Divine Magic

Divine Magic is the safest, simplest, and most accepted path to arcane power in Aarde. As long as a Disciple keeps faith with the restrictions set by his or her patron, the risk in casting is minimal. The downside is that these moral codes can often be very restrictive, and the penalty from breaking them can be quite severe. This section details the casting mechanics for all Disciples, but the spell lists are specific to the patron that the Disciple follows. Spell lists, and the specific sins they consider minor and major, can be found in the patron’s section of the wiki.

Arcane Background (Miracles)

Arcane Skill: Faith (Spirit)
Starting Power Points: 10
Starting Powers: 2, plus Divination.

Sanctioned Casting and Minor Sins

Disciples may use their stock Power Points to activate their powers normally. They do not suffer a backlash for failed rolls when they have the favor of their patron.

Minor sins give the character a –2 to his Faith rolls for one week.

Unsanctioned Casting and Major Sins

Sometimes a disciple commits a sin that causes him to fall out of favor with his patron. Or sometimes, a desperate situation demands that a disciple draw more power from his faith than the patron normally allows. In these situations, the disciple stresses the connection between himself and his patron to the breaking point, and must depend on his own spiritual strength to continue casting. A character who commits a Major Sin, or voluntarily decides to cast spells after running out of Power Points enters Unsanctioned Casting. Unsanctioned Casting lasts for a week, or until the disciple atones through some kind of extraordinary deed. During this period, the Disciple cannot recover Power Points.

When casting without the patron’s favor, the Disciple may choose the power they want to activate and make an arcane skill roll. The penalty to the roll is half the power’s usual Power Point cost (rounded down). Casting the Armor power, for example, which costs 2 Power Points, is an arcane skill roll at –1. Once cast, check the results below:

  • Success: The power activates as usual.
  • Raise: A raise on the roll grants any additional bonuses
    to the power stated in its description. Armor, for example,
    grants a +4 bonus to Toughness with a raise.
  • Failure: All currently maintained powers are cancelled
    and the caster is Shaken.
  • Backlash: If a caster rolls a 1 on the arcane skill die when using one of his powers it automatically fails and he suffers 2d6 damage. This damage is reduced by half the priest’s Faith skill die (d8 = 4 resist).

Maintaining Powers
Characters can maintain powers as long as desired, but each power maintained inflicts a –1 to
cast any new powers. Thus an invisible Disciple can keep the power going indefinitely, but suffers a –1 penalty if he then attempts to hurl a bolt.

Interrupting Powers: If a character with an activated power is Shaken or suffers a wound or Fatigue level, he must make a Smarts roll to maintain all his powers. If the roll is failed, all powers are instantly dropped. A Disciple with armor who suffers a Shaken result, for example, must make a Smarts roll. If the Disciple suffers two wounds from an attack, he must make a Smarts roll at –2. Powers shut down automatically if the caster sleeps or is rendered unconscious.

Power Preparation:
The Discple may prepare a spell by concentrating for a round (no movement or other actions and avoid interruption, as described above). If successful, he ignores 2 points of penalties on all powers cast with his next action. If he does not enact any powers on his next action, the preparation is lost. The Disciple will only suffer a Backlash from a prepared Power if he rolls Snake Eyes.

Divine Magic

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