Clerics, unlike magic-users, have their spells bestowed upon them by their respective deities. By meditation and prayer the clerics receive the specially empowered words which form the various spells possible for them - although as with the spells of magic-users, the utterance of any given set of key sounds not only causes the desired spell to take effect, but it likewise wipes the memory of the sounds from the mind of the utterer, as each set of sounds is an energy trigger. Of utmost importance, then, is the relationship between cleric and deity.
Each cleric must have his or her own deity, so when a new player opts to become a cleric (including a druid), you must inform them as to which deities exist in your campaign milieu and allow the individual to select which one of them he or she will serve. This will not necessarily establish the alignment of the cleric, so at the same time the cleric player character should also state his or her ethos (not necessarily to the other players). It is then assumed that prior to becoming a first level cleric, the player character received a course of instruction, served a novitiate, and has thoroughly read and committed to memory the teachings of and prayers to his or her chosen deity, so that the character is dedicated to this deity and is able to perform as a cleric thereof. It is this background which enables the cleric character to use first level spells.
Furthermore, continued service and activity on behalf of the player character’s deity empower him or her to use second level spells as well, but thereafter another agency must be called upon.
Cleric spells of third, fourth, and fifth level are obtained through the aid of supernatural servants of the cleric’s deity. That is, through meditation and prayer, the cleric’s needs are understood and the proper spells are given to him or her by the minions of the deity.
Cleric spells of sixth and seventh level are granted by direct communication from the deity itself. There is no intermediary in this case, and the cleric has a direct channel to the deity, from whom he or she receives the special power to cast the given spells of these levels.
Lesser clerics, then, draw only upon their education, training, and experience to gain spells, just as higher clerics do when they renew their first and second level spells. In order to gain third, fourth, and fifth level spells, however, higher clerics must reach intermediaries of their respective deities in order to have these powers bestowed upon them from the plane of their deity. When clerics become very great, they must petition their deity personally in order to receive the powerful words which enable the casting of sixth and seventh level cleric spells. It is obvious, therefore, that clerics wishing to use third or higher level spells must be in good standing. If they have not been faithful to their teachings, followed the aims of their deity, contributed freely to the cause and otherwise acted according to the tenets of their faith, it becomes unlikely that they will receive intermediary aid unless they make proper atonement and sacrifice. There can be no question that such clerics must be absolutely exemplary in their activities, expressions, and attitudes if they dare to contact their deity directly!
Atonement. In the former case, where the unfaithful cleric desires third through fifth level spells, the minions (angels, demi-gods, or whatever) will be likely to require the cleric to spend 2-8 days in prayer, fasting, and contemplation of his or her transgressions, making whatever sacrifices and atonement are necessary thereafter, before freely granting those powers once again. Sacrifice and atonement will probably be left to the discretion of the cleric, and it is possible that the minions of the deity will empower him or her with spells to complete these steps, but the cleric had better do the correct thing, or face the consequences.
In the latter case, where the unfaithful cleric desires spells above the fifth level, the deity is certainly going to be highly displeased and absolute. The deity (refereed by the DM) will point out all of the transgressions, state a course of action which must be followed to regain good graces, grant the spells which the deity deems are necessary to complete the course (but never in excess of those which the cleric could normally use!), and pronounce anathema upon the cleric until satisfactory redemption has been made - i.e., the cleric cannot again call upon any help from his or her deity, or its minions, until he or she has regained favor through a course prescribed by the deity.
Changing Faith. A cleric who, at this or any juncture, changes deities is going to have a difficult time. His or her former deity will mark the cleric. The new deity (and associated minions) will be suspicious. Once a cleric changes deities, he or she must thereafter be absolutely true to the new calling, or he or she will be snuffed out by some godlike means. It is 90% unlikely that the cleric’s first deity will accept him or her back into the fold after falling away, unless some special redemptive agency is involved.
There is no salvation for a thrice-changed cleric; he or she is instantly killed. Any change of alignment which causes such a deity change is applicable, unless the change is involuntary. Note that the above applies to paladins with respect to their clerical spell powers and to rangers with respect to their druidic clerical spell powers.
Those beginning characters who have opted for the magic-user profession have just completed a course of apprenticeship with a master who was of unthinkably high level (at least 6th!). Having been a relatively apt pupil, worked diligently, and made every effort to please, master (or mistress, as the case may be) was kind enough to prepare a special present for the character before he or she goes out into the world to seek his or her fortune. This document is to be called “First Level Spells Known.”
While the Intelligence of the player character will dictate how many and which spells can be and are known, this knowledge is not automatic.
Each and every spell, except those which “master” was generous enough to bestow upon the character, must be found somewhere and recorded in the character’s spell books.
Thus, if Redouleent the Prestidigitator, Intelligence 15, has a repertoire of 7 spells and finds a scroll with yet another, there is a 65% chance that the spell can be understood by that worthy. If, in fact, it can be comprehended, Redouleent must then record the spell in his book (thus destroying that portion of the scroll, of course), and he is now the proud possessor of 8 first level spells—just 3 short of the maximum he’ll be able to know.
Obviously, an apprentice must know how to read magic to be of use to his master. It is also an absolute must to anyone following the profession of magic-user, so that spell is automatically on each magic-user character’s list of known spells. Then select by random means one spell each from the offensive, defensive, and miscellaneous categories listed below.
