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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 Strength abilities.
a) Alignment – Neutral, Neutral Evil, or Neutral Good.
b) Minimum Ability Score – Wisdom 9, Strength 15. Wisdom or Strength of 16 means +5% experience. Wisdom and Strength 16
means +10% experience.
c) Races – Dwarves, Elves, Half-Elves, and Humans.
d) Nonweapon Proficiency – Required: Endurance. Recommended: Reading/Writing, Religion, Charioteering.
e) Weapon Proficiency – Required: None. .
f) Duties Of Priest – Guidance, Marriage, & Missions.
g) Weapon Restriction – Battle Axe, Cestus, Club, Mace, Maul, Morning Star, Picks, Polearms, Swords, and Warhammer.
h) Armor Restriction – All armor and shields.
i) Major Spell Access – All, Combat, and Healing.
j) Minor Spell Access – Elemental and Necromantic.
k) Immunity – Undead life drain and paralysis).
l) Immunity – Spells – Chill Touch, Energy Drain, Enervation, Ray of Enfeeblement, and Vampiric Touch).
m) Incite Berserker Rage (5th lv) – It takes 1 round to incite one warrior. Berserk lasts 6 turns. A PC can be berserk once per day.
PCs get +2 to hit and damage while under berserk. The PC cannot flee or run from a fight until no opponents are left.
n) Inspire Fear (8th lv) – This power is similar to the wizard’s 4th lv Fear spell. A priest can use this twice per day.

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