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Religion
Ex
Apotheosis
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There are no more clerics or druids in the traditional sense on Malaan
anymore. There are priests and practioners, but no dedicated class of
clerics. The Apotheosis has resulted in theurgist magics being transformed.
Now religious fervor and divine power is converted into pure mana. This
is a big change, since now any worshipper, or even a charismatic pretender
can invoke religious fervor, or make use of the ancient relics. This energy
is also generated by certain natural phenomena, such as portals,
ethereal rifts, fey wards and other such things. In the latter case the
energies are not generally attached religious significant. In general
such energies are dedicated mana meaning they can only be used
for certain spell-lists and skills (for example a temple to Velrey might
have a reserve of Fire Elemental Mana that could be used with any spell-list
attached to the fire element.) However some ambient or extant mana is
free floating and undedicated, and can be used for any spell.
Holy Mana is usually found or created in one of three ways.
- In magical or holy places (shrines, temples, fey glades, portals)
- By gods.. either directly through invested agents, or objects.
- By pious prayer, typically from worshipper.
This energy can be manipulated by people, with or without formal training.
Typically it will be dedicated to a particular domain, aspect, element,
or the like (fire, life, nature) Those aware of the Mana (Intuit Direction
DC20) can access it to:
- reduce the MP cost of related spells (Cleric Domains). Requires a
spellcraft roll (or knowledge religion is holy mana) to identify which
spell-lists are reduced in cost (unless already familiar with it). Once
identified the mana can be used to reduce the cost to one spell level
lower than normal. (2nd to 1st, 9th to 8th, etc..)
- spontaneously cast spells from certain lists with a successful CHA
check. (DC of check equal to Dispel attempt of same spell) (so a character
with a 14-CHA tries to generate a 1st level evoke fire spell as a 5th
level caster. That has a DC of 16, so she must roll a 14 (+2) to do
it.) This is a Full Round Action. Failure causes 1d6 of subdual damage
per Mana the spell would normally cost. (Impiety penalty of 5 applies)
- invoke the magical effects of Divination, Dispel, Spellcraft, Healing,
Herbalism, etc.. Using extant mana in this way adds +5 to the DC.
- generate mana from a crowd with successful diplomacy, bluff or perform
roll. (see rules below)
Generating Mana from the Crowd.
When a priest, or unscrupulous pretender (Elmer Gantry) speaks to her
parishioners she has a chance of generating and controlling mana. The
chance is based on one of three skills: diplomacy, bluff, or perform (oratory/chant).
Those plus knowledge (religion) act as synergy bonuses to each other (with
5 ranks), the first grants +2, the rest +1, up to +5 maximum. The priest
(or pretender) then makes a roll trying to gain access to mana from the
crowd. The DC is 20+1/point of mana desired. The maximum amount of mana
a crowd can generate a day equals 1/10 people in the crowd. Hence a small
church of 20 people could generate 2 mana, a larger church of 200 could
generate 20. The following chart indicates the modifiers. It takes one
hour to generate the mana. This mana can be used to regenerate spent mana
(for mages, or paladins), store mana in the temple or shrine, or to spontaneously
generate new spells from the clerical domain by the priest who conducted
the sermon. If used for the latter purpose, the energy must be used soon
as it dwindles at a rate equal to the rate mana is normally generated
from rest (-1 mana the first hour, -2 the second hour, -4 the third etc,
until it is all gone.) Failing a bluff attempt in this manner may generate
hostility in a zealous crowd. Mana stored in the temple or shrine can
be accessed by anyone as extant mana (see above). (If the priest tries
to get more mana from a crowd than is available or failed the roll, no
mana is generated).
| Description |
Modifier
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| Worshippers Trust Priest |
+2
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| Worshippers loyal to priest |
+2
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| Worshippers fanatically zealous |
+5
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| Worshippers zealous |
+2
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| Worshipper impious/fairweather |
-5/-2
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| Service in a temple or shrine |
±0
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| Service outside |
-2
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| Service in a Grand Temple |
+2
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| Initial Synergy Bonus |
+2
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| Subsequent Synergy Bonus |
+1 (max +3)
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| Worshippers touch a holy relic |
+2
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| Priest is Pious |
±0
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| Priest is Fraudulent (non-worshipper) |
-5
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This ability grants a certain amount of power to the temple priest in
excess of her normal abilities. The DM is free to rule that such mana
is simply not available.
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