Editing FANGS: Appendix D - Priest

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For the GM, we recommend all the initial Presences will start out with varying amounts of PW, ranging from 800 to 2000 points, which will be unknown to the players. A Presence can grant spells up to the circle of their PW divided by 200. Thus, a Presence with a PW of 1000 can grant spells up to the Fifth Circle. The more points a Presence has, the more spells can be granted to priests of the Presence at higher PW sacrifice levels. This encourages the priests to go out and "convert" new followers for a particular Presence. A Presence whose priests can resurrect would probably have to have over 2000 PW points, meaning the priests will have to do some recruiting.  
 
For the GM, we recommend all the initial Presences will start out with varying amounts of PW, ranging from 800 to 2000 points, which will be unknown to the players. A Presence can grant spells up to the circle of their PW divided by 200. Thus, a Presence with a PW of 1000 can grant spells up to the Fifth Circle. The more points a Presence has, the more spells can be granted to priests of the Presence at higher PW sacrifice levels. This encourages the priests to go out and "convert" new followers for a particular Presence. A Presence whose priests can resurrect would probably have to have over 2000 PW points, meaning the priests will have to do some recruiting.  
  
==Magic Resistance ==
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Which came first, the problem or the solution? Lucilky it doesn't matter.
 
 
Technically, living beings resist Priest Magic as they do Wizard Magic, however, it is against the Presence's PW, so for practical purposes, Priest Magic cannot be resisted except with a critical Resistance roll. Even this doesn't work if the GM rolls a critical (assuming a 25 Skill level) for the Presence.  
 
  
 
==Alvatia Priest Magic ==
 
==Alvatia Priest Magic ==
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Priests, in particular those of St. Carmund, claim to be the most vowed enemies of those suspected of Necromancy. However, as many high circle spells and rituals of the priesthood edge against Necromancy (in particular the 13th circle spell of ressurection) many priests find that they the difference between their magic and that of the Necromancer to be quite narrow.  
 
Priests, in particular those of St. Carmund, claim to be the most vowed enemies of those suspected of Necromancy. However, as many high circle spells and rituals of the priesthood edge against Necromancy (in particular the 13th circle spell of ressurection) many priests find that they the difference between their magic and that of the Necromancer to be quite narrow.  
  
==Priest Magic Inspirations ==
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That inisght would have saved us a lot of effort early on.
 
 
My inspirations for this priest magic system come from a variety of sources: from SF&F fiction, from some paper role-playing systems, and from books on various rituals that I have among pagan sources.
 
 
 
'''Fiction Inspirations'''
 
 
 
The inspiration for the '''style and feel''' of the priest magic system is <em>Paksenarion</em> series by Elizabeth Moon and in particular a prequel called <i>Surrender None; The Legacy of Gird</i>. What is unique is how the author has used Saints in a D&D'ish world rather than pagan gods. In fact, I use the storyline of the prequel story of St. Gird almost verbatim as the story of St. Rhys.
 
 
 
I also find the rituals of the <em>Deryni</em> series by Katherine Kurtz very powerful, and fit in well with the Paksenarrion style as it also refers to saints. In particular, the ritual in <em>Deryni Rising</em> for investing the king's power, and the rituals for dedicating a bishop in St. Camber to be useful. I also find the use of invoking the archangels (Gabriel, Michael, Rapheal, and Uriel) as aspects of the four elements in a pagan style ritual appealing, as well as the use of latin. There is a wonderful book called <em>Deryni Magic</em> that details much about the magic system, though I don't use the psionics part.
 
 
 
As inspiration for the two-sides of St. Eva is a SF novel <em>Wrapt in Crystal by Shinn</em> in which there are two drastically different convents, one that celebrates the brighter sides of life, the other nurtures the seedier side of life.
 
 
 
The ideas around "templing" of gods comes from <em>God Stalk</em> by P.C. Hodgell, which opens on the 'Feast of the Dead Gods' in which all the small gods of the world walk around free (sort of a halloween <img width=15 height=15 src="D.%20FANGS%20Priest%20Magic_files/image001.gif" alt=wink>
 
 
 
'''Role-Playing Game Inspirations'''
 
 
 
Probably the biggest influence among RPGs is from RuneQuest? and how they handle cults. In runequest you "sacrifice" POW to become an initiate of a cult, and that gives you the ability to get the cult to teach you minor magics. You can later qualify to become a rune priest, and then have access to higher magics.
 
 
 
'''Pagan Inspirations'''
 
 
 
I've been fascinated when reading through a number of pagan books about how Christianity has co-opted a number of pagan rituals and practices. I have attempted to do do more of the same, turning interesting pagan ideas into pseudo-saint/angel references.  
 
  
 
==Advance FANGS Notes on Priest Magic ==
 
==Advance FANGS Notes on Priest Magic ==
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Absences are rumored to be corrupt Presences that refused to fade away as their PW was reduced to nothing, and instead, have become negative PW entities and antithetical to all things that have PW. One thing is known, the Absences appetites can only grow, or they die. Thus binding or templing an Absence will eventually kill it, as they have no way to grow. This creates a paradoxical problem for inner circle Priests -- in order to destroy Absences they must learn skills similar to that Sorcery that they abhor.  
 
Absences are rumored to be corrupt Presences that refused to fade away as their PW was reduced to nothing, and instead, have become negative PW entities and antithetical to all things that have PW. One thing is known, the Absences appetites can only grow, or they die. Thus binding or templing an Absence will eventually kill it, as they have no way to grow. This creates a paradoxical problem for inner circle Priests -- in order to destroy Absences they must learn skills similar to that Sorcery that they abhor.  
  
==Other Alvatian Magics==
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I see, I spuospe that would have to be the case.
 
 
Deep in the woods, among hermits and seldom-visited farmers, there are still some few who follow the "Way of the Path". This is a shamanistic tradition inherited from the original inhabitants of the land; followers of the Path can be maddeningly vague and ethereal when dispensing wisdom. These mystics do not have any organization; local peasants might call them "Wise Women" or men, "hermits", "crazies" or other ignorant names. There are a few strange folk deep in some mountain valleys, speaking a different language; these may be the source of this lore. (Actually, I see the shamanistic traditions coming from the original peoples of the islands, which have some survivors in the deep valleys of the mountains, and some descendents in serfdom.)
 
 
 
The "Old Magic" or "hedge magic" is commonest among the peasantry; it is a non-literate, non-academic, unorganized system. The details of Old Magic vary from place to place, and are enmeshed in local custom and superstition; it is sometimes confused with the "Way of the Path" (as the Meldunic people have no fixed name for either). Much of its emphasis is on protection and healing. The Old Magic also includes much herb lore and other "folk remedies." Folk who practice this are looked down on as "rustic," or even (at times and places) condemned as heretics possessing the "Evil Eye;" the church of Saint Carmund is particularly active in this. Practitioners are known as witches, warlocks, or just "wise" women or men.
 

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