Cleric (or Anti-Cleric) GARB: White or Black robe, sash, or headband and a symbol of the Cleric's faith. WEAPONS: Daggers, short sword, long sword, Pole arm, staff (detracts from spell points) ARMOR: Up to 3 points (detracts from spell points) SHIELD: Any (detracts from spell points) MAGIC: Has enchantments and spells LIVES: 3 (Additional life gained at 3rd level) LIMITATIONS: To wear armor, the Cleric sacrifices the ability to carry enchantments, including Clerical enchantments. CLERICAL WEAPONS AND ARMOR COST TABLE: Weapon Type: Cost: Dagger 0 Short sword (3') 2 Long sword (4') 3 Spear 3 Staff 2 Small or Medium Shield 1 Large Shield 2 Armor (max. of 3 points) 2 per point of armor MAGIC POINTS: magic points useable to buy magic at that level Magic User's level 1st 2nd 3rd 4th 5th 6th 1 10 2 10 10 3 10 10 10 4 7 8 7 8 5 6 6 6 6 6 6 5 5 5 5 5 5 CLERIC MAGIC: Name Type Uses Cost Max 1st Level Bless Shield E 1/game 1 4 Heal + S 1/life 1 6 Mend S 1/life 1 4 Spirit Fist S 1/bolt/u 1 4 Weapon Enhance * E 1/game 1 4 2nd Level Enchant Shield + E 1/game 1 4 Harden Skin * E 1/game 1 4 Shove S 1/life 1 4 Spirit Hammer S 1/bolt/u 1 1 Spell Block E 1/game 1 4 3rd Level Cleanse + S 1/life 2 4 Harden E 1/game 1 4 Protect E 1/game 1 4 Poison * E 1/life 2 4 Sacred Ground FE unlim. 2 - 4th Level Ambidexterity N unlim. 2 - Enchant Weapon * E 1/game 2 2 Flame blade E 1/game 1 4 Spell Bounce E 1/game 1 4 Resurrect + S 1/game 1 6 5th Level Holy Armor + E 1/game 2 4 Protection from Death E 1/game 1 2 Vorpal Sword E 1/game 2 2 Holy Favor N 1/game 1 4 6th Level Mass Shove S 1/game 1 2 Phoenix Fire E 1/game 2 2 Protection from Magic E 1/game 1 4 Replenish N 1/game 1 1 Wounding * S 1/game 1 2 (For role-play purposes, spells labeled with a + are inherently 'good' and those with a * are designed for 'evil'.) CLERIC MAGIC DESCRIPTIONS: 1st Level Magic Bless Shield T: Enchantment M: White cloth I: Shield in left and, tie on cloth and repeat "I bless this shield" x10 E: Shield is proof against one spell ball hit, including Iceball, Entangle, and Petrify. N: Will not stop a Sphere of Annihilation. Heal T: Spell M: Wounded person I: Touch person and say once: "Sword cut, spear stab, mace smash, arrow jab, let the white light of healing descend on thou. Sword cut, spear stab, mace smash, arrow jab, let the white light of healing stop thy spilling blood. Sword cut, spear stab, mace smash, arrow jab, let the white light of healing mend thy bones. Sword cut, spear stab, mace smash, arrow jab, let the white light of healing close thy wounds. Sword cut, spear stab, mace smash, arrow jab, let the white light of healing restore thy vigor. Sword cut, spear stab, mace smash, arrow jab, the white light of healing hath healed thou." E: Person's wound is healed. N: May be used on self. Will alter the effects of druidic flesh to stone to those of an ice ball. Will repair one point of berserk barbarian body armor on any one specific body area. May not heal enchantments. Mend T: Spell I: Touch item and repeat 10x "may this be whole again" E: Damaged item is repaired (or one point of armor), with any previous enchantments still intact. L: Cannot be used on heated or cursed weapons. Place locations can not be mended in this manner. Spirit Fist T: Spell M: Padded blue spell ball with streamers I: Hold spell ball in hand and repeat "Sprit Fist" x5 E: A direct hit on a person will kill or wound them just as if it were a throwing weapon. N: May be blocked by shields and weapons. Destroys one point of armor. Affects all classes. Bounces do not count. Is not stopped by protection from projectiles. Weapon Enhance T: Enchantment M: Yellow cloth I: Hold weapon in left hand, tie on cloth and repeat "I enhance this weapon " x10 E: Blue weapons are treated as red, weapons that are normally red do four points off armor and can destroy a shield and unprotected arm on