The Aim

Most fantasy roleplaying games have clerics in some guise or other and almost without exception these are able to cast "spells" given to them by their god. The aim of these rules is to make clerical magic truly come from the gods and more importantly to move the player's focus from checking their spell lists to roleplaying their characters devotion and faith.

Divine Aid

Gods in the Warhammer world are able to manifest their power in the material world to a limited degree. When the cleric of a god prays for aid there is a chance this plea will be heard by some part of the deities vast consciousness. This assistance is generally far more subtle than the showy spells of mages and may not even be recognised as such by those that observe it. Divine aid falls into the following broad categories:

Blessings - These are minor signs of divine favour. A Blessing should either have no effect which is visible or be too subtle to be distinguished from chance and happenstance. A typical example would be a bonus in combat or to an attempt to use a skill.

Godsends - A more significant expression of the gods favour. The effects should still be able to dismissed as luck but may seem unlikely enough to have observers wonder somewhat. Typical examples would be combat bonuses for the cleric and all his companions, a combat that looks stacked against the clerics group is turned by the timely arrival of friendly combatants, or a person whose wounds are being tended by the cleric makes a surprising recovery.

Miracles - The gods power revealed for all to see. A Miracles effect is visibly and clearly supernatural. If observed, stories of the Miracle spread across the land. Examples might be that everyone the cleric tends after a battle is instantly healed, or a bolt of lightning comes out of the heavens and smites the leader of a chaos band in a crucial battle.

The following procedure should be used for divine aid. The player of the cleric declares they intend to pray for divine aid and states the request in character. The GM considers what would fulfil the prayer. The divine aid lists are divided into offensive, defensive and utility effects for easy reference. If nothing from the lists seems appropriate the GM is free to create a suitable effect on the spot.

The GM notes wether the aid is a Blessing, Godsend or Miracle. If the GM has created the effect themselves a category should be assigned based on the definitions above. Roll d100 against the characters Piety statistic (see below) with a -20 if the aid is a Godsend and a -50 if the aid is a Miracle. If the roll succeeds the divine aid is granted, otherwise nothing happens. The cleric's current Piety Points (see below) decrease by 10 for a Blessing, 20 for a Godsend and 30 for a Miracle regardless of success or failure.

There are modifiers to the chance of divine aid that the GM may choose to apply. If the GM believes the situation is one the deity would take particular interest in a +10 or +20 increase to the chance of success may be appropriate. For example if the cleric is in combat with the followers of the sects sworn enemies the modifier might be +10, or if defending the gods shrine +20. Likewise aid within the deities sphere is at +20, such as healing for clerics of Shallya. The divine aid lists include information on which deity favours each example. On the other hand if the cleric is presumptuous enough to tell the gods what they should do (the GM considers the request to be too specific) they should suffer a -20 penalty.

An example might make calling for divine aid a bit clearer. A priest is leading the townsfolk against an attack by rampaging beastmen and their chaos champion leader. The cleric's player decides they need divine aid and considers how he will phrase the request.

If he says "Sigmar, lend your humble servant your protection." the GM might decide that seeing as the aid was only going to affect the priest and wouldn't be visible a Blessing would do. The chances of success are good and if it works the priest gets perhaps a +2 bonus to AP all over and loses a small amount of divine favour.

If he says "Sigmar, give your loyal followers victory this day!" then the GM looks at what it would take to tip the battle in their favour and decides it's not so bad it'd take a Miracle. A Godsend of a band of Templars happening on the enemy from the rear would do. The chances of the god granting this are much better and if it succeeds he loses a moderate amount of divine favour.

If he says "Sigmar I beseech you, strike down this abomination in your sight!" pointing at the champion the GM considers the description of the three divine aid categories and decides only a Miracle is going to pull this off. The chances of success are slim but if it works the champion is lightning bolted or something similarly spectacular. The cleric will use most of their available divine favour.

