how do clerics/priests do magical itens?

rossik

Explorer
not potions or scrolls, but the "other" type, like cloaks, weapons and do so on...

mages have the enchant an item , permanency and like

but how about clerics?
(ad&d second edition)
 

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rossik said:
not potions or scrolls, but the "other" type, like cloaks, weapons and do so on...

mages have the enchant an item , permanency and like

but how about clerics?
(ad&d second edition)


Dangit man, I went and got my DUNGEON MASTER'S GUIDE and started halfway through it before I saw your footnote there...

Sorry, no idea how it works in 2e.
 



Slife said:
They pray really really hard for them.


actually, this is kind of the only answer i got ...ehehe

thedungeondelver said:

Dangit man, I went and got my DUNGEON MASTER'S GUIDE and started halfway through it before I saw your footnote there...

Sorry, no idea how it works in 2e.

well, i wouldnt mind if the answer was for anything but 3e
 

The DMG describes a process in which a cleric hallows an item and places it on an altar to his deity. The cleric then prays for it to be enchanted, and there is a 1% chance (or something like that) per day thereafter that the deity grants his request.

EGG has stated a few times that he left the process deliberately vague because he did not want PCs creating magic items when they could be out adventuring for them instead.
 

rossik said:
not potions or scrolls, but the "other" type, like cloaks, weapons and do so on...

mages have the enchant an item , permanency and like

but how about clerics?
(ad&d second edition)

I forget.

But it was left really vague.

The Main limits were based on Level & some general Guidelines. (I wish I had my 2nd Ed DMG Handy).

I know they could because I both Created & ran games where characters created.

I had a 27th Level & 17th Level Cleric that made quite a few items.

I remember a good deal of the creation were adventures to collect the various special components required to create the desired item.

All in all, 2nd ed had a very free-form Item Creation Policy. I think DM Option: High Level Campaigns codified it a lot more. But all my 2nd ed stuff is in my Mother-in-Law's Basement at the moment.

That's one moster lair I'd prefer to avoid delving into at the moment. ;)
 

Volo's Guide To Magic

In the part on creation of magic items there is a divine equivalent to the arcane spells and processes for creating a magic item.

You can download it as a PDF from WoTC free.
 

For 1E, here's the process:
1E DMG said:
Clerics and druids making an item which is applicable to their profession must spend a fortnight in retreat, meditating in complete isolation. Thereafter, he or she must spend a sennight fasting. Finally, he or she must pray over and purify the item to become magical (this process takes but a day). Of course, the item must be of the finest quality just as detailed in the enchant an item spell description. Thereafter the cleric or druid must place the item upon his or her altar and invoke the direct favor of his or her deity to instill a special power into the item. There is a 1% per day cumulative chance that the item will then be empowered as desired, providing the cleric or druid has been absolutely exeemplary in his or her fait and alignment requirements. Furthermore, if the item is one with charges, the cleric or druid must then take it into seclusion and cast the requisite spells upon it, doing so within 24 hours of its being favored by the deity. In other cases, the item need only be sanctified to the appropriate deity in order to complete its manufacture.

In all cases, the manufacture of any magic item other than a potion or scroll will be so debilitating as to necessitate the maker to rest for one day for each 100 g.p. [sic?] of the item's experience point value, i.e. one with a 2,000 experience point value means 20 days of complete rest. during this period, the character can do nothing except eat, rest, undertake mild exercise, and sleep - all in relative isolation. No adventuring or spell use is possible during this period!
(Interesting to note that neither the cleric's level nor the power of the item are factors in this procedure -- so conceivably a temple could ordain hundreds, or even thousands, of 1st level clerics and dedicate full-time to praying for maces of disruption, suits of +5 plate mail, rods of resurrection, staves of withering, etc. ;))

For 2E, I have no idea.

For OD&D (1974) there is no process -- it's all left up to the individual referee's judgment. Later Classic D&D editions (specifically the Companion and Master sets) probably include magic-item-creation procedures for clerics, but I don't know what they are.
 

T. Foster said:
(Interesting to note that neither the cleric's level nor the power of the item are factors in this procedure -- so conceivably a temple could ordain hundreds, or even thousands, of 1st level clerics and dedicate full-time to praying for maces of disruption, suits of +5 plate mail, rods of resurrection, staves of withering, etc. ;))

Err, not quite. 1E DMG p. 116 (start of overall section):

It is a sad fact, however, that these aspirations must be unsatisfied until the player character achieves a level of ability which is one greater than nominal highest level - high priest, druid, wizard, illusionist. That is, a player character must be at least an 11th level high priest, an archdruid, a 12th level wizard or an 11 th level illusionist in order to manufacture magic items (except with respect to potions and scrolls, as will be discussed hereafter).
 

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