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Monday 5 December 2016

Four Steps to Divinity

Four new spells for Wolf-Packs and Winter Snow. They make the caster into a god. Maybe not a particularly mighty one, but a god none the less.
Probably don't introduce these into your game unless you're absolutely sure you want to run a game where your PCs are deities. It can be fun - BECMI had the Immortals rules, after all - but it's the sort of jump in power that can make things get weird.

Bestow the Divine Touch
Rank: 8
Duration: Permanent
Range: self
This spell allows a magician to grant their worshippers supernatural gifts; it is of most use to those who wish to become - or at least be perceived as - divine patrons.
This spell requires a full day, not a turn, to cast, during which the magician must be anointed with three magical reagents. In addition, another person must be present, who must offer heartfelt worship to the magician.
Once the spell has been cast at least once, the magician remains under its effect permanently. 
Whenever a being with the Divine Touch is aware that they are being offered worship, they may - at their whim - cast any spell they have access to, as if they were in the place of the one offering worship. This does not require rolls (for a mystic), use up memorised spells (for a magicians or morlock) or damage flesh (for a wendigo). However, unless the worship is coming from an actual Mystic, the divinity must make a Save against Magic when they cast in this way; if failed they suffer backlash.
They can - if they wish - relinquish control of the spell to the petitioner who offered them worship. In this case, the petitioner gets to choose all the details of the spell such as its targets and other variables. The spell scales with the level of the worshipper, not the deity, if this option is taken.
There is no additional benefit to casting this spell a second or further time. The sensation is, however, extremely pleasant.

Consume the Harvest of Divinity
Rank: 8
Duration: Permanent
Range: self
This spell requires a full day - not a turn - to cast, during which the magician must be anointed with five magical reagents. In addition, another person must be present and offering heartfelt worship to the magician as part of the process.
The spell empowers the magician with a divine appetite. Whenever they are aware that they are the object of an act of worship, they are invigorated by it. They heal all damage and wounds done to them; cure all poisons, diseases and other afflictions; and can dispel any magical effect on them if they wish.
The sensation of receiving worship in this way is powerfully euphoric. The sheer joy of it surpasses any narcotic, food or sexual experience, and can become addictive for those of week will.
There is no actual benefit to casting this spell more than once. It is, however, very enjoyable.

Demand the Tithe of Souls
Rank: 8
Duration: permenant
Range: touch
This spell requires a full day - not a turn - to cast, during which the magician must be anointed with eleven magical reagents. In addition, another person must be present and offering heartfelt worship to the magician as part of the process.
This spell makes the one who casts it able to consume souls. Whenever they are aware that a person (IE a creature capable of speech) has been killed as part of an act of worship in their name, they may consume the sacrifice’s soul. They may also consume the soul of any being they directly kill themselves.
A being whose soul has been devoured cannot be resurrected in any way - they cannot be cloned, brought back as undead or any other such thing. They do not pass over to any afterlife such as the Gardens of the Dead. They simply cease to be.
Consuming a soul in this way causes the devourer to gain 100 experience points for every hit dice that the victim had. This process of consuming souls is extremely addictive.
There is no benefit to casting this spell more than once. It only makes the hunger for souls stronger.

Partake of the Bounty Of The Divine
Rank: 8
Duration: Permanent
Range: Self
This spell takes a full day (rather than a turn) to cast. In the process, the magician must be anointed with seven Magical Reagents, and  another person must be present - this person must offer heartfelt worship to the magician as part of the spell.
When it is first cast, this spell makes the caster a god. A minor one, confined to the material world, but still divine.  They gain no mechanical benefits simply for being a deity - if they wish to remain divine for long they probably require additional magic.
Every time an act of worship is directed to the new god after this spell is cast, they become aware. They instinctively know who it was that performed the act, and what was done in their name.
If the petitioner is offering worship in the hope of receiving a specific gift, then the new god is aware of this, and of the specifics involved.
There is no additional benefit to casting this spell a second or further time. The sensation is, however, extremely pleasant.