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Why do clerics charge for spells?
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<blockquote data-quote="Shemeska" data-source="post: 2725310" data-attributes="member: 11697"><p>On top of what has already been mentioned by others here in this thread, I had a few ideas to toss in.</p><p></p><p>Given the polytheistic nature of the world the PCs are walking around in most often, various faiths are in competition for the worship and support of their shared flock. Generally a person will devote themselves, and their worship and money, to one deity in particular while also giving worship to praise other deities, and worship to placate others. Whichever patron deity they select is the one that ultimately gets to claim their petitioner whenthey die. Any church out there is going to want its worshippers to choose their deity as their patron, and they'll likewise charge less, perhaps only a nominal fee or even nothing, to provide spells that don't use expensive componants to worshippers who take their deity as a patron. People who worship that deity, but don't have it as a patron, have to poney up some money to take advantage of those church provided services, and likely even more so if they have as a patron a deity of an ideologically or alignment opposed deity. A Vecnite walking into a temple of Pelor is going to get cleaned out for a healing spell if they're even granted it in the first place.</p><p></p><p>FR actually had some rules involving the cost of, and availability of, clerical spells to worshippers taking a deity as a patron, versus worshippers of aligned faiths, and worshippers of none or opposed faiths. It was pretty workable and realistic for modeling the costs of clerical spells in a polytheistic world.</p><p></p><p>Of course, if you run a more one dimensional 'Heroes enter the Dungeon and kill things and take their stuff before going to the next Dungeon because they are the Heroes' game you can gloss over it all and assume clerics anywhere will drop what they're doing to specifically go out of their way to heal your PCs.</p></blockquote><p></p>
[QUOTE="Shemeska, post: 2725310, member: 11697"] On top of what has already been mentioned by others here in this thread, I had a few ideas to toss in. Given the polytheistic nature of the world the PCs are walking around in most often, various faiths are in competition for the worship and support of their shared flock. Generally a person will devote themselves, and their worship and money, to one deity in particular while also giving worship to praise other deities, and worship to placate others. Whichever patron deity they select is the one that ultimately gets to claim their petitioner whenthey die. Any church out there is going to want its worshippers to choose their deity as their patron, and they'll likewise charge less, perhaps only a nominal fee or even nothing, to provide spells that don't use expensive componants to worshippers who take their deity as a patron. People who worship that deity, but don't have it as a patron, have to poney up some money to take advantage of those church provided services, and likely even more so if they have as a patron a deity of an ideologically or alignment opposed deity. A Vecnite walking into a temple of Pelor is going to get cleaned out for a healing spell if they're even granted it in the first place. FR actually had some rules involving the cost of, and availability of, clerical spells to worshippers taking a deity as a patron, versus worshippers of aligned faiths, and worshippers of none or opposed faiths. It was pretty workable and realistic for modeling the costs of clerical spells in a polytheistic world. Of course, if you run a more one dimensional 'Heroes enter the Dungeon and kill things and take their stuff before going to the next Dungeon because they are the Heroes' game you can gloss over it all and assume clerics anywhere will drop what they're doing to specifically go out of their way to heal your PCs. [/QUOTE]
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Why do clerics charge for spells?
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