Quote:
Originally Posted by benz72
I get the game balance reason for not having a dangerous spell risk consequences that do not apply to the caster, but I'm struggling to come up with a narrative rationale. Divine powers are granting (or declining to grant) that prayer for their own reason(s). What reason would a god capable of granting the ability to remove mana have for worsening his priests connection to him over a failed casting of this spell (or really any spell generally, that sort of danger is better represented by Pact or Disciplines of Faith IMO)?
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While I'm not a fan of extreme consequences for Critical Failures (and losing levels of an Advantage would certainly qualify), you could say the cleric ended up angering his/her deity with the casting attempt, leading to revocation of some of the granted power. Alternatively, if the cleric's personal power plays a role in the connection to the deity (otherwise, why wouldn't a deity just empower their champion to PI 10 or whatever the limit is from the beginning?), you could say that the failure damaged the character's connection to the deity (or damaged the character's ability to handle diving magic flowing through him/her*), so until this can be built back up, the cleric is going to be weaker when it comes to spells.
*It's based on
Pathfinder (and thus
Dungeons and Dragons), and so has daily limits to spellcasting, but I like the way the webcomic
Marble Gate Dungeon handles it. To quote the author from the comment section on the page the limit was first mentioned in the comic: "Casting divine magic is painful, because you're channeling a god or higher being through your fragile mortal body. As you do it more, and your connection to said god deepens, it becomes easier to do more and is less painful, but you still have limits. Once you go over your limit, your body starts to fall apart and you'll almost certainly die. Dying this way is horrifically painful, and is completely forbidden in the Church of the Highfather." When the main character, Coleeen, first acquired this ability, she'd get pretty close to her limit with
just a single spell, but over time she built up a tolerance and can cast her main spells a few times per day (the cantrip she uses to turn her holy symbol into a light source she appears to be able to use without much limit).