Ceremony
(Invocation)


L^: c1, d1
-
R#: T
-
D^: P
C^: v.s.m
-
CT: 1h
-
S^: S
A^: *
-
-
-
-

    * One creature, one item, or one AREA (see below)

Effect: Ceremony has a number of applications in the religious organization,
depending on the level of the cleric.

The effect of a ceremony spell does not leave behind an aura of magic, <>
although in some cases an aura of good II  might be present (and thus detectable). <>
The specific ceremony spells can vary from religion to religion, but usually encompass these:

    1st-level cleric: coming of age, burial, marriage
    2nd-level cleric: dedication, investiture, consecrate item
    5th-level cleric: ordination, special vows
    7th-level cleric: consecrate ground
    9th-level cleric: anathematize
    <ceremony: eternal rest (mentioned in REF5) should be added to the list>

Coming of age is a limited form of bless which is CAST upon a young man (and in some cultures a young woman) at some point relatively early in life,
often the age of 12.

A young person who receives the spell gets a +1 bonus to any single saving throw, which can be taken at any time after the coming of age ceremony is completed.
In some cultures, the coming of age ceremony has a symbolic significance, such that an adolescent must receive this blessing before he or she can enjoy the rights and privelages of adulthood.

Burial magically protects a corpse,
and bestows it with the blessing of the religious organization.

The body is shielded for one week as if by a protection from evil spell,
and anyone trying to disinter the corpse within that time must make a save vs. Spell or stop and flee in fear for one turn.
 
 
 

Marriage has no tangible after-effect (i.e., it does not guarantee happiness || harmony),

Stephen Youll - The Blessing

but it usually carries moral || legal significance,
not dissimilar in nature to the various rites of marriage which are performed in our real world.

Hera (goddess of marriage)

PREGNANCY

Question: I have a female character who has gotten herself
pregnant. How should I handle this?

Answer: I don’t really want to answer this question now, but since
your letter is not the only one presenting me with this problem, I will say
this much. Stop fighting, practicing magic and doing other things that
cause stress. The chances of losing the child are great, and you don’t
need to add more to it. During this time period, medicine was still
progressing and it still wasn’t too great. Most of it was old wives’ tales.
After you have given birth, it will be months before you can even
begin to get back into shape and practice your skills. Female characters
who find themselves with child soon find themselves retired. This is an
occupational hazard that should be avoided. Don’t fool around and
you won’t have to temporarily retire your female character and lose the
chance of gaining at all that experience you could be getting because
you are with child or just had one. It is not fair, but that is life.

The reason I don’t want to say more is because I am working on an
article for The Dragon about women in D&D and some of the problems
they face. I also intend to cover pregnancy in the different races and
how to handle it.
 

Question: How can you handle pregnancy in AD&D games?

Answer: This is one of those aspects of AD&D gaming that is left up to
the DM's decisions; all campaigns are different, and the elves (for
example) within one campaign could legitimately have longer
gestation periods than those in another campaign. As a general
rule of thumb, it can probably be asserted that elves have the
longest pregnancy times (possibly as much as 2 years); dwarves,
gnomes, humans, halflings, and half-elves are all about the
same, between 8 and 12 months, and orcs and humanoids would
have shorter gestation periods, possible ranging down to 6
months. These are only suggestions, however; what the DM
decides for his campaign is the final answer.
(76.64)
 

Q: One of my players wants to have a
baby; what should I do?

A: Your question had me momentarily
confused. If one of your players wanted to
have a baby, you, the DM, should be the
last person she should talk to.
    I take it that you mean that one of your
players would like his or her player character
to have a baby -- an event that certainly
requires the DM's involvement. I
suggest that you handle it discreetly "offstage."
There is no reason to play out
having a baby; just assign a percentage
chance each game month that the mother
gets pregnant. The chance should never
be higher than 36%; you can increase the
chance slightly if one of the parents is an
orc or half-orc, and you should decrease it
if one of the parents is an elf of any type.
    Once the mother is pregnant, you must
determine how long before the child is
born. The gestation period for humans is
nine months. This is the proper period for
most man-sized creatures. Gnomes and
halflings might require shorter lengths of
time. In nature, the length of gestation
depends on the birth weight of the baby,
not on the lifespan of the species. The
mother will have to refrain from adventuring
during the last half of the pregnancy,
and adventuring after the birth will
be difficult at best.
    You may decide to introduce a few random
factors such as a survival percentage
for mother or child, or the possibility of a
miscarriage. You?re on your own there ?
just keep the chances small, if you use
them at all.
(126.12)
 

