Gold is the more valuable school with fewer effects, just because I think access to healing magic is one of the most sought-after things out there and players would run a cleric class with no armor, no turning, and no spells other than healing, strictly to min-max the party, even if it would get boring after a while (cleric henchmen would be ideal). I have, however, buffed up a number of things I always have considered weak, like bless.
Yep, turning is a spell (series of spells, really) without a wonky table. Raggi's Flame Princess rules also handle things this way, but of course worldmakers are free to include any spell as an inherent class ability. Bless and Consecrate don't stack with themselves.
Also, some of my cleric class options include spells from other schools, so they can do divinations, Bible-style miracles, and the like. These three schools' spells are very tightly focused on what they do.
I like the idea of Black magicians and priests being scary in the same way a Rust Monster is scary, hence the spell Defilement.
Is the White School monster-huntery enough for ya?
| # | Name | School | Rge | Dur | Save | 
| W1 | Consecration  | White | 0 | 3 hrs | None | 
| Imbues   object or 1’ cube of substance with holy essence that does 2d4 damage (substance)   or +1d4 damage (object) vs. unholy; protects it from physical corruption | |||||
| B1 | Defilement | Black | 0 | None | |
| Physically   corrupts object or 1’ cube of substance (rusts metal, rots wood, fouls   food and drink) [or makes it unholy, with effects as Consecration but against holy beings] | |||||
| G1 | Purification | Gold | 3’ | None | |
| Frees   object or 1’ cube of substance from unholy influence and physical corruption | |||||
| W2 | Protection   From Light Wounds | White | 0 | 30   min | (Con) | 
| Protects from 1d6+1 hp damage, plus a   like amount from unholy beings or Black magic | |||||
| B2 | Cause   Light Wounds | Black | 30’ | None | (Con) | 
| Harms for 1d6+1 hp | |||||
| G2 | Cure   Light Wounds | Gold | 0 | None | None | 
| Heals 1d6+1 hp | |||||
| W3 | Turn   Unholy | White | 30’ | 1   hour | (No   stat) | 
| Repels  1d8HD + 2HD/ caster level unholy   beings in 120 degree arc; affected  beings group save, at +/-2 per point   difference between group HD and  caster level | |||||
| B3 | Command Unholy | Black | 30’ | 1   hour | (No   stat) | 
| Charms 1d4HD + 1HD/ caster level unholy   beings in 120 degree arc; affected  beings group save, at +/-2 per point   difference between group HD and  caster level | |||||
| G3 | Banish   Unholy | Gold | 30’ | 1   hour | (No   stat) | 
| Destroys 1d4HD + 1HD/ caster level unholy   beings in 120 degree arc; affected beings group save, at +/-2 per point   difference between group HD and caster level | |||||
| W4 | Holy   Light | White | 0 | 3   hours | None | 
| 60’ radius light in air or nonliving object,   brightens when unholy beings or objects are in 60.’  | |||||
| B4 | Unholy   Darkness | Black | 0 | 3   hours | None | 
| 20’ radius magical darkness on air or nonliving   object, [darkens when holy beings or objects are in 60’] | |||||
| W5 | Bless | White | 3’ | 1   hour | None | 
| Up to 6 beings get +1 on hit, damage,   save rolls, and armor improves by 1, double effect fighting unholy beings. | |||||
| B5 | Curse | Black | 3’ | 1   hour | ( | 
| Up to 6 beings get -1 on hit, damage,   save rolls and armor worsens by 1, [double effect fighting holy beings] | |||||
 

 






