Cleric

Ability Requirements :	Varies but usually Wisdom 9

Primr Requisites:	Varies but usually Wisdom

Allowed Races:	All

	A Cleric’s alignment varies depending of the deity they worship.
	Usually, a Cleric with a score of 16 or more in wisdom will receive a bonus of 10% to his character experience points but if the Cleric posess more than one ability requirements, all score of 16 or more in those abilities will give the Cleric 5% experience point bonus each(up to a maximum of 10%) instead of the normal bonus.
	Usually a Cleric may use all blunt weapons and all armors/shields.
	A Cleric have a hit dice of d8, the thaco of priests, and the saving throws of priests.
	A Cleric can use all magical items allowed to priests.
	Cleric gains bonus spells from a high wisdom score. Cleric can swap a spell of any level in order to use it as a curing spell.  By swapping a spell I mean to use a memorize spell in order to cure 1d8 Hp for each spell level of the spell swap, the spell swap is remove from the spellcaster’s mind as do it was cast normally.  The casting time of such a cure is the spell level of the spell to be swap +3. The priest may not swap spells that belong to the deity primary sphere(s) unless the primary sphere is the Healing Sphere.
	Clerics use their wisdom to gain bonus spells.
	All Cleric worship a deity and so must respect their codes at all times or will lose their cleric abilities until atonement is done to right the wrong.
A Cleric who has the same memorize spell than another spellcaster is casting, can swap it in order to cancel the spell effects. In order to do so, a Cleric must have an initiative roll quicker than the opponent but must not have taken any action before the other spellcaster start to cast it’s spell, make a Hold Attack, roll a successful wizardly or priestly spellcraft roll in the same time the other spell is being cast, to identify the spell to cancel it. Remember that in order to succeed, the correct spellcraft proficiency must be chosen since wizardly spellcraft only detect arcane spells and priestly spellcraft only detect divine spells. If he choose to cancel the cast spell, this will be his action for that round. The swap spell is wipe out of the caster’s mind if used in this manner. An unsuccessful spellcraft roll result in an unidentify spell cast and can’t be cancel for that round. The cancel spell effect will only take place when the other spellcaster will finish to cast it’s spell since you will be casting the counter spell.

Cleric Spell Progression
Cleric					Spell Level*
Level		1	2	3	4	5	6	7	8	9	10
1		1	-	-	-	-	-	-	-	-	-
2		2	-	-	-	-	-	-	-	-	-
3		2	1	-	-	-	-	-	-	-	-
4		3	2	-	-	-	-	-	-	-	-
5		4	2	1	-	-	-	-	-	-	-
6		4	3	2	-	-	-	-	-	-	-
7		4	3	2	1	-	-	-	-	-	-
8		4	3	3	2	-	-	-	-	-	-
9		4	4	3	2	1	-	-	-	-	-
10		5	4	3	2	2	-	-	-	-	-
11		5	4	4	3	3	1	-	-	-	-
12		5	4	4	4	4	2	-	-	-	-
13		5	5	5	4	4	2	-	-	-	-
14		5	5	5	4	4	2	1	-	-	-
15		5	5	5	5	5	3	1	-	-	-
16		5	5	5	5	5	3	2	1	-	-
17		5	5	5	5	5	3	3	2	-	-
18		6	5	5	5	5	3	3	2	1	-
19		6	5	5	5	5	4	3	3	1	-
20		6	6	5	5	5	4	3	3	2	1
21		6	6	5	5	5	5	4	4	2	1
22		6	6	6	6	5	5	4	4	3	1
23		6	6	6	6	5	5	5	5	3	2
24		6	6	6	6	5	5	5	5	4	2
25		6	6	6	6	6	6	6	5	5	3
26		7	7	7	7	6	6	6	6	5	3
27		7	7	7	7	7	7	7	6	6	4
28		7	7	7	7	7	7	7	7	7	4
29		8	8	8	8	7	7	7	7	7	5
30		8	8	8	8	8	8	8	7	7	5
*Cleric receive a Bonus Spell at each spell level but must be selected in the God’s favore Sphere.

