Divine Magic

Those practioners of divine magic must work to commune with the gods, and it can be a difficult task to commune. After the Rivening, ensuring that the gods hear a caster, and the caster receives their gift is not guaranteed.

Rules:
-Divine Cast times are 1 action Step higher than the description (move action=standard Standard=Full Round, etc) If cast time in minutes or hours, double it.
-For each spell level being cast, roll a d6. if any of them roll a 1, the spell does not work.
-If ever roll Multiple 1s, Will Save DC 10+(# of 1s rolled squared). If failed, caster rendered helpless for # rounds equal to their failed Will save
-For good spells, each 24 hr day devoted to worship, prayer, and god-appropriate ritual for a particular spell, one dice may be removed, prior to casting.

If a follower of a god ever commits an act contrary to the god, their power is lost forever, unless a pilgrimage is undertaken and suitable penance is completed. Very few ever recommune with their god after breaking from them.

Divine Magic

Aenor RJONeil RJONeil