Ask Arkanis

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DM Arkanis
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Re: Ask Arkanis

Unread post by DM Arkanis »

Tsidkenu wrote:I've got a multifaceted one for you, Arkie, all about clerics!

1. Clerical magic does not require the complicated somatic components like arcane magic does. From what I've read from FR novels, the core somatic component for clerical magic is simply the act of grasping one's deity's holy symbol with the hand. So, questions:
  • Does a cleric actually have to grasp the Holy Symbol in a prominent way to cast spells, or can they grab at it through a garment or place they have it hidden on their person?
  • If a cleric has prepared Still metamagic spells, does this mean they do not need a physical connection to their deity's holy symbol as the somatic component for those prepared Stilled spells?
2. Again, from what I've read in some of the FR novels, divine magic is usually cast by directly invoking the name, or title, of the cleric's deity aloud, followed by the prayer or spell they want to cast.
  • Does a cleric have to utter their deity's name and/or title before every spell cast?
  • Can a cleric murmur their spells beneath their breath and it be adequate to cover the vocal spell component (I saw this in one particular novel)? Does it have to be announced aloud for it to suffice the vocal spell component?
  • If a cleric has silent metamagic spells prepared, do those spells utterly negate the need to invoke their deity's name/title to cast them?
  • Would a stilled & silent divine spell allow the cleric to ignore both the verbal invocation to the deity & physical connection to the deity's holy symbol while casting said spell?
3. Evil Clerics pretending to be other (good/neutral/evil) clerics: how much can a cleric get away with while they are under cover? Can they cast spells in the name of their true deity whilst using coded-phrases of the deity/clergy they are impersonating?

Thanks!
(Note to self - stop asking for hard questions...) ;)

OK Tsidkenu this is the kind of question I really love.

In order to answer it, I want to lay down a few things first:

1. I've only considered the core rule books (all the way back to Basic Edition) as the primary source/authority on this.
2. Our Game is set on v3 - v3.5 rules
3. v4 and v5 suck
4. FR novels are authors interpretations on things, much the way DM's are in their own PnP games, and I am not taking what they say as canonical/law/authority
5. Any components required for spell casting in our game, are a) already built into the software, b) automatically consume things needed to cast the spell, and c) automatically "do the hand motions" etc.

So, bearing all of this in mind, it is only in v3.5 rules that I can find any mention of the components of spell casting - here it is:

Components
A spell’s components are what you must do or possess to cast it. The Components entry in a spell description includes abbreviations that tell you what type of components it has. Specifics for material, focus, and XP components are given at the end of the descriptive text. Usually you don’t worry about components, but when you can’t use a component for some reason or when a material or focus component is expensive, then the components are important.
Verbal (V)
A verbal component is a spoken incantation. To provide a verbal component, you must be able to speak in a strong voice. A silence spell or a gag spoils the incantation (and thus the spell). A spellcaster who has been deafened has a 20% chance to spoil any spell with a verbal component that he or she tries to cast.
Somatic (S)
A somatic component is a measured and precise movement of the hand. You must have at least one hand free to provide a somatic component.
Material (M)
A material component is one or more physical substances or objects that are annihilated by the spell energies in the casting process. Unless a cost is given for a material component, the cost is negligible. Don’t bother to keep track of material components with negligible cost. Assume you have all you need as long as you have your spell component pouch.
Focus (F)
A focus component is a prop of some sort. Unlike a material component, a focus is not consumed when the spell is cast and can be reused. As with material components, the cost for a focus is negligible unless a price is given. Assume that focus components of negligible cost are in your spell component pouch.
Divine Focus (DF)
A divine focus component is an item of spiritual significance. The divine focus for a cleric or a paladin is a holy symbol appropriate to the character’s faith.
If the Components line includes F/DF or M/DF, the arcane version of the spell has a focus component or a material component (the abbreviation before the slash) and the divine version has a divine focus component (the abbreviation after the slash).
XP Cost (XP)
Some powerful spells entail an experience point cost to you. No spell can restore the XP lost in this manner. You cannot spend so much XP that you lose a level, so you cannot cast the spell unless you have enough XP to spare. However, you may, on gaining enough XP to attain a new level, use those XP for casting a spell rather than keeping them and advancing a level. The XP are treated just like a material component—expended when you cast the spell, whether or not the casting succeeds.

In the Spell Compendium (v3.5 2005) there is an exhaustive list of all spells (clerical, magical, druid, ranger, etc) with domains, etc etc etc. In it, it lists each and every spell and if there is a magical component to the spell. Some spells are ranged, some are touch, some are area of effect, etc. etc.