PALADINS
Question: I am a 12th-level Paladin and I want to start a lineage.
Is this possible?
Can my Paladin get married, and if so, can he have children?

Answer: Well, most believe that Paladins practice celibacy.
I firmly uphold this belief and will not allow my Paladin, Guinivere, to marry.
This is a personal decision, or it can be made by your DM for you.
Even if they don’t marry, I am quite sure that Paladins are capable of having children.
 

Question: My male paladin wants to marry a
CE lady M-U. Is this
okay or does he have to marry
another (female) paladin?

Answer: This question is actually very complex.
To answer it fully, we would have to
define marriage itself. This would require
a philosophical treatise of considerable
length. To keep things short, let?s make a
few assumptions:
    1. The marriage conforms to the Western
definition of the term.
    2. The paladin in question belongs to a
sect or church that allows its paladins to
get married in the first place.
    3. The paladin in question has not taken
some kind of vow that might prevent him
from holding up his half of the marriage.
Whether or not these assumptions are
correct depends upon the circumstances
in your campaign. If they do apply, there
is no particular reason why your paladin
can't marry anyone he chooses. Remember,
however, that all paladins are strictly
lawful good. They are likely to run into
trouble if they choose mates who are not
also LG. Indeed, marrying a CE character might actually cause
the paladin to lose his paladinhood. Diving
headlong into a relationship with such an
unpredictable spouse is a chaotic act, and
promising to support, shield, or even obey
an evil character suggests at least tacit
approval of the character's beliefs and
activities, and is evil in itself.
On the other hand, it is possible for
some sects to place any number of restrictions
or requirements on their paladins'
marriages. This is up to your DM. In the
end, it is up to your DM to decide if a
marriage is acceptable.
(126.12)
 

SA: Divorce


Quote:
Originally Posted by LordHavok
Crying shame huh?
I guess some people don't realize what RPG's are about.
Relaxation and a chance to spend time together as either family or friends...or even to make friends and possible family.

Ho, M'Lord!

Most regular groups are indeed comradely and appreciate the chance for fellowship that the game sessions offer.
I've had many an email and personal conversation regarding that matter, the lasting friendships arising from gaming, and even a few happy marriages.
 
 


Edge3343, Congratulations!

With a beautiful bride like that the only thing I can suggest that you don't know already is this:
Pay more attention to her than to gaming If she doesn't like RPGing,
keep your own down to the "one night a week our with the boys" level until you can win her over to the fold.
If she is already a gamer, you are twice lucky, amigo...

Cheerio,
Gary


Dedication allows the recipient of the spell to be taken into the ranks of the casting cleric's religion,
making that person a sanctioned worshiper of the cleric's deity.
The effect of a dedication is permanent,
unless the worshiper demonstrates a desire to change allegiance to a different deity.
In such a case,
the earlier dedication can be overriden by a cleric of a higher level than the one who performed the previous dedication.

The rite of investiture must be performed on any aspiring cleric before that character can achieve the status of a first-level cleric.

Consecrate item must be performed on any object to be placed on an altar or in some other location within a religious edifice.

To prevent it from losing its potency, holy (or unholy) water must be kept in a properly consecrated container.

Ordination must be performed on a cleric before the character can become the priest of a congregation or assume similar sorts of duties,
and even an adventuring cleric must be ordained before he or she can gain followers and establish a following or other group.
In all cases, the cleric performing the ordination must be of higher level than the recipient;
this ceremony is often conducted as part of the training a cleric receives in order to advance from second to third level.

