Cleric Spells

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Religions available for Clerics to belong to:

Monotheism:
Christianity
Judaism
Islam

Mysticism:
Buddhism
Zoroastrianism

Ancestorism:
Hinduism
Taoism
Shinto

Paganism:
Celtic
Mayan
Greco-Roman
Babylonian

The spells a Cleric can cast depend entirely upon the religion he belongs to and (in polytheistic religions) what deity he worships. Cleric spells are drawn from the spells associated with the Domains of each deity, and the general attitude of the deity/religious system the Cleric is a worshiper/member of.

Many spells affect only the faithful, or only enemies of the faith. Unlike in actual history, characters are not assigned a default religion at birth. Therefore, any character wishing to benefit from the “faithful only” spells a cleric can cast must be baptized or otherwise officially confirmed as a member of that religion. Enemies of the faith include anyone who has been officially confirmed in another religion. Paladins and Clerics must choose a religion to be affiliated with at character creation. Druids are automatically members of the Celtic religion.

Prior to becoming a cleric, an individual serves as a novitiate, following a thorough education that teaches them knowledge and the power to commit to memory teachings and prayers. It is this background that enables the cleric, upon reaching 1st level, to cast spells.

So long as a cleric does not rise up physically against others of his or her religion, and so long as they do not desecrate the holy articles, shrines and tenets of their religion, the gods seem to care little for the day-to-day actions of clerics. Many clerics are corrupt, self-serving, greedy, lusting, cruel or callous, without this ever affecting their spellcasting abilities. Other clerics of the faith may seek to punish a brother who has made too many enemies … but the gods rarely concern themselves with the quibbles of mortals and the beings which lend them power.

Clerics who have attracted a god’s ire, through committing those sins described above (physical attacks against believers or desecration) will most certainly be ‘put on trial’ by their judges, their deity – which shall begin with a suspension of the cleric’s powers (the cleric shall lose all spellcasting and sage abilities related to the Power field). When this happens, the cleric will be given a period of time to prove their allegiance. If the gods judge the cleric’s actions acceptable, atonement shall be offered. If incorrect, the cleric shall be excommunicated.

If excommunicated, a cleric may willfully join another religion. A particularly devastating attack at the former church may, or may not—in the view of the gods—render the cleric greatly desired, or strongly opposed by another religious order. This is for the DM, as the voice of the gods, to decide. Until the excommunicated cleric has been confirmed in another religion, he will be treated as a enemy of the faith of all religions, despite not being affiliated, except in the rare case where a cleric has violently rebelled against his former church in such a was as to make him attractive to an opposing faith.

A new religion is ultimately limited by the cleric’s previous knowledge. Once the one true God has been comprehended, paganism is impossible. An excommunicated pagan cannot change to any other pagan pantheon, since in fact all such pantheons are dominated by the same gods, known by different names.

Thus, a pagan, a Jew or a Moslem may become a Christian; Christians may become Moslem; a Catholic may become a Protestant, and vice versa; any religion may turn to Buddhism or Zoroastrianism. No other religious changes are possible. After confirmation in the new religion, the cleric will have to choose two new domains to be associated with, and will have a new spell list to choose spells from.

Cleric Spells

Empire's Foundation Greenbeard