This is a great supplement! For the sake of enhancement, and as a cleric-lover from my first game of D&D at the tender age of 9, let me suggest the following for including the cleric among the possible classes for a player. (Note I have called the class the "saint" since "cleric" might not be a word readily known by younger players.)
SaintSpecial Ability: Each day, a saint can call upon the powers of heaven to cast one spell per level of experience. At 1st level a saint gets one 1st level spell, at 2nd level he gets one 2nd level spell, and so on. Also, when fighting the undead (such as a ghoul, skeleton, wraith or zombie), a saint may command the undead to depart (saving throw allowed).
Starting Equipment: Chain mail, shield, mace, torch.
Armor Class: 4
Saint Spells1st: Cure Light Wounds, Light, Protection from Evil*
2nd: Find Traps, Hold Person*, Speak with Animals
3rd: Remove Curse, Cure Disease*, Locate Object*
4th: Neutralize Poison, Cure Serious Wounds*, Create Water*
5th: Dispel Evil*, Raise Dead*, Create Food*
(spells with asterisk detailed below)
Protection from Evil: R self; D 2 hours; The caster is completely protected from attacks by enchanted, conjured, supernatural, or undead monsters. Attacks from other opponents are at -1 to hit, and the saint received a +1 to his saving throws.
Hold Person: R 180 ft (60); D 1 hour and 30 minutes; The spell completely paralyses any man-like target or targets, stopping them from moving. The caster can target either 1d4 men (saving throw applies) or may instead target a single man who must make his save at a -2 penalty.
Cure Disease: R touch; D Instantaneous; This spell will cure any kind of disease.
Locate Object: R 90 ft (30); D Instantaneous; The caster can discern immediately the direction to a well known or clearly described object, or one which he has observed firsthand.
Cure Serious Wounds: R touch; D Instantaneous; The caster heals 2d6+2 Hit Points on himself or someone else. At the Referee's discretion, it may also restore paralyzed characters.
Create Water: R 10 ft (3); D Permanent; The caster creates drinkable water sufficient for a dozen men and their horses for one day.
Dispel Evil: R 30 ft radius (10); D Instantaneous/10 minutes; The caster dispels or drives off any evil spell or evil sending, including conjured, supernatural, or undead monsters, within the area of effect. Conjured creatures return to their place of origin, and supernatural or undead creatures cannot return to the saint until at least 10 minutes have passed.
Raise Dead: R 120 ft (40); D Permanent; This spell raises from the dead any man-type creature that has been dead for no more than four days.
Create Food: R 10 ft (3); D Permanent; This spell creates food sufficient for a dozen people and their horses for one day.
If the above class is used, make the following adjustments to the Wizard/Elf spell list:1st: Charm Person (in place of Cure Light Wounds)
2nd: Knock (in place of Find Traps), Phantasm (in place of Speak with Animals)
3rd: Dispel Magic (in place of Remove Curse)
4th: Wall of Fire (in place of Neutralize Poison)
Charm Person: R 120 ft (40); D Until dispelled; The spell places one man-type creature completely under the influence of the caster (saving throw allowed).
Knock: R 60 ft (20); D Permanent; This spell opens any and all locked, barred, stuck, or magically held doors or portals within range, including secret doors whose presence and location have been discovered.
Phantasm: R 240 ft (80); D Concentration (or until touched); The caster may produce a vivid illusion of anything he can imagine.
Dispel Magic: R 120 ft (40); D Permanent; This spell dispels any other spell or enchantment within range, except for curses or magical items.
Wall of Fire: R 60 ft (20); D Concentration; The caster produces a wall of fire, either 60 ft in width and 20 ft high, or a circle 30 ft in diameter and 20 ft high. No creature with fewer than four Hit Dice may pass through, and those that do pass take 1d6 points of damage, 2d6 if they are undead.
Editorial comment: On the recommended spell list, the spell should be "lightning bolt" (as it is below in the spell descriptions) and not "
lightening bolt", unless it is meant to reduce the targets' weight, bleach their clothes, or put highlights in their hair!