Deific Blessings
“The Gods? Well, they aren’t gods, per se. More like… Deific spirits with domains spanning across the multiverse. They’re what allow mages to harness their magic, you know. Well, at least without exploding. Usually… Worship makes them stronger, or their influence in a reality stronger, I suppose. It makes a mage stronger too. We give them our attention, they might return it. Who do I work with? Well…”
- Taylor Featherstep
A deity's blessing can mean everything to a mage. It runs through them, twisting and intertwining with their mana. Worshiping a god gives a mage insight into the grandness of the multiverse, the wonders of the whole of magic, and a way to find their purpose within it all.
A mage gains their first worship level at level 2 and will gain another every four levels afterward.
Worship level
Blessing
1: The mage gains 1 additional mana dice and an extra amount of mana points equal to their character level
2: Once per day, the mage may learn how to cast one spell they cannot normally cast. They have access to this spell until the day ends
3: Once per day, the mage gains the knowledge and history of any object they can touch for the length of a ritual cast (Usually 10 minutes)
4: Worship level times per day, the mage can instant cast a spell within their spellbook. They still must expand the total spell cost in mana points.
5: Once per day, the mage can choose an ability from another deity that’s equal to four less than their total worship level. They have access to this ability until the end of the day.
Worship level
Blessing
1: The mage gains 1 additional hit dice and an extra amount of hit points equal to their character level
2: Once per day equal to worship level, a mage may take advantage on physical skill checks
3: You are able to sense the patron deific spirit of anyone you can perceive for more than 10 minutes
4: Every day you may instantly move a number of squares equal to your worship level. You don’t have to use all of these at once.
5: You can create a loyalty oath with a number of people equal to your worship level. You will instantly be made aware if they are in danger or dead.
Worship level
Blessing
1: The mage gains resistance to poison and disease damage and can recognize any poison they ingest instantly or any disease they come into contact with
2: Any time the mage heals themself or others, you may expend a magic die to heal an additional equivalent die plus the mages worship level
3: The mage can expend a hit die to add an equivilent inspiration on any Intelligence or Acuity check used to identify how to find information or identify an object or creature presented to them.
4: The mage can recognize when a member of their Kajan (chosen family) is in distress.
5: Anytime the mage creates a new tool to solve a problem, they gain an inspiration
Worship level
Blessing
1: The Mage gains advantage in any check made in the effort of diplomacy or initiating conflict, whether this be in or out of battle
2: The mage gains advantage on initiative checks and can spend hit dice to add an equivalent roll to their total initiative bonus
3: The mage gains advantage on any proficient check made on a target within five feet of an ally.
4: The mage is able to connect to another party member’s familiar, allowing them to communicate with the familiar as if their own, but not able to channel spellcraft through them
5: When an enemy deals damage to a party member, the mage can use a reaction and a hit die, allowing them to make an attack against the creature so long as it's in range for a weapon attack
Worship level
Blessing
1: For every two levels of exhaustion a mage takes, they only suffer the effect of one. This rounds down.
2: The mage is able to cast one exhaustion level from themselves to another creature they can touch as a secondary action
3: The Mage gains advantage on any spell targeting themself
4: The mage gains inspiration from working on an art piece for more than ten minutes
5: The mage can sacrifice an amount of gold or food to demand of the gods a boon, which they will answer with effort equivalent to the sacrifice
Worship level
Blessing
1: The mage can see and perceive reapers and psychopomps, able to interact and recognize their burdens (those they are soon meant to guide to the afterlife)
2: When performing a crafting or job skill, the mage is able to do so in half the speed.
3: The mage is able to sense the thing that a creature most regrets losing
4: When the mage completes physical labor, they have a chance to find a monetary equivalent to their work in their pouch (D100 roll)
5: The mage, in a state of true distress, can sence the object that will be their solution. If they're starving, they'll know where to get food. Dehydrated, they'll find water, about to face a deadly foe they can't seem to escape, a way out, almost like a sixth sense for survival necessities.
Worship level
Blessing
1: The mage can instantly appraise an item for its worth in credits, though not for any special abilities that might increase that worth or deflate it.
2: Upon sacrificing an item or amount of credits worth more than 100 credits, the mage is able to gain one boon at random from the worship abilities list for the rest of the day.
3: The mage gains advantage on insight checks against being conned and advantage on deception checks in order to succeed a con
4: The mage has a chance (d100 roll) to gain inspiration when they earn money
5: The mage is able to smell wealth, much like a dragon. They can smell whether an item is cursed, is blessed, or anything of the sort and how that affects the cost. They are able to smell if something is worth their hoard.
Worship level
Blessing
1: The mage gains the ability to sense if an oath made to them is broken or dishonest
2: The mage is able to detect hostility in any creature it can see and what that hostility is targeted towards
3: The mage is able to expend a hit die to provide inspiration to any allied creature no matter where they are or where the ally is, and they can sense a call for help from any allied creature
4: The mage gains advantage on any persuasion checks made using logos, or logical factual argument.
5: The mage can sense the loyalty of a creature and where it is directed, though not any reasons for it or what would break it.
Worship level
Blessing
1: The mage can instantly identify a cursed person, place, or thing.
2: The Mage is able to contact the Mad God through their own will during their dreams or through meditation
3: The Mage can take a minor curse at any time to cut a curse or damage spell cost in half
4: The mage can take a minor curse from any time to inflict a minor curse on a target
5: The mage can see the true horror of their god, understanding madness without falling from the depths of sanity. They know at day’s end that they will fall into the darkest void of Shii’s realm when they pass on, and become part of what rules along side him. They gain the major curse “He who has seen Madness” without taking an acuity debuff.
