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#11 | |
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Join Date: Mar 2011
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Quote:
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 07:06 PM. |
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| Tags |
| bestowing, clerics, divine power, divine spells, gods, worship |
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