Clerics are the militant priests that serve as the defenders and guardians of holy places. Most likely you will see a cleric become part of a group of adventurers and roaming the realm seeking to further the faith of their chosen god or gods by spreading the word of their chosen faith.
Clerics are the most common kind of all the priests. Clerics are the Sturdy Soldiers amongst the Priest classes and have a large variety of prayers that vary because of their faith in the gods. Clerics may be of any alignment that is acceptable according to their god or gods.
Clerics in SilverMyst may wear any armor, and may use any bludgeoning or blunt weapons, but may not use edged weapons. Clerics of SilverMyst believe that they should control their weapons not be controlled by them; only their gods may control and guide them.
Clerics use the spheres of the magical ethos depending on their specific god or gods. This varies from astral, charm, combat, creation, divination, guardian, healing, necromantic, weather, protection, summoning, sun and warding.
Clerics get +5% to use prayers, and at level 3 the chosen Deity of the Cleric grants them an extra 25% to their d100 roll hit percent.
Antitoxin - This prayer reverses poison. A d4 is rolled to determine effectiveness. On a roll of 1, it is slowed slightly. On a roll of 2, it is stopped. On a roll of 3, it is reversed, but the afflicted still feels ill. On a roll of 4, it is completely reversed.
Defend - A shield appears that soaks up to 2 damage when the priest is hit. This shield lasts for 1 round per level of the priest.
Illuminate - Grants the priest a 3' round ball of light that acts as a simple torch. This globe of light cannot be used as a weapon and it does not set anything ablaze.
Lift - Allows a priest to lift an object or a person 5' in the air and 5' of distance per level (level 2 10ft, level 3 15ft, etc).
Heal - Heals 1d9 damage per level of Cleric.
Holy/Shadow - 1d9 damage per level of Cleric. What is cast depends upon alignment: holy, Lawful; shadow, chaotic.
Guard - Places a barrier of 5 ft in radius per level of the Cleric.
| Level | Hit % | Evade % | Hit Points |
| AP level 1 | 15 | 15 | 20 |
| AP level 2 | 18 | 18 | 20 |
| AP level 3 | 20 | 20 | 20 |
| 1 | 23 | 23 | 20 |
| 2 | 25 | 25 | 25 |
| 3 | 28 | 28 | 30 |
| 4 | 31 | 31 | 35 |
| 5 | 34 | 34 | 40 |
| 6 | 38 | 38 | 45 |
| 7 | 42 | 42 | 50 |
| 8 | 46 | 46 | 55 |
| 9 | 50 | 50 | 60 |
After a Cleric reaches level 9 they receive +2% to hit and evade and +5 hit points per level.