Cleric Class
Clerics are not
technically magic users, but are similar in their mechanics. Clerics
use the following rank chart:
Clerics also use Power
Points, the same as magicians. Instead of learning spells, They
learn Blessings.
Clerics magic rating will
always be 0, and they can never have a subterfuge rank higher than 4.
They are not theives – picking pockets and hiding in shadows are
generally not things that a cleric would do.
Blessings
Clerics must choose Open Vessel as a
skill, which is similar to the Cast Spells skill. Open Vessel allows
the cleric the ability to be granted Blessings. Once a Cleric has
Open Vessel, he/she immediately gains one first level Blessing
(character's choice).
A Cleric's casting level dictates what
level of Blessing the character can know and use. IE, a first level
cleric can only know and cast Blessings that are from the first level
list. A third level cleric can know and use Blessings of level 3 or
lower.
Since Blessings are not technically
spells, a cleric does not need Transcend Armor. A cleric can wear
armor like any non magic using character, and must still choose Advanced Armor to allow for the heavier armors to be worn.
Granting Blessings
Blessings can be
granted by being taught or from a scroll. Locating a person to teach
a new Blessing costs 100 gold for a first level Blessing, 300 for a
second level Blessing, 600 for a third level Blessing, and 1000 for s
fourth level Blessing. Once paid, the blessing is automatically
learned.
Learning a
Blessing from a scroll is done between adventures. The character
must have Scroll Lore as a skill to learn Blessing from a scroll.
The character then rolls a d12 and adds their casting level. If the
roll beats a 6, the character has learned the Blessing. Whether the
learning succeeded or not, the Blessing fades from the scroll and
cannot be relearned.
Casting Blessing
Blessings can be
cast from either one's own knowledge of the Blessing, or directly
from a scroll. Casting a Blessing (either from knowledge or scroll)
cost 1 power point. If casting from a scroll, the Blessing
disappears from the scroll and cannot be used again, or learned.
Blessings
Level
1
1.
Cure Light Wounds instantly heals 1d4 hit points of damage per
casting level. Example, a level 3 cleric can heald 3d4 points of
damage.
2.
Detect Evil, for 6 turns after it’s cast, identifies evilly
enchanted objects, or individuals with evil intent, within 120’.
Merely harmful objects, like vials of poison or spiked pits, are not
detected.
3.
Detect Magic reveals for a short time the presence of magical
effects on nearby things.
4.
Light illuminates less brightly than daylight a 30’ circle
around the cleric for 12 turns.
5.
Protection from Evil bars magic creatures from approaching the
cleric for 12 turns, during which the cleric makes saving throws from
attacks at one rank higher.
6.
Purify Food and Drink makes spoiled or poisoned food and
beverages (enough to serve twelve people) safe to consume.
7.
Bless gives a target(s) +1 to hit and +1 morale for 6 turns,
although the target(s) must not be engaged in combat at the time of
casting.
8.
Speak with Animals lets the cleric communicate with any animal
within 30’ for a period of 6 turns. The animal will not attack the
cleric’s party, and may help them.
Level
2
1.
Create Water produces a day’s worth of drinkable water for a
dozen men and their mounts.
2.
Continual Light lights as brightly as daylight a 240’
diameter circle around the cleric, and lasts until dispelled.
3.
Cure Disease cures one target of any disease, magical or
otherwise.
4.
Locate Object gives the cleric a sense of the direction
(though not distance) of a known (in terms of color, size, shape,
etc.) object, if that object is within range -60’ plus cleric level
10’(not casting level).
5.
Revive allows the cleric to bring back a person who has died within
the hour. The person who is revived is given 1 hit point, and is
considered unconcious.
Level
3
1.
Cure Serious Wounds instantly heals 1d8 hit points of damage
per casting level. For example a level 3 cleric can heal 3d8 points
of damage.
2.
Neutralize Poison stops further damage by poison to one
individual,but can not revive the dead.
3,
Protection from Evil 10’ Radius works like protection
from evil, but extends around the caster 10’ in all directions
and lasts for 12 turns. In addition, all evil creatures make saving
throws at one rank lower.
4.
Hold Person completely controls 1 living humanoid within 120’
for 6 turns plus a number of turns equal to the cleric’s casting
level. Target suffers a -2 penalty to save versus Magic Spell.
Level
4
1.
Commune lets the cleric ask his deity one question, and get an
answer. Clerics only commune with their deity once per week. Rarely,
the referee may allow more frequent communication or
more
questions per casting.
2.
Dispel Evil, if successful, ends evil effects within 30’,
except permanent evil enchantments like those on magic items. The
cleric must roll a 9 or higher on a basic check.
3.
Raise Dead brings to life one man, elf, halfling, or dwarf
touched by the
cleric,
if the target died less than a day ago, plus 4 days for each of the
cleric’s levels (not casting level) beyond 4. For example, a
Cleric of 6th level could restore life to a person who has
died within 25 days (1 day automatic, 4 days for level 1, 4 days for
level 2, 4 days for level 3, etc, until 6th level is
reached.)
