Clerics in Anglesey

Duties of the Priesthood:
Clerics of each domain are expected to work with the other domains as well. If the other domains prosper, so does their own – all are necessary for the others to function effectively (e.g. no food = no ability to fight, but no defense = despoiled fields….). Your own domain is the most important in your opinion and best suited to you. However, people tend to call upon different deities depending on the situation/needs and the priesthood recognizes that necessity. It is the cleric’s job to ensure their domain remains strong, respected, and available for when it is called upon/needed. Your realm is blessed by the Gods – it is your job to strengthen it and maintain its good and just nature for all. Despite these sentiments/measures, squabbles do emerge between domains…… It is also your duty to destroy evil – both animate and inanimate whenever possible (even at risk).
Clerics of each domain are expected to work with the other domains as well. If the other domains prosper, so does their own – all are necessary for the others to function effectively (e.g. no food = no ability to fight, but no defense = despoiled fields….). Your own domain is the most important in your opinion and best suited to you. However, people tend to call upon different deities depending on the situation/needs and the priesthood recognizes that necessity. It is the cleric’s job to ensure their domain remains strong, respected, and available for when it is called upon/needed. Your realm is blessed by the Gods – it is your job to strengthen it and maintain its good and just nature for all. Despite these sentiments/measures, squabbles do emerge between domains…… It is also your duty to destroy evil – both animate and inanimate whenever possible (even at risk).

Ceremonies:
All priests can conduct the following spells as rituals under the heading of “Ceremony”. These ceremonies are public rituals that are performed by any recognized cleric/priest and have the non-magical ritual parts you would expect plus the following magical aspects:
1st level – Coming of age: (grants a one time +1 bonus to saving throws) to 12 year olds and recognizes them as young adults. All citizens receive this ceremony in order to be recognized as an adult (in training). Burial: for a period of 1 week/level of the caster – the corpse is magically protected with a protection from evil spell and anyone trying to disinter the body must make a saving throw versus wisdom (-5 if a citizen) or flee in terror for one turn. Marriage: First serious argument between the couple will trigger a “Soothing Word” spell. Otherwise, this ritual has legal and moral significance.
3rd level – Investiture: Cleric can take a worthy person and make him/her into a first level cleric for spells, but not unable to conduct any ceremonies. Consecrated item: Cleric can create a sacred altar object (needed for a temple or any holy site that runs ceremonies).
5th level – Ordination: A ceremony that allows a cleric to be able to have a congregation or following and to be able to conduct ceremonies. Needed for a cleric to go from 2nd to 3rd level. Special vows: Allows a fighter to take on the mantle of either paladin or ranger. The recipient is immune to the bestow curse spell (but not cursed items) but is more susceptible (-4 to saving throw) to a quest spell by a cleric of the same alignment as the caster of the special vows ceremony.
7th level – Consecrate ground: Any spot that is to become holy needs to be have this spot cast on it before any building or risk the God’s disfavour (temple, etc. will slowly decline or even collapse). Cast on a graveyard it will automatically turn undead as a 3rd level cleric each round.
9th level – Anathematize – someone who has greatly offended the Gods is magically branded on both cheeks (note branding will fail if it is not deserved). Only atonement and a quest will cause the brand to fade. (Quest – task set by a cleric able to cast 5th level spells and a recognized religious leader. The offender must accept the quest and not delay in carrying out – or face -1 to saving throws per day. Once the quest has been satisfactorily completed, the offender can then publicly atone – usually in a very public, humiliating and possibly painful ceremony. If the offender has truly repented, the Gods – through the presiding cleric – will remove the mark.
All priests can conduct the following spells as rituals under the heading of “Ceremony”. These ceremonies are public rituals that are performed by any recognized cleric/priest and have the non-magical ritual parts you would expect plus the following magical aspects:
1st level – Coming of age: (grants a one time +1 bonus to saving throws) to 12 year olds and recognizes them as young adults. All citizens receive this ceremony in order to be recognized as an adult (in training). Burial: for a period of 1 week/level of the caster – the corpse is magically protected with a protection from evil spell and anyone trying to disinter the body must make a saving throw versus wisdom (-5 if a citizen) or flee in terror for one turn. Marriage: First serious argument between the couple will trigger a “Soothing Word” spell. Otherwise, this ritual has legal and moral significance.
3rd level – Investiture: Cleric can take a worthy person and make him/her into a first level cleric for spells, but not unable to conduct any ceremonies. Consecrated item: Cleric can create a sacred altar object (needed for a temple or any holy site that runs ceremonies).
5th level – Ordination: A ceremony that allows a cleric to be able to have a congregation or following and to be able to conduct ceremonies. Needed for a cleric to go from 2nd to 3rd level. Special vows: Allows a fighter to take on the mantle of either paladin or ranger. The recipient is immune to the bestow curse spell (but not cursed items) but is more susceptible (-4 to saving throw) to a quest spell by a cleric of the same alignment as the caster of the special vows ceremony.
