The Divine Light: A style of Q & D magic
The epic battle between light and darkness! So many fantasy stories have revolved around this idea it hardly needs explanation.
Light has the traditional aesthetics of the good guys. White and gold are the symbolic colors. It's the side that feels like home.
The Dark side is all black and red. The rituals of the dark gods are carried out in the dead of night, out of sight of decent people.
Sometimes the two sides are called Order and Chaos, or Good and Evil. Is Light always Good, and Dark always Evil? That's up to the table to decide. Mortals can always be It may be that even the gods are capable of error.
This is a style of Quick and Dirty magic. A tweak to default options of that magic system, to represent a character whose power comes from the Divine Light.
The table can decide what styles of magic are available in your game. A game world can have one or more styles of magic. The secular magic described in the original Q&D article can exist alongside the divine magic presented here.
Radiant Magic
To be a divine magic user, you need an aspect representing your fervent devotion to either a god of Light, or the Light itself. Your power does not come from study and practice, but is a reward for living a virtuous life, in harmony with the Light. Where a secular wizard might use a wand, you use a symbol of your god.
Divine magic doesn't provide the same cantrips as secular magic. They share the ability to detect magic and to produce a light source.
Soothing Touch
The divine power in your touch soothes pain and speeds healing. You can use Magic Finesse instead of Lore to treat injuries or illness. This doesn't include any sort of diagnostic ability or medical knowledge.
Sense Holy or Unholy
Much like the detect magic ability, only instead of detecting spell effects or magic items, you sense the presence of divine Light or Darkness.
Repel the Unholy
You can repel creatures of Darkness. Your holy symbol glows with light. Create advantage to create a darkness repelled aspect on the scene.
While the aspect lasts, any creature of Darkness (demons, undead and such) has to overcome the divine light (Using Will against your Magic Power) to take aggressive action against you, or enter your zone. You can tag the aspect to impede the actions of any unholy creature in the scene.
Radiant Spells
Different styles of magic have access to different spells.
Weigh the Soul
You discern the balance of Light and Darkness in someone's soul. Treat as a create advantage, resisted by the target's Deceive. If successful, you reveal the aspect that best represents the character’s morality.
Cure Light Wounds
You may only cast this spell once per day. As an action, you lay your hands on an ally and instantly heal a minor consequence. In an action scene, you need to make an easy Magic Finesse roll. Failure doesn't count against your once per day limit.
Scourging Light
Bless Weapon
Imbue a weapon with divine wrath. Create advantage on the weapon's bearer. This creates an aspect on the weapon suitable for your deity. While that aspect lasts, the weapon can affect creatures who are insubstantial or otherwise immune to mundane weapons.
Empathic Healing
Aura of Protection
After you cast this spell, you emit a protective aura for a day. You have +2 Will when defending against supernatural effects. Whenever an ally in your zone defends with Will against a supernatural effect, you can make yourself the target of the attack instead.
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