Sorcery: Clerical Spellcasting
Sorcery can be modified to represent clerical
spellcasting. Let us see how it is done.
First, Sorcerous Empowerment by default has the
Magical, -10% limitation included,
but we will replace it with Divine, -10%
for this advantage and for the Sorcery,
-15% power modifier itself. This does not change the cost, obviously.
The new power modifier requires you
to take a -10-point disadvantage that will represent a code of conduct of your
faith. For a good deity this might be Honesty (12), Sense of Duty
(Coreligionists), a major Vow, or something else related to the patron’s dogma.
Benevolent deities usually will not cut you off if this would endanger you, but
they will suspend your powers should you transgress when the moment is right.
Atonement requires a significant deed – a month of fasting, a major quest, a
large donation, or equivalent.
Evil deities usually require such
disadvantages as Intolerance or a heinous major Vow (for example, “Sacrifice a
living human on the night of the full moon”). As long as you do not transgress,
an evil deity usually lets you do as you please, but it will revoke your power instantly should you forget to perform
the required deeds. It usually will turn on you, cursing you or making your
life difficult in a different way, but getting the favor back should be
relatively easy – a single killing or desecration, for example.
Neutral or uncaring deities provide
you with a relative freedom of action, but usually require you to have some
principles, such as Code of Honor (Respect nature and oppose those who do not).
Should you transgress, it will revoke your power instantly, but you can get
back in good standing by completing a minor quest.
This also makes the spells depend on
sanctity instead of magic. See GURPS
Powers, p. 176 for details.
Second, some spells require somatic, verbal,
and/or material components. This is accomplished by adding the Requires Magic Words, -10%, Required Gestures, -10%, and/or Requires Material Component, -10%
limitations to the spells. The combinations of these limitations may vary from
spell to spell. This will make clerical spellcasters easier to counter. The
material component is usually the cleric’s holy symbol that he must be touching
to cast the spell.
Third, FP cost should not be always 1 FP. This
will add a bit of bookkeeping, but is useful for balancing powerful spells,
such as Teleport. The same applies to casting times.
Fourth, the caster’s spell repertoire must be
limited to the deity’s sphere of influence. This applies the Limited Scope, Deity’s Domain, -X%
limitation to Sorcerous Empowerment. The limitation value depends on the
broadness of the deity’s sphere of influence. For example, a cleric of
Tharizdun, the deity of elemental evil, will be able to cast all elemental
spells (roughly equivalent to four colleges of magic), and the limitation value
will be -10%. On the other hand, a cleric of Elyvilon, the god of healing, will
be able to only cast healing spells (roughly equivalent to one college), and
the limitation value will be -40%. Despite this, all clerics should have access
to generic divine spells, such as Bless, Curse, Detect (Ethical Category),
while non-divine casters should not have access to those.
For hardcore improvisation, clerical spellcasters use Religious Ritual instead of Thaumatology.
Advantages granted by divine Buff spells should have the Divine, +0% modifier, because they do not require the subject to act according to the deity’s code of conduct, but still depend on sanctity.
For hardcore improvisation, clerical spellcasters use Religious Ritual instead of Thaumatology.
Advantages granted by divine Buff spells should have the Divine, +0% modifier, because they do not require the subject to act according to the deity’s code of conduct, but still depend on sanctity.
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