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Clerical Alignment
Any
Followers Alignment
Any
Required Abilities
Wisdom 9
Weapons Allowed
Axes and Hammers
Spells Granted
All (Major)
Charm (Major)
Creation (Major)
Divination (Major)
Elemental Earth (Major)
Guardian (Major)
Healing (Major)
Necromantic (Major)
Protection (Major)
Granted Powers
Infravision 60'
+1 to Saves vs. Spells, at 9th level this ability becomes identical to the Mystic's Resistance ability. [The cleric automatically receives half damage from spells, no damage if a successful save is made.]
+1 to Saves vs. Rod, Staves, and Wands.
Detect unusual stonework as a Dwarf, if the cleric is a Dwarf he is automatically successful if actively examining the masonry, otherwise the normal chances to succeed apply, even if the Dwarf does not actively search.
Clerics of Kagyar automatically receive the Artistic Ability Trait. Characters with this trait may perform simple artistic tasks, sketching maps, moulding small figures, even without proficiency in these matters. Characters who take proficiency in an art form are able to create exceptional works of art worth up to 50% more than normal.
Clerical Alignment
Any
Followers Alignment
Any
Required Abilities
Wisdom 12
Strength 9
Weapons Allowed
Two handed sword, Heavy Crossbow, Light Crossbow, Hand Crossbow, Any Axe, Spear, Club, Any Hammer.
Spells Granted
All (Major)
Combat (Major)
Divination (Major)
Healing (Major)
Necromantic (Minor)
Protection (Major)
Thought (Major)
War (Major)
Granted Powers
Control Undead
Gain fighter's bonuses to hit and damage for high strength.
Gain fighter's bonus to Hit Points for high constitution.
Clerics of Karaash may specialise in one of their allowed weapons.
Clerics of Karaash use d10 to determine Hit Points instead of d8.
90% resistance to sleep and charm related spells or powers.
Clerical Alignment
Any
Followers Alignment
Any
Required Abilities
Wisdom 9
Weapons Allowed
Scythe
Spells Granted
All (Major)
Astral (Major)
Divination (Major)
Guardian (Major)
Healing (Major)
Necromantic (Major)
Summoning (Major)
Time (Major)
Travellers (Major)
Granted Powers
All casting times are reduced by 1 to a minimum of 1.
Spell duration's are increased by 1 round per 2 levels.
+2 to initiative
Spells of the Time sphere are cast as if the priest were 1 level higher.
Clerics of Khoronus may cast the following Wizard spells as if they were normal Priest spells: Alacrity, Contingency, Extension I, Extension II, Extension III, Foresight, Forget, Haste, Mordenkainen's Lucubration, Past Life, Permanency, Slow, Time Stop
Once per day per level the Cleric may dodge an attack or spell by stepping out of time. This requires a successful Save vs. Spells, if it is unsuccessful the cleric receives any normal Saving Throw with a +2 bonus.
Clerical Alignment
Any, preferably Chaotic
Followers Alignment
Any
Required Abilities
Wisdom 12
Intelligence 9
Weapons Allowed
Any Bludgeoning
Spells Granted
All (Major)
Chaos (Major)
Charm (Major)
Creation (Major)
Divination (Major)
Numbers (Major)
Thought (Major)
Granted Powers
Hide in Shadows as a thief. This ability increases by 4% per level.
Clerics of Korotiku may cast spells of the Illusion/Phantasm school as if they were priest spells.
Clerics of Korotiku may cause minor chaotic effects in a 20' radius. These effects are almost never harmful to the victim, who may receive a Save vs. Spells if appropriate. These effects are intended to amuse others and aid the Clerics in pranks and practical jokes. An attempted misuse of this power will fail, and perhaps Korotiku may be so upset with the Cleric as to visit such effects on him. Example: This ability could be used to cause someone to trip and land face first into a nearby bakery dish, but not to trip and fall into a pit filled with poisonous snakes.
Clerical Alignment
Lawful or Neutral
Followers Alignment
Any
Required Abilities
Wisdom 9
Weapons Allowed
Quarterstaff, Net, Bolas, Bo Stick, Lasso, Any Defensive or Subduing Martial Art
Spells Granted
All (Major)
Charm (Major)
Divination (Major)
Guardian (Major)
Healing (Major)
Necromantic (Major)
Protection (Major)
Thought (Major)
Wards (Major)
Granted Powers
Protection from Evil 3 times per day
Turn Undead
Cast Friends once per day.
