This class of character bears a certain resemblance to religious orders of knighthood of medieval times. The cleric is dedicated to a deity, or deities, and at the same time a skilled combatant at arms.
As has been stated previously, the principal attribute of a cleric is Wisdom. A character must have a minimum Wisdom ability score of 9 (13 if a multi-classed half-elven cleric but 9 if a multi-classed half-orc cleric). If Wisdom ability is greater than 15, the character adds 10% to experience awarded to him 1 or her by the referee.
Of course, a cleric will benefit in other ways by having a high Wisdom score. He or she gains bonus spells from high Wisdom, as well as a better chance to avoid the effects of certain magical attacks.
High ability scores in Strength and Constitution are also desirable for a character of this class, and good Dexterity is likewise of benefit.
The cleric has an eight-sided die (d8) per level to determine how many hit points he or she has.
The cleric can be of any alignment save (true) Neutral (see The Druid hereafter) alignment, depending upon that of the deity the cleric serves.
Only humans will normally have clericism as their sole class; thus they are the only clerics with unlimited advancement in level.
All clerics have their own spells, bestowed upon them by their deity for correct and diligent prayers and deeds (see Spells below).
A study of the spells usable by clerics will convey the main purpose of the cleric. That is, the cleric serves to fortify, protect, and revitalize. The cleric also has a limited number of attack spells, some of which are simply the reverse form of curative incantations. Note that [most] spells must be spoken or read aloud.
Clerics have nearly as good a prospect of success in melee combat as fighters (the best in such situations). They move upwards in combat ability in steps consisting of three ability levels. Similarly, they make saving throws against magical and poison attacks in like steps.
In addition, the cleric has the ability to wear armor, carry effective weaponry, and engage in hand-to-hand (melee) combat with a reasonable chance of success.
All are forbidden to use edged and/or pointed weapons which shed blood.
Each cleric must have his or her own deity, so when a new player opts to become a cleric (including a druid), the DM will inform them as to which deities exist in the campaign milieu and allow the individual to select which one of them he or she will serve. This will not necessarily establish the alignment of the cleric, so at the same time the cleric player character should also state his or her ethos (not necessarily to the other players). It is then assumed that prior to becoming a first level cleric, the player character received a course of instruction, served a novitiate, and has thoroughly read and committed to memory the teachings of and prayers to his or her chosen deity, so that the character is dedicated to this deity and is able to perform as a cleric thereof. It is this background which enables the cleric character to use first level spells. [See also, Magic.]
All clerics have certain holy symbols which aid them and give power to their spells.
By meditation and prayer the clerics receive the specially empowered words which form the various spells possible for them—although, as with the spells of magic-users, the utterance of any given set of key sounds not only causes the desired spell to take effect, but it likewise wipes the memory of the sounds from the mind of the utterer, as each set of sounds is an energy trigger.
Clerical spells, including the druidic, are bestowed by the gods, so that the cleric need but pray for a few hours and the desired verbal and somatic spell components will be placed properly in his or her mind. First, second, third, and even fourth level spells are granted to the cleric through meditation and devout prayer. This spell giving is accomplished by the lesser servants of the cleric’s deity. Fifth, sixth, and seventh level spells can be given to the cleric ONLY by the cleric’s deity directly, not through some intermediary source. Note that the cleric might well be judged by his or her deity at such time, as the cleric must supplicate the deity for the granting of these spells. While the deity may grant such spells full willingly, a deed, or sacrifice, atonement or abasement may be required. The deity might also ignore a specific spell request and give the cleric some other spell (or none at all). The Dungeon Master will handle this considering a cleric’s alignment and faithfulness to it and his or her deity. Note that some cleric spells (and all druid spells) also require material ingredients in order for the desired effect to take place. Such components must be supplied by the cleric (or druid), as material is not bestowed.
Any cleric, regardless of alignment, has the power to affect undead creatures (and possibly creatures from the lower planes) by channeling the power of his faith through his or her holy (or unholy) symbol. Good clerics and those of Lawful Neutral alignment cause undead to flee (they are “turned”) or destroy undead. Evil clerics of those of Chaotic Neutral alignment will instead command undead to act according to the clerics will. The cleric’s class level of experience dictates the level of success he or she can expect to achieve in this action.
