TEXT: 6b. Divine Magic
  Revolution D100 ver 1.0 – 15-Oct-2016. The following text is designated as Open Game Content.
  In Fantasy stories, worshippers of deities can call upon their god or goddess in times of need. This is represented by 
  powers known as Divine Blessings. These powers are similar to spells, and can be treated as such when compared 
  against Arcane Magic, but work in a slightly different manner, as each Blessing can be used only once after requesting it
  from the deity at a holy site. Many Blessings have similar effects as Arcane spells, but are often more powerful than 
  their Arcane equivalent to compensate their one-shot nature. In general, a worshipper is more powerful than a magic 
  user in the specific domain tied to his or her deity, but has little power outside this specific area.
  In some settings, worshippers can also use simple “utility” spells called Cantrips which are the equivalent of inferior 
  version of arcane spells. Some religions based mainly on mysticism or spirit worship might lack Blessings and provide 
  only Cantrips.
  Assuming you are not using a setting supplement, it is up to the Narrator to determine what kind of powers, Cantrips or 
  Blessings or both, each religion in your game world will provide. The last section of this sub-chapter includes some 
  sample cults that use all of these approaches. 
  Cosmological and social context
  Divine Magic is much more dependant on the context of your game world than other Power Systems. Both the game 
  world cosmology and the mundane hierarchies to which the worshipper belongs have a strong influence on the ways he 
  or she does magic.
  Cosmology
  The cosmology of your game world has a strong influence on Divine Magic. Where do the gods live? Is it a specific 
  place in the material universe or do they dwell on another plane of existence? Is this the same world where spirits, and 
  other entities that the heroes can meet as opponents, dwell? Can the Player Characters visit such a place?
  Answering these questions in a precise way is not within the scope of a rulebook. From now on, we will assume that 
  deities and other non-mundane entities exist in a separate plane of existence called the “otherworld”, with which Player 
  Characters can get in contact through worship and/or through summoning Rituals. All other details must necessarily 
  vary with the setting, and in most game universes the otherworld will be much more complex than this and include 
  several planes of existence and specific realms for the major deities.
  Cults and hierarchies
  In your game, magicians, psychics and mad scientists may well be loners who develop their arts in isolation, but it is 
  hard to think of a cleric who is not an active part of a religious organisation. We will call this kind of organisation a cult,
  but this term does not imply the negative connotations that the word “cult” has assumed in contemporary society. A cult,
  in this book, is just a form of organised religion.
  Apart from some mechanical details related to requirements and benefits, we will not provide a detailed treatment of 
  religious cult membership. This is not because this aspect is not important, but rather because general rules might not be
  adequate to the level of detail required. While there are some similarities between being a Shaolin monk and a 
  Scandinavian godi who worships Thor, the differences are so deep that it is better to detail the two careers and the 
  powers and responsibilities that they carry in the appropriate section of a specific supplement and not in the core rules. 
  You can use the short notes accompanying the sample cults as guidelines for developing your own cults.
  Cantrips
  Cantrips are quick magic tricks derived from Divine powers that low-level worshippers can use. A worshipper who has 
  learned a Cantrip knows how to partake of a small fraction of his or her deity's power, without calling on the deity 
  directly. The effect of the power is reduced accordingly, being only a shadow of what the direct intervention of the deity
  can bring forth. In this sense, Cantrips are a lesser form of magic created for everyday use.
  Any Divine power listed with a fixed numeric value for Might, or with the * range of values, can be used as a Cantrip. A
  Cantrip is a Trait used in conjunction with the Concentration skill, and thus it is learned as any Trait, and uses up a 
  Concentration slot. In case of variable Might, the Cantrip can be used with a Might of 1 to 4, but never beyond 4. Note 
  that the numeric value may still be followed by a * in the power description, meaning that the actual Might value can be
  further increased when the power is used as an Arcane Spell or full Divine Blessing, but never as a Cantrip.
  
  Cantrip attributes
  Might for Cantrips is determined by the Might specified in the power description, or by the Might you choose when you
  cast the spell for variable Might Cantrips. The maximum number of targets for a Cantrip is 1, and the power definition 
  specifies whether the caster must Overcome the target in a Conflict for the power to work, as usual.
  Those Cantrips that are not limited to touch range can be used at Short range only. The exact distance is equal to the 
  caster's Concentration skill in metres.
  Using Cantrips
  In order to use a Cantrip, a character spends one Concentration action and one Life Point per Might point of the spell, 
  up to four Concentration Actions and four Life Points for the most powerful effects. A variable-Might Cantrip can be 
  cast at a reduced Might to save time and stamina, but a fixed Might spell always require the full expenditure to work. 
  The activation roll for the power is on Concentration with the Cantrip Trait itself, and when the Cantrip has the 
  Overcome attribute you should use the standard procedure for Overcoming an unwilling target.
  Duration of Cantrips
  Cantrips can be pre-activated in Adventure Time, but their duration cannot be extended beyond Combat Time, so all 
  Cantrips expire after a Conflict or Combat. Given their petty nature, Cantrips cannot normally be activated with 
  extended duration, or benefit of the enhanced attributes granted by Ritual casting. 
  As for other powers, the number of Cantrips your character can pre-activate depends on a character's Channelling. 
  Unlike Arcane spells, each pre-activated Cantrip uses up a number of Channelling points equal to its Might. 
  Channelling for worshippers is not always equal to 10% of the Concentration Skill. Consult the specific instructions for 
  your religion, or the section about Channelling and Holiness below.
  Availability of Cantrips
  As this kind of "everyday spell" is not suited to settings where magic is rare and reserved to dedicated characters, not all
  settings will have Cantrips. Some worlds allow only the advanced version of Divine Magic, while others permit magic 
  use in everyday life and then encourage the knowledge of Cantrips. In any case, if Cantrips are in use, a Divine 
  Magician will probably use them as utility spells and reserve Blessings for special occasions.
  Many magical creatures know one or more Cantrips that they use in combat. If your game world does not allow 
  Cantrips for characters, the Narrator is free to remove them from opponents, or to keep them as an ability denied to 
  mundane creatures but not to the denizens of other planes of existence. Animal or spirit companions of Divine 
  Magicians can and should know Cantrips if appropriate to the setting.
  Measuring your Faith
  A worshipper's belief is what powers Blessings. A character’s belief in a philosophy or in transcendent entity is 
  measured by what we will call Allegiance. The mechanics for Divine Magic presented here is only one of the possible 
  variations you can use, and future supplements will include more detailed and varied Divine Magic systems. However, 
  we recommend that all sub-systems for Divine Magic be based on the concept of Allegiance, in order to give the player 
  an objective measure of how well the character is progressing in the path of worship, and linking his or her power to 
  this factor. 
  Allegiance
  Allegiance is a percentile score that measures how deeply your character is committed to his or her faith. The exact 
  name you record on the character sheet usually specifies the nature of worship and the entity, pantheon or philosophy 
  followed. Examples are "Priestess of Ishtar", "Worshipper of Odin", "Practitioner of the Unspeakable Arts", and so on.
  You may be called to roll under your Allegiance on percentile dice, but this will happen less frequently than it does with
  the Concentration Skill in other Power Systems. In any case, your Allegiance score will determine the rough power you 
  can call upon when you invoke your god.
  Starting Allegiance
  A starting character has 1d6% Allegiance to the deity he or she worships, which means that your character is aware that 
  the deity exists. The chosen profession or the free skill points can increase this value during character generation. In 
  general, Allegiance will remain at a lower level than most skills at the beginning of a game.
  
