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Skip Navigation LinksHigh Fantasy HERO>Conversions>D&D>AD&D 2nd Edition>Priests / Clerics
Conversion Document
FROM: AD&D 2nd Edition
TO: HERO System 5th Edition
PRIESTS
AD&D priests are more than just followers of some religion, they are proxies for a transcendent being, earthly fonts of divine power and influence, invested with mystical powers beyond the ken of mortal man. Entrusted by the very gods to carry out their will upon the mortal coil, priests were a potent and much welcomed addition to any adventuring group.
Priests go through various levels of understanding and capability as they advance. As they gain experience and greater understanding of their purpose in their patron's service, their patron entrusts them with ever greater power. Essentially, as they progress their ability to cast larger and more powerful Divine Spells increases.
Priests make their way by espousing and advancing the tenants of the patrons which they serve.
In AD&D 2nd Edition there were two basic types of Priests available for play; Clerics and Druids. Clerics were further subdivided into Specialty Priests. The following guidelines provide advice on how to take an AD&D Cleric or Druid and convert them into the HERO System.
AD&D 2nd EDITION GENERAL DIVINE SPELLCASTING
AD&D 2nd EDITION DIVINE MAGIC VPP CONTROL COST
  • Only Divine Magic (-1/2)
  • Very Limited List of Spells (Spheres) (-1; can't be removed)
  • Only Change Spells With Meditation (Requires unmodified Faith Roll and 1 hour of Meditation;-1/2)
  • All Spells Must Have 1 Charge (-1/4)
  • Only Usable While In Good Standing With Faith (can't be removed; -1/4)
  • Variable Limitation (-1/2; each Spell must take -1 of Limitations from Focus (Holy Symbol), Extra Time, Concentration, Incantation, Gesture, Limited Range, or RSR: Magic Skill vs. Spell Resistance in any combination at a MINIMUM)
  • Uses Sphere Model (-0; can't be removed)
Total Limitation: -3
Control Cost per Spell Level (15 Pool) = 1.75 Real Points
Total Cost per Spell Level (15 Pool) = 17 Real Points
SPELL LEVEL VARIATION
A 2nd Edition Divinist's Spell Range is limited to 0 to 6th Spell Level, i.e. 15 to 105 Active Points. This is analogous to the 1st thru 7th Divine Spell Levels of AD&D 2nd Edition Divine Magic.
SPELL CREATION
AD&D 2nd Edition Priests cannot create new spells.
DIVINIST  MAGIC SCHOOL SKILLS
Clerics follow the Priestly paradigm of Magic use and simply need the Faith Skill which also serves as KS: Religion for that Priests own religion, and PS: Priest of that religion.
Priestly Faith: Power Skill: Faith; Real Cost: 3 Points
Druids Druids work magic via their mastery of natural forces and use a version of the Faith Skill which is called Nature Lore, which also serves as KS: Nature Lore, and PS: Druid.
Druidic Faith: Power Skill: Nature Lore; Real Cost: 3 Points
CLERICS
Clerics are the unquestioned masters of divine magic in the AD&D paradigm. They outstrip all other Divine Spellcasters in the breadth of their options and the flexibility of the their Spell list.
Clerics typically serve a particular god and gain specific abilities based upon the outlook of the deity they serve.
In the HERO System, a Cleric would be well advised to put almost all of their points into increasing their Magic VPP to cast ever higher level Spells.
Sample Cleric Package Deals
A number of Cleric Package Deals can be found here.
AD&D 2nd Edition Cleric Conversion
Consult the Priest column of the AD&D 2nd Edition Class Level to Character Points Chart to determine how many Character Points your Character has available to them in the HERO System. Either use one of the Cleric Package Deals provided above or create your own. The Exemplar Base Package and the Cleric (Generic) Composite Package are particularly well suited to AD&D 2nd Edition Clerics.
CLERIC CLASS ABILITY CONSIDERATIONS
SPELLCASTING
The ability to cast Spells is a Cleric's primary Class Ability. This is handled using the guidelines provided in the Magic System and the Divine Magic System. Specifically, AD&D 2nd Edition Clerics use the AD&D 2nd Edition DIVINE MAGIC VPP Control Cost and the Spheres of Influence Model.