two hits. 2nd Level Magic Enchant Shield T: Enchantment M: Yellow cloth I: Shield in left hand, say 10x "Enchant this shield." E: Shield can only be destroyed by a sphere of annihilation and is unaffected by other magics. Harden Skin T: Enchantment M: White cloth, holy symbol I: Touch recipient with holy symbol and repeat "May thy form resist harm" x5, tie cloth to person. E: Grants 1 point of armor to all body parts (sectional , non-invulnerable) N: It is possible to simulcast up to 4 points of armor in this manner. Harden Skin may not be combined with any other form of protection, a shield may be used. It is proof only against physical attacks. Shove T: Spell I: Repeat "I shove thee" x 5. R: 20 ft. E: Forces victim to back up 20 ft. by telekinetically shoving them. L: Cannot force a person into a physically dangerous position. N: Will work against frozen, sleeping, wounded, etc. persons. Will not work against barbarians, paladins, and anti-paladins. Spirit Hammer T: Spell M: A padded yellow throwing hammer (must be a legal throwing weapon), holy symbol I: Touch symbol to hammer and say "Sprit hammer" x5 E: A direct hit to a person or item will destroy the person or item. Will destroy armor and cause death. N: Only one Sprit Hammer may be carried at a time. Protection from Flame grants no protection; although Protection from Projectiles will, as this is a thrown weapon. Spell Block T: Enchantment M: White cloth I: Tie cloth onto wrist and repeat "May the spirit of (favorite deity) protect thee from magic"x5 E: Bearer is immune to the first magic cast against them, including spell ball hits. 3rd Level Magic Cleanse T: Spell M: Diseased or poisoned person, holy symbol I: Touch target with holy symbol and repeat "May the spirit of (favorite deity) cleanse thy soul!" X5 Harden T: Enchantment M: White strip of cloth I: Tie cloth on object, repeat "harden this (name of item)" x 5. E: Makes object indestructible, except versus sphere of annihilation & relics. L: Cannot be placed on player, garb, armor, etc. Protect T: Enchantment M: White cloth I: Repeat 5x "I protect", tie cloth onto person. E: Person enchanted is immune to the first hit of any kind or the first magic cast against him (invulnerable). N: May be simulcast up to 4 times on the same person. May not be mended. Poison T: Enchantment M: Weapon or person, yellow strip of cloth I: Tie cloth on and repeat " May the spirit of (deity) harm thy enemies!" X5 E: Poison will kill victim in a 100 count, will not transfer through armor. If a weapon is enchanted and removes the last point of armor, victim is poisoned. Sacred Ground T: Fixed Enchantment M: 10ft measure, markers for 10 foot square/diameter area. I: Place markers in position. Recite, "May (deity) watch this ground and keep it sacred." X3. E: While Cleric is within Sacred Ground, all spells incantations are reduced to x1. The last two lines are only needed if casting a Heal or Resurrect. N: May be dispelled. Disappears when the caster dies. 4th Level Magic Ambidexterity T: Neutral E: Cleric doesn't need left hand to cast magics. Enchant Weapon T: Enchantment M: Yellow and white/black cloth I: Weapon in left hand, 10x "Enchant this Weapon." Tie on cloth. E: Causes wounds to kill, all limb hits are death. Flame blade T: Enchantment M: Red and yellow cloth, edged weapon, holy symbol. I: Tie cloth to weapon, repeat "By the fires/light of (deity's home) ignite this blade.", hold symbol to weapon. E: Equal to blade sharp spell, with fire abilities. Negates ice ball and druid/healer entangle effects by touch, and the weapon itself is impervious to fireball and heat weapon magics. Resurrect T: Spell M: Dead person I: "Sword cut, spear stab, mace smash, arrow jab, let the white light of healing descend on thou. Sword cut, spear stab, mace smash, arrow lab, let the white light of healing, stop thy spilling