Showing posts with label clerics. Show all posts
Showing posts with label clerics. Show all posts

Thursday, 31 December 2015

Free PDF: Adventurer Cleric Class

My beef with the cleric has been long and well-roasted.

In the new year, I'm going to be starting a new Labyrinth Lord campaign (a welcome change after my experiments with D&D 5 this year) and thought it was maybe about time to come up with a divinely blessed class which is to my taste.

Lo and behold! The adventurer cleric.


The design goals of the class were:
  • (Primarily) A divine class without any moral imperative and which can fit in with the usual assortment of mercenaries, rogues, cut-throats, and murder-hobos.
  • Cutting down the power of clerical magic a bit -- no raise dead.
  • Reducing the class' spellcasting advancement -- no spell at 1st level and a maximum of fifth level spells.

You can download the PDF here.


Wishing everyone a happy 2016!

Saturday, 2 March 2013

Qualities of Shamanic Fetishes

In my work-in-progress Dying Sun campaign, I have plans for two alternative cleric classes. Firstly there are the Templars, servants of the God-Emperor -- these will most likely be an NPC-only class. Secondly there are Shamans -- those who can contact and appease spirits of ancestors and the land.

Shamanic magic will work slightly differently to normal clerical spell-casting (although they'll have access to all the same spells, plus a few extras). One of the major differences is going to be in the realm of magic item creation. I plan for Shamans to be able to create magic items from 1st level, and for this to be a process of summoning a spirit and binding it into a specially prepared fetish object, imbuing it with magical power.

To reinforce this flavour of magic items being inhabited by spirits, I thought I'd come up with some additional qualities which such objects will possess. Here's a d20's worth for starters.
  1. Vibrates and rattles when held.
  2. Very cold to the touch.
  3. Each character must save vs paralysis when first encountering the item. Failure indicates a strong antipathy for the object – will refuse to touch or use it.
  4. Projects strange dreams to owner.
  5. Causes anyone who touches it to change alignment. Save versus spells to resist.
  6. Subtly changes colour each day.
  7. Becomes semi-incorporeal (shadow, dust, vapour) and unusable at night or in the day time.
  8. Covered in script in an undecipherable language which creeps slowly across the object's surface.
  9. Moans at night.
  10. Attracts one of: spiders, ants, scorpions, moths, flies, maggots.
  11. Glows an eerie green.
  12. Can only be seen by those of a certain alignment.
  13. Aggravates a certain mood in the owner, one of: violence, mistrust, courage, lust, fancifulness.
  14. Decorated with human figures. The face of one of these figures comes to resemble the owner.
  15. Grows insectoid legs and creeps around at night (up to 60' in a random direction).
  16. Covered in a cold slime.
  17. Cannot be taken more than a mile away from where it was discovered – simply teleports back if taken further.
  18. Exudes liquid (tears, blood, milk, sweat).
  19. Has several eye-like protrusions, which appear to move around and observe events.
  20. Causes one of the owner's ability scores to be reduced by 2. (Points are recovered if item is discarded.)

Saturday, 10 March 2012

Clerics & cosmic powers in Old Aalia

When I was initially thinking about running a Labyrinth Lord campaign, in around December 2010, one of the original conceptions which I wanted to include in the game world was that of "petty gods". (Actually I was originally thinking I'd use the book of that name as the list of deities in the world. I had to come up with my own in the mean time ;)

The concept was that the entities which people name "gods" are highly localised, in no way omniscient or omnipotent, generally alien or non-benign, and that while they may be immortal and may command miraculous magical powers, they are not the kind of beings which can grant the powers which a standard D&D cleric wields. There may be an entity which can bestow gifts of healing, curing diseases, or even raising the dead, but that same entity will have no ability to grant blessings in battle, create light or food or water, detect evil or magic, and so on. In that context the cleric class, with its grab-bag of miraculous biblical abilities, makes no sense whatsoever. So at the dawn of my imagined world it was clear that there would be no clerical adventurers.