  Allegiance as a Motivation
  Allegiance is also a Motivation. The player of a religious character should select one Motivation (or more) as the 
  expression of his or her beliefs. The Motivation can be as simple as "Believes in [Deity]", or as complex as a summary 
  of the scriptures of an esoteric cult This implies that the initial score for this Motivation will be calculated in a different 
  way than usual, and will be lower than that of other Motivations, in order to limit access to high level cult membership 
  and advantages that come automatically with Allegiance. 
  Multiple Allegiances
  A character may believe in more than one transcendent entity or philosophy. When faith in such entities is ethically and 
  philosophically compatible, the character will only have one Allegiance expressing his or her belief in an entire 
  pantheon of gods. For example, a believer of the traditional Japanese religion, Shinto, works with literally thousands of 
  deities, but his or her faith is normally expressed with a single “Practitioner of Shinto” Allegiance. If the different 
  pantheons or philosophies do not share a common nature, the character will have a different Allegiance score for each 
  belief. In the Shinto believer example, it is quite likely that he or she also follows the tenets of Buddhism. In this case, 
  the character sheet will contain two different entries, “Practitioner of Shinto” and “Follower of Buddhism”.
  Channelling and Holiness
  Divine worshippers also use the standard Channelling attribute For worshippers only, we will also refer to Channelling 
  as Holiness, which is a better term for a power user who relies on the intervention of a transcendent entity, rather than 
  manipulating paranormal energies with his or her own Will. The two terms are totally interchangeable for Divine Magic
  users.
  Gaining Holiness
  For religions that emphasize meditation and mysticism,  it makes sense that your Holiness be proportional to your 
  Concentration Skill, so its base value is the usual 10% of Concentration that you would use as Channelling in other 
  Power Systems.
  In other forms of religion, though, Holiness may be based on your position in the cult hierarchies, your WIL, a number 
  of vows, pilgrimages, and other forms of adherence to the tenets of the cult. A simple way of determining Holiness is 
  provided in the “Allegiance, Holiness and cult rank” section of this chapter, but the specific instructions for your 
  character's cult always supersede the generic ones you will find here.
  In less organised religions, like the cults present in Lovecraft's mythos, Holiness (or rather Unholiness) may depend 
  directly on the worshipper's personal knowledge, and will therefore be equal to 1 point per 10% or fraction that the 
  character has in an appropriate Skill, or perhaps in Allegiance itself. In any case, we recommend that you adopt a 
  method that rewards appropriate character choices with an increase in Holiness.
  Using Holiness
  As already explained, Holiness has the same function as Channelling, that is it limits the number of multi-use powers 
  that a believer can pre-activate or sustain with extended duration. In addition to this, Holiness limits the number of one-
  use Blessings a character can obtain from his or her deity at the same time.
  Multiple sources of Holiness
  While Allegiance is referred to a specific belief and possibly an object of worship, Holiness may be more generic. If 
  you regard Holiness as a simple measure of spirituality, like the Concentration skill is the generic ability to focus one's 
  mind, then it does not matter how many entities a character worships. The Holiness score will always be unique, 
  regardless of its sources. 
  On the other hand, there may be situations where Holiness from one source is really different from Holiness from 
  another source. To differentiate this separation from the distinction among Allegiances, the different values of Holiness  
  refer to broader "domains" rather than deities. In this case you should record multiple values in the space for Holiness 
  on the character sheet. These values are independent, although they might still influence each other.
  For example, there may be a separation of pantheons according to the four Elements. One of our worshippers might be 
  a priestess of Earth and have obtained a score of ten Earth Holiness. However, since the Earth and Fire pantheons are 
  not enemies, the priestess also worships the Fire Spirits of the Hearth, and has gained a score of two in Fire Holiness. 
  Thus, our priestess has a total of twelve different Blessings she can learn, and if a separation of Blessings "by domain" 
  is in effect she has to choose ten from Earth and two from Fire.
  
