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Old 05-31-2011, 04:05 PM   #1
Michael_Malus
 
Join Date: May 2011
Default 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 05:10 PM. Reason: Formatting, Afflicting a Spell as an Advatage rather than a skill
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bestowing, clerics, divine power, divine spells, gods, worship

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