	There are two classes of spells: Those that last for a while,
and those that don't.  In each of these classes are two further
distinctions: Spells that are meant for use in combat, and those that
aren't.

	Combat spells are flagged with a '*'.  These may or may not work,
depending on the relative levels of the spell caster and his target.  If
the opponent is a great deal more powerful than the Cleric, it is very
highly resistant to the latter's magicking.  The formula for spell
efficacy varies from spell to spell, and contains a random factor.

        Some spells become more effective as the Cleric increases in
power.  Spells such as Lightning Bolt use the caster's level as a base
number of points delivered, and then add on a random factor.  If this is
the case, the spell description mentions the exact formula.

	Each spell is described briefly, and is labeled 'Combat,' if ap-
plicable.  In addition, each is labeled either 'Immediate' or 'Duration.'
The former do whatever it is that they do RIGHT NOW, while the latter's
effects take a little while to disperse.

	The next page contains the Spell Tables.  The four pages
following describe the spells themselves, one level per page.
^

			       Clerical Spells:

		Level 1				Level 2
		-------				-------
	1   Protection from Evil	    1   Detect Traps
	2   Light			    2   Silence
	3   Cure Light Wounds		    3   Pray
	4*  Turn Undead			    4*  Hold Monster
        5   Shield                          5   Invisibility
        6*  Baptize Monster                 6*  Lightning Bolt

		Level 3				Level 4
		-------				-------
	1   Cure Serious Wounds		    1*	Holy Word
	2*  Dispell Undead		    2*	Finger of Death
	3   Continual (Bright) Light	    3*	Blade Barrier
	4*  Plague			    4	Heal
        5   Pass Wall                       5   Time Stop
        6*  Fire and Brimstone              6*  Pillar of Fire

* - Combat Spells
^
                        First Level Spells:

Protection from Evil:   Causes monsters to be at a disadvantage on attacks.
	(Duration)

Light:			Creates a point-source of light, equivalent to one
	(Duration)	torch, to appear over the caster's head.  Multiple
			applications of this spell increase visability.

Cure Light Wounds:	Heals 2-7 points of damage incurred by the caster.
	(Immediate)	In no event will this increase hit points past their
			base value.

*Turn Undead:		Causes Vampires and Ghouls to run away in sheer terror.
	(Immediate)

Shield:                 Creates an invisible wall around the caster, causing
        (Duration)      any monster attacking to do so at a disadvantage.

*Baptize Monster:	Basically, this mollifies the caster's opponent,
        (Immediate)     which therefore neither attacks nor dodges.  This
                        spell is easily broken, however.
^
                        Second Level Spells:

Detect Traps:		Increases, for the duration of the spell, the caster's
	(Duration)	ability to find traps in loot, such as an exploding
			Chest.

Silence:		Puts attacking monsters at a disadvantage, and lowers
	(Duration)	the probability of encountering Wandering Monsters.

Prayer:			Gives the caster an advantage when attacking; i.e.,
	(Duration)	makes it easier for him/her to hit his/her opponent.

*Hold Monster:		Causes the caster's opponent to be HELD (temporarily
	(Immediate)	placed in stasis).  A HELD monster cannot fight back,
			nor can it dodge.

Invisibility:           Strangely enough, causes the caster to fade from sight.
        (Duration)      This puts monsters at a decided disadvantage.

*Lightning Bolt:        Delivers (level) + 2-16 points of electrical damage to
        (Immediate)     the caster's opponent.
^
                        Third Level Spells:

Cure Serious Wounds:	Heals 4-14 points of damage to the caster.
	(Immediate)

*Dispell Undead:	Causes Vampires or Ghouls to be utterly annihilated.
	(Immediate)

Continual Light:	Causes a bright point-source of light to appear above
	(Duration)	the caster's head.  This light will remain for the
			duration of the adventure.  See also LIGHT (1st Level).

*Plague:		Causes the caster's opponent to contract a combination
	(Immediate)	of several deadly diseases, which will kill it in one
			round.  CAUTION: THE CASTER MAY CONTRACT THE PLAGUE AS
			WELL!!!

Pass Wall:              Shifts the molecular structure of the desired wall such
        (Immediate)     that it becomes as air, allowing passage through it.

*Fire and Brimstone:    Causes a fiery explosion in the vicinity of the
        (Immediate)     caster's opponent.  Does (level) + 4-24 points of fire
                        damage.
^
                        Fourth Level Spells:

*Holy Word:		Banishes the caster's opponent to eternal damnation.
	(Immediate)

*Finger of Death:	Imbues the caster's finger (which is immediately
	(Immediate)	applied to the opponent) with such unspeakable
			God-granted power that living things cannot contain
			it.  Therefore, they die instantly.

*Blade Barrier:		Causes a circular wall of flashing, moving swords to
	(Immediate)	appear around the caster.  This wall increases in
			diameter with great rapidity, catching and destroying
			any attacking monster.

Heal:			Totally cures ALL damage the caster has incurred.
	(Immediate)

Time Stop:              Freezes Time in the caster's vicinity, while permitting
        (Duration)      him/her to move freely.  Monsters cannot fight back.

*Pillar of Fire:        Causes the caster's target to be immolated in a pillar
        (Immediate)     of flames, causing (level) + 3-18 points of fire damage.
^