Priestly Spell Point Progression
	Max, Spell
Cleric	Momorize at	Spell
Level	Each Level	Points1
1	3		4(+4)
2	3		8(+4)
3	4		15(+10)
4	5		25(+10)
5	6		40(+20)
6	6		60(+20)
7	6		75(+35)
8	6		100(+35)
9	6		130(+60)
10	6		160(+60)
11	7		240(+90)
12	7		310(+90)
13	7		330(+90)
14	7		370(+130)
15	8		440(+130)
16	8		530(+180)
17	9		620(+180)
18	9		685(+240)
19	9		765(+240)
20	9		905(+310)
21	9		1025(+310)
22	9		1110(+310)
23	9		1270(+310)
24	9		1330(+310)
25	9		1555(+310)
26	9		1640(+310)
27	9		1865(+310)
28	10		1970(+310)
29	10		2075(+310)
30	10		2170(+310)
1Numbers in ( ) represents the amount of points that a Cleric can only use to memorize spells in his god’s favored spheres.

Priestly Spell Cost By Level

Spell	Major	Major	Minor	Universal
Level	Fixed	Free	Fixed	Free
Orison	-	-	-	1
1st	4	8	6	12
2nd	6	12	9	18
3rd	10	20	15	30
4th	15	30	23	60
5th	22	44	33	88
6th	30	60	45	120
7th	40	80	60	160
8th	50	100	75	200
9th	60	120	90	240
10th	70	140	105	280

Proficiency Group Crossovers: General, Priest.
Weapon Proficiencies			Nonweapon Proficiencies
Initial	# Levels	Thaco Penalty	Initial		# Levels
   2	 	    4		-3		   4		  	   3

Wealth Option: 3d6 x 10 GP

Cleric can specialize in only one of the following fighting style : One Handed, Two-Handed, Weapon & Shield; but can use all of them.

# of Attack Per Round
Cleric
Level		# of Att/rnd
1-8		1/1
9-16		3/2
17+		2/1

Clerics receive 130 character points to purchase abilities.