Choice is left to the player. Note that both [Wizard’s] Magic Aura and [Wizard’s] Floating Disc must be located by the character; they can never be known at the start. If the campaign is particularly difficult, the DM may wish to allow choice automatically. The DM can furthermore allow an extra defensive or miscellaneous spell, so that the character begins with five spells.
Illusionists do not need the spell, read magic, or anything like it in pursuit of their profession. All illusionist spell books and scrolls are written in a secret tongue which every apprentice learns from his or her mentor. This arcane and difficult language is common to all phantasmal magics, and is necessary for illusionistic conjuring.
If an illusionist gains read magic at the 14th level (along with several other 1st level magic-user spells), this merely allows him or her to utilize magic-user scrolls that contain spells different from those on the illusionists’ list.
When a 1st level illusionist receives his first level spell book from his master, it contains only three spells (read magic being unnecessary).
The DM should require the player’s character to roll a d12 on the table of 1st level illusionist spells, rolling three times and ignoring any rolls that result in duplication.
If a DM feels his or her campaign is unusually difficult, he or she may allow magic-users or illusionists to choose one or even two of their initial spells.
Naturally, magic-user player characters will do their utmost to acquire books of spells and scrolls in order to complete their own spell books. To those acquired, the magic-user will add one (and only one) spell when he or she actually gains an experience level. Therefore, most will be frantically attempting to purchase or cozen spells from non-player character magic-users, or even from other player character magic-users.
How the DM handles NPC magic-users is of utmost importance. There is a special section of the rules regarding non-player characters, and the suggestions therein should be followed carefully. By doing so, players will find that their magic-user characters are unable to acquire new spells - at worst - or must pay so dearly for them in money, magic items, and quests, that the game is hardly worth the candle (i.e. “not worth the expense of lighting a candle to play the game”). Of course, the magic-user will pay the price nonetheless, and that will help manage any excess treasure and give such characters a reason to adventure at the same time.
Obtaining Spells from Other Players. Superior players will certainly co-operate; thus, spells will, in all probability, be exchanged between PC magic-users to some extent. No special sanctions should be taken to prevent such exchange. The DM should leave this interaction strictly alone.
Obtaining Spells from Non-Player Characters. This is not the case when PCs deal with NPC henchmen or hirelings. Non-player character hirelings or henchmen will absolutely refuse to co-operate freely with player characters, even their own masters or mistresses. Again, this matter is dealt with separately under the section pertaining to the DMs role in operating henchmen and hirelings (see Non-Player Characters). As a general rule, they will require value plus a bonus when dealing with their liege. If they will deal with other PCs (or NPCs) at all, they will require double value plus a considerable bonus.
Naturally, the personality of the henchman or hireling would modify the bargain to some extent. A very avaricious or greedy NPC would ask for more magic items and/or gold too! The DM will have developed the character of each henchman and hireling to the extent that such determinations will be relatively easy.
Finally, the ramifications of spell scarcity are bound to aid the campaign, and not only with regard to excess treasure and magic items. A scroll of but a single spell becomes highly meaningful to the magic-users in the game, especially when it is of a spell heretofore unknown. The acquisition of a book of spells from someplace in the dungeons or wildernesses of the campaign is a benison beyond price! PC and NPC alike will take great pains to guard scrolls and spell books. Magic-users will haunt dusty libraries and peruse musty tomes in the hopes of gleaning but a single incantation to add to their store of magic.
Purchasing Spell Casting Services by Non-Player Characters. See Non-Player Characters, Hiring Non-Player Characters to cast spells or use devices.
[Spells Obtained through Training During Level Advancement. Naturally, magic-user player characters will do their utmost to acquire books of spells and scrolls in order to complete their own spell books. To those acquired, the magic-user will add one (and only one) spell when he or she actually gains an experience level. Therefore, most will be frantically attempting to purchase or cozen spells from non-player character magic-users, or even from other player character magic-users. The spell is normally of the highest level that the character can cast after training. It is up to the individual DM to determine whether new spells are assigned or given by choice in a particular campaign. In either case, the “chance to know” roll still applies, and the character may or may not be given a chance to choose another spell if the first offering cannot be learned. Also, the DM may choose to make only certain spells available through the training process, so the choice may be limited.
Chance to Know (Failure). See Ability Scores, Intelligence, Chance to Know (a Spell).
Adding Known Spells from Scrolls into a Spell Book. In order for a magic-user to transcribe a known spell from a scroll to his or her books, a read magic and then a preparation period equal to one full day for each level of the spell being scribed. This process causes the spell to disappear from the scroll.
Adding Unknown Spells to a Spell Book. The write spell enables the magic-user to inscribe a spell he or she cannot understand at the time (due to level or lack of sufficient Intelligence) into the tome or other compilation he or she employs to maintain a library of spells; it does not enable casting or scroll inscription. See the write spell for further details and costs.
Copying Known Spells from Other’s Spell Books. Spell ink formulae are compounded only by the inscriber from secret and strange ingredients. The basic medium should be sepia from a giant squid or ink from a giant octopus. To this liquid must be added blood, powdered gems, herbal and spice infusions, draughts concocted from parts of monsters, and so on. Ingredients should suit the overall purpose of the ink. It is recommended that each different spell to be transcribed require a different ink compound. Of course, a DM can assign an actual cost to this to simplify things. (E.g. 100 g.p. per spell level to the power of spell level minus 1; or 100*2^Spell Level -1.)
Illusionists. Illusionists use the same rules as magic-users above with the following exceptions.