So you want to play a divine magic caster, aka a theurgist?
Who is your source of power?
It is "who" and not "what". All divine magic in Scarterra comes from the Nine. Most divine casters have one of the Nine as their sole source of power while a rare few derive their magic from the Nine collectively. You must choose one of the Nine as your character’s patron or play a pantheon caster. Many fantasy RPG settings treat divine magic as just a simple mechanic or an afterthought, but the lore of Scarterra is built on the foundation of the lore of the Nine. Divine Lore is the first category in the table of contents for a reason. If you as a player don't want to get entangled in that aspect of the lore, you probably shouldn't play a divine caster. You don't have to read everything, but you should at least read the full article on your character's patron god or goddess and their related follower articles. The quickest way to browse the basics of the Nine without reading everything is the brief stats articles. Maylar stats in brief Mera Stats in brief Korus Stats in Brief Nami stats in brief Greymoria stats in brief Khemra stats in brief Zarthus stats in brief Hallisan Stats in Brief Phidas stats in briefHow did your divine power manifest?
Favored souls are born with their divine magic foisted upon them while annointed gain their magic as a result of their piety and focused will. Most annointed are trained in a religious order from a young age, but a large minority of them are self-taught theurgists from a secular background. Favored souls are sometimes treated differently from annointed by their own respective priesthoods and general society, sometimes they are not. Most favored souls have periodic visits from a spirit that acts as a mentor of sort. At the very least, a spirit shows up at least once to explain to a young favored soul who and what they are.You want to consider your character’s upbringing and education before you start filling dots on your character sheet. A theurgist trained in a school-like monastic setting is going to have a different set of skills than one who followed a mentor and learned on the job out in the field. Both are going to be different from a self-taught annointed or favored soul who grew up initially aspiring to be something other than a holy figure before it was thrust upon them.
Social Connections and background
Players should give thought to their character background and social connections with any character and consider using Merits and Flaws to flesh this out. For a divine spell caster, social Merits could involve favorable relations with your divine patron’s priesthood while social Flaws could involve unfavorable relations, or perhaps you attracted the attention of your divine patron’s rivals. You should figure out if your character is an ordained priest or priestess or if he or she is associated with a holy order of some sort. This is not required, many divine casters have no formal ties to a priesthood, knightly order, or monastic order. It is also possible to play as a priest, holy warrior, or monk to be a part of a holy order and not have any divine magic at all. That doesn’t mean your character has to be defined solely by their divine connections. Annointed and favored souls are still people and often have families, friends, rivals, hobbies, and professions not enmeshed in temple politics, though some theurgists have very little to their lives outside of their holy calling, especially if they began their religious training as children. Is your character a loner or he part of an existing holy order? If so, is he part of a large and mainstream holy order or a small fringe group? Does he get along well with his temple hierarchy or does he butt heads with his ecclesiastical superiors? All Scarterrans worship the same nine deities (or at least acknowledge the same nine deities but they don't agree on the right way to do it. It is worth keeping in mind during character creation and coming up with your background how well your character's religious organization fits into society at large, or at least the society your character was raised in. Some religious organizations are powerful and respected or at least one of these two things while other religious organizations are obscure and largely unknown or even outright shunned and feared. Certain religious organizations are often associated with the upper classes and others are associated with the lowly riffraff. This will impact your character connections and abilities.Power Optimization of your points buys
You only have so many freebie points and experience points. Some divine casters put the lion’s share of their points into their magical abilities and others only put a few points into their magic.
Technically, you only need a single dot of divine magic to be a theurgist. One dot of divine magic is enough to use divine wands and scrolls. If a holy order or priesthood requires theurgy to hold certain ranks, one dot is usually all it takes.
It is easy for holy warriors to resemble D&D paladins or rangers. They only have a little bit of divine magical ability and rely primarily on their fighting skills. Holy warriors in Scarterra are fairly common and are present in every religious group to some extent. You can also play a diplomat, a sneak thief, or craftsmen that happens to have a bit of divine magic.
You definitely don't have to play a stereotypical D&D or Pathfinder Cleric who does nothing outside of healing and buff spells while his/her allies do all the offensive stuff, but if that kind of character interests, it is easy to make that style of theurgist, especially with a Mera affiliated theurgists since Mera's favored spheres are Healing, Protection, and Purification.
Every divine sphere has an attribute and ability combination to cast them. You should consider picking divine spheres that match attribute + ability combinations that you have high ratings, or you should consider assigning high ratings to attribute + ability scores connected to divine magic that you find most appealing. Again the Divine spheres, quick reference guide should help you plan out your character accordingly.
It is also possible to purchase a special merit to give your character a fourth favored sphere based on your character's personal aptitude rather than your character's deity's aptitude. Early playtesting shows this is a very popular option with players. If you are basing your character’s contribution to your party on one sphere, you should consider taking the “Additional favored sphere” Merit. It costs four freebie points, but it’s potent if you pair it with a utilitarian sphere that is useful for you and your adventuring party.
Divine Bard gives you enough freebie points to cover being a divine caster and your first dot of magic, but it limits your ability to cast magic discretely forever. Put some careful thought into all the Merits and Flaws for divine spell casters, not just Bardic Caster.
If you choose high level Spirit Magic, you should have a relatively high Wits score. Spirit magic is cast with Charisma but it is maintained with Wits. The maximum amount of summoned spirits or conjured elementals you can have in play any one time is limited by your Wits.
If you choose to take divine Crafts, you likely to want to create potions, scrolls, arrows and other finite magical items someday and you should thus familiarize yourself with the rules article: Player Characters creating finite magical items. The rules are a little wordy, but if you have high ratings in related skills, you can make magical items quicker and cheaper and this is very useful.
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