Worship level
Blessing
1: If the mage is in the presence of a person for over ten minutes, they can sense that person’s strongest desire
2: When a creature rolls any acuity check against the mage, they gain disadvantage.
3: When the mage rolls a check against a target’s acuity, they gain advantage
4: The mage is resistant to siren song and similar magical means of controlling
5: The mage is able to use siren song by using a mana die and adding it to a performance roll
Worship level
Blessing
1: The mage is able to sense criminality in anyone they’ve been able to perceive for more than ten minutes
2: The mage gains advantage on any knowledge check attempting to discern a rule within a law or code they are aware exists whether this be a country’s law code or a single fighter’s personal code of ethics.
3: The Mage is unable to gain disadvantage with crafting supplies of any kind
4: The mage gains advantage with any skill that requires use of an item they have made themselves
5: The mage is able to cleanse a criminal of their crime in the eyes of the god by having them act as an indentured apprentice to the mage.
Worship level
Blessing
1: The mage can expend a magic die at any time as if it were an inspiration die given to themself
2: The mage is able to choose to take an average on a die roll instead of rolling once per day equal to their worship level for Saf
3: The mage is able to discern their standing with a creature on a scale from hostile to benevolent simply by perceiving the creature
4: The mage is able to sense imbalances in one’s being that may result in negative health impacts socially, physically, and mentally
5: The mage can correct imbalances in themselves through meditation, able to restore their health or remove minor curses and blessings simply by meditating with a symbol of Saf.
Worship level
Blessing
1: The mage gains advantage on any presence check made with honesty and advantage on sensing deception (through insight)
2: The Mage can expend a hit die to provide “A gift of Charity” to a willing target. This gift provides a level of inspiration equivalent to the die roll to the target as well as advantage on any rolls the target makes with the intent to act in greater good.
3: The mage can sense if anything written is factual
4: The mage can expend an amount of health or mana points to gift them to another
5: The mage can expend a hit die to restore another's health or mana an equivalent amount, as well as restore a minor curse
Worship level
Blessing
1: The mage can see and interact with the spirits of those who refuse to pass on, geists, and ghouls.
2: The mage is able to sense the cause of death of any corpse they can perceive after 10 minutes
3: The Mage can expend a mana die at any time to gain advantage on any check related to finding an item important to their goal or a navigation check.
4: The mage is immune to the call of the dead, such as Banshee screeches and the whispers of the wind
5: The mage gains inspiration while guiding a sapient to safety or a goal
Worship level
Blessing
1: The mage can at any time sacrifice a number of hit points, magic points, or credits to ask the god a direct question as if paying for the god’s knowledge and foresight.
2: The Mage at random may have visions of the most likely future.
3: The Mage is able to use mana dice to recover magic outside of combat through prayer
4: The mage gains advantage on any checks against someone who's eaten something they've provided for the target for 10 minutes
5: The mage can access the Rose-Gold Tavern and Inn at any time outside of combat by meditating for ten minutes
Worship level
Blessing
1: The mage cannot gain disadvantage on stealth checks
2: The mage cannot gain disadvantage on deception checks
3: The Mage cannot gain disadvantage on sleight of hand checks
4: The mage gains advantage on any presence check made without sound
5: The mage is able to access Soven’s tounge, a language for tricksters, theives, and rogues of all kinds. They speak it with a proficiency level equivalent to their worship level in Soven. Free points cannot be used to boost or access this proficiency.
Worship level
Blessing
1: A number of times equal to the worship level invested in Lillan per day, when the mage gives a buff to your allies, they also gain that buff for themself up to and including healing effects, advantages, and boons
2: The Mage gains the ability to use their hit dice to heal any target they can touch as a bonus action
3: The Mage can gain advantage when using a supporter skill a number of times equal to their worship level invested in Lillan per day.
4: The Mage is able to use their mana dice to apply inspiration to a target of any supporter skill, buff, heal, or boon.
5: The mage gains inspiration when giving a boon or blessing to another creature. This ability does not stack. It can only grant one inspiration at a time.
Worship level
Blessing
1: The mage cannot gain disadvantage on attack checks with proficient martial weapons
2: A number of times per day equal to Arktos Worship level, the mage is able to reroll a strength check. This must be declared before the result of the check is revealed.
3: The mage is able to add their hit dice to any strength or attack check they make. If they succeed this check, they also gain a damage die equal to this hit die. It deals their elemental core damage.
4: The mage is able to access one combat ability an extra time per day
5: The mage is able to sacrifice a number of hit points to deal extra damage on an attack
Worship level
Blessing
1: The mage cannot gain disadvantage on performance checks
2: The mage can expend a hit die to make a discovery about the world equivalent in importance to them and the moment to the roll
3: The mage can expend a mana die to give themselves or an ally creative inspiration equivalent to the die on any roll
4: The mage gains inspiration when they discover a new interest
5: The mage gains advantage when attempting a new skill
Worship level
Blessing
1: The mage can learn new spells in half the time
2: The mage can use books as a teacher for skills, languages, and other proficiencies.
3: The mage gains advantage on one check of choice related to the last book they’ve read.
4: The mage is able to gain inspiration by learning something new
5: The mage can expend a mana die to learn something new. This revelation’s importance depends on the roll.