DIVINE DOMAINS

A reference for the Divine practitioners, from unholy to holy.

Everything you need to understand how miracle casting works and what gods can provide what powers.

Religious Magic

Through training, religious initiation, and careful practice, certain individuals become conduits of divine magic. Through them flows the power of their god or gods.

Unlike the arcane, domain magic draws from the natural fabric of reality. It alters the world without fraying it, and causes no contamination.

Domains define what kind of divine power a character channels, and miracles are the forms that power takes in play.

Domains

The power an individual masters lies within a domain: a category of divine concern and expression tied to their god. When you gain domain mastery, you increase mastery in a specific domain, not all domains.

The selected domain should match the god your character follows.

Holy

Good-aligned concerns: wellbeing, prosperity, purity, and sanctity. Commonly linked to harvest, fertility, hearth and home, medicine, and maternal divine figures.

Unholy

Evil-aligned concerns: primacy, strength, wealth, and power with little regard for others. Commonly linked to wealth, death, war, conquest, and paternal divine figures.

Radiant

Lawful concerns: order, security, sanctity, and the primacy of groups, tribes, and nations. Commonly linked to law, sun, state deities, war, purging, and paternal figures.

Shadow

Chaotic concerns: individual aims, specific callings, and little concern for broad order. Commonly linked to magic, knowledge, night, moon, trickery, travel, fate, and maternal figures.

Nature

Neutral concerns: priorities beyond mortal moral and legal structures. Commonly linked to wilds, animals, plants, land, terrain, sky, sea, and earth.

Alignment in these descriptions is a primary tendency, not an absolute rule. Use these domain frames as starting points to build your own religion and practice.

Miracles

Divine conduits bring their gods' power to bear through miracles. Miracles come in two primary forms: signs and incantations.

Signs

Minor invocations made through hand and body signs. They are simpler and comparatively weaker, and cost no favour.

Incantations

Deliberate invocations using divine phrases, hymns, and liturgies. They demand more from caster and deity, and cost favour.

Favour

Favour is a reservoir of divine power that is spent to cast incantations and resets upon sleep.

UseSpend favour to cast incantations
RecoveryExpended favour returns on sleep
Starting AmountEqual to Will
ScalingMay increase via class and features

Potency

Every miracle has a potency, measuring both the scale of its effect and the mastery required to perform it.

You can only cast miracles with potency equal to or lower than your mastery in that miracle's domain.

Miracles Known

Domain users are granted divine capacity more broadly than arcane casters. Rather than learning specific miracles one by one, they can cast any miracle from their domain that is within valid potency.

Miracle Access Rule

You can cast any miracle in your mastered domain, as long as its potency does not exceed your mastery.

Attacks

Some miracles are attacks. When a miracle is an attack, its attack bonus is equal to the caster's Will.

Miracle Attack Bonus = Will

Rules Interaction

Miracle attacks count as attacks for effects that reference 'attacks', but do not satisfy effects that require a specific attack type such as spell attacks or weapon attacks.

Threshold

Many miracles impose harm or conditions that targets resist with checks. The value used to set those check difficulties is your miracle threshold.

It is influenced by features, but primarily by Will. Your base threshold is:

Miracle Threshold = 8 + Will

As Will rises, your miracle threshold rises with it, making your divine effects progressively harder to resist.

Rituals

Some miracles are slow, deliberate rites requiring setup, tools, and time. These are called rituals.

Non-Combat

Cannot be performed in combat

Ritual Duration

How long the ritual takes to complete

Miracle Duration

How long effects last once complete

Channelling

Some miracles take multiple turns to complete. These miracles list a channelling duration in turns. You must keep channelling until that duration is reached.

A turn counts as spent channelling when you first cast the miracle and each subsequent turn you choose to channel it.

How it works

1. Cast the miracle. You gain the channelling condition. This prevents actions other than basic movement and prohibits out-of-turn AP use.

2. Each subsequent turn. At the start of each turn after resetting AP, you may channel. Doing so spends the miracle's AP cost again (you do not spend favour again), increases turns spent channelling by 1, and the condition persists.

3. Finish channelling.You finish once turns spent channelling equals the miracle's listed duration.

Reference

Quick-reference summary of key domain rules and formulas.

Favour Pool

Starting favour = Will

Can be increased by features; resets on sleep

Favour Use

Incantations cost favour

Signs cost no favour

Potency Cap

Potency <= mastery in that domain

Applies to casting access

Miracles Known

Any miracle in mastered domain within potency

Not learned spell-by-spell

Miracle Attack Bonus

Will

Miracle Threshold

8 + Will

Base value before feature modifiers

Rituals

Non-combat; ritual duration + miracle duration

Slow, controlled divine workings

Channelling AP Cost

Pay AP each turn channelled

Favour paid once at initial cast

Contamination

None from domain magic

Domain miracles do not fray reality