Optional Skill (NWP) for AD&D

This page is a suplemental set of rules for a FANTASY game. If you somehow ended up here doing a search for "real" occult information, your in the wrong place. If this is the case, you sould not only not waist your time reading any further, you might want to consider doing some public service to get out of the funk youve gotten yourself into.

Religion Skill


Rank 1 - 5

Knowledge of Religions: Character has had contact and time to study or otherwise learn about several different religions and their method of practice. Character knows a bit about what religions venerate which Gods, what feast days are celebrated, when are services generally held, what the meaning of different parts of the mass hold, what appropriate clothing is involved, what are the guiding tenants, and what are appropriate offerings.


Rank 6 - 10

Knowledge of Deities: Character has begun to know a bit of the nature of the Gods themselves, in so much as she has a more firm grasp and clear view than what is preached in service. Knowledge at this level begins to understand where particular Gods really sit as compared to one another, and some of their more secret plans and wants not commonly discussed among the flock. These are not generally bad things, just things a bit more complicated than any clergyman could explain to hundreds of commoners in around 2 hours a week.


Rank 11 - 12

Invoke Scrolls: At this level, character has enough insight, understanding and presumably respect and regard for the true nature and plans of divinity that he/she is a suitable conduit for their powers. Characters at this point may read and invoke clerical scrolls of any deity who shares common ideals (or alignment) of the character for such purposes of aiding that deities general goals (do good things, help people, kill bad people, etc.). Ultimately the GM gets to make the decision as to the characters motives for using the scroll, and how well that coincides with the deities general goals and likes.


Rank 13

Make Holy Water and other Trappings- Character is familiar with the methods and significance of many religious beliefs in regards to manufacture of various objects of faith such as holy water, clerical vestments, holy symbols, and other articles of proper ceremonial worship. This knowledge represents the academic knowledge, rather than the artistic and practical know how. Often the services of an artificer will be required. Many times (based on the ceremonial liking of the God and the faith) the process and materials of manufacture for these objects will be rather specific. Both of these are at the GMs discretion based upon his understanding of the Deities and religion of his world.


Rank 14

Divine Inspiration: Character is recognized by the divine beings as being a potential ally, partner, messenger, and advocate. Character occasionally has divine intervention in his/her life along with a feeling of calling, inspiration or epiphany. Character begins to feel drawn in a direction the Divines choose for him, and events begin to transpire around him/her to provide for a closer connection with the Gods. At this rank, the character will occasionally receive direct guidance as answer to prayers, especially in regards to deepening his faith, belief and knowledge as well as making correct decisions. Character so touched often earn/are granted additional KPs as a result of such. Inspiration can often be used to help a character identify unknown magic items and relics of clerical make and significance


Rank 15

Invoke Miracles of Faith: At this rank the character may choose a particular deity or tight pantheon to venerate. Assuming he/she has done so, the character can in times of need ask his/her God or Gods for intervention. These interventions may take several forms, but will most often reflect clerical spells of levels 1-3. These miracles should only be called for when all other possibilities are gone, and the work will benefit the general desires of the God. In addition to this, the miracle asker and beneficiary are often effected in a profound manner, bringing their beliefs closer to the God. Often something will be asked of either the miracle invoker or it's beneficiary or both by the God. Miracles are also found to be more effective than spectacular. Many have received miracles and have never known, or don't find out till years after.


Rank 16 -17

Clerical Investment: At this rank, the character is well enough off to actually take up a full clerical investment if he so chooses. Clerical investment requires a devotion of service to a single deity or tight pantheon. Once an investment is accepted and taken, the character is essentially a cleric from that point on. Spell progression increases by the Process of gaining XP and level advancement, along with accepting conditions and reaching goals of the cleric's particular faith. Such a great degree of this Rank varies from religion to religion, little more will be said here. Below however is a summary of what most clerical levels require of their new clerics. In my games, including the island game, this rank of Religion gives a Casting Grade of 1 in the Art Type of Clerical magic IF the character devotes himself and takes up a faith and all it's tennants.

Level 1, or Casting grade 1 In addition to having a religion score of at least 16, the character must reach an agreement with a deity and accept clerical investment. In doing such, the now cleric must accept a set of "Vows", or other series of sacred promises which include basic clerical restrictions and duties directly associated with his religion.
Level 3, or Casting Grade 3 By this time, the character must provide himself with, and carry the appropriate trappings of his religion. These trappings are specific to his faith, to generally include a holy symbol, book, and other sacramental implements.
Level 4, or Casting Grade 4 By this time, the cleric is required to have made, own, and most frequently wear the attire and vestments of his position. These are often robes of sorts, and display to all your affiliation and blessings.
Level 6, or Casting Grade 6 By this time the character is required to build a shrine of sorts for himself and others to worship at. Often these shrines are simply secluded or quiet places (or places appropriate to a deity) where an altar, obelisk or other appropriate construct has been erected. These places often make known the teachings of the God, often inscribed in stone or such. The cleric is expected to protect or provide for the care of the shrine.
Level 8, or Casting Grade 8 By this time the cleric is expected to have gathered a congregation of faithful and interested. The cleric should gather and treat his congregation in a way dictated by his religion. Congregations should be as large as possible, but some Gods may present quotas to their clerics based upon their ultimate wisdom and understanding of the area in which the cleric is operating.
Level 10, or Casting Grade 10 By this time, a cleric is expected to found an actual church, having gathered or made lesser cleric which will help maintain the church. The church should become the center of the cleric's life, from there teaching the interested and newly converted, tending to his faithful in what ever ways appropriate, building a clerical and volunteer infrastructure to the institution and beginning projects in the community around the church of pleasure to the deity.


Rank 18 - 19

Make Clerical Scrolls: Characters with this rank are capable of empowering scrolls with clerical magic to be used at a later time. Production of a scroll requires that the cleric specially prepare paper, ink and quill in a way appropriate to their religions system. Often these objects are unusual material but knowledge of such is had by anybody with a Religion skill of Rank 13. Once materials are gathered and prepared correctly, passages and teachings appropriate to the spell to be held are written on to the scroll, and a small ceremony is held. At the high point of this ceremony, the cleric casts the desired spell on to and thus into the scroll. Finally the scroll maker looses 1 point of CON per level of the spell which returns at a rate of 1 per day after 2 initial days of no CON recovery. After the casting is done and the CON loss endured, the scroll is complete..


Rank 20

Sacred Miracles: At this rank a faithful person may make requests of his God for truly magnificent things. Sacred Miracles can generally be requested for very important things, and even then only when conducting activities directly in line with doing God's work. Sacred Miracles are rare, but not unheard of. Those who whiteness them are profoundly effected, and many experience an epiphany. Effects of these sacred miracles are often similar to clerical spells of all levels, yet effect huge areas, have massive duration or effecting hundreds of people at once or in succession. Most churches today spend more time investigating and making pilgrimages to places of sacred miracles rather than attempting to call upon them themselves. Ultimately the GM decides if and how a Sacred Miracle will occur, and should be warned about their happening.


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