Spelljammer
Cleric-old
Profession Category:Cleric
Profession:Cleric-old
:
Easy Start
Important attribute: WP

Most clerics are also decent combatants so decent STR and CON is preferred.

Suggested starting skills

Cleric List
Cast Clerical Spells to level 1

Warrior List
A weapon skill to level 1

Talent List
Pick your maximum starting talents (1 for dual-classed, 3 for single-classed)

Flaws
Clerics are required to take the Tithing 10% flaw.



The cleric is a individual who is dedicated to a religion, and at the same time a skilled combatant at arms. All cleric have holy symbols which aid them and give power to their spells. All clerics have their spells bestowed upon them by their deity for correct and diligent prayers and deeds.

Special AbilityDescription
ReligionFirst and foremost, The cleric must choose a religion. This means selecting the god that the cleric will worship. The cleric's religion will determine the spell realms that he gains access to.
Cleric PoolA Cleric has a pool of points called a Cleric Pool that can be used to achieve certain effects available based on Cleric Type. The number of points is equal to (rank x 2) plus a bonus for a high CHA, as indication below:
  • CHA 18-19: +1
  • CHA 20-21: +3
  • CHA 22-23: +5
  • CHA 24-25: +7
  • CHA 26: +9
  • CHA 27: +10
  • CHA 28: +12
  • CHA 29: +15
  • CHA 30: +18

The maximum number of points that can be spent on a single ability is equal to rank / 3 (1 point at ranks 1-3, 2 points at ranks 4-6, 3 points at ranks 7-9, etc.).

Cleric Pool points recover with a night's rest.
Divine AuraA cleric can invoke a divine aura. Doing so increases their defense (DEF) or offense (SC) by 2% per rank but also bathes them in a glow that represents their religion. Oppositely aligned opponents will tend to target a cleric who is bathed in a divine aura. Note that the cleric can either have the glow go entirely to defense (DEF) or offense (SC) or he can split it between the two as desired. Once he has made the decision, the aura split cannot be changed except by ending it and bringing up a new Divine Aura (at a cost of another 2 pool points)

Each use of this ability uses 2 points from the Cleric Pool and lasts for 1 round per rank.
Cleric TypeUpon reaching rank 3 in Cleric, the cleric must choose a Cleric Type from the list below. Note that a Cleric Type can be chosen as early as rank 1 but not later than rank 3. The Cleric Type should not go against the religion of the cleric.

Upon reaching rank 12, in Cleric, the cleric may choose a second Cleric type. See the description for each type to see what they gain.

Battle ClericThe cleric gains access to the Combat realm even if they do not normally have access to this realm from their religion. At rank 1 , the cleric gains their normal complement of spells but also gains one additional first level spell which must be in the Combat realm. At rank 3, the cleric gains their normal complement of spells but also gains one additional second level spell which must be in the Combat realm. The same is true at ranks 5, 7, 9 and 11. If there are no spells in the Combat realm for the appropriate level, the cleric can choose a spell of a lower level. For example, when the Battle Cleric reaches rank 7 they could normally get a free level 4 spell from the Combat realm. But if there are no level 4 spells in the Combat Realm, they can choose a level 1, 2 or 3 spell instead.

Cleric Pool Abilities:
  • 2 points to reroll damage from melee or a spell. You must accept the second roll.
  • 3 points to roll twice for damage for melee or a spell and accept the result you desire.
  • 1 point to gain a +1 strike chance for 2 rounds. If used after an attack roll, the bonus can only change a miss to a hit. It cannot be used to change a hit to a critical or grievous.
  • 2 points to increase the effect "plus" of your weapon by 1 for 2 rounds.
  • 3 points to gain a +2 to damage for 3 rounds.
Cleric of HealingThe cleric is a healing specialist. The healing effectiveness of all healing spells is increased by 5% per rank, rounded up. For example, if the cleric is rank 5 and casts a Cure Light Wounds spell that heals 11 points, the spell would actually heal 25% more, or an additional 3 points for a total of 14 points. At rank 1 (with Cast Clerical Spells), the Healing Cleric gets their normal complement of spells, plus one additional first level spell which must be Cure Light Wounds. At rank 7, the Healing Cleric gets their normal complement of spells, plus one additional fourth level spell which must be Cure Serious Wounds. At rank 9, the Healing Cleric gets their normal complement of spells, plus one additional fifth level spell which must be Cure Critical Wounds. At rank 11, the Healing Cleric gets their normal complement of spells, plus one additional sixth level spell which must be Heal.

