TEMPLES

Made-to-Order Clerical Orders:
Helpful hints for clerical assemblies

by Michael Harrison

Temples are an important focal point of many AD&D® game campaigns,
because of the key role they play in both society as a whole and the lives of
player characters. A well-developed temple organization can be the DM?s
most effective means of guiding and constraining a cleric PC. It can also
provide occasional information and assistance to the players, while its
political interests can be a powerful source of intrigues and adventure
goals. At times a major threat can even test its full military, healing, or
financial resources.

In order to meet such challenges, a DM needs to know a great deal about
a temple and its members. This can be a problem if this information has
not been developed in detail. The following system is designed to solve this
problem by quickly enabling the DM to determine how many clerics
belong to a temple and what their levels are. Some additional information
is included that might prove helpful as a reference when a temple is being
developed in greater detail.
 
T e m p l e organization
a n d hierarchy
Temple size Leaders Clerical levels Physical design
Wealth Defenses Ceremony: Consecrate Temple Dragon 142 Dragon

T e m p l e o r g a n i z a t i o n
a n d h i e r a r c h y
T o b e g i n w i t h , w e n e e d t o d e f i n e w h a t
c o n s t i t u t e s a t y p i c a l r e l i g i o u s o r g a n i z a t i o n
f o r g a m e p u r p o s e s . T h i s a r t i c l e a s s u m e s
t h a t t h e a v e r a g e t e m p l e c o n t a i n s q u i t e a
f e w n o n a d v e n t u r i n g c l e r i c s a n d l a y b r e t h -
r e n . T h e s e a r e N P C s w h o s e a c t i v i t i e s h a v e
l i t t l e t o d o w i t h e x c i t i n g g a m i n g b u t e v e r y -
t h i n g t o d o w i t h t h e " r e a l " f u n c t i o n s o f a
t e m p l e . ( W h a t a d v e n t u r e r w o r t h h i s s a l t
would willingly spend a lifetime copying
m a n u s c r i p t s o r s w e e p i n g f l o o r s ? ) T o g e t h e r ,
t h e a d v e n t u r e r s , n o n a d v e n t u r i n g c l e r i c s ,
a n d l a y b r e t h r e n o f a t e m p l e m a k e u p t h e
r e l i g i o u s o r d e r . I n t h e m a n n e r o f b u r e a u c -
r a c i e s e v e r y w h e r e , a d v e n t u r e r s a r e g e n e r -
a l l y s u b o r d i n a t e t o t h e i r a d m i n i s t r a t i v e
c o l l e a g u e s o f e q u a l r a n k .
 

N o n a d v e n t u r i n g c l e r i c s f o r m t h e b a c k -
b o n e o f t h e t e m p l e h i e r a r c h y . T h e y o v e r -
s e e t h e d a y - t o - d a y f u n c t i o n s o f t h e t e m p l e ,
p e r f o r m t h e m a j o r i t y o f i t s r i t e s a n d r o u -
t i n e s e r v i c e s t o t h e p e o p l e , a n d u n d e r t a k e
v a r i o u s s c h o l a r l y p u r s u i t s . H a v i n g l i t t l e
u s e f o r c o m b a t s k i l l , t h e y r a r e l y v e n t u r e
i n t o t h e w i l d e r n e s s , a n d o f t e n v i e w t h e i r
a d v e n t u r i n g c o l l e a g u e s a s v i o l e n t a n d
u n d i s c i p l i n e d ( t h o u g h n e c e s s a r y b e c a u s e
o f t h e g o l d , g l o r y , a n d p o w e r t h e y b r i n g t o
t h e t e m p l e ) . T h e y a d v a n c e i n l e v e l m o r e
s l o w l y t h a n a d v e n t u r i n g c l e r i c s , b u t w i t h
l e s s h a z a r d .

