It is not my opinion that the magic of clerics comes from an external source.Also, in your opinion, the magic of clerics does not arise from their person. Gods differ, and there are quite likely many gods who chose the vessels through which they channel their power based on the force of that individual's personality. The ability for that individual to successfully bring to bear said force of personality to enact change on the world is quite likely to be appealing to a great many divine beings who wish their goals to be furthered.
I understand that the English language is dynamic and accommodating, but the game leverages its own definitions.Moreover, all spellcasting stats associate magic with your person. Intelligence is the harnessing the power of your own mind, focusing its ability to understand the knowledge being presented, to recall information you've been previously exposed to, and to make intellectual leaps as you logically come to a conclusion based on your preexisting knowledge. Wisdom likewise relies on the power of your own mind, and your ability to use the knowledge you do have in the most efficient manner possible (and wisdom really likely shouldn't be its own stat, since wisdom is definitionally knowledge + experience; anyone can acquire wisdom, and most people do acquire wisdom as life goes on, through their experiences). Charmisma associates your magic with your ability to perform, to project your will onto others, or the strength of your convictions, the simple ability to believe in yourself.
In the game of Dungeons & Dragons, clerics function in a clearly defined way.As for the assertion there is no oath, no swearing? That I flat out dispute. Countless religions, real and fictional, require followers to swear their loyalty, their devotion. Both in their hearts, one on one in communion with a deity, and also explicitly reciting ritualistic oaths affirming said devotion both in the eyes of those gods and in the eyes of their fellow worshipers. Some specifically require such oaths when formally taking the vestments and position within the religious organization, the oath of a devout follower swearing their service to their god.
Couldn't at all be due to the fact that the magazine is aimed at charismatic and Pentecostal Christians?When I attended a religious high school (by deception on their part), one of the major magazines they had about spreading the word was called "Charisma". I later attended a Catholic college that was much more inclusive of other beliefs. Just a little anecdote.
It is not my opinion that the magic of clerics comes from an external source.
I understand that the English language is dynamic and accommodating, but the game leverages its own definitions.
In the game of Dungeons & Dragons, clerics function in a clearly defined way.
Neither an oath or barter are required.
Also, in your opinion, the magic of clerics does not arise from their person. Gods differ, and there are quite likely many gods who chose the vessels through which they channel their power based on the force of that individual's personality.
It is not my opinion that the magic of clerics comes from an external source.
I understand that the English language is dynamic and accommodating, but the game leverages its own definitions.
In the game of Dungeons & Dragons, clerics function in a clearly defined way.
Neither an oath or barter are required.
I keep toying with removing INT/WIS/CHR and replacing them with characteristics that the character has and not the player. I'd replace them with knowledge, perception, and willpower. I just think it's odd that we don't ask the player to lift a couch to pass a strength test, but we make them roll a dice to see if they can talk to someone.
I'd rather use the players wisdom, intelligence, and charisma to solve challenges that need them.
The reason I've not done that yet is because I don't want to alter the game that much and it may turn off my players.
"By virtue of your race, your character can speak, read, and write certain languages." -- Basic Rules, 11But in a strictly mechanical sense, and a strictly mechanical sense alone, are no oaths required. That does not, in fact, mean that a given god doesn't require an oath from one of their clerics to grant them the ability to cast spells. There are a great many off-camera requirements that have no mechanical requirements. There is no mechanical basis for being literate to read a language in D&D, either. Look at the DMG and PHB both. According to the rules and mechanics of the game, literacy, the ability to READ AND WRITE languages isn't mentioned at all. Thus, is it safe to assert that in D&D, if you learn to speak a language, you automatically know how to read it as well? It it reasonable to say that the moment you can speak a language, you can read and write in that language automatically, because reasons? Or do you think that perhaps, just perhaps, off-camera there is an additional, non-mechanical requirement that you need to be taught to read to know how to read? A requirement that isn't explicitly stated, but rationally is implicitly present nonetheless.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.