Bonus Proficiency of Negotiation, a +1 bonus is earned for every 3 levels.
Clerical Alignment
Neutral Evil, Chaotic Neutral, Chaotic Evil
Followers Alignment
Any
Required Abilities
Wisdom 12
Dexterity 9
Weapons Allowed
Any Thief
Spells Granted
All (Major)
Chaos (Major)
Charm (Major)
Creation (Major)
Divination (Major)
Summoning (Major)
Granted Powers
Find/Remove Traps as a Thief. This ability improves by 4% per level.
Cast spells of the Illusion/Phantasm school as if they were normal Priest spells.
Clerics of Loki may cause minor chaotic effects in a 20' radius. These effects are always harmful to the victim, who may receive a Save vs. Spells if appropriate. These effects are intended to embarrass others and aid the Clerics in their fiendish practical jokes. This power is almost impossible to misuse, but if Loki deems the cleric is creating general entertainment rather than amusement at the expense of the victim, Loki may demonstrate proper use of the power on the Cleric. Example: This ability should not be used to enhance the performance of the Court Jester, but rather to make the normally esteemed ruler look as foolish as the Court Jester. Perhaps having him suddenly become drunk at Court or have his pants fall down while giving an important speech.
Clerical Alignment
Any Evil.
Followers Alignment
Any
Required Abilities
Wisdom 12
Charisma 9
Intelligence 9
Weapons Allowed
Any Bludgeoning
Spells Granted
All (Major)
Charm (Major)
Creation (Major)
Divination (Major)
Healing (Major)
Necromantic (Major)
Travellers (Major)
Granted Powers
Bonus Proficiency Fast-Talking, a +1 bonus is earned for every three levels of experience.
Cast spells of the Charm sphere as if the priest were one level higher.
Cast spells of the Enchantment/Charm school as if they were normal Priest spells.
Clerics of Masauwu may gain followers whenever they establish a stronghold, regardless of the clerics level.
Clerics of Masauwu may Control Undead.
Any attempt to discern the alignment of a cleric of Masauwu will always fail.
Clerical Alignment
Any
Followers Alignment
Any
Required Abilities
Wisdom 9
Weapons Allowed
Swords and Bows
Spells Granted
All (Major)
Animal (Major)
Creation (Major)
Divination (Major)
Guardian (Major)
Healing (Major)
Necromantic (Major)
Plant (Major)
Protection (Major)
Weather (Major)
Granted Powers
Clerics of Mealiden may turn undead
90% resistance to Sleep and Charm related spells
Infravision 60'
Detect secret and concealed doors as an elf
Bonus Proficiency Blind Shooting
+2 to AC when unarmoured and unencumbered
Clerical Alignment
Any
Followers Alignment
Any
Required Abilities
Wisdom 12
Intelligence 9
Weapons Allowed
Any mechanical weapon, plus staves
Spells Granted
All (Major)
Divination (Major)
Numbers (Major)
Thought (Major)
Granted Powers
Clerics of Noumena never receive false readings from Divination spells if such a result is possible
Clerics of Noumena may cast spells of the Wizard schools of Greater and Lesser Divination as if they were normal priest spells
Clerics of Noumena automatically posses the Obscure Knowledge trait. Characters with this trait may make an Intelligence Check (or have one made for them) to see if they remember some bit of trivia pertaining to the situation at hand. The information may or may not be useful
Clerics of Noumena are under the effects of a permanent version of the priest spell True Seeing. The spell grants all abilities of the priest spell but the effects are not obvious. Invisible creatures are merely visible, polymorphed creatures appear as their true form, etc. For this reason not all differences between the priest's vision and the vision of the priest's companions may be immediately apparent
Clerics of Noumena receive the Mystic ability Awareness and are only surprised on a roll of one
Clerics of Noumena receive the Mystic ability Mind Block making them immune to sleep, hold, charm, ESP, quest, and geas spells or effects.