Cleric Pool Abilities:
  • 2 points to reroll the effect of a healing spell. You must accept the second roll.
  • 3 points to roll twice for the effect of a healing spell use the result you desire.
  • 2 points to quick cast a healing spell in 1 segment.
  • 2 points to cast a Cure Light Wounds, Cure Serious Wounds or Cure Critical Wounds at a target up to 15 feet away. The target must remain within 15 feet for the entire cast duration. This effect can be combined with the quick cast ability.
Cleric of LightIn addition to the cleric's normal spells, a starting Cleric of Light can also cast Torchlight and Lantern once per day. When they reach a rank where they can cast rank 3 spells, they can also cast Light Eruption, Moonbeam, Starshine and Sunlight each once per day in addition to their normal spell complement. At rank 7, they can cast a Continual Light once per day in addition to their normal spell complement. Against undead, the Cleric of Light gains a bonus a +2 per rank to Defense.

Cleric Pool Abilities:
  • 2 points to extend the effectiveness of any light spell (Torchlight, Lantern, etc.) by 25%. This can be done when the spell is cast or any time thereafter. The effect lasts for the duration of the spell, or 24 hours, whichever is less.
  • 2 points to reroll the damage effect of a Light Eruption spell against undead. You must accept the second result.
  • 3 points to roll the damage effect of a Light Eruption spell against undead and the take the result you desire.
  • 3 points to give yourself either infravision or ultravision for 5 rounds per rank.
  • 3 points to give any target either infravision or ultravision for 3 rounds per rank.
Cleric of WarAt rank 1 , the cleric gains their normal complement of spells but also gains one additional first level spell which must be in the Protection realm. At rank 3, the cleric gains their normal complement of spells but also gains one additional second level spell which must be in the Protection realm. The same is true at ranks 5, 7, 9 and 11.

Cleric Pool Abilities:
  • Spend 3 points to have a single person spell in the Protection realm of level 1 or 2 affect a second person as well.
  • Spend 4 points to have a single person spell in the Protection realm of level 3 or 4 affect a second person as well.
  • Spend 3 points to give all visible allies within 50 feet a bonus of +5 to strike chance and +1 to damage for one round (e.g., if the cleric invokes this on segment 8 of round 1, it will last until segment 9 of round 2). This is similar to a spell casting action in that no other actions can be taken in the round except moving up to half your movement prior to invoking, which takes 1 segment and cannot be interrupted.
  • Spend 3 points to give all visible allies within 50 feet a bonus of +5 to defense and +1 to protection for one round. This is similar to a spell casting action in that no other actions can be taken in the round except moving up to half your movement prior to invoking, which takes 1 segment and cannot be interrupted.
  • Spend 1 point to allow Bless to work on allies even if they are already in combat.
Druid (Animals)A Druid gains two spells from the Animal Realm in addition to their normal spell complement. These are gained automatically as the Druid's rank with Cleric improves. Thus, at rank 1, in addition to their normal spell complement, they gain two first level spells from the Animal Realm (Animal Friendship, Invisibility to Animals, Locate Animals). At rank 3, in addition to their normal spell complement, they gain two second level spells from the Animal Realm. Normal animals will not generally attack a druid and the druid can usually convince them not to attack those who are with him. Exceptions include animals who have been manipulated in some way to interfere with their normal animal tendencies (e.g., Charm, Control, etc.).

Cleric Pool Abilities:
  • Spend 2 points to reroll any animal related roll. You must accept the second result. This could be Animal Lore, Animal Training or even a roll related to a spell from the Animal Realm.
Druid (Plants)A Druid gains two spells from the Plant Realm in addition to their normal spell complement. These are gained automatically as the Druid's rank with Cleric improves. Thus, at rank 1, in addition to their normal spell complement, they gain two first level spells from the Plant Realm. At rank 3, in addition to their normal spell complement, they gain two second level spells from the Plant Realm.

Cleric Pool Abilities:
  • Work in progress.
Elemental ClericAt rank 1 , the cleric gains their normal complement of spells but also gains one additional first level spell which must be in the Elemental realm. At rank 3, the cleric gains their normal complement of spells but also gains one additional second level spell which must be in the Elemental realm. The same is true at ranks 5, 7, 9 and 11.

The Elemental Cleric can learn Elemental Lore with a .75 multiple.

