Wednesday, July 2, 2025

Medieval Clerics, Part III

Medieval Magic
Miracles are the manner in which divine magic manifests in the Middle Ages. Such extraordinary events are generally slower to happen and are more subtle than the spells of other epochs. Although the ways they are called upon are detailed in Part I, some additional options are included here.


Slower Miracles, Longer Prayers
Miracles can take even longer to happen, necessitating turns rather than rounds, leading to greater patience, expectation, and suspense. They may require additional time to be called upon too due to the need for extended prayers if the Referee so determines.

In return, medieval clerics would not have to prepare their miracles beforehand, allowing them greater flexibility.

For example, a medieval miracle side-effect result of #10-11 (Diligence) might take 1d12 turns to occur instead of 1d12 rounds. It could even demand 1d12 rounds or turns in addition if added prayers are required. Still, the cleric-priest requesting the miracle could be able to do so spontaneously rather than preparing for it during his prayers the morning prior.


Coincidental Miracles 
Rather than being flashy and prideful, miracles usually appear as events of very fortuitous holy happenstance. They can be further delineated if one wishes, especially to evoke the verisimilitude of a more low magic setting. Roll on both tables below.

Miracle appears to be caused by... (roll 1d4):
   1. A person
   2. An object
   3. A beast
   4. A weather event

That... (roll 1d4) ...and seems to make the effects that miracle would cause occur when the time is right.
   1. Is already present  
   2. Arrives and waits to do something for 1d12 rounds
   3. Arrives and immediately does something
   4. Is found

For example, rolling 1 on the first table and 3 on the second table would indicate that a person arrives and immediately takes an action that would appear to make the effects that miracle would cause happen as indicated by the miracle's side-effect. If the side-effect was Temperance (result #2-3 on that table), and the medieval cleric-priest was attempting to call on Cure Light Wounds, then it would happen 2d12 rounds later after the person who arrived took the action, and the healing would be at full strength if the cleric-priest had been virtuous (and the one who would receive the healing was at least not unvirtuous as well).


Emphasized Clerical Spells
Via saints & angels, this age's equivalent of divinities, medieval clerics can sometimes access magic-user and druid spells that are on those divinities' lists. These can manifest as miracles too, though are less likely, and thereby receive a penalty when rolling on the Medieval Miracle Side-Effect table. Whether a medieval order is rural, urban, or militant determines how well-received they would be (if at all). Standard cleric spells would of course receive no penalties in any case.

Rural
Magic-User Spells side-effect penalty: -1d3 (-1 to -3)
Druid Spells 
side-effect penalty: -1d2-1 (0 to -1)

Urban
Druid Spells 
side-effect penalty: -1d3 (-1 to -3)
Magic-User Spells side-effect penalty: -1d2-1 (0 to -1)

Militant
Cannot cast Druid Spells or 
Magic-User Spells.
In return, they gain a +2 bonus to saves against such spells.

For results of less than 1, consider it to be a result of 1, but they take an extra d12 rounds longer to manifest per result lower than 1 (+1d12 rounds at 0, +2d12 rounds at -1, and +3d12 rounds at -2).

For example, a rural order who's patron saint is based on a divinity who grants access to a magic-user spell would suffer a -1d3 penalty when attempting to call upon it on the Medieval Miracle Side-Effects table, while if it were a druid spell, the penalty would only be -1d2-1.


The Unvirtuous
As stated in Part I, those who aren't virtuous have a -4 penalty to save against miracles. Depending on the nature of one's campaign, this value can be adjusted as needed. What is more, miracles that are meant to help those who aren't virtuous can suffer a penalty to the medieval miracle side-effect result, may confirm upon them a medieval test, or may not even work at all. In each case, the Referee can determine how much one who is affected by a spell is virtuous or not depending on the medieval cleric's order.


All Spellcasters are NPCs
For a more Arthurian setting, spellcasters (including medieval clerics) can be encountered, but aren't available for character play. Choosing this option will make miracles even more mysterious and rare.


Angels & Saints
Apart from being virtuous, pure, and obedient, the tenets of divinities can further inform how medieval clerics should behave. Those who follow an angel or saint that is based on a war divinity would emphasize being ready for battle, while one who is a nature or fertility divinity would encourage engaging in those pursuits- in righteous ways of course.

Variation of the divinity's name can otherwise be used for their medieval version. For example, St. Ull for Ullr (see below), The Order of Deus for Zeus, St. Bride for Brigid, or Dazbogius the angel for Dazbog.


