T3

Sorcery / Traditions / Cleric

Clerical magic is similar to Channeling, but usually with less direct contact with their divine patron. They form religious sects and orders, and teach their powers, but each and every cleric is still dependent upon the approval of his god in order to practice magic. God may not personally choose them, but can certainly censor them.

Clerics can have many and varied powers depending on their patron. The schticks listed here are just those available to most all clerics - individual deities usually grant one or more special schticks depending on their domain or sphere of power.

In a way, a cleric is a less complicated version of Channeling and Teurgy, without the inherent complications an oppositions inherent in those two traditions. It is very unlikely that a cleric would exist in a world with either of those traditions in it.

Examples and References

Limitations

Faith

A cleric must have the approval of his patron, and that patron must attend to him and work miracles for him, or the magic will not work. The gods do not keep constant tabs on their agents, so you might get away with minor infractions, but major errors will not go unpunished.

Focus

The cleric must always brandish the holy symbol of his god, or a scripture or religious artifact, in order to work his magic. This is usually a rather small object made of metal or wood - suitable for holding in one hand.

Common Schticks

Summonables

Celestial, abyssal or infernal creatures, depending on ethos. These creatures range from outer-planar-animals virtually indistinguishable from their earthly counterparts, to full angels, devils, and demons.