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Cleric
Clerics have spells bestowed on them by their deity and can fight wearing armor and using crushing (but not edged or pointed) weapons.

Clerics must memorize their spells just like magic-users, but they do not use spell books.

When clerics gain a new spell level, they can automatically memorize any of the available spells for that level.

The prime requisite for clerics is wisdom.


Weapons:
  • Clerics can use clubs, flails, hammers, maces, staves, and staff slings

Armor:
  • Clerics can use all types of armor

Shields:
  • Clerics can use shields

Advancement Table:

Level Experience Hit Dice Cleric Spells per Level
1 2 3 4 5 6*
1 0-1,500 1d8 1 - - - - -
2 1,501-3,000 2d8 2 - - - - -
3 3,001-6,000 3d8 2 1 - - - -
4 6,001-13,000 4d8 3 2 - - - -
5 13,001-27,000 5d8 3 3 1 - - -
6 27,001-55,000 6d8 3 3 2 - - -
7 55,001-110,000 7d8 3 3 2 1 - -
8 110,001-225,000 8d8 3 3 3 2 - -
9 225,001-450,000 9d8 4 4 3 2 1 -
10 450,001-675,000 9d8+2 4 4 3 3 2 -
11 675,001-900,000 9d8+4 5 4 4 3 2 1
12 900,001-1,125,000 9d8+6 6 5 5 3 2 2
13 1,125,001-1,350,000 9d8+8 6 6 6 4 2 2
14 1,350,001-1,575,000 9d8+10 6 6 6 5 3 2
15 1,575,001+ 9d8+12 7 7 7 5 4 2

(*) Requires clerics to have 17+ wisdom.


Bonus Spells:

Wisdom Bonus Spells
1 2 3 4 5
9-12 - - - - -
13 +1 - - - -
14 +2 - - - -
15 +2 +1 - - -
16 +2 +2 - - -
17 +2 +2 +1 - -
18 +2 +2 +1 +1 -