Dragon | The Cleric (PH) | - | The Cleric (Dragon) | Dragon 52 |
Clerics and Swords | - | - | - | Conclusions |
In many traditional fantasies, and as played
in D&D® and
AD&D™
games, clerics receive the blessing, protection, and
tutelage of a particular god. It’s from
this god that the cleric’s
power and majesty comes.
Additionally, each god has a certain geographical
area where
the populace reveres it over all others.
These areas are looked
upon favorably by their patron gods, who
use their powers to
protect them from the ravages of other
deities.
The clerics are the messengers of the gods,
their interpreters
in the everyday affairs of the populace,
and instructors of the
populace in the ways of worship. The large
majority of clerics fill
these roles.
However, some clerics are wanderers, in
the style of some
medieval Christian and present-day Hindu
orders. These clerics
have not necessarily taken vows of poverty,
but any wealth they
gain will generally go to the furtherance
of their religions.
The reasons for clerical wandering involve
the gods that the
clerics worship. The gods may send them
to gain new converts,
to accomplish other godly desires, or
to gain perspective and
insight into the ways of the world. Or
for any of hundreds of
unknown reasons. Who can answer for the
gods?
The wisdom of a cleric represents his potential
ability to gain
the above mentioned perspective and insight.
The wisest of clerics are recognized by their gods as of more use in instructing
others and generally causing the gods’
names to be glorified
even more. The attribute of exceptionally
high wisdom is usually
acknowledged by a god’s allowing such
a cleric to draw on the
god’s power more often and more effectively
than a less wise
one can.
The material components for clerical spells
are sacrificial
offerings to a god. The verbal and somatic
components are the
cleansing rituals of the clerical order,
which prepare the cleric to
be a channel for the god’s power.
The act of being a channel for a god’s
power is very draining.
Rest and contemplation are necessary to
regain the stamina
needed to again act as a channel.
The gods, in their wisdom, don’t allow
every cleric to know
any spell he’s potentially capable of
learning; a cleric must,
through prayer, ask his god to grant him
the specific ability to
use the god’s power in the way that the
cleric desires.
How then to put this in AD&D terms?
On the matter of patron
gods of geographical areas, we need to
prepare two more maps
of the campaign area. They should be simple
maps, on the order
of weather/temperature maps. One will
show the relative tendency toward law/neutrality/chaos of any area; the
other, the
relative good/neutral/evil nature of any
area. When crossindexed, these maps will describe an alignment for each
section
of the campaign map..
The alignment of an area doesn’t mean that
every creature in
that area is of that alignment; only the
deity associated with that
alignment is especially concerned with
what happens in that
area. Gods don’t often directly meddle
in mortal affairs, anyway.
Clerics operating in areas under the direct
patronage of their
god will have a very good chance of using
the god’s power to its
utmost. Their spells will be more potent
(in duration, power,
etc.) than the norm (about 125% of standard
figures is reasonable to use).
Clerics operating in areas of “adjacent”
alignment (lawful
good is adjacent to neutral good and lawful
neutral, for example) will have spells of standard potency. The potency
of spells
will diminish the further the alignment
of an area is from the
cleric’s own alignment. The cleric’s power
and spell potency are
at their weakest in an area of opposite
alignment, such as lawful
good vs. chaotic evil. (Somewhere between
one-fourth and onehalf strength would be appropriate.)
The strength and weakness of power and
spell potency pertains only to clerics pursuing goals on their own initiative..Any
cleric specifically sent by his god on
a mission into unfriendly
territory might be given a divine token
which would create an
aura of the cleric’s alignment immediately
around him, making
his spells of standard potency. This is
not a frequent occurrence.
For a cleric on a mission for his god,
martyrdom is not something to be shied away from. Indeed, the god may demand
it: If a
Flame strike on the person of his loyal
follower would accomplish the god’s purpose, that certainly should not
deter the cleric
from “firing” himself. What a glorious
end! }
Druids are treated differently with regard
to areas of power
and potency, because they worship nature.
Nature has no specific alignment area; druidic spells never vary in potency.
Nature
isn’t a god of any specific alignment,
it’s more of a balance of
alignments in the world. If the balance
of nature is tipped too far
one way or the other, druids will attempt
to restore it. In this way
they differ from neutral clerics (which
can only exist in the game
as non-player characters) who worship
a true neutral god.
These views would be correct if the clerics
in a typical expedition had been recruited from a downtown temple. The
clerics
would then have been brought along with
the party to minister to
wounds, turn undead, and cast a couple
of beneficial spells.
But cleric-adventurers aren’t enticed from
downtown temples, they go adventuring on their own initiative. Clericadventurers
are trained warriors; they fight better than trained
men-at-arms, are comfortable with armor,
and are bold enough
to enter places no cynical mercenary would
dare come near.
They are warrior-priests, and it should
show in their outlook.
This warlike outlook is evident in a properly
motivated cleric
player character. Why does a cleric-adventurer
go on adventures? Certainly not just to play medic; he could do that where
it’s safe — people get hurt everywhere.
Not just for greed; if he
concentrated solely on personal ambition,
he’d soon be bereft
of spells.
His motives are basically aggressive: he
wants to destroy his
god’s enemies, wrest away their wealth,
and accumulate personal experience in a rapid but risky manner; and all
for his
god’s benefit. This is a cleric worthy
of Turpin’s approval.
After all, how meek can you expect a person
who fights terrible monsters to be? Just descending into a dungeon is ah
act of
uncommon boldness. The cleric-adventurer
isn’t, and really
can’t be, a meek healer. His purpose demands
that he be a bold
killer, a champion of his god.