SPHERES OF INFLUENCE
AD&D 2nd Edition organized Divine Magic into Spheres of Influence, as detailed in the Divine Magic System guidelines. By default Clerics had access to the following Spheres.
Cleric Spheres: Major: Astral, Charm, Combat, Creation, Divination, Guardian, Healing, Necromantic, Protection, Summoning, Sun; Minor: Elemental; Real Cost: 23 points
QUEST SPELLS
The rules for Quest Spells may be found in the Divine Magic System guidelines.
MAGIC ITEM CREATION
The last major advantage for Cleric's is that they can create new Magic Items vis the Knowledge Skill Investiture, Scroll Scribing, and Alchemy. This is discussed in the Divine Magic System guidelines.
Priestly Investor: KS: Investiture, KS: Scroll Scribing, KS: Alchemy; Real Cost: 9 Points
GRANTED POWERS
TURN UNDEAD
Aside from their Spellcasting capabilities, Clerics also have the capacity to turn or control undead (depending upon their Alignment -- Good priests Destroyed/Repelled, others Commanded). "Turning" Undead would destroy weaker Undead, and force more powerful Undead to avoid the Cleric. Turn Undead is considered a Granted Power, and is the only one that Clerics get by default.
Referring to the most recent edition of Fantasy HERO for HERO System 5th Edition, Undead Turning is handled as a form of Presence Attack in the HERO System; refer to Fantasy HERO pg 128 for the specifics of this ability, but a summary follows.
TURN UNDEAD
Turn Undead: +50 PRE Only To Make PRE Attacks (-1), Only vs. Undead Creatures (-1), Full Phase, Delayed Phase (-3/4), Limited Effect (-1), Only Usable While In Good Standing With Faith (can't be removed; -1/4); Real Cost: 10 Points; +5 PRE for 1 point
FOLLOWERS

In 2nd Edition people would hear about what swell guy a Cleric was, and would show up to follow them automatically once they got to a certain Level threshold. Alternately, the Cleric would found a church or equivalent and build a congregation. There are a few ways to handle this in the HERO System detailed here.

WEAPONS AND ARMOR
By default, AD&D 2nd Edition Clerics could wear any armor and use any type of shield, but could only wield blunt weapons. Thus most Clerics wielded Hammers or Maces. It is left to the GM's discretion whether they wish to enforce this restriction in the HERO System or not. If they do then the inability to use non-blunt weapons is simply lumped into the "must be in good standing with religion" clauses that the Cleric operates under; the blunt weapon usage is part of their religions code of conduct and not worth any points as a separate Disadvantage.
PRIESTS OF A SPECIFIC MYTHOI
Specialty Priests serving a specific deity, with differing requirements, outlook, and abilities than the "generic" Cleric. This type of Divinist is the default in my own campaign setting, with generic Clerics not being allowed. Each type of Specialty Priest has different abilities and requirements dependent upon the nature of the deity that they serve. Many have special Granted Powers in addition to their spells. Further, many of the religions surrounding specific deities have notable characteristic which might translate into a game effect.
All of the rules and guidelines pertaining to Clerics above also pertain to Specialty Priest. As a rule of thumb, each type of Specialty Priest should have a custom Composite Package detailing their capabilities. If one does not already exist within your campaign setting for a type of Specialty Priest you are interested in playing, see if your GM is amenable to helping you develop a Specialty Priest Package suitable for your needs.
SPECIALTY PRIESTS AND SPHERES OF INFLUENCE
The primary fashion in which Specialty Priest will differ from Clerics is in their Spheres of Influence. Rather than use the Cleric Spheres listed above, each type of Specialty Priest should have a custom list of allowed Spheres as appropriate to their deity.
GRANTED POWERS
Most Specialty Priests benefit from the use of one or more Granted Powers. Granted Powers often accrued at specific Class Levels in the source material, but in the HERO System can be purchased in any order and at any time unless the GM restricts their availability
Granted Powers vary in their composition, but are always relevant to the nature of the patron deity and always have the "Only Usable While In Good Standing With Faith (can't be removed; -1/4)" Limitation. Check with your GM to find out if they already have a Package available for a particular type of Specialty Priest with predefined Granted Powers.
