Their Own Magic

David P. Summers
copyright 10-15-04

"Sir Lars led the group through the overgrown remains of the old temple. He could sense the stirring power of the dead god throbbing around him. As the knight entered what was left of the inner sanctum, he could just make out his foe, a dark priest of the chaos god that Lars was sworn to stop. The party was wounded and tired and already an evil darkness was bubbling up between Lars and his foe. However, Lars could feel the bit of his own god's power he had left in him. Completing the necessary invocation and naming the power of his god, a shaft of blinding light stabbed down out of the sky at the man who would bring the evil named Droj back into the world...."

Clerical magic systems have been provided in, for 3rd edition, GURPS Religions and GURPS Magic and, in 4th edition, in Basic. However, they rely on clerics having nearly the same casting mechanisms and basic spells as mages. I wanted a system where clerical magic had it's own flavor, advantages and limitations. To meet this desire, I considered a cleric receiving powers directly from their god and needing to return to sanctified ground to renew them. A system where clerics are fundamentally different in how spells (called invocations here to distinguish them from sorcerous magic) are acquired, cast, and constrained.


The basis of the system is that a cleric, on sanctified ground, receives a specific and limited portion of their god's divine power. The cleric takes this power out into the world at large to use on the god's behalf. The cleric can return to sanctified ground (Very High Sanctity in GURPS Religions terms) to bring him/her close enough to enable the deity to restore the power used. This power takes the form of the ability to use a limited, and predetermined, set of invocations that the god gives to him/her.

In game terms the player buys the ability for his or her cleric to use a specific power from the god once before returning to consecrated ground (generally a temple to the deity). Buying the same invocation multiple times allows the cleric to use it multiple times before returning to consecrated ground.

Example: Sir Lars' player wants him to be able to use Tarawinn's Vengeful Wrath twice and Tarawinn's Vigilant Touch once before returning to sanctified ground for a day. He buys one use of Tarawinn's Vengeful Wrath and two uses of Tarawinn's Vigilant Touch for a total of 17 points.

In roleplaying terms the cleric either simply receives power, as a gift, from the deity (the amount being reflected by the character points that the player spends) or the cleric sacrifices a bit of himself for the power. The later is played out as a temporary lowering of attributes such as; ST, IQ, DX, HT, Hitpoints, or Fatigue. They can be bought back up (without paying double in 3rd edition) at whatever rate the GM feels he should require.

Using Invocations;

To use an invocation, a player rolls against the skill Divine Magic (M/VH or IQ/VH, depending on edition). Unless otherwise noted, the roll suffers the same penalties for distance, etc., as sorcerous magics. Once the invocations are used, it takes a 24 hour ceremony on consecrated ground to regain all invocations. (This seems to work well in practice, but a GM could require a day for each invocation, for example in a setting where magic was rare). Since a cleric’s power comes directly from his/her god, there are no fatigue costs involved.

Buying Invocations;

The GM may require approval to buy more invocations. This can be granted when it is believed the cleric has done something to leave the deity reasonably pleased with the cleric. The cleric must spend several days in a ceremony in which the deity endows the cleric with the ability to hold the additional power. The nature of the ceremony depends on the cleric, the god, and the setting. It can range from fasting and meditation to the ceremonial tattooing of the cleric with runes associated with the power. Generally one does not charge double cost for invocations purchased after character creation.

Example: Meery has Lona's Lifesaving Touch, Lona's Fruitful Blessing, and two castings of Lona's Quick Touch. However, in the past a companion of hers died because she had already used all the power Lona gave her. Her player decides she needs Attention of Lona. She has just completed an important assignment and the GM decides that her Goddess is well pleased. Attention of Lona is 15 points so Meery sacrifices 1.5 levels of health, taking it from 11 down to 9.5 (and effective 9). Meery can now renew all her invocations once before returning to her temple. In the next adventure she earns 5 character points and buys her HT back up to a 9. When she earns another 10, she can buy it back to an 11.

"The pregnant woman was lying on a rich silk blanket placed on the dirt. Her breathing was becoming difficult. She was starting labor and it was not going well. The king's retainer began to fear that he would not get his lady, or her unborn child, back to his lord alive, let alone in good health. He knew nothing of childbirth and had not thought to bring a midwife for such a short trip. Then he remembered the simple shrine to the goddess of healing and fertility they had passed. He started shouting orders and minutes later one of his men galloped off as fast has he could ride.