As the power for divine aid is external to the cleric there is very little that modifies the chance of success apart from the nature of the request itself. Unlike spell casting, armour worn by the cleric has no detrimental effect. Likewise it makes no difference if the cleric has the use of their hands or even mouth, saying the prayer in their head has an equal likelihood of being heard. Having said that many sects have rituals associated with how to pray to their god and some individuals will have a more flamboyant style than others. After all, a bit of showmanship can only reinforce the congregations faith!

Similarly, many clerics wear the symbol of their god in some form but this does not aid in praying, except in as much as it shows devotion and may be required to be worn by stricture.

The GM should encourage players of cleric characters to not only describe what they pray for but how the pray for it. For example when faced with a supernatural opponent such as a demon the cleric may pray for aid by forcefully presenting their holy symbol and loudly calling on the power of their god. Or they may instead say the prayer inside their head with no outwards sign at all. The chances of success are unaffected but varying the method of prayer by individual and circumstance all adds to the roleplaying opportunities.

Piety

A cleric's Piety is a measure of their standing with the god they follow. It is a combination of the how long and well they have served the deity and how successfully they upheld the deities tenets during that time. The former is represented by the experience points they have gained in the deities service. Living according to the gods tenets largely occurs outside of events directly roleplayed so this is based on the characters Will Power (WP) statistic. This represents their mental discipline and thus ability to not stray from the deities path.

To calculate the clerics Piety, take their WP and divide by ten, rounding down. Multiply this by twice the level of the cleric's Pray for Aid skill and add thirty. So for example a character with Pray for Aid 3 has a WP of 62. The calculation would be: 62/10=6.2 rounded to 6. Twice his Pray for Aid level is 6 so his Piety is 6x6=36 plus 30 for a total of 66.

If the cleric has made notable achievements in the service of their god the GM may award a bonus to the cleric's Piety, although this should never exceed ten points per clerical career level.

Activities during game sessions may also negatively effect Piety. All sects have strictures, rules about how to act in a way that will please their god. In addition to the strictures listed for each deity in the WFRP rulebook clerics are required to openly carry the holy symbol of their god (with the exception of Ranald's clerics who may carry a hidden symbol). Having the symbol forcibly removed or hiding it to avoid a threat to their person does not qualify as breaking strictures.

The GM should feel free to treat any activity of the cleric they believe their god would disapprove of as breaking a stricture. This should include praying for aid in situations where the clerics need was trivial or petty.

For each stricture broken the cleric's Piety is reduced by ten. Piety reductions caused when praying for aid apply immediately and so reduce the chance of that aid being granted. Lost Piety will be regained 1d6 weeks after the cleric ceases breaking the stricture.

The Piety statistic determines the probability of the cleric's prayers for aid being answered, and indirectly the power of the aid that might be granted in response. It is also the basis for a secondary statistic, Piety Points or PP. This is a measure of how much aid the cleric can request before their prayers go unanswered or even potentially attract the wrath of the gods. PP start at the same level as Piety but reduce as prayers for aid are made and can be regained only slowly by continued devotion.

Expended Piety Points are regained through routine activities, assuming the cleric is being devout, at a rate of 10% of their full PP per day. It follows from this that it would take ten days for a cleric to regain all their PP. The GM may also award PP for particular acts the cleric carries out in game that their god would approve of.

Any change in the characters WP or clerical career level will result in a change in the cleric's Piety statistic. Piety Points may not exceed Piety so a reduction in Piety for any reason may also reduce current PP.

High-Magic, Low-Magic

Modifying the numbers given for the cost of asking for aid and the rate at which PP can be regained allow the system to fit a lower or higher-magic campaign without other changes. They are currently set to provide some parity with the WFRP rulebook.

As written, these rules impose less restrictions on "casting" while allowing similar frequency of use to the published rules. A Cleric level 2 is able to cast around four level two spells while under these rules they can attempt to call for a Godsend around four times. This is balanced by the fact that this is merely an attempt, it may well fail. In addition PP are regained much more slowly than MP.

