AD&D priests are more than just followers
of some religion, they are proxies for a
transcendent being, earthly fonts of divine
power and influence, invested with mystical
powers beyond the ken of mortal man. Entrusted
by the very gods to carry out their will
upon the mortal coil, priests were a potent
and much welcomed addition to any adventuring
group. |
Priests go through various levels of understanding
and capability as they advance. As they
gain experience and greater understanding
of their purpose in their patron's service,
their patron entrusts them with ever greater
power. Essentially, as they progress their
ability to cast larger and more powerful
Divine Spells increases. |
Priests make their way by espousing and
advancing the tenants of the patrons which
they serve. |
In AD&D 2nd Edition there were two basic
types of Priests available for play; Clerics
and Druids. Clerics were further subdivided
into Specialty Priests. The following guidelines
provide advice on how to take an AD&D
Cleric or Druid and convert them into the
HERO System. |
AD&D 2nd EDITION GENERAL DIVINE SPELLCASTING
|
AD&D 2nd EDITION DIVINE MAGIC VPP CONTROL
COST |
- Only Divine Magic (-1/2)
- Very Limited List of Spells (Spheres) (-1;
can't be removed)
- Only Change Spells With Meditation (Requires
unmodified Faith Roll and 1 hour of Meditation;-1/2)
- All Spells Must Have 1 Charge (-1/4)
- Only Usable While In Good Standing With
Faith (can't be removed; -1/4)
- Variable Limitation (-1/2; each Spell must
take -1 of Limitations from Focus (Holy
Symbol), Extra Time, Concentration, Incantation,
Gesture, Limited Range, or RSR: Magic Skill
vs. Spell Resistance in any combination
at a MINIMUM)
- Uses Sphere Model (-0; can't be removed)
|
Total Limitation: -3 |
Control Cost per Spell Level (15 Pool) =
1.75 Real Points |
Total Cost per Spell Level (15 Pool) = 17
Real Points |
SPELL LEVEL VARIATION |
A 2nd Edition Divinist's Spell Range is
limited to 0 to 6th Spell Level, i.e. 15
to 105 Active Points. This is analogous
to the 1st thru 7th Divine Spell Levels
of AD&D 2nd Edition Divine Magic.
|
SPELL CREATION |
AD&D 2nd Edition Priests cannot create
new spells.
|
DIVINIST MAGIC SCHOOL SKILLS |
Clerics follow the Priestly paradigm of
Magic use and simply need the Faith Skill
which also serves as KS: Religion for that
Priests own religion, and PS: Priest of
that religion. |
Priestly Faith: Power Skill: Faith;
Real Cost: 3 Points |
Druids Druids work magic via their mastery
of natural forces and use a version of the
Faith Skill which is called Nature Lore,
which also serves as KS: Nature Lore, and
PS: Druid. |
Druidic Faith: Power Skill: Nature
Lore; Real Cost: 3 Points |
Clerics are the unquestioned masters of
divine magic in the AD&D paradigm. They
outstrip all other Divine Spellcasters in
the breadth of their options and the flexibility
of the their Spell list.
|
Clerics typically serve a particular god
and gain specific abilities based upon the
outlook of the deity they serve. |
In the HERO System, a Cleric would be well
advised to put almost all of their points
into increasing their Magic VPP to cast
ever higher level Spells. |
Sample Cleric Package Deals |
A number of Cleric Package Deals can be
found
here.
|
AD&D 2nd Edition Cleric Conversion |
Consult the Priest column of the
AD&D 2nd Edition Class Level to Character
Points Chart to determine how many
Character Points your Character has available
to them in the HERO System. Either use one
of the Cleric Package Deals provided above
or create your own. The
Exemplar Base Package and the
Cleric (Generic) Composite Package
are particularly well suited to AD&D
2nd Edition Clerics. |
CLERIC CLASS ABILITY CONSIDERATIONS |
SPELLCASTING |
The ability to cast Spells is a Cleric's
primary Class Ability. This is handled using
the guidelines provided in the
Magic System and the
Divine Magic System. Specifically,
AD&D 2nd Edition Clerics use the AD&D
2nd Edition DIVINE MAGIC VPP Control Cost
and the Spheres of Influence Model. |
SPHERES OF INFLUENCE |
AD&D 2nd Edition organized Divine Magic
into Spheres of Influence, as detailed in
the
Divine Magic System guidelines.
