] Light Spell
  -- [ 5] Longsword Bonus
  -- [10] Magic Identification (as elf)
  -- [10] Magic Resistance 10%
  -- [10] Move Silently
  -- [ 5] Poison Resistance
  -- [ 5] Reaction Bonus
  -- [10] Save +2 vs. Mind-Magic
  -- [ 5] Spear Bonus
  -- [10] Suggestion (as spell) daily
  -- [10] Surprise-Check Bonus +1
  -- [10] Tough Hide


Tyranny Clergy: 

Tyranny Spells (no spheres needed):
Level 1:
   Cause Fear
   Scare
Level 2:
Level 3:
Level 4:
   Emotion -- Fear
Level 5:
Level 6:
Level 7:
   Imprisonment
   (Symbol of) Fear
Tyranny Clergy Special Powers Available: 
  -- [ 5] Active Sense of Smell
  -- [ 5] Acute Taste
  -- [ 5] Alter Moods
  -- [ 5] Axe Bonus
  -- [10] Backstab (as thief / ranger)
  -- [ 5] Bow Bonus
  -- [ 5] Bribe
  -- [ 5] Dagger Bonus
  -- [ 5] Detect Evil
  -- [ 5] Detect Poison
  -- [ 5] Engineering Bonus
  -- [ 5] Evaluate Gems (as dwarf)
  -- [ 5] Followers (Level 10)
  -- [10] Followers (any time)
  -- [10] Half-Dmg from Cold
  -- [10] Half-Dmg from Fire
  -- [ 5] Heat Resistance
  -- [10] History (as bard)
  -- [10] Hit Point Bonus
  -- [ 5] Identify Potions (as gnome)
  -- [ 5] Illusion Resistant, +2 saves
  -- [10] Incite Berserk Rage
  -- [10] Infravision
  -- [ 5] Lead Troops
  -- [ 5] Light Spell
  -- [ 5] Longsword Bonus
  -- [10] Magic Identification (as elf)
  -- [10] Magic Resistance 10%
  -- [ 5] Operate War Machines
  -- [ 5] Poison Resistance
  -- [ 5] Reaction Bonus
  -- [10] Save +2 vs. Mind-Magic
  -- [ 5] Spear Bonus
  -- [10] Suggestion (as spell) daily
  -- [10] Surprise-Check Bonus +1
  -- [ 5] Sword Bonus
  -- [10] Tough Hide
  -- [15] Weapon Specialization


Vanity Clergy: 

Vanity Spells (no spheres needed):
Level 1:
   Charm Person
   Corrupt
   Emotion Read (one subject, one instant) ("Tome of Magic")
Level 2:
   Charm Person or Mammal
Level 3:
Level 4:
   Emotion -- Hate
Level 5:
   False Seeing ("Veil")
Level 6:
Level 7:
Vanity Clergy Special Powers Available: 
  -- [ 5] Active Sense of Smell
  -- [ 5] Acute Taste
  -- [ 5] Alter Moods
  -- [10] Backstab (as thief / ranger)
  -- [ 5] Charm Resistance (+1, as bard)
  -- [ 5] Detect Evil
  -- [ 5] Detect Poison
  -- [ 5] Engineering Bonus
  -- [ 5] Evaluate Gems (as dwarf)
  -- [10] Half-Dmg from Cold
  -- [10] Half-Dmg from Fire
  -- [ 5] Heat Resistance
  -- [10] Hit Point Bonus
  -- [ 5] Identify Potions (as gnome)
  -- [ 5] Illusion Resistant, +2 saves
  -- [10] Infravision
  -- [ 5] Light Spell
  -- [ 5] Longsword Bonus
  -- [10] Magic Identification (as elf)
  -- [10] Magic Resistance 10%
  -- [ 5] Poison Resistance
  -- [ 5] Reaction Bonus
  -- [10] Save +2 vs. Mind-Magic
  -- [ 5] Spear Bonus
  -- [10] Suggestion (as spell) daily
  -- [10] Surprise-Check Bonus +1
  -- [ 5] Taunt
  -- [10] Tough Hide


