Right, your really long post was difficult for me to respond to, in terms purely of my low level Forum Fu, but here's my attempt.
Quote:
Originally Posted by Dr. Strangemonkey
Healing - very effective but unpredictable in that it often carries with it unintended effects like revealing past crimes of the healed or granting unusual powers. "Wow! I have new leg that looks and acts utterly unlike my old leg or the other leg I've always had!"
Any thoughts on how to deal with this mechanically? I am using BRP from Runequest so there are hit locations.
Response: I'm not terribly familiar with BRP. Hit locations would probably help. There should be, for coolness's not necessarily accuracy's sake, some sort of very recognizable consequence of many forms of Christian healing. Might give a penalty to certain checks having to do with disguise for instance, might even grant you a reputation bonus. The thing I would do, however, would be to incorporate a save mechanic basic on some sort of alignment and reputation accounting system. Recall that many Medieval thinkers believed that healing magic worked specifically to reinforce the glory of God so reputation is a good mechanic/bonus. The actual healing might be fairly standard and reliable, but, based on your alignment, there should be additional benefits you might accrue based on the save. And it should not be linear, instead, a character with a really huge level of sin should actually be healed in a truly spectacular fashion to highlight the mercy of God, mind you it would carry with it nasty penalties to former behavior, where a character who was mostly good but guilty of some hidden nastiness would recieve a healing that would make that nastiness public through some odd disability.
Quote:
Originally Posted by Dr. Strangemonkey
Conversion - see above, but not actually so much limited by what you can do with it - there are a surprising number of stories where St.s do things like convert dragons only to find that God doesn't want them around - as that there are a limited number of circumstances in which to convert, conversion doesn't always solve your problems - check out the record on inter-church poisonings, and the process is very very very arduous. To my mind this would be the coolest part of Christian magic, more or less like coincedental magic in Mage where you have to carefully construct subtle but very very very far reaching effects. This covers both the evil noble who becomes repentant scenario, and the evil place that is suddenly redeemed into something really cool.
I have a bit of a problem here. Doesn't magic just make a creature receptive to conversion by removing demonic influences, cleansing its soul, calming it, etc.? Isn't the actual conversion still an act of free will?
Response: You are very right, I speak not of conversion of the will, but of the spirit. As a result it would apply to all entities with an genius, animus, or anima (please forgive if my grammar here is terrbily off). So, the conversion of the noble would represent not a forced change of his mind, but a divine transformation of the sin that burdens his soul. Exactly the same action as would occur when a mystic cleanses a pagan temple and makes it a Christian church. The people chose the conversion, the priest made it happen.
A good practical theological analogy would be the sacraments as outward signs of inward grace, but a more accurate reference would be the idea that God chooses you for justification and gives you the power to convert, your only role in the action of conversion is to choose whether or not to accept, or even oppose, God's will.
Quote:
Originally Posted by Dr. Strangemonkey
Authority - might be the most effective of the various forms of magic in this domain, with the unusual limitation that the use of this authority would be limited to Christian means under many circumstances. Sure you can rebuke the demon and stop him from doing just about anything, but unless you have the seal of Solomon there's not a whole lot else you can do with it. Further, you might survive the raid by the scourge of God, but he's called that for a reason.
Wonder - the Christian version of illusion, where you don't actually create comprehensible images of false things so much as incomprehensible visions of true things. Rather than creating an image of a fearsome troll you instill an image of your opponents' fear itself into their heads. This is likely to be a lot of the magic as well.
I rolled these two together because it seems like they could be done using the same mechanic. Does this make sense?
Mechanically it might, save for the fact that the Authority is an action that occurs between two individuals the wonder is an external sign manifested by one individual that the other must respond to. The Authority magic derives from the intrinsic relationship God has with one actor and the power of that actor as one favored by or serving God. The Wonder magic derives power from the relationship between God and the world, the only role of the mystic is to present the wonder to the object of its message.
More or less the difference between illusion and enchantment, so similar effects mechanically but very different means. The other thing to keep in mind is that in the 'literature' 'wonder workers' have very different standards of behavior and excellence than men of authority. The one works off of inspiration, and thus can actually be fairly far from the grace of God but is always close to the presence, and the other works of duty and propriety, and can thus be no more present to God then you and me but is firmly situated within His Grace.
This might be a good time to bring up the fact that there should be two different sources of Christian mysticism within the mystic. The medieval church had a very clear and sophisiticated idea of charisma, and this should be reflected in the magic. When people began arguing that Dominic of Sora, a medieval reformer, was holy his opponents, in the field of reformation, argued that he only had charisma as a result of his office and not his personal relationship to God. Both forms of charisma/power, that of the office and that of the person, were important and real but they had very different characters and standards of behavior.
In D20 I might go so far as to reflect this through two basic classes, or even a split within 'divine' magic analgous to that of the Arcane/Divine split in basic DnD. So that Paladins would have personal charisma/power and Caveliers that of the office.
Quote:
Originally Posted by Dr. Strangemonkey
Cursing - probably pretty good, but, in general, when Christian's curse they do so in the context of tremendous sacrafice or actually loosing. There should be some great counter-attack mechanics here.
Knowledge - Christian magic should not do divination at all save for granted visions, but it should be very good at letting you figure out or deduce things, particularly in defensive situations. Christian adventure mystics are incredibly good at intuition and knowing things. Hermits who have knowledge that has otherwise passed beyond reckoning on the one hand and the Bishop who shows people the way out on the other.
