Infernal Pacts

The best part about the Divine Magic rules is that they can so easily be extended to cover the dark arts of Infernalism - literal Pacts with demons.

Mechanically, there seems no difference between a heroic Pact between a bold Adventurer and his deity, and a more literally diabolical Pact between a crazed infernalist and a sulphurous Duke of Hell.

Discuss.
 
alex_greene said:
The best part about the Divine Magic rules is that they can so easily be extended to cover the dark arts of Infernalism - literal Pacts with demons.

Mechanically, there seems no difference between a heroic Pact between a bold Adventurer and his deity, and a more literally diabolical Pact between a crazed infernalist and a sulphurous Duke of Hell.

Discuss.

The Pact rules were developed for the Elric setting where souls are mortgaged to the Lords of Chaos and dark agreements forged so passions can be assuaged.

So this is precisely how they can be used. And don't stop there: I've had characters form pacts with lesser demons and even loved ones. Works very well...
 
alex_greene said:
The best part about the Divine Magic rules is that they can so easily be extended to cover the dark arts of Infernalism - literal Pacts with demons.

Mechanically, there seems no difference between a heroic Pact between a bold Adventurer and his deity, and a more literally diabolical Pact between a crazed infernalist and a sulphurous Duke of Hell.

Discuss.

I'd use spirit magic for diabolical pacts, since the struggle you must do everytime you summon a spirit seems more diabolical to me.
 
Tell me more about this "Pact with loved ones" thing. That sounds like something couples can do, as in establishing a mutual 1 POW Pact and Lore (Relationship) skills to call upon a minor Divine Magic spell when all else fails and all other lights go out ... except for the one shining light of the character's relationship, keeping hope alive (by the grace of some Deity of Faithful Love).

Even on a mundane level, if all the members of an adventuring party made a Pact to the party, for as long as they remain united they could all devote, say, 3 POW to the party - and with, say, a party of 8 people that would be a lot of dedicated POW available to power one Divine Magic effect used to help the party survive and stay unified in its goals - and its exploits and adventures could be used as the body of Lore (adventuring party) that could be used to cast Divine Magic spells appropriate to the party.

Oooh. Now I couldn't work Divine Magic much, but that I could make work.
 
Tell me more about this "Pact with loved ones" thing.

Happened in my Elric campaign. One of the characters fell for the comely Melnibonean noblewoman he'd been sent to rescue. Standing on the prow of their ship, fleeing a burning Ryfel, he declared his love and swore he'd do anything for her - swore to keep her safe. She held him to that, and so I made him create a Pact (no POW cost) that bound their souls together. They now have an empathic link that means any pain she experiences, so does he. That's a hell of an imperative to keep her out of harm's way...

Pacts can be as flexible as you want them to be. They represent an emotional relationship which includes some investment of the soul. They need not be restricted to gods but can, indeed, be opened up to demons, love ones, ideals, and so on. In this sense they become a passion, but one that actively binds two things together.
 
This kind of vaguely reminds me of Sabbat covens in Vampire: The Masquerade, where they are forced to drink of each other's blood, becoming mystically enthralled (and thus loyal) to one another.

Perhaps in your setting powerful mages force their apprentices to sacrifice some POW to them as a token of their loyalty and obedience. If any harm comes to the master, the students permanently lose the POW.
 
RangerDan said:
This kind of vaguely reminds me of Sabbat covens in Vampire: The Masquerade, where they are forced to drink of each other's blood, becoming mystically enthralled (and thus loyal) to one another.

Perhaps in your setting powerful mages force their apprentices to sacrifice some POW to them as a token of their loyalty and obedience. If any harm comes to the master, the students permanently lose the POW.
As a matter of fact, I do believe they did. Way back in the old Avalon Hill RQ3, they had a ritual called Apprentice Bonding.

Apprentice Bonding
Ritual (Ceremony)

Through this ritual the master establishes a special link with each of his apprentices. This bond is necessary so that the master can instruct the apprentice in the deeper secrets of sorcery.

Establishing this bond requires the apprentice to expend 1 point of current POW during a ceremony overseen by the master. When completed, the familiar or the master (with whomever the bond has been established) will always know the approximate distance and direction of the apprentice, and can issue a gentle call for the apprentice to return to him. The familiar or master will not be able to read the student's mind, use his magic points, or influence his actions in any way.
 
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