Clerical Careers & Advancement

Many of the skills included in the Cleric career descriptions were to do with secular rather than divine magic and are no longer suitable. The amended skills for cleric careers are as follows:

Cleric 1 - Pray for Aid 1, Sect specific skills, Public Speaking, Charm
Cleric 2 - Pray for Aid 2, Sect specific skills
Cleric 3 - Pray for Aid 3, Sect specific skills
Cleric 4 - Pray for Aid 4, Sect specific skills

Optional rule: Characters with a higher Leadership statistic than Fellowship may take an Intimidate skill instead of the Charm skill. This works in a similar way but based on Ld rather than Fel.

The Charm skill represents the practice they get in being persuasive one on one and the Public Speaking the practice at preaching. All five careers have an additional exit to Scribe and stat advances remain unchanged. All relevant advances must be taken before moving to the next level.

Optional rule: The clerics of more martial deities such as Ulric and Myrmidia are given training in weapon use. This can be represented by increasing WS advances by 10 in all cleric careers from Initiate onwards and A advances by 1 from Cleric 1. Inevitably this has some effect on the rest of their training and so Cl advances are reduced by 10 from the Initiate career onwards and I by 10 from Cleric 1.

As the move from initiate to priest is one within the hierarchy of the sect there is no advancement test to be made at that time. However, the higher three Cleric careers represent spiritual self-development rather than a new role within the sect. To progress from Cleric 1 to Cleric 2 and beyond requires a successful roll on the advancement table.

Advancement is unchanged from that published with one exception. If when rolling on the advancement table the player is commanded to change careers use the following table instead of the one provided. This reflects that a variety of careers are potentially useful to the gods unknowable purposes and this includes Academic careers. However, the character remains barred from again entering a Cleric career in service to that deity.

1-3 Warrior   4-5 Ranger   6-7 Rogue   8-10 Academic

Many clerics do not have the force of will or self-belief necessary to complete their spiritual journey. Some decide a priests duties are not for them upon completing their initiation period. Others go on to be priests but later are found wanting by their god by failing an advancement test. Not all choose to try again and a few are denied the option.

Some at these junctures decide to leave the priesthood. However, the religious sects of the Old World have need of a wide variety of skills. Many instead ask to be given other duties, in game terms pursuing a different career such as Scribe. Doing so will not necessarily hinder their progression within the sect hierarchy as this is generally determined by the more earthly means of political manoeuvre.

As a rule the more bureaucratic and scholarly a sect the fewer members in clerical careers it will have. For example city based sects such as that of Sigmar will have fewer than less "civilised" sects such as that of Taal. Also, a lone priest in a small village is far more likely to be in a clerical career than a church official in a large city temple.

Once gained the Pray for Aid skill will always remain available to the character, even if they are no longer in a cleric career. This does not necessarily mean they are able to pray for aid however. Without keeping to strictures they will not have the Piety to make use of the skill.

Divine Aid Examples

These are conversions of spells from the WFRP rulebooks for use as divine aid. They are arranged alphabetically indicating the type, any deities who favour its use and a reference to the spell that it is based on. Where the effect of the original spell varied by the level of the caster always assume a fourth level caster when used as divine aid.

Also included is a table cross referencing Blessings, Godsends and Miracles with the situation the aid is most likely to apply to. The purpose of this to aid the GM in finding an appropriate aid effect quickly so as to not slow down the game. The division between aid categorised as combat and non-combat is merely a suggestion, the use of these in game is limited only by the GM's imagination.

The Source reference uses these abbreviations followed by the level of the spell the aid is based on:

P=Petty
B=Battle Magic
D=Demonologist
E=Elementalist
I=Illusionist
N=Necromantic
O=Druidic
G=Deity Descriptions

Animal Mastery -    Aid: Blessing    Deities: Taal    Source: O1
Only animals sacred to the cleric's deity are likely to be affected.

