Ranger Rick's Round Table

Opinions

by Rick Emerich



QUESTION: Are there ways to play cleric characters without bringing in "Powers"? Aren't their other solutions for defining clerical powers? In our own history, exorcism and spiritual healing are seen as [being accomplished by his own devotion and faith] rather than spells. (Submitted by Steven Dashiell).

ANSWER: First, let me draw an important line: the AD&D game system is not reality, it is a fantasy construct whereby the Dungeon Master sets forth his ideas for a scenario and the players participate by role-playing fictional characters. Thus it is not the players but it is the player-characters who receive spells. I wanted to address this point because so many criticize role-playing and confuse it with the performance of real actions.

Let's define our terms. "Powers" which is synonymous with "Gods" or "Deities," are the fictional supernatural beings who grant magic spells to their devoted mortal followers based on the follower's needs, desires, and devotion. "Spheres of Power" refer to the categories of magic on which spells are based; some deities are unable to grant magic in certain of these areas because of their history, nature, or purpose(s) as outlined by the game rules or the DM.

The 1st-edition AD&D rules state that a cleric's own inspiration and true devotion enable him to learn and cast 1st- and 2nd-level spells (1st-ed. DMG p. 38, "Day-to-Day Acquisition of Cleric Spells"), that 3rd-, 4th-, and 5th-level spells are obtained through contact with supernatural servant's of the cleric's deity, and that 6th- and 7th-level spells are granted by the deity directly. The 2ndedition rules do not (as far as I can tell) carry this ruling over; page 84 of the 2nd-edition PHB states "priests must pray to obtain spells, as they are requesting their abilities from some greater power, be it their deity or some intermediary agent of this power. The conditions for praying are identical to those needed for the wizard's studying." On page 33, under the Cleric listing, it states "the cleric receives his spells as insight directly from his deity as a sign of and reward for his faith. Thus in the transition to the latest AD&D game system, all magical spells are obtained from the cleric's religious patron deity (or the deity's underlings). Faith and devotion in a deity is required to get even 1st-level spells.

The purpose of the 2nd-edition rules, which set up the Spheres of Power (SP), was a step forward in my opinion, for it made the worship and following of religious doctrine a more important facet in the role-playing of the cleric character. No longer was mere lip service given to a priest's deity, as was common by players using the 1st-edition system, but now in order to get spells to support himself and his fellows, the cleric must follow his deity's teachings and doctrines, seek to actively forward the goals of his religion, and become more involved with the holy mystique of this character class. It helped define the importance and standing of all deities in a game pantheon, be they TSR or DM created. It gave the PC cleric a necessary, added dimension.

Now to the question posed. Using the 1st-edition rules it is technically possible to have a priest create spell-like results based on simple faith and devotion, without involving the so-called "Powers" directly. But he would be limited to 1st- or 2ndlevel spells only, no matter how high in experience level he progressed: indeed, I'd prevent such a PC cleric from going higher than 4th-level (the maximum level to cast 2nd4evel spells). There is no specific requirement for a priest to worship a god from the pantheon in use in the game for this, so that technically he could have faith in any creature, thing, the night sky, himself, whatever to get this magic-like powers.

Under the 2nd-edition rules a priest must worship a god or gods, and gets even his most basic spell powers from devotion and faith in the god(s). There is no room in these rules for a priest who doesn't worship a god, but of course the DM has the last say: nothing prevents a DM from making up his own clerical class whereby the cleric in question has some sort of inner will, devotion, whatever, as an alternative for the definition of clerical powers. I would not suggest it, for it circumvents the delicate balance the authors of the 2nd-edition have tried to conceive in the game, but as a DM it's your world and up to you in the end.

Perhaps if you are interested in such, you could modify the Psionicist class which was dropped from the 2nd-edition rules (but has a special book out now by TSR) to make all psionicists actually priests of a single, all-knowing being. Their skills would rely on their own inner will but this would be directed and motivated by religious teachings and morals.

Q Is it possible to have a Jehovian (or Jesuit) priest in the AD&D game? (Steven Dashiell)

I suppose it is possible, but it is certainly not recommended in my opinion. Christianity, the belief in one God in the "real world," which a Jesuit priest would worship and believe in, crosses the line between fantasy and reality. This sort of confusion between real and fantasy has often caused real priests, religious and political leaders, and others of accusing role-players of making light of faith and real religion, of in fact worshipping "the devil," and in general given us roleplayers a bad name and reputation. In my opinion there is no need to have such a priest, though a DM might decide that his game world has only one, supreme divine being and require all priests to either worship, or in the case of evil priests, curse, "Him." But the use of real Christian references in the AD&D game may hold danger for the players, and was the motivating force behind the removal of demons and devils from 2nd-edition AD&D. While I suppose it could be done, and indeed I play in a game where it is done, I think it bad practice even if handled delicately.


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