The time spent waiting passed with excruciating slowness, but eventually the priestess arrived in her simple, homespun, robes. She went immediately to the exhausted woman. The men heard her soothing words and heard the gentle goddess named. The mother's breathing became easier and a short time the new prince emerged safely into the world.

Later the King would offer to build a grand temple to the goddess on the site of the birth. However, the church asked a for something else. They simply requested that the child, if she wished, be allowed to serve the goddess when she came of age. It seemed a trifle, not many showed in interest in the older gods anymore and the King had years to guide her interests. The king agreed readily, giving his oath on the subject..."

Divine Favor and the Church;

The cleric's general divine power level is reflected in the number of character points spent on divine magic. This reflects how much power the god thinks the cleric can handle, his/her piety, how much the god is willing to meddle, etc. If a GM wishes, he/she may decided that being able to buy increased levels of magic reflects a progression though a hierarchy of divine favor for religions that classify things in such terms (like with Power Investiture, this does not necessarily go hand in hand with Clerical Investment or standing in the earthly church). A character with 5 or 10 points could be a cleric with some of the god's favor. A character with 25 points could be clearly marked as very favored. A character with 50 or more could be one handpicked by the god as one of his/her chosen.

In religions where a character's position in the church hierarchy and their ability to use cleric magic are connected, a GM might require a level of Clerical Investiture for each 15 points of Divine magic (to reflect the non-magical advantages of church standing). For "Runequest like" systems, one might require a level of Clerical Investiture to be able to renew invocations whenever the character reaches consecrated ground. Lay members might have access to divine magic but be only be able to renew invocations at special holy times once or twice a year (they might buy invocations at some reduced cost, say -75%). If Clerical Investiture is require for divine magic, but produces none of the cultural, social, or political advantages listed, a GM might give the character as many points in divine magic as they have spent on Investiture.

Alternate Methods;

The costs here assume that a character will, on average, be able to recharge their spells once per adventure (either because they can't get back to the temple, or the action prevents them from taking a day off to renew their invocations). If a GM expects PC to be able to recharge more often than this, a higher cost is appropriate. For example, being able to recharge between each play session, and generally having all one's invocations when they go into battle, might be worth 2 or 3 times the listed cost. This approach can also be used to simulate an AD&D style of clerical magic where clerics simply pray to recover spells.

However, if there is going a longer time before PCs can get back to a temple, it is probably better to just lower the cost of the spell "Attention of <name of the god>" (see below) than to lower the costs of the invocations. In campaigns where the GM is allowing optional magic rules that increase the power of mages, he/she may wish to compensate by  reducing the time needed on sanctified ground to renew invocations or to use Attention of <name of God>. In a game where large powerstones or particularly effective spells are fairly easy to come by, an object that creates a sanctified area (perhaps a certain number of times, or on certain days, etc.) can be given to a cleric.

Another alternative method is that the power the cleric gains from his/her deity can be used on _any_ invocation the god offers (except Sanctify and Attention <name of the god>, these must still be bought separately). Here it is important to have the invocation list completed before hand since adding more invocations will increase the flexibility and power of the cleric. The character point cost listed for each invocation becomes the amount of the gods power that the invocation uses up. The point cost for a unit of god's power depends on the sum of the costs of all the spells the god offers (for leveled spells assume 3 levels, do not include Sanctify or Attention <name of the God>) according to the table...

Total divine power           Character point cost per

of spells offered....            point of divine power...

0-5                                                      1

6-25                                                  1.5

26-45                                                  2

46-65                                                2.5

66-85                                                  3

and so forth...

(in 4th edition, I would round up to the nearest whole number. Similarly round up all fractional point costs in the invocations below.)


Below are invocations for some different types of gods. A GM should feel free to mix and match for his/her own purposes. All gods have the following two…

-Sanctify - 5 points.

Creates an area 10 yards in radius sanctified to the god. Ceremony lasts over 1 week. (Note: this exists for the creation of new temples. To sanctify an area to a god, and then abandon it to possible desecration, would be a great insult).

-Attention of <Name of God> - 15 points.

Creates an area temporarily sanctified to the god. Requires 2 days and lasts for 1 day afterwards. (Note: may only be recovered at a temple that has been permanently sanctified).

God of Light and "Good";

Below is an example of a list of invocations created for a war god of justice or light on who fights on behalf of the side of "Good".