  Allegiance, Holiness and cult rank
  Although the exact numbers will vary from setting to setting, there is usually a correlation between a character's 
  Allegiance and rank in the mundane hierarchies of his or her cult. Nevertheless, remember that a cult is also a mundane 
  organisation,  so promotion to a higher rank may depend more on factors which are unrelated to faith.
  It is usually appropriate to have cult rank be a Trait, normally a Status Trait which uses up a Communication slot. What 
  level of wealth and nobility each rank implies depends on the context. In a theocratic society, being part of the clergy is 
  a great advantage. In most cults, your rank will also affect your ability to learn Blessings, as well as your Holiness. All 
  these details are better left to your game world and cult description, although all the Blessings and rules that follow will 
  provide a default interpretation, like the suggestion that a Blessing requiring an Allegiance of 61 or more be reserved to 
  Priests.
  The table below gives you the suggested Allegiance values for ranks in a sample religious cult, and the Holiness for a 
  character who has attained that rank, if the religion does not use the “Concentration / 10” method. All the Blessings and 
  cults described here will use this table, but any setting specific rules always supersede it.
  Rank
  Allegiance
  Holiness
  Lay Member
  1-10
  -
  Initiate
  11-30
  1/4 of WIL
  Acolyte
  31-60
  1/2 of WIL
  Priest
  61-90
  3/4 of WIL
  High Priest
  91+
  WIL
  Sample domains
  The sample domains described in the following table will help you when creating a cult. Each deity may have from one 
  to three domains, depending on the cult importance. Do not feel limited by this list. Deities should be tailored to your 
  campaign and game world, not constrained in a grid of standard domains.
  Domain
  Traits
  Cantrips
  Energy/Power
  Suggested Blessings
  Life
  Nature, Endurance, 
  First Aid
  Confusion, Heal, 
  Neutralise Magic
  Magic
  Cloak of Life, Grant 
  Immunity to Disease, 
  Healing Touch of [Deity], 
  Turn Undead
  Death
  [Weapon], Willpower, 
  Command
  Disruption, 
  Neutralise Magic,
  Second Sight
  Magic
  Berserk, Parry, Shield of 
  [Deity], True [weapon]
  Earth
  Brawn, Endurance
  Hinder, 
  Protection, Resist 
  Magic
  Kinetic
  Shield of [Deity], Parry, 
  Grant Immunity to Poison, 
  Infallible Endurance
  Fire
  [Ranged weapon], 
  Willpower
  Fireblade, 
  Firearrow, 
  Speedart
  Fire, Enemy: 
  Cold
  Fire Bolt, Cloak of Fire, 
  Fiery Blade of [Deity], Grant
  Immunity to Fire
  Water
  Boat, Brawn, Swim
  Heal, Neutralise 
  Magic, Shimmer
  Cold, Enemy: 
  Fire
  Frost Bolt, Cloak of Mist,  
  Grant Immunity to Frost, 
  Infallible Swim
  War
  [Weapon], Willpower, 
  Command
  Bladesharp, 
  Protection, 
  Fanaticism
  Kinetic
  Berserk, Parry, Shield of 
  [Deity], True [weapon]
  Air
  Dodge, Jump
  Haste, Lighting 
  blade, Lightning 
  arrow
  Lightning
  Flight, Grant Immunity to 
  Lightning, Lightning Bolt, 
  Lightning Blade of [Deity]
  
  Darkness
  Hearing, Hide, Sneak
  Darkwall, Dark 
  Vision, 
  Demoralize
  Darkness, Enemy:
  Light
  Cloak of Darkness, 
  Disappear, Infallible Acute 
  Hearing, Mass Demoralize
  Light
  Command, Vision, 
  Insight
  Light, Lightwall, 
  Shimmer
  Light, Enemy: 
  Darkness
  Cloak of Light, Holy Blade 
  of [Deity], Infallible Acute 
  Vision, Light Bolt
  Truth/Knowledge
  Persuade, Insight, [any 
  Knowledge]
  Detect 
  Substances, 
  Detect Magic, 
  Second Sight
  Magic
  Analyze Magic, Detect Lie, 
  Infallible Insight, Mind Read
  Beast
  Brawl, Nature, Track
  Ironclaw, 
  [Environment] 
  Movement
  -
  Head of the [Beast], Holy 
  talon of the [Beast], Totem of
  the [Beast], True 
  Lycanthropy
  Blessings
  Allegiance and Holiness determine how many and which Blessings you can ask from your deity. While Cantrips are 
  tricks that imply a small magical manipulation, Blessings represent a direct intervention of the deity to help the 
  worshipper.  They are the most powerful form of supernatural power in the game, and also the easiest to use once the 
  deity has granted a character their use.
  Praying for Blessings
  In order to gain Divine Magic, a character visits a temple, church, altar or sacred sight, and prays for a specific 
  Blessing. The character can gain one different Blessing per point of Holiness, but can have multiple instances of the 
  same Blessing, given that each individual Blessing learned will work only once. There are specific pre-requisites for 
  learning a Blessing, usually a minimum Allegiance score and/or a specific position in the cult hierarchy. Other 
  restriction may apply, at the Narrator's option, if the character's Holiness comes from multiple sources.
  Praying to receive one Blessing requires one round in Narrative Time if the character is assisted by a priest or a 
  congregation of worshippers, and one round in Downtime if the character is alone in the holy place and must seek to 
  contact the deity without any help. If the Holiness limit has been reached, the character may remove any unused 
  Blessing already prayed for during this process. It is customary that the worshipper make a sacrifice to the deity, in the 
  form of a financial offer (100 credits will be enough), or the sacrifice of a suitable beast or agricultural commodity.
  Unlike powers based on Manipulation Traits, Divine Blessings come in an already-manipulated form, although some 
  attributes will vary if the worshipper has an Allegiance score above the minimum required. For this reason, it may be 
  necessary to note any enhancement to the Blessing attributes when the character prays for them. For instance, some 
  holy places, relics, or magic items provide a Bonus to a believer's Allegiance, allowing Blessings normally not 
  accessible at his or her level of Allegiance, or to obtain "overcharged" Blessings with enhanced effects.
  Blessing attributes
  Blessing attributes cannot be manipulated via Traits, and have fixed values. In some cases, the attribute may increase if 
  the worshipper has a higher Allegiance score (by at least 10%) than the minimum required to obtain that Blessing. The 
  table below summarizes the detail for all attributes. 
  Attribute
  Default value
  Manipulation via Trait
  Increases with Allegiance
  Combine
  -
  No
  No
  Might
  As per spell
  No
  When marked +
  Range
  Allegiance in metres (S)
  No
  Yes
  Targets
  As per spell
  No
  When marked +
  