A t y p e o f N P C w h i c h f i l l s t h i s r o l e a d m i -
r a b l y i s d e s c r i b e d b y L e n L a k o f k a i n h i s
a r t i c l e " T h e C l o i s t e r e d C l e r i c , " w h i c h
a p p e a r e d i n D R A G O N ® M a g a z i n e # 6 8 . M r .
L a k o f k a l o c a t e s h i s c l o i s t e r e d c l e r i c s i n
s e p a r a t e a b b e y s w h i c h h a v e l i t t l e c o n t a c t

w i t h t h e o u t s i d e w o r l d , a l t h o u g h t h e y
m i g h t j u s t a s e a s i l y b e p l a c e d i n r e g u l a r
t e m p l e s . N o r m a l c l e r i c s w h o a r e r e t i r e d o r
h a v e s u b s t a n d a r d p h y s i c a l a b i l i t i e s c o u l d
a l s o b e s u i t e d t o t h i s p u r p o s e .
Most temples also include a sizable number
o f l a y b r e t h r e n d r a w n f r o m t h e g e n -
e r a l p o p u l a c e . T h e s e u n u s u a l l y p i o u s
l a y m e n f i l l o u t t h e r a n k s o f t h e o r d e r a n d
p e r f o r m a m u l t i t u d e o f m i n o r t a s k s f o r t h e
t e m p l e . T h e y w o r k a t u n r e l a t e d o c c u p a -
t i o n s i n t h e i r d a i l y l i v e s a n d l i v e i n o r d i -
n a r y h o m e s a w a y f r o m t h e t e m p l e
g r o u n d s . T h e i r c l e r i c a l p o w e r s a r e m i n i -
m a l ; t h e y h a v e u n d e r g o n e t h e c e r e m o n y
o f d e d i c a t i o n , b u t n o t i n v e s t i t u r e . Howe
v e r , t h e i r n u m b e r s m a y i n c l u d e i n v e s t e d
d e a c o n s && a r c h d e a c o n s w i t h v e r y l i m -
i t e d s p e l l - c a s t i n g a b i l i t i e s .
I f c l e r i c s a r e a l l o w e d t o u s e o r i s o n s
(clerical cantrips, presented in DRAGON
issue #108), they should be granted to
nonadventuring clerics and perhaps to lay
The official rules regarding followers for
PC clerics deserve a special note. The
brethren as well.

PH (page 20) states that an
8th-level cleric who establishes a place of
worship receives 20-200 fanatically loyal
followers of unspecified type who serve
without pay, in addition to a number of
men-at-arms whose exact types are
detailed in the DMG
(page 16). These provisions are clearly
geared toward the typical PC who establishes
a new religious stronghold, generally
in the wilderness. In such a case, the
20-200 followers represent zero-level
laymen who contribute a variety of skills
and occupations to the new community
and also serve as lay brethren in its temple,
while the men-at-arms constitute the
temple's guard force. However, these
figures may not be appropriate for an
established temple, especially in a settled
area. The system presented here is intended
for use in developing an established
temple. A newly constructed one will
evolve into a similar organization if it
survives its early years.

