CLERIC (Base Class) ------------------- Clerics belong to a heirarchical order which venerates a deity, pantheon, religion, transcendent concept, special calling, or cause. Because of this dedication and devotion, they receive a number of spells, spell-like abilities, and specialized knowledge. The exact powers and casting methodologies will differ from group to group (and possibly even from cleric to cleric). For instance, a cleric of the Spider Queen might be able to cast Web and Spiderclimb, a cleric of Hephaestus would know metalsmithing and the secret of constructing Javelins of Lightning, and a cleric of Ares might wear bronze armor, wield a war spear and be able to Cause Fear in their enemies, etc. Clerics whose patron deity is affiliated with death or who belong to a "cult of death" may be able to CONTROL undead(or even be able to create them). In addition, all clerics will have specialized training according to the purposes of their respective orders. For example, The Clerics of Bonz, an order dedicated to healing and medicine, will have their clerics trained as physicians, biologists, alchemists, and herbalists. * HIT POINTS: D6 per level. Add CON Bonus at 1st level only. 2pts/level after 9th level. * Armor and weaponry depend on who/what the clerical order venerates. An order worshipping Thor might wear chainmail and carry a warhammer, while an order dedicated to healing and benevolence might wear no armor and train in only empty-hand techniques. * Clerics may attempt to turn undead (see Undead Turning Table). * Languages: Double language bonuses for INT higher than 10. Clerics begin knowing Common + 4 other languages. * Read Languages: 1(D6) chance to decipher coded maps, ancient or dead languages, magical writings, etc. 1-2 at level 5, 1-3 at level 9 and 1-4 at level 13, 1-5 at level 17+. * Clerics can create professional maps and illuminated manuscripts, write calligraphy, make detailed sketches and drawings, and copy handwriting and magical scrolls(though unless they have the magical training and special inks, the scrolls will simply act as normal spellbooks for magical study by other spellcasters). They can create Clerical Scrolls beginning at first level. Clerical scrolls require 1 hour of meditation + 1 hour of writing per level of spell to be scribed. So a 2nd level spell would require a total of 4 hours to complete. Special inks and materials are NOT required. Clerics have the knowledge to distill and create inks and other scribing tools and necessities. * Clerics can use any magical items which pertain to their area of worship or knowledge. The same goes for magical weaponry. * True Seeing 1/day at level 5, 2/day at level 9, 3/day at level 13, 4/day at level 17. * At 7th level the Cleric gains the ability to sense invisible/out-of-phase/ astral/ethereal creatures nearby. * At 9th level, Clerics can create magical artifacts that pertain to their sphere of worship. Creation times and materials will vary depending on the power of the item. * At 17th level Clerics can SEE invisible/out-of-phase/astral/ethereal creatures nearby and even peer into other realms/planes of existence. * Clerics follow the clerical spell table to find out how powerful the spells they cast can be at each XP level: XP level 1 = 1st level spells XP level 3 = 2nd level spells XP level 5 = 3rd level spells XP level 7 = 4th level spells XP level 9 = 5th level spells XP level 11 = 6th level spells XP level 16 = 7th level spells Clerical spells may be chosen from the Magic-User, Druid, and Cleric spell lists or created by the DM or player depending on the cleric's sphere of worship. Clerics begin knowing all first-level spells of their order and will immediately gain all the spells of each of the next higher spell levels upon attaining the required XP level necessary to cast them. There is no memorization, spell const- ruction, or spell research necessary. Clerics can cast a number of spells per day equal to their XP level + PER bonus. The spells can be chosen from any of the spells that they know, of any level. Saving Throws against spells cast by the Cleric will be modified by their PER bonus, just as Magic-Users do with their PSY bonus.