Need help explaining source of magic for Clerics, Paladins, and Inquisitors


Advice


Setting:

Gods controlled the flow of magic in the world until they died. After a few centuries, magic reappeared in the world.

Question:

How do Clerics, Paladins, and Inquisitors get their spells without Gods granting them?

Note:

It's easy to explain the other classes. Wizards and Magi study the mechanics, Sorcerors and Oracles are born into it, Druids and Rangers get it from Nature, and Alchemists use their own magical aura.

I'm not looking for a new game mechanic, just an explanation that works.

Thanks in advance.


You could say they just have the "divine spark" like an outsider with spell like abilities


Gods do not grant Divine magic.... they feed on Divine magic.

Cleric, Paladin, etc have natural (or Psionic) energy. They would have developed these power on there own, if left alone. The gods have been tricking them into link with them for years, and siphoning off some of that energy for them selfs.

Gods do not grant Divine energy to there followers, the gods use there magic to BLOCK magic energy, from followers that refused to worship a god.

... ok run with that idea ...

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The gods never existed, the Psionic Priest have been spouting the names of made up gods or using the name of Otherworldly being for centerers.

After all, when things go right, the Psionic Healers get offering and tribute to there gods, which they then use for themself to build church (bases), Missions (homes), etc. When things go bad, well it was not their fault, but the will of god, that the person did not get well. ((Scape Goat)).

Works for Fantasy Setting.
Moder or Future setting.....Sorry but that is Government Psi Core business, please stand back for your own safety, or you will be arrested.

=========

Magic, is how you explained the Unknown.
Divine, is how you explaned the Unknown.
Psionic, is how you explaned the Unknown.

What is in a name, but a name.

========

So "The Force" in Star Wars.... was it Magic... Was it Divine (religion).... was it Psionic powers... Was it all three or a mix, or was it based on your persection of how the world worked.

=========

Why in the world would you need "Deities" in the world to cast Divine magic?? Other than the fact that you have been Brained Washed Into believing that it is a requirement ?? The gods do not create Divine magic.... Divine magic and Belief Created the Gods!!!


How about this:

The ability to harness magic and cast spells is a result of resonance between divine beings, saints (enlightened mortals with unlimited time span) and mortal creatures. Mutual proximity is all one needs to be able to use magic.

However, as there are no saints for arcane magic, upon disappearance of gods arcane magic slowly became unusable - there were not enough archmages (i.e. casters with access to 9th level of spells) around. And so arcane magic usage slowly, over generations, dwindled to nothingness.

Regards,
Ruemere

The Exchange

Clerics, Paladins, etc are not "granted" spells, so much as they have learned/gained a knack for siphoning off that ambient divine energy that is left over from when the deities were alive. Think of it as sort of a scavenger feeding off the remains of what used to be a god. That could leave some off them more hesitant to use their spells as who knows how long before they use up all that remained of the former powers.


Maybe they draw their power from shared belief in a god or idea, rather than any specific being, and their spells are the result of the will of tens of thousands of mortals who believe in the same thing. Or maybe they have discovered a way to power their spells through their own life energy or souls, using their own existence and internal power to produce the external effects. You could even add in consequences for someone who draws too hard on that power or who uses the power for the wrong reasons. Or maybe they've discovered a way to use divine magic using the same principles that arcane magic is based on, tapping into the natural magical order of the multiverse through a divine formula or song.


Take a look at DarkSun Clerics worshiped the elements/dragons inorder to receive their spells since God's are just not there.


Brainfreeze10 wrote:

Take a look at DarkSun Clerics worshiped the elements/dragons inorder to receive their spells since God's are just not there.

Can you provide a link for DarkSun?


Fallen_Mage wrote:
Brainfreeze10 wrote:

Take a look at DarkSun Clerics worshiped the elements/dragons inorder to receive their spells since God's are just not there.

Can you provide a link for DarkSun?

Here you go, it's just the Wiki portion for preists, there is more info there and ALOT more info on Darksun across the web.

http://en.wikipedia.org/wiki/Dark_Sun#Priests


Athas.org Check here for darksuns info for 3e.

Grand Lodge

Fallen_Mage wrote:

Setting:

Gods controlled the flow of magic in the world until they died. After a few centuries, magic reappeared in the world.

Question:

How do Clerics, Paladins, and Inquisitors get their spells without Gods granting them?

Note:

It's easy to explain the other classes. Wizards and Magi study the mechanics, Sorcerors and Oracles are born into it, Druids and Rangers get it from Nature, and Alchemists use their own magical aura.