Temple size
In fleshing out a temple hierarchy, the
DM needs to begin by determining the
number of clergy in the temple. Start with
the total population of the town (or other
worship area), then decide what percentage
of the population actively serves as
clergy of one sort or another. While substantial
variation occurs from one place to
another, this figure is generally between
2% and 10% of a town's inhabitants. (If
these figures seem high, remember that,
since the gods are visibly real and active in
their world, a high proportion of the populace
is actively involved in their worship.)
Then, based on the number of temples in
the town and the popularity of each,
decide what fraction of the town?s total
clergy serve in the temple in question.
This allows an estimate of the actual number
of clergy in the temple. (The number
of nonclerical worshipers is 10-20 times as
great, but remember that many of these
attend only on major holy days, just as in
For example, the frontier town of
our world.) At least 10 clergy are normally
Almeira has a population of 10,000. As its
people are not noted for their piety, only
2% of them are active clergy -- about 200.
required for a temple to be viable.
Since the town has five temples, they
average 40 clergy each. The temple of
Chauntea, goddess of agriculture, is the
most popular, and has 80 clerical types.
The temple of Mystra, goddess of magic
and the moon, is the smallest, being frequented
by magic-users, alchemists, and a
few lycanthropes. It has 15 clergy.
In contrast, the city of Nap has a population
of over 50,000 and, being the capital
of a warlike theocracy, is a center of religious
and military activity. Its 5,000 actively
involved clergy (10% of the population)
are divided among 25 temples, and average
200 per temple. The largest temple is
that of Tempus, god of war, with over 400
clerics. The smallest is that of Ilmater, god
of the poor, which has only 27 clergy.
Next, decide what proportion each of
the three types of clergy accounts for
within the total just determined. The
actual ratio differs between temples, and
depends on the popularity and goals of
each deity. In most temples the bulk of the
clergy are lay brethren, especially if the
deity is a popular one. A popular deity's
temple might have a ratio of 10% adventurers
to 20% nonadventuring clerics to
70% lay brethren. The equivalent figures
for an unpopular deity might be 20%,
30%, and 50%. Secret or banned temples
are, of course, another matter and may
consist entirely of adventurers.

In making these calculations, precision is
not essential. A town of any size always
has room for one cleric more or less! The
percentages given above should be regarded
as no more than loose guidelines, so
estimates are fine -- but avoid having too
many round numbers in the final totals.
For example, the temple of Chauntea of
Almeira fits the 10 : 20 : 70 ratio typical of <>
popular deities -- clergy, having 8 adventuring
clerics, 16 nonadventuring clerics, and
56 lay brethren. The small temple of Mystra
has a higher proportion of adventurers
maintaining its fortunes. Its 15 clerical
types are in a ratio of roughly 25 : 25 : 50
-- 4 advrenturers, 3 nonadventurers, and 8
lay brethren (including 2 semi-retired
magic-users). The temple is notorious
locally for its shape-changing acolytes.
In Naf, the huge temple of Tempus also
has a high proportion of adventurers,
again with a ratio of about 25 : 25 : 50. In
this case, the reason is the warlike nature
of its deity. Its clergy includes 97 advrenturing
clerics, 102 nonadventuring clerics,
and 228 lay brethren. The temple of Ilmater
has relatively little use for adventurers,
since its clergy concentrates on ministering
to the poor. Its clerics include only 2
adventurers, 11 nonadventurers, and 14
lay brethren.

If a temple contains shrines to friendly
deities who have no local temples of their
own, 1-3 clerics of each deity may be
present, adventurer or otherwise.

Leaders
Now the levels of the temple's clerics
must be determined. The first step in this
process is to decide the leader?s level. A
temple can be led by any type of cleric
(adventuring or nonadventuring) of sufficient
level. (Of course, the larger the temple,
the higher this is likely to be.) If
random determination is desired, use the
following procedure which relates the
leader's level to the size of the temple. The
numbers in this procedure can be tailored
to fit the general spread of levels in a
particular campaign.

Add the total number of adventuring
and nonadventuring clerics in the temple.
Divide this number by five (rounding up)
to get the base level for this calculation.
Then add the roll of 2d4. The end result is
the level of the temple leader. The leader
of a temple must normally be at least 8th
or 9th level, so any result lower than this
should be rerolled except in special circumstances.
For example, the temple of Chauntea in
Almeira has 8 adventuring and 16 nonadventuring
clerics for a total of 24. Dividing
by five and rounding up yields a base level
of 5th. The roll of 2d4 produces a 6, indicating
that the leader is 11th level. The
temple of Mystra, has only 7 clerics, giving
a base level of 2nd. The roll of 2d4 produces
a 5, for a result of 7th level. Since a
7th-level cleric cannot lead a temple, the
dice are rerolled until a suitable result (9th
level in this case) is obtained.

