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Words of wisdom
The DMG explicitly states that spellcasting priests are rare: Priest
characters are (obviously) not required to take up arms and set out on
adventures to smite evil. No, their hierarchies require adminstrators,
clerks, and devout workers of all types.
No one expects a 10,000-strong army to be made up entirely of 1st-level
fighters. Why should religious hierarchies be made up of 1st-level (and up)
spellcasting priests?
According to the DMG, it is possible to have leaders within a religious
hierarchy who show no signs of special clerical ability, only proper faith
and piety. The measure of a priest is devotion, not raw power.
Even the high priest of a faith need not have spellcasting powers.
Remember that village head priest? He is most likely 0 level, with no
ability to cast spells.
The DMG says only a few inhabitants of a temple or monastery will be
members of the priest character class. Chances are good many such places
wont have any spellcasters.
After all, the ability to cast spells is a powerful gift. Surely a
deity will grant it only to exceptional individuals, in much the same way
paladinhood is reserved for a chosen elite. And surely those abilities will
be granted only to someone who really needs them and will use them daily
not the acolyte stuck at a monastery copying books, but an adventuring
priest battling his faiths foes. Spellcasting priests should be the
exception, not the rule, in any clergy.
The next time the PCs stumble into a local shrine seeking healing from
the resident priest, theyll be in for a surprise. Characters will be forced
to rely on their own resources. Resurrection and raise dead spells will be
much harder to come by. Not only will characters be forced to pay through
the nose or trade favors to secure such aid, theyll first have to track down
the spellcasting priests. This could be an adventure in itself.
Plagues, famines, and high-mortality rates become a much more
believable danger in the campaign world, both for the PCs and the NPC
population.
In my campaign, only the members of certain elite fighting orders
(patterned after the real-world Knights Templar, Knights Hospitaller, and
Teutonic Knights) can cast spells, plus a few adventuring priests who live
in unsettled areas or near the borders of pagan lands.
The bulk of the priesthood are 0-level men and women. Historically,
priests tended to better educated, so the non-spellcasting priests in my
campaign have sage abilities. Local priests may not be able to supply PCs
with magic, but they can offer information.
Higher learning
Spellcasters might want to keep their profession an exclusive club. It
might be for selfish reasons, like status, or for the best of intentions.
They could argue the potential for harm is too great to teach magic to just
anyone. Today, for instance, we expect surgeons to go to medical school
before they begin cutting open patients on the operating table.
Like the modern legal and medical professions, spellcasters might
establish a quota system to keep their numbers low. Perhaps aspiring wizards
must attend officially sanctioned magic schools. Acolytes must spend time in
a monastery or seminary.
Only a few students would be admitted at a time. Enrollment might also
be expensive, making it affordable for only a few. Student training might
involve hazardous tests and trials. Like a modern army bootcamp, not all
cadets will pass (or even survive) basic training. Consider the tests of
magic in Krynn, of the DragonLance setting.
Spellcasters who practice their arts without proper accreditation risk
arrest. Rogue wizards would likely have their spellbooks confiscated.
Priests might be excommunicated.
Inherent powers
In some campaigns, spellcasting could require more than just proper
training. Only those born with the power might be able to wield magic.
Perhaps the forces behind magic can be manipulated only by those with a
special gift for it (or curse, depending on how magic is viewed). Wizards
and priests, in effect, are mutants.
Of course, proper study and training is still needed to actually cast
spells. But someone without the gift could study for as long and as hard as
he likes and still be unable to cast a single cantrip.
This raises questions the DM must answer. Do the gods decide who will
and will not have this ability? Are there groups seeking to control or
eliminate the gifted? Are the gifted revered or reviled? How is the gift
recognized?
The Tome of Magic offers a spell that fits well with this view of
magic. By analyzing a persons aura, the spell wizard sight permits the user
to determine if someone is or isnt a spellcaster, or to sense if a
non-spellcaster has the potential to learn and cast wizard spells.
A DM might expand the spell to include priestly magic, or he might
decide priests dont operate under the same restrictions. Perhaps priestly
magic differs in nature from that utilized by wizards, and a person need not
be born with a special gift to cast such spells, he needs only to be
sanctioned by his deity.
Paying a price
It may be that the laws of magic demand that a spellcaster make some
sacrifice or suffer a curse or taboo to be able to cast spells.