Vengeance Clergy: 

Vengeance Spells (no spheres needed):
Level 1:
Level 2:
Level 3:
   Clairaudience 
   Clairvoyance 
Level 4:
   Emotion -- Hate
   Locate Creature ("Tome of Magic")
Level 5:
Level 6:
Level 7:
Vengeance Clergy Special Powers Available: 
  -- [ 5] Active Sense of Smell
  -- [ 5] Acute Taste
  -- [ 5] Alter Moods
  -- [10] Backstab (as thief / ranger)
  -- [ 5] Bow Bonus
  -- [ 5] Charm Resistance (+1, as bard)
  -- [ 5] Crossbow Bonus
  -- [ 5] Dagger Bonus
  -- [ 5] Damage Bonus
  -- [ 5] Darkness Spell
  -- [ 5] Detect Evil
  -- [10] Detect Lie once daily
  -- [ 5] Detect Noise
  -- [ 5] Detect Poison
  -- [ 5] Engineering Bonus
  -- [ 5] Evaluate Gems (as dwarf)
  -- [10] Half-Dmg from Cold
  -- [10] Half-Dmg from Fire
  -- [ 5] Heat Resistance
  -- [10] Hit Point Bonus
  -- [ 5] Identify Potions (as gnome)
  -- [ 5] Illusion Resistant, +2 saves
  -- [10] Immune to Charm
  -- [10] Infravision
  -- [ 5] Light Spell
  -- [ 5] Longsword Bonus
  -- [10] Magic Identification (as elf)
  -- [10] Magic Resistance 10%
  -- [ 5] Poison Resistance
  -- [ 5] Rally Friends
  -- [ 5] Reaction Bonus
  -- [10] Save +2 vs. Mind-Magic
  -- [ 5] Spear Bonus
  -- [ 5] Special Enemy (as Ranger)
  -- [10] Surprise-Check Bonus +1
  -- [10] Tough Hide
  -- [ 5] Tracking
  -- [15] Weapon Specialization


War Clergy: 

War Spells (no spheres needed):
Level 1:
   Armor
   Courage ("Tome of Magic")
   Morale ("Tome of Magic")
   Shield
Level 2:
   Draw Upon Holy Might ("Tome of Magic")
     (increase own Strength 1 full point/3 levels,
      round up, duration as per your referee)
   Sanctify for Battle ("Tome of Magic")
   Seeking Arrow ("Complete Book of Elves")
Level 3:
   Adaptation ("Tome of Magic")
   Caltrops ("Tome of Magic")
   Detect Ambush (10 min/level)
   Fear
   Flame Arrow
   Undetectable Ambush (10 min/level)
Level 4:
   Cloak of Bravery
   Emotion -- Courage
   Leadership/Doubt ("Tome of Magic")
Level 5:
   Champion's Strength ("Tome of Magic")
   Disguise Military Unit ("Tome of Magic")
   Easy March ("Tome of Magic")
   Illusory Artillery ("Tome of Magic")
   Seeking Arrow ("Complete Book of Elves")
Level 6:
   Spiritual Wrath ("Tome of Magic")
   Tenser's Transformation
Level 7:
   Illusory Fortification ("Tome of Magic")
   Mordenkainen's Sword
   Shadow Engines ("Tome of Magic")
War Clergy Special Powers Available: 
  -- [ 5] Active Sense of Smell
  -- [ 5] Acute Taste
  -- [ 5] Axe Bonus
  -- [ 5] Bow Bonus
  -- [ 5] Build War Machines
  -- [10] Cleric Hit Dice 1d10
  -- [ 5] Crossbow Bonus
  -- [ 5] Damage Bonus
  -- [10] Defense Bonus (+2 unarmored)
  -- [ 5] Detect Evil
  -- [ 5] Detect Poison
  -- [ 5] Engineering Bonus
  -- [10] Escape Bonds
  -- [ 5] Evaluate Gems (as dwarf)
  -- [ 5] Followers (Level 10)
  -- [10] Followers (any time)
  -- [10] Half-Dmg from Cold
  -- [10] Half-Dmg from Fire
  -- [ 5] Heat Resistance
  -- [10] Hit Point Bonus
  -- [ 5] Identify Potions (as gnome)
  -- [ 5] Illusion Resistant, +2 saves
  -- [10] Incite Berserk Rage
  -- [10] Increased Movement
  -- [10] Infravision
  -- [ 5] Lead Troops
  -- [ 5] Light Spell
  -- [ 5] Longsword Bonus
  -- [ 5] Mace Bonus
  -- [10] Magic Identification (as elf)
  -- [10] Magic Resistance 10%
  -- [10] Magic Resistance 2%/level
  -- [ 5] Military Pick Bonus
  -- [10] Move Silently
  -- [10] Multiple Weapon Specialization
  -- [ 5] Operate War Machines
  -- [ 5] Poison Resistance
  -- [ 5] Reaction Bonus
  -- [10] Save +2 vs. Mind-Magic
  -- [ 5] Short Sword Bonus
  -- [ 5] Sling Bonus
  -- [ 5] Spear Bonus
  -- [ 5] Special Enemy (as Ranger)
  -- [ 5] Spell Resistance
  -- [ 5] Supervisor
  -- [10] Surprise-Check Bonus +1
  -- [10] Tough Hide
  -- [10] Two-Weapon Style
  -- [ 5] Warhammer Bonus
  -- [ 5] Weapon Specialization


