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Orea: The World & Its People
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<blockquote data-quote="steeldragons" data-source="post: 5370948" data-attributes="member: 92511"><p><strong>Divine Magic</strong></p><p></p><p><strong>[SIZE=+1]Divine Magic[/SIZE]</strong> is, quite obviously, magic of the Divine. These energies flow from/are bestowed by the gods themselves on their devout followers (clerics and paladins) for various ends. Divine magic is powered by the temporary lending of some of the god's immortal essence to their cleric. The priestess then uses the divine essence (through their spell/prayer) in whatever form (spell effect) they are asked for or "invoked". Most divine magic is conducted through the use of spells (sometimes referred to as prayers), meditations and religious rites. Priests and priestesses meditate at the beginning of the day to gather their reserves (allowed spell slots for the day) to serve their deity. </p><p></p><p></p><p>The divine energies of the deities of Orea are such that clerics' 1st and 2nd level spells need not be "prayed for" individually. The cleric's communion with their deity is so strong that spells within the god's spheres of influence may be called upon as needed. Due to the added power required of the deity for higher level spells, 3rd level or higher must be specifically chosen each day (unless unused from the previous day). </p><p></p><p></p><p>While some divine magic is available to any religious order, most gods grant their spells and powers for those spheres of influence which most closely relate to the deity's domain over which he/she/it holds sway. The goddess of healing offers more frequent and powerful healing spells to her followers than the god of war. While the god of war would be likely to have more or greater damage-dealing spells. The god of fire is not likely to offer much control over water. The goddess of the moon will not have spells utilizing sun-type effects, etc. </p><p></p><p></p><p>For the realms and deities of Orea the spheres of influence of Divine Magic include:<em><strong></strong></em></p><p><em><strong></strong></em></p><p></p><ul> <li data-xf-list-type="ul"><em><strong>All</strong></em> (those magics available to all clerics of any faith)</li> <li data-xf-list-type="ul"><em><strong>Animal</strong></em> (spells effecting, creating or controlling various natural creatures or duplicating their abilities)</li> <li data-xf-list-type="ul"><em><strong>Charm</strong></em> (as the Enchantment school of arcane magic, influencing/controlling the minds and emotions)</li> <li data-xf-list-type="ul"><em><strong>Combat</strong></em> (self explanatory)<em><strong><br /> </strong></em></li> <li data-xf-list-type="ul"><em><strong>Creation</strong></em> (manifesting objects, energies or beings)</li> <li data-xf-list-type="ul"><em><strong>Divination</strong></em> (as the arcane school, deals with the gathering of information)</li> <li data-xf-list-type="ul"> <em><strong>Elemental</strong></em> (spells that create or effect the cardinal elements: air, earth, fire and water, often at the exclusion of others)</li> <li data-xf-list-type="ul"><em><strong>Healing </strong></em>(self explanatory)</li> <li data-xf-list-type="ul"><em><strong>Necromancy</strong></em> (like the arcane school, spells involving death and the undead)</li> <li data-xf-list-type="ul"><em><strong>Plant </strong></em>(spells that create or effect all manner of vegetation)</li> <li data-xf-list-type="ul"><em><strong>Protection</strong></em> (self-explanatory)</li> <li data-xf-list-type="ul"><em><strong>Sky</strong></em> (spells involving effects from the sun, the moons, stars and weather. More often than not, not all spells in the Sky sphere are available to priests of different deities. The god of the sun and the goddess of the moon, for instance, will not have the same spells available to their followers.)</li> </ul><p></p><p></p><p>All divinities offer spells from more than one sphere, though may only offer the lesser (3rd level or below) spells from spheres peripheral to the god's realm of control. Spheres which are against the tenets or dogma of a particular deity, in most cases, will not be accessible to the cleric. For specific lists of the spheres allowed by each divinity of the realms, see their entry on the <em><strong>Gods of Orea</strong></em> page. </p><p></p><p></p><p>Another facet of divine magic is the priest/priestess' power over the undead. Clerics of Good-aligned divinities channel the positive energies of their god allowing them to Turn ("force to flee") and eventually Destroy (at higher levels) certain undead and denizens of the lower planes: demons, devils, etc. collectively referred to as "negative energy" creatures.</p><p></p><p></p><p>Clerics worshipping Evil-aligned deities channel the negative energies of their god allowing them to either Rebuke ("force to cower") or Control negative energy creatures in addition to Turning or Destroying beings of the higher planes: devas, angels, etc., collectively referred to as "positive energy" creatures.</p><p></p><p></p><p>Clerics worshipping Neutral deities may chose to turn or rebuke undead but are unable to exert any influence over beings from the higher or lower planes. Neutral deities MAY, however, imbue their followers with the ability to Turn/Destroy creatures of the Elemental planes which good and evil clerics (generally) cannot effect at all. The types of creatures (amount of Hit Dice) and how they are effected are subject to and increase with the cleric's level. In the cases of certain deities, the flow of these positive or negative energies also allow the clerics other powers specific to their faith. These special powers are also detailed on the Gods of Orea page. </p><p></p><p></p><p>A final note of Divine magic is that it is dependent on the cleric's (or paladin's) good graces with their deity. Actions contrary to the dogma or alignment of the god (usually also contrary to the tenets of the religious order of that god) will, in short order, lead to the spellcaster's calls going unanswered.</p></blockquote><p></p>
