Divine magic is that which is granted to those who serve a deity or particular divine concept, its power being drawn from faith and worship.
In order to take any Divine spells the character must possess Divine Favor from their Occupation or some other source. In addition the character must possess a religion of some kind (even if they are atheist, they must follow a creed of sorts or 'belief system') and/or a higher power to strive to appease. Their power is often bestowed upon them by other religious or supernatural entities like angels, demons, aeons, and so on. Characters (even non-spellcasters) can be gifted Divine Favor by supernatural entities or deities if they please them enough, often coming as a reward for their diligence and influence.
There are two different types of divine damage; Smiting and Damnation. These are referenced in both Divine spells as well as in the Spells section as a damage type which can be selected if you have Divine Favor. Divine damage types are further subcategorized by Holy and Unholy. Holy damage comes from realms such as Heaven and beings like Angels whereas Unholy comes from demons and hellish energy.
Smiting
Smiting damage is pseudo-physical damage which harms the body of those affected, often being raw divine energy thrown at the target, and thus is affected by Defense Points. It is also called from beyond rather than within, seeking the power of a god or entity to help in order to smite the foe before you.
Damnation
Damnation damage is spiritual in nature, attacking the soul of the target and bypassing Defense Points. This energy is called from within, using your own spiritual and divine power to harm the opponent.
Holy Subtype
Holy damage comes from realms of holy light, or through the power of holy deities.
Unholy Subtype
Unholy damage comes from realms of hellish origin, or through the power of diabolic deities.
Characters have a new score acquired by Divine spells, known as Faith and is a measure of the character's devotion or the fervor of their belief. Faith as an attribute is similar in nature to Stamina Points and Magic Points, being spent in order to modify or affect the caster's Divine spells.
Faith is equal to 10 + ((Primary Stat + Secondary Stat) / 2), and can increase by holding rituals, prayer services, or following a tradition. Faith can only be spent on Divine Spells unless otherwise specified.
Unlike other character resources (such as HP, Stamina, or MP), Faith doesn't recover through rest and can only be restored through prayer or other actions which align with your belief system.
Your character must possess a belief system of some kind as referenced in the Divine Favor and Faith sections, this belief system is important and affects the strength of their divine power. This belief system must be written out and approved by the GM; this belief system must include at least three restrictions, a prayer of some kind, and a holiday.
Alignment
Unless a deity is forgone, you must have at least one alignment matching your deity.
Restrictions
Your three restrictions must be actions which would come up typically such as "engaging with Elves", "cheating or lying", or "cutting your hair". Just like your belief system, these must be approved by the GM. GMs are encouraged to ask for you to change your restrictions if they don't come up enough or come up too often (for example if you attempt to abuse the restrictions system).
For each restriction which is brought up during gameplay and causes disruptions or issues for the player (similar to taking negative traits like Over Aggressive) the character permanently increases their Faith by 1. You can only benefit from this once per restriction (if all three are fulfilled in a session, that's an increase of 3).
Prayer
You must create a prayer of some kind, this prayer can be simple or complex, but so long as the character must stop to perform the prayer - for example, Christian prayers involve kneeling with hands pressed together and pointed to the sky. When performing a prayer you can convert your MP into Faith, for every 2 MP you sacrifice you recover 1 Faith.
Holiday
Select a day or randomly determine a day of the month which will be your belief system's holiday. On this holiday you must perform a certain task to observe the holiday, and if you partake in this holiday you recover an amount of Faith equal to half of your total maximum Faith.
These spells are typically learned by sacrificing Spells you would normally gain from your Occupation or advancement. Some may be granted to you by your deity (if any), although this is rare and usually only occurs to bestow your first Divine spell on you.
MP Cost: 8 | Stamina Cost: 2 | Duration: Instantaneous | Range: 8 square cone
You begin detecting religious worshipers in a cone-sized region, as well as being able to tell whether they are heretics or enemies of your faith. Within this area it doesn't tell you who worships what deity, or whether or not someone is an atheist. Unless you succeed at a Spellcasting check against Mental Defense, you cannot tell who the heretic or enemy of the faith is.
You can spend 2 Faith to double the range of the cone (16 squares) and you are told what the religious beliefs of those in the cone are, it doesn't specify who believes what religion, it instead lists which religions are within the cone.
MP Cost: 12 | Stamina Cost: 8 | Duration: Instantaneous | Range: 6 squares
Against an opponent you know is a heretic of your faith or is an enemy of your faith, you can make a Spellcasting check against their Physical Defense. On a successful hit the opponent takes 4d6 + Secondary Attribute in Smiting damage and the target of the spell is afflicted with Fear at Low Intensity and Illness at Low Intensity if they take Hit Point damage.
You can spend 1 Faith to instead deal 6d6 + Primary Attribute in damage.
MP Cost: 5 | Stamina Cost: 5 | Duration: Instantaneous | Range: Touched corpse
You channel the divine within a corpse; either protecting it against the horrors of undeath, or tainting it with unholy energy so it cannot be recovered.