Since that original conception it's been a long road of back and forth where clerics are concerned. When the first characters were rolled up I made it clear: the cleric class is out -- you can worship cosmic entities, but there's no concept of a priestly adventuring class. Then for a time I allowed clerics, initially due to not being able to think of a decent way of handling PC healing in the absence of the class. Recently it became once again clear to me however (after there having been two major cleric PCs in the campaign) that the class still really didn't make sense in the setting, that it was preventing me from properly portraying the world I had imagined*, and that I should have stuck with my original feeling -- the clerics had to go!

Now I would never be so dictatorial as to tell a player "your class doesn't exist any more so your character will have to change or retire". I told the cleric's player that his character would not be affected by any changes I might decree, even if it made him the "last of his kind".

However as fate would have it (and it really was fate, lest I be accused of deliberate PCicide!), the party's cleric died a horrible death last session, so the coast is now clear, so to speak. Old Aalia is free of clerics once more!

Now, I realised, I just have to give the players some nice details about what these petty gods of their world are like, and, in the absence of clerics, what they can do for adventurers. I'm going to be using the impetus of the April A-Z challenge to produce a bulk of material to this end. I've also written a short introduction to this topic, which you can read below.

* Pretentious DM-speak, I know :) But when one puts in so much effort to run a weekly game, things like this are important (they are to me anyway)... I want there to be some kind of integrity to the imagined world in which the games are set.

About Cosmic Powers
Commonly given titles such as “gods”, “demon lords”, “arch-devils”, “elemental princes”, “lords of nature”, “animal kings”, “saints” and so on, a vast number of cosmic powers have influence in the world. (When describing these entities and the influence they have, the word “cosmic” is used to imply a connection to vast and fathomless dimensions beyond mortal comprehension. Some cosmic energies also do indeed originate in outer space, but the majority have a terrestrial root.)

The total count of cosmic powers which are worshipped or known to have influence in the world is, despite extensive study, unknown. It certainly reaches into hundreds of thousands. Every known nation of men has many dozens of gods whom it appeases. Every race of demi-humans has its cosmic masters. Great cities are often home to thousands of shrines to different cosmic entities. Powers of limited local influence are venerated in towns, villages and wayside shrines throughout the world. It is thus that even the most favoured of gods in one nation may be completely unheard of in the next.

The variety of nature of cosmic powers is also vast, ranging from cruel and bloodthirsty to abstract and aloof, from benevolent and magnanimous to alien and unfathomable. They typically have an extremely specific and narrow area of interest and dominion, and their range of influence in the mortal world is often very localised, being centred around a location or series of locations in the physical world.

In many places where such beings are found, mortals gather to worship or appease them. Thus, shrines, temples and oracles abound, along with the attendant ranks of priests, cultists and devotees. Such worship takes many forms, as the whims and desires of cosmic powers are many. Some powers are adored for the miraculous blessings they can bestow upon their followers. Others are worshipped rather out of fear of their wrath.

At locations on Earth where only a single cosmic power has influence, this entity is typically worshipped universally by the inhabitants of that region – an example of such a place is the town of Holt, to the south of Harln, where a single cosmic power known as “Vardilli, the spinning god” has dominion. On the other hand, in places – such as the great city of S'raka – where there exist a multitude of cosmic powers, mortals commonly make offerings to a large number of these beings throughout their lifetimes. However in either case, those who devote themselves loyally to a single cosmic power are often promised a great reward upon death – a special paradise being set aside for the faithful.

Rituals
Those of a less devoted outlook still find dealings with cosmic powers to be beneficial, on occasion. The miraculous energies which emanate from these entities are often sought out, and are, as is the way of things, equally often monopolized by the surrounding priests and cults. Thus, many shrines and temples, especially those found in larger settlements, offer a variety of miraculous services for a price. These services usually take the form of some kind of ritual, wherein members of the priesthood perform certain sacred rites in order to bring forth the power of their cosmic master for the benefit of the paying customer. The price demanded varies greatly, based on the nature, magnitude and rarity of the effects of the ritual. Commonly the price is a simple sum of gold or silver given to support the temple and the priesthood, but some cults may have other demands in addition to or instead of money.

