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Old 12-05-2012, 06:57 PM   #1
Rabek
 
Join Date: Dec 2012
Location: Colorado, USA
Default [THM/M] Reworking Clerical Magic?

I've only just signed up, but I've lurked the forums every so often the past year or so. I haven't seen anything for this particular idea, so I thought I'd come ask for help.

Please forgive me if I put in the tags incorrectly. I read the sticky.

I'm trying to get magic customized to my own setting I've developed over quite a long while. I've used the realms variant of flexible magic in the Thaumatology book for most of the 'traditional' magic of the setting.

What I'm trying to work out now is how to manage the religious magic without unbalancing things. Essentially how it is meant to work is each deity's power is more or less tied to the level of belief people have in that deity in a certain region (there are 'sanctity levels' in the base book that I believe could mirror this well). However, most deities are local deities, so having skills/spells for each deity is not really feasible.

Basically what I'm hoping to work out is a sort of religious magic that represents negotiating with a certain local deity to have an effect performed, while still keeping it flexible magic like the rest of the setting. I've looked over all the various options in the books I have access to, but I'm really not sure how to best model it without just making things too complex.

I'm also really not wanting to mess with house rules, since I'm not confident in my own ability to keep numbers balanced.

I do apologize if I've broken any forum etiquette in this post. I know each community has its own rules. Just hoping to get some help in the last steps of this setting so I can run this campaign for my players.
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Tags
clerical magic, custom setting, flexible magic, magic, thaumatology

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