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{{See also|Domain}}
 
{{See also|Domain}}
  
'''Divine magic''' is one of three types of [[magic]], along with [[arcane]] and [[psychic magic]], that manifests in the form of [[spell]]s and spell-like effects.<ref name="CRB-206">{{Cite book/Core Rulebook|206}}</ref> Divine spells are known to be less dramatic and destructive than arcane spells, with significant variance based on the [[deity]] granting them.<ref name="CRB-218">{{Cite book/Core Rulebook|218}}</ref><ref name="CRB-220">{{Cite book/Core Rulebook|220}}</ref>
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'''Divine magic''' is one of three types, or [[magical tradition|tradition]]s, of [[magic]], along with [[arcane]] and [[psychic magic]], that manifests in the form of [[spell]]s and spell-like effects.<ref name="CRB-206">{{Cite book/Core Rulebook (1E)|206}}</ref> Divine spells are drawn from [[deity|divine forces]]<ref name="CRB-220">{{Cite book/Core Rulebook (1E)|220}}</ref> and are considered generally less dramatic and destructive than arcane spells, with a greater focus on healing and protection and significant variance based on the [[domain]]s of the deity granting them.<ref name="CRB-218">{{Cite book/Core Rulebook (1E)|218}}</ref><ref name="CRB-220"/>
  
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== Nature of divine magic ==
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Little is known about the source of divine magic, how deities gain the ability to grant spells to their followers, or how deities can influence far-flung [[plane]]s and creatures.<ref name="ISG-6">{{Cite book/Inner Sea Gods|6}}</ref>
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== Classes ==
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{{Main|Cleric|Druid|Inquisitor|Oracle|Paladin|Ranger}}
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Many people gain the ability to cast divine spells through devotion to a deity, including [[cleric]]s, [[inquisitor]]s, and [[paladin]]s. [[Druid]]s and [[ranger]]s draw divine inspiration from nature,<ref name="CRB-220"/> while [[oracle]]s are often chosen by divine forces to be vessels of their power.<ref name="UM-53">{{Cite book/Ultimate Magic|53}}</ref><ref name="APG-42">{{Cite book/Advanced Player's Guide|42}}</ref>
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Clerics and inquisitors are especially tied to their patron deities. Their [[alignment]] and actions must closely reflect their deity's faith to avoid drawing their patron's wrath or losing their powers. Clerics can also [[energy channeling|channel their deity's energy]] through their bodies and into others'.<ref name="APG-38">{{Cite book/Advanced Player's Guide|38}}</ref><ref name="CRB-39">{{Cite book/Core Rulebook (1E)|39}}</ref> Every cleric on Golarion must have a patron deity.<ref>{{Cite web|author=[[James Jacobs]]|url=http://paizo.com/threads/rzs2mr4k?Can-there-be-a-cleric-with-no-god-in-Golarion#2|title=Comment on "Can there be a cleric with no god in Golarion?"|page=Paizo Messageboards|date=August 23, 2011}}</ref><ref>{{Cite web|author=[[James Jacobs]]|url=http://paizo.com/threads/rzs2mr4k?Can-there-be-a-cleric-with-no-god-in-Golarion#12|title=Comment on "Can there be a cleric with no god in Golarion?"|page=Paizo Messageboards|date=August 23, 2011}}</ref>
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== Spells ==
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{{Main|Spell}}
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Divine spellcasters gain spells from their divine patron, often preparing them through prayer and meditation.<ref name="CRB-39"/><ref name="APG-42"/><ref name="CRB-220"/>
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== False divine magic ==
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{{Main|False divine magic}}
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A few deceptive entities use arcane magic to appear to grant divine magic to their followers. This false divine magic only appears to be granted by a god, but is in fact entirely secular or illusory.<ref name="ISM-10">{{Cite book/Inner Sea Magic|10}}</ref>
  
 
== References ==
 
== References ==
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{{Refs}}
 
{{Refs}}
  
 
{{Magic navbox|types}}
 
{{Magic navbox|types}}
  
[[Category:Magic| Divine magic]]
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[[Category:Divine magic| ]]
[[Category:Deities| ]]
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[[Category:Magic]]
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[[Category:Deities]]
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[[Category:Magical traditions]]

Latest revision as of 06:37, 1 November 2019

Kyra, cleric of Sarenrae, wields divine magic against skeletons.
See also: Domain

Divine magic is one of three types, or traditions, of magic, along with arcane and psychic magic, that manifests in the form of spells and spell-like effects.[1] Divine spells are drawn from divine forces[2] and are considered generally less dramatic and destructive than arcane spells, with a greater focus on healing and protection and significant variance based on the domains of the deity granting them.[3][2]

Nature of divine magic

Little is known about the source of divine magic, how deities gain the ability to grant spells to their followers, or how deities can influence far-flung planes and creatures.[4]

Classes

Many people gain the ability to cast divine spells through devotion to a deity, including clerics, inquisitors, and paladins. Druids and rangers draw divine inspiration from nature,[2] while oracles are often chosen by divine forces to be vessels of their power.[5][6]

Clerics and inquisitors are especially tied to their patron deities. Their alignment and actions must closely reflect their deity's faith to avoid drawing their patron's wrath or losing their powers. Clerics can also channel their deity's energy through their bodies and into others'.[7][8] Every cleric on Golarion must have a patron deity.[9][10]

Spells

Divine spellcasters gain spells from their divine patron, often preparing them through prayer and meditation.[8][6][2]

False divine magic

A few deceptive entities use arcane magic to appear to grant divine magic to their followers. This false divine magic only appears to be granted by a god, but is in fact entirely secular or illusory.[11]

References

For additional resources, see the Meta page.