KHI Roleplaying Database

 

Divine Magic

Page history last edited by LoC 2 yrs ago

 

Divine magic

Divine spells take their name from the fact that they are mainly granted to clerics by the grace of the cleric's (usually, or other divine caller's) patron deity, although the spells cast by druids, rangers and paladins also come under this category. Although divine spells can be cast equally well while wearing armor, only rarely require material components, and do not need to be prepared from a spell book, they are generally less overtly powerful than arcane spells and have fewer offensive applications. Despite the lack of flashy spells, many very powerful spells are shared between clerics and wizards. Other powerful spells of wizards, are granted to clerics who take up the mantle of certain domains. 

Cleric spells are typically devoted to either healing the wounded, restoring lost abilities, and acquiring blessings, or to inflict harm and to curse opponents. These spells must be prepared by the caster daily through a session of meditation or prayer. Since a cleric is also something of a church knight and a champion of his faith, his spells also include ones which temporarily improve his combat ability. Clerics also have the ability to either turn (drive off or destroy) or rebuke (cow or command) undead. The spells and abilities of a cleric are based on his deity, as well as his alignment. In addition to regular spells, each cleric also has access to spells from two (or occasionally more) domains which represent his deity or faith; examples include War, Trickery, Good, Evil, and Travel.

Druid spells are typically devoted to communing with nature, interpreting or directing the weather, communicating with creatures and plants, and the like. The druid shares some spells with the cleric, such as some healing spells, and has a surprising number of offensive spells which use the power of nature—calling down lightning storms, for example, or summoning wild animals to fight.

Paladin and ranger spells are similar to cleric and druid spells, respectively, but they are allowed fewer spells per day, only gain access to lower-level spells, and gain access to them more slowly. Both classes have some unique spells that can be fairly powerful, despite their low level. In compensation for their diminished spellcasting ability, paladins and rangers have a more martial focus than clerics and druids.

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