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Divine Magic

Page history last edited by Bruce Mason 14 years ago
ReQuest::Magic::Divine Magic
Contents Related Pages

  1. The Runes
  2. Common Magic
  3. Animism
  4. Sorcery
  5. Enchantments

Overview

Divine Magic has changed radically in RQII so most of this page has been removed.

 

Acquiring Divine Magic

 

 

Casting Divine Magic Spells

A character must be able to gesture with his hands and be able to chant in order to invoke a divine spell.

 

Invoking a Divine Magic spell requires a successful Lore (Deity) test. If successful, the spell takes effect at a Magnitude based on the caster's Pact and the spell is put beyond use until it can be recovered.

 

If the lore (Deity) test was a critical success, the spell takes effect normally and is not put beyond use.

 

If the casting test fails, the spell does not take effect. However, the Divine Magic spell is not expended – the caster may attempt to cast the spell again. 

 

If the casting test is a fumble, the spell fails and is put beyond use.

 

The appearance of Divine Magic (HR)

The background will determine the specific look, if any, of divine magic. Generally, invoking Divine Magic invokes the God (or its particular aspect) by proxy. Therefore, the same spell invoked by members of different religion may look completely different. A successful Invoke (Deity) for the religion of the caster will allow a viewer to identify the spell. The intensity of the effect depends on the magnitude of the spell and the status of the caster. For example a Shield 4 spell cast by a Rune Lord of Humakt would look significantly more dramatic than Shield 1 cast be a new Initiate.

 

In addition, while a character is under the effects of invoked magic from a God, the character is identifiable as someone who is manifesting the God.

 

Example: Senimar, a Sword of Humakt (Rune Lord of a god of war and death) successfully invokes Shield 4. As he does so, the air darkens around him there is a heavy, doleful chime. While he remains under the effect of Shield 4, it seems that the colour around has been leeched away, sounds seem monotonal and even his voice sounds sepulchral. Pig Boy the jester attempts a joke that normally has all who hear it collapsing in laughter but this time it falls dead. 

 

Casting Time

Divine Magic spells take one Combat Action to cast. 

Dismissing Divine Magic Spells

A caster can dismiss any Permanent or Duration Divine Magic spell(s) it has cast as a single Combat Action. 

 

Divine Spell Traits

Divine spells use the standard traits described in the Magic section except for the following.

 

  • Progressive: all divine spells have a Magnitude based on the caster's Pact so the progressive trait is meaningless.

The default traits and their values are:

  • Ranged: caster’s POW*10 in metres
  • Duration: 15 minutes

 

Divine Spells List

 

 

 

 

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