Tarawinnian clerics do not suffer a penalty to heal themselves in the middle of combat, otherwise they are at a -1 to heal themselves for each hitpoint they are down. Repeated healing suffers no penalty.

-Vigilance of Tarawinn - 1.5 points.

Immediately brings a subject to consciousness. Ritual takes 1 second. Touch only.

-Courage of Tarawinn - 2 points.

Counters all fears but does not impair judgement (you can rationally decide it would be a bad idea to attack the dragon). Touch only. Ritual takes 1 second. Lasts until the next sunset.

-Tarawinnan light - 2 points.

Invoked on any object (or part of a large object) the invocation creates a very bright light, painful to look at up close, that lasts until sunset of the next holy day (d6 days if that day is not know).

-Tarawinn's Gentle Succor - 2 point.

Restores 4 hit points to subject. Touch only. Ritual takes 2 seconds.

-Protection of Tarawinn - 5 points/level.

Provides a +1 to all resistance rolls for magic or +1 DR for other attacks. Surrounds the subject with a soft glow (slightly brighter for higher levels). Each invocation must be invoked at the level it was bought at. Subsequent invocations do not add to the effects. Ritual takes 5 seconds. The invocation is at a -2 if the subject is a lay member of the church and -5 if they belong to another religion. Effect lasts 10 minutes.

-Tarawinn's Vengeful Wrath - 8 points.

Works only in direct sunlight. A shaft of intense light descends on the subject. May be dodged (if the subject isn't looking up, roll a contest between the subject's vision and the cleric's Divine Magic roll to see if he drew the subjects attention to the sky in the invocation) but not blocked or parried. PD and DR of the subject's thinnest armor apply. Does 3d6 damage. "Evil" creatures take double damage. Takes 2 seconds. Sight only.

-Tarawinn's Vigilant Touch - 4.5 points.

Causes the knight's sword to glow brightly for 1 minute. Adds 3 points to damage (no cutting/impaling multiplier). Takes 1 second.

-Tarawinn's Cleansing Light - 4 points.

A glow emanates from the Knight's hands and passes through the subject, removing any poison. Doesn't heal damage. Takes 30 seconds.

-Tarawinn's Burning Light - 4 points.

A light emanates from the cleric causing 3d6 damage to any undead in all forward hexes (within 10 yards, 1/2 damage to 20 yards). Ritual takes 2 seconds. May be blocked or dodged.

-Tarawinn's Dismissal - 5 points. Sends demons and other "evil" extraplanar creatures back to their own plane if the Knight wins a contest of Will.

-Tarawinn's Judging Vision - 2.5 points. Tells the knight if whomever he is looking at is telling the truth for the next minute. Takes 1 second.

God of Healing and Fertility;

Below are invocations created for a healing/fertility god.

Lonan clerics cannot heal themselves. The repeated healing of others suffers no penalty. Unless otherwise noted, subject must be in contact with the natural Earth (dirt, rock, or vegetation growing out of the Earth) or on sanctified ground.

-Lona's Light Touch - 1.5 point.

Restores 4 hit points to subject. Touch only. Ritual takes 3 seconds.

-Lona's Glance - 2 points. Like Lona's light touch, but is used as an "blocking spell" (can be used instantaneously, see p. 12 of Magic).

-Lona's Healing Touch - 4 points.

Completely heals subject. Touch only. Ritual takes 4 seconds.

-Lona's Quick Touch - 6 point. Same as Lona's healing touch, but is used as a "blocking spell".

-Lona's Lifesaving Touch - 12 points.

Leaves subject alive and fully healed, even if he has missed death rolls since the Cleric last acted (but only for the immediately following round). Essentially the cleric is reviving the subject before his/her spirit has chance to leave the body. The Cleric must be able to see the subject, but usual range penalties apply. Is used as a "blocking spell".

-The Calm of Lona - 1 point.

Calms angry or agitated persons. Subject may still have a negative attitude (if he has a rational reason for one) but he will be able to rationally consider the matter. Removes all reaction modifiers based on emotional feelings.

- Lona's Easing Hand - 0.5 points.

Gives a bonus of +4 to all HT rolls during child birth. Halves any damage or pain suffered. Effects starts as soon as the invocation is start and lasts as long as the cleric continues tending to the mother during child birth.

- Lona's Fruitful Blessing - 0.5 points.