blood. Sword cut, spear stab, mace smash, arrow jab, let the white light of healing mend thy bones, Sword cut, spear stab, mace smash, arrow jab, let the white light of healing close thy wounds. Sword cut, spear stab, mace smash, arrow jab, let the white light of healing restore thy vigor. Sword cut, spear stab, mace smash, arrow jab, the white light of healing hath resurrected thou." E: The dead person is alive again, negating the last death. L: A dead person cannot move on his own or speak in order to be resurrected. A person that reaches nirvana cannot be resurrected (exception- summon dead). Will not turn monsters back to human. Monsters created by spells or enchantments may not be resurrected. N: A dead person may remain on the field as long as he wishes, but may not affect or impede play. Spell Bounce T: Enchantment M: White cloth I: Tie cloth on wrist and repeat "Give back to others as they would give to you!"x5 E: The next verbal spell directed at the bearer will be directed back at the caster. N: Does not include spell balls. 5th Level Magic Holy Armor T: Enchantment M: White cloth, holy symbol I: Touch recipient with holy symbol, tie on cloth and repeat "May the armor of (favorite deity) protect you from harm" x5 E: Bearer gains one point of sectional, invulnerable armor (i.e.; Druidic Stone skin) N: May only be simulcast twice. May not be worn with any other protection except a shield. May not be Mended. Protection from Death T: Enchantment H: White cloth I: Repeat 5x " repeat "May (deity) protect you from Death." E: Makes the enchanted person immune to touch of death, curse, killing grounds, mutual destruction, finger of death, doomsday, vibrating palm, and class abilities that steal lives. Holy Favor T: Neutral I: Announce at the start of the battle game, "The eyes of (favorite deity) look down upon me with great favor!" E: As long as the Cleric is not wearing armor, he may cast enchantments on self and still cast other spells without losing the enchantment. If the Cleric is wearing armor; he may now wear an enchantment, but may NOT cast magics without the enchantment becoming negated if it is his own. Vorpal Sword T: Enchantment M: Sword, white cloth, holy symbol I: Touch holy symbol to weapon and repeat "May this weapon condemn thy enemies to Hades (or favorite nether-plane)!" x5, tie cloth on weapon. E: Causes wounds to kill. Anyone slain by this weapon is treated as though they have been exposed to the healer spell Sever Spirit (i.e. may not be Resurrected by any means). 6th Level Magic Mass Shove T: Spell R: 50 feet I: Point at attackers and say loudly "From my heart and from my hand, I force my foes from my land!" x2 E: All targets within range are telekinetically forced back 20 feet. N: Will not work against Ice balled, Entangled, or Sleeping enemies. Does not work against Barbarians. Phoenix Fire T: Enchantment M: White cloth I: Tie cloth on wrist and repeat "May the fires of the Phoenix rise and resurrect thee!" E: Bearer may repeat the incantation at any time after they have died. When finished the bear is resurrected, as per the Healer spell. N: Bear must repeat "May the fires of the Phoenix rise and resurrect me!" x5 and be heard within 50 feet to come back to life. Protection from Magic T: Enchantment M: Yellow cloth I: Cloth in left hand, 10x "Protection from all forms of magic" tie on person or object. E: Blocks all forms of magic, even heal and resurrect. L: Does not block class abilities. Does not stop a flame wall. N: Treat weapons with enchantments as normal weapons. Replenish T: Neutral E: May purchase 5 points (not 5 magics) worth of 1st through 3rd level Cleric spells. Wounding T: Spell M: Unwounded victim I: Repeat 2x "from my heart I strike of your (right or left/arm or leg)." E: Victim's limb is destroyed. R: 20 ft. N: Monks are immune. The Cleric may move while casting.