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Old 04-16-2015, 12:37 PM   #1
Modric
 
Join Date: Dec 2013
Default Alternative Clerical Magic

I'm currently evaluating alternatives to the Basic Set's Clerical Magic rules. By way of background, I'm adapting GURPS to a low fantasy world I'm creating. I want to avoid the traditional "Cleric" trope of D&D and its clones. Conceptually, I want priestly-types to have some divinely granted abilities but I want to avoid
"cure light wound" spells and the like. In this world, the gods are aloof and not very active. I'd like divine magic to be more subtle.

My thought was to designate certain advantages to be selected only by clerics/ priest and forego spells. I'm not sure if anyone has used this or if it works. I've picked up Divine Powers and giving that a read through. Any suggestions would be appreciated.
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