Cleric
Preparation
A Cleric is a preparation spellcaster that casts divine spells drawn from the cleric spell list. His alignment, however, may restrict him from casting certain spells opposed to his moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells in the core rules.
Spell Availability
]A druid may cast any spell he is attuned to based on the Attunement table, as long as he has the Anima Points to do so. To attune to or cast a spell, a druid must have a Wisdom score equal to at least 10 + the spell level and for the spell level to be lower or equal to than the max spell level for his class
Spell DC
The Difficulty Class for a saving throw against a cleric’s spell is 10 + the spell level + the cleric’s Wisdom modifier.
Anima Points
A Cleric has a number of APs in a spell pool. The druid's APs are defined by the Cleric's Anima Points per level table below, plus any bonus anima points based on the Bonus Anima Points table and their WIS score,
Burned Aura
Because a Cleric’s spells are not internalized to his aura (they are sacred powers cast through divine inspiration, each time the Cleric casts a spell it leaves some traces on his magic aura (much like the lingering auras that can be revealed with a detect magic spell, though the residue on a Cleric’s aura is often too faint to actually set off detect magic).
This residue, known as Burned Aura, makes it difficult for the Cleric to cast the same spell multiple times in the same day, as some traces of its previous mystic pattern interfere with the casting process. As a result, each time a Cleric casts the same spell since restoring his spell pool, It costs one additional AP each time the same spell is cast. (Though see Spontaneous Casting, below.) This additional spell-point cost is removed when the Cleric refills his spell-points and attunes his spells for the day.Orisons
A cleric can prepare a number of orisons, or 0-level spells. Each orison he prepares reduces the number of Memory Points in his Memory pool by 1 until he next attunes spells. These spells are cast like any other spells, but once prepared they do not require the cleric to expend any points from his spell pool to cast them. Orisons do not suffer from Burned Aura.
Domain Spells
A cleric’s deity influences her alignment, what magic he can perform, his values, and how others see him. A cleric chooses two domains from among those belonging to his deity. A cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if his alignment matches that domain. If a cleric is not devoted to a particular deity, he still selects two domains to represent his spiritual inclinations and abilities (subject to GM approval). The restriction on alignment domains still applies.
Each domain grants a number of domain powers, dependent upon the level of the cleric, as well as a number of bonus spells added to the cleric’s spell list. The cleric is always considered attuned to the spells from his domains. In addition, the cleric receives an additional pool of AP – expending them does not force the cleric to save against fatigue. The spell-points in the domain pool can only be used to cast spells from the cleric’s domain. A cleric may combine spell-points from his domain pool with spell-points from other sources to pay the cost of casting a spell from his domain.
In addition, a cleric gains the listed powers from both of his domains, if he is of a high enough level. Unless otherwise noted, activating a domain power is a standard action.
Recuperation
Each cleric must choose a time at which she must spend 1 hour each day in quiet contemplation or supplication to regain her daily allotment of spells. Time spent resting has no effect on whether a cleric can prepare spells. A cleric may prepare and cast any spell on the cleric spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.
Reference
https://www.d20pfsrd.com/classes/core-classes/Cleric/
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