best of dragon magazine #004.pdf
TRANSCRIPT
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c
h
A
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Best of
Vol. IV
Lake Geneva, W is.
M ay
1985
TSR, Inc . Pu bl ica t ions D ivis ion
D R A G O N , A D V A M C E D D U N G E O N S
&
D R A G O N S , A D & D ,
and
F I E N D F O LI O
a r e
r e g i s t e r e d t r a d e m a r k s owned
b y
T S R , I n c .
s
1985 T S R , I n c . A l l R i g h t s Reserved .
R U N E Q G E S T i s a r eg is t e red t rad em ark owned b y C haos iu m I n c .
IS BN
0-88038-135-3
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C o n t e n t s
P a r t
I. It t a k e s a ll k i n d s 3
The
b a n d i t by Tom Armstrong and Roger E. Moore
4
T h e b o u n t y
h u n t e r by Scott Bennie
6
T he c lo i s t e r e d
c l e r i c
by
Lenard
Lakofka
7
T he d e a t h
m a s t e r
by
Lenard
Lakofka
14
The
d u e l i s t by Arthur Collins
18
T he
j e s t e r by Roger E. Moore 21
T h e s cr i b e by Ed Greenwood
23
The
s m i t h by Ed Greenwood 26
P a r t
II .
P laye rs'
per spec t ives
2 9
Be
a w a r e , t a k e c a r e
by Lew Pulsipher
30
It's a m a t e r i a l w o r ld by
Michael Dobson
35
F i n i s h f i g h t s
by
Roger
E.
Moore
42
T w o - f i s t e d f i g h t i n g by Roger E. Moore 45
The w h o l e
h a l f -o g r e
by Roger E. Moore 46
R i d i n g
h i g h by Roger E. Moore 48
P a r t
I I I . Crea t ive
c a m p a i g n
5 1
F i v e keys
to success by
Mike Beeman 52
A
PC and his
m o n e y
by Lew
Pulsipher 55
The
c a r e
of castles by Katharine
Kerr 58
S a i n t l y
s ta n d a r d s
by
Scott
Bennie
63
These are the b r e a k s by John R.
Shaw
65
R e p a i r
o r
b e w a r e by
Arthur Collins 67
W o u n d s
and
weeds by
Kevin
J.
Anderson
68
R u n e s by Phil Taterczynski and Roger Raupp
72
R u n e s t o n e s by Ed Greenwood 77
2
B E S T
O F
D R A G O N
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Part I. It ta kes a ll kinds
P l a y e r c h a r a c t e r s
in the
A D V A N C E D
D U N G E O N S
& D R A G O N S ® g a m e ar e
developed as m e m b e rs o f s p e c i a l c lasses : f ig h t e r s ,
c ler ics , rangers , th ieves , mag ic -users , and so
f o r th .
Each character
c l as s
is s epa ra te a nd d i s t inc t
from a l l
o ther s , ha v ing
d i s t i n c t iv e
powers
and s k i l l s t ha t g i ve it a s pec i a l a ppea l and
flavor.
B u t
w h y s h o u l d p l a y e r c h a r a c t e r s h a v e
a l l t h e f u n ?
N o n - p la y e r
c h a r a c t e r c l asses f or
t h e A D & D ® g a m e have been developed over
years
b y th e
r ea der s
of
D R A G O N ® M a g a z in e .
These N PC s a r e f l e x i b l e eno ug h to cha l l eng e a nd
assist p l a y e r cha r a c te r s of any l e v e l , and t h ey o f fe r
much -needed
v a r i e t y
to g a m i n g sessions. Need a
ne w su i t o f a r m o r ? See E d Gr eenw oo d ' s sm i th
character .
Want
to
s e t t l e
an o ld
score?
T a l k
to
A r t h u r
Co l l ins ' s
du e l is t o r Scott
Bennie 's bounty
h u n t e r .
L o o k i n g
for a
r e a l l y da ng er o u s o ppo nent
for
t h e
good g u y s
in y o u r
g r o u p ? Lena r d La k o f ka ' s d ea th
master
f i l l s
t h e
b i l l .
S o m e g a m i n g g r o u p s m a y w a n t to e x p e r i m e n t /
w i t h
these
c lasses as
p l a y er cha r a c te r s . Bu t ,
j
bo th D ung eo n Ma s te r s a nd p l a y er s sh o u l d b e
forewarned t h a t these c lasses have not been e x t e n - ^
s i v e l y
tes ted
for b a l a nce or p l a y a b i l i t y as PCs ; in
fact , the y wer e des igned exclusively
for use as
N P C s , and s om e o f t hem ( the
d e a t h
m a st e r, s m i t h ,
c l o i s t e r ed c l e r i c ,
and
scr ib e) a re ,
b y
t h e i r
n a t u r e ,
only
u s a b l e
in
t ha t f a sh io n .
T h e d u e l i st ,
b a n d i t , b o u n t y
h u n t e r , a n d j e s t e r m i g h t p r o v e m o r e ad a p t a b l e a s
p l a y e r
cha r a c te r s , t ho ug h s om e a d j u s t m e n t s
m ay
need
t of
be made to bet ter
t h e i r
p l a y a b i l i t y .
However y o u u s e t h e m , these v a r i a n t
c lasses
w er e
des igned to
en r i ch
t he g a m ing ca m pa i g ns o f a l l A D & D
p laye r s . W e
h o p e
t h e y w o r k
w e l l
for y o u .
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The bandit
A
shif ty
non-player character
by Tom Armstrong and Roger E.
Moore
Fro m
issue
#63,
July
1982
T he
b a n d i t
is a
non-player
ch a r a c t e r c l a ss con t a i n i ng a s p ec t s o f
both
th e
l i gh t e r
an d t he
t h i e f classes. B a nd i t s p r a c t i c e th e i r profes -
sion
of t h i ev e r y by force , r a ther t h a n by s t ea l th a s do norma l th ieves .
Ban d i t s opera te in the
open
c o u n t r y s i d e , m a k i n g t h e m
s i m i l a r
i n
some
w a y s to r a nge r s. B a n d i t s d eve l op w i l d e r nes s s u r v i va l
ski l ls
a nd
ce r ta in th ie f - l ik e ab i l i t i es to enable them to
fur the r
t h e i r ends . B a n -
d i t s
a r t
t yp i c a l l y involved
in
h i gh w a y r obbe r y , r a i d s
on
s m a l l v i l la g e s
or i so la t ed ha bi t a t ion s , k idna pping fo r r ansom, and s i m i l a r
sorts
of
ac t iv i t ie s .
Humans , ha l f -ores , a nd h a l f - e l v e s m a y b e c o m e b a n d i t s . H u m a n s
a re
u n l i m i t e d
in l eve l
a dva ncemen t . H a l f -o r e s
m a y
a d v a n c e
to
1 0 t h
l eve l .
H a l f - e lv es may ach ieve 8th l eve l i f they have a s t r en gth of 18 ,
7 t h l eve l w i t h a s t r ength of 17 or l es s , and 6th l eve l w i t h a ny lesser
s t r e n g th .
A
b a n d i t m u s t h a v e m i n i m u m a b i l i t y scores
in
f ou r a reas :
s t reng th
12 ,
in te l l i g ence
10 , d ex t e r i t y 12 , and c o n s t i t u t i o n 12 . B a n -
d i t s w i t h scores of 16 or
h i g h e r
in s t r eng t h ,
in t e l l i g e n c e ,
a nd
d ex t e r -
ity
g a i n
a 10%
bonus
to al l
exper ience p oints e a r n e d .
Ban d i t s m ay b e o f any n eu t r a l o r
ev i l
a l i g n m e n t . O n r a r e occa-
s ions and in specia l c i r cumstances , neut ra l good b a nd i t s ma y be
f ound { in the t r ad i t ion o f Robin H o o d ) , e i t h e r a s i n d i v i du a l s o r i n
s ma l l groups .
A l i g n m e n t i s a ma jor factor in de term ining how a par t i cu la r ban-
d i t
o r
g r oup
o f b a n d i t s
opera tes .
T h o s e
o f n e u t r a l
a l i g n m e n t
(w i t h
respect to good and evi l ) a re m os t
l ik e ly
to a l low t h e i r robbery or
k idn a p v i c t im s
to
l ive ,
preferr ing to col lect their possess ions (or a
ransom) and th en r e lease the v ict ims , avoid ing a pos s ib le d ea th
pena l ty
for murder and , a t the s a m e t i me , l e a v i n g open the p oss ib i l-
i t y o f
v i c t i m i z i n g
th e s a me
peop le
a ll
over
a g a i n .
Ev i l b a n d i t s h a v e no such reserva t ions ahoul
k i l l i n g . Genera l ly ,
they w i l l t a k e few er c a p t i v e s
t h a n
n eu t r a l b a n d i t s , un l e s s t h ey a r e
sure
tha t a
v ic t im
is
w o r t h enough
( in
r a n s om)
to
m a k e
th e
t r oub l e
a n d
r i s k
o i ' k i d n a p p i n g w o r t h w h i l e . In such
cases,
t h ey w i l l
u s u a l l y
wait
u n t i l a f t e r t h e ransom h a s been paid before k i l l i n g t h e i r v i c t i m .
W h e n
n e u t r a l
good
b a n d i t s
a r e f ound , t h i s is f r e q u e n t l y in the
t er r i to r i es
o f ev i l
k i n g s
or
d i c ta tor s , where
th e
b a nd i t s a t t a ck ev i l
per sons and d ona te the
" ea rn ing s"
to the
poor
and needy of the
a rea , or to cha r i ty ( but never to a p layer character ) .