Wealth Clergy: 

Wealth Spells (no spheres needed):
Level 1:
   Weighty Chest ("Tome of Magic")
Level 2:
   Fool's Gold
Level 3:
Level 4:
   Emotion -- Greed
Level 5:
   Blessed Abundance ("Tome of Magic")
Level 6:
Level 7:
Wealth Clergy Special Powers Available: 
  -- [ 5] Active Sense of Smell
  -- [ 5] Acute Taste
  -- [ 5] Alter Moods
  -- [ 5] Brewing
  -- [ 5] Bribe
  -- [ 5] Detect Evil
  -- [ 5] Detect Poison
  -- [10] Detect Treasure
  -- [ 5] Engineering Bonus
  -- [ 5] Evaluate Gems (as dwarf)
  -- [10] Half-Dmg from Cold
  -- [10] Half-Dmg from Fire
  -- [ 5] Heat Resistance
  -- [10] History (as bard)
  -- [10] Hit Point Bonus
  -- [ 5] Identify Potions (as gnome)
  -- [ 5] Illusion Resistant, +2 saves
  -- [10] Infravision
  -- [ 5] Light Spell
  -- [ 5] Longsword Bonus
  -- [10] Magic Identification (as elf)
  -- [10] Magic Resistance 10%
  -- [ 5] Poison Resistance
  -- [ 5] Reaction Bonus
  -- [10] Save +2 vs. Mind-Magic
  -- [ 5] Spear Bonus
  -- [10] Suggestion (as spell) daily
  -- [10] Surprise-Check Bonus +1
  -- [10] Tough Hide


Wilderness Clergy: 