Sanctify is the holier and more accepted use of this ability. After using Sanctify, roll a Spellcasting check. In order to raise the touched corpse from the dead the caster must succeed at a DC 10 + (your Spellcasting result) Spellcasting check of their own else the corpse refuses to rise, and the caster attempting to raise the corpse takes 2d4 points of Damnation damage for attempting to do so. 1 Faith can be spent to increase the damage by 4d4 or increase the DC by 10.
Desecrate is much more gruesome and looked down upon using it, especially in civilized societies. Doing so causes the body to melt into a pile of bubbling gore and sinew, the remains of the corpse being completely destroyed. This prevents not only raising someone as an undead, but also any chance at revival they may have from higher level magic without the influence of one's deity.
MP Cost: 4 | Stamina Cost: 5 | Duration: Instantaneous | Range: Touched target
In order to use this you must touch a target who is either willing or otherwise helpless. After touching them the radiance of your divine power shines bright as you absolve the target of sins they've committed against your particular religion. The sins are up to the GM typically however faiths such as Catholicism, Islam, Buddhism, Pagans, and so on have both major and minor sins, some may be universal (such as sins of murder or sins of sexual violence) while others are more faith-specific.
After Minor Sins are absolved, you're inflicted with Illness at Moderate Intensity for 1 hour as well as taking 1 point of nonlethal damage. Multiple uses of absolving Minor Sins does not increase the Illness intensity but instead resets the duration. The target touched receives additional spiritual clarity, healing 2d6 Resolve and 1d4 Sanity.
After Major Sins are absolved, you're inflicted with Illness at Severe Intensity for 5 hours as well as taking 4 points of nonlethal damage. Multiple uses of absolving Major Sins does not increase the Illness Intensity but instead resets the duration. The target touched receives additional spiritual clarity, healing 3d8 Resolve and 2d6 Sanity. Once per day you recover 1 Faith for performing this act.
Nonlethal damage from this spell bypasses armor.
MP Cost: 8 | Stamina Cost: 4 | Duration: 2d4 plus 1 round per Primary Attribute | Range: Self
Channeling righteous fury through yourself in order to slay those who would dare show themselves as enemies and heretics of your faith, you radiate a glow of divine energy. You deal 2d6 Smiting damage with weapons, and a +2 attack bonus with weapons you wield. If the opponent is an enemy of your faith or a heretic you instead deal 2d4 Damnation damage and your attack bonus granted is +5 instead.
You can spend 1 Faith to increase the amount of Smiting damage you deal by 2d6. Additional points can be spent, each time increasing by 2d6.
MP Cost: 6 | Stamina Cost: 2 | Duration: Instantaneous | Range: Self
When cast you heal 1d8 + Primary Attribute amount of Hit Points, and in addition you reduce the intensity of any status conditions currently afflicting you by one step.
You can spend 4 Faith to cast this spell outside of your own turn.
MP Cost: 25 | Stamina Cost: 6 | Duration: Instantaneous | Range: 6 squares
A prayer first recorded in the Codex Gigas before the page containing the prayer was removed, the spell only being shared to a select few individuals. This spell involves a prayer in which you ask for Satan to enact vengeance on an enemy within the spell's range. Roll a Spellcasting check against the opponent's Mental Defense, and on a successful hit the opponent takes 1d12 points of Unholy Damnation damage and they are inflicted with Staggered at Low Intensity for 1d4+1 rounds.
Additional MP can be invested into this spell (in 10 MP increments) and for each 10 additional MP invested, another target can be chosen for the spell (to a maximum amount of targets equal to your Secondary Attribute), the same target cannot be chosen twice for this spell.
MP Cost: 10 | Stamina Cost: 4 | Duration: Instantaneous | Range: 6 square radius
In a 6 square radius centered on yourself, everyone within this radius receives a +4 bonus to Mental Defense (this bonus is doubled against fear effects) and everyone within the radius suffering from the Fear status effect reduce the effect by 1 step (from Severe to Moderate, Moderate to Low, and finally Low to being negated).
You can spend 2 Faith to completely negate all fear effects rather than reduce them by 1 step.
MP Cost: 12 | Stamina Cost: 4 | Duration: Instantaneous | Range: 6 squares
Choose a target within 6 squares of you, and by extending your hand and rapidly clenching your fist you force a mass of energy into one of their kidneys. On a successful Spellcasting check versus their Bodily Defense, the opponent's kidney is damaged and they take 1d4 Unholy Damnation damage and are afflicted with Bleed at Low Intensity.
You can spend 4 Faith to deal 3d4 Unholy Damnation damage instead, and afflicts the opponent with Bleed at Severe Intensity.
MP Cost: 8 | Stamina Cost: 2 | Duration: Instantaneous | Range: 3 square cone
In a 6 square cone you make a Spellcasting check against the Bodily Defense of anyone caught within the cone, and those hit who are below their maximum Hit Points take 1 Unholy Damnation damage for 1d6+1 rounds thereafter. Opponents who are affected by this spell are unable to be affected by healing magic for the duration, and status effects currently affecting them cannot be recovered until the duration of Festering Wounds is over.
You can spend 2 Faith to increase the duration to 2d4+1 rounds.