"Clerical Spellcasting" represents specific prayer rituals, generating numinous effects through channeled divine power from the gods rather than the personal fatigue and willpower of the caster. It is simultaneously less flexible and more powerful than normal spell-casting ("Arts and Techniques")..Clerical spell-casting in the Aestas setting is modeled using a combination of the spell lists from "DF1: Adventurers" and "DF:7 Clerics", and the "Threshold Magic" system detailed in GURPS Thaumatology, pp.76-82. All spell-casting clergy must have the advantage "Power Investiture", a leveled advantage that functions a bit like Magical Aptitude, save that it also grants access to specific spells. Clerical Spell-casting uses the Threshold Magic mechanics, with the following minor adjustments:Clerical spells don’t have prerequisites beyond a minimum Power Investiture level, or require study to learn. To acquire one, the cleric prays and spends a point. Clerical spells are affected by sanctity, not mana. Sanctity is “normal” everywhere but in areas that are specially cursed (no or low sanctity) or blessed (high or very high sanctity). These levels affect holy magic just like mana levels affect wizardly magic. Critical failures use the Clerical magic table on p257 of GURPS Thaumatology.
Base Threshold is 20, with a daily Recovery Rate of 10. These are both modified by the advantages and limitations on pp78-79, but applied to Power Investiture rather than Magical Aptitude. This represents a somewhat improved or declined relationship between the cleric and the deity in question.
Clerics may only select spells from the spell lists appropriate to the deity he or she serves. Most deities have three or four general areas that they govern or influence. If none of these lists appeals to the player, the default list available in "DF:1 Adventurers" is available as an option. Please consult "Religions of the Known World" to determine which spell lists are appropriate.