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Additional Rules For the Cleric Hero Class

Magic: The Cleric can cast a total of 3 healing spells per adventure by using his holy symbol to focus his power through. You should use a pencil and paper or find some counters you can use to keep track of how many healing spells the Cleric has left. If a Cleric should somehow lose his holy symbol throughout the course of an adventure, he is unable to use his healing powers until he regains control of it. The ability has a close range effect, so a Cleric must be in a space next to whatever he would like to use the spell on. When used to heal another hero, himself, or any other friendly creature or person they will regain 2 Hit Points from the spell immediately.

A Cleric can also use his magic to do damage against certain enemies. Anything considered undead (Death Knights and Teraptus) will take 2 points of damage when the cleric casts his healing spell on them. As always, anything that is an unwilling target of a spell gets a save against magic, so that applies here. If the undead monster makes a successful save vs magic, it only takes 1 point of damage instead of the normal 2.

Special Rules Regarding Treasure Cards: A Cleric can use any treasure cards that are labeled to be available to any hero. In addition, a Cleric is able to use the "Magic Shield" card that is normally only available to the Warrior and Dwarf and the "Magic Throwing Hammer" card that is normally only available to the Dwarf. No other special cards are able to be used by a Cleric.

 

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