Clerical magic is very similar to magic-user magic, but a cleric needs no spell books. All spells possible to your level are always available to a cleric, you need only memorize them. Just what spells are available depend solely on the level of your cleric.
Therefore, when you find scrolls with clerical spells on them, you can simply use them straight off the scroll, since they are not something you need to Scribe into a spell book.
This spell can only be used in camp or combat, and it only affects those characters not in melee. It gives a bonus of one to their THACO for six rounds and raises the morale of friendly NPCs by 1. Use it in camp only if you know you are going into combat immediately afterward.
This reversal of bless affects enemies not in melee and modifies their THACO and their morale by 1. Usable only in combat and lasts 6 rounds.
Cure Light Wounds
This can be used any time. The caster must be next to the target. It heals 1-8 points of damage.
Cause Light Wounds
This combat-only spell causes 1-8 points of damage to one adjacent target touched by the caster.
This is similar to detect evil, but only lasts 1 turn. It detects the presence of magic in a 1 square by 3 square area, but gives no details on the type of magic.
Protection from Evil
This spell can be used in combat or in camp when you expect to go into combat shortly. It adds 2 to the AC of the character against evil attackers. Any saving throws caused by attacks of such monsters are at +2. This spell lasts 3 rounds per level. The caster must touch the target (which can be himself).
Protection from Good
This is essentially the same as protection from evil, but it protects against the attacks of good creatures.
This spell protects the recipient against cold, providing absolute protection against cold up to 0 Fahrenheit and an additional saving throw against cold-based attacks. The duration is 1 turn per level of the caster, and the caster must touch the target.
This must be cast in camp. It makes any traps in the direction the character is facing visible to the character. The spell lasts for 3 turns.
This combat only spell holds immobile from 1-3 (cleric's choice) creatures of roughly human shape and size. The duration is 4 rounds plus 1 round per level.
This is identical to resist cold, but it works against heat and heat attacks.
Silence 15' Radius
This is a combat spell. It silences any spell casting or discussion in the radius. If cast on a person, the radius follows him around for the duration of the spell unless he makes a saving throw. If cast on an area, the spell affects everything in that area for the duration of 2 rounds per level of the caster.
This spell can be used in camp or combat. It revives a poisoned person for 1 hour per level of the caster. The target of the spell then dies unless a neutralize poison (a high-level spell only used by NPCs) is cast on him.
This spell can be cast in combat only. It influences as many hit points of snakes as the cleric has hit points. The snakes cease all activity for 5-8 rounds.
This is a combat spell which creates a temporary magic item, automatically Readied. It can strike at range and does normal hammer damage. It strikes monsters that only magical weapons can affect. This lasts for 1 round per level of caster.
This spell can be used in combat or camp. It turns a dead human person into a zombie to help the spellcaster. In combat, the zombie fights for the spellcaster, though controlled by the computer. This spell is permanent until the zombie is destroyed. If created to work with the party, a zombie becomes an NPC and there must be room for him in the party (remember, the limit is 8 characters) or he cannot be taken along.
This touch-only spell is used in combat or camp to cure the blinding effects of the cause blindness spell.
This touch-only spell can only be used in combat. The victim gets a saving throw. The duration is permanent until negated by cure blindness or dispel magic.
This spell can be used in camp only. It cures the diseases caused by mummies and the cause disease spell.
This is combat spell with a touch range. There is a saving throw. If a character is afflicted with a disease, over time he loses HP and Strength Points until he is down to 10 percent of his normal values. This disease is cured by a cure disease or dispel magic spell.
This spell can be used either in combat or camp. In combat, it affects every magic spell and item in an area. In camp it affects every person and item you select. There is a percentage chance of success with this spell depending on the level of the caster and level of the originator of the spell to be dispelled. If successful, the target magic is permanently eradicated.
This is a combat spell that lowers all THACO's and saving throws for friendly combatants by 1 and raises them by 1 for all unfriendly combatants. It has a 60' radius and lasts 1 round for each level of the character.
This can be used in camp or combat and allows the target to be rid of a curse (as from a curse or bestow curse spell) or put down a cursed object. The range is touch.
This spell has a duration of 1 turn per level and is used in combat. It has variable effects determined by the computer.
This touch-range combat spell causes fire damage of 1 point per level of the caster. There is no saving throw.
