Difference between revisions of "Faith (sage study)"

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* '''[[Preach (sage ability)|Preach]]''': the power to deliver a sermon, influencing an audience to adopt moral truth, right conduct and worthy leadership.
 
* '''[[Preach (sage ability)|Preach]]''': the power to deliver a sermon, influencing an audience to adopt moral truth, right conduct and worthy leadership.
  
* '''[[Proselytise (sage ability)|Proselytise]]''': the skill to speak with others and encourage them to adopt the cleric's faith.
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* '''[[Proselytize (sage ability)|Proselytize]]''': the skill to speak with others and encourage them to adopt the cleric's faith.
 
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* '''[[Holy Protection (sage ability)|Holy Protection]]''': a continuous [[Protection from Malevolence (spell)|protection from malevolence]] that surrounds the cleric, extending outwards for two combat hexes, that any ally of the cleric can enjoy.
 
* '''[[Holy Protection (sage ability)|Holy Protection]]''': a continuous [[Protection from Malevolence (spell)|protection from malevolence]] that surrounds the cleric, extending outwards for two combat hexes, that any ally of the cleric can enjoy.
  
* '''[[Make Token (sage ability)|Make Token]]''': the ability to fashion a holy symbol that provides some protection for a devout bearer.
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* '''[[Make Token (sage ability)|Make Token]]''': the ability to fashion a holy symbol that provides some protection for a devout bearer.  Gives half the effect of holy protection to the bearer, the character can make one per experience level.
 
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Latest revision as of 05:14, 13 January 2024

Faith (sage study).jpg

Faith is a sage study in the field of Power, describing a philosophical theocratic approach to the character's belief in his or her chosen religion. Essentially, the character has come to realize that logic and reason have limitations regarding the explanation of events, and that in fact, the "mystery of life" cannot be understood. As such, the character has chosen to commit their actions and beliefs to the word of their religion as an act of trust and loyalty, relying upon theistic guidance alone.

The pattern of faith differs from religion to religion — but primarily, the highest commandment is selflessness. The character's needs and worldly importance are secondary to the greater truth: that, like the character, the world must be bent towards the greater good. This "good" compels a wider belief in the cleric's religion, the divine will and eternal compassion towards others of the same faith ... with, naturally, the understanding that those of other faiths must be enlightened or cleansed.

Sage Abilities

The sage abilities below are those acquired by a character through the study, according to status.

Amateur Status

  • Preach: the power to deliver a sermon, influencing an audience to adopt moral truth, right conduct and worthy leadership.
  • Proselytize: the skill to speak with others and encourage them to adopt the cleric's faith.


Authority Status

  • Bless Water: the power to sanctify water and make it holy.
  • Make Token: the ability to fashion a holy symbol that provides some protection for a devout bearer. Gives half the effect of holy protection to the bearer, the character can make one per experience level.


Expert Status

  • Lead Pilgrimage: inspire the gathering of hundreds towards an overland walking journey to a distant holy place.
  • Immunity from Disease: supernatural protection that preserves the cleric from any infection or bodily weakness.
  • Scribe Holy Writings: the ability to create minor magical texts and scrolls for the employment of other persons.


Sage Status

  • Make Avenger: grants the ability to fabricate a holy avenger weapon of the cleric's design.
  • Scribe Tome: the ability to create major arcane books, tomes, phylacterys and the like.
  • Transcend: obtaining a state of being that overcomes the limitations of mortality and becomes independent of it.


See Cleric Sage Abilities