A deity – god, demon lord, great spirit, cosmic power, etc. – has empowered you to cast “clerical” spells. Add your Power Investiture to your IQ when you learn spells granted by the deity who bestowed this advantage. For instance, IQ 12 and Power Investiture 2 (Thor) would let you learn spells granted by the god Thor (and only Thor) as if you had IQ 14.
You may only learn clerical spells from a fixed list set by your deity, who may even dictate which specific spells you learn. The GM determines this list and takes on the role of your deity when you wish to learn new spells. However, because you are channeling divine will as opposed to studying magic, clerical spells do not have prerequisites.
In general, the more Power Investiture you have, the “holier” you are. The maximum level of Power Investiture depends on your deity, as determined by the GM. Minor deities who have a limited ability to transfer power to their chosen, or a small range of possible spell effects, might grant only one level, while major deities might be more generous.
Note that Power Investiture is a measure of your bond with your deity, while Clerical Investment (p. 43) and Religious Rank (p. 30) measure social power. These need not be related.
Power Investiture might be restricted to high-ranking clerics . . . but a deity can grant power to anyone it wants (possibly to the chagrin of the church!).
In some cases, you can add or increase Power Investiture in play.
What this entails depends on the deity.
To gain, keep, or improve Power Investiture, you nearly always have to take and adhere to one or more of the traits listed under Self-Imposed Mental Disadvantages. If you break these vows, you will lose some or all of your powers – perhaps until you have made proper penance, perhaps permanently. In effect, Power Investiture comes with a built-in Pact limitation (see p. 113); do not apply this modifier again.
You may also need to meet certain physical requirements. Some deities only empower men, women, eunuchs, virgins . . . the GM should be creative.
Should you lose a special requirement (such as virginity), your Power Investiture may be diminished or lost, reducing your point value accordingly.
You can have both Magery and Power Investiture (unless your deity forbids this), but Magery does not improve clerical spells and Power Investiture does not aid magical spells. The clerical and magical versions of a given spell are entirely different spells, and clerical spells never count as prerequisites for magical spells. If you know both versions of a spell, they do not affect one another.
Power Investiture is one possible way to handle “holy powers.” It is most appropriate in settings where priests are divinely inspired wizards.
For other views of divine gifts, see Blessed (p. 40) and True Faith (p. 94).
In Alethia Power Investiture functions in the same way as the Magery Advantage, except that it costs 10 points per rank and gives access to more than one college of magic depending on the god granting the power. Each god grants access to two Colleges of magic, a player taking Power Investiture gains access to those two skills plus one more of their choice, but cannot gain access to more schools through Power Investiture. Additionally the Deities offer special advantages, while some may restrict access to certain elements of magic.
I may work on creating specific spell lists for the gods but I'm not doing that right now as it's a lot more work than I want to put into it =P
I will also likely create specific restrictions, oaths, and rites priests must undertake for each level of Power Investiture.
For example, a Priest of Agniteja may be required to care a flame with them at all times that they never allow to go out. If you want to make a Priest we should talk about the requirements of the priesthood and what might feel fun to play.
God: Yondigarha
Priest of Healing
Body and Soul
Healing spells heal an additional 1 HP per die. Gain a bonus to your First Aid skill = Power Investiture level.
God: Vishraki
Priest of Death
Body and Soul
Gain Resistance to Sickness and Disease = Power Investiture, Denies spells that create or control undead.
God: Satkuthan
Priest of Civilization
Arcana and Mind
Gain +1 to cast Information spells. Gain a bonus to your Leadership Skill = Power Investiture level.
God: Maaundari
Priest of Love
Mind and Body
The bonus (or penalty) you receive from your Physical Appearance increases by Power Investiture level.
God: Pathayā
Priest of Journeys
Earth and Body
Gain +1 to cast spells that enhance movement, cause teleportation, or create gates.
God: Saphārnria
Priest of Whispers
Arcana and Mind
Gain +1 to cast the Divination spell, dream spells, and spells for telepathy and mind reading.
God: Shyrztikalā
Priest of Craft
Arcana and Earth
Gain +1 to cast spells that create, mold, or enchant objects.
The Bless and Curse spells are divine in origin and only those with the Power Investiture Advantage may cast them.
A general spell of aid and protection. It must be cast on another; you cannot bless yourself.
The effect of a blessing is as follows:
All the subject’s die rolls are modified favorably by one point (or more, for a more powerful blessing). The modification will not affect critical successes and failures. This lasts indefinitely . . . until the subject fails some die roll (or a foe makes a good die roll) and the subject is in some serious danger. Then the blessing miraculously averts or reduces the danger – and ends. It is up to the GM to decide when the blessing has its final effect, and what form the protection takes. If an arrow is aimed at your heart, a 1-point blessing might move it to your arm, while a 2-point one would send it through your hat, and a 3-point one would let it slay a foe behind you.
Duration: As above.
Cost: 10 for a 1-point blessing. Requires Power Investiture 1
50 for a 2-point blessing. Requires Power Investiture 2
500 for a 3-point blessing. Requires Power Investiture 3
Blessings may not be “stacked” – a stronger blessing ends a weaker one.
Time to cast: 1 minute for every point of energy in the spell.
Prerequisites: Power Investiture
Exactly the opposite of Bless. All the subject’s die rolls are modified unfavorably, lasting until he scores some notable success despite the bad rolls – GM’s decision as to exactly what this is. Then the success turns somehow to ashes, and the curse is ended.
Cost: 3 for a 1-point Curse. Requires Power Investiture 1
10 for a 2-point Curse. Requires Power Investiture 2
20 for a 3-point Curse. Requires Power Investiture 3
Like Blessings, Curses cannot be “stacked.”
Time to cast: 2 seconds for a 1-point Curse,
4 seconds for a 2-point Curse,
6 seconds for a 3-point Curse.
Prerequisites: Power Investiture