From the core rule books I found the following:

Basic Rules 1974
CLERICAL SPELLS Clerics of the first level can not cast any spells. When they reach the second level, however, they are capable of one spell per game/day. Since clerical spells are divinely given, they do not have to be studied to master them. A second level cleric can call on any first level spell he wants to use, thus the entire gamut of spells is available to him for selection prior to the adventure. However, only that spell or spells selected can be used during the course of the adventure

Advanced Rules 1978
Clerical spells, including the druidic, are bestowed by the gods, so that the cleric need but pray for a few hours and the desired verbal and somatic spell components will be placed properly in his or her mind. First, second, third, and even fourth level spells are granted to the cleric through meditation and devout prayer. This spell giving is accomplished by the lesser servants of the cleric's deity. Fifth, sixth, and seventh level spells can be given to the cleric ONLY by the cleric's deity directly, not through some intermediary source. Note that the cleric might well be judged by his or her deity at such time, as the clerk must supplicate the deity for the granting of these spells. While the deity may grant such spells full willingly, a deed, or sacrifice, atonement or abasement may be required. The deity might also ignore a specific spell request and give the cleric some other spell (or none at all). Your Dungeon Master will handle this considering a cleric's alignment and faithfulness to it and his or her deity. Note that some cleric spells (and all druid spells) also require material ingredients in order for the desired effect to take place. Such components must be supplied by the cleric (or druid), as material is not bestowed.

Expert Rules 1983 p 4
Cleric For the first three Levels of experience, a cleric's power is very limited. But as they advance (to a maximum of 36th level), clerics obtain more spells of greater power, due both to practice and the strengthening of their beliefs. It is very important for clerics to be faithful to their beliefs. If a cleric behaves in a manner that does not fit the character's Alignment or beliefs, the cleric may be punished by the church — or even greater powers. This punishment could, for example, be a penalty on Hit rolls, a dangerous quest that must be completed, or even a lack of spells. Your DM will tell you what the character must do to recover good standing. When a cleric reaches Name level, a castle may be built. If the cleric has never been punished for misbehavior, the cleric's church may help with the cost. Some followers may come to assist and serve the cleric. Your DM will help with the details.

PHB v3.5 p 32 2003
Spells: A cleric casts divine spells (the same type of spells available to the druid, paladin, and ranger), which are drawn from the cleric spell list (page 183). However, his alignment may restrict him from casting certain spells opposed to his moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells, below. A cleric must choose and prepare his spells in advance (see below). To prepare or cast a spell, a cleric must have a Wisdom score equal to at least 10 + the spell level (Wis 10 for 0-level spells, Wis 11 for 1st-level spells, and so forth). The Difficulty Class for a saving throw against a cleric’s spell is 10 + the spell level + the cleric’s Wisdom modifier. Like other spellcasters, a cleric can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table 3–7: The Cleric. In addition, he receives bonus spells per day if he has a high Wisdom score (see Table 1–1: Ability Modifiers and Bonus Spells, page 8). A cleric also gets one domain spell of each spell level he can cast, starting at 1st level. When a cleric prepares a spell in a domain spell slot, it must come from one of his two domains (see Deities, Domains, and Domain Spells, below). Clerics do not acquire their spells from books or scrolls, nor do they prepare them through study. Instead, they meditate or pray for their spells, receiving them through their own strength of faith or as divine inspiration. Each cleric must choose a time at which he must spend 1 hour each day in quiet contemplation or supplication to regain his daily allotment of spells. Typically, this hour is at dawn or noon for good clerics and at dusk or midnight for evil ones. Time spent resting has no effect on whether a cleric can prepare spells. A cleric may prepare and cast any spell on the cleric spell list (page 183), provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation. Deity, Domains, and Domain

AD&D PHB v2 p 33-34
The cleric receives his spell’s as insight directly from his deity (the deity does not need to make a personal appearance to grant the spells the cleric prays for), as a sign of and reward for his faith, so he must take care not to abuse his power lest It be taken away as punishment

Defenders of the Faith 2002
Nothing relevant to your question.

Complete Divine
Nothing relevant to your question.

Pretty vague.

To answer your question (to the best of my ability, and of course, only my opinion)

1. There is no where that says you have to hold your god's holy symbol to cast a spell. It may be a material component in some spells (most I have read have had to do with turning undead) but there is nothing in the core rules that expressly say that you have to hold the holy symbol to cast.