  Using Blessings
  The invocation of a Blessing in Combat takes one Concentration action, and costs no Life Points. It is the deity that 
  fuels the power, not the worshipper. Unless the description itself specifies otherwise, all Blessings that are not limited to
  Touch range can be used at Short range, in metres equal to the worshipper's Allegiance.
  Using a Blessing requires no activation roll. However, whenever the general power rules prescribe that an activation 
  rolls suffer one Penalty, a cleric invoking a Blessing must roll Allegiance, without any Penalty, to activate it. Blessings 
  with the Overcome or Projection attribute also require Concentration [Willpower] rolls, either to Roll for Effect in the 
  Parallel Conflict to Overcome the target, or as the Ranged Attack roll in the case of a Projection power.
  For instance, if you use Dismiss Magic as a reaction against a hostile spell, you need not roll as this spell is usable at 
  full effectiveness in defence. If you decide to use a Blessing with an Absorb Magic component, such as Cloak of the 
  Moon, as a last ditch defence against magic, you must roll Allegiance, as the power description for the Absorb [Power]
  spell dictates a Penalty when the latter is used as a Reaction. Using the same Reactions while on a ground sacred to a 
  hostile deity would require an Allegiance roll for Dismiss Magic and an Allegiance roll with a Penalty for Cloak of the 
  Moon.
  The effect of the Blessing is exactly the one described when praying for the Blessing, including all enhancements for 
  having an Allegiance above the minimum requirements. No further manipulation is allowed. Once a Blessing is used, it 
  is considered spent. To regain it the worshipper must pray for it again at an appropriate site. A Blessing used as a Bonus 
  in a non-violent Conflict is also considered spent, save for the option of keeping it active as if it had been pre-activated.
  A big difference between Blessings and other powers is that they operate by default on the Adventure Time Scale, rather
  than Combat Time. Once activated in Combat or Adventure Time, a Blessing will remain active until the Time Scale 
  goes up to Narrative Time, and potentially last for several Combats and/or Conflicts. This means that you never pre-
  activate a Blessing, as simple activation already extends its duration more than pre-activation would do with a Cantrip. 
  There is no limit to the number of Blessings a character can activate at a time. The limiting factor of Holiness applies to 
  Cantrips only. 
  Casting Blessing with an Extended Duration of Narrative Time is not allowed. However, with Narrator approval, you 
  can use Ritual casting to extend and improve a Blessing, and even enchant it permanently into an item. Blessings have a
  high Base Value, and you must defeat a score that is three or four times the Base Value to extend or enchant them. Most 
  worshippers will not be able to endure the necessary Conflict.
  Defining Blessings for your religions
  While we have provided several templates and examples of Blessings, the actual ones used in play are defined by the 
  game setting, and we recommend that you create special Blessings for your own deities. To create Blessings for your 
  religion, first look at the templates provided in this chapter. Some pre-designed Blessings, like Heal Wound, may be 
  appropriate. Cantrips, or even basic powers if you have not assigned Cantrips to the cult, may be turned into simple 
  Blessings using the Invoke, Invoke Minor and Smite with templates.
  In order to create your own Blessings, add up the powers you wish to insert in the Blessing and find the total Value of 
  the Blessing, including Might, Range and Targets. The Might of each power included in the Blessing is counted 
  separately, while Range and Targets apply to all effects in the same way. Remember to add at least 1 for Targets if the 
  Blessing can be cast on someone else than the worshipper, and 2 if it can be cast at range. Multiply the total Value  by 
  five and subtract four; this is the minimum Allegiance needed to pray for the Blessing. If cult positions are connected to 
  Allegiance in your game world, this will also determine which rank in your cult can learn the Blessing. 
  If it fits the nature of the Blessing, add the possibility to increase Might if the worshipper has a greater Allegiance score 
  than the minimum required. The increase should be in steps of two per each 10% of additional Allegiance. If the 
  Blessing has more than one effect where Might is important, split the extra Might between effects. In some cases, it will
  be Range or number of Targets that increase with Allegiance increases. We do not recommend to give worshippers the 
  ability to improve both Might and other attributes for the same Blessing. Divine Magic should be powerful, but less 
  flexible, than arcane powers.
  If a Blessing comes from a deity whose domain include its constituent powers, it should be less generic, but at the same 
  time more effective than the general version found in the power list.  Apply the following two changes to any Blessing 
  you develop for your religion in order to make them more unique to the deity, making sure that they balance each other 
  or balance some extra Bonus you have given to the spell:
  
  Add one extra restriction appropriate to the deity to the usage of the Blessing.
  
  Lift one restriction that the power usually has, or apply a particularly broad qualifier if appropriate to the deity.
  