By default Clerics had access to the following
Spheres. |
Cleric Spheres: Major: Astral, Charm,
Combat, Creation, Divination, Guardian,
Healing, Necromantic, Protection, Summoning,
Sun; Minor: Elemental; Real Cost: 23 points |
QUEST SPELLS |
The rules for Quest Spells may be found
in the
Divine Magic System guidelines. |
MAGIC ITEM CREATION |
The last major advantage for Cleric's is
that they can create new Magic Items vis
the Knowledge Skill Investiture, Scroll
Scribing, and Alchemy. This is discussed
in the
Divine Magic System guidelines. |
Priestly Investor: KS: Investiture,
KS: Scroll Scribing, KS: Alchemy; Real Cost:
9 Points |
GRANTED POWERS |
TURN UNDEAD |
Aside from their Spellcasting capabilities,
Clerics also have the capacity to turn or
control undead (depending upon their Alignment
-- Good priests Destroyed/Repelled, others
Commanded). "Turning" Undead would
destroy weaker Undead, and force more powerful
Undead to avoid the Cleric. Turn Undead
is considered a Granted Power, and is the
only one that Clerics get by default. |
Referring to the most recent edition of
Fantasy HERO for HERO System 5th Edition,
Undead Turning is handled as a form of Presence
Attack in the HERO System; refer to Fantasy
HERO pg 128 for the specifics of this ability,
but a summary follows. |
TURN UNDEAD |
Turn Undead: +50 PRE Only To Make PRE Attacks
(-1), Only vs. Undead Creatures (-1), Full
Phase, Delayed Phase (-3/4), Limited Effect
(-1), Only Usable While In Good Standing
With Faith (can't be removed; -1/4); Real
Cost: 10 Points; +5 PRE for 1 point |
FOLLOWERS |
In 2nd Edition people would hear about what
swell guy a Cleric was, and would show up
to follow them automatically once they got
to a certain Level threshold. Alternately,
the Cleric would found a church or equivalent
and build a congregation. There are a few
ways to handle this in the HERO System detailed
here.
|
WEAPONS AND ARMOR |
By default, AD&D 2nd Edition Clerics
could wear any armor and use any type of
shield, but could only wield blunt weapons.
Thus most Clerics wielded Hammers or Maces.
It is left to the GM's discretion whether
they wish to enforce this restriction in
the HERO System or not. If they do then
the inability to use non-blunt weapons is
simply lumped into the "must be in
good standing with religion" clauses
that the Cleric operates under; the blunt
weapon usage is part of their religions
code of conduct and not worth any points
as a separate Disadvantage. |
PRIESTS OF A SPECIFIC MYTHOI |
Specialty Priests serving a specific deity,
with differing requirements, outlook, and
abilities than the "generic" Cleric.
This type of Divinist is the default in
my own campaign setting, with generic Clerics
not being allowed. Each type of Specialty
Priest has different abilities and requirements
dependent upon the nature of the deity that
they serve. Many have special Granted Powers
in addition to their spells. Further, many
of the religions surrounding specific deities
have notable characteristic which might
translate into a game effect.
|
All of the rules and guidelines pertaining
to Clerics above also pertain to Specialty
Priest. As a rule of thumb, each type of
Specialty Priest should have a custom Composite
Package detailing their capabilities. If
one does not already exist within your campaign
setting for a type of Specialty Priest you
are interested in playing, see if your GM
is amenable to helping you develop a Specialty
Priest Package suitable for your needs. |
SPECIALTY PRIESTS AND SPHERES OF INFLUENCE |
The primary fashion in which Specialty Priest
will differ from Clerics is in their Spheres
of Influence. Rather than use the Cleric
Spheres listed above, each type of Specialty
Priest should have a custom list of allowed
Spheres as appropriate to their deity. |
GRANTED POWERS |
Most Specialty Priests benefit from the
use of one or more
Granted Powers. Granted Powers often
accrued at specific Class Levels in the
source material, but in the HERO System
can be purchased in any order and at any
time unless the GM restricts their availability |
Granted Powers vary in their composition,
but are always relevant to the nature of
the patron deity and always have the "Only
Usable While In Good Standing With Faith
(can't be removed; -1/4)" Limitation.