2. The verbal component of the spell can vary from spell to spell. In fact, I found a reference (noted above) that it only has to be in the cleric's heart, or thoughts, it doesn't even need to be spoken aloud. I'd have to dissect the Spell Compendium spell-by-spell to break it down further. Still or silent spells, or spells where THINKING the god's name/a prayer, etc would work, therefore would require nothing to be vocalized.

3. There are two components to evil clerics impersonating good ones, or trying to not get outed for being an evil cleric. First, is their ability to role-play, or bluff, or use diplomacy, etc. to let other characters believe that they are not evil. Obviously, any overt act (i.e. yelling, "BANE I LOVE YOU SMITE THEM!") would negate any colorful acting the character might have been doing however. Second, the actual casting of the spell, should it require a material component say, oh I don't know, blood, bones, calling a demon, that sort of thing, would naturally arouse some suspicions even if the god's name was not called out loud. I think that an evil aligned cleric would do their best to hide as much of their evil abilities as possible, and where not possible, i.e. asked to cast a cure/heal spell, that they could still be true to their god and cast that spell - the spell might only cure a small amount of damage, the spell might cure/heal but the victim is cursed/diseased/poisoned as a result, etc. Fundamentally, and evil character who is high enough level, has lasted that long because of their ability to act and conceal their true nature from others who would seek to do them harm should their true nature be divined.

At the bottom of it all, IMO, is how the DM overseeing the event views the need/necessity for components to be a part of clerical/divine magic. I have talked to a few senior players in my PnP circle about this in the past, and they all agree that there has to be something that slows the spell casting down - for clerics, it is the need to do SOMETHING when they cast: hold the holy symbol, wave hands around, sacrifice the chicken, etc. so that the class is not over-clocked and too powerful. In the end it will depend on the DM and fantasy level your game has which will determine if the cleric(s) in the party need to have a component bag, holy symbol, etc.

Arkanis
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Re: Ask Arkanis

Unread post by Chronatosis »

Arkanis! How would surface gnomes react to deep gnomes? Would they give them a stare down for dwelling near the Underdark or would it be the happy to see a cousin affair?
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Re: Ask Arkanis

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Chronatosis wrote:Arkanis! How would surface gnomes react to deep gnomes? Would they give them a stare down for dwelling near the Underdark or would it be the happy to see a cousin affair?
"Surface, or Forest Gnomes are, "a shy, secretive folk, living deep in wooded areas" and are, "far shier than even their deep gnome cousins." Forest gnomes are painfully shy creatures who neither feel the need nor want to interact with other races. For the most part forest gnomes would simply like to be ignored as they have been for millennia. Unlike deep gnomes this comes less out of a general mistrust of outsiders and more out of an extreme sense of privacy and affinity for the natural world, combined with a general ambivalence about things that are outside of their experience. Among their own kind, forest gnomes are quite friendly, if not particularly lively.

Like deep gnomes, forest gnomes rarely leave their remote homes. As a general rule, forest gnomes lack the curiosity that is typical of most gnomes and will only leave their homelands under intense pressure, such as a threat that they alone cannot overcome. For the most part, forest gnomes prefer to stick to what they know, caring for the wood around them."

Reynolds, Forbeck, Jacobs, Boyd (March 2003). Races of Faerûn. (Wizards of the Coast), pp. 52-53. ISBN 0-7869-2875-1.

Based on this, I would say that they would both look at each other and say, "What do you want?" The Forest Gnome wouldn't want to live near the UD and the Deep Gnome wouldn't want them there... lol.

That said...

Enter the Rock Gnome.

"Rock gnomes are a curious, childlike race very much unlike their cousins, the svirfneblin or deep gnomes and the forest gnomes. When most people think of gnomes, they are thinking of the rock gnome. Rock gnomes embody the characteristics of their creator and patron deity, Garl Glittergold, choosing to spend their long lives by filling each day with as much fun and enjoyment as possible."

Reynolds, Forbeck, Jacobs, Boyd (March 2003). Races of Faerûn. (Wizards of the Coast), pp. 55–57. ISBN 0-7869-2875-1.

Poor Deep Gnomes... they would be so torn seeing the fun loving, curious, prank-loving, energetic, and free-stylin' Rock Gnomes coming. One one hand, they recognize that they are almost child-like in their outlook, and yes, indeed distant cousins. On the other, the Deep Gnome sense of dis-trust, and self-centeredness would only let them go so far before there would be a brawl... It would be like Denis the Menace moving in next door to Mr. Wilson... or for you younger kids out there, like living next to Sheldon Cooper... Penny! Penny! Penny! You know, you are the people who keep to themselves, and mow your lawn, and trim the hedges, and then you get a set of new neighbors who party all the time, leave old cars and furniture on their lawn, and who randomly do things like leaving bags of flaming poo on your door-step.

