This is the second of three major classes related to my non-vancian magic system. Please see the introduction piece for a thorough description of how the system works.
Minimum score: Cha 16
10% XP bonus: Cha 18+
Concentration, Craft, Decipher Script, Knowledge (Religion), Knowledge (Planes), Profession, Speak Language, Spellcraft
Table: The Called One
|Level||BAB||Fort||Ref||Will||Special||Max Spell points:|
2 at first level, plus one additional every 5 levels above first.
Weapon and Armor proficiencies:
Called Ones begin with two weapon proficiencies. A new weapon proficiency is gained for every four levels above 1st. The proficiencies may be selected from the following list: bola, bo stick, club, flail, godentag, jo stick, hammer, mace, maul, morningstar, quarterstaff, sling, staff sling.
Called Ones are proficient with any armor and shields.
Unlike Arcanists, who recognize patterns in the universe and exploit them to create magical effects, the Called are individuals specifically chosen by a supernatural power (either a god or an agent of a god) for a special task on the Material Plane. The Called are themselves aware of their particular mission, but often it is to spread the knowledge of their deity and increase the number of worshippers (meaning that the player is allowed to determine their own divine mission, which once chosen cannot be changed).
When a Called One casts a spell, it is not so much the Called him/herself manipulating the thaumflow, but the supernatural entity assigned to the Called One which does the manipulating. The Maximum Spell Points given on the table above indicate the maximum number of SP that the supernatural entity attached to the Called One (hereafter called the Guardian Angel or Angel) will allow in any one casting. The number of castings per day is unlimited so long as the Called One is directly acting to accomplish their mission. If the Called One wishes to cast a spell not directly pertaining to the mission, the Angel will allow a number of spells per day equal to the Called One’s level plus Charisma Modifier.
There are 4 “Realms” which comprise the Called’s spell bases:
- Blessing – aid for those who the Called wishes to bring into the fold
- Bane – curses against those who oppose their deity’s agenda
- Creation – Bringing material objects into existence
- Destruction – Removing material objects from existence.
Base effects for each Realm:
- +1 to attack or damage for 1 round – 1 SP
- Cure subject of natural disease – 3 SP
- Restore 1d6 HP – 1 SP
- -1 to attack or damage for 1 round – 1 SP
- Cause natural disease – 3 SP
- Create food for one meal for 1 person – 1 SP
- Advance 1 lb plant by 1 season – 1 SP
- Create 1 gallon water in held container – 1 SP
- Restores deceased 1 HD creature to life – 10 SP
- Remove 1 cu. ft. of inert material from existence – 1 SP
- Inflict 1d6 HP loss on touched target – 1 SP
- Raise corpse as 1 HD undead – 5 SP
Any spell which a Called One casts through his guardian angel will be tied to one of these four Realms, and may not combine realms.
A Called One may possess or create for themselves a symbol which assists in the channeling of thaum from the Angel to the material world. Such a symbol will either be an image of the deity itself, or a part thereof, or else a stylized representation of a key portion of the deity’s theology. The purpose of the benefit of the divine focus is to make more clear to unbelievers who is responsible for the power that they witness. There are four classes of divine focus, which provide increasing benefit to the Called One who wields it:
|Humble||10 gp||+2 SP per spell|
|Righteous||100 gp||+4 SP per spell|
|Mighty||1000 gp||+8 SP per spell|
|Exalted||10,000 gp||+16 SP per spell|
Benefit: A divine focus increases the maximum SP available to the Called One per spell.
The Called is invested at various levels with the authority to conduct certain ceremonies on behalf of the calling power. The format of the individual ceremonies varies greatly between religions, but lasts at least an hour and involves many symbolic elements, whether physical objects, actions, or invocations.
- Ceremony 1:Burial, Induction
The induction ceremony “claims” a soul for the deity and opens access to the deity’s particular afterlife for the individual. Spells cast by Called Ones of the same deity as the Inducted person belongs to are cast at a 20% SP discount. Receiving a second induction from a different deity invalidates the previous induction, and will mark that person as a traitor to the Called Ones and priests of the original deity.
The burial ceremony (usually) places the soul of a deceased person to rest, opening the way into the afterlife for the soul, and preventing the recently deceased from rising as undead. This may be performed on any dead person, not just those who follow the same deity as the Called One. An emergency burial may be performed in one minute given a grave is already provided.
- Ceremony 2: Marriage, Investment
Married individual enjoy several blessings in relation to both their relationship and the production of offspring. +2 Morale bonus to attacks, damage, and skill checks while the spouse is within 30 ft, +4 to attacks and damage when the spouse is in mortal danger, +20% to fertility checks.
Invested priests may participate in religious ceremonies and are blessed with the power to perform some simple magic and ritual magic dedicated to the deity. Priests may perform induction, burial, and marriage ceremonies, as well as lead ordinary worship services, offer standard sacrifices, and hold revival services to encourage more worshipers to join.
- Ceremony 3: Excommunicate, Consecrate
Inducted followers who deviate greatly from the teachings/laws of the calling deity may be excommunicated by the Called of the same deity, whether in person or not. This ceremony strips the offending individual of any blessings currently ongoing, and marks forever that soul as one who is cursed. This mark is visible to all Called Ones and Priests, and may only be removed by an Atonement ceremony.
Holy ground or buildings may be consecrated by a Called One. From that point on, as long as the site is maintained, any dead buried in the consecrated ground/building are immune to spontaneous undead generation. Blessings cast and ceremonies performed on consecrated ground by followers of the same deity receive bonuses.
- Ceremony 4: Atonement, Imprecate
Atonement will restore an excommunicated individual (of any religion) into the good graces of the deity (and church) the Called One serves.
Imprecate will call down the wrath of the divine upon any individual, typically leaders of groups directly opposed to the mission of the church or deity served by the Called One.
- Ceremony 5: Anoint, Desolate
Anoint is the ceremony whereby sovereigns of nations or heads of churches are installed in their offices, granting blessings to the rulers as long as they support the deity which installed them.
Desolate calls a curse upon an entire nation or region for their defiance of the deity confirming the desolation ceremony. Effects may vary widely.
A Called One may spend at least a minute in prayer to ask for intercession in an urgent matter to the Called. The prayer may be accompanied by any number of rituals (including sacrifices, relics, and any other manner of thing depending on the deity being prayed to) for increased effect/likelihood of intervention. Things typically in the purview of a Prayer are blessings for a large number of people (such as an army before a critical battle), good weather for abundant crop production, or other wide-ranging but numerically small boons.
The Called One may request some form of miraculous event from his deity. Such things may be creation of large amounts of material, forestalling or causing natural events, or other signs and wonders. Final result left to the discretion of the DM. Typical miracles might include the destruction/rout of a military enemy, the creation of enough food to support a nation in time of famine, a particularly showy event to convince undecideds to follow a particular deity.
The Called One may receive an immutable vision of the future (typically far in the future). Most will be compelled to record the vision for future generations. Sometimes the vision is of the deity itself imparting knowledge for a particularly important upcoming event, or for the encouragement of the Called One.
Once per week the Called One may ask his deity for some direct intervention on the part of himself or another which is not technically directly involved in the Mission the Called One received. (effects similar to a small Miracle or a larger Prayer)
The Called One has gained the highest honor from the deity who called him. He may now perform at will any minor miracle (any miracle that would have a minor effect on a large number of people, or a profound effect on one person that does not defy existing natural patterns).