Icewind Dale II | Character | Classes | Priests | Cleric
Cleric

The cleric is a generic priest (of any mythos) who tends to the spiritual needs of a community. He is both the protector and healer, though he is not totally defensive.

Wisdom is the casting statistic for a cleric. It affects their maximum spell casting level, spell saving throw DCs and number of bonus spells. When a character takes a level of cleric, they will be required to pick a deity which is their deity for all cleric levels.

Hit Points per level: 1-8

Advantages:
  • Proficient with all simple, light, medium and heavy armor, as well as shields.
  • Ability to cast powerful defensive and healing spells.
  • Ability to Turn Undead. When this power is invoked, the cleric attempts to use the power of his or her patron deity to either terrify (if good or neutral) or control (if evil) a group of undead. The higher the cleric's level and charisma are, the greater his or her chance of success is.
  • Clerics receive special powers and spells from their deity.
  • Spontaneous Casting: Clerics can convert their spells to cure (if good or neutral) or inflict (if evil) spells of the nearest level when a player shift-clicks on a spell at the time of casting. The spell clicked is immediately removed from the character's memorized list and cast as the nearest cure or inflict spell of the same level. If no cure or inflict spell is available for that level, the highest spell under the converted spell level is used.
Disadvantages:
  • Clerics do not have access to many powerful offensive spells.
  • Clerics are weaker in combat than fighters, rangers, paladins and barbarians.
Cleric Deities

When a character takes a level of cleric, they will be required to pick a deity from the following list: Ilmater, Lathander, Selune, Helm, Oghma, Tempus, Bane, Mask, Talos. This is their deity for all cleric levels.

Selecting a deity is restricted by alignment. It also gives you two special advantages and access to domain spells. Domain spells are a special set of spells. For every cleric spell level the character can cast, he or she may cast one domain spell per day, from a list of two per spell level. These alignment restrictions, advantages, and domain spells are listed below. Domain spells have been assigned arbitrary levels for the purposes of fitting into the "domain" and feel of the deity.

Click on the deity below for details on each.



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