Priest Spells: Get 1 Grand, 3 Major, 6 Minor spheres.
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Level 1: Turn Undead, see [S3]
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Level 1: May use 1 instance of material componenting per spell as a 0 action. You lose this ability if you are a Specialty Priest.
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Level 1: Over Hit: If you hit someone and needed a negative number to hit them (i.e. your TH bonus was greater than his AC), do x1.5 dmg.
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Level 1: +1 slot in Weapon Mastery per level.
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Level 1: Fighting Withdrawal: 2V: Disengage melee combat without receiving a parting shot.
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Level 9: Can construct religious stronghold, cost is ½ due to religious help. Must contain temple/cathedral/church at least 2500 sq.ft. If cleric clears area, gains 9 sp/inhabitant from trade/taxes/tithes
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Level 9: Detect Deception: can sense lies and see through all illusions with 1M.
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Level 9: Loan: Can transfer hit points from self to any creature or group of creatures within sight (1M action). Cannot raise above max hp.
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Level 9: Smash: 0: Get -5 to hit, but add an additional Str bonus to damage.
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Level 9: Parry: +N AC for each weapon you are wielding (N=0 for small, N=1 for medium, N=4 for large).
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Level 9: Disarm: 0: An attack you do does no damage, roll 1d20+(your Dex)-(target's Dex)*2, if greater than 0 he is disarmed.
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Level 10 ¶: +8 HNCL
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Level 12: If you need a 2 or less to hit a target, you may attack it twice for each attack.
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Level 15: Divine Voice: 1M+1P+1V action: all within 180' save vs. spell or Entralled (as spell). Cleric can issue a Mass Suggestion as well.
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Level 18: Divine Strength: Can adjust Wis, Str, and Chr as follows: 1M action: one stat raised to equal the cleric's level or +1; the two other stats are reduced by 2; lasts for 1 r/level; maintained effect.
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Level 24: If you need a 2 or less to hit a target, you may attack it three times for each attack.
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Level 27: Divine Will: Can throw off any one non-godly effect per day; the effect simply does not function on the cleric.
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Level 36: If you need a 2 or less to hit a target, you may attack it four times for each attack.
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