[QUOTE="steeldragons, post: 5370948, member: 92511"] [b]Divine Magic[/b] [B][SIZE=+1]Divine Magic[/SIZE][/B] is, quite obviously, magic of the Divine. These energies flow from/are bestowed by the gods themselves on their devout followers (clerics and paladins) for various ends. Divine magic is powered by the temporary lending of some of the god's immortal essence to their cleric. The priestess then uses the divine essence (through their spell/prayer) in whatever form (spell effect) they are asked for or "invoked". Most divine magic is conducted through the use of spells (sometimes referred to as prayers), meditations and religious rites. Priests and priestesses meditate at the beginning of the day to gather their reserves (allowed spell slots for the day) to serve their deity. The divine energies of the deities of Orea are such that clerics' 1st and 2nd level spells need not be "prayed for" individually. The cleric's communion with their deity is so strong that spells within the god's spheres of influence may be called upon as needed. Due to the added power required of the deity for higher level spells, 3rd level or higher must be specifically chosen each day (unless unused from the previous day). While some divine magic is available to any religious order, most gods grant their spells and powers for those spheres of influence which most closely relate to the deity's domain over which he/she/it holds sway. The goddess of healing offers more frequent and powerful healing spells to her followers than the god of war. While the god of war would be likely to have more or greater damage-dealing spells. The god of fire is not likely to offer much control over water. The goddess of the moon will not have spells utilizing sun-type effects, etc. For the realms and deities of Orea the spheres of influence of Divine Magic include:[I][B] [/B][/I] [LIST] [*][I][B][/B][/I][I][B]All[/B][/I] (those magics available to all clerics of any faith) [*][I][B]Animal[/B][/I] (spells effecting, creating or controlling various natural creatures or duplicating their abilities) [*][I][B]Charm[/B][/I] (as the Enchantment school of arcane magic, influencing/controlling the minds and emotions) [*][I][B]Combat[/B][/I] (self explanatory)[I][B] [/B][/I] [*][I][B][/B][/I][I][B]Creation[/B][/I] (manifesting objects, energies or beings) [*][I][B]Divination[/B][/I] (as the arcane school, deals with the gathering of information) [*] [I][B]Elemental[/B][/I] (spells that create or effect the cardinal elements: air, earth, fire and water, often at the exclusion of others) [*][I][B]Healing [/B][/I](self explanatory) [*][I][B]Necromancy[/B][/I] (like the arcane school, spells involving death and the undead) [*][I][B]Plant [/B][/I](spells that create or effect all manner of vegetation) [*][I][B]Protection[/B][/I] (self-explanatory) [*][I][B]Sky[/B][/I] (spells involving effects from the sun, the moons, stars and weather. More often than not, not all spells in the Sky sphere are available to priests of different deities. The god of the sun and the goddess of the moon, for instance, will not have the same spells available to their followers.) [/LIST] All divinities offer spells from more than one sphere, though may only offer the lesser (3rd level or below) spells from spheres peripheral to the god's realm of control. Spheres which are against the tenets or dogma of a particular deity, in most cases, will not be accessible to the cleric. For specific lists of the spheres allowed by each divinity of the realms, see their entry on the [I][B]Gods of Orea[/B][/I] page. Another facet of divine magic is the priest/priestess' power over the undead. Clerics of Good-aligned divinities channel the positive energies of their god allowing them to Turn ("force to flee") and eventually Destroy (at higher levels) certain undead and denizens of the lower planes: demons, devils, etc. collectively referred to as "negative energy" creatures. Clerics worshipping Evil-aligned deities channel the negative energies of their god allowing them to either Rebuke ("force to cower") or Control negative energy creatures in addition to Turning or Destroying beings of the higher planes: devas, angels, etc., collectively referred to as "positive energy" creatures. Clerics worshipping Neutral deities may chose to turn or rebuke undead but are unable to exert any influence over beings from the higher or lower planes. Neutral deities MAY, however, imbue their followers with the ability to Turn/Destroy creatures of the Elemental planes which good and evil clerics (generally) cannot effect at all. The types of creatures (amount of Hit Dice) and how they are effected are subject to and increase with the cleric's level. In the cases of certain deities, the flow of these positive or negative energies also allow the clerics other powers specific to their faith. These special powers are also detailed on the Gods of Orea page. A final note of Divine magic is that it is dependent on the cleric's (or paladin's) good graces with their deity. Actions contrary to the dogma or alignment of the god (usually also contrary to the tenets of the religious order of that god) will, in short order, lead to the spellcaster's calls going unanswered. [/QUOTE]
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