Time Required. Turning or commanding undead is an innate ability and major action that requires 1 segment to complete.
Procedure. The cleric must hold forth their holy symbol at any undead within sight. The action requires a successful roll against the type of undead. If the roll succeeds, 1d12 undead will be affected (unless the cleric is high level see the chart footnote). A “T” indicates the effect is automatic and a “D” indicates the effect is automatic and more severe. A “D†” means the cleric will roll 1d6+6 for number affected rather than 1d12.
Turning Effects. If turned, undead will flee, moving away at full speed for 3d4 rounds (if in melee, see Breaking Off from Melee). If the chart indicates a “D”, the undead are instead destroyed (“damned”, blasted to ash). Once the duration is over, an undead that has been previously turned may be turned again. Undead may be attacked by the cleric and if cornered, they will cower. If others engage cowering undead in melee, the undead may counter attack (however, missile weapons may be used without reprisal and any melee attacks against them while they are fleeing do not cause them to stop fleeing).
Command Effects. If each of the undead is fewer hit dice than the cleric, they will be friendly and the undead are compelled to do some service for up to 24 hours (minus the score required for commanding on the chart converted into subtracted hours; A “T” means no subtraction from the time). A “D” on the chart indicates the duration for compulsion is 6 days rather than 24 hours. At any time during the effect, the cleric may renew their control (resetting the duration) following the same procedure. If the undead are higher hit dice than the cleric, they will become neutral rather than friendly and will not attack. Intelligent undead may consider requests and make strike a deal with the cleric. In any case, if the commanding cleric is killed or becomes unconscious, command is broken. Similarly, if any hostile acts are taken or acts against the undead’s raison d’être (“reason for being”) such as accessing guarded items or areas the compulsion will be broken.
Failure. A failure indicates the cleric cannot attempt turning again during the encounter against those undead.
Affecting Different Types of Undead. If the undead are mindless or not being controlled by an undead leader which is present, the cleric may attempt to turn each type of undead once—beginning with the lowest hit dice type first—as long as each attempt is successful (one attempt being made per round). A failure indicates the cleric cannot attempt turning again during the encounter. If intelligent undead are being controlled by a more powerful (and present) undead, the roll must be made against the value on the table for the higher level undead to affect the lower hit dice undead. In any case, the total number of undead to be turned is rolled normally (using the best available roll: 1d12—or 1d6+6 if the cleric has a "D" on the chart for any of the undead involved).
Counter Affecting. A cleric of opposite alignment may attempt to negate the effects of a cleric who has affected undead or other creatures. The table is consulted, and if the countering cleric is successful, the affected undead are freed of the effects of the first cleric’s efforts. Of course, this counter will not restore any undead destroyed/damned by a Good cleric. This counter may in turn be countered, etc. This may continue indefinitely until one or the other cleric fails and is no longer eligible to affect undead et al. When affected creatures have clerical effects countered, they are powerless to take any action on the following round.
Special. Demons or devils (and perhaps other lower planes creatures) may be affected. (As a rule of thumb, any creature with armor class of -5 or better, 11 or more hit dice, or 66% or greater magic resistance will be unaffected.)
Paladins. Evil clerics can affect paladins based on the paladin’s level using the chart thusly: mummy (1-2), spectre (3-4), vampire (5-6), ghost (7-8), lich (9-10), and special (11+). This turning offers no saving throw to the paladin.
Evil Areas. The DM may wish to establish areas where evil has made special power bases, i.e., an evil shrine, temple, or whatever. Such areas must be limited, of course—the shrine to perhaps a 10” by 10” area, the temple to twice that area. Such areas will automatically reduce the chance of any cleric affecting undead or other creatures within their precincts by a previously stipulated factor—perhaps 1 or 2 in the shrine area, 3 or 4 in the temple area. This power can be destroyed only by desecration of the evil, i.e. breaking of the evil altar service, pouring of holy water upon the altar, blessing and prayers, and whatever other actions the DM, deems sufficient. Thus, in an area specially consecrated to evil, undead and associated creatures from the lower planes are far more difficult to handle. The corollary to this is that on the lower planes themselves, good clerics are totally unable to affect the evil creatures who dwell upon them, while on the upper planes, an evil cleric would have no effect upon a paladin. Good areas are similar bases of power for such creatures, and evil clerics will have lesser chances of affecting paladins or similar good aligned creatures.
