Clerical Magic in Jovia
Clerical magic has some advantages over regular magery, but there
are substantial limitations on a user's behavior and spell selection.
Here is a simple list of pros and cons based on a comparison to
ordinary magic.
Pros
- Clerical magic is unaffected by mana levels. Clerics may
cast spells without penalty in low or no mana zones.
- Clerics do not need to learn prerequisites for the spells
they cast.
- Clerics do not need any level of magery to cast spells. (Instead,
they must buy at least one level of Power Investiture.)
- Clerics can invoke divine intervention (more on this below).
Cons
- Clerical magic is unaffected by mana levels. Clerics do not
recover fatigue quicker in very high mana zones.
- Clerics cannot use powerstones (though an "imbued holy
symbol" may act the same way).
- A cleric's castable spell list is limited to those his god
is willing to grant. (A list for each god is provided below.)
- A cleric's ability to cast spells may be hindered (or revoked!)
at any time if he breaks the code of conduct or vows his god
demands.
- Enchantment spells a cleric casts cost 50% more. Also, clerically
enchanted items often have usage limitations (they will, however,
function in no mana zones).
Divine Intervention
A cleric may beg his god perform some difficult feat. This requires
five seconds of quiet prayer and has a base 50% chance of success
(10 or less on 3d). The GM is free to adjust the odds of success
up or down depending on the nature of the request, piety of the
cleric, relation of the requested effect to the god's spheres, general
deservedness/need of the affected parties (in the god's eyes),
and scope of the effect. A player must spend 10 character points
for his character to attempt a divine intervention request with
any real expectation of success.
Rogue Clerics
A rogue cleric is one who does not follow his god's required
disciplines of faith yet, through some celestial oversight, still
has the ability to cast spells. In game terms, a player may elect
not to take one or more self-imposed mental disadvantages normally
required by his PC's god. For each mental disadvantage avoided,
the player must buy a 30 point Unusual Background. Not having a
particular mental disadvantage may require that a cleric take Secret
or Enemy (Church).
Spells
There are some spells available to all clerics, regardless of
the god they worship. These are: Final Rest, Sense Spirit, Affect
Spirits, Turn Spirit, Turn Zombie, and Astral Block.
Gods
Altrusia
Spheres: Kindness, Non-violence, Healing
Symbol: An open hand (fingers together) with two short horizontal
lines drawn across the palm.
Required Self-Imposed Mental Disadvantages: Sense of Duty (Any non-evil
sapient being) [-15]; Vow (Never tell a lie) [-5]; Vow (Chastity)
[-5]; Vow (Never kill a warm-blooded creature) [-10]; Major Vow
(Use no edged weapons) [-10]; Quirk (Always wear a short, white
mantle and cap (if male) or wimple (if female)) [-1]; Quirk (Horizontal
lines tattooed on palms) [-1]; Vow (Donate all income to the needy/church
except minimum for status -1 cost of living) [-10]. -57 points.
Spells: Master, Protect Animal, Stop Spasm, Rooted Feet, Vigor,
Resist Pain, Stone to Flesh, Light, Sunlight, Remove Curse, Sleep,
Banish, Repel Spirits, and all Healing spells except: Share Energy,
Recover Energy, Restore Memory, and Cure Radiation.
Wilfrest
Spheres: Order, Cold, Alertness
Symbol: An octothorpe rotated 45 degrees
Required Self-Imposed Mental Disadvantages: Honesty (12) [-10]
(unfinished)
Grilkos
Spheres: Protection, Darkness
Symbol: A stylized blue owl clutching a short length of chain in
both claws
Required Self-Imposed Mental Disadvantages: Honesty (15) [-5]; Pacifism
(Self-Defense Only) [-15]; Sense of Duty (Priests/Followers of Grilkos)
[-5]; Vow (Aid honest people who request asylum; Tithe 5% of income
to church) [-5]; Vow (Always carry (or have within 2 yds.) a medium/kite
shield bearing Grilkos' symbol unless within 5 miles of a temple/holy
place of the god) [-5]. -35 points.
Spells: Wall of Wind, Strike Blind, Sense Foes, Hide Thoughts,
Insignificance, Steelwraith, Fireproof, Deflect Energy, Sanctuary,
Night Vision, Dark Vision, Darkness, Blackout, Gloom, Shape Darkness,
Scryguard, Scrywall, Avoid, Slow Fall, Utter Wall, Force Dome, Shade,
Missile Shield, Watchdog, Block, Astral Block.
Tabor
Spheres: Heat, Crafts, Beauty
Symbol: A winged hammer with two heads.
Required Self-Imposed Mental Disadvantages: Sense of Duty (Priests/Followers
of Tabor) [-5]; Vow (Tithe 20% of income to Tabor) [-5]; Vow (Spend
2 hours a day restoring, crafting, or maintaining tools or weapons,
never destroy an expertly- or beautifully-crafted object) [-5];
Quirk (Always wear a tabard bearing Tabor's symbol in red) [-1].
-16 points.
Spells: Essential Air, Perfume, Ambidexterity, Cadence, Haircut,
Ignite Fire, Seek Fire, Create Fire, Fast Fire, Heat, Resist Cold,
Warmth, Essential Flame, Burning Touch, Test Load, Find Weakness,
Rejoin, Repair, Shatterproof, Toughen, Steal Beauty, Restore.
Dalphe
Fenris
Neriph
Spheres: Pain, Odor, Deception
Symbol: A beaver skull.
Required Self-Imposed Mental Disadvantages: Vow (Never accept/use
magical healing) [-10]; Quirk (Never harm a rodent) [-1]. -11
points.
Spells: No-Smell, Stench, Odor, Devitalize Air, Itch, Perfume,
Pain, Nauseate, Resist Pain, Sensitize, Agonize, Strike Numb, Vexation,
Compel Lie, Simple Illusion.
Bauric |
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