For the casual observer, no end of hilarity. For the Deep Gnome, an extermination plot. For the Rock Gnome, FUN FUN FUN!!!

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Re: Ask Arkanis

Unread post by NeonAvenger »

A very nerdy question for you: Do churches in Faerun, or more specifically the Sword Coast region, enjoy the same tax exempt status* that they did in medieval times? Is there the same "differing magisteria" between the Crown and the Church or is the power balance in Faerun different?

* Obviously it was a lot more complicated than that but I'm only curious about their tax status.
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DM Arkanis
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Re: Ask Arkanis

Unread post by DM Arkanis »

NeonAvenger wrote:A very nerdy question for you: Do churches in Faerun, or more specifically the Sword Coast region, enjoy the same tax exempt status* that they did in medieval times? Is there the same "differing magisteria" between the Crown and the Church or is the power balance in Faerun different?

* Obviously it was a lot more complicated than that but I'm only curious about their tax status.
In terms of FR lore I cannot find anything that specifically taxes church (along the Sword Coast) as a whole. Churches raise money to build temples and other edifices and to house, train, etc their clergy. This is done through donations of the faithful, penitent, or fearful, but also through their faithful going on quests, selling items (such as wine, clothing, wool, grain, etc.) In return for setting up a temple within the boundaries of a town or city, the church provides services to the townsfolk. Some of the goods they make may be given to the local authority as a token or tribute as well, depending on the churches' power, size, and status. In areas where certain churches were not overly welcomed, there may have been bribes, or other tithes paid to local governments in return for them being allowed to "open up shop."

Just because I cannot find any direct reference to some form of tax, "lease" or rent payments directly, does not mean that the churches don't pay the state in some form or another. The game creators may have left this to the imaginations of the players and DM's who use the Forgotten Realms setting.

Cheers

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Re: Ask Arkanis

Unread post by DM Arkanis »

DM Arkanis wrote:
Lockonnow wrote:I like to know if malchor harpell is bold or not from the books or games or anything?
I believe that you meant "bald" - that I will have to do some reading to find out - stay tuned.

Ark
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Re: Ask Arkanis

Unread post by Nachti »

Whats the most powerful elemental whritten about in dnd books (not monster manual)?
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Re: Ask Arkanis

Unread post by DM Arkanis »

Nachti wrote:Whats the most powerful elemental written about in dnd books (not monster manual)?
I am going to have to look into this a little deeper. There are several references throughout the FR books of elementals being used/summoned (Gromph Baenre has a fire elemental in his study as a guard, for example) but nothing pops out at me as being the "most powerful."

I do remember the module, "Temple of Elemental Evil" being re-jigged by my old DM when it first came out and we ran a whole pile of higher level characters through it... fought some nasty elementals there.

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Re: Ask Arkanis

Unread post by DM Arkanis »

Thank you for all the PMs - don't be afraid to post here, though.

To answer the question about the best Canadian TV show, we have a long list to choose from (in no apparent order):

Corner Gas
Beachcombers
Pigeon Inlet
Due South
Fraggle Rock
Letterkenny
Danger Bay
The Littlest Hobo
The Friendly Giant
Mr. Dressup
Degrassi Junior High
Road to Avonlea
The Kids in the Hall
Street Legal
North of 60
Hammy the Hamster
Davinci’s Inquest
Polka Dot Door
The Green Forest

Right now, I am in the middle of watching Letterkenny because my boss at work loves the show, and a) I need a frame of reference, and b) I know how to read the org-chart. Canadian TV isn't all CBC (but mostly) and there is no Ron Maclean without Don Cherry. The theme to Hockey Night in Canada DOES go, "bump-pa-dump-a-buh, bump-pa-dump-a-buh" and if you are a Jet's fan, you wear white in the play-offs and shout, "TRUE NORTH" when you are supposed to.

Tonight our hearts are in Humbolt, Saskatchewan, and our sticks are on the front porch. (Google it)

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Re: Ask Arkanis

Unread post by The Whistler »

Would you say that Sammaster once being the favored of Mystra would be information that is feasibly attainable by PCs ? Thanks in advance for your answer.
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Re: Ask Arkanis

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The Whistler wrote:Would you say that Sammaster once being the favored of Mystra would be information that is feasibly attainable by PCs ? Thanks in advance for your answer.
Sammaster had an interesting life... twice.