Annihilate Undead -    Aid: Godsend/Miracle    Deities: Morr    Source: N3
The effect is similar to succumbing to instability. If the undead are destroyed instantly this aid is a Miracle. If however the GM judges the prayer can be fulfilled after a delay (the cleric's group are capable of fending them off or have room to back off for example) then treat the aid as a Godsend. The delay will be 1-3 (1d6 halved and rounded up) rounds.

Arrow Invulnerability -    Aid: Godsend/Miracle    Deities: None    Source: B3
May be considered a Godsend if the attackers are not specifically targeting the recipient of the prayers effect. In this case exclude the recipient when rolling to see who the missiles are targeted at.

Assume Illusionary Appearance -    Aid: Blessing    Deities: Ranald    Source: I1
Must be attempting to disguise themselves and have had some chance of success unaided.

Aura of Invulnerability -    Aid: Miracle    Deities: None    Source: B4

Aura of Protection -    Aid: Blessing    Deities: None    Source: B2

Aura of Resistance -    Aid: Blessing    Deities: None    Source: B1

Banish Illusion -    Aid: Blessing    Deities: Verena    Source: I2
Only the cleric sees through the illusion.

Bewilder Foe -    Aid: Godsend    Deities: None    Source: I1

Blast -    Aid: Miracle    Deities: None    Source: B4
A meteorite fragment falls from the sky to strike wherever would be the most fortuitous location.

Blinding Flash -    Aid: Godsend    Deities: None    Source: E1
Small explosion of natural gas, spilt gunpowder or some other combustable. There must be a flame or spark and a situation where the combustable might be present, for example for natural gas underground or a swamp.

Breathe Under Water -    Aid: Miracle    Deities: Manann    Source: E1

Cause Animosity -    Aid: Blessing    Deities: None    Source: B1

Cause Cowardly Flight -    Aid: Godsend    Deities: None    Source: B3

Cause Fear -    Aid: Godsend    Deities: None    Source: B3

Cause Fire -    Aid: Miracle    Deities: None    Source: E2

Cause Frenzy -    Aid: Godsend    Deities: None    Source: B2

Cause Hatred -    Aid: Godsend    Deities: None    Source: B2

Cause Instability -    Aid: Godsend    Deities: None    Source: B3

Cause Panic -    Aid: Godsend    Deities: None    Source: B2

Cause Rain -    Aid: Godsend    Deities: Manann    Source: E2
Clouds must first gather overhead and the GM should judge how long this takes based on the normal climate of the area.

Cause Stupidity -    Aid: Godsend    Deities: None    Source: B3

Change Allegiance -    Aid: Godsend    Deities: None    Source: B4
Target will choose to help the clerics side but at the GMs discretion may later betray them.

Clap of Thunder -    Aid: Godsend    Deities: Ulric    Source: E2
Thunder clouds must first gather overhead and the GM should judge how long this takes based on the normal climate of the area.

Cloud of Smoke -    Aid: Godsend    Deities: None    Source: E1
A pre-existing source of fire splutters and starts billowing smoke. Something may fall into the fire to trigger this.

Create Bog -    Aid: Godsend    Deities: None    Source: O4
Ground will turn out to be boggier than it looked. If the clerics group passes through it first (such as when they are being pursued) it will be noticably boggy but they will happen to find a safe way through.

Cure Light Injury -    Aid: Blessing    Deities: Shallya    Source: B1
Usually in conjunction with the use of healing skills. The wound clots quickly and pain eases.

Cure Insanity -    Aid: Godsend    Deities: Shallya    Source: G3
Usually in conjunction with visits where the cleric talks with them. The target gradually regains sanity.

Cure Poison -    Aid: Blessing    Deities: Shallya    Source: G1
Usually in conjunction with use of a herbal cure. The poison runs it's course but the victim survives unharmed.

Cure Severe Wound -    Aid: Godsend    Deities: Shallya    Source: B4
Usually in conjunction with the use of healing skills. The wound clots quickly and pain eases.

