Clerical Magic in the Majestic Wilderlands

Clerical Magic is based on S John Ross' Unlimited Mana. In this system all normal rules for costs remain in force. Unlimited Mana isn’t a mana level, it’s a man type. In the Majestic Wilderlands Clerical Magic does not cause fatigue.

When a cleric casts a spell, he should record the cost in a running tally, instead of taking the cost from his ST score.

Every Cleric has a Threshold (Thresh) score – this defines the safe limits of the power he may draw from his god. If his tally remains at or below his Thresh everything is fine. If his tally exceed his Thresh, Bad Things can happen, and the cleric must roll on the Calamity Table. The normal Thresh score is 30.

"Calamity Checks" are made by rolling 3d, and adding 1 for every full five points by which Thresh has been exceeded. The spell that first brings the mage's tally over Thresh triggers a check. After that, ANY spell cast by the cleric (even those that cost no energy), will also trigger new Calamity at the current level of excess. Calamities take effect immediately, but their nature may not always be apparent to the cleric (see the table for details). Calamities do not normally cause the spell to fail (but see results 29+).

Note that any Calamity that refers to the "spell cost" means a number equal to the energy cost of the spell that triggered the Calamity.

The Gods are bound by a covenant that limits the amount of interference they can do in the Wilderlands. More than a gentleman’s agreement the covenant is bound in the very fabric of the Wilderlands. To defy the limits of the covenant is to threaten reality itself.

The cleric may reduce his Tally by performing the rituals and duties of his religion. Each ritual or duty is given a Recovery Score. When the cleric successfully performs that ritual then his tally goes down by the Recovery Score. The ritual common ritual to all religion is the daily meditation/prayer. Generally this has a Recovery Score of 4. This ritual is performed once a day and requires 15 uninterrupted minutes.

Clerics may use powerstones, vis, and other mana sources to place of drawing power from their gods. The mana expended from such sources is not counted against their Tally.

New Advantages

Tuned 10 Points/Level (Limit 3 Levels)

This advantage may only be taken by mages. Your calamity rolls are at +1 for every 10 points of excess, instead of +1 per 5. Every additional level doubles this effect (+1 per 20, +1 per 40). The cleric is more in tuned with the fabric of the Wilderlands and able to venture closer to the limits of the covenant.

New Spells

Spell Prerequisites

In general a cleric does not need to learn the prerequisites of a spell in order to learn the spell. The power of the cleric’s god gives him a innate understanding of the spell he is trying to learn. Each religion will have a list of required spells that the cleric must learn.

Heal Calamity Special

This spell is used to erase any ``regional'' or global change brought about by magical Calamity. It requires at least three clerics and Ceremonial Magic (even if one cleric has sufficient Threshold and Recovery to cast the spell, it cannot be cast by fewer than three clerics). The mages must work together at least 8 hours per day during the casting, and may only rest and eat with the remaining time; they may not even study.

Equal to the die-roll that caused the calamity, times 2 hours. Thus, a roll of 35 would require casting of nearly 3 days! The casting circle must remain awake; alternate mages can take over ``shifts'' if need be, but at least 3 mages must remain in the circle at all times.

Equal to 1/10 the die-roll that caused the calamity (round up), EVERY HOUR OF THE CASTING. This may be divided among the casting mages in any way they can agree upon.

IQ 15+

This is a meta-spell usable only by clerics.

Advantages

Power Investiture 10 Points/Level

This confers +1 to IQ when casting spells using the clerical magic system. All clerics have a magical resistance of their power investiture * 5. This resistance is conferred upon the cleric by his god. This resistance does not effect the casting of any spell by the cleric. This resistance can be extended to any non-cleric by touch (wizard staff counts here) at a penalty of -2 (to the level of resistance) per individual added. A Power invested 3 cleric with 3 non-clerics touching will give a 9 magic resistance to all the individuals including HIMSELF.

NOTE:

Skills

Performance/Ritual M/A Defaults to IQ-5, Acting-2, or Bard-2

Performance/Ritual M/A Defaults to IQ-5, Acting-2, or Bard-2

A roll using this skill is required to gain the Recovery Score of any ritual.

Calamity Table

Click here to download a copy of the Calamity Table in PDF format (about 42k). It prints out clearly on a single page. You'll need the free Adobe Acrobat Viewer to use this file.

 

Rituals and Spells of the Gods

DANNU (DAN-NU) - The Mother of Mercy, Lady of the Green Earth, the Hearth Mother

Rituals

Recovery Score Ritual

4 Performing the sunrise prayer

8 Initiating a new member into the church

8 Marrying two adherents of the church

8 Performing a lay service

8 Performing the Funerary rite.

12 Performing the monthly purification ceremony

16 Performing the seasonal Festival rites

Spells (24 pts minimum distributed among the following minimum 1 point)

Bless

Curse

Truthsayer

Sense Spirit

Emotion Control

Might

Bless Plants

Minor Healing

Major Healing

Mammal Control

Bird Control

Regeneration

Banish

HAMAKHIS (HA-MA-KISS) - The Deathlord, Lord of Undeath, The Final Judge

Rituals

Recovery Score Ritual

4 Performing the daily ritual washing of the body

8 Initiating a new member into the church

8 Marrying two adherents of the church

8 Performing the monthly sacrifice

8 Performing the Funerary rite.

12 Performing the Exodus or Liberation day ceremony

16 Performing the yearly Festival of the Horses

Spells (24 pts minimum distributed among the following minimum 1 point)

