05-31-2011, 03:05 PM | #1 |
Join Date: May 2011
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Statting up the ability to bestow divine spells
Hey all. Been lurking for a while, first time posting.
While thinking about how gods and worshippers interacted, I was sidetracked into an attempt to work out the cost to play a god, with the traditional RPG staple of granting spells to his followers. I'm currently looking at: Bestow Power Investiture Affliction (Advantage (Power Investiture), +100%; Extended Duration (Permanent, Irreversible), +300%; World-Spanning, +100%; Malediction, +200%; Long Range, +50%) [85] And Bestow @Spell@ Affliction (Advantage (@Spell@), +10%; Extended Duration (Permanent, Irreversible), +300%; World-Spanning, +100%; Malediction, +200%; Long Range, +50%) [76] Assuming these can be taken as Alternative Attacks, this costs 85 points for the Power Investiture, plus sixteen points per spell. On a tangentially related topic, using the Maintenance disadvantage, we can find the number of worshippers required to "power" a gods granting of these abilities. Power Investiture and a single spell costs 101 points. This takes somewhere from 801 to 1600 worshippers, with an hours worth of prayer daily. How would you go about statting up an ability to perceive your followers across worlds, so you could target them? Maybe your followers can only gain new spells in areas consecrated to you, what kind of limitation would that be? Is my entire concept faulty? Any thoughts much appreciated. EDIT: Is it even legal to advantageously Afflict someone with a spell or skill, rather than a by-the-book, capital-A Advantage? Last edited by Michael_Malus; 05-31-2011 at 04:10 PM. Reason: Formatting, Afflicting a Spell as an Advatage rather than a skill |
05-31-2011, 03:44 PM | #2 | |
Join Date: Mar 2010
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Re: Statting up the ability to bestow divine spells
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"All Humans" is a (Common) category. "All Life" is a (Very Common) category. "All Followers and Worshipers" is a subset of "All Life", and so should be a (Common) category. (Analyzing, +100%) isn't required, but would give you gobs of useful information about the follower/worshiper. You need (Precise, +100%) in order to use the Detect as a targeting sense. Last edited by Sunrunners_Fire; 05-31-2011 at 03:53 PM. |
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05-31-2011, 04:19 PM | #3 | |
Computer Scientist
Join Date: Aug 2004
Location: Dallas, Texas
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Re: Statting up the ability to bestow divine spells
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Unless you want the classical "no takebacks for divine gifts" Hellenic feel, the Invetiture only needs the +150% permanent to meet the usual fantasy standard deal where a cleric can lose their powers for misconduct or becoming disqualified by losing their virginity or whatever. Also, you don't need to afflict a spell on a cleric unless the deity wants them to have it right then; it could be revealed in a dream or in a flash of insight or an epiphany via a suitable form of Telecommunication, or "for free" if the user already has an oracular advantage like some forms of Blessed and of Wild Talent. |
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05-31-2011, 05:27 PM | #4 |
Join Date: Dec 2007
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Re: Statting up the ability to bestow divine spells
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05-31-2011, 05:50 PM | #5 | |
Join Date: Mar 2011
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Re: Statting up the ability to bestow divine spells
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On the skill one, this works except... it would be much better simply to afflict the spells you want to hand out as a whole unit. Advantage: innate skills, spells. If your really worried about not being able to hand out skills hand out modular ability cosmic slots that can only be used for one spell, -80% This of course doubles the point cost per spell handed out. Anyway if you do this the final cost sums too, 85+15+.4 per spell. If you want the god to be able to not give every spell in one big package there is some enhancement (variable?) to allow the god to do that bringing the cost too 101+.4/spell. One thing though. Now the god can just give people any spell he wants (that he has). No need for study or spending CP. Power investiture is something any cleric can have, and they have whatever spells they need. No need to limit it to worthy clerics (just ones that do their freaking job), or ability to get insight and have new spells, or get spells from meditation, or prayer. The god just zots them and bam! Spells. A his favorite village about to get pillaged? BAM! All his followers there have the power of the greatest clerics. That fine if you want to play it like that, but really a god doesn't need any of that. He needs religious rank: god. His followers get power investiture from there CP, and time studying. (But if he just has religious rank: god he can't hand out spells to a whole village.) If clerics can get spells from study or divine insight (CP) the god doesn't need to afflict those spells. The clerics got them via normal learning, similar to a wizard getting his spells. Last edited by Lamech; 05-31-2011 at 06:06 PM. |
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05-31-2011, 05:57 PM | #6 | |||
Join Date: May 2011
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Re: Statting up the ability to bestow divine spells
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I'm not certain what (Analyzing, +100%) would give you, but I can see it showing you how worthy/devout/pure the worshipper is, so leave it in for now. Never heard of him before. Nice to know my name carried the weight of the pulp genre behind it. Quote:
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05-31-2011, 06:14 PM | #7 | ||||||
Join Date: May 2011
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Re: Statting up the ability to bestow divine spells
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05-31-2011, 08:17 PM | #8 | ||
Join Date: Mar 2011
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Re: Statting up the ability to bestow divine spells
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Last edited by Lamech; 05-31-2011 at 08:20 PM. |
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05-31-2011, 11:23 PM | #9 | |
Computer Scientist
Join Date: Aug 2004
Location: Dallas, Texas
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Re: Statting up the ability to bestow divine spells
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The mortal can then ponder this for 200 hours of prayer, recurrent dreams, visions, auspices, or whatever, until they gain sufficient insight into the kernel of divine wisdom to use it as a spell. Meanwhile, the divinity has gone on to other things, unless they really like to watch slow-paced training montages. |
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06-01-2011, 01:33 AM | #10 |
Join Date: May 2005
Location: Oz
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Re: Statting up the ability to bestow divine spells
"Hammer" would be malleus. Malus is an apple, or a bad thing.
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bestowing, clerics, divine power, divine spells, gods, worship |
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