Hi all,
This is my first post at the Fantasy Hero forums... I've been trying to implement a different structure for 'Spiritual/Religious Magic' in my Fantasy Hero campaign. My complaint with the 'stock system' in the books is that it never really seperates itself from arcane spellcasting. Keep in mind, I'm still using the 4th edition books (*sob* I haven't been able to update the FH portion of my Hero collection yet...), so if this has already been handle by new 5th edition rules, sorry.
(and I'll apologize about the length now...sorry)
To me, the power a priest/druid/shaman/etc wields is bestowed upon them from their faith and their relationship with their deity. That relationship (as in the real world) is a dynamic, personal interaction. Given that in a fantasy setting, deities (in most) have material consequences, manipulations, interdictions, etc... the relationship with with one's faith should be less abstract. Praying and worship is done by anyone who follows a deity. A religions clergy however, have to have other duties that set them apart from the masses. Otherwise, anyone who prays at a temple, church, etc. would be able to cast religious spells.
For me, priests speak directly to servants and avatars of the deity. Or maybe even the deity itself. The relationship is direct.... tangible. So I've tried to structure religious magic around this concept.
What I've done is use a Contact Perk with the deity and its minions, and Favor points with the deity. These favor points are used when the priest wants some form of intervention from the deity (like a bless, lightning bolt, etc... whatever fits the deity's tenets and description... the veritable praying for victory). Or the favor points are used when the deity bestows a 'gift' upon the priest (i.e. a token that summonons a minion, a relic or artifact, or an ability like a permanent speak with animals).
Favor points are regained (as part of the character's experience) for furthering the tenets of the deity, rituals, etc... So if a priest gets lazy, or negligent, has a crisis of faith... they'll fall out of favor with the deity (literally), and lose their favor points. They can only gain them back with some form of atonement.
This puts more work on me as the GM having to come up with new tests of faith, avatar personalities, etc.. It puts more on the player by actually having them roleplay out their faith, and all of the relationships, sacrifices, etc that go with it. But it makes playing clerics much more dynamic...
Any ideas or problems with this idea? Anything like this covered in the 5th edition? I'm looking for feedback so I can cement the ideas, or go back to the drawing board...
Thanks in advance,
CW