He was selected by Mystra to be Chosen, and trained in his new powers by Elminster.
He had a rocky relationship with lady Alustriel, and was a companion of the BG mage Algashon Nathaire.
He also formed the Cult of the Dragon, and I'd speculate that his status helped.
He was followed/pursued/spied upon by the Harper organization for years as well.

All of them knew him to be Chosen, and I would extrapolate that between 851-916 DR his status would have been widely known as such.

I did find in research that he is listed as "confirmed deceased Chosen of Mystra" but I wasn't able to confirm if that was IC or OOC knowledge.

In my opinion, any research done by characters looking into Mystra's history of Chosen, would find his name readily available there listed as one of them.

When he turned into a lich and tried to destroy the world, I cannot find any reference to his status as Chosen one way or the other. His mortal body was reportedly destroyed by an avatar of Lathander, so I would guess that his connection to Mystra was severed at that time, but I am open for discussion on that point.

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Re: Ask Arkanis

Unread post by DM Arkanis »

DM Arkanis wrote:
DM Arkanis wrote:
Lockonnow wrote:I like to know if malchor harpell is bold or not from the books or games or anything?
I believe that you meant "bald" - that I will have to do some reading to find out - stay tuned.

Ark
Malchor Harpell has “glossy black hair” and a well kept beard. Ed Greenwood-Spellstorm p.61
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Re: Ask Arkanis

Unread post by DM Arkanis »

Re-reading, "The Cleric Quintet" as a result of a discussion, and several things come to mind in terms of my own Dming PnP side and server side, and how to use/not to use these ideas (thanks a lot Flasmix... ;) )

1. Dwarven druid. (or Doo-Dad) Green beard mandatory?
2. How To Make a Vampire in three easy steps
3. Is Denir fickle? Apparently you can curse him out and nothing happens.
4. Is Mordoc SeLanmere the King of the Vampires? There is some debate, but it depends on whether or not I acknowledge the Ravenloft campaign setting as an alternate reality, or look at other lore.
5. I'm making an elven monk, female, and her outfit is gonna look like something a Power Ranger would wear - "hu-ya!!" *bows*
6. At what point does your anchor in FR lore cease to hold and you just get a little bit "out there?"

All things to ponder... ideas?

Ark
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Re: Ask Arkanis

Unread post by chad878262 »

DM Arkanis wrote:1. Dwarven druid. (or Doo-Dad) Green beard mandatory?
of course....and by the way the only way a Dwarven Druid works is if he's (or she's!) touched in the head, as Pikel...Cuz what Dwarf in 'is right mind'd be worshippen sum nature god?!?!?
DM Arkanis wrote:2. How To Make a Vampire in three easy steps
https://www.quora.com/How-can-I-become- ... easy-steps Best I can do...and would not recommend testing the theory as if it doesn't work you're just dead.
DM Arkanis wrote:3. Is Denir fickle? Apparently you can curse him out and nothing happens.
fickle or uncaring? Maybe hes like Boccob from the world of Greyhawk pantheon (Boccob the uncarring). In any case I highly doubt the gods go about smiting every mortal what curses them. After all, Banites have been shown to call several goodly gods weak and what not. Honestly wouldn't responding to such things empower mortals in some ways? Forcing the hand of god A to respond to actions by god B just by taunting (or cursing) them?
DM Arkanis wrote:4. Is Mordoc SeLanmere the King of the Vampires? There is some debate, but it depends on whether or not I acknowledge the Ravenloft campaign setting as an alternate reality, or look at other lore.
Well, it doesn't contradict any books (campaign settings or novels) and thus I suppose it should be considered canon. In any case I'm pretty sure he was the self proclaimed king of vampires, not necessarily recognized by all other vampires as their king...
DM Arkanis wrote:5. I'm making an elven monk, female, and her outfit is gonna look like something a Power Ranger would wear - "hu-ya!!" *bows*
God I hate the Power Rangers...Originally came out when I was in late middle school or early high school I think (early 90's?) and I remember thinking back then how far childrens programming had fallen from the old GI Joe cartoons.
DM Arkanis wrote:6. At what point does your anchor in FR lore cease to hold and you just get a little bit "out there?"
That ship has sailed, my friend...
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Re: Ask Arkanis

Unread post by Xanfyrst »

Nature is more than just woods, ya know.

Rocks, hills, mountains are all very alive ecologies. It's also how drow druids can work as caves are similar.
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