Past a certain point, though, the leader?s
level cannot continue to increase in proportion
to temple size without becoming
impossibly large. An upper limit must be
set. Therefore, if the temple has more
than 60 clerics, the base level described
above (the total number of clerics divided
by five) does not increase above 12. Instead,
if the number of clerics is between
61 and 90, add the roll of 2d6 rather than
2d4 to the base level of 12; if it is between
91 and 120, add 2d8; and if it is above 120,
add the roll of 3d6.

For example, the temple of Tempus in
Nap has 199 clerics, making it the largest
temple in the Western Reaches. Because of
the upper limit, this number is treated as
if it were a 60, giving a base level of 12th.
Since 199 is more than 120, the additional
roll is made with 3d6 rather than 2d4.
This results in a 13, indicating that the
temple is headed by a 25th-level cleric (this
leader could have been anywhere from
15th to 30th level).

The temple leader can be either a deskbound
adventurer (25%) or a nonadventuring
(or cloistered) cleric (75%). Note,
however, that Lakofka's nun
cannot exceed 11th level. If you are using
this type, any result of 12th level or higher
has to indicate an adventurer.

Clerical levels
There are two ways to determine the
levels of a temple's remaining clerics; these
methods are as follows.

If a fairly even distribution of levels is
desired, roll the largest type of die whose
number of sides is equal to or less than the
leader's level, once for each cleric. If the
temple is large, roll for groups of clerics
rather than individuals.

If low-level clerics are desired as most
common, divide the temple's clerics into
groups of approximately equal size. Roll
1d4 for each cleric in the first group, 1d6
for each member of the second group, and
so on up to the largest appropriate die (the
type used for the first method above).

As a special note, the first method is best
for adventurers. An even distribution
seems reasonable in this case, since lowlevel
adventurers tend either to die or to
advance to other levels fairly quickly.
Either way, the short time they are likely
to remain at any particular (low) level
keeps their numbers down. The second
method seems better for nonadventurers,
since they progress more slowly than
adventurers, live in much safer conditions,
and spend a much larger percentage of
their careers at low levels.

The DM may wish to assign positions of
responsibility to some of the organization?s
higher-ranking clerics. These areas of
responsibility might include the following
duties, which can be combined or divided
up in whatever way seems appropriate.
 

  • Treasury and financial affairs
  • Upkeep of temple records
  • Manuscript procurement and copying
  • Level training
  • Management of temple adventurers
  • Management of temple lay work force (including lay brethren)
  • Management of temple guard and other defenses
  • Organization and planning of services, rites, and holy days
  • Direction of music and chorus
  • Upkeep of buildings and grounds
  • Acquisition and storage of supplies

  •  

     
     
     
     
     
     
     
     
     
     
     
     
     
     
     

    If the temple is not too large, it may be
    possible to develop each of its adventuring
    clerics (and possibly nonadventuring clerics
    as well) as detailed NPCs. Even if that
    isn?t possible, a few NPCs could be developed.
    Every PC cleric should be personally
    familiar with at least one temple superior
    who provides instruction, information,
    and discipline.

    For example, the temple of Mystra in
    Almeira has seven clerics and a 9th-level
    leader. Therefore, 1d8 is rolled to find the
    level of each of the four adventuring clerics,
    while 1d4, 1d6, and 1d8 are rolled for
    the three nonadventuring clerics. The
    levels of the former turn out to be 1st,
    3rd, 6th, and 8th, while the latter are 1st,
    4th, and 7th. The high priest oversees
    level training. The 8th-level adventurer is
    given responsibility for defense and supervising
    the other adventurers, while the
    6th-level cleric acts as quartermaster in
    charge of upkeep, supplies, and lay brethren.
    The 7th-level nonadventurer supervises
    the treasury, the temple records,
    scribes, and holy services. The temple is
    too small to have a choir.

