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Clerics and their Deity

Spheres of Influence

Each deity has control over certain beings, objects or concepts. These are called spheres. A deity has complete influence over spheres that align with the deity’s purpose and goals with minor influence over some that are not in direct conflict with its purpose and goals.

Spells and spell like powers bestowed on to a priest must come from these spheres. Some spells and powers may belong to more than one sphere and some even belong to all of them, these are placed into a special sphere call “All”. A priest cannot cast or use abilities that are from opposing spheres, unless the ability is in both an opposing and an acceptable sphere.

The Spheres

All Animal Astral Chaos
Charm Combat Creation Divination
Elemental Air Elemental Earth Elemental Fire Elemental Water
Emotion Guardian Healing Law
Magic Necromancy Numbers Plant
Protection Summoning Sun Thought
Time Travelers War Wards
Weather

The maximum number of spells a cleric can have per each spell level is based on the wisdom score. This represents the cleric’s level of understanding of their deity’s requirements of prayers. The maximum number of prayers that any cleric can have in their prayer book is 20 of each level.

A clerics number of spells per day is the actual number of spells that can be cast at each level. A high wisdom score can add to this number as indicated from the table below.

A cleric does not require to memorize the prayers each night, the book can be studied, but it is not required. All known prayers can be used spontaneously which uses up a slot for the day in that spell level. Once all slots are used, the priest must rest for a full 6 hours and mediate for 2 hours to regain the ability to cast spells again.

A clerics number of spells per day is the actual number of spells that can be cast at each level. A high wisdom score can add to this number as indicated from the table below. Overcasting can be done by reading directly from the prayer book; a priest can overcast spell levels equal to his/her wisdom score. Once the spell is cast, the spell level of the spell is temporarily deducted from the cleric’s wisdom, in order for the cleric to overcast another spell; the spell level must be below the current wisdom score of the cleric. Overcasting cannot take wisdom below 5, and the cleric must have high enough wisdom to cast the spell (spell failure from low wisdom scores do come into effect. Spell failure can be calculated at 5% chance for each point below 13 (5% at 12 wisdom, 10% at 11, 15% at 10 and so on)).Wisdom loss is restored once the cleric has slept a full 6 hours plus one hour per point of wisdom loss. Spells will again be availible the day after the wisdom is restored. A restoration spell or restoration potion can restore the wisdom immediately.

Wisdom Spell Fail Max Spells Bonus Spells
9 20% 6
10 15% 7
11 10% 7
12 5% 7
13 -- 9 1 1st level
14 -- 9 2 1st level
15 -- 11 2 1st level
1 2nd level
16 -- 11 2 1st level, 2 2nd level
17 -- 14 2 1st level, 2 2nd level, 1 3rd level
18 -- 18 2 1st level, 2 2nd level, 1 3rd level, 1 4th level
19 -- 18 3 1st level, 2 2nd level, 2 3rd level, 1 4th level
20 -- 18 3 1st level, 3 2nd level, 2 3rd level, 2 4th level
21 -- 19 3 1st level, 3 2nd level, 3 3rd level, 2 4th level, 1 5th level
22 -- 19 3 1st level, 3 2nd level, 3 3rd level, 3 4th level, 2 5th level
23 -- 19 3 1st level, 3 2nd level, 3 3rd level, 3 4th level, 2 5th level, 1 6th level
24 -- 20 3 1st level, 3 2nd level, 3 3rd level, 3 4th level, 3 5th level, 2 6th level
25 -- 20 3 1st level, 3 2nd level, 3 3rd level, 3 4th level, 3 5th level, 3 6th level