Clerical Magic
Clerical spells are simply acquired by praying for them, and spending points - teachers and study are unnecessary (though 200 hours of devout contemplation would grant a point to spend on a spell)
- Each god's priesthood is restricted to a list associated with the god's portfolio.
- A patron god may alter or suspend a priest's magic as they wish.
Clerical Investment, Religious Rank
Discipline of Faith is usually required to maintain a cleric's powers.
Sanctity
- Clerical magic does not depend on mana, but on a mechanically similar property called sanctity.
- Ranging from "no sanctity" to "very high sanctity", specific to a particular god, and responsive to human alteration.
- Most areas are normal sanctity, however consecrated places for worshippers are high for the appropriate god, and low for enemies.
- See GURPS Fantasy for more.
Power Investiture
- Magery, but for priests.
- Since sanctity is mechanically equivalent to mana, clerical spellcasters without Power Investiture cannot cast clerical spells when outside an area with high sanctity.
- As mages can detect changes in mana level, clerics can detect changes in sanctity with an IQ + Power Investiture roll.
Common Cleric Spells
Bless, Dispel Possession, Final Rest, Monk’s Banquet, Turn
Zombie, and Vigil
Devotional Enchantment
In some settings, enchantment is not the province of magical craftsmen, but an almost meditative outgrowth of the studies of holy men. Magic items are created as part and parcel of a life devoted to a higher principle.
A practitioner of devotional enchantment must be Very Blessed (p. B40), and a corresponding Discipline of Faith for his chosen faith, worth at least -10 points. Not every faith has devotional enchanters.
Devotional enchanters are not mages, and they use neither mana nor their own personal energies in their enchantments. Instead, they power their creations with character points acquired through study.
Every 200 hours of prayer generates 1 character point that may be spent to create magic items, at a rate of 1 character point per every 25 points of energy (note that this makes devotional enchantment about as efficient a use of time as Slow and Sure Enchantment). Hours spent in religious study accrue usable character points at half speed, and the strict conduct of a virtuous life accrues points at quarter speed. An important meritorious act – pilgrimages, entering a cloister, etc. – grants one character point that may be used for enchantments.
The actual enchantment uses a system essentially similar to symbol enchantment (p. 205); devotional enchanters must learn Symbol Drawing or an equivalent Very Hard skill and the symbols necessary to enchant the desired item. The process of enchanting an item by this method is quite fast, usually a day or less; mage enchanters are often astounded by the seeming effortlessness with which devotional enchanters produce items, not realizing that decades of rigorous practice go into the preparations for such an enchantment. If the rolls for all the symbols are made, the character points are invested in the item and the item is enchanted. On a failure, the points are not spent, but the enchanter may not attempt that enchantment again until he has raised his skill in all the symbols for which he failed the rolls; his knowledge was inadequate to the task. On a critical failure, he may never try that enchantment again; divine displeasure attended the attempt.
HOLY MIGHT
This power is granted by the user’s patron deity. Its abilities have the Holy limitation. Any rolls necessary to use them receive a bonus equal to the user’s Holiness.
Power Modifier: Holy -10%
Holy abilities depend on the possessor living a virtuous life. He must adopt a moral code worth -10 points: Honesty (12), Sense of Duty (Coreligionists), a major Vow, etc. If he transgresses, he loses his power – although his god won’t endanger him unless the sin is terrible. To recover his power, he must offer significant penance: coin and goods equal to starting money ($1,000), a full month of fasting, a major quest, etc.
Holy Abilities
Allies (Divine servant of equal points; 12 or less; PM, -10%; Summonable, +100%) [19] or (15 or less) [29]; Blessed (PM, - 10%) [9]; Detect (PM, -10%) for evil [18], good [18], or supernatural beings [18]; Healing (Faith Healing, +20%; PM, -10%) [33]; Intuition (PM, -10%) [14]; Oracle (PM, -10%) [14]; Patron (Deity; 6 or less; Highly Accessible, +50%; PM, -10%; Special Abilities, +100%) [36] or (9 or less) [72]; Resistant to Evil Supernatural Powers (+3) or (+8) (PM, -10%) [5 or 9]; Spirit Empathy (PM, -10%) [9]; and True Faith (PM, -10%; Turning*, +65%) [24].