Source: http://thispresenttime.blogspot.ca/2010/03/acolyte-installation.html

Special vows can be received by a would-be cavalier or paladin before that character embarks on career in the desired profession.

The effect of this spell persist for as long as it takes the character to accumulate enough XP to rise to the upper limit of his or her current level.
<grammar, above>
The special vows can then be renewed as part of the character's training between levels,
or at any time during advancement through the next higher level.
A cavalier or paladin who has received special vows is immune to the effects of [bestow curse] spells (but not cursed items)
for as long as the special vows remain in effect.
Additionally, this ceremony renders the subject more susceptible (-4 on saving throw) to any quest spell cast upon him or her by a cleric of the same alignment as the caster of the special vows.

Consecrate ground should be performed upon an area before any holy (unholy) structure is built on the site.

A religious edifice that has been constructed on ground that has not been consecrated will slowly but irrevocably fall into a state of disrepair and has a 1% chance per year,
cumulative,
of actually collapsing as a result of this oversight.
This spell must be cast before the area in question is altered in any way (eg., landscaping)
and before any construction materials are brought to the site;
it will have no effect if it is done as an afterthought.
Consecrate ground can also be used on a plot land destined for use as a graveyard,
and in such a case the graveyard itself automatically turns undead each round with the same effectiveness as a 3rd-level cleric.
Or, if the consecration of a would-be graveyard is performed by an evil cleric,
any undead creatures occupying the area are treated as if they were being protected and controlled by an evil cleric of 3rd level.
<make links to appro DMG sections?>

Anathematize is a form of excommunication by means of which the offender is literally branded on the cheek, forehead, arm, or hand
with a symbol, sigil, or sign that identifies the subject (to those who understand the symbol)
as someone who has committed a serious offense in the eyes of his or her deity.

An unwilling subject of this spell is allowed a saving throw versus spell, at -4, to escape its effects.
If the recipient is not truly deserving of the telling brand,
the spell fails when cast.
A successful atonement causes the brand to fade,
and possibly vanish.
If the offending actions were caused magically or by some other external force,
the brand utterly disappears.
If the offending actions were natural,
the brand cannot be completely removed.

Standard costs for the casting of these spells are as follows:

  • coming of age, 5-15 $p;
  • burial, 5-50 gp;
  • marriage, 1-20 gp;
  • dedication, 1-10 sp (or sometimes free);
  • investiture, 1-100 gp (or sometimes free);
  • item consecration, usually free;
  • ordination, usually free, but possibly as much as 200 gp;
  • special vows, 1-100 gp (or sometimes free);
  • consecrate ground, 100-600 gp depending on the size of the AREA to be affected and the level of the cleric performing the spell;
  • and anathematize is always performed at no charge, since the casting of this spell is always deemed to be in the best interests of the cleric's religion.

  •  

     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     

    MC: The components for the various ceremony spells vary from religion to religion,
    but the material component always involves the use of the cleric's holy symbol in one way or another.
     

            - by Lenard Lakofka, from Beefing Up The Cleric (Dragon #58)


    Ceremony
    (Invocation)


    L^: c1, d1
    -
    R#: T
    -
    D^: P
    C^: v.s.m
    -
    CT: 1h
    -
    S^: S
    A^: *
    -
    !@@
    -
    !##

        * One creature, one item, or one area (see below)
     

    The druidic ceremony spell is similar to the
    clerical spell of the same name. It has a number of applications within
    the hierarchy of druids. The effect of a ceremony spell does not leave
    behind an aura of magic, although a know alignment spell or similar
    magic might reveal the force of true neutrality involved in the magic.
    Druidic ceremonies include the following, which can be cast by a
    druid of the indicated or lower (higher) level:

        1st-level druid: coming of age, rest eternal, marriage
        3rd-level druid: dedication, investiture
        7th-level druid: initiation, special vows
        9th-level druid: hallowed ground
        12th-level druid: cast out

    The characteristics of the various types of druidic ceremony spells are
    as follows:

    Coming of age is performed upon young people in druidic societies,
    usually when they reach the age of 14, and is symbolic of the young
    man’s |or| young woman’s entrance into adulthood. Effects of the spell
    are the same as for the clerical version ( + 1 bonus to a single saving
    throw); see the cleric text for other details.