L a w fu l b a n d i t s l en d t o opera te in
l a rge
groups ; chaot i c ones w i l l
e i t h e r f o r m s ma l l b a nd s
o r
opera te s ing ly .
N o
ma t t e r w h a t si z e
a
group
o f
b a n d i t s
is , the
r u l e
i s
" leader sh ip
by the
s trongest ,"
B a n d i t s r o l l
d i f f e r en t h i t
d i ce t h a n
d o
l i g h t e r s
or
t h i eve s ,
re f l e c t ing
t h e fact
t h a t ,
w h i l e not as good in close com ba t a s r e gu l a r f i gh t e r s ,
th ey
a r e
b e t t e r t h a n t h i eve s
in
such respects . T h ey
use an
e i gh t - s ided
d ie p lus one
point
per l eve l up to the 9th leve l . The
h i t - p o in t aver a ge
fo r a bandit is very close to
t h a t
of a f ighter of equal
l e v e l ,
bu t a b a n -
d i t' s m a x i m u m n u m b e r of hi l po i n t s i s l o w e r t h a n a f i gh t e r ' s .
Specia l ab i l i t i es
B a n d i t s
h a v e
n o
spe l l
ab i l i t i e s
o r
spe l l - l ike
pow ers ,
bu t
t h e y
d o
have
a
c om b in a t i on
o f
seven other sorts
of
specia l ab i l i t i es :
1 . B a n d i t s
c a n
c l i m b w a l l s
a s a t h i e f o f
equa l l eve l . Bonuses
fo r
h i g h
d e x t e r i t y
a p p l y .
4
B A N D I T E X P E R I E N C E
LEVEL T A B L E
H it
E x p e r i e n c e
po in t s
0—1,800
1,801—3,600
3,601 — 7,500
7,501 — 15,000
15,001—30,000
30,001—60,000
60 ,001—110 ,000
n o ,
o o i —
2 0 0 , 0 0 0
200 ,001—300,000
300 ,001—450 ,000
450 ,001—650 ,000
650,001-900,000
l ev e l
I
2
3
*
5
6
7
8
9
10
1 1
1 2
dice
(dS)
1 + 1
2 + 2
3
+ 3
4 + 4
5 + 5
6 + 6
7 + 7
8 + 8
9 + 9
9+ U
9 + 1 3
9 + 1 5
Cover
t r a ck s
50%
53%
56%
Level t i t l e
Loo t e r
Ra i der
M a r a u d e r
H i g h w a y m a n
Out law
D espe ra do
R ea ver
B r i g a nd
R o b b e r
B a n d i t
B a n d i t Lord
B a n d i t L or d
( 1 2 t h )
250,000 exper ience p o i n t s p er l eve l f or each add i t iona l l eve l
above th e 1 2 t h .
B and i t s ga in 2 h i t points per leve l a f t er the 9th .
Cover tracks percentage
increases 3% per
l eve l
to a
m a x i m u m
of 98% at 17 t h l eve l .
62%
65%
68%
71 %
74%
77 %
2 . T h ey ca n h i d e in na tura l t er ra in us ing camouf lage t echniques
and
concea lmen t
a s
w e l l
a s a t h i e f of the s ame
l eve l
ca n
hide i n
shadows. B onus es fo r h igh de xter i ty a nd race a lso app ly here . (For
i n s t an c e , a
ha l f -e l f b a n d i t
w i t h
d ex t e r i t y
of 17 has a 20%
chance
of
h i d i n g in
n a t u r a l t e r ra i n
at 1st
l eve l . ) T h i s
ab i l i t y is not
usable
indoors or in s u b t e r r a n e a n e n v i r o n m e n t s ,
3 . P i t s , snares , a nd other traps se t outdoors m a y b e detected and
r emoved
b y b a n d i t s w i t h th e same chance for success as a t h i e f o f
equa l l eve l has to
f i nd and remove
traps. Aga in , r ac ia l a n d d ex t e r i t y
bonus es a pp l y
to
t h i s a b i l i t y .
A
b a nd i t
m a y
on ly a t t e m p t
t o
f i n d
a nd
r emove a ny g iven t r ap once . T h i s a b i l i t y cannot be used indoors o r
underground , and does not app ly to t r aps on ches t s , doors , e t c .
4 .
B a n d i t s
a re adept a t
cover ing thei r t r acks wh en pas sing through
th e coun t r y s i d e . In
s ome
w a y s , t h i s ab i l i t y is s i m i l i a r to th e d r u i d
spel l pass without trace, however , th e source o f the b a nd i t ' s
ab i l i t y
is
n ot
ma g i ca l .
W h e n t h i s
a b i l i t y
is used successfully , th e b a nd i t ca n pass through
a ny sort o f t e r r a i n
(grass,
snow, a sh , dus t ,
s a nd )
w i t h o u t l e a v i ng any
f oo tp r in t s or other
v is ib l e
ev idence of the passage. To make the
a b i l i t y w or k , th e
b a n d i t
mus t f i rs t r educe h is movem en t r a t e to one-
h a l f o f h i s cur rent nor m a l r a t e . (He i s presumed to be t ak ing the
t i m e to concea l o r obscure h is t r acks as he goes.) T h e n a success ful
d i ce
roll ( equa l to or l ess tha n the r equi red percenta ge) enables the
band i t t o
keep cover ing
h is
t r a ck s
i n
t h i s m a n n e r
for a
m a x i m u m
dur a t i on
of 1
t u r n
per
l eve l
o f
exper ience
per
d a y .
A s
m a n y a t t e m p t s
a s d e s i red can be m a d e each day , a s l ong as the tota l e lapsed t ime o f
al l
the succes s fu l a t t empts does not exceed th e d a i l y m a x i m u m . T o
d i scon t inue the cove r i n g of his t r a ck s , al l a b a n d i t
needs
to do is
r e sum e h is f u l l
no rm a l m ovem en t
rate.
B E S T O F
D R A G O N
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E a c h
ind iv idual band i t can on ly e m p l o y th i s ab i l i ty on hi s own
behal f ;
in o ther words , one cannot cover the t racks o f many, and one
b a n d i t
m ay be be trayed by another one 's f a i lu r e t o cover h i s o w n
t r a cks i f the two are
t ravel in g close together.
Al th ou g h
m ost o r a l l o f the v i s ib l e ev idence o f h i s passage c an b e
covered ,
th e
band i t
wi l l
l eave
a
scent
th a t can be
fo l lowed
by
such
creatures a s b loodhounds or minotaurs .
Rangers,
bounty hunters , o r
other
b an d i t s t r a c k i n g
a
b a n d i t
w h o h a s
successful ly
covered h is
t ra i l
m u s t t ak e a -50% pen al t y when ro l l ing to see i f they can a ccura t e ly
follow
a
covered t rai l ,
A charac t er or c reature w i th n o p a r t i c u l a r
s k i l l
a t t r a c k i n g or w i t h
no acute ol factory sense h a s a 10% chance o f c o r r e c tl y f o l l o w i n g a
covered
t rai l
( than ks to b l ind luck ) in the f i rs t round . I f
t h a t
a t t e m p t
succeeds,
th e s a m e 10%
c han c e m u s t
be rolled in e a c h a nd every
ro u nd d u r i n g w h i c h
th e
t r a c k e r
is
a t t e m p t i n g
to fol low th e
t r a i l .
O t he rw i s e , th e
t r a i l
is
lost
a n d c a n
o n l y
b e
relocated
by
r e m a i n i n g
in
th e same spo t ( search ing) fo r one round and then ro l l in g the 10%
c h a n c e a l l over aga in ,
5 . Band i t s surpr i se o thers on a ro l l of 1-4 on a
six-sided
d i e , and
are themselves surprised only on a ro l l oi 1.
6. B a n d i t s c a n t r a c k persons or c reatures in the ou tdoors a s a
r an g e r c an , bu t t he y hav e a
base
75 % chance to
succeed .
This per-
centage increases b y 2 % p e r c reature in the g r o u p be ing fo llowed ,
decreases by 10% for
every 24 -hour per iod s ince
th e
t ra i l
w a s made,
and decreases b y 25 % fo r
each h our that p rec ip i t a t ion ( ra in , snow,
etc.)
h a s fal len on the t r a i l .
B an d i t s c an no t t r a c k c ha r ac t e r s
or c r e a -
tures indoors o r u n d e r g r o u n d .
7.
When a band i t i s evad ing pursu i t in an
o u t do o r
e n v i r o n m e n t
(see th e Dungeon M as t e r s G u i d e , p . 69), 10% i s added to the b an -
d i t ' s chance
o f
e scape . T h i s docs
not
a p p l y
to any
n o n - b an d i t s
in the
evading party, so i t i s possible for the D u n g e o n M a s t e r to d e t e r m i n e
t h a t , w h i l e th e
par t y
th e
b a n d i t
i s
w i t h cannot
avo id th e posse, th e
band i t (who i s assumed to have dodged
in to
t he u n d e rb ru sh a t t h e
last
m o m e n t ) h a s escaped. T h i s a b i l i t y i s u sab l e on ly wh en the ban -
dit is not a l ready cover ing h i s t r a i l .