Blessings - Pretty good, though a lot of the benefit should depend on the people being blessed. Both the army that suddenly has Saint's fighting for them and the mystic who ends up having to reprimand those who took the mission with impure motive.
Transformation/Creation - this is likely to be the meat and drink, literally, of highly proficient Christian wonder workers. The issue is that it's going to be really indirect and mostly very altruistic. The, "Oh Thank-you Father, we would never have found that pot of gold under the chimney without your wisdom" scenario.
This all makes sense and will be adopted.
Response: Thanks!
Quote:
Spiritual duels: One system for this would cover authority and counter-magic, but I could also see it doing almost everything else as well. What it needs to do, however, is give Christian mystics an exciting way of dealing out the peaceful damage. A huge part of the Christian mystic genre are people who end combat through exciting but non-combatitive means. Right now I'm thinking of a bishop who visited England and got the Saxons to turn back by getting a village together to sing verses.
I will be using a variant of Chaosium's one on one spirit combats. But the example you offer is more like a calming effect created by a lot of people assisting the primary petitioner.
Response: I'll get to the example in a second, but I don't mean a spell like calming effect, I mean a good and true spiritual beating that precludes, or precedes, a physical one.
Quote:
Originally Posted by Dr. Strangemonkey
Power Points: I like the idea of a system like Conan's where you have a limited pool of constant power and the ability to beef up that power for a limited period of time through other actions, see Sacrafice above but also through long term and difficult performance, good actions one's own part, and the quality/timing of the spell's use.
I agree that this seems like the logical way to run magic and place limits on the use of abilities but the idea seems so phenomenally anti-Christian, I'm still searching for an alternative.
Response: In terms of the Anti-Christian element, here's my reasoning: a power point system where you have some innate ability that you can supplement through exterior actions/circumstances works in that it reflects the tendency of Christian mystic stories to emphasize both the excellence of the individual and that you can't actually benefit from that excellence in any great way without involving some participation from outside elements. There may be a great and holy bishop and he might be able to cure diseases, but there is no way you are stopping the plague without several great masses and processions.
Quote:
Originally Posted by Dr. Strangemonkey
Mystical Association: For all that Christian mystics spend much of their time fighting the supernatural, one of their big appeals is that they bring the supernatural out of the woodwork in everyway not just as antagonists. I might do something like allow an Elf in the party, but only on condition that he obey, or appear to obey, the CM's code of honor while present. Or maybe even a weird summoning mechanic.
I see what you mean here: I would be inclined to go with the elf model and simply have passive use of perception skills if they reach a very high level. A skill might be useable passively only at -10 or -15; thus, one would need +11 or +16 in the skill in order for it to go off passively and notice the lurking demons.
Response: I like this mechanic a lot, but what I also refer to is the role of Satan in the life of St. Anthony the Great, far earlier than the time period in question but incredibly influential for that time period, where St. Antony fights demons and devils and Satan himself all the time and both sees and sees through them, as above, but there is also an episode where Satan just shows up and begins talking to him. It's very cool Satan has the tone of a dedicated opponent comisserating with a worthy adversary.
Satan basicly says, "Man St. Antony if people start becoming as awesome as you are there are going to be Monks all over the desert [conversion magic] and I'm going to be left with nothing to do."
To which St. Antony responds, "Well, if you weren't such a pathetic jerk this wouldn't be a problem for you."
You don't get the impression this sort of personal attention is shared by everyone and there are plenty of other tales where both evil and good things show up just to talk over and above the plot.
And that little bit is important not only for demonstrating how the supernatural just shows up, but also exactly how a passive, utterly good, and intellectual character can be a superheroic badass.
Quote:
Congregations: Need very elegant rules for congregations and how they work to expand the scope and effectiveness of simple effects. This could easily work with a power point system.
Or just the "assist" mechanic with a high threshold like 20; this is especially sensible when one deals with the phenomenon of rulers assigning masses of clergy to all pray for the same important thing.
Response: Assist mechanic sure, but also a power point boost for specific spells and, in DnD terms, loads of free metamagic feats and levels depending on the quality of the congregation. It's not that you have seperate bless spell for holy crusading armies, it's that you have a bless spell and a holy crusading army.
Quote:
Originally Posted by Dr. Strangemonkey
Behavior: Natch, but also the magic itself should follow a code of behaviour independent of the user. Not the normal DnD 'the deity doesn't want you to have that spell' catch but something more immutable and on a spell by spell/miracle by miracle basis. So that the catch comes on the level of effect not decision. You target the wrong thing mistakenly and rather than simply not go off the power does something totally different and telling like throwing roses rather than pure smiting.
Like so many of your suggestions, this is superb and is being stolen immediately!
Response: Hurray!
Though the more I think about it the more I think there should be some sort of Dharma mechanic, where based on your behavior in accordance with a code of behavior and responsibilities specific to your character you gain certain general benefits which should have an impact on the magic. So that a Christian mystic who is a really good Christian mystic would get a bonus for being that in addition to the moral limitations implicit in his magic. Other forms of mystics get similar bonuses, but, perhaps the most impressive, unique component of Christian magic is that it gets to manipulate those bonuses directly where other magics get other advantages such as manipulating the world more directly or involving less moral and material restrictions.