Rituals bring about one-off magical happenings with immediate effect. Rituals of curing, raising the dead and removing curses are some possibilities which are commonly sought by adventurers.

Blessings
An alternative form of boon can be granted by many cosmic powers – a blessing which has no immediate effect, but which can be called upon at some later date. Again the means of payment and the process involved may vary depending on the whims of the cosmic power involved, or those of its priesthood. Examples of some common blessings which may be of benefit to adventurers are blessings of curing, detection of enemies, success in battle or protection from harm – all to be activated when needed.

Due to some cosmic law which is not fully understood, each person can receive only a single blessing at any one time, which lasts until it is called upon. If a second blessing is sought, it will simply have the effect of nullifying and replacing the previous.

Saturday, 3 March 2012

April A-Z preview: Shrines & cosmic powers of S'raka

I mentioned a while back that I was thinking about doing the April A-Z blogger challenge again this year, and that I was considering a theme of clerical spells. Well, the idea has now crystallised.

I'll be doing a write-up of 26 alphabetically named cosmic powers (gods, devils, demons, animal kings, etc) which have prominent shrines or temples in the city of S'raka, where our Labyrinth Lord campaign is based.

As a little preview, here's the kind of thing I'll be writing. (This won't be the H for April, there'll be another that day.)

The Forge-Shrine of Hegg, God of Blades

The southerly district of Irkham, known as a centre of industry – especially of smoke-belching steel works – is also home to the shrine of a cosmic power of some importance to adventurers. Hegg, the god of blades, has small shrines scattered throughout Old Aalia, but his central place of worship is in Irkham. At first glance, the place appears to be simply a series of small smithies and metal-crafting workshops arranged around a central plaza. However the presence of the 20' high statue of the cosmic power Hegg soon alerts visitors that this is no ordinary marketplace. Hegg is portrayed, in a scintillating metal of unknown origin, as a man skewered with hundreds of blades, and with arms held aloft as if in jubilation of the sky.

The devotees of Hegg are of several kinds. Firstly are the array of metalworkers who are bound as apprentices to the shrine from a young age, and spend their whole lives there perfecting the arts of blade-crafting. The blades of Hegg are known as some of the finest available, and are highly in demand, often being commissioned by noble houses. Secondly there are the blade-maidens, white linen-clad girls and women who oversee ritual sacrifices in a specially designated sub-shrine, and the processing of the resulting animal meats into especially fine sausages. The blade-maidens also offer a blessing and a close-shave for 1sp.

Lastly are the blade-blessed, those strange and few individuals who have devoted themselves not to the practical crafts patronised by the god of blades, but rather to the unusual spiritual pursuits which please him. Little is known by outsiders of the exact activities of these few seldom seen priests, but it is clear that they are regarded as the most beloved of Hegg, and are believed to conduct private rituals in the catacombs beneath the shrine. They can be recognised by the scars which cover their bodies and faces, and by their habit of wearing as little clothing as permitted by the season, presumably in order to further emphasise their scarification. Rumours tell that the blade-blessed practice a bizarre art of self-impalement, in imitation of their lord, and that they are granted wondrous visions while they lay skewered by sacred blades.

Apart from the mundane services of the blade-maidens and the craftsmen devoted to Hegg, the following more specialised services are available at the shrine.

Enchanted blades: The artisan smiths of the temple produce blades of exquisite quality whose craftsmanship is enhanced by being imbued with the cosmic power of Hegg. Such blades are +1 magical weapons. A dagger from the forge-shrine costs 500gp, a short sword 1,500gp and a long sword 2,000gp.

Spiritual weapon: By sacrificing a silver dagger and receiving the blessing of the shrine, the benefits of this spell may be gained. The dagger is translocated to the cosmic armoury of Hegg, but can be called upon in times of need (as per the spell) by invoking the name of the god of blades. This blessing costs 100gp, in addition to the cost of the dagger.

Bless blade: A special ritual which can be performed by the blade-blessed of the shrine bestows a temporary magical enchantment onto a bladed weapon. The ritual entails the blessing of a portion of the blood of a sacrificed animal (typically a lamb). The blood is placed into a metal tube, marked with the rune of Hegg, and should be applied to a bladed weapon to invoke the effects. The anointed blade gains +1 to hit and damage for one hour, and counts as a magical weapon. The ritual costs 80gp.