  When developing a cult of the Bear God you might want to grant its worshippers the ability to become their totem 
  animal. This requires a combination of Shapechange to Bear Might 4 (the bear Size Class), which you may want to 
  combine with Protection and Damage Boosting Might 1 to become a bear with enhanced claw damage and extra 
  armour on top of its fur. In addition to this, we wish to add Grant [Smell] to the combination, as the Trait is not 
  automatically granted by Shapechange. Thus the Value of the Blessing will be 4 for the Shapechange Might, plus 1 each
  for the three additional powers, for a total of 7. 
  We do not want bear worshippers to be able to cast this magic on other people, and thus we need neither Targets nor 
  Range. By multiplying the Value by five and subtracting four, we learn that the basic Allegiance for this Blessing is 31+,
  exactly the value for acolytes in our game world. As a boon for advanced users, we determine that for each 10% of 
  extra Allegiance the Damage Boosting and Protection effect will gain 1 Might each. 
  Blessing list
  The list that follows is a sample of the type of Blessings available to a worshipper in a generic fantasy environment, and
  is more an invitation to build your own list than a complete system. 
  Each Blessing or Blessing Template lists the minimum Allegiance and cult rank needed to pray for it. Temporary 
  increases in Allegiance provided by holy relics and sites allow to pray for stronger blessings. The cult rank provided is 
  only valid if you use the Cult Rank table in this chapter, otherwise only the Allegiance requirement remains valid and 
  the cult rank is modified according to your cult customs.
  Utility Blessings
  This list includes Blessings that are often available to many religions, in one variant or another. To create the specific 
  variant of the Blessing for your cult, replace the generic qualifier in brackets with a creature, energy, power or Cantrip 
  included in the description of your deity or of one of his or her domains.
  Command [creature]
  Initiate/Allegiance 11+
  Might 1+, Overcome [Will], Range S, Target 1 creature
  This spell works like Dominate, except that its Might must equal to the creature Size class to be effective. The Might of 
  the Blessing increases by 1 point per full 10% the worshipper has in Allegiance beyond the minimum. For disembodied 
  spirits, consider one Size class per d6 of Will the creature has on average. Cults will only teach Command spells for 
  mundane creatures sacred to the cult and otherworld creatures if appropriate.
  Consecrate
  Priest/ Allegiance 61+
  Combine 1, Enchantment, Might 1, Range C (refers to the blessed area)
  This spell creates an area that is sacred to the caster’s deity. All creatures of the caster’s religion receive a Bonus to 
  Concentration or Allegiance within it. If any hostile creature enters the area, the enchanter is immediately aware of the 
  trespassing. The caster can combine the casting with Ward if desired, extending the warding effect to the entire area.
  Like all enchantments, this spell may have Consequences. Typically, they manifest when the casting cleric is away from
  the Sanctified area, making him or her bound to the temple, and rendering multiple Sanctified areas inconvenient.
  When the original enchanter of a Consecrated area dies or abandons it, another believer can take it over by challenging 
  the Might of the Consecrate and all combined Wards in a Conflict. Winning the Conflict makes him the equivalent of 
  the original caster. However, he or she can take advantage of the holy ground Bonus for this Conflict, making this 
  procedure more convenient than a simple re-casting.
  Consecrate is normally used to create a temple or holy site. Its main purpose when on an adventure is that of allowing 
  regaining of spent Blessings by means of prayer at a temporary holy site.
  Create Familiar
  Acolyte / Allegiance 31+
  Enchantment, Might *, Target 1 creature
  See the generic power description. The creature must be significant to the cult.
  
  Create Spell Matrix
  Acolyte / Allegiance 31+
  Combine 1, Enchantment, Target 1 item
  See the generic power description. The Blessing is limited to one the creator knows, and which requires a base
  Allegiance not greater than his or her own Allegiance. The effects of the Blessing when cast will depend on the user’s
  Allegiance, not the creator’s. Once cast, the spell matrix must be recharged with the same procedure used to pray for a
  Blessing, including a pilgrimage to a suitable holy spot if necessary.
  Dismiss Magic
  Initiate / Allegiance 21+
   
  Instant, Might 2+, Range S, Target 1 power
  Equivalent to Neutralize Magic 2, plus 2 more points per each full 10% the worshipper has in Allegiance beyond the 
  minimum.
  Divination
  Acolyte / Allegiance 31+  
  Might 1, Ritual, Target 6+ words
  This Blessing allows the worshipper to ask a question to his or her god, who will provide the required information to the
  best of his or her knowledge. Keep in mind that not all gods are omniscient, and some only have power over a very 
  specific domain. The answer should be no longer than six words, plus two more words per each full 10% the 
  worshipper has in Allegiance beyond the minimum. If the worshipper fails an Allegiance roll the answer will be obscure
  and cryptic.
  Heal Wound
  Initiate/ Allegiance 11+
   
  Instant, Might 2+, Target 1 wound, Touch
  The worshipper can use a Heal 2 effect on any single wound of a target, plus 2 Might per each extra 10% he or she has 
  in Allegiance beyond the minimum.
  Invoke Lesser [Cantrip]
  Initiate / Allegiance 11+
  Attributes as per Cantrip, except Range which becomes Touch
  The worshipper chooses a non-offensive Cantrip taught by the cult up to Might 2. The worshipper need not have the 
  Cantrip as a Trait. It is sufficient that it is available to the cult. The Blessing has the same effect as the Cantrip. If the 
  Cantrip is normally usable at range, it becomes Touch instead.
  Invoke [Cantrip]
  Initiate / Allegiance 21+ 
  Attributes as per Cantrip, except Range which becomes Touch
  The worshipper chooses a non-offensive Cantrip taught by the cult. The worshipper need not have the Cantrip as a Trait.
  It is sufficient that it is available to the cult. The Blessing has the same effect as the Cantrip. If the Cantrip is normally 
  usable at range, it becomes Touch instead.
  Smite with [offensive Cantrip]
  Acolyte / Allegiance 31+ 
  Attributes as per base Cantrip
  The worshipper chooses an offensive Cantrip taught by the cult with an Overcome attribute. The worshipper need not 
  have the Cantrip as a Trait. It is sufficient that it is available to the cult. The Blessing has the same effect as the Cantrip. 
  Although the attack is automatically successful without the need for any activation roll, the caster will have to use his or
  her Allegiance score to Roll for Effect in the Overcome Conflict against the target.
  Soul Sight
  Acolyte/ Allegiance 31+
   
  Might 1+, Target self
  The worshipper gains the Second Sight power with Might 1, plus 2 Might per each extra 10% he or she has in 
  Allegiance beyond the minimum. The worshipper also receives the ability to check whether an observed character has 
  an Allegiance with the deity granting the Blessing. The exact value of the Allegiance is not known, although the 
  observer will understand if it is higher than his or her own Allegiance or not.
  