    Rest eternal is cast upon the body of a deceased being, by means of
    which the soul/spirit of the creature is hastened in its journey to its final
    resting place. The spells raise dead and resurrection will not restore
    life to a character who has been the object of this spell, although
    a wish spell would serve that purpose.

    Marriage is essentially identical to the clerical ceremony of the same name.

    Dedication allows the recipient of the spell to be taken into the ranks
    of the druid’s followers/worshipers, provided that the character is true
    neutral in alignment. A recipient of this spell is charged, as are druids,
    with the responsibility to preserve and protect nature and the balance
    of forces in the world. In other respects it is similar to the clerical ceremony
    of the same name.

    Investiture is a rite that must be performed upon a character before he
    or she can become an Aspirant (1st-level druid). It conveys no other
    benefit.

    Initiation imbues the druid with the shape-changing and immunity to
    woodland charm powers that become available to the character upon
    <becoming an Initiate of the 7th Circle>. This ceremony must be performed upon a druid
    immediately after he or she begins to advance upward through the
    7th level of experience; if cast earlier than this, it will not work, and the
    druid will not have the benefit of the above-mentioned special powers
    until receiving initiation. Usually a druid must seek out another
    druid of 7th or higher level to perform the rite, but in unusual cases a
    druid may cast it upon himself or herself.

    Special vows is a ceremony that operates in the same fashion as the
    clerical rite of the same name. It does not work upon paladins, but will
    function upon cavaliers of any alignment.

    Hallowed ground is cast by the druid on his or her permanent grove.

    This ceremony ensorcels the trees of the grove so that they will never
    be affected by disease or other natural disasters. The ground remains
    hallowed for as long as the druid maintains this grove as his or her
    permanent base.

    Cast out is a form of excommunication or punishment that can be performed
    by a druid upon someone who has committed sacrilege upon
    the natural environment or in some other way violated the principles
    and standards of druidism. Its effects may be lessened at a later date
    by the casting of a reversed version of this ceremony, either by the
    same druid or another one of at least as high a level as the original
    caster, but the casting out can never be completely neutralized except
    by a Hierophant Druid of any level. A character who has been
    cast out exudes a powerful negative aura, causing any natural creature
    encountered to react negatively to the character. This includes all
    normal (non-magical) animals, monsters native to the woodlands, domesticated
    beasts such as horses and dogs, and all druids and their
    followers.


    Casting out is a very powerful form of punishment, and can only be
    performed by a druid who has received permission from his or her
    Archdruid to do so. Similarly, an Archdruid must get permission from
    the Great Druid, and the Great Druid from the Grand Druid. The
    Grand Druid does not need to obtain permission, but his or her
    actions may be reversed by a Hierophant Druid at any time.
    This ceremony is usually only used on occasions where the severity
    of an offense warrants such extreme punishment; a druid who asks
    for and is denied permission to perform it, or one who later has his or
    her actions offset by another druid, may be subject to punishment by
    higher-ranking members of the hierarchy. An intended recipient of
    this ceremony who is unwilling receives a saving throw versus spell,
    at -4, to negate its effects.

    MC: The components of a ceremony spell always include mistletoe, and
    the rite (of any sort) must be performed in a druid grove or some other
    natural, healthy patch of forest. Such ceremonies are normally conducted
    at either dawn or dusk, the times when night and day are in
    balance.
     

    Q: Should the first-level druidic spell
    ceremony read in part, "druidic
    ceremonies include the following,
    which can be cast by a druid of the
    indicated or lower level," as it actually
    does on page 41, or should it
    read as the description for the clerical
    ceremony? It doesn't make sense
    to restrict casting to levels lower
    than that specified.

    A: The druidic ceremony description is
    incorrect. The specific ceremonies noted
    can be cast by druids of the indicated level
    or higher, as with the clerical spell of the
    same name.
    (117.32)