by Douglas Loss
| Dragon magazine | Dragon #52 | - | The Cleric (PHB) | 1e AD&D |
Sacrifices are an essential part of most
religious traditions.
These offerings to the gods serve to indicate
reverence and a willingness to serve in any way needed.
As such, normal sacrifices must be made
regularly,
as gestures of thanks for victory in battle,
good fortune in finding treasure,
or any generally good occurrence.
Over and above the standard type of sacrifice
is the sort used when a cleric wishes to
call on his or her deity for a “miracle.”
A miracle is a spell higher in level than
the normal limit of the cleric in question.
If a god has been favorably impressed by
the piety of his servant, he will grant — on a one-time-only basis — the
ability to cast a spell “miraculously.”
This miracle spell will generally be sufficient
to accomplish the requested or desired purpose, because the success of
a miracle reflects directly on the competence of the god.
If a god’s miracles aren’t enough to do
his will, he isn’t much of a god. Of course, this doesn’t mean the cleric
will necessarily USE the spell to his or her, best advantage.
What constitutes a decent sacrifice?
There are three types:
* inanimate,
* animal, and
* sentient.
Inanimate:
Inanimate sacrifices are either
objects of intrinsic value such as gold,
gems,
fine wines or oils,
or rare spices or scents; or objects of
symbolic value such as an
idol or image of the god, or something
related to the mythology
of the god. The symbolic objects must be
consecrated before-
hand. A good example of this is druid’s
mistletoe. It’s symbolic
of the permanence of life and natural things,
regardless of the
appearances. It is consecrated by the ritual
collection method
(gold, sickle,
catching in a bowl, etc.).
Intrinsically valuable objects increase
the chances of the god
granting a miracle by 2% for each standard
measure of material.
Each DM must determine these standard measures
for his cam-
paign. They might be 100
gp in coin, an equivalent-value gem, a
cask of wine, 5 drams of perfume, etc.
Symbolically valuable objects are specific
to each campaign,
and their increases to the probability
of being granted a miracle
should be determined individually by each
DM.
In no case should the increase be more than 5% for each symbolically valuable object in the sacrifice.
Animal: Animal
sacrifices are those animals not considered either
sacred || unclean by the god. In general,
each animal sacrifice
increases the chance of a miracle by 2%;
if the animal used is
especially favored by the god as a sacrifice,
it adds 3%. Such
animals must be ritually dedicated to the
god immediately be-
fore being killed. Just shouting, “FOR
(GOD’S NAME)!” and slicing
won’t do.
Sentient:
Sentient sacrifices are thinking creatures, of an alignment
greatly divergent from the cleric’s.
They increase the chances of a miracle
by 5% each.
An attempt must be made to convert
any sentient sacrifice to the cleric’s god.
Only upon the failure of the attempt to
convert will the sentient count as a sacrifice.
Those of lawful or good alignment must
diligently work at this conversion attempt.
Others needn’t be quite so zealous. As
with all sacrifices, sentients must be sacrificed according to strict ritual.
Increasing the amounts of a sacrifice raises
the chance of being granted a miracle.
However, in no case will the chance of
a miracle be greater than somewhere around 50%, no matter how many sacrifices
are made.
Of course, there’s no reason a DM must
tell the player that.
Once a cleric has sacrificed as much as
he or she feels necessary, d% are rolled to see if the miracle is granted.
Whatever the outcome, the sacrifices no
longer can be counted toward the next attempt.
If a cleric attempts to gain miracles too
often (more than
perhaps once a year or so), the max. psb.
probability
will go down 5% with each successive attempt
(i.e., the next
attempt will be no more than 45%). If the
probability gets down
to 20%, a check must be made (if the miracle
isn’t granted) for
the god’s wrath. The chance of god’s wrath
starts at 50% and
increases by 5% for each subsequent miracle
attempt, success-
ful or not. Eventually, the god’s going
to get mad.
Obviously, miracles must be carefully prepared
for and closely moderated. They will never happen on the spur of the mo-
ment. That sort of activity is called DIVINE
INTERVENTION — and
that might happen once in a long campaign.
And there you are. Oh, you don’t think this
sort of thing would <happen>
in your campaign?
You’re sure? (Light the votive candles,
boys, start chanting quietly, and hand
me the ceremonial
dagger...)
You’re sure?