Wilderness Spells (no spheres needed):
Level 1:
   Animal Friendship
   Detect Poison
   Detect Snares and Pits
   Endure Cold
   Entangle
   Locate Animal or Plant
   Locate Drinkable Water (1 mile/level)
   Log of Everburning ("Tome of Magic")
   Pass Without Trace
   Shillelagh (+1 staff)
Level 2:
   Animal Messenger
   Aura of Comfort ("Tome of Magic")
   Barkskin
   Camouflage ("Complete Book of Elves")
   Invisibility to Animals, 10'
   Speak With Animals
   Stalk
   Trip
   Warp Wood
Level 3:
   Adaptation ("Tome of Magic")
   Create Campsite ("Tome of Magic")
   Hold Animal
   Plant Growth
   Snare
   Spike Growth
   Summon Insects
   Tree
Level 4:
   Age Plant ("Tome of Magic")
   Call Woodland Beings 
   Group Pass Without Trace
   Hallucinatory Forest
   Hold Plant
   Massmorph
   Plant Door
   Repel Insects
   Speak with Plants
   Sticks to Snakes/Snakes to Sticks
   Tree Steed ("Tome of Magic")
Level 5:
   Anti-Plant Shell
   Clear Path ("Tome of Magic")
   Commune With Nature
   Pass Plant
Level 6:
   Charm Plants
   Conjure Animals
   Fire Seeds
   Liveoak
   Transport Via Plants
   Turn Wood
   Wall of Thorns
Level 7:
   Change Staff
   Reincarnation (as animal)
   Relocate Trees (move over one month, within one mile)
   Transmute Metal to Wood
Wilderness Clergy Special Powers Available: 
  -- [ 5] Active Sense of Smell
  -- [ 5] Acute Taste
  -- [ 5] Bow Bonus
  -- [10] Climb as Ranger
  -- [10] Communicate With Creatures
  -- [ 5] Detect Evil
  -- [ 5] Detect Noise
  -- [ 5] Detect Poison
  -- [10] Empathy With Animals
  -- [ 5] Engineering Bonus
  -- [ 5] Evaluate Gems (as dwarf)
  -- [10] Find/Remove Wilderness Traps
  -- [10] Followers (as Ranger)
  -- [10] Forest Movement
  -- [10] Half-Dmg from Cold
  -- [10] Half-Dmg from Fire
  -- [ 5] Heat Resistance
  -- [ 5] Hide in Shadows
  -- [10] Hide in Woods (as gnome)
  -- [10] Hit Point Bonus
  -- [ 5] Identify Potions (as gnome)
  -- [ 5] Illusion Resistant, +2 saves
  -- [10] Infravision
  -- [ 5] Light Spell
  -- [ 5] Longsword Bonus
  -- [10] Magic Identification (as elf)
  -- [10] Magic Resistance 10%
  -- [10] Move Silently
  -- [10] Pass Without Trace
  -- [ 5] Poison Resistance
  -- [ 5] Reaction Bonus
  -- [10] Save +2 vs. Mind-Magic
  -- [ 5] Save +4 vs. Electricity
  -- [10] Speak With Animals
  -- [10] Speak With Plants
  -- [ 5] Spear Bonus
  -- [10] Surprise-Check Bonus +1
  -- [10] Tough Hide
  -- [ 5] Tracking


Wind Clergy: 