7th level – Consecrate ground: Any spot that is to become holy needs to be have this spot cast on it before any building or risk the God’s disfavour (temple, etc. will slowly decline or even collapse). Cast on a graveyard it will automatically turn undead as a 3rd level cleric each round.
9th level – Anathematize – someone who has greatly offended the Gods is magically branded on both cheeks (note branding will fail if it is not deserved). Only atonement and a quest will cause the brand to fade. (Quest – task set by a cleric able to cast 5th level spells and a recognized religious leader. The offender must accept the quest and not delay in carrying out – or face -1 to saving throws per day. Once the quest has been satisfactorily completed, the offender can then publicly atone – usually in a very public, humiliating and possibly painful ceremony. If the offender has truly repented, the Gods – through the presiding cleric – will remove the mark.
Clerical Magic:
Clerical magic is different from the other kinds of magic as it is granted by the Gods. Thus, every time a cleric casts a spell, it is at the favour of his/her Gods. Like any favour, that support which allows spell casting ability can be withdrawn at any time if the cleric is no longer deemed worthy.....
Clerical magic is different from the other kinds of magic as it is granted by the Gods. Thus, every time a cleric casts a spell, it is at the favour of his/her Gods. Like any favour, that support which allows spell casting ability can be withdrawn at any time if the cleric is no longer deemed worthy.....

Cleric Ritual Magic:
All priests and clerics can cast ritual magic. Even devout and ordinary citizens can utilize much weaker versions of ritual magic. Clerics can perform the following rituals (and rituals described in the list of spells subject to DM’s approval and/or modification).
1. Create Holy water. Casting time: 1 hour. Range: touch Components: V, S, M: Pure, spring water (must emerge from the ground itself), Holy symbol, Blessed container (ritual), Sacred space (ritual). This spell creates 1 cup of Holy water/level of the caster and per ritual. The Holy Water must remained sealed in the Blessed container until used – once open, it quickly loses its potency. Holy water can be used to wash away evil wards/symbols/etc. if the substance used can be washed by water (no scrubbing required, the holiness of the water has a scrubbing action). Two cups of Holy Water will wash/purify a 1 foot square (1’ by 1’) area if used carefully (rushed or careless use will cover a smaller area). Holy water used this way is carefully and systematically poured over the area while the cleric chants prayers. A systematic use will require concentration and 1 minute. Holy water can also be thrown in a breakable container. When it hits, it will splatter 1 square (space occupied by 1 humanoid) per 2 cups of Holy Water. Actively evil creatures in that square take 2d4 + level of the Holy Water creator damage. The damage can only be healed by non-magical means. The evil creature can make a saving throw versus dexterity for ½ damage. (Note: DC is -5 up to 10’, 0 10-20’, and +5 for 20-30’. No saving throw if the creature is totally surprised or cannot see the attack). Final note: There is also “Unholy Water”……
2. Create Sacred Salt. Casting time: 1 hour. Range: touch Components: V, S, M: Pure salt (must be dug from the ground – not sea salt), Holy symbol, Blessed container (ritual), Sacred space (ritual). This spell creates 1 cup of Sacred Salt/level of the caster and per ritual. The Sacred Salt may only be used once. Its potency lasts 1 day/level of the creator once it is used or out of its container. Two cups of Sacred Salt will cover a 1’ by 1’ area. While evil creatures are reluctant to pass over pure salt, crossing Sacred Salt will cause them damage (2 d 4 + level of the creator per turn spent on the Sacred Salt). Evil creatures in contact with the Sacred Salt may attack it. A line of Sacred Salt has 1d4 + level of the creator h.p.’s per 5’ line. Thickening the line has no effect on its damage nor h.p. Note: There is Desecrated Salt (Unholy Salt).
3. Create Sacred Flame. Casting time: 1 action plus time to set up Sacred Space. Components: V,S, plus a sliver each from an oak, ash, yew, and pine. This spell utilizes the Sacred Flame cantrip but in a ritual setting. The Sacred Flame here is used to purify an evil object. The slivers are set in a square around the object but inside a Sacred Space. The object gets a saving throw (8+your spellcasting ability modifier + proficiency bonus + 5 proximity bonus - level of the creator of the object). If you succeed the object is destroyed (not even ash); if you fail – the object is intact and you cannot try again; if you fail spectacularly – you take damage 2d4 + level of the creator and you will draw that creator’s attention and/or that of its nearest ally.
