You are on page 1of 8
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 25 I 26 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 Mandala POWERS 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 27 28 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