This spell makes a humanoid creature the caster's friend and ally. Any action of the caster will be seen in the most favorable light possible. The target gets a saving throw when the spell is thrown and again days or weeks later, depending on its Intelligence. You can never be sure the effect is permanent. For the moment, the charmed creature can become an NPC (if there is room in the party roster) under the command of the caster.
This spell is the same as the clerical spell: its duration is 2 rounds per level of the caster.
This spell can be used in camp or combat and lasts for 1 turn per level of the caster. The living target increases in size by 20% per level of the caster. It makes the humanoid target into an ogre or giant in size and strength for combat purposes. A target can only be under the effect of 1 enlarge spell at a time. Unwilling targets get a saving throw against this effect.
This is the opposite of enlarge, and can be used to negate enlarge. Unwilling targets get a saving throw against its affect. If the saving throw is unsuccessful, the target is reduced in size and loses effective strength and movement.
This combat only spell affects everyone in a sphere that increases with the level of the magic-user. Everyone with that sphere failing a saving throw thinks the caster has 2-8 more points of Charisma. Those who make their saving throw think he has 1-4 less points of Charisma. The effects last 1 round per level of caster.
This a combat spell that does 2-5 points of damage to the target, no saving throw. For every 2 levels, the magic-user gets 1 missile, so magic-users of the 3rd and 4th levels get 2 missiles, and those of the 5th and 6th levels get 3 missiles. All must be fired at once.
Protection from Evil
Like the clerical spell of the same name, but is lasts for 2 rounds per level of caster.
Protection from Good
Like the clerical spell of the same name, but it lasts for 2 rounds per level of caster.
This is only used in camp and allows the user to read any magical (not clerical) writing. It lasts for 2 rounds per level of caster. Once you use this spell to read a scroll you can cast the spells of the scroll.
This spell is a combat spell that improves the targets armor class and saving throw, and negates the effect of the magic missile. The spell lasts for 5 rounds per level of caster.
This combat spell does 1-8, +1 point per level of caster, electrical damage to a target the caster touches.
This spell puts up to 16 targets to sleep for 5 rounds per level of caster. The least powerful targets are affected first, and the bigger the monster, the fewer of them are affected. Monsters above a certain power are not affected at all. No saving throw.
This combat spell has a saving throw. If the target does not make the saving throw, he is weakened (he does less damage for 1 round per level of caster).
This affects a 2 square by 2 square area. Anyone in the cloud gets a saving throw. If unsuccessful, he is helpless for 2-5 turns. He can move out of the cloud, but he is still helpless only as long as he is in the cloud and for 1 round afterwards. The cloud lasts 1 round per level of caster.
This spell is only used in camp. It raises the strength of the target by a variable amount depending on the class of the target. The duration is 6 turns per level of caster.
After casting this spell, the caster can seldom be targeted because he is blinking in and out of the area. The spell lasts for 1 round per level of caster.
This is just like the clerical spell of the same name.
This area effect spell does 1-6 points of fire damage per level of caster to each target in the area. A successful saving throw cuts the damage in half. Outdoors, a fireball has a 2 square radius. Indoors, in a constrained area, it has a 3 square radius.
This combat spell affects 1 person per level of caster. Everyone affected moves twice as far and attacks twice with melee and missile weapons, but they do not throw any additional spells per round. It lasts for 3 rounds plus 1 round per level of caster.
This is like the clerical spell, but 1-4 people can be affected. The duration is 2 rounds per level of caster.
Invisibility, 10' Radius
This is like invisibility but affects everyone within 10 feet of the caster when it is cast. Everyone affected stays invisible, and comes out of it normally, but if the caster ends his invisibility, it ends for everyone.
This affects everyone in its path. It does 1-6 damage points per level of caster, a successful saving throw cuts this damage in half. A lightning bolt is 4 or 8 squares long in a line away from the caster. The bolt will rebound off walls to reach its full length.
Protection From Evil, 10' Radius
This is just like protection from evil, but it affects everyone within 1 square of the target, as long as they stay there.
Protection From Good, 10' Radius
This is just like protection from good, but it affects everyone within 1 square of the target as long as they stay there.
Protection from Normal Missiles
This keeps the target (touch range) from being harmed by non-magical missiles for 1 turn per level of caster.
This combat spell affects 1 person per level of caster. Unwilling targets get a saving throw. Targets move a 1/2 their normal distance each round and their number of attacks per round is halved. If they only have 1 attack, then they have 1 attack per every other round. This can be used to negate haste. Its duration is 3 rounds plus 1 round per level of caster.