    Physical design

    The official rules contain many scattered
    clues concerning the internal design of
    temples. One of these is the Players Handbook
    ?s requirement (page 20) that an 8thlevel
    cleric?s shrine must have a floor area
    of at least 2,000 square feet, and a 9thlevel
    cleric?s temple have at least 2,500
    square feet. Since these areas correspond
    to linear dimensions of 40? X 50? and 50?
    X 50? respectively, this rule is not likely to
    present much of an obstacle. Another
    important comment is the DMG's paragraph on ?Evil Areas?
    (page 66), which applies to both evil and
    good temples. A scale area of up to 10? X
    10? for a shrine, or up to 20? X 20? for a
    temple, can be specially consecrated to
    good or evil. Within this area, all turning
    attempts by clerics of opposed alignments
    are at a penalty ? a substantial one in the
    case of a temple. (Interestingly, no extant
    spell is known to cause such an effect. An
    addition to the ceremony spell is proposed
    at the end of this article in order to fill this
    gap.) This rule has an important bearing
    on temple shape and layout, since the
    most vital rooms will be contained within
    the bounds of the evil or good areas.
    The temple's location and purpose help
    answer some basic questions about its
    physical design. Is it a shrine or a true
    temple? An urban edifice, a country
    estate, or a clifftop retreat? One building
    or a cluster? How strongly is it fortified?
    (Remember that a cleric can construct a
    fortified temple for only half the usual
    cost, thanks to religious help.) Are the
    grounds walled or unwalled? Do they
    contain any important terrain features
    (streams, ponds, woods, etc.)? Is the temple
    a self-sufficient entity, or does it
    depend on nearby townspeople for its
    needs? Its architectural style should be
    considered too. Keep in mind that many of
    the most striking and distinctive types of
    architecture in the real world are associated
    with religious edifices. Almost infinite
    diversity is possible in a fantasy world.
    DMs should be as creative as possible in
    matching the form of a temple to the
    needs of its organization. Nevertheless, it
    may be helpful to define some terms commonly
    used in traditional church architecture.
    In the familiar cross-shaped church,
    the long central area is the nave and the
    side halls are transepts. The area contain.
    ing the altar and seats for the clergy and
    other functionaries is called the chancel.
    This area is often raised above the others.
    A pulpit or lectern may be present near
    the altar. An apse is a vaulted, semicircular
    area projecting directly behind the chancel;
    this area most likely contains a large,
    highly visible holy symbol. Adjoining the
    chancel to or near the side is a private
    changing room called the sacristy. Sacred
    items and vestments are kept here. A
    vestibule or narthex serves as the public
    entrance to the nave. Overhead are galleries
    or clerestories whose windows look
    down on the roofs of lower structures
    The public worship area should be large
    enough to hold the full congregation on a
    major holy day. This area can be any
    shape, as long as the altar is clearly visible
    from all points. The entire area is usually
    adorned with as many fine paintings,
    statues and sculptures, murals, wall hangings,
    etc., as the temple can afford. The
    colors of the deity are prominently featured.
    A separate area for a choir may be
    located to the side or rear, or in a loft.
    The centerpiece of any temple is its
    altar, which is placed to dominate the main
    public worship area. The altar's specific
    form depends on its function in the organization
    ?s rites, but it is certainly made of,
    the finest materials, draped in the deity?s
    colors, and surmounted by an enormous
    holy symbol. It is likely to be heavily protected
    by defensive magic and possibly
    traps. Any item which is to be placed on
    the altar must be purified by means of a
    ceremony: consecrate item spell. If this is
    not done, the offenders sustain damage:
    2d6 if their alignments match that of the
    altar?s deity, 3d6 if either ethics or morality
    differ, and 4d6 if both differ.