Cleric Pool Abilities:
  • Spend 4 points to attempt to turn an elemental. Use Turn Undead rules.
  • Spend 2 points to reroll any variable roll related to a spell in the Elemental realm (e.g., damage caused by Produce Flame). You must accept the second result.
Scholar ClericA Scholar Cleric is the guardian of the religious lore of their religion. They are also very knowledgeable about religion in general. They have a .50 multiple for learning Research and all religious languages. They gain a +1 KNOW (including racial maximum at first level and another +1 KNOW (and racial maximum) when they reach rank 10. At rank 3, 6, 9, etc, the Scholar Cleric can choose an area of knowledge (e.g., Animals, Demons, Plants, etc.) and lore skills related to that area of knowledge have a multiple of .75.

At rank 1 , the cleric gains their normal complement of spells but also gains one additional first level spell which must be in the Divination realm. At rank 3, the cleric gains their normal complement of spells but also gains one additional second level spell which must be in the Divination realm. The same is true at ranks 5, 7, 9 and 11 (and so on).

Second Cleric Type - If this type is chosen as a second type at level 12, the cleric gains a +1 KNOW (but not to racial max). Additionally, they may choose 2 lores that they may purchase with a .75 multiple. These can be lores they already know or new ones. The cleric also gains the Cleric Pool Abilities below.

Cleric Pool Abilities:
  • Spend 2 points to reroll any lore roll. You must accept the second result.
  • Spend 3 points to increase the result of a lore roll by one stage. Thus, the cleric could increase the result from Failure to Partial Success, or from Near Success to Success.
  • Spend 4 points to gain additional information from an Augury or Divination spell (or any other spell in the divination realm). This increases the cast time to that of a short ritual (1 hour).
Temple ClericA Temple Cleric is adept at running a temple and leading temple worship. They gain a +1 to their CHA (including racial maximum) at first level and another +1 CHA (and racial maximum) when they reach rank 8. They have a reduced multiple to learn skills related to running a temple, including:
  • Administration - .50
  • Conversation - .75
  • Musician - .50

Cleric Pool Abilities:
  • Spend 1 point to make a PER roll to get a sense of anything going wrong anywhere in the temple. Must be inside the temple or within 10 yards per rank to get the roll. With a 3x roll, the cleric will learn if something is wrong, but no more details. With a 2x roll, the also learns the general area where something is going wrong. With a 1x, he also learns the general nature of the emergency.
  • Spend 1 point to make the temple bells ring for 1 round.
  • Spend 1 point to amplify your voice for the duration of a sermon to worshippers.
Traveling ClericUpon choosing the Traveling Cleric type, the cleric gains a +1 CON (but no increase to racial max).

In addition to their normal complement of spells, the Traveling Cleric can cast the following spells as they reach the indicated rank.
  • Rank 1 - Deepockets - as the Phase Magic spell
  • Rank 5 - Leomund's Tiny Hut - as the Lay Healer spell
  • Rank 8 - Leomund's Secure Shelter - as the Lay Healer spell

In all cases, rank it equal to the cleric's rank with Cleric skill.

At rank 1, they can cast Create Water (Creation realm)in addition to their normal complement of Cleric spells.
At rank 5, they can cast Create Food and Water in addition to their normal complement of Cleric spells.

The Traveling Cleric gains a .75 multiple for the following skills:
  • Animal Lore
  • Direction Sense (does not count against number of talents)
  • Fire Building
  • Mountaineering
  • Plant and Herb Lore
  • Survival

Cleric Pool Abilities:
  • Spend 2 points to reroll a skill roll for one of the above skills. You must accept the second result.
  • Spend 3 points to roll twice for a skill roll for one of the above skill and choose the desired roll.
Turn UndeadA cleric has the ability to Turn Undead. See the Turn Undead rules. Rank is equal to Cleric level.
Weapon SpecializationSingle class clerics have the ability to specialize in weapons, as indicated below:
  • Battle Cleric - 1 weapon group or 2 individual weapons.
  • War Cleric - 2 individual weapons
  • All other cleric types - 1 weapon.

In general, the weapon must be a favored weapon of their god though Battle Clerics (and, to a lesser extent, War Clerics) have a bit of leeway in this matter.
WillpowerThe cleric's racial maximum for Willpower is improved:
  • Rank 3: +1
  • Rank 9: +2
  • Rank 13: +3
  • Rank 16: +4
Rank NamesMany orders have names for each rank of a cleric in the order, corresponding to the cleric's overall level. The generic names below will serve for many religions:
  • Level 1 - 3: Acolyte
  • Level 4 - 8: Priest (or Priestess)
  • Level 9+: High Priest (or High Priestess)
Spell CastingThe table below shows the number of spells that a cleric can cast each day. Also refer to the Characteristics rules that show bonus spells for high WP.

