Divine Magic in Genesis | World Anvil
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Divine Magic

Unlike natural magic, divine magic is power that comes from an outside source and consists of the abilities granted by the gods to their chosen followers; what a divine caster can do depends entirely on which god or goddess they follow. Due to the more narrow scope of these powers, they're generally considered a side benefit of service to a god rather than a goal in and of themselves.  

Sources of Power

Wile divine power stems from the gods, it shares similarities with natural magic due to the fact that it still faces the limitations of the user's own body. Both types are limited by the user's control; though divine magic is fueled by the nearly limitless power of the gods, it is only as strong as the individual that shapes it. It falls upon the lifeforce, the inherent source of power in a mortal body, to serve as a conduit that this external magic moves though, and as such there are similar restrictions upon how much power can be contained and utilized.   Though it'd be easy to see divine magic as an 'easy' option when compared to the rigorous study and training of a mage , the truly ambitious still tend to favor natural magic as the source of their power. Given its origin, divine magic is entirely at the will of the god that grants it; it can be withdrawn instantly, and is much more limiting since most gods grant their followers only a few distinct abilities. Due to this, those who serve a god do so more out of other personal motivations rather than simply ambition to power. Divine casters whose duties may involve frequent conflict, such as Hounds of Eihel, typically supplement their gods-granted powers with natural magic or weapons training.   Though it is possible in rare cases for a god's servant to be allowed to draw upon unformed divine power rather than the specific abilities granted to them by their god, it's rarely recommended. Doing so has inherent dangers that far exceed those posed by natural magic; mortal bodies, no matter how strong or skilled, simply aren't meant to access power of that magnitude. Even a human, with a lifeforce more suited to releasing a burst of raw power, will quickly begin to break under the strain.   The only individuals known to have a greater capacity for this are the Reapers, who were made with the express purpose of being able to channel a portion of a god's power. Their ability to do so comes only from the fact that their bloodline was purposefully altered by the The Skinwalker in the distant past to be able to do so, and even a Reaper will suffer the effects if they access that power too often.  

Granted Abilities

As previously mentioned, the abilities of a divine caster are fairly specific and defined by which god they serve. The following is a brief summary of various abilities and benefits granted by each god; some of these are gifted freely, while some are rare gifts that very few are given access to.   AIA, Goddess of Joy
Soothing Presence - followers of Aia seem to naturally soothe, comfort, and uplift those in their vicinity; few wish to do them harm   ALARAND, God of Fate
Amplified Seeing - followers of Alarand often have enhanced natural Open Eye Seer magic, increasing the clarity and scope of their visions
Futurecasting - using the surface of a mirror, a practitioner can ask for Fate's guidance regarding events still to come
  EIHEL, Goddess of Justice
Compel Truth - a Hound of Eihel can compel truth with a touch, transfixing the subject and forcing them to reveal their secrets or answer questions fully and honestly
Sense Evil - Hounds possess a sixth sense for the world around them, able to sense the presence of evil, injustice, and a guilty conscience
Track Quarry - a Hound's instincts will lead them unerringly towards their target, even over long distances where their ability to sense evil provides little help
  JENSA, Goddess of Luck
Sense For Profit - whether from a natural inclination or divine luck, priests and devoted servants of Jensa seem to have a knack for turning a profit in whatever business ventures they're a part of
  LORE, God of Time
Conditional Immortality - recieving Lore's permission to live in the Worldshadow, timewalkers' lifespans 'pause' while in the god's realm and continue as normal on the material plane
Crossover - timewalkers can travel freely between the Worldshadow and the material plane during the twilight hours of dawn and dusk
Night Vision - timewalkers can see better in pitch black darkness as they can in the daylight
Shadow jump - the ability to instantaneously 'jump' between shadows and darkened locations, with an approximate range of 100 feet or so and no requirement that they see where they're going
  ORONA, Goddess of Order
Natural Authority - Orona's followers radiate an authority that others instinctually want to obey, making them hard to resist when giving commands
Strength of Law - a natural boost to strength and resilience, making the goddess's faithful well-suited as warriors
  RIEV, God of the Sun
Divine Inspiration - followers of Riev are often wildly creative and quick-witted, and apply this knack for problemsolving and inventive solutions to more than just their artistic creations
Intuitive - able to quickly read the emotions and motivations of those around them, followers of Riev are often able to guess the right way to persuade a person to change their mind
  SIARUS, God of the Cycle
Amplified Healing - priests of Siarus are almost always trained healers, and their bond with Siarus enhances the reserve of power they can draw on to heal wounds
Ease Suffering - acting almost as a magical painkiller, a priest can dampen a person's pain with a touch to help ease the healing process
  THE SKINWALKER, God of Primal Law
The Skinwalker's Gift - granted only to the active Reaper at any given time, the Skinwalker's Gift is a powerful other form that the Reaper can change into at will   TALOSH, God of the Ocean
Affinity for Water - wavepriests have a strong affinity for water-based natural magic, and can draw strength from the presence of the ocean to fuel their spells
Intuition - a wavepriest's senses and intuition are enhanced in the presence of the ocean, giving them a vague innate sense of direction, the presence of others, and a sort of rudimentary scrying ability on the surface of the waves
  TANITH, God of Storms and Skies
Affinity for Lightning - followers of Tanith often feel an affinity for lightning-based Casting
Sense of Direction - servants of Tanith often have an innate sense of direction and ability to find roads when in the wilds; on a road, they can typically tell which direction will lead them to their destination
Stormcalling - when threatened, a priest of Tanith can summon rapidly-brewing storms and otherwise influence the weather to a small degree

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