    Many temples also have a smaller, private
    worship area and altar. This is especially
    true of sects that practice secret
    rites, which are usually carried out in an
    inner sanctum seen only by the temple?s
    priests and perhaps a favored few others.
    Since an altar must be used in the creation
    of a cleric's magical items, a private inner
    sanctum is also useful for this purpose,
    perhaps with a workroom and other necessary
    equipment nearby.

    The inner sanctum may also include or
    adjoin the high priest?s sanctuary, which is
    one of the most guarded rooms in the
    entire temple. The sanctuary is the destination
    of word of recall and succor spells.
    It is also used for meditation and prayer,
    for the seclusion required in the creation
    of magical items, and as a resting place for
    the high priest?s body when he is traveling
    astrally or recovering from a resurrection
    spell. It or a nearby room may feature a
    magic circle, a thaumaturgic circle or
    triangle, or a pentagram for use in summoning
    an aerial servant (or for other,
    darker rites of summoning). All of these
    are excellent reasons why the sanctuary is
    kept an inviolable refuge!
    Somewhere in the vicinity of the altar or
    inner sanctum can be found the fabulously
    expensive font where holy or unholy
    water is created (Dungeon Masters
    Guide, pages 114-115). It is likely to be
    placed in a manner that allows for comfortable
    viewing when it is used for scrying
    by means of the holy font spell. (The
    concept of holy water seems a particularly
    Christian one; DMs may wish to exercise
    their imaginations to come up with other
    substances that might serve the same
    function for various deities.)
    Some of the other features that might be
    found in a temple complex (but not a
    shrine) are listed below. Only a large temple
    would include all of these:
     

  • A library and scriptorium
  • Living quarters for clergy and servants
  • Guest quarters
  • A dining area
  • A large kitchen and larder
  • Meeting rooms
  • Cloakrooms, storerooms, and closets
  • A protected storeroom for magical items
  • A treasure vault
  • A bell tower
  • A music room
  • A wine cellar
  • A healing area
  • Shrines to closely affiliated deities
  • Guardrooms
  • Barracks
  • Practice areas for weapons training
  • An armory
  • A smithy
  • Cells or a dungeon
  • Crypts containing the remains of former high priests
  • A graveyard
  • Stables including stalls for magical mounts
  • A garden for herbs and vegetables
  • An orchard
  • A vineyard
  • A greenhouse (mundane or magical)

  •  

     
     
     
     
     
     
     
     
     
     
     
     
     
     
     

    For the contents of indoor areas, see
    Appendix I to the DMG
    ("Dungeon Dressing," particularly the list of "Religious Articles and Furnishings")
    and Appendix 2 to the DDG ("Temple Trappings").
    Magical items that are
    most likely to be used in a temple include
    candles of invocation, a dicerion of light
    and darkness, incense of meditation, a
    necklace of prayer beads, clerical rods and
    staves, various healing potions and ointments,
    and a library of clerical and protection
    scrolls.

    Wealth
    It may occasionally be important to
    know how much money a temple?s leaders
    have access to in an emergency (or when a
    particularly brazen thief manages to break
    into the treasure vault). A wilderness
    stronghold?s standard income of 9 sp per
    inhabitant per month (Players Handbook,
    page 20) seems an insufficient guide to this
    subject. The size of the treasury can vary
    enormously from one temple to the next,
    typically ranging anywhere from 100-
    10,000 gp per cleric. A suggested method
    of calculating a temple's wealth is
    described as follows.

    Multiply the roll of 1d100 × 100 gp to
    find the average gp per cleric. (If desired,
    this roll could be modified to reflect the
    political fortunes of the temple, the
    amount of greed inherent in its philosophy,
    the wealth or poverty of its surrounding
    area, etc.) Multiply this figure by the
    total number of adventuring and nonadventuring
    clerics in the temple (excluding
    lay brethern) to determine the actual size
    of the treasury. Of course, in a real emergency,
    a temple might call in favors, appeal
    to other temples of the same deity, or even
    sell assets to supplement its resources.
    For example, the temple of Tempus in
    Naf is the flagship temple of the state
    religion, and so has a + 50 bonus to its
    1d100 roll. A 62 is rolled on the dice, for
    an adjusted figure of 112. A figure of
    11,200 gp per cleric multiplied by 199
    clerics give its treasury the staggering sum
    of 2,228,000 gp. Since the temple of Ilmater
    follows a creed of poverty, ld30 is
    rolled instead of the usual 1d100 A roll of
    9 on this die gives a result of 900 gp per
    cleric, for a net treasury 11,700 gp ?
    poverty indeed for an urban temple!

