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playing without divine magic
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<blockquote data-quote="wedgeski" data-source="post: 3113391" data-attributes="member: 16212"><p>I'm currently homebrewing a world where there are literally no Gods. At first this was because I was just completely bored with creating pantheons, domains, and so-on, but the more I thought about it the more interesting it became. Now it's one of the defining factors of the world and features heavily in its flavour.</p><p></p><p>However I *still* can't decide what to do about Divine spells. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Healing is going to be replaced by a mix of Unearthed-Arcana inspired reserve points, a greatly improved Heal skill, psionic healing, and a bit of alchemy and stuff thrown in to the mix as well. In other words, almost everyone in the party will have some kind of limited healing ability. I've yet to see how it will work out, but I'll tweak as needed.</p><p></p><p>What I would *like* to do with Divine magic is simply subsume it into Arcane magic, especially since wizards in this world are so powerful. Spell level translations will be laborious if do-able, but that still leaves the problem of Arcane casters now being responsible for all of the various buffs and utility spells that are currently in the Divine repertoire, which will put an unacceptable pressure on their daily slots. I haven't really come to a satisfying conclusion as yet.</p><p></p><p>Edit: Hey I've just realised that yours is the world that has the similar 'magic confined to a geographical area' premise as mine. Spooky!</p></blockquote><p></p>
[QUOTE="wedgeski, post: 3113391, member: 16212"] I'm currently homebrewing a world where there are literally no Gods. At first this was because I was just completely bored with creating pantheons, domains, and so-on, but the more I thought about it the more interesting it became. Now it's one of the defining factors of the world and features heavily in its flavour. However I *still* can't decide what to do about Divine spells. :) Healing is going to be replaced by a mix of Unearthed-Arcana inspired reserve points, a greatly improved Heal skill, psionic healing, and a bit of alchemy and stuff thrown in to the mix as well. In other words, almost everyone in the party will have some kind of limited healing ability. I've yet to see how it will work out, but I'll tweak as needed. What I would *like* to do with Divine magic is simply subsume it into Arcane magic, especially since wizards in this world are so powerful. Spell level translations will be laborious if do-able, but that still leaves the problem of Arcane casters now being responsible for all of the various buffs and utility spells that are currently in the Divine repertoire, which will put an unacceptable pressure on their daily slots. I haven't really come to a satisfying conclusion as yet. Edit: Hey I've just realised that yours is the world that has the similar 'magic confined to a geographical area' premise as mine. Spooky! [/QUOTE]
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