d20 Adamant Entertainment Miracles & Wonders.pdf

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5 The L ORD said to Moses, “Why do you cry out for help? Tell
the people to go forward. 16 Lift up your staff and hold it out
over the sea, and the water will divide. The Israelites shall walk
through the sea on dry ground. 17 I shall harden the hearts of the
Egyptians so that they shall pursue the Israelites, and I will gain
honor by my victory over the king, his army, his chariots, and his
drivers. 18 And when I defeat them, they shall know that I am the
L ORD .”
Likewise, playing a cleric, druid or paladin with the standard
divine magic system tends to focus player attention on tactical
spell selection, “leveling up,” and number of hit points healed,
rather than on roleplaying the duties, strictures, and vocation of
divine service—the things that make a cleric or druid more than
just a different kind of magic-user, and a paladin more than just a
fighter who can heal wounds, turn undead and get into arguments
about whether it’s evil to kill orc babies or not.
19 The angel of God, who had gone before the army of Israel,
came now to the rear of the army. The pillar of cloud moved also
until it was 20 between the Egyptians and the Israelites. The cloud
brought darkness unto the sight of the Egyptians, but gave light to
the people of Israel, and so the armies could not come near each
other all night.
The system presented here takes a completely different view
of divine magic. There are no specific spells, no preset effects,
no formalized domains, and no bonus spells for high Wisdom
or Charisma (although these abilities do contribute to effective
miracleworking). Instead, players of divine miracleworkers call
upon their characters’ deity or deities of choice directly, asking
for the miracle they need or want at the moment they need it –
and the Game Master, roleplaying the Power in question, dictates
the exact result based upon the character’s accumulated reserve
of divine Grace, their success at Invocation (and subsequent
Humility), the Hubris they have incurred, and the scope of the
miracle sought.
21 Moses held out his hand over the sea, and the L ORD drove the
sea back with a strong east wind. It blew all night and turned
the sea into dry land. The water was divided, 22 and the Israelites
went through the sea on dry ground, with walls of water on both
sides. 23 The Egyptians pursued them into the sea with all their
horses, chariots, and drivers. 24 And in the last hour before dawn,
the L ORD looked down from the pillar of fire and cloud at the
Egyptian army, and threw them into panic. 25 He bound up the
wheels of the chariots, that they moved with great difficulty. The
Egyptians cried, “Truly the L ORD fights for the Israelites against
us; let us flee!”
These rules are deliberately far more flexible than the standard
system, and are designed to reward and encourage roleplaying,
imagination and drama rather than tactical min-maxing. GMs
who like highly organized, structured adventures should be aware
that even a low-level character may be able to pull off plot-
derailing miracles with sufficient preparation and roleplaying.
Players used to knowing exactly what their characters can and
cannot do may likewise find the unpredictability of this system,
and the GM’s strong role in resolving their characters’ prayers,
to be frustrating or antagonistic. Groups using these rules are
encouraged to err on the side of drama, rather than tactics or
“fairness”.
26 The L ORD said to Moses, “Hold out your hand over the sea,
and the water will return upon the Egyptians and their chariots
and drivers.” 27 Moses held out his hand over the sea, and at
dawn the waters returned to their home. The Egyptians sought to
escape, but the L ORD cast them into the sea. 28 The water covered
the chariots, the drivers, and all the Egyptian army that had
pursued the Israelites into the sea; not one of them was left. 29 But
the Israelites walked through the sea on dry ground, with walls of
water on both sides.
30 On that day the L ORD saved the people of Israel from the
Egyptians, and the Israelites saw them lying dead in their
multitudes upon the shore. 31 When the Israelites saw the great
power with which the L ORD had defeated the Egyptians, they
stood in awe of the L ORD ; and they had faith in the L ORD and in
his servant Moses.
--The Book of Exodus, Chapter 14
INTRODUCTION
Despite many of the innovations introduced in some recent
supplements, divine magic in most D20 fantasy games is still
based on the fundamental system of spells per level per day, with
each spell having a predefined mechanical effect whose power is
directly related to caster level. The value of this system is that it
ensures consistency and game balance for both players and GMs;
the price, however, is a certain loss in wonder —the quality of
awesome might, singular spectacle, and world-shaking import
that accompanies all the miracles of mythology.
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ONE: DOCTRINES OF SERVICE
Not just anybody may bear the power, authority, and
responsibility of the gods. Becoming, and being, a divine
servant (this term replaces “divine spellcaster” in these rules,
and includes all characters, classes and prestige classes who
cast divine magic) requires a PC to prove his or her worthiness
to their chosen Power through dedication, self-sacrifice, and
discipline. Divine servants are men and women who have chosen
to put their faith and their god first , above all else. They must
consider all decisions and all actions in their lives in the light of
that faith, and many of those actions have direct consequences on
their power and their standing with their god.
This may be explicitly codified in a cleric’s formal vows of
ordination or a paladin’s oath of service, or implicit in the
rigorous principles embraced by a solitary druid or ranger. For
game purposes, all such vows, oaths, or binding ideals are defined
by the PC’s Doctrine , the specifics of what the divine servant
must do to earn the favour of the Power he or she serves – and
what he or she must not do to avoid provoking that Power’s
wrath!