Clerics of the Round Table
A Medieval Encounter
Set-Up
A group of medieval clerics can be encountered upon the road or elsewhere. On their way to a 'meeting', what that means to them and what that means to others may differ.


The Clerics
They all serve St. Ull (based on Ullr), who emphasizes the virtuous consumption of meat alone. The clerics gain various bonuses too thanks to their type and vigor.

Pastor Berry - outgoing and friendly, generally the leader of the group.
Lvl 3 medieval cleric-priest of St. Ull
Align: L, MV: 35', AC 4, HD: 3, HP: 15, Atk: 1, Dmg: 1d6 (mace)
SP: medieval cleric-priest abilities^, quite vigorous health, miracles prepared (rural)
   1st Level:  Cure Light Wounds, Purify Food and Drink (that's been hunted or gathered from a natural area), Remove Fear (reversible), Resist Cold, ^plus 1 extra 1st or 2nd level miracle that day
   2nd Level: Augury, Heat Metal (D, reversed- note rural modifier to miracle side-effects)l 
SV: C3, Mor: 10, Items: holy symbol, mace, plate & chain mail (AC 4), cape, dried meat rations, water flask, 47 sp

Sir Baker - larger and stern-seeming, though he simply prefers to have others speak.
Lvl 3 medieval cleric-knight of St. Ull
Align: L, MV: 30', AC 3^, HD: 3^, HP: 18^, Atk: 1, Dmg: 1d8^ (long sword)
SP: medieval cleric-knight abilities (can fight as a fighter / gray knight for 6 rounds 3/day^, quite vigorous health*, spells prepared (militant)
   1st Level: Cure Light Wounds x2, Remove Fear (reversible) x2
   2nd Level: Hold Person (seeming to freeze them)
SV: C3, Mor: 11, Items: holy symbol, long sword, platemail, cape, dried steak rations, water flask, 55 sp

Friar Chaffee- reserved at first, but will open up greatly if prompted.
Lvl 2 medieval cleric-monk of St. Ull
Align: L, MV: 40', AC 7^, HD: 2, HP: 12, Atk: 1, Dmg: 1d6 (staff)
SP: medieval cleric-monk abilities^, quite vigorous health, spells prepared (urban)
   1st Level: Remove Fear (reversible), Resist Cold, Shield* (provides them an actual shield for the duration if they don't have one- note urban modifier to miracle side-effects)
SV: C2^, Mor: 10, Items: holy symbol, staff, cloak, cape, dried steak rations, water flask, 36 sp

Father Westman - outspoken, but quite kindly.
Lvl 2 medieval cleric-priest of St. Ull
Align: L, MV: 40', AC 9, HD: 2, HP: 8, Atk: 1, Dmg: 1d4 (club)
SP: medieval cleric-priest abilities^, quite vigorous health, spells prepared (rural)
   1st Level: Cure Light Wounds x2, Purify Food and Drink (that's been hunted or gathered from a natural area) x2, ^plus 1 extra 
SV: C2, Mor: 10, Items: holy symbol, cloak, cape, dried meat rations, water flask, 27 sp


Additional Details
The clerics can have some or all of the following apply to them. They... (select or roll 1d12 multiple times):

   1 - Greatly enjoy debating vegetarians. 
   2 - Fittingly serve a Lord Salisbury.
   3 - Follow a deer that leaps out of the woods suddenly, whether to administer a miracle, to escape the clerics' hunting, or both. A random unlucky party member (or his mount) will take 1d6 damage from it.
   4 - Sing and dance, being somewhat silly.
   5 - Are unmounted, though they sometimes make sounds like they are not.
   6 - Are quite fond of forced baptisms while working to find the fabled Pyramid of Food to vanquish.
   7 - Ironically will especially preach against foods based on what their names are (berries, baked goods, etc.), let alone other plant-derived types.
   8 - Seek out some sort of plant monsters to slay, especially if talking 'holy' vegetables.
   9 - Have secretly befriended a dryad, which has caused a debate amongst them.
  10 - Work to defeat their insidious foe and of all meateaters: the Alpha Lady.
  11 - Hail from some sort of Python Mount.
  12 - They will only eat at round tables.


Next week: we begin a related series, Gods of Magic Ways, starting with Gods of Swords & Sorcery.
RPG srd Old School 1st ed AD&D Middle Age  Monty Python  Ars Magic System Carnivore Diet