  Summon [creature]
  Acolyte / Allegiance 31+
  Combine 1, Might 1+, Overcome [Will], Ritual, Target 1 creature
  This spell calls an otherworld creature or an elemental from the appropriate plane. The Blessing Might increases by 2 
  per full 10% the worshipper has in Allegiance beyond the minimum, and must be equal to the creature Size class for the 
  spell to work. For disembodied spirits, consider one Size class per d6 of Will the creature has. The Blessing can be 
  Combined with a Command spell, and in this case the Conflict used to call the creature from the otherworld will also 
  grant control over it.
  Calling an unknown entity from another plane requires Narrative Time, whereas Adventure Time is enough for an entity
  whose True Name is known to the magician or whom has been summoned before.
  Warding
  Acolyte / Allegiance 31+ 
  Combine 1, Enchantment, Might 1+, Target 1 area
  This spell creates a magical trap triggered when a creature hostile to the cult or temple enters the location affected by 
  the ward. The triggered creature is immediately hit by an elemental attack of the type appropriate to the deity (kinetic 
  energy if there is no appropriate elemental attack) which hits like a Project [Energy] effect of equivalent Might and 
  100% accuracy. The target can still Dodge the attack. The attack can be triggered Might times per day. Might increases 
  by one point per 10% Allegiance the caster has in excess of the minimum requirement.
  Many clerics combine this spell with Consecrate to protect their temples. In this case, the Consequences of the 
  enchantment are subsumed in those for Consecrate.
  Sample Blessings
  The following list includes specific Blessings that you can use as they are if they fit the cult you are describing, or treat 
  as templates like the ones presented in the following section. However, adapting them to other cults will require more 
  creativity on the part of the Narrator than template Blessings.
  Analyze Magic
  Acolyte / Allegiance 31+  
  Might 1+, Target 1 item
  The worshipper chooses an object or individual as a target and starts concentrating on it. The Blessing allows the caster 
  to receive information on the item as though having a Second Sight active with a Might equal to 1 point, plus five points
  per each full 10% the worshipper has in Allegiance beyond the minimum.
  Berserk
  Initiate / Allegiance 21+
  Might 1+, Target self
  The worshipper becomes affected by Fanaticism, and automatically succeeds in any Endurance rolls to resist 
  disablement. He or she becomes also immune to the detrimental effects of Negative Life Points until they reach the 
  point when death ensues. Might increases by 2 per full 10% the worshipper has in Allegiance beyond the minimum, but 
  the only effect is to make the Blessing more difficult to Neutralise.
  Detect Lie
  Acolyte / Allegiance 31+
  Might 1+
  The worshipper can determine if anyone in his or her presence is lying. Only a Resist [appropriate power type] of 
  sufficient Might can block the effects of the Blessing and allow the protected subject to lie to the worshipper without 
  being caught. Might increases by 2 per full 10% the worshipper has in Allegiance beyond the minimum, but the only 
  effect is to make the Blessing more difficult to resist.
  Disappear
  Acolyte / Allegiance 31+
  Might 6, Target 1 individual, Touch
  The worshipper gains the Invisibility power, assuming that the element sacred to his or her deity (darkness, mist, etc.) is
  present to hide him or her. It also makes the recipient harder to hear by granting an Improve Sneak effect. Invisibility 
  goes on as per normal Blessing rules, but dissipates normally as soon as the recipient initiates combat.
  
  Flight
  Initiate / Allegiance 21+
  Concentration, Might 1+, Range S, Target 1 item or individual
  The worshipper can use this Blessing to levitate an item, or an individual if the Might of the Blessing is sufficient. The 
  Might of the spell increases by 1 point per full 10% the caster has in Allegiance beyond the minimum. All other 
  information provided in the basic Fly power description remains in effect, including the cases in which the power 
  acquires the Overcome Trait.
  Infallible [Trait]
  Initiate / Allegiance 21+
  Might 3, Target 1 individual, Touch
  The target of the spell receives the same effect as the Improve [Trait] power whenever using the Trait for an opposed 
  roll or a Conflict. If an unopposed roll is called for, it automatically succeeds.
  Mind Read
  Acolyte / Allegiance 31+ 
  Might 1, Overcome [Will], Range S, Target 1 individual
  The worshipper starts a telepathic link with an unwilling target, subject to the rules for Overcoming the target's 
  resistance. As long as the worshipper concentrates, he or she can read the conscious thoughts of the victim. Having won 
  the Conflict of Will necessary for the Blessing to work implies that the victim could not help but let at least some of the 
  information desired by the caster surface among his or her explicit thoughts. Further investigation to gather more 
  information might require a further Overcome Conflict.
  Parry
  Initiate / Allegiance 11+
  Might 1+, Target 1 weapon, Touch
  The blessed weapon or limb gains 1 point of Parry per Might of the Blessing, making it more difficult to Overwhelm its 
  parry. The weapon also gains one level of quality per Might, thus making it harder to break with a Damage Weapon 
  effect. The basic Might of the Blessing increases by one point per each full 10% the worshipper has in Allegiance 
  beyond the limit.
  Turn Undead
  Initiate / Allegiance 21+
  Might 2, Overcome [Will], Range S, Target 1 undead
  This Blessing has the same effects as Demoralise if it overcomes the Will of the target with a Quick Exit, and as Palsy if
  it overcomes it completely. It only works on creatures with the Undead attribute. For undead creatures of Size Class 
  bigger than Medium, Confusion replaces Palsy.
  Blessing Templates
  The following list includes templates for Blessings that your cult may provide. The descriptions that follow are meant 
  for being adapted and personalised by specifying an appropriate creature, energy, power or Cantrip as suggested in the 
  description of your deity or of one of his or her domains.
  Blessed [tool] of [Deity]
  Initiate / Allegiance 11+
  Might 2, Target 1 Tool, Touch
  The worshipper bestows a Bonus to a Trait favoured by the deity on the specified tool (not weapon) or cult 
  paraphernalia, which he or she must be touching. While the Blessing lasts and a character uses or wears the item while 
  applying the Trait in a Conflict, he or she receives the Bonus. The usual limitations on Bonuses are still in effect.
  Cloak of [Deity]
  Acolyte / Allegiance 31+
  Might 2+, Range S, Target 1 Individual
  The worshipper blesses the recipient with the Absorb power for an energy type appropriate to the deity and an 
  appropriate Resist power depending on the deity (usually Magic but other power definitions may apply). Both effects 
  start at Might 2, plus one extra point of Might each per each full 10% the worshipper has in Allegiance beyond the 
  minimum.
  