Granted Powers must always have Only Usable While In Good Standing With Faith (can't be removed; -1/4)
Granted Powers can range in capability, but as a general rule of thumb should cost around 15 to 30 Real Points. More powerful Granted Powers are possible, but care should be taken to keep Granted Powers from turning into out and out super powers; a default staple of the genre is "X times per day", so Charges are a very appropriate way to reign in more powerful Granted Powers; usually 1 Charge per Day and rarely more than 3 Charges per Day.
SAMPLE GRANTED POWERS
DEITIES OF: Peace, Mercy, Healing, Sun
Clear of Mind: +5 Mental Defense; Only Usable While In Good Standing With Faith (can't be removed; -1/4) plus 25% Mental Damage Reduction; Only Usable While In Good Standing With Faith (can't be removed; -1/4); Real Cost: 16 Points
DEITIES OF: War, Strength, Murder
Deadly Blow: +2d6 Killing, any Weapon, any Circumstance (+2d6 HKA; OIF: Weapon of Opportunity (-1/2); Only Usable While In Good Standing With Faith (can't be removed; -1/4)); Real Cost: 17 Points
DEITIES OF: Magic, Protection, Defense, Anti-magic
Spell Resistance 15-; Only Usable While In Good Standing With Faith (can't be removed; -1/4); Real Cost: 15 points
DEITIES OF: Protection, Defense, Luck, Fate
Divine Favor: 2 Levels of Combat Luck (6 PD/ 6 ED); Only Usable While In Good Standing With Faith (can't be removed; -1/4); Real Cost: 10 points
DEITIES OF: Weather, Lightning, War
Lightning Bolt: 4d6 RKA (Electric), AoE: Any Area (6" Any Area; +1); (120 Active Points); 1 Charge per Day (-2), Concentration (1/2 DCV; -1/4), Extra Time (Full Phase; -1/2), No Range (-1/2); Only Usable While In Good Standing With Faith (can't be removed; -1/4); Real Cost: 27 points
DEITIES OF: Sun, Law, Good, Protection, Love
Turn Undead: +50 PRE Only To Make PRE Attacks (-1), Only vs. Undead Creatures (-1), Full Phase, Delayed Phase (-3/4), Limited Effect (-1), Only Usable While In Good Standing With Faith (can't be removed; -1/4); Real Cost: 10 Points; +5 PRE for 1 point
DEITIES OF: Terror, Charm, Death, Strength
(Un) Holy Terror: +50 PRE Only To Make PRE Attacks (-1), Full Phase, Delayed Phase (-3/4), Limited Effect (Fear Only; -1), Only Usable While In Good Standing With Faith (can't be removed; -1/4); Real Cost: 12 Points; +4 PRE for 1 point
DRUIDS
Druids are a variant Priest that focus on Divine Magic garnered directly from the Natural forces of the environment. Their complement of Spells was much smaller than normal Priests, but they had many granted abilities to compensate for the lack.
In the source material Druids also had an extremely complicated progression, unique among the classes. For the purpose of these guidelines, Ill leave the matter of Druidic progression up to the individual GM.
Sample Druid Package Deals
The Druid (Generic) Package is ideally suited to converting an AD&D 2nd Edition Druid.
AD&D 2nd Edition Druid Conversion
Consult the Priest column of the AD&D 2nd Edition Class Level to Character Points Chart to determine how many Character Points your Character has available to them in the HERO System. Either use one of the Druid Package Deals provided above or create your own. The Druid (Generic) Package is specifically well suited towards a 2nd Edition character being converted into the HERO System.
DRUIDS CLASS ABILITY CONSIDERATIONS
SPELLCASTING
The ability to cast Spells is a Druids primary Class Ability. This is handled using the guidelines provided in the Magic System and the Divine Magic System. Specifically, AD&D 2nd Edition Druids use the AD&D 2nd Edition DIVINE MAGIC VPP Control Cost and the Spheres of Influence Model.
