Cleric

Requirements: None Prime requisite: WIS Hit Dice: 1d6 Maximum level: 14 Armor: Any, including shields Weapons: Any blunt weapons Languages: Alignment, Common

Clerics are adventurers who have sworn to serve a deity. They are trained for battle and channel the power of their deity.

Combat

Clerics can use all types of armor. Strict holy doctrine prevents clerics’ use of weapons that have a sharp, cutting edge or stabbing point. They may use the following weapons: club, mace, sling, staff, war hammer.

Divine Magic

See Magic, p122 for full details on divine magic.

Holy symbol: A cleric must carry a holy symbol (see Equipment, p94).

Deity disfavour: Clerics must be faithful to the tenets of their alignment, clergy, and religion. Clerics who fall from favour with their deity may incur penalties.

Magical research: A cleric of any level may spend time and money on magical research. This allows them to create new spells or other magical effects associated with their deity. When a cleric reaches 9th level, they are also able to create magic items.

Spell casting: Once a cleric has proven their faith (from 2nd level), the character may pray to receive spells. The power and number of spells available to a cleric are determined by the character’s experience level. The list of spells available to clerics is found on p128.

Using magic items: As spell casters, clerics can use magic scrolls of spells on their spell list. They can also use items that may only be used by divine spell casters (e.g. some magic staves).

Turning the Undead

Clerics can invoke the power of their deity to repel undead monsters encountered. To turn the undead, the player rolls 2d6. The referee then consults the table opposite, comparing the roll against the HD of the type of undead monsters targeted.

Successful Turning

If the turning attempt succeeds, the player must roll 2d6 again to determine the number of HD affected (turned or destroyed).

Turned undead: Will leave the area, if possible, and will not harm or make contact with the cleric. Destroyed undead (result of D): Are instantly and permanently annihilated.

Excess: Rolled Hit Dice that are not sufficient to affect a monster are wasted.

Minimum effect: At least one undead monster will always be affected on a successful turning.

Mixed groups: If turn undead is used against a mixed group of undead monsters of different types, those with the lowest HD are affected first.

Cleric Turning the Undead Table (Hit Dice of Monster Type)

Level 1 2 2* 3 4 5 6 7-9
3 7 9 11 - - - - -
4 T 7 9 11 - - - -
5 T T 7 9 11 - - -
6 D T T 7 9 11 - -
7 D D T T 7 9 11 -
8 D D D T T 7 9 11
9 D D D D T T 7 9
10 D D D D D T T 7
11 D D D D D D T T
12 D D D D D D D T
13+ D D D D D D D D

Turning Table Results

–: The turning fails. Number: If the 2d6 turning roll is higher or equal, the turning attempt succeeds. T: The turning succeeds. D: The turning succeeds; the monsters are destroyed, not simply caused to flee.

At the referee’s option, the table may be expanded to include more powerful types of undead monsters.

After Reaching 9th Level

A cleric may establish or build a stronghold. So long as the cleric is currently in favor with their god, a stronghold may be bought or built at half the normal price, due to divine intervention. Once a stronghold is established, the cleric will attract followers (5d6 × 10 fighters of level 1–2). These troops are completely devoted to the cleric, never checking morale. The referee decides which proportions of followers are 1st and 2nd level and which are bowmen, infantry, etc.

Cleric Level Progression

Level XP HD Atk Bonus Sv. D Sv. W Sv. P Sv. B Sv. S
1 - 1d6 0 11 12 14 16 15
2 1,500 2d6 0 11 12 14 16 15
3 3,000 3d6 0 11 12 14 16 15
4 6,000 4d6 0 11 12 14 16 15
5 12,000 5d6 +2 9 10 12 14 12
6 25,000 6d6 +2 9 10 12 14 12
7 50,000 7d6 +2 9 10 12 14 12
8 100,000 8d6 +2 9 10 12 14 12
9 200,000 9d6 +5 6 7 9 11 9
10 300,000 9d6+1* +5 6 7 9 11 9
11 400,000 9d6+2* +5 6 7 9 11 9
12 500,000 9d6+3* +5 6 7 9 11 9
13 600,000 9d6+4* +7 3 5 7 8 7
14 700,000 9d6+5* +7 3 5 7 8 7

D: Death / poison; W: Wands; P: Paralysis / petrify; B: Breath attacks; S: Spells / rods / staves.

Cleric Spell Level Progression

Level Lvl 1. Lvl 2. Lvl 3. Lvl 4. Lvl 5.
1 - - - - -
2 1 - - - -
3 2 - - - -
4 2 1 - - -
5 2 2 - - -
6 2 2 1 1 -
7 2 2 2 1 1
8 3 3 2 2 1
9 3 3 3 2 2
10 4 4 3 3 2
11 4 4 4 3 3
12 5 5 4 4 3
13 5 5 5 4 4
14 6 5 5 5 4

If a Cleric has 13+ INT/WIS, they gain an extra 1st level Spell Slot at Level 2 or higher.

If a Cleric has 16+ INT/WIS, they gain an extra 2nd level Spell Slot at Level 4 or higher.

If a Cleric has 18+ INT/WIS, they gain an extra 3rd level Spell Slot at Level 6 or higher.