That a cleric-adventurer’s motives are
aggressive does not
insure that his actions will always be.
Although the cleric is on
the expedition to smite the enemies of
the Faith, he is less well
equipped to do so by force of arms than
a fighter, and much
worse at offensive magic than magic-users.
Most clerics are
temple-keepers and healers, and clerical
spells are mostly for
their use. The cleric-adventurer is sometimes
forced by the
(relatively) limited scope of his spells
to support his comrades
more than fight, but his influence and
abilities can help keep his
comrades fighting for the right cause.
The important thing is
that the job gets done, whether or not
the cleric strikes the blows
himself.
The portrayal of the cleric-adventurer
as a crusader for his
god makes him sound suspiciously like
an AD&D paladin.
Granted; but if players had used clerics
as something other than
combat medics, perhaps the need for the
paladin subclass
would have never surfaced. Roland was
a traditional paladin,
and he had no magic powers. Turpin was
most accurately a
cleric-adventurer, but he reeks of the
characteristics of
paladinhood.
Turpin of Rheims, finding himself o’erset,
With four sharp lance-heads stuck fast
within his breast,
Quickly leaps up, brave lord, and stands
erect.
He looks on Roland and runs to him
and says
Only one word: “I am not beaten yet!
True man never failed while life was
in him left!”
He draws Almace, his steel-bright brand
keen-edged;
A thousand strokes he strikes into
the press.
Soon Charles shall see he spared no
foe he met,
For all about him he’ll find four hundred
men,
Some wounded, some clean through the
body cleft,
And some of them made shorter by a
head.
— The Song of Roland, Laisse 155
According to the D&D game rules, clerics
are only allowed to
use blunt weapons because they are forbidden
to shed blood.
This practice was followed during part
of the Middle Ages, but
not throughout; the poet certainly did
not think of Turpin as a
heretic. Most clerics aren’t Christian,
anyway. Why deny a follower of Odin the traditional spear, or a priestess
of Artemis the
bow?
Clerics were perhaps limited to blunt weapons
because the
class was created with medieval Catholicism
in mind, and to
reduce the cleric’s effectiveness in melee;
in the Greyhawk supplement, the best one-handed weapon a cleric can use
is a
mace, which does 1-6 points of damage
on man-sized opponents, but fighters can use a sword for 1-8 points. The
difference
in damage helped separate their fighting
ability at low levels — at
higher levels, the cleric is on a less
effective combat table than
the fighter, and the weapons limitation
then seems redundant.
In the ADVANCED D&D™ books,
the blunt-weapon rule is
retained, even though in AD&D a mace
is about as good as a
longsword, and no form of Christianity
is mentioned in the
DEITIES
& DEMIGODS™ Cyclopedia.
The rule should be thrown out. At the very
least, a cleric
should be able to use the weapon sacred
to his god. Is it also not
more proper to have clerics use weapons
traditional to their
culture? Turpin did very well throwing
pagans out of the saddle
with his lance. Why should he have all
the fun?
Game balance probably won’t suffer if clerics
are allowed to
use all weapons. Although they’d fight
as well as fighters at low
levels, this is not enough to cause everyone
to give up on fighters — clerics are bound to their gods, which causes
them all
sorts of trouble; fighters can do what
they please, as long as they
aren’t caught. That should be enough to
encourage players
toward fighters without extra enticements.
If you want to weaken clerics anyway, try
one of two easy
solutions; either have clerics hit at
-1, or make six points the
maximum damage from their weapons, so
a sword that normally
does 1-8 points of damage still does only
six if the roll is a seven
or eight. Either method should tone down
the clerics just
enough to make the fighters insufferably
smug.
Conclusions
The main thing to remember when playing
or refereeing clerics is that the gods are always watching, and that clerics
know it.
No slip goes unnoticed, and with most
gods this means that no
slip goes unpunished. A cleric reeds to
know what his god
wants, and he needs to do it. For details,
see the Gods, Demigods, and Heroes supplement, the DEITIES
& DEMIGODS Cyclopedia, or your local Dungeon Master. This allegiance
to a
deity need not restrict a cleric character
unbearably; after all,
there are lots of gods, they’re all after
power, and they all want
different things. Surely there’s one to
suit any player character’s
taste.
A king was there, his name was Corsablis,
From a far land he came, from Barbary;
The Saracens he calls, and thus he
speaks:
“Well we are placed this field of arms
to keep;
For of the Franks the number is but
weak,
And we may well despise the few we
see.
Charles cannot come to help them in
their need,
This is the day their deaths are all
decreed!”
Archbishop Turpin has listened to his
speech,
And hates him worse than any man that
breathes,
His golden spurs he strikes into his
steed.
And rides against him right valiant
for the deed.
He breaks the buckler, he’s split the
hauberk’s steel,
Into his breast driven the lance-head
deep,
He spits him through, on high the body
heaves,
And hurls him dead a spear’s length
o’er the lea.
Earthward he looks and sees him at
his feet,
But yet to chide him he none the less
proceeds:
“Vile infidel, you lied between your
teeth!
Charles my good lord to help us will
not cease,
Nor have the French the least desire
to flee.
These friends of your stock — still
we’re like to leave;
Here’s news for you — you’ll die, and
there you’ll be.
Frenchmen, strike home! Forget not
your high breed!
The first good stroke is ours, God’s
gramercy!”
He shouts “Mountjoy!” to hearten all
the field.
— The Song of Roland,
Laisse 95
(Quoted passages are from THE SONG OF ROLAND,
translated
by Dorothy L. Sayers, published by Penguin
Books, 625 Madison Ave., New York NY 10022. Reprinted by permission of
the
author’s agents, David Higham Associates
Limited, London.)