Detection of Evil/Good. Characters who are very strongly aligned, do not stray from their faith, and who are of relatively high level (at least 8th or higher) might radiate evil or good if they are intent upon appropriate actions.
Changing Deities. Once a cleric changes deities, he or she must thereafter be absolutely true to the new calling, or he or she will be snuffed out by some godlike means. It is 90% unlikely that the cleric’s first deity will accept him or her back into the fold after falling away, unless some special redemptive agency is involved. There is no salvation for a thrice-changed cleric; he or she is instantly killed. Any change of alignment which causes such a deity change is applicable, unless the change is involuntary.
Use of Magic Items. Clerics can employ a fair number of magic items including most potions; clerical and “protection” scrolls; most rings; some wands, rods, and staves; many other magical items; and all of the non-edged, non-pointed magical weaponry. As they are able to wear armor, clerics can employ all forms of magic armor and magic shields, too.
Holy/Unholy Water. Only clerics, excluding druids, are able to prepare holy water—or unholy water in the case of evil clerics. Holy/unholy water is water which has been specially prepared by a cleric. Useful as a weapon against undead or to slow the effects of poison. As a third level spell is involved, it requires a cleric of not less than 5th level of experience to manage to create such fluid. (4)
Manufacturing Magic Items. A player character must be at least an 11th level high priest in order to manufacture magic items (except with respect to potions and scrolls, as will be discussed hereafter).
A cleric may manufacture only those items particular to his or her profession or items which are usable by professions not able to so make magic items only. Thus, a cleric is unable to fashion a wand usable by magic-users or illusionists, etc. There is a further prohibition upon clerics regarding the making of items which are prohibited to their profession or which are of opposite alignments. Thus, clerics cannot manufacture magic swords, though magic-users can.
Clerics and druids making an item which is applicable to their profession must spend a fortnight in retreat, meditating in complete isolation. Thereafter, he or she must spend a sennight fasting. Finally, he or she must pray over and purify the item to become magical (this process takes but a day). Of course, the item must be of the finest quality just as detailed in the enchant an item spell description. Thereafter, the cleric or druid must place the item upon his or her altar and invoke the direct favor of his or her deity to instill a special power into the item. There is a 1% per day cumulative chance that the item will then be empowered as desired, providing the cleric or druid has been absolutely exemplary in his or her faith and alignment requirements. Furthermore, if the item is one with charges, the cleric or druid must then take it into seclusion and cast the requisite spells upon it, doing so within 24 hours of its being favored by the deity. In other cases, the item need only be sanctified to the appropriate deity in order to complete its manufacture.
Scrolls. Clerics and druids inscribe scrolls with spells applicable to their particular professions. Scrolls may be inscribed only by characters of 7th or higher level, and the spells placed upon the scroll must be of a level which the inscribing character is able to employ. Protection spells are scribed by either magic-users or clerics.
Clerical Protection Scrolls. [Protection from] Devils, Possession, [or] Undead. Curse scrolls can be made by any sort of spell user noted above.
Clerics and druids never need the aid of magic to read appropriate scroll spells.
Potions. Extra-healing or healing potions: Manufacture is possible only if a cleric compounds the potion. (5)
When a cleric achieves 8th level (Patriarch or Matriarch) he or she automatically attracts followers if the cleric establishes a place of worship—a building of not less than 2,000 square feet in floor area with an altar, shrine, chapel, etc. These followers are fanatically loyal and serve without pay so long as the cleric does not change deities and/or alignment. These followers number between 20 and 200 (2d10, totaled, and multiplied by 10).
In addition, there will be followers who are men-at-arms, and the types and numbers are listed.
Roll for each category (all are 0-level men-at-arms).
Upon reaching 9th level (High Priest or High Priestess), the cleric has the option of constructing a religious stronghold. This fortified place must contain a large temple, cathedral, or church of not less than 2,500 square feet on the ground floor. It can be a castle, a monastery, an abbey or the like. It must be dedicated to the cleric’s deity (or deities). The cost of construction will be only one-half the usual for such a place because of religious help. If the cleric then clears the surrounding territory and humans dwell in this area, there will be a monthly revenue of 9 silver pieces per inhabitant from trade, taxation, and tithes.