Clerics are spiritual spellcasters who have a connection to powers not of this world. Whether this power is a god, a spirit, or an idea, a Cleric’s link to an otherworldly being or belief transcends the mundane and grants her supernatural abilities.

The Cleric is the holy priest whose faith in his god allows him to heal the sick. She is the necromancer who raises an army of the dead at the command of her dark benefactors. He is the tribal shaman who communes with spirits to guide her tribe, and the paladin whose devotion to justice helps him to defend the weak and helpless.

The Cleric possesses a wide range of spiritually-sourced abilities. She wields power over life and death and travels in realms beyond. Many of the Cleric’s abilities are drawn from seemingly contradictory domains – light and darkness, purity and corruption, good and evil. Whether a Cleric channels power from one end of the spectrum or the other (or, perhaps, somewhere in between), he harnesses primal forces of the Multiverse and serves as a conduit through which these greater powers may affect the mortal plane.


Clerics have a collection of prayers, incantations and rituals available to them that allow for the creation of a diverse range of spiritual practitioners. All of the Cleric’s abilities, unless specifically noted, must be cast through direct physical contact with the target. The Cleric’s spells are divided into three Disciplines: Healing, Spirit and Necromancy. Some examples are included here.


The Healing Discipline draws on the divinity of life, protection, light and restoration. It is frequently utilized by benevolent, heroic Clerics.

Holy Bolt: The Holy Bolt ability allows the Cleric to generate a bolt of holy energy that instantly and completely heals whomever it strikes.  Additionally, Holy Bolt can be used to utterly destroy any undead creature it strikes. To cast the spell a Cleric simply throws a bolt at the target and yells “Holy Bolt!” The spell is used up whether the bolt hits or misses.

“Ray of light that falls on fields,
Or faces fair, alight and glow
Or ray of light on shadow falling,
Break, dispel, disperse and go!”


This Discipline allows the Cleric to interact with spirits of the fallen, creatures of the spirit world, and even with the Gods of RE themselves. All Clerics have a “Sixth Sense” as to the presence of spirits, but any further interaction with spirits requires the use of spells from this Discipline. (Though there are times when spirits may be unable to respond to the magic cast on them, as is the case with a spirit under the effects of Last Rites, and certain “spirits” may actually be Mages traveling in the Astral realm, or Rogues who have Hidden.)

Commune: Commune allows the caster to journey through the spirit realm to have an audience with the gods.  A Cleric may only cast this spell in a quiet, calm place. The god’s do not always take an expected or pleasant form, and this spell promises nothing beyond the ability to speak with the divine.  A Cleric wishing to Commune would be well advised to treat deities with the respect They deserve.

“I seek a journey past the great beyond
To lands where gods and demons dwell
Where walk the ancient spirits of the dead
And where I walk I will walk once more still

I beseech thee, guardians of the gate
Allow me to pass, and return back through death’s door
To the lands of living, bearing only
The answers that I seek, and nothing more”



This dark and potent art deals with death and the undead. One of the most foul practices of the cleric, Necromancy offers power over the damned and dominion over death itself. The most potent field of Necromancy involves the creation of Undead.

Undead are unnatural abominations, twisted monsters given animation by the dark powers of the Necromancer. Undead come in many types and forms, but they have some universal traits. Undead no longer feel pain, and while they are not faster, tougher or stronger than humans, this ability makes them fearsome opponents.

Animate Ghoul: Animate Ghoul transforms a single, recently deceased corpse into a twisted and feral undead version of its former self. The Ghoul is wholly under the control of the Cleric who created it, but retains its mental faculties and can understand and follow complex commands just as well as it could have in its past life.  Ghouls also retain the abilities they had in life, be that the ability to wield a weapon, to cast spells, or to use the skills of a rogue. They keep their human memories and something of their personalities, but become a malevolent, corrupt and carnivorous version of their old selves. Ghouls are affected by all Magic (as if they were Level 0). Ghouls may move out of sight of the Cleric. If the Cleric who animated a Ghoul is killed, the Ghoul must complete its last command, and if it manages to do so, the Ghoul becomes independent of the Cleric for as long as it remains animated.

“Twisted corpse I twist you further
Awaken sinew, muscle, brain
Twitching fiend of death and hunger
A ghoul I make you, now my slave”