Difference between revisions of "Cleric"
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!width="350" align="left"|Book | !width="350" align="left"|Book | ||
!width="150" align="left"|Book Location(s) | !width="150" align="left"|Book Location(s) | ||
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− | | | + | {{AddSpell|level=2|name=Detect Poison|mana=5|book=a translucent green spellbook|translucent|green|spellbook}} |
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− | | | + | {{AddSpell|level=2|name=Magic Lantern|mana=5|book=a worn softly glowing spellbook|worn|glowing|spellbook}} |
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Revision as of 04:48, 2 February 2011
Clerics derive their magic through the agency of the gods. By and large the gods of Sloth are gentle, benevolent sorts, and so the spells of clerics concentrate on healing and protection. Clerics are granted a small number of powerful destructive spells as well, however, so do not anger them.
Long ago, clerics were forbidden from using all but blunt weapons. In the modern world, however, the gods have deemed it wise for clerics to learn at least a little of the martial skills, and so all but the lowliest novices have gained expertise with most weapons and armor.
Prime Abilities