I'm not looking for a new game mechanic, just an explanation that works.

Thanks in advance.

In both Warcraft and Eberron the explanation seems to be that divine casters establish thier connection with magic through a system of faith. and pretty much tap into magic without the direct intervention of a diety. That's why in Eberron a cleric of a given faith can be as corrupt as all get out, but still have access to spells.

Shadow Lodge

The actual baseline in D&D and Pathfinder is that Divine Magic comes from faith and one's sense of belief, wisdom, and self-knowledge. The Core books allow for Clerics, Druids, Rangers, Oracles, and arguably Paladins to get divine spells without a deity. Arcanists "know", but Divine practitioners "believe" and "understand".

In both Forgotten Realms, and limitedly DragonLance, Deities are required, but it is because in those two settings there is a thematic reason for it.

Have Divine Magic spring from the individual. Not like Sorcery which is an aspect of heretage, but rather a mystical understanding of yourself and spiritualality.

It is not like psionics, (should such a thing exist) which is more about unlocking untapped mental and sometimes physical potential already present, or like Wizardly magic, that depends on scientific understanding of principles and manipulation of energies around you, but rather about channelling things through yourself, and expressing your hopes in a miraculous way.

Arcane magic is an "art", Psionic magic is a "psuedo-science", but Divine magic is a "gift".

Why some DM's require a patron deity, I will never understand. All that does istake out a huge chunck of the players creativity, though I can nonally understand for PFS and te like.

Scarab Sages

In 2E AD&D, a book introduced Forces and Philosophies as "patrons" for divine spellcasters. For example, you could worship the Force of nature instead of a nature deity, or the Philosophy of Good rather than a Good-aligned god. The power behind Forces is fairly obvious, but for Philosophies it's less so.

I describe it as magic being attracted to concepts (or, at least, the people who believe in those concepts), and the more popular a concept, the more magic it can attract. An organized faith built around one of those concepts can develop a "focus" for this magic, and learn to channel it into spellcasting.

As a partial aside, you (the OP) should probably figure out WHAT or WHO the Clerics, Paladins and Inquisitors revere/follow/worship before (or at least as well as) how they get their spells. Those two frequently go hand-in-hand.


Well, Arazyr, I had this idea for the Clerics that was based on alignments. It involves an Excel spreadsheet I created which had the various domains broken down by alignment, though not all were associated with one. Example domains like Magic and all of the Elemental domains were Universal, while obvious ones like Law went under the Law section, Healing under Good, etc. But I still ran into problems on how to explain it.

Shadow Lodge

Well, if Divine magic is from personal understanding and faith, then Domains bsed on Alignment would fit pretty well. Clerics that are good aligned would tend to gravitate towards healing, protection, holy, repose, sun, community, etc. . .

While the evil ones might be more inclined towards, death, distruction, evil, darkness, trickery, etc. . .

Things like animal, plant, fire, water, knowledge, travel, war, etc. . . might either be oen to any, or only allowed to very focused Clerics (Inquisitors or whatever).


As a last ditched effort to preserve some of their divinity, they instilled a small spark of it in each of their followers, whose decendants are now capable of divine magics without requiring a patron deity.


Kryzbyn wrote:
As a last ditched effort to preserve some of their divinity, they instilled a small spark of it in each of their followers, whose decendants are now capable of divine magics without requiring a patron deity.

There's an angle I didn't think of, and it makes sense given the few hundred years that pass before magic can be used again.

+1 on that idea.


Fallen_Mage wrote:
Kryzbyn wrote:
As a last ditched effort to preserve some of their divinity, they instilled a small spark of it in each of their followers, whose decendants are now capable of divine magics without requiring a patron deity.

There's an angle I didn't think of, and it makes sense given the few hundred years that pass before magic can be used again.

+1 on that idea.

As an added behind the scenes goodie:

Perhaps those original individuals are still around, having changed their identities over the centuries, moving about, acting as behind the scene shepherds of what is now their flock...
This way, when you do need NPCs or beings to fill a god-like role, bam.


Unfortunately that won't work, the Gods themselves died out and didn't have enough power to make those individuals ageless. This may or may not have to do with the fact that the Gods started as mortals in the time before history.


Fallen_Mage wrote:
Unfortunately that won't work, the Gods themselves died out and didn't have enough power to make those individuals ageless. This may or may not have to do with the fact that the Gods started as mortals in the time before history.

So are dragons and powerful outsiders the upper tier then?


Kryzbyn wrote:


So are dragons and powerful outsiders the upper tier then?

