CLERIC GARB: White robe, sash, or headband and a symbol of the Cleric's faith WEAPONS: Daggers, short sword, long sword, polearm, 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) LIMITAIONS: To wear armor, the Cleric sacrifices the ability to carry enchantments, including Clerical enchantments. CLERIC WEAPON AND ARMOR COST TABLE: Weapon Type Cost Dagger 0 Short sword (3') 1 Long sword (4') 2 Spear 3 Staff 2 Small or Medium Shield 1 Large Shield 2 Armor (maximum of 3 points) 2 per point of armor MAGIC POINTS magic points useable to buy magic at that level Magic User's 1st 2nd 3rd 4th 5th 6th level 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 The following tables list the magic available to magic users at their respective levels. The tables list the magic's name, its type, number of uses ("u" means unlimited), cost, and max number purchased. Note that all magical balls cast at the same time must be thrown at the same time. An unlimited number may be carried. The max listing in their cases is the maximum number that may be simultaneously charged and thrown. 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 Resurrect S 1/game 1 6 4th Level Enchant Weapon E 1/game 2 2 Flameblade E 1/game 1 4 Spell Bounce E 1/game 1 4 5th Level Holy Armor E 1/game 2 4 Protection E 1/game 1 2 Vorpal Sword E 1/game 2 2 Holy Favor N 1/game 1 - 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 - 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 spellball hit, including Iceball, Entangle, and Petrify. N: will not stop a Sphere of Annihilation. Heal Exactly like the Healer spell of the same name. Mend Exactly like the Healer spell of the same name. Spirit Fist T: Spell M: Padded blue spellball with streamers I: Hold spellball in hand and repeat "Spirt Fist" x5 E: A direct hit is treated exactly like a throwing weapon N: See Wizard's Magic Bolt for more information Weapon Enhance T: Enchantment M: White 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 Exactly like the Wizard spell of the same name. 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 wrist 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 protect except a shield. It is proof only against physical attacks. Shove Exactly like the Wizard spell of the same name. Spirit Hammer T: Spell M: A padded yellow throwing hammer (must be a legal throwing weapon), holy symbol M: Touch symbol to hammer and say "Spirt hammer" x5 E: A direct hit is treated exactly like a Wizard Lighting Bolt N: Only one Spirt Hammer may be carried at a time. Protection from Flame grants no protection from this spell 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 spellball 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 Exactly like the Healer enchantment of the same name. Protect Exactly like the Healer enchantment of the same name. 4th Level Magic Enchant Weapon Exactly like the Wizard enchantment of the same name. Flameblade Exactly like the Druid spell of the same name, except that the Cleric must repeat "By the fires of heaven ignite this blade" x5, to active along with all other material components. 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 spellballs. 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 Stoneskin) N: May only be simulcast twice. May not be worn with any other protection except a shield. May not be Mended. Protection from Death Exactly like the Healer enchantment of the same name, except the Cleric must repeat "May Lord protect you from Death! x5. Holy Favor T: Neutral I: Announce at the start of the battlegame "The eyes of (favorite deity) look down upon me with great favor!" E: Cleric may cast enchantments on self and still cast other spells without losing the enchantment 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 buy 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 Iceballed, 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 Exactly like the Wizard enchantment of the same name. Replenish T: Neutral E: May purchase 5 points (not 5 magics) worth of 1st through 3rd level Cleric spells.