Art of the Celestial Hustle
The mage begins by meditating or calling out to the spirit in a temple or other place favored by the divinity. If the mage is holding a wildstone, the process is easier as it attracts the deity or spirit’s attention that much faster. This is especially helpful if the mage wants to contact one of those beings but can’t locate a temple. But, typically, a wildstone is not required to contact the divinity.
Once the god, spirit, or mystical being replies, that’s when negotiations begin.
It's like a bargain for your life... because it is...— Dr. Igon Swinecheese, Master of the Mystic Arts
It isn’t uncommon for a divinity to open the bargain by offering a ‘boon’ to the mage. An offer of a spell as a ‘divine gift’ that the mage can cast that won’t tax their endurance or mental points. These specific spells or powers are the way a god ‘sweetens the deal’ for a contract between themselves and the mage.
But these mystical beings don’t make such offers for just anyone. Granting a diving gift is an important personal investment of power for the god or goddess. They only offer a boon if they have a deep, personal stake in that mage or a task the god wants accomplished.
Once the bargain’s made, the spirit or god marks the mage with a tattoo. This is the Bargain’s Seal and a symbol of contract. This tattoo is the connection through which the mage draws upon the god’s power for casting spells of the Divine Path each day. It’s also a mystical tether to the mage that allows the god to find and communicate with them day or night.
This bargain is a binding contract tied to the mage’s life. If they satisfy the god’s favor, the deity will renew the contract, always with a new task or favor. But if the mage cannot do what the god wants or by the deadline the god sets, the contract is broken. Once broken, the god rips the magic away and half the mage’s health as a ‘processing fee’.
Peril of the Power
Divine spells are not primal elemental or will-channeled Arcane energy, but the powerful essence of a god or spirit. This magic is tied to the magic of creation itself. A spellcaster who uses spells from the Divine Path will find they can only channel so much of a divinity a day. Beyond that, the power of the god will change them against their will.
Exhausted spellcasters who traffic in one too many Diviner spells suffer unusual, obvious side effects. These side effects are associated with the spirit or god that made the bargain. If the spellcaster’s deal is with a spirit of light, they might find they glow and get sick during the night when it grows dark. But if the deal is with a god of fire, the mage might spontaneously ignite like a torch when a spell fails.
Failing to cast a spell, often from fatigue, comes with additional drawbacks. These spells come from the spirit or the god that the mage bargained with. That divinity will notice and might pay closer attention to the spellcaster because they’re unhappy their power is being misused. This causes additional side effects or even a conversation with the divinity which blocks the spellcaster from casting for that moment.
Worst of all, if a spellcaster fails too often, the god may break the bargain, taking half the life of the spellcaster as a ‘penalty fee’.
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