- Take a Concentrate maneuver and roll a Quick Contest of Will with any undead or evil spirit in sight. If you win or tie, the creature can’t come closer than yards equal to your margin of victory (minimum one yard). If it’s closer already, it must move away. Effects endure for as long as you concentrate and for 1d seconds afterward.
Holiness 5 points/level
This is the Talent for Holy Might, and is normally bought by holy warriors. Clerics buy Power Investiture instead, at 10 points/level. Each level of Power Investiture both adds to clerical spells and counts as a level of Holiness.
Holy Skills
Those with any points in Holy Might can learn Esoteric Medicine (Holy) (p. B192) and Exorcism (p. B193).
CLERICAL SPELLS
Clerical magic emanates from the gods, and differs from standard wizardly magic in three ways:
• Clerics require Power Investiture (p. B77), not Magery. Whenever the rules refer to Magery level (e.g., Magery and Effect, p. B237), use the cleric’s Power Investiture level instead. The GM should let clerics buy up to at least Power Investiture 6 in play.
• Clerical spells are affected by sanctity, not mana. Sanctity is “normal” everywhere but in areas that are specially cursed (no or low sanctity) or blessed (high or very high sanctity). These levels affect holy magic just like mana levels affect wizardly magic.
• Clerical spells don’t have prerequisites beyond a minimum Power Investiture level, or require study to learn. To acquire one, the cleric prays and spends a point. Available spells are limited, though. A recommended spell list for dungeon fantasy:
- PI 1: Armor, Aura, Body-Reading, Bravery, Cleansing, Coolness, Detect Magic, Detect Poison, Final Rest, Lend Energy, Lend Vitality, Light, Might, Minor Healing, Purify Air, Purify Water, Recover Energy, Sense Life, Sense Spirit, Share Vitality, Shield, Silence, Stop Bleeding, Test Food, Thunderclap, Umbrella, Vigor, Warmth, and Watchdog.
- PI 2: Awaken, Clean, Command, Compel Truth, Continual Light, Create Water, Glow, Great Voice, Healing Slumber, Major Healing, Peaceful Sleep, Persuasion, Purify Food, Relieve Sickness, Remove Contagion, Resist Acid, Resist Cold, Resist Disease, Resist Fire, Resist Lightning, Resist Pain, Resist Poison, Resist Pressure, Restore Hearing, Restore Memory, Restore Sight, Restore Speech, Seeker, Soilproof, Stop Spasm, Summon Spirit, Truthsayer, Turn Spirit, Turn Zombie, and Wall of Light.
- PI 3: Affect Spirits, Astral Vision, Breathe Water, Command Spirit, Create Food, Cure Disease, Dispel Possession, Flaming Weapon, Great Healing, Magic Resistance, Neutralize Poison, Oath, Relieve Madness, Relieve Paralysis, Repel Spirits, Restoration, See Secrets, Silver Tongue, Stone to Flesh, Stop Paralysis, Strengthen Will, Sunbolt, Sunlight, Suspended Animation, Water to Wine, and Wisdom.
- PI 4: Astral Block, Banish, Cleansing, Continual Sunlight, Dispel Magic, Divination, Essential Food, Gift of Letters, Gift of Tongues, Instant Neutralize Poison, Instant Restoration, Monk’s Banquet, Regeneration, Suspend Curse, and Vigil.
- PI 5: Bless, Curse, Earthquake, Entrap Spirit, Instant Regeneration, Pentagram, Remove Curse, Storm, and Suspend Mana.
- PI 6: Bind Spirit, Drain Mana, Planar Summons (Divine Servitor), Sanctuary, and Resurrection.