Some spells have been added, existing ones modified or deleted.
Healing Spells
Cure Light Wounds heals 1D8 hit points as per the PHB.
Cure Serious Wounds heals 1D8+9 (Instead of 2D8+1)
Cure Critical Wounds heals 1D8+18 (Instead of 3D8+3)
This eliminates a situation where the dice roll for a low level spell is potentially more effective then a high level spell.
Third Level
Continual Light (Cleric)
Level: 3 Components: V; S
Range: 12” Casting Time: 6 Segments
Duration: Special Saving Throw: None
Area of Effect: 6” area globe
Explanation/Description: This spell is similar to a light spell, except that it
lasts 1 Year plus 1d4 months/level of the cleric casting the spell , or until negated (by a continual darkness or dispel magic spell.)
Its brightness is very great, being nearly as illuminating as full daylight. It can
be cast into air, onto an object, or at a creature. In the third case, the continual light affects the space about one foot behind the creature if the latter makes its saving throw. Note that this spell will blind a creature if it is successfully cast upon the visual organs, for example. Its reverse causes complete absence of light.
New Cleric Spells
Fourth Level
Perpetual Light (Cleric)
Level: 4 Components: V; S
Range: 12” Casting Time: 6 Segments
Duration: Perm Saving Throw: None
Area of Effect: 6” area globe
Explanation/Description: This spell is similar to a light spell, except that it
is Permanent unless or or until negated (by a continual darkness or dispel magic spell.)
Its brightness is very great, being nearly as illuminating as full daylight. It can
be cast into air, onto an object, or at a creature. In the third case, the continual light affects the space about one foot behind the creature if the latter makes its saving throw. Note that this spell will blind a creature if it is successfully cast upon the visual organs, for example. Its reverse causes complete absence of light.