Combat and
other
characteristics
A b an d i t a t t a c k s a nd s av e s a s a f i ght er o f equal l eve l . Band i t s g et
one
a t t a c k
p e r
round u n t i l a t t a i n i n g
8th
l e v e l , w he n t he y
c a n
a t t ack
three t imes in two rounds . They ga in tw o a t t a c k s p e r round a t 1 5 t h
l eve l a n d
h i g h e r . W h e n
in
c o m b a t w i t h 0 - le v e l h u m a n s
o r
h a l f l i n g s ,
or
w i t h c r e a t u r e s
o f
less t h a n
one hi t
d i e ,
a
b a n d i t
ca n
at t ack once
p er round fo r each level o f exper i ence h e h a s a t t a ine d .
B a n d i t s w i l l
use a l l
sorts
o f
miss i l e weapons
( l i k e
bow s , s l ings ,
a nd
crossbows) , b u t
w i l l
o n l y u s e han d - he l d w e ap o n s u n d e r 5 ' i n
l ength
tha t w i l l n o t e n c u m b e r t he m o r b e aw k w ard t o u s e i n c o m b a t . T h i s
exc ludes
a ll
p o l e a rm s ,
a s
w e l l
a s
su c h w e ap o n s
a s
t w o - han d e d sw o rd s
a n d h a l b e r d s . P e r m i s s i b l e h a n d - t o -h a n d w e a p o ns i n cl u d e h a n d a n d
batt le
axes,
c l u b s ,
d a g g e r s ,
h a m m e r s , maces, m o r n i n g stars , m i l i -
t ary p i cks , sc imi t ars , a n d l o n g , sho r t , a nd broad swords . B and i t s
w i l l
u s e m a g i c a l f o rm s o f th e w e ap o ns p e rm i t t e d t o t he m . T he y c an
e m p l o y
oi l as a
w e a p o n ,
bu t t h e i r use o f
poison
is up to the
Dungeon
M a s t e r
a n d t h e ch a r a c te r ' s a l i g n m e n t .
Because
b a n d i t s m u s t
b e
ab l e
to m o v e
q u i c k l y , t h e y
w i l l
avo id
w e a r i n g a n y a r m o r h e a v i e r t h a n c h a i n m a i l . A c c e p t ab le a rm o r t yp e s
a r e :
padded,
l eather , s tudded l eather , r ing , a n d
c h a i n m a i l .
M a g i c a l
a rm o r s o f t h e s e
sorts
m ay b e u s ed a s w e l l , b u t b an d i t s
w i l l
n o w e a r
o ther t ypes o f m a g i ca l
a rmo r .
T h e m i n i m u m m o v e m e n t r a te a ban -
d it
w i l l accept
i s 9° , and hi s
a r m o r
shou ld wei gh 30 pounds or l e ss .
B a n d i t s w i l l n o t w e a r g r ea t h e l m s or use
large
sh i e l d s , p r e f e r r i n g
s k u l l c a p s
( o r n o he l m ) an d sm a l l sh i e l d s .
Some
hav e b e e n k n o w n t o
use m e d i u m - s iz e d sh i e ld s .
A ny
m ag i c i t e m n o t p ro h i b i t e d to
f i gh ter s
may be used by ban -
d i t s , w i t h i n
th e r e s t r i c t i o n s on a r m o r a n d weapons not ed above .
H o w e v e r , m u c h a s a
ranger
l i m i t s h i s personal be long ings t o those
h is steed can carry, so w i l l a b a n d i t l i m i t h is goods t o those he and
hi s horse c a n carry w i t h them. Excess t reasure a nd goods m u s t b e
go t ten r id o f a s soon a s possible so as n ot to
slow
h im
d o w n . Ban d i t s
w i l l never
load the i r m o u n t s
over th e
u n e n c u m b e re d l o ad l i m i t
(3,000
g p
w e i g h t
fo r a
l i g h t w a r h o r s e , w h i c h
is the
f av o r i t e m o u n t
o f
ba n d i t s ) .
A
b an d i t
wi l l not
bu i l d
a
cast le ,
b u t m ay es t ab l i sh a
s t ro n g ho l d
in
a n
isolated
area. In
su c h
a case, th e
b a n d i t
m a y
retain suf f ic ient
t r e a su r e to f inance c o n s t ru c t i o n a n d u p k e e p . H e w i l l s t i l l res t r i c t t h e
n u m b e r o f p e r so n a l i t e m s r e t a i n e d .
A b a n d i t m a y g a i n h i r e l i n g s a n d h e n c h m e n a t a n y l e v e l . The s e
wi l l never be o f good a l i gn m en t , excep t fo r an occas ional neu t ra l
good N PC f o u n d in the c a m p o f a non -ev i l l eader . Band i t s w h o
e s tab l i sh
a s t ro n g ho l d
w i l l
n o t au t o m a t i c a l l y a t t r a c t a b o d y o f m e n -
a t - a rm s
a s do normal f i ght ers , bu t t he y a re free to h i r e m e n - a t - a rm s
o n t h e i r o w n a s de s i r e d . B and i t s do not rece ive a revenue f rom the
i n h a b i t a n t s s u r r o u n d i n g t h e i r s tr o n g h o l d , e i t h e r , t h o u g h t h i s
does
no t p r e c l u d e t he pos s ib i l i t y o f r a i d i n g o r e x t o r t i n g f r om l o ca l people .
H e n c h m e n a n d h i r e l i n g s o f a b a n d i t who are a l so b a n d i t s a d d + 5 %
to a l l mo ra l e c he c k s . B an d i t s t e nd to w o r sh i p d e i t ie s w h o a r e
invo lved
w i t h
th e o u t do o r s , th i eves , luck ,
d e a t h ,
w a r , or w e a t he r .
IN
'O \
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8/16/2019 Best of Dragon Magazine #004.pdf
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The bounty hunter
N ot a very n ice guy
by Scott B e n n ie
From issue #52, August 1981
The w izard Hcrck s a t in the corner , d r in k i ng h i s
ale.
He
l a pped
nervous ly
on his s ta f f as he s ipped th e b r ew , as if he sensed some
unseen menace lurk ing nearby .
H is
companion , Pa l l a r , s cof fed
at his
concerns . Mag ic ians , he c la ime d , w ere per petu a l ly uneasy ; in t ruth ,
he w a s b ecomi ng a pp r eh en s i ve a s w e l l.
Sudden l y ,
t h e pungen t
odo r
o f ac id s tabbe d into the warr ior' s
nostr i ls . Pa l l a r
rose
and drew h is b lade in one mot ion , but i t was
a l r eady
to o
la t e , Herek
let out a
shor t s cream,
t h e n
s lumped
to the
floor
w i t h
an
a r row
l odged
in his
b a c k .
A
h o l e
w as
bu r ned t h r ough
th e w a l l beh ind h im — the ac id had done t h a t — a nd t h r ough i t ,
Pal l ar
g l i mps ed a f i gure
escaping
on a l i g h t horse . H e cursed loud ly
at the d e p a r t i n g
k i l ler , then
turned to the b o d y o f h i s f r i end .
A
note
w as
t ied
to the sha f t of the
a r r ow :
" R e v e n g e n ow
belongs
to the
L o r d s
o f the Dragon, th rou gh the e f for ts o f the M as ter o f the
B o u n t i fu l Hunt ."
T h e r e
were
a few
other words ,
but
t h ey
wer e
a l r eady unreadable , smeared by w i z a r d ' s b l ood .
A boun t y h u n t e r
is an N P C w ho
specia l i zes
in the
k i l l ing
o f
o t h e r
character s or c r ea t u r e s for
prof i t .
A b o u n t y h u n t e r who f i ght s
on ly
non-humanoid , ev i l , or neut ra l cr ea tures mus t be neut ra l in a l i gn -
m e n t ,
wh i le
those w h o s la y h u m a n s an d t he
l ik e
m u s t be n eu t r a l
evil .
H u m a n s a n d ha l f -ore character s m a y b e b o u n t y h u n t e r s , as l ong
a s th ey
possess
th e f o l l ow in g
m i n i m u m
a b i l i t y scores :
s t r ength
15 ,
inte l l igence ]3 , dexter i ty 14 , and cons t i tut ion 14 . I f s t r ength , dexter -
i t y ,
and
cons t i tu t ion
are a l l 16 or
h igher ,
th e
character get s
a 10%
bonus on ea rned exper ience .
A
bo un t y h un t e r i s a co m b i na t i on o f r a nge r and assass in. The
character
is not c a pa b l e o f h a v i n g
ex cep t i ona l s t r eng t h ,
but he
uses
th e combat an d s a vin g throw tab les for f i gh ter s and can use a l l
m a g i-
ca l i t ems not prohibited to fighters. A bounty hunter a l so has the
b ac k s t ab b i n g
ab i l i ty of a t h i e f o f e q u a l l eve l , and i s treated a s a
ranger
for
d e t e r m i n a t io n
of
i n i t i a l n u m b e r
o f
w ea pons
and
w e a p o n
prof ic iency.
B oun t y h u n t e r s w h o do n o t s la y h um a ns a nd h um a no i d s ca n on l y
rise a s h igh as the 9th l eve l o f exper ience ,
w h i l e
o t h e r h un t e r s c a n
aspire to 13th l eve l , th e Grea t Hunter , a posit ion held by on l y on e
person. W hen a hu nte r ga ins enough expe r ience to r each 13 th l eve l ,
he mus t t r ack down and k i l l w h o m e v e r c u r r e n tl y holds th e
t it le
o f
G r ea t H un t e r so
th a t
h e m a y
become
the new
Grea t
H un t e r , A n
asp i ran t who i gnores
th is
r equi rement or
d em ons tr a t e s
coward ice
h as sham ed the other mem bers o f h i s p rofess ion , a nd w i l l be m a rk ed
fo r d e a t h by his pee r s. K i l l i n g a "coward" br ings a lmos t a s m u c h
pres t i ge to a bou nty hunte r a s
k i l l i n g
th e
Great
H un t e r h i ms e l f . A t
no
other t ime
w i l l a
bounty h unt er r a i s e
a
weapon against another ,
except by accident or if necessary to com p l e t e a job.