Blade divination: This more unusual and expensive ritual is not often performed, but is sometimes sought by adventurers who have come across magical weapons of unknown origin. The power of Hegg can be invoked to grant a vision giving details about the origins of and enchantment which lies upon a magical bladed weapon. As preparation for the ritual, the owner of the blade must spend three days of fasting in one of the underground sub-shrines. On the night of the third day the character must take part in a ritual with the blade-blessed. An intricate and intensely painful series of cuts is inflicted upon the bodies of all present – including the character, sending them into an altered state of consciousness. At the culmination of the process one of the priests plunges the blade into himself and enters into an ecstatic trance, during which he gains information about the enchanted blade. 1d4 facts about the blade are revealed by this ritual, typically including its “plus” to hit, if possessed. The ritual costs 750gp.

Monday, 30 January 2012

April A to Z... an idea

After the fun I had with last year's April A to Z, and the nice collection of spells which resulted from it, I've been thinking recently about 1: if I'll do it again this year, and 2: if so, what will be the theme?

Early on I ruled out doing another A to Z of spells, and had the idea that I wanted to use the alphabetic inspiration to put a bit more flesh into my Labyrinth Lord campaign somehow. A gazetteer of some kind? Descriptions of some inns and  taverns in S'raka, the great city where the adventurers are based?

Yesterday an interesting idea came to me. I've had this concept that clerical spells aren't easy to come by. That you can't just walk into any old temple and request a raise dead or remove curse or whatever. The idea is that each spell can only be provided (and then usually as a long-winded ritual) by a temple or shrine whose patron is in some way connected to the effects of the spell. The only practical example of this in the campaign so far was when the PCs got one of their number extracted from his incarceration inside a magical book by visiting the temple of Hgriselde, lady of pacts and bindings, and getting a dispel magic cast.

So, I thought about maybe making an alphabetical list of all clerical spells, and for each one making up a few details about one or more temples in S'raka where the spell might be available. I reckon this would result in a very nice campaign resource, which would bleed over into adding a lot of detail to the various city districts, and to greatly fleshing out the multitudinous cosmic powers which are worshipped in the place.

I had a look, and there are no clerical spells (in Labyrinth Lord) beginning with the following letters: J, M, O, U, V, X, Y, Z. I'm not sure what I'd do about those yet. Perhaps also make up 8 new spells to fill the gaps... (I could probably also find suitably named cleric spells in AD&D 2nd edition.)

Sunday, 18 December 2011

Doing without the cleric class: Blessings & pacts

[Players in my Labyrinth Lord campaign, don't worry, I won't be changing anything, as we've already agreed you can use the cleric class as written. This is just musings, but actually is more in line with how I would see such things working in this setting.]

The cleric class is one which I've never been that keen on. I think in the right setting -- one in which militant and hierarchical religious organisations are very influential -- they can be great, but somehow none of the settings I tend to be attracted to have much emphasis on such institutions, making clerical adventurers an odd fit. Actually, in general I tend to baulk against all classes which come with some kind of built-in moral imperative or social background (clerics, druids, assassins, rangers, paladins... even sometimes the humble thief!), preferring to stick with a more neutral tone where adventurers can simply be adventurers, without having some exterior agenda. Given this, I sometimes find myself musing about how some of the important abilities of the cleric class, such as healing and turning undead, could be maintained in a setting without clerics as a class of adventurer. My latest musing have led me to something like the following.

Cosmic Blessings
Any character can visit the myriad temples devoted to weird cosmic powers which exist throughout the world. Many of these temples have priests who can perform various rituals, channelling the power of their patron to bring about miraculous effects in the physical world. It is also possible for individuals to make offerings to the patron of a temple or shrine in the hope of receiving a blessing.

Blessings take the form of imbued clerical spells. Any PC can be imbued with a single 1st level clerical spell, and those with higher WIS can receive additional blessings according to the normal chart for extra clerical spells. (Characters with low WIS may also have a percentage chance of not receiving a blessing when making an offering.) Once a blessing has been received from a cosmic power, it is imbued in the character until used / cast.