Gives a +1 to all rolls for a fruitful harvest. May be applied multiple times. Covers 10 acres of fields and takes an hour. (Note: The benefit is the presumed positive reaction of grateful NPCs. A GM might adjust the cost in a campaign where PCs hold farms, etc.).

- Lona's Curing hand - 4 points.

Cures the most serious disease the subject is suffering from. Doesn't heal damage. Takes 5 seconds.

- Lona's Cleansing touch - 4 points.

Removes the most serious poison from the subject. Doesn't heal damage. Takes 1 seconds.

- The Blessing of Lona - 0.5 point. Cures one cause of infertility. Ritual takes 1 hour.

- Lona's Fruitful touch - 1 point.

Increases the odds of pregnancy. Obviously this depends on how the GM defines such odds. +25% seems a good figure. The cost is based mostly on the presumed positive reaction of grateful NPCs. Additional invocations can increase the odds further. Will work on both humans and animals. Lasts for 3 hours.

- Set the Limb — 5 points.

Resest a crippled limb so that it can heal properly. Limb will be functional in d6 weeks.

- Heal the Limb - 8 points.

Restores the functioning of any crippled, but not lost or destroyed, body part. Ritual takes 1 minute.

- The Miracle of Lona - 12 points.

Causes a lost or destroyed body part to regrow over the course of 1d weeks. Ritual takes 1 minute.

[Note: The following invocation is not really in line with a pacifistic goddess that this is modeled on. If a GM is modifying this god or simply wants her clerics to have some sort of magic they can use in combat, they can add the following invocation...]

-Earth's Capture - 8 points.

Makes the earth to sink around the target, causing it to swallow him up. The invocation takes 1 second. The target gets a DX-3 rolls the first round to step out. If he fails he is stuck. He will then sink into the earth at 1 foot a second. He will be able to fight, but not move, until the earth reaches his shoulders (though he is at a -2 once it is past his waist). He will sink until he is buried up to his neck (or completely in the least pacifistic version). He remains there until he is dug out (a completely buried victim will suffocate as outlined in GURPS Basic. In 3rd edition is on p. 122.). Note: some pacifist gods will be displeased if a cleric of their uses this to harm someone. Penalties may include not being able to recover the invocation.

God of Knowledge;

Below are invocations created for a knowledge god.

- Spell Sight - 2 points/level.

Causes any active spells in the target area to glow in the cleric's vision and gives him/her a general idea of what the spell(s) do. Covers an area with a radius equal to the level it was bought at. The area may be placed anywhere within the Cleric's sight. The glow lasts one minute. Invocation time is 10 secs.

- Enchantment Sight - 1 points/level.

Causes any enchanted items in the target area to glow in the cleric's vision. Area, time, etc. are as for Spell Sight.

- Soul Sight - 2 points.

Allows the cleric to see the being's soul, if any (undead, golems, etc. don't have souls and will not show up). This will allow the cleric to see if the being has any magical, or other special, powers (and perhaps some idea of what they are) and give a general insight to what kind of life he has lived (bad deeds have stained a soul, hard time harden it, etc.). Invocation time is 10 secs.

- Enemy Sight - 2 points/level.

The invocation will cause the position of any being with hostile intent to glow to in the cleric's vision. Otherwise it works the same as Spell Sight.

- Absorb Book - 2 points/level.

This invocation will cause the cleric to know the contents of any reasonably sized book that he/she could have read. It doesn't give an understanding of languages so the cleric must be able to read the book or use a invocation (or other magic) that would have lasted long enough to enable him/her to have read the whole book. (However, if the cleric could have more or less made out the book because of an incomplete understanding, multiple invocation will gain practice with the language just as if the cleric had read it multiple times.) Invocation time is 10 secs.

- Block Spell - 0.5 points/level.

Blocks all incoming spells at the subject. Every time a spell penetrates the block, the level drops by 1 (the spell disappearing when it reaches a level of 0). The resistance roll depends on the level of the invocation according to the following table....

Ritual Level Roll Against

1 12

2 14

4 16

8 18

16 20

Maybe used on an enemy to stop friendly magic, but the subject then gets a resistance roll against IQ. Invocation time is 1 sec. Lasts 1 minute.

- Reflect Spell - 1 points/level.

Like Block Spell, except that it reflect the spell back at the caster. The caster resists against the roll made to reflect the spell. Invocation time is 1 sec. Lasts 1 minute.

- Neutralize Magic - 0.5 points/level .