B o u n t y
h un t e r s rece ive exper ience points fo r k i l l in g creatures and
characters , and they ga in exper ience f rom th e accumula t ion of
E x p e r i e n c e
l e v e l
1
2
3
4
5
6
7
8
9
10
1 1
12
13
8-Sided
dice
fo r
a c c u m u l a t e d
h it points
1
2
3
4
5
6
7
8
9
10
10 + 3
10
+ 6
10 + 9
Level t i t le
Seeker
Sh a dow
Trophy
m an
H u n t e r
Col lector
E x t e rm i n a t o r
M a s t e r Co l l e c t o r
B o u n t y H u n t e r
B .H . , 9 t h l eve l
B .H . , 10th l eve l
M a s t e r H u n t e r
Dea t h H un t e r
G r ea t H un t e r
b o u n t y m onies . However , t r easure or ma gica l i t ems w i l l never count
t ow a r d e a rned expe r i ence unless received
a s
p a y m e n t
for a
job.
E x p e r ie nc e
p o int s
0—2,500
2 , 501—5,000
5,001
—
12,500
12 ,501—2 5 ,000
25 ,001—50,000
50,001—100,000
100,001 —175,000
175,001—300,000
300,001—450,000
450,001—600,000
600,001—750,000
750,001—900,000
900,001
+
Special a b i l i t i e s
A
boun t y h un t e r of 3rd l eve l or h igher ga ins th e
ab i l i ty
to perform
assas s ina t ions
w i th
th e
s a m e
chance of success as an assass in two
level s lower . At 5th l eve l , a bou nty hu nter ga ins
some
t h i ev i n g
ab i l i -
t i es . Opening locks ,
f ind ing / r e mo v ing
t r aps , moving
s i lently ,
h id ing
in sh a dow s , h ea r i n g no i se , c l i m b i ng w a l l s ,
a nd
r ea d i ng l a ngua ge s
a re
p e r f o rm ed
a s a
t h i e f
f ou r l eve l s l ow er in
exper ience,
an d
con-
t inue to improve f rom there on ,
A
boun t y h un t e r
of 7th
l eve l
o r
h i g h e r
c a n
t r a ck
a s a
r anger
a nd
will gain th e d isguise
abi l i t ies
of an assassin. A ll
boun t y h un t e r s
of
9t h l eve l or h i gh e r ma k e t h r ee a tt a ck s pe r two rounds w i th h a nd -
held th rus t in g or s t r ik in g weapons , but do no t ga in mul t ip le a t t acks
ag a i n s t
0 - l eve l opponents .
B ou n t y h un t e r s ma y ca p t u r e , r a th e r t h a n k i l l , opponents . A suc-
cessful
a s sas s ina t ion ro ll by the h u n t e r ca n mea n th a t th e
v ic t im
w a s
knocked unconscious for 2-16 turns, i f the hunter so chooses. This
usua l ly
a l l o w s t i m e
t o
b i n d
and g a g t he
quar ry .
On any
knockout
a t t emp t , a 20 % chance exists o f k i l l i n g th e v i c t i m b y acc ident . T h i s
chance
d e c r ea s e s
b y 2% fo r
each level
of the
hun ter over
7t h
l eve l ,
d ow n
to 8% at
1 3th l eve l .
T h e
boun t y h u n t e r mus t emp loy
a b lu n t
weapon in order for a k nock ou t a t temp t to be successful .
B oun t y h un t e r s
do no t
a t t r a ct fo l lowers ,
a nd
t h ey on ly bui ld
s trongholds and keeps upon t h e i r r et i r ement . They are by n a t u r e
m e a n and s e l f -con f i d en t . In pu b l i c , w h en not on an "as s i gnment ,"
t h ey
a r e l i ab le to
d isp l ay
incred ib le
a r r ogance .
O n a h un t , h ow ever,
they
b e c o m e
w i thdraw n and app arent ly pas s ive . I t i s a t
th is
t ime
when bounty hu nter s a re mos t dange rous .
BEST O F
DRAGON
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The cloistered cleric
An
NPC
who'd rather pray t h an
prey
by
L e n a r d L a k o f k a
From
issue # 6 8 ,
December
1 9 8 2
A regu lar c l e r i c , accord ing to the
AD&D® game r u l e s ,
m u s t h a v e
th e
fo l low ing s t a t i s t ic s : s t reng th in a
range
o f 6 to 18 ; cha r i sma , 6 to
18 ; and w i s d o m , 9 to 18. (Half-elf c le r i cs m ust have a w i s d o m of at
l east J3; it m i g h t b e
e x t r ap o l a te d t ha t o t he r d e m i - hu m an c l e r i c s a l s o
m u s t h a v e a m i n i m u m wi sdom o f 13 , though ha l f - o res , s ince t h e i r
m a x i m u m w i sd o m is 14, m i g h t h a v e t h e i r m i n i m u m lo w e re d — say,
t o 1 1 . ) I f the c l e r i c is no t hum an , h i s a b i l i t y scores must a l so be in
accordance
w i t h the
l i m i t s
f o r t ha t
race.
H o w e v e r , o n e w o n d e r s i f n o n - p l ay e r c ha r ac t e r s m u s t m e e t a l l t h e
s am e r e q u i r e m e n t s , e sp e c ia l ly wi th regard t o th e m i n i m u m scores
necessary
t o be a c l e r i c — and , i f t h e y a r c a ll ow e d v a r i a t i o n , ho w
they m i g h t
b e
"balanced"
to
r e t a in
some
a d v a n t a ge
fo r
charac t ers
w h o
do m e e t
all the
r e g u la r r e q u i r e m e n t s .
T h e A D & D game m o d e l s i t s c l e r i c a f t e r th e
medieval
f i g h t e r -
cleric ,
a la
Tem p lar o r H osp i t l ar . Yet we are a l l aw are
t h a t
al l c lerics,
th en and
n o w ,
do not
m e e t t h a t s t an d a rd .
The
A D & D game
does
n ot t ake in to account sch o lar ly ( somet imes
called
c lo i s t e red) c l e r i cs
or
b ro t he r s
w ho a r e n o t
o rd a i n e d
bu t
hav e
some
c l e r i ca l funct ions .
I
w o u l d
l ike t o
f i l l
in
those
t w o
gaps
and a l low for
regular clerics,
a s
n o n - p l ay e r c ha r ac t e r s, w h o d o n o t m e e t th e a b i l it y - sc o r e m i n i m u m s
for p l ayer charac t er c l e r i cs .
The eas i est g roup to ru l e on i s those c l e r i cs wh o do not meet the
r e q u i r e d m i n i m u m s
in
s t r e n g t h , i n te l l i g e n c e ,
d e x t e r i ty
(for non-
humans) , const i tu t ion , or
charisma
— the m i n i m u m wisdom score
m u s t be
k ep t
a t 9 . I f the c le r i c has a low s t ren gth , d ex t er i t y , o r con -
s i t i tut ion ( l e ss than
6), he or she wi l l be at a
g r e a t d i s ad v an t ag e
i n
m e l e e : t h e c ha r ac t e r
w i l l
be -1 (o r
worse)
" to h i t " o r t o damage, + 1
( or
m o r e )
on
d e f e n s i v e ad j u s t m e n t , an d / o r
-1 (or
w o r s e )
on h i t
p o i n t
ad j u s t m e n t . T h e w a y t o l i m i t such a cleric i s to say t h a t if e i ther
strength o r
d e x t e r i ty
is
less
t h a n 6, th en he or she
c a n n o t
w i e l d a ll
th e weapons p erm i t t ed to the c l ass . Such a c l e r i c cou ld use a c l u b ,
h a m m e r , h o rs e m a n ' s mace, a n d staf f only. T h e f l a i l is e i t h e r t oo
d i f f i cu l t t o m a n e u v e r o r to o he a v y ; t h e f o ot m an ' s
mace
i s t oo heavy .
If s t r ength is less t han 6, the h a m m e r c an be w i e ld e d but not
t h r o w n . If bo th s t rength and d e x t e r i t y are
less
than 6, the
character
wi l l
f i gh t as . a f i rs t - l eve l c l e r i c fo rever — no mat t er how many l eve l s
he or she might ga in in the
f u t u r e .
N o n - p l a y e r c ha r ac t e r c l er i cs w i t h c o n s t i t u t i o n s o f 6 o r l o w e r wi l l
t i re easi ly in me lee so t h a t a f t e r
some
n u m b e r of r o u n d s
th ey w i l l
b e
-1
"to
hi t"
regardless of
s t rength
or
dexteri ty.
That
n u m b e r
of
r o u n d s w o u l d
b e d e t e rm i n e d b y ro l l i n g d 6 an d ad d i n g i t t o a
base
n u m b e r :
4
ro u n d s
for a
c o n s t i t u t i o n
of 6 , 3
r o u n d s
for a
c o n s t i t u t i o n
of 5 , 1 round for a const i tu t ion o f 4 , and 0 round s (use the d 6 ro l l
on l y )
fo r a
cons t i tu t ion
o f 3 .