  [Element] blade/bludgeon/talon of [Deity]
  Acolyte / Allegiance 31+
  Might 4+, Touch, Target 1 weapon
  The worshipper bestows an [Elemental] blade effect and an additional Damage Enhancement 2 on a cult weapon of the 
  deity he or she is touching, plus two extra points of damage enhancement per each full 10% the worshipper has in 
  Allegiance beyond the minimum. The limitation that no other damage enhancement effect can be used on the weapon is 
  still valid, only the enhancement intrinsic to the Blessing is exempt. If the weapon has not been Ritually dedicated to the
  deity, a roll on the Allegiance score is necessary to activate the power or the Blessing will fail. Using the Blessing on a 
  weapon of the right kind, but holy to an enemy deity is possible, but the Allegiance roll will suffer a Penalty.
  [Element] bolt
  Acolyte / Allegiance 31+
  Might 3, Projection, Range C, Target 1 individual
  The worshipper fires a bolt of Might 3 elemental energy towards one target at Close range. 
  Grant Immunity to [Energy]
  Acolyte / Allegiance 31+
  Might 6, Touch, Target 1 individual
  The worshipper makes a touched target immune to an energy appropriate to the deity. Variants for Poison, Disease, and 
  Combat Effects exist.
  Greater Shield of [Deity]
  Priest / Allegiance 61+ 
  Might 5+, Touch, Target 1 individual
  This Blessing has the same effect as Shield of [Deity], including the fact that both effects start with a Might of 5 with 
  the minimum required Allegiance of 61. However, the recipient of the Blessing can choose to exchange three points of 
  both protective effects in order to acquire Immunity to an energy of the appropriate type for the deity. The recipient can 
  make the swap on receiving the Blessing, or at a later time by spending one Concentration action and one Life Point. 
  The same procedure can be applied to change back the Immunity into three points of both effects.
  Head of the [beast]
  Initiate / Allegiance 11+ 
  Might 1+, Target self
  The worshipper's head becomes that of the cult's totem animal. The caster gains the Bite Trait,  and all other sensory 
  Traits. The caster gains one free attack with the head in Advanced Combat, after which each bite attack costs 5 SR. If 
  the beast's bite is normally capable of injecting venom, the Allegiance requirement becomes 21+ and the bite injects 
  venom with a Might equal to the caster's CON. Any headgear worn must be removed, but the head location gains 2 AP 
  per each extra 10% the worshipper has in Allegiance beyond the minimum, up to the normal AP value for the animal. 
  The coverage for this armour is 0+ on the head, 9+ for non-localized armour.
  Healing touch of [Deity]
  Acolyte / Allegiance 31+ 
  Might 3+, Target 1 individual, Touch
  The worshipper imbues the touched target  with an Antidote against poisoning and disease of Might 3, and applies a 
  Restore Flesh effect of Might 3 that can be used to cure acid burns or maimed limbs that are beyond the capabilities of 
  the basic Heal power. Both effects gain 1 Might per each extra 10% the worshipper has in Allegiance beyond the 
  minimum.
  Holy blade/bludgeon/talon of [Deity]
  Acolyte / Allegiance 31+
  Might 2+, Range S, Target 1 weapon
  The worshipper bestows a Bonus to use and an additional Damage Enhancement 2 on a touched cult weapon of the 
  deity , plus two extra points of Damage Enhancement per each full 10% the worshipper has in Allegiance beyond the 
  minimum. If the weapon has not been Ritually dedicated to the deity, a roll on the Allegiance score is necessary to 
  
  activate the power, or the Blessing will fail. Using the Blessing on a weapon of the right kind, but holy to an enemy 
  deity is possible, but the Allegiance roll will suffer a Penalty.
  Mass [offensive power]
  Priest / Allegiance 61+ 
  Might 2, Overcome [as per basic power], Range S, Target 7+ individuals
  The worshipper chooses an offensive power  with an Overcome attribute available to the cult. The power can be used at 
  once on up to seven targets, plus two additional targets per each full 10% the worshipper has in Allegiance beyond the 
  minimum.
  Shield of [Deity]
  Acolyte / Allegiance 31+
  Might 2+, Range S, Target 1 individual
  The worshipper blesses the recipient with the Protection power and an appropriate Resist power depending on the deity 
  (usually Magic but other power definitions may apply). Both effects start at Might 2, plus one extra point of Might each 
  per each full 10% the worshipper has in Allegiance beyond the minimum.
  Totem of the [beast]
  Acolyte / Allegiance 31+
  Might 3+, Self
  The worshipper shapechanges into an animal up to Medium size class which is holy to the cult. In addition to this, the 
  caster receives the following benefits:
  
  Either the ability to shapechange into an animal of Large Size Class if the totem animal is bigger than Medium,
  or the acquisition of a major innate power the animal form has, like breathing underwater, flying or using 
  venom.
  
  All Traits, senses and natural attacks, that the totem animal has and humans usually lack.
  
  One point of Protection and one point of Damage Boosting on the animal's natural weapon, plus one additional
  Might to each per each full 10% the worshipper has in Allegiance beyond the minimum.
  True Lycanthropy 
  Priest / Allegiance 61+ 
  Might 6+, Self
  The worshipper gains the same benefits as Totem of the Wolf, plus Immunity to kinetic weapons. Elemental-based 
  attacks still affect him or her, as does magical damage. The variable Traits and Powers gained are Bite, Smell and Track.
  Other were-beast variants can be devised from this template by improving Totem of the [beast].
  True [weapon]
  Initiate / Allegiance 31+ 
  Might 6+, Target 1 weapon, Touch
  The worshipper bestows a Damage Enhancement 6 on a cult weapon of the deity, plus two extra points of damage 
  enhancement per each full 10% the worshipper has in Allegiance beyond the minimum. If the weapon has not been 
  Ritually dedicated to the deity, a roll on the Allegiance score is necessary to activate the power or the Blessing will fail. 
  Using the Blessing on a weapon of the right kind but holy to an enemy deity is possible, but the Allegiance roll will 
  suffer a Penalty. This Blessing is very powerful, and only the most single-minded war cults grant it. Other war cults will
  grant the variant that includes elemental damage or a Bonus.
  The Baltic Pantheon
  Rather than including a generic list of cults not connected to any mythology or setting, we have chosen to present here a
  selection of deities taken from the ancient Baltic religion practised in Latvia, Lithuania and Prussia until the 14th or 15th 
  Century. These deities are unusual enough to sound unfamiliar to most readers, yet easy to adapt to a fantasy setting of 
  your invention if you do not want to create a new pantheon at first. We have used the Latvian spelling for some deities 
  and the Lithuanian spelling for some others.
  Baltic people are initiated to the cult of the gods (Romuva in Lithuanian, Dievturiba in Latvian) during their adulthood 
  rites, when they become lay members of their religion. Common worshippers with an Allegiance of 11+ become 
  