100	Access to Spheres[See the Priest section in Spells & Magic]
	3/5	All
	3/5	Astral
	5/10	Charm
	5/10	Combat
	5/10	Creation
	5/10	Divination
	3/5	Guardian
	5/10	Healing
	5/10	Necromancy
	5/10	Protection
	5/10	Summoning
	8/20	Elemental
		2/5	Elemental Water
		3/8	Elemental Earth
		2/5	Elemental Air
		3/8	Elemental Fire
	5/10	Animal
	5/8	Chaos
	5/8	Law
	5/10	Numbers
	5/10	Plant
	3/5	Sun
	5/10	Thought
	5/10	Time
	3/5	Travelers
	3/5	War
	5/10	Wards
	5/10	Weather
10	Animal Empathy[See the Priest Section in Spells & Magic]
15	Armor Class Improvement[See the Priest Section in Spells & Magic]
2/5	Casting Time Reduction(1 Sphere/All) [See the Priest Section in Spells & Magic]
5	Cold Resistance[See the Priest Section in Spells & Magic]
10	Communication[See the Priest Section in Spells & Magic]
10	Detect Evil[See the Priest Section in Spells & Magic]
10	Detect Undead[See the Priest Section in Spells & Magic]
10	Expert Healer[See the Priest Section in Spells & Magic]
10/15	Extended Spell Duration[See the Priest Section in Spells & Magic]
7	Fire*/Electrical Resistance[See the Priest Section in Spells & Magic]
5/10	Followers(20d10 0th-level soldiers)[See the Priest Section in Spells & Magic]
5/10	Hit Point Bonus(d10/d12)
5/8	Identify plants and Animals[See the Priest Section in Spells & Magic]
5+	Immunity to Charm[See the Priest Section in Spells & Magic]
15	Immunity to Magic[See the Priest Section in Spells & Magic]
10	Lay on Hands[See the Priest Section in Spells & Magic]
5/10	Inspire/Enrage Allies[See the Priest Section in Spells & Magic]
10	Immunity to Normal Disease[See the Priest Section in Spells & Magic]
15	Know Alignment[See the Priest Section in Spells & Magic]
5/7	Pass Without Trace[See the Priest Section in Spells & Magic]
5+	Nonweapon Proficiency Group Crossovers[See the Priest Section in Spells & Magic]
5	Purify Water[See the Priest Section in Spells & Magic]
5/15	Resist Energy Drain[See the Priest Section in Spells & Magic]
5	Secret Language[See the Priest Section in Spells & Magic]
15+	Shapechange[See the Priest Section in Spells & Magic]
4+	Spell-like Granted power[See the Priest Section in Spells & Magic]
	+1/spell level for Priest Spells
	+2/spell level for Wizard Spells
	+5 for a once a day use
	+1/spell level for each daily use
	+10 for a continous or persistent Power
30+	Spirit Powers[See the Priest Section in Spells & Magic]
5	Bribe(See below)[See the Thief section in Skills & Powers]
5	Climb Walls(See below)[See the Thief section in Skills & Powers]
10	Detect Illusion(See below)[See the Thief section in Skills & Powers]
10	Detect Magic(See below)[See the Thief section in Skills & Powers]
5	Detect Noise(See below)[See the Thief section in Skills & Powers]
10	Escaping Bonds(See below)[See the Thief section in Skills & Powers]
10	Find/Remove Traps(See below)[See the Thief section in Skills & Powers]
5	Hide In Shadows(See below)[See the Thief section in Skills & Powers]
5	Move Silently(See below)[See the Thief section in Skills & Powers]
10	Open Locks(See below)[See the Thief section in Skills & Powers]
10	Pick Pockets(See below)[See the Thief section in Skills & Powers]
5	Read Languages(See below)[See the Thief section in Skills & Powers]
10	Tunnelling(See below)[See the Thief section in Skills & Powers]
5	Appraisal(See below)[See the New General Proficiencies{Thieving Skills} for more information]
5	Forge Document(See below)[See the New General Proficiencies{Thieving Skills} for more information]
5	Sign Languages(See below)[See the New General Proficiencies{Thieving Skills} for more information]
10	Identify Runes(See below)[See the New General Proficiencies{Thieving Skills} for more information]
15	Turn Undead/Control Undead(See Below)
15	Unarmed Combat Skills[See the Priest Section in Spells & Magic]
15/20	Warrior Ability Bonuses[See the Priest Section in Spells & Magic]
5/15	Weapon Selection(Thief/All)
15	Weapon Specialization
25	Wizardly Priest[See the Priest Section in Spells & Magic]
10/15	Combat Bonus(Warrior/Monster thaco)
15	Wizardly Priest[See the Cleric Section in Skills & Powers]
10	Bonus Spell: Animal Friendship 1/day[See the Druid Section in Skills & Powers]
5	Elemental Spell Bonus[See the Druid Section in Skills & Powers]
20	Shapechange[See the Druid Section in Skills & Powers]
5/10/15Immunities(Low/Medium/High)[See the Priest Handbook]
15	Charm/Fascination[See the Priest Handbook]
15	Inspire Fear[See the Priest Handbook]
10	Defiance of Restriction or Obstacle[See the Priest Handbook]
10/15/20Incite Berserker Rage(In 10 rounds/5 rounds/1 round)[See the Priest Handbook]
10	Prophecy[See the Priest Handbook]
5	Soothing Word[See the Priest Handbook]
10	Weapon Profifiency Group Crossovers(10 character points per new class)
29	Wild Shape(See below)
8	Animal Companion(See below)
10	Immunity to All Poison at level 16th
5	Vigorous Health at level 16th(Never loose physical abilities due to aging)
10	Appearance Alteration at level 16th(See below)
4	Hibernation at level 17th(See below)
10/12/14/15Enter Elemental Plane(See below)
	Earth at level 17th/Fire at level 18th/Water at level 19th/Air at level 20th
3	Nonweapon Proficiency Bonus: Any 3 languages, even outerplanar creatures such as: Celestial, Abyssal, Infernal, etc…)
7	Bonus Spell(See below)[See the Wizard section in Spells & Magic]
3/5	Weapon Proficiency Bonus: 1/5 level for 3 points, 1/4 level for 5 points
3/5	Nonweapon Proficiency Bonus: +1 initial, +1/level after 1st level for 3 points, +2 initial, +2/odd level, +1/even level for 5 points
1	One Nonweapon Proficiency Bonus
2	One Weapon Proficiency Bonus
2	Able to Use the Fighting Style Two Weapon

Restriction
5/10	Weapon Selection(Wizard/None)
5/10	Reduced Hit Dice(d6/d4)
5/10	Reduced Combat Ability(Rogue/Wizard thaco)
5	Awkward Casting Method[See the Priest section in Spells & Magic]
2	Behavior/Taboo[See the Priest section in Spells & Magic]
5	Difficult Spell Acquisition[See the Priest section in Spells & Magic]
5	Ceremony/Observance[See the Priest section in Spells & Magic]
10	Hazardous Spells[See the Priest section in Spells & Magic]
5	Fanaticism[See the Priest section in Spells & Magic]
5/10/15Armor Restriction(Medium/Light/None)
5+	Limited Magical Item Use[See the Priest section in Spells & Magic]
5	Limited Spell Selection[See the Priest section in Spells & Magic]
15	Reduced Spell Progression[See the Priest section in Spells & Magic]
5	Slower Casting Time[See the Priest section in Spells & Magic]
8	Talisman/Symbol[See the Priest section in Spells & Magic]

