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Treasure Awaits! Clerics
Guidelines for adding Warrior-Wizards
Contributor: Precis Intermedia *Created: Feb 20, 2010Modified: Jan 13, 2019System: Treasure Awaits!

Use the following guidelines to use the cleric as an adventurer vocation. Clerics serve the tenets of religious faith, protecting the civilized world against foul beasts and invading enemies. They are part warrior and part priest, and often mistaken for wizards. 1. Ability Ratings
Use the table below.
 Roll  Cleric Abilities 
 1  3-1-4 
 2  2-2-4 
 3  3-2-3 
 4  2-3-3 
 5  3-3-2 
 6  4-1-3 
2. Pursuits
Choose from Athletics, Battlewear, Brawling, Melee, Literacy, Spellcasting 3. Weapons
Choose either Staff, Mace, or War Hammer 4. Armor
Use the table below.
 Roll  Cleric Armor 
 1  Leathers 
 2  Brigandine 
 3  Brigandine 
 4  Brigandine & Shield 
 5  Chain Mail 
 6  Scale Mail 
5. Spells
Clerics begin play with a new spell called Scatter (see below) and two Wizard spells before each adventure. Rather than learning these spells, they are granted to clerics before each adventure by divine powers; existing spells other than scatter are forgotten. The grade of the spell is limited by the cleric’s spellcasting rating. They can only use the following Wizard spells: Abate Damage, Blurred Target, Illuminate Self, Purify, Slow, Calm of the Beast, Magic Shield, Reveal Invisibility, Cloak Item, Rushing Wind, True Heading, and True Worth. Scatter
Grade: 1
Duration: Momentary
Target: Any creature that is not alive
Effect: A number of the creatures equal to the cleric’s spellcasting rating plus the roll of one die flee the chamber; once the adventurers leave the chamber, the scattered creatures return to it; this spell can only be cast once per chamber; the difficulty of the spellcasting task is increased by 1diff for every 3 creatures present.

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