Check with your GM to find out if they already
have a Package available for a particular
type of Specialty Priest with predefined
Granted Powers.
|
Granted Powers must always have Only Usable
While In Good Standing With Faith (can't
be removed; -1/4) |
Granted Powers can range in capability,
but as a general rule of thumb should cost
around 15 to 30 Real Points. More powerful
Granted Powers are possible, but care should
be taken to keep Granted Powers from turning
into out and out super powers; a default
staple of the genre is "X times per
day", so Charges are a very appropriate
way to reign in more powerful Granted Powers;
usually 1 Charge per Day and rarely more
than 3 Charges per Day. |
SAMPLE GRANTED POWERS |
DEITIES OF: Peace, Mercy, Healing, Sun |
Clear of Mind: +5 Mental Defense; Only Usable
While In Good Standing With Faith (can't
be removed; -1/4) plus 25% Mental Damage
Reduction; Only Usable While In Good Standing
With Faith (can't be removed; -1/4); Real
Cost: 16 Points |
DEITIES OF: War, Strength, Murder |
Deadly Blow: +2d6 Killing, any Weapon, any
Circumstance (+2d6 HKA; OIF: Weapon of Opportunity
(-1/2); Only Usable While In Good Standing
With Faith (can't be removed; -1/4)); Real
Cost: 17 Points |
DEITIES OF: Magic, Protection, Defense,
Anti-magic |
Spell Resistance 15-; Only Usable
While In Good Standing With Faith (can't
be removed; -1/4); Real Cost: 15 points |
DEITIES OF: Protection, Defense, Luck, Fate |
Divine Favor: 2 Levels of Combat Luck (6
PD/ 6 ED); Only Usable While In Good Standing
With Faith (can't be removed; -1/4); Real
Cost: 10 points
|
DEITIES OF: Weather, Lightning, War |
Lightning Bolt: 4d6 RKA (Electric), AoE:
Any Area (6" Any Area; +1); (120 Active
Points); 1 Charge per Day (-2), Concentration
(1/2 DCV; -1/4), Extra Time (Full Phase;
-1/2), No Range (-1/2); Only Usable While
In Good Standing With Faith (can't be removed;
-1/4); Real Cost: 27 points
|
DEITIES OF: Sun, Law, Good, Protection,
Love |
Turn Undead: +50 PRE Only To Make PRE Attacks
(-1), Only vs. Undead Creatures (-1), Full
Phase, Delayed Phase (-3/4), Limited Effect
(-1), Only Usable While In Good Standing
With Faith (can't be removed; -1/4); Real
Cost: 10 Points; +5 PRE for 1 point |
DEITIES OF: Terror, Charm, Death, Strength |
(Un) Holy Terror: +50 PRE Only To Make PRE
Attacks (-1), Full Phase, Delayed Phase
(-3/4), Limited Effect (Fear Only; -1),
Only Usable While In Good Standing With
Faith (can't be removed; -1/4); Real Cost:
12 Points; +4 PRE for 1 point |
Druids are a variant Priest that focus on
Divine Magic garnered directly from the
Natural forces of the environment. Their
complement of Spells was much smaller than
normal Priests, but they had many granted
abilities to compensate for the lack. |
In the source material Druids also had an
extremely complicated progression, unique
among the classes. For the purpose of these
guidelines, Ill leave the matter of Druidic
progression up to the individual GM. |
Sample Druid Package Deals |
The
Druid (Generic) Package is ideally
suited to converting an AD&D 2nd Edition
Druid. |
AD&D 2nd Edition Druid Conversion |
Consult the Priest column of the
AD&D 2nd Edition Class Level to Character
Points Chart to determine how many
Character Points your Character has available
to them in the HERO System. Either use one
of the Druid Package Deals provided above
or create your own. The
Druid (Generic) Package is specifically
well suited towards a 2nd Edition character
being converted into the HERO System. |
DRUIDS CLASS ABILITY CONSIDERATIONS |
SPELLCASTING |
The ability to cast Spells is a Druids primary
Class Ability. This is handled using the
guidelines provided in the
Magic System and the
Divine Magic System. Specifically,
AD&D 2nd Edition Druids use the AD&D
2nd Edition DIVINE MAGIC VPP Control Cost
and the Spheres of Influence Model. |
SPHERES OF INFLUENCE |
AD&D 2nd Edition organized Divine Magic
into Spheres of Influence, as detailed in
the
Divine Magic System guidelines.
