Level 1
HP: 1d6
THAC0: 16
Armor Class: ?
Equipment: May use heavy armor and shields. May not use poison, or weapons with blades.
Saves: Petrif & Paralysis 13; Poison & Death 10; Blast & Breath 16; Staffs & Wands 16; Spells 17
Special: Turn Evil Creatures
Special: Last Rites
XP for level 2: 1500
Level 2
HP: 2d6
THAC0: 16
Armor Class: ?
Equipment: May use heavy armor and shields. May not use poison, or weapons with blades.
Saves: Petrif & Paralysis 13; Poison & Death 9; Blast & Breath 15; Staffs & Wands 16; Spells 17
Spell Slots: First Level: 1
Special: Spontaneous Casting
XP for level 3: 3000
Level 3
HP: 3d6
THAC0: 15
Armor Class: ?
Equipment: May use heavy armor and shields. May not use poison, or weapons with blades.
Saves: Petrif & Paralysis 12; Poison & Death 8; Blast & Breath 15; Staffs & Wands 15; Spells 16
Spell Slots: First Level: 2
Special: Forge Ghost Gem
XP for level 4: 6000
Level 4
HP: 4d6
THAC0: 15
Armor Class: ?
Equipment: May use heavy armor and shields. May not use poison, or weapons with blades.
Saves: Petrif & Paralysis 12; Poison & Death 8; Blast & Breath 14; Staffs & Wands 15; Spells 16
Spell Slots: First Level: 2, Second Level 1
Special: Turning 3d6
XP for level 5: 12,000
Level 5
HP: 4d6 + 1
THAC0: 14
Armor Class: ?
Equipment: May use heavy armor and shields. May not use poison, or weapons with blades.
Saves: Petrif & Paralysis 11; Poison & Death 7; Blast & Breath 13; Staffs & Wands 14; Spells 15
Spell Slots: First Level: 3, Second Level 2
Special: TBD
XP for level 6: 25,000
TURN EVIL CREATURES
If the party is attacked by creatures of pure evil, such as undead, demons, or devils, then clerics may attempt to send these creatures running with the power of their god. The cleric must raise their holy symbol high, and present it confidently to the beasts, and roll 2d6 + the Cleric’s level.
Divide the result by half, rounding down. This is your Turn Result. The cleric is able to turn a number of evil hit-dice equal to their turn result. Further, if you roll high enough that your result is twice the number of hit dice that the available creatures have, then those creatures will be destroyed outright. Note that turning energy is directed at an entire group, and cannot be directed at a specific creature. Examples:
- 3 skeletons with 1 HD each. A turn result of 3 or more will send them running. A turn result of 6 or more will destroy all of them.
- 5 skeletson in the room with 1 HD each. A turn result of 3 will send 3 of the skeletons running, a turn result of 6 will send all of them running, and a turn result of 10 will destroy all of them.
- A wight with 3HD is leading a pack of 8 skeletons with 1HD each. The creatures with the lowest HD are always turned first. So a roll of 8 will send 8 skeletons running, but will not affect the wight. The wight will flee if the player’s Turn Result is 11 or higher. A turn result of 22 would be needed to destroy them.
At level 4, clerics replace their roll of 2d6 with a roll of 3d6.
Evil clerics may use the same mechanic to attempt to control undead, demons, or devils. But beware: if you fail, these monsters will not appreciate your attempt.
Once a turning attempt has been failed, it cannot be attempted again against the same creature until the next day.
LAST RITES
A cleric may perform last rights upon any dead body. The ritual requires 10gp worth of components for sacred oils, coins for the eyes, etc. The cleric must also know the name of the person upon whom they are performing the rites. Once the rite is performed, that person’s body can never be raised as an undead creature.
These rites work even on evil individuals.
SPELLS
At second level, Clerics may begin to cast spells. The cleric spell list is much more limited than that of the Magic User. However, Clerics do not need to learn their spells from books or scrolls. They may simply pray for the spells they wish to cast during the day.
SPONTANEOUS CASTING
If the caster is in desperate need of healing magics, but does not have any healing spells prepared, then they may convert any spell they currently have prepared into a “cure” spell of equivalent level. (For example, “Detect Evil”, a 1st level spell, could be converted into “Cure Light Wounds,” which is also a 1st level spell.”
Converting a spell is not a simple task, however. After the spell is cast, the cleric will suffer 1 damage per level of the spell converted. (A level 1 spell causes 1 damage, and level 2 spell causes 2 damage, etc…)
A spell list may be found below.
FORGE GHOST GEM
Clerics of 3rd level or higher can create gems to store the spirits of of ghosts or slain demons/devils. But since none of you are third level, I don’t gotta prepare jack shit for this yet. So suck it!
SPELL LIST
Level 1
- Cure Light Wounds; Range: Touch; Heals target for 1d6 + Cleric Level HP. May also be used to cure paralysis, but if thus used, will not cure any damage. When facing undead, demons, or other evil creatures, Cure Light Wounds can be used to cause damage equivalent to the healing it would cause on a normal creature.
- Detect Evil; Range: 120ft Cone, Duration: 6 turns; Detects evil intentions or evilly enchanted objects within 120′, causing the creature or object to glow yellow. (Does not reveal the content of the evil, only that evil exists. Traps or poisons are not inherently evil).
- Detect Magic; (This spell functions exactly as Detect Evil above, but it reveals magic instead of evil. Magic glows blue, not yellow).
- Light: Causes an object to emit light equivalent to a torch for 2 hours.
- Protection from Evil: May only be cast on self, Duration: 12 turns; This spell circles the cleric with a magic barrier. This barrier will move with the caster. The spell serves as some protection from “evil” attacks (attacks by monsters of some alignment other than the cleric’s alignment) by adding 1 to the cleric’s saving throws, and subtracting 1 from the “to hit” die roll of these opponents. The spell will also keep out hand-to-hand attacks from enchanted (summoned or created) monsters (such as living statues) but not missile fire attacks from these creatures (see COMBAT). The cleric may break this protection by attacking the monster in hand-to-hand combat, but still gains the bonus “to hit” and saves.
- Purify Food and Water: Range: 10′, Will turn spoiled or poisoned food or water usable. Can purify up to 6 skins of water, or enough normal food for 12 people.
- Remove Fear: Range: Touch, Duration: 2 turns; When cast upon a creature, this spell will calm the creature and remove all of their fear, including magical fear. They also gain a bonus to saving throws made against fear equal to the cleric’s level. (A level 2 cleric grants a +2 to saving throws, etc)
- Resist Cold: Range: 30; Duration: 6 Turns; The creature is not harmed by natural cold, and can exist in it quite pleasantly. Also grants a +2 on saving throws vs. cold attacks, such as a white dragon’s breath, or a cone of cold spell.