Divine Magic

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Limiting Skill: Theology (p. B226)

Divine magic derives from the power of the Gods themselves, who grant this Entitial energy directly to their devout worshipers capable of channeling such energies. The focus of Divine magic varies depending on the deity granting the power, but usually depends heavily on ritual and/or prayer… only the most devout receive the blessings of the gods, who will only grant their grace when properly called upon.

Places of Divine power are called Hallows and are sanctified either through the prayers of the faithful or by a particularly devout action or event associated with a deity or group of deities. Unlike Nodes, Hallows can be created and often must be maintained through periodic prayer or reaffirmation. A Hallow ignored will fade in power over time, eventually fading altogether (though particularly powerful Hallows may take decades or even centuries to fade entirely).

Priests and Clerics, those who can tap into Divine energies, tend to be somewhat scholarly in nature, though their intellectual pursuits are tempered by a deep faith.

Advantages

Divine Potential

Original article: Divine Potential Advantage

11 points

Divine Potential is the ability to access the Emanation of Divine Magic, utilizing individual faith to channel Entitial energy. With Divine Potential, you may make a Sense roll (p. B358) when you first see a magic item and again when you first touch it. On a success, you intuitively know if the magic item is imbued with Divine, Apotropaistic, or Herbalistic Magic. A Critical Success also tells you whether the magic is helpful or dangerous and about how strong it is.

Divine Potential also allows for a reflexive roll when you first enter a Hallow. On a success, you intuitively know that you have entered a Hallow and on a Critical Success, you know to which deity the Hallow is aligned to.

The Divine Potential Advantage includes the Apotropaistic Potential and Herbalistic Potential Advantages. Note that you do not need a Vow to access spells of these types.

Unlike most other Magic Potential Advantages, this Advantage does not grant the ability to cast spells, though it is a pre-requisite to casting Divine Spells and the Emanation Aptitude (Divine) Advantage. To be able to cast Divine spells, the character must also possess a Vow (p. B160) appropriate to their deity. Divine casters use the Ritual Magic rules (p. B242 and p. Thau72).

Permanent Limitations: Limited Colleges (4) (Thau p. 24), Pact (p. B113)


Spells

Divine Spells