Except for Silver and White, dragons are a little different on this world. Don't want to go into details because it's off topic, sorry. As far as outsiders are concerned, I don't really like them to be the source of magic.


Fallen_Mage wrote:
Kryzbyn wrote:


So are dragons and powerful outsiders the upper tier then?
Except for Silver and White, dragons are a little different on this world. Don't want to go into details because it's off topic, sorry. As far as outsiders are concerned, I don't really like them to be the source of magic.

Oh I didn't think they should be sources of magic, just was curious about who was filling the "head honchos" role if there are no gods.


The wonderful thing about organized religion is that it doesn't require proof of a deity, only the belief in one. Facts have never stopped religious belief.

The gods may be completely gone, but I would have to believe that their faiths remained (at least the more popular). The activities of most deities are mysterious to mortals at best, so the clergy likely still held faith in whatever those gods held sway over (justice, tyranny, luck, life, death, etc). They "remained calm and carried on" as it were, dealing with crises of faith as they occurred.

Perhaps even some of the more devout of the faith accomplished heroic or miraculous things, then being deified or sainted upon their passing.

So modern faithful worship the ideals of the departed gods, perhaps even forgetting what god in time, as the ideals and dogma defined the faith. They could revere and hold sacred exemplary and departed members of their faith.

And through their faith and prayers to their ideals, their magic comes forth; Faith Made Manifest.


One of my main issues with divine magic in D&D/PF is that they cant seem to really decide how they want it to work.

At some times it seems that the cleric is being "granted" the spells like invoking miracles and such. At other times divine magic is represented as a actually magical practice that requires learning and study.

Look at the components for spells. Verbal, Somantic and Material.

Spontaneous "miracle" invoking would seem to only need a verbal component, speaking a prayer. But many spell require specific guestures and material components. The Magic Circle Vs. spells even require drawn or painted diagrams to bind creatures.

Additionally, arcane casters can dispel divine magic just as easily as they can arcane spells. I dont know about you but if my god just granted me a miracle i prayed for and them some upstart wizard just walked up and said "I dont think so God of Thunder, Dispel Magic." That would do a whole hell of a lot to shake my faith in my god.

If I needed to explain how divine magic was still possible without dieties. I would use this.

The dieties provided the power for the spells but the magic still require practice and training to use. It involved rituals and knowledge of the correct way to invoke divine magic, just as Arcane magic required study and practice to master the ability to channel the mystical power.

To me Divine magic and Arcane magic are in practice very similar the major difference is the power source.

Arcane magic draws upon magical energies that are there for the harnessing. They channel the ambient mystical energies that flow through the universe.

Divine magic calls upon divine energies that were supplied by the dieties with out the dieties divine casters had to learn to channel those divine eneries themselves. Divine magic draws upon divine energies channeled from the upper and lower planes.

Shadow Lodge

I wish they would remove the material component from Divine spells, and just require all to use a Divine Focus (grants Eschew Materials).

I also wish that there where a bigger divide between Arcane and Divine (since 3E came out), such as more creatures only having S.R. towards one type or things like that. Maybe individual spells have additional affects that only divine users or only arcane users can use.


Perhaps when your gods died the left remenants or an echo of themselves behind in the world. Perhaps this is what your clerics and such are tapping into.

My question is, do you want your everyone in your world to be well aware that your gods are dead, or do you want lots of false gods? My solution is better for a world with false gods than one were people are well aware of the are gone.

If you like the idea of false gods then this is how I would proceed to explain the nature of these religons.

1) Some wise individual finds a way to tap into one of these 'echoes' and becomes a cleric. His faith and prayers is seemingly answered by a god with similiar ideals as him.
2) Seeking to codify what has happened he develops a religion to explain what is happening to him.
3) This individual's wisdom and miracles draw followers to him. He teaches other people to tap into 'echo' like he has and they become clerics also.
4) Over time this 'echo' of power is used up. The number and power of clerics in a religion decline untill there are no miracle workers left.
5) Those that remain do their best to continue on, not even aware that there god (or gods) never really existed.

This makes for a dark world (all religion is false), but given that you want all your gods dead then it sounds like you are wanting to go that way anyway.

If you want to go even darker then you can add another layer. Given that people tend to be good and nuetral aligned (and high Wisdom individuals even more likely so), it is likely that all easily tapped in 'echos' are weak (just enough to have a few clerics of which a PC is one of them). Those that remain fresh can only be accessed by those with twisted desires and murderous intentions. It is a world were the most powerful spellcasters are madmen who want to reek havoc or conquer everyone.


They don't know.

