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Poll : Do you allow godless clerics?
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<blockquote data-quote="Gez" data-source="post: 1216551" data-attributes="member: 1328"><p>I've cleft divine magic in twain!</p><p></p><p>Theurgy, aka divine magic, is channeling power granted by a greater being, who is usually a deity, but may be something else. Like an archfiend, or a dragon that has gone beyond beyond the Great Wyrm age, etc. Theurgists have a power over the souls.</p><p></p><p>Tellury, aka nature magic, is accumulating power from the creation itself. Like the Force, magic is present in all things, and when you learn to be in harmony with all things, then you can practice telluric magic. Lei lines are especially important for tellurists.</p><p></p><p>For completion, here's my definitions of the two other magics:</p><p></p><p>Esoteria, or arcane magic, revolves around using inner power. Whether you wield innate energy or gradually develop arcane capacities is not relevant. What is is that, through learned secrets or inborn instinct, you are more and more mastering the language of creation itself, and turning yourself into a lei node.</p><p></p><p>Psionics, or spirit magic, is the least understood of all, but it involves attuning one's mind to the collective unconscious, also considered the spirit of the land, and influencing it so that it produces effects for you. They are thus the only "magic-users" that do not cast spells, since they are merely making <em>something else</em> cast the spell for them.</p><p></p><p></p><p></p><p>So, I have no godless clerics. Clerics, paladins, sacred guardians (sohei) and blackguards are all required to follow a deity. When casting a spell, they receive guidance from their deity, so that they may "botch the job" and do clumsy movements. That's why they don't suffer from spell failure.</p><p></p><p>Druids, rangers, adepts and shamans are not required to follow a deity, but they may if so they wishes; the practice is common. Atheistic tellurists suffer from spell failure, albeit at a reduced risk than arcanists (Nature spirits help a bit).</p></blockquote><p></p>
[QUOTE="Gez, post: 1216551, member: 1328"] I've cleft divine magic in twain! Theurgy, aka divine magic, is channeling power granted by a greater being, who is usually a deity, but may be something else. Like an archfiend, or a dragon that has gone beyond beyond the Great Wyrm age, etc. Theurgists have a power over the souls. Tellury, aka nature magic, is accumulating power from the creation itself. Like the Force, magic is present in all things, and when you learn to be in harmony with all things, then you can practice telluric magic. Lei lines are especially important for tellurists. For completion, here's my definitions of the two other magics: Esoteria, or arcane magic, revolves around using inner power. Whether you wield innate energy or gradually develop arcane capacities is not relevant. What is is that, through learned secrets or inborn instinct, you are more and more mastering the language of creation itself, and turning yourself into a lei node. Psionics, or spirit magic, is the least understood of all, but it involves attuning one's mind to the collective unconscious, also considered the spirit of the land, and influencing it so that it produces effects for you. They are thus the only "magic-users" that do not cast spells, since they are merely making [i]something else[/i] cast the spell for them. So, I have no godless clerics. Clerics, paladins, sacred guardians (sohei) and blackguards are all required to follow a deity. When casting a spell, they receive guidance from their deity, so that they may "botch the job" and do clumsy movements. That's why they don't suffer from spell failure. Druids, rangers, adepts and shamans are not required to follow a deity, but they may if so they wishes; the practice is common. Atheistic tellurists suffer from spell failure, albeit at a reduced risk than arcanists (Nature spirits help a bit). [/QUOTE]
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