By default Druids had access to the following
Spheres. |
Druid Spheres: Animal, Elemental,
Healing, Plant, Weather; Minor: Divination;
Real Cost: 13 points |
DRUID SPEAK |
Druids have a secret language that they
use to communicate privately with one another,
and as a form of identification. |
Druid Speak: Language: Druidic; Completely
Fluent; Real Cost: 3 points |
GRANTED POWERS
|
Druids have a number of Granted Powers,
detailed below. Unlike Clerics and Specialty
Priests, Druids don't serve a particular
entity or religious dogma, however they
are held to a standard of behavior pertaining
to the protection and nurturing of Nature.
Thus, they too must apply the Only
Usable While In Good Standing With Faith
(can't be removed; -1/4) Limitation to their
Granted Powers. In the source material these
Granted Powers were gained over many Class
Levels; it is up to the GM's discretion
whether this order of progression is enforced
in the HERO System, but the default assumption
is that they are not. |
RESISTANCE TO FIRE AND ELECTRICITY |
Armor 0 PD/5 ED, Hardened (+1/4) (9 Active
Points); Only vs Fire & Electricity
(-1 1/2), Only Usable While In Good Standing
With Faith (can't be removed; -1/4); Real
Cost: 3 points |
DRUID SIGHT |
Detect (Sight): Plants, Animals, Pure Water,
(Class of Things Discriminatory) (10
Active Points); Extra Time (Full Turn, -1);
Only Usable While In Good Standing With
Faith (can't be removed; -1/4); Real Cost:
4 points |
TRACKLESS STRIDE |
Gliding: 6"; Ground Gliding (-1/4),
Only Usable While In Good Standing With
Faith (can't be removed; -1/4); Real Cost:
4 points |
SYLVAN TONGUE |
Linguist; 7 points of Languages for woodland
creatures, Only Usable While In Good Standing
With Faith (can't be removed; -1/4); Real
Cost: 8 points |
SYLVAN ANTICHARM |
+15 Mental Defense; Only vs. Woodland Creatures
(-1 1/4), Only Usable While In Good Standing
With Faith (can't be removed; -1/4); Real
Cost: 6 points |
DRUIDIC SHAPECHANGE |
Multiform (100 Character Points in the most
expensive form) (x4 Number Of Forms), 3
Continuing Charges lasting 1 Hour each (+1/4)
(37 Active Points); Extra Time Full Phase
(-1/2), Delayed Phase (-1/4), Costs END
Only To Change (4 END, -1/2), Only Usable
While In Good Standing With Faith (can't
be removed; -1/4); Real Cost: 15 points |
HIEROPHANT ABILITIES |
As part of their bizarre progression after
16th class Level Druids stopped accruing
Spellcasting ability, and instead gained
unusual special abilities. The equivalent
of these abilities in the HERO System are
provided below. |
IMMUNITY TO POISON |
LS: Immunity to Poison; Only Usable While
In Good Standing With Faith (can't be removed;
-1/4); Real Cost: 8 points |
VIGOR |
Limited Buy-off: Age Disadvantage; Only
Usable While In Good Standing With Faith
(can't be removed; -1/4); Real Cost: 8 points |
DRUIDIC CHANGESELF |
Change Self: Shapeshift (Sight Group; Cellular
(does not count as Magical), Imitation,
Variety of Shapes: Limited Group of Shapes),
Reduced Endurance 0 END (+1/2) (60 Active
Points); Extra Time 1 Turn (Post-Segment
12), Only to Activate Constant or Persistent
Power (-3/4), Only Usable While In Good
Standing With Faith (can't be removed; -1/4);
Real Cost: 30 points |
DRUIDIC HIBERNATION |
Long Sleep: (Total: 48 Active Cost, 33 Real
Cost) Simulate Death (+5 to roll) (8 Active
Points); Only Usable While In Good Standing
With Faith (can't be removed; -1/4) (Real
Cost: 6) plus Life Support , Eating:
Character does not eat, Immunity: All terrestrial