This is a common occurence in folklore and fantasy literature. Wu jen
(an Oriental wizard kit from The Complete Wizards Handbook) who break their
voluntary taboos lose levels, become ill and can even die. In the Thieves
World books, the wizard Randal was unable to cure himself of his allergies
without greatly reducing his power to cast spells.
Taboos could range from relatively minor (not letting anyone see the
spellcaster eating) to major (never casting spells after dark). Curses might
range from premature baldness to the utter destruction of the characters
health, as with Raistlin in the DragonLance novels.
Sacrifices might include fasting for long periods of time (to purify
the body and mind) or ritual mutilation (running the gamut from simple body
tattoos to scarification or worse). The Norse god Odin hung on the
world-tree Yggdrasil for nine days and nights to learn the secrets of
magical runes. He cast one of his eyes into the well of Mimir to gain wisdom.
As spellcasters grow more powerful (i.e., gain more levels), the nature
of the curse or sacrifice grows more costly. At 1st level, a priest might
need only to swear never to ride a horse in the rain. At 5th level, the
priest might be forced to abstain from all alcohol. At 10th level, the
priest might tattoo his face.
Given such costs, low-level wizards and priests would form the majority
of the spellcastering population. Only the most power-hungry would be
willing to pay the price for access to high-level spells.
Another price spellcasters might pay involves pacts with extraplanar
powers. The witch, another kit from The Complete Wizards Handbook, suffers
periodic struggles with the extraplanar forces that teach her spells. The
most famous example is Faust, who is granted sorcerous abilities after
making a pact with Mephistopheles. Faust is able to conjure up the shade of
Helen of Troy as his paramour and satisfy his obsession for learning hidden
lore. The price he pays, of course, is his immortal soul.
In some sense, priests make pacts with extraplanar powers in return for
spellcasting abilities as a matter of course. But perhaps wizards are unable
to cast spells in your campaign unless they too make some kind of pact or
alliance with the Beyond.
Powers of Good are unlikely to exact as unpleasant a price as
Mephistopheles, of course, but the cost might still be severe enough to give
any would-be spellcaster reason to pause. Such a Power would likely want the
wizard to advance its interests and conform to its tenets, even if they
conflict with the wizards own and good GMs will see to it that they do.
On-the-job fatalities
Of course, spellcasting is a dangerous line of work. Job-related deaths
and serious accidents should prune the ranks continually.
The relative weakness of low-level wizards has been discussed in the
pages of Dragon Magazine many times. With only 1d4 hit points and one
1st-level spell, a 1st-level mage needs friends, brains, and luck to
survive. Beginning priests have it slightly better, with 1d8 hit points and
the ability to wear armor.
Adventuring spellcasters face many obvious hazards, including monters,
traps, and enemy magic. Even stay-at-homes are vulnerable to famine, disease
(not the hardiest folk, most wizards), accidents (He never saw that runaway
wagon coming!), and old age. Wizards and priests might have access to
powerful spells, but they dont make the spellcasters superhuman.
Spellcasters also work with dangerous substances in their experiments
(monster body parts, acids, chemicals, etc.) and dabble in Things Best Left
Alone. The accident rate is likely pretty high.
A DM could take inspiration from nearly any story by H.P. Lovecraft.
His protagonists almost invariably end up crippled, insane, or dead as they
pursue forbidden lore and traffic with terrifying Elder Gods and their
demonic servitors.
Rather than limit your options, use several rationales to give yourself
more flexibility in the face of players efforts to push the envelope on
magic availability.
A canny player will have thought up plenty of reasons why her character
should be able to establish a wizards guild to attract other mages and
apprentices, thus gaining access to allies and spells.
A DM worried about the effect on game balance will have a much stronger
hand to play if he can point out that not only was the last such guild
broken up by rival wizards fearing its power, but its founder was tried and
executed for witchcraft by the local religious authorities.
A happy side-effect of deciding on rationales for limiting magic is
that they add flavor to your campaign. A world where wizards are hunted by
the Holy Inquisition forced to work their magic while posing as sages or
apothecaries is going to be a lot more memorable than a campaign where
spellcasters are just another group of mundane professionals, like
innkeepers or armorers.
Although the AD&D game is used by way of example, the rationales
offered here could be applied to any game system where magic exists.