God Spark Condition in Mirendakor | World Anvil
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God Spark

A God can never be truly sealed. Sealed away from the world only to fade into distant memory, the great old gods are once again establishing their hold on Mirendakor.   Divinities function separately from the rules of magic, though some arisen gods have found ways to channel their divinity into their spellcrafting. Unless noted otherwise, these abilities can be used at will. A god’s power is forged from the forces that created the universe. Gods are beings of raw energy empowered with a limitless font of divinity. This energy is superior to magic and when in conflict with magic of an equal nature, divinity always wins out. Simply being a divine being handicaps many of the foes a god will face. Some creatures and spellcasters can dispel or suppress a player’s spellcasting and magic items relatively easily. Traditional fantasy game players who rely on magic to defeat such foes face a huge challenge, but a god has much less to fear.   The process of awakening can be slow or fast, but there are two major ways in which the event may manifest: the Mystery Play and the Astral Journey. In both sorts of ‘awakenings’, the mage-to-be goes on a journey that culminates with them arriving at or in their respective Tower and inscribing their name upon it. The Mystery Play is a waking dream, where the magical symbolism of their awakening is overlaid on top of the ‘real’ world. Other people, places and real world events mesh together until the Mage arrives at a skyscraper, a phone booth, a grove or some other place that represents their Tower and somehow write their name in both the physical and astral setting, such as a hotel ledger or a statue’s plaque. Astral Journeys, which occur when the potential mage dreams, are common to those who deny or resist the ‘awakening’. Astral Journeys feature strange settings, objects and people, in a full sensory experience.   Antimagic fields are said to work just like the antimagic spell; a void of non-energy that renders powerless “spells and other magical effects except those created by an artifact or a deity.” While this creature could still nullify the magical equipment, arms, and armor of a god (provided that equipment was not also divine), it would have no effect on the god’s magic or their divinities, as both are drawn from the god’s divine power.   A player will discover their new godhood between 1st and 2nd levels, and abilities granted by that power will track with them for every additional level until they max-out at 20th. These abilities stack with any racial, magical, and class traits, as well as all feats.  

DIVINITY SCORE

A god’s Divinity Score = 8 + their proficiency bonus + their ability modifier.   For example: a 1st level fighter with a Charisma of 14 who becomes the awakened God of War would have a Divinity Score of 8 + 2 (their Charisma modifier) + 2 (their Proficiency bonus) = 12. Many of the god’s divinities replicate magical abilities and spells. For abilities that require a gemstone, that stone is usually replaced with a godstone.  

CONCENTRATION

Some divinities require a god to maintain concentration to keep their divine power active. If the god loses concentration, the divinity ends. If a divinity must be maintained with concentration, that fact appears in its duration. The god can end concentration at any time (no action required). Normal activity, such as moving and attacking, doesn’t interfere with concentration. If the god steps outside the range of the divinity, their concentration is immediately broken. The following factors can break concentration:   Invoking: A god will lose concentration on a divinity if they invoke another divinity or cast a spell that requires concentration. A god cannot concentrate on two divinities at once or on a spell and a divinity at the same time.   Damage: Whenever a god takes damage they must make a Constitution saving throw to maintain concentration. The DC equals 10 or half the damage inflicted, whichever number is higher. Knockout: A god loses concentration on a divinity if they are incapacitated or if they die. The DM might also decide that certain environmental phenomena, such as trying to invoke a divinity while in a sandstorm, require the god to succeed on a DC 10 Constitution saving throw to maintain concentration.  

COMPONENTS

 A divinity’s components are the physical requirements a god must meet to cast a divine effect. Each divinity’s description indicates whether it requires verbal (V), somatic (S), or material (M) components. If a god can’t provide one or more of a divinity’s components, they are unable to invoke the divinity.   Verbal (V): Most divinities require the chanting of mystic words. The words themselves aren’t the source of the divinity’s power; rather, the particular combination of sounds, with specific pitch and resonance, sets the divinity in motion. A god who is gagged or in an area of silence, such as one created by the Silence spell, can’t invoke a divinity with a verbal component.   Somatic (S): Invocation gestures might include a forceful gesticulation or an intricate set of hand and finger movements. If a divinity requires a somatic component, the invoker must have free use of at least one hand to perform these gestures.   Material (M): Invoking some divinities requires particular objects, specified in parentheses in the component entry. If a cost is indicated for a component, a god must have that specific component before they can invoke the divinity. If a divinity states that a material component is consumed by the divinity, the god must provide this component for each invoking of the divinity. A god must have a hand free to access a divinity’s material components — or hold a divinity focus — but the god can hold the focus in the same hand that they use to perform somatic components.  

THE BRIDGE

As an action, two or more gods can merge their divine powers and form a bond of astral energy known as the Bridge. Each god that is part of the Bridge must remain focused to stay connected. If at least two gods remain connected, the Bridge will persist. Gods that lose connection can rejoin the Bridge the following round. A god can remain safely connected to the Bridge for a number of rounds equal to 10 + their Constitution modifier. Each round after, the god must roll a Constitution saving throw against a DC of 10 + the number of gods connected to the Bridge. While connected to the Bridge, each god amplifies and focuses the divinities of every other god sharing the Bridge. The gods must choose one of the following formations, but they can choose to shift which form the bridge takes at the beginning of each round:   Combined Might: Each god deals an extra die of damage with any divinity they invoke that causes damage. They also roll all Concentration checks with advantage.   All For One: One or more gods can focus their divine might into a single god, temporarily boosting the god’s divine might. When this conduit god rolls a d20 while invoking divinities, every god connected to the Bridge rolls a d20 as well. The conduit god then selects the highest number rolled as their number. The god who serves as the conduit also has access to divinities beyond their current level. For every god connected to the bridge, the conduit god gains access to their next level divinity. For example: If four gods focused their divinities on the 6th level God of The Sea, that god would temporarily be considered 10th level: 4 gods (4) + the God of the Sea’s level (6) = 10, for the purpose of invoking divinities and rolling divinity checks. The conduit god can cast spells and invoke divinities that require concentration without sacrificing their connection to the Bridge.   One For All: One god acts as a divine battery for every other god connected to the Bridge, providing them with advantage on all divinity rolls and Concentration checks. The god acting as the battery can take no other actions. If the god acting as a battery loses their concentration, the Bridge falters.   Feedback: If any god rolls a critical failure while connected to the Bridge and in the process invoking a divinity, they lose control of their power. This loss of focus creates a violent feedback of divine energy across the Bridge. Every god connected to the Bridge (including the one who just failed their save) must roll a Constitution save with a DC of 10 + 1 for each god linked.   If a god fails, the feedback overwhelms their connection. A burst of divine energy explodes from the center of the Bridge, knocking the god 10’ away and inflicting 2d8 damage for every god connected to the Bridge.
Type
Divine

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