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Cleric Abilities

1 - A cleric must have score of 9 in wisdom. A cleric who has a wisdom score of 16 or more gains a 10% bonus to earned experience.
2 - A cleric can be any alignment and any race.
3 - A cleric can wear any type of armor and use any shield.
4 - A cleric is restricted in using weapons. The cleric must abide by the weapons of his mythos.
5 - A cleric has major access to every sphere of influence except the plant, animal, weather, and elemental spheres (he has minor access
to the elemental sphere and cannot cast spells of the other three spheres).
6 - The cleric is granted power over undead.
a) Good clerics can turn or destroy undead.
b) Evil clerics can command undead.
7 - 8th-level cleric abilities.
a) A cleric automatically attracts 20 - 200 of 0th-level soldiers provided the cleric has established a place of worship of significant
size. The cleric can build this place of worship at any time in his career.
8 - 9th-level cleric abilities.
a) The cleric may receive official approval to establish a religious stronghold. The cost of the stronghold is half the normal price,
since the work has official sanction and much of the labor is donated. If the stronghold is built earlier, the cost is normal because
it is done without church sanction.
9 - Cleric of Magic abilities.
a) Alignment – Neutral, Neutral Evil, or Neutral Good.
b) Minimum Ability Score – Wisdom 12, Intelligence 13. Wisdom or Charisma of 16 means +5% experience. Wisdom and
Intelligence 16 means +10% experience.
c) Races –Elves, Half-Elves, and Humans.
d) Nonweapon Proficiency – Required: Spellcraft. Recommended: Reading/Writing, Religion, and Ancient Languages.
e) Weapon Proficiency – Required: None.
f) Duties Of Priest – Guidance, Marriage, & Education.
g) Weapon Restriction – Belaying Pin, Dagger/Dirk, Dart, Knife, Quarterstaff, and Sling,
h) Armor Restriction – No armor and no shields.
i) Major Spell Access – All, Astral, Charm, Divination, Elemental, Healing, Protection, and Summoning.
j) Minor Spell Access –Animal, Guardian, Necromantic, Plant, Sun, and Weather.
k) Inspire Fear (1st lv) – This power is similar to the wizard’s 4th lv Fear spell. A priest can use this twice per day.
l) Language/Communication – From 1st to 8th level, the priest receives one extra language per level.
m) Infravision (3rd lv) – Same as the elf ability. Infravision is doubled for races that already have infravision to a max of 120’.
n) Shape Change (8th lv) – This power is similar to the druid’s shape changing ability. The priest can change into three different
Animal types (bird, reptile, or mammal). Unlike the druid the priest can change the same one multiple times per day.

Giant Eagle – HP (32), THACO (15), AC (7), MV (48-D), AT (3 – 1d6, 1d6, 2d6).
Heway (Snake) – HP (11), THACO (19), AC (7), MV (12, SW-6), AT (1 – 1d3).
Cheetah – HP (24), THACO (17), AC (5), MV (15, 45), AT (3 – 1d2, 1d2, 1d8).

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