Celestial Magic
Spells
All Spells require a holy symbol of some kind in your hand, on something you wield, or on your body.
Power Investiture level is added to any spell that Celestial gives. (if more than one Celestial gives the same spell, the Power Investiture level stack bonus)
Spell Types
Maintained Spells:Concentration Spells: Most spells are cast using a single Concentrate Maneuver (CM from here on out). These spells require more than one CM. If you take HP damage while Concentrating on these spells, you must make a Will-3 roll or get distracted. If you are concentrating to charge a spell, this just negates the last CM you made (if you've done 2 CMs and you fail your check, it goes down to just 1 successful CM. This can only happen once per turn). If you are taking CMs to manipulate something or change a spell, the spell doesn't cancel, it just stops until you can start concentrating again. If you critically fail your Will-3 roll, the spell does end early. Concentration Spells will be signified with a C at the beginning of the spell description.
Duration Types: Each spell has a different length it stays. There are three kinds:
- Instantaneous: These are spells that end as soon as you make the skill roll. This doesn't mean the effect is gone. A fireball will still be in your hand or the person will still be set in stone, but you don't have to worry about the spell anymore. Instantaneous Spells will be signified with a I at the beginning of the spell description.
- Temporary: These spells are able to be held for longer periods than just the base duration. For every spell you are maintaining, you take a cumulative -1 to all future spells. Temporary Spells will be signified with a T at the beginning of the spell description.
- Permanent: These spells are like Instantaneous in that you can cast and forget about it, but unlike Instantaneous, the effects will be suspended if you enter a No Mana Area. Also, any mages with the ability may attempt to Dispel any Permanent Spells in place. Permanent Spells will be signified with a P at the beginning of the spell descriptions.
Spell Types: Each spell has a different type of casting as well. There are six kinds:
- Regular
Sanctity Levels
The Sanctity Level you are in affects how you are able to cast your spell given to you by that Celestial.
- No Sanctity: You cannot cast any magic from the Celestial in question.
- Low Sanctity: Spells have twice the normal energy cost (before cost reduction for high skill) and FP spent casting a spell is recovered at half the normal rate.
- Normal Sanctity: In the usual sphere of influence of the Celestial (in the wild for the Primals, in claimed land for the Divine). Spell cost is as-listed.
- High Sanctity: Found in a settlement that has a well established temple or church devoted to the Celestial. Spells have half the normal energy cost (before cost reduction for high skill) and FP spent casting a spell is recovered at twice the normal rate.
- Very High Sanctity: Usually only found inside a temple or church devoted to the Celestial. Any FP the caster has spent on these spells is returned to the caster immediately (any energy from powerstones is spent).
Celestial Powers
Subtract your Power Investiture level to your target's ability to resist your abilities (not spells) from that diety. Unlike spells, you retain the ability to use these powers even if you're outside of a Sanctity Area or you are no longer in good favour with the Celestial providing you power.
Powers can be bought from each Celestial in packages. These packages will include 1 or 2 advantages/disadvantages and a number of Essence points. You must take all of the Advantages, Disadvantages, and Essence points in the package. A package will also have a (P) or an (M) for Physical or Mental packages respectively. If it's a Physical Package, whoever is in control of your body (hopefully you) will have access to it as long as they know about it. If it's a Mental Package, it can only be used by you intentionally. If you have been possessed or you've somehow lost control of your body, whoever is in control of the body cannot use it. Alternatively, if you possess someone else or are removed from your body somehow, you may take all of your Mental Packages with you.
Essence Points
You cannot have more than 50 Essence points for a specific Celestial. If you do not have enough free Essence points to buy the package of advantages, you must get rid of a previous package to make room. Each Essence point is a -1 Quirk that does not count towards your total Disadvantage Limit.
Every 5 points of Essence for a Celestial has you change your appearance minorly. You grow horns (or the horns get bigger), your hair/feathers change color a bit (or get a little bolder), etc. The Celestial's page will have a description of what these aesthetic changes should look like, but what exactly is happening is up to you.
Whatever you decide, someone observing you has a +1 for every Essence to figure out what Celestial you worship. They have an IQ or appropriate Religion (Region) roll to determine where you get your power from.
Every 10 points of Essence can change your body or mind more dramatically. On the Celestial's page, there will be a table of Disadvantages. For every 10 Essence points, you must pick one of the Disadvantages and add them to your character. They are worth no points and therefore you gain no extra points for picking them. If you already have a Disadvantage on the table, you cannot take it again unless it has been marked with an *. Those Disadvantages have multiple levels that can be more and more hindering as you take more ranks in them.
Resisting Magic
Add your Power Investiture level to any rolls to resist having your spells or abilities dispelled or countered.