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Could you play in a fantasy world without clerics
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<blockquote data-quote="Jer" data-source="post: 3334204" data-attributes="member: 19857"><p>Yes, absolutely. I once ran a campaign (back when I ran Basic/Expert/Companion D&D) where I replaced clerics with "white magicians" - they advanced and prepared their spells like magic-users, but selected spells from the cleric's list and could turn undead like a cleric (later I added that they could also turn demons and cancel magic jar "posessions" using the same turn undead mechanics). In my world they were associated with certain religions, but they didn't get their spells directly from the gods - they got them through study and preparation just like other wizards. Their turn undead powers didn't come from the gods but from ancient Universal Laws about undead (and demons) that they were able to exploit with their training. There was no direct proof that the gods actually existed, other than their messengers insistence that they did (Archons for the Lords of Order, and Demons for the Lords of Entropy in that particular world). The gods had a "hands off" approach to their followers and the Prime Material and Inner Planes (we never got to the Outer Planes).</p><p></p><p>It worked pretty well - I ended up having to allow access to some magic-user spells to the one person who played the "white magician" because casting nothing but healing and protection spells in combat got to be boring after a bit (advancement like a magic-user, remember). I think it would work even better in the new system than it did in the old one, though, and the spells lists could be tweaked better for the "white magician" than the old "12 spells per level" lists of the Basic/Expert D&D sets could handle.</p></blockquote><p></p>
[QUOTE="Jer, post: 3334204, member: 19857"] Yes, absolutely. I once ran a campaign (back when I ran Basic/Expert/Companion D&D) where I replaced clerics with "white magicians" - they advanced and prepared their spells like magic-users, but selected spells from the cleric's list and could turn undead like a cleric (later I added that they could also turn demons and cancel magic jar "posessions" using the same turn undead mechanics). In my world they were associated with certain religions, but they didn't get their spells directly from the gods - they got them through study and preparation just like other wizards. Their turn undead powers didn't come from the gods but from ancient Universal Laws about undead (and demons) that they were able to exploit with their training. There was no direct proof that the gods actually existed, other than their messengers insistence that they did (Archons for the Lords of Order, and Demons for the Lords of Entropy in that particular world). The gods had a "hands off" approach to their followers and the Prime Material and Inner Planes (we never got to the Outer Planes). It worked pretty well - I ended up having to allow access to some magic-user spells to the one person who played the "white magician" because casting nothing but healing and protection spells in combat got to be boring after a bit (advancement like a magic-user, remember). I think it would work even better in the new system than it did in the old one, though, and the spells lists could be tweaked better for the "white magician" than the old "12 spells per level" lists of the Basic/Expert D&D sets could handle. [/QUOTE]
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