S u c h n o n - p l ay e r c l e r i c s m i g h t
b e
encountered by a par t y bu t
t h e y
w i l l u s u a l l y be par t o f a l oca l c l e r i -
ca l e s t ab l i shm ent (abbey , m onast ery , t emp le , e t c . ) or p e rhap s p a r t of
a p i l g r i m ag e . T he y w o u l d not
appear
as s i m p l e
"random
monst ers ,"
n or
w o u l d they ever
b e
f o u n d
a s
h u m a n o i d s h a m a n s . S u ch n o n-
c o m b a t an t
c ler i cs , w h o
h a v e
full
spe l l ab i l i t y
a n d
o ther c l e r i ca l
powers , wou ld
l ik e ly
never r i se above the l eve l o f Pat r i arch (8 th) .
A
n ew term: c lois tered c ler ic
W e
cannot ca l l these char ac t ers "monks"
in the
AD&D game,
V O L . I V
t h o u g h
t h a t t e rm w o u l d
b e
most app l i cab l e
i f we
w e r e
u s i n g
E u ro p e
a s a
model
fo r th i s t yp e o f c l e r k . The c lo i s t e red c l e r i c ( l e t 's
ca l l
h im
o r he r a f r i a r ) w i l l be apart f rom the ou t s i de w or ld in a monast ery ,
abbey , o r o ther such s t ructure . Some se lec t f r i a rs w i l l b e a l l o w e d to
greet a n d t a l k t o those who m i g h t v isi t the monast ery . The o ther
f r iars
m i g h t
not be
a l l ow e d c o n t ac t
w i t h th e
o u t s i d e w o r l d
a n d
m i g h t
b e u n d e r v o w s o f s i l e n c e a s w e l l . ( T h e y m a y o n l y s p e ak d u r i n g
services,
in emergenc i es , and to
convey necessary
i n f o rm a t i o n . )
T h e
m a j o r i t y
(85%) o f c lo i s te red c l e r i cs
w i l l
h a v e la r g e
l i b r a r i e s
o f
from 100 to 10,000
books,
m a n u s c r i p t s , a n d sc ro l l s . Cloistered
c l e r ic s o f a t
l eas t
9 th
l ev e l wi th w i s d o m
a nd
in t e l l i gence scores
o f a t
l e as t 13 and 15 ,
r e sp e c t i v e l y ,
a n d w h o
h a v e
a
l i b r a ry
of a t leas t
5,000
i t e m s
w i l l
h av e t he ab i li t ie s o f a m i n o r
sage.
T h e y w i l l h a v e sage
a b i l i t y in one
m a j o r
f i e ld a n d on e
m i n o r
f ie ld on ly , a n d n o
o t h e r
su p p o r t i n g k n o w l e d g e w ha t so e v e r. T he i r p e r c e n t ag e c ha n c e s t o
k n o w
the answer to a ques t ion are as
fo l lows :
I n m i n o r f i e l d
In
major f i e l d
General
36-47%
( d 2 + 3 5 )
51-70%
( d 2 0 + 50)
Specific
21-28%
( d8 + 20)
35-46%
( d 2 + 34 )
Exacting
09-14%
( d8 + 6)
16-25%
( d lO + 1 5)
Such
a cloistered cleric/sage
w i l l
expect and
demand
a
l i bera l
c on t r i bu t i on t o t h e abbey (church, e t c . ) o f not l e ss
t h a n l . O O O g p
f o r
general
i n f o r m a t i o n ,
2,000
gp for spec i f i c i n f o r m a t i o n , and 3 ,500 gp
fo r
e x a c t i n g i n f o rm a t i o n . T he r e
is no fee if the
c lo i s te red c l e r i c/ sage
does
n o t k n o w t he an sw e r t o a q u e s t i o n .
C lo i s t ered c l e r i cs w i l l h a v e th e f o l l o w i n g s t a t i s t i c s : s t r e n g t h , 3 - 1 8
(3d6); i n t e l l i g en ce ,
6 -18 (4d 4 + 2 ) ; wi sdom , 9 -18 (d lO + 8) ;
d ex t e r i ty ,
3 -18
(3d6);
c o n s t i t u t i o n , 3 -18 (3d6) ,
a n d
c ha r i sm a , 3 - 1 8 ( 3 d 6) .
Cloistered c l e r i cs f ight as mag i c -users , and ar e a l lowe d the use o f
th e f o o t m an ' s
mace, th e
h a m m e r ,
th e
c l u b ,
a n d t h e q u a r t e r s t a f f
only.
T he y g a i n o n ly o n e n e w w e ap o n , t h a t a t 9 th l eve l . They do not wear
armor
or use a shi e l d , but t he y are a l l o w e d rings
of
protection,
cloaks
of
protection, and bracers
of defense.
T h e i r c h a n c e of o w n i n g
s u c h
a p ro t ec t ion dev i ce i s 15% p er l eve l , as i s the i r chance o f ow n-
in g
a m a g i c w e a p o n . T h e y a r e a l l o w e d t o u s e a n y w r i t t e n
i t em
a l l o w e d t o a c l e r i c o r a mag i c -user , excep t fo r those i t ems w h i c h
w o u l d g r an t t h e m l e v e ls
of
experience.
T he y
may
emp loy po t ions
a l l owe d t o
c l e r i cs
o r
m ag i c - u s e r s
(or to a l l
c l asses)
a s w e l l as any
m a g i c
ring.
T h e y
may use no rods,
s t aves ,
or
w a n d , e x c ep t
a rod of
cancellation,
a
rod of
resurrection,
a
staff of curing,
and
w a n d s
of
enemy detection,
fear, illumination, and negation.
Clo i s t ered c l e r i cs u se f o u r - s i d e d d i c e f o r a c c u m u l a t e d h i t po in t s .
T h e y m a k e t h e i r s av i n g t h ro w s a s c l e r i cs , but a t -2 in a l l cases.
They are usual l y (50%) l a w f u l , bu t m i g h t be ne u t ra l (35%) or
c h a o t i c (15%).
T he y can e i ther be
good
(40%) , neu t ra l
(35%),
or
ev i l
( 1 5 % )
as
we l l .
C lo i s t e red c l e r i c s a r e a l m o s t a l w a y s h u m a n , b u t on occas ion a
hal f - o re o r ha l f - e l f might be found in the i r number .
Cloistered c ler i cs
have no e f f ec t upon
undead.
T he i r p o s s i b l e e v e n t u a l l e v e l i s s trong ly t i ed to
t h e i r
w i s d o m a n d
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in t e l l i g ence
s c or e s . E x p e r i e n c e -p o in t ranges a r e n o t g i v e n f o r t h e m ,
since t h e y
a re
a l w a y s n o n - p l a y e r c h a r a c t e r s .
CLOISTERED CLERICS T A B L E
Experience
level
1
2
3
4
7
8
9
1
11
Min
Int
8
8
8
8
10
1 1
1 2
12
13
1 4
Min
Wis
9
9
9
1 1
1 1
1 3
1 4
15
15
16
1 7
4-sided dice
for
accumulated
hit points
1
2
3
4
5
6
7
8
8 + 1
8 + 2
8 + 3
Level
title
Novice
Ostiary
B r o t h e r
F a th e r
Padre
C h a p l a i n
S u b d e a n
Dean
P r io r o r Abbo t
F a t h e r
Superior
A r c h i m a n d r i t e
Spe l l s
u s a b l e b y class a n d l e v e l — c l o i s t e r e d cle r ics
Cleric
level
1
2
3
4
5
6
7
8
9
10
1 1
S p e l l l e v e l
2
3
4
4
4
4
4
4
4
1
2
3
3
4
4
4
4
4
N ote : C lo is te red c l e r ic s
d o n o t
g a in bonus spe l l s
fo r
h i g h w i sd o m .
Spe l l
list
fo r
c l o i s t e r e d
cle r ics
N ote : Spe l ls pr in ted in
italic
type a re f rom the AD&.D® P l aye rs
H a n d b o o k .
T h os e m a r k e d " 1" we r e o r i g in a l l y d e s c r i be d in t h e
Leomund 's
Tiny
Hut c o l u m n of
DRAGON®
issue #58; those
d e s c r i p t i o n s
are
repea ted he re .
(Editor's
note: Some of the suggested
new cleric spells
from
issue #58 are
included,
in
slightly different
form,
as official
rule
additions in the
U n e a r t h e d A r c a n a
book.)
Those m a r k e d "2" are new
spe l l s
devised e spec ia l l y for cloistered
c ler i cs , and a r e
a l s o d e s c r ib e d
in th e
f o l l ow in g t e x t.
Those m a r k e d
"3" are
reve rs ib l e
s p e l l s , but the
reve rse
of the
g iven spe l l is not a l l owe d t o l a w f u l good c l e r ic s ; l i k e w i s e , it is 70%
u n l i k e l y
t h a t a chaot ic good c l e r ic w i l l h a v e th e reve rse . Those s p e l l s
co n t a i n i n g t h e wor d "evil" c a n be r e ver s ed t o e i t h e r f o r m by
l aw fu l
neu t ra l
or chao t ic neutra l c l e r ic s .