Clerical Alignment
Any Good
Followers Alignment
Any
Required Abilities
Wisdom 12
Weapons Allowed
Spears, javelins, and pikes
Spells Granted
All (Major)
Divination (Major)
Numbers (Major)
Rune Spells (Special)
Thought (Major)
Weather (Major)
Granted Powers
Clerics of Odin may specialise in the use of one of their allowed weapons
Clerics of Odin may cast Reincarnate as a fourth level spell
Clerics of Odin may cast spells of the Wizard schools of Greater and Lesser Divination as if they were normal priest spells
At 3rd level a cleric of Odin may cast Find Familiar. This spell may be only if the Cleric does not currently have a familiar, and will always summon a Raven. In all other respects this ability is identical to the mage spell of the same name
Once per day starting at 5th level a Cleric of Odin may throw a Javelin of Lightning
Clerics of Odin may learn Power Runes as described in Gaz7 Northern Reaches. This may be done without the loss of a Constitution point. However, the Cleric must still follow the spells and rituals described in Gaz7
Clerics of Odin do not receive Purify Food & Water.
Clerical Alignment
Any Neutral
Followers Alignment
Any Neutral
Required Abilities
Wisdom 12
Intelligence 9
Weapons Allowed
Any Bludgeoning (most worshippers are dragons and do not use weapons)
Spells Granted
All (Major)
Divination (Major)
Elemental Earth (Major)
Healing (Major)
Guardian (Major)
Necromantic (Major)
Protection (Major)
Sun (Major)
Granted Powers
Continual Light once per day
Receive d10 Hit Points per level instead of d8
Receive exceptional Con and Str bonuses as a fighter
Acquire the languages of Dragon-kin (or Human-kin for Dragons) at the rate of one per level
Cast Know Alignment once per day
Cast Polymorph Self and Shapechange as if they were normal priest spells
Clerical Alignment
Chaotic Neutral or Chaotic Evil
Followers Alignment
Any Chaotic or Evil except Chaotic Good
Required Abilities
Wisdom 9
Strength 9
Intelligence 9
Weapons Allowed
Any Bludgeoning plus Whip and Scourge
Spells Granted
All (Major)
Chaos (Major)
Charm (Major)
Combat (Major)
Healing (Major, Reversed Only)
Necromantic (Major, Reversed Only)
War (Major)
Granted Powers
Control Undead
Receive d10 Hit Points per level instead of d8
Receive exceptional Con and Str bonuses as a fighter
Cast the spells of the Invocation/Evocation school as if they were normal priest spells
Cast Charm Person 3x per day
If desired upon reaching 5th level, or any time thereafter the Cleric may choose to become a Devil Swine (Wereswine). This change is permanent and affords all abilities and limitations of the new form
-2 AC bonus when fighting demi-humans
Clerical Alignment
Any Neutral
Followers Alignment
Any
Required Abilities
Wisdom 12
Charisma 15
Weapons Allowed
Any Druidic
Spells Granted
All (Major)
Animal (Major)
Elemental (Major)
Healing (Major)
Plant (Major)
Sun (Major)
Weather (Major)
Granted Powers
Clerics of Ordana have the power to call spirits of nature or animals to aid them. (qv Spells & Magic pp. 34-38)
Clerics of Ordana may Move Silently or Hide in Shadows in wilderness settings as a thief of equal level
At 3rd level Clerics of Ordana may identify plants, animals, and clean water with perfect accuracy, identical to druids
Clerics of Ordana may learn to communicate with any forest race which a Druid can
At 3rd level a Cleric of Ordana may pass without trace the woodlands as a Druid can
Clerics of Ordana may only wear armours made of natural or once living materials. (Identical to Druid restriction)
Clerical Alignment
Any Chaotic
Followers Alignment
Any Chaotic
Required Abilities
Wisdom 12
Intelligence 9
Weapons Allowed
Any Bludgeoning (most worshippers are dragons and do not use weapons)
Spells Granted
All (Major)
Chaos (Major)
Divination (Major)
Elemental Earth (Major)
Healing (Major)
Guardian (Major)
Necromantic (Major)
Protection (Major)
Sun (Major)
Granted Powers
Infravision 60'
Control Undead
Receive d10 Hit Points per level instead of d8
Receive exceptional Con and Str bonuses as a fighter
Acquire the languages of Dragon-kin (or Human-kin for Dragons) at the rate of one per level