Bless

Curse

Summon Spirit

Zombie

Preserve Food

Wizard Eye

Control Zombie

Death Vision

KALI (KAA-LEE) - The Black Mother, The Death Crone, Lady of Illusions

Rituals

Recovery Score Ritual

4 Performing a blood letting at sunset (1 point of Damage to Self)

8 Initiating a new member into the church

8 Killing a sentient being

8 Drinking the blood of one of the Blood Children

12 Killing a sentient Newborn (<3 months)

16 Performing a Blood Sacrifice

Spells (24 pts minimum distributed among the following minimum 1 point)

Bless

Curse

Mage Stealth

Panic

Persuasion

Dexterity

Dark Vision

Flash

Locksmith

Wizard Eye

Nightmare

Suggestion

Alertness

MITRA (MI-TRA) -The Maiden of the Lions, The Lady of the White Hand, Lady of Paladins

Rituals

Recovery Score Ritual

4 Performing daily sunrise prayer and meditation

8 Initiating a new member into the church

8 Marrying two adherent of the church

8 Performing the monthly Ceremonies for adherents

8 Performing the Funerary rite.

12 Performing a Confirmation on a Paladin

16 Performing the yearly Arrival Ceremony

Spells (24 pts minimum distributed among the following minimum 1 point)

Bless

Curse

Panic

Bravery

Cure Starvation

Shield

Light

Cure Disease

Wisdom

Resist Fire

Vigor

Minor Healing

Sharpness

Persuasion

NEPHTHYS (Nep-thee-is) - The Bargainer, The Spider Goddess, the Mistress of Fate

Rituals

Recovery Score Ritual

4 Performing the daily bath

8 Initiating a new member into the church

8 Marrying two adherents of the church

8 Performing the monthly Ceremonies for adherents

8 Performing the Funerary rite.

12 Performing the Coming of Age rite

16 Performing the yearly Banquet of Delight

Spells (24 pts minimum distributed among the following minimum 1 point)

Bless

Curse

Truthsayer

Lend Skill

Emotion Control

Silver Tongue

Cure Disease

Alertness

Perfume

Pain

Borrow Language

PTAH (TAH) - The Craftsman, The Star Lord, The Father of MultitudesRituals

Recovery Score Ritual

4 Performing the sunrise invocation

8 Initiating a new member into the church

8 Marrying two adherents of the church

8 Performing the monthly Ceremonies for adherents

8 Performing the Funerary rite.

12 Crafting a item and then sacrificing it to the High Lord. The item must be worth 1 gold crown or more.

16 Performing the yearly Festival of Crafts

Spells (24 pts minimum distributed among the following minimum 1 point)

Bless

Curse

Lend Skill

Strike Blind

Borrow Language

Shatter

Repair

Reshape

Minor Healing

SET (SET) - The Serpant Lord, The Dragon, the Night Hunter

Rituals

Recovery Score Ritual

4 Performing daily weapon practice in honor of Set

8 Initiating a new member into the church

8 Marrying two adherent of the church

8 Performing the monthly Low Ceremonies

8 Performing the Funerary rite.

12 Performing a Confirmation on a Myrmidon

16 Performing the yearly High Ceremony

Spells (24 pts minimum distributed among the following minimum 1 point)

Bless

Resist Pain

Sharpen

Resist Fire

Thunderclap

Flaming Weapon

Reptile Control

Panic

Curse

Fireball

Sensitize

Pain

SILVANUS (SIL-VAN-US) - The Forest King, The Dreamlord

Rituals

4 Performing daily sunrise prayer and meditation

8 Initiating a new member into the church

8 Marrying two adherents of the church

8 Participating in a Grove Circle

8 Performing the Funerary rite.

12 Performing a Confirmation of a Ranger

16 Performing the Seasonal Festivals

Spells (24 pts minimum distributed among the following minimum 1 point)

Bless

Curse

Wisdom

Aura

Mass Slow

Beast Summoning

Summon Spirit

Seek Earth

Alertness

Purify Water

Control Emotion

THOTH (THAWTH) - The Immortal Sage, The Bearer of the Lantern

Rituals

4 Performing daily ablution

8 Initiating a new member into the church

8 Marrying two adherents of the church

8 Performing the monthly lay ceremony

8 Participating in a Divination Circle

8 Performing the Funerary rite.

12 Giving a learned dissertation

16 Performing the annual Festival of Sages

Spells (24 pts minimum distributed among the following minimum 1 point)

Bless

Curse

Copy

Clean

Wisdom

Compel Truth

Daze

Mass Suggestion

Memorize

Wall of Silence

Alter Voice

Mass Daze

Presence

Divination

THOR - The Lord of Icy Winds, Thunderer of the Gods.

Rituals

4 Performing daily weapon practice in honor of Thor

8 Initiating a new member into the church

8 Marrying two adherents of the church

8 Performing the newborn ceremony (Baptism)

8 Performing the Funerary rite.

12 Singing a lay from the Cycle of Thor

16 Officiating a dispute over the Code of Honor

Spells (24 pts minimum distributed among the following minimum 1 point)

Bless

Curse

Might

Haste

Long March

Recover Strength

Minor Healing

Weather Dome