Destroy Illusions -    Aid: Godsend    Deities: Verena    Source: I4
Only the cleric can see through the illusions.

Dispel Daemon Horde -    Aid: Godsend/Miracle    Deities: Sigmar    Source: D3
See Annihilate Undead.

Dispel Elementals -    Aid: Godsend/Miracle    Deities: None    Source: E4
See Annihilate Undead.

Dispel Greater Daemon -    Aid: Godsend/Miracle    Deities: Sigmar    Source: D4
See Annihilate Undead.

Dust Storm -    Aid: Godsend    Deities: None    Source: E3
Only where the ground is naturally sandy or dusty.

Enchant Weapon -    Aid: Godsend    Deities: Ulric, My    Source: B4

Evade Magic Alarm -    Aid: Godsend    Deities: Ranald    Source: G1

Fire Ball -    Aid: Miracle    Deities: None    Source: B1
Affected targets spontaneously combust, engulfing them in flame.

Flight -    Aid: Miracle    Deities: None    Source: B1

Foul Air -    Aid: Miracle    Deities: None    Source: E3

Giant Animal Mastery -    Aid: Godsend    Deities: Ta    Source: O2
Only animals sacred to the cleric's deity are likely to be affected.

Gift of Tongues -    Aid: Godsend    Deities: None    Source: P
Cleric is able to understand and be understood with difficulty.

Hammerhand -    Aid: Godsend    Deities: Ulric, My    Source: B1

Heal Injury -    Aid: Miracle    Deities: Shallya    Source: G3
May be used in conjunction with surgery skills. Dismembered parts must be in place.

Hold Flight -    Aid: Blessing    Deities: None    Source: B2
Allies take heart and stand their ground.

Immunity from Poison -    Aid: Blessing    Deities: None    Source: B1

Lightning Bolt -    Aid: Godsend/Miracle    Deities: None    Source: B2
A bolt of lightning from the sky. This can be a Godsend if suitable clouds are already overhead and the bolt hits a random enemy. Otherwise this aid is a Miracle, the clouds gathering with unnatural speed and the bolt directly hitting a particularly advantageous target.

Magic Bridge -    Aid: Miracle    Deities: None    Source: B3

Magic Lock -    Aid: Blessing    Deities: None    Source: P
The latch or lock appears stuck.

Mystic Mist -    Aid: Godsend    Deities: Ta    Source: B2
The mist appears natural, rising slowly from damp ground. Only outside and when overcast or dark.

Open -    Aid: Godsend    Deities: Ranald    Source: P
The lock will be easily picked or screws securing a bolt or latch pull out of wood when forced.

Part Water -    Aid: Miracle    Deities: Manann    Source: E2

Pick Magic Lock -    Aid: Godsend    Deities: Ranald    Source: G1

Reinforce Door -    Aid: Blessing    Deities: None    Source: P

Remove Curse -    Aid: Blessing    Deities: None    Source: P
Symptoms of the curse fade over a period of days.

Resist Fire -    Aid: Miracle    Deities: None    Source: E2

Shape-change -    Aid: Miracle    Deities: None    Source: O2
Only the form of animals sacred to the cleric's deity may be taken.

Sleep -    Aid: Godsend/Miracle    Deities: None    Source: P
An opponent is found already asleep. If alert opponents fall asleep before the clerics eyes then treat as a Miracle.

Smash -    Aid: Miracle    Deities: None    Source: B2

Sounds -    Aid: Blessing    Deities: None    Source: P
Apparently natural sounds that may distract or scare opponents.

Stand Still -    Aid: Miracle    Deities: None    Source: B4
Targets appear paralysed, unable to move but otherwise unharmed.

Strength of Combat -    Aid: Blessing    Deities: Ulric, My    Source: B1

Strength of Mind -    Aid: Blessing    Deities: None    Source: B4

Summon Swarm -    Aid: Godsend    Deities: None    Source: E4
The swarm may only be made up of creatures that naturally gather in swarms and are found in the area.

