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legacy:traits:divine_magic

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legacy:traits:divine_magic [2025/03/16 21:07] – created tailkinkerlegacy:traits:divine_magic [2025/09/03 05:10] (current) tailkinker
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 ====== Divine Magic ====== ====== Divine Magic ======
 +
 +**Blocks**:  [[legacy:traits:Weaver Magic]]
  
 Whether through direct communion with your deity of choice, or a dedicated study of the canon, you have learned to work minor miracles.  You gain one training rank in the Divine Spellcasting skill, and your spellcasting attribute is Charisma.   Whether through direct communion with your deity of choice, or a dedicated study of the canon, you have learned to work minor miracles.  You gain one training rank in the Divine Spellcasting skill, and your spellcasting attribute is Charisma.  
  
-You gain access to the Divinities of Community, Healing and Protection.  In addition, you may choose a deity, and gain access to one Divinity of your choice that is offered by that deity.  These Divinities reflect the deity’s domains, such as war, nature, death, etc.  Once chosen, you cannot change your choice of deity or Divinity.+You gain access to the Doctrines of Community, Healing and Protection, and gain the Power 1 and 2 spells from each such Doctrine.  In addition, you must choose a deity.  Once chosen, you cannot change your choice of deity
 + 
 +You gain one additional spell every time you increase your training ranks in Divine Spellcasting.  The new spell must be chosen from among the Doctrines to which you have access, and cannot have a Power higher than your current ranks in Divine Spellcasting (//after// the upgrade). 
 + 
 +You gain a pool of Grace used to cast your spells.  The cost in Grace to cast a spell is equal to the Power of that spell, and is spent regardless of **success** or **failure** of casting the spell.  Your pool of available Grace is equal to five times your Divine Spellcasting skill ranks plus your Charisma modifier.  You recover all expended Grace when you [[legacy:rules:actions:Take a Long Rest]]. 
 + 
 +===== Progression =====
  
-Choose two Power 1 Divine spells, and add them to your list of spells known.  These spells must be chosen from among the Divinities to which you have access.+Divine Magic -> [[legacy:traits:First Doctrine]] -> [[legacy:traits:Second Doctrine]] -> [[legacy:traits:Third Doctrine]] -> [[legacy:traits:Final Doctrine]]
  
-Unless you take a spellcasting base class (Channeling Caster, Empowered Caster or Studied Caster), you use the Inherent Spellcasting rules.  Regardless of which spellcasting rules you use, you gain one additional spell every time you increase your training ranks in Divine Spellcasting.  The new spell must be chosen from among the Divinities to which you have access, and cannot have a Power higher than your current ranks in Spellcasting (//after/the upgrade).+<WRAP info 60% round center> 
 +**Spellcasting Attribute**:  Charisma\\ 
 +**Grace**:  5 × Training Ranks + Charisma Bonus\\ 
 +**Initial Spells**:  Three of each Power 1 and Power 2 spells\\ 
 +</WRAP>
legacy/traits/divine_magic.1742159241.txt.gz · Last modified: by tailkinker