Cleric

Ability Requirements: Wisdom 9
Armour: All
Weapons: See below

Outside the city states, away from the bureaucracy of the sorcerer-kings and their templars, the most common type of priest is the cleric. All clerics worship one of the elemental (air, earth, fire or water) or paraelemental planes (magma, rain, silt or sun) and draw their magical energies directly from them. However‚ the backgrounds and motivations for clerics may be vastly different – the shamans of the halflings, the mullahs of the trader caravans, and the healers among the slave tribes are all very different, but they’re all clerics.

Every cleric must choose one elemental plane as his focus of worship. This choice will dictate what spells he can call upon and what types of weapons he will prefer to use. A cleric has major access to the sphere of his element of worship. He also has minor access to the sphere of the Cosmos. The spells themselves are received directly from the elemental sphere. A cleric need not restrict his activities to supporting his element on Athas, but direct opposition may cause spells to be withheld, at the DM’s option. For example, a cleric of the water who goes out of his way to poison or otherwise damage a watering hole might suffer for this action.

Clerics concentrate their efforts on magical and spiritual pursuits, and usually leave combat to others. However, Athas is a violent world, and practicality dictates that they train in combat, as well. Clerics are not restricted with regard to armour, but commonly limit themselves to weapons that are somehow related to their particular elemental plane of worship.

Cleric Weapon Restrictions

Elemental Plane of Air: Since the air does not lend itself easily to being an offensive weapon, clerics of the air rely instead on weapons that are guided by the air. They may use any sort of bow, blowgun, or sling, regardless of construction. Spears are also acceptable, used in either a melee or missile role.

Elemental Plane of Earth: Clerics of the earth are usually the best armed since they can use stone and metal in their weapons. Wood is also acceptable to them since it originally grew from the ground. They may use all weapons.

Elemental Plane of Fire: Clerics who worship this plane rely on flaming weapons. Favoured weapons include flaming arrows, burning oil, and magical weapons enchanted to somehow burn or scald. In extreme circumstances, heating metal weapons to cause searing damage is another acceptable practice among the clerics of the flames. Because it was once fused under great pressure and heat, all obsidian weapons are also acceptable.

Elemental Plane of Water: Those who worship this plane recognize water as the bringer of life to the wastelands, the originator of all that grows. Therefore, clerics of the water may use any weapon that is of organic origin, usually wood or bone. They may use bows, clubs, maces, javelins, quarterstaffs, spears, and warhammers.

Paraelemental clerics: Because paraelementals are only concerned with the quantity of their material on the Prime Material Plane, they rarely express any individual preferences. This means that paraelemental clerics are not restricted in the weapons they wield.

Class Abilities

Botanical Enchantment: As spellcasters, clerics know the secret of using a potion fruit to grow more potion fruit. See Magic on Athas for full details.

Spells: Clerics gain major access to the sphere of their element and minor access to the sphere of the Cosmos. Clerics must prepare Cosmos spells before casting, but cast elemental spells spontaneously. Clerics must be fully rested in order to regain spells, prepared or otherwise. When a cleric prepares spells, he must be near his patron element – a naked flame, bowl of water, upon the earth or beneath the sky.

Turn Undead: The cleric is granted power over undead. His ability to turn undead (see PHB page 103) enables him to drive away these creatures or destroy them utterly (though a cleric of evil alignment can bind the creatures to his will). Most Athasian undead are unique creatures – the cleric turns them according to their Hit Dice.

Minor Granted Power: At 3rd, 5th, 7th, 9th and 11th level, elemental clerics gain a minor power (player’s choice), depending on their patron element: air, earth, fire, magma, rain, silt, sun or water.

Ignore Element: A cleric can ignore the presence of the element he worships when he reaches 5th level. The duration of this power is a number of rounds equal to his level, and it can only be performed once per day. Thus, a cleric of water may move through water freely and one of earth may pass through stone walls as if they were not there. Force exerted on the cleric by the element may also be ignored-a great wind will not affect a cleric of the air, flames will not burn a cleric of the flames. This protection extends to everything that the cleric is carrying on him at the time. See the relevant granted powers section for more information on this ability: air, earth, fire, magma, rain, silt, sun or water.

Sacrifice: Any time a cleric of 5th level or higher is within a defiler’s magical destruction radius x 2, he may substitute his life force for the spell’s energy. He loses 1 hp for every level of the defiler’s spell, but the land suffers no ill effects. If he should come up short, the cleric loses all remaining hit points and whatever remains is taken from the land. There are no penalties if a cleric fails to use this power, unless it causes him to violate his pact.

Divine Craft: The cleric can enchant potion fruit and scrolls (or their equivalent), and recharge magic items when he reaches 7th level. Consult your DM for further information on this.

Gate Element: A cleric can gate material directly from his elemental plane when he reaches 7th level, up to one cubic foot per level above 6th. The material is a pure, raw and basic specimen from the plane in question. The shape of the gated material may be dictated by the cleric, but it cannot be gated more than 50 feet from the cleric. Material may be gated only once per day. If used to inflict damage, the element deals 1d6 points of damage per level of the cleric. See the relevant granted powers section for more information on this ability: air, earth, fire, magma, rain, silt, sun or water.

Divine Gift: The cleric learns how to craft all other magic items from 11th level onwards. Consult your DM for details on this process.

Divine Power: Targets of your spells suffer the listed penalties on all saving throws against your magics.

Major Cosmos: From 21st level, the cleric gains major access to the sphere of Cosmos.

Paraelement: The cleric can ignore and gate elemental material from a paraelement related to his patron element (or an element related to his patron paraelement, for paraelemental clerics).

Quasielement: The cleric can ignore and gate elemental material from a quasielement related to his patron element or paraelement.

Cleric

Warbringer logarium