Tangle Thorn -    Aid: Miracle    Deities: Ta    Source: O2

Teleport -    Aid: Miracle    Deities: None    Source: I4

Treat Illness -    Aid: Blessing    Deities: Shallya    Source: G2
Usually in conjunction with use of a herbal cure. The disease runs it's course but the victim recovers well.

Tunnel through Stone -    Aid: Miracle    Deities: None    Source: E4

Universal Confusion -    Aid: Godsend    Deities: None    Source: I3
The attackers get in each others way in their eagerness.

Vanish -    Aid: Miracle    Deities: None    Source: I3

Walk on Water -    Aid: Miracle    Deities: Manann    Source: E1

Wall Shaker -    Aid: Godsend    Deities: None    Source: E4
A small earthquake triggers the collapse of a flawed construction.

Wind Blast -    Aid: Godsend    Deities: None    Source: B1
A strong gust of wind at a vital moment disrupts an opponents spell, aim etc.

Zone of Daemonic Protection -    Aid: Godsend    Deities: Sigmar    Source: D1
The daemons choose to keep their distance for some reason. They will most likely circle menacingly however.

Zone of Daemonic Nullification -    Aid: Miracle    Deities: Sigmar    Source: D2
A glowing sphere envelopes the cleric and their allies. Daemons attempting to breach the sphere are affected as per the spell.

Zone of Hiding -    Aid: Blessing    Deities: Ranald    Source: E1
Must be attempting to hide where there is some chance of success.

Zone of Life -    Aid: Godsend    Deities: Mo    Source: N1
The undead choose to keep their distance for some reason. Unintelligent undead such as Zombies and Skeletons stand in place, staring vacantly, while other types will most likely circle menacingly.

Zone of Sanctuary -    Aid: Godsend    Deities: None    Source: B2

Zone of Silence -    Aid: Blessing    Deities: Ranald    Source: P
Must be attempting to move silently where there is some chance of success.

Table of Examples

Situation: Non-combat Combat (Ally/Self) Combat (Enemy)
Blessings: Animal Mastery
Assume Illusionary Appearance
Banish Illusion
Cure Light Injury
Cure Poison
Magic Lock
Reinforce Door
Remove Curse
Treat Illness
Zone of Hiding
Zone of Silence
Aura of Protection
Aura of Resistance
Hold Flight
Immunity from Poison
Strength of Combat
Strength of Mind
Cause Animosity
Cause Fear
Cause Instability
Sounds
Godsends: Cause Rain
Cure Insanity
Cure Severe Wound
Destroy Illusions
Enchant Weapon
Evade Magic Alarm
Giant Animal Mastery
Gift of Tongues
Open
Pick Magic Lock
Wall Shaker
Arrow Invulnerability
Cloud of Smoke
Dust Storm
Hammerhand
Immunity from Poison
Mystic Mist
Zone of Life
Zone of Sanctuary
Zone of Daemonic Protection
Annihilate Undead
Bewilder Foe
Blinding Flash
Cause Cowardly Flight
Cause Frenzy
Cause Hatred
Cause Panic
Cause Stupidity
Change Allegiance
Clap of Thunder
Create Bog
Dispel Daemon Horde
Dispel Elementals
Dispel Greater Daemon
Lightning Bolt
Sleep
Summon Swarm
Universal Confusion
Wind Blast
Miracles: Breathe Under Water
Cause Fire
Flight
Heal Injury
Magic Bridge
Part Water
Shape-change
Smash
Teleport
Tunnel through Stone
Vanish
Walk on Water
Arrow Invulnerability
Aura of Invulnerability
Resist Fire
Zone of Daemonic Nullification
Annihilate Undead
Blast
Dispel Daemon Horde
Dispel Elementals
Dispel Greater Daemon
Fire Ball
Foul Air
Lightning Bolt
Sleep
Stand Still
Tangle Thorn