CLERIC’S LAW
DIVINE PROFESSIONS IN MIDDLE-EARTH é
The path a Cleric or Paladin must travel is highly
influenced by his god and many pattems in his life are
formed by his religious training. The difference be-
tween the Cleric of a war god and one of a god of love
should be readily apparent. Not only should the two
‘behave differently, reflecting the tenets of their re-
spective orders, but they should have greatly diver-
‘gentskills, as well. Thisisachieved easily through the
use of secondary skills and spel list choices, Yet both
CCleries will have the same base lists apart from their
ty,” as well as the same ease or difficulty in
leaning new skills, apart from the specific skills
determined to be special for each order/god
The spel lists and secondary skills listed below are
those which are most “attuned” to their respective
god. Only Clerics, Paladins, orother religious profes-
sions (perhaps some orders of Monks) should be
allowed access to this highly specialized form of
adaptation to a gods influence (or, arguably, the
influence of the religious order) as this specialization
reflects a fascination or interest by the affected char-
acter from early on in his development. Remember, it
is GM preference whether to use the listed skills and
spell lists, and there are a number of combinations
which can be used alternately
Option 1: The spell lists can be simply added to the repertoire of the character's base spell lists.
Option 2: Costs for obtaining the training for the spell lists in question may be lowered (i. local chapters
of the order may have libraries including the spell lists in question for open use by the members).
Option 3: Development point costs forthe spell list may be lowered to accommodate certain professions.
Option 4: Costs for the secondary skills may be lowered to as much as 1/2
Option 5: Profession bonuses may be given to the character as incentive to learn the skills.
ee SPELL LISTS SKILLS
Tight, stars
water, sea, rain
‘earth, crafts
nature, hunting, Path Mastery Fauna Lore
youth, animals ‘Animal Mastery Animal Handling
valor, friendship ‘Arms Way Athletic Games
Vaire ‘time, fate, memory Past/Future Vision Divination
Morgoth cold, dark Dark Law DemonDevil Lore
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Worship of lesser beings (spirits, Maiar, demons,
etc. is treated as worship ofthat beings principle
theme orthe theme oftheir dominant god figure (e-.
worship of Sauron is akin to worshipping Morgoth).
This type of worship, however, may alter the outlook
‘of the character drastically from worship ofthe prin-
ciple figures involved.
By worship is meant to give honor to, or the
practice of honoring. In the ease of organized rel-
sion, itoften involves sacrifice and outright worship.
More informal religions tend to take gods as patrons
oftheir art and livelihood. Generally there re three
types of gods - those who demand constant and total
‘worship, those that don’t really have to have it, but
like it, and those who don’t really pay any attention
This outlook should have some bearing on the reli
sions involved, and thus the skills and spell lists
availability for specialization
‘Another aspect of the religious organization of a
characteris the actual ordereligion involved. Many
games do not have these in place, and the GM must
create them as he goes. This many time results in
spotty and generi-sounding orders of Cleric, Pa
dins, Monks, and the like. However, a strong re
gious system is necessary to bring these professions
the fullness oftheir names.
One way to create orders is to simply create one
world-wide order for each theme/god, and to impose
ituniverslly on all cultures. This ean be justified by
saying that by the
nature of orga-
nized religion it
self, evangelism
will bring the or-
ders across cultural
boundaries, andeven-
tuallyone willbedomi-
nant within ts ownrealm
of worship. This is easy
and quick, but not teribly
plausible.
Onthe other endofthe spec-
trum, one could create complex
orders within each culture, and
set up counter-cults and splinter
groups, perhaps even linking the
latter to orders in entirely different
cultures. Anexhaustvelstcould then
bbe made of each culture and the rel
gious organizations involved. This in-
volves a huge investment of time and
energy, which could be co-opted outto the
GMs players (subject to final authoriza-
tion by the GM, of course). This is prom-
ising way to involve players directly into the
general formation ofthe world they willbe gamingin,
and gives them a deeper understanding of the world
It does, however, involve a lot of time.
A third way would be to create orders as-you-g0,
and list them continuously. When a player wishes to
create acleric, have him specify his deity and culture.
‘Thensimply create an orderto place his character into
‘based on these two criteria, and keep a running list
cross-referenced handy. It will grow and eventually
‘you will havea fair list of religious orders fleshed out.
‘You might even create a rival order or two as you
proceed. This is a median path, and has its advantages
(not foo much work) and disadvantages (too little
detail). However, for most GMs, this may be the
practical course of action. Remember, always keep
the players involved, and this small level of detail
gives a huge amount of credibility toa world system,
Joe MandalaPOWERS OF VARDA
DIETY-GRANTED LIST
Effect Duration
1—Starights
2—Revelation ofthe
Starry Sky
3—Light’s Sense
4—Starbolt
1oRIW
10min touch
10'sqivl_— 10 minvl 30°
SRM I min(C)
1 target :
SRM 1 mivtv
(6—Star Burst
/7—Aura of the High ELE
3 —Varda's Lance
9—Varda's Truth It
1—Light Armor
12—Aura ofthe Elven Lord
13—Silver Light
14Star Blades
15—Utterlight
16—Night’s Sense
17—True Aura
18-Star Strike
19--Star Armor
}20—True Vision
Tmin/vl
Tmin/vl
1—Starlights (F) The object touched will glow with the light of
the stars, shedding a very dim silvery radiance in the area of
effect. Humans will be able to make out only shadows, but elves
may see normaly.