Such classes still pray to their deities and despite never getting specifically answered anymore.. they still find their spells rewarded each day- and taken away if they stray too far from "the path".

It is the greatest of mysteries and the greatest of quests amongst the mid-high level Divine classes to discover just who or what is actually granting their spells.

-S

Contributor

If the source of arcane magic was disrupted for centuries, being unavailable for use regardless of a wizard's knowledge or training, then the basic theological explanation is that the gods created magic the same as they did everything, and when the magic went away when the god's died, that's like water going away when there's a drought. When it comes back, it still follows the same physics, and magic likewise follows the same metaphysics.

Wizards got it back first because they had the best understanding of how to grasp it, and oracles and sorcerers got it instinctively. Clerics, paladins, and inquisitors get it by means of their faith in philosophies and higher ideals, a method which always worked but was frowned upon by the clerics who worshipped specific gods.

To put it another way, all the gods of the sea might be dead, but the sea is still there, and the concept of the sea and water are still there, so if some cleric starts worshipping the sea? Their faith taps them into that, and if they personify that faith with a face or a name of a dead god, it can still work. Of course, this may lead them to believing that the gods are still alive, but in truth it's just that the memory of the gods still exists. However, if the memory serves the same purpose as the god, it works just fine.


Kevin Andrew Murphy wrote:

If the source of arcane magic was disrupted for centuries, being unavailable for use regardless of a wizard's knowledge or training, then the basic theological explanation is that the gods created magic the same as they did everything, and when the magic went away when the god's died, that's like water going away when there's a drought. When it comes back, it still follows the same physics, and magic likewise follows the same metaphysics.

Wizards got it back first because they had the best understanding of how to grasp it, and oracles and sorcerers got it instinctively. Clerics, paladins, and inquisitors get it by means of their faith in philosophies and higher ideals, a method which always worked but was frowned upon by the clerics who worshipped specific gods.

To put it another way, all the gods of the sea might be dead, but the sea is still there, and the concept of the sea and water are still there, so if some cleric starts worshipping the sea? Their faith taps them into that, and if they personify that faith with a face or a name of a dead god, it can still work. Of course, this may lead them to believing that the gods are still alive, but in truth it's just that the memory of the gods still exists. However, if the memory serves the same purpose as the god, it works just fine.

Low and Behold, After a Thousand year of said belief, do Yee gods return apon the land, reborn onto yee throw faith and prayer.

The only question being, why did the sea god go from being Neutral Good in times of old, to Neutral Evil, in this day and age :)

Was the Faith and prayer corrupted that much over the thousand years.


Selgard wrote:

They don't know.

Such classes still pray to their deities and despite never getting specifically answered anymore.. they still find their spells rewarded each day- and taken away if they stray too far from "the path".

It is the greatest of mysteries and the greatest of quests amongst the mid-high level Divine classes to discover just who or what is actually granting their spells.

-S

First of all, I cannot describe how much I agree with the above quote.

Second, I am running a game with dead gods, and I allowed the cleric to just follow the concept of his alignment, and he was just channeling magic as easily as positive energy. It's there, and the clerical classes can just access it through inspiration, it does not have to be other worldly inspiration. Think of it like humming a familiar tune, but you don't remember what the song is, but you know it sounds right.

Third, If the gods are dead, why are their clerics and paladins. I think a loss of faith would no doubt exist. Why there would be anything other than oracles and sorcerers is beyond me, but I think a witch who still practiced the old hexes would be surprised when her charms become exceptionally more effective.

Finally, the post above suggesting that a divine caster seek the source of their magic because it is unknown could be interesting. I mean if the clerics were still worshiping the dead gods then would they suddenly start casting? Would they believe those gods are now alive or reviving? Again, who are these clerics worshiping anyway? That would make it much easier to answer your question in this forum.


Thanks for all of the responses, but I guess it's time to clarify what I probably should have put in the first place.

How the gods came about:

A group of 7 mortals consisting of 3 Neutrals, 1 LN, 1 NG, 1 CN, and 1 NE located a device called the God Forge. This device basically took all of the magical energy of the world and distributed it to them all, making them gods. While they all granted spells to their followers, the main conduit of magic was the Goddess of Magic (one of the Neutrals). Then when they died, the mystical energy of the world took time to reset and balance itself.

The potential of this scenario:

The PC discover the Forge themselves and become the new gods.


Question: Do mortals know that the gods are dead?


Hymenopterix wrote:
Question: Do mortals know that the gods are dead?

