Clerical Investment

Cost: 5 points
Clerical Investment is a social, mundane advantage that indicates you are an ordained priest of a recognized religion.
Described in:
*Basic Set 43
*GURPS Banestorm
**p. 183, on its not being necessary for monks;
*GURPS Dungeon Fantasy 2: Dungeons
**p. 3, on buying holy water
**p. 15, on seeking divine aid;
*GURPS Fantasy™
**p. 148, on seeking divine aid
**p. 149, on sanctifying a location
*GURPS Low-Tech Companion 1: Philosophers and Kings
**p. 5, on tribal shamans
*GURPS Magic
**p. 199, on clerical spellcasters.
*GURPS Thaumatology
**p. 133 on "Path/Book Ritual Magic as Religious Ritual"
*3e's Hellboy Sourcebook and Roleplaying Game
**p. 128 "Religious Rituals" mentions that it can remove the -5 for casting Path of Spirit without Ritual Aptitude, but the skill cap of 12 still applies. "Lay to Rest, Exorcise, and Banish" are singled out.
**p. 145 elaborates that Theology must be 14+ to do this, also mentions militant faiths add "Ghost Sword or Spirit Trap"
==Kromm Quotes==
Sean Punch has commented on Clerical Investment in the following post to the SJG GURPS Forums:
* On it functioning as a prerequisite for Religious Rank 
==See Also==
* Blessed
* Power Investiture
* True Faith
* List of Advantages
Category:Social Traits
Category:Mundane Traits
Category:Advantages