2—Revelation ofthe Starry Sky (F) Generates an actual image
of the starry sky on any surface in range. Can be used under-
sround and during the day to produce an image ofthe sunless sky.
‘Any light brighter than a lantern will subdue the effect.
3--Light’s Sense (1) The caster can sense if any creature of evil
is within the area of effect.
4—-Starbolt (E) A sparkling beamis fied from thecaster'shand.
Itattacks onthe Shock Boltable delivering Shock eriticals, doing
half damage. Against creatures of darkness, all concussion hits
are doubled, and additional Holy criticals are delivered.
‘5_-Varda’s Truth I (1) Gives the caster a 10% chance to detect
traps, wards, illusions. etc, within the radius or givesa caster +20
to find such with mundane means.
(6—Star Burst (F) Creates burst of intense light, stunning all in
its area for 1 round/10% failure.
7—Aura ofthe High EIf (D) Surrounds the caster witha visible
aura akin to that ofa great elf, giving +10 Defensive Bonus, +5
Pr.
8Varda’s Lance (E) Fires a lance-like
bolt of sparkling energy atthe target. This
spell attacks on the Firebolttable, deliver-
ing Stun criticals. Against creatures of
darkness, the spell does additional Holy
critical.
9—Varda’s Truth If () As Varda's Truth
I,except the chances are 20% or +30.
10—Star Fires (E) A brilliant column of
silvery-white flames is created by this
spell. All creatures within 10’ ofthe flame
must make a RR or be stunned for 1 rd/
10% failure. Those within the flames take
aC’, then ‘B’, then ‘A’ Heat (or Holy if
applicable) critical on successive rounds.
11—Light Armor (ED) The caster is
sheathed in a shimmering armor-like aura
giving him a +5 DB, and protecting as
Lightarmor (Open Essence list: Elemen-
tal Shields).
f
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12—Aura of the Elven Lord (D) As Aura of the
High EY, except the Defensive Bonus is +15 and the
Pr bonus is +10.
13—Silver Light (E) This spell creates a sphere of
brilliant silver-blue radiance. Any creatures with in it
who are vulnerable to silver (devils, wraiths.
lycanthropes, ete.) will suffer an ‘A’ Electricity (or
other appropriate) critical each round they are in the
radius. In addition, all such beings operate at -10
inside the light. Ifthe spell is instead targeted on a
single being, it is class (F) and the being will he
stunned 1 rd/10% failure. Creatures
vulnerable to silver will suffer a-30
penalty toll actions and aC’ criti-
cal each round.
14—Star Blades (E) This spell cre-
ates one magical star-bladed weapon
for every 3 levels ofthe caster. Each
attacks as a Star Bolt with an addi-
tional +10bonus. Thebladeis insub-
stantial and cannot be used to parry
It will dissipate if struck against a
large metallic object.
15—Utterlight(E) As Urterlighton
the Magician Base list: Light Law.
16—Night’s Sense (1) Except as
noted, this spell functions exactly as
Light’s Sense, above.
17—True Aura(D) Givesthe caster
gleaming, demigod-likeaura which
grants a +20 DB and +20 Pr bonus.
18—Star Strike (E) This incanta-
tion calls into being a burning,
star-like object which hurls out of
the heavens to fall upon the target. It
attacks all ints radius on the Nether
Ball table (use Fire Ball if Nether is
unavailable), delivering Electricity
(primary) and Impact (secondary)
critical,
19—Star Armor (DE) Creates ¢
field just above the caster’s skin
which is a correct image of the
night-time sky. It acts as a Reverse
Spells (Closed Essence list: Spell
Reins) against any light- or
dark-based attacks directed at the
caster. Ifsuch spells are not reversed, the Armor then
protects as both Light and Dark Armor (concussion
damage is reduced by half, and criticals delivered are
shifted downward by one degree less severity). Under
the starry sky, the caster may see as an elf, and the
armor’ s absorption of stllarradiation regenerates the
caster at | hp/mnd.
20—True Vision (IU) This pell functionsas Varda's
Truth I with a 50% or +50 chance. This spell also
reveals illusions and the true form of creatures of evil
in non-mundane disguise.
30—Star Warrior (V) Calling on the stellar powers,
the caster temporarily transforms into a minor Cham-
pion of Light. The asteris giver
to wield (as Star Blades above, except itis +30 and
has a solid form which can parry and does not dissi
pate) and Star Armor for protection. Inaddition, ifthe
caster is in good standing with a Star- or Light-based
Freater Star Blade