way to understand the distinction is to envision the archetypes as relating primarily to Archbishop Turpin and Roland as models. Advanced Dungeons & Dragons 1st edition The cleric was one of the standard character classes available in the original Player's Handbook. The cleric was presented as one of the five core classes. The cleric's hit dice improved to a d8, clerics could now cast one spell as 1st level characters, and the wisdom score now provided clerics with a spell bonus whereas a low wisdom score imposed a chance of spell failure. The speciality cleric and cleric spell sphere concepts were first introduced in the Dragonlance Adventures hardcover book (1987). Dungeons & Dragons The cleric was available as a character class in the game's "Basic" edition. Advanced Dungeons & Dragons 2nd edition The cleric, as part of the "priest" group, was one of the standard character classes available in the second edition Player's Handbook. According to the second edition Player's Handbook, the cleric class is similar to certain religious orders of knighthood of the Middle Ages such as the Teutonic Knights, the Knights Templar, and Hospitalers, which combined military and religious training with a code of protection and service. Archbishop Turpin (of The Song of Roland) is an example of such a cleric. The Complete Priest's Handbook details priestly characters and religion in campaigns. The 2nd edition cleric could optionally choose to be a priest of a specific mythoi and pick a specific religion or mythos. Within the mythos or religion chosen by the character are abilities and powers, represented by the Spheres of Influence (Combat, Creation, Healing, Necromancy, Protection, Sun, Weather, etc.) defined by the worshiped deity's dogma (Tyranny, Death, Life, Healing, etc.), power (demi, lesser, intermediate or greater power), and alignment (Lawful Good, Chaotic Evil, etc.). Further variant clerics were developed in Spells and Magic and Faith and Avatars, including the Crusader, Monk, Mystic, and Shaman. Spells The cleric's dogma determines what type of spell the cleric has access to, with greater access (all spells within a sphere, providing the cleric is of sufficient power [level] to cast it) for those spells closely aligned with the deity's dogma and minor access (spells of equal to or less than 3rd level) of those partially within the deity's dogma, while no access to those spells outside the deity's dogma. The deity's power defines the upper limit of the spells able