Divine Means

#means #magic #insight

Divine Means are focused on your connection to your god(s) and your attempts to embody their teachings. The theurge studies the Scripture, the teachings and personal witness of deities, most often written in dusty tomes of liturgy, prophecy, and testimony. Sometimes these teachings are conveyed to theurges in personal visions, which they record in scrolls and then bind into their Scripture. Most Scripture will be written in long-ago dialects, but newer faiths may be recorded by the theurge themself in inspired automatic writing or newly discovered encrypted code.

While the arcanist attempts to warp reality to their desires with the help of arcane texts and impossible beings, and while the elementalist reshapes the energy of creation through the sheer power of both nature and their force of personality, the theurge petitions the gods to heal and protect the faithful or damn and condemn the heretics.

Finding or Losing Faith
If you are personally witness to a god or gods during your adventures, you may petition the deity to learn one Means for which you meet the prerequisite.

If in the course of adventuring you ever lose your Scripture, or your faith in your deity, any Divine Means you attempt to use go unanswered. Unless you can sit and record your Scripture, or commit to an Act of Anchoring to re-establish your faith, you will lose your access to Divine Means completely. You must gather the parchment, ink, and leather binding, and then begin the process of recording your Scripture. It takes 24 hours to scribe each Divine Means you learned into your Scripture.

Anyone who discovers your old Scripture and who earnestly attempts to bond in faith with the deity so inscribed, may attempt to petition that god during an Overnight Rest. Take the Insight Measure. On a Hit, they may learn one Means for which they meet the prerequisite. On a Complication or Miss, they may learn one Means for which they meet the prerequisite, but they take a Mutation immediately and their Void Die ticks down 1. On a Fumble, the Scripture refuses the call to power, the god having decided a lack of worth. Gain 2 Mutations, ticking the Void Die down twice, and take 3 damage as your insolence will not go unpunished.

Base Means
Level 1 - Divine Understanding - You are one of a select few followers of a god who has heard your prayers and granted you a direct line of petition, through prayer, so that the god might aid in your proselytizing. You have been presented accumulated knowledge set down in a book, known as Scripture, in which are written the rituals of prayer through which you both spread the teachings and also beseech your god for support. Apply Insight bonus to Measures when attempting to invoke divine intercession. On a Complication, your prayer is answered as if it were a Hit, but you are also knocked you Off-Balance by the power of divine providence. On a Miss, your prayer goes unanswered, and you are knocked Off-Balance unless a Means says otherwise. On a Fumble, not only does your petition go unheard, but you are Exposed, and you Mark 1 Corruption in addition to whatever the Means says. The gods are not your playthings to command, and only answer when they choose.

Protection
Level 1 - Shield (requires Divine Understanding) - Choose a target other than yourself within Close Range. Take the Insight Measure. On a Hit or Complication, grant target 1 Armor. As long as you are not prevented from making an Opportunity Attack, you may cast this as a reaction immediately before an attack you are aware of would hit your target.

Level 3 - Shield Bubble (requires Shield) - When you or a target within Melee Range of you are subject to a ranged attack or Magic Means, Take the Insight Measure. On a Hit or Complication, grant yourself and all allies within Melee Range 1 Armor. As long as you are not prevented from making an Opportunity Attack, you may cast this as a reaction immediately before an attack you are aware of would hit you or an ally.

Level 6 - Counterspell (requires Shield) - Whenever a target you can see clearly within Line of Sight Range casts a Magic Means against you or an ally within Close Range, and as long as you are not prevented from making an Opportunity Attack, you may take the Insight Measure and Mark 1 Corruption. On a Rule of 7, you redirect that Magic Means onto the target, and you do not lose 1 action on your next turn. On a Hit, you redirect that Magic Means onto the target, but lose 1 action on your next turn.

Healing
Level 1 - Ease the Pain (requires Divine Understanding) - Choose a target other than you within Melee Range. Take the Insight Measure. On a Hit or Complication, target gains 1 Vitality for up to 5 rounds.

Level 3 - Seal Wound (requires Ease the Pain) - Choose a target other than you within Melee Range. Take the Insight Measure. On a Hit or Complication, target heals 1 Wound and gains 1 Health.

Level 6 - Heal (requires Seal Wound) - Choose up to 5 targets other than you within Close Range. Take the Insight Measure and Mark 1 Corruption. On a Hit or Complication, targets heal 1 Wound, cure 1 Disease, and gain 1 Health.

Augmentation
Level 1 - Enhance Ability (requires Divine Understanding) - Choose a target other than yourself within Melee Range. Take the Insight Measure. On a Hit or Complication: Choose 1 Ability. Target gains +1 to Measures with that Ability for the next 5 rounds.

Level 3 - Bless Weapon (requires Enhance Ability) - Choose up to 3 target weapons within Close Range. Take the Insight Measure. On a Hit or Complication, Measures with those weapons widen by 1 for the next hour.

Level 6 - Hasten (requires Enhance Ability) - Choose a target other than yourself within Melee Range. Take the Insight Measure and Mark 1 Corruption. On a Hit or Complication, you imbue your target with increased speed. Until target chooses to activate it, Hasten is dormant for up to 1 hour. When Hasten is activated, target gains 1 additional action for the next 5 rounds. At the expiration of this spell, target is Fatigued and Exposed for the next 10 rounds.

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