Priests or priestesses are men or women who
have dedicated themselves to the service of one of
the gods or good titans.   They have a strong desire
to serve their master and bring glory to his or her
name.  Depending upon the master they serve
clerics are bound by certain codes of conduct or
restrictions.   Clerics see their function as three-fold:  
 To Honor their Master in service: battle or otherwise,
to send the dead to rest properly, and to combat
undead and demons where ever they are found.  
Almost every village will have a priest or priestess if
for no other reason than to keep the village from
being overrun by undead.

All clerics must use the aspergillum as a weapon,
primary or otherwise.   The aspergillum is a mace
that has a very small hallow core that contains holy
water used to bless the graves of the dead as well as
combat undead and demons.  

All clerics must tithe 10% of their wealth to their
temple to pay for its upkeep and to support the
various activities of their belief.   Failure to tithe will
lead to the cleric being blacklisted and possibly
hunted. Clerics often work hand in hand with
Templars and White Mages and they will often
coordinate their activities. Clerics of higher rank and
serving the same Master may command a Templar to
a given task or mission if the Templar is not currently
on a mission for a higher ranked cleric.   This rarely
leads to tension but occasionally some clerics abuse
their authority.

Clerics are not you standard fighters, but they are far
from defenseless.  They become skilled with the use
of the aspergillum/mace and it becomes a more
effective weapon in their hands.   While they do not
need magical aptitude, clerics with some magical
ability gain benefits in using their skill.  Clerics may
be mages, but will obviously be limited to restrictions
in armor like a mage. For each rank a character
achieves in cleric he or she may add 2% to the base
chance of hitting with the aspergillum/mace.   (Maces
maybe turned into an aspergillum by subtracting 2
from damage. At ranks 3, 6 and 9 they add one on to
the damage of the aspergillum.   Depending on their
rank, clerics have ability to repulse or even destroy
undead or cast out demons.  They also add 3% to
MR to resist spells cast by undead or demons
CLERIC
Rank 1:  Bless graves:  Clerics can bless the graves of the dead and prevent them from returning as undead.  
Clerics must sprinkle the bodies with holy water and expend 1 FT in uttering the prayer of purification.   Clerics can
also turn mindless undead by rolling under 3 X WP +5% per rank. (+3% for every point of MA above 10) Clerics will
expend 2 FT in every attempt to turn undead whether it succeeds or not.  Clerics may effect up to ½ their WP of
undead with this ability, doubled if they have a MA of 10 or greater.  Undead who are turned will run away from the
cleric for D +12 pulses, if the undead resist by rolling under MR they may not come within 10 feet (+5 feet per rank)
of the cleric. If they fail their resistance by 30 or more they are destroyed and the cleric will receive ½ the exp for the
undead as if he fought them in combat.  Create Holy Water:  Clerics can create a number of pints of holy water
equal to their rank. Each pint will refill an Aspergillum twice.  Cost 2 FT

Rank 2:  Aspergillum may splash holy water as an attack that deals +2 damage to undead and demons. This not
absorbed by armor. Cleric may make this ranged attack twice in a pulse.

Rank 3:  Transfer FT in similar fashion to a healer.  (Clerics must touch the one being healed unless they have a
MA of 10 or higher in which case their healing will have a range of 2 feet per point above 10)  Turn vengeful &
servitor Undead.   Lesser undead will be destroyed if they fail their roll by 30 or more.  Greater undead that are
vengeful or servitor that are not turned will continue to attack as normal.

Rank 5: Cleric is now known by the title of Exorcist or Inquisitor.   Clerics of this rank may be appointed to administer
a temple in a given region or sent on crusade to destroy a particular evil in a given area.   They may now turn duty-
bound undead and keep greater undead at bay.  Greater undead kept at bay may not come within 5 feet (+2 feet
for every rank after 5) of the cleric unless they roll under their MR.   Clerics with a MA of 10 or higher can double
their effective radius.  Perform exorcism:  Clerics may attempt to cast out a demon possessing someone or send an
actual demon back to its home plane.   The base chance is 4 x WP (+3% per rank after 5) – the WP of the demon.
This ability cost 2 FT to use.  The cleric must be within 5 feet of the possessed person or demon. (Clerics with MA of
10 and higher add 3% per point above 10 to their success chance as well as 2 feet to the range per point above
10.)   Resist pain and immunity to fear. Extra strike with aspergillum/mace.

Rank 6:  Aspergillum now does +4 damage to undead and demons. Cleric may make this attack 3 times in given
pulse.  Mindless undead must roll under MR or turn to dust when hit by holy water.   Cleric can cure diseases from
undead by expending 4 FT and may heal battle damage or damage caused by life draining.   The base chance is
60% + (5% per rank after 6) with a range of 15 feet.  This cost 2 FT to use and will heal the person of D+10 points.   
Clerics with a MA of 10 or higher add 3% for every point above 10.  Turn Shadows – Archshadows & Ghuls

Rank 7: Turn Devourers & Vampires.   

Rank 8:  Circle of Protection:  By expending 4 FT a cleric may bless those around him with immunity to fear and the
ability to resist pain.  This ability extends in radius of 15 feet from the cleric and will only effect his or her allies. This
effect will last for 1 hour.   All lesser undead and minor demons hit by holy water must roll under MR or be
banished.  Turn Night Touched-Wraith-Wight and Spectres.  

Rank 9:  Aspergillum does +6 to undead and demons and the cleric may sprinkle holy water up to four times in a
given pulse.   Circle of Light:   By expending 4 FT a cleric may set up a circle of light within a 15 foot radius that
allows those within the circle to resist the special attacks of the undead and demons.    Protected members now may
roll under MR to resist the effects of life draining and add +15% to resist spells cast by undead or demons.   Any
lesser undead entering the circle must roll under their ½ their MR or be destroyed.   Minor & Major demons entering
the circle will be banished to their home plane if they fail to roll under MR.

Rank 10:  Clerics can reach this rank only by being taught by a Solar and then only by completing a quest for his or
her master.  Immune to the life draining effects of the undead.  If they successfully resist a spell by rolling under ½
their MR cast by an undead or demon that spell is turned back on the caster. Lich & Death Knight as well as Greater
demons and Demonic Lords are kept at bay. (Not Demonic Masters or Krovan Lords) Cleric is protected by their
Master’s aura and take only 1/2 damage from attacks by these opponents. This modifier applies after the damage
has penetrated armor if a weapon.