A cleric need not pray for spells ahead of time but they would be advised to do so for spells that they plan to use in combat. Unless a spell indicates a longer casting time, all cleric spells take one minute to cast. To avoid this long casting time, clerics can "prepare" spells ahead of time by praying for them, in which the casting time listed in the spell description is used.

For example, a cleric who is able to cast 5 level 1 spells a day decides to pray for 2 Cure Light Wound spells. He then has a total of 5 spell slots of which two are taken by the 2 CLW spells. He can cast the 2 CLW spells using the cast time in the spell description (5 segments). He can cast any 1st level spell that he has access to (c.f., Spell Realms) by taking 1 minute to cast the spell.

It takes 5 minutes to prepare a spell. Up to 3 spells may be prepared at the same time. For example, a cleric knows that combat is likely soon and decides to spend 5 minutes preparing 3 spells. He prepares a Spiritual Hammer, a Resist Fire and a Mass Healing spell.
SpellsSome spells work better when cast by certain clerics:
  • Bless (Level 1) - War Clerics
  • Magical Stone (Level 1) Battle Clerics
  • Aid (Level 2) - Battle and War Clerics
  • Spiritual Weapon (Level 2) - Battle and War Clerics
  • Searing Light (Level 4) - Clerics of Light
Single Class ClericA single class cleric gains one additional spell of each level.


Religions
See The Gods of Putarrha for a description of the major religions of Putarrha.


Spell Realms

Animal Realm - Spells dealing with animals.
Astral Realm - Spells dealing with communication and travel to other planes of existence.
Charm - Spells that affect the attitudes and actions of people.
Combat - Spells that enhance combat ability
Creation - Spells that enable a cleric to create something from nothing.
Divination - Spells that provide the cleric with information.
Elemental - Spells that deal with the four basic elements (earth, air, fire and water).
Healing - Spells that cure diseases, remove afflictions, heal wounds, etc.
Necromantic - Spells that deal with death and undeath.
Plant - Spells dealing with plants.
Protection - Spells that protect items, places or people.
Summoning - Spells that call or banish creatures from other planes of existence.
Sun - Spells dealing with light and darkness.
Weather - Spells dealing with forces of nature.


Spell Level
Level
1
2
3
4
5
6 *
7 **
1
1
2
2
3
2
1
4
3
2
5
3
3
1
6
3
3
2
7
3
3
2
1
8
3
3
3
2
9
4
4
3
2
1
10
4
4
3
3
2
11
5
4
4
3
2
1
12
6
5
5
3
2
2
13
6
6
6
4
2
2
14
6
6
6
5
3
2
1
15
6
6
6
6
4
2
1
16
7
7
7
6
4
3
1
17
7
7
7
7
5
3
2
18
8
8
8
8
6
4
2
19
9
9
8
8
6
4
2
20
9
9
9
8
7
5
2
* Usable only by clerics with 22 or greater Willpower.
** Usable only by clerics with 24 or greater Willpower.

See Characteristics rule for additional spells for high WP.

CLERICAL SPELL REALMS
Use spell descriptions and spheres from 2nd ed. AD&D Players Handbook.

Religion determines available realms, both major and minor. See the descriptions of the various religions to determine the major and minor realms for each religion. Clerics are limited to level 4 spells or less in minor realms while they are unlimited in major realms. Thus, a cleric who is able to cast 5th level spells and higher, can only choose 5th level and higher spells from the major realms of their religion whereas they can choose 3rd level or less spells from both major and minor realms.

Curses
Clerical spell Remove Curse- Chance to remove a clerical curse is equal to (30% plus 5% per level of cleric minus 2% per level of curse). If the curse is cast by a mage, the chance of removal is divided by 2. In both cases, the donation of magic items may increase the chance of the curse being removed.

Skill List Multiples
General - x1 (if dual-classed then x1.25)
Holy Skills - x1.0
Warrior Skills - x1.0
Sorcery Skills - x1.5
Rogue Skills - x2.0
Stat Multiples:
StatModifier
STR1
DEX2
CON1
INT1.5
KNOW1.5
WP1
MA1.5
LUCK1
CHA1
PER1
Skill EXP Multiples:Any skill not listed below is assumed to have a EXP multiple of 1.0 (1.25 for Generalist profession).