Eliminates the magic in/on one object. Roll against the first spell, after a successful contest, roll against the next spell. After a failure, roll against the same spell after dropping the level by one. When the invocation drops to 0, it stops. Invocation time is 10 sec.

- See Substance - 0.5 points/level.

The invocation will cause any a specific substance (mineral, type of wood, etc.) to glow in the cleric's vision. Works as per Spell Sight.

- Telepathy - 2.5 points/level.

Allows the Cleric to understand everything that the subject is thinking. Subject must be willing. Does not allow the Cleric to probe memories or to send thoughts. Cleric must be within 10 yards of the subject. Takes 1 second to invoke. Last for a number of hours equal to the level.

- Know Language - 0.5 points/level.

Allows the Cleric to understand the language in a given book, the primary language of someone else, or the language someone else is using at the moment. Cleric must be within 10 yards of the subject. Takes 1 second to invoke. Lasts for a number of minutes equal to the level.

- See the Past - 1 point/level.

Allows the Cleric to see events that occurred in the past. The invocation will cause the area in the Cleric's vision to appear as it has at a time specified by the Cleric as long as it is within the range of the invocation. Cleric then sees events proceeded as they had for a time span of 10 minutes. Takes 1 minute to invoke.

Ritual Level Time

1 1 hour

2 1 day

3 1 fortnight

4 2 months

5 6 months

6 1 year

7 2 years

8 4 years

- Sense history - 0.5 point/level

Allows the cleric to sense the history of an object. Gives the cleric a sense of the nature of events surrounding the object, the uses the object was put to, and how it was formed (up to the time limit for the invocation). Uses the table from See the Past. Takes 1 minute to invoke.

- Remembrance - 0.5 points/2 levels

Allows the Cleric to remember what he was sensing, thinking, etc. at a time in the past. A invocation will cause the cleric to remember the time specified over a time span of 10 minutes. Takes 1 minute to invoke. Uses the table from See the Past.

God of Nature;

Below are invocations for a nature god.

[Note: the use of animal control invocations for hunting purposes is, unless other wise noted, considered an abuse of Lanal's power. An animal is defined as a creature who's racial average IQ is less than 8.]

- Lanal's guiding hand - 2 points

Causes a member (or a swarm if the animal is small enough to qualify for the swarm rules) of a specific species of animal to desire to do the cleric's bidding. The cleric must concentrate for 1 second/sentence of instruction to make his/her desires known to the subject. Otherwise the animal we do what it can for the cleric to the best it's ability. Last 5 minutes. Ritual takes 1 second to invoke. Resisted by IQ+2.

- Lanal's Call - 2 point.

Calls the nearest member (or a swarm if the animal is small enough to qualify for the swarm rules) of a specific species of animal. Long distance range modifiers out of GURPS Magic apply. The creature will proceed toward the cleric at the fastest practical speed. Ritual lasts until the animal appears, though every day it gets a roll against IQ - 2 + days the invocation has been up to give up and go about its normal business. Invocation takes 1 min. Resisted by IQ + 2.

- Eyes and Ears of the Animal - 4 points

Lets the cleric sense everything that and animal can sense. Lasts 5 minutes. Takes 10 seconds to invoke. Provides no control over the subject.

- Lanal's Voice of the Animal - 5 points

Lets the cleric communicate with an animal to whatever degree that an animal is smart enough to comprehend. Lasts 5 minutes. Takes 10 seconds to invoke.

- Lanal's Quieting Voice - 2.5 points

Causes an animal to immediately cease all hostile action, provided the creature is not controlled in any way. Last as long as the cleric talks soothingly to the animal. The animal may decide to leave the area (reaction roll may be appropriate) but if it does, it will be because it is inclined to avoid the cleric and it will not attack in the near future (unless cornered, etc.). Will remove initial inclination to attack others in the cleric's presence, but this may change normally depending on circumstances (treat as giving the animal a neutral reaction to the party but no other compulsion). Maybe invoked as a "blocking spell". Resisted by IQ+2.

-Guide the Missile - 1.5 point.

Removes all to hit penalties for Distance, Range, Speed, Darkness, etc. and doubles ranges for an arrow. Maybe invoked as a "blocking spell" in the same round the missile if fired.

-Converse with Plant - 2 points.

Allows the cleric to communicate with a plant. Note this does not provide an awareness for the cleric to talk to (see Seed of Awareness). However, some plants (like an ancient Oak) may have some awareness that can be tapped into. The cleric must speak to the plant but the cleric simply "understands" the answers. Lasts 10 minutes. Takes 5 seconds to invoke.