	Wild Shape: 
		Priest
		Level	Shape/day
5	small to man size, 1/day
6	2/day
7	3/day
8	large size
9	–
10	4/day
11	tiny size
12	Dire form
13	–
14	5/day
15	huge size
16	Elemental form 1/day
17	–
18	6/day, Elemental form 3/day

Animal Companion: A 1st-level priest may begin play with an animal
companion. This animal is one that the priest has befriended with the spell animal friendship. As such, it can have no more than 2 hit dice. A 1st-level priest may have more than one animal companion, provided the animal’s total Hit Dice don’t exceed 2. The priest will gain the same benefits from those animal companions as the Familiar class ability of the wizards. The priest can also cast animal friendship on other animals during play but he wont get the Familiar benefits from them.
Appearance Alteration: Appearance alteration is accomplished in one round. A
height and weight increase or decrease of 50 percent is possible, with an apparent age from childhood to extreme old age. Body and facial features can resemble any human or humanoid creature. This alteration is not magical, so it cannot be detected by any means short of true seeing.
Hibernation: The character gains the biological ability to hibernate. His body 
functions slow to the point where the character may appear dead to a casual observer; aging ceases. The character is completely unconscious during hebernation. He awakens either at a preordained time or when there is a significant change in his environment.
Enter Elemental Plane: A 17th-level priest can also enter the elemental plane of 
earth at will. The Transference takes one round to complete. This ability also provides the means to survive on that plane, move around, and return to the Prime Material plane at will. It does not confer similar abilities or immunities on the Prime Material plane. The same applies to all elemental plane the character gains during level advancement.
Turn/Control Undead: A Cleric can turn/control undead a number of time per day 
equal to three + the character=s charisma/leadership bonus.
	Bonus Spell: Work as the wizard’s ability except that it may only be apply to a god’s favored sphere.
Thieving Skill: To determine a cleric’s % chance in a thieving skill that he has
bought as a class ability, see below:
				Find/
Cleric	Pick 	Open	Remove	Move	Hide In	  Detect	Climb	Read			
Level	Poclkets	Locks	Traps	Silently	Shadows  Noise	Walls	Languages  Appraisal  Tunnelling
1	15	10	5	10	5	  15	60	5	      10	         	15
2	20	15	10	15	10	  20	65	10	      15		20
3	25	20	15	20	15	  25	70	15	      20		25
4	30	25	20	25	20	  30	75	20	      25		30
5	35	30	25	30	25	  35	80	25	      30		35
6	40	35	30	35	30	  40	85	30	      35		40
7	45	40	35	40	35	  45	90	35	      40		45
8	50	45	40	45	40	  50	95	40	      45		50
9	55	50	45	50	45	  55	99	45	      50		55
10	60	55	50	55	50	  60	99	50	      55		60
11	65	60	55	60	55	  65	99	55	      60		65
12	70	65	60	65	60	  70	99	60	      65		70
13	75	70	65	70	65	  75	99	65	      70		75
14	80	75	70	75	70	  80	99	70	      75		80
15	85	80	75	80	75	  85	99	75	      80		85
16	90	85	80	85	80	  90	99	80	      85		90
17	95	90	85	90	85	  95	99	85	      90		95
18	99	95	90	95	90	  99	99	90	      95		99
19	99	99	95	99	95	  99	99	95	      99		99
20	99	99	99	99	99	  99	99	99	      99		99

Cleric	Escape	Detect	Detect		Forge		Sign		Identify
Level	Bonds	Magic	Illusion	Bribe	Documents	Language	Runes
1	10	5	10	5	10		15		10
2	15	10	15	10	15		20		15
3	20	15	20	15	20		25		20
4	25	20	25	20	25		30		25
5	30	25	30	25	30		35		30
6	35	30	35	30	35		40		35
7	40	35	40	35	40		45		40
8	45	40	45	40	45		50		45
9	50	45	50	45	50		55		50
10	55	50	55	50	55		60		55
11	60	55	60	55	60		65		60
12	65	60	65	60	65		70		65
13	70	65	70	65	70		75		70
14	75	70	75	70	75		80		75
15	80	75	80	75	80		85		80
16	85	80	85	80	85		90		85
17	90	85	90	85	90		95		90
18	95	90	95	90	95		99		95
19	99	95	99	95	99		99		99
20	99	99	99	99	99		99		99