Cleric

Clerics are individuals who have chosen (or been chosen) to devote their lives to the service of their deity. Many deities exist in the world and most people believe in the existence of most if not all of them. Oftentimes people will have one deity as their patron. Clerics administer to their followers and try to educate others about their faith and win converts where they can. 

As a reward for this dedication and an attempt to demonstrate their power, the deities themselves grant the cleric the ability to cast divine spells. It should be noted that different deities are good, neutral or evil and each has their own agenda. Clerics can be humble priests administering to their flock or holy crusaders eradicating enemies of the church. Adventuring clerics are usually on quests or trying to test their faith and resolve in the face of adversity. 

Clerics purchase piety, which symbolizes their devotion to their god. This piety is then used to power the various spells granted to them. Although clerics have relatively few skills to rely on, their power is the power of the gods themselves. When a cleric starts the game, they begin as a petitioner, with no dedication to any one god. Of course a character may have leanings, but this is seen as a time for the cleric to learn more about the different gods and learn if their calling is truly there. They begin with the Light spell, Minor Healing and two other random spells from the starting list shared by all faiths. 

They may continue to learn any spells from this basic list, but it is not until they devote themselves to their god by becoming acolytes that the advanced list for their individual god is opened to them. Dedication as an acolyte is a process that must be undertaken in-game. Unlike mages, clerics can cast spells while wearing armor. In order to cast spells however the cleric must be wearing a holy symbol of their deity if they are dedicated. Petitioners do not have this restriction. Clerics buy piety at a ratio of 3 character points for 2 piety. In order to avoid fractional numbers, this must be purchased in 2 piety point increments.

Maximum Health – 22

Piety – 2 piety is gained per 3 character points spent

Skill

1 Handed Blunt

1 Handed Edged

2-Handed Blunt

2-Handed Edged

Appraisal

Armor Field Repair

Bow

Brawling

Burst of Strength

Courage

Craft: Merchant

Crafting: Armorsmith

Crafting: Blacksmith

Crafting: Brewer/Vintner

Crafting: Carpenter/Woodworker

Crafting: Chef

Crafting: Engineering

Crafting: Weaponsmith

Create Holy Water

Crossbow

Daze

Decipher Script

Deity’s Favor

Destroy Undead

Diagnose

Disable

Disarm

Divine Scrollcraft

Empathic Healing

First Aid

Gathering: Farmer

Gathering: Fisher

Gathering: Harvesting

Gathering: Hunter

Gathering: Logger

Gathering: Miner

Gathering: Naturalist

Gathering: Scrounger

Gemology I

Hard Headed

Hard to Kill

Health

Health (11-14)

Health (15-18)

Health (19-22)

Intercept

Killing Blow

Knockdown

Literacy

Literacy Other

Parry

Poison Tolerance

Polearm/Spear

Self Sacrifice

Shield

Sixth Sense

Small Weapon

Staff

Sweep

Thrown Weapon

Cost

4

4

5

5

4

3

5

6

7

6

2

4

3

3

5

3

4

4

2

6

7

8

2

2 then 1/1

5

8

6

1

2

6

3

4

3

4

4

3

4

4

16

12

12

1

2

3

4

2

2

5

1

4

6

10

5

2

5

14

2

3

4

4

Prerequisites

None

None

None

None

None

None

None

None

None

None

None

None

None

None

None

None

None

None

Must be dedicated to a deity

None

Blunt Weapon, Staff, or Brawling

None

Must be dedicated to a deity

Must be dedicated to a deity

None

None

None

None

None

None

None

None

None

None 

None

None

None

None

None

None

None

None

10 Health

14 Health

18 Health

None

None

2-Handed Weapon

None

Literacy

None

None

None

None

None

None

None

None

Staff, Spear, or Polearm

None

Self-Taught

Yes

Yes

Yes

Yes

Yes

Yes

Yes

Yes

Yes

Yes

No

Yes

Yes

Yes

Yes

Yes

Yes

Yes

Yes

Yes

Yes

Yes

Yes

Yes

Yes

Yes

Yes

Yes

Yes

Yes

Yes

Yes

Yes

Yes

Yes

Yes

Yes

Yes

Yes

Yes

Yes

Yes

Yes

Yes

Yes

Yes

Yes

Yes

No

No

Yes

Yes

Yes

Yes

Yes

Yes

Yes

Yes

Yes

Yes

Divine Magic & Spells

Divine magic is the type that is practiced by Clerics. Clerics are those individuals who are able to commune with their deity through prayer and worship. While mages rely on mana being drawn from the magic around them and tapping the natural elements, clerics receive their power to cast spells by the intercession of their deity. The ability a cleric has for spellcasting is directly related to their dedication to a particular god or goddess. This dedication is expressed as a number of points of piety. When a new cleric character is made they will probably have a small amount of piety and spells to start with. As time goes on and the character grows they will be able to purchase more piety points allowing him to cast a greater amount of spells as well as open the possibility to learning spells of even greater power. This is representative of the cleric developing a closer relationship with their deity. When a cleric character is first created they begin with the Light spell, the Minor Healing spell, and two random starting spells from the beginning list, determined at check in. This beginning list consists of the very basic spells available to clerics of all faiths, but rest assured there are many more available. Some of these spells are available to all faiths, and some are specific to a given deity. Clerics may learn additional advanced spells by either finding a teacher in game or deciphering scrolls of knowledge. To learn more about the gods and goddesses of Realms of Adventure, see the deities page.