1s t
level
Bless'
Ce r e m on y ( bu r i a l ) '
C e r e m o n y { c o m i n g of age)'
Create water
C o m b i n e '
Cure
light
wounds'
Detect evil
Detect
magic
H a n d f i r e
1
M a g i c a l
v e s t m e n t '
Protection from evil
Purify food & drink
Remove fear
1
Sanctuary
Scr ibe '
8
2nd level
Augury
Ceremony
( ded ica t ion)
1
C e r e m o n y
( i n v e s t i t u r e ) '
Ceremony ( consec ra te i t em) '
Ce r e m on y ( b l e s s n e wbor n )
5
Chant
D e a t h p r a y e r
1
Detect charm
Detec t
l i fe
1
H o l y sy m b o l
1
Know
alignment
Light
Slow
poison
Speak
with animals
Translate '
4 th l evel
Ce r e m on y ( c on s e c r a t e '
or
desecrate
1
g r ou n d)
Continual light
Detect lit?
Exorcise
Neutralize
poison
3
Protection
from evil
W r.
Speak
with
plants
Sc r o l l
1
Tongues
Ward, m i n o r
3
3 rd l e v e l
Ce r e m on y ( s p e c i a l vows ) '
Create food & water
Cure
blindness*
Cure
disease*
Detect curse"
Dispel magic
E n t h r a l l
1
Glyph of warding (paralysis)
Hold person
Locate object
Prayer
Remove curse
Remove
paralysis
Speak
with
dead
D is m i s s
undead"
5 th l e v e l 6th l e v e l
Atonement C o m m u n i c a t e
5
Commune
Heal *
Cure critical
wounds
Stone
tell
Dispel
evil
Word of recall
Quest
Raise
dead
'
True seeing
Ward, major
3
NEW
SPELL
EXPLANATIONS
Ceremony ( C o n j u r a t i o n / S u m m o n i n g )
Level: 1, 2, 3, or 4 Components: V, S, M
Range: Touch Casting Time: 1
hour
D u r a t i o n : See below S a v i n g T h r o w : See below
Area of E f f e c t : One creature, one
item,
or
area (see
below)
Explanation/Description:
The ceremony spel l has a n u m b e r of
a p p l i c a t i o n s i n t h e
c l e r ic ' s o r g a n i z a t i on , d e p e n d in g
on the level o f
th e
c l e r ic . Each ceremony is u s e d as a p a r t i c u l a r b l e s s in g / cu r s e of
th e o r g a n i z a t i o n . T h e spe l l is used to put the h o l y / u n h o l y seal on the
e v e n t
a n d
does
n o t p r od u c e a n a u r a o f m a g i c ,
t h o u g h
in some case s
an aura
of
good
or
e v i l m i g h t
be
pre sent .
The
types
of ceremony
spe l ls ava i l ab l e to c lo is te red c l e r ic s c an vary from o r g a n i z a t i on to
organization, but usual ly encompass the se :
2 n d - l e v e l
c l o is te red c l e r ic : burial, coming
of
age.
3rd-level cloistered cleric: dedication, investiture, consecrate item,
bless newborn.
4th-level c loistered c leric : special
vows.
6th - l eve l
c l o is te red c l e r ic : consecrate
or
desecrate ground.
E a c h
o f the se b l e s s ings require s a c l o is te red c l e r ic o f the i n d i c a t e d
l e v e l o r
h i g h e r .
T h e
d u r a t i o n
o f a n y
ceremony spel l
is
p e r m a n e n t ,
e x c e p t f o r bless newborn, w h i c h h a s a du r a t i on o f s i x m o n t h s. A
s a v in g t h r ow v s . s p e l l i s a l l owe d t o a n y
u n w i l l i n g
re c ip ient o f a
ceremony s p e l l , w h i c h
u s u a l l y o n l y
a p p l i e s
w h e n
th e
ef fect
o f th e
spel l is bane fu l ( such as for desecrate ground). Br ie f l y , the ceremony
spe l l s l i s t ed d o the se t h i n g s :
Burial
\n
no way
protec ts
the
corpse,
but
gives
the
b l e s s ing
of the
o r g a n i z a t i o n ,
a n d is
sa i d
t o h a ve a 50% c h a n c e t o in vok e r e t r ibu t i on
of
some
type if the body's
grave
is dug up wi th in one
w e e k
of
bu r i a l
( i . e . , a n a g e n t o f th e d e i t y w i l l come to p r o t e c t t h e g r a ve ) .
Coming of age
b l e s se s
a
y o u n g
man
( and
in
some cu l ture s
a
y o u n g w o m a n ) a t
some p o i n t
in t im e , o f t e n t h e a g e o f 32 . Coming of
a ge
m a y o r m a y n o t a l low th e
pe rson
w h o h a s come o f a g e an y
p a r -
t i c u l a r r igh ts .
Dedication
is
necessary
to
pe r form spec i fic ac ts , such
a s
b e c o m i n g
a
m e m b e r
of an
o r g a n i z a t i o n .
Investiture i s r equired f or an asp ir ing c l e r ic (o f e i t h e r the c lois -
tered or the a dve n tu r in g type) to become 1st l eve l .
Consecrate
item
i s r equired f or eve ry i t em p l aced on an a l ta r and
at
other places
in a
re l ig ious edif ice ,
as
required
by the
par t icu l ar
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organ i zat ion . Ho ly symbo l s and ves tment s are han d J e d
separately
(see
magical
vestment
and
holy symbol spe l ls h ereaf t e r) .
Holy or
u n h o l y w at er o r o i l must be kep t in consecrated con ta iners .
Bless newborn is used to
protect
a n e w b o r n (up to 14
days
old)
i n f an t from possession a n d o t h e r il l e f f e c t s t h a t m i g h t b e f a l l h i m o r
her . S u c h a protected in f an t
gains
a sav ing throw of
• + •
2 from any
t y p e
o f possession. Further, he or she i s u n d e r th e e f f ec t o f a ha l f -
s t r ength
resist fire
a nd resist cold spel l for the fu l l s i x - m o n t h spe l l
d u ra t i o n . T he ef fect o f b less ing the new born has no e f f ect upon
i n f an t s
older t h a n
tw o
w e e k s
o f
age.
Special vows p e r t a i n to p a l a d i n s , k n i g h t h o o d , a nd s o l e m n o a t h s .
Consecrate ground sho u l d b e cas t when a ny ho l y / u n ho l y s t ru c tu r e
is bui l t . A
c h u r c h ,
abbey , sanctuary , monast ery , t emp le , e t c . , bu i l t
on
unconsecrat ed g round has a 1 % c han c e p e r y e a r ( c u m u l a t iv e ) o f
ac tua l l y
col lapsing from lack
o f
such p ro t ec t ion Once
a
s t ruc ture
is
bu i l t , consecrat ion cannot be an a f t e r thoug ht ; thu s , a cloistered
cleric
of 6th or h i g h e r l e v e l m u s t b e s o u g h t w he n a clerical structure
is
to be
b u i l t ,
or
else Consecrate ground
can also be
used upon
a
graveyard,
in w h i c h case th e
ground
i t se l f g a i n s th e a b i l i t y to t u rn
u n d e ad
as if it
w e r e
a
3rd-level c l e r i c .
Desecrate
ground,
the reverse of
consecrate ground,
may be used
by
a c ler i c of any a l i g n m e n t v e r sus a b u i l d i n g or area of ground
represent ing an
opposing
a l i g n m e n t . For a bu i l d ing {genera l ly a
c h u r c h o r o ther c le r i c -o r i en t ed ed i f i ce) to be
desecrated,
th e
altar
in s ide m ust
b e
covered
w i t h ho l y
o r
unh o ly wat er , manure , e t c . ,
w h i l e th e casting o f the ceremony (desecrate ground) is in progress.
A
desecrated
b u i l d i n g i s 1 %
l i k e l y
pe r year t o co l l ap se ; th i s chance i s
not
c u m u l a t i v e . R ol l
at the end of
each
year
of
desecration
to see if
th e s t ruc ture co l lap ses . A desecrated b u i l d i n g c a n be
consecrated
at
a
l a t e r t i m e
b y
app l i cat ion
o f the
u n re v e r s e d f o rm
o f
th i s s p e l l .
I f an
area
o f g round ( such as a
graveyard)
is the object of the spe l l , i t i s
necessary
to
k n o w
if the
ground
w a s consecrated in the f i rs t
place.
Desecrate ground
w i l l
only
remove
th e consecration i f on e is in
e f fec t .
A
second, su b s e q u e n t desecration
has no
e f f ec t .
The area can
be
reconsecrated.
A graveyard th a t h a s
n e v e r b e en consecrated
is
more
l i k e l y to h a v e i ts g raves y i e l d l e sser
undead.
I f the spe l l
ani-
mate
dead i s cast in
such
a
graveyard,
on e e x t ra ske l e ton o r z o m b i e
wi l l rise from th e graveyard. F u r t h e r , a n y a t t e m p t to t u rn u n d e ad in
an
unconsecrat ed
graveyard
( i f and on ly i f the
undead come
from
these graves)
w i l l
be as i f the c l e r i c
were
two l eve l s l ower tha n he o r
sh e actual ly is .
Combine
(A l te r a t i o n )
Level: 1
R a n g e : Touch
Durat ion : See below
A re a
of
E f f e c t:
Circle of
clerics
1
Components: V, S
Casting
Time:
/
round
S av i n g T hro w : None
Explanation/Description: V ia th i s spel l , f ive c l e r i cs o f the
same
a l i gnment c a n a dd t he i r
powers
to p e r f o rm a spec i f i c funct ion . T h e
cleric o f h i gh e s t l eve l , or one selected by the group i f a l l are of e q u a l
level , stands
in the
cen ter
o f a
c i rc l e fo rmed
b y t he
other four,
w h o
ho l d han d s an d k n e e l around the cen t ra l f i gure .