  Initiates and can learn simple blessings from any deity. Any member with an Allegiance of 31+ can be considered a full 
  time priest and should choose a specific deity to worship, although he or she can learn blessings from other deities if 
  their priests permit. There are no formal ranks among priests, so the only requirement in effect for learning Blessings is 
  that of Allegiance. The only title with an actual position of prestige is that of High Priest, reserved to the mysterious 
  Kriwe, a holy man hiding in the woods of Prussia.
  Laima, Mistress of Fate
  Laima is the goddess of fate, fertility, and good luck, who determines the destiny of children and adults alike. She is 
  also the patron goddess of mothers-to-be, who ensure a fruitful pregnancy and prevent miscarriages 
  Domains: Life, Truth
  Favoured Traits: Nature, First Aid, Persuade, Insight, any Knowledge
  Cantrips: Confusion, Detect Magic, Heal, Neutralise Magic, Second Sight
  Blessings: Analyze Magic, Blessed [plough, robe] of Laima, Cloak of Laima*, Detect Lie, Dismiss Magic, Divination, 
  Heal Wound, Healing Touch of Laima, Infallible Insight, Mind Read, Soul Sight.
  [*] Includes Absorb Kinetic and Resist Magic
  Perkunas, Lord of Thunder
  The Lord of Thunder is an important deity in the Baltic pantheon. While some other populations on the Baltic coast 
  revered the Thunder God in his aspect as the bringer of fertility through rain, Lithuanian tribes mainly worshipped 
  Perkunas as a war god.
  Domains: Thunder, War
  Favoured Traits: Command, Endurance, Jump, any Weapon, Willpower
  Cantrips: Bladesharp, Protection, Fanaticism, Haste, Lightning arrow
  Blessings: Berserk, Heal Wound, Lightning Blade of Perkunas, Lightning Bolt, Mass Disruption, Grant Immunity to 
  Lightning, Greater Shield of Perkunas, Invoke [Bladesharp, Fanaticism, Haste, Protection], Shield of Perkunas, Smite 
  with Disruption.
  Saule, Lady of the Sun
  Saule is the Baltic goddess of the sun, the most powerful and most beautiful of all female deities. She rides her magic 
  chariot in the sky during the day, and sails on the waves of the world sea during the night. Saule is the bride of Mēness, 
  but is constantly enraged with him, because the Moon God has cheated on her. For this reason, the two deities do not 
  meet each other in the skies.
  Domains: Fire, Light
  Favoured Traits: Command, Insight, any Ranged Weapon, Vision, Willpower
  Cantrips: Light, Light Wall, Fire Blade, Fire Arrow, Speedart
  Blessings: Cloak of Fire*, Fiery Spear of Saule, Fire Bolt, Grant Immunity to Fire, Infallible Arrow/Javelin, Infallible 
  Vision, Invoke [Fire Arrow, Fire Blade, Fire Wall, Light, Speedart].
  [*] Includes Absorb Fire and Resist Magic
  Mēness, the Moon
  Mēness is the Baltic moon god, who shines in the sky at night, where his wife Saule shines during the day. The myth 
  tells that Mēness counted the stars and found that Auseklis, the morning star god, was missing. At this point, he 
  kidnapped his bride, with which he had fallen in love. For this adultery Saule is constantly enraged with him. 
  Domains: Darkness, Water
  Favoured Traits: Boat, Deceit, Hearing, Hide, Sneak
  Cantrips: Darkwall, Demoralize, Grant Dark Vision, Heal, Shimmer
  Blessings: Cloak of the Night*, Dark Blade of the Moon, Dark Bolt, Disappear, Dismiss Magic, Grant Immunity to 
  Frost, Heal Wound, Infallible Dagger, Invoke [Darkness Wall, Dark Vision, Shimmer], Mass Demoralize, Smite with 
  Demoralize.
  [*] Includes Absorb Cold/Darkness and Resist Magic
  
  Vilkatis, the Wolf
  Originally a lonesome creature of the wilds, the man-wolf has turned into a fearful monster in Baltic mythology. 
  Worshippers of this entity gain the power to become beasts of prey. As a minor deity, the Vilkatis can grant very few 
  Blessings, but some of them are truly fearsome. This deity is more appropriate for enemies than for Player Characters.
  Domains: Wolf
  Favoured Traits: Brawl, Nature, Track
  Cantrips: As a minor cult, the Vilkatis teaches no Cantrips.
  Blessings: Command Wolf, Create Wolf Familiar, Grant Immunity to Kinetic, Infallible Track, Invoke Night Vision, 
  Head of the Wolf, Totem of the Wolf, True Lycanthropy.
  Ragana, the Witch
  The term Ragana originally referred to village witches who practiced petty magic, but it has become associated with a 
  sort of malignant deity of the woods and swamps. Members of this cult do not actually worship this entity, but rather 
  indulge in shamanistic practices and communication with the spirits of the dead and their queen (Velu mate in Latvian), 
  from which they receive Cantrips instead of Blessings.
  Domains: Death, Spirit.
  Cantrips: All.
  Blessings: as a witch cult, the Ragana teaches no Blessings.
  
SOURCE: textdata/thevault/Revolution d100 SRD/RD100-SRD-06c - Divine Magic.pdf