Naturally, all blessings come at a cost. I imagine something like 50gp for a 1st level spell, then 100gp per spell level for 2nd and higher level spells.

Also note that each blessing must be attained from an appropriate temple -- for example, cure light wounds from a healing power, spiritual weapon from a deity of battle, and so on. This could lead to interesting campaign possibilities, where a journey to a shrine in an attempt to receive a specific blessing could become an adventure in itself.

Cosmic powers are fine with general promiscuity of worship -- they are quite happy to bless someone who has already been blessed by several other powers.

Cosmic Pacts
Another option, again open to all characters, is to make a pact with a specific cosmic power who patronises an appropriate area of influence. Such a pact is regarded as lifelong, and monogamous -- a marriage, so to speak, of a mortal soul with a cosmic power.

This is the point at which my musings get a bit fuzzy... what exactly would be the benefit of a lifelong pact? Possibly one or more (appropriate) clerical spells "for free" per day, and possibly even using some kind of spell progression based on character level or something else.

There would, however, also have to be some kind of downside -- the cosmic power is going to want something in return. The only thing I've specifically thought of so far would be the mortal's soul, to be claimed immediately upon death (making PC resurrection difficult or impossible). This would be a fairly severe option, but would lend an appropriate weight to such pacts, and would make it an interesting and somewhat risky choice for PCs to make. The choice of which power to make a pact with would also be an interesting roleplaying opportunity, as each power would, presumably, grant completely different abilities to its followers, perhaps domain-specific abilities like I've discussed before here and here.

If anyone has any further thoughts or ideas for such a system please feel free to comment!

Sunday, 11 December 2011

Spells of the god of gold -- part 1

I previously developed, in collaboration with one of the players in my Labyrinth Lord campaign, a set of new spells available to clerics of the god of blades. Now there's a new cleric in town (/ in the party), a fellow called Obadiah, who is a staunch follower of a cosmic entity known as "Assedh, god of gold and precious metals". So we've been putting a bit of thought to some special spells for worshippers of that god.

Here's what we've come up with for the low level spells. (One is, obviously, a Labyrinth Lord adaptation of a classic from AD&D.)

The rest of this post is designated Open Gaming Content according to the Open Gaming License.


Assedh's Pick
Level: 1
Duration: See below
Range: Touch

This spell has two possible uses, which may be chosen as it is cast.

Firstly it may be used to enchant a pick for 2 rounds per level of the caster. The weapon gains +1 to attack and damage, and is able to harm beings which can only be affected by magic.

Alternatively, the spell can enchant a pick as a cosmically enhanced digging aid. The enchantment lasts for 1 turn per level of the caster, and enables a 5' cubic area of earth to be dug out in one turn.

Deeppockets
Level: 2
Duration: 12 hours, +1 hour per level
Range: Touch

This spell places an enchantment on a specially constructed garment, allowing its pockets to contain an increased capacity. The selected garment must have at least a dozen small pockets sewn into it, and must have golden thread woven into it, costing at least 100gp. When enchanted, the garment's pockets are collectively able to contain up to 100 pounds of weight (1,000 coins) as if it were only 10 pounds. In addition to the weight reducing capability, the enchanted pockets show no visible bulge, even when completely full. Items larger than 1 cubic foot cannot be placed in the pockets.

If the spell ends (either due to its duration expiring, or due to being dispelled) while there are items inside the pockets, the wearer of the garment must make a saving throw versus spells. If the save succeeds, the items in the pockets are dumped at the subject's feet. If the save fails, however, the contents of the pockets are lost in some alternate dimension.

Locate Precious Metals
Level: 3
Duration: Instant
Range: 120'

Upon casting this spell the cleric becomes instantly aware of all quantities of precious metals within range. The caster gains an approximate knowledge of the value of precious metals present, as well as a precise location in terms of distance (for example "30' north, 20' east").

Underground, this spell only detects metals on the same dungeon level as the caster, thus it cannot be used to detect treasure on higher or lower levels.

