All about cults...

EricNoah

Adventurer
Anyone know of some good comprehensive rules for cults? Here's what I have in mind:

1) The cult, as an entity, should receive benefits from acquiring more cultists. The more members, the more power.

2) The cult should have a few leaders that gain benefits from having followers.

3) The cultists themselves should be able to carry on all sorts of "normal" activities; thus I'm envisioning something like prestige class with just a few levels, and almost no entry requirements. And tied to this, there should be different "ranks" within a cult, so that the underlings don't know too much and the higher-ups can order the underlings around; that again says something like a prestige class.

4) The cultists themselves should gain immediate benefits (maybe social, monetary, or even magical) from joining the cult, and should gain more power over time.

5) I'm thinking that some evil cults might use the cultists to help power different kinds of magical effects: crafting magical items, creating portals, creating lingering magical effects (diseases, curses, etc. that can affect the countryside, etc.). So some kind of "group spellcasting" or "group crafting" rules would be needed. And perhaps something dealing with different kinds of sacrifices (human, animal, other) and how these ceremonies grant the cult its power.

6) Each cult should provide unique powers/abilities, so a cult prestige class should be generic and flexible enough to accommodate several kinds of cults.

7) Cults should be somewhat distinct from generally accepted religions. Organized religion wants to stamp out cults.

8) Some explanation of where the cult's (magical) power comes from would be helpful (demons/devils, a philosophy of evil/darkness, human sacrifice, etc.).

9) Cults can also serve as a cover for other illegal activity (smuggling, assassination, drugs, etc.); or the illegal activity could be used to generate funds for the cult. And some legal cover might exist, too (a certain festhall has a back room where cultists meet, for example).

Anyone have any thoughts on this? I've always like the idea of the unpopular commoner being lured to the darkness of a cult with promises of power to seek revenge over those who did him wrong; that kind of psychological game could be used to attract all sorts of unsavory characters who want to puff themselves up, feel powerful, seek revenge, be bullies in a gang of other bullies (moral support), etc. And I like the idea of several "layers" of the cult, where those above might be using or lying to those below; and those below don't care because they're getting something out of the deal.
 

log in or register to remove this ad

the fiend of Blasphemy kit in the back of FF has some of the things you want - it is actually a PrC for Demons where the demon can grant his own powers to cultists, while being able to spy on them and punish them. This would allow the cultists to get something for nothing - except their souls Muhhahahaha!!

Some varation of this where the leader gains power, and the cultists can borrow power from the leader.
 

I'm trying to come up with a list of cult-worthy low-level spells (and psionic powers) that might make good low-level cultists abilities. The precise powers would of course depend on the particulars of the cult.

ExPsiHB: 1st Lvl -- Attraction, Conceal Thoughts, Demoralize, Disable, Empathy, Empty Mind, Matter Agitation, Missive, Sense Link, Telempathic Projection. 2nd Lvl -- Cloud Mind, Detect Hostile Intent, Id Insinuation, Inflict Pain, Mass Missive.

PHB: Bard 1 -- Lesser Confusion, Tasha's Hideous Laughter, Undetectable Alignment. Cleric 1 -- Bane, Cause Fear, Doom. Druid 1 -- Pass Without Trace, Speak with Animals. Sorc/Wiz 1 -- Hypnotism, Disguise Self, Charm Person.

The goal here is to have abilities that aren't flashy or obvious, and in fact to the outsider might look as though pure luck was involved. Also, my thinking is that a particular cultist might get one power, not a lot of choices or a lot of flexibility. Low-level cultists should have one "schtick" that comes with the position. If they want to be "real" spellcasters, they'll need to take levels in appropriate classes.
 

hmm ....
still no orginal thoughts exactly but,
there are feats in the CArc that give 2 0lvl 1 (noncombat) 1st each useable once a day for the price of a feat. these would work well as a basis for granting the spells you listed above.

so instead of an immediate prestige class it could be a series of feats such as Demon Thrall,
then a spell feat or wild talent (varient that allows 1 known power)
and then a prestige calls that required all the feats in the chain (+leadership?) to beome a cult leader. I would also recommend Nifts demon thrall classes - in the HR forum.
 

I was thinking about something like this for different "levels" of cultist (let's imagine a short prestige class here):

Level 0 -- Cult Prospect: You're not in the cult yet, but you've shown interest (or the cult has shown interest in you). You need to show what you're made of in order to be initated into the cult.

Level 1 -- Cult Initiate: You've been initiated into the cult, you know the secret handshake and one or two meeting locations, and you know the general mission of the cult (or so you think!). You can be commanded by higher level cultists to perform duties, and in fact your further career in the cult depends on it. You gain some minor mechanical benefits (let's say +2 to Bluff and Intimidate to start with, but here's where I could use some suggestions -- not ready to start doling out the magical abilities quite yet). In addition, you may be required to participate in cult magical rituals (yet to be detailed), which generally benefit a higher-level cultist or create some kind of large-scale effect that a normal spell can't do, but generally doesn't benefit you and in fact might be temporarily detrimental to you. You also have access to controlled amounts of illegal drugs (I'm thinking of the poison-style drugs like in Magic of Faerun, where they grant a temporary bonus, and then a longer-lasting drawback after the bonus is gone; this may or may not be appropriate to a particular cult or campaign).