4. Blessed container. Casting time: 1 hour. Range: touch Components: V, S, M: Container (1 or more containers with the capacity of 2 cups per level of the caster), Holy symbol, Sacred space (ritual). This spell takes an existing container and turns it into a blessed container. This container could be used to hold Sacred Salt or Holy Water and will keep its contents potent until it is opened (Holy Water) or used (Sacred Salt). The caster needs to chant prayers and make repeated passes of his Holy symbol over the container to bless it. The container must be watertight.
5. Sacred Space. Casting time: 5 to 10 minutes. Range: 5` diameter circle per level of the caster Components: V,S, M: Holy symbol, Incense, stick from a living tree – may use up to 1 year, and an edged weapon that has not shed blood. This spell creates a sacred place for a cleric to do rituals within. The space creates a sphere barrier to both magical and non-magical objects and creatures. Magical forces, noise, etc. are kept within the sphere. Outside energies or creatures may force their way in. The sphere has 1d10 h.p. per level of the caster. Clerics may combine their levels for a stronger sphere. The sphere glows slightly (about the same as 1 candle). While it is see through, the sphere contains energy (any light, noise, magic, etc. is dampened down to be visible for 5` per level of the magic, etc. used). The spell is cast by the cleric concentrating on his god. He faces north and draws a circle to define his space using the stick (the surface must be able to be marked and hold the mark – dirt, dust, etc.). The circle is drawn clockwise until it is closed. The cleric then concentrates on his goddess. Using the Sacred Flame cantrip, he lights an incense taper. Again, he moves from north around the circle clockwise. However, this time, he uses the incense to define a dome over his space. During both circles the cleric should be quietly chanting prayers and concentrating on his deities. A prayer thanking both deities will then define the circle. If the cleric needs to leave the circle, he may draw a doorway using the edged weapon – his motions must be counter-clockwise. The sphere will last as long as the cleric is using magical energy in the sphere or chanting prayers and concentrating (unless the sphere is destroyed). The sphere should be properly dispelled by the cleric cutting the circle on the ground and then the sphere in the air with the edged weapon. If the sphere is simply abandoned without being dispelled, the magical energies could harm others and a talented magical user could read information from the remnants of the sphere for up to 1 day per level of the caster. Also, the gods would be displeased….. Note: An abandoned circle can be dispelled completely by another cleric using the same ritual as dispelling a circle but from the outside. This dispelling requires the use of a lodestone as well as the edged weapon. The lodestone will gather and disperse the magical energies. Again, the Space cannot be under the active care of its creator (creator must be inside the sphere and either using magical energy or concentrating or praying).
All priests and clerics can cast ritual magic. Even devout and ordinary citizens can utilize much weaker versions of ritual magic. Clerics can perform the following rituals (and rituals described in the list of spells subject to DM’s approval and/or modification).
1. Create Holy water. Casting time: 1 hour. Range: touch Components: V, S, M: Pure, spring water (must emerge from the ground itself), Holy symbol, Blessed container (ritual), Sacred space (ritual). This spell creates 1 cup of Holy water/level of the caster and per ritual. The Holy Water must remained sealed in the Blessed container until used – once open, it quickly loses its potency. Holy water can be used to wash away evil wards/symbols/etc. if the substance used can be washed by water (no scrubbing required, the holiness of the water has a scrubbing action). Two cups of Holy Water will wash/purify a 1 foot square (1’ by 1’) area if used carefully (rushed or careless use will cover a smaller area). Holy water used this way is carefully and systematically poured over the area while the cleric chants prayers. A systematic use will require concentration and 1 minute. Holy water can also be thrown in a breakable container. When it hits, it will splatter 1 square (space occupied by 1 humanoid) per 2 cups of Holy Water. Actively evil creatures in that square take 2d4 + level of the Holy Water creator damage. The damage can only be healed by non-magical means. The evil creature can make a saving throw versus dexterity for ½ damage. (Note: DC is -5 up to 10’, 0 10-20’, and +5 for 20-30’. No saving throw if the creature is totally surprised or cannot see the attack). Final note: There is also “Unholy Water”……
2. Create Sacred Salt. Casting time: 1 hour. Range: touch Components: V, S, M: Pure salt (must be dug from the ground – not sea salt), Holy symbol, Blessed container (ritual), Sacred space (ritual). This spell creates 1 cup of Sacred Salt/level of the caster and per ritual. The Sacred Salt may only be used once. Its potency lasts 1 day/level of the creator once it is used or out of its container. Two cups of Sacred Salt will cover a 1’ by 1’ area. While evil creatures are reluctant to pass over pure salt, crossing Sacred Salt will cause them damage (2 d 4 + level of the creator per turn spent on the Sacred Salt). Evil creatures in contact with the Sacred Salt may attack it. A line of Sacred Salt has 1d4 + level of the creator h.p.’s per 5’ line. Thickening the line has no effect on its damage nor h.p. Note: There is Desecrated Salt (Unholy Salt).