This process
takes
on e f u l l r o u n d , a n d a l l c l e r i c s m u s t b e c h a n t i n g th e w o r d s to the
combine spell
a t the
s a m e t i m e .
I f one o f
t he m s to p s
for any
r e a so n ,
the spell is wast ed for a l l f ive clerics.
T h e c l e r i c in the cen t er c a n t h e n , on t h e round a f t e r th e cas t ing o f
th e combine spe l l , a t t e m pt to cas t a spe l l o r t u r n u n d e a d a s i f h e o r
sh e
w e r e h i g h e r t h a n a c t u a l l e v e l ,
f or the
d e t e r m i n a t i o n
o f
r an g e ,
d u r a t i o n ,
a nd
area
o f e f f ec t as ap p l i cab l e . Th e spe l l (o r e f f ec t )
gener-
ated in
th is
w a y
w i l l
func t ion as if the cen t er c l e r i c is as m u c h a s 4
l e v e l s
h i g h e r t h a n
h e o r s h e
a c t u a l l y
is , as
o u t l i n e d b e l o w .
On ly the c l e r i c in the cen ter need k n o w an d hav e
prayed
fo r the
spe l l
to be c a s t by t h e c o m b i n a t i o n . O n l y i n f o rm a t i o n a l , p ro t e c t io n
( in c l u d in g
dispel
magic),
an d c u ra t i v e s p e l l s c an b e combined in
t h i s
wa y .
T h e c l e r i c s m a y also
create
food &
water
o r t u r n u n d e a d . T h e
four c l e r ics comp ri s ing the c i rc le are in a deep t rance that wi l l
requ i re one
fu l l
round to
recover
f rom. D uring the t rance , surpr i se
i s au t o m a t i c an d a l l " to h i t "
rolls
f o r han d - t o - han d
combat
a g a i n s t
th e
en t ranced c l e r i cs are
made
a t + 4 , N atura l l y , the en t ranced
c l er i cs cannot use shi e l d s o r dex t er i t y bonuses in the ca l cu lat ion o f
t h e i r a r m o r classes.
Thus,
i f the combina t ion o f c l e r ics i s ph ys i ca l l y
a t t a c k e d , o n l y th e c e n t e r c l e r i c c a n m u s t e r a n y de f ense on the f i r s t
ro u n d . If he selects a n a t t ack spe l l o f any t yp e to serve a s a counter
fo r
th e enemy's
a t t a c k ,
th e
c o m b i n a t i o n
is
b ro k e n
a n d t h e
c e n t e r
c l e r i c revert s t o h i s o r her o r i g ina l
l e v e l
a t
once.
T h e c o m b i n a t i o n ca n o t he rw i s e r e m a i n t o g e t he r f or the c a s t i n g o f
one spe l l
o r o n e
a t t e m p t
a t
t u r n i n g
undead.
T he n
th e
spel l breaks,
and the four c l e r i cs compri s ing the c i rc l e must
recover
fo r a f u l l
round before t he y
c a n d o
a n y t h i n g el se .
If a
c l e r i c
dies
t h e
c o m b i n a -
t ion i s
b ro k e n ,
but not i f one i s
on ly
h i t f or damage
once
th e com-
bine spe l l has been cas t and the combinat ion i s in e f f ec t .
T h e
center
cleric
w i l l
be ra i sed in e f f ec t ivenes s by 1 , 2 , 3 , o r 4
levels, depending on how m any o f the combined c l e r i cs are four or
f ewer l eve l s be low the ac tua l l eve l o f the cen te r c l e r i c . On ly those
c l e r ic s wi th in four l eve l s o f the h i ghes t - leve l c l e r i c can co n t r ib u t e t o
t h i s b e n e f i t . E x a m p l e s : F i v e 2n d - l e v e l c lo i st e r e d c l e r i c s w a n t to
combine so as to be t t e r cope w i t h some m e n ac e . T he y t ak e a round
to combine, a nd t h en for the purpose o f c a s t in g an o t he r spe l l , th e
center cleric acts
a s a
6 th- l eve l c lo i s te red c l e r i c , ga in in g
on e
"bonus"
l eve l fo r each o f the o ther four par t i c ipa n t s . N ot e t h a t the cen ter
cleric could
no t
cast
a
spe l l
o f
second l e v e l
o r
h i g h e r
in any
e v e n t ,
s ince the charac t er i s ac tu a l l y on ly a 2n d - l eve l c lo i s t e red c l e r i c and
cannot know
a ny
spe l l h i gher than
the 1s t
l eve l
o f
power.
If a
7 t h -
l e v e l , a 5 th - l e v e l , an d t h r e e 2n d - l e v e l
c ler i cs combine,
th e cen ter
cleric
could operate as an
B th- leve l charac t er .
The
2nd - l eve l c l e r i cs
are f i ve l eve l s l ower than the 7 th- l eve l
c ler i c
and so cannot con t r ib -
ute to
boosting
h i s e f f ec t ive l eve l , bu t ar e
st i l l
va luab le as par t i c i -
p an t s to complete the necessary circle of c l e r i cs .
Hand
Fire (A l t e r a t io n )
Level: 1
Range: 0
D u r a t i o n :
Special
Area
of
E f f e c t:
Cleric's
hand
C o m p o n e n t s : V] S
C as t i n g Time: 1
segment
S a v i n g T h r o w : None
Explanation/Description: T hi s spe l l a ll ows the c l e r i c , by t u r n i n g
h is
cupped
h a n d u p w a r d a n d s a y i n g a c o m m a n d w o r d , to
produce
a
cold f l am e t ha t c a s ts th e e q u i v a l e n t o f t o rch l i g h t . T h e
hand
f i r e
w i l l
remain l i ght e d un t i l the c le r i c cas ts any o th er s p e l l o r un t i l he or she
uses h i s o r her hand to per form
some
o t he r
f u n c t i o n .
T h e
fire
is non-
h a r m f u l
a n d
w i l l
n o t
i g n i t e
a n y
c o m b u s t i b l e m a t e r i a l s , e v e n o i l.
I t
cannot
b e
b l o w n o u t,
bu t
m ag i c a i darkness w i l l d i spe l
it
in s t an t l y .
Magical
Vestment (C o n j u ra t i o n / A l t e r a t i o n )
L e v e l : /
Range:
Touch
D u ra t i o n : 6 rounds/level
A r e a
of
E f f e c t : Spell caster
Components: V, S, M
Casting
t i m e : /
round
S av i n g
t h r o w :
None
Explanation/Description:
W i t h
th i s
spel l , th e c ler i c c a n
turn
h is
v e s t m e n t s in to magical
armor
e q u a l
to
c h a i n m a i l
{A C 5 ) . T he
vest -
m e n t c an n o t b e w o rn w i t h a n y o t h e r a rm o r , bracers of defense, o r
any t y pe o f p ro t ec t ion i tem or sp e l l . Thus , i f the c l e r i c i s unde r a
bless spe l l , wear ing (not ju s t possess ing) a ring of protection, u n d e r a
scroll of protection from
lycanthropes,
e t c . ,
he or she
c an n o t
use a
magical vestment s p e l l ; n o t h i n g w i l l h a p p e n w h e n th e spe l l is
cast.
However,
i f the v e s t m e n t i s be ing worn a lone , it w i l l become + 1 fo r
a ll
purposes (armor
c l a s s , s av i n g - t h ro w b o n u s , e t c . ) f o r e v e ry f o u r
l eve l s o f the
c l e r i c ,
up to a
m a x i m u m
o f + 4 , and i t
also
a l l o w s
i m m u n i t y
to
magic missile
spe l l s f or the d u r a t i on o f the spe l l
e f fec t .
T hi s s p e l l c a n only b e cast in the cleric 's ow n t e m p l e or in the
c l e r ic ' s p r i v a t e q u a r t e r s
w i t h i n
a t emp le , ch ur ch , abbey , e t c . , p ro -
v i d e d t h a t he o r she ha s a sm a l l , ap p ro p r i a t e l y consecrated a l t a r in
t ho s e q u a r t e r s . T h e
c ler i c
m u s t b e c o n sc i o u s fo r t he v e s t m e n t t o
r e t a in i t s ma g i ca l p ropert i es . I f the c l e r i c is blessed
or
cursetl
\ r\
a ny
w ay o r p u t s o n an y o t he r s or t o f m ag i c a l p ro t e c t i o n , t h e d w e o m e r o f
th e magical
vestment
is
lo s t im m e d i a t e l y .
T h e
v e s t m e n t w i l l also lose
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it s magical protect ion i f the cleric sets foot
outside
the t e m p l e o r
area
in
w h i c h
th e
spe l l
w a s
c a s t . N o t e : W he n
in a
t emp le
o r
c h u r c h ,
it is
u n c o m m o n
for a c l e r i c to be w e a r i n g
armor
or sh i e l d of any k ind —
a n d
this
s t r i c tu re
e sp e c i a l l y ap p l i e s
to
c l oi st e r ed ( n o n - a d v e n t u r i n g )
clerics .