    Defenses
    Almost every temple has many areas
    where secrecy and protection are of paramount
    importance, and the defensive
    arrangements of each temple should
    reflect this. A contingent of fighters is
    often present to serve as guards, and some
    temples even have castle-type fortifications
    for them to defend. Paladins or cavaliers
    may be on hand to lend assistance.
    Thieves might be employed to install complex
    locks and deadly (or immobilizing)
    traps to guard vital areas (a magical forget
    spell cast at the conclusion of the work
    can help safeguard the temple?s most
    important secrets from such hirelings if
    the job was a quick one). The services of a
    magic-user or illusionist might be engaged,
    either to set magical traps or to serve as
    permanent members of the guard force.
    Additionally, evil clerics are likely to use
    undead to augment their guard forces,
    and major temples of any alignment may
    be defended by appropriate creatures of
    the Outer planes at times of special need.
    But the temple?s clerics most frequently
    employ their own spells. These include
    glyphs of warding (see "The Glyphs of
    Cerilon" in DRAGON issue #50 and "More
    Pages from the Mages" in DRAGON issue
    #69 for some excellent examples), symbols,
    and short-term wyvern watch spells for
    area defense. Forbiddance spells are used
    almost universally to protect temples,
    although many a high priest might find it
    necessary to exclude certain public areas
    from its effect so as not to embarrass
    visitors of differing alignments who miss
    their saving throws. Guards could be
    imbued with spell ability, and might be
    assisted by a golem or an aerial servant if
    danger is suspected. Strategically placed
    items can be brought to life via animate
    objects spells, while magical vestment can
    help a cleric caught without armor.
    It goes without saying that a ceremony:
    consecrate ground spell will have been
    cast on the grounds of any temple before
    construction, since the edifice would otherwise
    be certain to collapse eventually
    (see also the effect of this spell on graveyards).
    Presumably, consecrated ground is
    not vulnerable to dispel magic spells, otherwise
    temples would be much too vulnerable
    to their enemies. This can be justified
    by assuming that the deity takes an interest
    in maintaining the magical power of
    the consecrated ground. Thus, the only
    way to desecrate such an AREA is to ritually
    defile its associated altar, as described in
    the Dungeon Masters Guide (page 66). <cf. UA, ceremony>
    If you think that desecrating or destroying
    an altar is too easy for someone who

    gains access to it, consider giving every
    altar an inherent magic resistance ? perhaps
    75% for a greater god?s altar, 60% for
    a lesser god?s, and 45% for a demigod?s. If
    the temple is abandoned, these figures are
    lowered by 1% for every decade the altar
    has gone unused, to a minimum of 10%,
    5%, and 1% respectively. Furthermore, if
    any character other than a high priest
    attempts to desecrate an altar, there is a
    chance equal to the altar's current magic
    resistance than an aleax (FIELD FOLIO®
    tome, page 11) emerges from the altar and
    attacks. If several characters are participating
    in the defilement, roll separately
    for each. And remember the penalty suggested
    above for touching an altar with a
    unconsecrated item.

    As mentioned previously, the creation of
    areas specially dedicated to good or evil
    requires a special spell. The following
    addition to the ceremony spell is proposed
    for this purpose. Its effect on opponents'
    saving throws and clerical spells is in
    addition to the undead-turning penalty
    specified in the DMG.