SPHERES OF INFLUENCE
AD&D 2nd Edition organized Divine Magic into Spheres of Influence, as detailed in the Divine Magic System guidelines. By default Druids had access to the following Spheres.
Druid Spheres: Animal, Elemental, Healing, Plant, Weather; Minor: Divination; Real Cost: 13 points
DRUID SPEAK
Druids have a secret language that they use to communicate privately with one another, and as a form of identification.
Druid Speak: Language: Druidic; Completely Fluent; Real Cost: 3 points
GRANTED POWERS
Druids have a number of Granted Powers, detailed below. Unlike Clerics and Specialty Priests, Druids don't serve a particular entity or religious dogma, however they are held to a standard of behavior pertaining to the protection and nurturing of Nature. Thus, they too must  apply the Only Usable While In Good Standing With Faith (can't be removed; -1/4) Limitation to their Granted Powers. In the source material these Granted Powers were gained over many Class Levels; it is up to the GM's discretion whether this order of progression is enforced in the HERO System, but the default assumption is that they are not.
RESISTANCE TO FIRE AND ELECTRICITY
Armor 0 PD/5 ED, Hardened (+1/4) (9 Active Points); Only vs Fire & Electricity (-1 1/2), Only Usable While In Good Standing With Faith (can't be removed; -1/4); Real Cost: 3 points
DRUID SIGHT
Detect (Sight): Plants, Animals, Pure Water, (Class of Things  Discriminatory) (10 Active Points); Extra Time (Full Turn, -1); Only Usable While In Good Standing With Faith (can't be removed; -1/4); Real Cost: 4 points
TRACKLESS STRIDE
Gliding: 6"; Ground Gliding (-1/4), Only Usable While In Good Standing With Faith (can't be removed; -1/4); Real Cost: 4 points
SYLVAN TONGUE
Linguist; 7 points of Languages for woodland creatures, Only Usable While In Good Standing With Faith (can't be removed; -1/4); Real Cost: 8 points
SYLVAN ANTICHARM
+15 Mental Defense; Only vs. Woodland Creatures (-1 1/4), Only Usable While In Good Standing With Faith (can't be removed; -1/4); Real Cost: 6 points
DRUIDIC SHAPECHANGE
Multiform (100 Character Points in the most expensive form) (x4 Number Of Forms), 3 Continuing Charges lasting 1 Hour each (+1/4) (37 Active Points); Extra Time Full Phase (-1/2), Delayed Phase (-1/4), Costs END Only To Change (4 END, -1/2), Only Usable While In Good Standing With Faith (can't be removed; -1/4); Real Cost: 15 points
HIEROPHANT ABILITIES
As part of their bizarre progression after 16th class Level Druids stopped accruing Spellcasting ability, and instead gained unusual special abilities. The equivalent of these abilities in the HERO System are provided below.
