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Clerics
Spheres: Spiritual
Prime stats: Wisdom, Intuition
Mana stat: Wisdom
Spell Circles: Minor Spiritual, Major Spiritual, Cleric Base
   
Clerics tap their power from the spiritual realm, a source of power rooted within the deities of Elanthia. As masters of this spiritual power, Clerics follow many paths; some as simple priests, others as crusaders devoted to preserving life whether by use of their spells or by dint of arms. Through their spell mastery, Clerics may commune with deities, resurrect the dead, protect themselves and their comrades and banish the undead. Clerics can gain skill at arms, but they must devote more time and energy to it than non-spell users. Heavier armor may adversely affect their ability to cast spells.

Special commands

MEDITATE
Allows you to meditate on the day's events, aiding in mana and spirit recovery. Meditation requires one's full attention; speaking or taking actions will interrupt your deep thoughts.

APPRAISE <person>
In addition to a quick appraisal of physical health, Clerics can quickly determine the spirit levels and preservation of a person's spirit.

Skill Training Costs

P/M   (T)   Skill   P/M   (T)   Skill
9/9
8/0
13/0
20/20
10/6
4/2
4/2
10/3
9/3
9/3
11/3
6/1
15/8
12/12
7/0
0/8
0/2
0/2
  (1)
(1)
(1)
(1)
(1)
(1)
(1)
(1)
(1)
(1)
(1)
(1)
(1)
(1)
(1)
(3)
(2)
(2)
  Two Weapon Combat
Armor Use
Shield Use
Dodging
Combat Maneuvers
Edged Weapons
Blunt Weapons
Two-Handed Weapons
Ranged Weapons
Thrown Weapons
Polearm Weapons
Brawling
Multi-Opponent Combat
Ambush
Physical Training
Spell Research
Arcane Symbols
Magic Item Use
  3/2
0/4
0/20
0/6
0/10
0/20
0/12
0/3
0/12
2/6
2/4
5/4
0/3
1/1
0/3
3/3
4/0
3/0
3/2
  (2)
(3)
(1)
(2)
(1)
(1)
(1)
(3)
(1)
(1)
(2)
(1)
(2)
(2)
(2)
(1)
(1)
(1)
(2)
  Spell Aiming
Harness Power

Elemental Lore

Spiritual Lore

Sorcerous Lore

Mental Lore

Mana Control Elemental

Mana Control Spiritual

Mana Control Mental

Disarm Traps
Pick Locks
Stalk and Hide

Perception

First Aid

Trading

Picking Pockets
Climbing
Swimming

Survival
help

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