Level 2 -- Cult Minion: You are further initiated into the cult and learn more of its secrets. You can order lower level cultists around a bit (usually in response to being given an order of your own from higher up). You gain a minor magical ability appropriate to the cult's mission/nature (example: Conceal Thoughts) which you can activate 1+ CHA mod per day -- OR, if you prefer, you gain +1 caster level (for cultists who are already spellcasters). In addition, you may be required to participate in cult magical rituals (yet to be detailed), which generally benefit a higher-level cultist or create some kind of large-scale effect that a normal spell can't do.

Level 3 -- Cult Lieutenant: You know most of the cult's major secrets, and can order lower-level cultists around. You can devise minor schemes/plots on your own, and you receive resources equal to X gp per month to further the cult's ends (not sure what X) is. You are still required to carry out orders from higher-level cultists, but most likely you'll turn around and order some of your underlings to take care of the job you were just given. You also get a choice of powers: another low-level spell-like ability, as outlined above; or +1 caster level in an existing class; or access to the appropriate training/feat/whathaveyou that allows you (if you're a spellcaster) to use your underlings as a source of magical power (to lead cult magical rituals, yet to be detailed).

Level 4 -- Cult Leader: Simliar to above, but you are one of the the only members of this rank in your town/city (there might be 1-6 or so cult leaders in a given region). You mastermind plots. You gain more magical power (a higher-level spell-like ability; or +1 caster level; or more access to the cult magical ritual feats/training, yet to be developed).
 

The thing about Cults is the 'promise of power' the beleif amongst low level neophytes that their loyalty will be rewarded by the powerful few at the top

ergo
1. PrCs are still reserved for a few high level members
2. the low level minions don't get any class abilities (lthough they may get a bonus feat and some social benefits)
3. the cult can use ritual spells/abilities - use the aid another rules so every member of the cult adds +2 to the ritual skill check
 

Well this is where the name "prestige class" is a bit of a misnomer; it functions like one because you can't take level 1 of this class without having levels in another class, but otherwise it's kind of like a base class. And along with the promise of future power is the perception that they actually gain some immediate power (partially this is the "moral support" aspect of a cult -- if others are engaged in the behavior, it seems less "wrong" and you achieve more "courage" to help you do these activities that you would otherwise be too cowardly to do; but also something that goes along with a slight change of personality -- a feeling of confidence that comes with knowing a secret that the common man doesn't know).

Another idea: Maybe low-level cultists should become resistant to the mind-affecting spells of non-cultists? So they can't be easily swayed by the magic of non-believers?

Ooh, another idea -- when groups of cultists are together, they can achieve a little more. So for example, a gang of 6 or more cultists can, together, cast a stronger version of a spell-like ability they share in common. Let's say it's Cause Fear: if they all expend their daily use together, something special happens (what? I'm not exactly sure -- it can affect either many more targets, or affect a tougher target by increasing the DC or somesuch).
 
Last edited:

One way you could do it is model it after the Dragon Marks in Eberron, low level cultists have a least cult power feat and on up for rank. And the most powerful cultists take a 5 level prestige class, but have to at least have a least cult power to go into the class. That way you could easily map out a cult of madness powers, or a cult of death, etc etc.

And you could use the ritual spell casting rules that are detailed in the Relics and Rituals books to get bigger effects based on cultist numbers, I also recall a cooperative spell casting skill detailed somewhere, but can't remember exactly where.
 


EricNoah said:
Ooh, another idea -- when groups of cultists are together, they can achieve a little more. So for example, a gang of 6 or more cultists can, together, cast a stronger version of a spell-like ability they share in common. Let's say it's Cause Fear: if they all expend their daily use together, something special happens (what? I'm not exactly sure -- it can affect either many more targets, or affect a tougher target by increasing the DC or somesuch).

Some ideas:
- The spellcaster must have a certain feat (ie 'Cult Leader' or 'Ritual Leader'), the spellcaster can then apply Metamagic feats to the spell in question if he has X number of cultists chanting/bowing/dancing naked around him without having to increase the spell's level. For example, say the spellcaster is surrounded by 10 chanting cultists. For every 5 chanting cultists, the spellcaster could spontaneously reduce the increased level of a metamagic feat by one. So, the spellcaster could 'spontaneously' cast an empowered spell without increasing the spell's level. Make it take a full-round of chanting on the spellcaster's end for this to work.
- For every X extra cult members (doing whatever crazy cultists do!), the caster level of the spell casted is increased by +1.
- The Sacrifice rules in the Book of Vile Darkness might be kind of handy for cultists in general.

1) The cult, as an entity, should receive benefits from acquiring more cultists. The more members, the more power.
Perhaps... for every X members within a certain area, the cultists receive a +1 morale bonus on saves against mind-affecting spells or effects.

And perhaps something dealing with different kinds of sacrifices (human, animal, other) and how these ceremonies grant the cult its power.
Check out the Sacrifice rules in the Book of Vile Darkness.
 

Remove ads

Top