Sunday, 28 August 2011

Spells of the god of blades

One of the players in my on-going Labyrinth Lord games is playing a cleric, and has chosen to be a follower of a deity called Hegg, the god of blades. He asked me if there were any special spells which he could use as a follower of this god, and, not having given the deity much thought beyond the name, I suggested that maybe we could come up with say one new spell per level, to give devotees of Hegg a little bit of unique flavour. I think that's a pretty nice system for clerics, that would give followers of each cosmic power their own noteworthy abilities, without getting into the realm of making up whole new spell lists for them all.

Here are the spells we've developed for the god of blades. (Note: in my campaign clerics have no weapon limitations, so these guys are quite able to use the bladed weapons they're enchanting!)

The rest of this post is designated Open Gaming Content according to the Open Gaming License.

Bless Blade
Level: 1
Duration: 6 turns
Range: Touch

The cleric touches a bladed weapon, which becomes enchanted for the duration, granting +1 to hit and damage. The blessed weapon does not count as magical for the purposes of striking foes which can only be hit by magical weapons.

Conjure Blade
Level: 1
Duration: 6 turns
Range: 0

The last salvation of the god of blades, this spell brings forth a bladed weapon from thin air. Any normal type of bladed weapon can be produced.

Anoint Blade
Level: 2
Duration: 6 turns
Range: Touch

This spell imbues a single bladed weapon with divine energy, making it temporarily magical. The weapon gains a +1 magical bonus, and an extra +1 for every four levels of the cleric above 3rd, to a maximum of +5 (so, +2 at 7th level, +3 at 11th level, +4 at 15th level and +5 at 19th level). To enchant the blade, the cleric must anoint it with a vial of holy water, which is consumed.

Protection from Blades
Level: 3
Duration: 12 turns
Range: Touch

While under the effects of this spell, the subject is completely invulnerable to damage from normal, non-magical blades.

Sword Guardian
Level: 4
Duration: See below
Range: Self

The cleric gains the protection of several magical, glowing swords (one blade per two caster levels), which hang in the air by his side, ready to strike any who engage him in melee. Every time the caster is targeted by a melee attack, one of the magical swords will strike back at the opponent, hitting automatically, and dealing 1d8 damage. The target must also make a save versus paralysis or be stunned for 1d4 rounds. Once a sword has attacked it vanishes. The magical swords last for one turn per level of the caster, or until all of them have expired.

Blade Barrier
Level: 5
Followers of the god of blades can use this spell one level earlier than normal.

Subtle Knife
Level: 6
Duration: 1 day
Range: Touch

The cleric enchants a knife, giving it the ability to cut the fabric of reality separating parallel worlds. Using the knife, the cleric can cut open a doorway to another world, including, at the Labyrinth Lord's option, the various planes of existence. A single doorway can be created per use of the spell, and it remains open for one day, allowing access in both directions to any who come across it. However, the dimensional doorway cut with the knife is difficult to detect, being only visible as a thin tear in the fabric of space. Those who know its location can easily pass through, but others must make a normal roll to detect secret doors in order to find it.

Holy Sword
Level: 7
Duration: See below
Range: Self

Swearing a mighty oath before his deity, the cleric is granted a holy avenger sword (see the AEC magical items section) for the purposes of fulfilling an epic quest. The sword is only granted if the quest is deemed of great import to the cleric's deity, and if such a powerful weapon is truly necessary. If the quest deemed worthy, the sword will last until the goal is completed. During the quest, the cleric gains the advanced benefits of the sword (usually only gained by paladins) while wielding it directly in pursuit of the goal.

Such an oath is not without downsides, however, as the cleric is sworn to complete the quest with all haste. Any delay or retreat causes the sword to lose its powers, and the cleric will come under the effects of a curse, in a manner similar to the quest spell.

If the cleric dies with the quest unfinished, the sword remains and may be taken up by another, who must also swear an oath before the deity and take over the cleric's role, gaining all the benefits of the sword and the urgency to complete the quest.

When the quest is successfully completed the sword vanishes, its purpose fulfilled. The victorious cleric is usually granted some boon by his deity in this case.