IMMUNITY TO POISON
LS: Immunity to Poison; Only Usable While In Good Standing With Faith (can't be removed; -1/4); Real Cost: 8 points
VIGOR
Limited Buy-off: Age Disadvantage; Only Usable While In Good Standing With Faith (can't be removed; -1/4); Real Cost: 8 points
DRUIDIC CHANGESELF
Change Self: Shapeshift (Sight Group; Cellular (does not count as Magical), Imitation, Variety of Shapes: Limited Group of Shapes), Reduced Endurance 0 END (+1/2) (60 Active Points); Extra Time 1 Turn (Post-Segment 12), Only to Activate Constant or Persistent Power (-3/4), Only Usable While In Good Standing With Faith (can't be removed; -1/4); Real Cost: 30 points
DRUIDIC HIBERNATION
Long Sleep: (Total: 48 Active Cost, 33 Real Cost) Simulate Death (+5 to roll) (8 Active Points); Only Usable While In Good Standing With Faith (can't be removed; -1/4) (Real Cost: 6) plus Life Support , Eating: Character does not eat, Immunity: All terrestrial diseases and biowarfare agents, Longevity: Immortal, Safe in High Pressure, Safe in High Radiation, Safe in Intense Cold, Safe in Intense Heat, Safe in Low Pressure/Vacuum, Self-Contained Breathing, Sleeping: Character does not sleep (40 Active Points); Only Usable While In Good Standing With Faith (can't be removed; -1/4), Linked to Simulate Death (-1/4) (Real Cost: 27); Total Real Cost: 33 points
TRAVEL TO PLANE OF ELEMENTAL EARTH
Elemental Earth Travel: (Total: 59 Active Cost, 49 Real Cost) Extra-Dimensional Movement (Single Dimension (Elemental Plane of Earth)) (20 Active Points); Only Usable While In Good Standing With Faith (-1/4) (Real Cost: 16) plus Survival (Elemental Plane of Earth) (14 Active Points); Only Usable While In Good Standing With Faith (-1/4) 17- (Real Cost: 11) plus Navigation (Elemental Plane of Earth) (14 Active Points); Only Usable While In Good Standing With Faith (-1/4) 17- (Real Cost: 11) plus Life Support , Safe in High Pressure, Self-Contained Breathing (Real Cost: 11); Total Real Cost: 49 points
ADD PLANE OF ELEMENTAL FIRE
Elemental Earth & Fire Travel: (Total: 79 Active Cost, 66 Real Cost) Extra-Dimensional Movement (Related Group of Dimensions, Any Location (Elemental Earth, Elemental Fire)) (35 Active Points); Only Usable While In Good Standing With Faith (-1/4) (Real Cost: 28) plus Survival (Elemental Plane of Earth, Elemental Plane of Fire) (16 Active Points); Only Usable While In Good Standing With Faith (-1/4) 17- (Real Cost: 13) plus Navigation (Elemental Plane of Earth, Elemental Plane of Fire) (15 Active Points); Only Usable While In Good Standing With Faith (-1/4) 17- (Real Cost: 12) plus Life Support , Safe in High Pressure, Safe in Intense Heat, Self-Contained Breathing (Real Cost: 13); Total Real Cost: 66 points
ADD PLANE OF ELEMENTAL WATER
Elemental Earth, Fire, & Water Travel: (Total: 82 Active Cost, 68 Real Cost) Extra-Dimensional Movement (Related Group of Dimensions, Any Location (Elemental Earth, Elemental Fire, Elemental Water)) (35 Active Points); Only Usable While In Good Standing With Faith (-1/4) (Real Cost: 28) plus Survival (Elemental Plane of Earth, Elemental Plane of Fire, Elemental Plane of Water) (18 Active Points); Only Usable While In Good Standing With Faith (-1/4) 17- (Real Cost: 14) plus Navigation (Elemental Plane of Earth, Elemental Plane of Fire, Elemental Plane of Water) (16 Active Points); Only Usable While In Good Standing With Faith (-1/4) 17- (Real Cost: 13) plus Life Support , Safe in High Pressure, Safe in Intense Heat, Self-Contained Breathing (Real Cost: 13); Total Real Cost: 68 points
ADD PLANE OF ELEMENTAL AIR
Elemental Earth, Fire, Water, & Air Travel: (Total: 85 Active Cost, 71 Real Cost) Extra-Dimensional Movement (Related Group of Dimensions, Any Location (Elemental Earth, Elemental Fire, Elemental Wate, Elemental Air)) (35 Active Points); Only Usable While In Good Standing With Faith (-1/4) (Real Cost: 28) plus Survival (Elemental Plane of Earth, Elemental Plane of Fire, Elemental Plane of Water) (18 Active Points); Only Usable While In Good Standing With Faith (-1/4) 17- (Real Cost: 14) plus Navigation (Elemental Plane of Air, Elemental Plane of Earth, Elemental Plane of Fire, Elemental Plane of Water) (17 Active Points); Only Usable While In Good Standing With Faith (-1/4) 17- (Real Cost: 14) plus Life Support , Safe in High Pressure, Safe in Intense Heat, Safe in Low Pressure/Vacuum, Self-Contained Breathing (Real Cost: 15); Total Real Cost: 71 points