Either I'm looking at them cross-eyed and upside-down or the Divine Items rules don't make much godsforsaken sense, and the examples given ignore them completely (and rightfully so). I've looked far and wide through these sage and knowledgable forums (lurking around here since discovering MRQII a month ago), but while the general failures of A&E and the particulars of sorcery enchantments have been talked about, divine enchantments seem to have Ignore Rulesnag cast over them. Some brave souls saw partway through it, uncovering a tiny part of the web, but their threads got lost with never an answer.
I fear that this was also missed in the A&E errata.
Let's look at them, shall we?
According to the Divine Item Attributes table on page 97 of A&E, the cost ratio of common magic to divine magic for temporary spell bindings is a steep 1:6 (while each point of magnitude of common magic costs only half a point of mythic resonance/10, each point of divine magic costs 3), while for permanent divine items the ratio is 1:4.
But what does a cult with Mythic Resonance 55% get in the examples? 6 uses of Bladesharp 3 or 6 uses of Heal Body 3.
Seems to me that all four of those numbers are wrong.
According to both table and text, 55% mythic resonance would bring either
3 uses (not 6 as stated in the example) of (common) Protection 12 (not 3 as stated in the Bladesharp example) = 12 armor points per location
or
2 (instead of 6) uses of (divine) Shield with a magnitude of 2, resulting in a whooping 2 armor points per location.
Now in my campaign world the gods are weak and dying, but this is ridiculous. Sure, there are divine spells more potent as any common magic spell, but Shield does just the same that Protection does (for a longer duration - but see below). Part of the problem here: judging the value/cost of a spell on its magnitude works well for common magic but not so well for divine spells, where cult rank would perhaps have been a better indicator.
Am i completely off the track? Do i overlook something relating to the different use of magnitude in common and divine magic? Is my reading comprehension befuddled?
Another strangeness is the cost difference for permanent instead of temporary items: for common magic, costs are doubled, but the ratio for divine magic is only 3:4. So for a myth resonance of 55% this means that the cost for the permanent Shield (6/4 rounded up) is exactly the same as for the meager 2-use temporary variant (6/3 rounded up).
The examples seem to disregard the rules completely and make no difference between a common or divine spell. The examples both for Bladespell and for Heal Body have half the cult's Myth Resonance/10 in magnitude and a number of uses equal to Myth Resonance/10. This seems more reasonable than the values that would result if one followed the table.
There is a questionable point in the examples as well: the duration of a bound spell of Bladesharp is given as 15 minutes instead of 5. I guess one could argue that the common spell is bound in a divide item, thereby giving it divine duration, but right there it says "for the duration of the governing spell as per the spell description" - which would be 5, not 15.
Turning the page while scratching my head I come across this fine quote:
"The rules for divine enchantments allow for the creation of some spectacularly powerful and versatile magical items".
Oh yes, provided the cult uses common magic.
10 uses of Bladesharp 20 anyone?**
regards,
riordan (coming back to RQ after 15 years in the wilderness)
** The Befuddled Brotherhood (Mythic Resonance 99%) will fall upon you with their Butterknives and then we will see which side the bread, if fallen, will have landed.

I fear that this was also missed in the A&E errata.
Let's look at them, shall we?
According to the Divine Item Attributes table on page 97 of A&E, the cost ratio of common magic to divine magic for temporary spell bindings is a steep 1:6 (while each point of magnitude of common magic costs only half a point of mythic resonance/10, each point of divine magic costs 3), while for permanent divine items the ratio is 1:4.
But what does a cult with Mythic Resonance 55% get in the examples? 6 uses of Bladesharp 3 or 6 uses of Heal Body 3.
Seems to me that all four of those numbers are wrong.
According to both table and text, 55% mythic resonance would bring either
3 uses (not 6 as stated in the example) of (common) Protection 12 (not 3 as stated in the Bladesharp example) = 12 armor points per location
or
2 (instead of 6) uses of (divine) Shield with a magnitude of 2, resulting in a whooping 2 armor points per location.
Now in my campaign world the gods are weak and dying, but this is ridiculous. Sure, there are divine spells more potent as any common magic spell, but Shield does just the same that Protection does (for a longer duration - but see below). Part of the problem here: judging the value/cost of a spell on its magnitude works well for common magic but not so well for divine spells, where cult rank would perhaps have been a better indicator.
Am i completely off the track? Do i overlook something relating to the different use of magnitude in common and divine magic? Is my reading comprehension befuddled?
Another strangeness is the cost difference for permanent instead of temporary items: for common magic, costs are doubled, but the ratio for divine magic is only 3:4. So for a myth resonance of 55% this means that the cost for the permanent Shield (6/4 rounded up) is exactly the same as for the meager 2-use temporary variant (6/3 rounded up).
The examples seem to disregard the rules completely and make no difference between a common or divine spell. The examples both for Bladespell and for Heal Body have half the cult's Myth Resonance/10 in magnitude and a number of uses equal to Myth Resonance/10. This seems more reasonable than the values that would result if one followed the table.
There is a questionable point in the examples as well: the duration of a bound spell of Bladesharp is given as 15 minutes instead of 5. I guess one could argue that the common spell is bound in a divide item, thereby giving it divine duration, but right there it says "for the duration of the governing spell as per the spell description" - which would be 5, not 15.
Turning the page while scratching my head I come across this fine quote:
"The rules for divine enchantments allow for the creation of some spectacularly powerful and versatile magical items".
Oh yes, provided the cult uses common magic.
10 uses of Bladesharp 20 anyone?**
regards,
riordan (coming back to RQ after 15 years in the wilderness)
** The Befuddled Brotherhood (Mythic Resonance 99%) will fall upon you with their Butterknives and then we will see which side the bread, if fallen, will have landed.