Scribe (A l t e r a t i o n )
Level: /
R a n g e : Touch
D u r a t i o n : Permanent
Ar e a of
E f f e c t : Variable
C o m p o n e n t s : V, S, M
C a s t i n g t i m e : /
round
Saving t h ro w : None
Explanation/Description:
V ia
t h i s spe l l ,
th e
c le r ic ' s h a n d w r i t i n g ,
if
i t happens to be poor, is g r e a t l y enhanced. F u r t h e r m o r e , he or she
ca n
w r i t e
t w i c e a s rap id ly a s n o r m a l a n d st i l l produce h i g h - q u a l i t y
c o p y i n g o f a t ex t o r m a p . T h e scribe spe l l c a n be used w h e n w r i t i n g
d o w n th e
t ex t
o f m ag i c a l s c ro l l s. It f u r t he r decreases th e c h a n c e o f
error by 25% in the copying o f any and a l l t ex t . The scribe spel l w i l l
stay in
ef fect
a s
l o n g
a s the
c l e r i c c o n t i n u e s
to copy or compose a
text, w i t h a
l i m i t
o f e i g h t ho u r s o f such w r i t i n g in a n y case. A n y
in ter rup t ion o f th e c o p y i n g w i l l ru i n th e spe l l f rom t h a t po in t fo r -
w a r d .
T h e
m a t e r i a l c o m p o n e n t s
a re
i n k , q u i l l ,
a n d
p a r c h m e n t {book
o r
scrol l)
a n d
p e r h a p s t h a t w h i c h
is
b e i n g copied. Note: Magical
scro l ls cannot
be
copied
o r
composed
b y an y
cleric below
the 7th
l eve l o f exper i ence .
Death
Prayer (Invocation)
L e v e l :
2
R an g e :
Touch
D u r a t i o n : Permanent
Ar e a of
E f f e c t: One
corpse
C o m p o n e n t s : V, S, M
C a s t i n g t i m e : J turn
Saving Throw: Neg.
Explanation/Description: B y s p r i n k l i n g h o l y w a t e r o r u n h o i y
w a t e r
( i f the cleric is e v i l ) o v e r a
corpse
k i l l e d by u n d e ad w h i l e
c h a n t i n g
t h i s
spe l l ,
th e
c ler i c reduces
th e
p r o b a b i l i ty t h a t
th e
corpse
w i l l r ise as an u n d e a d a t some l a t e r ti m e . F u r t h e r , i t protects th e
body f rom the
spe l l animate
dead t ha t m i g h t b e c a s t o n t he r e m a i n s
a t
some
l a t e r
t i m e . T h e
corpse
i s a l l o w e d a s a v i n g t h ro w based on i ts
l eve l
or h i t d i c e in
l i f e ,
but no b e t t e r t han 12 in any
case.
A
corpse
t h a t fa i l s th e ap p ro p r i a t e s av i n g t h ro w w i l l rise a s an u n d e ad in th e
n o r m a l m an n e r .
I f the
s av i n g t h ro w
i s
made,
th e corpse
w i l l
b e
foreve r use less fo r any purpose o f undea d p rocrea t ion . Th i s app l i es
t o the v i c t im s o f g ho u l s , g ha s t s , w i g h t s , w ra i t h s ,
spectres, vampires,
or
a n y o the r form o f u n d e ad tha t is ab l e to p ro d u c e o t he r s o f i t s ow n
k i n d .
W h i l e und er the p ro t ec t ion o f a
death prayer,
t h e v i c t i m ' s
sp i r i t
c a n n o t
be con tac t ed by speak
with dead
un less the cas t er o f th e l a t t e r
spe l l
is of a
h i g he r
l e v e l
t h a n
th e c ler i c w h o
cast
th e death prayer. If
a
speak
with
dead
spe l l cas t und er these cond i t ions
is
succes s fu l ,
th e
death prayer
p ro t ec t ion
is
cance l l ed
a nd
c an n o t
b e replaced.
W h i l e
under th e p r o t ec t ion o f a death prayer, th e r e c i p i en t su f f e rs a -25%
p en a l t y
t o the chan ce o f be ing success fu l l y a f f ec t ed by a
raise dead
o r
resurrection s p e l l . Dispel magic w i l l
n o t
remove
th e
p ro t ec t ion ,
bu t a
wish
o r
limited
wish
w i l l
do so. In
f ac t ,
a
wish or
limited
wish
is
needed to d e t e ct w h e t he r th e spel l is in ef fect upon a n y p a r t i c u l a r
body .
Detec t
Life
( D i v i n a t i o n )
L e v e l : 2
Range: 10 feet/level
D u ra t i o n :
5
rounds
A re a of E f f e c t : One
creature
Components: V^ S, M
C a s t i n g t i m e : 1 round
S a v i n g T h r o w : None
Explanation/Description: B y u s i n g t h i s
s p e l l ,
a c l e r i c c a n t e l l if a
creature is dead o r a l i v e . T hu s , i t w i l l r e v e a l th e subject o f a feign
death spel l
o r
p rove t h a t s o m e o n e
is in a
coma, d e a t h - l i k e tr an c e ,
o r
10
a state
o f
suspended a n i m a t i on .
It
w i l l sho w t ha t
a
figure engaged
in
astral t r av e l is a c t u a l l y a l iv e , a n d i t w i l l w o rk on p l an t s o r a n i m a l s .
N ote , however , that
it
wi l l
n o t
i d ent i f y
th e
speci f ic ef fect that
a
l i v i n g
subjec t i s u n d e r , o n l y th e fact t h a t th e sub jec t is
alive.
L i k e w i s e , th e
spe l l
c an n o t
determine cause
of death.
T h e range f i g u r e g i v e n
above
i s a m a x i m u m w h i c h app l i es under
ideal c i rcumstances , i . e . when no subst ance i s i n t e r v e n i n g be tween
caster
a n d
su b j e c t .
T h e
spe l l r an g e wi l l
b e
reduced
i f as
l i t t le
a s a
one - inch th i ckness
o f
wood
or
stone comes b e t w e e n
th e
c l e r i c
an d t he
sub jec t . In such cases, range is only 1 foot per level of the caster for
each i n c h
o r
f rac t ion
o f an
inch t h i ck n e s s
o f the
wood
or
s tone bar -
rier. (See example be low fo r c l ar i f i cat ion . ) A m e t a l b a r r i e r o f any
t y p e o r a n y t h i c k n e s s w i l l total ly block th e spe l l , a s w i l l a n y fo rm o f
menta l p ro t ec t ion , e i ther p s ion ic
or
m ag i c a l
in
n a t u r e .
E xam p le : a 5 th- l eve l c lo is t e red c l e r i c is 20 f ee t away f rom a two-
i n c h - t h i c k
wooden door. He want s t o know i f there i s
l i fe
b e h i n d t he
door.
H is
m a x i m u m
range
fo r
c a s t i n g detect
life is 50
f e e t ,
bu t the
door reduces th e
range
to 32 f ee t : the 20 feet to the door, 2 feet
beyond it (u s i n g 1 foo t / l eve l fo r each o f the two i n c he s o f th i ckness) ,
a n d 10 more
feet
beyond
t h a t .
A f igure
m u s t then
be
w i t h i n
12
feet
of the o ther
side
o f the door an d i n a s t r a i g h t " l ine o f s i ght" f rom the
cleric
( as i f the
door
w e r e
open
and the c l e r i c cou ld
a c t u a l l y
see the
s u b j e c t ) .
A f i gure locat ed o f f t o the
side
o f the door , an d
thus
p ro -
tected
b y t he ad j a c en t
stone
wal l , wou ld not be de t ec t ab l e by the
spe l l . T h e c l e r i c must chan t th e
spe l l
a loud
w h i l e
ho l d i n g h is body
and hi s ho ly symbo l so as t o f ace t oward the exac t d i rec t ion o f de t ec -
t i o n , an d m ay n o t
t u rn
d u r i n g t he f i v e - ro u n d d u ra t i o n t o fa c e an y
o t h e r d i r e c t i o n .
Holy
Symbol
(C o n j u ra t i o n / S u m m o n i n g )
Level: 2
Range:
Touch
D u r a t i o n : Permanent
A r e a of E f f e c t : Item touched
Components:
V, S, M
C a s t i n g t i m e :
/
turn
S av i n g T hro w : None
Explanation/Description: T h i s
spe l l
blesses a n e w ho l y s ym b o l t o
rep lace
a
cleric 's lost
o r
damaged s y m b o l .
T h e n e w
s y m b o l , w h i c h
i s
th e spe l l ' s mat er i a l component (and , obv ious ly , i s nor destroyed i n
th e c a s t in g ) , m u s t
b e
craf t ed
o f
ap p ro p r i a te m a t e r i a l s ( d e p e n d i n g
upon
th e
rel igion
or
de i t y
in
q u e s t i o n )
an d
m u s t
be o f the
proper
s h a p e a n d
design;
a
cleric
c an n o t
just
pick u p an y i tem a n d m a k e it
i n t o
a
h o l y s y m b o l ,
A c l e r i c may possess two
h o l y
s y m b o l s a t o n e t i m e , i n t e n d i n g t o
have one as a spare, bu t th i s spe l l wi l l s i m p l y fa i l i f i t i s ca st by a
c l e r ic w h o a l r e ad y
possesses
t w o ho l y s ym b o l s .
T h e
magic
o f
t h i s spe l l cannot
be
used
to
bless
th e
s ym b o l
o f an y
other de i t y , even another de i t y
o f the
s a m e p a n t h e o n
a s t he
c l e r i c ' s
de i t y .
I f a sym bo l c reat ed by t h i s spel l i s to be given to another cleric
o f t h e same re l i g ion a n d a l i g n m e n t , t h e n th e b e n e f i c i a r y m u s t b e
presen t a t the t ime o f cas t ing o f the spe l l and m u s t
h o l d
t he s ym b o l -
t o - b e t h ro u g ho u t t h e