Wind Spells (no spheres needed):
Level 1:
   Create Air ("Spelljammer" set)
   Deep Breath ("Dragon Kings")
   Drawmij's Breath of Life
   Feather Fall
   Predict Weather
   Purify Air (all within range)
Level 2:
   Dust Devil
   "Whispers" (clearly hear any talk within sight range)
   Whispering Wind
Level 3:
   Air/Water Breathing (duration 1 day)
   Conjure Small Air Elemental ("Dark Sun")
   Dispel Fog ("Pirates of the Fallen Stars")
   Fly
   Gust of Wind
   Pyrotechnics
   Wind Servant ("Pirates of the Fallen Stars")
   Wind Wall
   Wraithform
   Zone of Sweet Air ("Tome of Magic")
Level 4:
   Protection from Weather ("Dragon Kings")
Level 5:
   Air Walk
   Airy Water
   Cloud of Purification ("Tome of Magic")
   Commune With Nature
   Control Winds
   Create Minor Helm ("Spelljammer" set)
   Good/Bad Weather ("Dragon Kings")
   Grounding ("Tome of Magic")
   Sandstorm ("Dark Sun")
Level 6:
   Aerial Servant
   Conjure Normal Air Elemental (12 HD, serves willingly)
   Dismiss Elemental 
   Dusty Servant (as "Aerial Servant")
   Lightning Servant (as "Aerial Servant")
   Misty Servant (as "Aerial Servant")
   Smoky Servant (as "Aerial Servant")
   Vacuum Servant (as "Aerial Servant")
Level 7:
   Chariot of Sustarre
   Conjure Large Air Elemental (24 HD, serves willingly)
   Create Major Helm ("Spelljammer" set)
   Uncontrolled Weather ("Tome of Magic")
   Wind Walk (This-World Only)
Wind Clergy Special Powers Available: 
  -- [ 5] Active Sense of Smell
  -- [ 5] Acute Taste
  -- [ 5] Bow Bonus
  -- [10] Confer Water Breathing
  -- [ 5] Crossbow Bonus
  -- [ 5] Detect Evil
  -- [ 5] Detect Poison
  -- [ 5] Elemental Spell Bonus
  -- [ 5] Engineering Bonus
  -- [ 5] Evaluate Gems (as dwarf)
  -- [ 5] Fire & Electrical Resistance
  -- [10] Half-Dmg from Cold
  -- [10] Half-Dmg from Fire
  -- [ 5] Heat Resistance
  -- [10] Hit Point Bonus
  -- [ 5] Identify Potions (as gnome)
  -- [ 5] Illusion Resistant, +2 saves
  -- [10] Infravision
  -- [ 5] Light Spell
  -- [ 5] Longsword Bonus
  -- [10] Magic Identification (as elf)
  -- [10] Magic Resistance 10%
  -- [ 5] Poison Resistance
  -- [ 5] Reaction Bonus
  -- [10] Save +2 vs. Mind-Magic
  -- [ 5] Save +4 vs. Electricity
  -- [ 5] Sling Bonus
  -- [ 5] Sound Resistance (as bard)
  -- [ 5] Spear Bonus
  -- [10] Stealth (as demihuman)
  -- [10] Surprise-Check Bonus +1
  -- [10] Tough Hide


Wine Clergy: 

Wine Spells (no spheres needed):
Level 1:
   Create Wine (1 gallon/level)
   Purify Wine (5 gallons/level)
Level 2:
   Age Wine (5 gallons/level)
Level 3:
Level 4:
   Emotion -- Apathy
   Emotion -- Calm
   Emotion -- Courage
   Emotion -- Friendliness
   Emotion -- Happiness
   Emotion -- Hate
   Emotion -- Hopelessness
   Emotion -- Sadness
Level 5:
Level 6:
Level 7:
   (Symbol of) Insanity
   (Symbol of) Sleep
Wine Clergy Special Powers Available: 
  -- [ 5] Active Sense of Smell
  -- [ 5] Acute Taste
  -- [ 5] Brewing
  -- [ 5] Detect Evil
  -- [ 5] Detect Poison
  -- [ 5] Engineering Bonus
  -- [ 5] Evaluate Gems (as dwarf)
  -- [10] Half-Dmg from Cold
  -- [10] Half-Dmg from Fire
  -- [ 5] Heat Resistance
  -- [10] Hit Point Bonus
  -- [ 5] Identify Potions (as gnome)
  -- [ 5] Illusion Resistant, +2 saves
  -- [10] Incite Berserk Rage
  -- [10] Infravision
  -- [ 5] Light Spell
  -- [ 5] Longsword Bonus
  -- [10] Magic Identification (as elf)
  -- [10] Magic Resistance 10%
  -- [ 5] Poison Resistance
  -- [ 5] Purify Water
  -- [ 5] Reaction Bonus
  -- [10] Save +2 vs. Mind-Magic
  -- [10] Soothing Word
  -- [10] Speak With Plants
  -- [ 5] Spear Bonus
  -- [10] Suggestion (as spell) daily
  -- [10] Surprise-Check Bonus +1
  -- [10] Tough Hide


I hope you enjoy using the PLAYOPT sequence.
  Please let me know about any bugs.
    erf@alum.uhs.edu
    http://worldmall.com/erf/