diseases and biowarfare agents, Longevity:
Immortal, Safe in High Pressure, Safe in
High Radiation, Safe in Intense Cold, Safe
in Intense Heat, Safe in Low Pressure/Vacuum,
Self-Contained Breathing, Sleeping: Character
does not sleep (40 Active Points); Only
Usable While In Good Standing With Faith
(can't be removed; -1/4), Linked to Simulate
Death (-1/4) (Real Cost: 27); Total Real
Cost: 33 points |
TRAVEL TO PLANE OF ELEMENTAL EARTH |
Elemental Earth Travel: (Total: 59 Active
Cost, 49 Real Cost) Extra-Dimensional Movement
(Single Dimension (Elemental Plane of Earth))
(20 Active Points); Only Usable While In
Good Standing With Faith (-1/4) (Real Cost:
16) plus Survival (Elemental Plane
of Earth) (14 Active Points); Only Usable
While In Good Standing With Faith (-1/4)
17- (Real Cost: 11) plus Navigation
(Elemental Plane of Earth) (14 Active Points);
Only Usable While In Good Standing With
Faith (-1/4) 17- (Real Cost: 11) plus
Life Support , Safe in High Pressure, Self-Contained
Breathing (Real Cost: 11); Total Real Cost:
49 points |
ADD PLANE OF ELEMENTAL FIRE |
Elemental Earth & Fire Travel: (Total:
79 Active Cost, 66 Real Cost) Extra-Dimensional
Movement (Related Group of Dimensions, Any
Location (Elemental Earth, Elemental Fire))
(35 Active Points); Only Usable While In
Good Standing With Faith (-1/4) (Real Cost:
28) plus Survival (Elemental Plane
of Earth, Elemental Plane of Fire) (16 Active
Points); Only Usable While In Good Standing
With Faith (-1/4) 17- (Real Cost: 13) plus
Navigation (Elemental Plane of Earth, Elemental
Plane of Fire) (15 Active Points); Only
Usable While In Good Standing With Faith
(-1/4) 17- (Real Cost: 12) plus Life
Support , Safe in High Pressure, Safe in
Intense Heat, Self-Contained Breathing (Real
Cost: 13); Total Real Cost: 66 points |
ADD PLANE OF ELEMENTAL WATER |
Elemental Earth, Fire, & Water Travel:
(Total: 82 Active Cost, 68 Real Cost) Extra-Dimensional
Movement (Related Group of Dimensions, Any
Location (Elemental Earth, Elemental Fire,
Elemental Water)) (35 Active Points); Only
Usable While In Good Standing With Faith
(-1/4) (Real Cost: 28) plus Survival
(Elemental Plane of Earth, Elemental Plane
of Fire, Elemental Plane of Water) (18 Active
Points); Only Usable While In Good Standing
With Faith (-1/4) 17- (Real Cost: 14) plus
Navigation (Elemental Plane of Earth, Elemental
Plane of Fire, Elemental Plane of Water)
(16 Active Points); Only Usable While In
Good Standing With Faith (-1/4) 17- (Real
Cost: 13) plus Life Support , Safe
in High Pressure, Safe in Intense Heat,
Self-Contained Breathing (Real Cost: 13);
Total Real Cost: 68 points |
ADD PLANE OF ELEMENTAL AIR |
Elemental Earth, Fire, Water, & Air
Travel: (Total: 85 Active Cost, 71 Real
Cost) Extra-Dimensional Movement (Related
Group of Dimensions, Any Location (Elemental
Earth, Elemental Fire, Elemental Wate, Elemental
Air)) (35 Active Points); Only Usable While
In Good Standing With Faith (-1/4) (Real
Cost: 28) plus Survival (Elemental
Plane of Earth, Elemental Plane of Fire,
Elemental Plane of Water) (18 Active Points);
Only Usable While In Good Standing With
Faith (-1/4) 17- (Real Cost: 14) plus
Navigation (Elemental Plane of Air, Elemental
Plane of Earth, Elemental Plane of Fire,
Elemental Plane of Water) (17 Active Points);
Only Usable While In Good Standing With
Faith (-1/4) 17- (Real Cost: 14) plus
Life Support , Safe in High Pressure, Safe
in Intense Heat, Safe in Low Pressure/Vacuum,
Self-Contained Breathing (Real Cost: 15);
Total Real Cost: 71 points |