3. Create Sacred Flame. Casting time: 1 action plus time to set up Sacred Space. Components: V,S, plus a sliver each from an oak, ash, yew, and pine. This spell utilizes the Sacred Flame cantrip but in a ritual setting. The Sacred Flame here is used to purify an evil object. The slivers are set in a square around the object but inside a Sacred Space. The object gets a saving throw (8+your spellcasting ability modifier + proficiency bonus + 5 proximity bonus - level of the creator of the object). If you succeed the object is destroyed (not even ash); if you fail – the object is intact and you cannot try again; if you fail spectacularly – you take damage 2d4 + level of the creator and you will draw that creator’s attention and/or that of its nearest ally.
4. Blessed container. Casting time: 1 hour. Range: touch Components: V, S, M: Container (1 or more containers with the capacity of 2 cups per level of the caster), Holy symbol, Sacred space (ritual). This spell takes an existing container and turns it into a blessed container. This container could be used to hold Sacred Salt or Holy Water and will keep its contents potent until it is opened (Holy Water) or used (Sacred Salt). The caster needs to chant prayers and make repeated passes of his Holy symbol over the container to bless it. The container must be watertight.
5. Sacred Space. Casting time: 5 to 10 minutes. Range: 5` diameter circle per level of the caster Components: V,S, M: Holy symbol, Incense, stick from a living tree – may use up to 1 year, and an edged weapon that has not shed blood. This spell creates a sacred place for a cleric to do rituals within. The space creates a sphere barrier to both magical and non-magical objects and creatures. Magical forces, noise, etc. are kept within the sphere. Outside energies or creatures may force their way in. The sphere has 1d10 h.p. per level of the caster. Clerics may combine their levels for a stronger sphere. The sphere glows slightly (about the same as 1 candle). While it is see through, the sphere contains energy (any light, noise, magic, etc. is dampened down to be visible for 5` per level of the magic, etc. used). The spell is cast by the cleric concentrating on his god. He faces north and draws a circle to define his space using the stick (the surface must be able to be marked and hold the mark – dirt, dust, etc.). The circle is drawn clockwise until it is closed. The cleric then concentrates on his goddess. Using the Sacred Flame cantrip, he lights an incense taper. Again, he moves from north around the circle clockwise. However, this time, he uses the incense to define a dome over his space. During both circles the cleric should be quietly chanting prayers and concentrating on his deities. A prayer thanking both deities will then define the circle. If the cleric needs to leave the circle, he may draw a doorway using the edged weapon – his motions must be counter-clockwise. The sphere will last as long as the cleric is using magical energy in the sphere or chanting prayers and concentrating (unless the sphere is destroyed). The sphere should be properly dispelled by the cleric cutting the circle on the ground and then the sphere in the air with the edged weapon. If the sphere is simply abandoned without being dispelled, the magical energies could harm others and a talented magical user could read information from the remnants of the sphere for up to 1 day per level of the caster. Also, the gods would be displeased….. Note: An abandoned circle can be dispelled completely by another cleric using the same ritual as dispelling a circle but from the outside. This dispelling requires the use of a lodestone as well as the edged weapon. The lodestone will gather and disperse the magical energies. Again, the Space cannot be under the active care of its creator (creator must be inside the sphere and either using magical energy or concentrating or praying).
Cantrips:
Cantrips are treated differently in this world from the 5e rules. A cleric can cast any cantrip that he or she knows without having to rest and memorize/prepare it. But, he/she only has 4 cantrip spell slots. After using these 4 slots, a cleric can choose to sacrifice a spell slot to use that energy towards casting more cantrips. This sacrifice works as follows: 1st level = 4 cantrips, 2nd level slot = 8 cantrips ....... Thus, a cleric with 2 first level spell slots and a 2nd level spell slot can choose to use all of that energy towards cantrips and cast 4 + 8 (sacrifice 1st levels) + 8 (sacrifice 2nd level) = 20 cantrips. Again, unlike 1st+ level spells, the cleric can decide on the spur of the moment which cantrip (from their list of known cantrips) to cast.
Cantrips are treated differently in this world from the 5e rules. A cleric can cast any cantrip that he or she knows without having to rest and memorize/prepare it. But, he/she only has 4 cantrip spell slots. After using these 4 slots, a cleric can choose to sacrifice a spell slot to use that energy towards casting more cantrips. This sacrifice works as follows: 1st level = 4 cantrips, 2nd level slot = 8 cantrips ....... Thus, a cleric with 2 first level spell slots and a 2nd level spell slot can choose to use all of that energy towards cantrips and cast 4 + 8 (sacrifice 1st levels) + 8 (sacrifice 2nd level) = 20 cantrips. Again, unlike 1st+ level spells, the cleric can decide on the spur of the moment which cantrip (from their list of known cantrips) to cast.