SkillsModifier
Acrobatics
Ambush
Appraisal
Brawling
Build Trap
Disguise
Find Traps
Forgery
Gambling
Gem and Jewelry Appraisal
Hide in Shadows
Jeweler
Locate Secret Openings
Move Silently
Open Locks
Pickpockets
Quick Draw
Remove Traps
Rope Mastery
Rowing
Scouting
Shadowing
Sleight of Hand
Streetwise
Trap Building
Unarmed Combat
Weapon Bow
Weapon Crossbow
2.0
Alchemy
Artifact Lore
Faerie Lore
Magic Language - Elementia
Magic Language - Naturian
Magic Language - Nifle
Magic Language - Oozian
Magic Language - Psion
Magic Language - Shadian
Magic Language - Sorcery
Magic Language - Witchery
Magic Lore
1.5
1.25
Astral Lore.9
Administration
Character Judgment
Demon/Devil Lore
Diplomacy
Musician
Persuasion
Religious Language Aster
Religious Language High Eirenay
Religious Language High Sindathul
Religious Language Low Eirenay
Religious Language Low Sindathul
Religious Language Middle Eirenay
Religious Language Middle Sindathul
Religious Language Nifle
Religious Language Sumerian
Research
Undead Lore
.75
Public Speaking
Religious Lore
Singing
.5
Forbidden Skills:All Barbarian Weapons
All Hafted Weapons
All Missile Weapons
All Pole Arms
All Swashbuckler Weapons
All Swords
All Thrown Weapons
Artillery
Barbarian
Beast Speech
Beastmaster
Blink
Burrow
Cantrips
Cocoon
Create Element
Dimension Door
Dimensioning
Direction Sense
Disease Resistance
Distant Death
Drop of the Fallen
Drow Spells
Druid
Endure Cold
Endure Heat
Eyes of the Wolf
Fast Healer
Flying
Focused Attack
Gnosis
Great Leaps
Homid Combat
Infravision
Jam Technology
Leap of the Kangeroo
Lightsleep
Living Weapon
Lupus Combat
Mage Air Magics Arcane Knowledge
Mage Air Magics General Knowledge
Mage Air Magics Special Knowledge
Mage Dark Magics Arcane Knowledge
Mage Dark Magics General Knowledge
Mage Dark Magics Special Knowledge
Mage Disenchanting Magics Arcane Knowledge
Mage Disenchanting Magics General Knowledge
Mage Disenchanting Magics Special Knowledge
Mage Earth Magics Arcane Knowledge
Mage Earth Magics General Knowledge
Mage Earth Magics Special Knowledge
Mage E&E Arcane Knowledge
Mage E&E General Knowledge
Mage E&E Special Knowledge
Mage General Spells Arcane Knowledge
Mage General Spells General Knowledge
Mage General Spells Special Knowledge
Mage Green Magics Arcane Knowledge
Mage Green Magics General Knowledge
Mage Green Magics Special Knowledge
Mage Illusions Arcane Knowledge
Mage Illusions General Knowledge
Mage Illusions Special Knowledge
Mage Lay Healer Arcane Knowledge
Mage Lay Healer General Knowledge
Mage Lay Healer Special Knowledge
Mage Lesser Summonings Arcane Knowledge
Mage Lesser Summonings General Knowledge
Mage Lesser Summonings Special Knowledge
Mage Sorceries of the Mind Arcane Knowledge
Mage Sorceries of the Mind General Knowledge
Mage Sorceries of the Mind Special Knowledge
Mage Transformation Magics Arcane Knowledge
Mage Transformation Magics General Knowledge
Mage Transformation Magics Special Knowledge
Mage Water Magics Arcane Knowledge
Mage Water Magics General Knowledge
Mage Water Magics Special Knowledge
Magic Dampener
Magic Enhancer
Magic Resistance
Martial Artist
Master Bowman
Master Defender
Master of Barbarian Weapons
Master of Battle Magics
Master of Defensive Magics
Master of Hurled Weapons
Master Ritualist
Master Swordsman
Mechanician
Mental Perception
Mental Resistance
Military Scientist
Mystic Sense
Paladin
Persuasion
Phase Attack
Poison Resistance
Power Perception
Primal Urge - Homid
Psionic Combat
Psionic Concentration
Quarterstrength
Ranger
Reshape Natural Object
Scent of the Wolf
Sense Wyrm
Sleep and Charm Resistance
Smell of Man
Sorcery
Spell Energy
Spell Memory
Spelljammer Astrogator
Spelljammer Pilot
Spirit Ward
Strong Lungs
Suppleness
Swashbuckler
Teleport Other
Teleportation
Time Sense
Toughness
Ultravision
Weapons Kata
Weather Seer
COP Missiles
Magic Missile
Agent of Law
Combat Sense
Night Sense