Yes

Shadow Lodge

Instead of gods, use concepts, such as Evil, Good, Law, Chaos, Neutrality, Undeath, Life, Light, Darkness, etc (pretty much any of the domains). Maybe these concepts are actually gods, but just so far removed from the mortal world that they have been forgetten as anything other than those elements which they have dominion over. Or maybe these concepts themselves are so powerful that they don't require gods to be the middle-man.


Fallen_Mage wrote:
Hymenopterix wrote:
Question: Do mortals know that the gods are dead?
Yes

How do they know? You'd think the average lay-worshiper wouldn't be affected by the gods' existence one way or another, especially if divine magic is back around. A hundred years shouldn't be enough time to completely demolish a religious institution even after losing it's concrete proof in the gods, especially among the long-lived non-human races.

I'd imagine that cults and religions based around the sudden loss of magic might pop up and people may think the gods abandoned them, but there would still be long-lived priests or those who hang onto their faith even without proof. Then, once the magic returns, wouldn't people assume the gods are responsible and start worshiping them again?


That you have told me about your world kind paints you into corner. A Godforge that redistributes magic and everyone well aware that gods are gone. Additionally it sounds like you want cleric spells to come from something tangible and not 'pure faith' or lesser outsiders. On top of that it sounds like the return of magic is something relatively new to your world. (Which begs the question, why didn't science become much more advanced in a 1000 year space, but that asside).

The best answer I can give you: 'Potential Gods' are what power your clerics and such. Perhaps your Gods are such amazing beings that they are not strictly linear and the time itself can not contain them. As the moment of your Gods creation arives they have a greater and greater effect on the world. In beginning they meerly empower mortals who have similar aims and sympathies as them. As time progresses and the likely hood increases that they are the ones that will be come gods increases, their effect on the past increases. Your PCs will obviously want to influence this outcome, even if they don't want to become gods themselves.


idilippy wrote:
Fallen_Mage wrote:
Hymenopterix wrote:
Question: Do mortals know that the gods are dead?
Yes

How do they know? You'd think the average lay-worshiper wouldn't be affected by the gods' existence one way or another, especially if divine magic is back around. A hundred years shouldn't be enough time to completely demolish a religious institution even after losing it's concrete proof in the gods, especially among the long-lived non-human races.

I'd imagine that cults and religions based around the sudden loss of magic might pop up and people may think the gods abandoned them, but there would still be long-lived priests or those who hang onto their faith even without proof. Then, once the magic returns, wouldn't people assume the gods are responsible and start worshiping them again?

My mother was a nun for 15 years and still a devote chatholic. Shes never cast a spell or had one of her prayers replied to with a miracle but for all her 76 years she has prayed every morning and every evening. Try convincing her that her diety is dead.


I would go with divine magic being a deep connection to the more significant parts of one's soul that are "in-touch" to various planes.

That's how it determines the Domains one can invoked.

Planes and Souls are major parts of Divine Magic.


Fallen_Mage wrote:


How the gods came about:

A group of 7 mortals consisting of 3 Neutrals, 1 LN, 1 NG, 1 CN, and 1 NE located a device called the God Forge. This device basically took all of the magical energy of the world and distributed it to them all, making them gods. While they all granted spells to their followers, the main conduit of magic was the Goddess of Magic (one of the Neutrals). Then when they died, the mystical energy of the world took time to reset and balance itself.

The potential of this scenario:

The PC discover the Forge themselves and become the new gods.

I think you just answered the question you meant to ask us. The mystical energy of the world resets itself by granting magic to those who should wield it. The knowledge of wizards becomes truth once more, sorcerers are again whispered the arcane secrets of their ancestors, and the prayers of the of those who seek miracles receive miracles. The magic language rewards its scholars, the children of ancient magical users' blood awakens, and faith is rewarded. These appear to be the fundamentals of mystical energy.

What's more frightening, in fact, is that these rules are changed by using the God Forge. Now, your language and blood must be approved by the god of magic. The simple of faith of divine casters must follow those newly arisen by apotheosis. Sounds like an interesting campaign!


pobbes wrote:


I think you just answered the question you meant to ask us. The mystical energy of the world resets itself by granting magic to those who should wield it. The knowledge of wizards becomes truth once more, sorcerers are again whispered the arcane secrets of their ancestors, and the prayers of the of those who seek miracles receive miracles. The magic language rewards its scholars, the children of ancient magical users' blood awakens, and faith is rewarded. These appear to be the fundamentals of mystical energy.

Let me just say thanks to everyone who answered this post. And special thanks to Pobbes for pointing out what I obviously missed. Never realized that it could be that simple. Once again, thanks to everyone.

May the journey of your characters be long and prosperous

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