Curse of the Black Wyrm
Divine Spellcaster House Rules
These rules are in addition to, and are a modification of, the rules presented in the Player’s Handbook. The rules presented here modify and expand the spell casting procedures described in the PHB for the Cleric, Druid, and other Divine spellcasters that the DM rules to include. They do NOT include Paladins or Rangers.
“Cleric” and “Priest” are terms that are often used out of habit to mean the same thing. This may cause confusion if used the way the 2E PHB suggests, so ignore that. All Clerics (or Priests) are considered “Priests of Specific Mythoi” for the sake of mechanical rules. However, the player may chose to either name an actual god to serve and champion, or he may serve his alignment type (good, neutral, or evil) as a religious ideology. Each specific religion will determine the requirements, ethos, spell access, armor and weapon restrictions, and granted powers of a cleric character.
I will allow the standard gods listed in the 3.5 PHB, and will provide some other deities to choose from. I welcome ideas from players to flesh things out. As each religion is created, the necessary information for the clerics will be posted.
Clerics who dedicate themselves to their alignment type may pray and work with churches and temples of any deity, but only as a guest. Individual clerics are connected to a small home church where they start their career. These churches usually have names like “The Brotherhood of the Healing Light” and so forth.
Druids are a highly specialized form of Priest. They do not worship the same deities or alignment ideals as clerics do, not even nature deities. They are, in essence, pagans. They worship nature itself and draw their power from it.
Spells per Day
A priest can only cast so many spells in a day. The base number of spells depends on the priest’s level, as shown on Table 24 in the PHB. Priests with a high wisdom also gain bonus spells, as per Table 5 in the PHB. Please note that, in the case of a bonus spell of 2nd or higher level, the bonuses would not take effect until the priest could normally cast spells of those levels.
This is a concept based on 3.5 D&D, and only applies to Clerics, not Druids, Paladins, or Rangers.
Clerics who follow a good-aligned deity may sacrifice a prepared spell in exchange for a “Cure Wounds” spell of the same or lower spell level. That would be, specifically, Cure Light Wounds, Cure Serious Wounds, and Cure Critical Wounds. Should any additional “Cure Wounds” spells be added to the system, they should be added to this list.
Clerics of evil-aligned gods have the ability to exchange prepared spells for the reversed versions of the Cure Wounds spells (Cause Wounds).
Clerics that are neither good nor evil (and do not serve a good or evil god) have a choice at the start of their career to spontaneously cast either Cure or Cause Wounds spells. Once chosen, the Cleric may not change his mind. If the Cleric serves a deity that has a good or evil alignment, the choice is out of the Cleric’s hands, and must reflect the nature of the deity.
In the event that a clerics spell access does not include the Healing sphere, the cleric may still spontaneously cast “Cure Light Wounds.” If the cleric only has “minor” access to the Healing sphere, he may spontaneously cast any Cure Wounds spells of lower level than Cure Critical Wounds.
All spell-using characters must spend 2gp per caster level on spell components every month. No detailed lists are needed. The exceptions are a Priest’s holy symbol and any components with a specific value or rare components. So, if a spell calls for 200 gp in gems, you need get 200 gp in gems somehow. If it calls for the left big toe of a Crypt Thing, break out the holy water!