A Doctrine consists of two parts: Duties , the activities favoured
and required by the divine servant’s faith, and Prohibitions ,
the activities forbidden by the faith. When creating a divine
servant PC, the GM and player should write up both Duties and
Prohibitions in as much detail as possible, to provide guidelines
for the character’s faith and powers. Duties and Prohibitions
between them are what define a religion’s or servant’s morals,
ethics, and principles, and which may in turn embody the
intentions and goals of the church leadership and, ultimately, the
god in question.
protecting the wilderness from the undue exploitation
of mankind or other races. (What constitutes "undue
exploitation" can, of course, be a remarkably subjective thing
– and of such disagreements and dilemmas is interesting
roleplaying made.)
Typical Prohibitions include:
• Explicitly, openly denying one's service or relationship to
the deity and religion. All divine servants are expected
to stand up for their faith, no matter the consequences
– although some religions do allow a distinction between
openly denying one’s faith and simply not calling attention
to it or to one’s status. Some evil religions require the
divine servant to conceal his or her status from all but
fellow faithful, in which case the Prohibition is typically
against revealing oneself without urgent need.
Typical Duties include:
• Conducting religious services regularly, for their
congregation and for themselves. Clerics and druids, if
living within a community of the faithful, must typically
hold such services at least weekly, while paladins usually
lead such services only among their own kind if at all; but all
divine servants usually spend at least fifteen minutes to an
hour each day on their own daily meditations.
• Disobeying the orders of superiors in the religion. As all the
divine servants in a church are nominally sworn totally to
the service of their deity, that chain of command typically
flows in an unbroken line from head of the faith to the
newest novitiate. (This presumes such orders are in keeping
with the religion's purpose and nature – sometimes defying
an unjust order from a corrupt superior is what is needed to
gain true Grace.)
• Advancing the cause of the deity and the religion. This
includes everything from preaching your faith in an effort
to gain converts, to defending churches (or other sacred
spaces, like druidic groves or deep virgin forest) threatened
by invasion, misrule or corruption, to convincing local rulers
or communities to build new churches. While not all faiths
consider other paths false or evil, they do all contend their
own way is best – a devout divine servant has a duty not
just to his god and his fellow believers, but to every sentient
being, to bring them enlightenment (as he and his faith see
it).
• Actions against the alignment of the deity or the religion.
Most religions don't require their servants to be of precisely
the same alignment as their primary deity or canon, but
they do require that their servants not commit actions in
egregious violation of that alignment – a cleric of a lawful
evil god might himself be lawful neutral, but he is still
not permitted to perform truly good acts (e.g. helping an
innocent free of charge) – his faith prohibits it, even if it
wouldn’t trouble his own conscience. Likewise, a chaotic
• Carrying out the commandments of the religion, or of the
deity itself. This can range from protecting the innocent
from danger to sacrificing them by torture, depending on
the faith. For druids and rangers, this typically includes
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good priest of a lawful good religion might rapidly find
himself in trouble for breaking the rules of his church, even
if done for benevolent motives.
Example
Brian is creating a priest PC of the Church of Ascension,
a faith patterned after the mediaeval Roman Catholic
Church. As a servant of the Church’s primary deity, the
Lady of Destiny, Brian’s PC’s Duties and Prohibitions
have already been worked out in some detail by the GM.
His Duties include:
• Behaviour that damages the divine servant's own spiritual
purity or worthiness. Almost all faiths require their
believers to abstain from certain behaviours, typically vices
of one kind or another (lying, lust, drunkenness, gluttony,
greed, etc.). Some vices may be permitted in moderation
or in specific circumstances, while others may be outright
forbidden; the GM should work out exactly what each
specific faith frowns on and why. Pelor, for example, is a
god of healing and health; his clerics therefore abstain from
vices such as drugs, alcohol in excess, or gluttony, because
these things damage the body's health for the sake of
transitory pleasure. Likewise, many gods of Good prohibit
or discourage lustful behaviour that does not include
compassion for others or concern for their welfare (an
essentially selfish, and therefore Evil, attitude).
• Conducting religious services at least weekly (an
hour’s ceremony), if in a community of the faithful;
• Conducting personal religious devotions daily (at least
fifteen minutes’ ceremony);
• Preaching the Word of the Lady of Destiny to any who
may hear it;
• Donating all income but the minimum needed to live
on to the Church;
• Protecting the innocent and those in danger;
• Assisting those in need of either heart’s counsel or
alms.
Interestingly, evil gods do not always prohibit nominally
virtuous behaviour the same way. Many evil religions rely
on deception, hypocrisy and betrayal to accomplish their
aims; evil divine servants must therefore be able to affect
"good" behaviour, so as to fit in with the society they are
working to corrupt. An evil cleric may be permitted to
offer good and wise counsel, if by doing so he can win a
position in court where he can corrupt kings and nobles or
set them at odds. What evil Powers tend to frown on are
genuine expressions of compassion or trust, or any good
behaviour done solely for the sake of the behaviour itself
rather than an ulterior Evil motive; this, to most evil gods, is
an unforgiveable weakness.
His Prohibitions include:
• Denying his faith or denouncing the Word, in speech
or action;
• Disobeying a just and lawful order from his superiors;
• Drinking to intoxication, or seducing someone for lust
with no love or loyalty;
• Accepting divine help (e.g., curative miracles) from
the priests of any other pantheon;
• Any acts in keeping with an Evil alignment – priests
of the Church of Ascension need not be Good-aligned
as long as they fulfill their Duties, but they must not
actively partake of Evil acts, or allow evil to occur
through their own inaction.
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