-Seed of Awareness - 3 points.

Creates a sentient awareness in a plant of about IQ 7-8. The plant can then generally sense what occurs about it (sense roll also about 7-8). Lasts 1 day. Takes 1 minute to invoke.

-Seed of motility - 5 points

Causes a plant to move to the cleric's will for 10 seconds, except that the plant will not uproot itself. Takes 1 second to invoke.

-Confidence of the Forest - 0.5 points

Causes plants along the subjects path to seek to hide evidence of the subject's passing. Confers -8 to all attempts to track that one individual. Invocation time is 1 minute. Lasts 1 hour.

-Lanal's spirit influence - 0.5 points/level

Protects against all "nature spirits" (animal spirits, dryads, etc.) but not things like ghosts. Gives the Cleric a +1/level on all rolls. Last 10 seconds. Takes 1 second to invoke.

-Essence of the hunt - 2.5 points.

Maybe used to track for hunting purposes. Allows the cleric to sense if the essence of a specific animal (one that he has been tracking, has seen, etc.) has passed through. Gives a +5 to all tracking rolls. Will work on intelligent beings. Last 1 hour. Takes 1 second to invoke.

-Prisoner of the Oak - 5 points.

Entombs the subject in an Oak tree. Subject must be touching the tree (but does not have to be willing, eg. you can tie him to the tree). Resisted by average of ST and IQ. The victim is held in the tree until he is free by magic or divine intervention. He is aware of himself, the tree, and (dimly) the immediate surroundings (esp. things touching the tree). He lives indefinitely and does not age. Killing the tree causes a HT-2 roll. If the roll is made the victim is freed, otherwise he dies with the tree. Takes 5 seconds to invoke. The tree will generally be willing to free a prisoner for the cleric that put him there (if he has a way of conversing with it, roll reaction at a +3) unless the tree has some reason to hostile to the prisoner (perhaps he had been cutting down the forest). Any other person who discovers a way of communicating with the tree (the may require anything from just speaking to it to using magic) will have a more difficult time (-2 to -9 to a reaction roll).

Tree Running - 1 point.

Allows the subject to leap up into the trees and run through the branches with every step landing on a branch. Movement is tripled for 10 minutes and there are no penalties for terrain. The cleric is fatigued as if they were running normally. Works only in a forest dense enough that the subject can go from tree to tree. Takes 1 second to invoke.


New invocations can often be constructed as variations on other invocations. For example, Tarawinn's Vengeful Wrath was written for a light god. If one wanted an invocation for a sky god, the effects would be similar (the gods power stabs out of nowhere) but it would be based on lighting. So one might have....

-Lightning Bolt - 8 points.

Works only outdoors when clouds are present. May be dodged (if the subject isn't looking up, roll a contest between the subject's vision and the cleric's Divine Magic roll to see if he drew the subjects attention to the sky in the invocation) but not blocked or parried. PD and DR of the subject's thinnest armor apply. Does 3d6 damage. Takes 2 seconds. Sight only.

Or it might be changed so that it works everywhere, increasing the cost (or one could reduced the damage instead) to give...

-Fire Fountain - 12 points.

A fountain erupts from underneath the feet of the victim. Maybe dodged or blocked (with a vision roll to see it starting in time) but not parried. Victim is protected by the PD and DR of the subject's thinnest armor. Does 3d6 damage. Takes 2 seconds. Sight only.

One could then take the Fire Fountain and change the special effect by having a pool of darkness fountain up and drain life from any it touches so that it applies to a god of Darkness.

More generally, as a guide to determining the cost of a new invocation, in 3rd edition, the cost of a similar knack (see GURPS Magic p. 86.) divided by 6 provides a starting point (but only a very rough one). In 4th edition, the cost of a inherent ability that requires an activation roll and costs fatigue divided by 6 might be a starting point.

Copyright (2004): Permission is granted for personal, non-commercial, use only.


Here is an invocation I made up, but decided it really didn’t suit the god. Rather than just toss it, I though I would put it here at the end for people to make use of…

God's Breath - 1 points.

Allows the cleric to breath anything (water, poison gas, molten metal, etc) without ill effect. However, the cleric is still vulnerable to other damage (fire, etc.) unless otherwise protected. The invocation takes 5 sec. and lasts 1 hr.